SPELLS & SWORDS WORLD BUILDING







ALIGNMENTS AND RELIGION
There are basically 2 Alignments: Good and Evil. 
Each has a vast assortment of Higher Powers that can Worshipped. 
Most all Player Characters are considered to be of the Good Alignment. 
Priests in particular must specify the exact Entities they Worship and draw their Powers from. 
Other classes may call upon any number of Beings without expecting any Divine Interventions. 

Good Aligned Powers include: The Lords of Light, Gods of Nature, Angels, Devas, Solarians, 
Cherubs, Lords of Law, Good Dragons, The Good Gods of Various Pantheons, Saints, 
Gods of Mercy, Gods of Justice, Gods of Vengeance, Ascended Souls, Holy Spirits, 
Dwarven Ancestors, Demi-Gods, Celestials, Eternal Champions, etc. 

Evil Aligned Powers include: Demon Lords, Devil Princes, Cosmic Horrors, Dead Gods, 
Lords of Darkness, Lords of Chaos, Outer Gods, Elder Gods, Alien Gods, Evil Dragons, 
Insane Gods, Gods of Death and the Underworld, Greater Abominations, Bestial Gods, 
Shadow Lords, Nether Lords, Gods of Disease, Pestilence, War, Destruction, etc. 

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TRAVELING SPEEDS
Journeys, Voyages, Quests. 
Speed = Distance Covered per Day in Miles
Method:				Speed: Notes: 
Foot, Marching Troops		20	
Wagon, Cart			25	Donkey, Mule
Elephant, Camel			25	Large Pack Animals
Large Monsters			25	
Running Messenger		30	Big Monsters
Riding Horse, Chariot		30	Riding Carriage
Giant Size Monster		35	
Galloping Riding Horse		40	Hulking or Enormous Monster
Magical Horse			45	Huge or Immense Monster
Unicorn				50	Gigantic Monster
Gargantuan Monster		55
Vast Monster			60	
Raft, Barge			20	
Row Boat			25	River Boat
Canoe				30	Harbor Boat, Catamaran
Sailing Boat			35	Skiff, Fishing Boat
Galley  			40	Bireme, Trireme
Long Boat, Cog			45	Merchantman
Carrack				50	
Sloop, Caravel			55	
Galleon, Man-of-War		60	
Slow Flyers			100
Medium Flyers			150
Fast Fliers			200+

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COST OF HIRELINGS AND FOLLOWERS

HIRELINGS TABLE
Type:				Cost: 
Desperate Civilians		These will pay you for Protection. Trainable
Gullible Humanoids		1-3 Gold per Day. Not welcome in Civilized Lands
Low Quality Hirelings		4-5 Gold per Day. Hazard Pay. Poorly Equipped
Former Brigands			6-7 Gold per Day. Treacherous. Low Morale
Typical Mercenaries		8-10 Gold per Day. Reduced Share in Treasure
Better Mercenaries		11-15 Gold per Day. Reduced Share. Well Equipped
Hero Quality Retainers		16-20+ Gold per Day.  Equal Share in Treasure
Charmed Persons			Nothing. May be Poorly Equipped. Always Loyal
Fanatics, Zealots, Cultists	A Pittance. Will only Follow Religious Leader
Knights, Honorable Fighters	Varies. Less if Vow or Oath of Service Involved
Page, Squire, Adept, Disciple	Simple Upkeep. Promise of Training, Knowledge
Slave or Prisoner Soldiers	Nothing. Threats and Brutality keep them in Line

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QUICK VILLAGES AND TOWNS
These will be located at Crossroads. 
Most will have a large Stream or small River running through them. 
The 3 Main Establishments will be a Mill, a Church, and an Inn. The 
Houses and Shops of Merchants and Craftsmen will be located near 
the center of town. Farms, Orchards, and Pastures will be located 
farther out. The next Settlement will be a days travel (20 Miles away)

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HOLIDAYS, HOLY DAYS, FEAST DAYS, TRADE DAYS, FESTIVALS, AND FAIRS
These can be Major or Minor. 
They may have a Religious, Historical, Agricultural, or Economic origin.
Many are Seasonal: Fall, Winter, Spring, Summer 
For example: A Market Day may be in the Fall, post-Harvest. 
A Courting (May-pole) Festival might take place in the Spring. 
Festive Activities may include: Cooking, Decorating, Contests, Music, 
Singing, Dancing, Storytelling, Ceremonies, Acrobats, Jugglers, Bonfires, 
Plays, Fireworks, Masks, Gift Giving, Rituals, Processions, and Parades. 

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CONTESTS AND TOURNAMENTS
Activities include: Games, Sports, Races, Feats of Strength, Archery, 
Equestrian Skills, Hammer, Spear, Discus Throws, Boxing, Wrestling, 
Jumps, Debates, Pie Eating, Jousting, Knightly Melees 

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CRAFT GUILDS 
Craft Guilds are found in Large Towns and Cities.  
They demand that practitioners join the Guilds and pay the Dues.
They will provide apprenticeships to younger members. Each Trade 
skill will be represented by its own unique Guild.  

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MERCHANT GUILD
A Merchant Guild is found in Large Towns and Cities.  
They demand that practitioners join the Guilds and pay the Dues.
Members will own Shops, Warehouses, Caravans, and Trade Ships. 
They can provide Armed Escorts, Bodyguards, Insurance, and 
Banking Services. 

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THIEVES GUILDS
Basically Criminal Organizations. You better pay your dues. 
Actively engaged in Theft, Smuggling, Contraband, Fencing, 
Racketeering, Protectionism, Collections, Spying, Gambling, 
Begging, and Assassinations. Some specialize, others have their 
hands in every pot. Many prefer to recruit young street orphans. 

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FIGHTER ORDERS
There can be a great variety in these. For example: 
Companies of Free Lances, Mercenary Troops, Bodyguards, Marines,  
The Holy order of Templars, Hospitalers, Gladiator Schools, 
Fencing Schools, Dojos, Knightly Orders, Fighter Academies, 
Rangers of the North, The Red Riders, etc.  

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MAGE ORDERS
These are fewer in number than Fighter Orders: 
Wizard Schools, The Circle of Good Mages, Alchemists Guild, The Great Library. 
Most Mages are highly secretive and may never pass on their hard earned 
knowledge. Others may only take on one apprentice at a time, or in a lifetime.
Mages can be hired to cast Spells, brew potions, and Forge Magic Items.  

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TEMPLES, CULTS, AND CHURCHES
Usually one Celestial power and his/her followers dominate the worship in a City. 
In others, one may find a Temple Row, devoted to a plethora of Pantheons. 
Shrines devoted to the powers of Chaos and Evil can always be found, but these 
are always well hidden. Primitive tribes will have Shamans, and the sacred groves 
of Druids can be found deep in most Forests and other Terrains as well. 
City Temples will actively collect tithes and indulgences. They will also charge 
handsomely for casting Spells that heal and cure. 

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LAW AND ORDER
-In most cases the Whims of a Noble is the Law. Might makes Right. 
-Usually the local Nobility will be in charge of keeping the peace as well as a 
maintaining a Military Garrison, and possibly a Private Army. 
- The local Law enforcement may be divided into several organizations: 
City Guard, Night Watch, Port Authority, Bureau of Monster Hunting, Department of 
Undead Control, Ghost Busters, etc. Many of these groups will be more or less 
corrupt or only competent enough to handle the local pickpockets. 
- Every place will have its own set of obscure Laws that usually benefit the 
powers that be. There will also be enough Religious Laws, Magical Mandates, 
Royal Decrees, and Military Proclamations, that the party may want to invest a few 
Skill Levels in Law just to avoid them. 
-Lawyers (Barristers) can always be hired in Lieu of breaking out of Jail.
-Imprisonment is a common punishment, but the party will also encounter: 
Dismemberment, Public Humiliation, Branding, Torture, Fines, Ball and Chain, Quarry 
Work, Sale into Slavery, Trial by Combat, the Gladiator Pits, and Death Sentences. 
- Jails may range from tower accommodations with fine dining to Dark, Muddy Pits 
with nothing but cockroaches to eat. Characters who repeatedly escape imprisonment 
will, upon recapture, be given increasingly harsh sentences including magical restraints. 
- Tax Men will be accompanied by a Chest of coins and a Dozen Soldiers
Each. Tariffs are collected at the gates, at the docks, and in the streets. 

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GENERIC SETTLEMENTS

The Industrious Village     The Industrious Village

The City of Intrigue     The City of Intrigue

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COSMOPOLITAN CITY ENCOUNTER TABLE
1D100	Encounters:
1	Tailed by Gang of Thieves
2	Strutting Noble Fop
3	Cut Purse
4	Bazaar: Magic Item for Sale
5	Pick Pocket
6	Street Performers
7	Con Artist
8	Gambling Hall
9	City Guards
10	Challenged by a Duelist
11	Tax Collector
12	Victory Parade
13	Street Preachers
14	Riots: Angry Mob
15	Pugnacious Thugs
16	Cloaked Stranger: Assassin
17	Charlatan Selling Fake Potions
18	Drunken Revelers
19	Mourners: Funeral Procession
20	Beggars Row
21	Leper: Someone Save or Disease
22	City Watchman
23	Mercenaries
24	Ghost: Spirit
25	Churlish Ruffians
26	Press Gang for Warships
27	Tea Houses
28	Red Light District
29	Vampire at Night: Undead
30	Werewolf with Perfect Hair: Undead
31	Plague Outbreak: All Save or Disease
32	Fire: Pandemonium
33	Holy Day
34	Man Hunt
35	Circus in Town
36	Arena Spectacle
37	Chariot Races
38	Caravan Arrives
39	Army Recruitment
40	Harvest Festival
41	Treasure Ship Arrives
42	Wedding Season
43	Carnival
44	Inquisition
45	Public Execution
46	Devil Offering Contract
47	Slave Market
48	Insulted by Rakes
49	Demon Pulled Rickshaws
50	Bath Houses
51	Street Barbers
52	Smell of Sewage and Incense
53	Pilgrimage Site
54	Blessed Fountain
55	Astrological Event
56	Busy Port
57	Belly Dancers
58	Spice Merchants
59	Stage Exposition
60	Temple Street
61	Old City Walls
62	Idols Bathed in Milk
63	Flower Festival
64	Aviary & Bestiary
65	Botanical Gardens
66	Art Academy
67	Ruins of Ancient Palaces
68	Steps to the Sacred River
69	Exquisite Tombs
70	Emporium
71	Amphitheatre Concert
72	Distilleries
73	Smell of Flowers & Smoke
74	Breweries
75	Shipyards
76	Wineries
77	Domes and Minarets
78	Monuments and Statues
79	Gurus in Trances
80	Chanting Monks
81	Minor Official
82	Royal Scandal
83	Book Market
84	Step Wells & Water Carriers
85	City Square: Wanted Posters
86	Street Vendors
87	University
88	Observatory
89	Craftsman’s Guilds
90	Magic Shop
91	Clothiers and Cobblers
92	Black Berry Trees: Forage
93	Alchemists Row
94	Djinn Mosques: Calls to Prayer
95	Devonic Churches: Ringing Bells
96	Pagan Saturnalia
97	Feast Day and Vomitorium
98	Magical Ceremony
99	Masquerade
00	Approaching Enemy Army


---------------------------------------------------------------- TAVERNS AND INNS This is where your average low level adventurer hangs out, when not in a Dungeon. Best to Flesh it out a bit. TAVERN VISIT ENCOUNTER TABLE 1D20 Encounter: 1 Cards: Gambling Skill Check to win or lose 3D10 Gold 2 Dice: Gambling Skill Check to win 5D10 Silver 3 Feast: Cost 1D6 x 5 Gold 4 Round of Ale: Cost 2D6 x 5 Copper 5 Round of Wine: Cost 2D6 x 5 Silver 6 Round of Liquor: Cost 2D6 x 5 Gold 7 Gossip: Gossip Skill Check for Rumor 8 Conversation: Carousing Skill Check for Rumor 9 Stranger: Carousing Skill Check to Recruit Minor Hero 10 Cloaked Figure Offering Quest 11 Barroom Brawl: 2D6 other Patrons 12 Pass Out: Nothing 13 Pickpocket: 1D10 x 10% of Coins Stolen 14 Game of Skill: Throw Daggers, Knives, Darts to get Patrons respect 15 Chess: Gaming Skill Check to get Patrons respect 16 Wench: Courting Skill Check for Rumor 17 Tales of Adventure: Storytelling Check to get Patrons Attention 18 Jig: Dance Skill Check to get Patrons to befriend you 19 Ballad: Song Skill Check to calm Patrons 20 Musical Interlude: Musician Skill Check to Join Patrons in Festivities RUMORS TABLE 1D20 Information: 1 Location of a Basic Dungeon 2 Location of a Portal 3 Location of a Major Foe 4 Location of a War or Battle 5 Location of a Magic Item 6 Location of a Treasure 7 Location of a Spell Caster 8 Connection to Thieves Guild 9 Connection to Assassins Guild 10 Location of a Person of Interest 11 Location of a Wanted Criminal 12 Location of a Monster 13 Connection to a Sea Captain 14 Location of a Ruins 15 Location of a Castle 16 Location of Fey 17 Knowledge of a Curse or Enchantment 18 Secret of a Commoner 19 Secret of a Spell Caster 20 Secret of a Noble or Official MINOR HERO RECRUITMENT TABLE 1D10 Minor Hero: 1 Warrior 2 Barbarian 3 Thief 4 Rogue 5 Mage 6 Ranger 7 Soldier 8 Cleric 9 Priest 10 Bard SHOPS AND BUSINESSES 1D60 Establishment: 1 Shoe Maker 2 Furrier 3 Tailor 4 Barber 5 Jeweler 6 Tavern 7 Old Clothes 8 Pastries 9 Mason 10 Carpenter 11 Weaver 12 Chandler 13 Mercer 14 Cooper 15 Baker 16 Wine Seller 17 Saddler 18 Purse Maker 19 Wood Seller 20 Magic Shop 21 Book Binder 22 Glove Maker 23 Wood Carver 24 Fish Monger 25 Vegetable Stall 26 Butcher 27 Beer Seller 28 Buckle Maker 29 Plasterer 30 Spice Merchant 31 Blacksmith 32 Painter 33 Doctor 34 Roofer 35 Locksmith 36 Rope Maker 37 Inn 38 Tanner 39 Scribe 40 Sculptor 41 Rug Maker 42 Harness Maker 43 Hay Merchant 44 Cutler 45 Book Seller 46 Illuminator 47 Lawyer 48 Candle Maker 49 Tinker 50 Potter 51 Healer 52 Herbalist 53 Alchemist 54 Horse Trader 55 Glass Blower 56 Cloth Merchant 57 Fortune Teller 58 Boat Builder 59 Smoke Shop 60 Weapon Merchant +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ SETTLEMENT FUNCTIONS Here we have divided settlements into 10 Essential Categories of Functions with 8 examples of Structures for each. Every listed Sub-function is not Required, but it is Representative. The List should help the GM in Fleshing out his settlement descriptions. SETTLEMENT FUNCTIONS LIST 1D10 – Functions – 1D8 Structures 1 – Military – Walls, Gates, Fortifications, Garrisons, Moats, Armories, Arsenals, Academies 2 – Government – Courts, Prisons, Palaces, Castles, Constabularies, Tax Collections, Parliament, Ministry 3 – Economic – Markets, Ports, Warehouses, Shops, Banks, Black Markets, Exchanges, Caravans 4 – Religious – Temples, Shrines, Monasteries, Churches, Graveyards, Monuments, Covenants, Holy Sites 5 – Social – Inns, Taverns, Arenas, Bath Houses, Brothels, Theatres, Gambling Houses, Tea Houses 6 – Agriculture – Farms, Pasture, Orchards, Mills, Fisheries, Vineyards, Butchers, Bakeries 7 – Industry – Factories, Mines, Quarries, Workshops, Guilds, Plantations, Artisans, Foundries 8 – Knowledge – Libraries, Labs, Universities, Henges, Conservatories, Greenhouses, Observatories, Mage Towers 9 – Services – Cistern, Sewers, Trash Removal, Hospitals, Roads, Post Offices, Fire Stations, Aqueduct 10 – Gatherings – Festivals, Fairs, Circuses, Carnivals, Competitions, Feasts, Tournaments, Holy Days +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ WORLD HEX MAP GENERATOR First draw the outlines of 1D4 Continents on a Hex Map HEX FEATURES 20 miles across. 1 days travel. what’s in a Hex? PRIMARY TERRAIN OF A HEX (TABLE) 1 Coastal or Island: or roll again or pick one 2 Large River or Delta: or roll again or pick one 3 Mountains, Crags 4 Hills 5 Desert, Salt Flats, Dunes 6 Forest, Woods, Groves, Glades 7 Plains, Steppes, Heath, Farmland 8 Swamps, Bogs, Marsh Fens, Estuary 9 Cold, Tundra, Arctic, Taiga, Glacial 10 Barrens, Wasteland, Badlands, Brokenlands 11 Jungle, Rainforest, or Fungal or roll again 12 Sylvan Woods or Savanna or roll again 13 Volcanic or roll again 14 Large Lake: or roll again or pick one 15 Valley (Guaranteed 1 River) 16 same as last roll or pick one 17-20 GM picks HEX POPULATION TABLE 1-4 Wilderness - Sparse 1D20 x 1D10 5-7 Light - Villages 1D20 x 100 8-9 Medium - Villages and Towns 2D6 x 1000 10 Heavy - Villages and Towns and City 2D6 x 10,000 11-12 Monstrous - Ruins, Humanoids, Dragon, Giants WATER SOURCES 1-2 River 3-4 Small Lakes 5-7 Streams, Creeks 8 Deep Wells (by Settlements only) Notes: Cold climes will usually have Snow and Ice plus roll 1D3 times Swamps are their own water sources plus roll 1D3 times For Deserts roll (1D3 - 1D3) times plus 50% for an Oasis For Volcanic roll (1D4 - 1D3) times. For Jungle roll 2D4 times For Forest and Farmland roll 1D6 times. For Coastal roll 1D4 times For Plains, Savannas, Hills, and Mountains roll 1D3 times For Broken Lands roll 1D2 times MINE TYPE TABLE 1 Copper 2 Silver 3 Gold 4 Tin 5 Iron 6 Iron 7 Gems 8 Sulfur 9 Mercury 10 Crystal Note: Most Hexes have the potential for a few (1D3) Small Mines. 1D6 Larger Mines will be found in Mountains and Hills. QUARRY TYPE TABLE 1 Granite 2 Sandstone 3 Marble 4 Limestone 5 Slate 6 Basalt 7 Quartzite 8 Gneiss Note: Stone of 1 type can always be quarried in Mountains, Hills, and Barrens. Salt is always available on Coasts, Islands, and Salt Flats. +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Spells and Swords Chapter Links SPELLS AND SWORDS CHAPTER LINKS






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