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BY MONTE COOK
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Imagine . . .

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. . . an incredible fantasy setting

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CK
. . . an astounding, premium book

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. . . a piece of gaming history

A
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ER
!
Monte Cook’s City by the Spire

In Ptolus, the supernatural is expected and treachery lies


around every corner—or is it that the supernatural lies
around every corner and treachery is expected? Either
way, the city of Ptolus abounds with danger, magic,
intrigue, and above all, adventure.

The new version of Ptolus, for Fifth Edition or the


Cypher System, isn’t just huge—672 beautiful pages—
from its embossed cover to the multiple bound-in satin
bookmarks, everything about Ptolus is premium quality.
Top-notch art and abundant cartography grace virtually
every page. The extras packet contains handouts, player
maps, and posters. The library-quality binding exceeds
the standards of virtually every other RPG product ever
published. And it comes with hundreds of pages of digital
extras!

Check out Ptolus: Monte Cook’s City by the Spire for 5e


and the Cypher System.

“Epic. Perhaps the most amazing tome in its genre.”


—reviewed on Goodreads
“You could run your players around Ptolus for a decade without
“An ultra-detailed setting with enough material to run a long needing anything other than this and the core rulebooks.”
running urban campaign . . . Everything is extremely well —Halfway Station
organized.”
—RPG.net “An amazing feat of world-building.”
—reviewed on Amazon
“I have never seen any campaign setting—much less one that’s
really just a single city—presented with such great care and “It will be the best money you’ve ever spent on RPGs. I promise.”
thoroughness.”
—reviewed on DriveThruRPG —reviewed on Amazon

f b.com/MonteCookGames @MonteCookGames
A PLAYER’S GUIDE TO PTOLUS 1

A  PLAYER’S
GUIDE TO

By Monte Cook
2 MONTE COOK’S CITY BY THE SPIRE

TABLE OF CONTENTS

Introduction The Undercity Market . . . . . . . 10 Outside the City Walls. . . . . . . 18


The Look of Ptolus. . . . . . . . . . 11 Customs. . . . . . . . . . . . . . . . . . 18
A Player’s Guide to Ptolus Noble Houses. . . . . . . . . . . . . . 11 History . . . . . . . . . . . . . . . . . . . . 19
Welcome to the City . . . . . . . . . . . 4 Organizations. . . . . . . . . . . . . . 12 Two Emperors . . . . . . . . . . . . . 19
Campaign Feel . . . . . . . . . . . . . . . . 5 Balacazar Crime Family . . . . 12 Life Under the Empire . . . . . . . 19
The City of Ptolus . . . . . . . . . . . . . 5 Brotherhood of The Empire Today . . . . . . . . . . 20
Rulers. . . . . . . . . . . . . . . . . . . . . 6 Redemption. . . . . . . . . . . . . . 12 Timeline. . . . . . . . . . . . . . . . . . 20
The Authorities and the Law . . . 6 The Conciliators. . . . . . . . . . 12 Creating a Character for the Ptolus
The Forces of Light. . . . . . . . . . . 6 Delver’s Guild. . . . . . . . . . . . 12 Campaign . . . . . . . . . . . . . . . . . . 22
The Dark Side. . . . . . . . . . . . . . . 6 Dreaming Apothecary. . . . . . 12 Common Species. . . . . . . . . . . . 22
The People of Ptolus. . . . . . . . . . 6 The Fallen. . . . . . . . . . . . . . . 12 Minor Species. . . . . . . . . . . . . . 23
Districts of the City . . . . . . . . . . 7 Fate Weavers. . . . . . . . . . . . . 12 Other NPC Species. . . . . . . . . . 23
The Docks. . . . . . . . . . . . . . . . 7 The Forsaken . . . . . . . . . . . . 12 Names . . . . . . . . . . . . . . . . . . . . . 24
Guildsman District . . . . . . . . . 8 Healers of Sacred Heat. . . . . 13 Character Background. . . . . . . . . 24
Midtown. . . . . . . . . . . . . . . . . 8 Inverted Pyramid. . . . . . . . . . 13 Character Classes. . . . . . . . . . . . . 24
The Necropolis. . . . . . . . . . . . 9 Keepers of the Veil . . . . . . . . 13 5e Character Classes. . . . . . . . . 24
Nobles’ Quarter . . . . . . . . . . . 9 Killraven Crime League. . . . . 13 Cypher System Character Types. . 26
North Market. . . . . . . . . . . . . 9 Knights of the Golden Magic . . . . . . . . . . . . . . . . . . . . . 26
Oldtown . . . . . . . . . . . . . . . . . 9 Cross. . . . . . . . . . . . . . . . . . . 13 Spells. . . . . . . . . . . . . . . . . . . . . 26
Rivergate District . . . . . . . . . 10 Knights of the Pale . . . . . . . . 13 Blessed Children. . . . . . . . . . . . 26
South Market . . . . . . . . . . . . 10 Longfingers Guild. . . . . . . . . 13 The Wintersouled. . . . . . . . . . . 26
Temple District. . . . . . . . . . . 10 The Malkuth. . . . . . . . . . . . . 13 Equipment . . . . . . . . . . . . . . . . . . 26
The Warrens. . . . . . . . . . . . . 10 Order of the Fist. . . . . . . . . . 13 Firearms and Technology. . . . . . . 27
Pale Dogs . . . . . . . . . . . . . . . 14
The Shuul. . . . . . . . . . . . . . . 14
The Sorn. . . . . . . . . . . . . . . . 14 City Map
Sisterhood of Silence. . . . . . . 14 Districts of Ptolus. . . . . . . . . . 16–17
The Vai. . . . . . . . . . . . . . . . . 14
Viridian Lords. . . . . . . . . . . . 14
Religion . . . . . . . . . . . . . . . . . . . . 14 Appendix
The Church of Lothian. . . . . . . 14 Legal and Open Game License. . . 28
Important Individuals in Ptolus. . . 15
People From History. . . . . . . . . 18
The World (and Beyond) . . . . . . . 18
A PLAYER’S GUIDE TO PTOLUS 3

INTRODUCTION
Ptolus is meant to be fantasy role-playing in microcosm. It embodies all that is fundamental to the genre, but it does so
in the space of a single city. That means there are dungeons to explore as well as townsfolk to interact with.
There are strange magical mysteries to discover, demons to fight, and even dragons. Ptolus is truly
a city of adventure—player characters don’t have to leave it to embark on amazing adventures.

P CREDITS
tolus is the union of some aspects of real-world medieval Europe (as real as is fun)
with the rules and flavor of your favorite game system. When I wrote in the Third
WRITING:
Edition DMG that merchants might hire wizards to use detect thoughts and see Monte Cook
invisibility to deter crime, and that bars might post signs forbidding detection spells so the
EDITING AND PRODUCTION:
patrons can relax, I was thinking of Ptolus. Sue Weinlein Cook
Ptolus is fantasy gaming with the volume turned all the way up. Magic, monsters,
COVER ART AND LOGO:
dungeons to explore with swords drawn—this setting thrives on such things. Todd Lockwood and
I loved it when one day a player of mine said, “I polymorph myself into a troll and run out Ed Bourelle
into the street after the thief.” CARTOGRAPHY:
Another player said, “Dude, you can’t go out there like that!” Ed Bourelle
And the first player replied, “Don’t worry about it! This is Ptolus—they see this stuff all ILLUSTRATIONS:
the time.” Jason Engle, The Forge
I knew then that the first player really got Ptolus. Studios (Maciej Zagórski
We’d talk about how a City Watch patrol that found an entire city street blocked by a and Pawel Dobosz), Michael
Komarck, Eric Lofgren,
web spell wouldn’t be mystified but instead annoyed—the guards knew from experience
Howard Lyon, Michael
what a pain it was to hack through the stuff. (The risk of fire is too great to burn the Phillippi, and Arne Swekel
webbing.) In the end, unless it was a busy or important street, the Watch most likely would
COVER AND INTERIOR
just let the spell’s duration run out.  PAGE DESIGN:
The people of Ptolus have seen this kind of magic all their lives. That doesn’t cheapen Lisa Chido
it or render spells humdrum—magic was never so common as to make Ptolus feel like a GRAPHIC DESIGN:
modern setting with magic in place of technology. The players just learned to understand Brian Rasmussen
that the folk of Ptolus lived in a world where the rules of the game governed their lives. Even PROOFREADING:
if fewer than one in a hundred people were spellcasters, by the time Ptolus natives grew to Carrie Bebris
adulthood, they’d have seen spells cast, monsters summoned, and so on. PTOLUS RESIDENTS:
Player characters, having spent their lives in Ptolus—or at least in the same world as this Michele Carter, Andy Collins,
city—certainly know a fair bit about the place. Whether you are a player or a GM, this Sue Cook, Bruce R. Cordell,
Jesse Decker, Erik Mona,
Player’s Guide is where you start getting to know Ptolus and the world of which it is a part.
Christopher Perkins, Sean K
The guide is pulled straight from the pages of the forthcoming Ptolus: City by the Spire book Reynolds, and Keith Strohm
to give you a quick overview of what the city has to offer. Of course, it doesn’t go into any
VISITORS TO THE CITY:
of the secrets of the setting: Those are for the GM to reveal as time goes on. Steven “Stan!” Brown,
All the material in this guide represents common knowledge available to city residents or Jeff Quick, Keri Reynolds,
visitors to Ptolus. Every player should have a copy of this guide to learn about the place and Charles Ryan, Ed Stark, and
get a good feel for the setting. This Player’s Guide is required reading for a player creating James Wyatt
a character for the Ptolus Campaign. GMs should read it, too, as it summarizes much of the HEROES OF
general information about the setting. Everything in the full Ptolus: City by the Spire book ANCIENT PRAEMAL:
Michele Carter, Bruce R.
builds from the information found in this guide. After reading it all at the beginning, players
Cordell, Christopher Perkins,
will want to refer to this material throughout the campaign as well. John Rateliff, Teresa Reid, and
To delve deeper into Ptolus, visit ptolus5e.com. Sean K Reynolds
In the meantime, welcome to Ptolus!
4 MONTE COOK’S CITY BY THE SPIRE

A PLAYER’S GUIDE TO PTOLUS


A city of mysteries, secrets, and dark histories, Ptolus lies forever in the shadow of a towering stone spire reaching
impossibly high into the sky, itself an enigma and a reminder of evil long past. In Ptolus, the supernatural is
expected and treachery lies around every corner—or is it that the supernatural lies around every corner and
treachery is expected? Either way, the city of Ptolus abounds with danger, magic, intrigue, and above all, adventure.

T
his guide is designed to introduce you as realm cleave off like icy shards from a melting
FROM MY CAMPAIGN
a player to the fundamentals of Ptolus, so glacier. This decaying society looks upon previous
TO YOURS
that you can create and run a character centuries and sees grander, more civilized, and
In my original Ptolus Campaign, with plenty of knowledge about the world. The certainly better days. Progress seems on the
the characters started out not as city is rich enough in detail that it’s difficult to decline—skills and lore that people possessed just
Ptolus natives, but as a group of absorb it all at once, so keep this information a few hundred years ago are lost now.
unrelated people waiting in line handy as a reference while you play in the Ptolus But this is not a time to lose hope altogether.
to gain entrance through the city Campaign—and be prepared to discover that the This civilization, older than our own real-world
gates. information you learn in these pages is only the cultures, is more sophisticated than our own in
very briefest overview. some ways, but less so in others. A myriad of
species and peoples have come and gone, creating
WELCOME TO THE CITY an intricate (and sometimes confusing) amalgam.
You are a native of a port city called Ptolus, or Good struggles against evil, and law against
you have recently arrived there. Native or not, chaos. But the shadows only threaten the light—
you know a few things about this city—it is not they do not yet consume it.
without a reputation, to say the least. To call Not so long ago, the first men and women who
Ptolus a dynamic place with a strange and varied would one day be called “delvers” returned from
identity is to understate the situation greatly. Only exploring the catacombs below the city of Ptolus
now are explorers truly discovering how ancient laden with gold and magical treasures. Today,
the city really is and unearthing details of its hundreds of new would-be delvers pour into the
varied history. Ptolus is where that strange breed city each month, hoping to strike it rich like others
that calls itself “adventurers” congregates. It’s a before them. Most never crawl up from the realms
place where people are as concerned with what below, but adventurers keep arriving with dreams
lies below the ground as they are with what’s of gold and fame. Those who do emerge back
above. This is like no place else in the world. into the light bring with them tales of surprisingly
Ptolus lies in the world of Praemal within the vast reaches of natural caverns and ancient hewn
bounds of a very old Empire unsure of whether passages, perhaps dating back to the dark days
or not it has toppled. Three different emperors when this area lay in the thrall of the terrible
claim the throne, and portions of the once great Skull-King, Ghul, and the region was pocked
A PLAYER’S GUIDE TO PTOLUS 5

with winding warrens and subterranean chambers In a way, this campaign is “fantasy gaming
created by his dark armies. They also tell of the with the volume turned all the way up.” Creating
horrors that dwell outside the life-giving reaches of this city did not involve building a fantasy world
the sun: unknown monsters and devious demon- first, then adapting the rules to make it work.
minded things with a cunning unknown to human- Just the opposite, really. As a setting, Ptolus has
, elf-, or dwarfkind. In the city, entire industries been under the influence of rpg rules for a long,
have evolved quickly to service the needs of these long time. The things that make fantasy gaming
adventurers. In the shadow of an unnaturally tall, unique—the prevalence of magic (including the
ancient spire with a very dark past, a whole new specific spells we all know), the ever-increasing
form of economics, politics, and social structure power of individuals, and the creatures common
struggles to be born. in the genre—have shaped the reality of Ptolus.
Creatures and individuals (good, evil, and And because I used this setting as a playtest
otherwise) that normally remain in the shadows backdrop as I worked on the design of the Third “Some place needs to be the
are drawn to this large gathering of adventurers Edition Core Rules, Ptolus influenced the d20 worst place in the world. Why
and magic. The needs of the delvers prompt System rules as well. This is a setting steeped in not here?”
renewed devotion to magic, science, and religion. game history and significance. —Brusselt Airmol, well-known
As the Empire of Tarsis dies, Ptolus—for years That doesn’t mean Ptolus contains nothing rogue adventurer
a backwater town on the edge of civilization—is new, however. As the city developed, new
quickly becoming the center of something much material grew out of the process. The firearms,
larger than itself. Omens and prophecies of creatures, spells, species, and foreboding
children born with strange birthmarks surface in atmosphere all came very naturally.
the city with increasing frequency. No one yet The Ptolus Campaign is a fantasy that some
knows exactly what, but something is happening would label “dark,” although it’s as much about
in Ptolus. Something new stirs in the city… and rising up out of the darkness as living within it.
that something is very, very old. It is clearly an urban fantasy, for the campaign
takes place entirely within or beneath the city of
CAMPAIGN FEEL Ptolus—a place with a vast history of dark secrets
Ptolus is an urban campaign setting. However, it waiting to be discovered.
is also one that deals with dungeon delving and
subterranean exploration. In your own Ptolus THE CITY OF PTOLUS
Campaign, you can probably expect about a fifty- Ptolus is a major city of about seventy-five Ptolus was created to be, first
fifty split between dungeon adventures and urban thousand people. It is located in the land of and foremost, a place where
adventures. The latter involve a surprising array Palastan near a large bay on the southern end of characters could have interesting
of organizations and of individuals that live in this the Whitewind Sea. The place was established to and exciting adventures. It’s
less-than-typical fantasy city. serve as the port for an important fortress built designed to accommodate
As a setting, Ptolus should prove a somewhat at the time of the Empire’s foundation, a citadel both urban- and dungeon-style
realistic interpretation of a place in which called Dalenguard. More significantly, however, adventures. The city’s background
dungeon explorers really do plumb the depths it lies in the shadow of an impossibly tall (almost provides a foundation for
of a gigantic underground labyrinth filled with three thousand feet) and thin pinnacle of rock political intrigues, monster-
treasure, monsters and traps. As much as possible, known simply as the Spire. The Spire and its bashing adventures, treasure-
many standard tropes of fantasy adventures, surroundings seethe with mysterious legends and hunts, and even adventures
including “dungeons,” are presented in a fashion rumors. These tales tell of ancient battles waged involving demons, angels, and
that makes sense. and cities erected on the site, of demons and dark other interdimensional creatures.
While late medieval culture provides one lords, of forgotten kings and mighty wizards.
building block of the setting, it’s not the focus Many such stories might be at least somewhat
that you might think it to be. The game’s rules are true, for recent developments have revealed vast
that focus. So, while Ptolus is based strongly in complexes beneath the city.
historical reality, many notions from real-world Of late, Ptolus has become a city of
history that often hold true in other campaigns adventurers. Treasure-seekers flock there to
(most adults don’t believe in monsters, everyone’s explore and plunder the labyrinthine structures
bewildered by magic, you never see lizard men beneath the streets, which they call the
walking down the street) are not present here. “Dungeon.” If the
Instead, Ptolus is a campaign where the common stories are correct, these catacombs include:
tropes of fantasy gaming and all that they imply 1. The sewers of the city.
hold sway. That means “monsters” are common. 2. Vast stretches of subterranean passages and
Wizards are everywhere. Lots of people walk chambers created by Ghul and his minions
around in plate armor. Humans strolling down (see “Timeline,” page 20).
the street rub shoulders with elves, dwarves, 3. The remains of an even older city.
halflings, gnomes, half-orcs, and even stranger 4. An abandoned underground dwarven
beings. settlement called Dwarvenhearth.
6 MONTE COOK’S CITY BY THE SPIRE

5. And levels that plunge incredibly deep below likely to help against well-known and influential
the present urban area. noble families such as House Vladaam or House
For more on House Vladaam, Sadar, or powerful groups like the Church of
Sadar, Khatru, and the other Ptolus lies in a cool, rainy coastal region with Lothian or the Shuul (see page 14). Of course,
noble houses of Ptolus, see harsh winters. It serves as an important port on those groups would never break any laws, so
page 11. the Bay of Ptolus off the Whitewind Sea and there’s surely nothing to worry about. . . .
belongs to the Empire of Tarsis, although a
growing faction in the city feels that Ptolus should THE FORCES OF LIGHT
declare itself independent. Aside from the law-enforcing authorities, both
official and self-appointed, Ptolus benefits from
RULERS the presence of various forces of munificence.
The city is ostensibly ruled by a council, at whose Orders of knighthood like the Keepers of the
The Commissar of Ptolus, Igor head is the Commissar, a representative of the Veil, Order of the Dawn, and Knights of the Pale
Urnst, is a war veteran and Empire of Tarsis. The other main council members uphold such concepts as benevolence and nobility.
a military man. Even though are Kirian Ylestos, the Prince of the Church, and There are even angelic beings in Ptolus—more than
Ptolus has not been threatened the Mother Superior of the Sisterhood of Silence anyplace else in the world—from half-celestials to
with attack in centuries, he has a (see below). Other City Council members (with true angels. Many of these beings congregate in
very defensive-minded approach less influence) include guildmasters, the heads of a place called the Pale Tower and call themselves
to running the city. However, at the noble houses, and a few wealthy merchants. the Malkuth. Paladins and clerics of good deities
the same time, he is wise enough People of the town often refer to this body as the like Lothian, Gaen, and Navashtrom help Ptolus
to know that the residents of “Council of Coin,” because money is a powerful stand against the darkness as well.
Ptolus are not soldiers and that and influential force among its members. And in Ptolus, the dark is deep.
sometimes he needs to give them Guildmaster Delver Sorum Dandubal, also a
what they want to make them council member, is quickly becoming another THE DARK SIDE
happy. This understanding makes force to reckon with—almost a fourth main Like every city, Ptolus has a dark side. Here,
him both efficient and fair, and member—but the three forces controlling the criminal lords command veritable armies of
he is extremely well liked. council dislike and oppose him. rogues and assassins, and war amongst each other
Truth be told, the real ruler of the city is the as well as against the law. These criminals deal
Commissar, Igor Urnst. The City Watch operates in extortion, smuggling, gambling, usury, and
under his direct command from Dalenguard, prostitution. Chief among these criminals are
a historic fortress that still stands in Oldtown. Menon Balacazar, leader of the oldest criminal
Urnst’s group of advisors in charge of the city’s syndicate in the city, and the newcomer Kevris
defense and protection is called the Twelve Killraven. They are bitter enemies. Depraved
Commanders. These include Lord Dorant Khatru assassins called the Vai hunt victims for money
of House Khatru, Aoska (a half-celestial), and and to fulfill their own bloodlust.
other local luminaries. But worse things lurk in Ptolus than simply
criminals. Dwelling among the crypts of the
THE AUTHORITIES AND THE LAW city’s graveyard are the death-loving Forsaken,
To police the streets, the Commissar of the city so called because the rest of society finds them
commands a force of more than eight hundred so abhorrent. Worse still, chaos cultists—in
troops and City Watch guards, including a few league with terrible inhuman things—plot the
dozen elite individuals (captains, mages, clerics, city’s downfall and, in fact, the annihilation of
etc.). While the constables in many of the Empire’s the entire world to sate their lust for destruction.
cities are considered glorified street-sweepers with Lastly, and strangest of all, Ptolus is home to
The City Watch approaches little competence or desire to actually enforce the actual demons from the lower realms: Some are
any given situation with an law, this is not true of the experienced and well merely demon-blooded tieflings, but others are
appropriate response. To handle equipped guards of Ptolus, particularly those full-blooded fiends that call themselves the Fallen.
a bunch of rowdy drunks, the known as the Commissar’s Men. These beings dwell alongside the Forsaken in a
Watch captain sends some low- Nevertheless, this well-trained and well-paid place called the Dark Reliquary.
ranking guards. However, to deal force has its hands full maintaining order in the
with a rampaging monster or city. Helping to enforce the law is a special order THE PEOPLE OF PTOLUS
a group of unruly adventures, of monks called the Sisterhood of Silence. These Ptolus is primarily a trade city, serving not only
the captain sends well-equipped nonspeaking female monks patrol the streets and as a major port but also as a link between the
fighters supported by multiple apprehend criminals, even though they are not— northwest and the central portions of the Empire
spellcasters. strictly speaking—sanctioned to do so officially. A of Tarsis. About two-thirds of the population is
male eunuch always accompanies a small unit of human, with the remaining third being (from most
the Sisters of Silence to speak on their behalf. populous to least): Shoal elves, Stonelost dwarves,
However, neither the city guard nor the halflings, litorians, Grailwarden dwarves, gnomes,
Sisterhood of Silence is willing to go down into half-elves, centaurs (aram), orcs and half-orcs, and
the Dungeon and fight monsters. Nor are they others—lizardfolk (assari), ogres, and far stranger
A PLAYER’S GUIDE TO PTOLUS 7

things. (Some of those species might sound with the Rivergate District. Although Oldtown is
unfamiliar. Read on.) higher, the difference in elevation between these
two districts is not steep, so the slope of this Crimes in Ptolus
DISTRICTS OF THE CITY bridge seems far less noticeable than that of the
Ptolus lies between the Spire and the sea. The other. While obvious offenses such as
highest portion of the city, the Nobles’ Quarter, murder and theft are illegal in
is built on the base of the Spire. From there, The Docks Ptolus, so are compulsion spells
the level of the city drops down a sharp cliff to Far below the level of the city’s streets, the Docks cast upon citizens (locals frown
Oldtown, and then down again into Midtown. rest at the bottom of the city’s eastern cliffs on a on charming shopkeepers to
The final cliffs at the edge of Ptolus drop into the narrow strip of land. The wooden buildings here get a better price) and spells of
bay, with the only area of dry land at the bottom sit slightly askew from one another, because the mass destruction cast within
of those cliffs occupied by the city’s docks. Well- entire small district is built upon slowly sinking the city proper (no fireballs
worn paths connect the various elevations and sand. Even the streets are sand. A dozen or more or disintegration spells). In
help make Ptolus very defensible (although the ships moor in the deep waters here at any given particular the authorities hate
city has never been attacked). time. This is a particularly rough area of the city, spells that bring more undead
The King’s River flows through the city, spilling thanks to the influx of sailors and its isolation to the city. They also prosecute
into an eroded chasm in the northwest corner and from the other districts. A single winding road people severely for doing anything
flowing down to the Bay of Ptolus near the docks. provides access up a steep incline to the city that spreads disease. These and
The bottom of the chasm, called the King’s River proper. other crimes can be reported at
Gorge, is eighty feet below the level of the ground The Docks area is full of warehouses, the district’s Watchhouse.
on the north side, but more than two hundred feet shipyards, hostels, and taverns, all catering to
below on the south side. The south side still holds sailors and merchants. Isolated from the rest
the old city walls and fortifications. A bridge of the city by the cliffs, sometimes it seems as
built atop two massive pillars, themselves erected though the Docks area has had to become its
atop natural rock columns, stretches across the own little community. Many Ptolus residents live
King’s River Gorge at a steep angle, leading into their whole lives without going there—but, of See the map on pages 16–17 for a
the area of the city known as Oldtown. Another course, they probably haven’t been to the Nobles’ good look at the city’s layout.
bridge stretches across the chasm to join Oldtown Quarter, either.
8 MONTE COOK’S CITY BY THE SPIRE

Buying Magic Guildsman District Midtown


Ptolus teems with guilds. Every type of artisan, As the central area of the city, Midtown is both a
People looking for magic items smith, or other professional belongs to a guild of commercial and a residential hub. It is also where
could do worse than come to similarly trained and employed individuals. These one finds many local entertainment offerings, in
Delver’s Square in Midtown. guilds enjoy a strong voice in the City Council. the form of pubs and taverns as well as theaters,
In the square, one can find This district in the south end of the city holds dance halls, gambling dens, and more. Visitors
Myraeth’s Oddities, a shop that many tanneries, smithies, foundries, textile houses, looking for a place to stay usually find themselves
buys magic items of all kinds grain mills, paper mills, brickmakers, bookmakers, directed here, as most of the temporary lodgings
and resells them. This is a good woodworkers, and other production facilities, in the city are found in Midtown.
place to acquire miscellaneous as well as warehouses, granaries, coalhouses, Midtown is home to both Tavern Row and
items, as well as potions, rings, stockyards, and similar storage sites. Delver’s Square, where many employers seeking
wands, and scrolls. However, Not surprisingly, this district has a distinct odor. to hire adventuring parties can post their
Myraeth doesn’t sell weapons Unless one works here, a local rarely finds announcements. It also has a few shops and
or armor—for those items, try a reason to visit, although this district sports a plenty of residential areas, such as Emerald Hill,
Rastor’s or the Bull and Bear, few taverns and other businesses catering to the where most elves choose to live, and Narred, a
also in Delver’s Square. Like working class. The Guildsman District’s rough centaur neighborhood.
Myraeth’s, they may have used reputation prevents most people from frequenting Besides the Delver’s Square shops that
magical equipment to sell. Just a the area at night. Those who live there often join adventurers frequent (Rastor’s Weapons, the
few buildings down is Danbury’s, a guild for protection. Bull and Bear armory, Ebbert’s Outfitters, and
a tavern in which one can find a Just a few of the guilds in this district include: Myraeth’s Oddities), those in the know also
representative of the Dreaming Drapers’ Guild, Goldsmiths’ Guild, Herbalists’ appreciate Saches clothiers on Yeoman Street and,
Apothecary, an organization Guild, Ironworkers’ Guild, Masons’ Guild, of course, the Row Bathhouse. Potions and Elixirs
that makes new magic items Silversmiths’ Guild, Tanners’ Guild, Weapon- offers a large stock of potions for sale.
(see page 12). Across the street smiths’ Guild, and Woodworkers’ Guild. The most popular adventurer hangout is the
you can also visit St. Gustav’s The Sages’ Guild, Shipwrights’ Guild, a Ghostly Minstrel tavern and inn in Delver’s
Chapel, a great place to obtain warriors’ guild (called the Order of Iron Might), Square. Many folks seem leery of both the Onyx
healing potions and holy items. and a few others are headquartered elsewhere in Spider (on Tavern Row) and the Black Swan
the city. (which is mainly for dwarves). Danbury’s, also in
Delver’s Square, caters to spellcasters.

DELVER’S SQUARE
Rastor’s Weapons (Runihan Square)

The Ghostly Minstrel

Danbury’s

Watchhouse

Ebbert’s Outfitters

Myraeth’s Oddities St. Gustav’s Chapel


A PLAYER’S GUIDE TO PTOLUS 9

The Necropolis has it that the guards employ sorcerers to patrol Ptolus Architecture
A city several centuries old tends to have a large the area invisibly, using spells to keep an eye out
graveyard, and Ptolus is no exception. The vast not only for traditional thieves, but for magically Visitors to Ptolus will discover a
Necropolis in the city’s northeastern corner sits aided ones as well. They watch for invisible melange of architectural styles.
on a few rolling hills, now completely covered robbers, overt use of charm or compulsion magic, Many of the buildings—especially
with mausoleums, crypts, and graves. The entire and similar tricks. official Imperial structures—
Necropolis is surrounded by a wall, with guards If you’re looking for tasty baked goods, try represent traditional Prustan
posted at each of its four gates. These guards’ Tavoh’s Bakery; a good clothier, try Endle’s designs from the east: imported
primary duty is to warn people not to stay in the Finery; for a fair weapon shop, go to Mitoren’s marble facades, tall columns, and
Necropolis after nightfall and to watch for grave Blades, although Rastor’s Weapons in Delver’s grand entrances. On the other
robbers. Most people know that undead roam the Square (in Midtown) is probably better for hand, local Palastani influences
Necropolis, but various churches and holy orders, traditional arms. A small firearms emporium are visible on nearly every street.
such as the Keepers of the Veil, do their best to called the Smoke Shop opened recently as well. Characteristics include much
contain the menace. simpler and more practical
Oldtown designs, use of local stone and
Nobles’ Quarter Ptolus was founded three centuries ago as a wood, and insulating siding
Ptolus has no shortage of wealth or wealthy small community surrounding a fortress called materials.
people. Technically outside the city’s walls, the Dalenguard. The fortress’ original purpose was
Nobles’ Quarter, with its row upon row of manors to keep the area clear of evil creatures drawn by Of course, the predominant style
and estates, climbs the city’s western cliffs abutting the power of Jabel Shammar, the citadel at the changes from district to district,
the Spire itself. Travelers can enter the area only top of the Spire. It also sought to watch over and even from block to block
via a single avenue up from Oldtown that runs Goth Gulgamel, the fortress halfway up the Spire within the same area. But overall,
through the fortress of Dalenguard before reaching built by Ghul, the Half God. Dalenguard was Oldtown and the Nobles’ Quarter
the Nobles’ Quarter. The heights where this constructed more than seven hundred years ago, appear heavily Prustan, while
district now sits were easily defensible in the city’s just after the defeat of Ghul, to serve as a symbol the markets, Rivergate, and the
younger days; originally, all Ptolus residents could of the union of elves, dwarves, and humans in Guildsman District are generally
gather here in times of emergency, secure behind that war. Palastani in style. Midtown is
Dalenguard’s stout gates. However, as time passed Over time, the community grew into an a good example of a blend of
and the city grew, members of the elite class important port, and the need for Dalenguard as a styles, plus some more exotic
claimed these enviable heights for their residences, wilderness bastion waned. Today the old fortress architecture of elven, gnomish,
leaving the less wealthy to expand into the lower is still used by the Imperial-appointed ruler of the and halfling design.
quarters. city, the Commissar, and the area surrounding it
The largest estates in this section of town on the city’s near west side is known as Oldtown.
belong to the ten noble families that have held It sits atop a ridge higher than most of the rest of
power in the area—to one degree or another—for Ptolus, but still lower than the Nobles’ Quarter.
centuries. In addition to the homes of the wealthy The stone and marble buildings of Oldtown
and the services that cater to them, this district reflect a grander, earlier age. Graceful columns,
houses the Holy Palace, where the Prince of the majestic entrances, tall stone towers, and
Church lives; lately he is joined by his father, the buildings of three or even four stories are
Emperor of the Church, visiting from his eastern common sights here. Yet all bear the signs of
capital. The Nobles’ Quarter holds the Crown age and wear. Today many of these buildings
Theater opera house, the Imperial Academy of house the bureaucracy the Empire forces upon
Music, fabulous eating establishments, a floating the city. Still others are museums or homes for
apartment building, and other luxuries and sites the wealthy (those not quite wealthy enough to
of interest. live in the Nobles’ Quarter). There are wonderful This structure shows a blending
theaters, auditoriums, and even a grand Arena in of Prustan style (soaring facade,
North Market this large district of the city. The Arena provides tall windows, prominent entry)
When one enters the city from the north, one a spot for tournaments, fairs, and sporting games with Palastani influences (local
is greeted with the sights and smells of a busy of all sorts. Nearby, the Inverted Pyramid mages’ brickwork, economical design).
marketplace. Well-worn cobblestone streets are guild sponsors a magical ball sport simply called
packed with vendors occupying wooden booths, “the Mage Game,” held in an indoor coliseum in
pushing carts, or simply hawking wares they tote Oldtown.
in massive baskets on their backs. Fresh foods of This is where citizens go to get licenses, like
all kinds—fish and shellfish from the sea, fruit those needed to carry a firearm. The City Courts
from the orchards to the north, and breads and are located here, and as are the City Council’s
pastries from the city being favorites—are available meeting chambers. Both the Delver’s Guild
in any quantity. Other goods are for sale in small Library and Maproom (but not the guild’s main
shops, tents, or from the backs of wagons. The office) and the City Library are here. Oldtown has
City Watch patrols this busy area to keep thieves a fair number of parks, monuments, and other
and pickpockets from running rampant. Rumor touches of class and beauty.
10 MONTE COOK’S CITY BY THE SPIRE

Imperial Identif ication Rivergate District bar, Taggert’s, which is also a temple to Ollom,
Papers and Citizenship Strictly a residential area, the Rivergate District god of the keg.
is as close to a “middle class” neighborhood
The Empire of Tarsis requires all as Ptolus gets. It is located on a rise of land, The Warrens
citizens and noncitizens to carry surrounded by cliffs on all sides except the The Warrens in the eastern part of town is a
identification papers. Display of northeast, where a steep slope mostly free of terrible slum sick with poverty and crime.
these papers, which the Empire buildings and covered in trees rolls down to Rumors say that the City Watch won’t go down
issues to all residents, is required the North Market and the main North Gate. into the Warrens. The streets here have no names,
for purchases over 100 gold Its residential cul-de-sacs—called “burrows” by and most of the buildings aren’t marked—the
pieces. Guards and other officials those who live here—each boasts its own unique place is not friendly to outsiders. Some visitors
also can demand to see one’s architectural identity. may have experienced a little theft or crime in the
papers at any time. Identification city, but it’s nothing compared to what goes on
papers include a person’s name, South Market in this district. Some place the headquarters of
species, place of birth, current To locals, the North Market is simply “the the Vai within the Warrens. Others whisper of a
residence, occupation, and a Market,” while this area is the “South Market.” crime lord named Jirraith and his gang of young
general physical description. Unlike its counterpart, the South Market is not an thieves called the Pale Dogs who really run the
Forgeries are fairly common. open-air marketplace. It has fewer vendors dealing place.
out of carts and more established shops and
Almost all humans within the places of business. Goods usually cost more in THE UNDERCITY MARKET
Empire automatically become the South Market, but a buyer is far more likely Although not actually a district of Ptolus, the
citizens at birth. This is also to find trustworthy and reliable salespeople here. Undercity Market, accessed by a wide staircase
true of most dwarves and many This is also where one finds the city’s commodities in the middle of Delver’s Square, is the place to
elves. It is more difficult, but not markets and the headquarters of large merchant go for most adventuring gear (although Ebbert’s
impossible, for members of other organizations, such as the Rogue Moon Trading Outfitters in Delver’s Square is a handy one-stop
species to gain citizenship status; Company. As in the North Market, many of those shop with good prices). Looking for potions?
they are not automatically who work here also live here; the district has Try Urnst, Alchemist. For scrolls, try the gnome
citizens. Citizens enjoy legal substantial residential sections. wizard Neridoc Bittersong, who runs a booth in
rights that noncitizens do not, as The South Market is newer than the North the market under the sign “Arcane Scribe.”
well as greater protection under Market and has more artisans and industry Also located here is the Delver’s Guild, an
the law. than its counterpart. You’re more likely to get association that provides assistance in the form
something made to order in the South Market, of maps, reference material, and equipment
as the store selling leather goods, for example, to explorers of the ancient dwarven city,
is probably also a leatherworker’s shop (such Dwarvenhearth, and other areas below the streets
as Donnel’s, a friendly dealer in leather goods). of Ptolus.
Nonstandard species or those with special Nearby are entrances into the sewers as well
physical needs when it comes to clothing should as tunnels leading into “the Dungeon,” as
check out Maran’s Odd Sizes. Navaen’s Bowcraft adventurers call it. The Chamber of Longing is a
is a fine place to buy bows or arrows, and those nearby landmark that features a strange statue of
looking for a real treat should stop by Ramoro’s a huge hand and serves as an occasional meeting
Bakery. place for adventurers, because everyone knows
where it is. One can access the profoundly
Temple District mysterious and magical Mirror Maze from the
Although the worship of Lothian, the official market as well.
Imperial deity, is the dominant religion of the city, The presence of the Delver’s Guild makes the
Ptolus’ cosmopolitan residents revere hundreds of Undercity Market a center of employment relating
other gods as well. to Dungeon exploration. Those looking to hire
Temples, churches, shrines, and small adventurers frequently post bills in the guild’s
monasteries fill this district in the north central meeting hall (much like the post in Delver’s
part of town, with the Street of a Million Gods Square). A number of market establishments hire
(a bit of an exaggeration) running through it all. out scouts, guides, porters, and guards, as well
Even the Blessed Bridge across the King’s River as skilled labor to pick locks, cast spells, and
here has small shrines built upon and into it. perform other necessary services.
The district stretches east and west from the As the city grows, more people have begun
Street of a Million Gods. Notable sights include to live in and around the Undercity Market
St. Valien’s Cathedral for worshippers of Lothian and throughout the underground levels. This is
and the Priory of Introspection, where the particularly true of species not always welcome
Sisterhood of Silence is based. Although clerics elsewhere—minotaurs, lizardfolk, orcs, and so on.
are the most common representatives of the many
gods, a number of temples support monks and
paladins as well. The Temple District has a single
A PLAYER’S GUIDE TO PTOLUS 11

NOBLE HOUSES
Ptolus has ten noble families, all of whom enjoy
special status by ancestral right. Although the House Abanar is unique among
Empire does not officially recognize their titles, the ten noble houses in that
Ptolus is far enough removed from the heart it allows wealthy citizens to
of Empire that local traditions and beliefs still buy their way into House
grant the noble houses hereditary seats on the membership. A minor noble
city’s ruling council. Plus, most of them are quite title costs 10,000 gold pieces.
wealthy, and with affluence comes influence. The The other houses look upon this
noble houses were once the seats of real power practice with disdain.
in the area, serving a dynasty of kings that ruled
the entire region of Palastan before the Empire
took over. (That’s where the King’s River gains its
name.) The noble houses are as follows:
Abanar: A mercantile house, Abanar is very
wealthy but not well regarded. Dered Abanar is
the very old head of the house. There is much
controversy now among his many children as to
who will take control when the elder Abanar is
gone.
Dallimothan: Often called “House Dragon,”
the members of this house dress in dragonscale
armor, use dragon regalia, and are said to even
truck with dragonkind. House Dallimothan, led
by Kirstol Dallimothan, remains a powerful and
wealthy force in the city.
THE LOOK OF PTOLUS Erthuo: Scholars and gentlefolk, House Erthuo The folk of Ptolus love to gossip
Ptolus looks a little like a Germanic city from the normally avoids confrontation and rarely gets with each other about the nobles
late medieval period. The buildings usually have involved in squabbles between other houses. A and their activities and intrigues,
stone first stories with wooden upper stories. The family of elves and half-elves belong to this house, and to read about the latest
main exception is Oldtown, where many buildings headed by Peliope Erthuo, a half-elf. high-society affairs in the various
are more classical in design, with impressive, Kath: A wealthy house, Kath is known for its broadsheets available about town.
Roman-style facades and marble columns. talented, glamorous, and attractive family. Devina For example, there is speculation
It rains more often than not in Ptolus—at Kath is the head of the house, which patronizes that Peliope Erthuo has taken up
least, that’s the way it seems. Winters are cold, the arts. with some mysterious new love
grey, and wet, but summers are dry and mild. Khatru: Famous for its military leadership interest and that the half-mad
Occasionally, a cold, razorlike wind comes off and martial prowess, House Khatru is made up members of House Vladaam
the Bay of Ptolus, but usually it’s quite calm. of arrogant boors and self-righteous warriors. scheme to destroy House Nagel
The smell of sea salt fills the air, when it’s not Dorant Khatru is the current master of the house. once and for all.
overpowered by the stronger odors of such places Nagel: This old, charitable, and altruistic house
as the leatherworking shops, slaughterhouses, and has recently fallen on hard times. Fransin Nagel is
breweries of the Guildsman District. mistress of this rather minor house. She and her
One always feels the presence of magic in family are the enemies of House Sadar.
Ptolus. A spellcaster flies over the city, a minor Rau: Foes of House Khatru, the Rau have a
demon scurries down an alleyway bearing a reputation as rogues, pirates, and scalawags. The
message, or some adventurer walks down the house has a fair number of spellcasters as well.
street followed by his manticore companion. The head of the house is Verrana Rau.
The touch of the technology that built the Sadar: Known for its long line of mages, this
Empire of Tarsis is found here as well, although house—which some call the House of Shadows—is
its influence wanes with each year as fewer people quite powerful. Its leader, Lord Renn Sadar, has
rely on its comforts or remember its secrets. Still, a strong association with the Inverted Pyramid
aeroships, some with steam-powered engines, arcanists’ guild and shadow magic. They are
fly overhead from time to time. The City Watch enemies of House Nagel.
employs firearms, and local defenses include Shever: Known for its skill with machines, After painting this portrait of
cannons watching over the harbor and within House Shever made a great deal of gold long the Vladaam family (see next
Dalenguard. Leaflets printed on presses with ago, but until recently was fading in influence. page), local artist Tulian Kremps
movable type distribute news and information. In Now with strong ties to the Shuul organization disappeared mysteriously, leaving
a few places, steam-powered pumps help clean out of technophiles, the house is on the rise again. behind a notebook filed with
the sewers, while in others clockwork machines Thollos Shever is the head of the house. indecipherable ravings.
power heavy doors that protect wealthy estates.
12 MONTE COOK’S CITY BY THE SPIRE

Vladaam: An evil house, and very ancient, waystations, are stocked with food and simple
House Vladaam seems to have lost much of supplies. High-ranking members gain retrieval
its power and influence in recent times. Iristul insurance, which guarantees that, if they should
Vladaam is the current master of the house, die while exploring, guild members will retrieve
although he has not actually been seen in the their bodies and have them raised if possible
city for years. Most people whisper that demonic (retrieval and raising paid for out of a special
blood runs through the family’s veins. guild account funded by the insured).
The guild’s membership hovers around eight
ORGANIZATIONS hundred. In addition, there are said to exist at
Ptolus teems with various factions that all have least four hundred delvers not affiliated with the
Menon Balacazar is one of the their own agendas and secret goals. In brief, these guild. At any given time, about one-fifth of this
most feared men in Ptolus— include (but are not limited to) the following total (about two hundred fifty people) is exploring
not for his personal power, but groups. the Dungeon.
because of the might of his It is estimated that for every ten delvers who
criminal organization. Balacazar Crime Family go down each week, one does not come back.
Probably the most powerful crime family in the About one hundred new adventurers come to
city, the Balacazars are certainly the oldest. Menon Ptolus and some twenty-five are raised from the
Balacazar is the aging head of the organization, dead every week. Since the Delver’s Guild began
with his son, Malkeen, serving as his second in keeping records three years ago, approximately
command. Other siblings include at least two eight thousand adventures died permanently while
daughters. Arkhall Vaugn, an infamous wizard, exploring the Dungeon. Another two hundred
works with the family. thirty have permanently retired, either in the city
The family funds a number of criminal or elsewhere.
endeavors, gaining profit from theft, extortion,
smuggling, illegal gambling, assassination, and Dreaming Apothecary
trade in slaves, drugs, and evil magic items. The Dreaming Apothecary may be more legend
than fact. Those in the know claim that a secretive
Brotherhood of Redemption group of spellcasters crafts magic items for
An order of monks who believe that no evil is people, making transactions with them magically
irredeemable, the Brotherhood of Redemption in their dreams. Darker rumors accuse these
seeks to give any evil creature a chance to repent. powerful mages of keeping others in the city from
Adventurers weary of dealing Its members do not believe in “inherent evil.” making magic items for profit by coercion, backed
with the “What do we do with Specializing in rehabilitation, they operate in the up by their formidable magical might. Potential
the prisoners?” situation can Dungeon out of the Fortress of the Redeemed but customers can reach the group at Danbury’s in
simply take their monstrous maintain a surface headquarters in the Guildsman Delver’s Square.
captives to the Brotherhood District. They make it known that they willingly
of Redemption. Not only accept any prisoners who are not of the major The Fallen
will the Brothers attempt to species—in fact, they’ll pay a small bounty for evil The Fallen are fiends also known as the “young
“rehabilitate” the captives, but creatures with a modicum of intelligence. demons,” though few people care to dwell long
they will pay a reward, too. on the question of who the “old” demons might
Urlenius the ogre-mage was The Conciliators be. The Fallen live in the Dark Reliquary of the
brought in by a group of delvers The Church of Lothian runs an organization called Necropolis with their allies, the Forsaken, and
years ago and now is a well- the Conciliators, which consists of inquisitors follow the leadership of two demons whose names
respected priest of Navashtrom. dedicated to converting infidels, destroying a are only whispered: Raguel and Lilith.
power called chaositech (which resembles both Most people wish the Fallen were not in Ptolus
magic and technology), and stamping out evil. The but, for demons who dwell within the city’s walls,
group is headquartered in the Temple District. they actually cause surprisingly little trouble. Few
People of Ptolus do not bring speak of them, but when they do, they often claim
up the Fallen or the Forsaken in Delver’s Guild these demons are either waiting for something or
polite conversation. Most think of For the last five years, the Delver’s Guild has quietly looking for something.
them like a nearby hive of wasps, grown in influence, becoming both popular to join
hoping that if they don’t disturb and wealthy. The Delver’s Guild offers its members Fate Weavers
these undesirables, the dangerous information about job opportunities and events The Fate Weavers are a small group of prophets
groups won’t threaten them. pertaining to the exploration of regions below and seers who claim the ability to tell people’s
Certain stalwart orders, such Ptolus. The guild also maintains the city’s most fortunes. Locals consider the group a front for
as the Keepers of the Veil and extensive collection of maps of the underground prostitution.
the Knights of the Pale, believe realm and an impressive library for research.
otherwise. Members receive passwords that allow them The Forsaken
to access secret chambers within the underground Those who value death and undeath more
regions. These secret chambers, called than life are called the Forsaken. Necrophiles,
A PLAYER’S GUIDE TO PTOLUS 13

necrophages, and necrophiliacs, these disgusting strive to eradicate the curse of the undead from the
people worship dark gods and consort openly world forever. Their co-leaders are Sir Beck Von
with undead and the Fallen. They base their Tibbitz and a Lothianite priestess named Phadian
activities in the Necropolis. Gess.
The Forsaken are the sworn foes of the valiant
Keepers of the Veil. A smaller subgroup within Killraven Crime League
their ranks called the Licheloved carry out the will Kevris Killraven arrived in the city only recently, It’s fairly well accepted that Kevris
of dark death gods in ways that—it’s said—even but in that short time this mysterious woman Killraven is not a member of one
the other Forsaken find difficult to stomach. has created the second most powerful criminal of the major species. But as to
Another subgroup, the Torrens, are specifically organization in Ptolus. The league deals in what she really is, opinions vary
anti-Lothianite. extortion, prostitution, and illegal drugs. A widely. Folks presume her to be
Some of the Forsaken are living people who number of nonhumans work for Killraven— perhaps a medusa, a particularly
consort with the undead, while others are actually troglodytes, ogres, and many other creatures. intelligent harpy, or even a
undead themselves. They particularly revere ancient Although early on Killraven was rumored to female giant.
undead called the Wintersouled, who reportedly have ties with the Shuul technophiles and the Sorn
built the Dark Reliquary. If any of the Wintersouled mages, most now dismiss such tales as nonsense.
still exist, no one in the city knows about it.
Knights of the Golden Cross
Healers of the Sacred Heat An ancient order, the Knights of the Golden
Healers, physickers, and surgeons who use a Cross, has remained alive through the extreme
magical process involving heat to heal wounds, devotion of its members and their descendants.
the Healers of the Sacred Heat base themselves in They oppose evil in all its forms, although they
the Temple District and offer inexpensive healing. have a particular hatred for the wicked House
It’s said to be painful, however. Theirs is not a Vladaam. They also revere the mysterious Elder
place known to appeal to adventurers (who look Gods and serve as a focal point for the pantheon’s
for instantaneous and painless healing and have re-introduction into society. The knights have a
the gold to pay for it), but rather to locals for citadel in Oldtown. Their leader is an elf named
treating various chronic ailments. Kaira Swanwing.

Inverted Pyramid Knights of the Pale


The Inverted Pyramid is a mysterious and The Knights of the Pale are a small order
ancient guild of arcanists. Their membership roll dedicated to combating supernatural threats,
remains shrouded in mystery, but it most likely particularly demons and spellcasters. Although
includes the most powerful mages in Ptolus— not an official organization of the Church of
and probably the world. For years they have Lothian, they focus their whole organization
wielded considerable influence in the city. Their on the veneration of Lothianite saints. Their
headquarters is said to lie somewhere hidden from leader, Dierna Hiller-chaun, bases the order out
normal sight by powerful spells. of her home, a manor in Oldtown called the
In days past, the Inverted Pyramid was a great Bladechapel. The knights work with the Keepers
foe of the Church of Lothian. When the Edict of of the Veil and the angelic Malkuth.
Deviltry was issued centuries ago proclaiming all Characters thinking about joining
arcane spellcasting to be an evil act, a number of Longfingers Guild the Longfingers Guild first must
mages gathered to form a secret society dedicated This thieves’ guild has enjoyed a long tradition in find the guild headquarters.
to preserving themselves and their lore. Within the the city, but many say its day has passed in light This task involves either a lot of
Inverted Pyramid, the members of this guild meet, of the growing power of other, broader criminal exploration below the city or a
store their valuable books and supplies, organizations. Its headquarters is said to lie deep good deal of networking above the
and craft magic items and other creations. The below the city. city. Obviously, most members of
Inverted Pyramid concerns itself with preserving the guild are rogues and thieves,
magical lore and all things arcane from those it The Malkuth but not all of them are.
believes would eradicate such knowledge. The Malkuth are a mysterious group of celestials
and half-celestials who live in the Pale Tower in
Keepers of the Veil Oldtown. Little about them is known, as they
The Keepers of the Veil is an order of holy keep to themselves and rarely come out of their
knights dedicated to the destruction of undead, impressive abode.
specifically free-willed spirits that should have
remained on their own side of the great veil of Order of the Fist
death. Occasionally they ally with a smaller group Calling themselves the Order of the Fist, a small
called the Knights of the Pale. band of monks and warriors believes in action:
The Keepers of the Veil possess a fortress, the setting a goal and doing whatever it takes to
Siege Tower, on the edge of the Necropolis. They achieve it. Although members may differ in their
14 MONTE COOK’S CITY BY THE SPIRE

particular goals—even in their outlooks on the learned a way to fuse themselves with plants to
world—they all agree on the importance of going grant themselves greater power and a stronger
for what you want in life. Their leader is Wynn affinity for nature and the land.
Rabinall, a male human.
RELIGION
Pale Dogs In Ptolus, there is one religion and there are many.
A gang of young thieves based in the Warrens, While the Church of Lothian remains the official
the Pale Dogs paint their fingernails black and religion of the Empire, tied closely to every aspect
often wear double rings. They follow a mysterious of Imperial government, many other far smaller
figure named Jirraith and may have connections and less popular religions exist as well. These
to the Balacazars or the Vai. faiths worship gods like Ahaar, Lord of the Air, a
minor elemental sky god; the Fifty-Three Gods of
The Shuul Chance, deities of chaos and randomness; Gaen,
“The Viridian Lords were keeping Once a simple organization created to uphold the Goddess of Light, a popular benevolent deity;
the peace in this region long concept of order, the Shuul has grown over the and the orderly Teun, Mother of All Machines,
before the Empire arrived, and years into a powerful force attempting to restore goddess of technology. And these are just
we’ll be doing so long after the the prominence of technological devices such as examples. Your GM can provide you with a full
Empire dies.” firearms, clockwork devices, and steam technology list, or you can work to create your own with the
—Rechel Pattemon, in the city. Despite a predilection for machines, the GM’s help.
Viridian Lord Shuul do not reject magic, as one might expect.
Instead they embrace it and see the union of magic THE CHURCH OF LOTHIAN
and machine as the ultimate accomplishment. Lothian was a mortal who lived about fifteen
Most members of the organization are humans hundred years ago. He ascended to godhood
and dwarves, particularly Grailwarden dwarves. based on his own good works and strength of
The Shuul maintain close ties with the Temple spirit. Lothian today is the god of justice and
of Teun, the Mother of All Machines, as well as purity. His followers usually take one aspect or
with House Shever. the other (justice or purity), focusing on either
Lothian’s lawful or his good qualities. In his
The Sorn lawful aspect, Lothian is the Lawgiver. In his
Rumors say this quasi-legal spellcaster good aspect, he is called the Daykeeper. In either
organization maintains a close association with case, he remains a staunch foe of cruelty and
the Shuul. Others say its real backing comes from destruction and harbors a particular hatred of
Kevris Killraven. Its members favor the use of undead. He promotes peace, harmony, and safety.
technology and mechanical devices to supplement His symbol is an ankh crucifix.
their magic. The Church of Lothian is the most powerful
religion in the Empire, and thus in Ptolus. So
Sisterhood of Silence closely tied are the Empire and the Church of
Founded in Ptolus more than two hundred years Lothian that the head of the religion’s hierarchy is
ago, an all-female order calling itself the Sister- known as the Emperor of the Church. Alongside
hood of Silence established itself as a major force the traditional secular Emperor of Tarsis, he rules
Most people in the city are for law and defense. While the order has since over all Imperial lands and citizens. The Emperor
Lothianites, and most Lothianites spread to other cities, the Priory of Introspection of the Church normally lives in the far-off capital
attend religious services every in Ptolus remains the central headquarters of the city of Tarsis but of late has been in Ptolus staying
Theoday. This means that entire Sisterhood. with his son, the Prince of the Church.
the various churches in Ptolus As their name suggests, the Sisters of Silence do When it initially spread its influence across the
hold services all day long to not speak. Instead, they employ a cadre of devout growing Empire, the Church was far less tolerant
accommodate all the faithful. eunuchs to speak for them. Among themselves, they of divergent beliefs and even of arcane magic
Many of the “devout” attend use a complex set of signs, postures, and expressions than it is today. The Church of Lothian released
services because, if they don’t, to convey vast amounts of information quickly. the Edict of Deviltry centuries ago, proclaiming
their employer may make them all arcane spellcasting to be an evil act. (The
work on Theoday—piety means The Vai more enlightened modern Church rescinded
getting a day off from work. The Vai is a wicked assassins’ guild in Ptolus. the Edict.) In Ptolus, many different chapels
Each member takes an oath to kill an intelligent throughout the city are devoted to Lothian. The
creature every day. They are tied to almost every Church maintains its headquarters in St. Valien’s
evil organization in the city in some way. Cathedral in the Temple District.
A knighthood called the Order of the Dawn
Viridian Lords serves the Church of Lothian as elite defenders
The men and woman calling themselves Viridian of the faith. While low-ranking members are
Lords are powerful, twisted rangers who haunt warriors and fighters, the higher ranks include
the wilderness of Palastan. These rangers have paladins and a few martial clerics.
A PLAYER’S GUIDE TO PTOLUS 15

In general, the Church of Lothian seeks to Menon Balacazar. Crime lord who also deals
convert the heathen and protect and nurture in necromancy and black magic, the trade of
the faithful. Far more than typical organized forbidden items, demonic slaves, etc.
religions, the Church of Lothian remains involved Myraeth Tuneweaver. Elf who owns Myraeth’s
in day-to-day government administration and Oddities in Delver’s Square. Sells odd trinkets,
the making (and sometimes enforcing) of laws. adventuring souvenirs, and minor magic stuff
Lothian’s priests serve as judges and officials in recovered from the Dungeon.
the government of the Empire. Peliope Erthuo. Head of House Erthuo.
His clerics normally wear white and blue, Phadian Gess. A cleric of Lothian and one of
although on high holy days they wear golden the leaders of the Keepers of the Veil.
garments. Rastor. Litorian who operates a weapon shop Sheva Callister is a well-known
in Delver’s Square. adventurer in Ptolus. She is
IMPORTANT INDIVIDUALS Savane. Leader of the Shuul. retired, however, and has sold
Sorum Dandubal. Guildmaster Delver and most of her equipment. She still
IN PTOLUS council member. frequents places like Delver’s
As a player in the Ptolus Campaign, you may find Steron Vsool. Human champion of Gaen. His Square and the Undercity
that your character has occasion to meet some of heart glows so brightly that you can see it within Market, though, and she still
these important citizens. his chest. carries her infamous magical
Aoska. One of the Commissar’s Twelve Tagel Unergart. Paladin of the Church of greatsword.
Commanders. A Malkuth woman with a unicorn Lothian and head of the Order of the Dawn.
horn growing out of her head. Tarin Ursalatao. Male human bard, uncanny
Beck Von Tibbitz. Paladin and one of the in his charm.
leaders of the Keepers of the Veil. Thollos Shever. Head of House Shever. Daersidian Ringsire is a friend of
Daersidian Ringsire. Well-known elf battle Urlenius, Star of Navashtrom. Ogre-mage Sheva’s and a fellow adventurer.
mage who rides a wyvern. cleric of Navashtrom, God of Harmony. Bears He is never seen without his
Dered Abanar. Head of House Abanar. many magical gems. Major representative of the adventuring partner, the halfling
Devina Kath. Head of House Kath. Brotherhood of Redemption. rogue Brusselt Airmol (see page 5).
Dierna Hillerchaun. Leader of the Knights Verrana Rau. Head of House Rau. These two have made names
of the Pale. Lives in a manor house called the Wynn Rabinall. High-level monk and leader of for themselves with such diverse
Bladechapel in Oldtown. the Order of the Fist. adventures as stopping an entire
Doraedian Mythlord. Elven master of Iridithil’s Zade Kenevan. Human bartender at the tribe of hill giants from raiding
Home, an elvish sanctuary. Very influential in Ghostly Minstrel. Bald, thin, and gruff. small communities outside of
town. Ptolus, and infiltrating the manor
Dorant Khatru. Head of House Khatru. of House Sadar looking for an
Ebbert Boltcrafter. Dwarf who operates an artifact called the box of shadows.
outfitters’ shop in Delver’s Square.
The Emperor of the Church. Holy Emperor
Rehoboth, who claims to be the rightful
temporal Emperor as well. Shibata is a well-known minotaur
Renn Sadar. Head of House Sadar. priest of Niveral, god of secrets.
Fabitor Thisk. Cleric and pastor of
St. Gustav’s Chapel, which caters to
adventurers.
Igor Urnst. The Commissar of Ptolus.
Iristul Vladaam. Head of House
Vladaam. The city map on the next two
The Iron Mage. Rarely seen in public. pages contains many important
It’s said that the Iron Mage is the most locales within the districts of
powerful wizard in Ptolus (he notably Ptolus. However, your GM has
does not belong to the Inverted Pyramid). access to many, many more
Jevicca Nor. Human member of the locations discussed in the full
Inverted Pyramid. Powerful sorceress. Ptolus book. If your character
Jirraith. Crime lord operating out of the seeks a particular service or shop,
Warrens. Runs the Pale Dogs. or wants more details about the
Kevris Killraven. Female crime lord. ones marked on the map, your
Kirian Ylestos. The Prince of the Church. GM can tell you what you need
Kirstol Dallimothan. Lord of House to know.
Dallimo-than. May be a dragon or half-dragon
himself.
Malkeen Balacazar. Son of the crime lord Menon.
Nobles’ Quarter 9 Swordthrower’s Oldtown 24 Arena 30 Barbarian Balloonists 36 Zar’at
1 Rau Estate 10 Imperial Academy of 17 Citadel of the Golden 25 City Courts 31 Center Circle
Music (Conservatory) Cross
2 Sadar Estate 26 Citadel of Might 32 Finelle’s Pleasant Necropolis
11 Abanar Estate 18 Pale Tower Diversions
3 Castle Shard 27 City Library 37 Hall of the Valiant
12 Shever Estate 19 Clock Tower
4 Kath Estate 28 Yarrow Street Forum 38 Clasthamus Isle
13 Khatru Estate 20 White House North Market
5 Erthuo Estate 39 Siege Tower
14 Holy Palace 21 Dalenguard 33 Red Stallion Pub
6 Nagel Estate Rivergate 40 Deathguild
15 Soaring Idyll 22 Imperial University 34 Mitoren’s Blades Headquarters
7 Dallimothan Estate 29 Jangave Lesh’s Training
16 Vladaam Estate 23 Administration Building Hall 35 Smoke Shop 41 Dark Reliquary
8 Rosegate House
Temple District 48 Hall of Heroes Midtown South Market 70 Spice Market 77 Herbalist’s Guild
42 Conciliators 49 Temple of Ahaar 57 Iridithil’s Home 63 Exotic Market 71 Blackstock Printing 78 Foundry
Chapterhouse
50 Temple of Navashtrom 58 The Griffon 64 Star Crossing Plaza 79 Midden Heaps
43 Temple of Teun
51 Temple of Gaen 59 Delver’s Square 65 Rogue Moon Trading Guildsman District 80 Masons’ Guildhouse
44 Celestial Conclave Company
52 Blessed Bridge 60 St. Gustav’s Chapel 72 Ironworkers’ Guildhouse
45 Temple Observatory of 66 Golden Tooth
the Watcher of the Skies 53 St. Valien’s Cathedral 61 Onyx Spider 73 Skull and Sword The Docks
67 Mahdoth’s Asylum
46 Temple of Asche 54 Priory of Introspection 62 Fish Market 74 Stockyards 81 Savage Shark
68 Fabric Market
47 Order of the Fist 55 Temple of Excellence 75 Longdraught Brewery 82 Dockmaster’s Tower
Compound 69 Welcome Inn
56 House of Sacred Heat Watchhouse 76 Darkbirth Madhouse
18 MONTE COOK’S CITY BY THE SPIRE

PEOPLE FROM HISTORY You will find no references in myths or legends,


Abesh Runihan. Defeated the lich Kagrisos as he let alone in history, to people traveling to these
rose to cast a spell that would spread a plague realms beyond (except the Ethereal Sea). However,
throughout the city. Runihan died in the process. demons and angels do live in the world, clearly
A statue of him stands in Delver’s Square (also having come here from beyond. That such mystic
known as Runihan Square). places as the Heavens and Hells exist is beyond
Danar/Eslathagos Malkith. Creator of the question.
People today still do not say Banewarrens and Jabel Shammar, the citadel atop
the name “Eslathagos Malkith” the Spire. Also known as the Dread One. OUTSIDE THE CITY WALLS
aloud, but refer to him only as Delian Von Tessel. The first Emperor of Tarsis. Although the campaign takes place entirely
the Dread One. Ghul. Creator of Goth Gulgamel, the fortress within the city of Ptolus, there are, of course,
halfway up the Spire. Also known as the Half God lands beyond the city. Knowledge of these places
and the Skull-King. Claimed to be the offspring of may prove useful for designing your character’s
Eslathagos Malkith. background, if you are not playing a Ptolus
Parnaith. Wife of Danar and creator (along native. Your character might be from Tarsis, the
with the Wizard-Priests of Ni-Gorth) of the Seven oldest and largest city in the world and the heart
Jewels of Parnaith: small demiplanes associated of the Empire. Or you might run a barbarian from
with the Spire and Ptolus. the Eastern Hordes beyond the Grey Mountains
Tacheron Kint. Famous delver and explorer. to the east of Tarsis. Your arcanist character
Yrkyth Vladaam. Mad wizard who attempted might hail originally from the mysterious land of
to destroy the world by gaining access to powerful Kem along the Southern Sea.
magic below the city. The land surrounding Ptolus along the
Whitewind Sea is Palastan, an ancient realm that
THE WORLD (AND BEYOND) stands on the verge of breaking away from the
Two moons hang in the night sky. Lunas is a Empire. Its capital is Trolone. The people who
large bluish-white orb, while Rogue is the smaller, founded the Empire, the Prust, hail originally
more erratic satellite. Most people are well aware from the Prustan Peninsula to the east. This is
that the world is round and that the moons orbit also where Grail Keep, home of the Grailwarden
around it, while the world circles the sun. (They dwarves, lies.
do not, however, have any concept that the stars These are only examples. Your GM can show
are suns or that other worlds might circle about you a map of the world beyond the walls of
them—but then, who’s to say that’s true?) Ptolus and can tell you about all the interesting
Learned folk know the world is made up of and sometimes exotic lands.
matter and energy (the essence of both of which
Players wishing to have can be expressed as air, earth, fire, and water) CUSTOMS
characters from lesser-known and that matter is made of particles smaller than Below is a small sampling of cultural customs
lands might choose Kem, a place a person can see. Magnetism, lighter-than-air widely observed throughout the setting.
still reeling from ancient magical gases, and other basic aspects of science are not Brightfather’s Day: This longstanding holiday
wars, or Ren Tehoth, a land thick unknown, either. is still observed every Fourteenth of Blessing,
with ancient ruins and mysterious Most people know that the Ethereal Sea is a although its exact origins are now lost. Most
stone circles. Players wishing magical place that shares the same space with the religions have adopted it as a high holy day to
to create characters outside world but remains apart from it or “out of phase.” revere an important god. All look upon it as a
of Ptolus with more mundane The Elemental Planes are conceptual places based day of feasting, family, and making peace with
backgrounds might hail from around the fundamental building blocks of matter enemies.
Rhoth, a remote realm of farmers and energy. The Upper Realms, Upper Planes, the Dreamspeakers: Since ancient times, religious
and ranchers, or nearby Palastan, Heavens, the Celestial Realm—these are all names people have attempted to interpret the dreams
whose inhabitants are mainly for the place of ultimate goodness where angelic of others, thinking they represented some sort of
herders and fishermen. beings rule and good people go when they die. “sending” from a divine source. Today, dream-
Most do not believe this to be the realm of the speakers are minor fortunetellers or wise women
gods, however—the gods dwell in secret places who, for a small price, tell one the meaning of
within the world or high in the sky. one’s dreams. Many do not take these oracles
To the vast majority of Ptolus The Heavens’ opposite, the Hells (or just Hell), seriously, but even believers admit that some
residents, all entities from the the Pit, the Abyss, the Dark Realms, the Lower dreamspeakers just make up their interpretations.
celestial realms are simply Planes, or the Nether Realms, exist in a similar Only a select few actually have any preternatural
angels, and all creatures from metaphysical state. They are a place of demons affinity with dream meanings.
evil dimensions are demons. and devils, where the evil go when they die to Friendship Bands: Long ago, it became a custom
More specific distinctions seem face eternal torment (or get their deserved reward, to write one’s name on a thin strip of cloth and
pointless to anyone but a sage. according to some). Plenty of evil gods and wrap it around the index finger of an ally. This
demons live right in the world, however, hiding in sacred bond of trust displays your feelings of close
the shadows. friendship. It’s said that in older times, kings used
A PLAYER’S GUIDE TO PTOLUS 19

Even though a mug of ale in


a tavern is cheap, most Ptolus
locals still can’t afford to frequent
drinking houses. Neighborhood
parties, in which everyone pitches
in to buy a keg of cheap ale, are
common. These parties usually
involve a lot of dancing, music,
and storytelling.

the bands as a way to demonstrate their support infrastructures around themselves.


to their vassals (and, in turn, lesser nobles gave Although he controls no lands the way the
them to their liege to show loyalty). Essentially, the Emperor of Tarsis does, the Emperor of the
giving of a friendship band means, “I’ll work with Church governs the spiritual lives of all citizens.
you/follow you/help you because I respect you.” The Holy Emperor has his own court, his own
House Gifts: Although not everyone adheres army, and his own vast treasuries. He has the
to the belief behind the giving of house gifts, power to pass laws and issue edicts, although they
it’s practiced widely. It is held that every home must involve spiritual matters, such as the Edict of
develops a spirit, sometimes called a luritas. When Deviltry, issued in the year 560 ia to ban the use
coming to someone’s home for the first time, or and practice of arcane magic.
when invited formally, people bring the luritas a
little gift—a shiny bauble, a coin, a tiny icon, or LIFE UNDER THE EMPIRE
anything similar. The small object is placed upon a Unlike many empires, the Empire of Tarsis gained
shelf always found near the entrance on an inside little of its dominion through conquest. A thousand
wall. years ago, the evil lord Ghul waged war against the
rest of the world, his armies comprised of demons,
HISTORY undead, and horrible monsters. At that time, a
History, as it was taught to your character, group of humans called the Prust occupied the area
centers about the formation of the Empire of around the city of Tarsis far to the east. When the
Tarsis and the establishment of the Lion-Guarded Prustan forces from Tarsis came westward to the
Throne, its hereditary seat of power. However, help defeat Ghul, they stayed, helping to rebuild The Lion-Guarded Throne sits in
be aware that history stretches for thousands and establish order. Following their terrible defeat the center of the Imperial Palace
and thousands of years before that—not that the in the Ghulwar, the folk west of Tarsis welcomed in the capital city of Tarsis. Its
Empire, in its arrogance, believes anyone should not only the Prust’s help but also their advances in craftsmen used 25,000 gold
care about such “primitive” times. science. The Prust (and the Grailwarden dwarves pieces worth of gold and other
of the same area) brought with them firearms, precious metals in its construction
TWO EMPERORS clocks, printing presses, and even steam-powered and spent collectively over one
To understand the Empire is to understand that engines. They built roads, waterways, and well- thousand man-hours on its relief
there are truly two Empires: a spiritual one ordered cities with running water, sewer systems, work and ornamentation.
and a temporal one. When Delian Von Tessel and postal services. Their laws were codified in a
became the first Emperor, he also named himself book called the Vast Codex rather than arbitrary.
Holy Emperor of the Church of Lothian, which In short, life under the Empire seemed good.
became the official religion of the Empire of The Empire, however, also brought with it strict The Emperor of the Church lost
Tarsis. After his death, his nephew Radlov Von controls. Various freedoms suddenly vanished in the bulk of his army during the
Tessel took both positions, but quickly abdicated the name of maintaining order. Official citizens of barbarian attack on Tarsis and
the role of Holy Emperor. Since that time, the the Empire achieved rights denied noncitizens, such now keeps only his Knights of the
same individual has never held the two seats of as permits to own firearms. The Church of Lothian Dawn and bodyguards.
power and, in time, they have built very different became the official religion of the Empire, and
20 MONTE COOK’S CITY BY THE SPIRE

eventually the only allowed religion. Other faiths TIMELINE


were persecuted, and ultimately arcane magic was be = Before the Empire of Tarsis
demonized, restricted, and finally outlawed. Life ia = Imperial Age
became very complicated.
For hundreds of years, the Empire of Tarsis 350 be The dwarves of Dwarvenhearth observe
expanded its domains and influence. The Church that someone has moved onto the Spire
of Lothian, or simply “the Church,” became near their city and has begun building
omnipresent within society. Emperors and a fortress. Their spies reveal it to be
“The fact that the Empire is empresses came and went. It seemed that the Ghul—the Half God, the Skull-King—
coming apart at the seams only Lion-Guarded Throne was destined to rule the who claims to be the son of Eslathagos
shows that totalitarianism is an known world forever. Malkith, an evil lord from the distant
outmoded and inefficient means But slowly the pillars supporting the Empire past. Ghul calls his fortress Goth
of governance.” began to decay. The Edict of Deviltry was Gulgamel and builds it by the labor of
—Helmet Itlestein, overturned, and arcane spellcasting became legal orcs he created (the Toruk-Rul tribe,
republican leader once again (even before that, time’s passage whose name means “closing fist”).
had brought with it more and more safe havens 319 be Ghul’s forces drive the dwarves from
for the practitioners of magic—including the Dwarvenhearth.
city of Ptolus). Other religions practiced fairly 292 be The Skull-King begins the Ghulwar, an
openly, and the Church of Lothian was no longer invasion to conquer the surrounding
organized or powerful enough to stop them. lands. His forces include Toruk-Rul
Education worsened. Complex Prustan and orcs, dark elves, tribes of evil men and
dwarven devices wore down and were forgotten dwarves, and monsters.
rather than repaired. If anything, the last two 291 be Palastan falls to Ghul.
hundred years have seen a decline in science 290 be The Sea Kingdoms fall to Ghul.
rather than its further advancement. 289 be Eastern Rhoth falls to Ghul, cutting off
Cherubar to the far west from the rest
THE EMPIRE TODAY of the continent.
The Empire teeters on the brink of disintegration. 288 be Ghul conjures forth a vast magical
Barbarians from the distant east have defeated darkness called the Utterdark, which
Tarsisan armies and ransacked Tarsis itself. Three covers the lands he has conquered.
different people claim the Lion-Guarded Throne, 285 be The elves of the northern Moonsilver
including the current Emperor of the Church, Forest fall to Ghul. They are taken to
Rehoboth Ylestos. Goth Gulgamel and filter out again
The secular Empress Addares XXXIV is the slowly as the Harrow elves—the
cousin of the previous Empress Addares, who died blighted ones.
with no children or siblings. No one currently 282 be The Elder Elves of Theridae stop the
holds the title Prince or Princess of Tarsis, advance of Ghul’s armies near the River
therefore there is no heir apparent. Segaci Fellisti, Tonam.
a powerful and aged councilor who has survived 281 be The Cold Quiet begins. Few pass into
six Emperors, now claims that only he is fit to or out of the Utterdark.
rule in these trying times. Despite his non-Prustan 152 be The Cold Quiet ends. The armies of
heritage, his followers believe he has more right Ghul issue forth from the Utterdark,
to rule than the Empress, whose blood ties to composed of Toruk-Rul orcs, the even
the original Von Tessels are convoluted at best. mightier Sorn-Ulth orcs (whose name
Addares now holds court in Dohrinthas, the city means “bleeding breath”), ogres, trolls,
she has proclaimed as the new capital, while giants, undead, and other monsters.
Segaci apparently has returned to Tarsis following 150 be The Elder Elves, now allied with the
its sacking. Meanwhile, the Emperor of the Stonelost dwarves (descended from
“It doesn’t matter to a fellow Church, now residing in Ptolus, claims to be the those who fled Dwarvenhearth), drive
like me who’s in charge. I still only true ruler with the title Emperor. back Ghul’s armies.
gotta work six days a week and But outside of Tarsis, some see the fall of the 87 be The elven wizard Khelaeson banishes
break my back to support my Empire—if it has indeed fallen—as a good thing. the Utterdark.
family, no matter what.” The hereditary monarchies, long disenfranchised, 86 be The elves and dwarves invade the realm
—Harris Ralston, now return to power as Imperial governors lose of Ghul.
delivery man their influence. Like a disease overcome, the 85 be The invaders take back the Moonsilver
Empire is fading and life is returning to its state Forest and most of Palastan from Ghul.
of a thousand years ago—but not without many
indelible scars left behind.
A PLAYER’S GUIDE TO PTOLUS 21

84 be Ghul calls forth the Squirming Horde, a small port city on the edge of a large
also known as the Shrieking Horde, bay off the Whitewind Sea. It is built
and defeats the elves and dwarves. near the fortress of Dalenguard and
The horde, composed mainly of eventually will encompass it.
minor demons, lycanthropes, fiendish c. 500 ia The demigod Raguel arrives in the
monsters, and incorporeal undead, world with a demonic host, seeking his
follows the Elder Elves back to their divine parents. They find a home with
homeland of Theridae and razes it. the undead-loving Forsaken in the Dark
71 be The Stonelost dwarves, Shoal elves, Reliquary.
halflings, and gnomes forge the Pact 560 ia The Edict of Deviltry is issued, adding
of Brightfather’s Day with eastern strict laws prohibiting arcane magic to
forces—the Grailwarden dwarves and the Vast Codex.
the Prustan humans of Tarsis—to ally 562 ia The First Inquisition terrorizes the
against Ghul. They also gain allies from Empire. The “Days of Blood” begin.
among the aram and the Cherubim elves, 564 ia The First Inquisition ends. The Ghulwar
as well as a few select individuals— 598 ia The Second Inquisition begins, in
giants, unicorns, and others. particular looking for a group of The Ghulwar, which began more
61 be The dark hordes of Ghul, weakened arcanists called the Inverted Pyramid. than a thousand years ago and
from a battle with an unknown foe, 609 ia Despite tortures and horrible massacres, lasted for three centuries, both
fall to the combined forces of the the Second Inquisition ends in failure. shaped and scarred the present-
Brightfather Pact, bringing an end to The Edict of Deviltry falls into disfavor. day world. It was the unification
the Ghulwar. The “Days of Blood” end. of the species to oppose Ghul
59 be Goth Gulgamel falls in the harrying 615 ia The leadership of Ptolus declares the under the command of the
that follows the war. Ghul flees to a city a safe haven for arcane spellcasters. Prustan armies that paved the
mysterious place known only as Orr. 641 ia The Edict of Deviltry is officially way for the Empire of Tarsis to
55 be The Great Seven—Uthegos (a dwarf overturned. form and spread. Schoolchildren
fighter), Saerth (an elf wizard-rogue), 657 ia In a surprising move by the Church of are all taught the history of this
Runshallot (a human cleric), Yllistro Lothian, the Prince of the Church takes time, even though it was so
(a half-elf sorcerer-ranger), Kam (a up permanent residence in the fairly long ago, because these events
halfling monk), Dionys (a human fighter- remote city of Ptolus. are considered vital to today’s
druid), and Eriskal (an elf rogue)—hunt 706 ia The Empire is in chaos, with three society. Even the uneducated
down Ghul and destroy him in Orr. different people claiming the Lion- know that the world came very
50 be With help from Tarsis, the people of Guarded Throne. Empress Addares close to falling into eternal
the once dark lands begin to rebuild. (Von Tessel) XXXIV attempts to move darkness. Those who took part in
43 be Construction of Dalenguard, a fortress the capital to Dohrinthas, her longtime defeating Ghul are still discussed
the dwarves built for the Tarsisans, home. in reverent tones.
begins near the Spire. 708 ia The mysterious and ornately armored
41 be Tarsisan outposts and garrisons dot Urthon Aedar begin to appear in Ptolus, A similar but far more ancient
the landscape, providing security and prophesying doom. struggle—against the Dread
maintenance on the roads. 710 ia Tarsis is overrun by barbarians from One—is all but forgotten. Were
40 be Construction of Dalenguard completed. the Eastern Hordes. Holy Emperor it not for the presence of Jabel
9 be Delian Von Tessel becomes ruler of Rehoboth of the Church of Lothian Shammar atop the Spire, most
Tarsis. He christens his seat of power flees to Ptolus to stay with the Prince people likely would never have
“the Lion-Guarded Throne” after his of the Church, his son Kirian. heard of this long-ago foe.
family symbol. 713 ia Explorers plumbing down into ancient
1 ia The Lion-Guarded Throne proclaims Dwarvenhearth discover great treasures
Imperial control over the lands around and begin bringing them to the surface.
it. The Age of the Empire of Tarsis 714 ia The barbarians leave Tarsis. “Emperor”
begins. Segaci attempts to re-establish the
110 ia Despite magical aids, Delian Von Empire from its traditional capital.
Tessel, first Emperor of the Lion- 717 ia Ptolus becomes the center of much
Guarded Throne, dies. attention as more and more would-
386 ia Following the assassination of her be treasure-seekers plumb the depths
husband, Empress Addares (Von below the city. Activities of so-called
Tessel) X makes it illegal to own a “chaos cults” increase. The potential
firearm without an official Imperial for both greatness and danger has never
dispensation. been as intense.
413 ia Ptolus—named after fragmentary facts 721 ia Today.
from the distant past discovered by the
loremaster Gerris Hin—is founded as
22 MONTE COOK’S CITY BY THE SPIRE

CREATING A CHARACTER FOR thought to be extinct. Elves have always preferred


the deep woods or the open sea to the mountains
THE PTOLUS CAMPAIGN or cities, magic over the mundane, the moon and
You will find the following information especially stars over the sun.
useful when creating characters for the Ptolus When non-elves simply say “elf,” they’re
Campaign. As always, your GM is final arbiter of probably referring to the Shoal elves, or simply
what is allowed in the game. the Shoal. Generally dark-haired, these elves are
prevalent in the Sea Kingdoms, for they love
COMMON SPECIES the sea and ships. Some can be found in the
All of the following species are available as player Moonsilver Forest along the Whitewind Sea as
Humans make up around 70 characters. They’re also the most common NPC well, but they care less for the cold, and so are
percent of Ptolus’ population. species. fewer in number than those in the south. Unlike
Elves are the next most common in other fantasy settings, elves in the world
species, but constitute only 10 Dwarves of Praemal need sleep, like humans and other
percent of the populace. After Although most call them “dwarves,” their own species.
that come dwarves, halflings, name for their species is Haurdir, the Stalwart Halflings and gnomes are technically
litorians, gnomes, half-elves, Kings of Order. There are two great overclans of distant elven relations. In fact, they were once
centaurs, orcs and half-orcs, and dwarves in the known world—the Stonelost and considered elven sub-species. Your GM can tell
lizardfolk—in that order. the Grailwardens—but rumor claims there was you what you need to create an elf character.
once another.
Gnomes
Dwarves, Stonelost Frequently mistaken for halflings (or the other
These are the children of the dwarves of way around), gnomes are the rarest of the major
Dwarvenhearth, said to be the greatest of all species, particularly in Ptolus. Unlike halflings,
dwarven cities. Although their small villages lie they are more likely to consort with elves than
scattered about the north, since the evil lord with humans. They favor song and magic over
Ghul’s forces drove them from their glorious city, just about anything else, often combining the two
they no longer have the centralized focus they (in fact, some call them “loresong faen”). They
once did. Hence the name Stonelost. dwell throughout the lands of Cherubar, Rhoth,
When Ghul fell and Dwarvenhearth was Palastan, and the Sea Kingdoms.
liberated, influential dwarven leaders would not Your GM can tell you what you need to create
allow their people to repopulate the city. No one a gnome character.
knows why. Instead, the city was sealed.
Your GM can tell you what you need to create Half-Elves and Half-Orcs
a Stonelost dwarf. Although understandably rare, these species are
more common in Ptolus than in many other places
Physically, the differences Dwarves, Grailwarden in the world. Half-elves are always half Shoal elf,
between Stonelost dwarves Deep within the mountains of the Prustan while half-orcs usually come from the Ornu-Nom
and Grailwarden dwarves are Peninsula, the Grailwarden dwarves build large tribes of Palastan and Rhoth. Your GM can tell
so slight, they are recognizable underground cities devoted to industry. Their you what you need to create a half-elf or half-orc
only by dwarves. However, name comes from their stewardship of the White character.
Grailwarden dwarves usually Grail, one of three powerful, linked magical
dress more formally and are far artifacts (the Black Grail and the Unseen Grail Halflings
more likely to wear spectacles are the other two). Although members of this species were originally
than their Stonelost cousins While the Stonelost dwarves—and the called “quickling faen,” humans named them
(although not necessarily more Stonemight dwarves of Dwarvenhearth before “halflings” due to their stature, and the name
likely to need them). them—developed stalwart fighting skills by stuck. They are small, fair, and nimble, but their
Grail-warden dwarves hold warring against evil humanoids and dark elves, childish size does not carry with it a childish
themselves to high standards as the Grailwarden dwarves focused their attention demeanor. Although originally considered a type
regards their physical appearance, on science, craft, and magic. Your GM can tell of elf, they do not have much contact with other
whereas the Stonelost dwarves you what you need to create a Grailwarden species of elves—in fact, they interact more with
are not as concerned with their dwarf. Machine-based skills are introduced in humans. Nomadic halflings often move about in
looks and dress. Ptolus, Chapter 29: Technology. roaming tribal caravans throughout the nearby
lands of Rhoth and Palastan.
Elves Your GM can tell you what you need to create
Their ancient name aduel deaistorm refers to the a halfling character.
seven “Species of Chaos,” for once there were
many more types of elf than one can find today Humans
(although the dark elves and Harrow elves are According to the elves and dwarves, the humans
technically additions). Today, the Elder Elves are are the youngest of the common species. Despite
A PLAYER’S GUIDE TO PTOLUS 23

this fact, they are the most prevalent of all now are misshapen and cursed, often displaying Months of the Year
intelligent peoples. perverse magical powers. While not strictly evil,
most seem continually besieged by some darker Newyear, Birth, Wind, Rain,
MINOR SPECIES nature within, tugging at them to do wrong. Bloom, Sun, Growth, Blessing,
Far less numerous than the common species are Litorians: Once masters of the Plains of Panish Toil, Harvest, Moons, Yearsend.
the following peoples. You should not have more to the east, the golden-maned, feline litorians
than one of these species represented in the PC were scattered in the Wars of Fire thousands
group at any time. The GM can provide you with of years ago. Small prides hunt here and there
game information regarding any of these species. in the wilderness, and occasionally a litorian Days of the Week
Aram: The Dwarvish name for these folk is attempts to fit into a human culture.
“centaur.” These half-horse, half-human people Lizardfolk (Assari): More common in the Theoday, Kingsday, Airday,
are boisterous, arrogant, and boorish, yet many lands to the south, these saurians attempt to Waterday, Earthday, Fireday,
find them likable nonetheless. They live in both keep out of the affairs of other species but often Queensday.
Palastan and Rhoth. Many have found their fail. Their own myths say they originated in a
way into human communities—but usually as vast, swampy forest that once covered most of
individuals rather than groups. what is now the Cold Desert, Palastan, and the
Elves, Cherubim: More common in the Whitewind Sea. Sages indicate there are reasons
western mountains, these winged elves are frail to believe this is true.
but graceful even by elven standards. They live Ptolus offers everything needed to
mainly in Cherubar, a land named for them. They OTHER NPC SPECIES play variant species as well, such as
are aloof (again, even by elven standards) and While by no means comprehensive, the the minor species described here.
rarely travel outside their homeland. following list of species includes some of the
Elves, Harrow: The parents and grandparents more predominant nonplayer character species
of these very rare individuals were tortured involved in the Ptolus Campaign. These species
and changed by the dark lord Ghul almost a are unavailable as PC species choices without
thousand years ago. Once Elder Elves, they permission from the GM.
24 MONTE COOK’S CITY BY THE SPIRE

Ptolus is a very humanocentric Aasimars: Graced with celestial blood in their names, while others hearken back to the species’s
city. However, compared to other veins, these fortunate scions of blessed creatures distant elf ancestry.
cities in the world, it seems very have a representative of Heaven as part of their Dwarvish names are short and somewhat
cosmopolitan. Creatures like orcs heritage. harsh, often using diphthongs like “au” and
and minotaurs, which would be Elves, Dark: One must delve deep into elvish “ou.” Elvish names are long and grand, using
considered monsters anywhere history to trace the origin of this splinter species diphthongs like “ae” “ai” and “oe.” Both
else in the Empire, actually make of elvenkind. Mostly subterranean, dark elves dwarves and elves often use surnames that are
their homes right here in the are rarely seen, although the Stonelost dwarves Common tongue translations, like Stonemate or
city. It should be noted, though, say their people fought great underground wars Hammersblood for dwarves and Moonshadow
that such creatures are by far with them before Ghul drove the dwarves from or Wavesong for elves; many gnomes have a
the exception and face daily Dwarvenhearth. Sadistic and cruel, they revere similar practice. Some elves—particularly those
prejudice, discrimination, and evil gods who urge them toward conquest and from the south—keep the Elvish translations of
hostility from other residents. dominance. their surnames, like Lorenci or Vaenarum.
Even far more common creatures, Minotaurs: Although most of them are quite
such as litorians (which make up bestial, some minotaurs are intelligent and CHARACTER BACKGROUND
2 percent of the city’s population) civilized—albeit bloodthirsty by most people’s You are either from Ptolus or have come to the
frequently face similar reactions. standards. Most of these intelligent individuals city from elsewhere. If you are a city native, think
are outcasts, although sometimes they become about what district you grew up in and where you
leaders. They often become powerful sorcerers or live now. Think about some of the organizations
clerics as well. involved in the city, and decide whether you have
Orcs: Orc myth contends that these creatures any affiliation with them or, more likely, aspire
were birthed by an evil demon god, although to have one (your GM may wish to have a say in
some ancient texts claim they were created by an this). If you are not a Ptolus native, the GM will
evil wizard. It is impossible to dispute, however, help you create your background by providing
that the orcs who dwell in the area around details about the lands that surround the city. You
Ptolus were modified and bred by the evil lord should think about why you’ve come to Ptolus.
Ghul. The Toruk-Rul orcs are large, bestial, It also is the responsibility of the players to
and ferocious. Their name means “closing fist” decide how the PC group forms. Some ideas:
and they typify everything that people think of • You’ve all come to Ptolus looking to strike it
when they say “orc.” The Sorn-Ulth (“bleeding rich (or for other reasons), and you meet on the
breath”) orcs are dark skinned and smaller than road and decide to work together.
the Toruk-Rul orcs, bred for evil magic and • Two or more people in the group are family
stealth. Both of these greater orc tribes live along members or long-term friends already.
the coast of the Whitewind Sea. • Two or more of you met recently and
The orcs who call themselves Ornu-Nom discovered that your goals coincide enough to
(“howling axe”) never suffered Ghul’s manipulations. band together for mutual support.
They dwell in the wilderness throughout Palastan • Some major patron has gathered you together
and Rhoth. The Ornu-Nom have a sense of for a specific task.
nobility to them, but they remain the deadly
enemies of humans and most other species. You can even work out a couple different
Tieflings: These individuals have fiendish reasons to join together into two or three small
blood in some small but measurable quantity groups, then leave it to the GM to throw the
flowing through their veins. Tieflings are a rare groups together once you’re in the city. In that
but significant force in Ptolus. case, at least some of your initial meetings will
“Every day, more eager young The Unwanted: The city also is home occur in-game, and you’ll know some of the other
treasure-seekers come through to goblins, ratmen, and other undesirable PCs better than others.
the city gates hoping to find elements. Most people consider these creatures Your GM can give you access to a larger map
adventure and riches. Most of more of an infestation than true inhabitants, of the city of Ptolus than the one in this book, as
them leave Ptolus in coffins, yet though. These creatures contribute nothing to well as a calendar to help you keep track of time
still they keep coming.” Ptolus, but they prey on its populace, stealing passage, and various other visual aids.
—Zade Kenevan, what they need to live.
bartender at the CHARACTER CLASSES
Ghostly Minstrel NAMES Here are a few notes regarding how various 5e
in Delver’s Square Since the dawning of the Empire, surnames character classes and Cypher System character
have become popular, because the Prust have types fit into the Ptolus Campaign.
long used them. Prustan (Imperial) names sound
Germanic or even Prussian. Other human names 5E CHARACTER CLASSES
descend from such diverse cultural backgrounds Barbarians: Human barbarians likely come
that they can be almost anything. Some halfling from the recent invasion from east of the Grey
names sound a bit like non-Prustan human Mountains (known as the Eastern Hordes). There
A PLAYER’S GUIDE TO PTOLUS 25

Player Character Backgrounds


Here are some ideas to keep in mind as you create your Ptolus player characters.

Background Contacts Home District


Alchemist’s apprentice Skill alchemist Guildsman, Midtown, either market, Oldtown, Rivergate
Arena fighter Skilled trainer or warrior Oldtown, Rivergate
Artisan’s apprentice Skilled artisan Guildsman, South Market
Carriage driver Wealthy individual Guildsman, Midtown, either market, Oldtown
City Watch guard City Watch captain Any but Nobles’ Quarter
Clerk in office Important official Guildsman, Oldtown, Rivergate, South Market
Clerk in shop Almost anyone (a customer or other merchant) Any but Warrens
Conservatory student Famous entertainer Nobles’ Quarter
Gang member Influential criminal Guildsman, Midtown, Warrens
Gardener Wealthy individual Midtown, Nobles’ Quarter, Oldtown, Rivergate
Imperial soldier Army officer Oldtown
Laborer Almost anyone Docks, Guildsman, Midtown, either market, Oldtown
Messenger Wealthy or influential individual Any
Sailor Sea captain or dockworker Docks
Servant Wealthy individual Nobles’ Quarter, Oldtown
Squire Knight or other noble Nobles’ Quarter, Oldtown
Stablehand Almost anyone Any but Docks
Temple acolyte Influential priest Midtown, Temple
University student Professor Oldtown
Wizard’s apprentice Skilled wizard Midtown, either market, Oldtown, Rivergate

Background: This was the occupation the character had before the game started.
Contacts: These are people the GM creates related to the background; the PC can consult them for information or even assistance.
Home District: This is the district that a Ptolus native with the given background would call home (although not necessarily the district where
their family lives or where they were born). If more than one is listed, the player may choose. The Necropolis is never considered a home district,
even when it says “any.”

are no elven or dwarven barbarians (unless you’ve Monks: The monk tradition, it is said,
got a really interesting backstory). comes originally from the far south. Now it is
Bards: This being an urban-based campaign, very pervasive, and orders of monks are quite
bards fit in very well. Minstrels with talent common—usually dedicated to a particular cause
are well received in the city, where the taverns or belief. Unlike the way they are presented Ptolus offers specific organizations
are outnumbered only by the temples. An in the Core Rules, many temples treat monks that various character classes
organization of martial bards called the Knights as religious figures. In this way, they become can join. These groups have
of the Chord dwells in Oldtown. like very different sorts of clerics, but remain backgrounds, goals, and
Clerics: Clerics are, not surprisingly, among representatives of a deity and a belief system. connections geared toward
the most respected people in society. Clerics Paladins: The campaign includes a number particular PC classes: the Inverted
of Lothian have some political clout (but in of orders of knighthood that you may wish to Pyramid for wizards, warlocks,
turn have to cope with the Church’s byzantine join one day. Also, look at the cleric’s discussion and sorcerers, the Knights of the
structure and politics). You can work with the above regarding religion, as most paladins in the Dawn for paladins, etc. Ask your
GM to choose a deity appropriate to your needs. campaign have a close connection with a specific GM for more information about
Druids: A long time ago, there were many more deity. groups that might be appropriate
druids in the area than there are now, and they Rangers: Rangers are uncommon but certainly for your character to join.
belonged to a group called the Circle of Green. not unheard of in Ptolus. Human rangers are
No major druid organizations exist anymore. likely to be from the Viridian Lords of Palastan.
Druids are mostly loners now, and—truth be Elves are very often rangers, particularly elves
told—aren’t often found in Ptolus. They are from the Moonsilver Forest north of the city.
almost certainly the least common character class. Rogues: While there is a major thieves’ guild
Fighters: The campaign includes a number of in Ptolus (the Longfingers), remember that as a
orders of knighthood that you may wish to join rogue, “thief” is just one option. Rogues make
one day. There is also the warriors’ guild, the excellent scouts, spies, and even merchants and
Order of Iron Might, to consider. Many fighters artisans, due to their skillfulness. This may be the
get their start in Oldtown’s combat arena. most common PC class in the city.
26 MONTE COOK’S CITY BY THE SPIRE

Sorcerers: Sorcerers were the first mages, there’s certainly no one who “disbelieves” in
born with magical abilities innate within their them. And most people have seen many other
very blood. They command great respect. Many types of horrible creature in their lives. They’re
sorcerers aspire to join the Inverted Pyramid just far too common for locals to remain
mages’ guild, although no character can begin the unfamiliar with them.
game with such an affiliation.
Warlocks: Warlocks in Ptolus are few, and SPELLS
those there with evil patrons are often involved In a world this old, with magic having been
with the Fallen. Even those Warlocks not allied common throughout history, there are literally
with such groups were likely drawn to Ptolus thousands of magical traditions, theories, and
like a moth to a flame, for within this city, some methods. To reflect this heritage, all players with
eldritch beings are not distant entities but actual spellcasting characters should name their own spells
inhabitants. and be able to describe the appearance of their
Wizards: Wizards, as opposed to sorcerers, are effects fairly freely. One wizard might know a spell
extremely scholarly—they look upon magic as a called magic missile while another knows a spell
science and attempt to learn its rules and utilize called “Inoris’ slap of retribution” and cast it as a
Your Arrival in Ptolus its loopholes. Because people acknowledge and slapping hand made of energy, while still another
respect their power, wizards often figure into wizard casts “daggers of death” which causes
If your character is not a native the military, City Watch, etc. Elves are only very white-hot daggers to fly through the air. And yet
of Ptolus, you arrive at the city rarely wizards—they become sorcerers instead. they are all actually basically the same spell.
either through one of the main A surprising number of Grailwarden dwarves Further, players creating spellcasting characters
gates or by ship at the Docks. At are wizards in Ptolus. Many wizards aspire to should be aware that a few spells—mostly of a
the main gates, the City Watch join the Inverted Pyramid mages’ guild, although planar nature, such as astral projection or
will ask to see your papers and no character can begin the game with such an banishment, function a bit differently in Ptolus.
will demand an entrance toll of 2 affiliation. Your GM can provide you with details, should
copper pieces. At the Docks, you’ll you need them.
also be greeted by the Watch, as CYPHER SYSTEM CHARACTER TYPES
well as by a low-ranking Imperial Warriors: Warriors in Ptolus tend to take on BLESSED CHILDREN
official who likely spends a little the roles described above as “barbarians,” Blessed children are the “opposite” of undead.
time looking over your belongings. “fighters,” or “monks,” depending on their They are the spirits of people not yet born.
Again, you’ll be asked to pay a 2 background and focus. If appropriate, warriors Just as evil priests call upon the undead, good
copper pieces toll, and you also even use those names. You might want to join priests can call upon the blessed children for
might face other taxes or tariffs, one of the city’s orders of knighthood or the aid. In the Ptolus Campaign, spells that summon
depending on what you have Order of Iron Might. monsters may make blessed children available for
with you. Adepts: Adepts in Ptolus cast magic spells, summoning.
either channeling this magic from a god, and
calling themselves priests or clerics, or focusing on THE WINTERSOULED
different kinds of magic, calling themselves druids, Once, long ago, there were no undead in the
Once in the city, you’ll find the sorcerers, warlocks, or wizards. Spellcasters often world, or so it is said. But through a great act of
streets bustling with a staggering join the Inverted Pyramid, although those focusing villainy, the veil between life and death was rent
array of individuals going about on nature magic—druids—keep to themselves and asunder, allowing the dead to enter the world
their business. If you’re hungry priests usually devote themselves to a temple in of the living. The first of these are called the
or thirsty, you’ll find numerous the Temple District. Wintersouled, and they remain among the most
vendors and establishments Explorers: Explorers in Ptolus are more often powerful of all undead. A small handful of them
clustered close to the entrances than not urban-focused rather than wilderness- is said to dwell within the world to this day.
to the city. They will be more focused. They call themselves thieves, rogues,
than happy to take your coin. spies, touts, and so on. Characters focused more EQUIPMENT
Since you’re likely an adventurer, on the outdoors might call themselves rangers Characters can buy and sell equipment costing
anyone you meet can direct and probably hail mainly from outside the city. up to 100,000 gold pieces in the large city that
you to Delver’s Square, which Speakers: Speakers often call themselves bards is Ptolus. Standard gear is available throughout
lies near the heart of the city. and seek to entertain. However, they also serve the city, although Ebbert’s Outfitters in Delver’s
There you’ll find places to stay, as diplomats, negotiators, merchants, and leaders Square is a popular spot for adventurers. One
gear to purchase, an entrance to (and of course, con artists...). can buy and sell magical gear in Midtown at
the Undercity, and lots of other Myraeth’s Oddities—a shop run by an elf wizard
adventurers who can help you get MAGIC named Myraeth and guarded by powerful wards
started in your new delving career. Not surprisingly, magic is prevalent in the Ptolus and a couple of ogre fighters. Myraeth also buys
Campaign. That is, magic remains beyond the reach other valuables (gems, jewelry, artwork, and so
of the common man, but certainly well within on) for a fair price and offers spell components
his observable world. One can say the same of and similar wares as well as resale magic items.
monsters—while not everyone’s seen a dragon, The GM should determine at any given time what
A PLAYER’S GUIDE TO PTOLUS 27

LIVING IN PTOLUS
What does the average Ptolus resident know
about their community? Here are some
basics:
• Humans are by far the most common
species in the city. As an adventurer in Ptolus, your
• The Ptolus year has 364 days, with first mission might very well deal
twelve months and a seven-day week. with the humanoid ratmen—
• The Ptolus climate is cool, with many diseased ratlike thieves that live
overcast or rainy days. in the sewer—that plague the
• Commoner men typically wear white city. Even as you prepare for your
shirts and vests, sometimes with a wide- first adventure, you might look
lapeled coat. Hats are frequently worn. upward to the very top of that
They usually keep their hair short and three-thousand-foot Spire rising
their faces clean shaven. above you. What dangers, what
• Commoner women wear dresses, often treasures, might still lie in the
covered with an apron. They wear their hair long, sometimes styled up. fortress at the top of the Spire?
• The typical commoner earns 1 to 3 silver pieces per day. A silver piece is often called a Will you ever be so powerful as to
“shield” or a “shiny.” find out for yourself ?
• There are no banks, as such, but you can rent out a small personal vault to store your
valuables at places such as Hammersong Vaults in Oldtown.
• Buildings have glass windows that hinge open.
• Most buildings, but not all of them, have indoor plumbing, including privies that pump water
in via hand pumps and drain it away into the city sewers.
• You can hire a messenger to carry notes and packages anywhere in the city. This typically costs
1 silver piece per delivery. There is also a magical messenger service.
• Carriages are widely available for hire to take you wherever you want to go. This service costs
about 1 silver piece per trip.
• While no stranger to magic or monsters, the typical Ptolusite fears the undead rumored to stir
in the Necropolis. Even more real, however, are fears of thieves, fire, and plague.
• The Ptolus City Watch is extremely competent. Despite this fact, the city has a terrible crime
problem.
• Ratmen live in the sewers.
• Rumors speak of Cults of Chaos finding new members about the city these days.
• Imperial law requires that everyone carries identification papers. Written law favors citizens
over noncitizens, but practical law favors the upper classes over the lower.
• Spells that make people do things they normally wouldn’t, like mind control magic, are illegal
in Ptolus. So are spells that create undead or spread plague.
• Most shops and places of business stay open as long as the sun is up, which means that
business hours are longer in the summer than in the winter. Many are open seven days a week.

magic items Myraeth has on hand. For 100 gold than what would be considered early medieval. Using firearms requires special
pieces per item he also can identify items brought This includes firearms, most commonly known as rules. Ask your GM how they
to him, with a twenty-four-hour turnaround. For “dragon pistols” and “dragon rifles” (although might work should you be
custom-made permanent magic items, people there are other types as well). It also includes interested.
sometimes speak of the Dreaming Apothecary, but spyglasses, pocketwatches, spectacles, and powder
characters just starting out do not know how to bombs. In the city, player characters will find
contact this group. printing presses, hot air balloons, and even steam
A place called Potions and Elixirs, also in engines.
Midtown, has a large stock of potions for sale. A However, all these devices are rare and steadily
number of arcanists offer scrolls for sale all over becoming more so. Such advancements in science
town. A few other places sell potions as well, and helped forge the Empire, but as the Empire
most temples sell divine scrolls and potions to declines, so too does the knowledge of how to
help fund their religion. create and maintain these wonderful devices. It
is often difficult to purchase such items these
FIREARMS AND TECHNOLOGY days—although rumors abound of a place in the
In Ptolus characters have access—albeit extremely North Market called the Smoke Shop where they
limited—to a slightly higher level of technology are available.
©2006-2020 Monte J. Cook. PTOLUS, its logo, and all Ptolus characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte J. Cook in the U.S.A. and other countries. Published under license by Monte Cook Games, LLC. CYPHER SYSTEM and its
logo, and the Monte Cook Games logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
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2. The License: This License applies to any Open Game Content that contains a due to statute, judicial order, or governmental regulation then You may not
notice indicating that the Open Game Content may only be Used under and in Use any Open Game Material so affected.
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except 13. Termination: This License will terminate automatically if You fail to comply
as described by the License itself. No other terms or conditions may be applied with all terms herein and fail to cure such breach within 30 days of becoming
to any Open Game Content distributed using this License. aware of the breach. All sublicenses shall survive the termination of this
License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. 14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
4. Grant and Consideration: In consideration for agreeing to use this License, enforceable.
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content. 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Your original creation and/or You have sufficient rights to grant the rights Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
conveyed by this License. Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

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