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  20 THINGS #48:
  RAGING SWAN PRESS
  RUINED CITY
  SYSTEM  
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  20 THINGS #48: RUINED CITY 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to 
  life? Well fear not! That’s where the 20 Things line comes in. 
  Compiled from the free 20 Things posts available at Raging Swan’s website, this short, focused compilation gives you, the time-crunched GM, 
  the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your 
  players' adulation. 
  This instalment provides ﬁve pages compatible with virtually any fantasy roleplaying game and is designed to help you to ﬂesh out and bring 
  to life the ruined cities in your campaign. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst 
  Art:William McAusland. Some artwork copyright William 
  McAusland, used with permission. 
  ©Raging Swan Press 2020. 
  The moral right of Creighton Broadhurst to be identiﬁed as the 
  author of this work has been asserted in accordance with the 
  Copyright Designs and Patents Act 1988. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  C O NTE NTS 
  Thank you Billy Foster, for the idea for this book. 
  FOREWORD 
  Welcome to this Raging Swan Press System Neutral Edition 
  supplement. Herein you’ll find evocative, inspiring text designed to 
  help you—the busy GM—run better, quicker and easier games. 
   
  This book is compatible with most fantasy roleplaying games. 
  It’s impossible to create a truly system neutral book, though, and 
  some generic game terms—wizard, fighter, human, elf and so on—
  lurk within. These generic terms are easily modified to the GM’s 
  system of choice. 
   
  One special note about the NPCs in this supplement. While 
  some are magic-users, fighters, clerics and so on, others are simply 
  normal folk. Because different game systems handle normal folk 
  differently we’ve made no attempt to note their “class” leaving 
  them simply as “female human” and so on. 
  USING THIS BOOK 
  You can use these tables either during session prep or “on the fly” 
  during the actual session. Roll on the desired table and describe 
  the result. Remember: 
  •
  Some players may assume because you describe something it is 
  important. This may slow down the party’s progress through the 
  adventure. This isn’t necessarily a bad thing. 
  •
  Modify any result so it fit with your game. 
  •
  Ignore or re-roll inappropriate results. 
  •
  Have fun! 
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  Credits 
  1 
  ..............................................................................................
  Contents 
  1 
  ...........................................................................................
  Foreword 
  1 
  ..........................................................................................
  Using this Book 
  1 
  ................................................................................
  Join Raging Swan on Patreon 
  1 
  ........................................................
  1: Evidence of Prior Expeditions 
  2 
  ...................................................
  2: Lost Treasures & Trinkets 
  3 
  ............................................................
  3: Minor Events 
  4 
  ................................................................................
  4: Ruin Dressing 
  5 
  ..............................................................................
  Decoration Subjects 
  5 
  .................................................................
  5: Major Ruin Features 
  6 
  ....................................................................
  OGL V1.0A 
  7
  .......................................................................................
  
  1: E VID EN CE OF PRI OR E XPEDITIONS 
  The characters are vanishingly unlikely to be the ﬁrst adventurers 
  or explorers to reach and search the ruined city. Such cities draw 
  adventurers, explorers, sages and other other curious folk like 
  manure draws ﬂies. 
   
  Use the list below, to add the evidence of such prior 
  expeditions into the characters’ exploration of a ruined city. 
  1.
  A crude ﬁre pit ringed with now-blackened stones taken from 
  the ruins pierces the ground in the rough centre of this area. 
  Larger stone blocks—perhaps used as seats—have been 
  dragged close to the ash-ﬁlled pit. 
  2.
  A ﬂutter of movement catches a random character’s eye. 
  Investigations, reveals the ﬁlthy, shredded remains of a tent 
  snagged on the remains of a tumbled stone wall. 
  3.
  Dried blood coats the dusty ﬂoor and crumbling wall, here. 
  Perceptive characters can determine the stains are only a 
  matter of weeks old. 
  4.
  A splintered arrow, its blue ﬂetching withered and dusty, lies 
  on the ground. The arrow is of elven manufacture and clearly 
  not ancient. 
  5.
  An explorer’s yellowing bones yet clad in rotting studded 
  leather armour protrude from under a pile of tumbled 
  masonry. The woman’s legs and pelvis are crushed by the 
  rocks, and the remains are contorted as if she died in great 
  pain. The remnants of her equipment are scattered about—
  clearly she did not die immediately. 
  6.
  Footsteps in the mud show where previous explorers have 
  trod. A ranger or other tracker can tell the footsteps were left 
  by heavy, human-sized individuals. They only go in one 
  direction, and disappear into a nearby ruined building. 
  7.
  An abandoned campsite ﬁlls the ground ﬂoor of a partially 
  ruined building. Several bedrolls, the remains of a cooking 
  ﬁre and the like are scattered about the building. By the looks 
  of things, the campsite is months old. 
  8.
  Set into the shape of an arrow, this arrangement of stones 
  suggests the direction of travel for a prior expedition. Moss 
  grows on the stones suggesting they have been in this 
  position for years. 
  9.
  Two rusting spades thrust deeply into the ground, and several 
  shallow holes, show were previous explorers have searched 
  for buried treasure. Nearby, a rotting coffer—its lid ripped off 
  and discarded nearby—lies on the ground. 
  10. Footsteps, drag marks, bloodstains and other signs of combat 
  litter the area. No bodies or loot remain; it is as if someone 
  has cleared up after the battle. 
  11. The bloated, rotting corpse of a mule lies crumpled on the 
  ground. The mule still carries saddlebags, but nothing of 
  value remains within—food is rotten, wine is spoiled and so on. 
  The mule’s injuries could provide a clue to alert adventurers 
  to what lurks nearby. 
  12. A statue lies on its side near a plinth from which it toppled. 
  Perceptive characters note a discolouration on the ground 
  around the statue. If the characters move the statue, they 
  discover the squashed remains of a previous explorer 
  crushed all but ﬂat by the statue’s fall. 
  13. A backpack, poorly hidden beneath some vegetation, seems 
  to hold nothing more than a bundle of rotting cloth. 
  Examination, however, reveals a treasure hidden within. Cut 
  into the form of a skull this yellowing crystal is an exquisite, 
  yet disturbing, object. Subtle enchantments cast inside the 
  skull give it a faint purple luminosity. 
  14. Amid mouldering equipment, lie the yellow bones of a 
  previous explorer. Near the individual’s outstretched hand lies 
  a headless statuette which was once a beautiful 
  ornamentation set in an important person’s quarters. (It 
  depicts a nude anatomically perfect male of the race 
  inhabiting the city.) The statuette’s missing head is nowhere to 
  be found. Nevertheless the statuette remains valuable. 
  15. Obvious signs of battle mar the area. Splintered arrows, 
  patches of dried blood as well as an obviously hastily built 
  breastworks—now partially collapsed—speak to the violence 
  once meted out here. 
  16. A faint wisp of smoke rises above the ruins. Investigation 
  reveals a guttering, untended campﬁre. Camping equipment
  —enough for two individuals surrounds the ﬁre, but of their 
  owners there is no sign. 
  17. An emaciated, near-death donkey wanders the ruins. It yet 
  wears a bit and bridle of human artiﬁce, and has deep (partly 
  healed) scratches along one ﬂank. Any character wise in 
  nature’s ways can see the donkey has not eaten in weeks and 
  is near death. If nursed back to health, the donkey forges an 
  unshakeable bond with its new owner. 
  18. Incongruously, the rotting body of a peasant lies splayed on 
  the ground amid a dried pool of blood. The man was a bearer 
  for another expedition, and was slain by the ruin’s monstrous 
  inhabitants. The character might ﬁnd something useful in the 
  man’s pack. 
  19. The collapsed ruin of a once important building is the venue 
  of an obvious excavation. Several piles of rubble and signs of 
  organised digging suggest a previous expedition thought 
  something valuable might lie buried within.  
  20. Buzzards, crows or some other appropriate type of carrion 
  bird peck and tear at an adventurer’s bloodied corpse. The 
  characters might be able to recover useful equipment or even 
  a map from the remains.  
  2
  A NOTE ABOUT TERRAIN 
  Obviously, a ruined city can be found almost anywhere—in the 
  depths of a jungle, on a barren island or hidden in a deep cave 
  far from the surface. 
   
  The entries in this supplement attempt to present—as far as 
  possible—terrain-neutral entires to provide you with maximum 
  ﬂexibility. Tailor the tables herein to better suit your ruined city 
  adding in such details as fecund vegetation, shifting, wind-
  blown sand dunes and the like, as appropriate. Use such 
  features to highlight the ruin’s great age and abandonment, and 
  to create interesting areas to investigate.
  
  2: L OS T T R E AS U RES & TRINKETS 
  Ruined cities loom large in the minds of avaricious adventurers as 
  places heavy with the loot of ages past. In their minds, if the place 
  is truly abandoned, such treasures might lie where they were 
  dropped or hidden ages ago simply waiting for their new owners 
  to come along and claim them. 
   
  Use the list below, to add minor treasures and trinkets into the 
  characters’ exploration of a ruined city. 
  1.
  A sheltered section of wall has withstood time’s remorseless 
  onslaught better than much of the rest of the ruins. Here 
  faded fresco yet survive. A few sections of the fresco glimmer 
  in the light. Perceptive characters realise the fresco was 
  painted with paint comprising crushed gemstones. Careful 
  explorers could harvest some of the glimmering paint. 
  2.
  Covered in thick moss and lichen, a statuette ﬁlls a small 
  hidden wall niche. Investigation—involving scrapping off the 
  moss—reveals the statuette to be a marble bust depicting a 
  noble member of the race once dwelling in the city. 
  3.
  A secret treasure niche pierces the ground in the corner of his 
  area. Perceptive characters realise a ﬂagstone is loose and 
  can pry it up with little effort. Within lies a mouldered sack 
  containing a store of silver and gold coins minted when the 
  city was in its heyday. 
  4.
  The heraldic device of the city decorates several stones or 
  bricks (as appropriate). At night, the runes emit a faint glow 
  equivalent to that given off by a candle. 
  5.
  A life-sized statue of one of the city’s former in habitants lies 
  facedown amid the rubble and ruin of the place. The stone 
  statue is heavy, but if the characters roll it over they discover 
  small black gems—onyxes—serve as the statue’s eyes.  
  6.
  A bas relief carving decorates a lichen-covered wall. Clearing 
  away the lichen reveals a stylised map of the city in its prime. 
  The map is not hyper-detailed, but still provides a useful 
  broad overview of the place. 
  7.
  The plinth of a fallen statue has a hidden compartment. 
  Perceptive characters discover the compartment holds 
  several items of religious signiﬁcance—a small, black onyx 
  sacriﬁcial dagger and a plain silver circlet clearly not 
  designed to be worn on a human head. 
  8.
  The characters discover some simple household goods—such 
  as goblets, cooking pots and the like—wrought in strange, 
  alien shapes. Such objects—while worthless to adventurers—
  have value to collectors, sages and the like. 
  9.
  A statue of a warrior holds a ceremonial shield that glimmers 
  through a coat of dust and grime. Characters cleaning the 
  shield discover it is made from solid silver and proudly bears 
  the city’s sigil; it is not designed for combat, and if used in 
  battle is quickly rendered worthless. 
  10. Preserved by powerful, time-defying magics this weighty 
  tome is a history of the city, and tells much of its storied past. 
  The book comprises sheets of papyrus between hammered 
  covers of bronze inscribed with various sigils and esoteric 
  wards. The whole is wrapped in leather cured from the hide of 
  some unknown creature. 
  3
  
  3: MI N O R EVE NTS 
  Ruined cities are rarely completely abandoned. Strange creatures 
  may slither, creep or ﬂy through the ruins. Other times, the 
  weather, the characters’ over-active imagination or even time’s 
  remorseless action may conspire to create minor events of note. 
   
  Use the list below, to add minor events and the like into the 
  characters’ exploration of a ruined city. 
  1.
  Dark clouds scud across the sky, plunging the ruins in a cold 
  and shadowy twilight. Deep, brooding shadows gather 
  among the tumbled walls and fallen masonry like predators 
  gathering to hunt their prey. When the dark clouds move 
  away the shadows dissipate but the ruins seem sightly chiller 
  than before to sensitive characters. 
  2.
  The wind gusts strongly. As it moans through the ruins, the 
  wind picks up dust and grit; dust devils dance about the party 
  throwing grit into the characters’ eyes, ears and nostrils. The 
  dust devils last for but a few minutes before the wind dies. 
  3.
  All background noise—the sound of the wind, the harsh cries 
  of birds in the sky above and so on—abruptly cease. The 
  resultant silence is pregnant with malice and foreboding; it 
  almost seems like the ruins are holding their breath—and 
  waiting for something horrible to happen. 
  4.
  The scrabbling sound of claws on stone reaches the most 
  perceptive character’s ears. The sound comes from behind a 
  pile of high rubble. The sound could be nothing more than a 
  lone scavenger picking through the ruins in search of food or 
  an enemy creeping towards the party. 
  5.
  An abnormally large crow perches on a nearby wall and 
  regards the party with seemingly preternatural intelligence. If 
  the party makes no attempt to slay or drive off the crow, it 
  follows them for an hour or so before ﬂying away. 
  Alternatively, the crow could be the familiar of a wizard 
  lurking elsewhere in the ruins. 
  6.
  Driven by strong wind, sheets of rain pummel the city. The 
  rain is heavy and persistent—it may force the characters to 
  take shelter in a relatively intact nearby building; perhaps this 
  seemingly random event propels them toward a particularly 
  important part of the ruins. 
  7.
  A glint of light reﬂecting off metal catches a perceptive 
  character’s eye. The ﬂash of light comes from deeper into the 
  ruins. Investigation reveals a seemingly abandoned battered 
  metal shield resting against a wall. 
  8.
  The sudden loud clatter of stones reaches the characters’ 
  ears. The sound could be caused by nothing more than a 
  small localised collapse elsewhere in the ruins or could herald 
  a sudden attack from some unknown foe. 
  9.
  The most paranoid character—or the least perceptive—spots a 
  sudden, furtive movement in the nearby ruins. The movement 
  could be nothing more than a trick of the light; it could also 
  be, however, the furtive creeping of a natural creature or a 
  lurking monster. 
  10. Clouds obscure the sun for much of the day. However, for a 
  few short minutes, at an opportune time, the clouds part and 
  the sun bathes the ruins in warm golden light. (If the 
  characters require a clue as to where to proceed the sun’s 
  rays could highlight a particular part of the ruins, glint off a 
  concealed enemy’s armour and so on). 
  11. A ﬂock of birds swoops over the party. One of the birds 
  chooses that exact moment to defecate; a random party 
  members is hit by the bird’s leavings. Is this a good or bad 
  omen, or just happenstance? 
  12. The faint sound of strange, alien music reaches the characters’ 
  ears. Perhaps the music features a bizarre arrangement or is 
  played on unidentiﬁable instruments. The music continues for 
  some minutes before tailing off, and could be being played 
  by another band of explorers, the descendants of the ruined 
  city’s inhabitants or an imprisoned ﬁend (or the like). 
  Alternatively, the music could lead the party to their next 
  encounter or a notable adventure site. 
  4
  
  4: RUI N DR E S S IN G 
  Ruined cities are not without places and features of interest. Of 
  course, some places such as ruined churches, crumbling wizard’s 
  towers and fallen citadels will be more interesting than other 
  inconsequential places. However, wherever the characters venture 
  in the ruined city they will come across minor features of interest. 
   
  Use the list below, to add minor features of interest into the 
  characters’ explorations. 
  1.
  Part of this wall is particularly high compared to others 
  nearby, and leans dangerously to one side. Any explorer with 
  half a brain can tell the wall is dangerously unstable. This is a 
  good place to lay an ambush or trap. 
  2.
  A huge tree lies on its side, fallen straight through a building. 
  The tree’s massive trunk has smashed the building’s walls and 
  roof and rubble lies scattered about. The fall could be 
  relatively recent, or the tree could be dead and rotting when 
  the characters arrive. 
  3.
  A ﬁeld of virulent thorn bushes with spikes several inches 
  long cluster thickly together, blocking easy progress. In 
  places, the thorn bushes are twice the height of a grown man. 
  Perceptive characters spot several small tunnels—perhaps 
  forced by animals—wending their way through the bushes. 
  4.
  An obviously hastily piled, slightly lopsided stone cairn stands 
  in the lea of two walls. A crude wooden marker, from which 
  hangs a rusting helmet, marks the place as a grave. No 
  inscription provides a clue to who lies within the cairn. 
  5.
  Birds and other wildlife avoid one particular part of the ruins. 
  The area could harbour latent magical auras, be a graveyard 
  or serve as the lair of some horrible beast. 
  6.
  Vines and creepers grow thickly over several crumbing walls. 
  The growth is so thick it could obscure doors and windows; 
  the area beyond might make an excellent hiding place or 
  location from which to spring an ambush. 
  7.
  Small deposits of dried faeces bare mute witness to the 
  presence of animals or monsters in the ruins. Characters wise 
  in nature’s ways—perhaps rangers or druids—might be able to 
  discern roughly what kind of creature left the deposits. 
  8.
  The walls in this section of the city—beset with crumbling 
  mortar or other structural problems—are riddled with small 
  holes. When the wind comes from one direction, it blows 
  through these holes and makes a variety of sounds—from low 
  moans to high-pitched shrieks—dependant on its speed. 
  9.
  A deep well stands in the middle of a courtyard or square. 
  Weeds and small bushes grow nearby and moss and lichens 
  cover the stonework of the well’s shaft. The well is nearly dry, 
  but some water still oozes through the rubble choking the 
  bottom third of the shaft. Alternatively, the well was used as a 
  convenient dumping ground for bodies during the city’s fall 
  and it could be haunted or its water irredeemably tainted. 
  10. A mouldy ropes hangs from a building’s roof or upper ﬂoor. 
  From ground level it is impossible to see the rope is secured 
  to a poorly placed, rusting iron spike. Characters climbing the 
  rope dislodge the spike and tumble to the ground. 
  11. Thick, fecund vegetation of an appropriate type for the 
  surrounds grows in this area, making exploration difﬁcult. 
  12. A massive tree—its branches ﬂung wide—has taken root in this 
  place; the ﬂag- or cobblestones in the immediate vicinity are 
  uneven as a result of the tree’s questing roots. 
  DECORATION SUBJECTS 
  Use this list, to determine the basic subject of statues, cavings, 
  frescos and the like discovered in the ruined city. 
  1.
  A ruler stands in a heroic pose, looking into the middle 
  distance. The ruler is depicted as an idealised member of the 
  city’s race. A nearby carving names the ruler. 
  2.
  A warrior stands over the prostrate form of a vanquished foe; 
  the hero stands with weapon raised high as if about to strike. 
  The vanquished foe looks terriﬁed. 
  3.
  Depicted at the height of its glory, this decoration depicts a 
  notable location in the city such as a temple, tower or 
  fortiﬁcation. The decoration is so detailed, the careful 
  observer may be able to discern something of interest. 
  4.
  An important ﬁgure from the city’s past stands in a 
  contemplative pose. The ﬁgure could be a powerful priest, 
  famed architect or clever wizard. 
  5.
  One or more of the deities worshipped in the city look down 
  at those passing by. 
  6.
  An obvious criminal is depicted in a pose of supplication or 
  punishment. A carving nearby names the criminal and their 
  crime. Dependant on the decoration type, a crowd of 
  onlookers—their faces set in rapt expressions of excitement as 
  they await the criminal’s punishment could also be depicted. 
  7.
  A magical sigil or collection of esoteric symbols are depicted 
  close to, or entwined around, one another. The grouping 
  could have some special signiﬁcance to the city’s folk or could 
  be nothing more than a piece of art. 
  8.
  Complex geometric patterns—exquisitely detailed and picked 
  out in yet-bright colours—decorate the area. The pattern could 
  hide the trigger for a secret door, be part of a complex trap or 
  nothing more than decoration. 
  9.
  Words carved in the city’s common tongue proclaim a great 
  teaching or dictate from its rulers. The carving may also be 
  damaged, defaced or partially obscured. 
  10. The sigil of the city’s patron deity, carved into walls, picked 
  out in mosaics and the like, is still visible throughout the city. 
  5
  STATUES, FRESCOS AND THE LIKE 
  Ruined cities are replete with statues, frescoes, carvings and the 
  like. Such features are an excellent vehicle for you to customise 
  and add ﬂavour to the city. Thus, remember to modify the 
  various entries in these lists to better suit your ruined city and its 
  long-fallen masters. For example, a troglodytes’ subterranean 
  ruined city will have markedly different decorations to a snake 
  folk’s ancient, jungle-wreathed home. 
  
  5: MAJ OR RUI N F EATU RES 
  Ruined cities are much more than a sea of rubble. Some places—
  major temples, towers and fortiﬁcations—will have survived in 
  better conditions than others. In other places, the advanced 
  decrepitude of the ruins create areas of heightened danger. 
   
  Use the list below, to add major features and the like into the 
  characters’ exploration of a ruined city. 
  1.
  A network of cellars, basements and other subterranean 
  passageways honeycomb the ground below this section of 
  the ruins. Time’s remorseless onslaught has weakened their 
  ceilings and supports; unwary characters may cause a local 
  collapse and fall into the network. 
  2.
  Leering, moss-covered statues stand upon cracked and 
  teetering plinths. The ﬁnely detailed statues are life-sized. 
  Nothing more than decorations, some are unstable and fall if 
  disturbed by adventurers searching for hidden storage niches 
  and the like. 
  3.
  One windowless tower—standing slightly apart from nearby 
  buildings—is in much better condition than its neighbours. Its 
  roof is intact, and a bronze door, graven with many runes of 
  dire and fell aspect, remains ﬁrmly shut. 
  4.
  The city’s cobblestones and ﬂagstones are a 
  strange shape—triangular, circular or the like. 
  Some cobblestones have glyphs, sigils or 
  personal marks scribed into them. 
  5.
  The city’s architects used a special kind of mortar in 
  its walls; although faded and crumbling in many 
  places the mortar is a strange colour, and might 
  even have magical or quasi-magical properties. 
  6.
  Important buildings are a riot of decoration—beautifully 
  carved reliefs and bas-reliefs cover most surfaces and depict 
  important events in the city’s past. Many of these carvings 
  were originally painted, and ﬂecks of paint survive here and 
  there to give a faint impression of faded grandeur. 
  7.
  A sea of jagged, tumbled rubble blocks the street, making 
  further progress in this direction difﬁcult. The rubble might 
  also be unstable, and more than a mere inconvenience to 
  unwary explorers. 
  8.
  Shades of the city’s fallen gather in this place—the place of 
  their death. They are insubstantial shadows easily missed by 
  unperceptive or distracted explorers. The shades are 
  harmless and ignore explorers, instead repeatedly acting out 
  the last few moments of their lives. 
  9.
  Either through happenstance or some lingering magical 
  energy, the ruined city has its own small weather system, 
  which is at odds to that of the surrounding area. (For example, 
  if the city stands in a desert cold and rain often beset it while 
  a city in the middle of a rainforest could be suffering 
  extreme drought conditions.) 
  10. Some parts of the city are decrepit and prone to collapse. 
  Those exploring without due care and attention could cause 
  walls to collapse, ﬂoors to give way and so on. Additionally, 
  combat in these areas is particularly hazardous as 
  powerful spells and the like might have a similar effect on 
  nearby walls, ﬂoors and ceilings. 
  11. The city was the site of savage ﬁghting, during its fall. 
  Skeletons, and other leavings of the elder battles lie scattered 
  about the place. Some of the dead do not rest easily. The 
  presence of warm-bloodied, living creatures re-animates 
  them as weak, low-level undead such as skeletons and 
  zombies. Individually, such encounters should be easy to 
  defeat, but their frequency will eventually wear down all but 
  the most powerful group’s resources and resolve. 
  12. Heroically-sized statues of important personages dot the 
  ruins—standing in squares, at important road junctions and 
  near important buildings. Some are weather worn, and 
  covered in lichens, moulds and vines (as appropriate) while 
  others are in pristine condition. 
  6
  
  OGL V1.0A 
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #48: Ruined City. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan 20 Things #48 Ruined City.pdf