Campaign Guide updated

The Campaign Guide and House Rules page has been updated to reflect allowed material from Princes of the Apocalypse and the Sword Coast Adventurer's Guide, as well as clarification regarding material from Unearthed Arcana.

Settlement Business and Services Summary

In a previous post I discussed the details of settlements in Mythosa. This is a follow-up to that post, summarizing the availability of businesses and services in each of the settlements. They are shown in the table below (businesses are in brown). Most services that produce physical goods are not listed as their presence is implied based on the equipment lists in the PHB (i.e.; if the PCs can buy a sword in a settlement, you can assume that there are smiths; if they can buy arrows, assume fletchers are present, etc.). If a percentage is shown, that is the chance that one individual of that type is found in the settlement.

AlchemistNoneNone50%3 (2 to 5)5+
ArtistNone50%3 (1 to 5)10 (5 to 15)15+
AstrologerNoneNone50%3 (2 to 5)5+
BankNoneNoneNone2 (1 to 3)4+
Boatwright*None50%3 (1 to 5)10 (5 to 15)15+
Book DealerNoneNone50%3 (2 to 5)5+
Bounty HunterNoneNone3 (1 to 5)10 (5 to 15)15+
BreweryNoneNone2 (1 to 3)5 (3 to 7)8+
BrothelNoneNone2 (1 to 3)5 (3 to 7)8+
CarpenterNone50%3 (1 to 5)10 (5 to 15)15+
CartographerNoneNone50%3 (2 to 5)5+
EngineerNoneNone50%3 (2 to 5)5+
GlassmakerNone50%3 (1 to 5)10 (5 to 15)15+
HerbalistNone50%3 (1 to 5)10 (5 to 15)15+
InnNoneNone2 (1 to 3)5 (3 to 7)8+
LaborerNone2 (1 to 3)20 (3 to 33)65 (33 to 100)100+
LocksmithNoneNone50%3 (2 to 5)5+
MasonNone50%3 (1 to 5)10 (5 to 15)15+
Mercenary50%2 (1 to 3)20 (3 to 33)65 (33 to 100)100+
Mercenary CaptainNone50%3 (1 to 5)10 (5 to 15)15+
MusicianNone50%3 (1 to 5)10 (5 to 15)15+
SageNoneNone50%3 (2 to 5)5+
Sailor*50%2 (1 to 3)20 (3 to 33)65 (33 to 100)100+
ScribeNone50%3 (1 to 5)10 (5 to 15)15+
ShrineNone2 (1 to 3)5 (3 to 7)10 (7 to 12)16+
TavernNone2 (1 to 3)5 (3 to 7)10 (7 to 12)16+
TempleNoneNoneNone2 (1 to 3)4+
*: Coastal settlements only

Archfiends of the Nine Infernal Kingdoms

The Nine Infernal Kingdoms are regions of the plane of Maledicium where powerful archdevils have established their domains, pockets of stability and order surrounded by demon-infested chaos. Brief descriptions of these "kings of Hell" and their dominions are listed below (in order of relative power, weakest to strongest).

Note: Each archdevil is listed with aliases as it is ill-advised to say their names aloud, outside the context of a ritual or invocation. To do so is said to invite misfortune upon oneself.

⁜ ⁜ ⁜ ⁜ ⁜

Ilsidris, King of Avernus

The Hawk, the Whisperer

Ilsidris is the ruler of Avernus, and is the third ruler of this kingdom in recent history. He has the form of a human male with a hawk's head, bird wings, and taloned feet. Ilsidris speaks in a sinister whisper, causing feelings of dread and uneasiness to those who hear his voice. The avian archdevil is the weakest of the infernal kings, but he is able to ally and manipulate the others in such a way as to keep his kingdom safe from their depredations.


Avernus looks like a typical temperate region suffering under terrible disasters. River banks are void of water, fields are filled with cracked soil and stunted vegetation, and trees are dying due to a lack of water. Dust devils and tornadoes are common.

Settlements in Mythosa

The Mythosan world map and PDF show and document a number of towns, many cities, three metropolises, and one hamlet. Hopefully it is obvious that this is not the entirety of settlements in the known world; to show every village and town on the map would be major overkill and a lot of unnecessary work (and to be honest, I have no idea where every village or hamlet is; I add them as I need them). That said, there's nothing that documents the specifics of settlements in the context of Mythosa other than the general terms listed in the world guide. This post is intended to clarify that.

There are five types of settlement in Mythosa: hamlet, village, town, city, and metropolis*. On the world map, settlements are shown based on their size (relative to the scale of the map) or their significance. Given that, all the cities and metropolises of the known world are on the map. Regarding towns, the ones that appear on the world map have some particular importance (like Irongate due to its role in trade in the Ruinlands and Avellyn River Valley), but there are many more that do not appear on the map (some can be found in the world guide, such as Aldenshire and Fairhaven in the Ruinlands, but there are still more beyond that). Villages, as one would expect, are numerous, but don't show up on the map or in the PDF; they can be placed anywhere on an as-needed basis. The same applies for hamlets, though they aren't quite as numerous as villages (it's more difficult for smaller settlements to survive the myriad dangers of the world).

Basic settlement population and economic information is shown in the table below**:

TypePopulation (estimated)GP Limit / Available Wealth (GP)
HamletUp to 10050 / 250
Village100 to 500250 / 1,000
Town500 to 5,0001,000 / 5,000
City5,000 to 15,0005,000 / 25,000
MetropolisOver 15,00010,000 / 100,000

Specific population numbers aren't usually provided but the table above is useful for getting a general idea of how many people live in a settlement. "GP Limit" and "Available Wealth" are holdovers from 3rd Edition. Nothing more expensive than the "GP Limit" will be found in a particular settlement, and it is also the maximum amount anyone will pay for what the PCs may be selling. "Available Wealth" is the amount of resources available in the settlement - i.e; the PCs can't sell more than that much worth of goods at a single time. Assume it takes about a week for "Available Wealth" to be rebuilt.

I'll have a couple more posts in the future dealing with some additional economic and demographic aspects for settlements, specifically for certain scenarios that may emerge during gameplay.

*: It would be simpler to just use the standard "village/town/city" threesome, but I felt that the huge, sprawling, exceptional cities should have their own category (akin to places like Waterdeep, Greyhawk, Lankhmar, etc.). I added "hamlet" to cover those settlements that are little more than a handful of families and individuals living in a cluster of buildings. I could have encompassed those in "village", but I wanted to balance the low end against the high end (and odd numbers are more interesting than even ones; I may post something about my "groups of three and five" philosophy in the future).

**: I've refrained from applying too many specific details to the settlements since I don't find them significant to actual gameplay. It's more important, for instance, to convey the impression and feeling of a village or city and what might make it unique than it is to know things like exact population numbers (the PCs don't care if a town has 4,500 or 4,700 people in it) or mundane resources (these can generally be inferred from the surrounding geography).

TableSmith 5.2 released

Yes, you read that right - a new version of TableSmith has been released! I realize it's long overdue, and it's not a huge release, but it is something (and finally addresses the folder access problem that's plagued 5.1 since Windows Vista was released).

There are some new features, but this is primarily a technical update to address two things. First, the standard installation puts the program and other "read-only" files into the "Program Files" folder of Windows, while the tables, config file, and other mutable files go into a TableSmith folder in the user's Documents folder. This is the expected installation that Microsoft encourages, and fixes the issue where everything was installed into "Program Files", which then created issues when TableSmith tried to save it's configuration information. "Back in the day" (i.e.; Windows XP and earlier), you could do that, but Vista and later didn't allow for that.

Ironically, while this was the primary reason to update TableSmith, I almost immediately received some resistance to dividing up the installation. Which is why there's a "portable" version that installs everything in the same folder as it did before. This is fine if you know what you're doing; I just hope I'm clear that if you're just using TableSmith "normally", you use the standard install.

The second technical issue was that TableSmith was using the .NET Framework 2.0. Not really that big of a deal, but 2.0 was old even when TS was first released, so I decided to update the required framework version. 4.5.2 isn't cutting edge but it's much more recent than 2.0.

The help file lists the other changes; mainly bug fixes, but a couple enhancements and a handful of net functions.

What's the future of TableSmith? I don't have a roadmap figured out yet, but I'm expecting further updates as time goes on. I'm probably going to be focusing on a port of some kind to iOS (FantasyGen is basically a precursor to that) sooner than later, but the Windows version should continue for the foreseeable future.

Irongate PDF Uploaded

I've uploaded a small (one-page) PDF for the town of Irongate (found in the Ruinlands region) that I put together for one of my current Mythosa campaigns. It can be found on the Downloads page.

Mythosa PDF Updated

I finally updated the Mythosa PDF (available on the Downloads page). When I switched from a static HTML site to Blogger, I obviously wanted to preserve the Mythosa pages. Originally, I just printed the pages to PDF and stitched them together into a single file. This was good enough for a start, but not for the long term.

I took the contents of the PDF, cleaned it up, reformatted it, and reposted it. It still could use some more artwork, but that will come later.