Old Kingdom City
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Old Kingdom City
With the anticipated hiatus of the Rifters, I hope that these forums can see an influx of fan creations. As such, I wanted to share an Old Kingdom City that I have been putting together. I used the city creation rules out of the Western Empire book and am curious if others have interest in creations such as these. Here's my initial description that I have been building upon:
A city, at the southern end of the river, is the gateway to the Old Kingdom Lowlands; but not too close to the grasslands of the Giants. Remnant of an elven city that was overrun by the dwarves before eventually being lost among the Kobold Kingdom. It has become home to the “forgotten races” after the Elf-Dwarf War.
Entrance fee/toll to get into the city from the west, docking fees; entrance for individuals from the southeast has no cost, but goods will be taxed. Taxation of weight of goods, coming and leaving the city – a wise merchant would focus on the lighter items: papers, cloths, and knowledge. The industrious will try to make a profit from the heavier: coins, gems, and materials. Kobolds are the highest number of inhabitants; they are the bureaucrats that keep the city operating. Much of the city is underground, restricting the larger races from accessing the areas that truly run the city, regardless of who “rules.” A deal, not long ago struck, keeps the giants appeased by the workings of the ruling class; avoid going west or south, as that is their territory.
A large wall protects the city on its eastern and southern sides; smaller walls protect the northern and western flanks. The well-guarded main gate opens to the southeast; a ferry crossing and the shipping docks are on the north side of town. A dwarven made stone bridge crosses the river west of the city leading to the secondary gate; the gate contains a mechanism that when the portcullis is closed it releases a latch in the bridge that turns it into a teeter totter, given enough weight on the western side, the whole bridge will tip. The city is tucked under the western tip of the Old Kingdom, on the east/south side of the river when it turns from NS to EW. After the river turns, an island and moderate tower commands the river before the dockyard; the tower connects to the undercity that crosses under the river.
The merchant area is more designed for production and shipping than foot traffic; basic goods more open sale to locals. The various temples are scattered among the city. Entrances to the undercity are found primarily within buildings with only a few openings in the public spaces. Water is supplied from the river south of the western bridge; waste is deposited into the undercity and/or exuded to the river east of the docks.
A city, at the southern end of the river, is the gateway to the Old Kingdom Lowlands; but not too close to the grasslands of the Giants. Remnant of an elven city that was overrun by the dwarves before eventually being lost among the Kobold Kingdom. It has become home to the “forgotten races” after the Elf-Dwarf War.
Entrance fee/toll to get into the city from the west, docking fees; entrance for individuals from the southeast has no cost, but goods will be taxed. Taxation of weight of goods, coming and leaving the city – a wise merchant would focus on the lighter items: papers, cloths, and knowledge. The industrious will try to make a profit from the heavier: coins, gems, and materials. Kobolds are the highest number of inhabitants; they are the bureaucrats that keep the city operating. Much of the city is underground, restricting the larger races from accessing the areas that truly run the city, regardless of who “rules.” A deal, not long ago struck, keeps the giants appeased by the workings of the ruling class; avoid going west or south, as that is their territory.
A large wall protects the city on its eastern and southern sides; smaller walls protect the northern and western flanks. The well-guarded main gate opens to the southeast; a ferry crossing and the shipping docks are on the north side of town. A dwarven made stone bridge crosses the river west of the city leading to the secondary gate; the gate contains a mechanism that when the portcullis is closed it releases a latch in the bridge that turns it into a teeter totter, given enough weight on the western side, the whole bridge will tip. The city is tucked under the western tip of the Old Kingdom, on the east/south side of the river when it turns from NS to EW. After the river turns, an island and moderate tower commands the river before the dockyard; the tower connects to the undercity that crosses under the river.
The merchant area is more designed for production and shipping than foot traffic; basic goods more open sale to locals. The various temples are scattered among the city. Entrances to the undercity are found primarily within buildings with only a few openings in the public spaces. Water is supplied from the river south of the western bridge; waste is deposited into the undercity and/or exuded to the river east of the docks.
Re: Old Kingdom City
***EDIT*** Updated to include identifications for map.
Soon I hope to have more of the NPCs finished up but for now, here is the expanded description of the city:
A city, at the southern end of the river, is the gateway to the Old Kingdom Lowlands; but not too close to the grasslands of the Giants. Remnant of an elven city that was overrun by the dwarves before eventually being lost among the Kobold Kingdom. It has become home to the “forgotten races” after the Elf-Dwarf War.
Entrance fee/toll to get into the city from the west, docking fees; entrance for individuals from the southeast has no cost, but goods will be taxed. Taxation of weight of goods, coming and leaving the city – a wise merchant would focus on the lighter items: papers, cloths, and knowledge. The industrious will try to make a profit from the heavier: coins, gems, and materials. Kobolds are the highest number of inhabitants; they are the bureaucrats that keep the city operating. Much of the city is underground, restricting the larger races from accessing the areas that truly run the city, regardless of who “rules.” A deal, not long ago struck, keeps the giants appeased by the workings of the ruling class; avoid going west or south, as that is their territory.
A large wall protects the city on its eastern and southern sides; smaller walls protect the northern and western flanks. The well-guarded main gate opens to the southeast; a ferry crossing and the shipping docks are on the north side of town. A dwarven made stone bridge crosses the river west of the city leading to the secondary gate; the gate contains a mechanism that when the portcullis is closed it releases a latch in the bridge that turns it into a teeter totter, given enough weight on the western side, the whole bridge will tip. The city is tucked under the western tip of the Old Kingdom, on the east/south side of the river when it turns from NS to EW. After the river turns, an island and moderate tower commands the river before the dockyard; the tower connects to the undercity that crosses under the river.
The merchant area is more designed for production and shipping than foot traffic; basic goods more open sale to locals. The various temples are scattered among the city. Entrances to the undercity are found primarily within buildings with only a few openings in the public spaces. Water is supplied from the river south of the western bridge; waste is deposited into the undercity and/or exuded to the river east of the docks.
The bridge: A simple arch bridge built of stone, anchored at either shore of the river with great stone foundations. Upon the posts of both the eastern and western ends of the bridge sits large braziers that demarcate the beginning and end of the bridge. The center of the arch is upon a sturdy stone piling in the middle of the river that acts as the fulcrum of this bridge’s defense. When the inner portcullis is closed, a mechanism in the ground releases a catch pin that holds the stone bridge to the eastern anchors. This results in large weights, such as from an army coming onto the western edge, dropping into the water.
Western gate: A heavily fortified gatehouse with an iron portcullis and large oak doors reinforced with iron. Directly to the north of the gatehouse is the entrance to the northern wall tunnel system as well as the stairs up to the ramparts. The southern side of the gatehouse is connected to a barracks with a one way door (catch mechanisms prevent from allowing access into the barracks, but does allow from the barracks to the gate house to access the release for the portcullis). Access to above the gatehouse is from the northern ramparts or through the roof of the barracks.
Western barracks: The smaller of the two barracks has a small dining hall and kitchen for the stationed garrison, an armory for storage of weapons and armor of the garrison. A stone spiral staircase within the soldiers’ quarters provides access to the roof which in turn provides access to the southern ramparts and the gatehouse’s upper defenses. A door from the armory provides access into the southern wall.
Western and northern walls: Given these defenses proximity to the river, they are not nearly as massive as the southern and eastern walls. The exception being in the vicinity of the dockyard. The western wall’s entirety is two stories tall with a tunnel system for defensive movement within the wall. The space is cramped for human-sized creatures, as it was constructed by dwarves originally. The passage is narrow, allowing travel only in single file. The wall’s upper defensive ramparts have had the merlons extended vertically to provide greater cover for larger defenders. A series of towers reinforce the defensive stature of the perimeter. The tops of the towers are elevated above the ramparts and provide enough room for a handful of average-sized defenders and arrow slits at the tunnel level increase defensive capabilities. The northern wall is essentially the same except for the portion near the docks. The inner tunnel system is divided by the entrances, with defenders required to move up to the rampart level to traverse the span. Towers on either end of the dockyard entrance facilitate this movement; the uppermost portion of the defensive structures extend outward toward the water with access to the stairs directly below through murder holes. Two heavy ballistae are set on pivots that allow coverage from the river tower to the effluence of the city’s sewer on the corners. The ends of the tunnel system contain a trap release system that springs blades upward from the cracks between the stairs directly in front of the gate (the stair blocks on the second step down are approximately a foot and a half wide with sand filling the cracks disguising the blade defense system, the bottom step is designed similarly with the seams for its blocks aligning with the middle of the blocks the step above – each side tower controls the release mechanism for one step and the long-block first step acts as the trigger plate for the system requiring enough weight to trigger the system). From the dockyard entrance to the northeast tower, the wall’s defenses match that of the western wall, with the addition of thorny brambles growing from the river’s edge to the base of the wall.
The docks: the east end of the river island tower is a small break water to allow for lessened current around the docks. The docks are outside of the main walls, with stone steps leading into the city. Directly to the west of the stairs is a freight entrance that has a series of pulleys and a lift to allow for ease of unloading. A set of massive wooden doors can swing shut and block both to seal access to the city.
The river tower: A moderately large tower constructed on an artificial island connected by tunnels back under the northern wall east of the docks. The tower has a clear view around the bend and can affect fire to the bridge and the north side of the river past the docks to the east. The top of the tower can hold a small squad of archers with a couple larger ballistae and one catapult. There is no external access, only the tunnel from underneath. Small openings in the tunnel roof provide running water into the city’s system.
The eastern and southern walls: Significantly larger than the western and northern sections, these walls have a tunnel level with the rampart height of the lower sections, creating three levels of defense. The passages within the walls are more spacious, allowing unencumbered travel for an average sized creature, with the possibility of standing side-by-side to block the tunnel and cramped travel for larger races. The rampart’s top level originally had merlons five feet tall, but, has had additional wood and iron defenses added to bring the full height of protection to eight feet tall. The northeast tower possesses a single catapult that can command much of the opposing bank on the northern side of the river. The defensive towers are spaced to provide extra defense, as with the smaller walls. The southern wall matches the eastern wall with the addition of defensive obstacles (e.g. stone “dragon’s teeth,” bollards, caltrops, Czech hedgehogs, lilias with thorny bramble growing in front of them acting as an abatis). The southeast corner of the city is the massive main gate.
The main gate: Similar to the western gate, the main gate is connected with the two principle barracks (the professional army is stationed here, with training space for the militia); one grants access to the southern wall, the other to the eastern wall. The gate itself is another full story and a half above the three story walls, making it the tallest building in the city. The outward portion of the gate is a half-octagonal structure. The outermost defensive wall contains the first portcullis; the second pairs with an iron and wood reinforced door that is hinged to open and close from a vertical hinge through the use of a pulley system. Between the two portcullises is the killing space; defensive pylons deploy upward when the inner portcullis is sealed, arrow slits on either side, and open vertically up to the floor of the third story. The ceiling provides murder holes for rocks and other projectiles and two large kettles that are attached to trap doors to release heated liquid or sand. The roof exists as a lookout tower and command center for the defense of the city. The four towers interconnect to create a larger platform for the coordination of defense, larger weapons, and last stand, if necessary.
The dockyard: The dockyard on the northern wall provides shipping options for the tradesmen to send goods down river. A small ferry on a rope pulley allows passengers and raw goods to cross to and from the northern shore where a trail leads from the Old Kingdom Mountains. A vast amount of the raw materials of the OK Mountains are hauled to this point to be converted to goods within the city and then sent downstream on river barges; shipments are typically one-way as there is not a system to return upstream. Two large trolls lead the dockworkers, while a kobold clearly directs all that happens on the docks. At the eastern edge of the dockyard, just upstream of the sewer drain, lives the goblin fishmonger who employs a small team of goblin fisherwomen.
The roads: Two main roads enter the city. From the west the road itself fades quickly into the distance heading to the scrublands; skilled investigation may find hints of the ancient roadbed. The surrounding areas have been manicured into grain farms by an industrious centaur and his family.
• Dockyard avenue transverses the city from the docks to the north to the southern wall where it turns to the west as south street. Wide, large flat set stones for the road, lined with lanterns on poles until the turn to south street.
• South street is of cobblestone construction, lined with torches
• Royal avenue leads directly from the western gate to the royal court’s front entrance. Similar construction as dockyard avenue, lined with lanterns on poles
• Main street enters through the main gate and bifurcates just past the money changer where it meets a large fountain; large flat stones for construction, lined with braziers
• Warehouse avenue heads north, while Commerce street heads west towards Dockyard Avenue each lined with torches.
• Artisan street connects warehouse avenue and dockyard avenue, with cobblestone construction and torches lining the way
• Industrial Way leads west from Main street to just north of the turn Dockyard Avenue takes to South Street and along the northern face of the tannery, textile mill, leatherworkers shop, and bowyer. The road is of cobblestone construction and unlit.
• Hard Road leads north from royal avenue directly in front of the royal court and terminates at the front door of the hard goods guildhouse. The road is small flat set stone construction and lit with lamps on poles
• Labor Road leads south in opposite direction of Hard road, terminating at the League of Laborers and constructed the same as Hard Road.
• Many unnamed passages and alleyways connect between the buildings
A) Mill: The majority of the fields are east of the river south of town with rudimentary irrigation; the centaur lives in a small residence west of the river where he can operate small levees and diversions to irrigate the fields. The centaur’s mill exists south of the western bridge on the eastern side of the river.
B) The market plaza: A wide paved stone road extends due south from the dockyard and along the western edge of the market. On the southwest corner is a walled estate with a gate opening into the open forum proper, before it are a handful of other large buildings with loading bays access onto the paved road. The large gated building’s upper level is the home of the two kobold market guild masters. The ground floor is the record keeping of the marketplace, to report to the governmental seat for the calculations of taxes. Immediately inside the gate is the scale system for large loads, on the market-side of the building are a series of smaller scales, with the finest of scales within the offices. Once past the gate, the open space has carts and tents with various goods for sale, many in their raw forms. The most successful of merchants have permanent buildings on the exterior ring facing inward (Magical Wonders store front). The northern edge of the forum has no gates, but the northeastern corner is a warehouse operator (other warehouses are scattered around the city). Along the eastern portion of the market, there are three smaller gates, the first just south of the primary warehouse, another in the middle of the eastern edge, and the final gate is on the southern edge near the eastern corner. The open space dominates the center of the city, yet its only direct access is the dockyard avenue. Its great importance is why it is directly adjacent to the governmental seat.
C) Money changer: A small, non-descript building with no sign between the main gate and the market is run by an ambitious kobold. They provide all manner of money services, from lines of credit, pawning, or currency exchange. Unbeknownst to most within the city, due to his penchant for secrecy, he also owns the warehouses.
D) Governmental seat: The main entrance is directly across the dockyard avenue from the western market gate. One of the few giant-sized accommodating buildings. The council chambers are a large auditorium with a front dais for the council itself. Behind the council members are three magnificent tapestries depicting the history of Xaranth.
E) Royal Court: Directly west of the governmental seat. Interior is lit with ever-burning candles. Flanking the main entrance are two wooden dragon statues set up on the stone steps. Meeting rooms occupy the southern wing, lodging rooms occupy the northern wing for guests of the government. A large dining room occupies the eastern end of the building with its own subterranean kitchen. One of the few buildings with the size to accommodate giant-sized creatures.
F) Mint: A modest, medium sized stone building north of the royal court betrays the true stature of its undertaking. Beneath the surface, through secret passages only large enough for a kobold and their cart, its coins are moved to the royal court’s vault. A team of kobolds runs the mint, their leader is a wise craftsman whose loyalty belongs exclusively to the cyclops ruler of the city, to the point that he would slaughter his entire team if asked.
G) Tannery: Located near the southern wall, this is one of the first industrial properties encountered when entering through the main gate. Run by an older orc, large and muscular, with one eye; will wear an eye-patch for formal settings but rarely within the workshop. This building provides access to the undercity.
H) Leather: Directly west of the tannery, run by another orc. This shop produces some excellent quality wares of any imaginable leather product. Costs are slightly above average, but a great value for the quality; custom orders are an additional fee.
I) Textile mill: West of the leather shop is a goblin run textile mill. Nobody is entirely sure how many goblins work in the mill, but it never ceases production, working throughout the night. The owner of the shop is a tailor, that despite his own slovenly appearance, can produce some of the finest quality fabrics and clothing.
J) Bowyer: A large workshop run by one of the only elves that lives in the city. Produces high quality bows but is lacking a quality fletcher to pair with. Pompous and arrogant, lives with a massive chip on her shoulder. She claims (correctly, though unproveable) to be the rightful heir from the Elven kings that once ruled during the time of conquest. She cannot stand the stench from the production facilities to the east and complains about it to all that will listen to her gripe about the filthy neighbors. Again, she is correct, the stench is miserable.
K) Foundry: The northwest quadrant of the city is dominated by the hard goods, the center of which is the city’s foundry. The vast majority of the complex operates underground and is supplied by the nearby mine. The surface level is used for commercial operations, a mere fraction compared to the governmental operations. Labor is provided by an array of races, with kobolds in the leadership positions and the larger races primarily for their greater strength. The foundry’s chief operator is extraordinarily loyal to the new jotan smith.
L) Mine: Connected through the undercity with the foundry, the mine produces the raw ore for coinage and steel. Also similar to the foundry, the kobolds are primary operators while using other larger races for hard labor and goblins for dangerous exploration. The mine spreads west and north, continuing under the river. Rumor has it the known deposits are running low and an effort is underway to connect to the ancient dwarven tunnels and shafts, if they still exist. The mine is one of the only accesses directly from the surface to the undercity that is not within a building. Upper subterranean levels are connected to the undercity; lower levels extend deep below.
M) Smith/Armorer: A Jotan has taken charge of the city’s smith, as such, the building has had a recent addition to accommodate his size. Located northwest of the mint, across Royal Road, and north of foundry’s surface building. Linked to the undercity, below the surface large portions of the general labor is undertaken by kobolds.
N) Carpenter: A large, older orc runs a small team of orcish laborers to produce above average woodworks. The workshop is an L-shaped wooden building in the northwest of the city around the mint. Recently has contracted with the bowyer to produce arrows, average quality, and does not like the task.
O) Ceramics: A wooden building houses the goblin team of laborers that is overseen by the kobold that owns the shop. It is near the southern wall. The products are mostly of average quality, but when necessary, the kobold will ensure higher quality goods, if he has to do the work himself.
P) Jeweler: A small operation run by a gnome and a larger humanoid. A small wooden workshop behind a modest stone house in the northwest quadrant. They take turns setting up a small tent in the forum, but only after they have crafted a number of their high-quality pieces.
Q) Artisan Guildhouse: across warehouse way from Artisan Avenue. A unique one story building of stone and wood construction. The stonework is masterful, looking as if it was hewn out of one stone (not far from the truth) with wooden windows. The interior is decorated with some of the finest wares imaginable; artworks, tapestries, crystal shades that refract candelight. The interior contains areas for relaxation, or a quiet reading area. There are drawing rooms with a few easels and sketching materials. The majority of the main floor room is a large wooden table with seating for the guild’s council and a few of their exquisite guests.
R) Academy of the Arcanists: South of royal avenue. One of the most unique buildings in the town, with almost no straightlines for its exterior. Mostly a stone construction that appears as if it was grown from the very ground (not unlike the artisan’s guild). Inside the main entrance stand two sets of full dwarven platemail each with a Lucerne hammer, shield, and a short sword on their belt. The interior has a much more regular design. There is a small seating area to the left for gathering. There is a spiral staircase just beyond the seating area. Directly in from the door is a large desk, where a gnome is frequently seen studying one of the many tomes stored on the second floor. Behind the large desk is a number of cabinets, shelves, and containers. On the second floor is the guild’s library. Shelving stretches from the floor to the ceiling around all the walls; a few bookshelves also occupy the open space within the room. A couple of heavy blocky tables for reading are present as well. The third floor is workshop or lab of sorts; nearly always in a state of mess and clutter, this is where the guild members may work on developing new or honing old spells, and other arcane matters. A small attic space is above the workshop; it contains four man sized cots, each with footlocker sized wooden chest. At the top of the stairwell is an even landing with a comfortable chair directly before the two windows.
S) Guild of Hard Wares: At the north terminus of Hard Road. A very blocky construction, with none of the finesse or fineries of the more delicate guilds. Large, well carved blocks form the base of this long hall. The ground floor has a kitchen and a dining hall. It will not sell a meal, but will provide a meal to its guild members for their labors. Members are the metal, wood, or stone workers with moderate skill as craftsman The second floor is large beam and heavy timber construction; rows of cots allow for a place to sleep between shifts in the industrial NW section. Mostly standard sized races that cannot fit as comfortably below surface.
T) Guild of Fine Wares: on Industrial on the north side opposite the leatherworker. A wooden building with an almost boring exterior appearance. Unlike the other guilds, instead of having more above ground floors, this guild holds a large underground cellar where it stores materials. The guild also has the distinction of having only a lone leader. The guild’s storage allows the members to avoid required storage of goods in the local warehouses, much to the dismay of the bazaari. The interior couldn’t be more dissimilar to the exterior. Fine elaborate tapestries adorn every wall, intricate rugs cover the floor. There not many chairs, but all are leather and ornately decorated. Only a couple of tables occupy the space with materials for projects upon them. Near the back of the room is a large overstuffed chair usually occupied by a goblin sewing. Directly behind the chair is a door in the floor that leads to the storage below.
U) League of Laborers: At the south terminus of Labor Road. A sturdy spartan wood construction. Basic rough constructed tables on the ground floor; the upper floor has cloth mats to sleep on the floor. Unlike the hard goods guild, this is for the lowly workers with little to no skills.
V) Chamber of Sales: Northside of artisan avenue at intersection with dockyard avenue. This guild acts as both a bank and a record of transactions for the many merchants in the city. Not all merchants choose to partake in this “service.” The pair of kobold leaders of the guild regularly meet with the governing officials to ensure that proper taxes are paid. The accuracy and fairness of these efforts is directly related to their approval. The soft goods guild and the bowyer are currently out of their favor.
W) Guild of Governors: Between royal court and mint. This guild is essentially the city’s tax and records offices. Ultimately headed by a kobold leader and the cyclops. A significant number of kobold records keepers and agents track the payments to the city’s coffers (which are in the royal seat, not this office. The riches must be transferred). The building itself is rather plain, yet sturdy stone and wood construction filled with shelves of countless tomes, a large desk and chair occupy the rear third of the room, and a large cupboard behind the chair. The second floor is nothing but shelves of books.
X) Sharn’s Knott Inn: North of the money changer on the east side of Warehouse Way. The largest public house, near the fountain inside the main entrance. The sign is a tangled black knot from a figure’s shadow. Serves good food, and all varieties of booze produced in town; offers various levels of room quality. Nobody knows Sharn, but everyone knows someone that knew/met him once. Regularly has entertainment as they rotate a stage magician, one man show, and a band.
Y) Kobold’s Krown: North of Royal Avenue, west of the foundry. A seedy, low-rate inn that connects into the undercity. Rumor has it that with the right approach and contacts, one can find the tools of shady professions and their practitioners.
Z) The Broken Bow: southside of Royal Avenue, west side of Labor Road. This inn is exceedingly average; but, it is sized to accommodate giant races.
AA) The Purple Door: 2 locations, at the northeast and southwest corners of the market. A basic, no frills, average to below average with less than average pricing. Business class for the traders in the market.
BB) The Boarding House: north of artisan guildhouse. An actual large house with rooms that rent. Average in its service and quality. Higher than average pricing, but with the added benefit of no others staying there and the owner will watch over possessions.
CC) Brewery and Distillery (1): At the western end of south street sits a large stone building. It draws water from the river through an underground system that it uses to brew the vast majority of high-quality alcohols for the city (some taverns create their own wretched, yet effective beverages). The brewery serves food among its table that is of below average quality, but with large quantity.
DD) The Limping Lion (2): South of royal court, a modest stone building surrounded by exquisite statues on its exterior and its interior is decorated with equally exquisite large masterwork paintings on all its walls. The works radiate magic, so much that the building itself appears magical. Quite popular with the government officials and their guests; many deals are worked out in its private back room. Serves exclusively one of the finest beverages of the city, the Dwarven Kings’ Olde Blonde Mead.
EE) Blue Moon Tavern (3): North of Sharn’s, south of artisan’s guildhouse on the eastern side of Warehouse Way. The large ornately designed stone building is a high class establishment that has begun to compete by creating its own exclusive beverages.
• Elf Queen’s Golden Dale Summer Cider
• Elf Duke’s White Tower Aged Ale
• Sharn’s Sherry
• Port of Panath
• Generic Wine
FF) Grinning Goblin (4): North of textile mill, east of purple door, west of guild of fine wares. A wooden building that has been clearly been repaired multiple times over the years, and not in any unified method. In the interior, there are a series of odd tables and chairs (odd as in mismatched and wobbly). Most notable is a large framed piece artwork on the wall behind the bar that was drawn by a goblin using his off-hand. The depiction is that of large war party of goblins marching off to war. On the side walls are two smaller works that each depict a small band of goblins that appear to be officers in a goblin army. The establishment produces its own particular concoction, Green Archer’s Peculiar Porter, that looks like algae filled swamp water (surprisingly, despite its appearance it is of rather good quality).
GG) Bent Dagger (5): Southeast of boarding house, north of exotic pets, up against eastern wall. A modestly decorated stone building with little to no adornments. It is an open secret within the city that guild services of the criminal type can be acquired, along with some specific tools of the trade, but only if your purse is not light. Though not openly, and not in public, the operators of this establishment have found themselves under competition from those of the Kobolds Krown. Produces its own specialty brew, Hobgoblin’s Moor Bitter, which requires a save vs poison for any who chose to imbibe. Clearly, this brew has strong effects, even on the most ardent of drinker and frequently leads the unaccustomed to vomit. It is in everyone’s best interest that if the response to the brew is negative, that any ill effects be moved outside. The northside of the building has been the designated location for expelling the spirits, food, and dignity of those that need do so.
HH) Troll and Duck (6): East of Dockyard Avenue, just south of the northern wall. A workman’s or commoner’s tavern. Creates its own Gargoyle Grog, which is surprisingly good. May have other beverages pending supplies, but the costs are significantly higher.
II) Broken Oar (7): Western side of Dockyard Avenue, just south of entrance through wall. Exclusively sells the Ogre Sailor’s Fusty Ship Red Stout. A rough and tumble establishment that caters to the hardest workers, dockyard, laborers, and miners. Average sized building that tends to get crowded.
JJ) Foamy tankard (8): Multiple locations, near fountain, north of mint, and east of sellers guild. These are the retail arms of the brewery and supply the general citizen’s personal provisions:
• Black dwarven lord’s dark castle stone stout.
• Dwarven King’s Olde Blonde Mead
• Ogre Sailor’s Fusty Ship Red Stout
• A spiced rum
• Wheat whiskey
• Bucket bottom brandy
• Water of the Gods (moonshine)
KK) Exotic Pets: A large building with a barn-like outbuilding rests near the western gate. The facilities can hold up to a dozen medium to large animals and numerous small animals. The purveyor does not keep magical or supernatural creatures. *race of owner?*
Security/Mercenary: Groups come, and they go with various races and parties renting some of the lower quality surface housing for brief periods of time. Most likely to be easily identified if one were looking. Xaranth provides an excellent launching point for excursions into the OK Mountains to the north of the city.
Temples/Religion:
• Fountain shrine inside the main gate dedicated to Anhur; coins are tossed into the water for blessings in an upcoming battle (not even the shadiest of thieves would steal from the shine, especially so close to the main gate and its barracks)
• Temple of light and dark at the junction of Dockyard Avenue and South Street
• Rurga’s pantheon is supported, but does not have a temple, yet.
• Lesser supported religions have shrines and temples that come and go, support equally ebbs and flows: Kirgi is widely supported and popular; Tolmet and Tark have sizeable support.
• The Red Sect, Lopnel, and Dragonwright have a presence though not large or organized.
• Rumors swirl around Azphir’s vault; of more interest are the keen ears that catch wind of the Shrine of Belimar (these are more detailed, accurate, and narrowed to close-by area).
Warehouses: Multiple locations of various size. The finest operates in the corner of the market square. The most secure is an underground location that the owner takes his percentage for safe keeping. The owner keeps his distance and is rarely visible as the operator of the warehouses, preferring each to look as autonomous entities. The warehouse workers agree because the kobold owner has given them each an ownership stake payable based on the value of goods stored and their security. This ensures the workers are striving to compete for business and to maintain their loyalty.
Housing: Majority live underground, some wealthier kobolds have chosen to live above ground. The larger races are forced to live above.
Soon I hope to have more of the NPCs finished up but for now, here is the expanded description of the city:
A city, at the southern end of the river, is the gateway to the Old Kingdom Lowlands; but not too close to the grasslands of the Giants. Remnant of an elven city that was overrun by the dwarves before eventually being lost among the Kobold Kingdom. It has become home to the “forgotten races” after the Elf-Dwarf War.
Entrance fee/toll to get into the city from the west, docking fees; entrance for individuals from the southeast has no cost, but goods will be taxed. Taxation of weight of goods, coming and leaving the city – a wise merchant would focus on the lighter items: papers, cloths, and knowledge. The industrious will try to make a profit from the heavier: coins, gems, and materials. Kobolds are the highest number of inhabitants; they are the bureaucrats that keep the city operating. Much of the city is underground, restricting the larger races from accessing the areas that truly run the city, regardless of who “rules.” A deal, not long ago struck, keeps the giants appeased by the workings of the ruling class; avoid going west or south, as that is their territory.
A large wall protects the city on its eastern and southern sides; smaller walls protect the northern and western flanks. The well-guarded main gate opens to the southeast; a ferry crossing and the shipping docks are on the north side of town. A dwarven made stone bridge crosses the river west of the city leading to the secondary gate; the gate contains a mechanism that when the portcullis is closed it releases a latch in the bridge that turns it into a teeter totter, given enough weight on the western side, the whole bridge will tip. The city is tucked under the western tip of the Old Kingdom, on the east/south side of the river when it turns from NS to EW. After the river turns, an island and moderate tower commands the river before the dockyard; the tower connects to the undercity that crosses under the river.
The merchant area is more designed for production and shipping than foot traffic; basic goods more open sale to locals. The various temples are scattered among the city. Entrances to the undercity are found primarily within buildings with only a few openings in the public spaces. Water is supplied from the river south of the western bridge; waste is deposited into the undercity and/or exuded to the river east of the docks.
The bridge: A simple arch bridge built of stone, anchored at either shore of the river with great stone foundations. Upon the posts of both the eastern and western ends of the bridge sits large braziers that demarcate the beginning and end of the bridge. The center of the arch is upon a sturdy stone piling in the middle of the river that acts as the fulcrum of this bridge’s defense. When the inner portcullis is closed, a mechanism in the ground releases a catch pin that holds the stone bridge to the eastern anchors. This results in large weights, such as from an army coming onto the western edge, dropping into the water.
Western gate: A heavily fortified gatehouse with an iron portcullis and large oak doors reinforced with iron. Directly to the north of the gatehouse is the entrance to the northern wall tunnel system as well as the stairs up to the ramparts. The southern side of the gatehouse is connected to a barracks with a one way door (catch mechanisms prevent from allowing access into the barracks, but does allow from the barracks to the gate house to access the release for the portcullis). Access to above the gatehouse is from the northern ramparts or through the roof of the barracks.
Western barracks: The smaller of the two barracks has a small dining hall and kitchen for the stationed garrison, an armory for storage of weapons and armor of the garrison. A stone spiral staircase within the soldiers’ quarters provides access to the roof which in turn provides access to the southern ramparts and the gatehouse’s upper defenses. A door from the armory provides access into the southern wall.
Western and northern walls: Given these defenses proximity to the river, they are not nearly as massive as the southern and eastern walls. The exception being in the vicinity of the dockyard. The western wall’s entirety is two stories tall with a tunnel system for defensive movement within the wall. The space is cramped for human-sized creatures, as it was constructed by dwarves originally. The passage is narrow, allowing travel only in single file. The wall’s upper defensive ramparts have had the merlons extended vertically to provide greater cover for larger defenders. A series of towers reinforce the defensive stature of the perimeter. The tops of the towers are elevated above the ramparts and provide enough room for a handful of average-sized defenders and arrow slits at the tunnel level increase defensive capabilities. The northern wall is essentially the same except for the portion near the docks. The inner tunnel system is divided by the entrances, with defenders required to move up to the rampart level to traverse the span. Towers on either end of the dockyard entrance facilitate this movement; the uppermost portion of the defensive structures extend outward toward the water with access to the stairs directly below through murder holes. Two heavy ballistae are set on pivots that allow coverage from the river tower to the effluence of the city’s sewer on the corners. The ends of the tunnel system contain a trap release system that springs blades upward from the cracks between the stairs directly in front of the gate (the stair blocks on the second step down are approximately a foot and a half wide with sand filling the cracks disguising the blade defense system, the bottom step is designed similarly with the seams for its blocks aligning with the middle of the blocks the step above – each side tower controls the release mechanism for one step and the long-block first step acts as the trigger plate for the system requiring enough weight to trigger the system). From the dockyard entrance to the northeast tower, the wall’s defenses match that of the western wall, with the addition of thorny brambles growing from the river’s edge to the base of the wall.
The docks: the east end of the river island tower is a small break water to allow for lessened current around the docks. The docks are outside of the main walls, with stone steps leading into the city. Directly to the west of the stairs is a freight entrance that has a series of pulleys and a lift to allow for ease of unloading. A set of massive wooden doors can swing shut and block both to seal access to the city.
The river tower: A moderately large tower constructed on an artificial island connected by tunnels back under the northern wall east of the docks. The tower has a clear view around the bend and can affect fire to the bridge and the north side of the river past the docks to the east. The top of the tower can hold a small squad of archers with a couple larger ballistae and one catapult. There is no external access, only the tunnel from underneath. Small openings in the tunnel roof provide running water into the city’s system.
The eastern and southern walls: Significantly larger than the western and northern sections, these walls have a tunnel level with the rampart height of the lower sections, creating three levels of defense. The passages within the walls are more spacious, allowing unencumbered travel for an average sized creature, with the possibility of standing side-by-side to block the tunnel and cramped travel for larger races. The rampart’s top level originally had merlons five feet tall, but, has had additional wood and iron defenses added to bring the full height of protection to eight feet tall. The northeast tower possesses a single catapult that can command much of the opposing bank on the northern side of the river. The defensive towers are spaced to provide extra defense, as with the smaller walls. The southern wall matches the eastern wall with the addition of defensive obstacles (e.g. stone “dragon’s teeth,” bollards, caltrops, Czech hedgehogs, lilias with thorny bramble growing in front of them acting as an abatis). The southeast corner of the city is the massive main gate.
The main gate: Similar to the western gate, the main gate is connected with the two principle barracks (the professional army is stationed here, with training space for the militia); one grants access to the southern wall, the other to the eastern wall. The gate itself is another full story and a half above the three story walls, making it the tallest building in the city. The outward portion of the gate is a half-octagonal structure. The outermost defensive wall contains the first portcullis; the second pairs with an iron and wood reinforced door that is hinged to open and close from a vertical hinge through the use of a pulley system. Between the two portcullises is the killing space; defensive pylons deploy upward when the inner portcullis is sealed, arrow slits on either side, and open vertically up to the floor of the third story. The ceiling provides murder holes for rocks and other projectiles and two large kettles that are attached to trap doors to release heated liquid or sand. The roof exists as a lookout tower and command center for the defense of the city. The four towers interconnect to create a larger platform for the coordination of defense, larger weapons, and last stand, if necessary.
The dockyard: The dockyard on the northern wall provides shipping options for the tradesmen to send goods down river. A small ferry on a rope pulley allows passengers and raw goods to cross to and from the northern shore where a trail leads from the Old Kingdom Mountains. A vast amount of the raw materials of the OK Mountains are hauled to this point to be converted to goods within the city and then sent downstream on river barges; shipments are typically one-way as there is not a system to return upstream. Two large trolls lead the dockworkers, while a kobold clearly directs all that happens on the docks. At the eastern edge of the dockyard, just upstream of the sewer drain, lives the goblin fishmonger who employs a small team of goblin fisherwomen.
The roads: Two main roads enter the city. From the west the road itself fades quickly into the distance heading to the scrublands; skilled investigation may find hints of the ancient roadbed. The surrounding areas have been manicured into grain farms by an industrious centaur and his family.
• Dockyard avenue transverses the city from the docks to the north to the southern wall where it turns to the west as south street. Wide, large flat set stones for the road, lined with lanterns on poles until the turn to south street.
• South street is of cobblestone construction, lined with torches
• Royal avenue leads directly from the western gate to the royal court’s front entrance. Similar construction as dockyard avenue, lined with lanterns on poles
• Main street enters through the main gate and bifurcates just past the money changer where it meets a large fountain; large flat stones for construction, lined with braziers
• Warehouse avenue heads north, while Commerce street heads west towards Dockyard Avenue each lined with torches.
• Artisan street connects warehouse avenue and dockyard avenue, with cobblestone construction and torches lining the way
• Industrial Way leads west from Main street to just north of the turn Dockyard Avenue takes to South Street and along the northern face of the tannery, textile mill, leatherworkers shop, and bowyer. The road is of cobblestone construction and unlit.
• Hard Road leads north from royal avenue directly in front of the royal court and terminates at the front door of the hard goods guildhouse. The road is small flat set stone construction and lit with lamps on poles
• Labor Road leads south in opposite direction of Hard road, terminating at the League of Laborers and constructed the same as Hard Road.
• Many unnamed passages and alleyways connect between the buildings
A) Mill: The majority of the fields are east of the river south of town with rudimentary irrigation; the centaur lives in a small residence west of the river where he can operate small levees and diversions to irrigate the fields. The centaur’s mill exists south of the western bridge on the eastern side of the river.
B) The market plaza: A wide paved stone road extends due south from the dockyard and along the western edge of the market. On the southwest corner is a walled estate with a gate opening into the open forum proper, before it are a handful of other large buildings with loading bays access onto the paved road. The large gated building’s upper level is the home of the two kobold market guild masters. The ground floor is the record keeping of the marketplace, to report to the governmental seat for the calculations of taxes. Immediately inside the gate is the scale system for large loads, on the market-side of the building are a series of smaller scales, with the finest of scales within the offices. Once past the gate, the open space has carts and tents with various goods for sale, many in their raw forms. The most successful of merchants have permanent buildings on the exterior ring facing inward (Magical Wonders store front). The northern edge of the forum has no gates, but the northeastern corner is a warehouse operator (other warehouses are scattered around the city). Along the eastern portion of the market, there are three smaller gates, the first just south of the primary warehouse, another in the middle of the eastern edge, and the final gate is on the southern edge near the eastern corner. The open space dominates the center of the city, yet its only direct access is the dockyard avenue. Its great importance is why it is directly adjacent to the governmental seat.
C) Money changer: A small, non-descript building with no sign between the main gate and the market is run by an ambitious kobold. They provide all manner of money services, from lines of credit, pawning, or currency exchange. Unbeknownst to most within the city, due to his penchant for secrecy, he also owns the warehouses.
D) Governmental seat: The main entrance is directly across the dockyard avenue from the western market gate. One of the few giant-sized accommodating buildings. The council chambers are a large auditorium with a front dais for the council itself. Behind the council members are three magnificent tapestries depicting the history of Xaranth.
E) Royal Court: Directly west of the governmental seat. Interior is lit with ever-burning candles. Flanking the main entrance are two wooden dragon statues set up on the stone steps. Meeting rooms occupy the southern wing, lodging rooms occupy the northern wing for guests of the government. A large dining room occupies the eastern end of the building with its own subterranean kitchen. One of the few buildings with the size to accommodate giant-sized creatures.
F) Mint: A modest, medium sized stone building north of the royal court betrays the true stature of its undertaking. Beneath the surface, through secret passages only large enough for a kobold and their cart, its coins are moved to the royal court’s vault. A team of kobolds runs the mint, their leader is a wise craftsman whose loyalty belongs exclusively to the cyclops ruler of the city, to the point that he would slaughter his entire team if asked.
G) Tannery: Located near the southern wall, this is one of the first industrial properties encountered when entering through the main gate. Run by an older orc, large and muscular, with one eye; will wear an eye-patch for formal settings but rarely within the workshop. This building provides access to the undercity.
H) Leather: Directly west of the tannery, run by another orc. This shop produces some excellent quality wares of any imaginable leather product. Costs are slightly above average, but a great value for the quality; custom orders are an additional fee.
I) Textile mill: West of the leather shop is a goblin run textile mill. Nobody is entirely sure how many goblins work in the mill, but it never ceases production, working throughout the night. The owner of the shop is a tailor, that despite his own slovenly appearance, can produce some of the finest quality fabrics and clothing.
J) Bowyer: A large workshop run by one of the only elves that lives in the city. Produces high quality bows but is lacking a quality fletcher to pair with. Pompous and arrogant, lives with a massive chip on her shoulder. She claims (correctly, though unproveable) to be the rightful heir from the Elven kings that once ruled during the time of conquest. She cannot stand the stench from the production facilities to the east and complains about it to all that will listen to her gripe about the filthy neighbors. Again, she is correct, the stench is miserable.
K) Foundry: The northwest quadrant of the city is dominated by the hard goods, the center of which is the city’s foundry. The vast majority of the complex operates underground and is supplied by the nearby mine. The surface level is used for commercial operations, a mere fraction compared to the governmental operations. Labor is provided by an array of races, with kobolds in the leadership positions and the larger races primarily for their greater strength. The foundry’s chief operator is extraordinarily loyal to the new jotan smith.
L) Mine: Connected through the undercity with the foundry, the mine produces the raw ore for coinage and steel. Also similar to the foundry, the kobolds are primary operators while using other larger races for hard labor and goblins for dangerous exploration. The mine spreads west and north, continuing under the river. Rumor has it the known deposits are running low and an effort is underway to connect to the ancient dwarven tunnels and shafts, if they still exist. The mine is one of the only accesses directly from the surface to the undercity that is not within a building. Upper subterranean levels are connected to the undercity; lower levels extend deep below.
M) Smith/Armorer: A Jotan has taken charge of the city’s smith, as such, the building has had a recent addition to accommodate his size. Located northwest of the mint, across Royal Road, and north of foundry’s surface building. Linked to the undercity, below the surface large portions of the general labor is undertaken by kobolds.
N) Carpenter: A large, older orc runs a small team of orcish laborers to produce above average woodworks. The workshop is an L-shaped wooden building in the northwest of the city around the mint. Recently has contracted with the bowyer to produce arrows, average quality, and does not like the task.
O) Ceramics: A wooden building houses the goblin team of laborers that is overseen by the kobold that owns the shop. It is near the southern wall. The products are mostly of average quality, but when necessary, the kobold will ensure higher quality goods, if he has to do the work himself.
P) Jeweler: A small operation run by a gnome and a larger humanoid. A small wooden workshop behind a modest stone house in the northwest quadrant. They take turns setting up a small tent in the forum, but only after they have crafted a number of their high-quality pieces.
Q) Artisan Guildhouse: across warehouse way from Artisan Avenue. A unique one story building of stone and wood construction. The stonework is masterful, looking as if it was hewn out of one stone (not far from the truth) with wooden windows. The interior is decorated with some of the finest wares imaginable; artworks, tapestries, crystal shades that refract candelight. The interior contains areas for relaxation, or a quiet reading area. There are drawing rooms with a few easels and sketching materials. The majority of the main floor room is a large wooden table with seating for the guild’s council and a few of their exquisite guests.
R) Academy of the Arcanists: South of royal avenue. One of the most unique buildings in the town, with almost no straightlines for its exterior. Mostly a stone construction that appears as if it was grown from the very ground (not unlike the artisan’s guild). Inside the main entrance stand two sets of full dwarven platemail each with a Lucerne hammer, shield, and a short sword on their belt. The interior has a much more regular design. There is a small seating area to the left for gathering. There is a spiral staircase just beyond the seating area. Directly in from the door is a large desk, where a gnome is frequently seen studying one of the many tomes stored on the second floor. Behind the large desk is a number of cabinets, shelves, and containers. On the second floor is the guild’s library. Shelving stretches from the floor to the ceiling around all the walls; a few bookshelves also occupy the open space within the room. A couple of heavy blocky tables for reading are present as well. The third floor is workshop or lab of sorts; nearly always in a state of mess and clutter, this is where the guild members may work on developing new or honing old spells, and other arcane matters. A small attic space is above the workshop; it contains four man sized cots, each with footlocker sized wooden chest. At the top of the stairwell is an even landing with a comfortable chair directly before the two windows.
S) Guild of Hard Wares: At the north terminus of Hard Road. A very blocky construction, with none of the finesse or fineries of the more delicate guilds. Large, well carved blocks form the base of this long hall. The ground floor has a kitchen and a dining hall. It will not sell a meal, but will provide a meal to its guild members for their labors. Members are the metal, wood, or stone workers with moderate skill as craftsman The second floor is large beam and heavy timber construction; rows of cots allow for a place to sleep between shifts in the industrial NW section. Mostly standard sized races that cannot fit as comfortably below surface.
T) Guild of Fine Wares: on Industrial on the north side opposite the leatherworker. A wooden building with an almost boring exterior appearance. Unlike the other guilds, instead of having more above ground floors, this guild holds a large underground cellar where it stores materials. The guild also has the distinction of having only a lone leader. The guild’s storage allows the members to avoid required storage of goods in the local warehouses, much to the dismay of the bazaari. The interior couldn’t be more dissimilar to the exterior. Fine elaborate tapestries adorn every wall, intricate rugs cover the floor. There not many chairs, but all are leather and ornately decorated. Only a couple of tables occupy the space with materials for projects upon them. Near the back of the room is a large overstuffed chair usually occupied by a goblin sewing. Directly behind the chair is a door in the floor that leads to the storage below.
U) League of Laborers: At the south terminus of Labor Road. A sturdy spartan wood construction. Basic rough constructed tables on the ground floor; the upper floor has cloth mats to sleep on the floor. Unlike the hard goods guild, this is for the lowly workers with little to no skills.
V) Chamber of Sales: Northside of artisan avenue at intersection with dockyard avenue. This guild acts as both a bank and a record of transactions for the many merchants in the city. Not all merchants choose to partake in this “service.” The pair of kobold leaders of the guild regularly meet with the governing officials to ensure that proper taxes are paid. The accuracy and fairness of these efforts is directly related to their approval. The soft goods guild and the bowyer are currently out of their favor.
W) Guild of Governors: Between royal court and mint. This guild is essentially the city’s tax and records offices. Ultimately headed by a kobold leader and the cyclops. A significant number of kobold records keepers and agents track the payments to the city’s coffers (which are in the royal seat, not this office. The riches must be transferred). The building itself is rather plain, yet sturdy stone and wood construction filled with shelves of countless tomes, a large desk and chair occupy the rear third of the room, and a large cupboard behind the chair. The second floor is nothing but shelves of books.
X) Sharn’s Knott Inn: North of the money changer on the east side of Warehouse Way. The largest public house, near the fountain inside the main entrance. The sign is a tangled black knot from a figure’s shadow. Serves good food, and all varieties of booze produced in town; offers various levels of room quality. Nobody knows Sharn, but everyone knows someone that knew/met him once. Regularly has entertainment as they rotate a stage magician, one man show, and a band.
Y) Kobold’s Krown: North of Royal Avenue, west of the foundry. A seedy, low-rate inn that connects into the undercity. Rumor has it that with the right approach and contacts, one can find the tools of shady professions and their practitioners.
Z) The Broken Bow: southside of Royal Avenue, west side of Labor Road. This inn is exceedingly average; but, it is sized to accommodate giant races.
AA) The Purple Door: 2 locations, at the northeast and southwest corners of the market. A basic, no frills, average to below average with less than average pricing. Business class for the traders in the market.
BB) The Boarding House: north of artisan guildhouse. An actual large house with rooms that rent. Average in its service and quality. Higher than average pricing, but with the added benefit of no others staying there and the owner will watch over possessions.
CC) Brewery and Distillery (1): At the western end of south street sits a large stone building. It draws water from the river through an underground system that it uses to brew the vast majority of high-quality alcohols for the city (some taverns create their own wretched, yet effective beverages). The brewery serves food among its table that is of below average quality, but with large quantity.
DD) The Limping Lion (2): South of royal court, a modest stone building surrounded by exquisite statues on its exterior and its interior is decorated with equally exquisite large masterwork paintings on all its walls. The works radiate magic, so much that the building itself appears magical. Quite popular with the government officials and their guests; many deals are worked out in its private back room. Serves exclusively one of the finest beverages of the city, the Dwarven Kings’ Olde Blonde Mead.
EE) Blue Moon Tavern (3): North of Sharn’s, south of artisan’s guildhouse on the eastern side of Warehouse Way. The large ornately designed stone building is a high class establishment that has begun to compete by creating its own exclusive beverages.
• Elf Queen’s Golden Dale Summer Cider
• Elf Duke’s White Tower Aged Ale
• Sharn’s Sherry
• Port of Panath
• Generic Wine
FF) Grinning Goblin (4): North of textile mill, east of purple door, west of guild of fine wares. A wooden building that has been clearly been repaired multiple times over the years, and not in any unified method. In the interior, there are a series of odd tables and chairs (odd as in mismatched and wobbly). Most notable is a large framed piece artwork on the wall behind the bar that was drawn by a goblin using his off-hand. The depiction is that of large war party of goblins marching off to war. On the side walls are two smaller works that each depict a small band of goblins that appear to be officers in a goblin army. The establishment produces its own particular concoction, Green Archer’s Peculiar Porter, that looks like algae filled swamp water (surprisingly, despite its appearance it is of rather good quality).
GG) Bent Dagger (5): Southeast of boarding house, north of exotic pets, up against eastern wall. A modestly decorated stone building with little to no adornments. It is an open secret within the city that guild services of the criminal type can be acquired, along with some specific tools of the trade, but only if your purse is not light. Though not openly, and not in public, the operators of this establishment have found themselves under competition from those of the Kobolds Krown. Produces its own specialty brew, Hobgoblin’s Moor Bitter, which requires a save vs poison for any who chose to imbibe. Clearly, this brew has strong effects, even on the most ardent of drinker and frequently leads the unaccustomed to vomit. It is in everyone’s best interest that if the response to the brew is negative, that any ill effects be moved outside. The northside of the building has been the designated location for expelling the spirits, food, and dignity of those that need do so.
HH) Troll and Duck (6): East of Dockyard Avenue, just south of the northern wall. A workman’s or commoner’s tavern. Creates its own Gargoyle Grog, which is surprisingly good. May have other beverages pending supplies, but the costs are significantly higher.
II) Broken Oar (7): Western side of Dockyard Avenue, just south of entrance through wall. Exclusively sells the Ogre Sailor’s Fusty Ship Red Stout. A rough and tumble establishment that caters to the hardest workers, dockyard, laborers, and miners. Average sized building that tends to get crowded.
JJ) Foamy tankard (8): Multiple locations, near fountain, north of mint, and east of sellers guild. These are the retail arms of the brewery and supply the general citizen’s personal provisions:
• Black dwarven lord’s dark castle stone stout.
• Dwarven King’s Olde Blonde Mead
• Ogre Sailor’s Fusty Ship Red Stout
• A spiced rum
• Wheat whiskey
• Bucket bottom brandy
• Water of the Gods (moonshine)
KK) Exotic Pets: A large building with a barn-like outbuilding rests near the western gate. The facilities can hold up to a dozen medium to large animals and numerous small animals. The purveyor does not keep magical or supernatural creatures. *race of owner?*
Security/Mercenary: Groups come, and they go with various races and parties renting some of the lower quality surface housing for brief periods of time. Most likely to be easily identified if one were looking. Xaranth provides an excellent launching point for excursions into the OK Mountains to the north of the city.
Temples/Religion:
• Fountain shrine inside the main gate dedicated to Anhur; coins are tossed into the water for blessings in an upcoming battle (not even the shadiest of thieves would steal from the shine, especially so close to the main gate and its barracks)
• Temple of light and dark at the junction of Dockyard Avenue and South Street
• Rurga’s pantheon is supported, but does not have a temple, yet.
• Lesser supported religions have shrines and temples that come and go, support equally ebbs and flows: Kirgi is widely supported and popular; Tolmet and Tark have sizeable support.
• The Red Sect, Lopnel, and Dragonwright have a presence though not large or organized.
• Rumors swirl around Azphir’s vault; of more interest are the keen ears that catch wind of the Shrine of Belimar (these are more detailed, accurate, and narrowed to close-by area).
Warehouses: Multiple locations of various size. The finest operates in the corner of the market square. The most secure is an underground location that the owner takes his percentage for safe keeping. The owner keeps his distance and is rarely visible as the operator of the warehouses, preferring each to look as autonomous entities. The warehouse workers agree because the kobold owner has given them each an ownership stake payable based on the value of goods stored and their security. This ensures the workers are striving to compete for business and to maintain their loyalty.
Housing: Majority live underground, some wealthier kobolds have chosen to live above ground. The larger races are forced to live above.
Last edited by MT_Juicer on Thu Jan 03, 2019 3:07 am, edited 1 time in total.
Re: Old Kingdom City
This is a nice write-up that would benefit from having an annotated map. I suggest you try fiddling with something like this.
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
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Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Re: Old Kingdom City
I tried making a map with little no luck other than a general idea. I'm starting with Cityographer to see if it can help me out. Seems promising: http://cityographer.com/
Re: Old Kingdom City
Looks pretty good but if you could change the grass it would be better
https://opengameart.org/content/30-gras ... es-tilable
https://opengameart.org/content/30-gras ... es-tilable
Re: Old Kingdom City
I have been using the free version of the software and I think the feature to change building icons or textures requires the paid version. The main green background is just how they default. I would like to figure out their system more, but it sure beats using MS Paint.
- mirithol
- Wanderer
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Re: Old Kingdom City
Really nice work on the content.
For cartography I use Profantasy Software's Campaign Cartographer & City Designer Software (you need CC for City Designer to work), but it is a commitment in both cash and time to learn. For a budget solution check this out: https://watabou.itch.io/medieval-fantasy-city-generator. It may be too random for your purposes or you may be able to shoehorn your buildings in.
On your initial question: I'd love to see more user content. But anything posted on the forums or web puts your content at risk, especially if money gets involved if you wish to publish later. Someone else may claim it was their idea, or "improve" it or use it, and create legal issues. Kevin's advice from an old podcast was don't post if you hope to publish your material in the future. On the other hand, if it's just a hobby, good content may get you noticed and help you build your personal brand and reputation. I'm sure there are others on the forum that are better versed in the subject than I. Also, I'm not sure what the current Palladium content rules are. Bueller?
Cheers,
Miri
For cartography I use Profantasy Software's Campaign Cartographer & City Designer Software (you need CC for City Designer to work), but it is a commitment in both cash and time to learn. For a budget solution check this out: https://watabou.itch.io/medieval-fantasy-city-generator. It may be too random for your purposes or you may be able to shoehorn your buildings in.
On your initial question: I'd love to see more user content. But anything posted on the forums or web puts your content at risk, especially if money gets involved if you wish to publish later. Someone else may claim it was their idea, or "improve" it or use it, and create legal issues. Kevin's advice from an old podcast was don't post if you hope to publish your material in the future. On the other hand, if it's just a hobby, good content may get you noticed and help you build your personal brand and reputation. I'm sure there are others on the forum that are better versed in the subject than I. Also, I'm not sure what the current Palladium content rules are. Bueller?
Cheers,
Miri
- Whiskeyjack
- Adventurer
- Posts: 687
- Joined: Wed Feb 04, 2015 7:35 pm
- Location: Thunder Bay, NW Ontario
Re: Old Kingdom City
MT_Juicer wrote:My first attempt at using Cityographer
https://www.deviantart.com/mtjuicer/art ... -780502671
That's actually a really nice map. How long did it take to make?
- ShadowHawk
- Dungeon Crawler
- Posts: 349
- Joined: Mon Sep 01, 2014 12:39 pm
Re: Old Kingdom City
I am of the opinion that the old kingdom should be done as a total political intrigue game, for level 9 + characters, where the characters can become a ruler. With the crushed kingdom now split into small and even "micro kingdoms/principalities" (someone controls say a totally independent patroon type of barony, all of the way up to a duchy...basically Wisdom in the Eastern Territory would be considered a micro kingdom/principality/independent duchy. Controlling a 100 mile radius), city states, clans, or even tribes...all fighting for power, some are backstabbing blackguards. Rather like in Europe after the "fall" of the Roman Empire (though, really, it did not fall, it simply became the Catholic Church.) until really the late 1800s-1900s. Waiting on someone to unite them, and kill off all of the bad elements, and rule them wisely. Hell, they are still waiting on that and so are we. Though Denmark and Iceland comes very close.
At least that is how Shannon, Will, Steve, Chris and I do it in our games.
At least that is how Shannon, Will, Steve, Chris and I do it in our games.
Re: Old Kingdom City
ShadowHawk wrote:I am of the opinion that the old kingdom should be done as a total political intrigue game, for level 9 + characters, where the characters can become a ruler. With the crushed kingdom now split into small and even "micro kingdoms/principalities" (someone controls say a totally independent patroon type of barony, all of the way up to a duchy...basically Wisdom in the Eastern Territory would be considered a micro kingdom/principality/independent duchy. Controlling a 100 mile radius), city states, clans, or even tribes...all fighting for power, some are backstabbing blackguards. Rather like in Europe after the "fall" of the Roman Empire (though, really, it did not fall, it simply became the Catholic Church.) until really the late 1800s-1900s. Waiting on someone to unite them, and kill off all of the bad elements, and rule them wisely. Hell, they are still waiting on that and so are we. Though Denmark and Iceland comes very close.
At least that is how Shannon, Will, Steve, Chris and I do it in our games.
I've been toying with the idea of making another Palladium Fantasy map as a game board for a RISK-like game. I had been thinking of doing it with the Western Empire, but it sounds like something like that could go well with your interpretation of the Old Kingdom, too.
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
- ShadowHawk
- Dungeon Crawler
- Posts: 349
- Joined: Mon Sep 01, 2014 12:39 pm
Re: Old Kingdom City
Hotrod wrote:ShadowHawk wrote:I am of the opinion that the old kingdom should be done as a total political intrigue game, for level 9 + characters, where the characters can become a ruler. With the crushed kingdom now split into small and even "micro kingdoms/principalities" (someone controls say a totally independent patroon type of barony, all of the way up to a duchy...basically Wisdom in the Eastern Territory would be considered a micro kingdom/principality/independent duchy. Controlling a 100 mile radius), city states, clans, or even tribes...all fighting for power, some are backstabbing blackguards. Rather like in Europe after the "fall" of the Roman Empire (though, really, it did not fall, it simply became the Catholic Church.) until really the late 1800s-1900s. Waiting on someone to unite them, and kill off all of the bad elements, and rule them wisely. Hell, they are still waiting on that and so are we. Though Denmark and Iceland comes very close.
At least that is how Shannon, Will, Steve, Chris and I do it in our games.
I've been toying with the idea of making another Palladium Fantasy map as a game board for a RISK-like game. I had been thinking of doing it with the Western Empire, but it sounds like something like that could go well with your interpretation of the Old Kingdom, too.
PM Shannon (PBlackCrow), as he to is working on several independent board games ideas and an idea for a "Broken Kingdoms" miniature "role-playing wargame". Maybe the two of you can collaborate.
Re: Old Kingdom City
War of the wolfen 13 clans fight it out and only 12 go on to become civilised.
Whose clan is going to fail.
Each clan has the special ability to starve to death because they can't get enough food
Whose clan is going to fail.
Each clan has the special ability to starve to death because they can't get enough food
Re: Old Kingdom City
ShadowHawk wrote:Hotrod wrote:ShadowHawk wrote:I am of the opinion that the old kingdom should be done as a total political intrigue game, for level 9 + characters, where the characters can become a ruler. With the crushed kingdom now split into small and even "micro kingdoms/principalities" (someone controls say a totally independent patroon type of barony, all of the way up to a duchy...basically Wisdom in the Eastern Territory would be considered a micro kingdom/principality/independent duchy. Controlling a 100 mile radius), city states, clans, or even tribes...all fighting for power, some are backstabbing blackguards. Rather like in Europe after the "fall" of the Roman Empire (though, really, it did not fall, it simply became the Catholic Church.) until really the late 1800s-1900s. Waiting on someone to unite them, and kill off all of the bad elements, and rule them wisely. Hell, they are still waiting on that and so are we. Though Denmark and Iceland comes very close.
At least that is how Shannon, Will, Steve, Chris and I do it in our games.
I've been toying with the idea of making another Palladium Fantasy map as a game board for a RISK-like game. I had been thinking of doing it with the Western Empire, but it sounds like something like that could go well with your interpretation of the Old Kingdom, too.
PM Shannon (PBlackCrow), as he to is working on several independent board games ideas and an idea for a "Broken Kingdoms" miniature "role-playing wargame". Maybe the two of you can collaborate.
That sounds like an interesting project. The Western Empire lends itself well to the structure of RISK, with the territory/continent structure of the game paralleling nicely with the province/region structure of the Western Empire, and a similar number of provinces. I was thinking that I could create three lore-friendly scenarios:
1. The Emperor is dead with no clear successor. A classic multiplayer free-for-all.
2. Civil War. A 2-player or team-based multiplayer game.
3. Barbarian Invasion: the Old Kingdom hordes invade. A 2-player or team multiplayer game where the two sides recruit and fight by different rules.
I've also been thinking about how I might incorporate some Palladium Fantasy-specific elements such as Castledrake, Mindprancer, Deathkiss, Frostfoil, the Cyclops and their lightning weapons, the Western Empire's noble families, Black Demon Ships, vampires, the Church of Light and Dark, etc. Having some kind of special moves or benefits could help make the game more interesting.
The Old Kingdom might be a tougher nut to crack than the Western Empire. Its interior geography isn't well-defined, its political geography is almost totally undefined, and most of the lore related to that region is about events from thousands of years ago, not modern times. This is awesome if you're looking for a relatively blank canvas, but if you want a lot of fan interest, it's helpful to build from something they already know. In that respect, there isn't as much lore to build from for a spinoff game, at least not for an imperial Risk-like game.
From the lore that's out there, we know that the Old Kingdom is dominated by the monster races. There don't seem to be many large settlements outside of some big underground Kobold communities, and many of these monster races can gather in huge hordes, so they seem to be fairly nomadic. Beyond that, there's some specific information on some of the areas around the edges of this region in the books on the Eastern Territories, Western Empire, Timiro, the Gersidi adventure, and Nimro, and a few glimpses of a few places in Island at the Edge of the World. The only regions less-defined than the Old Kingdom are the Land of South Winds and the Great Ice Shelf.
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Re: Old Kingdom City
Hotrod wrote:That sounds like an interesting project. The Western Empire lends itself well to the structure of RISK, with the territory/continent structure of the game paralleling nicely with the province/region structure of the Western Empire, and a similar number of provinces. I was thinking that I could create three lore-friendly scenarios:
1. The Emperor is dead with no clear successor. A classic multiplayer free-for-all.
2. Civil War. A 2-player or team-based multiplayer game.
3. Barbarian Invasion: the Old Kingdom hordes invade. A 2-player or team multiplayer game where the two sides recruit and fight by different rules.
Greetings and Salutations. Well, that does sound interesting. I'm sure I know some friends who'd probably love to play it (if it ever happened).
Hotrod wrote:I've also been thinking about how I might incorporate some Palladium Fantasy-specific elements such as Castledrake, Mindprancer, Deathkiss, Frostfoil, the Cyclops and their lightning weapons, the Western Empire's noble families, Black Demon Ships, vampires, the Church of Light and Dark, etc. Having some kind of special moves or benefits could help make the game more interesting.
If you want some ideas, a couple of ideas that spring to mind are ...
Spoiler:
Living the Fantasy (fan website)
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Rifter #45; Of Bows & Arrows (Archery; expanding rules and abilities)
Rifter #52; From Ruins to Runes (Living Rune Weapons; playable characters and NPC)
Rifter #55; Home Away From Home (Quorian Culture; expanded from PF Book 9: Baalgor Wastelands)
Official PDF versions of Rifter #45, #52, and #55 can be found at DriveThruRPG.
Re: Old Kingdom City
Prysus, thanks for the suggestions; I've been thinking along very similar lines (it's almost uncanny how similar some of your ideas are, actually). I'm not looking to turn this into a commercial game at this point; I just thought that I'd like to try a different type of map with the next version, and I thought it could be fun to make a version that's suitable to use as a game board. RISK is fairly simple and accessible, so using that as a starting point would be pretty easy.
Anyway, I've sort of hijacked this thread away from the OP. I think I'll start a new thread to discuss this in more detail.
Getting back to the topic of mapping out an Old Kingdom city, I'm rather curious about what should go into such a city, based on the existing lore. Outside of the kobold nations of the mountains, I'm not aware of any large canon settlements in the region, and I've always thought of it as a place of nomadic monster race tribes with some small towns and villages here and there.
Anyway, I've sort of hijacked this thread away from the OP. I think I'll start a new thread to discuss this in more detail.
Getting back to the topic of mapping out an Old Kingdom city, I'm rather curious about what should go into such a city, based on the existing lore. Outside of the kobold nations of the mountains, I'm not aware of any large canon settlements in the region, and I've always thought of it as a place of nomadic monster race tribes with some small towns and villages here and there.
Hotrod
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Author, Rifter Contributor, and Map Artist
Duty's Edge, a Rifts novel. Available as an ebook, PDF,or printed book.
Check out my maps here!
Also, check out my Instant NPC Generators!
Like what you see? There's more on my Patreon Page.
Re: Old Kingdom City
mirithol wrote:Really nice work on the content.
For cartography I use Profantasy Software's Campaign Cartographer & City Designer Software (you need CC for City Designer to work), but it is a commitment in both cash and time to learn. For a budget solution check this out: https://watabou.itch.io/medieval-fantasy-city-generator. It may be too random for your purposes or you may be able to shoehorn your buildings in.
On your initial question: I'd love to see more user content. But anything posted on the forums or web puts your content at risk, especially if money gets involved if you wish to publish later. Someone else may claim it was their idea, or "improve" it or use it, and create legal issues. Kevin's advice from an old podcast was don't post if you hope to publish your material in the future. On the other hand, if it's just a hobby, good content may get you noticed and help you build your personal brand and reputation. I'm sure there are others on the forum that are better versed in the subject than I. Also, I'm not sure what the current Palladium content rules are. Bueller?
Cheers,
Miri
I have used that random generator that you linked to in the past, and it is great for what it is. This Cityographer software has the random generation feature as well as the ability to customize, or create on your own. I'm really happy with this software, and I have barely scratched the surface of it.
Personally, this idea was more for the fun of it than anything else. I was hoping that it would spur some ideas or feedback about the region. I have this idea far more fleshed out than just the city itself. I have a town full of NPC's that when I get bored I will actually stat out. I have a history of the city and its system of government. Not too bad since this started as a destination for an adventure idea where a dwarven noble looking to establish a trade route from Trokker and the colonies north of there (I was putting together for a few people I'm trying to introduce to Palladium). I don't have many players available in Montana, but I love the world and creating ideas keeps the hope that I will play/run again
Re: Old Kingdom City
Whiskeyjack wrote:MT_Juicer wrote:My first attempt at using Cityographer
https://www.deviantart.com/mtjuicer/art ... -780502671
That's actually a really nice map. How long did it take to make?
After three failed initial starts while learning the software, I think I put 30 hours or so in. Experimenting with settings and trial and error took longer than I expected; I think there is a lot more available to put in there as far as detail.
Re: Old Kingdom City
Hotrod wrote:Prysus, thanks for the suggestions; I've been thinking along very similar lines (it's almost uncanny how similar some of your ideas are, actually). I'm not looking to turn this into a commercial game at this point; I just thought that I'd like to try a different type of map with the next version, and I thought it could be fun to make a version that's suitable to use as a game board. RISK is fairly simple and accessible, so using that as a starting point would be pretty easy.
Anyway, I've sort of hijacked this thread away from the OP. I think I'll start a new thread to discuss this in more detail.
Getting back to the topic of mapping out an Old Kingdom city, I'm rather curious about what should go into such a city, based on the existing lore. Outside of the kobold nations of the mountains, I'm not aware of any large canon settlements in the region, and I've always thought of it as a place of nomadic monster race tribes with some small towns and villages here and there.
I really don't mind the mental detour this thread took. As for what to put in this (or any other) city, I wanted to incorporate a wide variety. In the NPC's I have for this, I have most of the original book's races (never felt like a changeling) and a few truly exotic visitors (Atlantean Stonemaster, D'Norr Devilman, Druid from Rifts England). I think of the Old Kingdom as kind of a mixing ground of whatever shows up in the Palladium realm. I had looked through the books and the area where I placed this city was one that switched back and forth during the Elf-Dwarf War. I think this allows both to have an influence, and the Kobold Kingdom having control for its time. It is close enough to be under threat from the Mt. Nimro giants. I've had other ideas about cities that are mostly ruined and wanted this one to be more of a surviving city.
In more general terms about the Old Kingdom, I think of it as a collection of mostly unaffiliated city-states or small fiefdoms that may encroach upon each other or have to defend from random roaming bands or monsters.
Re: Old Kingdom City
I thought up this city as a result of an adventure idea where a dwarven noble is looking to open a new trade route. The plan is a road from Stone Jetty SE to the Old Kingdom river and beyond to Timiro; a connection currently exists between Troker and the other colonies. The route would allow connection between the east, the Old, and over the Scarlet Sea to bring Lord Itomas vast wealth.
Other possible areas for exploration: To the east, a possible remnant of a dwarven loss; to the south, a mass grave, farther to the south the site of an elven loss. Perhaps the PCs would come across signs of the bygone era. The goal is the city, north of the river where the eastern and western forks meet, south of the mountains, gateway to the Old Kingdom Lowlands, avoids the grasslands of the Giants. Perhaps an encounter will provide them with a guide that knows the way.
I am wondering if anyone has any further suggestions for interruptions, excursions, distractions, or impediments as the wastelands gives way to the edges of the Old Kingdom lowlands?
Other possible areas for exploration: To the east, a possible remnant of a dwarven loss; to the south, a mass grave, farther to the south the site of an elven loss. Perhaps the PCs would come across signs of the bygone era. The goal is the city, north of the river where the eastern and western forks meet, south of the mountains, gateway to the Old Kingdom Lowlands, avoids the grasslands of the Giants. Perhaps an encounter will provide them with a guide that knows the way.
I am wondering if anyone has any further suggestions for interruptions, excursions, distractions, or impediments as the wastelands gives way to the edges of the Old Kingdom lowlands?