TEXT: 1
  Hearth & 
  Home
  By Nate Petersen
  
  2
  Shadowglade:
  Hearth & Home
  Author: Nate Petersen
  Cover Frame: John C. Walborn
  Cover Illustration: Paul Boutros
  Interior Illustration: Anthony Cournoyer
  With Assistance From: Charlie Boon, Troy 
  Logsdin, Cody Methvin, Randy Pfefferle, Will 
  Thibault, and Caleb Wrege.
  Copyright 2007-2012 Neo Productions Unlim-
  ited, all rights reserved.
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  3
  Introduction
  Welcome to Hearth & Home, a collection of rules and 
  materials to help you develop more fully fleshed out towns 
  and villages.
  This document is assembled and written with an eye on its 
  use for the world of Shadowglade, a world steeped in the 
  tradition and history of our own world. The rules and guides 
  herein are modeled after Middle Ages Europe, particuarly 
  France and Germany. Though we tend to think of Brittain 
  as the home of the modern fantasy, much of our perception 
  actually stems from the mainland and central Europe, home 
  of both dense woodlands and wide, open farmlands, which 
  provides an excellent backbone for generic fantasy in the 
  first place and the ideas herein.
  These pages collect a number of excellent OGL and histori-
  cal resources in one book for the creation and development 
  of towns and villages, as well as some new rules, materials, 
  and expansions on the assembled material. Some of this 
  will seem familiar; many rules and tables are culled from 
  the various Pathfinder books that discuss the matter and 
  worldbuilding. This material has been included for the sake 
  of a more complete guide on village design and many of 
  the tables, rules, and options have been expanded as well 
  to provide new options to grow your own settlements.
  This document is written specifically to cover the smaller 
  villages and settlements; cities and metropolis’, super-cit-
  ies, are practically campaign settings unto themselves. 
  Towns & Villages
  The world of Shadowglade is a somewhat fluid one. Aside 
  from the large established cities, there are a great number 
  of smaller villages that dot the landscape. Due to a variety 
  of circumstances, however, most are short lived. Often this 
  has a good deal to do with the population; after a couple of 
  generations, the population thins out, the younger folk head 
  off to stake their own claim and the old guard dies back 
  until eventually all that is left are empty buildings and long 
  shadows. Other times there are foul methods afoot, includ-
  ing bandits & raiders, slave drivers, and violent animals. 
  Occasionally, however, a village simply up and disappears. 
  At times it seems as though the population just evaporated 
  into thin air, other times a whole village, including structures 
  and outlying folk, disappear all together with no sign or 
  trace they were ever there. 
  As a result, maps cannot be entirely trusted in the realm. 
  Trade routes are watched closely and the towns along 
  these paths remain fairly stable, but occasionally raiders 
  take a keen eye toward a fat trading village. Cartogragh-
  ers have quite a brisk trade because of the instability, and 
  every several years mount expeditions of their own in an 
  effort to map the countryside...as it is at the moment. 
  As a Game Master, this situation provides ample oppro-
  tunity for you to use and manipulate the geography as you 
  see fit. Towns, and thereby sanctuary, can be placed right 
  in front of a party, or a group can be set up for a series 
  of hooks and encounters. Jobs exist, guarding or leading 
  cartographer caravans through the Midlands, and a disap-
  pearing village makes for one interesting piece of bait...
  This also means random village generation is more ap-
  plicable. To help in the creation of a village off the cuff, use 
  the following tables and information. These will generate 
  small towns with a variety of potential notes; weave them 
  together to create a complicated environment, use them 
  seperately to introduce diverse hooks into the campaign, or 
  just grab a quick bit of shut eye and some basic provisions 
  before hitting the road. 
  Life in the Big City
  The rules contained herein are designed toward building 
  and emulating small towns and villages but can easily apply 
  in larger cities and settings as well. 
  Generally speaking, wards and districts in large cities form 
  around social constructs; races or clans, religions, pro-
  fessions, etc.  A big city of several thousand folks can be 
  broken down into a dozen or so wards and districts, each 
  of which can be treated and built as a small city using these 
  rules. 
  Some facets will be city wide, while others will pertain only 
  to a given district. The outer rim of several large cities, for 
  example, will be more heavily agriculture, while closer to 
  the center of town more merchantile or government func-
  tions will dominate. Likewise, trust in one district may 
  corralate to better or worse trust in another district or it may 
  have no bearing what-so-ever; the Shallows of a fishing or 
  waterfront ward may love the characters, but that has little 
  to no factor in the opinion of those who live in the Heights. 
  
  4
  Travel & Distances
  Historically, villages were small and numerous; the large 
  cities common to several of the fantasy campaigns weren’t 
  so common in reality. Rather, most people lived in a num-
  ber of settlements relatively short distances from each 
  other. These distances factor in to village population, place-
  ment, and traffic and are an important part of the discussion 
  of villages. 
  On average, a village is about three miles away from an-
  other settlement of some sort, be it another village of equal 
  size or a larger town. These can generally be as little as 
  one mile apart up to around five miles. Greater distances 
  are possible but exceedingly rare; the villages of the day 
  formed an interlocking web of communication and interde-
  pendance. Small, isolated villages a great distance from 
  each other are almost unheard of except in frontier regions 
  where these folks are indeed left to fend for themselves.
  Looking at overland travel rates, (Table HH-1) shows that 
  the average player character can move about 24 miles a 
  day. This assumes about eight hours a day, which is fairly 
  reasonable from early morning to mid afternoon, allow-
  ing characters to settle for the evening. Shorter distances 
  include distances of about 3 miles in an hour. 
  At a distance of 3 miles, other villages can be reached in 
  about an hour, allowing information and goods to travel 
  between a few villages rather quickly. 
  When dealing with “common” folk, not adventurerers, it is 
  important to remember that they don’t keep going in one 
  direction. Very often, their trips into any town are intended 
  only to acquire items, updates on important news, and 
  check on the town, after which they return home in the 
  same day. 
  For a shorter distance, 3 miles, this is about two hours 
  round-trip. This offers a good deal of time to take care of 
  business about town and probably make it back home well 
  before dark to tend to matters are home.  At 6 miles, two 
  hours in one direction, that is about a half a day, four hours, 
  on the road. This leaves a few hours in town, but not much 
  time back home once business is settled. For this reason, 
  folks at greater distances make trips to town once a week 
  or once a month with the intention of spending that one day 
  doing all they need to so they can spend the rest of their 
  time tending to their homes, fields, and the like. 
  Popular thinking says that most folks traveled less than 10 
  miles away from where they were born, and this isn’t a bad 
  rule of thumb. 
  Table SHH-1: Movement and Distance 
  Speed
  15 ft.
  20 ft.
  30 ft.
  40 ft.
  One Round (Tactical)* 
  Walk 
  15 ft. 
  20 ft. 
  30 ft. 
  40 ft. 
  Hustle 
  30 ft. 
  40 ft. 
  60 ft. 
  80 ft. 
  Run (×3) 45 ft. 
  60 ft. 
  90 ft. 
  120 ft. 
  Run (×4) 60 ft. 
  80 ft. 
  120 ft. 
  160 ft. 
  One Minute (Local) 
  Walk
  150 ft.
  200 ft.
  300 ft.
  400 ft.
  Hustle 
  300 ft. 
  400 ft. 600 ft. 
  800 ft. 
  Run 
  (×3) 
  450 ft. 
  600 ft. 900 ft. 
  1,200 ft. 
  Run (x4)
  600 ft.
  800 ft.
  1,200 
  ft.
  1,600 ft.
  One Hour (Overland) 
  Walk
  1-1/2 
  miles
  2 
  miles
  3 
  miles
  4 miles
  Hustle 
  3 miles 
  4 
  miles 
  6 
  miles 
  8 miles 
  Run 
  — 
  — 
  — 
  — 
  One Day (Overland) 
  Walk
  12 miles
  16 
  miles
  24 
  miles
  32 miles
  Hustle 
  — 
  — 
  — 
  — 
  Run 
  — 
  — 
  — 
  — 
  * Tactical movement is often measured in 
  squares on the battle grid (1 square = 5 feet) 
  rather than feet. 
  
  5
  Population 
  Villages and small towns range in population, some from 
  quite small to rather large. Historical towns fall around 700 
  residents, generally meaning a range of between 200 and 
  1,200 residents is reasonable. Smaller settlements are 
  possible, but make up an increasingly rare portion of the 
  settlements out there. 
  Pathfinder and the OGL system classify villages in the 
  following order: thorp (20 or less), hamlet (21 to 60), vil-
  lage (61 to 200), and small town (201 to 2,000). Larger 
  settlements, cities, are classified as large town (2,001 to 
  5,000), small cities (5,001 to 10,000), large cities (10,001 to 
  25,000), and metropolises (more than 25,000); these settle-
  ments are a bit large for the scope of this document. 
  The official term for the settelement is based population, for 
  which ranges are found on Table HH-2: Population Ranges 
  (which also determines which colomns to use for the fol-
  lowing charts as well). You can select a population befitting 
  of a town that size or use the indicated roll to randomly 
  determine your population. Of that number, only a fraction 
  will actually live in town; many will orbit the town in small 
  farming plots. We have also made a small adjutsment to 
  the range for small towns, adjusting it a bit to reflect histori-
  cal settlements. 
  Table HH-2 also includes the option to randomly determine 
  your village type; roll a d20 roll and match the result to the 
  chart. As discussed, thorps and very small settlements 
  aren’t common; possible, but not common. A village or 
  small town is much more likely, reflected in the better range 
  on which to roll these. 
  Density
  Population density is the measure of how many people 
  there are in a given area. This is telling of a number of 
  features, from cost of living, sanitation, resources, etc. The 
  easiest scale for dealing with our villages is persons per 
  acre (An acre is is about 44,100 sq. feet; 210 feet to a side. 
  On a tactical map, this forty-two 5 foot squares to a side, or 
  1764 squares total).
  A larger city, it will have a dense population, a large number  
  of people per acre. This is because large cities are often 
  walled, forcing people into a smaller space than in say a 
  rural area, which is considerably more open. 
  Generally, the chart provided below (Table HH-3: Popula-
  tion Density) should provide reasonable densities for your 
  settlements. It can happen, however, that a population is 
  more or less densely packed than suggested. A small town, 
  for example, could simply have a greater deal of space 
  around it perfect for housing, farming, and the like without 
  the pressures of a defined wall or similar physical impede-
  ment. As a result, it will be less densely packed as its resi-
  dents cover more territory. Where this happens, drop the 
  density by a level, so that the small town is about as dense 
  as a village, or a village as dense as a hamlet. 
  Size 
  Using Table HH-3, we can also determine the size of our 
  settlements very easily. Take your population and divide by 
  the desired density. This gives us our size of the village in 
  acres! You can also determine the number of buildings and 
  structures within the space by following to the fourth co-
  lomn, “Average Number of Structures (per acre)”; multiply 
  our size in acres by an appropriate number of structures. 
  This will be used ahead in discussing Amenities. 
  Table SHH-2: Population Ranges
  d20
  Settlement 
  Type
  Population Range
  Random 
  Population
  1
  Thorp
  Fewer than 20
  d10+10
  2-8
  Hamlet
  21-60
  d4+2 x10
  9-15
  Village
  61-200
  2d10+2 x10
  16-20
  Small Town
  200-1,200
  2d6 x100
  Table SHH-3: Population Density
  Community 
  Size 
  Population 
  Range
  Population Density 
  (adults/ acre) 
  Average Number of Structures 
  (per acre) 
  Thorp
  20 or less
  10
  5
  Hamlet
  21-60
  10-20
  5-10
  Village
  61-200
  20-30
  10-15
  Small Town 
  201-1200
  30-40 
  15-20 
  
  6
  Placement
  Villages aren’t scattered helter-skeleter throughout the 
  land, their placement has purpose. Very frequently villages 
  arise around an important feature that allows the village to 
  thrive and the contents of the village, the people and busi-
  nesses that survive, reflect this. How you choose to engi-
  neer the village is up to you; ahead are some examples on 
  the process.
  Geological Features
  The primary option for village placement builds from an 
  important geological feature. This is often how historical vil-
  lages were built; a loose, handful, of homesteads surround 
  a natrual feature, such as a spring or well, and the commu-
  nity builds around that. 
  Likewise, a river is another strong feature. Frequently rivers 
  are the first highways for travel and sources of power, such 
  as the site of a mill driven by the constant current of the 
  waters. 
  Trade towns can spring up at various points in the water-
  way where the waters are calmer and the space along the 
  banks allow for safe docking and departure. These towns 
  have a relatively constant population level, even if the resi-
  dents aren’t always the same. 
  A grain mill would be a destination for surrounding agricul-
  ture communities, bringing farmers from the surrounding 
  area to the site to deal with their grains; grind it for flour 
  for their own use, sell excess to make a bit of extra money 
  to purchase neccesities, etc. These sorts of communities 
  would likewise see a lot of trade, as farmers meet vendors 
  for their needs and to barter surplus materials. 
  A lumber mill, however, would be a bit different. Again a 
  purvayor of neccesaries, the majority of the population 
  would be workers at the mill and on the river. Additional 
  housing would be present for workers of various lumbering 
  companies, though they would spend much of their time in 
  the camps. Offices for the various companies doing busi-
  ness would also be present. These sorts of villages would 
  be more business than others, meaning light population 
  and closer ties to the central economic feature. 
  At the very end of the journey are suitable, natural ports. 
  Harbors from the worst ravages of an unforgiving sea, 
  many early settlements spring up in these havens for 
  seagoing vessals. From here, ocean travelers can dock, 
  reload, and rest while still having easy access to the open 
  seas.
  Harvest sites are another locale where villages spring up. 
  Quarries and lumber camps, for example, require support, 
  shelter for the workers, access to resources, etc. These 
  villages come to depend on the resource as much as the 
  harvesters depend on the village, something seen the world 
  over even today. What begins as support for an endeav-
  our becomes a full-fledged town itself, dependant on that 
  endeavor to keep itself functional.  
  Civilized Features
  Sometimes the “natural” feature isn’t natural at all, but 
  man-made. The most common of these is trade routes, as 
  discussed partly above, but others are possible as well. 
  Villages spring up around points in trade routes, sort of 
  arteries, that lead into or away from larger settlements. As 
  various routes converge or diverge from a point a town or 
  village can arise. These are often a day or so away from a 
  larger settlement and are very much geared toward sup-
  porting travelers. They act as a way station for travelers, a 
  last opprotunity to collect supplies, a convienient meeting 
  ground for groups destined for the larger settlement or a 
  parting point for those destined for different reaches. 
  We might instead start with a crossroads in place of a river, 
  as discussed above. A juncture of travel between larger set-
  tlements, it could easily be expected to find a town at that 
  point, a stop for weary travelers.  That very idea makes an 
  inn spring to mind, and two doesn’t seem so unlikely in an 
  area with a significant amount of travel. From there, what 
  else do travelers need or want? A blacksmith to reshoe 
  horses or mend wagons would do well where travelers stop 
  frequently. Merchants may set up small squares where they 
  can peddle their wares before they themselves hit the road. 
  Suppliers of provisions could help such travelers restock for 
  their journey, etc. 
  The concept of damming a river isn’t all that new either. 
  Frequently dams would be constructed to manage the flow 
  and overflow of a river and to provide irrigation for farm-
  lands. Settlements would spring up around the maintance 
  of such constructs, in effect becomming a destination for 
  which roads would be beaten toward.
  Forced
  You may try to force a particular locale in a design just as 
  governments may try to force settlements as well. Very 
  often settlements are built to coincide with natural boons or 
  arise due to neccesity as discussed above, but occasionally 
  it is in someone’s interest to plant a settlement in a par-
  ticular place. These locations still have to follow the basic 
  ideas, but do so in unusual fashion. 
  First, some settlements are constructed at the border 
  between nations or territories. The settlement acts as the 
  eyes and ears of the supporting power. In effect these 
  settlements are built as settlements that support a harvest-
  ing of natural resources; the harvest here is information. 
  
  7
  While they strive to support themselves, settlements such 
  as these are still dependant on imports from outside the 
  area for support. Markets, inns, vendors, find support in 
  these towns providing for the people that which they cannot 
  provide for themselves. 
  Second, some settlements are a part of a larger strategy. 
  By placing and supporting a thriving settlement in one loca-
  tion, one power may be able to block another power from 
  access to resources, territorial claims, or another matter of 
  significance. 
  Resources are often the driving factor in any settlement. 
  Occasionally it happens that some resouces are a “must 
  have” and to acquire it requires intensive support. These 
  sorts of settlements resemble logging camps discussed 
  above. Sometimes, however, the location of the resource 
  isn’t very habitable or accessible by itself. It is too valuable 
  to leave though so those attempting to harvest the mate-
  rial set up shop as close to the material as they can. The 
  distance still has to be manageable, however, which means 
  no great distances. 
  Finally, combining several of the ideas above, some settle-
  ments act as outposts, way stations. They are planted at 
  the edge of an inhospitable region, defining the civilization 
  at the edge of that border and providing the last provisions 
  and spring board into the unknown. 
  Placing A Created Village
  The above points discuss building your village based on 
  what it is near, what could come from a given feature. It can 
  work out just as well in the opposite fashion as well, placing 
  an already created village based on its contents. 
  Distances
  Finally, distances will factor into the placement of villages. 
  Distances from resources as discussed above, but also 
  distances from other settlements. 
  In the Distances topic discussed earlier, we mentioned that 
  settlements are usually 3 miles between each other. Bear 
  in mind the numbers given are averages. They can and will 
  vary slightly between other settlements. Generally, you can 
  expect that smaller settlements will be a bit closer together, 
  enjoying their independance but being close enough to 
  a neighbor for the additional support. Larger settlements 
  which are more capable of self sufficiancy can be further 
  from other settlements because they don’t need the same 
  level of support. 
  Large settlements, like large towns, cities, and metropo-
  lises, will frequently have smaller settlements closer as they 
  seek the protection and access the larger towns possess. 
  
  8
  Amenaties
  Village population also determines what amenities the town 
  naturally supports. Businesses differ in terms of what they 
  need to collect in order to survive which means some es-
  tablishments thrive in sparce conditions while others would 
  flounder. 
  Using the Table
  The table provided here, Table HH-5: Professions and 
  Amenaties, gives a list of common professions and es-
  tablishments sought out in most fantasy campaigns. The 
  numbers accompanying each entry indicate the Popula-
  tion Requirement of the profession, how many residents 
  the town should possess to host at least one businessman 
  of that type. These were figured off of a number sources, 
  namely starting with the tax tables of Paris in the years 
  1292 and 1293. They were then stacked against similar 
  OGL tables to arrive at values that work decently for a fan-
  tasy campaign setting with a realistic twist. 
  The Population Requirement indicates how many people 
  are neccesary in a community to support that individual and 
  their craft, which also translates to likelyhood of that profes-
  sion appearing in a given village. Beggers, for example 
  have a PR of 7; of a village, one out of seven are likely a 
  “begger” or similar sort without income and relying on oth-
  ers. This doesn’t always mean a street begger, though; the 
  kindly hermit that the village sends extra produce to or the 
  listless individual that has settled into the town and does 
  odd jobs and sleeps in a local stable could be beggers for 
  the purposes herein. 
  An innkeeper, for example, requires a general population or 
  foot traffic of 1,300 people to sustain the business. When 
  people live within a half of day’s travel not many folks are 
  going to stop and stay frequently. Even if some local folk 
  end up stranded for a night almost everyone will know ev-
  eryone in the town, meaning that they can find somewhere 
  to stay for an evening pretty easily. Thus, small communi-
  ties of 400 or 500 folks cannot generally support an inn. 
  That said, these communities don’t exist in a vaccum. 
  While that small town by itself couldn’t support an inn, out 
  of a cluster of four or five such towns one of those just 
  might include an inn. Factoring in the population of four 
  towns, each with a population of 400, gives us 1,600 folks, 
  more than enough to support the inn. 
  Without looking at numerous settlements to construct the 
  odds, we can use population to determine the chances a 
  single town has a given establishment. Divide the popula-
  tion of the settlement in question by the Population Re-
  quirement of the establishment; this is the percentage 
  chance the town has the establishment. In the case of our 
  inn, 400 divided by 1,300 gives us a 30% chance of there 
  being an inn in our town, independant of what the make up 
  of surrounding towns looks like.
  The additional columns break down the odds of a particular 
  sort of person appearing in a particular village type. A cleric 
  or clergyman, for example, is 40% likely to appear in a 
  Thorp of 20 people and 80% likely to appear in a Hamlet of 
  40 people.
  Anything listed in excess of 100% indicates the settlement 
  is likely to have multiples of these sorts: a small city of 600 
  people, for example, will have 85 or 86 beggers or gener-
  ally jobless folks, a dozen clergymen, and so on. Of course, 
  these numbers can be tweaked higher based on the quali-
  ties of the settlement or other, story-based, factors. A holy 
  site is more likely to have more clergymen, for example, or 
  a lawless city to have more thieves. Numbers can also be 
  rounded up to include just one more of a given profession 
  as a partner, rival, or whatever the needs dictate. 
  Once you get past small ciities of 600-1000 people, you 
  can generally expect to find at least one individual of a 
  given profession among the citizenry unless there are ex-
  ceptional or particular circumstances in play: a fish monger, 
  for example, is unlikely to appear in a city market that is 
  landlocked without a major body of water for days in any 
  one direction. 
  How Many Establishments? 
  Using Table SHH-3: Population Density and the basic in-
  formation provided therein, we can figure out, roughly, how 
  many buildings are in our village. A little further tweaking 
  will give us the number of establishments. For simplicity’s 
  sake, we’re going to use a small town of 400 adults with a 
  population density of 35 adults/acre for a total size of just 
  over 11 acres. We’ll also say there are a larger number of 
  structures, including barns and storehouses, so we’ll set 
  that to 20/acre. This gives us a grand total of 229 structures 
  that make up our village. 
  What exactly that make up is depends heavily on the sort 
  of local economy that is present. Most areas will be heav-
  ily slanted toward agriculture, with fewer thriving mostly on 
  trade, and fewer than that thriving on tourism and travel. 
  Use the following table, Table SHH-4: Local Economies, to 
  determine the breakdown of structures. 
  
  9
  Table SHH-4: Local Economies
  Primary 
  Income
  Structure Breakdown
  Agriculture 
  88% farm & residence, 10% craftsmen & 
  business, 2% government & religious
  Trade
  80% residence, 14% craftsmen & busi-
  ness, 6% government & religious
  Tourism & 
  Travel
  60% residence, 24% craftsmen & busi-
  ness, 14% government & religious
  Always remember as well; most folks lived within their 
  “establishment”. This is simple for innkeepers of course, but 
  even blacksmiths and merchants simply stayed in a second 
  story or attachment to the business. 
  Using the above settlement with 229 structures and an Ag-
  ricultural background, we would have 202 of the structures 
  as farm and residence related, 22 craftsmen and business-
  es, and 5 government and religious structures. If we switch 
  to a heavier trade base, we would have 183 residences 
  with some, but not much, of that as farm or agricultural. 
  Of the remainder, 32 structures would support businesses 
  and craftsmen, and 14 would house government or church 
  offices. 
  Table SHH-5: Professions and Amenities
  Odds of Appearing In This Village
  Population 
  Requirement 
  (1 per X)
  Thorp (Ave. 
  Pop. 20)
  Hamlet (Ave. 
  Pop. 40)
  Village (Ave. 
  Pop. 130)
  Small Town 
  (Ave. Pop. 
  600)
  Beggers 
  7
  286%
  571%
  1857%
  8571%
  Housewives, Househusbands 
  10
  200%
  400%
  1300%
  6000%
  Laborers 
  10
  200%
  400%
  1300%
  6000%
  Elderly/Infirm 
  12
  167%
  333%
  1083%
  5000%
  Servers (taverns, inns, restaurants) 
  35
  57%
  114%
  371%
  1714%
  Guards (private) 
  50
  40%
  80%
  260%
  1200%
  Clergy members 
  50
  40%
  80%
  260%
  1200%
  Porters 
  60
  33%
  67%
  217%
  1000%
  Peddlers 
  60
  33%
  67%
  217%
  1000%
  Apprentices 
  70
  29%
  57%
  186%
  857%
  Domestic Servants 
  90
  22%
  44%
  144%
  667%
  Sailors 
  100
  20%
  40%
  130%
  600%
  Students 
  100
  20%
  40%
  130%
  600%
  Thieves 
  100
  20%
  40%
  130%
  600%
  Guards (city, governmental) 
  100
  20%
  40%
  130%
  600%
  Journymen 
  100
  20%
  40%
  130%
  600%
  Mercenaries 
  100
  20%
  40%
  130%
  600%
  Furnature Makers 
  120
  17%
  33%
  108%
  500%
  Cobblers 
  120
  17%
  33%
  108%
  500%
  Warehousers 
  125
  16%
  32%
  104%
  480%
  Clothiers, Used 
  125
  16%
  32%
  104%
  480%
  Grocers 
  125
  16%
  32%
  104%
  480%
  Officials 
  150
  13%
  27%
  87%
  400%
  Prostitutes 
  160
  13%
  25%
  81%
  375%
  Launderers 
  160
  13%
  25%
  81%
  375%
  Dairy sellers 
  160
  13%
  25%
  81%
  375%
  
  10
  Furriers 
  160
  13%
  25%
  81%
  375%
  Bricklayers 
  175
  11%
  23%
  74%
  343%
  Weavers 
  200
  10%
  20%
  65%
  300%
  Tailors 
  200
  10%
  20%
  65%
  300%
  Slaves 
  200
  10%
  20%
  65%
  300%
  Livestock merchants 
  200
  10%
  20%
  65%
  300%
  Pages 
  225
  9%
  18%
  58%
  267%
  Drapers 
  250
  8%
  16%
  52%
  240%
  Flowersellers 
  250
  8%
  16%
  52%
  240%
  Guides/touts 
  250
  8%
  16%
  52%
  240%
  Barbers 
  250
  8%
  16%
  52%
  240%
  Basket Makers 
  250
  8%
  16%
  52%
  240%
  Tavern Keepers 
  250
  8%
  16%
  52%
  240%
  Potters 
  250
  8%
  16%
  52%
  240%
  Carpenters 
  250
  8%
  16%
  52%
  240%
  Paper/Parchmentmakers 
  250
  8%
  16%
  52%
  240%
  Wheelwrights 
  275
  7%
  15%
  47%
  218%
  Jewelers 
  300
  7%
  13%
  43%
  200%
  Bakers 
  350
  6%
  11%
  37%
  171%
  Caravaner 
  350
  6%
  11%
  37%
  171%
  Masons 
  350
  6%
  11%
  37%
  171%
  Soapmakers 
  400
  5%
  10%
  33%
  150%
  Cooks 
  450
  4%
  9%
  29%
  133%
  Watercarriers 
  500
  4%
  8%
  26%
  120%
  Traveler 
  500
  4%
  8%
  26%
  120%
  Chandlers 
  500
  4%
  8%
  26%
  120%
  Rat Catchers 
  500
  4%
  8%
  26%
  120%
  Mercers 
  520
  4%
  8%
  25%
  115%
  Coopers 
  520
  4%
  8%
  25%
  115%
  Pawnbroker 
  560
  4%
  7%
  23%
  107%
  Pastry Makers 
  560
  4%
  7%
  23%
  107%
  Engravers 
  560
  4%
  7%
  23%
  107%
  Midwives 
  600
  3%
  7%
  22%
  100%
  Grooms 
  600
  3%
  7%
  22%
  100%
  Wine Merchants 
  620
  3%
  6%
  21%
  97%
  Haberdashers 
  620
  3%
  6%
  21%
  97%
  Silversmiths 
  700
  3%
  6%
  19%
  86%
  Scabbard Makers 
  700
  3%
  6%
  19%
  86%
  Tinkers 
  750
  3%
  5%
  17%
  80%
  Saddlers and Spurriers 
  800
  3%
  5%
  16%
  75%
  Fishmongers 
  800
  3%
  5%
  16%
  75%
  Butchers 
  800
  3%
  5%
  16%
  75%
  Doctors, Unlicensed 
  800
  3%
  5%
  16%
  75%
  Purse Makers 
  850
  2%
  5%
  15%
  71%
  Wool Merchants 
  900
  2%
  4%
  14%
  67%
  Toymakers 
  900
  2%
  4%
  14%
  67%
  
  11
  Blacksmiths 
  900
  2%
  4%
  14%
  67%
  Goldsmiths 
  900
  2%
  4%
  14%
  67%
  Fishers 
  1000
  2%
  4%
  13%
  60%
  Beer Merchants 
  1000
  2%
  4%
  13%
  60%
  Artists 
  1000
  2%
  4%
  13%
  60%
  Nannies, Governesses 
  1000
  2%
  4%
  13%
  60%
  Plasterers 
  1000
  2%
  4%
  13%
  60%
  Herbalists 
  1000
  2%
  4%
  13%
  60%
  Spice Merchants 
  1000
  2%
  4%
  13%
  60%
  Leatherworkers 
  1000
  2%
  4%
  13%
  60%
  Tanners 
  1100
  2%
  4%
  12%
  55%
  Rope Makers 
  1100
  2%
  4%
  12%
  55%
  Buckle Makers 
  1120
  2%
  4%
  12%
  54%
  Harness Makers 
  1200
  2%
  3%
  11%
  50%
  Painters 
  1200
  2%
  3%
  11%
  50%
  Roofers 
  1200
  2%
  3%
  11%
  50%
  Cutlers 
  1200
  2%
  3%
  11%
  50%
  Fullers 
  1200
  2%
  3%
  11%
  50%
  Glaziers 
  1200
  2%
  3%
  11%
  50%
  Woodcarvers 
  1250
  2%
  3%
  10%
  48%
  Woodsellers 
  1250
  2%
  3%
  10%
  48%
  Inn Keepers 
  1300
  2%
  3%
  10%
  46%
  Doctors, Licensed 
  1360
  1%
  3%
  10%
  44%
  Mendicants 
  1400
  1%
  3%
  9%
  43%
  Copyists 
  1500
  1%
  3%
  9%
  40%
  Glass Makers 
  1500
  1%
  3%
  9%
  40%
  Hay Merchants 
  1500
  1%
  3%
  9%
  40%
  Storytellers 
  1500
  1%
  3%
  9%
  40%
  Bathers 
  1500
  1%
  3%
  9%
  40%
  Millers 
  1500
  1%
  3%
  9%
  40%
  Rug Makers 
  1500
  1%
  3%
  9%
  40%
  Sculptors 
  1500
  1%
  3%
  9%
  40%
  Brothel Keepers 
  1500
  1%
  3%
  9%
  40%
  Locksmiths 
  1500
  1%
  3%
  9%
  40%
  Instrument Makers 
  1500
  1%
  3%
  9%
  40%
  Minstrels 
  1600
  1%
  3%
  8%
  38%
  Jongleurs 
  1600
  1%
  3%
  8%
  38%
  Jesters 
  1600
  1%
  3%
  8%
  38%
  Acrobats, Tumblers 
  1600
  1%
  3%
  8%
  38%
  Teachers 
  1650
  1%
  2%
  8%
  36%
  Bleachers 
  1680
  1%
  2%
  8%
  36%
  Shipmakers 
  1700
  1%
  2%
  8%
  35%
  Moneychangers 
  1800
  1%
  2%
  7%
  33%
  Bookbinders 
  1800
  1%
  2%
  7%
  33%
  Vintner 
  1900
  1%
  2%
  7%
  32%
  Glove Makers 
  1900
  1%
  2%
  7%
  32%
  
  12
  Brewers 
  1900
  1%
  2%
  7%
  32%
  Bowyer/Fletchers 
  1900
  1%
  2%
  7%
  32%
  Skinners 
  2000
  1%
  2%
  7%
  30%
  Gardeners 
  2000
  1%
  2%
  7%
  30%
  Booksellers 
  2000
  1%
  2%
  7%
  30%
  Wetnurses 
  2000
  1%
  2%
  7%
  30%
  Sage/scholar 
  2000
  1%
  2%
  7%
  30%
  Girdlers 
  2000
  1%
  2%
  7%
  30%
  Religious souvenir sellers 
  2000
  1%
  2%
  7%
  30%
  Armorers 
  2100
  1%
  2%
  6%
  29%
  Weaponsmiths 
  2100
  1%
  2%
  6%
  29%
  Advocates (lawyers) 
  2200
  1%
  2%
  6%
  27%
  Illuminators 
  2500
  1%
  2%
  5%
  24%
  Tilers 
  2500
  1%
  2%
  5%
  24%
  Perfumer 
  2500
  1%
  2%
  5%
  24%
  Librarians 
  2500
  1%
  2%
  5%
  24%
  Judges 
  2500
  1%
  2%
  5%
  24%
  Historians 
  2500
  1%
  2%
  5%
  24%
  Distillers 
  2500
  1%
  2%
  5%
  24%
  Navel Outfitters 
  3000
  1%
  1%
  4%
  20%
  Writers 
  3000
  1%
  1%
  4%
  20%
  Undertakers 
  3000
  1%
  1%
  4%
  20%
  Satirists 
  3000
  1%
  1%
  4%
  20%
  Potionmakers 
  3000
  1%
  1%
  4%
  20%
  Engineers 
  3000
  1%
  1%
  4%
  20%
  Dentists 
  3000
  1%
  1%
  4%
  20%
  Professors 
  3500
  1%
  1%
  4%
  17%
  Restaurantiers 
  3500
  1%
  1%
  4%
  17%
  Grain Merchants 
  4000
  1%
  1%
  3%
  15%
  Navagators/Pathfounder 
  4000
  1%
  1%
  3%
  15%
  Tax Collectors 
  4000
  1%
  1%
  3%
  15%
  Vestment Makers 
  4000
  1%
  1%
  3%
  15%
  Tobacco merchants 
  4000
  1%
  1%
  3%
  15%
  Taxidermists 
  4000
  1%
  1%
  3%
  15%
  Architects 
  4000
  1%
  1%
  3%
  15%
  Clock Makers 
  4000
  1%
  1%
  3%
  15%
  Astrologers 
  4000
  1%
  1%
  3%
  15%
  Slavers 
  4500
  0%
  1%
  3%
  13%
  Diplomats 
  4500
  0%
  1%
  3%
  13%
  Bankers 
  4500
  0%
  1%
  3%
  13%
  Alchemists 
  4500
  0%
  1%
  3%
  13%
  Town Criers 
  4500
  0%
  1%
  3%
  13%
  Bellmakers 
  5000
  0%
  1%
  3%
  12%
  Cartographers 
  5000
  0%
  1%
  3%
  12%
  Dye Makers 
  5000
  0%
  1%
  3%
  12%
  Inventors 
  6000
  0%
  1%
  2%
  10%
  
  13
  Local Flavor
  The flavor of every locale is different. Environment, politics, 
  lore, all change the attitude of an area. 
  Local Lore
  Table HH-6: Local Lore contains a number of potential 
  notes about the area. Read over them and see if any spark 
  any ideas or randomly select some. Three gives a good 
  number of either seperate hooks or potentially inter-related 
  issues on which to build a story. 
  Rumors
  If small towns are good for anything, it’s rumors. Yet the 
  locals aren’t automatically willing to share their hard earned 
  local lore with just anyone. It generally takes a DC 10 Diplo-
  macy check and 1d4 hours of interacting with locals at the 
  market, in taverns, or elsewhere to earn a rumor, but at 
  the GM’s whim, an NPC might offer up a random (or even 
  specific) rumor at any point during an adventure. Even false 
  rumors may encourage PCs to seek out parts of town or 
  the environs where adventure or trouble awaits. 
  Nonstandard Government
  Occasionally some areas have a non-standard form of gov-
  ernment. The typical assumption of Shadowglade is that 
  villages are led by a mayor, elected periodically or for life 
  or potentially appointed by a larger power, that is generally 
  lawful good, neutral good at worst. 
  The nonstandard government table, Table HH-7: Nonstan-
  dard Government, covers unusual occasions, places where 
  a national power or religion takes center stage over and 
  above the normal flow. 
  Unusual Influances
  Outside even the nonstandard government, there are 
  forces that influance local governments, standard or no. 
  These include supernatural forces as well as natural 
  threats, human and inhuman alike. These are unlikely to be 
  in the center of town calling the shots, but they do influance 
  village policy and could potentially be the real power behind 
  the office, the “official” representative of the village nothing 
  more than a puppet. Likewise, the actions of the outside 
  force could influence village policy from anything mundane 
  such as the banning of certain colors that might offend a 
  beast within the woods to curfews, distrust of folks with par-
  ticularly features such as eye color or unusual height, etc. 
  Table HH-8: Unusual Influences lays out several of these 
  options. 
  Table SHH-6: Local Lore
  1
  A close town is threatening violence for con-
  trol of farmland.
  2
  A local artisan is widely reknowned.
  3
  A local doctor is said to be performing grisley 
  experiments.
  4
  A local feature is purported to have healing 
  powers.
  5
  A local person is suspected of performing 
  magic. 
  6
  A new “secret socioty” is growing in the area.
  7
  A new, henceforth unidentified, creature has 
  been spotted in area.
  8
  A recent action has apparently brought misfor-
  tune upon the village.
  9
  A recent death of a powerful figure has left the 
  area in unrest.
  10
  A reknowned local artisan is really a fraud.
  11
  A resident is organizing a new political power.
  12
  A strange structure appears from time to time 
  in nearby woodlands.
  13
  An iconic murderer was from the area.
  14
  Ancient powerful item said to reside near 
  area.
  15
  Area bandits are becoming more brazen.
  16
  Area barkeep reputed hero.
  17
  Area barkeep reputed villain.
  18
  Area claims to be town of Harvest Moon lore, 
  hotly contested with another town.
  19
  Area good for seeing rare or unusual animals.
  20
  Area has long-held emnity with neighboring 
  area.
  21
  Area home to firebrand witch hunter. 
  22
  Area home to many coincidences.
  23
  Area in trade dispute with nearest major 
  power.
  24
  Area in trade dispute with neighbor.
  25
  Area is abundant with life 
  26
  Area is home to a level 3 Sage of Westmin, 
  who holds regular lessons and lectures.
  27
  Area is infested with insects.
  28
  Area is infested with vermin.
  29
  Area is near a noble’s keep.
  30
  Area is near an abandoned noble’s keep.
  31
  Area is significantly poorer than it would ap-
  pear.
  32
  Area is significantly wealthier than it would 
  appear.
  
  14
  33
  Area is site of altered natural laws.
  34
  Area is sparce of life.
  35
  Area known for extreme devotion to faith.
  36
  Area perpetually bleaker than surrounding 
  areas.
  37
  Area perpetually surrounded by fog/mist/haze.
  38
  Area reputed to have weak moral character.
  39
  Area seems eerily familiar to visitors.
  40
  Area site of former battlefield.
  41
  Area under martial law/soon to be under 
  martial law.
  42
  Area woodlands ravaged in destructive forest 
  fire.
  43
  Area woods said to be home to monsterious 
  beast.
  44
  Cache of rare minerals recently discovered.
  45
  Cannibals are said to reside in the distant 
  hills.
  46
  Cleric was wrongly accused of witchcraft and 
  burned at the stake.
  47
  Clerics common in area.
  48
  Common items scarce in area.
  49
  Community gravesites regularly disturbed.
  50
  Con artists have been active in area, faking 
  animal attacks.
  51
  Con artists have been active in area, faking 
  hauntings.
  52
  Con artists have been active in area, false 
  merchants.
  53
  Con artists have been active in the area, sell-
  ing fake potions & cures.
  54
  Earth tremors occur regularly.
  55
  Evidence surfaces locally challenging Erisla-
  nian Church on Asurik.
  56
  Evidence surfaces locally challenging Erisla-
  nian Church on Erislan.
  57
  Evidence surfaces locally implying an inver-
  sion of Erislan and Asurik’s positions and 
  powers.
  58
  Evidence surfaces locally wherein Asurik por-
  trayed as God of the Dead, Dying, and Death, 
  not God of Killing/Destruction, etc.
  59
  Fighters common in area.
  60
  Former resident became significant leader in 
  Ire.
  61
  Former resident became significant leader in 
  Mir.
  62
  Former resident became significant leader in 
  Northport.
  63
  Former resident became significant leader in 
  Shadowglade.
  64
  Former resident founder/rediscoverer of pa-
  gan faith.
  65
  Former resident had special gift/ability.
  66
  Former resident inventor/mad scientist.
  67
  Former resident was a wise leader, sought 
  after in area.
  68
  Former resident was a witch/warlock.
  69
  Former resident’s cruelty widely known.
  70
  Former resident’s generosity widely known.
  71
  Foul oders in area, linked to caverns.
  72
  Foul oders in area, linked to cemetary.
  73
  Foul oders in area, linked to sewage disposal.
  74
  High ratio of mentally ill or psychotic persons 
  in area.
  75
  Illness in town, concealed.
  76
  Illness in town, obvious.
  77
  Illness in town, over exaggerated.
  78
  Irregular numbers of wild animals around 
  area.
  79
  Lands around area home to rare herbs or vast 
  quantities of beneficial herbs.
  80
  Local area scortched in mysterious fire.
  81
  Local cave is cursed...
  82
  Local cave is home to spirit...
  83
  Local caves contain Ancient Temple to 
  Rheana.
  84
  Local caves contain Ancient Temple to Asurik.
  85
  Local caves contain Ancient Temple to Erislan.
  86
  Local caves contain Ancient Temple to local 
  spirits
  87
  Local caves contain definative proof of 
  Erislanian dogma.
  88
  Local caves contain evidence contradicting 
  Erislanian churches.
  89
  Local caves contain evidence of ancient 
  beasts, monsters.
  90
  Local caves contain feral animal lairs.
  91
  Local caves contain pre-Upheaval carvings.
  92
  Local expansions reveal pre-Upheaval foun-
  dations.
  93
  Local government widely perceievd as cor-
  rupt.
  94
  Local grove is cursed...
  
  15
  95
  Local grove is home to spirit...
  96
  Local home/homesite is cursed...
  97
  Local home/homesite is home to spirit...
  98
  Local lake/pond is cursed...
  99
  Local lake/pond is home to spirit...
  100
  Local leader is a Cleric of Erislan.
  101
  Local leader is believed to be ghost/dead.
  102
  Local leader is believed to be under control of 
  Iber.
  103
  Local leader is believed to be under control of 
  Ire.
  104
  Local leader is believed to be under control of 
  Mir.
  105
  Local leader is believed to be under control of 
  Northport.
  106
  Local leader is believed to be under control of 
  Shadowglade.
  107
  Local leader is believed to be vampire.
  108
  Local leader is believed to be werewolf.
  109
  Local leader is believed to be worshipper of 
  Asurik.
  110
  Local leader is specially gifted.
  111
  Local rock/outcropping is cursed...
  112
  Local rock/outcropping is home to spirit...
  113
  Local tree is cursed...
  114
  Local tree is home to spirit...
  115
  Local waterfall is cursed...
  116
  Local waterfall is home to spirit...
  117
  Majority of folks find the area surprisingly 
  mundane.
  118
  Monsterious insects seen around area.
  119
  Monsterious rodents seen around area.
  120
  Monsterious spiders seen around area.
  121
  Mysterious deaths in area.
  122
  Mysterious destruction/property damage in 
  area.
  123
  Mysterious disappearances of citizens in area.
  124
  Mysterious disappearances of travelers in 
  area.
  125
  Mystics, Darkened Skies sect believe area a 
  layline of mystical/divine power.
  126
  Native residents of the area have a common, 
  hidden, trait.
  127
  Native residents of the area have a common, 
  obvious, trait.
  128
  No blacksmith in area.
  129
  No inn in area.
  130
  Non-Iren female exhibits druidic abilities.
  131
  Population is overwhelmingly female.
  132
  Population is overwhelmingly male.
  133
  Population is overwhelmingly older, aged 50+.
  134
  Population is overwhelmingly young, aged 25 
  or less.
  135
  Population lacks any youth, aged 25 or less.
  136
  Rangers common in area.
  137
  Rarer items unusually common in area.
  138
  Recent assassination attempt has local 
  leader(s) concerned.
  139
  Recent expansion has revealed ancient 
  cemetary/burial grounds.
  140
  Records indicate that this location is home to 
  the grave of an important hero, lost to legend.
  141
  Residents have a poor work ethic.
  142
  Residents have a strong work ethic.
  143
  Residents unusually facinated with magic.
  144
  Residents unusually facinated with undead.
  145
  Residents unusually facinated with alternative 
  faiths.
  146
  Residents unusually facinated with technol-
  ogy.
  147
  Retired Shadowglade official resides in town, 
  reclusive.
  148
  Rightful ruler in area is missing, people are 
  worried about him/her.
  149
  Rightful ruler in area is missing, several vie to 
  fill power vaccuum.
  150
  Rogues common in area.
  151
  Ruined foundations and overgrown structures 
  common in area.
  152
  Rumors persist of dire threats and calamity to 
  befall town.
  153
  Some residents quietly remark about hearing 
  voices in nearby area.
  154
  Something fell to the earth from the skies 
  some time ago.
  155
  Strange beasts seen in area woods.
  156
  Surrounding lands are unduly taxed.
  157
  The local water supply has recently become 
  tainted.
  158
  The local water supply has recently begun to 
  run thin.
  159
  Theivery is rampant in community, but most 
  feature theft of mundane or unusual items.
  160
  There has been an influx of settlers in the 
  area recently.
  
  16
  161
  There is a growing crime problem in the com-
  munity.
  162
  There is a growing rodent infestation in area.
  163
  There is growing malcontent among popula-
  tion.
  164
  There is growing religious tension in the area.
  165
  Travel to area more difficult than similar treks.
  166
  Unexplained famine plagues local crops.
  167
  Unfortunate happenings and dark rumors in 
  the area attributed to myth, legend, and are 
  disregarded.
  168
  Unfortunate happenings and dark rumors in 
  the area dwelled upon by residents.
  169
  Unfortunate happenings and dark rumors in 
  the area seen of harbinger of worse things to 
  come.
  170
  Unliving creatures have been sighted in the 
  area.
  171
  Unusual travelers passed through recently.
  172
  Water is unusually scarce recently.
  173
  Water levels are unusually high recently.
  174
  Wealthy merchants are being killed in their 
  homes.
  175
  Weather patterns harsher in immediate area 
  than in other areas close by.
  Table SHH-7: Nonstandard Government
  1-2
  Cleric, Iberian Church of Erislan
  3
  Iberian Inquisitor
  4
  Ire Warpriest
  5
  Known Torchbearer HQ
  6
  Known Torchbearer, individual
  7
  Known Torchbearer, team (2+)
  8-9
  Clerics, Iren Lord of the Stars
  10-11
  Merchant Guild
  12-13
  Mir Guard
  14-15
  Northport Guard
  16
  Pagan faith
  17-18
  Shadowglade Guard
  19
  Suspected Torchbearer
  20
  Thieves Guild
  Table SHH-8: Unusual Influances
  1
  Asurik Cult. Hidden, violent. Numerous 
  disappearances result of cult rites.
  2
  Asurik Cult. In control of community.
  3
  Asurik Cult. Secretive.
  4
  Asurik Cult. Suspected, suspected members 
  avoided.
  5
  Haunting. Active, replays tragic event.
  6
  Haunting. Active, seeks closure.
  7
  Haunting. Active, seeks vengence.
  8
  Haunting. Active, violent.
  9
  Haunting. Passive, unusual occurances.
  10
  Haunting. Subdued; excessive paranormal activity 
  will awaken.
  11
  Shadow organization. Known, avoided.
  12
  Shadow organization. Suspected.
  13
  Undead. Intelligent.
  14
  Undead. Lore.
  15
  Undead. Scavengers, ghouls.
  16
  Vampyre. Hidden.
  17
  Vampyre. Known, controlling.
  18
  Vampyre. Known, reclusive.
  19
  Vampyre. Suspected.
  20
  Witch/Warlock. Beneficial to community.
  21
  Witch/Warlock. In actual control of community.
  22
  Witch/Warlock. Known, avoided.
  23
  Witch/Warlock. Suspected, ostrisized.
  24
  Witch/Warlock. Unknown, plotting.
  25
  Wyre, Clan. Active in local affairs, dominates.
  26
  Wyre, Clan. Stays out of local politics.
  27
  Wyre, Clan. Supportive of local affairs.
  28
  Wyre, Clan. Suspected, ostrisized.
  29
  Wyre, Exiled. Active in local affairs, dominates.
  30
  Wyre, Exiled. Raids local farms, homes.
  31
  Wyre, Exiled. Retreats to area. 
  32
  Wyre, Outcast. Fed offerings of animals monthly.
  33
  Wyre, Outcast. Fed offerings of citizen(s) monthly.
  34
  Wyre, Outcast. Feeds periodically.
  
  17
  Trust in a Small Town
  In the realm of Shadowglade the PCs spend quite a bit of 
  time interacting with and exploring the small towns that dot 
  the countryside. Unfortunately, as strangers to the town, 
  often during a particularly bad time, they aren’t initially trust-
  ed. Yet as the days roll by, they are faced with numerous 
  opportunities to build upon the town’s trust and, eventually, 
  become well liked by the citizens, earning discounts on 
  purchases, free room and board, or perhaps even greater 
  rewards for their good deeds.
  Trust
  A town’s overall trust in the PCs is expressed by a numeri-
  cal value-a Trust score. This score is shared by the entire 
  party-acts of individual members can affect this total just 
  as surely as acts the entire group takes part in. When the 
  characters arrive in town, the PCs have a Trust score of 
  20. They can raise their Trust score by doing good deeds, 
  respecting the townsfolk, or completing quests.
  Losing Trust
  In addition to certain events in an adventure, there are 
  three general ways the PCs can lose Trust points.
  Outsiders: Frequently these small towns are beset by their 
  own troubles, with which they want no outsiders involved 
  for fear of shame, meddling, or any other reason. While 
  such a state exists, the PCs lose 1 point of Trust at sun-
  down should they remain in the village.
  Obvious Crime: While rumors and whispers of PCs com-
  mitting crimes are not enough to lower their Trust score 
  (their delight at the opportunity to spread such rumors 
  somewhat offsets this for the locals), every time a PC 
  openly commits a crime in town, the group loses 3 points 
  of Trust. If the crime is particularly violent, the point loss is 
  doubled.
  Townsfolk Deaths: Each time a citizen dies under ques-
  tionable (unnatural) circumstances, the PCs lose 1 Trust 
  point. If the PCs are obviously and directly responsible for 
  the death, or made to appear that way, they lose 6 Trust 
  points.
  Effects of Trust
  The table below summarizes the effects of Trust as the PCs 
  accumulate or lose points.
  Trust Score: This value indicates the party’s current Trust 
  score.
  Purchase Price: This lists the surcharge (if a positive 
  value) or discount (if a negative value) the PCs get to all 
  purchases in excess of 10 gp made within the village.
  Diplomacy Modifier: This lists the penalty or bonus that 
  the PCs gain on all Diplomacy checks made in town when 
  interacting with citizens.
  Reaction: This column lists a specific reaction or reward 
  that the town grants to the PCs upon reaching that level of 
  Trust.
  With the exception of “Angry Mob” (which only occurs at the 
  lowest level of Trust, and goes away as soon as the PCs 
  work their way out of this level of distrust), reactions are 
  cumulative.
  A party that gains the maximum Trust possible gains the 
  benefit of all the positive reactions.
  XP Reward: Award this to the party the first time they reach 
  this level of Trust.
  Angry Mob: If the PCs’ Trust score drops to 0, they 
  become hated in the village - unless they accomplish a 
  great deed or completely disguise themselves, they can 
  no longer gain Trust points in town. No one in town will 
  sell anything to them, and all Diplomacy checks involving 
  citizens automatically fail. Worse, if the PCs don’t quickly 
  leave town, an angry mob is bound to form soon with the 
  intent to capture and imprison the PCs. In a best-case sce-
  nario, the mob simply runs the hated PCs out of town, but 
  at the GM’s whim, the mob might simply cut to the chase 
  and lynch them all. 
  Friendly Locals: Most locals smile and greet the PCs by 
  name when they cross paths on the street. Children are of-
  ten seen pretending to be heroes similar to the PCs, while 
  Table SHH-9: Trust
  Trust Score
  Purchase Price
  Diplomacy Modifier
  Reaction
  XP Reward
  0 (Hated)
  Not Applicable
  Not Applicable
  Angry Mob
  –
  1-15 (Loathed)
  +20%
  -4
  –
  –
  16-20 (Disliked)
  +10%
  -2
  –
  –
  21-25 (Neutral)
  –
  +0
  –
  –
  26-30 (Liked)
  -5%
  +2
  Friendly locals
  400
  31-35 (Trusted)
  -10%
  +4
  Free healing
  800
  36 or higher (Admired)
  -20%
  +6
  Cohort
  1,200
  
  18
  the PCs themselves might find villagers willing to buy them 
  a drink at the tavern, invite them to dinner, or even steal 
  them away for a romantic encounter. The specific awards 
  of this level will vary, from gifts of minor items at the local 
  store to free room and board at the local inn.
  Free Healing: At this point the town’s head priest offers the 
  PCs healing free of charge as long as they’re in town - he’ll 
  only charge for expensive material components for any 
  spells he casts for them.
  Cohort: At the highest level of trust, the PCs can gain the 
  direct aid of some of the town’s more powerful NPCs.
  The sheriff might agree to accompany them on an adven-
  ture for the sake of the town, for example. Exactly how this 
  benefit plays out is up to the GM. (Chapter 9 of the Path-
  finder RPG GameMastery Guide provides dozens of NPC 
  stat blocks for just such occasions.)
  Optional Rules for Trust
  Above are the basic rules for trust and their own mechan-
  ics, reproduced for convienience as it is a wonderful system 
  for this campaign setting. Ahead are a number of optional 
  rules for handling Trust in Shadowglade particularly. These 
  are not all neccesary to use the basic trust rules, just differ-
  ent methods to use trust including methods by which trust 
  may begin higher or lower than the neutral twenty. 
  Should an effect elevate trust to a new stage by virtue of 
  starting effects, such as party makeup or an initially higher 
  community trust to begin with, it is recommended that the 
  party not be awarded the experiance points for “reaching” 
  that level of trust. 
  However, should circumstances erode the party’s trust in 
  the community and, through their own actions, they can 
  earn that trust back it is perfectly acceptable to reward 
  them then. The important thing is to not hand out experi-
  ence simply because circumstances started the party with 
  an elevated trust level. 
   
  Different Kinds of Trust (Optional Rules)
  Trust varies. What impacts trust varies by the community, 
  determined by their views, goals, and social moores. Ahead 
  are some different communities and the trust they could 
  require. Note, many of these are penalties for actions; each 
  adventure should award trust as approriate to the nature of 
  their actions and the community make up. 
  Pious A pious community’s faith is inseparable from their 
  identity. As such, anyone who shares their faith is welcome 
  while anyone who does not is looked at askance. Likewise, 
  actions taken that promote their faith, ideals, or morals 
  are looked on favorably whereas actions taken that con-
  tradict their faith are looked down upon or potentially bring 
  more dire consequences. This can include mundane faiths 
  and rituals such as prayers before a community meeting 
  or meal or observing certain days or holidays. This also 
  includes more important, or more morally questionable ac-
  tions; the Salem Witch Trial, for example, was a religiously 
  and community driven act where accusations were taken at 
  face value and prosecuting “witches” was a moral impera-
  tive.
     Blasphemy: A party member committing an obvious act of 
  blasphemy costs the party up to 6 Trust points.
     Contradictory Action: Performing an action that contradicts 
  the faith, or refusing to engage in a community act meant 
  to bolster or pay homage to the faith can cost the party 
  between 1 and 3 Trust.
     Obviously Different Faith: At sunset of each day, the party 
  loses 1 Trust if they harbor a member of an obviously dif-
  ferent faith or if their difference of faith becomes known.
     One of the Flock: Whenever a party member publicly hon-
  ors a tradition of the faith for the first time, the party earns 
  1 Trust.
     One Of Us: The party begins with an additional 3 Trust 
  per party member who is an obvious adherant to the local 
  faith.
  Notorious Notorious communities are dens of scum and 
  villainy, but there is still honor among thieves. They gauge 
  their trust and loyalty based on the words, deeds, and as-
  sociations of someone, not vague ideals and not abstract 
  laws. When you are accepted as a part of such a commu-
  nity you are family, but once you have earned the emnity of 
  these groups may the heavens have mercy on your soul.
     Cross the Line: Business is business, this the community 
  understands. But going after family is another matter en-
  tirely. Should the party become responsible for the death 
  of a community member, especially while pursuing the 
  law, they have crossed the line and lose between 6 and 
  10 Trust.
     Johnny Law: At sunset of each day, the party loses 1 Trust 
  if a member is of an obviously lawful alignment or a mem-
  ber of an obviously lawful organization.
     Not Bad: Whenever a party member publicly stands up for 
  the community or predominant family for the first time, the 
  party earns 1 Trust.
     Smell A Rat: Should a party member take an action 
  grounded in a lawful stance to the detriment of a member 
  of the community, the party loses between 1 and 3 Trust.
     You’re Alright: Whenever a lawful or good character al-
  lows a minor indiscretion to “slide” for the first time, the 
  
  19
  party earns 1 Trust and does not incur a loss of Trust at 
  sundown for harboring a lawful character.
  Others
  Many other communities take different aspects of life quite 
  seriously. These aspects can color the community’s ability 
  to trust others, especially outsiders. Feel free to explore 
  a variety of communities and develop similar concerns as 
  appropriate. 
  Singular Trust (Optional Rules)
  Trust is intended to represent the faith the community has 
  in the party. For a group with a diverse makeup, however, 
  it may work out that every person has a unique disposition 
  and with it acceptance in the community. 
  Under these rules, each party member tracks their own 
  trust. Initial effects that elevate the party’s trust elevate all 
  member’s individual trust. Effects that alter trust increase or 
  decrease the trust of the individual and raise or lower the 
  trust of the rest of the party by 1/2 the amount, rounded up.
  Home Field Advantage (Optional Rules)
  This rule is appropriate for singular trust optional rules. 
  Characters who grew up in towns or neighborhoods are 
  more apt to be more welcome. Unless the character has 
  a particularly dark background, consider that character’s 
  starting trust in the city or neighborhood of their origin to be 
  higher. Use the following chart to determine starting trust 
  levels.
  Table SHH-10: Home Field Advantage Trust
  Alignment
  Trust Modifier
  Lawful Good
  +6
  Good
  +5
  Chaotic Good
  +4
  Lawful Neutral
  +3
  True Neutral
  +2
  Chaotic Neutral
  +1
  Lawful Evil
  +0
  Evil
  -1
  Chaotic Evil
  -2
  Please note: lawful evil is tolerated and not penalized only 
  because the characer is known; while the community may 
  not like the individual, they know what to expect of them 
  and trust that, while they might do despicable things, they 
  are less likely to break any laws. 
  When not using singular trust rules, average the modifier 
  for the whole of the party to track the response of the town 
  to the group as a whole. 
  Society & Trust (Optional Rules)
  When using settlement traits and qualities in your campaign 
  setting, consider tying Trust to the settlement’s Society 
  score. A positive Society is more friendly and welcoming, 
  easing new travelers into a community and adding the 
  communty’s Society to the initial Trust score, whereas a 
  negative score lowers that initial Trust, representing a more 
  close-minded community less interested in outsiders.
  Troublemakers (Optional Rules)
  Accusations are a terrible thing, especially in small town 
  life. Those making accusations, especially those that seem 
  unfounded, run the risk of alienating the populace and 
  bringing the community’s wrath down upon them.
  Whenever the party would interact with NPCs in the com-
  munity and attempt to turn the community against an indi-
  vidual, the community’s trust plays an important factor. The 
  Diplomacy modifier as a result of trust levels speaks to how 
  much the community believes the party, but comparative 
  trust determines what happens after. 
  When the party makes an accusation against a community 
  member, the community member is always assumed to 
  have greater trust than the party; this person grew up in the 
  town, has been a resident for a significant amount of time, 
  etc. Thus, calling out a community member with what the 
  community believes to be false accusations can be dam-
  aging. Failure of any Diplomacy check made to negatively 
  alter the attitude of community members about one of their 
  own results in a loss of 1 to 3 Trust. 
  Outsiders are a bit of a different story, but not by much. 
  Comparative trust plays a greater role here: when making 
  an accusation about an outsider the community weighs its 
  own trust in both sides. Challenging an outsider with a high-
  er trust is dangerous and can result in the loss of several 
  trust points, 2 to 5, as the party appears to be instigating 
  and bringing outside matters into the community. Challeng-
  ing an outsider with lower trust is less dangerous overall, 
  as similar failures lower trust by 1 or 2 points, but the trade 
  off is the other outsider earns trust by the same margin. 
  Thus, multiple, unfounded, accusations against an outsider 
  of lower trust could quickly cause the town to turn as they 
  place less trust in the party and more trust in the other out-
  sider who is being unfairly persecuted. 
  In neither case is trust rewarded for success; such circum-
  stances either award their own success in protecting the 
  town or are terribly unfortunate events in the first place that 
  no one in town would want to see come to pass anyway. 
  
  20
  Additional Settlement 
  Features
  The Pathfinder Gamemastery Guide introduced the 
  Settlement Stat Block and associated features, indicating 
  special or unique modifiers to the area. Perhaps, because 
  of the shadow council of thieves who run the city it is easier 
  to bribe folks, or because of the good will of the community 
  strangers are more welcome. 
  Ahead are some additional features rooted in Shadow-
  glade’s environment and rules provided herein but ultimate-
  ly suitable for almost any campaign setting.
  Settlement Government
  Garrisoned: The settlement is home to a military or mer-
  cenary garison who oversee the law of the land. (Law +4; 
  Crime and Society -2; - 5 Danger)
  Guilded: The settlement is overseen by a consortium of 
  guilds whose first interests are always to protect their prof-
  its. (Corruption and Economy +3; Law and Society -3)
  Settlement Qualities
  Black Market: The settlement is home to an unspoken 
  but well known black market. (+2 Crime, Economy, Lore; 
  Society -2)
  Friendly: The settlement is genuinely friendly and open. 
  (+2 Society; -2 Crime)
  Isolated: The settlement is isolated, by choice or environ-
  ment. (-2 Economy, -5 Trust)
  Open Society: The settlement, while not directly friendly, 
  is an open book with no secrets to speak of. (+2 Lore and 
  Society; -2 Law)
  Trade Stop: The settlement exists along a trade route. The 
  actual residential level is quite low, but because of the influx 
  of travelers it is capable of supporting a more diverse group 
  of trades and craftsmen. (+2 Economy, add 1000 to the 
  population when determining supportable professions and 
  amenities)
  Character Traits
  Characters interact with these small communities; many of 
  them will hail from such small burgs. Consider offering the 
  following traits when using these included rules. 
  • One Of Those Faces
     You have “one of those faces” that people can’t seem to 
  resist.
     Benefit: Whenever the party would gain Trust, they gain 1 
  additional Trust point. 
  • Razzle-Dazzle
     Your big city ways confuse and awe the quiet country folk. 
     Prerequisite: cityfolk race
     Benefit: Because of the curiosity of your visit, you do not 
  suffer the penalties of being “disliked” in a community. Lo-
  cals want to learn more about you, even if you are off-put-
  ting. Further stages of negative trust still apply however.
  • Small Town Kid
     You grew up in a small town and understand the struggles 
  these people face. While traveling, you have a way of 
  speaking with and interacting with these folks that allys 
  their fears. 
     Benefit: At sundown your character’s presence out-
  weighs the effect of up to one other party member should 
  the group otherwise lose trust with the community. For 
  example if a lawful member is in the party while visiting a 
  notorious community, your presense prevents the party 
  from losing a Trust point. If there are two lawful members 
  of the party, however, you still lose the one point. 
  
  21
  Old Nobside Reserve
  LN small town
  Corruption -2; Crime +0; Economy +0; Law +0; Lore +0; 
  Society +0
  Qualities Holy site, pious
  Danger +0
  DEMOGRAPHICS
  Go vernment Council (appointed officials with elected 
  mayor)
  Po pulation 1528; Size 44 sq. acres, 748 structures
  Noteable NPCs 
     Kendrick Guyett Former Iren cleric, now mayor-elect 
  (male cityfolk cleric5/expert2);
     Dane Benet Retired Shadowglade Knightguard captain 
  (male normalfolk fighter5/expert1)
  MARKETPLACE
  Base Value 10,000 gp; Purchase Limit 60,000 gp
  Old Nobside Reserve, also called Old Nob, is something of 
  a tourist town several miles from the southern coast in the 
  Midlands. A bustling city of about 1600 folks, it is a through-
  point for the smaller villages deeper into the woods as well 
  as a destination for the faithful. 
  The city is home to a spring said to perform miraculous 
  wonders in the name of Erislan. A point of pride for the 
  Iberian Church to the Lord of the Stars, the spring is one 
  of their few mainland havens for the faith. Here they have 
  errected a number of public bath houses, free to all though 
  supported by generous donations by patrons. They are a 
  popular stop for weary merchants on their way through to 
  the darker woodlands and a mecca of sorts for those who 
  cannot make the trek to Ire itself. 
  The city is governed by a former Iren cleric, Kendrick Guy-
  ett (male cityfolk cleric5/expert2), a stern and proud man 
  who governs the city by the laws of Erislan. 
  As a result of both the shrine and their mayor-elect, the 
  city is a pious and just city. Crime is low, corruption non-ex-
  istant, and the people fair and just. 
  Old Nob isn’t exactly the warmest of cities, however. Many 
  of the residents have adopted the stoic ways of their leader 
  and a certain strict interpretation of the church doctrine. 
  Men and young boys of the city are a serious lot, rarely 
  cracking a smile in public. They carry about their lives in an 
  incredibly regimented fashion, refusing to deviate from their 
  daily schedules. The women of the city are likewise rigid, 
  adopting many of the niches of Iren women, tending to the 
  homestead and flocks, education, and basic management 
  of the city.
  Residents of particular interest include the reclusive Dane 
  Benet, a retired Shadowglade knightguard officer. Little is 
  known about the man except that he maintains an apart-
  ment in the city, but he is rarely seen there. Some believe 
  he is there to keep an eye on Guyett for his home city, 
  others assume there must be something about the shrine 
  that intrigues the enigmatic Order of the Ebon Throne. On 
  the rare occasion he is questioned about it, however, Benet 
  simply smiles and recommends the questioner have a rest 
  at one of the many bath houses the city is famous for.
  Trust In Old Nobside
  Old Nob is a town dedicated to worship of Erislan. As a 
  pious town under the rule of a former Iren cleric, law and 
  order are the primary focus for the citizenry. As a tourist 
  destination they have tempered their expectations slightly 
  but prefer outsiders leave as quickly as possible. The fol-
  lowing matters will affect trust in the town.
     Eyes of the Cleric: Iren law is stern, as is Kendrick Guyett. 
  At sunrise, the party loses 1 Trust if a member of the party 
  is of a chaotic alignment. 
     Overstayed Welcome: On the fourth morning the party re-
  mains in town, and on every morning thereafter, the party 
  loses 1 Trust unless Liked. 
     Welcome Guest: At sunrise, the party gains 1 Trust if a 
  member of the party is of Iren heritage. 
  
  22
  Legend of the Springs
  The story goes that many years ago, around the time of the 
  Nights of Ember Rain when the drought choked the land, 
  a young man had settled near the springs. Day in and day 
  out he worked the fields, but without the rains the fields 
  were for naught. 
  One night, as he was praying as he did every night be-
  fore bed, the property began to shake and the walls of 
  the house rattled. Rushing outside, the young man was 
  just quick enough to see a brilliant beacon of light shining 
  from the heavens and racing toward his home and prop-
  erty. Seconds later, the bold of light struck the small, rocky 
  outcroppings just beyond his tilled lands. Racing out to see 
  what it was, he found the bolt had dug deep into the rock-
  face and earth, from which sprang a brilliant, clear, clean, 
  flow of water, sweet to the taste and warm to the touch.
  The water would be used through the summer to irrigate 
  his drought-striken fields, which grew fuller and stronger 
  than any he had ever seen before. The crop that fall fed 
  many villages near him, all grateful for the blessings Erislan 
  bestowed upon him. 
  As word spread about the miraculous spring water, more 
  and more people flocked to his farm and, slowly, a village 
  sprang up around it, which continues to grow to this day. 
  Old Nob Spring Water
  Aura faint good; CL -
  Slot – ; Price 30 gp; Weight 1 lb.
  DESCRIPTION
  As holy water, though after consuming a bottle you gain a 
  +3 alchemical bonus on Fortitude saving throws against 
  disease and poison for the next hour. If already infected, 
  you may also make two saving throws (without the +5 bo-
  nus) that day and use the better result.
  While it only “costs” 30 gp per bottle, the amount is the 
  minimum suggested donation to the Iren Church to the Lord 
  of the Stars to take a bottle with you. Only one bottle is al-
  lowed per patron per month, and the clerics managing the 
  dispersal of the waters keep accurate records. As such, a 
  character often only possess one bottle at a time. 
  While it isn’t fully explained, a week after the water has 
  been bottled it begins to lose its potency. For each week 
  after the first, it grants a weaker bonus, starting at +3, then 
  +2, +1, and finally +0, when it is treated as a basic flask of 
  holy water. 
  
  23
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  extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly 
  identified as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts, creatures, characters, 
  stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, 
  poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, 
  enchantments, personalities, teams, personas, likenesses and special 
  abilities; places, locations, environments, creatures, equipment, magical 
  or supernatural abilities or effects, logos, symbols, or graphic designs; 
  and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f ) “Trademark” means the 
  logos, names, mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products contributed 
  to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or 
  “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the 
  Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient rights 
  to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use ny Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element 
  of that Product Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed 
  in another, independent Agreement with the owner of such Trademark or 
  Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License.
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent
  necessary to make it enforceable.
  15. COPYRIGHT NOTICE
    System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
     A Magical Medieval City Guide (2nd Printing). Copyright 2006, 
  Expeditious Retreat Press; authors Suzi Yee and Joseph Browning.
    Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
    The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
    Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey 
  Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, 
  and Bill Webb; Based on original content from TSR.
    Art of the Duel. Copyright 2008 Sinister Adventures; Author: Craig 
  Shackleton.
    Poltergeist from the Tome of Horrors, Revised. © 2002, Necroman-
  cer Games, Inc.; Author: Scott Greene, based on original material by 
  Lewis Pulsipher.
    Pathfinder Adventure Path #43: Haunting of Harrowstone. Copyright 
  2011, Paizo Publishing, LLC, Author: Michael Kortes
    Shadowglade: Hearth & Home. Copyright 2012 Neo Productions 
  Unlimited, Author Nate Petersen.
  
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Neo Productions Unlimited/Shadowglade - Hearth & Home.pdf