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  • City Builder VCity Builder VCity Builder VCity Builder VCity Builder Volume 8:olume 8:olume 8:olume 8:olume 8:

    SSSSSCHOLARLCHOLARLCHOLARLCHOLARLCHOLARLYYYYY P P P P PLLLLLAAAAACESCESCESCESCES

    By Michael J. VBy Michael J. VBy Michael J. VBy Michael J. VBy Michael J. Varhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,arhola, Jim Clunie,

    and the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Groupand the Skirmisher Game Development Group

  • Images in this book are variously from Skirmisher Pub-lishing LLCs Vintage Clipart series (pages 10, 22, 23),the Dover Pictorial Archive Series (pages 1, 2, 7, 13,16, 17, 26) and used by permission of Dover Publica-tions Inc., the property of Skirmisher Publishing LLC(pages 24, 25), from ClickArt 1,200,000 and used by per-mission of Broderbund (page 19), or in the public domain.

    All contents of this book, regardless of other desig-nation, are Copyright 2008 Skirmisher Publishing. Allrights reserved. Reproduction of material contained inthis work by any means without written permissionfrom the publisher is expressly forbidden except forpurposes of review.

    Skirmisher Publishing LLCP.O. Box 150006

    Alexandria, VA 22315

    WWWWWebsite:ebsite:ebsite:ebsite:ebsite: http://www.skirmisher.comGame StorGame StorGame StorGame StorGame Store: e: e: e: e: http://skirmisher.cerizmo.com

    Email:Email:Email:Email:Email: [email protected]

    Authors:Authors:Authors:Authors:Authors: Michael J. Varhola, Jim Clunie, and the Skirmisher Game Development Group

    Publishers:Publishers:Publishers:Publishers:Publishers: Robert Mac McLaughlin, Michael J. Varhola, and Geoff Weber

    EditorEditorEditorEditorEditor-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design:-in-Chief/Layout and Design: Michael J. Varhola

    22222

    This book is protected under international treatiesand the copyright laws of the United States of America.Mention or reference to any company, product, or oth-er copyrighted or trademarked material in no way con-stitutes a challenge to the respective copyright or trade-mark concerned. This book is a work of fiction and anyresemblance of its contents to actual people, organiza-tions, places, or events is purely coincidental.

    First publication:First publication:First publication:First publication:First publication: September 2008; SKP E 0823.Cover Images:Cover Images:Cover Images:Cover Images:Cover Images: Front, The Old Scientist, or The Al-

    chemist, by Jean-Paul Laurens (1889). Back, The Mag-ic Circle, by John William Waterhouse (1886).

    VVVVViewing This Bookiewing This Bookiewing This Bookiewing This Bookiewing This BookThis book has been designed to be asuser-friendly as possible from both theperspectives of printing out for use inhard copy and viewing on a comput-er screen. It has been laid out like atraditional print book with the ideathat each even-numbered page com-plements the odd-numbered page thatit should face (e.g., the illustration ofthe teacher and students on page 7 isintended to face and illustrate theAcademy entry on page 6).

    With the above in mind, the optimalway to view and enjoy this book wouldbe to print it out and organize it in abinder so that the pages are arrangedas described above. This is by nomeans necessary, however, for usingand fully benefiting from City BuilderVolume 8: Scholarly Places and its con-tents.

    City Builder VCity Builder VCity Builder VCity Builder VCity Builder Volume 8:olume 8:olume 8:olume 8:olume 8:

    SSSSSCHOLARLCHOLARLCHOLARLCHOLARLCHOLARLYYYYY P P P P PLLLLLAAAAACESCESCESCESCES

  • TTTTTable of Contentsable of Contentsable of Contentsable of Contentsable of Contents

    IntroductionIntroductionIntroductionIntroductionIntroduction 44444About This Series..............................................................................................................................................4Using This Book................................................................................................................................................5

    AcademyAcademyAcademyAcademyAcademy 66666

    Alchemists WAlchemists WAlchemists WAlchemists WAlchemists Workshoporkshoporkshoporkshoporkshop 88888

    FFFFFortune Tortune Tortune Tortune Tortune Tellerellerellerellereller 1212121212

    LibraryLibraryLibraryLibraryLibrary 1414141414

    ScriptoriumScriptoriumScriptoriumScriptoriumScriptorium 1616161616

    ScrollshopScrollshopScrollshopScrollshopScrollshop 1818181818

    WWWWWizards Tizards Tizards Tizards Tizards Towerowerowerowerower 2020202020

    Skirmisher Product ListSkirmisher Product ListSkirmisher Product ListSkirmisher Product ListSkirmisher Product List 2424242424Skirmisher Electronic Products.............................................................................................................................24Skirmisher Analog Products..................................................................................................................................25

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  • 44444

    IntroductionIntroductionIntroductionIntroductionIntroduction

    44444

    Scholarly places require a wide variety of specializedartisans, tradesmen, and merchants to provide themwith the goods and services they need to support theiroperations (e.g., papermakers, ink makers, printers,vendors of exotic materials for spell components, labo-ratory equipment and chemicals for experiments). Play-er characters who follow scholarly careers themselves particularly wizards need to deal with scholarlysuppliers for their own research, writings, and esotericcomponents.

    Scholarly places that fulfill these needs in variousways include academies and colleges, libraries, alche-mists workshops, booksellers, scrollshops, scriptori-ums, and the establishments of professional wizardsand fortune-tellers, all of which are described in thischapter. Other scholarly places that could appear in acampaign include universities, elementary or second-ary schools, the schools of tutors of various disciplines,astronomers observatories, and curiosity shops.

    Fields of knowledge that scholarly places deal withcover every aspect of life, from religious and cosmo-logical beliefs concerning the basic structure and de-velopment of the world, through lore about distant coun-tries and exotic plants and animals, to everyday pro-cesses of crafts and trade. Some areas of knowledgeenable greater advancement in scholarship itself, suchas the study of foreign and archaic languages. Peoplewho use such knowledge likewise include almost ev-ery vocation and social group, from ordinary guilds-men seeking out practical records in support of theirvocations, to nobles debating affairs of state, to philos-ophers and wizards pondering the most esoteric ques-tions of the nature of the world. Students and appren-tices who are likewise associated with scholarly plac-es often play a significant role in the culture and eventhe political life of communities where they are present(e.g., university towns).

    Institutions of knowledge are important elements ofa societys heritage and frequently regarded as in-vestments in the honor and future prosperity of a state

    and as such are often housed at the expense of anational or municipal government, or by institutionslike major temples. Such places are often establishedin purpose-built structures of permanent and monu-mental character, constructed of stone and decoratedwith friezes, statuary, and murals depicting famousintellectuals associated with the place, vistas of dis-tant and long-lost countries that the institution studies,and other inspiring subjects.

    Other scholarly places of private nature tend to bemuch more modest buildings typical of the sorts de-scribed under Buildings in City Builder Volume 1:Communities. Many such places, however, are builttall and with an emphasis on high windows, in an ef-fort to capture natural light if the activities performedin them require reading texts and analyzing fine details.

    To many scholarly institutions, the destruction ofrecords is a greater concern than the perhaps unlikelyevent that someone would want to steal them and theirsecurity precautions thus generally focus on protec-tion against fire, flood, vermin, and other disasters.However, some societies hold certain branches of knowl-edge as secrets that are intrinsically very powerful, andplaces that deal with such knowledge might be guard-ed just as strongly as other places of equivalent value,such as government storehouses or even branches ofbanks. And, because knowledge is the stock-in-tradeof wizards and other spellcasters and many scholarlyplaces are run by such characters or dedicated to theirneeds, magical safeguards are often employed if theyare available and warranted.

    About This SeriesAbout This SeriesAbout This SeriesAbout This SeriesAbout This SeriesThis is the eighth volume in a series of 11 books de-signed not just to provide Game Masters with concreteinformation about how to create places essential to theirown fantasy role-playing campaigns, but also to inspirethem to develop ones that are believable, colorful, andexciting for their players characters to visit.

    CCCCCharacters can often improve their chances of survival and success by obtaining in advance informationabout the characteristics and dangers of the little-frequented places where they are about to venture.Similarly, during and after their quests adventurers may need help in determining the characteristics of

    arcane documents, strange artifacts, or other esoteric items. For these purposes, characters often avail them-selves of the services of scholarly places, which variously record, store, distribute, improve, and seek to diminisherrors in all branches of knowledge (including the specialized knowledge of crafts and trade sources, which areof interest to guilds and mercantile cartels).

  • City Builder VCity Builder VCity Builder VCity Builder VCity Builder Volume 8olume 8olume 8olume 8olume 8

    55555

    City Builder Volume 8: Scholarly Places looks at plac-es where characters go to consult with their knowl-edgeable inhabitants or purchase goods and servicesfrom them. Places of this sort described here includeAcademies, Alchemists Workshops, Fortune Tellers,Libraries, Scriptoriums, Scrollshops, and Wizards Towers.

    While it is a generic resource not keyed to a particu-lar system of rules, City Builder Volume 8: ScholarlyPlaces has also been written so as to be fully compati-ble with the various Skirmisher Publishing LLC d20publications, including Experts v.3.5, Tests of Skill, andWarriors. One page in this book, the sidebar on page 11titled An Ideal Alchemists Laboratory, originallyappeared in Experts v.3.5.

    Using This BookUsing This BookUsing This BookUsing This BookUsing This BookEach section in this book contains a description of theplace to which it is devoted. It includes such things asthe kinds of communities in which the place might befound, the kinds of proprietors and staff associated withit, and the sorts of goods, services, or other things thatcharacters might visit the place to obtain.

    Following the description are one or more adven-ture hooks that are designed to describe interactionsbeyond the normal operations of the place that mightconcern player characters and turn any particular oneinto a venue for adventure.

  • AAAAAcademycademycademycademycademy

    66666

    AAAAAcademies, colleges, and other institutions ofhigher education are places where philosophers, sages, and experts in various disciplines instruct

    students in specific fields of knowledge or bodies ofdoctrine. Academies can teach almost any area of skill,fact, or belief that a society considers important andcomplex enough for citizens to give up hours, months,or years of their working lives to perfect knowledge of.

    Specific kinds of academies include schools of phi-losophy (of which the school founded by Plato, nearclassical Athens, provided the origin of the term),schools of medicine, schools of magic, bardic colleges,seminaries that teach theology and the skills neces-sary for priestly responsibilities, and military collegesthat train officers and strategists. Such places mightsometimes be part of larger, more diverse educationalinstitutions, like universities. Most academies will beset up for dealing with students of a particular age (e.g.,adolescents, adults).

    Players may want their characters to attend an acad-emy or to record the fact that they have done so inthe past in order to learn the advanced skills andtechniques taught there, to consult with experts amongthe teaching faculty or senior students, to arrange em-ployment as staff for one of the academys field trips,or to hand over to the institution artifacts and first-handaccounts from unknown places that the adventurershave visited (e.g., for the love of learning, cash, or favors).

    Academies are established by individuals like not-ed scholars, experts, rulers, religious figures, or greatmerchants and most often located in the large cities ormetropolises where their founders have their seats ofpower or have made their careers. Some founders,however, given adequate resources and prestige, chooseto place their campuses in small, isolated communi-ties instead, whether because their intended regime oflearning will benefit from isolation, because large openfields or private access to the sea are useful for practi-cal instruction (e.g., for a military college, agriculturalinstitute, or naval academy), or to take advantage ofcheap land prices.

    Any of the civilized races except, perhaps, bucol-ic and unambitious Halflings might organize acade-mies of one sort or another. The more savage human-oid races typically lack the organization or respect forlearning to support such places, apart from occasionalwar colleges operated by priests of the deities of ruler-ship and battle-craft among some peoples (e.g., Hobgoblins).

    Academies can range in size from a set of class-rooms located in a good-sized townhouse or within astructure used for other purposes, to a campus of build-ings, courts, open grounds, and landscaping that ri-vals a medium-sized town in extent and population.The largest academies might include numerous halls,lecture theatres, libraries (q.v.), scriptoriums (q.v.), lab-oratories, workshops, on-site dormitories, refectories,and sporting facilities.

    The official head of an academy, often called a Chan-cellor, is usually either an eminent scholar or a formerpublic figure and leaves the day-to-day running of theacademys functions to a Vice-Chancellor with stron-ger skills in management, business, and maintainingdiscipline among students and staff. Many of the offi-cials and teaching members of the academy might havethe right to reside on campus, which often proves highlyconvenient for unmarried members or for those whoseduties require them to be available at all hours (e.g., todeal with or counsel resident students).

    Due to their size and sometimes because of a con-cern to protect an ethos of academic freedom againststate interference (assuming they are not actually runby the government), academies often maintain theirown security forces. Patrols by such forces are general-ly intended to restrict disturbances during the day andburglary and other mischief by night. Other securitymeasures for individual buildings are commensuratewith the value of their contents, as described for librar-ies and similar facilities. For unattended lecture hallsand the like, these typically comprise simple locksmostly intended to discourage unauthorized use of therooms, pranks, and vandalism.

    Adventure HookAdventure HookAdventure HookAdventure HookAdventure Hook* Adventurers are often experts in diverse fields ofknowledge, both practical and esoteric, and charac-ters who are thusly inclined might potentially makeideal instructors. Having an academic patron can pro-vide all sorts of benefits for certain sorts of adventur-ers, such as underwriting for their quests. Such pa-tronage might also come with a price, however, suchas an inability to adventure when classes are in ses-sion, the obligation to undertake onerous or uninterest-ing expeditions, or the requirement to deal or travelwith incompetent, annoying, or overly-ambitious stu-dents.

  • Alchemists WAlchemists WAlchemists WAlchemists WAlchemists Workshoporkshoporkshoporkshoporkshop

    88888

    AAAAAlchemists workshops are facilities devoted to

    the activities of experts in alchemy, a quasi-sci- entific discipline devoted to extracting, refin-

    ing, transforming, and compounding the basic elementspresent in all manner of common substances. Alche-mists base their skills on complex metaphysical theo-ries, setting forth a long-term experimental programwith the ultimate goal of deriving the fundamental es-sence of all things called the Philosophers Stone inWestern history or the Golden Elixir in Taoist practice at the conclusion of a lifelong investigation knownto them as the Great Work.

    Such rarefied pursuits are far from inexpensive, andalchemists who are not independently wealthy orblessed with rich patrons must support their work inother ways. One of the most common is through thesale often through shops like those used for any oth-er items of many of the substances they learn tocreate as a relatively minor side effect of the complexand lofty principles associated with their vocation.

    Substances that alchemists of varying inclinations,specializations, and levels of ability might prepare andsell in their shops could include everything from itemswith mundane but nonetheless amazing and potentproperties such as pyrotechnics of various sorts,strong corrosives, and purified or highly concentratedmaterials to those that, in many game settings, mightbe classified as minor magic items. Items of this lattersort could include various sorts of potions, oils, dusts,unguents, and the like (as well as the alchemical elix-irs described in Skirmisher Publishing LLCs Expertsv.3.5), especially those intended to cure an array ofdiseases and ailments, restore or preserve youth, trans-mute one element to another, or create artificial formsof life. In addition to selling the products of their craft,alchemists might also trade in equipment, materials,and supplies associated with the practice of alchemy,or practice their skills on others behalf for hire.

    Typical customers include adventurers of all kinds,who tend to be especially interested in substances likestrong acids, super-sticky pastes, alchemical lights,magic potions, and ever-popular liquid fire; specifictypes of craftsmen, such as jewelers, dyers and glass-blowers; wizards, who require exotic components forspells and magic items; and other alchemists of differ-ent specialties or lesser skill. Nobles or governmentbodies more often employ alchemists as full-time em-ployees than buy their products on a retail basis, as

    rulers can typically afford to support alchemists trans-mutation projects and elixir-brewing, generally in thehope of long-term benefit to themselves, or to apply theindustrial-grade destructiveness of the alchemists cor-rosives and incendiaries to major public works projectsor sieges.

    Location of an alchemists workshop must strike abalance between accessibility to specialist traders andcraftsmen to provide equipment and rare raw materi-als, and separation from neighbors, who tend to com-plain of the smoke and the strong fumes given off byalchemical processes (not to mention occasional ex-plosions, toxic outflows, or escapes of malformed ex-perimental creatures). Thus, many alchemists estab-lish their operations near the fringes of towns or citiesrather than within them, or in urban quarters wherenoxious industries such as smithies and tanneries pre-dominate. An alchemist with a patron or employermight also operate a workshop inside a nobles manorcompound or as one component of a large-scale arse-nal.

    A master alchemist must be a dedicated scholar withmany years of learning and experience. Operation ofan alchemists workshop might also require many as-sistants, ranging from skilled journeymen and appren-tices in the alchemical arts to simple laborers neededto stoke fires, shovel stockpiles, and pump bellows. Inmany fantasy game settings, Gnomes have an excit-able tinkerers mentality and semi-magical nature thatmakes them especially suited to be alchemists. Other-wise, other industrially-minded races such asDwarves, Goblins, and Kobolds might take a preem-inent role in the profession, as might long-lived andscholarly Elves, each bringing a different perspectiveto the Great Work.

    An alchemists workshop typically extends over atleast the ground floor of a moderately-large townhouse(as described under Buildings in City Builder Vol-ume 1: Communities) or a rural manse, which ideallyshould be of sturdy fireproof construction, such as brickor stone. The establishment needs large and constantsupplies of water (typically from its own well or cis-tern), appropriate fuel for its furnaces and burners, andeasy access for wagons to deliver fuel and other sup-plies in bulk.

    The central work area typically contains a numberof furnaces of different designs vented to a commonchimney, vats, tubs, baths, distillation columns, and

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    other large pieces of apparatus, as well as workbench-es with smaller vessels and hand tools to mix and pre-pare substances for processing.

    Separate chambers accessible from the main labo-ratory include storerooms, often organized much likean apothecarys shop, for diverse raw materials; spe-cialized workrooms designed to provide controlled con-ditions for precise operations; open-air processing ar-eas for drying and procedures that might give off par-ticularly dangerous gases; a library and study; accom-modations, kitchens, dining areas, and servants quar-ters to cater to the living needs of the master alchemistand his work force; and, finally, reception and displayareas to meet with customers away from the heat andfumes of the laboratory.

    Because their products and even many of their basematerials are valuable, alchemists typically protect theirpremises with high walls and strong locks, measureswhich also help prevent curiosity-seekers and childrensuffering various horrible injuries from the substancesstored within. Facilities of alchemists who are spon-sored by powerful individuals to perform transmuta-tion experiments often have large quantities of theirclients precious metals on hand and thus generallyhave much higher security measures, such as round-the-clock guards of soldiery. Alchemists might also pro-tect their cash reserves, finished magic potions, or storesof gold and silver with particularly fiendish traps that

    incorporate various harmful substances. Some mighteven have various sorts of synthetic creatures at theirdisposal.

    Adventure HooksAdventure HooksAdventure HooksAdventure HooksAdventure Hooks* An alchemist might commission player characters toprovide him with rare ingredients that he needs in hiswork, but which can only be obtained in a distant landor dangerous wilderness. For example, rare mineralsmight be available from certain foreign mines or jun-gle-choked prospecting areas, chips of worked stoneor remnants of long-disintegrated burials may only beobtainable from a particular ancient ruin (perhaps onerumored to harbor equally old undead spirits), or un-usual liquids could lie exposed in natural pools free forthe taking, but deep within a distant and hazardousdesert or mountain range.

    * For some reason during the course of their adven-tures, a player character party must visit the workshopof a prominent alchemist. When they arrive at his es-tablishment, however, they are refused a meeting withhim or otherwise unable to satisfactorily complete theirbusiness. Investigation will ultimately reveal that thealchemist has been slain and his position usurped by arelatively sophisticated synthetic being that he createdto serve him as both an apprentice and a consort.

    Alchemists WAlchemists WAlchemists WAlchemists WAlchemists Workshoporkshoporkshoporkshoporkshop

  • An Ideal Alchemists WorkshopAn Ideal Alchemists WorkshopAn Ideal Alchemists WorkshopAn Ideal Alchemists WorkshopAn Ideal Alchemists Workshop

    TTTTThe alchemist Andreas Libavius published this idealized design for an alchemical institute in his 1606

    treatise Alchymia. Set within a walled yard, the complex includes a main laboratory with furnacesfor water-baths, ash-baths, and steam-baths, distillation apparatus for upward and downward distil-

    lation with and without cooling, sublimation apparatus, fireplace, a reverberatory furnace, and large bel-lows; an analytical laboratory with assay furnaces and analytical balances, some in cases; and a privatelaboratory with a philosophers furnace. There are also in the institute a preparation room with press, apharmacy, and a crystallisation room. Other features include running water and outdoor facilities for thecreation of alum, vitriol, and saltpeter. A plan of the ground floor is shown below. Upper levels are devotedprimarily to living quarters.

    1. South-east front.2. North-east front (with the main

    laboratory's chimney-stack).A. East entrance with small door.B. Main room with galleries.C. Spiral staircase.D. Garden.E. Drive.F. Vestibule of the laboratory.G. Chemical laboratory.H. Private laboratory with spiral

    stairs to the study.J. Small analytical laboratory.K. Chemical pharmacy.L. Preparation room.M. Bedroom for laboratory assistant.N. Store room.O. Crystallisation room

    (coagulatotorium).P. Wood store.Q. South store room.R. Fruit store.S. Bathroom.T. Aphodeuterium (closet).V. Vegetable cellar.X. Wine cellar.Y. Laboratory cellar.Z. Water supply.aa Doors to the laboratory cellar.bb Entrance to the wine cellar.cc Steam-bath.dd Ash-bath furnace.ee Water-bath.ff Apparatus for upward distillation.gg Sublimation apparatus.hh Ordinary fireplace.

    ii Reverberatory furnace.kk Distillation apparatus.ll Distillation apparatus with spiral

    condenser.mm Dung bath.nn Bellows, which can also be

    brought into the laboratory.oo Coal store.pp Philosophers furnace in the

    private laboratory.qq Assay furnaces.rr Analytical balances in cases.ss Tubs and vats.tt Distillation "per lacinias"

    (table with vessels).xx Equipment and benches for

    preparations.zz Water tanks.

    1111111111

  • FFFFFortune Tortune Tortune Tortune Tortune Tellerellerellerellereller

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    FFFFFortune tellers of various sorts are characters whodraw upon mystical or psychic powers to obtainknowledge of the past, present, and future. Many

    perform their divinations with physical devices andmethods like cards, dice, palm-reading, astrological ornumerological calculations, or crystals, while otherscan make predictions without any material adjuncts.Such characters are known by a variety of names, in-cluding diviners, mystics, oracles, spiritualists, andseers.

    Specialist diviners include dowsers, who specializein finding lost or hidden things or discovering super-natural influences upon objects or places, and medi-ums, who contact and sometimes play host to the spir-its of the dead and other entities.

    Some fortune tellers can also provide other types ofmagical aid especially in response to situations theyhave discovered by divination such as healing, ward-ing off evil influences, or cursing those who have se-cretly wronged their customers, thus providing servic-es similar to those of a priest or hired mage. Other for-tune-tellers provide customers with instructions theycan carry out themselves to receive an answer or solu-tion to their problems.

    Adventurers might visit a fortune teller to discoverpertinent facts, learn their best course of action, or de-cide the best day and time to begin a journey or ven-ture, especially if they have learned by reputation, ex-perience, or some supernatural means that a particu-lar fortune-teller has the magical gifts best suited toanswering their questions. A diviner can also often pro-vide an idea of the nature, benefits, and dangers ofpossibly-magical objects that the party has acquired incases where none of the characters have such abili-ties.

    Different fortune tellers, with varying methods, servethe needs of country, town, and city dwellers and ofboth the poorest and richest citizens. In some societ-ies, fortune-tellers are even routinely employed to ad-vise heads of state and other government officials as tothe courses of action they should take.

    A game master might also decide that a particularfortune-teller is secretly a powerful spellcaster withaccess to potent divinations or with a touch of divineprovidence. He could then use such a character to pro-vide oracular directions and assistance consistentlyuseful enough that such predictions can be used tosteer the party where he wishes them to go.

    A fortune tellers establishment is often a privatehouse of modest size, similar to those used by crafts-men or tradesmen and described under Buildings inCity Builder Volume 1: Communities. An assistant typ-ically shows customers into a waiting area while, sep-arated by a curtain, the fortune-teller prepares for thereading. The divining area itself is usually dim, withno outside windows and the only light focused on atable, often with the walls hidden by drapes, all in-tended to create a sensation of removal from the out-side world. Such an area is typically furnished withseats for the fortune-teller and as many clients as he orshe normally assists at once from one person up to alarge banquet-style table for sances and the like and may have devices such as a crystal ball or inlaidmagical diagram permanently set up.

    It is also common for fortune tellers to work frommarket or fairground booths, to visit clients at theirhomes, or to live permanently in the homes of wealthyclients who are anxious enough about the future to needregular magical readings.

    Adventure HooksAdventure HooksAdventure HooksAdventure HooksAdventure Hooks* Introducing an adventure by a prediction uttered bya fortune teller whether a person that the characterdecides to visit on a whim or one who accosts the char-acter in a public place, overcome with an urgent spir-itual message to impart is a device almost as classicin general literature as the meeting in a tavern forfantasy gaming. GMs should not hesitate to continuethis tradition as convenient in their own game sessions.

    * All of the fortune tellers in the city, no matter whattrappings they use, are swamped with predictions ofhorror, loss, and woe. Is the city truly under threat ofall-encompassing doom, or are the diviners sufferingthe special attention of a malevolent or mischievousgod or some more down-to-earth enemy?

    * A small band of rich, clever, and idle students at alocal academy have decided to use their special tal-ents to accomplish a major robbery, which the playercharacters whether by being employed to providesecurity to the target or by chance are in a positionto forestall because of information provided to them bya fortune teller.

  • 1414141414

    LibrarLibrarLibrarLibrarLibraryyyyy

    LLLLLibraries are collections of books, scrolls, or infor-mation in other forms and are typically intendedto provide a broad selection of the best available

    sources of knowledge on one or more related subjects.Some libraries are more along the lines of prestigiousluxuries and contain books selected for their fame andrarity rather than any information they might contain,or from a standard list of popular works. Related sortsof places are archives, which hold the records of a par-ticular organization; booksellers of various kinds; andscriptoriums for copying books (the latter are fully de-scribed in the entry for Scriptoriums).

    In settings based on traditional ancient, medieval,or Renaissance cultures, most libraries will be relative-ly small and owned by wealthy individuals or affluentorganizations that grant access to outsiders or mem-bers of the general public as a privilege, if at all. In pre-modern societies, books are generally very valuable andoften irreplaceable and are thus almost never lent out.

    Because such collections are generally organizedwith unique, unrelated systems or not at all theassistance of a librarian knowledgeable about a partic-ular collection is of paramount importance for locatingdesired information quickly and reliably.

    A library might either be an independent institutionor exist to support the aims of an organization or pa-tron of at least moderate wealth whose interests re-quire a collection of information on one subject or an-other. Most often, the groups in any society that main-tain libraries are also those who are in some way de-pendent on written materials (e.g., mages, sages, cler-gy). It is also possible, however, that a rich but essen-tially illiterate aristocrat might keep a library alongwith several scholars or an entire institute of studies to provide him with advice, as a token of his support oflearning and culture, or to ensure that scholarly de-bates in his dominion proceed along lines that favorhis political interests. Bookstores, by contrast, are foundoverwhelmingly in the commercial areas of towns andcities (often in streets dominated by the same trade),much like other sorts of stores.

    Head librarians and the proprietors of bookstores maybe knowledgeable sages in their own rights, but theirprime qualifications are as bookmen with expert knowl-edge of publishing sources, the authenticity of textsand editions, and the ability to assess the state of in-tactness of books and handle them with proper care.Understanding of literary forms and qualities, the his-

    tory of recent centuries, and knowledge of different lan-guages are also typical skill sets possessed by suchcharacters. A library may also employ several assis-tants who are learning the same skills (and, at mini-mum, need to be literate and moderately careful andpainstaking in temperament).

    A library may fit within a single room of varyingsize, extend into multiple chambers and floors, or evenrequire an entire building or complex of its own. Thebasic requirements of the place are typically a dry, high-ceilinged area away from direct sunlight to store books,scrolls, large folios or other sorts of information, typi-cally on shelves or racks for ease of access or in draw-ers or book-presses to keep them in good condition; aquiet and well-lit area to read the texts, equipped withcomfortable seating and sometimes desks or bookstands;and a direct but sometimes controlled means ofaccess between the two.

    A librarys owner might keep refreshments, such asdrinks, and writing materials for taking notes at handin the reading area, provided that he trusts the librarysusers not to damage the books in the process. Becauseof its seclusion and comfort, a library is sometimes alsoa useful place for impromptu meetings.

    Staff members employed at a library might needcounters, desks, or similar stations to deal with visi-tors; small trolleys to carry books; movable steps to reachhigh shelves; an office and workroom to keep recordsof the movement of books and to make minor repairs toany that are damaged; and perhaps even their ownareas for taking breaks, eating in private, and passingin and out of the facility.

    Libraries typically emphasize the use of availablelight sources that avoid the use of open flames (whichare likely to damage the books), such as high windowsor clerestories that can direct any available sunlight,lanterns of advanced design, or magical devices thatdo not rely on combustion.

    Because handmade books are difficult to replace andmay be very valuable, libraries generally employ a num-ber of precautions against theft. These are often attachedto the books themselves such as locking covers,chains fastening books to their shelves or lecterns,magical traps that sound an alarm when items are tak-en from a specific area, or those that harm thieves with-out damaging texts as well as locks on doors andwindows and periodic checks after hours by any guardswho normally patrol the area. While a library is open,

  • a guard may be stationed near the entrance to assistlibrarians in preventing such things as attempts to en-ter without authorization or to leave with books (if thelibrary personnel have reason to expect such disturbances).

    Adventure HooksAdventure HooksAdventure HooksAdventure HooksAdventure Hooks* In a milieu where books are relatively rare they arealso very valuable, and tomes of various sorts that char-acters find in the courses of their adventures mightliterally be worth their weight in gold. Such books mightwarrant almost any efforts associated with safeguard-ing and transporting them to appropriate libraries or

    booksellers for sale. Appropriate texts might even helpguide characters in the performance of difficult tasksor to advance in their vocations (a section in the Skir-misher Publishing d20 adventure and sourcebook Testsof Skill is devoted to this very subject).

    * A particular library might be targeted for destructionby enemies of the institution with which it is affiliatedor simply by a depraved, evil, or fanatical group of peo-ple who despise knowledge or its products. A party ofplayer characters might be the only thing standing inthe way of such a travesty or leading the way tomake it happen.

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  • ScriptoriumScriptoriumScriptoriumScriptoriumScriptorium

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    SSSSScriptoriums, or scriptoria, are facilities devotedto the hand-copying and illustration of books.Places of this sort are often affiliated with other

    institutions, such as temples, monasteries, scrollshops(q.v.), and mages lodges.

    Pages prepared in scriptoriums are fashioned intocomplete books by bookbinders, who may contract outto other craftsmen the additional work required to makefancy covers of different materials and to provide tomeswith secure bindings and clasps, including locks ifdesired. Associated vocations include those of scribes,who compose documents neatly and grammatically;calligraphers; translators; cartographers; and profes-sional authors, including poets and playwrights.

    Adventurers might make use of scriptoriums to pur-chase copies of books that are made there or to havebooks copied.

    In societies where literacy is uncommon or little-valued, such as those of most savage humanoids, scrip-toriums will likely exist only inside premises occupiedby the scholars of other peoples. In societies favoringforms of writing that use something other than paper such as Dwarves, who etch most of their records onstone or metal the equivalents of scriptoriums mightresemble the workshops of a different trade, such asthose of masons, potters, jewelers, or smiths.

    The ideal design for a scriptorium consists of a well-lit chamber typically within or forming an attachedwing of a larger scholarly institution accommodat-ing sloped writing-desks or a long table for the numberof scribes who will labor there, perched on high chairsto work at the optimum angle for large and awkwardmanuscript pages. Related workshops, such as thoseof papermakers and bookbinders, might be attached toa scriptorium, as might the living quarters of such in-stitutions often-resident scribes.

    Supervisors of scriptoriums might be of many differ-ent sorts, as they are often simply the more practically-inclined senior members of whatever scholarly institu-tion the place serves.

    Security for a scriptorium is likely to be equivalentto whatever is provided for any larger institution theplace might be affiliated with (e.g., a monastery, a uni-versity). In any event, such places often contain partic-ularly valuable books loaned out from other sources forpurposes of having them copied, and measures likesturdy doors and locks, or even magical wards or guardsfor when a scriptorium is not in use, are likely to beemployed.

    Adventure HooksAdventure HooksAdventure HooksAdventure HooksAdventure Hooks* A party might be hired to investigate the theft of ashipment of books from a wagon traveling between amonastery that possesses a scriptorium and a noblewith a good-sized library. The bandits most likely weretipped off by someone with direct knowledge of thewagons time of departure, route, and the contents ofthe consignment. This might be a corrupt individualon one side of the business arrangement between themonks and the nobleman who wished to renege on thedeal and pocket the profits, or by some third party whowanted to seize the books and make use of the infor-mation contained in them.

    * Adventurers who acquire rare books or fragmentarywritings in the course of defeating villains of the morelearned sorts might provide them to a scriptorium for afee to make multiple copies, so that their ancient knowl-edge becomes more widely available to the scholarlycommunity or members of the party might take thetime to make one or more copies of the books them-selves, in order at the same time to sell their takings fora profit and retain access to the knowledge within them.

  • 1818181818

    ScrollshopScrollshopScrollshopScrollshopScrollshop

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    SSSSScrollshops are stores that sell copies of scrolls,supplies for writing scrolls and other texts, orboth, as well as peripheral items like scroll cas-

    es, inkwells, and pen knives. Specialists within thistrade include vendors of art and drafting supplies, sell-ers of sheet music or religious tracts, and illicit suppli-ers to forgers who are experts in matching papers, inks,and sealing-waxes. Associated vocations include thoseof quillmakers, who make pens; papermakers; special-ist jewelers who make signets and the like; and scribes,who are often employed at scriptoriums (q.v.).

    Adventurers might make use of scrollshops to pur-chase scrolls, to have scrolls inscribed to order, or tobuy supplies for accomplishing such tasks themselves.

    Scrollshops are often suppliers solely to specialistsin knowledge, such as academics or spellcasters, pro-viding items that many inhabitants of a fantasy settingregard as luxuries or cannot use at all (e.g., if they areilliterate). Therefore, such places are most often foundwithin or in the immediate vicinity of large institutionsof study, such as universities, academies, monaster-ies, and mages lodges, or gathered together within cit-ies in those streets or precincts where many booksell-ers and similar trades congregate.

    Because manufacture of different kinds of books andtexts adheres to different standard sizes, colors, quali-ties, and preferences, many such vendors specializein catering to a specific set of customers or do most oftheir business with members of a particular academyor scholarly guild.

    In smaller settlements, the services of a scrollshopmight be part of the stock-in-trade of an apothecary orgeneral store (described in City Builder Volume 5:Tradesman Places and Volume 6: Mercantile Placesrespectively) although the range and quality of sup-plies available at such outlets will likely be much re-duced or characters might visit a local wizards tow-er (q.v.) to buy scrolls or obtain from him writing sup-plies suitable for inscribing arcane magical texts.

    A scrollshop resembles the establishments of othersmall urban traders like apothecaries, typically beingsomewhat smaller than a bookseller as its stock can besold efficiently from stacks and bins rather than dis-played individually, and often occupies one of the small-er examples of the tradesmans establishments de-scribed under Buildings in City Builder Volume 1:Communities. Keeping such places dry and free ofpaper-eating vermin are primary concerns.

    Scrollshops normally contain numerous broad butclose-set shelves to hold stacks of full-sized, rough-edged sheets of handmade paper, parchment, and cardin different grades; cutting-tables equipped with longmetal straight-edges; racks for ink-pots and, if the es-tablishment also compounds inks, containers of morevaried nature for ink components, and tools such asmortars and pestles; pens set out in rows; materialssuch as quills or strong reeds for hand-cut writing im-plements kept in stacks or tubs; several sharp little pen-knives and paper-slicers; needles, thread, glue, andpreservatives for bookbinding; gold leaf for illustrationsand page-tips; boards and rods of lightweight, clean-grained timbers, such as birch, for use as covers orscroll-battens; complete book covers in various materi-als; and tilted display shelves for partly or fully-fin-ished scrolls or books. Scrollshops also might sell orbroker orders for specialized lamps and pieces of fur-niture suitable for scriptoriums and drawing-offices (al-though most have limited space and thus seldom havemore than one or two such items on display).

    In the case of wizards spellbooks, the unearthlypotency of greater magic spells is more than ordinarywriting can express and in some traditions requires acertain proportion of the magical effect actually to bebound into the pages of the book. This can be accom-plished by using writing materials that have an innatemagical correspondence to the forces that the spellseeks to harness, such as pages made from the skins ofdiverse creatures, inks that incorporate crushed gemsor the blood or ichor of rare beings, and writing instru-ments marked with runes or made from the quills orbones of magical beasts.

    Scrollshops that cater to wizards must provide atleast the basics required of their endeavors, such aspapers and parchments of exceptional quality, giantsquid ink purchased from whalers by the cask, freshquills from hippogriffs or the like, and an array of inkcomponents that correspond to the various schools ofmagical study represented in the game milieu. Spell-casters demand a high degree of probity in the prove-nance of such materials as well, as a sorcerer relyingon components that he assumes to be of real qualitymight meet with disaster if they are actually counterfeit.

    Proprietors of scrollshops more often possess theexpertise of scribes or bookbinders rather than broadarcane or literary knowledge. They thus often tend tobe more worldly and businesslike in manner than

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    sometimes abstrusely enthusiastic booksellers, alche-mists, or spellcasters. Their assistants might be eithersimple clerks or skilled journeymen learning their tradefrom the shopkeeper.

    Although much of a scrollshops stock is very valu-able and expensive, their uses are also very special-ized and a thief might have considerable trouble effec-tively fencing them. It is thus usually uneconomicalfor owners of such places to employ complex securityprecautions beyond shuttered windows and lockeddoors, along with inducing the city watch to keep aneye on the place during their nightly patrols. However,if a scrollshop holds highly valuable items, such asfinished magic scrolls or gemstones, the place may haveprotections equivalent to those of a jeweler or pawn-broker including keeping only a few sample itemson display in sealed cases and fetching goods from amore secure back area upon request and the propri-etor might take the expensive items home at night if helives elsewhere, accompanied by guards of whatevernumber and competence are required to assure hissafety.

    Adventure HooksAdventure HooksAdventure HooksAdventure HooksAdventure Hooks* Scrollshops involved in the production or sale ofmagical scrolls, spellbooks, and other written worksmay constantly be in need of appropriate exotic com-ponents for inks, quills, writing media, and the like(e.g., kraken sepia as the basis for any special ink, cock-atrice feathers for penning spells related to petrifica-tion, flayed demon hide for parchment of scrolls in-scribed with protections against such monsters). Ob-taining such materials might form the basis of com-plete adventures or periodically serve as a source ofadditional income for characters.

    * Where player characters investigation into a crimehinges as sometimes it does on finding the sourceof a mysterious note or letter, the party might seek outthe expert knowledge of papers and inks possessed bythe owner of a scrollshop who might hesitate to re-veal details that might incriminate him in unlawfulevents, if the materials in fact came from his store.

  • WWWWWizards Tizards Tizards Tizards Tizards Towerowerowerowerower

    WWWWWizards professional establishments are often constructed in the form of towers, buildings that are generally well-suited for the

    requirements of their sorcerous occupants. Adventur-ers might visit the towers of consulting wizards for anynumber of reasons, including access to various usefulmagical effects that party members may not have themagical skill or particular spell knowledge to cast (e.g.,removal of magical curses or conditions, scrying, sum-moning of extra-dimensional servants, temporarystrengthening of characters and their equipment); iden-tification of the nature and abilities of magic items theyhave obtained; in-depth advice on different forms ofmagic that can complement the characters own expe-riences and specialties; a chance to trade in spells oreven become a part-time apprentice to a more knowl-edgeable mage, for player characters interested in de-veloping their spellcasting abilities; and the opportuni-ty to commission the creation of magical items. Wiz-ards also often provide related services, such as read-ing and translating obscure languages relevant to mag-ical practice, that player characters may periodicallywant to avail themselves of.

    If player characters wish to trade in magic items, awizard might have on hand a small number of minoror non-permanent items that he or his apprentices havemade, and might agree to trade such items and spellsthat he or his followers can use as payment in wholeor in part for his services. In some spellcasting tradi-tions, many of the spells that hired wizards cast createmagical amulets or talismans for the client to carry,providing specific magical enhancements or protec-tion. (Buying magical items from a comprehensive stockand selling items for cash, however, are more the prov-ince of magic item shops, which go under differentnames and specialties in different settings, includingalchemists shops, scrollshops, and curiosity shops. Theproprietors of such places, although knowledgeableabout their own wares, might not be wizards or spell-casters of any sort and might lack the formal qualifica-tions expected of a member of the local mages guild.)

    Whether wizard non-player characters are willingto trade knowledge of spells varies by the general na-ture of wizardly practice in the setting. If individualspells are standard and widely known, such charac-ters might be willing to trade the knowledge of a spellsimply for another new spell plus the accepted fairmarket value for the costs of scribing it for another wiz-

    ards use. On the other hand, if spells are held to besecret and restricted to a select group, an NPC wizardmight only willingly impart such knowledge to charac-ters formally signed on as his apprentices. Likewise,the requirements for apprenticeship might be nominalor might involve significant pacts, magical bonds, andrequirements to give up the characters time, personalresources, or to carry out significant tasks in service tothe teacher.

    A wizards tower could be located almost anywhere,from the most desolate wilderness to the heart of a greatcity, and in areas that are either prosperous or poor. Aswizards grow in power, they value their privacy moreand more, particularly if they conduct experiments thatcould be hazardous or otherwise cause concern to thosearound them. Thus, the most adept wizards are in-creasingly likely to build their workplaces away fromlarge settlements, requiring characters who wish toconsult such archmages to travel through countrysideor even into the wilderness or other planes of exist-ence to reach their lairs. Any race whose membershave the capability of performing magic might havewizards towers in their lands, and wizards might alsodwell alongside and provide services to otherwise non-magical peoples. Wizards of all races are liable to havemore in common with others of their vocation in theirhabits and associations than they do with non-spell-casting beings with whom they are merely related byculture or even blood.

    As their title suggests, wizards haunts often takethe form of multi-story buildings like towers. This isgenerally because their owners find tall buildings use-ful both as vantage points and to ensure that as fewother buildings as possible overlook their windows andblock their access to light and open air or encroachupon their privacy. Additionally, wizards generally haveonly a small number of followers and guards, makinglarge buildings with many ground-floor entrances im-practical and difficult to defend by traditional means.

    Wizards are more likely than most to understandthe principles of architecture themselves and to haveaccess to cash reserves and skilled construction work-ers and sometimes even magical techniques thatmake it possible to erect tall, complex structures. Andwhile their aboveground aspects are the ones that aremost obvious, such places also often have extensivenetworks of underground or even inter-dimensionalpassageways and chambers.

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  • The occupant of a wizards tower is generally a spell-caster of at least middling ability. If such a charactermakes his living by selling magical services, what helacks in development of raw spell-power and per-haps in respect among his peers could be more thanmade up for by the breadth and practicality of his knowl-edge of magic. Occasionally, several such qualifiedmages might share the use of a tower (in an arrange-ment not unlike lawyers chambers) or a noblemanmight provide his house wizard with accommodationin part of his manor house, palace, or fortress. Wizardsoften share their dwellings with one or more appren-tices of beginning to moderate spellcasting ability; fa-miliars, unusual steeds, summoned beings, or other

    WWWWWizards Tizards Tizards Tizards Tizards Towerowerowerowerower

    more-or-less magical creatures (any of which mightserve the wizard, receive his supplication for increasedpower, or perhaps some of both); servants and guardsperforming mundane duties, who may either be mem-bers of the common races or more unusual individu-als; and consorts, spouses, or children (unless the prac-tice of magic in the society somehow discourages orprevents ordinary family relations). A wizards toweris almost always his home as well as his place of work.

    Security at a wizards tower is likely to be stringent,dangerous, and unpredictable, in keeping with the na-tures of the occupants of such places and the manyenemies from which they need to protect themselves.Measures might range from enhancements to traditionalfeatures like walls, doors, and windows, to whollymagical guards and wards unlikely to be encounteredin any other sorts of places. Depending on their vari-ous areas of specialization, wizards might also havevarious magical or otherwordly creatures at their dis-posal. A wizards own panoply of spells might also serveas a final and daunting line of defense against intruders.

    Adventure HooksAdventure HooksAdventure HooksAdventure HooksAdventure Hooks* Player characters who travel to a wizards tower topurchase some type of magical assistance might findthe front door ajar and various signs of violence anddisarray inside. One of the wizards rivals has over-come the towers defenses, either battling and entrap-ping the wizard in some magical fashion, or enteringto loot his goods while the wizard was kept away fromhis home as the result of some unexpected problem. Ifthe adventurers take the opportunity to do some pilfer-ing themselves, they are likely to run afoul of many un-triggered traps, curses, and other magical hazards inthe tower as well as earning the enmity of the tow-ers owner when he returns. On the other hand, if theyrescue the wizard from whatever peril he is in, theplayer characters can expect at least a little gratitudeand perhaps some future collaboration.

    * Hoping to test the integrity of his security measures,a wizard might decide to hire a player character partyto invade his tower. The party might or might not beaware that their mission is actually on behalf of thetowers owner, and they may or may not actually besubject to life-threatening danger as the result of thisexpedition.

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    CCCCCity Builder Vity Builder Vity Builder Vity Builder Vity Builder Volume olume olume olume olume 88888: : : : : ScholarlyScholarlyScholarlyScholarlyScholarlyPlacesPlacesPlacesPlacesPlaces is the is the is the is the is the eigheigheigheigheighth in a seriesth in a seriesth in a seriesth in a seriesth in a seriesof 11 complementary booksof 11 complementary booksof 11 complementary booksof 11 complementary booksof 11 complementary books

    designed to help guide Gamedesigned to help guide Gamedesigned to help guide Gamedesigned to help guide Gamedesigned to help guide GameMasters through the process ofMasters through the process ofMasters through the process ofMasters through the process ofMasters through the process ofcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingurban areas and urban areas and urban areas and urban areas and urban areas and places places places places places within themwithin themwithin themwithin themwithin themfor their campaigns. It is for their campaigns. It is for their campaigns. It is for their campaigns. It is for their campaigns. It is a universala universala universala universala universalresource that is resource that is resource that is resource that is resource that is not specific not specific not specific not specific not specific to anyto anyto anyto anyto anyspecific specific specific specific specific game game game game game system system system system system and isand isand isand isand isdesigned designed designed designed designed to be compatible to be compatible to be compatible to be compatible to be compatible withwithwithwithwiththe needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Its contents include:Its contents include:Its contents include:Its contents include:Its contents include:

    * An Introduction that* An Introduction that* An Introduction that* An Introduction that* An Introduction thatdescribes the series and howdescribes the series and howdescribes the series and howdescribes the series and howdescribes the series and howto use the material in thisto use the material in thisto use the material in thisto use the material in thisto use the material in thisvolume;volume;volume;volume;volume;

    * Individual sections devoted* Individual sections devoted* Individual sections devoted* Individual sections devoted* Individual sections devotedto descriptions of Academies,to descriptions of Academies,to descriptions of Academies,to descriptions of Academies,to descriptions of Academies,Alchemists WAlchemists WAlchemists WAlchemists WAlchemists Workshops,orkshops,orkshops,orkshops,orkshops,FFFFFortune Tortune Tortune Tortune Tortune Tellers, Libraries,ellers, Libraries,ellers, Libraries,ellers, Libraries,ellers, Libraries,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,and Wand Wand Wand Wand Wizards Tizards Tizards Tizards Tizards Towers;owers;owers;owers;owers;

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    CCCCCity Builder Vity Builder Vity Builder Vity Builder Vity Builder Volume olume olume olume olume 88888: : : : : ScholarlyScholarlyScholarlyScholarlyScholarlyPlacesPlacesPlacesPlacesPlaces is the is the is the is the is the eigheigheigheigheighth in a seriesth in a seriesth in a seriesth in a seriesth in a seriesof 11 complementary booksof 11 complementary booksof 11 complementary booksof 11 complementary booksof 11 complementary books

    designed to help guide Gamedesigned to help guide Gamedesigned to help guide Gamedesigned to help guide Gamedesigned to help guide GameMasters through the process ofMasters through the process ofMasters through the process ofMasters through the process ofMasters through the process ofcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingurban areas and urban areas and urban areas and urban areas and urban areas and places places places places places within themwithin themwithin themwithin themwithin themfor their campaigns. It is for their campaigns. It is for their campaigns. It is for their campaigns. It is for their campaigns. It is a universala universala universala universala universalresource that is resource that is resource that is resource that is resource that is not specific not specific not specific not specific not specific to anyto anyto anyto anyto anyspecific specific specific specific specific game game game game game system system system system system and isand isand isand isand isdesigned designed designed designed designed to be compatible to be compatible to be compatible to be compatible to be compatible withwithwithwithwiththe needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Its contents include:Its contents include:Its contents include:Its contents include:Its contents include:

    * An Introduction that* An Introduction that* An Introduction that* An Introduction that* An Introduction thatdescribes the series and howdescribes the series and howdescribes the series and howdescribes the series and howdescribes the series and howto use the material in thisto use the material in thisto use the material in thisto use the material in thisto use the material in thisvolume;volume;volume;volume;volume;

    * Individual sections devoted* Individual sections devoted* Individual sections devoted* Individual sections devoted* Individual sections devotedto descriptions of Academies,to descriptions of Academies,to descriptions of Academies,to descriptions of Academies,to descriptions of Academies,Alchemists WAlchemists WAlchemists WAlchemists WAlchemists Workshops,orkshops,orkshops,orkshops,orkshops,FFFFFortune Tortune Tortune Tortune Tortune Tellers, Libraries,ellers, Libraries,ellers, Libraries,ellers, Libraries,ellers, Libraries,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,and Wand Wand Wand Wand Wizards Tizards Tizards Tizards Tizards Towers;owers;owers;owers;owers;

    * One to three Adventure* One to three Adventure* One to three Adventure* One to three Adventure* One to three AdventureHooks tying in with eachHooks tying in with eachHooks tying in with eachHooks tying in with eachHooks tying in with eachdescribed sort of place.described sort of place.described sort of place.described sort of place.described sort of place.

    CCCCCity Builder Vity Builder Vity Builder Vity Builder Vity Builder Volume olume olume olume olume 88888: : : : : ScholarlyScholarlyScholarlyScholarlyScholarlyPlacesPlacesPlacesPlacesPlaces is the is the is the is the is the eigheigheigheigheighth in a seriesth in a seriesth in a seriesth in a seriesth in a seriesof 11 complementary booksof 11 complementary booksof 11 complementary booksof 11 complementary booksof 11 complementary books

    designed to help guide Gamedesigned to help guide Gamedesigned to help guide Gamedesigned to help guide Gamedesigned to help guide GameMasters through the process ofMasters through the process ofMasters through the process ofMasters through the process ofMasters through the process ofcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingcreating exciting and compellingurban areas and urban areas and urban areas and urban areas and urban areas and places places places places places within themwithin themwithin themwithin themwithin themfor their campaigns. It is for their campaigns. It is for their campaigns. It is for their campaigns. It is for their campaigns. It is a universala universala universala universala universalresource that is resource that is resource that is resource that is resource that is not specific not specific not specific not specific not specific to anyto anyto anyto anyto anyspecific specific specific specific specific game game game game game system system system system system and isand isand isand isand isdesigned designed designed designed designed to be compatible to be compatible to be compatible to be compatible to be compatible withwithwithwithwiththe needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,the needs of almost any ancient,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Dark Ages, Middle Ages,Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Renaissance, or fantasy milieu.Its contents include:Its contents include:Its contents include:Its contents include:Its contents include:

    * An Introduction that* An Introduction that* An Introduction that* An Introduction that* An Introduction thatdescribes the series and howdescribes the series and howdescribes the series and howdescribes the series and howdescribes the series and howto use the material in thisto use the material in thisto use the material in thisto use the material in thisto use the material in thisvolume;volume;volume;volume;volume;

    * Individual sections devoted* Individual sections devoted* Individual sections devoted* Individual sections devoted* Individual sections devotedto descriptions of Academies,to descriptions of Academies,to descriptions of Academies,to descriptions of Academies,to descriptions of Academies,Alchemists WAlchemists WAlchemists WAlchemists WAlchemists Workshops,orkshops,orkshops,orkshops,orkshops,FFFFFortune Tortune Tortune Tortune Tortune Tellers, Libraries,ellers, Libraries,ellers, Libraries,ellers, Libraries,ellers, Libraries,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,Scriptoriums, Scrollshops,and Wand Wand Wand Wand Wizards Tizards Tizards Tizards Tizards Towers;owers;owers;owers;owers;

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