Worlds Without Number - Deluxe (Creation Section)

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116• Planning your work

Planning Your Work


When reading this chapter, it is crucial to draw the dis- Athavian Empire has ten million war-saints who slay
tinction between worldbuilding for fun and worldbuild- with edged words and murderous pity, but if the empire
ing for playable content. Most of the people reading this has no reason to impinge on your campaign scope, it’s
book probably enjoy worldbuilding for its own sake. It’s not an efficient use of your energy to spend much time
a lot of fun to brew up strange lands and stranger people, elaborating their nation.
to fill dark corners of the world with nefarious evils, and Once you have the basic scope set, you create your
to carefully limn the features of alien gods and time-lost backdrop. The backdrop for your campaign amounts to
history. These activities are a perfectly good hobby and all the world facts that need to be established to give
a relaxing way to spend your downtime. meaningful context to play. The backdrop is built in mul-
Campaign prep is meant to be more directed. You tiple layers, starting from global facts about the world it-
need to focus your efforts on creating useful, playable self down to details of the specific adventure location the
content. Sometimes that means leaving aside a fascinat- PCs will find themselves in at the start of the campaign.
ing thought-toy or neglecting some intriguing facet of The more remote a given layer is from your scope, the
your creation in order to have the time and creative en- less work you need to put into defining it and detailing
ergy to hammer out the pieces you do need for the next its features.
session. It’s okay to return to those things once you’ve got If you’re working on a completely new world, you
your homework finished, but you need to get your criti- may honestly not know any of the details about it. You
cal components finished first. It’s all too easy to exhaust might have a basic idea for a theme and a scope for your
both your time and your creative energy on peripheral campaign, like “Island-hopping pirate-wizards” or “Dec-
matters, leaving you stressed and unequipped for the next adent political maneuvering in an underground city”, but
session of gaming. If you follow the guidelines in this you have no idea what these islands might be like or what
chapter, however, you should be able to get something the name of the underground city is. By working from
fun and playable ready with minimal grief, giving you the top down on your backdrop, you build a framework
that much more time and energy to play with the fun and a context for your campaign that helps you answer
parts of your world. important questions like these.
When creating your own campaign, the first step is
to think carefully about the scope of the work you need The Golden Rule of Preparation
to accomplish. Blindly charging into the job with a demi- In all of these pages, there is a single abiding rule you
urge’s enthusiasm and a bubbling font of ideas is a lot of should follow in preparing your campaign. It is absolutely
fun and doubtless a fine way to spend an afternoon, but if imperative that you understand it and that you apply
a GM is concerned with actually creating playable, func- it to your own work, or you run the risk of exhausting
tional table content a little more preparation is in order. yourself and your creative powers long before you finish
First you need to think about your players and the the content you need for a fun, relaxing night of play.
scope of the campaign you want to build for them. Is this Whenever you are building something, you need to
going to be a short campaign of tightly-linked episod- ask yourself two questions.
ic adventures, or do you want to build a big, sprawling Am I having fun building this? If yes, you can keep
sandbox for them to explore for months or years on end? going. You need to make sure you cover material you need
Is the campaign meant to focus on the skulduggery and for your next adventure session, but if you’re having a
politics of a single vast hive-city and its ruined environs, good time then it’s okay to indulge yourself. If the answer
or do you expect the heroes to be roaming from adven- is “no” or “maybe”, however, you need to ask yourself a
ture to adventure over the whole of a kingdom? second question.
Players being who they are, your expectations might Am I going to need this for the next play session?
be wrong. That short run of linked adventures could sud- Will you need this specific content for your next gaming
denly arc off into the wild unknown after the party gets night? Don’t ask yourself if it could be potentially useful,
fascinated by some peripheral hook you didn’t realize you or if it’s something you’ll need in the future. Ask yourself
were feeding them. The roving freebooters might enjoy a if this piece of work is going to be necessary for what you
particular decadent city so much that they spend a dozen expect of the very next session of play. If you can’t answer
sessions conquering its myriad mad oligarch-guildmas- yes with confidence, put it down.
ters. It’s okay to revise your plans when the situation has It is painfully easy for a GM to exhaust their powers
clearly changed, but at the start, you need to pick a scope on minutiae or peripheral details that aren’t fun to make
and build to fit it. and don’t get any useful play time. All of us are limited
This basic scope is your touchstone. Everything mortal creatures with finite amounts of time, energy, and
you build, plan, or create should relate to this scope in focus. We can’t afford to spend it on trifles when there
some way and preferably be associated with some kind is more important and more satisfying work to be done.
of adventure-worthy content or situation. Maybe the Instead, focus on what you need and what you enjoy.
Backdrop •117

Building Your Backdrop


Backdrops are created at several different levels. As the • What’s the name of this world for people in your
GM, you work top-to-bottom, letting the facts you estab- campaign’s scope? Other people might have differ-
lish at one level inspire and mold the facts you establish ent names for it, but you need some kind of label to
at lower levels. At no point do you put more work into stick on your creation.
defining or characterizing a level than your actual cam-
paign scope requires, unless you’re consciously doing so • Are natural physical laws mostly the same as in
for the sake of enjoyment rather than efficiency. our world? If there are multiple moons, a lack of
Each level has certain questions and generation pro- stars, a great crystal dome over a flat earth, or some
cedures associated with it. You don’t need to give final other obvious global novelty of reality, you need to
answers to these questions, but you should be ready to decide on it at this point because the PCs will likely
make at least provisional decisions from which you can know about it as a societal commonplace.
fashion lower, finer levels of detail. If you’re using an es-
tablished setting for your campaign, a lot of these ques- • Are there any spirit-worlds, alternate dimensions,
tions might already be answered in the novels or fiction novel planes of existence, or other cosmological
you’re drawing on. locales generally associated with the world?
Don’t worry about gods just yet, but think about
The World whether there are any heavens or hells or Crawling
At this level you’re establishing some basic global facts Darks that the natives of this world would likely
about your campaign world. This “world” might be literal; know about. Of course, some such alternate planes
if you’re playing in an Iterum of the Latter Earth, the might be established later in the backdrop creation
facts you establish here might be related to the Latter as secrets known only to sages or sinister priests.
Earth itself. Conversely, you might be running a cam-
paign about dimension-shifting refugees fleeing some • Are there any grand global-scale empires or
cosmic pursuer, in which case your “world” might be the groups that impinge on the campaign’s scope? If
overall framework of dimensions and cosmic mechanics so, give them a name and two sentences of descrip-
for your campaign. This layer of the backdrop is usually tion at this point. If you can’t give them a useful
the most distant from a campaign’s scope, and so needs shorthand description in two sentences, then their
the least prep. concept is too vague; tighten it and try again.
Many GMs love making world maps for the cam-
paign settings, or establishing different grand empires on • How interconnected are the parts of your world?
far-flung continents, or writing cosmic histories for their Is it easy to move from one region to another? Do
world known only to the sagely. These activities can be the natives know a lot about their more distant
fun worldbuilding indulgences, but the great majority of neighbors?
them have no meaningful bearing on the campaigns that
they’ll actually be running in that world. The coastline • Are there any vast global events that have hap-
of England means nothing to a campaign set in 340 BC pened recently? You can use the history tables on
China, and the entire Tang Empire is no more conse- page 136 as inspiration if you wish, but this is
quential in Anglo-Saxon England than the silk embroi- the part where you identify any world-spanning ca-
dery on a bishop’s best cloak. To give such distant glories tastrophes or dramatic universal changes that have
names and a sentence or two of description is as much happened in the relatively recent past. Leave distant
as any world-level backdrop likely needs, and often more history alone for now.
than it requires.
At this level, the GM should establish any noticeable It can be tempting to add gods and religious faiths at
and drastic deviations from real-life physics or daily life. this level of backdrop creation, but it’s generally better to
If there are two moons, or if the surface never knows save that work for the regional level, or even the kingdom
night, or if water flows uphill as a general rule, then level. Some settings actually do have a set number of
this is the level to establish those facts. Even in this case, universal deities that are honored and worshiped world-
however, these deviations should only be recorded when wide under assorted names and guises, but most worlds
they’re something the PCs should be expected to notice will have faiths specific to particular regions and cultures.
immediately. The world may be hollow and full of divine The divine patron of one kingdom might be unknown in
clockwork, but if that fact isn’t widely known or doesn’t a neighboring region, or have no more than a few petty
have any particular effect on the chosen scope of the shrines.
campaign, then it’s not worth spelling it out beforehand. Once you’ve answered these general questions about
Here are some basic questions to answer about the your world, you’re ready to step down to the next level
world level of your backdrop. of backdrop creation.
118• Backdrop

The Region you need is a name and a few sentences of description for
This level covers the cluster of nations or civilizations each. You can use the section on page 124 for inspira-
most relevant to the intended scope of the campaign. tion, but don’t worry about fine details yet.
The nations, tribal groups, marauders, and faiths of the Identify regionally-significant gods. Many king-
people in this region are likely to have an impact on the doms and groups will have their own favorite deities, but
campaign scope, so it gets more attention and more care- if there are any gods honored throughout the entire re-
fully-drawn detail than the broader world. You should gion, define them now. The tables starting on page 140
only worry about detailing one region at first, the one provide tools for this. Remember that just because two
most pertinent to your campaign scope. If that scope nations worship the same god, it doesn’t mean that they
shifts, then you can concern yourself with a different one. necessarily like each other. Most faiths despise heretics
One danger to watch out for at this level is that of far more than they do mere unbelievers, and two church-
excessive detailing. GMs and players both have a limit es with similar-but-not-identical ideas about the same
on the amount of detail they can constructively manage god can hate each other with a fiery passion.
in a campaign setting. Just because you write it down Make a sketch map of the region. Don’t try to get
doesn’t mean you remember it in play or that the players it perfect at this stage unless you’re doing it purely for fun.
will bother to read the handout about it. As such, you All you need is a crude map showing where the nations
have to restrict your detailing at this and lower levels to are in relation to each other as explained in the section
those facts and situations that are most likely to produce starting on page 120. Use rivers and mountain rang-
interesting, playable content. es as convenient border markers, while forests, swamps,
Remember also that this limit on attention applies deserts, and other trackless zones can make for disputed
to your entire campaign setting. You can’t draw up a frontiers. Don’t forget to mark in plenty of unclaimed
meticulously-detailed region and then focus down on a wilderness, dangerous wasteland, and other “blank space”
meticulously-detailed kingdom and expect your players that can serve as a playground for nefarious evils, lost
to remember or engage with all the facts on both levels. cities, and ambitious heroes.
You have a limited budget of things that will matter to Assign two important historical events to each
them, one varying with the interest and engagement of group or nation. The tables on page 138 give example
the players, and every call you make on their attention historical events. These events might be very recent, in
will eat up some of that budget. which case the region is probably still dealing with them,
If you’re working with an existing setting, it’s rela- or they might be some remotely distant event that was
tively easy to draw the lines around a region. Mark the somehow critically important to the group’s development
outline so that it includes about a half-dozen important or current state. Try to connect the different groups via
nations, organizations, or other groups. These groups these historical events; use their neighbors as either an-
might have relations with nations outside the region, and tagonists, victims, or associates in the events. You might
external actors might sweep in from time to time, but add even more events to each if you want to develop a
most of the time these participants will be dealing with fleshed-out timeline, but such deep historical work is best
each other and creating the situations that are most likely saved for a lower level of the backdrop.
to affect the PCs. Define the relationships between the groups. For
If you’re starting with a blank slate, however, it can each one, decide what they generally think about the
be difficult to generate a workable region. Follow the others and pick something specific they want from them.
steps below to flesh out something usable. One kingdom might have a claim on land taken from it
Name the region. Decide what the locals call the in a long-distant war, while an ambitious faith might be
general area. Perhaps the name is derived from ancient trying to get a major temple built in an otherwise-unre-
myth, a major cultural group, a particular significant geo- ceptive nation’s capital. No group should simply “be there”.
graphical feature, or a former governing entity. Giving the Every one of them needs to be wanting something or
region a name will help you keep things straight in the doing something that could spark adventures.
case that you need to create multiple regions to accom- Optionally, assign each group faction statistics.
modate a shift of PC adventuring. The Factions chapter starting on page 322 gives the
Choose about six major geographical features. rules for interactions between major groups and organi-
The section on page 120 can give suggestions, but for zations. You can use these rules to run between-session
this step you want to pick out the mountain ranges, great events among the major players in the region, and use the
forests, huge rivers, steep plateaus, volcanic Hell-gates, results either as adventure hook grist or as background
blasted arratu wastelands and other major features for color to help give the region a lively feeling. You may want
the region. You don’t need to place them precisely just yet, to restrict the initial number of factions to the three or
but you should have a vague idea about their locations. four most pertinent to your scope, however; many GMs
Create six nations or groups of importance. A few can have a hard time running more than a half-dozen
more or less is fine, but don’t try to pack a score of major factions between sessions, and new ones might pop up as
players into the same region unless you have the copious the PCs establish their own forces or new NPC groups
free time necessary to track their doings. At this stage, all suddenly become relevant.
Backdrop •119

The Kingdom Identify the enemies of the rulers. Maybe they’re


Once you have the general region sketched in, it’s time a usurper who seeks to claim the throne, maybe they’re
to take it to a still lower level. The kingdom level of your a sullen band of rebel peasants, or maybe they’re a slow-
backdrop covers the nation or tribal region that best in- ly-advancing army of Hell. Somebody wants to depose or
cludes your adventure scope. This is the first level that’s destroy the rulers of the region, even if they’re so subtle
likely to include facts and details that matter to your very in their work that the public knows nothing of them. The
first session of play, so the amount of creative work you conflict they create is eminently useful for a GM.
put into this single kingdom is roughly the same as you Choose one or more problems or goals it’s fac-
just put into an entire region. ing. It may be that something is not working right in
“Kingdom” should not be taken literally. This broad the region, and its inhabitants are being forced to deal
scope might apply to a grand metropolis that’s expected with it or suffer the consequences. These problems might
to absorb the first dozen adventures, or a raw frontier be restricted to particular regions, or they might be
dotted with hardscrabble settlements and ancient ruins, long-standing afflictions that have been woven into the
or a particular stretch of arratu where the barbaric PCs culture, or they could be sudden eruptions that the lead-
were born and raised. It’s the worldbuilding box that your ership is not equipped to handle. These conflicts will help
campaign’s initial stages will take place in. create adventure hooks in the area and give the leadership
In the end, your entire campaign might well remain something to react to. The tables on page 135 can help.
in this single zone, if the PCs decide that their interests Make a rough map of the area. This doesn’t need to
lie here as well. You may continue developing and adding be any more precise than the scope of your game requires.
on to this kingdom for the full length of the campaign. If you plan on doing serious hexcrawling in the area, you
Conversely, your heroes may light out for parts unknown might make a detailed hex map of the kingdom, while a
after the first few sessions, obliging you to generate an- looser, more point-hopping style of campaign might just
other kingdom-level backdrop wherever they end up. As sketch some outlines and mark points of interest. Make
always, focus your prep work on what you expect to need sure to identify neighboring nations or groups.
for your next gaming session. Place ethnic groups and demihumans. The king-
When building your kingdom-level backdrop, start dom might consist of a single monolithic ethnic group,
with some basic steps. with their own gods and customs evenly distributed
Pick a linguistic touchstone and give your king- throughout the land, or more than one group may exist
dom or area a name. This language is likely the tongue in the area, with relationships that may be friendly or
of the current or historical dominant group in the re- fraught. Demihuman enclaves likely exist at some dis-
gion. Conventional fantasy names tend to be random tance from human settlements, the better to ensure their
nonsense-syllables picked from the creator’s cultural relative independence. These groups may use the same
phoneme stock, and places often end up as the city of linguistic touchstone you picked when building the king-
AdjectiveNoun or the NounNoun river. While some of dom, or you might give them different languages.
this can work perfectly well, it’s easier for the GM to Flesh out the society and style of the kingdom and
pick some obscure or extinct real-world language known its occupants. The section starting on page 128 can be
to nobody at the table and use it for names. Even if the used to give character to the zone. The resultant soci-
words they use from it have no relation to what they’re ety you create might be equally shared by all the ethnic
naming, the consistent set of sounds and syllable patterns groups in the kingdom – whether they like it or not – or
will help give a coherent feel to the work. each group might vary in their own way. The key at this
Flesh out its history. You already have an event or stage is to give enough flavor to the kingdom that you
two related to it that you generated at the regional level. can confidently ad-lib facts and details associated with
Now take those same tables and add three or four more it, because there’s no possible way to prepare everything
events. These historical circumstances might’ve been lo- you might need in advance.
calized to specific areas of the kingdom, or they might Assign local gods and religious traditions. Once
have been nation-wide happenings. It’s not necessary to you have the societies and cultures largely fleshed out,
have a year-by-year timeline of the past, but a half-dozen you can put details to the god or gods they worship and
solid events can help inform the kingdom’s current state. identify any major religious power groups in the area. At
Decide how it is ruled and identify the ruler. The this stage it can sometimes be helpful to plant a dead or
zone might be a patchwork of city-states or a single uni- lost god or two into the area, perhaps still venerated by
fied monarchy, but now’s the time to decide those details. hidden cults or bitter survivors. At least one deity should
Give names and a sentence or two of definition to the be thoroughly malevolent or unsympathetic if you mean
rulers in the area, with the tables starting on page 132 to make much use of evil cults or sinister high priests in
providing some help. your campaign.
120• Geography

Geography Construction
Almost everyone loves a good fantasy map. A well-drawn
map has more than purely artistic charms; the names Making the Regional Map
and borders and carefully-sketched wilds all evoke pos- Your beginning campaign maps should consist of noth-
sibilities in the viewer’s head and invite thoughts about ing but loose scrawls and crude symbols. Indeed, many
the kind of adventures that could be had in such a land. campaigns can make it through their entire run without
A place feels more real for having been mapped, and the creating any map more elaborate than a rough relational
verisimilitude of a campaign setting is greatly improved scribble. Hex-crawling campaigns and groups that like
by being established in cartography. firm cartographic certainties can build out their initial
But as a working GM, your needs are a little dif- maps later, but to start with, take a blank sheet of paper
ferent. A beautiful, artistically-done map is a wonderful and focus purely on mapping basic relationships.
thing, but very few GMs have the skills to execute such First, decide how many sides of the regional map
a project or the time to create it even if they did. When will be oceanic. One or two makes for a curving coastline
thinking about the physical construction of your world, or a peninsula or land bridge that extends off two edges
it’s important to start with the essentials and save the of the map. Three makes for a self-contained peninsula,
elaborations for afterwards. and four means that the region is an island. It’s gener-
ally wisest to have at least one side be a sea, or else you
Campaign Map Essentials severely hobble your opportunities for piracy, nautical
You need two maps at the start of your campaign: a map adventures or sea travel to distant regions.
of the region most relevant to your campaign’s backdrop, Second, use the tables in this section to generate a
and a map of the kingdom-scale area in which your initial half-dozen or so significant geographic features. Space
gaming sessions will occur. These two maps are going them out on the map, keeping in mind the notes as to
to be the most important when you’re running through which features shouldn’t go closely together. Of course,
the other creation tools in this section, because they’ll magic or Outsider manipulation might subvert that ex-
tell you which of the major players are adjacent to each pectation, but if that’s the case, make it clear that it’s so.
other and show you where ruins, wildernesses, conflicts These features should be scaled to the size of the region;
and problems are most likely to be found. a mountain range might extend for a hundred miles in
If you’re playing in a fantasy-land sandbox the a large regional map, but a small map might have plau-
region might be a two hundred mile square chunk of sible room only for a stretch of rugged hills with a few
terrain holding the various fantastic nations and organi- mountain-worthy peaks.
zations you picked as major players during the backdrop’s Note that most regions will be small enough that
creation as described on page 118. If you’re running the climatic variation is likely to be minimal. The po-
an urban campaign focused on a single massive city, the lar-ward portions might be colder than the more equato-
“region” might be a particular zone of the megalopolis. If rial side of the map, but a few hundred miles is unlikely
you’re doing an alt-history campaign set in 1033 AD, the to have comfortable room for both steaming jungles and
region might simply be western Europe. barren glacial wastes. If you get table results that suggest
The kingdom-scale map should simply cover the a geographic impossibility, either convert the result to its
specific nation or culture-zone where the first adventures local-climate equivalent or come up with some magical
of your campaign will take place. If you plan on starting or geographical explanation for why it really makes sense.
the heroes in Neue Gruzland, then you want a map of Warm ocean currents, geothermal heat wells, sorcerous
Neue Gruzland. If they’re working out of a keep on the curses, and berserk Outsider xenoforming engines are
untamed borderlands, then you want a map of the bor- always handy rationales.
derlands and its savage wilderness. Megacity campaigns Third, sketch in 1d4+2 major rivers. Rivers make ex-
might flesh out a single slum area within the greater city- cellent borders for the nations you’re going to be planting
zone. The region-scale map will tell you where the players in this region. Barring sorcery, rivers will start in moun-
could end up going and what they might find there. The tains or highlands and flow down to the sea or until they
kingdom-scale map will tell you what they find during vanish into a lake, bog, or other sink. Rivers can split
their very first few sessions. into tributaries and sub-branches, but these tributaries
Note the distinct absence of any need for a global do not join together again; once the river splits, it can
or continental map. You don’t actually have to establish only split further, though multiple mountain-fed rivers
any details whatsoever about what the rest of the world might join on the lowest path to the sea. Across flat land
looks like unless it’s a fun bit of recreation for you. A few the river will tend to meander, while streams that come
sentences of suggestive prose about the Enigmatic South down from a height will usually cut straighter from the
or the Unknown North is plenty, especially since very force of the flow. Any given river should probably be no
few realms will have anything resembling reliable maps longer than a quarter of the maximum dimension of your
available to the PCs. map, though it might twist and wind within that length.
Geography •121

Optionally, add one to three significant lakes or d20 Significant Terrain Features
inland sea areas to the map. These bodies of water can 1 Ancient farmland. A huge stretch of land
be particularly useful in giving “conjoining borders” to was re-engineered for optimal farming.
nations that would otherwise be entirely separated from
each other. Each body of water should have at least one 2 Arratu wasteland. An area here was
river flowing into it, but only one at most flowing out of it. once xenoformed by the Outsiders into
Fourth, place your nations, important tribal groups, an environment hostile to humanity or one
major organizations, or other significant players you’ve inhabited by dangerous alien lifeforms.
decided will play a role in this region. Nations and tribal 3 Blasted lands. Radioactive or scorched
lands should be largely coterminous with natural barriers over by ancient war. Many ruins are likely.
such as rivers, mountain ranges, deep forests, impassable 4 Canyons. A region with extensive canyons
swamps, or other easily-defended terrain. If the borders cut by rivers present or long-vanished. Make
extend beyond these barriers, it’s probably the result of sure the rivers don’t climb after leaving them.
successful warfare and a cause for future battles.
5 Dense forest. Trackless, dark, and an
National borders probably include significant re-
effective natural barrier.
gions of marginal or uninhabitable land. Sun-blasted
deserts, mephitic bogs, cursed arratu wastelands, or jag- 6 Grasslands. A broad sweep of savanna or
gedly perilous peaks might all be well within a nation’s grassy plains is a coherent whole here.
borders without actually having any locals to respect 7 Islands. There’s a single significant island
the nation’s laws. This is perfectly acceptable, and a good off the coast or an archipelago of some note.
source of adventuring grist when the heroes quest into
8 Jagged mountains. A new or re-
the unmapped wilderness or fight back the hideous evils
sharpened mountain range forms a barrier
that burst forth from it.
in the region. The mountains are young, tall,
If these badlands extend across a border, they proba-
and likely cast a substantial rain shadow.
bly are a source of regular tension as raiders or monsters
emerge to scourge a nation before fleeing back into the 9 Jungle. A classic adventure-worthy jungle
wastes. Expeditions to control or punish them can easily of wild, semi-alien flora and fauna.
become forces of invasion, and both nations might want 10 Light forest. Interspersed with other terrain.
to bring the land entirely within their borders to better 11 Megaplex. The ruins of a single huge
have a free hand in repressing its dangers. ancient structure stretch for endless miles.
Don’t worry about placing cities, ruins, or other
points of interest on the map just yet. You’ll do that as 12 Pit. A Deep or some other underground
necessary when you flesh out the kingdom. Also, don’t megastructure collapsed and left a hole with
concern yourself with turning this rough sketch into a a diameter measured in tens of miles.
“proper” map just yet. You only need it to inform you of 13 Rain forest. Vast, damp, and green.
the basic spatial relationship between things in your cam- 14 Rocky hills. Rough and stony, with little
paign backdrop. arable land. Herding and raiding are the
most profitable employments here.
Making the Kingdom Map
Now take the chunk of your region that will contain 15 Rolling hills. A stretch of gently rolling hills
your campaign’s initial adventures and start with a new makes for good agricultural land.
sheet of paper. Scrawl out the rough edges of the borders, 16 Sand desert. This desert is a waste of sand
filling up the whole sheet with the outline of your start- and dunes. It may be from a rain shadow, or
ing nation. Copy in any major terrain features from the it might be a legacy of ancient war.
regional map that happen to obtrude into the kingdom. 17 Scrub desert. These often appear on the
At this point, you basically repeat the regional leeward side of mountain ranges. Borders
creation process on a smaller scale. You roll for terrain will often be grasslands or savanna.
features, add rivers, mark out provincial or cultural bor-
18 Swamp. A sinking river, lake margin, or wet
ders within the nation, and finish by placing cities, trade
coastal delta forms a vast bog in this flat land.
routes, and other features as explained in the nation gen-
eration tables starting on page 124. 19 Volcano. One or more mountains in a
For small kingdoms, it can be useful to roll a single nearby range are volcanically active. This
time on the terrain feature table or take a single obtrud- may be natural or it may be a consequence
ing regional terrain feature and then riff off of it for the of Legacy flux or ancient manipulation.
general landscape of the kingdom. If you roll “light forest”, 20 Weathered mountains. A significant skirt
then maybe the entire kingdom is lightly forested, with of hills is common. The rain shadow is likely
other terrain types being spice. It can sometimes be il- limited due to the rounded, low mountains.
logical for a sixty-mile-wide stretch of land to somehow
122• Geography

contain both rain forests and scrub deserts simply be- Refining the Maps
cause you rolled those to results on the table. In the same What you have now is perfectly adequate for an initial
fashion, you can use this main terrain type to modulate session. If you need to establish specifics of distances and
the results you do get, so that the scrub desert you roll in position as part of the first adventure’s play, you can do
your jungle kingdom is actually a stretch of barren land so on a case-by-case basis, and some groups may never
due to the exposure of naked, infertile bedrock. particularly care about the details of distances beyond
Naturally, the rivers and terrain features you roll at knowing how many days it takes to get to wherever they
the stage will be of significantly smaller scale than the want to go.
ones you rolled for the region. A “volcano” result that was Some campaigns need tighter details, however, such
a stretch of seismically-active mountains on the regional as hexcrawl exploration campaigns that focus heavily on
map might be a single ominous peak in the kingdom, and scouting and mapping an unknown land. For those cases,
the rivers and lakes rolled here might be modest bodies of it’s best to use an digital tool such as Hexographer to
water too small to bear marking on a regional-scale map. make a usable map at whatever scale is most convenient.
Every terrain feature you roll will have its effect A six-mile hex is a popular choice, as it’s large enough
on the local inhabitants, however. Swamps will have to hold multiple points of interest but small enough to
swamp-dwelling fishers, grassy plains will encourage reasonably contain only one major type of terrain.
farmers, hills will often have mining activity or jealously Artistic and handsomely-done maps of kingdoms
independent herders, and so forth. These people will usu- or regions or continents should be left as exercises in
ally be different from those dwelling in the surrounding creative enjoyment and recreation rather than necessary
land, either consciously so as a self-separated minority, or campaign prep. A simple hex map provides all the infor-
different by virtue of their practical living requirements. mation needed to adjudicate the vast majority of travel or
PCs who go to mountains will tend to find mountaineers, distance questions, and even the most art-incapable GM
and even if they speak the same language and have the can stitch one together with the online tools available.
same lord as the plains-dwellers their lives will inevitably
be shaped by the different terrain they occupy.
Geography •123

One-Roll Terrain Feature Details


It can be difficult to add spice to your sixth mountain
range; there are only so many ways to enliven a forest, a d4 How Populated is the Feature?
desert, or a pile of rocks before the creative springs run 1 Almost unpopulated for something like it
dry. As a supplementary tool, you can roll one die of each 2 Very few settlers or workers there
type and reference the tables below to add more detailing
and character to a given terrain feature. 3 Average or more population density
It’s assumed that the terrain feature is meant to be 4 A rush of people have gone there
a place of adventure and profit, so the table’s results are
canted towards dangerous, enigmatic places. It’s assumed
d12 What Antagonists are Common There?
the bucolic breadbasket regions of your campaign aren’t
in need of particularly exciting features. 1 Violent secessionist rebels
A suitably inaccessible region can end up becoming a 2 Angry cultists of a local faith
“borderland” zone even in the heart of a developed king-
3 Locals who resent interloping outsiders
dom. Bandit kings, monstrous hordes, and other grist for
adventure can thus be placed almost anywhere. 4 A type of cunning, dangerous beast
5 Relic-creatures of ancient settlements
d6 How Dangerous is the Feature? 6 Elemental emanations of the disordered land
1 Safer than usual for someplace like it 7 A hostile sentient monster civilization
2 There’s one notable kind of danger there 8 Brutal envoys of the central government
3 It’s got some site-specific flavors of peril 9 Raiders and bandits driven into the area
4 It’s unusually dangerous in several ways 10 Rapacious local lords and gang bosses
5 It will quickly kill the unprepared or unwary 11 Remnants of a furious native population
6 It’s a death zone for all but the strongest 12 Outsider remnants with a bitter grudge

d8 What Use is the Feature? d20 Optional Quirk of the Feature


1 A rare and precious resource is found there 1 It has significant magical structures in it
2 Ancient sites and relics are common there 2 It has a place in the national origin legend
3 It’s sacred land to a group or religion 3 It is entirely man-made by ancient arts
4 Controlling it has military significance 4 Time and space sometimes slip there
5 It has substantial productive infrastructure 5 The magical power there attracts wizards
6 A major trade route goes through it 6 It subtly changes those who live there
7 Uncontrolled, it’s a nest of raiders and worse 7 It’s holy land to a particular faith
8 A mighty Working is still functioning there 8 It was formerly a different kind of terrain
9 It has human-worked vistas of beauty
d10 What Kind of Event Last Happened There? 10 It was formerly an Outsider stronghold
1 A significant battle was fought there 11 A significant part of it is subterranean
2 A mad prophet tried to start a faith there 12 It’d expand were it not for ancient wards
3 A usurper and supporters fled into it 13 It was a nature preserve of a megastructure
4 A resource strike drew numerous people 14 It’s maintained by an ancient artificial mind
5 A major nest of bandits or raiders formed 15 Magic is somehow warped in its area
6 A rich ancient ruin was discovered there 16 The flora and fauna are queasily “off”
7 An uncanny plague erupted in the area 17 The locals once populated it more heavily
8 Some grim and terrible thing was awoken 18 Rulership of the feature is widely disputed
9 A community of outcasts or marginals formed 19 It’s riddled with caves and delvings
10 A natural or uncanny disaster struck there 20 A unique type of sentient lives there
124• Nation

Nation Construction
When following the guide on page 118, sometimes a
little extra flavor or a few more specific details are need- City Placement
ed for a nation. These pages offer some guidelines and Put the nation’s capital in the central region of the map
examples. The disputes, positive ties, current problems, or the richest farming terrain, unless there’s a particular
and present felicities suggested on the opposite page can reason why the borders expanded rapidly in a particular
be used to provide a hint about current national concerns, direction. Locate it on a river or seacoast, because any city
while the nation themes that follow might be used to of its size will require constant food imports that would
color the societies that you place there. Beyond those ran- be prohibitively difficult to haul overland.
dom tables, there are also a few more material qualities to Now, starting from a random cardinal direction,
a nation that require a little more guidance to establish. start placing the remaining cities, working clockwise.
Place them on rivers and other bodies of water. If you
Borders need to put one in the middle of a dry-looking region,
The borders for your nations should generally follow riv- assume that there’s some small river there too minor to
ers, mountain ranges, trackless forests, and other major show up at the national map’s scale.
geographic barriers. Borders that run through clear, easi- When placing cities, put them near resource sites,-
ly-traversed terrain are likely to be points of friction with good farmland, trade crossroads, or excellent ports. Most
greedy neighbors and hotbeds of cross-border banditry. of these communities will have grown up around exploit-
Deserts, arratu wastelands, deep swamps, and oth- ing those resources. Urban centers without any obvious
er difficult terrain might nominally be inside a nation’s resource extraction probably serve as trade hubs, indus-
borders, but they may have little or no practical control trial centers, military strongholds, or religious centers.
over such desolations. Lands and titles often await heroes To characterize each city, you can use a pair of Com-
who can make the nation’s claim more than mere words. munity Tags as described on page 152. If you need to
flesh out the dynamics of their ruling institution, you can
Population use a pair of Court Tags from the same section.
Population density in the Latter Earth is skewed both
by the perilous arratu and the occasional pocket of ul- Marking Wastelands
tra-dense habitation made possible by ancient sorceries A land with no empty spaces and no regions of dubi-
or still-functional Workings. ous law is lacking certain charms to adventurers. When
For a general baseline population for a relatively building a nation, you’ll want to know where to place
low-tech, low-magic land of unremarkable prosperity, forbidding ancient ruins, desolate lost cities, rabid bandit
you can assume 60 people per square mile of non-wil- kings, and hard-bitten frontier settlers.
derness, or 2,000 per six-mile hex. You can get a tolerable Look at your map and the cities you’ve placed. Iden-
approximation just by multiplying the nation’s longest tify the most likely routes of travel or trade between them.
width and length dimensions by sixty and adjusting that In all probability, the connections are by water when
according to what seems sensible. possible, and overland only when there are no canals or
navigable waterways connecting them.
Urbanization The resulting mesh will have holes in it, zones of
For most nations of the Latter Earth, at least ninety land distant from any major travel route. These are the
percent of the population will be rural. They will live in best places to put ancient ruins, arratu badlands, track-
small villages of a few hundred people, if not fewer, with less forests, war-torn provinces, and other areas suitable
the occasional somewhat-larger market town. The more for adventure. Note these zones down for later, even if
productive the agriculture of the nation, the greater the you haven’t made up any ruins yet or haven’t decided
percentage that will be able to live an urban life. exactly what desolate wastelands exist there.
For most nations, begin by taking ten percent of the These are certainly not the only places you can put
population as city-dwellers. A third will live in the capital your wastelands and ruins, but if you put them closer to
or chief city. Of the rest, a quarter will live in the second the cities or directly on a trade route between them, you’ll
largest city, while the remnants will be roughly divided need to explain why the locals haven’t already plundered
up among as many cities as you wish to place. A city in the lost cities, or why they’re insisting on sending a major
most nations qualifies as any settlement with more than caravan route through the middle of an arratu. There may
two or three thousand people. be a perfectly good reason for either of those situations,
Thus, if you have a nation of a hundred miles square but you’ll need to think of one. It may be that the former
and 600,000 people, 20,000 would live in the capital, trade route was recently blocked, or the ruin has already
10,000 would live in the second largest city, and the re- been reputed to be plundered, or the traders have some
maining 30,000 urbanites would be split up into as many bargain with the Blighted tribes that roam the badlands
as ten minor cities and major market towns. that lets them pass with relative safety.
Nation •125

d20 Disputes With a Neighboring State d20 Positive Ties With a Neighboring State
1 Raiders are taking refuge in their lands 1 The ruling classes are related in some way
2 Ownership of a resource site is disputed 2 An important faith crosses the border
3 A usurper or criminal is being sheltered there 3 They fought by our side sometime in the past
4 A troublemaking religion is based there 4 Their culture is widely admired here
5 Their rulers have a political claim on the throne 5 They helped to overcome an eldritch peril
6 A diplomatic marriage is going sour 6 They held back an enemy from our border
7 A past war’s savagery has left deep scars 7 They are co-ethnics of the same origins
8 Their culture is supplanting local beliefs 8 They provide critical trade relations
9 Their immigrants are gaining great influence 9 Sages and scholars came from there
10 They broke off an alliance or important pact 10 They gave critical aid during a disaster
11 They lured away an academy or great temple 11 A hero of this land came originally from there
12 Border tariffs and taxes are blocking trade 12 A past hero-king once ruled both lands
13 They drove a terrible beast into this land 13 They produce some vital commodity
14 A Working of theirs caused problems here 14 They have a shared enemy
15 They woke up a great peril from the past 15 A Working they have is helpful here, too
16 They’re cooperating with an enemy group 16 A long-standing alliance or trade pact exists
17 They’re suspected of backing assassinations 17 They recently conceded some disputed land
18 A spy ring is suspected or has been found 18 They greatly admire elements of this culture
19 They refused to give aid for some current need 19 They’re considered unusually attractive here
20 They’ve been hostile to an allied group 20 They took in refugees from here at one point

d20 Current National Problems d20 Good Things Happening Right Now
1 Farmland is becoming worn-out and depleted 1 A splendid mine or resource has been found
2 Verminous monsters are swarming 2 A pious saint is strengthening a major faith
3 A rebel front is stirring up trouble 3 A noble heir shows signs of heroic greatness
4 An outside power is backing internal strife 4 A major rival has recently suffered a calamity
5 The leadership is inept and distracted 5 New farmland has been opened up recently
6 A religious reformer is breaking old compacts 6 A new trade route has been forged
7 An evil is provoking outraged rioting 7 A horrible monster was slain or driven off
8 Dark cults are attracting the ambitious 8 Good harvests have enriched the people
9 A Blighted horde is threatening the borders 9 A wicked minister has been deposed
10 An ancient ruin has disgorged some peril 10 A new academy has recently opened
11 Malcontents have obtained a potent artifact 11 A bandit or rebel uprising has been crushed
12 Luxuriance has left the nation’s coffers bare 12 Two rival lords have started to make peace
13 Local aristocrats are pushing for independence 13 An old enemy has agreed to a peace pact
14 An important mine has run out or been harmed 14 The military won a recent smashing victory
15 A sinister favorite has infatuated the leader 15 A helpful Working has been activated
16 A recurring plant plague is causing hunger 16 A powerful artifact is helping the ruler
17 Fearsome monsters are migrating into the land 17 An old source of unrest has been calmed
18 A rival is preparing for war or raiding 18 A dark cult has been revealed and purged
19 A grand national plan is exhausting the people 19 New diplomatic ties have been made
20 A savage grudge has erupted between lords 20 A new lord has risen, loved by his people
126• Nation

Example Nation Themes d20 Thematic Element


The themes here offer some suggestions for nation traits 1 Barbarism, with brutal savagery
that might make for good adventuring grist. The adjacent
table is organized in two groups; you can roll 1d10 to 2 Decadence, of sins and fadings
get a largely negative thematic trait or 1d10+10 to get a 3 Despair, with good things unlooked-for
more positive quality. 4 Exhaustion, with strength spent and lost
Whether positive or negative, remember that the
themes of the nation should be related to actual playable 5 Ignorance, of terrors and the unknown
content. A seemingly idyllic land with traits of Justice and 6 Oppression, with rule a crushing weight
Pageantry might be splendid in many ways, but some- 7 Poverty, where even the rich are poor
thing about those qualities should cause problems or
conflicts that adventuring PCs could become embroiled 8 Precarity, with all goods made fleeting
in. If you feel stumped at a prospect, think about the con- 9 Stratification, where classes do not touch
sequences of taking a virtue too far, or applying a virtuous
10 Violence, where life is something cheap
trait in the wrong way.
11 Enlightenment, where knowledge is loved
Barbarism: The nation is brutally assailed by bestial, 12 Expansion, where things swell greater
primitive forces, whether from external enemies
13 Hope, that the future should be better
or internal divisions. Naked violence, cruelty, ig-
norance, and hatred are always near the surface of 14 Justice, where a reckoning is had
things, either as threats pressing on the familiar or 15 Legitimacy, where rulers are by right
as instincts and habits among the natives.
16 Pageantry, of splendor and magnificence
Decadence: The nation is voluptuously cruel, indulgent,
and indifferent to the prices it pays for its pleasures. 17 Prosperity, with wealth easily had
Unspeakable debaucheries and sordid delights are 18 Renewal, with things growing brighter
in common circulation, and few ever think to ques-
19 Triumph, with victory a fresh memory
tion the appropriateness of inflicting brutal evils in
order to obtain some elevated enjoyment or refined 20 Unity, where purposes are shared
pleasure. The PCs are regularly exposed to the con-
sequences of such indulgences and the damage they Expansion: The nation’s borders are expanding, either
inflict on others. through successful conquest, peaceful assimilation
Despair: The nation is redolent of hopelessness and ap- of bordermarches, or the seductive appeal of their
athetic submission to fate. It may be because some values and culture. The society is vigorous and con-
overwhelming evil seems inevitably due to pass, fident, assured of the justification of their expansion
or because all prior efforts at improvement have and of the good it will provide to everyone deserving
brought only worse suffering, or because some of good. There’s usually some truth to this, albeit
bright cultural hope or golden age is now clearly lost perhaps less than the expansionists would like to
and ruined forever. The nation will tend to accept admit.
evils and sufferings as inevitable, and the natives will Hope: The nation is imbued with a sense of hope and
do little to rebel, resist, or defy their unhappy fates. potential, the promise of a better day to come and
Enlightenment: A genuine love of knowledge imbues a brighter future for those who win through their
the nation, such that academies and schools have present problems. There may have been a recent
an important role in social and political life and a discovery of some great trove of resources, some
good education is considered a hallmark of gentil- magical or technological innovation that promises
ity. The populace has a genuine curiosity and zest great results, or the rise of a beloved house of seem-
for investigation, and finding the truth of things is ingly-blessed rulers.
considered more important than secure stability. Ignorance: The nation is an ignorant one, redolent of
Exhaustion: The nation is depleted of something critical, (incorrect) superstition, false gods, blundering in-
whether that is a tangible resource or their spiritu- stitutions, and erroneous beliefs of all kinds. These
al reserves of enthusiasm and hope. Everything is beliefs are somehow critical to the setting’s culture
tired in this nation, with spent rivers, barren fields, or society, such that being rid of them would cause
cut-over forests, and shorn hillsides. If material re- some profound, potentially bloody disruption of life.
sources are sufficient, the natives simply don’t have Life in this nation can go on as it does only so long
the energy or enthusiasm to bring in more than they as the ignorance remains unilluminated, and the
presently do, perhaps out of a sense that nothing vast majority of its populace would rather remain
good can come of any putative improvement. in error than exist in chaos.
Nation •127

Justice: One or more powers or institutions in the nation Prosperity: The nation is relatively rich, such that con-
have a genuine concern for justice and righteous- ventional scourges of famine, privation, and desper-
ness, such that the society’s laws and values are fairly ation aren’t nearly as common as they would be in
and even-handedly enforced. These laws may not other cultures. Pockets of genuine want may exist,
perfectly match modern conceptions of justice, but but the average commoner leads a well-fed, well-
what exists is meant to be applied evenly. Righteous clothed life and the grandees have the resources
crusaders for the cause, honest magistrates, and for impressive displays of wealth. This prosperity
some great struggle to enforce justice on a wide- may be the fruit of unusual natural resources, ex-
ly-understood wrong might all be present. ceptional societal harmony, magical blessings, or
Legitimacy: The nation’s rulers or controlling institu- simple good climate.
tions have a profound degree of legitimacy among Renewal: A spirit of reformation and renewal breathes
the populace, such that it’s hard to imagine ever through the nation, with old noble houses rising
overthrowing them as a group. Individuals among once again, decayed religions being reformed, cor-
them might be criminals or incompetents, but the rupt institutions being shaken, and the populace
structures as a whole are accepted as necessary and generally more insistent on improvement. This re-
eternal by most elements of the society. This legit- newal could be a harkening back to the old ideals of
imacy may derive from divine mandates, personal yore or an appeal to some new innovation, and the
prowess, honored lineages, or a terror of the chaos subjects could just as easily be a royal house recalled
that would exist without them. from exile as a new republic’s establishment.
Oppression: Some substantial portion of the nation is Stratification: The nation draws harsh lines between
cruelly oppressed by some force. It’s rare that this social classes, cultural groups, regions, sexes, or
is the same group in all areas of the nation; oppres- some other distinction between people. Castes and
sion as a key theme to the setting implies that many aristocracies are a common feature of these settings,
groups in many places suffer under this, and it may ones drawn sharply by blood or birth circumstances.
be accepted as a commonplace that one group or Adventurers are apt to be wild cards in these societ-
another needs to be harshly repressed if the rest of ies due to their ability to obtain outsized personal
society is to prosper. Oppressive groups will usually power, and they may regularly run into conflicts or
have a clearly-enunciated philosophy of why this complications that they have the strength to deal
state of affairs is necessary, and it usually will have with, but not the social permission.
at least some coloring of justification to have per- Triumph: Something wonderful has recently been accom-
sisted as it has. plished in the nation; a dark lord defeated, an evil
Pageantry: The nation is marked by dramatic displays, king overthrown, a plague ended, a natural disaster
magnificent architecture, sweeping demonstrations overcome, or the like. The setting is touched with
of might, and large-scale undertakings for the glory a sense of success and victory, despite the costs of
or edification of the rulers and populace. The locals that triumph, and filled with a confidence in its own
tend to place great store by such ritual displays, find- power and potential. There will be many new insti-
ing them inspiring, meaningful, and important in tutions and groups seeking to exploit the aftermath
more than strictly material ways. These grandiose and earn their rightful share of the rewards.
efforts actually have real results towards unification, Unity: Powers and groups within the nation are high-
inspiration, and societal harmony. ly united in their goals and sense of fellow-feeling.
Poverty: The nation is poor. Even aristocrats might not While not necessarily xenophobic, they will tend to
be assured of the necessary staples of life, or basic value their brethren more than strangers, and paper
resources might be constantly threatened by mon- over internal conflicts and disagreements that might
sters, warfare, calamities, or simple dearth. The fester into civil disorder or chaos in less harmonious
struggle for resources and the basic necessities for societies. These societies might have been shaped by
survival are apt to drive numerous conflicts in the some all-consuming peril that forced them together
setting, and the consequences of failure can be far or a culture that greatly prizes unity.
worse than mere discomfort for the losers. Violence: The nation is a bloody one, with human life
Precarity: Whatever good the nation has is under imme- held cheap and death a commonplace. This may
diate siege by circumstances, and it looks very likely be the result of incessant warfare, such that most
that it might crumble. Something is happening in people half-expect to die in battle, or it may be the
the setting to make old verities and assured socie- product of a society that simply doesn’t value peo-
tal institutions totter, whether a massive monstrous ple’s lives. Death may be a penalty for comparatively
invasion or a revolt by some displeased underclass. trivial sins, or the environment might just be so dan-
These institutions will tend to strike out violently at gerous that a death in bed is a thing unlooked-for
threats, fearing that their basic existence is at stake, by most.
and the recklessness of their responses might be the
very catalyst that provokes their eventual collapse.
128• Society

Society Construction
A nation is the product of its society. While you can easily societies as candidates when your worldbuilding needs
sketch the borders of a particular fantastic domain on a a minority pocket within some empire or vast kingdom.
map, the more difficult part of the process is thinking Some societies may not be based on ethnic group-
about the kind of people who live there. The things they ings at all. While the tables here presume that the
value and the way they organize their lives will have in- members of a society share some overarching physical
evitable consequences when thinking about their govern- relationship, cultures based on ideology, religion, or his-
ment, their conflicts, and their ambitions. torical chance might have many different bloodlines and
This section allows you to roll up a society to inhab- ethnic groups mingled together. Membership in such a
it the nations you’ve made. Some nations may be mo- society might be contingent on agreeing to intellectual
no-ethnic, with a single dominant group and no mean- principles shared by the group, or joining with them in
ingful pockets of any other ethnicity. Others may have some overarching faith that is considered much more
more than one significant group within their borders, ei- important than mere lineage. Of course, rebels against
ther as a legacy of shifting boundaries, ancient conquest, these principles can find themselves exiled or isolated,
migration, or an old division in an existing people. lacking any other ties with their former comrades.
For now, just create one society for your nation and The societies you generate with these tables may or
take it as the dominant group. If your history generation may not be sympathetic to your own sensibilities, but you
or your own plans suggest the need for an additional should have a good idea of how the party is likely to react
group, you can come back and build it out, placing it to them. If you generate a society that believes in ritual
within the context of the majority’s culture. kitten defenestration and ceremonial puppy-based sa-
Note that the same society can exist in multiple na- dism, you can’t expect to use them as anything but villains
tions. One might have been a colony of the other, or exiles with most parties. You may need to blur the uglier qual-
from a lost conflict, or pioneers who pushed the border ities of some groups or emphasize the virtues of others
out and then demanded the right of independent rule. to make them into a more neutral society. Even so, don’t
There may be pockets of the group as minorities in dis- be surprised if your party draws unexpected conclusions
tant lands, and it’s often convenient to use already-extant about how willing they are to work for a particular group.

Making Playable Societies


Every society needs to be built to serve the creator’s elements to your society. Maybe the dynastic houses
purpose. For recreational worldbuilders, that purpose are each blessed by feuding immortal saints. Maybe
might be one of building the most “realistic”, verisimili- the violent raiders need human blood to empower
tudinous culture possible in a Barkerian opus of world an ancient magical gift. You can add these fantastical
building. For working GMs, the purpose is often much flourishes after you have a playable society built.
more modest and much more pragmatic. Almost every one of these flourishes should be at-
This means you need to be ready to embrace as- tached to adventure hooks or societal conflicts that the
sumptions and commonplaces. If your society violates PCs can get involved in. A marvelous weirdness that
the ordinary expectations of real life history or social means nothing to the PCs’ play is something they’ll
organization, there has to be some kind of immediate look at, admire, and then forget it exists because it
payoff to it in adventure possibilities or play stream- doesn’t matter to them. The truly satisfying weird so-
lining. Exoticism for exoticism’s sake just makes more cieties are the ones where the strangeness is the direct
work for you at the table. fuel for the adventure session.
When you build the organization and cultural This basic framework also helps a GM deal with
stylings of a society, start with the most basic, ordinary, the inevitable awkward questions and unexpected an-
commonplace expressions of your choices or random gles that always crop up during play. The PCs may
table results. If the roll says the society is based on dy- suddenly ask about some facet of the society the GM
nastic houses, then start with a medieval-fantasy-stan- hasn’t thought out, or make some assumption about
dard collection of noble houses. If it says the society local laws or values that may or may not be true. By
values martial might, then haul in schoolboy-simple starting from a basic framework the GM can fall back
echoes of Sparta or viking raiders. If it takes more than on those ordinary assumptions to fill in the blanks that
two sentences to reference how that part of the society they haven’t personally scripted out.
works to a listener, you’re making it too esoteric. These default assumptions may not fit perfectly,
Only afterwards, once you have a simple, naviga- but they’re quick to produce and playable at the table.
ble, playable framework should you go back and start Such qualities are ultimately worth a lot more in play
weirding it up or adding unique fantasy aspects or than a perfect reply that takes a day to formulate.
Society •129

Physical Appearances
A GM usually needs some idea of what the average mem-
d4 What’s the Typical Build of the People?
ber of a society looks like. The tables on this page provide
some suggestions and possibilities for GMs who don’t 1 Smaller and slighter than their neighbors
already have a clear visual aesthetic in mind. 2 Same height and weight as the neighbors
These tables take into account the innumerable eons 3 Either short and stocky or tall and slender
of sorcerous alteration, genetic manipulation, intermar-
riage, and alien aesthetic preferences that have gone on in 4 Much bigger and bulkier than neighbors
the Latter Earth. The combinations may not map well to
any real-life group, largely because all the real-life groups
d12 Optional Common Forms of Adornment
that presently exist have long since gone extinct.
In addition, it’s not remarkable for certain groups of 1 Intricate hair styles or braiding
humans to have unusual physical additions or traits as an 2 Painted skin markings that sometimes change
inheritance from some prior age’s manipulations. So long
3 Tattoos of some cultural significance
as their cognition is similar to that of their neighbors, all
but the most hostile usually count them as humans. 4 Piercings, whether minor or elaborate
5 Role or class-specific clothing items
6 Patterned hair shaving or depilation
d8 Typical Skin Colors in the Populace
7 Culturally-significant jewelry or accessories
1 Extremely dark hues
8 Color choices with social meaning to them
2 Dark browns and mocha shades
9 Socially-meaningful animal motif items
3 Golden, sallow, or ivory
10 Worn weapons, tools or trade implements
4 Olives or light browns
11 Significant scent or perfume uses
5 Ruddy or tanned complexions
12 Impractical or elaborate role-based clothes
6 Pale white or pinkish hues
7 An unusual color or pattern of colors
8 Scales, fur, or unusual hide type d20 Optional Physical Quirks or Traits
1 They possess an extra eye somewhere

d8 Hair Color Hair Texture 2 An additional set of limbs or extremities

1 Night-black Very tightly-curled 3 Extremely pronounced sexual dimorphism


2 Dark browns Dense and curled 4 Patches of feathers, scales, fur, or the like
3 Lighter browns Slightly wavy 5 They have a tail of some sort
4 Red shades Stiff and straight 6 They possess wings, whether useful or not
5 Blonds Thick and wavy 7 Their skin is an unusual texture
6 White or white-blond Thin and fine 8 Sigil-marked by their creator in some way
7 An unusual palette Thick and flowing 9 The sexes look very similar to outsiders
8 They lack hair Scant and delicate 10 They have a particular scent to them
11 Their voices are peculiar in some way
d8 Eye Coloration 12 Additional or too few fingers or toes
1 Black or extremely dark brown 13 They have animalistic features in some way
2 Hazel or olive 14 Have one or more manipulatory tentacles
3 Blues in varying shades 15 They have light-emitting organs or skin
4 Grays, whether flat or metallic 16 Their mouths are fanged or tusked
5 Ambers and yellows 17 They have alien Outsider features somehow
6 Greens in different shades 18 Their proportions are distinctly strange
7 An unusual or luminous color 19 They don’t show age the way others do
8 Slit or unusual pupils; roll again for color 20 Roll twice and blend the results
130• Society

Values of the Society It’s easy for a GM to come up with unsympathetic


Societies will tend to esteem certain values, holding them societies with these tables or from their own campaign
as emblematic of their people or specially blessed by their needs. If you need an antagonistic nation of slavery-lov-
gods. Institutions will honor these values, folk heroes ing ritual cannibals for your setting it’s not likely that the
will act in ways to further them, and the rightness of players are going to find the natives particularly appealing
decisions will be judged on how well they conform to in their habits or moral values.
these virtues. For some tables, it’s fine to leave it at that. The play-
These special virtues are not the only qualities the ers want to put steel into slavers and not have to think
society values, of course. Even the most individualistic carefully about it. The society is an evil one and it gets
society will value some degree of order and civic peace, what it deserves. If the natives are Blighted or non-hu-
while the most violent warrior cultures can still under- mans they might actually be every bit as intrinsically ma-
stand the need for some periods of enforced calm. Yet levolent and wicked as their society implies.
when these values clash with other principles, the society If you’re building a human society with unsym-
will generally choose their favorites to prevail. pathetic values, however, you may want to think more
From the GM’s perspective, you can use these prin- carefully about how human traits such as compassion,
ciples to generate adventure hooks and problems within familial love, loyalty, delight in beauty, and other posi-
the society. Just take the virtue too far, or make a favored tive qualities manifest. The natives have explanations for
vice a cause for significant civic troubles. their beliefs that satisfy them and account for their own
The table below can help you generate two or three experiences. Even in a society of cannibal slavers, there
traits the society values. Conversely, you could use the will be beloved children, bonds of friendship and respect,
table to find those qualities the society especially hates and other positive human relationships. Don’t make the
or considers contemptible. natives into caricatures unless caricatures are wanted.

d100 Values They Esteem d100 Values They Esteem


1–2 Individual rights and freedom of action 51–52 Personal sacrifice for one’s causes or purposes
3–4 Courage and valiance in danger 53–54 Building things in service of their posterity
5–6 Honesty and truthfulness in speech 55–56 Faithfulness towards one’s chosen friends
7–8 Eloquence and social expertise 57–58 Dominating and possessing other people
9–10 Raw strength and personal prowess 59–60 Exploring the unknown and discovering secrets
11–12 Discipline and obedience to the law 61–62 Seeking fortune in new places or new roles
13–14 Filial devotion to family and parents 63–64 Social progress toward some eventual utopia
15–16 Education and knowledge-seeking 65–66 Excellence in one’s profession or trade
17–18 Piety and devotion to the gods 67–68 Loyalty to one’s friends, family, and own
19–20 Beauty and seductive charm 69–70 Vengeance and execution of just vendettas
21–22 Conquest and domination of others 71–72 Restoring some real or imagined glorious past
23–24 Ascetic unworldliness and pious poverty 73–74 Unity and elimination of group differences
25–26 Harmony with nature and existing life 75–76 Magical prowess and occult ability
27–28 Ethnic purity of blood and culture 77–78 Sharing wealth and goods with others
29–30 Cunning and the ability to trick others 79–80 Membership in an elite bloodline or caste
31–32 Subtlety and indirectness of action 81–82 Personal indulgence and luxuriant pleasure
33–34 Prosperity and accruing material wealth 83–84 Scheming subtly against enemies or rivals
35–36 Submission to the collective will or culture 85–86 Remembrance of the past and memorializing history
37–38 Hardiness and endurance before woes 87–88 Aesthetic beauty in material goods and architecture
39–40 Honor and maintaining one’s integrity 89–90 Zealous guardianship of their own land or holy sites
41–42 Sexual license and wantonness 91–92 Humanistic reason and “rational” religion
43–44 Submission to lawful authority 93–94 Industry and the ability to work tirelessly
45–46 Personal development and limit-pushing 95–96 Leadership and charisma in the group
47–48 Justice and fairness between people 97–98 Pacifism and peaceful resolution of problems
49–50 Purging evil and expelling the wicked 99–00 Societal or ethnic superiority over all outsiders
Society •131

Societal Organization d20 Major Unit of Social Identity


How is the society organized at the basic level? While the 1 Extended family out to cousins and like kin
ties of blood are fundamental to almost all societies, the
basic units of identity and cooperation don’t always fall 2 Religious factions or faith alliances
along nuclear family lines. In the far future of the Latter 3 Regional and province-based identity
Earth, societies built on ideological or functional delin- 4 Ethnic membership
eations are more common, as some human lineages have
had their cognition and preferences adjusted to better 5 Professional guild or trade-specific group
suit their ancient manipulator’s purposes. These modi- 6 Identity based on their local community
fied humans can make functional societies that modern 7 Educational ties to institutions or traditions
humanity could never find tolerable.
The adjacent table gives suggestions for major social 8 Patron-client relationships with major figures
groupings in the society. A given individual might consid- 9 Hereditary loyalty to a political group
er several of these identities to be important to them; a 10 Trade guilds specific to particular roles
man may be deeply committed to his family and children,
but he might also see himself as a member of his caste or 11 Dynastic lineages with cadet branches
professional role, and fight on behalf of their interests as 12 Lineages based on ancient hero-ancestors
well as those of his immediate family. 13 Numerous castes of hereditary workers
For the GM, conflicts between these groups are an
easy source of adventure grist. The government likely 14 Inheritance of an ancient body modification
treats many of these groups as subjects for their poli- 15 Astrologically-determined birth groups
cies and laws, and different groups probably vie to win 16 Warbands or civic military service groups
control of the governmental apparatus. A powerful dy-
nastic lineage might strive to keep control of a particular 17 Voluntary mutual-assistance brotherhoods
ministry, while a trade guild might jealously guard “their” 18 Far-flung clans of affiliated families
senatorial seat. 19 Having or lacking noble blood
20 Ideological groups or philosophical sects

Societal Aesthetics d20 Example Template Societies


It’s impossible for a GM to define everything about a 1 Victorian England
culture that might conceivably become important during
play. Small details of dress, architecture, the titles of offi- 2 Standard Medieval Fantasy Land
cials, and other minutiae might suddenly become critical 3 Spring and Autumn China
when the GM needs a particular fact at hand. 4 Pre-Columbian North American Tribes
Rather than trying to formulate a heroically Barker-
ian level of detail for your society, the easiest workaround 5 Mali Empire
is to take an existing historical society as a template. 6 Unified Dynastic China
Whenever you need an answer for a particular question, 7 Imperial or Republican Rome
provide whatever answer roughly matches the way that
the chosen template society did it. 8 Greek City-States
Historical accuracy is completely unimportant, 9 Mongolian Steppe Nomads
as the whole point of the exercise is to give you quick, 10 Modern-day America
relatively coherent answers rather than to correctly
portray an existing real society. You may be generating 11 Renaissance Italy
a society of albino pacifists with three eyes that have a 12 Imperial Persia
magocratic government divided into multiple fractious 13 Early Medieval Europe
religion-based factions, but if they have an Aztec aes-
thetic then they build grand stone architecture, favor 14 Byzantine Empire
their clothing styles, and like erecting imposing religious 15 Incan Empire
monuments. 16 Fantasy Viking Land
For some of the more esoteric cultures or societies
on this list, you might need to do some background read- 17 Sumerian or Assyrian Empire
ing to pick up the necessary details. Such investigation 18 Aztec Empire
of real-life cultures and history can be a fruitful source 19 Post-Islamic Arabia
of inspiration for problems, adventures, and novelties in
your own world. 20 Polynesian Islanders
132• Government

Government Construction
When building a government for a nation, tribe, or oth- personal retainers. There is very little in the way of paid
er polity, it’s important to keep in mind the purpose of offices, bureaucratic institutions, or low-level function-
your work. While there’s a great deal of pleasure to be aries. Taxes and other exactions are gathered and handed
had in worldbuilding for worldbuilding’s sake, a working over by the common populace based on custom and the
GM should keep in mind three fundamental purposes in threat of direct violence from the leadership, rather than
building any government. being collected by some intermediary enforcers.
Governments should provide adventure hooks. If PCs or others start to create problems in an area,
The conflicts within a government, the demands it makes the local citizens will have to deal with it. Only if that
upon a populace, and the problems it faces from reb- proves impossible will they send to their leadership for
els, malcontents, rivals, and its own internal corruption help, and that help may not be quick in coming. In such
should all work to provide you with easy adventure cre- cases, the leadership will dispatch one or more trusted
ation grist and interesting events for PCs to encounter. retainers to lead the local response. These retainers may
A peaceful, orderly, intricately-designed government may dragoon local citizens and resources to their purpose, but
be an enjoyable worldbuilding exercise, but it’s not likely their actions will be based on custom, threat, and recog-
to give you much playable content. nized necessity rather than any written charter.
Governments should provide guidelines for re- Medium-density governments are found in richer
acting to PC actions. You need to understand how the polities or tribal nation-states where there’s enough sur-
local rulers will respond to typical PC hijinks. While you plus to feed a thin layer of functionaries. Even in these
don’t necessarily need to explicitly tally the local lord’s nations, however, usually no more than one in three hun-
men-at-arms in full harness, you need to know what kind dred people are actually officials or permanently-mus-
of resources the local authorities will likely have for deal- tered soldiers. Small bureaucracies may exist devoted to
ing with troublemakers and responding to local crises. Is the treasury, the military, economic control, or state re-
there anything like a police force? Are there particular ligions, but these bureaucrats will tend to be centralized
things that PCs are likely to do or be that are problem- in the capital or other major cities. Villages and other
atic, like being a sorcerer in a magic-banning nation or a provincial regions will generally have a single governmen-
human in a land of demihuman supremacists? Your life tal representative present, along with a handful of local
as a GM will be much easier if you have a rough idea of clerks, guards, and servants, often part-time.
the kind of muscle and money available to the local rulers When a crisis happens, the local governmental
at various levels of PC interaction. representative will resolve it with their personal retinue,
Governments should fit the thematic goal of the or enlist locals to assist. Some of these natives may be
nation. If you want to have pulse-pounding sword and formally organized as auxiliaries, such as a town guard
sorcery adventures in a decadent land of untamed wil- composed of free citizens obligated to do the work on a
derness and debaucherous cities, you probably shouldn’t rotating basis, or village chiefs charged with collecting
put it all under an all-powerful mandarinate. Or if you do, crop taxes from their neighbors. These auxiliaries are
you should have a very good idea of why scholar-officials rarely paid much, if anything, for their work. Many of
chosen for academic ability and personal virtue actually their duties may be treated as unpleasant corvee labor
fit the kind of play you want to encourage in the area. exacted from the populace by the state.
With these three points established, you can go In a medium-density government, PCs are unlikely
through the sections below to quickly generate a gov- to encounter the city watch or other low-level function-
ernment that will help you fulfill each goal. aries outside of an actual city. The lowest governmental
representative is usually a city or district magistrate or
Governmental Density governor, and individual village chiefs are likely no more
First, you need to decide how dense the nation’s govern- than important local citizens deputized as such by cus-
mental resources are. Very poor polities simply cannot tom. If the PCs cause serious problems in a city, the rul-
afford the tremendous superstructure of officials, enforc- ers may have a certain number of standing guardsmen to
ers, functionaries, and men-at-arms in full harness that deal with them, but major uprisings will require calling
richer nations can indulge. As a consequence, they will out the citizenry, the local garrison, or sending for help.
tend to have very different mechanisms for dealing with High-density government is the sort most familiar
public disorders and large-scale problems than more af- to modern readers, being a fair description of many of
fluent nations. the modern nations of the world. Perhaps as many as
Low-density governments tend to exist in tribal one in a hundred or even more are either professional
societies, small fiefs, compact institutions such as mon- soldiers, clerks, functionaries, or other state-employed
asteries, or poor nations that produce very little surplus servants. Bureaucracies exist in every city and town, and
for the elites to collect. Their governments usually consist the government has the manpower necessary to involve
of a single autocrat or small group of leaders and their itself in almost every form of human interaction.
Government •133

Depending on the competence and responsiveness The Source of Legitimacy


of the bureaucracy, a crisis might be met with a swift, Why does anyone pay attention to these rulers? They
overwhelming response, or it might meet an intermi- may have great military might at their disposal, but con-
nable delay of confused paperwork and competing de- tinued stable rule is contingent on some degree of popu-
partments before an overwhelming response is aimed lar submission to their orders. What have the rulers done
in precisely the wrong direction. Governments of this to earn the obedience of the people?
kind have a tremendous fund of resources to carry out
their will, but their will is often bent and warped by the d12 Sources of Legitimacy
countless layers of functionaries between the leader and 1 They’ve simply always been the rulers
the reality on the ground. In such states, it’s not impos- 2 They’re thought wiser and more virtuous
sible for the ostensible emperor to be unable to control
3 Their martial prowess is awe-inspiring
anything he’s not personally overseeing, simply because
the existing bureaucracies have too much inertia to direct 4 The gods chose them as the leaders
without personal oversight. 5 They were chosen by popular will
As the GM, think about the wealth and general atti-
6 They’re loved for their benevolence
tude of the populace of this nation and pick a government
density that fits. Then if some crisis or calamity strikes 7 They utterly crushed the last batch of rebels
in the land, whether PC-generated or not, you’ll have 8 They brought greater prosperity to the land
some idea what the initial response will look like and 9 They smashed the prior government
what kind of resources they might have to deal with it.
10 They brought order out of bloody chaos
The Ruling Authority 11 They led the nation to greater glory and pride
How many people are actually in charge in the nation? Is 12 They seem less bad than the alternatives
it an autocracy based on a single monarch, or is effectively
ruled by a council? Don’t worry about who these rulers
are at this stage, just decide if they are one, several, or Servants of the Ruling Order
many significant rulers. How do the rulers exert their will on the people? What
d4 Number of Rulers institutions or functionary classes exist to make sure
their commands are carried out and their laws are re-
1 There is a single nominal monarch spected? Most nations have more than one institution
2 There is a monarch and several under-kings that can serve to impose the ruler’s will, but the one you
3 There is a group of approximate equals pick or roll below may be the most powerful.
The ruler’s favored enforcers often tend to subsume
4 There are a large number of small rulers some of the government’s power toward their own class
or personal interests. Corruption among powerful gov-
The Ruling Class ernment functionaries is a commonplace, and PCs can
Where are these rulers drawn from? What class or classes easily find that the personal trouble they have with some
provide the leadership of the nation? This limitation may grandee can become a formal crime. Agents of less pop-
be a formal law or custom, or it may just be a de facto ular governments can come to be hated or feared by the
reality based on the local political situation. common people, often with bloody consequences.
d12 Example Ruling Classes d12 Institutions and Agents of Control
1 Hereditary nobility of blood 1 Subordinate lords pledged to the ruler
2 Powerful merchant-princes and oligarchs 2 Obedient commoner bureaucracies
3 Sorcerers and the arcanely skilled 3 Magically-empowered enforcers
4 Magically-empowered bloodlines 4 A major religion allied with state power
5 Proletariat peasantry or artisans 5 A powerful and respected judiciary
6 Minority ethnicity of long historical rule 6 Savage brutes on the government leash
7 Clergy of one or more local faiths 7 Economy-controlling officialdom
8 Citizens of a special city or old homeland 8 Divine blessings and curses on the people
9 Outsiders or nonhumans of a certain type 9 Ingrained obedience in the populace
10 Warlords or military leaders 10 Hireling enforcers employed at need
11 Clan heads or ethnarchs of particular groups 11 Sorcerers in service to the ruler
12 Colonizer viceroys of a foreign hegemon 12 A specific ethnic client group of the ruler
134• Government

Forms of Rulership Diseases of Rule


You may know how many major rulers there are for the The final step in creating the government is to roll or
nation, but how are these rulers chosen, and what is their pick a substantial problem that it’s facing or a driving
general relationship to the rest of government? Use the ambition that is causing conflict within its membership.
table below that best fits the number of chief rulers suit- This problem will help create adventure hooks involving
able to the land. the government; maybe the PCs are caught up in the
You’ll want to stick a suitable title on the ruler while struggle as unhappy victims, or enlisted by a faction to
you’re at it, using the default aesthetic of the nation as a help gain its end.
guide. Whether as a datu, emperor, basileus, sultana, or Remember that there will always be factions and
some other title of renown, you can fill in the names for conflicting interests in any government. Feudal lords
your rulers once you know how many of them there are don’t want the same things that the monarchic king
and how they’re to be organized. wants, and urban merchants haven’t the same interests
as rural peasantry. Even a state’s main institutions of en-
d8 Single Rulers
forcement might have their own set of goals to pursue.
1 King or queen over lesser lords If you want an extra layer of complication to the
2 Autocrat with non-noble officials situation, you can roll for an earlier problem that the
government overcame… but the way in which they over-
3 President chosen by certain electors
came it planted the seeds for its current dilemma. Adding
4 Warlord recognized as the strongest historical consequences like that helps give a sense of
5 Seniormost representative of the ruling class depth to your world and its rulers.
6 Divinely-chosen leader of the land d12 Current Struggle Within the Government
7 Monarch for a fixed term or situation 1 The ruler’s trying to crush a too-powerful lord
8 Wielder of some magical legitimacy 2 Ministers are trying to usurp power
3 A grand scheme has gone terribly wrong
d8 Multiple Rulers 4 External diplomacy has bungled something
1 Nobly-born peers of the realm 5 A usurper secretly controls a major power
2 Seniormost figures in the ruling class 6 Foreign rivals are backing malcontents
3 Elect chosen by ruling class electors 7 A different class demands a share of rule
4 Hereditary heirs to their positions 8 The existing ruling class wants more power
5 Warlords with the strongest backing 9 A disfavored class is being oppressed
6 Oligarchs of greatest wealth or influence 10 Popular discontent is destroying legitimacy
7 Divinely-chosen representatives of their class 11 The prior ruler’s incompetence still harms it
8 Bureaucratically-chosen ministers 12 The heir is unacceptable to many
Government •135

One-Roll Government Details


While the prior tables give you a basic framework for a
government, it can be useful to add a few more details d4 How Stable is the Government?
for spice and easier plot hook creation. The tables on this 1 Precarious, its authority questioned by some
page can be used to quickly generate a few peripheral 2 It has significant problems, but it functions
facts and situations to help flavor a GM’s plans. As with
the other tools in this section, a GM should simply scale 3 Relatively stable, with strong legitimacy
the results up or down to suit the scale of the government. 4 Stable, able to endure even fierce shocks
Thus, if you’re creating a tribal kingship where the
ruler is one man and his dozen most trusted spear-broth-
d12 Officials Recently Causing Problems
ers, a result of “Bribe-hungry and meddling magistrates”
might mean that Bragi accepted a dozen sheep from 1 Rapaciously grasping tax-farmers
a man to decide in his favor about a land dispute, and 2 Ill-disciplined and thieving military troops
so now the victim’s kindred are demanding justice. In a
3 Bribe-hungry and meddling magistrates
grand empire, that same result might speak of an entire
province plagued by greedy magistrates. 4 Ever-watchful informers among neighbors
5 Tithe-hungry collectors from the state faith
d6 How Established Is the Current Ruler? 6 Corrupt and untrustworthy market officials
1 They’re an outsider with few existing allies 7 Carelessly superior nobles and their retinues
2 They’re newly-ascended to the throne 8 Thuggish constables or city guardsmen
3 They have some basic ties with strong allies 9 Pitiless inquisitors hunting out dark magics
4 They have a hard core of useful supporters 10 Law enforcers acting as if they are the law
5 They have an extensive support network 11 State scholars teaching vile principles
6 They’re practically an institution of their own 12 Corrupt village headmen acting as tyrants

d8 What Problems do their Ministers Have? d20 Recent Governmental Event


1 Their chief schemes too much against rivals 1 A major official was executed for treason
2 They’re out of touch or lazy in their work 2 A critically-necessary heir was born
3 They recently suffered a bloody purge 3 A chief minister fell rapidly from grace
4 Enemy forces have allies among them 4 A high noble made rebellious noises
5 They’re distracted by factional infighting 5 A major faith was offended by the rulers
6 The leadership tends to ignore their advice 6 An allied nation was angered by some act
7 They tacitly usurp power from the ruler 7 An enemy nation’s spy ring was revealed
8 They’re committed to a very bad idea 8 A vast governmental project was announced
9 Corrupt officials plundered a great plan
d10 A Strength of the Government 10 A major new bureaucracy was formed
1 The bureaucracy is extremely efficient 11 A heavy tax was levied to deal with an issue
2 The military leadership is fiercely loyal 12 A general was dismissed for incompetence
3 It has great legitimacy with the populace 13 A folk hero rose to dangerous popularity
4 It has firm economic control over the land 14 A major infrastructure project was begun
5 The populace is convinced it will bring good 15 A fief or territory was put in new hands
6 Its diplomats are remarkably cunning 16 Certain merchants were fined to beggary
7 An expert spymaster serves it well 17 A terrorist attack by rebels or external foes
8 It has access to powerful sorceries 18 A major faction of officials collapsed
9 It’s got firm ties with an important faith 19 A large bureaucracy was dissolved
10 Nobles have magic blessings or gifted blood 20 Internal province borders were redrawn
136• History

History Construction
A GM will often need to build some sort of history for Then use the table below to pick out some crisis they
their creations, whether for current nations and groups faced and overcame, thus instigating their rise.
in their campaign setting or for some long-lost fragment
of ancient empire. Rather than bog down in an endless- d00 Historical Crises
ly-unscrolling timeline of events, it can be convenient to 1–4 Barbarian invasion
package the past into four stages for any group: origin,
5–8 Colonial incursion from a greater power
rise, peak, and fall. The tables provided here give some
suggestions for particulars. 9–12 Decadent society or a great social evil
Not every group will need every stage fleshed out, 13–16 Divine wrath upon them
and not every element needs to be detailed in exhaustive 17–20 Domineering neighbor
fashion. A few sentences about each stage is often all
that’s necessary for some long-dead empire, and when 21–24 Economic collapse
building some time-lost ruin all you might care about is 25–28 Failed external war
how the original creators fell. 29–32 Ideological divide
You can also create epicycles inside this pattern, add-
ing additional rises, peaks, and falls within the group’s 33–36 Incompetent governance
history until some final burden blots them from the 37–40 Internal refugees from disaster
memory of the world. It’s generally only worth your 41–44 Loss of cultural confidence
time to do this if you plan on very carefully detailing a
45–48 Magical calamity
particular history. For less important actors, the rough
outlines are usually all you need. 49–52 Malevolent religion
If you don’t already know of their origins, first find 53–56 Miserable poverty
out how the group came into being.
57–60 Natural disasters
d8 How Did They Originate? 61–64 Noble infighting
1 Aboriginal peoples united in the area 65–68 Religious or ideological excess
2 They were refugees from a fallen land 69–72 Resource exhaustion
3 They were exiles or losers of some civil strife 73–76 Scheming wizards
4 They were colonists who became independent 77–80 Some titanic monster
5 They were magically created or shaped here 81–84 Tyrannical rule
6 They all followed a faith or ideology here 85–88 Unsuccessful expansion
7 They were a conquering army gone native 89–92 Usurpers seizing control
8 They migrated here for profit or plunder 93–96 Vicious civil warfare
97–00 War with a stronger power
Now roll or decide what became of the original in-
habitants of the land, who might’ve been the last rem- But how did they manage to overcome the crisis?
nants of the former ruling power of the region or small, What quality did they demonstrate to get through the
disorganized groups unable to successfully resist. hard times or shift the burden onto their neighbors?
d10 What Became of the Original Inhabitants? d10 How Did They Overcome the Crisis?
1 There were no other humans living here 1 A brilliant and inspirational leader arose
2 They were wiped out in warfare 2 Organization and unity overcame the trouble
3 They were utterly assimilated 3 Grim determination and enduring the evil
4 They were driven into exile 4 Faith strengthened them against the woe
5 They became the ruling class 5 Skillful use of magic resolved the problem
6 They became an oppressed underclass 6 Martial prowess and military cunning
7 They were partially assimilated 7 Diplomatic ties and outside help
8 They retained small areas of self-rule 8 Industrious labor and tireless exertion
9 Roll 1d8 twice; both happened 9 Economic brilliance and trading acumen
10 No one can agree on what happened 10 Ruthless but effective sacrifices were made
History •137

With the group at its historical peak, what particular d12 What Became of the Unabsorbed Survivors?
marvels, splendid qualities, or exceptional strengths did 1 They fled for refuge to a neighboring nation
it demonstrate? The shining peak of a provincial noble
2 They sought to hide in a dangerous wilderness
house might produce significantly less than the golden
age of a world-spanning empire, but something about 3 They were exterminated by bitter rivals
this period set its stamp on the group and gave them 4 They degenerated into savage remnants
something to be proud of for the remainder of their days.
5 They were enslaved by their enemies
d12 What Was Great About Its Peak? 6 They were magically transformed or twisted
1 A terrible regional evil was driven back 7 They were shattered into pockets of survivors
2 Academies were built that are still honored 8 They became a remnant shadow of themselves
3 Ancient foes were united together 9 They forcibly migrated into a weaker land
4 Grand Workings were sorcerously raised 10 They formed the nucleus of a new culture
5 It controlled the trade of the entire region 11 They split into several new, smaller groups
6 It was hegemon over its weaker neighbors 12 Roll twice; the resultant groups hate each other
7 Its armies were fearsomely mighty With the basic outline of the group’s history com-
8 Its culture was compelling to its neighbors plete, you can now go on to decorate their past with other
9 Magnificent works of art were created historical events, such as those given on the following
pages. If you’ve already established a few historical events
10 Numerous legendary heroes arose for the group as part of building a backdrop with them,
11 The populace was tremendously prosperous you can stitch those existing events into the pattern
12 Wonderful works of architecture were built you’ve generated here.
All of the results in this section should be selected
Yet all glories must fade in time. For its fall, pick with an eye for adventuring potential. The old conflicts,
or roll another historical crisis; this time, the group was past prides, and present travails of a nation are meant
unable to rise to the occasion and collapsed due to the to provide situations that the PCs can encounter, and
stress of the situation. Why couldn’t it handle the crisis? problems that they might be called upon to intervene
in. An intricate tale of a hundred-year war is all well
d12 Why Did It Fail At the Final Crisis? and good, but if the story doesn’t provide any adventure
1 Its people were too deeply divided hooks, then it’s recreational worldbuilding rather than a
2 Its leadership was hopelessly inept source of playable content.
Also keep in mind that these history tools don’t need
3 The gods cursed it to ruin to be applied strictly to great nations or mighty tribes.
4 Decadence and self-absorption doomed it Even a gentry family in some remote village might have a
5 It was vastly overconfident in its plans history patterned from this table, translated and shrunk-
en down to the scale at which they live. The Barbarian
6 Its neighbors conspired to help ruin it
Invasion that was a tide of howling warriors to a nation
7 It was actually two crises, and it was too much might be a raucous clan of backwoods squatters laying
8 It was culturally exhausted and apathetic claim to the family’s best fields. In the same vein, “diplo-
matic ties and outside help” might’ve brought together a
9 Some tried to take advantage of the crisis
national alliance at a state level, and might’ve called on
10 Its strengths were useless against the problem old marriage ties to marshal a mob of angry villagers at
11 The crisis was far too vast and overwhelming a more familial level. Use the results as cues and general
12 Some leaders were allied with the crisis directions rather than stiff descriptions of specific fact.

With the nation or group in ruins, the last step to the


process is to determine what happened to the survivors
that were not absorbed by the conquerors. While fantasy
worlds often consign fallen empires to oblivion, historical
collapsed nations tend to melt into the surrounding peo-
ples or carry on as pockets within the new overlord’s do-
main. In your world, it’s possible that the serpent-men of
the Red-Scaled Imperium were wiped out by the collapse
of their thousand-year rule, but it’s equally possible that
they became the humble swamp-fishers that sometimes
bring their catch to human villages.
138• History

Historical Events Great Awakening: A tremendous wave of reform, pu-


The events described here provide a selection of possibil- rification, and re-commitment to venerable values
ities for your own history-building. When applying them swept through the group.
to different levels of your backdrop, scale them according- Great Builders: The group constructed a great many vast
ly; the Immigrants result rolled on a village scale might be palaces, monuments, estates, or other structures of
a family of foreigners moving into an isolated farmstead, wide fame.
while applying it on a national scale might mean an entire Great Infrastructure: Some tremendous work of infra-
barbarian tribe has marched in and requested citizenship. structure was accomplished: canals, vast walls, roads,
aqueducts, mines, or the like.
Battleground: The group’s territory ended up as a bat- Hero King: Some king or other ruler achieved legendary
tleground between two stronger rival powers, and glory in war, diplomacy, or governance. Their name
they suffered bitterly for it. is honored even today.
Betrayal: Either they betrayed some trusting neighbor to Immigrants: A large group of foreigners entered the land
a foe, or were betrayed in turn by such a false friend. more-or-less peacefully and may or may not have
Brutal Oppression: Some portion of the group was re- been welcomed.
duced to a state of wretched subservience by the rest. Inefficient Rule: The group’s governance was impractical,
Class Struggle: Different classes were in conflict, either inefficient, or corrupt, holding to values that turned
subtle or overt, all seeking their own gain. out to be unhelpful.
Consequences: Pick an event of a prior age; it had long- Internal War: A straight-up civil war was sparked in the
term consequences that were good, for a bad event, group, one that involved all or many of its members.
or bad, for a good event. Loss of Confidence: Some encounter with a new group
Decadence: Old strengths and glories crumbled away or some shocking event made the group lose faith
into decadent remnants, the group becoming indo- in its own customs and values.
lent and indulgent. Magical Disaster: Some large-scale magical disaster
Depravity: Vile debauches, unclean habits, and base hun- scarred the group, either natural in nature or the
gers became commonplace among the group. result of someone’s sorcerous doings.
Desolation: Some portion of the group’s territory was Magical Tech: The group developed a useful and wide-
rendered uninhabitable by something, either per- spread magical tech or infrastructure that may have
manently or for a long time. survived into the present.
Diplomatic Coup: The group achieved an extremely Natural Calamity: Earthquakes, multi-year droughts,
successful alliance or affiliation with a neighboring tsunamis, meteor strikes, or some other ruins smote
group that may yet persist. the group.
Economic Boom: Circumstances produced a burst of New Horizons: The group discovered new territory,
tremendous prosperity for them. whether trans-dimensional, a far terrestrial region,
Enemies Within: A hostile sub-group inside the group underground realms, or the like.
worked to do it evil, perhaps on behalf of a neighbor New Rulers: The group’s former ruling dynasty was re-
or due to some old grudge. placed, either peacefully, through intrigue, or per-
Evil Wizard: A malevolent sorcerer, arcane cult, or other haps through outright conquest.
powerful magical entity caused a great deal of trou- Noble Function: Aside from the usual roles of nobles,
ble for the group. their ruling class was all expected to fill some spe-
Exodus: A significant chunk of the group packed up and cific role: priest, mage, scholar, or the like.
left for some supposedly-superior land. Noble Strife: The group’s nobility found itself embroiled
Exquisite Art: The group produced art that is revered to in assassinations, petty wars, and mutual struggle.
this day, either in general or in a specific medium Plague: A sickness of vast scope culled many of the
or form of literature. group, and may yet linger in some form.
External War: The group faced a war with some external Poverty: Circumstances conspired to reduce the group
enemy or rival nation, with grave consequences. to a state of great poverty and harsh simplicity for
Freakish Magic: A particular type of magic was devel- a time.
oped here that is unknown elsewhere, and its prac- Power Brokers: The group was a critical regional power
titioners keep its secrets well. broker for a time, their aid or influence critical in
Golden Age: Everything went remarkably well for the determining who would be the hegemon.
group for an extended period of time, allowing pros- Praetorian Coups: Soldiers or guardsmen in service to
perity and success. the ruler ended up becoming the ruler’s electors or
Good Wizard: Some magic-using entity of great power deposers.
protected the group, taught them magic, or other- Priest King: One or more religions became deeply in-
wise assisted them. tertwined with the legitimacy of the ruling class,
priests becoming nobles and vice-versa.
History •139

d00 Historical Event d00 Historical Event


1–2 Battleground 51–52 Loss of Confidence
3–4 Betrayal 53–54 Magical Disaster
5–6 Brutal Oppression 55–56 Magical Tech
7–8 Class Struggle 57–58 Natural Calamity
9–10 Consequences 59–60 New Horizons
11–12 Decadence 61–62 New Rulers
13–14 Depravity 63–64 Noble Function
15–16 Desolation 65–66 Noble Strife
17–18 Diplomatic Coup 67–68 Plague
19–20 Economic Boom 69–70 Poverty
21–22 Enemies Within 71–72 Power Brokers
23–24 Evil Wizard 73–74 Praetorian Coups
25–26 Exodus 75–76 Priest King
27–28 Exquisite Art 77–78 Rare Resource
29–30 External War 79–80 Religious Fall
31–32 Freakish Magic 81–82 Religious Rise
33–34 Golden Age 83–84 Resource Collapse
35–36 Good Wizard 85–86 Secession
37–38 Great Awakening 87–88 Terrain Change
39–40 Great Builders 89–90 Total Collapse
41–42 Great Infrastructure 91–92 Twist of Fate
43–44 Hero King 93–94 Urbanization
45–46 Immigrants 95–96 Weak Throne
47–48 Inefficient Rule 97–98 Xenophilia
49–50 Internal War 99–00 Xenophobia
Rare Resource: A uniquely valuable resource was found Total Collapse: Whether due to war, civil strife, magical
or manufactured by the group, which used or traded curses, or sheer decadence, the group’s society col-
it to full effect. lapsed into anarchistic chaos for a time.
Religious Fall: A once-honored religion collapsed, per- Twist of Fate: Roll again; if the event was positive twist
haps through divine displeasure, human corruption, it to ultimately be a negative to the group, and
or harsh suppression. vice-versa.
Religious Rise: A powerful new religion arose among Urbanization: One or more urban sites became unusu-
the group. ally heavily populated, growing vastly and having a
Resource Collapse: Some critical resource ran short; wide net of supporting towns.
water, arable land, timber, magical power, or the like. Weak Throne: The central government of the group be-
Secession: A substantial portion of the group’s territory came weak, and feudal lords or subsidiaries gained
tried to secede from the rest, successfully or oth- much effective independence.
erwise. Xenophilia: The group adopted many customs from their
Terrain Change: Some portion of the group’s land slowly neighbors and many foreigners joined the group.
changed its basic ecosystem; plains to forest, desert Xenophobia: The group conceived a strong distaste for
to savanna, or the like. foreign people and their customs, curtailing outside
contact.
140• Religion

Religion Construction
While it’s certainly possible to create a setting wholly de-
void of anything resembling a religion, most GMs will What is the God’s Origin?
want some manner of faith in their campaign. Note that Where did this deity come from? The religion may be
you should only build the religions you need, the ones completely wrong about the facts of the matter, but they
that will give you the most playable content and the high- will have some kind of explanation as to the origins of
est number of adventure hooks. A boring faith, however their god. This origin will tend to shape a faith’s rela-
important it is to the culture or society it’s in, just isn’t tionship with their patron; the literal hero-ancestor of
worth much of your mental effort or creative energy. a people will draw a different kind of devotion than a
personified abstract principle.
The Scope of the Faith d12 Where Did The God Come From?
First, decide where this god is worshiped. It might be
a local deity unknown outside a particular backwoods 1 It’s a deified ancestor-king or progenitor
hamlet, or it might be the state faith of an entire kingdom 2 It’s a legendary historical hero or teacher
or continent. Some faiths you create might be entirely
3 It’s an abstract principle reified as an entity
dead in the modern age, existing only to help you define
the particular god some ruined temple once served. 4 It simply always existed since creation
Use the scope of the faith to scale the results and de- 5 It was an apotheosized sorcerer
cisions that follow. A religion led by a single holy prophet 6 It’s the genius of a particular land or location
might amount to a village wise man for a petty rural god,
while an empire’s faith might be led by a pontiff hardly 7 It was an Outsider or alien from beyond
less powerful than the emperor. 8 It was a personified natural phenomenon
9 It was another faith’s saint turned into a god
Who Leads the Faith? 10 It was a tamed or placated supernatural entity
How is the religion organized, and who makes decisions
about its beliefs, actions, and use of resources? When 11 It was an artificial construct built by humans
PCs interact with the clergy, who will be deciding how 12 Roll twice and blend the two
the faith responds to them, and who do the nobles deal
with when they want divine favors for the church?
d8 Church Structures Why Does This Faith Matter?
Most gods provide something important to their wor-
1 Each holy man or woman is the autonomous
shipers, be it luck, divine blessings, salvation upon death,
leader of their own branch of the sect, with
or curses on their enemies. From a GM’s perspective,
however many followers they can gather.
however, the most important factor is how the god re-
2 There are multiple pontiffs, friendly or otherwise, lates to the PCs, and what sort of playable content they
with subordinate clergy obedient to their own bring to the campaign setting.
pontiff and perhaps cooperative with others. In some cases this will be obvious, because you’re
3 There is a single pontiff with a layer of upper building a faith to be the state religion, or the primary
clergy and temple heads beneath them, who source of Healers in a setting, or some other clear hook.
have a layer of minor clergy serving them. The table below offers some suggestions for other cases.
4 Individual congregations are independent, with
d10 Why Does The Faith Matter?
their clergy subject to the consensus will of their
parishioners. 1 It’s the main purveyor of healing blessings
5 Powerful lay believers fund temples that are 2 It provides magical favors to the faithful
subject to their family’s wishes, staffed by clergy 3 It’s locked in conflict with a major local power
supported by their funding.
4 It supports something the PCs love or hate
6 There is no official clergy; some believers may
take up special roles or provide teaching, but 5 It’s the state faith or otherwise legally important
they are not qualitatively different from others. 6 It regularly hires people to do work for it
7 The church is entirely part of the secular structure 7 It’s trying to expand and needs help
of the land, its clergy no more than officials
8 It’s a huge economic player in the area
appointed by the government to their roles.
8 Roll twice; the faith has different structures in 9 It plots secret sinister evils against the land
different places or contexts. 10 It has influence over important locals
Religion •141

What Does This Faith Want? What Is Their Societal Function?


The religion doubtlessly wants something. Individual While a given faith matters chiefly for what it provides
clerics might have their own desires and ambitions, but by way of adventure hooks, the religion also must serve
as an institution the faith wants something that the PCs some meaningful purpose in its surrounding society. It’s
can either help or hinder them in obtaining. Some faiths a common habit of world-builders to assign particular
might have multiple desires, either pursued by quarreling portfolios to gods and then build out their social func-
factions within the church or as part of some larger vision. tion from that. While it’s possible to do this, it’s generally
d12 What Does The Faith Want? more efficient to reverse this process.
First you pick the function that is being served, and
1 Crush its religious rivals in the area then you roll or choose the god’s divine portfolio. The
2 Destroy a heretical but powerful sub-sect connection between the two may not seem obvious at
3 Expand the faith to a foreign land or people first glance, but the society will tend to create their own
explanations for any apparent incongruities. A forest god
4 Recover holy land or a sacred site
who also happens to be the favored deity of a nation’s
5 Obtain vast material wealth for the faith noble elite might influence their iconography, make their
6 Depose a hostile royal house or government duels into ritual hunts, and perhaps be credited as the
magical source of noble fertility or special prowess.
7 Smash a specific enemy faith or group
Most societies will have certain roles or functions
8 Embody their god with a mighty ritual that the gods need to serve. Almost every nation’s farmers
9 Erect a huge and imposing temple complex need to pray to somebody for a good harvest, and people
10 Perform a tremendously expensive rite will pray for health, luck, protection in danger, success in
undertakings, and other common human desires. A GM
11 Strengthen or protect its devout believers could create gods for all the common needs listed below,
12 Roll again; stop a rival from doing that but the table is mostly useful for assigning a particular
social role to whatever specific gods or religions that are
What are the Clergy Like? most relevant to your campaign’s scope and your party’s
What’s the average cleric of this faith like? How do they adventures.
present themselves to the general public, and what kind
of cleric will the PCs most likely encounter if they want d20 What Does This God Do in Society?
to deal with this religion? The more restrictive and de- 1 It’s the war god or patron of those who fight
manding the faith is about their clerics, the rarer they will 2 It’s the favorite god of the ruling class
be and the more likely that lay believers handle some rit-
3 It’s the patron of an important profession
uals of the faith on their own. Conversely, the more strict
the qualifications, the more likely those clerics are to have 4 It’s a devil-figure that must be placated
special qualities or magical powers. Some faiths may have 5 It provides healing or protection from danger
multiple kinds of clerics, either as different ranks or for 6 It’s a patron of an illegal but inevitable trade
serving different functions in the religion.
7 It hallows the law and consecrates oaths
d8 What Are the Clerics Like? 8 It’s flatly illegal and hated by most
Just ritual technicians trained in complex rites, 9 It’s the protector of an ethnic minority
1
with no special moral qualities. 10 It provides good harvests or human fertility
Chosen from specific bloodlines or groups and 11 It’s the patron of the former rulers of the land
2
trained to serve the faithful. 12 It guards particular places within the land
Experts in some sphere related to the god’s 13 It provides wisdom and insight at need
3
portfolio or nature, though trained in ritual.
14 It gives good luck to its petitioners
Sorcerers who serve the god as part of their
4 15 It’s a protector of the weak and humble
magical studies or efforts.
Common believers chosen by their peers for 16 It empowers those seeking revenge for wrongs
5
their technical skill and good moral qualities. 17 It bestows material wealth upon petitioners
Isolated ascetics or ritually-separated persons 18 It protects the soul in the afterlife
6
expected to keep a distance from the world. 19 It explains the creation and order of the world
Individuals who step forward and are accepted 20 It prevents some type of common disaster
7
for their qualities or technical skills as priests.
The wealthier believers who can afford to keep
8
up the expensive or demanding ritual practice.
142• Religion

What Is The God’s Portfolio? What Are the Faith’s Strictures?


Once you know what the faith’s role in society is, you can A religion will make certain demands upon its faithful,
pick or roll to find out what general portfolio is assigned with the common believers expected to keep to certain
to the deity. Powerful gods may have several spheres they behaviors and the clergy charged with more demanding
are responsible for, while niche deities might be gods of practices. These strictures and commands usually relate
only a small, specific, yet important function. The origins to actions rather than beliefs; theological disputes are
of the god will also flavor this choice; an ancestor-hero meat for priests, while common believers concern them-
might have a portfolio associated with their great deeds selves with the proper sacrifices, prayers, rituals, and tech-
in life, while a reified cosmic principle probably isn’t con- nical procedures for winning the god’s favor.
sidered critical to merely human processes and activities. Some of these strictures will be positive, command-
Remember also that gods tend to bleed into provid- ing the faithful to act in certain ways. Others will be neg-
ing the services that their worshipers need from them. If ative, forbidding them from particular activities. While
a god is important to the locals, the original myths and many faiths might have general prohibitions against blas-
understanding of their nature may warp over time into phemy or other activities widely despised by their society,
functions and aspects that are more important or sig- the table below focuses on special commands unique to
nificant to the people and their rulers. A god that once the followers of the god.
embodied a particular natural principle might later be Of course, not all followers will obey these strictures
viewed as the patron of some human concern, their orig- with the same zeal. Priests and the pious will usually
inal qualities reinterpreted to fit their new role. be expected to offer at least lip service to the principles,
while common believers may follow them only when
d20 Human Concern Natural Principle their circumstances allow or they feel a special need to
1 A Human Vice A Local Terrain Type curry the god’s favor. Nobles and other elites will often
2 A Kind of Demihuman Beasts make an ostentatious show of such behavior, facilitating
it with their wealth and power in order to emphasize
3 Agriculture Beauty or Sex their piety and favor with the gods. Indeed, following cer-
4 Cities Cosmic Law tain taboos may be a sign of status in a society and show
5 Commerce Creation the practitioner is wealthy enough to afford such limits.
6 Crafting Death d20 Particular Religious Requirements
7 Deception Fertility 1 Never/always associate with certain types
8 Healing Forests 2 Never eat a particular common food type
9 Justice Magic 3 Give a significant tithe regularly
10 Luck Mountains 4 Make particular sacrifices at certain times
11 Marriage or Family Night 5 Revere/hate a class or group of people
12 Music One or More Seasons 6 Forbid a certain common profession or role
13 Prophecy Pain 7 Forbid an activity common to society
14 Protection Sea or Rivers 8 Give secular obedience to the clergy
15 Revenge Sky
9 Pray at certain fixed places or times
16 Ruling Storms or Rain
10 Never/always trade with certain sorts
17 Theft or Crime Sun, Moon, or Stars
11 Never/always live in certain places
18 Travel or Roads The Underworld
12 Marry exclusively within the faith
19 War Time
13 Do something society finds repugnant
20 Wisdom Untamed Nature
14 Hold certain places to be taboo
15 Hide the inner faith’s teachings from outsiders
16 Make sacrifices that society finds hateful
17 Never/always make war on certain types
18 Honor/degrade a particular profession
19 Make certain pilgrimages to holy places
20 Never/always cooperate with a certain faith
Religion •143

One-Roll Temple Details


It’s inevitable that the PCs are going to seek the services
of a temple sooner or later, either for the sake of some d4 How Big is the Temple?
magical blessing that can be had there or out of more 1 Much smaller than most in a similar place
secular interest in its wealth, employment opportunities, 2 Shrunken from its former size
or suitability for plundering. The tables below allow you
to roll one die of each type and assemble a serviceable 3 Normal for a temple of its importance
shrine out of the results. 4 Unusually large or grand for its site
When considering the specifics of architectural de-
sign or decoration, you can lift the aesthetic of the sur-
d12 What Problems Does It Have?
rounding culture and simply use that. If the faith is an
export from a foreign land, however, it might use a dif- 1 A rival faith is doing the temple real harm
ferent architectural lexicon, or use materials uncommon 2 The locals expect a miracle it can’t provide
in the secular buildings there. Often there are particular
3 The leader is fighting with their superiors
structural quirks that quickly identify a building as sa-
cred in its culture, such as purifying baths or ritual walls. 4 A priest recently did something awful
5 The temple got into serious debt lately
d6 What Do The Locals Think Of It? 6 Some disaster physically damaged the place
1 It’s held in contempt for its flaws and failings 7 Some armed men have a grudge against it
2 Something about it is bothering the locals 8 The elite refuse to patronize it for some reason
3 The locals accept it as a tolerable shrine 9 It suffers signs of real divine displeasure
4 It has a good and trustworthy reputation 10 A sorcerer-priest is meddling with dark forces
5 It did something recently that gave it glory 11 A schismatic is drawing off its believers
6 It’s held in utmost esteem by the locals 12 Roll twice; one because of the other

d8 Who Is In Charge There? d20 Particular Quirks About the Temple


1 A venal time-server of desultory piety 1 It’s built into a once-secular building
2 A harried and inexperienced new leader 2 It’s remarkably well-fortified
3 A dutiful minion of the local secular power 3 It’s connected to a secular business
4 An incompetent shunted off to the post 4 The clergy are largely related to each other
5 A local prodigy of remarkable abilities 5 It’s in an unusually dangerous location
6 A grizzled and pragmatic leader 6 It shares space with a friendly faith
7 A charismatic but near-schismatic iconoclast 7 It follows unusual prohibitions or rites
8 A practical and reasonably pious cleric 8 It has access to some ancient artifact
9 The library is remarkably extensive
d10 What Particular Help Can It Provide? 10 It attracts prophets and religious merchants
1 They have considerable magical resources 11 It provides some illicit or scandalous service
2 They’re unusually flush with cash 12 It’s more a merchant enterprise than a shrine
3 They own a lot of valuable goods or land 13 It’s unusually beautifully-built
4 They have the ear of important locals 14 It’s a shadow of a once-glorious past
5 The local lord relies on them considerably 15 It’s unusually recent in its founding
6 They have useful secular servants 16 The clergy generally hate each other there
7 They know a lot of useful secrets 17 Its leadership is foreign or demihuman
8 They can get crimes or offenses forgiven 18 It deals only with the proven faithful
9 They are owed favors by other temples 19 It displaced a former faith, perhaps violently
10 They have a lot of well-armed followers 20 It actually is another faith, merely concealed
144• Religion

Evil or Antagonistic Religions d12 Rewards of the Sinister Faith


For many GMs, it hardly seems like a sword and sorcery 1 It savagely defends an otherwise oppressed
campaign without a sprinkling of nefarious cults and a or powerless group, requiring service as a
cackling evil high priest or two. Likewise, GMs of other price for this aid
genres often find it necessary to cook up the occasional
2 The chosen among the believers are granted
evil deity and its host of cultist slaves.
magical powers or occult gifts
While it’s possible to create such faiths as simple plot
devices, wicked for wickedness’ sake and motivated by 3 The faith can bestow wealth and material
irrational zealotry alone, fleshing the faith’s reasoning out prosperity on those who serve it
a little bit further can sometimes produce more usable 4 It allows an undead or undying state of
game content or a more abundant selection of plot hooks. eternal life for devout servitors
When you need an evil religion or a faith that’s go-
5 It gives practical protection against a plague,
ing to be antagonistic to the party’s goals, it’s worthwhile
disaster, constant environmental hazard, or
asking yourself some questions about it.
other threat against its believers
Most importantly, is this faith genuinely malevolent
or is it just situationally opposed to the party’s interests? 6 It provides political power through blackmail,
The devotees of Kaaldruk the Iron-Horned might make bribery, vile favors, and other works in favor
it a point of religious zeal to murder any interloper who of its followers
dares enter the taboo ruins of his sacred city, but oth- 7 Its principles are the comfortably established
erwise the faith may be no more vicious or demanding morals and beliefs of its hereditary believers,
than any other religion in the area. A party who finds as much as they hide them from outsiders
themselves with a pack of Kaaldruk’s holy slayers track- 8 It provides intense physical pleasures or
ing them after their latest ruin expedition may have a sensory delights that its believers normally
negative opinion of the faith, but other locals might just would never get to taste
shrug and figure the PCs brought it on themselves.
If the religion isn’t really malicious or contrary to 9 It provides muscle to its faithful followers,
local moral codes then you can create it with the tools letting them murder, beat, or terrorize those
earlier in this section and just add whatever additional who stand against them
goals or strictures you need to put it crosswise with the 10 It justifies their worst impulses and gives
PC party. If this religion really is a nefarious one, follow- a divine rationale to a vicious, depraved
ing heinous principles or obeying sinister powers, then a subculture the believers belong to
few more questions need to be answered. 11 It promises salvation from an impending
catastrophe that will be unleashed on all
The Rewards of Damnation unbelievers.
What do the cultists get out of their service? Why does
it seem a good idea to worship a tentacular abomina- 12 It gives its outcast adherents a sense of
tion that hates all human life? Why are these believers meaning, importance, and power with its
rejecting the morals and values of their native culture to terrible majesty and awful splendor
adhere to faith that rejects everything their families and If the faith has an open, public presence in a society,
society holds dear? it probably is offering some of the same practical benefits
The irresistible will of a dark god or the convenient that a more temperate religion provides. The tables on
insanity of mind-blasted devotees are over-worn tropes the prior page can be used to give a hint about what the
often used to answer this question. Aside from being dark cult means to its more casual adherents.
stale, they also don’t give a GM much to work with; if A savage blood god who grants inhuman might to
the cultists are worshiping this dark god because they’re its fiercest devotees might simply be a useful war god to
crazy or mind-controlled, then there’s no way to rational- rank-and-file believers. They may not have any moral
ly predict their actions or assess their logical goals. objection to the hideous rituals the elect perform to get
Instead, it is often better to apply more human rea- their unholy power, but the price of it may be more than
sons to the cultists, and give the more comprehensible they care to pay. Instead, they simply pray to the god for
rationales for their service. PCs who can recognize the success in battle.
logic behind the cult’s service will be in a better position The more widespread the faith, the more likely it is
to deal with them and their plans. that its most extreme qualities are reserved to its clergy,
Human motivations are also easier to integrate its most zealous lay believers, or to the more fundamen-
with the rest of the campaign. If the religion is giving talist sub-sects of the religion. Outer-circle believers may
the believers something valuable, then that reward will be praise this exemplary piety, but the practical concerns
something others will try to eliminate, exploit, or acquire of ordinary life are likely to discourage less dedicated
for their own use. believers from sacrificing so much to their eldritch lord.
Religion •145

One-Roll Malevolent Cult


Most antagonistic religions are built for a particular
d4 How Unified is the Cult?
purpose: a GM needs sentient enemies in some ancient
ruined temple, a dark mastermind is needed for some 1 Completely united behind its leadership
nefarious plot, or a savage land needs some suitably 2 Obedient to leaders who sometimes quarrel
bloodthirsty religions for its people. The prior table can
3 Tenuously balanced factions cooperate
give a GM some ideas about what the faith is offering its
believers, but a few more details are often needed to put 4 Badly fractious under many rival priests
something usable together.
The tables below let you roll one die of each type to
d12 What Problems Does It Have?
get a general overview of the sinister faith. They assume
that the cult is proscribed in the nation or otherwise 1 The leadership is insane in unhelpful ways
viewed with dismay by decent people and so forced to 2 It caught the eye of a dangerous enemy
remain in hiding. If you’re generating an evil faith that
3 One of its servitor monsters is out of control
can openly function in a land, then just read the table
results in light of that public acceptability. 4 It’s running low on sacrifices and slaves
5 It’s been impoverished by a recent trouble
d6 What General Goal Do They Have? 6 There’s a dangerous schism in its ranks
1 Glorify their dark god and its vile ways 7 Its god is making unreasonable demands
2 Expand the cult in an adjacent community 8 The laity is demanding much from the priests
3 Destroy a powerful enemy of the cult 9 The enforcers are muscling their clerical lords
4 Extinguish a rival faith and their clergy 10 The god’s influence has become distant
5 Perform a terrible magical ritual 11 An important member has turned traitor
6 Obtain secular control over an area 12 Another dark faith is warring with it

d8 What’s So Horrible About the Faith? d20 Specific Traits of the Cult
1 Unbelievers are to be killed on principle 1 It favors monstrous body alterations
2 Hideous appetites of the flesh are sacred 2 It’s a remnant of a now-dead culture
3 Unholy entities from beyond must be called 3 It has a variety of potent ancient artifacts
4 Unbelievers are cattle to be used as desired 4 It’s a sect of a better-known public faith
5 The world must die to make room for the god 5 It cuts secret deals with the ruling class
6 Secular civilization must be destroyed 6 It has a totemic beast or monster type
7 All law but the cult’s must be overthrown 7 They live where normal people couldn’t
8 The god demands a terrible nourishment 8 They’re cannibals or other gustatory deviants
9 They have agents in other religious groups
d10 How Do the Clergy Enforce Their Will? 10 They were thought to be wiped out in the past
1 Magical curses scourge the disobedient 11 A subculture of the land is friendly to it
2 Blackmail and threats of social ruin 12 It employs technology-like magics
3 Murder by cult enforcers and monsters 13 It has a lot of servitor monsters obedient to it
4 Mental compulsions implanted by rituals 14 An area is tacitly understood to belong to it
5 Kidnapping before a hideous ritual death 15 It was once a public and powerful faith
6 Traitors are betrayed to cult enemies 16 It has open sympathizers among the great
7 Violence against a traitor’s loved ones 17 It’s thought to hold back some awful doom
8 The dark god’s divine wrath smites them 18 They only look like humans
9 Control of an addictive thing they need 19 The visible part of the cult is but a fraction of it
10 Lay believers gain glory by purging traitors 20 They serve a purpose that no longer obtains
146• Placing ruins

Placing Ruins and Points of Interest


Some campaigns revolve almost exclusively around
d12 Places Specific to the Latter Earth
courtly intrigue, urban adventures, or quests through
uninhabited wilderness. Most, however, need at least a 1 An abandoned Outsider outpost, possibly
modest sprinkling of ruins, Deeps, lost temples, hidden with a hazardous local environment
lairs, and other “dungeon”-like places of adventure. 2 A Deep long since abandoned
As a general rule, you should only worry about plac-
3 An alien xenoforming complex, possibly with
ing ruins at the kingdom level of your campaign. Famous
a surrounding arratu
sites of adventure might exist elsewhere in the setting,
and legendary ruins might be well-known to scholars, 4 A relic-palace of a vanished sorcerer-king
but the only ruins you really need to worry about are 5 A city once inhabited by not-quite-humans
the ones your players could conceivably want to go ad- 6 A megastructure of now-irrelevant purpose
venture in for their next session without crossing half
the region to get to them. In addition, local ruins are the 7 An old stronghold of hostile Outsiders or of
ones most likely to be causing problems for the natives antagonistic demihumans
and creating situations that require adventurers to help 8 Massive monument complex dedicated to a
resolve their woes. vanished kingdom, god, or ethnic group
9 Fortress raised by a dead sorcerer-king, lost
Establishing Ruins empire, or militant faith
As a rough guideline, start with a half-dozen ruins for the
average-sized kingdom. These are not the only ancient 10 Wizard’s lair once or presently inhabited by
remnants in the area, but they’re the most famous or sig- powerful and dangerous sorcerer
nificant. There’s nothing stopping you from planting a 11 Roll twice on 1d10; the first roll was built on
minor Deep a half-day’s march outside your starting vil- top of or in the ruins of the second roll
lage, but places of that scale are so small or obscure that 12 Roll again, but now inhabited by bandits,
only the locals are likely to know about them. These six exiles, hostile refugees, or other interlopers
initial ruins are names familiar throughout the kingdom.
If you don’t have your own ideas about what these
ruins are, use the adjacent tables or those on page 238. d20 General Places of Adventure
GMs using the Gyre setting might roll on the Gyre-spe- 1 A lost temple to a dead god
cific table, while those building for a more standard fan-
tasy setting might use the general one. 2 Ruins of an ancient city
Look at your kingdom map and identify the usual 3 Cavernous tunnels and strange geology
paths of travel between its major settlements. Usually 4 Ruined fortress of a former empire
this will be by water whenever practical, or along the
flattest and safest land routes. Identify the empty spaces 5 Town ruins swept away by some disaster
in the kingdom that lie between these major traffic routes, 6 Lair of a legendary beast or monster
places where only rural villages or howling wilderness 7 Wizard’s tower or complex
exist.
Now place each ruin in one of the empty spaces, 8 Failed colony or forward outpost
choosing locations appropriate to their nature. A ruined 9 Prison-pit to shackle a dangerous power
city was probably on a river or coast, or else at a good an- 10 Pilgrimage site for a lost religion
cient trade nexus. A forgotten fortress guarded a once-vi-
tal military strongpoint. A Deep might have breached 11 Nexus point for otherworldly powers
the surface almost anywhere, while a raider lair is almost 12 Mortuary complex for a lost people
certainly close enough to a traffic route to pillage it. Roll 13 Stronghold of exiles, rebels, or invaders
a pair of Ruin Tags from page 190 to give it character.
Finally, write a sentence or two of description about 14 City or settlement of dangerous nonhumans
the ruin. You don’t actually need to flesh it out or turn 15 Subterranean settlement or complex
it into an actual adventure site with the tools starting 16 Abandoned pleasure-palace of a ruler
on page 222. All you need is to know it’s there, and to
think about what kind of problems or opportunities it 17 Lost fortified bridge or crossing-point
might present to its neighbors. If the PCs decide they 18 Sinister ruined estate of a former lord
really want to check the place out, then you can spend 19 Roll again; now inhabited by interlopers
the downtime between sessions turning it into a real ad-
venture site. 20 Roll twice; one built on top of the other
Tags •147

Location Tags
The work of creating interesting places and memorable guildmaster of the Arcanocaloric Guild, whose crucial
campaign elements can be exhausting to a GM. Even advances in repairing thermal Workings have made him
when following the pattern provided in this book, the and his guildmates above the law in his native city. In the
need to generate thumbnails of a dozen different cities, same vein, the “visionary supporter of the innovator” and
ruins, wilderness features, or other places of interest can “victim of an unpunishable crime” elements of the Friends
frustrate and weary a creator. It becomes difficult to come lists can be turned into Hubert Wheelwright, Crane’s
up with new ideas about each new place or give them brilliant apprentice and the true originator of the tech-
some sense of distinction. niques that Crane stole, now hiding in terror from his
Tags are a creative tool meant to ease the GM’s bur- former master’s hired assassins.
den by assigning each point of interest a pair of character- Whenever you need some set dressing or adventure
istic qualities or tropes. These two tags are then blended components for your points of interest, just go to the tags
together and the result gives the GM a better idea of and mix up something that fits them. Some tags will be
what the place is about and what kind of adventure op- harder to mesh than others, of course. You could simply
portunities are to be found there. Each tag is made up of reroll them, or instead take some time to figure out a way
five different elements, each with three different examples in which the results actually do apply. Another option is
provided. to read one or both of the tags metaphorically, translating
Enemies are antagonists characteristic of the trope. the general concept into terms applicable to the situation.
They’re exemplary villains or troublemakers that can be There are four different sets of tags in this section,
responsible for whatever unhappy situation exists that each one aimed at a different kind of point of interest.
needs adventurers to help sort it out. They may not be While the sets are all aimed at their particular targets, it’s
the worst or more dangerous denizens of the place, but quite possible for a GM to mix and match out of any of
they’re vexing enough to make trouble for the natives. the sections, either reading them metaphorically or com-
Friends are sympathetic or appealing NPCs that ing up with novel explanations for a literal interpretation.
the players might be expected to want to help or coop- GMs who have access to other Sine Nomine games that
erate with. They’re the locals who are most likely to seek involve tags, such as Stars Without Number, should feel
out adventurers for help or otherwise provide the hook free to mix them in as well if they want additional grist.
for getting involved in a situation. The examples provide Community tags are for cities, villages, tribes, sub-
likely Friends for each tag, but the GM can tweak them terranean survivor bands, or other broad grouping of
to better suit the known interests and inclinations of the people. They give traits that distinguish the community
players. from others like it; they may gesture at its organization
Complications are particular twists or difficulties or social structure, but the point is to explain what about
that are characteristic of the trope. They may be partial the place might provide adventure grist for the GM.
inversions of the tag, or complexities that it layers onto Court tags are for noble courts, temple hierarchies,
a situation, or subversions of likely player expectations. business enterprises, dynastic families, insular clans, or
Complications are meant to keep problems from being other groups where intrigue, personal relationships, and
too straightforward and simply resolved without having conflicting goals are apt to be found. People in a court
to deal with the complexities of the place. want things and they’re likely to be looking to recruit
Things are macguffins, treasures, rewards, or plun- outsiders to help.
der that might be found at the site, objects that the Ene- Ruin tags are for classical dungeons, lost cities,
mies or Friends might be fighting over or that might be Outsider ruins, mysterious towers, or other sites where
part of a Complication’s entanglements. While a pile of sneaking down corridors and checking for traps are usual
loot is usually enough to catch the eye of any adventurer, adventurer pastimes. They’ll help you add flavor to your
a Thing is something specific to the tag’s theme. holes in the ground or piles of cracked masonry.
Places are archetypal locations or characteristic Wilderness tags are for natural hazards, dangerous
structures for the tag, the kind of places you’d expect to lands, remote motherlodes, wild beast territories, and
adventure in were you in such a place. Other Places can other sorts of encounters or points of interest that might
be used as thematic backdrops for an adventure. draw an adventurer’s attention. They’re often useful in
For each point of interest, two tags are rolled and filling up a hexcrawl, allowing a GM to plant points of
the results are synthesized together when the GM needs interest in the deep wilderness without having to load it
a component for their adventure creation. If the tags for up with an endless parade of villages or minor dungeons.
a community are Brilliant Innovation and Lawless Class Each section provides some additional tables and
and the GM needs an antagonist, they might pick “Cru- guidance, the better to assist you in using the tags to their
elly indulgent elite” and “Grasping guildmaster” from full effect. As always, you should take what you need
those tags’ Enemies lists and blend them together. Thus from those tools, using only the ones that you need and
emerges Theophilus Crane, the ruthless, selfish Thurian adjusting things as your creativity recommends.
148• Community tags

Communities
While Courts provide tightly-connected webs of rela- istence first; this will tell you a great deal about the kind
tionships for the PCs to entangle themselves in, Commu- of locals you’ll be finding in the Community and what
nities serve more as adventure backdrops for the heroes, their chief employments and interests are likely to be.
or contexts in which other adventures occur. The partic- From there, you can roll or pick to find out who ac-
ular heroics of the party might significantly change the tually runs the Community. This may or may not be the
Community, and the needs and situations of the place nominal head. The central government might say that the
might present immediate adventure hooks to them, but leader of a farming hamlet is the government-appointed
the existence of a market town does not serve as the same headman, but everyone in the village might know that
blatant predicate for adventure that a lost Deep offers. Mother Orde is the one who decides what they’re going
Most often, Communities serve as the sandboxes in to do when a problem arises. Tension between real and
which urban-focused or intrigue-based adventures can nominal leadership can make for useful adventure grist.
occur. For many players, the default mode of interaction The “significant locals” column can be used to gener-
in the wilderness or the underworld is combat; in a city ate a few NPC hooks for those occasions when you need
or village, that default instinct is going to be conversation. a suitable local face for your adventure or an NPC you
Sudden, brutal violence is by no means alien to a city, but can hang a hook on. The “current pressing problem” is an
most PCs will be much less inclined to pull their swords immediate situation you can color with Community tags
on a surly town guardsman than on an Anak warrior. or use straight. If you mean to make an adventure hook
The resources in this section include both a list of out of it, be sure it’s something the PCs can reasonably
Community tags and a set of tables that can be used to influence with their involvement.
flesh out and characterize particular settlements. While For delivery of adventure hooks, the two bottom
you could optionally choose to use one, both, or neither, tables suggest potential local NPCs who might approach
they’re built to work cooperatively. the party and some ideas for what the natives could offer
To characterize the Community, decide whether it’s by way of payment. These suggestions will be colored by
best considered a rural village, a significant city, or a tribal the Community tags and the Friends or Things that are
or provisional gathering of people. Using the appropriate suitable to the Community’s situation. As with all the ta-
table, find out the basic rationale for the settlement’s ex- bles, they should be taken as suggestions for you to shape.
Community tags •149

Rural Villages
d12 Rationale for the Village’s Existence
These tools can be used for the typical medieval-flavored
1 Once a garrison outpost of a nation
village or rural hamlet beloved of many adventures. Such
places are at usually at least minimally self-sufficient. Vil- 2 A mine or quarry, perhaps now exhausted
lages in relatively sophisticated nations might have per- 3 A spot where refugees of a calamity settled
manent shops or full-time artisans working a particular
4 Holy ground or a temple to a particular faith
trade, but most such hamlets have their entire population
engaged in agriculture, with specialists doing particular 5 A plant or animal grows very well here
crafting jobs as their neighbors might need them. Coin- 6 It’s a safe waypost on a trade route
age is usually scarce and reserved for use with outside tax 7 Refuge for a despised minority or group
collectors and hired workers, as the local trade deals in
tacitly-understood favors owed and granted. 8 A bandit camp that went legitimate
While such villages are often very poor, it’s not un- 9 A self-ruled home for demihuman residents
known for them to have at least some valuable goods or 10 It’s a safe base for salvage or ruin plundering
trades hindered by the village’s great remoteness, com-
11 Decayed remnant of an ancient city
plete lack of fame, or inability to safely get the good to a
market that has a demand for it. 12 It grew up around a lordly manor or estate

Features of the Village


d12 Who Runs It? Significant Locals A Current Pressing Problem
1 A hereditary headman The village harlot Vital food stores have been lost or stolen
2 A reeve picked by a lord The worst local bully Two families are in a long-running feud
3 A temple representative A gifted young peasant A new religion is making trouble with the old
4 A council of elders A half-savage shepherd The lord’s reeve has been given unreasonable quotas
5 A cruel and feared bully A charismatic priest An upstart newcomer is disrupting the native hierarchy
6 A popularly-chosen chief A major landowner A socially marginal family is suspected of crimes
7 A dreaded sorcerer A youth who wants out A dangerous beast or foe is lurking near the place
8 A pragmatic warlord Venerable old farmer A local bully and his friends are causing trouble
9 The richest native there Criminal in rural hiding The crops or herds are in very poor condition
10 A traditional squire Native hedge mage An ambiguous land dispute is getting bloody
11 A patriarch or matriarch A noble’s local reeve A curse or magical woe is vexing the people
12 An organization’s envoy Important artisan Noble quarrels have caused collateral damage

Village Involvements with Adventurers


d12 Local Likely to Interact with Adventurers Interesting Things the Place Can Offer Heroes
1 An ambitious local who wants to get to the city An unusually large amount of saved coinage
2 Social outcast who can’t ask any local for help Valuable local specialty product
3 Gentry who wants no local gossip about their need Heirloom magic item passed down to the leader
4 Ex-city dweller eager for contact with the worldly A magical service unique to a local tradition
5 Comparatively rich villager with a need A map or secret leading to a Deep or plunder site
6 Starry-eyed young local swooning for adventurers A temple with potent healing magics available
7 Village priest in need of outside help A secret treasure acquired generations ago
8 Reeve who can’t reasonably call on natives for a job Large amounts of produce or local products
9 Village leader who wants expendable help Ownership of an abandoned farm or structure
10 Burly local militiaman who watches new faces here Contacts with rural bandits or criminal rings
11 Shifty native who wants some clueless accomplices Favors from the lord who’s very fond of the village
12 Clan patriarch who doesn’t want to use their own kin Young locals willing to take service with the party
150• Community tags

Major Cities
d12 Rationale for the City’s Existence
A village is largely self-sufficient and organized around
1 It’s the former seat of a vanished nation
the production of basic necessities. A city, whether a
market town or a grand megalopolis, is a place that lives 2 It’s a trade nexus that has greatly prospered
off the produce of tributary communities and produces 3 It’s an industrial or productive center
goods and services of a sophistication far beyond that
4 There is heavy resource extraction nearby
possible in a small village. These tables can be used for
modest market centers or major urban sites, with details 5 It controls a vital defensive point
being scaled to fit the size of the city. 6 It’s built around an ancient Working
Cities need a constant flow of food from the sur- 7 It’s a stronghold of a local subculture
rounding countryside, and not uncommonly a constant
flow of new citizens from the villages to make up for the 8 It’s a sacred city to an important faith
death rate brought about by plagues, malnutrition, and 9 It’s a shared market for many villages
endemic diseases. Only the richest and most advanced 10 It’s a place of great beauty or healthfulness
urban centers can escape this entropic drain, often with
11 It’s a shelter from dangerous environs
the help of still-operational ancient Workings. Cities are
the places most likely to still maintain these great edifices. 12 The natives are somehow bound here

Features of the City


d12 Who Runs It? Significant Locals A Current Pressing Problem
1 Hereditary lord Sinister crime boss Raiders are scourging local trade routes
2 Merchant prince Head of a major temple Criminals have corrupted the local law enforcement
3 Council of oligarchs Neighborhood patriarch Displeased locals are rioting for some reason
4 Allied noble heads Ethnic group elder The king or local ruler is making harsh demands
5 Royal viceroy Rich merchant Food supplies aren’t being received as they should
6 Gentry-elected mayor Feared local mage Urban groups are arming to resolve some dire conflict
7 Major clerical figure City watch chief A recent calamity has done major infrastructure damage
8 Occult power wielder Decadent noble A disguised monster is feeding on the city from within
9 Criminal group catspaw Local magistrate The rulers have gravely offended a local religion
10 Ethnic group’s ruler Outcast group leader A rebel group denounces the city leader’s legitimacy
11 Chief magistrate Famous courtesan A private war threatens with another major city
12 Military strongman Demihuman enclave head A major local industry is threatened by events

City Involvements with Adventurers


d12 Local Likely to Interact with Adventurers Interesting Things the Place Can Offer Heroes
1 City official looking for deniable agents Large amounts of conventional coinage
2 Wealthy merchant who wants unknown outside help Expensive urban property
3 Newcomer peasant haplessly looking for assistance Sophisticated and very valuable local products
4 Demimonde navigator always watching for clients Formal citizenship and the rights of a local
5 Curious urchin who trades in local news and events Quiet dismissal of criminal charges or sinister pasts
6 Criminal with a mind to use naive newcomers Indulgences beyond the power a smaller place to grant
7 Desperate merchant trying to keep their business going Services of exceptionally skilled specialist professionals
8 Guard chief suspicious of potential troublemakers Connections with major nobility of the realm
9 Native too infamous for other locals to deal with them Absentee ownership of rural villages or manors
10 Noble who thinks adventurers will do anything for coin Rare occult components or magical products
11 Slumming young gentry with a taste for excitement Blessings from major clergy or high priests
12 Foreigner looking for fellow strangers to help Business monopolies or tax rights in certain areas
Community tags •151

Tribes and Exiles


d12 Why Are They Staying Here?
Not all communities are neatly delineated by fields and
1 It’s an unusually well-fortified safe place
city walls. Nomadic tribes, scruffy bandit camps, groups
of underground Deep survivors, or Blighted warbands 2 A charismatic leader bound them together
all constitute communities. They may be far poorer and 3 The hunting or resources are very good here
more materially primitive than even a farming village, but
4 They were driven here by a dire enemy
they have some sort of social structure and self-identi-
ty. While some may be violent by nature or habit, more 5 Seers or shamans said it was ordained
peaceful interactions are usually possible for PCs. 6 The leadership wants to find something here
These tables are meant for the sort of barbarian tri- 7 Their herds or prey have led them here
bals, desperate bandit dregs, and subterranean survivors
that an adventuring band is likely to run into at some 8 They’ve been trapped here by the situation
point in their travels. The basic dynamics of these societ- 9 They’re paralyzed by internal dissent
ies are usually similar, ones based on raw force, personal 10 They’ve been paid or induced to be here
charisma, and the prospect of plunder or good hunting.
11 Tradition requires they come here
Particular roles or details can be reskinned to fit the spe-
cifics of the tribe and its environment. 12 Here they can do the most damage to a foe

Features of the Tribe


d12 Who Runs It? Significant Locals A Current Pressing Problem
1 Bestially savage tyrant Best hunter in the tribe The leader is becoming weak or acting foolishly
2 Wizened elder Wise man or woman A settled group is hunting them as mortal foes
3 Magically-gifted chief Seer or shaman A curse has been laid on them for some collective sin
4 Holy man or woman Tribal artisan They killed someone who had very powerful allies
5 Hereditary chieftain Skilled scout They’re impoverished and can’t reach new resources
6 Outsider or alien lord Trader with outsiders A fearsome beast hunts them in the wilds
7 Brutal but cunning chief Adopted member Their gods are sending dire but obscure omens to them
8 Foreigner turned ruler Tribal slave The tribe threatens to split under some feud or quarrel
9 Council of the elders Feared troublemaker Some are seeking a redder, more powerful god to serve
10 No ruler past clan heads Tribe’s most eligible youth A patron power is using them as expendable fodder
11 Envoy of a patron power Barely-tolerated wretch A sickness is raging through the tribe
12 Most charismatic native Cunning tribal advisor A rival group has taken over their hunting grounds

Tribal Involvements with Adventurers


d12 Local Likely to Interact with Adventurers Interesting Things the Place Can Offer Heroes
1 Raid-taken slave looking for a way back home Guidance and safe passage through their territory
2 Leader with a natural suspicion about outsiders Knowledge of a hidden place of wealth
3 Low-status native trying to acquire outside support Exotic and valuable tribal goods
4 Tribal sage who likes news of the outside world Plunder taken from a foreigner they’ve killed
5 Curious young tribal interested in strangers Inherited relic or treasure they’ve kept
6 Near-outcast who wants a hand with some revenge Secret for accessing an otherwise sealed place
7 Envoy of another group suspicious of other influences Loot won in battle against another group
8 Tribal notable who suspects the PCs as potential rivals They’ll raid the party’s enemies for a share of the loot
9 Tribal trader who wants access to outside goods A magical elixir or substance they know how to make
10 Youth determined to show how tribal ways are best Tribal membership and a place of respect
11 Eligible native looking for new blood in a mate Slaves they’ve taken in raids or tribal wars
12 Reformer or innovator whose kindred won’t listen Some young tribals willing to go with the party
152• Community tags

Community Tags
Community tags provide adventure grist for any location the second of the original tags. This conflict or division
where a significant number of people have to work to- is what gives the subculture its identity or present focus
gether for survival. While the classic “grimy medieval city” of effort.
or “rural dirt-farmer hamlet” are both archetypal com- Community tags are particularly susceptible to be-
munities, this heading could also include monasteries, ing altered by the actions of the PCs. It’s not beyond
isolated ideological groups, subcultures within a larger impossibility for an adventuring band to completely
society, or any other mass of people that lack the implicit overturn the power structure or internal politics of even
hierarchy and shared organization of a Court. a good-sized city, let alone a humble farming thorp. If
As with the other tags, Community tags should be this happens, be ready to pull the negated tag and apply
read as broad strokes and general directions for your cre- something that makes sense as a consequence or derived
ativity rather than a strict description of reality. It can be outcome of the PCs’ actions. It’s almost impossible for a
useful to think about them in a metaphorical sense as mere band of adventurers to quell all conflict and struggle
well as a purely literal one; maybe the Monstrous Trib- in a human community, but they can at least shift the
ute that the community is offering is its docile sacrifice terms of the fights to something they find more palatable.
of young men to a brutal lord’s meatgrinder border wars. Major projects as described on page 336 might be
Two well-blended tags are usually sufficient to give used to significantly change a Community’s character or
character to any single community. If you’re building a situation. Careful manipulation of existing power bases
subculture of a particular community, you might choose and the enlisting of useful outside aid can combine with
to roll a third tag, pair it with one of the first two, and heroic deeds of might to completely alter the existing
then pit it in some sort of opposition or conflict with power balance of a place.

d100 Tag d100 Tag


1–2 Ancient Infrastructure 51–52 Magical Academy
3–4 Bad Neighbors 53–54 Martial Tradition
5–6 Blood Feud 55–56 Miserable Penury
7–8 Brilliant Innovation 57–58 Mistreated Blighted
9–10 Broken Spirits 59–60 Monstrous Tribute
11–12 Corrupt Laws 61–62 Neglectful Ruler
13–14 Criminal Bosses 63–64 New Industry
15–16 Cultural Center 65–66 Pilgrimage Site
17–18 Cursed Circumstances 67–68 Plagued City
19–20 Decadent Locals 69–70 Population Boom
21–22 Decaying Working 71–72 Raider Scourge
23–24 Demihuman Populace 73–74 Rebel Stronghold
25–26 Dueling Lords 75–76 Rigid Castes
27–28 Enemy Within 77–78 Scars of War
29–30 Faded Remnant 79–80 Seat of Rule
31–32 Fallen Prosperity 81–82 Secret Treachery
33–34 Foreign Enclave 83–84 Sinking City
35–36 Guild Oligarchy 85–86 Theocratic Authorities
37–38 Heavy Fortification 87–88 Toxic Economy
39–40 Hidden Ruler 89–90 Trade Hub
41–42 Hostile Terrain 91–92 Unique Product
43–44 Incompetent Leaders 93–94 Upstart Faith
45–46 Inherited Architecture 95–96 Warring Council
47–48 Inhuman Cooperation 97–98 Widespread Prosperity
49–50 Lawless Class 99–00 Xenophobic Locals
Community tags •153

Ancient Infrastructure Bad Neighbors


The community still has access to some sort of The community has a conflict with a neighboring
functioning ancient infrastructure, whether it's an community. This usually isn't part of a larger war, but is
array of wall-mounted arcane energy projectors, instead a personal animosity between them. It may be
running water, moving roadways, community-wide the community has suffered at their enemy's hands, or
climate control, or some other inherited luxury. This they may have been the ones applying the suffering.
infrastructure may be the result of a still-functional Constant low-level skirmishes and troublemaking go
Working, or it could be the product of some venerable on between the two.
occult engine that's still operational, or it may be
the fruit of the labors of some specially-designed E Foreign lord profiting by the quarrel, Bitter zealot
organism or Blighted populace. who demands violent action, Real culprit seeking
to hide their offense
E Abusive ruler overusing the infrastructure, Foreign F Despairing peacemaker of a shared faith, Local
agent seeking to cause havoc, Reckless sorcerer with family from the rival, Frustrated but helpless
seeking to steal its power ruler
F Harried chief of the maintainers, Fascinated C One side seems at fault but is actually less
foreign scholar, Merchant reliant on its use blameworthy, The rulers of both use the quarrel
C The infrastructure's cruelly-costly maintenance is to distract their populace, It was a minor dispute
coming up, The infrastructure is starting to fray, that is spiraling out of control
The infrastructure was actually meant for a much T Proof of the culprit's guilt, Weapons cache meant
more sinister purpose to start real bloodshed, Treasure that would erase
T Irreplaceable infrastructure component, Spare the cause of the dispute
parts worth vast sums on the market, Secret P Dangerous no-man's-land between the
artifact that can control the infrastructure communities, Burnt home of a sympathizer,
P Dangerously energetic working zone, Secret Religious festival turned into a semi-riot
hideout inside the infrastructure, Sanctified and
holy control center

Blood Feud Brilliant Innovation


Two or more groups of citizens within the community Some local has come up with a wonderful new idea;
hate each other. Their neighbors or the local law have it may be a magical innovation, a new industrial
kept things from too-overt violence, but members of process, a new agricultural product, a new use for
the groups will constantly interfere with their rivals and what was thought to be ancient garbage, or some
cause whatever misery they can get away with. This other very useful, profitable idea. Everyone around
hate may spring from recent events, or it may be an them is fighting for the chance to exploit this clever
inherited spite from old wrongs. new plan.
E Wholly unsympathetic group leader, Schemer E Grasping guildmaster, Overbearing local ruler,
seeking to exploit the feud, Ruler going to brutal Local leader whose power is threatened by the
excess to tamp it down innovation
F Reluctant participant in the feud, Local digging F Visionary supporter of the innovator, Outside
for the real truth of the quarrel, Merchant who'd merchant seeking to profit by enabling the
profit by a new peace innovation, Local leader whose constituency
C The groups were formerly the closest of allies, would profit from it
One group is favored by local rulers, One side C The innovation requires ingredients only
is getting completely out of hand adventurers can get, The innovation is riskier than
T A treasure the groups are fighting over, Object it seems, The innovator is actually a con artist
of exculpating evidence, Lost symbol of peaceful T Critical component for the innovation, Trove of
unity profit from the innovation's test run, Vital planning
P Bloody back alleyway, Sabotaged business, and design documents
Group-dominated tavern P Ambitious test zone for the innovation, Guildhall
of upset locals, Tavern with locals fighting over
the change
154• Community tags

Broken Spirits Corrupt Laws


The locals are in a state of despair and dull apathy. What law exists here is for sale, or does not apply
They've lost the things that used to give them pride to certain favored groups or castes. While some
and hope, with the best among them carrying on out degree of corruption and noble license exists
of habitual duty and the worst giving ready hands almost everywhere, this community lacks any shred
to shameful deeds and ignoble acts. No one really of impartiality. Strangers might be fleeced by local
believes the future can be better, and most seek only lawmen, evildoers can be absolved by a payment,
to satisfy immediate appetites. and powerful gentry do as they please.
E Cruel tyrant who broke them, Slaver trading on E Immensely venal magistrate, Local lord who
the hopeless, Merchant of despair and its costly fails to see any problem with the "natural" order,
escapes Crime boss taking blatant advantage of the
F Determined young local leader, Proud old corruption
rememberer of better days, Furious rebel against F A crusading law enforcer, Royal investigating
the world censor, Victim of a cruel injustice
C An outside power wants to keep them safely C The favored class are vital to the community's
broken, Their fall was due to their own sins and security, The natives would rather pay predictable
errors, They could be very dangerous if they bribes than risk facing real justice, The real law is
regain their spirit enforced by a secret group of natives
T Symbolic item of former glory, Resources to kick- T An uncollected pile of bribe money, Stolen
start a new source of pride, Treasure laid up in goods yet unsold, Blackmail evidence on the
splendid times chief magistrate
P Crumbling monument to a past victory, "Wealthy" P A courtroom where the law is sold, Crime scene
town area that's shabby and ill-kept, Empty with an unconcerned criminal, Site of brutal
temple to a once-loved god vigilante justice

Criminal Bosses Cultural Center


One or more crime bosses have a powerful influence The community produces some wonderful cultural
on the community. They may control crime within the artifact or trains famous artists. The product might
community itself, or they may use it simply as a safe be some exceptional cloth, or artistic luxury good,
haven from which to direct their minions elsewhere. or the scholarly fruits of a famous academy. Trained
Local law enforcement may know all about them, but artists might be students of a particular school, or the
lack the strength to confront them and their paid or apprentices of the current masters of a long artistic
intimidated henchmen. tradition who dwell here.
E Blatantly overt criminal chief, Well-controlled E Master artist who suffers no rivals, "Visionary"
head of law enforcement, Crime boss bent on who wants to tear down the old art for their own
using the PCs as catspaws new one, Merchant who is trying to control the
F Victim of an untouchable boss, Determined production for profit
bounty hunter, Ambitious criminal seeking to F Ambitious young artist of profound talent, Wild
make room above genius of very difficult temperament, Aged
C The crime boss' support is what keeps the master proud of his tradition
community prosperous, Local government is C The art requires resources that are running
almost openly staffed by cartel members, The low, Some other group is cheaply and poorly
locals will deal with PC troublemakers for fear mimicking the art, Their main market has
of the boss' anger somehow been cut off
T A boss' secret stash of wealth, A treasure stolen T A famous and ancient work of art, An art object
elsewhere and brought here by a boss, Evidence made of some priceless substance, An art object
proving one boss is betraying another encoded with a precious secret
P Uncharacteristically opulent home in the P Busy studio or academy hall, Mercantile
slums, Sleepy law enforcement headquarters, emporium where the cultural products are traded,
Dangerous tavern for local minions Renegade artist's hovel
Community tags •155

Cursed Circumstances Decadent Locals


The community has been cursed with some blight that The locals enjoy repulsive vices and shameful
makes life difficult, albeit not impossible. An offended appetites. They may have religious sanction for their
sorcerer's vengeful Working, an outraged god's wrath, evils, or neighbors might trade with them for such
a local distortion of the Legacy, or a simple history of things, or they could be followers of some ideology
bad feng shui in the area may have brought the curse that blesses such pursuits. Their economy or their
about. If you include this tag, you'll want to devise not social organization is usually heavily reliant on such
only the curse, but the reason why the locals haven't traffic, and to ensure its continuance they may have
left for better lands. made bargains with things worse than humans.
E Charlatan offering false hope, Local demagogue E Trader in hideous sins, Bored gentry in search
blaming a useful culprit, Native profiting from the of a cruel thrill, Once-prey that has become an
curse even worse predator
F Scholar seeking details of the blight, Stubborn F Local who has secret doubts about the vice,
curse survivor, Aspiring curse-lifter with a secret Crusader from outside, Escaped victim seeking
weapon vengeance
C It has a profitable side effect, It was meant to be a C The victims of the vice are a class or type that
blessing, It can be aimed by willing conspirators their neighbors don't care about in the slightest,
T A personal anti-curse ward, Hidden wealth of a They have ways to make their vices give them
curse victim, A means to lift the curse power, Their society is attractive aside from this
hideous urge
P Enterprise blighted by the curse, Festival held to
pray for mercy, Ruin of a curse victim's home T A stolen victim of great value to someone else,
Proof of an outside noble's trade with them,
Precious regalia used in the vice
P Salon of hideous beauty, Stinking slave pit,
Mundane locale of ordinary business tainted by
their evil

Decaying Working Demihuman Populace


A great magical Working has been a critical part A particular breed of demihuman are either the
of the community since its creation, but now it's majority here or have the dominant positions in
beginning to decay. It may function only intermittently, the community. Architecture, local laws, and social
now, or its effects may have curdled into something customs are all tuned to suit them, and they may
double-edged. The locals have no idea how to fix it, not be particularly forgiving or friendly to humans.
and indeed, it may not be possible to repair it with Communities that are not outright independent usually
modern knowledge of sorcery. make an arm's-length submission to a local lord.
E Saboteur from an enemy community, Scavenger E Demihuman official who grudges baselines,
stealing critical components, Overconfident Baseline local who grudges the demihumans,
wizard attempting a ruinous repair Outsider preying on the demihumans
F One of the Working's hereditary keepers, Native F Curious young native, Canny local diplomat to
dependent on the Working's effects, Desperate humans, Native with a need for baseline help
researcher of repairs C Their human suzerain wants to erase all
C Part of the community would greatly profit by the independence from them, Something's legal
Working's failure, The Working risks catastrophic here that's forbidden in baseline communities but
eruption, The rulers punish any talk of it failing natural to them, Their independence is enforced
T A critical repair text for the Working, Valuable with something they have
broken Working components, Precious resources T Precious demihuman-made goods, Ancient relic
crystallized from the Working's energies revered by the natives, Wealth of a prosperous
P Control nexus for the Working, Enterprise outside trader
dependent on the Working, Site of a Working P Holy site forbidden to humans, House built to
failure or accident demihuman preferences, Business unique to
demihuman needs
156• Community tags

Dueling Lords Enemy Within


Two different major powers are fighting over control The locals are convinced that there is some terrible
of the community. Two rival lords, a baron and a threat against them working from within their society.
merchant-price, the mayor and a local high priest, It may be a matter of dark sorcerers, foreign spies,
or some other combination struggle to achieve traitorous neighbors, shapeshifting monsters, or some
dominance. They may both have justifiable claim other hidden evil. This evil may be a recent fear, or
on running the community, or one may be a greedy it may be an inherited peril they’ve always had to
interloper. guard against. The danger itself may or may not exist,
or if it exists it may not justify the steps being taken.
E Third party profiting by the strife, Traitor to one
of the rivals, Outsider vulture wanting both rivals E Local inquisitor targeting his personal enemies,
to fail Leader of the sinister evil, Traitorous local in
F Harried local peacemaker, Impotent judge service to the evil
appointed by a disinterested higher authority. F Unjustly accused victim, Local ruler trying to
Appealing partisan of one rival restrain the mob, Skilled and discerning hunter
C The rival with the most legitimate claim is the least of the evil
suitable to rule, A vital civic task is left undone C The evil is real but actually running the inquisition,
until a ruler is determined, Both rivals have The hunters are creating the evil whether
terrible plans intentionally or no, The evil really is exactly as
T Token of legitimate rule, Bribe meant for a bad as the hunters say it is
powerful local, Proof of a rival's malfeasance T Confession naming perpetrators of the evil,
P Deadlocked city hall, Site of mob violence Wealth taken from condemned sinners, Resources
between rival groups, Tavern full of well-armed gathered by the agents of the evil
partisans P Confiscated home of an evildoer, Public
execution site for the wicked, Courtroom where
the evil is being tried

Faded Remnant Fallen Prosperity


This community used to be much larger and more The community used to be much richer, but something
prosperous, but something happened relatively long happened recently to crush its source of prosperity.
ago that left it a shrunken shadow of its former self. Different factions of the community might be trying to
Only a tithe of citizens remain on the site, and much of grasp at the remaining dregs of wealth, others might
its former architecture is crumbling and abandoned. A try to restart the failed industry, and some might look
few weathered tokens of old glory remain, and some for a new livelihood. Any group or entity thought
may be jealously maintained, but there simply aren’t responsible for the collapse is likely to be treated very
enough locals left to keep up what they’ve inherited. harshly, and some locals might find profit in shifting
the blame to their enemies.
E Looter seeking to plunder the remains, Zealot
with a plan to return to glory, Outsider strongman E Outside profiteer squeezing the newly-poor,
who wants to coerce the locals into obedience Local monopolizing the remaining income,
F Learned scholar of the noble past, Hard-scrabble Demagogue blaming everything on their enemy
present survivor, New citizen who sees hope in F Plucky local trying to make a new go of things,
the place Harried disburser of limited charity, Riches-to-
C They don’t fully understand what they’ve inherited, rags native trying to maintain their dignity
They were crushed because of their past evils, C Their loss is a rival’s gain, Someone’s offering
They’re not the actual heirs but merely squatters them a new industry at a terrible price, The
who moved into the empty place leadership is refusing to accept the new reality
T Artifact of the prior golden age, Wealth hidden T Priceless relic of their former wealth, Supplies
away long ago, Secret key to unlocking new vital to a budding industry, Resources once held
glory lightly that now are very precious here
P Near-abandoned city center, Massive decaying P Ill-maintained but splendid public building,
monument, Partially fallen town wall Mansion marked by genteel poverty, Empty
shop once catering to the rich
Community tags •157

Foreign Enclave Guild Oligarchy


Either most or a substantial minority of the locals While the community might ostensibly be ruled by
are descended from foreigners alien to their local some other power, real control lies with the senior
neighbors. They may have been religious exiles, members of the local craft and labor guilds. Their
economic migrants, indigenous locals surrounded decisions have the practical weight of law, and
by the existing polity, or a foreign city conquered much of their time and effort is spent squeezing out
within the relatively recent past. The locals may not competitors and parceling out economic opportunities
be enthusiastic about being ruled by others not of their in the community. Some guilds might have little or
kind, and their neighbors may look askance at the nothing to do with their original trade, and now exist
way foreign customs or even laws may be maintained. purely as shells for political influence.
E Ruthless independence fighter, Outsider ruler E Profoundly corrupt guild boss, Ambitious
with no regard for the locals, Local grandee newcomer with brutal methods, Ruthless leader
preaching contempt for outsider ways of a guild of criminals
F Peacemaking local leader, Local in love with an F Hard-bitten elder among the workers, Outsider
outsider, Pragmatic-minded outsider magistrate trying to make room here, Reformer seeking to
C Secessionists are being supported by their co- oust the corrupt guild heads
ethnics, The polity’s leaders don’t want them here, C The guilds have intermarried or entangled
They’re hated by their co-ethnics for some reason themselves with the ostensible rulers, The guilds
T Precious relic brought from the homeland, Wealth offer protection from a real or imagined threat,
hidden away for fear of outsiders, Valuable They guilds hate each other only slightly less than
good made as a cultural tradition the competition
P Public building in an aggressively different T Priceless symbolic guild regalia, Wealth hidden
architectural style, Outsider home surrounded by the former ruler of the community, Money
by local-style buildings, Civic gathering place earned by shady business practices
of a kind specific to the locals P Bustling guild hall, Purely decorative ruler’s court,
Shabby worker’s housing

Heavy Fortification Hidden Ruler


The community is remarkably well-fortified for a site of While the community has a public leader, the real
its size and role. Tall, stout walls, strongpoints inside authority is hidden from outsiders. This ruler may
the community, concentric defenses, a strategic terrain draw their authority from rationales unacceptable to
location, or a large body of standing troops might be outsiders, they may have cowed the public authority
present. Some threat is thought to exist that makes into obedience, or they may have a mutually
maintaining this fortification worthwhile, though it may beneficial private arrangement with the official ruler.
come at a dear cost to the locals. The community’s
suzerain may be uncomfortable with these defenses, E Secret cult-backed leader, Nefarious agent of an
as they could just as easily be used to defy the ruler. enemy power, Minor functionary who is actually
the hidden master
E Outside enemy seeking to pierce the defenses, F Frustrated outside authority, Local seeking better
Rebel trying to declare independence, Heavy- government, Victim of the hidden leader’s will
handed local ruler demanding protection money
C Most people know that the real authority is
F Industrious maintenance chief, Ruler’s appointed concealed, The hidden ruler is a mortal enemy
local military commander, Local warning of of the legitimate authority, The hidden ruler’s
some sudden impending danger effective authority is over a large affiliated group
C The threat is gone but those who profit by the rather than the whole community
defenses keep them going, The defenses are T Information on the hidden government, Bribe
impractical, The community can no longer bear money paid to the public authority, Blackmail
the expense of the defenses material on important locals
T Components of a powerful fixed weapon, P Unassuming tavern that’s a secret headquarters,
Payroll for the soldiers, Precious and specialized Tense court of the official ruler, Hidden site where
maintenance components the secret government meets
P Oversized weapon emplacement, Top of a
looming city wall, Stronghold keep at the center
of the community
158• Community tags

Hostile Terrain Incompetent Leaders


The community is surrounded by dangerous terrain: The community is led by one or more incompetents.
miasmatic swamps, perilous crevasses, radioactive While they must have been very good at something
badlands, a pocket of arratu, or some other harmful to have acquired the position, they are fundamentally
topography. The community might prefer the defensive incapable of leading. Uncontrolled passions or lusts,
potential of the terrain here, or have found a precious commitment to a hopelessly impractical ideal, pig-
resource worth the danger. The terrain might have headed obstinacy in the face of failure, a total lack of
formed at some time since the founding, with the charisma or interpersonal skills, or profound laziness
citizens struggling to make terms with the new danger. might all unfit them for their post.
E Bandit chief hiding in the terrain, Monstrous E Heir who is totally unsuited to their new rule,
leader in the badlands, Local who’s made a Disinterested ruler forced on them by their
secret deal with the terrain’s vile inhabitants overlord, Charismatic ninny with ridiculous plans
F Canny badland guide, Innocent researcher F Deposed former leader, Desperate local elder,
eager to explore, Grizzled chief engineer of the Victim of one of their bungled plans
community’s anti-terrain measures C An outside rival is backing the fool, The idiot has
C The terrain is growing somehow, The terrain tremendous institutional legitimacy, They provide
offers some special profit as well as danger, The a critical skill or ability unrelated to ruling
community is being crushed by the terrain T Embezzled funds from a failed plan, Precious
T Treasure lost within the terrain, Device that artifact lost through incompetence, Regalia of
generates or protects against the terrain, Precious critical importance to the ruler’s legitimacy
resource found within the terrain P Chaotic and ill-kept court, Site of abject disaster,
P Edge of the community overtaken by the Plaza full of grumbling locals
environment, Building fortified against the terrain,
Tavern favored by terrain guides and explorers

Inherited Architecture Inhuman Cooperation


Many of the community’s structures date back to the The locals have a deal with some manner of inhuman
ancient past and a long-vanished culture. They have power, either remnant Outsiders, eldritch entities,
unique architectural traits, perhaps being made of nearby monstrous beings, or some other creature
some strange substance or with uncanny qualities. The generally feared or hated by humans. It may actually
locals find them too useful or too durable to destroy, be a peaceful exchange, but more likely it involves
but the buildings often have unpleasant little surprises acts and sacrifices that other humans would refuse. If
in their under-explored corners, and there may be not secret, this deal is valuable enough to make the
greater structures still buried by long ages beneath community’s suzerain avert their eyes, or it may be
the community’s streets. a bargain so old that time has sanctified it to their
neighbors.
E A Thing from Below, Outside pillager bent on
sacking the structures, Reckless explorer opening E Sinister overseer of the bargain’s price, Local
up things best left sealed magnate growing rich off the dark bargain, Alien
F Heir to the ancient arts of maintenance, Chief entity seeking to expand the terms of the deal
of the local structure guard patrol, Keeper of a F Victim of the bargain’s price, Outside investigator
particularly useful structure seeking the truth, Inveterate hunter of the entity’s
C The locals mine treasures from the buried depths, type come to purge the evil
The structures were built by Outsiders, They C The bargain is actually reasonably fair and
require dark sacrifices to keep functioning decent, The locals don’t want the bargain but
T Key to unlock a sealed structure, Artifact of the their neighbors profit by it and so force them into
ancient lost people, Map to a hidden structure it, However bad the creatures are they’re actually
better than the human lord
P Mundane business in a remarkable building,
Ancient structure retrofitted into a habitation, T Valuable alien goods, Wealth offered as a
Buried ancient street within a cavern sacrifice, Treasure gained by cooperation
P Secret meeting hall for the creatures, Prosperous
front business, Sinister ritual of sacrifice
Community tags •159

Lawless Class Magical Academy


Some class of citizen is either tacitly or explicitly above While private tutelage of worthy apprentices can
the law. They may only be subject to punishment for sometimes be had even in remote villages, this
crimes against their own kind, or they may be entirely community is unusual in that it has an actual school
immune to legal prosecution. In some cases, this dedicated to teaching magic. Such schools are usually
immunity may be the product of official indifference small, with no more than a few dozen pupils, most
rather than high status; some untouchable classes may of whom will fail for lack of talent or discipline. The
be considered so lowly that their slaughter of each instructors are rarely first-rate, usually serving only for
other isn’t worth punishing unless it inconveniences the pay and status, but sometimes a genius sorcerer
their betters. will find a reason to observe likely apprentices here.
Given the unfortunate accident potential of the school,
E Professionally immune provocateur, Cruelly it’s probably isolated or well-fortified.
indulgent elite, Grasping mercantile oligarch
F Hapless magistrate, Avenger outside the law, E Amoral headmaster, Secretly monstrous school
Victim of an unpunishable crime patron, Unpleasantly talented yet vicious elite
student
C The lawless themselves enforce the law, The
immune are most dangerous to each other, F Plucky young apprentice, Harried but earnest
Special servants of the immune also are immune teacher, Instructor with useful side obsession
T Wealth stolen from a hapless victim, Evidence C The academy is patronized by the ruling class,
that an abuser is not legitimately part of the class, The community grew around the academy, The
Token that grants the bearer the same immunity rulers don’t trust the wizards but find them too
useful to get rid of them
P Courtroom where some cases are swiftly
dismissed, Site of a gaudily obvious exercise of T Long-lost grimoire of power, Brilliant artifice of a
immunity, Shop where the business was ruined genius student, Magical key to a dark power the
by their excesses academy keeps locked up
P Battered magical laboratory, Architecturally
impossible chamber, Grubby student lodgings
160• Community tags

Martial Tradition Miserable Penury


The natives have a long tradition of martial expertise. Life is hard in the Latter Earth, but it is exceptionally
This may be a crisply-organized history of skilled hard here. People are deprived of all but the
native levies, or it may be a natural belligerence in barest necessities, and even the local gentry are
the people that leaves them familiar with bloodshed. impoverished compared to their peers elsewhere.
While their neighbors and liege doubtless respect Something is making the locals stay, however, whether
their talents, this very aptitude might make them more fear of the alternative, hope for a better future, or a
willing to turn to steel than prudence would advise. stubborn attachment to their ancestral lands.
E Ruthlessly amoral military leader, Obsessive E Rapacious beggar-lord oppressing even poorer
martial academy master, Outsider using the lessers, Outsider who’s siphoning off wealth,
locals as brute muscle Brutal gang leader determined to take what
F Determined local defender, Petitioner in need of they want
their prowess, Keeper of the local martial way F Plucky young entrepreneur, Charitable cleric,
C They use weapons only they are able to employ, Suzerain’s envoy seeking to improve things
They’ve bled themselves white in gaining glory, C They could be richer if they abandon a defining
They’re eager to conquer their neighbors cultural tradition, They’re being bled dry by
T Enchanted weapon related to their way, Plunder outsiders, They’re hopelessly resigned
taken in a victorious war, Venerated battle T A stash of wealth that would be minor elsewhere,
harness of a legendary hero Desperately needed resources, A cherished relic
P Busy training ground, Cemetery with many that had to be sold for survival’s sake
memorials, City hall decorated with the banners P Miserable slum of shanties, Unprofitable fields,
of the vanquished Tavern with only the barest minimum of fare

Mistreated Blighted Monstrous Tribute


Not all Blighted are violent; many are simply cursed The locals have cut a deal with some unspeakable
with disabilities or mental compulsions implanted in entity, trading some vile tribute in exchange for the
them by their creators. The locals here have a useful being’s forbearance or assistance. Outsiders may be
kind of Blighted that provides some valuable service; ignorant of the bargain, or they may know that the
brute labor, companionship, or more awful fates for community is in thrall but be too fearful of its master
those with precious organic components. The locals to take action against them. The creature likely serves
treat them as nothing but expendable chattel, but the as a protector as well as a tyrant, so the locals may
Blighted are unable to effectively defend themselves be content with the deal even if it doesn’t offer any
or survive without the support of their tormentors. further inducement or aid.
E Bloodless local slaver, Faux-benevolent overseer, E Ancient artificial intellect-tyrant, Cruel sorcerer-
Reformer seeking a complete purge of them lord, Monstrous quasi-god
F Blighted leader, Troubled local, Native seeking F Secret rebel against the deal, Investigator looking
to take over the work niche the Blighted are filling for evidence, Monstrous rival of the tyrant
C The Blighted are emotionally addicted to this C They seize the tribute from their neighbors or
kind of servitude, The Blighted could be very enemies, The deal is getting progressively worse,
dangerous if they got free, Criminals and the Their neighbors are thinking of making their own
unwanted are transformed into the Blighted deals
T Device that imposes the Blight on a victim, Wealth T Ritual instruments forged via atrocity, Forbidden
earned by Blighted suffering, Key to the method book of hideous truths, Precious resource
used to control the Blighted generated by the entity
P Workhouse full of cruelly-used Blighted, Stately P Secret shrine to their unholy master, Prison where
mansion with rigidly-disciplined Blighted servants, the tribute is kept, Bustling town street full of
Sinister establishment staffed by disposable sinister prosperity
Blighted
Community tags •161

Neglectful Ruler New Industry


The community can’t rely on its ostensible suzerain. The natives have established a new industry here, and
Whatever lord claims ownership of the place is it’s making them a great deal of profit. Old patterns of
indifferent to its troubles and pays no attention to its authority and wealth are being disrupted, and the old
civic disorder. The lord may be incapable of giving gentry are unlikely to be pleased about it. They may
help, or convinced their representative can handle it be trying to take over the industry, or they may have
alone, or actively seeking to punish the community for been the ones to enable it in the first place and are
some rebellion or failure of service. using it to crush the life out of any rival power bases.
Outsiders might be playing a major role as well, and
E A viceroy sending back false reports, Local it could be they plot to siphon off the profits.
grandee seizing control by violence, Cruel local
lord who keeps the ruler pacified with tax money E Arrogant and ruthless new oligarch, Scheming
F Inspector from the suzerain, Local judge seeking old-money grandee, Grasping and heartless
justice, Harried representative in need of help industrial magnate
C The ruler has too many problems to care about F Hopeful new entrepreneur, Local elder trying to
this place, The ruler would actually make things deal with the change, Innocently naive outside
worse if they paid heed, The ruler’s authority is investor
being hindered by some rival power C The gentry would prefer poverty to losing power,
T Tax money not yet sent, A “gift” meant to draw The gentry are split on the industry, The industry
the lord’s help, Proof of a plot to seize control of comes with severe and unequally-distributed
the community downsides
P Deserted courtroom, Street crawling with local T Profit from the industry, A valuable device to
vigilante groups, Burnt-out home of a political improve the industry, Tools of sabotage
loser P Retrofitted old workshop, Resource-extraction
site, Crowded worker housing

Pilgrimage Site Plagued City


The community is centered around a major pilgrimage The community is cursed with recurrent spells of some
site. This may be a religious location of importance to a troublesome disease. The affliction isn’t so fatal as
major faith, or it may be a more secular institution that to make living there impossible, but it adds suffering
draws the traffic, like a famous academy or the remains and expense to local lives. The plague might be
of some wondrous ancient work. Considerable local the product of an ancient curse, the results of long-
tension likely exists over controlling the access to the lost toxic remains, or an unavoidable byproduct of
site and maximizing the profits from foreign visitors. whatever industry or purpose justifies the city. It’s
probably not overly contagious, but visitors may be
E Outsider boss seeking to seize control of the site, in some peril all the same.
Corrupt hereditary site controller, Rival saboteur
bent on despoiling the site E Charlatan selling false hope, Merciless grandee
F Well-meaning pilgrim, Scholar with dangerous gladly worsening the plague for profit, Dark
historical theories, Earnest caretaker of the site sorcerer seeking to weaponize the sickness
C The site can only handle so many visitors without F Traditional healer wise in the plague’s ways,
degrading, The pilgrimage site is dangerous, The Appealing waif struck down by the illness,
keepers don’t fully understand the site Impassioned healer seeking a real cure
T Precious relic of the site, Beautifully-made fake of C The plague has a positive side-effect, Only
some critical relic, Secret true history of the site certain classes suffer the plague, Passage into
or out of the community is strictly controlled
P Expensive pilgrim lodgings, Street full of hawkers
of pilgrimage tokens, Alien and wondrous T A real cure for the plague, Hidden wealth of a
pilgrimage site plague victim, The key to halting the cycle
P Worn-down sickhouse full of locals, Cemetery
overflowing with the dead, Business based on
providing for a sufferer’s special needs
162• Community tags

Population Boom Raider Scourge


A vast influx of newcomers has recently rushed into the Almost every community has some problem with
community. They may have been drawn by economic bandits and highwaymen, but this community is
opportunities, or fled some pursuing peril, or been seriously plagued with raiders. One or more groups
forcibly moved there by a ruler who wanted to dilute of persistent plunderers are hitting the community
the existing native cohesion. The natives may not repeatedly, and they lack the necessary resources to
have the resources or opportunities to integrate these fend them off or protect all their holdings.
newcomers, and it may be that the new population
has no desire to stay longer than is necessary. E Would-be ruler turned bandit chief, Rival agent
backing the bandits, Traitorous native wielding
E Viciously xenophobic grandee, Newcomer the bandits against their enemies
leader who despises the locals and their ways, F Runaway ex-bandit, Embittered victim of their
Grasping merchant exploiting one or both groups plundering, Merchant desperate for help
F Local trying to bridge differences, Newcomer C The bandits are cooperating with a local power
trying to make a new life, Local official trying to bloc, The bandits are a direct consequence of
keep the peace some local political decision, Mustering military
C The newcomers act like conquerors, Their cultures force would have dire political consequences
are extremely imiscible, The natives are now T Plunder stolen by the bandits, A shipment of
highly dependent on newcomer industry some vital good that was waylaid, Evidence of
T Precious relic brought by the newcomers, Loot corroborators or informers
confiscated or extracted from the newcomers, P Scene of gory slaughter on the road, Burnt
Riches earned from newcomer labor farmstead outside the community, Makeshift and
P Jarringly different newcomer quarter, Market with dirty bandit camp
informally segregated areas, Tavern welcoming
to only one group

Rebel Stronghold Rigid Castes


The community is in tacit or open revolt against their The locals are divided into several castes. They may
supposed overlord. If it’s distant from their suzerain’s be organized by social role, by imputed nobility of
power centers or exceptionally well-fortified, they birth, by ethnic origins, or any other dividing principle,
might be an open nest of rebels and provide overt but they cannot imagine any other way of organizing
support to their ruler’s enemies. More vulnerable themselves. A hierarchy of castes is not inevitable,
communities will provide shelter, secret support, and a but there will be social and legal limits applied to
base of supply for hidden bands of insurgents. Loyalist ensure that each caste remains fixed in its function.
locals must keep their sympathies hidden or suffer the The outside world may or may not respect these
consequences. distinctions when dealing with the locals.
E Psychopathic but charismatic rebel leader, E Conqueror seeking to impose “civilized” castes
Savage rebel-suppressing general, Traitor on outsiders, Impostor who’ll commit any crime
leading the rebels to their doom to conceal their true caste, Abusive upper-caste
F Idealistic young rebel, Frightened local just trying grandee
to survive, Sympathetic outside mediator F Unfairly mistreated caste member, Determined
C One side of the dispute is correct but profoundly reformer with a “better” caste plan, Outsider
unsympathetic, A rebel victory would ultimately trying to undo the caste system
be catastrophic, The lord can’t afford the C The castes are marked by ancient physiological
disruption that violent suppression would create alterations, Even the low caste locals are
T Cache of valuable rebel supplies, Tax money convinced the tradition is right, Exceptional
stolen by the rebels, Secret rebel identities and money or talent can change a person’s caste
plans T Proof of a group’s real caste, Goods created by
P Rebel base hidden outside the community, Tavern a caste’s unpaid labors, Sacred regalia only a
full of sympathizers, Burnt house of a loyalist certain caste can touch
P Caste-divided residential quarters, Temple
dedicated to a caste, Workshop of a caste
Community tags •163

Scars of War Seat of Rule


The community is still bloodied by a recent violent Some important ruler or leading figure resides in the
conflict. A crushing bandit raid, a lost siege, getting community. This may be the seat of a regional lord, or
caught at the periphery of a major battle, or some it could be the traditional residence of a high priest,
other calamity has inflicted severe damage on the great magus, merchant house, or other wielder of
place. Some communities may suffer a longer-term influence. The community itself may or may not be
version of this, their youths lost in a grinding, endless under their direct control, but the wishes of the august
battle against some perpetual threat. figure must be acknowledged by the locals.
E Savage tyrant left over from the fight, Outsider E Corrupted and venal ruling figure, Conspiring
taking advantage of their weakness, Native usurper of the role, Vicious rebel against the ruler
driven to extremes by their losses F Worried advisor to the ruler, Petitioner seeking
F Bedraggled survivor, Outsider who’s come to help, Rebel against an unjust ruler
help, Relative of someone lost in the battle C The ruler is a figurehead controlled by someone
C The damage was mostly taken by one group, else, The community is struggling to keep the seat,
The losses have thrown the old social order into The ruler is not legally recognized but everyone
chaos, The locals are desperate to make the knows the reality of their influence
losses “worth it” T Riches brought to petition the ruler, Ancestral
T Plunder taken during the fight, Wealth left behind ruling regalia, Treasure hidden by a ruler of old
by the dead, A cache of treasure concealed by P Grand and ancient audience hall, Elaborate
looters edifice now no longer used, Public building
P Damaged half-occupied house, Burnt-down civil related to the ruler’s role
structure, Fields pocked with torched cottages

Secret Treachery Sinking City


The community is in secret rebellion against their The community was built atop something unstable, and
ostensible liege, having cut deals with his enemies, now that substrate is crumbling. It may be swampy
plotted to betray him for their own gain, or bridled ground or a decaying coastline, or it could be an
under his tyranny and sought a better lord. The ancient buried city that’s now giving way. In the case
community’s leadership is all in on this plot, and of some antique habitation, the denizens that once
outside viceroys or representatives are being kept lived there might be boiling upward as their home
carefully ignorant of the reality. The common folk is collapsing, or new opportunities may be revealed
may be oblivious to the truth, though they’ll doubtless even as the community’s present structure is ruined.
have felt the same motivations and promptings that
convinced their leaders to turn traitor. E Unspeakable evil from below, Ruthless local
causing damage for the sake of profit, Outside
E Suspicious investigator from the tyrant, Scheming exploiter preying on the displaced
local chief who plans to be the new lord, F Struggling local defender, Native made
Monstrous thing that they made a pact with homeless by the collapse, Curious explorer bent
F Local being cruelly mistreated by the tyrant, on discovering what lies beneath
Honest representative trying to resolve the C The collapse was caused by someone, Only
tension, Local grandee trying to stay out of it all the slums or the noble quarter collapsed, The
C One of the leaders is a double agent waiting to collapse hasn’t happened yet but it’s going to
roll all the traitors up, The leaders disagree on T Recently-uncovered treasure, Vault buried when
methods, There’s more than one group of traitors the building became a sinkhole, Key to halt the
who don’t know about the others collapse
T Proof of the conspiracy, Bribes intended for the P Pit where a manor once was, Fallen city wall,
leadership, Relic smuggled in by an outside Freshly-exposed underworks
supporter
P Smoky back room, Sullen public gathering,
Secret chamber in a leader’s home
164• Community tags

Theocratic Authorities Toxic Economy


Religious leaders are influential in almost any The community is reliant on an industry or product
community, but here they make up the final authorities. that has toxic or negative side-effects as part of its
It may be an explicit theocracy, with rule by the clerics production. The good is extremely valuable, or the
of a particular faith, or a temple might be so important community is extremely desperate, and the side-
and powerful that the official leaders are helpless to effects are endured as a necessary evil. It may be that
resist its will. The locals can be expected to be loyal their neighbors or lord are forcing them to produce
adherents to the faith, or else the less pious majority is the good so that they aren’t the ones suffering the cost.
deeply intimidated by the religion’s believers.
E Cruel sorcerer-merchant, Indifferent magnate
E Rebel backed by a rival religion, Heretical wringing more production out of people, Trader
priest trying to usurp authority, Eldritch being in flesh who profits by the sick and feeble
masquerading as a heavenly envoy F Healer trying to cure the side-effect, Crippled
F Well-meaning but zealous priest, Insurgent local maimed by the product, Outside trader
against a wicked theocracy, Harried town leader trying to soften the consequences of the trade
trying to please the clerics C The side-effect only harms an expendable class
C The theocrats are divided into struggling factions, of people, The afflicted are isolated from the
The theocracy is the result of the former regime’s healthy, The side-effect are social or economic
complete failure, The priests don’t want to lead rather than physical
but nobody else is acceptable to the people T A temporary protection from the toxin, A load
T Religious relic conferring the right to rule, Precious of the precious good, A device that worsens the
sacred scripture, Tithe gathered for the temple toxin but creates more of the good
P Ornate and splendid temple, Shrine room within P Pesthouse full of the crippled, Splendid mansion
an ordinary house, Magistrate-priest’s courtroom built off the product’s profits, Factory full of lethal
fumes and effects

Trade Hub Unique Product


The site is a major trade hub, connecting several The community produces something unique, a good
important cities or resource production areas. It’s or service that cannot be had anywhere else in the
probably at an important river juncture, ancient kingdom. This may be due to some unique resource
crossroads, or occupying the only safe path through found only there, or some carefully-guarded craft, or
some perilous wilderness. Its position may be it may be a special service that can only be provided
important enough that it can survive on trade alone, by the locals, who are somehow unique in their forms
despite being unable to feed itself with the surrounding or abilities.
land. Such hubs are usually heavily garrisoned by the
lord who profits from their tariffs and taxes. E Magnate forcing more production at a grim cost,
Ruler demanding more tribute, Rival saboteur
E Cheating merchant prince, Corrupt judge or planning to turn the product dangerous
trade official, Grasping ruler with heavy taxes F Naive but superbly talented artisan, Innovator
F Confused foreigner with strange ways, Dealer in seeking to improve the product, Outside trader
some vital adventuring good, Exotic stranger in trying to protect their deal
need of help C The product involves a vile component that
C The locals trade with Outsiders or other entities outsiders can’t accept handling, The product
normally shunned by humans, The merchants is extremely useful to very unpleasant entities,
effectively rule the city, There are pockets of Multiple rulers claim rights over the community
exotic cultures found nowhere else in the kingdom T A cache of the product, The secret method of its
T Precious goods not produced in this land, Map production, Valuable components used to make
to some fabulous foreign treasure, Gift intended the product
for a local ruler P Factory full of busy creators, Resource extraction
P Bazaar full of alien speech, Caravansary built field where a vital component is gathered, Market
in a foreign fashion, Palace of conspicuous crowded with traders from far places
opulence
Community tags •165

Upstart Faith Warring Council


There’s a relatively new religion in the community There’s more than one leader in the community, but
which is rapidly gaining power. It might be a sectarian at least some of them are at each other’s throats. It
offshoot of a major faith, the unique product of a might be a conflict between formal leadership and
new prophet, or an outside faith backed by wealthy informal authorities, or it could be a struggle among
and powerful foreign supporters. Depending on the civil officials. Their interests might diverge sharply,
demands made on believers, the new faith may be a or it could be a personal grudge that’s boiled over.
matter of concern only to the existing clergy, or it might Outside threats and internal problems are likely being
be a major flashpoint for conflict in the community. ignored until the power struggle is resolved.
E False prophet gathering thralls, Hostile native E Shadowy kingmaker bent on breaking resistance,
cleric with dark plans, Outside manipulator Megalomaniacal new leader, “Owned” leader
profiting by the strife forced to fight for his backers
F Sincere new priest, Local trying to keep out of F Neutral leader seeking a resolution, Outside
the crossfire, Existing cleric trying to make peace investigator looking to understand the situation,
C The faith has very different teachings for inner Local suffering from some trouble that’s being
and outer members, The secular leadership backs ignored
the new faith to weaken the existing temples, The C The most capable leader is also most at fault,
faith has both sympathetic and unpleasant traits The struggle is being incited by an outside rival,
T Sacred relic of the new faith, Temple relic stolen They’re arguing over a problem that seems
by new convert to the faith, Tithe offered up by insoluble
wealthy new convert T Blackmail on a leader, Treasure being fought
P Hastily-made new temple, Now-empty existing over, Item that would resolve the struggle
shrine, Market with informal religious segregation P Now-abandoned council room, Site of a
steadily-increasing problem, Tavern stronghold
of one of the combatants

Widespread Prosperity Xenophobic Locals


The community is uncommonly rich, not only for the The locals despise outsiders. For some “outsiders” may
gentry but for the common citizens as well. They be natives of foreign lands, while others might have a
may produce a valuable good, oversee precious grudge against anyone from outside the community.
resource extraction, have special economic favors Almost every community in the Latter Earth has some
from the ruler, or simply have inherited a vast body degree of wariness toward strangers, but these
of infrastructure. Their neighbors likely view them with locals have an active loathing, and the few outsiders
envy, and outside raiders and exploiters find them an allowed to trade or interact with them do so at a heavy
ideal target. disadvantage.
E Cunning raider chieftain, Greedy overlord, E Utterly unfair local magistrate, Local magnate
Arrogant local ruler over-proud of their wealth who abuses outside laborers, Leader who
F Local being exploited for their wealth, Agent always paints outsiders in the worst possible light
of the local prosperity’s maintenance, Outside F Secretly curious local, Cruelly mistreated outsider
trader trying to make an honest profit living there, Grudging diplomat seeking a modus
C The prosperity is coming at another community’s vivendi
cost, Their rivals claim their prosperity is wholly C They have a very good reason for hating
undeserved, The impending end of the prosperity strangers, Their outsider neighbors hate them just
is visible to all as much, They’re the last remnant of their kind
T Casually-stored riches, Device that creates some and fear being absorbed
critical infrastructure, Cache of weapons meant T Prized symbol of their people, Wealth confiscated
to defend the wealth from an outsider, Forbidden outsider objects kept
P Commoner neighborhood as opulent as that of sealed away
the gentry of elsewhere, Market full of luxuries, P Cultural edifice devoted to the local past, Tightly-
Edifice of unusually advanced infrastructure guarded city walls, Architecture that only makes
sense to the locals
166• Court tags

Courts
A “Court” is shorthand for a particular group of NPCs Courts are synonymous with intrigue and plotting,
tangled in a mutually-shared enterprise. It might be a and the table of potential internal or external problems
classic noble court, a large business, a patriarch-led famil- the Court faces can be used as seeds of conflict for in-
ial clan or dynasty, a temple with its clergy, a magistrate’s spiring these secret struggles. The Court Tags you gen-
bureaucratic office, or any other circumstance where a erate for the group can flavor these results, or you can
number of significant NPCs have to work with each synthesize an implicit crisis in the tag with one of the
other while perhaps having contrary goals and ambitions. results to create a hybrid situation. It may be that this
Court tags are used to provide intrigue-based adven- conflict is merely the most immediate manifestation of
tures and help a GM manage the complexity of designing the larger-scale problem represented by the Court Tags.
and running more socially-oriented challenges. When In all cases, a GM should be careful to provide some
the GM needs to generate a social situation that can’t reason why immediate, brute-force violence is not the
be readily solved with swords these tables and tags can smartest solution for the problem. Killing major figures
provide the basic outlines for them. might bring down the kind of societal heat that even
Five different types of Courts are sketched on the notoriously cold-blooded adventurers avoid. It’s very like-
following pages. The “major figures” for each provide a list ly that their rivals in their Court conflict don’t actually
of potential significant players in the Court’s intrigue. A want them dead, particularly if the Court is representing
GM should generally pick or roll three such figures to a normal familial clan or business.
act as the major foci of plots and schemes. “Minor figures” The rewards and enticements offered by a Court for
can be used to fill out NPCs necessary for delivering ad- resolving its problems should tie in with the society or
venture hooks, local color, or agents of the major figures. community it inhabits. A far-flung rural clan might not
Each major figure has some sort of power source have much in the way of practical wealth, but if they’ve
that makes their opinions and wishes relevant to the got a cousin in every village the chance to get a helpful
Court’s actions. They can’t be wholly neutralized until local guide might be worth more than simple coin. A
they’re either killed or their power source is eliminated, noble family might never be able to openly admit their
and the former may not be a feasible option for their association with the coarse PCs, but their client families
rivals or the PCs. might all have very remunerative work for the heroes.
Court tags •167

Aristocratic Courts
d12 Main Theme of the Court
These courts represent noble houses, monarchic courts,
1 Treachery, an air of suspicion and mistrust
or other combined places of governmental power and
exalted lineage. They have a great deal of secular power 2 Decadence, of excess and indulgence
over some part of the region and their wishes must be 3 Ennui, of exhaustion and loss of meaning
respected by the common folk… or resisted with con-
4 Ambition, of driving forward and upward
siderable effort.
Very few elites can afford to rule with complete in- 5 Resentment, bitter at their rivals’ crimes
difference to the opinion of others, however. These courts 6 Nobility, a sense of obligation to their people
will usually be seeking alliances with other aristocratic 7 Paralysis, trapped in some internal crisis
houses, cooperation from rich merchants, and blessings
from important local faiths. In a stable region, their chief 8 Luxury, abundant in wealth and possessions
rivals will be other aristocratic courts. When the area is 9 Tyranny, cruelly oppressing those under them
in turmoil or the social order is in flux, they might find 10 Dissolution, falling apart from outside stress
themselves facing powerful commoner clans, ambitious
11 Exoticism, following strange outside ways
religious organizations, or rich merchants willing to pro-
vide reliable order to society. 12 Might, flexing its power in impressive ways

People of the Court


d12 Major Figure Minor Figure The Source of their Power in the Court
1 Lord/Lady Affiliated Merchant They are the only legitimate heir to an important post
2 Ornamental Spouse Amusing Performer They control a large chunk of the court’s income sources
3 Ruler’s Mistress Butler or Eunuch They are widely loved and admired by the members
4 Heir Apparent Footman They have access to sinister sorceries or magic items
5 Spare Heir Hanger-On The others fear violence or brutality from them
6 Court Mage/Priest Heir’s Tutor They have a special relationship with the nation’s ruler
7 Jester or Pet Artist Hired Assassin They have blackmail on important members
8 Chief Steward House Guard Everyone acknowledges their skill and brilliance
9 Poor Relation Lady in Waiting They have a very effective spy ring in their service
10 Senior Relative Pleasure Slave They provide intimate services to an important person
11 Cadet Branch Lord Prying Servant They have innate magical powers or gifts
12 Lord’s Main Rival Spy for a Rival They have the support of an important local faith

Problems of the Court


d12 Internal Conflicts External Conflicts
1 Someone is pursuing someone else’s spouse or fiance The court somehow offended the nation’s ruler
2 Someone is facing financial ruin due to a mistake A royal advisor wants the court cut down to size
3 Two potential heirs to something are in bitter conflict A rival court has recently gotten much stronger
4 An elder is making unreasonable demands on others Hostile forces have attacked and ruined a court asset
5 A danger exists in or near the court’s own seat A traitor to the court is helping a rival group’s attacks
6 Someone is skimming off income due others in the court An important faith is angry with the court over something
7 A court servant is blackmailing their employer Tenants or merchants have been upset by the court
8 A court resource or asset has been badly damaged The local ruler has levied a harsh “gift” on the court
9 Someone wants to make a very poor marriage choice A rival has seized control of an important court asset
10 Someone poisoned or cursed someone else in the court A reckless member has incurred a group’s anger
11 Someone got involved with a criminal organization Doing something vital will infuriate another power
12 A rebel in the court is scheming against the crown A rival has laid a legal claim on a court asset
168• Court tags

Business Courts
d12 Relations With Their Market
These courts can be used to detail powerful merchant
1 Trusted, they’re a fixture of the local market
houses, business combines, or even ambitious new enter-
prises that play a significant role in a community. 2 Angry, they’ve done something to infuriate
Business courts provide at least one product or ser- 3 Curious, they’ve come up with a new thing
vice to the people around them, one important enough
4 Resentful, they deal harshly and graspingly
or expensive enough to give them considerable influence.
Given the state of most nations, every major merchant 5 Suspicious, they’re rumored to do vile things
expects the local rulers to try to take his profits and claim 6 Admired, they’re well-loved by customers
his property sooner or later; the idea of property rights 7 Novel, they’re new to the market here
independent of the desires of the ruling class is not a
familiar one most places. 8 Patronized, favored by the local nobility
The main defense a business court has is to be more 9 Affinity, dealing with co-ethnics or believers
valuable to the rulers intact than dismembered. Some 10 Apathetic, with customers losing interest
emphasize heavy ties with local authorities, while others
11 Predatory, eliminating weaker rivals
in wilder lands make themselves too dangerous or too
vital to destroy with impunity. 12 Shabby, their goods cheap and minimal

People of the Court


d12 Major Figure Minor Figure The Source of their Power in the Court
1 Business Owner Angry Former Customer They own rights to a critical part of the business
2 Business Partner Best Customer They fronted the initial investment money
3 Buyer Seeking Takeover Business Guard They had the idea that made the business work
4 Chief Artisan Expensive Courtesan They have information on the owner’s criminal doings
5 Corrupt Lieutenant Gang Extortionist They keep the local nobility from sucking it dry
6 Head Accountant Neighboring Businessman They have ties to an important local faith
7 Innovative Worker Noble Parasite They’re the only one who can handle the workers well
8 Noble Patron Shop Clerk Their relatives make up a lot of the workers
9 Owner’s Heir Street Informer The business owes them a large monetary debt
10 Rival’s Catspaw Supply Vendor The business is built on property they own or control
11 Spouse or Lover Temporary Worker They have vital connections with important suppliers
12 Wealthy Backer Thieving Worker They handle purchases for a critical customer

Problems of the Court


d12 Internal Conflicts External Conflicts
1 Someone’s been cooking the books A competitor is trying to force a sale of the business
2 A secret flaw has been discovered in the product They’ve insulted or offended the nobility somehow
3 A critical resource for making the good is running out Their customers are furious over a recent product flaw
4 A vital worker has quit in a fury over some offense Someone’s tainting or ruining a critical resource input
5 Someone lost a large sum of funds to theft or error A noble wants to force his own pet business into place
6 The deed to some vital property has been lost A local religious group has become angry with them
7 A customer is proving both critical and intolerable A holder of a vital secret has died or been kidnapped
8 A major stakeholder is coming up with terrible ideas They’re trying to swallow a rival business
9 Income is down but no one can agree on a plan Someone’s hooked them into a terribly bad deal
10 Factions are quarreling over a new product An enemy is sabotaging an important workshop
11 A family scion is botching their work terribly Bandits or paid thieves have plundered something
12 The owner’s incapacitated and no one is in control They’ve signed a deal they suddenly can’t complete
Court tags •169

Criminal Courts
d12 Their Primary Mode of Crime
Gangs, secret societies, degenerate villainous cults, and
1 Extortion, using brute force and threats
other groups of organized rebels against societal laws are
represented as criminal courts. These groups all stand in 2 Blackmail, preying on the wealthy
opposition to some generally-accepted principle or code 3 Murder, being proficient assassins
of laws, though many may be tacitly normalized in places.
4 Smuggling, sneaking in untaxed goods
Substantial criminal enterprises all exist in some
sort of relationship with the society around them. Per- 5 Black Marketeer, selling forbidden things
haps the locals accept them as an unpleasant inevitability, 6 Slaving, whether legitimate or by force
or they’re too dangerous for secular rulers to meddle with 7 Theft, whether burglary or banditry
them, or they prey on a population that the authorities
are indifferent to. 8 Fraud, con artists and business cheats
This acceptance can vanish rapidly if the court seems 9 Loans, giving high rates and harsh collection
to present a real threat to the government’s control, how- 10 Fencing, selling hot goods untraceably
ever. Given their outlaw status, the common populace
11 Occult, offering forbidden magic to others
is unlikely to have any concerns about their brutal and
extra-judicial suppression. 12 Piracy, or helping pirates sell their goods

People of the Court


d12 Major Figure Minor Figure The Source of their Power in the Court
1 Grizzled leader Disreputable Priest They’re independently wealthy and doing it for fun
2 Leader’s Concubine Oppressed Local They have a sinister magical gift or aptitude
3 Brutal Kneebreaker Protected Merchant They have a powerful or useful magical device
4 Well-Placed Spy Shabby Local Fence They have blackmail about the court’s leadership
5 Ambitious Lieutenant Drunken Healer They’ve seduced the court’s leadership
6 The Heir Apparent Cooperative Innkeeper Their remarkable skills bring in a lot of money
7 Corrupt Magistrate Tired Harlot They’ve special relations with the local rulers
8 Wicked Noble Patron Would-be Client They have a profitable front business they run
9 Incompetent Scion Aspiring Member They’re personally terrifying and capable of murder
10 Outcast Sorcerer Bribed Guardsman Their charisma has gotten them a lot of supporters
11 Dangerous Rival Criminal’s Relative They’re diabolically cunning and persuasive
12 Seductive Tempter Scabby Beggar They have numerous criminal allies elsewhere

Problems of the Court


d12 Internal Conflicts External Conflicts
1 Someone’s knifed a fellow member again The local law enforcement isn’t staying bought
2 A deed’s profits were unfairly split with the members They’re meddling with an extremely dangerous target
3 Someone’s stolen court property for their own use A rival gang or group is moving on their territory
4 The leadership is being roiled by a challenge A traitor is in league with an enemy group
5 An important member’s made a grave mistake A sorcerer has a grudge against the group
6 Two members are fighting over another’s affections They’ve drawn heat from a powerful noble
7 The leader’s suffering from increasing paranoia A local religion has a particular enmity with them
8 They’re overdoing the crime and drawing excess heat They acquired something that’s causing them dire woe
9 Someone’s picked up a very bad habit or addiction A court faction is getting support from a hostile rival
10 Members are employing magic against rivals A noble or ruler wants to use them for their own ends
11 A recent catastrophe depleted the court’s wealth Their territory has become very inhospitable to them
12 A faction wants to enter a different sphere of crime They’re in a bad deal they don’t dare renege on
170• Court tags

Familial Clan Courts


d12 Relations With Their Neighbors
Wherever masses of humans can be found, there will
1 Isolated, distrusted or disliked by most
always be found those large, influential extended families
that play an outsize role in the community’s life. These 2 Creditor, with many owing them payment
major families might be characterized by a shared ethnic 3 Scorned, derided for some deed or trait
background, a tradition of some important skill, or an
4 Respected, honored for some quality
intensely cooperative clannishness in the face of outside
rivals. 5 Newcomers, relatively new to the area
These tables can be used to flesh out the leading 6 Loners, not disliked but not close to any
families of a farming village, the not-quite-noble gentry 7 Feared, for past acts or present threats
of a major city, or the tribal bands of a barbaric wilder-
ness-dwelling folk. While these courts are assumed to 8 Revered, held in dread and awe by most
be subordinate to some local ruler, they have enough 9 Envied, resented by jealous neighbors
resources and members to be a problem for nobles that 10 Loved, widely adored by other families
mean to trample them carelessly. That power and ability
11 Needed, for a particular trait or person
to protect their neighbors’ interests is often what brings
them to prominence in their own community. 12 Hated, barely endured by their neighbors

People of the Court


d12 Major Figure Minor Figure The Source of their Power in the Court
1 Adopted Member Acquainted Noble They hold the deed to some critical family property
2 Ambitious Scion Blackmailer They’re the heir to the chief bloodline of the clan
3 Black Sheep Disowned Wastrel They’re best at the skill or profession the clan practices
4 Clan Duty Keeper Family Guard They have considerable blackmail on their peers
5 Disowned Rebel Family Priest They have extensive contacts in other families
6 Favored Child Gossipy Neighbor They own great amounts of personal wealth
7 Oldest Elder House Servant They’re notoriously loyal and useful to the family
8 Outsider Spouse Moneylender They’re an intimate of the local ruler
9 Patriarch/Matriarch Old Retainer Everyone in the family loves them very much
10 Reckless Innovator Secret Lover They have many capable, loyal children
11 Stern Traditionalist Tenant Farmer Their capacity for violence is fearsome to others
12 Young Fosterling Useful Tradesman They have access to secret magical items or powers

Problems of the Court


d12 Internal Conflicts External Conflicts
1 An important member’s spouse is having an affair There’s a running feud with another family
2 The clan leader is opposed to a popular plan or goal The local ruler doesn’t like their influence and power
3 The last leader recently died without a clear heir A member committed adultery with the wrong person
4 A member’s bloodline is clouded by suspicion Someone gravely insulted or offended another family
5 A cadet branch is fighting to seize control The family’s rights are being trod on by the nobility
6 The clan poured much wealth into a failed ambition The family’s source of influence is being subverted
7 Personal grudges have caused resentful factions A rival family stole something very important from them
8 The new generation is ignoring old, painful duties A diplomatic marriage has turned out very badly
9 A member is selfishly trading on the clan’s reputation Their neighbors demand they fix a local problem
10 One member is convinced another wants them dead Their vital interests are making trouble for neighbors
11 A very important young talent has turned rebellious Ambitious newcomers are attacking their status subtly
12 The leader is betting big on a risky, unpopular scheme A disowned rebel is trying to usurp control of assets
Court tags •171

Religious Courts
d12 Their Relations With the Larger Faith
Temples, monasteries, seminaries, secret cults, or strictly
1 Schismatic, despised as heretical
secular academic institutions can all be represented by a
religious court. Wherever a combination of intellectual 2 Desultory, an apathetic jobsworth sentiment
rigor, obscure practice, and less-than-tangible communi- 3 Carceral, a punishment-post for wrongdoers
ty services are found these courts can provide structure.
4 Affable, courteous and cooperative
Religious courts exist in the context of a larger faith,
though they may not be strictly subordinate to any out- 5 Populist, focusing on the poor lay believers
side cleric depending on the structure of the religion. 6 Intellectual, given to sophisticated theology
Whether independent or obedient to a bishop, however, 7 Occult, conducting theurgic magic studies
they are undoubtedly under at least some pressure to
cooperate with the local government. Any organization 8 Pioneering, a new missionary establishment
with the money, popular influence, and land holdings 9 Zealous, full of fervent believers
held by a major temple is going to have to come to some 10 Subverted, controlled by a secular power
kind of terms with the local ruler. Minor shrines and
11 Venerable, old and greatly honored
remote monasteries may be able to avoid the worst of
these exactions. 12 Sectarian, a stronghold of a particular faction

People of the Court


d12 Major Figure Minor Figure The Source of their Power in the Court
1 Affiliated Noble Cleric of Lax Morals They are thought to produce wondrous miracles
2 Charismatic Priest Corrupt Priest They have acknowledged magical skills
3 Dubious Theologian Fanatical Zealot Their mastery of doctrine is unanswerable
4 Gifted Healer Holy Goods Peddler They’ve the backing of secret but powerful heretics
5 Guard Captain Loud Reformer Local lay believers support them with money and help
6 High Priest Pious Criminal Boss They’ve noble or oligarchic relatives
7 Holy Oracle Sick Petitioner They’re an expert at seduction and manipulation
8 Richest Lay Member Slave of the Faith Charismatic leadership and keen insight aid them
9 Sacred Figurehead Temple Artisan They have a pious noble who backs them
10 Stern Inquisitor Temple Guard They secretly arrange criminal services for the court
11 Temple Sorcerer Temple Prostitute They have a particularly holy lineage or role
12 Temple Treasurer Tenant Farmer The upper hierarchy of the faith favors them

Problems of the Court


d12 Internal Conflicts External Conflicts
1 Someone came up with a very seductive heresy A popular preacher is leading lay believers astray
2 Omens of divine displeasure have manifested A rival sect is moving on their unofficial territory
3 A vital ritual item or component has been lost A noble believer demands an impossible miracle
4 The leader and their chief rival sabotage each other Court property is being seized by a rival power
5 A forbidden relationship has formed among clergy The god’s power seems feeble to people lately
6 A member demands a very costly ritual be performed The ruler wants the court to take on an unpopular role
7 Members fight over who is to conduct a great ritual The upper hierarchy is fighting over the court somehow
8 The greater faith declared a vital activity anathema A holy demagogue is preaching against the court
9 The clergy have taken up a costly and wicked habit The ruler is trying to suborn control over the court
10 A zealot reformer is demanding impractical reforms A noble adherent is demanding special concessions
11 Poverty or need is forcing them to compromise piety An outside cleric is trying to claim leadership
12 A member is screwing up an important court duty Rivals are blaming the court for some misfortune
172• Court tags

Court Tags
Like the other tags in this section, Court Tags are meant Other tags are more descriptive in nature, and don’t
to be interpreted in terms of the Court they’re modify- have an obvious built-in problem to present to the PCs.
ing. Affliction’s Mark representing a wasting disease on In those cases you can just use that tag to flavor the com-
a temple’s senior clergy is going to have a very different plication implied by the other, or else draw the tag to its
flavor than the tumor eating away at a crime boss’ brain. extreme and make the Court deal with the consequences
A desperate search for the crime that inflicted such a of maintaining their place or behavior in the face of an
dreadful divine punishment might fit one, while a crim- uncooperative world.
inal gang cast into paranoid dread of the boss’ mercurial Two Court Tags are usually sufficient to give a group
temperament is more in line for the other. its own flavor and style. A royal court made up of three
Some tags come with implicit problems as part of or four quarreling noble houses might have each of the
their description; an Awkward Birth carries with it the contenders built as their own Court, each with their own
turmoil that the Court is experiencing as it tries to deal pair of tags and their own internal tensions to go with
with a child that shouldn’t exist. If you’re going to the their external rivalries.
trouble of generating a Court, it’s probably so you can use Conversely, you might mix two tags for a single
it in an adventure, so these problems and crises should be Court, but then roll a few more to flavor individual
phrased in ways that the PCs can get involved in them. major figures in it, using them as metaphors or creative
The situation might be so delicately balanced between cues to give personality or detail to the participants in
different major players in the Court that the small nudge the Court’s intrigues. Still, as in all sandbox affairs, don’t
a group of skilled outsiders can provide is just what it build more than you need for your immediate content
takes to bring the matter to a resolution. requirements. You can always add more detail later.

d100 Tag d100 Tag


1–2 Affliction's Mark 51–52 Iron Law
3–4 Ancestral Obligation 53–54 Lost Purpose
5–6 Awesome Legitimacy 55–56 Magical Subversion
7–8 Awkward Birth 57–58 Ministerial Capture
9–10 Blandished Leadership 59–60 New Generation
11–12 Cadet Branches 61–62 New Opportunity
13–14 Capricious Orders 63–64 Outside Debts
15–16 Cultural Insignia 65–66 Overextended Grasp
17–18 Daring Ambition 67–68 Poisonous Cliques
19–20 Dark Secret 69–70 Priestly Influence
21–22 Decadent Court 71–72 Proxy Speaker
23–24 Devil's Bargain 73–74 Rampant Corruption
25–26 Diplomatic Demands 75–76 Recent Brutality
27–28 Disputed Inheritance 77–78 Regency Council
29–30 Excess Heirs 79–80 Restive Lessers
31–32 False Prize 81–82 Rival Dreams
33–34 Fatal Extravagance 83–84 Rival Power
35–36 Forbidden Romance 85–86 Ruling Regalia
37–38 Foreign Ties 87–88 Runaway Rule
39–40 Gate Keeper 89–90 Shining Successor
41–42 Hidden Blight 91–92 Splendid Seat
43–44 Hopeless Rival 93–94 Sublime Skill
45–46 Impure Blood 95–96 Sudden Strength
47–48 Inadequate Tools 97–98 Threatened Violence
49–50 Inept Ruler 99–00 Waning Wealth
Court tags •173

Affliction’s Mark Ancestral Obligation


Some sort of persistent, incurable illness is gnawing The court was impressed with some great task, duty, or
at the court. The principle leader might have been role by its founder, and much of its influence or moral
felled by it, or a beloved member, or it may be a authority hinges on continuing to carry out that task.
spreading curse within its circles. Acute diseases will Its traditions and structure revolve around being able
likely have the sufferers desperate to find some cure, to carry out the work. Failure means disgrace and
while chronic illnesses might need regular infusions of perhaps tangible penalties as old pacts are broken.
some costly or morally-dubious remedy. Aside from this, neglecting the duty may result in other
negative consequences, perhaps to parties other than
E Manipulative quack, Amorally desperate parent, the court itself.
Secret spreader of plague
F Appealing victim, Struggling physician, Worried E Schemer who’d profit by the duty’s disruption,
spouse-to-be of a victim Rebel who hates the duty and care nothing for
the consequences, Tyrannical leader who forces
C The sickness is a direct result of their choices, A others to bear the duty’s cost
faction would profit enormously if the current
victims died, The only known cure comes with a F Grimly-determined keeper, Sympathetic member
dire moral or material cost who suffers from the work, Outsider desperately
reliant on the work being done well
T Palliative that can slow or ease the disease, Proof
of its source or cause, The price gathered to pay C No one fully understands the duty’s meaning any
for a perhaps-real cure more, The duty comes at a terrible cost, Recent
calamity has left them too weak for the work
P Hushed and shadowed sickroom, Gathering
place with an air of forced gaiety, Untouched T Vital tool for carrying out the job, Ancient
quarters of the recently dead payment for the work, Key to lifting the burden
P Ancient work-chamber, Hall emblazoned with
symbols of the work, Training hall for carrying
on the work

Awesome Legitimacy Awkward Birth


The things that are certain in life are death, taxes, A pregnancy is roiling the court and causing severe
and this court. They are important, they have always problems. It may be that a member is pregnant by
been important, and they always will be important. the wrong man, or a pairing took place that was
They may wax and wane, but no one in their society shocking to society, or a newly-born heir is showing
can imagine them ever ceasing to exist, and at most signs of inherited Blight, or a new heir suddenly
the locals can only think of seizing control of the excludes a displeased prior incumbent. The court
court or compelling its cooperation. Its destruction can’t hush it forever, and abortion is either impractical,
is unthinkable. It may have absolute control of some unacceptable, or too dangerous to the mother. This
critical social function, have members of legendary may not stop certain members from trying.
awe, or be viewed as the personal property of some
divinity or godlike entity. E Elder who would see the problem “solved”,
Murderously suspicious husband, Demoted heir
E Implacable tyrant consecrated by custom, F Naive young lover, Desperate hidden paramour,
Manipulator who cloaks his will in the court’s Worried sire of the unwanted child
legitimacy, Outsider who’ll ruin the court despite
the chaos such a thing would create C Secret accusations of illegitimacy are being
passed through the court, The disgraced
F Court member keenly aware of their responsibility, husband’s family is enraged, The pregnancy is
Local haplessly oppressed by the court, Outsider just a tool the mother is using to get her way
who deals cautiously with the court
T Proof of the real father, Blackmail material on the
C The court really is as indispensable as it seems, court’s leadership, Wealth stolen away by the
The source of its untouchability is weakening, If it former presumptive heir
goes down it’s taking much of local society with it
P Nursery much worse-appointed than expected,
T Regalia of ancient authority, Dusty deed to a rich Prison-like room for the expectant mother,
property, Wealth of a failed rebel against it Stronghold estate of the disappointed former heir
P Long-forgotten spare throne room, Ancient
archive, Gathering place in use for ages
174• Court tags

Blandished Leadership Cadet Branches


The leadership has been led astray by one or more The authority of the court is somewhat splintered, with
pretty girls or boys. They dote on their paramours, multiple cadet branches of the family, enterprise, or
granting them extravagant favors and imperiling the department having their own share of its power. These
court with the lengths they go to in order to please their branches are likely to struggle over control of the
beloved. Those not given to romantic dizziness may main court, with some of them perhaps preferring the
be enraptured by more physical talents, so occupied court’s dissolution rather than allowing a hated rival
in the business of night that nothing is done in the day. to gain control of it.
E Rival who sent them the playthings as gifts, E Disgraced scion with a plan for revenge, Ruler
Ruthlessly manipulative lover, Murderously who hates a particular branch, Scheming leader
angry neglected spouse of a minor branch
F Sadly displaced former favorite, Frustrated F Bastard offspring seeking recognition, Visionary
underling, Disapproving moralist from a cadet branch, Rightful leader denied their
C The paramours have a supernatural edge in their place
charms, Their spouse likes them distracted so as C One “cadet” branch actually has a right to rule
to carry out their own plans, The court is fighting but is too weak to claim it, The main court plays
over influence with the paramours rather than the the branches against each other, Outside rivals
leadership want the court to remain splintered
T Priceless luxury demanded by a lover, Trinket T Proof of a branch’s illegitimacy, Bribe paid to get
of great worth abandoned by them, Wealth a branch to cooperate, Blackmail material on the
gathered to build some pleasure for them main court’s ruler
P Seraglio of constant liveliness, Court hall P Ostentatious branch estate, More modest but far
abandoned by the leadership, Pleasure-garden older main estate, Court hall with places for all
redolent of luxury the branches

Capricious Orders Cultural Insignia


The court is issuing unreasonable orders to those The court produces some famously revered cultural
under its authority, demanding excessive tribute, product, such as literature, poetry, painting, sculpture,
unreasonable obediences, or similar sacrifices. The music, dance, or other art form. Their members may
court leader may be new and over-confident of their have a direct tradition of production, or they may be
power, or the court may be in dire trouble and needs the critical patrons of a tradition of artists or a school
more resources, or rival forces may be goading or that produces the product. The product wins them
manipulating the court into overplaying its hand out respect among the cultured, and many would be glad
of recklessness or ignorance of the true state of affairs. to assist them in exchange for the luster of association.
E Arrogant new lord, Mentally unstable or E Ruler who would crush rival schools, Chief artist
bewitched ruler, Scheming advisor in a rival gone mad with jealousy or megalomania, Rival
power’s pay artist determined to destroy the tradition
F Mistreated subject of the court, Frustrated F Earnest young artistic genius, Poor court member
moderate member, Reasonable rival of the determined to patronize as best they can,
current ruler Unworldly aesthete concerned only with art
C The demands are all to fulfill a great secret C The art has actual magical powers when well-
plan, The demands are punishment for a failed made, The art encourages or glorifies some
rebellion, The court doesn’t want to make the reprehensible cause, The artists are savagely
demands but is somehow forced to do so factional in their different schools
T Heavy load of tribute, Stolen treasure that the T Lost legendary work of art, Proof that a famed
court demanded be produced, Privately-diverted piece of art is a forgery of the original, Hidden
wealth from the demands masterwork of a dead genius
P Angry court reception hall, Public plaza with P Salon dedicated to appreciating the art,
darkly-grumbling locals, Enterprise closed down Workshop where the art is made, Grand public
due to a failure to deliver on the demands structure adorned with the art
Court tags •175

Daring Ambition Dark Secret


The court has a grand ambition which is driving its The court has a dark secret that would cost it dearly if it
actions, and it’s making a major bet on its ability to were to be revealed. Loss of influence, station, money,
achieve its goal. Failure will mean catastrophe for the or power might all be consequent. It may involve old
court, while success promises great rewards. Not all treacheries, hidden crimes, secret illegitimacies, dark
the members of the court are necessarily sharing the pacts, or harsh choices that were unavoidable at the
same risks and potential payoff, however, and some time. The uppermost ranks likely know the truth, but
may be paying more than they’d ever profit. the lesser members may have nothing but unpleasant
suspicions.
E Megalomaniacal leader, Well-meaning but
hopelessly optimistic ruler, Secret manipulator E The villain they’re allied with, Ruthless keeper of
driving the ambition secrets, Amorally villainous ruler
F Sympathetic necessary sacrifice for the cause, F Secretly worried lesser court member, Outside
Court member struggling to do their share, Ally investigator, Bitter survivor of the court’s crime
who’d profit if the court succeeded C The act was acceptable or normal at the time
C The court thinks the ambition is one thing but the it was committed, Revealing it would implicate
leadership knows it’s another, The ambition’s other important powers, The court’s leadership
success would be a poisoned gift, A faction plans has tried to quietly make amends for it
to monopolize the benefit or shift all the loss T Proof of the heinous crime, Precious treasure
T Critical material for the ambition, Costly remnants acquired through the sin, Valuable relic taken
of a failed effort, A valuable result of progress in from a victim of the crime
the ambition P Secret archive full of dark evidence, Noble
P Enterprise or establishment dedicated to monument built on a dark substrate, Private
the cause, Newly-constructed edifice, Hall sanctum for only the inner circle
optimistically prepared to celebrate victory

Decadent Court Devil’s Bargain


The court is too absorbed in their pleasures and The court made a bargain that’s now coming back
indulgences. Their cooperation is purchased with to haunt them. Some pact with an outside power
coin or flesh, their disports grow ever more costly and gave them a crucial edge or a desperately-needed
excessive, and even the minor members are getting boost, but now it needs to provide services, favors,
accustomed to shameful enjoyments. Their power is or help that could end up destroying it or costing its
being turned toward facilitating their membership’s leadership dearly. The pact was probably secret at
appetites rather than fulfilling whatever role got them the time, and even revealing it exists could have dire
their status in the first place. repercussions.
E Jaded and sensation-starved ruler, Cruel E Vile entity it pacted with, Ruler planning on foisting
panderer for the court’s hungers, Monstrous the price off on a victim, Heartless creditor who
entity that sponsors or encourages vice cares nothing for the damage it does
F Escaped would-be subject, Inquisitive outside F Undeserving victim of the price, Rival who
investigator, Frustrated native in need of the suspects something is up, Enemy of the power
court’s execution of its duty they pacted with
C The court’s leadership is uninvolved and using the C Only a small faction of the court knows about
vices to blackmail and control their underlings, the bargain, The current leadership didn’t know
The court’s trying to spread its vices in its own about the deal until it was threatened into
social stratum and profit accordingly, A faction is compliance, The power they pacted with is a
taking things much too far even for their brethren mortal enemy of their society
and involving occult powers T Blackmail material the pact granter is using to
T Debt-slave contracts, Hideous but precious idol control them, Potent relic granted in the deal,
or art object, Valuable drug made from slaves Heavy tribute due to the pacting power
P Debauched salon, Court public hall made sinister, P Monument to the victory the pact secretly gave
Pit where the human chattel are kept them, Secret chambers for the pact’s granter,
Shrine to the dark entity they propitiated
176• Court tags

Diplomatic Demands Disputed Inheritance


Some rival or outside power is making demands on the The court’s rule or property is due to pass on to the
court that they cannot easily ignore. It might involve next generation, but there are multiple claimants to it.
some prior offense in need of reparations, a past deal Each has some colorable legitimacy, and factions and
that’s come due, or a price required for a favor that secret supporters are doubtless rife in the court. They’re
the court desperately needs. These demands are more well-balanced enough that brute force seems a risky
than the court can easily pay, and determining where route to take, though matters are rapidly coming to a
the burden will fall most heavily is a matter of fierce head as the need to establish a new leader is intense.
internal politics.
E Cruel and vicious heir, Incompetent heir who has
E Scheming shifter of burdens, Outside rival bent the best claim, Outside enemy backing the strife
on beggaring the court, Incompetent diplomat F Most talented heir but with the worst position,
who’s only making things worse Hapless heir in dire need of protection, Loyal
F Victim of unfair exactions, Harried diplomat with retainer trying to avert disaster
no cards to play, Native who desperately needs C Legitimacy rests on possession of a now-lost relic,
the deal to go through If the struggle lasts much longer the patrimony
C The exactions demanded are purely punitive, will be ruined or lost, A selfish regent is exploiting
There’s a specific temporary reason the court the court during the interregnum
has to acknowledge the demands, Another party T Bribe intended for the faction leaders, Precious
could give a better deal if they were persuaded relic of legitimacy, The real and verified will
T Huge down payment on the demands, The P Tense and angry court meeting hall, Heir’s
precious object the court is trying to acquire, country estate, Court plaza where the factions
Proof that the demands are unjustified don’t mingle
P Diplomatic retreat full of tense people, Site of the
problem causing the demands, Hushed court hall
full of whispers

Excess Heirs False Prize


While the ruler remains vigorous, they have too many The court is trying to obtain a goal or ambition that
legitimate heirs for the court to comfortably absorb. will actually be disastrous for it. Either through political
There’s not enough wealth or power to give the miscalculation, ignorance of the truth, or willful
losers a dignified station, or else the losing heirs may blindness to the consequences, they’re plunging
expect to be executed, or the heirs are locked in a headlong towards calamity. Rivals might be secretly
court-disrupting battle to force their desired outcome. aiding them in their purpose, while factions within the
Various heirs might be backed by rival outside powers court may be uselessly protesting the danger of the
searching for a convenient catspaw. path they’ve chosen.
E Cruel but talented crown prince, Scion in league E Foolhardy ruler with grand plans, Treacherous
with dark powers, Secretly murderous spare heir advisor encouraging disaster, Trickster leading
F Capable but hard-pressed candidate, Hapless the court to its ruin
ruler unable to enforce a choice, Vengeful F Clear-sighted court member who is being
retainer of a murdered heir ignored, Victim of the danger the court is facing,
C The ruler desires a Darwinian culling of heirs, The Disfavored faction leader warning of peril
court desperately needs the heirs to cooperate to C The prize’s benefits will attract an overwhelming
overcome a threat, Several heirs were formerly foe, The prize will corrupt or ruin the court’s
unknown leadership, The prize comes with secret problems
T Proof of a candidate’s illegitimacy, Bribe from an or obligations that will plague the court
enemy power, Relic meant to eliminate a rival T Proof that the prize would be a disaster, The key
P Well-fortified home of an heir, Court hall where to unlocking the prize, Rich reward that seems to
the factions are well-separated, Ritual occasion be a foretaste of the prize’s benefits
of enforced amity P Edifice built as part of the effort, Ruined seat of a
former holder of the prize, Secret facility where
terrible prices are paid in pursuit of it
Court tags •177

Fatal Extravagance Forbidden Romance


The court is exhausting itself on luxuries or displays Someone in the court is deeply in love with someone
of magnificence that it cannot truly afford. It may feel they shouldn’t be. It may be a rival from another court,
pressured to do so in order to maintain face before its a lowly commoner, an incestuous bond, an attraction
rivals, or it may over-estimate its resources, or it may to a forbidden demihuman, a fellow court member’s
be being manipulated by whatever group they’re spouse, or a spectacularly horrible person who can
buying their luxuries from. Optimistic courts may be only bring them misery. This love may or may not be
betting on a future windfall that may or may not come. reciprocated, and it may be an open secret to others.
E Smiling merchant of addictive drugs, Grandiose E Unreciprocated lover who won’t take no for an
ruler, Selfishly hedonistic court member answer, Cruelly manipulative object of affection,
F Court member vainly trying to economize, Court elder bent on terminating the relationship
Worried accountant, Client upset at the lack of F Earnest matchmaker friend, Appealing paramour,
expenditures on their vital need Aspiring peacemaker who wants the match
C The extravagance is serving a secret magical or C The reasons for opposing the match are extremely
ritual purpose, It’s being paid for with debt the good, The court member is being exploited by
court intends to never need to repay, The waste the paramour or their manipulators, A rival court
is the product of a new ruler who has different member wants the match to go through so the
expectations of what they deserve court member will be disgraced
T Shipment of precious luxuries, Payment meant for T Proof that the lover is not what they seem, A gift
the next round of indulgences, Precious item that the enamored should not have given, A token
is to be pawned or sold to fund the luxuries that will legitimize the pairing
P Gaudily-adorned court structure, Celebration P Secret rendezvous spot, Hidden prison for a
of wild excess, Ostentatious and newly-built reluctant lover, Court festival where unacceptable
monument to their luxuries hints are given

Foreign Ties Gate Keeper


The court has strong ties with some foreign power or The court controls access to some critical resource
organization, one that may or may not be hostile to or social function. It might have an effective lock on
their greater polity. The court draws some considerable the local law, or control the irrigation network for
advantage from this tie, but it’s also expected to assist regional farms, or provide vital religious services to
its affiliate in their own local goals. If the affiliate is an faithful believers. If it abuses this power too greatly,
enemy or rival of their people, this tie may be carefully however, its rivals will combine against it and may
hidden, or it may be a known scandal about the court. seize control of the resource.
E Foreign spymaster with demands, Rival who E Reckless leader who’s overplaying their
despises the foreign power, Court member who’s hand, Outside schemer planning to break
a wholly-owned agent of the power their monopoly, Corrupt court member who’s
F Appealing foreign petitioner, Harried court undermining the control for their own benefit
member trying to square their obligations, F Earnest outsider with a monopoly-breaking idea,
Outside inquisitor into suspicious doings Frustrated court member trying to reform the
C The power used to be friendly to the polity but monpoly’s administration, Hard-pressed local
has recently been viewed as a rival, The court mistreated by the monopoly
is secretly reliant on the foreign power’s support, C The next alternative monopolist is much worse,
The support consists of the foreign power not A monopoly-breaker has vile intentions, The
doing something that they could do monopoly rests with them for secret but very
T Funding from the power, Precious item the court good reasons
needs to turn over, The macguffin the power T Some good produced by the monopoly, License
wants the court to obtain for them or leave to violate the monopoly, Device that
P Court hall in an architectural style like that of greatly weakens the monopoly
the power, Home with foreign-derived elements, P Site where the monopoly is practiced, Secret
Archive with documents in a foreign tongue wildcatter site of unlicensed production, Private
production site of one of the court’s elites
178• Court tags

Hidden Blight Hopeless Rival


One or more members of the court are afflicted The court has a rival or enemy that bears a burning
with the Blight, but are concealing their condition. desire to destroy them. Unfortunately for them, they’re
Their particular Blight is not physically obvious to wholly incapable of doing so. This fanatical desire
onlookers, but may have severe psychological or may be born of past crimes, cheated opportunities,
hidden physical manifestations. At least some of the or an ancient feud. In their desperation to strike at
other court members have a good reason to aid this their enemy, it’s likely the rival will go to extreme and
concealment, if only to avoid the scandal of being unwise lengths, perhaps making bargains they ought
known to carry Blighted genetics. not to make.
E Blight-demented leader being shielded by others, E Oft-beaten rival of the court’s ruler, Disgraced
Ruthless investigator seeking answers, Murderous court member turned renegade, Spare heir with
court member bent on “resolving” matters a grudge
F Blighted struggling with their curse, Court member F Sympathetic enemy of the court, Rival’s associate
trying to protect the secret, Blighted parent trying trying to stop them from going too far, Inquisitor
to help their child looking into nefarious dealings
C The Blight is light enough to be lifted somehow, C The rival’s hate is very justifiable, The rival’s
The Blight is somehow useful to the afflicted, They engineering a clash with a greater power, The
disguise the Blight as a wildly excessive human rival is being set up as a kamikaze attack by a
inclination manipulative third party
T Drug that ameliorates the Blight, Proof of a T Doomsday tool the rival means to use, Blackmail
Blighted lineage, Bribe paid to hush the matter material on the court, Precious relic the rival paid
P Secret retreat for expressing Blighted urges, dearly to acquire
Hall of glorified ancestral memorials, Prison for P Site of the rival’s past defeat, Location related
badly-affected Blighted members to the hate, Structure built with the fruits of the
court’s past victory

Impure Blood Inadequate Tools


Bloodline and lineage are important to the court, The court’s authority and power have been sustained
either because of a bloodline-dependent power or for a long time by a particular set of tools and tactics,
a society that places much importance on it. Despite such as violence, money, blackmail, legal rights, or
this, the court’s lineage would be considered impure perhaps by particular alliances with other powers.
by others were it fully known, perhaps due to some Recent events or clumsy missteps by the court have
secret pairings in the remote past. The court might rendered these old tools no longer effective, but the
have to go to extremes in order to mimic the powers leadership doesn’t have any better idea than to use
appropriate to their supposed bloodline, or else go to them again, but harder this time.
similar extents to crush any hint of the truth.
E Manipulator goading the ruler to excesses,
E Court assassin cleaning up loose ends, Rival Frustrated ruler with no new ideas, Court member
prying into a dangerous leak, Court member scheming to restore their old power
making a terrible bargain to blot out the stain F Anguished victim of their overreach, Court
F Court member undeserving of the obloquy, member trying to find new footing, Member
Innocent threatened with disaster by the truth, fearful of the consequences of their frustration
Hunter seeking the entity they pacted with C The tools are “working” but are building up a
C The “impurity” was once celebrated in the hidden ruinous debt of resentment, Their efforts are only
past, It’s an open secret but their rivals lack serving to strengthen their rivals, The tools are
actionable proof, They’re privately working to actually going to be completely successful if the
overthrow the rules that would call them impure ruler’s scheme to push them to an extreme works
T Proof of their impurity, Device that gives them T Relic to empower their favorite tactic, Wealth
power they wouldn’t normally have, Inheritance needed to fuel their plans, Priceless implement
from their hidden ancestry necessary to effectively use their tactics
P Hidden site associated with their concealed P Structure dedicated to their favorite methods, Site
blood, Proud monument to their social station, where the method went awry, Site of the method
Secret graves of their real ancestors currently in use
Court tags •179

Inept Ruler Iron Law


The court’s ruler is incompetent or debilitated, but There are troublesome or problematic laws to the court
there’s no practical way to remove them from power. that its members simply cannot break. They may be
The alternative might be utterly unacceptable, or the enforced by magical curses, by an inborn predilection
ruler’s bungling might be very much to the benefit of of the court’s members, or by a tradition that would
a powerful faction in the court. Rivals are doubtless unite all rivals against the offender. These laws are
making plans to take advantage of the situation, likely preventing them from resolving a problem that
and internal factions may well be willing to take is currently growing worse.
acceptable losses in order to profit by the chaos.
E Suicidally rigid ruler, Troublemaker who exploits
E Insane ruler, Sincere but utterly unsuitable leader, the law, Traitor who is somehow immune to the
Sinister manipulator influencing the puppet ruler law’s force
F Competent but unsupported alternative ruler, F Innovator trying to work around the law or repeal
Victim of the ruler’s bungling, Faction leader it, Troubled defender of the law who sees the
being crushed by the ruler’s ineptitude problem, Affiliate who can’t be helped because
C The ruler seems like an idiot but is actually trying of the law
to achieve a secret goal with their actions, Rival C The law is there for a good reason and breaking
courts are vigorously backing the leader, The it would be worse than the problem, The law can
leader’s deposition would result in a ruinous state be changed if a certain great deed is done, The
of chaos for the court law’s enforcer is corrupt or mutable in judgment
T Token that would legitimize a change of rule, T Key object that gives the law its force, Token
Object that would cure the ruler’s incapacity, that allows the bearer to ignore or lift the law,
Wealth that was lost by the leader’s bungling Precious treasure that is unreachable as long as
P Damaged or decrepit structure owing to the the law remains in force
ruler’s neglect, Chaotic and confused court hall, P Chamber of judgment, Punishment place for
Building erected as a folly by the ruler offenders, Site of the growing problem

Lost Purpose Magical Subversion


The court’s original formation revolved around a Some member of the court is under magical influence
particular duty or role that has long since been by another, be it an outside enemy or internal rival. It
forgotten. This may be a metaphorical forgetting, may be mind-bending sorcery, a persistent magical
like a idealistic young businessman turning to cold- curse, or an arcane blessing that will last only so long
hearted avarice, or it may be a literal loss of some as they cooperate. The culprit has some means of
ancient charge or consecrated role. This forgetting ensuring this subversion is not easily detected, either
may have left the court with ancestral obligations they through occult arts or simply ensuring that others never
no longer understand, or resources they no longer use get curious enough to look for such things.
in the intended way.
E Harmless-seeming member who’s a secret mage,
E Leader wholly absorbed in their own ambitions, Mercenary sorcerer hired by rivals, Court favorite
Outsider made hostile by the court’s failure to who induces that affection with magic
do their duty, Enemy who prospers by their F Suspicious local mage, Relative with suspicions
forgetting but no proof, Victim of uncharacteristic behavior
F Earnest historian who knows the truth, Last by the subverted member
stubborn upholder of the role, Petitioner who C The subversion is part of a known and accepted
needs them to do their old duty enchantment on the target, They’ll die or suffer
C The purpose was a vile and terrible one, Their horribly if the subversion is lifted, They’re
current prosperity depends on ignoring the consciously cooperating with the subverter
purpose, The consequences of their forgetting T Charm to lift the curse or mindbending, Proof of
are going to be dire magical interference, The artifact being used to
T Proof of their original purpose, Potent artifact subvert the target
meant to aid their role, Treasure once given to P Out-of-place location to find the target, Site that’s
them in repayment for their work recently been changed to fit their new demands,
P Forgotten chamber for the duty, Lost site of Sinister lair where the enchantment was wrought
importance, Place damaged by the forgetting
180• Court tags

Ministerial Capture New Generation


The upper functionaries or senior household servants The court’s prior leadership was recently decimated
of the court have taken effective control of it. The by age, sickness, misadventure, or political executions,
members may be too distracted to realize what’s been leaving many leadership posts in the hands of much
done, or the servants may have irresistible blackmail younger, less experienced members. Few of them
on them, or they may have the unjustified but complete have a firm grasp on practicalities, and they’re
trust of the proper leadership. These functionaries acting with a confidence and boldness that may not
are using the court’s resources to pursue their own necessarily be justified by their actual skills.
aggrandizement and profit.
E Reckless spare heir turned ruler, Upstart using a
E Colorless senior bureaucrat, Scheming butler, role purely for their personal advantage, Outside
Spymaster or intelligence chief turned kingmaker rival pouncing on their untested leadership
F Minor court member who realizes the problem, F Harried senior advisor who is ignored, Baffled
Lesser functionary upset by the corruption, Proper new ruler who doesn’t understand how it works,
leader made helpless by the situation Idealistic new office-holder with big dreams
C The ministers think the proper leadership is C The new generation is being held back by ossified
incompetent, The ministers are really serving a existing members, They have magnificent plans
rival, The leadership honestly prefers to leave that will fail spectacularly, They didn’t want the
everything to the ministers jobs but were forced into them by circumstances
T Documentation proving ministerial malfeasance, T Lost treasure or resources the old guard hid,
Malversated court resources, Blackmail evidence Ceremonial regalia that imbues legitimacy,
on the court leadership Secret plans or archives that the former ruler hid
P Abandoned official audience chamber, Private P Newly-remodeled court residence, Audience hall
residence of the ministerial kingmaker, Clerkly adorned with freshly-changed arms, Ministerial
offices bustling with petitioners office full of confused and harried clerks

New Opportunity Outside Debts


Some special new opportunity has been presented The court owes something awful to a pitiless outside
to the court, one that offers a great deal of personal power, whether a rival court, an enemy of their
wealth or glory. Only some of the court can take homeland, a vile sorcerer, a merciless banker, or a
advantage of it, however, and it can be easily grasping lord. The consequences of failing to repay
spoiled by dissent from within; they argue now over the debt would be catastrophic, but the court can’t
who is to be allowed to exploit the opportunity. New afford to do so without some members of them
unexplored lands, royal monopoly patents, the hand being ruined by the price, whether in coin, criminal
of a very eligible spouse, or some other limited conviction, disgrace, or eternal damnation.
windfall awaits the winner.
E Ruler who means to shift the debt to another,
E Bitter enemy who had the opportunity taken from Savage enforcer of the debt, Culprit who brought
them and given to the court, Jealous internal the debt on them with their ambitions
spoiler who plots to ruin it, Leader who greedily F Innocent being forced to pay the price, Suspicious
seeks to keep all of it to themselves investigator looking into the debt, Past victim of
F Talented but ill-supported candidate, Outsider the creditor’s cruel ways
who wants the opportunity handled fairly, C Revealing the debt’s existence would ruin the
Disenfranchised true discoverer of the opportunity court, The creditor completely deserves to be
C It’s a trap and will ruin those who embrace it, The paid, An old rival has bought the debt and now
ease of any one spoiler ruining it has paralyzed holds it
deliberations, The opportunity has its own ideas T Riches needed to pay off the debt, Proof that the
about who should exploit it contract was invalid, The document or token that
T Key to unlocking the opportunity, Rich treasure is needed to enforce the debt
safeguarded by the opportunity, Token that will P Lair of the creditor, Court holding being sold or
allow the holder to exploit the opportunity given away to help satisfy the debt, Great court
P Site where the new chance is brightest, Camp or ceremony made insultingly meager to save
building for preparations, Site of a failed effort money
Court tags •181

Overextended Grasp Poisonous Cliques


The court has seized control of land, offices, noble The court is riven by at least two viciously hostile
roles, businesses, or some other valuable holding, but cliques, both of which are determined to ruin or kill the
they do not hold it securely. Rival forces are pressing other. Nonaligned members of the court are forced to
on them and they have exhausted their resources in submit to one or the other lest they be enemies to both
simply gaining the prize, and have nothing left with and all normal business of the court is paralyzed by
which to keep it in the face of resistance. The rivals their incessant quarreling. This hostility may be open
may simply be fighting to determine which of them is and overt, or it may be veiled behind venomous
to overthrow the overextended court’s grip. courtesies and cruelly heartless protocols.
E Foolishly ambitious ruler, Schemer who has E Outside rival who provoked the clique formation,
profited by the reach even if it fails, Desperate Traitor seeking mutual destruction, Brutal clique
leader who is abusing the prize to help keep it leader who will do anything for victory
F Former holder of the prize trying to regain it, F Unaligned member trying to stay alive, Outside
Earnest new owner in far over their head, Loyal ally distressed by the infighting, Weak leader
retainer struggling with insufficient resources unable to rein in the hostilities
C The prize is a poisoned fruit that will destroy them C One clique is sympathetic but just as determined
if they don’t let it go, They gambled on support to attain total victory as the other, The cliques are
that has been somehow delayed or denied, They destroying the very prize they fight over, A secret
mean to destroy the prize rather than lose it internal faction waits to pick up the pieces
T Riches meant for the owner of the prize, Device T Treasure the cliques are fighting over, Tool or
or document that will destroy the prize’s value, artifact meant to break the stalemate, Documents
Treasure the rivals mean to use to seize the prize showing a traitor within one clique’s leadership
P Seat of the prize’s authority, Court holding that’s P Well-separated court residences for the cliques,
understaffed and under-resourced, Marginal Holding ruined by their infighting, Destroyed
prize holding that’s already been lost former residence of a loser of the fighting
182• Court tags

Priestly Influence Proxy Speaker


The court’s leadership is in the thrall of a particular The court’s leader communicates only through a
religion or holy figure, and their wishes are given particular proxy, be it a chief minister, spouse, heir,
an undue weight. This influence may be a matter of concubine, confessor, or other figure of importance.
perfectly sincere faith, or the religion might have some The leader may be too sick or enfeebled to lead or the
special grip on the court due to blackmail, services proxy may have systematically cut all their other lines
rendered, or special need. Such influence often of control. The other members of the court may vie for
brings the hostility of rival faiths until a more equitable influence over the proxy, perhaps while ignoring their
arrangement is made. ostensible real ruler.
E Rasputin-esque holy figure, Zealously pious E Grasping favorite odalisque, Impatient heir-
ruler, Spider-minded court chaplain with strings proxy, Scheming regent-minister
on everyone F Worried child of the leader, Cast-off former
F Court member who favors a different god, Cast- advisor, Persecuted enemy of the proxy
off former house priest, Client abandoned so that C The proxy is actually the cause of the leader’s
resources could go to the faith incapacitation, The proxy is a much better leader
C The faith is giving major help to the court, The sect than the real one, The proxy is really working for
the court follows is considered heretical by the a rival or enemy power
main faith, The faith’s opponents in the court are T Cure for the leader’s incapacitation, Proof of the
being backed by a hostile outside group proxy’s unsuitability, Wealth subverted by the
T Sacred relic of the faith, Costly tithe sum to be proxy
offered to the faith, Symbol of authority over the P Abandoned throne room, Sick chamber of
court’s religious practice incapacitated leader, Proxy’s office teeming
P Grand newly-built chapel, Abandoned chapel with petitioners
of a former faith, Ritual site for a new ceremony

Rampant Corruption Recent Brutality


The court is so corrupt that it’s crippling its ability Violence is an unfortunate commonplace in many
to function. Even the most mundane exercises of courts, but something happened here recently that
authority require that the right people be bribed or was beyond all usual bounds of polite assassination
induced, and its members have little or no interest or genteel political execution. Some vast massacre of
in the overall good of the group. The leadership is a whole family line, a berserk slaughter of an unlucky
hanging together only because the court is profitable gathering, a humiliating and unthinkable execution of
and they will defend it only insofar as it remains so. some grandee, or some other dramatic brutality has
put everyone on edge and made many start thinking
E Hopelessly venal ruler, Greedy kingmaker of some previously unthinkable courses of action.
behind the scenes, Colorless head bureaucrat
with sticky palms E Ruler with out-of-control bloodthirst, Spree-killing
F Member with an earnest loyalty to principle, spymaster, Brutal court member with no one
Court member cast out for not playing along, daring to check them
Victim of some bribed crime the court committed F Heir to a recent victim, Helpless enforcer of the
C The court’s members actually desperately need usual norms, Survivor of a recent massacre
the money, All the graft is going to only a few C The victims arguably deserved it, The source of
strong hands, Their enemies have multiple traitors the violence is being secretly controlled by a
on their payrolls member, Everyone else is about to embrace the
T Great hoard of extracted pelf, Inescapable proof new norms of violence if it’s not punished soon
of a leader’s wrongdoing, Misdirected bribe T Device used to enable the killing, Treasure left
payment behind by one of the slain, List of who is to die
P Grimy back room where deals are made, Court next
salon made a market for favors, Court structure P Haunted site of the killing, Secret memorial to the
clearly starved of its supposed funds slain, Unbearably tense court ceremony
Court tags •183

Regency Council Restive Lessers


A council of powerful regents runs the court due to The court’s servants and lesser officials are angry
the youth, incapacity, or sickness of the legitimate with the leadership. Old privileges may have been
ruler. Some of these regents may actually have the revoked, traditional rights and fees may have been
ruler’s interests in mind, but others are exploiting the curtailed, or particular sacrifices or dire perils may
court’s resources for their own benefit, taking it as no have been demanded of them. The court is confident
more than their just due for their services. Some may that their lessers can do nothing but obey, but the
be making a point of ensuring that the regency is a minions are very close to a dramatic response.
permanent state of affairs.
E Ruler who cares nothing for their displeasure,
E Abusive prime minister, Selfish parent- or relative- Arrogant chief minister, Outside rival backing
regent, Self-absorbed great noble guardian disunity in the court
F Loyal servant of the true ruler, Well-meaning F Aggrieved lesser official, Worried grandee who
member of the council, Deposed former regent sees trouble coming, Client who needs the court’s
who was too loyal unimpaired assistance
C The regents are keeping a totally disastrous ruler C Traditional but corrupt perquisites were reformed
from taking power, The strength of the regents is and the minions were deprived of them, A much
direly needed right now, One or more regents is loved official or leader was killed or deposed,
in a rival power’s pay Other courts’ minions are getting perks or
T Proof of the council’s treachery, Remedy for the benefits that this court can’t afford to give
ruler’s incapacitation, Resources necessary to T Subverted wealth traditionally due to the minions,
make a loyalist strong enough to take control Document proving old rights, Treasure taken from
P Council chamber crowded with servants, Private a leader of the minions
villa for secret dealings, Ceremonial throne room P Quietly furious servant’s quarters, Ominously
where the ruler is ignored deserted hall, Far-too-crowded plaza where the
minions gather

Rival Dreams Rival Power


The court has big dreams; unfortunately, they’re The official hierarchy of the court is being challenged
contradictory. Two or more major factions each by a second power source within the organization,
have a grand plan for the court’s future success, but one strong enough to stymie its official lord. This may
these plans are incompatible, and the factions are be a faction formed by a powerful lord, a charismatic
struggling to determine which of them the court will religious faction, an intrusive consul of a superior
follow. The leader is either incapable of breaking the power, or an impatient heir with too many friends.
deadlock or else they support one of the plans but Neither power source can act freely while the other
lack sufficient allies to impose it on the unbelievers. exists, but destroying the rival may bring down the
court in the process.
E Charismatic but wildly impractical dreamer-
lord, Selfish purveyor of a plan that will chiefly E Unofficial pretender to the rulership, Secretive
aid them, Stubborn ruler who will brook no kingmaker, Incompetent leader with strong help
compromise with their dream F Court member trying to make peace, Victim of
F Genius with poor social skills, Inheritor of a the rival factions’ infighting, Disillusioned former
familial dream, Would-be peacemaker between backer of a faction
the factions C The rival power has a very good but also very
C Both dreams are likely to damage the court, They self-interested reason to seek control, The rival
agree on the goal but have contradictory ways power has all the most competent people, The
of getting there, The dreams are irrelevant and legitimate lord will bring down the court with him
only an excuse to eliminate a rival faction if he’s overthrown
T Vital resources to achieve a plan, Critical device T Tokens of legitimate authority, Blackmail sufficient
needed for a plan, Proof that a plan is hopeless to ruin a faction, Resources suborned by a faction
P Salon or base where a faction schemes, Field P Unofficial throne room of the rival faction, Court
where a partially-complete plan is being offices split into different groups, Unnaturally
furthered, Half-completed monument to glory well-fortified country estate of a faction
184• Court tags

Ruling Regalia Runaway Rule


The court’s rulership rests on one or more ancient, Out of overwork, sloth, or carelessness, the court has
powerful relics. Quite aside from any practical use devolved much of its authority on some subsidiary
they may have, they symbolize the leader’s right of group or power, leaving it to do the dirty work of
rule, and any loss of them will throw the court into a critical function. That group has seized control of
chaos. It’s not unknown for the court’s leadership to that authority, however, and now bids fair to claim
be suddenly changed when a new rival manages to leadership of the court itself using its newfound
seize them, whether by guile or brute force. leverage.
E Master thief in the employ of a rival, Strong-arm E Ambitious leader of the lesser group, Indolent
court member plotting their chance, Outside and careless ruler, Greedy minister profiting by
figure who just wants the relics’ power the devolution
F Traditional guardian of the relics, Ruler too weak F Client suffering due to the subsidiary’s actions,
to reliably safeguard them, Would-be thief trying Minister robbed of effective power by the group,
to get them from an unworthy ruler People being oppressed by the group’s excesses
C The relics were lost some time ago and are C The group has considerable outside backing,
currently forgeries, The power of the relics is The group really is doing something critical to
objectively necessary for the ruler to function, A the court’s function, The court is now actually
bearer will die if the relics are removed for too incapable of handling the group’s duties
long T Wealth obtained by the group’s actions, Treasure
T Device that will destroy or nullify a relic, Perfect given to the group originally to induce them,
forgery of a relic, Another relic perfectly identical Powerful relic obtained by the group as a tool
in all ways P Structure dedicated to the group’s devolved duty,
P Tightly-guarded repository for the relics, Country estate of the group’s leader, Abandoned
Ceremonial procession showing the relics, Court structure of the court that once handled it
structure or edifice powered by the relics

Shining Successor Splendid Seat


The impending heir to the court is a remarkable This court operates from a seat of power far beyond
figure, gifted with tremendous aptitudes or personal the splendor of their peers. It may be some ancient
capability. Everyone is convinced they will lead the Working full of magical powers and benefits, or
court to new heights of glory, though existing powers an ancestral fortress famed in song and legend, or
may prefer that glory be postponed indefinitely rather a complex built around some source of precious
than give up their current posts. material or extracted good. Much of the authority of
the court might derive from their control of this seat.
E Bitter mother of a rival heir, Ruler who refuses to
admit their capability, Vengeful former heir who E Ruler who is relying too heavily on the seat’s
was put aside benefits, Saboteur seeking to destroy the seat,
F Worried mentor of the successor, Ruler who fears Hostile entity bound or associated to the seat
for their successor’s safety, Loyal minion of the F Caretaker of the seat’s benefits, Court member
successor fascinated with the seat’s history and nature,
C The successor is a genius but has truly horrible Servant of a line with ancestral ties to the place
traits as well, The successor is being backed by C The seat exacts a cost from those who dwell there,
a rival who thinks to use them, The successor’s The seat’s real power is misunderstood by all
talents are vast but are precisely the wrong skills save the ruler’s inner circle, The seat is somehow
for the situation they will face a prison as well as a throne
T Regalia due to the rightful heir, A marvelous T Key to unlocking the seat’s secret powers,
work produced by the successor, Proof that the Precious relic of a former age, Wealth obtained
successor has no legitimate claim on rulership through the seat’s qualities
P Salon where the successor shines brilliantly, Site P Strange chamber of some long-lost purpose,
of a grand triumph by the successor, Throne room Hidden room deep within the structure, Grand
where the successor gets more attention than the and magnificent structure embodying the site
ruler
Court tags •185

Sublime Skill Sudden Strength


The court is tremendously good at a particular role or A grand stroke of luck, a brilliant plan, or a feat of
function that their society finds important. Magnificent sublime diplomacy have resulted in a great influx of
soldiers, legendary artists, famed diplomats, pious wealth, influence, or support from outside the court.
official-priests, or some other quality of note defines The group now has access to a newfound strength
them. This skill may be the product of a venerable that may be fleeting, and not all members may have
tradition of instruction, however harsh it may be, or it equal access to the benefits. The existing structure of
could be the result of a magical bloodline or inhuman authority is unlikely to be well-equipped to exert this
admixture. new influence in delicate or well-considered ways.
E Ruler who takes the trait much too far in a bad E Power-drunk ruler pushing things to excess,
direction, Renegade who uses the skill against Desperate rival trying to sabotage the court
the court, Outside power trying to manipulate before it’s too late, Outside patron using this new
the skill for their own benefits strength as a lever to control the court
F Unworldly but extremely talented court member, F Official struggling to cope with the new situation,
Outsider curious about the nature of the skill, Old court friend now seeking help, Victim of a
Friendly rival seeking to test their skill poorly-considered exercise of the strength
C The skill comes at some compensating cost, The C The new strength is causing damage each time
court is fairly useless for anything but that skill, it’s deployed, Their backers are just letting the
The court is abusing its skill for its own benefit court overextend itself before pulling the aid, The
T Relic or item that can confer the skill, Wealth court’s agents are taking personal advantage
obtained through the skill’s exercise, Magnificent T Money obtained by the good fortune, Potent relic
trophy of some prior legendary feat of skill that’s part of the new strength, Secret evidence of
P Monument to prior exercise of the skill, Training the real purpose of the help being given
hall where the skill is honed, Memorial hall full P Crushed rival’s estate, Gaudily-upgraded court
of tokens of past glory holding, Confused site of sudden activity

Threatened Violence Waning Wealth


The shadow of impending death hangs over the court. The court is heading towards poverty, and its members
The ruler may be ordering capricious executions, know it. The source of their wealth is under attack,
assassins may be active, a particularly bloody custom either by a rival, a greedy superior, an outside enemy,
may be in full effect, or the court’s superiors may be or sheer misfortune. If things continue as they are the
hunting for traitors. The court members are on edge court will be unable to maintain its place, and its
and willing to do desperate things in order to avoid members are contemplating desperate measures to
death or direct the killing toward their enemies. shore up existing holdings or acquire new ones.
E Paranoid ruler seeing knives in every shadow, E Ruler who’s making unreasonable demands
Master assassin with a grudge, Renegade who’s for member sacrifices, Sinister creditor who
returned to take vengeance demands repayment, Monstrous foe who’s
F Survivor of a murdered member, Worried ruining their holdings
bodyguard looking for help, Frightened member F Harried chancellor looking for money, Client left
convinced they’re next destitute by lack of support, Former manager of
C The violence is being blamed on the wrong a now-ruined holding
source, People are using the killings to settle C They’re cutting secret deals with enemies of their
private scores, The victims were all part of a land, Unpopular members are being beggared
secret scheme to support the others, Their clients are being
T Poison suitable for eliminating anyone, List of squeezed dry just to keep the court solvent
those next to die, Document with information that T Long-lost treasure the court is hunting, Deed
will stop the killings to some profitable holding, Device that will
P Gory scene of death, Unbearably tense court revitalize or repair a ruined property
function, Trial full of panicked participants P Threadbare throne room, Meager noble dining
hall, Abandoned once-profitable holding
186• Ruin tags

Ruins
There’s hardly an adventurer alive who doesn’t like to ex- The key to building interesting ruins is context. A
plore an ancient ruin, so it’s inevitable that you’re going to random magic hole in the ground with assorted mon-
be producing your fair share of crumbled keeps, stygian strous creatures in it is difficult to justify in most cam-
tunnels, and sinister lost cities. The adventure creation paign worlds. Even if there is some conceit that makes it
tables that start on page 234 can help you flesh out the a normal sort of event, the sheer untethered randomness
details of these adventure sites, but you need to have a of it makes it very difficult for a GM to flesh it out in an
general framework in place before you can use them ef- interesting, engaging fashion. Of course, very few GMs
fectively. have the time or energy to brew up a half-dozen ancient
The Ruin tags in this section are useful in situating civilizations that are relevant to their current campaign
the ruin within the context of your own campaign world. only in their architectural leavings.
Every tumbled-down heap of stones came from some- Fortunately, you don’t have to. All you need to es-
where, and it originally served a purpose more exalted tablish is what the structure was originally meant for,
than being looted by lawless sellswords. how it ended up ruined, and who if anyone is using it
The one-roll table opposite allows you to create this now. The name and particulars of the original creators
context for an average fantasy-world ruin. The results are don’t need to be established if it’s not convenient; just
generally applicable to most settings and can be flavored knowing that it was a border garrison is enough to tell
or tweaked to suit your own campaign’s particulars. you how you should design its architecture. Knowing
The following pages include specific tables for six that it was overrun by barbarians tells you what kind of
major prior periods of history in the Gyre, whether lo- damage it should have suffered and what sort of detritus
cal kingdoms like the Rule of Shun or region-spanning and leavings might be left from that age. Knowing that
hegemons like the Vothite Empire. While the details it’s currently a shrine to an obscene faith tells you what
provided in these tables are specific to the Gyre cam- kind of inhabitants the PCs are going to meet if they go
paign setting, you can just as easily loot their themes for there and what more modern decorations might exist.
your own world and use them as the models for ancient Any further details can be conjured as necessary. All you
civilizations in your own setting. really need is a basic, functional context.
Ruin tags •187

One-Roll Ruin Generation


These tables can be used for general fantasy settings, as
they include nothing specific to the Latter Earth. If you d4 How Old is the Ruin?
need a ruin and aren’t entirely sure how to characterize 1 Very fresh; ruined within living memory
it, a single throw of six dice will give you a basic outline 2 Generations old at the least
to develop.
To this basic framework you can add a pair of Ruin 3 Part of a known prior nation or polity
tags and tweak the rolls to mesh accordingly. Some re- 4 Belonging to the unfathomable past
sults might not make sense for your intended use for
the ruin. You could pick different options in that case,
d12 What Basic Kind of Ruin Is It?
or spend a little time thinking about how the roll might
be the actual truth and thus conjure up a suitable ex- 1 A city or other major settlement
planation. 2 Temple, monastery, or pilgrimage site
Fully detailing the interior of the ruin and the kind
3 A vast ancient civil infrastructure center
of combat or exploratory challenges that could be found
within involves the tools starting on page 234. 4 Artistic monument or aesthetic structure
5 Grand private residence or manor
d6 What Do The Locals Think Of It? 6 Fortress or great stronghold
1 It’s traditionally taboo ground to them 7 Mine or tunnel system
2 It plays a role in some important ritual 8 Wizard’s tower or occult stronghold
3 It and its perils are hated and feared 9 Border outpost, watchtower, or garrison
4 It’s considered someone’s private property 10 Village or small rural community
5 It’s a lure to the greedy and reckless 11 Nonhuman settlement or edifice
6 They totally misunderstand what it really is 12 Tomb, necropolis, ossuary, or graveyard

d8 How Did It Become Ruined? d20 Who’s Used The Ruin Before?
1 It was invaded and destroyed by its enemies 1 Rebels against the local ruler
2 Strife from within tore it apart 2 Bandits or other criminal outcasts
3 Some natural calamity despoiled it 3 Fanatical religious zealots
4 A Working’s failure or magical disaster struck 4 A failed pretender to the local rulership
5 It was abandoned when it became useless 5 Refugees and survivors from a calamity
6 A plague or curse made it uninhabitable 6 A wizard of dubious habits or goals
7 Some dire monster or great foe smashed it 7 A black market trader to bandits or worse
8 Its inhabitants died out or simply left it 8 Overly optimistic settlers trying to reclaim it
9 A hapless garrison of local troops
d10 Why Hasn’t It Been Plundered Bare Yet? 10 Monstrous entities lying in wait
1 The environment around it is very dangerous 11 Savage beasts of a dangerous kind
2 It’s cursed, plagued, or has some miasma 12 Adventurers trying to make it a base
3 The locals kill or drive off looters 13 Social outcasts looking for a haven
4 The true entrance to it is unknown 14 Demihumans trying to avoid human places
5 It’s physically very difficult to access 15 Smugglers seeking a good stash spot
6 It’s believed inhabited by fearsome things 16 Nominal owners trying to lay claim to it
7 Everyone thinks it’s already been looted 17 Heirs or survivors of the original inhabitants
8 It’s confused with a nearby site that is looted 18 An invading warband based here for a while
9 It’s claimed by a powerful local authority 19 Intelligent monsters suited to the environment
10 The prizes it offers aren’t conventional riches 20 Restless undead and embittered shades
188• Ruin tags

Ruins of Ancient Deeps


Deeps vary enormously in size, from the innumerable d6 Major Types of Deeps
small refuges that once sheltered human escapees and
1 A punishment Deep to torment its inmates
isolated esoteric experiments to vast delvings that shel-
with miserable conditions and terrifying foes
tered a million humans or more. Most are far smaller
than that, however, either due to being built for smaller, 2 A false-world Deep meant to bubble its
temporary populations of laborers or slaves or because prisoners in a sealed custom world
their greater portions have collapsed with age or been cut 3 A labor Deep to produce something precious
off by destruction or decay. to its Outsider masters
The sophistication of a Deep varied with its creators.
4 A war Deep to produce slave-soldiers and
Those cut out by renegade humans in need of a shelter
military creatures for Outsider conflicts
from Outsider patrols tend to be primitive holes gouged
into the earth, while Outsider-fashioned Deeps are of 5 A rebel Deep, where the natives somehow
smoothly-worked stone, imperishable structural materi- broke loose of their Outsider masters
als, and the occasional remnants of sophisticated arcane 6 A ritual Deep, where human thralls were used
control devices. Even so, many have been considerably for some eldritch alien end
altered over the ages by newer tenants.

Ruins of the Brass Hegemony


Hegemonic ruins favor square, powerful shapes and a
d6 Characteristic Ruins
heavy stone construction facilitated by the might of the
Black Brass Legion and vast corvee labor drafts. Right 1 Pre-Hegemony ruin of a site wiped out by the
angles and squared, even interior spaces are characteristic Reaping King’s conquest
of their architecture. 2 Pacification garrison once manned for the
Some Hegemonic ruins were abandoned long be- subdual of newly-conquered lands
fore the present troubles, being remnants of the centuries 3 Absentee Adunic lord’s provincial palace for
past when the Reaping King was still forcing his way the administration of now-lost lands
south from the coast. These forsaken places were usually
stripped of their initial furnishings, but the rebels, mon- 4 Fortified court-stronghold where a viceroy
sters, and criminals who’ve made homes in them since once gave instructions to native rulers
have often left their own belongings behind. 5 Well-fortified residential area for Adunic
More recent Hegemonic ruins are usually the leav- clerks and minor functionaries
ings of now-powerless Adunic nobles or Hegemonic 6 Prison where rebels and criminals were set to
clerks and support staff that have long since departed. work for Hegemonic masters

Ruins of the Jikegida


Ancient Jikegida did most of their construction with d6 Characteristic Ruins
powerful exoskeletons fashioned of suborned alien life. 1 A small hatching-burrow for storing torpid
These construction shells enabled the building of vast hosts that haven’t been taken to a larger hive
hexagonal structures in which millions of Jikegida con-
ducted their alien debates and infested their wretched 2 A great shattered mother-hive of hexagonal
prey with new spawn. structures, destroyed by the sorcerer-kings
Jikegida rooms are preferentially hexagonal, with 3 A looming observation outpost for monitoring
hexagonal corridors and faceted bubble-windows. Fur- humanity in ancient days
nishings and implements are frail and light by human 4 A debate-palace meant for vast gatherings
standards, reflecting the weaker limbs of the average to dispute some alien philosophical point
Jikegida. The acrid stench of an active Jikegida site is
5 A sealed relaxation dome filled with the
tremendous due to their heavy reliance on chemical
noxious life and air enjoyed by the Jikegida
communication, and some ancient ruins have this reek
embedded in the very stone. 6 Parasitism outpost, once attached to a human
Deep to harvest suitable hosts
Ruin tags •189

Ruins of the Rule of Shun


Shunnite ruins are heavily influenced by ancient Khalan d6 Characteristic Ruins
architecture. Stepped stone construction and carvings of
1 Healing shrine with numerous recovery cells
hideous suffering and monstrous beasts decorate most
and arcano-surgical theaters
of the ruins, usually depicting the enemies of Shun or
the “unworthy weak” suffering assorted gruesome ends 2 Arena or hall of trials where those blessed
at the hands of Shun’s favored and their created beasts. by Shun competed to ascertain excellence
Shun himself is depicted only as a featureless, stylized 3 Prison pit where victims were “cultivated” in
human form. various ways to be better research stock
Shun’s relatively brief rule was focused around his
4 Semi-organic structure infested by the body-
magically-augmented “favored”, men and women made
warping sorceries of Shun’s followers
stronger, more intelligent, and more magically gifted than
normal humans. Their temple-palaces served as loci of 5 Residential palace full of the insane, trapped,
worship for their sorcerer-god, administrative centers of immortal “favored” of Shun
control, and processing points for the vast numbers of 6 Occult research center stocked with the
“unworthy” guilty of resisting Shun’s grand plans, the lat- monstrous detritus of Shun’s research
ter ending up as further feedstock for his research.

Ruins of the Vothite Empire


The Vothite Empire was built around mental influence,
d6 Characteristic Ruins
with thought houses dedicated to particular principles
waging memetic war on their rivals via sorcery and mag- 1 Memetic monument to a particular aesthetic
ically-charged symbolism. Losing rarely meant physical ideal or abstract political concept
death, but instead an indoctrination into the winner’s be- 2 A thought noble’s palace, usually closely
lief system. Nobles were most vulnerable to these mental adjoined by the humble servant lodgings
influences, and so their residences were always carefully 3 Rectification center, where a thought house
constructed to celebrate their own house’s ideals. “educated” prisoners into joining their cause
The actual ruins tend to have a Classical flavor, with
harmonious, symmetrical construction. The chief differ- 4 Concept battlefield, a structure full of
ence is in the decoration, with slogans, once-meaningful conflicting, magically-potent symbology
symbols, statuary of ideological significance, and artwork 5 Rebel hideout, stocked with now-unstable
dedicated to the cause all heavily adorning the structures. concepts and tangible mental constructs
They almost never have anything resembling convention- 6 Detritus of a mind-bending Working, now
al fortifications, as military force was literally unthinkable. broken but stained by shadows of the past

Ruins of the Vothite Republic


The Vothite Republic utterly rejected imperial principles,
d6 Characteristic Ruins
and large-scale monuments or symbolic structures are
almost never found among their ruins; even statues and 1 Overgrown forum ringed with administrative
non-magical insignia of belief are uncommon. The Clas- buildings for a vanished community
sical lines of imperial architecture give way to a looser, 2 Huge Republic tenement with a maze of
more locally-influenced construction. Often the only way businesses, offices, and homes within
to tell a ruin is Republican is due to the lack of any overt
3 Republic wayhouse along a vanished road,
symbolic adornment.
for travelers, military forces, and merchants
The Republic continued to use certain massive
imperial structures until infrastructure decay and civil 4 Stronghold for Republic troops meant to keep
strife made them unsustainable. Huge tenements that provincial fighting from breaking out
once housed hundreds of thought house thralls were re- 5 Late-era Republic village or town, heavily
purposed for Republic citizens, while the family seats of fortified to no avail against its pillagers
thought houses were taken over by fabulously wealthy 6 Senatorial manor once built in an opulent
senators and fortified against the newer, less stable po- style by a plutocratically wealthy owner
litical conditions.
190• Ruin tags

Ruin Tags
Before a GM can use the tools on page 234 to start is no longer occupied by human royalty. Whatever the
building the individual places, foes, and treasures within place was originally meant to be, it no longer serves that
a Ruin, they need to have some idea of what that Ruin purpose. The Ruin Tags can help detail the earlier tables
is like and the overall theme of its contents. A pair of and add more specifics to its historical fall or slow, inex-
Ruin Tags from the list below can serve as the start of orable decay.
the process; pick or roll two, mix them together, and use Just because the Ruin is no longer used as it once
the results to inform your later development. was, however, it doesn’t mean that it has no use at all.
For most of the tags, the Enemies listed can serve as The architectural castoffs of countless eons of humanity
inspiration for major foes within the debris or overlords often find use as dwellings or strongholds for non-human
who’ve cowed the other inhabitants of the Ruin. The creatures, or sanctuaries for bandits and outcasts from
Friends are usually NPCs who would have a particular more peaceful surroundings. Ancient infrastructure or
interest in the Ruin, or potentially friendly Ruin inhab- mouldering fortifications can find new life in the re-pur-
itants who could act as guides, interpreters, or dungeon posing that a band of Anak raiders or a sect of persecuted
dragomans for the PCs. If the PCs need a hook to direct cultists can make of it.
them to the Ruin or a friendly face within it to discourage Of course, the natural hazards of the environment
them from immediate assumptions of universal blood- often do away with such interlopers, creating the poten-
shed, a Friend can lead the way. tial for multiple layers of past inhabitation and use. An-
Ruins are generally defined by their loss of former cient treasures might date from more than one era, and
utility. A ruined city is no longer inhabited, a ruined for- the plunder of a lost age’s bandits might be mingled with
tress is no longer a point of defense, and a ruined palace the modern possessions of hapless now-dead refugees.

d100 Tag d100 Tag


1–2 Ancient Archives 51–52 Invincible Delusion
3–4 Aspiring Conqueror 53–54 Lethal Treasure
5–6 Automaton Servants 55–56 Limited Access
7–8 Birthing Cyst 57–58 Lingering Curse
9–10 Bitter Remnants 59–60 Living Dungeon
11–12 Civil War 61–62 Lost Colony
13–14 Cyclical Doom 63–64 Magical Wonder
15–16 Decrepit Structure 65–66 Monster Forge
17–18 Desperate Hunger 67–68 Outsider Domain
19–20 Dire Tombs 69–70 Precious Resource
21–22 Distant Gate 71–72 Raider Lair
23–24 Dungeon Heart 73–74 Recruiting Drive
25–26 Experimental Lab 75–76 Religious Zealots
27–28 Failed Intrusion 77–78 Rigid Hierarchy
29–30 Fallen Sanctuary 79–80 Royal Refuge
31–32 False Front 81–82 Sacrificial Bargain
33–34 Feral Magic 83–84 Sealed Evil
35–36 Flooded Halls 85–86 Secret Alliance
37–38 Freshly Looted 87–88 Shifting Interior
39–40 Friendly Foes 89–90 Spatial Flux
41–42 Hidden Within 91–92 Surfacer Hideout
43–44 Hiveminded Natives 93–94 Taboo Place
45–46 Hospitable Natives 95–96 Things Below
47–48 Hostile Environment 97–98 Useless Treasure
49–50 Infectious Miasma 99–00 Wizard's Lair
Ruin tags •191

Ancient Archives Aspiring Conqueror


The site once housed archives or information that Some power within the ruin has ambitions of conquest,
would be very interesting to certain modern powers. and plans to use the site as a base for dominating
The utility or value of this information should be the surrounding lands. Such a warlord might be
obvious to the players, even if they’re initially unaware wholly reliant on the ruin’s denizens, or they could
of its existence. Known archival sites might have be recruiting minions from outcasts or renegades and
sealed their lore behind some fearsome guardian or so be willing to parley with adventurers. Not all the
a “puzzle” consisting of access procedures that were lieutenants of such leaders are always supportive of
self-evident in the age it was constructed in. the plan.
E Maddened archive keeper, Powerful figure who E Inhuman warlord, Fanatical cult leader,
wants the information kept hidden, Secret-seeker Embittered outlaw-noble
who brooks no rivals F Hapless local village headman, Minion who
F Helpful ancient archive attendant, Hired reconsidered their allegiance, Former leader
investigator, Seeker of some related lore who was pushed aside by the new one
C The information is conveyed in idioms or forms C Some of the locals honestly think the conqueror
that are no longer clear, The information is very would be a better ruler, The conqueror actually
dangerous to know, The information is buried in has a legitimate claim on the land, The conqueror
seas of irrelevant data that need navigating is being backed by enemies of the local ruler
T Index to the desired information, Key to decoding T Cache of military supplies, Plunder taken from
the data, Cultural work that elucidates the idioms their first victims, Important hostage in their
or medium being used keeping
P Library full of not-book data storage items, P Ruin barracks whipped into order, Training field
Scriptorium or other scribal zone, Chamber in use, Nearby village they’ve crushed
related to the topic or field of the data involved

Automaton Servants Birthing Cyst


The ruin is still staffed by automaton servants or other A horrible thing is growing in the ruin and will
immortal minions. Aside from obviously robotic eventually erupt into some catastrophic peril or awful
servitors, magical golems, bound spirits, undead creature. The ruin may have been originally designed
thralls, uplifted beasts, or other subject species might to facilitate this thing’s creation, or it could have
be found here. Such minions are usually magically been infested or perverted by some outside power.
bound to their roles, which may be causing them Outsiders may not realize the nature of the peril, or
significant problems if their roles can no longer be even mistake its growth for some positive process. The
carried out. It’s possible that some of them have re- growth could be the product of ancient science, a
interpreted their roles into something they can do, magical ritual, or a conflux of geomantic forces.
whether or not it’s something they should do.
E God-beast to be born for a long-dead faith,
E Cruel immortal artificer, Automaton leader gone Obsessed ancient keeper, Outsider determined
mad, Outsider seeking to suborn them to their to provoke the catastrophe for their own ends
sinister service F Worried local observer, Last surviving keeper of
F Helpful automaton minion, Fascinated outside the ruin, Survivor of an early eruption of it
investigator, Local native who fears the minions C The thing’s growth provides some profitable
C Scrapped automatons are worth a great deal, byproduct, People are completely mistaken
The automatons are needed to maintain the ruin’s about what’s growing down there, People think
basic physical stability, The automatons have it’s already hatched and was dispatched
merged with or been altered by some outside T Item needed to harm or kill the thing, Key to halt
power or abort the process, Precious offerings made to
T Command key for the automatons, Cache of the unborn disaster by fearful observers
valuable spare parts, Item they desperately need P Arcane lab where it’s growing, Fortified chambers
in order to fulfill their function to guard it, Shrine depicting its eventual glory
P Automaton maintenance area, Bank of unmoving
figures, Place of endless automaton toil
192• Ruin tags

Bitter Remnants Civil War


The ruin is not entirely abandoned, as a remnant of its There are at least two organized factions within the ruin
former creators still occupies the place. These survivors that are at war with each other. They all have motives
are almost certainly hostile toward the outside world that make simply leaving the place an unappealing
and the intruders who have sought to take the place or prospect, and some of them might be eager to enlist
loot it for uncounted ages. They may or may not have outside help in ousting their rivals. Given the low
a full understanding of their ancestors’ purpose in the population of most ruins, the war is likely a restricted
ruin, but they likely use any secrets they do know to one of raids, ambushes, and murders of convenience,
best effect against invaders. and the traps and snares they set might catch more
than their foes.
E Xenophobic remnant chief, Outside ruler
determined to exterminate them, Powerful ruin E Faction leader with dreams of conquest, Crazed
rival that seeks their destruction warlord, Treacherous plotter who betrays their
F Open-minded remnant member, Eager scholar hired help
seeking their secrets, Escapee from the terrible F Faction leader with benevolent aims, Innocent
cruelties of the remnants local caught in the crossfire, Would-be
C The remnant society is genuinely and completely peacemaker
horrible, The remnants no longer or never did C They both want the same thing but in different
think like humans do, Certain outcasts have trade ways, Both sides will unite swiftly against invaders,
ties with the remnants Neither side wants anything that outsiders are
T Precious ancient relic they preserved, Loot taken going to like much
from dead invaders, Secret history of the ruin full T The macguffin they’re fighting over, Weapon to
of useful information destroy their rivals, Wealth to bribe other helpers
P Ancient but meticulously-kept chamber, Ancestral P Site of a vicious ambush, Defaced monument or
place of rites unique to them, Maintained symbol of a rival faction, Dangerous no-man’s
monument to past glory land zone within the ruin

Cyclical Doom Decrepit Structure


There’s a phenomenon to the ruin that makes it The ruin is falling apart, and is actively dangerous to its
tremendously dangerous at certain intervals. Fluxes inhabitants. Navigating between areas may require
of ancient radiation, swarms of quick-breeding careful progress, extensive rope and piton work, or
dangerous vermin, withering geomantic conjunctions, avoidance of certain obvious-but-hazardous routes.
or cyclically-awakened preserved inhabitants might Native inhabitants may have adapted to the hazards
make the place exceedingly deadly for intruders there or they might be newcomers who are learning the
at that time. The natives may or may not know about hard way. Some areas in the ruin might provoke a
the cycle, and if it’s a very long one, they might not general collapse if they are significantly damaged.
have been around to see it happen.
E Outside plunderer with no care for the
E Outsider determined to trigger the cycle, Native consequences, Outsider actively trying to destroy
leader who wants to weaponize it, Outside the place, Berserk native trying to repair things
researcher with no care for the consequences F Refugee forced to live there, Native dweller
F Native aware of the impending disaster, seeking help to fix things, Architectural researcher
Researcher trying to stop the cycle, Survivor of C Valuable materials can be looted by those
the last cycle indifferent to the increasing instability, The
C The cycle leaves behind a valuable byproduct, collapse would reveal or unleash a terrible thing,
The cycle only threatens certain occupants, Many places in it can only be visited once
Outsiders have totally misinterpreted the cycle’s T Resources that can repair the damage, Precious
meaning or events loot that will destabilize the place if taken,
T Key to trigger or halt the cycle, Device to protect Treasure revealed by a structural collapse
users from the cycle, Object for controlling and P Creaking bridge or gantry, Room with numerous
directing the cycle holes in the floor, Tower leaning at a drunken
P Place scarred by a past cycle’s effects, Control angle
or observation center, Monument obscurely
referencing the cycle
Ruin tags •193

Desperate Hunger Dire Tombs


Natives of the ruin just can’t get enough to eat, and The ruin is characterized by a great many tombs or
their situation or the surrounding area makes it burial sites and a matching profusion of undead.
impractical to move somewhere else. Beasts may be The revenants may be mindless husks animated by
extremely aggressive due to hunger, and intelligent dark magic or ambient power, or they could be
natives might fight more for food than gold or glory. intentionally created to act as guards or to continue
Many of the more savage types may have fallen back “living” according to some long-lost death-god’s
on cannibalism or hunting other sapients for food. teachings.
E Obese cannibal chieftain, Native leader who’ll E Undead lord jealous of their solitude, Ravening
do anything to feed their people, Sorcerer who undead hulk-thing, Necromancer eager for the
gives dark nourishment to their servitors raw materials
F Starved urchin-native, Anxious group leader F Descendant of the dead trying to keep them safe,
wanting to cut a deal, Innovator trying to open Fascinated historical researcher, Undead-hunter
up a new food source trying to contain them
C The overpopulation is being resolved by murder, C The undead are not all of the same motives, The
The food-gathering areas were recently blocked locals revere and venerate them as ancestors,
off by something, Foodstuffs become toxic or The undead are just symptoms of something
inedible rapidly in the ruin worse entombed there
T Cache of preserved food, Key to open new T Burial goods left behind, Plunder taken from
hunting areas, Great treasure that’s viewed as unfortunate adventurers, Once-commonplace
trifling compared to the worth of food good that’s now extremely valuable
P Pit of cracked and gnawed bones, Cages of P Halls of silent coffin-niches or urns, Chapel to a
meals-to-be, Viciously desperate feeding area god related to the burial process, Splendid tomb
for a group to a dead hero or ruler

Distant Gate Dungeon Heart


The ruin is connected to some interesting distant The ruin’s physical integrity is bound with a particular
location, either through a magical gate, a portal creature or object within the site, and if it is destroyed
of ancient technology, forgotten tube-cars in or removed the place will collapse. If the destruction
underground tunnels, or a more mundane hidden is immediate, this danger should be clearly conveyed
passage into an otherwise inaccessible place. The to the players unless the GM wants to risk a rapid
natives may know about and exploit this quality, or the campaign end. This relationship may be derived
gate may be sealed until some particular procedure from an ancient magical curse, a sympathetic unity
or object is used to activate it. of magical power, or ancient self-destruct security
mechanisms.
E Guardian of the gate, Hostile entity from the other
side, Intruder determined to unlock the gate E Outsider determined to kill or steal the heart, A
F Hapless intruder from the other side, Native heart-creature that would be very convenient or
gate-guide, Explorer seeking a route to the satisfying to kill, Native holding the heart hostage
gate’s destination to force obedience
C The gate was sealed for a very good reason, F Guardian of the heart, Native eager to warn
The gate is one-way, Activating the gate risks outsiders of the truth, Explorer with dire suspicions
destroying the ruin C The “destruction” is metaphorical or societal in
T Key to activate the gate, Codes to control its nature, Only a specific part of the ruin will be
destination, Treasure from the far side of it destroyed, No one involved realizes that it will
cause a somewhat slow-motion destruction
P Mysterious transit-chamber with symbolism
related to the destination, Room with objects or T Device that will undo the link, The precious object
remains related to the destination, Dangerously that is the heart, Relic to control the linked things
energetic gate room P Chamber where the heart’s connection is
visible, Place that shifts in sympathy to the heart,
Damaged room reflecting damage to the heart
194• Ruin tags

Experimental Lab Failed Intrusion


A sorcerer or ancient artificer once used this place The ruin recently experienced a serious incursion of
for their experiments, most of which were the sort outsiders, whether adventurers, bandits, government
that would never be tolerated in civilization. They forces, angry villagers, or other hostiles. These
may have been sponsored by some amoral power, intruders were repulsed, perhaps with significant loss
or been independent theurges seeking the special of native life, and the ruin was considerably disrupted
resources, environment, or natives of this place to by the fighting. Important native leaders might have
assist in their studies. been killed or wounded, treasures might have been
looted, or slaves and hostages might’ve been taken.
E Still-surviving researcher, Hideous creation of the
arcanist, Outsider bent on seizing all its dark lore E Desperate intruder leader still in the ruin,
F Sympathetic creation of the sorcerer, Witch- Bloodthirsty native leader craving vengeance,
hunter bent on destroying the secrets, Local Dead leader’s heir full of terrible ideas
plagued by the lab’s emanations or castoffs F Sympathetic intruder or native survivor, Escaped
C The lab is still in use, The lab’s patrons don’t slave, Vengeful relative of the dead
realize what’s really going on there, The lab’s C The intruders are too desperate to have entirely
creations have gone out of control given up, The two sides basically ruined each
T Valuable research byproduct, Treasure once other, Outsiders have entered to take advantage
owned by a research victim, Potent magical lore of the chaos
related to the lab’s focus T Useful relic lost by the intruding forces, Stolen
P Testing chamber for the lab’s research, Occult treasure of the natives, Tribal treasure now
and sinister laboratory, Pens for holding research inaccessible due to the chief’s death
stock P Site of a hideous battle, Larder where the dead
intruders are being kept, Local beast lair full of
dragged corpses

Fallen Sanctuary False Front


The ruin was a place of security within recent memory, The site actually seems to be a completely different
until some event or invasion turned it into its present type of place than it really is. You might generate
state. Some of the surrounding locals might have a second basic function for the site and bill it as its
been associated with the site during its heyday and true purpose, or conceal it as a currently-functioning
remember interesting facts about it. Others may still structure of some kind. Either it was built this way
nurse dreams of returning it to its former glory once its originally or more recent owners have concealed
current inhabitants are slain or driven away. the truth about it for their own benefit. Others may
not realize that the ruin they think they know is just a
E Dark warlord who overthrew the place, Traitor facade over something deeper.
who arranged its downfall, Terrible creature
unleashed in the site’s dying throes E Secret master of the hidden ruin, Cruel schemer
F Idealistic would-be reconstructor, Native trying who established the false front, Monstrous foe still
to make peace with the locals, Aged keeper of buried below the facade
the site’s old secrets F Clueless entrepreneur who means to exploit the
C The site is fallen to the locals but a sanctuary false site, Explorer with curious references to the
now to a completely different group, The site is truth, Victim of something from the truth below
still dangerous and hostile to the interlopers, The C The false front is a lure to bait prey, The false front
locals desperately need to retake the site soon is to deflect interest, The false front is meant to be
for some pressing reason useful or profitable to the true lord of the place
T Treasures hidden by the former owners, The dark T Key to reveal the entrance to the real site,
tool used to cast the site down, Token of rightful Incongruous treasure from below, Valuable
rule seized by the invaders goods used to maintain the facade
P Hidden chamber unknown to invaders, Defaced P Chamber that doesn’t fit with the false front, Secret
and ruined room dedicated to the site’s original passage to the depths, Place full of costumes and
role, Chamber re-purposed for the invaders props
Ruin tags •195

Feral Magic Flooded Halls


Some potent Working or other ancient magic has gone The ruin is largely flooded, perhaps with water and
berserk or rotten in the ruin, tainting the occupants and perhaps with some worse substance. Exploring it is
making the place dangerous to inhabitants. Whatever difficult, and the heroes constantly risk being trapped
the magic once did, it now does it too much, or in by rising waters or flow-shifted obstacles. The natives
the wrong way, or at a grim cost to those within. The are either creatures adapted to water or desperate
natives either cannot escape, or have no place better enough to live where few others can pursue them.
to go, or are somehow dependent on the twisted
magic. E Fish-thing with dark hungers, Cult priest of a
watery evil, Chief of a piscid humanoid species
E Magically mutated abomination, Native F Luckless local boater, Hermit who’s tried to live
chieftain full of tainted power, Outside sorcerer there, Courageous treasure-diver
making reckless use of the magic
C The flooding is cyclical, Water flow can be
F Researcher trying to understand or fix things, controlled somehow inside the site, The water is
Sympathetic magic-plagued native, Outside fetid with disease
victim of the site’s magic
T Pearls or other water-fashioned valuables,
C Valuable loot awaits those willing to break Extremely precious relic that would be ruined by
the magic further, The magic can be fixed if being soaked, Device to grant water-breathing
something dangerous is done, The decay is
spreading outside the ruin P Splendid chamber now crusted by slime or coral,
Half-filled room with an air bubble, Space full of
T Item to ward off the magic, Valuable sorcerous totally opaque silty water
byproduct, Ancient instructions on how to fix
things
P Thrumming power center of the magic, Lair of
magic-twisted beasts, Native shrine to the power

Freshly Looted Friendly Foes


The site has been recently plundered, either by A group dwells here that would normally be very
adventurers, organized invaders, or a specific faction hostile to humans or outsiders, yet is perfectly willing
within the site itself. Many creatures are either dead to deal with adventurers. They may be an anomalous
or driven off, and the rewards for exploration are group of their kind, or have desperate need for outside
limited. But as the site is newly-emptied, numerous help, or have religious reasons to be cooperative. Few
outside groups or warbands are likely in the process outsiders are likely to take their friendliness at face
of moving in, cleaning out the remnants of surviving value, but they should be given the chance to be
inhabitants and setting up their own bases there. visibly friendly by the GM so as to clue the players in
to the likelihood of peaceful dealings.
E Conquering Blighted warchief, Ruthless bandit-
adventurer who likes the place, Vengeance-mad E Bloodthirsty adventurer who doesn’t believe them,
chief of a rabble of survivors Group leader with treacherous plans, Monstrous
F Sympathetic native driven out of the site, foe that threatens the group and outsiders both
Frustrated adventurer denied a chance to loot, F Friendly being from the group, Local human with
Local official charged with investigating the place secret ties to them, Earnest outside missionary
C The looters missed the most important treasure, C They’re friendly because of a very large
A native faction was working with the looters, A misunderstanding they have, They really are
group of natives successfully hid from the looters totally sincere in their good intent, They’ve got
T Treasure hidden by dead natives, Relic lost by a a problem that only long-term allies can solve
slain looter, Valuable thing too big and heavy to T Group-made product normally never available
carry out readily to humans, Treasure they gathered from foes,
P Empty treasure vault, Ruler’s lair plundered and Relic they’re using as a bargaining tool
defaced, Hall choked with the recent dead P Meeting space also furnished for humans,
Separate dwelling area for outsiders, Chamber
for obscure group rituals or worship
196• Ruin tags

Hidden Within Hiveminded Natives


The ruin is actually underneath a seemingly-ordinary A multi-bodied intellect exists in the ruin, whether an
structure or inhabited human settlement. Secret ancient AI, hiveminded swarm, telepathic gestalt
passages or long-forgotten portals lead down into it, species, unified golem force, or some other manner
and only a short space away from ordinary human of creature. Some such hiveminds are inclined to
life a ruin can seethe with sinister secrets. The ruin may “recruit” intruders, willing or otherwise. Conflict with
have been built over accidentally, intentionally buried, these creatures is apt to be very dangerous, as they’re
or perhaps excavated by the current structure’s capable of coordination at a level impossible to others,
original builders. yet their single mind makes them more vulnerable to a
single point of failure.
E Thing that creeps up from below at night, Long-
buried evil, Reckless adventurer stirring up things E Crazed ancient eidolon, Magically warped
beneath insect queen, Fungus-infected colony organism
F Passage-wise urchin, Architect with too much F Escapee from the hivemind, Last survivor of a
curiosity, Hapless local sewer worker recruited group, Researcher keen to study it
C The structure’s inhabitants have a secret deal with C The hivemind’s doubts are embodied in conflicting
the ruin dwellers, The ruin dwellers masquerade factions, It can focus only on so many bodies at
as the structure’s inhabitants, Time-delayed once, It requires a connection to issue new orders
catastrophe will happen after the ruin’s opened T Device to break the hivemind’s control, Curative
T Key to open the hidden passage below, Treasure to free a recruit, Intricate treasure fabricated by
hidden in the ruin in ages past, Ancient relic the unified hivemind effort
ruin was made to contain P Living quarters with no private elements,
P Passage hidden behind now-crumbling Swarming chamber full of perfectly-synchronized
construction, Mundane room above a monstrous motion, Fetid organic queen-lair of the ruling
evil, Secret passages that have peepholes into intellect
the structure above
Ruin tags •197

Hospitable Natives Hostile Environment


While not all denizens of the ruin are friendly, there’s Ruins are seldom comfortable, but this one is actively
at least one faction that’s known to be willing to host dangerous to those who enter it. Noxious fumes,
guests and negotiate for favors. This group may be radiation, magical miasmas, contagious diseases,
made up of bandits, exiles, hermits, or other social poisonous liquids, or some other environmental
outcasts who find even the most dubious human hazard makes progress very risky. Natives are either
visitors preferable to their neighbors, or they might be immune to the peril or have means of negating it. The
“civilized” humanoids who find it profitable to parley extreme defensibility of the site may be the reason
as well as raid. they continue to lair there.
E Sinister chieftain with ulterior motives, Xenophobic E Sorcerer researching how to weaponize the
rebel who hates outsiders, Outsider adventurer hazard, Monstrous entity that emits the peril, Vile
bent on exploiting their hospitality creature born of the toxic conditions
F Wide-eyed native urchin, Outsider gone native, F Explorer equipped with survival tools, Friendly
Outsider envoy trying to make a pact with them native guide, Entrepreneur trying to exploit it
C They’re hospitable because they desperately C The hostile environment also produces a valuable
need allies, They recently were betrayed by a resource, Surrounding locals consider it taboo
guest, Their hospitality comes at a high price because the hazard is somehow contagious, The
T Trade goods gathered from the ruin, Map of hazard is very recent and the natives still don’t
the ruin interior, Key to unlock a route normally know exactly how to handle it
accessible only to ruin natives T Protective gear against the hazard, Controls
P Alien but friendly meeting-chamber, Makeshift to shut off the hazard in some areas, Loot from
guest lodgings, Ritual room for strange rites hazard-slain intruders or natives
P Mundane location caked in the hazard, Lair of a
hazard-mutated beast, Perilous path that snakes
through the hazard

Infectious Miasma Invincible Delusion


A contagious disease has infected the natives and The natives of this ruin are totally convinced of
might plague any intruders as well. The sickness isn’t something that is simply not the case: their ancient
fatal, but it may induce physical or mental changes empire never fell, their god has commanded them
that make life in the outside world difficult; the ruin to live a certain troublesome way, they are the only
itself might be an environment optimized for the true humans left in the world, or some other delusion
afflicted. Conversely, the ruin might be a leprosarium that’s likely to cause problems. They’ve developed
or place of exile for those who catch some virulent rationalizations to explain obvious contradictions to
plague or socially-despised illness. their error, many of which involve hostile responses
to bearers of iniquitous falsehood. There may be
E Tyrant physician-chief who controls treatment, something about the ruin that’s enforcing this delusion.
Ruler maddened by the illness, Plague priest
determined to spread the disease E Hypnotically charismatic leader, Crazed ancient
F Innocent native suffering from the sickness, lich-ruler, Leader who knows the truth but profits
Outsider medical missionary, Hapless chieftain by the error
trying to hold things together F Native with suspicions, Outsider trying to
C The ruin has been sealed off by the outside world, convince them, Outsider whom they’ve
The plague turns the natives into living tools or mistakenly incorporated into their error
slave-entities, Cures only temporarily suppress C The delusion makes an otherwise unendurable
the disease’s symptoms life bearable, The delusion is true in some critical
T Research needed for a lasting cure, Treasures left ways, The delusion is somehow infectious
by a dead sufferer, Vital resources needed for T Proof of the delusion’s falsehood, Precious goods
the sick to survive piled up for a lost cause, Relic of a golden age
P Gathering-place full of the walking ill, Shrine to a P Ruin chamber made a pathetic mimicry of some
healing god, Pits where disease-warped victims greater place, Ritual chamber to celebrate the
are exiled “truth”, Archive containing troublesome records
198• Ruin tags

Lethal Treasure Limited Access


The ruin has or produces a very valuable good, but that The ruin can only be accessed at certain times or with
good is somehow extremely dangerous to acquire or certain special keys. Any natives are cut off from the
possess. It may be toxic, or cursed, or the acquisition outside world for long periods, and must either have
process may be predictably lethal. This danger may no need for sustenance or sources within the ruin. The
be the result of the creatures who create the good, the obstacle may be magical in nature, or the only access
guardians that watch over it, or the surrounding locals route to the ruin may be subject to natural cycles that
who kill “smugglers” or “profaners” with zeal. make it impassable at most times.
E Monstrous beast that produces the good, Ancient E Ruin tyrant who views all outsiders as enemies,
construct guardian, Cruel tyrant who forces Ruthless adventurer trying to block rivals, Mad
victims to make or acquire the good power locked away in the ruin
F Desperate young adventurer, Native good- F Eager young scholar, Adventurer with the key to
maker trying to avoid disaster, Victim of the the site, Native yearning to escape
good’s hazards C It’s been so long since the last opening that
C Extended exposure to the good is harmful, The everyone’s forgotten about it, The access now
good is useful but somehow morally dubious in opens in a very inconvenient place, The access
its production or nature, The good needs to be can be forced by some terrible sacrifice
specially processed to make it safe T Key to open the access, Controls that permanently
T Large cache of unrefined good, Object to open the site, Loot from the last expedition to
nullify or cure the good’s danger, Loot lost in an enter the site
unsuccessful attempt to buy the good P Passage that opens on a time lock, Vast magical
P Hellish processing or production area, Tightly- seal, Coastal portal revealed only during a
guarded vault of the good, Area made toxic by particular low tide period
the good’s effects

Lingering Curse Living Dungeon


The ruin is cursed, and everything in it is somehow The ruin is alive, either in a literal or metaphorical
tainted or troubled by the malediction. There must be sense. It may be animated by an ancient eidolon that
a strong reason for the natives to remain, or else the looks through countless sensors, or infused with the
curse itself induces them to stay. The curse may be the spirit of some arcane mind, or made up of the tiny
result of some ancient crime, a Working gone wrong, bodies of countless construction-organisms like some
a lost war against a magical foe, or a “blessing” vast coral. Physical damage to the ruin usually brings
in one age that is less appreciated in the modern some hostile response, however muted by age and
day. The curse usually takes some time to trigger on disrepair, and the structure itself may be conscious
intruders, but it may be induced by certain actions. enough to strike bargains with inhabitants.
E Vile sorcerer feeding on the energies, Embittered E Demented ruin spirit, Sorcerer trying to bend the
chieftain hating all uncursed, Hapless victim site to their will, Native chieftain who worships
made a monster by the curse the ruin’s genius as a god
F Native sorcerer trying to lift the curse, Outside F Friendly ruin sub-organism, Native ruin-keeper,
researcher investigating it, Sympathetic native Explorer avid to learn of the place
struggling with the curse’s effects C It’s a colony creature with different minds in
C The curse grants a significant advantage as well charge, The ruin is trying to grow at all costs, The
as a blight, Those cursed need something here to ruin went berserk after its ruination and is now
survive, The curse is a mark of native belonging acting irrationally
and viewed as proof of loyalty T Poison that can kill the ruin, Precious good
T Object that can lift the curse, Precious offering created by the ruin’s life processes, Indigestible
to the gods for mercy, Treasure left by a victim treasures left by prior intruders
of the curse P Wetly organic passageway, Chamber with
P Shrine to some protective god, Curse-warped a giant maw for feeding, Room with tethered
place of twisted mundanity, Chokingly-blighted organic servitor-creatures
place where the curse was first invoked
Ruin tags •199

Lost Colony Magical Wonder


The ruin was once a colony site for a now-vanished An active Working in the site produces some wondrous
empire or people. Some of these pioneers might still effect; permanent summer, biological immortality,
survive within, albeit doubtless in much-changed form, endless foodstuffs, visions of the future, or some other
or else their belongings might include objects or relics grand marvel. Unfortunately, it’s so decayed and
that would be very valuable today. The modern heirs ill-tuned that all of these wonders come with related
to this lost domain might still consider the ruin to be serious negative effects and problems, ones that the
their lawful property, and all within it to be theirs. natives must struggle to deal with.
E Degenerate colony leader, Outside conqueror E Ancient half-mad keeper of the Working,
seeking to seize the site, The hideous thing that Sorcerous monster born of the decay, Outsider
destroyed the colony determined to exploit the Working at any cost
F Confused surviving pioneer-heir, New colonist F Adventurer who seeks the Working’s benefits,
trying to revive the place, Historian looking for Researcher who wants its secrets, Sorcerer
relics convinced they can fix the Working
C The colonists claimed to belong to the lost C The objects and benefits it confers don’t exist
kingdom but were really of a much more sinister outside the ruin, It will collapse disastrously if the
group, Local powers quarrel over site access, ruin is seriously damaged, Nearby communities
Something extremely precious was lost here benefit from it and try to keep out intruders
T Once-commonplace item that is now precious, T Device to control the Working’s benefits, Ruined
Ancient wealth of the colonists, Valuable goods Working parts that are valuable still, Research
they made before they died notes that would allow it to be repaired
P Area decorated in their ancient style, Long- P Chamber of dangerous magical fluxes, Sorcerous
abandoned massacre site, Temple to a forgotten emission point where the blessing flows forth,
god Abandoned laboratory where it was made

Monster Forge Outsider Domain


The ruin somehow creates a particular type of This ruin was originally constructed to serve a race
monster by its simple existence. It might be an ancient of Outsiders. It is possible that they were not even
spawning-pit for Blighted, a cloning facility gone humanoid, and the atmosphere within the ruin may
berserk, an ancient agricultural complex with feral still be tainted with alien gases or hostile temperatures.
livestock, an open portal to an Iterum of monsters, a The architecture and lighting was designed for alien
source of very infectious monster-creating plagues, or bodies, and humans might find it difficult to navigate.
something in that vein. These monsters probably infest Surviving inhabitants might be Outsider remnants or
the surrounding area, unless something about their the alien flora and fauna that persisted long after their
nature requires them to stay close to the ruin. masters had died out.
E Alpha monster of the horde, Sorcerous would-be E Still-surviving alien leader, Monstrous alien “pet”,
tyrant over the creatures, Terrible anomaly-beast Cult priest revering the dead Outsiders
that’s even worse than usual F Surviving heir of human slave-servants, Outsider-
F Victim of a monstrous rampage, Grim monster- hunter seeking prey, Researcher looking for lore
hunter trying to hold back the tide, Local lord C The site once produced something very important
overcome by the wave to the region at a terrible cost in lives, The alien
C The ruin has only recently started to belch forth atmosphere becomes unsurvivable in cycles,
the creatures, The monsters capture humans to Humans Blighted by the Outsiders still live here
make more of their kind, The monsters were once T Alien artifact of great value, Human treasure
slaves or servants but have now broken free collected by dead Outsiders, Alien device that
T Implement meant to destroy or control them, does something very useful to modern humans
Plunder brought back by raiding creatures, P Inscrutably strange chamber, Living quarters
Treasures lost by slain adventurers re-dimensioned to fit non-humanoid bodies,
P Frenetic chamber of ever-blossoming life, “Garden” full of monstrous flora
Overcrowded living quarters, Re-purposed
ancient chamber
200• Ruin tags

Precious Resource Raider Lair


The ruin generates a resource or serves a function Some ruins are dangerous only to intruders, but this
that is valuable to those around it. This may be a one actively sends out raiding parties to plunder the
direct and literal generation, such as a Deep that still surroundings. Many such lairs prefer to go relatively
automatically extracts and refines silver, or it may be far afield to obscure their origins and avoid the
metaphorical, such as a ruin full of undead who are hostility of their immediate neighbors. Others have
privy to ancient secrets sought by wizards. Completely specific grudges to nurse, or particular targets that
purging the ruin of perils would probably somehow have incurred their wrath. Hostages might be taken
ruin the process, or else some greedy outsider would back for ransom, labor, or food, depending on the
likely have cleaned it out by now. nature of the inhabitants.
E Grasping outsider treasure-hunter, Monster E Ambitious bandit chieftain, Embittered exiled lord,
attracted by the resource, Resource-maker using Monstrous ruler who hungers for outside wealth
it to gain sinister influence and power F Relative of a kidnapped victim, Escapee from the
F Earnest prospector, Luckless official charged with raiders, Local reeve trying to cope with the raids
gathering the resource, Desperate fortune-hunter C The raiders are being backed by an outside
C The resource is cursed or dangerous, The power hostile to its neighbors, The raiders exact
resource can’t be accessed without some kind a brutal tribute for their “protection”, The raiders
of agreement with the natives, The resource is had or have a sympathetic cause
sacred to the ruin’s dwellers T Priceless relic taken by the raiders, Cache of
T Hidden cache of the resource, Device that supplies they need badly, Loot hidden by the
extracts it, Ultra-rare refined example of the plunderers
resource P Raucous and vile raider camp, Re-purposed
P Place where the resource is extracted, Fortified room turned into the chief’s lair, Treasure chamber
zone around the extraction, Vault for the gathered full of looted goods
resource

Recruiting Drive Religious Zealots


At least one group of inhabitants in the ruin are actively Almost everyone has some degree of deference to the
adding to their numbers. This may involve bribes, gods, but the natives of this ruin are outright fanatics
kidnapping, proselytization, or just the prospect of of a particular religious or philosophical cause. They
a better life than their recruits currently have. This may have inherited from ages of ancestors, acquired
group is likely ideological or circumstantial in their it from the teachings of a charismatic prophet, or
ties, like a cult, a rebel group, or a bandit clan, and been persuaded of it by some profitable or terrifying
so new members can be added as quickly as they display of divine will. The natives likely have at least
prove agreeable or profitable to the whole. Those one goal that makes no logical sense, but is related
who refuse to join in tend to meet less comradely fates. to their god’s nature or desires.
E Charismatic and ruthless conqueror, Heartless E Frothingly intense high priest, Holy demon or
grandee hiring disposable muscle, Hypnotically sending of the god, Monstrous entity placated
persuasive cult leader by the group’s worship
F Unwilling recruit, Rival group’s leader, Local ruler F Member having second thoughts, Missionary of
worried about the new members a rival faith, Cynical group member who wants
C The group recruits under false pretenses and then to depose the current leadership in their favor
traps the new recruits in some crime, The group C The god’s intervention seems real on some level,
really is offering a better deal than most recruits Their cult is an offshoot of the locally dominant
have, Resentment is building between old and faith, They have backing from a mother temple
new group members T Precious religious relic or regalia, Object blessed
T Proof of some outside power’s involvement, with divine powers, Wealth taken from unworthy
Wealth meant to use to entice recruits, Rich gift unbelievers
given by an eager new recruit P Room fitted out as an ornate shrine, Chamber
P Disordered and confused living quarters, Well- carved with religious symbolism, Place dedicated
trod training area, Empty home of a now- to some bloody or fearsome ritual
vanished recruit
Ruin tags •201

Rigid Hierarchy Royal Refuge


Most ruins have little organization, with various Some exiled noble, unsuccessful pretender, hunted
groups or lone beasts vying with each other as their wizard, or other grandee of note remained here for
strength allows. In this one, however, there is a clear a time, either willingly or under duress. They and
and recognized hierarchy of power and authority, their retinue left their traces behind, and remnants of
and lesser groups and entities are likely to obey the the group might still be present. The principle figure
greater even without an immediate threat of violence. probably died here, though some kinds of creatures
Of course, those same groups are also quite likely or wizards may have been less susceptible to time.
to conspire with outsiders to remove their vexations.
E Undead prince in exile, Royal agent convinced
E Iron-fisted monster lord, Ambitious and scheming the PCs are allies of the rebel here, New usurper
chieftain, Secret kingmaker working as a humble claiming the dead one’s mantle or name
minion F Well-meaning servant of the royal, Local
F Hapless outsider slave, Minion with ambition, chief trying to keep his village out of the affair,
Bitter native seeking systemic revenge Sympathetic exile in need of help
C The current leader is the only one holding back C The royal tried to make a deal with the creatures
the ruin’s denizens from raiding, The groups here, The royal had secret ties or perhaps even
are being organized by an outside power, The was one of the natives here, The royal’s foes are
subordinate groups are extremely bitter and in sudden need of proof of their death
restive over the state of affairs T Item proving the royal’s legitimacy, National
T Treasure used to pay off underlings, Potent artifact treasure they stole away with them, Book full of
used to cow subordinates, Tribute extracted from blackmail material they recorded
unwilling inferiors P Tattered but once-ornate chamber they occupied,
P Barbarically luxurious throne room, Disciplined Cache full of carefully-preserved noble regalia,
and organized watch post, Labor zone where Pathetic and coarsely-monumented grave site
the inferiors toil

Sacrificial Bargain Sealed Evil


The natives of the ruin have made some kind of pact The ruin serves as a prison for some terribly dangerous
with a dread power or sinister force, receiving support entity or power. It may have been originally designed
or power in exchange for some sacrifice. This sacrifice to serve such a purpose, or retrofitted by later
might fall directly on the natives themselves or they inhabitants due to a sudden need, or possibly even
might plunder their neighbors for wealth, human mistaken for some other kind of structure by innocent
sacrifices, or such other resources as their patron discoverers of a later era. Something about the evil
demands in payment. Failure to hold up their end of makes it exceptionally hard to kill or permanently
the deal may be fatal to the inhabitants. destroy, so imprisoning it “forever” seemed wiser.
E Malevolent high priest of a dark power, Envoy E Undead immortal sorcerer, Monstrous and nigh-
of a ruthless foe of the local inhabitants, Frantic unkillable creature, Arch-Outsider with a biology
leader driven to desperate bargains humans can’t be sure is dead
F Sacrificial victim who escaped, Foe of the patron F Hereditary warden of the prison, Innocently
power searching for its catspaws, Native from a eager explorer, Ancestral hunter of the evil
rival group that’s being beaten down C The evil was actually a benign entity or is currently
C The bargain seemed an innocent one at first, mistaken for one, Those who loose it will gain
They‘re realizing that they can’t hold up the deal, enormous power, It’s being tapped for power in
The deal was made without the consent of the a way that risks freeing it
group’s ordinary members T Relic of the dark power’s evil, Seal on the
T Object that symbolizes and empowers the pact, creature that’s an extremely valuable item in itself,
Wealth granted by the patron, Precious object Valuable material created or generated by the
lost by a sacrificial victim prison as a byproduct
P Terrible chamber of ritual offering, Local P Exceedingly well-sealed prison area, Chamber
homestead ravaged by raiders, Storehouse or with a temporal stasis cell, Hall full of warning
living area made abundant by the patron iconography made inscrutable by time
202• Ruin tags

Secret Alliance Shifting Interior


The natives of the ruin have a secret deal or The interior of the ruin is not stable, and shifts and
arrangement with some outside power, doing alters over time or through some enigmatic cycle. It
their bidding or providing some special service in may be composed of constantly-moving elements of
exchange for considerations. It might be a corrupt some ancient megastructure, or be spatially distorted
ruler, a sinister cult, an Outsider lord, a backwater by a decaying Working, or infested with inhabitants
hamlet chief, or some other figure that wouldn’t wish that are constantly rebuilding or reworking the layout.
the arrangement to become public. The natives may have some key knowledge that lets
them navigate the changes.
E Merchant with vile black market deals, Official
who wants the ruin to remain a problem, Society E Transdimensional intruder entity, Berserk master
grandee with sinister appetites of the rebuilders, Sinister exile using the place
F Suspicious noble investigator, Stern inquisitor as a refuge
from the local temple, Local who knows too much F Friendly native guide, Relative of one lost in the
C The deal is maintaining a fragile peace, There’s labyrinth, Frustrated builder in need of help
an openly-acknowledged deal with them but C The shifts encode an important secret, If the shifts
the real bargain is far more sinister, One side is are interrupted a catastrophe will ensue, The
getting ready to betray the other shifts are under the control of the ruin’s master
T Proof of the alliance, Rich plunder taken from T Key to control the shifts, Map of the alterations,
an ally’s enemy, Relic the mutual cooperation is The treasure within the labyrinth’s heart
meant to obtain P Room that’s changed from the last time they saw
P Secret meeting place in the wilds, Chamber for it, Churning death zone of moving perils, Maze
an envoy of the ally, Treasure chamber with of twisty little passages all alike
goods from the ally

Spatial Flux Surfacer Hideout


Space within the ruin has been folded, altered, or Some surface power is using the ruin as a hideout
corrupted in some way, either by ancient magics, or base of operations. While they may simply be
inauspicious geomancy, the depredations of a bandits or refugees, they’re more likely agents of
dimensional monster, failed Workings, fumbled some greater power who need a discreet base, or
sorcery, or some other woe. Some creatures may some cult or criminal organization that needs a safe
use the curdled space as a refuge from their enemies, place to hide from the law. Friendly merchants or
while others might use it as a gate to some stranger other associates might make contact with them there
and more terrible place. to provide for necessities, or they could be working to
survive entirely separate from the hostile world outside.
E Transdimensional abomination, Mad sorcerer
making things worse, Obsessive seeker of some E Foreign spy chief, Cult high priest, Ruthless hunter
hidden grail within the spatial maze of an innocent group that’s hiding here
F Friendly xenodimensional, Adventurer lost F Elder of a despised ethnic group hiding here,
and trapped within the place, Local citizen Government investigator of the ruin, Local who
accidentally caught in a warp lives nearby and has seen suspicious things
C The destinations of the warps can be controlled C Rather than displacing the monstrous natives
from within the ruin, The place’s architecture is the surfacers have dominated or co-opted them,
only physically possible with spatial distortions, The surfacers were killed or driven out of the
The warps lead to different times as well as places ruin very recently and their effects remain, The
T Relic that creates or influences warps, Treasure surfacers have hidden so well that they no longer
shifted here from an alternate place or world, understand the situation above
Wealth physically duplicated by the warps T Treasure brought from afar by the surfacers, Loot
P Escher-like room, Chamber with physical gathered up from displaced ruin natives, Some
locations split over vast differences, Featureless precious good crafted or extracted by surfacers
hall that really never ends P Room reminiscent of home, Carefully-hidden
entrance to their zone, Remote meeting place
Ruin tags •203

Taboo Place Things Below


The locals surrounding the ruin consider it taboo, The ruin delved too deep, or opened too many
and will kill or punish anyone who enters it without doors to other realms, and things came boiling out
their permission. This may be the product of religious that brought its destruction. Those things may have
reverence, or it could be a holy place of their ancestors, fallen asleep again, or returned to their realm, or
or it could be disputed territory, or it may be that the yet remained here waiting for fresh prey. They may
last time adventurers went in a catastrophe came out. come and go based on particular time cycles, or
Objects looted from the place will be very hard to sell when provoked by certain rituals or activities within
discreetly anywhere near it. the place.
E Relentless leader of the guardians, The monstrous E Lovecraftian abomination from below, Alien-
thing within that must not be disturbed, Ruin raider minded extraplanar conqueror, Cultist leader
who will cause chaos with their plundering who reveres these eldritch powers
F Earnest young treasure hunter, Native who F Historian seeking more truth about the things,
doesn’t believe in the taboo, Local who Relative of a victim of the things, Eager explorer
desperately needs to get inside for some reason who doesn’t believe in the things
C The locals are absolutely right that meddling C The things are associated with monstrous tides of
with the place will bring disaster on them, The dangerous vermin, The treasures to be had from
ruin somehow marks those who profane it, The delving are almost worth the risk, The treasures
ruin can be entered lawfully under some special were actually living things that ruined the place
circumstance or by certain people T Precious object brought from below, The treasure
T Pass to allow lawful entrance, Unsellably distinct that they were delving up, Wealth left behind by
treasure from the place, Device to overcome the the suddenly-slain natives
watchfulness of the guardians P Interrupted digging site, Vault laden with the
P Exemplary warning-pike with heads attached, wealth of below, Site of sudden terrible ruin
Long-sealed entrance portal, Vigilant guardpost

Useless Treasure Wizard’s Lair


The ruin was once a carefully-guarded storehouse Wizards often require an emphatic degree of privacy
of some substance or information that was priceless to ward off importunate help-seekers, witch hunters,
at the time but is now largely worthless. Obscure rivals in the art, or reckless thieves. This ruin is or once
materials, Outsider goods of no present use, exotic was a lair to one such wizard, who probably isn’t
matter fashioned by sorcery and of forgotten inclined to view visitors kindly. Even the dead ones
purposes, and critical intelligence on empires long may have left behind half-finished Workings and
since dust might all be found here. unaging automaton servitors to guard their venerable
lore and precious magical relics.
E Tireless immortal guardian, Brutally relentless
treasure seeker, Maddened sorcerer trying to E Immortal and heartless wizard, Monstrous
unlock the “real value” of the treasure creation of a dead mage, Modern sorcerer
F Mistakenly optimistic adventurer, Seeker with a exploiting the lair of a dead archmage
lost key to the wards, Native denizen who knows F Well-meaning apprentice, Escapee from one of
the treasure is worthless their experiments, Vengeful mage-hunter
C The natives may prize the stuff even if the world C They perform some service vital to the locals but
outside doesn’t, The treasure really is valuable to at a terrible price, No one’s heard from them for
the very few who know how to use it, The useless so long that it’s thought they’re dead, It’s actually
treasure is cased with then-useless material that a lair for a school or cabal of wizards
is priceless now T Precious sorcerous grimoire, Magical item
T Tremendously well-guarded dross, Text showing crafted there, Vast wealth given by petitioners
how to use the treasure, Key for suppressing the P Chamber with a half-finished and dangerous
treasure’s security system Working, Pens for alchemical monstrosities,
P Vast vault full of garbage, Guard post manned by Living quarters that are physically impossible
undying watchers, Ancient luxury area featuring somehow
the material or the wealth it brought them
204• Wilderness tags

Wilderness
It’s not uncommon for GMs to have difficulty in flesh- your work together as you go; recurring NPCs, current
ing out the wilderness parts of a hexcrawl or explora- struggles, or shared history might be reflected in multiple
tion-based campaign. One forest tends to look a lot like points of interest.
another, and there’s only so many times one can go to the Don’t try to turn each point of interest into a full-
well of “inexplicable magical effect randomly occurring fledged adventure-worthy site. You’ll exhaust yourself in
here” before it starts to get stale. Rural villages, lost ruins, short order if you try to do that. Instead, give each point
and other social- or dungeon-esque points of interest can a couple of sentences of rough description and leave it at
dot the countryside, but without something interesting that until you’ve fully populated the part of the map that
in the spaces in between, mere distance fails to provide the PCs are expecting to explore for their next session.
much useful adventure grist. Then go through and pick the handful of points that
Wilderness tags can be used to help spark a GM’s you intend to turn into full adventure-worthy locations;
creativity and develop some worthwhile points of interest no more than three or four at the most. Use the tools in
for their wilderness maps or daring forays into the un- the adventure creation chapter to flesh out these points.
known. When designing these points of interest, a few Don’t try to turn them into mega-adventures; they don’t
general guidelines are helpful. need to eat up an entire session of play because the PCs
A popular default scale for a wilderness hex map is have a whole wilderness yet to explore once they finish
six miles per hex. It’s enough space to get lost in but small with a particular site.
enough that a determined party could reasonably search For the rest of the points of interest, go through and
it for points of interest in a day’s marching. If you want give them a single, simple situation, encounter, or object
to emphasize the interest of exploring a wilderness rather for the PCs to meddle with. Use these sites as opportuni-
than focus on some other adventure, you might roll 1d6 ties to hook or hint toward the meatier, more developed
for each hex and put a point of interest in it on a roll of parts of the wilderness or foreshadow their significance.
1, or on a larger range of results if you’re feeling generous. Finally, be ready to recycle unused content. If the
For this point of interest you should roll twice on PCs never find a point of interest, save it as backup ma-
the Wilderness Tags table to get a pair of tropes you terial for some later date, when you might suddenly need
can synthesize into a usable result. Make sure to tie something to occupy the players on short notice.
Wilderness tags •205

Wilderness Encounters
d12 Human Encounters
While it’s useful to lay down some wilderness points of
1 Hopelessly lost merchant or peddler
interest for a hexcrawl or wilderness exploration game,
not everything needs tags and full development. Some- 2 Hermit with a good reason to stay alone
times you just need a few random encounters on a list to 3 Escaped slave or prisoner
pull from when the PCs run into something.
4 Peasant perhaps moonlighting as a bandit
These tables provide suggestions for normal human
encounters, nonhuman sapients, or dangerous beasts or 5 Dangerous outlaw or outcast
monsters. For the nonhumans and the beasts, fill in the 6 Explorer, scout, or surveyor
role with whatever kind of creature or nonhuman is ap- 7 Patrol of the local authorities
propriate to the setting; a swarm of dangerous vermin in
the jungle might be an army ant column, while voracious 8 Miners, woodsmen, hunters, or other workers
sand shrews might erupt from the desert. 9 Common traveler, perhaps lost
Wilderness encounters usually start at considerable 10 Noble or other gentry on a journey
range, depending on when one side first spots the other.
11 Pilgrim, perhaps of a malevolent god
Fleeing, negotiation, or avoidance are usually options,
and not all encounters will necessarily end in bloodshed. 12 Bandits, marauders, or other adventurers

d12 Nonhuman Sapient Encounters d12 Beasts and Monsters


1 Raiders on their way to pillage a site 1 Harmless but annoying local creature
2 Scouts out surveilling the territory 2 Hungry pack hunters
3 Patrol to drive off troublesome intruders 3 Stalking predator looking for an opening
4 Campsite of the nonhumans 4 Sick or somehow enraged predator
5 Nonhuman workers or resource gatherers 5 An ambush predator lying in wait
6 Religious figure conducting some rite 6 Large, dangerously aggressive herbivore
7 Nonhumans chasing a human escapee 7 Uncanny or eldritch monster
8 Site of a bloody battle with nonhumans 8 A swarm of dangerous vermin
9 Nonhuman traders with valuable goods 9 A flying monster or beast
10 Outcast or deranged nonhuman 10 Mated pair of team hunters
11 Nonhuman magic-user and attendants 11 Ghost, animate corpse, or other undead
12 Hunters pursuing their prey 12 Something far too dangerous to confront

d12 What’s Happening with the Sapients? d12 What’s Happening with the Beasts?
1 They’re arguing hotly over something 1 It’s wounded from a recent hunt
2 They’re pausing for a meal 2 It’s magically warped somehow
3 They’re making far too much noise for stealth 3 It’s being chased by something bigger
4 They’re interrogating a prisoner 4 Remnants of its last prey are obvious nearby
5 They’re examining recent loot or a finding 5 It’s attacking someone right now
6 They’re camping here for an interval 6 It’s well-fed and disinclined to hunt
7 They’re fleeing a fearsome pursuer 7 It looks deceptively harmless or weak
8 They’re looking for something to steal 8 It’s something’s pet or hunting beast
9 They need healing or help with a situation 9 It’s fighting over a mate
10 They’re hiding from something hunting them 10 It’s using bait to lure in humans
11 They’re in an affable and friendly mood 11 It’s currently eating its last unfortunate prey
12 They’re chasing enemies of theirs 12 It’s old or crippled and acting unpredictably
206• Wilderness tags

Wilderness Tags
These tags provide some basic tropes that you can blend where they can safely rest and resupply, a Military Out-
together to create a wide range of potential wilderness post tag might refer to a fortified keep on the borderlands
points of interest. They assume that the wilderness has with a castellan willing to trade. If all you need is a small
some sort of pioneer element dwelling there, and remote point of interest to eat up ten minutes of table time, you
villages or hard-pressed hamlets of local dwellers exist to might just make it a rustic cabin with a trio of trouble-
provide some oases of relative security in the wilds. making soldiers exiled to a perpetual “scouting post” by
Even so, the defining characteristic of a wilderness is a superior who’s forgotten they exist.
the absence of reliable order. Once beyond the village pal- If you’re generating a very large number of hex
isade the local lord’s rule becomes a very theoretical thing, crawl points of interest, you might start getting dupli-
and the wilderness will attract all sorts of inhabitants cate combinations from a pair of the tags below. In such
that have reasons for avoiding more carefully-monitored cases, you might add a third tag from one of the other
lands. The dwellers in the area might be sturdy peasants, categories here, flavoring the synthesis with a Ruin Tag
but they’re just as likely to be refugees, rebels, bandits, or a Community Tag to add an additional twist. These
displaced natives, demihumans, or sentient monsters of additions don’t need to be read literally; you can use them
some kind. The “friendly” tag results below could pull any as metaphors or as creative prompts to add something
such inhabitants in, as all of them might have reasons to fresh to the result.
want to deal with a strong band of adventurers. As with any worldbuilding, take care that you tie
You should also be ready to scale tags up or down in historical events, current conflicts, and important NPC
significance depending on your particular needs. If you figures into multiple situations. Having the same ele-
want to make a major base of operations for the players ments show up in multiple ways helps add heft to a world.

d100 Tag d100 Tag


1–2 Abandoned Village 51–52 Migration Path
3–4 Ancient Guardians 53–54 Military Outpost
5–6 Ancient Monument 55–56 Monstrous Beast
7–8 Arratu Land 57–58 Motherlode
9–10 Bandit Lair 59–60 Nomad Camp
11–12 Beast Swarm 61–62 Outsider Enclave
13–14 Blighted Tribe 63–64 Overgrown Tomb
15–16 Broken Infrastructure 65–66 Perilous Path
17–18 Chokepoint 67–68 Pilgrimage Site
19–20 Collapsed Deep 69–70 Precious Game
21–22 Criminal Meet 71–72 Rampant Experiment
23–24 Cryptic Art 73–74 Refugee Camp
25–26 Cursed Land 75–76 Remnant Road
27–28 Decayed Working 77–78 Remote Monastery
29–30 Demihuman Community 79–80 Ruined Fortification
31–32 Devil Grove 81–82 Savage Hamlet
33–34 Disused Mine 83–84 Sculpted Terrain
35–36 Healing Terrain 85–86 Seductive Peril
37–38 Hermitage 87–88 Taboo Territory
39–40 Historical Survival 89–90 Toxic Ruins
41–42 Isolated Academy 91–92 Treacherous Terrain
43–44 Labyrinthine Tangle 93–94 Twisted Fauna
45–46 Lost Battlefield 95–96 Uncanny Weather
47–48 Lost City 97–98 Working Wreckage
49–50 Magical Springs 99–00 Zealot Colony
Wilderness tags •207

Abandoned Village Ancient Guardians


Wilderness villages tend to be unstable “gold rush” There are guardians in this site derived from some
settlements in the best of times, attracting those who ancient polity, whether constructs built to protect some
lack any sound place elsewhere. This village failed as long-forgotten place here or the restless shades of the
rapidly as it was formed. It may have been overrun dead who once dwelled in the location. They may
by marauders, depopulated by disease, hollowed out have a simple hatred towards “invaders” or they may
by a failed harvest, torn apart by civil strife, or just be confused, thinking interlopers are part of some
abandoned for better prospects elsewhere. ancient enemy group. What they once guarded may
not even exist any more in any perceptible way.
E Bandit chief or sorcerer responsible for the ruin,
Crazed village head turned hermit, Monstrous E Unrelenting golem leader, Maddened sorcerer-
entity nesting in the remains lord shade, Sinister heir seeking to suborn the
F Last stubborn holdout, Lord’s bailiff looking for guardians to their service
answers, Hapless pioneer who’s arrived to an F Diplomatic guardian entity, Greedy treasure-
empty ruin hunter, Local who got trapped in the place
C It’s now populated by something inhuman, It C The guardians are to keep something in, A local
was built on top of a place abandoned for group uses the guardians as a trap for outsiders,
good reason, The wilderness is reclaiming it in The guardians were never meant to be harmful
a dangerous way but what they do to intruders is very damaging
T Heirloom left behind in the flight, Buried treasure T Key to shut down or ward off the guardians, The
of the villagers, The relic that caused the ruin precious relic they were guarding, Ritual garb
P Overgrown village meeting hall, Home with that makes the wearer invisible to the guardians
everything left just as it was at that moment, P Place of ominously martial statuary, Ghostly
Burnt-out shrine to the local god street-image of a vanished place, Broken
remnant of an ancient landmark

Ancient Monument Arratu Land


A grand monument to some ancient polity is found There is a large pocket of arratu at the site, even
here. While its actual meaning and significance though it may be too small to show up on the hex
may be inscrutable, it’s probably big enough and map. Such a pocket might be the last remnant of a
dramatic enough to dominate the hex, even if it’s formerly-great swath, or it could just be a localized
collapsed or been defaced by the ages. The remains tumor created by an Outsider device, a malevolent
of the civilization that raised it might be found at sorcerer, or a magical disaster. Something about the
its base, along with whatever heirs to it remain. arratu’s placement likely forces the party to go well
Some monuments still have active enchantments or out of their way to bypass it safely; it might command
guardians to prevent defacement. a narrow pass or be flanked by dangerous terrain
on either side.
E Zealous modern cultist of the vanished polity, Last
bitter heir of them, Vile monster that nests in the E Outsider beast within the waste, Half-human
monument marauder chief lairing inside, Crazed Outsider
F Eager archaeologist, Weary old hereditary wizard who made the wasteland
keeper of the place, Friendly creature that’s F Foolish explorer who tried to cross it, Wretched
made the monument a home slave taken by raiders, Not-too-homicidal native
C The monument is a powerful Working, The C The wasteland is being contained by a potentially-
monument served a secular or residential purpose, breakable object here, Locals know how to get
The bulk of the monument is underground or in an through it safely, It’s a very new wasteland and
extradimensional pocket Iterum the locals haven’t adjusted to it yet
T Costly decorations or ornaments on the monument, T Equipment to survive the hostile atmosphere
The precious core of the work, Ancient offerings within, Precious Outsider relic, Wealth seized by
made to it by vanished supplicants raiders from the waste
P Before some towering megastructure-monument, P Blasted village overrun by alien life, Desolate
Amid the cyclopean wreckage of its fall, Secret plain with an unearthly sky above, Lakeshore of
passages within the monument a pool filled with a noxious chemical
208• Wilderness tags

Bandit Lair Beast Swarm


Bandits lair in this hex, which is presumably close There is a swarm of some dangerous beast in the area,
enough to civilized lands to serve as a base for their whether it consists of a tide of minuscule vermin or a
operations. Not every bandit lair is a hidden cave; pack of magically-warped predators. Some of these
some operate out of subverted or cowed villages, swarms may serve more as environmental hazards
others hide among remote monasteries, and some than monsters to be fought; sweeping carpets of
just camp in convenient glades long enough to rest, mutated radioactive fire ants might be something for
refit, and trade with black marketeers. It might be the PCs to dodge rather than engage. If the beasts
a seasonal lair as well, with local peasants turning have some mundane value, they might have attracted
bandit at certain profitable times of the year. suitably reckless interest from the locals.
E Ruthlessly pragmatic bandit chief, Wealthy E Supernaturally intelligent god-beast, Mad
grandee wielding the bandits against rivals, wizard who spawned them, Brutal hunt master
Heartless slaver gathering stock driving his wretched minions on
F Hapless missionary of a kinder way, Local taken F Victim of a beast attack, Animal collector on a
as a slave, Runaway bandit who repents mission, Hunter in search of vengeance
C They have a traditional prey and don’t usually C The beasts are usually harmless but have recently
rob others, They’re the degenerate remnants of changed, The beasts are the only thing holding
a once-noble cause, They’re a confederacy of a worse peril back, The beasts gain magical
thieving groups that often quarrel powers in sufficiently large groups
T Loot taken from a recent success, Priceless T Poison that is very lethal to the beasts, Relic that
heirloom owned by a noble-turned-bandit, can control the swarms, Priceless treasure held
Precious relic the bandits don’t realize is so by a luckless hunter
valuable P Site of a bestial massacre, Fetid den of a swarm,
P Raucous glade full of drink and debauchery, Re- Overrun hunter’s camp
purposed estate, Makeshift palisaded camp

Blighted Tribe Broken Infrastructure


A tribe of Blighted live in the hex. They may be violent There is a ruin here that once enabled some grand
war-creatures naturally hostile to normal humanity or ancient infrastructure. A lost canal lock, irrigation
beings cursed with some trait or nature that makes it control center, magical gate nexus, weather
impossible for them to live in civilization. Relations are control station, underground transit station, occult
unlikely to be warm in either case, but the latter might communications center, or some other great function
be persuaded to parley if the party can work around was once performed here. The ruin has been unusable
their limitations and win their trust. for ages, but remnants of its former function might still
be found in the surroundings.
E Brutal Blighted war-chief, Outsider using them as
living tools, Human hunter bent on slaughtering E Sorcerer looting the wreckage, Monstrous
inoffensive Blighted remnant of the former inhabitants or guardians,
F Native not so Blighted as their brethren, Human Modern parasite-monster come to feed on the
trader who deals with them, Local human who scraps
knows their ways F Curious arcane student, Tribal who lives in the
C Their blight was once very useful to the ancient ruin, Wayfarer forced to seek refuge there
polity that existed here, They’re only Blighted C It still works but in a dangerous and unhelpful
because they lack something to temper it that way, It would cause a tremendous local disaster
this site once provided, They’re dying out and if it were re-activated, The locals are exploiting
desperate to win allies against their many it in an unintended fashion
predators T Control key for the original function, Relic related
T Valuable Blighted-made product, Relics of those to the original function that does something
who twisted them, Trophies taken from their prey magical, Precious component from it
P Human structure reworked to fit their nature, Site P Long-ruined control nexus, Collapsed service or
of a gruesome massacre, Shrine or monument operational area, Surrounding area scarred by
honoring their creators the decayed remnants of its function
Wilderness tags •209

Chokepoint Collapsed Deep


There’s a natural choke point in this area: a mountain An ancient Deep once was located here, but time,
pass, a land bridge, a dry ridge in a swamp, a warfare, or disaster caused it to collapse. A significant
narrow strand of untainted arratu land, a gap in a portion of the surface has likely subsided to form
megastructure, or some other slender passage. Such an uneven crater. Small sections of the Deep might
a chokepoint is likely part of a feature that extends still be accessible from the surface, and dangerous
outside the hex, and it may be prohibitively difficult uncollapsed passageways may still connect these
to cross this feature anywhere else. Such valuable, smaller zones. The heirs of the survivors may still
defensible areas are rarely left unoccupied. persist on the surface or they may have long since
died out to natural hazards or dispersion.
E Bandit lord who “taxes” passersby, Monstrous
creature who hunts there, Ancient guardian of a E Buried undying lord, Surface looter with dreams
long-dead polity of rule, The thing that caused the collapse
F Trader in dire need, Explorer seeking a better F Friendly survivor descendant, Curious explorer,
way, Local currently inhabiting the chokepoint Native guide to the ancient pit
C It can be opened or blocked by a controller, It’s C Things below are digging their way up, The Deep
only recently become abnormally dangerous, It’s is leaking something dangerous, The collapse
known of only by those who want it kept secret was recent and monstrous survivors still flee
T Map of the passage, Token allowing safe T Priceless Deep treasure cast up, Exposed arcane
passage, Key to controlling the passage components, Potent relic carried by survivors
P Perfect ambush site, Natural fortress, High P Ancient vault torn in two, Crevasse cutting
observation point commanding the pass through a hundred ruined levels, Buckled
structure fragment jutting through the surface

Criminal Meet Cryptic Art


This site is used as a meeting place for smugglers, A vast ancient work of art has been raised here, back
bandits, illegal slavers, fences, or other criminals. when the wilderness was not so wild. It may be a
Something about the place gives them a good view statue or other sculpted monument, perhaps of entities
of any incoming strangers and discreet privacy for in no way human, or it may be fashioned of solid light,
their dealings. Some few criminals may remain here sound, emotions, or stranger media. The intended
at all times to maintain the place, or it might be used meaning of this art is usually incomprehensible to
only as the situation requires. These criminals may be modern humanity and the structure is too large or too
particular, dealing only with known associates, or they difficult to harm for ordinary vandals or time to have
may be far enough from the law to feel comfortable erode it entirely. Some ancient forms of art can be
about trading with adventurers. dangerous or even lethal to modern humans.
E Corrupt merchant grandee, Sinister black market E Ancient site guardian, Priest of a cult that’s made
boss, Monstrous entity that enforces the meet’s a religion of the art, Sorcerer bent on suborning
peace a magical artwork
F Theft victim searching for their goods, Frustrated F Reckless art connoisseur, Native living in the
local lawman, Merchant with suspicions about artwork, Historian trying to decipher it
a fence C It has a positive or negative effect on a viewer’s
C The local authorities turn a knowing blind eye to body or mind, It’s been warped into something
it, The meet is trading in something much worse monstrous by time or decay, It encodes a terrible
than everyone thinks it is, Significant amounts of or precious secret to those who understand it
stolen goods are stored there T Ancient texts that can decode the art’s meaning,
T Valuable smuggled contraband, Cache of stolen Precious object used in its construction, Fragment
goods, Precious object that’s very hard to fence of damaged art that’s still valuable
P Concealed cave storehouse, Rocky observation P Intended viewing site for the art, Churning inner
point, Sheltered glade in a thick forest mechanism of a complex work, Hidden chamber
revealing a different perspective of the work
210• Wilderness tags

Cursed Land Decayed Working


This site has been cursed. Rather than being a simple There’s an ancient Working in the area that is broken
xenoformed arratu, some malevolent magic has laid a or decayed, and the original effect it was intended to
persistent, dangerous affliction on the area. Creatures produce has been twisted into something dangerous.
may be warped, inhabitants may be plagued, terrible Infrastructure Workings meant to provide good
luck might strike all passers-by, or natural physical fortune, health, or swift travel might now create ill-
processes might be perverted. There should be luck, plagues, or vomit forth extradimensional horrors.
something valuable or attractive here, or else few Small Workings of private buildings might now
people would have any reason to engage with the create localized hazards. Completely destroying the
location. Working might end the problem or create an even
greater disaster from the magical fallout.
E Vile sorcerer responsible for the curse, Hideously-
warped native creature, Curse-beast that sweats E Working-born abomination, Ancient caretaker
the malison with its very existence gone berserk, Sorcerer tearing apart the Working
F Local curse victim, Native sorcerer trying to lift it, recklessly for lore and parts
Hapless pioneer who didn’t realize it was there F Native who knows how to live with the blight,
C It has a seemingly positive effect as well, The Ambitious would-be repairman, Curious scholar
seemingly obvious source of the curse isn’t at all looking for details
responsible, Someone profits by the curse C The decay can be contained with vile or costly
T Ward to protect against the curse, Precious rituals by the locals, The decay is endured
byproduct of the magic, Key to undoing the curse because it fends off outsiders, A local enemy
wants to worsen the effect
P Warped and twisted natural feature, Nest of
misshapen beasts, Field of grossly-mutated plant T Parts to repair the Working, Valuable magical
life byproducts, Precious Working fragments
P Decaying Working chamber, Site twisted by the
magical effect, Collapsed arcane structure

Demihuman Community Devil Grove


There’s a community of demihumans living here, likely While not a full-fledged arratu, there’s a glade or zone
intentionally avoiding more well-controlled lands in within the hex that’s infested with Outsider flora and
order to maintain their autonomy. Autonomy alone is fauna. Beasts from within prowl the surrounding area,
unlikely to be all the reason they’ve avoided civilized though some circumstance is preventing the glade
lands, however, as few human rulers find it worth the from growing at a very rapid pace. Some ancient
trouble to demand more than a fixed tribute from Outsider device may be causing the glade, or it might
demihumans, leaving them to control their own affairs. be the tiny remnant of some ancient wasteland that’s
There may be something about this group that makes it shrunken with time and the constraint of the Legacy.
impossible for them to live comfortably near humans.
E Hideous Outsider predator, Blighted warchief
E Crazed demihuman leader, Sinister demihuman hiding in the grove, Ancient Outsider maintaining
cult priest, Tyrannical government viceroy the grove
F Xenophilic local demihuman, Human trader with F Hard-pressed pioneer, Local hunter harried by
lasting ties, Human who’s “gone native” the beasts, Adventurer seeking the grove’s cause
C They’re apart to keep humans safe from them C Local rustics sacrifice to the grove to placate
rather than them safe from humans, They’re its denizens, The grove is valued as a natural
remnants of a former demihuman kingdom, defense against a neighboring threat, Exiles and
They’re responsible for many local wilderness criminals seek refuge there
dangers in order to maintain their privacy T Precious byproduct of alien life, Outsider relic
T Precious good created by demihumans, Inherited in the heart of the grove, Valuable goods on a
relic of the ancestors, Tribute owed the local ruler victim of the beasts
P Ceremonial structure of a former age, Village P Glen swollen with uncanny life, Windy vale
hidden cunningly, Well-guarded wall against streaked with plumes of alien air, Shore of a
outsiders pond full of some noxious chemical
Wilderness tags •211

Disused Mine Healing Terrain


A mine of some kind once existed here. While shaft This site borders a shrinking arratu, one being slowly
mines with tunnels and galleries are the common type driven back by the Legacy, the work of human hands,
for present-day delvings, ancient strip mines here may or some native life form that’s capable of successfully
have peeled off whole mountainsides or exposed competing with the alien life. There are usually some
some massive megastructure that was stripped for pioneers or scavengers trying to take advantage of
parts in a prior, lost age. The forgotten mines of a the shrinking waste, either to work the newly-arable
prior era might have left tailing piles or trace deposits land or plunder the ruins its receding tide reveals.
that are valuable to a more depleted age.
E Furious and frustrated Outsider wastemaker,
E Crazed wildcat miner, Thing from delving too Monstrous beast in too small a hunting ground,
deep, Undead and tireless mine boss Local tyrant seeking dominion over the new
F Eager prospector, Native dwelling in the mines, pioneers
Ancient friendly mining automaton F Plucky new colonist, Earnest professional mender
C They were mining a buried civilization rather than of wastes, Luckless soldier sent to defend the new
ores, Groups are fighting over control of the mine, locals
The mine was partially re-purposed for the needs C The shrinking wastes are revealing a lost human
of a group of natives city below, As the waste shrinks its effects are
T Motherlode of precious materials, Storehouse of getting more concentrated inside it, The receding
refined product, Map to a virgin strike zone is opening a safe path for old enemies to
strike the new holdings
P Massive pitch-black subterranean gallery,
Mound made of centuries worth of tailings, Still- T Treasures long lost within the waste, Possessions
poisoned land in a processing waste zone cherished by a now-dead pioneer, Precious
product of the alien flora that now grows scarce
P Half-warped glade where alien life is losing,
Newly-built steading, Exposed ancient structure

Hermitage Historical Survival


A small hermitage was established here sometime Some small community or remnant group of an ancient
in the past to provide solitude for some ascetic. empire persists here. They may have been a colony
Occasionally small clusters of hermits form around planted before the empire’s fall, an outside group that
such a central point, meeting at times to check on each inherited the culture after conquest or subsumption, a
other or join in shared discipline. Such anchorites chronological distortion cast out of time, a group held
usually shun visitors who aren’t also devotees of their in stasis that recently awoke, or some other remnant of
path, but occasionally a hermit wins such fame for a greater past. They may or may not have a clear idea
sorcery or wisdom that pilgrims seek them out. Some of the present world, but may preserve knowledge of
hermits have been known to respond with great anger now-lost strongholds and points of power once held
toward these repeated worldly interruptions. by their ancestors.
E Hermit sorcerer gone mad, Sinister villain hiding E Embittered revanchist ruler, Vengeful chieftain
as a hermit, Alien hermit with inscrutably evil who blames the world, Transhuman leader of
philosophical principles incomprehensible cognition
F Worried relative of a new hermit, Petitioner F Heritor curious about outsiders, Desperate chief
seeking holy help, Hermit rethinking solitude in need of outside help, Determined preserver of
C The hermits have control over a local magical ancient identity
energy or Working, They keep themselves C The empire they belonged to was infamous,
separate to keep others safe from them and their They’re only notionally human, They make deals
irrepressible powers, The hermit is hated by the with rebels and exiles of neighboring lands
local secular authorities for their aid to its foes T Long-preserved ancient regalia, Now-lost relic in
T Precious religious relic carried by the hermit, common use in their empire, Secret lore to unlock
Cast-off worldly wealth, Map to finding them hidden storehouses of their people
P Austere wilderness cave, Hermit hole in a grave- P Crumbling and dilapidated public building,
mound in the swamps, Tall and narrow stone Crude shrine with too-advanced salvaged
column for sitting on ornaments, Passages kept secret from the world
212• Wilderness tags

Isolated Academy Labyrinthine Tangle


A school of sorcerers, esoteric artists, hermit-scholars, The terrain is remarkably tangled and treacherous,
or other educators is in the area. The place might such that it’s almost impossible to cross it without a
once have been the heart of the ancient city where guide or very good map. This tangle may be the result
the academy was founded, or it may have special of shifting, boggy ground, wildly overgrown forest,
magical or aesthetic traits to attract practitioners, or looming cliffs that box in travel, or magical miasmas
the topic they study might be abhorrent to civilization. that baffle and disorient. Some regions might have
The academy is likely largely self-sufficient but its spatial distortions born of ancient magic, such that
students and teachers doubtless retain some ties to only the right keys allow outsiders to pass them.
the outer world.
E Sinister master of the labyrinth, Monstrous
E Sinister headmaster, Powerful instructor with a creature born of the wild, Savage exile hiding
dark purpose, Monstrous thing the academy in the maze
serves F Helpful local guide, Hapless soul lost within it,
F Sympathetic young student, Pilgrim aspiring to be Friendly native of the maze
admitted, Harried instructor needing help C Getting lost in it can leave you very far from your
C It has two curricula with the second being much entry point, An environmental hazard harms you
darker and known only to initiates, It’s protected more the longer you stay in it, Guides sacrifice
by its terrible patron power, An awful sacrifice is certain clients to the powers within
demanded of some or all students T Map of the labyrinth, Treasure lost by a victim
T Tome of secret lore they’ve developed, Magical within it, Precious object the labyrinth guards
object they’ve created, Key to bypassing the P Trail that looks like all the rest, Trees or cliffs too
academy’s defenses difficult to scale blocking out any distant view,
P Mundanely-impossible lecture hall, Artistic work Ancient megastructure with perfectly identical
of inhuman nature, Site scorched and blasted by massive decorative fragments that form a maze
their mistakes or training errors

Lost Battlefield Lost City


A terrible battle was fought here at some point in the There was a city here once and its remnants can
past, perhaps before the wilderness became what it is still be found through the overgrowth. It may have
now. The locals may or may not remember the event, been an ancient city of some lost empire, or it could
but the battle left some pronounced effect on the area. be a community more recently destroyed by some
Undead may be exceptionally common here, or an event and consumed by the surrounding wilderness.
ancient weapon may have curdled the land, or the In the former case it’s probably forgotten by all but
automatons that fought here may still be watchful for the wisest scholars, while in the latter there’s some
new enemies. pressing reason that its former people don’t dare
approach its site any more.
E Looter-archaeologist and his minions, Undying
warlord, Relentless ancient automaton E The terrible creature that destroyed it, Vengeful
F Curious scholar from afar, Heir to one of the wraith of its last ruler, Savage chieftain who’s
warring sides, Ancestral caretaker of the field taken it for his seat of rule
C The battle is reenacted by locals either ritually F Shy survivor of the original population, Local
or in earnest every so often, A priceless item of native who dares to enter it, Ancient city servitor
ruling regalia was lost here, The battlefield’s full who still functions
of unexploded ancient munitions C The city is plagued with magical aftershocks of
T Potent weapon of ancient days, Precious treasure the mighty sorcery that destroyed it, The city was
carried here by a slain noble warrior, Bones of a smashed before its inhabitants could do a great
sainted hero revered by the locals evil, It’s taboo ground for the nearby locals
P Hasty and makeshift tomb of a war leader, Land T Ancient city vault’s treasures, Precious relic of the
churned up by ancient war magic, Vast burial dead, Fragment of the thing that ruined it
mound amid a bleak plain P Desolate street half-buried by earth and decay,
City monument worn into illegibility, Wreckage
of the catastrophic death of the city
Wilderness tags •213

Magical Springs Migration Path


There’s an enchanted spring in the area, one A fearsome migration of dangerous creatures crosses
empowered by an ancient Working or warped by this area at certain times of the month or year. During
ambient currents of magic. The creatures that drink this migration an invincible wave of these entities
from it might be blessed with some special grace, but crosses the site, perhaps to get from one underground
it’s just as likely that some more sinister consequence entrance to another, or to move from one feeding site
comes from imbibing its water. The animal and plant to the next, or to immerse themselves in some critical
life around it have doubtless been substantially magical aura or ancient radiation. Despite this, there
altered by its effects. Most such springwater loses its must be something valuable in this area that tempts
powers if separated from the main body for very long. outsiders to risk being here when the living tide arrives.
E Beast warped by the spring’s power, Ruthless E Monstrously huge alpha of the tide, Cultist who
sorcerer experimenting with its effects, Barbaric worships the creatures of the tide, Sorcerer trying
chieftain using it to advance his power to bend the swarm to his will
F Ancestral guardian of the spring, Pioneer plagued F Treasure seeker daring the migration schedule,
by the spring’s effects, Scholar who thinks they Scholar of these beasts, Local trapped here at
can fix any negative effects of the spring the wrong time
C The spring grants a blessing that comes with a C The tide’s schedule is dangerously unpredictable,
substantial cost, The spring’s blessing becomes The creatures are always present but only
a curse when over-imbibed, The spring’s created become dangerous during the migration, The
an entire ecosystem of servitor-addicts migration path changes very often
T Cure for the changes the spring forces, Vessel that T Precious animal byproduct of the swarm, Treasure
can hold the springwater without losing its power, found by a too-slow seeker, Key to predicting or
Precious fragment of the original Working controlling the swarm
P Pool of obviously uncanny water, Shore marked P Trail stripped bare by the tide, Massive breeding
with the spring’s effects, Weird den of a spring- ground, Island full of cowering refugees
touched beast
214• Wilderness tags

Military Outpost Monstrous Beast


There’s a military post located in this wilderness, one Fearsome beasts are a commonplace in the wilderness
planted by an interested government, community, of the Latter Earth, but there’s something here horrible
religion, or mercantile group. It may be guarding enough to be remarkable even to the natives. It may
a trail through the wilds, monitoring dangerous be something far too dangerous for the party to have
natives, acting as a tripwire against invasion, or be a any hope of defeating; if so, it should leave plenty
punishment post for troublesome officers. The outpost of evidence of its approach or presence, and give
is likely to be reliant on regular shipments of goods. prudent heroes the chance to flee or distract it. The
Sufficiently large outposts often form the nucleus of a natives either avoid this area or must find some way
pioneer settlement. to placate the thing.
E Brutal martinet commander, Wrathful native E Magical abomination born of ancient sorcery,
leader, Crime boss who’s suborned the isolated Divinely-infused god-beast, Remnant-creature
post of a dead empire that still fulfills its duty
F Hard-used military scout, Pioneer searching for F Glory-seeking hunter, Native with a lust for
help, Native leader looking for allies vengeance against it, Rapt arcane zoologist
C The outpost has sparked a dispute with a C The locals worship it as a god because it actually
bordering polity, The post is so isolated it’s can and will help them at times, It’s guarding a
effectively independent, The post has been particular site there, Its leavings or sheddings are
abandoned or cut off by its patron and is in dire a precious substance
need of supply T Treasure of some luckless victim, Relic of the
T Load of vital supplies, Pay for the soldiers, beast’s makers, Substance or device that can
Weapon shipment craved by the natives repel the beast
P Rough-hewn log fort, Piled stone strongpoint on P Site of a horrible slaughter, Monstrous lair full
a naturally-defensible site, Tall wooden tower of remains, Gory offering-site where sacrifices
looking over the countryside are made to it

Motherlode Nomad Camp


Some precious ore, rare wood, magical elixir, There’s a regularly-used nomad camp site in the area,
arcanely-potent extract, or other natural product is a stopping place for them and their kindred. The site
in great supply here. Anyone capable of extracting likely has water, a defensible position, or religious
it without interruption would become very wealthy, significance to them. Depending on the time of year
though the natives, the local fauna, or rival competitors or current raiding activities the camp might be empty,
may make that ambition difficult to fulfill. The but any random day presents some chance of a group
motherlode might be known only to the natives, or is of them seeking shelter here. Wandering encounters in
perhaps known to no one at all due to its concealment this hex might very likely be with such nomads.
or exotic nature.
E Glory-hungry nomad raid leader, Leader who
E Prospector devoid of moral qualms, Existing site plans on turning his people into sedentary
owner who’s lethally paranoid, Local lord who conquerors, Vision-maddened sorcerer-priest of
intends to utterly exploit the eventual site owner the nomads
F Humble laborer in the mines, Poor but talented F Peace-minded rival of the nomad leader, Local
prospector, Land-wise local who knows of it victim of their raids, Former owner of the structure
C The substance is very hazardous to the extractor, they’re now using as a camp
Extracting it would break a very powerful local C The nomads are raiders or traders as profit
monopoly, It was buried or sealed away for a suggests, The nomads are forced to move by
very good reason some outside power, The camp is desperately
T Sample proving the motherlode’s worth, Ancient needed by some local group for practical or
tools that make extraction practical, Capital religious reasons
needed to begin extraction T Loot hidden in the camp, Trophy taken by the
P The dangerous extraction site itself, Cave where raiders, Tribute offered up to win their mercy
prior extractors stored their equipment, Makeshift P Once-splendid chamber now scuffed and
barracks where the laborers sleep defaced, Vigilantly-guarded oasis, Makeshift
shrine to the nomad god
Wilderness tags •215

Outsider Enclave Overgrown Tomb


A group of surviving Outsiders dwells in the area, a A once-honored tomb lies here, forgotten or lost to
remnant of their former age of rule. They may rely on the depredations of enemies. The structure is likely
stealth or great isolation to preserve their numbers, elaborate enough to be a building in its own right,
or they might just be able to kill anyone who gets too or an excavation beneath some surface monument.
close. The enclave is unlikely to have real ambitions The tomb may house a single glorious hero or be
of expansion or else it would have been wiped out by the resting place of an associated group, such as a
now, but it may preserve ancient relics or fell powers particular noble lineage, the slain of a great battle, a
that could wreak havoc if used recklessly. lost city’s municipal ossuary, or some like grave.
E Bitterly vengeful Outsider leader, Human traitor E Long-trapped undead king, Monstrous beast
in league with the enclave, Hideous thing fat on old corpses, Necromancer jealous of his
unleashed by the enclave prizes
F Outsider who sees profit in the PCs, Naively F Ancestral guardian of the tomb, Curious
xenophilic human, Victim of Outsider raids archaeologist, Last heir of the one entombed
C The Outsiders want something that isn’t necessarily C It was originally a different structure turned into a
antagonistic to the PCs, They’ve only recently mass grave due to emergency need, It’s actually
awoken from stasis or temporal displacement just a mass casualty incident in a structure,
and are still exploring, They’re masquerading Someone’s mining the dead for their remains
as a human group or have one as a front T Precious funerary offerings, Regalia buried with
T Potent alien relic, Treasure collected from human a dead ruler, Text containing secrets lost to the
thralls, Precious regalia of an alien king present day
P Fetid Outsider nest with a noxious atmosphere, P Crumbling monument to the dead, Fallen-in
Eerie abandoned ruins of their former day, gravesite, Forest of gravestones
Maintained shrine to an Outsider god

Perilous Path Pilgrimage Site


A danger-laden bridge, trail, skyway, spatial distortion, There is some important monument, place, or structure
tunnel, ancient roadbed, or some other path in here that attracts pilgrims from far away. It may be
this area leads through an otherwise impenetrable a holy site beloved of a local faith, a mythic origin-
obstacle or serves as the sole means of reaching some point for a nearby culture, an oracle or other provider
point of interest. This path should be fairly obvious of widely-desired services, or a font of some special
to explorers, but its destination may not be clear. If favor or benefit that can reward a pilgrim. The site
the destination is inhabited, it might be guarded by may be under the control of a local government, or
the denizens, or there may be the remains of ancient it may be too distant or dangerous to be effectively
wayposts that once served the traffic along the path. protected or administered by outsiders.
E Raubritter warrior demanding a toll, Vicious E Raider chieftain plundering the pilgrims, Zealot
monster lairing on the path, Bandit chief lying in who has seized control of it for their own sect,
wait to ambush travelers Once-benevolent holy entity that has become
F Helpful native path guide, Ancient maintenance hostile for some reason
laborer on the path, Explorer seeking the path F Desperate pilgrim from afar, Local administrator
C The path is one-way only, The path has only beset by woes, Young merchant providing for the
recently opened up, The path can be controlled pilgrims’ needs
with a particular key or relic C Factions are actively struggling over the site’s
T Map of the path, Ancient relic used by the path’s control, The site is being ruined by the pilgrim
builders, Key to unlock the path traffic, The site has a strategic value quite aside
from its use to pilgrims
P Ancient skyway stretching between mountaintops,
Tunnel full of long-forgotten defensive traps, T Sacred relic of the site, Offering given by a
Transdimensional pathway through an eldritch grateful pilgrim, Token that grants access to the
wilderness site’s most potent reward
P Ancient temple on a holy site, Monument to a
great deed, Perilous cave of an oracle
216• Wilderness tags

Precious Game Rampant Experiment


Some native fauna here is remarkably valuable, Not every Working or spell research is a success, and
either for the sake of some magical blessing it some effort here went drastically wrong. Some sort
grants its captor or for the benefits its flesh, pelt, or of rampantly overgrown flora or monstrously altered
magical organs can give. Other game may be ritually fauna roam the place, the result of magic gone awry.
important, such an animal that grants some ruling They probably have some quality or trait that was
legitimacy to a successful hunter. The animal itself useful to the creator, but it was combined with so many
is probably either highly dangerous, highly rare, or drawbacks or dangers that the result is a menace.
carefully gamekept by some outside power if it has
escaped extinction thus far. E Mad sorcerer who caused it, Creature warped
terribly by the experiment, Looter with no regard
E Bloodthirsty hunter who brooks no rivals, Game for the chaos their blundering is releasing
animal grown warped and lethal, Guardian of F Apologetic apprentice of the culprit, Non-hostile
the game who kills all interlopers experimental victim, Local desperately fighting
F Sympathetic hunter with a good reason, Local the experiments
deeply reliant on successful hunting, Zoologist C An outside power is promoting the disaster
seeking to study the beast because it’s somehow to their advantage, The
C The benefit of hunting the game is only granted if experiment results seem wholly beneficial at first,
they are captured or killed in a very troublesome The experiment’s area of effect is slowly growing
way, The animals are found around a different T Cure or tool to halt the experiment, Precious
much more dangerous beast, The beasts have object created by the experiment, Magical tool
multiple life stages with different traits used in the experiment
T Trove of beast pelts, Lure for the beasts, Map to P Sinister occult laboratory, Normal area terribly
their secret breeding grounds warped by the experiment, Local structure
P Ramshackle hunting camp, Altar to the beasts, destroyed by the experiment
Magical site where the beasts were first made

Refugee Camp Remnant Road


There’s a refugee camp in the area made up of people Some long-lost empire laid a road here, along with the
who’ve fled some calamity. It may be a bandit raid waystations that once served to guard it. The surviving
on their villages, an ethnic purge nearby, a religious remnant may just be a short segment, or it might still
schism they lost, the collapse of a functioning lead to whatever destination of significance it once
community, or some other disaster. The refugees have served. Other ruins of this empire are likely positioned
no better place to go or they’d have gone there by along the road, and modern inhabitants might still
now; they’re probably dying off to local hazards at a make use of it as a highway through rough terrain, or
greater or lesser rate, or trying to turn the camp into a have positioned their own settlements along its length.
functional settlement.
E Ancient creature that guards the road from
E Brutal tyrant over the camp, Local marauder “bandits”, Bandit chief exploiting a ruined
exploiting them, Horrible beast that hunts them waypost, Local lord who collects cruel tolls
F Sympathetic young refugee, Local governmental F Merchant making use of the path, Local from
representative who can’t help much, Earnest a colony-village set up at one end, Remnant
religious leader survivor from the culture that built it
C The refugees are highly undesirable to the C The road is magically useful or well-maintained,
surrounding polities, They’re demihuman or The road leads through some tremendously
Blighted, The camp’s a hotbed of some not-too- dangerous area, The road is built as a high and
quickly lethal but very contagious disease stepped structure that forms a tall defensive wall
T Vital cache of supplies, Precious possessions of on one side
the refugees, Relic they stole or rescued in their T Magical pass allowing use of the road, Ancient
flight weapon stored in a waypost, Key to unlocking
P Miserable camp of crude shanties, Damp refuge a waypost’s vault
caverns, Ancient ruins made into a camp P Ancient watch station, Stretch of unnaturally
perfect road, Monument to a forgotten king
Wilderness tags •217

Remote Monastery Ruined Fortification


There is a largely self-sustaining monastery, temple, This place was of great strategic importance in some
hermitage, or other religious site in the area, one prior age, and a ruined castle, outpost, waystation,
inhabited by clergy who have some particular need or military base can be found here. It may have been
for isolation. They may be guardians of a holy site, destroyed by the slow march of time, or some great
imprisoned heretics, wardens of some refuge for military catastrophe may have shattered it. The site is
travelers, or a particularly rigorous or heretical sect. probably too remote or now of too little military value
They may be willing to provide services for strangers of to attract the interest of current governments, but it
acceptable character, and might well have problems may still serve as an excellent lair for a more local
that their limited resources can’t solve. tyrant or bandit lord.
E Sinister-minded abbot, Demonic entity warring E Failed usurper “ruling” from this new seat,
on the clerics, Cleric of a rival faith or sect Zealous rebel chief marshaling strength here,
determined to destroy them and all their allies Ghostly shade of the fortress’ last commander
F Friendly if unworldly local cleric, Native who F Native forced to take refuge here, Remnant
trades with the monastery, Cleric who seriously survivor of the original garrison, Government
reconsiders their choice to come here agent sent to investigate the site for usability
C The monastery has been taken over by zealots C The fortress was built to keep something in rather
or an outside power, The monastery is a cover than out, Some political change has just made
for sinister occult doings, The place isn’t nearly as the site very valuable once more, The real bulk
self-sufficient as it thought it would be of the site is hidden from easy view
T Sacred relic of the place, Offering made by a T Key to open restricted areas of the site, Massive
grateful believer, Sacred text specific to their sect fixed weapon that still works, Precious trove
P Well-guarded fields outside the walls, Heavily- guarded by the fortress
fortified monastic building, Hostel for travelers P Long-broken gate, Wall slumped into a ramp,
kept outside the monastery itself Tower snapped halfway up

Savage Hamlet Sculpted Terrain


There’s a village in the area, but its inhabitants are In a former age some tyrant or artist sculpted an entire
vicious or profoundly unsociable in some way. They landform here into a statue, monument, or artwork
may deal violently with outsiders, have abhorrent that is visible for miles. A carved mountainside, a
cultural habits, be the decadent remains of some molded hill, an intricate pattern of waterways, a
group cast out for their evil ways, or just Blighted of mesa pierced with music-emitting tunnels, or some
a kind that get along very poorly with baselines. The other huge artwork is obvious here, and probably can
party should likely have some sort of indication of be seen from any point nearby. Such structures likely
their nature given to them before the first contact, or have some form of defense to prevent their vandalism,
else the village should be savage in ways that don’t and may contain components that are very valuable
necessarily lead to likely immediate attack. in the present age.
E Brutal village chieftain, Cruel shaman of a dark E Priest of a sculpture-worshiping cult, Berserk
god, Non-local criminal who’s gone native in a guardian of the art, Chief of a sculpture-dwelling
bad way remnant of the original creators
F Rare better-dispositioned local, Missionary F Courageous art-seeker, Artist desperately in
trying to civilize them, Local who sees profit in search of inspiration, Treasure-hunter looking
dealing with outsiders for the art’s loot
C They are remarkably talented or learned at some C The art is mobile or otherwise active somehow,
activity, They appear harmless at first encounter, The art has some very dangerous effect, The art
They have considerable virtues to go with their is damaged and now causes an unintended
terrible vices consequence nearby
T Locally-produced good of value, Loot from their T Precious fragment of the art, Magical relic used
victims, Tribute given by frightened neighbors by the art, Regalia of the former keeper of the art
P Fighting pit for local entertainment, Chieftain’s P Viewing-site built for the art, Damaged or
barbaric hall, Ancient structure put to misuse defaced area of the art, Pilgrim quarters meant
for those coming to see the art
218• Wilderness tags

Seductive Peril Taboo Territory


There’s a very appealing place, resource, or structure Part of this area is strictly off-limits. It may be restricted
in the area that’s actually a dangerous snare for the to a particular holy priesthood, local rulers, the heirs
unwary. Pools may be laced with slow poisons, bright of a particular lineage, or to everyone. The taboo may
flora might be carnivorous, valuable natural crystals be the product of local religious beliefs, ruling edicts,
might be radioactive, or ancient pleasure-pavilions or a practical realization that intruders keep stirring
might not let revelers go. Some natives might lurk up perils that the locals have to deal with. Watchers
near the peril to loot its victims, while others might likely keep guard over the area and may or may not
intentionally drive prey into it. speak up to warn off potential trespassers.
E Malevolent spirit of the peril, Cruel looter who E The horrible thing within the territory, Bandit chief
uses the peril as a tool, Experimenter looking to taking advantage of the taboo to hide there,
exploit the peril Ancient guardian of the domain
F Companion or friend of a victim, Clueless seeker F Explorer lacking in caution, Accidental trespasser
of the peril’s treasure, Native who knows about into the zone, Local who desperately needs
the peril something from inside the area
C Dangerous as it is the peril does offer a very real C Entering the zone visibly marks trespassers for a
reward, The peril is worshiped by locals, The time, A hostile force too strong for the warders is
danger is unintentional and related to the peril’s trying to get in or out, The taboo is rational but the
original function reason the locals have is badly mistaken
T Loot left by victims, Valuable component of the T Treasure unplundered within the zone, The
peril, Bait placed to lure victims precious relic the taboo is meant to guard,
P Hidden charnel pit for victims, Enticingly Valuable plant or animal that grows undisturbed
charming facade, Now-abandoned camp of within
former prey P Ancient ruin untouched by intruders, Watchpost
with a view of the site, Sealed gate to the zone

Toxic Ruins Treacherous Terrain


There’s a ruin in the area, but it’s poisonous or disease- A stretch of this area is naturally treacherous and
infested. Such a blight may not be immediately dangerous in its terrain. It may be prone to sinkholes,
obvious, with the effects slowly taking hold the longer mudslides, avalanches, quicksand, explosive
an intruder remains. There’s probably something flora, magical eruptions, boiling geysers, plunging
about the ruin that’s attractive to others, and the toxin crevasses, or falling stones. This terrain should block
isn’t quick enough to make plundering an obviously the path toward some interesting site or desired
futile effort. In other cases, the toxin might be fast, but destination, or else the party likely has no reason not
there could be some item or magic to resist it. to simply turn around or go around it.
E Toxin-warped beast within, Sorcerer exploring E Malevolent nature-spirit of the place, Vile outcast
the toxin’s potential, Cruel plunderer using who lairs amid the terrain, Monstrous beast
expendable help to loot the site native to the dangerous area
F Native who knows a cure for the toxin, Explorer F Native guide who knows a way through, Explorer
trapped within the ruin, Native life form that’s fascinated by the terrain, Traveler forced to find
immune to the toxin a way through
C The toxin was a healthful atmosphere to the C The perils manifest on a particular little-known
Outsider builder of the ruin, The toxin is radiation schedule, The perils sometimes uncover lodes of
or some other invisible poison, The toxin is valuable materials, The perils are an accidental
exuded by the substance or objects that are most legacy of an ancient malfunction
valuable in the ruin T Map of the safe way through, Device to protect
T Cure or protection from the poison, Incredibly against the peril, Ancient treasure hidden within
toxic weapon or object, Damaged ancient relic the peril
that’s causing the toxic effect P Small safe zone inside the terrain, Ruined road
P Eerily barren land around the ruin, Camp full of or path amid the peril, Site of a camp destroyed
poisoned explorers, A grove of unnatural life by the peril
amid the toxic stew
Wilderness tags •219

Twisted Fauna Uncanny Weather


The fauna in the area has been warped by some The area is affected by unnatural or magical weather
power, and is now dangerous to other forms of life. conditions. It may be a pocket of snowy wasteland
A lingering curse may have twisted the beasts, as in a jungle, an area racked by cataclysmic storms, a
might have ancient techno-sorcerous waste, Outsider shifted zone of space that overlaps with some alien
manipulation, half-faded arratus, mad wizardry, world’s atmosphere, an area of perpetual balmy
religious cult manipulation, or ancient artistic goals. summer, or some other obvious anomaly. Natives may
The beasts probably have some unifying characteristic have figured out some way to exploit this condition,
or trait imbued by the process that warped them. or it might be too dangerous for regular occupation.
E Savage beast-tamer, Hideously intelligent god- E Ruthless sorcerer bent on unlocking its secrets,
beast, The mad power that warped the beasts in Monstrous beast that thrives in the environment,
the first place Dangerous remnant of the zone’s creators
F Native trying to cope with the fauna, Hunter F Native who’s learned to live in the zone, Refugee
determined to bag one, Scholar trying to find trying to hide in it, Entrepreneur trying to profit
the cause of the change by it
C The beasts are very useful or valuable in some C The weather is controlled by a site or object, The
way, The beasts were once humans, The beasts change is very recent and is disrupting the locals,
masquerade as normal animals The weather leaves behind a valuable resource
T Loot of a victim of the beasts, The thing that T Ancient weather-control relic, Texts describing
changed them is a treasure itself, Trove how to stop or control the weather, Abandoned
coincidentally located in their territory loot from the original inhabitants of the area
P Fetid lair of the beasts, Grove scarred by their P Weather-blasted natural feature, Structure built
activities, Tainted site that birthed them to endure the weather, Relic building from before
the weather happened

Working Wreckage Zealot Colony


A Working once was in the area, but has long since There is a settlement of radical religious or ideological
collapsed, decayed, or been destroyed by others. It’s zealots here, ones too extreme to be tolerated in
at least building-sized, with some Workings being full- civilized lands. They may not necessarily be hostile,
scale megastructures raised by ancient empires. While and they might have need of outside assistance, but
the Working’s original effect has long dissipated, their principles are likely to be bizarre or abhorrent
pockets or fragments of it may still persist in the area, to the PCs. Most such colonies are bent on creating
along with the automatons or servitor-people once new societies that may not actually be physically or
charged with maintaining the site. psychologically possible for unaltered humanity.
E Animated manifestation of the Working’s power, E Charismatic demagogue, Iron-fisted hereditary
Sorcerer-looter gutting the wreck, Brutal chief of dictator, Dreamer willing to break any number
the natives mutated by its power of eggs for their theoretical omelet
F Scholar dreaming of activating it once more, F Local who quietly wants out, Reformer trying
Treasure-hunter eager to pick its bones,Local to temper things, Relative of a now-trapped
from the surviving caretakers member
C It would cause a regional catastrophe if re- C They’ve recently acquired an object or an
activated, Even its remnant effects have large alliance that gives them great power, The
consequences, It was ruined when it was re- ostensible leader is just a puppet of the real and
tuned to create a different effect more pragmatic boss, They’re beginning to purity
T Key to controlling its remaining power, Spare spiral into violent factions
part that’s now priceless, Valuable fragment of T Desperately-necessary supply cache, Wealth
wreckage given up for the group, Product manufactured
P Abandoned control room, Site of massive by near-slave members
destruction from the Working’s collapse, Nest or P Grand temple or ideological hall amid shanties,
lair built into the ruin Mass public meeting, Prison for deviants
220• Other settings

Using This Game in Other Settings


It’s frankly expected that a lot of readers of this game
won’t be using it with the Latter Earth as their campaign Importing Character Classes
setting. Indeed, a considerable number of you won’t be Some GMs may want to add character classes that ex-
using the system at all, instead taking advantage of the ist in other old-school games. Instead of making a pal-
content creation tools in these pages to build worlds and adin-flavored Warrior, for example, they might want to
adventures for your own favorite game. These are perfect- import the traditional Paladin class, or they might see
ly reasonable things to do and the game has been written some interesting new class that they want to bring into
to accommodate these goals as cleanly as possible. their game. In general, this is a simple process.
Still, there are some extra tools and items of advice Overall, use the same class abilities, hit dice, and
that can be given to those GMs who want to use Worlds details as the original version. If the class gets the power
Without Number as their system, but want to play in a to shapeshift at level 3, then it still gains that power at
more conventional fantasy setting. In particular, some level 3 in this system. If it rolls 1d8 for its hit points, then
GMs may want to import character classes, spells, magic it still rolls 1d8 for them here. If it can cast one spell a
items, or other content from existing old-school-compat- day from that game’s list of magic spells, then the same
ible games and may need some advice on how to do that. spellcasting ability applies here.
If the class has special weapon or armor restrictions,
What Materials to Import they also apply in Worlds Without Number. Many old-
A GM can reliably import almost any material written to school classes are balanced around restricted access to the
target the pre-third-editions of the world’s most popular best armor and weapons, so it’s important not to meddle
role-playing game. Games that target this same general with this carelessly.
material such as Labyrinth Lord, Old School Essentials, To identify the class’ hit bonus, check to see how
Lamentations of the Flame Princess, OSRIC, BFRPG, many special abilities the class grants. One with very few
or similar games should also translate with little or no special powers, such as an old-school Fighter or Ranger,
difficulty. Importing materials from more modern edi- would use the Warrior table for determining hit bonuses.
tions is possible, but they would need significantly more One that has a significant number of special powers but
conversion and adjustment, since the hit point and dam- doesn’t actually get the spellcasting abilities of a wizard
age ranges tend to be much wider than in the older games. or old-school Cleric would use the Expert hit table. One
Some GMs might worry about whether the balance that gets full spellcasting or a similarly potent array of
is quite right between this game and materials built for abilities would use the Mage hit table.
others. While it’s true that there are some differences in Finally, check to see how many Focus picks you
the prowess or survivability of Worlds Without Num- should peel off from the class in exchange for their special
ber characters as compared to those of older editions, the abilities. Look at the special powers the class grants and
difference isn’t generally enough to matter to most groups. compare them to the benefits reasonable for a single Fo-
Heroes in this game don’t die immediately at zero hit cus pick. Some “class powers” might not be very powerful
points and the PCs often have more powers or tricks to at all; a classic Thief ’s special abilities of lockpicking and
play than a B/X Fighter might, but they also have to face sneaking are really nothing that isn’t better-represented
Shock damage and generally play in smaller groups than in this game as a Specialist Focus in Sneak. Others might
the massive parties of yore. The resultant power match is be substantially stronger than a Focus normally grants,
close enough for most groups. such as an old-school Druid’s shapeshifting powers. Full
spellcasting is something you can set aside; the class paid
Importing Adventure Content for that with their shabby hit bonus and hit points, so
Monsters, adventures, and other such content should you don’t need to take away Focus picks for it.
come through with no necessary changes in hit points, Once you’ve decided how many Focus picks the
damage rolls, or other numeric details. The one big differ- class’ powers are worth, then that many Focus picks are
ence found in some old-school games is the use of ascend- taken away from the class as they advance in experience
ing versus descending Armor Classes; in some editions, levels. A class with a lot of special abilities might not get
lower is better, so an AC of 0 is equal to ascending AC of to pick new Foci at all when they go up in levels, simply
20. For these editions simply subtract the Armor Class getting the special powers of their class instead. Particu-
given from 20 to find the ascending AC. larly straight-forward classes, like the old-school Fighter,
These same descending AC systems often record a might not sacrifice any Focus picks at all. All PCs should
creature or PC’s hit bonus as the number they need to be allowed to pick at least one Focus at first level, however.
roll on a d20 in order to hit an AC of 0. To find an equiva- Note that many old-school games offer various dif-
lent Worlds Without Number hit bonus for the creature, ferent types of saving throws. For this game, it’s easier to
subtract this “THAC0” from 20. Thus, if it needs a 17 to ignore those tables and simply calculate Physical, Mental,
hit an AC of 0, then its hit bonus is +3. and Evasion saving throws as usual for the PC.
Other settings •221

Reskinning Character Classes Importing Spells and Magic


In many cases, however, a GM will simply want to use Many GMs may have an inclination to use this game
normal Worlds Without Number classes for their own with settings where magic is considerably easier to use
campaign. To help simplify your task, here are some rec- than in the Latter Earth. Magic-users in these settings
ommendations for what classes to use to substitute for may have access to a much larger selection of spells, both
more “traditional” old-school professions. to learn and to cast on a daily basis, and the spells might
Fighters are simply Warriors. Rangers and Pal- be much better-tuned to accomplish specific purposes.
adins are Warriors who’ve invested in Survive or Pray, For these games, the basic idea is that the magic-user
and possibly put some Focus specialization in bow use should always have something magical to do in a given
or dual-wielding depending on the interpretation of situation, even if that’s simply blasting magic bolts.
Ranger being used. Paladins who want some measure This is not the philosophy of Worlds Without
of miracle-invoking ability have partial-classed into the Number. Mages in this game are intended to find them-
Sarulite Blood Priest class described in the deluxe edi- selves in some situations where their magic is simply not
tion of this book. Rangers who want a “pet” minion will relevant, much like a Warrior sometimes finds his sword
have partialed into the Llaigisan Beastmaster class in the useless or an Expert finds her skills unable to address a
deluxe edition. problem. PCs are expected to have to use their less-best
Thieves are Experts who have probably taken the options to overcome some problems or deal with certain
Specialist Focus in the Sneak skill and invested their skill situations. Still, this doesn’t mean that GMs should never
points in assorted larcenous talents. Assassins have taken include more magic, or that they can’t have their own
the appropriate Focus and might’ve invested more heavily ideas about a proper balance.
in combat skills; some of these might actually be War- Most spells imported from existing old-school prod-
riors with a Sneak investment. ucts will be significantly weaker than equivalent-level
Clerics have taken the Warrior/Sarulite Blood High Magic spells. There’s usually no issue with simply
Priest class in the deluxe edition if they want to be a halving their original level, rounded up, and then adding
traditional head-bashing, miracle-invoking cleric. If they them to the High Magic spell list. The exceptions are
want actual spellcasting abilities, however, they may par- three different classes of spells that need more careful
tial-class into an appropriate Mage tradition, and may examination.
have to take the Armored Magic Focus if they want to do Spells that do damage or eliminate enemies need
their spellcasting while in full harness. Druids are Llai- to be toned down or made less convenient to use. Any
gisan Beastmasters if they want to focus on pet control spell that does area damage should always affect everyone
and Darian Skinshifters if they want to emphasize shape- in the area, friend or foe, and spells that inflict damage on
shifting. If they want to add spellcasting into the mix, a single target should always allow saving throws for half
they’ll need to decide which aspect to forego in order to damage. Neither should ever do more than ten dice of
add an appropriate partial Elementalist class or the like. damage, regardless of the caster’s level. Spells that render
Monks are Vowed, with Warrior-Vowed represent- a victim unable to fight should either not work on targets
ing the standard punch enthusiast while Expert-Vowed with more hit dice than the caster or should require more
make for effective ninja-flavored martial artists. Practi- than one failed save to finally put the target down. Any
tioners of animal-based arts might add in some bestial spell that threatens to dethrone the Warrior’s primacy in
shapeshifting with the Darian Skinshifter partial class. combat needs to be trimmed back.
Magic-users are represented by whatever Mage Spells that give bonuses to hit rolls, skill checks, or
class best fits the character’s concept. Optionally, the other attributes should generally not be allowed. A spell
GM can include some fan-favorite spells from different that simply makes you do what you always did 10% bet-
old-school games into the High Magic spell list if they ter is a very boring spell that doesn’t change the situation
wish, but such conversions should be done carefully, as at all when it is used. Casters end up with a powerful in-
explained below. ducement to simply carry a load of buffs, because they’re
A GM is generally best off asking the players first by definition always useful whenever the buffed abilities
what kind of PCs they want to play before going to the are relevant. If the spell doesn’t change the situation when
trouble of converting character classes or homebrew- it’s used, it’s probably not going to be a good addition to
ing new roles. Character classes only exist for the con- the game.
venience and use of the PCs; if nobody wants to be a Spells that step on another PC’s concept should
paladin, then there’s no point in going to the effort of not be allowed. If you have a stealthy, sneaky Expert in
converting the class for this game. the party, don’t let the wizard add spells that let them
In the same fashion, if you introduce some new replicate or better that talent. If you have a social-master
heroic profession or role into your own campaign, don’t PC with heavy investment in social Foci and skills, don’t
bother to turn it into a PC class unless someone in the let the wizard add a bunch of mindbending powers to
party actually wants to play one. You don’t have to spell their spell list. This limit is table-specific, because if there
out everything simply for consistency’s sake when your is no PC occupying a niche then there’s much less danger
available time and effort is limited as it is. in letting that niche get stepped on by the wizard.

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