CITY OF INTRIGUE
OTHERWORLDLY WARLOCKS MODULE: OWL006
For use with any RPG Rule System
--NEARBY SETTLEMENTS
Make some note of the nearest Cities, Towns, and Villages.
--SURROUNDING TERRITORY
This will determine what resources the City exports. Is it a Desert, Forest,
Mountains? Are there Bandits, Raiders, Monsters out there?
--FOREIGN LANDS
Are they at war with their neighbors? What is exported to, and
Imported from the Neighboring Countries. Races and Religions.
--DUNGEONS
Some PC’s will find themselves enjoying the facilities.
Easy to escape. Passages to the Underdark.
--GARRISONS
Multiple Garrisons for Gate Guards, City Patrols, and the Night Watch.
Possibly big enough for an entire Army to be stationed here.
--MAIN GATE
Serves the main road leading to the City. The Kings Road. Well Defended.
Tax Collectors and Scribes at the Gates.
--WALLS
Tall, Thick, and Strong. The Next invading Army may only be days away.
--KEEP
This is the Civic Authority. There will be a Mayor if it is a Free City.
The City Leader may be a Noble, Steward, Governor or even a King or Emperor.
If it is a Theocracy or Wizard run, other leader types will prevail.
Depending, this may be a Fortification, a Castle, a Palace, or simply the
Mayors Residence. There is sure to be some intrigues the PC’s can get involved
In or quests or missions they can be sent on by the City Leaders.
--PARKS
Small Green Spaces. Trees, Flowers, Statues, Memorials. Fey.
--ARENAS
Race Tracks, Sports Arenas, Gladiators, Man vs Monster, Culture Dependent.
PC’s can become Sports Stars. Usually there are Religious Observances.
--MINOR GATES
Usually smaller as well. Often crowded with Activity. Gypsies, Caravans.
--GRAVEYARDS
For those not well connected enough for the Catacombs.
A smorgasbord of Undead. PC’s might find themselves stealing Corpses.
--MAIN ROAD
A Broad Tree-lined Avenue. Beggars, Street Performers, Mimes, Thugs,
Street Preachers, Pickpockets, Cutpurses, Rickshaw Drivers, and Peddlers.
--BANKS
PC’s might get involved in a Heist on a Magically Protected Bank.
Or hired to get the Bank’s Money back.
--CITY HALL
City Council and Courtrooms. Bribes and Corruption. Bureaucracy.
--LAWYERS
Like Banks a necessary Evil. They Crowd City Hall. PC’s may get Sued.
--THEATRES
Also Circuses and Freak Shows. Be Careful not to become part of the Show.
--MAIN SQUARE
A Plaza with Fountains and Monuments. Crowds of People. Nightlife.
Often ringed with Upscale Shopping, Clock Tower, Victory Arches…
Festivals, Carnivals, Parades, Public Executions, Riots, Wanted Posters.
--STABLES
Also Horse Traders, Breeders, and Military Stables. Possibly rare Mounts:
Griffons, Raptors, Hippogriffs, Drakes, Giant Cats, etc.
--MARKET SQUARES
There may be a single Grand Bazaar or several Markets, each famous for
specialized offerings. For example: Meat Markets, Flower Markets, Leather
Goods, Fish Markets, Vegetable Markets, Book Sellers, Slave Markets, etc.
Large numbers of Shops of all kinds. Thick with Thieves. Fortune Tellers.
--HARBOUR
Most Cities are Port Cities located on a Major River or the Coast or Both.
They will have Docks, Piers, Lighthouses, Fishing Fleets, Foreign Shipping.
Some may have Shipyards and Naval Vessels. Smugglers, Pirates, Deep Ones.
--TEMPLE ROW
Temples may also be Scattered or there may only be one. Inquisitions,
Secret Cults, Demon Worshippers, Servants of Chaos, Holy Days may pop up.
Also Shrines, Churches, Monasteries. Monks, Holy Men. Ringing Prayer Bells.
Pilgrimage Sites, Libations, Idols, Flagellates, Funeral Processions, Miracles.
--ZOOS
This includes Museums, Galleries, Menageries, Observatories, Aviaries
--GUILD HALLS
Trade Guilds and Merchant Guilds. A Hotbed of Commerce and Intrigue.
Stone Masons, Carpenters, Cobblers, Bakers, Mercenaries, Glassblowers, etc.
Monopolies. Apprentices, Journeymen, and Masters.
--WAREHOUSES
Infested with Rats and Thieves. Illegal Cargoes. Bribed Customs Officials,
Press Gangs
--ACADEMIES
Military Academies, Wizard Academies, Theological Universities, Philosophers,
Devoted to higher Learning, Experimentation, Meddling, and other Shenanigans.
--TAVERN ROW
A Favorite of Sailors and Adventurers. Inns and Pubs. Winsome Wenches.
Barroom Brawls. Mysterious Hooded Strangers. Be sure to come up with
Half a Dozen good Tavern Names. In some Lands these may be Tea Houses.
--BREWERIES
Including Wineries and Distilleries.
--HEALERS
Well Supplied by the Alchemists. From Quacks to Surgeons to Lay Healers.
There is no shortage of people seeking help. Magical Maladies. Lepers
--LIBRARY
There may be several, public or private. Controlled by Mages or Priests.
May contain the Minor Spell or bit of Planar Lore you were looking for
In the restricted section of course.
--RUINS
Some Cities are hundreds or even thousands of years old. Razed and Rebuilt.
Constantly Evolving. Sometimes haunted by ancient Spirits or Tentacle Things.
--FOREIGN DISTRICTS
These are Walled off. Merchants from far-away lands. These may include
Embassies with Diplomats, Envoys, and Delegations. Strange activities abound:
Imported Monsters, Mystic Arts, Triads, Kidnappings, Convoluted Plots.
--INDUSTRIAL ZONES
Textile Mills, Factories, Workshops, Sweatshops, Refineries. Carefully
supervised by the Guilds. Mix of Craftsmen, Artisans, and Slave Labor.
Manufactured Goods and Luxury Goods for Export.
--CATACOMBS
For the Rich and/or Pious. Undead and Ghosts are a sure thing.
--ALCHEMISTS ROW
And Apothecaries. All your Health, Beauty, and Love Potion Needs.
Often looking for rare ingredients: Monster Organs, Gemstones, Demon Blood
--SIDE ROADS
Twisting Mazes often filled with Mud and Raw Sewage.
--POOR HOUSING
Prone to Crime, Disease, and Fire Outbreaks. Gang Members,
Drug Dealers, Cutthroats, Rat Catchers, Chimney Sweeps.
--RICH HOUSING
Aristocrats. Usually Walled off. Mini-Palaces. Some will have Towers.
Feasts, Orgies, Arranged Marriages, Scandals, Duels, Upstairs, Downstairs.
A favorite haunt of Vampires, Djinn, Doppelgangers, and Social Climbers.
--BATH HOUSES
Popular in some lands. Including spas and gymnasiums.
Hot and Cold Pools, Massages, Naked Oil Wrestling.
--THIEVES GUILD
Organized Crime. There may be several of these including Assassins Guilds.
Often at war with each other. There is always money to be made.
--CONSTRUCTION ZONES
There is always something new being built. What lies underneath?
--MIDDLE CLASS HOUSING
Burghers, Bourgeoisie. Good Schools, Safe Streets. Cat Burglars.
--MINORITY GHETTOS
Usually Racial or Religious. Think China Town except Dwarves or Elves.
Sometimes Humanoids: Semi-civilized Goblins, Orcs, Lizard Men.
--BROTHEL DISTRICT
Red Light District. Monster Girls. Also Gambling Houses, Opium Dens.
--SEWERS
Giant Rats, Rat Men, Alligators, Undead. Sewer Cleaner is not an easy job.
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IMPORTANT LINKS
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Spells and Swords Bestiary BESTIARY
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OTHER RULE RELATED LINKS
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Skills, Spells, and Saves SKILLS, SPELLS, AND SAVES
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