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. ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++= IMPORTANT LINKS Spells and Swords Classes CLASSES Spells and Swords Bestiary BESTIARY Spells and Swords Stuff STUFF OTHER RULE RELATED LINKS Combat Rules COMBAT RULES Skills, Spells, and Saves SKILLS, SPELLS, AND SAVES Dungeon Building DUNGEON BUILDING







Return to Warpspawn Mainpage