SPELLS & SWORDS WORLD BUILDING
ALIGNMENTS AND RELIGION
There are basically 2 Alignments: Good and Evil.
Each has a vast assortment of Higher Powers that can Worshipped.
Most all Player Characters are considered to be of the Good Alignment.
Priests in particular must specify the exact Entities they Worship and draw their Powers from.
Other classes may call upon any number of Beings without expecting any Divine Interventions.
Good Aligned Powers include: The Lords of Light, Gods of Nature, Angels, Devas, Solarians,
Cherubs, Lords of Law, Good Dragons, The Good Gods of Various Pantheons, Saints,
Gods of Mercy, Gods of Justice, Gods of Vengeance, Ascended Souls, Holy Spirits,
Dwarven Ancestors, Demi-Gods, Celestials, Eternal Champions, etc.
Evil Aligned Powers include: Demon Lords, Devil Princes, Cosmic Horrors, Dead Gods,
Lords of Darkness, Lords of Chaos, Outer Gods, Elder Gods, Alien Gods, Evil Dragons,
Insane Gods, Gods of Death and the Underworld, Greater Abominations, Bestial Gods,
Shadow Lords, Nether Lords, Gods of Disease, Pestilence, War, Destruction, etc.
Journeys, Voyages, Quests.
Speed = Distance Covered per Day in Miles
Method: Speed: Notes:
Foot, Marching Troops 20
Wagon, Cart 25 Donkey, Mule
Elephant, Camel 25 Large Pack Animals
Large Monsters 25
Running Messenger 30 Big Monsters
Riding Horse, Chariot 30 Riding Carriage
Giant Size Monster 35
Galloping Riding Horse 40 Hulking or Enormous Monster
Magical Horse 45 Huge or Immense Monster
Unicorn 50 Gigantic Monster
Gargantuan Monster 55
Vast Monster 60
Raft, Barge 20
Row Boat 25 River Boat
Canoe 30 Harbor Boat, Catamaran
Sailing Boat 35 Skiff, Fishing Boat
Galley 40 Bireme, Trireme
Long Boat, Cog 45 Merchantman
Sloop, Caravel 55
Galleon, Man-of-War 60
Slow Flyers 100
Medium Flyers 150
Fast Fliers 200+
COST OF HIRELINGS AND FOLLOWERS
Desperate Civilians These will pay you for Protection. Trainable
Gullible Humanoids 1-3 Gold per Day. Not welcome in Civilized Lands
Low Quality Hirelings 4-5 Gold per Day. Hazard Pay. Poorly Equipped
Former Brigands 6-7 Gold per Day. Treacherous. Low Morale
Typical Mercenaries 8-10 Gold per Day. Reduced Share in Treasure
Better Mercenaries 11-15 Gold per Day. Reduced Share. Well Equipped
Hero Quality Retainers 16-20+ Gold per Day. Equal Share in Treasure
Charmed Persons Nothing. May be Poorly Equipped. Always Loyal
Fanatics, Zealots, Cultists A Pittance. Will only Follow Religious Leader
Knights, Honorable Fighters Varies. Less if Vow or Oath of Service Involved
Page, Squire, Adept, Disciple Simple Upkeep. Promise of Training, Knowledge
Slave or Prisoner Soldiers Nothing. Threats and Brutality keep them in Line
QUICK VILLAGES AND TOWNS
These will be located at Crossroads.
Most will have a large Stream or small River running through them.
The 3 Main Establishments will be a Mill, a Church, and an Inn. The
Houses and Shops of Merchants and Craftsmen will be located near
the center of town. Farms, Orchards, and Pastures will be located
farther out. The next Settlement will be a days travel (20 Miles away)
HOLIDAYS, HOLY DAYS, FEAST DAYS, TRADE DAYS, FESTIVALS, AND FAIRS
These can be Major or Minor.
They may have a Religious, Historical, Agricultural, or Economic origin.
Many are Seasonal: Fall, Winter, Spring, Summer
For example: A Market Day may be in the Fall, post-Harvest.
A Courting (May-pole) Festival might take place in the Spring.
Festive Activities may include: Cooking, Decorating, Contests, Music,
Singing, Dancing, Storytelling, Ceremonies, Acrobats, Jugglers, Bonfires,
Plays, Fireworks, Masks, Gift Giving, Rituals, Processions, and Parades.
CONTESTS AND TOURNAMENTS
Activities include: Games, Sports, Races, Feats of Strength, Archery,
Equestrian Skills, Hammer, Spear, Discus Throws, Boxing, Wrestling,
Jumps, Debates, Pie Eating, Jousting, Knightly Melees
Craft Guilds are found in Large Towns and Cities.
They demand that practitioners join the Guilds and pay the Dues.
They will provide apprenticeships to younger members. Each Trade
skill will be represented by its own unique Guild.
A Merchant Guild is found in Large Towns and Cities.
They demand that practitioners join the Guilds and pay the Dues.
Members will own Shops, Warehouses, Caravans, and Trade Ships.
They can provide Armed Escorts, Bodyguards, Insurance, and
Basically Criminal Organizations. You better pay your dues.
Actively engaged in Theft, Smuggling, Contraband, Fencing,
Racketeering, Protectionism, Collections, Spying, Gambling,
Begging, and Assassinations. Some specialize, others have their
hands in every pot. Many prefer to recruit young street orphans.
There can be a great variety in these. For example:
Companies of Free Lances, Mercenary Troops, Bodyguards, Marines,
The Holy order of Templars, Hospitalers, Gladiator Schools,
Fencing Schools, Dojos, Knightly Orders, Fighter Academies,
Rangers of the North, The Red Riders, etc.
These are fewer in number than Fighter Orders:
Wizard Schools, The Circle of Good Mages, Alchemists Guild, The Great Library.
Most Mages are highly secretive and may never pass on their hard earned
knowledge. Others may only take on one apprentice at a time, or in a lifetime.
Mages can be hired to cast Spells, brew potions, and Forge Magic Items.
TEMPLES, CULTS, AND CHURCHES
Usually one Celestial power and his/her followers dominate the worship in a City.
In others, one may find a Temple Row, devoted to a plethora of Pantheons.
Shrines devoted to the powers of Chaos and Evil can always be found, but these
are always well hidden. Primitive tribes will have Shamans, and the sacred groves
of Druids can be found deep in most Forests and other Terrains as well.
City Temples will actively collect tithes and indulgences. They will also charge
handsomely for casting Spells that heal and cure.
LAW AND ORDER
-In most cases the Whims of a Noble is the Law. Might makes Right.
-Usually the local Nobility will be in charge of keeping the peace as well as a
maintaining a Military Garrison, and possibly a Private Army.
- The local Law enforcement may be divided into several organizations:
City Guard, Night Watch, Port Authority, Bureau of Monster Hunting, Department of
Undead Control, Ghost Busters, etc. Many of these groups will be more or less
corrupt or only competent enough to handle the local pickpockets.
- Every place will have its own set of obscure Laws that usually benefit the
powers that be. There will also be enough Religious Laws, Magical Mandates,
Royal Decrees, and Military Proclamations, that the party may want to invest a few
Skill Levels in Law just to avoid them.
-Lawyers (Barristers) can always be hired in Lieu of breaking out of Jail.
-Imprisonment is a common punishment, but the party will also encounter:
Dismemberment, Public Humiliation, Branding, Torture, Fines, Ball and Chain, Quarry
Work, Sale into Slavery, Trial by Combat, the Gladiator Pits, and Death Sentences.
- Jails may range from tower accommodations with fine dining to Dark, Muddy Pits
with nothing but cockroaches to eat. Characters who repeatedly escape imprisonment
will, upon recapture, be given increasingly harsh sentences including magical restraints.
- Tax Men will be accompanied by a Chest of coins and a Dozen Soldiers
Each. Tariffs are collected at the gates, at the docks, and in the streets.
The Industrious Village The Industrious Village
The City of Intrigue The City of Intrigue
COSMOPOLITAN CITY ENCOUNTER TABLE
1 Tailed by Gang of Thieves
2 Strutting Noble Fop
3 Cut Purse
4 Bazaar: Magic Item for Sale
5 Pick Pocket
6 Street Performers
7 Con Artist
8 Gambling Hall
9 City Guards
10 Challenged by a Duelist
11 Tax Collector
12 Victory Parade
13 Street Preachers
14 Riots: Angry Mob
15 Pugnacious Thugs
16 Cloaked Stranger: Assassin
17 Charlatan Selling Fake Potions
18 Drunken Revelers
19 Mourners: Funeral Procession
20 Beggars Row
21 Leper: Someone Save or Disease
22 City Watchman
24 Ghost: Spirit
25 Churlish Ruffians
26 Press Gang for Warships
27 Tea Houses
28 Red Light District
29 Vampire at Night: Undead
30 Werewolf with Perfect Hair: Undead
31 Plague Outbreak: All Save or Disease
32 Fire: Pandemonium
33 Holy Day
34 Man Hunt
35 Circus in Town
36 Arena Spectacle
37 Chariot Races
38 Caravan Arrives
39 Army Recruitment
40 Harvest Festival
41 Treasure Ship Arrives
42 Wedding Season
45 Public Execution
46 Devil Offering Contract
47 Slave Market
48 Insulted by Rakes
49 Demon Pulled Rickshaws
50 Bath Houses
51 Street Barbers
52 Smell of Sewage and Incense
53 Pilgrimage Site
54 Blessed Fountain
55 Astrological Event
56 Busy Port
57 Belly Dancers
58 Spice Merchants
59 Stage Exposition
60 Temple Street
61 Old City Walls
62 Idols Bathed in Milk
63 Flower Festival
64 Aviary & Bestiary
65 Botanical Gardens
66 Art Academy
67 Ruins of Ancient Palaces
68 Steps to the Sacred River
69 Exquisite Tombs
71 Amphitheatre Concert
73 Smell of Flowers & Smoke
77 Domes and Minarets
78 Monuments and Statues
79 Gurus in Trances
80 Chanting Monks
81 Minor Official
82 Royal Scandal
83 Book Market
84 Step Wells & Water Carriers
85 City Square: Wanted Posters
86 Street Vendors
89 Craftsmans Guilds
90 Magic Shop
91 Clothiers and Cobblers
92 Black Berry Trees: Forage
93 Alchemists Row
94 Djinn Mosques: Calls to Prayer
95 Devonic Churches: Ringing Bells
96 Pagan Saturnalia
97 Feast Day and Vomitorium
98 Magical Ceremony
00 Approaching Enemy Army
TAVERNS AND INNS
This is where your average low level adventurer hangs out,
when not in a Dungeon. Best to Flesh it out a bit.
TAVERN VISIT ENCOUNTER TABLE
1 Cards: Gambling Skill Check to win or lose 3D10 Gold
2 Dice: Gambling Skill Check to win 5D10 Silver
3 Feast: Cost 1D6 x 5 Gold
4 Round of Ale: Cost 2D6 x 5 Copper
5 Round of Wine: Cost 2D6 x 5 Silver
6 Round of Liquor: Cost 2D6 x 5 Gold
7 Gossip: Gossip Skill Check for Rumor
8 Conversation: Carousing Skill Check for Rumor
9 Stranger: Carousing Skill Check to Recruit Minor Hero
10 Cloaked Figure Offering Quest
11 Barroom Brawl: 2D6 other Patrons
12 Pass Out: Nothing
13 Pickpocket: 1D10 x 10% of Coins Stolen
14 Game of Skill: Throw Daggers, Knives, Darts to get Patrons respect
15 Chess: Gaming Skill Check to get Patrons respect
16 Wench: Courting Skill Check for Rumor
17 Tales of Adventure: Storytelling Check to get Patrons Attention
18 Jig: Dance Skill Check to get Patrons to befriend you
19 Ballad: Song Skill Check to calm Patrons
20 Musical Interlude: Musician Skill Check to Join Patrons in Festivities
1 Location of a Basic Dungeon
2 Location of a Portal
3 Location of a Major Foe
4 Location of a War or Battle
5 Location of a Magic Item
6 Location of a Treasure
7 Location of a Spell Caster
8 Connection to Thieves Guild
9 Connection to Assassins Guild
10 Location of a Person of Interest
11 Location of a Wanted Criminal
12 Location of a Monster
13 Connection to a Sea Captain
14 Location of a Ruins
15 Location of a Castle
16 Location of Fey
17 Knowledge of a Curse or Enchantment
18 Secret of a Commoner
19 Secret of a Spell Caster
20 Secret of a Noble or Official
MINOR HERO RECRUITMENT TABLE
1D10 Minor Hero:
SHOPS AND BUSINESSES
1 Shoe Maker
7 Old Clothes
16 Wine Seller
18 Purse Maker
19 Wood Seller
20 Magic Shop
21 Book Binder
22 Glove Maker
23 Wood Carver
24 Fish Monger
25 Vegetable Stall
27 Beer Seller
28 Buckle Maker
30 Spice Merchant
36 Rope Maker
41 Rug Maker
42 Harness Maker
43 Hay Merchant
45 Book Seller
48 Candle Maker
54 Horse Trader
55 Glass Blower
56 Cloth Merchant
57 Fortune Teller
58 Boat Builder
59 Smoke Shop
60 Weapon Merchant
Here we have divided settlements into 10 Essential Categories of
Functions with 8 examples of Structures for each. Every listed
Sub-function is not Required, but it is Representative. The List
should help the GM in Fleshing out his settlement descriptions.
SETTLEMENT FUNCTIONS LIST
1D10 Functions 1D8 Structures
1 Military Walls, Gates, Fortifications, Garrisons,
Moats, Armories, Arsenals, Academies
2 Government Courts, Prisons, Palaces, Castles,
Constabularies, Tax Collections, Parliament, Ministry
3 Economic Markets, Ports, Warehouses, Shops,
Banks, Black Markets, Exchanges, Caravans
4 Religious Temples, Shrines, Monasteries, Churches,
Graveyards, Monuments, Covenants, Holy Sites
5 Social Inns, Taverns, Arenas, Bath Houses,
Brothels, Theatres, Gambling Houses, Tea Houses
6 Agriculture Farms, Pasture, Orchards, Mills,
Fisheries, Vineyards, Butchers, Bakeries
7 Industry Factories, Mines, Quarries, Workshops,
Guilds, Plantations, Artisans, Foundries
8 Knowledge Libraries, Labs, Universities, Henges,
Conservatories, Greenhouses, Observatories, Mage Towers
9 Services Cistern, Sewers, Trash Removal, Hospitals,
Roads, Post Offices, Fire Stations, Aqueduct
10 Gatherings Festivals, Fairs, Circuses, Carnivals,
Competitions, Feasts, Tournaments, Holy Days
WORLD HEX MAP GENERATOR
First draw the outlines of 1D4 Continents on a Hex Map
20 miles across. 1 days travel.
whats in a Hex?
PRIMARY TERRAIN OF A HEX (TABLE)
1 Coastal or Island: or roll again or pick one
2 Large River or Delta: or roll again or pick one
3 Mountains, Crags
5 Desert, Salt Flats, Dunes
6 Forest, Woods, Groves, Glades
7 Plains, Steppes, Heath, Farmland
8 Swamps, Bogs, Marsh Fens, Estuary
9 Cold, Tundra, Arctic, Taiga, Glacial
10 Barrens, Wasteland, Badlands, Brokenlands
11 Jungle, Rainforest, or Fungal or roll again
12 Sylvan Woods or Savanna or roll again
13 Volcanic or roll again
14 Large Lake: or roll again or pick one
15 Valley (Guaranteed 1 River)
16 same as last roll or pick one
17-20 GM picks
HEX POPULATION TABLE
1-4 Wilderness - Sparse 1D20 x 1D10
5-7 Light - Villages 1D20 x 100
8-9 Medium - Villages and Towns 2D6 x 1000
10 Heavy - Villages and Towns and City 2D6 x 10,000
11-12 Monstrous - Ruins, Humanoids, Dragon, Giants
3-4 Small Lakes
5-7 Streams, Creeks
8 Deep Wells (by Settlements only)
Notes: Cold climes will usually have Snow and Ice plus roll 1D3 times
Swamps are their own water sources plus roll 1D3 times
For Deserts roll (1D3 - 1D3) times plus 50% for an Oasis
For Volcanic roll (1D4 - 1D3) times. For Jungle roll 2D4 times
For Forest and Farmland roll 1D6 times. For Coastal roll 1D4 times
For Plains, Savannas, Hills, and Mountains roll 1D3 times
For Broken Lands roll 1D2 times
MINE TYPE TABLE
Note: Most Hexes have the potential for a few (1D3) Small Mines.
1D6 Larger Mines will be found in Mountains and Hills.
QUARRY TYPE TABLE
Note: Stone of 1 type can always be quarried in Mountains, Hills, and Barrens.
Salt is always available on Coasts, Islands, and Salt Flats.
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