Introduction: a world for fantasy and modern enthusiasts alike; welcome to Urbanis where anything goes in a high-rising, modern setting beset by internet specters and draconic stock investors (much like today, only more glamorous). As players your characters have just completed their education and are entering into an internship for adventurers. As members of this organization they will move up the ranks as they explore dangerous wilderness, uncover the mysteries of old ruins and take on quests and missions and quests for investors and clients alike.
History of Urbanis in Brief: like so many fantasy worlds, Urbanis has spun a deep, intricate tapestry of events with rising and falling cultures evolving into the flashy and fanciful razzle dazzle of the modern age. Though ultimately reaching this point of abstract color and distraction, Urbanis began humbly in its first epoch with no magic or technology. During the first stage of history, the demi-humans emerged and divided into clans of humans, elves, dwarves, gnomes, halflings and so forth. It wasn’t until the second epoch that the goblinoid races emerged, sprouting into orcs, bugbears, kobolds, gnolls and every other filthy and loathsome race, guided by darker gods. In the third epoch, dragons and demons awoke, having existed from the foundation of Urbanis’ creation. Wars were fought between rising and falling kingdoms and technology mounted in response to the costs of expensive magics, which have also grown over the centuries. By the end of the fourth epoch, a mixing of alignments occurred in which many of the evil races, such as orcs and gnolls, separated themselves from their wicked and cruel gods in favor of the kindly divinities who taught them to grow and develop into persons equivalent to the fairer folk. Likewise, many of the fair races crossed over, following the lustful promises of wicked deities, which fueled them with greed and avarice. This lead to the first of the global wars, fought primarily over magical as well as technological resources. And at last, with the clearing of the smoke and the extinguishing of war’s flames, modern society emerged and, due to the rarity of arcane arts, technology became a primary crutch for demi-human and goblinoid kind as they sought out easier ways to eke their livings. Now skyscrapers of glass and metal loom over landscapes that were once dotted with castles and palaces of stone and wood. Telecommunication buzzes through the air, stirring up new magical creatures and the internet has become a home to many wandering spirits who, after refusing to return to the home of their ancestors, decided to plague individuals surfing the web with hexing SPAM and cursed E-mails.
An Explanation of Magic: due to the rapid increase and distraction of technology, not to mention its mitigating effect on magical energies’ ability to assert itself in certain individuals, magic has receded a bit in the world. Cellular telephones almost completely replace the more expensive and harder to acquire crystal balls. Guns and ammunitions overshadow rods, staves and wands of greater, but far pricier power. Automobiles and aircraft negate the need to hire magical transports. But this does not suggest that the old ways have perished. Druids, Monks and Sorcerers have prejudicially guarded their secrets and training, having taken to living in the Wilderlands away from technobabble and pop culture. While many heroes will easily fall under the common classes of specialization and utilize modern miracles, the few more select members of society eschew all such conveniences so as to fully tap into the great ebb and flow of magic that still stirs in Urbanis’ soil. But many still have found balance and harmony in utilizing magic alongside technology and wield both together as a sword for their own cause.
Society as a Whole: because of the existence of powerful monsters and demons roaming the Wilderlands, communities tend to be tightly packed and separated by miles of road across the whole face of Urbanis. Family trips become somewhat of a dangerous affair as driving from one town to the next means facing possible calamities along the way, such as raiding roadster orcs or Bullettes digging up asphalt roads. Each nation regularly patrols the interior and borders of their lands with jet craft and fleets of ground vehicles, all headed by magic users and arcane satellite detection networks. But inside the safety of civilized territories, one can find just about everything they need through online shopping and custom shops. A person can easily run out their wealth on any number of thrills, from video games to expensive gadgets, making jobs with a steady income paramount. But office work is not for everyone and there is a huge demand for adventurers to scour the Wilderlands and purge it of reckless demi-human bandits and dangerous beasts.
The Internet: because of parallel magical advancement, the Urbanis-wide-web allows people to research and download spells onto their Smart Phones with Incantus Apps, teleport online shopping purchases directly into their living rooms, or communicate with the dead through secret radio channels. A persons’ fortune may also be read online with expensive, but dizzying accuracy. However, as stated above, many vengeful spirits have taken to twisting programs and will often frighten or possess individuals through their email and downloads. Other creatures, difficult to detect, will also build cult followings and strategize assaults on society.
Military Thauma-tech: guns need not only go “Bang”. In Urbanis, guns can do many things, from firing elementally charged bullets to firing spells stored in special cartridges or any other number of magical feats. Jets and vehicles may also be magically enchanted to perform a variety of things, such as cars that can utilize petrol so perfectly that it takes weeks for the tank to run down to empty. Jet airplanes can fire missiles that freeze or that cause objects within the blast, or “spell radius” to warp into a predesignated location. Likewise, clothes, shoes, glasses and many other modern accessories, like cameras and Smart Phones can be magically imbued with thauma-tech code that enables the execution of interesting magical feats.
Examples of Thauma-Tech Smart Phone APPs: thauma-tech phones have charges, like a wand, which can be replenished at a phone shop or with a spell caster’s own magical energy. APPs use these charges, though how many charges they use may vary, depending on the strength of the APP being used. PCs can upgrade their phones to hold increasingly more arcane charges, from one charge per phone to as many as twenty charges per phone.
Incantus APPs allow spell casters to download spells from the internet and store them on their phones for quick and easy reference and daily spell preparation, essentially an electronic spell book.
Frozen Frame APP: by taking a photo, you cause creatures who fail their resistance checks to freeze in place.
Instant Replay APP: by taking a photo of an area you can see a recording everything that happened there within the last few hours
X-ray APP: phone camera takes a picture of things as though viewing them with x-ray vision. This could allow you to see through smoke, walls or even see the inner workings of a lock, providing a bonus to lock picking checks.
Friend Finder APP: by taking a picture of a person, the app will tell you that person’s alignment.
Detection APP: by taking a picture of an area you can see invisible things or see through illusions and disguises that are in effect.
Shadow Eye App: take a picture of an area and see into parallel planes of existence, such as the ethereal plane, etc.
Locator App: find the location of anyone or anything in the world who you have met or seen, even in passing.
Return App: instantly teleport to a previously visited location that is outside. Cannot use this while inside and costs at least five charges.
Treasure APP: an APP that will discern the location of magical items or items made from precious metals.
Wand App: an APP that allows spell casters to either replenish spent charges with their own spells, or allows them to store prepared spells that cost different amounts of charges depending on how powerful they are.
Identification APP: an APP that identifies the magical qualities in an item. Usually only costs one or two charges, depending on the size of the object.
Deep Screen APP: an APP that turns the phone into a storage space for items narrow enough to fit down through the frame of the screen, such as money, rods, umbrellas, etc.
Pocket Guide: an APP that summons up an elemental spirit, such as a Jinn, who is expert in all of the local laws and customs of a given region. It only costs one charge to conjure the elemental and that elemental may be recalled at any time while in the same region without using more charges.
Big Screen APP: an APP that allows the user to extend the size of their phone’s screen. Note that this does not increase the width of items allowed in the Deep Screen APP.
APP of Useful Items: an APP that will temporarily port in an item for one hour per charge, such as a rope, climbing gear, a toolbox, etc.
Food APP: a phone APP that conjures up a basic meal for up to four people per charge. Prices may vary depending on the quality of food and the restaurant supplying it.
Protector APP: an APP that increases Defenses for one session of combat per charge.
Swordplay APP: an APP that provides bonuses to attack rolls for one session of combat per charge.
Online Teacher APP: an APP that summons up a spirit, such as a Jinn, who teaches the user some life lessons. Automatically provides experience points or may teach a skill per charge, but can only be used once a week.
Language APP: an APP that translates spoken and written languages for up to one hour per charge.
Wand-mate APP: an APP that allows the user to store spells or psionic powers in the phone, which may be cast as with a wand or rod.
Examples of Thauma-tech Items
Far Sight Binoculars: binoculars that can see clearly out to fifty miles away with precise adjustments between its minimum and maximum ranges.
Folding Bicycle: a black pouch with a zipper, which when unzipped can fold out into a full-sized mountain bike.
Pocket Bedroom: a small box, which when opened transforms into an 8ft by 8ft hotel room with a bed, mini fridge and a bucket shower (have to pay an illusionary doorman each time it is used.
Insta-Printers: download objects online, such as tools, and print them onto a paper that expands into the item printed. The cost of these items are comparable to real world values, and each item lasts one hour before dissolving.
Boundless Cable: a roll of cable with a crank handle that can be dispensed for up to hundreds of yards.
Thinker’s Cap: a seemingly normal hat, which when worn allows its wearer to restore spells and psionic powers. Restores all slots after eight hours of walking or four hours of sitting and standing.
Responsible Tablet: a tablet computer, which when unfolded from its keyboard will unfurl into a full desk and office chair with easy access to the UWW (Urbanis-wide web).
Pantry Pack: a fanny pack that can hold and safely store up to twenty pounds of perishable food for up to a month.
Walker’s Shoes: shoes that increase base movement by 10 feet.
Anansi’s Footwear: shoes that enable a person to walk up walls or along ceilings at half their movement rate.
Thumb Hitch: a ring, which once per week, may summon an ethereal taxi cab that will drive a person to the nearest source of civilization.
Burly Belt: a belt that improves constitution or strength by a certain amount.
Time-out Watch: a watch, which may stop time once per month for up to five rounds of combat or for 30 seconds.
Jenasi Undergarments: undergarments that provide 5 damage resistance to fire, ice or lightning.
Inflate-a-Rides: small, single-use packets, which when opened will expand into motorcycles with side cars that will allow for travel for up to an hour per packet.
Man in a Can: single-use spray cans that produce one plastic golem apiece, which each have slightly above average strength and can be used to move heavy objects for up to an hour each before evaporating into a colorful mist. The plastic golems are treated as medium constructs. They will obey orders only from the person who used the can and are unable to speak or solve complex problems.
Expedient Roller-Blades/Skate Boards/Razor Scooters: wheeled devices that increase the user’s base movement by 20 feet and can hover through the air as with feather fall spells.
Little Titan: sturdy stepping stool that can extend up to 60 feet.
Inflatable Decoy: a package with a rapidly inflating humanoid that resembles the user and will travel anywhere the user tells it to, though it will not say anything.
Compaq of Disguise: a seemingly simple makeup kit that will change the user’s face to resemble any person the user has seen. Also changes user’s skin tone and body shape to resemble the other person, so long as the difference does not exceed 25% larger or smaller. Has 10 uses.
Moving-day Rug: a carpet, which when piled with furniture or other items, may be rolled up, compressing said items into a roll that is easier to move and store.
Miscellaneous Magical Manifestations
Marketing and Advertisements: Illusionary magic has been set against the public with constant bombardments of manifestations ranging from two-dimensional chefs popping out of flat-screen TVs to offer temporary samples of instantly vanishing food products, or posters of political challengers walking alongside potential voters while giving long-winded campaign promises. Spamming has also become an issue as illusions will suddenly download into people’s houses, promising everything from male-enhancement treatments to tooth whitening, all to the point that many programmers have been hired to write software designed to counteract the menace. What is more, some illusions of a more tangible nature have been corrupted by online demolishes who set them against mortals in the streets or in their own homes. On a lighter note, illusionary magic has also been implemented in school to teach children different sciences and cultures, not to mention in entertainment as illusionary arenas set combatants against obstacle courses and monster challenges, all viewable over the web or in the comfort of your living room.
Demi-humanitarian Aid: druids and clerics have teamed together to produce bland, but easily produced food for individuals cut off from regular sources of nourishment.
Animated Objects: many goods have been manufactured with the ability to become animated and to follow orders, allowing people to move furniture with greater ease, provided they can herd their household furnishings in an orderly manner.
Fabrication: dwarven and elven techniques, coupled with alchemy and modern engineering have made it possible for buildings to rise to greater heights and in much less time. Office Buildings have been built in as little as two days as compressed segments of the structures are brought in and unfurled rapidly. These techniques have also allowed for regularly used objects to be made to withstand greater wear and tear as well as become imbued with magical effects, such as hammers that produce their own nails, bread that peels away into fully-made sandwiches, and swifter public transit, to say nothing of Welkin Crafts.
Plumbing and Environmental Controls: water flow has been revolutionized through the use of water elementals, which do everything from transport large volumes of water across great distances or put out fires. Air and fire elementals also go to work keeping buildings warmed and cooled while earth elementals help clear land for construction and farming. Unfortunately some terrorists have managed to manipulate these usually tame elementals, using magic to reprogram their behavior to wreak havoc in society.
Thauma-Tech Welkin Crafts: when creating a Welkin Craft, simply use a ground counterpart as a template, such as a bicycle, moped or car, only these variants can fly and their DC cost increases by +10 per size category above small. Welkin Crafts also require two highly disputed, but very necessary components:
Ethol Quartz: the modern day version of the more primitive Pete Rock, Ethol Quartz is a highly refined, burnable crystal, which provides strong, continuous heat for the Welkin Stones. Each Ethol Quartz Rock will power a single Welkin Stone for up to a week.
Welkin Stones: old tech that has been upgraded over the last few centuries, allowing increased rate of flight and better lift. A typical Welkin Car may fly as fast as 70 kilometers an hour where a large ship may move half as fast. A Welkin Craft requires two Welkin Stones per thousand pounds of weight. The stones are socketed into structurally-specific portions of a vehicle to optimize lift without running the risk of stressing the object being raised.
The Fater’s Guild: an organization that forms an internship for adventurers who explore uninhabited places and destroy monster threats.
Major Locales: unique locales that have no equal where important events are to be witnessed and important decisions made.
Cindervale: a fiery, smoky divide between the north and south portions of the western continent where fire and hill giants have built their abodes. After decades of expansion debates, the lords of the Fire Giants have begrudgingly halted the expansion of their burning domain and have set their kin about the tasks of building blackened sky rises and obsidian streets. Due to the difficulty and awkwardness of building and maintaining vehicles, the Fire Giants and Hill Giants walk from one location to the next, as their kind has done for centuries. Though not on the friendliest terms with normal-sized Demi-humans, the great Giants will conduct trade with the rest of the world, selling the fruits of their steel mills for culture, music and various kinds of food product. Fire Giants tend to be conservative in their political beliefs, though they value a strong government headed by their oldest family members.
Radial Falls: an immense, circular hole rests in the southern ocean where water falls into the crust and reemerges elsewhere, traveling through long, winding holes that end in erupting spouts that are aided by the heat of the upper mantle. In the midst of this frothy, misting crater is a massive city of iron and glass, built by ocean and storm giants who live isolated from the world, having no interest in modern culture, except to watch sporting events and daytime cooking shows, which fuel their culinary tastes. The giants in this place are politically moderate and jealously defend their home with powerful missiles and canons, which over the years have been more of a show of might rather than a practical means to directly harm anyone. Food is either grown on the rooftops of their mega sky scrapers or harvested from the ocean floor.
Cloud Vast: solid, floating cloud continents that move over the world and stand as a peculiar foundation for the stout, wood and iron-framed mansions of the Cloud Giants. Little is known about the political beliefs of the giants in this place, but it is known that they are very interested in Demi-human affairs, which they discuss tirelessly in haughty and opinionated tones. The cloud giants also enjoy the arts and some will even spend their funds to support museums and such down on the earthen surface.
Dracoland: an area politically sanctioned as the last major refuge for draconian creatures. Dragonborn are the only exception and are allowed to venture away on business or to attend University in diverse places. As for the grater wyrms, most of them deeply resent having been pushed into such a cold, secluded place, though their magic has been used to reform the climate to accommodate for the different needs of each family type. Dragons hold similar political beliefs with Fire Giants, except that the very oldest dragon alive is has the final word on decisions made among the families. While many dragons work and attend political conferences to reclaim some of the Wilder Lands for themselves, some create nefarious schemes to cripple economies and attempt to turn some of the nations against each other so as to shake Demi-human confidence in their leaders. Some dragons, particularly the metallic dragons, enjoy takin on Demi-human form and following strict scrutiny so as to live among normal races and participate in global events.
Clydon: none of the inhabitants of Urbanis know what resides in the tireless storm and have grown accustomed to simply plotting courses around its assailing winds. Unbeknownst to all, the heart of Clydon contains a multi-portal to different elemental planes through which various creatures throughout the multi-verse may travel. Some Genies have come into Urbanis through this way, though they jealously guard this secret. One aspect of the multi-portal has been sealed off, however, denying entry to powerful entities from the Gravitic Plane, where many horrors have been imprisoned by the gods.
Shiverglades: the coldest reaches of Urbanis where temperatures drop so low that trees have been known to explode and blood to turn solid. Very few Demi-humans reside here, but those that do are conservative as well as environmentally conscious as they would like to prevent large metropolitan areas from being developed in their beloved wilderness, which has become increasingly crowded by skiers and other snow recreationalists.
Cloud Pillars: high mountains far to the north where the Frost Giants live. The Frost Giants are extremely liberal and even push their political beliefs to the point that they would very much like to see all other cultures around them brought together into one powerful nation where the Frost Giants would rule as the governing elite with Demi-humans working the more tedious jobs. Though they seldom participate in economic or cultural activities, the great Jarls will often broadcast slanderous speeches against all the other governments of Urbanis. The youth of the Cloud Pillars don’t quite share these ideals and will often sneak away from their steel homes to sled and even socialize with Demi-human tourists who visit the Shiverglades.
Temperslakes: a sea of drifting ice and glaciers where only the most powerful of frozen creatures dwell, but the region is littered with many frozen ships that had once been part of expeditions sent to explore the northernmost pole of Urbanis.
Jewel Region and New Automis Island: the first territory to realize Welkin technology over three hundred years ago, the Jewel Region is a rigorously conservative region where many different races have come to coexist. The mysterious Automis Island, which had once been inhabited by clockwork creatures, is now a technological center where schools and labs have been built to study various types of science and thaumatechnology.
Old Imperium: a collection of small countries, mostly liberal, but with scattered goals, who proudly hold their differentiating cultures above one another. Filled with castles and ancient ruins, the lands of the Old Imperium provide many draws for tourism and trade, not to mention for would-be adventurers brave enough to accept commissions to explore many lost and dangerous, monster-filled historic sites.
Kelpfloat: a massive island made from concentrated seaweed, kelp and other aquatic plants, which float above the water with many ponds that connect to the ocean. Ceramic dome houses cluster together like barnacles, holding communities of sea folk. Similar, but fully globular houses hang from the long, trailing plant life below and are inhabited by fully aquatic beings. Together the different creatures form a loosely knit agrarian society that sells its harvests of underwater food to many coastal regions.
Brishkin: countries surrounded by rugged, cold and temperate wilderness cover this land. The cities are built after a lightly decorated form of quasi-Bauhaus design where structural simplicity and strength are fundamental and take a front row to any embellishment. The people, in spite of their somewhat dour-looking habitations, are cultured and educated, valuing science and literature more than most other societies. Their political views are slightly liberal, but nod closer to moderate governments that struggle endlessly between ideals of more or less government influence.
Zataran Resort: the oldest living being in all of Urbanis, a colossal, island-sized turtle, swims through the oceans in an ongoing search for food. Though an intelligent creature, the great turtle has allowed a commercial resort to be constructed on its back and is now a huge draw for tourism as well over a million Demi-humans cycle through over the course of a single year to enjoy lavish living and gaieties under dazzling neon lights with sounds of tinkling wine glasses and rolling dice. More environmentally-minded organizations wish to see the resort town removed from Zataran and feel that the great turtle’s general indifference is nothing more than a stoic front that actually masks feelings of deep resentment. Some of the more extreme environmentalist groups will even take it upon themselves to commit acts of arson against resort locales in the hopes of dissuading tourists from going there.
Kalidesh: desert countries with truly ancient histories and ruins that predate nearly all other literate cultures. With most of the settlements built from wood and thatching, some glass and steel skyscrapers exist in more deeply populated areas. In spite of the great dangers in the desert and its Wilder Lands, regular Demi-humans eke out simple livings on the fringes of the wilderness with little rainwater and heavy reliance on wells. The politics of this large region are scattered and filled with squabbling political parties of every persuasion, but the ones with the most power are deeply religious.
Gondwanis Lands: incredibly hot and humid lands with dense jungles to the south and sprawling, arid deserts to the north. Most of the smaller countries comprising this region are paranoid towards technology and rely heavily on magic, though currently many gifted magicians are drawn to the more civilized parts of the region, leaving smaller towns without the benefit of thaumaturgy. Their political systems are scattered and broken with many criminal enterprises running the show. Due to the higher level of corruption, several idealistic groups have emerged and wish to strike out against the crime lords in the hopes of establishing a solid government that all of the Demi-humans in Gondwanis can rely on and no longer be afraid.
Urasium: a stark mixture of Oriental and Caucasian countries, with the Orientals keeping mainly to the north and the Caucasians living south. The Oriental peoples enjoy beautiful cities with architecture that heralds back to their ancient history with powerful, brightly-painted timbers and tiled roofs, to say nothing of their gardens, which have been perfected and perfectly suited to contain rich varieties of vegetation from all reaches of Urbanis. Shrines and quaint customs greet tourists in every city and town, and nostrils are filled with spicy and pungent smells from food that baffles newcomers as they are forced to eat using narrow sticks rather than familiar cutlery. The southern portion of Urasium is filled with its own stout-timbered homes, though built with less embellishment than their northern neighbors. Castles and old fortresses dot the landscape and draw in a sizeable tourist population, though it has its heavy metropolitan areas with high towers and modern conveniences.
Sudrist: a truly savage land with only the northernmost portions conquered and populated with cities. The remainder of the small continent is patchy with broad deserts and strips of jungle wilderness, all densely infested with dangerous monsters and venomous critters. The Demi-humans of this land value their freedom, though it is often pushed a little close to anarchy as emotionally charged rallies scream for governments to relinquish their “choke chains.”
Norindale: a truly cold continent with patches of warm climate, fueled by volcanic activity and other anomalies stemming from the planet’s flow of magical energy. The people live under moderate political structures with more than a dozen political parties that essentially present the same ideals in different packaging. The cities are technologically advanced and environmentally sound Ethol Quartz production. The greatest threat to these people come from marauding monsters and even scattered tribes of Frost Giants who view the smaller Demi-human populous as insects waiting to be trodden upon.
Evoramus: comprising the southern portions of the eastern continent, Evoramus holds a population of dark-skinned people who have managed to retain much of their tribal past, even bringing these ancient customs into the modern culture. Lovers of music and other arts, the cities hold many schools dedicated to such trades and many wealthy individuals here will pay dearly for collections of valuable artifacts from around the world. Unfortunately many orcs were pushed down in this region over the last few centuries and these clans still hold to their old war customs and seek to restore the former glory of the old War Chiefs. This drives them to attack many cities and towns in Evoramus and to steal as many weapons and vehicles as they can lay their hands upon. Most modern orcs and goblins view these as unfortunate children of a bygone era that they wish to forget and some orcs even take it upon themselves to travel into Evoramus to help push back their despicable relatives in the hopes of shedding light on their race and to acquire special boons from the gods.
Nomi: another richly oriental culture that has taken leaps and bounds in the fields of science and technology. Nomi’s many small countries boast the most sophisticated schools and research labs, especially in the fields of computer science and robotics with special thaumaturgical applications. This has lead to the development of metallic organisms that are now becoming a race all their own. These metallic beings have scattered across the world, eager and curious about their fleshy counterparts. Some have even taken on moral obligation to help defend Urbanis and will solicit their combat and magical skills to goodly causes.
Isolmar: far to the south west lays a small continent with an even smaller neighbor where biological experiments have brought dinosaurs back into existence through experiments into relativity that have opened a time space portal, shifting a modern location with a location from the distant past. There are only a few outposts and towns here and the Demi-humans inhabiting these are dedicated to studying the ancient creatures. Some of their discoveries, such as the discovery of the legendary Tarrasque, have spurred debates on whether or not the prehistoric creatures shouldn’t be nuked into oblivion.
Red Moon and White Moon: two moons orbit Urbanis. One is white and once held godly storehouses of weapons and armor, which are believed to have been used to repel an ancient entity that nearly destroyed Urbanis, back when it was still known as Firma. Now the White Moon is completely lifeless, but its red neighbor still holds a steady population of Thrikeen who observe the goings on of Firma with mixed amusement and disgust. The thrikeen have no interest in the political affairs of Urbanis, though they have often assisted in space exploration by providing their knowledge of physics. Some suspect that their charity is nothing more than a veiled desire to “inspire” Demi-humans into leaving for good. The Thrikeen exist in a sort of hive-structure where the creatures use psionics to manage and regulate each other without the need for a central government.
Minor Locales: locales that can be found in greater abundance throughout the world.
Wilderlands: largest geographic areas of the world where no major settlements, except for a few scattered outposts, reside. Wilderlands come in every climate in every part of Urbanis and contain broad ranges of differentiating monsters. Apart from the dangers that come in the form of monsters and harsh weather, many people find it highly inconvenient that they have no cell phone coverage out in the wilds.
Forests: vast expanses of hills, mountains or valleys carpeted in evergreen or seasonal trees of every shape and size. The center most portions of all the great woods have Elder Baums, which are protected by elves and druids as the most ancient of all trees, some even containing ancient ruins and modern towns.
Mountains: immense upheavals of land caused by continental drift. These ancient mounds contain deep folds of crust and empty cavities that connect to the lowest portions of Sub-Urbanis.
Deserts: regions, usually along the equator of Urbanis and deeply inland where mountain ranges absorb much wanted moisture. Most deserts are typically dry and rocky, but many are endless oceans of sand dunes.
Swamps: regions, usually by hills and mountains where water flows and accumulates and saturates the earth until the ground is nothing but muddy pools crowded with semi-aquatic plants.
Jungles: in valleys, along the coast, high in the mountains and any other place where heat and moisture come in abundance and plant life flourishes in richness and color that overwhelm the eye.
Plains: flat expanses of land with few trees and abundant grasses. Sometimes broken up by jutting rock formations and stony fields.
Scattered Islands: islands ranging from tropical to temperate that border every continent.
Sub-Urbanis: network of caverns strewn about Urbanis’ continents. These ancient networks of chambers and passages run deep and are awash with all manner of subterranean life with clusters of intelligent cultures.
Outposts, Camps and Small Colonies: the end of civilization before becoming swallowed up by extensive tracks of wilderness. These outposts are generally used as shelters and havens for hikers and explorers while rangers and scientists use them to monitor the terrain and keep a watch out for monsters that might move on mass towards more heavily settled areas.
Forest outposts: may appear in blinds up in the trees or as partially underground compounds in the bushes, but most forest outposts are nothing more than a community of tents and generators surrounded by electrified fences.
Desert Outposts: dome-shaped buildings clustered together atop rocky surfaces that overlook the terrain.
Swamp Outposts: appear as giant fan-propelled swamp boats that move about depending upon the rise and fall of water levels.
Jungle Outposts: as with forest outposts, but more often than not are built high in the trees with networks of rope bridges and ladders joining together platforms with low railings and tents.
Snow outposts: carved out of the ice and built underground with one dome structure and an antenna relay above.
Abandoned Military Bunkers: remnants from the previous wars, these bunkers were abandoned due to various infestations, such as overgrown hazardous plant life, mutants or other monsters that use them for lairs or hives.
Ship Wrecks and Plane Crashes: due to high levels of monster activity, oceans are dangerous and cause many boats and aircraft, along with their cargo and crew, to mysteriously vanish.
Mines: spent or abandoned, thousands of mines cover Urbanis and often adventurers will take on the task of clearing them out.
Abandoned Cities and Towns: a sad aspect of civilization being spread out and clustered so densely on Urbanis is the fact that contact is sometimes lost between settlements. Often individual communities will fall prey to monster infestation, driving its residents out, or other peculiar anomalies, such as undead cults, will change the population into monsters. Often these communities can be saved, but only if adventurers are brave enough to enter and investigate.
Ethol Fields: places where millions of metric tons of biological matter have changed the soil and produced material, which when harvested and processed by alchemy labs, produces Ethol Quartz, which fuels much of modern society.
Outer Forges: satellite stations where better Welkin Stones are made from collection grids of gravitic energy. These have a minor chance to draw in ancient alien monsters who feed off the grids like parasites.
Relay Probes: satellites circling Urbanis, which broadcast media and communications networks.
Sky Harbors: usually in cities, but often occur in towns where Welkin Crafts are built and maintained in fabrication structures shaped like ovals encircled with cranes.
Farmlands, Towns, Cities and Metropolises: communities across Urbanis rely heavily on technology and magic. Their citizens work different shifts at every profession imaginable and return home to enjoy broadcast media or to play games with one another. Most folks are not concerned overmuch by politics and many are easily swayed by emotion and popular culture, which may easily be manipulated by wicked politicians, corporations or highly intelligent monsters. Adventurers typically stand out from the common folk, some claiming divine favor or some other form of supernatural fortune that guides them into dangerous places. Though most of society sneer at adventurers, one cannot deny the impact they have in maintaining peace and safety across Urbanis. Nobility and other similar superficial ranks have been expunged from society, leaving normal people to pursue their dreams, provided they can figure out how to navigate the labyrinth of politics and pop culture.
Outer Straights: special, magically-imbued roads that automate travel and guide vehicles safely in and out of cities and towns.
Public Ports: portals that will send you nearly anywhere for a hefty fee (sometimes villains will tamper with these to capture slaves.
Elevated Aqueducts: specially elevated pipes that channel and disperse water over vast distances. Appearing as immense pipes upheld by a latticework of steel struts that go on for miles. These are regularly patrolled and protected as they deliver drinkable water, through the use of water elementals, to reaches of Urbanis where water is in scant supply.
Human: these settlements come in the greatest variety in terms of architecture and planning. While humans coexist with most demi-human races, they still prefer to create communities that center on specific cultural ideals, for better or worse.
Elf: the more uppity and sophisticated of the demi-humans tend to live in communities fabricated with spindly, yet strong materials that allow them to lavish rich, nature-based details into all the surfaces, from walls to pillars and from window frames to roof tiles.
Dark Elves: unlike their surface relatives, the drow live in underground cities that seem to either drip from cave ceilings or rise from cave floors in structures that are rather narrow with circular stairs and thin elevators. The interior and exterior surfaces of drow buildings are also worked with intricate designs, as with elven architecture, only rather than use images from nature, the drow enjoy patterns and designs taken from more redundant aspects of nature, such as spider webs or bee comb.
Wood Elf: elves who dwell in the Wilderlands and still utilize ancient druidic magic to reshape natural, living wood into dwellings. In recent years they have taken to using electricity, but refrain from using Ethol Quartz-powered machinery.
Half-Elf: these folk have no culture all their own, so either utilize human or elven designs and rarely combine the two, as such combinations are viewed with disdain by the greater artistic community.
Halfling: great agriculturalists, the halflings prefer to live out on the prairies where they build small, rustic homes and plant gardens somewhat sporadically with little thought for design. Most halfling farmers raise giant cattle and keep giant canines for protection while relying heavily on farm machinery to aid in a harvest that otherwise would be beyond the limits of their stamina.
Gnome: similar to halfling communities, but centered closer to the woodlands and jungles where they have a fondness for raising orchards and vineyards. Their homes are less rustic than halfling builds and their gardens, as well as architectural designs are more carefully structured with a specific purpose.
Deep Gnome: unlike surface gnomes, the deep gnomes carve their homes out of the rock and masterfully brace their walls into a type of pointed arch. They are minimalistic in designs, preferring practicality over anything else, and have a love for harvesting strange varieties of mushrooms, some of which are unusually sweet and are made into alcoholic beverages.
Dwarf: living below ground or in hills and mountains, the dwarves love strength in their designs and when contemplating the scale of a project, for a dwarf “overkill is underrated” and will build things as massively as the sciences will allow, using magic to push it even further. Everything they make is bold and powerful; meant to bedazzle the senses and make outsiders dizzy from constantly looking up and about. They love using different geometric patterns and combine intricate shapes with massive square ceilings that seem to defy physics.
Grey Dwarf: as bold as surface dwarves, but with almost no embellishment. In fact, most grey dwarves view patterns and other such designs as wasteful and a betrayal to the true nature of architecture and geometry. All of their buildings are stark and smooth, built from carefully molded cement and shaped so that every surface is to exactness, embodying cubes, cylinders and rectangular prisms. Were it possible, they would even make their doors flush with the walls so that none could find them.
Goblin: less disciplined, goblins build whatever they can, even imitating other cultures. They also have a peculiarly strong fetish for experimentation, which has often lead to disaster in the past, but every now and then yields truly ingenious and very useful results. Goblins have been branded “little policemen” by other races as they build and establish their communities so that they may easily watch one another closely, often to steal ideas. Though no longer at war with dwarves and gnomes, goblins consider themselves rivals to the other stout races, hoping to produce better technology, if nothing else, for the sake of bragging rights.
Orc: as undisciplined and lazy as they come, usually only exerting themselves when the task is fun or when their communities are in danger. Orcs usually rely on goblins to build and design their communities. Due to years of living in war-like clans, the orcs have strong military sense and still pattern their communities after a battle clan hierarchy, though in the modern world of Urbanis they use this simply to get things done. Most orcs are no longer at war with the other demi-human races, but those that are always keep their guns pointed towards their enemies and sometimes at each other.
Half Orc: unlike their pure blood cousins, half orcs are much more driven to make something of themselves and consider it a deep insult for anyone to offer them charity. This stubbornness has lead them to design strong, closely-knit communities, usually within human civilization where they are marginally welcome. Half orcs tend to prefer slightly minimalistic homes, though many aspiring half orcs work towards obtaining homes and possessions that equal the sophistication of elven wares.
Ogre: as with orcish culture, only less frequent due to the size of the ogres. These lumbering brutes still have difficulty adapting to modern society, but have taken to farming and construction where they are highly useful as heavy lifters. Ogre communities are always centered around their matriarchs since it is relatively rare for them to produce daughters. For ogres, mother’s day is the most important holiday and always reserve their best homes for ogre mothers and labor diligently to provide interesting, if not useful gifts to ease the burdens of their mothers.
Giant: giants never mix with the other demi-human races and have grown rather scarce over the last few centuries as their territories have diminished. Now they are partially supported by the rest of the world, which most dislike. Their cities are truly massive and richly adorned, much like dwarven homes, but on a scale that is at least comfortable for them. They almost never allow visitors to their domains, unless an individual is of great renown, like a celebrity. Due to the difficulty and expense of building vehicles that can accommodate their massive build, Giants prefer to simply walk everywhere and some even take excursions into the Wilderlands, walking great distances just for pure enjoyment.
Dragon: dragons who elect to take on demi-human form will live in communities that befit their form. For example, if in human guise, they will live in human cities. Most dragons live in the North West where the governments of Urbanis agreed to make a refuge for their kind. This came after years of conflict in which the dragons would assail sprouting cities and, in retaliation, would be shot down by cannon fire. When it was learned that their numbers were very few, activists sued for laws to protect the ancient wyrms. Though they don’t live in fabricated dwellings of their own, the dragons use their magic to shape their lairs so that they resemble a climate most comfortable to them, making Dracoland the most geographically diverse place in all of Urbanis.
Half Dragon: those born with dragon blood live wherever they are accepted as there are not quite enough of them to form their own nation and most disagree enough that they have difficulty living in purely half dragon communities.
Kobold: though they dwell almost exclusively with their draconic masters, Kobolds have moved along into many other nations as hirelings. In more recent days they have formed movements to obtain recognition in political arenas.
Allegiances, Organizations and Alignments: none of the demi-human races are of a singular alignment: there is a large, broad mixture of neutral beings comprising even orcs and dark elves, and evil can exist among any of the normally “goodly” races, such as humans, elves and dwarves. The following is a list of the types of modern ideals and organizations that exist in major metropolitan areas.
Mob Guilds: with roots traced back to ancient thieves and assassin’s guilds, the modern day mob guilds still attempt to control Urbanis governments through secrecy and espionage.
Sacred and Demonic Churches: old houses of worship that also train clerics and paladins of every faith in the execution of their ecclesiastical duties as healers and protectors of the people.
Welkin Institutes: schools that research and development of better Welkin technology.
Political Parties: while some nations sport many different parties, four primary stand out amongst the rest.
Bright Flame Party: anarchists who wish to overthrow governments entirely, usually through loud protests and, at times, through acts of arson and assault.
Phalanx Party: conservatives who wish to uphold old values and preserve liberties through moderate government.
Pursuit Party: liberal party who wish to surpass old traditions in pursuit of new ones while looking to gain an understanding for misunderstood races and cultures.
Sentinel Party: party that removes individual freedom in favor of absolute governmental control.
Oaken Sage Party: party that seeks to preserve the Wilderlands and reduce any and all harm dealt to the natural world.
Rebirth Initiative: secret dragon council that seeks to overthrow demi-human societies, usually through subtlety and magic.
Old Church: church of elder brains and beholders that secretly strive to usurp magical and telepathic control over demi-humans in order to herald the awakening of their masters.
Restructured Eldar: elven church that strives to bring elven blessings to all races and to maintain peace between all of the elven clans
Vampiric Families: large numbers of vampiric families, all of which stem from one ancient and original family, now cover the face of Urbanis, each claiming superior genes and a more direct pedigree to the first member of their kind.
Lycan Clans: lycans live in every nation, but keep away from one another while organizing themselves into clans. Each clan is made up exclusively by members of the same “strain” or species classification of lycanthrope.
Lich Cults: some seek to revive The Hateful Wave while others band with Mummy lords in the hopes of preserving their knowledge and retrieving possessions looted form their crypts over the past few centuries. Some have even run for public office under the guise of normal demi-humans.
Elderly House: original covenants that the elves try to keep for themselves while pushing other races away.
Gruthma Brotherhood: orcs and ogres seeking for equal rights among demi-humans while seeking to cast off the savagery of the olden days.
Orthu Alliance: orcs and ogres seeking to remove their brethren from the “constraints” of demi-human society and reignite the old hatreds between orcs and humans.
Gambling: other than on Zataran, it is mostly illegal it gamble, but there are subtle locations where people can dispense their wages for easy money.
Creatures in the world: some examples of creatures one would encounter in Urbanis include, but are not limited to: dinosaurs, illithids, beholders, trolls, dragons, aliens from other planets, mutants and golems escaped from observation posts and secret labs, various kinds of demi-human thugs, gangsters, militants, etc.
Quests and Missions in a Modern/Magical Era: major events on Urbanis closely reflect events transpiring on Earth, albeit with magic and psionics thrown into the mix. When generating quests and plotlines, use any form found in a fantasy setting, only implement modern characteristics. Likewise, use real-world events and gloss over them with magic and sorcery. For example, the PCs could foil a bank robbery in which the perpetrators have used a pass-wall spell to bypass security and use Arcanum to hasten their escape or to repel the law. Another scenario could involve the discovery of an ancient crypt in the desert, which has lead to the release of a mummy lord that now works its magic to corrupt the market in order to punish its enemies and bring wealth back unto itself. The PCs could also foil a beholder that has transformed itself to look like a political leader and is using sophisticated magic to lure voters to its cause so that it will have full reign to sabotage a government from the inside. Just be creative and plan things out so that the PCs have leeway to explore different options.
Dungeons and Ruins in a Modern/Magical Era: examples of places to be explored are, but are not limited to: abandoned cities and towns, empty skyscrapers, etc. Below is a more complete list:
Big city back alleys: behind the trash cans and dumpsters are winding labyrinths of brick and concrete that branch out gloomily between large structures.
Garbage Dumps: scrap yards, recycling centers and other walled off places filled with huge mounds of assorted garbage.
Ethol Stations: old, abandoned stations that once supplied Ethol Quartz now stand as foreboding reminders of attempts to spread into the Wilderlands. Now infested with monsters, these stations can be a small habitation for any number of beasties.
Abandoned Warehouse: any number of large to colossal structures used to store rows of goods and parts, in the heart of a city or by docks and piers.
Slums: whether a ruined hotel or a segment of an urban sprawl where things are in disrepair and possibly abandoned due to unsafe conditions.
Cathedral: any church or shrine of considerable size that may have been abandoned and/or is used for occult practices.
Underworks: sewer systems, subway tunnels or underground maintenance tunnels that are no longer in service and are blocked off by the state.
Bunker: old military facility or weapons storage and testing sites, either underground or in a mountain.
Quarantined Zone: modern sprawl or suburban neighborhood that has recently been closed off, either due to disease or monster outbreaks.
Abandoned Shopping District: whether a mall, super center or shopping strip that has been closed off or abandoned and is now in disrepair.
Ancient Ruins: whether recently discovered or found before, ancient castle, dungeon or basement ruins of ancient buildings teaming with anomalies and monsters.
Public Building: town halls, convention centers, large libraries and other buildings where people gather in large numbers for various business and entertainment.
Combat Zone: an urban area, town, massive hotel that has been bombed out from conflict and has now become a No Man’s Land.
Smuggler’s Tunnels: caves and mines used by bands of thieves or smugglers.
Fair Ground: broken down, abandoned or otherwise closed off amusement parks and carnivals.
Big Yard: a shipyard, airplane graveyard or other massive site where decommissioned vehicles are stacked and laid to rest.
Big Boat: a yacht, cruise liner or any other huge ship filled with halls and rooms.
Arenas: stadiums, mondo movie theaters and other huge places where thousands gather.
Parks: big city parks, playgrounds and recreation sites that are dangerous at night.
Huge Rigs: off shore drilling platforms, research or construction stations build out in the ocean.
Train Tracks: luxury trains or very long cargo lines in transit.
Factory: machinist shops, fabrication labs and other places with heavy, loud machinery.
Garage: huge, multi-leveled, expansive and mostly empty parking garages.
High Sprawl: the urban rooftops with chimneys, antennae, gargoyles and power lines.
International Airport: huge airport with multiple terminals and hangars.
Treatment Plants: sewage treatment, aqueducts, water treatment, fuel refineries and power plants with massive, purposeful structures and heavy machinery.
Towers: massive relay antennas, atmospheric monitors, weather stations or any other free-standing tower comprised from steel beam latticework with sizeable electronic devices, electronic instruments and cable.
Creepy Town: rustic farm towns or quaint-looking communities, either inland or along the coast where people behave strangely and encourage outsiders to move on.
Building Site: construction yards or lateral building sites where skyscrapers are moving up one skeletal floor at a time.
Outposts: wilderness outposts or research stations out in the woods, desert, jungles or swamps.
Alien Site: a crashed UFO, an island of peculiar rocks and architecture or a buried ruin made from quasi-mechanical materials.
The Global Plot: important global events that can shape any campaign, providing drastic interruptions or spurring PCs and GMs along dynamic roads where the actions of the players can shape or reshape politics and boundaries across Urbanis or shake the foundations of culture itself.
Dragons broadening their lands or destroying societies through guile.
Underworld beings moving up and enslaving communities or meddling with politics to spread violence and war.
Giantkin forming a secret alliance in which they attempt to use magic and new Thauma-tech to besiege smaller countries and draw in slaves unto themselves.
Extraterrestrial creatures drawn to satellites to feed off the energies being gathered.
Powerful natural forces condensing and expanding violently towards outposts and other places of civilization.
Demonic beings using the internet to draw people into particular sites where their increased activity is used to open portals into the real world.
Common political upheavals that threaten to bring war between the nations.
The Gods, by Alignment
For use by priests, druids and general practitioners who seek divine favor in their actions. Note that, in order for a PC to gain special boons they must worship a deity. (Boons will be described later). Evil worshipers are no allowed as we are laboring for peace in a world populated by villains, which work tirelessly to harm the innocent. And that’s bad.
Thuas: the first of the followers of The One. He is the great overseer of creation and judgment. Symbol: a four-pointed star, elongated vertically with small lightning bolts between the north/east and north/west spurs.
Leigis: the god of mercy and healing. Symbol: a standing bundle of leaves with a red blossom at the crown.
Dleacht: the god of good tidings and swift execution of duties. Symbol: an ink pen pointed down with ink flourishing from its tip.
Eagna: goddess of wisdom and perceptiveness. Symbol: a standing scroll standing in a circle of fire.
Baila: goddess of firm foundations and welcoming abodes. Symbol: a four-spurred mountain crowned with clouds.
Thogaila: goddess of the crafting of beautiful things. Symbol: a blossoming rose.
Cosaint: god of defense and the preserver of individual liberties. Symbol: a war hammer set into a shield.
Ceila: goddess of love and genuine affection. Symbol: a bar pointing downward with an intertwining set of bars rising up.
Chumadh: god of invention and forethought. Symbol: a hammer pick set into a cog.
Aimsira: goddess of rains and snows and all other manner of precipitation. Symbol: a swirling cloud with rain falling.
Eolas: god of learning and accumulated knowledge. Symbol: an isometric book set into a ten-pointed star.
Uaimh: god of refinement and of deep places in the earth. Symbol: an anvil set against a stone turret.
Uaigha: goddess of death and rebirth. Symbol: a skull exhaling swirling vapors.
Greine: god of sunlight and the hard day’s work. Symbol: a crescent moon with its ends facing down, resting over an eye with three points rising from the curved back of the moon
Gaela: goddess of the moons and restful nights. Symbol: a crescent moon with its ends facing up, cradling a five-pointed star with three tiny bars radiating from its cruved back.
Caillte: god of uncertain roads and the lost. Symbol: a dividing path with an open eye at its bottom left, a cursed eye at its bottom right, a moon at its upper left, a sun at its upper right and a human shape at its heart.
Anfa: goddess of storms and frenzied seas. Symbol: a cloud formed into a skull with lightning stemming from its teeth.
Draiochta: god of arcane power and the mysteries of the universe. Symbol: an elaborate circle with four tiny symbols radiating around it.
Scrios: god of devastation and malice. Symbol: a bloody gauntlet with spiked knuckles pointing downward.
Leisca: goddess of laziness and decadence. Symbol: a single, ornate eye.
Uafasacha: goddess of fire, exploitation and torture. Symbol: a black tree engulfed in flame.
Fearg: god of berserk rage and bloodlust. Symbol: a beastly face with large tusks.
Claona: goddess of perversions and abominations. Symbol: a tower breaking apart at its middle.
Dramhaila: god of gluttony and wastefulness. Symbol: a leg bone gnawed at its middle with four ribs coming away from it like a comb.
Breaga: the liar goddess and architect of corruptions. Symbol: a wagon wheel with the top broken open.
Goid: god of thievery and secret works of darkness. Symbol: a jagged, downward-pointing dagger with thorns lining its grip.
Neamhord: supreme demon-god of chaos and disorder. Symbol: dark, dimpled circle with a red drop of blood at its heart.
Firearms Dmg SM/L ROF Special Range Cost
Pistol 2d4/1d4 2 50ft 70g
SMG 2d4/1d4+1 2 50ft 210g
S/O Shotgun 1d10/1d8 1 +2 to hit 10ft 140g
Combat Shotgun 2d8/2d4 1 +1 to hit 30ft 500g
Assault Rifle 2d4/2d4 2 80ft 490g
Scout Rifle 2d6/2d6 1 100ft 560g
Sniper Rifle 2d8/2d10 1 200ft 590g
Grenade Launcher 4d6/3d6 1 -1 to hit 30ft 700g
Grenade* 4d6/3d6 1 10ft (throw) 60g
Rocket Launcher* 4d8/4d8 1 -1 to hit 50ft 900g
Flamethrower** 1d4/1d3 1 +2 to hit 10ft 760g
Ammunition 50 shots at the cost of 1/10th the gun’s base cost.
*Anyone exposed to an explosive must roll a dexterity check (1d20, landing at or below for a success). Success means half damage. Explosives strike an area of 15x15 feet.
**Flame throwers deal damage on a hit and anyone hit by the fire must make a save vs. breath weapons or else suffer 1d4 fire damage each round.
Support Weapons Damage ROF Range Incr. Crew Cost
When attacking with a siege weapon, roll an attack and add dexterity missile attack adjustment for both ramming and ranged attacks while applying your character’s non-proficiency penalty. A proficiency in siege weapons will remove this.
Support Rifle 2d8/2d8 4 100 feet 4 800g
Mini-gun 3d8/2d8 6 80 feet 2 1,000g
Light Canon 3d6/2d6 1 200 feet 3 2,000g
Heavy Canon 3d8/2d8 ½ 400 feet 4 3,000g
SR Rocket 5d6/3d6 1 300 feet 6 5,000g
LR Rocket 2d8/2d8 1 600 feet 2 9,000g
Basic Ship Stats
The following are the basic statistics for water vessels, which may be acquired by the PCs and used for ship to ship or ship to monster battles. The weapons listed above may be placed on these vessels in accordance to the allowances provided below.
Built/Used By: races who use or built it.
Cost: how much it costs to build or buy.
Tonnage: how much it weighs in tons.
Crew #/#: the minimum/maximum amount of crewmen and passengers it can hold.
Maneuverability: alphabetical rank demonstrating its flying capabilities.
Landing: lists where it can land or dock (land, air, space port, harbor, water, etc.)
Armor Class: generally 10, but improves by every +1 enhancement.
Hull Points: essentially HP for a ship, when reaches 0, ship is destroyed. Only handheld weapons of magical quality may damage a vehicle.
Saves As: primary material vessel is made from. If the ship fails its saving throws it will suffer a consequence, such as breaking apart or catching fire.
Cargo Capacity: how much cargo it can carry besides crew and supplies.
Length/Width/Depth: dimensions of the ship in cubic feet (example: 20ft long, 5 feet wide, 10 feet deep).
Propulsion: means of propulsion, such as oars, sails, etc. Also how fast it can move.
Armaments: how many weapons can be attached (generally holds 1 per 10x10x10 foot in size), PCs need only take Siege Engines as a weapon proficiency in order to operate armaments.
Even though coinage is no longer the primary currency, bills have been named after the old precious metals. Currency is named the following:
Copper Pieces = Chromes
Silver Pieces = Sterlings
Electrum Pieces = Neos
Gold Pieces = Gilders
Platinum Pieces = Pearlies