WWN - Community Generator (with Community Tags)

Result

{% RVCTag1v = {CHART(name="Community Tags", cols="1")} %}
{% RVCTag2v = {CHART(name="Community Tags", cols="1")} %}
{% MCCTag1v = {CHART(name="Community Tags", cols="1")} %}
{% MCCTag2v = {CHART(name="Community Tags", cols="1")} %}
{% TECTag1v = {CHART(name="Community Tags", cols="1")} %}
{% TECTag2v = {CHART(name="Community Tags", cols="1")} %}

Note on Generator

Since Drop Down Conditional Inputs seem to not work, this chart simply generates one of each community.
Villages will have between 1-3 Significant Locals, Problems, Locals Likely to Interact, and Interesting Things for the Heroes.
Major Cities will have between 2-6 of each category.
Tribes and Exiles will have between 1-2 of each category.

Rural Village

  • Community Tags (Pg. 153)
    • {$RVCTag1v}
      • Description - Roll on "Community Tags" (cols="2", filter="{$RVCTag1v}", filter_cols="1")
      • Enemies - Roll on "Community Tags" (cols="3", filter="{$RVCTag1v}", filter_cols="1")
      • Friends - Roll on "Community Tags" (cols="4", filter="{$RVCTag1v}", filter_cols="1")
      • Complications - Roll on "Community Tags" (cols="5", filter="{$RVCTag1v}", filter_cols="1")
      • Things - Roll on "Community Tags" (cols="6", filter="{$RVCTag1v}", filter_cols="1")
      • Places - Roll on "Community Tags" (cols="4", filter="{$RVCTag1v}", filter_cols="1")
    • {$RVCTag2v}
      • Description - Roll on "Community Tags" (cols="2", filter="{$RVCTag2v}", filter_cols="1")
      • Enemies - Roll on "Community Tags" (cols="3", filter="{$RVCTag2v}", filter_cols="1")
      • Friends - Roll on "Community Tags" (cols="4", filter="{$RVCTag2v}", filter_cols="1")
      • Complications - Roll on "Community Tags" (cols="5", filter="{$RVCTag2v}", filter_cols="1")
      • Things - Roll on "Community Tags" (cols="6", filter="{$RVCTag2v}", filter_cols="1")
      • Places - Roll on "Community Tags" (cols="4", filter="{$RVCTag2v}", filter_cols="1")
  • Rational for Existence
  • Who Runs it
  • Significant Locals
    {% SLv = {1d3} %}
    {%if SLv >= 1%} * Roll on "Rural Villages" (columns: 3) {%end%}
    {%if SLv >= 2%} * Roll on "Rural Villages" (columns: 3) {%end%}
    {%if SLv >= 3%} * Roll on "Rural Villages" (columns: 3) {%end%}
  • Current Problems
    {% CPRv = {1d3} %}
    {%if CPRv >= 1%} * Roll on "Rural Villages" (columns: 4) {%end%}
    {%if CPRv >= 2%} * Roll on "Rural Villages" (columns: 4) {%end%}
    {%if CPRv >= 3%} * Roll on "Rural Villages" (columns: 4) {%end%}
  • Locals Likely to Interact with Adventurers
    {% LIAv = {1d3} %}
    {%if LIAv >= 1%} * Roll on "Rural Villages" (columns: 5) {%end%}
    {%if LIAv >= 2%} * Roll on "Rural Villages" (columns: 5) {%end%}
    {%if LIAv >= 3%} * Roll on "Rural Villages" (columns: 5) {%end%}
  • Interesting Things for Heroes
    {% ITHv = {1d3} %}
    {%if ITHv >= 1%} * Roll on "Rural Villages" (columns: 6) {%end%}
    {%if ITHv >= 2%} * Roll on "Rural Villages" (columns: 6) {%end%}
    {%if ITHv >= 3%} * Roll on "Rural Villages" (columns: 6) {%end%}

Major City

  • Community Tags (Pg. 153)
    • {$MCCTag1v}
      • Description - Roll on "Community Tags" (cols="2", filter="{$MCCTag1v}", filter_cols="1")
      • Enemies - Roll on "Community Tags" (cols="3", filter="{$MCCTag1v}", filter_cols="1")
      • Friends - Roll on "Community Tags" (cols="4", filter="{$MCCTag1v}", filter_cols="1")
      • Complications - Roll on "Community Tags" (cols="5", filter="{$MCCTag1v}", filter_cols="1")
      • Things - Roll on "Community Tags" (cols="6", filter="{$MCCTag1v}", filter_cols="1")
      • Places - Roll on "Community Tags" (cols="4", filter="{$MCCTag1v}", filter_cols="1")
    • {$MCCTag2v}
      • Description - Roll on "Community Tags" (cols="2", filter="{$MCCTag2v}", filter_cols="1")
      • Enemies - Roll on "Community Tags" (cols="3", filter="{$MCCTag2v}", filter_cols="1")
      • Friends - Roll on "Community Tags" (cols="4", filter="{$MCCTag2v}", filter_cols="1")
      • Complications - Roll on "Community Tags" (cols="5", filter="{$MCCTag2v}", filter_cols="1")
      • Things - Roll on "Community Tags" (cols="6", filter="{$MCCTag2v}", filter_cols="1")
      • Places - Roll on "Community Tags" (cols="4", filter="{$MCCTag2v}", filter_cols="1")
  • Rational for Existence
  • Who Runs it
  • Significant Locals
    {% SLv = {2d3} %}
    {%if SLv >= 2%} * Roll on "Major Cities" (columns: 3) {%end%}
    {%if SLv >= 3%} * Roll on "Major Cities" (columns: 3) {%end%}
    {%if SLv >= 4%} * Roll on "Major Cities" (columns: 3) {%end%}
    {%if SLv >= 5%} * Roll on "Major Cities" (columns: 3) {%end%}
    {%if SLv >= 6%} * Roll on "Major Cities" (columns: 3) {%end%}
  • Current Problems
    {% CPRv = {2d3} %}
    {%if CPRv >= 2%} * Roll on "Major Cities" (columns: 4) {%end%}
    {%if CPRv >= 3%} * Roll on "Major Cities" (columns: 4) {%end%}
    {%if CPRv >= 4%} * Roll on "Major Cities" (columns: 4) {%end%}
    {%if CPRv >= 5%} * Roll on "Major Cities" (columns: 4) {%end%}
    {%if CPRv >= 6%} * Roll on "Major Cities" (columns: 4) {%end%}
  • Locals Likely to Interact with Adventurers
    {% LIAv = {2d3} %}
    {%if LIAv >= 2%} * Roll on "Major Cities" (columns: 5) {%end%}
    {%if LIAv >= 3%} * Roll on "Major Cities" (columns: 5) {%end%}
    {%if LIAv >= 4%} * Roll on "Major Cities" (columns: 5) {%end%}
    {%if LIAv >= 5%} * Roll on "Major Cities" (columns: 5) {%end%}
    {%if LIAv >= 6%} * Roll on "Major Cities" (columns: 5) {%end%}
  • Interesting Things for Heroes
    {% ITHv = {2d3} %}
    {%if ITHv >= 2%} * Roll on "Major Cities" (columns: 6) {%end%}
    {%if ITHv >= 3%} * Roll on "Major Cities" (columns: 6) {%end%}
    {%if ITHv >= 4%} * Roll on "Major Cities" (columns: 6) {%end%}
    {%if ITHv >= 5%} * Roll on "Major Cities" (columns: 6) {%end%}
    {%if ITHv >= 6%} * Roll on "Major Cities" (columns: 6) {%end%}

Tribes and Exiles

  • Community Tags (Pg. 153)
    • {$TECTag1v}
      • Description - Roll on "Community Tags" (cols="2", filter="{$TECTag1v}", filter_cols="1")
      • Enemies - Roll on "Community Tags" (cols="3", filter="{$TECTag1v}", filter_cols="1")
      • Friends - Roll on "Community Tags" (cols="4", filter="{$TECTag1v}", filter_cols="1")
      • Complications - Roll on "Community Tags" (cols="5", filter="{$TECTag1v}", filter_cols="1")
      • Things - Roll on "Community Tags" (cols="6", filter="{$TECTag1v}", filter_cols="1")
      • Places - Roll on "Community Tags" (cols="4", filter="{$TECTag1v}", filter_cols="1")
    • {$TECTag2v}
      • Description - Roll on "Community Tags" (cols="2", filter="{$TECTag2v}", filter_cols="1")
      • Enemies - Roll on "Community Tags" (cols="3", filter="{$TECTag2v}", filter_cols="1")
      • Friends - Roll on "Community Tags" (cols="4", filter="{$TECTag2v}", filter_cols="1")
      • Complications - Roll on "Community Tags" (cols="5", filter="{$TECTag2v}", filter_cols="1")
      • Things - Roll on "Community Tags" (cols="6", filter="{$TECTag2v}", filter_cols="1")
      • Places - Roll on "Community Tags" (cols="4", filter="{$TECTag2v}", filter_cols="1")
  • Rational for Existence
  • Who Runs it
  • Significant Locals
    {% SLv = {1d2} %}
    {%if SLv >= 2%} * Roll on "Tribes and Exiles" (columns: 3) {%end%}
    {%if SLv >= 3%} * Roll on "Tribes and Exiles" (columns: 3) {%end%}
  • Current Problems
    {% CPRv = {1d2} %}
    {%if CPRv >= 2%} * Roll on "Tribes and Exiles" (columns: 4) {%end%}
    {%if CPRv >= 3%} * Roll on "Tribes and Exiles" (columns: 4) {%end%}
  • Locals Likely to Interact with Adventurers
    {% LIAv = {1d2} %}
    {%if LIAv >= 1%} * Roll on "Tribes and Exiles" (columns: 5) {%end%}
    {%if LIAv >= 2%} * Roll on "Tribes and Exiles" (columns: 5) {%end%}
  • Interesting Things for Heroes
    {% ITHv = {1d2} %}
    {%if ITHv >= 1%} * Roll on "Major Cities" (columns: 6) {%end%}
    {%if ITHv >= 2%} * Roll on "Major Cities" (columns: 6) {%end%}

Subcharts

Rural Villages (d12)

d12 Rational for Existence Who Runs It Significant Locals Current Problems Local Likely to Interact Interesting Things for Heroes

1

Once a garrison outpost of a nation

A hereditary headman

The village harlot

Vital food stores have been lost or stolen

An ambitious local who wants to get to the city

An unusually large amount of saved coinage

2

A mine or quarry, perhaps now exhausted

A reeve picked by a lord

The worst local bully

Two families are in a long-running feud

Social outcast who can’t ask any local for help

Valuable local specialty product

3

A spot where refugees of a calamity settled

A temple representative

A gifted young peasant

A new religion is making trouble with the old

Gentry who wants no local gossip about their need

Heirloom magic item passed down to the leader

4

Holy ground or a temple to a particular faith

A council of elders

A half-savage shepherd

The lord’s reeve has been given unreasonable quotas

Ex-city dweller eager for contact with the worldly

A magical service unique to a local tradition

5

A plant or animal grows very well here

A cruel and feared bully

A charismatic priest

An upstart newcomer is disrupting the native hierarchy

Comparatively rich villager with a need

A map or secret leading to a Deep or plunder site

6

It’s a safe waypost on a trade route

A popularly-chosen chief

A major landowner

A socially marginal family is suspected of crimes

Starry-eyed young local swooning for adventurers

A temple with potent healing magics available

7

Refuge for a despised minority or group

A dreaded sorcerer

A youth who wants out

A dangerous beast or foe is lurking near the place

Village priest in need of outside help

A secret treasure acquired generations ago

8

A bandit camp that went legitimate

A pragmatic warlord

Venerable old farmer

A local bully and his friends are causing trouble

Reeve who can’t reasonably call on natives for a job

Large amounts of produce or local products

9

A self-ruled home for demihuman residents

The richest native there

Criminal in rural hiding

The crops or herds are in very poor condition

Village leader who wants expendable help

Ownership of an abandoned farm or structure

10

It’s a safe base for salvage or ruin plundering

A traditional squire

Native hedge mage

An ambiguous land dispute is getting bloody

Burly local militiaman who watches new faces here

Contacts with rural bandits or criminal rings

11

Decayed remnant of an ancient city

A patriarch or matriarch

A noble’s local reeve

A curse or magical woe is vexing the people

Shifty native who wants some clueless accomplices

Favors from the lord who’s very fond of the village

12

It grew up around a lordly manor or estate

An organization’s envoy

Important artisan

Noble quarrels have caused collateral damage

Clan patriarch who doesn’t want to use their own kin

Young locals willing to take service with the party

Major Cities (d12)

d12 Ratioinal For Existence Who Runs it Significant Locals Current Problems Locals Likely to Interact Interesting things for Heroes

1

It’s the former seat of a vanished nation

Hereditary lord

Sinister crime boss

Raiders are scourging local trade routes

City official looking for deniable agents

Large amounts of conventional coinage

2

It’s a trade nexus that has greatly prospered

Merchant prince

Head of a major temple

Criminals have corrupted the local law enforcement

Wealthy merchant who wants unknown outside help

Expensive urban property

3

It’s an industrial or productive center

Council of oligarchs

Neighborhood patriarch

Displeased locals are rioting for some reason

Newcomer peasant haplessly looking for assistance

Sophisticated and very valuable local products

4

There is heavy resource extraction nearby

Allied noble heads

Ethnic group elder

The king or local ruler is making harsh demands

Demimonde navigator always watching for clients

Formal citizenship and the rights of a local

5

It controls a vital defensive point

Royal viceroy

Rich merchant

Food supplies aren’t being received as they should

Curious urchin who trades in local news and events

Quiet dismissal of criminal charges or sinister pasts

6

It’s built around an ancient Working

Gentry-elected mayor

Feared local mage

Urban groups are arming to resolve some dire conflict

Criminal with a mind to use naive newcomers

Indulgences beyond the power a smaller place to grant

7

It’s a stronghold of a local subculture

Major clerical figure

City watch chief

A recent calamity has done major infrastructure damage

Desperate merchant trying to keep their business going

Services of exceptionally skilled specialist professionals

8

It’s a sacred city to an important faith

Occult power wielder

Decadent noble

A disguised monster is feeding on the city from within

Guard chief suspicious of potential troublemakers

Connections with major nobility of the realm

9

It’s a shared market for many villages

Criminal group catspaw

Local magistrate

The rulers have gravely offended a local religion

Native too infamous for other locals to deal with them

Absentee ownership of rural villages or manors

10

It’s a place of great beauty or healthfulness

Ethnic group’s ruler

Outcast group leader

A rebel group denounces the city leader’s legitimacy

Noble who thinks adventurers will do anything for coin

Rare occult components or magical products

11

It’s a shelter from dangerous environs

Chief magistrate

Famous courtesan

A private war threatens with another major city

Slumming young gentry with a taste for excitement

Blessings from major clergy or high priests

12

The natives are somehow bound here

Military strongman

Demihuman enclave head

A major local industry is threatened by events

Foreigner looking for fellow strangers to help

Business monopolies or tax rights in certain areas

Tribes and Exiles (d12)

d12 Result Result Result Result Result Result

1

It’s an unusually well-fortified safe place

Bestially savage tyrant

Best hunter in the tribe

The leader is becoming weak or acting foolishly

Raid-taken slave looking for a way back home

Guidance and safe passage through their territory

2

A charismatic leader bound them together

Wizened elder

Wise man or woman

A settled group is hunting them as mortal foes

Leader with a natural suspicion about outsiders

Knowledge of a hidden place of wealth

3

The hunting or resources are very good here

Magically-gifted chief

Seer or shaman

A curse has been laid on them for some collective sin

Low-status native trying to acquire outside support

Exotic and valuable tribal goods

4

They were driven here by a dire enemy

Holy man or woman

Tribal artisan

They killed someone who had very powerful allies

Tribal sage who likes news of the outside world

Plunder taken from a foreigner they’ve killed

5

Seers or shamans said it was ordained

Hereditary chieftain

Skilled scout

They’re impoverished and can’t reach new resources

Curious young tribal interested in strangers

Inherited relic or treasure they’ve kept

6

The leadership wants to find something here

Outsider or alien lord

Trader with outsiders

A fearsome beast hunts them in the wilds

Near-outcast who wants a hand with some revenge

Secret for accessing an otherwise sealed place

7

Their herds or prey have led them here

Brutal but cunning chief

Adopted member

Their gods are sending dire but obscure omens to them

Envoy of another group suspicious of other influences

Loot won in battle against another group

8

They’ve been trapped here by the situation

Foreigner turned ruler

Tribal slave

The tribe threatens to split under some feud or quarrel

Tribal notable who suspects the PCs as potential rivals

They’ll raid the party’s enemies for a share of the loot

9

 They’re paralyzed by internal dissent

Council of the elders

Feared troublemaker

Some are seeking a redder, more powerful god to serve

Tribal trader who wants access to outside goods

A magical elixir or substance they know how to make

10

They’ve been paid or induced to be here

No ruler past clan heads

Tribe’s most eligible youth

A patron power is using them as expendable fodder

Youth determined to show how tribal ways are best

Tribal membership and a place of respect

11

Tradition requires they come here

Envoy of a patron power

Barely-tolerated wretch

A sickness is raging through the tribe

Eligible native looking for new blood in a mate

Slaves they’ve taken in raids or tribal wars

12

Here they can do the most damage to a foe

Most charismatic native

Cunning tribal advisor

A rival group has taken over their hunting grounds

Reformer or innovator whose kindred won’t listen

Some young tribals willing to go with the party

Community Tags (1d50)

1d50 Result Description Enemies Friends Complications Things Places

1

Ancient Infrastructure

The community still has access to some sort of functioning ancient infrastructure, whether it's an array of wall-mounted arcane energy projectors, running water, moving roadways, community-wide climate control, or some other inherited luxury. This infrastructure may be the result of a still-functional Working, or it could be the product of some venerable occult engine that's still operational, or it may be the fruit of the labors of some specially-designed organism or Blighted populace.

Abusive ruler overusing the infrastructure, Foreign agent seeking to cause havoc, Reckless sorcerer seeking to steal its power

Harried chief of the maintainers, Fascinated foreign scholar, Merchant reliant on its use

The infrastructure's cruelly-costly maintenance is coming up, The infrastructure is starting to fray, The infrastructure was actually meant for a much more sinister purpose

Irreplaceable infrastructure component, Spare parts worth vast sums on the market, Secret artifact that can control the infrastructure

Dangerously energetic working zone, Secret hideout inside the infrastructure, Sanctified and holy control center

2

Bad Neighbors

The community has a conflict with a neighboring community. This usually isn't part of a larger war, but is instead a personal animosity between them. It may be the community has suffered at their enemy's hands, or they may have been the ones applying the suffering. Constant low-level skirmishes and troublemaking go on between the two.

Foreign lord profiting by the quarrel, Bitter zealot who demands violent action, Real culprit seeking to hide their offense

Despairing peacemaker of a shared faith, Local with family from the rival, Frustrated but helpless ruler

One side seems at fault but is actually less blameworthy, The rulers of both use the quarrel to distract their populace, It was a minor dispute that is spiraling out of control

Proof of the culprit's guilt, Weapons cache meant to start real bloodshed, Treasure that would erase the cause of the dispute

Dangerous no-man's-land between the communities, Burnt home of a sympathizer, Religious festival turned into a semi-riot

3

Blood Feud

Two or more groups of citizens within the community hate each other. Their neighbors or the local law have kept things from too-overt violence, but members of the groups will constantly interfere with their rivals and cause whatever misery they can get away with. This hate may spring from recent events, or it may be an inherited spite from old wrongs.

Wholly unsympathetic group leader, Schemer seeking to exploit the feud, Ruler going to brutal excess to tamp it down

Reluctant participant in the feud, Local digging for the real truth of the quarrel, Merchant who'd profit by a new peace

The groups were formerly the closest of allies, One group is favored by local rulers, One side is getting completely out of hand

A treasure the groups are fighting over, Object of exculpating evidence, Lost symbol of peaceful unity

Bloody back alleyway, Sabotaged business, Group-dominated tavern

4

Brilliant Innovation

Some local has come up with a wonderful new idea; it may be a magical innovation, a new industrial process, a new agricultural product, a new use for what was thought to be ancient garbage, or some other very useful, profitable idea. Everyone around them is fighting for the chance to exploit this clever new plan.

Grasping guildmaster, Overbearing local ruler, Local leader whose power is threatened by the innovation

Visionary supporter of the innovator, Outside merchant seeking to profit by enabling the innovation, Local leader whose constituency would profit from it

The innovation requires ingredients only adventurers can get, The innovation is riskier than it seems, The innovator is actually a con artist

Critical component for the innovation, Trove of profit from the innovation's test run, Vital planning and design documents

Ambitious test zone for the innovation, Guildhall of upset locals, Tavern with locals fighting over the change

5

Broken Spirits

The locals are in a state of despair and dull apathy. They've lost the things that used to give them pride and hope, with the best among them carrying on out of habitual duty and the worst giving ready hands to shameful deeds and ignoble acts. No one really believes the future can be better, and most seek only to satisfy immediate appetites.

Cruel tyrant who broke them, Slaver trading on the hopeless, Merchant of despair and its costly escapes

Determined young local leader, Proud old rememberer of better days, Furious rebel against the world

An outside power wants to keep them safely broken, Their fall was due to their own sins and errors, They could be very dangerous if they regain their spirit

Symbolic item of former glory, Resources to kickstart a new source of pride, Treasure laid up in splendid times

Crumbling monument to a past victory, "Wealthy" town area that's shabby and ill-kept, Empty temple to a once-loved god

6

Corrupt Laws

What law exists here is for sale, or does not apply to certain favored groups or castes. While some degree of corruption and noble license exists almost everywhere, this community lacks any shred of impartiality. Strangers might be fleeced by local lawmen, evildoers can be absolved by a payment, and powerful gentry do as they please.

Immensely venal magistrate, Local lord who fails to see any problem with the "natural" order, Crime boss taking blatant advantage of the corruption

 A crusading law enforcer, Royal investigating censor, Victim of a cruel injustice

The favored class are vital to the community's security, The natives would rather pay predictable bribes than risk facing real justice, The real law is enforced by a secret group of natives

An uncollected pile of bribe money, Stolen goods yet unsold, Blackmail evidence on the chief magistrate

A courtroom where the law is sold, Crime scene with an unconcerned criminal, Site of brutal vigilante justice

7

Criminal Bosses

One or more crime bosses have a powerful influence on the community. They may control crime within the community itself, or they may use it simply as a safe haven from which to direct their minions elsewhere. Local law enforcement may know all about them, but lack the strength to confront them and their paid or intimidated henchmen.

Blatantly overt criminal chief, Well-controlled head of law enforcement, Crime boss bent on using the PCs as catspaws

Victim of an untouchable boss, Determined bounty hunter, Ambitious criminal seeking to make room above

The crime boss' support is what keeps the community prosperous, Local government is almost openly staffed by cartel members, The locals will deal with PC troublemakers for fear of the boss' anger

A boss' secret stash of wealth, A treasure stolen elsewhere and brought here by a boss, Evidence proving one boss is betraying another

Uncharacteristically opulent home in the slums, Sleepy law enforcement headquarters, Dangerous tavern for local minions

8

Cultural Center

The community produces some wonderful cultural artifact or trains famous artists. The product might be some exceptional cloth, or artistic luxury good, or the scholarly fruits of a famous academy. Trained artists might be students of a particular school, or the apprentices of the current masters of a long artistic tradition who dwell here.

Master artist who suffers no rivals, "Visionary" who wants to tear down the old art for their own new one, Merchant who is trying to control the production for profit

Ambitious young artist of profound talent, Wild genius of very difficult temperament, Aged master proud of his tradition

The art requires resources that are running low, Some other group is cheaply and poorly mimicking the art, Their main market has somehow been cut off

A famous and ancient work of art, An art object made of some priceless substance, An art object encoded with a precious secret

Busy studio or academy hall, Mercantile emporium where the cultural products are traded, Renegade artist's hovel

9

Cursed Circumstances

The community has been cursed with some blight that makes life difficult, albeit not impossible. An offended sorcerer's vengeful Working, an outraged god's wrath, a local distortion of the Legacy, or a simple history of bad feng shui in the area may have brought the curse about. If you include this tag, you'll want to devise not only the curse, but the reason why the locals haven't left for better lands

Charlatan offering false hope, Local demagogue blaming a useful culprit, Native profiting from the curse

Scholar seeking details of the blight, Stubborn curse survivor, Aspiring curse-lifter with a secret weapon

It has a profitable side effect, It was meant to be a blessing, It can be aimed by willing conspirators

A personal anti-curse ward, Hidden wealth of a curse victim, A means to lift the curse

Enterprise blighted by the curse, Festival held to pray for mercy, Ruin of a curse victim's home

10

Decadent Locals

The locals enjoy repulsive vices and shameful appetites. They may have religious sanction for their evils, or neighbors might trade with them for such things, or they could be followers of some ideology that blesses such pursuits. Their economy or their social organization is usually heavily reliant on such traffic, and to ensure its continuance they may have made bargains with things worse than humans

Trader in hideous sins, Bored gentry in search of a cruel thrill, Once-prey that has become an even worse predator

Local who has secret doubts about the vice, Crusader from outside, Escaped victim seeking vengeance

The victims of the vice are a class or type that their neighbors don't care about in the slightest, They have ways to make their vices give them power, Their society is attractive aside from this hideous urge

A stolen victim of great value to someone else, Proof of an outside noble's trade with them, Precious regalia used in the vice

Salon of hideous beauty, Stinking slave pit, Mundane locale of ordinary business tainted by their evil

11

Decaying Working

A great magical Working has been a critical part of the community since its creation, but now it's beginning to decay. It may function only intermittently, now, or its effects may have curdled into something double-edged. The locals have no idea how to fix it, and indeed, it may not be possible to repair it with modern knowledge of sorcery

Saboteur from an enemy community, Scavenger stealing critical components, Overconfident wizard attempting a ruinous repair

One of the Working's hereditary keepers, Native dependent on the Working's effects, Desperate researcher of repairs

Part of the community would greatly profit by the Working's failure, The Working risks catastrophic eruption, The rulers punish any talk of it failing

A critical repair text for the Working, Valuable broken Working components, Precious resources crystallized from the Working's energies

Control nexus for the Working, Enterprise dependent on the Working, Site of a Working failure or accident

12

Demihuman Populace

A particular breed of demihuman are either the majority here or have the dominant positions in the community. Architecture, local laws, and social customs are all tuned to suit them, and they may not be particularly forgiving or friendly to humans. Communities that are not outright independent usually make an arm's-length submission to a local lord.

Demihuman official who grudges baselines, Baseline local who grudges the demihumans, Outsider preying on the demihumans

Curious young native, Canny local diplomat to humans, Native with a need for baseline help

Their human suzerain wants to erase all independence from them, Something's legal here that's forbidden in baseline communities but natural to them, Their independence is enforced with something they have

Precious demihuman-made goods, Ancient relic revered by the natives, Wealth of a prosperous outside trader

Holy site forbidden to humans, House built to demihuman preferences, Business unique to demihuman needs

13

Dueling Lords

Two different major powers are fighting over control of the community. Two rival lords, a baron and a merchant-price, the mayor and a local high priest, or some other combination struggle to achieve dominance. They may both have justifiable claim on running the community, or one may be a greedy interloper.

Third party profiting by the strife, Traitor to one of the rivals, Outsider vulture wanting both rivals to fail

Harried local peacemaker, Impotent judge appointed by a disinterested higher authority. Appealing partisan of one rival

The rival with the most legitimate claim is the least suitable to rule, A vital civic task is left undone until a ruler is determined, Both rivals have terrible plans

Token of legitimate rule, Bribe meant for a powerful local, Proof of a rival's malfeasance

Deadlocked city hall, Site of mob violence between rival groups, Tavern full of well-armed partisans

14

Enemy Within

The locals are convinced that there is some terrible threat against them working from within their society. It may be a matter of dark sorcerers, foreign spies, traitorous neighbors, shapeshifting monsters, or some other hidden evil. This evil may be a recent fear, or it may be an inherited peril they’ve always had to guard against. The danger itself may or may not exist, or if it exists it may not justify the steps being taken

Local inquisitor targeting his personal enemies, Leader of the sinister evil, Traitorous local in service to the evil

Unjustly accused victim, Local ruler trying to restrain the mob, Skilled and discerning hunter of the evil

The evil is real but actually running the inquisition, The hunters are creating the evil whether intentionally or no, The evil really is exactly as bad as the hunters say it is

Confession naming perpetrators of the evil, Wealth taken from condemned sinners, Resources gathered by the agents of the evil

Confiscated home of an evildoer, Public execution site for the wicked, Courtroom where the evil is being tried

15

Faded Remnant

This community used to be much larger and more prosperous, but something happened relatively long ago that left it a shrunken shadow of its former self. Only a tithe of citizens remain on the site, and much of its former architecture is crumbling and abandoned. A few weathered tokens of old glory remain, and some may be jealously maintained, but there simply aren’t enough locals left to keep up what they’ve inherited.

Looter seeking to plunder the remains, Zealot with a plan to return to glory, Outsider strongman who wants to coerce the locals into obedience

Learned scholar of the noble past, Hard-scrabble present survivor, New citizen who sees hope in the place

They don’t fully understand what they’ve inherited, They were crushed because of their past evils, They’re not the actual heirs but merely squatters who moved into the empty place

Artifact of the prior golden age, Wealth hidden away long ago, Secret key to unlocking new glory

Near-abandoned city center, Massive decaying monument, Partially fallen town wall

16

Fallen Prosperity

The community used to be much richer, but something happened recently to crush its source of prosperity. Different factions of the community might be trying to grasp at the remaining dregs of wealth, others might try to restart the failed industry, and some might look for a new livelihood. Any group or entity thought responsible for the collapse is likely to be treated very harshly, and some locals might find profit in shifting the blame to their enemies

Outside profiteer squeezing the newly-poor, Local monopolizing the remaining income, Demagogue blaming everything on their enemy

Plucky local trying to make a new go of things, Harried disburser of limited charity, Riches-torags native trying to maintain their dignity

Their loss is a rival’s gain, Someone’s offering them a new industry at a terrible price, The leadership is refusing to accept the new reality

Priceless relic of their former wealth, Supplies vital to a budding industry, Resources once held lightly that now are very precious here

Ill-maintained but splendid public building, Mansion marked by genteel poverty, Empty shop once catering to the rich

17

Foreign Enclave

Either most or a substantial minority of the locals are descended from foreigners alien to their local neighbors. They may have been religious exiles, economic migrants, indigenous locals surrounded by the existing polity, or a foreign city conquered within the relatively recent past. The locals may not be enthusiastic about being ruled by others not of their kind, and their neighbors may look askance at the way foreign customs or even laws may be maintained.

Ruthless independence fighter, Outsider ruler with no regard for the locals, Local grandee preaching contempt for outsider ways

Peacemaking local leader, Local in love with an outsider, Pragmatic-minded outsider magistrate

Secessionists are being supported by their co-ethnics, The polity’s leaders don’t want them here, They’re hated by their co-ethnics for some reason

Precious relic brought from the homeland, Wealth hidden away for fear of outsiders, Valuable good made as a cultural tradition

Public building in an aggressively different architectural style, Outsider home surrounded by local-style buildings, Civic gathering place of a kind specific to the locals

18

Guild Oligarchy

While the community might ostensibly be ruled by some other power, real control lies with the senior members of the local craft and labor guilds. Their decisions have the practical weight of law, and much of their time and effort is spent squeezing out competitors and parceling out economic opportunities in the community. Some guilds might have little or nothing to do with their original trade, and now exist purely as shells for political influence.

Profoundly corrupt guild boss, Ambitious newcomer with brutal methods, Ruthless leader of a guild of criminals

Hard-bitten elder among the workers, Outsider trying to make room here, Reformer seeking to oust the corrupt guild heads

The guilds have intermarried or entangled themselves with the ostensible rulers, The guilds offer protection from a real or imagined threat, They guilds hate each other only slightly less than the competition

Priceless symbolic guild regalia, Wealth hidden by the former ruler of the community, Money earned by shady business practices

Bustling guild hall, Purely decorative ruler’s court, Shabby worker’s housing

19

Heavy Fortification

The community is remarkably well-fortified for a site of its size and role. Tall, stout walls, strongpoints inside the community, concentric defenses, a strategic terrain location, or a large body of standing troops might be present. Some threat is thought to exist that makes maintaining this fortification worthwhile, though it may come at a dear cost to the locals. The community’s suzerain may be uncomfortable with these defenses, as they could just as easily be used to defy the ruler.

Outside enemy seeking to pierce the defenses, Rebel trying to declare independence, Heavy-handed local ruler demanding protection money

Industrious maintenance chief, Ruler’s appointed local military commander, Local warning of some sudden impending danger

The threat is gone but those who profit by the defenses keep them going, The defenses are impractical, The community can no longer bear the expense of the defenses

Components of a powerful fixed weapon, Payroll for the soldiers, Precious and specialized maintenance components

Oversized weapon emplacement, Top of a looming city wall, Stronghold keep at the center of the community

20

Hidden Ruler

While the community has a public leader, the real authority is hidden from outsiders. This ruler may draw their authority from rationales unacceptable to outsiders, they may have cowed the public authority into obedience, or they may have a mutually beneficial private arrangement with the official ruler.

Secret cult-backed leader, Nefarious agent of an enemy power, Minor functionary who is actually the hidden master

Frustrated outside authority, Local seeking better government, Victim of the hidden leader’s will

Most people know that the real authority is concealed, The hidden ruler is a mortal enemy of the legitimate authority, The hidden ruler’s effective authority is over a large affiliated group rather than the whole community

Information on the hidden government, Bribe money paid to the public authority, Blackmail material on important locals

Unassuming tavern that’s a secret headquarters, Tense court of the official ruler, Hidden site where the secret government meets

21

Hostile Terrain

The community is surrounded by dangerous terrain: miasmatic swamps, perilous crevasses, radioactive badlands, a pocket of arratu, or some other harmful topography. The community might prefer the defensive potential of the terrain here, or have found a precious resource worth the danger. The terrain might have formed at some time since the founding, with the citizens struggling to make terms with the new danger.

Bandit chief hiding in the terrain, Monstrous leader in the badlands, Local who’s made a secret deal with the terrain’s vile inhabitants

Canny badland guide, Innocent researcher eager to explore, Grizzled chief engineer of the community’s anti-terrain measures

The terrain is growing somehow, The terrain offers some special profit as well as danger, The community is being crushed by the terrain

Treasure lost within the terrain, Device that generates or protects against the terrain, Precious resource found within the terrain

Edge of the community overtaken by the environment, Building fortified against the terrain, Tavern favored by terrain guides and explorers

22

Incompetent Leaders

The community is led by one or more incompetents. While they must have been very good at something to have acquired the position, they are fundamentally incapable of leading. Uncontrolled passions or lusts, commitment to a hopelessly impractical ideal, pigheaded obstinacy in the face of failure, a total lack of charisma or interpersonal skills, or profound laziness might all unfit them for their post.

Heir who is totally unsuited to their new rule, Disinterested ruler forced on them by their overlord, Charismatic ninny with ridiculous plans

Deposed former leader, Desperate local elder, Victim of one of their bungled plans

An outside rival is backing the fool, The idiot has tremendous institutional legitimacy, They provide a critical skill or ability unrelated to ruling

Embezzled funds from a failed plan, Precious artifact lost through incompetence, Regalia of critical importance to the ruler’s legitimacy

Chaotic and ill-kept court, Site of abject disaster, Plaza full of grumbling locals

23

Inherited Architecture

Many of the community’s structures date back to the ancient past and a long-vanished culture. They have unique architectural traits, perhaps being made of some strange substance or with uncanny qualities. The locals find them too useful or too durable to destroy, but the buildings often have unpleasant little surprises in their under-explored corners, and there may be greater structures still buried by long ages beneath the community’s streets.

A Thing from Below, Outside pillager bent on sacking the structures, Reckless explorer opening up things best left sealed

Heir to the ancient arts of maintenance, Chief of the local structure guard patrol, Keeper of a particularly useful structure

The locals mine treasures from the buried depths, The structures were built by Outsiders, They require dark sacrifices to keep functioning

Key to unlock a sealed structure, Artifact of the ancient lost people, Map to a hidden structure

Mundane business in a remarkable building, Ancient structure retrofitted into a habitation, Buried ancient street within a cavern

24

Inhuman Cooperation

The locals have a deal with some manner of inhuman power, either remnant Outsiders, eldritch entities, nearby monstrous beings, or some other creature generally feared or hated by humans. It may actually be a peaceful exchange, but more likely it involves acts and sacrifices that other humans would refuse. If not secret, this deal is valuable enough to make the community’s suzerain avert their eyes, or it may be a bargain so old that time has sanctified it to their neighbors

Sinister overseer of the bargain’s price, Local magnate growing rich off the dark bargain, Alien entity seeking to expand the terms of the deal

Victim of the bargain’s price, Outside investigator seeking the truth, Inveterate hunter of the entity’s type come to purge the evil

The bargain is actually reasonably fair and decent, The locals don’t want the bargain but their neighbors profit by it and so force them into it, However bad the creatures are they’re actually better than the human lord

Valuable alien goods, Wealth offered as a sacrifice, Treasure gained by cooperation

Secret meeting hall for the creatures, Prosperous front business, Sinister ritual of sacrifice

25

Lawless Class

Some class of citizen is either tacitly or explicitly above the law. They may only be subject to punishment for crimes against their own kind, or they may be entirely immune to legal prosecution. In some cases, this immunity may be the product of official indifference rather than high status; some untouchable classes may be considered so lowly that their slaughter of each other isn’t worth punishing unless it inconveniences their betters

Professionally immune provocateur, Cruelly indulgent elite, Grasping mercantile oligarch

Hapless magistrate, Avenger outside the law, Victim of an unpunishable crime

The lawless themselves enforce the law, The immune are most dangerous to each other, Special servants of the immune also are immune

Wealth stolen from a hapless victim, Evidence that an abuser is not legitimately part of the class, Token that grants the bearer the same immunity

Courtroom where some cases are swiftly dismissed, Site of a gaudily obvious exercise of immunity, Shop where the business was ruined by their excesses

26

Magical Academy

While private tutelage of worthy apprentices can sometimes be had even in remote villages, this community is unusual in that it has an actual school dedicated to teaching magic. Such schools are usually small, with no more than a few dozen pupils, most of whom will fail for lack of talent or discipline. The instructors are rarely first-rate, usually serving only for the pay and status, but sometimes a genius sorcerer will find a reason to observe likely apprentices here. Given the unfortunate accident potential of the school, it’s probably isolated or well-fortified

Amoral headmaster, Secretly monstrous school patron, Unpleasantly talented yet vicious elite student

Plucky young apprentice, Harried but earnest teacher, Instructor with useful side obsession

Plucky young apprentice, Harried but earnest teacher, Instructor with useful side obsession

Long-lost grimoire of power, Brilliant artifice of a genius student, Magical key to a dark power the academy keeps locked up

Battered magical laboratory, Architecturally impossible chamber, Grubby student lodgings

27

Martial Tradition

The natives have a long tradition of martial expertise. This may be a crisply-organized history of skilled native levies, or it may be a natural belligerence in the people that leaves them familiar with bloodshed. While their neighbors and liege doubtless respect their talents, this very aptitude might make them more willing to turn to steel than prudence would advise.

Ruthlessly amoral military leader, Obsessive martial academy master, Outsider using the locals as brute muscle

Ruthlessly amoral military leader, Obsessive martial academy master, Outsider using the locals as brute muscle

They use weapons only they are able to employ, They’ve bled themselves white in gaining glory, They’re eager to conquer their neighbors

Enchanted weapon related to their way, Plunder taken in a victorious war, Venerated battle harness of a legendary hero

Busy training ground, Cemetery with many memorials, City hall decorated with the banners of the vanquished

28

Miserable Penury

Life is hard in the Latter Earth, but it is exceptionally hard here. People are deprived of all but the barest necessities, and even the local gentry are impoverished compared to their peers elsewhere. Something is making the locals stay, however, whether fear of the alternative, hope for a better future, or a stubborn attachment to their ancestral lands.

Rapacious beggar-lord oppressing even poorer lessers, Outsider who’s siphoning off wealth, Brutal gang leader determined to take what they want

Plucky young entrepreneur, Charitable cleric, Suzerain’s envoy seeking to improve things

They could be richer if they abandon a defining cultural tradition, They’re being bled dry by outsiders, They’re hopelessly resigned

A stash of wealth that would be minor elsewhere, Desperately needed resources, A cherished relic that had to be sold for survival’s sake

Miserable slum of shanties, Unprofitable fields, Tavern with only the barest minimum of fare

29

Mistreated Blighted

Not all Blighted are violent; many are simply cursed with disabilities or mental compulsions implanted in them by their creators. The locals here have a useful kind of Blighted that provides some valuable service; brute labor, companionship, or more awful fates for those with precious organic components. The locals treat them as nothing but expendable chattel, but the Blighted are unable to effectively defend themselves or survive without the support of their tormentors.

Bloodless local slaver, Faux-benevolent overseer, Reformer seeking a complete purge of them

Blighted leader, Troubled local, Native seeking to take over the work niche the Blighted are filling

The Blighted are emotionally addicted to this kind of servitude, The Blighted could be very dangerous if they got free, Criminals and the unwanted are transformed into the Blighted

Device that imposes the Blight on a victim, Wealth earned by Blighted suffering, Key to the method used to control the Blighted

Workhouse full of cruelly-used Blighted, Stately mansion with rigidly-disciplined Blighted servants, Sinister establishment staffed by disposable Blighted

30

Monstrous Tribute

The locals have cut a deal with some unspeakable entity, trading some vile tribute in exchange for the being’s forbearance or assistance. Outsiders may be ignorant of the bargain, or they may know that the community is in thrall but be too fearful of its master to take action against them. The creature likely serves as a protector as well as a tyrant, so the locals may be content with the deal even if it doesn’t offer any further inducement or aid.

Ancient artificial intellect-tyrant, Cruel sorcerer lord, Monstrous quasi-god

Secret rebel against the deal, Investigator looking for evidence, Monstrous rival of the tyrant

They seize the tribute from their neighbors or enemies, The deal is getting progressively worse, Their neighbors are thinking of making their own deals

Ritual instruments forged via atrocity, Forbidden book of hideous truths, Precious resource generated by the entity

Secret shrine to their unholy master, Prison where the tribute is kept, Bustling town street full of sinister prosperity

31

Neglectful Ruler

The community can’t rely on its ostensible suzerain. Whatever lord claims ownership of the place is indifferent to its troubles and pays no attention to its civic disorder. The lord may be incapable of giving help, or convinced their representative can handle it alone, or actively seeking to punish the community for some rebellion or failure of service

A viceroy sending back false reports, Local grandee seizing control by violence, Cruel local lord who keeps the ruler pacified with tax money

Inspector from the suzerain, Local judge seeking justice, Harried representative in need of help

The ruler has too many problems to care about this place, The ruler would actually make things worse if they paid heed, The ruler’s authority is being hindered by some rival power

Tax money not yet sent, A “gift” meant to draw the lord’s help, Proof of a plot to seize control of the community

Deserted courtroom, Street crawling with local vigilante groups, Burnt-out home of a political loser

32

New Industry

The natives have established a new industry here, and it’s making them a great deal of profit. Old patterns of authority and wealth are being disrupted, and the old gentry are unlikely to be pleased about it. They may be trying to take over the industry, or they may have been the ones to enable it in the first place and are using it to crush the life out of any rival power bases. Outsiders might be playing a major role as well, and it could be they plot to siphon off the profits.

Arrogant and ruthless new oligarch, Scheming old-money grandee, Grasping and heartless industrial magnate

Hopeful new entrepreneur, Local elder trying to deal with the change, Innocently naive outside investor

The gentry would prefer poverty to losing power, The gentry are split on the industry, The industry comes with severe and unequally-distributed downsides

Profit from the industry, A valuable device to improve the industry, Tools of sabotage

Retrofitted old workshop, Resource-extraction site, Crowded worker housing

33

Pilgrimage Site

The community is centered around a major pilgrimage site. This may be a religious location of importance to a major faith, or it may be a more secular institution that draws the traffic, like a famous academy or the remains of some wondrous ancient work. Considerable local tension likely exists over controlling the access to the site and maximizing the profits from foreign visitors.

Outsider boss seeking to seize control of the site, Corrupt hereditary site controller, Rival saboteur bent on despoiling the site

Well-meaning pilgrim, Scholar with dangerous historical theories, Earnest caretaker of the site

The site can only handle so many visitors without degrading, The pilgrimage site is dangerous, The keepers don’t fully understand the site

Precious relic of the site, Beautifully-made fake of some critical relic, Secret true history of the site

Expensive pilgrim lodgings, Street full of hawkers of pilgrimage tokens, Alien and wondrous pilgrimage site

34

Plagued City

The community is cursed with recurrent spells of some troublesome disease. The affliction isn’t so fatal as to make living there impossible, but it adds suffering and expense to local lives. The plague might be the product of an ancient curse, the results of long-lost toxic remains, or an unavoidable byproduct of whatever industry or purpose justifies the city. It’s probably not overly contagious, but visitors may be in some peril all the same.

Charlatan selling false hope, Merciless grandee gladly worsening the plague for profit, Dark sorcerer seeking to weaponize the sickness

Traditional healer wise in the plague’s ways, Appealing waif struck down by the illness, Impassioned healer seeking a real cure

The plague has a positive side-effect, Only certain classes suffer the plague, Passage into or out of the community is strictly controlled

A real cure for the plague, Hidden wealth of a plague victim, The key to halting the cycle

Worn-down sickhouse full of locals, Cemetery overflowing with the dead, Business based on providing for a sufferer’s special needs

35

Population Boom

A vast influx of newcomers has recently rushed into the community. They may have been drawn by economic opportunities, or fled some pursuing peril, or been forcibly moved there by a ruler who wanted to dilute the existing native cohesion. The natives may not have the resources or opportunities to integrate these newcomers, and it may be that the new population has no desire to stay longer than is necessary.

Viciously xenophobic grandee, Newcomer leader who despises the locals and their ways, Grasping merchant exploiting one or both groups

Local trying to bridge differences, Newcomer trying to make a new life, Local official trying to keep the peace

The newcomers act like conquerors, Their cultures are extremely imiscible, The natives are now highly dependent on newcomer industry

Precious relic brought by the newcomers, Loot confiscated or extracted from the newcomers, Riches earned from newcomer labor

Jarringly different newcomer quarter, Market with informally segregated areas, Tavern welcoming to only one group

36

Raider Scourge

Almost every community has some problem with bandits and highwaymen, but this community is seriously plagued with raiders. One or more groups of persistent plunderers are hitting the community repeatedly, and they lack the necessary resources to fend them off or protect all their holdings

Would-be ruler turned bandit chief, Rival agent backing the bandits, Traitorous native wielding the bandits against their enemies

Runaway ex-bandit, Embittered victim of their plundering, Merchant desperate for help

The bandits are cooperating with a local power bloc, The bandits are a direct consequence of some local political decision, Mustering military force would have dire political consequences

Plunder stolen by the bandits, A shipment of some vital good that was waylaid, Evidence of corroborators or informers

Scene of gory slaughter on the road, Burnt farmstead outside the community, Makeshift and dirty bandit camp

37

Rebel Stronghold

The community is in tacit or open revolt against their supposed overlord. If it’s distant from their suzerain’s power centers or exceptionally well-fortified, they might be an open nest of rebels and provide overt support to their ruler’s enemies. More vulnerable communities will provide shelter, secret support, and a base of supply for hidden bands of insurgents. Loyalist locals must keep their sympathies hidden or suffer the consequences.

Psychopathic but charismatic rebel leader, Savage rebel-suppressing general, Traitor leading the rebels to their doom

Idealistic young rebel, Frightened local just trying to survive, Sympathetic outside mediator

One side of the dispute is correct but profoundly unsympathetic, A rebel victory would ultimately be catastrophic, The lord can’t afford the disruption that violent suppression would create

Cache of valuable rebel supplies, Tax money stolen by the rebels, Secret rebel identities and plans

Rebel base hidden outside the community, Tavern full of sympathizers, Burnt house of a loyalist

38

Rigid Castes

The locals are divided into several castes. They may be organized by social role, by imputed nobility of birth, by ethnic origins, or any other dividing principle, but they cannot imagine any other way of organizing themselves. A hierarchy of castes is not inevitable, but there will be social and legal limits applied to ensure that each caste remains fixed in its function. The outside world may or may not respect these distinctions when dealing with the locals.

Conqueror seeking to impose “civilized” castes on outsiders, Impostor who’ll commit any crime to conceal their true caste, Abusive upper-caste grandee

 Unfairly mistreated caste member, Determined reformer with a “better” caste plan, Outsider trying to undo the caste system

The castes are marked by ancient physiological alterations, Even the low caste locals are convinced the tradition is right, Exceptional money or talent can change a person’s caste

Proof of a group’s real caste, Goods created by a caste’s unpaid labors, Sacred regalia only a certain caste can touch

Caste-divided residential quarters, Temple dedicated to a caste, Workshop of a caste

39

Scars of War

The community is still bloodied by a recent violent conflict. A crushing bandit raid, a lost siege, getting caught at the periphery of a major battle, or some other calamity has inflicted severe damage on the place. Some communities may suffer a longer-term version of this, their youths lost in a grinding, endless battle against some perpetual threat

Savage tyrant left over from the fight, Outsider taking advantage of their weakness, Native driven to extremes by their losses

Bedraggled survivor, Outsider who’s come to help, Relative of someone lost in the battle

The damage was mostly taken by one group, The losses have thrown the old social order into chaos, The locals are desperate to make the losses “worth it”

Plunder taken during the fight, Wealth left behind by the dead, A cache of treasure concealed by looters

Damaged half-occupied house, Burnt-down civil structure, Fields pocked with torched cottages

40

Seat of Rule

Some important ruler or leading figure resides in the community. This may be the seat of a regional lord, or it could be the traditional residence of a high priest, great magus, merchant house, or other wielder of influence. The community itself may or may not be under their direct control, but the wishes of the august figure must be acknowledged by the locals

Corrupted and venal ruling figure, Conspiring usurper of the role, Vicious rebel against the ruler

Worried advisor to the ruler, Petitioner seeking help, Rebel against an unjust ruler

The ruler is a figurehead controlled by someone else, The community is struggling to keep the seat, The ruler is not legally recognized but everyone knows the reality of their influence

Riches brought to petition the ruler, Ancestral ruling regalia, Treasure hidden by a ruler of old

Grand and ancient audience hall, Elaborate edifice now no longer used, Public building related to the ruler’s role

41

Secret Treachery

The community is in secret rebellion against their ostensible liege, having cut deals with his enemies, plotted to betray him for their own gain, or bridled under his tyranny and sought a better lord. The community’s leadership is all in on this plot, and outside viceroys or representatives are being kept carefully ignorant of the reality. The common folk may be oblivious to the truth, though they’ll doubtless have felt the same motivations and promptings that convinced their leaders to turn traitor.

Suspicious investigator from the tyrant, Scheming local chief who plans to be the new lord, Monstrous thing that they made a pact with

Local being cruelly mistreated by the tyrant, Honest representative trying to resolve the tension, Local grandee trying to stay out of it all

One of the leaders is a double agent waiting to roll all the traitors up, The leaders disagree on methods, There’s more than one group of traitors who don’t know about the others

Proof of the conspiracy, Bribes intended for the leadership, Relic smuggled in by an outside supporter

Smoky back room, Sullen public gathering, Secret chamber in a leader’s home

42

Sinking City

The community was built atop something unstable, and now that substrate is crumbling. It may be swampy ground or a decaying coastline, or it could be an ancient buried city that’s now giving way. In the case of some antique habitation, the denizens that once lived there might be boiling upward as their home is collapsing, or new opportunities may be revealed even as the community’s present structure is ruined.

Unspeakable evil from below, Ruthless local causing damage for the sake of profit, Outside exploiter preying on the displaced

Struggling local defender, Native made homeless by the collapse, Curious explorer bent on discovering what lies beneath

The collapse was caused by someone, Only the slums or the noble quarter collapsed, The collapse hasn’t happened yet but it’s going to

Recently-uncovered treasure, Vault buried when the building became a sinkhole, Key to halt the collapse

Pit where a manor once was, Fallen city wall, Freshly-exposed underworks

43

Theocratic Authorities

Religious leaders are influential in almost any community, but here they make up the final authorities. It may be an explicit theocracy, with rule by the clerics of a particular faith, or a temple might be so important and powerful that the official leaders are helpless to resist its will. The locals can be expected to be loyal adherents to the faith, or else the less pious majority is deeply intimidated by the religion’s believers

Rebel backed by a rival religion, Heretical priest trying to usurp authority, Eldritch being masquerading as a heavenly envoy

Well-meaning but zealous priest, Insurgent against a wicked theocracy, Harried town leader trying to please the clerics

The theocrats are divided into struggling factions, The theocracy is the result of the former regime’s complete failure, The priests don’t want to lead but nobody else is acceptable to the people

Religious relic conferring the right to rule, Precious sacred scripture, Tithe gathered for the temple

Ornate and splendid temple, Shrine room within an ordinary house, Magistrate-priest’s courtroom

44

Toxic Economy

The community is reliant on an industry or product that has toxic or negative side-effects as part of its production. The good is extremely valuable, or the community is extremely desperate, and the sideeffects are endured as a necessary evil. It may be that their neighbors or lord are forcing them to produce the good so that they aren’t the ones suffering the cost

Cruel sorcerer-merchant, Indifferent magnate wringing more production out of people, Trader in flesh who profits by the sick and feeble

Healer trying to cure the side-effect, Crippled local maimed by the product, Outside trader trying to soften the consequences of the trade

The side-effect only harms an expendable class of people, The afflicted are isolated from the healthy, The side-effect are social or economic rather than physical

A temporary protection from the toxin, A load of the precious good, A device that worsens the toxin but creates more of the good

A temporary protection from the toxin, A load of the precious good, A device that worsens the toxin but creates more of the good

45

Trade Hub

The site is a major trade hub, connecting several important cities or resource production areas. It’s probably at an important river juncture, ancient crossroads, or occupying the only safe path through some perilous wilderness. Its position may be important enough that it can survive on trade alone, despite being unable to feed itself with the surrounding land. Such hubs are usually heavily garrisoned by the lord who profits from their tariffs and taxes.

Cheating merchant prince, Corrupt judge or trade official, Grasping ruler with heavy taxes

Confused foreigner with strange ways, Dealer in some vital adventuring good, Exotic stranger in need of help

The locals trade with Outsiders or other entities normally shunned by humans, The merchants effectively rule the city, There are pockets of exotic cultures found nowhere else in the kingdom

Precious goods not produced in this land, Map to some fabulous foreign treasure, Gift intended for a local ruler

Bazaar full of alien speech, Caravansary built in a foreign fashion, Palace of conspicuous opulence

46

Unique Product

The community produces something unique, a good or service that cannot be had anywhere else in the kingdom. This may be due to some unique resource found only there, or some carefully-guarded craft, or it may be a special service that can only be provided by the locals, who are somehow unique in their forms or abilities.

Magnate forcing more production at a grim cost, Ruler demanding more tribute, Rival saboteur planning to turn the product dangerous

Naive but superbly talented artisan, Innovator seeking to improve the product, Outside trader trying to protect their deal

The product involves a vile component that outsiders can’t accept handling, The product is extremely useful to very unpleasant entities, Multiple rulers claim rights over the community

A cache of the product, The secret method of its production, Valuable components used to make the product

Factory full of busy creators, Resource extraction field where a vital component is gathered, Market crowded with traders from far places

47

Upstart Faith

There’s a relatively new religion in the community which is rapidly gaining power. It might be a sectarian offshoot of a major faith, the unique product of a new prophet, or an outside faith backed by wealthy and powerful foreign supporters. Depending on the demands made on believers, the new faith may be a matter of concern only to the existing clergy, or it might be a major flashpoint for conflict in the community.

False prophet gathering thralls, Hostile native cleric with dark plans, Outside manipulator profiting by the strife

Sincere new priest, Local trying to keep out of the crossfire, Existing cleric trying to make peace

The faith has very different teachings for inner and outer members, The secular leadership backs the new faith to weaken the existing temples, The faith has both sympathetic and unpleasant traits

Sacred relic of the new faith, Temple relic stolen by new convert to the faith, Tithe offered up by wealthy new convert

Hastily-made new temple, Now-empty existing shrine, Market with informal religious segregation

48

Warring Council

There’s more than one leader in the community, but at least some of them are at each other’s throats. It might be a conflict between formal leadership and informal authorities, or it could be a struggle among civil officials. Their interests might diverge sharply, or it could be a personal grudge that’s boiled over. Outside threats and internal problems are likely being ignored until the power struggle is resolved.

Shadowy kingmaker bent on breaking resistance, Megalomaniacal new leader, “Owned” leader forced to fight for his backers

Neutral leader seeking a resolution, Outside investigator looking to understand the situation, Local suffering from some trouble that’s being ignored

The most capable leader is also most at fault, The struggle is being incited by an outside rival, They’re arguing over a problem that seems insoluble

Blackmail on a leader, Treasure being fought over, Item that would resolve the struggle

Now-abandoned council room, Site of a steadily-increasing problem, Tavern stronghold of one of the combatants

49

Widespread Prosperity

The community is uncommonly rich, not only for the gentry but for the common citizens as well. They may produce a valuable good, oversee precious resource extraction, have special economic favors from the ruler, or simply have inherited a vast body of infrastructure. Their neighbors likely view them with envy, and outside raiders and exploiters find them an ideal target.

Cunning raider chieftain, Greedy overlord, Arrogant local ruler over-proud of their wealth

Local being exploited for their wealth, Agent of the local prosperity’s maintenance, Outside trader trying to make an honest profit

The prosperity is coming at another community’s cost, Their rivals claim their prosperity is wholly undeserved, The impending end of the prosperity is visible to all

Casually-stored riches, Device that creates some critical infrastructure, Cache of weapons meant to defend the wealth

Commoner neighborhood as opulent as that of the gentry of elsewhere, Market full of luxuries, Edifice of unusually advanced infrastructure

50

Xenophobic Locals

The locals despise outsiders. For some “outsiders” may be natives of foreign lands, while others might have a grudge against anyone from outside the community. Almost every community in the Latter Earth has some degree of wariness toward strangers, but these locals have an active loathing, and the few outsiders allowed to trade or interact with them do so at a heavy disadvantage.

Utterly unfair local magistrate, Local magnate who abuses outside laborers, Leader who always paints outsiders in the worst possible light

Secretly curious local, Cruelly mistreated outsider living there, Grudging diplomat seeking a modus vivendi

They have a very good reason for hating strangers, Their outsider neighbors hate them just as much, They’re the last remnant of their kind and fear being absorbed

Prized symbol of their people, Wealth confiscated from an outsider, Forbidden outsider objects kept sealed away

Cultural edifice devoted to the local past, Tightlyguarded city walls, Architecture that only makes sense to the locals