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A Guide to Designing Communities

By Michael O. Varhola, Jim Clunie & the


Skirmisher Game Development Group
A Guide to Designing Communities

This Book Is Dedicated to


the Memory of Our Friend & Colleague
Clint Staples

By Michael O. Varhola, Jim Clunie & the


Skirmisher Game Development Group
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A Guide to Designing Communities

Skirmisher Publishing LLC


499 Mystic Parkway
Spring Branch, TX 78070

skirmisher.com
d-Infinity.net
d20@skirmisher.com

Authors: Michael O. Varhola, Jim Clunie, Clint Staples, Paul O. Knorr (“Guilds”),
Skirmisher Game Development Group
Project Manager: Brenda Cass
Editor-in-Chief: Michael O. Varhola
Art: Amanda Kahl, STANN, Art Resources for Tabletop (A.R.T.), Dover Publications; model images on pages
40, 65, 89, and 115 courtesy of Miniature Building Authority.
Layout and Design: Bob Greyvenstein, Michael O. Varhola

All contents of this book, regardless of other designation, are Copyright 2020 Skirmisher Publishing, all rights
reserved. This book is protected under international treaties and the copyright laws of the United States of
America. Mention or reference to any company, product, or other copyrighted or trademarked material in no
way constitutes a challenge to the respective copyright or trademark concerned. This book is a work of fiction
and any resemblance of its contents to actual people, organizations, places, or events is purely coincidental.
First full revised and expanded Platinum Edition publication: February 2020.

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Preface 7 Clothier 44

Companion Volumes 7 Glaziery 46


Jewelry Workshop 47

Introduction 9 Leatherworking Shop 48

About this Book 9 Mint 50


Local Monetary Systems 53
Chapter 1: Communities 13 Sculpting Workshop 55

Features of Communities 13 Shipyard 56

Regional Influences 13 Stonemasonry 58

Racial Influences 14 Taxidermy Workshop 59

Types of Communities 15 Weaponsmithy 62

Small Communities 15 A Sample Halfling or Gnome


Towns 17 Craftsman’s Workshop 65
Cities 18
Special-Purpose Communities 19 Chapter 3: Entertainment Places 67
Buildings 21 Amphitheater 68

Features of Urban Areas 23 Amphitheaters, Racetracks & Theaters 69


Availability of Goods & Services 23 Carnival 71

Law and Order 23 Menagerie 73

On,, Above & Below city streets


On 24 Museum 74

Urban Lighting 26 Park 76

Community Defenseworks 26 Racetrack 77

Disasters 28 Theater 79

Dealing with Disasters 31 A Sample Theater Floorplan 82


Effects of Disasters on People 31 Tournament Ground 83

Impact of Disasters on Places 33


Chapter 4: Professional Places 87
Chapter 2: Craftsman Places 37 Guildhouse 87

Armory 37 A Sample Guildhouse 89


Blacksmithy 39 Hospital 90

A Sample Blacksmithy 40 Mages’ Lodge 92

Carpentry 41 Training Hall 93

Cartography Workshop 42 Guilds 95

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Chapter 5: Tradesman Places 101 Chapter 8: Scholarly Places 175
175
Animal Training Ground 101 Academy 176
Apothecary 104 Alchemy Workshop 177
Brewery 106 Library 180
Farm 107 Observatory 182

Lumber Camp 110 Oracle 184

Mill 112 Scriptorium 186

A Sample Mill 115 Wizard’s Tower 187

Mortuary 116
Quarry 119 Chapter 9: Religious Places 191
Tannery 121 Cemetery/Graveyard 192
Hermitage 194
Chapter 6: Mercantile Places 125 Monastery/Convent 196
Bank 126 Pilgrimage Trail 198
Brokerage 128 Shrine 201
General Store 129 Temple 203

Marketplace 131 Temple Features, Objects & Furnishings 204


Pawnshop 132 Sample Temple Floorplans 206

Scroll Shop 134 Classical Temple Furnishings 207

Slave Pen 136


Trade Fair 137
Chapter 10: Governmental Places 209
209
Audience Chamber 210
Trading Post 140
Aristocratic Ranks 211
Warehouse 142
Barracks 212
Courthouse 214
Chapter 7: Service Places 145
Guardhouse 215
Barbershop 146
Jail 217
Bathhouse 147
Manor 218
Caravanserai 148
Palace 220
Hostel 152
Port 221
Inn 154
Prison 223
Kitchen 156
Workhouse 225
Laundry 157
Livery Stable 160
Chapter 11: Underworld Places 229
Restaurant 162
Brothel 230
Rooming House 163 Gambling Den 232
Tavern 164 Pit-Fighting Ring 234
Inn & Tavern Generation 167 Smuggler’s Tunnel 236
Watering Point 170 Thieves’ Guild 238
Assassins’ & Beggars’ Guilds 238

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I
n 2007, I started working with Gary Gygax, creator of the Dungeons & Dragons roleplaying game, on an
exciting project for the Gygaxian Fantasy Worlds series called “Essential Places.” It was the fourth project
Gary and I had worked on together and the second title I authored for the series, which was published by
Troll Lord Games. Sadly, it was the last project I would work on either with him or for the series, and when
Gary died in 2008 it died with him and I was left holding a large manuscript that I had already been toiling
away on for more than year. It was, in fact, large enough to be two books, and the 70-or-so general descriptions
of “essential places” it contained were the basis for what eventually became my Skirmisher Publishing’s City
Builder: A Guide to Designing Communities.

City Builder, a system-free guide to designing might visit or spend time at, from taverns and inns
communities that could be used in conjunction to temples and guilds, organized into 10 thematic
with virtually any roleplaying game, or even as a categories.
writer’s guide or simply as an interesting read, was
As successful as City Builder became for us, it was
immediately well-received by the tabletop gaming
still one of our earlier titles and eventually did not
community and went on to become Skirmisher’s
represent what we were capable of as a company in
most successful title and a Platinum bestseller at the
terms of writing, editing, layout, design, art, or access
popular DriveThruRPG retail site.
to technology. Our awareness that City Builder could
We designed City Builder as a resource that storytellers be even greater than it had been was, in fact, our
could use to create fun and believable communities, motivation for creating what we are now calling the
and interesting and compelling places within them, “Platinum Edition” of the book and, in doing so, taking
for their settings. We deliberately endeavored to it to the next level and turning it into a publication
make it as verstaile as possible, to be suitable for use representative of where we are today.
with both purely historic and fantasy milieux, and
With this Platinum Edition of City Builder we have
to be compatible with a wide range of time periods
created a dramatically improved version of the
— including those corresponding to the ancient,
original book and upgraded it in every way possible
Dark Ages, Medieval, and Renaissance eras of our
to make it more user-friendly, enjoyable to read, and
own world — and to include references to relevant
visually appealing. We have completely redesigned
elements from many cultures and places.
the book to give it a more contemporary and accessible
Altogether City Builder contained guidelines for look; have thoroughly revised all of the text, to
creating communities of all sorts and sizes and entries include expanding and reediting it as necessary
for dozens of different kinds of places adventurers and reorganizing the contents of some of the entries
or their places within the book; have done more to
standardize entries and give them a parallel structure;
Companion Volumes have added information to entries when applicable
about how they might be approached in unique ways
Each of the six-dozen general sorts of places in by various fantasy races; have added 18 new entries;
the original manuscript for Essential Places also and have replaced the original disparate collection of
had a corresponding specific example, and these images with a suite of more than 100 new illustrations
became the basis for the Skirmisher Publishing’s that have a complementary style and give the book an
universal sourcebook Kos City and a cornerstone even nicer and more cohesive look.
for the Swords of Kos Fantasy Campaign Setting
overall. This new edition of our most popular title is now
an even more essential asset to storytellers creating
We have also made efforts to ensure that City villages, towns, cities, and other sorts of communities
Builder and a number of our key d20/OGL for a wide variety of settings. We sincerely believe
sourcebooks — including our Experts, Warriors, that the Platinum Edition of City Builder has a place
and Tests of Skill — were fully compatible and on every world builder’s bookshelf and have made
could smoothly serve as companion volumes to every effort for them to want it to be.
each other.
— Michael O. Varhola

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C
haracters in typical role-playing game campaigns spend much of their time trudging through teeming
wilderness, exploring forgotten ruins, risking the hazards of subterranean dungeon complexes, and
battling dangerous foes of all sorts. Before and after such adventures, however — and sometimes
even during them — characters often visit a wide variety of places to buy and sell weapons, armor, and
other equipment; consult with or hire mercenaries, tradesmen, scholars, and various sorts of specialists; and
participate in training, research, and other activities related to their vocations. The various sorts of communities
where adventurers perform these and other functions is the subject of this book. It has not been written with
any particular game system in mind and is intended to be useful for storytellers building a wide variety of
ancient, Dark Ages, Medieval, Renaissance, fantasy, and other communities.

In many game campaigns, visits to such communities storytellers with a resource for making the villages,
and the essential places within them are often given towns, and cities in their worlds more plausible,
short shrift, and dispensed with in the most perfunctory memorable, and exciting.
way. Not every visit to non-adventuring venues of
Visits to places that have been given compelling
these kinds needs to be played out, of course, and it is
details and added dimensions can reinforce the feeling
perfectly appropriate that many not be. Periodically
that the characters live in a real, vital, interconnected
roleplaying visits to various key locations, however,
world. This will be all the more true if various critical
can serve a number of useful functions.
places and the people associated with them are
Communities of various sorts often serve as the starting affected by the same forces present in the milieu that
and ending points for all sorts of undertakings, and the player characters are.
uncounted parties of adventurers have begun and
Finally, storytellers can often use communities and
ended their quests in the marketplaces and taverns of
the relevant places within them both as locales where
the villages, towns, and cities of their game worlds.
player characters can meet non-player characters who
Settled areas themselves can also serve as locales for
might be useful to them or otherwise influence their
exploits of all sorts, especially those involving skill
fates, and as opportunities for storytellers to insert
use, subterfuge, and roleplaying rather than open
adventure hooks of various sorts.
battle, with encounters, monsters, and characters
much different than those typical of the usually-more-
About this Book
dangerous wilderness and dungeon environments.
Overall, the goal of City Builder is to provide story-
Even campaigns encompassing long overland travels
tellers with concrete information about how to create
or voyages at sea will likely involve occasional stops
communities and places within them for use in their
at settlements or ports to obtain supplies and services
own fantasy roleplaying campaigns and to inspire
beyond what characters in a party can carry or provide
them to develop locales that are believable, colorful,
for themselves.
and exciting for their characters to visit. Each of the
One of the things, in fact, that distinguishes a 11 chapters in City Builder: A Guide to Designing
campaign from an unrelated series of dungeon crawls Communities begins with a brief overview of the sorts
can be the downtime between adventures. Many of places discussed in it and then looks at a number of
parties will return again and again to well-established them in detail, as described below.
bases of operations where the adventurers can heal
Chapter 1: Communities discusses general features
up, resupply, train, and, ultimately, begin planning
of settled areas, to include types of communities and
their next quests. Providing detailed communities
possible regional and racial influences on them; the
in which to perform these tasks establishes a sense
sorts of buildings that might be found within different
of continuity, can make characters’ progression in
types of settlements; features of urban areas, to include
competence and ability feel more tangible, and helps
availability of resources, the law and its application,
mesh separate adventures into a cohesive whole.
lighting, and defenseworks; and the sorts of disasters
Game-world communities are, unfortunately, often that can affect communities, how authorities respond
not as interesting or unique as they could be, and to them, and how they might affect places and their
the primary intent behind this book is to provide inhabitants.

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Chapter 2: Craftsman Places explores the locations Chapter 7: Service Places covers sites that characters
associated with people who make things and to visit to fulfill their needs for things like food, drink,
which characters must frequently go when they sleep, and personal hygiene and include some of the
need to purchase or commission armor, weapons, most quintessential places associated with fantasy role-
clothing, and any other kinds of custom-made or playing games. Such places described in this section
special items. Places it covers in detail include include Barbershops, Bathhouses, Caravanserais,
Armories, Blacksmithies, Carpentries, Cartography Hostels, Inns, Kitchens, Laundries, Livery Stables,
Workshops, Clothiers, Glazieries, Jewelry Shops, Restaurants, Rooming Houses, Taverns, and Watering
Leatherworking Shops, Mints, Sculpting Shops, Points. This chapter also includes a section on
Shipyards, Stonemasonries, Taxidermy Workshops, determining numbers and characteristics for places of
and Weaponsmithies. It also includes a floorplan for a these sorts in a particular area.
sample Gnome or Halfling worksplace.
Chapter 8: Scholarly Places looks at places characters
Chapter 3: Entertainment Places covers places to might go to gather information that can help them
which people in a milieu might go for leisure and during their adventures, to learn about things they
recreation. Specific places of this sort covered in have acquired during them, and more. Places of this
this chapter include Amphitheaters, Carnivals, kind covered in this chapter include Academies,
Menageries, Museums, Parks, Racetracks, Theaters, Alchemy Workshops, Libraries, Observatories,
and Tournament Grounds, along with two sidebars Oracles, Scriptoriums, and Wizards’ Towers.
designed to understand the characteristics of and
Chapter 9: Religious Places describes places that
differences between a number of them.
characters can visit to fulfill various spiritual needs,
Chapter 4: Professional Places discusses institutions meet with the people associated with them, or try to
that some characters might need to visit in order to commune with the gods or their agents. Such places
advance in their vocations, or to which others might described in this chapter include Cemeteries and
need to go for information or various services. Specific Graveyards, Hermitages, Monasteries and Convents,
places of this sort described in this chapter include Pilgrimage Trails, Shrines, and Temples. It also
Guildhouses, Hospitals, Mages’ Lodges, and Training includes sidebars on temple furnishings, relics that
Halls. This chapter also includes a sample plan for might be associated with Classical places of worship,
a small guildhall and a detailed appendix on the and sample temple floorplans from three different
characteristics of guilds that can be used to randomly religious traditions.
generate organizations of this sort.
Chapter 10: Governmental Places examines sites
Chapter 5: Tradesman Places examines sites occupied associated with and controlled by the ruling powers
by various sorts of specialists that characters might of a community or state. Characters might decide to
periodically need to visit. Specific places described visit such places for any number of reasons, but might
in it include Animal Training Grounds, Apothecaries, also find themselves summoned or unwillingly taken
Breweries, Farms, Lumber Camps, Mills, Mortuaries, to some of them. Specific places of this sort described
Quarries, Slave Pens, and Tanneries. It includes a nice in this book include Audience Chambers, Barracks,
floorplan of a mill, one of the sorts of places that will Courthouses, Guardhouses, Jails, Manors, Palaces,
be present in practically every community of village Ports, Prisons, and Workhouses. This chapter also
size or larger. includes a sidebar on the aristocratic titles that might
be used in various cultures and settings.
Chapter 6: Mercantile Places deals with wealth in its
various forms and the locales where characters might Chapter 11: Underworld Places describes venues
go to liquidate, spend, and safeguard the loot they associated with criminals and the seamy underbelly
acquire in the course of their adventures. Such places of society. Places of this sort that adventurers might
are, naturally, among some of the most visited in visit for business or pleasure include Brothels, Pit-
many campaign settings, and those described in this Fighting Rings, Smugglers’ Tunnels, and Thieves’
chapter include Banks, Brokerages, General Stores, Guilds. This chapter also includes a sidebar that
Marketplaces, Pawn Shops, Scroll Shops, Trade Fairs, examines the special characteristics of Assassins’ and
Trading Posts, and Warehouses. Beggars’ Guilds.

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Communities

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M
ost communities in a game world will be inhabited by a populace with similar or overlapping
backgrounds, goals, interests, and concerns. There can, of course, be marked exceptions to this general
rule, as with communities in the throes of division and crisis, or those in which there has been
historic isolation and oppression of a weaker group. Populations in smaller communities tend to be racially
homogenous; generally have a relatively narrow gap between their richest and poorest members; are often
comparatively egalitarian or democratic in nature; typically enjoy limited privacy, probably no anonymity, and
tend to know everyone else; and often suffer or benefit fairly equally from conditions affecting the community
overall. Populations in larger communities are much more likely to be racially diverse; often have a distinct
economic gap between their richest and poorest members; tend to have power concentrated in the hands of
a few individuals or families, to have a politically-disenfranchised underclass, and to have the bulk of the
residents fall somewhere between these two extremes; typically value privacy, mind their own business as
much as possible, and have many individuals about whom little is widely known; and frequently enjoy benefits
or suffer detriments that are often not distributed equally.

Features of Communities independence they can obtain and many will engage
in protracted negotiations or even military action to
A single major community — anywhere between
a large town and a very large city in size — might obtain charters granting them the rights they desire.
constitute a small nation-state. In addition to its main Lords are often willing to grant such charters to
community, such a small country might also include mercantile and manufacturing communities, which
a number of nearby villages or smaller towns, mostly can generate income far beyond what is possible for
dedicated to producing food for the capital. Despite rural estates, in exchange for cash payments. Such
their relatively small size, such nations that evolve cash-hungry aristocrats, of course, might seek to
from single cities can often become quite influential replace city governments that do not adequately serve
and powerful. Small states of this sort, in fact, may their needs.
well be the norm in ancient, Medieval, or fantasy One way or another, individual community
game milieus. governments might operate and be constituted much
A large nation-state might include many communities, differently than the national governments to which
including dozens of cities, hundreds of towns, and they are ultimately subject. Local governments might
thousands of villages and smaller settlements. Such be influenced by such things as a desire to preserve
larger countries might be divided into several major traditions from the community’s history, a drive to
regions, each containing perhaps one to three cities experiment with model forms of government proposed
and numerous smaller communities. Although such by various philosophers or prevalent in other lands,
states will likely have some form of central government or a need to adhere to unique local circumstances.
and a unified foreign policy, individual communities
might have significant control over administration of
local and regional affairs.
Regional Influences
Where a particular community is located is one of
Even communities subject to larger states might the most critical factors in how it will develop. Major
operate with great degrees of independence, especially terrain features like rivers, lakes, seas, mountains,
if they have sufficient political clout or distance from valleys, forests, hills, swamps, islands, and deserts
their suzerains to insist upon it, or if such semi- can, in fact, be some of the most key factors in
autonomy is to the advantage of their overlords. determining why a particular community was
Indeed, in certain looser forms of government — established, the form it takes, its economic basis, and
such as confederations, leagues, and weak feudal how large and successful it does or does not become.
states — the overall ruler may hold power only by the
Communities established in areas of rich farmland,
cooperation of a number of lords or electors, or the
for example, may be able to produce food in surplus
central governing body might only convene yearly or
of their needs, allowing them to both maintain a well-
at longer intervals, or in times of crisis.
fed populace and engage in trade with less prosperous
In any event, communities tend to value whatever settlements. Communities without access to much or

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any superior farmland, on the other hand, very well Major terrain features like those noted above can
may not be able to support large populations and may also limit how far a particular community can
never grow into more than villages or small towns. In naturally expand and determine any natural lines
the absence of resources like mineral wealth or various of defense against foreign invaders, such as a
service industries, the peoples of such communities major river beyond which the community’s troops
will likely become the political dependents of more do not venture, or a strategic pass controlled by a
powerful neighbors. vital fortress that may have changed hands many
times. Areas that are outside the control of any of
One of the things that distinguishes some communities
the surrounding civilized states will likely retain a
from others and can provide them with immeasurable
disputed legal status and be a haven for whatever
political and mercantile benefits is their situation at
outlaws, monsters, and adventurers choose to make
some intrinsically valuable location, such as a land
their homes there.
bridge between continents, the delta of a key river
system, a deep-water harbor, or a strait connecting
major bodies of water. In a fantasy campaign setting, Racial Influences
exploitable natural or supernatural phenomena Another factor that can affect the form or organization
might additionally include volcanoes, cloud islands, of a community is the various peoples who live
extensive subterranean areas, regions of high or low within it. Presence of non-Human races and cultures,
magical power, or gateways to other worlds or planes for example, adds to the exotic nature of most fantasy
of existence. campaign settings and influences the location,
structure, appearance, and other key elements of
Just as a strategic location can make a community
communities. Indeed, individual communities in
the envy of others, however, so too can it become a
a fantasy milieu may consist partly or entirely of
liability by making it a perpetual target for conquest.
such non-Human populations, which might range in
A city that has something worth taking constantly has
size from individual aliens, to pockets within large,
to protect it, and nation-states that fail to do so will
predominantly Human communities, to nation-
lose vital portions of their lands, become occupied by
states consisting almost entirely of non-Humans.
stronger neighbors, or be annihilated or absorbed by
Possibilities are limited only by the storyteller’s
foreign powers.
imagination and concept for the fantasy milieu that
he wishes to create.
In many ways, the role of non-Humans within
predominantly Human communities is likely to
resemble, in an appropriately modified fashion, the
different relationships that subgroups of foreign
extraction have historically held with a society
overall. On the one hand, members of a non-
Human group might be considered equal and fully-
integrated citizens of the parent community and
contribute unique benefits to it, possibly in the form
of things like monetary, magical, or military aid.
An interchange of technology, beliefs, and customs
could, in fact, alter both the majority and the minority
societies, and possibly lead one group to introduce
dramatic improvements of various sorts. On the
other hand, various non-Human groups might be
politically independent or semiautonomous to some
extent, perhaps governing themselves differently than
Humans, or could be disenfranchised, either ignored
by the community’s rulers or even viewed as a threat
to be stamped out. When one considers the level of

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fear, xenophopia, misunderstanding, resentment,
and hatred that can prevail and be acted upon in
the real world amongst members of the same species
it suggests the levels such things might be taken to
in fantasy worlds and between beings that are truly
unrelated.
In cases where the greater society is dominated by
non-Humans and Humans are in the minority, all of
these dynamics will both be reversed and modified
according to the inclinations of the predominant race.
A ruling minority of Elves, for example, might prohibit
Humans from entering certain areas, while a ruling
majority of such beings might relegate those unlike
them to only specific areas. A society dominated by
Goblinoids, on the other hand, might simply follow a
policy of enslaving creatures of some other races and
killing out of hand others.
It is also possible, however rare such a case might
be, that the populations of two or more communities
could be largely unaware of each other’s existence.
A sequestered community of Merfolk in the great
bay adjoining a major city might be invisible to it has. Communities with little to offer new residents
its Human inhabitants, and might themselves be will remain at their current size, or possibly even
largely ignorant of the fact that other people have shrink if the pickings are scarce — perhaps leaving
settled the lands beyond their holdings, possibly amenities intended for a much larger population to
centuries before, gaining some inkling of this only fall into disuse or to be adapted for different purposes.
when violence or the elements drive vessels and On the other hand, events like establishment of a new
their contents beneath the waves and into the trade route or discovery of a previously unexploited
watery realm below. resource might cause a period of expansion. Being
based in such a vital community can make for many
exciting adventure opportunities, as well as providing
Types of Communities characters with a familiar base of operations that could
Most communities can be broadly classified as small plausibly grow to meet some of their more complex
ones like villages, medium-sized ones like towns, or needs as they attain higher levels of experience.
large ones like cities. There are also various sorts of
special-purpose communities that can play a role in
the game, such as communes, prisons, plantations, Small Communities
and military bases, and these are all described Many sorts of small communities exist, and the vast
either in this chapter or elsewhere in this book. majority of those in worlds that function largely
Size of a particular community will play a big role like our own will likely be agricultural in nature.
in determining what sorts of goods and services are Such communities will be the norm in the relatively
present within it and — in general and all other things unorganized borderlands, marches, and wildernesses
being the same — the larger the community, the more along the frontiers of the sorts of nations around
sorts of specialization it can support and a greater which many adventures take place. They are typically
likelihood that any particular thing will be available. racially homogenous in nature, but there can be
marked exceptions to this.
Size of most communities is also closely linked to
their proximity to natural resources or trade routes, so Thorps are the smallest sort of communities and
the storyteller should have some plausible reason for are typically home to anywhere from just a few to
why a particular community has attained the size that as many as 100 inhabitants. Any particular thorp

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is 50% likely to be non-permanent in nature and generally depend on nearby larger communities
dedicated to seasonal activities — such as hunting, for amenities important to everyday life, such as
fishing, or logging — or to governmental projects purchase of necessary tools and supplies, centers
like construction of roads or dams. It is 30% likely of worship, or local government. It is 30% likely
that all the inhabitants of a permanent thorp will be that such a community is only temporary and
somehow related, and a settlement of this sort might occupied either seasonally or until completion of a
have one or several family heads, although such de specific project, such as a section of road, a castle,
facto community leaders are unlikely to have any or a temple. If permanent, a hamlet generally has
formal titles and typically hold only a loosely-defined no firm economic base or organized government,
status. and its inhabitants typically work as subsistence
farmers, hunter-gatherers, or craftsmen.
If not dedicated to some specific activity, the
residents of thorps often subsist as beggars, Residents of non-permanent hamlets are typically
bandits, hunter-gatherers, scavengers, or the like, laborers engaged in governmental projects; people
or are migrants or refugees from a neighboring engaged in exploiting some resource, such as seasonal
nation or places within their own where they harvesting of wild plants, hunting of saleable fur or
have been oppressed or from which they have meat animals, prospecting for precious metals or gems,
been driven out. It is only 40% likely that any or scavenging from ruins; or even bandits or equivalent
particular permanent thorp will have a name. lawless groups, including irregular military forces
Buildings generally consist only of temporary or like rebels or unemployed mercenaries. Prominent
semi-permanent structures, such as lean-tos, tents, residents of a hamlet might hold some sort of outside
shanties, and huts, although these might be built authority — such as bosses of a work group, priests,
around the ruin of a place like a manor house or or rebel officers — although typically no particular
old fortification. post of leadership exists for the hamlet itself, which is
more often recognized as a locality than a community.
Hamlets are larger than thorps and are typically
Buildings in a hamlet might include permanent
home to anywhere from 100 to 500 residents but

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longhouses or huts, along with the kinds found in
thorps.
Villages are communities ranging in size from about
500 to 1,000-or-so residents that have some sort of
organized government and a particular economic
basis, among which farming predominates. A typical
village might have up to a half-dozen industries,
three of which will almost always be a blacksmith’s
workshop, a mill, and a brewery in a farming
community (i.e., a blacksmith to forge and repair
agricultural tools, a miller to grind grain, and a brewer
to convert grain into beer).
Buildings in a village are mostly permanent in nature
and consist largely of such things as longhouses
and sunken huts. If constantly threatened, a village
might also include some sort of simple defenseworks,
such as a palisade, a fence of tough thorn bushes or
cactuses, a watchtower into which people can flee if
the community is attacked, or even a fortified temple.
Residents of any particular village might also be
organized into some sort of militia, especially in areas
perpetually menaced by various threats.
Towns often have a number of recognized districts
Other sorts of small communities might also exist — such as those for craftsmen, merchants, or
in a particular setting. Non-permanent settlements travelers — and possibly even suburbs. They also
consisting of tents, wagons, or boats might be used generally require a more complex and organized
by nomadic bands of various sorts and resemble system of governance than villages and are often
thorps or hamlets in their numbers of inhabitants run by a permanent body, such as a citizens’
and organization. Boom towns might spring up council headed by a mayor. In addition, towns
in formerly isolated or unsettled areas where a almost always have central markets that are used
particularly rich resource has been discovered by people from surrounding villages and other
or a region of desirable land has been opened small communities to sell and trade the produce
for acquisition, and a rush of fortune-seekers of field and forest, and as an outlet for local
may flood in, erecting temporary structures on craftsmen and tradesmen to provide their various
land that they may or may not legally own. Such goods and services. Unlike villages, towns are
places might be organized and have infrastructure typically not self-sufficient in food, making their
comparable to thorps, hamlets, or even villages populations dependent on the markets that have
but have population in the hundreds or thousands. allowed their communities to prosper.
Suffice it to say, such unstable conditions very
often breed disease, hardship, exploitation, crime, Industries associated with towns include fundamental
and violence. ones required by their inhabitants on a daily basis
— such as greengrocers, bakeries, butcheries,
fishmarkets, mills, blacksmithies, and breweries —
and about a third will also be noted for some other craft
Towns
or activity in particular, making them a destination for
Towns are substantial, permanent communities
people hoping to either participate in those pursuits
that often feature a wide variety of industries,
or acquire the products associated with them (e.g.,
are likely to have some level of racial diversity,
leather goods, cheese, religious paraphernalia).
and are typically home to at least 1,000 and as many
as 5,000 inhabitants. Structures associated with towns are generally

17
substantial, permanent, and diverse, and might A city’s head of government usually has at least the
include a variety of public or governmental structures, title of Lord Mayor — although often this personage
such as town halls. Towns might also — depending will instead be a high noble of the realm or the ruler
on their resources, configuration, and prevailing of an independent state, holding a title like Duke,
threats — have defensive walls or fortifications large Prince, Doge, or Sultan — and presides over a council
enough to hold all of the local residents for short of representatives who each have a considerable
periods of time, the latter often situated on the highest constituency in the city and without whose
point within the community. Such defenseworks will organizational skills the administration of such a vast
typically be built and maintained by a town’s civic and complex system could not function.
government or feudal ruler.
Cities are often divided into multiple sections, often
referred to as districts, precincts, quarters, or wards.
Cities Each of these precincts typically has a different,
Cities are large, complex, diverse communities specialized purpose and might actually be similar
that are almost always located along the banks of in size to an independent town. Possibilities include
navigable rivers, on the shores of deep water bays, craft, trade, mercantile, academic, professional,
or along major trade routes, and which have ample service, temple, cemetery, entertainment, underworld,
access to resources like food and fresh water for government, residential, and military quarters, each
their populations. In a typical ancient, Medieval, of which might be even further subdivided. Another
or fantasy milieu, small cities are home to at last common practice is to allot one or more quarters
5,000 and as many as 12,000 residents; large cities primarily to particular nationalities or races, or to
to as many as 25,000 residents; and metropolises as foreigners and visitors generally, both for purposes
many residents as can be supported by the economic of providing them with suitable amenities and for
basis of the campaign setting, possibly hundreds of segregating them from the indigenous population.
thousands or even millions. Many cities have some
Various sections of a city might be set off with
sort of significant commodity exchange (50% likely)
distinctive boundary stones marked with specific
or industry (25% likely) associated with them.
sorts of symbols or sculptures. Respect for such
official markers and adherence to them is generally
taken very seriously by the community that has
expended the time and effort to erect them and
such markers might also have some sort of reputed
or actual magical properties. Municipal districts are
sometimes separated by more substantial boundaries
like walls and might even have movement between
them controlled or interdicted by gates, measures
which might be variously intended to protect or
isolate various groups of residents.
Cities will almost always have substantial defenseworks
and, whether independent communities or those
that serve as strategic strongpoints for larger states
or great nobles, will generally be walled and include
towers and fortified gates (see “Fortifications,” below,
for more on this). Such defenseworks are frequently
elaborate and imposing, are sometimes unique,
distinctive, or aesthetically striking, and are often
intended to intimidate and impress as much as to
defend.
Another feature common to cities — and to many
towns as well — is the presence of public fountains,

18
which are often erected in prominent areas by devotion to an agricultural or wilderness deity,
civic leaders and organizations, both as public proximity to some holy site, or religious beliefs that
works intended to impress and as practical sites differ enough from those of the general population
for residents or travelers to obtain water. Edifices of enough that its worshippers need or prefer to live
this sort are often reputed to have various magical separately.
characteristics, whether innately as a function of
About half of all communes are led by priests of some
the spring water that flows from them or somehow
sort, while the other half are led by non-ordained
deliberately imbued through the actions of some
prophets of religious movements branded eccentric,
being or agency.
heretical, or forbidden by the predominant society. A
very small commune might consist of a leader and his
Special-Purpose Communities extended family or immediate followers, numbering
Various sorts of special-purpose communities — up to a couple of dozen people, while a large one
including communes, plantations, and military bases, might include a high priest, a clerical staff, and 500 or
all of which are described here — can play a role in more members total, many of which would likely be
the game and provide an interesting change of venue common folk (e.g., farmers and possibly their families
from more traditional sites of habitation. on an agricultural commune).
Communes are inhabited by people who share a Many buildings on a commune might be substantial
similar ethos and follow the same spiritual beliefs. and permanent in nature, and could include a temple
Such communities generally look and function much or other devotional structure; housing for clergy and
like regular small communities of the various sorts other members, possibly segregated by gender or age;
described above, albeit often with the addition of various huts, barns, granaries, and storage buildings
one or more religious structures. A commune might on a farming commune; and appropriate workshops
be established for any number of reasons, such as if it is devoted to some sort of craftwork.

19
Plantations are substantial commercial farms worked Military bases are fortified communities controlled by
by gangs of hired labor or slaves. Many communities armed forces of various sorts, typically the standing
of this sort have all the characteristics of a village army of a particular state, although in a Medieval
and are frequently nearly or wholly self-sufficient. setting other martial groups, such as knightly orders
At least half and as much as three-quarters of the or pirate brotherhoods, might operate equivalent
population of a plantation will consist of laborers, facilities. Such places generally house one or more
and to the extent that such a community exhibits any units of military personnel, store equipment, and
demographic diversity the members of different racial facilitate activities like training, equipment testing,
or ethnic group may variously own, run, or work the and field operations. Military bases can range from
place. small outposts to military cities containing thousands
of people. Most are dedicated to supporting a single
Structures on a plantation typically include a home
military or paramilitary organization, such as an army,
for the owner and his family if they reside at the site,
navy, marine corps, constabulary, militia, watch, or
barracks for overseers or guards, and quarters for
guard force.
laborers, along with the workshops, granaries, and
other buildings associated with villages. Conditions Some military bases may belong to nations or states
on plantations typically range from comfortable for other than those in which they are located, and
the owners, to adequate for the overseers, to often such facilities are characteristic of imperial powers
execrable for the laborers. in particular. Regardless of where they are located,
military facilities are often extra-legal jurisdictions
Communities like “company towns,” where a sole
not subject to the prevailing civil laws of the land.
local industry like a mine or a factory and all associated
resources are controlled by a single entity, generally Names applied to particular sorts of military bases
conform to the characteristics of plantations. generally indicate their sizes, functions, or degrees of
fortification. Such terms might include armory, arsenal,

20
barracks, camp, commandery, depot, dock, facility, vendors of various amenities desired by troops and
field, fort, fortress, garrison, installation, magazine, approved by their commanders (e.g., baked goods,
post, proving ground, reservation, station, or yard. wine, prostitutes). While bases in friendly areas might
A strategic defensive line might contain numerous depend on nearby communities for support, those in
interconnected bases, or effectively constitute a single frontier areas will likely have adequate stocks of food,
large military base along its entire length (e.g., 70-mile- water, and other supplies to function indefinitely on
long Hadrian’s Wall in northern England). their own under hostile conditions or siege.
Whatever they are called or used for, military bases Not all societies will have military bases and such
will generally employ stringent security measures, special-purpose communities are likely to be
which might include walls, towers, fences, moats, maintained only by nation-states that are fairly large,
buffer zones like marches, free-fire areas or ones well organized, and which have standing military
filled with traps of various sorts, and armed patrols. forces. Independent communities like bandit redoubts
In campaign settings where magic is prolific, and some monasteries, however, might essentially
spellcasters might even serve as members of military conform to the characteristics of military bases.
garrisons and apply their abilities to securing military
bases or specific locations within them.
Other facilities within military bases might include
Buildings
In a traditional ancient, Medieval, Renaissance,
command posts, barracks, armories, arsenals,
or fantasy campaign setting, many of the places
workshops, supply depots, training areas, dining
characters need to visit before, during, and after their
facilities, and stables. Depending on the purpose
adventures will be located in the sorts of structures
of a base or the ethos of its owners, they might also
described in this section.
have within them chapels, academies, gymnasiums,
athletic fields, parks, baths, libraries, hospitals, and In rural areas and small communities like villages,

21
many businesses and other commercial venues superstructures like balconies or bumped-out upper
will be located in one of two types of buildings: levels. In general, materials like granite and slate
roundhouses and longhouses. Roundhouses, will be used for buildings in mountainous regions
often also known as sunken huts, are generally (e.g., the French and Spanish towns of the Pyrenees);
square or round, built on top of a three-foot-deep those like limestone and wood will predominate in
excavated area, tend to be about 10 to 15 feet hilly areas (e.g., Athens, Paris, Rome); and things like
across, and consist of a single room that is used baked brick and ceramic tile will be among the best
as a living area, a workshop, or both. Longhouses building components used in alluvial areas where
are generally rectangular and typically made of stone is scarce or nonexistent (e.g., many cities in
plaster-covered wood or wicker, (known in many Flanders and the Netherlands).
areas as wattle-and-daub) with a living space at
Roofing for urban structures might consist of thatch,
one end, a workshop in the middle, and an area
wood boards or shingles, ceramic or slate tiles, or
for livestock or storage at the other, and might be
even lead sheeting, any of which might be sealed with
anywhere from 10 to 30 feet wide and three or more
pitch or other appropriate substances. Doors tend to be
times as long. Roofing tends toward straw thatch
simple but sturdy wooden portals with adequate locks
but might also include other readily available local
and bars on their insides, although main entry doors
materials (e.g., large leaves, wooden shingles).
are often larger and more decorative. What materials
There are innumerable variations on these two
are used for a particular building will depend on
basic types of structures, which were used by
the use for which it was constructed or adapted, the
common folk particularly throughout Europe and
financial resources of its owner, and local availability
the surrounding regions for millennia.
of various building resources.
In towns, cities, and other urban areas, many of the
In some quarters of a city, especially industrial or
venues adventurers might need to visit are located
poorer residential districts, smaller, simpler, one-
in townhouses that are two to five stories in height
story buildings — perhaps similar to those described
and built side-by-side to form long rows separated by
as being typical of rural areas and small communities
streets. Typically, the ground level of such a structure
— might be used variously for workshops, businesses,
is used as a workshop and to conduct any necessary
residences, or storage areas.
sales or business. A basement or back room, if present,
might be used for storage or as additional workspace. Likewise, many bigger and more substantial buildings
A first floor usually consists of a large dining area will also be present in urban areas, including large
toward the front and a kitchen toward the rear of inns and taverns, businesses that require extra space
the house. A second floor is typically devoted to the for machinery and equipment (e.g., mills, tanneries,
master’s bed chambers and perhaps rooms for other shipyards), and the like. Many such buildings will
family members or guests. A third floor is generally simply be larger, free-standing versions of the other
used for servant and apprentice living quarters and a sorts of buildings described here, up to five-or-so
fourth floor or attic, if present, is typically used either stories in height, and constructed of the same sorts
for storage or extra living space. Larger or smaller of materials. Others will be voluminous sheds framed
structures will redistribute such areas appropriately. in heavy timbers, or substantial vaulted or columned
halls made of stone.
Depending on what is available in the local area and
what the owner of a townhouse or other urban structure There can, naturally, be innumerable variations on
can afford, materials used for construction might the general sorts of buildings described here, and that
include stone, brick, planking, or timber framing with is something storytellers can use to make one area or
plaster-covered wicker in between (a style variously community distinct from another. Communities in
referred to as half-timber, Tudor, or fachwerk). In areas any particular milieu or region might also include any
where multiple sorts of building material are readily number of unique, specialized, or purpose-built craft,
available, composite structures are also possible, to trade, mercantile, scholarly, professional, service,
include those that use heavier materials like brick or religious, entertainment, underworld, or government
stone for their lower levels and lighter ones like wood structures that transcend the guidelines presented
or wicker for upper stories, interior walls, floors, and here.

22
Features of Urban Areas Characters must, of course, be able to afford the goods
and services they desire and, whereas they can often
Towns and cities differ in many ways from the
areas where most traditional dungeon or wilderness simply take these things in unregulated wilderness
adventures take place and, while they are usually not and subterranean areas, must deal with laws and
as overtly deadly as those environments, have their various governmental authorities while in large
own hazards. Characters generally have much greater communities.
access to resources while adventuring in the streets,
alleyways, buildings, and courtyards of cities, but
Law & Order
must also deal with law-enforcement personnel and
Communities are, in fact, bound together by rules
restrictions on the use of their weapons and spells.
and laws, many of which exist specifically to prevent
killing, looting, and the others sorts of behavior that
Availability of Goods & Services adventurers typically engage in on a routine basis and
As noted, characters enjoy much greater availability
to punish those who persist in them.
of things in large communities like towns and cities
and can, among other things, usually purchase and Laws regarding things like carrying weapons in public
liquidate gear and other goods quickly; consult and what sort of restrictions apply to spellcasting
various specialists or experts in obscure fields of will vary from community-to-community and might
knowledge for advice or assistance; retreat to the include specific restrictions based on their particular
comfort of inns, taverns, public baths, and other experiences, ethos, and concerns. Such laws may not
service places when exhausted; avail themselves of have an equal impact on all characters. A priest, for
hospitals or temples when injured or suffering from example, might be severely affected or forced to into
disease or other conditions; readily visit marketplaces undignified and illegal efforts to get around local
and the workshops of craftsmen and tradesmen; and restrictions if holy symbols of foreign or forbidden
easily hire mercenaries or other sorts of non-player gods are confiscated at the city’s gates. A specialist
characters. in unarmed combat, on the other hand, would not be

23
hampered by laws that prohibit carrying weapons. for a particularly wealthy community to simply
hire outside mercenaries to perform this function.
Humanoids like Orcs and Goblinoids, while
Whatever the case, most of the troops in a guard force
unpopular with many adventurers and generally
will be soldiers by profession, with officers of the
considered to be “evil,” are typically protected by
same background who generally have specialized or
the same laws that protect all the citizens of a city
better training or are more experienced, or members
(unless they are prohibited from entering a particular
of the local ruling elite who have other occupations
community in the first place). Simply being of evil
appropriate to the community (e.g., priests in a
alignment is quite probably not against the law —
theocracy). Guardsmen will generally have one
except, perhaps, in some severely theocratic societies
station, post, or commandery in each quarter, district,
that have the magical power to back up their laws —
or neighborhood of a large community and about a
and it is only actual evil acts — or, perhaps even more
quarter of them will usually staff such areas while the
often, chaotic ones — that can be treated as crimes.
rest patrol the streets. A typical city guard force will
Community leaders also tend to disapprove of work on two 12-hour or three eight-hour shifts (e.g.,
adventurers taking the law into their own hands and, one nighttime and one daytime shift, or one day, one
even when they witness crimes being committed, evening, and one overnight shift).
will not countenance acts of vigilantism that prevent
Watchmen: A watch force might be as large as 5% of
criminals from being held accountable by civil
the population if it also serves as a military reserve
authority. Most municipalities nonetheless recognize
force, and most of the personnel in it will be craftsmen,
aberrations, demonic beings, and similar creatures
tradesmen, and the like. Such part-time soldiers
as a threat to the stability of the community, and
might be led by non-commissioned-officers (i.e.,
prohibitions against murder therefore do not generally
corporals and sergeants) and commissioned officers
extend to the extermination of such marauding
(e.g., lieutenants and captains) who are themselves
monsters.
part-timers drawn from the same range of classes as
In general, in large communities laws are enforced their troops; by “player character” types who serve
and order maintained by a municipal guard force in times of crises; or by professional leaders of the
composed of professional soldiers or policemen, same sorts that lead full-time municipal troops. A city
a city watch consisting of citizens who have other watch might keep a round-the-clock schedule similar
fulltime occupations, or both. In conjunction with a to that of a guard force but will more likely focus its
standing army — or instead of one, in many cases — efforts on evening patrols when it is most needed to
such forces may also be responsible for protecting a deter crime. Watchmen may operate out of stations
city from outside attack. similar to those of guardsmen — or actually use the
same facilities if they are subordinate to the guard
Guard and watch forces might also have somewhat
force in a particular community — or might use guild
different portfolios (e.g., guards might be responsible
halls, city halls, town squares, and other municipal
for security at city gates and for manning and
areas as rallying points and command centers.
patrolling walls and towers, while watchmen might
be charged just with patrolling streets and augmenting
the guards when there are external threats). Diligence
On, Above & Below City Streets
of any such forces might be affected by things such as
Many large ancient and Medieval communities will
their prevailing morale; the weather; sympathies for
have grown organically to fill certain areas or might
or animosities toward various ethnic, racial, or class
consist of multiple smaller villages or towns that
groups; how likely or able they are to accept bribes or
expanded and merged with each other to form a
be intimidated; and whether distracting activities like
single municipality. Such communities might have
festivals are taking place.
no large thoroughfares, and streets in such cities tend
Guardsmen: A guardforce might be up to 1% of the to be narrow and twisting and just 10 to 20 feet wide
population in size if it also serves as the standing on average, and might range from well-maintained
army of a community and, as will usually be the case, tracks flagged with cobblestones or other materials to
is made of local residents. It is possible, however, heavily-rutted dirt tracks.

24
Cities that are planned, or perhaps suffered major
fires, sackings, or periods of abandonment that
allowed authorities to construct new roads through
formerly inhabited areas, might have a few larger
straight roads of the sorts typically known as avenues
or boulevards (the latter of which are generally built
along the lines of demolished city walls). Such main
streets are often 20 to 30 feet wide and adequate
to allow carts and wagons to pass each other and
perhaps for central rows of trees, statuary, or other
embellishments by the local rulers who laid out the
street plan. Thoroughfares of this sort often have five-
foot-wide sidewalks on one or both sides to allow for
easier and safe passage by pedestrians. Because the
majority of the city’s residents pass along such main
streets, municipal authorities typically use them
as venues for large monuments, such as triumphal
arches and grand squares, as well as reminders of
the government’s ability to punish malefactors (e.g.,
execution-places, public stocks, heads on pikes).
In cities of all sorts, planned and unplanned, alleyways
are typically about half as wide as normal streets and
are much less likely to be paved in any way and much
more likely to be filled with debris of various sorts.
At least one large plaza is likely to be present in each roof might be the same height or as much as five or
district of a city and to contain things like fountains even 10 feet higher or lower.
and other public works, guard commanderies, and the
Subterranean Areas: Many sorts of subterranean areas
like, and a main square larger than any of the others is
exist below typical cities, including storm drains,
generally near the center of the community. Numerous
sewers, quarries, and natural caves, and many of these
smaller courtyards might be found throughout a city,
are variously employed as public works infrastructure,
particularly where multiple streets or alleys intersect.
military access routes, criminal thoroughfares, and
Rooftops: Getting to a roof usually requires ascending storage.
to it from a building’s interior, climbing a wall, or
Main flow routes of sewers and storm drains
jumping down from a higher location such as a
are often designed to facilitate inspection and
window, balcony, or bridge. Flat roofs, common in
repair and are therefore similar in many ways to
warm regions where there is no threat of accumulated
traditional dungeons, albeit with a greater chance
snow causing them to collapse, are easy to move
that floors are slippery, covered with water, or
across. Peaked and angled roofs typically of cooler
both; that passageways and chambers are not
climes, which are typically covered with wood,
generally separated by doors are either entirely
ceramic or slate shingles, can be much more difficult
open or separated by permeable barriers like
to negotiate, especially if they are dampened with
grills; that any portals that do exist will likely seal
precipitation. In either case, getting from one roof to
firmly and that they are more likely to be made
another or down to the ground typically requires a
from iron or stone hatches than of wood; and that
jump across or downward. Distance to the next closest
tunnels will drop off into deep drainage pits.
roof is usually equal to or slightly less than the width
of the street or alley below, due to the protrusion of Subterranean areas of this sort, especially ones
rooflines. Even among buildings with a more-or-less that have been neglected, are also similar to
uniform number of stories, however, the next closest dungeons in terms of the sorts of creatures that

25
with doing so. Communities where most residents
can see in the dark, where the prevailing ethos
maintains that decent people should not to be out at
night anyway, or which do not have the organization
or economic resources to keep hundreds or thousands
of lanterns burning throughout the night are unlikely
to provide such a luxury.
Communities of any size that have a pressing need
to keep the darkness at bay or can easily afford to do
so are likely to keep many of their public areas well
illuminated. Those with access to sufficient magical
resources, for example, might draw upon them for
these purposes.
Cities that do provide street lighting will typically
line main streets with lanterns spaced at intervals of
about 30 to 120 feet, in order to provide as continuous
illumination as possible, hanging at a height greater
than head-level from building awnings or posts,
and serviced at dusk variously by building owners
or a corps of lamplighters (usually as dictated by
local ordinances in either case). Even communities
that light main thoroughfares, however, almost
never bother to illuminate secondary streets and
might be encountered in them. Some cities are alleys, except perhaps directly at the entrances to
also built atop the ruins of older civilizations, so occupied buildings. Such areas, surrounded by tall
their subterranean areas might sometimes lead to surrounding buildings, might remain darkened even
unknown treasures and dangers from bygone ages. in daytime (and while such areas might not provide
full concealment during hours of daylight they will
Accessing such underground areas might be possible generally make it easier for those attempting to hide
from the basements of some buildings, secret in the shadows).
entrances built for such purposes, or, in the case of
many sewers and storm drains, by opening a grate
Community Defenseworks
or hatch in the street and descending at least 10 feet
In a traditional ancient, Medieval, or fantasy milieu,
(either by jumping, with a rope, or by rungs or a ladder
most cities — and many smaller communities — will
if available).
be defended by structures like walls, gates, towers,
moats, and other fortifications. Factors that determine
Urban Lighting to what extent a community might be protected in this
Communities may or may not light their streets at way include what the local economy can support, the
night, and whether they do or not depends on factors sorts of threats they are intended to counter, whether
like their ethos, needs, and financial means. Whatever those threats are recognized by community leaders,
the case, municipal lighting will generally be much and the degree to which various sorts of defenseworks
less reliable than in an industrialized milieu, and would inhibit such threats. Rulers who distrust the
residents venturing out after dark will have to address populace of a city — perhaps because of recent
this in some way (e.g., carrying torches, hiring lantern- conflicts, whatever the outcome — also may forbid
bearers). the local council from erecting or extending its walls,
or might even raze the defenses that it previously had.
Most hamlets, villages, smaller towns, and even some
cities cannot or will not provide nighttime lighting at A city’s defenseworks might be as unique and
all, usually because of the cost and logistics associated distinctive as the community itself, and its imposing

26
gates, towers, and walls are often the first thing town that enclose precincts reserved for particularly
residents see upon returning home from their travels, well-off citizens of some dominant class or another,
the last thing unfortunate enemies see when attacking or isolate a section of the population from which
them, and elements in innumerable travelers’ tales. particular trouble is expected (e.g., “Orc Town”).
Urban defenseworks are typically manned by forces of Fortified capital cities and metropolises generally
professional soldiers, which might be augmented — have walls that are as much as 15 or 20 feet thick and
especially in times of crisis — by both the city guard up to 40 feet tall, and which often have tunnels and
and members of the citizenry organized into reserve small rooms concealed within them. If such very large
units, militias, and watches that are led by officers communities are divided by interior walls, such as old
drawn from among their numbers. ones that the city has outgrown or ones specifically
intended to separate individual districts from each
Walls: Typical fortified city defensive walls are
other, then these might very well be as substantial as
fairly smooth and difficult to climb, crenellated on
those of a typical city.
one side to provide protection against missiles for
the troops standing on them, and wide enough for Gates: A typical town or city entryway consists of
troops to walk along their tops. a gatehouse equipped with a series of portcullises
and murder holes above the space between them.
Fortified town walls tend to be about five feet thick
Gates leading into and out of large communities and
and as much as 20 feet high.
dedicated military facilities are generally designed
Fortified city walls are generally about 10 feet thick to be impressive, and such portals are quite often
and as much as 30 feet high. A large city might have dedicated to and named for things such as kings, gods,
one or several dividing features, such as a natural battles, the directions or destinations they face, and
cliff or waterway, suburbs built outside the defensive the districts of the cities they guard (e.g., the Port Gate
wall, or interior walls up to the extent of those of a of Kos City, the Ishtar Gate of Babylon). Entryways

27
into towns and some small or less prosperous cities, from adjoining ramparts; and will not likely have any
however, are often less impressive and might consist interior areas and instead be solid structures. They
merely of reinforced double-doors set right into the will thus generally not have interior areas equipped
municipal walls. with arrow slits but will have their fighting platforms
equipped with crenellations.
Most communities will keep some or all of their
entryways open during the day, although they might Most communities do not have enough personnel to
still have guards keeping an eye out for suspicious keep all of their towers continuously manned and
behavior. Likewise, most fortified towns and cities will not generally do so unless an outside threat is
will close their gates at night and keep them locked expected, and it is more likely that they will instead
and barred, prohibiting entrance at all during hours of be periodically visited by guard patrols.
darkness, allowing it only at one or a few locations, or
allowing it only on a case-by-case basis as determined
by a commander of the guard or other official. Disasters
Fire, flood, famine, plague, and war are among the
Towers: Defensive walls of some towns and most
major disasters that perpetually menaced historic
cities are reinforced with towers at regular intervals,
ancient and Medieval communities of all sizes, and
and these are designed to provide a view of the
to these can be added threats that include monsters
surrounding area, serve as redoubts against attackers,
in a fantasy milieu. Indeed, most of the misfortunes
and sometimes house heavy weapons like catapults
likely to befall a community as a whole are likely to
or alarm devices such as beacons, horns, or gongs.
be covered by one of these broad categories, and all of
Towers are usually spaced so that attacking forces
them might both manifest themselves and be battled
between them can be effectively caught in flanking
in unique and fascinating ways in a fantasy campaign
missile fire from either direction.
setting.
True towers are usually at least 10 feet higher than
Fire is a major threat in ancient and Medieval
the walls they reinforce, jut out at least 10 feet from
communities, and is made much worse by conditions
the face of the wall on one side so that troops in them
that typically include closely-packed buildings;
can fire down on the flanks of enemies attempting
features like wooden party walls between houses;
to climb the walls, have entry blocked by doors, and
widespread use of flammable materials like wood,
have a diameter five times the thickness of the walls
wattle, and thatch; narrow, irregular streets; and a lack
on average (e.g., a 25-foot-diameter tower adjoining
of effective firefighting equipment and infrastructure.
a five-foot-thick wall). Doors tend to be made from
iron-reinforced wood and designed to be both locked Measures for combating fire in traditional ancient
from without and barred from within, and might be or Medieval urban areas tend to be limited both in
kept sealed up as a matter of course if not manned scope and effect, and quite often consist of no more
fulltime. Keys to such doors are generally carried than bucket brigades. Some municipalities might
by designated officers of the guard or watch, with have public or private fire departments, but the latter
duplicate copies being kept in the community’s inner type might negotiate rates before actually fighting any
citadel. Levels of small towers are usually connected conflagrations.
with hatches and ladders and those of large towers
Flood is a constant problem for many communities —
with stairways. Enclosed areas of towers above ground
especially those situated in low-lying areas or along
level will generally be equipped with arrow slits to
rivers or coasts — and often occurs during specific
allow missile attacks to be made from within them,
seasons, especially spring, when snow and ice begin
and their upper levels will usually have crenellations
to melt and overflow waterways. Calamities of this
similar to those of the surrounding walls.
sort might also be the result of storms at any time of
Tower-like bastions might also be set into the year. Small communities, such as thorps, hamlets,
defenseworks, especially those that are very long, or even villages, might be completely swept away by
and these might be on a level with the walls they are heavy inundations, and even those that survive are
set into or just five feet higher than them; will not likely to suffer a heavy toll in death and damage.
generally have doors and can simply be walked onto Towns, cities, and other communities with relatively

28
sturdy structures are less likely to be completely depletion of provisions through siege reduces the
destroyed but might still suffer immense damage amount of food that can distributed or sold within
and be paralyzed, with people trapped on rooftops or communities. While intensive agriculture can allow
forced to employ makeshift watercraft to get from one communities to grow and become populous and
place to another. powerful, it also makes them especially vulnerable to
this sort of calamity.
The easiest way to prevent flooding, of course,
is simply to build communities on high ground. One remedy for short-term famine is the storage of
Settlements are situated in places prone to flooding adequate supplies, but communities do not always
for many reasons, however, that preclude them have enough surplus foodstuffs to do this; historically,
achieving the same things in other places (e.g., trade it was rare for ancient or Medieval communities to
is facilitated in cities located along rivers or coasts, be able to acquire excess provisions adequate to
agricultural settlements thrive on flood plains with support their citizenry over extended periods of time,
rich soil). Effective drainage systems can also be a a problem that was exacerbated by a lack of effective
means of dealing with flooding but, with some notable food-preservation methods. Magical or divine abilities
exceptions, these were not the norm in most ancient to create large amounts of food, preserve existing
and Medieval communities. stocks, or reverse spoilage might also stave off famine
if available, and if spellcasters who command such
Famine occurs when events like crop failure,
abilities opt to exercise their powers in this way.
destruction of produce as the result of warfare, or

29
Monsters of various kinds can threaten communities foraging sweeps by one or more opponents. Indeed,
and the danger they might pose is affected by factors any of these things might occur despite the residents
like their motivations, how powerful they are, and of such a small settlement having no affiliation with
how vulnerable a particular community is to them. any of the combatant sides and — beyond the effects
Regardless of their sizes, most communities will on their own fates — quite possibly being indifferent
be prepared to one extent or another for monstrous to the outcome of the hostilities.
threats like wild animals and bands of raiding
Larger communities, those of town size or bigger,
humanoids, and it is threats that are unique, new, or
might constitute military objectives in and of
difficult or impossible to anticipate or counter that
themselves (e.g., for annexation, pillage, oversight of
can be truly disastrous. At one extreme are solitary,
a strategic location, or a desire to harm or incite the
very dangerous, possibly gargantuan monsters,
nation they are part of). Attacks on towns and cities
like the Balrog that slaughtered the Dwarves in the
that are not independent but are instead subjects of
Mines of Moria, or creatures like Godzilla, which
larger states, of course, are considered equivalent to
can ravage even modern cities. At the other end of
assaults on those nations overall.
the spectrum are great hordes of tiny creatures, such
as locust swarms or infestations of spiders or giant Fortifications are one of the best and most basic
insects, which by their very numbers could be just as measures a community in a traditional milieu, if it
dangerous as colossal threats and overwhelm belated can afford them, can employ for deterring or resisting
or inadequate efforts to oppose them. conventional attacks. Various improvements can
make simple city walls even more effective, and these
Plague is one of the most devastating disasters
might include moats, towers, and strong gates — many
that can afflict communities and, unless
of which might be constructed, repaired, or improved
countered, can potentially kill every single
upon by the threatened populace in response to an
person in particular areas and as many as half
impending crisis. Various sorts of military forces —
the people on entire continents. Factors like
including a militia, a standing army, mercenaries, or a
closely-packed populations, poor waste disposal
levee en masse of the entire able-bodied population —
systems, and lack of understanding about disease
are also critical factors in whether a community will be
transmission can make some communities even
able to withstand, eliminate, or frighten off attackers.
more vulnerable to pestilence.
Likewise, good military intelligence — which can
Measures like effective disposal of waste and range from well-manned watchtowers and patrols
refuse, quarantine, certain medicines and along a community’s borders, to maintaining spies in
medical procedures, extermination of disease- potential aggressor states, to magical divinations —
bearing vermin, and various forms of magical can also play a big role in preparations for dealing
protection are among the ways that plague with the vicissitudes of warfare.
and other epidemic diseases can be combated.
House-to-house fighting against a foe who intends to
Such actions cannot necessarily be arrived
contest or to hide within a settlement is a prospect
at intuitively, however, and typically require
that most military commanders do not relish and
relatively high levels of medical knowledge and
are attended by many of the difficulties of storming
organization to successfully implement.
a dungeon complex (see “Feature of Urban Areas,”
War is one of the most extreme and potentially fatal above).
calamities that can befall a community, which might
Conflict can also place particular stress on the
end up being the target of anything from a raid-in-
political allegiances of local residents, forcing them
force by marauding brigands to a prolonged siege by a
to choose where their loyalties lie, and perhaps
complete enemy army.
dividing communities into factions. Foreign agents,
Small communities, especially those of village size or and perhaps even just the suspicion of them, can sow
smaller, might not actually be the objectives of military divisions within communities. Requisitions and harsh
operations but might instead get incidentally overrun, measures can even bring civilians into conflict with
occupied, or destroyed in the course of invasions, military forces nominally on the same side, breeding
major battles, disasters triggered by magical means, or resentment, hatred, and possibly revolt. On the other

30
hand, formation of defensive militias and community
efforts to withstand sieges might build cohesion and
loyalty to a community that residents may have been
ambivalent toward, or bring together previously
conflicting groups in a community. In these ways,
wars can give rise to unexpected reorganizations in
local politics.

Dealing with Disasters


Historically, there were many more-or-less effective
ways of preventing, combating, or remediating the
various sorts of major disasters that could affect
communities. Whether these were employed and how
effectively, however, were a factor of the information
and resources available to those afflicted by a
particular calamity.
In a fantasy campaign setting, the various sorts of
major disasters could all potentially be addressed or
even prevented through the use of adequate magic.
Fire, for example, might be combated in some
communities by spellcasters empowered to call rain,
create water, or summon water elementals; epidemics
elements in any particular community the chance to
might be stopped cold by priests capable of detecting
perpetrate crimes like looting, robbery, and murder,
and treating or curing disease; and famine might be
and storytellers can customize such peripheral
forestalled by divinely-provided food (e.g., “manna
hazards for their fantasy campaign settings. Floods,
from heaven”).
for example, are only more unpleasant if they have
Any of these kinds of calamities could also be created washed out the interred remains of local graveyards,
or made much worse by the presence of magic. dumping soggy undead creatures throughout a
Flooding is only more dangerous if it is encouraged community; war is that much deadlier if people use
by a vengeful druid capable of speeding the rise of it to settle personal scores with neighbors; famine is
waters or prolonging seasonal rains, magical fire could even more horrific if some members of the population
be much more lethal than normal flames to structures, start resorting to cannibalism; and fire is substantially
areas otherwise free of plague might be contaminated more unmanageable if it attracts elemental beings
by a depraved necromancer capable of creating with an affinity to it.
pestilence, and warfare becomes more difficult to
respond to when enemy forces might include things
like giants, elementals, and supernatural beings. Effects of Disasters on People
A concerted relief effort by members of a community
It is also certainly possible for two or more of these
can often alleviate or overcome relatively small-
disasters to strike a community at the same time, or for
scale calamities, and this is much more likely to
one calamity to trigger or make another worse. Famine
occur when the people concerned know each other
diminishes people’s immune systems and makes them
well and share a certain degree of common interest
more prone to disease, for example, and fire might
and trust — characteristics of small towns, villages,
break out in a city even while it was being assaulted
or well-established old districts in cities. Under
by enemy forces, whether in some connection with
such circumstances, individuals may rise to the
the attack or possibly even by coincidence.
occasion and display unexpected talents, strengths, or
There are quite often also secondary problems leadership that will be remembered for many years to
associated with calamities that can provide the worst come.

31
than accustomed amounts, or of particular items and
commodities that are not in common use — from
those stores that have not yet closed so that their
proprietors themselves can escape. The last available
supplies might sell for grossly increased amounts
— perhaps from profiteering individuals who have
already bought in bulk for speculative purposes — or
lead to anguished or even violent scenes. Even if the
chain of supply is adequate over the days or weeks
following a calamity to meet ongoing basic needs,
luxuries may run out and even simple items of other
sorts may remain scarce and sell for inflated prices.
Entrepreneurs — whether those who already work
as shopkeepers or other individuals who see an
opportunity — may set up numerous ad-hoc points
of sale for particular goods, caches of supplies, or
convenience items for people in transit that are in
demand due to the current emergency.
Any efforts undertaken by local government figures to
carry out necessary relief works and control the social
effects of a calamity are likely to lead to some form
of emergency measures, such as decrees, requisitions,
and on-the-spot or swift punishments to keep from
The reverse can also be true, of course, and a previously
adding to the burdens that the governing power bears
well-respected neighbor’s weakness, breakdown,
by incarcerating arrested troublemakers or looters.
or corruption can lead to lasting rifts and feuds in a
tight-knit community. And small communities with It is also possible that local leaders who are incapable
significant differences from their neighbors may not of dealing with the problems — or are out of touch with
be able to rely on any outside help or local refuge their people — will behave badly, leaving for safety
and may descend into ruin, misery, and desperate elsewhere or shutting themselves away and perhaps
compromises alone, all with little or no knowledge by throwing decadent revels, leading to a breakdown of
the outside world. government. If such behavior brings long-simmering
resentment to a head members of the populace might
In the anonymity of a big city or a recently-founded
turn to violence and attack their current rulers or even
village or town with little sense of common identity,
seek to depose them through revolution.
it is more likely that people will simply look out for
themselves and may descend into exploitation of the When an approaching or ongoing calamity threatens
weak or fighting over scarce resources. the lives of people or makes it impossible for them
to survive in the affected area, many will opt to flee
Major disasters can stress and break civic governments
their homes for places where they expect or hope to
that are already weak or internally divided,
find greater safety. The more fortunate, wealthy, or
deadlocking relief efforts in jurisdictional disputes
forewarned might be able to reach other properties
or settling of scores. If well forewarned, however,
they own or those of relatives who have room available,
or committed during the aftermath of a disaster, city
or to rent or purchase accommodations in distant
and regional governments can typically bring to bear
communities. Up to a point, a community might also
significant resources and skilled management for
have traditional or prepared safe havens available,
large-scale preventive or relief tasks.
such as a nearby larger town, higher ground, or a
Panic buying and hoarding are likely to exhaust the fortified place. Many escapees, however, will likely
stocks of many items, as residents seek to buy supplies have to establish unstructured camps wherever they
to last through a crisis — quite likely in much larger can find space, or fall upon the charity of the places

32
where they end up. Eventually, if a disaster is large individuals or groups who retain disgrace or honor
and long-lasting enough, such displaced populations in a community stemming from their actions in the
might fill or overwhelm the resources of temples, crisis, depressed trade, and widespread emigration.
civic authorities, and helpful local businesses at their Evacuated thorps and hamlets might not be rebuilt or
destinations. could be relocated. And expatriates from a beleaguered
area could become well-known influences — for
Columns of such refugees will slow traffic on roads
better or worse — on one or more of the other lands to
to a crawl with heavily-laden carts, beasts of burden,
which they have fled.
people on foot, and straggling, sick, or wounded
dependents. Such exoduses can come to a standstill for
many hours or even days when routes are blocked by
Impact of Disasters on Places
broken-down conveyances or obstacles like damaged
Within any particular community beset by one
bridges, narrow sections of road, or problems like
or more calamities, various places upon which
fire, flooding, or banditry along the route. Refugees
residents and adventurers alike depend will like be
escaping by boat pose similar problems to ports and
affected in different ways.
waterways along their routes.
Craftsmen and tradesmen will probably have to close
How refugee camps might be organized, if at all,
and secure their shops, unless they are able and willing
will often depend on the relationship between the
to stay open to sell goods for emergency use. It is very
majority of refugees and those who were leaders of
likely that such people will be involved in efforts to
the communities that they have departed (e.g., with
deal with the calamity, such as serving in labor crews
individuals associated with regimes from which they
or militias, as skilled workers of these sorts typically
may have fled or which they blame for a failure to
have a great deal invested in a community and are
secure their livelihoods and property).
unwilling to abandon it lightly.
Refugees might also not understand why they should
Entertainers are likely to close their establishments —
submit to the local authorities in places they have
or perhaps move them to better prospects if they are
fled to, or just might not be inclined to do so, or agree
to follow established procedures for entry, potentially
causing substantial political problems. On the other
hand, if immigrants have desirable skills, rulers of
other areas might wish to bring them without delay
into service or have them begin contributing to their
own economies. Local religious organizations might
also combine with their charity work among refugees
the no-less important task — in the minds of the
priesthood, anyway — of securing devotion to local
deities.
Breakdown of normal law and order in partially-
abandoned settlements will likely lead to formation
of ad hoc gangs by those who have no role in
combating the calamity and only motives of their
for staying, contributing to looting, victimizing
vulnerable individuals, and starting fires, whether
deliberately or accidentally, which then spread
unchecked.
Long after a disaster has passed, memory of it and
decisions made in haste or bad faith during the hard
times might haunt a community. Examples could
include homes abandoned or sold to speculators,

33
street performers or mobile in nature — unless they disaster, refusing to obey civil authorities, or inciting
choose to continue with scheduled productions in a generalized panic.
spirit of defiance. Performances that do go ahead will
Governmental officials are likely to be either the
probably be very popular and most likely will contain
busiest people in a calamity or, in worst-case
oblique references to the current events.
scenarios, the first to flee from it. Initial elements in
Professional organizations and guilds might postpone an effective response are likely to include declaring
events or hold extraordinary meetings if the calamity or signaling a formal state of emergency in some
directly affects their business. Guild leadership, as an pre-arranged way (e.g., making a decree, ringing
element of civil authority, might also be involved in temple bells); convening an emergency meeting of
trying to deal with the crisis. community leaders; establishing a command center
to manage the crisis; calling up emergency reserves
Merchants will likely close their establishments and
like local militia; and making appeals for specific
retreat to secure locations if they can, with whatever
forms of help that might variously be answered by
private security forces they have access to and can
adventurers, mercenaries, and the like.
afford to retain. Experienced merchants may be well-
used to crisis situations and respond in a calculated Municipal government might have to enter diplomatic
and planned fashion (although such plans might not negotiations with the community’s neighbors (or with
enhance the welfare of anyone other than themselves). a threatening army or intelligent monster), whether
for help, a suspension of hostilities or financial
Service places very likely will be needed to provide
demands, or the formation of a league or alliance
shelter and food to displaced people, perhaps in a
against a common threat. These might be achieved by
different volume and quality than they usually offer
concessions that the city would normally be unwilling
to their guests. Proprietors of such places are generally
to make and the government — or its rulers personally
experienced in organizing supplies, accommodations,
— might have to borrow money or sell treasured items
and work groups and may hold significant respect in
to fund a response to, and reconstruction after, the
the local community, so they can be very effective
calamity.
as leaders in efforts to cope with disasters. Taverns
may do a roaring trade, especially with an influx of All of this is likely to lead to — whether formally or
soldiers or relief personnel. informally — invocation of more wide-reaching and
centralized powers than the civic government and
Scholars will probably be primarily concerned about
particularly its leaders would normally exercise.
keeping their books, collections, and fragile items
Such measures could even involve setting aside of
safe and may undertake considerable efforts or risks
constitutional or relatively liberal government and
to do so, and civic leaders may call upon intellectuals
the investiture of a supreme leader with a formal
who have relevant knowledge or abilities to help find
position such as Tyrant, Lord Protector, or Warlord.
solutions to the crisis.
Prisoners of the local regime at the time of the calamity
Religious organizations may feel the need to offer
might be neglected or even abandoned — and perhaps
comfort to their adherents with special services
even be offered an opportunity to escape — but might
or to arrange practical help, such as shelter, food,
also be protected to a great extent by their insulation
and medical assistance. Their establishments
from events going on around them.
might nonetheless be targeted by those who blame
a particular deity or sect for a calamity or attacked Underworld establishments are likely to do better
by looters or others seeking to take advantage of than average or even well in unsettled times. Brothels
the situation. Doomsday cults may also arise or and gambling dens, like taverns, are likely to prosper
reveal their presence, occasionally proving helpful with the presence of soldiers and may even spring up
as a result of stocking up and benefiting from in response to their arrival. Underworld figures can
organization beforehand as a product of survivalist sometimes also show a surprising level of patriotism
beliefs. Ultimately, however, such groups will largely at times, just as craftsmen, tradesmen, and the
prove to be a menace in various unpredictable ways, proprietors of service places do, but perhaps with
such as instigating acts that promote and fuel the greater and unexpected effect.

34
35
2
Craftsman Places

36
T
his chapter explores the locations associated with people who make things and to which characters
must frequently go when they need to purchase or commission armor, weapons, clothing, and any other
kinds of custom-made or special items. Character parties tend to employ a staggering array of armaments
and equipment and — apart from that obtained through plunder — they must obtain many such things from
the workshops of skilled craftsmen. True, there may be much that is available “off-the-shelf” in shops, or even
used in the bazaars and marketplaces of towns and cities frequented by adventurers. Unique items and those
that are rare, of masterwork quality, or otherwise special, however, may require visits to the workshops of those
able to create them. This has the additional benefits of allowing storytellers to provide characters with chances
to roleplay and use skills that might not turn up in the course of a dungeon crawl and even as opportunities to
insert adventure hooks. It can also make characters appreciate all the more the special items they have had to
personally obtain.

Craftsman places of the sorts that characters might have will be, and there may even be certain things an artisan
to visit when preparing for their adventures include cannot accomplish without the requisite equipment.
armories, blacksmithies, carpentries, cartography
Most craftsmen do not need elaborate security
workshops, clothiers, glazieries, jewelry workshops,
measures (nor can they generally afford them anyway),
leatherworking shops, mints, sculpting workshops,
and tend to rely on such things as sturdy doors, strong
shipyards, stonemasonries, taxidermy workshops,
locks, and the patrols of the city watch. In less secure
and weaponsmithies, all of which are described in
areas, craftsmen might also keep weapons at hand for
this chapter. These are, of course, by no means the
personal defense, and those with especially valuable
only kinds of locales associated with craftsmen that
commodities on site (e.g., jewelers) might hire full-
characters might visit either in the course of their
time security guards or off-duty soldiers to keep
adventures or during preparations for them and other
watch over their establishments.
useful places of this sort might very well be found in
any particular community.
Craftsmen’s workshops are as diverse as the characters Armory
that use them and might be found in villages, towns, Armories are specialized workshops where skilled
cities, castles, fortresses, and religious complexes, and artisans create all sorts of protective equipment,
even in isolated places like caves, ruins, or dungeons including everything from individual pieces to full
if there is cause for artisans to be active in such areas. suits of armor and all sorts of helmets and shields.
Some armories might create many different sorts of
In traditional ancient, Medieval, Renaissance, or armor, but most specialize in just one or a few. Most
fantasy urban areas, many artisans live and work in produce their wares from materials like cloth, leather,
townhouses or whatever other sorts of homes are hide, iron, and steel, but in non-standard milieus or
typical for the area, although some specific crafts cultures they might also utilize bronze, hide, bone,
could require purpose-built structures. In the rural chiton, shell, bark, or any number of other materials.
areas, villages, and other small communities of such a
milieu, craftsmen’s operations tend to be smaller and In a typical fantasy, ancient, or Medieval milieu, most
less elaborate and to be located in one of two types of communities of small town size or larger will have an
buildings, longhouses and sunken huts, both of which armory of some sort and larger urban areas are likely
are also used as homes by peasants. (See Chapter 1: to have several or even entire armor factories (e.g., the
Communities for more information about all these Italian city of Milan during the Middle Ages). Castles,
sorts of buildings.) fortresses, certain temples, and other facilities with
fighters might also have armories located within them.
Regardless of their forms or locations, craftsmen’s
workshops typically contain all of the tools, Armories’ customers include, naturally, characters
equipment, and materials needed to create the items who use various sorts of defensive gear. While many
associated with them. In general, the greater the armories simply sell their goods to the public at large,
capabilities and affluence of a particular craftsman, some strive to appeal to specific sorts of clientele.
the larger and better equipped his or her workshop Professional gladiators, for example, are likely to
buy their armor from workshops that specialize in

37
stripped-down, revealing armor that protects vital Depending on its size, an armory is usually run by
areas but does not impede movement; aristocrats are at least one master armorer, who will often have one
likely to be drawn to armories that produce attractive, or more apprentices and perhaps several unskilled
trendy wares; and priests may feel compelled to helpers at his disposal. Such characters will be adept
buy their gear from armories that manufacture it in at working long hours over hot forges and transforming
specific ways or use only certain materials. Some shapeless pieces of metal into scales, plates, and other
armories might even produce all of their wares for a components; deftly working with small components
single client, such as a city guard force or even larger like chain links and rivets; and combining appropriate
armories, for which they are subcontracted to produce parts into finished sets of stock or custom armor.
just one or a few specific armor components that are
In a fantasy setting, many armories will specialize
subsequently incorporated into larger products (e.g.,
in protective gear created primarily for members of
breastplates, greaves).
certain peoples or races and with features designed
Manufacturers of shields and possibly helmets might with them in mind. Dwarves, for example, being
have separate shops or even their own guilds, due martial and relatively strong but also fairly slow-
to the somewhat different nature of their products moving, tend to favor heavy armor fashioned from
and the production requirements associated with chain, scale, and plate mail. Somewhat more refined
them (e.g., painting of devices on shields, addition of Elves generally prefer lighter armors made from cloth
feather or horsehair crests to helmets). or leather, possibly artfully reinforced with a minimum
of metal components, or coats of very fine chainmail.
Armories can range in size from simple, one-room
Mechanically oriented but physically weak Gnomes,
workshops to large factory complexes. Equipment
on the other hand, might be able to manufacture
present in an armory is likely to include such things
armor that functions as an exoskeleton and allows
as metalworking tools, leather aprons, anvils, forges,
its users to wield weapons more cumbersome than
bellows, and even hydraulic hammers and blast
they otherwise would be able to (e.g., mauls, heavy
furnaces if the prevailing level of technology allows
repeating crossbows, flamethrowers).
for them.
ADVENTURE HOOKS
• An armorer patronized by some of the characters
lets them know that, if in the course of their
adventures, they come across any sort of armor
that is unique or unknown to him he would be
willing to pay them top coin for it.
• A young dragon with foresight and guile beyond
its years has undertaken to hunt down those
responsible for slaying one of its parents and
turning its hide into a coat of armor. (Indeed,
dragons are dangerous, intelligent beings who
violently resist being turned into protective gear for
the members of lesser species and their retribution
could help explain why so few adventurers and
craftsmen fulfill dreams of fashioning the hides
of such beasts into coats of armor.) Its victims —
any of whom could be characters or their friends,
associates, or relatives — include the elderly
survivor of the original party that slew the mature
wyrm, the long-lived Dwarf who fashioned its
hide into armor, and the aristocratic poseur who
added the dragon-hide panoply to his collection
of exotic armors.

38
Blacksmithy
Blacksmithies are workshops run by blacksmiths,
artisans skilled at forging iron and low-grade steel into
implements like horseshoes, tools, plowshares, nails,
and other sorts of metal hardware, who are also often
adept as farriers, which shoe horses. Similar places
might be referred to differently if they are devoted
to a particular specialization (e.g., a scythesmith’s
shop) or the working of non-ferrous metals (e.g., a
tin-working operation is generally referred to as a
whitesmithy, a copper-working facility is often called
a brownsmithy).
At least one blacksmithy will generally be present in
communities of village size or larger, which depend
upon such places to support many of their day-to-
day activities; even a settlement that has no other
artisan workplaces generally has a place of this
sort. Conversely, in relatively backward cultures,
the inhabitants of rural areas might have to travel
a day’s journey or more to a blacksmithy or rely on
the services of traveling smiths of a different culture
than themselves — people who townsfolk dismiss as
“tinkers.” Towns and cities will have more and bigger
establishments of this sort.
visitors to blacksmithies, which they rely upon for
Many places of this sort also offer related services, everything from the multipurpose iron spikes that so
such as selling finished metalwork, repairing broken many of them like to have on hand, to custom-made
items, and shoeing horses (and the best farriers are implements of all sorts. More specialized artisans
also skilled at treating injuries or illnesses afflicting like armorers and weapon makers of various kinds
horses and other domesticated animals). In times of might also employ blacksmithies to create rough
war, blacksmiths might also have to produce large components or blanks that they subsequently craft
numbers of weapons of simple design, especially into finished goods appropriate to their vocations.
those adapted from farm tools.
A smithy itself tends to be exceptionally hot and
Smithies are typically run by one or more blacksmiths stifling — requiring high endurance from the people
of journeyman or master level, craftsmen who are working in it — as would be expected from a place
generally held in very high regard in their villages or the central feature of which is a forge. Other typical
neighborhoods, and larger facilities may also include equipment includes anvils, bellows, buckets for
multiple journeymen or apprentices. In a traditional quenching hot metal, tools like hammers, tongs, and
ancient, Medieval, or fantasy milieu, all metal- files, and protective gear like aprons and gauntlets.
using cultures and races will have blacksmithies Heavy equipment like blast furnaces and hydraulic
run by craftsmen adept at creating implements hammers may also be present if the prevailing level
needed by their people. Dwarves, Gnomes, and other of technology allows for them and the blacksmithy is
subterranean races noted as miners also tend to be large and prosperous enough.
exceptional metalworkers.
Blacksmithies generally have little of innately
Customers of blacksmithies include people from all high value on their premises when compared to
walks of life, including farmers who need to have tools other craftsmen places — except, perhaps, for the
sharpened, repaired, or forged and travelers who need blacksmith’s tools — and so security for their shops
horseshoes replaced. Adventurers are also frequent tends to be not much greater than would be likely for a

39
private residence. Typical precautions employed by a ADVENTURE HOOKS
blacksmith might include barred windows and doors, • While seeking any sort of goods or services in a
a locked trunk for his best tools, and a good hiding small, unorganized frontier community near the
place for his cash. Blacksmiths tend to be stronger object of one of their adventures, the characters
than average and have weapons like hammers close discover that the local blacksmith is the de facto
to hand, however, and thus few robbers choose to mayor of the hamlet. Gaining his approval is thus
confront them for their few assets of value. the key to obtaining anything they might need
from the inhabitants of the local area.

A Sample Blacksmithy
Depicted here is a small smithy of the sort that might be used by a
blacksmith. A workshop of this size would likely be used by a single
Human-sized Craftsman along with perhaps one apprentice, although
a whole crew of smaller beings like Gnomes or Halflings might operate
in such a space.
Such a facility might be a stand-alone workshop in a village or other
small community, or serve as an adjunct to complementary operations,
like a stable full of mounts that need shoes, an armory requiring a
steady supply of links, plates, rivets, and other hardware, or a smelter
from which raw iron could be shaped into transportable plugs or
transformed into the beginnings of weapons or tools.
Construction of this building is of heavy fieldstone with a wood shingle
roof, but could just as easily be of almost any other locally-available
materials. Non-flammable materials would likely be the preference in
a workshop where open flame is a factor (e.g., stone or brick walls with
ceramic or slate roofing), but economic and other factors might dictate
use of less resilient but more affordable materials (e.g., wattle-and-
daub, log, or plank walls with wood shingle roofing).
A workplace of this size would probably not also be used as a dwelling
by any but the poorest and most miserable craftsman. A door on the
inside, however, just to the right of the entrance, might be used to
connect the smithy to an adjoining dwelling or other structure.
As configured, this building cannot be easily locked up, so the
assumption is likely that it is located within a secure area (e.g., the
courtyard of a castle), that theft is inconceivable, or that easily-portable
tools are secured somewhere else during non-work hours (e.g., behind
the afore-mentioned door, in a hidden lock-box set into the floor).
The most prominent features in this smithy are a forge near the top
of the illustration and, nearby it, a large, iron anvil mounted upon a
heavy oak stump. Other equipment would include a sturdy wooden
workbench, appropriate artisan’s tools, and a barrel of water for
tempering heated metal. Temperatures within the smithy would
regularly exceed 200 degrees F.

40
• Characters who have undertaken a quest to
capture a supernatural creature that must not —
or cannot — be killed might need the services of
a blacksmith of remarkable skills or background
to forge a cage or chain that can hold the being.
They might also have to obtain and provide
the craftsman with a variety of extremely rare
materials for the work.

Carpentry
Carpentries are the workshops of craftsmen skilled at
working with wood and fashioning all sorts of things
from it. While many carpenters simply pursue their
trade as generalists, there are numerous specialties
amongst practitioners of this craft. Some of these
include joiners, who create items like furniture and
other relatively fine work; trim carpenters, who make
molding and other sorts of ornamental woodwork;
ships’ carpenters, who specialize in the work
necessary to maintain vessels and their constituent
parts; cabinetmakers, who specialize in chests,
dressers, and other sorts of storage items; framers,
who fashion the skeletal structures of buildings; and
luthiers, who create stringed instruments.
be found in communities of town size and bigger.
Some carpenters also specialize in creating the Large-scale carpentry operations may also be located
components for military gear like shields, crossbows, near places where lumber is obtained or stored (e.g.,
or siege engines, and may even might have the forests, lumberyards).
additional armorer or weaponmaker skills needed to
Tools and other items associated with carpenters’
complete such items.
workshops might include workbenches, sawhorses,
Famous carpenters include Daedalus, Jesus of and a variety of axes, hammers, planes, saws, chisels,
Nazareth, and 14th century English woodworker clamps, sandpaper, and measuring devices.
Hugh Herland.
Security at carpenters’ workshops tends to be typical
Virtually all civilized Human cultures have carpenters of that for any other craftsmen, as described in Chapter
of various sorts, and these are especially important in 1, but those working with valuable raw materials,
societies dependent on wood and in lumber-rich areas. such as rare hardwoods, or those in the business
Amongst the demi-humans, Elves are unparalleled of creating expensive items, might have additional
in their ability as woodworkers; Gnomes and security measures appropriate to the milieu. Doors,
Halflings are skilled, especially in various specialties shutters, and other portals will, naturally, tend to be
commensurate with their inclinations (e.g., furniture); especially sturdy in such places.
and Dwarves are generally competent but usually put
Adventurers will not likely need to visit carpenters’
their best efforts into crafting stone and metal.
workshops very often but might periodically do so in
Carpenters’ workshops tend to be similar to those order to commission large jobs or have high-quality
used by other craftsmen, as described under items fashioned (e.g., having reinforced doors made
“Buildings” in Chapter 1: Communities. It would not to secure a ruined castle they have taken over).
be uncommon to find an establishment of this sort Characters who have acquired valuable consignments
in a community of village size or even smaller, and of timber might also go to carpentries to purchase
several — possibly even some larger facilities — will such materials.

41
ADVENTURE HOOKS various sorts, such as geographical features like roads,
• A local carpentry shop has recently been kept rivers, mountains, or forests, or abstract concepts
busy at all hours as the master woodworker, his like political boundaries. Purposes might include
apprentices, and a number of temporary laborers conveying knowledge about the world and countries
he has had to hire attempt to fulfill orders for or other places within it, facilitating navigation on
large numbers of coffins. The owner of the shop land and sea, and supporting processes like land
has accepted the explanation from the agent who surveying and property management.
placed the order that the caskets are for a nearby Most cartographers will not make every sort of map
community that has been struck by a disaster and will for any number of reasons — including
(e.g., plague, flood). It is up to the storyteller to demand, information available to them, or personal
determine whether this is actually the case or if interest — specialize in one or a few types. These
the coffins are being used for something more might include countries, islands, continents, or entire
insidious (e.g., a growing vampire colony, by worlds; cities and other communities; floorplans;
smugglers seeking to smuggle illicit goods into or stars and constellations; navigational routes; and,
out of the city in faux funeral processions). in a traditional fantasy campaign setting, everything
• An especially skilled carpenter in the area has from caverns, dungeons, and ruins to other planes of
been commissioned to create a cabinet or other existence altogether (e.g., Hell, Purgatory, Heaven).
piece of furniture that a powerful spellcaster Because maps are often more representations of
intends to enchant into a magic item. The valuable things than simply pictures of them, some might
wood provided by the wizard, however, has been not necessarily be recognizable as such to people
stolen by thieves! Desperate, the master carpenter unfamiliar with them. Polynesian navigational maps,
is willing to make a deal favorable to anyone able for example, which depict features like prevailing
to track down the thieves and recover the timber. winds and currents and the presence of islands, might
look like nothing more than decorations made from
twigs or even arcane devices of some sort to those
Cartography Workshop who have never seen them before.
Cartography workshops are places used for the creation
Many mapmaking workshops will be established
of maps of various sorts and might range in size from
in the same sorts of places as any other craftsmen’s
one-person operations that simply reproduce existing
establishments, such as townhouses in cities, but it
maps to extensive operations that also research,
is also possible for them to be set up in very different
develop, and print completely new ones.
ways. A mapmaker with other vocational interests, for
Famous cartographers can be found throughout example, might simply have a dedicated cartography
many lands and periods of history. Anaximander — a chamber in his residence or other workplace, while
philosopher who lived in the city of Miletus in what one affiliated with a university, local or national
it now Turkey in the 6th century B.C. and postulated government, temple, or mages’ lodge might have a
the existence of other worlds — is credited with being suite of rooms in a large multipurpose building.
the first person to publish a map of the world as it was
Equipment in a mapmaking workshop will vary based
conceived of by the Greeks at that time. Ptolemy, a 2nd
on what is available and what the people working
century A.D. Romanized Egyptian mathematician,
there are trying to accomplish, but will likely include
astronomer, cartographer and astrologer, is noted
worktables and other necessary furniture (e.g., stools);
both for creating a highly-regarded world map and for
cabinets for storing maps and supplies; compasses
authoring a detailed study of what was known about
and possibly other navigational devices; drafting
the Greco-Roman world called Geography. Su Song, a
and art tools like pens, rulers, and triangles; paper,
brilliant Chinese scientist and statesman of the 11th
parchment, vellum, or other materials upon which
century A.D., is the earliest person known to have
maps might be drawn or printed; and high-quality
produced printed star maps.
ink, both black and in various colors if maps are
Mapmakers strive to effectively represent in print or entirely hand-drawn or if black-and-white ones need
other durable form depictions of spatial information of to be augmented. An establishment of this sort might

42
also have all of the equipment needed to produce They might also be subsidized or wholly supported
maps using whatever methods the prevailing level of by various patrons — such as governments, nobles,
technology allow (e.g., woodblock printing was used or academic institutions — which might limit how
in China from about A.D. 200 onward and in Europe available or willing they are to work with third parties.
from about A.D. 1400 onward, while copper plate
One of the most obvious reasons characters would
intaglio printing was available from about A.D. 1500).
visit the establishment of a cartographer is, of course,
A mapmaking workshop dedicated to doing research to obtain or study maps of places they are planning
for new maps and not merely reproducing existing to visit and about which they wish to have more
ones will likely also include a collection of maps from information. Mapmakers might also be very interested
as many different sources as possible and a small in talking to characters who have visited other lands
library of geography books, gazetteers, travelogues, or particular places of interest, and of consulting with
and similar works. them for purposes of creating, correcting, or adding
additional details to maps. Characters might even end
Denizens of mapmaking workshops are known
up establishing relationships with cartographers and
variously as cartographers or mapmakers and, if there
regularly trading information with them to the benefit
is sufficient demand for maps and basis of knowledge
of both parties.
for creating them, this might be the primary occupation
of such people. Some of the most famous individuals Routine security measures at a cartographer’s workshop
of this sort, for example, did many other things, and will be similar to those at any other craftsman’s
any given mapmaker might also be a geographer, establishment, and include standard safeguards
cosmologist, philosopher, mathematician, or sage in like locking doors and cabinets, and possibly even
any other fields of knowledge. dwelling on the premises. Places of this sort located
in larger institutions, such as universities, will also
Cartography workshops might simply be run as
enjoy whatever protections they might provide.
businesses that variously sell maps or accept
Somewhat more exotic steps might include storing
commissions to help create new ones and which deal
the most valuable maps in secret compartments while
with many different sorts of customers and clients.

43
making less important or even false ones much easier could be the case might found in the place where
to find. Cartographers are also sometimes known to they are adventuring or with the cartographer
include small anomalies or non-existent places on who sold them the map — if they can survive long
their maps so as to be able easily identify illegitimate enough to learn this secret, much less act on it.
copies of them. Magical security measures might
• While consulting a mapmaker for their own
include traps, curses, tracking mechanisms, or spells
purposes a sharp sighted character notices a nearly
that erase stolen maps or modify them in ways that
complete and very accurate map of the territory
make them difficult or hazardous to use (e.g., shifting
in which they find themselves, with notations
around presence of mountains, forests, or rivers).
for invasion routes, river crossings, numbers of
Presence of magic in a setting can have other profound defenders, strength of walls, etc. Suffice it to say
effects on how maps are created or used. Ability to that, with such a map, the conquest of the territory
view remote areas with scrying spells, for example, would be made much easier. On noticing the
could go a long way toward filling in gaps on maps, character’s gaze, the mapmaker quickly attempts
and magic that can implant images in people’s minds to distract the characters, covers or puts away the
might allow users to view maps mentally and not map, etc.
require physical copies of them.
In fantasy settings, non-Human peoples, with their
own unique perceptions and senses of aesthetics, Clothier
could have fascinating and even somewhat alien Clothiers are establishments that variously sell,
approaches to mapmaking. Gnomes, for example, make to order, alter, and repair all sorts of clothing
with their penchant for illusions, might be able to and related accessories. It is generally to such
create magically-augmented maps that could feature establishments that characters must turn when
three-dimensionality, tiny animations, or the capacity they need disguises and costumes, apparel for cold
to depict routes, or even ones that are not printed and weather or other environmental conditions, custom-
can instead be conjured as necessary. Dwarves might made items like outfits with artfully-hidden pockets
have a tradition of producing superlative maps of or scabbards, or any sorts of similar things beyond
subterranean areas that depict features beyond what what can be purchased in a marketplace or general
other races might be able to include (e.g., mineral store.
composition of surrounding rock, precise angles of
Clothiers are run by artisans skilled at working with
descent), but would probably not create star or sea
various materials and turning them into finished
maps at all. Undersea peoples like Merfolk or Tritons
products. Tailors and seamstresses, make general
might produce maps that show features like depth,
items of clothing, while specialists in this field
currents or the presence of landmasses but which
include cobblers, who make and repair shoes, boots,
could be limited in information useful either to those
sandals, or other sorts of footwear; hatters and
travelling on the surface or walking along the seafloor.
milliners, who produce hats of various sorts (and
Militaristic Hobgoblins might not bring anything
might themselves be fairly specialized); lace-makers,
new to cartography but could be very interested in
who create delicate cloth items with open web-like
maps of areas they are planning to invade and their
patterns; and embroiderers, artisans skilled at creating
commanders might make a point of hiring or capturing
designs in cloth with thread. Closely related trades
cartographers capable of providing information and
include laundries, which often perform repairs,
developing representations of it.
and establishments that rent formalwear or other
expensive items people might need only periodically.
ADVENTURE HOOKS
• In the course of exploring a particular area, a Indeed, more so than many other kinds of artisans, the
party of characters realizes that an expensive and proprietors of clothiers tend to be highly specialized
highly-detailed map of it they purchased is not and many deal with only a few sorts of clothing or
just incorrect in several ways but that it almost apparel intended for the members of specific classes
seems deliberately designed to mislead and even or occupations (e.g., entertainers, clergy, aristocrats,
sabotage anyone using it. Answers to why this soldiers). There may very well be, of course, clothiers

44
specialized in creating the sorts of apparel worn
by adventurers and who therefore may be able to
purchase much of what they need from places of this
sort.
An establishment of this kind might be of almost any
size, from a closet-sized workshop run by a single tailor
who repairs clothes for people in his neighborhood to
huge factories staffed by hundreds of workers creating
uniforms for their nation’s military forces. A clothier
of sufficient size might also display several items of
its wares in a client area, either items for immediate
sale or, if the clothier does custom work, copies of
significant items that are displayed as demonstrations
of his skill.
Every community of town size or larger will likely
have at least a few clothiers who sell their wares to
the public and probably several more that work for
specific clients or institutions (e.g., a local temple).
In villages and smaller communities, households
will make many of their simple clothes themselves,
buying other things — particularly manufactured
items such as buttons, pins, buckles, and simple
ornaments — during periodic trips to town markets
ADVENTURE HOOKS
or from traveling peddlers.
• A certain clothier has been secretly supplying
In a traditional milieu, most clothiers will work with foreign spies with clothing that enables them to
a variety of materials like cloth made from wool, better conduct infiltration, observation, and even
linen, or silk, along with fur or leather. These might assassination activities in the local area. Initially
be confined to a narrow range of fabrics and other he was unaware of how his work was being used
materials or have added to them other, more exotic but has since gleaned the truth but has continued
components in less conventional campaign settings to profit from the endeavor. Investigation into
(e.g., certain sorts of grasses or leaves). Most clothiers the operations of the spy ring might reveal the
do not actually manufacture the raw materials they activities of the clothier, whether he is a witting
use to create their products, however, and tend to dupe or being threatened with harm to himself or
purchase cloth, thread, buttons, buckles, and other loved ones, and if he can provide information that
components and accessories from merchants who can help expose the enemy agents.
deal in such items, often known as haberdashers, or
• The owner of a clothier patronized by some
the artisans who create them (e.g., weavers, tanners,
of the characters knows that cloth is one of the
furriers, buttonmakers).
commodities that periodically goes missing during
A clothier’s workshop typically includes areas raids on merchant caravans and that it might turn
for cutting cloth, tables for assembling clothing up in the lairs of brigands or other creatures. With
components, appropriately-sized racks for hanging this in mind, he tells the characters that he will
various completed items, and storage areas for fabric pay them a fair price (e.g., 50% of full market
and other materials. Equipment present at a clothier value) for any good bolts of cloth they are able
is likely to include cutting tables, scissors of various to bring to him. The artisan might have purely
sorts and sizes, thimbles, needles of all kinds, dummies commercial motives or may be acting covertly on
and other shaping devices, and pedal-driven sewing behalf of his guild or even a multi-city merchant
machines if the prevailing level of technology allows house to collect information that could help in
for them. suppressing a run of such attacks.

45
suppliers, clerks, and transport personnel. It is also
likely that a glassblower’s enterprise will be set up in
a location where it can obtain large amounts of high-
quality materials for glass-making, such as a particular
grade of beach sand, alkali, color-producing minerals,
or clean-burning charcoal. In northern Europe, forest
glass operations used wood ash and iron-bearing sand
as constituent materials, consuming large amounts
of timber and significantly thinning the woodlands
where such glazieries were established. During
periods when unrest or disruption of trade prevented
glazieries from obtaining necessary raw materials or
when the knowledge of how to make glass was lost,
many areas made due with items made from the
melted-down glassware of more prosperous times.
Small, specialized glassmaking operations might be
Glaziery associated with other institutions of some sort and a
large industrial, alchemical, or magical establishment
Glazieries are workshops that often rely on secret
that has a constant need for specialized glassware
techniques passed down through families of hereditary
might maintain a dedicated glaziery on-site to ensure
craftsmen and which can produce glass items of
ready supply. A major temple complex, for example,
various sorts. These might include utilitarian things
might have a glassmaker’s workshop in order to create
like food dishes and storage jars, more expensive
special leaded glass vials that are the only things
and finely-decorated luxury goods like ornaments
suitable for use with the holy water they produce.
and window panes, including the colored or stained
glass varieties favored by temples; and equipment for Among the demi-human races, Gnomes are most
alchemical and industrial uses, such as specialized likely to become glassblowers through their affinity
flasks, tubes, and distillation apparatuses. with alchemy, which both requires supplies of
glassware and contributes ongoing innovations and
Glass can also be polished and carved in the same
improvements to the processes of this craft. Halflings
way as precious stones and presented as such or used
might have some such craftsmen, specialized in
as replacements or counterfeits for more expensive
fashioning containers for preparation or storage
materials. Specific types of glazieries include those
of comestibles. Any such industry undertaken by
devoted to making mirrors and those specialized in
organized evil humanoids like Goblins will likely
grinding lenses, which might be incorporated into
manufacture containers for transporting or employing
anything from spyglasses to spectacles.
poisons, acids, and other dangerous preparations,
Historically, glass was first created in the Middle East such as pre-scored flasks that break easily on impact.
during the 3rd millennium B.C. and was subsequently
Adventurers might need to visit a glassmaking shop
produced by almost all civilized peoples, including
for any number of reasons, to include everything
the ancient Egyptians, Romans, and Chinese. One of
from buying simple flasks for potions and hurled
the most famous and significant glass manufacturing
fluids like alchemist’s fire, acid, and holy water, to
sites in the world is the island of Murano near Venice,
commissioning more specialized and expensive
Italy, which has been an important center of the
components of complex devices or magic items.
industry since the late 13th century.
One or many glass manufacturers often form the ADVENTURE HOOKS
major or even primary industry of a town or city, • A local glassblower opened his shop this morning
exporting their products to other communities and to find all of his wares smashed and suspects a
nations, and an entire village might be devoted to ring of thieves to which he recently refused to pay
such an operation and home to affiliated employees, protection money. What he has not yet discovered,

46
however, is that the remains of the hoodlums
are hidden within the ash of his furnace and
Jewelry Workshop
Jewelry shops are places run by artisans skilled at
were slain by the resident Banshee whose shriek turning precious metals, gems, ivories, woods, and
destroyed the glassware. This restless spirit is that other materials into jewelry, ornaments, art objects,
of the glassblower’s late wife, who did not perish and other items of beauty worth more than the sum
from a wasting sickness as he believes but was of their separate components. While such items can
instead poisoned by someone. vary greatly in purpose, appearance, and value from
• Characters might be hired to transport various one society to another, almost every culture has
goods through a hazardous area, a mission individuals adept at creating them.
complicated by the fact that their load includes Jewelers are often highly specialized and include
a fragile consignment of glassware. Matters might goldsmiths, who cast, turn into leaf, and otherwise
be further complicated if such containers hold work with gold; silversmiths, similarly adept at
dangerous substances of some sort … crafting silver; artificers, skilled at working with
• A party might find that they need to commission clockwork mechanisms, including those used to
a complex or expensive item that can only be measure the passage of time; engravers, skilled at
created by a master glassmaker (e.g., a glass etching metal, gems, or other materials; and costume
container made of rare materials or imbued with jewelers, who substitute materials like pinchbeck and
magical protection that can be used to entrap an paste-glass to simulate precious metals and gems.
entity from another plane). As part of this task A jeweler might also specialize in certain sorts of
they might have to undertake further explorations items, such as rings, necklaces and earrings, bracelets
and tasks to obtain the unusual sands or other and anklets, chains, seals or signets, ornaments such
minerals needed to create this special glass. as jeweled eggs, or even noble and royal insignia or

47
coin dies. Others might focus on creating items for other jewelry; or purchasing precision items like
members of certain classes (e.g., holy symbols for music or puzzle boxes, clocks, or components for fine
clergy) or on working closely with spellcasters in the mechanical traps.
creation of various sorts of magic items.
More so perhaps than any other sorts of artisans,
Some jewelers might also incorporate into their jewelers must be on guard against thieves, bandits,
creations other crafts, such as leatherworking, or others willing to steal or kill to obtain the valuable
embroidery, or portraiture, or provide highly-crafted materials they work with and the items they create
items as components for very expensive items, such from them. Security measures might include
as clothing or furniture, being created by various reinforced doors, barred windows, intricate locks,
other sorts of artisans. traps, poisons, decoys, and clever hiding places in
any setting, and these will likely be enhanced and
Jewelry shops are almost always run by master
augmented by magic in a fantasy milieu. Jewelers are
jewelers of the various sorts mentioned, who will
also much more likely than other craftsmen to give
usually have one or more apprentices or journeyman
the city watch a stipend to keep a special eye on their
artisans working for them. Such characters might
establishments, pay protection to the local thieves’
be of any race, and each race has items, materials,
guild, or hire guards to watch over their shops.
or styles that they favor (e.g., Gnomes are known
for items with intricate moving parts, Dwarves are Tools likely to be found in a jeweler’s shop include
skilled at working with metals and gems of all sorts, loupes, delicate scales, magnifying glasses, polishing
and Elves often create beautiful items from wood and cloths, small crucibles, and fine versions of tools like
other organic and sometimes still-living materials). hammers, picks, and files.
Customers at jewelry shops vary depending on the cost
ADVENTURE HOOKS
and prevailing uses for the objects that a particular
• One of the most accomplished jewelers in the
establishment creates. In societies like that of ancient
city is renowned not just for the quality of his
Rome, for example, where only people of a certain
work and the personal touch he brings to it but
rank were allowed to wear many kinds of jewelry
also for the exceptionally fair prices he charges
in public, patrons will tend to be members of the
for it. Unbeknownst to anyone else, however,
upper classes. In settings similar to that of Medieval
he increasingly gains an obsessive attachment
India, on the other hand — where people from every
to many of the pieces he has created and, after
level of society carried much of their wealth in the
a point, cannot bear being separated from them
form of jewelry — customers from all walks of life
anymore and will seek to retrieve them — going
will patronize jewelry shops commensurate with
so far as to murder customers to cover his tracks
their levels of affluence. Individuals who are not of
and keep his secret.
a high social status but wish to suggest otherwise
for professional reasons — such as actors and • For various reasons, a particular jeweler must
other entertainers, traders, court-parasites, and sex personally deliver something to an important
workers of all kinds — might emphasize this with client. Although he would normally travel
either costume jewelry or genuinely valuable items, in disguise as the member of a caravan under
depending on how successful they are in their various such circumstances, he has reasons not to do so
occupations. this time, and hires one or more characters to
discreetly guard him on his journey.
In a traditional ancient, Medieval, or fantasy game
setting, adventurers might need to visit various sorts of
jewelry shops fairly frequently for purposes as diverse Leatherworking Shop
as having gems, ornaments, and other swag appraised; A leatherworking shop is where the durable hides of
liquidating such items into ready cash or converting oxen, sheep, and many other sorts of real and possibly
excess money into concealable and easily-transported fantastic beasts are crafted into items both useful and
gems and jewelry; commissioning masterwork items fashionable. These might include outer clothing,
for use as spell components or as the basis for various gloves, boots and shoes, aprons, belts, scabbards and
sorts of enchanted rings, brooches, amulets, and other holders, chests, cases, pouches and satchels,

48
book-covers, drinking-jacks, saddles and harness, and and mittens; lorimers, which make reigns and similar
— perhaps most critically to adventurers — armor, tack for horses; saddlers, which make saddles for
helmets and shields. Such items are often decorated horses and possibly other sorts of mounts; scabbard-
by dying or bleaching, punched and incised designs, makers, which fashion sheathes for swords, daggers,
metalwork, fancy stitching, or ornamental leather and other sorts of edged weapons; and thongers,
pieces such as tassels and appliqués. which produce straps and laces. One large guild
might represent all such craftsmen or separate sub-
Ability to reliably create some items might be
guilds or completely separate organizations might
predicated upon having other craft skills, such as
be associated with each specialization, and certain
those of an armorer, and leatherworkers without such
sorts of leatherworkers were historically among the
abilities might only create the components for larger
artisans with the most influential groups of this sort
items. Some leatherworkers might also provide their
(e.g., the Worshipful Company of Cordwainers in
own tanning of skins and hides.
Medieval London).
Leatherworking has many specialties within it and any
Leatherworkers often maintain close relationships
particular shop might be devoted to botteliers, which
with craftsmen that create complementary products,
make bottles and flasks; cobblers and cordwainers,
such as clothiers and furriers, or which provide raw
which make and sometimes repair shoes and boots;
materials, including tanners and metalworkers who
girdlers, which make girdles and belts, often for use
provide buckles, rivets, studs, and other fittings and
with weapons; glovers, which make gloves, gauntlets,

49
fasteners. Workshops of such other artisans might be ADVENTURE HOOKS
strategically located close to those of leatherworkers • A local leatherworker has recently been thriving
in areas where such activities are being conducted on thanks to large shipments of high-quality leather,
a large scale. very supple and easily worked, that he has been
Adventurers might visit leatherworking shops with receiving at very competitive prices from a new
general or narrow focuses for any number of reasons, tannery. In reality, however, the proprietor of this
especially when they need custom-made items like tannery is an unscrupulous Ghoul who consumes
saddles, tack, and harness for exotic beasts; scabbards, the flesh and bones of men and then cures
bandoliers, and pouches for special weapons and their skins and sells them to the leatherworker
other adventuring gear; footwear suited to strange for a small sum and the smug satisfaction of
environments; and innumerable other things. perpetuating a sick joke. Eventually, however,
either the leatherworker will glean the truth about
Many villages and small communities will be home the materials he is working with or someone —
to leatherworking shops, especially if there is some possibly astute characters who have purchased
local activity that requires a continuous supply of things from him — will discover that his finest
leather goods of some sort, such as a mine that requires goods are made from the skin of people, but either
helmets, aprons, and gloves. Almost all towns or way there will be a reckoning.
cities will have several or many leatherworking
establishments — and, as with any handicrafts, • While many traditional leatherworkers craft
some communities are especially famous for their goods made from only one sort of hide, such as
leatherwork (e.g., the city of Corinth in ancient that obtained from cattle, those in some milieus
Greece, the city of Marrakesh in Morocco). Towns — especially fantastic ones — might work with
and cities with many leatherworking establishments the skins of considerably more exotic creatures,
will generally have them located in the same streets such as crocodiles, rhinoceroses, and even
or areas. dragons. Obtaining the hides of such creatures
might form the basis of various adventures, for
Non-Human peoples have variations on leatherworking everything from mercenary adventurers working
commensurate with their needs and values. Some to obtain certain kinds of hides for leatherworking
groups of Dwarves, for example, specialize in leather shops, to characters hunting down specific sorts
goods made from the hides of various subterranean of dangerous creatures as a rite of passage and
creatures; many evil humanoids are inclined to use subsequently having the skins made into gear for
leather made from sentient beings or the hides of their their personal use.
enemies; and certain communities of Elves, as with
some Humans, eschew the use of leather at all and
clothe themselves solely in plant-based materials. Mint
Mints produce coins and similar objects — such as
Leatherworkers’ workshops are similar to those medals, ingots of precious metal, or even banknotes
used by other sorts of craftsman (see the section in — at the direction of a government to pay public
Chapter 1 on “Buildings” for more information on expenses, encourage efficient and thriving trade, and
such structures). Equipment in a leatherworking to enhance the prestige of rulers, deities, and national
shop tends to include furnishings like workbenches values.
and stools and tools like awls, heavy needles, various
odd-shaped knives and creasing tools, and sometimes Authority to issue money is among the highest and
a small forge to reheat rivets if these are required for most trusted powers of a state and is related to the
various items. ability to exercise control over trade and exchange
within a country. In many lands, this power is
Leatherworking shops do not usually require presumed to rest with a monarch or other ruling
extraordinary security measures, unless a particular body, or with leading temples to the gods concerned
craftsman works with very rare hides or especially with rulership, prosperity, and commerce. It is also
valuable decorative materials, such as gold leaf or possible, however, for such power to be associated
beads made from precious stones. with other authorities, like great but non-ruling

50
nobles, trade cartels, free cities, or corporations that or even destabilize the economies of entire nations.
hold effectively independent control over subordinate Governments consequently pursue and punish
regions like colonies. crimes of these sorts with a vehemence that might
sometimes seem unjustified when compared to how
Forging, defacing, melting down, or removing
much a criminal might have gained from them, death
portions of money (e.g., clipping or shaving coins)
and maiming not being uncommon penalties.
not only steals from a state and its rulers, it also calls
into question their authority and can compromise Mints are often established in purpose-built fire-

51
resistant structures of stone or brick that, like other by law as a magistrate, commissioner, or similar public
important public buildings, are frequently designed figure — who administers production of decreed
to impress viewers with their imposing appearances currency in the authorized numbers, denominations,
or ornamental embellishments. It is possible, of designs, and metal compositions for each. Individual
course, for such structures to be more utilitarian and mints themselves are then usually overseen by a chief
less appealing in nature, especially if they are located coiner, a career craftsman who runs the facility’s
in isolated areas or authorities do not wish to have day-to-day operations, manages its workforce, and is
attention drawn to them. Whatever the case, places responsible for the maintenance and replacement of
of this sort typically receive more attention than do its equipment.
other sorts of craftsmen’s workshops, if only from
As the first step in producing coinage, metalworkers
people like collectors, historians, and criminals.
melt precious metal bullion with the chosen proportion
Inside, the sections of mints dedicated to creating the of alloy in a furnace and cast it into unmarked round
dies used for the manufacture of coinage, banknotes, or pieces (planchets), bars, or sheets, or directly into
other currency are likely to resemble the workshops of coins. Metal blanks are then struck between upper and
jewellers (and craftsmen of this sort are, indeed, often lower dies or by casting into temporary molds, with
the ones who create such assets). Sections dedicated precise methods depending on the prevailing level of
to the creation of currency will appear much like those technology in an area (e.g., if machine production is
used to create other things from similar materials, with available stamping may be supplemented by a collar
areas used to manufacture coinage looking much like to form and mark the coins edges). Other workers
the workshops of silversmiths or other metalworkers then trim excess material from each coin or planchet
and those used for banknotes looking like print shops. and, if necessary, cut or file each finished coin to the
specified weight, catching filings for reuse (e.g., using
Because facilities of this sort are often so large,
special work aprons equipped with pouches).
complex, and critical, they usually require significant
government oversight and security and tend to Dies used to produce currency eventually wear out and
concentrate production in just one or a few locations. crack, so an individual mint, or larger central facility if
In cases where a nation has multiple mints for one exists, must produce significant numbers of these
different regions or types of currency they will often from the master dies created for an issue of money.
be overseen by central mints, which might simply Similarly, cast coinage requires multiple template
supply raw materials and provide oversight for coins, themselves made from master coins, to make
branch or provincial mints but not actually produce molds for batches of finished products. Quality and
anything themselves. Some mints might also produce visual appeal of a run of coins reflects the dedication
coins on behalf of other nations that want their own and skill of the master designers, engravers, and
currencies but do not have the resources or desire to jewellers who have been commissioned to produce
create it themselves. such originals.
As places that produce thousands or, in very large Proportion of precious metals in coinage is critical
states, even millions of coins, mints often require in such operations, which use precise methods of
significant numbers of workers, ranging from assaying to prove their content and purity that might
jewellers to metalworkers, many of whose tasks are include using touchstones to abrade small markings of
repetitive and semi-skilled but nonetheless demand metal for comparison; further testing against samples
precision and integrity. Workers might variously be of known purity; using carefully-calibrated scales or
government employees, communally-owned slaves, water-measures with official weights; and applying
or guild members (although a state might fear that alchemical reagents.
disputes with the latter sort of craftsmen, depending
Security measures at a mint will be among the most
on their prerogatives in the area, could lead to delays
stringent possible and include guards (human, animal,
in the production and availability of money).
or otherwise), strong-rooms, expert locks, and any
A nation’s minting operations are typically the magical or extraordinary measures available to a state
responsibility of a moneyer or superintendent — an for the protection of what might be its most valuable
official appointed by the ruler and often empowered assets. These possessions will likely include the

52
mint’s stores of precious metals; finished coins that issuing state’s finances (e.g., coins issued specifically
have not yet been issued; master dies; its coin cabinet for paying government salaries during some periods
(a collection of its own and other nations’ coins that in imperial China). Acceptance of less valuable or
can include many thousands of pieces), and possibly mixed metals as legitimate currency may vary widely
other national treasures stored there because of the between countries and depend strongly on the level
security it offers. of confidence in the ruling power.
States that mint coins have experimented with Subject to the practicalities of carrying and storing
currency in many different metals and even other them and likely sizes of purchases, coins can range
materials. Such choices have been influenced by considerably in breadth and thickness. Distinctive
availability, tradition, and other factors and have shapes make coin designs easy to recognize but
commonly included gold, silver, copper, iron, the difficult to copy, varying ordinary circles with
natural alloy electrum, manufactured alloys like scalloped or toothed edges, angular shapes of three
bronze and brass, or non-metallic solids sufficiently to 12 or more sides, or meaningful forms such as
durable to stamp with a design. depictions of standard goods that the currency
represents or was developed from. Holes in coins
Limited issues of coins by very sophisticated mints
might be intended to facilitate carrying many coins
might sometimes involve juxtaposition of two or three
together by stringing them on a cord or serve simply
different metals, which requires especially skilful
as decorative or anti-counterfeiting features.
preparation of coin blanks; coloring with durable
substances such as enamels; or unusual touches Mints sometimes save effort and expense by modifying
like lettering around the edges of coins; all of which existing coins, whether older ones issued by the same
involve considerable additional effort and expertise. state or those of other nations that the government
holds in large numbers as a result of trade, wartime
Marked value of a coin, in any event, ideally exceeds
plunder, or the activities of licensed privateers.
the cost of materials and labor used to create it, allowing
This is accomplished by counter-striking coins with
a mint to operate without cost to the government or
additional markings or by cutting or punching them
at a profit. A coiner supervising a run of money can
in specific patterns, producing “sharp money” like the
spread expensive metals further by alloying them
Spanish colonial pieces of eight and sometimes using
with base materials, sometimes to the extent that
both the original coin and the punched-out piece
the resulting coins blatantly show a different color
as separate new denominations (e.g., the Australian
than the metals that nominally comprise them. Such
“Holey Dollar” 5 shilling and 15 pence pieces).
deliberate debasement might be practiced for any
number of reasons, to include attempts to shore up the Different types of coins typically have official or

Local Monetary Systems a particular community by rolling 1d6 and


subtracting 1 for a city, applying no modifiers for
This table can be used to randomly determine a town, and adding 1 for a community of village
the monetary systems used in and around size or smaller.

Roll d6 Result
1 or lower Community or nearby main settlement mints its own currency.
2-3 Community uses national currency.
4 Community uses coins of d4 nearby influential nations.
5 Community uses a trade good in standard amounts as currency
6 or higher Roll twice with no modifiers and use the lower number for purchases worth a day’s
wage or more and the higher number for purchases of less than a day’s wage (ignoring
this result on subsequent rolls).

53
unofficial names of various sorts, and these might Elves, who value fine art with ancient meaning, might
refer to describe their appearance, values, or material mint their most valuable coins in fabulously rare
(e.g., penny, cent, copper piece); be named for metals and continue to circulate money created by
influential rulers or dynasties; or refer to the authority empires thousands of years in the past. Elven rulers
of the issuing state (e.g., including words like “royal” who choose to issue coins will probably, in any event,
or “imperial” in the name of a denomination). strive to ensure that their mints, like other workshops,
blend artfully into elegant halls or natural landscapes
Designs on coins often repeat well-recognized images
and appear more artistic than industrial in nature.
that have symbolic importance to the issuing nation’s
history; patron deities and religion; images of current Dwarves’ orderly societies, expertise in craft and
or past rulers (with sometimes just one or the other trade, and mining of precious metals may make them
being dictated by convention); or depictions of even more likely to mint coins than Humans, and
national pride and achievement (e.g., great public they often cast coins of solid design that are typically
works, significant historical events). angular or cog-shaped rather than simply round.
Gnomes, who often simply circulate the coins of their
Script on coins follows practical needs to identify
Dwarven or Human neighbors for day-to-day use, are
the nation, amount, and sometimes the year or ruling
fond of etching gemstones of various sorts and using
period when issued, but may also incorporate things
them for their most valuable sorts of currency.
like a different language of a revered nation to mark
political or religious significance (e.g., , using Latin Halflings most often want money in low denominations
for a monarch’s name, using Hebrew for Biblical for everyday purchases, using more valuable currency
quotations). occasionally with neighbors of other races to buy
property and large items (which might more often
Visitors to mints beyond their regular staff typically
pass in their own communities by inheritance or quiet
include public figures who require large supplies of
acceptance that a new owner needs the thing more).
cash, such as military officers and commissioners of
When a Halfling shire does decide to mint money,
public works; contingents of trusted veteran guards
it tends to have simple designs and to be marked
and laborers engaged in bringing in precious metals
with rural creatures, products, and scenes and to be
or taking out coins for distribution; or government
minted at an existing facility that returns afterwards
officials or inspectors there on some special business.
to its regular functions (e.g., a jewelry workshop).
A facility might give occasional guided tours of parts
of the building, in the manner of a specialist museum, States dominated by evil-natured humanoids
showing off items used in coin production and select like Hobgoblins might turn out coinage with the
pieces of interest from its coin cabinet. marks of great warlords or gods of war, weather, or
avarice. Rulers with great magical power and wicked
Characters might become involved with mints in
temperaments could disburse coins of red gold or
any number of ways, to include working at or for
pale silver rumoured to carry glamours or curses
them in some capacity, especially if they are trusted
that might affect those opposed to their interests.
agents of the state; visiting them to conduct research
for clients or in support of their own adventures; or
ADVENTURE HOOKS
attempting to rob, defraud, or gain illicit information
• Legends, rumors, and dubious tavern chatter often
about them if criminally inclined (e.g., information
tell of great shipments of coins or bullion that
about dies, metal purities, or alloy compositions
empires of the past have dispatched from their
that counterfeiters could find extremely useful). It is
mints in times of unrest, only to have it disappear
also possible of course, for character to just be in the
or fall prey to disasters. Characters hearing such
wrong place at the wrong time, such as when some
stories, especially ones that sound uncommonly
particularly loud and noticeable event occurs near
fresh or credible or for which corresponding maps
a mint or when someone else is attempting a crime
or other documents might have recently been
against one.
discovered, could be prompted to seek out such
Non-Human folk in fantasy settings might have their lost hoards.
own unique approaches to the minting of currency.
• Knowing that coin collectors notoriously spend far

54
above the face value for pieces that they recognize
as rare and authentic, larcenous characters might
approach such a personage in hopes of trading a
stolen coin collection for other valuables. Some
might even devise more lucrative capers based on
passing off carefully-faked rarities, perhaps with
the involvement of corrupted experts to vouch
for their authenticity. Some collectors, of course,
might have the wherewithal and means to exact
terrible revenge upon those who have defrauded
them in this way …

Sculpting Workshop
Sculpting workshops are used by craftsmen of an
artistic bent to create three-dimensional works from a
wide variety of materials that commonly include wax,
clay, stone, metal, glass, and wood. Most societies and
all urbanized ones have made wide use of sculpture,
especially for memorials and in conjunction with
public works and religious places, and sculptors will
likely be present in almost any game setting.
For a variety of reasons, many sculptors specialize
in one or more forms of work, and these might
include but are not limited to sculpture in-the-round,
bas relief, busts, equestrian statuary, monumental and include plastic, light, fire, water, wind, sound,
sculpture, mobiles, architectural sculpture, and plants, and any number of other materials.
grave memorials. Any given work, of course, might
Most nonhuman peoples create sculpture as well, in
combine two or more of the listed specializations
keeping with their abilities and inclinations. Dwarves,
(e.g., a monumental bas relief running along the top of
for example, often prefer massive sculpture of stone
a religious structure, such as those typical of ancient
and metal; Elves tend to work in wood and other
Greek temples).
natural materials and have been known to incorporate
Many sculptors also have a range of other craft and living plants into their works; Gnomes enjoy creating
trade skills that they use in conjunction with their sculpture with moving parts or imbued with clever
finished works and might thus be adept as painters, secondary uses; and Halflings enjoy fashioning
potters, jewelers, or any other sorts of craftsmen. topiary sculpture and smaller works from foodstuffs
Some might prefer to focus only on sculpture, for use as centerpieces. Even the coarser humanoids
however, and to work with other artisans adept in the will frequently create sculptures of their heroes or
complementary skills they require. deities, often to commemorate military victories.
Sculptors also often prefer to work with just a few Sculptors’ workshops tend to be similar to those used
different materials. Wax and bronze, for example, by other craftsmen, as described under “Buildings” in
are a common combination and used in conjunction Chapter 1. As with other craftsmen’s establishments,
with each other for certain types of casting (although, one or more such places can almost always be found
historically, sculptors inclined toward bronzework in communities of town size or smaller. Because
often had to content themselves with marble in the sculptors who create large works often find it useful
absence of their preferred material). Depending on the to be located near the source of the materials they
milieu and its technological and magical capabilities, work with, however, it is also sometimes possible to
media available to sculptors might be vastly expanded find a sculptor’s workshop in a community of village

55
size or smaller if it is located next to an appropriate wagonload of rare marble, destined to be used for
resource, such as a quarry. the altar in a major new temple, in time for it to
be sculpted and dedicated. During the expedition,
Items found in a sculptor’s workshop will vary
the characters are harassed by a party affiliated
depending on the specific sort of work the craftsman
with a cult opposed to the religion associated
does, but might include tools like hammers, chisels,
with the new temple and must also deal with a
and sculpting knives, molds, one or more kilns, and
number of other hazards that arise to complicate
possibly even a blast furnace.
their mission.
Security at sculptors’ workshops tends to be typical of
that for any other craftsmen, as described in Chapter
1, but those working with expensive materials might Shipyard
have additional security measures appropriate to the Shipyards are places devoted to the construction of
milieu. These might include appropriately thematic vessels of all sorts, including rowboats, keelboats,
defenses, such as the threat or actual presence of longships, sailing ships, warships, and galleys. Such
automata. places might be very specialized and used only for
construction of one or a few sorts of ships or boats, or
Adventurers will not likely need to visit sculptors’
more comprehensive and used variously for multiple
workshops very often but might periodically need
purposes, to include building many sorts of watercraft,
to for any number of reasons. These might include
repairing and maintaining them, and possibly even
commissioning the bodies for golems or other
breaking up decommissioned vessels. Shipyards are
automata or something like a figurehead for a ship;
sometimes also known as boatyards or dockyards,
seeking a buyer for valuable stone or other materials
although places with the latter label are often more
that a particular sculptor might be willing to purchase;
associated with maintenance or basing operations.
or seeking expert information about the properties or
vulnerabilities of various types of sculpted items. Famous shipyards include the one at the Harappan
city of Lothal on the Sabarmati River in what is now
ADVENTURE HOOKS India, which became active around 2,600 B.C.; the
• A local sculptor has become well known for the ancient Greek city of Naupactus, the name for which
strikingly realistic figures he has begun producing, literally means “shipyard”; and the Arsenal of Venice,
which exceed in skill any of his earlier work and a sprawling complex of ship-building facilities and
deviate in style markedly from his bas reliefs and armories that was founded in the early 12th century.
other creations. A cloud of suspicion has fallen
Shipyards will necessarily be located on bodies
over him in some quarters, however, fueled by
of water, whether on islands or a mainland, and
rumors that he variously has a detailed portrait
these might include sites in sheltered bays, harbors,
of a Medusa, keeps a Basilisk as a pet, and/or has
lagoons, deltas, fjords, or river estuaries with ready
a fan made from Cockatrice feathers. Characters
access to the sea. They might also be established near
might be prompted to investigate this situation or
places where supplies of appropriate materials are
be hired by various third parties to do so.
readily available (e.g., generally forest for timber, but
• An apprentice for a local sculptor is in cahoots possibly also wetlands with papyrus for reed vessels).
with a cadre of jewel thieves and has been mixing
Depending on their size and various needs, to
stolen gems into clay and fashioning it into
include adequate labor, shipyards could be located
works that can be easily smuggled out of the city.
in anything from purpose-built villages to towns and
Should this ruse be discovered the apprentice
cities, and if security is a requirement they might be
and his cohorts plan to frame the master sculptor.
established within fortified areas or in conjunction
Everything is thrown into chaos, however, when a
with naval bases or other military facilities. They
cursed gemstone is hidden within a clay sculpture
might range in size from small yards with a minimum
of a Hydra, leading to dire supernatural results.
of infrastructure that are used only periodically, to
• A sculptor under contract to a particular temple full-blown factory complexes that employ hundreds
hires the party to find, quarry, and transport a of fulltime personnel.

56
Facilities associated with shipyards might include
open areas for the staging and assembly of vessel
components; storage yards for timber and other bulk
materials; warehouses for sailcloth, rope, nails, and
the like; slips for the launching of large vessels; dry
docks for repair of vessels of various sizes; workshops
for performing specific tasks and securing tools;
timbers for rolling vessels or heavy equipment like
cranes; quarters for shipwrights, laborers, and guards;
and stables for draft animals if they are used at the
site.
Ancillary workshops might be located in or near a
shipyard. A bronze-working foundry, for example,
might be located in a shipyard dedicated to the
manufacturing of war galleys and used to create rams
for their prows. Facilities for making rope, sails, and
other elements of finished vessels might similarly be
part of a shipyard.
Shipwrights, skilled craftsmen who know how
to construct various sorts of vessel, are the most
important sort of worker associated with shipyards.
Expert shipwrights are valued craftsmen who might be
forge anything from nails to prow rams; Gnomes might
hired by shipyards from other lands who are trying to
be the most suitable people for producing mechanical
expand their own maritime capabilities, whether for
devices of various sorts; and Halflings might be the
military, trade, or exploratory purposes. Shipwrights
best rope-makers or skilled sailmakers in a particular
might also be interested in working in the yards of
region.
other nations both because it is lucrative and to learn
about their techniques. Other personnel associated Depending on why they were founded, by who, and
with shipyards might include laborers to do things where, shipyards might make their products available
like move materials from one location to another; to anyone with ready coin or only to specific clients,
specialist craftsmen like carpenters, blacksmiths, and such as the government of a major state. Most will be
sailmakers; and security forces that might range from at least somewhat flexible in this regard.
simple watchmen to combat troops like marines and
Adventurers might end up in shipyards for any number
artillerists. Sailors, pilots, and navigators might also
of reasons, to include commissioning construction of
be found in or around shipyards if their skills are
vessels or having existing ones repaired; serving as
required on a regular basis.
security personnel; posing as workers or otherwise
While Humans are generally the most prolific of gaining access to facilities to gather information or
the seagoing peoples, members of any races might steal things; or being hired to oversee transport of
be found in shipyards. While often associated with completed vessels to clients in other places.
woodlands, Elves have been known to build excellent
vessels for everything from crossing great oceans to ADVENTURE HOOKS
navigating inland waterways. Likewise, humanoids • After a plank of driftwood washes ashore marked
— especially highly organized and militarized ones with strange symbols an apprentice shipwright
like Hobgoblins and their kin — might be inclined and friend of the heroes notices similar symbols
to build vessels like warships or troop carriers. Even carved into the underside of a merchantman
people not necessarily associated with seafaring currently under construction at the shipyard.
might be found in shipyards as a result of their special When the characters next meet with the apprentice
skills. Dwarves, for example, might be employed to he excitedly attempts to tell them something he

57
has learned about the symbols but his revelations they are building something or otherwise fulfilling
are cut short when a strange curse causes his lungs a commission. Some may have offices in structures
to fill with seawater, drowning him on the spot. similar to those used by other craftsmen, or operate
out of complexes consisting of wooden or stone sheds
• Because shipyards are places where innovative
and yards for the storage of stone. Such sites might
techniques and the best naval technologies are
be established in conjunction with quarries for easy
implemented they are often the targets of military
access to stone but will usually be within easy reach
or industrial espionage. Appropriate characters
of communities of town size of larger, where their
might thus be tasked variously with infiltrating the
skills are required.
shipyard of a rival state and learning some of its
secrets, or with protecting a shipyard from spies Tools and other materials associated with the
and/or finding ones possibly already operating workplaces of stonemasons — in addition to stone,
within one. of course — include a variety of hammers, chisels,
picks, trowels, levels, wedges, wheelbarrows, chalk,
• Lack of materials necessary for building vessels
and mortar. Other resources might include heavy
can slow operations at a shipyard or even bring
wagons for moving stone and equipment and draft
them grinding to a halt or cause such a facility to
animals for pulling them.
be shut down. Adventurers of various sorts might
be needed to acquire anything from new sources Security at stonemasons’ workshops tends to be
of lumber to hardware like nails, rope, or sails. typical of that for any other craftsmen, as described
in Chapter 1, but the most skilled and those working
Stonemasonry with expensive materials might have additional
security measures appropriate to the milieu (e.g.,
Stonemasonries are the workshops of craftsmen skilled
stone rather than wooden portals).
at working with materials like rock, stone, and brick
and using them to construct buildings, fortifications, Adventurers will not likely need to visit stonemasonries
and all sorts of other structures. Although some such very often but might need to do so for any number of
artisans specialize in specific aspects of this craft — specific reasons, most likely for purposes of having a
such as working with concrete or building certain stronghold or other structure built. They might also
types of structures — most are generalists capable of need to consult with stonemasons for various sorts of
fulfilling a wide range of tasks. information, such as the characteristics of a type of
place they are planning on exploring.
Almost all civilized Human societies have valued the
works of stonemasons, which include great works Dwarves are the preeminent stonemasons amongst the
like the Acropolis of Athens, the aqueducts of Rome, demi-humans and are unmatched in their ability to
the Great Wall of China, the Taj Mahal in India, work rock and use it to create structures inconceivable
Stonehenge in England, Chartres Cathedral in France, to other peoples. Gnomes and Halflings also have
the rock-cut churches of Lalibela in Ethiopia, and some skill at working stone, while Elves are the least
the pyramids of Egypt. Famous stonemasons include adept and generally prefer to work with other sorts
Hiram Abiff. of materials. Humanoids, especially Goblinoids, are
often adept at stonework, particularly as it applies to
Stonemasons often work with quarrymen, a type of
fortification and other military uses, and some races
tradesman adept at extracting stone from the locations
of giant are similarly skilled as well.
where it is found and cutting it into transportable
blocks; engineers, who plan the more sophisticated
ADVENTURE HOOKS
sorts of structures created by such characters; and
• Fears that a local cemetery has become haunted
sculptors, who sometimes embellish the works of
by some malignant undead force begin to spread
stonemasons. Some stonemasons are skilled at one
after several people are hurt, killed, or go missing
or the other of these trades, having advanced from
while visiting or passing by a mausoleum
the ranks of quarrymen, moved up into the ranks of
that was recently built within it. One person
engineers, or been cross-trained as sculptors.
who understands a possible cause for what
Stonemasons’ primary work areas tend to be wherever is happening, however, is the proprietor of a

58
nearby stonemasonry, who knows that there was distance away, mine a wagonload of the best stone
something amiss with the material he used to of the appropriate type, and transport it back by a
construct the funerary structure (e.g., it was made certain date. Obstacles might include an evil party
from rock mined from a dormant but still living hired by a rival temple, poor road conditions,
ancient Earth Elemental). inclement weather, breakdowns, and possibly
even a giant that now dwells in the quarry.
• Rumors have begun to spread through the grapevine
that the local Stonemasons Guild — in conjunction,
perhaps, with those in other areas — has begun to Taxidermy Workshop
function as more of a secret society than would A taxidermy workshop is a place devoted to processing,
be usual for such an organization and to exert its preserving, and displaying hides, appendages like
influence into areas unrelated to its trade. Various horns or antlers, or entire creatures, often in ways that
interested parties might hire one or more skilled mimic their appearances in life to a greater or lesser
adventurers to investigate such a possibility by any degree. A place of this sort will likely be dusty from
means at their disposal, to include infiltration and the presence of the sawdust that is generally used as
espionage. stuffing and may smell of fur, wood shavings, and the
chemicals used for preservatives and adhesives.
• A local temple has fallen short of the rare
marble it needs to complete major renovations Taxidermy workshops and the specific services they
it is undergoing before an upcoming major provide can vary widely based on their prevailing
holiday, when the time to reconsecrate it will be clienteles. A particular place of this sort might
particularly auspicious. With that being the case, specialize in hunting trophies, for example, and cater
the master stonemason tasked with completing to local warriors, lords, or hunters and, depending
the improvements to the religious site is seeking on their capabilities and clients’ needs, preserve and
a party to venture to an ancient quarry some mount anything from just horns or heads to entire

59
beasts. A workshop affiliated with a museum, on the preserved animals and skeletons on display or in
other hand, is more likely to specialize in whole-body storage. Specimens that are well-crafted can, in any
preservation and to strive for more animated posing, event, last for several centuries in the right conditions
perhaps for use in scenes featuring several creatures (e.g., the Museum of Vertebrates in Florence claims a
in action or conflict and intended to represent their rhinoceros preserved around 1500 in its collection).
activities in life. A taxidermy workshop might also
A taxidermy workshop’s size and layout will vary
preserve animals for anatomical or medical study, in
with the sorts of creatures being preserved at it. One
which case their internal organs and structure might
that mounts birds or fish, for example, might require
be displayed via cutaway sections or via special
little more than a workbench and some shelving
viewing ports. Parts of an animal might also be
for supplies and might simply be located in a home
preserved as functional items of various sorts, such
or other place. A workshop devoted to preserving
as umbrella stands made from the feet of elephants or
larger animals or with several taxidermists working
rhinoceroses.
alongside each other, on the other hand, could have its
Preservation of skins predates the written word and own building or rooms within a larger structure, with
its practice has continued throughout human history, one or more studios, storerooms, racks, or shelves
but the earliest known true use of taxidermy arose in containing equipment; a small woodworking facility;
Egypt as an adjunct to the process of mummification and even a drawing bench or easel if the establishment
for Egyptian burial rites. Dogs, cats, monkeys, birds, engages in complex or multi-subject projects.
and even crocodiles and hippopotami were sacred
Many taxidermy workshops function as independent
to the gods or had special uses or positions in the
businesses but some are instead part of larger
afterlife and were preserved in order to better serve
institutions. A place of this sort might, for example,
these purposes. So, just as the mummified body of a
be part of a menagerie intended to preserve favored
noble was provided with food and other amenities
or rare specimens after death; be devoted entirely to
that mirrored those of the living world, he or she
a temple, creating mummified animals to accompany
might also be accompanied by similarly-preserved
their dead owners into the afterlife; or simply be
animals. Preservation was more important than
one department of a museum (while some modern
appearance to the Egyptians, however, and many
natural history museums have their own taxidermy
subsequent taxidermy traditions have focused more
workshops, however, many now contract such
on how specimens looked, replacing bones, flesh, and
services from outside specialists).
viscera with materials like wood or straw that were
less likely to become corrupted. A particularly large or well-established workshop of
this sort might include a showroom to display finished
Other early practitioners of taxidermy include the
commissions until they are picked up, smaller pieces
Carthaginians, as evidenced by records that include
available for sale to anyone who wants them, or
reference to the preservation of the bodies and skins
as examples of the taxidermist’s skill. Taxidermy
of gorillas for display in a temple to Astarte.
establishments that take their craft very seriously or
Many collectors in the Renaissance and early modern which have a scientific bent might also have reference
era were natural scientists, a good example of whom libraries containing books and other works depicting
was Sir Hans Sloan, an 18th century physician and animals in life and in their natural surroundings.
naturalist whose collection formed the basis of that in
A taxidermy workshop is likely to contain a great deal
the British Museum. Captain James Cook, explorer of
of tanning equipment, including racks for stretching
the Pacific, was another proponent of taxidermy for
hides or drying bones and teeth. Other supplies might
biological study and brought the first kangaroo skin
include woodworking tools to craft or modify frames
to London in 1771.
or mannequins; sawdust, straw, cotton, wool, rags,
Taxidermy workshops existed in large early modern or cheap cloth for stuffing; substances for curing
cities, catering to the interests of such collectors organs; tools for sculpting clay or other materials;
and the public in general. One of the most famous equipment for casting plaster; and tools for sewing
taxidermy workshops was Deyrolle in Paris, which and leatherworking. Such a place might also contain
opened in 1831 and has a collection of hundreds of butchering or dissection equipment, especially in a

60
society with magical or technological means to prevent
decay (lacking such measures, of course, skins, bones,
teeth, and whatever else can be transported from
kill sites may sometimes be all that is available for a
taxidermist to work with).
A taxidermy workshop’s staff will include a master
of the establishment, who might either work alone
or have one or more assistants of varying degrees of
accomplishment, depending on how much demand
there is for such services in the area.
Visitors to a taxidermy workshop might include
customers delivering the remains of animals for
preservation, inspecting work, or consulting on
posing, as well as suppliers of raw materials such as
ragmen with stuffing; joiners’ assistants delivering
bins of sawdust and mocked-up frames; and jewelers
or glaziers providing custom-cut and polished eyes
of glass or stone. In the case of a shop with high
standards for authenticity, naturalists, biologists,
veterinarians, or anatomists might also visit out of
curiosity or be employed as consultants. And, if the
shop includes a display area, visitors might include
those who simply hope to see a wild beast they would
likely never see otherwise, loitering within if allowed
or standing outside and peering through windows or
open doorways.
Because taxidermy is both expensive and a luxury,
patrons of a workshop devoted to it are likely to be
or advanced setting, creations animated by various
wealthy, and nobles, scholars, and explorers might
means might be on display during working hours and
be among those who frequent such an establishment.
then patrol the shop when everyone else goes home
In a fantasy setting, wizards who hope to animate
for the night.
constructs might also come to taxidermy workshops
in order to learn ways to make their creations more Characters might visit a taxidermy shop as
lifelike or durable. Similarly, illusionists might visit clients, wishing to preserve the heads or bodies
for purposes of learning how to better represent of monsters they have slain. They might also serve
phantasms of beasts they create, and might also as paid consultants, having first-hand experience
be employed to cast illusions of creatures they of beasts that a taxidermist has never seen in life
have personally seen for the benefit of taxidermists or being capable of creating illusions that can help
unfamiliar with such subjects but who wish to craftsmen better represent living things and their
accurately depict them. environments. Characters with good survival skills
could be employed as collectors of raw materials or
Security at a taxidermy workshop will vary depending
commissioned to hunt and bring back the remains of
on the scale of the establishment. A humble shop is
a beast desired by a client of the shop. They might
unlikely to attract the attention of thieves and will be
also hope to gain information about creatures they
secured much as any home might be, while a larger
themselves have only heard of by studying preserved
facility — especially one with a select clientele or
specimens of them.
which works with rare or expensive materials — could
employ measures that include guards, sophisticated Various fantasy races will have their own unique
locks, and barred or shuttered windows. In a magical approaches to taxidermy. Some Elves, for example,

61
consider the preserved bodies of animals to be performed at it. For the culmination of their plot,
unclean, distasteful, and extraneous and instead the conspirators have commissioned a number of
recreate beasts entirely through artful sculptures that preserved creatures as gifts to the head of state,
do not require physical remains. Many Gnomes, on knowing they will be displayed in a gallery
the other hand, build animated mechanical frames to within the palace. The seditious worker has
go under the skins of their creations, allowing them to hidden weapons inside these specimens and the
move about as they did in life, and sometimes enhance conspirators plan to retrieve them and make their
their realism with the use of illusory magic. Warlike move against the government on the night of the
or bloody-minded races like Hobgoblins or Orcs have exhibition’s opening. Characters might become
been known to employ taxidermy to preserve trophies involved in any number of ways, to include serving
gained in war against other intelligent beings rather as conspirators; witnessing one of the specimens
than from the hunt. And dragons with vindictive being dropped and breaking open as it is loaded
and morbid natures might very well hire or enslave onto a wagon outside the shop preparatory to
taxidermists and force them to preserve and display being taken to the palace; or even as attendees of
unsuccessful dragon-slayers or favorite conquests. the exhibit who are unaware of the plot but will
have to decide how to respond when it unfolds.
ADVENTURE HOOKS
• An exacting taxidermist might hire a party of
characters to collect the hide, bones, and teeth of a Weaponsmithy
dangerous monster. Any wizard, sage, illusionist, Weaponsmithies are places that manufacture, repair,
or similar member of the group might furthermore and store weapons of various sorts. Such places are
be required to “document” the creature in its typically run by skilled craftsmen and might be owned
natural environment so that their demanding by either government or private parties. It is to those
employer will have good source material upon run as commercial enterprises, however, to which
which to base his work. Not only do the heroes most characters will go to arm themselves for their
have to hunt, kill, skin, and dismember the adventures. Most such places will produce or sell
creature, they must thus first spend several days their wares with specific sorts of users in mind (e.g.,
stalking and observing it without interfering longbowmen, nomadic horsemen, light infantrymen).
in its normal existence, thereafter returning as
Few weaponsmithies will produce all sorts of
quickly as possible to the taxidermy shop with the
weapons and most will likely craft a limited variety
physical remains.
of similar or complementary arms. Particular
• A powerful wizard creates realistic animated weaponsmithies might manufacture, for example,
constructs, acquiring creatures preserved at a maces and morningstars; shortswords, longswords,
renowned local taxidermy shop and using special bastard swords, and greatswords; crossbows and
gemstones both externally as eyes and internally as mechanically complex siege engines that operate
power sources for his creations. He has, however, on similar principles; a single sort of bow and
run out of these necessary stones and hires a party perhaps compatible arrows; or all sorts of guns (if
of characters to acquire a supply of them quickly, the prevailing level of technology allows for them).
possibly offering them one of his creations as
In a traditional fantasy milieu, most weaponsmithies
payment for their work. He is not concerned with
will produce weapons from materials like iron, steel,
any details associated with this acquisition but
or wood. In less mainstream settings, however, it is
insists that it must be accomplished with all due
certainly possible for them to craft arms from materials
haste.
that include bronze, stone, hardened leather, bone,
• A worker at a renowned taxidermy workshop the teeth of large carnivores, or any number of other
has been using his position to smuggle messages substances. And silvered, cold-forged iron, and similar
between conspirators in a plot against the custom-made armaments may be fairly commonplace
government. This shop has become a clandestine special orders amongst mid-level adventurers or in
hub for those involved in the plot, all of whom regions beset by the fear of lycanthropes, demons and
are involved with or display interest in the work devils, certain sorts of undead, or malicious fey.

62
63
Some commercial weaponsmithies that adventurers while Mongol arms-makers would be more likely
patronize might not actually produce weapons at all, to produce cavalry weapons like lances, composite
but rather purchase or otherwise obtain them from recurve bows, arrows, or scimitars. Among non-
various sources and then make them available to Human weaponsmiths, Dwarves are especially noted
customers. Such places will likely still be run by or for producing weaponized versions of mining tools
employ one or more expert weaponsmiths, however, like picks and hammers and for sometimes using metal
for purposes of properly appraising, repairing, and rather than wooden hafts; Elves often specialize in the
maintaining arms. Arsenals of this sort are likely production of longbows, shortbows, longswords, and
to be used by lower-level adventurers interested in shortswords; Halflings are known for crafting some of
buying standard weapons “off the rack” and by those the very best slings and staff-slings; Gnomes are often
wishing to unload armaments they have collected in adept at creating superior mechanical weapons like
the course of their exploits. repeating crossbows or devices designed to project
alchemical substances; and Orcs tend toward simple
Most communities of village size or larger will likely
hurled weapons like darts and heavy, two-handed
be home to one or more craftsmen who manufacture
melee weapons like great axes.
some sort of weapon, often dual-purpose arms
favored by the local populace and people other than
ADVENTURE HOOKS
professional warriors (e.g., varieties of spear, dagger,
• A particular weaponsmithy has long been
or axe almost everywhere, longbows in England).
haunted, more or less benignly, by the spirit of a
Towns and cities are likely to include weaponsmithies
slain warrior, and there has been over the years
specializing in the manufacture of more specialized,
much speculation about its identity and what led
martial, or exotic weaponry, such as swords, picks,
to its presence there. When a string of murders
and warhammers, or those suitable for the large-scale
occur in or near the arsenal and weapons from it
arming of city militia (e.g., crossbows). Other sorts of
are involved this ghost is the prime suspect. In
community with widely-armed populaces — such as
actuality, however, the ghost is angry at being
frontier hamlets, castles, fortresses, or the temples of
powerless to stop these crimes, knows what is
military orders of clergy — will likely have substantial
really going on, and is eager to share the truth
weapon-producing facilities as well.
with open-minded investigators.
Depending on the sorts of arms they produce, areas in
• After being driven off by a horde of Ghoul-like
a particular arsenal might include a shop for crafting
undead creatures that were all but immune
metal weapons; a blacksmithy for creating the blanks
to their weapons, a party of adventurers must
used to craft sword blades, axe heads, and other metal
determine what will likely affect the monsters. A
components; carpenters’ workshops for crafting the
local weaponsmith might be able to not just forge
basic wooden parts of weapons like bows, crossbows,
the arms they need, he may also be able to tell
and polearms; specialized areas for shaping bowstaves
them what they need to be crafted from … for a
variously of natural wood, composite construction,
price (e.g., in exchange for an item he believes to
or even spring steel; and leatherworking shops for
be in the necropolis the monsters guard).
producing things like whips, braided sword hilts,
scabbards, girdles and sword belts, and gauntlets • Many of the most powerful magic arms are revered
(although in some larger towns, scabbard-makers not only for their utility as weapons but also as
and other sorts of leatherworkers might operate symbols of various lineages, nations, races, or
independently). Tools might include forges, anvils, martial religions. When such weapons are broken,
hammers, awls, files, wiredrawing blocks, and leather their reforging might require both a weaponsmith
aprons. of utmost skill and a powerful spellcaster. Any
one of the characters might be the present owner
Weaponsmithies run by craftsmen from specific
of a legendary weapon that needs repairing, the
peoples or races are especially likely to create weapons
craftsman or spellcaster tasked with fixing it,
associated with them. Roman weaponsmiths, for
or the person entrusted with finding an artisan
example, might be inclined toward the manufacture
qualified to fix it and transporting the weapon to
of shortswords and javelins with weighted heads,
them.

64
A Sample Halfling or Gnome Craftsman’s Workshop
Shown here is a typical underground home and and papering on the walls, and smoothed planking
workshop that might be used by a Halfling — and thick rugs on floors that might otherwise tend
particularly if built into a mound, as depicted to feel cold and damp. Multiple fireplaces would
here — or a Gnome, especially if completely also help keep this kind of place dry and cozy, in
subterranean. Such a structure could be suitable addition to being used for cooking and possibly as
both for a wide variety of craftsmen and for a source of heat for some industry or vocational
members of other vocations as well (e.g., a site like activity.
this could very well be used as a scholarly place by
a sage, scribe, alchemist, or wizard). Security measures at a workplace of this sort would
likely include mundane measures like reinforced
A work area of this sort would almost certainly wooden doors and good locks, and anything
have stone walls, whether built from the ground beyond this would be commensurate with the
up and then roofed and covered over with an value of the resident’s operations and appropriate
earthen mound, following the custom of Halflings, to his or her income and abilities (e.g., superior
or excavated from a hillside and reinforced as locks and possibly mechanical traps if occupied
necessary with new masonry, as would be more by a locksmith, magical wards of various sorts
typical for Gnomes. In either case, the dwelling/ if used by a sorcerer or illusionist. If warranted
workplace would be built and appointed with by local conditions, one or more guards and easy
an eye toward comfort, and would likely include access to quality arms and armor for masters and
some combination of wood paneling, tapestries, apprentices alike might also be employed.

65
3
Entertainment Places

66
C
haracters, many of whom spend much of their professional lives tramping through lethal dungeons,
crumbling ruins, and teeming wilderness, battling monsters and villains, and being exposed to all
sorts of other stresses and dangers, are as likely as anyone to need the relief provided by the various
entertainments that their societies have to offer. And, just as visiting various entertainment venues can be
fun and diverting for characters, so too can it be enjoyable and interesting for players to periodically role-
play outings to such places. It can also be a good way for storytellers to introduce parties to new allies,
enemies, or other supporting characters and to allow characters to interact with them much differently
than they would in an openly hostile environment. And, naturally, such places can also sometimes
themselves be sites for encounters, serve as hooks that lead to new adventures, or be venues for obtaining
information that can affect the success of missions.

Some of the main entertainment places characters Some entertainment venues also serve as homes
might visit before, during, or after adventures for the people who run or work at them (e.g.,
include amphitheaters, carnivals and circuses, many amphitheaters have quarters for gladiators
menageries and zoos, museums and collections in or near them). Large places like theaters and
of curiosities, parks, racetracks and hippodromes, racetracks are not likely to also serve as dwellings
theaters of various sorts, and tournament grounds, for performers, but might have caretakers of some
all of which are described in this book. sort present much of the time. Traveling venues
like carnivals, on the other hand, are likely also
Entertainment venues can be of almost any size,
to include mobile accommodations for the people
are as varied as the diversions presented in them,
associated with them.
and are generally intended to appeal to many sorts
of people and a broad variety of tastes. One thing Entertainment places typically have appropriate
many such sites have in common, however, is furnishings for spectators, equipment associated
that they are built specifically for the activities in with the activities performed in them, and places
question and, beyond simple gathering places, are to store it (e.g., a hippodrome will likely have yards
not suitable for much else. to keep chariots, a sporting arena will probably
have storage rooms for discuses, javelins, and the
Places of this sort are intended to temporarily
like and perhaps an arsenal as well, and a theater
distract people and allow them to forget about
may have sets, props, and costumes if such are
their day-to-day lives and concerns, and are often
used). Most will also store on-site all of the tools,
decorated or designed throughout with those
equipment, and supplies needed to maintain the
goals in mind. Walls in the entryway of a theater,
place.
for example, might be painted with scenes from
popular plays; a small park might be laid out to At times that an entertainment place is open for
enhance the illusion that visitors are in a sylvan use, a main gate or reception area usually controls
area rather than a city; or a domed room in a entry to the site, perhaps with staff employed to
museum might be designed to make visitors feel administer requirements like selling tickets or
as if they were underwater, under a night sky, or in viewing passes. An establishment may also have
another world. guards, rangers, or the like to deal with misbehaving
fans inside, or to prevent illegitimate entry around
Dedicated entertainment venues, which are
its perimeter.
expensive to build and maintain and require
a large population base to support, are usually After hours, security at entertainment places is
characteristic of communities of large town size or usually not elaborate and is often limited to the
bigger. Traveling sorts of entertainments might cater people associated with them keeping an eye out
to small towns and villages in ancient, Medieval, for trouble or perhaps a night watchman to prevent
or fantasy game milieus, however, and these could assets from being carried away. Places with valuable
include minstrels who can entertain in any home or items, however — such as museums — or subject
tavern, actors who likewise can use large chambers to violence — like many sports venues — might
or set up temporary stages wherever they stop, and have greater or more elaborate measures in place
mobile operations like carnivals. (e.g., presence of military barracks nearby).

67
Amphitheater central arena; tiers of seats that, depending on the
side of the structure, will typically begin anywhere
Amphitheaters are open-air venues, typically
circular or oval in shape, used for a wide variety from five to 15 feet above the level of the arena; and
of activities that might include gladiatorial games, a number of ground-level entryways commensurate
public executions, races, and other sorts of with the size of the place (e.g., at least four, one on
spectacle meant to be viewed from all sides. Places each side, for a small amphitheater and as many as
of this sort can vary widely in size and be designed 80 for a venue the size of the Colosseum).
to hold anything from hundreds of spectators Depending on their sizes, such places will have
to tens of thousands of them, and the largest are at least one tier of seats (e.g., at small timber
often capital projects that require the resources of amphitheaters) and as many as four (e.g., at the
wealthy governments to construct. very largest permanent places of this sort). Lower
Amphitheaters built during the late Roman tiers of seats, which afford the best views of the
Republic and throughout the era of its Empire, arena, are the very best and usually reserved for
from the 1st century B.C. through the 6th century the social elite, and higher tiers of seats, with
A.D., provide some of the best and most familiar their gradually worsened views of the arena, are
examples of such places and have been depicted generally accorded to people in decreasing order
in numerous films and television shows. Most of social status. At the Colosseum in Rome, for
famous and substantial of these was the Colosseum example, the lowest tier of seats was reserved for
in Rome, a massive structure that took seven to 10 the aristocracy, with private boxes for the emperor
years to build, was 615 feet long, 510 feet wide, and his retinue and special sections for officials
and 157 feet high and which — depending on its like senators; the intermediate tiers were allocated
seating configuration at any given time — could to commoners, with an emphasis on men; and the
accommodate from 50,000 to 80,000 spectators. uppermost tiers relegated to women, children, and
Throughout their empire the Romans built at slaves.
least 230 large permanent amphitheaters and Stairways leading up into the stands from entryways
innumerable smaller temporary ones. will generally further divide the tiers of seats into
Places of this sort are used not just to entertain multiple wedges and specific sections of this sort
people but also to inform and indoctrinate them might be designated for specific sorts of people
and to send whatever messages the ruling powers (e.g., soldiers, teachers, priests, and possibly even
want people to hear (e.g., that heretical cults or civil members of certain races in a fantasy milieu).
unrest will not be tolerated). They also provide Temporary amphitheaters, such as those that will
the opportunity for people at various levels of be used for festivals lasting several months or by
society to see and be seen by each other and for the communities that do not have the resources to
differences between them to either be minimized build permanent places of this sort, will typically
or reinforced (the latter being the case in Roman be constructed of timber. Such venues will not
venues of this sort). be able to hold nearly as many people as large
Because they are designed to hold many spectators, permanent amphitheaters, however, and are likely
amphitheaters are necessarily built in heavily to be associated with towns or even neighborhoods
populated areas and are usually located at the within big cities.
edges of communities in order to keep central Permanent amphitheaters will be constructed from
thoroughfares from becoming too congested. earth, brick, stone, cement, or some combination of
There are notable exceptions to this, however, a these sorts of materials and some may even be built
prominent one being the Colosseum itself, which into hills, so that the seats on some or all of their
was deliberately located at the very heart of sides will be laid into natural or excavated slopes.
imperial Rome. Large amphitheaters will almost always be built
Regardless of their sizes or construction, traditional from multiple sorts of material, with the heaviest
amphitheaters will consist of three main parts, a ones being used at lower levels and progressively
lighter ones being used higher up (e.g., limestone

68
Amphitheaters, Racetracks & Theaters
In this section we present three general sorts Racetracks are elliptical in form and usually
of entertainment places — Amphitheaters, substantially longer than they are wide to allow
Racetracks, and Theaters — that, at a glance, for long straightaways. They include everything
might seem very similar in form and function, from the relatively modest stadions used by the
but which are all actually very different in both Greeks and Romans for footraces, to the massive
of these respects. hippodromes the former people and the circuses
that the latter used for chariot races. The largest
Amphitheaters of the sort built by the Romans
racetracks in antiquity could accommodate
— such as the famous Colosseum — were used
more than 150,000 spectators (e.g., the Circus
primarily for gladiatorial contests, executions,
Maximus in Rome).
and other elaborate public events and were
round or oval in form and deliberately conceived Theaters are places used for performances
as being shaped like two semicircular theaters of various sorts and in the Greek and Roman
pushed together. Some of the primary concerns in classical tradition they are semicircular in form,
their design include providing space for as many with spectators sitting in tiers of seats that all
spectators as possible and allowing the same face a stage and its associated structures. One
things to be viewed from all sides. The largest of the primary concerns in their construction
ancient amphitheaters could accommodate up to is providing acoustics that allow anything
80,000 spectators. happening on stage to be easily heard by people
in the audience.

69
Regardless of the materials used to build them,
the greatest amphitheaters may be finished with
paint, marble veneer, and other things to give
them a unified and sumptuous look. Such places
might, depending on resources and what their
patrons want to project, be further embellished
with statuary, frescoes on the walls, mosaics on the
floors, and other artistic flourishes.
Large permanent amphitheaters will likely have
located near to them many other affiliated places
of various sorts and sizes. These might include
gladiator training schools and all of their associated
facilities; barracks for troops or other contingents
of personnel (e.g., the sailors who operated the
giant awnings at the Colosseum); arsenals for the
storage of weapons and armor; workshops for the
construction of props; warehouses for the storage
of machinery, tools, and other equipment; medical
facilities for wounded gladiators; and morgues or
similar facilities for stripping slain combatants of
their gear and possibly processing other creatures
slain in the arena. Amphitheaters might also have
erected near them monumental structures like
triumphal arches, ornate fountains, shrines, or
great sculptures (e.g., the colossal bronze statue
of Nero near the Colosseum in Rome that was its
blocks at lower levels, brick at intermediate ones,
namesake). Some places of this sort might also be
and volcanic tuff and wood at upper ones).
incorporated into local defense works, as with the
Many permanent amphitheaters will also have Roman amphitheater at the city of Trier in Germany.
substantial subterranean areas underneath them,
Amphitheaters will typically have substantial
especially below their arenas and in the vaulted
staff associated with them, which might include
spaces beneath the tiers of seats, and these might
craftsmen of various sorts to perform ongoing
be used to confine gladiators, prisoners, and wild
maintenance, technicians to operate machines and
beasts prior to games; to store props, weapons,
subterranean lifts, handlers to wrangle animals,
armor, and other assets used during events;
and laborers to clean up everything from litter to
and anything else appropriate or useful. This
bodies during and after events. Temporary wooden
underground area was called the hypogeum by the
amphitheaters also require crews to build and then
Romans and the one beneath the Colosseum was
dismantle them.
two levels deep and had 80 vertical shafts that could
be used to quickly move people and props into the Security at amphitheaters during events will
arena. Larger platforms provided direct access to generally be significant and include substantial
the arena for creatures as large as elephants. numbers of guardsmen or soldiers to keep crowds
from becoming unruly and to prevent gladiators or
Classical amphitheaters of any size, and larger
wild beasts from escaping or running amok, and
permanent ones in particular, also frequently had
important visitors might also have private guards.
large awnings that could be deployed over seating
Smaller amphitheaters that have no equipment of
areas to shield spectators from the elements. This
value or easily-stolen infrastructure associated with
feature was, in fact, so substantial in the case of the
them might not have any security measures at all
Colosseum in Rome that a contingent of sailors was
in between events, while larger venues might have
specially selected to operate it.

70
their own contingents of watchmen and specific • Characters might find themselves at an
areas within them that are used to secure valuable amphitheater during an event when something
items (e.g., weapons, armor). goes terribly wrong, such as a riot sparked by
tensions between local gangs, gladiators staging
Characters might end up at amphitheaters for
a coup against the ruler on behalf of conspirators,
any number of reasons, to include simply going
or beasts escaping into the spectator stands.
to view events being held at them. Other reasons
They might opt to respond to circumstances
might include participating in gladiatorial contests
in any number of ways, to include intervening
in them, whether willingly or as a result of being
somehow or simply trying to survive or escape.
captured and forced to do so; delivering prisoners
or beasts for use in games; or attempting to rescue • A local promotor, or the noble he represents, is
someone being held at an amphitheater preparatory planning a spectacle to celebrate a recent victory
to being ritually killed at it in some way. and wants to hire some or all of the characters
to portray gladiators of the conquered nation.
Amphitheaters are likely to be rare among most
Pay is good but those accepting the commission
non-Human races in a traditional fantasy setting
are required to throw the fight in as realistic
for a variety of reasons that include many of
and entertaining a fashion as possible and are
them not being inclined toward blood-sports or
sworn to secrecy about their instructions and
having sufficient population to support venues
the rigged nature of the contest.
of this sort. A notable exception to this might be
Goblinoids, which often have both the numbers
and temperament to build amphitheaters, stage Carnival
spectacles in them, and use them as a device for Carnivals are fairs designed to entertain people
disposing of their enemies in entertaining ways. with attractions like games; tests of skill, strength,
Orcs are certainly inclined toward things like or luck; mechanical and animal rides; food vendors;
massive gladiatorial performances, executions, sideshows of various sorts; and other things that
and the like and, while they do not usually have they might find new, interesting, or exotic. Other
the organizational skills to build places like attractions frequently include appearances by local
amphitheaters, might coopt abandoned places celebrities and entertainers. Real-world examples
of this sort and use them accordingly. It is also of carnivals include fun fairs, state and county fairs,
possible for demihuman races like Dwarves or small circuses, various sorts of exhibitions, and
Elves to build relatively small amphitheaters and the like, many of which retain traditions inherited
use them to stage public events like recreations of from the Medieval entertainers known as strollers
episodes from their history or mythology rather and players.
than executions or lethal combat.
Most carnivals travel regular routes around the
country and stop at communities for short periods
Adventure Hooks
of time, while some are permanently established
• A new regional government has embarked on
in locations where the clientele regularly changes,
an ambitious urban renewal project and, among
such as seaside resorts. Many itinerant carnivals
other things, would like to refurbish and once
are also run in conjunction with recurring regional
again use for public events a large amphitheater
events like harvest festivals, sporting events,
within its domain. This structure has been
municipal celebrations, beer or wine fairs, or
repurposed in some way, however, such as
holidays and pageants devoted to local deities,
being turned into a private castle by a powerful
any of which might include locally-sponsored arts-
family or a fortified village by troublesome
and-crafts shows, livestock contests, or rodeos. At
locals. Characters might be commissioned to
especially significant events, or in times of declining
somehow infiltrate such a place and find out
patronage, two or more carnivals might combine
how those occupying it might be dislodged,
their resources into a single large attraction.
possibly playing an active role in such attempts,
or could instead be among those attempting to Carnival folk — often known as carnies or
defend the site. showmen — tend to be somewhat clannish and

71
When they arrive in a particular community,
traveling carnivals usually set up in areas like
village squares, fallow fields at the edge of town,
designated fairgrounds, or land owned by the local
municipality, nobles, or temples. Most traveling
carnivals will have a specific configuration they
like to use, which might include setting up their
most impressive attraction in a central tent or
enclosure, placing attractions intended variously
for adults or children to either side of it, and then
strategically arranging around them rides, side
stalls, food vendors, and whatever else they have
to offer.
Carnivals are only profitable when large numbers
of people in the area attend them, and most
proprietors will pull up stakes and move on once
things slow down too much. Indeed, many would
just keep traveling around all the time if they
could, but adverse weather conditions — like rainy
seasons, very hot summers, and severe winters —
usually force some downtime upon them.
Historically, mechanical carnival rides were rare
and will likely be uncommon at best in a typical
insular, and many carnivals will be run primarily ancient, Medieval, or fantasy milieu. It is possible
by members of the same race or subculture (e.g., that some might be present, however — especially
Orcs, Gypsies). Some carnivals are owned by if they are built and operated by mechanically-
families who have been in the business for as long inclined races like Dwarves or Gnomes — and
as they can remember and many carnies are born likely candidates might include carousels of
into the nomadic life of the traveling fairs and will various sorts, Ferris wheels, and possibly even
only marry or regularly deal with others of their simple roller coasters or “haunted-house”-style
own caste. rides. If they exist at all, of course, such attractions
Some carnivals have sole proprietors who own are much more likely to be present in stationary
all of the equipment associated with them. Most, carnivals, as they must be disassembled, packed
however, have one organizer who owns a majority up, and moved by those that travel.
of the large attractions but then hires on or contracts With a dearth of rides, sideshows are likely to
with however many additional entertainers or be among the main sorts of central attractions at
vendors he thinks he will need for specific periods carnivals. Examples of these include displays
of time (e.g., a season, a year). of exotic beasts or monsters (whether real or
Traveling carnivals must have some means of counterfeit), freak shows, wax works, and theatrical
transporting around their attractions and related performances that might feature acrobats, variety
equipment, and most use conventional means and burlesque-style shows, and prize fights open
like wagons and carts, which they utilize as both to all comers. Itinerant prostitutes might also be
conveyances and mobile homes. Depending on associated with a carnival and ply their trade in
terrain, prevailing technology, or the resources of conjunction with it.
a particular carnival’s owner, however, they might Beyond the large attractions of a particular carnival,
employ altogether different means (e.g., camels in most are also likely to include a large number of
a desert country, barges in riverine or coastal areas, side stalls that run a variety of games and tests of
yaks or humanoid porters in mountainous areas). skill, strength, or luck. These games can range in

72
difficulty from laughably easy to nearly impossible • Because they travel around, carnivals are ideal
and might make use of devices like optical illusions fronts for bandit gangs, cults, or any other sort
or physical relationships that are difficult to judge. of criminal enterprise that benefits from not
Prizes vary based on local tastes and preferences staying in one place for extended periods of
(e.g., stuffed animals at modern carnivals). Other time. As many people tend to be suspicious
side stalls might sell a variety of foods that are of carnivals and their ilk anyway, however,
likely to be similar at all carnivals in the milieu those who use such attractions for illegitimate
(e.g., cotton candy, peanuts, and corndogs). purposes must necessarily be very careful with
their depredations.
Many carnival folk in a particular setting will
speak a special language that is similar in many • Characters with appropriate skill sets might
ways to a thieves’ cant and is a composite of the decide to run a particular attraction for an
common tongue, one or more foreign or even itinerant carnival, traveling around the country
dead languages, double entendres, and slang and while both dealing with the hazards of the road
idiomatic phrases specific to their trade. In the and adventuring in the places they visit.
real world, for example, English-speaking carnival
folk use the terms “fairings” for sweets, “swag”
for prizes, “swagman” for a carnie who hands out
Menagerie
Predecessors of modern zoos, menageries are
prizes, “sand scratcher” for a colleague who has
collections of exotic wild animals that, in a fantasy
established a stationary fair in a seaside area, and
milieu, might also include all sorts of magical beasts
“flatty” for a non-carnie.
and monsters. Whereas modern zoos are generally
Like other trades, carnivals and their activities intended to support scientific, educational, and
are often regulated and supported by guilds that conservation ends, however, this is not necessarily
establish rules for managing, organizing, and the case with menageries, whose owners are usually
running fairs, settling disputes between members, more concerned with displaying their power and
and protecting members from outside forces like wealth. Historic examples include the Tower of
municipal laws. Due to the geographical spread London Menagerie, which dated to 1204 and was
and traveling nature of many carnivals, such guilds reputed to include leopards and lions; French King
are more likely to operate across a province or an
entire nation-state than a single city.
In part because of their insularity, carnivals and
their folk are sometimes regarded with some
misgivings by local authorities, who often see them
as sources of trouble that include thievery, vice,
and immorality. While these perceptions are not
without some basis in reality, they may be either
more or less valid in a game milieu.

Adventure Hooks
• A group of Halfling street entertainers take
exception to a traveling carnival cutting into
their trade and begin to booby-trap its wagons,
loosening wheels, stealing draft animals,
and sewing spoilable foodstuffs into the tent-
flaps of the big top pavilion. They also begin
to pickpocket and steal mercilessly from the
crowd, taking advantage of the fact that the
town guard is too busy to track the diminutive
rascals to their lair.

73
Louis XIV’s menagerie at Versailles in the 17th or altogether different than either.
century; and the imperial Austrian menagerie at
Despite their open-air locations, conditions at most
the Schönbrunn Palace in Vienna, which exists in
menageries will still likely be far inferior to what
a modernized form to this day.
would be ideal for the creatures housed in them, and
While the owners of historic menageries were are terrible in the worst such establishments, with
generally wealthy aristocrats or others who had creatures confined in undersized or inappropriate
the land and resources necessary to support large enclosures. In a game setting, however, this might
collections of exotic creatures, the patrons of such not necessarily be the case at any particular place
places in a fantasy milieu might also include other of this sort.
sorts of powerful beings or institutions. It is also
Security, from just about every point of view, is a
possible for such a place to be run more along
major concern at menageries of all sorts. Stupid and
the lines of a public attraction, as with modern
cruel visitors need to be kept from antagonizing
zoos, than as a private collection. Beyond their
animals for the good of everyone concerned,
proprietors, of course, menageries also need staffs
creatures need to be prevented from attacking
of handlers capable of feeding, cleaning up after,
visitors or escaping, and beasts that do break free
and otherwise caring for the creatures they house,
need to be recaptured or restrained.
and such workers will likely be led by sages,
professional hunters, or nature priests.
Adventure Hooks
Who is allowed to visit any particular menagerie • A fanatic and somewhat unstable ranger is
will depend on the preferences of its proprietor. planning a raid on a local noble’s menagerie,
While a menagerie run by a municipality might with the idea of killing a number of exotic beasts
be open to visitors for a small fee or for free on whose existence he is opposed to. With this plot
holidays, one run by a local nobleman might be in mind, he is casting about for adventurers with
open only to other members of the local upper crust similar inclinations to accompany or otherwise
or those he wishes to impress, if at all. Adventurers support him in this endeavor.
might be interested in menageries for any number
• A bizarre magical event or a wizard’s curse
of reasons, of course, including trying to sell them
could leave a party of adventurers trapped
monsters they have captured in the course of their
in the forms of dangerous beasts, captive in a
exploits or observing the exhibited beasts to learn
menagerie or in the camp of hunters intent on
about creatures they think they might have to face
taking them to such a place, from which they
during upcoming expeditions.
must escape while restricted to the physically
Menageries are generally established in places like strong but limited bodies of animals.
gardens or parks, where at least some of the animals
can be exhibited in settings that their owners
believe are accurate or appealing, while being Museum
separated from visitors by walls, fences, moats, or Museums are places devoted to collecting,
magical barriers (or perhaps even prevented from safeguarding, and displaying various sorts of items
doing harm through magical control). European and artifacts and might be devoted to any particular
Baroque-style menageries, which gained great people, race, art, science, pursuit, or other subject
popularity with aristocrats during the Renaissance, or combinations thereof. Historical examples
had a circular layout, and in the middle of each include the original Library of Alexandria — often
was an ornate pavilion from which walking paths considered to have been the first true museum —
radiated out and past enclosures and cages. Each the Uffizi Gallery in Florence, the British Museum
enclosure was bounded on three sides by walls, in London, and the Louvre in Paris. While such
with bars on the side used by the visitors, and had a places have traditionally figured only rarely in
building at the far end for the animals. Menageries game scenarios, their role in books, movies, and
in fantasy or ahistorical settings might have layouts reality allude to the many fascinating ways in
that are similar, more akin to those of modern zoos, which they might be incorporated into adventures.

74
In a typical fantasy, ancient, or Medieval setting,
many museums will be less like the public
institutions familiar to people today and more
like private collections of various sorts, including
“wonder rooms” and “cabinets of curiosities” and
might be much more eclectic in nature than most
modern museums. Private collections of this sort
may or may not be open to the public and might
be accessible only to certain individuals, such as
friends of the owner or people with something to
offer to the exhibition. Other places of this sort
might actually be more temple-like in nature and
true to the derivation of the word “museum” as
a place devoted to the Muses, the ancient Greek
goddesses of the arts.
Regardless of their form, most museums in the
context of a game world — unlike their modern
equivalents — will probably not contain gift shops
or other amenities (anything, of course, is possible).
Museums and their exhibits as described here might
range in form and size from the esoteric contents of
a single closet-sized area to entire palaces full of
art and other treasures. Indeed, because the things improving upon their collections and might be
they contain are often quite valuable — if only to willing to pay adventurers top coin to either
other collectors — museums of various sorts will acquire specific items or to just generally keep
frequently have security measures in place as their eyes out for ones that might be appropriate.
strong as those associated with places like banks
• A museum of almost any sort might contain,
and maybe even more exotic (e.g., a museum of
unsuspected on a shelf, a small, worn, and very
arms might use animated weapons as a means of
ancient figurine that has been misidentified
discouraging theft).
as a common early representation of a deity
Curators of museums might include anyone appropriate to the exhibit. This statuette might
from priests or professional sages who oversee actually be an idol of a nearly-forgotten devil-
an institution’s exhibits fulltime, individuals god who will seek to manipulate the characters
interested in particular sorts of items and possibly into actions leading toward restoration of its
in displaying them for fellow collectors, or the cult; a magical item that can transform into a
servants of wealthy patrons who manage their powerful servitor creature upon some obscure
masters’ collections. method of command that the characters might
accidentally provide; or a modern fake that is
Visitors to museums might include everyone from
hollow and contains an illicit shipment that
the merely curious to people seeking to learn
smugglers intend to collect from the museum.
more about various subjects for any number of
reasons (e.g., a weaponmaker might be interested • Characters tasked with solving a series of
in a collection of arms because he might be able to mysterious killings might need to question
apply to his own work what he can learn from it). visitors or staff at a museum where one of the
victims was attacked or at which the body was
Adventure Hooks dumped. Such potential suspects might have
• Owners and curators of any particular museum a variety of motives or alibis — legitimate
or exhibit — whether public or private — or otherwise — that the characters need to
are always very interested in expanding or investigate.

75
Park rolling grasslands and open woodlands, and some
include or are built adjacent to wetlands, ponds,
Parks are bounded areas of land that are set aside for
a variety of purposes that often include recreation, lakes, rivers, streams, beaches, canals, or other
preservation of natural resources, or hunting. Such bodies of water. Grass is often kept short so that
areas are usually owned and maintained by local open areas can be used for picnicking, games, and
governments or rulers but may sometimes be the other activities, and to discourage the presence of
property of affluent private parties. Many are open vermin and perhaps even larger creatures. Trees
to the public and, especially in societies where are often those naturally occurring in the area in
large numbers of people live in urban areas, are question, but to these may be added other varieties,
specifically maintained to provide people with especially those considered attractive or useful in
pleasant places for leisure and recreation. In some some way (e.g., shade trees, fruit trees). Likewise,
societies, however, parks might only be open to plants and animals that are not considered to add
certain privileged groups. From the Middle Ages to the value of a park might be culled from it.
onward, for example, many parks consisted of land Parks can be of almost any size and shape, and
set aside for hunting by the nobility. Those owned might include small neighborhood commons
by private parties, of course, might be open only to created from abandoned lots; very long, narrow
those to whom the owner wishes to grant access. recreational zones established around areas like
Most parks are managed in one way or another, razed city walls; specially-designated quarters of
whether to encourage what the owner believes to a community; large but discrete areas like islands
be their natural condition or to maintain them in or dense forests; or tracts of land in conjunction
an appealing landscaped state, and might range in with manor houses and their gardens that form the
appearance from wilderness to manicured garden country estates of aristocrats. Many parks are also
or anything in between. Many combine elements of surrounded by and sometimes subdivided with
walls, fences, hedges, moats, or other barriers, often

76
with an eye toward keeping game in, unwelcome mini-wilderness within a city has become the
visitors out, or both. site of an increasing number of strange incidents
that include attacks on various disreputable
Amenities in parks designed for recreation might
characters prone to lurking in or around it.
include such areas as fields for locally popular
This park has, in fact, been adopted by a nature
sports, playgrounds, benches and tables, signage,
priest of sorts, who serves as its warden and
and trails of various sorts (e.g., dirt, paved,
has started taking action against those who he
graveled). Structures within highly-developed
believes to be abusing the domain for which he
parks might include fountains or pools; shrines and
is responsible.
monuments; decorative shelters like bandstands,
gazebos, or follies; stalls that serve snacks and • Not everyone believes that parks are an
drinks; storage sheds; and possibly offices or even appropriate use of valuable land and characters
dwellings for caretakers, rangers, or the like. Parks might find themselves opposing forces seeking
might also be built in conjunction with or adjacent to despoil or abolish a place of this sort.
to other sorts of recreational areas, such as outdoor Alternately, characters who are especially
theaters or fairgrounds. depraved might direct or support efforts to
plunder a park’s resources, have it legally re-
Because preservation of the landscape and its
designated for some other purpose, or otherwise
natural resources is at least a secondary goal in
harm it.
most parks, and because they are often shared by
many people, there will likely be strictures as to
what people are allowed to do in various parts Racetrack
of such places. Typical rules, for example, might Racetracks are places used for staging races between
include prohibitions against cutting down trees, no people and creatures like horses, dogs, and camels
fires except perhaps in designated areas, and the and vehicles like chariots, traps, and bicycles.
like. Because un-enforced rules might just as well Many sorts of historic structures have been used for
not exist, most places with regulations will have such purposes and, sometimes depending on their
personnel assigned to ensure they are followed specific functions, have variously been referred to
(e.g., forest rangers). Some park-like areas — such as hippodromes, amphitheaters, circuses, circuits,
as village commons — do allow specific activities speedways, velodromes, and racecourses.
like grazing, wood-gathering, or other exploitation,
Famous examples of racetracks include the
but, even if these are permitted in a limited way, it
massive Hippodrome of Constantinople, the Circus
will only be to those who have acquired licenses
Maximus in Rome, and the Indianapolis Motor
or are otherwise qualified (e.g., local residents,
Speedway. Such places were constructed and
indigenous peoples living in areas adjacent to a
used throughout the ancient, Medieval, and later
large park).
periods of history and might appear in almost any
Parks might prove useful to adventurers in many sort of game milieu.
ways, serving as devotional sites for clergy of
Racetracks are especially characteristic of
nature religions, a source of herbs and other plants,
large urban areas, where it is necessary to have
or a location where animals of various sorts might
entertainments that are both accessible to large
be encountered by those who have connections
groups and appealing to people with many different
with them (e.g., Gnomes’ affinity for burrowing
tastes and backgrounds. If set in smaller rural towns,
creatures). Because parks are often somewhat
race events often provide an occasion for people
isolated places where law enforcement is limited,
from the surrounding district to gather, and might
they might also be employed as venues for various
coincide with other exhibitions of animal prowess,
sorts of illegal or questionable activities, such as
such as working dog trials and stock-breeding
duels, prostitution, or black magic rituals.
prizes. Racetracks will thus also often serve as
venues for numerous other activities even on race
Adventure Hooks days, to include things like musical performances,
• A large urban park that essentially serves as a and will often have a fair-like atmosphere.

77
embankment on the other, with seats for spectators
built along the interior slopes. One end of such a
racetrack was semicircular, while the other end
was squared and included a large structure that
was faced with a portico and which held the stalls
for horses and chariots in its lower levels.
Racetracks can vary widely in size but typically
range from very large to enormous as compared to
most other contemporary structures. Ancient Greek
hippodromes, for example, which were used to
race up to 10 chariots abreast, were generally more
than 130 yards wide and more than 230 yards long.
Roman racetracks, where the number of chariots
racing at one time was typically only four, were
often somewhat smaller.
Secondary structures associated with racetracks
might include permanent or temporary stands for
spectators, luxury boxes for nobles or other VIPs,
pylons at the ends of the tracks around which racing
creatures or vehicles turn, stables for mounts, dogs,
or other race beasts, and storage sheds for chariots,
traps, or other vehicles. Tertiary structures might
include areas for concessionaires, guard houses
Many racetracks, being large and expensive for security personnel, large sculptures or other
capital projects, are also used for other coequal objects displayed in the area surrounded by the
or secondary purposes, depending on the needs track, and temples or shrines devoted to deities
and desires of the community in question. Such associated with the activities held at the place.
uses might include fairs, spectator sports, military Greek hippodromes, for example, often featured
parades and displays, gladiatorial contests, or stage a shrine to Taraxippus, Disturber of Horses, at the
plays. Other racetracks might be only temporary spot where chariots were most likely to wreck.
facilities set on land that is unused or employed for
other purposes when not being used for races that Many permanent racetracks will also be part of
may occur annually, seasonally, or to commemorate larger municipal, religious, or sports complexes
special events. Occasionally, the venue set for a and might incorporate or be adjacent to various
certain race may not involve a permanent structure complementary places, such as eateries, hostelries,
or track at all, but only a defined route over existing and the like.
roads or flat ground, such as a long beach, stretch Security is frequently a major concern at racetracks,
of salt flats, or dry lake bed. where all sorts of mischief can occur, including
Most racetracks are oval in shape and as level as pickpocketing, organized criminal activity,
possible but — depending on what creatures or brawling, and outright rioting. Historically, the
vehicles race on them, special features of races (e.g., worst such incident of this latter sort occurred
cross-country courses), and secondary functions — during the A.D. 532 Nika Riots in Constantinople,
they might instead be circular, irregular, or some during which the army had to be brought in to
different shape altogether. Many also make use of suppress the rioters and tens of thousands of
the existing terrain in their construction. people were killed.

An ancient Greek hippodrome, for example, was Disasters of various sorts, too, can be a major concern
usually constructed along the slope of a hill, the at racetracks, where thousands of people jammed
earth excavated from one side being used to build an into a relatively small area can be particularly

78
vulnerable to the effects of earthquakes, fires, used in battle but well-known to healers of
deliberate attacks, and other calamities. Crushing animals. The criminals intended to silence the
and trampling in resulting crowd panics can cause victim to cover up what he knows, through
further serious casualties. his ownership of a racing greyhound, about
systematic enhancement of little-known dogs
Owners of racetracks might include wealthy private
in order to collect heavily on race bets.
individuals, temple complexes, underworld
organizations posing as or expanding into legitimate
business concerns, and municipal or even national
governments, while actual managers are usually
Theater
Theaters are places where plays and other sorts of
businessmen or professional administrators of some
performances are presented. They can be as diverse
sort (or some combination thereof). Concessions of
in size, form, construction, and appearance as the
various sorts operated on the grounds of a racetrack
entertainment traditions and peoples with which
might be owned by the same entities or be run by
they are associated and can include everything
contractors or independent proprietors who likely
from stages set up in taverns just big enough to
pay substantial fees for the opportunity to hawk
hold a few dozen patrons, to temple-like edifices, to
their goods and services to large crowds.
immense amphitheaters large enough to hold tens
Use of magic of any sort, other than official religious of thousands of spectators. Significant historical
benedictions and the like, is usually frowned upon examples include the Theater of Dionysius in
at racetracks and may even be explicitly prohibited Athens, Shakespeare’s Globe Theater in London,
out of fears that spells might be used to illicitly and a variety of Roman theaters throughout Europe,
sway the results of races (e.g., by cursing mounts). some of which are still used to this day.

Adventurers might end up at racetracks for Most communities of town size or larger in
any number of reasons, both as spectators a traditional fantasy, Medieval, or ancient
and as participants in activities tying in with environment will have theaters of some sort in
larger adventures, such as competing in races, which entertainers can present their various
owning mounts used in them, operating various performing arts. Structures and elements of such
concessions, or serving as security personnel theaters can vary widely — especially if the needs,
during events. inclinations, and tastes of non-Human races are
taken into consideration — and storytellers should
Adventure Hooks adopt existing traditions or develop new ones in
• While attending a series of events at a major accordance with what is most suitable for their
racetrack in a large city, the characters are caught campaigns. Two traditions that are relatively
in the midst of a serious riot between opposing familiar to modern people and recommended as
factions of rowdy race fans. Challenges might some of the most suitable for these purposes are
include avoiding harm from the combatants, those of ancient Greek and Renaissance English
keeping others from being killed or injured, theater (as exemplified by the afore-mentioned
not being identified as rioters during any theaters in Athens and London).
sort of official response to the incident, and
At the least, all theaters recognizable as such will
escaping before it escalates too far. Alternately,
likely include a stage or cleared space for the
characters might actually be participants in or
performers and an area where an audience can
even instigators of such an episode.
sit or stand, generally tiered to allow a view from
• As the characters seek information about an anywhere in the house. For anything beyond the
ongoing mystery from a master roofer working simplest and most stylized performances, a dressing
on a partly-completed temple, a band of thugs room, storage for props of different kinds, and
attack the construction site. These attackers private space for the troupe to relax and transact
display unusual swiftness of movement and back-of-house matters are also necessary. Miniature,
spectacular leaping abilities, which the party often portable theaters are also sometimes used for
can trace to Hester’s Hotspur, a spell rarely performances featuring puppets, small animals, or

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similarly diminutive entertainers. enjoy theatrical productions and, indeed, theaters
are likely to be almost universally attended in
Purposes of theaters and the performances given in
societies that do not have modern entertainments
them vary widely and can include everything from
like radio, television, or cinema.
producing art-for-art’s sake, to honoring the gods, to
supporting a particular political regime or agenda. Proprietors of theaters will probably be either
Most of the time, however, the primary goal is professional entertainers (whether retired or still
entertainment and other objectives are secondary. players in their theater’s productions) or promoters
and impresarios. Other people associated with
People of all races, classes, and social levels might

80
theaters might include actors, singers, acrobats, Adventure Hooks
and other sorts of performers; artisans capable • Seeking to win a script-writing contest, a
of creating such things as backdrops, props, and playwright approaches a particular character or
costumes; and, in large operations, a diversity of the party as a whole in hopes of learning about
characters that could include laborers, fencing one of their recent adventures and basing a play
masters, makers of playbills, adventurers or on it.
sages retained as story consultants, and business
managers. • Plays often include controversial content, such
as direct disparagement of real political groups

81
or material that some groups consider immoral. watching a play when hired rowdies commence
Opponents who lack the political clout simply to disrupt the show, attack the audience, or even
to ban a production they find offensive may set fire to the theater. Characters might also be
take more direct action, and characters might be offered such an assignment.

A Sample Theater Floorplan divided by staircase-aisles at regular intervals.

Shown here is a theater of the sort used in the Action took place both in the orchestra, the
ancient Mediterranean and which is suitable large circular area in the middle of the theater,
for use in campaigns set in a Classical milieu, and the proscenium, a raised platform in front
or almost any other setting where cultures of the long hall that served as a backdrop of the
reminiscent of Greece or Rome appear. theater. Props, scenery, and machinery ranged
from simple in traditional Greek productions to
Such a theater — which could typically elaborate in Roman productions.
accommodate several hundred or even
thousands of spectators — was usually set in Many such theaters were part of temple
the curving slope of a hillside, into which were complexes dedicated to appropriate deities,
built concentric rows of stone benches that were notably Dionysus in the Classical world.

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Tournament Ground of ground to ones carefully marked and delineated
by ropes, banners, or other devices. List-fields for
Tournament grounds are spacious areas suited
to athletic and martial contests of various sorts, a Medieval joust, for example, would be measured
generally with some consideration for the presence and marked with heraldic standards and shields
of an audience, and exist in some form in most of the host and participants, with the grounds
societies. Such places are not usually sites of groomed and then re-groomed between bouts.
sustained activity and are instead typically used Tracks for things like foot races would, likewise,
for single events or those held at periodic intervals. have clearly-marked paths, turnaround points, and
finish lines.
An ancient example of a tournament ground
is Olympia in ancient Greece, suitable for Grounds for tournaments that require a minimum
competitions that included wrestling, traditional of planning, or used in cultures that do not stress
track and field events, and other contests more such things, might be much more ad hoc in
directly related to war or its practice. In Medieval appearance and possibly even not distinguished at
Europe tournament grounds were generally used all in appearance. Wherever rival groups of such
for events held to showcase the martial abilities peoples happen to meet (e.g., the banks of a river),
of professional warriors and would feature a foot or horse races, wrestling bouts, or archery
variety of contests, both on foot and mounted, and matches might simply occur in response to their
individually, with groups of opposing teams, or in members posturing, exchanging words, and making
“grand melee” bouts pitting all participants against challenges, and these might be the only “official”
each other at once; such events might also include events held by them.
less prestigious matches in things like archery Sites used for recurring events are often maintained
or unarmed combat. Other instances of such more-or-less permanently, whether it be it by
places include the Thing Field of the Viking Age, states, municipalities, or temples, through the
where any and all might gather for festivities and efforts of volunteer staff, trainers, or athletes,
rituals that included judicial duels and wrestling or some combination of these things. Facilities
matches, along with law courts, trade, alliances, at such permanent tournament grounds might
feuds, weddings, and betrothals. Various nomadic include housing for staff if any live on-site,
cultures might sponsor similar events with an dedicated training areas, baths, temples, spectator
emphasis on appropriate contests, such as mounted stands, storage sheds for necessary equipment
archery and falconry. and supplies, and possibly stables and corrals for
In a fantasy milieu, aspects of any or all of the mounts.
above might be combined or added to, as a result Between events the population of even a permanent
of diverse cultures, races, or species competing tournament ground is likely to be relatively small
against each other or because a single tradition and the site maintained only as necessary for any
embraces portions of each. Likewise, a tournament training conducted at it, or as finances, donations,
in an advanced culture might be conducted via and the efforts of volunteers allow. As the scheduled
digital or physical avatars or have combatants time for an event nears, however, roads leading to
equipped with the latest in athletic or war gear the tournament ground will become increasingly
and the event broadcast for the entertainment of busy as competitors, attendees, and others travel to
millions or billions scattered across one or many the site. Accommodations might include permanent
worlds. or temporary barracks or hostels, tent cities, or
A tournament ground might variously be a more- campgrounds for athletes and their trainers, and
or-less permanent venue improved and modified similar facilities or inns in nearby communities for
to suit its needs, a general-purpose meeting area, attendees.
a sacred precinct of some sort, or simply an open Tournaments are often seasonal or annual events
field of appropriate size and configuration for the held at the same times and places each year,
contests being waged at it. Spaces actually used for although sometimes they are organized at the
competition could vary from unmarked sections whim of their sponsors, with messengers carrying

83
announcements and invitations and attendance foot race held at athletic events in ancient Greek
requirements for competitors and spectators games required contestants to be equipped in the
alike. Whatever the case, those participating and full panoply used by a typical warrior of the era).
attending events at tournament grounds might
Whatever the case, the wealthier the participants
have to travel considerable distances and incur
the more rules there are likely to be regulating
significant expenses to do so. Such events almost
equipment, weapons, armor, and mounts permitted
always have mercantile, political, and religious
in tournaments. In part this is because usually
components and therefore also attract people who
only the affluent — or those subsidized by them
have agendas tying in with those areas of interest.
— can afford such specialized gear and the time
Individual contests at a tournament could occur and training that goes with it, but also because
spontaneously or in unstructured ways but, spectacles they participate in are more likely to be
especially if an event requires considerable expense widely viewed and the consequences of wins or
and preparation, it is much more likely that they losses at them more significant.
will be carefully scheduled. At Medieval chivalric
Whatever the particulars of a tournament ground
events, for example, heralds and other officials
or the events associated with it, participants are
might attend planning meetings to determine
rewarded for their success at them. In some settings,
the order of various jousts or other combats,
such as those based on ancient Greece, rewards
dispatching pages to inform knights arming and
might be symbolic — such as a wreath of laurel
otherwise preparing for their contests.
or crown of parsley — and enhance prestige and
As with modern sports, tournaments run by celebrity. In other milieux, prizes might have more
structured and complicated societies often have material value and include things like money, gems,
considerable regulation regarding the sorts of jewelry, mounts, goods valued by competitors (e.g.,
weapons, armor, and other equipment that can be ornamented armor or weapons), or even the entire
employed at them so that skill rather than material panoplies of defeated opponents. Rewards like an
advantages will determine victory. Accoutrements elevation in social standing, a favored position in
or enhancements available only to some participants a noble’s retinue, or sponsorships of various sorts
— to include spells in fantasy settings — are likely are also possible.
to be deemed as unfair or illegal advantages in
Common spectators at tournament grounds might
tournament events.
have grassy hillsides, stands, or even nothing but
While death and terrible injury can occur in open space available to them and for which they
the course of tournaments, such events are not might need to jostle for good views. Privileged and
generally intended to be lethal and the use of wealthy attendees, on the other hand, will likely
specially constructed and less-dangerous “rebated” have more sumptuous arrangements that could
weapons might be mandated at them. Likewise, in include private boxes staffed by attendants and
fantasy settings, naturally-deadly creatures like outfitted with food, drink, and other amenities
griffons or drakes might be required to have their (e.g., fans in warm weather). For events like miles-
talons and mouths physically or magically rebated long races, contests spread over large grounds, and
before being permitted to participate in appropriate the like, of course, there will be times when anyone
contests or disallowed altogether (e.g., a knight might have a good view at some points and none at
with a hippogriff for a mount might not be able to all at others.
use it in contests against peers without such beasts
During events tournament grounds will likely be
at their disposal). In technologically advanced
visited not just by competitors and spectators,
settings tournaments with combat events might
but also by those providing goods and services of
employ virtual weapons or non-lethal arms that
various sorts to them. Among these will certainly be
provide a light shock or register hits on electronic
vendors of food, beverages, and souvenirs — those
harnesses.
with stalls and wandering hawkers alike — but
In other traditions equipment might be mandated such people might also include prostitutes, drug
by longstanding tradition (e.g., the hoplodromoi peddlers, and even pickpockets and con artists

84
seeking to profit illicitly from attendees. Services
of this sort might even take the form of small
marketplaces, taverns and brothels established
in tents and temporary structures, and the like.
Unofficial events like bear-baiting, bare-knuckle
boxing matches, and battles between stallions might
also be organized on the periphery of tournament
grounds (activities covered under the Pit-Fighting
Ring entry in Chapter 11: Underworld Places).
Security at tournament grounds between events
will likely be minimal or nonexistent. During events
security will typically be provided by whatever
local constabulary polices the area overall, and
these might be augmented by soldiers, watchmen
from neighboring communities, or temporary
deputies. Wealthy and noble participants at
tournament ground events will also likely have
their own guards, but these will be less interested
in maintaining order in general than they will be in
looking out for the interests of their masters.
Characters might attend events at tournament
grounds variously as spectators or contestants,
as the emissaries of competitors, or as temporary
constables or in other support roles. Benefits could
include anything from drawing positive attention Adventure Hooks
to themselves by performing well in events to • Characters might be hired to escort and then
profiting from the opportunity to sell off surplus guard a workforce sent to prepare an ancient
items they have obtained in the course of their tournament ground for an upcoming event.
adventures in affiliated markets. Challenges could include having limited
time to get the caravan of workers to the site
Various fantasy races might have their own
and then the need to protect them from wild
approaches to the sorts of events they run at
beasts, the curse of an undead champion who
their versions of tournament grounds. Elves,
was murdered there long ago, or any other
for example, might hold tournaments in lieu of
appropriate hazards.
making war, accepting the success or failure of
their champions in determining the winners of • A commoner, criminal, or other sort of
such disputes. Dwarves might choose the sites of person who might normally not be allowed
ancient victories to compete, using the blood and to participate in a prestigious tournament has
strife of the contestants to commune — whether decided to spoil the event that barred her.
metaphorically or literally — with the spirits of She could possibly try sabotaging equipment,
their departed ancestors. Savage peoples like Orcs poisoning or laming mounts, or even drugging,
might relish impromptu contests between the seducing, or embarrassing one or more high-
champions of opposing forces, with individual profile participants (especially any involved
warriors striding forth to settle personal feuds, gain with striking her from the competition).
glory, or gather grisly trophies before the survivors Characters might encounter her in the planning
lead their followers into the free-for-all of battle. stages of this operation, or have a prior history
Martial folk like Hobgoblins might tie the results of with her, and be moved to either prevent her
tournaments to advancement within their military from ruining the event or tracking her down
forces. after she does.

85
4
Professional Places

86
I
n the course of their adventures or in pursuit of advancement in their vocations, characters may find
it necessary to visit a variety of places devoted to the development of various professions. While some
scenarios might simply haze over the events and interactions that occur at such intervals in a few
minutes of discussion between players and the storyteller, it can sometimes be more satisfying and realistic
to have characters periodically — or even always — role-play activities like dealing with vocational guilds
and seeking trainers to help them improve their class abilities, skills, or combat techniques. Guildhouses,
hospitals, mages’ lodges, and training halls are four specific sorts of professional places pertinent to
adventurers that are described in this chapter.

Professional places are sometimes established garish. Guildhouses are sometimes also used for
in residential-type buildings of various sorts; other municipal purposes (e.g., the mayor of a city
a lawyer or cartographer, for example, might where a prerequisite for his position is to be master
run their operations out of a townhouse of the in a guild might have his offices in the city’s main
sort described under “Buildings” in Chapter 1: guildhouse).
Communities. Many professional places will be
Most communities of town size or larger in
more institutional in form, however, and located in
campaign settings with typical Medieval or
purpose-built structures. In any event, professional
Renaissance-era economic systems will have at
places are almost always found in or around urban
least one house representing all of the guilds active
areas — where the greatest number of people can
in the city or region (if there are many of them) or
avail themselves of their services — although if
all of the guild-regulated activities in such an area
large enough, such places might be built in more
(if there is only one). Smaller communities with
isolated areas and even have communities of up
business interests, such as large villages, might
to village size grow up around them. A historic
have a guild representative who conducts guild
example of this is the Asclepion, an ancient Greek
business out of his usual place of work. Larger
hospital complex located in the ancient city of
ones, such as cities, will typically have one large,
Pergamum in what is now Turkey.
central guildhall used as a meeting place for the
Features of professional places might include, as masters of individual vocational guilds — or the
appropriate, training areas, workshops, halls for representatives of specific chapters, if the guild
events and for regular dining, trophy rooms, meeting is constituted that way — and numerous lesser
rooms, offices, vaults for safekeeping of valuables, houses devoted to specific guilds or chapters.
rooms for storing institutional records, and libraries
Functions practiced at a guildhouse generally
of professional materials. Larger places might also
include collecting dues from members; inspecting
include amenities for their members or staffs (e.g.,
and levying fees on goods being produced, sold,
private dining rooms, residential apartments).
or transported through the area; maintaining guild
Regardless of their sizes or locations, professional records; and providing services for both local and
places are almost always intended to project a visiting members (e.g., issuing temporary permits
sense of substance, sobriety, and seriousness to newcomers to pursue their vocations in the
commensurate with the gravity of the vocations surrounding area).
that are pursued within them.
Facilities at a guildhouse of any size typically
include a hall for large gatherings, one or more
Guildhouse smaller meeting areas, offices for guild officials and
Guildhouses are the headquarters and seats of their administrative staffs, storage areas for guild
activity for organizations that regulate businesses, records, and a vault for guild monies and valuables.
crafts, trades, and professions of all sorts. As the Larger guildhouses might also include kitchens and
public faces of groups that are often very rich and dining areas where guild staff can take their meals
powerful — and frequently want to be seen as such and members can purchase them at a nominal cost,
— structures of this sort are generally large and well- living areas for the staff that include an apartment
constructed but usually not overly ostentatious or and private offices for the guildmaster, guest rooms

87
for visiting dignitaries, and inexpensive lodgings community. Other personnel typically include
where members traveling from other areas can stay an appropriate number of clerks and however
(e.g., for half the prevailing local rate). Guildhouses many servants are needed to clean and maintain
might also include workshops where out-of-town the guildhouse, cook for the staff and guests, and
members, those who have temporarily lost use of perform other necessary tasks.
their own work areas, or those who cannot afford
Security at a guildhouse will be commensurate
expensive or specialized facilities can work for a
with the prevailing level of threat and the value of
reasonable fee.
anything kept on the premises (e.g., coining dies at
Furnishings throughout a guildhouse are typically a guild entrusted with producing a city’s money).
sober, although generally also very comfortable, It might be provided by guards hired directly by
and often showcase the specialty of the guild (e.g., the guild, by those provided through affiliation
wooden wall paneling carved by local craftsmen that with a fighters’ guild, by city watchmen who are
depict an idealized history of the local community). themselves guild members, or by city guardsmen
Decorations typically include examples of goods who are either moonlighting or provided through
produced by guild businesses and awards or other some arrangement with their superiors. Traps,
honors that have been bestowed upon the guild or superior locks, magical wards, and other safeguards
its members. commensurate with the resources of the guild are
also likely to be present.
Chief official at a guildhouse is typically a master
of an appropriate craft or vocation who has worked
his way up through the political structure of the Adventure Hooks
guild and perhaps even the community as a whole. • Adventurers who wish to pursue a particular
Such an official is likely very influential and his craft, trade, or profession for purposes of gain
favor or dislike can go a long way toward reflecting will likely need to join an appropriate guild
how his friends or enemies are treated in the in order to practice it legally and avoid being

88
A Sample Guildhouse
Shown here is a small hall of the sort that
might serve as the headquarters of a single, all-
encompassing guild in a community of village
size or smaller, or as the facility for a specific
vocational guild in a community of small town
size or larger. A possible plan for such a hall is
described here.
Functions practiced at a guildhouse of this sort
include collecting dues from members; inspecting
and levying fees on goods being produced, sold, or
transported through the area; maintaining guild
records; and providing services for both local
and visiting members (e.g., issuing temporary The ground floor includes the guildmaster’s
permits to newcomers to pursue their vocations office, an eight-bunk dormitory for guests, and a
in the surrounding area, making available room common room used for guild meetings and meals
and board to eligible guests for half the prevailing (at which no intoxicants are served). A lever in
local rate). Furnishings throughout the guildhall the guildmaster’s desk can be used to drop guild
are utilitarian and somewhat austere. fees placed in it through a chute and into a vault
in the basement. The upper level includes four
Presiding over such a hall would be a master
bedrooms, a small suite with a private balcony
craftsman or tradesmen. This official is very
belonging to the guildmaster, a room shared by
influential, and his favor or dislike will be
the two clerks, and two private rooms available
reflected in the way characters are treated by
to important visitors.
the locals. Other personnel include two clerks
trained as scribes; two commoner servants A basement includes quarters for the two servants,
who keep the facility clean, cook, and do other a kitchen with a dumbwaiter connecting it to the
necessary chores; and security in the form of four ground floor, a pantry and storage areas, and a
low-level soldiers — two on the ground floor, and secure vault for guild valuables (which currently
two on the upper level — equipped with chain contains 712 gold pieces worth of mixed coinage,
shirts, large wooden shields, shortspears, and most of it in the form of silver pieces). Rumors
longswords. All are dedicated guild members suggest that there is also some sort of secret door
and will obey almost any orders from the master. leading out of the basement ...

89
fined or suffering other censures. This could priests support it, or in a country site chosen for
lead to adventures for both those wishing to its healthy climate or isolation. It might have been
obtain guild membership and those striving to founded by a religious group — whether it is one
avoid it. with general religious beliefs that emphasize caring
for others or healing, or a special order organized
• A particular guildhouse might strike certain bold
for the purpose — a ruler or civic government, or
and independent-minded thieves as a tempting
some beneficent organization (e.g., a guild whose
target, with coffers full of accumulated dues and
members perform dangerous work that often
little more than fat, plodding businessmen to
leads to them to require care, a wealthy group of
protect them. Such perceptions might prompt
merchants concerned for the state of their souls or
the guild — or more traditional thieves who
their reputations). Military forces of more civilized
prefer orderly relations with local businesses
states may support temporary or mobile hospitals
and the town council — to swiftly find such
— to include hospital ships — near the places where
transgressors and wreak awful retribution upon
their troops are operating (e.g., the dispensaries that
them.
followed conquering Muslim armies), to provide
aid to the distressed civil population following a
Hospital disaster, or both.
Hospitals are establishments where sick, injured,
Non-Human peoples will typically have their own
or otherwise unwell patients can rest, heal, and
medical traditions and approaches to places like
receive medical care and the attention of trained and
hospitals, both because of their unique physical
qualified physicians and other medical personnel
characteristics and health requirements and their
in appropriate surroundings. Such places can vary
specific cultural values. Elves are known to have
widely from one society or time period to another,
healers of legendary ability but tend to prefer one-
and what is described here represents an ideal
on-one over institutionalized care and are thus
that might exist in a particular ancient, Medieval,
more likely to have individual physican’s facilities
Renaissance, or fantasy milieu.
rather than actual hospitals. Dwarves, although
Specific places of this sort might variously provide hardy and resistant to disease, are more likely to
less comprehensive treatments that permit patients suffer maladies like mining accidents, and are likely
to stay only briefly (outpatient care), act as centers to have hospitals located near to areas where they
of medical training or research, or disseminate will be needed and to specialize in certain kinds
advice on behalf of public health. Places related of injuries. Uncompassionate humanoids like Orcs,
to hospitals include healers’ consulting rooms, Goblins, and Gnolls, all of whom despise anything
apothecaries, dispensaries, hospices, asylums, they might perceive as weakness, are unlikely
colonies for the diseased, quarantine stations, and to have hospitals of any sort and to administer
temples dedicated to gods of healing. whatever medical care they might have available
in a hierarchical way.
A number of circumstances could lead to the
development and establishment of hospitals Like other public structures, hospitals are generally
even in societies where magical healing exists. large, solidly built, and often ornately-decorated
Such conditions might include such miraculous complexes of stone, brick, or whatever the best
medicine being rare or costly enough that it cannot materials available are and, ideally, make best
be bestowed upon the majority of the population; possible use of light, fresh air, greenery, and other
the longstanding prevalence of certain magic- salubrious influences. Hospital conditions may not
resistant types of illness or wounds; or a desire to always measure up to ideals, however, and might
most effectively combat injury, disease, and other be constrained by availability of optimum space,
maladies through a synthesis of mundane and lack of adequate funds, or medical philosophies
magical techniques. not enlightened enough to incorporate them.
A hospital might be established in a large town Most of a hospital’s area is usually devoted to
or city, perhaps as an adjunct to a temple whose patient wards ranging in size from private chambers

90
— which might not be available at all facilities or
only to those with adequate funds — to large rooms
with dozens of beds in rows. Depending on the
approach to medicine in a particular facility, people
with specific ailments might be grouped together
in order to provide them with more specialized
care. Likewise, depending on the extent to which
a hospital’s physicians understand things like
the germ theory of disease, patients with certain
ailments might be segregated from others in order
to reduce spread of contagious conditions.
Other areas that might be found within a hospital
include examining rooms, surgeries, dispensaries,
lecture rooms, chapels, offices and record-keeping
areas, storerooms, central heating mechanisms such
as hypocausts, and discreet but thorough means of
disinfecting cloths and tools and disposing of all
kinds of waste matter. Interior surfaces in hospitals
generally allow for easy cleaning through extensive
use of tiles, smoothly plastered and painted walls,
and close-jointed hardwood floors.
Supplies a hospital tends to need include large
quantities of cheap linen; items like stretchers, of powerful people who may be under treatment
wheelchairs, bath-sponges, and bedpans; abundant there; and thieves seeking to abscond with
supplies of water and firewood; and a variety valuable medical supplies and equipment. Guards
of exotic herbs, minerals, and chemicals for who secure the entrances to hospital complexes
compounding of various medicines. and patrol them are often well-versed in non-
lethally subduing those who deserve compassion
Personnel associated with a hospital might include
more than violence while remaining prepared for
skilled physicians with knowledge of medicine,
serious incursions by criminal elements. As much
surgery, diet, other treatments; nurses, who might
as any physical protection, however, hospitals and
range from members of a separate religious or
their staffs generally benefit from the deference
vocational order to hired servants or part-time
accorded to healers and the self-interest of those
volunteers from the community; counselors and
who might do them harm but for that they one day
priests to minister to afflictions of the mind and
might require their services.
spirit that may cause or exacerbate symptoms of
illness; and semiskilled orderlies to perform menial
functions and assist with labor-intensive tasks.
Adventure Hooks
• Characters might have to rush an injured, sick,
Governors or trustees who administer a hospital
poisoned, or pregnant person to a hospital, all
might variously be physicians, members of the
the while attempting to overcoming obstacles
civil organization or religious order that owns or
both comical and dramatic and trying to prevent
operates the facility, or specialists skilled in finance
the patient from getting any worse. This task
and management, and by virtue of their social ranks
might fall to the characters for any number of
might represent whatever interests fund the place
reasons, to include them being the only ones
(e.g., royal bureaucrats, temple hierarchs, members
thought capable of accomplishing it, and the
of noble families, guildmasters).
person might variously be one of the party’s
Security threats to a hospital include deranged hirelings, a character’s dependent or relative,
patients, ex-patients and their relatives who may an aristocrat or other important person, or even
bear a grudge for unsuccessful treatment; enemies a common villager.

91
• Characters who visit a hospital for whatever In order to impose even a modicum of discipline
reasons (e.g., because they are hurt or ill, one and civilized interaction, lodges therefore typically
of them is a healer, a patient’s relative or some require members to bind themselves with oaths
other concerned individual has requested it) threatening dire consequences to body and soul
might discover that a number of patients have and enforced by powerful spells that will literally
died or disappeared under odd circumstances. bestow upon malefactors the curses invoked in
Should the party investigate they might them.
uncover illicit experiments, abuse ranging from
A mages’ lodge generally has an acknowledged
serious neglect or sheer sadism, or kidnapping
leader whom all members swear to obey and follow
of patients who are unlikely to be missed for
(although the making and twisting of such oaths is
some dire purpose.
the daily work of sorcerers). Such a master must
be an accomplished mage — although he or she
Mages’ Lodge is sometimes not the most magically adept of all
the lodge members — and typically acquires this
Mages’ lodges are fraternal organizations for
position by election and then maintains it by force,
spellcasters that perform many of the functions
manipulation, and subterfuge. This leader might
of traditional guilds. Such roles might include
preside over and be kept in check by a council
regulating how members perform their trades,
of senior magicians who have considerable say
organizing the training of apprentices, sharing
on all major decisions affecting the lodge. Other
and improving techniques, granting degrees of
leadership configurations are possible, such as
recognition, assisting in the supply of necessary
shared rule between several senior mages; an
materials, performing complex rituals that require
inner council of equally-ranked wizards who vote
multiple casters, and, possibly, honoring pertinent
on all decisions; or even obedience to a powerful
gods. Because the regulated trade in question is
extraplanar being, a leader who claims to convey
magic, however, many of these activities work in
the commands of such an entity, or an earthly ruler
unique ways.
powerful enough to overawe the mages.
Organizations of this sort are also sometimes
Some mages’ lodges keep their memberships or
known as covenants, convocations, brotherhoods,
even their existence secret, while others are as
schools, orders, circles, covens, or even simply as
prominent in their societies as guilds of other
guilds. Large associations of this kind might even
prestigious crafts and might even rule over
incorporate smaller groups of mages who regularly
communities as large as cities. Either way, a guild
operate and carry out rituals together. Historical
usually meets in a secure and often hidden location
examples of mages’ lodges include the Hermetic
to protect its assembled members, partly because
Order of the Golden Dawn in England, the various
of suspicion — if not active suppression — from
Black Schools rumored to exist in Medieval
major religions or nobles who see magic as a rival
and Renaissance Europe, the Pharaoh’s body of
to their own power, and partly from observation or
magicians in the book of Exodus, and the Persian
even attack by rival magicians. A lodge’s meeting
order of Magi founded by Zoroaster.
place might also be in or beneath the home of a
Members of mages’ lodges are often egotistical particularly wealthy member, or may contain a
individuals who are accustomed to exercising comfortable residence for the lodgemaster or other
control over both their environments and other well-trusted custodian.
people through willpower and intellectual
A lodge itself — or at least its private interior
superiority, and possibly even threats and trickery,
chambers, if the organization is secret — is generally
and they frequently apply similar methods and
built of stone in a grand and impressive manner
attitudes to dealings with their colleagues. Indeed,
and contains many marvelous enchanted objects
unlike organizations regulating other vocations,
and items of arcane significance from distant lands
the greatest threats to mages’ lodges are most likely
or even other planes of existence. It often includes a
to arise from within and be caused by the actions of
library, along with a collection of major arcane tomes
their members rather than those of outside forces.

92
and many mundane but rare books on theories of
magic and the planes, natural phenomena, obscure
and nonhuman languages, and similar topics; a
scriptorium for copying books; a vault for powerful
magic items available for common use by lodge
members, and possibly another for items that the
guild considers dangerous and needing to be locked
away from the world; chambers for socializing and
discussions on advanced magical concepts; shrines
or a chapel to deities that govern magical practice;
chambers intended for the use of ritual magic
that are often permanently inscribed with devices
like summoning circles, thaumaturgic triangles,
pentagrams, and the like; and accommodations,
ranging from monastic to palatial, for members of
the guild visiting from afar or attending meetings
and rituals that are held at odd hours or over
multiple days.
Most mages’ lodges keep servitors, whether
humanoids or magical beings, for purposes as
diverse as providing for the personal comforts to
which the lodge members are accustomed, moving
large objects necessary for rituals, or carrying
out complex tasks like kidnappings, thefts, or
assassinations.
Training Hall
Adventure Hooks Training halls are places where warriors, athletes,
• Membership or advancement in a mages’ lodge and others can variously exercise, practice with
might require a certain amount of volunteer weapons, and associate with others of similar
service — perhaps as much as one month a year inclination, both for purposes of socializing and
in total — to be performed either at its facilities networking. Places of this sort include all sorts
or elsewhere on its behalf. This could lead to of gymnasiums, dojos, fencing clubs, martial arts
involvement in any number of encounters, schools, and the like. Individual training halls
and characters might have to respond to the might be associated with specific weapons, armed
demands of imperious visitors, rescue and assist or unarmed combat styles, philosophies, religions,
members injured in the course of experiments sports, or activities. In some campaigns, access to
that they attempt in the lodge’s workrooms, or such a place might be required for characters to
help suppress the results of summonings gone advance in their chosen professions or to learn
awry. specific skills or fighting methods (especially if
they are available only from members of certain
• Surreal, violent, or simply bizarre incidents
ethnic groups, races, or nationalities).
erupt across the city as an established mages’
lodge tries to crush an upstart rival organization Clientele at training halls will often be determined
in a covert magical war. Characters might hire by the sorts of instruction or amenities they offer
on to defend the interests of one side or the and, quite often, a significant number of their
other, have to deal with the consequences of a patrons will be members of the same vocational
summoned creature or damaging spell, or come or racial demographic (e.g., marines, mercenaries,
across a dead or dying mage in the street with cavalrymen, members of the city watch, Orc
a letter or item on his person that is vital to the warriors, citizens from the community’s aristocracy
outcome of the confrontation. and upper crust).

93
provide arms, armor, and specialized equipment
for use on site. In societies where individuals sell
their abilities as professional combatants, some
training halls might also serve as de facto fighters’
guilds that help find work or provide other services
for their members.
Price structures at training halls are often geared
toward encouraging or discouraging clientele from
certain levels of society and entry criteria might
also be enforced in order to include or exclude
specific types of people (e.g., encourage citizens,
males, or Humans, and discourage foreigners,
females, and non-Humans). Some training halls
might also function as private clubs and, like
guilds, have specific membership requirements,
such as providing services to support the hall and
taking part in its social and civic activities. If access
to a training hall is required in order for characters
to advance in their careers, however, such places
should not ultimately be made inaccessible to them,
except perhaps temporarily and as an opportunity
for role-playing, a side quest, or greater expenditure
of excess treasure.
Proprietors of training halls are quite often former
professional soldiers, adventurers, or athletes who Adventure Hooks
have retired from the hazards of their vocations and • While training at a hall, one or more characters
turned the remainder of their energies to running fall afoul of a particularly unpleasant and
establishments where others can build their bodies aggressive mercenary soldier who provokes
or learn the arts of war. Religious organizations an altercation with them. This unarmed
devoted to gods associated with physical prowess confrontation is broken up by the establishment’s
also sometimes have training halls associated with staff or other patrons, but leaves the antagonist
their temples. enraged and itching for revenge. With that in
mind, he shadows the party and, as they head
Training halls can be found in a wide variety of out on their next adventure, leads his cronies
sizes and forms. At its smallest and simplest, such out after them ...
an establishment might consist of a one-room
• Characters might hear that a new training hall,
building or perhaps just an open-sided pavilion,
whether nearby or isolated, teaches techniques
with space adequate for a master and one or more
of unparalleled effectiveness, and one or more
pupils to train with weapons or at whatever other
party members might want to incorporate these
martial arts or activities in which they are seeking
teachings into their repertoire. Masters of this
to improve. At the other extreme, training halls
school do not accept just anyone, however, and
might be large, multi-building complexes that
characters might have to prove their worth by
could include facilities like arsenals and workshops
fighting a representative of the facility’s students
related to the sorts of equipment used at them
or performing a significant quest. Alternatively,
and amenities such as dining areas, classrooms,
the prevailing ethos of the training hall may
dormitories, bathhouses, infirmaries, libraries,
conflict with the party’s beliefs or those of their
shrines, and other facilities.
superiors, prompting them to destroy the place
A training hall’s primary service is access to its to prevent advanced fighting skills from falling
facilities and instructors, and some might also into the possession of evildoers.

94
Guilds to create a masterwork item (or commensurate
accomplishment), he achieves the rank of
Many sorts of guilds can be found in the towns
and cities of the game world. A small town with master. For some, this happens at the same time
an economy based on a single craft or commodity they have accumulated sufficient capital to start
might have but one guild, while a large city might their own businesses, but many journeymen are
be ruled by a council consisting of the masters of successful independent businessmen for years
scores of craft, trade, and professional guilds. before they become acknowledged as masters.

The primary purpose of guilds is to foster a stable Time required to complete this process varies
business environment, thereby furthering the from craft-to-craft, and in areas where there are
economic interests of their members. Guilds also already many masters, journeymen may have
provide a powerful and united political voice to wait until the guild determines there is a
for the guildmembers, such that in some towns vacancy.
only they have the right to vote or otherwise In smaller towns, a guild’s masters meet
participate in the legislative process, while in periodically as a council to decide trade matters,
others they are merely a very influential bloc. issue decrees related to their vocations, plan
Some important guilds are actually organized on social events, and, when necessary, elect a
a regional basis, with the guildmasters of various guildmaster to lead them. In larger towns, these
towns and cities meeting as a grand council to masters elect syndics to a great council, which is
establish broader rules and regulations. typically made up of the seven most experienced
In a traditional fantasy milieu, guilds tend to masters. Just as the collective masters do in
be either greater professional guilds or minor smaller towns, this great council chooses a
craft and trade guilds. Members of greater guildmaster to serve as the figurehead and leader
guilds typically include the wealthiest and most of the guild. Typically the wealthiest and most
powerful professionals, merchants, and scholars, experienced member of the guild, a guildmaster
while members of minor guilds generally include is normally elected for a specific term (e.g., one
skilled craftsmen, tradesmen, and entertainers. year, 10 years). Such a character has the power
to veto any actions of the great council or guild
Guild Organization council and may issue decrees that can remain
In areas where guilds exist, membership is in force for a period that is typically up to a
usually mandatory for anyone who wants to month in length.
earn a living practicing a craft, trade, or other When a specific guild is organized nationally or
vocation. Advancement in a guild tends to regionally, guildmasters from each of the area’s
be based on a number of factors, including communities typically meet annually as a grand
a prerequisite period of time at each stage of council in the largest city. This grand council
advancement, demonstrated ability (as defined elects a grandmaster when necessary (typically
by class level and creation of a masterwork item for life), negotiates privileges and policy
or completion of some commensurate test), and with the leadership of various countries and
payment of a fee. provinces, and establishes broad decrees for the
Guilds have a hierarchical organization. Greatly guild as a whole. A grandmaster can no longer
overworked and largely unpaid apprentices form serve as a guildmaster, but members of a grand
the base of the pyramid. After a number of years council may practice their vocations without
of hard work (e.g., seven), study, and summary geographical restrictions, as they are considered
beatings, apprenticeship ends and the newly- members of every branch of the guild.
graduated journeyman is free to pursue his A council of masters is 25% likely to be
trade, typically through employment at a shop or organized with a leadership council of master
factory. Once the journeyman is skilled enough syndics (e.g., six or seven of them). This great

95
council elects a guildmaster, typically for an Table I: Guild Presence
extended period (e.g., 10 years). Depending on
d100 Guild
the influence of the guilds, guildmasters may
organize locally into a weak guild board or a 0-10 No Guild Structure
strong master’s council composed of all the 11-30 Single Guild Structure (go to Table IV)
local guildmasters. Guildmasters of a particular
guild generally organize regionally into a grand 31-50 Dual Guild Structure (go to Table V)
council of guildmasters for that guild and elect a 51-100 Standard Guild Structure (see text and
grandmaster-for-life. go to Tables II, III, IV, and VI)

Random Guild Generation


If desired, you can use the following tables to –70 Thorp
randomly determine the extent to which guilds –60 Hamlet
exist in a particular area. Only craftsmen,
–50 Village
tradesmen, entertainers, or professionals for
whom a guild has been established — or one that +/–0 Small Town
is closely related — will be guildmembers, and +30 Large Town
others will operate independently.
+40 Small City
After determining the sort of community in
question, roll on Table I: Guild Presence, using +50 Large City, Metropolis
the modifiers that follow. Then, roll on the
appropriate table to determine guild structure. Table II: Common Guilds
If a community has standard guild structure, d100 Guild
determine the number of individual guilds
1-3 Animal Trainers (M)
within it (one of which will always be a
Blacksmiths’ Guild) by rolling 1d4-3 for thorps, 4-5 Armorers (M)
1d4-2 for hamlets, 1d4-1 for villages, 1d4 for 6-8 Bakers (M)
small towns, 1d4+3 for large towns, 2d4+6 for
small cities, 3d4+9 for large cities, and 4d4+12 9 Bards and Entertainers (M)
for metropolises (all of which are described in 10 Barristers (G)
greater detail in Chapter 1: Communities).
11-12 Beggars (M)
Roll on Table II: Common Guilds — and then on 13-16 Blacksmiths (M)
Table III: Rare Guilds, if necessary — for each
guild, re-rolling duplicate results, or choose 17-18 Brewers and/or Vintners (M)
guilds as appropriate (e.g., a port is more likely 19-21 Brickmakers (M)
to have a Shipbuilders’ Guild than a Smelters’
22-24 Butchers (M)
Guild).
25-26 Carpenters (M)
Then, roll on either Table IV: Single Guild
Structure or Table V: Dual Guild Structure for 27-29 Chefs (M)
each guild to determine its organization. 30-32 Cobblers (M)
Finally, roll on Table VI: Local Guild Organization 33-34 Courtesans (M)
to determine how the various guilds co-exist.
35-36 Dyers and/or Tanners (M)
37 Exterminators (M)
38 Foresters (M)

96
39-40 Glassblowers (M) Table III: Rare Guilds
41 Goldsmiths (M) d100 Guild
42-44 Grocers (M) 1-5 Alchemists (G)
45 Guides (M)
6-10 Apothecaries (G)
46-47 Innkeepers and Taverners (M)
11-13 Archaeologists (G)
48-50 Stonemasons (M)
14-16 Astrologers (G)
51 Mechanics and/or Artificers (G)
17-18 Astronomers (G)
52-54 Mercenaries and/or Guardians
(G)
55-56 Merchants (G) 19-24 Bankers (G)
57-59 Millers (M) 25-27 Cartographers (G)
60 Miners (M) 28-34 Engineer-Architects (G)
61-62 Moneylenders (M) 35-36 Executioners (M)
63-65 Ostlers (M)
37-38 Herbalists (G)
66 Papermakers and/or Inkmakers (M)
39-40 Historians (G)
67-68 Peddlers (M)
41-42 Interpreters (G)
69 Physicians (G)
43-45 Investigators (G)
70-72 Potters (M)
46-50 Jewelers and/or Gemcutters (M)
73 Ropemakers (M)
51-55 Navigators (G) (re-roll if not in a
74 Sailmakers (M)
(re-roll if not a coastal area) coastal area)

75-77 Sailors (M) 56-59 Perfumers (M)


(re-roll if not a coastal area)
60-68 Sages (G)
78 Scribes (M)
69-70 Sappers (M)
79-81 Servants (M)
71-72 Smelters and Metallurgists (M)
82 Shipbuilders (M)
(re-roll if not a coastal area) 73-76 Slavers (M)
83 Shipwrights (G) 77-78 Spicemakers (M)
(re-roll if not a coastal area)
79-83 Stewards (M)
84-86 Tailors and/or Weavers (M)
83-90 Taxidermists (M)
87-89 Teamsters (M)
91-100 Wizards and/or Arcanists (G)
90-91 Thieves (G)
(90% likely to be a secret guild)
92 Undertakers (M) (M) = Minor Guild (G) = Greater Guild
93 Weaponmakers (M)
94-100 Roll on Table III: Rare Guilds

(M) = Minor Guild (G) = Greater Guild

97
Table IV: Single Guild Table VI: Local Guild
Structure Organization
There is but a single all-inclusive guild for Roll on this chart to determine how various
all craftsmen and professionals, and all such guilds with standard guild structure within a
characters must be members of it. Roll on the particular area are organized. Add +20 to the
following table to determine its structure. results of this percentile roll if there are more
than five guilds in the community.
d100 Structure
d100 Guild
0-25 No ruling structure
1-25 Independent guilds, no overall
26-50 All guildmembers elect guildmaster structure
51-75 Council of masters elect guildmaster 26-50 Guilds loosely confederated as a guild
76-100 Council of masters rule by majority board of all masters (25%) or syndics
(75%)
A council of masters is 25% likely to have a great
51-100 Guilds organized into a master’s
or leadership council of elected syndics (e.g.,
council of all guildmasters
seven) who themselves elect the guildmaster.

Table V: Dual Guild Structure Common Guild Regulations


Guilds regulate the business and social activities
There are two guilds — one a minor craft/trade
of their members. Specific rules vary, but
guild and the other a greater professional guild —
typically include:
and all craftsmen, tradesmen, and professionals
must be members of one of them. Roll on the • No artisan may work within the town’s
following table to determine their structure. sphere of influence unless he or she is a
guildmember (associate memberships are
sometimes available to traveling artisans).
d100 Structure
• New methods and techniques must be
0-10 No ruling structure approved by the guild council before they
11-40 Both guilds share power equally in a may be implemented and must then be
joint council of masters and elect one shared among all the masters.
guildmaster • No guildmember may advertise his or her
services in a competitive manner.
41-50 Minor guild holds majority of council
seats and elects one guildmaster • Specific guidelines governing the quality of
goods and services must be followed.
51-100 Greater guild holds majority of council
seats and elects one guildmaster • Specific guidelines governing the acceptable
ranges of the price of goods and services
must be followed.
A council of masters is 25% likely to have a • Masters may not take their own children as
great or leadership council of syndics (e.g., apprentices.
seven) who themselves elect the guildmaster.
• Masters must tithe 10% of their earnings
to the guild. These funds are managed by
either the guildmaster (25%) or the great
council (75%). If a grand council exists,
10% of each local guild’s tithe is remitted to
the grandmaster (25%) or the grand council
(75%).

98
Guilds are headquartered in guildhouses. These 41-45 Apprentices must complete a
vary in size and grandeur but typically include a masterwork item to advance to
meeting area, administrative offices, lodgings, a journeyman.
tavern, a library, and a workshop. The workshop
46-50 Journeymen must complete 1d4+1
may be used for a small fee, plus expenses. It
masterwork items instead of just one
may not be used more than one week out of a
to advance to master level.
month by any given individual. Members of a
guild may lodge and dine in the guildhouse for 51-60 Guildmembers must wear a certain
a nominal fee, typically half that charged at a style of clothing at all times.
local inn. Traveling guildmembers may use the
61-75 Guildmembers are subject to frequent
guildhouses of the same or closely-related guild.
onerous social events and charitable
They may not, however, practice their trades
duties.
unless they acquire an associate journeyman
membership. In very small towns, multiple 76-80 Masters may only hire guildmembers,
guilds may share a single house. whether apprentices or journeymen,
but may not hire unskilled laborers.
Each specific guild may have from 0-5 (1d6–1)
additional regulations, as indicated on Table VII: 81-85 All journeymen are guaranteed
Specific Guild Regulations. employment 1d6 days per week and
those without work are randomly
assigned to masters whether needed
Table VII: Specific Regulations or not.
d100 Regulation
86-90 Guild denies membership to a
0-5 No competing goods related to the specific race or nationality. Roll d8 to
guild may be imported into its sphere determine on the following subtable
of influence. and, if a specific non-Human race is
precluded in a guild of the same race,
6-9 Guildmembers must own weapons
substitute Humans instead:
and armor and serve in a local militia.
1) Demihumans (e.g., Gnomes,
10 Guildmembers are prohibited from Elves, Dwarves);
owning weapons and armor. 2) Dwarves;
3) Elves;
11-15 Guildmembers may only work
4) Humanoids;
between sunrise and sunset.
5) Specific or foreign Human
16-20 Only family members of nationality or culture
guildmembers may join the guild. (e.g., Germans);
6) Halflings;
21-25 Family of guildmembers may not join
7) Gnomes;
the guild.
8) Mixed Race Individuals (e.g.,
26-30 A master may only have one Half-Elves, Half-Orcs).
apprentice at any given time.
91-95 Guild requires adherence to a specific
35 A master may have up to 1d6+1 alignment, religion, or diety.
apprentices at any given time.
96-98 Guild operates a school or academy
36-40 Apprentices must serve at least for the children of its members.
1d6+1 years, regardless of other
99-100 Storyteller’s choice.
qualifications.

99
5
Tradesman Places

100
W
hile character parties often have a wide range of skills and abilities at their disposal, there
are times when they might need to visit the places run by tradespeople of various sorts in
order to avail themselves of their specialized capabilities. Putting characters in the position
where they need such skills can encourage roleplaying or creative thinking, prompting them to negotiate
with supporting characters to do things they cannot easily or competently accomplish on their own.
Storytellers can also sometimes use places associated with tradesmen as opportunities to insert adventure
hooks into their narratives. Examples of tradesmen places that characters might need to visit for various
reasons include animal training grounds, apothecaries, breweries, farms, livery stables, lumber camps,
mills, mortuaries, quarries, and tanneries, all of which are described in this chapter.

Sizes, shapes, and locations of places associated to pursue their vocations. Indeed, there may be
with different sorts of tradesmen are often highly certain tasks a tradesman cannot accomplish
specialized or adapted to meet the needs of their without necessary pieces of equipment. In general,
disparate vocations. Depending on what they are the greater the capabilities and success enjoyed
used for, such places might be variously located by a particular tradesman, the larger and better
in communities of any size, military complexes, equipped his or her workshop will be.
temples, isolated wilderness areas, or almost
anywhere else.
In ancient, Medieval, or Renaissance societies,
Animal Training Ground
An animal training ground is a place designed
many tradesmen work — and often also live — in
to facilitate teaching and conditioning beasts of
places similar to those used by craftsmen. A great
various kinds to work or perform activities dictated
number of trades, however, require purpose-built
by a trainer and any current or future owners. Places
structures or need to be set in specific sorts of
of this sort are likely to be filled with the sounds
locations. An animal trainer’s place of business, for
and smells of the beasts residing and undergoing
example, might look an awful lot like a small ranch
training at them.
and is probably best located in a rural area or at the
edge of town (depending on the sorts of animals he Depending on the characteristics of various
trains, of course). A miller, on the other hand, will creatures and the behaviors being instilled in
likely have a water- or windmill as his workplace them, a particular animal training facility might
and will need to have it built near a source of work either with just one sort of creature or with
flowing water or ample wind. And in fantasy multiple types, and might have one or a few sorts
campaign settings, the workplaces of tradesmen of trainers or a cadre with many specialties.
might be set in any number of exotic locations.
A zoo or menagerie focusing on making its animals
Some tradesmen might also operate out of mobile more tractable, for example, might have numerous
workshops, such as wagons, and move between trainers operating in close proximity to instill
the quarters of a city or the villages of a particular appropriate behavior for feeding, transportation,
region. Others, such as chimney sweeps, may and the like, as well as working to keep the animals
conduct all of their trade at their clients’ homes or engaged in their environments. An amphitheater
places of business and thus have no offices of their that uses dangerous animals as opponents for each
own, simply keeping any necessary equipment other or against human combatants would, on the
in their own homes or secure storage areas. And other hand, require specialist trainers and facilities
yet others, such as guides, have vocations based for creatures like wolves, bears, big cats, camels,
on moving around from place to place and will horses, elephants, and possibly even hippopotami,
probably not have fixed worksites associated with rhinoceroses, or mythological beasts. A
them at all. caravanserai might accommodate a single training
ground for horses, mules, camels, oxen, and other
Regardless of their sizes, configurations, or settings,
beasts of burden and one or more trainers working
tradesmen’s facilities will generally contain all
the animals to accept burdens, multiple handlers,
of the tools, equipment, and materials they need

101
and travel. A training facility for service animals times and were subsequently assimilated by the
in a more modern setting might include separate Turks. Numerous other regions also gave rise to
areas for dogs, miniature pigs, and monkeys. specialized horse-breeding and training facilities,
often using Arabian or Barb stock from Andalusia
Other sorts of animal training grounds are devoted
or the Middle East, most famous of which were the
to working with just one type of creature. Tamers
Lipizzaner stables of Vienna that were founded in
of big cats, dogs, and horses, for example, are
the 16th century. Many European castles had their
unlikely to operate out of the same facilities —
own training grounds for hunting dogs and falcons,
especially because all such animals would likely
and the famous rookery of the Tower of London is
be less tractable because of the proximity of the
devoted to the keeping of the resident ravens.
others — and all would employ different enough
methods that a trainer for one might have little or Training grounds differ according to the types and
no competence with others. natures of the animal associated with them and
to the sort of training provided at them. Facilities
Facilities devoted to the housing of a particular
dedicated to animals taught to show or perform,
species might also offer training of those animals,
for example, might have courses to run or navigate,
and possibly also instruction for prospective
hoops to jump, ladders to climb, or even puzzles
masters, for an additional fee. A kennel that
to solve. Schools for guard or military beasts might
provides housing for dogs might offer obedience
include rings for staging fights, weapons (both real
classes, for example, while a stable could provide
and mock versions) and protective gear for trainers,
riding lessons in addition to training and stabling
armor for the animals, barriers to navigate, and
horses.
even costumes and mannequins to depict various
Individual training grounds may also be dedicated enemies. Sites devoted to racing animals require
to imparting specialized training, as desired by tracks, exercise yards, grooming stands, and the
the culture or patrons, that relies on previous and like. A ready supply of water is also essential for
generally more basic training. Training horses all training grounds, especially larger ones.
for battle, for example, is very different from
Equipment at any animal training grounds might
breaking them to the saddle but builds upon such
include goads, prods, whips, nets, protective gear
fundamental instruction. Likewise, hunting dogs
for trainers, muzzles, saddles and tack for the
and falcons are trained to work with handlers,
animals, and brushes and other grooming utensils,
commensurate with the natural instincts and
as well as hitching posts, stools, or stands needed
attributes of those animals and as a follow-on to
to provide such care to larger creatures like horses
basic training and familiarization. Often, only
or elephants.
certain animals are suitable for such specialized
training and are chosen from a larger population Regardless of any particular specialties, most
for particular traits, and even among them different training grounds will also include stables, shelters,
breeds might be developed for specific types of or enclosures for the beasts, which might consist
activity. Beagles, wolfhounds, and bloodhounds of stalls or paddocks for horses or cages for more
are all to be considered hunting dogs, for example, aggressive creatures such as bears or tigers. Tracks
but they are not functionally interchangeable. or runs, with commensurate security measures,
might connect housing or staging areas for animals
Numerous examples of training grounds can be
with work areas. Other areas or structures might
found throughout the histories of many cultures
include isolation cells, medical clinics, supply
worldwide. In ancient and medieval India, for
rooms or storehouses for equipment and food,
example, where elephants were widely employed
corrals for feed animals, offices for administrators,
for both labor and warfare, there were specialized
and accommodations for trainers, who might also
stables that saw to the capture, training, and care
function as animal keepers and security staff for
of such animals. In the Classical world, some of
the facility.
the most significant places of this sort were the
famed Roman horse farms and training grounds Where a training ground is located will depend
of Cappadocia, which survived into Byzantine on its functions and the needs of those who will

102
employ the animals. Training of big cats — or of
anything from eagle-bears to gryphons in a fantasy
milieu — might be associated with a circus, with
an amphitheater that pits the creatures against
gladiators or in other spectacles, or with a menagerie
that sells such beasts. Elephant or horse training
grounds could be situated within a noble’s estate, a
war-camp, a traveling show, or a work camp in the
forest that requires the labor of such creatures. A
mews for falcons, messenger birds, or ravens could
be set within the upper tower of a castle. In a fantasy
setting, the training of dragons, drakes, gryphons,
dinosaurs, or similar deadly monsters or megafauna
will likely be isolated from the general populace
unless the culture is uncommonly accustomed to
such activity. In cultures that rely on particular
beasts of burden or riding animals, urban stables
and training grounds might be common fixtures
even in large cities, as was the case in 19th century
London, which was at that time home to nearly as
many horses as people.
Security for training grounds varies depending on
the value of the animals being kept at them and
that of the equipment required, and guards might
be tasked both with preventing the escape of the
animals as well as the unlawful entry of anything
from thieves to enthusiasts hoping to view or
interact with resident creatures. In either case,
stables and paddocks and could also be encountered
security personnel are likely to be equipped with
bringing feed, tack, or supplies from preparation
weapons and armor sufficient to deal with either
areas, kitchens, or storerooms.
intruders or escaped creatures, and with gear that
might include non-lethal options like snare poles, Admittance to animal training grounds and areas
shock sticks, an even sleep spells or stun guns if within them is likely to be controlled, with visitors
appropriate to the setting. In some cases, trained allowed only in the presence of a guide, who might
beasts might themselves provide security, possibly be the owner and/or a trainer of some experience.
by being allowed to roam the perimeter of the Such control may variously be to limit contact with
training ground freely but prevented from leaving potentially excitable animals, to protect visitors, or
by walls, fencing, or cages (something that might to preserve a secret training regimen.
be particularly prevalent in fantasy or science
Visitors to training grounds often include those
fiction settings, where magical or force barriers are
interested in the creatures being trained, whether
a possibility).
because they intend to purchase such beasts, are
A wide variety of people might be employed at an considering having the facility train creatures
animal training ground. Trainers of varying levels they already own, or want themselves to receive
of ability or specialization, assistants, grooms, and instruction in the training, care and, if applicable,
possibly armed personnel if dangerous beasts are riding of said creatures. Other possible visitors might
being trained are those most commonly encountered include inspectors from various governmental
in or near the training spaces themselves. Cleaning arms or agencies; protestors decrying potential or
and domestic staff tasked with cleaning enclosures real victimization of the animals; and possibly even
and feeding of the animals might be found around those willing to pay to view activities there (in the

103
case of circuses or other entertainment venues that Adventure Hooks
“tame” dangerous creatures) or participate in them • Characters might be prompted to seek out
(such as those learning to train, ride, or simply a famous animal trainer when they need to
interact with the creatures). domesticate a savage burrowing, carnivorous
Characters might visit a training ground to purchase beast so that it might be ridden, or followed, as
a beast, to engage the services of a trainer for an it digs to the unreachable home of a warband of
animal they own, or to take instruction in hopes tunneling raiders who are plaguing the region.
of improving their own animal-handling skills. Not only does this creature require training, the
Artistically-inclined characters, taxidermists, or players might themselves require instruction
mages with illusory spells in a magical setting to ride or control such a monster (and that,
might visit in order to better depict the creatures of course, is only the beginning of their quest
they wish to represent with their arts. Religious to assault the subterranean homeland of the
characters might visit to interact with animals or raiders).
beasts sacred to their faiths. Magic-using characters • A paladin or other holy warrior, guilty
with the ability to control or compel animals of excessive pride or the mistreatment of
might find themselves working as security or even underlings, must do penance to regain the use
trainers at such facilities. of his sacred mount by serving without pay in
Various fantasy races approach animal training, and a training ground until he learns humility and
the grounds required for it, differently and largely compassion for normal animals of the same
based on how they interact with other creatures in type.
general and beasts in particular. • In search of war-horses, the characters are given
Elves might train animals from birth to maturity, the opportunity to reduce the cost of purchase
in natural enclosures, all but ensuring contented if they are willing to act as security while the
and well-trained subjects, and even extend their training ground domesticates a highly-prized
training to magical, long-lived or intelligent and dangerous magical or mythical creature.
creatures such as drakes, dragons, hippogriffs, or Although it may not be initially apparent to
giant eagles. Dwarves often regard beasts much the heroes, they will also be required to protect
as they do tools, efficiently administering their the trainers from the trainee without killing or
training and caring for them in order to keep them injuring this powerful and expensive monster.
healthy and capable of properly performing their
tasks. Such people prefer animals or beasts that
can operate underground, in tight spaces, and over
Apothecary
Apothecaries are places run by characters of
rocky terrain with ease, such as ponies, mules,
the same name as well as those referred to as
goats, or creatures with an inherent magical affinity
pharmacists, chemists, druggists, herbalists,
for caves and elemental earth. Goblinoids often
and other tradespeople skilled at formulating,
have an affinity with canines; Goblin wolf-riders
compounding, and dispensing drugs, medicines,
typically train their mounts to the whip, resulting
and related substances and materials, using herbs,
in beasts as mean and fierce as their handlers, and
minerals, substances derived from creatures of
Hobgoblin rangers tend to treat their war dogs no
various sorts, and other ingredients.
less harshly. Giants might employ mammoths,
rhinos, or similar megafauna as mounts and beasts Characters will generally visit apothecaries to
of burden, allowing them to wander freely within obtain components for spells, ingredients for
a settlement or valley, and treating them almost compounds like inks and potions, healer’s kits,
as family because of the long lifespans of such poison antidotes, acids, and possibly even various
creatures. Orc training grounds and methods are sorts of toxins (some of which might also be
as bloody and brutal as the butchering grounds to available at alchemy workshops, described in
which they are adjacent, such that there is little Chapter 8: Scholarly Places, as there is certainly
doubt as to the fate of beasts slow to learn. some crossover between these two sorts of places).

104
Apothecaries set up as retail shops might also sell
items like alchemical products, patent medicines,
candy, and pipeweed.
Medicines, drugs, and other substances prepared
or created at apothecaries might variously take the
form of teas and infusions of various sorts, herbal
and chemical tinctures and ointments, fluid and
solid extracts, herbal poultices, lotions, powders,
tablets, suppositories, and essential oils.
Apothecaries and their ilk might also be experienced
as physicians, surgeons, midwifes, or other sorts
of healers in their own rights or have knowledge
of medicine, chemistry, pharmacology, and the
natural world comparable to that of sages. Such
characters might thus be as useful for what they
know as for what they can do. Famous historical
apothecaries include 16th-century French mystic
Nostradamus; 17th-century English botanist,
herbalist, physician, and astrologer Nicholas
Culpeper; and 18th-century American general and
traitor Benedict Arnold.
Apothecaries themselves are frequently significant
enough to warrant their own professional
associations, such as that of the Worshipful Society
of Apothecaries, founded in England in 1617.
sorts of herbs, chemicals, and compounds, and
Regulation of such places might be by organizations
these often consist of purpose-built shelves, racks,
like guilds and similar to that of any other
drawers, and jars. If designed for retail areas, such
commercial enterprises (most likely in a Medieval,
storage systems are often decorative in nature and
Renaissance, or fantasy campaign setting), strictly
sometimes very expensive.
administered to by the government (as in modern
industrialized societies), or completely unregulated One of the best cinematic depictions of an
(as in many ancient cultures, including that of apothecary’s workshop and its operations is in the
Rome). film Curse of the Golden Flower.
Typical equipment employed in apothecaries’
Adventure Hooks
workshops includes mortars and pestles — which
• Adventurers’ expeditions often take them to
are often used as the symbols of such places and
places where rare plants, molds, minerals, and
the practitioners associated with them — scales,
other substances might be more easily retrieved
choppers, cutting boards, boilers, small ovens,
by them than by professional apothecaries.
distillation apparatuses, and pill molds. In many
Characters with some foresight might decide
cultures, apothecaries may use systems of weights
to establish a relationship with such a
and measures peculiar to their vocation for
tradesman and thereby create for themselves
measuring out precise amounts of small quantities
a source of supplemental income. Likewise, a
(e.g., the now-obsolete apothecaries’ measures
particular apothecary might make available to
used until the last century in English-speaking
adventurers a wish-list of substances for which
countries).
he is willing to pay, along with instructions on
Apothecaries’ shops generally also include systems how to recognize, safely collect, and effectively
for cataloguing, organizing, and storing various preserve them during transport.

105
• When an important person or perhaps a member Quality of water used in brewing is of great
of the party dies or is severely weakened by importance and one of the basis of the reputation
the suspected use of poison, characters might of famous breweries, which often have exclusive
need help from an apothecary to identify the access to specific springs, wells, or other sources.
substance responsible and its likely source.
A brewery also often has an attached cooper’s
This could perhaps lead them to further actions
workshop to make barrels and repair brewing
to obtain a cure — if the victim is still alive —
vessels, storage areas for completed product,
or to find the person who has administered or
and a heavy horse-drawn dray if the beer is to be
supplied the toxin.
delivered to taverns and cellars rather than served
• An alchemist asks the characters to assist with on the premises.
secretly introducing a strange additive into
In ancient and Medieval settings, fermentation of
batches of medicine to be distributed around
beer is a somewhat mysterious although mostly
the city through local apothecaries. This might
predictable process, occasionally improved by the
variously be for purposes of incapacitating
studies of sages who have a professional interest in
particular recipients for a short time, triggering
the minutiae of spontaneous generation. Lagers are
bizarre or violent acts on their part, or even
a product of such philosophical inquiry, fermented
for surreptitiously providing an antidote for a
over many days in certain cold underground
disease or poison that their employer expects
caverns, inducing fermentation in the depths of the
nefarious groups to spread among the populace.
vessel rather than at the top, which produces a clear
and strong brew with a distinctively crisp taste. In
Brewery a fantasy campaign setting, other variations on the
Breweries are places where tradesmen known as concepts of brewing might exist, possibly through
brewers produce alcoholic beverages like beer, the interaction of spellcasters of various sorts.
ale, stout, and lager through the fermentation of
Activities at typical breweries include processing
barley, wheat, and other grains and possibly the
grain into a sugar-rich fermentable liquid called
addition of flavorings and preservatives such
wort through a controlled germination of the seeds
as hops or mixtures of herbs like gruit. Related
known as malting; drying and/or roasting, mashing,
places include cellars, dedicated to storing and
boiling, and cooling this substance; inducing
serving beer; wineries, which produce wine from
fermentation by exposure to air, pitching yeasty
fermented grapes or other fruit; cideries, which
flocculate, or pouring in still-fermenting beer from
make fermented beverages from fruit like apples
a previous successful brew; and conditioning
or pears; meaderies, which produce alcoholic
procedures such as settling and filtering; and,
beverages with fermented honey; and distilleries,
ultimately, casking. These processes require
which distill rather than ferment alcohol from
controlled temperatures and anything from many
various grains or fruits and produce beverages like
hours to several days of attention for a particular
brandy, vodka, or whiskey (and which require a
batch of brew.
higher level of technology).
Characters might visit breweries for any number
Breweries can range in scale from the activities
of reasons, the most obvious being purchase and
of a single manor or village ale-wife, through the
consumption of the beverages produced at them,
ubiquitous taverns and brewpubs that create beer
whether personally or in bulk for celebrations or
for their own customers, to large commercial
resale at other locations. Breweries that operate like
operations. Features of such places typically
taverns might also be good sources of information
include broad stone floors for malting; a series of
or rumors that could lead to adventure or effective
large lidded tubs with particular uses, including
venues for recruiting compatriots or hirelings, and
a mash tun, copper fermenting vessel, and
brewers themselves often have a good sense for
conditioning tanks; fireplaces; a store of cold water
what is going on in their communities or places
for processes requiring cooling; and a variety of
where their beverages are sold and consumed.
shovels, ladles, and buckets.

106
All non-Human races produce alcoholic beverages
of various sorts in accordance with their tastes and
inclinations. Dwarves, for example, are masters
of any processes that include cellaring, Gnomes
are noted for the strong distillates that are able to
produce, and Elves are known for beverages made
from wild herbs, fruit, and flowers.

Adventure Hooks
• An ingredient widely used in local beer —
whether a popular flavor, a preservative, or
both — has recently fallen into short supply
or become completely unavailable (e.g., hops,
cloves, lemon peel). Depending on their
abilities and inclinations, characters might
be tasked with determining the origin of the
shortages and addressing them, finding a new
source for the ingredient in question, or even
formulating a suitable new recipe that does not
rely on the unavailable component.
• A local ruler might outlaw, restrict, or levy
onerous taxes on particular beverages,
prompting drinkers determined to have
their preferred tipple to pay well for bootleg
supplies of it. Adventurers might be tasked function in various settings. Farming represented
with intercepting shipments and finding an idealized lifestyle to the ancient Romans and
brewhouses and stills, or might become their perfect farms included vineyards, irrigated
smugglers, exercising their skills in stealth and gardens, willow plantations, olive orchards,
trickery along with complications like dealing meadows, grain lands, forest trees, vineyards, and
with a heavily-laden wagons or boats. acorn woodlands (although this ideal was largely
supplanted in the imperial period by plantations
Farm operated with slave labor). Much of the intensive
Farms of various sorts are places devoted to agriculture practiced by the Aztecs in what is now
agriculture, the growing of crops and raising Mexico was based on chinampas, fertile artificial
of animals primarily for food but also for other islands in shallow lakes that allowed a great variety
purposes, and are the basic units of such production and quantity of crops to be grown year-round.
in most societies. It is the existence of farms and During the Middle Ages in Europe an agricultural
the surpluses they provide that allows both for system known as manorialism concentrated land in
the existence of communities of village size or the hands of lords, who then leased it to peasants
larger and for vocational specializations that are that generally paid for it with either with labor or
unfeasible in primitive cultures where most people produce (and this system is implicitly present in
have to spend time hunting or gathering their own many traditional fantasy campaign settings).
food. In most pre-modern agrarian societies a An example of a specific very famous farm is La
high proportion of people will be involved with Haye Sainte in Belgium, a walled compound
agriculture and the farms where it is pursued. that played a significant role during the battle of
Many fascinating agricultural traditions can be Waterloo.
found throughout the world and serve as examples, Farms can range in size from tiny operations that
in whole or in part, for the way farms can appear and provide for the needs of individuals or small

107
families on lots of an acre or less to sprawling estates can provide — such as eggs, milk, meat, or wool
worked by several hundred slaves or hired hands — might also be the main or a secondary focus
on thousands of acres. Proportion of people in any for a farm and it is thus possible to have dairy,
particular country devoted to farming or other poultry, pig, cattle, sheep, fish, or shellfish farms.
means of food production — such as fishing — can Farms devoted to the raising of large animals are
vary significantly but it would not be unreasonable often referred to as ranches and those devoted to
to assume that 60-80% of the population of a pre- fish, crustaceans, and molluscs (as well as aquatic
modern society would be so engaged. Most will do plants and algae), whether in fresh or saltwater, are
so hereditarily with little thought for or opportunity generally known as aquafarms.
to do anything else and, as people dependent on
Most farms in pre-modern settings will be used for
the seasons, tend be traditionalist in their attitudes
growing multiple sorts of crops, which can make
and to not lightly change their ways or adopt new
them more resilient and sustainable if one of them
ideas.
is affected by blights or other maladies. How much
Because there is a very finite amount of labor land associated with farms is in use at any given
a single farmer can accomplish, advances like time can vary widely; in a Medieval setting with a
the domestication of animals and technological temperate climate, for example, at least a third and
devices and improvements can go a long way as much as half the land will be fallow at any given
toward increasing the output of farms. The extent time and there will only be one large crop per year
to which these things exist in a particular country of things like grains. Colder climates will generally
will determine how many of its people will have be less productive and warmer ones more so — in
to be devoted to food production; how much part because they might allow for multiple growing
surplus food it is able to produce; and how many seasons — while more advanced agricultural
communities of village, town, or city size it will techniques might allow a greater proportion of
be able to support. Historically, places with many land to be used and less effective ones might even
kinds of large draft animals in particular have lead to land becoming unusable for indefinite
enjoyed superior crop yields, been able to support periods (e.g., a common problem with slash-and-
larger populations, and developed further and burn agriculture).
more rapidly as societies than those without them.
Irrigation to ensure crops receive adequate water
Some farms have specializations that lend will also be necessary in most areas, as places where
themselves to names used to identify them or the rain alone can be relied on for these purposes do
parts of larger establishments of which they might exist but are by no means the norm. Systems for
be a part. Orchards, for example, are tree farms accomplishing this can vary widely based on local
devoted to cultivating fruit or nuts; vineyards are conditions and available technology, but generally
farms devoted to growing grapes (and possibly involve moving water from lakes, rivers, streams,
also to producing wine); paddies are flooded fields canals, reservoirs, cisterns, or wells into arable
used for growing semiaquatic crops like rice; and areas via measures like surface or subterranean
market farms are ventures devoted to growing channels, waterwheels, or containers carried by
vegetables and sometimes plants like flowers, for people, animals, carts, or wagons.
sale in nearby communities. Large farms devoted
A farm will typically have at least one building
primarily to single cash crops — such as olives
associated with it, namely a home for the people
for oil, grain, grapes, cotton, or tobacco — and
living on and working it. Other structures will
frequently worked by slaves are often referred to
be dependent on need and available resources
as plantations (and were known as latifundia to the
and might include stables, barns, coops, or other
Romans, who often ran them using prisoners-of-
enclosures for animals; cellars for storing root
war). If technological advances or magic allow it
vegetables, wine or beer, and other perishables that
then moisture farms might also be used to produce
keep better under cool, dark conditions; sheds for
water in desert areas.
tools and other equipment; buildings where grain,
Animals raised for food or other products they fruit, and other produce can be stored until it can

108
be sold and moved to other locations; and wells bone, stone like flint, and metal like copper, tin,
or cisterns for water. Farmhouses and some or all or bronze in earlier settings. Many such tools can
of the other structures associated with them will be used as weapons or modified into them when
sometimes be connected or surrounded by walls necessary (e.g., a disproportionate number of
or fences, increasing their security and providing Medieval polearms were adapted from or inspired
an area where animals can wander but not easily by agricultural tools).
escape.
Farms in any particular area might be self-contained
Tools, machinery, and other equipment associated and spread throughout the countryside, particularly
with the farms in a particular area will be if security is not a great concern and holdings are
dependent to a great extent on the prevailing either privately owned or individually leased from
level of technology and, to a great extent, will local lords, other owners, or the government. Homes
determine their productivity. Typical tools include and other infrastructure for multiple or communal
sickles or scythes for reaping grain; bill hooks or farms might also be clustered together in small
long knives like machetes for cutting shrubs and communities like hamlets that could include some
vines; axes for chopping wood, butchering, and the amenities for the residents, such as blacksmithies,
like; plows for tilling fields; pitchforks for moving but almost certainly nothing likely to interest most
cut hay and straw; hoes, shovels, and spades for outsiders (e.g., taverns or inns).
digging in fields and gardens; sticks and flails for
A sufficient number of farms in a particular area
threshing grain; pruning hooks for maintaining
(e.g., 100) will lead to the establishment of a village
trees; and wheelbarrows, carts, and wagons for
to support them, often situated on the banks of a
transporting things. Most tools will have wooden
stream or river. True villages will almost always
hafts, handles, or other furniture and heads made
include a mill to grind grain into flour; one or more
from iron in typical Medieval settings and of wood,
bakers to make bread; multiple brewers to convert

109
grain into beer; a blacksmithy to forge, maintain, might section off areas of swamp or marshland
and repair agricultural tools; and a weekly market with reed screens and use the watery enclosures
where things like produce, preserves, eggs, and for farming fish, clams, crayfish, or other water
meat can be sold or traded for manufactured items. creatures and might also grow complementary
Villages might also include places like taverns, plants in the areas around them. Long-lived sylvan
inns, small temples, guild chapterhouses, and folk like Elves could cultivate multiple species
appropriate governmental buildings. of trees in elaborate orchards that to outsiders
might look like exotic forests with a marked lack
Security measures at farms will vary based on local
of underbrush. Chaotic humanoids like Orcs
conditions but will rarely be elaborate or extensive.
and Gnolls will almost certainly never engage
In areas where beasts or brigands are afoot at night
in farming of any sort but rigidly organized ones
farmers will likely lock themselves into their homes
like Hobgoblins might very well run huge, grim
during hours of darkness and might keep valuable
plantations worked by Goblins and other slaves.
animals like mules or milk cows in their houses.
Farmers in wilderness, borderland, or otherwise
Adventure Hooks
unstable regions will generally keep weapons
• Characters travelling through a foreign country
close at hand — to include things like slings, clubs,
might notice that its farms seem markedly more
and daggers, and possibly even spears or bows, in
productive that those in their own homelands,
addition to their agricultural implements — and
or that they feature certain very successful
might also have light armor or shields. People in
crops unfamiliar to them. Those so motivated
such areas might also provide mutual assistance,
might take the time and effort to learn as much
live in palisaded hamlets, or organize into militias.
as they can about the agricultural practices of
Many farmers will also respond to sustained or
this land with an eye to sharing more effective
overwhelming threats by fleeing until it is safe to
methods in their own countries or even starting
return to their lands.
model farms in them. Characters might also
Characters might find themselves visiting farms for decide to transport particular crops back to
any number of reasons and, in a traditional ancient their countries, dealing with challenges that
or Medieval milieu a high proportion would could include how to move and keep them
actually be likely to have spent much of their lives alive or contravening local prohibitions against
on one. Many or most of the occupied places in exporting them.
any given area might be farms and so characters
• A local lord might hire characters to resolve a
might end up at them incidentally or in the course
recent series of livestock attacks on a number of
of their adventures. Characters might also obtain
local farms. In the course of their investigation
land in any number of ways themselves and be
they will need to speak with a number of
induced to establish farms on them for economic
farmers and farmhands, determine the culprit,
reasons(e.g., rulers seeking to stabilize areas like
and establish a way to track or confront it.
borderlands often give land grants in them to loyal
This attacker could be anything from rabid
and well-armed subjects).
or hungry native predators, to wily bandits
Various non-Human races might have their own hoping to escape identification, to one of the
unique approaches to farms. Subterranean races farmers being a werewolf or other supernatural
like Dwarves, for example, might specialize shapeshifter with an appetite for fresh meat.
in converting caverns into places where great
quantities of mushrooms and fungi can be grown
(as, indeed, people like the French have long done
Lumber Camp
Lumber camps are temporary communities
in reality). Other underground dwellers might
established in wilderness areas where trees are
practice intensive agriculture in caves open to
available for harvesting and which are occupied
the sky through sinkholes or try to mimic surface
by crews for weeks or months at a time. Such
conditions with irrigation and either mundane or
operations typically take place some distance away
magical means of replicating sunlight. Lizardfolk
from civilized areas and often subject workers to

110
strenuous and hazardous conditions. Logging sites
might also be established for rapid harvesting
of timber in support of military operations, to
include construction of siege engines, temporary
fortifications, battlefield obstacles like archers’
stakes, and fascines (bundles for filling in moats).
Historically, establishment of new communities,
shipbuilding, and war were among the major
impetuses for massive logging operations and led
to the denuding of entire islands, coastlines, or
other areas of virtually all their forests. Regions or
communities noted for specific sorts of woodcrafts
— such as cabinetry or veneer — could also be the
site of significant logging but might conduct them
in a more sustainable way. Logging operations
where margins are tight or wood relatively scarce
may also collect bark and cut branches for sale
where they have valuable uses, such as for tanning
supplies, gardening, or firewood.
Logging is often conducted in virgin areas of old-
growth forest, where the largest and best-quality
trees are found, leading many timber barons
to move their operations from place-to-place,
causing boom periods that are often followed by
stagnation. Rapid land-clearing associated with
such operations inflicts dramatic changes on the
environment, such as erosion, enlargement and and turn into ghost towns or even be completely
pollution of rivers, scattering and death of forest dismantled by their owners before they move on to
animals, and promotion of fires. Loggers thus often fresh logging areas.
become the special enemies of druids and other
Crews assigned to tree-felling typically use
proponents of the natural environment.
calculated axe or saw cuts, and possibly wedges
Logging operations in plantations and coppices — and cables, to drop each bole in a chosen direction,
cultivated knots of young regrown trees — demands saw off its crown, trim its side branches using
a different style of management, as well as different axes, and cut the trunk into logs for transport. The
saws, hauling equipment, and techniques to deal most experienced lumberjacks in a crew supervise
with younger, smaller logs. the sequence of operations or perform tasks that
require particular skill or which can cause serious
Lumber camps are not usually located near urban
inconvenience and danger if botched, to include
areas or other large population centers, around
felling, while less experienced loggers trim fallen
which old-growth forests have typically been
logs or set and remove dragging cables.
long-removed, but might end up growing into
hamlets or even full-blown villages. As such, Bullocks, draft horses, elephants, or even — in
various amenities might be established within particularly advanced settings — specialized
them, such as taverns or general stores. If large vehicles such as logging wheels or hot-air
and well-developed lumber camps also acquire balloons are used to drag logs to a cleared area for
other functions during the time the surrounding processing and transportation to where the wood
forests last, then they might survive their tenure as will be used. If no sufficiently strong animals are
temporary communities and eventually be turned available to haul the logs to their intermediate or
to other uses. Otherwise, they may be abandoned ultimate destinations, loggers may instead build a

111
temporary dam and break it open when filled with Adventure Hooks
logs, sluicing the timber on the flooding water to • Deep forests harbor many creatures unknown
lower ground. In any event, loggers may become or fearsome to civilized peoples, and loggers
known for their beasts of burden and specialized might call upon an adventuring party to protect
techniques almost as much as for their backwoods them from roving carnivores like wolves,
work-clothing and the tools they bear. giant lynx, or tigers, humans or humanoids
Roads built for transporting timber away from who resent their arrival in the forested lands,
lumber camps are generally not intended to look or supernatural threats that they can barely
attractive or last for an extended duration but understand (e.g., a tribe of Hidebehinds or even
must temporarily bear heavy traffic and are thus a Snallygaster).
often constructed with corduroy — cut branches • A powerful Hill Giant and his animal
and scrub — laid over the clay and muck of the companion, a giant aurochs covered with blue
trail. A logging operation might also haul logs to hair, has established himself in the campaign
a waterway of sufficient depth to float them, bind area as a one-man lumber crew. Being able to
them together in rafts, and pole them by water to single-handedly do the labor of a dozen normal
their destinations. Spiked boots, known as caulk men, he has put many other loggers out of
boots, help skilled lumberjacks to stand on and work while simultaneously making himself
roll floating logs. Extracted logs moved by water popular with camp owners. Characters might
are then typically left in carefully-constructed be approached by some of these loggers with
stacks at the landing for several weeks or months, offers of driving off the interloping giant, be
in order to season them, prevent green timber from hired by an owner to protect a critical camp
warping and releasing its moisture once sawn and and personnel that includes the hulking
fastened into place, and make the logs much lighter logger, or otherwise come into contact with
to transport. the buffoonish and destructive but apparently
If the timber is to be used relatively close to the good-natured humanoid.
cutting area (e.g., for construction of a new settlement
or major building), lumbermen will likely de-bark Mill
logs on site and cut them into framing timbers and Mills are facilities that house machinery designed to
boards using long saws worked vertically by two harness an outside source of power for a repetitive
men — one standing on the log and the other in a physical task, providing greater output and more
pit dug below it — or hew them into shape with concentrated energy than even a vast number of
broadaxes. Builders might also simply choose laborers with hand tools could achieve. People of
suitably straight, clean boles as round timber for every settled region dependent upon agriculture
posts, heavy framing, and log construction. require the ability to grind grain, and mills are
Apart from ever-expansionistic Humans, well- thus often used for the processing of flour (and
organized societies of Dwarves and humanoids in such cases they also often incorporate or serve
might carry out extensive logging operations, while local bakeries). Other important tasks performed
sylvan races such as Gnomes and particularly by mills might include pumping water, separating
Elves would seldom consider such wholesale olive pulp for oil-pressing, crushing ore, sawing
destruction. timber or stone, circulating air in mines, lifting
loads by cranes, manufacturing cloth, and powering
Because loggers are typically burly and well- hammers or bellows for large-scale forges.
armed, lumber camps can usually handle small
or unorganized threats without disruption to their Particular sorts of mills employed in any particular
work. In areas menaced by humanoid tribes or other country will be determined by a number of factors,
dangerous monsters, however, owners will likely including the prevailing level of technology;
either take precautions like building palisades available sources of energy; products and
and hiring mercenary soldiers — or simply forego industries to which mill-generated power can be
cutting in such areas. applied; groups within the local society capable

112
of constructing, operating, and maintaining mills
and their infrastructure; and community attitudes
toward technology (e.g., fear of unemployment,
suspicion of new inventions).
In countries where inequalities such as serfdom
persist, milling is typically a monopoly of the
powerful, giving them an opportunity to levy
lucrative fees and taxes and providing them a
strong incentive to exact everything from fines to
violent retribution against the establishment of
unlicensed mills or home-based practices such as
hand-milling. Likewise, those whom a ruler wishes
to punish or drive away might be forbidden to have
their grain ground at mills he controls.
Successful operation of mills depends on the
force and reliability of their power sources, and
the location of mill complexes — and even entire
towns and industries that require their output —
thus depends on the presence of strong reliable
winds or moving water rather than their users’
convenience. In some areas this can also necessitate
an effective system of medium-distance transport to
bring raw materials to mills and take their products
away from them (e.g., to market). Other mills —
particularly those used to grind flour for everyday
use, drain low-lying areas, or in conjunction with
for mills might be secured by grants or licenses
mines — must be situated in particular places in
from the local government. Mill-races and weirs
order to be useful. Viability of such mills depends
that support watermills — particularly the more
on how much free energy can be obtained from the
powerful overshot type — are significant works
source of power the mill is designed to exploit or
and features of the landscape that often support
on the availability of sources like working animals
a variety of peripheral uses (e.g., fish-traps). Such
that are not dependent on location.
areas generally predate the mills themselves and
A hand-mill (quern), capstan or treadmill (worked are sometimes reputed to house supernatural
by intelligent laborers), or animal-driven mill inhabitants, such as nixies.
relies only on providing and feeding a sufficient
Windmills require strong and reliable winds, which
number of the creatures that power the mechanism
are common in many level plains and lowlands
(using donkeys, steeds too worn-out to ride, mules,
and in networks of mountain passes. High ridges
oxen, or more unusual creatures to provide a larger
parallel to coastlines also capture considerable
quantity of force).
wind-flow but are often difficult places to settle
Watermills might be powered by the constant and construct substantial buildings, and often not
flow of a natural stream or river, waste-water from convenient to the places where the mill’s output
places such as bathhouses, or, much more rarely, of power is needed. A windmill also requires
by tides. Lands favorable for the use of watermills some means to limit the speed attained when
have fast-flowing watercourses — whether from the wind is overly strong, to avoid scorching the
numerous rushing streams, a few capacious rivers, grain or breaking the mill-gears, and — unless the
or aqueducts connected to nearby large water prevailing wind is absolutely constant — a way to
sources — and typically lie in or at the base of hill- turn the whole mechanism to catch breezes from
country with high rainfall. Use of adequate water different directions.

113
While muscle, water, and wind are the most severe repercussions, due to the importance placed
traditional sources of power for mills, other sorts upon maintaining basic food supplies, if a miller
might be employed in particular campaign settings. either deliberately or inadvertently cheats his
Steam, for example, might also be used to power customers or his lord. A miller will ideally also
mills in milieus that have a technology level at be mechanically inclined in order to keep mill
least equivalent to that of the late Renaissance (or machinery in good working order.
in places where it is available geothermally). Large
Equipment and other items associated with
treadmill-powered cranes using the same sorts of
mills includes spare millstones and implements
mechanisms as mills can be used to raise and move
for repairing components of mill machinery or
heavy loads more efficiently to assist construction
fabricating new ones, such as chocks to hold
of major buildings and cargo-handling at large
gears temporarily in place; mallets, prybars, and
ports. Supernatural sources of power might also
wedges to loosen jammed components and make
be harnessed for the operation of such places in
adjustments to machinery; pulleys for shifting
fantasy campaign settings, and magical mills could
millstones or other very heavy parts, and tools
be used to grind out marvelous things such as gold,
used by both carpenters and stonemasons. Fishing
enchanted dusts, good fortune, or curses.
gear is also needed in the case of watermills that
Use of mills in various industries, in any event, have fish or eel-ponds.
greatly increases the quantities of processed
As technical experts, millers and mill-wrights
goods that a region can produce and export, given
are often well-placed to move about a campaign
an adequate and steady supply of raw materials.
setting, plying their trade for different local rulers
Villages might grow into industrial towns or
wherever the pay is best. Milling is typically a
entirely new settlements may spring up where an
recognized trade, sustained by a country-wide
abundant power source allows such mills to thrive.
system of apprentices, journeymen, and master
Another vital, probably older, but more localized millers, which shares innovative mill designs
application of mills and other mechanical devices while it maintains efficient traditional patterns of
is to move water into prepared channels for millstone-dressing. Profits and evident freedom
irrigation in areas with low or uncertain rainfall, and prosperity of millers can, in fact, inspire the
or out of places where it is not desired, such as envy of less-fortunate peasants, to the point where
low-lying wetlands. Far-reaching effects of this a number of folktales of the latter class describe the
function release viable farming land in terrain that comeuppance of greedy millers or the footloose
is naturally too swampy or too dry for cultivation, adventuring of their ne’er-do-well offspring.
allowing the growth of villages and towns across
Dwarves, Gnomes, and Halflings — all mechanically
otherwise hard-to-settle regions. Water-moving
or agriculturally inclined — often employ
mills of this sort can also be used to extend the
watermills or windmills of varying sizes according
depths to which mines can be sunk and, therefore,
to their favored vocations. Goblinoids enjoy the
the amount of ore they can yield over their lifetimes.
concept of slave-driven mills, typically rickety
Due to the size and complexity of a mill’s machinery and dangerous amongst Goblins and massive and
and the importance of its operation to local brutally efficient for Hobgoblins, but alike in their
residents, millers are generally substantial and grim toll of captive workers.
trusted members of the community. If not literate,
a skilled miller at least needs to be numerate to Adventure Hooks
administer proper payment in coin or as a portion • Adventurers captured by their enemies, or
of the ground product (known as multure), which a group of common folk whom the party is
often serves as his primary source of income and motivated to protect, could be put to work at a
which he can then both use personally and sell; capstan or in a treadmill, either to support the
record quantities received and dispatched; and daily needs of their enemies (e.g., by irrigating
reckon fees that he must pay in turn to the local fields or grinding flour), or to support some
ruler. Failure in any of these areas might lead to major project that ultimately poses a threat to

114
A Sample Mill
Pictured here is a small, three-story watermill used for
grinding grain that would be common in a typical fantasy
environment; in well-established areas, there might be
as many as one such mill for every 40 or 50 households.
Watermills of this sort can produce a phenomenal
amount of energy relative to what a single person can
accomplish and might also be used in operations as
diverse as blacksmithing, woodcutting, clothingmaking,
or winepressing.
Descriptions in this section assume north is at the top of
the page, but mills are built in response to sources of water,
not points on the compass, and could thus be aligned
in any direction. Construction of this mill is fieldstone
with clay tile roof, but might just as easily be of almost
any other materials (e.g., a brick, wattle-and-daub, log, or
plank building with a slate, wood shingle, or thatch roof).
The small, two-story structure at the west or landward
end of the mill is likely to be living quarters for the miller
and his or her family, or an office for a company-owned
mill. Note the placement of the chimney, which could
be used for heating both sides of the building (but only
for cooking on one, as open flame could ignite airborne
powdered flour with disastrous consequences). The great
wooden wheel from which the mill derives its power can
be seen at the east end of this mill.
The top level of the mill proper can be accessed by
a ladder through a trapdoor and features five gabled
windows (visible in the image of the roof), a winch-and-
pulley at the south end of the room used for hauling sacks
of grain up to it (the covering for which is also visible
in the image of the roof), and a hopper into which grain
would be poured.
The most prominent feature of the middle level is a great
millstone, which grinds the gravity-fed grain directed
down from the hopper above into flour, which is then re-
bagged.
This mill’s lower level contains the gears connected to
and driven by the water from the stream (such equipment
might also be kept in basement area, particularly in the
case of a mill with a more powerful overshot wheel, rather
than the earlier undershot variety depicted here). These
gears might be made of either wood or metal, depending
on the prevailing level of technology and the economic
resources of the miller.

115
the characters’ interests (e.g., construction of In Mycenean Greece, the practice of “lying in
new and powerful warships or a strategically- state” was introduced and continued in many
placed fortress). Insufficient food, unrelenting places throughout the ancient and Medieval eras
work, and dangerous unprotected machinery and into modern times, especially for wealthy
may wear down or increasingly kill off workers, people or those with high social status. After
adding urgency to the need to end their toil. washing and preparation that might include some
sort of preservation or embalming — which could
• Shutdown of a mill, for any of various reasons,
vary widely in sophistication and might include
places a village or commercial operation that
substances like white wine, cotton, herbs, myrrh,
depends upon its output under great financial
and various spices to mask the reek of death — the
difficulty or even threat of abandonment, which
body of the deceased would be displayed for a time
may require interested characters to quickly
(e.g., anywhere from a day to more than a week),
obtain components to repair the facility or find
possibly in a mortuary or some public area, and
and escort a suitable expert to the site.
then conducted to its final resting place.
• A mill, being central in importance to daily
Often, especially in eras when or places where
life in a village, might be an ideal base of
funerary preparations were simple, the home of
operations for anyone interested in monitoring,
the deceased served as a mortuary. There, the wife
suborning, or influencing the course of events
or mother of the deceased would traditionally be
in a community (e.g., a cult, agents of a foreign
tasked with washing and anointing the body, it
government, non-human monsters). Such an
would lie in state and be available for viewing for
enterprise, of course, would almost certainly
some time, and would then be taken to its place of
depend on complicity or control of the miller,
burial.
and anyone familiar with normal activities at
the mill or paying enough attention to them In Medieval Europe, local churches often served as
might notice strange goings-on. mortuaries and as places where funerary services
might be held in preparation for interment of the
Mortuary deceased in adjacent burial grounds. During this
era hospitals also, out of necessity, had at least
A mortuary is a facility dedicated to receiving
rudimentary mortuary facilities associated with
and temporarily storing the remains of deceased
them. As hospitals had to be expanded or ad hoc
people, preserving or otherwise preparing them
versions of them created in response to disasters
for interment or whatever other disposition awaits
like wars or plagues, however, facilities like
them, and possibly overseeing or conducting
morgues became much more rare, as did anything
funerary rituals. Special sorts of mortuaries
that prolonged the disposition of bodies, which
that might be found in some settings, especially
were generally dumped into communal graves or
Renaissance, steampunk, or relatively modern
burned as quickly as possible.
ones, include funeral homes, dissection halls,
waiting mortuaries, and morgues. Funeral homes might perform all the traditional
functions of mortuaries, to include embalming or
Examples of mortuaries from every era of civilization
cremating remains, as well as providing venues
can be found throughout the world. Some of the most
for friends and family members of the deceased
famous, of course, are those associated with ancient
to view them or perform memorial ceremonies.
Egypt, where elaborate facilities were maintained
Dissection halls of the late Medieval and early
for the ritual mummification of people, along with
modern eras, where students, doctors, and artists
cats, horses, and other creatures the deceased might
crowded around cadavers for purposes of studying
want to have with them in the afterlife. Examples of
their anatomy, might also be considered a variant
mortuaries from fiction include those that appear
form of mortuary. Waiting mortuaries were a special
in the various Phantasm films; the subterranean
place of this sort, especially in the 18th and 19th
embalming chamber in Michael O. Varhola’s novel
centuries, where the bodies of the recently deceased
Swords of Kos: Necropolis; and Whispering Glades
would lie for a day or two before embalming and
in Evelyn Waugh’s novel The Loved One.

116
burial, often with a bell to summon aid in case
of awakening after mistaken pronouncements of
death.
Morgues, which in addition to the functions
performed by regular mortuaries might also be
concerned with investigating deaths, conducting
procedures like autopsies to determine their
causes and times, and collecting evidence from the
remains and possessions of the deceased, emerged
in relatively modern times, initially in Paris
and London. Such places increasingly applied
investigative practices, forensic techniques, and
scientific methods to the study of death and murder
and often performed such activities in conjunction
with whatever authorities were concerned with
untimely or suspicious deaths (e.g., the local
sheriff).
A mortuary might be located within a community
but is quite often situated beyond the confines
of a town or city, and could even be adjacent to
or within a graveyard or cemetery. A full-blown
necropolis might include one or more mortuaries
within its sacred precinct, possibly staffed by
physician-priests tasked with seeing to the details
of preparation and burial. A place of this sort them. A mortuary in a necropolis of marble tombs
might also be established underground, possibly might therefore be largely indistinguishable from
for religious or spiritual reasons but also because its surroundings, while one in a more modern
subterranean areas are generally cooler, slowing urban area might simply be located in the basement
the rate of putrefaction and allowing more time of a larger civil building.
and greater ease in preparing the dead.
Easy access to and from mortuaries is essential
Because the dead must be brought to mortuaries and this might be facilitated by anything from
such places are often established along good roads, ostentatious ceremonial entrances and archways to
especially those that can facilitate processions and unobtrusive and utilitarian entryways in courtyards
transportation by hearse, wagon, cart, or litter. or off of back streets. Such places might have
Waterways, in many faiths symbolic routes for the administrative areas, greeting rooms, or religious
souls of the dead or barriers to their movement, areas like chapels near their entrances, but the
might also serve as routes for transporting remains majority of the space within them will typically
to mortuaries (and possibly also provide water be devoted to storing, examining, and preparing
used for ritual bathing of the dead or to clean the dead. Religious symbols might also be present
embalming facilities). Location is less of an issue in publicly-accessible areas of such places (e.g.,
in more modern settings where good roads are very crosses on the walls of a Christian funeral home,
common, refrigeration is available, and water can symbols representative of the soul’s journey to the
be piped in, and in such cases mortuaries might be afterlife in pagan tombs or necropolises).
found near any burial grounds, places of worship,
Work will generally be performed in one or more
or relevant official civil buildings (e.g., hospitals,
rooms that are relatively open in design, allowing
city halls, police stations).
for ease of moving remains in and out of them, and
Mortuaries are generally fully enclosed and similar will typically be outfitted with slabs, tables, or
in architectural style to other buildings around gurneys on which morticians perform their work.

117
Additional typical features of embalming chambers access to the working areas of mortuaries and will
and other work areas will include surfaces for generally be accompanied at all times by attendants
instruments of various sorts, storage areas for or functionaries.
equipment and materials, containers for waste, and
Characters might visit mortuaries to determine the
a good source of light.
fate of friends, pick up the personal effects of ones
One or more walls in either work or storage areas who have died, or investigate suspicious deaths.
might be devoted to multiple rows of apertures — They might need to infiltrate such places if their
with or without doors — that are used to store the motives are not seemly, or if they are themselves
dead when they are not being worked on, and these criminals, under suspicion, or hoping to retrieve
might be cooled or refrigerated in accordance with some important evidence or personal items that
the prevailing level of technology. will not be released to just anyone. Characters
might also have some affiliation with such places,
Regardless of the era or level of technological
whether as morticians, forensic examiners, clergy,
sophistication, a mortuary is likely to be relatively
or other staff, and might use these connections to
quiet. Such places may well also smell of blood,
facilitate investigation of things like conspiracies,
death, or rot; the chemicals, herbs, or minerals
unusual evidence, or discoveries that someone
used in embalming and other funerary processes;
apparently dead actually is not (possibly exceeding
or possibly of incense and other substances used to
the authority accorded to them or finding ways to
mask the odors that would otherwise prevail.
enter areas to which they do not normally have
Other areas in a mortuary could include residences access).
for attendants, staff, or priests, or amenities like
Mortuaries in a fantasy setting might benefit
washrooms, cleaning and laundry facilities, and
considerably from magic, perhaps only cosmetically
breakrooms and eating areas. Crematoria will also
for covering the stink of death with spellcraft,
be present in mortuaries that perform cremation of
but possibly also to include magical preservation
remains, usually near to the boiler or furnace room
or refrigeration, occult forensic procedures, and
for the facility if it has one, with easy access to
investigative spells or rituals. Priests of the dead,
work, preparation, and delivery areas.
or the minions or avatars of gods thereof, are much
Most people encountered in a mortuary are likely more likely to function as staff or consultants to
to be staff, which might include morticians or the staff, especially if there is a possibility that the
forensic examiners, attendants that function deceased might move about, speak, or otherwise
as orderlies, and administrative personnel like continue to interact with world of the living or
secretaries or receptionists. Priests might also be pose a threat to it.
present, whether as staff or residents in a culture
Mortuaries in technologically advanced settings
where the preparation and examination of the
will almost certainly be more sanitary that those
dead is conducted by religious people, while
from earlier periods, possibly disposing of the
accompanying grieving friends and relatives, or
remains of the dead entirely via disintegration
while performing some other official functions
or rapid decomposition and preparing virtual
(e.g., funerary rites).
remembrances or holographic personas to interact
Other visitors might include those who have come with surviving family and friends. Other sorts of
to identify remains, participate in the preparation advanced mortuaries might be clone banks, where
of the body or planning of funeral services, or to personal clone hosts await installation of souls of
collect personal effects. In some settings police the deceased, or virtual realities in which the stored
or constabulary might also be present, seeking souls of the departed can say goodbye to loved ones
clues from the remains of the dead or awaiting or even adjudicate their wills posthumously.
results of forensic examinations, and journalists
Depending on their views of death and the
or other interested parties might be there seeking
afterlife, mortuaries for non-Human races might
information for their own purposes. Whatever
differ in various ways from those described here.
the case, visitors are almost never allowed free
A Dwarven mortuary, for example, might be

118
established in a family crypt, require those close
to the deceased to prepare the body, grant relations
the opportunity to consult with the spirits of their
ancestors, and strictly prohibit entry by outsiders.
An Elven mortuary might be a garden in which
the remains of those departed are encouraged to
return to the earth and waters from which they
came, while priests counsel spirits that cling too
strongly to the living world. Hobgoblin armies
might carry their mortuaries with them, setting
them up with the healers and baggage trains to
better treat the wounded, safeguard the dead from
scavengers and looters, and prepare the slain for
interment and the afterlife. A Halfling mortuary
might be a true necropolis of mound houses all
but indistinguishable from those of the living, in
which the dead are prepared for an afterlife similar
in appearance to the one they left when they died.

Adventure Hooks
• A particular mortuary is selling harvested
internal organs and other body parts to
necromancers and evil mages who might use
them in anything from potions to animated
undead monstrosities. After having to put
down a composite horror that included parts Quarry
of a departed friend, the heroes must find the A quarry is a type of mine from which stone, gravel,
mortuary responsible, shut down the scheme, pebbles, or sand are extracted and might variously
and retrieve the parts already sold so that their be cut into the side of a hill or mountain, take the
companion can rest (or be resurrected if that is form of an open pit in the earth, or be completely
an option). subterranean. Regardless of the form they take, the
intent of quarries is to expose veins, vertical faces,
• A priest of the God of Death approaches the
or beds of fresh stone so that they can be extracted.
characters on behalf of a recently-slain ally and
Clay pits, typically located in low-lying river
tells them that the soul of this hero cannot move
deposits, function like quarries in many ways.
on to the afterlife unless he is buried with his
magic sword. The last time anyone remembers Celebrated quarries include Mount Pentelikos,
seeing the weapon in question, however, it was which supplied marble for the buildings of the
in the talons of the demon or other monstrosity Acropolis in Athens; Penrhyn Quarry, the largest
that killed the fallen hero. slate quarry in Wales and a flashpoint of labor
activism; the vast underground quarries beneath
• The Nine Lords of the Underworld, undead
Paris; Rano Raraku on Easter Island; and Marble,
priests of a benevolent death god, have lost one
Colorado.
of their number to the forces of entropy and have
chosen a character who is a priest, paladin, or Because their products must often be removed in
other religious practitioner to join their ranks. large blocks or slabs — particularly when single
This character must decide whether or not to pieces are desired for things like monumental
accept this grim accolade and immortal service sculpture, lintels, or foundation blocks — quarries
in the name of death, or to defy and, possibly require easy access right up to their work areas
with the aid of his allies, even battle and attempt for heavy wagons or whatever other means of
to destroy the undead clerics. conveyance are being employed (e.g., log rollers).

119
Thus, more than other sorts of extractive sites, or brick. Other stones — such as soapstone, flint,
quarries are likely to include broad horizontal and chalk — are typically used for everyday items
access tunnels (called adits), cuttings, built- or industrial materials rather than as building
up roads, or horse-drawn tramways (which, components.
historically, encouraged the earliest uses of railed
Within nations that commonly build or sculpt in
vehicles in some nations).
stone, any substantial rock-built village or town
Once exposed to air and removed from a rock vein, needs at least one quarry within easy transport
certain types of stone change their characteristics distance, and a large city or metropolis likely has
significantly, from an initially soft and easily- access to several bulk stone quarries and at least
worked state to a much harder consistency. This one well-known source of particularly fine stone
provides an incentive for stonemasons who wish to for its sculptures and significant buildings. In rural
use such rocks to set up workshops within or near regions, intermittently-worked quarries may have
a quarry in order to more easily finish their stone supplied materials for several nearby large edifices
blocks on site. of stone, such as temples and castles, and large
and well-known quarries may export their produce
Architects generally seek, if they can, to obtain
to form the foundational industries of villages or
building stone of suitable quality from nearby
towns.
quarries — supplemented by any materials they can
reuse from demolished or ruined structures already Quarrymen, often working from scaffolds, split out
on their building sites — as the greatest part of the large sections of rock, typically by cutting a series
cost and labor of acquiring cut stone often consists of slots to each side and below a chosen piece,
in transporting the blocks overland to building drilling a row of holes along the desired break line,
locations. Some stone, however, is so unique in and then splitting the rock between them using
its beauty or symbolic significance to a particular hammered wedges; water poured into the holes
project that it justifies transportation over great and allowed to freeze overnight; or alchemical
distances and even river or sea passages that may compounds that corrode, crack, or blast apart the
require purpose-built ships or oversized barges. stone. Work crews may use ropes, pulleys, rollers,
Such projects sometimes also employ powerful and ramps to lower stone blocks safely to the floor
magic, such as the spells with which Merlin was of a quarry, particularly if working at a higher
said to have brought the components of Stonehenge level where the rock would break apart if simply
from Ireland. Similar tales are told concerning the dropped.
city of Nan Madol on the Micronesian island of
Sheer cliffs with unstable edges, minor rockfalls,
Pohnpei.
and large-scale collapses all pose deadly risks
Types of stone most commonly quarried include to workers or to incautious visitors to a quarry.
granite, marble, and slate, which have hard-wearing Inactive workings collect rainwater in deep,
surfaces, split cleanly into rectangular blocks, and stunningly cold pools, where those who swim or
show a pleasant grain and color that is sometimes fall in unprepared can easily drown. And years of
enhanced by interesting veins and inclusions in exposure to the dust and chips from broken rock
the case of ornamental facing stones. Sandstone abrade the skin and lungs of lifelong workers.
(such as brownstone), limestone (such as Jerusalem
Because quarrying is hard, isolated, and often
stone), and volcanic tuff are also used in many
dangerous work, it is sometimes relegated to
regional building traditions and, when quarried in
convicts, prisoners of war, or slaves. At the other
great volume, may give a distinctive character to
extreme, however, it is also possible that small
the architecture of a city or a group of towns.
groups of skilled workers might be able to exploit a
Some of the most favored types of stone might be particularly valuable sort of stone and thereby earn
exported to other nations, where, due to their cost, an independent living superior to what they might
builders might only use them for corners, wall otherwise be able to achieve.
surfaces or veneer, and sculpture, making up the
Stoneworking tools can make very effective
bulk of structures with locally-cut blocks, rubble,

120
weapons, so quarries worked by slaves or prisoners
need substantial and attentive guard forces. If a
quarry uses alchemical substances to break rock,
criminals or plotters can use the same methods
to get into secure vaults, collapse buildings, or
otherwise cause mass destruction, so the owners
typically keep such compounds in secure areas and
impose stringent accounting procedures to ensure
no amounts go missing. Beyond these special
circumstances, a quarry’s product is only valuable
in large quantities that cannot easily be carried
away and its tools are not especially valuable, so
security might end with a fence and warning signs
to deter outsiders who might be seriously injured or
killed. Because nobody other than quarry workers
ought to be anywhere on such a site, trespassers
might inadvertently fall victim to operations like
rock-blasting that take no account of their presence.
Dwarves show great ability as quarrymen, as they
do with all stone-working trades, although in their
own estimation this is only a second-rate profession
compared to the glories of stonework carved in situ
from the living bedrock. Other fantasy races with
an affinity for stonework and mining might operate
quarries in a given setting, most notably Gnomes,
Kobolds, and some Giants.

Adventure Hooks
• Quarry workers unearth the remarkable and
valuable skeleton of a giant or primordial beast, Tannery
or even the still-living body of an immortal Tanneries are places where the skins of animals
creature that has survived uncountable ages are removed and processed into leather that can
trapped in the stone. Scholars or cultists thereafter be crafted into items of all sorts. Tanning
interested in the find might conspire against of skins to make leather involves physical and
each other to take possession of it, even chemical changes through long steeping in pits
resorting to fraud or violence. And, a creature filled with tanning solution that is traditionally
not so inert as it initially appears, may become made from tree bark, oils, fats, alum, or alchemical
animate at night to slay and feed among the compounds. The most rigorous of these processes
local inhabitants. can make “true” leathers capable of withstanding
repeated wetting.
• Villagers ask the party to find a peasant lad
who disappeared some time previously. Most common process for supply of bulk quantities
Unfortunately, the young man was chased (e.g., of leather from the hides of cattle or similar domestic
by bandits or some frightful creature) over the beasts generally starts with purchasing skins from a
edge of a disused quarry, where he drowned. butcher; washing and rehydrating them; removing
His body may never be found and the full their hair and remaining flesh by first soaking them
circumstances of his death ascertained unless in stale beer, urine, or lime and then scraping them
the players can assemble obscure clues to find with characteristic two-handled blades; soaking
the location where and how he died. them in either a warm solution of dog or pigeon
dung (a process known as bating) or drenching

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them in fermenting grains; soaking them in old and with the handling dead bodies and filth. Tanners
spent tanning liquors; and then tanning them for themselves require considerable strength to haul
a year or more in pits layered with shredded bark. about and pummel heavy, waterlogged hides
and, like certain other occupations, benefit from
After drying, the tanner generally sells the rough
a deficient sense of smell. Lime burns are an
leather to craftsmen known as curriers to soften,
occupational hazard, but tanners are mysteriously
scour, polish it to the necessary texture for its
resistant to diseases, perhaps because the stink is
intended use by the separate trade of curriers, and
so acrid that the plague itself hangs back, or due
sometimes dye it.
to certain molds that grow about their workplaces.
In places regulated by guilds, it is often forbidden
Tanneries run by non-Humans could vary from
for a butcher to be a tanner or a tanner to be a
their real-world counterparts in any number of
currier, in order to encourage free-market dynamics
ways. One of the most significant deviations might,
between those involved in the different stages of
in fact, be the sorts of hides they are willing to
leather production and to help ensure the quality
work with, to include ones that are possibly alien,
of finished goods.
distasteful, or simply taboo in many societies (e.g.,
Whittawers are tanners who use different pastes those of rats, giant insects, or people). A coarse
combining alum, salt, oatmeal, or oils to produce sense of aesthetics and tolerance for noxious
smaller, less durable, but more finely-cured skins conditions might also contribute to tanneries
from such animals as dogs, goats, sheep (first being somewhat more prevalent in humanoid
stripped of wool by the fellmongers), and deer, societies, or at least more conspicuous within their
while skinners or furriers preserve pelts with the communities. Goblinoids in particular are, in any
fur still attached. event, well known as tanners and for incorporating
leather and hides into their clothing, costumes,
Tanneries are usually fairly sizable, requiring large
and war gear. More refined folk like Elves, on the
open areas like sheds or covered yards for tanning
other hand, might eschew use of such places at all
pits, vats of urine, and air-drying of hides, but any
or found ways to make them much less unpleasant.
structures associated with them tend to be rude
and roughly built. Tools present in such workshops
Adventure Hooks
generally include the shovels and poles needed
• A blight among the local cattle has decimated
to work the tanning pits, knives for de-hairing,
their numbers and threatens to cause the
fleshing, and shaving, stiff brushes, burnishing
otherwise thriving tannery and leatherworking
stones, mallets, stakes, beams and workbenches,
industries to collapse. While there are
large tubs, and warm stoves for rapid controlled
presumably many long-term solutions to this
drying.
crisis, the best immediate remedy appears
Such places require access to stockyards such to involve travelling to a market town some
as those found at market towns but, due to their distance away, purchasing a herd of cattle, and
discharges of noxious smells and foul liquids, the driving it back to the affected community (all
other residents of a community typically require the while dealing with obstacles that might
them to be situated downwind and downstream include but not be limited to bandits, predators,
from all but the poorest residential districts. and bad weather).
Security is rarely a concern at tanneries, as there is • Dragon dung is an excellent material for tanning
usually nothing sufficiently portable worth stealing certain difficult skins — concentrated, highly
and in that tanners tend to be a rough and burly lot caustic, and available for the taking in deep
with tools that can readily serve as weapons. deposits — but collecting it is not the safest
of occupations. A tanner of exotic skins might
Tanneries are well known for an ineradicable
therefore call upon a party of adventurers to
stench of decaying flesh and ordure and, in some
return to the erstwhile lair of a slain Dragon
societies, their proprietors are relegated to outcast
to recover the materials necessary to properly
positions due to religious stigmas associated
process its hide.

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6
Mercantile Places

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W
ealth in various forms is a big part of most roleplaying games and characters often need a
variety of places to liquidate, spend, and safeguard the loot they acquire in the course of their
adventures. Such places are, naturally, among some of the most visited places in many campaign
settings, and those covered in this chapter include banks, brokerages, general stores, marketplaces,
pawnshops, scroll shops, slave pens, trading posts, and warehouses. While playing out every financial
transaction obviously does not serve the interests of a lively game, reenacting some of them can add a
new dimension to scenarios and allow for interesting and lively roleplaying. It can also allow characters
to utilize skills — such as appraisal, bargaining, or various areas of knowledge — that they do not usually
have the opportunity to use in the field but which can help allow them to get the most out of the wealth
they have acquired.

Places of a mercantile nature that characters are a rural general store will likely be run out of a
most likely to visit prior to adventures include the wattle-and-daub longhouse). Others, such as banks
city marketplaces and scroll shops, village general or warehouses, will likely consist of large, solid,
stores, and wilderness trading posts where they can purpose-built structures made of stone or brick.
obtain provisions and much of the conventional
Another thing mercantile places have in common is
and special equipment they might expect to need
a need for security that is more costly and stringent
on their quests. Locales many will need to visit after
than at almost any other sorts of establishments.
their adventures — if they are successful, of course
This is, naturally, in keeping with their function as
— include brokerages, where they can sell items
places used to store or actually safeguard various
they have decided not to keep; moneychangers to
sorts of valuable goods and wealth. Measures are
convert foreign currencies into local legal tender;
likely to include reinforced or solid-metal doors,
banks to safeguard excess wealth or arrange loans
the best locks available, stone or metal vaults, cages
to underwrite expensive ventures; and perhaps
or grills to separate customers from employees, and
even warehouses to store quantities of bulky items
the fulltime presence of armed guards. Magical or
that they need to hold onto for a period of time.
high-technology safeguards — if they exist in the
Characters who are especially unscrupulous or
milieu in question — will likely be employed as
unfortunate could also end up at slave pens in one
well.
capacity or another; those who need cash might
obtain it at pawnshops in exchange for items they In addition to the commodities kept in them, items
hope to reclaim at some point; and those in search present in mercantile places are likely to include
of certain kinds of goods might visit various sorts of ledgers, files, and forms for keeping track of
trade fairs. All of these sorts of places are described inventory and transactions; materials for writing,
in this chapter. sealing, and otherwise preparing documents like
receipts, invoices, and bank draughts; shelves,
Mercantile places that sell various sorts of things
containers, or other systems for storing — and
are likely to be found in communities of almost
sometimes for displaying — various items of stock;
any size, and even at crossroads or oases along
and whatever sorts of tables, desks, chairs, or
trade routes. Places that perform higher financial
other furnishings are required to facilitate comfort,
functions, however — such as banks — are not
document-handling, and interactions between
likely to be found in communities smaller than
customers and proprietors.
town size.
Whether the proprietors of various mercantile
While mercantile places can vary widely in size,
places dwell on the premises or not depends to a
construction, and appearance, one thing most have
large extent on the size, location, and affluence of
in common — to a lesser or greater extent and as
the establishments in question. While the owner
appropriate to their functions — is an effort to
of a country general store would almost certainly
project substance, affluence, and success. Some are
live in an adjacent backroom or loft, for example,
established in structures similar to those described
the manager of a bank would not likely have an
under “Buildings” in Chapter 1: Communities (e.g.,
apartment inside the establishment he runs.
an urban broker might operate out of a townhouse,

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Bank offer their services to the public at large, some
offer their services only to specific economic or
Banks are institutions that provide various sorts
of financial services and often have profound demographic groups (e.g., the wealthy, the poor,
influence over prevailing economic and political guild members, merchants, farmers, Dwarves).
circumstances. In a traditional ancient, Medieval, Likewise, in some societies banking might be
Renaissance, or fantasy gaming milieu, services controlled largely or entirely by members of certain
provided by banks will likely include safeguarding races, ethnic groups, or subcultures, or prohibited
valuables; accepting deposits of money; lending to the members of others.
money and investing in commercial ventures Security is paramount at banks and may be
of various sorts; issuing and cashing checks, greater at them than anywhere else. Indeed, in an
bank guarantees, letters of credit, and the like — age predating government insurance of banking
particularly to transfer money more safely between institutions, loss of assets from robbery could
distant countries — if such mechanisms exist in destroy a bank and those whose money is kept in
the milieu; and money-changing. Some banks may it. Traditional measures are likely to include stone
also have charters from the local government to walls, metal vaults, the best locks available, and
mint or otherwise produce coinage, banknotes, armed guards. Magical or exotic defenses, to the
or whatever financial instruments are accepted as extent that they are available, are more likely to
legal tender in the society in question. be employed in banks than in any other sorts of
Historically, banks have had strong links to commercial institutions.
international merchant enterprises and are among Non-Humans of various sorts tend to have their
the most profitable sorts of institutions. Real-world own attitudes toward or approaches to banking.
examples include Swiss banking, which dates to Elves tend not to trust institutions of this sort and,
the Middle Ages; the military order of the Knights to the extent that they might need to safeguard
Templar, which financed the activities of monarchs valuables or secure loans, they usually prefer to
until it was destroyed in the 14th century (probably turn to friends, family, or patrons rather than to
so that the king of France would not have to outsiders. Chaotic humanoids like Orcs or Gnolls
repay his debts to it); and the Florentine financial certainly have no appreciation for the concept of
institutions of the Renaissance. banking and are generally as suspicious of the idea
Commercial banks generally make money by of depositing valuables in them as places of this
charging interest, often at usurious rates, on loans sort are toward the idea of loaning money to such
and investments and by assessing fees for services peoples. Long-lived Dwarves, on the other hand,
like safe deposit boxes and money changing. Banks have great regard for the concept of compound
in some historical and present-day societies have interest, and of financing capital projects like
been prohibited from earning or paying interest, but mines or refineries with large loans that might take
these still typically profit through the assessment even centuries to repay. Gnomes in many settings
of fees. Deposits of money can usually be made for are unsurpassed as bankers and noted for the
free at commercial banks, and some of these funds elaborateness of both their interest schemes and
are then loaned out or invested in other ways, with the mechanical devices they use to safeguard their
a small proportion of them held in reserve to cover facilities.
depositor withdrawals and unforeseen demands.
Adventure Hooks
While most banks operate as private businesses • After the bank where their fortunes were
and for profit, it is possible for some — or all of deposited is robbed, one or more of the
them in particular societies — to operate as non- characters are ruined. In order to have any
profit institutions or to be owned and operated by chance of retrieving their fortunes, they will
the government or other public institutions. Such need to participate in an investigation to
banks — often called central banks — may be find the thieves and possibly take the lead in
charged with controlling interest rates and money apprehending and bringing them to justice.
supplies within a nation. And, while many banks

126
• Safe deposit facilities of banks often hold defeat the bank’s security, either by physically
articles of exceptional value — such as financial breaking into the vault (perhaps preceded
documents, jewelry, or powerful magic items by the still more difficult and drastic steps of
— or secrets and evidence that are worth even overcoming the guards or taking the customers
more (at least to their owners). Characters hostage), or by first obtaining the number and
who need to obtain a specific item held in a key and then employing some sort of disguise
safe deposit box might have to find a way to or subterfuge to pose as the legitimate owner.

127
an order — with suitable guarantees of payment
— and fulfill it as soon as he receives appropriate
goods or is able to acquire them from a third party.
Proprietors of brokerages are typically merchants,
bankers, or other characters skilled at appraising
the value of goods, managing inventory, obtaining
large loans and letters of credit, and reselling
commodities at a profit. Their workers tend to be
junior partners aspiring to develop similar skills
and business connections. Because large sums of
money and goods or commodities of great value are
exchanged at such places, brokerages are typically
well constructed, with reinforced doors, good
locks, and sturdy vaults. Those dealing with large
quantities of cash, goods that might be easily stolen,
or in high-risk areas will usually also utilize guards
or other proactive security measures. Whatever
protective measures are present will, in any event,
be commensurate with the value and volume of the
goods being dealt with, and might thus be similar to
those employed in banks, warehouses, or anything
in between, as appropriate.
Adventurers interested in quickly unloading
large quantities of swag might be encountered at
Brokerage establishments of this sort. Other clients might
Known variously as brokerages, factors of imports, include foreign merchants without the benefit of
and clearinghouses, institutions of this sort are contacts at local trading houses, those wishing
intended to facilitate the efficient sale of large to sell large quantities of goods in one place, and
quantities of goods, whether those of a particular — depending on local laws and mores — pirates,
kind or many different sorts with common privateers, or mercenary bands needing to liquidate
requirements for finance, storage, or transportation. their prizes.
One or more brokerages will likely be present in
most communities of city size or larger, and are most Adventure Hooks
prevalent in large urban areas and metropolises, • One or more brokers approach the characters
free trade zones, and other areas where intensive and offer to purchase as much of a particular
commerce is encouraged. commodity as they can lay their hands on.
Brokerages can assume a wide range of forms and Naturally, this is something that is currently —
sizes, from townhouses or small offices that conduct or expected by those in the know to be — in
business in a front room and store inventory in short supply. It is also something that might be
a back one, to sprawling warehouses owned and difficult to obtain or have inherent or incidental
operated by major trading houses. risks associated with it (e.g., an herb found only
in a range of hills recently overrun by a horde
Services available at brokerages typically include of Goblins).
having goods appraised and being able to sell them
in quantity at wholesale prices. Customers might • Less honest or experienced brokers entrusted
also be able to purchase items in large quantities with large sums of money and consignments
through a brokerage. As such places are generally of valuable goods are sometimes tempted to
clearinghouses for items that are soon after resold, borrow these funds temporarily to put together
however, it is more likely that a broker would accept side deals for their own profit — or simply to

128
embezzle as many assets as they can before village size or smaller, rather than towns or cities,
decamping and disappearing forever. If such where a broad variety of goods are available from
an attempt were ever discovered and revealed more specialized vendors (although in the modern
to a corrupt broker’s superiors or clients, world, box stores, corner stores, convenience stores,
they would likely take severe or even violent and many drug stores fulfill the same function in
retribution, and in anticipation of their anger urban and suburban areas). Many general stores
the thief might be driven to desperate measures in smaller and more isolated settlements are
to cover his tracks. A party of characters combined with other sorts of establishments, such
might be hired by the owner of a brokerage to as trading posts, post offices, or taverns. General
discretely investigate a possible theft of this stores are also variously known as village shops,
sort, or they might be drawn into a case of provisioners, traders, or company stores.
murder or kidnapping when the rogue broker
Merchandise at general stores typically includes all
attempts to silence someone who knows of his
sorts of dried and preserved food, including canned
misdeeds.
food if available; manufactured household goods
and tools; one or more sorts of bottled alcoholic
General Store beverage; outerwear like cloaks; outdoor supplies
General stores are retail establishments that offer like fishing gear, game traps, or bedrolls; and local
a wide selection of merchandise packed into a produce, crafts, and trinkets of various sorts (e.g.,
relatively small space, and are intended to allow ones affiliated with a nearby holy site). Such stores
people to purchase most of what they need at may also feature a wide variety of items that the
one time and to possibly order items not in stock. proprietor might have obtained second-hand or
Such places are typically located in frontier or from traveling salesmen or other sources and put
rural areas, oases or crossroads, or communities of on display in hopes of selling them.

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In the context of a roleplaying game, general stores — Proprietors of general stores can hail from a
particularly those in areas frequented by character wide variety of backgrounds and include petty
types — will carry most or all common items of merchants, former adventurers, and owners of
adventuring equipment. If there is a demand for other local concerns who have established such
them and local ordinances do not prohibit it, such places with an eye to increasing their incomes.
stores might also stock simple armaments for
General stores can be of any size and their forms
hunting, utility purposes, and personal defense,
will usually be determined by where they are
such as shortbows, crossbows, spears, daggers, and
located (e.g., a general store located in a timber fort
axes of various sorts, and perhaps even shields,
will probably be run out of a log building). Many
helmets, light armor, and second-hand pieces of
will be set in sunken huts, long houses, and the
heavier armor. More specialized items might be
other sorts of general purpose buildings described
available by chance (e.g., 10% or less) or if they
under “Buildings” in Chapter 1: Communities.
can be readily obtained locally.
Security measures at general stores are usually
Keeping the shelves stocked at general stores
not elaborate but are typically commensurate with
in especially isolated areas is often a challenge,
the prevailing level of threat — often with higher
and the proprietors of such places might thus be
levels of precautions in stores that remain open at
willing to purchase items obtained by characters
night — and those established in areas subject to
in the course of their adventures. Quantities they
banditry or other violent crime will likely be set
are willing to purchase will likely be limited by the
within protected areas. Most establishments of
amount of storage space and cash at their disposal
this sort are, at the least, equipped with doors and
and how quickly they believe they can unload
windows that are barred or which can be locked
them, and they will not likely be willing either
and/or shuttered when the store is closed. Many
to pay more than 50% of what they believe they
are also run by people who can generally take care
can sell them for or buy repeated consignments of
of themselves and who can count on support from
unusual items (e.g., foreign-made weapons). They
their neighbors or the local authorities.
might also be cash-poor — or claim to be — and
more willing to offer store credits than currency.
Adventure Hooks
Because merchandise at general stores must
• After the general store in a frontier area
usually be shipped there by merchants from other
frequented by adventurers is overrun by
areas, it is also sometimes much more expensive
humanoid brigands — and the owner either slain
than it would be at its point of origin. Storytellers
or prompted to cut his losses and go elsewhere
can determine, for the sake of simplicity, that the
— one or more characters might seize the
prices given for such items in the game represent
opportunity to open their own establishment
purchases from a general store; can deem that a
of this sort. Canny characters able to run a
general store charges double those prices (or some
business and properly protect such a place
other multiplier) because of isolation and restricted
might both turn it into a source of income and
competition where the items are being sold; or
use it as a headquarters for further exploration
can set prices based on how far afield a particular
of the surrounding area. Presumably, however,
general store is.
they will have to deal with the same threats
In any event, characters in especially isolated that shut down the previous store, and maybe
frontier areas — especially those where not- others as yet unknown.
particularly-benign rulers or cartels of traders hold
• When they visit the general store in an isolated
sway — might find themselves having to buy much
village they are passing through, characters
of what they need from “company stores” that
discover both that it is out of a number of key
charge extortionate rates for standard items. This
items they were hoping to purchase and that
might be the inevitable result of restricted supply
a number of locals are agitated because things
or inflation caused by gold flowing in from nearby
they need are also not available. Investigation
adventuring areas, but that is not likely to make the
will reveal that the last couple of expected
situation much more palatable.

130
shipments never arrived, but whether this specialize in just one or a few (e.g., produce and
is because they were hijacked, diverted, or foodstuffs, weapons and armor, cloth and textiles).
cancelled the proprietor does not know. She
Some societies also have a tradition of wholesale
would, however, be grateful for anything the
markets, places where practitioners of certain
characters are able to learn, which could also
crafts, trades, or professions can purchase the
be in their interests and help ensure they are
supplies they need to conduct their businesses.
able to obtain the things they need.
Historic examples include the Billingsgate Fish
Market, established in 1699 in London. Prices at
Marketplace wholesale markets will generally range from one-
Marketplaces are designated areas within many third to two-thirds those of full normal retail prices,
communities — whether permanent or temporary but minimum quantities must be purchased and
and open for a specific period each week, month, or might only be sold to members of certain guilds or
year — where a wide variety of goods and services those with specific licenses or permits.
can be conveniently purchased in one place.
A marketplace is often set in a large open area —
Historic examples include the weekly markets
such as the main square of a village or town or a large
held in the main squares of villages worldwide, the
square in a city — where commerce is conducted
seasonal markets held in major European cities, the
from temporary stalls that often surround some
agoras of ancient Greek city-states, the forums of
prominent central feature, such as a monumental
Roman cities, the grand covered bazaars of Turkey
statue or an ornate fountain. A marketplace might
and Iran, and the souks of North Africa and the
also be set in a purpose-built enclosed area, such as
Middle East.
a complex of covered arcades, or on a wide bridge
Wares available at marketplaces can vary widely. over an intra-city canal.
Any particular market might provide a general
In addition to merchants of all kinds, vendors
variety of wares, exclude certain things (e.g., those
might also include a wide variety of craftsmen,
that are considered contraband in the society), or

131
tradesmen, growers, and gatherers, all of whom Adventure Hooks
create, cultivate, or collect their wares in places • A local footpad attempts to pickpocket a
far removed from the marketplace and then avail character during a visit to a marketplace. At the
themselves of its central location to sell them. storyteller’s option, this attempt can be assumed
Criminals of various sorts are also often interested to succeed, possibly resulting in the loss of a
in selling things — including stolen goods and valuable or critical item and compelling the
contraband — and might attempt to use legitimate character to try to retrieve it or to somehow
marketplaces for these purposes, or hold their own offset its loss.
black markets at night or in isolated or unregulated
areas. • A character who has an unusual area of expertise
— such as an obscure language or knowledge
Customers at marketplaces include everyone about certain types of goods — notices a
from household servants with shopping lists to valuable book or ornament stacked carelessly
adventurers provisioning themselves for their next in a second-hand dealer’s stall. He or she might
expeditions. Marketplaces often attract many other seek simply to profit from this chance find but
sorts of characters, including government or guild might also be motivated to look into where the
inspectors; spies and secret policemen; various junk seller acquired such an item.
kinds of entertainers; pickpockets, shell-game
operators, and other types of rogue; and all forms of
proselyte and public speaker. They also frequently
serve as popular meeting places.
Pawnshop
Pawnshops are businesses that offer monetary loans
Whatever security is present at a marketplace will in exchange for items of value, which a proprietor
likely be as much a function of the organization known as a pawnbroker holds as collateral and that
and attitudes of the community as it is a response are subsequently referred to as pledges or pawns.
to any actual threat. In a city governed by guild Under the terms offered by such an establishment,
interests, for example, a patrol of guildsmen tapped the owner of the item is allowed to redeem it
to serve as a watch might patrol the marketplace. In within an agreed-to period of time for a price equal
an area ruled by a strong central government, on to the amount of the loan plus a fee that is usually
the other hand, security might take the form of a based on monthly interest. If, for whatever reasons,
police substation or guardhouse set up in or near the owner does not redeem the item within the
the marketplace. stipulated period of time then the pawnbroker is
entitled to sell it.
Characters might visit marketplaces in their
communities of origin or those they pass through Historically, pawnbrokers existed in China
in order to provision themselves or seek special from around 1000 B.C., were known to the
items needed for their adventures. They might ancient Greeks and Romans, and had spread into
also sometimes find it useful to obtain space and northwestern Europe by the 11th century A.D.
operate a stall for any number of reasons (e.g., to Such establishments were among the forerunners
sell at full value bulk quantities of some items they of modern banks and most, beyond merely making
have obtained, as a cover for spending time in a loans in exchange for the pledge of items, also
marketplace for some ulterior reason). served as moneychangers or performed other
financial functions, such as appraising items
Some marketplaces might also have specialized
for a fee. In the West, the historic symbol for a
areas within them peripheral to trade, such as
pawnbroker is a cluster of three gold coins or
shrines to deities of trade, mercantile courts,
spheres, and this is derived from the emblem of
special exhibits, chamber of commerce offices, and
the Medieval financiers of the Lombardy region of
the like. Various ethnic or racial minorities within
Italy. In China, on the other hand, the symbol for a
a larger community might also have their own
pawnbroker is a bat holding a coin.
marketplaces, or sections within existing ones, as
a means of providing goods and services for groups Pawnbrokers exist at all levels of affluence. While
that might otherwise have trouble obtaining them. many at the lower end of the spectrum trade mainly

132
in personal items of a relatively modest value,
those at the opposite extreme might be involved
in transactions involving items of monumentally
high value. In 1338, for example, King Edward III
of England pawned his crown jewels to Lombard
financiers in order to raise money for his war with
France, and King Henry V of England followed suit
in 1415.
Operations of pawnbrokers — including the interest
they can charge, the period of time they must allow
for a customer to redeem an item, and safeguards
they must take against receipt of stolen goods —
are usually closely regulated by authorities and
have traditionally been subject to many limitations
(most modern Western law related to pawnbrokers,
in fact, ultimately derives from ancient Roman
jurisprudence). Illegal variants on pawnbrokers
include loansharks, who do not necessarily accept
collateral but charge usurious rates of interest and
typically employ violence to enforce repayment;
and fences, who may strive to run operations
that look legitimate but specialize in purchasing
stolen goods and even working in collusion with
thieves (in such cases using the Pawnshop mostly
as a front to explain their possession of a variety of vary widely, from the liberal 3 percent per annum
valuables). in China to the much more usurious rates of 5 to 12
percent per month in most Western institutions of
Pawnshops cannot generally exist in societies that
this sort.
prohibit assessment of interest on loans, which
have historically included some Christian and most Periods of time that a customer has to redeem an
Islamic societies. Indeed, even when the operations item can vary widely from one region to another
of such financiers are not prohibited outright, and depend on the prevailing laws governing the
they might be harassed by zealous individuals or operations of pawnbrokers. This interval will
severally hampered by officials that dislike the almost never be less than a month and, in some
nature of their trade. societies, might be much longer (e.g., in China a
customer generally has up to three years to redeem
What a particular pawnbroker is willing or able to
an item).
accept can vary widely. Most, however, are eager
to deal in gems, jewelry, items made of gold or Many pawnbrokers operate shops where they sell
silver, musical instruments, and artisans’ tools. items that have not been redeemed by their original
Others might be disposed to deal in weapons, owners within the agreed-to period of time.
armor, horses, large items like wagons or vessels, or Proprietors of pawnshops might also be willing
even real estate. Very few will be willing to accept to purchase items outright for cash (e.g., for half
perishable items or things they do not think they their assessed value), and then offer them for sale
will be able to sell if unredeemed. immediately.
A pawnbroker usually lends much less for items Adventurers at almost any level of experience
than they are worth, and this amount will almost might periodically choose to avail themselves of
never be more than one-third of an item’s full the services of a pawnbroker, typically when they
appraised value. A customer can then buy back his need to finance an expedition but do not wish to
or her item for this amount plus interest. Rates can permanently relinquish the items they intend to

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pledge. A low-level warrior, for example, might
hock his best set of armor in order to buy additional
Scroll Shop
Scroll shops are stores that sell copies of scrolls,
equipment he wants on a particular dungeon-delve, supplies for writing them and other texts including
while a more experienced character might decide books, and peripheral items like scroll cases,
to pledge a sailing ship that he will not need for the inkwells, and pen knives. Specialists within this
overland venture he is planning. trade include vendors of art and drafting supplies,
Characters might also find it useful to purchase sellers of sheet music or religious tracts, and illicit
things at pawnshops. At least half the items in stock suppliers to forgers who are experts in matching
at many such establishments will sell for between papers, inks, and sealing-waxes. Associated
60 percent and 90 percent of their full market value, vocations include those of quillmakers, who make
so characters of limited means in particular might pens; papermakers; specialist jewelers who make
be able to find some good deals at them. signets and the like; and scribes, who are often
employed at scriptoriums.
Security is paramount at pawnshops and second
only to that of banks, or even equal to them in cases A scroll shop resembles the establishments of other
of the most affluent establishments of this sort. In small urban traders like apothecaries — typically
addition to the safeguards described in the section being somewhat smaller than a bookseller as
on banks, a typical measure employed by real-world its stock can be sold efficiently from stacks and
pawnshops in the Far East is to have a counter too bins rather than displayed individually — and
high for a typical customer to look over, requiring often occupies one of the smaller examples of
them to reach up to offer items for inspection. the tradesman’s establishments described under
Pawnshops are also more likely than most sorts of “Buildings” in Chapter 1: Communities. Keeping
financial institutions to be affiliated with Thieves’ such places dry and free of paper-eating vermin are
Guilds and other criminal enterprises and to have primary concerns.
their interests protected by them. Scroll shops normally contain numerous broad but
Amongst non-Human folk, Gnomes are those most close-set shelves to hold stacks of full-sized, rough-
noted for operating pawnbrokerages, especially in edged sheets of handmade paper, parchment, and
places like cities where they are in the minority. card in different grades; cutting-tables equipped
with long metal straight-edges; racks for ink-
Adventure Hooks pots and, if the establishment also compounds
• While characters may sometimes find good inks, containers of more varied nature for ink
deals at pawnshops, those who have failed to components, along with tools such as mortars and
redeem items at such establishments might pestles; pens and materials such as quills or strong
resent others who subsequently purchase reeds for hand-cut writing implements; several
them. Former owners of items unwilling to sharp little penknives and paper-slicers; needles,
accept their loss for some reason, to include thread, glue, and preservatives for bookbinding;
sentimental value or secrets associated with gold leaf for illustrations and page-tips; boards
them, might go to any ends to retrieve them, and rods of lightweight, clean-grained timbers like
including stalking, theft, and perhaps even birch for use as covers or scroll-battens; complete
violence. book covers in various materials; and tilted display
shelves for partly or fully-finished scrolls or books.
• An item for sale at a pawnshop at a very Scroll shops also might sell or broker orders for
attractive price might, unbeknownst to the specialized lamps and pieces of furniture suitable
pawnbroker, be imbued with a magical curse. for scriptoriums and drawing-offices (although
It is possible that the former owner has decided most have limited space and thus seldom have
to pawn such an item for less than its monetary more than one or two such items on display).
value and to then default on the loan as a way
to rid himself of it, thereby evading a magical Scroll shops are often suppliers solely to characters
restriction that forbids the item from being like sages or spellcasters, providing items that
either given away or sold. many inhabitants of an ancient, Medieval, or

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fantasy setting regard as luxuries or cannot
use at all (e.g., if they are illiterate). Because
manufacture of different kinds of scrolls, books,
and texts adheres to different standard sizes, colors,
qualities, and preferences, many such vendors also
specialize in catering to a specific set of customers
or do most of their business with members of a
particular academy or scholarly guild. Such places
are therefore most often found within or in the
immediate vicinity of large institutions of study,
such as universities, academies, monasteries, and
mages’ lodges, or gathered together within cities
in streets or precincts where many booksellers and
similar trades congregate.
Adventurers might make use of places of this sort
to purchase scrolls, to have such items inscribed to
order, or to buy supplies for accomplishing such
tasks themselves.
In smaller settlements, the services of a scroll shop
might be part of the stock-in-trade of an apothecary
or general store — although the range and quality gems or the blood or ichor of rare beings, and
of supplies available at such outlets will likely be writing instruments marked with runes or made
much reduced — or characters might visit a local from the quills or bones of magical beasts.
wizard’s tower or mages’ lodge to buy scrolls or
Proprietors of scroll shops more often possess the
obtain there writing supplies suitable for inscribing
expertise of scribes or bookbinders rather than broad
arcane magical texts.
arcane or literary knowledge and thus often tend to
Scroll shops that cater to wizards must provide at be more worldly and businesslike in manner than
least the basics required of their endeavors, such sometimes abstrusely enthusiastic booksellers,
as papers and parchments of exceptional quality, alchemists, or spellcasters. Their assistants might
giant squid ink purchased from whalers by the be either simple clerks or skilled journeymen
cask, fresh quills from hippogriffs or the like, and learning their trade from the proprietor.
an array of ink components that correspond to the
Although much of a scroll shop’s stock is very
various schools of magical study represented in the
valuable and expensive, their uses are also very
game milieu. Spellcasters demand a high degree of
specialized and a thief might have considerable
probity in the provenance of such materials as well,
trouble effectively fencing them. It is thus usually
as a wizard relying on components that he assumes
uneconomical for owners of such places to employ
to be of real quality might meet with disaster if they
complex security precautions beyond shuttered
are actually counterfeit.
windows and locked doors, along with inducing
In the case of wizards’ tomes in particular, the the city watch to keep an eye on the place during
unearthly potency of greater magic spells is more their nightly patrols. If a scroll shop holds highly
than ordinary writing can express and in some valuable items, however, such as finished magic
traditions requires a certain proportion of the scrolls or gemstones, the place may have protections
magical effect actually to be bound into the pages equivalent to those of a jeweler or pawnbroker,
of the book. This can be accomplished by using including keeping only a few sample items on
writing materials that have an innate magical display in sealed cases and fetching goods from a
correspondence to the forces that the spell seeks more secure back area upon request. A proprietor
to harness, such as pages made from the skins of might also take the most expensive items home at
diverse creatures, inks that incorporate crushed night if he lives elsewhere, accompanied by guards

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of whatever number and competence are required possible for there to be secret slave pens in areas
to ensure his safety. where slavery is prohibited and where the trade
in people must be conducted illicitly, typically
Adventure Hooks hidden inside buildings with different outward
• Scroll shops involved in the production or sale purposes or in remote locations.
of magical scrolls, spellbooks, and other written
Physical security measures at slave pens are
works may constantly be in need of appropriate
designed both to keep slaves confined and to
exotic components for inks, quills, writing
prevent others from either stealing or liberating
media, and the like (e.g., kraken sepia as the
them. Specific elements are likely to include
basis for any special ink, cockatrice feathers for
paddocks, cells, or cages for single prisoners or
penning spells related to petrification, flayed
groups of them, which are further secured by their
demon hide for parchment of scrolls inscribed
containment within larger structures like dungeons,
with protections against such monsters).
prison-like buildings, or walled compounds.
Obtaining such materials might form the basis
of complete adventures or periodically serve as Any particular slave pen might also include
a source of additional income for characters. barracks for guards, apartments for the chief slavers,
and possibly even quarters for visiting merchants
• An investigation into a crime might hinge on
at the largest facilities. Other areas within a slave
finding the source of a mysterious note or letter,
pen might include locations where slaves are
prompting characters to seek out the expert
displayed and auctioned off, possibly including
knowledge of papers and inks possessed by
things like raised platforms for those being sold to
the owner of a scroll shop (who might hesitate
stand on or parade across, with secure seating or
to reveal details that could incriminate him
standing areas for buyers; bathhouses where slaves
in unlawful events if the materials did indeed
can wash and be groomed prior to being auctioned
come from his store).
off; kitchens for preparing food for slaves and staff
alike; forges to maintain metal shackles, bars, and
Slave Pen weaponry; stables for draft animals and storage
Slave pens are places where Humans — or the areas for wagons or other conveyances if slaves
members of other intelligent races — are bought, are transported in this way; areas for branding or
sold, and temporarily imprisoned while their otherwise marking slaves if this is the custom; and
disposition is being determined. Such facilities are possibly vaults or secure storage areas of some sort
run by slavers, amoral or evil individuals who have, for money and other goods used to purchase slaves.
to varying extents, the attributes of merchants,
There might also be areas used to test specific
raiders, man-catchers, and prison guards.
desired capabilities of slaves (e.g., sparring yards
Places of this sort are typically located in areas where the combat abilities of potential gladiators
where there is a demand for slaves, especially large can be assessed) or places to punish or execute
cities or market towns in agricultural areas where rebellious or troublesome slaves — although such
plantations or industrial operations like mines practices will likely be rare except in extreme
predominate. Smaller, fortified slave pens might cases where they are deemed necessary or under
also be operated in places near to where victims are conditions where so many slaves are available that
captured and thereafter sold off to slavers intending they are somewhat devalued.
to take them to other locations for resale.
Personnel at a slave pen might include one or
Communities in evil, amoral, or oppressive states more slavers, who likely own or manage the site;
that are also highly organized are the most likely to a contingent of guards to oversee, control, and
allow slavery, which will likely be illegal in nations move slaves around as needed, possibly reinforced
where concepts like good or personal liberty are with dogs or other trained beasts; and a staff of
valued. Likewise, slavery is also likely to prevail attendants, cooks, and menials — possibly slaves
in disorganized areas beyond the effective reach themselves — to perform necessary chores around
of any sort of enlightened governance. It is also the facility.

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In a traditional fantasy setting, demihumans
like Dwarves, Elves, Halflings, and Gnomes will
generally be revolted by slavery and not practice it
in any widespread way or at all. Evil humanoids,
on the other hand, will readily capture, keep, buy,
and sell slaves. Hobgoblins tend to see prisoners
as valuable commodities that are a product of
their warlike culture and thus the most likely to
practice slavery in an organized enough way that
they require commercial pens; physically weak
Kobolds often keep slaves to perform heavy labor
for them; and more chaotic peoples like Orcs and
Gnolls might be inclined to capture anyone they
can and to sell them into slavery but are much less
likely to do so in any sort of systematized way or to
themselves run facilities for such purposes.

Adventure Hooks
• While adventuring in a wilderness area,
characters might fall into the hands of slavers
and be transported to and then imprisoned
in a slave paddock pending their sale. Such
characters might variously have to escape prior
to their sale, help other prisoners to escape too,
or even confront the slavers and put them out
of business.
Trade Fair
Trade fairs are periodic, often annual or seasonal
• Characters in settings where slavery is events that are generally held at specific locations
widespread might decide to generate a little extra to allow merchants from one region to sell goods,
income by capturing and bringing to market commodities, agricultural produce, or livestock
some of the people — whether opponents or to their counterparts from another. They are
not — that they encounter in the course of their differentiated from traditional markets in that
adventures. This sort of potentially profitable they are often somewhat bigger, much more
opportunism, however, could lead to censure infrequent, and sometimes intended primarily to
from institutions with which the characters wish serve middlemen and representatives of various
to remain on good terms (e.g., temples affiliated industries rather than actual consumers, but some
with good-aligned deities, local governments of seasonal fairs are notable exceptions. Events of
areas where slavery is prohibited), and possibly this sort typically lasted anywhere from a week to
even make them the target of retribution from a month.
formidable anti-slavery factions.
Preeminent among events of this sort during the
• It is possible to build an entire campaign Middle Ages were the Champagne Fairs, a cycle
based on the suppression of widespread slaver of six related fairs held in northeastern France
operations. Such a series of adventures might most notably during the 12th and 13th centuries.
include encounters with raiders in the field, In particular, these fairs allowed merchants from
attempts to rescue captured friends, attacks northern countries like the Netherlands to trade
on slave pens and stockades, forays into the directly with those from Italy and the Mediterranean,
dungeons beneath slaver redoubts, and assaults and were noted especially for being venues where
against the headquarters of slaver organizations cloth, textiles, furs, leather, and spices were sold.
that ultimately conclude in direct confrontation One of the most notable examples of a Renaissance-
with the slave lords themselves. era seasonal fair was the Christkindlesmarkt held

137
in the German city of Nürnberg, which specialized over such an event and minor government or guild
in food, drink, gifts, and other goods associated officials of various sorts will keep things running
with the winter holidays. World fairs and industry and address problems as they arise.
trade shows are modern equivalents of early trade
Appearance of trade fairs and infrastructure
fairs in most respects.
associated with them can vary widely based on
Certain conditions are required for there to be factors like what participants are trying to project,
a demand for trade shows or the possibility of expectations of attendees, and available resources.
holding them, to include relatively complex On the one hand, venues for such events might
regional economies (possibly with the existence of simply be divided up into lots sufficient in size
credit instruments that can allow travel without the for the inventory associated with each vendor and
need to carry large quantities of cash); some degree without anything beyond what might be necessary
of political stability; a general state of prosperity, to protect goods from the elements or keep it
at least at some levels of society; a desire for secure (e.g., tarps, wagons). At the other end of the
trade between disparate areas; sufficient surplus spectrum, vendors might erect elaborate pavilions,
goods and commodities to sell; and the support of construct temporary buildings, and otherwise
governmental authorities at the site of such events transform a previously empty area such that it
and the routes leading to them. takes on the appearance of a small city. Any given
trade fair might incorporate aspects from both
Indeed, while some small-scale trade might exist
extremes, with the most prominent vendors vying
even in subsistence economies, unorganized
for impressive setups in premium locations and
wildlands, or warzones, large-scale trade fairs
smaller and less-affluent ones making due with
cannot. Climate change, plague, and a series of
more modest displays and marginal spaces (it may
wars, for example, all contributed to the ultimate
strike some readers that a perfect example of this
decline of the Champagne Fairs, and Nürnberg’s
dynamic can be found in the exhibit hall at Gen
Christkindlesmarkt was not held in the decade
Con and some other large game industry events).
from 1939 to 1948, during World War II and in its
aftermath. Because trade fairs are such important events to
the communities hosting them they often have a
General locations for trade fairs tend to be at the
variety of affiliated public activities, even in cases
intersections of major trade routes, roads, and/or
when the event itself is intended primarily for
navigable waterways, and also frequently near seats
traders. Such activities might include elaborate
of political power or government administration.
opening and closing ceremonies, parades, smaller
Specific sites for such events within appropriate
general or specialty markets, carnivals, plays and
general locations can vary widely and, depending
other forms of entertainment, and vendors of all
on availability and the values of a particular
sorts.
society, might include community fair grounds;
main market squares of cities; the plazas before Accommodations might become limited or
governmental buildings or temples; on the grounds unavailable in areas where trade fairs are taking
of anything from aristocratic estates to monasteries; place, or found only further way than is convenient,
or in huge purpose-built structures. Warehouses and will certainly be more expensive than they
sufficient to hold incoming goods would almost otherwise would be. Attendees at such events might
always be situated in or adjacent to the site of a fair. deal with this by camping in their exhibit areas
if this is permitted or at nearby areas designated
Merchants, bankers, moneylenders, and their
for these purposes (and it is possible that senior
designated agents are, of course, the primary
merchants will stay at inns or with local associates
attendees at trade fairs, but many other sorts of
while their junior partners and subordinates avail
people might be associated with such events,
themselves of more humble options).
including teamsters and laborers to transport goods,
craftsmen to create exhibits, and heralds to make Other service places in the area around an ongoing
announcements. A local nobleman, guildmaster, trade fair, such as taverns or public kitchens, will
or mayor might serve as a master of ceremonies be crowded and possibly more expensive than

138
usual, but this may be offset to a great extent by financial assets to attend trade fairs that are not
food and drink vendors operating out of temporary reasonably safe, organizers of such events take
or mobile locations (e.g., stalls, wagons). security associated with them very seriously.
Security at trade fairs is typically provided by Characters might deliberately visit trade fairs
whatever authority rules over the area where an for any number of reasons, which could include
event is held and will likely include the local attempting to offload or obtain large quantities of
equivalents of guardsmen, watchmen, and maybe particular goods or commodities, either on their
even soldiery. Places of this sort might also have own behalf or as agents for others; working as
dedicated security forces, such as the “Guards of the security personnel; or seeking illicit gain in the
Fair” commissioned and given judicial authority form of petty theft or sizing up merchants they
by the local counts to police the Champagne Fairs. hope to rob once the fair is over and they set off
Security along routes leading to the sites of trade for home. It is possible, of course, that characters
fairs will likely be the responsibility of state-level might also simply end up at trade fairs incidentally
authorities and might involve collaboration with — during the course of travels and adventures that
and possibly coercion of — independent or semi- take them into the locations where they are being
autonomous regional powers. held.
Many participants in such events will have their In settings with non-Human populations trade fairs
own private guards as well. In any case, because might have any number of interesting variations.
merchants, moneychangers, and other interested Dwarves or other subterranean peoples, for example,
parties will not travel great distances or risk could conduct commerce with surface-dwelling

139
Humans at trade events held in played-out mines
accessible to both parties, bringing minerals, gems,
Trading Post
Trading posts are places established for the
fungi, and other commodities from deep beneath purchase, sale, and exchange of goods along and
the earth to exchange for goods and foodstuffs at the junctions of roads, rivers, and other travel
otherwise unavailable in their homelands. Centaurs venues, or in far-flung regions where specific kinds
from a rugged mountain region rife with grapes of commodities can be obtained. Many such places
might travel down to a foothill town once a year are consequently located in remote areas, along
to trade wine they have produced for things they frontiers, or in sparsely-populated or wilderness
cannot manufacture themselves. Goblinoids could areas. A certain amount of risk and hazard is
conclude the military campaign season by holding therefore generally associated with commercial
fairs to sell captured weapons, armor, prisoners of enterprises of this sort, and they are often run
war, and other booty. Such events need not involve by hardy adventurer-merchants and reinforced
Humans at all, of course, and two disparate clans with fortifications and troops. Trading posts can
of Elves, for example, might meet twice a year on range in scale from lone buildings or small walled
some neutral ground to exchange resources unique compounds on lonely coasts or in deep forests to
to each of their respective domains. entire fortified cities at isolated oases. Such places
quite often have little of value associated with
Adventure Hooks them other than their locations between lands with
* Hoping to profit by affecting the availability of tradeable resources.
certain goods or commodities, an unscrupulous
aristocrat with lands adjacent to the roads leading Historic examples of trading posts include
to a prominent trade fair has been hiring bandits legendary Timbuktu, in what is now Mali, which
to prey upon merchants travelling in to a trade linked the trade routes of north and west Africa
fair. Characters might end up being among the with those of Europe; the Black Sea city of Caffa,
expendable and disavowable ruffians employed founded as a trading post by Genoa in the 1300s;
for such purposes; might encounter them in the the trade and slaving stations established by the
course of their own adventures; or might be hired Portuguese along the coasts and spice routes of
by those interested in maintaining stability for the Africa, Arabia, India, and Southeast Asia in the
trade fair to interdict the attackers (and possibility 15th century; and the outposts built throughout
investigate and uncover their motives). North America by the French and English,
especially those of the Hudson’s Bay Company,
* Characters might be rewarded for some task for purposes of trading with native populations
with, or otherwise obtain, a great quantity of and obtaining commodities like furs. Legendary
some commodity that cannot be easily liquidated examples include the Keep on the Borderlands
wherever they happen to be (e.g., a number of tons from the Dungeons & Dragons adventure of the
of wool, wine, or ore). Their options might therefore same name, which functioned both as a military
include abandoning or selling at some greatly base and a fortified trading post.
discounted price the commodity in question or
personally transporting it to an upcoming seasonal Goods available at trading post “general stores”
trade fair and vending it to merchants coming to traditionally include manufactured goods or other
acquire it there. resources that are typically unavailable in the area
in question. Such goods are often sold at far higher
* Characters might be approached by a participant prices than they would be at their points of origin
in a trade fair — e g., because it is a friend or and are frequently traded primarily for whatever
relative of theirs, because they are known to have commodities are abundant in a particular area (e.g.,
appropriate skills — and asked to help construct gold, ivory, slaves, furs).
with limited time and resources the best possible
display pavilion they can. They might be provided Various services are also typically available at
with a budget, might be offered a stake in whatever trading posts, to include blacksmithing, stabling,
is sold at the fair, or might simply be asked to do so warehousing, drinking, dining, watering, and
as a favor or to pay off a debt of some sort. sleeping facilities.

140
Security at a trading post will be commensurate
with the level of threat prevailing in the
surrounding area, which by the very nature of
such an establishment is likely to be wild. A small
trading post will thus, at the least, likely take the
form of a sturdy timber blockhouse, while larger
ones will include multiple secure buildings
enclosed within a defensible stockade of some sort.
If there is enough at stake and adequate investors
to support such an endeavor, a particular trading
post — or the organization behind it — might even
have a body of its own troops (e.g., the British East
India Company had its own military forces and
used them, especially during the 18th century, to
act virtually as a sovereign power).
Proprietors of trading posts — all of them seeking
to make their fortunes — will likely include
opportunistic adventurers, ambitious junior
members of trading guilds and cartels, and minor
bureaucrats of nations that pursue diplomacy and
influence through trade.
Humans, who tend to exemplify an entrepreneurial
spirit more so than any other race in a traditional
fantasy campaign setting, are the most likely people options including trying to escape from the
to found trading posts, but there can certainly be invested site, joining in its defense, or trying
exceptions to this general rule. Mercantile Gnomes, to figure out exactly why it is being attacked (if
for example, will sometimes invest or participate the goods it contains are not sufficient reason).
in trading ventures that include the establishment • Adventurers stopping off at a trading post in
of trading posts, and Dwarves will sometimes the course of an unrelated journey through
construct places of this sort in areas where their barbarian lands might strike up a conversation
peoples are conducting activities like prospecting in the place’s tavern with a dissipated character
or mining. who claims to know the whereabouts of some
Adventurers often patronize trading posts in the fabled site or treasure. Although the stranger
neighborhood of ruins, ancient tombs, or other has lost all his equipment, or simply lacks the
places of interest to them. In a traditional campaign wilderness skills or courage to go to the place
setting, characters typically use such places to himself, he may offer to draw a map or could
equip themselves before expeditions, liquidate possibly be persuaded to serve as a guide. The
their loot and dissipate some of the proceeds after story might be genuine or merely a ploy to lead
their adventures, and bivouac in relative safety in the characters into an ambush or convince
between them. them to disturb some dreadful creature, and the
stranger himself may be more than the derelict
he seems to be.
Adventure Hooks
• A local warlord with a grudge against someone • A trading post — the most substantial collection
inside an isolated trading post launches an of buildings in a recently-settled wilderness
attack against it with his mixed horde of region — becomes a refuge for survivors as a
Human, Hobgoblin, and other humanoid horde of vicious creatures (e.g., humanoids,
toughs. Characters trapped within the outpost aberrations, undead) ravage the area and
must decide what they want to do, their possible attempt to overrun the settlement.

141
Warehouse climate for goods rather than for people and may
thus be chilly in winter, stifling in summer, or
Warehouses are structures used for both extended
and short-term storage of large quantities of goods otherwise uncomfortable.
and materials and are a feature of all complex, Warehouses generally have ramps rather than
organized societies. The first warehouses were stairs leading into them or connecting multiple
built by municipal and national governments, levels, as well as loading docks appropriate to the
which used them to store surplus food in order to modes of transportation used to move goods to and
protect their populations against crises like famine from them (e.g., as high as the beds of standard
or siege. wagons). Many warehouses are also outfitted
Commercial warehouses are generally owned by with built-in movement systems — such as rails,
individual merchants or trading houses, which conveyers, stationary or suspended cranes, hoists,
typically use such facilities both to store their own or elevators, depending on the prevailing level of
goods and rent out portions of them to others, or technology — appropriate to the usual size and
by organizations that need to store large quantities weight of containers or materials that they handle.
of property. Examples of the latter might include Movable equipment at such facilities generally
everything from major planters or agricultural includes handcarts, wagons, and other sorts of
cooperatives that need places to store their produce conveyances for moving heavy or bulky goods;
until it can be sold, to manufacturers that have to small cranes, possibly on wheeled frames, and
keep on hand large quantities of certain materials other devices for lifting goods as needed; and
(e.g., a shipyard that needs to have readily available shelves and pallets on which goods are stored —
timber, nails, waterproofing materials, and the both to keep them dry and make the most of the
like). vertical space available.
Most communities of town size or larger will include Security at warehouses tends to be fairly stringent
some sorts of government and commercial storage but, because the goods stored in them is generally
facilities, and other sorts of communities — such as pound-for-pound worth much less than things like
fortress or temple complexes — might contain them gold and gems, nowhere near the level of that at
as well. Within such areas, warehouses are often institutions like banks. Warehouses that store very
located near seaports, highways, and other routes precious commodities however — such as spices
along which goods are moved; in industrialized — will have measures in place commensurate
areas near where raw materials are refined or goods with the value of what is kept in them. Precautions
are manufactured; or adjacent to marketplaces and tend to include measures like walls or fences
other venues where all sorts of goods are sold. around warehouses or complexes of them; heavy
Most storage facilities are built with certain broad doors, locks, and windowless walls on buildings;
categories of goods in mind and because of this strong rooms, cages, or other secure areas within
are not necessarily suitable for other sorts. Grain individual buildings; and guards of various sorts
towers, for example, are not going to be useful for (e.g., Human, canine).
storing bales of cotton, while a townhouse-style Such facilities are usually managed by one or more
warehouse would not be conducive at all to the merchants, government officials, or administrative
storage of iron ore. specialists skilled at bookkeeping and staffed by
Warehouses are typically built from materials that brawny workers capable of stowing, retrieving,
are sturdy, readily available, suited to the basic and moving around as needed the contents of their
form dictated by the commodities that they are to facilities.
hold, and economical (e.g., brick or even concrete Customers at commercial warehouses include
in some milieus). Aesthetics are generally not a anyone who has large quantities of goods they
major concern in the construction of warehouses, need securely stored for periods of time, ranging
which tend to be almost notoriously plain. Such from overnight to indefinitely. Some of the
buildings are constructed to maintain a suitable most prominent in a typical ancient, Medieval,

142
Renaissance, or fantasy campaign setting will be • Characters might receive a tip-off that a gang they
merchants who need inventory held while they are have been pursuing uses an isolated warehouse
waiting for events like ships to arrive or the trade to meet and arrange various nefarious deals and
season to begin. that a big transaction will take place there that
night. Whether the information is a trap from
Adventurers, especially those without large
the start, or the villains employ much more
dwellings, might need to avail themselves of such
numerous and cunning guards than the players
places in order to store large quantities of bulky
expect, their attempt to infiltrate the warehouse
swag, equipment, or trade goods that they plan on
should inevitably break into a massive running
using to defray the costs of their next expeditions.
fight up and down stairways, across catwalks,
They might also end up visiting warehouses while
along high and rickety racks with containers
conducting business on behalf of various third
of merchandise crashing to the floor on all
parties (e.g., traveling to a warehouse in another
sides, and through high vaults fouled with
city to pick up goods stored by their patron).
accumulated cobwebs and dust that could
ignite in response to any use of fire (or even the
Adventure Hooks
sparks struck by clashing weapons).
• The owner of a warehouse specializing in
storage of expensive goods might seek to hire • An entire adventure could center on the
one or more characters to probe his security activities of starting characters hired to serve as
measures, with an eye to discovering ways guards and managers for a warehouse facility
to make the facility less vulnerable to actual and their attempts to deal with things like
robbery attempts. burglars, destructive vermin, and disasters.

143
7
Service Places

144
W
eeks of marching through wilderness and dank caverns, sloshing and struggling through muck,
slime, and blood, and sleeping on bare earth and rock will prompt most adventurers to seek
the comforts of civilization when they are able to. A return to a familiar and welcoming inn
or eatery can serve to remind characters and players alike that not all in the world is grim, dangerous,
or unpleasant, and that there are simple and enjoyable things worth fighting for. Service places provide
necessities like nourishment, accommodations, and facilities for personal sanitation and include some
of the most quintessential sorts of locales associated with fantasy role-playing games. Venues of this sort
covered here include caravanserais, inns, hostels, livery stables, rooming houses, and similar places,
where characters can find lodgings for themselves and their mounts; taverns, kitchens, restaurants, and
watering points, where they can obtain various sorts of food and drink; and barbershops, bathhouses, and
laundries, where they can have their hygiene needs attended to.

Facilities that provide such services cater to those also be established by major religious institutions
who are away from the comforts of their own homes, or civic governments, either at subsidized charges
among them adventurers, travelers, and itinerants, or as acts of charity (often with the practical aims of
as well as townsfolk who wish to socialize with providing for pilgrims or keeping the indigent from
each other or periodically indulge in luxuries they dying inconveniently in the streets or resorting to
cannot afford every day. Such places are prolific in crime). Former adventurers might also run such
the towns and cities of a typical ancient, Medieval, places, especially in marginal areas with which
Renaissance, or fantasy milieu, and might also be they might be familiar.
found to some extent in communities of village
Service facilities can vary widely in size, appearance,
size or smaller. Settlements that have few outside
and construction, although in a traditional game
visitors are unlikely to support many places of this
setting a great many of them are often simply roomier
sort, however, so in small and isolated communities
versions of the sorts of structures described under
occasional travelers might have to meet their needs
“Buildings” in Chapter 1: Communities. Service
in other ways (e.g., stay overnight at religious
facilities with a larger clientele — especially those
institutions or as guests with more affluent locals
that cater to the workforces of large organizations,
who have room to spare in their houses if they can,
such as those at temple, factory, or governmental
possibly being forced to camp or keep moving if
complexes — might require purpose-built halls or
options like these are not available).
multi-story buildings of heavy timbers, brick, or
In rural areas, service places might exist in stone, or be expanded over time into complexes of
spots traversed by major transportation routes, interconnected buildings.
especially at crossroads, natural stopping points, or
Most of the areas within service places are dedicated
waypoints mandated by local authorities. In such
to the needs of their customers, and might include
areas, facilities of this sort are usually established
dining areas, bedrooms, or kitchens, as appropriate.
in compounds and provide accommodations,
In addition, there might also be storage areas, an
victuals, stabling, and perhaps several other
office for the proprietor, private living quarters
lesser services or workshops within a building or
for his family and staff, a secure place for cash or
enclosure with defensive features commensurate
other valuables (for both owners and customers), or
with the prevailing level of expected threat. Such
small workshops used for making, repairing, and
intra-city facilities are, naturally, more likely to be
maintaining things used at the site.
common in well-administered regions with good
roads and a strong government than in perilous Dark Security measures at service places are usually
Age settings where any sort of travel is extremely limited to vigilant staff and locks or bars on points
hazardous, but will be more heavily fortified in the of entry like doors and windows. Many such
latter sort of milieu when they do exist there. places, of course, especially those patronized by
adventurers or military personnel, might also have
Service places of various sorts are typically run by
bodies of customers that can discourage or foil
private businessfolk with suitable backgrounds in
attacks against them.
provisioning, bookkeeping, and the like, but might

145
Barbershop Features of a typical barbershop include a chair
and workplace for each barber that is well-stocked
Barbershops are places where people can obtain
services like haircuts, shaves, and trims for with razors, clippers, towels, brushes, soaps,
moustaches and beards. In cultures where people unguents, and clean cold and hot water (the latter
of certain social levels wear wigs, many customers often maintained over a small burner). Barbers
might require little more than a simple crop or who practice rudimentary medicine or dentistry
head-shaving to discourage vermin but still require may also have surgical items like lancets, pliers,
work on beards or other facial hair in keeping bandage rolls, bone-saws, and leeches handy for
with prevailing fashions or personal style. Many when they are needed.
barbershops also sell pomades, lotions, patent Other amenities present in a barbershop generally
medicines, hygiene items, brushes, and small include a comfortable waiting area, a cashbox,
sundries. Legendary practitioners of this vocation several small shelves with appropriate goods for
include Doc Holliday, Sweeney Todd, and Figaro, sale, and perhaps images and busts of well-coiffed
the Barber of Seville. notables to suggest styles to customers. Sweeping
As characters entrusted with passing razors over and mopping up is relatively light and simple work
the throats of their customers, the proprietors of and generally relegated to one or two children or
many barbershops also naturally gravitate toward charity cases. A barbershop might also be portable
medical procedures like dressing wounds, lancing in nature, and run by a barber who carries his
boils, bloodletting, pulling teeth, and setting essential tools in a leather case or roll, traveling
broken or dislocated bones (conceivably, of course, between towns and villages or calling on clients in
a business could develop in the opposite manner, their homes.
from medical to personal services). Such amenities A barbershop often brings together for a brief
might be widespread even in societies where time people from many different walks of life in
divine healing exists but is not widely available a convivial social setting. Any particular place of
to the masses or is prohibitively expensive for this sort might be dedicated to serving the needs
procedures that can be handled mundanely. of men, women, or members of both sexes, those of
various races, or those of specific social classes or
vocations. Proprietors of barbershops have reason
to cultivate a pleasant, confident, and upstanding
manner that inspires trust, and barbers who attend
privately on noble or royal clients may be the
only members of the tradesman class with whom
such personages regularly have the opportunity to
speak casually (beyond their own well-trained and
obsequious servants, of course).
Beyond the regular services of a barbershop,
characters might also need to visit such places
prior to occasions when they might be required
to don courtiers’ or nobles’ outfits and display a
matching level of personal grooming. An especially
skilled performance by a barber might even help
a recipient of his arts impress certain groups of
people, generally those of the same race and of those
social classes who set greatest store by appearance
(e.g., the middle class and the lowest echelons of
the upper class).
Every people, subculture, and race has its own
approaches to personal grooming and facilities that

146
can help meet its needs in this regard. Of all the non-
Human peoples, it is perhaps not surprising that
Dwarves, with their prolific body and facial hair,
would have the most highly developed institutions
of this sort. Gnomes, many of whom are noted for
their flamboyant moustaches and coiffures, are also
known for their barbershops. Those who patronize
barbershops specially geared toward the needs of
groups other than their own, however, are more
likely than not to get results that do not meet their
needs or which produce strange effects.
Security at a barbershop is usually not excessive
and is usually geared toward safeguarding the
barber’s equipment, which may very well be his
most prized possessions (and such measures might
consist largely of him keeping these items with him
even when away from his shop). Establishments
with significant inventory, of course, will generally
have sturdy locked doors, barred or shuttered
windows, and the like.

Adventure Hooks
• A customer in a barber’s chair places himself
in a position of complete trust and characters
with enemies might have attempts on their Bathhouse
lives made under such circumstances. These Bathhouses are places where people can go to clean
could include attacks by the barber himself themselves and perform other hygiene functions.
— as part of a secret career of villainy or a In many societies throughout the world, however,
well-paid assassination attempt — or anything public baths have evolved into major institutions
from a squad of crossbowmen or a quick that have also served the functions of gyms, spas,
swordsman, all of which someone might have barber shops, and social halls. Peoples for whom
trouble defending against if they are immobile public baths have been important have included
or have their face covered with a hot towel. the Turks, the Moroccans, the Russians, and
One murder in a barbershop could destroy its especially the Romans, who built them in every
business, however, so even an unscrupulous city of their empire (some of which still exist and
barber would likely go to any ends to keep such are used, albeit in a renovated form, to this day). An
a deed from becoming public knowledge. individual bathhouse also might also be associated
with another facility, such as a stronghold, brothel,
• A patent medicine sold in a popular barber’s
or temple, and used by its inhabitants and clients.
shop, through the malice of an indwelling spirit
or various dubious ingredients, might have In cultures where bathing is important but where
an unexpected delayed effect on its users and baths in homes are not universal, public baths
affect a broad range of apparently-unconnected of some sort will likely be available to everyone
individuals. — even slaves, beggars, and the lowest classes
of society — for free or a nominal fee. More
• An especially daring barber might wish to join
sumptuous, privately-run commercial baths might
a character party on their journeys, hoping to
also be available for those with adequate funds, of
see the world, expand his knowledge and skills,
course.
and enjoy the protection of trained adventurers
in the process. Depending on cultural mores, baths might be

147
wholly or partially accessible to members of one or Adventure Hooks
the other sex, based upon whether men and women • In societies where public baths are important,
bathing together is accepted or frowned upon. Any meetings and business are often conducted
particular bathhouse might thus be open fully to at them. Characters might therefore find it
members of both sexes, open only to members of advantageous to frequent such institutions in
one gender or the other, or have separate areas order to obtain assignments or learn information
for each (with perhaps mixed areas like a main that might be of use to them.
swimming pool).
• An unscrupulous competitor has forged
Proprietors of baths might simply be businesspeople hundreds of imitation bath tokens in an attempt
but are also quite often individuals with professions to drive a particular bath house out of business
related to the functions of their establishments, by clogging the victimized establishment
such as barbers, masseuses, various sorts of healers, with unpaid custom. Potential patrons often
or those affiliated with another institution with find these tokens in local tap houses, or
which a particular bathhouse is connected (e.g., a other gathering places, or other public places.
brothel). When the characters redeem their tokens,
Baths are almost always built near ample sources they overhear the owner of the beleaguered
of fresh water. If possible, they are also built near bathhouse lamenting his dwindling fortune
sources of natural heat, such as hot springs or despite his baths being filled to the brim. And
geothermal vents — also favored for their medicinal yes, she would appreciate someone solving this
properties — and if these are not available then mystery before her business collapses entirely.
artificial means of providing heat must be built • An inimical creature that requires large amounts
into them. Baths are usually built of stone, brick, of water to grow or possibly to breed in might
or other durable materials and might be entirely choose a closed public bath as a suitable place.
underground or have significant subterranean Characters who learn of the secret presence
areas (largely because it is easier to direct water of such a being might have to act quickly to
downward than upward). forestall a major threat not just to the bathhouse
At the least, a bath must include a place where but possibly also to the surrounding community.
patrons can wash themselves (e.g., a pool through
which fresh water flows), and the smallest baths Caravanserai
might all be contained within a single building or A caravanserai is a semi-fortified hostelry
large chamber. Many baths, however, will include dedicated to providing services for travellers that
bathing pools with cold, tepid, and hot water; steam is located along heavily-used routes, especially
rooms and dry saunas; swimming pools of various those frequented by merchants, who often group
sizes; and other appropriate areas (e.g., massage together in caravans for purposes of both thrift
rooms, a barber shop). A major bath facility with and security. Such places are, ideally, positioned
many or all of these elements might be as large as within a single day’s travel of one another — or
an entire city block in size. of other settlements along the same routes — but
Other than the usual measures used to protect this is not always possible and, because they are
any establishment, security at a bathhouse will often situated in isolated locales, they must be both
likely be designed to help protect patrons and secure and relatively self-sustaining.
their possessions (e.g., through the use of lockers). Numerous notable examples of caravanserais can
Guards might also be present at large municipal be found throughout history. A network of such
baths — as at any public venue — to keep order places was regulated and maintained by the crown
or at smaller commercial ones to discourage non- along the ancient Achaemenid Persian Royal Road,
paying guests. Such places will also likely have where it survived in some form for more than a
staffs of attendants on hand to help keep an eye on thousand years and a number of dynastic changes
changing rooms, prevent patrons from drowning, and was subsequently imitated by other cultures.
and the like.

148
A caravanserai chain extended the length of what by traders, patrol ships, mercenaries, freebooters,
is known as the Silk Road, serving the trade that pirates, alien races, and more might have all the
ran from China to the west in ancient and Medieval characteristics of caravanserais.
times. From the Middle Ages onward in Europe,
Traditional caravanserais are often square or
and especially in England, inns catering to carriage
rectangular in shape, although some notable
travel represented a specialized sort of caravanserai,
hexagonal, octagonal, round, or irregularly-shaped
and were places where drivers and other travellers
ones are known to have existed, and places of this
could obtain food and a bed or exchange horses.
sort not situated on open ground might have to
Secure overnight stops along pilgrimage routes,
work within the constraints of prevailing terrain.
especially in times and places when pilgrims
And, in cases where a caravanserai has grown
traveled in groups for safety, were also a type of
up over time rather than having been planned in
caravanserai, as were the Pony Express stations of
advance, it may have spread out organically, with
the American Old West. And, in the modern world,
a general layout that is more haphazard or unique.
travel plazas with motels, fuels stations, and stores
situated along highways are the modern equivalent State-run “official” caravanserais, laid out by
of caravanserais. engineers at the expense and direction of a
governing authority, might all be very similar in
Caravanserais in fantasy settings are likely to
design and, in such cases, frequent visitors to one
have all or most of the characteristics of historical
will likely have some understanding of what to
places of this sort but might conceivably also
expect at another (including everything from the
incorporate things like extradimensional or magical
location of bathhouses to the numbers and routines
transportation or aid, accommodations for flying
of guards).
creatures and mounts, and non-Humans among
the residents or visitors. Space stations, located While security is important to caravanserais,
in the far reaches of star systems and frequented they are usually situated more with regard to the

149
convenience of those using major trade routes than Indeed, while caravanserais sometimes have actual
would be castles or similar fortified structures. inns located within them, their accommodations
often consist either of assigned space within the
Such places are almost always walled — as much
central square or of rooms of a certain size (e.g., 20
to control access and keep draft animals and
by 20 feet) — enclosed on three sides and open on
livestock from escaping as for defense — and their
the side facing the plaza — constructed along the
stone, brick, or wooden enclosures might vary
inside of the wall surrounding the complex. Very
from a little over the height of a man to two or
large caravanserais might actually have two tiers of
three times that, depending on what sort of threats
such open-faced chambers.
are expected. Even when intended for defense,
however, caravanserai walls are generally not Services typically available in a caravanserai
built to withstand siege engines but aimed rather include warehouses where goods can be stored
at keeping the place from being easily overrun by overnight or for more extended periods, and pens
relatively lightly-equipped attackers like bandits. or stables for draft animals and livestock (indeed,
Their curtain walls would usually not have in regions that rely on horses or other beasts of
ramparts that could be walked upon and, indeed, burden, the entire place might smell like dung
might simply be the outer walls of the warehouses, and sweat as a result of so many animals being
stables, and other structures located within them. crowded into such a small area). Other features
might include government customs houses, public
Under normal circumstances gateways into
kitchens, taverns, brothels, bathhouses, laundries,
caravanserais might be guarded only at night
shrines or small temples, quarters for resident staff
or during times of imminent threat, and if the
and merchants making extended stays for various
surrounding countryside is easily visible they
reasons, and any other amenities likely to be
might be left open during daylight to facilitate quick
needed or desired by travellers.
and easy entry of visitors. If conditions warrant,
however, portals might be guarded continuously Cost to stay at a caravanserai will be at least as
and kept partially or completely closed at all times, much as for a normal inn even if just secure
and might even have smaller doors set within larger camping space is provided, and will be based on
gates to help control entry. In either case, guards the total size of a party, including its vehicles, draft
may be tasked with collecting admittance fees and animals, and livestock. In arid areas this price
might also be good sources of information about a might be further increased to cover any water used
facility or the surrounding area. by visitors. Any other goods and services available
at such a hostelry will likely be charged on an a
Caravanserais located in unstable or border regions
la carte basis and often for considerably more than
might have much more significant defensive
would be the case in places where they are much
capabilities. These could include patrols that
more common.
walk or ride circuits around exterior walls and
on surrounding roads, allowing them to both give Caravanserais sometimes also function as
advance warning of attack and notify the facility of government taxation points that charge duties on
incoming custom. Certain buildings, especially at goods being brought into a country and possibly
corners or gates, might also be strongpoints used as tolls for use of the roads between waystations, all
guardhouses or barracks and be higher than other of which can significantly add to the expenses
structures in order to afford better views of the incurred by travellers. Officials charged with
surrounding countryside. assessing such fees may also be tasked with
searching for contraband of various sorts (e.g.,
Structures within a caravanserai are often built
drugs, heretical literature), in many cases just
around the inner sides of its perimeter walls so as
seizing it but possibly also fining or charging those
to leave the center of the facility a plaza that can be
possessing it. In such cases, troops stationed at
accessed from the gates leading into it. This open
caravanserais will be there as much to help enforce
area will likely contain one or more wells and may
laws and the collection of monies for the ruling
be used variously as a marketplace, to hold animal
powers as they are to provide security.
pens, or as a campground for visitors.

150
Permanent residents of a caravanserai tend to be them, and merchants who can stand the rigid
relatively small in number, and the total fulltime controls tend to appreciate the security they offer.
population of administrative, military, mercantile, Dwarven caravanserais are generally run by single
and service personal will likely vary between a extended clans that are somewhat more diverse
tenth and fifth of the number of people such a place in their trades and outlooks as compared to those
can accommodate (e.g., 10 to 20 for a caravanserai typical of their race and to have members who
that can accommodate 100 visitors). serve variously as soldiers, craftsfolk, merchants,
or servants. Price fixing at such places is almost
During heavy travel seasons caravanserais might
a certainty, with every affiliated Dwarf sharing in
fill up quickly, with the earliest arriving or
the profits according to their stations in the facility.
wealthiest caravans being granted the best spots,
Elven caravanserais, rare and often as elegant as
and latecomers or the destitute being granted places
they are functional, are easily overlooked by those
near stables or latrines, or even outside the walls if
who expect more traditional structures, and are
the place is full. Such places are often continuous
also generally somewhat aloof, freely turning away
scenes of activity, as caravans arrive late or leave
custom that does not meet their standards for either
early, and as resident staff repair wagons, feed
behavior or wealth.
and water animals, and provide other services
throughout the night.
Adventure Hooks
As places where people from many regions and • A certain borderland caravanserai is renowned
even foreign lands come together, caravanserais for being the only place in the region that allows
tend to be much more cosmopolitan in appearance visitors from a neighboring hostile, inhuman,
than most other communities of similar size. or monstrous country, who often bring rare
Mixed in with the staff and guards of facilities and and valuable items there to trade. There are,
the merchants visiting them may be messengers, however, rumors that the place us being used
spies, and foreign dignitaries, incognito bandits as a waystation for smuggling inhabitants of
and assassins, slavers and slaves, accompanied by the hostile realm over to the friendly side of the
the sound of numerous foreign languages, the smell border, and carrying unwilling locals across the
of exotic foods, and any number of strange beasts frontier in the other direction. Characters may
and conveyances. All this can make caravanserais be hired to investigate the situation, may wish
ideal not just as places to rest while travelling from to meet some of the non-Humans, or may need
one place to another but also as venues for making to get over into the hostile territory themselves
contacts, obtaining all sorts of commodities and for some reason.
even illicit items, and profiting on the sale of them.
• Characters arrive at a caravanserai after a long
Caravanserais often have considerable appeal to day of travel to find that the local guards have
characters, who might meet exotic travelers, obtain been laid low with dysentery or some other
rare items or ingredients, or find buyers for their malady and that the place is abuzz with reports
own goods or booty at them, in addition to using of raiders that have been preying upon caravans
them as secure venues for rest, healing, and other planning to attack it! Can the heroes help by
goods and services. acting as guards, gathering information about
the attackers, or solving the ongoing problem
Caravanserais run by various non-Human races
of sickness? Or, as apparent ne’er-do-wells, will
might have various unique characteristics.
they be perceived as infiltrators for the brigands
Hobgoblin caravanserais, for example, tend to
and locked up before the attack begins?
be run with military efficiency and may well be
affiliated with local armed forces, even serving • On the trail of an enemy who hopes to elude
as barracks for troops that take on the role of them with a quick stop at a caravanserai before
caravan guards when the need arises. While such leaving the trade road, characters must visit the
places are invariably grim and dull by Human place to resupply, avoid an attack orchestrated
standards, subordinate races like Goblins often to kill or delay them, and find the person who
find it profitable to vend goods and services at knows which way their quarry has fled.

151
Hostel typically clean and tidy but austere and intended
to provide for the needs of travelers without
Hostels are simple lodgings, run either by charitable
or religious organizations or as commercial indulging any desires for privacy or excessive
enterprises, which are designed to meet the needs comfort they might have. Hostels are also typically
of less-affluent travelers who cannot afford or wish designed to discourage visitors from staying any
to eschew the relatively luxury of inns. Such places longer than necessary before continuing on their
are typically like a cross between cheap hotels journeys and some might have limits on how long
and dormitories and are favored by everything people can remain within them, from periods that
from pilgrims to itinerant workers like day- can be as little as one night and which usually
laborers, journeymen, petty hawkers, entertainers, do not exceed two or three. Exceptions, however,
and traveling barbers, as well as occasional might be made for travelers who are injured or who
parsimonious members of the middle class. might otherwise need to linger longer than usual.

Famous hostels include the Albergue de Peregrinos A step down from typical hostels are flophouses,
in Roncesvalles, Spain, which serves travelers on distinguished by their cramped squalor and often
the 500-mile Camino de Santiago pilgrimage route, by the absence of beds, instead requiring guests
and the Jugendherberge in Nürnberg, Germany, to use mats, hammocks, or the like or to sleep on
established in the imperial stables of the city’s the floor as well as possibly in their own bedrolls
500-year-old castle. or cloaks. Whatever vermin like lice and bedbugs
are likely to be an omnipresent nuisance at any
Some hostels are intended only for members of overnight establishments in a typical ancient,
certain social groups, races, vocations, or genders, Medieval, or Renaissance milieu will probably be
and characters that do not fall into such categories even more prolific at an establishment of this sort.
might be denied accommodations or be made to
feel unwelcome. One example of such special- In any event, the austerity associated with hostels
purpose hostels are those run by religious groups and their ilk might devolve into neglect and sordid
for purposes of providing sleeping quarters for conditions when laypeople or corrupt officials
pilgrims — many of whom may have renounced appointed to manage such places abuse their
wealth, if only temporarily — or the very poor, and positions out of laziness, greed, or actual animosity
often ask no more than what a guest is willing or toward their guests.
able to freely contribute. Accommodations in all Many hostels serve no food at all and simply
sorts of such places are also often segregated by sex. expect guests will provide their own fare; many
Sleeping accommodations in hostels are usually serve a very simple breakfast for those about to hit
smiilar to those in dormitories or barracks. Such the trail (e.g., toast made from the previous day’s
facilities are often established in large halls that may bread, butter, preserves, herbal tea); and some offer
be converted from buildings originally designed for a simple evening meal to guests for a reasonable
other uses (e.g., stables, churches) and which are surcharge. Taverns, commercial kitchens, and other
filled with bunks, whether single or double, and places to acquire food are quite often located in the
sometimes with but just as often without bedding. areas surrounding hostels, but it is not unheard
Individual rooms, available at a premium if at all, of for these to be further than exhausted travelers
typically resemble the cells of monks. want to go at the end of a long day.

Other areas within many hostels include common Security at hostels tends to be minimal and guests
rooms where people can chat without disturbing are generally expected to look out for their own
people who are sleeping; refectories where visitors belongings and security. Doors into the facility
can prepare and eat food and where whatever and to guest rooms may not even be outfitted with
might be provided is served; and washrooms locks, and securing lockers or cubbies to the extent
where people can clean both themselves and their that it is possible will likely be at the discretion
clothing. of guests. Staff members will usually be on duty
around the clock, however, in order to keep an eye
Services and surroundings provided by hostels are on things and will likely call for the city watch in

152
the event of any problems and will typically eject • Knowing that many of those who patronize
any obvious troublemakers. hostels live vulnerable lives, estranged from
friends and family and often involved in
Many non-Human peoples operate hostels either in
dealings far beyond their capabilities to handle,
their countries or for members of their own races
the proprietors of a particular flophouse have,
in foreign lands. Outcasts like Half-Orcs often have
indeed, taken to abducting guests for some
hostelries established specifically for their use,
fell purpose. A character party might detect
and these may be the only places that welcome
evidence of such an event (e.g., ominous
them in some areas (and, as much as anything,
messages scrawled on the walls of their room,
may be tolerated in order to make it easy for the
abandoned possessions of former guests) and
local authorities to keep an eye on them). Dwarves
attempt to determine the fates of the missing
tend to respond well to the concept of hostels and
people without falling prey to the same end
places of this sort are not uncommon in their lands
themselves.
or those that many of their kind travel through.
• Leaders of a temple or other religious or
Adventure Hooks charitable organization might be aware of some
• Hostels having acquired an ominous reputation sort of unusual threat within their community
in some quarters, a group of adventurers might and, unable to approach anyone within it,
be led to believe — perhaps quite incorrectly might seek out adventurers staying at their
— that one at which they are staying is a front hostel to deal with the problem. While such
for some sort of unsavory activity. Seemingly an organization is likely to be cash poor, it
sinister but ultimately misleading evidence may be able to offer exceptional spiritual or
of evil-doing might, in fact, lead characters to political support (e.g., spellcasting, special
draw any number of incorrect conclusions and items, information not commonly known,
induce to them to undertake misguided actions access to normally-restricted places where their
in response. followers have influence).

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Inn maintaining a storefront near the inn to sell or rent
appropriate formal wear (e.g., courtiers’ outfits at
Inns are places that offer lodging for travelers to
stay overnight or longer, providing more-or-less an inn near a seat of government). And at finer
comfortable places to sleep and possibly also eat, establishments, the innkeeper or a concierge may
bathe, have clothes laundered and boots cleaned, assist guests with purchases or arrangements they
or have mounts and carriages tended to. Such wish to make, drawing upon local contacts that
places are also often convenient settings from outsiders may not otherwise have access to.
which to arrange excursions into the local area Design for a typical large inn might consist of two
or meet privately with acquaintances or business or three double-story wings partly encircling a
associates. courtyard where carriages can pull in to unload
Inns are common in the merchants’ and foreigners’ guests and luggage, with conveyances thereafter
quarters of larger towns and cities that are centers being taken to a coach house and draft animals to
of trade or which attract visitors to worship at a stable by attendants. An innkeeper’s office and
their temples or see their widely-reputed wonders. residence are usually next to the main entrance in
Many well-traveled routes also have inns at regular order to welcome visitors when they arrive and to
intervals in order to accommodate travelers during settle their bills when they leave, and the facility
each night of their journeys, whether at crossroads, might have a small postern-gate from which guests
convenient spots along the highway, or in small can venture out into the surrounding area.
villages. Inns might also be established near sites A number of variations on the inn concept might
that attract significant numbers of visitors, such as exist in any particular setting. Walled roadside inns
temples that are pilgrimage destinations or natural specifically designed for use by merchants and
landmarks of remarkable beauty. their pack trains are often known as caravanserais.
Inns can vary widely in size, from modest buildings Inns that specialize in catering to people who visit
with a few small private rooms or a single shared them for recreational purposes, and which are
bunkroom that can provide for a handful of guests, often located near seashores, at oasis, or in other
to large structures with numerous private, semi- attractive or relaxing areas, are sometimes known as
private, or common rooms that can accommodate resorts. Country inns that provide accommodations
dozens of visitors. Large inns located in villages and meals to visitors pursuing particular outdoor
or smaller settlements will often be the largest activities, such as hunting, fishing, or skiing, are
privately-owned buildings in such communities often called lodges. And in some milieus, higher-
and might include numerous wings or be situated end urban inns are known as hotels.
in compounds containing affiliated structures While many inns provide nothing but
and businesses. Indeed, inns often include or are accommodations, especially in areas where a
affiliated with taverns where guests and locals variety of other amenities are available, some also
of good standing can share a drink or a meal and offer hearty meals. Often, aristocratic or wealthy
socialize, and many also provide amenities such guests are served in a separate dining room, or in
as posting letters, money-changing, and storing their chambers, while their coachmen and other
valuables. Many, especially in societies where servants eat in the kitchen or taproom, where
hygiene is important, will either have small they can gossip and interact with the inn’s staff
bathhouses or provisions for bringing hot water and various other working-class visitors (e.g.,
and toiletries to each room. traveling hawkers, mercenaries, constables, royal
Inns can help fulfill guests’ other needs, to include messengers). Food served at inns is usually simple,
preparing for anything from another hard day of common fare but, if one is known for a culinary
travel to attending important business meetings, specialty, it often consists of traditional local
religious services, or similar events. Some will recipes that use ingredients such as game meats or
even provide personal services, such as barbering wild herbs readily obtained in the immediate area.
or cleaning and mending of clothing; arranging In temperate countries — where the first desire of
for tradesmen like clothiers to call on guests; or guests stumbling in from long winter journeys is

154
to get warm — both common rooms and private In widely-literate societies, travel writers may
chambers of inns are generally built around large publish or otherwise make known their good or bad
fireplaces venting to a number of shared chimneys. impressions of inns, sometimes singling out one as
Kitchens at such inns also consume a great deal the best in a locality, allowing such establishments
of fuel, as hot meals and mulled wine are much to develop reputations far beyond their immediate
in demand, and collecting and stockpiling of surroundings. In a fantasy setting, bards might
firewood is therefore an important task for which even celebrate particular inns as the best in all the
the inn usually contracts local peasants. world, the last outposts of civilization on chaotic
frontiers, or as reliable starting points for quests,
Inns are quite often family businesses, with
lending them an almost mythic significance.
relatives of different ages filling jobs appropriate to
their abilities and experience. Retired adventurers Although few peoples travel as widely or with
also often take up innkeeping, especially in as much expectation of comfort as Humans, all
undeveloped or frontier areas. Skilled innkeepers civilized races maintain lodgings of one sort
must, in any event, be proficient at many things, to or another for visitors, and Dwarves, Elves,
include bookkeeping and purchasing and managing Gnomes, and Halflings all have their own distinct
stocks of supplies in the largest operations. traditions of hospitality. Among the less-civilized
humanoids, Goblinoids are known for periodically
Because the core purpose of an inn is to allow guests
providing austere, barracks-like inns for those
to rest peacefully and to travel through unfamiliar
with business in their communities. Gnolls, too,
places without concern for injury to their persons or
sometimes maintain caverns, ruins, and the like for
reputations, proprietors of such places are known
use by different bands — under a rough and often-
for their distaste for openly rowdy or disreputable
disregarded custom of truce — as hunting lodges,
behavior, often adding extra charges to a guest’s bill
occasionally with groups of subservient beings
to pay for damage caused. What goes on quietly in
residing nearby to render services.
private rooms, of course, is another matter.

155
Adventure Hooks else without more than a few pieces of silver to
• An innkeeper might present characters that spend on their main repasts are likely to be found
have stayed at his establishment with a long list elbow-to-elbow with relatively impoverished
of charges, totaling to an enormous sum that adventurers at places of this sort.
is more than they can easily pay. Characters Cooks’ shops might take a wide variety of forms,
might be inclined to dispute the bill (e.g., on from carts and wagons where food is prepared
the basis of fraud or intolerably poor service), for passersby, to townhouses that can seat several
to skip out without paying, or to take on a side dozen people, to great halls that can serve hundreds
task to cover their debts. at a time. Furniture — chiefly plank benches and
• Private rooms at inns are often used to host tables or upended large barrels where patrons
meetings and assignations of all kinds, can dine standing — tends to be simple, sturdy,
including ones where the disparate parties and marked with the grime and knifemarks of
mistrust each other to the point of preparing innumerable diners. Fare at commercial kitchens
for deadly violence. Anything that goes wrong can vary widely, but generally tends toward stewed,
in such a fraught situation might erupt into roasted, fried, or boiled meats, boiled vegetables,
a violent assault, a conflict that spills from and starches like coarse bread, pasta, and baked
the room into chases through the corridors tubers. Variety is often limited, however, and daily
and stairwells of the inn, or an event unseen specials are typical. Cheaper, much simpler meals
by others at the time that leaves behind a — such as porridge — might also be available at
mysterious aftermath (and perhaps a dead body about half as much as other meals for those on
or three). Characters might be drawn into such especially tight budgets. Outdoor stalls often sell
conflicts either as participants in a meeting; as just one or two items, such as pies, various sorts
unwitting witnesses or targets of stray violence of meat wrapped in a bun or flatbread, or fried or
who just happen to be staying in the wrong roasted snacks (e.g., French fries, chestnuts).
inn at the wrong time; or by taking on an Commercial kitchens might also be established
investigation that requires them to determine temporarily only at certain times or for specific
events that took place in an inn chamber hours, reasons. In many Islamic countries, for example,
days, or even years before. kitchens sponsored by restaurants and other
institutions are set up in tents or other temporary
Kitchen structures and used to serve free evening meals to
the faithful during the festival of Ramadan.
Precursors of modern cafeterias, buffets, and fast-
food restaurants, commercial kitchens are typical One unnamed but fairly typical London eatery
of many urban areas, where they serve simple is described by Charles Dickens as “a dirty shop
but hardy fare at affordable prices to the masses. window in a dirty street, which was made almost
Institutions of this sort could be found in many opaque by the steam of hot meats, vegetables, and
ancient, Medieval, and later cities and generally puddings. But glimpses were to be caught of a roast
include provisions for either eating on the leg of pork bursting into tears of sage and onion in
premises or carrying away their wares, and many a metal reservoir full of gravy, of an unctuous piece
also provide catering services. Unlike taverns, of roast beef and blisterous Yorkshire pudding,
the proprietors of kitchens do not encourage their bubbling hot in a similar receptacle, of a stuffed
customers to linger after completion of their meals fillet of veal in rapid cut, of a ham in a perspiration
or to use such places as drinking establishments. with the pace it was going at, of a shallow tank
of baked potatoes glued together by their own
Clientele at commercial urban kitchens are
richness, of a truss or two of boiled greens, and
determined more by financial means and the
other substantial delicacies. Within, were a few
neighborhoods in which they are located than any
wooden partitions, behind which such customers
other common bonds, and a great diversity of people
as found it more convenient to take away their
might be found at such establishments. Laborers,
dinners in stomachs than in their hands, packed
craftsmen, tradesmen, entertainers, and anyone

156
their purchases in solitude.”
Security measures are likely to be quite limited at
kitchens and to be designed mostly to safeguard
cooking implements, revenues, and foodstuffs, the
dining premises themselves quite possibly having
little or nothing of value for miscreants to steal or
destroy.

Adventure Hooks
• Soon after dining at a large commercial
kitchen, the characters begin to suffer profound
indigestion, along with any other symptoms
or ominous suggestions the storyteller deems
reasonable. Accusations of any sort leveled at
the proprietor will be met with indignant denials
of any wrongdoing, and a visit to an apothecary,
healer, or other medical professional will likely
result in a diagnosis of simple heartburn, which
can be treated with a few inexpensive herbal
infusions. Whether this is anything more than
a nuisance and a red herring is completely up
to the storyteller …
• Simple fare from a food vendor can evoke the case, the main prerequisite for such a place is
strong memories of pleasant days of the past. source of clean water for washing and a means for
A powerful person whom the characters refuse disposing of water once it has become dirtied.
at their peril — such as a ruthless warlord or
mighty wizard — might demand that characters Because laundering is a laborious and sometimes
fetch her a meal from the cart that used to ply expensive process it might be done less frequently
the market square in her home town when she in cultures without automation and washing days
was young. This could become complicated might come weeks apart. Consequently, less-
if the vendor is no longer operating, possibly developed laundering locations like river shallows
requiring the party to employ measures like are probably used only infrequently but often as
seeking out a relative who has the appropriate part of group activities when they are, especially if
recipes or whose cooking will satisfy their weather is fair for drying.
patron’s request. Fountains are common self-laundering locations
and some include dedicated architecture, such as
Laundry the Italian lavatolo, a special basin that sometimes
Laundries are facilities used for washing clothing had inclined slabs of stone around its rim for
that might variously be available to those who need scrubbing and which was expressly designed
them, either as a community benefit or for a fee, or to keep the source of the water clean for other
run as a business on behalf of those who wish to purposes. Washhouses, often roofed but essentially
have things cleaned for them. open-air structures, were also common in southern
Europe during the Middle Ages and allowed
Depending on local demand and availability of women to soak, scrub, and beat or stir laundry with
necessary resources, a laundry area might simply washing bats and then hang it to dry.
be a spot near a shallow bend in a stream after it
has flowed through a community, the steps leading A notable example of a public laundering area was
from a wharf down to a lake, or an elaborate multi- the Thames River in London, which served the
structure facility on the banks of a river. Whatever washing needs for much of the population from

157
the Medieval era to early modern times. Rights until finally being removed and scrubbed further
to use the river for these purposes was protected as necessary by hand and then beaten and hung or
in ordinances that forbade excluding from the laid out to dry. This entire process could take as
wharves and stairs lining the water those wishing much as twenty-four hours to accomplish, all of it
to launder clothing there. in hot, humid, and potentially caustic conditions.
Modern equivalents of places where people can Other features of a laundry could include a
do laundry themselves include coin-operated woodshed and fire-pit for making ashes; lye kerns;
laundromats. Laundries in advanced settings tubs or pots of ashes and urine; a water wheel, pump,
might look much like those in our modern world or other ready means of accessing water; storage
but could also employ rapid cleaning techniques, places for supplies like beating bats, shovels, hoes,
color-matching dyes, robotic mending units, and and ladles for handling lye; and hanging places
3D printers or fabricators to repair or replace or open ground for laying out laundered items.
clothing as needed. There might also be accommodations for workers,
especially if it is a family business.
Staffed laundry operations can range widely in
scope and size. Some might consist merely of A majority of people encountered in a laundry are
washerwomen who do laundry for money, whether likely to be owner-operators in the case of smaller
as a special service or as part of their own washing, establishments, or staff and overseers in larger ones.
and customers might drop off soiled items to be Staff in larger places might have assigned duties,
retrieved at a later time (e.g., several days), clean, whereas those working in smaller ones probably do
dry, folded, even mended, all for a specified price. multiple jobs and possibly all of them.
Somewhat larger laundries might be family-
In the front of a laundry, where linens are dropped
operated businesses run from normal houses that
off, customers are most likely to be servants but
wash one or two days a week and bring in extra
less affluent individuals — to include particularly
local labor as needed on those days. Much bigger
dirty or struggling adventurers — might bring
operations might include purpose-built structures
in their own things (possibly with special
devoted to various stages of the process, open
information about what caused the stains on
areas of mown grass or racks to serve as drying or
them). Other visitors might include woodcutters,
bleaching grounds, structures for associated crafts
charcoal burners, woodworkers, coopers, and other
such as textile and garment sewing and repair, and
tradespeople, delivering supplies or performing
storage sheds for cleaning supplies and equipment.
maintenance. Likelihood of encountering people
Considerable space and a ready supply of water, from upper classes in a laundry is relatively low
ideally running, are required for a commercial and such folk are almost certain to appear out of
laundry and might come from wells, fountains, place in them.
underground streams, or be piped. A sizable laundry
Characters might visit a laundry for any number of
in a town or city would be optimally situated on a
reasons and, as adventuring is a notoriously dirty
riverbank and downstream from the settlement it
business, getting their clothing cleaned is the most
serves, but such placement is not always possible
obvious and one that they might require repeatedly.
and laundries might be found just about anywhere
A character with a commoner background might
in working-class quarters.
well also have grown up working in a laundry run
Much of the space in a laundry is devoted to as a family business.
soaking tubs, some with just water and others with
With so many people coming and going from many
a solution of lye (made by laying a cloth over the
laundries, and the constant exchange of bulky
tub, scattering ashes soaked in urine over it, and
packages of linens, places of this sort could also
then pouring heated water through them into the
make ideal drop or exchange points for spies,
container). Dirtiest linens are placed on the bottom
conspirators, or smugglers. With a large staff and
and cleaner ones on top and then left to soak, which
numerous rooms, steaming vats, and long hanging
cleans and bleaches them. Items might be re-soaked
lines of cloth, a large commercial laundry might
as many as five or six times in a fresh lye solution

158
also offer excellent means of escaping from pursuit, such places the feel of a giant washing machine
arranging tactful assignations, and the like. made of wood and brass. Some enterprising
Dwarf clans have learned to develop lye and
A laundry in a fantasy world might benefit from
other cleansers superior to those generally used
magical aid, including spells or cantrips that can
by Humans and gained a reputation for superior
clean items with relative ease. On the other hand,
bleaching techniques and results overall. Elven
exotic foodstuffs, strange blood or bodily fluids,
laundresses are often noted for offsetting, whether
and the predilection many adventurers have for
through proprietary mundane or magical means,
exploring crypts, caves, and other notoriously
the tendency of washing to make colors fade and
filthy places might make even magical laundering
are therefore sometimes turned to when particular
something that can only periodically be afforded.
items of clothing must retain their rich hues.
Deminhumans like Halflings, Gnomes, Dwarves,
and Elves are noted among traditional non-Human Adventure Hooks
races for having exceptional skill at laundering • After chasing a gang of thugs through the streets,
in specific ways, and their tendencies to live at characters must enter a laundry used as a base of
the edges of communities where they are in the operations by the criminals in order to come to
minority can help facilitate such work. Halfling grips with them. These hoodlums will use their
establishments are often somewhat homey, with knowledge of the facility to confound pursuit;
washing boards and tubs on streambanks being attack with boiling water, lye pots, and soaking-
used by many garrulous family members. Gnomish wet clothing; and exploit the maze of hanging
laundries are much more likely to employ water linens to their advantage. Characters must also
wheels to power devices like pumps for pressure avoid killing irate but innocent washerwomen
washers and mechanically-driven beaters, giving armed with washing bats, incensed by this

159
invasion of their domain, in their attempts to themselves; partial livery that also includes feeding
capture or continue pursuit of the miscreants. mounts and mucking out their stalls; and full livery
that also covers grooming and exercising of mounts
• A noblewoman has hired the characters to track
and any number of additional things. Some stables
down a particularly important piece of clothing
might also hire out mounts and carriages (with
that she believes to have been “misplaced” by
the tack of each mount and trim of each carriage
a local laundry. In fact, she is the target of a
marked, of course, with the establishment’s livery
bit of vicious court intrigue and was planning
or colors); provide drivers and groomsmen for jobs
to wear the lost garment, which was terribly
away from the facility if needed; or sell, trade, or
stained during a clandestine meeting with
otherwise deal in mounts to some extent.
her lover, for an upcoming event. When this
garment was delivered to a famed laundress, Any community of village size or larger is likely
the mysterious intriguer stole it and has been to have at least one modest livery stable, while
using this evidence of infidelity as a tool for towns and cities are likely to have many such
extortion. Characters must bribe, threaten, or establishments, which might be of every size and
otherwise convince the laundress to reveal who offer a wide range of options.
now has the garment, recover it, and then get it
Many stable proprietors are farriers — tradesmen
cleaned in time for the big event!
skilled at shoeing and otherwise caring for horses
• A notorious assassin is a native of the city, — or stablehands with many years of experience
having grown up just off Charnel Street in caring for mounts. Some, however, have some other
Launders Lane, where her sister runs a large experience with the sorts of animals they work
laundry at which she has been dissolving with (e.g., retired cavalrymen, carriage drivers,
bloodied clothing and remains in a lye bath former showmen who specialized in displays using
for many years. Both sisters are therefore trained mounts).
complicit in the murders, one for committing
A livery stable needs facilities similar to other
them and the other for disposing of evidence,
places where many large animals are kept. Some
and would never betray each other. Characters
are more geared toward keeping mounts in glossy
must discover the assassin’s connection to the
good looks than in tip-top fitness, requiring more
laundry, infiltrate it, and find the evidence of a
spacious stalls and a higher number of grooms to
recent murder before it is destroyed. Lye made
attend not just to the mounts but also to the safety
from the bones of the victims has incidentally
and comfort of customers. Open yards or training
made the laundry famous for getting linens
facilities, to the extent that they are present at such
exceptionally white.
facilities, might thus be primarily for parading
mounts for customers’ selection. Stalls themselves
will be sized — and perhaps strengthened or
Livery Stable barred — for the particular sorts of mounts they
Livery stables provide for the needs of people with are intended to hold and provided with suitable
mounts by housing them and offering any number feeding and watering receptacles and mucking-out
of other services related to their care. A typical access.
livery stable usually has proper accommodations
Depending on the services offered by a particular
and trained staff for only one kind of mount —
livery stable, other areas might include fields
whether that is horses, camels, elephants, riding
for grazing mounts, a granary for feed, exercise
dogs, hippocampi, or something else altogether —
yards, carriage houses with adequate room for
but larger facilities might have separate stalls and
maintenance (e.g., carpentry, polishing, painting,
yards for several kinds of creature.
leatherworking), workshops for tailoring and the
Level of service and amenities at any given stable maintenance of horse-tack, storage areas, quarters
might vary considerably and range from providing for the owner and stablehands, an office, and
only stalls, fresh water, and hay for bedding but perhaps a suitable parlor for the entertainment of
otherwise require customers to do everything upper-class customers.

160
Equipment present at a livery stable includes all mounts, for example, might be located on the side
sorts of tack for mounts, such as bits, bridles, saddles, of a mountain or other place difficult to reach by
stirrups, halters, reins, harnesses, martingales, and foot, while one specializing in renting underwater
breastplates; items related to the care and comfort mounts to those wishing to tour a nearby sunken
of horses, such as stable bandages, horse blankets, city might be located beneath the waters of a harbor
feedbags, and grooming equipment like brushes; rather than on land at all.
miscellaneous items used by riders, such as spurs,
whips, crops, helmets, and maybe even boots or Adventure Hooks
other garb; and any equipment peculiar to any • An important visitor who uses the services
exotic mounts that a particular livery stable is set of a livery stable may risk injury when an
up to accommodate (e.g., ankuses at a place geared unfamiliar mount balks or rears. This might
for elephants). be an unfortunate accident that characters are
luckily on hand to help with, potentially earning
If a specific stable provides shoeing for mounts, it
the gratitude of a rich merchant or a noble,
will likely also include horseshoes, nails, a forge,
or perhaps due to malicious or supernatural
anvil, bellows, buckets for quenching hot metal,
interference with the mount.
tools like hammers, tongs, and files, and protective
gear like aprons and gauntlets. • Believing they have made good use of their
bargaining skills and either been especially
A livery stable might be run in conjunction with
lucky or almost bilked the trader from whom
some other sort of establishment, such as an inn,
they purchased them, the characters have just
a training hall, or any other places likely to be
acquired an excellent string of ponies (or other
frequented by mounted visitors.
appropriate mounts) at cut-rate prices. These
Livery stables run by non-Humans or in fantasy were liberated from a dangerous local warlord,
settings might have various unique characteristics. however, who will not react in a friendly
One devoted to stabling and caring for flying manner to whoever turns up with them.

161
Restaurant typically found in common households (although
the mansions of wealthy merchants and nobles
Restaurants are businesses that strive to provide
distinctly pleasurable, fine-dining experiences might have kitchens very similar to those of
to customers, serving good-quality meals with restaurants). Subordinate kitchen staff must also
individual service in pleasant settings, and may perform ongoing tasks like washing dishes, pans,
specialize in providing specific sorts of food or and utensils, disposing of garbage, and the like.
the cuisine of a particular foreign country. Because Screened from all this, a restaurant’s customers
they cater mostly to the middle classes, restaurants typically receive dishes served with flair by well-
are typically found in large towns or cities where dressed wait staff and on tables that are often
there are concentrations of such people. provided with ornamental centerpieces and even
Many styles of service exist, but most often a fresh linens and appealing — but sturdy and easily-
customer will order from a selection of dishes that washed — crockery and often-specialized eating
are then cooked or otherwise prepared nearby, utensils appropriate to the foods featured.
sometimes in view of the patrons as both assurance Races that disdain luxury or formal dining — such
of freshness and a form of entertainment. For as savage humanoids like Orcs — seldom have
groups that make advance reservations for special restaurants, but Halflings, known to be gourmands,
occasions, a restaurant may provide a pre-set Elves, with their refined tastes, and Dwarves, with
menu that includes items not normally served or their ancient traditions and love of ceremony,
other special amenities (e.g., place cards, small support many places of this sort appropriate to their
gifts). Restaurants also serve drinks appropriate inclinations. Goblinoids have restaurants of a sort,
to their meals, which a cellarer or similar with various disturbing meats that are sometimes
specialist may select personally, and sometimes served while still alive.
provide entertainers all or some of the time,
possibly wandering between tables for close-up Adventure Hooks
performances. • Because of the many enemies they have, a
A restaurant’s proprietor is often also its head chef family of nobles, organized criminals, or other
but might also be purely a business manager or the powerbrokers that control a community might
maître d’. Skilled cooks often alternate throughout seldom leave their secure villas to gather
their careers between owning and running their together. When a special occasion brings
own restaurants, managing establishments that most of them to a banquet at an exclusive
are part of larger concerns such as large inns or restaurant, the stage is thus set for a usurper
government centers, and serving as private cooks to try to massacre them in a single bold stroke.
for wealthy households. Characters might be hired as guards to protect
the place during the meal or contracted by the
Large quantities of standard ingredients used family’s enemies to assault the restaurant, and
by restaurants are typically either picked out in either case might then be paid off by the other
by skilled staff or the chef himself at wholesale side to betray their employer. Or, they might
markets, gathered or hunted fresh from the local just be innocent diners in the wrong place at
countryside, or delivered by specialist suppliers the wrong time!
known as providores.
• One of the signature dishes of a famous restaurant
Restaurant kitchens typically contain an array of is served only by special request and at great
specialized professional cooking equipment, from expense because it requires a rare game-beast,
knives, bowls, and dishes to particular types of herb, fungus, eggs, or some similar ingredient
ovens, and are arranged as production lines that that is difficult to find and dangerous to hunt or
go from preparation of ingredients through final gather. A restaurant owner might therefore hire
presentation of dishes. They often use cooking characters to go to the wild location where this
processes that are larger in volume, faster, and particular ingredient can be found and return
sometimes demanding of greater skill than those quickly with enough for an upcoming feast.

162
Rooming House convenient to the management than to guests (e.g.,
strictly for a half-hour after dawn for breakfast
Rooming houses are accommodations intended
mainly for members of the lower middle class and for a half-hour commencing on the hour after
and upper lower class, usually individuals but sunset for the evening meal).
sometimes couples, who require modest lodgings Single folk who follow a somewhat uncertain course
for extended periods. Some also cater to members in their professional lives, such as adventurers, are
of specific races in communities where they are in often well served by staying for extended periods
the minority. Places of this sort are also frequently in boarding houses. They may also benefit from
known as boarding houses and are generally being able to give the establishment’s address as
located in communities of town size or larger to a point of contact, provided that the management
which people have relocated for work but where does not object to guests receiving visitors or
they might not have family to stay with. having messages left.
For a reasonable price by the day or even more Many rooming houses are, indeed, known for the
cheaply by the week, a visitor can have a bed, extensive rules established by their landlords or
often in a shared room, and a modest breakfast landladies, to avoid disruption to the routines and
and supper. Both meals are typically served only reputations of their establishments as a result of
during narrowly prescribed times that may be more antics by lodgers of uncertain morals.

163
A rooming house is most often simply a relatively the professional’s landlady as they arrive and
long and large, internally-divided house of the sort depart, especially if any of them are roughly
used by craftsmen or tradesmen and described or outlandishly dressed or otherwise seem
under “Buildings” in Chapter 1: Communities. In disreputable.
those with more than one or two rooms to rent,
• A former occupant of a room in a boarding
chambers are often arranged along a common
house where a character has taken up lodgings
corridor on each floor, but perhaps in a more
might have hidden something under the
haphazard way if the premises have grown by
floorboards or in a secret compartment (e.g., a
successive additions to an original building. A
valuable jewel, an incriminating document, a
common dining room, kitchen, washroom, and
dead body). This might prove dangerous to a
a slightly larger apartment for a live-in manager
new tenant who discovers the hidden item, or
or owner are typically situated close to the street
if the former owner or other interested parties
entrance, for convenience of housekeeping in the
turn up to retrieve it.
common areas and in order for the proprietor to
keep an eye on comings and goings.
Tavern
Adventure Hooks Taverns are establishments that sell various sorts
• A sage, jeweler, or other individual who has of alcoholic beverages and often food like snacks
been recommended to the party as a source of or simple meals, generally for consumption on the
advice might carry out business dealings from premises but quite often also for customers to take
his chambers at a rooming house. Characters with them and consume elsewhere. Such places
venturing there may have to brave the suspicious can be of any size and include everything from
gaze, and possibly disapproving comments, of street-side wine carts where patrons can stand

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and drink, to village longhouses where customers Disturbances or full-scale brawls can easily break
quaff small beer in the room where it was brewed, out in taverns, particularly if the customers are
to sprawling, multi-level halls serviced by gangs of from groups accustomed to violence or their
sturdy beer maids. aggression is heightened by intoxicants, stressful
circumstances, ethnic tensions, or disagreements
Similar places include pubs and bars of all sorts and
over the results of games played on the premises or
places specializing in other kinds of intoxicants or
local sporting events. Depending on the likelihood
stimulants (e.g., coffee, hashish, hot chocolate, betel
of such problems, the publican often employs one
nut), which might be the norm in some societies.
or more bouncers to prevent them by removing
Less formal or licit arrangements, variously known
customers who are on the verge of assaulting
as shebeens, keggers, raves, or drinking-cellars,
each other. Other security measures at taverns are
might consist of no more than a suitable gathering
usually for purposes of keeping the establishment
place and a supply of cheap alcohol — possibly
from being robbed of its inventory or vandalized by
brewed on the premises — where participants can
miscreants during hours when it is closed.
pay a flat fee to drink until they stagger out or drop.
Most Human cultures in a traditional setting will
Most taverns cater to a particular group or sort
have taverns of some sort associated with them.
of regular patrons and just as important as the
Races known for their drinking, such as Dwarves
drinks they sell is the ambience they provide
and Orcs, patronize a correspondingly large
and opportunity for customers to relax or enjoy
number of taverns, while sylvan races like Elves
themselves and interact with each other. A tavern
and Satyrs, although they love to drink and revel,
also serves as a convenient and discrete meeting
tend to favor parties thrown by individuals or held
place and a useful venue to seek or disseminate
in natural settings. Militaristic societies, such as
information like rumors, local news, and offers of
those of Hobgoblins, might prefer all members of
employment.
the warrior class to eat and drink together in places
Almost any settlement, to include those even more akin to communal kitchens or warlords’ feast-
smaller than villages, might support a tavern of halls. In any event, taverns catering to specific
some sort, and any typical city has a great number demographic groups might be inhospitable toward
and variety of them. Places where significant would-be patrons who are not members of such
numbers of people pass through or congregate, groups, or who are disliked by them (e.g., Orcs in a
such as waypoints for travelers, holy sites, or bar frequented by Dwarves).
industrial areas like large mines, might also have
various sorts of “watering holes” associated with
them. Adventure Hooks
• Of all the places patronized by adventurers, the
Many taverns provide minstrels and other
tavern is certainly the most quintessentially
entertainers or host popular forms of gambling,
classic venue for characters to seek out quests,
games of skill (some of them dangerous), animal-
hear rumors or learn information pertinent
fighting, and attractions like Goblin-tossing and
to their activities, and recruit comrades,
prize-fighting. Some also provide conveniences to
mercenaries, or hirelings. This makes perfect
help inebriated guests find their way home (e.g.,
sense and, in the absence of a more suitable
hire carriages, sell torches) or the opportunity to
place for conducting any such activities,
pass out under tables. Those that provide separate
storytellers are encouraged to continue with
accommodations usually do so as a sideline, with
this venerable tradition.
a few small rooms on an upper floor above the bar,
where noise passes up from below and guests can • Characters drinking in a rough tavern might
expect only slow — if any — service during business be approached by an individual who offers to
hours. Those catering to travelers, however, might show them to a lucrative gambling game. This
place more emphasis on meals and amenities like game could be fair, rigged, unpleasant in nature,
rooms and stables for mounts and less on varieties or simply a ruse to lure drinkers outside to be
of entertainment. set upon by robbers or a press gang.

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166
Inn & Tavern Generation
Following are a series of tables that may be used to ascertain the numbers and kinds of inns and
taverns that might be found in a particular community and to determine their general characteristics.

Part 1: Number of Inns & Taverns and occasional passers-by as much as one to
First determine the base number of inns and/or three times per season on average.
taverns associated with communities of various
Provincial: +/-0. This area sees a fair number of
sizes and then, if desired, apply the optional
out-of-town merchants and other visitors each
modifiers that address the level of contact with
month, especially during certain seasons, but
the outside world and other factors (negative
still lies beyond the periphery of anything truly
results should simply be treated as 0). Assume
cosmopolitan.
that a third of such establishments are inns, that
a third are taverns, and that a third combine the Healthy: +1 on each die rolled. This community’s
functions of both such establishments. markets thrive, with buyers and sellers from
many nearby regions seeking different goods
and services.
Base Number of Inns/Taverns by Community
Flourishing: +2 on each die rolled. This place
Thorp (1-100 residents): 2d4-7
is a major center of trade, with traders and
Hamlet (101-500 residents): 2d4-5 transients constantly arriving from other cities
and lands.
Village (500-1,000 residents): 2d4-3
Situated on a royal/national road or pilgrimage
Town (1,001-5,000 residents): d10+5
route; at a seaport or oasis, on a navigable river
Small City (5,001-12,000 residents): 3d10+10 or lake, or near a mountain pass; presence of
mines, factories, or military base: +1/die rolled
Large City (12,001-25,000 residents): 5d10+15
per factor (up to +3).
Metropolis: (25,001+ residents): 7d10+20
Presence of significant natural obstacles or
hazards (e.g., deep desert, arctic cold): -1/die
Option: Modifiers to Number of Inns/Taverns rolled.
Optionally, you can modify the number of inns
Adjacent friendly or neutral lands predominated
and taverns present in a particular area when
by Humans or Demihumans: +1/die rolled.
rolling as described above, based on how vital
the local economy is, choosing from Stagnant, Adjacent lands controlled by enemy Humans
Isolated, Provincial, Healthy, or Flourishing. or neutral Humanoids: -1/die rolled .
You can then further adjust the number based
Adjacent lands controlled by enemy
demographic and geographic factors, which are
Humanoids: -2/die rolled .
cumulative.
Significant problems with monster infestation:
Stagnant: -2 on each die rolled. This area has
-1/die rolled.
no regular contact with the outside world, its
residents subsist only on what is produced in
the area, and any tools or ornaments that are
Option: More or Fewer Taverns
not locally made are decades or generations
Optionally, you can modify the total number of
old.
establishments run solely as taverns patronized
Isolated: -1 on each die rolled. This community by locals (i.e., a third of the number generated
sees traders, outside governmental officials, above), based on how gregarious they are and

167
the local consumption of various beverages or possible and, as a result, are neither too cheap
other substances. Local equivalents of taverns or expensive or set up to meet the needs of only
need not serve alcoholic drinks and any specific groups.
beverages, stimulants, or intoxicants enjoyed
For every such establishment in a community
socially at the place where it is sold — such
there is a cumulative 5% chance that each will
as tea, coffee, tobacco, qat, or betel nut — can
specialize in serving a specific sort of ethnic,
prompt creation of comparable establishments.
racial, economic, vocational, or other group, to
Antisocial: -2 Town or smaller, -4 Small City, a maximum of 50%. Thus, for example, if there
-8 large City, -12 Metropolis. Inhabitants of this were only one inn/tavern establishment in a
community actively dislike associating with particularly community it would only be 5%
each other and have few traditions of social likely to be specialized in nature, if there were
gatherings. Any taverns that exist in such a six establishments each would be 30% likely
place cater only to travelers, troublemakers, to be somehow specialized, and if there were
and those unable for whatever reasons to eat 10 or more establishments each would be 50%
meals in their homes. likely to be specialized (and for communities
with 10 or more inns and taverns you can feel
Abstemious: -1 Town or smaller, -2 Small City,
free to simply assume that half are general
-4 large City, -6 Metropolis. Due to a strictly-
purpose in nature and that the other half cater
enforced religious decree or civil ordinance,
to specific clienteles). People who are not
public serving of alcohol or other intoxicants
members of a special group in question may or
is prohibited and locals visit taverns for meals
may not be welcome in such an establishment,
only. Note that rules that are unpopular and
but it should not be a foregone conclusion that
widely flouted have little or no influence
they would not be.
on the number of taverns but that they may
alter the procedures of each place and the If desired, roll on the following table to
ease with which a stranger might find such determine the group catered to at a particular
an establishment (e.g., as with the case of establishment:
speakeasies during Prohibition).
Sociable: +1 Town or smaller, +2 Small City, +4 d20 Clientele
large City, +6 Metropolis. In such a community 1-2 Poor folk
local inhabitants like to gather in their free time 3-5 Middle-class folk
to share a stimulating or intoxicating beverage 6 Wealthy folk
or other substance and discuss their daily lives 7 Laborers
and the state of the world, supporting many 8 Craftsmen/Tradesmen
local taverns. 9 Criminals
Dissolute: +2 Town or smaller, +4 Small City, 10 Intellectuals (e.g., students,
sages, wizards)
+8 large City, +12 Metropolis. There is a lot
11 Religious folk (e.g., priests, monks,
that members of the local population wish to pilgrims)
forget or not think about and many give over as 12 Military folk (e.g., mercenaries,
much of their free time as possible to imbibing soldiers, watchmen, guardsmen)
alcohol or other intoxicants. 13-14 Merchants
15-16 Foreigners
Part 2: Types & Patronage 17 Aristocrats
of Inns & Taverns 18-19 Specific race
Most inns and taverns are run in such a way as (e.g., Humans, Orcs, Halflings)
to be useful to the greatest number of people 20 People with particular illnesses/
health needs

168
You can also roll 3d6 to determine the d20 Hostler
percentage chance a particular establishment
1-6 Peasants
will deal dishonestly with characters in some
way, adding another d6 if they are not members 7-8 Craftsmen/Tradesmen
of a clientele the place specializes in and one 9-10 Warriors
more d6 if the place is run by or for criminals.
How this dishonesty manifests — overbilling, 11 Nobles
watered-down wine, robbery, murder — will 12 Foreigners
be dictated by circumstances and is at the
13-14 Demihumans
discretion of the storyteller.
15-16 Humanoids
Part 3: Hospitality in Unorganized Areas
In wildlands or countries where currency or 17-20 Outlaws
the concept of private commerce are recent
You can also roll 4d6 to determine the
innovations — or, indeed, considered foreign
percentage chance that a particular hostler
peculiarities — the necessary functions of
will deal dishonestly with characters in some
sheltering travelers and providing communal
way, adding another 2d6 if the place is run by
feasting and drinking devolve to householders
Humanoids and another 2d6 if it is run by or
who have the room and means to accommodate
for outlaws. This dishonesty might manifest in
guests.
anything from demanding valuable “gifts” in
If desired, roll on the following table to determine exchange for their hospitality to more extreme
the people in a particular unorganized area things like robbery, murder, or attempting to
willing to offer accommodations to travelers sell guests into slavery or turn them over to
(assuming anyone at all is): enemies for a bounty.

169
Watering Point Places of this sort can vary widely in size, form, and
appearance. At one end of the spectrum, watering
Watering points are places people can go to obtain
potable water, primarily for Human consumption points might be simple and unadorned pools built
but possibly also for animals, bathing, laundering, around natural springs, and at the other end they
irrigation, or other secondary uses. Such places might be elaborate shrines constructed over natural
include but are not necessarily limited to wells, grottoes similar to the nymphaea of the Romans.
fountains, pools, cisterns, and places along natural Many are fountains, which can run the spectrum
streams, rivers, ponds, and lakes that have been from no, little, or much decoration (e.g., bas relief
structurally improved or augmented to facilitate images around the base that tell a story or statues
the gathering of water. Publicly accessible places depicting deities), and some actually might be
of this sort are critical in societies that do not have fashioned into various shapes (e.g., those of a
indoor plumbing and communities cannot exist symbol that is pertinent in the local area). Almost
without them. all watering points of these sorts will include either
basins or spouts from which people can easily
Specialized sorts of watering points include collect water. Others might take the form of stairs
troughs, which are generally intended to provide leading down to platforms at the edges of rivers or
water for mounts like horses, and watering tanks, lakes or through excavated areas to the level of the
which are usually used to provide water for herd water table.
animals like cattle or sheep. Water features are
similar in appearance to watering points but are Most watering points will have some stories of their
primarily decorative in nature or entertaining in origins associated with them, ranging from simple
some way, such as statues that appear to be spitting accounts of the first settlers who discovered their
or pouring water or pools that feature “dancing water sources to elaborate tales of holy men striking
waters” (which might be augmented with things rocks to create springs and deities intervening to
like light or music). Drinking fountains and water bring waters to parched lands. Almost all such
coolers represent modern forms of watering point. places will have their provenances or origins
marked in some way, and this could include the
Because water is so critical to people there are symbol of the authority that established them and
numerous examples of famous watering points from possibly the date they did so on the one hand, and
every era and society. A few of note include the Trevi elaborate artworks depicting mythological tales on
Fountain in Rome, a massive 18th century Baroque the other.
structure that includes statues of the god Oceanus
and his Triton servitors that is considered by many Many watering points will also have utensils
to be the most famous fountain in the world; the available for people to use, such as buckets at
Schöner Brunnen, a 62-foot-tall Medieval fountain wells, metal cups or ladles at fountains (possibly
in Nuremburg, Germany, that is adorned with 40 connected to them with chains to prevent pilferage),
colorful figures that represent the world view of and the like.
the Holy Roman Empire; and the Pool of Siloam in Because they are places people have to come to and
Jerusalem, which was built within the city walls are naturally prone to congregate in, those seeking
to prevent besieging armies from having access to to benefit from the presence of crowds will thus
fresh water and was the site where Jesus healed a often be found around watering points. Food and
man who had been blind from birth. drink vendors, for example, might find it useful to
Watering points will typically be located in places ply their trades around watering points; officials
where they are easily accessible to the people for like heralds might make their announcements at
which they are intended and so can often be found them; and weekly markets will often be held in
in spots like the roads and gateways leading into the squares where they are located. Pickpockets,
communities; the main squares of villages, towns, thugs, and other troublemakers, as well as law
cities and districts within them; parks or gardens; enforcement personnel like watch or guardsmen,
and the courtyards of government, religious, and are also quite likely to be found lurking around
service places. places of this sort.

170
Water available at such places might come from Water flowing through water points will typically
any number of possible sources. Water in wells, for continue on into drainage areas — whether
example, typically comes from the water tables or visible on the surface and running along streets
aquifers into which they have been dug, and many or concealed in subterranean pipes, passageways,
watering points simply incorporate existing springs or channels — and thenceforth into adjacent or
or add a bit infrastructure to make them more nearby areas like canals, rivers, marshes, lakes, or
easily accessible. Other places of this sort might seas. At this point, because it no longer needs to
be fed from water in cisterns, especially in areas be potable, such water might also feed into sewage
where rain is gathered for such purposes; open tunnels or canals and be used to flush away waste.
or enclosed reservoirs; or surface or subterranean
Most watering points meant to be publicly
pipes, channels, or canals; aqueducts bringing
accessible will not have any particular security
water from remote locations that might even be
measures associated with them. Tampering with,
many miles away; or water pumped, lifted with
defiling, damaging, or destroying such a place
waterwheels or Archimedean screws, pushed with
might, however, be a very serious crime and have
hydraulic rams, or otherwise obtained from rivers,
appropriate penalties associated with it, and
lakes, reservoirs, or water tables.
residents of an area served by a watering point
Measures taken to purify water available from will likely report or take other appropriate actions
watering points will vary widely but, in a pre- to protect it. Watering points in places like city
modern setting, will likely be non-existent or squares might also be easily observed by authorities
limited to filtering it through rocks, gravel, and like watchmen, guards, or soldiery, and in a fantasy
sand (and even this might not be necessary in the setting magical safeguards of various sorts might be
case of pure spring water). In fantasy settings magic present.
might be used to help ensure the purity of water
Watering points not intended for unrestricted
available at places of this sort.

171
general use might have specific security measures tolerances, such that a watering point intended for
associated with them. Residents of an oasis or other them might not be suitable for everyone else. Water
community where water is especially precious or issuing from a particular fountain, for example,
scarce, for example, might allow only those whom might contain significant quantities of a mineral
they have accepted as guests access to their watering that has no effect on Dwarves or is even salutary
points or might provide a specific obligatory to them but which could be harmful to members
amount to strangers. Commercial ventures of other races. Orcs, on the other hand, with their
like caravanserais might allow guests to access tolerance for carrion and spoiled food, might
fountains for personal use but charge separate fees be able to drink water from wells that have been
to water animals or refill large containers. contaminated with the bodies of dead animals or
people, something that makes such places wholly
Most visits by characters to watering points will
unusable by most other people.
certainly be the same as for any other people,
namely to obtain drinking water, and there might be
Adventure Hooks
places near where they live when not adventuring
• A great fountain in a public garden that many
that they routinely use for such purposes. Such
people in the surrounding area use every day
places can therefore be very useful as spots for
to obtain their drinking water has suddenly
meeting friends and associates, encountering
dried up (or possibly become contaminated in
newcomers, hearing news and rumors, and any
some way). Those responsible for maintaining
number of things for which other places are more
the fountain and other nearby infrastructure,
typically employed (e.g., taverns). Watering points
to include irrigation systems for the garden,
in places characters are visiting can also possibly
suspect there is something amiss in the
convey information about the values, beliefs, and
massive cistern located nearby. These officials
other qualities of an area and its inhabitants (e.g.,
are, however, afraid to enter the cavernous,
based on stories or deities depicted in associated
columned, labyrinthine, and water-filled area
artwork, how well they are maintained, how lavish
themselves — possibly in part because of local
or utilitarian they are).
legends about a pair of Medusae reputed to
Watering points created or maintained by various dwell within the ancient cistern — and instead
non-Human peoples will often have various opt to seek out characters who can be induced
characteristics peculiar to them, to include to investigate and, ideally, solve the problem
adornments reflecting their own pertinent myths, for them.
legends, and values if such places are things like
• A particular well has a reputation as a place for
decorated fountains. A basin built by Elves, for
lovers to meet, as well as for those who wish
example, might be adorned with reliefs depicting
to find a sweetheart. A local gang, however,
one of their deities and affiliated water spirits
has begun to use the lingering crowds as cover
and only fill when someone reads aloud the
for their illicit activity, in which they transfer
sigils engraved into it in their language. Unique
stolen goods to resellers, sell illegal drugs,
technological or magical capabilities of various
and arrange payoffs. The town guard are well
races might also play a role in the forms and
known figures to the gang-members, but a band
functions of their watering points. A fountain
of rough and tumble newcomers to the region
constructed by mechanically-inclined Gnomes, for
would make the perfect agents to make contact
example, might use relatively sophisticated pumps
with the gang.
rather than gravity to drive water to it and might
be decorated with clockwork figures capable of • A character might stumble across a tale that
movement and given an additional semblance of claims some benefit will acrue to anyone
life with illusory magic. who visits a series of fountains in a particular
community — possibly on a particular day —
It also bears considering that various fantasy races
and performs some minor ritual at them. There
might be biologically very different from Humans,
is only one way to find out if this just an urban
giving them dissimilar physical needs and
legend or if it holds more water than that ...

172
173
8
Scholarly Places

174
C
haracters can often improve their chances of survival and success by obtaining in advance
information about the characteristics, inhabitants, and dangers of the little-frequented places to
which they are preparing to venture. Similarly, during and after their quests adventurers may
require help in determining the properties of arcane documents, strange artifacts, or other esoteric items
they have obtained. For all of these purposes and more, characters often avail themselves of the services
of scholarly places, which variously record, store, distribute, and improve information associated with all
branches of knowledge and where they might go to consult with their sagacious occupants or purchase
goods and services from them.

Scholarly places that fulfill these needs in various performed in them require reading texts or
ways include academies and colleges, alchemy analyzing fine details.
workshops, libraries, observatories, scriptoriums,
Scholarly places require a wide variety of specialized
and the establishments of professional wizards and
artisans, tradesmen, and merchants to provide them
oracles, all of which are described in this chapter.
with the goods and services they need to support
Fields of knowledge that scholarly places deal their operations and such ancillary establishments
with cover every aspect of life, from religious — such as papermakers, ink makers, printers,
and cosmological beliefs concerning the basic and vendors of laboratory equipment, chemicals,
structure and development of the world, through and exotic materials for spell components — are
lore about distant countries and exotic plants often located in close proximity to the venues they
and animals, to the everyday processes of crafts support. More mundane amenities like taverns
and trade. Some areas of knowledge even enable and eateries of various sorts might also be located
greater advancement in scholarship itself, such as nearby.
the study of foreign and archaic languages.
Presence of scholarly places can affect a particular
People who use knowledge gained in various community in any number of other ways as well,
sorts of scholarly places likewise include almost and significant numbers of faculty, apprentices,
every vocation and social group, from ordinary or students associated with places of this sort can
guildsmen seeking out practical information about likewise have an impact on the culture and even
their vocations, to nobles debating affairs of state, the political life of areas where they are present.
to philosophers and sorcerers pondering the most They can also, likewise, lead to rise of tensions
esoteric questions about the nature of the world. between their denizens and less-intellectual
locals, all dynamics that can frequently be found
Institutions of knowledge are important elements
in university towns.
of a society’s heritage — and frequently regarded
as investments in the honor and future prosperity To many scholarly institutions, destruction of
of a state — and as such are often housed at the books and records is a greater concern than the
expense of a national or municipal government, or perhaps less pressing fear that someone might
by institutions like major temples. Such places are attempt to steal them, and security precautions
often established in purpose-built brick or stone thus generally focus on protection against fire,
structures of permanent and monumental character flood, vermin, vandalism, and other destructive
and decorated with friezes, statuary, and murals forces. Some societies hold certain branches of
depicting famous scholars associated with them, knowledge as secrets that are intrinsically very
vistas of distant and long-lost countries that the powerful, however, and places that deal with such
institution studies, and other inspiring subjects. lore might be guarded just as strongly as sites like
government storehouses or banks. And, because
Other scholarly places of a private nature tend to
knowledge is the stock-in-trade of wizards and
be located in much more modest buildings typical
other spellcasters and many scholarly places are
of the sorts described under “Buildings” in Chapter
run by such characters or dedicated to their needs,
1: Communities. Many such places, however, are
magical safeguards are often employed if they are
built tall and with an emphasis on high windows,
available and warranted.
in an effort to capture natural light if the activities

175
Academy military colleges that train officers and strategists.
Such places might sometimes be part of larger, more
Academies, colleges, and other institutions of
higher education are places where philosophers, diverse educational institutions, like universities.
sages, and experts in various disciplines instruct Most academies will be set up for dealing with
students in specific fields of knowledge or bodies students of a particular type (e.g., adolescents,
of doctrine. Academies can teach almost any area adults, women).
of skill, fact, or belief that a society considers Academies can range in size from a set of classrooms
important and complex enough for citizens to give located in a good-sized townhouse or within a
up hours, months, or years of their working lives to structure used for other purposes, to a campus of
perfect knowledge of. buildings, courts, open grounds, and landscaping
Specific kinds of academies include schools of that rivals a medium-sized town in extent and
philosophy (of which the school founded by Plato, population. The largest academies — or multiple
near classical Athens, provided the origin of the ones that have been aggregated into universities
term), schools of medicine, schools of magic, bardic — might include numerous halls, lecture theaters,
colleges, seminaries that teach theology and the libraries, scriptoriums, laboratories, workshops,
skills necessary for priestly responsibilities, and dormitories, refectories, and sporting facilities.

176
Academies are typically established by individuals discourage unauthorized use of the rooms, pranks,
like noted scholars, experts, rulers, religious figures, and vandalism.
or great merchants and most often located in the
Any of the civilized races — except, perhaps,
large cities or metropolises where their founders
bucolic and unambitious Halflings — might
have seats of power or made their fortunes. Some
organize academies of one sort or another. The
founders, however, given adequate resources and
more savage humanoid races typically lack the
prestige, choose to place their campuses in small,
organization or respect for learning to support such
isolated communities instead, whether because
places, apart from occasional war colleges operated
their intended regimen of learning will benefit
by priests of the deities of rulership and battle-craft
from isolation, because large open fields or private
among some peoples (e.g., Hobgoblins).
access to the sea are useful for practical instruction
(e.g., for a military college, agricultural institute, or
naval academy), or to take advantage of cheap land Adventure Hooks
prices. • In order to receive the specialized religious,
magical, or vocational training they need to
Players may want their characters to attend an advance in their professions characters might
academy — or to record the fact that they have need to attend academies of some sort. This
done so in the past — in order to learn the advanced might involve them successfully applying to
skills and techniques taught there, to consult such institutions; travelling to them if they are
with experts among the teaching faculty or senior in remote areas or distant communities; paying
students, to arrange employment as staff for one whatever fees might be required; dealing with
of the academy’s field trips, or to hand over to the faculty, staff, and other students; and possibly
institution artifacts and first-hand accounts from passing tests of various sorts.
unknown places that the adventurers have visited
(e.g., for the love of learning, cash, or favors). • Adventurers are often experts in diverse fields
of knowledge, both practical and esoteric, and
The official head of an academy, often called a those who are so inclined might potentially
chancellor, is usually either an eminent scholar or make ideal instructors. Having an academic
a former public figure who leaves the day-to-day patron can provide all sorts of benefits
running of the institution’s functions to a deputy for certain sorts of adventurers, such as
with stronger skills in management, business, and underwriting for their quests. Such patronage
maintaining discipline among students and staff. might also come with a price, however, such
Many of the officials and teachers of an academy as an inability to adventure when classes are in
might have the right to reside on campus, which session, the obligation to undertake onerous or
often proves highly convenient for unmarried uninteresting expeditions, or a requirement to
members or those whose duties require them to be deal or travel with incompetent, annoying, or
available at all hours (e.g., to deal with or counsel overly-ambitious students.
resident students).
Due to their size and sometimes because of a concern Alchemy Workshop
to protect an ethos of academic freedom against Alchemy workshops are places devoted to the
state interference (assuming they are not actually activities of experts in quasi-scientific disciplines
run by the government), academies often maintain devoted to extracting, refining, transforming, and
their own security forces. Patrols by such forces are compounding the basic elements present in all
generally intended to restrict disturbances during manner of common substances. Alchemists base
the day and burglary and other mischief at night. their skills on complex metaphysical theories,
Other security measures for individual buildings setting forth a long-term experimental program
are commensurate with the value of their contents, with the ultimate goal of deriving the fundamental
as described for libraries and similar facilities. essence of all things — called the Philosopher’s
For unattended lecture halls and the like, these Stone in Western history or the Golden Elixir in
typically comprise simple locks mostly intended to Taoist practice — at the conclusion of a lifelong

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investigation often known to them as the Great Work. traders and craftsmen who provide equipment and
Such rarefied pursuits are far from inexpensive, and rare raw materials, and separation from neighbors,
alchemists who are not independently wealthy or who tend to complain of the smoke and strong fumes
blessed with rich patrons must support their work given off by alchemical processes (not to mention
in other ways. One of the most common is through occasional explosions, toxic outflows, or escapes
the sale — often through shops like those used for of malformed experimental creatures). Many
any other items — of many of the substances they alchemists thus establish their operations near the
learn to create as a relatively minor side effect of fringes of towns or cities rather than within them, or
the complex and lofty principles associated with in urban quarters where noxious industries such as
their vocation. smithies and tanneries predominate. An alchemist
with a patron or employer might also operate a
Substances that alchemists of varying inclinations,
workshop inside a noble’s manor compound, as
specializations, and levels of ability might prepare
one component of a large-scale arsenal, or the like.
and sell in their shops could include everything
from items with mundane but nonetheless amazing An alchemy workshop typically extends over
and potent properties — such as pyrotechnics of at least the ground floor of a moderately-large
various sorts, strong corrosives, and purified or townhouse (as described under “Buildings” in
highly-concentrated materials — to those that, in Chapter 1: Communities) or a rural manse, which
many game settings, might be classified as minor ideally should be of sturdy fireproof materials like
magic items. Items of this latter sort could include brick or stone. Such an establishment requires a
various sorts of potions, oils, dusts, unguents, reliable source of water, such as from its own well
and the like, especially those intended to cure an or cistern, appropriate fuel for its furnaces and
array of diseases and ailments, restore or preserve burners, and easy access for wagons to deliver
youth, transmute one element to another, or create fuel and other supplies in bulk. A place of this
artificial forms of life. In addition to selling the sort typically has a main work area that contains a
products of their craft, alchemists might also trade number of furnaces of different designs vented to
in equipment, materials, and supplies associated a common chimney, vats, tubs, baths, distillation
with the practice of alchemy, or use their skills on columns, and other large pieces of apparatus, and
others’ behalf for hire. workbenches with smaller vessels and hand tools
to mix and prepare substances for processing.
Typical customers of alchemy workshops include
adventurers of all kinds, who tend to be especially Separate chambers accessible from the main
interested in substances like strong acids, super- laboratory include storerooms, often organized
sticky pastes, alchemical lights, magic potions, and much like an apothecary’s shop, for diverse raw
ever-popular liquid fire; specific types of craftsmen, materials; specialized workrooms designed to
such as jewelers, dyers, and glassblowers, who provide controlled conditions for precise operations;
require various sorts of acids and other substances; open-air processing areas for drying and procedures
wizards, who need exotic components for spells that might give off particularly dangerous gases;
and magic items; and other alchemists of different a library and study; accommodations, kitchens,
specialties or lesser skill. Nobles or government dining areas, and servants’ quarters to cater to
bodies more often employ alchemists as full-time the living needs of the master alchemist and his
employees than buy their products on a retail basis, workers; and, finally, reception and display areas
as rulers can typically afford to support alchemists’ to meet with customers away from the heat and
transmutation projects and elixir-brewing, generally fumes of the laboratory.
in the hope of long-term benefit to themselves, or
Because their products and even many of their base
to apply the industrial-grade destructiveness of the
materials are valuable, alchemists generally protect
alchemist’s corrosives and incendiaries to major
their premises with high walls and strong locks,
public works projects or sieges.
measures that also help prevent curiosity-seekers
Location of an alchemy workshop must strike a and children suffering various horrible injuries
balance between accessibility to the specialist from the substances stored within. Facilities

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of alchemists who are sponsored by powerful drawn to this esoteric vocation, as might long-
individuals to perform transmutation experiments lived and scholarly Elves, each bringing a different
often have large quantities of their clients’ precious perspective to the Great Work.
metals on hand and thus have much higher
security measures, such as round-the-clock guards. Adventure Hooks
Alchemists might also protect their cash reserves, • An alchemist might commission characters to
finished magic potions, or stores of gold and silver provide him with rare ingredients that he needs
with particularly fiendish traps that incorporate in his work, but which can only be obtained
various harmful substances, and some might even in a distant land or dangerous wilderness.
have various synthetic creatures at their disposal. For example, rare minerals might be available
A master alchemist must be a dedicated scholar from certain foreign mines or jungle-choked
with many years of learning and experience. prospecting areas, chips of worked stone or
Operation of an alchemy workshop might also remnants of long-disintegrated burials may
require many assistants, ranging from skilled only be obtainable from a particular ancient
journeymen and apprentices in the alchemical arts ruin (perhaps one rumored to harbor equally
to simple laborers needed to stoke fires, shovel old undead spirits), and unusual liquids could
stockpiles, and pump bellows. lie exposed in natural pools free for the taking
but deep within a distant and hazardous desert
In many fantasy game settings, Gnomes have an or mountain range.
excitable tinkerer’s mentality and semi-magical
nature that makes them especially suited to be • For some reason during the course of their
alchemists. Other industrious races, to include adventures, a character party must visit the
Dwarves, Goblins, and Kobolds, might also be workshop of a prominent alchemist. When

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they arrive at his establishment, however, they way dependent on written materials (e.g., mages,
are refused a meeting with him or otherwise sages, clergy). It is also possible, however, that a
unable to satisfactorily complete their rich but essentially illiterate aristocrat might keep
business. Investigation will ultimately reveal a library — along with several scholars or an entire
that the scholar has been slain and his position institute of study — to provide him with advice, as
usurped by a relatively sophisticated synthetic a token of his support of learning and culture, or
being that he created to serve him as both an to ensure that scholarly debates in his dominion
apprentice and a consort. proceed along lines that favor his political interests.
Because premodern libraries tend to be organized
Library with unique and unrelated systems at best,
assistance from a librarian knowledgeable about
Libraries are collections of books, scrolls, clay
a particular collection is key to finding desired
tablets, or information in other forms and are
information quickly and reliably. And while head
typically intended to provide a broad selection of
librarians and the proprietors of bookstores may
the best available sources of knowledge on one or
be knowledgeable sages in their own rights, their
more subjects. Some libraries are more along the
prime qualifications are as bookmen with expert
lines of prestigious luxuries and contain books
knowledge of publishing sources, the authenticity
selected for their fame and rarity, or from a standard
of texts and editions, and how to assess the state of
list of popular works, rather than any information
intactness of books and handle them with proper
they might contain. Similar places include
care. Understanding of literary forms and qualities,
archives, which hold the records of organizations,
the history of recent centuries, and knowledge
and booksellers of various kinds, which tend to be
of different languages are also typical skill sets
found in the commercial areas of towns and cities,
possessed by such characters. A library may also
often grouped near one another, as with other sorts
employ several assistants who are learning the
of mercantile places.
same sorts of things and who, at minimum, need to
Famous places of this sort include the Library of be literate, moderately careful, and painstaking in
Ashurbanipal in the Assyrian city of Nineveh, temperament.
where more than 30,000 clay tablets were
A library may fit within a single room of varying
discovered; the Library of Alexandria in Egypt, the
size, extend into multiple chambers and floors, or
largest collection of books in the ancient world;
even require an entire building or complex of its
and the library of Celsus in Ephesus, in what is
own. Basic requirements of such a place are usually
now Turkey, which was built to store 12,000 scrolls
a dry, high-ceilinged area away from direct sunlight
and serve as a tomb for a Roman senator.
to store books, scrolls, large folios or other sorts of
In settings based on traditional ancient, Medieval, information, typically on shelves or racks for ease
or Renaissance cultures, most libraries will be of access or in drawers or book-presses to keep
relatively small and owned by wealthy individuals them in good condition; a quiet and well-lit area for
or affluent organizations that grant access to reading texts, equipped with comfortable seating
outsiders or members of the general public only on and sometimes desks or bookstands; and a direct
a case-by-case basis or not at all. In a premodern — but sometimes controlled — means of access
society books will also generally be very valuable between the two. Libraries generally emphasize the
and often irreplaceable, and will thus almost never use of available light sources that avoid the use of
be lent out. open flames, which might damage books, such as
high windows or clerestories that can direct any
A library might either be an independent institution
available sunlight, lanterns of advanced design, or
or exist to support the aims of an organization or
magical devices that do not rely on combustion.
patron of at least moderate wealth whose interests
require a collection of information on one subject or Staff members employed at a library might need
another. Most often, the groups in any society that counters, desks, or similar stations to deal with
maintain libraries are also those who are in some visitors; small trolleys to carry books; movable

180
steps to reach high shelves; offices and workrooms
to keep records of the movement of books and to
make minor repairs to any that are damaged; and
perhaps even their own areas for taking breaks,
eating in private, and passing in and out of the
facility. A library might also keep writing materials
for taking notes at hand in the reading area if its
owner or staff trusts users not to damage texts in
the process.
Because handmade books are difficult to replace
and may be very valuable, libraries generally
employ a number of precautions against theft. These
are often attached to the books themselves — such
as locking covers, chains fastening books to their
shelves or lecterns, or magical traps that sound an
alarm when items are taken from a specific area or
which harm thieves without damaging texts — as
well as locks on doors and windows and periodic
checks after hours by any guards who normally
patrol the area. While a library is open, a guard may
be stationed near the entrance to assist librarians in
vital records on pages of living vegetal material and
preventing such things as attempts to enter without
protect their libraries from damp, rot, and vermin
authorization or to leave with books if there is
with potent magic. To the extent that grimmer
reason to expect such disturbances.
humanoid races like Goblinoids have written
Characters might visit libraries for any number works or libraries at all they tend to be devoted to
of reasons, to include seeking information about things like aggrandizing warlords, the worship of
things associated with their adventures, consulting infernal beings, or subjects like warfare, torture, or
specific works they have learned about, or having poisons.
written works they have discovered examined.
Because of their general seclusion and comfort, Adventure Hooks
libraries are sometimes also a useful place for • In a milieu where books are relatively rare they
meetings. are also very valuable, and tomes of various
sorts that characters find in the courses of
All literate races have their own approaches to
their adventures might literally be worth their
libraries or special focuses with them. Long-lived
weight in gold. Such books might warrant
peoples such as Dwarves, Elves, and Gnomes,
almost any efforts associated with safeguarding
for example, will be even more concerned than
and transporting them to appropriate libraries
Humans with things like history and genealogy
or booksellers for sale. Appropriate texts might
and with tracking the many details associated with
even help guide characters in the performance
them. Dwarves in particular tend to specialize in
of difficult tasks or to advance in their vocations.
works devoted to subjects like mining, metallurgy,
and crafting and constructing things with stone • A particular library might be targeted for
and metal, and might keep their most important destruction by enemies of the institution with
documents in ultra-resilient forms like books with which it is affiliated or simply by a depraved,
pages made from asbestos or slate tile. Elves often evil, or fanatical group of people who despise
focus on subjects like forestry, weather, flora, fauna, knowledge and its effects. A party of characters
and various natural phenomena and, while most might be the only thing standing in the way of
of their books might simply be bound in sheaves such a travesty — or leading the way to make
of parchment or vellum, they might put their most it happen.

181
Observatory — such as the El Caracol observatory in the Mayan
city of Chichen Itza in Mexico — were established
Observatories are places used for studying
astronomical phenomena of various sorts, to at the tops of pyramidal structures.
include the constellations of fixed stars, the Physical form of an observatory can vary and to a
movements of planets and their various oppositions great extent is predicated on the sort of equipment
and conjunctions, solar and lunar eclipses, cyclical associated with it. In its simplest form, a place of
phases of the Moon, meteor showers, appearances this sort might consist merely of a platform from
of comets, solstices and equinoxes, and transits and which celestial observations can be made under
occultations. Observatories with the characteristics the best possible conditions, while those needed
of true research facilities have been used by to house various sorts of equipment might be
societies throughout the world since the Middle commensurately more complex. Many take the
Ages and ones with some features of such places form of utilitarian structures built on high points
have been used even by prehistoric societies for of the sorts noted above or of appropriated or
thousands of years. purpose-built towers (e.g., like the Cheomseongdae
People can use information obtained from observatory in Gyeongju, South Korea).
observatories for a wide variety of things, to include Many ancient and medieval observatories had to
accurately establishing the dates of equinoxes and accommodate the presence of sextants, devices
other holidays; determining when celestial bodies designed to measure the positions of stars that had
like comets are due to appear; and scheduling two general types.
agricultural calendars or timing tides more
precisely than possible through casual observation. A mural sextant usually took the form of a 60-degree
arc built into a wall or other structure and, because
It is also possible to have variant places of this the bigger they were the more accurate their
sort that are not used to observe celestial activity measurements would be, such devices could be
at all and are instead designed to help monitor very large (e.g., the one at the 15th century Ulug Beg
various terrestrial, geophysical, volcanological, observatory in the city of Samarkand, Uzbekistan,
climatological, meteorological, or oceanographic had a radius of more than 130 feet and staircases
events. on each side to allow those taking measurements
Significant examples of true pre-modern to easily access it).
observatories include the the 9th century Al- Framed astronomical sextants, large devices
Shammisiyyah observatory in Baghdad and the usually built from a combination of wood and
Mahodayapuram observatory in Kerala, India; the brass, represented a technological advancement
13th century Maragheh observatory in Azerbaijan, and allowed for more versatility when taking
Iran, and Gaocheng Observatory near Dengfeng in measurements (but which, unlike navigators’
China; and the 16th century the observatory of Taqi sextants, did not incorporate mirrors). Such
ad-Din in Istanbul, Turkey, and the one established apparatuses were nonetheless still very unwieldy
by alchemist Tycho Brahe in Uraniborg, Denmark. and generally required at least two people to operate,
Proto-observatories that can be used to help particularly if the positions of non-stationary
track phenomena like the Summer Solstice were celestial objects like planets were being observed.
constructed from the Stone Age onward throughout Sextants of this sort also typically needed some
the world and include sites like Stonehenge. sort of protection from the elements and rooms at
Astronomical observatories are often situated as the tops of towers with large openings from which
far as possible from any sources of light that could observations could be made were a typical way of
interfere with their role as venues for nighttime housing them.
observations of the sky and are frequently constructed Historically, optical telescopes that used glass
either on natural high ground or on structures that lenses to magnify distant objects appeared in
mimic it. Many modern observatories, for example, the 17th century and were used for astronomical
are built on mountaintops, and many ancient ones observations. Properties of lenses had been known

182
since antiquity, however, and technological
advances required to produce ones that could be
used in telescopes had been developed in Italy by
the 13th century, so it is conceivably possible to
have devices of this sort somewhat earlier even
in a historical setting (and anything, of course is
possible in a fantasy milieu). Observatories that
use telescopes, in any event, need to be designed
so as to both protect them and facilitate their use,
and this usually takes the form of a dome that can
have an aperture opened in it to expose the sky.
Such domes can also frequently be rotated to allow
viewing of different portions of the sky.
Various details of construction or décor at an
observatory might be intended to emphasize the
purposes to which the place is dedicated (e.g., the
afore-mentioned Cheomseongdae observatory is
built from 365 pieces of granite, one for each day of
the year, and they are organized into groups of 12
layers, signifying the months and other calendrical
themes). Such places are also frequently oriented
toward cardinal directions, celestial bodies, or the
manifestations of phenomena like the position
of the sun on particular days of the year, and key
astronomical data might be literally engraved in specialized libraries for research materials and the
stone to ensure it is available to future generations. storage of records.
Other equipment that might be associated with Primary users of modern observatories are
observatories includes alidades, which allow a user astronomers, scientists who study celestial bodies.
to sight a celestial object and measure the angle to In a pre-modern, ahistorical, or fantasy setting,
it from some reference point; astrolabes, elaborate however, true scientists might be replaced by or
devices that can be used to measure the altitude conflated with clergy of various sorts, especially
above the horizon of a celestial body, identify those associated with celestial deities, and
stars or planets, determine local latitude, survey, practitioners of the occult like wizards, warlocks,
or triangulate; planispheres, instruments that can sorcerers, and astrologers. Other staff at an
be adjusted to display the visible stars for any observatory might include assistants, apprentices,
time and date; and armillary spheres, models of or acolytes; craftsmen skilled at maintaining or
objects in the sky centered on the Earth or Sun that repairing the sorts of equipment used at them;
represent lines of celestial longitude and latitude and possibly laborers or domestic staff if they are
and other astronomically important features. required.
Observatories might be located by themselves Security at observatories will be commensurate
and possibly some distance from other places for with whatever threats they face and the extent
a variety of reasons but might also be established of negative outcomes that might be posed by
in conjunction with any institutions with which unwelcome visitors. Places of this kind that are
they might share an affinity, such as temples, simply stone observation platforms, for example,
universities, wizard’s towers, or mages lodges. will likely not have any security measures at all
Such places might also have associated with them associated with them, while those in isolated areas
any amenities or infrastructure they might need to or with expensive equipment might be located in
operate autonomously, such as housing for staff or secure compounds and possibly even have guards.

183
Appropriate magical safeguards of the sort wielded and long-abandoned observatory has recently
by their occupants might also be employed at such been plagued by strange monsters of various
places in fantasy settings. sorts, most of them not native to the area.
These creatures correspond, in fact, to
Observatories also frequently have patrons who
various constellations and are somehow being
might extend both their protection and their
manifested by some resurgent magic associated
financial and other support to them. Such places
with the old observatory, which holds the key
often require considerable expenditure, and those
to preventing this from continuing to happen.
willing to serve as patrons for them could include
anything from rulers who wish to encourage the • A cabal of astronomers has decided to
growth of knowledge in their realms to nobles establish a new observatory at the top of an
hoping to avail themselves of the kinds of esoteric ancient structure of some sort (e.g., a mound, a
knowledge observatories might be able to provide. pyramid), having determined that this desolate
spot is optimum for all sorts of reasons. Their
Characters might end up visiting observatories for
activity seems to have awakened a forgotten
any number of reasons, to include consulting with
evil or triggered some other mischief, however,
whatever sages are associated with them, a desire
and characters with appropriate connections
to personally use them, or a need to do research
or abilities might be tasked with delving into
into any records they might have. Depending on
whatever is happening (or be prompted to do
their skill sets, characters might also be tasked
so after stumbling upon this ominous mystery).
with things like carrying messages, supplies, or
equipment to places of this sort, such as lenses • Presence of a Dark Star in the night sky has
for optical telescopes, or repairing damaged long been suspected and tales of it and the
equipment, such as the hardware associated with creatures that descend from it when it obscures
sextants. They might also end up visiting such the Beacon whispered of in ancient tales. No
places incidentally in the course of their adventures such thing has occurred in millennia but the
(e.g., seeking shelter in a mountain observatory recently-discovered writings of an ancient
during a snowstorm). astronomer speak of the Dark Star overtaking
the constellation of the Wagon during the
Non-Human races might have approaches to
upcoming solstice. Characters of a scholarly
observatories that are very different from those
bent might be prompted to investigate the
typical in our own real world. Cloud Giants, for
veracity of this disquieting prophecy and, if it
example, with homes on islands hovering far above
appears to be true, to determine if anything can
the surface of the earth and any light pollution
be done to prevent horrors descending from the
produced by communities on it, might be the
dark vastness of space.
preeminent builders of astronomical observatories
in some worlds. Subterranean peoples like Dwarves,
on the other hand, might have no interest whatsoever Oracle
in astronomical phenomena, but could nonetheless Oracles are the places used by individuals of the
have observatories dedicated to monitoring things same name who draw upon mystical or psychic
like volcanic activity, the movement of glaciers, or powers to obtain knowledge of the past, present,
the gaps between geological plates. And aquatic and future. Many such characters — who might
peoples living beneath the surface of seas or great also variously be known as diviners, dowsers,
lakes might have observatories designed to track fortune tellers, mediums, mystics, oracles,
such things as water levels, passage of vessels, spiritualists, or seers — perform their divinations
schools of edible fish, or the soluble mineral using physical devices and methods like cards,
content of their environment. dice, palm-reading, astrological or numerological
calculations, or crystals, while others can make
Adventure Hooks predictions without any such material foci.
• An isolated but generally peaceful mountainous
Characters of the sort found at oracles might also
region noted for the presence of an ancient
variously be known as diviners, dowsers (who

184
specialize in finding lost or hidden things or
discovering supernatural influences upon objects
or places), fortune tellers, mediums (who contact
and sometimes play host to the spirits of the dead
and other entities), mystics, oracles, spiritualists, or
seers. Some oracles can also provide other types of
magical aid — especially in response to situations
they have discovered by divination — such as
healing, warding off evil influences, or cursing
those who have secretly wronged their clients.
Other fortune-tellers are able to provide customers
with instructions they can carry out themselves to
receive answers or solutions to their problems.
Adventurers might visit an oracle to discover
pertinent facts, learn their best course of action,
or decide the optimum day and time to begin
a journey or venture, especially if they have
somehow learned that a particular fortune-teller
has the magical gifts best suited to answering their
questions. A diviner can also often provide an idea
of the nature, benefits, and dangers of possibly-
magical objects that the party has acquired in cases
where none of the characters have such abilities,
or how to dispose of items that appear to have
bestowed curses upon their owners. table, often with the walls hidden by drapes, all
intended to create a sensation of removal from the
Different oracles with varying methods serve the
outside world. Such an area is typically furnished
needs of country, town, and city dwellers and of both
with seats for the fortune-teller and as many clients
the poorest and richest citizens. In some societies,
as he or she normally assists at once — from one
fortune-tellers are even routinely employed to
person up to a large banquet-style table for séances
advise heads of state and other government officials
and the like — and may have devices such as a
as to the courses of action they should take.
crystal ball or inlaid magical diagram displayed.
A storyteller might also decide that a particular
It is also common for fortune tellers to work from
fortune-teller is secretly a powerful spellcaster with
market or fairground booths, to visit clients at their
access to potent divinations or a touch of divine
homes, or to live permanently in the homes of
providence, and might then use such a character
wealthy clients who are anxious enough about the
to provide oracular directions and assistance
future to need regular magical readings.
consistently useful enough to steer characters
where he wishes them to go. All non-Human races have their own approaches
to oracles and the diviners associated with them.
An oracle is often a private house of modest size,
Dwarves, for example, often establish places of
similar to those used by craftsmen or tradesmen
this sort in areas of geological significance, such
and described under “Buildings” in Chapter
as within ancient mountain halls, near veins of
1: Communities. An assistant typically shows
rare minerals, or at spots where ley lines converge,
customers into a waiting area while, separated
and their diviners often employ various forms
by a curtain or other partition, the fortune-teller
of geomancy. Elves, on the other hand, prefer to
prepares for the reading.
establish such places in groves of ancient trees or
A divining area itself is usually dim, with no beside isolated forest pools, and for their oracles
outside windows and the only light focused on a to use methods of fortune-telling that look for

185
irregularities in things like the shapes of leaves or
movements of deer. Humanoids like Goblinoids,
Scriptorium
Scriptoriums, or scriptoria, are places devoted to
Orcs, and Gnolls tend to situate their oracles in the the copying and illustration of books and might
most ominous places possible, such as cemeteries, be operated either as independent commercial
desecrated temples, or the sites of massacres, and ventures or as part of scholarly institutions like
are almost uniformly drawn to the use of blood temples, monasteries, academies, scroll shops,
sacrifice in their divinations. libraries, and mages’ lodges.

Adventure Hooks An ideal scriptorium consists of a well-lit chamber


• Introducing an adventure with a prediction — typically within or forming an attached wing of
uttered by a fortune-teller — whether a person a larger scholarly institution — accommodating
that the character decides to visit on a whim or sloped writing-desks or a long table for the scribes
one who accosts the character in a public place, who will labor there, perched on high chairs to
overcome with an urgent spiritual message to work at the optimum angle for large and awkward
impart — is a device almost as classic in general manuscript pages. Related workshops, such as
literature as the “meeting in a tavern” for those of papermakers and bookbinders, might
fantasy gaming. Storytellers should not hesitate be attached to a scriptorium, as might the living
to continue this tradition as convenient in their quarters of such institutions’ often-resident scribes.
own game sessions. Supervisors of scriptoriums might be of many
• All of the oracles in a village, town or city, no different sorts and are often simply the owners of
matter what methods the diviners associated private businesses or the more practically-inclined
with them use, are swamped with predictions of senior members of whatever scholarly institutions
horror, loss, and woe. Whether the community the facilities serve. Specialists associated with
is truly under threat of all-encompassing doom, such places include scribes, who compose
the diviners are suffering the special attention of documents neatly, accurately, and grammatically;
a malevolent or mischievous god, or something calligraphers; translators; cartographers; and
more mundane is at work might be revealed professional authors, poets, and playwrights.
through investigation by various characters. Pages prepared in scriptoriums are fashioned into
complete books by bookbinders, who may contract
other craftsmen to do the additional work required
to make fancy covers of different materials and to
provide tomes with secure bindings and clasps,
including locks if desired.
Security for a scriptorium is likely to be equivalent
to whatever is provided for any larger institution
the place might be affiliated with (e.g., a monastery,
a university). In any event, such places often
contain particularly valuable books loaned out from
other sources for purposes of having them copied,
and measures like sturdy doors and locks, or even
magical wards or guards for when a scriptorium is
not in use, are likely to be employed.
Adventurers might visit scriptoriums to purchase
copies of books that have been made there or to
have books they own or have found copied.
In societies where literacy is uncommon or little-
valued, such as those of most savage humanoids,
scriptoriums will likely exist only inside premises

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occupied by the scholars of other peoples. In and difficult to defend by traditional means.
societies favoring forms of writing that use Wizards are, in any event, often more likely than
something other than paper — such as Dwarves, most to understand the principles of architecture
who etch most of their records on stone or metal themselves and to have access to cash reserves and
— the equivalents of scriptoriums might resemble skilled construction workers — and sometimes
the workshops of trades such as masons, potters, even magical techniques — that make it possible
jewelers, or smiths. to erect tall, complex structures. And while their
aboveground aspects are the ones that are most
Adventure Hooks obvious, such places also often have extensive
• A party might be hired to investigate the networks of underground or even inter-dimensional
theft of a shipment of books from a wagon passageways and chambers.
traveling between a monastery that possesses
a scriptorium and a noble with a good-sized A wizard’s tower might be located almost
library. The bandits most likely were tipped anywhere, from the most desolate wilderness to the
off by someone with direct knowledge of the heart of a great city, and in areas that are variously
wagon’s time of departure, route, and the prosperous or poor. As wizards grow in power,
contents of the consignment. This might be a however, they tend value their privacy more and
corrupt individual on one side of the business more, particularly if they conduct experiments that
arrangement between the monks and the could be hazardous or otherwise cause concern
nobleman who wished to renege on the deal to those around them. The most adept wizards
and pocket the profits, or by some third party are therefore increasingly likely to build their
who wanted to seize the books and make use of workplaces away from large settlements, requiring
the information contained in them. those who wish to consult such archmages to travel
through countryside or even into the wilderness or
• Adventurers who acquire rare books or other planes of existence to reach their lairs.
fragmentary writings in the course of defeating
villains of the more learned sorts might provide The occupant of a wizard’s tower is generally a
them to a scriptorium for a fee to make multiple spellcaster of at least middling ability. If such
copies, so that their ancient knowledge a character makes his living by selling magical
becomes more widely available to the scholarly services, what he lacks in development of raw
community. Or, members of the party might arcane power — and perhaps in respect among
take the time to make one or more copies of the his peers — could be more than made up for by
books themselves, in order to both sell their the breadth and practicality of his knowledge of
takings for a profit and retain access to the magic. Occasionally, several such qualified mages
knowledge contained within them. might share the use of a tower, in an arrangement
not unlike lawyers’ chambers, or a nobleman might
provide his house wizard with apartments in part
Wizard’s Tower of his manor, palace, or fortress.
Wizards’ haunts and professional establishments A wizard’s tower is almost always his home as
are often constructed in the form of towers, well as his place of work. Wizards often share
multistory buildings that are generally well-suited their dwellings with one or more apprentices
for the requirements of their sorcerous occupants. of beginning to moderate spellcasting ability;
This is sometimes because their owners find tall familiars, unusual steeds, summoned beings, or
buildings useful both as vantage points and to other more-or-less magical creatures (any of which
ensure that as few other structures as possible might serve the wizard, receive his supplication for
overlook their windows and block access to light increased power, or perhaps some of both); servants
and open air or encroach upon their privacy. and guards performing mundane duties, who may
Wizards also usually have only a small number either be members of the common races or more
of followers and guards, making large buildings unusual individuals; and consorts, spouses, or
with many ground-floor entrances impractical children (unless the practice of magic in the society

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somehow discourages or prevents ordinary family like alchemy workshops and scroll shops, and
or conjugal relations). the proprietors of such establishments — while
knowledgeable about their wares — might not
Security at a wizard’s tower is likely to be stringent,
actually be wizards or spellcasters of any sort.
dangerous, and unpredictable, in keeping with
the natures of the occupants of such places and Whether wizards are willing to trade spells might
the many enemies from which they need to vary by from one setting to another. If individual
protect themselves. Measures might range from spells are standard and widely known, such
enhancements to traditional features like walls, characters might be willing to simply trade one
doors, and windows, to wholly magical guards for another, plus the accepted fair market value
and wards unlikely to be encountered in any other for the costs of scribing it for another wizard’s
sorts of places. Depending on their various areas use. On the other hand, if spells are closely-held
of specialization, wizards might also have various secrets and restricted to a select group, a wizard
magical or otherworldly creatures at their disposal might only willingly impart such knowledge to
as sentries. A wizard’s own panoply of spells might characters formally signed on as his apprentices.
also serve as a final and daunting line of defense Requirements for such apprenticeship might be
against intruders. nominal or could involve significant pacts, magical
bonds, and obligations for a character to devote time
Adventurers might visit the towers of consulting
and personal resources on behalf of the masters or
wizards for any number of reasons, including
to perform significant tasks in service to him.
having identified the nature and abilities of magic
items they have acquired; a chance to trade spells Any race whose members have the capability of
or obtain in-depth advice on different forms of performing magic might have wizards’ towers in
magic that can complement the characters’ own their lands, and such practitioners of arcane magic
experiences and specialties, or even becoming a might also dwell alongside and provide services
part-time apprentice to a more knowledgeable mage to otherwise non-magical peoples. Wizards of
in order to advance their own spellcasting abilities; all races are, in any case, liable to have more in
the opportunity to commission the creation of common with others of their vocation in their
magical items; and gaining access to various useful habits and associations than they do with non-
magical effects that party members may not have the spellcasting beings with whom they are merely
skill or knowledge to cast (e.g., removal of magical related by culture or even blood.
curses or conditions, scrying, summoning of extra-
Wizards of various races might also be more likely
dimensional servants, temporary strengthening of
to have towers with certain characteristics. Gnome
characters and their equipment). Wizards might
spellcasters, for example, are much more prone
also often provide services such as reading and
than other races to have towers that are disguised,
translating obscure languages relevant to magical
camouflaged with, or protected by illusory magic,
practice that characters may periodically want to
to incorporate complicated mechanical devices
avail themselves of.
ranging from elevators to traps, and to have automata
If characters wish to trade in magic items, a of various sorts as servants and sentries. Dwarves,
wizard might have on hand a small number of on the other hand, might specialize in towers that
minor, consumable, or charged items that he or are perhaps not as tall as those of other wizards but
his apprentices have made — such as potions, which are more massive in form and which have
scrolls, or wands — and might be willing to more extensive subterranean areas. Likewise, Elves
swap or sell them. In some magical traditions, are much more likely than others to situate their
many of the spells that hired wizards provide towers in sylvan areas, and might construct them
are used to create magical amulets or talismans from or incorporate into them great living trees.
for clients to carry, providing specific magical Humanoids like Orcs — especially those drawn
enhancements or protection. Buying magical items to necromancy or various sorts of blood magic —
from a comprehensive stock and selling items for frequently establish their lairs near graveyards,
cash, however, are more the province of places ancient battlefields, or sites of massacres.

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Adventure Hooks other magical hazards in the tower — as well as
• Characters who travel to a wizard’s tower to earning the enmity of the tower’s owner when
obtain some sort of magical assistance might he returns. On the other hand, if they rescue
find the front door ajar and various signs of the wizard from whatever peril he is in, the
violence and disarray inside. One of the wizard’s characters can expect at least a little gratitude
rivals has overcome the tower’s defenses, either and perhaps some future collaboration.
battling and entrapping the owner in some • Hoping to test the integrity of his security
magical fashion, or entering to loot his goods measures, a wizard might decide to hire a
while the occupant was kept away from his character party to invade his tower. The party
home as the result of some unexpected problem. might or might not be aware that their mission
If the adventurers take the opportunity to do is actually on behalf of the tower’s owner, and
some pilfering themselves, they are likely to they may or may not actually be subject to life-
run afoul of many untriggered traps, curses, and threatening danger as a result of this expedition.

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9
Religious Places

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S
ome of the most immersive, varied, and interesting places in many settings are those devoted to
the mythical deities and fantastic moral codes to which characters might variously be fanatically
devoted or zealously opposed. Several sorts of religious places characters might visit to fulfill various
spiritual needs, meet with the people associated with them, or try to commune with deities or their agents
— including cemeteries and graveyards, hermitages, monasteries and convents, pilgrimage trails, shrines,
and temples — are described in this chapter of City Builder. Religious establishments within a campaign
setting can provide many specific game benefits as well, such as the opportunity to deal with serious
ailments, injuries, spiritual distress, curses, or even, in some settings, untimely death; interaction with the
leaders of religious sects in the setting, many of whom also wield considerable temporal authority; and
advice from knowledgeable characters or extraplanar sources about dilemmas that characters face with
regard to religion and the supernatural entities that form the elements of its mythoi.

Religious places often stand at the hearts of Typical contents of religious places include images
communities of believers and consequently vary and symbols of the gods honored there; depictions
in complexity and richness according to the size, of episodes from the religion’s history, hagiography,
history, ethos, and memberships of their associated or mythology (all of which might be intertwined
congregations. A mature and well-organized and indistinguishable from one another); sacred
religious group, for example, might be able to build fonts, candles, lamps, and incense burners; vessels
a major fane at a holy site or as a newly-founded and implements for ceremonial practices such as
settlement in the countryside or wilderness with sacrifices, ritual meals, or anointing of favored
resources provided by the central treasury of the congregants; robes and costumes; mechanical
faith, but a less-prosperous sect will have fewer contrivances for special effects (e.g., a statue that
options. appears to move and speak); musical instruments;
scriptures and other books; offering-boxes and
Structures intended for religious purposes tend
coffers; and mundane tools for maintenance,
under ideal conditions to use the best and most
cleaning, and other specific needs (e.g., excavation
permanent materials available to the faithful, most
in a graveyard).
often stone or brick. Early structures of a new faith
or community, of course, or the religious buildings Religious awe and respect are adequate to
of barbaric lands, might instead be constructed of discourage thieves, looters, and vandals at many
sturdy timber or other readily-available materials. holy places, and in some settings expectation of
Specific types of religious places might also make divine wrath are well-justified by magic imbued
use of existing caverns or subterranean passageways permanently into sites during their consecration.
or chambers, perhaps to connect to natural Sturdy soldier-priests, fanatical bands of devotees,
underground sites that are venerated as holy, or for or dedicated holy warriors are also often present
climatic, security, liturgical, or economic reasons. at such sites. Those who desecrate religious sites
Such buildings are often designed around the focus must reckon, too, with the widely-accepted view
of worship or religious feeling to which they are that crimes against religion are worse than other
dedicated, with apartments for clergy and other sorts and deserving of more extreme methods
ancillary areas being secondary in importance. of investigation and punishment. Consequently,
many religious groups secure their buildings with
High, soaring central spaces lit from above,
little more than the sorts of simple locks found on
perhaps through multi-colored stained glass or
ordinary residences. Ethos of a religion also might
from concealed light sources, with an eye toward
dictate that the site remain open to all. Religions
uplifting or impressing onlookers with a sense of
that are less humane and more secretive, however,
otherworldly glories, are typical of the places of
or which regard the inviolability of certain
worship for many faiths. Such chambers may have
religious places as a law transcending concern
one or more levels of galleries, and incidentally
for human welfare, might surround the forbidden
pose some of the greatest structural challenges that
areas of their fanes with all manner of deathtraps
a culture’s architectural traditions may face.
and guardian monsters (and it is just such areas, of

191
course that might serve as some of the most difficult widely among different cultures and religions
and memorable challenges for adventurers). and may also be influenced by such things as
the circumstances of death or the wishes of an
In any event, religious structures — being generally
individual. Beyond burial of a body — possibly with
well-built, associated with institutions more long-
grave goods and tomb-markers and sometimes with
lived than mortals or their mundane enterprises,
later removal of the bones to an ossuary — various
often protected by feelings of respect during
peoples might also dictate that a dead person ought
periods of depredation by bandits and invaders,
to be burned, preserved for display, given to the
and potentially able to be reused for the purposes
sea, or exposed for consumption by creatures of
of different faiths — often remain intact after the
some sort (e.g., carrion birds, rats, insects).
peoples who first raised them have long since
passed away. Perhaps equal to or even more important than the
disposition of mortal remains themselves are grave
Cemetery/Graveyard markers that honor the dead and allow surviving
kin — or expected descendants in future ages — a
Cemeteries and graveyards are places where the
place to visit and remember the deceased. Those of
remains of dead people or other creatures are
modest means might have graves marked by low
interred, and are technically differentiated by the
stones, wooden placards, mass-produced busts
presence of a place of worship in the latter and
of popular gods, or nothing at all for the most
a lack of one in the former. Famous cemeteries
indigent; the middle classes generally tend toward
of note include Père-Lachaise Cemetery in Paris,
markers and statuary as impressive as they can
Forest Lawn Memorial Park in Los Angeles, and
afford; while the true aristocracy and old wealthy
Swan Point Cemetery in Providence, Rhode Island.
families of a community favor tombs or vaults as
Customary methods of laying the dead to rest vary large as small buildings. Royal tombs might be

192
of almost any size and extravagance, comprising prevent such abuses, the keepers of cemeteries
many of the architectural wonders of a particular generally rely on measures like walls, fences,
age. People lost at sea or buried far from their and regular inspection by attendants; ceremonial
homelands may also merit a memorial stone in their protections such as funeral rites or dedication
home communities, and larger memorials, often of burial places as holy ground; and possibly
in the form of walls or cenotaphs, are sometimes even various sorts of magical wards. When such
employed to list the names of groups whose measures are not adequate to prevent serious
headstones have been shifted or lost over the ages problems (e.g., infestations of undead beings that
or who met a common fate (e.g., those who died in terrorize a community as much as anything by their
war, the victims of a great fire or other disaster, the resemblance to once-living loved ones), religious
fatalities from a particularly terrible shipwreck). and community leaders will generally respond in
ways dictated by tradition and ritual (e.g., burning
A burial place is often also equipped with one
necromancers, de-animating bodies in special
or more funerary chapels, as well as ancillary
religious ceremonies, contracting adventurers to
structures like toolsheds and perhaps even
intervene in various ways).
dwellings for custodians. Workshops for embalmers
or stonecutters, shops for vendors of flowers or Non-Humans might have their own very peculiar
grave-ornaments, or carriage houses for hearses funerary traditions. Some Elves, for example, plant
and their draft animals might also be located on trees over the burial sites of their loved ones, leading
the premises or located conveniently nearby. to cemeteries that appear to be park-like stands of
forest. Halflings, on the other hand, have family or
An individual burial ground might be attached to
communal burial mounds that look uncannily like
a major church that claims the preeminent right
the homes most commonly associated with them.
to inter its worshippers there. Most communities
And some Dwarves favor cremation in forges so
generally expect, however, that dead people who
that their ashes might be infused into special items
have no place of their own faith to rest can also
being crafted there.
be interred in the local graveyard, barring a lack
of material resources or transgressions so dire that
Adventure Hooks
they are actually denied ordinary burial. Separate
• A local municipal cemetery has recently been
burial places used variously just for indigents or
hit by rash of grave robberies that include
transients — and perhaps also spiritual outcasts
removal of the remains of those interred,
like suicides or witches — and often known as
prompting fears that a necromancer might be
“potter’s fields” are thus often located on public or
at work in the area. Investigation may reveal
granted land at the edge of communities.
that there has been no extraneous vandalism
As facilities serving a broad constituency, or desecration, however, and that the remains
cemeteries in large towns or cities might be and their effects have been removed with as
administered by the civic government rather than much care as possible. All of those removed
by a particular ecclesiastic organization, or by a were, in fact, members of a secret sect, and the
council of representatives of different religions, person responsible has been relocating them to
sects, or congregations that divides the allotment a hidden cemetery affiliated with the religion
of space and responsibility for maintenance in they practiced in life.
each place among the groups that it represents.
• A wealthy and influential but infamously cruel
Potter’s fields in particular are especially likely to
man has died — perhaps as a result of actions
be administered by secular community officials.
taken by the characters — and the party must
Once interred, bodies are vulnerable to desecration help convey his body with proper respect to his
or defilement by causes as diverse as vandalism, family’s ancestral burying-ground and see him
disrespectful behavior, cannibalistic people or interred with appropriate honors in order to be
undead, scavenging animals, or depraved beings absolutely sure his spirit will depart quietly
like necromancers seeking to commune with the and not haunt the countryside and perpetuate
spirits of the dead or animate their remains. To further evil.

193
Hermitage from the retreats of other residents to grant them
all their isolation, but close enough that they can
Hermitages are places where people live in
seclusion for religious, spiritual, or ascetic periodically meet for things like meals, religious
purposes, or simply because they wish to be alone services, or to discuss their respective mystical
much of the time or to interact one-on-one with the experiences.
world. Many religious traditions throughout history Hermitages might take the form of small huts,
have had adherents who sought isolation either simply be rooms within larger structures, or be
temporarily or permanently in order to remove as established in caves, the ruins of ancient temples,
many conditions as possible that might prevent or anything else appropriate. In some fantasy
them from connecting with their deities or divine milieux hermitages might even be situated in
ideals and used hermitages for these purposes. interdimensional spaces or demi-planes of
Solitary retreats deep in the deserts of the Holy various sorts, and in high technology settings they
Land occupied by early Christian mystics are might be located on anything from asteroids to
among the most quintessential places of this type. decommissioned space stations.
Hermitages are also represented by the ashram in Whatever their locations or forms, hermitages tend
the Hindu and Buddhist religious traditions of to be sparsely furnished and to have few comforts
India and by the poustinik in the Eastern Christian or amenities that might distract their residents from
religious traditions of countries like Russia. Places their meditations or studies. Typical features might
conforming to the characteristics of hermitages include a sleeping palette, an area to prepare food,
could also be used by characters like shamans, a table and chair, a container for water, and possibly
who might spend some of their time with the tribes appropriate religious texts, along with anything the
they advise and at others withdraw to meditate and resident might need to pursue a particular vocation
hone their powers. (e.g., woodworking tools for a hermit who supports
Hermitages are often located in remote and isolated himself by selling religious trinkets to travelers
areas, particularly deserts, forests, mountains, and on a nearby pilgrimage trail). Such places might
wastelands, in order to give their inhabitants the also have shrines or small chapels associated with
isolation they seek. They might also be situated them.
in places like the grounds of monasteries or other Day-to-day activities for the residents of
religious sites for those permitted or required to hermitages can vary widely depending on the
remain by themselves for various reasons; near religious traditions or cultures with which they
places where those seeking knowledge or wisdom are associated. In most cases a great amount of
or various sorts come to learn from the residents their time is spent in meditation, contemplation,
of hermitages; or even on the estates of aristocrats study, and prayer (indeed, this latter activity often
who see value in supporting hermits. motivates patrons to support the residents of
Examples of hermitages from fiction include the hermitages in exchange for prayers on their behalf,
abandoned chapel in The Hermit of Eyton Forest, something that might extend to the casting of spells
a Brother Cadfael mystery by Ellis Peters; the in a fantasy milieu). Other activities might include
dwelling of the anchorite in Cormac McCarthy’s foraging or otherwise obtaining food if it is not
Blood Meridian; and the huge hollow oak of the provided for them; engaging in some craft or other
Mad Hermit in Gary Gygax’s classic D&D adventure activity as a means of funding their frugal lifestyles;
The Keep on the Borderlands. caring for relics stored at the site and possibly
displaying them to those who visit the place to see
Hermitages are similar to monasteries in many them; or, in the case of a hermit supported by a
respects but represent solitary rather than community, helping out with any necessary labor
communal retreats and are generally occupied by or tasks.
just one or a few ascetics, possibly a master and his
pupil. It is possible, however, for several hermitages First line of defense for a hermitage is often simply
to be located within a particular vicinity, far enough its isolation from potential trespassers, followed
by the fact that most have little or nothing of

194
value within them. Some hermits also develop even reside in hermitages themselves in between
potent supernatural or metaphysical powers as a adventures, leaving them only when their duties
result of their rigorous and lonely lifestyles and call them to do so.
might be moved to draw upon them in defense
Non-Human approaches to hermitages will often
of themselves or their retreats (e.g., spells in a
reflect the most archetypal and atavistic tendencies
traditional fantasy setting). Patrons of hermitages,
of the peoples in question. A solitary Elf druid,
which might include local nobles, temples, or
for example, might establish her isolated retreat
even preternatural beings, might also intervene to
in a treehouse high in the canopy of an ancient
protect or avenge the molestation of such places
forest, ensuring it is camouflaged sufficiently to be
and their inhabitants.
invisible from either the ground or the sky. A Dwarf
Characters might end up visiting hermitages for religious ascetic, on the other hand, might use the
any number of reasons, which could include forgotten subterranean chapel of a long-abandoned
stumbling upon them in the course of their mine for his hermitage. A Gnoll crocuta shamaness
adventures; deliberately seeking them out for might feel most comfortable in the crevice once
purposes of conferring with their residents for used as a lair by a pack of dire hyenas that were
various reasons; or being hired to travel to them slaughtered in a brutal battle many years before,
for tasks like delivering messages. Certain sorts of relishing the presence of bloodstained rocks,
characters, such as monks, druids, or priests, might bleached bones, and tufts of rotting hair.

195
Adventure Hooks Depictions of monasteries in literature and film
• Characters might learn, either in the course of include those in Umberto Eco’s The Name of the
their adventures or as a result of the information Rose, in Ellis Peters’ “Brother Cadfael” mysteries,
being otherwise conveyed to them, about some and in Matthew Lewis’ classic Gothic novel The
evil force that intends to defile or destroy a Monk.
particular hermitage (e.g., a necromancer who A monastery is usually a compact arrangement of
intends to sacrifice the monk who lives there, a well-built permanent structures, typically of brick,
demon that plans to pollute the site). Characters stone, or excavated from rock, sufficient to serve the
who agree to intercede to protect the hermitage daily needs of all of its members without the need
or who successfully do so might be taught to leave the premises. Such a complex generally has
some skill, spell, or other esoteric thing by the a minimum number of entryways, each convenient
resident sage as a reward. to the quarters of an appropriate senior monk who
• A kind monk who lived in a hidden hermitage can observe and intercept visitors as they enter or
in the wilderness outside of a community has novice monks as they leave. These features lend
not been seen for some time and the blessings themselves easily to defense even if a monastery
he often brought with him have become noted is not deliberately fortified. Many monasteries are
for their absence. Characters might be inspired built with security in mind, however, especially
or enjoined to seek out the location of this if established in unsettled wildlands or during
hermitage and to determine why its resident periods of political turmoil or threat to the religion
no longer visits the community, which might in question.
include him somehow becoming soured on it, As a religious institution, the largest building and
his death by natural causes or misfortune, or dominant component of a monastery complex is
his deciding to move on to other lands. typically a temple or prayer-hall. Living facilities
• A paladin or other ecclesiastic warrior who of a monastery are sometimes attached to one
has transgressed his moral or religious code, side of such a sanctuary, and often around one or
or become too worldly or violent, might be more courtyards or cloisters (quadrangles of roofed
sent to live as a hermit in an area occupied by walkways facing onto central open areas), and might
several other solitary religious folk. In this role include a dining hall (refectory), formal meeting
he is responsible for acting as the servant and hall (chapterhouse), common room, sleeping
protector of the other hermits, and expected quarters (dormitories or individual cells), and the
to learn humility and temperance, even as he abbot’s or abbess’ chambers. Ancillary structures,
continues to hone his martial skills. usually located toward the periphery of a complex,
often include quarters for guests of different types,
an infirmary, schools, gardens, workshops, stables,
Monastery/Convent and pens for farm or working animals.
Monasteries are places where monks, nuns, or
other people who live apart from society at large Many religions might operate monasteries or
for religious reasons dwell and work. Such places equivalent establishments on behalf of members
are among the most restrictive sorts of religious who devote their time exclusively to the service of
communities and typically require their members their deity. Monasteries are less likely to prosper
to live on the premises, work and worship together, among cultures where the struggle for survival
and follow specific rules that are more severe than exceeds tolerance for, or interest in, abstract
those applying to the general worshippers of a philosophies, or which recognize overriding social
deity. Other sorts of religious communities have bonds that conflict with the necessary vows of
varying aims but tend to be somewhat more lenient devotion that a monk must make to a religious
than monasteries or to not require their members to order (e.g., clans, totems).
share every aspect of their daily lives. A religious Because monasteries are as far as possible self-
community of this sort that exclusively admits sufficient and separate from the society that
women might be called a convent or nunnery. surrounds them, they can usually exist equally

196
well either in the countryside or within towns or
cities. In the latter case, a monastery often plays a
major role in civic affairs despite the restrictions
on contact that apply to the monks, providing
vital services such as schooling or healing, or even
acting as the feudal guardian of several villages or
towns.
Backgrounds of monks vary widely and the
personalities and motivations of those who join
a particular religious order vary with the ethos
and aims that the society promotes. Characters
who would join a military order such as the
Knights Templar, for example, are much different
in temperament than those who follow a doctrine
of deep contemplation and universal compassion
like Zen Buddhism. Generally, however, monks
who join out of true devotion to their religion are
mixed in with many others who enter monasteries
to escape, hide from, or atone for events in their
former lives (and, in the case of a convent, often
unsuitable romances or betrothals); to remove the
burden of their support from their families; or even
to infiltrate and steal secrets, whether for their own
advancement or on behalf of others. characters might need to seek sanctuary from
Daily activities of monks depend on the specific assault or persecution in a monastery — provided,
needs and rules of their order, but usually include of course, that the characters can convince the
many sessions of organized prayer, lessons, monks that they deserve the protection of their
meditation, common meals, chores, manual labor, facility.
and perhaps pursuit of some vocation. Many of the
latter sorts of activities are with an eye to supporting Adventure Hooks
the monastery, both by producing necessities for • Characters might visit a monastery to speak
use within the community and by making items to with — or to investigate the sudden death of
sell outside of it. Beyond the grade of novice, this — a former adventurer turned monk, who in
often still allows a good deal of time for monks to his previous career dealt with threats that have
pursue individual interests and hobbies, to learn reared their heads again.
and practice many different crafts, and to meditate
• Novices in a monastery, questioned over
on the mysteries of their religion. Unfortunately,
an outbreak of hedonistic and disobedient
if the personal inclinations of some monks are at
behavior, claim they are beset by devilish
odds with the prevailing dictates of their religion,
beings interrupting their prayers and urging
they usually also have much time to misbehave and
them toward all sorts of wicked deeds.
to develop and promote heterodox or rebellious
Characters must search for the origin of this
opinions.
curse (if not merely in the imaginations of those
Characters who are not themselves monks, seeking to escape discipline), and may find that
priests, or holy warriors sometimes need to visit some of the older monks have through their
monasteries in their roles as centers of learning actions laid this consecrated place open to the
and crafts in order to speak with particular people assault of supernatural evil (e.g., by practicing
who have taken holy vows, or to find lodgings in black magic, by selling off and replacing with
isolated areas. It is also possible that one or more counterfeits some of its holy relics).

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Pilgrimage Trail country had constructed as a model of Jerusalem
so that his subjects would not have to undertake
Pilgrimage trails are devotional routes used by
the faithful to reach sacred places, to spiritually the arduous journey to the Holy Land.
revitalize or heal themselves, and to recreate Most pilgrimage trails will have various symbols
the journeys and acts of saints, heroes, deities, associated with them, and these may be represented
and demigods. Such trails can range from a few in everything from the accoutrements of those
hundred yards to several hundred miles in length, travelling on them to architectural flourishes on
and might be contained entirely within a single buildings, monuments, and markers along their
community or extend across multiple countries. routes. Symbols of the Camino de Santiago, for
Most religious traditions throughout history have example, include a scallop shell, a red cross on
had some versions of pilgrimage routes followed a white background, a walking staff, and a water
by their most devoted members and some of these gourd. Many pilgrimage trails also have specific
exist and are travelled to this day. costumes or items of apparel associated with them,
One prominent example of a pilgrimage trail is the headgear of various sorts, from broad-brimmed
Camino de Santiago, a route that stretches some hats to skullcaps, being typical.
500 miles from the eastern foothills of the Pyrenees Regardless of their lengths, characteristics, or
in France and then across northern Spain to the particular symbols, pilgrimage trails and the things
city of Santiago de Compostela. This Christian the devout visit and experience along them are
pilgrimage trail is believed to follow in the footsteps typically viewed as metaphors for life in general
of St. James and to end at the cathedral where his and the optimum ways to deal with its challenges.
bones are interred. One of the largest pilgrimages Such routes are typically more than journeys
in the world is the Hajj, a journey undertaken by from one place to another and frequently involve
Muslims to the city of Mecca, in Saudi Arabia, stops at various holy or otherwise significant sites,
where they follow a specified route and perform a participation in rituals, performance of votive
series of rituals commemorating the actions of the acts of various sorts, and attendance at things like
prophets Abraham and Mohammed. A very short religious ceremonies and passion plays.
but significant pilgrimage trail is the Via Dolorosa,
the “Way of Suffering,” a route somewhat less Many pilgrimage trails correspond to ancient
than half a mile in length in Jerusalem that follows land routes that might have, or once had, other
the path believed to have been walked by Jesus purposes (e.g., the Camino de Santiago follows the
from where he was condemned to where he was trade routes used by merchants to transport goods
crucified. from western Spain to the Champagne Fairs of
northeastern France).
Notable works of literature about pilgrims or
pilgrimages include the 12th century Codex Because pilgrims might come from many different
Calixtinus, about the Camino de Santiago; the 14th places there might actually be any number of
century Canterbury Tales, about a disparate group variations to a particular pilgrimage trail, and even
of travelers en route to an important cathedral; and feeder routes leading into it travelled by people
the 19th century Personal Narrative of a Pilgrimage from disparate places. Dozens of starting points for
to Al-Madinah & Meccah of Richard Francis Burton. the Camino de Santiago exist throughout Europe,
for example, and it is not until they converge at
Some religions also have a tradition of votive the Spanish town of Puenta la Reina that a single
pilgrimage trails that are models of larger routes official route exists.
elsewhere in the world. Many Christian sects, for
example, including the Roman Catholic Church, Conditions on pilgrimage trails can be very
perform the Stations of the Cross, a metaphorical different from one route to another and even within
trail within churches that recreates the 14 parts of particular ones. Segments of a pilgrimage trail that
the Via Dolorosa in Jerusalem. A striking example correspond to stretches of a well-maintained royal
of such a metaphorical trail is the temple complex road, for example, might make for relatively easy
at Lalibela, in Ethiopia, which the king of the travel, but portions of it that cross over terrain

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like uninhabited mountain ranges, wastelands, the pilgrimage route, and possibly a number of
or marshes might have poorly-maintained paths communities, holy sites, or other points of interest
or none at all and make for considerably tougher in between.
going.
Infrastructure characteristic of pilgrimage trails,
Most pilgrimage trails will necessarily have markers and often specifically constructed to serve the
of various sorts to help keep travelers on track, needs of those walking them, include wells or
often at regular intervals and most importantly at fountains that can be used to obtain fresh water;
intersections where the correct direction might shelters in open areas; bridges across streams and
not be obvious. Frequency of such signs, however, other bodies of water; and shrines associated with
is to a great extent based on how well or poorly a appropriate deities.
particular trail or segments of it are managed, and
Amenities available to pilgrims can vary widely
ones that have been damaged or dislodged might
between pilgrimage trails or from one section
be ambiguous or misleading. Most markers of this
to another of a single route. Hostels, along with
sort will be made of some resilient material — such
inns for more affluent travelers, will be found in
as stone or brick, but possibly of something less
many villages, towns, and cities along a pilgrimage
durable, like wood — and will typically have the
route, along with things like public kitchens
most common symbol of the trail emblazoned on
and taverns. Such places may even be located in
them.
monasteries or hamlets that have been established
Other markers on pilgrimage trails might be specifically to serve the needs of pilgrims, possibly
emblazoned with less-familiar secondary symbols; even in otherwise-undeveloped areas between
be affiliated with earlier routes or other religious communities where they are most likely to be
traditions; be associated with completely different appreciated. Caravanserais intended primarily for
routes at intersections between them and the merchants might also serve the needs of pilgrims at
pilgrimage trail; or have representations of maps the intersections of trade routes or along segments
that show travelers where they are, the end of of pilgrimage trail overlapping with them.

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Isolated and wilderness areas can, of course, be and the remains of their commanderies can be
hazardous for pilgrims in any number of ways found there to this day. Possibility of robbery,
that go beyond a mere lack of amenities, and these murder, enslavement, or other misfortune is, in any
include a greater presence of direct threats like event, among the challenges travelers might face
monsters and bandits; fewer places to take shelter on some pilgrimage trails.
from environmental conditions like extreme cold
Characters might end up journeying along trails
or heavy rain; and less chance of being able to
of this sort for any number of reasons, whether
obtain aid in the event of misfortune.
it be as pilgrims or simply coincidentally. Such
Various entities — from mean-spirited mortals to journeys can, of course, tie in with any many sorts
netherworld creatures like demons and devils — of compelling and exciting adventures, and might
also have a malicious interest in preventing the include things such as attempts to have magical
faithful from completing their pilgrimages and effects like geases or curses removed. They might
may employ intimidation, threats, trickery, or also make interesting ways to connect separate
force to cause them to leave the trail or abandon adventures within a larger campaign or to allow
their quests, and this could conceivably add to the individual characters to deal with various sorts
challenges faced by pilgrims. of challenges in non-traditional ways. Pilgrimage
trails can also serve as devices for bringing together
Those who decide to walk a pilgrimage trail might do
disparate parties of adventurers in a way that
so for many reasons, to include fulfilling a once-in-
departs from familiar tropes like using taverns for
a-lifetime or periodic religious obligation; seeking
these purposes.
spiritual fulfillment; obtaining penance for sins;
being healed of various afflictions; hoping to have In settings that include non-Humans pilgrimage
some special petitions fulfilled; or simply seeing trails might have all sorts of fascinating variations
new places and enjoying the opportunity for travel and characteristics and might not even be
and adventure. Common folk of a spiritual bent, recognizable for what they are to those of other
image-conscious community leaders, religious races or religious traditions. Dwarves or other
fanatics, sufferers from all sorts of physical and beings with subterranean roots, for example, might
mental illnesses, and more are among those that have pilgrimage routes that are located entirely
that might be found journeying along such a route. underground, marked with symbols only they will
recognize or understand meanings of, and lead
Inhabitants of the lands along a pilgrimage trail
through ancient mines, caverns, and citadels. Elves
might be quite diverse, and could include farmers
in a land now dominated by Humans, on the other
and townsfolk who would be there anyway; clergy
hand, might make nocturnal pilgrimages through
and layfolk associated with shrines, temples,
their ancient homelands and to places that look like
monasteries, and other religious places; those
nothing more than fields, hillocks, and truncated
seeking to profit from the economic boost provided
stands of forest. Militaristic folk like Hobgoblins
by such a route; and former pilgrims who have
might make pilgrimages to sites where their people
come back from their homelands or never returned
have experienced victories and defeats in hopes of
to them and decided to instead live along the sacred
drawing both spiritual and tactical insights from
route. Their demeanors toward pilgrims, based on
them. And members of any race with origins in
their backgrounds and reasons for being in the
different lands or worlds might make pilgrimages
area, might range from indifferent, to encouraging,
back to them and to key places along their routes in
to pragmatic, to hostile.
order to gain a better understanding of the spiritual
A need for security measures and the extent to journey of their people.
which they exist can vary widely along pilgrimage
trails, which sometimes pass through wild or hostile Adventure Hooks
lands rife with beasts, brigands, or enemies of the • Characters walking a pilgrimage trail, whether
faith. One of the missions of the famous Knights as devouts or incidentally in the course of other
Templar, for example, was to provide security for activities, might meet and journey for some
pilgrims along the Camino de Santiago in Spain, time with a fellow traveler heading in the same

200
direction. This enigmatic stranger might have
characteristics that give them reason to believe
— either at the time or in retrospect — that he
or she might, in fact, be a manifestation of the
divine personage associated with the route.
• Someone — or something — is killing travelers
on a pilgrimage trail and traditional security
measures like patrols by soldiers do not seem to
be having any effect in preventing these attacks.
Characters might learn of this disturbing trend
while travelling a pilgrimage trail themselves or
might be commissioned to assume the roles of
pilgrims or take any other measures necessary
to investigate and help stop these incidents.
• While following a pilgrimage trail out of
devotion to a deity or cause, a group of
characters might suffer from an uncanny spate
of bad luck and possibly start to wonder if these
are signs that they should abandon their quest.
They are, in fact, being stalked by a devout of an
opposing faith who is using methods, whether
magical, mundane, or both, to induce them to
give up on their pilgrimage. This person will surroundings; and both in settlements of every
stop short of actually trying to kill characters kind and rural or even wilderness areas. One or
(at least directly) and might even be posing as a more shrines might also be located within larger
fellow pilgrim. religious establishments, including cemeteries,
monasteries, and even temples, where they might
Shrine be dedicated to variant aspects of the deities
already revered there or to altogether different ones
Shrines are consecrated places where worshippers
affiliated with them in some context.
can variously offer prayers, make minor sacrifices,
and perform other ceremonies on a daily basis, on Central to many shrines is an image representing
particular occasions, or for specific purposes. They the object of worship, like a statuette, painted
are the simplest, smallest, and most numerous icon, or mosaic set within an enclosure of some
of religious constructions, ranging from isolated sort, such as an aperture in a stone wall, a covered
effigies to small chapels, and dedicated to altar, or a small building. Idols of this sort might
innumerable local variants of well-known deities be accompanied by decorations or other significant
or demigods, otherwise-unknown minor gods, items and will usually have established in front of
ancestors, or even customary acts of worship the them a space for offerings, such as candles, flowers,
original purposes of which are lost to the ages. and small sacrifices of the sorts favorable to the
Virtually all deities that attract any sort of direct deity in question.
personal worship will have shrines of one sort or
Shrines established in small self-standing buildings
another dedicated to them.
or within wings, bays, or chambers of larger
Shrines can exist almost anywhere, depending religious buildings are often referred to as chapels,
on the deities to whom they are dedicated and and such areas can accommodate small groups
the purposes for which they were consecrated, of worshippers and are frequently more lavishly
including within or attached to private homes, appointed (especially if they are underwritten by
places of business, or public buildings; at the sides wealthy patrons, such as merchants or aristocrats,
of streets or roads; at appropriate sites in natural who have their names attached to them).

201
Shrines dedicated to special purposes include or decorated in ways that do not seem religious in
wedding or funeral chapels in locations appropriate nature to outsiders, while Dwarves might have
to such occasions; civic shrines at the historic idols that look merely like natural chunks of rock to
centers of towns honoring the founding deities, other people. Worship and offerings at the shrines
demigods, or heroes of the settlement; and chapels dedicated to the gods of other races might have
of the beasts in the wilderness or at places where any number of possible effects, depending on the
people bring animals for particular purposes, such circumstances, from whatever favorable benefits
as stockyards or veterinary clinics, established in might be expected being withheld, to appropriate
hopes that animals might also benefit from the curses being leveled upon those presuming to do so
presence of those gods, or the aspects of them, that (e.g., someone praying at the shrine of a Dwarven
watch over such creatures. deity might take on Dwarf-like characteristics as
the price of receiving a blessing there, someone
Small shrines located on city streets, in the
praying at an Orcish shrine might have to resist
countryside, or within ordinary buildings and
becoming possessed by a murderous spirit).
intended for use by any passersby usually have
no physical security precautions. Bigger shrines,
to include many self-standing chapels and those
Adventure Hooks
• Characters might come across a strange shrine
within larger buildings, might have their entryways
on their travels in some wild and out-of-the-way
barred with metal grills, requiring those who wish
place that is guarded by a menacing and violent
to use to them to do so from without, or during any
individual who challenges them to combat or
special occasions for which they are opened up.
some other contest. This encounter is more than
Any shrines may have various divine protections
it seems, potentially granting the characters a
associated with them, especially in settings where
divine blessing or the use of a magic item if they
magic is prolific, and these might range from spells
overcome the guardian by honorable combat,
that mark defilers or thieves, to ones that curse or
but ending the encounter in some eerie fashion
damage them, to those that summon guardians of
that promises dire consequences to follow if
various sorts.
they show cowardice or attempt to win through
Occasionally, a shrine of special virtue might treachery.
have a lone hermit or holy warrior under a special
• Whether in hopes of receiving divine favor
vow, or perhaps even a supernatural creature,
or in thanks for having obtained it, it might
living nearby and dedicated to maintaining and
be incumbent upon a character to undertake
protecting it. Those who profane shrines might
construction of a shrine. Challenges associated
also be subject to retribution from pious locals or
with such a venture might include selecting a
from security forces tasked with protecting such
suitable location, building the structure to an
sites (e.g., as were the Knights Templar on the Way
acceptable standard, and perhaps consecrating
of Saint James in France and Spain).
the site with the acquisition of some appropriate
Encounters at and visits to shrines sacred to deities relic.
that characters acknowledge might provide both
• A shrine that is neglected or defiled might harbor
a deeper sense for their relationship with the
a curse or attract the attentions of appropriate
spiritual beliefs of a setting and possibly concrete
monsters (e.g., undead, disturbed spirits).
benefits (e.g., through magic invoked by any priests
Specifics of such manifestations might vary by
who attend the shrine, from blessings placed upon
the region where they arise, the religion with
the shrine by the gods to which they are devoted).
which they are associated, and the particulars
Non-Human peoples generally have their own of what has led to the disuse of the shrine in
approaches to the creation of shrines, and these will question. Rectifying such a situation by proper
often be recognizable as such to individuals who are means, however, and restoring a shrine to its
members of other races but might also be alien or off- proper state is certainly an appropriate task for
putting to them. Elven shrines, for example, might an adventuring party, and one that might be
be located within groves unrecognizable as special, attended by appropriate spiritual rewards.

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Temple building of a complex that might also include any
number of other structures, including monasteries,
Temples are religious places that have been built to
glorify the gods to which they are consecrated and shrines, residences, offices, treasuries, workshops,
which are used as sites of devotion for large numbers and meeting halls.
of the faithful. Such places, known by terms that At the heart of a temple is its sanctum, a sacred
include churches, synagogues, and mosques in chamber the form of which is laid down by long
other traditions, are often associated with the tradition and which houses some physical object
leading religions of particular communities or symbolizing the presence of a god, such as an idol
regions and serve as major centers of their worship. — whether gloriously carved by a master artisan or
Unless there is a tenet of faith that might prohibit an ancient and mysterious relic — or an inscription
doing so, places of this sort are generally as grand of the deity’s sacred laws. Entry to the interior
and sumptuous as those who have built them can of such a place is sometimes forbidden or even
afford, both to placate their deities and to impress hidden from view to outsiders or laity and reserved
the power associated with them upon the faithful for ordained priests to perform solemn ceremonies
and unfaithful alike. on behalf of the congregation (and sometimes even
A temple might exist inside a town or city, in which then only at specific times).
case it will certainly occupy a prominent location Lay worshippers generally gather in a large
close to — perhaps even eclipsing or dominating basilica, prayer hall, or public court — often at the
— the principal buildings of the municipal steps leading up to the entryway of the temple —
government; be situated on its own at a particularly where they participate in mass worship before a
significant or spectacular site in the countryside; high altar and in some traditions receive a portion
or be associated with an important special-purpose of consecrated food (e.g., bread and wine, a share
sanctuary, such as one housing a major oracle. of animal sacrifices). Visitors or laity who wish
Whatever the case, a temple is likely to be the focal to meet with one of the priests or to take part in

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Temple Features, Objects & Furnishings
Following are examples of the sorts of items that might be found in or adorning any given temple.
Most will have some ritual function and possible uses for some of them are listed in parentheses.
While singular forms of the various items are listed, any number of appropriate ones might be
found within a particular temple, depending on their function (e.g., a single tapestry in a temple
of Apollo might depict the deity as ultimate patron of the arts, while a dozen tapestries in a temple
of Hercules might be used to depict his 12 labors).

Altar Incense
Altarpiece Kneeling Bench
Animal Knife (e.g., sacrificial)
Balcony/Gallery Lamp
Bed Lectern
Bell Magic item
Bench Mosaic
Book Musical Instrument
Brazier Musical Pipes
Candle Obelisk/Pillar
Candle Snuffer Offertory
Candlestick Organ
Cauldron Painting
Censer/Incense Burner Pew
Chair Prayer Rug
Chalice Prayer Wheel
Chime Pulpit
Choir Screen/Iconostasis Rail
Cloth, Altar Sacrifice
Column Screen
Curtain Scroll
Dais Shrine
Drum Sprinkler (e.g., for holy/unholy water)
Flowers Stained Glass (e.g., windows)
Font (e.g., for holy/unholy water) Stand
Fresco Statue
Frieze Tapestry
Ghat Throne
Gong Thurible
Holy/Unholy Book or Scroll Tomb
Holy/Unholy Inscription Tower/Spire/Minaret
Holy/Unholy Symbol Tripod
Holy/Unholy Treasure Utensil (e.g., meat fork)
Holy/Unholy Weapon Votive light
Horn, Musical Weapon
Icon Whistle
Idol

204
ceremonies in one of the other chapels usually water or even holy relics or weapons dedicated
enter through a public court or a reception area to the purposes of the religion that can repel or
without intruding on the main temple itself. Public destroy various sorts of enemies, especially those
areas of temples frequently also feature facilities of an undead or demonic nature. Characters who
where the faithful can bathe or at least wash their have divine powers, such as clerics or paladins,
hands and feet before participating in worship. might also have to spend time training or serving
at temples in order to advance in their vocations.
Wealthy worshippers like nobles, rulers, or
rich guildsmen — particularly those who seek Raiding evilly-inclined or enemy temples is
or have received special favor from the deity a another activity common to particularly skilled and
temple represents — often endow such places bold adventurers, in that such places often contain
with offerings like costly vessels and ornaments, much in the way of wealth, secrets, and sometimes
statuary, furniture, or even entire extra chapels or even supernatural creatures. In any event, once the
expansions to the original temple, such as annexes, occupants of a temple have been driven out and
courts, halls, or sculpture walks. People of more removed from influence in the local area, it is not
modest means might also contribute to temples by uncommon for clerics allied to the attackers to
placing offerings, such as coins or simple pieces of rededicate the site, and even the same structures,
jewelry of prescribed form, into offering-boxes or to new patron deities in order to consolidate their
by casting them into sacred pools, providing such holds on established religious centers.
places with revenue for their treasuries and special
Every race has its own traditions with regard to the
projects.
building, situating, and furnishing of temples and
Chief official of a temple might be an ordained for the rituals associated with them (and, when
clergy person holding significant rank in the one considers the vast variations in actual Human
hierarchy of his or her religion, such as a high development of such sites, the possibilities become
priest, or might hold a separate but equally high- staggeringly infinite). Malignant humanoids like
status position created solely to oversee the temple, Orcs and Gnolls, for example, often incorporate the
such as a provost or keeper of the shrine. Such a bones of slain enemies or sacrificial victims into
figure is usually empowered to perform the highest the fixtures of their temples, both to highlight the
functions of the religion in question and of granting power of their deities and to create a sense of fear
the greatest blessings it is able to bestow. and revulsion in both worshippers and outsiders.
Races with the ability to see in the dark will often
Below this hierarch a temple is generally staffed
construct temples that create the illusion that they
by a number of experienced priests, along with
are underground even if they are not or that it is
numerous trainees, acolytes, attendants, musicians,
perpetually nighttime within them, depending on
temple-servants, laborers, guards, and agents, who
the optimum situation for which their eyes have
play various roles in elaborate ceremonies and/or
adapted. Whatever beliefs, philosophies, and
support the place’s material and security needs.
aspects of a particular race and its deities are most
Characters often visit temples in the hopes of quintessential are, in any case, those most likely to
achieving anything from healing, to having be manifested in their important places of worship.
removed particularly nasty and intractable curses
or diseases they have contracted in their exploits, Adventure Hooks
to having slain companions raised from the dead. • While the gods quarrel amongst themselves, it
Adventurers might also attempt to avail themselves is perilous for their mortal followers to assume
of the abilities of temple priests, who can often license from this to disrespect foreign deities
divine the will and knowledge of their gods; and abusing the temples and priests even of
conduct ceremonies such as weddings, funerals, enemies can lead to dire curses and divine
baptisms, rites of passage, ordinations, absolutions, retribution. Characters who have damaged or
and exorcisms; give advice on moral dilemmas or looted a fane to a foreign deity might have to
upon the mysteries of life, death, the planes, and undertake an extended pilgrimage to one of
the gods; or provide blessed items such as holy the god’s temples, make large reparations and

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Sample Temple Floorplans
Shown here are floorplans from three different
historic temple-building traditions (not shown
to scale in relation to each other). At right is a
plan of the Temple of Edfu in Karnak, Egypt,
built of sandstone from the 3rd to the 1st
centuries B.C., approximately 260 feet long,
120 feet long, and 120 feet high, and dedicated
to the god Horus. Bottom right is a plan of the
Gothic cathedral in Salisbury, England, built
during the 13th century A.D., some 200 feet
wide at its transept crossing, 500 feet long, and
404 feet high, and dedicated to the Virgin Mary.
Below is a plan of the Parthenon in Athens,
Greece, built of marble in the 5th century B.C.,
dedicated to the goddess Athena, and about
100 feet wide and 230 feet long.

206
sacrifices, perform special favors to serve the this stone is not obtained by the new moon, it
divine being’s interests — or even do all of cannot be consecrated in time for inclusion in
these — to avert the ill-luck and troubles laid the temple and its completion and opening will
upon them by the deity. be under a pall. He is thus willing to pay a hefty
sum to any adventurers who can find, quarry,
• The architect in charge of building a new
and bring to him a suitable slab of the stone in
temple to a particular deity is grievously
time — but nothing for those who fail to meet
behind schedule and has been unable to obtain
the deadline!
a slab of special marble required for the altar. If

Classical Temple Furnishings


Storytellers can create their own lists of pantheon-specific temple furnishings in order to give
their holy sites more of a unique character. Following are some of the specific furnishings and
objects that might be found in a Classical Greek or Roman temple dedicated to one of the Olympian
deities. Deities those items are often affiliated with are listed in parentheses, which can help
storytellers create their own lists of pantheon-specific temple furnishings. Any such items could
have appropriate magical properties of various sorts.

Aegis (Medusa-visaged shield of Athena) Cornucopia (Demeter)

Animals Forge (Hephaestus)

Deer (Artemis) Grain (Demeter)

Dog, Three-Headed (Hades) Hearth (Hestia)

Eagle (Zeus) Lion pelt (Hercules)

Horse (Poseidon) Lightning Bolts (Zeus)

Leopard (Dionysus) Mirror (Aphrodite)

Ox (Demeter) Pomegranates (Persephone)

Owl (Athena) Seashell (Aphrodite)

Peacock (Hera) Sculpture of an Infant (Dionysus, Zeus)

Python (Apollo) Shroud (Hades)

Ram (Ares) Spear (Ares, Athena)

Rooster (Hermes) Syrinx (pipes of Pan)

Serpent (Asclepius) Talaria (winged sandals of Hermes)

Swan (Aphrodite) Throne (Zeus, Hera)

Bow (Artemis, Apollo) Thyrsus (pinecone staff of Dionysus)

Caduceus (rod of Hermes) Trident (Poseidon)

Chariot (Ares, Hades, Hera) Turtle-shell lyre (Apollo)

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10
Governmental Places

208
I
n addition to the quintessential commercial places so familiar to characters, there are many sorts of
public areas, buildings, and structures representing the government of the city or region that they might
end up visiting in the course of their urban adventures. This chapter examines venues associated with
and controlled by the ruling powers of a community or state, including audience chambers, barracks,
courthouses, guardhouses, jails, manors, palaces, ports, prisons, and workhouses. Communities of any size
might have governmental places of some sort and these are usually imposing, purpose-built structures —
often characterized by magnificent features like columns, domes, and ceremonial staircases — designed
to project the grandeur and ethos of the state or community that has constructed them. Many have an
iconography worked into their architecture or décor and embellishments that exemplify the culture — or
great deeds from its history — that they represent.

In small communities like villages, governmental prisons would be much more prevalent.
places might include council halls, manors,
Depending on the needs and ethos of the
or, if they exist in societies with strong central
community or nation using them, any of the
governments, departmental offices or police
listed structures might exist in conjunction with a
commanderies. Governmental places in such
temple, a fortification, or one another. For example,
settings are likely to be less imposing and might
in societies like those of the ancient Greeks, the
essentially be large versions of the rural structures
main plaza where people meet to discuss public
described under “Buildings” in Chapter 1:
issues might be situated next to the temple of the
Communities. In less organized regions yet, single
city’s patron deity on its acropolis. In a state where
appointees or influential business folk, such as the
policing of the population is a constant concern, on
proprietors of taverns or general stores, may fulfill
the other hand, a jail, courthouse, and archive of
many governmental functions by default and their
criminal records might all be grouped together in a
premises might take the place of a clerk’s office
special judicial complex.
or even a courthouse (e.g., the Jersey Lilly Saloon
made famous for being used as a courthouse by In addition to anything else they might contain,
Judge Roy Bean). governmental places almost always include
libraries of regulations and other pertinent books,
Larger communities, especially capital cities and
and archives for the storage of official records
metropolises, might have neighborhoods or entire
specific to their areas of responsibility (e.g., laws,
wards where governmental places are located near
decrees, lawsuits, birth certificates, titles to land,
each other (e.g., the agorae of ancient Greek city
criminal records).
states, which were used as civic centers and central
locations for government buildings, temples, trade, Security is usually significant at governmental
and political, religious, and social gatherings of all places, many of which are built like fortresses.
sorts). In addition to buildings, such precincts also This is generally not a coincidence, as in many
often include features like fountains, monuments societies major public buildings are designed
to local heroes, shrines, official markers (e.g., to serve as strongpoints during times of civil or
declaring the spot as the center of the state in political unrest. Defensive elements are likely to
question), and timekeeping devices (e.g., the include thick stone walls, a lack of windows on
clepsydrae water clocks of many ancient Greek ground floors, bars on the windows of upper floors,
cities). and solid metal doors that can be both locked and
barred. Such places also usually have full-time
Most communities will not have all of these
complements of guards assigned to them, or even
elements, and storytellers should pick and choose
permanent garrisons of troops who live at the site.
among them as needed, based on the government and
culture of a particular city’s inhabitants. Forums for Visits to governmental places can be as challenging
debate would be common in a democratic society, in their own ways as any other sorts of expeditions.
for example, but palaces might not be. Places Such ventures can give characters the chance
designed for the free expression of ideas would be to roleplay and use skills that might not turn up
much less common in a dictatorship, however, but in the course of normal adventurers — such as

209
diplomacy, or knowledge of subjects like royalty stature, possibly the head of an independent or
and aristocracy — and provide storytellers with the quasi-independent state, is often the main figure
opportunity to insert appropriate adventure hooks. associated with an audience chamber. There are
Characters might decide to visit such places for any places essentially conforming to the characteristics
number of reasons, but might also find themselves of audience chambers, of course, used by officials of
summoned or unwillingly taken to some of them. much lower rank or prestige (for more information
on this see the sidebar on Aristocratic Ranks on the
Audience Chamber next page).
Audience chambers are places designed to hold Staff associated with audience chambers typically
formal meetings between heads of states, ruling includes guards, advisors to the nobles associated
nobles, major religious figures like high priests, or with them, various lords-and-ladies-in-waiting,
other important personages, as well as those they and a wide variety of servants (including those
have called to come before them. Such invitations tasked with briefing visitors on the proper way to
or summons are sometimes in response to requests behave during their hearings). Such personnel are
for meetings from the other parties, often so that usually of the highest perceived loyalty and, in the
they can make pleas for assistance; sometimes case of audience chambers associated with major
to proclaim to the attendees an honor that the nobles like kings, might even all be at least minor
government wishes to bestow on them in person aristocrats themselves.
or to demand a service of them; and sometimes
Etiquette, dress code, and other forms of propriety
because the recipients are involved in some dispute
are extremely important to the functionaries of
or needed to help settle it.
audience chambers, and visitors who fail to fulfill
Anytime characters receive commissions from such prerequisites will likely simply be refused
nobles or approach similar personages with audience with the luminaries associated with
petitions, it is likely that their official interactions them. In a society where a certain color or type of
will take place in some sort of audience chamber. apparel is reserved for members of the ruling house,
for example, a commoner will not be allowed to
A secular or religious aristocrat of significant
present himself before a ruler while accoutered
in such an item (and might be subjected to other
censures as well).
Membership in a certain race, social class,
or vocation might also be a prerequisite or a
discriminator for entry into an audience chamber
(e.g., an Elven king might by tradition only grant
audiences to other Elves, while a Dwarven noble
might be prohibited by an equally ancient code
from granting audiences to Orcs or Goblinoids,
leaving such interactions as are necessary to
intermediaries in less august settings).
Audience chambers are usually impressive and
sumptuous in appearance and variously intended
to impress or intimidate visitors and to project
through their design, furnishings, décor, and
iconography the ethos and importance of the state
or other political entity in question. Such places
are also designed so as to subtly or overtly, as
appropriate, give their owners a psychological
advantage over those with whom they are meeting.
One of the simplest and most common examples

210
Aristocratic Ranks
A wide variety of aristocratic titles are likely to be associated with the ruling nobles of any particular
nation, especially monarchies, empires, and the like. Familiar English titles are provided below,
along with their French, German, Italian, and Spanish forms, which storytellers can use to easily
implement a somewhat more exotic sound to members of the nobility in foreign, non-core states.
Hierarchies of titles from other historic cultural traditions and one fictional one, the Mythic North,
are also provided and are ordered, like the more familiar Western European titles, from most to least
powerful. Storytellers should keep in mind, however, that such titles often represent very different
portfolios of powers and responsibilities in dissimilar nations, and may be attained in markedly
varying ways. In some societies, for example, these titles might correspond to various abilities,
achievements, and levels of experience, while in others they might simply be acquired at birth.
With regard to any of the tables, storytellers should bear in mind that some titles might be omitted
even though others are present, and that those used might be arranged in a somewhat different order
(e.g., a Duke is often considered to outrank a Prince). Definitions of titles might vary widely as well
(e.g., “Prince” is sometimes applied to the son of a reigning monarch, but it can also be a title applied
to the ruler of an independent Principality).

English French German Spanish Mythic North


Emperor Empereur Kaiser Emperador Kejsare
King Roi Koenig Rey Konung
Duke Duc Pfalzgraf
Duque Hertig
Prince Prince Herzog Principe Fyrste
Marquis Marquis Markgraf Marques Mikill Jarl
Earl Comte Graf Conde Jarl
Viscount Vicomte Waldgraf Visconde Varakreivi
Baron Baron Freiherr Baron Krigsherre
Baronet Baronnet Freier Baronet Hövding
Knight Chevalier Ritter Caballero Thegn
Squire Seigneur Knappe Hacendado Väpnare

Ottoman/Arab
Indian Persian Mongolian Ecclesiastic
Sultan Maharaja Padishah Kha-Khan Pope/Metropolitan
Caliph Rajah Shah Khan Cardinal
Emir Rajput Caliph Tarkhan Archbishop
Sharif Jagir Amir Ilkhan Bishop
Dey Orkhon Bey Bashaw Archdeacon
Pasha Nawab Malik Cherbi Deacon
Sheikh Nizam Sheikh Baatar Priest

211
of this is the placement of an impressive chair or
throne upon a dais before which supplicants are
Barracks
Barracks are places, ranging in size from individual
required to present or even prostrate themselves. buildings to entire compounds, used to house
Regardless of their configurations or appearances, military and paramilitary troops of various sorts,
audience chambers are only rarely self-standing including soldiers, marines, and city guardsmen,
buildings, and are usually integrated into larger and are especially characteristic of highly
structures or complexes, such as palaces or temples. organized states or communities with standing
In addition to the audience chamber proper, other military forces. Some of the earliest examples of
features of such places typically include one or large-scale barracks were those built by the Roman
more waiting rooms, where petitioners can await armies for their legionaries and little has changed
their turns to meet with the luminary such a in either the form or function of such places in the
place is associated with, and which might include last two millennia.
wardrobes for those who have been granted Barracks might be found in communities of almost
audiences but are improperly attired; guard rooms any size — including villages, towns, cities, or
where security personnel can remain ready to specialized complexes such as monasteries — or
intercede against attempts on the person of their in self-contained bases of various sorts, depending
lieges; and perhaps even secret areas from which on the needs of the military organizations they
visitors can be observed and into which the noble serve. Presence of a barracks might even encourage
figure associated with the place can be spirited in civilian settlement and the establishment of an
the event of danger. adjacent hamlet or village geared toward providing
Security — especially with regard to the person services to it and the personnel assigned to it.
for whom the place exists — is of paramount Communities of any size where barracks are located
importance at audience chambers, and the most are often referred to as “garrison towns.”
stringent measures available will be employed, Exactly where barracks are located is a function
likely with no regard for cost. Magical wards, to of the needs and ethos of the state that establishes
include protective and perhaps even illusory them. The national army of a state that tries to
effects, will almost definitely be employed if they maintain strict control over its population, for
are available in the milieu in question. example, might keep garrisons in barracks of
varying sizes located in communities of town
Adventure Hooks size or larger throughout the country. A military
• While the characters are in or about to begin force primarily concerned about foreign invasion,
an audience with a problematic and generally however, is more likely to establish barracks in
unpopular ruler who is likely to make a ruling fortified bases along its threatened frontiers.
that will not be favorable to them, an attempt is
made to kill him. How they decide to respond, It is possible in some military organizations —
under pressure and with no time for planning especially guard, militia, or reserve units — that
or discussion, can have widespread and lasting barracks are used only at certain times, such as
repercussions. periodic training or when alerted, and that they
are otherwise unoccupied. It is also possible that
• Characters might stumble by chance across military personnel above a certain rank be allowed
threads of a plot to destroy the audience to maintain private residences and only dwell in
chamber where a council of the greatest nobles barracks for short periods or during times of crisis.
of the region holds court, using a device that
summons a ravenous devouring force from Barracks are almost always very plain and
another dimension. The plotters intend to utilitarian and constructed of materials that are
strike at a time when the majority of the group both cheap and readily available in the local area.
is expected to convene, such as a seasonal Form of individual barracks buildings can range
opening of the council’s deliberations or a royal in configuration and size from small wooden huts
address. designed to hold the members of a single squad

212
(e.g., eight to 12 men) to large stone buildings Defense is important at barracks, and individual
that house hundreds of troops in large open buildings will either be sturdy enough to serve
bays, rooms, or a combination of the two (e.g., as strongpoints or, if relatively flimsy, located in
open bays for common soldiers, shared rooms for secure walled compounds or stockades. Security
noncommissioned officers, and small individual is also usually important from the point of view
rooms for officers). In military organizations in of maintaining discipline and regulations will
which both men and women serve, barracks will likely prohibit visits by people other than those
usually be segregated along gender lines. In some assigned to the barracks — especially civilians —
military organizations, barracks — as well as units or limit them to certain areas or times of the day.
and perhaps even military specialties themselves Other measures are likely to include locking down
— may also be segregated by race as well. the facility at night, posting guards at entrances to
both the complex and individual buildings, and
In addition to sleeping quarters, barracks will
armed patrols. Magical safeguards might also be
usually also include features like “day rooms”
used if spellcasting personnel are associated with a
where military personnel can engage in recreational
military unit in question.
activities during their off-duty hours, guard
rooms, offices for unit officers and administrators, Besides Humans, barracks are typically maintained
arsenals, and storage rooms. Other features that by the most organized demihuman and humanoid
might be part of, adjacent to, or in the same peoples, such as Dwarves and Hobgobins, and
complexes as barracks include dining facilities eschewed by more individualistic ones like Elves,
(often called mess halls, refectories, or canteens), Orcs, and Gnolls. Dwarves will often maintain
training areas, gymnasiums, bathhouses, stables, fortified barracks both in frontier areas where
and workshops related to the weapons, armor, and they are concerned about incursions by monsters
other equipment used by the personnel housed or enemy peoples or need to protect things like
there (see also the section on “Military Bases” in mining colonies, and for active military personnel
Chapter 1: Communities). and guardsmen within their largest communities.

213
Oppressively regimented Hobgoblins construct of the land as well and — depending on how the
sprawling, highly-structured barracks complexes, nations are constituted — as the seats of branches
both for themselves and also as a device for of countrywide governments. In the case of larger
controlling whatever less-disciplined Goblinoids, nations with strong central rule, courthouses
Humans, or other allies they might have affiliated might contain facilities affiliated with national
with them. governments, or be run by their agents rather than
by local authorities.
Adventure Hooks
Courthouses can vary widely in size and
• Presence of a barracks in a particular community
appearance depending on the affluence and ethos
makes it likely that military personnel affiliated
of the communities where they are located, and
with it will be frequently encountered in
might range from relatively modest buildings with
the surrounding area, especially places like
just a few rooms in provincial towns to immense
taverns, gymnasiums, and the like. Results of
edifices in major metropolitan areas. Appearance
meetings between characters and such troops
of such places will say a lot about the beliefs of
could vary widely based on such things as the
the local populace and what their government
role of the military organization in the area in
wishes to project about the law (e.g., in Western
question and the demeanor and appearance of
society up through the 20th century, courthouses
the adventurers.
were often designed to look like classical temples
• Characters with access to a barracks might find and decorated with statuary and other artworks
it expedient to secretly keep a guest in them for evocative of that style).
a specific period of time (e.g., a visiting brother
Personnel typically affiliated with courthouses
for a week, a lover until she can find lodgings
include judges, some of whom might have various
elsewhere). Such an attempt could involve
areas of specialization; magistrates, who handle
all sorts of stealth and subterfuge, to include
things like minor judicial matters and preliminary
sneaking, bluff, and disguise.
hearings; clerks, who process paperwork, perform
background research, assist judges, and oversee
Courthouse archives, libraries, and other sections of courthouses;
Courthouses are places that house local, regional, advocates employed by the government, including
and national courts of law and, in some states, both prosecutors and public defenders; and guards
also serve as the main administrative offices for who see to the security of the place.
the government. Such places might variously be
Features of courthouses are likely to include
used for trials of criminal cases, hearings for civil
courtrooms, judges’ chambers, clerks’ offices,
lawsuits, filing of paperwork for licenses and
records archives, law libraries, offices for clerks
permits, performance of activities like secular
and other courthouse staff, guardrooms for security
marriages, and archives of law books, legal rulings,
personnel, and short-term holding cells for people
and official records.
accused of crimes. Various other sorts of buildings
Most municipalities of town size or larger will might also be built near courthouses, such as jails
likely contain courthouses, which are generally or guardhouses, and all such structures might be
responsible for administering legal procedures organized into large judicial complexes that may or
for both the community in question and the may not also be walled.
surrounding area, to include dependent villages
Security is usually stringent at courthouses —
and hamlets. Very large cities might have multiple
where dangerous criminals, dissatisfied litigants,
courthouses with different portfolios, such as one
angry mobs, and the like all present constant
for criminal and one for civil cases, or one for cases
sources of danger in many societies — and might
of all sorts with annexes for activities like applying
be increased dramatically when a particularly
for licenses and filing other sorts of paperwork.
controversial case, or one that concerns organized
For municipalities that are also independent city- criminals or members of other armed groups, is
states, courthouses might serve as the high courts being heard. Measures may include the presence of

214
armed guards; multiple security checkpoints where
people entering the courthouse are searched to a
lesser or greater extent; and heavy, locking interior
and exterior portals. In societies where weapon
ownership is widespread, security measures at
local courthouses are likely to be especially strict.
To the extent that magical means exist in the milieu
to subdue or constrain troublemakers, they will
likely be employed at courthouses.
In fantasy societies, lawful peoples like Dwarves
and Hobgoblins are likely to have longstanding
and complex legal traditions and to support them
with courthouses and everything they entail. Less
rigidly organized folk, however, such as Elves,
Orcs, or Gnolls, are likely to dispense justice on
a much more personal level or not in any way
recognizable as such to more lawful humanoids
and demihumans and do not require courthouses
for those purposes.

Adventure Hooks
• Adventurers visiting a foreign city might
inadvertently violate local ordinances that do
not exist in their home communities and find
themselves hauled into the local courthouse as
Guardhouse
Established at critical spots throughout
a result. Penalties for such crimes might also
communities, guardhouses are used as secure
seem bizarre or inappropriate to strangers —
strongpoints by watchmen, guardsmen, and other
and might even be more severe for them in
sorts of military or paramilitary troops. Such
especially xenophobic or conservative areas.
places might be known variously as watch-houses,
• In some societies notices of rewards for return substations, constabularies, and commanderies —
of criminals who have failed to appear for trial, playing a somewhat similar role to modern police
or have skipped out on similar obligations to the stations — and the troops or militia assigned to
courts, might be posted at the local courthouse. them are generally responsible for patrolling and
Characters opting to work as bounty hunters maintaining the security of a specific section of a
might therefore find it useful to periodically town or city. Many towns have separate facilities
visit such establishment for purposes of finding for the guard — armed soldiers who defend gates,
potential sources of revenue. walls, civic buildings, and officials — and the
watch, who patrol the streets to discourage burglary
• Characters might find it expedient at some
and affray.
point to undertake some action in court (e.g.,
filing a lawsuit, assisting a defense counsel), Guardhouses can take a great variety of forms,
and preparing for and then participating in from temporary wooden structures erected in
such an event could make for an interesting marketplaces, to sturdy stone towers, to small
variant adventure. Preparations associated walled forts. Most such places are, in any event,
with such a venture might include finding and not overly large, and are generally sufficient to
interviewing witnesses, doing research at local hold just one or two dozen personnel (i.e., enough
libraries or governmental offices, and meeting for one or two patrols). One thing they almost
with judges, other court officials, and opposing always have in common is rugged construction and
lawyers. features like reinforced doors and barred windows

215
that can provide a modicum of security to their the watchmen or guardsmen typically patrolling
occupants. A guardhouse might also be integrated or standing guard for a specific amount of time
into a community’s defenseworks, or established, followed by a rest period in the guardhouse (e.g.,
with a separate entrance, within a larger public six hours on and six hours off for short tours, 12
structure. hours on and 12 hours off for longer ones).
Areas within a guardhouse typically include an Certain city guard units recruit from the old
arsenal where — depending on the force’s usual respected families and gentry of their communities
equipment — armor and both lethal and non- — in which event, while equipped with the finest
lethal weapons are kept in between patrols and in uniforms and trappings, their duties are likely to
case additional personnel need to be equipped on be more ceremonial than martial — but the social
short notice; a small office for the officer-in-charge; position of working law enforcers tends to be low,
possibly a holding cell or interview room where ranging from that of hired muscle tasked with the
malefactors can be kept temporarily; and perhaps a dirty work of the merchant class to mercenaries or
public area or vestibule where people can come to even slave soldiers. A watch or guard force might
lodge complaints, seek help, pay fines, or purchase be further divided between uniformed patrolmen
permits for various activities. and investigative agents, and could include special
units or divisions such as mounted troops, animal-
Many guardhouses also include bunkrooms where
handlers, or water patrols on any rivers or canals
guard or watch personnel can sleep and day rooms
flowing through the city. Some states might even
where they can relax in between their patrols
have a separate secret police echelon with broad
or other duties. Such places are almost never
powers to gather intelligence or suppress heinous
permanent homes for the troops who use them,
or treasonous acts, or a patrol force tasked with
however, watchmen generally returning to their
enforcing moral, religious, or political strictures
private homes and guardsmen to their barracks
rather than preventing actual criminality.
when their tours of duty at guardhouses are
completed. Guard tours generally range from one Command of a guardhouse will generally fall to a
day to a week but possibly as long as a month, with junior officer, such as a lieutenant, or a senior non-
commissioned officer, such as a sergeant, although
a very minor post might have a corporal in charge
of it and a very important one might be overseen
by a captain or officer of equivalent or greater rank.

Adventure Hooks
• Characters with a criminal or unscrupulous
bent might be tempted to break into or infiltrate
a guardhouse in order to obtain any number of
useful things, such as weapons, uniforms, and
passes, and possibly also valuable information
(e.g., patrol schedules, dossiers on local
underworld figures).
• In some communities, the most dangerous
leaders of the criminal class are those who
take advantage of their position as officers of
the watch to protect lawbreakers for pay, extort
those who refuse to pay, or arrest and charge
their rivals with crimes. Characters who make
enemies of such corrupt watch officers must
thereafter fear both underworld thugs and the
forces of the law.

216
Jail
Jails are facilities used to temporarily incarcerate
miscreants, prisoners awaiting trial, and those
convicted of misdemeanor offenses for which short
terms of confinement are appropriate. Such places
have been depicted in many books, television
shows, and other media, including the films Rio
Bravo, Assault on Precinct 13, and Ghosts of Mars.
Unlike prisons, which are designed for the
longterm internment of convicted criminals,
troublemakers are usually confined to jails for
relatively short periods of time (e.g., overnight after
being rounded up for being drunk and disorderly,
a month for participating in a riot that got out
of hand and resulted in significant injury and
destruction of property). Most inmates are released
once the disturbance in which they were arrested
has subsided or after they have been held a suitable
— if sometimes arbitrary — period of time, paid a
fine, or received some punishment (e.g., 10 lashes
in the public square). And, while prisons for the
protracted incarceration of offenders tend to be rare
in ancient, Medieval, and other pre-industrialized
societies, jails are usually relatively commonplace. rooms; locations where various sorts of punishment
can be meted out and perhaps demonstrated to
A community of almost any size from village on
witnesses or the public at large (e.g., floggings,
up is likely to have some sort of local jail of a size
hangings, confinement in stocks or pillories); and
commensurate with its population. A good rule of
less elaborate equivalents of measures employed in
thumb in a traditional game milieu is probably that
prisons, such as light industry or other activities
a particular community is capable of jailing, in one
intended to keep inmates busy and to expend some
or more facilities, one prisoner for every 200-or-so
of their energy.
people in the population as a whole. Such places
tend to deal with many different sorts of problems Many jails — especially large ones set in areas like
and might at any given time hold those charged cities — are part of complexes that might include,
with a wide range of offenses. depending on the organization and ethos of the
community in question, courthouses, guardhouses,
Depending on specific local needs, jails might
police barracks, or workhouses.
assume a great variety of forms. The smallest and
simplest in a traditional milieu will likely be Means of confinement at most jails will be limited
combined with a small guardhouse or office used to traditional measures like walls, cells, reinforced
by whatever passes for local law enforcement and doors, locks, bars, and perhaps manacles, and these
contain one or two cells, each large enough to hold might, of course, be augmented by other measures
one to four prisoners. Features of larger facilities of if experience or local conditions call for them.
this sort might include dozens or even hundreds Magical means of pacifying or confining criminals,
of cells; larger spaces designed to temporarily to the extent that they are available in the milieu
confine larger numbers of prisoners; sections in question, are not likely to be common at jails,
where especially dangerous criminals or those at but this rule might also have exceptions based on
risk of attack can be kept isolated from more run- local conditions, the abilities of the jailers, and
of-the-mill inmates; walled yards used as holding the capabilities of typical prisoners. Conversely,
or recreational areas; guard towers; interrogation security might be very light at facilities where

217
escape can lead to consequences more unpleasant that are friendly, hostile, or merely neutral.
than staying, or where inmates are primarily These interactions may have effects that go
members of the community expected to serve short beyond the walls of the jail, however, and —
sentences as the price for being allowed to return depending on their nature — lead to offers of
to normal society. employment following their release, attempts
on their lives, or anything else the storyteller
Depending on their lengths of incarceration,
deems appropriate.
detainees might also be expected to give up their
personal clothing and wear some sort of uniform. • Jails are sometimes the scene of wretched and
Jailers might confiscate certain items of clothing, violent deaths and, as a result, the spirits that
such as shoelaces and holy symbols, even from haunt particular cells or entire facilities are
prisoners held for short periods, where they could often particularly fearsome in nature, whether
potentially be used as weapons, a means of escape, as a result of their evil nature in life or the
or suicide implements. anguish and perceived injustice of their ends.
Adventurers who have some competence or
Those confined at jails might also be expected to
reputation in dealing with such matters might
contribute to their own upkeep and, depending on
be called upon to exorcise ghosts from a jail.
the ethos of those running such a facility, might
Or, characters who are locked up there might
be charged for food or given only what friends
be confined in a haunted cell, perhaps as a
or family are able to bring them. Those without
punishment for insolence or troublemaking, or
sufficient means to pay might be allowed to starve,
because the jailers have some other particular
forced to work as the price of covering expenses
reason to dislike them.
incurred by them, or have their possessions sold
off to cover the amounts assessed against them.
Guards at most jails, depending on the way local law Manor
enforcement is organized, will likely be members Manors are large, usually-fortified dwellings that
of the municipal watch or guard. Especially large have traditionally served as the basis for and
urban jails might have one or more dedicated jailers central features of estates and are typically the
helped by as many watchmen or guardsmen as are homes of wealthy families, often feudal lords or
either available or deemed necessary. In any event, land-owning planters (depending on the economic
a jail will usually have on duty at any time one system of the milieu in question). This term is
guard for every three or more inmates the facility also sometimes applied to relatively small country
can accommodate. houses belonging to well-born families, grand
stately homes, and minor castles designed more
Adventurers, with the lack of respect for
for show than for defense. Other sorts of dwellings
community ordinances many of them frequently
conforming to the essential characteristics of this
display, are especially likely to end up in local
description include those variously referred to as
jails from time to time. Most communities have no
châteaux, manoirs, maison-fortes, villas, haciendas,
interest in bearing the burden of such characters
mansions, and halls.
for protracted periods, however, and, if they are
non-natives, will generally seek to punish or fine Manors are most commonly located in rural areas,
them as quickly as possible — or simply eject them either as self-standing structures or as the central
from the local jurisdiction — rather than attempt to components of self-contained complexes. Others
reform or hold them indefinitely. might be located in thorps, hamlets, or even villages
which, in such cases, probably grew up around the
Adventure Hooks manors. A manor might, in fact, be the center of a
• During the course of any particular small community conforming to the characteristics
misadventure, characters might find themselves of a plantation or commune (see Chapter 1:
temporarily incarcerated in a local jail. While Communities for more information). In Bronze Age,
there, they could meet members of the local Iron Age, or tribal settings, buildings much like
underworld and have interactions with them manors along with their surrounding communities

218
may serve as the de facto capitals of entire states.
Manors are almost always economically self-
sustaining, and might actually be essentially self-
sufficient. Nobles may also maintain homes of a
similar size and description within towns or cities.
A great hall is usually the central feature of a manor
and in the smallest and simplest of such places
— which might consist of little else — serve as a
multi-purpose audience chamber and venue for the
day-to-day activities of the lord and his retinue.
Other features are likely to include smaller living
and entertaining areas such as parlors, libraries,
and galleries; private chambers or apartments
for the owners of the place; womens’ quarters, if
appropriate in the culture in question; smaller,
much more modest living areas for servants;
kitchens designed to feed numerous inhabitants;
and storage rooms and pantries. Many manors —
especially those in rural areas — will also have
a number of outbuildings associated with them, Manorial staff will usually include stewards,
and these might include stables, blacksmithies butlers, gardeners, coachmen, cooks, and maids,
and other sorts of workshops, dovecotes, storage and those in especially dangerous areas might
buildings, and chapels. have a resident contingent of guards, soldiers, or
armed retainers. Large manors might also be home
Manors will often be surrounded by affiliated tracts
to various sorts of artisans or tradesmen, especially
of land, which are typically used for agriculture,
blacksmiths, farriers, carpenters, and millers.
orchards, hunting, and gathering. Depending
on local resources, some of a particular manor’s Security measures at manors — which are
territory might also be used for activities like sometimes located in wild, dangerous, or at least
logging or quarrying. Such places could also have isolated areas — is usually significant and they are
some sort of related industry associated with them, often partially fortified. Typical safeguards might
such as viticulture, brewing, distillery, oil pressing, include situation on hilltops or other difficult
cheese-making, or milling. to access spots; heavy, reinforced exterior doors
that are kept locked at night; light curtain walls,
Owners of manors are almost always members
perhaps augmented with towers and gatehouses,
of a particular society’s upper class, and include
around courtyards or the entire complex; and an
nobles, high-ranking government or religious
absence of windows on ground floors, or only ones
officials, non-hereditary aristocrats like baronets,
that are barred or too small for people to fit through.
knights, and squires, and mayors, judges, and
Surrounding palisades, ditches, or even moats are
major guild masters (see Aristocratic Ranks, above).
also sometimes present or might be added in times
Such places might also be owned by various sorts
of unrest or if the occupants expect attack.
of nouveau riche characters, of course, including
successful merchants or lucky adventurers. In Manors are also frequently occupied by people
any event, the size and significance of a particular with arms, armor, and experience in battle, and
manor will depend on the affluence of its owner; they might form such a place’s most formidable line
while a country squire may have a comfortable, of defense. And, while manors are not as militarily
five-bedroom manse with a few associated gardens strong as castles and might not be able to serve as
and orchards, a prince might have a sprawling strategic strongpoints against invading armies, they
mansion surrounded by hundreds of acres of parks, are usually more than adequate to withstand the
finely manicured gardens, and rich farmland. depredations of bandits or marauding humanoids.

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In fantasy settings, manors built by demihumans
and humanoids generally reflect the sensibilities
Palace
Palaces are the large and usually extravagant
and temperaments of their inhabitants and stand homes of heads of state, high-ranking public and
out from those constructed and used by Humans religious officials, and sometimes other wealthy or
accordingly. Many Dwarves and Gnomes, for influential figures. While the term “palace” is
example, favor manor houses built into rocky cliff used somewhat broadly here, it bears mentioning
faces and which display impressive facades but that in some cultures it has had a very narrow
are otherwise hidden from view and have all of usage. In England, for example, the term is applied
their interior areas underground. Halfling manors only to the official residences of royalty and certain
often look merely like larger, grander versions bishops, while in France it refers only to urban
of their quintessential hill homes, and typically structures, the term “chateau” being used for similar
place greater-than-usual emphasis on areas such places located in rural settings. In states where
as kitchens, pantries, and special-purposes dining even powerful individuals do not generally dwell
areas like tea parlors. Elves often try to integrate in structures of this sort, the term “palace” might
their manors into natural landscapes, situating nonetheless be applied to various sorts of public
them to appear as if they are part of striking features structures (e.g., a Palace of Justice). Likewise, in
like riverbanks, great trees, or mountainsides. Orcs, nations that have shifted radically in their forms
Goblinoids, and other peoples of their ilk almost of government, places originally constructed as
uniformly strive to make their manors as menacing palaces for kings, emperors, and other nobles might
in appearance, heavily fortified, and dangerous see continued usage as legislatures, museums, and
to visit as possible and often situate them in the like.
ominous places like swamps, wastelands, ancient
battlefields, and ruins. Famous examples of great palaces include the
Palace of Knossos in Crete; the Forbidden City in
China; the Chateau de Versailles, the Louvre, and
Adventure Hooks
the Palace of the Popes in France; the Apostolic
• Characters might regularly encounter manors
Palace in Vatican City; and, of course, the great
in the course of their adventures, and such
Palatine Hill palaces of imperial Rome (from
places could be the homes of either enemies
which the very word “palace” is derived). Palaces
or allies. They might also serve as venues for
and their day-to-day activities have also been
exploration or investigation, especially if found
described in numerous works of literature, never
ruined, abandoned, or occupied by monsters,
more effectively perhaps than in the “Judge Dee”
brigands, or other creatures. Characters may,
mystery novels of Robert van Gulik.
of course, ultimately seek to acquire their own
manors, which ideally suit many of the needs Official palaces are especially characteristic of
of more experienced adventurers. states with centralized governments, particularly
monarchies and empires, and have been built by
• Relative isolation of a country manor allows
such societies throughout the world. Far from
those who contemplate violence against its
simply being the homes of ruling heads-of-state,
occupants, and who have suitable resources, to
such places quite often also contain the offices and
gather armed bands and make an open assault
perhaps even the residences of advisors, clerks,
on the place with little fear of immediate
bureaucrats, and other officials. They are thus
interference or discovery by the forces of law
frequently also the de facto capitols and political
and order. Characters visiting a manor could
— and possibly religious — nerve centers of the
find themselves in the position of helping
states in which they are located and emblematic
to defend the place — with some assistance
of their regime of governance. Official structures of
from the retainers and the prepared defenses
this sort, as opposed to those that are merely lavish
of the manor — against a large-scale attack by
private residences, are usually constructed and
brigands or other marauders. Adventurers so
maintained from public treasuries.
inclined, naturally, might also attack such a
place themselves for any number of reasons. Palaces might be found in communities of almost

220
any size. In the cases of those located in conjunction
with thorps, hamlets, or even villages, such smaller
communities have likely been established solely for
the purposes of providing support for the palaces.
In some cultures, such as that of Minoan Crete or
ancient Egypt, the basic form of community was,
in fact, a fortified palace complex surrounded by
farms, workshops, temples, barracks, and all other
necessary structures and facilities.
Palaces are almost always constructed of the
best materials available. Likewise, they are also
usually furnished lavishly, often with features and
amenities that go far beyond what is available to
people in the society as a whole, including multiple
areas of sorts described elsewhere in this chapter
or City Builder overall (e.g., audience chambers,
barracks, libraries, museums, temples, bathhouses).
As visible symbols of the majesty and strength of
the ruling dynasty, their public facades, too, are
often lavish in scale and materials, with features
designed for the rulers to display themselves and
address large gatherings of citizens in suitable
pomp and style, such as grand stairways, large
Adventure Hooks
• In the course of their adventures, a group of
balconies, and visibility from public squares.
characters discover a sprawling, lavish palace,
Because palaces are often critical to the functioning complete with decorative gardens and all sorts
of their states — or at the least the residences of of other exotic diversions. Mysteriously, it
people that likely have many enemies — security appears to have been completely abandoned
at them is usually extremely rigorous. Measures by its original inhabitants, and to possibly be
likely include dedicated guard forces, often plagued with any number of hazards or haunted
composed of elite troops, and the best physical by weird and sinister usurpers.
safeguards available (e.g., reinforced doors, barred
• For whatever reasons, to possibly include
windows, excellent locks, surrounding walls), to
espionage, theft, or assassination, one or more
include those of a magical nature.
characters might need to infiltrate a palace
Non-Human folk bring their own diverse complex, evade the various security measures,
sensibilities to the subject of palaces. Despotic and find their way both in and out of the
humanoids of all sorts relish structures of this sort, mazelike place to accomplish some mission.
from Hobgoblin warlords who want to project the
• A suspicious figure has been seen lurking about
power and importance they have acquired over
a local palace complex and has eluded any
regions, to Orc chieftains who establish themselves
attempts at question or capture, leading to a
in the crumbling edifices of fallen empires. Elven
resourceful character being asked to investigate
aristocrats are known for the sprawling and lavish
and possibly apprehend this personage.
palaces they sometime construct, which often
incorporate natural features like waterfalls or
include extensive gardens. Halflings and Gnomes Port
are quite frequently too modest, self-effacing, or Ports are places where vessels of all sorts can berth
democratic in nature to refer to any of their private or drop anchor, take shelter from inclement weather,
or public structures in this way or to build anything and load and unload passengers and cargo, and are
that others would perceive to be palaces. located variously on the coasts of seas or great lakes

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or on the banks of navigable rivers. Such places are appropriate taxes, tariffs, and other fees on them;
the lifeblood of many maritime communities and, confiscating goods considered to be contraband
especially if located on good natural, manmade, or by the local government; identifying plague ships
augmented harbors, can make the sites where they and turning them back, quarantining their crews
are located strategically important both as centers and passengers, or otherwise dealing with them;
of trade and military strongpoints. inspecting and monitoring the seaworthiness
of vessels; attempting to predict weather and
Examples of significant historic ports include
publicizing information pertaining to it through
those at Alexandria, Egypt; Halifax, Nova Scotia;
various means (e.g., flying signal flags); helping to
St. George, Bermuda; and Civitavecchia, Italy,
successfully guide ships into the port by providing
which has provided sea access to Rome for almost
pilots, who are ferried out in launches to incoming
two millennia.
vessels; and rescuing the crews and passengers of
In civilized societies with complex economic nearby ships in distress.
systems, traffic in and out of ports and activities
Infrastructure maintained by a harbormaster’s office
within them are regulated and monitored
generally includes breakwaters, jetties, wharves,
by government officials generally known as
piers, seawalls, and particularly lighthouses,
harbormasters. Harbormasters themselves are often
uninterrupted operation of which ensures safe
experienced sailors or lighthouse keepers and many
navigation and arrival of vessels with profitable
also have military or administrative backgrounds.
goods from numerous foreign ports. Other facilities
Responsibilities of a harbormaster and the staff
associated with ports, but possibly under the control
assigned to his or her office might include giving
of other offices, businesses, or individuals, might
vessels permission to enter or leave the port and
include shipyards, boathouses, and drydocks. All
assigning them places to berth; maintaining port
such places and structures are subject to the full
facilities; patrolling and performing various police
force of the elements and must be maintained with
functions in the port district; inspecting cargoes
the same consistency and regularity accorded to
of incoming ships and assessing and levying
ships. A port might also have one or more vessels
under its control for the conduct of its official
business, and these might include tugs, pilot and
patrol launches, maintenance tenders to work on
waterside structures, and cargo lighters to offload
large freighters for which the docks are inadequate.
A harbor’s first line of defense is frequently the
reefs and other natural obstacles guarding its
approaches. In such cases, the precise locations
and characteristics of such features are generally
highly classified information, kept secret by the
organization of pilots permitted by the harbor’s
rulers to guide friendly shipping into the port.
Additional security at ports is as likely to be geared
toward controlling the passage of vessels as of
individuals. Typical measures of the former sort
include barriers like chains or other obstacles that
can be deployed to keep ships from entering a port
or prevent them from leaving it. Those of the latter
kind will likely be similar to those employed at
any government-controlled facilities, and include
checkpoints, patrols, a requirement for passes or
appropriate identification, and secure entrances to
sensitive areas like lighthouses.

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Characters often take an interest in things or people
on board ships berthed in local ports for a variety
Prison
Most organized societies have prisons of some sort,
of reasons — particularly vessels from dubious secure places where they can incarcerate their most
foreign lands, or those rumored to be equipped dangerous, antisocial, or undesirable members
and crewed more for privateering than ordinary and prevent them from having contact with the
commerce — or seek passage on seagoing vessels to free populace. A broad variety of examples from
promising locales in other lands. Ports might also history (e.g., Alcatraz, Devil’s Island, Soviet gulags,
be the first things they see of new communities to the dungeons of Venice), literature (e.g., Philip Jose
which they have ventured from overseas. Farmer’s “World of Tiers” series, Alexander Dumas’
Ports run by non-Humans might have any number The Count of Monte Cristo), television shows
of idiosyncratic characteristics. A lakeport run by (e.g., The Prisoner, Prison Break), and films (e.g.,
Gnomes, for example, could employ a variety of The Last Castle, Fortress, Escape from New York)
mechanical devices for offloading vessels; a place are available as models for storytellers interested
of this sort built by Elves might exhibit more of in including such institutions in their campaign
an aesthetic sensibility; and one constructed by settings. Prisoner-of-war camps, concentration
Dwarves might be scaled for people of their height. camps, penal colonies, gladiator training centers,
and some boarding schools all fall, more-or-less,
into this broad category of institution.
Adventure Hooks
• Adventurers of unscrupulous ethics or opposed In ancient, Medieval, and other pre-industrialized
to the local government hoping to smuggle societies, prisons tend to be rarer, smaller, and
goods or passengers into a particular area — much less widespread than in the modern world.
whether for purposes of evading taxation, Legal systems in such societies often regard
importing contraband, or infiltrating criminals, imprisonment only as a preparation for trial or an
rebels, spies, or other sorts of people that the extra-legal solution to keep troublemakers out of
authorities prefer to exclude from their territory circulation, rather than as a legitimate means of
— may have to deal with the officials affiliated punishment or reform for miscreants in general.
with the local port. Sailing skill, ability to hide In any event, a society’s attitudes toward law and
or disguise cargo, guile, persuasiveness, and chaos tend to have a much greater impact on the
possibly even force might all come into play in numbers and sorts or prisons and inmates it has
the course of such an undertaking. than do any beliefs it has about good and evil.
• Ports are prime strategic targets for foreign spies Depending on the prevalence of the crimes it is
and saboteurs, who might carry out operations intended to suppress and the resources of its owner,
to compromise the defenses of a vital place of a prison might house anywhere from a handful of
this sort as a prelude to invasion. Characters who prisoners to several hundred or more. Prisoners
happen to pass the naval docks or watchtowers might be incarcerated for any number of reasons,
at an unusual hour could stumble upon such and often everyone held in a particular prison
activities or otherwise become aware of them. will be there for similar classes of offense (e.g.,
How they decide to respond to such revelations criminals, heretics, political dissidents, prisoners
is, of course, up to them. of war, overthrown aristocrats). Particularly ugly
situations, possibly for both prisoners and their
• Suspicious individuals have recently been seen
captors, can arise when groups confined for one
near the approaches to a particular port, taking
sort of infraction are mixed with those incarcerated
soundings around marked shipping lanes, and
for another (e.g., political prisoners mixed in with
there are fears they could be doing so on behalf
hardened criminals).
of an enemy power planning a naval assault
on the community or the region in general. Prisons can be of almost any size and, historically,
Characters might be tasked with interdicting have ranged from a single secure room at one
and learning more about such a mission — or end of the spectrum to entire islands and even
with undertaking it for someone else. a small continent — Australia — at the other. In

223
a fantasy milieu, of course, the possibilities are country, boats if it is surrounded by water).
even greater, and penal facilities might even be
While real-world prisons are usually guarded by
extended into extra-dimensional spaces or other
Humans, often with the assistance of animals like
planes of existence more conducive to handling
dogs, those in a fantasy world might be overseen
the most dangerous and unmanageable prisoners
by beings of some other race altogether, whether
(e.g., Dante’s Inferno describes what is, in essence,
humanoid or not. One way or another, a prison
a massive prison for the souls of those condemned
will generally have a ratio of at least one guard to
for their iniquity).
every three comparable prisoners — although the
Prisons can also assume a wide variety of forms, presence of nonhuman creatures or magic could
from towers to walled building complexes to considerably change both these proportions and
labyrinthine underground networks. At a glance, the definition of what a guard is (e.g., guards who
many prisons appear to be fortresses of a sort, and are spellcasters and can employ magical means
share with them characteristics like high walls, to suppress trouble might be proportionally more
tall towers, and sturdy gates. Unlike fortifications, powerful than mundane turnkeys). And it is
however, which are designed to keep people out, certainly possible for a prison to have no guards
prisons are primarily designed to keep them in, to at all, particularly if there is little or no fear of
protect guards from prisoners and prisoners from prisoners escaping and no one much cares what
each other, and to keep their inmates within a they do anyway.
particular confined area and cut off from normal
Many prisons also have some sort of industry
society as a whole.
associated with them, used either to occupy the
While walls, cells, bars, and shackles are the prisoners, to punish them, or as a means of using
most well-known means of confinement in real- them to support themselves or earn a profit. Such
world prisons, they are not the only devices that industries are likely to be very labor intensive,
have been employed historically and are by no low-skilled, unpleasant, and at least somewhat
means the only ones that could be employed in hazardous, and typically include mining, quarrying,
the context of a fantasy campaign setting. Bodies logging, farming, road-building, scavenging, and
of water, dense jungles, impassable mountains, simple manufacturing.
and trackless arid wastelands can all serve to
Adventurers, whether because of tendencies
confine people just as well. Indeed, in some cases,
toward lawlessness, to travel through foreign or
especially isolated areas, such as islands, might be
hostile lands, or to be outsiders in the societies in
used as “open prisons” with no walls at all. And
which they reside, are perhaps more likely than
in a fantasy milieu the possibilities are endless
many other people to end up in prisons at some
and could include such things as labyrinths with
point. Escaping such places, surviving in them, or
neither entrances nor exits into which prisoners
rescuing others from prisons can thus serve as the
are magically teleported, death runes inscribed
basis of anything from brief adventures to entire
directly on their bodies that are activated if they
campaigns.
leave specific areas, or magical reduction of their
size or impairment of their abilities. Non-Human peoples have their own approaches
to the management and construction of prisons.
In addition to actual means of incarceration,
Subterranean folk like Dwarves and Orcs, for
prisoners might also be identified — and thus
example, will typically situate their prisons
impeded in their activities should they escape
entirely underground, which can present unique
— by specific types of clothing, tattoos, or ritual
challenges both for those running and for those
mutilations like branding.
incarcerated in such places. Goblinoids are
Prison guards are generally equipped both for perhaps the prison builders par excellence among
nonlethal control of prisoners and for rapid access to the common humanoid races, and are noted for the
deadly force when required, and have any required unprecedented size of their institutions of this sort,
gear to maintain an advantage of movement over which they use as devices for suppressing dissent
the prisoners (e.g., mounts if a prison is in open in their societies and managing slave labor as much

224
as for punishing their enemies. Peoples that are assistance of characters on the outside.
both chaotic and good, however, such as Elves, are
• A character party is approached in some way
likely to be repulsed by the very concept of prisons
with an offer of great reward — or possibly
and to not maintain such places at all.
dire consequences if they refuse — to rescue a
prominent prisoner from an especially secure
Adventure Hooks prison. Rewards of success for the rescuers
• A party of characters with certain skills
could be great, but the consequences of failure
is apprehended and arrested by local law
could be equally profound and include death
enforcement officials and, after being charged
or their own imprisonment.
with crimes they did not commit or without
being charged at all, are thrown into a local
prison (possibly accompanied by threat of
execution or other imminent dire punishments).
Workhouse
Workhouses are places where people who are unable
Far from being a case of mistaken identity,
to support themselves can go to live and work,
however, the intent of the authorities behind
and many of the indigent inmates of such places
the incarceration is to test flaws in the security
include the mentally or physically infirm, widows,
of their prison by using characters with suitable
orphans, abandoned wives, and the aged. Debtor’s
skills to see what they have do to escape.
prisons largely conform to the characteristics of
• For whatever reasons, one or more characters workhouses — differing from them mainly in that
end up confined in a prison and — if they they tend to be somewhat more severe and in that
wish to resume urgent business in the world those owing money can be sentenced to terms in
at large or avoid the oblivion and hazards of them until their debts have been repaid — as do
incarceration — must endeavor to escape. Such orphanages and homeless shelters. These sorts of
an attempt may be with or without the possible institutions are unflatteringly described in many

225
stories, including George Orwell’s Down and Out to all sorts of physical or emotional abuse by other
in Paris and London and many novels by Charles inmates and the staff alike. Partly as a consequence,
Dickens (e.g., Oliver Twist, Little Dorritt) and, for residents of such places often suffer from various
the most part, were regarded with dread by those physical or mental maladies (e.g., sickliness,
relegated to them. injuries, malnutrition, depression).
Historically, institutions of this sort have existed Whatever the conditions at a particular workhouse,
in many societies around the world, but the most they will almost certainly be an indicator of the
famous are those that began to evolve in England dominant society’s attitudes toward the poor (e.g.,
in the early 17th century and persisted there as in a culture where a religion-based work ethic is
an institution until 1930. Such places had their prevalent, poverty is likely to be perceived as a
official origin in the Elizabethan Poor Law of moral taint that its victims have courted through
1601, which both stated that “materials should be bad acts, immorality, laziness, incompetence, a
bought to provide work for the unemployed able- lack of faith, or substance abuse). Able-bodied
bodied” and proposed construction of housing for poor might not be admitted to workhouses in some
the “impotent poor,” including the elderly and societies — for fear that this might destroy their
chronically sick. Various forms of non-residential desire for honest labor — but might be provided
relief for the poor had existed in England and with the opportunity to work or do odd jobs for
elsewhere on an as-needed basis long before this, food or a pittance.
however, and workhouses were founded as a way
Most workhouses are governed by a severe
to provide such assistance more consistently and
series of petty and exacting rules covering every
economically.
aspect of life, including diet, dress, and redress
Workhouses of some sort might exist in any of grievances, and will likely include systems of
community of village size or larger, but are much punishments and rewards designed to promote
more likely to be found in sprawling urban areas, order, discipline, and conformance. Penalties for
with more informal means of charity being practiced infractions of house rules might include expulsion,
in smaller communities. Such places might be run corporal punishment, unfavorable job assignments,
directly by a municipal government, be contracted incarceration, or reduction in rations. Relations
out by it to a third party, or be operated by another between workhouse inmates and staff are, in
sort of agency altogether (e.g., a local temple). consequence, often very bad. And, despite such
Destitute people are generally allowed to enter at stifling regulations, workhouses are nonetheless
will and leave with a period of appropriate notice often very rowdy.
(e.g., a half day).
Workhouse residents are generally required to
Conditions can vary widely at workhouses but give up their own clothing and wear distinctive
— despite grudging bourgeois condemnations of uniforms. Men, women, and children are usually
some as “pauper palaces” that coddle the poor segregated, even in cases where this splits up
— usually range between grim and execrable and parents and children or aged couples who have
are reminiscent of actual prisons. And, while been together for decades. Parents are often
such places are not considered to be venues for considered to have forfeited rights to their children
punishment as such, they are usually operated by entering a workhouse.
with the ideas that they should be as unpleasant
Food at workhouses tends to be poor, monotonous,
as possible to discourage their usage by anyone but
and un-nutritious and, like every other aspect of
the absolutely desperate; that their inmates deserve
such places, intended to discourage anyone but
to be embarrassed and degraded; and that anyone
the absolutely destitute. A typical breakfast or
who can should leave them as soon as they are
lunchtime meal might consist of a hunk of bread
able. Workhouses are usually cold in the winter
and bowl of gruel or thin soup, with the same for
and sweltering in the summer and their residents
dinner augmented with a bit of cheese. Inmates
are generally treated harshly, given the minimum
might also be required to dine in silence and may
of care needed to keep them alive, and subjected
not be provided with utensils.

226
Work assigned to workhouse residents tends to be
tedious and degrading and designed primarily to
keep them busy (e.g., crushing stones into gravel,
picking oakum). Time-consuming rituals are also
likely to be typical (e.g., converting sleeping areas
into work areas in the morning, converting them
back into sleeping areas at night, cleaning the
entire workhouse from top to bottom every day).
Children often receive some sort of education at
workhouses — perhaps in conjunction with labor
or apprenticeship programs — but this is often
mediocre or administered by other inmates within
the limits of their qualifications.
Staff of workhouses are usually poorly remunerated
and equally poorly qualified, with many of them
being drunks, bullies, or incompetents just a step up
in the social order from the people they are charged
with overseeing. In the context of a typical ancient,
Medieval, or fantasy milieu, the sorts of characters
drawn to administer such institutions will likely
include cashiered military non-commissioned
officers, former city guardsmen, and all sorts
of humanoids, especially Orcs, Goblins, and
available and might save their residents from death
Hobgoblins (although humanoid societies overall
by starvation, exposure, or other conditions of the
are not likely to themselves support workhouses).
outside world. And, depending on the philosophies
Cooks, physicians, chaplains, teachers, and the like
and ethos of the societies where they exist, such
— to the extent that they are present at workhouses
places might also be somewhat better than those
— are also usually second-rate or inadequate.
that have been the norm in our culture.
Many such administrators and staff members are
even inclined to steal the limited assets of their
Adventure Hooks
institutions to the detriment of the residents (e.g.,
• Adventurers who end up on the skids might find
food, operating funds, blankets). There might,
it necessary — or convenient — to temporarily
however, be notable exceptions to these tendencies.
repair to a workhouse until they can line up
Physically, workhouses are similar in appearance some new opportunities for themselves. It is
to prisons, barracks, and other institutional certainly possible that during the course of
structures and might otherwise be located either such a sojourn they might decide to investigate
in purpose-built or recycled buildings. Inmates or address especially heinous conditions at the
might be housed in anything from rooms of four or institution (e.g., regular murder of inmates by
more to open bays holding dozens of people, and staff).
be provided with bunks, hammocks, or pallets for
• Characters who have committed relatively
sleeping. Security at workhouses might include
minor offenses against civic ordinances, such as
the presence of guards, surrounding walls, barred
damaging public property, might be sentenced
windows, main doors that are locked during hours
to community service in a local workhouse,
of darkness, and perhaps even measures like
where they are charged with performing
confining inmates to their rooms at night.
various chores, serving meals, cleaning the
Despite their grim conditions, in societies where place, and the like. Besides taking players out
workhouses exist they will likely still provide of their comfort zone, this could lead to further
better relief for the destitute than anything else encounters and even adventures.

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11
Underworld Places

228
U
nderworld places of various sorts cater to the unsavory or illegal needs and desires of a society’s
members. Adventurers might have any number of reasons for visiting such places, from taking a
walk on the wild side to conducting business with the sorts of people who frequent them. Indeed,
characters with certain occupations — or inclinations toward criminal or immoral activities — might even
spend a significant amount of their non-adventuring time in places of this sort. Playing out some of the
activities associated with underworld places can contribute to a compelling story, add a new dimension to
scenarios, and allow for some interesting and lively interactions. Such episodes can also allow characters
to utilize skills that they might not routinely have the opportunity to use in the field (e.g., sensing the
motives of others, deceiving or intimidating those they encounter, engaging in nefarious contests such as
games of chance).

Various kinds of underworld places are likely to be Underworld places, by definition, are often run
found in communities ranging in size from hamlets by criminals of various sorts and, depending on
to megalopolises and, where people congregate the enterprises in question, these might include
in groups of any size, it is likely that some will thugs, thieves, assassins, pimps, and prostitutes.
cater to the illicit needs of the others. While many Characters of any background or vocation, however,
underworld places are devoted to activities that are might be associated with underworld places of
actually illegal, some are venues for practices that specific types or under particular circumstances
are merely considered sleazy or immoral. Some (e.g., a scofflaw brewer might be the proprietor of a
places of these sorts might be suffered to exist only bootleg tavern, cashiered officers or deserters from
in designated areas or be limited in those to whom the military might serve as enforcers at any such
they can provide their services (e.g., brothels in institutions).
a particular port city might be prohibited from
Depending on the goods, services, or functions
serving anyone but non-residents).
they provide — along with whether those are
Underworld places that characters might visit in the actually illegal or merely unsavory — underworld
course of their inter-adventure activities include places can vary widely in size, construction, and
brothels, gambling dens, pit-fighting arenas, appearance. Many will be established in structures
smuggler’s tunnels, and thieves’ and assassins’ similar to those described under “Buildings” in
guilds, all of which are described in this chapter. Chapter 1: Communities (e.g., a brothel in a city
might operate out of a townhouse, while one in
Many of the legitimate businesses described
a village might be run out of a wattle-and-daub
elsewhere in City Builder might also have unlawful
longhouse).
underworld counterparts, operate in conjunction
with criminal activities, or serve as fronts for them. Furnishings at underworld places will be
In societies where intoxicants are prohibited, for appropriate to their functions, such as beds or
example, any existing taverns would necessarily be couches in a brothel. Other items might include
illicit and secretive. equipment of the sorts used at the places in
question, such as appropriate sorts of weapons
Other underworld institutions might essentially
or protective gear at a pit-fighting arena, gaming
conform to the characteristics of legal counterparts.
tables in a gambling den, and the like. What
Fences, for example, a likely destination for
such places usually do not include, especially if
characters of a larcenous nature, tend to operate
they are actually illegal in nature, are records or
pretty much like Brokerages and Pawnbrokerages,
other things that could clearly prove a connection
as described in Chapter 6: Mercantile Places;
between them and their owners or clients (and, to
criminals sometimes patronize hidden fanes to
the extent that such records do exist, they are often
deities whose teachings favor their activities; and
to the detriment of those they implicate and are
particularly well-established power groups of the
thus likely to be encoded or well hidden).
underworld, such as thieves’ guilds, might gather
in meeting-places that resemble the legislatures or Security at underworld places, both from the legal
audience chambers of legitimate government. or moral forces opposed to them and from other

229
criminals, is paramount. The first line of defense These first official brothels were followed soon
at many such locations is that their existence is not after by many others throughout the Greek and
obvious or that they are disguised to look like — or Roman societies and even led to the development
make a plausible case in a court to be — something of special schools that trained prostitutes of various
other than what they really are (e.g., to passersby, sorts in their trade.
a particular brothel might look like nothing more
While such places are illegal in many modern
than a members-only bathhouse, or its function
societies, brothels will likely be legal throughout
might be quite obvious only to a knowledgeable
much of a typical ancient, Medieval, or fantasy
observer). Other measures are likely to include
game milieu. Even if they are not actually against
secret doors, passageways, and chambers; barred
the law, however, such houses of ill repute will
windows and reinforced doors; and the presence of
generally be held in very low regard and might
armed thugs. Magical safeguards, to the extent that
be required to operate only in designated areas —
they exist in the milieu in question, will likely be
often called red-light districts, tolerance zones,
rare at underworld places but might be present if
or stewes — or keep a low profile (or voluntarily
one of the proprietors is a spellcaster of some sort.
deem it is in their best interests to do so). Legal
Fear of incurring the wrath of local organized brothels might also be subject to strict regulations
crime organizations, or of corrupt members of law that could include heavy taxation and periodic
enforcement agencies who have been subverted health inspections.
and paid to protect them, is another significant
Brothels can take a wide variety of forms and
safeguard enjoyed by many places of this kind.
sizes. A great many will be established in existing
Whether the proprietors and personnel associated structures of the sorts typically used by businesses
with various underworld places also dwell in them in the campaign setting in question and might
varies by their type. A brothel might also be home conform to the characteristics of the structures
to the prostitutes who work there, for example, described under “Buildings” in Chapter 1:
but a pit-fighting arena might have no place for Communities.
accommodations and be completely unoccupied
Many such places will include an area where
when not in use.
customers can relax, await their turns with
prostitutes, select one or more from those currently
Brothel available, and perhaps take refreshments, socialize
Brothels are places designed to provide prostitutes with others, or engage in other activities (e.g., play
with places to meet, negotiate with, and engage cards or dice). Beyond this area will typically be
in sex acts with customers. Such places are also rooms used by individual prostitutes — possibly
variously known — in some cases somewhat customized according to their particular tastes or
euphemistically — as bordellos, cathouses, specialties — and perhaps other areas designed for
bawdyhouses, houses of ill repute, houses of groups or any number of special purposes.
prostitution, knocking shops, pleasure houses,
Other brothels will consist entirely of small rooms,
sporting houses, and whorehouses.
open to the street or off of interior hallways in
Brothels of various sorts have existed around the buildings. These are usually arranged so that
world — especially in the Mediterranean, Middle customers can easily view the occupants of each
East, and South Asia — for much of recorded chamber, immediately see which are currently
history and were often associated in these regions available, and speak or negotiate with them as
with the sacred temple prostitution of love needed.
goddesses like Astarte, Ishtar, and Aphrodite. By
Brothels might also be affiliated with other
594 B.C., licensed secular institutions of this sort
institutions for a variety of reasons — which might
had been established in Athens by the statesman
include use as cover or complementary functions
Solon with an eye toward creating a source of
— and this could ultimately affect the forms they
public revenue and reducing problems caused by
take. Examples include taverns, inns, bathhouses,
sexually unfulfilled transients like foreign sailors.

230
and temples of sects that practice ritual prostitution. Non-Human approaches to brothels and their
denizens might vary widely. Long-lived peoples
Proprietors of brothels are generally professional
with complex genealogies like Dwarves, for
madams — often themselves former or current
example, might take a very dim view of prostitution
prostitutes — pimps, thugs, or other criminals,
in general. Less scrupulous folk with shorter
or characters associated with one of the places
lifespans and murkier familial lines, however
with which a brothel might be affiliated (e.g., the
— such as Orcs or Goblins — might be largely
priestess of a sex cult).
indifferent to any impacts of promiscuity.
Prostitutes might have one of several relationships
with the brothels at which they work. In some, sex Adventure Hooks
workers are employed by the establishment and are • A mischievous and greedy but otherwise
paid a modest salary that is enhanced by bonuses willing prostitute at a brothel might give a
based on their productivity. In others, prostitutes hard-luck story to gullible-looking clients
are freelancers who pay a fee to the brothel for the about being forced into selling herself, in hopes
use of its facilities, negotiate on their own with they will give her more money. If convincingly
clients, and then keep the entirety of their earnings told to the wrong character, however, such
for themselves. And in many — especially in areas stories might inadvertently lead to any number
where brothels are illegal and run covertly — of unfortunate consequences (e.g., misguided
prostitutes are simply enslaved and forced to work, rescue attempts).
receiving little or nothing in return.
• Enlisting a party of adventurers to protect them
Security at brothels is often provided by hoodlums in an underworld war with a new criminal
or other sorts of guards. Prostitutes and their organization, the harlots’ guild can provide not
panderers also often keep various sorts of weapons only gold but also a good deal of expertise in
close at hand in the event that they are menaced gathering and passing along information from a
or attacked by clients or refused payment by them. surprising range of influential citizens.

231
Gambling Den or gladiatorial fights, typically have a cadre of
bookmakers to cater to whatever proportion of the
Gambling dens are places where people can go to
spectators are interested in wagering on them.
play games of chance for money or prizes, using
a variety of randomized methods like cards, Activities of gambling dens are often not explicitly
dice, tiles, coins, wheels, drawing of numbered restricted by law, and in some instances may even
balls, or betting on things like races, prize fights, be promoted by the government to raise revenue or
or sporting events. Different kinds of places to support some side benefit (e.g., funding public
dedicated primarily to gambling might be called schools, improving the breeding of horses as a
casinos, gambling parlors, or betting shops, and are result of racing). Large profits possible from rigged
sometimes described by the most popular games games or contests, however, almost inevitably
played in them (e.g., fan-tan houses, card rooms). attract the attention of organized criminals.
Operators of a gambling den, traditionally known
Gambling appeals to many sorts of people — whether
as the “house,” almost always profit from favorable
because of the excitement of the games themselves,
odds and, particularly if unregulated, may even
the competitive urge to defeat rivals, greed for gain,
augment their advantage by various forms of
or some other motivations — and a wide variety
cheating.
of fantasy races and communities might thus have
Many well-known gambling games have a long gambling dens. Even a small rural village might
history, with dice found in the 5,000-year-old Burnt have a gaming house, racecourse, or cock-pit, in
City site in Iran and numerous civilizations since which case most of the local notables and officials
— most notoriously throughout the Roman Empire will likely be regular patrons. Cities generally have
— and a keno-style lottery having been established numerous establishments of this sort, typically
in China in the second century A.D. Famous of different recognized kinds that each cater to a
gambling houses and enclaves include the Long particular class or racial group (e.g., aristocrats,
Branch Saloon in Dodge City, Kansas, flashpoint of tourists, the middle class, the poor, Orcs). These
the Dodge City War in 1883; the Grand Casino of typically vary greatly in their acceptance within
Monte Carlo; and the casino precincts of Las Vegas, the community — and subsequent susceptibility
Atlantic City, and Macau. In fantasy, Jack Vance’s to raids by law enforcement — and favor a single
Cugel the Clever plays — and cheats — at many game or restricted range of events corresponding
exotic gambling games. to the available income, morals, and preferences of
their typical visitors.
Activities at a gambling den are quite often
accompanied by liquor or other intoxicants and the Places where the reach of the law remains loose
presence of professional companions plying their or ambiguous favor the spread of gambling
trade (particularly toward high rollers or those with establishments, whether they are the poorer and
ample cash). Gaming might also very well be among rougher quarters of cities; frontier regions where
the side attractions offered at a tavern or brothel, government is still in a state of development; or
and the line between some such institutions and enclaves and small dependent nations which, due
gambling dens might be very blurry. to historical peculiarities, combine both variant
codes of law and a pressing need for extra income.
A profession closely associated with gambling dens
Proprietors with significant funds might also create
is that of bookmakers, who makes their livings by
gambling dens that reside beyond easy reach of legal
taking bets at carefully calculated odds on various
authority (e.g., large ships anchored offshore), or
kinds of contests or notable events (e.g., the day
even far-distant places connected by some magical
a ship will arrive at its destination, the gender
means of transportation or communication that is
that a ruler’s heir will be when it is born). Such
nonetheless convenient enough for patrons to visit
characters frequently employ a complicated array
or for them to place bets and collect their winnings.
of arrangements for taking and paying out on bets
to avoid both arrest and robbery, especially when Outside, gambling dens are often plain, nondescript
such activities are prohibited by local law. Any structures of the sorts described under “Buildings”
attractions that encourage betting, such as races in Chapter 1: Communities, although some might

232
have been built as taverns, halls, or for some other
large-scale use (e.g., palaces).
Inside, such places are often decorated in ways
intended to cheaply and easily project opulence
and have great visual impact, such as mirrors,
gilt, crystal, fine furniture of polished wood and
velvet plush, and brightly painted or illuminated
artworks (e.g., large but flimsily-built figurines
or models of a fanciful or garish nature). Various
devices are typically used to record and possibly
display odds offered and bets made, such as chips,
tickets, marked tables, or chalkboards. Clatter of
dice and chips, calls of obscure gaming terms,
and the clamor and shouts of excited patrons also
generally fills such establishments and contributes
to their unique ambience.
In addition to places always used for gambling,
promoters might arrange one-off games of higher
stakes and prestige in their homes or other
locations, and players and small operators could
set up games anywhere, from the streets to
wherever they are required to wait around for some
Players themselves are also often essential and
unrelated purpose (e.g., while on transport ships, in
willing participants in gambling dens activities
barracks, at barber shops). Gambling in the streets,
and often take an active role in the conduct of
however, often suffers from even greater-than-
the various games, such as casting dice, dealing
usual legal restrictions, as authorities often regard
cards, or even buying the position of the bank for
this as especially disruptive and disreputable (or
a short period (thereby enjoying the benefit of the
because the players of such games are poor, lack
house edge on games). Regular and professional
influence, and thus make convenient scapegoats
gamblers who bring lots of money to gambling dens
for a display of moral indignation). Such games,
might be rewarded with access to exclusive high-
particularly those played in an ostentatious fashion
stakes tables in exclusive areas, generous credit,
by strangers, are also sometimes used as ploys to
and complimentary gifts of all sorts. Many such
set up passersby to be defrauded or even mugged.
individuals are known for a flashy, ostentatious
Personnel directly involved in running gambling mode of dress that typically combines the fashions
dens of various sorts include dealers (who pass out of the upper classes with a plethora of decorative
cards, tiles, or dice, or otherwise operate the devices flourishes and jewelry.
central to the games and announce their results);
Operators and patrons of gambling dens alike
croupiers (who handle money and take note of or
often enjoy high profiles — at least within the
record bets); runners (who take bets and cash from
social circles frequented by rakes, tearaways, and
players at their homes or workplaces to centrally-
criminals — and generally have whatever means
operated game locations); security monitors (who
might be necessary to protect the cash or other
watch the progress of games for cheating and other
valuable assets they regularly handle and need to
trouble); floor bosses (who intervene and make
transport from one place to another.
rulings in case of disputes); guards (often clad
in decorative costumes and projecting friendly A need to ensure secure transportation and storage
demeanors so as to appear less threatening); and of large amounts of cash makes gambling dens
purveyors of the casino’s food, beverages, and some of the most strongly-guarded operations in
associated services (e.g., bartenders, waitresses). the criminal world, employing vaults, guards,

233
and security procedures on par with those used
by mercantile places like banks. Tokens such as
Pit-Fighting Ring
Pit-fighting rings are underworld places used for
chips and winning tickets themselves often have all sorts of blood sports, including bare-knuckle
considerable value, prompting gambling dens to fisticuffs, no-holds-barred bouts, gladiatorial
adopt strict procedures to prevent theft of such combats, bear-baiting matches, dogfights,
items or corruption among low-level employees. cockfights, and the like. Specific events held at
Besides robbery and disturbances by unruly any particular pit-fighting arena will vary from
patrons, gambling dens face the unique challenge of place-to-place and be influenced by local tastes
preventing players from either cheating or winning and conditions, but the one thing they have in
more consistently than the house anticipates. Most common is that grievous injuries and deaths tend
establishments address this need in a variety of to be typical. Places of this sort appear in a wide
ways, including a system of close surveillance variety of books, games, and other media, including
backed up by floor bosses and nearby security the films Brotherhood of the Wolf, Escape from
personnel empowered to halt games, void bets, and New York, Mad Max: Beyond Thunderdome, and
eject, take into custody, maim, or kill troublemaking Unleashed.
or suspicious individuals as the situation calls for The extent to which pit-fighting venues are legal
and permits. or accepted varies from one culture to another and
Collecting debts from people who have lost more might be dependent on the relative brutality of the
than they can afford to is often a priority for the events held at them and the level of compassion or
proprietors of gambling dens — and, even in cases enlightenment in the society overall. Even in those
when gambling itself is legal, such collection societies where violence is widely considered
activities might be where the activities of such reprehensible and blood sports are illegal, however,
places cross into criminality. secretive pit-fighting venues of some sort might
quite possibly exist.
Adventure Hooks Pit-fighting arenas might be located either indoors
• Characters who believe themselves to have or outdoors and be either permanent or temporary
some skill in gambling — or foolproof means in nature (and in the latter case can be easily
of cheating — might be interested in joining abandoned if a shift of venue is precipitated
a high-stakes game or taking a promising by a raid from the local authorities or a similar
bet. Storytellers might guide them through incident). Because such places are often illegal, or
the process of finding and gaining a place in at least undesirable in many of the communities in
the game, playing through to its conclusion which they are located, they are often hidden or
and either winning or losing, and safely situated in isolated areas. Such places might also
collecting their winnings or avoiding the severe be affiliated or co-located with various other sorts
consequences of owing losses that they might of establishments, such as taverns or training halls.
be unable to cover.
Pit-fighting rings tend to be considerably smaller
• A fugitive known for his love of gambling, and much less elaborate than major public venues
who the party would very much like to locate where similar but larger events are held, such
(whether to arrest him, protect him from his as coliseums. And, while many such places do
enemies, or question him about some incident indeed consist of pits inside of which combatants
of which he has unique knowledge), might risk fight and around which spectators view them, any
playing in public at his favorite gambling den. number of alternate forms are also possible. These
If the characters can learn this they might have might include above-ground areas surrounded by
the opportunity to find their fugitive there — trenches, fences, hedges of spears, or other means
although they may find it difficult to reach or of preventing combatants from leaving, or even
seize their target in a crowd of people more structures like large cages. Almost any area, in fact,
likely to sympathize with and support their in which combatants can be confined and yet still
fellow player than a group of outsiders. be visible to spectators, is suitable.

234
Other features of pit-fighting venues might include
staging areas where fighters can await their turns in
the ring, rudimentary training or practice facilities,
and possibly areas for confining prisoners, animals,
or monsters that will be forced to fight. Such places
will also likely include places for spectators to
stand or sit around the fighting area. In some cases,
there might also be sites nearby for dumping bodies
of slain people or creatures or some other means
for disposing of them (e.g., burning them, throwing
them in a river).
Pit-fighting rings could have several different sorts
of proprietors, including anyone from underworld
impresarios and promoters who organize covert
matches to feudal lords whose domains fall outside
the prevailing laws of the overall campaign setting.
Other personnel present at pit-fighting arenas
might include bouncers, thugs, or other sorts of
muscle to keep fighters and spectators alike in line
and to collect entry fees if these are being charged;
bookmakers and their assistants to take, hold, and
pay out bets and perhaps post odds or results on a
board or some other obvious place; and possibly
vendors of various sorts selling food, beverages, or
other amenities.
forced to fight various people or monsters
Non-Human peoples might be either more or for the entertainment of local inhabitants or
less likely to have pit-fighting sites in their those coming in to view matches. Likewise, a
communities and, when they do, such places will party might discover that one or more of their
almost certainly reflect their respective tastes and associated animals, possibly even companions
inclinations. Amongst races where violence is or familiars, have been stolen for purposes of
commonplace — especially brutish humanoids being used as a combatant in a pit fight and be
like Orcs, Goblinoids, and Gnolls — pit-fighting faced with a need to rescue them.
venues are especially popular, and death in them
• Characters investigating the disappearance in
might be a typical end for those who fall into the
a port area of one or more warriors who were
hands of such beings. Demihumans whose societies
newly arrived or indigent might find evidence
traditionally abhor or avoid gratuitous violence,
of high-stakes pit-fighting meets held within
however, such as Halflings and Gnomes, tend to be
the hold of a large ship. Before the adventurers
much less likely than Humans to be interested in or
can infiltrate one of these fights, however, they
to tolerate places of this sort. More martial peoples
might have to somehow ascertain the ship’s
like Elves and Dwarves, on the other hand, might
movements and when the organizers will stage
sometimes organize pit-fighting rings for purposes
the next event.
of settling personal grudges, conducting judicial
combats, or dispatching prisoners in a way that • Down-on-their-luck or tough but inexperienced
seems more sporting than simple execution. characters might decide that the way to earn
some cash and experience is by participating
Adventure Hooks in unregulated and increasingly dangerous pit-
• Adventurers traveling through a particular fighting spectacles (which, depending on the
area might fall prey to press gangs or other outcomes, might end up being the best decision
agents of a pit-fighting establishment and be or the worst mistake they have ever made).

235
Smuggler’s Tunnel likely if the benefits that can be realized from
them greatly exceed in value the time, expense,
Smuggler’s tunnels are subterranean passageways
used to transport people or things between places and difficulty of excavating and disposing of tons
that are typically separated by borders for purposes of rock and earth. Many such places, however,
of avoiding taxes or bypassing prohibitions against will incorporate ancient or natural underground
contraband items or unwelcome outsiders. Such passageways and caves, disused or active mines,
hidden thoroughfares serve both to conceal the cellars and basements of existing buildings, and
activities of those using them and might also older crypts and catacombs, and any might also
bypass manmade barriers like city walls or frontier include chambers that can be used as staging,
fortifications, natural features like rivers, or other meeting, and storage areas.
obstacles that would otherwise prevent passage. Smuggler’s tunnels might also intersect with areas
Real-world examples of smuggler’s tunnels include not controlled by the pirates, bandits, or other
stretches of the Paris catacombs used for hiding criminals who use them, making it possible for
and conveying contraband; the tunnels beneath those unfamiliar with them to get lost or to fall prey
Portland, Oregon, constructed for moving goods up to various hazards.
from port areas; the tunnel networks increasingly Smuggler’s tunnels might have one or both of their
discovered along the U.S.-Mexico border used for ends located in locales unlikely for normal people
transporting drugs and illegal immigrants; and to visit regularly, such as sea caves, graveyards, or
the tunnels that have long existed between Egypt, ruins, but it is also possible for them to terminate
Israel, and the Palestinian-controlled Gaza Strip. in hidden places within inns, governmental
Tunnels of this sort are sometimes purpose-built buildings, churches, mills, noblemen’s manors,
for smuggling, something that will be all the more or anything else. Entryways to such tunnels will
almost always, in any event, be concealed in some

236
way, using anything from piles of brush or being The extent to which smugglers themselves are
located beneath or behind things like fireplaces lucky, bold, clever, or ruthless, however, will quite
and dung heaps, to secret doors and elaborate possibly determine how long they are able to profit
mechanisms. from their secret endeavors, and such characters
are notorious for the ends to which they will go
Beyond concealment, security measures might
to protect their interests (e.g., concealing goods in
include locks, guardian people or creatures,
crypts or even the coffins of the recently deceased,
observation from a distance, alarms that sound in
wearing sinister costumes to frighten off potential
nearby areas occupied by smugglers, and magical
meddlers). How serious their illicit business is
wards if they are available. Such places are,
considered and the penalties associated with it will
however, perhaps less likely than other hidden
also affect how strenuously they respond to anyone
dungeon areas to be trapped, as such devices might
discovering or threatening to reveal their secrets.
easily backfire on those whose interests they are
intended to safeguard (especially as they are often Subterranean races of various sorts, especially
operating under inclement conditions anyway, those skilled at mining, might be among those
such as darkness or rain or with a need for stealth). most inclined to construct, maintain, and operate
smuggler’s tunnels, especially if they are inclined
Conditions within a tunnel of this sort must, in
toward criminality anyway. Dwarves and Gnomes
any event, be conducive to moving whatever
are therefore less likely to be involved in such
commodities or other things are being smuggled
activities in a traditional setting, but it is easy to
through it, meaning it will optimally be high
imagine that minority populations of Kobolds,
enough to stand upright in; have a dry, level surface
Goblinoids, Orcs, and Half-Orcs very well might
that can accommodate people, draft animals, or
be.
light carts; be adequately illuminated; and enjoy
sufficient air flow. Equipment to facilitate such an
Adventure Hooks
environment might include pumps for removing
• In response to increased threat or harassment,
water, lanterns or brackets for torches, and the like.
members of an oppressed race or faith might
Many smuggler’s tunnels fall short of this ideal, of
be prompted to attempt to secretly leave
course, and it might not apply at all to adjacent or
the country they are dwelling in and might
intersecting areas.
approach characters to assist them. Heroes who
Things traditionally smuggled through such areas sign on for this mission might use a smuggler’s
typically include beer, wine, liquor, and other tunnel they are familiar with in their attempts
intoxicants or drugs, whether because they are to bypass border guards and while dealing with
heavily taxed as luxuries, because those from other sickness, frustration, distrust, or betrayal.
countries are banned to protect local producers, or
• Characters must intercept ritual items of a
because they are altogether illegal. Any other sort of
malevolent cult — such as a diabolic idol, rare
thing might need to be smuggled in or out of an area
substance, or fitting sacrifice — being smuggled
for a multitude of reasons, and these might include
into the kingdom or city to enact a ceremony
silk worms, slaves, rare or endangered creatures,
that if completed will have dire consequences.
weapons, written works to include political tracts,
and religious paraphernalia. • Rumors of a once-active network of smuggler’s
tunnels might prompt characters to search for
Those who use smuggler’s tunnels might include
and explore them for any number of reasons,
anyone from gangs of low-born criminals, to entire
to include hopes of finding hidden caches of
communities of people in certain areas, to citizens
goods of various sorts. Hazards in such places,
of apparent good standing (e.g., a tavern owner
however, might include being in a decrepit
who maximizes his profits by importing liquor
state after years without maintenance, creatures
that is not subject to taxes, a local landowner
that might have subsequently moved into the
who resents the national government). Smuggling
tunnels, and whatever might have caused the
activities might be entirely local in nature or might
smugglers to stop using it in the first place.
be orchestrated and financed by outsiders.

237
Thieves’ Guild in a society where such an organization has an
unusually well-accepted role — will a thieves’
Thieves’ guilds are organizations that control
and monitor various sorts of illegal activity that guild likely be referred to overtly as such.
traditionally include burglary, pickpocketing, Real-world examples of thieves’ guilds include, to
and mugging. Such organizations might be true some extent, American organized crime families,
guilds that regulate the activities of dues-paying Japanese Yakuza clans, and the criminal collegia of
members and provide them with training and the Aventine district of ancient Rome. Some of the
other services in return; convocations of leaders most vivid depictions of actual or de facto thieves’
from competing organized crime families that guilds from fiction include those from the various
meet periodically in order to keep peace between fantasy novels of Fritz Leiber set in the city of
their various factions; or simply powerful gangs Lankhmar, in the “Gord the Rogue” novels of Gary
that force lesser criminals to pay a portion of Gygax, and in the “Godfather” novels and films.
their revenues in exchange for avoiding violent
reprisals. Only rarely, of course — and only then While the law-abiding citizens of a traditional
Medieval, ancient, or fantasy environment tend to

Assassins’ & Beggars’ Guilds


Underworld elements other than thieves may find it necessary or expedient to organize themselves
into guild-like bodies that are either independent of or subordinate to Thieves’ Guilds, and assassin
and beggars are among the types most likely to do so. Examples of both of these sorts of organizations
appear in the various John Wick films.

Assassins’ Guilds Assassins’ guilds might variously work for


Many communities have individuals willing to anyone able to pay their fees — including
murder their fellow citizens purely for purposes otherwise respectable private individuals — or
of financial gain — or on behalf of organizations make their services available only to particular
so inclined — and it is such people who are social classes or power groups. In most settings
the members of any sort of assassins’ guild or assassins will typically follow the wishes of their
subgroup of killers within a thieves’ guild that clients for things like secret murders that might
might exist. Whatever their structures, such appear to be either accidents or unexplained
organizations are usually much more secretive disappearances on the one hand or gruesome
than thieves’ guilds, in that murder-for-hire is and spectacular public killings on the other.
generally considered much more serious than
crimes like theft. Beggars’ Guilds
Beggars and other homeless individuals often
A de facto or actual assassins’ guild might perform
seem isolated, bereft of support from society,
any of several functions, to include acting as
and forced to survive entirely on their own
a broker for accepting and allocating contracts
(and certainly such an impression contributes
to its operatives (thereby acting as a buffer
to sympathy rather than suspicion from the
between both parties, preventing them from
authorities and general population). They may in
meeting directly, and decreasing the likelihood
fact, however, be subject to at least a rudimentary
of a successful investigation and arrest of either
system for regulating such things as defining
party); serving as an underground market for
locations where each has the right to beg, sleep,
specialized weapons, poisons, disguises, and
and conduct other activities; discouraging
other equipment; and providing support for the
random theft and violence among them; warning
conduct of legwork like background research and
of danger; and communicating the understood
surveillance on targets, for which it may even
rules and amenities of their environment to
maintain archives, paid experts, or informants.
new arrivals. This level of organization might

238
look askance at thieves’ guilds, such organizations neighborhoods or types of activity. Rural and
are also often seen as moderating influences that village areas are more likely to have looser sorts
can at least keep crime orderly, reduce violence of organizations, with local crime being dominated
associated with it, and perhaps even discourage by bandit gangs or families inclined toward
certain types of especially distasteful crime from criminality.
being practiced. Criminal activities that such
Many thieves’ guilds have legitimate fronts that
institutions might control — whether through
simply look like various sorts of businesses or
direct management or by enforcing their rule over
organizations, including the guilds of normal
independent operators — include pick-pocketing,
trades (e.g., as with the Guild of Beggars, Guides,
robbery, burglary, extortion, gambling, prostitution,
Locksmiths, & Exterminators described in
and murder-for-hire.
Skirmisher Publishing’s Swords of Kos Fantasy
Many communities of town size or larger will Campaign Setting). Such an institution is almost
have a thieves’ guild of some sort and large urban always careful to closely guard secrets such as the
areas might have separate chapters for different places and times when its leaders meet and where it

sometimes rise to the level of what might be the community, vocational experience, and
called a Beggars’ Guild. respect that he has bestowed upon him the only
semi-mocking title of Beggar King (or something
Because Thieves’ Guilds often have an interest
similarly noble or official-sounding). An
in pressing beggars into service to support their
individual of this sort who was brutal, callous,
activities — as lookouts, spies, pickpockets,
and power-hungry enough might also choose
or the cheapest and most expendable of hired
to exert and consolidate his power by charging
attackers, for example — such individuals might
dues from other beggars and roughing up or even
support guilds of their own simply to negotiate
killing those who flout his authority.
from a position of some respect and avoid the
worst effects of this sort of exploitation.
Adventure Hooks
Factors that lead people to become bums, beggars,
• A character who works as an assassin might
hobos, homeless, and the like often prevent
be given an assignment by the local guild to
them from organizing effectively, of course, but
kill individuals who turn out to be friends
this has been known to happen even in the real
or adventuring companions. Any way he
world and such groups might certainly be even
chooses to proceed will almost certainly
more prevalent in a fictional world. Whatever
have dire consequences and might result in
control of a community’s beggars exists might
him or his companions killing each other;
be a function subsumed by the Thieves’ Guild,
the guild taking reprisals for failure to
a distinct sub-organization of it, or a separate
follow orders; and possibly even the guild
power group altogether.
seeking to eliminate the assassin for some
In addition to having their own variant cants or reason whether or not he has completed the
secret languages, even semi-organized stationary assignment.
or transient beggars might also be inclined to
• An indigent character might not have the
leave markings in the areas through which they
resources to support himself in between
pass in order to convey information to others
adventures — especially if his most recent
(e.g., indicating that water from a particular
one was not particularly successful — and
stream is either good or bad, that the occupant
might find it expedient to subsist as a beggar
of a particular home should be avoided, the
for a time. That might result in his getting
location of a good campsite).
a crash course in the local street subculture,
A senior member of an such organized group falling afoul of whatever passes for a beggars’
might have sufficient standing, knowledge of guild, and possibly even joining it.

239
dogs or poisonous vermin.
Master of a thieves’ guild might be a veteran burglar
or other kind of specialist criminal, a beggar or
other type of rogue affiliated with the local criminal
underworld, an experienced assassin or other sort
of enforcer, or a prominent and trusted member of
society (e.g., a nobleman).
While large thieves’ guilds in metropolitan areas
are likely to have members from many different
cultures or races, it is certainly possible that one
might only allow entry to certain peoples or that
they might specifically exclude others. Chances that
this might be the case will dramatically increase in
small communities, and in many towns and villages
all the members of a thieves’ guild will be members
of the same racial or ethnic group (whether it is the
predominant one or a minority). Likewise, in non-
Human lands it is even more possible that guilds
run by the predominant race will exclude peoples
from others, or that the local thieves’ guild will
be run entirely by outsiders of some sort (e.g., as
Russians frequently dominate and control criminal
activity in communities around the world today).

hides its wealth (and guilds that are threatened by an Adventure Hooks
effective system of criminal investigation might not • A power struggle within the local thieves’
maintain any specific areas for the guild’s activities guild erupts in a widespread wave of violence
at all). Even those with legitimate fronts, however, that includes brawls, street fights, and
are likely to have progressively well-hidden areas assassinations. Characters who are members
with locations known to commensurately fewer of the guild must try to survive the chaos, and
and more senior guild members. perhaps even thrive in it, whether it is through
making risky strategic decisions, trying to
Furnishings in thieves’ guilds are likely to be remain neutral, choosing sides, or just escaping.
commensurate with the functions of the areas they
are in. Those in more-or-less permanent hidden • Betrayed by their own guild, a party of
areas are, however, more likely than usual to be characters must launch an assault on a guild
garish, vulgar, or stolen and otherwise to reflect the house and permanently put out of business
attitudes and ethos of their denizens. those who have crossed them (whether as a
matter of survival, professional pride, or both).
With the provisos given here aside, the facilities of
a thieves’ guild are likely to serve some of the same • Organized thieves and criminals have at least a
functions as at any other guildhouses (as described practical interest — and may even be motivated
in Chapter 4: Professional Places). by a strong sense of local patriotism — to help
defend their cities or nations against outside
Security measures in a thieves’ guild site are forces that threaten their peace and prosperity.
likely to be stringent and include such things as Such situations could affect characters who are
hidden passageways and chambers, magical and guild members or those interested in enlisting
mechanical traps of all sorts, murder holes and the specialized resources of a guild in a covert
other places from which defenders can sneak- struggle against a tyrant, invading foreign
attack intruders, and possibly monsters like guard enemy, or secret plot.

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