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  TOWN BACKDROP:  
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  DULWICH 
  
   
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  TOWN BACKDROP: DULWICH 
  The	growing	trade	town	of	Dulwich	looms	over	the	Great	Salt	Mire	in	the	Duchy	of	Ashlar.	A	veritable	torrent	of	lumber	from	the	nearby	
  forest	enriches	its	citizens’	coffers	and	emboldens	the	growing	merchant	class.	Dulwich’s	lord,	Wido	Gall,	resists	the	merchants’	efforts	to	
  topple	his	rule	while	coveting	the	nearby	village	of	Longbridge.	Both	sides	seek	support	from	the	followers	of	Conn,	hoping	to	sway	the	
  newly	appointed	and	young	high	priestess.	Meanwhile,	adventurers	flock	to	the	town’s	inns	and	taverns,	preparing	their	own	expeditions	
  into	the	ruins	hidden	in	the	nearby	Forest	of	Gray	Spires.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	John	Bennett	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland,	Matt	Morrow	and	Maciej	Zagorski	(The	
  Forge	Studios)	Some	artwork	copyright	William	McAusland,	
  used	with	permission.	
  Cartography:	Tommi	Salama		
  	
  ©Raging	Swan	Press	2017.	
  	
  The	moral	right	of	John	Bennett	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 N T E N T S  
  Dulwich	At	A	Glance	.....................................................................	2	
  Life	in	Dulwich	..............................................................................	3	
  Notable	Folk	.................................................................................	5	
  Notable	Locations	in	Brief	............................................................	5	
  Notable	Locations	........................................................................	6	
  Street	Names	................................................................................	8	
  Guilds	of	Dulwich	.........................................................................	9	
  Support	Raging	Swan	Press	........................................................	10	
  OGL	V1.0A	..................................................................................	10	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 Town	 Backdrop:	 Dulwich	 are	 Open	 Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  D U L W I C H  A T  A  G L A N C E  
  Ruler	Wido	Gall		
  Government	Overlord	
  Population	4,734	(4,634	humans,	15	dwarves,	3	elves,	11	half-
  elves,	8	half-orcs,	63	halflings)	
  Alignments	LG,	NG,	N,	LN,	LE,	NE	
  Languages	Common,	Dwarven,	Elven	
  Resources	&	Industry	Lumber,	pottery,	wool	
  Dulwich	stares	out	across	the	Salt	Mire	towards	Hard	Bay,	the	
  Forest	of	Gray	Spires	at	its	back.	Just	a	few	hundred	years	old,	it	
  rests	on	the	remnants	of	numerous	older	structures,	built	on	a	
  strip	 of	 dry	 land	 between	 the	 swamp	 and	 forest.	 One	 of	 the	
  largest	settlements	in	the	Duchy	of	Ashlar,	Dulwich	serves	as	a	
  major	 hub	 for	 merchants	 and	 travellers.	 A	 stout,	 stone	 wall	
  surrounds	the	main	town,	offering	protection	from	the	dangers	
  living	in	the	Salt	Mire.	
  	
  Wealth	 flows	 through	 the	 town	 in	 aplenty	 due	 to	 the	
  lucrative	 timber	 industry	 and	 Dulwich’s	 position	 as	 a	 trading	
  centre.	Its	citizens	live	in	well-constructed	two-storey	homes	of	
  stone	 (harvested	 from	 earlier	 settlements)	 and	 wood.	 While	
  most	of	its	streets	remain	hard-packed	dirt,	cobblestone	paved	
  roads	have	begun	to	appear	in	more	affluent	areas.	A	recently	
  built	keep	lies	at	Dulwich’s	centre,	built	over	an	older,	wooden	
  fortification.	 Its	 towers	 barely	 top	 the	 tall	 spire	 of	 the	 nearby	
  Temple	of	Conn,	a	magnificent	cathedral	built	with	contributions	
  from	the	town’s	affluent	citizens.	
  	
  Many	 of	 Dulwich’s	 citizens	 are	 craftsmen,	 merchants	 or	
  traders	of	some	sort	with	many	more	involved	in	logging.	A	few	
  cater	 to	 outsiders,	 particularly	 adventuresome	 types.	 To	 the	
  west	and	south	lies	the	ruins	of	Valentin’s	Folly,	a	small	castle	
  frequently	 sheltering	 wanted	 bandits	 (and—it	 is	 rumoured—
  much	worse	things).	Within	the	forest,	a	day	to	the	south,	lies	
  the	feared	and	legendary	Shunned	Valley,	believed	by	the	locals	
  to	be	haunted.	These	are	just	two	nearby	attractions.	The	great	
  doom-drenched	halls	of	Gloamhold	lie	far	to	the	north.	
  	
  Dulwich	 still	 mourns	 the	 recent	 death	 of	 the	 former	 high	
  priest	of	Conn,	Taistro	Rintala.	His	successor,	the	young	priestess	
  Vuokko	 Laiten,	 now	 heads	 the	 temple	 due	 to	 the	 support	 of	
  influential	merchants	who	seek	to	use	her	as	a	political	pawn	for	
  power,	 particularly	 against	 Dulwich’s	 ruler,	 Wido	 Gall.	 Wido	
  relies	 on	 the	 Temple	 of	 Conn	 for	 public	 support.	 Wido	 was	
  scheming	 with	 the	 high	 priest	 to	 wrest	 complete	 control	 of	
  nearby	 Longbridge	 from	 his	 rival,	 Hilduin	 Lorsch,	 a	 plan	 now	
  disrupted.	 Wido	 seeks	 to	 expand	 his	 power	 in	 face	 of	 the	
  growing	power	of	the	merchant	class	flush	with	gold	from	the	
  profitable	lumber	industry.	
  T O W N S F O L K  
  Appearance	Dulwichians	are	typically	fair-skinned	with	brown	or	
  sandy	coloured	hair	and	blue,	hazel	or	brown	eyes.	Men	prefer	
  long	moustaches	without	beards	while	women	wear	long	hair	in	
  buns	or	piled	up	with	elaborate	tresses	and	pins	for	the	wealthy.	
  	
  Dress	Fine-spun	woollen	tunics	and	breeches	for	the	working	
  class	is	the	norm,	dyed	in	the	colours	of	the	various	trades	or	
  guilds	the	Dulwichian	is	assorted	with.		
  	
  Nomenclature	male	Einar,	Jarmo,	Pekka,	Vesa;	female	Elena,	
  Irja,	Riita,	Ulpo;	family	Eskola,	Leino,	Salonen,	Takala.	
  T O W N  L O R E  
  A	 PC	 may	 know	 something	 about	 Dulwich,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Dulwich	lies	near	the	so-called	Shunned	Valley.	
  	
  DC	15:	The	merchant	guilds	seek	greater	political	power.	
  	
  DC	20:	Wido	Gall	is	carefully	gathering	support	to	takeover	
  nearby	Longbridge.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Dulwich,	 a	 PC	 may	 hear	 one	 or	 more	 rumours.	 A	 PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  A	skeleton	has	been	seen	shuffling	about	the	cemetery.	
  		2*	
  Vuokko	 Laiten	 was	 the	 lover	 of	 the	 former	 high	 priest	
  and	murdered	him	when	he	was	at	his	most	vulnerable.	
  3	
  Ossi	 Karppanen	 meets	 regularly	 with	 the	 heads	 of	 the	
  other	trade	and	merchant	guilds.	
  4	
  Valentin’s	lost	treasure	yet	lie	hidden	in	his	ruined	castle!	
  		5*	
  The	Black	Cats	seek	an	alliance	with	the	Shadow	Spiders.	
  6	
  Wido	 Gall	 has	 been	 entertaining	 the	 leaders	 of	 various	
  mercenary	companies	at	his	castle.	
  *False	rumour	
  	
   
  
  3	
  L I F E  I N  D U L W I C H  
  Dulwich	is	a	busy	market	town,	but	rising	tensions	between	the	
  affluent	merchants,	and	their	guilds,	and	Wido	Gall	threaten	its	
  peaceful	existence.	
  T R A D E  &  I N D U S T R Y  
  Dulwich	is	mostly	known	for	its	booming	lumber	industry,	which	
  employs	 many	 citizens	 and	 brings	 in	 great	 wealth.	 Though	 a	
  significant	source	of	income	for	the	town,	it	is	not	Dulwich’s	only	
  notable	 industry.	 Many	 citizens	 belong	 to	 the	 town’s	 guilds,	
  making	everything	from	pottery	to	clothing	and	members	wear	
  their	 guild’s	 colours	 to	 denote	 their	 membership.	 The	 various	
  guilds	typically	occupy	entire	streets	and	are	growing	ever	more	
  powerful	and	influential.	No	craftsman	may	operate	in	a	trade	
  without	joining	the	relevant	guild.		
  	
  Other	 citizens	 work	 the	 farms	 outside	 Dulwich,	 most	 of	
  which	are	owned	by	the	Gall	family.	However,	their	wages	are	
  lower	than	those	who	learn	a	proper	craft	or	trade.	Thus,	as	the	
  merchants	 grow	 in	 power	 and	 wealth,	 Dulwich’s	 society	
  becomes	increasingly	stratified.	
  	
  Dulwichian	 goods	 travel	 throughout	 Ashlar	 and	 merchants	
  from	 the	 nearby	 villages	 often	 come	 to	 Dulwich	 to	 trade.	
  Dulwich	 is	 an	 important	 centre	 of	 commerce	 in	 the	 duchy.	 If	
  Wido	 Gall	 succeeds	 in	 taking	 control	 of	 Longbridge,	 he	 would	
  control	 Kymis	 Run,	 which	 would	 bring	 him	 greater	 wealth	 and	
  power.	The	merchants	want	to	avoid	this	at	all	costs.	
  L A W  &  O R D E R  
  A	 well-equipped	 town	 guard	 imposes	 order	 in	 Dulwich,	 led	 by	
  the	 respected	 captain,	 Tuula	 Tenbaran.	 Lawbreakers	 are	
  imprisoned	 in	 the	 dungeons	 beneath	 Dulwich	 Keep.	 Because	
  Wido	Gall	oversees	all	trials	of	note,	many	of	the	merchant	class	
  suffer	stiffer	fines	and	penalties	which	compel	them	to	scheme	
  against	their	lord	even	further.	The	merchants,	of	course,	would	
  love	 to	 have	 Tuula	 Tenbaran	 in	 their	 pocket,	 but	 she	 remains	
  stubbornly	loyal	to	Wido.	Several	guilds	have	spent	considerable	
  coin	 both	 in	 wooing	 Tuula	 and	 in	 trying	 to	 uncover	 her	
  weaknesses	and	vulnerabilities—thus	far	for	little	result.	
  	
  A	recent	push	by	the	guilds	calls	for	the	establishment	of	fair	
  and	 impartial	 (or	 easily	 bribed)	 courts	 of	 law	 with	 stricter	
  oversight.	Vuokko	Laiten	finds	herself	in	the	middle	of	this	feud	
  as	the	merchants	petition	the	Temple	of	Conn	for	support	which	
  was	 previously	 denied	 by	 the	 former	 high	 priest.	 Vuokko	
  struggles	to	consolidate	her	own	power	and	find	a	satisfactory	
  resolution	 to	 the	 problem.	 She	 favours	 having	 the	 faithful—
  under	her	guidance—take	on	a	larger	role	in	adjudicating	legal	
  matters.	However,	both	the	nobles	and	merchants	fear	granting	
  the	temple	too	much	power.	
  	
  E V E N T S  
  While	the	PCs	are	in	Dulwich,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  2D8	
  EVENT	
  2	
  Large	 logs	 suddenly	 roll	 from	 the	 back	 of	 a	 wagon,	
  causing	 a	 minor	 panic	 in	 the	 street	 as	 townfolk	
  scramble	to	get	out	of	the	way.	
  3	
  A	small	procession	of	acolytes	from	the	Lawgiver’s	Hall	
  muttering	 prayers	 and	 blessings	 to	 passers-by	 file	
  down	the	street,	swing	censers	filled	with	incense.	
  4	
  A	 group	 of	 merchants	 pelt	 a	 passing	 carriage	 with	
  rotting	vegetables.	They	run	off	when	the	town	guard	
  approaches.	
  5	
  A	 blacksmith	 demonstrates	 the	 sharpness	 of	 a	 newly	
  forged	 axe	 by	 hewing	 logs	 cleanly	 in	 half,	 for	 a	
  potential	customer.	
  6	
  A	mournful	funeral	procession	makes	its	way	towards	
  the	 cemetery	 where	 a	 patrol	 of	 guardsmen	 stand	
  uneasily	as	if	expecting	trouble.	
  7	
  A	sudden	rain	turns	the	streets	to	mud	which	seems	to	
  spatter	onto	everything	and	everyone.	
  8	
  The	smell	of	hot	mutton	stew	wafts	from	a	street-side	
  stall,	 attracting	 a	 group	 of	 skinny	 children	 in	 ratty	
  clothing	much	to	the	cook’s	annoyance.	
  9	
  A	small,	lean	shepherd,	really	only	a	child,	leads	a	herd	
  of	woolly	sheep	towards	Wool	Street	with	the	help	of	a	
  tireless	dog	who	keeps	the	sheep	from	straying.	
  10	
  A	scrawny	man	in	a	noble’s	livery	struggles	to	carry	a	
  large,	ornate	vase	down	the	street.	He	almost	crashes	
  into	several	people	as	he	totters	along.	
  11	
  Townsfolk	pelt	two	men	and	a	woman	imprisoned	in	a	
  stockade	 set	 up	 near	 the	 keep.	 Wooden	 signs	
  proclaiming	their	crimes	hang	from	the	convicts’	necks.	
  12	
  The	town	guard	attempt	to	disperse	an	angry	group	of	
  workers	 upset	 with	 a	 tax	 rise.	 A	 few	 of	 the	 workers	
  begin	to	throw	stones.	
  13	
  Two	 skeletons	 lumber	 out	 from	 Dulwich	 Cemetery,	
  staggering	towards	a	young	couple	and	their	child.	
  14	
  Three	thugs	smash	pottery	in	front	of	a	crying	woman	
  at	her	shop,	telling	her	she	needs	to	“wise	up.”	Other	
  citizens	 nearby	 pretend	 not	 to	 notice.	 The	 thugs	 are	
  from	the	Shadow	Spiders.	
  15	
  A	young	lad	standing	on	the	back	of	a	cart	shouts	that	
  Saini	 Alanen	 is	 seeking	 brave	 men	 and	 women	 for	 a	
  dangerous	job.	
  16	
  Six	 guards,	 led	 by	 a	 woman	 wearing	 a	 metallic	 mask,	
  lead	a	bedraggled	merchant	in	chains	towards	Dulwich	
  Keep.	A	few	onlookers	pelt	the	merchant	with	offal.	
  	
   
  
  4	
   
  	
  	
   
  
  	
  5	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Almina	 Mastonen	 (location	 6;	 CN	 female	 halfling	 spy)	 Almina	
  runs	a	crew	of	burglars	calling	themselves	the	Black	Cats.	She	
  works	at	the	East	Gate.	
  Henni	 Eronen	 (location	 8;	 CG	 female	 human	 scout)	 A	 former	
  adventurer,	Henni	runs	an	outfitter’s	store	and	organizes	the	
  local	 guides.	 She	 is	 extremely	 knowledgeable	 about	 the	
  surrounding	area.	
  Nalthra	 Rekunen	 (location	 5;	 N	 middle-aged	 female	 half-elf	
  commoner)	 Nalthra	 is	 a	 renowned	 jeweller,	 catering	 to	
  Dulwich’s	 wealthy.	 She	 frequently	 seeks	 precious	 gems	 to	
  work	into	pieces	of	art,	but	is	renowned	for	not	offering	the	
  best	prices.	
  Nurlon	Rekunen	(location	4;	LG	middle-aged	male	half-elf	fighter	
  3)	A	former	adventurer	and	Nalthra’s	twin	brother,	Nurlon	
  runs	 the	 Dancing	 Bear	 which	 caters	 to	 adventurers	 and	
  travellers.		
  Orkus	Darzak	(location	11;	CE	male	dwarf	priest)	Driven	insane	
  while	 adventuring	 in	 Gloamhold,	 Orkus	 worships	 Braal	 by	
  animating	the	dead	of	Dulwich.	He	lurks	in	the	tunnels	and	
  catacombs	beneath	the	cemetery.	
  Ossi	Karppanen	(location	3;	LN	male	human	commoner)	Head	of	
  the	 lumber	 guild,	 Ossi	 seeks	 to	 instate	 a	 ruling	 council	 of	
  merchants.	He	is	one	of	the	richest	people	in	Dulwich,	and	
  consequently	has	much	power	and	influence.	
  Saini	 Alanen	 (location	 9;	 NG	 female	 human	 wizard	 4)	 Saini	
  oversees	 a	 small,	 independent	 library	 where	 she	 conducts	
  research	on	the	local	area	and	assists	in	political	matters.	
  Tuula	 Tenhunen	 (location	 1;	 LN	 female	 half-orc	 knight)	 Nick-
  named	the	“Iron	Maiden”	due	to	her	mask,	Tuula	leads	the	
  town	guard	and	is	fiercely	loyal	to	Wido.		
  Voitto	Markku	(location	7;	LE	male	human	spy)	Voitto	leads	the	
  Shadow	Spiders—Dulwich’s	infamous	thieves’	guild.	He	is	an	
  odious,	dangerous	fellow.	
  Vuokko	 Laiten	 (location	 2;	 LN	 female	 human	 priest)	 Though	
  young,	Vuokko	is	the	new	high	priestess	of	Conn.		
  Wido	 Gall	 (location	 1;	 LN	 male	 human	 mage)	 A	 noble	 and	 a	
  wizard,	 Wido	 rules	 over	 Dulwich.	 He	 seeks	 to	 extend	 his	
  influence	to	the	nearby	village	of	Longbridge.	
  Zado	 (location	 11;	 CN	 male	 human	 unknown)	 This	 enigmatic,	
  masked	 street	 performer	 plies	 his	 trade	 in	 Dulwich’s	
  marketplace.	 However,	 his	 real	 trade	 is	 in	 secrets	 and	
  information.	
  	
  N O T A B L E  L O C A T I O N S  I N  B R I E F  
  Most	 of	 Dulwich	 comprises	 peasant	 homes	 and	 businesses	 of	
  little	 note.	 A	 few	 locations,	 however,	 are	 of	 interest	 to	
  adventurers:	
  1. Dulwich	Keep:	Seat	of	the	Gall	family,	the	squat	Dulwich	Keep	
  lies	at	the	heart	of	Wido	Gall’s	machinations.	The	town	guard	
  are	 based	 here	 and	 the	 dungeons	 below	 the	 keep	 house	
  lawbreakers	and	those	who	fall	foul	of	Wido.	
  2. The	Lawgiver’s	Hall:	The	lofty	spire	of	this	elaborate	cathedral	
  dominates	 Dulwich’s	 skyline.	 Its	 new	 high	 priestess—Vuokko	
  Laiten—is	 courted	 by	 both	 sides	 in	 the	 ongoing	 struggle	 for	
  power	in	the	town.	
  3. Lumberyard	 and	 Guild	 Hall:	 The	 lumber	 guild	 is	 particularly	
  wealthy	and	influential;	their	holdings	reflect	their	status.	
  4. The	 Dancing	 Bear:	 Run	 by	 the	 former	 half-elven	 adventurer	
  Nurlon	 Rekinen	 this	 is	 a	 popular	 drinking	 establishment	 for	
  adventurers	and	off-duty	guardsmen.		
  5. Nalthra’s	Jewellery:	Nalthra	is	the	most	renowned	jeweller	in	
  Dulwich.	 She	 dwells	 in	 the	 top	 floor	 of	 this	 three-storey	
  building.	She	might	not	always	offer	the	best	price	for	gems	
  and	jewellery,	but	she	can	handle	large	deals.	
  6. The	 East	 Gate:	 This	 sprawling	 inn	 is	 popular	 with	 Dulwich’s	
  wealthy	 and	 well-to-do.	 The	 Black	 Cats—a	 gang	 of	 skilled	
  burglars—have	infiltrated	the	place	and	spy	on	rich	marks.	
  7. The	 Golden	 Skull:	 This	 dingy,	 forgettable	 watering	 hole	 is	
  secretly	the	Shadow	Spider’s	headquarters.	A	fighting	pit	and	
  gambling	 hall	 lies	 beneath	 the	 tavern	 in	 a	 series	 of	 ancient,	
  dingy	tunnels.	
  8. Eronen’s	 Safe	 Travels:	 This	 large	 general	 store	 is	 run	 by	 the	
  retired,	 one-armed	 adventurer	 Henni	 Eronen.	 He	 stocks	 any	
  mundane	equipment	a	prospective	adventurer	might	need	for	
  a	wilderness	trek.	
  9. Saini	 Alanen’s	 House:	 Home	 to	 Dulwich’s	 most	 renowned	
  sage,	the	ground	floor	of	this	building	also	serves	as	a	public	
  library.	The	wizardess	dwells	on	the	top	floor	and	is	available	
  to	hire	for	private	research	projects.	
  10. Dulwich	 Marketplace:	 This	 bustling	 daily	 market	 hosts	
  numerous	stalls	and	booths.	Street	performers	are	rife	here	as	
  are	wandering	merchants	and	pick	pockets.	Anything	for	sale	
  in	 Dulwich	 can	 be	 had	 here.	 Many	 of	 the	 more	 affluent	
  merchants	maintain	shops	or	businesses	elsewhere.	
  11. Cemetery	 and	 Catacombs:	 The	 town	 graveyard;	 recently	
  rumours	of	strange	goings-on	have	begun	to	cluster	about	the	
  catacombs	and	surrounding	mausoleums.	
  	
   
  
  	
  6	
  N O T A B L E  L O C A T I O N S  
  Most	 of	 Dulwich	 comprises	 peasant	 homes	 and	 businesses	 of	
  little	 note.	 A	 few	 locations,	 however,	 are	 of	 interest	 to	
  adventurers:	
  1 :  D U L W I C H  K E E P  
  Completed	a	few	decades	ago,	this	small,	squat	keep	sits	on	a	
  man-made	 hill	 surrounded	 by	 a	 dry	 moat.	 A	 stone	 wall,	 25	 ft.	
  high	surrounds	the	inner	keep,	a	rectangular	stone	building	with	
  a	 tower	 on	 its	 east	 and	 west	 sides.	 Cramped	 with	 narrow	
  passages,	the	keep	seems	to	suck	in	the	wet,	humid	air	of	the	
  Salt	Mire,	making	the	walls	constantly	damp.	Torches	thick	with	
  more	smoke	than	heat	further	clog	the	air.		
  	
  It’s	 worse	 in	 the	 dungeons	 below,	 where	 lawbreakers	 are	
  kept	in	cells	that	never	see	the	light	of	day.	Tuula	Tenhunen	(LN	
  female	half-orc	knight)	stations	the	town	guard	within	the	keep.	
  She	wears	an	iron	mask	to	conceal	her	heritage	(which	is	hardly	
  noticeable)	and	serves	Wido	gladly,	hoping	he	will	use	his	magic	
  to	“correct”	what	she	believes	as	a	defect.	Wido	Gall	(LN	male	
  human	 mage)	 resides	 in	 the	 eastern	 tower	 with	 his	 family.	 A	
  noble	 of	 middle	 years,	 Wido	 finds	 himself	 growing	 concerned	
  with	 the	 rising	 power	 of	 the	 merchant	 class,	 particularly	 the	
  lumber	 guild.	 For	 financial	 gain,	 he	 seeks	 to	 seize	 control	 of	
  nearby	Longbridge	from	his	rival,	Hilduin	Lorsch.	He	convinced	
  the	 former	 high	 priest	 of	 Conn	 to	 back	 his	 plan	 and	 generate	
  public	support,	but	with	his	death,	things	have	gone	awry	as	the	
  new	priest,	Vuokko	Laiten,	does	not	support	his	goals.	Wido	now	
  seeks	 more	 agents	 to	 investigate	 and	 spy	 on	 his	 enemies	 at	
  Longbridge.	
  2 :  T H E  L A W G I V E R ’ S  H A L L   
  One	of	the	first	structures	built	in	Dulwich,	the	Temple	of	Conn	
  (LN	 god	 of	 community,	 family	 and	 rulership)	 is	 undergoing	
  another	 bout	 of	 renovation	 and	 expansion	 thanks	 to	 generous	
  donations	from	its	increasing	rich	followers.	The	tall,	elaborate	
  stone	 cathedral	 dominates	 the	 town;	 from	 its	 magnificent	 bell	
  tower	rings	a	new,	silver	bell.	Another	recent	contribution	paid	
  for	elaborate	stained	glass	windows.		
  	
  A	well-tended	grove	separates	the	main	cathedral	from	the	
  well-appointed	houses	used	by	the	clergy.		
  	
  Less	than	a	year	ago,	the	beloved	and	respected	high	priest,	
  Taistro	Rintala,	died	unexpectedly,	some	believe	because	of	foul	
  play	or	by	a	sickness	from	the	Salt	Mires.	A	schism	in	the	clergy	
  between	 Wido	 Gall’s	 supporters	 and	 those	 of	 the	 merchant	
  guilds	 resulted	 in	 Vuokko	 Laiten	 (LN	 female	 human	 priest),	 a	
  priestess	 in	 her	 twenties,	 becoming	 the	 new	 high	 priestess.	
  While	 proficient	 and	 capable,	 Vuokko	 suffers	 from	 being	 the	
  pawn	 between	 two	 opposing	 political	 parties—the	 nobles	 and	
  merchants.	Vuokko	seeks	some	way	to	unite	the	two	but	it’s	fast	
  becoming	apparent	she	must	soon	choose	a	side.	Additionally,	
  the	 odd	 happenings	 at	 the	 Dulwich	 Cemetery	 have	 her	
  distracted	 and	 she	 wishes	 she	 knew	 trustworthy	 folk	 to	
  investigate	the	matter.	
  3 :  L U M B E R Y A R D  A N D  G U I L D  H A L L  
  Such	is	the	rich	lumber	guild’s	influence	that	a	small	gate	in	the	
  town	 wall	 opens	 near	 the	 lumber	 yard	 and	 surrounding	 guild	
  halls.	Within	large	buildings,	trees	are	processed	into	lumber	and	
  shipped	throughout	the	Duchy	of	Ashlar	and	beyond.	The	guild	
  employs	 hundreds	 of	 citizens,	 either	 in	 the	 warehouses	 or	 as	
  loggers	on	the	fringes	of	the	Forest	of	Gray	Spires.	Overseeing	
  this	 massive	 operation	 is	 Ossi	 Karppanen	 (LN	 male	 human	
  commoner),	a	shrewd	merchant	with	an	eye	towards	politics.	As	
  profits	 increase	 (and	 thus	 taxes	 imposed	 by	 the	 nobility),	 Ossi	
  desires	more	and	more	to	replace	the	ruling	noble	class	with	a	
  council	of	merchants.	He	believes	a	merchant	council	will	lead	to	
  greater	riches	and	expansion	of	Dulwich.	To	this	end,	Ossi	has	
  spies	everywhere,	even	manipulating	temple	politics	and	using	
  the	Shadow	Spiders	for	intimidation.	Ossi	regularly	meets	with	
  the	other	guilds	in	the	efforts	to	form	an	alliance.	Ossi	is	always	
  open	 to	 hiring	 spies	 as	 well	 as	 mercenaries	 to	 protect	 the	
  woodcutters	who	risk	life	and	limb	venturing	anywhere	near	the	
  Forest	of	Gray	Spires.	
  4 :  T H E  D A N C I N G  B E A R  
  A	ridiculous	image	of	a	dancing	frocked	bear	adorns	the	outside	
  of	 this	 rambling	 three-storey	 inn	 and	 tavern.	 Stuffed	 heads,	
  showing	their	age,	of	wild	beasts	and	even	a	few	monsters	adorn	
  the	cavernous	common	room’s	walls.	These	are	the	mementos	
  of	the	inn’s	proprietor,	the	retired	adventurer,	Nurlon	Rekunen	
  (LG	middle-aged	male	half-elf	fighter	3).	Nurlon	bought	the	inn	
  well	 over	 a	 hundred	 years	 ago	 and	 is	 something	 of	 a	 local	
  legend.	 The	 bearded	 Nurlon	 and	 his	 twin	 sister	 (Nalthra	
  Rekunen;	 N	 female	 half-elf	 commoner)	 were	 raised	 by	 their	
  human	mother	and	her	family.	Generations	of	his	brothers’	and	
  sisters’	descendants	have	since	lived	and	died	and	Nurlon	is	a	bit	
  morose	 when	 in	 his	 cups.	 However,	 if	 he	 takes	 a	 shine	 to	
  someone,	 he	 tells	 stories	 of	 his	 adventures	 in	 the	 southern	
  forests.	 He	 sends	 adventurers	 with	 gemstones	 to	 sell	 to	 his	
  sister,	Nalthra	(location	5).	
  § 
  Food	&	Drink	meal	(omelette	with	nuts	and	vegetables	or	leek	
  and	chestnut	stew)	3	sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation	A	standard	room	costs	5	sp	a	night.	The	room	
  is	large	and	well—if	plainly—furnished.		
  	
  
  7	
  5 :  N A L T H R A ’ S  J E W E L L E R Y  
  This	 opulent	 three-storey	 tower	 shaped	 shop	 is	 owned	 and	
  operated	by	a	middle-aged	half-elf	woman,	Nalthra	Rekunen	(N	
  middle-aged	 female	 half-elf	 commoner).	 The	 first	 floor	
  comprises	 a	 large	 show	 room	 of	 exquisitely	 hand	 crafted	
  jewellery	while	the	second	floor	serves	as	a	workshop.	Nalthra	
  lives	on	the	third	floor.	Nalthra	is	the	most	renowned	jeweller	in	
  Dulwich,	 which	 is	 not	 surprising	 considering	 she	 has	 over	 a	
  century	of	experience.	Unlike	her	brother,	Nalthra	embraces	her	
  elven	heritage	and	the	mystery	it	bestows.		
  	
  Lately,	lumber	boss	Ossi	Karppanen	(location	3)	is	the	latest	
  person	to	be	utterly	smitten	by	her,	a	fact	she	is	pondering	how	
  to	use	to	her	advantage.	She	promotes	her	business	through	her	
  brother’s	 inn	 and	 makes	 it	 well	 known	 she	 is	 willing	 to	 buy	
  gemstones.	 She	 might	 not	 always	 offer	 them	 the	 fairest	 price,	
  but	she	is	consistent	and	can	handle	large	purchases.			
  6 :  T H E  E A S T  G A T E  
  The	 sprawling	 East	 Gate	 Inn	 caters	 to	 Dulwich’s	 wealthy	 and	
  well-to-do	foreigners.	Nobles	and	merchants	trade	barbs	while	
  scheming	 against	 one	 another.	 Between	 the	 rich	 clientele	 and	
  the	dealings	going	on,	it	is	the	perfect	place	of	employment	for	
  Almina	Mastonen	(CN	female	halfling	spy)	tavern	maid	and	head	
  of	the	infamous	gang	of	burglars,	the	Black	Cats.	Almina	often	
  knows	who	will	be	where	and	when,	allowing	her	to	easily	pick	
  her	marks.	She’s	aided	in	her	information	gathering	endeavours	
  by	her	best	friend,	the	half-orc	dishwasher,	Holg	Torntusk	(NG	
  male	half-orc	guard),	who	lets	her	ride	around	on	his	shoulders.	
  The	Black	Cats	keep	several	safe	houses	around	Dulwich,	thanks	
  to	their	practise	of	sharing	their	ill-gotten	wealth	with	the	poorer	
  classes.	Unfortunately,	the	Black	Cats	are	being	pressured	by	the	
  more	ruthless	and	violent	Shadow	Spiders	into	giving	them	a	cut	
  of	their	profit.	Currently,	Almina	has	a	few	jobs	lined	up	to	steal	
  important	 documents	 from	 rich	 merchants	 if	 she	 can	 get	 the	
  right	crew	together.	
  § 
  Food	&	Drink	meal	(mutton	stew	or	steak	and	mushroom	pie)	
  5	sp,	ale	1	sp,	wine	(pitcher)	3	sp.	
  § 
  Accommodation	A	standard	room	costs	2	gp	a	night.	The	room	
  is	 richly	 appointed	 and	 features	 a	 stout,	 lockable	 door	 and	
  shuttered	windows.	
  7 :  T H E  G O L D E N  S K U L L  
  The	Golden	Skull	appears	just	like	any	other	dingy,	forgettable	
  watering	hole	lining	the	street.	Yet,	at	the	rear,	a	concealed	stair	
  way	winds	down	to	a	secret	basement	carved	out	of	the	ancient	
  ruins	below	Dulwich.	Here,	the	town’s	largest	and	most	ruthless	
  thieves’	 guild,	 the	 Shadow	 Spiders,	 led	 by	 Voitto	 Markku	 (LE	
  male	 human	 spy),	 runs	 a	 gambling	 den	 and	 fighting	 pit.	 Once	
  frequented	 by	 both	 nobles	 and	 merchants,	 Ossi’s	 money	 has	
  bought	the	Shadow	Spiders	to	his	side.	In	addition	to	gambling,	
  they	 also	 fence	 illegal	 goods	 and	 assassination.	 Most	 of	 the	
  smaller	 gangs	 offer	 the	 Shadow	 Spiders	 a	 cut	 of	 their	 profits.	
  Voitto	 is	 always	 open	 to	 new	 recruits	 and	 seeks	 individuals	 to	
  subdue	dangerous	wild	beasts	for	his	fighting	pit.	
  § 
  Food	&	Drink	meal	(parsnip	and	acorn	stew	or	turnip	pie)	1	sp,	
  ale	4	cp,	wine	(pitcher)	1	sp.	
  § 
  Accommodation	A	standard	room	costs	2	sp	a	night.	The	room	
  is	draughty,	and	has	an	easily	defeated	lock	on	the	door.		
  8 :  E R O N E N ’ S  S A F E  T R A V E L S  
  This	long	stone	and	wood	two-storey	building	looks	out	over	the	
  street,	 a	 sign	 depicting	 a	 pair	 of	 booted	 feet	 over	 its	 stout	
  wooden	 door.	 Former	 adventurer,	 Henni	 Eronen	 (CG	 female	
  human	 scout),	 runs	 this	 general	 supply	 store	 catering	 to	
  travellers.	In	addition	to	basic	adventuring	supplies,	Henni	keeps	
  a	 few	 specialist	 items	 behind	 the	 counter.	 Henni	 also	 supplies	
  local	guides	specializing	in	travel	through	the	Salt	Mire	and	the	
  Forest	of	Gray	Spires.	If	befriended,	Henni	tells	the	story	of	how	
  she	lost	her	arm	to	an	ice-wreathed	skeleton	in	the	deep	crypts	
  below	 Valentin’s	 Folly.	 Henri	 is	 always	 willing	 to	 give	 fellow	
  adventurers	with	a	bit	of	advice	or	help	them	get	jobs	guarding	
  caravans	or	serving	as	guides.	
  9 :  S A I N I  A L A N E N ’ S  H O U S E  
  This	 stone	 towered,	 three-storey	 house	 is	 home	 to	 the	 town’s	
  renowned	sage,	Saini	Alanen	(NG	female	human	wizard	4).	Saini	
  receives	money	from	the	town	by	making	the	large	library	on	the	
  first	 floor	 open	 to	 the	 public.	 The	 tower	 is	 where	 she	 spends	
  most	 of	 her	 time	 in	 private	 research,	 studying	 local	 ancient	
  history.	Saini	is	eager	to	hear	tales	from	explorers	venturing	into	
  the	local	ruins	and	she	pays	a	handsome	sum	for	well-detailed	
  maps.	 Saini	 occasionally	 hires	 adventurers	 to	 poke	 about	 the	
  forgotten	places	of	the	Duchy	of	Ashlar	for	lost	lore.	
  1 0 :  D U L W I C H  M A R K E T P L A C E  
  Dulwich	hosts	an	open	market	in	the	north-western	section	of	
  town.	 Numerous	 small	 stalls	 and	 booths	 sell	 everything	 from	
  produce,	 cloth	 and	 even	 a	 selection	 of	 weapons	 and	 armour.	
  Various	guilds	have	small	stalls	set	up	as	well	to	sell	their	most	
  sought	after	wares.		
  	
  In	 addition,	 street	 performers	 compete	 for	 shoppers’	
  attention	(and	coin).	The	most	famous	is	the	mysterious	Zado	(N	
  male	 human	 unknown),	 a	 strange	 individual	 dressed	 in	 black	
  who	 wears	 various	 feathered	 masks	 while	 juggling	 and	 doing	
  magical	 tricks.	 Zado	 hears	 and	 sees	 more	 than	 he	 lets	 on,	
  information	 he	 sells	 to	 both	 nobles	 and	 merchants.	 Little	
  happens	without	Zado	somehow	knowing	it.	Some	suspect	there	
  might	be	multiple	“Zados”	throughout	town	working	together.	
  
  8	
  1 1 :  C E M E T E R Y  A N D  C A T A C O M B S  
  Near	 the	 Temple	 of	 Conn	 lies	 the	 Dulwich	 cemetery	 and	
  catacombs.	Large	mausoleums	belonging	to	the	nobility	dot	the	
  cemetery	 while	 the	 remains	 of	 common	 citizens	 are	 interred	
  below	 in	 the	 catacombs,	 built	 upon	 the	 ruins	 of	 a	 former	
  settlement.	The	Temple	of	Conn	only	maintains	one	section	of	
  the	catacombs;	numerous	tunnels	branch	out	like	a	hive,	leading	
  even	 deeper	 into	 the	 ancient	 ruins	 below.	 People	 exploring	
  these	tunnels	often	disappear.	
  	
  As	 of	 late,	 the	 dwarf	 cleric,	 Orkus	 Drakar	 (CE	 male	 dwarf	
  priest	[Braal]),	has	made	a	section	of	the	ruins	his	home.	Driven	
  insane	during	an	adventure	deep	in	Gloamhold’s	depths,	Orkus	
  turned	 to	 worshipping	 Braal.	 Thoroughly	 insane,	 Orkus	 enjoys	
  animating	the	corpses	in	the	Dulwich	Cemetery	and	letting	them	
  run	 amok.	 To	 him,	 it’s	 harmless	 fun	 and	 a	 diversion	 while	 he	
  waits	 for	 further,	 and	 more	 destructive,	 visions	 from	 his	 god.	
  Occasionally,	the	town	pays	for	adventurers	to	clear	out	certain	
  areas	of	the	catacombs	and	ruins.	
   
  S T R E E T  N A M E S  
  Listed	here	are	some	of	Dulwich’s	more	famous	streets.		
  § 
  Amri	Road:	Playwrights	and	poets	live	a	bohemian	lifestyle	in	
  the	old	buildings	lining	this	street.	The	atmosphere	is	lively	and	
  a	little	debauched.	
  § 
  Briar	Park	Row:	A	small	park	rests	along	the	street.	Believed	to	
  be	the	remains	of	a	former	druid’s	grove,	the	park	features	a	
  large	oak	tree	with	a	life-like	face	etched	into	its	trunk.	
  § 
  Broad	Street:	Well-appointed	homes	of	relatively	prosperous	
  merchants	 line	 a	 wide	 tree-lined	 avenue	 often	 filled	 with	
  children	at	play.	Many	guild	meetings	take	place	here	in	secret.	
  § 
  Dyer’s	Court:	Dulwich’s	wool	dyers	make	their	home	on	this	
  street.	 Brightly	 coloured	 cloth	 hangs	 from	 the	 buildings	 and	
  serves	as	a	canopy	over	the	street.	
  § 
  Forger’s	 Avenue:	 The	 clanging	 of	 hammers	 accompanies	
  bellows	 of	 thick	 smoke	 pouring	 from	 the	 chimneys	 of	
  Dulwich’s	blacksmiths.	
  § 
  Foundation	Way:	Built	upon	the	ruins	of	a	former	settlement,	
  the	homes	here	feature	deep	cellars.	Many	are	rumoured	to	
  connect	 to	 the	 ancient	 tunnels	 below	 Dulwich,	 making	 the	
  homes	 useful	 fronts	 for	 various	 gangs	 and	 those	 wishing	 to	
  move	about	undetected.	
  § 
  Hargen’s	Court:	Also	known	as	“Black	Court,”	this	unassuming	
  small	street	serves	as	the	lair	to	a	thriving	black	market	hidden	
  in	the	tunnels	below	the	cramped	homes	above.	
  § 
  High	Road:	Many	rich	manses	lie	on	this	street,	not	named	for	
  its	position	in	Dulwich	but	for	the	wealthy	folk	living	here	
  § 
  Hope’s	Alley:	An	ancient,	deep	(and	now	defunct)	well	lies	at	
  the	 end	 of	 a	 cramped	 and	 crooked	 alley.	 A	 common	
  superstition	 claims	 throwing	 coins	 down	 the	 well	 will	 help	
  avert	tragedy	or	heal	a	sick	loved	one.	
  § 
  Irkko	 Street:	 An	 almost	 eerie	 silence	 hangs	 over	 this	 street	
  where	 an	 ancient	 and	 weathered	 statue,	 its	 features	
  indistinguishable,	 stands	 in	 a	 small	 courtyard.	 Legend	 claims	
  it’s	 a	 statue	 of	 an	 ancient	 goddess	 or	 hero	 from	 the	 time	
  before	Dulwich’s	founding.	
  § 
  Jaska	 Alley:	 This	 narrow	 street	 lives	 in	 the	 shadow	 of	 the	
  buildings	 closing	 in	 on	 either	 side.	 Here,	 small	 shops	 sell	
  strange	herbs	and	other	unusual	curios.		
  § 
  Korpela	 Street:	 This	 long,	 twisted	 street	 features	 squat	
  wooden	 buildings	 housing	 Dulwich’s	 poorest	 citizens.	 Priests	
  from	 Lawgiver’s	 Hall	 frequently	 come	 here	 to	 help	 the	
  impoverished	citizens	who	are	often	preyed	upon	by	thieves	
  and	unscrupulous	traders	alike.	
  § 
  Leather	Street:	Dulwich’s	leatherworking	guild	operates	along	
  this	narrow,	well-maintained	street.	
  § 
  Ojanen	 Street:	 Most	 of	 the	 homes	 here	 feature	 newer	
  construction	 due	 to	 a	 fire	 that	 claimed	 many	 buildings	 and	
  lives	years	ago.	A	small	shrine	to	Conn	in	commemoration	of	
  the	tragedy	rests	at	the	end	of	the	street.	
  § 
  Potter	Street:	Dulwich’s	many	potters	and	their	guild	house	lie	
  on	 this	 street.	 Beautiful	 flowers	 displayed	 in	 elaborate	 vases	
  welcome	visitors	to	stroll	and	browse.	
  § 
  Purho	 Street:	 The	 first	 priest	 of	 the	 Temple	 of	 Conn	 is	
  celebrated	 on	 this	 street	 with	 numerous	 small	 shrines	 and	
  stalls	selling	religious	objects	and	symbols.	
  § 
  Rekunen	Row:	Many	prominent	tailors	and	vintners	conduct	
  their	 business	 here.	 Well-tended	 flowerbeds—a	 matter	 of	
  great	pride	to	their	owners—line	both	sides	of	the	street.	
  § 
  Steel	Street:	Most	of	Dulwich’s	armourers	and	weaponsmiths	
  operate	out	of	the	forgeries	located	here.	
  § 
  Varala	 Way:	 Named	 after	 a	 famous	 hero	 who	 defended	
  Dulwich	long	ago,	this	street	features	a	weather-worn	statue	
  of	the	hero.	
  § 
  Wool	Street:	Located	near	the	temple,	the	wool	guild	shears	
  the	sheep	here	and	sells	it	to	merchants.	
  	
  	
  
  	
  9	
  G U I L D S  O F  D U L W I C H  
  The	guilds	form	the	backbone	of	Dulwich,	not	just	as	a	source	of	
  trade	and	income	but	also	as	a	way	of	life.	
  	
  Blacksmith	 Guild:	 The	 blacksmith	 guild	 incorporates	
  Dulwich’s	 few	 armourers	 and	 weaponsmiths	 as	 well	 as	 the	
  regular	blacksmiths,	making	them	one	of	Dulwich’s	largest	and	
  most	important	guilds.	Guild	members	regularly	cooperate	with	
  one	 another,	 especially	 in	 the	 training	 and	 housing	 of	
  apprentices.	Unlike	the	potters,	guild	members	have	few	familial	
  ties	with	one	another.	Skilled	blacksmith	pass	down	their	secrets	
  to	favoured	apprentices.		
  	
  Lately,	friction	between	the	blacksmiths	and	the	armourers	
  and	 weaponsmiths	 threatens	 to	 split	 the	 guild.	 The	 latter	 two	
  get	most	of	their	business	from	the	nobility	and	the	town	guard.	
  Since	their	allegiance	lies	with	the	nobility,	they	are	seeking	to	
  create	 their	 own	 guild	 separate	 from	 the	 blacksmiths.	 The	
  blacksmiths	hope	to	keep	the	armourers	and	weaponsmiths	in	
  their	 ranks	 to	 bolster	 their	 power.	 Hannu	 Aalto	 (LN	 male	 old	
  human	commoner)	produces	the	finest	swords	in	Dulwich	and	is	
  said	to	be	working	exclusively	for	Wido	Gall	to	supply	weapons	
  for	certain	mercenary	groups	in	the	noble’s	employment.	
  	
  Potter	Guild:	Several	close-knit	families	comprise	the	potter	
  guild.	As	Dulwich	expands,	the	guild’s	profits	increase.	Heads	of	
  the	 potter	 families	 actively	 lobby	 for	 higher	 taxes	 on	 imports	
  while	 they	 use	 their	 size	 to	 bully	 their	 way	 into	 the	 smaller	
  markets	of	the	nearby	villages.	Their	main	rivals	are	merchants	
  from	the	duchy’s	capital,	Languard.	Both	the	Gall	family	and	the	
  coalition	of	Dulwich’s	guilds	actively	court	the	potter	guild	with	
  promises	 to	 help	 expand	 their	 reach	 and	 increase	 profits.	 The	
  potter	guild	often	swings	in	its	allegiance	toward	whoever	can	
  benefit	it	at	that	time.	
  	
  The	 pottery	 trade	 is	 passed	 down	 through	 the	 individual	
  families	 though	 it	 is	 not	 uncommon	 for	 a	 family	 to	 actively	
  recruit	apprentices	from	the	outside	(especially	those	who	show	
  unusual	 talent).	 Though	 rivalries	 often	 occur	 between	 gifted	
  potters,	 the	 families	 tend	 towards	 specialization	 of	 particular	
  pieces	 and	 are	 well	 known	 for	 their	 unique	 styles.	 The	 guild	
  quickly	puts	to	rest	disputes	between	the	families	for	the	good	
  of	the	guild,	which	always	comes	first.	Jani	Keto	(LN	male	human	
  commoner),	 one	 of	 the	 guild’s	 most	 promising	 potters	 has	
  recently	found	himself	deeply	in	debt	with	the	Shadow	Spiders	
  due	to	his	gambling	habit.	The	Shadow	Spiders	hope	to	use	Jani	
  to	muscle	into	the	guild.	
  	
  Wool	 Guild:	 Though	 not	 the	 largest	 guild	 in	 Dulwich,	 the	
  wool	guild	benefits	greatly	from	its	ties	with	Lawgiver’s	Hall	who	
  have	 a	 large	 investment	 in	 the	 guild.	 Many	 of	 the	 young	
  shepherds	 tending	 herds	 of	 sheep	 on	 the	 low	 hills	 outside	
  Dulwich	were	once	orphans	living	at	the	temple.	The	wool	guild	
  profits	from	the	cheap	labour	(and	the	temple	takes	most	of	the	
  shepherds’	earnings	to	reinvest	back	into	the	wool	guild).	
  The	temple,	in	return,	gets	a	cut	of	the	profits	on	wool	
  sold	to	the	weaver’s	and	dyer’s	guilds	as	well	as	the	
  associated	 wool	 merchants	 carrying	 the	 fleeces	
  throughout	the	duchy.	Because	of	their	ties	with	
  the	 temple,	 the	 wool	 guild	 holds	 more	
  influence	than	their	size	and	profits	would	
  suggest.	 The	 guild	 sided	 with	 the	
  other	guilds	early	on	to	oppose	
  the	ruling	nobility.	When	taxes	go	
  up,	 the	 wool	 guild	 frequently	
  reminds	 the	 temple	 their	 own	 profits	
  are	 being	 adversely	 affected.	 Lalla	
  Nikkonen	 (NG	 female	 human	 druid)	 works	
  as	 a	 shepherdess	 and	 frequently	 acts	 as	 a	
  guide	 in	 the	 surrounding	 countryside	 for	
  adventuring	parties,	to	supplement	her	income.	
  	
  	
   
  
  10	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
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  survive	the	termination	of	this	License.	
  	
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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	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Town	Backdrop:	Dulwich.	©Raging	Swan	Press	2017;	Author:	John	Bennett.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Town Backdrop - Dulwich.pdf