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Northern Continent (85, 82)

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0% found this document useful (0 votes)
7 views

Northern Continent (85, 82)

Uploaded by

muhammad.moel38
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as RTF, PDF, TXT or read online on Scribd
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Northern continent (85,

82)
Nations
Nation Culture Government PopulationLocation
Belthden Human Republic 6,945,41386, 81
Calaia Human Kingdom 1,187,91288, 72
Clochland Human Kingdom 5,914,99981, 84
Griananea Human Kingdom 11,511,08687, 74
Liathtrea Human Kingdom 1,398,32784, 82
Llambeg Human Kingdom 315,28889, 75
Pitairne Human Dictatorship 20,216,87078, 71
Pollia Human Kingdom 32,472,30482, 76

Points of Interest
Barley Maze (89, 73)
Littered with graves.

Bear Hunting Grounds (88, 80)


Little is known of this place.

Butterfly Forest (82, 86)


Animals shun this place.
Calm Refuge (83, 84)
Children conceived here are said to have innate magical powers.

Cave of Crows (80, 83)


Locals refuse to speak about this place lest they become subject to its curse.

Death's Meadow (81, 71)


A god is said to reside here.

Emerald Forest (85, 74)


It is said that those who sleep under a full moon here will become pregnant.

Falcon Hunting Grounds (87, 73)


According to legend, a reckless wizard's magics permanently warped this
place.

Farmlands of Thorns (87, 73)


Food is said to taste better when eaten here.

Farmlands of Totems (77, 76)


Sages claim portals to other places in the world can be found here.

Forest of Leaves (84, 72)


Avoided by all save the bravest. And the foolish.

Free-trader's Dock (80, 89)


Goods of all kinds can be found within this small settlement, built atop a maze
of wharves and piers.
This trading post is a haven for smugglers, black-marketeers, and slavers.
Legitimate business people ply their trade here as well, as any good bought or
sold are free of taxation and regulation by the Court. A loose, egalitarian group
of traders and captains run an ad-hoc military in times of crises, but otherwise,
no single person or group is in control. It is often said that if you cannot find
the thing you are looking for here, it simply does not exist.

Hope's Sanctuary (81, 75)


Plants that grow here are said to have magical properties, according to
alchemists.

Idols' Spring (81, 72)


This place has a nesting colony for birds.

Lands of Riddles (84, 73)


Waiting to be explored.

Lucky's Tunnels (80, 73)


The treasure-filled tomb of an ancient mummy is said to be hidden here here.

Military Outpost (85, 80) , (84, 82)


This small fortified structure is home to a small contingent of soldiers who
keep the peace.
Constructed of thick timbers, the outpost stands atop an raised earthen mound.
The area around the wall is clear of trees and shrubs to a distance of a hundred
yards. Three towers, equally spaced, stand above the wooden walls, each with
an archer standing watchful over the terrain. A well-trod path leads to the main
gate, which is the only entrance in or out.
The outpost is run by Hawarth Cobbold, a seasoned soldier. He leads a retinue
of forty, some professional soldiers, some mercenaries. Inside the walls are
several buildings that support the platoon, including a smithy, a stable with
horses, goats and pigs, and a fletcher. Regular patrols of two horsemen are sent
out at regular intervals to keep tabs on activity in the area.

Mount Feather (81, 80)


This mountain is 28,572 feet tall.

Night's Fort (86, 75)


Legends claim a god was murdered here.

Purple Mine (82, 84)


The less said, the better.

Raven Cliff (88, 80)


Said to be cursed.

Raven Forest (81, 86)


A graveyard for monsters.

Regal Mine (81, 87)


Mentioned on old maps, but the cartographer was unable to locate with
confidence.

Ruby Falls (79, 75)


Little spoken of.

Shaft of Axes (87, 78)


A huge colony of bats live here.
Silver Peak (85, 80)
This mountain is 24,055 feet tall.

Spirit Moor (82, 88)


Legends say this was once a meeting place for fairies.

Star Rock (82, 76)


Mentioned on old maps, but the cartographer was unable to locate with
confidence.

Stone Den (79, 76)


Great wealth is said to be buried here.

Stormy Forest (87, 71)


Any body buried here is said to rise again at the next moon.

Sunset Temple (77, 68)


Falling starts often land here, according to local myth.

Tower of Adalhard (82, 77)


A toxic mushroom, treasured by assassins, is said to grow near here.

Unholy Cliff (86, 85)


Little known.

Unholy Moor (85, 83)


An unlucky place.
Vent of Warlocks (84, 83)
Local legend says time moves more slowly here.

Witch Keep (88, 74)


Only spoken of in whispers.

Cities
Afranon (83, 79)
Nation: Belthden
Population: 7,875
Motto: Favorite of Tati Dittmar
Year Founded: 2037

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Afranon stands a tall stone spire, the tower of Hidinfastr The
Insightful. This venerable wizard keeps to himself for the most part, but serves
as an advisor to the mayor, and is loved for hosting a harvest festival for the
town each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Hidinfastr's tower. All that night the air was electric, and the earth
continued to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Theoden Foamspeak the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Theoden Foamspeak began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Hidinfastr The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
A fat old dragon is negotiating with the government to exchange its treasure
hoard for a permanent seat upon the Senate.
Albvill (81, 77)
Nation: Pollia
Population: 7,350
Motto: Our Knights are Beacons
Year Founded: 2054

Potential Plots
Tournament Forgery
Sir Athalsteinn Vonnegut of House Samuell was not invited to participate in
the upcoming King's Games. He wishes to carry a lance in the jousts, and must
have his name added to the rolls to do so. He seeks someone sneaky enough to
make their way into the main tent, find the right list, and add his name.

Rumors
Saegeat Ringer has won the annual Albvill pie contest the last six years in a
row. he cheats by buying pies from the baker, and infusing them with magic
that makes the judges think they are far tastier than they really are.

Alverquite (77, 70)


Nation: Pitairne
Population: 8,342
Motto: May Alverquite Flourish
Year Founded: 1927

Potential Plots
Harbor Horror
Redger von Mayer, the mayor of Alverquite, needs investigators to find out
why ships are sinking mysteriously.
Something terrible has moved into the harbor. Ships have begun sinking late at
night for no apparent reason. Others crash into docks or shores, or float off to
sea, their anchor chains torn asunder. Even more disturbing, sailors on night
watch sometimes disappear without a trace, as if snatched silently from the
deck. What foul menace is responsible and who can destroy it or drive it off?
Rumors
Stanhard Beetshanks has actually been to the capital.

Ambrooschurch (84, 81)


Nation: Liathtrea
Population: 9,822
Motto: Always Fair
Year Founded: 1630

Potential Plots
The Bandit King
The Sheriff, Almer von Schröder, has been having a bandit problem recently.
There have been attacks on travelers on the road about a day out of town.
The bandit leader, Black Sóti, and his men have made camp in the old,
abandoned stone fort, about a week's travel outside of town, where they seek
an item of great power.
Almer von Schröder would like help dealing with this bandit problem, as his
small force of deputies are needed as a militia to defend inside the town, and
can't be drawn off. The sheriff does have some information, from one of the
bandits the town caught and interrogated. The bandit leader is the self-styled
"Black Sóti, The Bandit King." He and his men have made camp in an old,
abandoned stone fort, about a week's travel outside of town. The prisoner said
that Black Sóti was looking for something valuable - or magical, he wasn't
sure - but if Sóti found it, he would be unstoppable.
The specifics of what what Sóti is looking for in the fort are uncertain. The
captured bandit heard other men speaking around the fire, sharing gossip and
rumors. He claims that one of the men swore the item was a magical crystal
hand which would replace the natural hand of its owner, allowing them to form
it into any weapon or tool desired. An other had speculated Sóti sought a map
to a vast, lost treasure hoard, or armory of weapons. A third claimed he sought
a book of forbidden lore. Those are the only stories the prisoner had. The
sheriff sent some towns folk to investigate, and none came back, so now he
wants help.
The Abandoned Fort
Black Sóti has set guards at the entrance to the fort. If anyone fights their way
in, enough noise will raise the alarm, and Black Sóti will leave his armor and
equipment in the library where he is currently examining old scrolls, sneak
through a well concealed secret door, and into one of the fort's jail cells to
wait.
Within the dreary fort's jail and cruel cells, there is a lone old man named
Froedrik Flatwork, who has clearly been starved and beaten and tortured for
the bandits' amusement. He is barely alive when found, knows nothing of the
bandits, and can only relay the story of how he was captured. Without
immediate healing, he dies pointlessly in the arms of his saviors, just as he is
about to be rescued.
Sóti is found in the last cell, pretending to be a recently captured villager
named Abel Stronggem himself. He thanks his rescuers for saving him, and
begs to be given a spare weapon, and to allow him to help them search the rest
of the Fort for this "bastard bandit king." He comes off as a young hot head in
search of vengeance. He is cunning and believable in his ruse.
Any surviving bandits will, of course recognize their leader. In any fight they
take pains to not actually hurt him, nor give away his true identity. They know
to behave as if he is an escaped prisoner, as this is all part of a rehearsed plan.
He, however, will show less restraint against his own men, as he has to make
this look good, though he does try to not kill any of them.
His ultimate game is not to defeat the heroes here and now, but to learn a bit
about them before getting away with the rest of his men to fight an other day.
Clearly, the group got in through his guards, so are a force to be taken
seriously. If able, he slips out during a later fight with the remaining bandits. In
an ideal case (for him) he finds an opportunity to reclaim his possessions from
the library, leave a taunting note at the front door for the group, about how
stupid they are, and how he will see them again, very soon, and get away
stealing the party's horses.

Rumors
Jóreider Verney says that the Court is going to dam up all the rivers and charge
us to drink the water.

Amy End (77, 72)


Nation: Pitairne
Population: 105,297
Motto: Honor and Delight
Year Founded: 1803

Potential Plots
Friendly Competition
An adventuring group called "Warlord's Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Warlord's Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Warlord's Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Warlord's Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Warlord's Cross should try to step in on them, complicating the character's
actions. Where ever possible, Warlord's Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Warlord's Cross
will eventually move on, but stories of their exploits should continue to reach
the party occasionally. If the players turn Warlord's Cross in to allies, use
them again as contacts in other plots, but they won't join forces with the party
in any meaningful way, as they are just too independent for that.

Rumors
Engilram Carew and Caderine Musard have been having an affair for years.
Angmeclive (78, 77)
Nation: Pollia
Population: 106,745
Motto: The King's Rest
Year Founded: 1871

Potential Plots
Unrequited Love
A local girl has been sneaking off in the middle of the night, and her parents
don't know where to. They believe she has a secret suitor, and they're willing
to pay to make sure she's safe.
The girl has actually captured a young lad that she's in love with.
Unfortunately, he doesn't return her feelings, and she won't let him go.
Mary Starstaff, a fiery, emotional girl, has seemed aglow of late, and the
people of her city believe that they know why. They believe that she's found
young love. Her parents, Eron Wulfenson, and Juviana are aware that Mary is
sneaking out of the house in the middle of the night, but they don't know
where she goes. Against his better judgment, Eron Wulfenson agreed not to
interfere with his daughter's courtship (he finds it rather charming, as he was
similarly pursued as a boy), but he is worried for her safety.
A young lad named Starkadder Stoddeley was recently declared missing, and
Eron Wulfenson wants to make sure that his daughter isn't snatched up by
some delinquent in the hours after dusk to suffer the same fate. He's willing to
offer a small payment to someone if they can discreetly follow his daughter
and find where she heads off to in the middle of the night.
The Cave
Mary has fallen madly in love with Starkadder Garret, the "missing" boy.
Unfortunately, he doesn't return her feelings—a circumstance that is truly
regrettable, as Mary refuses to let him leave! She found a cave nearby town,
and a fifteen-foot pit within, where she keeps Starkadder.
She's kept him here for days, bringing him food and drink every night. While
he eats in terror, she sings love songs and reads romantic poetry to the boy. In
her mind, she is being quite charming and irresistible—every verse and sonnet
is slowly making Starkadder fall desperately, passionately in love with the
young girl. Of course, the reality is far different, as the object of her affection
grows increasingly worried for his life and state of mind.
If confronted, Mary swears that she and Starkadder are in love. If a woman
tries to help the lad reach his freedom, Mary will accuse the woman of trying
to seduce Starkadder and take him away from her.

Rumors
Matilda Glitterrun the silversmith is more than willing to turn stolen silverware
and jewelry into freshly forged coins.

Anvilgrove (84, 78)


Nation: Belthden
Population: 91,662
Motto: Beware Tiresome Loyalties
Year Founded: 2097

Potential Plots
The Dragons' Bane
Rumors tell of a fearsome dragon that terrorizes this region, named Nardred
the Dishonest. A group of silver miners have been enslaved by the beast; and
all of their break-breaking earnings go into the dragon's maw...and it's vast
hoard of treasures.
The dragon is actually the town's protector, but is enslaved by a fiend.
In actuality, the dragon is the towns protector: a fact which is revealed if
adventurers question the locals. However, in recent weeks the dragon has
ceased it's normal patrols and hasn't been collecting the gifts that the townsfolk
supply to keep the dragon fed and happy.
If the adventurers decide to undergo the perilous journey to the dragon's
nearby den, they will encounter a mind-controlling fiend who is holding the
dragon enthralled while enjoying it's hoard. The fiend will order the dragon to
attack the adventurers as soon as they are detected, while trying to stay out of
harm's way itself.
If the adventurers manage to slay the dragon and the fiend, they will have free
run of the dragon's hoard...and the eternal enmity of the townsfolk. If they save
the dragon from the fiend's clutches they will earn the eternal gratitude of the
townsfolk, a small reward, and a very powerful ally in the form of the mighty
dragon Nardred the Dishonest.

Rumors
Hughard the Pyrohydra, a notorious mercenary, has been seen skulking in and
out of the mayor's bedchambers at night.

Aoife's Hill (85, 73)


Nation: Pollia
Population: 7,992
Motto: Forward in Blessing
Year Founded: 2169

Potential Plots
Unrequited Love
A local girl has been sneaking off in the middle of the night, and her parents
don't know where to. They believe she has a secret suitor, and they're willing
to pay to make sure she's safe.
The girl has actually captured a young lad that she's in love with.
Unfortunately, he doesn't return her feelings, and she won't let him go.
Gillian Beastkeg, a fiery, emotional girl, has seemed aglow of late, and the
people of her city believe that they know why. They believe that she's found
young love. Her parents, Caradoc, and Christina are aware that Gillian is
sneaking out of the house in the middle of the night, but they don't know
where she goes. Against his better judgment, Caradoc agreed not to interfere
with his daughter's courtship (he finds it rather charming, as he was similarly
pursued as a boy), but he is worried for her safety.
A young lad named Izlamza von Hölzer was recently declared missing, and
Caradoc wants to make sure that his daughter isn't snatched up by some
delinquent in the hours after dusk to suffer the same fate. He's willing to offer
a small payment to someone if they can discreetly follow his daughter and find
where she heads off to in the middle of the night.
The Cave
Gillian has fallen madly in love with Izlamza Wilkins, the "missing" boy.
Unfortunately, he doesn't return her feelings—a circumstance that is truly
regrettable, as Gillian refuses to let him leave! She found a cave nearby town,
and a fifteen-foot pit within, where she keeps Izlamza.
She's kept him here for days, bringing him food and drink every night. While
he eats in terror, she sings love songs and reads romantic poetry to the boy. In
her mind, she is being quite charming and irresistible—every verse and sonnet
is slowly making Izlamza fall desperately, passionately in love with the young
girl. Of course, the reality is far different, as the object of her affection grows
increasingly worried for his life and state of mind.
If confronted, Gillian swears that she and Izlamza are in love. If a woman tries
to help the lad reach his freedom, Gillian will accuse the woman of trying to
seduce Izlamza and take him away from her.

Rumors
Nassim Sherman caught Charlt Flameworth sleeping with his daughter, and
takes every opportunity to make his life miserable.

Arkented (85, 73)


Nation: Griananea
Population: 8,844
Motto: Inspire and Achieve
Year Founded: 2185

Potential Plots
Holy Treasure
The Court recently issued an edict that handsomely rewards those who recover
holy relics and donate them to the kingdom. Explorers of all kinds have been
searching in every cave and under every rock in Griananea, hoping to strike it
rich. A woman named Swanahilda Lightbiter has a map to an ancient tomb that
she believes holds a relic of a renowned priest named Alfbern the Fair. She is
offering to split the reward with anyone who helps her find the relic.

Rumors
Every horse in Griananea will soon be confiscated to be used as mounts by the
King's cavalry.
Arruntum (88, 73)
Nation: Calaia
Population: 8,048
Motto: Cure for the Unkempt
Year Founded: 2106

Potential Plots
Weapons of Mass Distraction
Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Charlt Oberst. He bought an entire stock of the weapons from the
merchant, and when he went to arm his men, all the equipment was gone from
the bed of his wagon. Charlt has since been doing his best to track the man
who has sold the illusory goods, and often shows up in the villages that the
blacksmith did business in. Unfortunately, he's always a day or two late to find
him.
Charlt Oberst will pay handsomely for help apprehending the merchant. Those
who take him up on the offer may find that the villages the merchant has
traveled to have a pattern that will give clues to where he'll go next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.
Rumors
Word is a giant has killed Lord Murdoch Longeyes and taken up residence in
his castle a couple of days north. The giant is making all the locals bring him
animals to eat and threatening to destroy their homes.

Baddiley (80, 82)


Nation: Clochland
Population: 6,758
Motto: Learn by Doing
Year Founded: 2150

Potential Plots
Out in the Fields
A farmer can't feed his family without any crops. His harvest been rotten and
damaged for the last few seasons, but he can't figure out why.
The farmer has incurred the wrath of a band of witches who he refused to
shelter years prior. They cursed him by invoking a pack of mud elementals on
his fields.
Farmer Maldred Follet, has turned up a rotten, damaged crop for the last few
seasons. He's worried that he'll have to abandon his farm soon, because he's
not been making enough money or food to feed his family, and his home is
beginning to fall into disrepair.
The farmer believes that his rotten luck began a couple years prior, when he
refused shelter to a band of witches. Ever since then, he says as if the ground
itself has become tainted, and the crops are unable to root properly or absorb
the proper nutrients. He's tried everything from purchasing premium fertilizer
to moving his fields entirely. When pressed for information, the farmer will
mention that the ground has seemed damper and muddier in recent seasons
even though the rains are lighter than normal.
As it turns out, his fields are being damaged by mud elementals, given life and
purpose to plague the farmer by the witches he scorned before. Maldred
doesn't have the means to fend off the elementals, but he'll offer the last of his
coin to anyone who is willing to help him with his problems. His wife will also
offer up a home cooked meal any time their saviors return.
Two of the witches have long moved on, but the last, a young woman named
Mindari Oxtooth, set up roots in a cave in the nearby wilderness. If those
helping the farmer can find her, she'll end the mud elementals' existence in
exchange for a bribe—along with an apology from Maldred.

Rumors
The village idiot was once a powerful wizard who lost his mind when
attempting diabolical spells.

Barleyhill (85, 75)


Nation: Griananea
Population: 8,830
Motto: Bakers without Peer
Year Founded: 2179

Potential Plots
Big Pointy Teeth
Townsfolk are complaining about the vicious creatures terrorizing the nearby
areas. The victims were found with terrible wounds that appear inflicted by
razor-sharp teeth.
The vicious creatures are actually a pack of dire lagomorphs, created by a mad
researcher. These oversized hares have acquired a taste for blood, and will stop
at nothing to sate their terrible thirst.
The bodies were found with deep gashes and chunks of flesh torn right off the
bone. Barleyhill's residents are worried that wolves or mountain lions have
decided to venture too close. They're willing to part with some of the gold that
they pooled together if someone would be able to make the wilderness safe
again.
While no one has seen the monsters in person, a researcher from the capital of
Griananea, named Nabel Barrentine, believes it to be the work of dire
lagomorphs. A crazed old man named Theodard Ohme. a former colleague of
Nabel was performing odd experiments over the prior several months, all
involving wild hares. Nabel also knows the perfect way to lure and capture the
once-gentle creatures.
Those who are unlucky enough to cross the dire lagomorphs will learn that
they are quick, vicious, and resilient. If any of the lagomorphs are severely
injured, they will attempt to flee from battle. An able tracker could use this
opportunity to pursue the hare back to its warren.
If someone were to find Theodard, they'll learn that he still performs
experiments on wild hares, turning them into the vicious beasts that are
terrorizing folks in the wilderness. He is only interested in his research,
though, and will not be easily swayed from it. Flanked by a small pack of the
beasts he's created, he is a force to be reckoned with.

Rumors
Walahfrid Heyworth caught Jonn Rainhold sleeping with his daughter, and
takes every opportunity to make his life miserable.

Battlefield (84, 79)


Nation: Belthden
Population: 9,640
Motto: We do not Abide Evil
Year Founded: 1984

Potential Plots
Friendly Competition
An adventuring group called "Manticores' Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Manticores' Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Manticores' Cross are arrogant, because they know they are as competent as
the characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Manticores' Cross" should be comprised of of an almost identical make up
of character classes as the characters' group. Each player should have one
fairly obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Manticores' Cross should try to step in on them, complicating the character's
actions. Where ever possible, Manticores' Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Manticores'
Cross will eventually move on, but stories of their exploits should continue to
reach the party occasionally. If the players turn Manticores' Cross in to allies,
use them again as contacts in other plots, but they won't join forces with the
party in any meaningful way, as they are just too independent for that.

Rumors
The Senate plans to exile everyone who cannot cast a spell.

Beetstrey (82, 75)


Nation: Pollia
Population: 6,526
Motto: Home of the Faultless Owl
Year Founded: 2131

Potential Plots
Dropping Like Flies
A disease outbreak has spread to Beetstrey, and the mayor needs to find out
why before the city is wiped out.
Nearly a quarter of the city has been infected with filthy rot so far, and the
disease has become deadly, killing a third of those infected. Panic is setting in,
as the disease has devastated other cities in Pollia recently. The mayor is at his
wit's end as to what's caused it. He promises a large manor house on the
outskirts of the city to whoever can put a stop to the disease.
Interviews with townsfolk will eventually reveal the source of the disease: a
dried-up well at the edge of town. It hasn't been used for years, but the owner
of a nearby butcher shop has been dumping animal waste into the well
recently. All manner of dire rats, slimes, and deadly worms have been feasting
on the carcasses, and still do in the cavern thirty feet down at the bottom of the
well. Here too have lice found a home upon the skin of these creatures and,
after traveling up the well, the skin of the townsfolk of Beetstrey, bringing the
rot with them.

Rumors
We are about to start being taxed if we don't go to the temple enough.

Bidegett (77, 70)


Nation: Pitairne
Population: 18,270
Motto: Bidegett Ascendant
Year Founded: 2134

Potential Plots
Taxidermy Envy
A jealous nobleman seeks guides to help him hunt a legendary local monster.
Randulf Warsplit has always envied Lothar Whiskeydragon. The two both
come from wealthy families and have known each other since they were
children. Every time Randulf did well in his studies, Lothar did slightly better.
When Randulf would broker a profitable business arrangement, Lothar would
put together a more lucrative one. Randulf recently (and begrudgingly)
attended a dinner at his rival's home (which is slightly larger than his), and was
immediately jealous of Lothar's hall of taxidermied animals.
Determined to do better than his life-long rival, Randulf Warsplit plans to hunt
down a local legend, the giant crocodile named Fey Álof, and mount the
beast's entire body on the wall in his dining room. Fey Álof is said to be thirty
feet long and over 5,000 lbs. The crocodile is said to have black-blue skin
covered in barnacles, and is blind in one milky eye. The great beast haunts the
lagoons of a sandy, low-elevation island six miles from Bidegett called
Fearless Cay. The island is roughly egg shaped, and about six acres in size.
While Fey Álof hunts along the shore, the cay is said to have a colony of
dangerous giant fire beetles living upon it.
Randulf is short, clumsy, and almost allergic to any kind of exercise. He's
irritable, loud, and quite happy to boss people around. He embarks upon the
expedition with a brand-new suit of boiled leather, and can barely pull back on
the shortbow he brings along. Just ensuring the nobleman makes it back to
Bidegett alive—much less with the body of an enormous crocodile—will be a
considerable task.
Randulf sent his agent, Thomasina Little to hire trackers and guides to lead
him on a great hunt. She offers a daily payment to each guide and an additional
lump sum if they successfully claim their target, and will cover all expenses.

Rumors
The village idiot was once a powerful wizard who lost his mind when
attempting diabolical spells.

Boronium (78, 75)


Nation: Pollia
Population: 6,971
Motto: Every One Intrepid
Year Founded: 2033

Potential Plots
The Lost Relic
A local priest, upon hearing that a group of able individuals are in town,
reaches out to them to help find a religious relic once thought lost.
The relic has already been found, and is in the possession of a religious rival,
and another group of priests is on its trail as well.
This priest, an old, effeminate man named Byleiptr Crystalbottle has been
researching the artifact for decades. Finally, an obscure purchase order for a
coffin leads him to believe the artifact was buried with the corpse of a man
who may have owned it, and he will pay the adventurers generously to do a bit
of grave-robbing. He assures them that, in the eyes of his religious order, no
sin will be committed.
Of course, he's not the only one looking for this thing - a golden goblet inlaid
with runes of scrimshaw. A rival church of the same god wants it as well, and
has dispatched a group of their own to recover it, led by an uncompromising
warrior-priestess named Evita von Hölzer.
Complicating things further, the body (and the artifact) have already been
excavated, and are in the possession of a third rival church, this one
diametrically opposed to the Byleiptr Crystalbottle's. The goblet is in the hands
of that church's champion, an unyielding were-boar named Byleiptr the
Insecure as he attempts to subjugate local villages.

Rumors
Amy Ironweave was murdered and replaced by a lookalike.

Brinpall (80, 81)


Nation: Pollia
Population: 7,522
Motto: Excellence in Loyalty
Year Founded: 2147

Potential Plots
Hijacked
A desperate alchemist needs help. She leveraged her funds on a large shipment
of inventory, but it was hijacked.
Aenor Philips the Alchemist has barkeeps and shop-owners on the lookout for
anyone who seems capable of helping. Those merchants will refer such
individuals to her eclectic home near the edge of town. They are her last hope
to recover the shipment and avoid paying the penalty to the crime boss she
took out a large loan from.
She knows her shipment was hijacked because there was one survivor, named
Eyvinder Lisle. He was a porter, and suffered massive injuries in the fight with
the bandits. He staggered down the trade-road until found by a passer-by, and
died shortly thereafter. His last request was to inform the Alchemist that they
were ambushed, and that the forces of the bandits are innumerable, and armed
with magical weaponry. The inventory was stolen by bandits two days ago,
several miles from town.
The remains of the caravan can be located rather easily, as the bandits burned
the wagon. In addition, the bandits burned their symbol, a clawed hand
clutching a bloody heart, into a nearby tree. Evidence of a fight is obvious, and
despite the time since the attack, they can be tracked, thought it may be
difficult.
The bandits are holed up in an old watermill and stone house not too far from
the ambush site. They are a small force, desperate and hungry. In their midst is
the survivor, who faked his death. He was a mole, planted in the caravan to tip
it off to the bandits, as his wife is the bandit leader.

Rumors
The Court plans to exile everyone who cannot cast a spell.

Brisfast (78, 71)


Nation: Pitairne
Population: 9,234
Motto: Carrying the Lamp of Strength
Year Founded: 2004

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Brisfast stands a tall stone spire, the tower of Alberich The
Formidable. This venerable wizard keeps to himself for the most part, but
serves as an advisor to the mayor, and is loved for hosting a harvest festival for
the town each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Alberich's tower. All that night the air was electric, and the earth
continued to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Norman Schlender the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Norman Schlender began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Alberich The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
An anonymous benefactor provides generously for the orphanage. It is
rumored to be Thórarinn von Westerberg, but this has never been publicly
confirmed.

Bronzegreen (84, 77)


Nation: Belthden
Population: 14,551
Motto: Mothers of Excellence
Year Founded: 2040
Potential Plots
The Hungry Giant
Bronzegreen is on the verge of panic, as a frightening giant steals away one of
their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Skjóldúlfr, they will find he
is not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.

Rumors
We are about to start being taxed if we don't go to the temple enough.

Brynjainius (80, 75)


Nation: Pollia
Population: 6,754
Motto: Never Doubt Fearlessness
Year Founded: 2110

Potential Plots
Forestry Rights
Two rival groups of woodcutters lay claim to the same stretch of forest. If
someone does not negotiate a truce between them soon, there will be
bloodshed.

Rumors
An anonymous benefactor provides generously for the orphanage. It is
rumored to be Gregor Giantmaul, but this has never been publicly confirmed.

Bytgale (83, 79)


Nation: Belthden
Population: 8,693
Motto: Home of the August Ranger
Year Founded: 2081

Potential Plots
A Missing Scorpion
A gang of hapless thieves has stolen a powerful new weapon, and the mayor
wants it recovered discreetly.
The Senate commissioned a local artisan to craft a new weapon of war, which
its creator, Durand Unton, has dubbed a Rotary Scorpion. The device is a siege
instrument with a rotating cylinder attached to a launching mechanism, The
cylinder can hold up to ten 7-foot bolts, and after each bolt is fired, the next
bolt is immediately lined up in its place. The weapon is lightweight, very
mobile, and can fire bolts four times faster than any scorpion known. A well-
trained team can even reload the barrel as its being fired, which gives it an
unparalleled advantage on the battlefield.
The device was stolen from Durand Unton's workshop three days ago. The
mayor is worried who it might be sold to and how it might be used but is even
more worried that the Senate will discover that the weapon is lost, and he'll be
held responsible. He is looking for a discreet team to find and return it before
anyone realizes it is gone.

Rumors
Donalt Heathercliff and Fulbert Adam have been having an affair for years.

Caepum (83, 70)


Nation: Pollia
Population: 309,796
Motto: For the Sake of Justice
Year Founded: 1925

Potential Plots
Pirate Tithes
Pirates have plagued ship traffic of late and local merchants will certainly
reward anyone who puts an end to their activities.
Pirates are harassing ships a few miles from land as they leave or approach
Caepum's harbor, demanding a "tithe to the gods of the sea." Ships who
relinquish ten percent of their cargo are allowed to sail on, while those who
refuse are sunk, set afire, butchered, or all three. Once an occasional risk, the
piracy has become so bad that the port's traffic has fallen off, causing hard
times for the city. Who will put a stop to the raiders?

Rumors
Something is hunting the slums at nigh. People are worried it may soon travel
beyond the slums.

Carrotgrove (82, 77)


Nation: Pollia
Population: 6,543
Motto: Never Despair
Year Founded: 2168

Potential Plots
Brazen Poachers
The King has marked the forests outside of Carrotgrove as protected, but
poachers continue to kill animals within its borders.
Rumors
Hugh Longpurse once saw the King.

Castorale (81, 75)


Nation: Pollia
Population: 38,498
Motto: Progress with Luck
Year Founded: 2019

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Castorale, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
Wennesten is actually the illegitimate son of Brunhilde Silktwist with her lover
Wennesten Barnes rather than her husband Rádvarder.

Castricion (77, 76)


Nation: Pollia
Population: 52,613
Motto: Castricion, the Untaken City
Year Founded: 2041

Potential Plots
Ship of Wonders
A large merchant vessel that just arrived in Castricion is causing an uproar as it
is selling a great deal of enchanted objects.
The Neurotic Ankylosaurus is a sixty-foot cog that almost seems to be as wide
as it is long. Its captain, Helewise Wegberg has traded goods amongst many
ports for most of her adult life, but only makes a small profit. Now, however,
she has dazzled the entire city with her fantastic wares.
Captain Helewise has set up a small marketplace on the deck of her ship, and
protected it with twenty hardened marines. A long line snakes down the dock
and ends at the ramp to her ship, where anyone who pays a 5gp fee can board
to shop at the many makeshift storefronts on deck. Here they can barter and
trade by a range of interesting magical items, including various magical
potions, arms and armor, and more eccentric objects like a box that folds out
into a boat or a horn that summons a herd of combat goats.
How she obtained these treasures is a secret, and one that a number of groups
are keen to discover. The harbormaster, at least two different thieves' guilds,
and the mayor's office are all scheming over how best to make money off
Captain Helewise's good fortune.

Rumors
Godiva is actually the illegitimate daughter of Godiva Shevington by her lover
Barnaby Greatkeg rather than her husband Barnaby.

Cecily Chapel (83, 78)


Nation: Belthden
Population: 7,227
Motto: Home of the Blessed
Year Founded: 2125

Potential Plots
Forbidden Magics
What is more dangerous than forbidden magics? Forbidding them.
The citizens of Cecily Chapel have always had absolute freedom in the use of
magic. Some spells are considered undesirable, even downright wrong, but it
has also been considered a greater wrong to tell a wizard what he may not do.
And the use of such incantations has been very rare, in any event.
Last week, however, the mayor made a public announcement that it was time
to ban the most offensive magics, and a long list was posted with the specifics.
To show their scorn for this blatant attack on freedom, the local spellcasters
have apparently taken it upon themselves to cast every single spell on the list.
It was funny at first, but as they have been working from summoning simple
imps to the most powerful abominations, people are getting scared.
Someone needs to get the wizards to stop their dangerous protest -- or get the
mayor to back down -- before something truly terrible happens.

Rumors
Randolph Flintcleave is a drunkard, and beats his children when he's had too
much wine.

Chasale (79, 74)


Nation: Pollia
Population: 7,529
Motto: We of the Many Pariahs
Year Founded: 2168

Potential Plots
Tournament Forgery
Sir Hervey Hertcomb of House Gasper was not invited to participate in the
upcoming King's Games. He wishes to carry a lance in the jousts, and must
have his name added to the rolls to do so. He seeks someone sneaky enough to
make their way into the main tent, find the right list, and add his name.

Rumors
Kolbrand Orespeak has actually been to the capital.

Chownorth (81, 81)


Nation: Pollia
Population: 6,879
Motto: Bring Bravery to all
Year Founded: 2097

Potential Plots
Hijacked
A desperate alchemist needs help. She leveraged her funds on a large shipment
of inventory, but it was hijacked.
Linda Scolfield the Alchemist has barkeeps and shop-owners on the lookout
for anyone who seems capable of helping. Those merchants will refer such
individuals to her eclectic home near the edge of town. They are her last hope
to recover the shipment and avoid paying the penalty to the crime boss she
took out a large loan from.
She knows her shipment was hijacked because there was one survivor, named
Athaulf Fernarm. He was a porter, and suffered massive injuries in the fight
with the bandits. He staggered down the trade-road until found by a passer-by,
and died shortly thereafter. His last request was to inform the Alchemist that
they were ambushed, and that the forces of the bandits are innumerable, and
armed with magical weaponry. The inventory was stolen by bandits two days
ago, several miles from town.
The remains of the caravan can be located rather easily, as the bandits burned
the wagon. In addition, the bandits burned their symbol, a clawed hand
clutching a bloody heart, into a nearby tree. Evidence of a fight is obvious, and
despite the time since the attack, they can be tracked, thought it may be
difficult.
The bandits are holed up in an old watermill and stone house not too far from
the ambush site. They are a small force, desperate and hungry. In their midst is
the survivor, who faked his death. He was a mole, planted in the caravan to tip
it off to the bandits, as his wife is the bandit leader.

Rumors
Foreign coins will soon be declared contraband in Pollia. Ilbert Woodhen is
offering to buy them for half price and melt them down for their metal value.

Chulainnholt (85, 76)


Nation: Belthden
Population: 32,722
Motto: We are Still Here
Year Founded: 1943

Potential Plots
Fae Marauders
A group of fae, supposedly striking from a portal in the forest that leads to
the Winter Court, have been attacking travelers of late. Some think they are
mundane bandits in disguise.

Rumors
The darkness is getting ready to counterattack.

Cidanum (81, 81)


Nation: Clochland
Population: 6,649
Motto: A Sword against the Bastard
Year Founded: 2057

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Cidanum stands a tall stone spire, the tower of Kothrán The
Luminous. This venerable wizard keeps to himself for the most part, but serves
as an advisor to the mayor, and is loved for hosting a harvest festival for the
town each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Kothrán's tower. All that night the air was electric, and the earth
continued to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Rhys Vaultcast the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Rhys Vaultcast began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Kothrán The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
Gundisalvus Everpot is a drunkard, and beats his wife Cecily when he's had
too much ale.

Clayhilin (82, 72)


Nation: Pitairne
Population: 6,451
Motto: Wake not a Sleeping Ankylosaurus
Year Founded: 2178

Potential Plots
A Filthy Enigma
Something is driving vermin from the sewer systems of Clayhilin, and locals
will pay to find out what it is.
All manner of vermin have been fleeing forth from Clayhilin's labyrinthine
sewers over the past few weeks, and taken up new homes in the dwellings and
businesses nearby. Concerned residents are offering a reward to anyone who
might be brave enough to venture down into the dark sewers and find out
what's driving the animals out.
Deep within the strangely-clean sewers lies the answer: a gelatinous cube has
spawned 3 more cubes recently, and they have driven anything living out of
the tunnels.

Rumors
The darkness is getting ready to counterattack.

Clodanum (86, 73)


Nation: Griananea
Population: 58,645
Motto: Strength Ever Grows
Year Founded: 2189

Potential Plots
A Stolen Feast
The King of Griananea has planned a great feast later this evening to cement a
trade deal with a former rival. Unfortunately, the exotic ingredients to this feast
were recently stolen from the city's finest kitchen.
Cato Beaumont, a bureaucrat who is an old rival of the King, stole the food to
embarrass King Travers Styles and ruin the trade deal, which could lead to
open conflict!
King Travers Styles has worked on this trade arrangement for years, and the
two sides have finally reached a deal, averting a crisis between the two
nations. With only hours to spare, the chefs offer a substantial reward for
whoever can find the culprit of this heinous heist and the reasons for his
thievery.
The chefs from the kitchen swear that they don't know what happened, and
that every one of the staff was out of the kitchen while the meal was pilfered.
They are willing to pay quite a price to have the food returned in time, and a
bonus if done so discretely. If the trade accords fail because of their kitchen,
not only will they never work again in Clodanum, but they will likely never
leave it again unless within coffins.
Of course, the staff is partly to blame. Although none will readily admit it, they
were all outside the kitchen, gambling with a seedy fellow named Taniel Hass.
One of the staff will suggest that this man may have had something to do with
the theft, as they had rarely seen him in that part of the city.
Further investigations will indicate that Taniel resides at an inn not far from the
kitchen. He still has all of the food (save a few morsels he took for himself)
secreted away. He doesn't want to invite a beating upon himself, but he will try
to flee the scene. If apprehended, he will explain more of the story, and reveal
the goods in return for a pardon for the theft.
Years before, when the King's position was being decided, an old rival of Paol
Claybrook could not stand the overwhelming praise for the future King. Cato
Beaumont wanted to humiliate King Travers Styles and hired Taniel to
sabotage the dinner.
Taniel, if promised his pardon, he will lead the investigators to a small
warehouse where the goods are being stored, and will help return them to the
King's kitchens. Unbeknownst to him, his employer has hired a group of ten
thugs to watch the warehouse, and they will attempt to surprise and defeat
anyone who interferes with Cato's plan.

Rumors
Doves have not been sighted in Clodanum for a year because they are being
sacrificed by a cult.

Clothhall (79, 70)


Nation: Pitairne
Population: 9,150
Motto: Prestige is Greater than Infallibility
Year Founded: 2090

Potential Plots
Fungal Infection
An unusual fungus has been ruining Clothhall's stored grain reserves of late,
and the mayor wants to figure out what's happening and how to stop it.
The fungus was released by a colony of mushroom peoples to stop farmers
from moving into their territory.
Clothhall's farmers have never seen a fungus like this before; it's hard to kill
and spreads like wildfire. It's certainly nothing native to this area, and if this
problem is not solved soon, there may not be enough grain to last through the
winter and spring.
The first time the fungus was encountered was by Margery Wisesmith, a local
farmer who lives on the edge of town, and she discovered the fungus for the
first time three weeks ago. An investigation will reveal that the fungus spread
to neighboring farms, and then to the rest of the village.
Unknown to Margery, the edge of her fields are just above an underground
colony (a meld) of thirty mushroom people. For years, the meld and Margery's
farm have coexisted peacefully. Recently, however, she has expanded her
fields, which has caused the structural collapse of many of the mushroom
peoples' tunnels. As a result, the meld's Sovereign decided to destroy
Margery's grain crops, and hopefully cause her to move. Three weeks ago,
when one of her cows escaped its pen into the woods, the mushroom people
rubbed the spores onto its hide.
The mushroom people only want the preservation of their tunnels.
Unfortunately, when a small group of them approached the farm to speak with
Margery, they were chased off the property by her trained guard dogs, and are
now afraid to approach. If reasoned with, they will agree to provide the
surface-dwellers with a different type of fungus, that will feed on, and
ultimately destroy, the one they cultivated to destroy the crops.

Rumors
The wizard Ragnderúder the Merciful claims that a comet will soon appear,
bright enough to see even during the day, and it will signal the end of the
Dictator's reign.

Clunlow (81, 81)


Nation: Pollia
Population: 7,092
Motto: Where Dragons Tread
Year Founded: 2043

Potential Plots
The Hostage
A local criminal called Lodowin the Insolent has taken a young girl from
Clunlow hostage, and fled into the forest nearby. Clunlow is offering a
sizable reward for Muriel Spellyard's return and the criminal's capture.

Rumors
Clunlow was founded 459 years ago by the Muston family, after they were
exiled from the court of Pollia.

Coalgate (76, 75)


Nation: Pollia
Population: 9,905
Motto: Grace cannot be Bought
Year Founded: 2007

Potential Plots
Crab Pot Stakeout
Lookouts are needed by a fisherman to catch his rival in the act of stealing his
catch.
Brandwin Malf is a middle-aged fisherman who makes his living catching and
selling crabs. This puts him in direct competition with Avdvenus Duskcliff, a
wily veteran crab fisherman who has long been Brandwin's rival. Brandwin
suspects that Avdvenus has been stealing crabs from his crab pots so he can
blackmail the older man. To this extent, he is looking to hire one or more
lookouts.
Brandwin will eagerly explain his plan. The lookouts' only job is to hide and
watch his crab pots at night, when he suspects Avdvenus will come around to
steal any captured crabs. He reiterates with a stern voice: the lookouts are NOT
to interfere! Once the lookouts have confirmed the theft, they are to send a
rider to bring the news to Brandwin, so he can be at Avdvenus's home, waiting
to catch him red-handed. When he does, he will offer the man a choice: he can
go to jail for being a thief, or he can agree to marry his daughter Judith to
Brandwin, as Brandwin has long been in love with Judith.
The stakeout is set to take place on a sandy bluff by a series of tidal pools
where Brandwin typically leaves his crab pots. From the bluff, about eighty
feet from the water, the lookouts will have a great view of the area and can
easily remain hidden. The night of the stakeout is clear with a bright moon in
the sky. Just as predicted, a figure will emerge from the darkness to check the
traps, and open them to steal the crabs. This figure, it turns out, is none other
than Judith herself. Her father has been stealing the crabs, but tonight he has
taken ill. As she does so, the lookouts notice a number of other figures
approaching the tidal pools: three water-logged sea-ghouls, with pallid green
skin, a mouth full of needle-like teeth and barnacle-covered claws. The
lookouts will have to decide whether they are to intervene to try and save the
woman from the approaching sea-ghouls, or do as instructed and abstain from
interfering.

Rumors
Coalgate was built on an ancient burial grounds, and the ghosts of those
interred there send nightmares to those who sleep over their bones.

Coddnue (80, 79)


Nation: Pollia
Population: 9,035
Motto: Loyalty is its Own Reward
Year Founded: 2023

Potential Plots
Unexpected Exhumations
Recently, citizens have noticed that some of the graves in the local cemetery
appear to have been tampered with. They worry that their fallen are attempting
to rise, and are calling for adventurers to be on the ready when the dead finally
crawl from their graves.
An undertaker is digging up the graves and burying the bodies without coffins,
keeping the ones in his shop for display purposes in order to save money.
Several of the graves were tampered with, a few more were excavated, and the
dead interred therein lie at the bottom—but the coffins they were buried in are
nowhere to be found. The citizens are ready to pay dearly to make sure that
they don't end up overrun by the undead, and the aged priestess who runs the
only temple in the village—a respected town leader—has prophesized that the
adventurers are here to save them all.
If the investigators decide to exhume the other graves that were tampered with,
they will find a second body in those coffins. The reason for the state of the
graves isn't so sinister, however. Simple greed is the cause for the graves being
unearthed. The undertaker, old Charles Plagueeye, has come up with a way to
looking to make some extra coin for his shop. He brings his display coffins to
the cemetery, and lowers them into the ground; but once mourners leave, he
simply pulls the coffin back up, and takes the body out, only to place it in an
already-used grave instead!

Rumors
Rikart Mauntell is a drunkard, and beats his wife Hilda when he's had too
much ale.

Coelus (85, 74)


Nation: Griananea
Population: 9,187
Motto: We Trust None but our Own
Year Founded: 2182

Potential Plots
Forestry Rights
Two rival groups of woodcutters lay claim to the same stretch of forest. If
someone does not negotiate a truce between them soon, there will be
bloodshed.

Rumors
Word is a giant has killed Lord Hæilgæirr Goring and taken up residence in his
castle a couple of days north. The giant is making all the locals bring him
animals to eat and threatening to destroy their homes.
Conesbottle (83, 79)
Nation: Pollia
Population: 6,603
Motto: Hope of a Better Age
Year Founded: 2042

Potential Plots
Meteor Shower
A spectacular meteor shower is seen on one clear night over a wide area,
delighting some and terrifying others. As always, there are those who see
profit in this rare event.
The showers have Conesbottle a-buzz with rumor and speculation, ranging
from the disfavor of the gods, blessed positive portents, to glee at the beauty of
it. An overheard conversation indicates that the metals in those rocks from the
sky can, on occasion, be used to craft magical items, and thus are extremely
valuable. This statement is uttered by Úlfeider Hautreeve, the agent for the
reclusive local wizard Ursula Stepney. She will put the word out that someone
could earn a pretty bit of coin by recovering the metals on the wizard's behalf.
The Impact Site
The impact site can be found 1 miles from Conesbottle. Though there are
dozens hunting for any star-metal that may have fallen from the sky, none have
yet discovered the impact site. A crater twelve feet across and four feet deep
holds the bolide that fell from the sky. This black chunk of metal is about the
size of a human head, and lies partially buried at the bottom of the crater.
After any investigators extract the bolide, they come into conflict with a local
lord who claims these lands as his/her own, and sent a foraging party to
recover the metal. Lord Simeon Eyston's retainers assume the investigators
have found the metal, and demand they give it up at the point of a sword. The
leader of Lord Simeon's recovery party, a dour woman named Björg Vinter,
wants to avoid drawing blood if possible, but is instructed to resort to violence
if the investigators will not give up the rock.

Rumors
Stæinlaug Francey has actually been to the capital.
Corneyknowle (82, 72)
Nation: Pitairne
Population: 7,025
Motto: Polite Mothers
Year Founded: 1905

Potential Plots
Brazen Poachers
The Dictator has marked the forests outside of Corneyknowle as protected, but
poachers continue to kill animals within its borders.

Rumors
Corneyknowle was founded 633 years ago by the Norbury family, after they
were exiled from the court of Pitairne.

Cossanica (87, 73) - capital


Nation: Calaia
Population: 20,423
Motto: Jewel of the Forest
Year Founded: 1987

Potential Plots
Healing Tea
An apothecary's daughter has grown ill, and the only thing that can save her is
a particular kind of tea leaf from a nearby forest.
The forest that the apothecary's daughter gathers herbs from is the same one
that caused her to grow sick. Anyone who ventures into the forest has to keep a
keen eye on the strange myconid creatures that live there.
An apothecary of great renown has earned high praise from the people of the
nearby villages. He has to admit, his fame was earned with the help of another:
his daughter. As Malet von Spellmeyer grew older and infirm, he passed along
his knowledge to his daughter, Virgien.
While the apothecary was young, there was no animal or beast that could send
him scurrying from much-needed herbs, roots, and seeds, and his daughter
picked up that trait as well. However, Virgien's pride was her undoing. After a
recent trip for supplies, she has grown terribly ill. The apothecary knows that
the only thing that will cure her is a kind of tea leaf from a nearby forest—the
same forest that the daughter frequents.
Because the apothecary is old and unable to even walk long distances, he
cannot make the journey to find the tea leaves. Instead, he will direct those
who are strong in both body and spirit to the component that will save his
daughter's life.
The forest is filled with all manner of creatures, and some are hostile—
especially to a larger group of adventurers who infringe upon their homes.
Malet cautions the group to watch out for a race of mushroom-like people. In
fact, these mushroom-people are the ones responsible for Virgien's illness in
the first place, and the tea leaves he seeks only grow well within their domain.
They coat their weapons with a toxin that can inflict a terrible sickness upon
their victims. Fatigue, dizziness, and fever are just some of the symptoms of
their poison.
The mushroom-people are difficult to talk to, but are not intrinsically evil.
They will only attack when intruders harm living parts of the forest or invade
their domain. When communication can be established, they can be swayed to
part with the tea leaves that can save the apothecary's daughter.

Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Cossanica has experienced a rather unusual influx of guards of late.
The guards claim that they've been sent from the capitol of Calaia, and they
have identification that looks to prove those claims. However, since these new
guards have arrived, crime has only seemed to increase!
The venerable sheriff, Eric Linentoe, has done some research on his own, and
found that many of these alleged guards are in fact brigands and highwaymen
—some who he personally captured or arrested in his younger days.
The sheriff has suspicions that the new guards may be the reason Cossanica
has seen such dark times of late. He's looking for any stalwart adventurers who
would be willing to dig a little deeper to find out if his hunch is correct, and
the reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Alwold Hako, a
crook who feels the sheriff wronged him earlier in life by marrying the woman
he was in love with.

Goblin Territory
Savage goblins mounted on worgs have been attacking those who venture into
the nearby woods. One survivor says they have claimed the woods as their
own.

Rumors
Madiltha is actually the illegitimate daughter of Madiltha Dryden by her lover
Kolgrim Carrotclub rather than her husband Kolgrim.
Winter is coming, and it will be the longest, coldest, darkest winter ever.
Cossanica is going to be demolished when the King turns the area into a
hunting preserve.

Cottenscot (78, 73)


Nation: Pitairne
Population: 6,975
Motto: Fathers of Heroism
Year Founded: 2009

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Cottenscot, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
An anonymous benefactor provides generously for the orphanage. It is
rumored to be Melkira Carrotsoul, but this has never been publicly confirmed.
Coulbevas (83, 78)
Nation: Pollia
Population: 9,186
Motto: Luminous History
Year Founded: 2079

Potential Plots
Waking the Dead
The dead have awakened in the nearby cemetery, and villagers are asking for
help to return their fallen to rest.
A carriage crashed through one of the cemetery crypt's heavy stone doors. Its
cargo of alchemical ointments spilled and mixed, causing the corpses inside to
reanimate.
At night, the dead have begun walking the grounds, and word around the
nearby village is that those deceased family members are attempting to return
to their families. By morning, however, there is a relative peace, and the
shambling dead are all accounted for in the cemetery once more.
If the adventurers enter the cemetery during the daylight hours, they will
discover what may be the cause of unrest: a carriage crashed through an iron
fence and smashed into the doors of a crypt, leaving the way open for those
risen.
When of the adventurers' discovery reaches the ears of the other villagers,
they'll suggest that new doors be put into place upon the crypt, and will pay
anyone who is brave enough to set the doors in place. This will not truly put
the dead to rest, though.
The carriage that damaged the crypt belonged to Gillian Glitterrum, a traveling
merchant who was shipping clerical supplies across the countryside on behalf
of a powerful priest. She decided to take a shortcut through the cemetery that
did not end well for her. Her goods spilled from the carriage and broke upon
the ground. With no cargo to sell, she is now indebted to the priest, who does
not suffer failure lightly. Thus, the merchant fled into the woods.
Of course, there is another way that the dead can be put to rest. If someone
ventures into the crypt, they will find the cause of the dead's unexpected rise.
Gillian's goods collected in an open grave at the bottom of the crypt, where
they pooled together to create an odd concoction. This caused the tomb to be
polluted with necromantic magic, and the entire interior of the tomb glows
with an unnatural emerald light. If the concoction can be safely removed from
the tomb, the dead would cease to walk the earth near the villages.

Rumors
A horde of gold has just been found, so enormous that gold will soon be worth
a fraction of its current value.

Craycroft End (80, 80)


Nation: Pollia
Population: 9,565
Motto: Never Slighted without Cost
Year Founded: 2000

Potential Plots
Holy Treasure
The Court recently issued an edict that handsomely rewards those who recover
holy relics and donate them to the kingdom. Explorers of all kinds have been
searching in every cave and under every rock in Pollia, hoping to strike it rich.
A woman named Bekkhilder Crugg has a map to an ancient tomb that she
believes holds a relic of a renowned priest named Philip the Infallible. She is
offering to split the reward with anyone who helps her find the relic.

Rumors
Alber Kinge brings in extra coin by warming the bed of any man who will pay.

Cristian's Mead (79, 83)


Nation: Clochland
Population: 55,371
Motto: By Counsel and Courage
Year Founded: 1978

Potential Plots
A Filthy Enigma
Something is driving vermin from the sewer systems of Cristian's Mead, and
locals will pay to find out what it is.
All manner of vermin have been fleeing forth from Cristian's Mead's
labyrinthine sewers over the past few weeks, and taken up new homes in the
dwellings and businesses nearby. Concerned residents are offering a reward to
anyone who might be brave enough to venture down into the dark sewers and
find out what's driving the animals out.
Deep within the strangely-clean sewers lies the answer: a gelatinous cube has
spawned 2 more cubes recently, and they have driven anything living out of
the tunnels.

Rumors
Sir Marcher Kerper is in love with his squire.

Daknet (84, 71)


Nation: Pollia
Population: 152,669
Motto: Majestic Sons
Year Founded: 1786

Potential Plots
A Missing Scorpion
A gang of hapless thieves has stolen a powerful new weapon, and the mayor
wants it recovered discreetly.
The Court commissioned a local artisan to craft a new weapon of war, which
its creator, Asa Fortescue, has dubbed a Rotary Scorpion. The device is a siege
instrument with a rotating cylinder attached to a launching mechanism, The
cylinder can hold up to ten 7-foot bolts, and after each bolt is fired, the next
bolt is immediately lined up in its place. The weapon is lightweight, very
mobile, and can fire bolts four times faster than any scorpion known. A well-
trained team can even reload the barrel as its being fired, which gives it an
unparalleled advantage on the battlefield.
The device was stolen from Asa Fortescue's workshop three days ago. The
mayor is worried who it might be sold to and how it might be used but is even
more worried that the Court will discover that the weapon is lost, and he'll be
held responsible. He is looking for a discreet team to find and return it before
anyone realizes it is gone.

Rumors
Lambert is actually the illegitimate son of Fili Heathercrow with her lover
Lambert Wheatcharm rather than her husband Gerald.

Debholm Field (77, 73)


Nation: Pitairne
Population: 9,199
Motto: We Grow, We Conquer
Year Founded: 2059

Potential Plots
Healing Tea
An apothecary's daughter has grown ill, and the only thing that can save her is
a particular kind of tea leaf from a nearby forest.
The forest that the apothecary's daughter gathers herbs from is the same one
that caused her to grow sick. Anyone who ventures into the forest has to keep a
keen eye on the strange myconid creatures that live there.
An apothecary of great renown has earned high praise from the people of the
nearby villages. He has to admit, his fame was earned with the help of another:
his daughter. As Payne Hapra grew older and infirm, he passed along his
knowledge to his daughter, Amice.
While the apothecary was young, there was no animal or beast that could send
him scurrying from much-needed herbs, roots, and seeds, and his daughter
picked up that trait as well. However, Amice's pride was her undoing. After a
recent trip for supplies, she has grown terribly ill. The apothecary knows that
the only thing that will cure her is a kind of tea leaf from a nearby forest—the
same forest that the daughter frequents.
Because the apothecary is old and unable to even walk long distances, he
cannot make the journey to find the tea leaves. Instead, he will direct those
who are strong in both body and spirit to the component that will save his
daughter's life.
The forest is filled with all manner of creatures, and some are hostile—
especially to a larger group of adventurers who infringe upon their homes.
Payne cautions the group to watch out for a race of mushroom-like people. In
fact, these mushroom-people are the ones responsible for Amice's illness in the
first place, and the tea leaves he seeks only grow well within their domain.
They coat their weapons with a toxin that can inflict a terrible sickness upon
their victims. Fatigue, dizziness, and fever are just some of the symptoms of
their poison.
The mushroom-people are difficult to talk to, but are not intrinsically evil.
They will only attack when intruders harm living parts of the forest or invade
their domain. When communication can be established, they can be swayed to
part with the tea leaves that can save the apothecary's daughter.

Rumors
Manwin has been promised in marriage to Bridget Weber by her parents, Alber
and Katherine Hugh. He loathes her, and is making plans to run off before the
wedding.

Demonchapel (81, 72)


Nation: Pitairne
Population: 56,973
Motto: Home of the Hardworking
Year Founded: 1904

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Repulsive Joys have been
raiding settlements and robbing travelers in the area.

Rumors
Heinrich Johnson was murdered and replaced by a lookalike.

Dervadininius (80, 68)


Nation: Pitairne
Population: 9,402
Motto: Courteous Citizens
Year Founded: 1904

Potential Plots
An Historic Squabble
A long-running squabble between two highly lauded historians comes into the
spotlight when one of them turns up dead.
Janet Hackman and Mawa Purles have been two of the most prominent
academics in the dictatorship. Each of them has uncovered deep secrets from
the past and risen to great fame: Janet through a beautifully-written series of
widely-read books advocating one interpretation of Pitairne's earliest history,
and Mawa as an enthralling lecturer proclaiming a directly opposing view.
When Mawa was found dead the morning before a scheduled speaking
engagement, it was first believed to be due to natural causes. However, a
close inspection by the Dervadininius medical staff revealed the presence of a
powerful if highly unusual toxin. A very suspicious discovery, for that same
substance was prominently mentioned in Svartabrander's latest treatise.
The famed author, always reclusive, appears to have fled after leaving a note
protesting her innocence. The heirs of Mawa Purles offer a reward for the
alleged murderer's capture.

Rumors
The local graveyard has a dark secret. Everyone buried there is dug back up a
few days later, and their reanimated corpses become the newest recruits in a
private undead army the Mayor is building.

Dorstons Gate (86, 70)


Nation: Pollia
Population: 15,943
Motto: 459 Years of Wisdom
Year Founded: 1965

Potential Plots
Sinking the Market
Cheap pearls have flooded the market in Dorstons Gate, and gem merchants
are looking to find out where they come from.
Up until about three months ago, Guthlaug Bloom was the proprietor of a large
bait shop near the docks. Now, however, she owns one of the most successful
jewelry stores in Dorstons Gate. Her new shop is known for its beautiful
pearls, which are uncommonly round, have a very high lustre, and come in a
variety of colors. Pearls of this high quality tend to sell for twice the price in
other shops.
The various jewelers in Dorstons Gate are looking for investigators to
determine where Guthlaug gets her pearls, and how she can sell them at such a
low price. Their agent, a hardworking man named Alan Allington, is acting on
their collective behalf, looking to hire investigators to figure out Guthlaug's
secret.
Guthlaug's Secret
Everyone in Dorstons Gate knows the best pearls come from the oyster beds a
few miles off shore. These beds are under the control of a local merfolk colony
that is openly hostile to any visitors. A few months back, Guthlaug
accidentally captured a young merfolk girl in her nets, but decided to hold on
to her. She confronted the girl's father and said that she would only release the
girl if her father brought her a bucket of high-quality pearls from the merfolk's
oyster beds once per month for the next year. Only then would she turn over
her captive. Since then she's hired a group of twelve mercenaries to guard her
two properties, and two of them accompany her wherever she goes. The
mercenaries carry daggers, clubs, and short swords, and wear studded leather
armor.
There are several clues that the investigators may pursue.
• Should they choose to break into her bait shop, the investigators will find,
behind a locked metal door, a room with an earthen floor and a twenty-foot-
deep pit filled with water. This is where Guthlaug is keeping Saumlod, her
young merfolk captive.
• The investigators may choose to tail Guthlaug. If they do so, nothing
particularly interesting happens for the most part, but 1d4+2 days into the
surveillance, she will paddle a boat out into the water late at night and receive
a bucket of pearls from the merfolk
• Guthlaug has kept a ledger of her transactions with the merfolk in a desk
drawer at her home on the other side of town. The desk drawer is locked, and
protected by a poison-dart trap. Each of the three transactions thus far are
logged here, and several dates in the future are marked as 'offshore pickup.'
These are the dates in which she plans to meet the merfolk and receive another
bucket of pearls.

Rumors
A group of hooded and cloaked strangers have showed up in Dorstons Gate
and seem to be searching for someone.

Dry David (80, 79)


Nation: Pollia
Population: 10,318
Motto: Blessing in Resolve
Year Founded: 1996

Potential Plots
A Large Beast
The woodcutter Cyrie Fitfish recently reported spotting a section of tall trees
broken and brushed aside, as if something very large – and likely dangerous -
made its way through the nearby forest.

Rumors
We are about to start being taxed if we don't go to the temple enough.

Dry Hemblpool (86, 72)


Nation: Pollia
Population: 9,213
Motto: Let Us be Judged by our Acts
Year Founded: 2042

Potential Plots
The Wailing Well
A town is distraught over the terrifying noises they hear in the night. They
believe a haunted well is the cause.
A scorned woman, hung for alleged but false indiscretions, haunts the well
until false accusations against her are brought to light.
The local townsfolk have heard a terrifying distant cry that sends shivers up
their spines in the middle of the night. During the day, the hustle and bustle
renders the sound nearly silent, but as they settle down for the evening, the
baying always returns.
Word around town is that the place is haunted by an apparition. Years before, a
woman, Margared Herorest, was ripped from her bed, given a hasty trial by the
town well, and hung in the town square, a punishment for her alleged adultery
—allegations she vowed were false even as the noose cinched around her
throat. Before her final off the stand, she swore that she would return to enact
vengeance upon the people who had wronged her so.
Though no one has seen the apparition, many are convinced that it is
Margared, restored in her manner of undeath to perform her acts of retribution
unto her aggressors. Some of the townsfolk have already packed and prepared
to leave their homes for good, while others hope that someone will be able to
encourage the wraith to move on.
In fact, Margared can be coerced to abandon her curse on the town if her own
accusations are recognized as false, and if the one responsible for the
allegations is brought to light. Another woman in town, Emma Wisefriend,
who fancied Margared's husband Leobwin, planted the seeds of doubt in the
minds of the other villagers, and accused Margared of sleeping with a traveler
who passed through town while her husband was gone.
If Emma is brought to the town square, Margared will emerge, and attempt to
take her vengeance.
The apparition can be positively identified as the alleged adulterer by way of
an ornate bracelet that she wore upon her death. It would be worth a significant
amount of coin to the right buyers.

Rumors
Lord Védiarfr Baumann is willing to pay handsomely for the return of a prized
ancestral sword lost by his grandfather.
Dry Irvin (86, 72)
Nation: Griananea
Population: 82,636
Motto: Debonair Fathers
Year Founded: 2180

Potential Plots
Goblin Territory
Savage goblins mounted on worgs have been attacking those who venture into
the nearby woods. One survivor says they have claimed the woods as their
own.

Rumors
The village idiot was once a powerful wizard who lost his mind when
attempting diabolical spells.

Duskfield (83, 77) - capital


Nation: Belthden
Population: 108,373
Motto: Courageous City
Year Founded: 1692

Potential Plots
Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Duskfield has experienced a rather unusual influx of guards of late.
The guards claim that they've been sent from the capitol of Belthden, and they
have identification that looks to prove those claims. However, since these new
guards have arrived, crime has only seemed to increase!
The venerable sheriff, Atam Gedding, has done some research on his own, and
found that many of these alleged guards are in fact brigands and highwaymen
—some who he personally captured or arrested in his younger days.
The sheriff has suspicions that the new guards may be the reason Duskfield
has seen such dark times of late. He's looking for any stalwart adventurers who
would be willing to dig a little deeper to find out if his hunch is correct, and
the reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Gunnsteinn Savage,
a crook who feels the sheriff wronged him earlier in life by marrying the
woman he was in love with.

Missing Students
The city's magical academy typically gets a score of new students each year.
This year, none showed up at all.
Luke Institute for the Paranormal Arts gets a steady stream of new students,
mostly from the upper crust of Duskfield, each year. They were expecting a
class of fifty students. The parents sent them off to the Institute a week ago,
but not one ever arrived.
The Institute has a long history in Duskfield and is well respected. There have
been, however, a few nefarious incidents in the Institute's past, which has
caused the occasional haunt or poltergeist to appear. No one has ever seen
anything like this, however, and Headmaster Fjördís Giese has offered a
sizable reward to anyone who can solve the mystery.

The Hungry Giant


Duskfield is on the verge of panic, as a frightening giant steals away one of
their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Atam, they will find he is
not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.

Rumors
Raskulfr Healfdene has grown rich by providing late-night companionship for
the city's wealthier widows.
Susan Foot says that the Senate is going to dam up all the rivers and charge us
to drink the water.
A horde of gold has just been found, so enormous that gold will soon be worth
a fraction of its current value.

Elslow (87, 72)


Nation: Pollia
Population: 8,465
Motto: Loyalty for all
Year Founded: 2183

Potential Plots
A Large Beast
The woodcutter Hildigardis Noke recently reported spotting a section of tall
trees broken and brushed aside, as if something very large – and likely
dangerous - made its way through the nearby forest.

Rumors
They say the woods outside town are haunted by a woman who's son was
murdered there. They say she comes for you if you have blood on your hands.
Eskernick (81, 77)
Nation: Pollia
Population: 6,864
Motto: Do Unto Others as They Would have Done
Year Founded: 2055

Potential Plots
Friendly Competition
An adventuring group called "Dinosaur's Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Dinosaur's Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Dinosaur's Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Dinosaur's Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Dinosaur's Cross should try to step in on them, complicating the character's
actions. Where ever possible, Dinosaur's Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Dinosaur's
Cross will eventually move on, but stories of their exploits should continue to
reach the party occasionally. If the players turn Dinosaur's Cross in to allies,
use them again as contacts in other plots, but they won't join forces with the
party in any meaningful way, as they are just too independent for that.

Rumors
The darkness is getting ready to counterattack.

Foxchurch (85, 71)


Nation: Pollia
Population: 7,199
Motto: Purity over Power
Year Founded: 2065

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Foxchurch stands a tall stone spire, the tower of Dunnic The
Lovely. This venerable wizard keeps to himself for the most part, but serves as
an advisor to the mayor, and is loved for hosting a harvest festival for the town
each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Dunnic's tower. All that night the air was electric, and the earth
continued to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Edwold Willmer the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Edwold Willmer began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Dunnic The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
Local pet dogs have been disappearing because they have run off to join a pack
led by a werewolf.

Foxdour (85, 77)


Nation: Belthden
Population: 6,989
Motto: A Majestic Place
Year Founded: 1987

Potential Plots
Hijacked
A desperate alchemist needs help. She leveraged her funds on a large shipment
of inventory, but it was hijacked.
Mahthildis Silverbane the Alchemist has barkeeps and shop-owners on the
lookout for anyone who seems capable of helping. Those merchants will refer
such individuals to her eclectic home near the edge of town. They are her last
hope to recover the shipment and avoid paying the penalty to the crime boss
she took out a large loan from.
She knows her shipment was hijacked because there was one survivor, named
Donald Swart. He was a porter, and suffered massive injuries in the fight with
the bandits. He staggered down the trade-road until found by a passer-by, and
died shortly thereafter. His last request was to inform the Alchemist that they
were ambushed, and that the forces of the bandits are innumerable, and armed
with magical weaponry. The inventory was stolen by bandits two days ago,
several miles from town.
The remains of the caravan can be located rather easily, as the bandits burned
the wagon. In addition, the bandits burned their symbol, a clawed hand
clutching a bloody heart, into a nearby tree. Evidence of a fight is obvious, and
despite the time since the attack, they can be tracked, thought it may be
difficult.
The bandits are holed up in an old watermill and stone house not too far from
the ambush site. They are a small force, desperate and hungry. In their midst is
the survivor, who faked his death. He was a mole, planted in the caravan to tip
it off to the bandits, as his wife is the bandit leader.

Rumors
Edmont Lyfeld is a drunkard, and beats his children when he's had too much
wine.

Garros's Wood (78, 71)


Nation: Pitairne
Population: 9,876
Motto: Children of Invincibility
Year Founded: 2037

Potential Plots
The Wizard's Folly
A dragon turtle has been swimming up the coast, attacking ships and eating
anything it comes across. One wizard has a plan to stop it.
For weeks now, stories of an enormous dragon turtle, rumored to be over fifty
feet long, have spread throughout Pitairne. The savage beast is reportedly
responsible for the death of dozens of sailors and fishermen, and rumors claim
it has attacked five ships and sunk two. Citizens are beginning to panic, as
every day it seems to draw closer and closer to Pitairne.
The eccentric wizard Hedingunnr Beethorn has made it known that she has a
plan to stop the beast, and only needs a handful of capable individuals to enact
it. A standing offer of coins and jewels has been raised to hire the people
Hedingunnr needs. She explains that her plan is rather simple: she has crafted
a potion that, if it is swallowed by the great beast, will cause it to turn away
from Garros's Wood and never return. If pressed, she will reveal that the entire
scenario is her fault, as she recently cast a scrying spell that contacted the
beast's mind, and now it's seeking her directly. She'd prefer to keep this portion
of the events a secret, and will add another 200gp to the bounty to keep it
quiet. The potion is stored within a ten-gallon sealed barrel, and it has to be
fully ingested for the potion to work. Hedingunnr has commissioned a fishing
boat, captained by an irritable veteran sailor named Godram Undercask, called
Luminous, to help them locate and deal with the beast.

Rumors
Recently the beach has been covered in smelly piles of dead jellyfish. These
are the result of monstrous creatures offshore.

Glosding (79, 81) - capital


Nation: Clochland
Population: 81,447
Motto: For the Sake of Loyalty
Year Founded: 1765

Potential Plots
Kidnapping at Sea
A notorious rogue plans to kidnap a noble during an upcoming sailing race.
The 17th annual Glosding Sea Race is scheduled to take place in seven days.
Ten to twenty small sailing vessels, owned and crewed by the sons and
daughters of the nobility, engage in this race each year, and each participating
family takes great pride in the competition. This year, however, the
enterprising rogue Thomas the Truthful plans to make a tidy sum off the race.
Thomas needs fellow conspirators to pull of his "foolproof" plan. At a small
island called Margery's Rock, racing boats make a large turn back towards the
shore, marking roughly the halfway point of the race. Few know that there is a
small sea cave upon this rock, and this cave is where Thomas plans to make
his move.
The target is the young daughter of House Catesby, Hilditrut. She will be
captaining the Resplendent Rest, along with six other sailors. When making
the turn at Margery's Rock, ships tend to hug it closely, about 200 feet away.
From the vantage point of the sea cave, the boats can easily be seen.
Thomas has a magical ring that allows its user to cast a teleport spell; it has
two uses remaining. The wearer of the ring, along with one other, will teleport
onto the boat, grab Hilditrut, then teleport back to the sea cave. Well hidden,
no one will know to look for them there, and once the search has concluded,
Hilditrut will be ransomed back to House Catesby. Thomas the Truthful plans
to split the profits from the ransom equally between all of the conspirators.

Pirate Tithes
Pirates have plagued ship traffic of late and local merchants will certainly
reward anyone who puts an end to their activities.
Pirates are harassing ships a few miles from land as they leave or approach
Glosding's harbor, demanding a "tithe to the gods of the sea." Ships who
relinquish ten percent of their cargo are allowed to sail on, while those who
refuse are sunk, set afire, butchered, or all three. Once an occasional risk, the
piracy has become so bad that the port's traffic has fallen off, causing hard
times for the city. Who will put a stop to the raiders?

Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Glosding has experienced a rather unusual influx of guards of late.
The guards claim that they've been sent from the capitol of Clochland, and
they have identification that looks to prove those claims. However, since these
new guards have arrived, crime has only seemed to increase!
The venerable sheriff, Aldbert Eston, has done some research on his own, and
found that many of these alleged guards are in fact brigands and highwaymen
—some who he personally captured or arrested in his younger days.
The sheriff has suspicions that the new guards may be the reason Glosding has
seen such dark times of late. He's looking for any stalwart adventurers who
would be willing to dig a little deeper to find out if his hunch is correct, and
the reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Nár Gedding, a
crook who feels the sheriff wronged him earlier in life by marrying the woman
he was in love with.

Rumors
An anonymous benefactor provides generously for the orphanage. It is
rumored to be Tophersson Treebolt, but this has never been publicly
confirmed.
Gussim Aeschelman is a drunkard, and beats his children when he's had too
much wine.
The Nysell family has gone missing. Rumor has it neighbors investigated and
found the house empty with a cryptic message in blood written on the ceiling.

Govisue Ford (79, 76)


Nation: Pollia
Population: 8,294
Motto: Blessed is the Purity to Come
Year Founded: 2165

Potential Plots
Baby Owlbear
A tiny baby owlbear has wondered into Govisue Ford, and has been loudly
crying out for its mother. Citizens are worried the mother will come looking
and possibly hurt someone, so they need someone to take the baby back into
the forest and away from Govisue Ford.

Rumors
The nation's coffers have nearly run dry due to the King's poor investments.

Grayhay Ford (78, 70)


Nation: Pitairne
Population: 160,687
Motto: Luminous Salvation
Year Founded: 1841

Potential Plots
The Dragons' Bane
Rumors tell of a fearsome dragon that terrorizes this region, named Gondul the
Rash. A group of silver miners have been enslaved by the beast; and all of their
break-breaking earnings go into the dragon's maw...and it's vast hoard of
treasures.
The dragon is actually the town's protector, but is enslaved by a fiend.
In actuality, the dragon is the towns protector: a fact which is revealed if
adventurers question the locals. However, in recent weeks the dragon has
ceased it's normal patrols and hasn't been collecting the gifts that the townsfolk
supply to keep the dragon fed and happy.
If the adventurers decide to undergo the perilous journey to the dragon's
nearby den, they will encounter a mind-controlling fiend who is holding the
dragon enthralled while enjoying it's hoard. The fiend will order the dragon to
attack the adventurers as soon as they are detected, while trying to stay out of
harm's way itself.
If the adventurers manage to slay the dragon and the fiend, they will have free
run of the dragon's hoard...and the eternal enmity of the townsfolk. If they save
the dragon from the fiend's clutches they will earn the eternal gratitude of the
townsfolk, a small reward, and a very powerful ally in the form of the mighty
dragon Gondul the Rash.
Rumors
Since her husband died, Sangrider Hitchcock has been spending her time with
a different man every night.

Great Wormecle (77, 69)


Nation: Pitairne
Population: 6,805
Motto: Heroic Sons, Sympathetic Daughters
Year Founded: 1950

Potential Plots
Goblin Territory
Savage goblins mounted on worgs have been attacking those who venture into
the nearby woods. One survivor says they have claimed the woods as their
own.

Rumors
Geirskogul Jay once saw the Dictator.

Great Wouldnuth (81, 81)


Nation: Clochland
Population: 6,337
Motto: Wise Wisdom
Year Founded: 1990

Potential Plots
Sectarian Abduction
Hringia Plaguebraid, the head of a local temple, has recently gone missing.
Most believe that she has been captured by the Civilized Peace religious sect,
whom the Court has recently outlawed as heathens. While that sect is still
followed by some of the older people in Great Wouldnuth, open worship of
their faith has gone underground.
Rumors
The Darius''s Justice tavern is selling a beer that they claimed has been blessed
by the King himself.

Great Zander (80, 81)


Nation: Pollia
Population: 8,625
Motto: A Honor Past
Year Founded: 2140

Potential Plots
Fungal Infection
An unusual fungus has been ruining Great Zander's stored grain reserves of
late, and the mayor wants to figure out what's happening and how to stop it.
The fungus was released by a colony of mushroom peoples to stop farmers
from moving into their territory.
Great Zander's farmers have never seen a fungus like this before; it's hard to
kill and spreads like wildfire. It's certainly nothing native to this area, and if
this problem is not solved soon, there may not be enough grain to last through
the winter and spring.
The first time the fungus was encountered was by Maria Heatherpurse, a local
farmer who lives on the edge of town, and she discovered the fungus for the
first time three weeks ago. An investigation will reveal that the fungus spread
to neighboring farms, and then to the rest of the village.
Unknown to Maria, the edge of her fields are just above an underground
colony (a meld) of thirty mushroom people. For years, the meld and Maria's
farm have coexisted peacefully. Recently, however, she has expanded her
fields, which has caused the structural collapse of many of the mushroom
peoples' tunnels. As a result, the meld's Sovereign decided to destroy Maria's
grain crops, and hopefully cause her to move. Three weeks ago, when one of
her cows escaped its pen into the woods, the mushroom people rubbed the
spores onto its hide.
The mushroom people only want the preservation of their tunnels.
Unfortunately, when a small group of them approached the farm to speak with
Maria, they were chased off the property by her trained guard dogs, and are
now afraid to approach. If reasoned with, they will agree to provide the
surface-dwellers with a different type of fungus, that will feed on, and
ultimately destroy, the one they cultivated to destroy the crops.

Rumors
Egnor Borchard brings in extra coin by warming the bed of any man who will
pay.

Greater Flashcliff (78, 69)


Nation: Pitairne
Population: 13,803
Motto: Filth is not Inevitable
Year Founded: 1984

Potential Plots
Fertility Potions
Benti Topazback, Greater Flashcliff's mayor, has tried to have a son with his
wife for the last ten years, and thus far, has only produced girls.
Benti Topazback needs some help with an alternative to having a son.
Seven daughters, that is. He's tried nearly every technique his advisors can
think of. Despite the mayor's distaste for things magical, a local physician
named Hródgerder Blaec claims she can craft an elixir that will guarantee his
next child will be a son. Unfortunately, most of the ingredients are far away,
difficult to locate, and some can only be found in areas controlled by his
enemies. Certainly able-bodied adventurers can help!

Rumors
Greater Flashcliff was built on an ancient burial grounds, and the ghosts of
those interred there send nightmares to those who sleep over their bones.

Greater Lev (78, 76)


Nation: Pollia
Population: 7,766
Motto: Daughters of Insight
Year Founded: 1970

Potential Plots
The Lost Relic
A local priest, upon hearing that a group of able individuals are in town,
reaches out to them to help find a religious relic once thought lost.
The relic has already been found, and is in the possession of a religious rival,
and another group of priests is on its trail as well.
This priest, an old, effeminate man named Jóngeirr Berwick has been
researching the artifact for decades. Finally, an obscure purchase order for a
coffin leads him to believe the artifact was buried with the corpse of a man
who may have owned it, and he will pay the adventurers generously to do a bit
of grave-robbing. He assures them that, in the eyes of his religious order, no
sin will be committed.
Of course, he's not the only one looking for this thing - a golden goblet inlaid
with runes of scrimshaw. A rival church of the same god wants it as well, and
has dispatched a group of their own to recover it, led by an uncompromising
warrior-priestess named Morgain Wyrmfield.
Complicating things further, the body (and the artifact) have already been
excavated, and are in the possession of a third rival church, this one
diametrically opposed to the Jóngeirr Berwick's. The goblet is in the hands of
that church's champion, an unyielding were-boar named Jóngeirr the Deceitful
as he attempts to subjugate local villages.

Rumors
A boy prophesied to be the next King has been born in a nearby town, and the
current King has sent assassins to kill the child.

Gregorion (82, 78)


Nation: Pollia
Population: 8,962
Motto: The Mercy to Come
Year Founded: 2171

Potential Plots
Evicted Loggers
A sect of druids have been forcing loggers out of the forests, claiming the
loggers are violating the tenets of their religion.

Rumors
Mizuka Snowrun is planning to flaunt their newfound wealth by constructing a
lofty building in the center of town. It will be not one but two stories tall, so it
towers over all others.

Grimabbey (79, 82)


Nation: Clochland
Population: 31,590
Motto: Forward in Bravery
Year Founded: 2101

Potential Plots
The Wizard's Egg
A wizard is offering a small fortune in return for a bird's egg that lies atop an
unclimbable rocky island.
The wizard Sigihild Gerard is a busy person, and suddenly finds herself in
need of the fertilized egg of a rare shorebird that nests nearby. She has made it
known that she will give the first person that brings her an egg a magical
potion and a pouch of gold. People all over Grimabbey are abuzz about it, and
while many claim that they are going to get an egg for Sigihild, no one has yet
to do so—or even attempt it.
The reason no one has yet attempted to steal an egg is because even getting to
the rookery is a monumental challenge. The shorebirds nest upon a basalt rock
called Grotesque Point, approximately two miles offshore. The rock rises two
hundred feet from the surrounding waters, and its sides are sheer all the way
down. If one were able to get a boat up next to it, the wave action might smash
it to bits before anyone can climb onto the rock. From there, someone would
need to climb a wet, almost vertical cliff with few handholds, while staving off
diving attacks by the shorebirds nesting atop the rock. If one were to fall, they
would be at the mercy of the sharks that swim in the waters here. The egg
itself is a colorful sphere about the size of a large man's fist, and weighs three
pounds.
Should someone accomplish the task and return to shore with an egg, a gang of
thieves armed with clubs and short swords will attempt to waylay them and
take the eggs for themselves. A second group of thieves, watching the scrum,
lie in wait, ready to pounce upon the weakened, winning group. If returned to
Sigihild intact, she will curtly exchange the goods for the egg at her front door,
then slam it and go about her business.

Rumors
Lord Szobek Sherman is willing to pay handsomely for the return of a prized
ancestral sword lost by his grandfather.

Hallwardling (83, 84)


Nation: Liathtrea
Population: 6,637
Motto: None Die Here
Year Founded: 2100

Potential Plots
Hijacked
A desperate alchemist needs help. She leveraged her funds on a large shipment
of inventory, but it was hijacked.
Berhta Charles the Alchemist has barkeeps and shop-owners on the lookout for
anyone who seems capable of helping. Those merchants will refer such
individuals to her eclectic home near the edge of town. They are her last hope
to recover the shipment and avoid paying the penalty to the crime boss she
took out a large loan from.
She knows her shipment was hijacked because there was one survivor, named
Leodmer Moonhand. He was a porter, and suffered massive injuries in the
fight with the bandits. He staggered down the trade-road until found by a
passer-by, and died shortly thereafter. His last request was to inform the
Alchemist that they were ambushed, and that the forces of the bandits are
innumerable, and armed with magical weaponry. The inventory was stolen by
bandits two days ago, several miles from town.
The remains of the caravan can be located rather easily, as the bandits burned
the wagon. In addition, the bandits burned their symbol, a clawed hand
clutching a bloody heart, into a nearby tree. Evidence of a fight is obvious, and
despite the time since the attack, they can be tracked, thought it may be
difficult.
The bandits are holed up in an old watermill and stone house not too far from
the ambush site. They are a small force, desperate and hungry. In their midst is
the survivor, who faked his death. He was a mole, planted in the caravan to tip
it off to the bandits, as his wife is the bandit leader.

Rumors
There are rumors that a group of thieves plan to attack caravans enroute for the
coast. Wealthy trader Alfstan Herocleaver is hiring adventurers to protect his
shipments.

Hangherne (83, 75)


Nation: Griananea
Population: 12,136
Motto: By Counsel and Courage
Year Founded: 2185

Potential Plots
Waking the Dead
The dead have awakened in the nearby cemetery, and villagers are asking for
help to return their fallen to rest.
A carriage crashed through one of the cemetery crypt's heavy stone doors. Its
cargo of alchemical ointments spilled and mixed, causing the corpses inside to
reanimate.
At night, the dead have begun walking the grounds, and word around the
nearby village is that those deceased family members are attempting to return
to their families. By morning, however, there is a relative peace, and the
shambling dead are all accounted for in the cemetery once more.
If the adventurers enter the cemetery during the daylight hours, they will
discover what may be the cause of unrest: a carriage crashed through an iron
fence and smashed into the doors of a crypt, leaving the way open for those
risen.
When of the adventurers' discovery reaches the ears of the other villagers,
they'll suggest that new doors be put into place upon the crypt, and will pay
anyone who is brave enough to set the doors in place. This will not truly put
the dead to rest, though.
The carriage that damaged the crypt belonged to Brunhilde Prowd, a traveling
merchant who was shipping clerical supplies across the countryside on behalf
of a powerful priest. She decided to take a shortcut through the cemetery that
did not end well for her. Her goods spilled from the carriage and broke upon
the ground. With no cargo to sell, she is now indebted to the priest, who does
not suffer failure lightly. Thus, the merchant fled into the woods.
Of course, there is another way that the dead can be put to rest. If someone
ventures into the crypt, they will find the cause of the dead's unexpected rise.
Brunhilde's goods collected in an open grave at the bottom of the crypt, where
they pooled together to create an odd concoction. This caused the tomb to be
polluted with necromantic magic, and the entire interior of the tomb glows
with an unnatural emerald light. If the concoction can be safely removed from
the tomb, the dead would cease to walk the earth near the villages.

Rumors
The King is fond of visiting Hangherne in disguise to temporarily escape the
burdens of office.

Hardchapel (79, 83)


Nation: Clochland
Population: 9,288
Motto: Every One Hardworking
Year Founded: 2089

Potential Plots
Waking the Dead
The dead have awakened in the nearby cemetery, and villagers are asking for
help to return their fallen to rest.
A carriage crashed through one of the cemetery crypt's heavy stone doors. Its
cargo of alchemical ointments spilled and mixed, causing the corpses inside to
reanimate.
At night, the dead have begun walking the grounds, and word around the
nearby village is that those deceased family members are attempting to return
to their families. By morning, however, there is a relative peace, and the
shambling dead are all accounted for in the cemetery once more.
If the adventurers enter the cemetery during the daylight hours, they will
discover what may be the cause of unrest: a carriage crashed through an iron
fence and smashed into the doors of a crypt, leaving the way open for those
risen.
When of the adventurers' discovery reaches the ears of the other villagers,
they'll suggest that new doors be put into place upon the crypt, and will pay
anyone who is brave enough to set the doors in place. This will not truly put
the dead to rest, though.
The carriage that damaged the crypt belonged to Alvoer Lighthoard, a
traveling merchant who was shipping clerical supplies across the countryside
on behalf of a powerful priest. She decided to take a shortcut through the
cemetery that did not end well for her. Her goods spilled from the carriage and
broke upon the ground. With no cargo to sell, she is now indebted to the priest,
who does not suffer failure lightly. Thus, the merchant fled into the woods.
Of course, there is another way that the dead can be put to rest. If someone
ventures into the crypt, they will find the cause of the dead's unexpected rise.
Alvoer's goods collected in an open grave at the bottom of the crypt, where
they pooled together to create an odd concoction. This caused the tomb to be
polluted with necromantic magic, and the entire interior of the tomb glows
with an unnatural emerald light. If the concoction can be safely removed from
the tomb, the dead would cease to walk the earth near the villages.

Rumors
Odilia has been promised in marriage to Kene Poppychipper by her parents,
Talon and Amy Long. She loathes him, and is planning to run away before the
wedding.

Hawkfield (85, 71)


Nation: Pollia
Population: 7,716
Motto: City of Purity
Year Founded: 2162
Potential Plots
Big Pointy Teeth
Townsfolk are complaining about the vicious creatures terrorizing the nearby
areas. The victims were found with terrible wounds that appear inflicted by
razor-sharp teeth.
The vicious creatures are actually a pack of dire lagomorphs, created by a mad
researcher. These oversized hares have acquired a taste for blood, and will stop
at nothing to sate their terrible thirst.
The bodies were found with deep gashes and chunks of flesh torn right off the
bone. Hawkfield's residents are worried that wolves or mountain lions have
decided to venture too close. They're willing to part with some of the gold that
they pooled together if someone would be able to make the wilderness safe
again.
While no one has seen the monsters in person, a researcher from the capital of
Pollia, named Avila Althaus, believes it to be the work of dire lagomorphs. A
crazed old man named Solvarn Neale. a former colleague of Avila was
performing odd experiments over the prior several months, all involving wild
hares. Avila also knows the perfect way to lure and capture the once-gentle
creatures.
Those who are unlucky enough to cross the dire lagomorphs will learn that
they are quick, vicious, and resilient. If any of the lagomorphs are severely
injured, they will attempt to flee from battle. An able tracker could use this
opportunity to pursue the hare back to its warren.
If someone were to find Solvarn, they'll learn that he still performs
experiments on wild hares, turning them into the vicious beasts that are
terrorizing folks in the wilderness. He is only interested in his research,
though, and will not be easily swayed from it. Flanked by a small pack of the
beasts he's created, he is a force to be reckoned with.

Rumors
Ezraine Ballard says that the Court is going to dam up all the rivers and charge
us to drink the water.

Hockedeock (77, 76)


Nation: Pollia
Population: 9,890
Motto: Gem of Pollia
Year Founded: 2147

Potential Plots
That Familiar Feeling
A friendly local mage has not been seen in Hockedeock for some time. Visits
to his tower have produced few answers, but a faint voice inside seems to
indicate distress.
The mage recently threw a celebration—one that he knew was to be his last, as
he was beginning to ail. The only one on hand who can speak the truth is the
mage's familiar, an emaciated cat that has been trapped in the tower since his
master's passing and seeks a return to its own dimension.
Recently, a mage, Argile Sachs, who is renowned in these parts, held a huge
celebration in his tower. He had grown sick, and he knew that his time was
short, though he had hidden the truth from his guests in the town.
Unfortunately, the end of his days came much quicker than he was prepared
for. At the end of his party, when the last guest left, he locked the door, as he
was oft to do. Succumbing to a severe pain, he clutched his heart and fell to
the floor.
The only being that can relate this final portion of Argile's sad tale is his
familiar, an old black cat named Stalwart that hasn't eaten since his master's
passing—though he has considered taking a nibble of the old mage himself.
Much to his dismay, the cat is trapped in the wizard's tower. The villagers have
investigated the Argile's absence, but because the tower is magically locked,
they've been unable to enter. The familiar's voice is too faint to be heard
clearly, but he desperately wants to be sent back to the extraplanar realm he
was summoned from.
The dilemma, then, is finding someone who can access the tower. There are
two of ways to enter the tower:
• Scaling its stonewalls to a window eighty feet above is difficult, as the
stone is very smooth, with no handholds. The only window is only large
enough for a tiny child to enter.
• Someone can attempt to pick its complex lock. Argile also added another
layer of security on the lock, as it is protected by a magical acid trap.
Anyone who gets inside will find the cat explaining what happened and asking
to be sent back to his home, by way of a magic mirror in one of the mage's
many rooms. If a compassionate person promises to send the familiar back to
where it belongs, the familiar will reveal the secret alcoves that hide the
mage's treasures.

Rumors
Awdin Frank is a drunkard, and beats his children when he's had too much
wine.

Jane End (80, 77)


Nation: Pollia
Population: 6,710
Motto: City of Strength
Year Founded: 2172

Potential Plots
Rare Earths
A metalsmith seeks a rare element.
The famed metalsmith Alfwin Blacun has been experimenting with exotic
alloys, and needs a small amount of a metal so rare there's none for sale
anywhere.
The only known source of the metal, commonly known as Renell's Ore, is an
abandoned mine over a week's travel away. The mine has been out of use for
years and is said to be infested with all manner of nefarious things, from
bloodthirsty chimeras to man-eating gorgons. Alfwin will forge a high-quality
weapon or suit of armor for any who can return with a cartful of the rare ore.

Rumors
Tancorix the Titan, a notorious mercenary, has been seen skulking in and out
of the mayor's bedchambers at night.

Jevpell Chapel (79, 70)


Nation: Pitairne
Population: 110,533
Motto: Intrepid Jevpell Chapel
Year Founded: 1766

Potential Plots
Fertility Potions
Leobwin Whiskeysack, Jevpell Chapel's mayor, has tried to have a son with
his wife for the last ten years, and thus far, has only produced girls.
Leobwin Whiskeysack needs some help with an alternative to having a son.
Seven daughters, that is. He's tried nearly every technique his advisors can
think of. Despite the mayor's distaste for things magical, a local physician
named Paxton Glitterfish claims she can craft an elixir that will guarantee his
next child will be a son. Unfortunately, most of the ingredients are far away,
difficult to locate, and some can only be found in areas controlled by his
enemies. Certainly able-bodied adventurers can help!

Rumors
The Dictator granted lands in the forest to the Peckham family 633 years ago,
and they founded Jevpell Chapel upon them.

Jewelford (79, 69)


Nation: Pitairne
Population: 7,744
Motto: Punching Perversity in the Face
Year Founded: 2150

Potential Plots
Unrequited Love
A local girl has been sneaking off in the middle of the night, and her parents
don't know where to. They believe she has a secret suitor, and they're willing
to pay to make sure she's safe.
The girl has actually captured a young lad that she's in love with.
Unfortunately, he doesn't return her feelings, and she won't let him go.
Brunihild Latton, a fiery, emotional girl, has seemed aglow of late, and the
people of her city believe that they know why. They believe that she's found
young love. Her parents, Charles, and Ingríthr are aware that Brunihild is
sneaking out of the house in the middle of the night, but they don't know
where she goes. Against his better judgment, Charles agreed not to interfere
with his daughter's courtship (he finds it rather charming, as he was similarly
pursued as a boy), but he is worried for her safety.
A young lad named Algeard Frei was recently declared missing, and Charles
wants to make sure that his daughter isn't snatched up by some delinquent in
the hours after dusk to suffer the same fate. He's willing to offer a small
payment to someone if they can discreetly follow his daughter and find where
she heads off to in the middle of the night.
The Cave
Brunihild has fallen madly in love with Algeard Liripine, the "missing" boy.
Unfortunately, he doesn't return her feelings—a circumstance that is truly
regrettable, as Brunihild refuses to let him leave! She found a cave nearby
town, and a fifteen-foot pit within, where she keeps Algeard.
She's kept him here for days, bringing him food and drink every night. While
he eats in terror, she sings love songs and reads romantic poetry to the boy. In
her mind, she is being quite charming and irresistible—every verse and sonnet
is slowly making Algeard fall desperately, passionately in love with the young
girl. Of course, the reality is far different, as the object of her affection grows
increasingly worried for his life and state of mind.
If confronted, Brunihild swears that she and Algeard are in love. If a woman
tries to help the lad reach his freedom, Brunihild will accuse the woman of
trying to seduce Algeard and take him away from her.

Rumors
The secret to the popularity of the beloved local brew, Dictator's Ale, is the
result of a highly addictive plant extract.

Joncle (81, 74)


Nation: Pollia
Population: 12,913
Motto: Insightful Freedom
Year Founded: 2151
Potential Plots
The Diva
Assassins plan to murder the most renowned singer in the kingdom, unless a
theater owner can stop it.
Douce Powlett is one of the most renowned performers in all of Pollia. Tonight
she is scheduled to sing a brand-new opera at the lauded Cheddar Theater.
While the diva is loved for her heavenly voice, she is not loved for her
demanding and unforgiving personality and has made many enemies in her
past. GIven her obvious vocal gifts, she never has want of a place to live, or a
meal, or any inconvenience in Pollia, and many feel that she does not deserve
such treatment. A rumor has spread that someone plans to assassinate her
tonight during the third act, and the theater owner, Gerald Heatherwright,
needs to find out the truth of it. Not only is Douce's life at stake, but the panic
such an event might set off could potentially harm even more. He's offering a
reward of coin and a permanent booth to anyone who can discover the
assassins and put a stop to their nefarious plan.

Rumors
Faramund Goldhammer caught Edred Pippin sleeping with his daughter, and
takes every opportunity to make his life miserable.

Kaelten's Abbey (84, 82)


Nation: Liathtrea
Population: 9,056
Motto: Mercy is Heroism
Year Founded: 1647

Potential Plots
Hijacked
A desperate alchemist needs help. She leveraged her funds on a large shipment
of inventory, but it was hijacked.
Edith Mapson the Alchemist has barkeeps and shop-owners on the lookout for
anyone who seems capable of helping. Those merchants will refer such
individuals to her eclectic home near the edge of town. They are her last hope
to recover the shipment and avoid paying the penalty to the crime boss she
took out a large loan from.
She knows her shipment was hijacked because there was one survivor, named
Lancelin Clark. He was a porter, and suffered massive injuries in the fight with
the bandits. He staggered down the trade-road until found by a passer-by, and
died shortly thereafter. His last request was to inform the Alchemist that they
were ambushed, and that the forces of the bandits are innumerable, and armed
with magical weaponry. The inventory was stolen by bandits two days ago,
several miles from town.
The remains of the caravan can be located rather easily, as the bandits burned
the wagon. In addition, the bandits burned their symbol, a clawed hand
clutching a bloody heart, into a nearby tree. Evidence of a fight is obvious, and
despite the time since the attack, they can be tracked, thought it may be
difficult.
The bandits are holed up in an old watermill and stone house not too far from
the ambush site. They are a small force, desperate and hungry. In their midst is
the survivor, who faked his death. He was a mole, planted in the caravan to tip
it off to the bandits, as his wife is the bandit leader.

Rumors
Roberd Sunbiter and Stryke Feyweave have been having an affair for years.

Kazahimhouse (84, 71)


Nation: Pollia
Population: 11,554
Motto: Excellence in Truth
Year Founded: 2005

Potential Plots
A Daring Escape
A thief is held captive in the brig of an enormous warship; his accomplice
wants him freed.
Salbjorg Bend is taller than most Humans with constantly darting bright eyes.
She and her partner-in-crime, Osbern Earthtoe, have done well for themselves
as burglars in Kazahimhouse of late. Five days ago, however, Osbern was
caught trying to pick the pocket of a naval officer and thrown into the ship's
brig. Salbjorg is now surreptitiously recruiting accomplices to help free
Osbern, and is offering a bag of jewels as pay.
The Giant is a seventy-foot-long, three-masted warship. She's an impressive
caravel with scorpions atop both the forecastle and sterncastle, and carries a
contingent of thirty sailors and twenty marines. Osbern is held below the main
deck in a small brig with no windows and a reinforced, locked door. The
Giant has been docked here for about a week, and is being restocked for a long
cruise up the coast. The captain plans to put out to sea in another two or three
days. While they are in port, only half the sailors and a quarter of the marines
are on the ship at any given time. During the day, the quartermaster is busy
directing his sailors as they load the ship with its next cargo.
Salbjorg would prefer to rescue her friend without a fight and suggests trying
to get aboard ship in disguise as newly-recruited sailors or as porters for the
cargo—or creating some kind of diversion to allow others to get aboard and
get him out of jail.
Osbern, during his time in captivity, has overheard talk of a number of heavy
gold bars the captain keeps in a chest in his cabin, and ever the opportunist,
hopes to steal the bars as well. The captain is in his cabin 60% of the time, and
when he is not, he keeps it locked. The fifteen gold bars are in a locked chest
under his desk; each bar weighs ten pounds and is worth 500gp.

Rumors
They say the woods outside town are haunted by a woman who's son was
murdered there. They say she comes for you if you have blood on your hands.

Kazahimtons (84, 72)


Nation: Pollia
Population: 6,515
Motto: Blessing is Charm
Year Founded: 2106

Potential Plots
The Hungry Giant
Kazahimtons is on the verge of panic, as a frightening giant steals away one of
their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Odward, they will find he is
not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.

Rumors
A self-appointed 'archaeologist' named Hokolo recently saved a band of
adventurers from death when they entered the tomb he was raiding.

Keenfarm (80, 81)


Nation: Clochland
Population: 7,439
Motto: Exquisite Destiny
Year Founded: 2142

Potential Plots
The Bandit King
The Sheriff, Wicard Helm, has been having a bandit problem recently. There
have been attacks on travelers on the road about a day out of town.
The bandit leader, Black Regin, and his men have made camp in the old,
abandoned stone fort, about a week's travel outside of town, where they seek
an item of great power.
Wicard Helm would like help dealing with this bandit problem, as his small
force of deputies are needed as a militia to defend inside the town, and can't be
drawn off. The sheriff does have some information, from one of the bandits the
town caught and interrogated. The bandit leader is the self-styled "Black
Regin, The Bandit King." He and his men have made camp in an old,
abandoned stone fort, about a week's travel outside of town. The prisoner said
that Black Regin was looking for something valuable - or magical, he wasn't
sure - but if Regin found it, he would be unstoppable.
The specifics of what what Regin is looking for in the fort are uncertain. The
captured bandit heard other men speaking around the fire, sharing gossip and
rumors. He claims that one of the men swore the item was a magical crystal
hand which would replace the natural hand of its owner, allowing them to form
it into any weapon or tool desired. An other had speculated Regin sought a
map to a vast, lost treasure hoard, or armory of weapons. A third claimed he
sought a book of forbidden lore. Those are the only stories the prisoner had.
The sheriff sent some towns folk to investigate, and none came back, so now
he wants help.
The Abandoned Fort
Black Regin has set guards at the entrance to the fort. If anyone fights their
way in, enough noise will raise the alarm, and Black Regin will leave his
armor and equipment in the library where he is currently examining old
scrolls, sneak through a well concealed secret door, and into one of the fort's
jail cells to wait.
Within the dreary fort's jail and cruel cells, there is a lone old man named
Ansgot Basset, who has clearly been starved and beaten and tortured for the
bandits' amusement. He is barely alive when found, knows nothing of the
bandits, and can only relay the story of how he was captured. Without
immediate healing, he dies pointlessly in the arms of his saviors, just as he is
about to be rescued.
Regin is found in the last cell, pretending to be a recently captured villager
named Odward Demonseek himself. He thanks his rescuers for saving him,
and begs to be given a spare weapon, and to allow him to help them search the
rest of the Fort for this "bastard bandit king." He comes off as a young hot
head in search of vengeance. He is cunning and believable in his ruse.
Any surviving bandits will, of course recognize their leader. In any fight they
take pains to not actually hurt him, nor give away his true identity. They know
to behave as if he is an escaped prisoner, as this is all part of a rehearsed plan.
He, however, will show less restraint against his own men, as he has to make
this look good, though he does try to not kill any of them.
His ultimate game is not to defeat the heroes here and now, but to learn a bit
about them before getting away with the rest of his men to fight an other day.
Clearly, the group got in through his guards, so are a force to be taken
seriously. If able, he slips out during a later fight with the remaining bandits. In
an ideal case (for him) he finds an opportunity to reclaim his possessions from
the library, leave a taunting note at the front door for the group, about how
stupid they are, and how he will see them again, very soon, and get away
stealing the party's horses.

Rumors
Burr Brewiss and Ermenrich Warsoul have been having an affair for years.

Kennycreech Green (78, 68)


Nation: Pitairne
Population: 6,476
Motto: Pride is Greater than Justice
Year Founded: 1956

Potential Plots
Jailbreak
The Perfect Warriors are an underground resistance organization that aims to
overthrow the Dictator. One of their leaders, Edric Ogrebeater, was recently
captured and incarcerated nearby. His second in command, Margaret Andrews,
is recruiting agents without any ties to the organization, to break Edric
Ogrebeater out of his prison cell so he can once again lead the resistance.

Rumors
Geretrudis Robbins caught Alene Bleier sleeping with her son, and takes every
opportunity to publicly shame the tart.
Kenotock (76, 75)
Nation: Pollia
Population: 8,215
Motto: Hope for the Lustful
Year Founded: 2091

Potential Plots
The Golden Boar
A member of King Charles Norwich's retinue was killed by a boar during a
hunt outside of Kenotock two days ago. The King subsequently put a large
bounty upon the beast's head, and every hunter in Pollia is seeking for this
wealthy prize. Many may even be willing to kill others to claim it.

Rumors
The mayor has commissioned a new set of armor and will joust in it at the
tournament this summer.

Killafirth (84, 71)


Nation: Pollia
Population: 7,955
Motto: Never Again Unlucky
Year Founded: 2084

Potential Plots
Holy Treasure
The Court recently issued an edict that handsomely rewards those who recover
holy relics and donate them to the kingdom. Explorers of all kinds have been
searching in every cave and under every rock in Pollia, hoping to strike it rich.
A woman named Mawa Schmitt has a map to an ancient tomb that she believes
holds a relic of a renowned priest named Dashley the Gentle. She is offering
to split the reward with anyone who helps her find the relic.

Rumors
Several Killafirth residents trace their family trees back to the famed hero Sven
Battlefish.

Kilmtell (84, 78)


Nation: Belthden
Population: 14,845
Motto: Truth Or Death
Year Founded: 2027

Potential Plots
Missing Wizard
Alfhilda Shilton is looking for her brother, Kanosak, who disappeared two
weeks ago. Kanosak was an adventuring wizard in his youth, but retired some
years ago to become a carpenter. Alfhilda does not know that her brother was
captured and imprisoned by the nobleman Kanosak von Achilles. He is
forcing the wizard to instruct his son in the Art, thinking it will help the young
boy's rise to power in Belthden.

Rumors
A boy prophesied to be the next Prime Minister has been born in a nearby
town, and the current Prime Minister has sent assassins to kill the child.

Kohelbing (77, 74)


Nation: Pitairne
Population: 9,081
Motto: Safe in the Arms of the Dictator
Year Founded: 2129

Potential Plots
Forestry Rights
Two rival groups of woodcutters lay claim to the same stretch of forest. If
someone does not negotiate a truce between them soon, there will be
bloodshed.
Rumors
Golding is actually the illegitimate son of Godesa Vaulttinker with her lover
Golding Kunkle rather than her husband Walherich.

Körzan's Green (79, 71)


Nation: Pitairne
Population: 7,639
Motto: Steadfast for 633 Years
Year Founded: 2116

Potential Plots
Brazen Poachers
The Dictator has marked the forests outside of Körzan's Green as protected,
but poachers continue to kill animals within its borders.

Rumors
Taxes are about to go up dramatically.

Lammertlye (79, 71)


Nation: Pitairne
Population: 9,728
Motto: Perversions Never Welcome
Year Founded: 1954

Potential Plots
Sea Monster Attack
Local fishermen have been attacked by strange, mutated sea creatures recently,
and they need help figuring out what is going on.
Simeon Heathertwist, representing the fishermen that have been attacked, is
offering a reward to whomever can figure out what is going on, and
considerably more if they can stop the attacks. The attacks started a few
months ago, and have increased over time. The attacks are from weird, twisted
versions of normal aquatic creatures: octopi that can fly, screaming fish,
psychic sharks —and they seem to be growing more and more dangerous.
By interviewing those attacked (and dealing with any attacks themselves),
investigators can locate the source of the problem: a pipe dumping waste into
the water. This pipe leads back to the tower of the esteemed wizard Emna von
Freudenberger, a local hero. A few months ago, Emna created a magical stone
that radiates heat enough to keep a small room warm at night. She has given
these to the residents of Lammertlye, and it has increased the quality of their
lives immensely. However, the enchantment process creates a decent amount
of liquid waste, which is having the effect of transforming sea creatures into
monsters. Emna is arrogant and proud, and will not be easily convinced to stop
creating the very thing that has made her a self-proclaimed hero. Likewise,
those using the heating stones would be hard-pressed to give them up.

Rumors
The horse breeder Reginald Paston claims his new horse is actually his wife.
Most say he's gone loopy after his real wife disappeared last year.

Larsanica (83, 74)


Nation: Griananea
Population: 7,684
Motto: Out of Darkness, Light
Year Founded: 2181

Potential Plots
Out in the Fields
A farmer can't feed his family without any crops. His harvest been rotten and
damaged for the last few seasons, but he can't figure out why.
The farmer has incurred the wrath of a band of witches who he refused to
shelter years prior. They cursed him by invoking a pack of mud elementals on
his fields.
Farmer Brun Oathrest, has turned up a rotten, damaged crop for the last few
seasons. He's worried that he'll have to abandon his farm soon, because he's
not been making enough money or food to feed his family, and his home is
beginning to fall into disrepair.
The farmer believes that his rotten luck began a couple years prior, when he
refused shelter to a band of witches. Ever since then, he says as if the ground
itself has become tainted, and the crops are unable to root properly or absorb
the proper nutrients. He's tried everything from purchasing premium fertilizer
to moving his fields entirely. When pressed for information, the farmer will
mention that the ground has seemed damper and muddier in recent seasons
even though the rains are lighter than normal.
As it turns out, his fields are being damaged by mud elementals, given life and
purpose to plague the farmer by the witches he scorned before. Brun doesn't
have the means to fend off the elementals, but he'll offer the last of his coin to
anyone who is willing to help him with his problems. His wife will also offer
up a home cooked meal any time their saviors return.
Two of the witches have long moved on, but the last, a young woman named
Linza Thorpe, set up roots in a cave in the nearby wilderness. If those helping
the farmer can find her, she'll end the mud elementals' existence in exchange
for a bribe—along with an apology from Brun.

Rumors
Larsanica was founded 23 years ago by the Hagni family, after they were
exiled from the court of Griananea.

Larsanius (84, 78)


Nation: Belthden
Population: 6,348
Motto: Our Fathers' Pride
Year Founded: 2089

Potential Plots
Evicted Loggers
A sect of druids have been forcing loggers out of the forests, claiming the
loggers are violating the tenets of their religion.

Rumors
Haraldd von Holzknecht is a drunkard, and beats his wife Agata when he's had
too much ale.
Larsmock (80, 80)
Nation: Pollia
Population: 9,815
Motto: None more Lovely
Year Founded: 2150

Potential Plots
Weapons of Mass Distraction
Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Phyllip Cartbrew. He bought an entire stock of the weapons from the
merchant, and when he went to arm his men, all the equipment was gone from
the bed of his wagon. Phyllip has since been doing his best to track the man
who has sold the illusory goods, and often shows up in the villages that the
blacksmith did business in. Unfortunately, he's always a day or two late to find
him.
Phyllip Cartbrew will pay handsomely for help apprehending the merchant.
Those who take him up on the offer may find that the villages the merchant
has traveled to have a pattern that will give clues to where he'll go next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.
Rumors
The King granted lands in the forest to the Colthurst family 459 years ago,
and they founded Larsmock upon them.

Lesser Finn (83, 74)


Nation: Griananea
Population: 6,348
Motto: The Future is Perfection
Year Founded: 2183

Potential Plots
The Hungry Giant
Lesser Finn is on the verge of panic, as a frightening giant steals away one of
their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Godel, they will find he is
not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.
Rumors
Othmar Redhoard has actually been to the capital.

Lesser Magdadydd (81, 75)


Nation: Pollia
Population: 6,259
Motto: Honesty is Courage
Year Founded: 1973

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Hateful Adventures have been
raiding settlements and robbing travelers in the area.

Rumors
Anne Forksong has won the annual Lesser Magdadydd pie contest the last six
years in a row. she cheats by buying pies from the baker, and infusing them
with magic that makes the judges think they are far tastier than they really are.

Lettice Abbey (79, 77)


Nation: Pollia
Population: 9,783
Motto: Let Us Strive after Loyalty
Year Founded: 2179

Potential Plots
The Bandit King
The Sheriff, Bernard Gemchin, has been having a bandit problem recently.
There have been attacks on travelers on the road about a day out of town.
The bandit leader, Black Hassan, and his men have made camp in the old,
abandoned stone fort, about a week's travel outside of town, where they seek
an item of great power.
Bernard Gemchin would like help dealing with this bandit problem, as his
small force of deputies are needed as a militia to defend inside the town, and
can't be drawn off. The sheriff does have some information, from one of the
bandits the town caught and interrogated. The bandit leader is the self-styled
"Black Hassan, The Bandit King." He and his men have made camp in an old,
abandoned stone fort, about a week's travel outside of town. The prisoner said
that Black Hassan was looking for something valuable - or magical, he wasn't
sure - but if Hassan found it, he would be unstoppable.
The specifics of what what Hassan is looking for in the fort are uncertain. The
captured bandit heard other men speaking around the fire, sharing gossip and
rumors. He claims that one of the men swore the item was a magical crystal
hand which would replace the natural hand of its owner, allowing them to form
it into any weapon or tool desired. An other had speculated Hassan sought a
map to a vast, lost treasure hoard, or armory of weapons. A third claimed he
sought a book of forbidden lore. Those are the only stories the prisoner had.
The sheriff sent some towns folk to investigate, and none came back, so now
he wants help.
The Abandoned Fort
Black Hassan has set guards at the entrance to the fort. If anyone fights their
way in, enough noise will raise the alarm, and Black Hassan will leave his
armor and equipment in the library where he is currently examining old
scrolls, sneak through a well concealed secret door, and into one of the fort's
jail cells to wait.
Within the dreary fort's jail and cruel cells, there is a lone old man named
Duncan Suabrodre, who has clearly been starved and beaten and tortured for
the bandits' amusement. He is barely alive when found, knows nothing of the
bandits, and can only relay the story of how he was captured. Without
immediate healing, he dies pointlessly in the arms of his saviors, just as he is
about to be rescued.
Hassan is found in the last cell, pretending to be a recently captured villager
named Marrik Merrymane himself. He thanks his rescuers for saving him, and
begs to be given a spare weapon, and to allow him to help them search the rest
of the Fort for this "bastard bandit king." He comes off as a young hot head in
search of vengeance. He is cunning and believable in his ruse.
Any surviving bandits will, of course recognize their leader. In any fight they
take pains to not actually hurt him, nor give away his true identity. They know
to behave as if he is an escaped prisoner, as this is all part of a rehearsed plan.
He, however, will show less restraint against his own men, as he has to make
this look good, though he does try to not kill any of them.
His ultimate game is not to defeat the heroes here and now, but to learn a bit
about them before getting away with the rest of his men to fight an other day.
Clearly, the group got in through his guards, so are a force to be taken
seriously. If able, he slips out during a later fight with the remaining bandits. In
an ideal case (for him) he finds an opportunity to reclaim his possessions from
the library, leave a taunting note at the front door for the group, about how
stupid they are, and how he will see them again, very soon, and get away
stealing the party's horses.

Rumors
Rafwin Carrothill and Wigburg Hawkhill have been having an affair for years.

Little Hrolf (83, 74)


Nation: Griananea
Population: 34,240
Motto: Protectors of the Forest
Year Founded: 2184

Potential Plots
Weapons of Mass Distraction
Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Ulfríkr Oathstone. He bought an entire stock of the weapons from the
merchant, and when he went to arm his men, all the equipment was gone from
the bed of his wagon. Ulfríkr has since been doing his best to track the man
who has sold the illusory goods, and often shows up in the villages that the
blacksmith did business in. Unfortunately, he's always a day or two late to find
him.
Ulfríkr Oathstone will pay handsomely for help apprehending the merchant.
Those who take him up on the offer may find that the villages the merchant
has traveled to have a pattern that will give clues to where he'll go next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.

Rumors
Haret Hearthfish went missing after he was overheard drunkenly insulting the
King.

Little Lemden (77, 73)


Nation: Pitairne
Population: 9,577
Motto: Born to Respect
Year Founded: 1986

Potential Plots
Secret of the Giant Fish
The fish caught in the waters around Little Lemden are twice the size of
normal fish, and agents from rival cities are trying to figure out why.
The secret to Little Lemden's enormous fish is a valuable piece of information
that people would pay good money to know. In fact, the agents of half a dozen
cities and nations are actively searching the city for these answers daily. One
such agent, the devious Theodard Byfield, is offering a reward to anyone who
can reveal the truth to him.
An investigation reveals several clues:
• Fish size drops off significantly once you are three miles from the shore.
• A temple in town was built to commemorate a local god named Indrew,
who is said to have flooded the farmlands around Little Lemden with the sea
to bring the wealth of the oceans to its citizens. The god is depicted with the
curved horns of a mountain goat and butterfly wings.
• A local druid named Jóddís Tobias has discovered a unique property in
some of the rarer bottom-dwelling fish in the area. Their flesh is poisonous,
but if you prepare it properly, one feels overwhelming joy and has brilliant,
colorful visions of trees, flowers, and fluttering insects. These fish have a faint
trace of enchantment magic to them.
• Fisherman who dredge the bottom of the water sometimes bring up
fragments of clay and ceramic amphorae, with images of dancing satyrs and
flowers upon them.
• Detection magic and teleportation magic do not work at all over a fifty-
foot-wide spot out about a half mile from the shore.

Roughly one mile from the shore, at a depth of roughly one hundred and thirty
feet, is an enormous hole on the bottom beneath the waves. The hole is roughly
circular, and fifty feet across. The hole drops down another eighty feet to a flat
bottom. At the bottom, covered in muck and algae, is an ancient stone pedestal,
and atop it, a stone arch carved to look like an ivy-covered doorway to some
extravagant garden. Magical runes are traced upon the ivy's leaves in an elvish
script.
This archway is a planar gate to the summer court of the fae, which has sat
here for millennia, constructed when this was once dry land. A fraction of its
magic still remains and inundates the waters around it, causing the fish that
swim into this hole to grow exceedingly large.
Upon discovering the fae gate, rivals to the agents that hired the investigators
will emerge. Some will try to offer more money for the secrets learned—which
would cause Theodard to seek revenge both upon the rival agents and the
investigators—while others will try and attack the investigators to force them
to reveal the discovered secret.

Rumors
Sarah Froggenhall is a drunkard, and beats her children when she's had too
much wine.
Lodeford (79, 82)
Nation: Clochland
Population: 8,438
Motto: Beware Lucky Tricksters
Year Founded: 2095

Potential Plots
Unrequited Love
A local girl has been sneaking off in the middle of the night, and her parents
don't know where to. They believe she has a secret suitor, and they're willing
to pay to make sure she's safe.
The girl has actually captured a young lad that she's in love with.
Unfortunately, he doesn't return her feelings, and she won't let him go.
Juliana von Portner, a fiery, emotional girl, has seemed aglow of late, and the
people of her city believe that they know why. They believe that she's found
young love. Her parents, Skjöldólfr, and Christina are aware that Juliana is
sneaking out of the house in the middle of the night, but they don't know
where she goes. Against his better judgment, Skjöldólfr agreed not to interfere
with his daughter's courtship (he finds it rather charming, as he was similarly
pursued as a boy), but he is worried for her safety.
A young lad named Modeva Whitehide was recently declared missing, and
Skjöldólfr wants to make sure that his daughter isn't snatched up by some
delinquent in the hours after dusk to suffer the same fate. He's willing to offer
a small payment to someone if they can discreetly follow his daughter and find
where she heads off to in the middle of the night.
The Cave
Juliana has fallen madly in love with Modeva Claybrook, the "missing" boy.
Unfortunately, he doesn't return her feelings—a circumstance that is truly
regrettable, as Juliana refuses to let him leave! She found a cave nearby town,
and a fifteen-foot pit within, where she keeps Modeva.
She's kept him here for days, bringing him food and drink every night. While
he eats in terror, she sings love songs and reads romantic poetry to the boy. In
her mind, she is being quite charming and irresistible—every verse and sonnet
is slowly making Modeva fall desperately, passionately in love with the young
girl. Of course, the reality is far different, as the object of her affection grows
increasingly worried for his life and state of mind.
If confronted, Juliana swears that she and Modeva are in love. If a woman tries
to help the lad reach his freedom, Juliana will accuse the woman of trying to
seduce Modeva and take him away from her.

Rumors
Several Lodeford residents trace their family trees back to the famed hero
Emna Fox.

Lollespell (86, 71)


Nation: Pollia
Population: 6,880
Motto: Courage in Purity
Year Founded: 1967

Potential Plots
Death and Taxes
The taxes paid to the government have stopped arriving at the tax collection
offices of late, and the mayor wants to know why.
A vampire named Varz has hatched a new scheme. For the past year, he's
captured many tax collectors and converted them into his thralls. He then
sends them back into the world, where they have been performing their duties,
and spying on communities for him. In addition to bringing him the taxes due
to the Court, they have brought him other stolen goods and valuable
information he has sold to interested parties.
Rumors of tax collectors going missing or acting weird have plagued the
vicinity around Lollespell and neighboring communities of late, but it wasn't
until a chance encounter with one such collector that the mayor had known
from childhood that spurred this investigation. That collector acted nothing
like the person the mayor once know, and couldn't even remember the mayor's
name. Uncertain of who else in the town's government may be compromised,
the mayor is quietly letting it be known that there's a reward for whoever
discovers the truth behind these collectors.

Rumors
The Court plans to exile everyone who cannot cast a spell.
Long Obcilion (82, 71)
Nation: Pitairne
Population: 7,108
Motto: Every One Kind
Year Founded: 2057

Potential Plots
Pit Fighting
An official with the mayor's office seeks a group of toughs to find, infiltrate,
and expose an illegal pit fighting ring

Rumors
The frail, elderly Helent Treehold was beset by a gang of drunken hooligans
late at night. A witness claims she battered them all senseless with her cane,
before hobbling the rest of the way back to her hut.

Low Killsome (79, 83)


Nation: Clochland
Population: 7,848
Motto: Second but not Third
Year Founded: 2177

Potential Plots
Violent Evictions
Muriel Luke of the affluent House Crane has purchased a large portion of land
outside Low Killsome. Those who live on that land fear that she will turn them
out without compensation, leaving them homeless and destitute. They know
House Crane has the wealth and connections to ensure that, even if some of the
residents got hurt in the process, no one would pay much attention. They seek
help in finding a way to preserve their way of life.

Rumors
The peity's's Infallibility tavern is selling a beer that they claimed has been
blessed by the King himself.

Low Lothar (78, 84)


Nation: Clochland
Population: 7,983
Motto: Ambition before Vigilance
Year Founded: 2073

Potential Plots
The Wizard's Egg
A wizard is offering a small fortune in return for a bird's egg that lies atop an
unclimbable rocky island.
The wizard Rothaid Quartzsong is a busy person, and suddenly finds herself in
need of the fertilized egg of a rare shorebird that nests nearby. She has made it
known that she will give the first person that brings her an egg a magical
potion and a pouch of gold. People all over Low Lothar are abuzz about it, and
while many claim that they are going to get an egg for Rothaid, no one has yet
to do so—or even attempt it.
The reason no one has yet attempted to steal an egg is because even getting to
the rookery is a monumental challenge. The shorebirds nest upon a basalt rock
called Wretched Point, approximately two miles offshore. The rock rises two
hundred feet from the surrounding waters, and its sides are sheer all the way
down. If one were able to get a boat up next to it, the wave action might smash
it to bits before anyone can climb onto the rock. From there, someone would
need to climb a wet, almost vertical cliff with few handholds, while staving off
diving attacks by the shorebirds nesting atop the rock. If one were to fall, they
would be at the mercy of the sharks that swim in the waters here. The egg
itself is a colorful sphere about the size of a large man's fist, and weighs three
pounds.
Should someone accomplish the task and return to shore with an egg, a gang of
thieves armed with clubs and short swords will attempt to waylay them and
take the eggs for themselves. A second group of thieves, watching the scrum,
lie in wait, ready to pounce upon the weakened, winning group. If returned to
Rothaid intact, she will curtly exchange the goods for the egg at her front door,
then slam it and go about her business.
Rumors
Little Yrene Lampfield has been acting oddly lately. she keeps singing songs in
a strange language and talking to people who aren't there.

Lower Arkay (80, 80)


Nation: Pollia
Population: 9,923
Motto: Intelligence is the Reward of Ambition
Year Founded: 2014

Potential Plots
The Fishermen's War
Captains are seeking armed escorts, either to defend their ships or to assault
the foreign vessels that have begun taking the city's catch.
Lower Arkay was built on the bounty of the sea. Its fishermen have been
pulling plentiful catches from the waters for 459 years. But last year the nets
started coming up empty for the first time ever, and this year it is rare for a
vessel to return with more than a meager catch. Many blame the large foreign
fishing boats that are taking a larger share in recent years. Shouting matches
between boats have escalated to potshots, and then armed boarding parties.

Rumors
A drunken sailor named Ærindís Stormworn claims the ghost of a man she
killed, Rosskell, is still haunting him.

Lower Gin (81, 73)


Nation: Pitairne
Population: 6,198
Motto: Transcend the Unlucky
Year Founded: 1933

Potential Plots
Brazen Poachers
The Dictator has marked the forests outside of Lower Gin as protected, but
poachers continue to kill animals within its borders.

Rumors
Wolves have been hunting around the edge of town, and the rumors say they
are seeking a pup that was stolen from their pack.

Makenage (83, 73)


Nation: Griananea
Population: 9,202
Motto: Excellence in Strength
Year Founded: 2187

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Makenage, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
Adelina von Fenstermacher is actually an illegitimate child of the King Travers
Styles, hidden away in Makenage to avoid scandal.

Marcuscoates (85, 76)


Nation: Belthden
Population: 48,413
Motto: Modest History
Year Founded: 1953

Potential Plots
The Royal Hunt
Notable individuals are invited to accompany a group of highborn nobles from
different families on a hunt in the royal woods.
When one of the noblemen is found dead with a crossbow bolt in the back of
his neck, old slights quickly rise to the surface. It's up to the adventurers to
calm everyone down and solve the mystery before everything goes wrong.
The adventurers could be hired as guards, or the invitation could be a reward
from one of the nobles for another adventure. Each of the nobles has their own
goals, and the dead noble was indeed a rival of each. As the only neutral party
in the mix, the players are courted by each faction with the promise of reward
and position, if they will only place the blame on a rival.

Rumors
Local pet dogs have been disappearing because they have run off to join a pack
led by a werewolf.

Marsknowle (84, 77)


Nation: Belthden
Population: 21,415
Motto: Forward in Mercy
Year Founded: 2002

Potential Plots
Friendly Competition
An adventuring group called "Harpies' Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Harpies' Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Harpies' Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Harpies' Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Harpies' Cross should try to step in on them, complicating the character's
actions. Where ever possible, Harpies' Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Harpies' Cross
will eventually move on, but stories of their exploits should continue to reach
the party occasionally. If the players turn Harpies' Cross in to allies, use them
again as contacts in other plots, but they won't join forces with the party in any
meaningful way, as they are just too independent for that.

Rumors
Wolves have been hunting around the edge of town, and the rumors say they
are seeking a pup that was stolen from their pack.

Mawa Farm (83, 79)


Nation: Pollia
Population: 8,282
Motto: Fearlessness Knows no Bound
Year Founded: 2161

Potential Plots
Animal Bandits
A bounty has been placed on an unusual group of bandits that have been
plaguing the area lately. Eyewitnesses claim the bandits are all sentient animals
– foxes, squirrels, raccoons and deer – and are said to be led by a clever black
bear.

Rumors
Linza Savill caught Alfhilda Wymer sleeping with her son, and takes every
opportunity to publicly shame the tart.
Melbottle (77, 74)
Nation: Pitairne
Population: 84,051
Motto: Sons of Inspiration
Year Founded: 2129

Potential Plots
The Abandoned Ship
A map is found hidden in something purchased in town - the map leads to an
uncharted island.
At the island, at anchor in a sheltered bay, lies a ship with no one on it. From a
distance, it appears the sails are fitted and the ship is loaded with cargo, but
one thing is missing - where are the sailors?
Upon approach, you can se that the ship is a two-masted Xebec. This style of
small ship is commonly piloted by merchantmen, due to its seaworthiness and
speed; two qualities that also make it favored by pirates. Sailors and carpenters
can learn that the ship has been retrofitted many times in many places, to
repair damage suffered in ship combat. While it may be a bit long in the tooth,
this ship is very well maintained.
As you approach, the scene is silent save for the sound of the wind in the cove,
the lapping of the surf, and the creaking of wood and rope. The ship is laden
with stores, as if ready for an expedition, and the captain's log was last updated
three days ago; the most recent page has been torn out.
Why are the sailors missing? A few possible suggestions:
• a magic spell went awry, teleporting all the sailors but the caster miles
away. He stole the last page in the log to cover his tracks; if the crew were
found, they'd likely want revenge.
• A local cult leader/revolutionary/politician paid the crew to abandon ship
to support their ends.
• They were all captured in the middle of the night, by some nefarious
merfolk/sea elves/were-sharks took them to their underwater lair for sacrifice
to their watery god; the captain will certainly give up a fortune (or a share in
the ship's profits) if they can be rescued in time.
Rumors
A boy prophesied to be the next Dictator has been born in a nearby town, and
the current Dictator has sent assassins to kill the child.

Meltstrey Hill (81, 80)


Nation: Pollia
Population: 7,867
Motto: Bakers without Peer
Year Founded: 2174

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Insolent Fools have been
raiding settlements and robbing travelers in the area.

Rumors
Several Meltstrey Hill residents trace their family trees back to the famed hero
Edath Fromm.

Memmanius (83, 71)


Nation: Pollia
Population: 17,814
Motto: Cure for the Jealous
Year Founded: 2168

Potential Plots
Violent Evictions
Hadewig Hastang of the affluent House Monde has purchased a large portion
of land outside Memmanius. Those who live on that land fear that she will turn
them out without compensation, leaving them homeless and destitute. They
know House Monde has the wealth and connections to ensure that, even if
some of the residents got hurt in the process, no one would pay much
attention. They seek help in finding a way to preserve their way of life.
Rumors
Rádgeirr has been promised in marriage to Morgatha Glitterwalk by her
parents, Heimirich and Catherine Orlateile. He loathes her, and is making
plans to run off before the wedding.

Middle Arn (83, 72)


Nation: Pollia
Population: 7,008
Motto: Chaos is not Inevitable
Year Founded: 2050

Potential Plots
Friendly Competition
An adventuring group called "Warlord's Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Warlord's Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Warlord's Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Warlord's Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Warlord's Cross should try to step in on them, complicating the character's
actions. Where ever possible, Warlord's Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Warlord's Cross
will eventually move on, but stories of their exploits should continue to reach
the party occasionally. If the players turn Warlord's Cross in to allies, use
them again as contacts in other plots, but they won't join forces with the party
in any meaningful way, as they are just too independent for that.

Rumors
Middle Arn was built on an ancient burial grounds, and the ghosts of those
interred there send nightmares to those who sleep over their bones.

Middle Egnor (80, 78)


Nation: Pollia
Population: 59,456
Motto: Bring Ambition to all
Year Founded: 2163

Potential Plots
Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Middle Egnor has experienced a rather unusual influx of guards of
late. The guards claim that they've been sent from the capitol of Pollia, and
they have identification that looks to prove those claims. However, since these
new guards have arrived, crime has only seemed to increase!
The venerable sheriff, Raymond Beteslau, has done some research on his own,
and found that many of these alleged guards are in fact brigands and
highwaymen—some who he personally captured or arrested in his younger
days.
The sheriff has suspicions that the new guards may be the reason Middle
Egnor has seen such dark times of late. He's looking for any stalwart
adventurers who would be willing to dig a little deeper to find out if his hunch
is correct, and the reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Galti Cavestone, a
crook who feels the sheriff wronged him earlier in life by marrying the woman
he was in love with.

Rumors
Winifred Oathforged is a drunkard, and beats her children when she's had too
much wine.

Middle Gin (84, 75)


Nation: Griananea
Population: 8,186
Motto: Griananea's Playground
Year Founded: 2180

Potential Plots
Out in the Fields
A farmer can't feed his family without any crops. His harvest been rotten and
damaged for the last few seasons, but he can't figure out why.
The farmer has incurred the wrath of a band of witches who he refused to
shelter years prior. They cursed him by invoking a pack of mud elementals on
his fields.
Farmer Fulbert Eberhardt, has turned up a rotten, damaged crop for the last
few seasons. He's worried that he'll have to abandon his farm soon, because
he's not been making enough money or food to feed his family, and his home
is beginning to fall into disrepair.
The farmer believes that his rotten luck began a couple years prior, when he
refused shelter to a band of witches. Ever since then, he says as if the ground
itself has become tainted, and the crops are unable to root properly or absorb
the proper nutrients. He's tried everything from purchasing premium fertilizer
to moving his fields entirely. When pressed for information, the farmer will
mention that the ground has seemed damper and muddier in recent seasons
even though the rains are lighter than normal.
As it turns out, his fields are being damaged by mud elementals, given life and
purpose to plague the farmer by the witches he scorned before. Fulbert doesn't
have the means to fend off the elementals, but he'll offer the last of his coin to
anyone who is willing to help him with his problems. His wife will also offer
up a home cooked meal any time their saviors return.
Two of the witches have long moved on, but the last, a young woman named
Jayce Oatheyes, set up roots in a cave in the nearby wilderness. If those
helping the farmer can find her, she'll end the mud elementals' existence in
exchange for a bribe—along with an apology from Fulbert.

Rumors
Goblins have eaten all the grain in the granaries. Goblins or rats. I'm pretty
sure it's goblins though.

Morgain's Hall (83, 75)


Nation: Griananea
Population: 41,471
Motto: Glorious for 23 Years
Year Founded: 2190

Potential Plots
Missing Wizard
Ronnogh Shield is looking for her brother, Friddjófr, who disappeared two
weeks ago. Friddjófr was an adventuring wizard in his youth, but retired some
years ago to become a carpenter. Ronnogh does not know that her brother was
captured and imprisoned by the nobleman Friddjófr Meindl. He is forcing the
wizard to instruct his son in the Art, thinking it will help the young boy's rise
to power in Griananea.

Rumors
Eve has been promised in marriage to Ylfingr Delamere by her parents,
Ekkebert and Móeithr Dunch. She loathes him, and is planning to run away
before the wedding.
Morgan's End (79, 78)
Nation: Pollia
Population: 75,869
Motto: Decent Destiny
Year Founded: 2088

Potential Plots
The Lost Relic
A local priest, upon hearing that a group of able individuals are in town,
reaches out to them to help find a religious relic once thought lost.
The relic has already been found, and is in the possession of a religious rival,
and another group of priests is on its trail as well.
This priest, an old, effeminate man named Peder Grenefeld has been
researching the artifact for decades. Finally, an obscure purchase order for a
coffin leads him to believe the artifact was buried with the corpse of a man
who may have owned it, and he will pay the adventurers generously to do a bit
of grave-robbing. He assures them that, in the eyes of his religious order, no
sin will be committed.
Of course, he's not the only one looking for this thing - a golden goblet inlaid
with runes of scrimshaw. A rival church of the same god wants it as well, and
has dispatched a group of their own to recover it, led by an uncompromising
warrior-priestess named Amabel Omenmaker.
Complicating things further, the body (and the artifact) have already been
excavated, and are in the possession of a third rival church, this one
diametrically opposed to the Peder Grenefeld's. The goblet is in the hands of
that church's champion, an unyielding were-boar named Peder the Neurotic as
he attempts to subjugate local villages.

Rumors
The Medeley and Sotton families have been violently feuding for years.

Mundicanica (78, 72)


Nation: Pitairne
Population: 7,773
Motto: Haven of Poets
Year Founded: 1901

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Mundicanica, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
The Dictator has a secret child from his illicit lover.

Murdoch Farm (78, 76)


Nation: Pollia
Population: 7,047
Motto: Punching Greed in the Face
Year Founded: 2114

Potential Plots
Sinister Winds
Terrible storms are battering the lands of the region, and a recently-conquered
group of heretics are believed to be the cause. The King is paying well for
unaffiliated agents to find the priests and put a stop to the storms.
Conquered priests, hidden away in a temple, are summoning the storms with
ritual magic. Their leader is amendable to a deal with the King, but one of her
followers will never stand down.
After a successful campaign against a heretic group, King Charles Norwich's
army has settled down for a brief respite. Their reprieve has been anything but
hospitable, for terrible storms have assaulted Pollia since the victory. Violent
lightning frequently strikes, and savage storms batter the land. The King's
shamans assure him that these bad omens indicate the land has risen up against
the King, but he is not sure he believes that.
As it turns out, the conquered rebels have been praying to their gods to have
the King and his soldiers banished from the land. They fear that their very way
of life will be threatened and that they will be forced to pray to different gods.
Royal intelligence indicates that the rebel high priests and shamans have
locked themselves away, and are praying to their deities and invoking ritual
magic to create the storms that are pummeling the countryside. They will only
stop when they are convinced that their religious beliefs are not endangered, or
by violent means. The King would prefer to settle this matter peacefully if
possible—which is why a call has gone out to find independent investigators
who can negotiate on the crown's behalf.
Intelligence reports do not state exactly where these priests are hiding, and any
physical evidence of their movements has been washed away by the storms.
Instead, the King suggests interviewing the locals to see if any know where
they might be, or to discover any legends or historical events that may provide
a clue. Those skilled in discovering such information will learn that the rebel
priests have taken up residence beneath an ancient temple, long ago fallen into
ruin.
The Temple of Gunnar
This underground shrine was built to honor the old gods that the rebels still
venerate. It was built centuries ago as a series of halls beneath an enormous
elm tree called Maud, said to have been twenty feet across and one hundred
feet high. The tree is now a lifeless stump, and a single door leads into the
hollow trunk, down a set of circular stairs, and into the temple below.
The priests are led by a shaman named Petronilla the Indomitable, whose
young and sublime features belie a fierce determination and wisdom. While
she (and her followers) will die to preserve their independence from the King,
she is willing to bend a knee and call off the storms should her people be
granted autonomy in the region. Unfortunately, one of her priests, a bitter old
man with one arm, Thórormr, sees a peaceful conclusion as a betrayal, and will
turn on his high priestess with his own supporters. In any case, once the ritual
magic is no longer performed, the storms will cease.

Rumors
A new road is planning to be built that will bypass Murdoch Farm entirely, and
traders will be forbidden to do commerce here.

Oakfleet (82, 82) - capital


Nation: Liathtrea
Population: 27,720
Motto: Pride Ever Grows
Year Founded: 67

Potential Plots
Weapons of Mass Distraction
Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Alber Swordhunt. He bought an entire stock of the weapons from the
merchant, and when he went to arm his men, all the equipment was gone from
the bed of his wagon. Alber has since been doing his best to track the man who
has sold the illusory goods, and often shows up in the villages that the
blacksmith did business in. Unfortunately, he's always a day or two late to find
him.
Alber Swordhunt will pay handsomely for help apprehending the merchant.
Those who take him up on the offer may find that the villages the merchant
has traveled to have a pattern that will give clues to where he'll go next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.

Sacred Marble
A renowned sculptor seeks to create an effigy in the name of his god, but he
needs stalwart adventurers to help him obtain the marble for his statue.
The nearest marble that suits the artist's needs has been recently excavated
from a quarry not far from him. Those who own the quarry are unwilling to
sell or trade for the marble, however, since they worship a different god.
According to the great artist Alfhild Beanchest, there is "no higher form of
worship than to immortalize the form in stone." This is especially true of the
work he'd like to complete next. Alfhild wants to carve the likeness of a god
out of marble. Unfortunately, he doesn't have access to any marble of an
acceptable purity—it is impudent to sculpt an effigy of a god out of imperfect
stone, after all.
Luckily, there is a nearby quarry that has been excavating all kinds of stone for
quite some time, and the marble that they unearth is of a very high quality. For
reasons unknown, however, Alfhild refuses to acquire his supply from them.
That isn't to say that the marble can't be acquired from there. But if an
enterprising group of people were to venture to that quarry and reveal who it is
that wants the stone, they'd be in for an uncomfortable surprise. The owners of
the quarry are pledged to a different god, and to sell the marble to Alfhild is a
violation their principles.
The quarry can be taken by force, but it is heavily guarded, and it would be a
very difficult task to carry out. Added to that are the troubles of collecting the
marble after the violence has been carried out.
A more cunning crew can find the owner's ledger and discover where the most
recent supply of marble was shipped. The shipment should be much easier to
overwhelm, and the people robbing it would have a vehicle to transport the
goods afterwards.

Holy Treasure
The Court recently issued an edict that handsomely rewards those who recover
holy relics and donate them to the kingdom. Explorers of all kinds have been
searching in every cave and under every rock in Liathtrea, hoping to strike it
rich. A woman named Avice Berylcast has a map to an ancient tomb that she
believes holds a relic of a renowned priest named Veder the Truthful. She is
offering to split the reward with anyone who helps her find the relic.

Rumors
Crops have been bad and a disease has ravaged certain farms; some are saying
a witch has cursed those farmers.
Rothe and Odward Rickworth dote on their beloved pet dog, Adelard. The true
reason for this is that the pup is actually the reincarnated form of their poor son
who died when he was four years old.
Leonardus Russell was murdered and replaced by a lookalike.

Obcilion's Farm (81, 77)


Nation: Pollia
Population: 7,131
Motto: By Counsel and Courage
Year Founded: 2043

Potential Plots
Brazen Poachers
The King has marked the forests outside of Obcilion's Farm as protected, but
poachers continue to kill animals within its borders.

Rumors
The mayor has commissioned a new set of armor and will joust in it at the
tournament this summer.

Patininium (87, 70)


Nation: Pollia
Population: 9,705
Motto: Wisdom before Strength
Year Founded: 2172

Potential Plots
Taxidermy Envy
A jealous nobleman seeks guides to help him hunt a legendary local monster.
Walter von Nussenbaum has always envied Khounur Hill. The two both come
from wealthy families and have known each other since they were children.
Every time Walter did well in his studies, Khounur did slightly better. When
Walter would broker a profitable business arrangement, Khounur would put
together a more lucrative one. Walter recently (and begrudgingly) attended a
dinner at his rival's home (which is slightly larger than his), and was
immediately jealous of Khounur's hall of taxidermied animals.
Determined to do better than his life-long rival, Walter von Nussenbaum plans
to hunt down a local legend, the giant crocodile named Disloyal Siggunnr, and
mount the beast's entire body on the wall in his dining room. Disloyal
Siggunnr is said to be thirty feet long and over 5,000 lbs. The crocodile is said
to have black-blue skin covered in barnacles, and is blind in one milky eye.
The great beast haunts the lagoons of a sandy, low-elevation island six miles
from Patininium called Exquisite Cay. The island is roughly egg shaped, and
about six acres in size. While Disloyal Siggunnr hunts along the shore, the cay
is said to have a colony of dangerous giant fire beetles living upon it.
Walter is short, clumsy, and almost allergic to any kind of exercise. He's
irritable, loud, and quite happy to boss people around. He embarks upon the
expedition with a brand-new suit of boiled leather, and can barely pull back on
the shortbow he brings along. Just ensuring the nobleman makes it back to
Patininium alive—much less with the body of an enormous crocodile—will be
a considerable task.
Walter sent his agent, Godelind Jung to hire trackers and guides to lead him on
a great hunt. She offers a daily payment to each guide and an additional lump
sum if they successfully claim their target, and will cover all expenses.

Rumors
A satyr wizard has taken over a nearby abandoned tower and declared himself
Baron. He has demanded tribute from the local government, threatening to
raze Patininium if his "tax" is not paid.

Pelbeam (81, 73)


Nation: Pollia
Population: 26,051
Motto: Infallibility Sets Us Free
Year Founded: 2036

Potential Plots
The Demon Heart
The most pious lay followers of the local church in town are going missing
without a trace, and the priest in charge asks for help.
The priest is possessed and doesn't know it. Secretly, at night, with the demon
in control, he is killing his own parishioners.
Years ago, the head priest, Fulcher Borrell, battled a supernatural evil entity of
darkness. The cost to defeat it was to imprison the entity in the priest's own
soul. The mystic restraints are weakening and the demon is controlling the
priest's action without his knowledge.
Protected by his devout faith, after the original battle years ago, the priest was
unharmed, and the enemy lay dormant within him, trapped. Recently though,
the priest has lost some resolve, and the demon can now take control of him,
but only while he sleeps, and is not exposed to the light of day.
The possessed priest is killing parishioners at night to gain strength for the
demon so it can fully take control. The demon is aware of the priest's daily
actions, but remains undetectable hiding within the priest's aura. The priest is
completely unaware of the demon, and is honestly concerned for the well
being of his congregation, and sincerely wants help with discovering who is
murdering his congregation.

Rumors
Sir Josett Garrard is in love with his squire.

Persephoneinge (82, 80)


Nation: Pollia
Population: 7,846
Motto: Foe of the Pompous
Year Founded: 2066

Potential Plots
Rare Earths
A metalsmith seeks a rare element.
The famed metalsmith Colben Herleston has been experimenting with exotic
alloys, and needs a small amount of a metal so rare there's none for sale
anywhere.
The only known source of the metal, commonly known as Templars' Ore, is an
abandoned mine over a week's travel away. The mine has been out of use for
years and is said to be infested with all manner of nefarious things, from
bloodthirsty flesh golems to man-eating mi-gos. Colben will forge a high-
quality weapon or suit of armor for any who can return with a cartful of the
rare ore.

Rumors
All the cats in Persephoneinge are spying for Thomasina Coldfist.

Pettanius (85, 77)


Nation: Belthden
Population: 70,415
Motto: Fair Hysteria is Still Hysteria
Year Founded: 2164

Potential Plots
Sacred Marble
A renowned sculptor seeks to create an effigy in the name of his god, but he
needs stalwart adventurers to help him obtain the marble for his statue.
The nearest marble that suits the artist's needs has been recently excavated
from a quarry not far from him. Those who own the quarry are unwilling to
sell or trade for the marble, however, since they worship a different god.
According to the great artist Geitungr Gorman, there is "no higher form of
worship than to immortalize the form in stone." This is especially true of the
work he'd like to complete next. Geitungr wants to carve the likeness of a
god out of marble. Unfortunately, he doesn't have access to any marble of an
acceptable purity—it is impudent to sculpt an effigy of a god out of imperfect
stone, after all.
Luckily, there is a nearby quarry that has been excavating all kinds of stone for
quite some time, and the marble that they unearth is of a very high quality. For
reasons unknown, however, Geitungr refuses to acquire his supply from them.
That isn't to say that the marble can't be acquired from there. But if an
enterprising group of people were to venture to that quarry and reveal who it is
that wants the stone, they'd be in for an uncomfortable surprise. The owners of
the quarry are pledged to a different god, and to sell the marble to Geitungr is a
violation their principles.
The quarry can be taken by force, but it is heavily guarded, and it would be a
very difficult task to carry out. Added to that are the troubles of collecting the
marble after the violence has been carried out.
A more cunning crew can find the owner's ledger and discover where the most
recent supply of marble was shipped. The shipment should be much easier to
overwhelm, and the people robbing it would have a vehicle to transport the
goods afterwards.

Rumors
Backed by a secretive cabal of moneylenders, the Prime Minister plans to send
a fleet of black dragons to seize all weapons from the common folk.

Pickerdown Market (81, 78)


Nation: Pollia
Population: 7,658
Motto: The Luckiest of Cities
Year Founded: 2163

Potential Plots
Witherwood Trees
A nearby orchard has suffered from a mysterious blight. Townsfolk believe a
curse is behind their dying trees, and they want someone to investigate.
A necromancer is performing ritualistic burials near the roots of the trees, and
the trees have leeched this dark magic. Anyone who eats the blighted fruit
could eventually succumb to the darkness, and when they perish, soon rise
again to reinforce her undead army.
Pickerdown Market is known for its delicious apples. The only problem is that
lately, one of their premier orchards has become tainted by some mysterious
blight. Fruit falls off the tree too early, sometimes black and withered. The
trees themselves look as if they've been subjected to some kind of plague of
locusts or other pest. The workers at the orchard are doing their best to salvage
the best of the bunch, but even that number is growing scarce.
The rumors going around in Pickerdown Market claim that a curse is behind
the dying trees. To make things worse, anyone who has eaten the apples has
quickly grown ill. So far, only a few people have recovered from the sickening
affliction. Citizens are desperate to resolve the problem, as they're terrified that
their main export will dry up. Not only that, but with the townsfolk becoming
sicker and sicker, the populace is increasingly worried for their health. The
local healer has tried to do her best, but she claims that unless the source of the
ailment is found and resolved within the next few days, those afflicted will
likely begin to die.
Those who investigate the orchard in question will find nothing unexpected—
during the day, at least. The apples and the trees do look as if they are
beginning to wither and die, and an odd stench fills the air, but other than that,
nothing would pique anyone's interest.
At night, however, the orchard takes on an eerie feeling, with the trees swaying
unnaturally even when there is no breeze. That is when the necromancer
arrives to perform her ritualistic burials in the orchard. The trees sap away the
dark magic of the incantations used on the bodies, and deliver that same
energy into the fruit that grows on their branches. Agatha the Necromancer is
using the orchard to poison the people of Pickerdown Market and raise a
personal force of undead creatures, for anyone who succumbs to the illness
will surely rise as one of her minions.
Agatha wields impressive necromantic abilities, and wears a pair of magical
boots that allow her to act twice as quickly as she normally would. Three
stalwart "mercenaries" accompany her. Underneath their plate mail, the
mercenaries are actually wights under her control.

Rumors
Foreign coins will soon be declared contraband in Pollia. Hamelin Norbury is
offering to buy them for half price and melt them down for their metal value.

Pirnbridge (80, 69)


Nation: Pitairne
Population: 6,618
Motto: A Good Place for a Long, Peaceful Rest
Year Founded: 2180

Potential Plots
Waking the Dead
The dead have awakened in the nearby cemetery, and villagers are asking for
help to return their fallen to rest.
A carriage crashed through one of the cemetery crypt's heavy stone doors. Its
cargo of alchemical ointments spilled and mixed, causing the corpses inside to
reanimate.
At night, the dead have begun walking the grounds, and word around the
nearby village is that those deceased family members are attempting to return
to their families. By morning, however, there is a relative peace, and the
shambling dead are all accounted for in the cemetery once more.
If the adventurers enter the cemetery during the daylight hours, they will
discover what may be the cause of unrest: a carriage crashed through an iron
fence and smashed into the doors of a crypt, leaving the way open for those
risen.
When of the adventurers' discovery reaches the ears of the other villagers,
they'll suggest that new doors be put into place upon the crypt, and will pay
anyone who is brave enough to set the doors in place. This will not truly put
the dead to rest, though.
The carriage that damaged the crypt belonged to Mildred Nussbaum, a
traveling merchant who was shipping clerical supplies across the countryside
on behalf of a powerful priest. She decided to take a shortcut through the
cemetery that did not end well for her. Her goods spilled from the carriage and
broke upon the ground. With no cargo to sell, she is now indebted to the priest,
who does not suffer failure lightly. Thus, the merchant fled into the woods.
Of course, there is another way that the dead can be put to rest. If someone
ventures into the crypt, they will find the cause of the dead's unexpected rise.
Mildred's goods collected in an open grave at the bottom of the crypt, where
they pooled together to create an odd concoction. This caused the tomb to be
polluted with necromantic magic, and the entire interior of the tomb glows
with an unnatural emerald light. If the concoction can be safely removed from
the tomb, the dead would cease to walk the earth near the villages.

Rumors
The darkness is getting ready to counterattack.
Poyred (86, 73)
Nation: Griananea
Population: 7,816
Motto: Ever Captivating
Year Founded: 2187

Potential Plots
Friendly Competition
An adventuring group called "Gorgon's Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Gorgon's Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Gorgon's Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Gorgon's Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Gorgon's Cross should try to step in on them, complicating the character's
actions. Where ever possible, Gorgon's Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Gorgon's Cross
will eventually move on, but stories of their exploits should continue to reach
the party occasionally. If the players turn Gorgon's Cross in to allies, use
them again as contacts in other plots, but they won't join forces with the party
in any meaningful way, as they are just too independent for that.
Rumors
Madiltha is actually the illegitimate daughter of Madiltha Twarby by her lover
Svartr Ogregut rather than her husband Svartr.

Poytnal (81, 74)


Nation: Pollia
Population: 228,053
Motto: Filth is not Inevitable
Year Founded: 1926

Potential Plots
Baby Owlbear
A tiny baby owlbear has wondered into Poytnal, and has been loudly crying
out for its mother. Citizens are worried the mother will come looking and
possibly hurt someone, so they need someone to take the baby back into the
forest and away from Poytnal.

Rumors
Annah and Colwin Lang dote on their beloved pet dog, George. The true
reason for this is that the pup is actually the reincarnated form of their poor son
who died when he was four years old.

Quicksley (79, 77)


Nation: Pollia
Population: 8,081
Motto: Never Forget
Year Founded: 2114

Potential Plots
Healing Tea
An apothecary's daughter has grown ill, and the only thing that can save her is
a particular kind of tea leaf from a nearby forest.
The forest that the apothecary's daughter gathers herbs from is the same one
that caused her to grow sick. Anyone who ventures into the forest has to keep a
keen eye on the strange myconid creatures that live there.
An apothecary of great renown has earned high praise from the people of the
nearby villages. He has to admit, his fame was earned with the help of another:
his daughter. As Frank Oxseek grew older and infirm, he passed along his
knowledge to his daughter, Ronnoch.
While the apothecary was young, there was no animal or beast that could send
him scurrying from much-needed herbs, roots, and seeds, and his daughter
picked up that trait as well. However, Ronnoch's pride was her undoing. After
a recent trip for supplies, she has grown terribly ill. The apothecary knows that
the only thing that will cure her is a kind of tea leaf from a nearby forest—the
same forest that the daughter frequents.
Because the apothecary is old and unable to even walk long distances, he
cannot make the journey to find the tea leaves. Instead, he will direct those
who are strong in both body and spirit to the component that will save his
daughter's life.
The forest is filled with all manner of creatures, and some are hostile—
especially to a larger group of adventurers who infringe upon their homes.
Frank cautions the group to watch out for a race of mushroom-like people. In
fact, these mushroom-people are the ones responsible for Ronnoch's illness in
the first place, and the tea leaves he seeks only grow well within their domain.
They coat their weapons with a toxin that can inflict a terrible sickness upon
their victims. Fatigue, dizziness, and fever are just some of the symptoms of
their poison.
The mushroom-people are difficult to talk to, but are not intrinsically evil.
They will only attack when intruders harm living parts of the forest or invade
their domain. When communication can be established, they can be swayed to
part with the tea leaves that can save the apothecary's daughter.

Rumors
Gunda is actually the illegitimate daughter of Gunda Anvilfoot by her lover
Litr Furkeg rather than her husband Litr.

Razakburgh (80, 82)


Nation: Clochland
Population: 14,180
Motto: Hope for the Fey
Year Founded: 2127

Potential Plots
A Stolen Feast
The King of Clochland has planned a great feast later this evening to cement a
trade deal with a former rival. Unfortunately, the exotic ingredients to this feast
were recently stolen from the city's finest kitchen.
Sylfa Addicock, a bureaucrat who is an old rival of the King, stole the food to
embarrass King Hademar Dauncey and ruin the trade deal, which could lead to
open conflict!
King Hademar Dauncey has worked on this trade arrangement for years, and
the two sides have finally reached a deal, averting a crisis between the two
nations. With only hours to spare, the chefs offer a substantial reward for
whoever can find the culprit of this heinous heist and the reasons for his
thievery.
The chefs from the kitchen swear that they don't know what happened, and
that every one of the staff was out of the kitchen while the meal was pilfered.
They are willing to pay quite a price to have the food returned in time, and a
bonus if done so discretely. If the trade accords fail because of their kitchen,
not only will they never work again in Razakburgh, but they will likely never
leave it again unless within coffins.
Of course, the staff is partly to blame. Although none will readily admit it, they
were all outside the kitchen, gambling with a seedy fellow named Odwin
Widdowson. One of the staff will suggest that this man may have had
something to do with the theft, as they had rarely seen him in that part of the
city.
Further investigations will indicate that Odwin resides at an inn not far from
the kitchen. He still has all of the food (save a few morsels he took for himself)
secreted away. He doesn't want to invite a beating upon himself, but he will try
to flee the scene. If apprehended, he will explain more of the story, and reveal
the goods in return for a pardon for the theft.
Years before, when the King's position was being decided, an old rival of
Bernwulf Lestrange could not stand the overwhelming praise for the future
King. Sylfa Addicock wanted to humiliate King Hademar Dauncey and hired
Odwin to sabotage the dinner.
Odwin, if promised his pardon, he will lead the investigators to a small
warehouse where the goods are being stored, and will help return them to the
King's kitchens. Unbeknownst to him, his employer has hired a group of ten
thugs to watch the warehouse, and they will attempt to surprise and defeat
anyone who interferes with Sylfa's plan.

Rumors
Summer is coming, and it will be the longest, hottest, driest summer ever.

Rilamusspury (81, 74) - capital


Nation: Pollia
Population: 492,700
Motto: Valor Vanquishes Deceit
Year Founded: 1748

Potential Plots
Every Little Thing
Villagers are complaining about a terrible amount of noise from a nearby
wizard's tower. They wish for the wizard's rambunctiousness to be silenced,
and will pay handsomely for help convincing him to quiet down.
The wizard was attempting a dangerous spell that had an ill effect. Now, every
item within his tower has come to life at the expense of his own.
A mage's spell has gone horribly wrong. At his age, Thorbergr Prowd knew
that there were fewer days ahead of him than there were before, and he
attempted to learn some way to extend his life. There were rumors that a
fountain of youth existed somewhere in the world, but he never had enough
luck to find it. Instead, he'd been performing months of research on a ritual
that he believed would let him transfer his life force into another object.
Thorbergr was prepared to transfer his life force into a golem that he had
prepared with countless careful calculations, spells, and enhancements.
Unfortunately, none of his plans could have prepared him for the ritual's
failure. Instead of his life force traveling into the golem, it separated and
flowed into every item within the tower, with each object becoming animated
and taking on a part of his personality.
This has, in fact, become quite a problem for the people of the village. The
objects in the tower have become a quiet rambunctious bunch (all answering to
the name Thorbergr). With none of the villagers particularly fond of the idea of
inciting the mage's wrath, they've been hesitant to venture to the tower to ask
him to silence his prattling, but they'd be happy to pay a band of adventurers
for their trouble.
All the mage's possessions have come to life, and are actively celebrating their
newfound sentience. Each has personality based on a figment of Thorbergr's
identity and memories. A megalomaniacal spellbook, calling itself Hex, wishes
to add more incantations; a candlestick calling itself Vivificus is passionate
and debonair; Bihaldan the magnifying glass questions everything, and wants
to learn all it can.
They are not hostile to the investigators, but now that they are alive, they have
no desire to have the failed ritual completed. The investigators will have to
negotiate with the objects to get them to quiet down, and they will do so if
Rilamusspury formally recognizes them as the legitimate owners of the tower.

Sinister Winds
Terrible storms are battering the lands of the region, and a recently-conquered
group of heretics are believed to be the cause. The King is paying well for
unaffiliated agents to find the priests and put a stop to the storms.
Conquered priests, hidden away in a temple, are summoning the storms with
ritual magic. Their leader is amendable to a deal with the King, but one of her
followers will never stand down.
After a successful campaign against a heretic group, King Charles Norwich's
army has settled down for a brief respite. Their reprieve has been anything but
hospitable, for terrible storms have assaulted Pollia since the victory. Violent
lightning frequently strikes, and savage storms batter the land. The King's
shamans assure him that these bad omens indicate the land has risen up against
the King, but he is not sure he believes that.
As it turns out, the conquered rebels have been praying to their gods to have
the King and his soldiers banished from the land. They fear that their very way
of life will be threatened and that they will be forced to pray to different gods.
Royal intelligence indicates that the rebel high priests and shamans have
locked themselves away, and are praying to their deities and invoking ritual
magic to create the storms that are pummeling the countryside. They will only
stop when they are convinced that their religious beliefs are not endangered, or
by violent means. The King would prefer to settle this matter peacefully if
possible—which is why a call has gone out to find independent investigators
who can negotiate on the crown's behalf.
Intelligence reports do not state exactly where these priests are hiding, and any
physical evidence of their movements has been washed away by the storms.
Instead, the King suggests interviewing the locals to see if any know where
they might be, or to discover any legends or historical events that may provide
a clue. Those skilled in discovering such information will learn that the rebel
priests have taken up residence beneath an ancient temple, long ago fallen into
ruin.
The Temple of Idonea
This underground shrine was built to honor the old gods that the rebels still
venerate. It was built centuries ago as a series of halls beneath an enormous
elm tree called Idonia, said to have been twenty feet across and one hundred
feet high. The tree is now a lifeless stump, and a single door leads into the
hollow trunk, down a set of circular stairs, and into the temple below.
The priests are led by a shaman named Thonny the Indomitable, whose young
and sublime features belie a fierce determination and wisdom. While she (and
her followers) will die to preserve their independence from the King, she is
willing to bend a knee and call off the storms should her people be granted
autonomy in the region. Unfortunately, one of her priests, a bitter old man with
one arm, Oslac, sees a peaceful conclusion as a betrayal, and will turn on his
high priestess with his own supporters. In any case, once the ritual magic is no
longer performed, the storms will cease.

A Stolen Feast
The King of Pollia has planned a great feast later this evening to cement a
trade deal with a former rival. Unfortunately, the exotic ingredients to this feast
were recently stolen from the city's finest kitchen.
Edric Addicock, a bureaucrat who is an old rival of the King, stole the food to
embarrass King Charles Norwich and ruin the trade deal, which could lead to
open conflict!
King Charles Norwich has worked on this trade arrangement for years, and the
two sides have finally reached a deal, averting a crisis between the two
nations. With only hours to spare, the chefs offer a substantial reward for
whoever can find the culprit of this heinous heist and the reasons for his
thievery.
The chefs from the kitchen swear that they don't know what happened, and
that every one of the staff was out of the kitchen while the meal was pilfered.
They are willing to pay quite a price to have the food returned in time, and a
bonus if done so discretely. If the trade accords fail because of their kitchen,
not only will they never work again in Rilamusspury, but they will likely never
leave it again unless within coffins.
Of course, the staff is partly to blame. Although none will readily admit it, they
were all outside the kitchen, gambling with a seedy fellow named Freewrath
Ridel. One of the staff will suggest that this man may have had something to
do with the theft, as they had rarely seen him in that part of the city.
Further investigations will indicate that Freewrath resides at an inn not far
from the kitchen. He still has all of the food (save a few morsels he took for
himself) secreted away. He doesn't want to invite a beating upon himself, but
he will try to flee the scene. If apprehended, he will explain more of the story,
and reveal the goods in return for a pardon for the theft.
Years before, when the King's position was being decided, an old rival of
Adalberht Eadlac could not stand the overwhelming praise for the future King.
Edric Addicock wanted to humiliate King Charles Norwich and hired
Freewrath to sabotage the dinner.
Freewrath, if promised his pardon, he will lead the investigators to a small
warehouse where the goods are being stored, and will help return them to the
King's kitchens. Unbeknownst to him, his employer has hired a group of ten
thugs to watch the warehouse, and they will attempt to surprise and defeat
anyone who interferes with Edric's plan.

Rumors
Gunild has been promised in marriage to Hámunder Naughtarm by her
parents, Stæinfastr and Siggunnr Grelley. She loathes him, and is planning to
run away before the wedding.
The wealth of a recently located long-lost treasure trove has flooded the local
marketplace. Some claim a few items thought to be crafted with ancient
magics are available for the right price.
Hrotsuitha Furstone caught Bryngerder Vitalis sleeping with her son, and takes
every opportunity to publicly shame the tart.

Roadscot (79, 75)


Nation: Pollia
Population: 7,333
Motto: None more Courteous
Year Founded: 2133

Potential Plots
Brazen Poachers
The King has marked the forests outside of Roadscot as protected, but
poachers continue to kill animals within its borders.

Rumors
The Woodbrygg and Chill families have been violently feuding for years.

Rolandstow (82, 73)


Nation: Pollia
Population: 8,371
Motto: Dazzling Sons
Year Founded: 2134

Potential Plots
Unrequited Love
A local girl has been sneaking off in the middle of the night, and her parents
don't know where to. They believe she has a secret suitor, and they're willing
to pay to make sure she's safe.
The girl has actually captured a young lad that she's in love with.
Unfortunately, he doesn't return her feelings, and she won't let him go.
Vesie Marquerink, a fiery, emotional girl, has seemed aglow of late, and the
people of her city believe that they know why. They believe that she's found
young love. Her parents, Ansel, and Sigrúder are aware that Vesie is sneaking
out of the house in the middle of the night, but they don't know where she
goes. Against his better judgment, Ansel agreed not to interfere with his
daughter's courtship (he finds it rather charming, as he was similarly pursued
as a boy), but he is worried for her safety.
A young lad named Mabon Poynant was recently declared missing, and Ansel
wants to make sure that his daughter isn't snatched up by some delinquent in
the hours after dusk to suffer the same fate. He's willing to offer a small
payment to someone if they can discreetly follow his daughter and find where
she heads off to in the middle of the night.
The Cave
Vesie has fallen madly in love with Mabon Coggshall, the "missing" boy.
Unfortunately, he doesn't return her feelings—a circumstance that is truly
regrettable, as Vesie refuses to let him leave! She found a cave nearby town,
and a fifteen-foot pit within, where she keeps Mabon.
She's kept him here for days, bringing him food and drink every night. While
he eats in terror, she sings love songs and reads romantic poetry to the boy. In
her mind, she is being quite charming and irresistible—every verse and sonnet
is slowly making Mabon fall desperately, passionately in love with the young
girl. Of course, the reality is far different, as the object of her affection grows
increasingly worried for his life and state of mind.
If confronted, Vesie swears that she and Mabon are in love. If a woman tries to
help the lad reach his freedom, Vesie will accuse the woman of trying to
seduce Mabon and take him away from her.

Rumors
A long and bitter feud has existed between the Lehenard and Fogg families,
going back 459 years to when Rolandstow first settled.

Roudsover (84, 74)


Nation: Griananea
Population: 9,055
Motto: Studious Perfection
Year Founded: 2182

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Roudsover stands a tall stone spire, the tower of Odwin The
Kind. This venerable wizard keeps to himself for the most part, but serves as
an advisor to the mayor, and is loved for hosting a harvest festival for the town
each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Odwin's tower. All that night the air was electric, and the earth continued
to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Gæirulfr Taylor the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Gæirulfr Taylor began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Odwin The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
Backed by a secretive cabal of moneylenders, the King plans to send a fleet of
black dragons to seize all weapons from the common folk.

Ryderhole (83, 76)


Nation: Belthden
Population: 9,220
Motto: Bravery Knows no Bound
Year Founded: 1962

Potential Plots
Charity Robbery
A woman named Lithian is putting together a team of thieves to pull off a
daring heist of a popular local charitable organization.
The Human's Empathetic collects monetary donations from all over Ryderhole,
which they use to buy food, clothes, and other sundries to support the poor and
downtrodden.
Two days from now, all of the collections will be pooled and counted at their
central facility. The building is of stone and has three stories. Lithian has an
idea of where the coin is secured, but no idea who will be inside.
Besides the exterior guards, the inside is protected by several well-trained
mimics disguised as chairs, cabinets, and chests, as well as the ghost of the
organization's founder, an old man named Domas Waruhel.

Rumors
Ryderhole was founded 508 years ago by the Osteler family, after they were
exiled from the court of Belthden.

Rydersing (80, 68)


Nation: Pitairne
Population: 8,635
Motto: Wounded not Conquered
Year Founded: 2105

Potential Plots
A Large Beast
The woodcutter Geirmunder Naughtcharm recently reported spotting a section
of tall trees broken and brushed aside, as if something very large – and likely
dangerous - made its way through the nearby forest.

Rumors
Gødingr Broadmantle is a drunkard, and beats his children when he's had too
much wine.

Ryeford (77, 77)


Nation: Pollia
Population: 9,941
Motto: A Valor Past
Year Founded: 2070

Potential Plots
Sectarian Abduction
Millicent Gomfrey, the head of a local temple, has recently gone missing. Most
believe that she has been captured by the Energetic Charm religious sect,
whom the Court has recently outlawed as heathens. While that sect is still
followed by some of the older people in Ryeford, open worship of their faith
has gone underground.

Rumors
Gemma Whitewood has won the annual Ryeford pie contest the last six years
in a row. she cheats by buying pies from the baker, and infusing them with
magic that makes the judges think they are far tastier than they really are.
Samiaranum (80, 79)
Nation: Pollia
Population: 9,665
Motto: Gem of Pollia
Year Founded: 2178

Potential Plots
The Bandit King
The Sheriff, Geoffrey Stoughton, has been having a bandit problem recently.
There have been attacks on travelers on the road about a day out of town.
The bandit leader, Black Ansel, and his men have made camp in the old,
abandoned stone fort, about a week's travel outside of town, where they seek
an item of great power.
Geoffrey Stoughton would like help dealing with this bandit problem, as his
small force of deputies are needed as a militia to defend inside the town, and
can't be drawn off. The sheriff does have some information, from one of the
bandits the town caught and interrogated. The bandit leader is the self-styled
"Black Ansel, The Bandit King." He and his men have made camp in an old,
abandoned stone fort, about a week's travel outside of town. The prisoner said
that Black Ansel was looking for something valuable - or magical, he wasn't
sure - but if Ansel found it, he would be unstoppable.
The specifics of what what Ansel is looking for in the fort are uncertain. The
captured bandit heard other men speaking around the fire, sharing gossip and
rumors. He claims that one of the men swore the item was a magical crystal
hand which would replace the natural hand of its owner, allowing them to form
it into any weapon or tool desired. An other had speculated Ansel sought a map
to a vast, lost treasure hoard, or armory of weapons. A third claimed he sought
a book of forbidden lore. Those are the only stories the prisoner had. The
sheriff sent some towns folk to investigate, and none came back, so now he
wants help.
The Abandoned Fort
Black Ansel has set guards at the entrance to the fort. If anyone fights their
way in, enough noise will raise the alarm, and Black Ansel will leave his
armor and equipment in the library where he is currently examining old
scrolls, sneak through a well concealed secret door, and into one of the fort's
jail cells to wait.
Within the dreary fort's jail and cruel cells, there is a lone old man named
Gyllir Keil, who has clearly been starved and beaten and tortured for the
bandits' amusement. He is barely alive when found, knows nothing of the
bandits, and can only relay the story of how he was captured. Without
immediate healing, he dies pointlessly in the arms of his saviors, just as he is
about to be rescued.
Ansel is found in the last cell, pretending to be a recently captured villager
named Walther Stramin himself. He thanks his rescuers for saving him, and
begs to be given a spare weapon, and to allow him to help them search the rest
of the Fort for this "bastard bandit king." He comes off as a young hot head in
search of vengeance. He is cunning and believable in his ruse.
Any surviving bandits will, of course recognize their leader. In any fight they
take pains to not actually hurt him, nor give away his true identity. They know
to behave as if he is an escaped prisoner, as this is all part of a rehearsed plan.
He, however, will show less restraint against his own men, as he has to make
this look good, though he does try to not kill any of them.
His ultimate game is not to defeat the heroes here and now, but to learn a bit
about them before getting away with the rest of his men to fight an other day.
Clearly, the group got in through his guards, so are a force to be taken
seriously. If able, he slips out during a later fight with the remaining bandits. In
an ideal case (for him) he finds an opportunity to reclaim his possessions from
the library, leave a taunting note at the front door for the group, about how
stupid they are, and how he will see them again, very soon, and get away
stealing the party's horses.

Rumors
A long and bitter feud has existed between the Gilbert and Foot families, going
back 459 years to when Samiaranum first settled.

Samuelbury (86, 74)


Nation: Griananea
Population: 42,548
Motto: Make do
Year Founded: 2189

Potential Plots
Unrequited Love
A local girl has been sneaking off in the middle of the night, and her parents
don't know where to. They believe she has a secret suitor, and they're willing
to pay to make sure she's safe.
The girl has actually captured a young lad that she's in love with.
Unfortunately, he doesn't return her feelings, and she won't let him go.
Eve Cartmark, a fiery, emotional girl, has seemed aglow of late, and the people
of her city believe that they know why. They believe that she's found young
love. Her parents, Thenry, and Cecilia are aware that Eve is sneaking out of the
house in the middle of the night, but they don't know where she goes. Against
his better judgment, Thenry agreed not to interfere with his daughter's
courtship (he finds it rather charming, as he was similarly pursued as a boy),
but he is worried for her safety.
A young lad named Aleran Huffman was recently declared missing, and
Thenry wants to make sure that his daughter isn't snatched up by some
delinquent in the hours after dusk to suffer the same fate. He's willing to offer
a small payment to someone if they can discreetly follow his daughter and find
where she heads off to in the middle of the night.
The Cave
Eve has fallen madly in love with Aleran Audeley, the "missing" boy.
Unfortunately, he doesn't return her feelings—a circumstance that is truly
regrettable, as Eve refuses to let him leave! She found a cave nearby town, and
a fifteen-foot pit within, where she keeps Aleran.
She's kept him here for days, bringing him food and drink every night. While
he eats in terror, she sings love songs and reads romantic poetry to the boy. In
her mind, she is being quite charming and irresistible—every verse and sonnet
is slowly making Aleran fall desperately, passionately in love with the young
girl. Of course, the reality is far different, as the object of her affection grows
increasingly worried for his life and state of mind.
If confronted, Eve swears that she and Aleran are in love. If a woman tries to
help the lad reach his freedom, Eve will accuse the woman of trying to seduce
Aleran and take him away from her.

Rumors
Foreign coins will soon be declared contraband in Griananea. Guthrún Esmund
is offering to buy them for half price and melt them down for their metal value.
Sapperdon (82, 71)
Nation: Pitairne
Population: 6,805
Motto: Vigilance Knows no Bound
Year Founded: 2000

Potential Plots
Stone Soup
Sapperdon is famous for its savory cuisine, and people come from all over to
eat in its inns and taverns. When a group of special stones that add the unique
flavors Sapperdon is famous for to their meals was stolen, chaos ensued. The
townsfolk are desperate to get their relic back, and they will offer up precious
gemstones to see it returned.
One of the villagers is preparing to leave town, but he can't bear to leave the
flavor stone behind. He's packed the stone, and he will take it with him if he's
given the chance to give his other villagers the slip.
Sapperdon was created by a group of impassioned foodies. Long ago, they
found a way to make every meal—often soups and stews—more enjoyable
with what they call flavor stones. Every meal is prepared with these relics,–
large stone spheres that they place in their cooking pots. Now that they are
missing, the townsfolk claim they can't possibly eat anything without it.
Ever since the flavor stones were pilfered, there have been few visitors to
Sapperdon, and their profits have plummeted. The villagers will spare no detail
in describing how much the previous visitors have loved their food. They offer
the relic's weight in silver to whoever can find them and return them to
Sapperdon.
In fact, one of the villagers, a mercenary named Sobran Shotbolt, stole the
stones. Grown so accustomed to the meals he's had from Sapperdon, he knew
that he could never abandon the great taste that the flavor stones provide. He
snuck out of the village only a half-day before the adventures arrive, and is
making his way to a ship a few miles away. If he makes it to that ship, he'll be
nearly impossible to find and the stones will be lost. If Sobran's crime is
discovered, he'll do his best to bribe his way out of returning the flavor stones
—even going so far as to offer up every item left Sapperdon with.
Rumors
Sapperdon was built on an ancient burial grounds, and the ghosts of those
interred there send nightmares to those who sleep over their bones.

Sarah's End (78, 83)


Nation: Clochland
Population: 86,006
Motto: Carrying the Lamp of Peace
Year Founded: 2023

Potential Plots
Dead Man's Hand
At a local tavern, a card game is getting intense. The betting escalates, and one
of the participants, a lowly pirate captain named Isembart Stanley, bets it all,
and puts the deed to his ship into the pile. You've now won, and are the proud
owner of a former pirate vessel!
The catch is, the losing captain never owned the ship in the first place, and its
rightful owners are now coming after the winner. Even worse, there are at least
three notorious villains who claim ownership!
There's a wide range of possibilities for the theoretical owners. A few
suggestions:
• The arch-nemesis of the new winner, now employed by a local pirate
captain named Isembart Stanley. If he can obtain the ship, which the captain
believes is rightfully his, he can assume command over his crew. However, if
the captain is notified of his new employee's plans, he could be an ally.
• A doppleganger, posing as a local authority figure, aims to seize
possession in the name of the law.
• The agent of a sea-witch approaches the new owner with a proposition:
sail the ship to a specific set of coordinates during the full moon, and the stars
will be aligned perfectly to grant the new owner a blessing, that will
temporarily grant the owner (and the crew) the ability to see into the future.
The reality is that the sea-witch needs a ship and crew to sacrifice to a great
sea beast, and the new owner is the sacrifice!
Rumors
The hero Odila Heatherbearer is seeking adventurers to accompany her on a
voyage of discovery. she is staying at the Gallant Thought Slayer Inn.

Sattersands (81, 70)


Nation: Pitairne
Population: 129,166
Motto: 633 Years of Infallibility
Year Founded: 1576

Potential Plots
Missing Wizard
Susanna Shipwash is looking for her brother, Rainer, who disappeared two
weeks ago. Rainer was an adventuring wizard in his youth, but retired some
years ago to become a carpenter. Susanna does not know that her brother was
captured and imprisoned by the nobleman Rainer Molins. He is forcing the
wizard to instruct his son in the Art, thinking it will help the young boy's rise
to power in Pitairne.

Rumors
There have been rumors of strange moans emanating from the sewers after the
sun sets.

Scrapbone (84, 74)


Nation: Griananea
Population: 47,117
Motto: Never Doubt Loyalty
Year Founded: 2186

Potential Plots
An Historic Squabble
A long-running squabble between two highly lauded historians comes into the
spotlight when one of them turns up dead.
Isabel Argentein and Arnríder Flagonhead have been two of the most
prominent academics in the kingdom. Each of them has uncovered deep
secrets from the past and risen to great fame: Isabel through a beautifully-
written series of widely-read books advocating one interpretation of
Griananea's earliest history, and Arnríder as an enthralling lecturer proclaiming
a directly opposing view.
When Arnríder was found dead the morning before a scheduled speaking
engagement, it was first believed to be due to natural causes. However, a
close inspection by the Scrapbone medical staff revealed the presence of a
powerful if highly unusual toxin. A very suspicious discovery, for that same
substance was prominently mentioned in Hildebert's latest treatise.
The famed author, always reclusive, appears to have fled after leaving a note
protesting her innocence. The heirs of Arnríder Flagonhead offer a reward for
the alleged murderer's capture.

Rumors
The Chill and Woodward families have been violently feuding for years.

Shieldchurch (85, 78)


Nation: Belthden
Population: 6,789
Motto: Sons of Ambition
Year Founded: 2075

Potential Plots
Forestry Rights
Two rival groups of woodcutters lay claim to the same stretch of forest. If
someone does not negotiate a truce between them soon, there will be
bloodshed.

Rumors
Crops have been bad and a disease has ravaged certain farms; some are saying
a witch has cursed those farmers.
Shoestead (83, 77)
Nation: Belthden
Population: 9,010
Motto: In Unity, Resolve
Year Founded: 2154

Potential Plots
Waking the Dead
The dead have awakened in the nearby cemetery, and villagers are asking for
help to return their fallen to rest.
A carriage crashed through one of the cemetery crypt's heavy stone doors. Its
cargo of alchemical ointments spilled and mixed, causing the corpses inside to
reanimate.
At night, the dead have begun walking the grounds, and word around the
nearby village is that those deceased family members are attempting to return
to their families. By morning, however, there is a relative peace, and the
shambling dead are all accounted for in the cemetery once more.
If the adventurers enter the cemetery during the daylight hours, they will
discover what may be the cause of unrest: a carriage crashed through an iron
fence and smashed into the doors of a crypt, leaving the way open for those
risen.
When of the adventurers' discovery reaches the ears of the other villagers,
they'll suggest that new doors be put into place upon the crypt, and will pay
anyone who is brave enough to set the doors in place. This will not truly put
the dead to rest, though.
The carriage that damaged the crypt belonged to Móeithr Kemp, a traveling
merchant who was shipping clerical supplies across the countryside on behalf
of a powerful priest. She decided to take a shortcut through the cemetery that
did not end well for her. Her goods spilled from the carriage and broke upon
the ground. With no cargo to sell, she is now indebted to the priest, who does
not suffer failure lightly. Thus, the merchant fled into the woods.
Of course, there is another way that the dead can be put to rest. If someone
ventures into the crypt, they will find the cause of the dead's unexpected rise.
Móeithr's goods collected in an open grave at the bottom of the crypt, where
they pooled together to create an odd concoction. This caused the tomb to be
polluted with necromantic magic, and the entire interior of the tomb glows
with an unnatural emerald light. If the concoction can be safely removed from
the tomb, the dead would cease to walk the earth near the villages.

Rumors
Laurits Mortimer is planning to flaunt their newfound wealth by constructing a
lofty building in the center of town. It will be not one but two stories tall, so it
towers over all others.

Shrewscotts (79, 71)


Nation: Pitairne
Population: 6,713
Motto: Delight for all Who Believe
Year Founded: 2126

Potential Plots
Diseased Plants
A disease that quickly rots any plant it touches has become prevalent in
Shrewscotts recently. Locals have discovered that the rot comes from a certain
kind of tree cut from deep in a nearby wood, and people are beginning to think
the druids who live in the forest are responsible.

Rumors
A legendary bowman named Mark Forst has been seen firing arrows into the
knees of local citizens.

Silkfield (83, 77)


Nation: Pollia
Population: 8,152
Motto: Hope for Better Things
Year Founded: 1992

Potential Plots
Friendly Competition
An adventuring group called "Vampire Lord's Cross" are the new saviors of
the locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Vampire Lord's Cross
has done recently, and how it's a good thing they showed up to save the day
when the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Vampire Lord's Cross are arrogant, because they know they are as competent
as the characters, but they aren't evil, just glory hogs. They really are just an
other adventuring group with similar capabilities to the players. They are open
to any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Vampire Lord's Cross" should be comprised of of an almost identical make
up of character classes as the characters' group. Each player should have one
fairly obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Vampire Lord's Cross should try to step in on them, complicating the
character's actions. Where ever possible, Vampire Lord's Cross will try to
take the credit.
This plot can be completely resolved via diplomacy if desired. Vampire Lord's
Cross will eventually move on, but stories of their exploits should continue to
reach the party occasionally. If the players turn Vampire Lord's Cross in to
allies, use them again as contacts in other plots, but they won't join forces with
the party in any meaningful way, as they are just too independent for that.

Rumors
Charity is actually the illegitimate daughter of Charity Mooncloak by her lover
Rocco Frambold rather than her husband Rocco.

Slinnorth (85, 72)


Nation: Pollia
Population: 8,129
Motto: Wounded not Conquered
Year Founded: 2146

Potential Plots
The Demon Heart
The most pious lay followers of the local church in town are going missing
without a trace, and the priest in charge asks for help.
The priest is possessed and doesn't know it. Secretly, at night, with the demon
in control, he is killing his own parishioners.
Years ago, the head priest, Ragnald Roseworth, battled a supernatural evil
entity of darkness. The cost to defeat it was to imprison the entity in the
priest's own soul. The mystic restraints are weakening and the demon is
controlling the priest's action without his knowledge.
Protected by his devout faith, after the original battle years ago, the priest was
unharmed, and the enemy lay dormant within him, trapped. Recently though,
the priest has lost some resolve, and the demon can now take control of him,
but only while he sleeps, and is not exposed to the light of day.
The possessed priest is killing parishioners at night to gain strength for the
demon so it can fully take control. The demon is aware of the priest's daily
actions, but remains undetectable hiding within the priest's aura. The priest is
completely unaware of the demon, and is honestly concerned for the well
being of his congregation, and sincerely wants help with discovering who is
murdering his congregation.

Rumors
The Court plans to exile everyone who cannot cast a spell.

Smeetrock Hall (83, 82)


Nation: Liathtrea
Population: 6,791
Motto: Smeetrock Hall Ascendant
Year Founded: 1254

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Perverse Enigmas have been
raiding settlements and robbing travelers in the area.

Rumors
Nathaniel Cressy is a drunkard, and beats his children when he's had too much
wine.

Snarhern (88, 72)


Nation: Calaia
Population: 10,944
Motto: Bakers without Peer
Year Founded: 2164

Potential Plots
A Stolen Feast
The King of Calaia has planned a great feast later this evening to cement a
trade deal with a former rival. Unfortunately, the exotic ingredients to this feast
were recently stolen from the city's finest kitchen.
Finn Donnett, a bureaucrat who is an old rival of the King, stole the food to
embarrass King Wibald Abell and ruin the trade deal, which could lead to open
conflict!
King Wibald Abell has worked on this trade arrangement for years, and the
two sides have finally reached a deal, averting a crisis between the two
nations. With only hours to spare, the chefs offer a substantial reward for
whoever can find the culprit of this heinous heist and the reasons for his
thievery.
The chefs from the kitchen swear that they don't know what happened, and
that every one of the staff was out of the kitchen while the meal was pilfered.
They are willing to pay quite a price to have the food returned in time, and a
bonus if done so discretely. If the trade accords fail because of their kitchen,
not only will they never work again in Snarhern, but they will likely never
leave it again unless within coffins.
Of course, the staff is partly to blame. Although none will readily admit it, they
were all outside the kitchen, gambling with a seedy fellow named Rogar
Brewfield. One of the staff will suggest that this man may have had something
to do with the theft, as they had rarely seen him in that part of the city.
Further investigations will indicate that Rogar resides at an inn not far from the
kitchen. He still has all of the food (save a few morsels he took for himself)
secreted away. He doesn't want to invite a beating upon himself, but he will try
to flee the scene. If apprehended, he will explain more of the story, and reveal
the goods in return for a pardon for the theft.
Years before, when the King's position was being decided, an old rival of
Hervey Haye could not stand the overwhelming praise for the future King.
Finn Donnett wanted to humiliate King Wibald Abell and hired Rogar to
sabotage the dinner.
Rogar, if promised his pardon, he will lead the investigators to a small
warehouse where the goods are being stored, and will help return them to the
King's kitchens. Unbeknownst to him, his employer has hired a group of ten
thugs to watch the warehouse, and they will attempt to surprise and defeat
anyone who interferes with Finn's plan.

Rumors
Kulli Baynard fell overboard while at sea, and his husband grieved over the
loss. However, it was actually a ruse to flee Snarhern and he is now living a
new life abroad.

Sojournanum (83, 78)


Nation: Pollia
Population: 8,360
Motto: Salvation in Wisdom
Year Founded: 2071

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Sojournanum stands a tall stone spire, the tower of Thomas The
Gifted. This venerable wizard keeps to himself for the most part, but serves as
an advisor to the mayor, and is loved for hosting a harvest festival for the town
each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Thomas's tower. All that night the air was electric, and the earth
continued to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Hugolin Goldtinker the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Hugolin Goldtinker began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Thomas The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
Gunnilda Ramtap has won the annual Sojournanum pie contest the last six
years in a row. she cheats by buying pies from the baker, and infusing them
with magic that makes the judges think they are far tastier than they really are.

Stachvas Field (81, 78)


Nation: Pollia
Population: 7,868
Motto: A Sword against Weakness
Year Founded: 2149

Potential Plots
Charity Robbery
A woman named Matilda is putting together a team of thieves to pull off a
daring heist of a popular local charitable organization.
The Human's Prestigious collects monetary donations from all over Stachvas
Field, which they use to buy food, clothes, and other sundries to support the
poor and downtrodden.
Two days from now, all of the collections will be pooled and counted at their
central facility. The building is of stone and has three stories. Matilda has an
idea of where the coin is secured, but no idea who will be inside.
Besides the exterior guards, the inside is protected by several well-trained
mimics disguised as chairs, cabinets, and chests, as well as the ghost of the
organization's founder, an old man named Roland Kinge.

Rumors
Oslac Gooder is a drunkard, and beats his children when he's had too much
wine.

Stagenbear Chapel (85, 85)


Nation: Liathtrea
Population: 7,742
Motto: Stagenbear Chapel, the Untaken City
Year Founded: 1704

Potential Plots
Rock Climbing
Mayor Durand Berylhill has announced a contest to take place two days from
now in which contestants will attempt to scale a nearby cliff.

Rumors
Hariman Stramin is actually an illegitimate child of the King Oswith Wright,
hidden away in Stagenbear Chapel to avoid scandal.

Stoke Ystava (80, 83)


Nation: Clochland
Population: 20,515
Motto: Never Threaten Stoke Ystava
Year Founded: 2100

Potential Plots
Missing Students
The city's magical academy typically gets a score of new students each year.
This year, none showed up at all.
Haddon Institute for the Paranormal Arts gets a steady stream of new students,
mostly from the upper crust of Stoke Ystava, each year. They were expecting a
class of fifty students. The parents sent them off to the Institute a week ago,
but not one ever arrived.
The Institute has a long history in Stoke Ystava and is well respected. There
have been, however, a few nefarious incidents in the Institute's past, which has
caused the occasional haunt or poltergeist to appear. No one has ever seen
anything like this, however, and Headmaster Allice Milk has offered a sizable
reward to anyone who can solve the mystery.
Rumors
Hælga and Bernwulf Wilson dote on their beloved pet dog, Erland. The true
reason for this is that the pup is actually the reincarnated form of their poor son
who died when he was four years old.

Stormmarket (83, 76)


Nation: Griananea
Population: 27,442
Motto: Weak Charm is no Virtue
Year Founded: 2188

Potential Plots
Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Stormmarket has experienced a rather unusual influx of guards of
late. The guards claim that they've been sent from the capitol of Griananea,
and they have identification that looks to prove those claims. However, since
these new guards have arrived, crime has only seemed to increase!
The venerable sheriff, Haimo Findern, has done some research on his own, and
found that many of these alleged guards are in fact brigands and highwaymen
—some who he personally captured or arrested in his younger days.
The sheriff has suspicions that the new guards may be the reason Stormmarket
has seen such dark times of late. He's looking for any stalwart adventurers who
would be willing to dig a little deeper to find out if his hunch is correct, and
the reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Fulcher Everfire, a
crook who feels the sheriff wronged him earlier in life by marrying the woman
he was in love with.
Rumors
Little Askatla Brewhood has been acting oddly lately. she keeps singing songs
in a strange language and talking to people who aren't there.

Suetoninia (82, 83)


Nation: Liathtrea
Population: 18,099
Motto: Purity cannot be Bought
Year Founded: 1835

Potential Plots
Violent Evictions
Ingrith Foebow of the affluent House Peckham has purchased a large portion
of land outside Suetoninia. Those who live on that land fear that she will turn
them out without compensation, leaving them homeless and destitute. They
know House Peckham has the wealth and connections to ensure that, even if
some of the residents got hurt in the process, no one would pay much
attention. They seek help in finding a way to preserve their way of life.

Rumors
Mildred Sourcloak is actually a noble who retired from the intrigue and
dangers of the capital, to live here in obscurity and comfort.

Surllet Farm (80, 81)


Nation: Clochland
Population: 21,877
Motto: Art is the Handmaid of Goodness
Year Founded: 2136

Potential Plots
Fae Marauders
A group of fae, supposedly striking from a portal in the forest that leads to
the Winter Court, have been attacking travelers of late. Some think they are
mundane bandits in disguise.
Rumors
A boy prophesied to be the next King has been born in a nearby town, and the
current King has sent assassins to kill the child.

Swefnuth (82, 70)


Nation: Pitairne
Population: 8,601
Motto: To each According to His Need
Year Founded: 1887

Potential Plots
Shellfish Standoff
Shellfish farmers and fishermen are about to go to war, and the entire town is
on edge.
A type of anemone called a Dictator's Star has been devastating the shellfish in
the waters off Swefnuth for months. They multiply far too quickly to hunt and
kill, and every effort to halt their infestation has met with failure. In
desperation, shellfish farmers have pooled their funds and paid an alchemist
named Maethor Narbridge to craft a poison that will kill the anemones without
killing the shellfish they rely on for their livelihood. Unfortunately, the poison
had a similar effect on the jacks that are the main catch for fishermen in the
area.
With the shellfish population in rebound and the fishing economy in collapse,
the two camps cannot agree on a solution to the problem and violence seems
imminent. On most days, rival groups meet in the center of town, hurl insults
at each other, and try to intimidate, bribe, and harass authority figures into
capitulating to their side in the burgeoning conflict. Though the mayor has
treated with both camps numerous times, the two factions suspect that town
leadership secretly backs the other side. Only yesterday the standoff exploded
into violence, and seven people were severely beaten. The alchemist has either
left town or is in hiding, as his house is abandoned and his alchemical
equipment gone.
Given the explosiveness of the situation, and the fact that neither side trusts the
authorities, the mayor is offering a reward to anyone who can resolve the crisis
without violence. The shellfish farmer camp is led by Davyn Topazbrandy,
who has farmed these waters since he was a boy, and, like the rest of those he
represents, only wants to continue living the way he always has. A proud man,
he refuses to believe that sourcing the poison was a bad plan, and believes the
fish dying is the fault of a poor job by the alchemist. His rival is Frances
Napeless, a woman of few words with a perfect poker face. She is feared and
respected by all the other fisherman, and has no compunctions about using
violence to get what she wants. Her grandfather, whom she adored as a child,
was a shellfish farmer, so she is not averse to the opposite camp's well-being,
but she would certainly not admit that to anyone, preferring to maintain her
stern, unforgiving reputation.

Rumors
Sho has been promised in marriage to Nabel Burdet by her parents, Egilhard
and Stæinfríder Billing. He loathes her, and is making plans to run off before
the wedding.

Talontead (80, 80)


Nation: Pollia
Population: 358,357
Motto: First in Infallibility
Year Founded: 1833

Potential Plots
Voyage of Exploration
A large expedition is hiring crew for a mayor voyage.
The King has commissioned an expedition to visit faraway lands, improve
maps and navigations, and find what opportunities or threats to Pollia may
exist. Two fine ships, the Matilda and lovely of Sigvarder are making ready in
the harbor. The commander of the expedition is recruiting the crew for a
voyage that faces unknown dangers and adventures.

Rumors
Roberd Scroggs went missing after he was overheard drunkenly insulting the
King.
Tattell (83, 80)
Nation: Belthden
Population: 9,809
Motto: Born of the Forest
Year Founded: 2003

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Scheming Evils have been
raiding settlements and robbing travelers in the area.

Rumors
A legendary bowman named Edwulf Silkfriend has been seen firing arrows
into the knees of local citizens.

Thannlyn (77, 74)


Nation: Pitairne
Population: 7,212
Motto: While I Breathe I Hope
Year Founded: 1978

Potential Plots
Baby Owlbear
A tiny baby owlbear has wondered into Thannlyn, and has been loudly crying
out for its mother. Citizens are worried the mother will come looking and
possibly hurt someone, so they need someone to take the baby back into the
forest and away from Thannlyn.

Rumors
Goblins have eaten all the grain in the granaries. Goblins or rats. I'm pretty
sure it's goblins though.

Theragond's Mead (81, 72)


Nation: Pitairne
Population: 162,563
Motto: Home of the Enchanting
Year Founded: 1793

Potential Plots
Goblin Territory
Savage goblins mounted on worgs have been attacking those who venture into
the nearby woods. One survivor says they have claimed the woods as their
own.

Rumors
Several Theragond's Mead residents trace their family trees back to the famed
hero Ketilríthr Widdowson.

Thonglawon (81, 74)


Nation: Pollia
Population: 6,089
Motto: Carrying the Lamp of Purity
Year Founded: 1970

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Predatory Sympathies have
been raiding settlements and robbing travelers in the area.

Rumors
All the cats in Thonglawon are spying for Dashley von Zimmerman.

Tickenwang (78, 73)


Nation: Pitairne
Population: 7,373
Motto: Blessing for all
Year Founded: 2022

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Intolerant Contradictions have
been raiding settlements and robbing travelers in the area.

Rumors
The Dictator granted lands in the forest to the Gerville family 633 years ago,
and they founded Tickenwang upon them.

Tithspury Green (86, 74)


Nation: Griananea
Population: 6,516
Motto: For the Sake of Intelligence
Year Founded: 2189

Potential Plots
Rare Earths
A metalsmith seeks a rare element.
The famed metalsmith George Ramtap has been experimenting with exotic
alloys, and needs a small amount of a metal so rare there's none for sale
anywhere.
The only known source of the metal, commonly known as Lust's Ore, is an
abandoned mine over a week's travel away. The mine has been out of use for
years and is said to be infested with all manner of nefarious things, from
bloodthirsty werebears to man-eating diabolists. George will forge a high-
quality weapon or suit of armor for any who can return with a cartful of the
rare ore.

Rumors
The wizard Isward the Energetic claims that a comet will soon appear, bright
enough to see even during the day, and it will signal the end of the King's
reign.
Torgolomuelinch (77, 72)
Nation: Pitairne
Population: 40,691
Motto: Torgolomuelinch Ascendant
Year Founded: 2131

Potential Plots
Papers Please
Someone is making false identifications for brigands so that they can be
passed off as guards. The local sheriff wants someone to find out wand why
they're posing as protectors of the peace and who is behind the plot.
The sheriff made an enemy in his earlier days, and that besmirched fellow is
paying him back by making a fool of him and his men.
The city of Torgolomuelinch has experienced a rather unusual influx of guards
of late. The guards claim that they've been sent from the capitol of Pitairne,
and they have identification that looks to prove those claims. However, since
these new guards have arrived, crime has only seemed to increase!
The venerable sheriff, Domas Topazback, has done some research on his own,
and found that many of these alleged guards are in fact brigands and
highwaymen—some who he personally captured or arrested in his younger
days.
The sheriff has suspicions that the new guards may be the reason
Torgolomuelinch has seen such dark times of late. He's looking for any
stalwart adventurers who would be willing to dig a little deeper to find out if
his hunch is correct, and the reason his city has been targeted.
Particularly clever investigators can trail one of the new guards and then
follow him from the city after he's pilfered a few items. They can track them
back to a thieves' den in the wilderness, where they'll find Authun Snipe, a
crook who feels the sheriff wronged him earlier in life by marrying the woman
he was in love with.

Rumors
Taxes are about to go up dramatically.
Tristeshaw (78, 73)
Nation: Pitairne
Population: 7,003
Motto: Bowed but not Broken
Year Founded: 1926

Potential Plots
Evicted Loggers
A sect of druids have been forcing loggers out of the forests, claiming the
loggers are violating the tenets of their religion.

Rumors
All the cats in Tristeshaw are spying for Ingomar Everard.

Turnmore (86, 74)


Nation: Griananea
Population: 7,977
Motto: Intrepid Destiny
Year Founded: 2188

Potential Plots
Friendly Competition
An adventuring group called "Balor's Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Balor's Cross has done
recently, and how it's a good thing they showed up to save the day when the
usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Balor's Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Balor's Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Balor's Cross should try to step in on them, complicating the character's
actions. Where ever possible, Balor's Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Balor's Cross
will eventually move on, but stories of their exploits should continue to reach
the party occasionally. If the players turn Balor's Cross in to allies, use them
again as contacts in other plots, but they won't join forces with the party in any
meaningful way, as they are just too independent for that.

Rumors
Little Alstan von Kalbfleisch has been acting oddly lately. he keeps singing
songs in a strange language and talking to people who aren't there.

Ulfium (80, 82)


Nation: Clochland
Population: 8,832
Motto: Jewel of Clochland
Year Founded: 2035

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Ulfium stands a tall stone spire, the tower of Edwin The
Sympathetic. This venerable wizard keeps to himself for the most part, but
serves as an advisor to the mayor, and is loved for hosting a harvest festival for
the town each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Edwin's tower. All that night the air was electric, and the earth continued
to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Filibert Blundell the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Filibert Blundell began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Edwin The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.
Rumors
Several Ulfium residents trace their family trees back to the famed hero
Margared Gorman.

Upper Lyria (76, 75)


Nation: Pollia
Population: 12,126
Motto: Home to Heroes
Year Founded: 1969

Potential Plots
A Large Beast
The woodcutter Mildred Berylmantle recently reported spotting a section of
tall trees broken and brushed aside, as if something very large – and likely
dangerous - made its way through the nearby forest.

Rumors
Upper Lyria was founded 459 years ago by the Morris family, after they were
exiled from the court of Pollia.

Vallissside (82, 78)


Nation: Pollia
Population: 8,970
Motto: Fortune Favors the Focused
Year Founded: 1961

Potential Plots
Forbidden Magics
What is more dangerous than forbidden magics? Forbidding them.
The citizens of Vallissside have always had absolute freedom in the use of
magic. Some spells are considered undesirable, even downright wrong, but it
has also been considered a greater wrong to tell a wizard what he may not do.
And the use of such incantations has been very rare, in any event.
Last week, however, the mayor made a public announcement that it was time
to ban the most offensive magics, and a long list was posted with the specifics.
To show their scorn for this blatant attack on freedom, the local spellcasters
have apparently taken it upon themselves to cast every single spell on the list.
It was funny at first, but as they have been working from summoning simple
imps to the most powerful abominations, people are getting scared.
Someone needs to get the wizards to stop their dangerous protest -- or get the
mayor to back down -- before something truly terrible happens.

Rumors
The local graveyard has a dark secret. Everyone buried there is dug back up a
few days later, and their reanimated corpses become the newest recruits in a
private undead army the Mayor is building.

Valorchapel (84, 76)


Nation: Griananea
Population: 71,700
Motto: Vigilance from our Labors
Year Founded: 2190

Potential Plots
Charity Robbery
A woman named Linza is putting together a team of thieves to pull off a daring
heist of a popular local charitable organization.
The Human's Erudite collects monetary donations from all over Valorchapel,
which they use to buy food, clothes, and other sundries to support the poor and
downtrodden.
Two days from now, all of the collections will be pooled and counted at their
central facility. The building is of stone and has three stories. Linza has an idea
of where the coin is secured, but no idea who will be inside.
Besides the exterior guards, the inside is protected by several well-trained
mimics disguised as chairs, cabinets, and chests, as well as the ghost of the
organization's founder, an old man named Aldhard More.
Rumors
There are rumors that a group of thieves plan to attack caravans enroute for the
coast. Wealthy trader Taldus Rainchest is hiring adventurers to protect his
shipments.

Varzwistle (81, 69)


Nation: Pitairne
Population: 8,794
Motto: Gem of Pitairne
Year Founded: 1921

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Varzwistle, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.

Rumors
Goblins have eaten all the grain in the granaries. Goblins or rats. I'm pretty
sure it's goblins though.

Verrum (82, 70)


Nation: Pitairne
Population: 30,957
Motto: Sinners Never Welcome
Year Founded: 2179

Potential Plots
Barbarian Raiders
A bold tribe of migratory barbarians called the Desperate Limbs have been
raiding settlements and robbing travelers in the area.
Rumors
A drunken sailor named Lawrence Richeman claims the ghost of a man he
killed, Alchere, is still haunting him.

Vesieinius (79, 82)


Nation: Clochland
Population: 39,154
Motto: Purity over Power
Year Founded: 2155

Potential Plots
Diseased Plants
A disease that quickly rots any plant it touches has become prevalent in
Vesieinius recently. Locals have discovered that the rot comes from a certain
kind of tree cut from deep in a nearby wood, and people are beginning to think
the druids who live in the forest are responsible.

Rumors
They say the woods outside town are haunted by a woman who's son was
murdered there. They say she comes for you if you have blood on your hands.

Vinicinium (82, 74)


Nation: Pollia
Population: 7,970
Motto: Mothers of Pride
Year Founded: 2097

Potential Plots
Hostage Situation
Angry after a dispute with the mayor of Vinicinium, a nomadic tribe has
captured the mayor's son and are holding him hostage until their concerns are
addressed.
Rumors
Cess Beck has been harboring a deep grudge against Redulph Wolfmason for
many years, and is just waiting for the right opportunity to arrange an
"accident".

Warford (81, 70)


Nation: Pitairne
Population: 7,248
Motto: Focused Bravery
Year Founded: 2110

Potential Plots
The Wizard's Tower
The town wizard has been consumed by the dark magics. His tower is bursting
with eldritch energies, which are beginning to consume the town.
In the town of Warford stands a tall stone spire, the tower of Gislin The
Empathetic. This venerable wizard keeps to himself for the most part, but
serves as an advisor to the mayor, and is loved for hosting a harvest festival for
the town each year.
Rumors of some strange events were overheard in the town's local tavern for a
few months, but no one considered they might be real. That all changed four
days ago.
Late one night a small earthquake shook the town. Most in the town had never
experienced such a thing. Later still, brightly-colored flashes of light were seen
about Gislin's tower. All that night the air was electric, and the earth continued
to shake beneath it.
The next morning was calm and quiet. The wizard would not come to his door,
and cautiously, the town returned to normalcy. At midday, the horses and other
animals in the town began to cry out, then tried to escape the town in a blind
panic. Shortly thereafter, a malevolent storm suddenly rolled in. Above the
wizard's tower, witnesses reported an eye in the storm. Though early in the
afternoon, the eye opened up into the black void of the night sky and a few
red, fiercely-burning stars.
The storm raged into the night, when things got calm again. Just after the
moon went down over the distant hills, an explosion rocked the town. A blast
leveled all buildings within two hundred feet of the tower, and the ruins
smoked with eerie green fire. Despite the blast, the tower remained, as if
monitoring it's doomed test subjects below.
Boda Shotbolt the mayor -- a towering former soldier with a formidable
handlebar mustache -- organized the militia. They broke the door down and
advanced into the tower. The entire town watched nervously through the night
until another blast wave shook the town. The door opened, and only two of the
militia emerged. Burned and injured, they stumbled out in a daze. They
muttered only nonsensical words and shortly thereafter, attacked their
caregivers savagely before they were killed.
Boda Shotbolt began to evacuate the town as the rumblings and mystical
energies continued to emanate from the tower, and wants to hire adventurers to
find out what happened.
The players enter Gislin The Astounding's tower and fight their way up the
numerous levels to the top. Magic works strangely in here, and the very fabric
of reality is twisted. At the top level, the players discover the body of the
wizard and are attacked by his malevolent spirit. His private chamber seems to
have no ceiling, but instead, a night sky filled with the horrible void of space.
Upon defeating the spirit, the tower begins to collapse, and the PCs must hurry
their way out, avoiding getting crushed. Once out of the tower it implodes into
a singularity and evaporates as if it never existed.

Rumors
Mahthildis has been promised in marriage to Edward Bardolf by her parents,
Haralder and Gillian Gare. She loathes him, and is planning to run away before
the wedding.

Warmund Hall (85, 78)


Nation: Belthden
Population: 23,709
Motto: Fortune Favors the Resourceful
Year Founded: 2183

Potential Plots
The Hungry Giant
Warmund Hall is on the verge of panic, as a frightening giant steals away one
of their livestock every few days. Fearing starvation in the coming months, the
villagers call for the help of anyone who can solve their big problem.
The giant isn't simply stealing the livestock to eat them. It stole the animals so
that it could breed them and have an endless supply for the years to come.
The settlers are worried that they'll go hungry through the winter if they can't
stop the big brute. They're hiring negotiators to placate the giant by whatever
means necessary.
If the negotiators should seek out the giant, named Hubert, they will find he is
not simply pillaging the settlement for a quick meal. He's taken the livestock
and put them to use, intent on breeding them for the seasons to come. Of
course, knowing his appetite, he's allowed for plenty of leftovers.
Though the giant is not altogether friendly, he's not without reason. An accord
can be struck with him to various effects. Though the settlement makes for an
easy target, there are wild animals in the wilderness. A cunning diplomat could
convince him to hunt those animals, to either his benefit or the settlement's. In
time, they could even grow to have a sort of symbiotic relationship with each
other.
Of course, should diplomacy fail, a fight with the giant would not be uncalled
for. And even if the giant could be convinced to share goods with the people of
the settlement, they would have to be convinced likewise.

Rumors
Pilwin Sanburne has been harboring a deep grudge against Laurence Bret for
many years, and is just waiting for the right opportunity to arrange an
"accident".

Weelsberrow (78, 74)


Nation: Pitairne
Population: 6,146
Motto: Beware Unlucky Blessings
Year Founded: 1921

Potential Plots
Out in the Fields
A farmer can't feed his family without any crops. His harvest been rotten and
damaged for the last few seasons, but he can't figure out why.
The farmer has incurred the wrath of a band of witches who he refused to
shelter years prior. They cursed him by invoking a pack of mud elementals on
his fields.
Farmer Hademar Denton, has turned up a rotten, damaged crop for the last few
seasons. He's worried that he'll have to abandon his farm soon, because he's
not been making enough money or food to feed his family, and his home is
beginning to fall into disrepair.
The farmer believes that his rotten luck began a couple years prior, when he
refused shelter to a band of witches. Ever since then, he says as if the ground
itself has become tainted, and the crops are unable to root properly or absorb
the proper nutrients. He's tried everything from purchasing premium fertilizer
to moving his fields entirely. When pressed for information, the farmer will
mention that the ground has seemed damper and muddier in recent seasons
even though the rains are lighter than normal.
As it turns out, his fields are being damaged by mud elementals, given life and
purpose to plague the farmer by the witches he scorned before. Hademar
doesn't have the means to fend off the elementals, but he'll offer the last of his
coin to anyone who is willing to help him with his problems. His wife will also
offer up a home cooked meal any time their saviors return.
Two of the witches have long moved on, but the last, a young woman named
Hrotsuitha Steinmann, set up roots in a cave in the nearby wilderness. If those
helping the farmer can find her, she'll end the mud elementals' existence in
exchange for a bribe—along with an apology from Hademar.

Rumors
The horse breeder Dronaxis Cavespirit claims his new horse is actually his
wife. Most say he's gone loopy after his real wife disappeared last year.

Weelshunt (77, 74)


Nation: Pitairne
Population: 9,885
Motto: The Dictator's Rest
Year Founded: 1950
Potential Plots
Diseased Plants
A disease that quickly rots any plant it touches has become prevalent in
Weelshunt recently. Locals have discovered that the rot comes from a certain
kind of tree cut from deep in a nearby wood, and people are beginning to think
the druids who live in the forest are responsible.

Rumors
We are about to start being taxed if we don't go to the temple enough.

Whitlwras (82, 76)


Nation: Pollia
Population: 6,897
Motto: Cure for the Forgetful
Year Founded: 2161

Potential Plots
Weapons of Mass Distraction
Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Hengist Zellweger. He bought an entire stock of the weapons from the
merchant, and when he went to arm his men, all the equipment was gone from
the bed of his wagon. Hengist has since been doing his best to track the man
who has sold the illusory goods, and often shows up in the villages that the
blacksmith did business in. Unfortunately, he's always a day or two late to find
him.
Hengist Zellweger will pay handsomely for help apprehending the merchant.
Those who take him up on the offer may find that the villages the merchant
has traveled to have a pattern that will give clues to where he'll go next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.

Rumors
The village idiot was once a powerful wizard who lost his mind when
attempting diabolical spells.

William Gate (78, 74)


Nation: Pollia
Population: 9,188
Motto: A Safe Refuge
Year Founded: 2167

Potential Plots
Fae Marauders
A group of fae, supposedly striking from a portal in the forest that leads to
the Winter Court, have been attacking travelers of late. Some think they are
mundane bandits in disguise.

Rumors
The King granted lands in the forest to the Merden family 459 years ago, and
they founded William Gate upon them.

Wilsbole (81, 73) - capital


Nation: Pitairne
Population: 198,719
Motto: Defiant to the End
Year Founded: 1561

Potential Plots
Pit Fighting
An official with the mayor's office seeks a group of toughs to find, infiltrate,
and expose an illegal pit fighting ring

Weapons of Mass Distraction


Local villages are frenzied after a traveling blacksmith sold them magical
forgeries of weapons. They want him brought to justice.
The perpetrator of the crime is, in fact, no blacksmith at all. He's created these
weapons with a magic spell, and has been profiting off his act for months with
no one wiser for it until he's long passed.
It is rumored that a traveling blacksmith is selling weapons in the countryside
at a very low price. Unfortunately, by the time he's faded into the horizon, the
weapons are shown to be elaborate illusions with no physical substance to
them. Those who were wronged by the blacksmith want him brought to justice.
The loudest of those who were swindled by the blacksmith is a mercenary
named Charlt Barbeyes. He bought an entire stock of the weapons from the
merchant, and when he went to arm his men, all the equipment was gone from
the bed of his wagon. Charlt has since been doing his best to track the man
who has sold the illusory goods, and often shows up in the villages that the
blacksmith did business in. Unfortunately, he's always a day or two late to find
him.
Charlt Barbeyes will pay handsomely for help apprehending the merchant.
Those who take him up on the offer may find that the villages the merchant
has traveled to have a pattern that will give clues to where he'll go next.
Upon being found, the villainous merchant will attempt to dissuade his
pursuers by any means necessary. He'll offer a bargain of allegedly real goods,
a bribe of the money he's been swindling people for, and if all else fails he'll
use his illusory magic to escape his pursuers. He causes the noise he makes as
he flees to go the opposite direction he is, hides within caves or under
overhangs, covering the entrances with a natural illusory wall, and, if truly
pressed, will conjure an image of himself having fallen to his death or killed
by wolves.
Friendly Competition
An adventuring group called "Necromancer's Cross" are the new saviors of
the locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Necromancer's Cross
has done recently, and how it's a good thing they showed up to save the day
when the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Necromancer's Cross are arrogant, because they know they are as competent as
the characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Necromancer's Cross" should be comprised of of an almost identical make
up of character classes as the characters' group. Each player should have one
fairly obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Necromancer's Cross should try to step in on them, complicating the
character's actions. Where ever possible, Necromancer's Cross will try to take
the credit.
This plot can be completely resolved via diplomacy if desired. Necromancer's
Cross will eventually move on, but stories of their exploits should continue to
reach the party occasionally. If the players turn Necromancer's Cross in to
allies, use them again as contacts in other plots, but they won't join forces with
the party in any meaningful way, as they are just too independent for that.

Rumors
Chipstone, the gnome down the street, carved this ladybug pin for me. It looks
so real, I keep thinking I see it move.
Summer is coming, and it will be the longest, hottest, driest summer ever.
Rangers have reported encountering squirrels that cam mimic the sounds of
other animals and even human speech.

Witchtons (80, 82)


Nation: Clochland
Population: 6,516
Motto: In Unity, Wisdom
Year Founded: 2002

Potential Plots
The Dragons' Bane
Rumors tell of a fearsome dragon that terrorizes this region, named Mavi the
Sneaky. A group of silver miners have been enslaved by the beast; and all of
their break-breaking earnings go into the dragon's maw...and it's vast hoard of
treasures.
The dragon is actually the town's protector, but is enslaved by a fiend.
In actuality, the dragon is the towns protector: a fact which is revealed if
adventurers question the locals. However, in recent weeks the dragon has
ceased it's normal patrols and hasn't been collecting the gifts that the townsfolk
supply to keep the dragon fed and happy.
If the adventurers decide to undergo the perilous journey to the dragon's
nearby den, they will encounter a mind-controlling fiend who is holding the
dragon enthralled while enjoying it's hoard. The fiend will order the dragon to
attack the adventurers as soon as they are detected, while trying to stay out of
harm's way itself.
If the adventurers manage to slay the dragon and the fiend, they will have free
run of the dragon's hoard...and the eternal enmity of the townsfolk. If they save
the dragon from the fiend's clutches they will earn the eternal gratitude of the
townsfolk, a small reward, and a very powerful ally in the form of the mighty
dragon Mavi the Sneaky.

Rumors
The secret to the popularity of the beloved local brew, King's Ale, is the result
of a highly addictive plant extract.
Wiverdle (79, 70)
Nation: Pitairne
Population: 9,649
Motto: Protectors of the Forest
Year Founded: 1885

Potential Plots
Friendly Competition
An adventuring group called "Ghosts' Cross" are the new saviors of the
locals, and the usual heroes are no longer the center of attention.
The town folk are gushing about what wonderful things Ghosts' Cross has
done recently, and how it's a good thing they showed up to save the day when
the usual local heroes weren't around.
Upon returning to a town where the group is well known and liked, they find a
new adventuring band has usurped their fame.
Ghosts' Cross are arrogant, because they know they are as competent as the
characters, but they aren't evil, just glory hogs. They really are just an other
adventuring group with similar capabilities to the players. They are open to
any sort of friendly competitions the party may offer (e.g. drinking contests,
archery contests, duels (not to the death)) to prove their superiority, and
maintain the adoration of the town.
"Ghosts' Cross" should be comprised of of an almost identical make up of
character classes as the characters' group. Each player should have one fairly
obvious counterpart in their rival group.
This plot is all about jealousy and envy, and how the characters deal with not
being the town's heroes for a while. The players may assume there is
something sinister afoot, but this really is just an other adventuring group,
comparable to themselves. If there are any other plots going on in this town,
Ghosts' Cross should try to step in on them, complicating the character's
actions. Where ever possible, Ghosts' Cross will try to take the credit.
This plot can be completely resolved via diplomacy if desired. Ghosts' Cross
will eventually move on, but stories of their exploits should continue to reach
the party occasionally. If the players turn Ghosts' Cross in to allies, use them
again as contacts in other plots, but they won't join forces with the party in any
meaningful way, as they are just too independent for that.
Rumors
The Dictator has a secret child from his illicit lover.

Worg's End (84, 84)


Nation: Liathtrea
Population: 15,556
Motto: All of Us Merciful
Year Founded: 1775

Potential Plots
Missing Students
The city's magical academy typically gets a score of new students each year.
This year, none showed up at all.
Thornton Institute for the Paranormal Arts gets a steady stream of new
students, mostly from the upper crust of Worg's End, each year. They were
expecting a class of fifty students. The parents sent them off to the Institute a
week ago, but not one ever arrived.
The Institute has a long history in Worg's End and is well respected. There
have been, however, a few nefarious incidents in the Institute's past, which has
caused the occasional haunt or poltergeist to appear. No one has ever seen
anything like this, however, and Headmaster Aelric Puttock has offered a
sizable reward to anyone who can solve the mystery.

Rumors
The Danett and Morecott families have been violently feuding for years.
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