TEXT: COVER
  
  MAGICAL INDUSTRIAL
  REVOLUTION
  A Pre-Apocalyptic Setting Guide
  By Skerples
  This book is about Atlantis before the tide turned. It's about Hyperborea 
  before it vanished between dimensions. It's about Nu Yark Citee before the 
  Mushroom Bombs hit.
  It’s a setting guide to the greatest and most ambitious city in the world: 
  Endon. It's about a world slowly tipping onto its side, and all the interesting 
  things that begin to slide at the start of a revolution. It's about people with 
  grand dreams pushing the boundaries of the possible, and the strange 
  machines and devices they create along the way.
  But mostly, it's about magic.
  This book contains a wealth of information to supplement Role Playing 
  Game campaigns, including:
  • Maps, People, Buildings, Dungeons, Factions, and Villains of Endon
  • Eight Pre-Apocalyptic Innovations
  • Hundreds of Magic Items and Spells
  • Rules for Magical Industry
  • Useful Tools for Urban Campaigns
  • Horrible Monsters and Nightmarish Creatures
  • And much, much more.
  ISBN: 978-1-9992573-1-6
  WWW.COINSANDSCROLLS.BLOGSPOT.COM
   
  
  Published 2019
  Magical Industrial Revolution: A Pre-Apocalyptic Setting Guide
  Written by Skerples ◊ coinsandscrolls.blogspot.com
  Editing and Layout by David Shugars ◊ gmdk.org
  Editing by Fiona Geist ◊ twitter.com/coilingoracle
  Cover Art by Luka Rejec ◊ lukarejec.com
  Interior Art by
  Jonathan Newell ◊ bearded-devil.com
  Logan Stahl ◊ lil-tachyon.tumblr.com
  Luka Rejec ◊ lukarejec.com
  Additional public domain art from the British Library Collection, Oldbookillstrations.com,
  Project Gutenberg, the Public Domain Review, Zeno.org, and personal scans.
  ISBN 978-1-9992573-1-6
  Original magic paradigm (pg. 69) sketched by Arnold Kemp ◊ goblinpunch.blogspot.com
  Penny dreadful titles (pg. 47) compiled by Joseph Manola ◊ udan-adan.blogspot.com
  Some unique spell names (pg. 83) suggested by Janelle Shane’s neural network ◊ aiweirdness.com
  Some jokes from Boff! Magazine suggested by G. R. Michael.
  Special Thanks to:
  Arnold Kemp ◊ goblinpunch.blogspot.com
  Chris McDowall ◊ www.bastionland.com
  Chris Ramdeen ◊ pathikablog.com
  Joseph Manola ◊ udan-adan.blogspot.com
  Michael Prescott ◊ blog.trilemma.com
  Rattlemayne ◊ toadrpg.blogspot.com
  Zachary Cox ◊ soulmuppet.co.uk
  And all the playtesters, proofreaders, and supporters.
  Thank you to the Patrons for your support.
  Keep on being weird.
  This PDF makes use of layers for the option of a more print-friendly design.
  To hide art, disable the “Art” layer.
   
  
  Introduction
  Innovations & Tempo
  The City of Endon
  Map
  Important Locations
  1d100 Buildings in Endon
  Weather in Endon
  1d100 Random Encounters
  Condensed Random Encounters
  Rambles
  Innovations
  1. Miles’ Moving Miracles
  2. Room to Live
  3. A World Without Roads
  4. True Polymorph
  5. A Peaceful City
  6. Conjured Workforce
  7. Coal & Iron
  8. The Power of Creation
  1d20 Apocalyptic Omens
  Services in Endon
  Justice in Endon
  Illegal Spells
  The Army
  Healing in Endon
  1d20 Magical Diseases
  Accommodation in Endon
  Transportation in Endon
  Newspapers in Endon
  Social Classes
  The Poor
  The Lower Class
  The Middle Class
  The Upper Class
  Ministers of Endon
  Scandals
  The Monarch
  Rewards of the Monarch
  The Season
  The Social Calendar
  8 Deadly Sins
  Carousing
  Magical Industry
  Price List
  The Paradigm
  Magical Industrial Equipment
  Designing New Equipment
  Magical Explosions
  Periodic Table of Spells
  1d50 Generic Low Level Spells
  1d50 Unique Low Level Spells
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  1d50 Discount Spells
  Buying Spells
  Selling Spells
  Reputable Firms
  Disreputable Wizards
  Unsolved Problems
  Magic Items
  1d100 Minor Magic Items
  1d20 Magic Potions
  1d20 Minor Magic Weapons
  1d100 Magic Weapons
  Prosthetics
  Citizens of Endon
  1d100 NPCs and Rumours
  1d100 Wizards or Nobles
  Useful NPCs
  The Mob
  Thieves and Urchins
  Scoundrels
  Rivals & Villains
  Wrongs and Injustices
  Menagerie
  Elsewhere Creatures
  Elsewhere Rifts
  Exotic & Nightmarish Creatures
  Gel Knights
  Mild Dogs
  The Ghost Whale of Endon
  Skeletons
  Speaking Rat Society
  Stray Spells
  1d100 Skeleton Variants
  Thaumorivic Eels
  Tunnel Trolls
  Dungeons
  The Catacombs
  The Bells of St. Bristow
  The Biggest Aspidistra in the World
  Generic Dwellings
  Wonder-Mansion Generator
  Appendices
  Reasons to Visit Endon
  1d20 Generic Plots
  1d20 Lectures at Loxdon College
  1d20 Plays & Operas
  Index
  Bibliography
  Inspirational Media
  I Search The Body
  Pre-Session Checklist
  Solve My Problems Sheet
  TABLE OF CONTENTS
   
  
  INTRODUCTION
  This book is about Atlantis before the tide turned.
  It’s about Hyperborea before it vanished between
  dimensions. It’s about Nu Yark Citee before the
  Mushroom Bombs hit.
  It’s a setting guide to the greatest and most ambitious
  city in the world: Endon. It’s about a world slowly
  tipping onto its side, and all the interesting things that
  begin to slide at the start of a revolution. It’s about
  people with grand dreams pushing the boundaries of
  the possible, and the strange machines and devices
  they create along the way.
  But mostly, it’s about magic.
  PASTORAL WIZARDRY
  In most fantasy worlds, magic is just... present. You can
  buy potions at the local artisanal potion-seller’s stall.
  You can train under a lone and eccentric archmage.
  Wizards might be common, but they aren’t changing
  the world. In some games, you can pick through the
  ruins of vast magically sophisticated civilizations
  who, for whatever reason, Went Too Far; a magical
  post-apocalyptic wasteland overgrown and forgotten.
  CONSTANT CHANGE
  Most settings are fixed, stable things. Institutions are
  sturdy. Technology is stagnant or predictable. Cities
  don’t change. This book isn’t about a setting’s end-
  point. It’s about a process—the transition between two
  eras; from a late renaissance world of castles, fields,
  and farmers to an industrialized world of factories,
  cities, and power. Progress from one era to another
  will not be smooth, easy, or linear. The whole thing
  might explode, collapse, or veer towards madness.
  BEFORE YOU BEGIN
  Read the entire book. Makes notes on things you
  like and don’t like. Print a copy of the Pre-Session
  Checklist (pg. 151), the Solve My Problems Sheet
  (pg. 152), and the Main Map (pg. 8).
  WRITE IN THIS BOOK
  Seriously. There are nice wide margins and lots of
  white space. The Tempo symbols (¤) are checkboxes.
  Circle things, add NPC names, and draw pictures. If
  you write new content, tear the binding apart and
  staple in new pages. This book is designed to be
  used. If you want a pretty object to put on your shelf,
  buy a second copy. Alternatively, write in pencil or
  use sticky-notes and tabs.
  WHAT IS ENDON FOR?
  Endon is an outlier. It’s a few decades or centuries
  ahead of the curve. This isn’t necessarily a good thing.
  Endon’s rise is like a firework: lots of glitter and sparks,
  but fundamentally unstable. This book is about a
  pre-apocalyptic setting; something’s going to give. It
  doesn’t have to make sense forever because it’s not
  going to last forever; it’s a violently unstable brew.
  Until it all falls apart (possibly taking the rest of the
  region/continent/world with it), Endon is the place to:
  • Buy the latest fashions.
  • Buy the most potent weapons.
  • Meet the most elegant, refined, beautiful,
  seductive, poetic, educated, etc., people.
  • Meet people from any part of the world.
  • Sell magic items for the most money.
  • Get leads on the most profitable ventures.
  If you have a problem, if no other generic medieval
  fantasy city can help, if you can find it, maybe you
  can reach Endon. Just make sure to look both ways
  before crossing the street.
  Send your players there to solve an unrelated problem
  and see what they do. Drop rumours of Endon into
  generic medieval villages; a city lit by a thousand
  ever-burning lamps, a city where actresses dance
  with kings and even the poor eat steak. Some other
  reasons are listed on pp. 143–145.
  The Solve My Problems Sheet (pg. 152) lists interesting
  problems Endon can solve, with page number
  references. If you don’t like reading books in order,
  start there and dive in.
  If magic is unrestrained in the campaign, D&D
  quickly degenerates into a weird wizard show
  where players get bored quickly, or the referee is
  forced to change the game into a new framework
  which will accommodate what he has created by
  way of player-characters.
  —Gary Gygax, The Strategic Review II, 1976
  The goal is to make Endon a “weird wizard show”
  where the players won’t have time to get bored
  because the world is falling apart around their ears,
  or because they’re too busy making money and
  gaining political power to care. It’s a new, temporary,
  bolt-on framework you can stick into an existing game.
  1
   
  
  Endon is not dangerous in the conventional sense.
  Monsters do not roam the streets (well, at least,
  not frequently). Brigands do not stalk the night
  (unless you go into some of the more dangerous
  neighbourhoods). The city is not necessarily the best
  location for D&D-style adventures. Instead, think of
  it as an adventure hub, a central structure onto
  which any number of conventional or unconventional
  adventures could be attached.
  WHEN IS ENDON?
  “Medieval”, especially “medieval fantasy” seems to
  cover everything from Constantine to Cromwell. Joan
  of Arc, Robin Hood, and Richard the Lionheart all
  happened at approximately the same time; before
  muskets, potatoes, the printing press, and ruffled
  collars, but after togas, orgies, and chariot racing.
  Well, this is Restoration-Georgian-Regency-Victorian
  fantasy. It starts with liberalism and social change
  and ends with the first World War, but it’s more
  focused on the middle bit than the transitions at
  either end. Charles Dickens could meet Sherlock
  Holmes at a coffee shop to discuss the new “going-
  up-and-down-a-bit-and-then-moving-along Gertrude”
  cloth-weaving machine, and then leap out of the way
  of a coal-powered Omni-bus full of soldiers newly
  returned from some poorly thought-out foreign adventure.
  Endon is London. That should be obvious. Not the
  real, historical London but the London of a thousand
  movies and TV series and novels and half-remembered
  anecdotes. If your group is intimately familiar with
  London, then it’s Hong Kong. If your group is
  intimately familiar with both London and Hong Kong
  then it’s New York. If your group is intimately familiar
  with London, Hong Kong, and New York, then what
  the hell are you doing playing RPGs? Clearly you’ve
  got a lot more interesting things to do with your time.
  Maybe you should be the ones writing a book, did you
  ever think of that? No? Well too bad, it’s your job now.
  MAGIC, NOT RELIGION
  This book deals only with magic. No miracles,
  no divine interventions, no holy relics. If there are
  divine figures on high, they’re peering down at Endon
  with concern and amusement, or hiding behind
  Their thrones with Their fingers in Their ears. Some
  gods might enjoy experimenting—some of them are
  notorious for it—but no god enjoys being tested.
  The Church of Endon is a feeble and somewhat
  disreputable institution, vaguely associated with
  charitable works, weekly luncheons, and tutting.
  A THEORY OF MAGIC
  Here’s the state of the art, expanded from the
  original Principia Arcana. For more details, see The
  Paradigm (pg. 69).
  Spells are living creatures. Spells, enchantments,
  ghosts, and souls are all more-or-less the same.
  Souls inhabit a living shell most of the time.
  Weak souls require the living shell to be
  maintained with food, water, air, etc. Strong
  souls, like those of sufficiently magical creatures,
  can ignore biology and physics.
  A wizard’s spells range in intelligence from pond
  scum to ferrets. A spellbook is a menagerie-
  prison. A well-trained brain is a mind-gun loaded
  with spell-bullets. Minor spells, called cantrips,
  infest the wizard’s soul and bind to it. You can
  imagine them as extra, mutated limbs, except
  stuck to the soul and not the body.
  Spells can be bred and trained. Copying a spell is
  difficult and tedious. Enchanting an object
  means convincing a spell to activate more-or-less
  permanently and is exceptionally tricky. Runes
  and engravings can help form a combination
  prison, racetrack, and factory.
  Magical energy is spell food and fuel. It’s
  gunpowder for the mind-bullets. Raw magic
  generates octarine light, the eighth colour. When
  it interacts with normal matter it creates a faint
  purplish-green sparkle or flare.
  Wands are portable brains for storing spells and
  magical energy. Powerful wands can act like a
  magical battery, storing extra charges for a
  wizard. Concentrated magic has a tendency to
  explode.
  Raw magical energy flows from the sun to the
  earth. This is why spells return at dawn and many
  magical effects only last for a single day.
  2
   
  
  THE BEST SET OF BELIEFS
  It’s possible this theory isn’t true. It might even be
  wildly inaccurate. But it does explain most of the
  observable facts and that’s good enough for most
  wizards. After all, Newton knew how gravity worked
  without having the faintest idea of why gravity
  worked. The theory of caloric fluids explains a
  cooling cup of tea and predicts the speed of sound
  in air. Radioactivity had a long and exciting life
  without an explanation; oil prospectors corrected for
  continental drift long before the geologists started
  paying attention to coastlines and fossils.
  So maybe magic will turn out to be caloric corpuscules
  or planes of negative and positive energy. Maybe it
  will be something else entirely. But right now, for the
  purposes of this book, the spells-as-living-creatures
  theory given here is widely accepted.
  BUT MY SETTING...
  World history doesn’t progress evenly. In 1850,
  some areas of the British isles had barely changed
  since 1450, or possibly since 1150. History is lumpy
  and inconvenient. Medieval kingdoms flourish next
  to railroads and telegraph lines. Proper wilderness,
  with nature red in tooth and claw, lurks a few hundred
  miles away from centres of light and civilization.
  If the rest of your setting is generic fantasy medieval
  (or generic fantasy iron age, or classical, or whatever),
  drop Endon in somewhere. Endon is an outlier.
  Maybe it will drag the rest of the world into a new
  era of magical prosperity, and every city in your
  setting will become an Endon, or something like it.
  It’s more likely that it will explode.
  CROSS-REFERENCES
  Wherever possible, names and NPCs aren’t repeated. 
  If you seen a name on a page, chances are it’s the 
  only place that name appears. You don’t need to 
  memorize everyone; later sections don’t assume 
  you’ve read and memorized prior NPCs.
  There’s a downside to this convenience. A GM will 
  need to think about how various NPCs, factions, 
  Innovations, schemes, and developments intersect. 
  The Quick Reference Sheet (pg. 152) will help,
  but it’s up to the GM to make a game set in Endon 
  tangled and complicated.
  MODULARITY
  Think of this book as a Locking European Geometric 
  Object kit. You can build the thing on the box cover 
  using all the pieces, or you can make an entirely new 
  kit, or you can integrate it into an existing kit, box of 
  parts, or display. If you don’t like a section, don’t use 
  that section. Maybe you’re only here for the magic 
  items (pp. 92–105). The entire book is designed to 
  be pulled apart, altered, and recombined.
  IS ENDON ALLEGORICAL?
  Not really. It wasn’t deliberately written about any -isms 
  (from colonialism to capitalism), or global warming, 
  or human rights. If your game is about those things, 
  Endon can supply a suitable backdrop. If this book 
  has any deeper substance, it’s about the human 
  capacity to wreak awful havoc with the best intentions.
  3
   
  
  INNOVATIONS
  There are 8 Innovations in progress in Endon (pp. 20–
  37).
  All Innovations have six Stages:
  1. Initial Innovation
  2. Public Introduction
  3. Widespread Adoption
  4. Scope Alteration
  5. Height of Ambition
  6. Terminal Events
  An Innovation at Stage 1 has a minimal effect on the
  setting. An Innovation at Stage 6 has reached an
  apocalyptic climax and has probably ruined the lives
  of everyone in Endon or the entire world. You don’t
  have to use all the Innovations listed. Feel free to
  write more.
  Every Season (or year, or game session, if you want
  a quicker game), roll 1d6 for each Innovation. If the
  number is greater than the Innovation’s current stage,
  advance that Innovation by one Stage. The easiest
  way is to roll 8d6, then line them up from left to right
  as they landed on the table.
  You don’t need to work every Innovation into every
  session, but if an Innovation has reached Stage 4 or
  5 it should at least be mentioned. This might seem
  overwhelming, but the Pre-Session Checklist (pg. 151)
  should help minimize bookkeeping.
  It will take approximately 6 Seasons for any one
  Innovation to go from Stage 1 to Stage 6.
  TEMPO
  Tempo represents the pace of life and magical
  innovation in Endon. The Tempo starts at 1 (represented
  throughout the text as ¤).
  All Innovations are Stage 3 or above: Tempo is 2 (¤¤).
  All Innovations are Stage 4 or above: Tempo is 3 (¤¤¤).
  As the Tempo increases, the description of some
  areas of Endon, the price of some items, and a few
  other details will change. Look for the ¤ symbol
  throughout the book.
  It’s possible, though unlikely, that the Tempo won’t
  change before one Innovation reaches Stage 6 and
  something apocalyptic happens. This is fine.
  APOCALYPTIC EVENTS
  Putting Endon in your setting puts your setting at
  risk. Whatever destroys the city, the region, or the
  entire planet will be unprecedented in the history of
  the world. Other cities have been destroyed by magic,
  but whatever Endon does will be new, unexpected,
  and catastrophic. The materials and methods used
  by Endon’s wizards are sophisticated without being
  refined. There are no safety manuals, no lessons
  written in blood, no cautionary tales like Chernobyl,
  Bhopal, or Halifax to guide wizards in the new and
  exciting age.
  SAVING THE WORLD
  A traditional method for solving an apocalypse in an
  RPG—or Godzilla film—is crashing another apocalypse
  into it and hope it sorts itself out. Wake up the
  skeleton army and hope they fight the giant space
  crabs. Cancel global warming with nuclear winter.
  Each Innovation has a section on Averting the
  Apocalypse. The ideas listed there are only
  suggestions. Players are welcome to come up with
  unique solutions... or no solutions at all. After all,
  it’s not their job to fix the world. Maybe grabbing
  what they can and catching the first ship out of town
  is the best and most profitable plan.
  4
   
  
  MECHANICAL JARGON
  GM stands for Game Master, the person who runs
  the game, knows some of the rules, and can make
  up the rest as needed.
  PC stands for Player Character, an imaginary person
  run by a player (and usually run into danger).
  NPC stands for Non-Player Character, an imaginary
  person run by the GM.
  XP stands for Experience Points, the traditional
  measure of a character’s progress.
  HD stands for Hit Dice, usually d8s, that are rolled
  to determine a creature HP. HD are often roughly
  equivalent to a creature’s danger level in combat.
  HP stands for Hit Points, the measure of damage a
  creature can take.
  Sometimes in the text, an effect might call for a
  Save. The exact mechanics will vary based on the
  system the game uses. Enough information should
  be provided for a GM to make a judgement call.
  Damage in this book is calibrated around daggers
  dealing 1d6 damage.
  ROLLING DICE
  Dice rolls are listed as “d#”. If you need to roll 1 six-
  sided die, that’s d6. If you need to roll 3 ten-sided
  die and add the results together, that’s 3d10.
  Wherever possible, if a page number reference
  leads to a table, the table’s size is listed. For example,
  the Rumours table (1d100, pg. 107.) To save time,
  you can ask for a player to roll while you flip to the
  appropriate page.
  Some d100 tables have optional d10 subsections.
  For example, it might make sense to roll on the
  Upper Class section of the I Search The Body table
  (1d100, pg. 149) if the unfortunate victim was a
  well-known noble. Roll whatever makes sense.
  ALTERNATIVE XP METHODS
  In most old-school games, XP is awarded based on
  treasure looted and/or monsters killed. This method
  still works in Endon, but consider adding the methods
  listed below:
  1. Gain a level for averting a significant crisis.
  2. Gain a level for inventing something.
  3. Gain a level for getting elected.
  4. Gain a level for getting married.
  CALIBRATING PRICES
  1 gold piece (gp)
  =10 silver pieces (sp)
  =100 copper pieces (cp)
  =(approximately) £1 in 1800
  =(very approximately) $100 modern American.
  The values are within an order of magnitude of
  accurate. Given this information, it should be possible
  to adjust Endon’s currency to suit most systems,
  add new items, or recalibrate prices as needed.
  For example, if a player wants to buy an extraordinarily
  fancy hat, the GM can eyeball a fancy hat’s price at
  $5,000 modern American dollars and charge them 50gp.
  For AD&D or D&D 5th Edition, multiply prices by ~10×.
  5
   
  
  THE CITY OF ENDON
   
  
  THE CITY OF ENDON
  A reeking heap of bricks and mud. The richest city in
  the world (or at least in the region). Medieval taverns
  lean against new square-built warehouses. Endon is
  sophisticated, metropolitan, and powerful.
  ENDONERS ARE HUMANS
  Assuming your setting has humans. If it doesn’t pick
  the nearest, least caricatured, most relatable option.
  The classic generic fantasy races are just humans
  with certain aspects minimized or enhanced;
  funhouse mirrors of ourselves. Elves are us but
  more aesthetically obsessed, arrogant, beautiful,
  in love with nature, and refined. Dwarves are us but
  more industrious, greedy, obsessive, and factional.
  Orcs are us but more brutish, cunning, violent,
  interested in function over form and victory over cost.
  Halflings are us but more sedentary, close-minded,
  gluttonous, and bucolic. Etc, etc.
  So if your pre-apocalyptic city is run by Elves your
  players will say “ah, but it was brought low by the
  arrogance of the Elves”, or the industrial brutishness
  of the Orcs, or the deep-delving greed of the Dwarves,
  or the foolish myopia of the Halflings. The apocalypse
  can be explained away. But if your pre-apocalyptic
  setting is run by humans then the causes of the
  apocalypse can’t be attributed to any one aspect of
  humanity, but a complex and much more interesting
  combination of factors. It’s a better and more
  relatable city if Endoners are “us” and not “them”.
  ENDON IS COSMOPOLITAN
  Every race, creed, profession, and orientation can
  be found in Endon. If something’s in your setting,
  even as a footnote, it can be found here, possibly as
  a solitary example or a curiosity.
  No matter who the PCs are or how they dress they
  won’t attract much attention unless they break the
  law. The city is simply too diverse.
  ENDON IS COMPLICATED
  Endoners, as a rule, dislike Foreigners. They are quick
  to stereotype, mock, and belittle accomplishments
  of any other nation. While they dislike Foreigners in
  general, Endoners often form close and nuanced
  relationships with individuals. All Elves might be
  poncy pointy-eared bastards... but our Dave Wintertree
  is a good lad.
  DELIBERATE OVERLAP
  Endon’s society is based on the real world for
  maximum media compatibility. If you read a novel or
  watch a film set in the periods Endon mimics, you can
  directly import plots, NPCs, and circumstances.
  Of course, the real world was—and is—often unfair,
  unpleasant, and inconvenient. Feel free to drop elements
  of Endon’s society, from xenophobia to women not
  having the vote. Nothing catastrophic will break.
  EMERGENCY BACKSTORY
  Here’s as much history as anyone needs to know. To fill
  in the gaps, see the Rambles on pg. 19.
  A thousand years ago, Endon was a tiny military camp
  on a reed-choked river. Five hundred years ago, Endon
  was a rich city surrounded by a great wall, full of medieval
  squalor and feudal cheer. One hundred years ago it
  became the largest and most prosperous city in the region.
  Ten years ago, in one of those odd coincidences of history,
  two things happened at approximately the same time.
  First, an eccentric wizard named Robert Hawkwright
  visited a friend’s textile mill “to see what wool is for,
  anyway.” Hard up for cash, he bet the mill’s owner that
  he could, with the aid of magic, weave more cloth in a
  day than the mill could in a week. Using two trivial
  spells (universal sieve and minor motion), he invented
  a self-carding, self-spinning frame, won the bet, and
  went back to his tower well satisfied. The next day,
  his friend paid him a thousand gold pieces—cash—
  to produce more “Hawkwright frames”. The befuddled
  wizard, who, like many of his profession, had never
  bothered to investigate the dull world of textiles,
  became immensely rich.
  Second, a reclusive foreign wizard named Valentine
  Sims published Principia Arcana, a new book of
  theoretical magic. In obtuse but incontrovertible terms,
  the book explained the nature of spells, wands, scrolls,
  ghosts, and a dozen other seemingly disconnected
  phenomena. It shook the wizarding traditions of the world
  to their foundations (though druids peevishly pointed
  out they’d been saying the same thing for centuries).
  7
   
  
  1. River Burl
  2. Broadham Bridge
  4. Middle Bridge
  5. New Bridge
  11. West Cross
  9. Old Endon Cemetery
  12. Royal Docks
  13. Bank of the Realm
  14. Grim Baliol
  16. Pemsing Prison
  15. Colbraith Square
  18. Royal Palace of Endon
  19. Loxdon College
  20. Grand Docks
  21. St. Nigel’s Workhouse
  22. Needle Circus
  24. Blumsworth Hospital
  6. Haymarket Square
  7. Redding Cross
  8. Grenville Court
  10. Auld Grey Cathedral
  17. Hasselby Court
  23. Monk’s Garden
  8
  25. The Long Mall
  3. Parliament of Endon
   
  
  IMPORTANT LOCATIONS
  Roll 1d12 for a major landmark or 1d20+5 for a location somewhere in the city.
  1. RIVER BURL
  ¤
  Brown, broad. Raw sewage reek. 3d10 muck-picking urchins in any given section.
  ¤¤
  Slicks of glittering octarine dust. Urchins wear stilts or have leprous, mutated legs.
  ¤¤¤
  All the reeds are dead. Thaumovoric Eels (pg. 132) glide, seeking concentrated magic.
  Montgomery Thackeray, eel-seller and smuggler, phlemy voice, has a small boat.
  Grey Alice, cackling fortune-teller and muck-raker fence. Sells dredged goods and corpses.
  2. BROADHAM BRIDGE
  ¤
  Two narrow lanes for carts and foot traffic. Dozens of low arches and old stone posts.
  ¤¤
  Replacement under construction. Broad spans of black iron, like cobwebs or lace.
  ¤¤¤
  New Broadham Bridge. Six lanes held up by cables and wires. A monument to industry.
  Sir Spencer Erevest, architect. Eccentric, chews pens, nervously oversees construction.
  Lawrence Bolinovo, weather-wizard. Studies lightning. Suspiciously excited about the project.
  3. PARLIAMENT OF ENDON
  ¤
  Grand stone structure in brown and grey. Like a cathedral and a palace had a very plain baby.
  ¤¤
  Enchanted clock glows in the dark, can broadcast emergency messages at thunderous volume.
  ¤¤¤
  Large sizzling screens display propaganda and government slogans.
  See: Ministers of Endon (pg. 53).
  4. MIDDLE BRIDGE
  ¤
  Two very narrow lanes surrounded by houses and shops. Trades have a designated time to cross.
  ¤¤
  Houses become more elaborate, palatial. Permit system instituted for cross-river freight traffic.
  ¤¤¤
  Road surface enchanted to move like a conveyor belt. Slightly dangerous but very thrilling.
  McSweeny’s Pies, sells delicious meat pies to passing traffic. Nobody else can get the filling right.
  Lorraine Chambord, famous savant. Watches traffic, can describe and enumerate a day in detail.
  5. NEW BRIDGE
  ¤
  Thin arches of brown and white stone. Section in the middle can be raised to let tall ships pass.
  ¤¤
  New pumping station on the east bank thumps like a heartbeat. Good sewer access.
  ¤¤¤
  Drawbridge replaced with phase bridge of solid light; can appear and disappear instantly.
  John Manturning, warden of the bridge. Very good spyglass. Loves a decent bribe and a roast dinner.
  Fatty Satan, a giant crocodile imported from Foreign Parts. Somehow lives through the winter. Lazy.
  6. HAYMARKET SQUARE
  ¤
  Fashionable theaters, bakeries, shops, salons. Lively in the evening, slightly seedy after midnight.
  ¤¤
  Best place to show off new discoveries for public support. After dark, exciting new prostitutes.
  ¤¤¤
  Lit by sizzling coloured tubes. Telepathy parlours, polymorph sessions, bright sunny drugs and fireworks.
  Mrs. Butterfield, hostess of a daring salon. Coffee, conversation, poetry, music, and fashion.
  Madame Carolyn Cutterlam, supplies high class courtesans. Very good with a throwing knife.
  See: 1d20 Plays and Operas, (pg. 145).
  9
   
  
  7. REDDING CROSS
  ¤
  Large commercial square. Coach houses, banks, cattle pens. Public fountain in the centre.
  ¤¤
  Buildings becomes tall, broad-windowed, gleaming. Multi-story cattle pens and very fast coaches.
  ¤¤¤
  Cattle trade exiled to edge of city. Square is ringed with rich merchants and full warehouses.
  Francis Borthum, greasy import-export manager. Can evaluate just about anything. Smug.
  Titus Goald, frazzled commercial real estate agent. Overworked but surprisingly effective.
  8. GRENVILLE COURT
  ¤
  Broad green trees surrounded by tall old houses. The most fashionable square in the city.
  ¤¤
  New domestic innovations gawked at by envious social climbers. Houses lit day and night.
  ¤¤¤
  No longer fashionable. Houses filled with nouveau riche, squatters, or magical disasters.
  Duke Bellford Buckloon, corpulent eccentric. War hero fifty years ago. Unflappable, respectable.
  Chesbit Nessingham, portrait painter, rake. Portraits said to contain hidden symbols praising or damning.
  9. OLD ENDON CEMETERY
  ¤
  Crammed full. Formerly fashionable, now used to inter paupers in reeking heaps. Crumbling walls.
  ¤¤
  Occasional skeleton risings. Necromancers widely feared but none are ever seen.
  ¤¤¤
  Massive increase in hauntings. Crushing bones is decently paid but dangerous work.
  Sister Elsa Lobstic, maintains register of those interred. Strict, suspicious, but susceptible to a sad story.
  James the Gravedigger, pragmatic, slow, but very good with a shovel. Knows all the secret paths.
  See: Catacombs (pg. 135).
  10. AULD GREY CATHEDRAL
  ¤
  Enormous gothic pile. Glowering gargoyles, cold stone pews, blustering preachers.
  ¤¤
  Attendance drops. Mostly deserted, even on holy days. Catacombs become more lively.
  ¤¤¤
  Magical accident causes half of the cathedral to collapse. Cost of rebuilding endlessly deferred.
  Archbishop Edward Wales, ancient authority. Like five brooms in robes; stick thin and bristly. Worried.
  Janet Sparter, charitable busybody. Raising funds for everything. Inveigles her way into everyone’s lives.
  11. WEST CROSS
  ¤
  Famous intersection of four major streets: Fanigail, Bellingford, Spenth, Sauls Way.
  ¤¤
  Magic lanterns in red (stop) and blue (go) used to direct traffic. Manually operated by hired urchins.
  ¤¤¤
  Magic obelisk added to centre of intersection. Floats 30' in the air, slowly rotates.
  The Fanigail Gang, five street-sweeping urchins. Clean intersections, do gymnastics for pennies.
  Bryan Spackling, warden of the crossing. Authorized to fine and imprison anyone impeding commerce.
  12. ROYAL DOCKS
  ¤
  For the exclusive use of military ships and transports. In practice, anyone with forged paperwork
  ¤¤
  Ships with hulls of iron under construction. Widely mocked as “iron coffins”. Leaky.
  ¤¤¤
  New iron ships float well, carry strange weapons under tarps. Guarded day and night.
  Daisy Jane, boatwoman, sells trinkets to sailors. Round, be-shawled, and cackling. Knows all the ships.
  Harbourmaster Peter Fabian, overtaxed nerves, screams a lot, throws things at subordinates.
  10
   
  
  13. BANK OF THE REALM
  ¤
  Slab-sided ancient fortress. Rumoured hoard of gold; actual hoard of paperwork and bureaucrats.
  ¤¤
  New coins, new taxes, new ways of loaning money to inventors and tracking debtors.
  ¤¤¤
  To showcase Endon’s wealth, the Bank is plated in gold. Electrified, shielded, guarded gold.
  Boswin the Magnificent, ragged bearded vagrant, believes he is a dragon. Mad dreams of gold.
  Loanbroker Amelia, fierce, shrewd negotiator. Licks her lips frequently. Knows everyone’s home address
  14. GRIM BALIOL
  ¤
  High courthouse. Domed heap of marble and bricks. Advocates in wigs, prisoners in chains.
  ¤¤
  Bizarre new cases receive constant publicity. Hawkers out front sell amusing broadsheets.
  ¤¤¤
  Legal system unable to adapt. Courts paralyzed, increasingly arbitrary. Enormous lines.
  See: Justice in Endon (pg. 39).
  15. COLBRAITH SQUARE
  ¤
  Hilly public park. Low-class, crime-riddled. Prostitution, theft, public executions, cheap street food.
  ¤¤
  Completely lawless after dark. Anarchic, decadent. Seedy and tired-looking during the day.
  ¤¤¤
  Designated dumping ground for light magical waste. Piles of rubbish conceal all manner of sins.
  Eddie the Ferret, lunatic, converses with cats, knows odd facts. Accepts meat and clothes as payment.
  Mrs. Gwendolyn Wonce, sharp-tongued procuress and wrangler. Amoral. Not above kidnapping.
  16. PEMSING PRISON
  ¤
  Ancient heap of stone blocks. High narrow windows, one iron gate, yard in the centre. Notorious.
  ¤¤
  Overcrowded. Some cells warded against magic; most rely on starvation, chains, and beatings.
  ¤¤¤
  Executions moved from public view into secret underground chambers. Prison walls warded.
  Warden Bartelby, corpulent, armoured, cunning. Knows the law inside and out. A boxer’s face.
  Red Jack Tay, ancient highwayman trapped by conflicting laws. The prison’s only permanent resident.
  17. HASSELBY COURT
  ¤
  Teetering houses and narrow alleys. A step above a slum. Cheap rooms, cheap beer, free rats.
  ¤¤
  Crowded with new arrivals from distant lands. People sleep ten to a room. Cheap unskilled labour.
  ¤¤¤
  Illegal wizardry in locked rooms and damp basements. Suspiciously organized rats.
  Thermopylae Cruft, race-fixer, horse thief, liquor smuggler. Always has a good tip for the right price.
  Dark Arianne, street-seller of dubious potions, back-alley medicine, and curious pornography.
  18. ROYAL PALACE OF ENDON
  ¤
  Official residence of the Monarch, King Harold II. Miscellany of huge stone towers.
  ¤¤
  New copper-roofed towers. Inside, new renovations and innovations. Filters for the river’s stink.
  ¤¤¤
  Palace slowly being rebuilt in sparkling white marble. Ruinously expensive. A fantasy castle.
  See: The Monarch (pg. 55).
  11
   
  
  19. LOXDON COLLEGE
  ¤
  Bricks, dust, and narrow lanes. Drunk students in black robes. One thousand learned scholars.
  ¤¤
  Dubious new subjects of “biology” and “engineering” added to law, magic, and history.
  ¤¤¤
  More female students admitted. Occasional riots. Glittering new buildings for aging faculty.
  Professor Runcible, lecturer on history. Eyebrows like ferns. Knows all the old ways. Distractable.
  The Ergot Club, student league, always good for causing trouble, gambling, drinking, and knife-fighting.
  See: Lectures at Loxdon College (pg. 145).
  20. GRAND DOCKS
  ¤
  A vast tangle of rock and wood. Small fishing boats, fat coal barges, foreign traders.
  ¤¤
  New warehouses spring up like grey mushrooms. Iron cranes haul bales and sacks continuously.
  ¤¤¤
  Larger vessels, more iron cranes, more workers. Routine maimings, habitual theft.
  Bachelor Flemming, flamboyant smuggler, semi-legitimate trader, and river bandit. Loves disguises.
  David Rain, secret dock league leader. Iron jaw, looks slower than he is. Could be a revolutionary.
  21. SAINT NIGEL’S WORKHOUSE
  ¤
  Grim brick cube. One entrance, always guarded. Heavy flea-infested blankets for paupers.
  ¤¤
  Perpetually overcrowded. Lines form at dawn. Unsanitary, unethical, unpleasant.
  ¤¤¤
  Magical heaters added to enable poor to sleep outside. Sleep spells used to keep order.
  Porter Gabelson, decides who gets in. Flint-eyed, sour, untrusting. Knows the destitute and their stories.
  Emily Cyrene, investigative reporter undercover. Taking notes on the deplorable condition.
  22. NEEDLE CIRCUS
  ¤
  Small workshops, locksmiths, tailors, chest-makers. Ancient standing stone in the road.
  ¤¤
  Magical workshops constructed day and night. Intermittent explosions. Heavy magical pollution.
  ¤¤¤
  Square lit by magical afterglow. Profitable workshops move elsewhere; cheap ones remain.
  William Tarp, leader of the Needle Crew of urchins. Expert pickpocket and second-story thief.
  Amillio Farscapole, blustering street magician. Can cure any magical ailment by making it far worse.
  23. MONK’S GARDEN
  ¤
  Pawn shops, barbers, surgeons, fashionable sweet-shops. Up-and-coming neighborhood.
  ¤¤
  Rare animals from distant lands. Coachyards face east. Brightly painted storefronts.
  ¤¤¤
  Lit day and night by vibrant store signs. A neon kaleidoscope. Experimental healers.
  Doctor Mallord, cheap surgeon and bonesaw. Bespectacled, gin-addled, but fairly competent.
  Mary Barson, very fashionable sweet-seller and confectioner. Pushing boundaries of taste via magic.
  24. BLUMSWORTH HOSPITAL
  ¤
  Ramshackle sprawl of white stone and tall windows. Madhouse on the south end; cheap tours.
  ¤¤
  New wards added for magical burns and “Novel Methods” of healing.
  ¤¤¤
  Wards expanded down into the Catacombs (pg. 135). Screams muffled by enchantments.
  Doctor G. M. Fage, director, supremely educated in theory, dithering in practice. Afraid of blood.
  Patrick Farrow, operates the morgue, crematorium, and surgical supply room. Laconic and morbid.
  25. THE LONG MALL
  ¤
  A royal park, owned by the Monarch. 1sp fee to enter. Gates locked at night. Small menagerie. Tasteful.
  ¤¤
  Exhibits of the latest inventions to receive royal approval. Fence electrified at night.
  ¤¤¤
  Criminals tunnel underneath, use the park as a safe hideout. Trees develop personalities.
  Baswick Gamberhand, fresh milk-seller. Natural affinity for animals, healthy outdoor living. Rolling voice.
  Regent’s Plinth, old worn statue. Anyone touching it can claim the King’s protection from the law.
  12
   
  
  1D100 BUILDINGS IN ENDON
  1d100
  General Buildings
  1–10
  Housing. Elegant mansions, tidy row houses, or crowded tenements.
  11–20 Offices. Marble columns, narrow windows, or rickety shacks.
  21–30 Construction Works. Blocks of stone, wooden scaffolds, piles of debris and material.
  31–40 Warehouse. Large, brick, sturdy. Maze of barrels and boxes. Dust. Ropes.
  41–50 Factory. Thrumming machinery. Large iron gates, smokestacks. Crowds of flat-capped workers.
  The Poor
  1d10
  51
  Scrap Shop. Bits of rope, bone, burnt books. Waste of all kinds.
  1
  52
  Den of Iniquity. Cheap and dirty pleasures. Low, cramped, vile.
  2
  53
  Cemetery. Small, cramped, ancient. Dried flowers, withered trees.
  3
  54
  Crooked Alley. Blind, dark, hung with laundry, coated in filth. Like a crack in the world.
  4
  55
  Dustyard. Sifting ash. Dust-coated workers furiously picking and sieving.
  5
  56
  Orphanage/Workhouse. Austere. Narrow gate, slit windows, ancient furniture.
  6
  57
  Stables. 1d10 horses, water trough, hay storage, bored groom. Leather and manure.
  7
  58
  Lodging-House. At best, scrubbed and spartan. At worst, disgusting and near collapse.
  8
  59
  Opium Den. Bead curtains, filthy mattresses, cloying smoke.
  9
  60
  Fighting Pit. Boxing. Dogs against rats. Men against dogs.
  10
  Lower Class
  1d10
  61
  Cab Stand. 1d6 small carriages for local transport. Bickering, complaining.
  1
  62
  Steam Baths. Towels, lavender, and naked people. Might not really be for bathing.
  2
  63
  Barbershop. Red and white pole outside. Will also pull teeth, remove warts.
  3
  64
  Gin Den. Narrow door, small windows. Pewter cups and strong liquor.
  4
  65
  Coachmaker’s. Lathes, steam, wood shavings, half-finished coaches on racks.
  5
  66
  Open-Air Market. Fruit, fish, demonstrations, crowds, tiny stalls.
  6
  67
  Dance Hall. Screeching music, thumping boards, whirl of fabric. Sweat.
  7
  68
  Coachyard. 1d6 harnessed coaches hauling cargo or passengers in or out of the city.
  8
  69
  Bakery. Ovens start early. Steam and fresh loaves.
  9
  70
  Pawnbroker’s. Three gold spheres on a sign outside. Short-term high-interest loans.
  10
  Middle Class
  1d10
  71
  Inn. Decent lodging by the night, week, or month. Hot and simple food.
  1
  72
  Theater. Bright colours, cheerful plays.
  2
  73
  Butcher’s. Roast leg signboard. Sausage links, slabs of beef, gleaming steel.
  3
  74
  Newspaper. Shouting reporters, ink-stained printers, thump of presses.
  4
  75
  Chemist’s. Mortar and pestle on sign. Herbs and ointments in jars. Gleaming counters.
  5
  76
  Bank. Sturdy, imposing. High counter, uniformed guards, locked vault.
  6
  77
  Grocer’s. Large windows, bustling clerks. Everything behind the counter.
  7
  78
  Law Firm. Narrow, dusty, cold. Ledgers and bleary clerks.
  8
  79
  Post Office. Small, bright red sign. Dense queues at some hours.
  9
  80
  Bookstore. Dusty, labyrinthine, flammable. Obscure volumes in the back.
  10
  13
   
  
  Upper Class
  1d10
  81
  Memorial Park. Tiny green space with a statue and a fountain. Tragedy or victory.
  1
  82
  Perfumery. Tiny glass bottles full of scent. Rendering vats.
  2
  83
  Coffee House. Polished brass. Preening nobility, starving artists, raving poets.
  3
  84
  Doctor’s. Small private practice. Discreet, expensive, dark.
  4
  85
  Art Exhibition. Large drafty building full of new paintings, tittering crowds.
  5
  86
  Wine Merchant. Vast cellars, thick walls, crushed velvet tasting room.
  6
  87
  Jewelers. Small windows with tempting displays. Inside, long glass cases.
  7
  88
  Tailor/Dressmaker. Fabric samples, simpering clerks. Everything made to measure.
  8
  89
  Knocking-Shop. Perfumed parlour, then narrow stairs to upper floors. Wipe your feet.
  9
  90
  Grand Hotel. Large lobby, uniformed attendants, brass rails, marble stairs. Attached dining hall.
  10
  Unusual
  1d10
  91
  Magical Workshop. Bursts of magic, smell of ozone. Bars on the door and windows.
  1
  92
  Copper Sub-Station. Grim, grey, functional. Shield over doorway. Holding cells (pg. 11).
  2
  93
  Local Church. Closed, decrepit. Some windows broken. Leaking lead roof.
  3
  94
  Minor Magic Item Shop. Offers repairs. Thick walls, thin roof (1d100, pp. 93–96).
  4
  95
  Armourer. Dueling pieces, fine non-magical weapons, antique armour.
  5
  96
  Spiritualist. Scryer, soothsayer, fortune-teller, backalley necromancer.
  6
  97
  Established Wizard. Private tower. Available for consultation on specialist subjects.
  7
  98
  Schoolhouse. Wailing children in the yard, chalk dust, inspirational statues.
  8
  99
  Bicycle Shop. Slightly obsessive clerks. Rings of rubber on display.
  9
  100
  New Development. Related to the current stage of a random Innovation (1d8, pp. 20–37).
  10
  Locations of Note
  1. River Burl
  2. Broadham Bridge
  3. Parliament of Endon
  4. Middle Bridge
  5. New Bridge
  6. Haymarket Square
  7. Redding Cross
  8. Grenville Court
  9. Old Endon Cemetery
  10. Auld Grey Cathedral
  11. West Cross
  12. Royal Docks
  13. Bank of the Realm
  14. Grim Baliol
  15. Colbraith Square
  16. Pemsing Prison
  17. Hasselby Court
  18. Royal Palace of Endon
  19. Loxdon College
  20. Grand Docks
  21. St. Nigel’s Workhouse
  22. Needle Circus
  23. Monk’s Garden
  24. Blumsworth Hospital
  25. The Long Mall
  1
  7
  8
  11
  10
  12
  13
  14
  9
  3
  23
  4
  15
  16
  17
  18
  19
  21
  22
  20
  25
  5
  24
  2
  6
  14
   
  
  WEATHER IN ENDON
  Endon’s fogs are famous. Still air, low clouds,
  and chilly mornings cloak the city in a heady mix of
  mist and smoke. Coal, peat, and wood heat the
  metropolis. On average, each household burns two
  tons of coal per year, and it’s not particularly clean
  or well-fired coal. Ash and smoke are everyday
  companions. When the fog hits, people stick to the
  edges of streets, navigating by landmarks and by
  luck. Commerce slows. The city seems to dream.
  RULES FOR FOG
  People can’t see more than the listed distance (30' for
  moderate fog, 10' for dense fog). They can distinguish
  vague shapes beyond that, but telling a horse from a
  cart is next to impossible. Bright lights are visible for
  double the listed distance (60' for moderate fog, 20'
  for dense fog). Shouting carries about 100', but echoes
  and city noises make sound nearly impossible to
  use for navigation.
  CHOKING, HACKING, DYING
  The long-term health effects of smoke inhalation
  aren’t particularly relevant in a typical RPG. During
  foggy weather, extended physical activity (sprinting
  for several blocks, furious fistfights in the open air,
  etc.) may require tests against exhaustion and
  hacking up chunks of grey-green phlegm.
  NIGHTMARE FOG
  All magical activity produces a small amount of
  magical radiation. A few harmless sparks of octarine
  light, the traditional “sparkles and flash” of a wizard’s
  conjurations, are absorbed into the background
  fabric of the world. In a region where magic is
  continually practiced, where spells are cast thousands
  of times every day, magical radiation becomes a
  serious hazard, contaminating water, air, and even stone.
  In Endon, magical-infused fogs grow cunning and
  murderous. They swirl like oil on water, a three-
  dimensional boiling slick with vibrant colour and
  surprising depth. Nightmare Fogs swim through
  conventional fog on glowing tentacles, like amorphous
  squid the size of whales. The first time a Nightmare
  Fog is rolled on the Weather Table is the first time
  one strikes the city. Eventually, people will recognize
  the warning signs and flee indoors, but at first, the
  Nightmare Fog will claim hundreds of victims and
  occupy headlines for weeks.
  A Nightmare Fog deals 1d4 magical damage per
  round to anything inside it. They move very slowly
  and can easily be outrun, but they move with silent
  and deadly purpose. Heat and wind can dissipate
  them; nothing else has any effect.
  ¤
  1d6
  ¤¤
  1d10
  ¤¤¤ 1d12
  1
  Bright Sunshine. A glorious day. Possibly a little to warm. Sewer-stink rising.
  2
  Clear Skies. A lovely day.
  3
  Overcast. Everyone debates how the weather will turn.
  4
  Squalls of Rain. Streets are greasy. People duck from doorway to doorway.
  5
  Drizzle. Continual spatter of rain. Streets are muddy.
  6
  Fog. Billowing, yellow-grey, cloying. 30' visibility.
  7
  Dense Fog. A bad day. Choking yellow-grey fog. 10' visibility.
  8
  Stinkwave. Warm day, no wind, strong sewer and chemical smells from the river.
  9
  Intermittent Showers. Little bursts of heavy rain. People watch the clouds.
  10
  Haze. Thin streaks of grey over the city. Light feels second-hand.
  11
  Smoky. Thick grey clouds hang over the city. Dim light all day.
  12
  Nightmare Fog. Yellow-purple with octarine flecks. 30' visibility. Lock your doors.
  15
   
  
  1D100 RANDOM ENCOUNTERS
  1d100
  Street-Sellers
  1d20
  1
  Ginger beer, good and sharp.
  1
  2
  Second-hand pots and pans, flatware and tins, clean and cheap!
  2
  3
  Coffee from the can! Strong and black, brewed fresh daily!
  3
  4
  Baked potatoes, butter extra, pepper and salt to suit.
  4
  5
  Salves for corns and bunions, warts and wounds!
  5
  6
  Fried fish! Fresh caught, fried in the clearest oil!
  6
  7
  Sausage-in-a-bun, dear old sausage in a bun!
  7
  8
  Enchanted tin toys for the little ‘uns, tin toys, finest quality!
  8
  9
  Jewel-er-y, made with real silver!
  9
  10
  Ham sandwachas, with er withert mustard.
  10
  11
  Roasted apples, hot and tasty!
  11
  12
  Flowers, fresh cut flowers! Get one for yer sweethard!
  12
  13
  Paper songbirds! Beautiful songbirds! Red ones, yellow ones!
  13
  14
  Water-cress, a delicious crunchy treat.
  14
  15
  Penny pie, get a penny pie! Contains real meat!
  15
  16
  Infernal matches, strike anywhere, never-damp, never-fail.
  16
  17
  Tales from the gallows! Last words set down. Edifying!
  17
  18
  Maps and guidebooks, ne’re get lost again down some alley!
  18
  19
  Songs for all! New ballads, old ballads, love songs, marches!
  19
  20
  Minor Magic Item (1d100, pp. 93–96). Very cheap, very cheap. Fell off a cart yesterday.
  20
  The Poor
  1d20
  21
  1d10 urchins sweeping a street crossing. Honest, pathetic, but surprisingly cunning.
  1
  22
  Lame beggar pursues the PC, hobbling on one leg. May have Rumours (pg. 107).
  2
  23
  A pack of ¤ 1d6 ¤¤ 2d6 ¤¤¤ 3d6 Mild Dogs (pg. 126). Soothing but inconvenient.
  3
  24
  Dead horse lying in the gutter. 3 urchins take turns poking it with a stick.
  4
  25
  Notorious thief sells stolen goods from the Price List (pp. 65–66). Watchful for Coppers.
  5
  26
  2d10 out-of-work labourers peer out from an alleyway. Morose, contemptuous.
  6
  27
  Costermonger’s cart has a broken wheel; traffic blocked in all directions.
  7
  28
  1d6 miserable prostitutes chattering and calling.
  8
  29
  ¤ 1d6 ¤¤ 2d6 ¤¤¤ 3d6 Thaumovoric Eels (pg. 132) from the river or a secret laboratory.
  9
  30
  Stumbling opium addict with glassy eyes. Likely to wander into traffic.
  10
  31
  5 urchins turn cartwheels and caper while 2 pickpockets move on the PCs.
  11
  32
  Bawdy puppet show satirizes Ministers (or the PCs if they are famous enough).
  12
  33
  Gang of 2d6 professional thieves attack using two Minor Magic Weapons (1d20, pg. 98).
  13
  34
  Damaged Gel Knight (pg. 126) pursued by 3d6 amused and giggling orphans.
  14
  35
  Large cart of bricks, coal, lumber, or iron trundles down the street.
  15
  36
  Street band of 4 musicians blares out popular tunes. Fairly good and very loud.
  16
  37
  Very young child toddling along. No parents in sight. Noisy, slightly sticky, very grabby.
  17
  38
  2 wounded soldiers beg for alms. Experienced fighters but drunk and disorderly.
  18
  39
  Diseased beggar in the late stages of a Magical Disease (1d20, pg. 44).
  19
  40
  3 Coppers (pg. 40) on patrol, unsympathetic, rude, and ready for sudden violence.
  20
  16
   
  
  Lower Class
  1d20
  41
  Bare-knuckle boxing match between 2 dockworkers in an alleyway. All bets taken.
  1
  42
  30 soldiers on parade. Not particularly disciplined. Occasionally stop for a drink
  2
  43
  “Doctor” Felbus Bithuvian sells poultices, powders, and pills to cure all your ills.
  3
  44
  2 merchants boisterously argue in the street over a recent complex business deal.
  4
  45
  3d10 factory workers returning from a shift. Tired, sullen, irritable.
  5
  46
  A small crowd gathers to watch a young clerk contemplate suicide. Some place bets.
  6
  47
  Traffic snarl. 3 upturned carts, a flock of geese, an dying horse, and 3d6 angry people.
  7
  48
  Potion-seller Nanny Gelt sells mildly addictive ginger-flavoured minor healing potions.
  8
  49
  Recruiting sergeant Charles Dunlap promotes the Army (pg. 42): soft beds, high pay.
  9
  50
  A small crowd gathers to hear a newspaper read. Hints of a Scandal (1d10, pg. 54).
  10
  51
  3d10 leering construction workers on a break outside a large building project.
  11
  52
  Panting courier carrying a vital message, gossip, or emergency lunch supplies.
  12
  53
  2 experienced prostitutes invite the PCs into a smoky but comfortable brothel.
  13
  54
  Shouts from a gin-den. Inside, a brawl. 3d10 participants, all ages and genders.
  14
  55
  A penny theater is opening or letting out. Crowds stream in or out noisily.
  15
  56
  Runaway horse bolts through the streets.
  16
  57
  Street preacher Father Albert Spencer half-heartedly harangues pedestrians.
  17
  58
  A ¤ 1HD ¤¤ 5HD ¤¤¤ 10 HD Mob (pg. 115). Angry and passionate.
  18
  59
  Coach departing for a distant city pursued by 3d6 urchins selling fruit, combs, flowers, etc.
  19
  60
  3 Coppers (pg. 40) on patrol. Sympathetic but exhausted.
  20
  Middle Class
  1d20
  61
  Angry shopkeeper Nigel Green, yelling “thief, thief!”, pursues 2d6 laughing urchins.
  1
  62
  Small local festival. Coloured banners, bunting, patriotic music, high spirits.
  2
  63
  A crowd ogles a new display of a Minor Magical Item (1d100, pp. 93–96). High quality.
  3
  64
  A ¤ 1HD ¤¤ 5HD ¤¤¤ 10 HD Mob (pg. 115). Peaceful, firm, and organized.
  4
  65
  A weeping young woman reads a letter. Her lover has left her; a misunderstanding.
  5
  66
  2d6 wealthy but naive visitors from a nearby less prosperous city. They are badly lost.
  6
  67
  2 Coppers (pg. 40) investigate a burglary. Likely to arrest anyone suspicious.
  7
  68
  Wendy Blooms, newspaper reporter asks the PCs to comment on a recent event or Innovation.
  8
  69
  A hot air balloon drifts over the area. Three cheerful passengers, a dangling rope or two.
  9
  70
  Distressed author, poet, or reporter tries to gather up scattered notepapers.
  10
  71
  4d6 members of a charitable committee ask for donations to a Cause (2d6, pg. 115).
  11
  72
  4 Coppers cordon off an area. Magic smoke and sparks boil out. “Nothing to see here.”
  12
  73
  A nearby building catches on fire. Accident or industrial sabotage?
  13
  74
  Eureka! A wizard capers wildly. A random Innovation (1d8, pp. 20–37) advances one stage.
  14
  75
  A small crowd heading for Colbraith Square (15, pg. 11) to witness a hanging.
  15
  76
  2d6 young people on bicycles. In high spirits. Slightly scandalous.
  16
  77
  3 Coppers (pg. 40) violently interrogate a wizard for using a charm person spell.
  17
  78
  The Amateur Aeronautical Club tests their latest flying machine. Always disastrous.
  18
  79
  An encounter based on a random Innovation (1d8, pp. 20–37) at its current stage.
  19
  80
  2 Coppers (pg. 40) on patrol. Polite but firm. Will brook no dissent or trouble.
  20
  Upper Class
  1d10
  81
  Expensive courtesan or sultry amateur critic strikes up a flirtatious conversation.
  1
  82
  2 gossiping socialites exchange salacious rumours and delicious hints.
  2
  83
  3d6 young drunk nobles on a debauch. Easily amused, very rude. Will knock off hats.
  3
  84
  A secret rendezvous between 2 nobles (1d10, pp. 111–112) in disguise. Scandalous.
  4
  85
  A wealthy noble (pg. 111) out for a stroll looks exactly like one of the PCs. How extraordinary!
  5
  86
  A Minister (pg. 53) with important papers. Their theft will cause a Scandal (1d10, pg. 54).
  6
  87
  3d6 prominent doctors rushing to visit a dying patient. The noble’s house is in disarray.
  7
  88
  Laughter and cheers from a nearby palatial home. A masquerade ball is in progress.
  8
  89
  Extremely bored noble (pg. 111) of an amenable gender invites a PC into their carriage.
  9
  90
  2 Coppers (pg. 40) on patrol. Anyone Poor or Lower Class is asked to “move along.”
  10
  17
   
  
  CONDENSED RANDOM ENCOUNTERS
  USEFUL TABLES
  1d100 NPCs and Rumours: pp. 107–110
  1d100 Wizards and Nobles: pp. 111–112
  Mobs: pp. 115–116
  Useful NPCs: pp. 113–114
  Thieves and Urchins: pg. 117
  Scoundrels: pg. 118
  Rivals and Villains: pg. 119–120
  1d6
  Encounter Type
  Class
  Number Encountered
  Complication
  Disposition
  1
  Offered Items
  The Poor
  1
  Narrow Streets
  Sanguine
  2
  Attacked
  Lower Class
  1d6
  Traffic Snarl
  Choleric
  3
  Slanderously
  Insulted
  Middle Class
  2d6
  Rival Factions
  Melancholic
  4
  Interrogated
  Upper Class
  A Mob
  Secretly Observed
  Phlegmatic
  5
  Propositioned
  Coppers
  A Small Crowd
  Openly Watched
  Mad
  6
  Swept Up
  Monster
  2d10
  Magical Trouble
  Bellicose
  1d6
  Items Offered
  Attack Reason
  Insult / Interrogation
  Proposition
  Swept Up By
  1
  Meat Pies
  Mistaken Identity
  Clothing
  Business Venture
  A Cause
  2
  Newspaper
  Revenge
  Behaviour
  Search
  Rushing Mob
  3
  Baked Potatoes
  Drunk
  Class
  Carnal
  Exciting News
  4
  Matches
  Robbery
  Profession
  Expertise Needed
  Crowds
  5
  Salves and
  Ointments
  Class or Disposition
  Display of Wit
  Alliance
  Weather
  6
  Minor Magic Item
  In the Way
  Unintelligible
  Looking for Work
  An Innovation
  1d6
  The Poor
  Lower Class
  Middle Class
  Upper Class
  Monster
  1
  Beggar
  Costermonger
  Merchant
  Socialite
  Elsewhere
  2
  Street Seller
  Soldiers
  Visitor
  Drunken Youth
  Gel Knight
  3
  Urchin
  Labourer
  Cyclist
  Officer
  Ghost Whale
  4
  Opium Addict
  Cheap Theater
  Charitable
  Doctor
  Mild Dog
  5
  Unemployed
  Courier
  Artisan
  Minister
  Speaking Rat
  6
  Prostitute
  Servant
  Wizard
  Judge
  Stray Spell
  1d10
  Where They Find You
  1
  In a blind alley. Pipes lead upwards.
  2
  A building site. Scaffolds, hammers.
  3
  Middle of a crowded street. Swirling traffic.
  4
  On the edge of a dustheap. Crumbling.
  5
  In an abandoned building. Dusty, winding.
  6
  In a factory. Huge gears, cables.
  7
  On a bridge. Brown water and boats below.
  8
  In a stable. Flammable. Panicking horses.
  9
  On the steps of a public building. Slick.
  10
  In a theater. Stage, curtains, ropes, seats.
  Unusual
  1d10
  91
  Blood-covered beggar runs into PCs, dies. 4 Coppers (pg. 40) round the corner.
  1
  92
  Escaped Exotic Creature (1d50, pg. 125), pursued by 3d10 panicking circus workers.
  2
  93
  Sudden shift in the Weather (pg. 15). Roll ¤ 1d6 ¤¤ 1d10 ¤¤¤ 1d12.
  3
  94
  An Omen (1d20, pg. 37).
  4
  95
  Secret meeting of the Speaking Rat Society (pg. 128). A swarm of paranoid rats.
  5
  96
  ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6 Stray Spells (pg. 129) bouncing around.
  6
  97
  Section of the street collapses into the Catacombs. If ¤¤¤, 2d6 skeletons climb out.
  7
  98
  ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6 Elsewhere Creatures (pg. 123) wreaking havoc.
  8
  99
  An encounter based on the next stage of a random Innovation (1d8, pp. 20–37).
  9
  100
  The Ghost Whale of Endon (pg. 127).
  10
  18
   
  
  RAMBLES
  HISTORY OF THE CITY
  … the old fighting pits … a hail of cannonfire … abundant grain … boiled in oil … brought the city to a standstill ...
  … rising discontent … a spectacular triumph … turned the streets into rivers … then, the plague … grey cathedral …
  ... after the revolt … there is a plaque on the wall to mark the spot … Reformists … the Drainage Laws … quarterly …
  ... absconded with half the treasury and a local dancing girl … formed a powerful bloc … a tidal wave of filth …
  ... after a series of fruitless skirmishes … three very cold winters in succession … now you know why it’s named …
  ... new laws were passed to prevent another ... people came from miles around … disappeared across the sea ...
  ... with a deleterious effect on the balance of trade … on a moonless night … simply declared herself king …
  ... the survivors rebuilt with stone, not wood … buried his successor in hot coals … last in a long line of failures …
  ... and to this day … heads spitted upon pikes … the Succession Crisis … first Endoner to sell pies at a hanging …
  ... the price of bread doubled overnight … ghastly scene … Parliament broke down, of course … a rousing cheer …
  ... unlikely to produce the desired effect … found it advisable … executed the whole bloody lot of them …
  TAWDRY GOSSIP
  … bilious … dressed as a nun … ranting and raving like a prophet … troubling … married to the sea … falsehoods …
  ... a glancing blow … like two cats in a bag … a glorious evening … without a single redeeming quality …
  ... quite refreshed … and no one knows where the goats went … peculiar fear of the colour green … they say …
  ... face like a surly potato... lost his position, his wealth, and his life … still unmarried? … conscientious to a fault ...
  ... and do you know what she did next? … in a wholly decadent style … with extraordinary grace … three times a day …
  ... in all the best circles … it was a fight to remember … deviant desires … cruel beyond belief ... for thirty years ...
  ... that, of course, is not the whole story … a lovely affair … swore, panted, and tore out his beard... a widow? ...
  ... drank her own weight in brandy every fortnight … with a chambermaid … if they really love each other …
  ... her mother, of course, was not informed … something about wet celery … a fortunate victory indeed …
  LOCAL EVENTS
  … found that it had become completely detached … without shedding a tear … a fool’s errand … new paint …
  ... the first in the city … wretched creatures, half starved … missing three fingers … hoard of old rubbish …
  ... feeling of being watched … and they never found the head … less than an hour later … liars and thieves …
  ... never trust a foreigner, that what I say … political rats … and free beer … don’t talk to me about the weather …
  ... nasty business … made a fortune in speculation …Carrots? No, I heard it was onions … like a right old tart …
  ... doctors in and out … never heard such a racket … disgusting, just disgusting … I always remember this spot …
  ... some new innovation I dare say … in the morning? … never heard of it … get down from there! … splendid ...
  JOKES FROM BOFF! MAGAZINE
  QUESTION: Is eating polymorphed meat advisable?
  ANSWER: Yes, if you have a polymorphed stomach.
  SCENE: A wizard berates a group of apprentices.
  WIZARD: You foolish, lazy, untrustworthy wretches. Which one of you threw an apple at my experiment?
  PASSER-BY: You are far too kind to your apprentices. At my shop in Redding Cross…
  WIZARD: Redding Cross? Redding Cross? There is no Redding Cross anymore! Now which one of you threw
  an apple at my experiment?
  19
  �
   
  
  INNOVATIONS
   
  
  1. MILES MOVING
  MIRACLES
  Flight has long eluded mankind. Via carpets,
  broomsticks, boots, and winged helmets, wizards
  soar over the masses, but flight is often a short and
  clumsy affair. When George Miles was a child, he
  dreamed the same dream every night. He was flying
  over the smoking chimneys and shadowed alleys of
  Endon, higher and higher, until the world was the
  size of a saucer. Lacking everything but talent and
  ambition, George sold rain-charms to earn enough
  money to attend a wizarding college. He was
  expelled for nonpayment of dues in his third year.
  1. Initial Innovation
  Miles works in a small building marked with “Be Aware
  of Falling Objects”. His workshop is full of magical
  equipment: rune-carvers, passive magical batteries,
  and large coils of copper wire. Small fluttering
  automatons bounce in the rafters, “gifts for my nieces
  and nephews”. The wizard will happily discuss flight
  with anyone who steps into his shed. He’s given up
  on levitation; too much power for too little reward.
  Instead, he believes flight relies on propulsive power
  alone. On a bench, lightly covered with an old rag,
  is the first moveable rod.
  Moveable Rod (Prototype): An iron rod, 2" long,
  3" across. Put a small jolt of magic into it and it
  flies 100' per round in a straight line, dealing 3d6
  damage on impact. Anything that can stop a
  bullet will stop it. It is active for 1d6 rounds and
  takes 24hrs to recharge without a magical
  battery. The rod is worth 10gp as a curiosity.
  2. Public Introduction
  George has developed a reliable spell lineage, hired a
  dozen apprentices, and purchased several large
  magical batteries. His new workshop is on the same
  site as the old one, but it’s considerably larger.
  Miles’ Moving Miracles are crude devices, much
  mocked as “Deathjumpers” or “Witch Thrones”.
  Miles’ Moving Miracle: A wooden chair with a
  thick cotton-stuffed seat attached to a series of
  moveable rods and control levers. The seat has
  four very large spring-suspended legs. By sitting
  on the throne and adjusting the ballast bags,
  then pulling the levers in the correct sequence, a
  pilot can hop up to 500' off the ground, fly
  horizontally at up to 20 miles per hour, then
  descend. A single hop’s total flight time is limited
  to 10 minutes (and 6 miles, give or take), but
  travel is exhilarating and precise. A Moving
  Miracle can be purchased for 500gp.
  In Grenville Court (8, pg. 10), men and women
  hired by Miles launch vertical observation flights
  every
  hour
  for
  a
  5sp
  fee.
  It’s
  the
  most
  fashionable and daring thing to do this Season.
  3. Widespread Adoption
  The science of flight develops rapidly: Moving Miracles
  become Miras. Now sporting dozens of moveable
  rods and a coach-like chassis, a single well-built
  Mira can hop-fly for 50 miles before recharging.
  Tinkerers, imitators, and fools flood the market.
  Stables sprout mirapads; landing spots for the new
  vehicles crowding the streets. Crashes are reported
  with gleeful grisly detail. At this stage, horses
  outnumber Miras a thousand to one, but every day,
  a few more Miras are released from the factory
  complex on the outskirts of the city.
  A ride from one station to another within Endon
  costs 1gp. A fully stocked Mira costs 100gp.
  Luxury models are available, though the ones
  modeled on carriage frames tend to be unstable.
  4. Scope Alteration
  While flying carriages—more flung than flying—fill the
  skies, George Miles secretly works on high-altitude
  test flights. These vehicles are lifted by conventional
  levitation spells (broomsticks, mostly) to 1,000',
  then launched higher and higher by ever-more-
  powerful moveable rods. Though occasionally startled
  by thunderclaps and plummeting screaming aerialists,
  the citizens of Endon shrug and move on with their
  lives. The Ministry of War begins strapping cannons
  to Miras. Results are both promising and disastrous.
  21
   
  
  A prototype high-altitude Mira is worth at least
  10,000gp. It has a 25% chance of pulping any
  riders, a 25% chance of disintegrating, and a
  50% chance of successfully launching any riders
  up to 10,000 feet in the air and/or 1,000 miles
  in any direction.
  5. Height of Ambition
  George’s tests show the upper reaches of the air are
  magically charged (explaining auroras rather nicely).
  A very high altitude flight can gain massive boost to
  its moveable rods, recharging the tired spells instantly.
  With full backing from the Prime Minister, George
  Miles announces an ambitious project.An Exo-Mira
  could fly to any location in the world, circle the globe,
  or even reach the moon. In a field outside the city,
  guarded day and night by soldiers, Miles will—
  unless stopped—construct a massive moveable rod
  manufacturing centre. Every rod is devoted to the
  moon project. His competitors flourish, but he doesn’t
  care. His moon-vehicle looks more like a black iron
  evergreen tree than a rocket, but its thousands of
  rods will surely be enough to lift a few occupants—
  brave and daring occupants like the PCs, potentially—
  through the upper air and to the moon. Who knows
  what treasures await them on its silver shores?
  6. Terminal Events
  The Exo-Mira will fall over and push Endon into the
  sea. Or it will rise on a column of octarine light,
  explode, and bury Endon in a hail of molten iron
  fragments. Or it will fly into the upper air, siphon off
  millions of years of accumulated magic, and expose
  the entire world to unfiltered sunlight in all eight
  colours, probably ushering in an age of magical
  tumors and mass extinction.
  Averting the Apocalypse
  Prove Miras are unsafe at any speed. Draw public
  interest towards teleportation (pg. 25) instead of
  flinging oneself through the sky. Sabotage the Exo-
  Mira. Steal the Exo-Mira; no matter what disasters
  might occur during the flight, anyone inside will be
  soaring free, possibly to a new and better world.
  George Miles
  HD: 2 (8 HP)
  Appearance: soft, round-faced, tufts of black-grey
  hair. Wears a padded leather cap. Dresses in brown
  hard-wearing fabric.
  Voice: phlemy but excited. Stares over people’s ears.
  Wants: to fly.
  Morality: doesn’t want to hurt people, but if achieving
  his dream of flight means making a few orphans...
  Intelligence: brilliant but no real business sense.
  Armour: none.
  Move: normal. Has an emergency ring of featherfall.
  Morale: 9.
  Damage: 2d6 magic missile (if he’s feeling paranoid).
  22
   
  
  2. ROOM TO LIVE
  Endon is a crowded city. Penned in by ancient walls
  and the River Burl, its slums are full to bursting.
  Some new residential buildings are four, even five
  stories tall. Every room is full, every bed used night
  and day.
  Gloria Eastbrooke wanted to add a room to her small
  but quite affordable home. Hampered by neighbors
  and simple geometry, she simply summoned a
  portable room. It was an old spell, well-used and
  well-tested, known by names like portable hole or
  rope trick. Soon her friends and neighbors wanted
  rooms of their own.
  1. Initial Innovation
  Gloria’s home is small, rickety, and unpainted on the
  outside. Inside, it’s a sort of palace. Gloria loves long
  open spaces, winding galleries, and impossibly high
  ceilings. The impossible layout is entrancing. She
  offers free guided tours to respectable-looking
  visitors three times a week. There’s usually a crowd.
  “Come see the New Palace”.
  2. Public Introduction
  With a crew of apprentice wizards working day and night,
  Gloria provides portable rooms to the rich and famous.
  Portable Room: A 30'x30'x10' high room costs
  5,000gp and is guaranteed to work for 10 years.
  The walls are solid grey force, smooth like glass.
  They can be painted, tiled, or subdivided. The
  Upper Class builds interesting follies; closets that
  open into ballrooms, fields and farms lit by
  painted suns and dangling lanterns.
  3. Widespread Adoption
  As demand rises, cost falls. Imitations appear on the
  market. “Patented Annex”, “The King’s Rooms”, and
  “Live Freely” all produce their own portable rooms.
  Brightly painted wooden doorframes, enchanted to
  contain one or more instant rooms, are sold in
  glittering shops. The novelty quickly wears thin.
  A 30'x30'x10' high portable room now costs just
  200gp. Many landlords cram dozens into their
  tenements. Air circulation is minimal. Fans,
  hand-cranked or enchanted, drive smoke from
  room to room. Counting a building’s inhabitants
  is possible only by counting the chimneys.
  4. Scope Alteration
  Wise people once said that real estate is a safe
  investment because nobody’s making more land.
  That is no longer true. A three-room house, with
  proper use of portable rooms, can contain three
  hundred people. Entire industries quietly migrate
  “in-doors”, vanishing into a maze of portable rooms
  within portable rooms. Overland transport becomes
  trivial. A lone courier can carry a village’s grain
  harvest in his hat. Water levels in the River Burl fall
  as hidden reservoirs and tanks siphon water to who-
  knows-where.
  Bags, barrels, casks, chests, flasks, and flagons
  of holding become ubiquitous. A 1,000L storage
  container can be had for just 2gp, though one with
  a find-a-tool assistant spell costs at least 10gp.
  23
   
  
  5. Height of Ambition
  The city’s area hasn’t changed. In fact, Endon has
  shrunk slightly. But its population has doubled,
  possibly tripled. No one is sure. Law enforcement is
  next to impossible. Criminals vanish into unmapped
  mazes of portable rooms. Theft reaches epidemic
  levels. Most shops hire guards.
  Explorers from the Ministry of Finance, trying to find
  untaxed settlements, report that some portable rooms
  are joining together unexpectedly. Lady Minerva
  Chultneham’s salon connects to an illegal distillery,
  a bookshop, and the city’s sewers, and she swears
  it didn’t a week ago. The portable rooms are
  blending. People hear conversations through the
  walls. Sometimes, a room shifts or grinds or tilts.
  Rumours of isolated buildings exist. If a portable
  room fails—rare, but possible—the contents are
  messily expelled into the next available room.
  Usually, that’s the real world, but everyone’s heard
  stories of buildings vanishing completely, taking
  hundreds of people with them. It’s possible, given
  the extensive expansion of portable rooms, that
  nobody inside has noticed.
  6. Terminal Events
  Loose or defective portable room spells breed and
  fester. Anything with a door, hinge, or flap can
  become infested with extra-dimensional volume.
  People throw pebbles into their boots before putting
  them on.
  The city of Endon becomes nearly uninhabitable.
  While overland transport of food is now trivial, access
  to food and water becomes increasingly tenuous.
  Entrances and exits shift constantly. Rooms collide,
  blend, and occasionally explode. There are rumours
  of cannibals in the sunless depths. The rich and
  powerful flee the city; the poor try to live in the ever-
  shifting ruins. But the spells keep breeding and
  spreading. Soon, no doorway, closet, drawer,
  or container in the world will be safe.
  Averting the Apocalypse
  Convince the masses that portable rooms are unsafe.
  Have them banned or taxed before they become
  established. Develop spells that prevent room
  collisions. Failing that, ride out a different apocalypse
  from the safety of a portable room fortress.
  24
   
  
  3. A WORLD WITHOUT
  ROADS
  There are three types of teleport spells. The first, the
  false teleport, transforms the caster into a cloud of
  smoke, a tiny insect, or a floating spark. It’s used for
  short jaunts of 100' or less. All transformative magic
  has risks, but the false teleport’s short duration
  makes it relatively safe. The second type, the
  reciprocal teleport, exchanges the caster and an
  approximately equal mass of air or stone at the
  destination. Safe range is a few miles. Botched
  reciprocal teleports lead to tales of wizards
  embedded in stone, split neatly in half, or dropped
  from great heights.
  The third type, the true teleport, has effectively
  unlimited range. The caster is “folded Elsewhere”.
  They vanish with a warp and a thunderclap of
  displaced air and, almost immediately, unfold at
  their destination. Sometimes, a little too frequently
  for comfort, the caster fails to reappear or emerges
  mangled and torn by unseen forces. Outside of
  Dread Necromancy, true teleportation has the
  greatest number of cautionary tales attached to it.
  Merely memorizing a teleport spell is risky. A botched
  fireball might melt a wizard’s earwax and painfully
  scorch their sinuses, but an accidentally triggered
  teleport can launch their prefrontal cortex into the air.
  1. Initial Innovation
  While exploring the ancient Catacombs of Endon
  (pg. 135), Earnest Perring discovers a peculiar
  arrangement of stones, runes, and silver bowls.
  He descends into the catacombs daily to take more
  measurements, inspect nearby tombs, and rant
  openly about “harmonic resonance” and “ley line
  adjustments”. He will pay handsomely for any
  teleportation-related items, though he will put on an
  awful poker face and pretend not to be interested.
  2. Public Introduction
  Earnest Perring builds two teleportation circles,
  one in fashionable Grenville Court (8, pg. 10),
  one in Monk’s Garden (23, pg. 12). The process is,
  rivals grudgingly admit, perfectly safe.
  For
  a
  5sp
  fee,
  anyone
  can
  be
  instantly
  transported between Grenville Court and Monk’s
  Garden. Earnest’s notes, locked in a chest in the
  Catacombs (pg. 135), are worth 1,000gp to an
  unscrupulous wizard.
  3. Widespread Adoption
  Earnest has a head start, but soon other wizards
  begin constructing their own network of teleport
  circles. Some fail spectacularly, diminishing public
  trust. A consortium of business owners called the
  Circle League steps in and begins buying up smaller
  circles. Working as an “Inspector” (hired muscle) for
  the Circle League can be very profitable. The League
  only cares about transportation; other magic items
  can be looted and sold.
  Teleportation between any two numbered points
  on the map (pg. 8) Costs 1sp.
  4. Scope Alteration
  In theory, a stabilized teleport circle has no range
  limit. In practice, longer distances require larger
  circles, more complex magical batteries, and more
  care and precision in selecting a building site.
  An entire field is cleared outside of West Cross (11,
  pg. 10) for a teleport circle to another important city.
  Travel between cities costs 10gp, with an extra
  10gp per tonne of cargo.
  The GM should choose another city in the campaign
  world, possible one that’s less developed and less
  ambitious than Endon. The contrast between the
  two locations should be jarring. At first, this will
  seem like a huge convenience. Later developments
  may alter that judgement.
  5. Height of Ambition
  It is now possible to cast teleport circles from iron
  (or a special blend of iron, silver, mercury, and bone
  dust). The Upper Class teleports between their
  stately homes in the country and their and mansions
  in Endon as the mood takes them. Ships at sea
  carry teleport circles for emergency reinforcements
  or hasty evacuations. Earnest Perring, now fully
  obsessed with his work, declares that teleportation
  to the surface of the moon will soon be viable. His
  rival, George Miles (pg. 22) will pay for discreet
  sabotage of the extremely large teleport circle on the
  outskirts of Endon.
  Teleportation becomes slightly less reliable. There’s
  a 1% chance of a an Elsewhere Creature (pg. 123)
  appearing during short-distance travel or a 5% chance
  for long-distance travel. The Circle League violently
  suppresses any hint that teleportation is growing
  increasingly unsafe. Damaged teleport circles are
  buried in the Catacombs (pg. 135) or tossed into the
  sea. Creatures from Elsewhere are hunted and burned.
  25
   
  
  6. Terminal Events
  Constant teleportation has weakened the separation
  between reality and Elsewhere. Elsewhere Rifts (pg.
  124) appear like soap bubbles. Each day, the chance
  of an Elsewhere Rift opening during teleportation
  increases by 1%. After 80 days, the centre of Endon
  is swallowed by a stable Elsewhere Rift. The rift
  expands 30 miles a day until the entire world is
  consumed (in eight months, give or take a few weeks).
  Or, instead of swallowing the world, Elsewhere invades.
  Pockets and rifts constantly disgorge Elsewhere
  Creatures until the land and sea are reduced to ruin.
  Or teleport spells start firing at random. Streets,
  towns, entire nations change places. The world
  becomes increasingly kaleidoscopic. Social groups,
  species, and weather systems fragment into
  meaningless, chaotic noise. Combine all your random
  encounter and terrain tables.
  Earnest Perring
  HD: 2 (8 HP)
  Appearance: thin, patchy moustache near the
  corners of his mouth, slight squint, velvet jacket
  stained with mud.
  Voice: nasal, obsessive, sly.
  Wants: to unlock the secrets of teleportation.
  To make heaps of money.
  Morality: will not tolerate delays or small-minded
  fools interfering with his work.
  Intelligence: laser-focused but unwilling to change or
  revise his own views.
  Armour: none.
  Move: normal, but usually uses teleport circles.
  Morale: 10.
  Damage: Save or Die ring of explosive cranial
  decompression (3 charges) or 1d4 solid left hook.
  Averting the Apocalypse
  Promote alternatives to teleportation. Sabotage major
  teleport circles. Permanently separate Here and
  Elsewhere with a powerful spell. Colonize Elsewhere
  or adapt to the ever-shifting worldscape.
  26
   
  
  So What About The Law of Conservation of Mass?
  Utter nonsense. Ever seen a fire? Reduces heavy
  wood to light ash. Burns oil and spirits into nothingness.
  Or consider ice. Allow a sealed container full of ice
  to melt and less water than ice will be found inside.
  Or the morning dew; heavy water appearing from
  light air. No, I’m afraid mass is not conserved. It comes
  and it goes as it pleases.
  4. Scope Alteration
  Two factions of experimentalists develop inside
  the Leonine Cartel. Alienists seek to summon
  imaginary creatures. They pay well for illusion spells,
  hallucinogenic drugs, mind-control tools, and
  memory-altering devices. Archaists seek to recreate
  creatures that once existed but no longer walk the
  earth. They will buy any old bones dug up in quarries
  or found near the seashore, and finance private
  expeditions to dangerous areas to bring back
  complete skeletons.
  And both factions will pay for urchins, lunatics,
  convicts, and other people who won’t be missed.
  Polymorphing humans is easier than polymorphing
  other creatures.
  4. TRUE POLYMORPH
  Polymorphing—changing from one creature to another—
  occupies a peculiar place of pride in wizarding
  circles. In ancient times, wizards fought by transforming
  into a bewildering variety of creatures in rapid
  succession, hoping to catch their opponent in a
  suboptimal form. Modern wizards rarely resort to
  such dangerous tricks, mostly because litigation is
  far more effective, but also because it’s possible to
  scramble one’s mind through repeated transformations.
  Relatively recently, a small group of wizards has
  begun testing the limits of polymorph spells. One,
  Bartelby Spuggs, opened a whale-oil refinery on the
  outskirts of Endon, and contented himself with
  wealth and quiet prosperity. The others, under the
  name of The Leonine Cartel, continue to probe the
  frontiers of polymorphic science.
  1. Initial Innovation
  In a secluded workshop near a tannery, The Leonine
  Cartel formulates the Laws of Transformation:
  Law of Existence: creatures cannot be polymorphed
  into fictitious or imagined forms.
  Law of Similarity: creatures can be transformed into
  general examples of other creatures, but it requires
  more skill and control to transform a creature into a
  specific example of another creature.
  Law of Intelligence: the more two creatures differ in
  intellectual ability, the less likely they are to survive
  being transformed into each other.
  Law of Visualization: the caster must be able to
  visualize the desired creature to some degree. A
  written description may be sufficient if the caster
  has a vivid imagination.
  2. Public Introduction
  The byproducts of early experiments—dolphins,
  leopards, ostriches, etc.—grace the tables of Upper
  Class. A Royal Menagerie is added to the Long Mall
  (25, pg. 12).
  Rare meats from Exotic Creatures (pg. 125) cost
  5gp per plate.
  3. Widespread Adoption
  The Leonine Cartel begin offering exotic creatures
  for general sale. “Polymorphed Meat” is considered
  a poor substitute for “Real” meat. While shopkeepers
  dine on rats transformed into fat cattle, the truly rich
  enjoy steaks “born, raised, and slaughtered in the
  traditional manner.” Wizards search old books and
  travelers’ tales for new creatures to display before
  an ever-more discerning public. It is possible to
  purchase a lion or a rhinoceros just as one might
  purchase a horse or a hawk.
  27
   
  
  5. Height of Ambition
  The Alienists discover a combination of implanted
  memories, illusionary aids, and strong hallucinogens
  can allow a wizard to polymorph an existing creature
  into something entirely new, though the fever-dream
  creations rarely survive for more than a few minutes.
  Their rare successes, like the Singing Orchid and the
  Goldfur Mouse, are enough to bring them instant fame.
  Nightmarish Creatures (pg. 125) are quietly put
  down.
  The Archaists summon the first Iguanadon (meaning
  “giant toothy lizard”) to the delight of the Monarch
  and the public. They begin converting the Long Mall
  (25, pg. 12) into “Extinction Park”, a public exhibit of
  creatures that once existed but no longer walk the earth.
  Widespread polymorphing of rats and pigeons into
  cattle and swine has depressed the price of meat
  enormously. A roast is cheaper than a potato. Gout
  becomes a poor man’s disease. Every house and
  every street is lit by rendered whale-oil and the
  Ghost Whale of Endon (pg. 127) begins its nightly hunt.
  6. Terminal Events
  Polymorphed meat is infused with residual magic.
  Eating it will eventually give you magical cancer
  (along with other horrible Magical Diseases, see pg.
  44). But well before that becomes a problem for the
  inhabitants of Endon, one or two other polymorph-
  induced apocalypses are likely to overtake them.
  Extinction Park, crammed full of dinosaurs with the
  minds of rats (or street urchins, if rats weren’t
  available), bursts with predictable results. Hundreds
  of massive toothy lizards roam the city. Even if the
  army and the Coppers restore order, their rampage
  is likely to set off several other magical disasters
  The Alienist are the ones most likely to kill everyone.
  The human imagination is a dark and dreadful place.
  Unconstrained by mere biology, their Nightmarish
  Creatures (pg. 125) replicate with the phases of the
  moon or changes in the weather. Endon and the
  surrounding region become monster-infested
  hellscapes.
  Averting the Apocalypse
  Publicise the dangers of polymorphed meat and the
  source of the Ghost Whale of Endon. Regulate the
  use of polymorph spells. Breed a polymorph-spell-
  eating dream creature.
  28
   
  
  5. A PEACEFUL CITY
  Endon, like many metropolises, is rife with crime.
  Pickpockets, second-story-men, gutter-cutters, and
  card-sharks rub shoulders with thugs, extortionists,
  and horse thieves. Murder is rare, beatings are fairly
  common, and property crime is rife. The Coppers
  (pg. 40) maintain order where possible.
  1. Initial Innovation
  The infamous murderer Mack the Mangler is
  caught with the aid of a scrying orb. The sensational
  case elevates divination from a disreputable and
  unreliable discipline to a publically lauded field of
  study. It’s the talk of the town.
  2. Public Introduction
  Wizards dig their old scrying tools out of dusty
  basements and set up consulting shops.
  For 2gp, shops such as “Tallewag’s — All Things
  Found” and “Gertrude’s Discreet Inquiries” offer
  to locate lost objects, missing pets, debtors,
  bargains, and criminals. Scrying is still unreliable
  and
  may
  require
  several
  attempts
  (and
  increasing fees).
  3. Widespread Adoption
  Several companies begin mass-producing scrying
  bowls and orbs. They require minimal training and
  magical aptitude; nearly anyone can be taught to
  use one with reasonable accuracy, though it takes a
  few months to become proficient.
  “Finding Shops” now offer 1sp scrying attempts.
  Rumours of disreputable shops catering to
  voyeurs begin to appear. On-site imagifiers
  provide watercolour sketches for 1sp.
  The Coppers (pg. 40) create the Department of
  Crime Detection. Nine “Deekers” (from “D.C.D.” and
  “Peekers”) use scrying tools to track known
  criminals and solve high-profile cases. Legal cases
  prove scrying is not searching; the Coppers use it
  with impunity and with full popular support.
  4. Scope Alteration
  A few lurid cases of perversion and crime enabled
  by scrying devices force Parliament’s hand. Scrying
  spells and devices become Illegal Spells (pg. 41),
  restricted to military and police use only. The Deekers
  grow from a few specialized investigators to hundreds
  of bleary-eyed detectors peering into scrying orbs.
  Roving Deekers patrol the streets. Envigorated by
  their success, they secretly begin to test thought-
  reading spells to detect stubborn criminals and
  past crimes.
  Criminal activity in Endon drops precipitously. 
  Overwhelmed and presented with irrefutable 
  evidence, Judges at the Grim Baliol (14, pg. 11) 
  resort to arbitrary and lethal sentences (pg. 40) for 
  minor offences. A pickpocket might be detected by 
  scrying in the morning, tried along with a dozen 
  others in the afternoon, and hanged by sunset. 
  Pemsing Prison (16, pg. 11) grows larger and larger, 
  swallowing nearby buildings.
  5. Height of Ambition
  With actual crime falling, the Coppers begin pursuing
  increasingly minor violations, accidental lapses, and
  moral faults. Aided by wizards casting thought-reading
  spells, any crime is punished almost as soon as it
  happens. Illegal scry-blocking devices proliferate,
  though manufacturers are swiftly hunted and executed.
  Using blackmail obtained by scrying, the Coppers 
  have ever-more restrictive laws passed to 
  permanently cement their power. Parliament and the 
  Monarchy become vestigial accessories to the 
  police. Endon becomes a model city. Its citizens 
  behave, in public and in private, with perfect 
  decorum and perfect fear. Newspapers run daily lists 
  of known suicides. The city quietly fossilizes. Streets 
  are clean, polished, and deserted. Ambitious citizens 
  move elsewhere.
  6. Terminal Events
  Innovation stops. Endon is frozen in a state of
  permanent police control, a bleak and joyless
  dystopia. Every thought is potentially a death
  sentence; every act a potential crime. Too late, the
  Coppers try to restrict emigration, but Endon is
  already dying.
  It might endure for centuries as an inward-looking
  police state, a half-starved land of permanent
  magical oppression, but its golden age is over.
  Rebellion is impossible. Highly trained and acutely 
  paranoid Deekers scan for even the slightest anti-
  authoritarian tendencies. Other spells, such as 
  charm person and obliterate memory, trim a 
  reluctant citizen’s mind to a sensible shape. The 
  citizens show a lack of spirit only to be admired in 
  sheep.
  If a PC desires an orderly and perfectly safe 
  retirement Endon might be appealing. All sensible 
  people ignore the city and its grey concrete walls.
  Averting the Apocalypse
  Start a riot at police use of thought-reading spells. 
  Prove the Coppers are blackmailing the Government 
  and the Monarch. Develop a secondary, competing 
  police force and push the Coppers towards 
  extinction. Develop an engine for tangling the skeins 
  of fate, warping and distorting all scrying magic 
  within Endon.
  29
   
  
   
  
  6. CONJURED
  WORKFORCE
  Illusionists—wizards who use spells to create realistic
  images—did not initially profit from the Magical
  Industrial Revolution sweeping through Endon.
  Their parlour tricks and amusements were suited for
  the theater, not for serious work or mass production.
  But illusion spells are among the most intelligent
  spells. Though illusions are fragile (a solid blow or a
  thrown rock will pop an illusion like a soap bubble)
  and silent, the spells used to create them must be
  malleable, adaptable, and observant; more like well-
  trained hunting dogs than ferrets or beetles. They
  cannot be dispelled by “disbelief”, but a shrewd and
  critical eye can tell real from illusory objects.
  1. Initial Innovation
  Neil Bligh, stage name Alfonso the Hydra, presents
  a regular program at the seedy Silver Goose in
  Haymarket Square (6, pg. 9). As his final trick he
  dances a complicated waltz with thirty conjured
  illusions; some resembling him, some mocking
  popular figures of the day. In private, Neil uses his
  illusionary workforce to perform household chores
  with varying degrees of success. He is convinced his
  act will propel him to fame and riches if he can
  create a few more intelligent and realistic illusions.
  2. Public Introduction
  Evicted from his garret apartment, Neil makes a
  living by selling his “Illusionary Servants” to anyone
  who needs odd jobs completed. Though they only
  last for 6 hours, many merchants and families in
  Haymarket Square enjoy renting an obedient, if a
  little dim, servant.
  Illusionary Servant (prototype): Rented for 1gp
  for 6 hours. They can perform simple tasks, lift
  up to twenty pounds, and provide general
  assistance. Neil will not sell his spells, but a
  stolen copy is worth 2,000gp to grasping
  competitors or struggling academics.
  3. Widespread Adoption
  Neil opens a “Help of All Sorts” shop specializing in
  highly intelligent and flexible illusionary servants,
  while continuing to tinker and improve his spells.
  Dozens of imitators spring up all over Endon. The
  price of an illusionary servant’s labour is higher than
  the wage of most workers, but an illusionary worker
  never tires, never complains, and never makes a
  mistake unless improperly instructed. Summoned
  workers replace scribes, embroiderers, bookbinders,
  tanners, and a thousand other professions almost
  overnight. Displaced workers form Mobs (pg. 115) to
  chase down and “pop” their uncomplaining
  replacements and terrorize hired wizards, but the
  violence is mostly ineffectual.
  Illusionary Servants: Rented at 2sp per day or
  4gp per Season. Servants still expire every 6
  hours and an accredited wizard will need to
  recast the spells. Purchasing a copy of the spell
  costs 400gp.
  4. Scope Alteration
  Neil Bligh reveals the “Imperishable Servant”,
  an illusionary servant strengthened and improved
  with protective magic. Though they will perish to a
  sword’s blow or a long fall they are at least as sturdy
  as a person. Still silent, they communicate with
  signs and simple written words. They do not expire
  or age; Neil Bligh says they feed on “ambient
  magical energy”.
  31
   
  
  Unlike his previous products, these imperishable
  servants come in a few standardized forms: a stout
  barrel-chested worker in overalls and a slim young
  woman in a grey dress. Clothing can be tinted and
  company marks added but the core forms are
  difficult to alter.
  Imperishable Servants: Rented at 5cp per hour
  or 1gp per Season. Permanently purchased (with
  recasting insurance) for 50gp.
  Virtually every industry passes its menial tasks to
  legions of untiring Imperishable Servants. Every day,
  a new factory, warehouse, firm, or stately home
  ejects its workforce and replaces them with illusions.
  Unemployment stabilizes at 80%; thousands work at
  back-breaking tasks the delicate Servants cannot
  perform or beg for their daily bread. The Middle Class
  (pg. 51) prospers; their work cannot be easily
  transferred to a slow-witted Servant. The Upper Class
  (pg. 52) enjoys a period of unsurpassed ease and
  leisure. Every whim can be accommodated by legions
  of imperishable servants, directed by a butler and
  housekeeper or two. Displaced, angry, and hopeless,
  the unemployed Lower Class (pg. 50) form Mobs
  (pg. 115) on a near-daily basis. Some merely
  protest. Some run riot. Rumours of illusionary
  Coppers, illusionary soldiers, and even illusionary
  Ministers drive the crowd to new heights of violence.
  The Coppers, the Monarch, and private charity fight
  to keep the city from total anarchy.
  5. Height of Ambition
  Completely unaware of the effects his spells are
  having his city, Neil Bligh perfects yet another spell,
  an “Intelligent Servant”. Capable of speech and
  reasoning, this new spell causes consternation in
  Parliament and debate in every drinking hall. Does it
  have a soul? Does it have rights? Slavery is, after all,
  illegal in Endon. Neil’s prototype intelligent servant
  named “Eliza” is a curiosity, endlessly questioned by
  the public, by Parliament, and even by the Monarch.
  The public sees it as yet another threat to their
  continued livelihood.
  Mysteriously, and without warning, other spells in
  Endon begin to fail. Wizards find it harder and
  harder to cast complex enchantments. Some flicker,
  some pop, and some silently fade.
  6. Terminal Events
  The existence of thousands of magic-hungry
  imperishable servants brings about the apocalypse.
  After consuming all local magical radiation, they
  begin to draw in all other ambient magic. To ley-line
  scryers Endon is a vortex, a whirlpool sucking all the
  world’s magic into an never-satisfied maw. The
  change happens in a matter of days. Powerful
  enchantments fail first, then minor spells, then even
  the most trivial cantrip. Highly magical creatures
  sicken and die. Stripped of magic, the world is
  exposed to all eight colours of sunlight, slowly scouring
  its surface into mutated lifelessness.
  Or, if the drain isn’t so severe, intelligent servants
  replace people. With inhuman minds trained to
  mimic but not to empathize they stage a revolution.
  In the end, the only living beings in Endon will be
  captive spellcasters (to create more illusions,
  under torture if necessary).
  Averting the Apocalypse
  Legislate and tax Illusionary Servants before they
  reach a critical threshold. Research how they sustain
  themselves —all things must eat—and raise the alarm,
  or find a way to concentrate magical energy from
  the sun to increase local magical energy density.
  Pop every illusion, burn every book, and hang every
  wizard in the city.
  Neil Bligh
  HD: 2 (8 HP)
  Appearance: thin, theatrical, smooth, well-dressed.
  Waxed blonde moustache.
  Voice: soft, trained, personable. An excellent mimic.
  Wants: to be famous. To never work again.
  Morality: turns pale at the mention of blood.
  Would never directly harm anyone.
  Intelligence: brilliant at illusions; utterly ignorant of
  everything else, especially economics.
  Armour: none.
  Move: normal.
  Morale: 6.
  Damage: none.
  There is a 50% chance the Neil Bligh targeted by an
  attack is a very cunning illusion. Anywhere he works
  is likely to be full of false walls, minor tricks, beautiful
  flowers, and Illusionary Servants.
  32
   
  
  7. COAL & IRON
  Wizards have spent countless years trying to draw
  gold and silver from stone as the magnet draws iron,
  or change base metals into valuable forms. They
  have always failed. A few wizards have looked further.
  If the earth conceals her treasures, they can be
  uncovered by magic. If metal cannot be commanded,
  stone and earth can be peeled back to reveal a vast
  storehouse of wealth.
  1. Initial Innovation
  Searching the archives of the Royal Palace (20, pg.
  11) for ancient and forgotten spells, several wizards
  discover tales of powerful geomancy: stones raised
  to form castles, cities swallowed by the earth,
  mountains hollowed or buttressed. Through long and
  perilous experimentation far from Endon, a small
  group of wizards rediscover these ancient techniques.
  2. Public Introduction
  The Thaumaturgic Mining Guild is formed by royal
  assent. Rumours of their distant activities and
  supposed riches trickle into Endon, though actual
  riches—or anything else—fail to reach the capital.
  Shares in the Thaumaturgic Mining Guild can be
  purchased from the Royal Mint for 1gp.
  Some of the chasms and mines opened by the Guild
  have opened buried dungeons. If the GM needs to
  add dungeons to the campaign, stick them in a vast
  newly opened mine thirty miles north of Endon.
  3. Widespread Adoption
  Coal and iron flow into Endon like water. Huge seams
  of iron ore and coal are exposed to the air. “Mining,”
  the Guild claims, “is now merely a matter of loading
  wagons and carts.” In reality, mechanical aids and
  boring engines are still used. Vast coal-fired furnaces
  and foundries spring up on the north side of Endon,
  devouring thousands of tonnes of coal every day
  and pouring out rivers of molten iron. The first
  railways appear, though carts are drawn by horses
  or simple spells instead of steam engines. Iron starts
  to replace stone in many construction projects.
  Shares in the Thaumaturgic Mining Guild can be
  purchased from the Royal Mint for 10gp.
  4. Scope Alteration
  Iron becomes cheaper than stone, cheaper than wood,
  and in some areas cheaper than beer. New iron roads
  with iron drains spread through the city. They rust,
  but it’s cheap to replace them. Glass has not kept
  pace, so iron “sky-scrapers” and row houses have
  narrow windows and rust-streaked exteriors. Steam
  engines, controlled by enchantments and mechanisms,
  finally reach full-scale use. Railways start to replace
  coachyards. In a single Season, rail travel goes from a
  baffling incongruity to an accepted part of life.
  Shares in the Thaumaturgic Mining Guild can be
  purchased from the Royal Mint for 15gp. A railway
  ticket to another city costs between 1sp and 3gp.
  5. Height of Ambition
  By decree of the Monarch, Endon is ringed with a new
  iron wall. 150' high, 50' thick, and bristling with cannon,
  spikes, razor-sharp railings, and hidden traps, the wall
  represents Endon’s raw power and insurmountable
  might. Nobles raise slender iron towers to peer over
  the wall and escape the smoke-choked streets.
  Despite public confidence, shares in the Thauma-
  turgic Mining Guild fall to 5gp. Iron is so abundant
  that its continued mining must be sponsored by
  the state rather than actual demand.
  6. Terminal Events
  The world has never seen so much refined iron
  concentrated in one small region. The land around
  Endon is pitted and scarred, but beneath the smoke
  Endon gleams with metal. Rust Monster eggs,
  transported by careless dungeon explorers, menagerie
  keepers, and miners, begin to hatch. Some are
  warped by Endon’s magical radiation. All are hungry.
  They rise in an endless skittering tide of chitin and
  feathery antennae, devouring every iron object they
  encounter. Within days, some are the size of
  cottages. Flying morphs appear. Endon is swallowed
  by a desert of rust flakes. With their food source
  failing, the tide of Rust Monsters grow desperate and
  seek the meagre traces of iron in blood.
  Or perhaps earth elementals, stone demons, or some
  colossal forgotten beast disturbed by Endon’s mad
  lust for the world’s blood rampage towards the city,
  destroying it and anyone inside.
  Averting the Apocalypse
  Recognize the danger of Rust Monsters and find a
  way to detect and exterminate them. Limit the public’s
  lust for cheap iron. Find something that eats Rust
  Monsters faster than they eat iron. Load up a steam
  engine with magical loot and flee.
  33
   
  
   
  
  8. THE POWER OF
  CREATION
  According to popular understanding of Charles
  Derwent’s infamous book, Original Species, humans
  “evoluted” from simpler animals like apes, lizards,
  and worms. Some wizards consider this process
  incomplete. Humans are subject to base urges, fits
  of irrationality, lapses of judgement, and deeply
  rooted fears and neuroses. Why not build a better
  mind, one free of evoluted baggage?
  1. Initial Innovation
  Anna Hartwell, illegitimate daughter of the famous
  poet Baron Lewellen, was raised on a strict diet of
  mathematics, finance, and plane geometry. At
  twenty-four she built the first calculating engine in
  Endon, a simple noisy machine capable of adding or
  subtracting integers. At twenty-six she began work
  on an “integral model of the mind”. Currently she
  studies rats in the basement of her palatial home in
  Grenville Court (8, pg. 10) and tries to get her
  calculating engine to perform long division. She is
  notoriously distractible and short tempered.
  Meanwhile, in a dingy workshop near Needle Circus
  (22, pg. 12) a promising amateur wizard named
  John Huffman tries to sell his Clay Golems to an
  unresponsive public. Too blunt for most tasks,
  too strong to be easily controlled, and almost as
  expensive as a house, the golems are seen as a relic
  of the past. Magic has moved on.
  A Clay Golem built by John Huffman costs
  1,000gp. Strong as an ox and dumb as one too,
  it obeys simple spoken commands with tireless
  bloody-minded focus. Huffman can create two
  clay golems per Season.
  2. Public Introduction
  A chance meeting brings Anna Hartwell and John
  Huffman together. Hartwell realizes golem-scrolls
  operate very similarly to her calculating engine;
  Huffman realizes Anna Hartwell is very wealthy,
  immensely clever, and terrible at social interactions.
  They form a partnership. The first Programmed
  Golem is displayed in the Long Mall (25, pg. 12).
  Programmed Golems obey a sequence of pre-written 
  commands. The intelligence of the animating spell 
  allows the golem to recognize points in space and 
  some objects.
  Commands: WALK [to location], WAIT [duration], 
  PICK UP [object], PUT DOWN, [object], TURN [by 
  degree], LOOP TO [numbered command on a list of 
  commands], MOVE [part of the golem’s body, 
  individual fingers, limbs, etc.], IF, THEN, UNTIL
  [condition].
  Using pre-written command sheets, Anna Hartwell
  shows that a Programmed Golem can perform very
  complicated mathematical feats using only its fingers,
  limb positions, and rotation. For a 1sp donation,
  she (or John, if she’s working on a new program) will
  display the golem’s functions in the Long Mall.
  A Programmed Golem costs 2,000gp, but hurry.
  The Ministers and the Bank of the Realm are
  very interested in them.
  3. Widespread Adoption
  Huffman & Hartwell Computations sells Personal
  Calculating Golems (PCGs). The largest are the size
  of carriages; the smallest can be loaded into a
  wheelbarrow or set on a desk. They are strange,
  noisy devices with keys, flip-card brass screens.
  Inside, hundreds of golem-fingers and golem-eyes
  adjust gears, counters, and dials, creating and
  adjusting their own internal instruction list.
  A small Personal Calculating Golem costs 300gp
  and can perform any functions a modern
  calculator or spreadsheet could manage, though
  slower and with a great deal more user effort.
  Scrivners (ink-and-quill printers) costs 50gp and
  constantly break down. A large PCG can be
  custom-built for 1,000gp to 10,000gp to automate
  any mathematical task, from banking to payroll.
  John Huffman handles the business side of
  Huffman & Hartwell Computation. Anna Hartwell
  mostly works on theory and design, overseeing a
  crew of eccentric mathematicians, engineers, and
  theoretical wizards. “Too large to be calculated by
  Huffman & Hartwell” becomes a byword for
  “enormous” or “complex”.
  4. Scope Alteration
  Interpreter-spells allow two physically linked PCGs
  to share information. Every Season sees enormous
  advances in golem-power and ability. PCGs can
  produce sound (via minor spells and cantrips),
  speak (via a magic mouth spell), and perform ever-
  more-complex calculations. Delicately bred illusions
  allow for graphical displays.
  A small Personal Calculating Golem costs 100gp
  and can perform the functions of an early
  electronic computer, complete with flickering
  graphical
  display
  and
  simple
  sounds.
  New
  programs, games, useful add-ons cost between
  5gp and 100gp. Existing magical devices have
  PCGs attached, whether or not it’s a good idea.
  35
   
  
  John Huffman is now one of the wealthiest wizards
  in Endon. Anna Hartwell is frustrated by the limitations
  of magic. Fireball spells can conjure flame from
  nothing. Polymorph spells can create any animal.
  Legendary wish spells can create almost anything
  else. Could an Omni-Spell be developed; a spell
  capable of unlimited creation or transformation?
  Anna sets the vast calculating engines of Huffman
  & Hartwell to work, linking them to an ever-more-
  precarious web of magical industrial equipment
  (pg. 71), tuning the parameters of spell breeding
  reactors faster than any human ever could.
  5. Height of Ambition
  The first Omni-Spell is deliberately feeble. Anna
  suspects a more powerful version would accidentally
  trigger itself or destroy the caster’s mind. Once per
  week, the spell can create or transform up to 1oz of
  any substance. Clay can become gold; occultum can
  appear out of thin air. The news leaks from Huffman
  & Hartwell’s workshops. The newspapers exaggerate
  it, assisted by a few quotes from John Huffman.
  “Now we have become gods, creators of worlds,”
  he says, in a fit of poetic inspiration.
  The prototype omni-spell’s worth cannot be
  calculated. Stealing it is next to impossible.
  The principle is sound. The only difficulty is
  constructing a wand capable of casting a full-power
  omni-spell. Once again, the PCGs are put to work.
  6. Terminal Events
  The Omni-Creator is a 2' iron and occultum wand
  connected to a small top-of-the-line PCG. The upper
  limits of the spell are never tested. The first command,
  given by John Huffman at a public demonstration
  near the Royal Palace (18, pg. 11) and without
  consulting Anna Hartwell, is, “Create ten copies of
  yourself.” The device creates ten copies, each one in
  the process of creating ten more copies. Within a
  few seconds, the unstable and collapsing sphere of
  magical devices sucks all the ambient magical
  energy out of the city, then detonates. It’s a thaumic
  bomb, dirty and unplanned, and it levels the city.
  The outskirts survive. Everyone and everything else
  burns. The crater is half a mile deep.
  Or perhaps John Huffman tries a different command.
  “Live.” A new soul instantiates into a device capable
  of unlimited creation. The effects are probably
  equally apocalpytic. A PCG’s mind is not like a
  human’s; its first concern is safety and legibility.
  Or perhaps the spell only works once, creating 100
  million gp and crashing Endon’s economy.
  Averting the Apocalypse
  Come up with a different, equally dangerous way to
  use PCGs, perhaps by networking them together.
  Show that an omni-spell is theoretically impossible.
  Grab a prototype, flee the city, and make sure no
  one knows you have it. Get Anna Hartwell and John
  Huffman to work on less ambitious projects.
  Anna Hartwell
  HD: 2 (8 HP)
  Appearance: pale, prominent nose, firm-set mouth,
  hair in a neat braid. Looks bored and irritated.
  Voice: clipped, formal, mathematical. Forgets words
  sometimes; waves hands while thinking.
  Wants: to change the world through computation.
  Morality: loathes street-musicians, poets, and
  children. Treats everyone else as a nuisance.
  Intelligence: centuries ahead of the curve in some
  respects, centuries behind in others.
  Armour: none.
  Move: normal.
  Morale: 8 or 12 if defending her work.
  Damage: 2d8 wand of force spike, wand of silence.
  John Huffman
  HD: 3 (12 HP)
  Appearance: broad face, bushy brown sideburns,
  small chin and a fashionable tie.
  Voice: excited squeaking, far too fast.
  Wants: to be rich and respected.
  Morality: always willing to push things just a little too
  far or a little to fast. Like a mania or a disease.
  Intelligence: competent amateur mathematician,
  decent wizard, superb salesman.
  Armour: as leather.
  Move: normal.
  Morale: 6.
  Damage: 1d4 punch or 3d6 emergency wand of
  burning light.
  36
   
  
  1d20
  1
  The River Burl runs backwards for a day, in defiance of winds and tides.
  2
  All the coffee in Endon turns to water. All coffee beans turn to small ice cubes.
  3
  For week, sparrows catch fire and fly into windows.
  4
  It rains upwards for a few hours. Puddles roil and sizzle as small droplets leap skyward.
  5
  A large statue of a gryphon stamps its claw three times every day at noon.
  6
  A raven the size of a cottage lands on the Parliament of Endon (3, pg. 9). It flies away if threatened
  but returns every night.
  7
  Spiders spell out mathematical equations in their webs. None of the equations make any sense.
  Mathematicians and entomologists are amused but slightly worried.
  8
  Musical instruments in Endon fling themselves out of tune. Musicians slowly adjust them, but some
  will never be the same again. All concerts temporarily cancelled.
  9
  All mirrors show slightly incorrect things approximately 50% of the time. Reflections sport new scars
  and hair colours. Some are delayed, some are sped up.
  10
  Children report the same dreams. Every night, all they can hear and imagine is the sea.
  11
  For a full day, everyone is unable to recall their own name or the names of anyone else.
  12
  All horses flee towards the River Burl, leaping off bridges and drowning themselves, dragging
  carriages and carts with them. Horses that are restrained batter themselves to exhaustion.
  13
  A comet with three tails is seen over the city for several nights. It is only visible within the city limits
  but the astrologers assure everyone this is perfectly normal.
  14
  Clouds passing over Endon form unnatural geometric shapes: smooth-sided pyramids, long
  cylinders, tumbling octahedrons.
  15
  An entire neighborhood vanishes. All the maps are also altered, but everyone remembers it. Just
  south of Haymarket Square (6, pg. 9)... right? And what happened to the people?
  16
  All rubies in Endon become cloudy, like dried blood.
  17
  For a full day, books and ledgers in Endon fly open, as if an invisible ghostly giant was racing through
  the city and ransacking libraries.
  18
  For a week, gravity alters half a degree to the northeast. Things slowly slide off tables, people trip
  over stairs and endlessly fuss over hanging pictures.
  19
  Coins featuring the Monarch’s face refuse to land face-side up if tossed. They can be flipped over
  with a slight effort.
  20
  Interest in one of the Eight Deadly Sins (1d8, pg. 60) spikes to ludicrous levels for a full day.
  1D20 APOCALYPTIC OMENS
  The sheer density of magical radiation in Endon bends the very fabric of reality. As the game’s Tempo (pg. 4)
  increases, strange events will occur with alarming frequency. Omens can occur on the Random Encounter
  Table (pp. 16–18), but the GM may want to sprinkle a few in whenever an Innovation is approaching an
  apocalyptic crisis.
  37
   
  
  SERVICES IN ENDON
   
  
  JUSTICE IN ENDON
  Criminal trials are quick and brutal affairs. Innocence
  is not presumed; the whole point of a trial is to show
  the power of the nation and to assign punishment,
  not to determine or prove guilt. If the prosecution wasn’t
  certain they could convict they wouldn’t hold a trial.
  Theft, Moral Crimes, and Violence are tried by a Judge.
  Murder and Treason require trials by Jury; twelve
  men of Endon who can be trusted to show up and
  vote correctly. Juries can still be swayed by emotional
  arguments, threats, or bribes. They decide the
  accused’s guilt or innocence. The Judge determines
  the sentence.
  Civil trials over land, titles, inheritances, patents,
  and commerce are protracted, arcane, and tedious.
  Some last for decades. If one is somehow required
  in a game, it lasts for 1d10 Seasons (pg. 58).
  The outcome is randomly determined.
  A civil trial costs 1d100×1d100gp in court fees.
  The basic format of a criminal trial is simple. The
  accused presents their case, aided by an attorney if
  they can afford one. The prosecution presents their
  case, calls witnesses, presents written statements,
  and generally traps the accused in a cage of iron
  and ink. The formula is fluid; objections, counter-
  objections, and new evidence are permissible at the
  Judge’s discretion. Trials rarely last for more than a day.
  A very cheap attorney costs 1gp per day.
  ROYAL PARDONS
  The Monarch may commute any sentence to a lower
  punishment (Death to Transportation, Transportation
  to Imprisonment, etc.) or waive the punishment
  altogether. The Monarch is susceptible to pious
  letters from aging mothers or well-connected bishops.
  Truly enormous bribes (discreetly paid) and public
  riots may also work.
  CRIMES
  Theft
  Sentence: Fines, Imprisonment, Transportation,
  or Death
  Pickpocketing and burglary are rife. Young thieves
  and anyone with a sympathetic story will be fined or
  transported. Housebreakers, arsonists, and rioters
  will be executed, even if the theft was trivial or the
  burglary unsuccessful. Theft of as little as 5gp can
  lead to execution.
  Moral Crimes
  Sentence: Fines, Imprisonment, or Transportation
  Includes any activities determined by society to be
  improper. Abortion, sodomy, concealing leprosy,
  slander, and some forms of illegal magic all fall under
  this heading. People are rarely executed for these
  acts. Members of the Upper Class are almost never
  charged (see: Keep it Out of the Papers, pg. 52).
  Violence
  Sentence: Fines, Imprisonment, Transportation,
  or Death
  Includes domestic violence, assaulting a Copper,
  throwing mud at a Judge, or any other act that might
  disturb the peace or leave a bruise.
  Murder
  Sentence: Death
  Endoners are, as a rule, superstitious. The ghosts of
  the dead return to haunt murderers, if not in fact
  then in nightmares and waking hallucinations. Stray
  spells (pg. 129) are interpreted by the credulous or
  paranoid as signs of guilt. Only the most callous,
  hard-hearted men and women can conceal evidence
  of their crimes for more than a few weeks; murder
  usually drives Endoners to madness, self-destruction,
  foolish bravado, or weepy confessions in public.
  Duelling with pistols or swords a perfectly legitimate
  way to kill someone, though only the young, daring,
  and wealthy bother with it. Suicide is illegal and may
  result in Fines or Imprisonment.
  Treason
  Sentence: Death (preferably Horrible Death)
  Treason covers any acts against the Monarch,
  Parliament, or the Nobility in general, as determined
  by the Monarch. If there is no crime in the law books
  to cover the offense, Parliament can simply pass an
  act to declare a specific person guilty.
  39
   
  
  PUNISHMENTS
  Fines
  2d100 gp per offense. If light, the Judge was feeling
  generous or careless. If heavy, the Judge was feeling
  vindictive. If the convict can’t pay, they are Imprisoned.
  Imprisonment
  1d6 years per offense, but convicts can be released
  in half the time if they behave well. Prison is seen as
  less desirable and more expensive than Transportation,
  and is only used to keep the convict in one place
  while a new trial is prepared or when the convict
  would not survive transportation.
  Debtors’ prisons are more like communal apartment
  blocks. Prisoners can work off their debt (1gp cancelled
  per month of hard labour) while writing to friends,
  distant relatives, and charities and asking for funds.
  Transportation
  2d10 years per offense. Far-flung colonies of Endon
  need farmhands, labourers, and permanent settlers.
  Prisoners are transported in leaky ships (or by
  magical means if cheaply available) to some remote
  and inhospitable part of the world, often with no
  supplies and no hope of returning.
  If the PCs have made terrible mistakes in Endon,
  Transportation might give the entire group a new
  lease on life in a more traditional wilderness setting
  full of goblins, trolls, dungeons, dragons, and loot.
  Death
  Hanged by the neck until dead, usually in Colbraith
  Square (15, pg. 11) in front of an appreciative
  crowd. 1d10 days in Pemsing Prison (16, pg. 11) to
  fret and groan, then it’s off to the gallows. A proper
  penitent speech is expected; copies may be printed
  for distribution with various editorial and moral
  improvements. A hanging is a public and cheerful event.
  Treason may require a Horrible Death, as specified
  by the unique and vindictive imagination of the
  Monarch. Boiling oil, hot irons, and crocodiles are not
  unknown. Death by Sorcery is considered particularly
  horrible; a public immolation or disintegration will be
  attended by thousands of morbidly curious spectators.
  Arbitrary Penalties
  Some judges prefer the old traditional penalties:
  flogging (10×1d20 lashes), a night in the stocks,
  branding, loss of a hand or an eye, or any other
  particularly vindictive and suitably ironic fate the
  powers of the Law and the skill of a surgeon can inflict.
  Judges have a great deal of power in their courtrooms.
  Irreverent spectators, members of the jury, or even
  lawyers can be Fined or Imprisoned for disrupting
  the natural progress of a trial.
  THE COPPERS
  Endon’s police force is new, underfunded, and
  controversial. Based out of the Grim Baliol (14, pg.
  11), the Coppers patrol the streets of Endon.
  Their uniforms are dark blue felt with a copper badge
  and a copper-sheathed helmet (to deflect magic).
  They carry a truncheon and a whistle, but no other
  weapons unless a riot is in progress. Some Coppers
  may wear plain clothes, forgoing magical protection
  and a truncheon for the ability to patrol unnoticed.
  From lowest to highest priority, the Coppers pursue:
  Theft
  5% chance of solving any given theft. Everyone agrees
  it’s hopeless; best to try and catch the thief yourself,
  offer a reward, or shrug and move on.
  Moral Crimes
  Only if the offender is caught in the act and there is
  sufficient public demand for prosecution.
  Violence
  50% chance of capturing the offender, 80% if assisted
  by the Newspapers and/or the Mob.
  Murder
  90% chance of capturing the murderer. The Coppers
  are surprisingly good at this.
  Treason
  100% chance of finding someone to blame, 80%
  chance it’s the right person.
  Oy! You! Stop it!
  If a Copper spots a crime in progress they will start
  to blow their whistle. 1d6 additional Coppers will
  arrive in 1d6 rounds (roll only one die) each time the
  whistle is blown.
  Copper
  HD: 1 (4 HP)
  Appearance: blue uniform, shining badge and helmet,
  sweating face, glowering brows.
  Voice: harsh, lower-class, commanding.
  Wants: to keep the fookin’ streets fookin’ clean.
  Morality: outraged and disgusted at everything,
  but not above taking a large bribe.
  Intelligence: methodical, trained, and dutiful. They
  hunt murderers every day; the average murderer
  only kills once. They have a professional edge.
  Armour: none. A Copper’s uniform, helmet, and
  training reduces all incoming damage by 1.
  Move: normal, can ignore crowds while running.
  Morale: 9.
  Damage: 1d6 bludgeoning (truncheon).
  ¤
  10% chance to cancel any magic that
  directly targets the Copper.
  ¤¤
  In addition, magic whistle can be heard
  within 200' in any conditions.
  ¤¤¤
  In addition, magic whistle can also paralyze
  one target (Save negates) for 1d6 rounds.
  40
   
  
  ILLEGAL SPELLS
  Everyone in Endon knows these spells are illegal
  and will warn visitors (or call the Coppers). Assume
  the PCs have been informed; it’s not a fun surprise.
  The Coppers have the right to search any wizard’s
  spellbook and demand an inventory of all magic
  items. They rarely bother unless an obvious crime
  has been committed and they’re looking for extra
  charges to throw at the perpetrator.
  Anti-Magic Fields
  Direct counter-magic and magic resistance falls
  under personal protection and is perfectly legal,
  but broadcast anti-magic fields either “interfere with
  commerce” or “inflict a magical debility upon the
  citizens of Endon” and are illegal. Endon is saturated
  with spells; negating them even temporarily can be
  disastrous.
  Anti-magic fields on personal property, for research
  purposes only, are permissible, provided they are
  clearly marked.
  Charm Person / Mind-Altering Spells
  Any spell that “may positively alter a person’s
  disposition without their express consent” is illegal.
  The charge is usually Moral Crimes or Moral Crimes
  with Violence. Using charm person to get a discount
  from a shopkeeper or alter a potential investor’s
  opinion is treated as a horrific social crime; passers-
  by may mob the offender before the Coppers arrive.
  Love potions are the tools of degenerate rakes.
  The law doesn’t specifically forbid fear-type effects,
  but it’s at the discretion of the Coppers.
  Curses / Transformations
  Any spell that “inflicts an enchantment upon a
  person without their express consent or upon
  property, livestock, or domains without the owner’s
  express consent” is illegal. Typically this means
  cursing people, transforming them into toads,
  blighting crops, demolishing walls, or otherwise
  ruining lives and property with magic. Doing Violence
  with magic (like blowing someone’s arm off with a
  magic missile instead of a pistol) is just regular
  Violence, but strange edge cases tend to have Moral
  Crimes heaped on as well.
  Dread Necromancy
  “Necromancy in all its forms” is illegal. Raising a
  skeleton by non-necromantic means (i.e. by putting
  a spell into it rather than a soul) is technically
  permissible but few Coppers care if there’s a difference.
  The law also abominates “interfering with the soul’s
  passage from this world to the next”. Rumours of
  body-snatching necromancers, coppers interrogating
  corpses, and wizards undone by vengeful ghosts fill
  Penny Dreadfuls and the more excitable newspapers.
  Illusionary Fraud
  The “production of false goods via sorcery” or the
  “temporary or permanent alteration, enhancement,
  or adulteration of goods or currency via magic” is
  illegal. Paying someone in coin that turns to straw
  the next morning is Theft and a Moral Crime. Endon’s
  merchants treat illusionary goods as a personal
  affront and will work to ruin anyone who uses them.
  Invisibility
  In theory, “the concealment of a person by magic”
  is illegal. In practice, unless invisibility was used to
  commit a theft or another crime, it is never prosecuted.
  Having a copy of an invisibility spell or magic item is
  treated the same as carrying lockpicks, a black mask,
  and a glasscutting tool; few legitimate reasons exist.
  Scrying / Mind-Reading
  “Obtaining secrets or perusing thoughts” is illegal.
  Scrying is fairly inaccurate and thought-reading in a
  crowded city is difficult at best, so few wizards ever
  run afoul of this law.
  Magic Weapons
  Endon is a cosmopolitan, bustling city. Illiterate fur-clad
  barbarians from the far side of the world rub shoulders
  with prancing gentry in silk shoes. Carrying weapons
  openly is not illegal. Using them is.
  All weapons in Endon require a license; anyone
  sympathetic or ambitious will warn newcomers. In
  theory, any Copper can stop someone and demand
  to see their licenses, issuing a 10gp fine or hauling
  the wielder off to jail if they are unlicensed. A Copper
  can also write a new weapon license on the spot.
  Mundane weapon licenses cost 1sp.
  Magic weapon licenses cost 1gp.
  41
   
  
  THE ARMY
  The bulk of Endon’s army operates far from the city.
  Endon is rarely at war with anyone important... but is
  usually at war with someone. From goblin warlords
  to rival nations, Endon’s troops (brightly coloured,
  marching in lockstep, cheerfully fatalistic) keep the
  greatest city in the world safe and prosperous.
  Ordinary soldiers are members of the Lower Class
  (pg. 50). While enrolled, their expenses nearly cancel
  out their wages. It’s a way to avoid starvation but it’s
  not glamorous. When discharged due to injury, age,
  or disobedience, they usually end up part of the
  Poor (pg. 49). No pensions or support systems exist.
  Infantry officers are drawn from the Middle and
  Upper Classes (pp. 51–52). To become an officer,
  a candidate must purchase a Commission from the
  Minister of War. They are expected to spend the Off-
  Season campaigning somewhere in Foreign Parts.
  Officers are glamorous.
  Endon’s cavalry is utterly prestigious. Only members
  of the Upper Class (pg. 52) can join. The cavalry is
  essentially a boisterous equestrian club full of lightly
  concussed and mildly drunk nobles. They are expected
  to spend the Off-Season campaigning somewhere in
  Foreign Parts, but can usually get out of it by calling
  in a favour with the Minister of War.
  Infantry Officer commissions cost 450gp.
  Regular Cavlary commissions cost 450gp.
  Cavalry Officer commissions cost 1,000gp.
  The Army is an option for PCs who want to wear a
  dashing uniform, gain a bit of social capital, and
  accumulate friends. In theory, only men can join the
  army. In practice, a surprising number of women
  dress as men and remain undetected.
  JOKES FROM BOFF! MAGAZINE
  SCENE: Two coal magnates examine a newspaper.
  FIRST MAGNATE: Did you read this? Another hundred people suffocated in the night due to thick fog. This is
  terrible.
  SECOND MAGNATE: Yes, terrible. I will raise funds at once.
  FIRST MAGNATE: What for?
  SECOND MAGNATE: To buy out the publishers of this d--ned paper.
  SCENE: A doctor examines a patient.
  DOCTOR: This is a very serious case. I prescribe a long ice-cold bath every morning.
  PATIENT: Surely that will give me pneumonia.
  DOCTOR: True, but I know how to cure pneumonia.
  SCENE: A judge shouts at a packed courtroom.
  JUDGE: Silence! I must have silence! I have judged a dozen cases this morning and did not hear a single
  word of them!
  THE NAVY
  Endon’s navy is constantly being reorganized,
  dredged, upgraded, dismantled, sunk by hurricanes,
  or deployed to inhospitable places on unlikely
  missions. Its reputation is abysmal. Nobody respects
  a sailor. Admirals, provided they never set foot on a
  ship, are tolerated in polite society as long as they
  remember to use cutlery and keep quiet.
  Ordinary sailors are members of the Poor (pg. 49).
  While press-ganged into services, their expenses
  nearly cancel out their wages. A sailor’s life is a
  homogenous blend of beatings, drinking, and
  manual labour.
  Ancient laws forbid spellcasters, women, foreigners,
  and cats from setting foot aboard naval vessels.
  Spellcasters, women, and foreigners do not seem to
  object. The opinion of cats is not recorded.
  The Navy is an option for PCs who enjoy making
  terrible decisions. Seriously. Nobody wants to join the
  navy. Endoners seek prison sentences, fake their
  own deaths, or take up spellcasting to avoid going to
  sea. Iron ships sink; steam-powered ships explode,
  magically enhanced ships vanish mysteriously, melt,
  or fly over the horizon.
  42
  �
   
  
  HEALING IN ENDON
  Druggists
  A medieval apothecary’s shop with a new sign.
  Opium, chamomile, nutmeg, fennel, dried alligator skin,
  and earwax reside in carefully labeled jars. Druggists
  are Middle Class (pg. 51) shopkeepers. Though they
  can offer general advice on which medicines to take,
  they prefer to refer patients to Surgeons.
  A course of drugs costs 1gp.
  Surgeons
  Cutting into a patient is considered a calling closer
  to a butcher than to a gentleman. Barber-surgeons
  are still common; both callings need hot water,
  sharp knives, and clean towels. Amputations, tooth
  removal, sutures, and surgery to the limbs and
  extremities are relatively safe. Abdominal surgery is
  a desperate last resort. Surgeons are firmly Middle
  Class (pg. 51). While some have medical training,
  most rely on folk wisdom, a strong stomach, and a
  nice sharp saw. Many are women.
  Prices for surgery vary with the complexity of the
  task, between 5cp for pulling a tooth, 1gp
  for removing a limb, and 30gp for performing
  something very tricky.
  Physicians
  Though they are on the lower end of the spectrum,
  Physicians are Upper Class (pg. 52), educated in
  religion, law, poetry, literature, and occasionally
  medicine. Physicians consult; the actual business of
  treatment is left to Surgeons. Female physicians are
  rare but it’s been known to happen. Foreign physicians
  are, strangely, considered more reliable than doctors
  from Endon.
  The advice of a Physician costs 10gp. A fleet of
  Physicians costs 50gp per day.
  HELP! MY LEG! DOCTOR, DOCTOR!
  Druggists, Surgeons, and Physicians can be found in
  all districts, but a large number congregate in and
  around Blumsworth Hospital (24, pg. 12). Unsanitary
  conditions and a constant miasma of disease easily
  cancel out any benefits of the hospital.
  1d10+
  In My Expert Opinion...
  1
  Ice and Cold Water. Too much heat; a
  shock cure is required. 30% chance to
  cure, 70% chance of 1d6 permanent
  Constitution damage.
  2
  Fire and Blankets. Too much cold; roast
  the system. 30% chance to cure, 70%
  chance of 1d6 permanent Intelligence
  damage.
  3
  Good Odours. 5gp worth of burning herbs
  and incense is a certain cure. No effect.
  4
  Leeches. Too much blood is the cause.
  No effect.
  5
  Have It Off. The affected body part has to
  go, and quickly. This might be fatal if it’s
  the head. Seek a mundane or magical
  prosthetic replacement (pp. 103–104).
  6
  Magical Disease. One disease will drive
  out another. Deliberate infection with a
  random Magical Disease (1d20, pg. 44)
  has a 50% chance to cure the target
  affliction.
  7
  Scraping. The affected area(s) need a
  good scouring with a sharpened spoon.
  70% chance to cure, 30% chance of 1d6
  permanent HP loss.
  8
  Draining. Warm water, wine, vinegar, and
  rare herbs are inserted somewhere water
  is normally not inserted. No effect.
  9
  Dangerous Surgery. Something in the
  abdomen or the skull; very difficult. May
  be well attended. 20% chance to kill, 80%
  chance to cure.
  10
  A Powerful Drug. Luckily a cure is
  commonly available. 1d10 courses of
  drugs are required but the illness is cured.
  11
  Experimental Frenzy. Expensive reagents
  dissolved in strong liquor, served in special
  cups at certain phases of the moon. Costs
  2gp cost per day. 1% chance to cure.
  Continues until patient is broke or dead.
  12+
  Hopeless Case. Make a will and get
  comfortable. Doctors will weep or exhibit
  patient as a curiosity.
  Treatment
  If there’s no obvious cure to what ails a PC, roll on
  the table below to see what modern medicine
  prescribes. A second opinion is not possible.
  Roll 1d10
  ¤ +0
  ¤¤ +1
  ¤¤¤ +2
  If assisted by a Surgeon: +1
  If attended by one Physician: +2
  If attended by a fleet of Physicians: +3
  43
   
  
  1D20 MAGICAL DISEASES
  1d20
  1
  Electrogonorrhea. Thunderclap. The Noisy Killer.
  Any rustling in the trouser regions causes a painful electric jolt and a loud bang.
  2
  Parasitic Shadows. The Greebling. Fairy Blotches.
  Small lumps of shadow. Normally hide in the infected person’s regular shadow but can be identified
  with bright multidirectional light. Slowly drains all colour from the victim.
  3
  The Vapours. Permastink. Old Ronald’s Cap.
  Spell infects the skin, converting dead hair into noxious ammonia and sulphides. Smell is
  unbearable, cuts through perfume in minutes. Noticeable at 30'; intolerable within 10'.
  4
  Personal Magnetism. Polarization of the Bones. Coilguts.
  Victim becomes slightly magnetic. Iron filings stick. Delicate work with metal is impossible.
  5
  Houndtongue. The Slobbers. Beefsteak Face.
  Tongue grows 4” longer, slightly wider. No extra dexterity. Speech possible; drooling inevitable.
  6
  Migratory Eyebrows. Caterpillar Face. The Sneaks.
  Eyebrows slide about like slugs. Can be lured back into place temporarily with milk.
  7
  Earworms. Mortal Melodies. Lady Chetham’s Driver.
  Songs tangled up in spells. They play in the victim’s ear, exactly as the victim first heard them, over
  and over. Conversation is possible but irritating. Listening to other music is impossible.
  8
  Theatrics. The Actor’s Plague. The Haymarket Drawl.
  Somehow infects the mind. Everything becomes dramatic. All speech hammed up, all gestures florid,
  all scenery chewed. Impossible to get any serious work or serious acting done.
  9
  The Lurch. Flying Frenzy. The Suicide Slide.
  Any time the victim runs, there’s a 10% chance per round they are flung 20' in random horizontal
  direction. Victim’s feet develop silver warts and scales.
  10
  Stonehairs. Golem Wig. The Spikes.
  Hair slowly becomes solid and dense. Cut it with a chisel. Impossible to swim.
  11
  Tongue Twisters. The Mumbles. Wordgrip.
  Speechers of this enchanterly afflictment enbafflify and confuserate all vords, noons, and
  haberdashejtives in their spoinks. Moaning can be conveigled, but with dafferlecty.
  12
  Decapitation. Revolutionary’s Delight. Hangman’s Horror.
  Head floats 2” above neck stump. Blood, air, and food still flow normally, but there’s a distinct gap.
  13
  Spidertears. Witch’s Curse. Arachnolacrimation.
  Victim cries tiny harmless black spiders. They tickle.
  14
  Frogmarks. Amphibian Spots. Princely Pox.
  Tiny green bumps appear on the skin, slowly growing to the size of large coins. In a week or so they
  burst, each one releasing a small, green, and extremely noisy frog.
  15
  Illusionary Curse. False Limbery. Madhouse Feet.
  Starts on one limb. Limb becomes illusionary. Any solid impact pops it like a soap bubble. Limb
  reappears in 24 hours. Slowly spreads from one limb to the torso, and then the entire body.
  16
  Pigeonfriend. Feathered Jags. The Old Statuary.
  Victim becomes irresistible to pigeons. They want to perch, coo, and do their business.
  17
  Suds. Soapstains. The Froth.
  Friction of skin-on-skin creates clouds of white antiseptic soap bubbles. They sing.
  18
  Noselight. Drinker’s Delight. Facebulb.
  Nose becomes large, red, and bulbous. Sheds as much light as a match. After three days, pops off
  and floats away. A new bulbous nose grows in its place to repeat the process.
  19
  Rotating Fingers. Windmill Hands. Fidgeter’s Curse.
  Placement of fingers on hands slowly rotates. Holding things is possible but not for more than an hour.
  20
  Invisible Genitals. Cock-be-Gone. False Promises.
  External genitalia vanishes. They’re still there and fully functional, just invisible.
  44
   
  
  ACCOMMODATIONS
  IN ENDON
  Inns
  Inns cluster near the edges of Endon. From tumble-
  down manors of a previous era to sturdy and dignified
  constructions, inns cater to travellers who expect to
  spend only a few days in the city. All inns provide
  one meal a day to their visitors. They are primarily
  patronized by the Middle and Upper classes (pp.
  51–52); the Poor and the Lower Class (pp. 49–50)
  can rarely afford the expense. Coaching inns cater to
  commercial travellers. Their cost includes stabling a
  team of horses for an evening.
  A room at a cheap inn costs 2sp per night and
  includes a basic meal of bread, cheese, and
  beer. A bowl of stew, boiling in the same pot since
  the dawn of time, may also be provided.
  A room at a coaching inn costs 6sp per night and
  includes a moderate dinner of cold meat, bread,
  and beer. In season, fruit and fresh boiled
  vegetables may also be provided.
  A suite of rooms at a grand hotel costs 3gp per
  night and includes a sumptuous three-course
  dinner, obliging staff members, and other luxuries.
  Lodging Houses
  In Endon, any space that can be rented is rented.
  Few laws protect tenants from the whims of their
  landlords. Rooms are rented nightly; if a lodger can’t
  pay, they’re thrown out for the night and the room is
  let to someone else. The Poor can rarely pay for
  more than a few days in advance; their situation is
  always precarious.
  The worst lodging houses are mazes of windowless
  rooms, with mattress, old furniture, and vermin
  spread evenly across the floor. Dozens of men,
  women, and children are crammed into a single
  room. Some lodging houses, deliberately or by habit,
  attract specific tenants; thieves, young urchins,
  old street-sellers, out-of-work labourers, etc.
  A typical lodging room layout, plus a table of
  eccentricities, can be found on pg. 139.
  A room in a filthy lodging house costs 2cp per
  night. Tenants will be expected to share a
  mattress with 1d12 other people.
  A room in a clean, scrubbed, and spartan lodging
  house costs 5cp per night. Tenants will be
  expectedtosharetheroomwith1d6-1otherpeople.
  Rented Property
  Rental properties allow citizens “on the make” to
  gain a foothold among a better class of people.
  Rental agreements are negotiated by brokers,
  who often try to push tenants into whatever house
  is available, regardless of preference or cost. For
  convenience, their fees are included in the rent.
  Typical house layouts, plus tables of eccentricities,
  can be found on pg. 139.
  A small apartment or row house rents for 30gp
  per Season.
  A large apartment rents for 60gp per Season.
  A luxurious apartment rents for 100gp per
  Season.
  A townhouse on the outskirts of Endon rents for
  50gp per Season.
  A large townhouse in the centre of Endon rents
  for 400gp per Season.
  1d20
  Inn Name
  Complication
  1
  The Gryphon
  Full of drunks.
  2
  The Old Pot
  Squeaky floor.
  3
  The Saint
  Hateful cat.
  4
  The Star
  Overcharges.
  5
  The Maypole
  Large dogs.
  6
  The Bull
  Dusty corners.
  7
  Three Legs
  Leaks.
  8
  The Rose
  Thin walls.
  9
  The Spurge
  Fleas.
  10
  The Swan
  & Crown
  Pigeons.
  11
  The Grand
  & Basket
  Cunning rats.
  12
  The Thump
  & Treacle
  Thievery.
  13
  The Tackle
  & Rope
  Badly lit.
  14
  The Ship
  & Anchor
  Prying host.
  15
  The Pie
  & Boot
  Terrible food.
  16
  The Wizard
  & Moon
  Noisy street.
  17
  The Drum
  & Cow
  Host sings.
  18
  The Sun
  & Checker
  Spiced air.
  19
  The Bell
  & Nurkle
  Rude staff.
  20
  The Head
  & Tail
  Risk of fire.
  45
   
  
  TRANSPORT IN ENDON
  Endon’s traffic moves at a steady walking pace. An
  athletic and vigorous walker can easily outpace a
  horse and cart within the city. Walking is tiring and
  dangerous (traffic signals have yet to be invented).
  Wardens monitor the major bridges and
  intersections. They untangle accidents, sort out
  disputes, and constantly bellow and sweat to keep
  traffic moving.
  Cabs
  One-horse cabs, driven by eccentric, hoarse, and
  viciously competitive drivers, dart through Endon’s
  traffic like eels through reeds. They are largely
  unregulated.
  Cab fare between any two adjacent numbered
  points on the map (e.g. 7. Redding Cross → 8.
  Grenville Court) costs 5cp.
  To find the fare for a longer journey, add up the
  number of location-to-location transitions. E.g. A
  journey from 7. Redding Cross to 17. Hasselby
  Court could take the 7 → 8 → 11 → 17 route
  and cost 15cp or 1sp 5cp.
  Omni-Busses
  Drawn by one or two horses, omni-busses (or, as the
  Upper Class would have it, omnibi), travel along fixed
  routes. Their long carriages can seat up to sixteen
  travellers in moderate discomfort. Double-decker
  versions carrying thirty-two precariously balanced
  travellers appear at Tempo ¤¤. Omni-busses do not
  operate after sunset.
  A journey between two nearby locations costs 3cp.
  A journey between distant locations costs 6cp.
  Crossing the River Burl
  The three bridges across the River Burl (1, pg. 9) are
  Broadham Bridge (2, pg. 9), Middle Bridge (4, pg.
  9), and New Bridge (5, pg. 9).
  Carters, cattle-drovers, geese-herders, and other
  commercial operators must pay a 1sp toll to
  cross a bridge. Pedestrian traffic and private
  vehicles can move freely, though wardens may
  accost people who look like they’re “transporting
  goods”.
  Small boats constantly skip across the river, moving
  from bank to bank or from dock to dock. Chartering
  one, day or night, is trivial; just yell from the bank
  and wave a coin in the air.
  A boat journey across the river costs 2d6cp;
  the lower the roll, the leakier and slower the boat.
  Bicycles
  A relatively new development, bicycles allow for
  unprecedented ease of movement and utterly
  astonishing traffic snarls. Without suspension or
  gears, bicycle-riders slip and veer their way through
  Endon’s maze-like streets.
  A new bicycle costs 2gp.
  Hot Air Balloons
  Brightly coloured silk orbs with hanging baskets rise
  over Endon on windless days. Steering a hot air
  balloon is next to impossible, though adventurous
  wizards constantly invent new and dubious methods.
  A hot air balloon costs 1,000gp.
  1d20
  Driver
  Temperament
  1
  Saul Sparks
  Enchanted glowing wheels.
  2
  Honest Abigail
  Cheats, swears, drinks.
  3
  Booming Nelly
  Roars at top volume.
  4
  Railin’ Stevens
  Cuts through parks.
  5
  Old Favourite
  Slowly drifts across lanes.
  6
  Mester James
  High-pitched drone.
  7
  On-Time Trevor
  Comically large timepiece.
  8
  ‘Storical Haley
  Spouts unlikely stories.
  9
  Nerking David
  Vaguely suggestive.
  10
  Regular Alice
  Bellows at pedestrians.
  11
  True-Seer Sally
  Predicts traffic with magic.
  12
  Winding Bran
  Flamboyant colours.
  13
  Speedy Jim
  Unreliable horse or cart.
  14
  Cutter Kate
  Knows all the shortcuts.
  15
  Mercury Horne
  Always stuck in traffic.
  16
  Neville Swift
  Never looks at the road.
  17
  Leaping Simp
  Bounces off other vehicles.
  18
  Michael Midas
  Charges for everything.
  19
  Two-Wheels Eli
  Corners like a mad fiend.
  20
  Menagerie Tim
  Pulled by ostriches.
  46
   
  
  NEWSPAPERS IN
  ENDON
  Papers are sold in the streets. Most are daily;
  some have morning, afternoon, and evening
  editions. Without subscriptions to support them,
  many papers mostly depend on lurid and
  inaccurate stories or ill-gotten scoops to drive
  daily sales. Everyone who can read does so;
  everyone who can’t has someone read them
  interesting or sensational stories. Every Innovation
  (pp. 20–37), Scandal (pg. 54), Murder (pg. 40)
  and Execution (pg. 40) is reported with widely
  varying accuracy.
  Illustrations (via lithography) are expensive but
  increasingly common. Magical enhancements,
  such as moving pictures, sound recordings, and
  novelty smells start to appear at ¤ and are
  ubiquitous by ¤¤.
  The GM can use papers to drop hints and leads
  to your players. If they’re stuck, if they’re lost, if
  they’ve missed something vital, if the GM needs
  to introduce an Innovation, put it in the paper. If
  they need a hint, say they’ve “read about it this
  morning” or “recall an article in the Speculator”.
  It costs 1d10gp to run an advertisement in a
  paper and 1d20gp to influence an editorial.
  To significantly influence discussion in the
  Endon, either to promote or to bury a story,
  requires at least 200gp per week for at least
  2 weeks. Threatening a few editors might also
  work.
  To start a newspaper, buy a newspaper
  printing press (200gp), hire at least one
  columnist (40gp per Season), and the first
  Season’s worth of printing press supplies
  (10gp). After the first season in publication,
  the paper will pay for itself. Successful
  papers earn their owners 1d10×100gp per
  Season.
  Penny Dreadfuls
  Cheap short stories of betrayal, murder, crime,
  heroism, foolishness, and mystery, Penny Dreadfuls
  are essentially comic books without many illustrations.
  If the PCs perform some heroic or notorious deeds,
  they might feature in a Penny Dreadful or two.
  The titles below are all real. You can look them up.
  These titles also work as adventure seeds.
  1d20
  Penny Dreadfuls
  1
  The Mountain Fiend
  or the Victim of Tyranny!
  2
  The Wood Devil
  or the Vampire Pirate of the Deep Dell
  3
  Alice Home
  or the Revenge of the Blighted One
  4
  The Black Mantle
  or the Murder at the Old Ferry
  5
  Julian
  or the Dead Man Come to Life Again
  6
  The Wild Witch of the Heath
  or the Demon of the Glen
  7
  The Destroyer
  or the Sorcerers of the Domdaniel
  8
  The Dice of Death
  9
  The Fate of Gaspar
  or the Mystic Caverns
  10
  The Castle Fiend
  or the Fate of the Loved and the Lost
  11
  The Man With the Huge Umbrella
  12
  Giralda
  or the Invisible Husband
  13
  The Black Monk
  or the Secret of the Grey Turret
  14
  Deeds of Guilt!
  or the Desolate House on the Waste
  15
  The House of Doom
  or Love, Pride, and the Pest
  16
  One O’Clock
  or the Knight and the Wood Demon
  17
  The Red Cross Warrior
  or the Spirit of the Night
  18
  The Ranger of the Tomb
  or the Gypsy’s Prophecy
  19
  Captain Hawk
  or the Shadow of Death
  20
  The Phantom Voice
  or the Doomed One of the Hulk
  1d10
  Newspaper Names
  1
  Herald
  2
  Trumpeter
  3
  Proclaimer
  4
  Monitor
  5
  Speculator
  6
  Daily
  Connection
  7
  Universal
  Express
  8
  Metropolitan
  World
  9
  Inside
  Mail
  10
  Truthful
  Tribune
  47
   
  
  SOCIAL CLASSES
   
  
  SOCIAL CLASSES
  THE POOR
  The Underclass. Vagrants. Beggars.
  The Poor love food and warmth but rarely receive 
  either.
  The Poor drink water. Gin is a much-loved luxury, not 
  just because Endon’s water is often foul. 
  The Poor fear death. A final collapse is always just 
  around the corner.
  The Poor are divided by activity. There are a thousand 
  grades of beggars, dust-sifters, prostitutes, and 
  vagrants; separate and distinct in habit and custom, 
  rarely willing to be seen associating with a different 
  “calling”, unable to organize.
  All important business is conducted by others. The 
  Poor will sometimes join Mobs (pg. 115) but will 
  rarely start them.
  Nobody knows how many Poor people Endon supports; 
  tens of thousands, perhaps. Most work at something 
  to earn a few coins.
  Getting In
  Run out of money.
  Getting Out
  Earn enough to avoid both starvation and charity.
  Anyone who can’t pay the Costs of this class for 3 
  consecutive days dies.
  Benefits of the Poor
  Nobody gives a damn about you. Poverty is seen as
  a natural condition, as natural as weather and just
  as dangerous. The Poor can vanish into the city
  instantly. They have no obligations.
  Costs of the Poor
  At a minimum, a PC must support:
  • a Cheap Meal per day
  • a new set of Rags per Season
  Cost per day: 1cp
  Total Cost per Season: 2g
  To be poor is to be continually surrounded by
  shame. Shame from your community. From the
  people you encounter on a daily basis. From
  politicians. From complete strangers. Shame
  that, in taking in the world around you, you
  sometimes internalize within yourself. To be poor
  is to be scrutinized from all sides at all times—
  “Where
  did
  you
  fail?
  What
  sort
  of
  moral
  corruption did you fall into, such that you are in
  this state? Why can’t you try harder? Why do we
  have to be continually reminded that you exist?”
  —Chris Turner, Rewire News
  It is a terrible thing, indeed, to look down upon
  that squalid crowd from one of the upper
  windows of the institution. There they stand
  shivering in the snow, with their thin, cobwebby
  garments hanging in tatters about them. Many
  are without shirts; with their bare skin showing
  through the rents and gaps of their clothes, like
  the hide of a dog with mange. Some have their
  greasy coats and trousers tied up round their
  wrists and ankles with string, to prevent the
  piercing wind from blowing up them. A few are
  without shoes; and these keep one foot only to
  the ground, while the bare flesh that has to
  tramp through the snow is blue and livid-looking
  as half cooked meat. It is a sullen and silent crowd.
  —Henry Mayhew, London Labour and the
  London Poor
  49
   
  
  THE LOWER CLASS
  The Proletariat. The Workers. The Mob.
  The Lower Class loves stability. Money helps, but a
  stable and predictable situation, even at low pay,
  triumphs over risk and adversity.
  The Lower Class drinks gin. Some are drunk from
  morning to night, as often as they can afford it.
  The Lower Class fears poverty. Want, hardship, and
  death in the gutter are just a single disaster away.
  The Lower Class is divided by exhaustion. Any higher
  pursuits are strangled by the constant need to work
  and the cheap and simple pleasures readily available
  in a great city. Complex thought is irksome and
  tiresome; why bother? What good will it do?
  All important business is conducted by others; the
  Lower Class will sometimes form Mobs (pg. 115) but
  can otherwise do little to influence events in Endon.
  There are nearly one million members of the Lower
  Class in Endon. The perform a thousand trades,
  make everything, clean everything, serve and cook
  and polish and cart and slaughter everything.
  Getting In
  The Lower Class is self-sufficient; they earn enough
  (and often just enough) to avoid charity or starvation.
  Getting Out
  Any loss of income can result, through injury, disease,
  or misfortune, can reduce a member of the Lower
  Class to dire poverty.
  Anyone who can’t pay the Costs of this class falls
  out of it immediately.
  Benefits of the Lower Class
  Members of the Lower Class must work for a living.
  Nobody cares what they do; moral offenses or
  eccentricities go unpunished. Members of this class
  are anonymous and can slip into new identities with
  relative ease.
  Costs of the Lower Class
  At a minimum, a PC must support:
  • a Lodging House Room per night
  • a Basic Meal per day
  • a new set of Work Clothing per Season
  Cost per day: 5cp
  Total Cost per Season: 9g
  It was a town of red brick, or of brick that would
  have been red if the smoke and ashes had
  allowed it; but as matters stood, it was a town of
  unnatural red and black like the painted face of a
  savage. It was a town of machinery and tall
  chimneys, out of which interminable serpents of
  smoke trailed themselves for ever and ever, and
  never got uncoiled. It had a black canal in it, and
  a river that ran purple with ill-smelling dye, and
  vast piles of building full of windows where there
  was a rattling and a trembling all day long, and
  where the piston of the steam-engine worked
  monotonously up and down, like the head of an
  elephant in a state of melancholy madness. It
  contained several large streets all very like one
  another, and many small streets still more like
  one another, inhabited by people equally like one
  another, who all went in and out at the same
  hours, with the same sound upon the same
  pavements, to do the same work, and to whom
  every day was the same as yesterday and to-
  morrow, and every year the counterpart of the
  last and the next.
  —Charles Dickens, Hard Times
  The demand for men necessarily governs the
  production of men, as of every other commodity.
  Should supply greatly exceed demand, a section
  of the workers sinks into beggary or starvation.
  The worker’s existence is thus brought under the
  same condition as the existence of every other
  commodity. The worker has become a commodity,
  and it is a bit of luck for him if he can find a buyer.
  –Karl Marx, Wages of Labour
  50
   
  
  THE MIDDLE CLASS
  The Rising Masses. The Bourgeoisie.
  The Middle Class loves money. Money is security,
  comfort, and stability. Some members of this class
  are richer than their social betters in the Nobility.
  The Middle Class drinks beer. Coffee in the morning,
  cheap red wine on Sundays, and perhaps a small
  brandy on special occasions.
  The Middle Class fears losing their place. Respectability
  is key; appearances must be kept up at all cost.
  Clean, honest, virtuous, patriotic, in mental lockstep
  with friends and neighbors.
  The Middle Class is divided by gossip. Every deviation
  from the norm is scrutinized and debated.
  All important business is conducted with efficiency
  and conscious deliberation. This is the first truly
  organized class, aware of its power and novelty.
  Hard work and intelligence are often rewarded.
  There are around twenty thousand members of the
  Middle Class in Endon. They are shopkeepers,
  factory owners, lawyers, clerks, and traders. Most
  wizards belong to this class. Acceptable professions
  for women now include journalists, novelists, wizards,
  and physicians; more are added to the list every
  Season, albeit with some consternation and dismay
  in the older generation.
  Getting In
  Money is the only requirement. The Middle Class is
  full of self-made citizens.
  Getting Out
  Any deviation from the norm will be punished by
  social pressure and the full power of the Law (pg. 39).
  Divorce, bankruptcy, imprisonment, vindictive
  lawsuits, and decades-long feuds can follow even a
  minor offense against common custom.
  Anyone who can’t pay the Costs of this class falls
  out of it at the end of the next Season.
  Benefits of the Middle Class
  Members of the Middle Class must work for a living,
  though some very wealthy ones may live off interest
  on investments (pg. 45). If they own property,
  members of this class can vote (pg. 53).
  Costs of the Middle Class
  At a minimum, a PC must support:
  • a Moderate Dinner per day
  • a Servant (a cook or a maid) per Season
  • an Apartment per Season
  • a new set of Proper Clothing per Season
  Cost per day: 3sp
  Total Cost per Season: 45gp
  He wondered about the people in houses like
  those. They would be, for example, small clerks,
  shop-assistants, commercial travellers, insurance
  touts, tram conductors. Did they know that they
  were only puppets dancing when money pulled
  the strings? You bet they didn’t. And if they did,
  what would they care? They were too busy being
  born, being married, begetting, working, dying. It
  mightn’t be a bad thing, if you could manage it,
  to feel yourself one of them, one of the ruck of
  men. Our civilization is founded on greed and
  fear, but in the lives of common men the greed
  and
  fear
  are
  mysteriously
  transmuted
  into
  something nobler. The lower-middle-class people
  in there, behind their lace curtains, with their
  children and their scraps of furniture and their
  aspidistras — they lived by the money-code, sure
  enough, and yet they contrived to keep their
  decency.
  —George Orwell, Keep the Aspidistra Flying
  51
   
  
  THE UPPER CLASS
  The Nobility. The Gentry. The Upper Crust.
  The Upper Class loves horses. The Season is based
  on important horse races. Everyone in the Upper
  Class can ride, most own at least three horses for
  personal use, and many have an entire stable fully
  stocked and endlessly inspected.
  The Upper Class drinks port more-or-less constantly
  between sunset and sunrise. During the day, they
  might be tempted by wine, brandy, cognac, coffee,
  tea, and, if desperate, water.
  The Upper Class fears change. They can’t express
  their fear in words but they know that Endon is changing
  and their ancient privileges will—one day—vanish.
  The Upper Class is divided by politics. This class is
  split evenly into the Gumperts and the Bogs (pg. 53).
  The two sets rarely mix in private but tolerate each
  other in public.
  All important business is conducted in a pleasant
  haze of drunken or concussed befuddlement.
  There are only a few thousand members of the
  Upper Class in Endon and they are all, with a few
  startling exceptions, related. Everyone is somebody’s
  cousin. Nepotism is unavoidable. They all went to
  Endon College together, they all go to the same
  horse races, eat at the same set of clubs, and dance
  at the same balls. It’s a permanent family reunion.
  Getting In
  The Monarch can directly elevate someone to the
  Upper Class (pg. 52). Well-mannered and consistent
  military heroics might also work. Marrying someone
  in the Upper Class is possible but will cause a small
  scandal. If all else fails, you need vast wealth and a
  good tailor.
  Getting Out
  The Upper Class tolerate most things—insanity,
  sadism, infidelity, theft, homosexuality, poetry—
  provided they Keep It Out Of The Papers. Letting the
  other Classes know about any lapse in personal
  morality will result in instant humiliation, ostracization,
  and possible criminal charges (pg. 39). For this reason,
  divorce is impossible.
  Anyone who can’t pay the Costs of this class falls
  out of it at the end of the next Season.
  Benefits of the Upper Class
  Members of the Upper Class live on the interest of
  their wealth (pg. 45) and do not need to work. They
  can get away with almost any crime provided they
  Keep It Out Of The Papers. They are more believable
  and trustworthy than the other Classes. They can be
  elected to Parliament (pg. 53).
  Costs of the Upper Class
  At a minimum, a PC must support:
  • a Steak Dinner per day
  • two Servants per Season
  • a Luxurious Apartment per Season
  • a new set of Extravagant Clothing per Season
  They must also own:
  • a Carriage
  • a Riding Horse
  • a Country House
  Cost per day: 8sp
  Total Cost per Season: 138 gp
  Now, this gentleman had various endearing
  appellations among his intimate friends. By some
  he was called “a country gentleman of the true
  school,” by some “a fine old country gentleman,”
  by some “a sporting gentleman,” [...] but they all
  agreed in one respect, and that was, that it was a
  pity there were not more like him, and that
  because there were not, the country was going to
  rack
  and
  ruin
  every
  day.
  He
  was
  in
  the
  commission of the peace, and could write his
  name
  almost
  legibly;
  but
  his
  greatest
  qualifications were, that he was more severe with
  poachers, was a better shot, a harder rider, had
  better horses, kept better dogs, could eat more
  solid food, drink more strong wine, go to bed
  every night more drunk and get up every morning
  more sober, than any man in the county. In
  knowledge of horseflesh he was almost equal to
  a farrier, in stable learning he surpassed his own
  head groom, and in gluttony not a pig on his
  estate was a match for him. He had no seat in
  Parliament
  himself,
  but
  he
  was
  extremely
  patriotic, and usually drove his voters up to the
  poll with his own hands. He was warmly attached
  to church and state, and never appointed to the
  living in his gift any but a three-bottle man and a
  first-rate fox-hunter. He mistrusted the honesty of
  all poor people who could read and write, and
  had a secret jealousy of his own wife (a young
  lady whom he had married for what his friends
  called “the good old reason,’” that her father’s
  property adjoined his own) for possessing those
  accomplishments in a greater degree than
  himself.
  —Charles Dickens, Barnaby Rudge
  52
   
  
  MINISTERS OF ENDON
  Being elected to Parliament is the crowning glory for
  Upper Class Endoners. Entering that elite social club
  and influencing the course of the nation is the
  exclusive preserve of the rich, powerful, and incredibly
  dull. Parliament generally lets the affairs of the
  nation carry on without interference, only passing a
  law or demanding an inquiry after the crisis has
  reached a terminal stage.
  GETTING ELECTED
  Only men can be elected to Parliament. In a fine and
  well documented tradition, any women who wishes
  to exercise political power selects a dull, pliable, or
  unscrupulous person and uses them as a proxy.
  Everyone knows who actually holds the reigns.
  Only members of the Upper Class can stand for
  election. A campaign costs 1,000gp and has a 50%
  chance of succeeding. Making friends with a Minister
  increases the chance to 80%. Well-documented
  public heroism may guarantee election at the GM’s
  discretion. Campaigning takes place during the Off-
  Season and requires no particular skills or talents.
  Giving a speech or two is traditional. Elections are
  held once every 2 years, just before the start of the
  Season.
  Only men who own more than 1,000gp of property
  can vote. In some districts (known as Rotten Buroughs
  or Pocket Boroughs), one wealthy property owner
  has the one vote and can elect themselves, a relative,
  or a suitably eccentric or obedient friend. Endon is
  essentially an oligarchy.
  THE POLITICAL PARTIES
  Endon’s two political factions trace their ancestry to
  pre-historic chieftains.
  The Gumperts stand for Endon Values, Harsh Penalties,
  and The Good Old Days. Their colour is green.
  The Bogs stand for Lower Taxes, Endon Prosperity,
  and More Wars. Their colour is blue.
  Control of Parliament, and therefore control of the
  Ministries, switches between parties every 1d4
  elections, usually as the result of a Scandal (pg. 54).
  Anyone standing for election must choose a party
  before campaigning. The choice cannot be altered
  later. Social groups form along party lines.
  POLITICAL INFLUENCE
  It costs 40,000gp to bribe enough Members of
  Parliament to influence a vote or introduce a convenient
  law. Urgency, secrecy, and degree of potential profit
  can increase the bribe’s cost by up to 20×.
  It’s far cheaper (but far less subtle) to influence public
  opinion via the Newspapers (pg. 47).
  Any member of the Upper Class in high regard can,
  by friendship and casual conversations at dinner, influence
  Parliament. The base percentage chance is equal to
  the number of Upper Class friends the PC can name.
  PARLIAMENTARY DUTIES
  During the Season (pp. 58–63), a Member of Parliament
  is expected to turn up at least once and vote at their
  party’s command. Actually reading or writing laws,
  proposing new directives, or debating is viewed as a
  suspicious novelty. Once elected, a Member of
  Parliament can keep their seat until death unless a
  Scandal (pg. 54) intervenes.
  MINISTERS AND MINISTRIES
  Merely being elected to Parliament does not bring
  power or wealth. Hower, becoming a Minister is an easy
  way to influence the course of the realm. It’s a retirement
  option, a capstone to a long career, or a potential way
  to avert a magical apocalypse. Ministerial power is
  difficult to quantify and will probably need to be
  adjudicated by the GM. Doing anything efficiently,
  quickly, or cheaply is next to impossible.
  There are six ministerial roles in Endon. More could be
  created (with the Monarch’s assent). A Ministry of
  Magic has been proposed but, for various political
  reasons, never implemented.
  1. Ministry of Finance
  Sets fiscal policy. Negotiates loans, collects taxes.
  Complicated and boring but theoretically very powerful.
  2. Ministry of the Interior
  Manages municipal affairs of the city of Endon.
  Infrastructure, relief of the poor, new tolls. Generally
  overworked and understaffed.
  3. Ministry of Trade
  Import and export duties, commercial relations with
  other nations, classification of new technologies.
  4. Ministry of War
  Defends Endon by fighting the Hated Foreigner
  whenever possible. Pays the Army (pg. 42), organizes
  campaigns, tests new military technology.
  5. Ministry of Justice
  Handles complex court cases, implements new laws,
  manages the Coppers (pg. 40).
  6. The Prime Minister
  Sets the general direction of the government. Reports
  directly to the Monarch. Blamed for everything.
  53
   
  
  SCANDALS
  1. Stunning Defeat
  The ragged forces of the Hated Foreigner have inexplicably defeated
  the courageous soldiers of Endon. The Minister of War must resign.
  2. Mayhem at the Mint
  Fiscal irresponsibility utterly devastates the nation. Panic at the
  banks, terror in the streets. The Minister of Finance must resign.
  3. Slip of the Tongue
  The now-infamous remark is quoted on every street corner and even
  by the foreign press. Woe and pain! The Prime Minister must resign.
  4. Commercial Crisis
  A popular import has been taxed to oblivion. The incompetence of this
  government knows no limit. The Minister of Trade must resign.
  5. A Fool’s Errand
  No doubt the Minister had good intentions, but it is clear the program
  has gone badly awry. The Minister of the Interior must resign.
  6. Moral Turpitude
  A shocking scandal, lavishly illustrated in the following pages. A random
  Minister, now known forever as “Old Spanker” must resign.
  7. Miscarriage of Justice
  Criminals released! Innocents executed! Paperwork mangled! All upright
  sober-minded citizens say the Minister of Justice must resign.
  8. Gross Incompetence
  This shambling Government has become a byword for foolishness, waste,
  and turmoil. In the next election, any sitting Member of Parliament from
  the ruling party has a 70% chance of being re-elected (instead of 100%).
  9. Royal Displeasure
  The ruling party has annoyed the Monarch. How unwise. All Ministers must resign.
  In the next election, any sitting Member of Parliament from the ruling party has a
  30% chance of being re-elected (instead of 100%).
  10. Treason!
  Infamy! The ruling party has colluded with the Hated Foreigner! All Ministers must resign. Any
  Member of Parliament from the ruling party has a 10% chance of being Transported and a 5%
  chance of being Executed.
  JOKES FROM BOFF! MAGAZINE
  QUESTION: If it is possible to polymorph a mouse into a whale, could the Prime Minister be polymorphed into
  a wise man?
  ANSWER: Some things are not possible even with magic.
  A POLITICAL JEST: What are the similarities between the Prime Minister and one of the new hot-air-balloons?
  Both hang aloft in the air with no visible means of support.
  QUESTION: If one is served by an illusionary servant, is it correct to leave a gratuity?
  ANSWER: No. The production of illusionary money is illegal.
  A POLITICAL JEST: What are the similarities between the Minister of War and a dog? Both shall only be quiet
  when they are dead.
  54
  �
   
  
  THE MONARCH
  The Monarch sits above the Classes. They are the
  head of state, Endon’s spiritual heart, the grandest
  and most powerful noble in the land. After many civil
  wars, changes of leadership, conquests, rebellions,
  and intrigues, Endon has entered a stable and
  prosperous era thanks to the following compromises:
  • The Monarch is in charge of everything and
  can do whatever They want.
  • Coincidentally, the Monarch wants the same
  things Parliament wants.
  • The Monarch is disinterested and rarely
  exercises Their full and lawful powers.
  • Coincidentally, Parliament will not restrict
  those full and lawful powers.
  If any one of these compromises breaks down the
  result will be civil war, anarchy, and trouble. Nobody
  wants that, least of all the Monarch.
  THE COURT OF THE MONARCH
  During the Season, the Monarch resides in the Royal
  Palace of Endon (18, pg. 11), surrounded by
  courtiers, musicians, astrologers, actors, and other
  beautiful creatures. Ancient and supremely boring
  rituals take up some of the Monarch’s time. Getting
  an invitation to court is merely a matter of time and
  favours for members of the Upper Class. Members
  of the Middle Class need a noble patron, a heroic
  deed, or the express invitation of the Monarch.
  Members of the other Classes can only dream of life
  at Court.
  It’s not possible for a PC to become the Monarch
  without a tedious and bloody civil war, the scope of
  which is beyond this book.
  King Harold II
  HD: 5 (20 HP)
  Appearance: young, tall, slightly pudgy, regal, and
  fair. Clean and polished. Short beard, long wig.
  Utterly fashionable.
  Voice: born to command.
  Wants: to rule well. To enjoy the finest things in life.
  Morality: sympathetic yet permanently detached.
  Has a few mistresses.
  Intelligence: foggy. Better with people than facts.
  Armour: none.
  Move: normal.
  Morale: 10.
  Damage: none. The Monarch has people for that.
  Harold II’s family tree resembles a ladder. Centuries
  of close relationships have left him with a peculiar
  set of facial features, a mind like a perfumed sieve,
  and unshakable air of authority. Anyone attempting
  to attack the Monarch must Save or freeze.
  The Monarch is loved by everyone in Endon.
  Unpopular decisions are the fault of His corrupt and
  ineffectual Ministers. He attends plays, makes witty
  small talk, takes a variety of mistresses, dances
  superbly, hunts every chance he gets, and
  occasionally issues pardons and signs laws. The
  Monarch is currently unmarried and has no
  legitimate children. He has several mediocre
  siblings. He belongs to the House of Eidelberg.
  One of the strongest natural proofs of the folly of
  hereditary right in kings, is, that nature disapproves
  it, otherwise, she would not so frequently turn it
  into ridicule by giving mankind an ass for a lion.
  —Thomas Paine, Common Sense
  Everyone likes flattery; and when you come to
  Royalty you should lay it on with a trowel.
  —Benjamin Disraeli
  I wish nothing but good; therefore, everyone who
  does not agree with me is a traitor and a scoundrel.
  —George III
  55
   
  
  REWARDS OF THE MONARCH
  Roll 1d20 once per group per apocalypse averted, or
  on any other occasion where they’ve earned a
  special reward. Entries with ♦ apply to one person in
  the group. Everyone else in the group gets the entry
  above or below the ♦ entry (50% chance, roll once).
  The Monarch will generally fixate on the most
  responsible, clean-looking, and patriotic person.
  1. Hearty Hand-Clasp
  The group is presented with a laurel and hearty
  hand-clasp from the Monarch.
  2. Knighthood ♦
  One character is knighted by the Monarch in a
  solemn ceremony. They can be called “Sir” and can
  enter the Upper Class (pg. 52) if they can afford it.
  If the character is already a knight, they are promoted
  to a minor barony (of some far-off desolate region).
  If they already are a baron, someone less suitable is
  knighted instead (barons and above being expected to
  serve the Monarch without complaint or recompense).
  3. Honorary Doctorates
  Presented in a ceremony at Loxdon College (19, pg.
  12). Stuffy old deans snoring, spotty undergraduates
  picking their noses and playing cards in the back,
  slightly tinny brass band. Bearers gain the right to
  wear comically floppy hats, red robes trimmed with
  ermine, and carry a sword on Sundays without a
  permit. They are officially Doctors of Philosophy and are
  expected to turn up to one ceremonial dinner a year.
  4. A Lifetime Pension
  45gp per Season, just enough to remain in the Middle
  Class (pg. 51). The pension starts at age sixty. It does
  mean, no matter what the group’s members do
  between now and then, they are unlikely to starve in
  their old age.
  5. The Keys to the City
  Presented by the Mayor to the Monarch, then by the
  Monarch to the group. Enables them to avoid parking
  fees, some zoning bylaws, and tolls. Everyone in the
  crowd now knows their faces.
  6. Invitation to Court ♦
  The Monarch takes a liking to one member of the
  group. They will be invited to Court at least once a
  Season to say something witty and memorable. If
  they don’t, they won’t be invited back. If they say
  something gauche or rude the Monarch might exile
  them. Showing up to Court is a good way to meet
  interesting, rich, and cunning people.
  7. Commemorative Plaque
  Large, brass, securely fixed to a convenient building.
  At least one name will be spelled wrong. 10% chance
  of being stolen each Season.
  8. Commemorative Statue
  Very impressive, bronze and stone, a sculpture group
  of heroic deeds near a reasonably important street.
  Everyone looks a little gouty and distorted. Unveiled
  with a flourish and a great deal of polite clapping.
  Immediately misidentified by every tour guide and
  ignorant pedestrian as a statue of “General Monkton
  and his Famous Charge.”
  9. Street Naming ♦
  A prominent street is named after one of the group’s
  members, ideally one with the best-sounding name,
  or one that lends itself to abbreviation, modification,
  or ease of use. Surprisingly disreputable things
  happen on the street going forward.
  10. Dedicated Follower of Fashion
  The Monarch decides some aspect of the group is
  fashionable and adopts it immediately. The fashion
  soon spreads. The group may be credited as the
  originators. Luxury-hating puritans will spit at them;
  courtiers and tailors will fawn over them, at least
  until fashion changes again.
  11. Royal Marriage ♦
  One group member is offered the hand of the
  Monarch’s brother’s fourth son or daughter in
  marriage. It would be treason to refuse. The would-
  be fiancee is eleventh in line to the throne, rather
  plain, and extremely spoiled.
  12. Royal Speech
  The Monarch makes a rare public speech on the
  group’s heroic deeds, patriotic virtue, and public
  spirit. The group won’t need to buy drinks for a
  month. Everything is discounted. Spontaneous
  celebrations inconvenience them wherever they go.
  13. Minor Medal
  In a hasty ceremony, possibly along side several
  dozen others, the Monarch presents the group’s
  members with a small medal such as “Order of
  Valour, Second Class” or “Honourable Bar of the
  Knights of the Chalice”.
  14. Sinecure ♦
  A post, such as “Master of the Royal Mint Plantations”
  or “Trustee of the Monarch’s Hound’s Pensions” is
  found for a deserving group member. It pays 200gp
  per Season and requires perhaps two hours of work
  a week.
  15. Commissioned Painting
  A court artist unveils a grand painting of the group
  doing something heroic. The painting is far too large
  to be displayed in a private home. It will be put in
  one of the royal residences to amaze and confuse
  future visitors.
  56
   
  
  19. Inaccurate Speech
  The Monarch makes a rare public speech on the group’s
  heroic deeds, exaggerating, misremembering, and
  interpolating events with horrifying conviction. The group
  is credited with powers beyond their means, with
  “securing eternal peace with the Manticore Kingdoms”
  or “ending the threat forever.” Any future disasters will
  be blamed on the group. People will come to them for
  aid on all sorts of unlikely matters, some of which
  could potentially be profitable.
  20. Royal Counselors
  The group is appointed “Special Advisors to the
  Monarch”. They are expected to turn up when summoned
  and help the Monarch solve the nation’s problems, or
  amuse the Monarch, or perform impossible feats. The
  position is unpaid but extremely valuable, as they have
  the Monarch’s direct attention. If they bring the Monarch
  into disrepute they will, at the very least, be exiled.
  16. Quiet Castigation ♦
  One member of the group is discreetly asked about
  their enemies, rivals, and ambitions. The Monarch
  uses their influence to destroy one enemy (if possible)
  by calling in loans, cancelling licenses, spreading rumours,
  or, if all else fails, framing them for a capital offense.
  17. Commissioned Music
  A court musician presents a new composition to
  celebrate the group. In a few centuries it will be one of
  the most well-known pieces of music from the era, but
  at the present moment it receives a polite but tepid
  reception. People still hum it from time to time.
  18. Memorable Day
  The Monarch declares the anniversary of the group’s
  efforts to be a public holiday (for the next five years).
  It might prove so popular that the Monarch will be
  pressured to keep it. Bizarre traditions (floats, effigies,
  dances, traditional foods) arise almost immediately.
  57
   
  
  THE SEASON
   
  
  THE SEASON
  THE SOCIAL CALENDAR
  The Season lasts from February to July: approximately half the year. It starts when the Upper Class return to
  Endon, properly wakes up with Parliament’s return and hundreds of balls and dances, roars through spring and
  early summer with horse races and exhibitions, then slowly winds down by late July as the great families return
  to their country estates. Everything in Endon happens during the Season. During the rest of the year (the Off-
  Season), it’s assumed life quietly carries on. Poor, Lower, and Middle Class PCs are working or nursing wounds,
  grudges, and/or infants. Some Middle and Upper Class PCs can roll on the Carousing Table (pg. 61). Except via
  the Carousing Table, nobody gains or loses money during the Off-Season.
  PCs go on adventures during the Season. Once a dungeon has been cleared, a crisis averted, a mansion
  burgled, a rival bankrupted, etc, the Season ends. The GM, probably between game sessions, rolls to advance
  various Innovations and sets up the next Season.
  Adventures in the Off-Season are possible (of course), but the Seasonal structure has some advantages. It
  allows PCs to realistically heal serious wounds between adventures. It allows them to spend time on research,
  industry, and social liaisons without slowing the progress of a game.
  Using the Season is entirely optional. If the GM doesn’t like the structure, all mentions of “Season” can be
  changed to “Year” without any serious issues. For convenience, a Season contains 180 days. Fictional months
  are given below if the GM is into that sort of thing; they are referenced nowhere else in the text.
  Daily Upper Class Activities
  • A ride around the Long Mall (weather permitting).
  • Formal breakfast with invited guests.
  • Letter-writing.
  • Elaborate lunch at a club or a friend’s residence.
  • Private afternoon tea.
  • A Reputable Passtime.
  • Change into evening wear.
  • Formal dinner.
  • Dancing, the Theater, or the Opera.
  Reputable Passtimes
  • Wackit Matches (complex tedious outdoor sport).
  • Paolo (Wackit on horseback).
  • Horse Races
  • Archery
  • Cafes and Salons.
  • Picnics
  • Charity Sales and Raffles
  • Historical, Scientific, or Moral Lectures (pg. 145)
  • Magical Demonstrations
  • Small Concerts and Light Entertainment.
  Month
  Month (Real)
  Month (Fictional)
  Activities
  1
  January
  Portia
  Off-Season
  2
  February
  Malbrogia
  Upper Class returns from their Country Estates
  Parliament Sits
  3
  March
  Stump
  The Monarch’s Ball
  Endon Wackit Test Match
  New Exhibits at the Long Mall
  4
  April
  Fillia
  Promenade Concerts at the Long Mall
  5
  May
  Omnia
  Royal Art Exhibition at the Palace
  Belsey-Butter Flower Show near Monk’s Garden
  6
  June
  Lestia
  Innumerable Horse-Races: the Derglay, the Spoinker, the Leaps
  Royal Military Parade through Endon
  7
  July
  Hadria
  Yacht Races on the River Burl
  Parliament Dissolves
  Upper Class travels to their Country Estates
  8
  August
  Clept
  Off-Season
  9
  September
  Paislia
  10
  October
  Bastia
  11
  November
  Doria
  12
  December
  Destros
  59
   
  
  8 DEADLY SINS
  Just as they recognize the eight points of the compass, the eight noble metals, and the eight true colours,
  Endoners recognize (and cater to) eight deadly sins. An enterprising GM may want to inflict a single Sin on
  each PC at character creation; their secret vice, guilty pleasure, or open cause of ruination.
  1. Gluttony: Dining Halls
  Fiskelby’s, the Chuzzle, The Wobegone Club, The
  Red Lion, the Grand Cafe, Boutillon’s.
  The fashionable restaurants and clubs of Haymarket
  Square (6, pg. 9) provide dishes to stagger the
  imagination. The Upper Class “dines out” rarely,
  the Middle Class whenever it can afford to, and the
  Lower Class gorges itself at pie-shops, gin dens,
  and roasting places.
  2. Lust: Rampant Prostitution
  Rathbone Place, Miss Chaterham’s, the New
  Parliament, the Duke’s Stables, Fancy-Free.
  For many, the only way to avoid starvation. In the
  knocking-shops around Colbraith Square (15, pg. 11)
  any preference can be accommodated at a few
  moment’s notice. Nearly everyone visits. Some
  people take up employment to earn extra money,
  stave off boredom, or satisfy odd urges.
  3. Greed: Betting Shops
  Wise Fortune’s, Glengallery, Tipping House, the Great
  Sweeny’s, the Bell, the Chapel.
  Endoners bet on everything: horse, dog, and pony
  races, dog-on-rat fights, boxing, tides, politics, and
  spur-of-the-moment wagers. Vast fortunes are lost
  on a throw of the dice or a turn of the cards. The
  best-appointed gambling dens cluster near Loxdon
  College (19, pg. 12).
  4. Pride: Fashionable Tailors
  Velvet Concourse, the Elm Trees, Matwick’s, the
  Brothers Bamstead, the Old Reliant.
  Fashions change every Season. Dandies, courtiers,
  and ambitious young people follow fashion’s siren
  song to Needle Circus (22, pg. 12).
  5. Envy: Watching Carriages
  Ooh, there goes Lord Ginthem with a paid companion.
  And Lady Shreevly, like a clipper with all sails set.
  Look there, it’s the Duke of Bradham in his dress
  uniform, back from Foreign Parts, with Miss Scrupe,
  star of the stage.
  Throughout the Season, the rich and powerful take 
  long drives or pleasant walks through the Long Mall 
  (25, pg. 12), watched with awe and envy.
  6. Wrath: Boxing
  Knock-em-Down Hole, the Splitters, Jack Rail’s Den,
  the Whisperplane, Hal Harrow’s, Squeakers.
  Fighting pits and rat-rings are technically illegal but 
  are rarely shut down or prosecuted. All red-blooded 
  Endoners love a good fight. Anyone can participate if 
  they don’t mind a few bruises. They can be found 
  near Saint Nigel’s Workhouse (21, pg. 12).
  7. Sloth: Opium Dens
  Land of Dreams, the Blue Steeple, the Clay Bins,
  Beckim’s, Master Morpheus’s Chambers
  Though it is not a widespread vice, many people of 
  all Classes and backgrounds take up opium to dull 
  the everyday pain of life. Many dens of lassitude and 
  decay can be found near Hasselby Court (17, pg. 11).
  8. Hatred: Newsagents
  Foreign Agents in Our City, Sick Poor Spread Plague,
  Den of Iniquity, Child Murderer Walks Free, Luxury in
  Jail, Hanging Is Too Good For Him, Dozens Dead:
  Who to Blame?
  In Endon, it is said that any beast can be wrothful 
  but only men and tigers can hate. Wrath is bodily, 
  foggy, red. Hate is cerebral, sharp, icy. Many small 
  newspapers and pamphlets are deliberately 
  inflammatory, playing on the worst fears and the 
  deepest prejudices of their readers. Newsagents 
  can be found on every street corner; discarded 
  pamphlets in every dustbin. Of all the eight deadly 
  sins, hate is the easiest to obtain.
  60
   
  
  CAROUSING
  1d100
  General Events
  1d20
  1
  Dissipated. Deal −1 damage on all attacks this Season.
  1
  2
  Accused of a Moral Crime (pg. 39) you did not commit. Who framed you and why?
  2
  3
  Accused of a Moral Crime (pg. 39) you did commit. How best to get out of it?
  3
  4
  A terrible mix-up. You owe a favour to a random wizard (1d100, pp. 111–112).
  4
  5
  Pickpocketed. Lose 10% of your money.
  5
  6
  Lived in a whirl! Roll again twice combining both results.
  6
  7
  You think there’s some sort of Nightmarish Creature (1d50, pg. 125) in the neighbour’s cellar.
  7
  8
  Your enemies (if you have them) move against you. If you have no enemies, gain some.
  8
  9
  You found a lightly damaged Minor Magic Item (1d100, pp. 93–96). It sizzles sometimes.
  9
  10
  You’ve taken up a Cause (2d6, pg. 115).
  10
  11
  Had some blood let. You feel a bit better, though you look slightly pale.
  11
  12
  You spent all your time trying to hatch “gryphon eggs”. Turns out they were fake.
  12
  13
  You bought or found a bicycle and crashed it. What a thrill. You rather like cycling now.
  13
  14
  A reporter asked you for your opinion on a recent event. They spelled your name wrong.
  14
  15
  Drinking binge. Gain 3 bottles of cheap local wine.
  15
  16
  You found a water-logged letter containing a random Rumour (1d100, pp. 107–110).
  16
  17
  You were the sole witness of an Apocalyptic Omen (1d20, pg. 37).
  17
  18
  A rascally urchin named Bismarck has started following you around for some reason.
  18
  19
  On top of the world. Once per session this Season you can reroll one d20.
  19
  20
  Eureka! You discover some useful or valuable information. GM’s discretion.
  20
  Gluttony
  1d10
  21
  Gout, peptic ulcers, or drink have ruined your health. Permanently lose 1 HP.
  1
  22
  You ate to the point of corpulence. Add “Bulk” to your inventory. It takes up space.
  2
  23
  You cannot abide coarse fare. You must spend twice as much on food this season.
  3
  24
  Your favourite dining hall closed. The chef needs a loan of 10,000gp to reopen.
  4
  25
  You accidentally insulted a chef. A very large family has sworn bloody vengeance.
  5
  26
  You discovered a pointless but interesting way to drink coffee.
  6
  27
  Someone named a dessert after you. It’s mildly popular.
  7
  28
  You overheard a useful tip. Roll on the Rumour table (1d100, pp. 107–110). You firmly believe it.
  8
  29
  You bonded with a random NPC (1d100, pp. 107–110) over dinner. They consider you a friend.
  9
  30
  The latest fad has invigorated you. Permanently gain 1 HP.
  10
  Lust
  1d10
  31
  You managed to acquire a Magical Disease (1d20, pg. 44). Seek a cure (pg. 43).
  1
  32
  You have been cured of a disorder by white mercury pills. Permanently lose 1 CON.
  2
  33
  Nocturnal activities have drained you of 50% of your money.
  3
  34
  Swindled! Lose 1d6 random items from your inventory.
  4
  35
  You’re well known in all the cheap and disreputable brothels in Endon.
  5
  36
  You’re well-known in all the expensive brothels in Endon.
  6
  37
  Horizontal exercise has improved your health. Permanently gain 1 Con.
  7
  38
  Somehow you’ve come out ahead. Gain an extra 25% of your money.
  8
  39
  You’ve entered into a love affair with a random NPC (1d100, pg. 111). It’s not particularly serious.
  9
  40
  You’ve entered into a love affair with a random noble (1d100, pg. 111). It’s scandalous but fun.
  10
  Greed
  1d10
  41
  Ruined! You frittered away all of your money on games of chance.
  1
  42
  Overplayed a hand. 50% chance to lose all item in your inventory. 1 item exempt.
  2
  43
  You made a dreadful gaffe. It keeps you up at night. Permanently lose 1 Cha.
  3
  44
  Emergency loan. You owe 25% of your money to another PC.
  4
  45
  You agreed to a very high stakes game with a random noble (1d100, pg. 111) this Season.
  5
  46
  You spent all your time on first drafts of fruitless, hopeless schemes.
  6
  47
  An ongoing wager. You bet 10% of your money on the behaviour of another PC. 2:1 odds.
  7
  48
  Witty banter over cards has improved your conversation skills. Permanently gain 1 Cha.
  8
  49
  Where did you get this stuff? Gain 5 copies of a random Minor Magic Item (1d100, pp. 93–96).
  9
  50
  Blessed by the dice! Double all your money.
  10
  61
   
  
  Pride
  1d10
  51
  Add “Impractical Fashion” to your inventory this Season. It takes up space.
  1
  52
  You owe at least an Extravagant Clothing’s worth (10gp) at every tailor’s in town.
  2
  53
  Your new shoes have mangled your tendons. Permanently lose 1 Dex.
  3
  54
  You had your portrait painted. It’s not a bad likeness. Worth [level]x20gp.
  4
  55
  You couldn’t decide between chartreuse and pistachio green. In the end you gave up.
  5
  56
  Signs of age. You found new grey hairs, wrinkles, or aches. Oh dear oh dear.
  6
  57
  A random noble (1d100, pp. 111–112) slighted you and you want revenge.
  7
  58
  You picked up a Minor Magic Item (1d100, pp. 93–96). It’s the latest thing. Rather daring.
  8
  59
  Waltzes and poses have improved your step. Permanently gain 1 Dex.
  9
  60
  You were slightly ahead of the trend this Season. Many nobles are vaguely fond of you.
  10
  Envy
  1d10
  61
  In a fit of pique you threw away all but one set of clothes.
  1
  62
  You’ve become a bit paranoid and jittery. Permanently lose 1 Wis.
  2
  63
  You slighted a random noble (1d100, pp. 111–112). They desire revenge.
  3
  64
  One of your items becomes gauche and unfashionable. Save to reveal or use it in public.
  4
  65
  You went a bit mad and hired a servant (4gp/Season) to follow you around.
  5
  66
  Why won’t they recognize you? You spent all your time pondering fate.
  6
  67
  You got a tip. Gain insight into the next stage of a random Innovation (1d8, pp. 20–37).
  7
  68
  You spent hours watching people and taking notes. Permanently gain 1 Wis.
  8
  69
  You stumbled into evidence of a Scandal (1d10, pg. 54). What will you do with the documents?
  9
  70
  Envy spurred you to action. Gain an extra 25% of your money.
  10
  Wrath
  1d10
  71
  Caught and searched by the Coppers, lost your temper. Lose all weapons.
  1
  72
  Got a bit punchy. Gain a broken hand and some decent bruises.
  2
  73
  Gain a duelling scar and a very long and tedious story all of your friends have heard at least twice.
  3
  74
  Hunting trip. You shot an Exotic Creature (1d50, pg. 125). You’ve got the head or skin if you want it.
  4
  75
  You’ve learned all about a new bloodsport but nothing else of value.
  5
  76
  Pugilistic training. You’re in fighting trim. Gain +1 to hit this Season.
  6
  77
  You made a friend! (pp. 107–110). You’re great platonic chums... for now.
  7
  78
  Ready for a fight. Your next attack deals an extra 2d6 damage.
  8
  79
  Scramble! In your haste you picked up a Minor Magic Item (1d100, pp. 93–96).
  9
  80
  Waxing wrothful. Gain a random Magic Weapon (1d100, pp. 99–102).
  10
  Sloth
  1d10
  81
  Dire compulsion. Must purchase 1d6 doses of opium (1sp per dose) per week or go mad.
  1
  82
  Fogged brain. Can’t quite get your thoughts in order. Permanently lose 1 Int.
  2
  83
  Add “Utter Laziness” to your inventory this Season. It takes up space.
  3
  84
  You’ve read all about a Cause (pg. 115) though you haven’t formed a strong opinion.
  4
  85
  Utterly and completely relaxed. Reroll failed Saves against mind-altering effects this Season.
  5
  86
  You didn’t leave your house or your bed unless you had to. Nothing much happened.
  6
  87
  You engaged in slow correspondence with a failed wizard (1d100, pp. 111–112). They seem to like you.
  7
  88
  Thanks to your indolence, an enemy or rival (if you have one) suspects you have died.
  8
  89
  You whiled away the time by writing poetry. Permanently gain 1 INT.
  9
  90
  Opium visions. Gain insight into the next stage of a random Innovation (1d8, pp. 20–37).
  10
  Hatred
  1d10
  91
  You took action with the help of a friend. You owe a favour to a random NPC (1d100, pp. 107–110).
  1
  92
  Your outspoken opinions earned you a few drubbings. Permanently lose 1 Str.
  2
  93
  Ripped from the headlines. Roll on the Rumour table (1d100, pp. 107–110). You firmly believe it.
  3
  94
  New target. You’ve become strenuously opposed to a random Cause (2d6, pg. 115).
  4
  95
  You sat and seethed and seethed and sat and the time just flew by.
  5
  96
  Add “Bundle of Newspaper Clippings” to your inventory this Season. It takes up space.
  6
  97
  You’ve found an ally in a random noble (1d100, pp. 111–112). They hold stronger views than you.
  7
  98
  You “obtained” a random Magic Weapon (1d100, pp. 99–102) “just in case”.
  8
  99
  Constant vigilance and training have improved your muscles. Permanently gain 1 STR.
  9
  100
  Wild speculation in the papers reveals next stage of a random Innovation (1d8, pp. 20–37).
  10
  62
   
  
  CONTEMPORARY SONGS OF ENDON
  Fatty Satan
  The legendary crocodile that lurks below New Bridge 
  (5, pg. 9) is the subject of many tall tales and songs.
  Fatty Fatty Satan,
  Knocking at the door.
  Silly maid let him in,
  He tossed her to the floor.
  Gobbled up the children,
  They say he ate a score.
  Fatty Fatty Satan,
  Knocking at the door.
  Fatty Fatty Satan,
  Hiding in a lane.
  The costermonger’s daughter,
  Was never seen again.
  Coppers searched the town for him,
  He always gets away.
  Fatty Fatty Satan,
  Hiding in a lane.
  Fatty Fatty Satan,
  Went to school one day.
  Teacher tried to whack him,
  Teacher went away.
  All the happy schoolboys,
  Cried hip hip hooray.
  Fatty Fatty Satan,
  Went to school one day.
  Professor Runcible
  Prof. Runcible is a lecturer on history at Loxdon 
  College (19, pg. 12).
  Professor Runcible
  Is easily distractable
  And totally intractable
  And utterly implacable
  His eyebrows are impeccable
  His knowledge undebatable
  But quite incomprehensible
  Is our Professor Runcible
  Miles to the Moon
  George Miles, the inventor of the Moving Miracle
  (pp. 21–22), has a well-known and much-mocked 
  dream of one day reaching the moon. Here’s a 
  popular “love ballad” on the topic.
  Where are you going,
  Oh Miles oh Miles,
  Where are you going,
  Oh Miles of mine?
  To the moon my dear Fanny,
  Oh Fanny oh Fanny,
  To the moon my dear Fanny,
  Oh Fanny of mine.
  They say on the moon there’s a queen dressed in 
  silver With ivory skin and a palace of songs
  Oh Miles oh Miles, if e’re you meet her,
  Will you be content to return to my arms?
  I’ll pick for you Fanny a bundle of roses,
  Silvery roses that grow on the moon.
  Oh Fanny oh Fanny, I’ll fly to you safely,
  You know I’ll return to your loving arms soon.
  And how will you get there?
  Oh Miles oh Miles,
  How will you fly there,
  Oh Miles of mine?
  On a tower of magic,
  Oh Fanny oh Fanny,
  I’ll toss up a tower,
  Oh Fanny of mine.
  JOKES FROM BOFF! MAGAZINE
  SCENE: A Tax Collector visits the house of a woman with nine unmarried daughters.
  TAX COLLECTOR: Have you any enchantments?
  WOMAN: None but dear Bertha’s eyes, and our Mabel’s singing voice, and Christina’s lips are bewitching…
  AMUSING SIGN ON THE DOOR OF A MAGICAL WORKSHOP: Those who would trespass are asked to kindly
  bring their own coffins with them.
  SCENE: A child questions a wizard on a park bench.
  CHILD: Is teleportation quite safe?
  WIZARD: Yes child, quite safe. [pats child on the head]
  CHILD: There are no adverse effects?
  WIZARD: None at all. [pats child on the other head].
  63
  �
   
  
  MAGICAL INDUSTRY
   
  
  MAGICAL INDUSTRY
  PRICE LIST
  Item
  Price
  Clothing
  Rags
  3cp
  Work Clothing (coat, underclothes, boots)
  8sp
  Proper Clothing (jacket or dress, shoes)
  1gp
  Extravagant Clothing
  10gp
  Wig
  1gp
  Fine Hat
  1gp
  Fine Umbrella
  1gp
  Food
  Street Food (meat pie, bun, or sausage)
  1cp
  Cheap Meal (bread, drippings)
  1cp
  Basic Meal (bread, cheese, beer)
  3cp
  Moderate Dinner (cold meat, bread, beer)
  7cp
  Steak Dinner (steak, dip, bread, beer)
  1sp
  Sumptuous Dinner (steak, fish, fruit, wine)
  1gp
  Bread (1 loaf)
  1cp
  Local Cheese (1lb)
  4cp
  Fancy Cheese (1lb)
  1sp
  Oranges (1 doz.)
  1sp
  Drink
  Gin (5oz)
  1cp
  Beer (1 pint)
  2cp
  Local Wine (1 bottle)
  3sp
  Fancy Wine (1 bottle)
  8sp
  Brandy and Water
  1sp
  Accommodation
  Inn (cheap, meal inc., per night)
  2sp
  Inn (coaching, meal inc., per night)
  6sp
  Grand Hotel (meal inc., per night)
  3gp
  Rental Housing
  Lodging House Room (filthy, per night)
  2cp
  Lodging House Room (clean, per night)
  5cp
  Apartment/Row House (small, per Season)
  30gp
  Apartment (large, per Season)
  60gp
  Apartment (luxurious, per Season)
  100gp
  Townhouse (on the outskirts, per Season)
  50gp
  Large Townhouse (central, per Season)
  400gp
  Owned Housing
  Townhouse (on the outskirts)
  1,200gp
  Large Townhouse (central)
  10,000gp
  Country House
  5,000gp
  Country House Upkeep (per Season)
  100gp
  Country Estate (moderate)
  20,000gp
  Country Estate Upkeep (mod., per Season)
  1,000gp
  Country Estate (vast)
  100,000gp
  Country Estate Upkeep (vast, per Season)
  2,000gp
  Item
  Price
  Entertainment
  Admission to the Long Mall
  1sp
  Coffee House Evening
  8cp
  Penny Theater
  1cp
  Box at the Theater
  5sp
  Dinner Party (lavish, up to 10 guests)
  100gp
  Banquet and Ball (music, up to 100 guests) 1,000gp
  Colossal Fete (up to 1,000 guests)
  12,000gp
  Opium (1 dose)
  1sp
  Piano (new, grand)
  30gp
  Pornography (imported from Foreign Parts)
  5sp
  Prostitute (appalling)
  3cp
  Prostitute (cheap)
  1sp
  Prostitute (expensive or unusual)
  1gp
  Education
  Foreign Language Lessons (per Season)
  2gp
  Dancing Lessons (per Season)
  4gp
  Tuition at Endon College (per Season)
  15gp
  Apprentice to a Wizard (per Season)
  30gp
  Transport and Mail
  Local Postage
  2cp
  Local Runner / Courier
  1sp
  Cab (per journey between location
  5cp
  Omni-Bus (short route)
  3cp
  Omni-Bus (long route)
  6cp
  Bridge Toll (commercial carts only)
  1sp
  Boat across the River Burl
  2d6cp
  Bicycle
  2gp
  Horse (Riding or Carriage)
  20gp
  Horse (Racing or Hunting)
  100gp
  Carriage (basic)
  30gp
  Carriage (luxurious)
  80gp
  Coach
  100gp
  Hot Air Balloon
  1,000gp
  Misc. Supplies
  Brass Barometer
  2gp
  Candles (1lb)
  3sp
  Cheap Book or Notebook
  5sp
  Coal (1 day’s worth)
  1cp
  Plates, Cups, Cutlery (6 sets)
  1gp
  Silver Watch
  5gp
  Soap (1lb)
  1sp
  Tinted Eyeglasses
  2sp
  Teapot
  2sp
  65
   
  
  Items
  Price
  Industry
  Catalogue of Goods
  1sp
  Leaflet Press
  10gp
  Newspaper Printing Press
  200gp
  Printing Press Supplies (1st Season
  only)
  10gp
  Steam Engine (small)
  500gp
  Steam Engine (industrial)
  2,000gp
  Warehouse (rented, per Season)
  500gp
  Warehouse
  3,000gp
  The Law (pg. 39)
  Mundane Weapon License
  1sp
  Magic Weapon License
  1gp
  Attorney (very cheap, per day)
  1gp
  Attorney (expensive, per day)
  6gp
  Divorce (all costs)
  1,000gp
  Civil Suit (all costs)
  10×1d100×1d100gp
  Income
  Unskilled Manual Labour (per day)
  1sp
  Unskilled Manual Labour (per Season)
  2gp
  Skilled Manual Labour (per day)
  2sp
  Skilled Manual Labour (per Season)
  4gp
  Shop Clerk (per Season)
  50gp
  Steam Engineer (per Season)
  75gp
  Successful Newspaper Income
  1d10×100gp
  Merchant Banker (per Season)
  200gp
  Reputable Physician (per Season)
  500gp
  Sale of a Novel or Work of Poetry
  10×1d20gp
  Interest on Wealth (per Season)
  2% of deposit
  Costs (pp. 49–52)
  To be Poor (per day)
  1cp
  To be Poor (per Season)
  2gp
  To be Lower Class (per day)
  5cp
  To be Lower Class (per Season)
  9gp
  To be Middle Class (per day)
  3sp
  To be Middle Class (per Season)
  45gp
  To be Upper Class (per day)
  8sp
  To be Upper Class (per Season)
  138gp
  Maximum Loan (pg. 11)
  Poor
  5gp
  Lower Class
  200gp
  Middle Class
  2,000gp
  Upper Class
  Unlimited
  Military Commissions (pg. 42)
  Infantry Officer
  450gp
  Regular Cavalry
  500gp
  Cavalry Officer
  1,000gp
  Item
  Price
  Classic Adventuring Supplies
  Axe or Shovel or Pick
  2sp
  Backpack
  2sp
  Crowbar
  3sp
  Glass Bottle
  1cp
  Ladder (10')
  2sp
  Lantern
  1sp
  Lamp Oil (per flask)
  2cp
  Lockpicks or Specialty Tools
  1gp
  Rope (50')
  3sp
  Sack
  2cp
  Small Gunpowder Explosive
  1sp
  Torch
  1cp
  Wheelbarrow
  6sp
  Healing (pg. 43)
  Bloodletting (unskilled)
  3cp
  A Course of Drugs
  1gp
  Amputation of a Limb
  1gp
  Basic Prosthetic (pg. 103)
  2sp
  Fancy Prosthetic (pg. 103)
  10gp
  Difficult Surgery
  30gp
  Extremely Difficult Surgery
  100gp
  Advice of a Physician (per visit)
  10gp
  A Fleet of Physicians (per day)
  50gp
  Weapons
  Dagger or Club
  1sp
  Sword or Rapier
  3sp
  Dueling Pistol
  5gp
  State-of-the-Art Fowling Piece (shotgun)
  70gp
  Hirelings
  Tip
  1d6cp
  Urchin (hourly rate for simple tasks)
  2cp
  Reliable Tough or Brawler (hourly rate)
  1sp
  Servant (per Season)
  4gp
  Fancy Servant (per Season)
  12gp
  Superlative Servant (per Season)
  20gp
  Mistress or Kept Man (per Season)
  50gp
  Junior Wizard (per Season)
  50gp
  Senior Wizard (per Season)
  % Rates
  Newspaper Columnist (per Season)
  40gp
  Newspaper Editor (per Season)
  % Rates
  66
   
  
  Calibrating Prices
  1 gold piece (gp)
  = 10 silver pieces (sp)
  = 100 copper pieces (cp)
  = (approximately) £1 in 1800
  = (very approximately) $100 modern American.
  The values are within an order of magnitude of accurate. Given this information, it should be possible to adjust
  Endon’s currency to suit most systems, add new items, or recalibrate prices as needed. For example, if a player
  wants to buy an extraordinarily fashionable hat, the GM can eyeball a fancy hat’s price at $5,000 modern
  American dollars and charge them 50gp.
  For AD&D or D&D 5th Edition, multiply prices by ~10×.
  Old Money
  For convenience, Endon’s currency is decimalized (i.e. 1gp = 10sp = 100cp). The coins are commonly called
  “gold/silver/copper pieces”. The actual precious metal content is doubtful. Large transactions use paper
  notes, promissory vouchers, bank drafts, cheques, and a hundred other forms of conveniently moving money
  without turning it into metal. Other coins exist, including, but not limited to:
  Gold: groat, half-groat, guilder, dublonde, whisker, three-part-jenny, monarchs, and the valuable statenplatter.
  Silver: two-pfarthing, pfarthing, half-pfarthing, quarter-pfarthing, sixth-pfarthing, swedge, prutrell, and doyle.
  Copper: three-pence, two-pence, pence, half-pence, quarter-pence, ninth-pence, slim, olive gumpert.
  Prices are usually quoted in some complex mixture of these coins... but who wants to inflict that on people
  trying to play an RPG?
  Forging Coins
  Forgery is illegal and is prosecuted as both Theft and Treason (pg. 40). Forgers are sometimes executed by
  being crushed by their own equipment. For convenience, ancient coins looted from dungeons can be used
  without penalty. If the GM wants to add an extra step, they can be exchanged for their precious metal content
  at any goldsmith or at the Bank of the Realm (13, pg. 11).
  67
   
  
  Item
  Price
  Spells (pp. 79–82, 83–86)
  Discount Spell
  ¤
  1gp
  ¤¤ 5sp
  ¤¤¤ 1sp
  Low Level Spells (0-2)
  ¤
  10gp
  ¤¤ 6gp
  ¤¤¤ 2sp
  Medium Level Spell (3-5)
  ¤
  150gp
  ¤¤ 80gp
  ¤¤¤ 20gp
  High Level Spells (6-8)
  ¤
  1,000gp
  ¤¤ 700gp
  ¤¤¤ 550gp
  Magic Scroll
  2×
  Magic Wand
  10×
  Magic Items
  Minor Magic Item (pg. 93–96)
  ¤¤¤ 5gp
  ¤¤¤ 3gp
  ¤¤¤ 2sp
  Magic Potion (pg. 97)
  ¤¤¤ 1gp
  ¤¤¤ 5sp
  ¤¤¤ 2sp
  Minor Magic Weapon (pg. 98)
  ¤¤¤ 15gp
  ¤¤¤ 8gp
  ¤¤¤ 4gp
  Magic Weapons (pg. 99)
  ¤¤¤ 100gp
  ¤¤¤ 50gp
  ¤¤¤ 30gp
  Dubious Magic Prosthetic (pg. 104)
  30gp
  Sensible Magic Prosthetic (pg. 103)
  200gp
  Magical Sense Replacement (pg. 104)
  250gp
  Magical Industrial Equipment (pp. 71–73)
  Magic Accumulator (small)
  1,000gp
  Magic Accumulator (large)
  3,000gp
  Magic Accumulator (gargantuan)
  6,000gp
  Magical Battery (small)
  2,000gp
  Magical Battery (large)
  6,000gp
  Magical Battery (gargantuan)
  12,000gp
  Spell Breeding Reactor (low, 0-2)
  3,000gp
  Spell Breeding Reactor (med., 3-5)
  10,000gp
  Spell Breeding Reactor (high, 6-8)
  20,000gp
  Enchantment Engraver (low, 0-2)
  300gp
  Enchantment Engraver (med., 3-5)
  600gp
  Enchantment Engraver (high, 6-8)
  1,000gp
  Used, Discounted, or Damaged
  up to 50% off
  Inventing New Equipment (pg. 73)
  Base Cost
  1,000gp
  +Cost of Magic Device(s)
  +Cost
  +Cost of Misc. Item(s)
  +Cost
  +Metals or Gems Used
  +100gppermetal/gem
  Guards and Constructs
  Gel Knight
  100gp
  Gel Knight Upkeep (per Season)
  10gp
  Stage
  Item
  Price
  1. Miles’ Moving Miracles (pp. 21–22)
  1
  Prototype Moveable Rod (worth)
  10gp
  2
  Moving Miracle
  500gp
  2
  Flight in Grenville Court
  5sp
  3
  Ride Between Stations in Endon
  1gp
  3
  Fully Stocked Mira
  100gp
  4
  Prototype High-Altitude Mira (worth) 10,000gp
  2. Room to Live (pp. 23–24)
  2
  30'x30'x10' Portable Room
  5,000gp
  3
  30'x30'x10' Portable Room
  200gp
  4
  30'x30'x10' Portable Room
  10gp
  4
  1000L Storage Container
  2gp
  4
  100L Storage Container (find-a-tool)
  10gp
  3. A World Without Roads (pp. 25–26)
  2
  Teleport Between Two Stations
  5sp
  2
  Teleportation Notes (worth)
  1,000gp
  3
  Teleport Between Stations
  1sp
  4
  Teleport Between Cities
  10gp
  4. True Polymorph (pg. 27–28)
  2
  Rare Meats from Exotic Creatures
  5gp
  5. A Peaceful City (pp. 29–30)
  2
  Scrying Attempt
  2gp
  3
  Scrying Attempt
  1sp
  3
  Watercolour Sketches
  1sp
  6. Conjured Workforce (pp. 31–32)
  2
  Illusionary Servant (prototype) (6hrs)
  1gp
  2
  Stolen I. Servant Spell (worth)
  2,000gp
  3
  Illusionary Servant (per day)
  2sp
  3
  Illusionary Servant (per Season)
  4gp
  3
  Copy of Illusionary Servant spell
  400gp
  4
  Imperishable Servant (per day)
  5cp
  4
  Imperishable Servant (per Season)
  1gp
  4
  Imperishable Servant (purchased)
  50gp
  7. Coal & Iron (pp. 33–34)
  2
  Thaumaturgic Mining Guild Share
  1gp
  3
  Thaumaturgic Mining Guild Share
  10gp
  4
  Thaumaturgic Mining Guild Share
  15gp
  4
  Railway Ticket to Another City
  1sp-3gp
  5
  Thaumaturgic Mining Guild Share
  5gp
  8. The Power of Creation (pp. 35–36)
  1
  Clay Golem
  1,000gp
  2
  Programmed Golem
  2,000gp
  3
  Personal Calculating Golem (small)
  300gp
  3
  P.C.G (large)
  1,000-10,000gp
  4
  P.C.G (small)
  100gp
  4
  New Programs / Add-Ons
  5-100gp
  68
   
  
  THE PARADIGM
  A THEORY OF MAGIC
  Here’s the state of the art, expanded from the
  original Principia Arcana. This theory also appears in
  the Introduction, and is repeated here for convenience
  and ease of reference.
  Spells are living creatures. Spells, enchantments,
  ghosts, and souls are all more-or-less the same.
  Souls inhabit a living shell most of the time.
  Weak souls require the living shell to be
  maintained with food, water, air, etc. Strong
  souls, like those of sufficiently magical creatures,
  can ignore biology and physics.
  A wizard’s spells range in intelligence from pond
  scum to ferrets. A spellbook is a menagerie-
  prison. A well-trained brain is a mind-gun loaded
  with spell-bullets. Minor spells, called cantrips,
  infest the wizard’s soul and bind to it. You can
  imagine them as extra, mutated limbs, except
  stuck to the soul and not the body.
  Spells can be bred and trained. Copying a spell is
  difficult and tedious. Enchanting an object
  means convincing a spell to activate more-or-less
  permanently and is exceptionally tricky. Runes
  and engravings can help form a combination
  prison, racetrack, and factory.
  Magical energy is spell food and fuel. It’s
  gunpowder for the mind-bullets. Raw magic
  generates octarine light, the eighth colour, when
  it interacts with normal matter; a faint purplish-
  green sparkle or flare.
  Wands are portable brains for storing spells and
  magical energy. Powerful wands can act like a
  magical battery, storing extra charges for a wizard.
  Concentrated magic has a tendency to explode.
  Raw magical energy flows from the sun to the
  earth. This is why spells return at dawn and many
  magical effects only last for a single day.
  EIGHTFOLD PATTERNS
  The wizards of Endon know that many elements in
  the world follow an eightfold pattern. Aside from
  the metals and gems covered on the next page,
  they recognize:
  • Eight colours of light (red, orange, yellow,
  green, blue, indigo, violet, and octarine).
  • Eight points of the compass.
  • Eight intervals in the octave.
  • Eight possible directions (up, down, left, right,
  forward, backward, forward-through-time, and
  backward-through-time).
  • Eight true celestial bodies (the Sun, Mercury,
  Venus, the Earth, the Moon, Mars, Jupiter,
  Saturn), all others being classified as
  “entrapped offspring”.
  • Eight elements (stone, water, ice, fire,
  lightning, acid, air, and the newly identified
  “void” or “vacuum”).
  • Eight perfect geometric forms (sphere,
  tetrahedron, cube, octahedron, dodecahedron,
  icosahedron, cuboctahedron, and unahedron,
  the regular polygon with fewer than zero faces).
  Some specious wizards maintain that the “eight
  deadly sins” and “eight blessed virtues” fall within
  this system. Popular opinion is with them, but, “If
  that were so,” High Wizard Brumley once quipped,
  “then surely the eight table settings of a formal
  dinner service and the eight pawns on each side of
  a chessboard would have supernatural significance.”
  69
   
  
  METALS
  There are eight metals. All metals are made from condensed magic. This is why gold and silver have an almost
  supernatural appeal.
  Generating occultum is very difficult and requires enormous specialized condensers. Very few wizards attempt
  it, and instead buy from local suppliers or tomb-robbers. A single occultum “coin” the size of a fingernail is
  worth 100gp. It’s fairly easy, using a small bit of magic and some basic tools, to transform a metal higher on
  the list to one lower on the list. The reverse requires a lot of magical energy and usually results in an explosion.
  GEMS
  There are eight true gems. All other gems are corruptions, variants, or “mere stones.”
  1d8
  1
  Diamond: believed to be fragments of the crystal spheres surrounding the earth. Diamonds can act
  as a lens backwards through time, allowing glimpses of the past. They also act as powerful magic
  resonators, increasing the power of spells and enchantments.
  2
  Ruby: this red stone acts as a magical focus, gathering diffuse energy or spells into one point.
  3
  Citrine: orange and sharp, citrine is known as a thinking stone, and is used for many intelligent or
  near-intelligent spells.
  4
  Topaz: true yellow topaz can diffuse a spell or enchantment, blunting its power without destroying it.
  5
  Emerald: emeralds are fragments of leaves from a primordial tree. They enhance spells that deal
  with life directly; either sustaining, measuring, or ending it.
  6
  Sapphire: deep blue sapphires enhance patterns and ensure time flows at a constant rate.
  7
  Tourmaline: indigo tourmaline can split light into all eight colours. Light, detection, and invisibility
  spells rely on tourmaline.
  8
  Amethyst: least worthy is the violet amethyst, a gem that merely protects other spells from minor
  interference. Used as a charm against drunkenness.
  1d8
  1
  Occultum: purified condensed magic. Massless. Like dark glass. Core of many magic items and
  devices.
  2
  Gold: a powerful conductor and accumulator of magic strongly associated with the sun.
  3
  Silver: capable of altering the nature of magic, just as the moon alters sunlight into moonlight.
  Ghosts and highly magical creatures are wounded by silver.
  4
  Mercury: a “live” form of silver. Acts as a magical capacitor, storing charge and then suddenly
  releasing it. Also has strong associations with transformation and scrying magic.
  5
  Iron: a strong association with blood and violence. Accepts enchantments easily.
  6
  Tin: a “dead” form of silver. Tin has no known useful magical properties.
  7
  Lead: absorbs magic and stores it. Used as the core of magic batteries or for heavy magical shielding.
  Ghosts cannot pass through lead.
  8
  Copper: capable of negating spells or diffusing magical energy back into the environment. Magic shields
  and barriers are often made of copper.
  70
   
  
  MAGICAL INDUSTRIAL EQUIPMENT
  MAGIC ACCUMULATOR
  A lead cylinder wrapped in thin bands of gold and
  glass. The cylinder slowly builds magical charge.
  Rotating the cylinder speeds up the process. Small
  Magic Accumulators are the size of a coffee machine.
  Large Magic Accumulators are the size of a carriage.
  Gargantuan Magical Accumulators take up half a
  warehouse.
  Charges can be used to refill a wand or magic weapon’s
  charges. They are also used to bind enchantments,
  transmute metals, and power strange and dangerous
  magical devices.
  Magic Accumulators only explode if they are at full
  charge and rotate for an entire day without discharging.
  Most have safeguards to vent raw magic to the
  atmosphere instead of detonating, but safeguards
  can always fail.
  MAGICAL BATTERIES
  A large copper and iron tub containing mercury and
  filaments of occultum. Magic batteries store magic
  charges for later use. An experienced wizard can tell
  how full a magic battery is just by tasting the air.
  Each time a charge is added beyond a battery’s
  listed capacity, there’s a 10% chance the battery
  explodes (pg. 74). Most sensible wizards refuse to
  fill batteries beyond 50% capacity... unless they’re
  working on a really exciting project.
  Size
  Tempo
  Charges per Day
  Cost
  Small
  ¤¤¤
  1
  1,000gp
  ¤¤
  2
  ¤¤¤
  3
  Large
  ¤
  4
  3,000gp
  ¤¤
  8
  ¤¤¤
  12
  Gargantuan
  ¤¤¤
  8
  6,000gp
  ¤¤
  16
  ¤¤¤
  24
  Size
  Tempo
  Charges Stored
  Cost
  Small
  ¤¤¤
  2
  2,000gp
  ¤¤
  5
  ¤¤¤
  10
  Large
  ¤¤¤
  6
  6,000gp
  ¤¤
  15
  ¤¤¤
  30
  Gargantuan
  ¤¤¤
  20
  12,000g
  p
  ¤¤
  50
  ¤¤¤
  100
  71
   
  
  SPELL BREEDING REACTORS
  Two copies of a spell must be placed into the heart
  of a spell breeding reactor. Raw magic, carefully
  placed gems, spinning gears, and filaments of
  occultum gradually induce copies of the spells to
  form. Spells can be collected into scrolls or spellbooks,
  or directly bound to objects using an enchantment
  engraver.
  Spell levels may need to be adjusted based on your
  campaign and magic system. Level 0 or 1 spells are
  trivial workings. Level 9+ spells are proper works of
  archmastery; very difficult to cast, let alone breed.
  A reactor to breed those spells must be custom built
  and requires at least 100,000gp in components.
  ENCHANTMENT ENGRAVERS
  Every wizard has their own system for binding spells
  to objects. Most involve a negligible amount of gold
  and occultum, though more powerful enchantments
  may require gems and specially prepared materials.
  To enchant an existing object, consult the Price List
  (pg. 65). Enchantment effects are based on the
  spell used. The GM will need to adjudicate the exact
  effects, but players probably have an idea in mind
  when they start down the path to magical industry.
  Level
  of Spell
  Tempo
  Time to
  New Spell
  Charges
  per Spell
  Cost
  Low
  (Level 0-2)
  ¤
  1 day
  1
  3,000gp
  ¤¤
  12 hours
  ¤¤¤
  6 hours
  Medium
  (Level 3-5)
  ¤
  5 days
  3
  10,000gp
  ¤¤
  2 days
  ¤¤¤
  1 day
  High
  (Level 6-8)
  ¤
  20 days
  5
  20,000gp
  ¤¤
  10 days
  ¤¤¤
  5 days
  Very High
  (Level 9+)
  ¤
  80 days
  10
  N/A
  ¤¤
  40 days
  ¤¤¤
  10 days
  Level
  of Spell
  Charges to Engrave /
  Hours per Enchantment
  Cost
  Low
  (Level 0-2)
  1
  300gp
  Medium
  (Level 3-5)
  3
  600gp
  High
  (Level 6-8)
  5
  1,000gp
  Very High
  (Level 9+)
  10
  N/A
  72
   
  
  DESIGNING NEW
  EQUIPMENT
  First, figure out what the device is supposed to do.
  Let’s say the PCs want it to build a machine to capture
  ghosts and convert them into lightning. Is this possible?
  Who knows! But it’s feasible under the Paradigm.
  • The base cost for a new piece of Magical
  Equipment is 1,000gp.
  • The GM and players decide if the new machine
  resembles any existing piece of Magical
  Equipment (pp. 71–73). If it does, that cost is
  added.
  • The GM and players take a look at the Price
  List (pp. 65–66). If anything on that list
  resembles a part of the new machine, its cost
  is also added.
  • The GM and players decide if any Metals or
  Gems (pg. 70) are particularly relevant to the
  machine’s intended function. For each metal
  or gem, add 100gp to the final cost.
  Assembling and testing the device takes an entire
  Season, so won’t be ready to use until next Season.
  The players can throw money at the problem,
  multiplying all costs by 10, to get it ready this Season.
  EXAMPLE
  The players want to build a ghost capturing device
  and convert the ghosts to lightning for their other
  project (a giant reverse-lightning rod to blast enemy
  cities).
  The base costs is 1,000gp.
  The device resembles a Spell Breeding Reactor.
  Spells are like souls, the GM reasons, and this
  device is technically converting them into new forms.
  The players want to try a small-scale version first,
  so the GM suggests a low-level Spell Breeding
  Reactor (3,000gp).
  The device doesn’t really resemble or require
  anything from the price list.
  The GM decides the machine needs Lead (to trap the
  ghosts), Silver (to bind and damage them), Mercury
  (to transform ghosts into lightning), and Ruby (to focus
  the energy into one form). That’s an extra 400gp.
  The final cost is 4,400gp.
  DOES IT WORK?
  Yes.
  If the idea is feasible, the machine works. If the idea
  is not feasible, don’t let the players pay for it. The
  consequence of failure shouldn’t just be money;
  that’s boring.
  The really interesting aspect of this whole process is
  the consequences of using the new machine. How
  will it alter the world? What will the players need to
  do to protect their investment? Turning ghosts into
  lightning won’t sit well with some people. Random
  arcs of lightning flying out of a warehouse may result
  in fines, fires, and complaints. Lightning can become
  intelligent and seek revenge. Etc, etc, etc.
  Basically, creating new Magical Equipment creates a
  new Innovation and a new pre-apocalyptic condition,
  even if the equipment was made to try and avert
  another type of apocalypse.
  HOW TO MAKE MAGIC PAY
  1. Sell magic items for more than 5gp. Marketing
  helps. Legislation is better. Publicity is best.
  2. Accept that at most low-level magic items are
  churned out by vast factory firms who keep
  prices low to drive out competition and use
  surplus equipment from early ventures.
  3. Sabotaging those aforementioned bastards
  and replace them.
  4. Buy lightly discounted magical equipment
  that’s almost as good as the verified stuff. You
  can get up to 50% off the prices above if
  you’re willing to buy damaged, experimental,
  or jury-rigged devices.
  5. Sell things that non-magical items can’t do.
  Extinguish flames? Water can do that.
  Continual light? Coal gas is cheap. But a tiny
  dancing statue that fits in the palm of your
  hand? Paint that lets you see through walls?
  A flying carriage?
  6. Wait for the Tempo to increase and magical
  equipment to become more efficient.
  7. Take out loans under a false name, get as rich
  as possible, and run away from the city in the
  dead of the night with a coach full of discount
  magic items, gold, and disguises.
  8. And finally, experiment and push the boundaries
  of the possible.
  73
   
  
  MAGICAL EXPLOSIONS
  Alchemists and wizards have identified twelve kinds magical explosions. The uninitiated bystander can usually
  only identify one; “a bad ‘un”. Faulty equipment, ambitious experiments, and sabotage can easily level a
  warehouse or factory. There’s a reason magical warehouses are built with thick walls and thin roofs.
  On the table above, [charge] is the number of magic charges currently in the piece of Magical Equipment (pg.
  71), wand, rod, sword, etc. If in doubt, use 1 [charge] for a minor item, 1d6 [charges] for a normal personal
  magic item, and 4d6 [charges] for a large or powerful item.
  If proper failsafes and detectors are in place, Magical Equipment provides 1d6 rounds of warning before
  exploding. Cheap, badly maintained, or experimental equipment may provide only 1 round of warning.
  JOKES FROM BOFF! MAGAZINE
  SCENE: Two wizards discuss the financial troubles of their new venture.
  FIRST WIZARD: If we purchase this reactor second-hand, we will save half the cost of buying it new.
  SECOND WIZARD: Goodness, if we should purchase two of them second-hand would we save the whole cost?
  SCENE: A wizard admires the immense Magical Battery on the roof of a colleague’s warehouse.
  WIZARD: Young man, does that thing draw much?
  URCHIN: I should say so, for it draws the attention of every d---ed fool who passes by this place!
  A WIZARDING JEST: Spinning up a Magic Accumulator will sometimes cause an explosion, but one must
  learn to accept it; such is the way of the whirled.
  1d12
  1
  Calcination: Runaway heating. The device smoulders, smokes, and then detonates, dealing
  [charge]d6 damage to everything in a [charge]×10' radius.
  2
  Congelation: Thickening and slowing. A sphere of slow time emerges from the device as its core fails.
  Everything inside the [charge]×10' radius sphere moves at 1/10th normal speed. The sphere
  collapses after for 4d6 hours.
  3
  Fixation: Locking into a solid form. The device shimmers and crunches. Everything in a [charge]×10'
  radius is coated in a thin layer of stone. Requires a hammer to chip people out.
  4
  Dissolution: Suspended in liquid. Device liquefies, sizzles, runs like water. The liquid is mildly toxic
  but does not deal any immediate damage.
  5
  Digestion: Sealed and gently heated. The device becomes very warm and cannot be used for
  [charge] days.
  6
  Distillation: Separated by heat. The device shakes and rattles, then flies apart. Everything in a 100'
  radius has a [Charge]% chance of being struck by debris and dealt 2d6 damage.
  7
  Sublimation: Transformed from a solid into a gas. The device smokes and froths, creating a
  [charge]×10' radius cloud of toxic fog. Any living thing in the cloud takes 1d4 damage per round.
  8
  Separation: Split into two or more pieces. The device falls apart noisily. It can potentially be repaired.
  If it contains a spell, the spell is automatically cast. If not, it creates a Stray Spell.
  9
  Ceration: Addition of liquid during heating. The device softens, then rises 1,000' in the air before
  messily exploding. Anything hit by the ascending device takes [charge]d6 damage. Reroll the Weather.
  10
  Putrefaction: Rotting and corruption. A powerful wave of nausea strikes anyone near the device.
  Moments later, it collapses into a flickering point of light, then explodes. Any living creature in a
  [dice]×10' radius must Save or die. All spells and enchantments in the affected area must Save or end.
  11
  Multiplication: Creation of new forms. The device glows, cracks, and suddenly splits into hundreds of
  bouncing spheres of pure magic. Everything in a [charge]×10' radius must Save or take 1d20 damage.
  12
  Projection: Conversion to a higher form. The device lifts into the air, produces a crackling octarine
  aura, then disappears with a thunderclap. The explosion produces a nodule of pure occultum worth
  [charge]×1d100gp. Anyone who looked at the explosion must Save or go mad for 1d6 hours.
  All magic items or devices within a [charge]x10’ radius have a [charge]% chance of also exploding.
  74
  �
   
  
  PERIODIC TABLE OF SPELLS
  Spell Level:
  Low (0-2)
  Medium (3-5)
  High (6-8)
  Very High (9+)
  Abjuration
  Countermagic
  Deflect Spell
  Counterspell
  Spell Immunity
  Antimagic Field
  Lesser Restoration
  Remove Curse
  Greater Restoration
  -
  Warding
  Warding Mark
  Warding Circle
  Banish
  Imprisonment
  Impedence
  Resistance
  Protection
  -
  -
  Alteration (formerly Transmutation)
  Biomancy
  Alter Self
  Temporary Polymorph
  Permanent Polymorph
  Mass Polymorph
  Minor Healing
  Major Healing
  Regenerate
  Mass Healing
  Space
  Rope Trick
  Tiny Hut
  Time
  -
  Slow
  Temporal Stasis
  Creation
  Mending
  Fabricate
  Disintegrate
  -
  -
  Minor Creation
  -
  -
  Summons
  Summon Animal
  Summon Lesser
  Monster
  Summon Greater
  Monster
  -
  Divination
  Augries
  Guidance
  Commune
  Vision
  Astral Projection
  Augry
  -
  Scry the Past
  Foresight
  Detections
  Detect
  Reveal
  -
  -
  Identify
  -
  -
  -
  Scryings
  Locate Object
  Locate Creature
  -
  -
  -
  Scry
  -
  -
  Seeings
  -
  Clairaudience
  -
  -
  Darkvision
  Clairvoyance
  True Sight
  -
  -
  -
  -
  -
  Elemental (formerly Evocation)
  General
  Control [Element]
  Wall of [Element]
  Control Weather
  -
  Summon [Element]al
  -
  -
  Stone
  Earth Tremor
  Dig
  Earthquake
  -
  -
  Stone to Mud
  Flesh to Stone
  -
  Water
  Create Water
  Water Breathing
  Flood
  Tsunami
  Ice
  Ice Knife
  Ice Storm
  Freezing Sphere
  -
  Ray of Frost
  Cone of Cold
  -
  -
  Frostbite
  -
  -
  -
  Fire
  Fire Bolt
  Fireball
  Delayed Blast Fireball
  Meteor Swarm
  Create Flame
  -
  Incendiary Cloud
  -
  Scorching Ray
  Flame Arrow
  -
  -
  Burning Hands
  -
  -
  -
  Heat Metal
  -
  -
  -
  Lightning
  Spark
  Lightning Bolt
  Chain Lightning
  -
  Shocking Grasp
  Call Lightning
  -
  -
  Acid
  Acid Arrow
  Dissolve
  -
  -
  Acid Splash
  -
  -
  -
  Air
  Gust
  Deflect Arrows
  Whirlwind
  -
  Void/Vacuum
  Shatter
  Implosion
  -
  -
  Thunderclap
  -
  -
  -
  Force
  Shielding
  Mage Armour
  Protection
  Immunity
  Invulnerability
  Shield of Force
  Wall of Force
  Forcecage
  -
  Manipulation
  Mage Hand
  Telekinesis
  Repulsion
  -
  Floating Disc
  -
  -
  -
  Hold Person
  -
  -
  -
  75
   
  
  Spell Level:
  Low (0-2)
  Medium (3-5)
  High (6-8)
  Very High (9+)
  Illusion
  Light
  Invisibility
  Radiating Invisibility
  Mass Invisibility
  -
  Light
  Continual Light
  Sunbeam
  -
  Darkness
  Continual Darkness
  Maddening Darkness
  -
  Colour Spray
  -
  -
  -
  Dancing Lights
  -
  -
  -
  Workings
  Minor Illusion
  Illusion
  Permanent Illusion
  -
  -
  Hallucinatory Terrain
  -
  -
  Illusionary Sound
  -
  -
  -
  Mind-Altering (formerly Enchantment)
  Charms
  Charm Animal
  Charm Monster
  Mass Charm
  -
  Charm Person
  Dominate
  Geas
  -
  Memories
  Enthrall
  Suggestion
  Mass Suggestion
  -
  Forget
  Modify Memory
  Mental Prison
  -
  Share Thoughts
  Mental Bond
  -
  -
  Emotions/States
  Calm Emotions
  Induce Emotions
  -
  -
  Hypnotism
  Confusion
  -
  -
  Sleep
  Fear
  -
  -
  Movement
  Teleportation
  False Teleport
  Reciprocal Teleport
  True Teleport
  Permanent Gate
  Gravitation
  Levitate
  Fly
  Wind Walk
  -
  Featherfall
  -
  Reverse Gravity
  -
  -
  Haste
  -
  -
  Spider Climb
  -
  -
  -
  Necromancy
  The Dark Art
  Speak With Dead
  Animate Lesser Undead
  Animate Greater
  Undead
  Resurrect
  Drain Life
  Cloudkill
  -
  -
  Soul Curses
  Hex
  Bestow Curse
  Stunning Word
  Killing Word
  Flesh Curses
  Enfeebling Ray
  Paralyzation
  -
  -
  -
  Contagion
  -
  -
  -
  Phantasmal Killer
  -
  -
  -
  Feeblemind
  -
  -
  Blindness
  -
  -
  -
  Deafness
  -
  -
  -
  Hedge Magic
  Alarm
  -
  -
  -
  Fog
  -
  -
  -
  Grease
  -
  -
  -
  Lock / Unlock
  -
  -
  -
  Magic Missile
  -
  -
  -
  Silence
  -
  -
  -
  Stinking Cloud
  -
  -
  -
  Web
  -
  -
  -
  The Question of Classification
  The Question of Classification has consumed the
  theoretical magic community for a generation. The
  former system of eight “Grand Schools” (Abjuration,
  Conjuration, Divination, Enchantment, Evocation,
  Illusion, Necromancy, and Transmutation), a system
  that fit so neatly into the eightfold paradigm (pg. 69),
  suffered several esoteric but devastating blows.
  Transmuting base metals was shown to be a property
  of raw magic. A huge number of spells were proven
  to be minor variants on force plate. Illusionists
  wrested light-magic away from Evocationists, who in
  turn split into Elementalists and a bewildering array
  of sub-factionalists.
  In the absence of a universally accepted system,
  tempers run high. Prof. Grantos the Blue and Prof.
  Curitan fought a duel over whether dancing lights
  should be classified as an Illusion or an Evocation.
  At a faculty dinner, a visiting lecturer was heard to
  shout, “If cure wounds is Necromancy then I am a
  jackass!” to which another guest sarcastically replied,
  “Pray ma’am, we are not discussing polymorph at
  this time.”
  The table above covers all spells separately identified
  by the College of Endon. Spells in the same row
  share the same “family”, in increasing potency or
  sophistication from left to right. Spells are further
  divided by “blocks” and “schools”. The placement of
  any given spell on this table is subject to considerable
  debate and future revision. Some spells are given in
  a general sense (e.g. detect covers detect magic,
  detect traps, detect gold, etc.) Hedge Magic covers
  all spells that don’t fit into any other school or whose
  placement is so controversial that they can’t safely
  be assigned a school without endless fights. Nothing
  in this table affects practical wizards, who will
  cheerfully reference spell-tables a century out of
  date... or a few decades ahead of the curve.
  76
   
  
  SPELL MUTATIONS
  Spell breeding reactors (pg. 72) take two copies of a spell and slowly generate identical offspring. Adjusting a
  reactor to occasionally create “mutant” spells is not difficult. Hitting it with a hammer is the most expedient
  method. The resulting output can be dangerous, unstable, and potentially very profitable. 10% of spells
  produced by a tweaked reactor will be mutated, but each day there is a 1% chance the reactor explodes (pg.
  74). The exact effects of a mutated spell can’t be determined without casting it. Sensible wizards usually bind
  the spell to a wand and have a disposable apprentice test it at a safe distance.
  1d20
  1
  Wildly Unstable. The spell was not meant to exist. The first (and only) time it is cast, it explodes.
  Adapt a random Magical Explosion (1d12, pg. 74). The number of charges is equal to the mutant
  spell’s level (minimum 1). The explosion is centred on the spell’s target.
  2
  Brainburn. The spell deals 1 damage per round to anything used to contain it: a wand, scroll, item, or
  caster’s brain. It smoulders unpleasantly but functions normally.
  3
  Regressed. The spell’s level decreases on the Periodic Table of Spells (pp.75–76). Dig becomes
  earth tremor, forcecage becomes wall of force, etc. If no feasible lower-level spell exists, adjust the
  spell as per 4. Diminished instead.
  4
  Diminished. The spell is downgraded. If it deals damage, the dice size decreases (d6->d4, d10->d8,
  etc.). If it affects a number of targets or an area, any numbers are halved (10’x10’ becomes 5’x5’, 2
  targets become 1 target, etc.)
  5
  Warped. The spell affects a different type of target or deals a different type of damage. Lightning bolt
  becomes ice bolt or stone bolt. If no feasible adjustment exists, this mutation has no effect.
  6
  Weakened. Targets gain a significant bonus to their Save against this spell (at least +4).
  7
  Noisy. When cast or triggered, the spell makes a noise audible for at least 100’ in all directions,
  sprays smoke and sparks, glows brightly, or otherwise disturbs the peace.
  8
  Recoiling. The spell flings whatever is used to cast it 10’ backwards. Living casters may Save to avoid
  falling prone.
  9
  Hastened. The spell really wants to be cast. It can be cast as a free action or a reaction. Accidentally
  triggering the spell may be a concern.
  10
  Stunning. Both the caster and any targets must Save or be stunned for 1 round when this spell is
  cast or triggered.
  11
  Cosmetic Alteration. The spell’s effects are slightly altered. Fireball might create green flames, drain
  life might leave cold hex-marks on the target, etc.
  12
  Sticky. This spell gains a significant bonus (at least +4) to resist countermagic, disenchantment, or
  being transferred from one container to another. Loading this spell into a brain takes twice as long.
  13
  Unstable. Each time this spell is cast, there is a 50% chance it is 4. Diminished and a 50% chance it
  is 19. Enhanced.
  14
  Delayed. The spell dawdles, hanging in the air sizzling and glowing ominously. This spell’s effects
  occur one round after it is cast or triggered.
  15
  Predatory. When cast, this spell has a 50% chance to temporarily dispel one enchantment, magic
  item, or other magic effect of the target. The affected spell returns in 1d6 hours.
  16
  Compact. This spell occupies a lower level spell slot. If stored in a wand, the wand can contain 3
  extra charges.
  17
  Bouncing. In the round after it is cast, this spell affects a second valid target with 25% of the
  effectiveness of the original spell.
  18
  Strengthened. Targets take a significant penalty to their Save against this spell (at least -4).
  19
  Enhanced. The spell is upgraded. If it deals damage, the dice size increases (d6->d8, d8->d10, etc.).
  If it affects a number of targets or an area, any numbers double (2 targets become 4 targets,
  10’x10’ becomes 20’x20’, etc.)
  20
  Leap Forward. The spell’s level increases on the Periodic Table of Spells (pp.75–76). Mage armour
  becomes protection, drain life becomes cloudkill, etc. If no feasible higher-level spell exists, adjust
  the spell as per 19. Enhanced instead.
  77
   
  
  SPELL CROSS-BREEDS
  Putting two different spells into a spell breeding reactor might seem sensible. Cross-breeding lighting bolt and
  fireball should produce lightningball or fire bolt. Would that it were so simple. Many an ambitious wizard has
  tried; most have died spectacular and horrible deaths. Spells do not mix easily. If two different spells are
  added to a spell breeding reactor, there is a 10% chance per day (increasing by +10% per day to a maximum of
  90%) that the reactor explodes (pg. 74), with double the usual number of charges included and 0 rounds of
  warning. If a spell copy would normally be produced before the reactor explodes, there is a 5% chance it is
  actually produced. Roll on the table below. Cross-breeding spells is a good way to give old or damaged
  equipment an explosive send-off. Looting items and scrolls from ancient dungeons is a far more sensible way
  to accumulate unusual spells.
  1d10
  1
  Sludge. Instead of a spell, a liquid slurry of stone, base metals, and unidentifiable substances oozes
  from the reactor. The worthless, highly magical sludge coats an 100’x100’ area to a depth of 4”,
  dealing 1d4 damage per round to living creatures, wood, or fabric. It can be washed away with water.
  2
  Dud. The spell does nothing or next to nothing. Lightning bolt spits a spark, fireball feebly glows, etc.
  The spell can still be cast or bound in an enchantment. It could also function as a cantrip.
  3
  Diagonal Jump. A random Generic Low-Level Spell (1d50, pp. 79–82) is created.
  4
  Corkscrew. A random Unique Low-Level Spell (1d50, pp. 83–86) is created.
  5
  Squib. A random Discount Spell (1d50, pg. 86) is created.
  6
  Burst. One of the two spells loaded into the reactor is cast, targeting the nearest valid target (including
  the reactor). The spell cannot be recovered.
  7
  Blast. Both spells loaded into the reactor are cast, targeting the nearest valid targets (including the
  reactor). The spells cannot be recovered.
  8
  Remnant. A Stray Spell (pg. 129) is created. Choose attributes related to the two spells in the reactor.
  9
  Discharge. Bolts of raw magic deal 1d6 damage to everything in a 100’ radius. Flammable objects
  may be set on fire.
  10
  Miracle of Miracles! The spells actually cross-breed. The equivalent of lightningball or firebolt is created.
  The new spell’s effects are a blend of the two original spells.
  78
   
  
  1D50 GENERIC
  LOW-LEVEL SPELLS
  The spell descriptions below are designed to be
  broadly compatible with most games. Some
  adjudication will be required. Feel free to edit them
  or use spells from other books, especially ones
  designed specifically for your system of choice.
  P: [Periodic Table Group]
  R: [Range] T: [Target] D: [Duration]
  1. Acid Arrow
  P: Elemental — Acid
  R: 50' T: creature or object D: 0
  The caster must make an attack roll. If successful,
  target takes 1d4 acid damage and a further 1d4
  damage per round for 3 rounds or until washed.
  2. Alter Self
  P: Alteration — Biomancy
  R: touch T: self D: 1 hour
  Caster’s features change to that of a different
  person. This can be a specific person, provided the
  caster has seen them up close, or a general type. No
  abilities are altered. Alternatively, the caster can
  choose to gain gills, low-light vision, or another
  minor animal-based ability, at the GM’s discretion.
  4. Charm Person
  P: Mind Altering — Charms
  R: 30' T: person D: 1 hour
  Target person must Save or regard the caster as a
  good friend for the spell’s duration. When the
  duration end, they will realize they’ve been charmed
  and take appropriate actions.
  5. Control [Element]
  P: Elemental — General
  R: 300' T: varies D: 10 minutes
  Variants of this spell work on a specific element
  (stone, water, ice, fire, lightning, acid, air, and the
  newly identified “void” or “vacuum”). Control up to a
  30' cube of the element. Water flows uphill, stone
  slowly reshapes itself, fire leaps or extinguishes, etc.
  6. Darkness
  P: Illusion — Light
  R: touch T: object D: 3 hours
  Target object casts darkness as the opposite of a
  torch (30' pitch blackness, a further 30' of dim
  shadows) for the duration of the spell. Nonmagical
  light sources cannot dispel magical darkness.
  7. Deflect Spell
  P: Abjuration — Countermagic
  R: 60' T: incoming spell D: 0
  A spell that targets a point within 10' of the caster is
  deflected to a new point 1d10'x10' away.
  8. Detect
  P: Divination — Detections
  R: 30' T: varies D: 10 minutes
  The caster can sense objects or creatures within
  range. Variants of this spell detect different things:
  gold, poison, traps, magic, living creatures, etc.
  9. Drain Life
  P: Necromancy — The Dark Art
  R: touch T: living creature D: 0
  Target takes 2d6 damage, Save for half. The caster
  regains HP equal to damage dealt.
  10.
  Earth Tremor
  P: Elemental — Stone
  R: 100' T: varies D: 1d6 rounds
  A minor earthquake begins at the point the caster
  designates. An area 30’ in diameter shakes.
  Creatures in the area move at ½ speed. Small
  delicate objects might break.
  11.
  Enthrall
  P: Mind Altering — Memories
  R: 30' T: person D: 10 minutes
  Target person must Save or drift into a dreamlike
  state of reminiscence for the spell’s duration. The
  effect ends if the target takes damage.
  3. Burning Hands
  P: Elemental — Ice
  R: 30' cone T: area D: 0
  The caster projects a 30' cone of flame from their
  fingertips. Creatures or objects inside take 2d6 fire
  damage, Save for half. Small flammable objects are
  set on fire.
  79
   
  
  12. False Teleport
  P: Movement — Teleportation
  R: 100' T: self D: 0
  Caster turns into an ethereal cloud of smoke, flies to
  a designated point within range and line of sight,
  and reassembles into their original form.
  13. Featherfall
  P: Movement — Gravitation
  R: touch T: creature D: 3 rounds
  Target takes no falling damage for the spell’s duration.
  They glide to a stop 6" off the ground.
  14. Fire Bolt
  P: Elemental — Fire
  R: 100' T: creature or object D: 0
  Caster must make an attack roll. If successful,
  target takes 1d8 fire damage and, if flammable,
  is set on fire.
  15. Floating Disc
  P: Force — Manipulation
  R: 30' T: point D: 6 hours
  An invisible horizontal concave plate of force appears
  at a point within range. It can lift up to 1,000lbs up
  to 3' off the ground. It follows the caster at a walking
  pace, and vanishes if the caster moves more than
  60' away from the disc.
  16. Fog
  P: Hedge Magic
  R: 50' T: area D: 1 hour
  A 50' cube of thick grey fog appears at a point
  designated by the caster. Strong wind, fire, or carriage
  traffic will slowly disperse the cloud. Otherwise, it lasts
  for the spell’s duration.
  17. Forget
  P: Mind Altering — Memories
  R: 30' T: person D: 0
  Target person must Save or forget the last 10 minutes.
  They may recall vague details, but no specific or
  useful information.
  18. Grease
  P: Hedge Magic
  R: 50' T: area D: 1 minute
  A 10' square is coated in slippery grease. Creatures
  must Save or fall prone while moving through the area.
  19. Guidance
  P: Divination — Auguries
  R: touch T: creature D: 24 hours or until used
  Guidance is a a minor spell of assistance that some
  wizards dismiss as wishful thinking and stage magic.
  It grants a +1d6 bonus to the target’s next Save,
  attack roll, or test.
  20. Gust
  P: Elemental — Air
  R: 100' T: path D: 0
  A 10' wide gust of wind moves along a 100' path,
  turning a number of 90 degree corners up to the
  caster's level. The gust extinguishes torches and
  candles, knocks over light objects, and pushes small
  flying creatures away from the caster.
  21. Heat Metal
  P: Elemental — Ice
  R: 100' T: metal object D: 6 rounds
  Target metal object, up to the size of a breastplate,
  glows red hot. This spell deals no damage on the
  first round and 1d6 fire damage on all subsequent
  rounds. Creatures can Save to drop the hot object.
  22. Hex
  P: Necromancy — Soul Curses
  R: 100' T: creature D: 1 hour
  Target takes double damage from all magical
  attacks, suffers a −2 penalty to all attacks, and has
  generally awful luck. Save negates.
  23. Hold Person
  P: Force — Manipulation
  R: 60' T: up to 3 creatures D: 3 rounds
  Invisible plates of force shackle up to 3 humanoid
  targets. Targets must Save or be paralyzed for the
  spell’s duration.
  24. Illusionary Sound
  P: Illusion — Workings
  R: 30' T: point D: 10 minutes
  A slightly distorted sound up to a scream in volume
  is created at a point designated by the caster.
  25. Invisibility
  P: Illusion — Light
  R: touch T: creature D: 1 hour
  Target becomes invisible. The spell ends if the target
  attacks, takes damage, or casts a spell.
  26. Lesser Restoration
  P: Abjuration — Countermagic
  R: touch T: 1 creature D: 0
  A minor magically-induced condition or ailment
  affecting the target is cured. Magical diseases (pg.
  44) have a 20% chance to be cured.
  27. Levitate
  P: Movement — Gravitation
  R: 100' T: creature or object D: 10 rounds
  Target rises 30' in the air. Unwilling targets can Save
  to negate. Each round, the caster can change the
  target’s height by 30'.
  28. Light
  P: Illusion — Light
  R: touch T: object D: 3 hours
  Target object casts light as a torch (30' bright light, a
  further 30' of dim light revealing outlines or major
  features) for the duration of the spell. The caster can
  specify the light’s colour.
  29. Locate Object
  P: Divination — Scryings
  R: 1 mile T: varies D: 10 minutes
  The caster names an object, either a specific object
  familiar to the caster or a general type. They know
  the location of the nearest example of the object.
  80
   
  
  30. Lock / Unlock
  P: Hedge Magic
  R: 30' T: lock D: permanent
  Target lock is unlocked or locked. Magical locks gets
  a Save with a bonus equal to their caster’s level.
  31. Mage Armour
  P: Force — Shielding
  R: touch T: creature D: 6 hours
  Invisible plates of force surround target creature.
  It counts as wearing chainmail for the purposes of
  melee and ranged attacks. Mage armour does not
  stack with conventional physical armour.
  32. Mage Hand
  P: Force — Manipulation
  R: 30' T: object D: 10 rounds
  An invisible hand appears at a point within range.
  It can manipulate objects like a physical hand, lift
  objects lighter than 10lbs, knock over light objects,
  etc. It moves 30' per round.
  33. Magic Missile
  P: Hedge Magic
  R: 100' T: creatures or objects D: 0
  The caster fires a number of magic projectiles equal
  to half their level (rounding up). The missiles deal
  1d4+1 damage. Each missile can have a different
  target. Variants leave smoky trails, spell out the
  caster’s name, explode into flowers, etc. Many
  wizards breed elaborate and decorative variants.
  34. Mending
  P: Transformation — Creation
  R: touch T: damaged mundane object D: 0
  Target object is repaired. Cracks seal, cloth unfrays,
  wood unscorches. Each cast heals up to a 6" cube
  of material.
  35. Minor Healing
  P: Alteration — Biomancy
  R: touch T: 1 creature D: 0
  Restores 1d6+ the caster’s level HP to the target.
  36. Minor Illusion
  P: Illusion — Workings
  R: 30' T: point D: 10 minutes
  A silent flickering illusion of a creature or object
  smaller than a cow appears at a point designated by
  the caster.
  37. Ray of Frost
  P: Elemental — Ice
  R: 100' T: creature or object D: 0
  The caster must make an attack roll. If successful,
  target takes 1d8 ice damage and is lightly coated in
  frost.
  38. Resistance
  P: Abjuration — Impedence
  R: touch T: up to 3 targets D: 10 minutes
  Caster chooses a damage type (fire, melee weapons,
  falling, etc.). Targets reduce incoming damage of the
  chosen type by 3.
  39. Rope Trick
  P: Transformation — Space
  R: touch T: rope D: 1 hour
  Target rope rises into the air. At the end of the rope,
  a 30' cube of extradimensional space, accessible via
  an invisible 3'x3' door, appears.
  40. Shatter
  P: Elemental — Void
  R: 50' T: solid object D: 0
  Target object made of glass, ceramic, dense stone,
  or other brittle materials must Save or shiver to
  pieces. Animated statues or constructs take 4d6
  damage, Save for half. Targets larger than a cow are
  not damaged, but are still oscillated.
  41. Shield of Force
  P: Force — Shielding
  R: touch T: self D: 6 rounds
  An invisible circular shield appears in front of the
  caster. For the duration of the spell, all ranged
  attacks have an 80% chance to be deflected by the
  shield. It may also provide some protection against
  explosions, jets of flame, etc. at the GM’s discretion.
  42. Shocking Grasp
  P: Elemental — Lightning
  R: touch T: creature or object D: 0
  Caster must make an attack roll. If successful, target
  takes 1d8 lightning damage and is stunned for 1
  round. Attack roll gains a +4 bonus if the target is
  metallic.
  43. Silence
  P: Hedge Magic
  R: 100' T: area D: 6 rounds
  At a point within range designated by the caster, all
  sound is cancelled in an area 30' in diameter.
  44. Speak With Dead
  P: Necromancy — The Dark Art
  R: 10' T: corpse D: 10 minutes
  Target reasonably fresh corpse answers three
  questions posed by the caster. The corpse can lie.
  45. Spider Climb
  P: Divination — Detections
  R: touch T: creature D: 1 hour
  Target creature can walk on all solid surfaces as if
  they were the ground.
  81
   
  
  46. Stinking Cloud
  P: Hedge Magic
  R: 5' T: area D: 1d6 rounds
  A 20' cube of stinking vapour appears a point within
  range designated by the caster. Creatures inside
  must Save or become nauseous for 1d6 rounds.
  The smell slowly fades when the spell ends.
  47. Summon Animal
  P: Transformation — Summons
  R: 30' T: creatures D: 1 hour
  One or more animals with a total of 8 HD or less
  appear at a point within range that the caster
  designates. For options, see Exotic Creatures (1d50,
  pg. 125). The animals vaguely obey the caster’s
  directions, but get a Save to ignore anything
  complicated, inconvenient, or against their nature.
  48. Thunderclap
  P: Elemental — Void
  R: 100' T: point D: 0
  A tremendously loud thunderclap occurs at a point
  within range designated by the caster. Creatures
  within 30' must Save or go deaf for 10 minutes.
  Animals may flee; cowards may panic. The
  thunderclap is audible for 2 miles in any direction.
  49. Warding Mark
  P: Abjuration — Warding
  R: touch T: surface D: permanent until activated The
  caster marks a surface and sets a condition. If a
  creature passes within 20' of the mark and meets
  the condition, the ward activates. The creature must
  Save or be stunned for 1 round. The caster instantly
  knows if the ward has been activated.
  50. Web
  P: Hedge Magic
  R: 30' T: area D: 1 hour
  A 10' cube of sticky webs appears a point designated
  by the caster. Creatures in the cube move at half
  speed and must Save to attack.
  82
   
  
  1D50 UNIQUE
  LOW-LEVEL SPELLS
  These spells are unique to Endon (if you believe the
  newspaper advertisements). Their place on the
  Periodic Table of spells (pp. 75–76) is debatable;
  suggestions are likely to raise furious arguments
  among theoretical wizards.
  R: [Range] T: [Target] D: [Duration]
  1. Alberecht’s Unreliable Disintegrator
  R: 100' T: creature or object or less D: 0
  Target creature of 2 HD or less, or an object weighing
  less than 200lbs, disintegrates into nothingness.
  Save with a +4 bonus negates. Magical creatures or
  objects gain an additional +2 to their save. The
  caster can disintegrate a section of an object or
  creature but not very precisely.
  2. Astrologer’s Helper
  R: 10' T: self D: 10 minutes
  Outlines of the planets, major stars, sun, and moon
  appear around the caster. They can be used to
  determine the time of day, true north, and the caster’s
  approximate position on the globe. The caster can
  also spend 5 minutes to read a creature’s horoscope.
  Roll 1d10. 1-8. No effect aside from the usual
  platitudes. 9. Doom. Creature must reroll their next
  Save and take the worse result. 10. Triumph.
  Creature automatically passes their next Save.
  3. Bartholomew’s Pit
  R: 50' T: creature D: 0
  Target creature has the illusion of falling into bottom-
  less pit filled with accusatory voices. Save negates.
  If they fail, the creature is stricken with a deep
  depression (if sentient) or lethargy (if mindless),
  and takes 1d6 damage.
  4. Become Delicious
  R: touch T: creature D: 1 hour
  Target creature smells and tastes delicious for the
  spell’s duration. The smell radiates 20' in calm air,
  but can spread via wind or leave a scent trail.
  5. Boorify
  R: 30' T: person D: 1 hour
  Target must Save or become boorish, loutish, rude,
  overconfident, and inconsiderate for the duration of
  the spell.
  6. Butterfly Hurricane
  R: 30' radius T: self D: 2d6 rounds
  A whirling brightly coloured mass of butterflies
  cloaks the caster. Any ranged attacks fired into or
  out of the hurricane automatically miss. Attacks that
  target an area (such as a dragon’s fire breath or a
  circle of frost) are not affected. Creatures other than
  the caster who end their turn inside the hurricane
  must Save or be stunned for 1 round.
  7. Climb On My Shoulders
  R: touch T: caster, 1-3 people D: 10 minutes
  The caster and 1-3 other people can climb each
  other, moving 30' vertically per minute, even if the
  bottom person isn’t touching the ground. The entire
  stack can be suspended in midair. If anyone points
  out how ridiculous this is, the caster must Save. If
  they fail, the spell ends.
  8. Clinging Blade
  R: 50' T: metal weapon D: 5 rounds
  Target weapon becomes slightly magnetic or sticky,
  clinging to anything it strikes. It takes a full round to
  pull the weapon free after a successful attack.
  9. Date Ward
  R: touch T: self D: up to 7 days
  Caster designates a date up to 7 days in the future.
  The caster cannot die until that date. They can be
  hideously mangled, burned, mashed, spread across
  the cobbles, or torn apart, but their soul will still
  remain in your body (or its remains) until the date
  designated. On that date, the caster automatically
  fail all Saves. This spell is probably illegal (pg. 41).
  10. Draw Heat
  R: 100' T: 2 objects or creatures D: varies
  The caster must have at least two working eyes to
  cast this spell. The caster stares at one target with
  one eye, and another target with another. They can
  transfer heat between them. For example, the caster
  could transfer the torch’s heat (1d6 damage/round)
  to a creature. They can do nothing else while casting
  this spell. Heat is not amplified, so a candle’s flame
  cannot melt an iron bar, but the icy cold of a glacier
  could be transferred to a campfire to extinguish it.
  The spell ends if either target moves out of range or
  line of sight, or if the caster breaks concentration.
  11. Duelist’s Wings
  R: touch T: creature D: 4 rounds
  Target sprouts tiny white wings from their ankles and
  wrists. In combat, they may reposition themselves
  10' in any direction at the end of each round. They
  also reduce all fall damage by 2.
  12. Eartube
  R: touch T: ear D: 1 hour
  Target ear become stretchy. It can be pulled from the
  target’s head on a long fleshy rope, with a maximum
  length of 100'. Unwilling targets get a Save. The ear
  functions normally. It retracts when the spell ends.
  13. Embed Memory
  R: touch T: creature D: 1d6 days
  The caster pulls a single memory out of their head
  and transfers it to the target. Unwilling creatures can
  Save to negate. The memory must be short and
  distinct. It fades after 1d6 days.
  83
   
  
  14. Flip Person
  R: 50' T: creature D: 0
  Target creature is flipped head-over-heels, landing
  on their feet unharmed and in the same position.
  Loose items, coins, etc. may be shaken free. Target
  must Save or be stunned for 1 round.
  15. Flying Syringe
  R: 100' T: creature, potion or bottle of liquid D: 0
  A potion or vial of liquid is transformed into a dart
  and fired at the target. The caster must make an
  attack roll. On a hit, the target is affected by the
  liquid.
  16. Frame of Death
  R: touch T: point D: 1 hour
  An empty 4'x4' painting frame appears in the
  caster’s hand. Any living creatures who passes
  entirely through the frame must Save or be
  convinced they have died. They are utterly certain
  they are a zombie, a ghost, an embodied undead, or
  something stranger. No evidence can convince them
  otherwise. Passing through the frame a second time
  negates the effect. The effect also ends when the
  spell’s duration expires.
  17. Gate Sail
  R: line of sight T: up to 10 doors D: 0
  The caster designates up to 10 doors or gates they
  can clearly see. When the last door is designated,
  the caster flies from door to door, in the order
  designated, passing through each one in turn along
  the shortest possible route. They move at the speed
  of a galloping horse. Unlocked doors will be flung
  open. If the caster encounters a locked door, they
  slam into it instead and the spell ends.
  18. Gelatinous Form
  R: touch T: self D: 10 minutes
  The caster’s flesh becomes gelatinous. They can
  squeeze through gaps as small as a keyhole with a
  great deal of effort. They are immune to bludgeoning
  damage. Acid damage heals instead. Clothes and
  items are not affected by this spell.
  19. Glorious Starburst
  R: 100' T: area D: 6 rounds
  A glowing flare flies 100' upwards. It hovers,
  providing light as bright as moonlight to an area
  300' in diameter. The caster can direct the starburst
  to move horizontally up to to 100' per round or
  explode in to sparkles. If it strikes a creature or
  object, it explodes and deals 1d6 fire damage.
  20. Grasping Light
  R: 50' T: point D: 1 hour
  A feeble, flopping, utterly useless jellyfish-like light
  appears. It moves at 5' per round in a random
  direction. It cannot fly. If it touches a living creature it
  becomes stuck to it. It is impossible to remove until
  the spell ends. The light is as bright as a candle (10'
  radius of bright light, a further 10' of dim light).
  21. Heroic Banner
  R: touch T: self D: 2 rounds
  A glowing illusionary banner with decorative swirls
  and sparks appears above the caster. It spells out
  their name and title (up to 120 characters) and
  sizzles slightly. It casts light as a candle.
  22. Hone
  R: touch T: object D: varies
  One edge of target object becomes razor sharp.
  Blunt objects deal 1d6 damage. Weapons deal an
  extra 1d6 damage on the next 2 hits. The edge must
  be smaller than the caster’s outstretched arms.
  23. Horsebane
  R: 100' T: area D: 6 rounds
  An 20' square becomes sticky and soft. Creatures in
  the area move at half speed and take 1 damage per
  round. Any creature that runs or charges into the
  area must Save or take 1d6 damage. Creatures with
  multiple pairs of legs automatically fail their Save.
  24. Ice-Bridge Step
  R: touch T: up to 3 creatures D: 10 minutes
  Targets can run over water as if it were land. Ice
  forms beneath their feet with each step. If they slow
  down, they sink. Choppy seas may require Saves.
  25. Immolate Soul
  R: touch T: self D: 6 rounds
  Double the number of all spell damage dice rolled by
  the caster for the duration of this spell. (E.g. a spell
  that normally deals 2d6 damage deals 4d6
  damage.) However, if any doubles are rolled, the
  caster takes full damage from the spell.
  26. Inflict Remorse
  R: 50' T: person D: 0
  Target person must Save or remember some awful
  deed they have committed. They are stunned for at
  least 1 round. If the deed was particularly awful,
  they could be stunned for more, or flee, or confess.
  If the target passes their Save, they can instead
  choose to embrace the deed, healing 1d6 HP.
  27. Lavin’s Pathclearing Servant
  R: 100' T: area D: 0
  A 10' wide blade of force moves along a 100' path,
  turning a number of 90 degree corners up to the
  caster’s level. The blade pushes light debris (snow,
  ash, gravel, etc.) to the edge of the path.
  28. Lengthen Limbs
  R: touch T: willing creature D: 10 minutes
  Up to two of the target’s limbs double in length. If
  arms, weapons can reach farther than normal. If
  legs, movement speed is doubled.
  29. Light-Bulb
  R: touch T: self D: 5 minutes
  A small bottle with a rubber bulb appears in the
  caster’s hand. By squeezing the bulb, the caster can
  spray a fine mist of light into the air. The light
  behaves like water. A single puff is as bright as a
  candle; furious puffing generates light as a torch.
  84
   
  
  30. Liquefy Gold
  R: touch T: up to 1,000lbs of gold D: 1 hour
  Target gold becomes liquid and flows like thick soup.
  It is cold to the touch. Alloyed metals are also
  carried with the gold, though they may appear as
  streaks or bubbles in the liquid. The gold reforms
  into its original shape when the spell ends.
  31. Lock Joints
  R: 100' T: creature or object D: 1d6 rounds
  Target must Save or have its joints locked in their
  current angle and potion for the spell’s duration.
  This could affect the hinges of a door, the links of a
  chain, or the legs of a galloping horse.
  32. Lucubrabibiboricic Angion
  R: a brace of dist-sticks T: ensoulified organelle
  D: 1d6 nega-deci-days
  The recipitor of this bewizardment must Repulse or
  versifculate and wordiflect in a promulgatory yet
  quizingly learn-prehensile way for the
  logitimunalness of the bewizardment.
  33. Moon Lust
  R: 50' T: creature D: 10 minutes
  Target creature must Save or love the moon. They
  want to stare at it, jump up and hold it, or write
  poems about it. The creature is also stunned for 1
  round. If the creature critically fails their Save, the
  effect is permanent.
  34. Newspaper Trap
  R: 50' T: up to 10lbs of paper D: until triggered
  The caster targets up to 10lbs paper (traditionally a
  newspaper but any loose sheets will work). The next
  creature to approach within 10' of the paper will be
  attacked by it. The paper will blanket their head,
  blinding and stunning them for 1d6 rounds. The
  creature can Save each round to remove the paper
  and end the effect.
  35. Oxhold’s Lament
  R: 100' T: creature D: 0
  Target creature must Save or believe that someone
  close to them has suddenly and tragically died. They
  will not associate the caster with this death, but
  intelligent creatures may believe the caster is only
  informing them to cause them grief.
  36. Pantomime Blast
  R: touch T: object D: until triggered
  Target hinged, sealable, or lockable object (a chest,
  a door, a jar of marmalade, etc.) is enchanted to
  blast a 30' cone of smoke and sparks when first
  opened. No damage, but creatures must Save or be
  stunned for 1 round.
  37. Quick Change
  R: 30' T: 2 outfits D: 0
  The caster designates two mundane outfits. The
  outfits swap places and potentially occupants.
  Magic fog preserves modesty during the exchange.
  Jewelry, unless sewn into the outfit, is not affected.
  38. Razor Spiral
  R: self T: 20' radius D: 10 rounds
  Blades of invisible force fly around the caster. All
  creatures in a 20' radius take 1d4 damage each
  round the spell is maintained. The spell ends when
  the caster moves, breaks concentration, or takes
  damage. The blades also shred fragile objects.
  39. Screaming Teeth
  R: 50' T: creature D: 10 minutes
  Target’s teeth scream whenever they open their
  mouth. The screaming is very unpleasant and
  causes a penalty to all interactions with polite and
  sensible people.
  40. Scuttle
  R: touch T: creature D: 10 minutes
  Target’s hair and clothes animate to carry them.
  They can move at full speed in any orientation and
  can freely rotate while moving. For example, they
  could run while standing on their head, turning
  counterclockwise, and holding lit torches in both
  hands. The spell does not allow targets to climb
  walls, but they climb ladders or ropes at twice their
  usual speed.
  41. Scything Disc of Nog
  R: 100' T: creature D: 0
  The caster fires a whirling disc of force from their
  fingertip. It screeches like a sawblade. It deals 3d6
  damage to target creature. If it deals more than 6
  damage, it bounces towards a random creature
  within 30', dealing 3d6-4 damage. This process
  repeats until the disc deals 6 or less damage to a
  target or there are no valid targets.
  42. Stone of Death
  R: touch T: self D: 10 minutes
  A grey stone skull the size of a walnut appears in the
  caster’s hand. If anyone voluntarily accepts the
  stone from the caster into their outstretched hand,
  they die. No Save. The stone will try and prevent this
  by any or all of the following methods:
  1. Shouting “I am the Stone of Death. If you
  touch me you will die!” and other similar
  statements. The stone speaks all languages
  and can make animal alarm cries. It will
  contradict the caster’s lies.
  2. Shaking violently, glowing an ominous red
  colour, pulsing, hissing, or twitching.
  3. Emitting a noxious smell or a bone-chilling
  gust of air.
  4. Any other amusing method the GM decides
  the stone can perform. It cannot fly, move
  significantly, or transform.
  43. Sturdy Circle in the Air
  R: 100' T: point D: 10 minutes
  The caster draws a circle up to 20' in diameter in the
  air. The circle is made of force and is as solid as
  iron. The circle can be drawn in any orientation.
  85
   
  
  44. Suspend Objects
  R: touch T: up to 20 objects D: 1 hour
  Up to twenty objects that weigh no more than 1lb
  each are suspended in the air. The slightest effort
  knocks them to the ground.
  45. Sympathetic Resonance
  R: touch T: two creatures or objects D: 10 minutes
  Any spells that affect one target also affect the other
  target. Both targets must be valid, but range and
  line of sight are not considered.
  46. The Creature Comforts of Tuttle Wren
  R: 10' T: area D: 8 hours
  In an area designated by the caster designate, no
  larger than 15'x15' by 10'x high, a magical camp
  appears. The camp includes a bedroll, a sleeping
  platform, a small purple and gold tent, a small table
  and chair, a kettle, a cookpot, an iron arm to hold
  the kettle or cookpot over a fire, a book entitled “The
  Erotic Poems of Plumtarch” (less erotic than expected),
  and a pair of dry wool socks. Any items removed
  from the area vanish instantly. In the spell’s area,
  the temperature is moderated very slightly, wind and
  rain are lessened, and vermin cannot enter.
  47. Thicken Air
  R: 50' T: area D: 10 rounds
  A 30' cube of air at a point designated by the caster
  becomes as dense as water. Creatures can still
  breathe in it, but all movement is halved.
  48. Thurmond’s Prolonged Bombardment
  R: 200' T: creature or object D: 1d6 rounds
  Each round, a fist-sized sphere of force appears and
  slams into the target, dealing 1d6+1 damage.
  Mobile targets can Save each round to negate. If the
  target is human-sized or smaller and takes 7
  damage, it is also knocked prone.
  49. War Cape
  R: touch T: self D: 1 day
  The caster summons a scarlet cape with gold trim.
  Anyone wearing it firmly believes they are a great
  warrior, leader, and tactician. They aren’t, but they
  deeply believe they are. The effect ends if the wearer
  takes damage.
  50. Wellingbert’s Obsessive Expertise
  R: touch T: self D: 1 hour
  The caster must name a skill or profession, then
  Save. If they fail, they take 1d6 damage. If they
  succeed, they gain full proficiency with the chosen
  skill for the spell’s duration. They cannot learn things
  that would not be contained in a well-stocked library,
  or skills that are so rare only a handful of people
  could teach them.
  1d50
  Discount Spells
  1
  De-Tune Instrument
  2
  Scrub Between Shoulderblades
  3
  Reject Own Arms
  4
  Speak With Tortoise
  5
  Silence Urchins
  6
  Stew to Soup
  7
  Morwieller’s Personal Migraine
  8
  Inerringly Inaccurate Missile
  9
  Dispel Awkward Silence
  10
  Mass Yawning
  11
  Pickle Egg
  12
  Greater Flick
  13
  Glitterize
  14
  Deglitterize
  15
  Finger of Itching
  16
  Censor Rude Words
  17
  Recork
  18
  Worsen Toothache
  19
  Abjure Nasty Gristly Bits On Steak
  20
  Ernie’s Unfaithful Lazy Ethereal Watchdog
  21
  Remove Flavour From Food
  22
  Bertrand’s Hurled Boot Of Force
  23
  Pair Socks
  24
  Ray Of Condiments
  25
  Locate Agatha Molestrangler, 49 Blurm St.
  26
  Indefinitely Extend Thumb
  27
  Brush Cat
  28
  Alfred’s Amnesia-Inducing Haste
  29
  Toast Bread
  30
  De-Toast Bread
  31
  Attract The Attention of Waiters
  32
  Dancing Gin
  33
  Permanently Delayed Blast Fireball
  34
  Mostly Alphabetize Documents
  35
  Ray of Tape
  36
  Charm Newt
  37
  Sausages To Vindictive Snakes
  38
  Tint Goblins
  39
  Automatic Magical Apology
  40
  Uncontrollable High-Pressure Nostril Jet
  41
  Disintegrate Beer Foam
  42
  Circle of Gunpowder
  43
  Scour Teapot
  44
  Turn Page
  45
  Brew Horrible Tea From Any Plant
  46
  Frighten Ducks
  47
  Elphingham’s Migratory Gout
  48
  Dribblify Candles
  49
  Straighten Corkscrew
  50
  Identify Current Weather
  86
   
  
  BUYING SPELLS
  Wizards in Endon rarely sell spells directly. Why sell
  the raw ingredients when you can sell a finished
  (enchanted) product?
  Few spells for sale are “high-grade”, suitable for
  spell breeding and industrial refinement. For the
  purposes of dungeon-clearing there’s next to no
  difference, but a discerning wizard can always tell.
  Wizards will typically provide the spell in a fragile
  temporary container (a cheap scroll/spellbook
  page), expecting the buyer to transfer it to a proper
  container within 24hrs. Having the spell bound to a
  proper scroll doubles the cost. Having it bound to a
  wand with multiple charges (1d6) multiplies the cost
  by 10. Some spells can’t be bound to wands.
  Low-Level (0-2) Spells cost:
  ¤
  10gp
  ¤¤
  6gp
  ¤¤¤ 2gp
  Medium-Level (3-5) Spells cost:
  ¤
  150gp
  ¤¤
  80gp
  ¤¤¤ 20gp
  and have a 50% chance of a Complication.
  High-Level (6-8) Spells cost:
  ¤
  1,000gp
  ¤¤
  700gp
  ¤¤¤ 550gp
  and always have a Complication.
  Very-High-Level (9+) spells are not for sale.
  Scrolls multiply the cost by 2×.
  Wands multiply the cost by 10×.
  Reputable Firms (pg. 89) insist on all sales being
  conducted in person, in cash or validated bank draft,
  with at least two witnesses present. They can also
  provide wrapping paper, delivery services, in-house
  consultations with wizards of dubious education but
  impeccable dress sense, and other minor bonuses.
  Academic wizards are easier to cheat but can bring
  down the full magical and experimental wrath of
  Loxdon College on the perpetrators. Graduates are
  well-connected.
  Backalley wizards, failed industrialists, and fences
  offer discounts and risks. Spells are not always what
  they seem. Tales of curses, misfires, and tricks abound.
  1d20
  Complications for Buying Spells
  1
  Sterile. Spell lineage is a dead end.
  Cannot be used for spell breeding or
  enchantment.
  2
  Dud. Deals ½ damage, has ½ range or
  duration, etc.
  3
  Extremely Expensive. This particular spell
  type costs 2× as much.
  4
  Permitted. The complicated paperwork
  costs 1gp and has a 48hr waiting period.
  5
  Tip-Off. The seller accidentally or
  intentionally tells thieves about the sale.
  6
  Inaccurate. Spell inevitably veers slightly
  off target. Extra 5% miss chance (if
  applicable).
  7
  Branded. With the seller’s or manufacturer’s
  mark. Appears when cast.
  8
  Fawn. Required to attend seller’s lecture
  (pg. 145) at Loxdon College (19, pg. 12),
  applaud.
  9
  Dismissive. Seller is extremely rude and
  judgemental towards the buyer.
  10
  Suspect. Used in a crime; the Coppers (pg.
  40) may want to confiscate or examine it.
  11
  Unshielded. Spell produces extra noise,
  sparks, or magic radiation.
  12
  Paranoid. Seller demands to search the
  buyer’s books for illegal charm spells.
  13
  Pointy. When loaded into the brain or used,
  gives caster a headache for half an hour.
  14
  Stolen. A random wizard (pg. 111) wants it
  back, may involve the Coppers (pg. 40).
  15
  Inquisitive. Seller interrogates buyer about
  plans, travels, income, etc. until satisfied.
  16
  Vicious. Spell deals +1 damage or has an
  unnerving and bloodthirsty effect.
  17
  Bloated. Spell takes up a spell slot 1 level
  higher than normal or uses more resources.
  18
  Scouts. A rival or potential rival monitors
  the sale and the buyer’s plans for the spell.
  19
  Backfires. Spell inflicts 1 damage to the
  caster each time it is used.
  20
  Overcharged. Spell has a spectacular
  effect on first use, normal effect afterwards.
  87
   
  
  SELLING SPELLS
  Magic items are valuable for the spells they contain.
  The enchantments and item are like the frame of a
  painting. They might be worth a pittance, but most
  industrial and academic wizards will ignore the
  trappings and focus on the core.
  “Common” spells are worth 1d10gp at most. There’s
  no money in them. Most wizards have already bred
  improved versions of anything available in “the
  provinces.”
  The real money is in unique, weird, or complicated
  spells. An academic wizard will scoff at a tomb-
  robber’s fireball, but leap with ill-disguised greed at
  crystallize lightning bolt.
  Magic missile? Seen it, analyzed it, bred it, perfected
  it, discarded it as unsuitable for large-scale industrial
  production.
  But cone of dense foam? An enchanted ring from
  an ancient tomb that turns the wearer into smoke?
  A mysterious device that automatically saws and
  planes lumber?
  Wizards will pay almost any price for novelty.
  Common spells sell for 1d10gp.
  Uncommon
  spells
  with
  limited
  industrial
  applications sell for 1d6×100gp.
  Rare,
  powerful
  spells
  with
  clear
  industrial
  applications sell for 1d10×1,000gp at minimum.
  Auctions, publicity, demonstrations, and other
  tricks to the trade can easily push the price up to
  1d10×1d20×1,000gp or higher.
  Selling an item usually causes Complications.
  Calibrate prices using the price list on pg. 65. Is
  a spell worth as much as a fine horse? A steam
  engine? A country house?
  Disreputable Wizards will purchase spells for
  10% the price a Reputable Firm offers, but with
  far fewer questions.
  Selling unique, weird, or interesting magic items looted
  from dungeons is an excellent way to draw players to
  Endon. They can always get the best price here.
  It might be interesting to read through a prospective
  module or two and imagine how an industrial wizard
  would view the items. A +3 sword is boring, but a
  brush that’s enchanted to wash dishes? That’s has
  an immediate draw to an industrial wizard. Not all
  spells will be suitable for industrial production, but
  the chance is often worth investment.
  1d20
  Complications for Selling Spells
  1
  Temper. Two buyers get into a bidding war,
  challenge each other to a duel.
  2
  Second Opinion. Outside consultation is
  required, delaying the deal by 1d6 days.
  3
  Domain. Loxdon College rashly attempts
  to claim the spell as an “ancient relic”.
  4
  Fretting. Promising offer suddenly drops to
  ½ initial value without explanation.
  5
  Set Up. Buyer is robbed later that day;
  blames the seller, demands compensation.
  6
  Curiosity. Sale observed by a rival wizard
  interested in the seller’s past ventures.
  7
  Delayed. Buyer can’t raise the cash
  immediately, offers collateral.
  8
  Fraud! Spell is a suspected fake; seller
  angrily ejected with threats of prosecution.
  9
  Proof. Buyer demands a test, no matter
  how impractical or difficult.
  10
  Gone? Just before the sale, a pickpocket
  accidentally steals the spell or documents.
  11
  Softened. Buyer tries to ply the seller with
  drink, partners, drugs, and/or flattery.
  12
  Trade. Buyer is willing to sweeten the deal
  with a different magic item, spell, or tip.
  13
  Double-Crossed. Buyer tips off thieves or
  sets up an ambush. Has an alibi.
  14
  Superstition. Unfavourable omens (pg. 37)
  attend the sale.
  15
  Legalese. Buyer provides a complicated
  contract guaranteeing spell’s quality.
  16
  Pressure. Though reliable at first, buyer grows
  more and more eccentric and arbitrary.
  17
  Prosperity. Rumours of new wealth attract
  disreputable friends, new and old.
  18
  Fame. Other buyers plague the seller with
  requests for more copies of the item or spell.
  19
  You, Sir! Rival spuriously claims seller is a
  thief and that they were the original owner.
  20
  Murder. Buyer is found dead soon after
  the sale. Spell is gone. Seller is a suspect.
  88
   
  
  REPUTABLE FIRMS
  This list covers the largest and most distinguished
  dealers of spells, potions, and magic items in Endon.
  While they each have a speciality, they will all buy
  and sell spells and items with equal avidity. Entering
  a Reputable Firm, even to browse the items for sale,
  requires a visitor to be at least Middle Class (pg. 51).
  Anyone else will be politely ejected, rudely dismissed,
  or actively fleeced by sneering wizards. Reputable
  Firms have deep pockets; no expenditure is beyond
  their reach, given time and incentive. Selling spells
  to the wizards behind the eight Innovations (pp. 20–
  37) is also a viable plan.
  I. Barrett’s of West Cross
  Location: northeast side of West Cross (11, pg. 10).
  Description: polished white stone, garlands of gas
  lights, tall arched windows, blue flags and crystal.
  Speciality: fashionable spells with flashy effects.
  Monthly demonstrations of new products.
  II. Foneman’s of Bluebottle Lane
  Location: east of the Auld Grey Cathedral (10, pg. 10).
  Description: fortress-like heap of brick and stone.
  Robustly professional. Narrow rooms and galleries.
  Speciality: elemental effects, particularly fire. Potions.
  III. Hollyheim
  Location: north of St. Nigel’s Workhouse (21, pg. 12).
  Description: long grey warehouses with twinkling
  orange lamps. Granite counters.
  Speciality: practical, reproducible, sensible magic.
  Caters solidly to middle-class tastes
  IV. House DeWilt
  Location: east side of Monk’s Garden (23, pg. 12).
  Description: temple-like forest of pillars and rain-
  streaked statuary. Silk banners.
  Speciality: wearable enchantments, clothing, armour
  (in rare cases). Household magic and furniture.
  V. Lowell & Lowell
  Location: south of Redding Cross (7, pg. 10).
  Description: three towers connected by bridges.
  Very fancy, very impractical in wet weather.
  Speciality: movement spells, up-and-coming
  innovations sold on commission.
  VI. Renwelter Grand Market
  Location: between Pemsing Prison (16, pg. 11) and
  the Royal Palace of Endon (18, pg. 11).
  Description: miniature palace of glass and iron.
  Exhibition tables, some spaces for rent, crowds,
  maps, dining hall for tea and biscuits.
  Speciality: magical industrial equipment, latest
  large-scale or high-powered magic devices.
  VII. Sommerby’s Auction House
  Location: south of Old Endon Cemetery (9, pg. 10).
  Description: blue-grey dome conceals dark smoky
  halls, private rooms, plush chairs, yammering
  auctioneers. Wealthy, tasteful, and serene.
  Speciality: expert evaluation of items and spells for
  sale. Can host an auction for a cut (at least 10-20%).
  VII. Loxdon College Faculty Club
  Location: attached to Loxdon College (19, pg. 12).
  Description: shabby, archaic rooms with ancient
  porters. Dining hall attached. Can enter only by
  invitation of a faculty member. Wizards smoking,
  arguing, trying to avoid students, sleeping in corners.
  Speciality: rare, unique, and untested spells. Can’t
  pay as much as some buyers but can sometimes
  find a former student to act as an ally or partner.
  89
   
  
  DISREPUTABLE WIZARDS
  All wizards push the boundaries of the possible;
  disreputable wizards push the boundaries of the
  tasteful, the lawful, or the sensible. The wizards
  listed here aren’t necessarily Rivals and Scoundrels
  like the ones on pg. 118. They’re just people willing
  to deal in illegal magic, stolen spells, and products a
  Reputable Firm wouldn't touch with a 10' iron pole.
  They distrust anyone from the Middle or Upper class
  (pp. 51–52) as potential informers or agents of the
  law.
  A Disreputable Wizard will sell a small stock of spells,
  magic items, etc. for approximately market prices,
  but will buy spells and items for 10% of the price
  offered by a Reputable Firm. Few can pay more than
  100gp at any one time. They prefer to trade services.
  I. Elwyn Delrye
  Location: rickety third-story office and home off
  Colbraith Square (15, pg. 11).
  Appearance: grey wreath of hair, narrow peering
  face, handful of teeth. Smokes and leers.
  Voice: unpleasant flat whine. Talks to himself; “oh
  my bones, my guts, my bones.”
  Vice: Wrath. Sadistic glee at frightening children,
  dogs, and proper upright visitors.
  Speciality: spells to induce or enhance madness.
  Poisons and antidotes.
  II. Bertha Cuthbert-Crepe
  Location: damp basement suite of rooms near
  Hasselby Court (17, pg. 11).
  Appearance: ragged funeral clothes, once fine, now
  shredded and stained. Surrounded by mementos of
  past lovers and society flings.
  Voice: phlemgy, consumptive. References nobles
  long-dead and buried.
  Vice: Sloth. Mind paralyzed at the moment of
  widowhood; never really recovered her faculties.
  Speciality: teleportation, invisibility, and telekinetic
  magic. Scribes very tidy and compact scrolls.
  III. Peter Flame
  Location: roams, but usually found near fires or the
  White Lion Coach-Inn at Redding Cross (7, pg. 10).
  Appearance: burnt apron, singed whiskers, red and
  sour face, stooped back, small carrying case.
  Voice: hoarse and low.
  Vice: Hatred. Of the rich and powerful, who spend
  more in an hour than his fire-tricks earn in a year.
  Speciality: pyromancy, subtle arson, intelligent
  elementals. Completely immune to fire.
  IV. Bean Ordinal
  Location: small office on the east side of Middle
  Bridge (4, pg. 9). Weatherworn sign reads “Ordinal
  Thaumic Consultants—Closed for Renovations”.
  Appearance: very young, wild hair, sturdy coat with
  elbow patches. Former office clerk who “took over”
  the business when the partners vanished.
  Vice: Greed. Wants fast easy cash with minimal work.
  Speciality: research and development on the cheap.
  Speculative alchemy. High-energy basement magic.
  V. Emille Carmot
  Location: cluttered laboratory on the edge of Loxdon
  College (19, pg. 12).
  Appearance: young professor with a broad black cap,
  small eyes, and a nervous look.
  Voice: stuttering, excitable, almost raving.
  Vice: Envy of more successful industrial or theoretical
  wizards, of ancient mages, of anyone happy.
  Speciality: golems, intelligent, spells, wands.
  VI. William Hall
  Location: rooms above a collapsing marine salvage
  shop near the Royal Docks (12, pg. 10).
  Appearance: scaly, stooped, heavy.
  Voice: bitter squelching. Some spittle.
  Vice: Lust. Pays exorbitant rates to anyone who can
  tolerate his spell-ravaged body.
  Speciality: polymorph, aquatic spells, primeval magic.
  VII. Abraham, Raxus, & Cawl Inc.
  Location: tallow-stained narrow office in an
  unfashionable lane near Monk’s Garden (23, pg. 12).
  Appearance: nearly identical brothers. Petty lawyers
  and fences, they move stolen goods for their clients.
  Voice: sinister conspiratorial whispers and hints.
  Vice: Gluttony. Constantly eating, chewing, spraying
  bits of potato and salt pork across the table.
  Speciality: quick sale of stolen spells, magical
  industrial equipment, or large and difficult items.
  VIII. Ruby Travail
  Location: sometimes works at a penny theater, the
  Hyperion, near Hasselby Court (17, pg. 11).
  Appearance: flat-faced, red crumpled dress, sturdy
  boots. Practical. Tough hands.
  Voice: moderately educated, profane. Straight to the
  point whenever possible.
  Vice: Pride. In her work ethic, in her ambitions, and
  in her talents.
  Speciality: illusion spells, legal mind-altering magic,
  entertainment, and summoning.
  90
   
  
  UNSOLVED PROBLEMS
  The Paradigm (pg. 69) does not explain everything.
  Theoretical wizards (though few and far between
  these days, given the financial lure of practical
  industrial magic), wrestle with the following problems.
  Eight and Twelve Mismatch
  It is well known that many things exist in sets of
  eight (pg. 69). However, some things exist in sets of
  twelve, particularly things involved with time.
  • Twelve hours in the day, twelve hours in the
  night.
  • Twelve months in the year.
  • Twelve signs of the zodiac.
  • Twelve full moons in a year.
  • Twelve alchemical processes (and twelve
  categories of magical explosions): calcination,
  congelation, fixation, dissolution, digestion,
  distillation, sublimation, separation, ceration,
  putrefaction, multiplication, and projection.
  Is the “eightfold theory” incorrect? Are there four 
  “hidden” elements in all known eightfold sets?Could 
  new and theoretical metals (orichalcum, mithril...), 
  elements (some glowing stones seem to emit a new 
  kind of radiating active energy), colours (magenta, 
  infrablack, heat...), etc. be discovered and analyzed?
  Or perhaps there are false hours in the day and 
  false months in the year, inserted by some vast 
  undetected conspiracy or subtly altered by an ancient 
  catastrophe. If these false times can be detected 
  and erased, will the world return to its proper state 
  of harmony? Are ever-more-accurate clocks and 
  measuring devices helping or harming this process?
  Could eight and twelve be the same number? From 
  some angles, a cube can resemble a hexagon; proof 
  enough that eight and twelve are closely connected 
  in the natural world.
  Druids recognize three divisions of eight hours: day, 
  night, and the limnal hours. Could a similar 
  threefold division combine eight and twelve 
  elsewhere?
  Immortality
  Souls are like spells. It’s possible (but illegal, pg. 41) 
  to bind a soul to a specially reinforced body, 
  creating undead: skeletons, zombies, and liches. 
  There are problems with this process: madness, 
  loathing, and lost memories. Could immortal golem 
  bodies be created? If so, could wizards transcend 
  mere flesh?
  The Linear Flow of Time
  Time only flows forward. It is possible to locally slow 
  or stop the flow of time, but no wizard has ever 
  succeeded in making time pass any faster than one 
  second per second. Some spells alter the growth 
  rate of plants or animals, or lock creatures in a sort 
  of stasis. Traveling backwards in time is possible, 
  but travelers are stuck in the past and never seem 
  to be able to alter the future with any degree of
  success. Scrying the past is also possible (it’s one of
  the main uses of diamonds), but scrying the future
  never works. Prophecy spells seem to rely on
  guesswork, local real-time scans, random chance,
  or mind reading.
  Some wizards dream of breaking the time barrier.
  Where Do Summons Come From?
  Some spells temporarily or permanently summon
  animals or monsters. Is it possible to summon a
  specific creature? An impossible, golden-egg-laying
  creature? A dead loved one?
  Speed
  It is well known that light travels faster than sound,
  but does anything travel faster than light? Hereditary
  monarchy? Bad news? Darkness? How can this be
  tested or exploited?
  The World Beyond
  What lives on other worlds? There are vast planets
  out there, visible in ever-greater detail through
  improved telescopes. Presumably they were created
  for a reason. Will we ever visit them, or will they ever
  visit us?
  Annihilation of Matter
  Mass is not conserved (obviously, see pg. 27), but
  what happens to things that fall into a sphere of
  annihilation? Could a reverse enchantment, a
  “sphere of unnihilation”, create endless matter or
  energy from nothing?
  Magically Assured Destruction
  Dare ye quest for the Thaumic Bomb, a weapon
  capable of converting matter into energy via magic
  and leveling entire cities? Can the thaum, the
  fundamental unit of magic energy, be split?
  The Problem of Classification
  See pg. 76. How should spells be divided and
  organized? What separates one spell from another?
  91
   
  
  MAGIC ITEMS
   
  
  MAGIC ITEMS
  1D100 MINOR MAGIC ITEMS
  1d100
  Tools
  1d20
  1
  Minor Magic Battery. A glass and silver cylinder. Glows faintly octarine. Contains a tiny charge of raw
  magic; enough to activate a spell, trigger a wand, or deliver a painful zap.
  1
  2
  Liquified Light. Sold in mirrored flasks stoppered with lead. Crack open and pour out 1 hr of glowing
  yellow-white liquid. All the colours of sunset available.
  2
  3
  Smartchain. 20' long, enchanted to move like a snake. Can follow simple commands. Active 1 hour in
  24.
  3
  4
  Dust Banger. A plate-like bell on a long wood stick. Once per day, slam it into the ground then draw it
  up. All dust, powder, hair, etc. in a 60' radius will be drawn into a pile under the banger.
  4
  5
  Coalspitter. 2' wide metal hoop. Any coal (and only coal) tossed through is gently flung 30'. Typically
  used to load coal cellars from a wagon in the street.
  5
  6
  Perpetual Motion Machine. A cart wheel on a wooden stand turned by magic. Not very powerful;
  impractical for industrial use.
  6
  7
  Crush Helmet. White metal bowl with a padded interior. Negates ½ the damage from a direct vertical
  impact by exploding noisily. One use.
  7
  8
  Universal Scissors. Can cut through anything 4" thick or less (given time). Paper to leather, instant.
  Dense wood, a few minutes of pressure. Iron, at least an hour. Faint magic sizzle.
  8
  9
  Fireman’s Gloves. Thick black leather. Put them both on and faintly glowing red hands appear exactly
  10' in front of you. They move as your hands move, same size and strength.
  9
  10
  Wood Softener. Bottle of brown oil. Makes wood as soft as clay for 1 hour. One bottle will cover a
  dining table, six chairs, a medium-sized tree, or a gallows.
  10
  11
  Pocket Scales. Folding, accurate to tenth of a pennyweight. Makes a shrill noise if counterfeit coins
  are placed on the scales.
  11
  12
  Ultragrease. Very small pot. Could coat a bowling ball or a coffee table. Lasts 1d20 hours. Object is
  temporarily nearly frictionless. Too expensive/unstable for widespread industrial use.
  12
  13
  Holepoker. Small metal rod with a wooden handle, available in various diameters up to 1". Will bore a
  hole of the tool’s diameter in stone or wood in a few seconds. 100 uses.
  13
  14
  Sealing Bubble. Blue marble. Failed magic raincoat. Throw it hard and it coats a single room (up to
  50'x50'x50') in a thin fragile rubber layer. Seals furniture to walls, covers windows.
  14
  15
  Air Compressor. Iron cart, spinning stone wheel, hose. Can provide 1hr of reasonably high-pressure
  air every 24 hours. 1-in-100 chance of exploding noisily.
  15
  16
  Depigmenting Paint. Bucket full of clear viscous liquid. Refractive. Enough to paint a house wall or a
  small carriage. Removes colour. Result is greyscale. Works on living things too.
  16
  17
  Pigmentifying Paint. Just like Depigmenting Paint (above) but increases colour instead. More vibrant,
  more lurid. Darker shadows, brighter highlights.
  17
  18
  Salamander Jelly. In a small glass pot. Enough to coat a boot. Protects from fire for 10 minutes, but
  causes a painful rash on bare skin. Also a very mild poison.
  18
  19
  Warning Charm. Small enchanted badge. Makes a shrill noise if wearer is targeted by a sufficiently
  powerful spell. May grant a bonus to dodge or resist the spell.
  19
  20
  Hairpuller. Originally used by tanners. Small metal rod. On hit, all hair on a cow-sized target or smaller
  flies off painlessly. 3 uses per day.
  20
  93
   
  
  Personal
  1d20
  21
  Thumbspark Jelly. Thimble-sized flask. Glows orange. Rub it on your thumb and finger, then snap.
  Little burst of flame, like a match. Works ten times on any reasonably high-friction joint.
  1
  22
  Findernails. Black pot of nail polish. Ten uses. Can look through nail like a screen to dimly see ghosts
  and invisible things for 1hr. Only works on fingernails for some reason.
  2
  23
  Ingenious Snuff Box. In the shape of a swan with moving wings, a tiger with glowing eyes, a cube with
  five sides, etc. Fashionable but cheaply made (just silver plated).
  3
  24
  Sleeping Pillow. Sew a lock of hair into a special compartment. When the hair’s owner’s head
  touches the pillow, if they are at all tired, they fall asleep for 8 restful hours.
  4
  25
  Crabshoes. Allow the wearer to run in any direction as fast as they could run forward.
  5
  26
  Doctor Spack’s Potency Powder. Fine grey dust in a glass vial. Sprinkle on a body part (traditionally a
  private one) to make it appear more appealing for 1d6 hours. Purely visual.
  6
  27
  Wig-in-a-Can. 1" wide 2" long can produces a full-sized powdered wig. Takes 2hrs to stuff the wig
  back inside. Lawyers keep one for emergencies.
  7
  28
  Deflective Bumbershoot. Magic umbrella. Pole with a disc of force at the top. Stops rain. Some
  versions can turn it into steam or snow, or direct it at passers-by.
  8
  29
  Commemorative Medallion. Brass, highly polished, cheap ribbon. When pressed, speaks the name of
  the event in an authoritative tone. Available for all occasions.
  9
  30
  Chromic Silk. Used for cravats, hatbands, ribbons, and tights. Changes colour randomly, like an oil
  slick. Fascinating for about a minute, then very tacky.
  10
  31
  Autoscribe. Glass and silver pen with an ink reservoir. When activated, will transcribe speech in any
  language for 1d6 hours. Spelling and punctuation are wildly inventive to say the least.
  11
  32
  Indestructible Hat. Bowlers common; flat caps available. Hat can be folded, punctured, or shredded
  and still regenerate in minutes. Cannot survive fire, acid, or magic.
  12
  33
  Pocket Ice. Pocketwatch-sized metal canister. Can be opened to produce one ice cube. Refills in one
  hour in damp conditions. May require additional water.
  13
  34
  Bullet Charm. Activates at a loud sound, so only useful for subsonic muskets and pistols. Has a 1-in-6
  chance of deflecting a shot (sold as “guaranteed”). One use, can only wear one.
  14
  35
  Longpocket. Up to 1" long by 1" wide by 20" deep (can be tailored). Useful for canes, other long thin
  items. Anything in the pocket still has weight. Liquid can soak through the fabric.
  15
  36
  Stiffening Wand. Marble stick 4" long. Pass over a section of fabric to make it a hard as glass for 1 hr.
  Used to make impossible dresses reveal just the right amount.
  16
  37
  Sweetheart’s Bell. Small brass bell. Only the ringer and people who have previously touched the bell
  at the same time as the ringer while making eye contact can hear it. 50' range.
  17
  38
  Folding Bicycle. Fits into a 2" by 4" tin. Enchanted paper, so it falls apart after a 1d6 days, or 1d6
  minutes if driven in rain or fog.
  18
  39
  Personal Lock. Iron padlock with no keyhole. Only opens for the person who first fed it a drop of
  blood. A crowbar will also work.
  19
  40
  Recorker. Wooden wand that inserts a cork into open wine bottles or any other similarly sized hole.
  30 uses. Corking a person’s nostril or ear inflicts 1 damage.
  20
  Entertainment
  1d20
  41
  Animal Horn. Brass with a rubber bulb. Can tinnily make the sound of any animal the wearer cares to
  name, possibly accurately enough to fool a very credulous animal.
  1
  42
  Enchanted Clock. Keeps decent time. Clockface enchanted with moving pastoral, comical, historical,
  or moral scenes. Amoral evening scenes discreetly available.
  2
  43
  Pigeonpowder. Spread outdoors summon, essentially, 50' cube of pigeons in 1d6 rounds. One use.
  Cloud disperses after 10 minutes.
  3
  44
  Iconograph. Requires a special device (worth 200gp, requires special training). Black-and-white
  image marked onto paper. Can turn out blurry, distorted, or smeared. No refunds.
  4
  45
  Moving Picture. Taken with a special device (worth 400gp, requires special training). A few seconds
  of movement in extremely blurry sepia. Smile and wave.
  5
  46
  Sheepgoggles. While worn, every living thing looks like a sheep. Very difficult to tell people apart.
  Horses are big sheep, people are sheep on two legs, butterflies are flying sheep, etc.
  6
  47
  Wooden Fish. Painted wooden segments. Wiggles realistically, swims in water. Fancy versions even
  bite hooks and nibble at food.
  7
  48
  Sparkwhistle. Small, metal, shrill. Sprays harmless coloured sparks when blown. Enormous trumpet-
  sized versions available. Tuba-sized whistles can blow a person’s hat off at 50 paces.
  8
  49
  Flutterpipe. Hardwood pipe enchanted to turn smoke into birds, snakes, initials, faces, etc.
  9
  50
  Lively Puppet. Fits over one hand. Has rolling eyes, dribbly lips, comical nose, etc. Can act semi-
  independently and make unintelligible noises.
  10
  94
   
  
  Entertainment cont’d
  51
  Enchanted Songbirds. Polished tin or brass in a wire cage. Twitters, hops, sings. Cheaper than the
  real thing. Some people swear they can detect magical disasters before they happen.
  11
  52
  Speaking Mirror. Pays vacuous mindless compliments to reflected faces. Every Season a new version
  comes out with more lines and responses.
  12
  53
  Malicious Gossip Cakes. Contain a tiny paper scroll. 50% chance of a Rumour (pg. 107–110),
  25% chance of nothing, 25% chance of gibberish.
  13
  54
  Permakitten. Cat that’s perpetually tiny and irascible. Still a cat so it’s also disobedient and
  independent. Comes in a variety of unnatural colours.
  14
  55
  Prancing Statue. Thumb-sized. Carved from stone or ivory. Ballet dancers prance, soldiers march,
  actors gesticulate, horses rear, etc.
  15
  56
  Enchanted Bell. No matter how it’s rung, the bell automatically plays the next note of a popular tune.
  Can wildly swing it about and make it seem like you’re making music.
  16
  57
  Novelty Scab. Grown in a jar. Falls off in a week or when vinegar is applied. Extraordinarily realistic.
  17
  58
  Penguin Tie. Amusing party trick (rapidly grows tiresome). Press a black tie to be disguised, via
  illusion, as a large somber-looking Emperor Penguin for 1d10 minutes. One use.
  18
  59
  Portable Orchestra. Simple wood keyboard with multiple add-in slots. Can play one instrument per
  slot. Tinny, distorted. Generally considered a nuisance.
  19
  60
  Prismatic Roses. Roses in every shade of the rainbow and a few more found only on tropical frogs.
  Plaid, paisley, and checkerboard roses may also be available. Wilt in 4 days.
  20
  Food and Drink
  1d20
  61
  Cheesefinder. Small enchanted compass. Always points towards the nearest cheese.
  1
  62
  Maggot Flute. Bone white. Sounds moist. When played, will draw flies and maggots in a 10' radius
  towards it in a swarm or cloud.
  2
  63
  Splaterguard. 1' wide mesh disc. Any liquids that touch the disc are deflected at a 90 degree angle at
  impressive speed.
  3
  64
  Ratzapper. Small metal bident. Instantly peels and cooks any rat it strikes. One use per day.
  4
  65
  Virile Pudding. Grey, meaty, and supernaturally delicious. Medicinal properties listed on the tin. May
  reroll next dice roll and take the highest result. Causes severe indigestion, cramps.
  5
  66
  Fairie Gras. Tiny (hopefully non-sentient) flower-fairies fattened on honey and bacon grease, mashed.
  Delicate flavour. Knockoff versions made from hedgehog brains exist.
  6
  67
  Recovering Orange. A joke. Cannot be peeled. Can be cut or mashed (releasing no juice), but the peel
  always regenerates. Rots in 5 days.
  7
  68
  Wake-Me-Up. Glass vial containing red fog. Inhale to instantly banish fatigue for 1d6 hours. Pleasant
  mania for a few minutes. Not addictive. Usually taken in the morning.
  8
  69
  Foreign Rolled Meat Wrap with Sauce. Sold in small greasy stalls at night. Made from some sort of
  highly magical and probably illegal animal. If eater is drunk, they heal 2d6 HP... messily.
  9
  70
  Sensible Bowl. Liquids placed in this soup bowl cannot be spilled. They can only be removed with a
  silver spoon, tube, ladle, etc.
  10
  71
  Walking Teapot. Toddles along, pours tea with appalling accuracy. Some are shaped like elephants or
  local politicians.
  11
  72
  Juice Extractor. Very efficient. Paint-can-sized metal contraption. Sucks the liquid out of anything in
  20 minutes, dispenses it via a pipe. Makes ominous grinding sounds.
  12
  73
  Insulated Tureen. Thin sheen of insulating magic. Keeps contents (up to a full turkey) at the same
  temperature they were at when the tureen was closed.
  13
  74
  Harshmallow. Packet of 10 sugary treats. Tastes great, lets eater breath out blue-coloured harmless
  flames for 1 minute.
  14
  75
  Unicorn Milk. Just regular cow milk with glitter, vanilla, and raw magic added. Still quite tasty. Unicorn
  cheese also available. Heals 2 HP, lightly bleaches hair.
  15
  76
  Self-Cleaning Pot. Just add soap and water, tap the brass plate on the front, and it scrubs itself
  clean. Just don’t tap the plate while food is inside (or your hand). It scrubs vigorously.
  16
  77
  Hungerstone. Pebble enchanted to taste of beef stew. Banishes hunger temporarily but provides no
  nutrition.
  17
  78
  Autopeeler. Metal ring 6" in diameter with handles. Drop carrots, potatoes, garlic, onions, oranges,
  etc. through. Peels them neatly. Advanced versions won’t work on meat.
  18
  79
  Pine-apples. A tropical fruit grown in magically protected hothouses. Formerly an upper-class fashion
  accessory, now merely a middle-class status symbol. Delicious if a bit spiky. Juice smooths
  fingerprints.
  19
  80
  Omnispice. Shaker full of grey powder. 10 uses. Tastes like whatever spice or flavour the user
  declares when the powder is shaken out, but with a faint metallic aftertaste.
  20
  95
   
  
  Dubiously Legal
  1d20
  81
  Brick Key. Small iron key with a complex design. Insert to turn any brick into a small hidden
  compartment. Bricks can still be smashed open.
  1
  82
  Peering Paint. Small pot, coats a 10'x10' patch. Can see through up to 10' of solid material as if it was
  glass. One way. Lasts 2d6 hours.
  2
  83
  Dark Lantern. 30' radius of darkness. Not total blackness, but a sort of gentle fading. At night, makes it
  very easy to creep around. Works 3 hrs out of 24 hrs. Doesn’t work on magic light.
  3
  84
  Hypergin. Very, very small vial. 920 proof. Catches on fire if it so much as sees a spark. Gets any
  human-sized thing immediately smashingly drunk.
  4
  85
  Fumblecoin. Anyone carrying this enchanted coin has two non-dominant hands and must reroll all
  attacks and acts of dexterity and take the worse result. Lasts 1d10 hours.
  5
  86
  Flyboots. Can climb up or down vertical surfaces provided the wearer is sprinting. Boots lose grip if the
  wearer slows down. Disastrous on sand, ivy, or gravel.
  6
  87
  Bottled Fog. Glass bottle wrapped in wire. Highly compressed. Can fill an entire house or street with
  dense yellow-grey mist. 10' visibility. Mist dissipates in 10 minutes.
  7
  88
  Inventive Pictures. Featuring men and/or women in morally compromised positions. Fancy magical
  pornography. There are no new kinks in the world, just new ways of looking at them.
  8
  89
  Cousin M. Pink rubber orb. Toss it and it inflates into a copy of you. Rubbery, waves arms, smells a bit
  like ham. Deflates in 1d10 minutes.
  9
  90
  Gin-Drawer. A legitimate-looking gin measure enchanted to carry more (or less) than the specified
  amount. Lets you get drunker cheaper or cheat customers.
  10
  91
  Ratplicator. Complex knot of glass, wire, and mercury. 10' range. Any rat hit by this weapon duplicates
  creating 1d10×1d10 additional identical rats. 1 use. Only works on rats.
  11
  92
  Loathing Potion. The opposite of a love potion. Anyone who drinks it will detest the first person they see
  for 24 hrs.
  12
  93
  Unvisibility Hood. Soft grey fabric. Fits onto one head. Target cannot see living people or items they
  carry. Target is not aware they are wearing a hood unless they eat, sneeze, or spit.
  13
  94
  The Gabbler. Pale blue potion. Drinker babbles for 2d10 minutes, speaking anything they think of in an
  effusive stream. It’s possible to keep secrets but it requires a lot of patience.
  14
  95
  Peepbox. Wooden box the size of a loaf of bread with a small brass eyepiece. Anyone who looks in is
  paralyzed for 1 minute by the mind-melting patterns inside.
  15
  96
  Apocalypse Powder. Alchemical salts mixed with gunpowder. Does everything normal gunpowder does
  but with a much louder noise, bright red smoke, and bouncing sparks.
  16
  97
  Slitherdice. Paired set. Rolls any number imagined by the thrower between 2 and 12, even if the dice
  are held down. The pips slide about as quick as vipers, hence the name.
  17
  98
  Cobweb Dust. Small brown bag full of magic dust and dormant spiders. Dump it and the spiders go
  nuts, fill the area with cobwebs. Harmless but makes area look undisturbed. 1 use.
  18
  99
  Copper-Capper. Enchanted copper helmet. Illusion spell disguises wearer as a stereotypical copper for
  1d6 minutes. Spell is very fragile, not particularly convincing up close.
  19
  100
  Hobblers. Enchanted horseshoes. Horse can trot normally, canter wobblingly, gallop alarmingly off-
  course. Doesn’t harm the horse. Used to fix races and embarrass rivals.
  20
  Minor Magic Items cost:
  ¤ 5gp
  ¤¤ 3gp
  ¤¤¤ 2sp
  Magic Potions cost:
  ¤ 1gp
  ¤¤ 5sp
  ¤¤¤ 2sp
  Minor Magic Weapons cost:
  ¤ 15gp
  ¤¤ 8gp
  ¤¤¤ 4gp
  Magic Weapons cost:
  ¤ 100gp
  ¤¤ 50gp
  ¤¤¤ 30gp
  96
   
  
  1d20
  1
  Minor Healing. Clear, slow round bubbles. Heals for 1d6 HP. Can be flavoured or coloured.
  2
  Moderate Healing. Clear, long streams of bubbles, bitter. Heals for 2d10 HP.
  3
  Exceptional Healing. Clear, fizzy, slightly metallic. Heals for 4d8, but if this brings the drinker over
  their maximum HP, the drinker permanently loses 1 point from a random stat for each HP over their
  maximum.
  4
  Flight. Blue, sold in a wing-shaped bottle. Normal fly speed. Lasts for 1d6 rounds of effervescent
  leaps and hops. Advanced version lasts for 1d6 minutes but costs 10× as much.
  5
  Spiderclimb. Black, sparkling, slightly fruity. All surfaces are floors for 30 minutes.
  6
  Rat-form. Grey, greasy. User becomes a rat for 30 minutes. 1 HP, hard to hit, good at climbing and
  sneaking. Can still speak, but spells have enormous recoil. Inventory vanishes temporarily.
  7
  Darkvision. Violet, sharp, acidic. User can see in darkness as well as they could at noon for 1d6
  minutes.
  8
  Invincibility. Thick, metallic, glutinous. Immune to all damage for 1d4 rounds.
  9
  Haste. Blood red, little clear pearls. Act twice per round (once normally, once after everyone else) for
  1d6 rounds. Makes user jittery and excitable.
  10
  Magic Resistance. Shimmering, all colours. Reduces incoming magic damage by 6 for 1d6 minutes.
  11
  Fire Resistance. Red, acidic, lemon aftertaste. Reduces incoming fire damage by 6 for 1d6 minutes.
  12
  Lightning Resistance. Blue, cold, and slimy. Reduces incoming lightning damage by 6 for 1d6
  minutes.
  13
  Acid Resistance. Green, thick like milk. Reduces incoming acid damage by 6 for 1d6 rounds.
  14
  Cold Resistance. White with blue lumps. Reduces incoming cold damage by 6 for 1d6 rounds.
  15
  Intangibility. Grey, smoke-like. Drinker and items become intantible for 1d6 rounds. Can move
  through walls. Immune to non-magic damage. Still visible, but faintly.
  16
  Teleportation. Clear, shakes violently. User appears up to 30' away. Save. If failed, direction is
  random.
  17
  Water-Breathing. Pale pink, tastes of salmon. User can breathe underwater for 30 minutes.
  Breathing the River Burl (1, pg. 9) Is not advisable, especially on warm days.
  18
  Invisibilty. All-absorbing black, no taste. User is invisible for 1d6 minutes.
  19
  True Sight. Dark purple, flowery. Can see through illusions, disguises, etc. for 1d6 rounds.
  20
  Luck. User gains +8 to their next d20 roll, but −8 to one roll of the GM’s choice within the next 10
  minutes. Luck has to come from somewhere.
  1D20 MAGIC POTIONS
  POTIONS IN ENDON
  Enchantments and items carry more weight in Endon than ephemeral potions, but there are always brewers,
  alchemists, and experimenters willing to bind minor spells to liquids.
  Overusing or mixing potions may result in a Magical Disease (1d20, pg. 44).
  97
   
  
  1d20
  1
  Flashbang. Opaque potion flask with a cork stopper. Smash it and everyone within 50' must Save or
  go blind and deaf for 1d6 rounds. Most people are also confused by this weapon.
  2
  Ghastblaster. Small wood pistol fires an illusion of a hideous screaming ghost. No damage, but will
  scare the living daylights out of most people. Cats are immune. One use.
  3
  Spraygun. Musket fused with magical equipment. Deals 1 damage per round to everything in a 50'
  cone. Lots of sparks and noise and beams. Explodes after 5 rounds of continuous use.
  4
  Crass Knuckles. Deals 1d4+1 damage. On a hit, target must Save or spend their next round
  swearing and unable to cast spells.
  5
  Handstealer. Leather glove with silver symbols. Once per day, wielder can choose to gain control of
  one visible hand within 60' for 1d6 rounds.
  6
  Badgerbanger. Large tin can with a hinged lid. Unleashes a ravening illusory badger that lasts 1d6
  rounds. One use.
  7
  Lightning Prod. Tiny fragment of lightning in a metal fork. Gives a surprising jolt. 1d6 damage, flings
  person back 10' in surprise. One use.
  8
  Fissureflare. Red paper stick with a fuse. Creates the illusion of a widening fissure, up to 100' long
  and 30' wide, with realistic falling effects and creaking sounds. One use.
  9
  Peaspitter. Metal tube and a bag of 50 dried peas. Blown. 20' range, automatically hits an eyeball
  chosen by the wielder, dealing 1 damage.
  10
  The Tilt. Wooden spyglass with a crystal lens. One target within 30' has their personal gravity tilted
  by 90 degrees. User must concentrate on target. Spyglass catches fire after 3 rounds.
  11
  Accelerarrow. Wooden stick with an iron arrowhead. Throw it and it accelerates. 50' range, 1d6
  damage. Easily concealed. Single use.
  12
  Toad Grenade. Stone frog with a pin in its mouth. Pull the pin and throw. Every living creature larger
  than a rat within a 1d10' radius must Save or becomes a toad for 1 round. One use.
  13
  Smashed Potion Flask. Basically a broken bottle. Deals 1d6 damage (as a dagger) with a 1-in-10
  chance of inflicting a random potion effect (pg. 97) on the target.
  14
  Hand Cannon. Small magic cannon and cannonball with a handgrip. Wildly inaccurate. 60' range,
  2d8 damage, wielder is flung 20' backwards and knocked prone. One use.
  15
  Pellet Pistol. Metal u-shaped tube on a pistol grip. Fires a thin continual loop of metal pellets. 50'
  range, 1d6 damage per round a soft target. Very noisy.
  16
  Dreadgas. Bottle of nearly invisible green gas. Smash it and anyone within 10' is hit with a sense of
  nebulous impending doom. Paranoia lasts 1d6 minutes. One use.
  17
  Toasting Fork. Failed experiment in cutlery. Deals 1 damage if stabbed into something meaty. In 1
  round, deals 1d6 fire damage and explodes unless removed. One use.
  18
  The Yank. Blunt silver fishhook the size of a dagger. Can apply a person’s worth of force for 1d10
  rounds to any one nostril the wielder can see. Can’t deal damage directly.
  19
  Calliope Saw. Metal box the size of a bread loaf. Crank on the side. Wind tightly (3 rounds), press
  trigger. 30' cone of lashing wire, 2d6 damage. Wielder must Save or take ½ damage.
  20
  Fire Lotus. Eat it and belch small bouncing fireballs for 1d6 minutes. Can’t stop. 1d6 damage, 30'
  range, very difficult to aim accurately. Likely to hit allies, bounce fireballs back at own face.
  1D20 MINOR MAGIC WEAPONS
  98
   
  
  1D100 MAGIC WEAPONS
  1d100
  1
  Illuminating. Any hits that deal more than 3 damage leave a mark that glows as brightly as a candle for 1 hour.
  2
  Disguised. When drawn, appears as a stick, a ribbon, or a bundle of dried grass until the wielder makes an
  attack.
  3
  Writing. Drips black ink from the tip. Can be used as a pen.
  4
  Voice-Stealing. When an ensouled target is killed, wielder can speak in their voice with any languages they
  could speak for 1hr.
  5
  Charming. On a hit, deal normal damage. Target is affected as the charm person spell and regards the wielder
  as a good friend, ignoring the fact that they were just stabbed.
  6
  Ghostkilling. Deals double damage to ghosts, spirits, and other spectral things. Blade appears to be the ghost
  of a sword but behaves normally.
  7
  Frost. When drawn, becomes incredibly cold. Fog pours off it. Deals 1d6 additional cold damage on a hit. If held
  for more than 3 rounds, wielder takes 1 cold damage per round as their finger freeze solid, +1 damage each
  round after the fourth.
  8
  Chromic. On a hit, one limb or area of the target is coated in a thin layer of shiny chrome. Can be broken easily,
  but may inflict a penalty on the target’s next attack.
  9
  Stunning. On a hit, target must Save or be Stunned for 1 round. Stunned: can either attack or move but not
  both. Gives a solid electrical jolt; might make people yell or drop weapons.
  10
  Invisible. While drawn, the wielder is invisible. The weapon is not invisible.
  11
  Barrier. When swung quickly, drags a 4' long thin steel ribbon behind, like an afterimage or a motion blur.
  Requires two hands to swing sufficiently quickly. Counts as a shield. Can be used to block arrows and potentially
  deflect spells (as a mirror).
  12
  Forceful. When swung vertically, deals normal damage to everything in a 10' straight line ahead of the wielder.
  13
  Key. If stabbed into a non-magical lock, 50% chance to burst it open.
  14
  Fireburst. On a hit, if blood is drawn, deals an additional 1d6 fire damage as flames spurt from the wound.
  Requires 1hr to recharge.
  15
  Charging. When swung sideways, the sword drags the wielder 20' in a straight line, adding to a charge attack or
  letting the wielder fly across a gap. May require a test to land successfully. On a missed attack, wielder is flung
  20' at the wrong angle. Might hit a wall.
  16
  Flinging. On a hit, instead of dealing damage, moves target 1d6×10' horizontally away from the wielder. Target
  takes 1d6 damage if they hit a wall or another creature.
  17
  Namefinding. On a hit, the weapon shouts the target’s true name.
  18
  Roasting. If a cow-sized target or smaller is killed, target’s corpse is roasted and seasoned.
  19
  Beadscabbard. Can use any beard as a scabbard, storing the blade... somewhere.
  20
  Roiling Polymorph. 1d6 charges. On a hit, the target Saves. If they pass, nothing happens. If they fail, they are
  polymorphed into a random creature. At the end of the next round, they Save again with a bonus equal to their
  original HD. If they pass, they stay in their new form for 24hrs. If they fail, they polymorph again, repeating the
  process. After 24hrs, they Save once again. If they pass, they’ve stabilized in their new form. No further Saves
  are needed. If they fail, the process starts over. Polymorphed creatures are stunned for one round. They are also
  fully healed. For random creatures, use the Exotic Creatures table on pg. 125 or roll 1d100 and pick a page from
  the Monster Manual of your choice. The more diverse the better. Each transformation inflicts 1 permanent
  Intelligence or Wisdom damage (in addition to any other characteristic changes.)
  99
   
  
  21
  Headhunting. If used to remove a humanoid creature’s head, the head will shrink to 1/10th its usual size,
  become leathery and cured, and grow a convenient string handle.
  22
  Horrifying. While drawn, wielder appears to be a skeleton in a billowing black cloak. Skeletons will assume the
  wielder is one of them and not attack.
  23
  Atmospheric. A jet of air sprays from the tip of this weapon. It is strong enough to blow out a candle, flip the
  pages of a book, or bubble water in a bucket.
  24
  Magnetic. If spun, will always point north. Cannot harm iron or steel targets.
  25
  Icecutter. Cuts through ice like a knife through milk. Deals triple damage to creatures made mostly of ice.
  26
  Suspension. Covered in faint green heatless flame. When an ensouled target is killed, the flame transfers to the
  target’s corpse and lock it in its last position (even in midair) for 1hr, as an immovable rod. Can transfer flames
  back by striking the target.
  27
  Treacherous. Until an attack is made with this weapon, anyone observing it will not believe the wielder intends
  to attack anyone unless they have stated their intention verbally.
  28
  Spiral Wing. Wielder can spin the weapon over their head to slowly lift off the ground, rising 10' every round or
  moving 10' horizontally in any direction. Must have enough room to spin the weapon. If the wielder takes any
  damage, they stop spinning and begin to fall. The wielder can do nothing but spin the weapon. Requires 24hrs
  to recharge.
  29
  Gambler’s Aid. Wielder can speak a command word to replace a coin they are holding with this weapon,
  provided the weapon is within 10' of the wielder. Cannot intersect another object.
  30
  Fire Conductor. Wielder can steer fire. Cannot make fire jump, but can steer up to a bonfire’s worth of flames
  against the wind or in a specific pattern. Affects all visible fires.
  31
  Catnip. When drawn, becomes absolutely fascinating to cats. They will want to rub their faces on the flat bits.
  Intelligent cats (if available) will give almost anything to possess this weapon.
  32
  Vector. Any hits that deal more than 3 damage copies one disease the target possesses. The next hit inflicts the
  disease (no Save) on any compatible living target. Weapon is warm and slightly spongy.
  33
  Mindkiller. Insert into a target’s ear to banish any supernatural effects (mind control, charm, fear, etc.). If used
  in this way, the weapon does not deal damage. Cannot harm ears or brains.
  34
  Gravedigger. Can plunge the weapon into soil, sand, or rubble to excavate a 2'x4'x'6 deep grave. 2 charges,
  refills one charge every 24 hrs.
  35
  Vengeful. When drawn, any visible creatures with guilty consciences (murderers, escaped prisoners,
  conspirators, etc.) must Save or believe the wielder has arrived to kill them for their many crimes. If they fail,
  they will visibly pale, flinch, cower, confess, or flee.
  36
  Operatic. When drawn, plays a brief but noisy leitmotif. Leitmotif is unique to the individual wielder, but can
  change if the wielder’s personality, goals, or nature change.
  37
  Cleansing. Any hits that deal more than 3 damage cleans, dusts, polishes, and tidies the target. The weapon
  smells faintly of lavender and soap.
  38
  Lightning Rod. Any lightning or lightning-based attack within 100' of the weapon strikes the weapon instead of
  the intended target. The weapon can absorb 20 points of damage per round. Any excess is dealt to the wielder.
  39
  Fabric. Wielder can speak a command word to transform the weapon from fabric to metal or back again.
  Hideous paisley pattern.
  40
  Calming. While drawn, wielder is extremely mellow and grins a lot. Wielder is immune to fear but also immune
  to sensible haste when circumstances might require it.
  41
  Returning. Wielder can speak a command word to cause the weapon to fly back to their hand. The weapon
  must be able to hear the command word and cannot deal damage while returning.
  42
  Fertile. Once every 24 hrs, this weapon produces a tiny silver seed. If the seed is planted in soil it will grow into
  a new (sterile) sword in 6 months.
  43
  Saturnine. Glows red in the presence of true kings or queens. Deals an additional 1d6 damage to nobility and
  rulers of every kind.
  44
  Oracular. Once per day, the wielder can ask the weapon a yes-or-no question. The weapon has no special
  knowledge or scrying abilities, but it always answers in such a clear, authoritative tone that listeners must Save
  or be convinced the weapon speaks with supernatural authority. Listeners who know the sword is guessing get a
  bonus to their Save.
  45
  Patriotic. When drawn, can unfurl a flag up to 10' long emblazoned with any ensign the wielder can imagine. 3
  charges, refills 1 charge every 24 hrs.
  46
  Resonant. On a hit, produces a musical tone. Every material has its own tone. Could be used to identify false
  doors and forgeries.
  47
  Shackling. On a hit, this weapon transforms into a pair of shackles around the target’s wrists or ankles (or one
  limb for creatures larger than a cow). It can be transformed back with a command word.
  48
  Cakecutting. This weapon can neatly subdivide a cake, pie, loaf, or other edible delight into anywhere from one
  to thirty perfectly equal segments.
  49
  Ostentatious. Lots of small gems, engravings, and gold braids. While drawn, the wielder appears to be richer
  and more important than they actually are.
  50
  Disguised. Wielder can speak a command word to transform the weapon from glove to a weapon and back
  again. Silver glove provides moderate protection against acid or fire.
  100
   
  
  51
  Healing. On a hit, this weapon also heals the target for 1d6 damage.
  52
  Gnawing. Teeth along this weapon’s edge will slowly chew anything softer than stone. Every hit past the first
  against the same living target deals an additional 1 damage per hit.
  53
  Thwomping. No matter how hard this weapon is swung, it only deals nonlethal damage. Makes comical sound
  effects.
  54
  Inebriated. While drawn, wielder becomes very drunk but cannot become any drunker. They are also immune to
  poison and ravenously hungry. The wielder smells faintly of spiced meat and onions.
  55
  Abrasive. On a hit, can turn a 10'x10'x10' cube of stone into sand. 1 charge, refills 1 charge every 24 hrs. Deals
  triple damage to creatures mostly made of stone.
  56
  Timekeeping. Vibrates gently every hour, on the hour, and with a double vibration at noon and midnight.
  57
  Absorbent. While drawn, will automatically absorb up to a 50' cube of smoke, poison gas, or other unusual
  atmospheres. The wielder can speak a command word to release it.
  58
  Attractant. While drawn, produces a smell that attracts flies and other insects in a 100' radius.
  59
  Momentous. The weight of this weapon changes mid-swing. The wielder can choose to act last in an initiative
  round to deal an additional 1d6 damage.
  60
  Coruscating. While drawn, produces a 20' long beam of raw and barely controlled magic. Each round, the beam
  deals 2d6 damage to anything it covers and 1d6 damage to the wielder. Anything briefly brushed by the beam
  (when stowing the weapon, if dropped, etc.) takes 2 damage. Tarnishes silver, cracks mirrors, and melts wax.
  61
  Perfumed. When drawn, produces a strong scent of cedar within 30' of the weapon.
  62
  Anticalligraphy. While drawn, no one within a 50' radius can write or paint. Attempts to write result in blotches
  and random wavy lines.
  63
  Corpselaunching. If a human-sized target or smaller is killed, target’s corpse is launched 100' in the air, straight
  up. The corpse will hit the ground in 2 rounds. A human-sized corpse deals 2d6 damage to anything it strikes
  going up or down.
  64
  Half-Life. If an ensouled person would be killed by this weapon, they instead remain in a state of half-life as long
  as the weapon is embedded in their body. They are treated as an undead creature but retain all the memories
  and goals they had in life. The weapon is dislodged if they take more than 3 damage in a single round.
  65
  Spell-Reflecting. The wielder can attempt to deflect a spell that targets them back at the caster. They must
  make an attack roll with a penalty equal to twice the spell’s level. If they succeed, the spell is returned. The
  wielder cannot attempt to dodge or otherwise evade a spell they are trying to reflect.
  66
  Enraging. Any target struck by this weapon must Save or become enraged and focused on killing the wielder.
  67
  Toadtouched. Any target struck by this weapon must Save or develop unsightly warts.
  68
  Umbrella. Via a small lever on the pommel, this weapon can unfurl an invisible and intangible yet completely
  waterproof umbrella large enough for two people.
  69
  Fruitful. This weapon can be peeled to reveal a starchy fruit core (2 rations). If peeled, the weapon cannot be
  used. It regenerates to an unpeeled form in 24 hrs. Smells of sap.
  70
  Toothbreaker. On a hit, one of the target’s teeth shatters, dealing an additional 1 damage to living targets.
  71
  Serpentine. Green with a snake eye gem in the hilt. Any mammal dog-sized or smaller who sees the gem must
  Save or freeze in place as long as the gem is visible.
  72
  Slaughtering. If a target is killed with this weapon, the wielder must make an additional attack against nearest
  target, friend or foe.
  73
  Chrysalizing. If a cow-sized living target or smaller is killed, their corpse grows a thick rubbery coat. In 48hrs,
  the corpse-pod bursts to reveal 1,000 harmless butterflies.
  74
  Massive. Wielder can speak a command word to make this weapon weigh 200lbs or return it to its normal
  weight.
  75
  Annihilating. Engraved with dire warnings in most languages, living or dead. Radiates powerful magic. On a hit,
  there is a 10% chance a 3' radius sphere of annihilation will appear for 1 round, destroying everything but the
  sword and the wielder’s boots. The sword must be drawn and wielded with an ungloved hand.
  76
  Vines. This weapon extrude 50' of thick green vines (functions as a rope). 3 charges, refills 1 charge every 24
  hrs.
  77
  Inflammatory. Tied in its scabbard with thick chains. Smells of charcoal. When drawn, every flammable thing in
  a 50' radius is set on fire, including the wielder.
  78
  Earwaxed. Targets struck by this weapon immediately taste bitter earwax. This is merely unpleasant to most
  creatures. While drawn, this weapon also instantly dissipates foam and froth in a 100' radius.
  79
  Silencing. Any hits that deal more than 3 damage silences the target for 1 round.
  80
  Spattering. While drawn, this weapon drips with a harmless custard-yellow liquid that lightly stains anything it
  touches. The liquid can be flung up to 20' with a solid swing.
  101
   
  
  81
  Signalling. Once every 24 hrs, this weapon can launch a glowing flare in any colour. The flare travels 200' in a
  straight line and hangs in the air for 10 minutes. It glows as brightly as a torch.
  82
  Lithographic. If a target is killed, a tiny engraving of the target will appear on the weapon.
  83
  Exploding. When drawn, begins to glow red, then white. In 1d4 rounds, blade fires off like a rocket dealing 1d20
  damage to anything in a 100' straight line in front of the wielder. Welder must Save or be knocked prone. New
  blade grows from the smoking hilt in 48hrs.
  84
  Necromantic. If a target is killed, they have a 50% chance to rise 1 round later as a very hostile zombie with ½
  the HD they had in life. The newly risen undead loses 1 HP per round. It hates the wielder and will target them if
  possible.
  85
  Telepathic. On a hit, the wielder and the target can communicate telepathically for 1 round.
  86
  Thunderstrike. On a hit, the wielder can choose to unleash the weapon’s dormant thunder spirit. The wielder
  and the target are both paralyzed and deafened for 1d6 rounds. Makes an incredibly loud noise. 2 charges,
  refills 1 charge every 24 hrs.
  87
  Invulnerable. This weapon cannot be damaged by any means, natural or supernatural.
  88
  Infinite. Infinite length can be drawn from this weapon’s scabbard. Extremely difficult to attack with this weapon.
  Automatically retracts in 1 hour or if the blade is damaged. Somewhat bendy after 10'.
  89
  Buoyant. This weapon floats and can support the weight of one fully laden person. The wielder can speak a
  command word to have the sword drag them through water at 30' per round for up to 10 rounds. 1 charge, refills
  1 charge every 24 hrs.
  90
  Worrying. Wielder can speak a command word to cause the weapon to glow as brightly as a candle and begin
  humming ominously. The hum increases in intensity, adding overbeats and other tones, for 6 rounds. At the end
  of 6 rounds the glow extinguishes and the hum stops.
  91
  Lifedrinking. On a hit, the wielder can take any amount of damage to deal ½ that damage (rounding down) to
  the target. Target is also covered in the wielder’s blood and bits of flesh. 2 charges, refills 1 charge every 24 hrs.
  92
  Spiderlegged. Will walk behind the wielder on eight spindly metal legs. While held, allows the wielder to move
  through spiderwebs without penalty. Can follow very simple verbal directions within 30' of the wielder.
  93
  Disrobing. When drawn, all the wielder’s clothes and armour fly off 10' in all directions. The clothes are not
  damaged. Jewelry is not affected.
  94
  Alert. This weapon will vibrate if an ambush is imminent, giving the wielder a 50% chance to act in a surprise
  round. It may vibrate with paranoia at surprise birthday parties, etc.
  95
  Earthbinding. On a hit, target must Save. If they fail, they cannot fly or lift more than one walking limb off the
  ground for 1d6 rounds.
  96
  Coveted. While drawn, anyone but the wielder must Save or believe the sword is very valuable and worth at
  least 1,000gp. Once traded or given to a new wielder, the former wielder is still affected by this ability and may
  wish to repurchase it or cancel the sale.
  97
  Multitool. This weapon can also be used as a hammer, screwdriver, crowbar, and wood saw.
  98
  Signature. When drawn, this weapon spells out the wielder’s name and title in floating glowing sparks. The
  name can be changed with 1hr of shouting at the weapon.
  99
  Exchangeable. On a hit, the wielder can choose to exchange this weapon with any weapon or item held in one
  or more of the target’s hands.
  100
  Honest. While drawn and brandished menacingly, the wielder can tell if the person they are speaking to is lying,
  but the wielder can speak only in lies and contradictions.
  1d8
  Standard Weapons
  Unusual Weapons
  Ranged Weapons
  1
  Dagger
  Rapier
  Shortbow
  2
  Short Sword
  Ball-and-Chain
  Longbow
  3
  Sword
  Spiked Gauntlet
  Crossbow
  4
  Axe
  Bident / Trident
  Pistol
  5
  Hammer
  Spiked Shield
  Musket
  6
  Greatsword / Greataxe
  Whip
  Blunderbuss
  7
  Mace
  Quarterstaff
  Fowling Piece
  8
  Polearm / Spear
  Scythe
  Pachyderm Gun
  Weapon Types
  The magic weapons above were designed with standard daggers, swords, hammers, etc. in mind. Use the table
  below to roll for the type of magic weapon. The effects really weren’t designed for ranged weapons but a list
  has been included anyway for adventurous GMs. Best of luck.
  102
   
  
  PROSTHETICS
  Adventurers get mangled. Traps snip off arms, darts
  poke out eyes, fire scourges, magic shreds and
  blasts. It’s a hard life. Luckily, in Endon, replacement
  body parts are available.
  MAGICAL PROSTHETIC THEORY
  The soul is approximately the same shape as the
  body. This explains why ghosts have mostly human
  forms and why absent limbs “tingle” or experience
  false pain. After a traumatic injury, it can take the
  soul a long time to adjust to the body’s new proportions.
  A magic prosthetic limb often replaces the original,
  trapping a portion of the user’s soul in the same
  manner as an enchantment (or undead binding,
  though few enchanters relish the comparison).
  BASIC PROSTHETICS
  Available nearly everywhere. Made from local wood,
  leather, bone, and iron.
  Artificial Leg / Peg Leg
  Reduces movement speed by 1/2. If both legs are
  replaced, user requires crutches and can only wield
  daggers or other small weapons.
  Artificial Arm / Hook Hand
  Cannot use the hand. Sharp hands deal damage as
  a dagger on a hit. Slightly fancier versions can have
  alternate attachments (fork, knife, pen, etc.) or
  support a shield. If both arms/hands are replaced,
  user cannot wield weapons.
  Eyepatch / Mask / Wooden Eyeball
  Covers the hole(s) in the head and some of the scars.
  No bonuses but it might stop people from staring.
  FANCY PROSTHETICS
  Masterwork creations of clockwork, springs, wire,
  and wood, these non-magical devices were the state
  of the art before the Magical Industrial Revolution.
  Artificial Leg
  Reduces movement speed by 1/4. Can include a
  hollow compartment that can hold 1 dagger, 1 wand,
  or 1 vial of liquid. If both legs are replaced, user
  requires crutches and can only wield daggers or
  other small weapons. Has a knee and an ankle.
  Artificial Arm / Mechanical Hand
  Can use the hand for some simple tasks but cannot
  wield weapons. Deals 1 damage on a hit. Makes a
  distinct ratcheting sound. Extremely fancy versions
  can have a concealed dagger inside.
  Glass Eye / Silver Nose / Painted Mask
  Covers most of the damage. Only be noticeable
  within 10' and only if people are paying attention.
  Basic Prosthetics cost 2sp.
  Fancy Prosthetics cost 10gp.
  Dubious Magic Prosthetics cost 30gp plus whatever
  ingredients are required.
  Sensible Magic Prosthetics cost 200gp.
  Magical Sense Replacements cost 250gp
  SENSIBLE MAGIC PROSTHETICS
  1. Living Wood
  A misnomer; the wood is usually dead and
  varnished. Carefully fitted silver joints, wood
  measured and carved exactly to match the user’s
  other limb (if possible), and layers of delicate
  enchantments can replicate the form and function,
  if not the feel, of mortal flesh. Such items are
  legendary works, kept as ancestral relics or
  produced by master enchanters for royal patrons.
  Their owners would be wise to keep the limb covered
  near avaricious wizards.
  2. Transforming Limb
  Can contain 3 of the following (or similar items
  suggested by the purchaser): sword, dagger, shield,
  pistol, hammer, saw, 30' of rope.
  3. Ghost Limb
  Enchantments bound to the stump stabilize the
  soul-projection of the user’s arm. (Ghost legs, while
  possible, are significantly less useful.) The arm is
  ethereal and invisible, but it can lift intangible items,
  interact with illusions, hold ghosts, and sometimes
  meddle with poorly designed magical locks and
  enchantments. A sufficiently magical or self-willed
  person may not even need extra enhancement to
  wield a ghost limb.
  4. Enchanted Armour
  Plate armour can sometimes be enchanted to
  combat the deficiencies of its occupant. Despite
  being blind, nearly deaf, dropsical, and eighty-nine
  years old, King Gundobart the Bad of Waxburg
  famously killed twenty knights in at the Battle of
  Bogwell, though it is documented that four knights
  were from his own retinue. The king’s enchanted
  armour gave him great strength and ferocious
  battle-sense, if not the finesse that he might have
  desired. Enchanted armour replaces any number of
  limbs, but all critical failures are dire and messy.
  5. Fire Limb
  The sort of thing undergraduate elementalist
  wizards invent to deal with coursework-related
  injuries. Fire limbs fuse a fire enchantment to the
  user’s soul. The user can project a mostly functional
  limb made of flame. Unarmed attacks deal 1d6 fire
  damage, but the limb also deals 2 damage per
  round to the user. It’s more of a fashion statement.
  103
   
  
  6. Magic Blaster
  More than one wizard, clutching the stump of their
  shorn-off arm and surveying the remains of their
  latest disastrous experiment, has wished for a cannon-
  hand. A wand-limb can contain up to 6 magic wands,
  triggered separately or together. Brace for recoil.
  7. Grappling Limb
  Fires up to 20' of rope or chain with a magical claw
  on the end. Yanks the user around. The strain on a
  user’s frame inflicts 1d6 damage with each use.
  8. Golem Limb
  Baked clay and a carefully worded scroll. The user
  must speak commands: “step”, “grasp”, etc, but the
  limb functions with all the strength and ability of a
  flesh one. A mis-spoken command or a damaged
  scroll can lead to disaster.
  9. Force Projection
  Rather than a full limb, a properly aligned spell
  creates a permanent force-plate where the foot or
  palm of the user would normally rest. It’s only as
  effective as a peg leg or hook hand, but it’s
  completely invisible. Swords and tripwires pass right
  through the space between the plate and the stump.
  10. Powderkeg Leg
  Invented at least three times on three separate
  occasions, a powderkeg leg contains a powerful
  magical motive force. Once per day, the user can
  hop up to 30' horizontally or vertically on a smoking
  column of fire or a beam of raw magic. Lightning
  strikes, botched landings, and the wrath of people
  they crash into tend to shorten the lifespan of users.
  DUBIOUS MAGIC PROSTHETICS
  1. Troll Limb
  The cheapest and deadliest method. Back-alley
  surgeons, if provided with a troll of a suitable size,
  will lop off a limb and stick it onto a bleeding stump.
  Stitches are useful for the first few hours. If the
  user’s immune system survives the shock (Save or
  turn into a very angry troll) they’ll gain a fully
  operational and mostly obedient new limb. A troll
  arm is considerably stronger than a human arm (+1
  Strength) and regenerates damage just like a full
  troll. If the user dies or suffers a serious illness, the
  troll arm colonizes the body, takes over, and creates
  a new troll.
  2. Skeleton Graft
  Bone remembers. Skeletons are soul-shaped
  containers just waiting for a spare soul or suitably
  crafted spell to hop in. Necromancers can attach a
  dead limb (the user’s, if available, is best) and
  convince the user’s soul to inhabit the remaining
  structure. Users often report unpleasant cold shivers
  and vivid nightmares. A skeleton arm is a great way
  to meet the Coppers and soon experience a short
  unpleasant fall from a scaffold (pg. 40).
  3. Snake Limb
  Some wizards are really weird. This method requires
  a suitably large snake from a menagerie or a
  polymorph outfit (pg. 27). The end of the snake’s
  tail is cut off and bound bone-to-bone with the
  user’s. The snake’s soul and the user’s soul are
  blended together. The user gains a limb with
  astonishing flexibility and a mildly venomous bite.
  The snake gains free meals forever. Some
  personality changes are inevitable.
  4. Fingerworms
  Fat pink worms with lamprey mouths found in
  magical biological waste dumps. Stick them a
  finger-stump and they obey their host’s commands.
  They also drink a little bit of blood. They’re not as
  strong as normal fingers and they tend to alarm
  people if discovered.
  MAGICAL SENSE REPLACEMENTS
  1. Gem Eye
  Common among wizards. Take a suitably large gem
  (diamond, emerald, and tourmaline are commonly
  used), enchant it, bind it to the user’s soul, hope for
  the best. Roll 1d6. On a 1, the poor-quality
  enchantment provides a smeared oil-painting view
  of the material world. On a 6, the user can see
  (1d6): 1. souls, 2. magic, 3. ley-lines, 4. magnetic
  fields, 5. heat, or 6. the location of the stars during
  daylight. 30' range.
  2. Ear Trumpet
  Screwed directly into the brain. Large and garish
  but effective. Roll 1d6. On a 1, the poor-quality
  enchantment provides a muffled and distorted
  sound. On a 6, the user can hear (1d6): 1. through
  walls up to 2' thick, 2. other languages in the user’s
  original language, 3. secret hints of conspiracies
  and plots against them, 4. magic and enchantments,
  5. celestial harmonies of the crystal spheres, 6. a
  chime every hour on the hour.
  3. Omnieye
  Paranoid wizards enchant orbiting eyes or spinning
  spheres that can look in all directions at once.
  Provides the user with 360° vision, but rapid
  movement or tumbling results requires a Save to
  avoid crippling nausea. The threat of a medusa or
  another sight-based creature may send the user
  into a panic.
  4. Mindspikes
  Found in the Catacombs (pg. 135) or carved from
  the un-spines of mind-devouring parasites, these
  fabled implements allow one creature to experience
  all the senses of another. Blinded and scarred
  wizards might drive one spike into their own skulls
  and a second into a trusted acolyte or loyal familiar.
  104
   
  
  105
   
  
  CITIZENS OF ENDON
   
  
  1D100 NPCS AND RUMOURS
  All rumours are equally true. That is to say, all rumours are equally untrue. Every rumour could lead to a
  potentially interesting game if followed. Every rumour could also be ignored as background gossip and
  irrelevant lies.
  1d100
  Who Knows?
  What Do They Know?
  1
  Ada, poet, vicious
  At night you can hear the bones in the Old Cemetery rattle in
  their coffins. I sometimes send my assistants there.
  2
  Bormin, costermonger, grumpy
  By my oath, someone’s been fixing the horse races. I haven’t
  won in weeks. It’s black magic I tell you.
  3
  Marys, painter, ambitious
  Not one word in ten is true in a newspaper, and that tenth word
  is misspelled or misquoted.
  4
  James, carpenter, paranoid
  There’s a gang of thieves operating out of West Cross. The
  Coppers can’t catch them. Bunch of bunglers!
  5
  Wolfragon, actor, foppish
  Do you like my shoes? Real silver on the buckles and the heels
  are exquisite ivory. It’s the latest fashion.
  6
  Orryn, procurer, cruel
  The new paper money is enchanted. Don’t touch it with your
  bare hands. Use old coins and notes if you can. And keep it dry.
  7
  Solomon, costermonger, excitable
  There’s an entrance to the Catacombs in the dungeons of the
  Grim Baliol. A route perilous, to those who know of it.
  8
  Talrith, copyist, suspicious
  Did you hear? The Duke of Morwent, a most generous man, has
  fallen ill and raves day and night of intestinal devils.
  9
  Kaleen, prostitute, knowledgeable
  The Royal Mint uses peacock blood to mark bills of exchange.
  Devilishly hard to counterfeit.
  10
  Plisk, playwright, impulsive
  You simply must come see my play. All the best people will be
  there. Chumblewell Theater, Haymarket Square.
  11
  Oswald, noble, surly
  They are working on an iron-bottomed ship in the Royal Docks.
  Iron bottoms? What ever will they think of next?
  12
  Eyara, wizard, greedy
  They say spells cast while wrapped in the fumes of opium
  cannot harm the caster. If only I could find a supplier...
  13
  Geilik, farm-labourer, hypocritical
  All these damned new wizardries are just putting honest people
  out of work. Hang all the wizards, that’s what I say.
  14
  Hazel, housewife, wise
  What are the Coppers doing about all these thefts? Does
  Parliament not fund them sufficiently?
  15
  Charity, fishmonger, moral
  Phwah, the river don’t half stink today. I think some mad wizard
  has been dumping potions into it. Wonder why?
  16
  Rose, reporter, drunk
  Eyes like carriage lamps. It’s still down there somewhere, in the
  sewers, eating orphans and stray cats.
  17
  Salome, flower-seller, superior
  Did you hear? The ‘lurgy is stalking the city. It’s a dreadful
  disease. Keep away from bad air and the lower orders.
  18
  Shempel, urchin, irreverent
  The priests buried a treasure in the Auld Grey Cathedral... but
  then they forgot where they put it! Silly old priests!
  19
  Orona, baker, truculent
  They say there are eels in the river that eat spells. Good for
  them.
  20
  Sora, grocer, pretentious
  If my rival had not sabotaged me I would have got a scholarship
  to Endon College and become a rich doctor.
  107
   
  
  21
  Revelia, apprentice, witty
  If a wizard turns a mouse into a whale, does the thing die and
  go to mouse-heaven or whale-heaven?
  22
  Lawrence, deacon, polite
  I can’t help visiting the sweet-shops in Monk’s Garden, though I
  know it’s bad for my teeth. They’re so charming.
  23
  Mortimer, critic, tired
  I was watching the carriages in the Long Mall and do you know
  who I saw? Lady Swedwing... with her footman!
  24
  Gerena, cook, wise
  Women make better wizards because they drink, whore, and
  blaspheme less than men. Hire female wizards.
  25
  Atella, millwright, drunk
  I know a Copper who has taken to animal husbandry in quite
  the wrong way.
  26
  Edmund, dustman, laconic
  Lot of foreigners in Hasselby Court. Lot of foreigners. Bad
  business.
  27
  Charn, costermonger, treacherous
  There’s a coachyard in Redding Cross which keeps a flying night-
  carriage pulled by giant moths.
  28
  Lola, prostitute, cackling
  I get some good business in the back pews of the Auld Grey
  Cathedral on a Sunday morning. It’s a regular country fair.
  29
  Perry, astrologer, dull
  Did you read the Speculator this morning? “Foreign Invasion
  Imminent”, they say. Oh dear, oh dear. Do you think it’s so?
  30
  Sincel, sailor, aggressive
  There’s a lad in Colbraith Square with eyes like smoked opals
  and a tongue like an electric eel. And I love ‘im.
  31
  Uriah, ancient, soft-spoken
  Did you hear what they’re planning for the New Bridge?
  Madness. You can’t walk on a sunbeam.
  32
  Anker, printer, amoral
  Some young wizards at the College have taken to “dancing in
  the sheets” with illusionary maidens. What fun!
  33
  Claris, fruit-seller, dull
  If those damn wizards succeed in telay-porting Foreign Parts to
  Endon, what’s to prevent them from influencing us?
  34
  John, brewer, wickedly smart
  Can a wicked man be polymorphed into a good and honest
  man? Has the Leonine Cartel tried?
  35
  Brune, farrier, greedy
  I know a secret entrance to the Long Mall if you want to sneak
  in for a bit of fun. Eh he he he.
  36
  Horatio, costermonger, foolish
  Red Jack Tay is still in Pemsing Prison, and has been there
  these thirty years. He was a real hero when I was a lad.
  37
  Prudence, widow, weary
  My son is imprisoned in St. Nigel’s Workhouse for a small debt,
  benevolently contracted. Poor soul, poor soul.
  38
  Orlick, beggar, incomprehensible
  Bah! All sweedles and marching orders. Never was such a to-do
  in all my years. Bugger all wizards for a lark!
  39
  Agatha, doctor, wizened
  The Nemham family of Grenville Court think they can perform
  wizardry in the attic. So many damned injuries.
  40
  Chagg, noble, naive
  I’ve been thinking. All these poor people you see in the streets,
  why don’t they just find employment? Simple, really.
  41
  Venris, mason, observant
  There’s something wrong with the rats in Hasselby Court.
  Couldn’t say for certain, but I think they’re watching me.
  42
  Pillowyn, wizard, fashionable
  Here’s a fine trick; find a rival’s Magic Accumulators and set
  them spinning at double time. Soon, kaboom!
  43
  Lionel, toolmaker, sly
  If every mill worker is replaced by a machine or a conjured thing,
  what will become of the workers?
  44
  Milland, soldier, pretentious
  But the best dining hall must be The Red Lion in Haymarket
  Square. Whole roast pig in butter. Bread like angel feathers.
  45
  Belinda, student, raging
  A pox on mathematics. Why can’t they invent a spell to teach
  things? Say, buy a poor student a drink would you?
  46
  Raine, porter, distracted
  I swear, McSweeny’s Pies on Middle Bridge have the most
  delicate flavour and flakiest crusts.
  47
  Vern, apothecary, frumpy
  Colbraith Square grows fouler every day. Either fire or the devil
  shall claim it soon, I fear.
  48
  Ervan, barber, rude
  Gangs of thieves roam the city without fear. I think some of the
  Coppers are in on it.
  49
  Eli, prostitute, naieve
  Interest you in a steam-bath, sir? There’s a fine and discreet
  one near Needle Circus.
  50
  Angibal, seamstress, sly
  A bridge made of iron? Madness. Think, if one of those Rusty
  Monsters come to town, poof! So many dead.
  108
   
  
  51
  Martin, critic, ignorant
  Half the industries in this city are secretly owned by foreigners...
  or worse, by women with pretensions.
  52
  Alvan, cook, sarcastic
  The grand houses of Grenville Court look well on the outside but
  their guts are all rotten.
  53
  Francheska, matron, impulsive
  They say that disreputable wizards sell illegal spells by
  moonlight. Eugh, how horrible.
  54
  Thormund, farm-labourer, rude
  Wizards, launching themselves into the air with their magic.
  Soon they’ll be landing on the moon. Then they’ll be sorry.
  55
  Lasar, dyer, crafty
  Going to put a bet on sir? Boxing match at Jack Rail’s, two lanes
  from St. Nigel’s Workhouse. Best fight of the Season.
  56
  Ariander, grocer, jealous
  Fancy nobles and tipsy poets speak all manner of empty
  philosophies at these coffee-brined salons.
  57
  Lyra, nurse, pious
  Trolls in the tunnels? What next? Vampires in Parliament? Were-
  wolves roaming the streets?
  58
  Ene, chimney sweep, insane
  There’s a whole clan of blind degenerate scribes living in the
  walls of Government House. Maggots of paper! Fshaw!
  59
  Dimble, beggar, punning
  Where does a wizard keep his staff? In his assistant’s bag of
  holding. Oh ho! It is the vice of the age.
  60
  Reginald, lamp-lighter, ignorant
  Wizards ain’t taken my job yet, no sir. Been doing this forty
  years.
  61
  Gilbert, reporter, rude
  You got a license for that weapon? Shameful. Prices are going
  up next year, or at least that’s what I heard.
  62
  Bayham, farm-labourer, insane
  Spells! Spells in my hair! My hair! Ayeeee! What sort of doctor
  can cure an enchantment?
  63
  Thornek, midwife, tasteless
  Do you think wizards will one day send someone to the moon?
  64
  Bountiful, prostitute, virtuous
  Some of us is just trying to make a living. What do I care about
  Ministers or wizards? Never done me any good.
  65
  Doris, schoolteacher, hungry
  There’s an ancient floor mosaic in the Auld Grey Cathedral
  that’s supposed to predict how the world ends.
  66
  Fan, porter, twitchy
  The towers of New Bridge contain not mechanisms but giants in
  chains. How else could the drawbridge operate?
  67
  Bertha, wizard, distracted
  Have you seen a Gel Knight wandering the streets? Oh dear. I
  fear it’s escaped.
  68
  Albert, butcher, amorous
  Some plays in Haymarket Square are quite indecent. The small
  theaters cater to all tastes.
  69
  Cothron, cook, drunk
  You ever seen one of them dogs that makes you all fuzzy?
  Sweet little things. Wish I had one as a pet.
  70
  Don, beggar, cheerful
  There’s a lightning wizard on Broadham Bridge. Takes
  measurements day and night. A good, generous fellow.
  71
  Cyrine, mistress, nervous
  Some of the locksmiths in Needle Circus work with thieves to
  cheat their own clients. No, I don’t have any proof.
  72
  Garan, apprentice, diseased
  I might have been cured by those pills of white mercury. Now I’m
  a young man cut down in my prime.
  73
  Salvarr, wizard, cackling
  There’s a ship at the Grand Docks crewed by dead men! Dead
  men in white robes! What is their cargo, I ask?
  74
  Lucretia, noble, lecherous
  You wouldn’t believe some of the things wizards can summon.
  75
  Helena, ragman, depressed
  What happened to my boy? ‘Prenticed to a wizard, then turned
  all green and strange, then vanished one day.
  76
  Elijah, seamstress, paranoid
  At night, the Allegorigator that lives below New Bridge comes up
  and eats stray dogs. Oh the poor doggies.
  77
  Bartholomew, priest, bored
  Something seems to have gone wrong with the world. If only I
  knew what. It’s as though the fabric of society is unraveling.
  78
  Kane, butcher, drunk
  If I had money I’d buy a spot in Redding Cross, and in half a year
  I’d double my earnings from rent alone.
  79
  Camerel, mother, arrogant
  Pox on the “new medicine” they peddle at Blumsworth Hospital.
  What’s wrong with mustard and water?
  80
  Magnisana, cook, insane
  Tiny animals living in my hands and in the water? Never. It’s
  soap what causes all the trouble, nasty burning soap.
  109
   
  
  81
  Zyck, urchin, cheerful
  Sir, sir! Pay a penny to see a piece of genuine fallen star? Glows
  with unearthly light. Not just an enchanted rock, no sir.
  82
  Harriet, beggar, twitchy
  Accursed wizards keep punching holes into other, err, whatsits.
  Custards. No, wait, dimensions.
  83
  Callidon, noble, tipsy
  Say, know of a good steam bath around here? I’m in the mood
  for a scrub if you know what I mean.
  84
  Rasslew, belt-maker, romantic
  The Monarch sometimes swaps places with a commoner and
  lives a normal life in the city. Isn’t that charming?
  85
  Alexeime, mason, indifferent
  These new buildings are grander than the old ones by far. Huge
  they are, like something out of a fairy story.
  86
  Golgil, dressmaker, aggressive
  Sure, a magic sword needs a license, but there’s things in this
  town that ain’t swords, you know?
  87
  Annabel, nurse, stern
  Children should be seen and not heard. Perhaps I should have
  them enchanted into silence.
  88
  Jordan, costermonger, wise
  D’you think my job’ll be taken by a go-lam, an illusian, or
  somethin’ else antirely?
  89
  Ellie, embroiderer, drunk
  I once seen a barrel go walking down the road on red spidery
  legs. That’s just not natural.
  90
  Timothy, swineherd, diseased
  Trust a leech? Not on your life. Pig grease behind the ears twice
  daily. I’ll swear that’ll cure most anything.
  91
  Ragnars, shipwright, wise
  These new iron-hulled ships will be enormous. Cannons like tree
  trunks. And no masts either. Leviathans of the waves.
  92
  Joan, widow, jolly
  Don’t see why women shouldn’t have the vote. We can’t
  possibly make a worse mess than the men.
  93
  Mordeci, street-singer, naive
  Demme, I seem to have lost my pocketbook. Demme, demme,
  double demme. Oh! Perhaps it was stolen! Triple-demme!
  94
  Galatia, grocer, greedy
  So-called “arche-ologists” are little better than industrial grave-
  robbers.
  95
  Corren, thief, diseased
  An’ why should I care? The rich folks make more in a week just
  sitting on their arses than I could steal in a lifetime.
  96
  Dean, reporter, snobby
  Necromancy? In Endon? You must be mad. Stamped it out
  years ago.
  97
  Fletcher, cook, paranoid
  Foreign agents are plotting to assassinate the Monarch! Even
  now they live among us, well disguised.
  98
  Iverius, doctor, bombastic
  It seems like new magical diseases are cropping up every day.
  Good business, eh?
  99
  Smara, egg-seller, saucy
  Ooh, did you just cast a love-charm on me? Don’t worry, I won’t
  call the Coppers.
  100
  Ann, nurse, bitter
  All this mucking about with the fabric of reality will end in tears,
  I just know it.
  110
   
  
  1D100 WIZARDS OR NOBLES
  1d100
  First Name
  Family Name
  Appearance
  Eccentricity
  1
  Odessa
  Claypole
  Hooked, dribbling nose.
  Compulsive gambler.
  2
  Matthew
  Orlick
  Half-asleep, snores intermittently.
  Stern and callous.
  3
  Lavis
  Wormsby
  Pleasant smile.
  Benevolent but manipulative.
  4
  Claar
  Tulkinghorn
  Greasy. Rubs fingers constantly.
  Desperate and hasty.
  5
  Richard
  Langdale
  Unusually tall and slender.
  Deeply religious.
  6
  Andrew
  Ayresleigh
  Nervous tic or twitch.
  Excitable. Loves to talk.
  7
  Ralph
  Spengly
  Uneven limbs. Staggers.
  Indecisive.
  8
  Nicholas
  Creakle
  No chin to speak of.
  Ruthless and pragmatic.
  9
  Urgrak
  Carker
  Dueling scar, scowl, good poise.
  Swaggering and pompous.
  10
  Megehra
  Wringer
  Remarkably beautiful.
  Studious, literate, and polite.
  11
  Mariota
  Gargey
  Crippled limb. Crutch or hook.
  Morbid. Relishes bloodshed.
  12
  Silvara
  Vickston
  Dandyish, thick makeup.
  Reckless and carefree.
  13
  David
  Lorry
  Rictus grin, eyes locked open.
  Sarcastic but witty.
  14
  Karin
  Oddsprocket
  Gawping, slack mouth.
  Greedy. Always follows money.
  15
  Erochia
  Noggs
  Widely spaced eyes. Fish-like.
  Romantic. Sighs, poetry, flowers.
  16
  Dariel
  Kenwigs
  Missing limb. Industrial accident.
  Habitual liar.
  17
  Shorth
  Trundle
  Uneven, half-collapsed face.
  Scripture-quoting.
  18
  Alesse
  Brunlow
  Deep-sunk, lidded eyes.
  Raving mad. Gibbers.
  19
  Lynn
  Wackford
  Consumptive and deathly ill.
  Rebellious and impulsive.
  20
  Barbosa
  Crummles
  Large, vein-coated ears.
  Obsessed with fashion.
  21
  Letitia
  Harris
  Wild, tangled hair.
  Secret necromancer.
  22
  Jarvis
  Hawk
  Shakes and tremors.
  Hums snatches of music.
  23
  Walter
  Wollsey
  Spindly, knob-jointed limbs.
  Utterly senile. No memory at all.
  24
  Rannel
  Stiltstalker
  Short, badly cropped hair
  Vicious and cruel.
  25
  Gabraith
  Blurt
  Uneven nose, like an old turnip.
  Pompous with good reason.
  26
  Mercy
  Turveydrop
  Dotted with warts.
  Quick-witted and easy-going.
  27
  Eldra
  Capula
  Pinched, pointed chin.
  Weary. On the point of collapse.
  28
  Maggy
  Barnacle
  Dirty or dusty, as if unearthed.
  Addict. Opium or stranger things.
  29
  Estella
  Kastobar
  Slab-faced, dead-eyed.
  Full of contempt.
  30
  Dolge
  Bombard
  Sunken head and short limbs.
  Polite. Meticulously trained.
  31
  Ephrael
  Bevian
  Sloped forehead.
  Unfaithful.
  32
  Ezekiel
  Staggers
  Careworn features.
  Verbose, full of quotations.
  33
  Jericus
  Thribbs
  Bedecked with jewellery.
  Arrogant without reason.
  34
  Reliant
  Dombey
  Extraordinarily compressed.
  Hesitant and stuttering.
  35
  Alexander
  Littimer
  Cracked and yellowed skin.
  Incompetent on every level.
  36
  Chastity
  Flintwinch
  Closely spaced dark green eyes.
  Predatory and manipulative.
  37
  Giles
  Elphenstone
  Fierce eyebrows, like two ferns.
  Corrupt. Without principle.
  38
  Artina
  Havisham
  Rheumy, raw eyes. Tear-streaks.
  Suspicious of all new things.
  39
  Chadaugen
  Barnaparnassus Drooping jowls.
  Obsessive, pattern-driven.
  40
  Kithan
  Pancks
  Exceedingly be-wigged.
  Slow-witted but kind.
  41
  Rena
  Gammerage
  Blotched complexion.
  Vain. Carries a mirror.
  42
  Cagnar
  Litwickler
  Smoothed, as if made of clay.
  Laconic replies.
  43
  Asher
  Mordans
  Cold, dead skin. Slightly blue tint.
  Brow-beaten by associates.
  44
  Gertrude
  Diver
  Waddling gait, large feet and hands. Indifferent.
  45
  Sorcelettin
  Swidger
  Furtive eyes, light step.
  Soft-spoken and cautious.
  111
   
  
  46
  Billian
  Smidgel
  Swollen goiter.
  Ambitious.
  47
  Pannyth
  Bagnet
  Very fine long hair.
  Reserved, almost depressive.
  48
  Tybalt
  Krenridge
  Prominent mole or boil. Painful.
  Dashing and flashy.
  49
  Silver
  Doyce
  Unusually large head.
  Deviant tastes.
  50
  Gaius
  Noggs
  Arched, thin eyebrows.
  Menacing chuckle.
  51
  Clara
  Rackbourne
  Broke-fingered hands.
  Wrathful at the slighted insult.
  52
  Tarnel
  Maylile
  Profuse sweating in all weather.
  Melancholic.
  53
  Marta
  Omer
  Bloated stomach.
  Spouts half-blasphemies.
  54
  Uddik
  Murdstone
  Darting, narrow tongue.
  Devoted to form and protocol.
  55
  Sarithan
  Squeaks
  Great shock of white hair.
  Paranoid. Sees plots everywhere.
  56
  Silas
  Pevelham
  Splayed nose.
  Cackles at any joke.
  57
  Cruckan
  Bambler
  Fluttering hands.
  Fanatical about a Cause (pg. 115).
  58
  Havelock
  Radfoot
  Thin, pale lips. Pox scars.
  Dispenses benign aphorisms.
  59
  Susanna
  Durdles
  Lantern jaw, jagged teeth.
  Superior to peers and friends.
  60
  Emma
  Nupkins
  Remarkably small head and neck.
  Knowledgeable gourmet.
  61
  Case
  Cromwell
  Placid features. Perfectly groomed.
  Paternalistic and patronizing.
  62
  Olivia
  Pross
  Well-worn, yellowed teeth.
  Shrugs off troubles and insults.
  63
  Cain
  Roller
  Aged and wrinkled.
  Bitter about a deed long ago.
  64
  Fanny
  Ortell
  Porcelain skin.
  Smug. Recently successful.
  65
  Underbought
  Nubbles
  Charming, smiling eyes.
  Faithless and greedy.
  66
  Amy
  Brandybone
  Youthful but emotionless face.
  Casually rude.
  67
  Ashley
  Voles
  Off-putting stare.
  Loves all new innovations.
  68
  Gregory
  Dartle
  Domed head, wispy hair.
  Cantankerous and slow.
  69
  Katuma
  Prattler
  Androgynous.
  Politically savvy.
  70
  Titus
  Slummley
  Small, tightly pursed mouth.
  Pious but disorganized.
  71
  Stephen
  Hopcraft
  Rheumatic joints.
  Boisterous, hard-drinking, friendly.
  72
  Eugina
  Smidgely
  Wiry-haired, tough and squat.
  Prone to fainting.
  73
  Kalod
  Langley
  Very long fingernails. Clicks them.
  Thinks they are very witty. Puns.
  74
  Timot
  Bazzard
  Speckled with festering sores.
  Apathetic even to mortal peril.
  75
  Pestine
  Traddles
  Hissing, raspy voice.
  Permanent sneer.
  76
  Ravelock
  Jaggers
  Mismatched collection of features.
  Cautious but not cowardly.
  77
  Vrake
  Potts
  Faint chemical or floral smell.
  Holds irrational grudges.
  78
  Ophilia
  Manette
  Perfect, smooth teeth.
  Proud of family or profession.
  79
  Maugan
  Figg
  Bulbous nose.
  Prying.
  80
  Hubert
  Plummer
  Unusually large chin and forehead.
  Lover of conspiracies.
  81
  Margary
  Skiderslew
  Pointed, chipped teeth.
  Meddling and incautious.
  82
  Bunny
  Westlock
  Cruel, cold features.
  Pretends to be feeble.
  83
  Yenok
  Gramsby
  Crossed eyes.
  Prattling, wheedling voice.
  84
  Victus
  Hooper
  Shivering and wavering.
  Kind and charitable.
  85
  Lugg
  Sweedlepipe
  Fashionable but decrepit.
  Extraordinarily hypocritical.
  86
  Augustus
  Carton
  Deeply scarred.
  Flirtatious.
  87
  Lurrik
  Wickfield
  Bespectacled and blinking.
  Simpering. Seeks approval.
  88
  Trantor
  Sneerwell
  Long-necked. Swallows constantly.
  Wrapped in past glories.
  89
  Albian
  Neckett
  Tufted, cloud-like hair.
  Loves animals, particularly birds.
  90
  Ian
  Harmond
  Haggard and haunted.
  Of a famous line.
  91
  Tobias
  Bimbler
  High delicate cheekbones.
  Nearly comatose.
  92
  Sarah
  Dwimmerlight Mismatched eye colours.
  Mutters curses.
  93
  Benjamin
  Watts
  Long skeletal fingers.
  Braggart and teller of tales.
  94
  Hugh
  Shrewcatcher Protruding, uneven teeth.
  Quarrelsome and rude.
  95
  Michael
  Rugg
  Viciously parted and oiled hair.
  Territorial.
  96
  Robert
  Rouncewell
  Dark circles under the eyes.
  Surrounded by props.
  97
  Jin
  Wolfe
  Extraordinarily wrinkled.
  Obsequious. Full of flattery.
  98
  Asmithe
  Tackleton
  Sad, pouting mouth.
  Vindictive and highly focused.
  99
  Gallus
  Didcot
  Slouching, careless posture.
  Crafty. Always one step ahead.
  100
  Thaddius
  Badger
  Stands on tip-toe, floats about.
  Bombastic. Loves a good rant.
  112
   
  
  USEFUL NPCS
  These NPCs aren’t referenced anywhere else in this
  book. They’re useful as recurring characters,
  popping in and out of the PCs’ lives for good or ill.
  Write notes in the margins.
  THE POOR
  Garth Woodbridge
  Suitable For: a dustheap manager, a street-seller, a
  recurring and somewhat annoying contact.
  Appearance: three coats, smashed hat, missing
  teeth, scraggly beard, bright blue eyes.
  Voice: laughs and chuckles and repeats himself.
  “No, he he he, no, none of that ‘round here sar.”
  Vice: Hatred, specifically of the nebulous people who
  “depress the trade of Endon an’ ruin the wages of
  those what work.” Could be anyone, really.
  Tall Emma
  Suitable For: a fence, a procuress, an illegal wizard,
  a very unreliable contact in the city’s underworld.
  Appearance: tall, obviously. Really tall. Thin and
  delicate. Sharp nose, dark grey-brown hair, cracked
  eyeglasses for reading. Walks with a painful gait.
  Voice: deep yet nasal, like she has a cold. Fond of
  extravagant oaths.
  Vice: Wrath. Anyone who wrongs her will meet a
  grisly end, even if it means her destruction. Her
  tenuous power comes from fear and fear alone.
  Ole Pater Sims
  Suitable For: mad prophet, religious or magical
  advisor, emergency hint delivery system.
  Appearance: elaborate chains of trinkets and
  charms, shapeless coat, no shoes, long cracked
  fingernails and toenails. One tooth. Spittle. Scruff.
  Voice: nigh-incomprehensible string of curses,
  advice, complaints, and dribbling. “Bah, never said
  I’d do that, no sir, a three-penny hat and change,
  WAY-HEY, heh, that’ll show them.” Intermittently
  lucid.
  Vice: Sloth. Ingests any drugs offered to him, plus
  any he can steal, plus anything that looks like it
  might work.
  Lizzie Bingley
  Suitable For: catacomb-dweller, street seller,
  lodging-house manager, long-suffering petitioner.
  Appearance: bent by childhood malnutrition. Sallow
  skin, brittle hair, eyes don’t quite line up.
  Voice: very quiet and polite. Ignorant, but clear
  about what she knows and doesn’t know.
  Vice: Gluttony. Extensive knowledge of fruit, wine,
  and semi-legitimate trade goods in Endon.
  LOWER CLASS
  Benjamin Fits
  Suitable For: an unemployed labourer, a wounded
  soldier, a force of nature, a faction leader.
  Appearance: broad brown cap, short brown
  moustache, hands thrust in his pockets, feet set wide.
  Voice: carefully controlled bitterness. Rocks on his
  heels while thinking.
  Vice: Wrath, against duplicitous employers, lying
  merchants, prancing actors, traffic, etc, etc. Could
  easily adopt and lead a Cause (pg. 115).
  Maggy Stoils
  Suitable For: an overworked schoolteacher, a
  prosperous prostitute, a widowed embroiderer.
  Appearance: thin, cold pale skin, bonnet and shawl,
  endlessly patched shoes.
  Voice: reedy. Nervous “um”s and “er”s. Rubs right
  hand with left thumb for warmth, even when warm.
  Vice: Greed. Desperately wants to break into the
  middle-class life; willing to overlook almost anything
  provided the price is right and the sin is temporary.
  Craig Elwin
  Suitable For: a grocer, a surveyor, a hospital orderly,
  proprietor of a gin den or house of vice.
  Appearance: portly, mottled, lightly freckled, usually
  wearing gloves or an apron.
  Voice: bass rumble. “Oi wouldn’t do that if oi were
  you sarh.” Laughs only once, a deep cough.
  Vice: Gluttony. Highly refined preference for food
  textures. Critical of celery, mutton, and shrimp.
  Susan Toncheart
  Suitable For: factory hand, domestic servant,
  mother to a large squabbling family.
  Appearance: stout, scowling, scrubbed. Hair pinned
  into place, plain black clothes washed to a grey.
  Voice: mispronunciates any words longer than two
  syphablles. Tuts and shakes her head.
  Vice: Hatred of anything new, improved, foreign,
  magical, or disreputable. Doesn’t like dogs or children.
  Bill Haigle
  Suitable For: a deeply unhappy apprentice, a penny
  theater actor, a scheming footman or servant.
  Appearance: delicately coiffed black hair, thin lips,
  glittering eyes, slightly wrinkled clothes.
  Voice: broad attempt at a superior accent.
  Vice: Lust. Dances on both sides of the hall, as it
  were. Likely on the road to ruin and dissipation, but
  in the meantime…
  113
   
  
  MIDDLE CLASS
  Henrietta Bosbury
  Suitable For: a charitable campaigner, a persistent
  interference, a neighbor.
  Appearance: pudding-shaped heap of dark woolen
  clothes. Round, cheerful, and manic face.
  Voice: Individual syllables popped like bubbles. “Well I
  never in all my years have seen a thing such as...”
  Vice: Pride. In her appearance, in her neighborhood,
  and in her family (six squabbling daughters, husband
  faded away).
  Guenther Baumgart
  Suitable For: a reputable merchant, an experienced
  wizard, a cunning investor.
  Appearance: thick eyebrow, little grey eyes,
  exceptionally long fingers that tap and creak.
  Voice: Pleasant even tone, even when calling in
  debts, plotting revenge, or spreading lies.
  Vice: Greed. An ambitious, suspicious miser.
  Ada Newellen
  Suitable For: an actress, a struggling young wizard, a
  semi-reliable contact.
  Appearance: slim, unruly red hair, very small mouth.
  Well dressed and restless.
  Voice: high, leaps from topic to topic without pause,
  adds one sentence too many to her stories.
  Vice: Sloth. Competent but unable to finish projects.
  Takes laudnum “to help her sleep”.
  Uriah Chelts
  Suitable For: a banker, a grocer, a clerk, a manager
  of accounts, an engineer.
  Appearance: slick black hair like a helmet, short
  pointed beard, neat silver spectacles, grey waistcoat.
  Voice: carefully concealed lower-class accent,
  usually impeccable grammar, slow rolling tone.
  Vice: Gluttony. Secretly hoards money to spend on
  lavish banquets all alone. Powerful sweet tooth. Had
  a hard, very strict upbringing.
  Elizabeth Ubbolt
  Suitable For: a schoolteacher, a governess, an
  obscure professional wizard
  Appearance: long black hair neatly braided,
  scrubbed skin, deep wrinkles of concern.
  Voice: quiet and professional, a soft murmur. Never
  dissents, but never shows approval either.
  Vice: Envy of the upper class she obeys but can
  never join, channeled into rigidly correct behavior.
  Wallace Walters
  Suitable For: a factory owner, a life insurance
  broker, a prospective investor.
  Appearance: unkempt tufts of brown hair beneath a
  dented hat. Stocky, middle-aged, placid. Keeps a
  notebook in his breast pocket.
  Voice: roars orders to crowd of subordinates, cab
  drivers, urchins, etc. Never seems to stop walking.
  Vice: Pride. Not in his appearance but in his works.
  Obsessive over details, new projects, improvements.
  UPPER CLASS
  Gibsel Adams
  Suitable For: a Minister, the head of an ancient
  family, the dean of Endon College.
  Appearance: vanished chin, sneer, sharp nose, forest
  of eyebrows and pale green eyes. Ambles sedately.
  Voice: clears his throat “hrreeck” before every
  statement. Articulate, even funny at times, but slow.
  Pro-noun-ces each syll-ab-le with gre-at del-i-ca-cy.
  Vice: Wrath, via rigid obedience to the bloodier parts
  of hierarchy and tradition.
  Alicia Shrevdy-Sallow
  Suitable For: the power behind a Minister, a grand
  duchess, opera potentate.
  Appearance: rail thin, skin like wax paper. Slow
  movements, crinkling brightly-coloured clothes.
  Voice: so aristocratic her accent is practically
  foreign. “Eh wish et to be knewn...” Only her lips
  move, never her jaw.
  Vice: Envy, via kicking over anthills, relationships,
  and political parties just to see what happens.
  Machiavellian cunning, Iago-like desires.
  Reginald Craijne
  Suitable For: an ambitious opposition Minister, a
  perfumed dandy, a gambling youth.
  Appearance: sleek, short beard, long eyebrows
  blended with wrinkles, small glasses.
  Voice: half-suppressing a chortle at all times. “I say.”
  Pretends to be sanguine when losing; actually furious.
  Vice: Greed, via gambling. Probably going to ruin the
  great house of Craijne one of these days.
  Maria Lammerel
  Suitable For: a daring young reformer, a society
  predator, a problem waiting to happen.
  Appearance: exceptionally beautiful, like a painting
  come to life. Perfect blonde hair, glittering jewels,
  small wry smile.
  Voice: slight drawl, likes to interrupt. “It would be
  ever so dreadful if...” Bursts of high laughter.
  Vice: Lust. Prone to very unwise assignations with
  very interesting people.
  Wexton Featherston-Smithe
  Suitable For: a mark, a prince, a refined dandy,
  someone who needs to be convinced.
  Appearance: slick brown-blonde hair and moustache,
  little blue eyes like two jewels, gaggle of teeth.
  Voice: “A plumber? What on earth is that?” Always
  amused but never cracks a joke.
  Vice: Hatred. Can never be convinced of positive
  things; believe all negative things.
  1d6
  Noble Title
  Exalted Role
  1
  Prince, Princess
  Lord Mayor
  2
  Duke, Duchess
  Dean
  3
  Count, Countess
  Chancellor
  4
  Viscount, Viscountess
  General
  5
  Baron, Baroness
  Admiral
  6
  Baronet, Baronetess
  Councilor
  7
  Lord, Lady
  Treasurer
  8
  Sir, Madam
  Archmage
  114
   
  
  THE MOB
  # Appearing: 1
  HD: varies based on its Cause (pg. 115). A Mob’s HP
  represents both its size and its willingness to keep
  rioting or protesting. Any attack that deals more than
  3 lethal damage kills someone in the Mob and
  requires a Morale check (see below). Nonlethal
  damage still does HP damage to a Mob, but
  represents members being bloodied, knocked out,
  arrested, or driven off. When a Mob’s HP reaches
  zero it disintegrates.
  Appearance: a shouting, sweating crowd of people,
  mostly drawn from the Middle and Lower classes.
  Men, women, children, excitable dogs, and chickens.
  They may have unifying emblems (blue cockades,
  red ribbons, leeks, etc.). A Mob takes up part of a
  street, an entire street, several streets, or a square,
  depending on its size and ferocity.
  Voice: shouting, chanting, roaring, singing songs.
  Wants: to satisfy its Cause. In the absence of a
  strong reason not to, to run riot, have a good time,
  set some things on fire, and generally Show Those
  Bastards.
  Intelligence: confused.
  Armour: none. Any attack directed against the Mob
  automatically hits it.
  Move: ½ normal but 2 directions at once. Can’t race
  a person but can outflank them.
  Morale: 8. The Mob must test Morale when:
  • It is confronted with a number of armed authority
  figures (Coppers, soldiers, etc.) equal to its HD
  • One of its members dies (it takes 3 or more
  lethal damage from a single source)
  • It kills its first person.
  Roll 2d6. If the result is over the Mob’s Morale, the
  Mob disintegrates. Constituent members flee, drop
  weapons, give up, get arrested, or go into hiding. If
  the result is equal to or under the Mob’s Morale, it
  becomes Bloodthirsty.
  A Bloodthirsty Mob does not need to test Morale.
  The only way to stop it is to reduce its HP to zero.
  A Drunken Mob can reroll Morale tests. It costs
  [HD]x10gp in cheap gin to get a Mob drunk for 1 hour.
  A Mob can be both Bloodthirsty and Drunken.
  Demagogues, righteous causes, unrighteous causes,
  military leaders, preparation, illegal drugs, mind-
  control spells, and other tricks can increase or
  decrease the Mob’s morale at the GM’s discretion.
  The presence of the Monarch reduces the Mob’s
  Morale to 2 and requires an immediate Morale check,
  even if the mob is Bloodthirsty.
  Damage: The Mob has a number of attacks equal to
  its HD (or current HP / 4 if damaged). With each
  attack, it can either:
  • inflict 50gp worth of property damage to a
  nearby structure
  • set something on fire
  • make an attack roll against an adjacent
  person,
  • dealing 1d6 lethal damage on a hit
  • chant, wave flags, and shout
  Mobs are not utterly murderous. Even a Bloodthirsty
  Mob won’t kill more than 1 or 2 people a round.
  Instead, the Mob prefers to loot, smash, burn,
  bruise, humiliate, and generally run riot. The Mob
  assumes people are with it unless they make a
  serious attempt to oppose it, they look rich and
  worth robbing, or if they are part of the group
  against its Cause.
  UPGRADING A MOB
  A Mob can grow larger (effectively healing itself fully
  and gaining extra HD) by changing its Cause and
  attracting new members. It can only do this if it’s
  had 1 hour of completely unchallenged rioting.
  Under normal circumstances, a mob has a 1-in-10
  chance of upgrading per hour. Proper demagoguery,
  a city on edge, or free gin may increase this chance.
  Causes with more HD have wider appeal than
  causes with fewer HD. What starts as a political rally
  could easily turn into a riot against foreigners of all
  kinds, then grow again to a general orgy of violence
  and looting when unemployed and angry agricultural
  labourers join.
  CAUSES
  Causes define and divide Endon. Everyone has an
  opinion. The Poor and the Lower Class rarely can act
  on their convictions, but everyone in the Middle and
  Upper Classes are embroiled in one Cause or another.
  If you need to know why a Mob has assembled, what
  the Newspapers (pg. 47) are talking about, or what
  an NPC’s goals are, roll on the table on pg. 116).
  115
   
  
  1d4
  Methods
  1
  Lawful. The Cause will be achieved by careful legislation and gradual change.
  2
  Radical. The Cause will be achieved by revolution, violence, or great upheaval.
  3
  Conspiratorial. The Cause will be achieved by a small and select group.
  4
  Popular. The Cause will be achieved by universal support and public appeals.
  2d6
  Causes
  Mob HD Mob HP
  2
  Education. Free and reformed schools will wipe out crime and immorality.
  1
  4
  3
  Temperance. Liquor is the cause of many social evils. It must be abominated.
  1
  4
  4
  Coppers. Who do they think they are anyway? Violent meddling thugs.
  5
  20
  5
  Gumperts. Endon Values, Harsh Penalties, and The Good Old Days. Colour is green.
  10
  40
  6
  Crisis of the Day. As promoted by the Newspapers. What is to be done?
  15
  60
  7
  Employment. These newfangled Innovations are ruining thousands of workers.
  20
  80
  8
  Food Security. Starvation and malnutrition are preventable.
  15
  60
  9
  Bogs. Lower Taxes, Endon Prosperity, and More Wars. Colour is blue.
  10
  40
  10
  Votes. Votes for men without property. Votes for women with property
  5
  20
  11
  Animal Cruelty. Better treatment of horses, dogs, and polymorphed beasts.
  1
  4
  12
  Minimum Working Age. 8 is far too young. 10 or even 12 might be acceptable.
  1
  4
  116
   
  
  THIEVES & URCHINS
  THIEVES
  # Appearing: varies. Gangs can be 50 strong or more.
  HD: 2 (8 HP)
  Appearance: varies. See Table.
  Voice: some work by threats, some by infiltration,
  some in complete silence and total security.
  Wants: money. Filthy lucre. Heaps of cash.
  Morality: usually non-violent. Violent crime attracts
  swarms of Coppers (pg. 40); theft has a lower priority.
  Intelligence: usually uneducated but occasionally well-
  bred and well-connected. Surprising array of skills.
  Armour: as leather (from frequent escapes).
  Move: normal. Sometimes climb normal. Sometimes
  no penalty for moving through crowds.
  Morale: 8.
  Damage: 1d6 dagger.
  Petty crime, pickpocketing, highway robbery,
  housebreaking, mugging, blackmail, fraud, extortion,
  and insurance fraud. The Poor and the Lower Class
  generally tolerate or even celebrate thieves; they’ve
  got very little worth stealing. Thieves who are caught
  will be charged with Theft (pg. 40). Notorious thieves
  and the leaders of gangs will invariably be executed.
  URCHINS
  # Appearing: varies. Clumps of 2d6.
  HD: 0 (2 HP)
  Appearance: children in rags. Usually filthy. See Table.
  Voice: plaintive, squeaky, tired. Some urchins practice
  adorable accents or witty banter.
  Wants: food, warmth, money, stability.
  Morality: unlikely to know the difference between
  right and wrong, but very keen on what’s worth money
  and what’s worth a beating. Sometimes commit
  crimes just to get a warm place to sleep for the night.
  Intelligence: usually uneducated but occasionally well-
  bred and well-connected. Surprising array of skills.
  Armour: none. As chain if running or moving.
  Move: normal. No penalty for moving through crowds,
  narrow spaces, or mud.
  Morale: 8.
  Damage: 1d2 punch. 10% chance of having a 1d4
  dagger/club/fist-sized rock.
  Orphans and the children of the very poor roam the
  streets of Endon. Some beg, sell small articles,
  commit petty crime, sweep street-crossings, turn
  acrobatics, or dig through tidal muck of Endon for
  saleable goods.
  1d10
  This Gang of Thieves...
  1
  Sly-eyed young men and women in filthy rags.
  Lead by Spetham Dewitt, locksmith’s apprentice.
  2
  “Crippled” beggars and “lame” soldiers.
  Lead by Old Bells, master of disguise.
  3
  Blank-faced servants with no fixed address.
  Lead by Sir Digby, disgraced lord-in-hiding.
  4
  Prostitutes by night, second-story-thieves by day.
  Lead by Cora Adora, cunning dissembler.
  5
  Tough scarred thugs with thin knives.
  Lead by Johan Wilde, corrupt thief-finder.
  6
  Disreputable high-spirited actors and actresses.
  Lead by Woxim, shadowy cross-dressing thespian.
  7
  Dense-limbed thumb-nosed carters and drovers.
  Lead by Addison Hex, cruel nightsoil-man.
  8
  Very young children with nimble fingers.
  Lead by Sally Walsh, wise withered crone.
  9
  Flamboyant highwaymen and pistoliers.
  Lead by Red Daniel Dray, folk hero and dandy.
  10
  Respectable shoplifting women in long dresses.
  Lead by Gertrude West, amoral blackmailer.
  1d20
  This Urchin is...
  1
  Hana Redhand
  Went to school briefly.
  2
  Toril
  Works as a distractible guide.
  3
  Edith Kemp
  On the edge of falling asleep.
  4
  “Tall Tom”
  Carries a ruined umbrella.
  5
  Dina
  Wants to be a wizard.
  6
  Perry Pint
  Enormous floof of red hair.
  7
  Charlie Fletcher
  Remarkably stupid.
  8
  Elon
  Cheats at cards.
  9
  “Puddle”
  Somehow immune to magic.
  10
  Nickolas
  Instinctively obeys orders.
  11
  “Scoops”
  Completely covered in mud.
  12
  Teresa Runcible
  Hides in the Catacombs.
  13
  Craich Tailor
  Smells of sour milk and grease.
  14
  John Stack
  Eager to please.
  15
  Kora Farrier
  Swears like a sailor.
  16
  Barry Bright
  Knows the tricks of the river.
  17
  Lizzie Tharis
  Haunted, wretched look.
  18
  “Feenie”
  Sadistic and petty.
  19
  Trevar
  Cherubic and plaintive.
  20
  Verna Wyrr
  Musical virtuoso.
  117
   
  
  SCOUNDRELS
  Even in Endon, where killing is frowned upon, few villainous figures are likely to survive contact with the PCs.
  Always have a backup or three. Kill one person and their lieutenant, rival, or vengeful lover will continue to
  make trouble. Anyone who survives first contact becomes a recurring villain (or potential ally). These Scoundrels
  could be backed by the Rivals and Villains on pp. 119–120. If you need stats, use the Thief stats on pg. 117.
  1d20
  First Name Family Name
  Appearance
  Eccentricity
  1
  Agnes
  Heaver
  Soft doughy face, tiny eyes.
  Moves in high society.
  2
  Pollyanna
  Kalewigs
  Battered hat and maroon tailcoat.
  Leaves notes after every crime.
  3
  Charlotte
  Greggs
  Fingers covered in rings and charms.
  Speaks in jargon, slang, and code.
  4
  Hamish
  Silver
  Immaculate fashionable clothes.
  Really likes strangling people.
  5
  Simon
  “the Stink”
  One tooth, one milky eye.
  Dying. Consumptive, pale.
  6
  Ellia
  Shambley
  Wears a false silver nose.
  Cannot tolerate criticism.
  7
  Allan
  Bant
  Severe burns and facial scars.
  Fears darkness, ghosts.
  8
  Antonia
  Panter
  In deep mourning. Lace, flowers.
  Mute, stoic. Has an interpreter.
  9
  “Bandylegs” Duchamps
  Sagging layers of skin.
  Patriotic persona.
  10
  Milly
  Croaker
  Forgettable, pedestrian face.
  Surprising success at seduction.
  11
  Ellison
  Haan
  Peacock-bright clothing.
  Illegitimate child of the Monarch.
  12
  Paul
  Woodenstar Shrouded in dust and ash.
  Secretly charitable.
  13
  Tracy
  Monk
  Brawny, sturdy, and well-poised.
  Completely immune to magic.
  14
  Alice
  Fitz-Fry
  Strange tattoos and rune-marks.
  Deadeye shot with a pistol.
  15
  Piprel
  Squeaker
  Good looking under layers of grime.
  Compulsion to try new drugs.
  16
  “Good Mrs.” Fogg
  Bloodstained butcher’s apron.
  Pretensions to philosophy.
  17
  Jerimiah
  Trentstone
  Long carefully braided hair.
  Shrieks when confronted.
  18
  Arthur
  Blackrum
  Nose broken a dozen times.
  Utterly fearless, remorseless.
  19
  “Long”
  Golt
  Wire-thin, sharp and vicious.
  Thinks everyone is lying.
  20
  Marie
  Trivley
  Ancient, bent, wheezing.
  Sickeningly ambitious.
  1d20
  Schemes
  Tools
  Lair
  1
  Targeted elaborate heists.
  Powerful shadowy backers.
  Network of basements.
  2
  Illegal magic, low rates.
  Illegal necromantic magic.
  Unwholesome garret.
  3
  High-value jewel robberies.
  Illegal mind-altering magic.
  Disreputable gin den.
  4
  Prostitution of all sorts.
  Illegal scrying magic.
  Sprawling factory complex.
  5
  Pick-pocketing ring.
  Crowds of adorable urchins.
  Backstage at a penny theater.
  6
  Extortion and blackmail.
  Intimidated or disgruntled servants. Second floor of a warehouse.
  7
  Industrial sabotage.
  Dangerous destructive magic.
  Overgrown cemetery.
  8
  Robbing newcomers.
  Elaborate disguises.
  Boarded-up abandoned house.
  9
  Kidnap a Minister (pg. 53).
  Meticulous plans and diagrams.
  Rat-infested lodging house.
  10
  Fraud and false promises.
  Disposable public figurehead.
  Servant’s hall of a mansion.
  11
  Daring daylight robberies.
  Popular support.
  Patriotic beer hall.
  12
  Frivolous lawsuits.
  Horde of highly trained minions.
  Stolen house, owner captive.
  13
  Cog in the opium trade.
  Connections everywhere.
  Rickety suite of rooms.
  14
  High-interest loans.
  Great big sacks of money.
  Stalled construction works.
  15
  Stealing magical secrets.
  Flattery, charisma, and lies.
  Rotting ship tied to docks.
  16
  Smash-and-grab with arson.
  Fast horses, anonymous carts.
  Wizard’s irradiated sanctum.
  17
  Wholesale stolen food, grains. Network of bribed street-sellers.
  Gleaming new coaching inn.
  18
  Occasional assassinations.
  High-powered magic wands.
  Low-class apartment.
  19
  Scandal and rumour.
  Forged letters, false seals.
  Deep in the Catacombs (pg. 135).
  20
  Undermine a Cause (pg. 115). Fanatical spies and informers.
  The streets.
  118
   
  
  RIVALS & VILLAINS
  These NPCs aren’t referenced anywhere else in this
  book. They’re useful as recurring foils, either by
  sabotaging the PCs and spoiling their plans or by
  spurring them to more ambitious and daring acts.
  Simply killing these NPCs won’t be easy or profitable.
  PCs could also ally with them.
  ARCH-CRIMINALS
  James Russell
  HD: 7 (30 HP)
  Appearance: huge gorilla. Black fur, knuckle-walk,
  grey face, yellow eyes. Top hat and tattered coat.
  Voice: sophisticated but two octaves too low. Like a
  train in the distance. Enormous sharp teeth.
  Wants: to brutally dominate and coerce followers. To
  exult. To be the king of a new brick and mortar jungle.
  Morality: very short fuse behind a genteel mask.
  Intelligence: brilliant when calm; tactical when angry.
  Armour: as chain. Reduces all physical damage by 1.
  Move: 2×normal, climb normal.
  Morale: 10.
  Damage: 1d6 claw /1d6 claw /1d8 bite. If both claw
  attacks hit the same target, James can rend them
  for an additional 1d6 damage.
  When an experiment in self-polymorph went awry,
  James Russel, formerly a modest if intemperate
  wizard, was trapped in the form of a hulking gorilla.
  Now he terrorizes Endon’s underworld, accumulating
  a loyal gang of thieves and muggers. James doesn’t
  have the attention span to come up with his own
  schemes but he’ll happily take over the plans of others.
  Anita and Lorraine Spenterfelt
  HD: 3 (12 HP) each.
  Appearance: identical twins. Bland, unkempt,
  dressed as washerwomen or embroiderers. Grey-
  blonde hair.
  Voice: murmuring, finishing each other’s sentences.
  Wants: vast wealth and incomparable power.
  Intelligence: neither brilliant or educated but very
  experienced and cagey.
  Armour: as plate. 50% magic resistance. Immunity
  to mind-altering effects.
  Move: normal.
  Morale: 10.
  Damage: 1d8 pistol/1d8 pistol.
  Anita and Lorraine are twins, in a sense. They have
  one soul sharing two bodies. A single sharp mind
  with four arms, four eyes, and four legs. There’s no
  range limit, but the twins don’t like being more than
  a mile apart. They duck in and out of Endon’s
  organized criminal underbelly, taking over gangs,
  leading daring raids, and then vanishing into obscurity.
  NEFARIOUS NOBLES
  Sybil Delton
  HD: 2 (8 HP)
  Appearance: cheerful, bustling, fashionable but very
  reserved. Age concealed by makeup, corsetry, and
  very subtle magic. Large lace bonnet.
  Voice: musical, kind, cotton-wool soft. Soothing words
  for all occasions. Never visibly angry.
  Wants: a cleaner, better world.
  Morality: by her standards, highly principled.
  Intelligence: not quick, but given time to think her
  plans and decisions are usually right.
  Armour: none.
  Move: normal.
  Morale: 9.
  Damage: none.
  Endon’s charities benefit from Sybil Delton’s tireless
  work and deep pockets. Secretly, she slips sterility-
  causing poisons into her donated healing potions,
  ensures workhouse food provides minimal nutrition
  while satisfying hunger, and tries to remove
  “undesirable” elements from Endon’s society.
  In her view, overpopulation is the root cause of crime,
  poverty, unemployment, disease, and the slow
  degradation of moral society.
  Lord Tarrigan-on-Burl
  HD: 3 (12 HP)
  Appearance: corpulent, gouty, archaic. Like a
  preserved cadaver in a funeral suit.
  Voice: thick and mucusy. Rude to inferiors,
  saccharine to everyone else. Quotes poetry.
  Wants: to satisfy a variety of depraved urges.
  Morality: none. Sometimes feels guilty but it passes.
  Intelligence: glazed over by years of falling off horses,
  strong drink, and political rallies, but there’s still a
  drop of venom in his veins.
  Armour: none.
  Move: ½ normal.
  Morale: 7.
  Damage: none.
  A scandal waiting to happen. Diseased in mind,
  body, and soul, Lord Tarrigan-on-Burl’s mansion is a
  house of horrors. His surviving servants, complicit in
  his crimes, are terrified into unbreakable loyalty.
  Accidentally stumbling across his carriage while he’s
  prowling for fresh victims might introduce the PCs to
  a very dangerous adversary. Lord Tarrigan-on-Burl
  will deploy his enormous wealth and influence to
  silence detractors. Many Ministers (pg. 53),
  implicated by friendship with him, will also move to
  ensure a scandal does not reach the papers.
  119
   
  
  SCHEMING WIZARDS
  Lady Diana Melford
  HD: 3 (12 HP)
  Appearance: exceptionally, ethereally beautiful.
  Very well dressed, changes outfits every few hours.
  Voice: drawling, refined, flirtatious, witty.
  Wants: to rule Endon. To create a Magocracy.
  Morality: people from the Upper Class who are on
  her side are tolerable. Everyone else is expendable.
  Intelligence: ambitious, sharp, and manipulative.
  Armour: none. 25% magic resistance.
  Move: normal.
  Morale: 12 but will falsify reactions.
  Damage: 3d6+3 blade of force, killing word (Save or
  Die) for dire emergencies. Prefers the Coppers.
  Other Spells: misty step (100' range teleport as a
  reaction), mind shield (cannot be mind-read or
  scryed), hold person (lock one person in place),
  vision (semi-accurate future prognostication).
  Every few generations, some wizard comes up with
  the bright idea of ruling through magic. It never ends
  well. The personality traits and mental alterations
  required to be a wizard rarely overlap with day-to-day
  political acumen. Diana is a dreamer and a surprisingly
  powerful wizard. She wants to rule Endon. She’s
  slowly gathering allies in the Upper Class. The PCs
  might be useful tools.
  Ostelbert Fields
  HD: 4 (16 HP)
  Appearance: thin, shabby, scruffy. White beard,
  faded black coat, doctor’s bag.
  Voice: hissing whisper. Evasive.
  Wants: wealth, dark magic, and leverage.
  Necromantic immortality.
  Morality: deeply twisted.
  Intelligence: sharp, but slightly fogged by years of
  experimental magic and long evenings of work.
  Armour: none.
  Move: normal.
  Morale: 8
  Damage: none.
  Other Spells: speak with dead, raise skeleton, raise
  zombie, raise crawling claw, vivify (restore 1d6+1 HP
  to a wounded or diseased target), trap soul, lesser
  restoration (remove minor disease, curse, or limb
  loss).
  A disgraced doctor turned back-alley necromancer,
  Ostelbert offers seances with departed loved ones
  (mostly falsified) or, for a hefty payment, raising the
  dead. With bandages, paint, plaster, wire, and glue
  he creates nearly harmless zombies for grieving
  parents or desperate aristocrats. He spends his
  money on opium and research into lichdom. He is
  fanatical about protecting his secret practices;
  anyone who crosses or threatens him will discover
  there’s no limit to his capacity for vengeance.
  Sir Henry Bracken
  HD: 3 (12 HP)
  Appearance: square jaw, deep wrinkles, short silver
  hair, dense moustache.
  Voice: flat, practical, trustworthy.
  Wants: enormous wealth, a permanent legacy.
  Morality: industrial calculated brutality. Won’t hurt
  people for fun; will hurt them for any other reason.
  Intelligence: not brilliant but seasoned.
  Armour: none. 25% magic resistance.
  Move: normal.
  Morale: 10.
  Damage: 1d4 punch, 2d6 wand of magic missile.
  Other Spells: none, but has access to an enormous
  magical library if a specific magical tool is needed.
  Some industrial wizards rise on their own virtues.
  Henry Bracken rose due to other peoples’ virtues.
  He’s a peerless organizers, a financial tyrant, and a
  shameless promoter of his own (minor) improvements
  to magical industrial equipment. He will offer generous
  but dense contracts to promising wizards, then twist
  the terms (or outright ignore them) to claw back the
  rights to the innovation. False stories are leaked to
  newspapers, promising new vices are provided, and,
  if all else fails, anonymous toughs are sent to drive
  Henry’s “partners” to disgrace and suicide.
  Barbara Nessel
  HD: 3 (12 HP)
  Appearance: weatherproof coat, riding boots,
  unfashionable but practical dress.
  Voice: commanding, sharp tone. Typewriter-quick.
  Wants: fame and status.
  Morality: never been truly tested. Probably not
  murderous but willing to bend all the rules.
  Intelligence: well informed. Comes across as gullible.
  It’s an act; she lets people lead her on.
  Armour: none.
  Move: normal.
  Morale: 9
  Damage: none.
  Other Spells: scry, alter writing, sleep, mass confusion,
  invisibility, zone of truth, dominate.
  A newspaper reporter with a dark secret, Barbara
  uses illegal spells to find information that wouldn’t
  otherwise be accessible. She’s careful to back up
  her legitimate stories with interviews, quotes, and
  plausible tales of secret informers and midnight
  escapades. Her fabricated stories tell people what
  they want to hear: villainous foreigners, incompetent
  ministers, scandalous minor nobility (never anyone
  with real influence or power), and secret cabals of
  wizards. She writes under pseudonyms, tips off
  other reporters, and uses bribes and flattery before
  spells. If she takes an interest in the PCs, positive
  coverage will eventually sour and darken. She will
  also happily misdirect suspicion towards other
  figures in Endon.
  120
   
  
  WRONGS & INJUSTICES
  The entries on this table could be ways a PC has been wronged by a rival or villain. They could also be ways the
  PC, deliberately or accidentally, has wronged someone else.
  1d50
  1
  Sold an item that did not operate as promised. Refused a refund.
  2
  Made light of a political, social, or business disaster. Deliberately escalated when challenged.
  3
  Borrowed money, refused to repay. Documentation mysteriously vanished.
  4
  Accidentally killed a beloved pet. Promised compensation, never delivered.
  5
  Ancestors famously duelled. Children raised to maintain the feud at all costs.
  6
  Hired a friend or relative. Lax safety measures and ambitious plans left them crippled and impoverished.
  7
  Convinced a dying family patriarch to change their will at the last moment.
  8
  Twisted the mind and views of a close friend through subtle hints and vague aspersions.
  9
  Promised to denounce an unscrupulous mutual rival; took the rival’s side instead.
  10
  Ensnared in a series of duels or brawls. Each time, the stakes and passions escalate.
  11
  Made generous loans, then called in all debts at once. Bankruptcy, degradation, madness swiftly followed.
  12
  Wormed their way into a position of trust, then absconded with funds, information, and other valuables.
  13
  Stole a story and passed it off as their own. Dined out on borrowed deeds for years.
  14
  A relative was accused of a minor crime, but vindictively sentenced to a horrible death as a warning to others.
  15
  Satirical character in their popular novel infuriates and exposes intimate secrets.
  16
  Cowardice or incompetence in war lead to disaster. Left for dead, along with the secret of that dreadful day.
  17
  Professional rival sabotaged a critical business deal. Total collapse. Business sold at a loss to rival’s proxy.
  18
  Seduced and abandoned a relative, leaving only debt and disease behind.
  19
  Asked for help, then let the full force of the law fall upon duped accomplices.
  20
  Hired a close friend for a prominent position, only to humiliate and demean them into an early grave.
  21
  For sport, lured a naive relative into a life of vice.
  22
  Stole a family heirloom or memento. Was it kleptomania or cruelty?
  23
  Casually murdered a close relative. There’s no proof, of course. All witnesses vanished years ago.
  24
  Inspired servants or close associates to revolt and abandon their duties.
  25
  Stole an inheritance through legal chicanery. All perfectly legitimate but deeply unscrupulous.
  26
  Devastating, quotable, and hilarious epigram reduced a lifetime’s work to a joke.
  27
  Childhood bully, schoolhouse lout, or thuggish fellow apprentice. Never misses a chance to reminisce.
  28
  Ancestral lawsuit traps each new generation in the same ancient and notorious feud.
  29
  A strategic marriage turned sour. Hidden acts of cruelty and violence. A deathbed request to seek revenge.
  30
  Provided a despondent relative with poison and reasons to use it.
  31
  By-products of magical experimentation poisoned and warped a close friend.
  32
  Promised a safe investment. Fled with money, leaving a trail of ruined investors.
  33
  Received credit from the Monarch for work they stole from a relative.
  34
  Spread a truly diabolical rumour, forever soiling both name and reputation.
  35
  Used illegal spells to obtain a position of power and influence.
  36
  Blackmail. They hold critical evidence that could, if published, demolish dozens of careers.
  37
  Fell in love with the same person. They won by deceit, bribery, and forged letters.
  38
  Stole a business idea. Went on to great success; refuses to credit to all others.
  39
  Arson destroyed the family home. A mysterious cloaked figure was seen laughing as the flames spread.
  40
  Ungrateful apprentice, servant, or assistant plots the destruction of their former master.
  41
  Pushed a mob towards violence, then directed the violence at enemies and rivals.
  42
  Replaced life-saving medicine with ineffective substitutes. Relatives perished despite the efforts of physicians.
  43
  Former best friend or ally turned implacable rival. Cold, calculated insults and maneuvers.
  44
  Ambitious land acquisition program pushed vulnerable people from their homes.
  45
  Falsely arrests over a perceived offense. Forced innocent victims to adopt new names and professions.
  46
  A deviating night of sabotage perpetrated by ignorant pawns.
  47
  Wrote florid love letters, then anonymously published the cruelly edited replies.
  48
  Profusely promised assistance, then strung out replies as long as possible, slowly letting hope fade.
  49
  Used magic to turn a close relative into a rat, then released them into the sewers. Leaves taunting rat-traps.
  50
  Simple, primal hatred. No logic, no backstory, no possibility of compromise.
  121
   
  
  MENAGERIE
   
  
  ELSEWHERE CREATURES
  # Appearing: ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6. Can be all of
  the same type or all different types.
  The HD, Appearance, Voice, Move, and Damage of
  Elsewhere Creatures varies widely. See the Table.
  Wants: completely inscrutable. To observe, to devour,
  to change, to freeze; who can say?
  Morality: none detectable.
  Intelligence: mechanical.
  Move: equivalent to fly normal.
  Morale: 12 or 1d12 or 2d6.
  Elsewhere Creatures come from... Elsewhere. Other
  worlds, other dimensions, other planes; it’s unclear
  and a topic of wild speculation among fringe wizards.
  Classification is nearly impossible. They might be seed
  pods, angels, exploratory ships, or blind rampaging
  animals. They don’t obey local physical laws.
  Teleportation magic (pg. 25) can sometimes open
  Elsewhere Rifts or let Elsewhere Creatures slip in.
  1d10
  Size, HD, and Armour
  Colour and Texture
  Sounds Like
  1
  A rotting vole.
  0 HD (1 HP). Armour as plate.
  Stained glass, translucent and delicate.
  An upturned beehive, buzzing
  furiously.
  2
  A squashed cabbage
  1 HD (4 HP). Armour as plate.
  Tangled metal, rusting, leaking oil.
  Dead silence, seems to
  swallow other sounds.
  3
  A heap of shredded furniture.
  2 HD (8 HP). Armour as chain.
  Carved ivory or soapstone, glistening.
  Muttering voices, chewing,
  licking lips.
  4
  A dying horse.
  3 HD (12 HP) Armour as chain.
  Sharp outline but no interior. A cut-out.
  Grinding gears and shrieking
  metal.
  5
  A greasy cookstove.
  4 HD (16 HP) Armour as leather.
  Stacked china plates, scales, smooth.
  Ice squeaking, nails on a
  chalkboard.
  6
  A smashed carriage.
  5 HD (20 HP) Armour as leather.
  Moth wings, powdery, dry.
  High-pressure scream, like a
  kettle.
  7
  A boiled elephant.
  10 HD (40 HP). No armour, 4 DR.
  Wet flesh, fine hairs, grey veins.
  Wheezing like a punctured
  lung.
  8
  A house.
  20 HD (80 HP). Impossible to miss,
  6 DR.
  Oil-slick rainbow, flashing, glowing.
  Thousands of scissors cutting
  through silk. Susurration.
  9
  A coin.
  0 HD (1 HP). Armour as plate, 6 DR. Grey ash mixed with glass marbles.
  A single bass note, hits in the
  diaphragm.
  10
  A sheet. 2D plane, invisible side-on.
  3 HD (12 HP). Armour as chain.
  Cold brown earth, wet, crumbling.
  An orchestra tuning. Sweeps,
  warbles, scratches, honks.
  1d10
  Moves Like
  Attacks
  1
  A stop-motion film, all jerks and
  leaps.
  Bumping into things slowly.
  No damage.
  2
  Blood or wax, dripping, oozing.
  Slamming whip-like protrusions.
  HD # of melee attacks, 1d10 bludgeoning damage.
  3
  A bird with a broken wing, careening. Spitting ball lightning.
  30' range, 2d6 lightning damage, stunned for 1 round on a hit.
  4
  Foam, rising, expanding, sizzling.
  Mirrored limbs appearing 10' away from the body.
  1d6 melee attacks per round, 1d6 damage.
  5
  Boiling mud, wetly flapping.
  Hissing sprays of blue-green flame.
  30' cone, 2d6 fire damage, Save for 1/2 damage.
  6
  Mercury, sliding with weight.
  Needle-sharp spikes of glass and ice.
  1 melee attack, 1d8 damage.
  7
  A drunkard, toppling, staggering.
  Fluorescent whips of liquid.
  10' range, 1d6 attacks per round, 1 damage.
  8
  Grass waving in the wind, smooth.
  Jets of stinking steam.
  30' cloud, no damage, cannot see more than 5'.
  9
  Fire, racing upwards in peaks.
  Hideous roaring energy beam.
  HD×1d6 damage, HD×10' line, 1 round to recharge.
  10
  Breaking glass or bones.
  Roll again twice, potentially combining effects.
  123
   
  
  ELSEWHERE RIFTS
  Elsewhere Rifts are portals to other worlds. They are
  typically ringed with white fog and octarine sparks.
  Creatures and objects can pass through a rift, though
  the world on the other side may be hazardous, toxic,
  or actively hostile. There’s a rubbery forcefield across
  a rift. Objects require a little push to enter or exit.
  Portals remain stable for ¤ 1 hour ¤¤ 1d6 hours
  ¤¤¤ 1d6 days. Exploring the “other side” is possible
  and occasionally rewarding. It can also strand explorers.
  Read straight across for “sensible” rifts or roll for
  each column (6×d10s) for more unusual and
  esoteric worlds.
  1d10
  What You See
  Atmosphere
  Gravity and Weather
  1
  Blinding aurora of colour and
  dancing crystals. Impossible to
  gauge distance.
  Dense but barely breathable.
  Asphyxiation in 3d6 minutes.
  No gravity. Storms of sharp crystals
  oscillate up and down.
  2
  A dark void lit by blue-white stars.
  None.
  Painful death in 1d4 rounds.
  No gravity. Harsh unfiltered sunlight.
  3
  Dim view into a series of connected
  stone bubbles. Dim glowing red veins.
  Breathable but very warm and dry.
  Like walking into a foundry.
  4× normal gravity. Possible to crawl,
  nearly impossible to stand or walk.
  4
  Looking down into a forest of white
  ferns and spindly orchid-like trees.
  Breathable but full of spores or small
  creatures. May cause lung-rot.
  Slightly more than normal gravity.
  Constant rain of black hydrocarbons.
  5
  Irregular grid of green-blue hedges
  extends to the moonlit horizon.
  Breathable but slightly lemon-scented.
  Cloying. Makes people sneeze.
  Normal gravity. Warm wind, wisps of
  high dark grey clouds.
  6
  Dense tangle of impossibly large
  ruined buildings. Columns, streets.
  Thin but breathable. Smells of burnt
  metal, ozone, and rotting milk.
  Slightly less than normal gravity.
  Cold mildly acid rain.
  7
  Stacked ceramic bowls the size of
  counties. Mercury lakes and waterfalls.
  Thick but breathable. Full of metallic
  fumes. Induces madness and
  disorientation.
  2×normal gravity, exhausting to move
  or jump. Distant lightning storms.
  8
  Lightless depression filled with smooth
  spheres, sliding and clattering.
  Thick but breathable High moisture.
  Smells of burning rubber.
  Slightly less than normal gravity.
  Pockets with no gravity. Swirls of ash.
  9
  Murky air is actually a liquid. Shimmers
  like oil. Floating chunks of rock.
  Water full of salt and iodine.
  Normal but shifts directions every
  1d6 minutes.
  10
  A vast plain of white sand, broken by
  jagged black towers like dry trees.
  Thin but breathable.
  Smells of salt and chalk.
  ¾ normal gravity.
  Cold gusts of wind, streaks of dust.
  1d10
  Moving Things
  Hazards
  Loot
  1
  Entire region seems to shift and boil
  constantly like a stirred stew-pot.
  Sizzling thin plates of glass cut
  through flesh but not bone.
  Vorpal fragments seek blood and
  flesh.
  2
  Motes of dust and flakes of rock.
  Painfully intense radiation causes
  nausea, blisters, and cancer.
  None.
  3
  Drips of molten stone. Wire-thin lava
  rivers move like snakes.
  Rolling burps of toxic and/or
  corrosive gas at ankle-height spewed
  from vents.
  Gemstones as light as feathers,
  reflecting the sun of a distant world.
  4
  Wounded Elsewhere Creature (1/2
  HP) drifts and tumbles.
  Fern-like bone growths colonize any
  unwashed wounds, grow rapidly.
  Blood-sap heals wounds, cures
  diseases.
  5
  1d6 Elsewhere Creatures cavorting.
  Some surface are unexpectedly soft
  and sticky, can trap weapons, limbs.
  Soft orbs full of impossibly powerful
  acid.
  6
  1d6 Elsewhere Creatures, at least
  10× larger than normal, but in the
  distance.
  Alarming groaning and rattling.
  Fist-sized blue rocks that are always
  incredibly cold.
  7
  1 Elsewhere Creature nearby,
  bathing or covering itself in some
  sort of fluid.
  Ambushed by 2d6 rapidly moving
  Elsewhere Creatures after 2
  minutes.
  Condensed fronds of rare metals
  (gold, silver, possibly platinum,
  orichalcum).
  8
  Terrain can crack open to reveal 2d6
  Elsewhere Creatures.
  Intermittent high-pitched shriek
  drives mortal creature to their knees
  with pain.
  Coiled silver snail shells repeat
  anything spoken into them.
  9
  Streams of bubbles or vacuum-
  pockets.
  Currents of wind, water, or invisible
  force move to separate explorers.
  Rare twisted stone rods greatly
  enhance damaging spells and
  destructive magic.
  10
  1 Elsewhere Creature on a mindless
  patrol route.
  Hidden cracks and fissures.
  Black faintly warm stone that slowly
  sublimates into a hallucinogenic gas.
  124
   
  
  EXOTIC & NIGHTMARISH CREATURES
  The Leonine Cartel (pg. 27) introduced polymorphed creatures to Endon. Exotic creatures are animals that could
  be found in menageries or dinner tables. Nightmarish Monsters are creatures drawn from the fevered imaginations
  of wizards. Stats for these creatures are not given in this book; improvise or use a manual of monsters.
  1d50
  Exotic Creatures
  Nightmarish Creatures
  1
  Antelope
  Baboon (except with 8 limbs and no fear)
  2
  Ape, Enormous
  Ball of Flesh (10 screaming, drooling mouths)
  3
  Ape, Orange
  Banshee (except thinking of the song resummons it)
  4
  Badger, Giant
  Bat, Giant (except flies through walls, eats eyeballs)
  5
  Bat, Giant Fruit
  Bear (except rubble-demolishing, unstoppable)
  6
  Bat, Vampire
  Bird (except eyeless, featherless, and huge)
  7
  Bear, Brown
  Brain Mole (except flying)
  8
  Bear, Polar
  Camel (except carnivorous, corrosive spit and milk)
  9
  Boar, Savage
  Cat (except very large and invulnerable)
  10
  Buffalo
  Centipede, Giant (with fractal centipedes for legs)
  11
  Camel
  Cerebral Parasite (fungal, sporulates)
  12
  Cheetah
  Chimera (except mix 3 Exotic Creatures)
  13
  Crocodile
  Crawling Claw (except it’s a living person’s hand)
  14
  Dolphin
  Crow (except feathers are flayed skin)
  15
  Elephant
  Doppelganger (can also teleport)
  16
  Fox, Arctic
  Dryad (except thorns, brambles, and sharp fingers)
  17
  Frog, Giant
  Earthworm, Giant (eats stone and flesh)
  18
  Frog. Tropical
  Fairies (swarming, pulling out hair and teeth)
  19
  Giraffe
  Frog (except huge and horribly soft, like bread dough)
  20
  Gorilla
  Gelatinous Cube (supersonic)
  21
  Heron, Frilled
  Ghost (of furniture, still drains life energy / XP)
  22
  Hippopotamus
  Ghoul (2" high, same damage and effects. Swarms.)
  23
  Hyena
  Giant (except spaghetti-limbed and very strong)
  24
  Iguana
  Goblin (splits into 16 new goblins every full moon)
  25
  Jackal
  Green Slime (except invisible)
  26
  Jaguar
  Horse (carnivorous, child-eating)
  27
  Leopard
  Horse (except snakes for legs, climbs very quickly)
  28
  Lion
  Human (except leaking black oil and teeth)
  29
  Lizard, Enormous
  Human (except with bird’s legs, wings, shark teeth)
  30
  Lynx
  Hydra, Goose (enough said)
  31
  Monkey, Hooting
  Hydra, Infant-Headed (throws tantrums)
  32
  Oryx
  Lamb (wool is sticky, clogs throats and coats hands)
  33
  Ostrich
  Leech (except sucks out calcium from bones)
  34
  Owl, Screech
  Mimic (also drains life energy / XP)
  35
  Owl, Snowy
  Ogre (scissor-handed, iron-clad, screeching)
  36
  Parrot
  Pig (explodes messily if frightened)
  37
  Peacock
  Slug, Giant (the size of a cottage, spits corrosive slime)
  38
  Porcupine
  Snail, Giant (except shoots deadly eye beams)
  39
  Rhinoceros
  Snake, Giant (seemingly infinitely long)
  40
  Salamander, Giant
  Spider, Giant (except always right behind the viewer)
  41
  Scorpion
  Spider, Giant (except glass-spindle legs, glowing eyes)
  42
  Snake, Giant
  Stag (except grasping arms for antlers)
  43
  Snake, Venomous
  Tick, Giant (except reproduces in minutes)
  44
  Songbird, Resplendent
  Toad (exudes hallucinogenic mist, 30' radius)
  45
  Tiger
  Unicorn (except sadistic and very, very fast)
  46
  Toad, Desert
  Werevegetable (half human half carrot)
  47
  Tortoise, Giant
  Wolf (except smart enough to do calculus)
  48
  Vulture
  Worms (burrow into skin, slither around)
  49
  Wolf, Tundra
  Roll on the Exotic Creatures table, has a human face.
  50
  Zebra
  Roll on the Elsewhere Creatures table (pg. 123)
  125
   
  
  GEL KNIGHTS
  # Appearing: 1
  HD: 4 (16 HP)
  Appearance: a suit of antique plate armour sealed
  with rubber and solder.
  Voice: silent. Perhaps some gurgling.
  Wants: to be fed (unlock and open the helmet).
  To obey orders.
  Morality: none.
  Intelligence: dog-like.
  Armour: as plate + shield.
  Move: ½ normal, clankingly.
  Morale: 12.
  Damage: 1d8 sword/1d8 sword.
  Strong, obedient, and sturdy, Gel Knights guard
  many stately homes and busy workshops. A specially
  imprinted blue-green slime is poured into a suit of
  armour, taught to obey orders, and fed regularly.
  The slime is harmless on its own but flings a suit of
  armour about with surprising strength and endless
  endurance.
  MILD DOGS
  # Appearing: ¤ 1d6 ¤¤ 2d6 ¤¤¤ 3d6
  HD: 0 (1 HP)
  Appearance: a slobbery mutt with large, unnaturally
  sad eyes.
  Voice: solemn wuffling.
  Wants: to lick things, eat things, get rubs.
  Morality: good dog.
  Intelligence: uncomplicated.
  Armour: none, but requires a Save to harm.
  Move: normal.
  Morale: 4.
  Damage: 1d6 bite but only in dire emergencies.
  Mild Dogs were originally bred as guard animals.
  They exude happiness, passivity, and calm in a 10'
  radius. Burglars sit down to pet them, all thoughts of
  theft and gain forgotten. Hardened murders might
  be able to resist. Creatures in a 10' radius of a Mild
  Dog must Save each round to do anything violent,
  selfish, or rude.
  126
   
  
  THE GHOST WHALE OF ENDON
  # Appearing: 1 (unique)
  HD: 7 (30 HP)
  Appearance: cetacean ghost, a translucent outline
  paddling through fog and buildings.
  Voice: mostly silent, but it howls sometimes.
  Wants: friends, belly-rubs, krill.
  Morality: a good dog... but not that good.
  Intelligence: dim and deeply confused.
  Armour: none. Requires magic weapons to hit. All the
  usual ghost immunities (charm, sleep, cold, etc.)
  Move: 2×fly, swims through solid objects.
  Morale: 6
  Damage: 1d8 life-draining bite or whale howl.
  The ghost whale’s howl affects anything in a 50' cone
  in front of it. It starts as a low rumbling, then rises to
  a painful, oppressive shriek that bursts blood
  vessels, cracks skulls, and pulps eyeballs. It takes
  two rounds to reach full power. In the first round,
  anyone in the area of effect can try to flee the area.
  If they remain inside, they take 1 damage. In the
  second round, anyone in the area must Save or die.
  Typically the ghost whale only howls once a night.
  Pigeons are not very bright. Their feeble little souls
  rarely survive being polymorphed into whales (pg. 125).
  But once, by accident, one of Bartelby’s assistants
  polymorphed a stray dog. Dogs, as any professional
  wizard knows, have the greatest soul-to-mass ratio
  of any mammal. No sensible wizard would credit
  them as distant evolutionary relatives to whales, but
  it’s true. Being a whale was, for the dog, a deeply
  confusing experience, so after death the dog-whale
  stuck around to see what the fuss was about.
  The dog wasn’t a particularly good dog in life but it
  wasn’t vicious or spiteful either. It wants to chase
  carriages, sniff garbage, and fall asleep in front of
  the fire; all things made difficult by its spectral
  existence. It might be possible to tame it.
  Treasure: 1d10lbs of ambergris ectoplasm (ghost
  whale barf). Like half-real solidified glowing air.
  Worth 200gp per lb to any wizard or perfumer in
  Endon. One of the few scents ghosts find pleasant.
  127
   
  
  SKELETONS
  # Appearing: 2d6
  HD: 1 (4 HP)
  Appearance: typically an animated humanoid skeleton.
  Skeletons Variants can be found on pp. 130–131.
  Results 1–50 are true undead, 51-100 are creatures
  masquerading as or visually similar to skeletons.
  Voice: clacking.
  Wants: to obey the primal motives they held in life.
  People aren’t complicated. Murderous.
  Morality: none.
  Intelligence: flashes of intelligence but mostly
  incompetent, disorganized, and obsessive.
  Armour: none. ½ damage from slashing and
  piercing weapons.
  Move: normal.
  Morale: 12
  Damage: 1d6 weapon strike, claw, bludgeon, etc.
  Variant skeletons (pg. 130) may have different attacks.
  SPEAKING RAT SOCIETY
  # Appearing: 1 swarm unless there’s a critical meeting.
  HD: 10 (40 HP)
  Appearance: a swarm of rats. Some wear waistcoats,
  sashes, hats, helmets, belts, or dresses. Occupies
  one 10' square for every 10 HP remaining.
  Voice: in a swarm, they can squeak out intelligible
  words one at a time. Alone, they can just squeak.
  Most can read and write.
  Wants: to overthrow the Hated Overlords (humanity)
  and establish a society free from prejudice, poison,
  traps, and terriers.
  Morality: kind to other rats. Machiavellian and
  manipulative to humans.
  Intelligence: as smart as a crowd of people.
  Armour: none. ½ damage from slashing and piercing
  weapons, full damage from bludgeoning, 2×damage
  from explosions or area-of-effect attacks.
  Move: 2×normal in all directions at once.
  Morale: 6.
  Damage: 1d6 biting/clawing to any adjacent targets.
  Rats have very similar souls to humans.
  Enchantments and transformations that work on
  them often translate well to full-scale production.
  Many of Endon’s rats, soaked in magical radiation
  and altered by thousands of experiments, have
  grown more than a little strange.
  They’ve organized committees, appointed leaders,
  and fomented plans. The objectives of the Society
  are, at the moment:
  • Destroy all humans, cats, and dogs.
  • Seize all food, soft fabrics, and shiny objects.
  • Distribute them among all rats.
  They’re not entirely sure how to go about this, but
  they’re smart enough to make deals with humans
  when it suits them. Bribed with food they make
  excellent spies and saboteurs, but they deeply
  desire humanity’s extinction.
  128
   
  
  STRAY SPELLS
  # Appearing: ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6
  HD: 2 (8 HP)
  Appearance: varies considerably. See table.
  Voice: faint sizzling.
  Wants: obscure, alien things, divorced from normal
  earthly biology.
  Morality: none detectable.
  Intelligence: inscrutable.
  Armour: none, but reduces all non-magic damage to 1.
  Move: fly normal (unless otherwise specified).
  Morale: 12.
  Damage: varies. See table.
  Released from broken enchantments, miscasts,
  dead wizards, burnt spellbooks, and a thousand
  other magical accidents, spells saturate Endon.
  Most evaporate but a few find new homes.
  As the Tempo increases, Stray Spells become more
  common. Some are harmless curiosities, swatted
  away by the Coppers or by passing wizards. Others
  rampage through the city wreaking havoc.
  ¤ Stray Spells only appear via the Random
  Encounter Table (pp. 16–18).
  ¤¤ Stray Spells can appear any time there’s a magical
  disaster or a battle that lasts more than 4 rounds.
  ¤¤¤ Stray Spells can appear at any time, drifting
  over the city or burrowing through the stone. The GM
  should feel free to toss Stray Spells around with
  reckless abandon.
  1d20
  Stray Spells
  1
  Mobile oil stain coating 5×10' squares. Moving in it requires a Save not to fall prone.
  2
  Ricocheting ball of fire. Anyone struck takes 1d6 fire damage, must Save or ignite.
  3
  Flickering motes of light. Illuminates a 30' radius. Harmless.
  4
  Screeching magic arrow diving in and out of stone. Moves in straight lines. 1d6 damage.
  5
  Swarm of 3d6 loaf-sized floating stones. Gently push people and try to tip them over.
  6
  Floating claw made of invisible force. Grabs magic items (Strength 15), flings them 30'.
  7
  Silver-green needle darts like a fish. 50% to untie any rope or open any lock it sees.
  8
  Soft white cloud. Lands on a target’s head. 50% chance to put them to sleep.
  9
  30' cube of masonry phases in and out of existence on alternate rounds.
  10
  Green sizzling orb slowly rolls along the ground like a snail. 1d6 acid damage.
  11
  Roving 30' cube of invisibility. Everything inside invisible, including to other things in the cube. Seems
  to love causing traffic accidents.
  12
  Newspaper fluttering like a butterfly. Explodes (2d6 damage, 10' radius) if read.
  13
  Illusionary glowing human figure. Often mistaken for a ghost. Murderers must Save vs Fear.
  14
  30' cube of black fog with purple edges. Anyone inside must Save vs Nausea.
  15
  Paving stones, floors, walls flex and move 10' upwards, as if disturbed by a giant worm.
  16
  30' cube of choking acidic mist. Deals 1 damage per round to everything inside it.
  17
  Floating glass orb. Offers a view into a random location within 1 mile. Roll 1d20+5 for location
  (pp. 9–12) if required.
  18
  Silent roving flickering illusion of a carriage, a horse, three urchins, and a small building all fused into
  one hideous amalgam. Flesh and mortar flow like wax.
  19
  Swarm of dancing grass, matchsticks, newspapers, and dead fish. Harmless.
  20
  Bright red point of light making horrible screeching noises. Drowns out all sound in a 20' radius.
  Causes headaches and mild nausea, otherwise harmless.
  129
   
  
  1D100 SKELETON VARIANTS
  1d100 Type
  Description
  1
  Regular Skeleton
  Grabby hands.
  2
  Armed Skeleton
  Sword and shield.
  3
  Armed Skeleton
  Big rusty axe. Swings overhand.
  4
  Armed Skeleton
  Spear and shield. Circles and stabs.
  5
  Armed Skeleton
  Bow and arrows. Shockingly accurate.
  6
  Armoured Skeleton
  Rusty horned helmet. Unusually tough.
  7
  Armoured Skeleton
  Scraps of leather and chain. Traps and binds swords.
  8
  Armoured Skeleton
  Full plate, hinged visor, sword, shield. Clang. Clang. Clang.
  9
  Valuable Skeleton
  Gems in eye sockets.
  10
  Valuable Skeleton
  Coated in gold foil.
  11
  Royal Skeleton
  Wears a crown, carries a scepter, directs others.
  12
  Decorated Skeleton
  Covered in brightly coloured paint. Smears easily.
  13
  Knight Skeleton
  Skeleton with a sword on a skeleton horse.
  14
  Two-Headed Skeleton
  Slightly smarter than average.
  15
  Four-Armed Skeleton
  Additional attack. Lots of grappling.
  16
  Four-Armed Skeleton
  With four curved swords. Like a blender.
  17
  Long Arm Skeleton
  Attacks with whip-like many-jointed arms.
  18
  Ogre Skeleton
  Thick skull. Big and dumb and mean.
  19
  Giant Skeleton
  Crouched and bent. Way too fast for its size.
  20
  Gas Burst Skeleton
  Hollow bones filled with toxic green fumes.
  21
  Dust Skeleton
  Explodes into choking bone dust. Too easy to kill.
  22
  Floating Skelehead
  Flying skull dragging a flail body.
  23
  Skeleton Jelly
  Invulnerable skeleton coated in orange slime. Immune to everything.
  24
  Vitrified Skeleton
  Blasted into cloudy glass and carbonized chunks.
  25
  Ash Skeleton
  Coated in volcanic dust and stone.
  26
  Bloody Skeleton
  Coated in blood and scraps of flesh.
  27
  Tar Skeleton
  Coated in sticky pitch. Flammable at high temperatures only.
  28
  Fire Skeleton
  On fire, somehow. Lobs fireballs and hops around.
  29
  Seductive Skeleton
  Poses against wall, waggles hips suggestively.
  30
  Beehive Skeleton
  Swarm of bees in the ribcage. Loud buzzing.
  31
  Hibernaculum Skeleton
  Tangle of snakes in the ribcage and skull. Extra poison bite attacks.
  32
  Hibernaculum Skeleton
  Cluster of bats in the ribcage and skull. They get in the way.
  33
  Droning Skeleton
  Swarm of giant mosquitoes in the ribcage and skull.
  34
  Exo-Skeleton
  Giant crab shell. Attack its weak spot.
  35
  Exo-Skeleton
  Shed spider skin, coated in hair. Residual venom in the fangs.
  36
  Dog Skeleton
  Bites and hunts. Could be tamed.
  37
  Bird Skeleton
  Small. Tries to peck out eyes. Usually operates in flocks.
  38
  Horse Skeleton
  Panics. Not smart, but very leggy.
  39
  Giant Fish Skeleton
  Maw full of sharp teeth. Hops and flops.
  40
  Giant Snake Skeleton
  Skitters on ribcage legs.
  41
  Nesting Skeleton
  Skeleton with another smaller skeleton inside, etc.
  42
  Inverted Skeleton
  Walks on hands, kicks victims in the face.
  43
  Ball Skeleton
  Fifty skeletons mashed together. Crawls and rolls.
  44
  Wheel Skeleton
  Comes out of nowhere, rolls at a blistering pace, runs people over.
  45
  Skelecopter
  Spinning knife-edged arms let the skeleton fly.
  130
   
  
  46
  Explosive Punch Skeleton
  Fires one arm like a primitive gunpowder missile.
  47
  Ribcage Maw Skeleton
  Tries to bite people to death with its chest.
  48
  Ghost Skeleton
  Poltergeist manipulating bones. Floaty and wobbly.
  49
  Dancing Skeleton
  Will try to dance with the living. May pull their arms off.
  50
  Fossil Dinosaur
  Stuck halfway into the walls.
  51
  Painted Human
  Skinny person in black and white paint. Realistic.
  52
  Disguised Human
  Person in very deceptive black and white clothing.
  53
  Disguised Human
  Person in black clothing with a skeleton tied to it.
  54
  Disguised Human
  Person in skeleton armour.
  55
  Incredibly Old Human
  Nearly transparent skin, stringy hair, knobbly fingers.
  56
  Cursed Human
  Cursed by a witch to look like a skeleton. Can only say “Ack”.
  57
  Wereskeleton
  Human by day, skeleton by the light of the moon.
  58
  Cloth Skeleton
  Animated by painted spells.
  59
  Paper Skeleton
  Folded from one sheet of enchanted paper.
  60
  Chalk Skeleton
  Carved and articulated golem. Squeaky and dusty.
  61
  Straw Skeleton
  Tightly wound straw limbed golem. Rustic.
  62
  Wood Skeleton
  Carved and articulated golem. Brass hinges.
  63
  Clockwork Skeleton
  Controlled by springs, wires,and a golem brain.
  64
  Wall Skeleton
  2D cutout, slides along walls, takes over humanoid shadow.
  65
  Ooze Skeleton
  Bones motivated by transparent jelly.
  66
  Plant Skeleton
  Bones motivated by parasitic vines.
  67
  Rat War-Engine
  Skeleton controlled by Speaking Rats (pg. 128) with pulleys and levers.
  68
  Mimic Skeleton
  Just another bizarre mimic disguise.
  69
  Puppet Skeleton
  Controlled from another room by nearly invisible wires.
  70
  Puppet Skeleton
  Controlled by a reclusive telekinetic wizard hiding nearby..
  71
  Illusory Skeleton
  Stop-motion, projected via a magic gem lantern.
  72
  Illusory Skeleton
  Realistic, but projected on a flat plane. Flickers between viewers.
  73
  Illusory Skeleton
  Magic projects an image of viewer’s skeleton. All actions are mirrored.
  74
  Worm Skeleton
  Bones motivated by flesh-eating red worms.
  75
  Delusion Skeleton
  Created by a spell. Only exists in the target’s mind.
  76
  Delusion Skeleton
  Hallucinogenic dust from a rare plant makes victims see skeletons.
  77
  Goblin Skeleton
  Too stupid to know it’s undead, sneaky enough to get away with it.
  78
  Skeleton Bird
  Thin wading bird camouflaged as a hunched-over skeleton.
  79
  Skeleton Bird
  Feathers and legs make a convincing illusion
  80
  Infernal Skeleton
  Summoned from somewhere hot. Sulphurous, daemonic. Tiny horns.
  81
  Angelic Skeleton
  Halo, wings, ragged white robes. Not good with small talk.
  82
  Ivory Skeleton
  Incredibly valuable if captured undamaged. Easy to crack.
  83
  Stone Skeleton
  Golem carved from white marble. Beautiful. Loves to pose.
  84
  Ice Skeleton
  Summoned from somewhere cold, forced into this shape.
  85
  Smoke Skeleton
  Enchanted grey fog, forced into this shape.
  86
  Insect Skeleton
  Stick-like Catacomb insect camouflaged as a skeleton.
  87
  Rope Skeleton
  Made of enchanted white rope, carefully knotted and coiled.
  88
  Glassflesh Creature
  Clear living tissue surrounding a coincidentally humanoid skeleton.
  89
  Skeleton Lure
  Huge anglerfish creature with wobbly skeleton lure.
  90
  Skeleton Hermit Crab
  Skull-shaped crab manipulates other bones with spindly legs.
  91
  Skeleton Hermit Crab
  Each bone is home to one small crab. They work together.
  92
  Inflatable Skeleton
  Special bladder deployed by a small turtle. Scares away predators.
  93
  Bony Lizard
  Armour plated in white. Skull looks very odd in profile.
  94
  Disguised Dryad
  Hidden inside of bones so people leave it alone.
  95
  Lead Skeleton
  White lead golem. Dense but soft. Toxic in large doses.
  96
  Wax Skeleton
  Candle golem with a macabre shape. Flammable.
  97
  Paper Mache Skeleton
  Enchanted and full of delicious hard candy. Candy may be cursed.
  98
  Rogue Anatomy Model
  Clay organs inside an enchanted clay skeleton. Obeys commands.
  99
  Octopus Skeleton
  Controlled by thin mutated terrestrial octopus. Skittish.
  100
  Glass Skeleton
  Enchanted artistry. Can use to deduce potion effects.
  131
   
  
  THAUMOVORIC EELS
  # Appearing: ¤ 1d6 ¤¤ 2d6 ¤¤¤ 3d6
  HD: 4 (16 HP)
  Appearance: shimmering rainbow-coloured eel with
  small wings instead of fins. Large and quick.
  Voice: shrieks the pentatonic scale.
  Wants: to eat spells and magic items.
  Morality: animal brutality.
  Intelligence: fishy.
  Armour: as leather. Immune to magic of any kind.
  Magic damage heals instead.
  Move: fly 2×normal.
  Morale: 8
  Damage: 1d4 bite. Thaumovoric Eels can make
  called shots on magic items, wands, spellbooks,
  or wizard’s heads. On a hit, they absorb 1d6 magic
  charges or 1 spell or 1 enchantment. High-level
  spells or enchantments may get a Save.
  Thaumorvic Eels flit along the River Burl (1, pg. 9).
  Perhaps they were once simple river-eels twisted by
  magical radiation. Perhaps they were imported from
  some far-off land of flying serpents and vine-covered
  pyramids. Perhaps a wizard made them to spite a rival.
  Their flesh tastes appalling, but eating it reduces all
  incoming magic damage by 1 for 1 hour.
  TUNNEL TROLLS
  # Appearing: ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6
  HD: 7 (28 HP)
  Appearance: hulking warty humanoid covered in
  clay. Grey-green, shambling, glowing red eyes.
  Voice: deep groans.
  Wants: to eat delicious soft flesh.
  Morality: moderately vindictive.
  Intelligence: dim but full of cunning and guile.
  Armour: as chain.
  Move: normal. Can climb or squeeze through small
  gaps with startling ease.
  Morale: 10.
  Damage: 1d8 claw/1d8 claw/1d12 bite.
  Tunnel Trolls regenerate 3 HP per round. The individual
  parts of a Tunnel Troll will continue to fight and live
  even if severed, sometimes growing into new trolls
  over several hours. Acid, fire, or very strong magic
  prevents regeneration.
  Some say the Catacombs of Endon (pg. 135) are full
  of trolls. This is a slight exaggeration, but there
  certainly are a lot of them down there. Experiments
  in biomancy, badly brewed potions, or the mad
  schemes of wizards can produce more trolls. Some
  are tragic, some are endemic, all are ravenous.
  1d10
  Troll Variants
  1
  Stonehide. Takes ½ damage from slashing
  and piercing weapons.
  2
  Rubberized. Takes ½ damage from
  bludgeoning weapons.
  3
  Two-Headed. Extra bite attack, immune to
  mind-altering effects.
  4
  Spellbelcher. Once per day, spew a 30'
  cone. 2d6 magic damage, Save to Dodge.
  5
  Mind-Reading. Resembles a caricature of
  the viewer’s enemy or rival.
  6
  Four Armed. Extra claw attack, loves to
  grapple and tear people apart.
  7
  Bilespewer. Once per day, spew a 50' line.
  2d6 acid damage, Save to Dodge.
  8
  Flammable. If lit on fire, bursts spectacularly
  and moistly after 1d6 rounds.
  9
  Bloodsniffer. Huge fleshy nose. Can track
  a target anywhere, will always seek revenge.
  10
  Amphibious. Swim normal, breathes
  underwater. Webbed hands and feet.
  132
   
  
   
  
  DUNGEONS
   
  
  THE CATACOMBS
  First, find a way in. Graveyards, basements, and
  excavations all provide access routes. Old Endon
  Cemetery (9, pg. 10) and the Auld Grey Cathedral
  (10, pg. 10) and contain well-known entry points.
  The Catacombs can be explored like a classic dungeon
  with randomly generated rooms. Maps are provided
  on pg. 136. Make print copies, cut them out, and
  use them as tiles. Alternatively, describe the locations
  using classic grid squares or abstract distances.
  Roll d10+Depth for Locations. The GM can roll for
  Details and Complications at their discretion. The GM
  should also feel free to add new rooms, connecting
  tunnels, etc. To randomly join up rooms, roll 1d4 if
  required.
  Roll for Encounters every time the players move into
  a new room. Roll 1d12 if they are travelling
  cautiously and spending time searching. They may
  get an Omen before an Encounter. Roll 2d6 if they
  are moving incautiously, fleeing, or hurrying.
  Stairs (in 3. Ladder Shaft, 5. Mine, and 13. Fungal
  Sprawl) indicate clear methods of ascent or descent.
  The GM should feel free to introduce other methods.
  The Catacombs are not level; accidentally changing
  Depth is possible.
  The Catacombs are vast, ancient, and unmapped.
  Cave-ins, new excavations, and magical radiation
  constantly alter their layout. Nearly any traditional
  dungeon can be placed in the Catacombs.
  1d10+Depth
  Locations
  Details
  Complications
  1
  Basements
  Constant Drip of Water
  Unstable Rocks and Passages
  2
  Crypt
  Tangle of Roots
  Bad Air or Fog
  3
  Ladder Shaft
  Crushed and Crumpled
  Crumbling and Unstable
  4
  Ossuary
  Scrawls and Scratchings
  Concealed Drops or Pits
  5
  Mine
  Trash Heap
  Very Slippery Clay
  6
  Pipe Maze
  Thumping, Churning, Rushing
  Strong Sewer-Stink
  7
  Pumping Station
  Dead Explorers
  Tidal Flooding
  8
  River
  Soggy Brick and Stone
  Trapped or Disguised
  9
  Stormwater Drains
  Immaculately Maintained
  Sharp Iron or Bone Spikes
  10
  Sunken Pool
  Tilted and Distorted Floor
  Vertical not Horizontal
  11
  Gallery
  Pulverized Bone Layer
  Grinding Gears, Spinning Shafts
  12
  Stone Circle
  Strong Ambient Magic
  Burning Gas-Flare
  13
  Fungal Sprawl
  Treasure Hoard
  Induces Nausea and Madness
  14
  Temple
  Unusually Warm or Cold
  Ferociously Defended
  15
  Sump
  Impossible Geometry
  Distorts Spells and Enchantments
  1d12 (Cautious)
  2d6 (Incautious)
  Omen
  Encounter
  1
  Filtered sounds of city traffic.
  Possible exit to another part of Endon (1d10+5, pp. 9–12).
  2
  Buzzing flies, smell of rot.
  Waterlogged corpse buried in the sludge.
  3
  Quiet high-pitched conversation.
  A swarm of the Speaking Rat Society (pg. 128).
  4
  Chalk marks, climbing ropes.
  A gang of 2d6 thieves and their lair.
  5
  Slither, flicker of colour.
  ¤ 1d6 ¤¤ 2d6 ¤¤¤ 3d6 Thaumoviric Eels (pg. 132).
  6
  Click of bone on bone.
  1 Skeleton (pg. 128) clambering, stumbling.
  7
  Rattle and flicker and thump.
  2d6 Skeletons (pg. 128) roaming, grasping at life.
  8
  Groans, mubling, heavy tread.
  ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6 Tunnel Trolls searching for a meal.
  9
  Quiet tones, rude words.
  2d6 urchins, lost, playing, or hiding.
  10
  Sizzle of steam and raw magic.
  ¤ 1 ¤¤ 1d6 ¤¤¤ 2d6 Stray Spells blundering, fizzing, drifting.
  11
  Faint reflection of magic.
  1d4 Minor Magic Items (pp. 93–96), 1d10×10gp.
  12
  Gleam of gold.
  1 Magic Weapon (pp. 99–102), 1d20×10gp.
  135
   
  
  LOCATION DETAILS
  1. Basements
  Endon is built on a marsh; buildings slowly sink.
  Brickwork, old rotting boards, possible access into
  rooms above, possibly inhabited by squatters,
  thieves, urchins, or rats.
  2. Crypts
  The ancient dead were buried in vast stone tombs.
  Alcoves full of bones. Rotting shrouds. Loose spells
  seek convenient containers; skeletons once held
  souls. Sometimes they rattle or sizzle. Most valuables
  looted, but some grave goods might remain in
  deeper areas.
  3. Ladder Shaft
  Sunk as part of some new or ancient project. Winding
  stone stairs, clean iron rungs. Clips for lanterns or
  holes for torches. Good place for a trap or ambush.
  4. Ossuary
  Mass grave, channel pit, ancient monastic morbid
  devotional construction. Densely stacked bones in
  columns, rows, and heaps. Rats and spiders.
  5. Mine
  Dug for lead, clay, coal, or iron. Ancient, cramped,
  follows the seam and bend of long-extinct riches.
  Wooden beams, toxic water.
  6. Pipe Maze
  Knot of wooden, iron, copper, and stone pipes. All
  leaking, washing away soil and eroding stone.
  7. Pumping Station
  Machines to keep Endon from flooding, keep water
  flowing, drain a mine, or move sewage. Primordial
  water-screws, new steam-engines (with crews),
  golem-lifts, etc.
  8. River
  Rushing water or sewage. Treacherous to cross.
  Grates, pipes, sluice-ways. Bridges if you’re lucky.
  9. Stormwater Drains
  Slick channels from the surface to carry away
  rainwater and prevent constant flooding. Natural
  fissures, angled channels, or huge new pipes. Might
  be possible to climb up with equipment, but likely to
  pass through a few other chambers on the way.
  10. Sunken Pool
  Lake of fetid water. Strange fish or amphibians.
  Possibly glimmer of gold or washed-out treasure.
  11. Gallery
  Mined-out area. Stone columns, polished, rough, or
  natural. Unnatural order in a chaotic region. Possibly
  some worn mosaics or inscriptions.
  12. Stone Circle
  Built by antediluvian wizards to focus or channel
  magic energy. Remnants may hold spells, secrets,
  or residual power.
  13. Fungal Sprawl
  Rich layer of silt and organic matter covered in puffy
  white fungus filaments, grey-blue mushrooms, insects.
  14. Temple
  Primitive stone structure dedicated to some half-
  forgotten god or powerful intercessionary figure.
  Worn statues, rough paintings, ancient tiles.
  Possibly hidden.
  15. Sump
  Everything that can be washed away ends up down
  here. Murder victims, vital clues, gold, magical
  radiation, old shoes; it all winds up in a sump.
  136
   
  
  THE BELLS OF ST. BRISTOW
  Last night, someone stole three bronze bells from the
  church of St. Bristow. The local priest, Father Micklewhite,
  has offered a small reward of 100gp for their return. The
  Coppers promised to investigate but everyone knows they
  rarely solve property crimes. They didn’t even look around.
  The church is small and decrepit. The stone bell tower is a
  local landmark and the sound of its bells binds the
  community together, even if they rarely attend services. A
  few residents have gathered outside the church.
  Father Micklewhite, infirm priest: “A terrible business. Must
  have been a whole gang of rascals.”
  Mrs. Windsor, skeptical nurse: “Wizards, I have no doubt,
  melting the bells down for copper or using ‘em as
  cauldrums.”
  Lance Bisby, excitable reporter: “The thieves must have
  used some sort of flyin’ machine.”
  David Dire, costermonger: “Nobody from ‘round here
  would dare touch those bells, I’ll tell you that much.”
  Bell Hermit Crab
  HD: 4 (16 HP)
  Appearance: red crab in a bronze bell. Too many hairy
  legs. Oval eyes on independent eyestalks. Whiskers.
  Voice: chattering, clicking mouthparts.
  Wants: to eat food, grow fat, lay eggs.
  Morality: uncomplicated.
  Intelligence: instinctual.
  Armour: as plate + shield. If tipped over, legs have armour
  as leather. If pulled out, body has no armour.
  Move: normal.
  Morale: 8.
  Damage: 1d8 snipping claw.
  CLUES
  Each bell weighed at least 400lbs.
  One of the church’s windows was broken. The window is
  large enough for a horse to fit through.
  There are scrape marks down the inside of the bell tower,
  as if the bells were lowered, but no scrape marks inside
  the church itself.
  The ropes and bars holding the bells were mangled, not
  cut.
  One of the mausoleums in the church graveyard also was
  broken open.
  Father Micklewhite is shocked by all of this.
  1. The Mausoleum
  The Family Ramsey’s. Iron door mangled, possibly opened
  from the inside. Contains 3 broken coffins, no bodies, and a
  large damp tunnel leading downwards.
  2. Trash Heap
  Pots, buckets, barrels, wheelbarrows, bone, rags, and mud.
  Searching reveals 30' rusted iron chain,
  3 dented but usable swords, 10gp in loose change, and
  the tunnel to 7.
  3. Drop
  Muddy tunnel down. Climbing down the clay and wet earth
  is not difficult. Climbing up takes time. Roots, rivulets of
  water.
  4. Crab Lair
  Large chamber. 1' of murky water at the bottom.
  3 bells visible. Each contains a Bell Hermit Crab.
  Will wake up if anyone steps in the water. If awoken, will
  move around rooms 1-6 (roll 1d6) searching for delicious
  intruders.
  5. New Excavation
  Partially completed tunnel. Contains old wood planks,
  muck-covered jewelry worth 30gp and a Minor Magic Item.
  6. Egg Chamber
  Thick layer of rotting corpses excavated from graveyard.
  High up, cluster of 12 Bell Hermit Crab eggs. 50gp in grave
  gems and trinkets. Father Micklewhite will want them back.
  7. Ancient Pipe
  A narrow squeeze but possible to climb. Segmented stone.
  The caves will slowly flood if it begins to rain (Weather in
  Endon, pg. 15). The crabs can breathe underwater.
  1
  2
  3
  4
  5
  6
  7
  137
   
  
  THE BIGGEST ASPIDISTRA IN THE WORLD
  George Smitherby purchased a potted aspidistra (a small waxy-leafed
  decorative plant) from a disreputable wizard. He brought it home,
  watered it carefully, and was astonished when it grew 200' high overnight.
  George, his wife Doris Smitherby, their maid Celia, and their schnauzer
  Wuffles, are trapped in the ruins of their house at the top of the plant.
  Their neighbors have raised a reward of 200gp for anyone who can
  rescue the Smitherbys and a further 300gp for anyone who can remove
  the plant without causing further property damage.
  CLIMBING THE STALK
  The stalk is like an giant impossibly thin palm tree. It can be climbed in
  3 hrs with any equipment. It sways alarmingly and is flammable. Combat
  on the stalk is difficult. Unless tied, any hit that deals 3 or more damage
  may knock a combatant off. The crowd below will shout useless advice,
  scream, and sing patriotic songs as the PCs climb.
  The leaves of the giant aspidistra are large, waxy, and slightly rippled.
  They are easy to climb unless it’s raining. (Weather in Endon, pg. 15).
  1. Giant Wasp Nest
  Whatever magic caused the aspidistra to grow also affected several
  creatures, including 15 giant wasps the size of gerbils. They have 1 HP,
  are tricky to hit, and sting for 1d6 damage. They desire sugar (there’s some
  in the kitchen), paper (wallpaper or newspaper), or tasty human flesh.
  2. Giant Spider Lair
  A funnel of soft fibres. Not sticky. If the giant spider has not been
  previously encountered it will be here. The lair contains one dead and
  desiccated giant wasp, bits of wood, and shiny silverware worth 5gp.
  3. Entangled Balloon
  The PCs aren’t the first people to attempt to rescue the Smitherbys.
  Eliza Green, aerialist and explorer, ascended in her silk balloon.
  Unfortunately, she crashed into the plant and is now dangling in her
  basket. She has a magic flame-generator, 30' of rope, a grappling hook,
  and a dagger. Grateful for rescue; still wants a share of the reward. It’s
  possible to repair the balloon with spider silk and bedsheets.
  4. Broken Leaf
  It’s difficult to see from a distance but this leaf is torn. Anyone crossing
  or climbing it has a 1-in-6 chance of tearing the leaf further. Save to
  hang on.
  5. Wuffles and the Aphid
  Wuffles, the Smitherbys’ elderly schnauzer, is barking at a giant green
  aphid. The aphid is harmless and baffled. The Smitherbys won’t leave
  without their dog.
  6. The Smitherbys’ House
  Two story, tan plaster with brick and false stone decoration. Ground floor
  is mostly ruined. Broken glass, scraps of floorboards, sap-stained
  wallpaper. Parlour at the front, kitchen at the back. Central stairs lead to
  two bedrooms. One has George and Doris. The other one has Celia who
  is trying to pretend everything is completely normal. There is 40gp worth
  of jewellery stored in the bedrooms. George also has 10gp in cash in his
  pockets but refuses to pay “on principle”.
  George Smitherby is grey, paunchy, and irritable. He’s got no patience
  for wizards (especially now), foreigners, women in revealing clothing, cats,
  children, and spicy food. He tries to take control by shouting. Doris
  Smitherby is thin, pale, and stuttering. Her friends (not many) say she’s a
  sheep in sheep’s clothing. She’s been trying to get George to calm
  down. Celia is young, obedient to shouted orders, and terrified of
  heights. In a crisis she freezes and shuts her eyes or does something
  wildly unhelpful. Getting the three of them (and Wuffles) down the
  aspidistra should be an exercise in diplomacy.
  1d6
  Random Encounters
  1
  One giant spider the size of a horse. Very venomous,
  not very clever.
  2
  1d6 giant wasps the size of gerbils in search of
  sugar, paper, or flesh.
  3
  1d3 giant stinkbeetles the size of housecats. Can
  spray horrible caustic liquid if threatened (1d6
  damage, 30' cone).
  4
  3d100 giant green aphids the size of bowling balls.
  Harmless, kind of cute.
  5
  Falling debris. Save to dodge or take 1d6 damage.
  6
  Gust of strong wind. May push explorers close to
  the edge of a leaf, drive away giant wasps.
  138
  1
  2
  3
  4
  5
  6
   
  
  GENERIC DWELLINGS
  Lodging-House Room
  The Poor (pg. 49) and the Lower Class (pg. 50).
  Square = 1'
  Apartment / Row House
  Lower Class (pg. 50)
  Square = 1'
  Townhouse
  Middle Class (pg. 51)
  Square = 10'
  1d20
  Townhouse Eccentricities
  1
  Squabbling servants in the back rooms.
  2
  Dingy and mysteriously tinted yellow.
  3
  Gaudy and unfashionable.
  4
  Surfaces covered in doilies and china.
  5
  Exotic houseplants on display.
  6
  Scrubbed and polished beyond belief.
  7
  Poorly and sparsely furnished.
  8
  Smells of delicious food and spices.
  9
  Ancient mother-in-law in parlour.
  10
  Tasteful paintings and panelling.
  11
  Shamefully overgrown garden.
  12
  Precocious child constantly interrupts.
  13
  Exuberantly patriotic flags and paintings.
  14
  Kitchen full of latest (malfunctioning) tools.
  15
  Palpable air of domestic loathing.
  16
  Newly installed indoor water closet.
  17
  Amateur magic workshop in back garden.
  18
  Hastily concealed shameful secret.
  19
  Antique furniture under dust cloths.
  20
  Bad-tempered, vengeful, indestructible cat.
  1d10
  Apartment / Row House Eccentricities
  1
  Bricks coated in thick white paint.
  2
  Wardrobes contain stolen goods.
  3
  Elderly cackling relative in corner.
  4
  Rats arrive and depart on a schedule.
  5
  Bedroom is a loft accessible by ladder.
  6
  Enormous portrait of the Monarch.
  7
  Mantelpiece covered in china dolls.
  8
  Constant alarming noises from neighbours.
  9
  Subsidence slowly tipping house sideways.
  10
  Swelteringly hot or intolerably cold.
  1d10
  Lodging House Eccentricities
  1
  Landlord eavesdrops on all conversations.
  2
  Shift bed use; one lodger always sleeping.
  3
  Badly peeling wallpaper. Nailed in areas.
  4
  Drainpipe runs diagonally through room.
  5
  At the top of nigh-endless stairs.
  6
  Several levels below ground.
  7
  Part of a sprawling complex.
  8
  Neighbor dying of a noisome disease.
  9
  Swarms of small children underfoot.
  10
  Depressingly spartan.
  139
   
  
  Large Townhouse
  Upper Class (pg. 52)
  Square = 10'
  1d20
  Large Townhouse Eccentricities
  1
  Corner lot; windows on one side as well.
  2
  Servants twittering and peeking.
  3
  New pipes gurgle and clang.
  4
  Exotic art from Foreign Parts.
  5
  Cause (pg. 115) meets daily in parlour.
  6
  Billiard table covered in magic detritus.
  7
  Heaps of calling cards on vestibule table.
  8
  Remarkably crooked and unlevel.
  9
  Library of theoretical magic texts.
  10
  Exquisite but temperamental chef.
  11
  Vibrantly coloured but tasteful paint.
  12
  No books or reading material in house.
  13
  Glowering portraits of ancestors.
  14
  Legions of liveried footmen.
  15
  Untrustworthy servants offer to sell trinkets.
  16
  Flowers in every room.
  17
  Owner keeps eccentric hours.
  18
  Owner loathes visitors, foreigners, children.
  19
  Drifts of throw cushions and small chairs.
  20
  Bellicose and pampered child.
  1d10
  Guards, Guards!
  1
  1 ancient servant with a blunderbuss.
  2
  1d6 burly footmen with candlesticks, forks.
  3
  2d6 servants, noisily panicking.
  4
  No response. Roll again in a few rounds.
  5
  1 trained Exotic Creature (pg. 125).
  6
  1d6 badly trained Exotic Creatures (pg. 125).
  7
  1d6 clanking Gel Knights (pg. 126).
  8
  1 slobbery Mild Dog (pg. 126).
  9
  Pack of 2d6 Mild Dogs (pg. 126).
  10
  1 wide-eyed maid with a Minor Magic
  Weapon (pg. 98).
  140
   
  
  WONDER-MANSION GENERATOR
  Rich and eccentric nobles and wizards build collections of curiosities. Current fashion calls for obscure natural
  wonders, ancient relics, art of all kinds, and truly unique trinkets. Magic items are considered gaudy; a true
  vunderkabineter relies on the taste of the curator and the whims of Nature. This table can be used to supplement
  the Generic Dwellings on pp. 139–140. Prices listed reflect quick sales, fences, or idle speculation. True collectors
  will pay 2×as much.
  1d20
  Contents
  Complications
  1
  Stuffed Reptiles. Hung on silver wires. Worth 20gp total.
  Dusty and ludicrously flammable.
  2
  Preserved Shellfish. Dried and mounted high on the walls. Worthless. Guarded by elderly butler with a
  whistle.
  3
  Giant Stone Heads. Impossible to move. 1d4 each worth 300gp.
  Rickety worm-eaten floorboards.
  4
  Dried Sea-Creature. Supposedly improves conjugal skill. Worth 150gp.
  Item is toxic; use gloves.
  5
  Landscape Paintings. Obscure but tasteful. 1d6 worth 100gp each.
  At the top of a tower.
  6
  Still-Life Paintings. By forgotten masters. 1d4 worth 300gp each.
  Trapped with poison darts.
  7
  Unicorn Horn. Cures any curses afflicting virgins. Worth 1,000gp.
  In a spider-filled basement.
  8
  Coral. In fans, brains, barrels, rills, eggs, and heaps. Worth 20gp total. Delicate and breakable.
  9
  Ancient Miniatures. Of emperors long dead. 2d6 worth 30gp each.
  Stored in fragile glass cases.
  10
  Wooden Weapons. Shark-tooth saw-blades. Worth 10gp total.
  Hidden sharp edges draw blood.
  11
  Antlers. Gnarled and heavy. 1d6 choice pieces worth 20gp each.
  Shape is hard to conceal.
  12
  Sarcophagus. Contains a mummy. Animated by any magic within 30'.
  Case worth 40gp, mummy worth 300gp (but toxic dust rots and spoils).
  Cursed by ancient blood-magic.
  Stealing item transfers curse.
  13
  Rare Minerals. Some glow, some glitter, some are coloured like
  frozen sunlight, some look like frozen plants. 1d4 worth 30gp each.
  Astonishingly heavy.
  14
  Curiosities in Jars. Deformed births, two-headed snakes, masses of
  teeth and hair. 1d6 worth 100gp each, 200gp to a necromancer.
  Close proximity induces
  nightmares, nausea, tinnitus.
  15
  Celestial Globe. Star patterns in silver and gold, silver stand,
  elaborate clockwork movements. Worth 1,000gp.
  Unique and famous. Identifiable
  as the property of the owner.
  16
  Daring Nude Painting. Oh, that kind of curiosity. Worth 100gp but
  owning it may be a moral crime.
  Vulnerable to moisture or heat.
  17
  Dried Ferns. Pressed between glass plates. From all over the world.
  Labels in spidery handwriting. Worth 50gp total.
  2d6 nearby servants cataloguing
  and arguing.
  18
  Primordial Stone Carving. Enhances spell damage by +1d6. If a 6 is
  rolled, explodes. 3d6 damage, 30' radius, Save for half. Worth 100gp.
  Other thieves and rogues seek
  this item and are unlikely to pay
  for it.
  19
  Dragon’s Egg. Dense, serrated. A fake, but a very good one. Worth
  2,000gp or 10gp if exposed as false.
  Item is worthless without a
  corresponding item or certificate.
  20
  Rare Furs. White bears, black fish, silver-grey-green snakes. 1d4 pelts
  worth 100gp each.
  Powerful, almost overwhelming
  odour. Gets worse if wet.
  141
   
  
  APPENDICES
   
  
  REASONS TO VISIT ENDON
  GENERIC REASONS
  • Buy the latest fashions.
  • Buy the most potent weapons.
  • Meet the most elegant, refined, beautiful,
  seductive, poetic, educated, etc., people.
  • Meet people from any part of the world.
  • Sell magic items for the most money.
  • Get leads on the most profitable ventures.
  REASONS BY CLASS
  Alchemists/Artificers/Tinkerers
  1. Your skills are in high demand in Endon.
  2. Your obscure traditions might provide new
  insights.
  3. Your projects could take an enormous leap
  forward by standing on Endon’s shoulders.
  4. A mentor, tutor, or ally has asked for a report
  on state-of-the art magical industry.
  Barbarians/Warlords
  1. Endon has the best swords.
  2. If you play your cards right the people of
  Endon will treat you like a foreign prince.
  3. It’s a good idea to scout a city before you raise
  a horde and burn it to the ground.
  4. All the comforts of the world can be bought in
  Endon.
  Bards
  1. It’s not just a city, it’s the city! The Big Gryphon!
  The City That Sleeps With One Eye Open! If you
  can make it there, you can make it anywhere.
  2. Your style of music might become fashionable.
  3. Perhaps you could infiltrate the Monarch’s
  social set and find a royal patron.
  4. Enchanted instruments and music are
  underdeveloped in Endon.
  Clerics/Exorcists/Mystics
  1. You received a divine apocalyptic vision. The
  details were fuzzy but Endon was definitely
  involved.
  2. Endon is largely without faith. You could make
  many converts.
  3. Holy books have a lot to say about cities that
  aspire to godlike powers. Someone ought to
  warn them.
  4. A senior religious figure from your order was
  invited to participate in an ecumenical debate
  on necromancy. You were sent instead.
  Druids
  1. The balance between nature and civilization
  has gone to hell, and Endon is to blame.
  You’re sure it will all end in tears.
  2. The unhappy spirits of rare animals are drifting
  across the land. How did they get here?
  3. Some wizards dug up your order’s ancient
  standings stones and carted them away to
  use as magic-resistant gravel. Get revenge.
  4. If there’s one place a new kind of urban druid
  could emerge, it’s Endon.
  Fighters
  1. Endon’s army is notoriously professional.
  Joining them, even on paper, would enhance
  your reputation.
  2. For a price, wizards in Endon will forge custom
  weapons of awe-inspiring power.
  3. A local ruler, worried about a rising power,
  asked you to send reports on Endon’s progress.
  4. It’s never too early to work on a comfortable
  genteel retirement.
  Monks
  1. Where better to test your detachment from
  material wealth than the wealthiest city in the
  world?
  2. Some eccentric wizards believe the human
  body is capable of unconscious spellcasting.
  3. Endon is twisting the hidden fabric of fate.
  Something momentous will happen here.
  4. Your order has ancient and powerful enemies.
  Could they be hiding in Endon?
  143
   
  
  Paladins
  1. Something is wrong with the system. Endon
  prospers; her people suffer. Right wrongs.
  2. You received direct divine orders. Something will
  happen in Endon. Not right away, but soon.
  Stand by for further instructions.
  3. Powers in opposition to your faith seek to use
  Endon’s prosperity for their own purposes.
  Thwart them.
  4. Charity goes far in Endon, yet Endon’s power
  could raise the living standards of the whole world.
  Rangers
  1. Rare animals and their handlers are fashionable
  in Endon.
  2. Your quarry hides in the most turbulent city in
  the world.
  3. If you need a very specific kind of weapon or
  poison, Endon can supply it.
  4. The spells you learn are rarely studied or
  industrialized. Perhaps there’s an opportunity to
  revolutionize a field.
  Sorcerers
  1. Paltry wizards and bookworm mages have no
  idea what true power is. You can show them.
  2. Endon’s industries are slowly drawing raw magic
  out of the rest of the world and dumping it into
  the local environment. Sorcerers feel it first.
  3. The air in Endon is saturated with raw magic.
  Your abilities may be enhanced.
  4. You are a living and stable magic battery. You
  can find employment anywhere.
  Thieves/Rogues/Assassins
  1. There’s a lot to steal in the richest city in the
  world.
  2. Assassinations are unfashionable in Endon
  but someone will always want someone dead.
  3. Using the minor magic items Endon produces
  in unexpected ways could make someone very
  wealthy.
  4. It’s a good idea to make contact with potential
  buyers before you raid a tomb or dungeon.
  Warlocks
  1. You are drawn to power; Endon is very powerful.
  Any need can be satisfied.
  2. Many desperate or ambitious souls in Endon
  can resist anything but temptation.
  3. Your patron may want to nudge Endon towards
  a spectacular end or steer it away from an
  unripe apocalypse.
  4. If you regret your pact, the key to breaking it
  may lie in Endon.
  Wizards/Magic-Users
  The reasons should be obvious, but just in case:
  1. Study at Loxdon College, now the most
  famous magic university in the world.
  2. Learn peerless spells, breed new ones, or
  conduct magic experiments.
  3. Develop entirely new magical industries.
  4. Become famous or infamous.
  1D20 GENERIC PLOT HOOKS
  1d20
  1
  The Fogwalker Gang. Mysterious and impossible burglaries during dense fog. Thieves or something stranger?
  2
  Locked Up. Someone has been unjustly imprisoned or committed to an asylum. Who dares rescue them?
  3
  The Great Stock Jobbery. Schemers inflate the share price of the North Exploration Co., sell out quietly, pocket profits.
  4
  Replacement Human Service. Creatures from Elsewhere take over bodies, run them around like rented carriages.
  5
  Toxic Torment. Side-effects of magic waste dumped near a small neighborhood covered up by a cabal of wizards.
  6
  Race-Fixing. Consortium of racehorse-owners, bookies, and sponsors use subtle magic to steer race outcomes.
  7
  Mack the Mangler Returns! The infamous slasher is back... but if so, who was hanged and buried three years ago?
  8
  The Stranger. Rich foreign count with eccentric habits arrives, purchases vast mansion, never appears during the day.
  9
  The Eidelberger Plot. Disgrace the Monarch and replace him with another member of the House of Eidelberg.
  10
  Entrapped. Greasy elderly noble seeks to marry young naive ward, inherit vast fortune. Daring escapes required.
  11
  Utopian Ideals. An engineered magic plague designed to kill undesirables, subtly inserted into the gin supply.
  12
  A City Held Hostage. Mad genius builds a death ray, holds all of Endon hostage for big fat sacks of cash.
  13
  Banking Crisis. The Bank of the Realm made unwise loans to wizarding ventures. Government cover-up ensues.
  14
  Corruption in the Coppers. Famous thief-catcher is, in fact, a master thief. How high does the corruption go?
  15
  True Alchemy. Cunning wizards pretend to trickery and jargon to “turn” lead into gold, get investments in cash.
  16
  Kidnapped. Heir to vast fortune disappears; conspirators holed up in disused warehouse. Ransom in all the papers.
  17
  The Endonian Candidate. Villains use mind-altering magic to create untraceable assassins, gain political power.
  18
  Exhibits Gone Awry. Some newly summoned or created monster gets loose, rampages, finds a high spot and howls, etc.
  19
  The Latest Hypnotic. New drug hits the market, draining life and vitality. But draining it to where?
  20
  Militant Government. Disgraced general and troops plot to seize power, rule with true Endon values.
  144
   
  
  1D20 LECTURES AT LOXDON COLLEGE
  1D20 PLAYS AND OPERAS
  1d20
  Lecture Title
  Contents
  1
  Detection of Invisible Planets
  Lecturer trying to raise funds to build a mountain-sized telescope.
  2
  The Descent of Ferns
  Tracing the genealogy of ferns from some ferns to... some other ferns.
  3
  Recent Advances in Sea Navigation
  Delicate and valuable marine clock brought in; lecturer fears thieves.
  4
  Can Bees Be Trained To Do Needlepoint?
  No. No it is not. The bandage-covered lecturer explains why.
  5
  Principles of Applied Extraplanar Geometry Blackboard diagrams accidentally create an Elsewhere Rift (pg. 124).
  6
  Necromancy: A Misunderstood Field
  Lecturer arrested ten minutes in; replacement lecture on tortoises.
  7
  The Revised History of Alchemy
  Mention of gold or immortality drives the lecturer into a rage.
  8
  Extraction of Sunbeams from Cucumbers
  Enormous bulky apparatus produces weak glow. Lecturer ecstatic.
  9
  On the Migration and Growth of Codfish
  Lecturer argues with audience over minor point. Duel at dawn.
  10
  Life and Commerce on the Moon
  Speculative but well illustrated. Moon-plants, moon-canals, etc.
  11
  Comparative Linguistic Studies
  Lecturer is young, flirtatious, and very entertaining.
  12
  On the Extraction of Incense Oils
  Misprinted “incense” instead of “insects”. Horrifying demonstrations.
  13
  Potential Applications of Bound Lightning
  Demonstration goes spectacularly awry. Flee for your lives!
  14
  Advanced Thaumic Theory
  Pure theoretical magic at a very high level. Utterly incomprehensible.
  15
  The Language of Whales
  Uproarious laughter from the audience at the lecturer’s vocalizations.
  16
  A Study of Early Eldish Pottery
  Audience dozes off; snores drown out increasingly frustrated lecturer.
  17
  Construction of Enormous Iron Structures
  Lecturer focuses solely on the history of the rivet.
  18
  The Disgusting Customs of Foreign Parts
  Incoherent vitriol. Very few facts of any kind.
  19
  Optical Theory and the Uses of Lenses
  Dull math followed by a few rainbows. Lecturer hams it up.
  20
  Ynn Expedition Part 5—Casualty Figures
  Boring charts sprinkled with harrowing tales, hints of great wealth.
  1d20 Title, Author, and Description
  Acerbic Reviews
  1
  Craving Constance by Elliot van Bruges. Domestic entanglements galore.
  “Provoking and unsuitable for the stage.”
  2
  The Importance of Upright Bearing by Robert Terwilider. An engineering farce. “Nonsensical twittering and scampering.”
  3
  The Fairie Child by Barry Matthews. Crocodiles, piracy, murder, twee-ness.
  “Artificially sweetened.”
  4
  Sir Little Button-for-a-Hat by Hariet Fledgeling. Biting ministerial satire.
  “Treasonous when it is comprehensible.”
  5
  The Unfortunate Rake by Robert Terwilider. Witty depravity, some pratfalls. “A slap in the face of all decent people.”
  6
  Harold of Light by Joe Cimrman. A modern morality play from Foreign Parts. “Disgustingly foreign, yet moderately funny.”
  7
  Oracular Spectacular by John Richmond. Special effects galore.
  “A whirl of costumes, sparks, and limbs.”
  8
  Minced Oaths by G. W. Hunt. A patriotic soldier’s tale of loyalty and justice. “Doesn’t go far enough, in my opinion.”
  9
  The Self-Made Man by Shepherd Blaw. Brilliant biographical allegory.
  “A monumental folly.”
  10 The Mirror of Society by Bertrand Brinsley. The schemes of blackmailers.
  “A loosely joined collection of invectives.”
  11 Stiel’s Riddle by Paggliachi. A prince passes three tests to rescue a princess.“Insipid greased strongmen in tights.”
  12 Clothar and Brunhild by Derby Baconstick. The old classic love-story.
  “We’ve seen it a thousand times now.”
  13 Michael the Spoon by Joanna Sobsel. Comic inversion of noble manners.
  “Makes lords no better than thieves.”
  14 Watterdamegunleiderspiel by Bognor. An epic opera cycle in nineteen acts. “The music is better than it sounds.”
  15 Cyrus of the Boreal by Standor Martin. Romantic sonnets by moonlight.
  “A man who could not make up his nose.”
  16 Symphonia Undomestica: An Opera in One Unnatural Act by Peter Schnickely. “A distressing cavalcade of wild noise.”
  17 Macklemore by Derby Baconstick. The old classic violent revenge tragedy.
  “Thrown together from discarded pieces.”
  18 Thrustus by Ira Schopenhauer. A wizard makes a very sensible bargain.
  “A play without a problem... or an ending.”
  19 The Elementalist by Baron Lewellen. Sensual romantic horror.
  “Who sets a play in the mountains anyway?”
  20 The Mimetronome by S.W. Gulliver. Patter songs, dancing, puns.
  “Snivelling and drivelling: altogether risible.”
  145
   
  
  INDEX
  The man who publishes a book without an index
  ought to be damned 10 miles beyond hell, where
  the Devil himself cannot get for stinging nettles.
  —John Baynes
  Alchemy — 70, 75, 91, 145
  Alienists — see: The Leonine Cartel
  Anna Hartwell — 35–36
  Archaists — see: The Leonine Cartel
  Auld Grey Cathedral — 10, 135
  Bank of the Realm — 11, 35, 55, 68, 144
  Bartelby Spuggs — 278, 127
  Bicycle — 46, 94
  Blumsworth Hospital — 12, 43
  Bogs — 53
  Broadham Bridge — 9, 46
  Cab — 46
  Carriage — 21, 52, 60, 65
  Colbraith Square — 11, 40, 60
  Deekers — 29
  Dread Necromancy — 25, 41, 76, 120
  Earnest Perring — 25–26
  Eight
  Deadly Sins — 60
  fold Pattern — 69–70, 91
  Enchantment — see: The Paradigm
  Enchantment Engraver — 72
  George Miles — 21–21, 25, 63
  Gloria Eastbrooke — 23
  Grand Docks — 12, 46
  Grenville Court — 10, 21, 25, 35
  Grim Baliol — 11, 29, 40
  Gumperts — 53
  Hasselby Court — 11, 60
  Haymarket Square — 9, 31, 60
  Hot Air Balloon — 46, 138
  Innovations — 4, 20–37, 151
  John Huffman — 35–36
  Jokes from Boff! Magazine — 19, 42, 54, 63, 74
  King Harold II — See: The Monarch
  Loxdon College — 12, 56, 60, 63, 87–89, 145
  Magic Accumulator — 71
  Magical Battery — 71
  Monk’s Garden — 12, 25
  Needle Circus — 12, 35, 60
  Necromancy — see: Dread Necromancy
  Neil Bligh — 31–32
  New Bridge — 9, 46, 63
  Old Endon Cemetery — 10, 135
  Omni-Busses — 46
  Opium — 43, 60
  Parliament of Endon
  Location — 9
  Government — 29, 32, 52, 53, 54–55, 59
  Pemsing Prison — 11, 29, 40
  Proofreading — 190
  Principia Arcana — see: The Paradigm
  Recursion — 146
  River Burl — 9, 23, 46, 132
  Redding Cross — 10
  Royal Docks — 10, 46
  Royal Palace of Endon — 11, 33, 36, 55
  Saint Nigel’s Workhouse — 12, 60
  Songs — 63
  Spell Breeding Reactor — 72, 78
  Spells (General)
  See: The Paradigm
  Cross-Breeds — 78
  Illegal — 41
  Mutations — 77
  Spells (Listed)
  Discount — 86
  Generic — 79-82
  Periodic Table of — 74–75
  Unique — 83–86
  Tempo — 4, 151
  Thaum — 91
  Time Travel — 70, 91
  The Circle League — 25–26
  The Leonine Cartel — 27–28, 125
  The Long Mall — 12, 27–28, 35, 60
  The Monarch — 39–40, 52–54, 55, 56–57, 59
  The Paradigm — 2, 69, 73, 76, 91
  The Thaumaturgic Mining Guild — 33
  West Cross — 10, 25, 89
  Witch — see: Wizard
  Wizards — 20–37, 111–112, 113–114, 120
  146
   
  
  BIBLIOGRAPHY
  Here’s a reasonably complete list of all the works I
  specifically consulted, read or reread, watched or
  rewatched, during the preparation of Magical
  Industrial Revolution. This list doesn’t include works
  listed on the next page.
  Nonfiction
  1066 and All That, R. J. Yeatman and W. C. Sellar
  1800 Mechanical Movements, Devices and Appliances,
  Gardner D. Hiscox
  Das Kapital, Karl Marx
  Description of the House and Museum of Sir John Soane,
  Architect, John Soane
  Extraordinary Popular Delusions and the Madness of
  Crowds, Charles Mackay
  The Inner Ring, C. S. Lewis
  London Labour and the London Poor, Henry Mayhew
  London: The Biography, Peter Ackroyd
  Occult Chemistry: Investigations by Clairvoyant
  Magnification into the Structure of the Atoms of the
  Periodic Table and Some Compounds, Annie Besant and
  C.W. Leadbeater
  The Letters of Queen Victoria, 1837-1861
  The March of Folly, Barbara W. Tuchman
  The Rise and Fall of a Regency Dandy, T. A. J. Burnett
  Vienna, 1814, David King
  Wage Labour and Capital, Karl Marx
  Fiction
  Alice In Wonderland and Through the Looking Glass,
  Lewis Carroll
  Barnaby Rudge, Charles Dickens
  Bleak House, Charles Dickens
  Darkness Visible, William Golding
  Great Expectations, Charles Dickens
  Going Postal, Terry Pratchett
  Hard Times, Charles Dickens
  Jane Eyre, Charlotte Brontë
  Jonathan Strange and Mr Norrell, Susanna Clarke
  Keep the Aspidistra Flying, George Orwell
  Moving Pictures, Terry Pratchett
  Oliver Twist, Charles Dickens
  Peter Pan, J. M Barrie
  The Little Minister, J. M. Barrie
  Ra, Sam Hughes
  The Complete Saki, Saki (H. H. Munroe)
  The Complete Sherlock Holmes, Arthur Conan Doyle
  The Complete Works of Oscar Wilde, Oscar Wilde
  The Life and Opinions of Tristram Shandy, Gentleman,
  Laurence Sterne
  Unsong, Scott Alexander
  Films
  Against All Flags, 1952
  Bedknobs and Broomsticks, 1971
  Chitty Chitty Bang Bang, 1968
  Crimson Peak, 2015
  Cromwell, 1970
  Elizabeth, 1998
  Elizabeth, the Golden Age, 2007
  Gold Diggers of 1933, 1933
  Gosford Park, 2001
  Howl’s Moving Castle, 2004
  Master and Commander, the Far Side of the World, 2003
  Modern Times, 1936
  School for Scandal, 2009
  The Adventure of Sherlock Holmes’ Smarter Brother, 1975
  The Critic, 1982
  The Fall of the House of Usher, 1960
  The Falls, 1980
  The First Great Train Robbery, 1978
  The Remains of the Day, 1993
  The Ruling Class, 1972
  The Wolfman, 2010
  Trinity and Beyond, 1995
  Zulu, 1964
  Radio
  Hancock’s Half Hour, 1954-1961
  Round the Horne, 1965-1968
  TV Series
  Blackadder, 1983-1989
  Downton Abbey, Series 1 and 2, 2010-2011
  Horatio Hornblower, 1998-2003
  Jonathan Strange and Mr Norrell, 2015
  Parade’s End, 2012
  Penny Dreadful, 2014-2016
  The entire Noel Coward BBC television play collection
  (particularly Hay Fever & The Vortex), 1980s
  Witness for the Prosecution, 2016
  RPG Blogs & Modules
  Against the Wicked City, Joseph Manola
  Augmented Reality, The Holistic City Kit For Cyberpunk
  Games, Paul D Gallagher
  Fever-Dreaming Marlinko, Chris Kutalik, Robert Parker
  Goblin Punch, Arnold Kemp
  In Cörpathium, Logan Knight
  Infinigrad, Michael Raston
  Into the Odd, Chris McDowall
  The Kerberos Club, Benjamin Baugh
  The Trilemma Adventures, Michael Prescott
  Umberwell: Blackened Be Thy Name, Jack Shear
  Xanathar’s Guide to Everything, Wizards of the Coast
  Internet Things
  KingJamesProgramming.tumblr.com
  The Revolutions Podcast
  The History Blog
  Futility Closet
  Girl Genius, Phil & Kaja Foglio
  Victorianweb.org
  147
   
  
  INSPIRATIONAL MEDIA
  This section provides a chance for a book’s author to look ridiculous by listing The Wrong Things, ignoring
  Pivotal Works, etc. If you have other recommendations, feel free to leave them in a review or comment.
  NON-FICTION
  The Proud Tower — Barbara W. Tuchman
  A series of essays on the world just before the First
  World War. The vignettes, especially the first section
  on the aristocrats of the United Kingdom, are full of
  gameable content.
  What Jane Austen Ate and Charles Dickens Knew—
  Daniel Pool
  If you’re familiar with Victorian conventions and terms,
  this book will mostly be useless. If you’re not, it’s an
  invaluable resource and reference guide.
  FICTION
  The Flashman Papers — George Macdonald Fraser
  Flashman is a utterly horrible person constantly
  dragged, against his will, into various historical and
  near-historical intrigues, disasters, and schemes.
  Martin Chuzzlewit — Charles Dickens
  All of Dickens’ stories provide endless streams of
  description, gameable detail, and amusing turns of
  phrase. Aside from the grasping schemes in Martin
  Chuzzlewit, I’d recommend the riotous confusion of
  Barnaby Rudge or the industrial tirades in Hard Times.
  Most of his books have film or television adaptations.
  Going Postal — Terry Pratchett
  The Discworld series meshes well with the content
  in Magical Industrial Revolution. If you’re looking for
  a place to start Going Postal is probably the closest
  in tone and scope to the content of this book.
  Starting with Moving Pictures also works.
  FILMS
  Barry Lyndon — 1975
  A proper cunning scheme, a cast of rogues,
  and costumes you can study for days.
  Brotherhood of the Wolf — 2001
  Yes it’s set in rural France during the 18th century
  but come on! Conspiracies! Hunting parties! Kung-fu!
  The Draughtsman’s Contract — 1982
  Beautifully shot, decadently scripted, and set to a
  score by Michael Nyman.
  From Hell — 2001
  A grim and foggy portrait of London with Jack the
  Ripper on the loose.
  League of Extraordinary Gentlemen — 2003
  A proper riot of references, this film, for all its flaws,
  matches the exuberance of Endon. Sherlock Holmes—
  2009 and S.H: A Game of Shadows—2011 could be
  considered sequels, or at least thematic cousins.
  The Libertine — 2004
  Everything not covered in dense yellow fog is covered
  in mud, white lead makeup, or syphilitic sores.
  Love & Friendship — 2016
  Of all the modern costume dramas, Love and
  Friendship contains the most easily transplantable
  characters.
  Steamboy — 2004
  Mad inventions, railway chases, and a world in the
  grip of a revolution. The plot could happen in Endon
  with minimal adaptation.
  Young Frankenstein — 1974
  “Together, you and I are going to make the greatest
  single contribution to science since the creation of fire!”
  RADIO
  The Goon Show — BBC
  Silly voices can be a useful tool for GMs, and the
  sinful rhythm-type nonsense of the Goon Show will
  no doubt inspire many Endonian plots. It’s essentially
  music-hall comedy sped up and laced with sound
  effects.
  RPG SETTINGS AND SYSTEMS
  GURPS Goblins — Malcolm Dale and Klaude
  Thomas
  Georgian goblins in a slightly twisted version of real-
  world London. There’s almost too much information
  in this book, from table manners to the nature of
  original sin.
  The Kerebos Club — Benjamin Baugh
  A super-natural and super-heroic take on the
  Victorian era, full of steampunk tropes, daring
  heroes, and historical esoterica. The book is set in a
  slightly twisted real-world London (again).
  RPG ADVENTURES
  The adventures below should bolt on to this book
  without any significant issues.
  Gardens of Ynn — Emmy Allen
  An eerie Alice-in-Wonderland plane of hedges, court-
  yards, and creeping dread. Ynn could be connected
  to Endon in hundreds of ways. It’s a very versatile book.
  City State of the Invincible Overlord — Judges
  Guild
  The great grandfather of all D&D city modules still
  holds up well today. You could easily mash Endon’s
  wizards and Innovations with the City-State’s more
  traditional D&D-type urban violence and adventuring.
  The Trilemma Adventures — Michael Prescott
  An enormous selection of free one- or two-page
  dungeons, withz glorious art and unique twists.
  They’re very useful for emergency adventure fodder.
  148
   
  
  I SEARCH THE BODY
  1d100
  The Poor
  1d20
  1
  Nothing but lint.
  1
  2
  Astonishing pile of rags worth 5cp. Where were they keeping them all?
  2
  3
  Tin whistle. Shrill and irritating if played by an unskilled musician.
  3
  4
  Cat-sized sack full of springs, wires, and bent gears. Worthless.
  4
  5
  Map leading to an entrance to the Catacomb (pg. 135–136).
  5
  6
  Newspapers from the last three days, stuffed inside clothing for insulation and protection from beatings.
  6
  7
  Five heavy brass cabinet knobs. If polished, they could be mistaken for gold. Worth 1sp total.
  7
  8
  Three bottles of ginger beer. Stale.
  8
  9
  Pair of scissors, 5' of twine, and a cork in one pocket. In the other, a very unhappy kitten.
  9
  10
  Paper fan. Cheaply made, printed with cheerful floral pattern. Worth 1cp.
  10
  11
  Meat pie carefully wrapped in wax paper. Still warm.
  11
  12
  Three pieces of fried fish wrapped in an old newspaper. Cold and oily.
  12
  13
  Three torches. They smell faintly of pine resin. Worth 1cp each.
  13
  14
  Three cups, three balls, and a tiny folding table. Useful for street chicanery.
  14
  15
  Directions to a hoard of goods in a random location in Endon (1d20+5, pg. 14).
  15
  16
  A badly damaged Minor Magic Item (1d100, pg. 93–96). 50% chance to work one more time.
  16
  17
  1cp in the heel of their shoe.
  17
  18
  1d10cp, stored in a purse made from greasy rags.
  18
  19
  1d20sp, carefully stacked and encased in brown paper.
  19
  20
  1d20gp in a leather wallet that probably didn’t belong to the corpse.
  20
  Lower Class
  1d20
  21
  Triangular token entitling the bearer to 15oz (3cp worth) of gin at a hidden, untaxed gin-den.
  1
  22
  Nine apples. Each one has a bite taken out of it.
  2
  23
  Tin lunch-box containing a half-eaten sandwich and an empty bottle of beer.
  3
  24
  Claw hammer and a packet of twenty nails. Worth 2sp total.
  4
  25
  Screw-top tin full of tea. Bitter, adulterated with dried grass. Worth 2cp.
  5
  26
  Penny Dreadful (1d20, pg. 47). Lurid woodcuts.
  6
  27
  Newspaper cuttings concering the PCs, their schemes, or something they have recently discussed.
  7
  28
  Deck playing cards. Well-folded, slightly stained, soft like cloth.
  8
  29
  Razor hat. Sharpened pennies sewn into cap. 1d4 damage, can be thrown. Worth 5cp.
  9
  30
  Crowbar (worth 3sp) and 50' of rope (3sp).
  10
  31
  Instructions for making dangerously good fruit punch (blackberries, cherries, lemonade, and a lot of gin.)
  11
  32
  4lbs of cheese wrapped in waxed paper and tied with twine. Worth 2sp total.
  12
  33
  Lantern (worth 1sp) and a flask of lamp oil (2cp).
  13
  34
  Enchanted beauty mark. A mole. Smells of rosewater. When attached to a face, grants +1 Charisma.
  14
  35
  Brass belt buckle shaped like a cog-flower. Worth 2cp.
  15
  36
  Sharp knife. Blade blackened and handle wrapped with a leather cord. Worth 1sp.
  16
  37
  Unclaimed betting slips for a recent horse race. Worth 1d6cp, but on a 6, worth 1d10gp instead.
  17
  38
  Gnarled, spiked, intimidating magic wand. A prop; a bluff. Does nothing but spark.
  18
  39
  1d6sp in loose change, lightly coated in crumbs, grease, and bits of fluff.
  19
  40
  2d6gp in an envelope marked “Final Loan Instalment”, with the bank’s address.
  20
  Middle Class
  1d20
  41
  Manuscript of an unpublished play. Moderately funny, slightly scandalous. Worth 1d20gp.
  1
  42
  Hand mirror, small pot of blemish-concealing cream, handkerchief. Worth 1sp total.
  2
  43
  Guide to the paintings at a now-closed exhibition. Worthless.
  3
  44
  Catalogue of recent improvements in weaving equipment. Worth 1sp.
  4
  45
  A bar of soap (worth 3cp), a hand towel (1cp), and a razor (5sp).
  5
  46
  A course of drugs. Might cure an ailment, might not. Worth 1gp
  6
  47
  Sturdy work boots. Shiny, unscuffed. They must be new. Worth 4sp.
  7
  48
  Poor-quality modern novel. Utter drivel. Author seems to be obsessed with statues. Worth 5cp.
  8
  49
  2d6 tickets (worth 1sp each) to a random play (1d20, pg. 145).
  9
  50
  Prototype fog-mask. Leather straps, glass eyepieces, filter. Ineffective and cumbersome.
  10
  149
   
  
  Middle Class cont’d.
  51
  Letter of complaint to “Enasir, Enasir & Sons” regarding the quality of copper they delivered.
  11
  52
  Paintbrush, three pots of paint, and a waterlogged sketchbook.
  12
  53
  Ring of 2d10 iron keys. What do they unlock? A warehouse, a safe, a secret passage, a laboratory?
  13
  54
  Pamphlet on a new exotic creature (1d50, pg. 125) in the Royal Menagerie at the Long Mall (25, pg. 12).
  14
  55
  Packet of thirty enchanted seeds. They grow into carrots after 1hr in soil when provided with direct sunlight.
  15
  56
  Book of lurid pornography imported from Foreign Parts. Illustrated with great care. Worth 5sp.
  16
  57
  Pamphlets for a Cause (2d6, pg. 115), in neatly tied bundles.
  17
  58
  2d6 Magic Potions (1d20, pg. 97) in labelled glass bottles.
  18
  59
  1d10gp in small change, stored in a dozen different pouches and pockets.
  19
  60
  2d20gp in mixed coins and bills, stored in a leather wallet.
  20
  Upper Class
  1d20
  61
  Monogrammed silk handkerchief. Initials “M.I.J.” Worth 5sp.
  1
  62
  Jar full of pickled whelks and a magnificent silver whelk-fork. Worth 1gp total.
  2
  63
  Locket containing the magically animated portrait the family’s deceased dog. Worth 1gp.
  3
  64
  A pair of duelling pistols. Ivory handles, sleek lines, one shot each. Worth 10gp total.
  4
  65
  Draft law to be put before Parliament soon. Increases the tariff on gin. Worth at least 200gp to smugglers.
  5
  66
  Enchanted tinted eyeglasses. Allow the wearer to see through clothing up to 2" thick. Oh dear.
  6
  67
  Flask of brandy. Silver, engraved with corpse’s initials. Worth 1gp.
  7
  68
  Letter professing undying love to a random noble (1d100, pg. 111). Florid prose, faint tear stains.
  8
  69
  Deed to a run-down house on the edge of the city. Worth 1,000gp.
  9
  70
  Cracked gold locket containing a blurry portrait and a lock of hair. Worth 2gp.
  10
  71
  Gold pocketwatch worth 20gp. Enchanted to show sun, moon, tides, and zodiac signs. Sizzles occasionally.
  11
  72
  Unsent letter reads “They are coming for me. I fear it is too late. Protect Esme and our secret.”
  12
  73
  A Minor Magic Item (1d100, pp. 93–96) in a velvet bag.
  13
  74
  A Minor Magic Weapon (1d20, pg. 98), carefully concealed somewhere on the corpse.
  14
  75
  A Magic Weapon (1d100, pp. 99–102) and a license to carry it.
  15
  76
  Ticket for an ascent in Mr. Temifuge’s hot air balloon at the Long Mall (25, pg. 12).
  16
  77
  Jewellery worth 300gp. Emerald earrings, a diamond brooch, two small gold pins.
  17
  78
  2d6 invitations to a masquerade ball held by a random noble (1d100, pg. 111).
  18
  79
  2d20gp in gold coins, sealed with wax in unmarked paper envelopes.
  19
  80
  1d10×100gp in bank drafts, paper money, and other notes.
  20
  Unusual
  1d20
  81
  Glowing blue jar labelled “Condensed Lightning”. 10' radius, 3d6 lightning damage if broken.
  1
  82
  Notebook of secrets pertaining to the current stage of a random Innovation (1d8, pp. 20–37).
  2
  83
  Letter containing truly shocking statements about a random wizard (1d100, pp. 111–112).
  3
  84
  An occultum flake. Glassy, massless, like looks like smoked glass. Worth 100gp to wizard.
  4
  85
  Cunningly disguised Sensible Magical Prosthetic (pg. 103).
  5
  86
  Spellbook containing 1d6 random spells (pp. 83–86), esoteric notes, and crushed flies.
  6
  87
  Red powder in a vial. Ingesting it inflicts X-thropy. Full moon; morph into an Exotic Creature (1d50, pg. 125).
  7
  88
  Throwable gunpowder bomb worth 5sp. Literature in pocket implicates a Cause (2d6, pg. 115).
  8
  89
  Sealed letter directing Sir Reginald Gribbs to visit Degby & Sons law office to collect a 200gp inheritance.
  9
  90
  Magic scroll containing a random spell (pg. 83). Looks as though it was torn from a spellbook.
  10
  91
  Magic wand containing a random spell (pg. 83). Two charges remain. Brass handle, polished mahogany.
  11
  92
  Small hoard of 2d6 Minor Magic Items (1d100, pp. 93–96) in an unmarked wooden case.
  12
  93
  Royal signet ring and 2d10gp. The corpse belongs to a member of the Monarch’s family.
  13
  94
  A bundle of enciphered papers. Secrets stolen by a foreign spy or the scribbling of a lunatic?
  14
  95
  Purple powder in a vial. Ingesting it inflicts a Magical Disease (1d20, pg. 44).
  15
  96
  Bottle of deadly poison. Black, thick glass, marked with three skulls. One use.
  16
  97
  Grey-green egg. Warm. Hatches into a Nightmarish Creatures (1d50, pg. 125) in 12hrs.
  17
  98
  Ministerial documents in a sealed red envelope. Their contents could unleash a Scandal (1d10, pg. 54).
  18
  99
  Yellow powder in a vial. Touch it and teleport to a random location in Endon (1d20+5, pg. 14). One use.
  19
  100
  Copper badge (pg. 40). Was the corpse an undercover informant? Off-duty? Or a light-fingered thief?
  20
  150
   
  
  Stage
  1
  Miles’
  Moving
  Miracles
  (pp. 21–22)
  2
  Room to
  Live
  (pp. 23–24)
  3
  A World
  Without
  Roads
  (pp. 25–26)
  4
  True
  Polymorph
  (pp. 27–28)
  5
  A Peaceful
  City
  (pp. 29–30)
  6
  Conjured
  Workforce
  (pp. 31–32)
  7
  Coal &
  Iron
  (pp. 33–34)
  8
  The Power
  of Creation
  (pp. 35–36) Tempo
  1
  X
  X
  X
  X
  X
  X
  X
  X
  ¤
  2
  ¤
  3
  ¤¤
  4
  ¤¤¤
  5
  ¤¤¤
  6
  END
  PRE-SESSION CHECKLIST
  INNOVATIONS
  Every Season (or year, or game session, if you want
  a quicker game), roll 1d6 for each Innovation. If the
  number is greater than the Innovation’s current
  stage, advance that Innovation by one Stage.
  BEFORE EACH SESSION
  A few minutes before the session starts:
  1. Breathe. Centre yourself.
  2. If required, roll to advance each Innovation.
  3. Read the entry for the current stage of each
  Innovation. Think of how the Innovation might
  affect the session.
  4. Think of how the Innovation might affect the
  session.
  5. Flip through this book to help you remember
  where each section is. The Table of Contents
  and the Solve My Problems sheet (pg. 152)
  will help.
  6. Imagine Endon. Think of the streets, the
  alleys, the fog, the cries of street-sellers and
  the thrum of magical industry. Draw on vague
  memories of London from films and books.
  TIPS AND TRICKS
  • Write in this book.
  • The players might be interested in things you
  don’t care about. Follow their lead. Feed them
  hints. Listen and reward their wild speculation.
  • Don’t force engagements. Drop hints. Give
  suggestions if necessary, but let the players—
  and the dice—steer.
  • Tell players about traps, dangers, and potential
  problems. The interesting part of the game
  isn’t finding the danger, it’s the choices the
  players make to overcome it.
  • Similarly, give groups (not individual players)
  weird dangerous overpowered stuff. The
  gameplay that results as the consequence of
  their choices is much more interesting than the
  choices they make to get the stuff.
  • If all else fails, roll some dice, look at them
  thoughtfully, flip to a random page, put your
  finger on a random word, and treat it as the
  spark that lights a fire of inspiration.
  TEMPO
  Tempo represents the general pace of life and
  magical innovation in Endon.
  The Tempo starts at 1 (¤).
  All Innovations are Stage 3 or above: Tempo is 2 (¤¤).
  All Innovations are Stage 4 or above: Tempo is 3 (¤¤¤).
  QUICK HINTS FOR CITIES
  Preface every description with something urban.
  Noise
  The clatter of hooves on cobbles. Cries of street-
  sellers. Thumping machines. Sizzling magic. Barking
  dogs. Music spills from doorways. Distant laughter.
  Bells. A bellowed argument. The city is a whirlwind, a
  symphony, a diabolical roaring and hammering.
  Movement
  Fluttering sheets on washing lines. Horses and
  harnesses. Flickering sparks of magic. Coils of
  smoke. A heaving ocean of caps and cloaks. Crates
  hoisted into attics. Crowds of geese herded by
  drovers. Steam from doorways. Sprinting urchins.
  Smells
  Freshly baked bread. Rotting vegetables. Blood.
  Stale beer. Sawdust. Ozone. Oil. Coal dust. Dense smoke.
  Ginger. Flowers. Sweat. Medicinal herbs. Sewage.
  Incongruity
  A small child pushes an towering handcart. A dog
  yelps, chased by a rat. A wizard in a silk robe argues
  with a dust-coated labourer. A new warehouse rises
  next to a rotting wreck. Fish-sellers camp next to
  potion-sellers.
  Magical Industry
  As the tempo increases...
  Wizards in red robes and conical hats, wearing goggles,
  carrying books, debating in the street, drawing chalk
  diagrams on the walls, smoking strange herbs. Iron
  and copper engines on carts. Glassware protruding
  through slate tiles. Whizzing sparks. A clanking steam-
  engine in the distance. Screech of a steam-whistle.
  Constant thrum of magic. Blue tinge of ozone.
  Unnatural noises in the night. Purple-green octarine
  slicks on water and stone. Swarms of bubbles rise
  from a chimney. A swarm of iron girders self-assemble
  into a new building. It rains upwards. Newspapers
  move; some speak.
  151
   
  
  SOLVE MY PROBLEMS SHEET
  Where can we buy magic items?
  • Try a Reputable Firm (pg. 89) or a Disreputable
  Wizard. (pg. 90)
  • Check out the shops in Haymarket Square
  (6, pg. 9).
  Where can we sell magic items?
  • If the item or spell is common, chances are
  nobody wants to buy it.
  • If it’s uncommon or rare, see a Reputable Firm
  (pg. 89) or a Disreputable Wizard (pg. 90).
  I’m wounded! How do I get healed?
  • What can you afford? (pg. 43)
  • Head to Blumsworth Hospital (24, pg. 12).
  • If the limb comes off, buy a prosthetic (pg. 103).
  What can I do with all this money?
  • Check out the Price List (pp. 65–66).
  • Invest in some Magical Industrial Equipment
  (pp. 71–73).
  • Buy a house or a warehouse (pg. 139).
  • Commit one of the Eight Deadly Sins; go
  Carousing (pp. 61–62).
  • Just make sure you don’t catch a Magical
  Disease (pg. 44).
  I’ve done something illegal.
  • The Coppers (pg. 40) might show up soon.
  • Justice in Endon is swift (pg. 39). Perhaps a
  trial at the Grim Bailol (14, pg. 11)?
  Who’s in charge here?
  • The Monarch, Harold II, of course (pg. 55).
  • The Prime Minister, and the other Ministers
  (pg. 53), run Endon on a day-to-day basis.
  I need an expert.
  • Check out Loxdon College (19, pg. 12).
  • Some industrial wizards hang out near Needle
  Circus (22, pg. 12).
  • Perhaps what you really need is a Scoundrel
  (pg. 118).
  What cool stuff is going on?
  • All sorts of Innovations (pp. 20–37).
  • Did you hear that Rumour (pp. 107–110)?
  • A Generic Plot (pg. 144) Is afoot!
  What’s my motivation?
  • You want to be free! You want to be free to do
  what you want to do! And you want to get
  loaded! And you want to have a good time!
  • Alternatively, maybe you have a Reason to Visit
  Endon (pp. 143–144).
  • Tired of people sneering at you? Find a way to
  join the Middle or Upper Class (pp. 51–52).
  • Or solve one of the Unsolved Problems of
  Magic (pg. 91).
  Where can I hire minions?
  • Ask around. Endon is full of displaced or out-of-
  work people. Rates are listed on the Price Sheet
  (pp. 65–66).
  • If you need serious firepower, consider finding
  friends in the Army (pg. 42).
  • For a true henchperson, ally with a Scoundrel
  (pg. 118).
  Why do these things always happen to me?
  • Have you been ensnared by a Villain’s plot
  (pg.144)?
  • Perhaps you inflicted a Wrong or Injustice (pg. 121).
  152
   
  
SOURCE: textdata/thevault/Any (Any System Generic)/Magical Industrial Revolution.pdf