Sunday 28 May 2023

d100 Magic Guild Demands

So wizards also carve out domains, many like them in wilds and far from anyone to live with just a few servants and squads of orcs. Others like the city around the university and magi guilds. Some live like knights and incorporate an estate with a village & land and resources but include the obligations of warrior nobility. If you roll a task not quite suited to your wizard feel free to reroll entries or a whole type of demands. Your followers and students can often help.

As part of polite legal wizardry, you are usually a member of a guild. As you will have followers and students the guild operates schools and universities and participates in academic life. This includes conferences, being made to teach (a great honour and fame enhancing) or sharing research and experiments for peer review. There may be rival guilds of every element with their own history and founding masters. Still, often these will form an alliance and start a shared library or institution to form a mega guild - a force to be reckoned with that may even own cities or town councils. 

Many outsider wizards even if independent will act like a guild structure for students and followers and share spells. They may still trade with a guild and abide by some of its mandates to avoid conflict and to be left alone. Guild students might even be sent to these wizards if they can't pay reasonable tuition fees or to get rid of them.

I may need to do a table like this to cover dungeon bosses and wild warlords, This would be better for all sorts of adventurers beyond the frontier and not part of their class roles in polite society. Like for powerful rich murder hobos.

d10 Magi guild demand types
1 Money
2 Students
3 Research
4 Property
5 Crown 
6 Academia
7 Guild
 The mob
10 Planar

d100 Magi Guild Demands
01 Guild demands your support in gathering material components of spells
02 Guild requests you shake down a frontier wizard for guild fees
03 Guild asks for help locating a regular supply of a spell component
04 Guild offered to place a statue of you in the university for 10000gp
05 Guild offer to make your student book a standard text for only 10000gp 
06 A school of wizards akin to your school require cash to thrive vs rival schools
07 Guild offer you some expensive magic items they think you are worthy and rich enough to wield
08 Wizards guild seeds gems urgently, generous backers will receive a new spell 
09 Offered a job as an advisor for the crown or a noble, a few thousand should help your application
10 Offer to sit on a certain committee for the guild or school 10000gp 
 A dozen zero-level students are sent to you to train in your ways
 A guild sage is sent to copy some of your records and library for the university
 Library requests a donation of cash or books, you also get to attend a VIP dinner
14 Your students are having a fued and might form factions without intervention
15 One of your students is dabbling in some other magic in secret
16 One of your students sold some proprietary spells in an unauthorised spell-sharing deal
17 One of your students has been teaching commoners for money on the side outside guild control
18 Sent a posh student for a year related to nobility, they expect superior treatment and one on one teaching time from you
19 Some of your students have become drunken rakes, getting into fights, flaunting their otherworldly cantrip powers and having wild parties. Other wizards mutter about your students being undisciplined jerks
20 One of your students has a former vindictive master who bares a grudge against you and demands the student or compensation (perhaps some spells)
21 A wagon load of ancient texts has been sent for you to translate for researching your next spells
22 The scrawls on an ancient haunted cavern are required to decipher a puzzle in a research project for your next spell
23 Have a lead on a d4 alchemical 
formula for potions you need to spend a d4 week to gain
24 Have 
a lead on a d4 alchemical formula for a magic item you need to spend a d4 week to gain
25 Need to visit a distant library and recover a text long lost in local sources
26 Need to raid the library of a cult to find important information for your next spell
27 Need to spend d4 weeks in an observatory studying the stars for your next new spells
Need to spend d4 weeks in an alchemical laboratory for your next new spells 
29 Obtain student books of your rivals to get new cantrips for your school
30 Ancient script on the walls of a ruined temple are required for your next spell research project
31 Your building requires some repairs and maintenance
32 Gawkers and unwanted visitors and animals require a wall and possibly a gatehouse
33 Magical research is altering the landscape and causing minor mutations in small critters, if not cleaned up eventually may contaminate local water and expand to bigger animals and people
34 Your building attracts unusual weather d4 1=mist 2=lightning 3=rain 4=cold
35 You find a work of art or object is actually a transpacial portal to a pocket reality from magical field activity
36 One of your buildings seems haunted by d4 1=spirit 2=imp offering cheaper tuition at the black university of hell 3=fairy creature in animal form 4=diminuitive common house troll
37 Giant rats trying to infest your property ate magically contaminated food
38 Some neighbour makes a complaint in court about d4 d4 1=black rites of evil 2=mutagenic pollutants in runoff water 4=some mutant creature based on your land you keep secret
39 Neighbors complain about funny lights and noises scoring their children and livestock
40 Students and followers demand better living conditions
41 Local lord demand you pay them tax when you already have an arrangement thanks
 Local lord considers you to be on land they want and tries to cause legal problems and slander
43 Local lord requests you make than a magic item and will be enraged if you will not
44 Local lord consults you for advice at least monthly, time wasting but also an opportunity for influence
45 Local lord offers you a d4 talented bastards to be students in your school as a favour
46 A knight accuses you of a crime and wants to fight you or one of your followers, if you don't kill them the family might be grateful
47 Knight on a quest seeks your advice from you and your library for a month
48 Local nobles request you put on a magic show at an important feast please on a certain date
49 A noble wants you to identify a bunch of magic items as a favour 
50 A noble needs your help solving the puzzle of a magical treasure map
51 Asked to speak at a wizard conference
52 Asked to host a committee of wizards in your estate for a week
53 Asked to submit papers to a scholarly journal publication
54 A librarian wants to swap information and suggests each send the other a scribe to copy the other library
A new chancellor will be appointed with good pay and you are a contender, bribery, threats and duels with rivals help your position. You might need to stop some jerk from getting power even if you don't want it
56 You have been requested to teach a graduate course for a semester at a school or university and you get an office
57 Have a d4 guest lectures to give undergraduates over the semester
A wizard has refuted one of your papers but you can duel them rather than bother writing a new paper
59 Students of a rival wizard want to defect to you as their master is a vindictive psychopath. The 2d4 students have injuries and d2 have mutations
60 Tenureship teaching position at the university comes up and wizards are battling in an arena for the top job
61 A student damages a few thousand gold value of your laboratory equipment oops
62 A guild wizard offers you highly paid work making magic items for the crown
63 A guild wizard tells you a formula of a certain portion if you make them some
Young wizards are up to no good pranks with the old guild masters and the guild thinks you can solve the shenanigans at a school and punish the guilty 
65 A wizard you know has been kicked out of the guild for their bad behaviour and they visit you to complain and possibly get your support. They just need more evidence from some god-awful location like the sewers of hell
66 Students pelted a guest guild lecturer with rocks for their poor rhyming verse in a mathematics lecture, you have a lecture with the same crowd coming soon
67 You have to test a number of 4th-level wizards to see if they are qualified guild journeyman status and then advance to having their own students. Bad wizards hurt the school so don't just accept their bribes
68 Mark exam papers for a school, far away so you are supposed to be objective
69 Called to guild for a panel of experts to assess a relic, book or strange corpse
70 Called on to help revise the filing system for part of the guild library, very tedious but might find some spell fragments
71 Require a new craftsman specialist for a domain, hire one or get a follower to learn
72 Famous smith requires help making a fine object magic
73 Require expert craftsman assistance and need to find one
74 Guild requests you help make some minor magic items for the crown
75 Require a rare ingredient or creature to complete a project
76 Require a rare magical metal for a project
77 Follower discovered part of a legendary artefact that could be found and rebuilt or somebody will want the part
78 Several everyday objects in the wizard's tower come to life and will take some training to behave 
79 An apprentice error discovers a new potion formula requiring documentation
80 Non-humans wish to swap a spell or some formula
81 Angry mob of locals believe wizard has somehow cursed their crops or livestock
82 Mob blame wizard for local mutants and want it to stop
83 Faction of local zealots call the Inquisition to investigate the wizard for demonology
84 Cult is spreading slander and leaving also clues of your involvement in their crimes
85 Rival wizard sent bards to slander the wizard and mock their administration skills and safety
86 Mob believe there is a Hellgate or a portal to the black library of hell in your property
87 Mob believe your wizardry is upsetting faerie folk of the wilderness and increasing their pranks and tricks
88 Mob blame the appearance of a monster or band of mutants on the wizards
89 Mob believe wizard create an army of orcs or abhumans to make commoners obsolete 
90 A enemy nation has sent agents to slander you and your domain to commoners and the court
91 Take some students on a brief trip to an elemental plane
92 Open a portal and plunder a transpacial tomb hidden in a painting
93 Help locate an escaped planar being summoned by a cult that the mob will blame on the guild if not caught
94 Negotiate with beings on another plane for a guild to make a series of new summoning spells
95 Negotiate with non-human species in the underland realms for lost magic
96 Bring some elemental beings to inhabit our world to study
97 Open and explore an ancient gate discovered by the guild 
98 A dangerous cult has been opening a portal and releasing monsters in your area
99 An elemental node has been discovered with elemental creatures guarding it and the guild wants to control it
100 A wizards tomb on another plane has been discovered and the guild wants an expert to investigate

coming soon
d100 famous city wonders in the age of bronze

Saturday 27 May 2023

d100 Demands of the Temple


High-level priests don't just get to run a nice big church or monumental structure they get a territory like a knight or a crime boss. They have obligations, problems and things to deal with in their religious domain. Does their domain accord with landed noble's maps or have their own system. Do you have one or lots of nobles to deal with? Churches may have their own courts, schools, prisons, hospitals, libraries, orphanages, etc. Many obscure branches of the big churches and pantheons may exist and be as weird as smaller secret cults. 

Also at higher levels followers are less handy meatshields but now trouble solvers you could point to these problems leaving you free to adventure. Followers that do a good job with some risk or challenge might go up levels without being on an adventure. You can try and solve problems in ways not intended if you don't really want to be a jerk.

d10 Command Types
1 Prostletising
2 Pilgrimage
3 Mission
4 Construction
6 Scholarly pursuits
7 Heretics
Holy war
9 Epic Quests
10 Miraculous Deeds

d100 Demands of the Temple 
01 Send preachers to distant unexplored lands to spread the faith
02 Help spread the faith to commoners and the poor
03 Help convert nobility to the righteous faith
04 Help merchant families and clans to spread the faith on trade routes
05 Help convert soldiers, militia and serving millitary 
06 Perform holy miracles to recruit them to the faithful
07 Convert crafters or a specific occupation to  
08 Help keep public preachers
09 Help prison inmates and criminals to reform and convert them
10 Convert non-humans 
11 Send pilgrims to fetch holy documents (perhaps copy them)
12 Document sites of saintly miracles
13 Travel to a distant church with relics
14 Make safe stops for pilgrims on the pilgrim trail to increase the use
15 Restore a forgotten pilgrim trail
16 A pilgrim route needs a bridge or a tunnel to make safer
17 A bandit gang are preying on local pilgrims
18 Pilgrims are requiring escorts as a monster seen 
19 A group of pilgrims has vanished on the way to a shrine
20 Upgrade an old shrine to bring in new pilgrims
21 A plague-ridden area needs a healer's mission
22 A hospital or healer shrine is required by the poor to cement their loyalty
23 Build a mission school for the illiterate peoples of your domain to civilised them
24 Build a frontier shrine with a smithy and traders beyond the frontier to reach the wilds
25 Establish a shrine to attract missionary workers to area
26 Establish a mission to aid spread new dogma d4 1=warning against cults 2=correct popular heretical alignment idea 3=help public health education 4=teach the new easier to learn catechisms
27 Start a mission to aid commoner settlements with home improvements and houses for homeless
28 Establish a mission for an orphanage or a workhouse for the poor to provide food, clothes and shelter
29 Establish a mission to aid the elderly possibly of a trade special to the religion, often requiring help or housing or protection
30 Build a mission to help settlers and encourage them to favour the church and build a shrine or temple eventually 
31 A new shrine or a replacement shrine are required
32 A church needs repairs d4 1=roof 2=wall 3=graveyard 4=priests dwelling
33 Support of labour, food, materials and money are required for a new cathedral or monument in a city which will become famous 
34 Build a new statue or monument in a prominent place to inspire the faithful
35 Help templars build a religious fortress in the region 
36 Help a monastery expand its walls and increase in size or industry
37 Build an improved road to a religious site, which might require a toll to maintain
38 Build an office for church special agents d4 1=inquisitor 2=excorcist 3=church tithe collector 4=shrine of monk church agents
39 Help build a school and library possibly a scriptorium for scribes to copy more books
40 Improve defences of a church property possibly on the borderlands or bandits
41 Diplomatic mission to an allied religion to cut some territorial deals
42 Visit a ruler or noble and convince them to adopt yours as the official religion
43 Send diplomats to a foreign land to meet new people for possible other missions
44 Send a diplomat to court and keep an eye out for enemy religion or cult influences
45 Contact a wild people beyond the frontier and convince them of the benefits of our faith
46 Act as a delegate to a council of religions and give a presentation to make church look superior
47 Compete with other churches as delegates to a ruler for special favours
48 Cooperate with a previous unfriendly faith vs a worse deplorable foe and perhaps build future peace 
49 Send a diplomat to visit a distant mythical sage on the edge of the world
50 Make a deal with a rival religion to both expand into a frontier region cooperatively 
51 Translate an ancient holy text and have it copied in the modern dialect
52 Help support work of monks and scholars copying holy books
53 Argue with a rival scholar on interpreting holy books in the modern era in front of a church council
54 Fight a rival priest for who is right in a debate over ethics
55 Recover fragments of a work scattered in several libraries
56 Obtain holy texts from an unreasonable collector who can't appreciate them like the faithful
57 Judge various local bardic works and record them, look for signs of heresy or anything that should be forbidden as some might be cultists or heretics
58 A scholar priest has developed a new heresy and has fled into the wilderness with followers, this schism and its ideas must be silenced for the sake of unity
59 A preacher has been recruiting people to heresy using outmoded forbidden scripture translations and must be stopped
60 Appoint scholars to examine local new priest transcripts for church orthodoxies
61 Villagers in isolated area had a heretic priest and require a new priest and up to date doctrine
62 Town is rife with deluded heretics who have formed a new cult that must be crushed
63 A secret faction of the church has been indulging in heretical doctrines and banned scriptures and need to be brought into line with the church body
64 The church requires you to visit an old mentor and evaluate them for heretical ideas
65 Required to help a priest who is convinced secret cults are engaged in conflict in their settlement
66 Heretics escaped into the wilderness and need to be tracked down and corrected
67 A heretic priest has been placed in your care for you to reform
68 A village has had a priest murdered by cultists and requires urgent replacements
69 A heretical book has been reported in your area and cannot be located by divination possibly in the hands of a cult 
70 A monastery reports a sect of a cult have infiltrated them and need help
71 A distal holy place is in the hands of enemies and nations are sending troops and support to save it 
72 A frontier people have attacked our holy places and preachers and must be stopped
73 A heretical templar fort needs to be crushed 
74 A foreign land with enemy gods has been discovered and must be saved from itself
75 A foreign land has been discovered with your faith but pressed by enemies and needs help
76 A heretical army has risen to tear followers from the church by conquest
77 The Inquisition are sure that a small local harmless religion needs to be wiped out and your intervention might save them
78 Church leaders blame a frontier humanoid race for the destruction of pilgrims and priests requiring their destruction
79 Another religion has offended you and both sides have agreed to a battle to show the common folk which is the one true faith
80 An independent frontier settlement has had another religion push in and kill your priests and took your church, a force is required to correct this
81 An important priest who went into the frontier has not returned
82 A holy weapon is rumoured to be in a great tomb complex on the frontier
83 A prophecy uncovered needs investigation in a long-lost holy place
84 A fragment of a holy relic is said to be in a dread place sunned by lesser priests
85 A vast monster mentioned in a holy text has been discovered in a faraway land
86 An ancient temple has found a secret deeper level and requires help exploring
87 A fallen hero in the wasteland had several magic items the church want back and the corpse if possible
88 The location of a long-lost ancient temple has been located on the map and the church requires relics and lost texts
89 A star has fallen from heaven and your god requires it be brought to a safe place
90 A Hellgate has been opened by a cult in the area and needs to be shut
91 A traveller has been performing miracles and many of your faithful seem impressed, the church requires someone to examine this possible heretic
92 A petty god mentioned in holy books has been seen in a distant place and it would be important to record their eyewitness account from mythology
93 The church has opened a portal for you to fetch something from the overworld
94 Your deity has sent you a sign to visit a shrine at the end of the world
95 The church requires you to slay the heretic leader of a cult that has grown into a dangerous warband on the frontier hoping to start the apocalypse
96 Locate a dying or dead hero, restore them with holy magic then make them swear to perform a deed for the church
97 Save a noble and secure their allegiance and inheritance for the church, their family might want to kill you or get the noble to change. Even the crown might object to your church gaining more tax-free land
98 Consult on interpreting holy text  with a supernatural servant of your deity in a difficult to reach location
99 Holy fresco paintings found in a cathedral depict a future date with you fighting a demon in a location that sends you
100 Your deity needs your body for a while to enter your world to do something and the church is awfully impressed

Monday 22 May 2023

d100 Demands of the Crime Guild

So as high-level fighters become nobles and get to meet kings and stuff thieves gangs increasingly grow. A gang might start with a few followers in a city block and grow to include whole towns or even cities. As you scale up you become in competition with new bigger gangs. Bigger gangs might include multiple settlements and will have vassal gangs who pay them to exist. There should be kingdom-wide gangs or alliances and even international ones. Quite possibly a guild might become a legal authority or a spy agency or even secret police. These tables are nasty crimes not fun crimes so you might need to find creative ways of resolving these if your a fun swashbuckling criminal. Maybe with some help from a wizard. Its ok to kill off a cult for wanting to buy sacrificial victims. Its ok to defy orders and deal with the situation or who tried to make you do nasty stuff.

These are odd jobs some higher-up or ally needs from your high-level gang leader or guild leader. They might also be presented to the boss by their main advisors and followers. If your adventurer crime lord is a good guy they might have to come up with nicer solutions to the mission and that is fine. Powerful gangs have to balance the fact they must prey on their own kind so they learn to live with it but not so much everyone unites to destroy crime.

As a thief rises in levels it also improves their street cred from a single block or street gang all the way to the inner circle of a crime family. Lawful gangs are more hierarchical often with families, chaotic are more fluid and change more. Lawful gangs like the state and want to use its apparatus preferring the status quo. Chaotics are like when the system fails and breaks under pressure and change. Evil gangs are more malicious, neutral gangs are more interested in survival and self-interest, and good gangs usually are trying to help and are less concerned with violence and profit

d12 Typical Crime Organisation Types by Alignment
1 Chaotic Evil bullies favour armed robbery, banditry and vice. Such gangs often burn out with street violence or uniting everyone to finish them off. Leave no witnesses and spread terror
2 Evil malicious, sadistic thugs favour assassination, kidnapping, slavery and extortion. Hated and feared by everyone but occasionally employed for those skills
3 Lawful Evil favours secret influence, bribes, corruption, blackmail, ransom, gambling and moneylending. Like to have influence over trade, business and nobility. Prefers debtors to slavery and operates black markets
4 Chaotic Good revolutionaries redistribute wealth from rich to poor and reject the crown, crimes that harm the elites often banditry or luxury goods, or returning stolen produce of the poor. Destabilising the state to replace it is a long-term goal to establish a new system or ruler but these details are a bit fuzzy
5 Good operates as a secret aid organisation helping the downtrodden and persecuted perhaps even aiding non-humans or outlawed cults, they steal and commit crimes to aid their desperate cause and avoid being noticed or harmed, preferring to rob those responsible for harming their cause. See themselves as above other criminal motives
6 Lawful Good are cult-like and rejects the current system, imposing its own more severe code, necessity sometimes dictates secrecy, law-breaking or violence for the cause
7 Chaos are high-risk ungovernable favouring illegal gambling, fraud, coin clipping, numbers rackets, and rigging sports results. Destabilising the state helps their methodology. Tolerate mutants and many outcastes
8 Balance seeks to moderate strong influences of excessive law or chaos. By methodically performing their crimes to sustainably profit and many operate as crooked merchants who skim wealth but not enough to notice. Will engineer markets and shortages one day and the next will report rival guild secrets to the state 
9 Law is a rigid cult-like secret society whose purpose is to root out corruption, incompetent officials and threats to the state that the current rulers don't see. Criminal actions are always dedicated to harming their enemies or chaotic influences they don't approve of. They obey a more perfect order than grubby flawed humans can impose so will commit crimes of necessity more than greed. They may seek power and influence but as a means to an end not its own sake or pleasure or self-interest. The money taken from enemies is for the cause, not the self
10 Neutral really just wants money to avoid getting caught or noticed and prefers smuggling, burglary and pickpockets. Many base members are beggars and street urchins who can act as informants. In some ways, they are one of the most common types but cashed-up members tend to move to another type 
11 Mix two different results from above roll a d10 
12 Mix three different results from above roll a d10

11 and 12 may represent different major factions and if factions to different they need a reason to cooperate

d20 Other 
Crime Organisation Features
1 Reputation with the people d2 1=feared and shunned 2=reveared and helped
Some members are influenced by a dangerous cult
3 Have links to an institution d4 1=merchant clan 2=noble family 3=temple 4=school
4 Have a secret smuggling route for gang secret projects
5 Owns and influences many legitimate businesses 
6 Have international trade connections and allies 
7 Have a vast network of spies and informants among commoners and servants
8 Employ secretive feared assassins with a famous calling card
9 Employs network of bards for influence and information
10 Employ alchemists for guns, drugs, booze, bombs, potions and poison
11 Many are members of a recognised religion that helps thwart enemy divine divination by meeting and plotting in shrines and making crimes the business of their god 
12 Works with outlaw wizards and magicians
13 Gang members have oaths of obedience to some 
supernatural entity and have unusual boons including abilities and items
14 A spirit aids the gang d4 1=protects stash of loot 2=haunts house entry to hideout 3=poltergiests protect hideouts 4=spectral guardian of secret doors
15 A petty godling has an interest in the gang and keeps tabs on them
16 Some gang members are not really human d4 1=doppelgangers 2=changelings 3=outer planar being 4=undead (ghoul graverobbers?)
17 Friendly with some species of animal or monster useful as a guard or pet
18 Friendly with some humanoid species d4 1=goblinoids 2=abhuman beast folk 3=orcs 4=demihuman (d4 1=elf 2=gnome 3=dwarf 4=
19 Has agents and allies in the Underland and know secret passages to the deep
20 Has allies in a secretive aquatic species who help you move goods across water unseen

d10 Commands Types
1 Expand operation
2 Black markets
3 Extortion
4 Law & order
5 Gang Factions 
6 Cult conflicts 
7 Diplomacy
8 Gang war
Comunity values
10 Incredible heist

d100 Commands of the Crime Guild
01 Absorb a weaker crime gang d4 1=beggers 2=burglars 3=bandits 4=thugs
02 Train a bunch of orphans to be future gang members and give them jobs
03 Kill or recruit a youth gang of street thugs or rural bandits
04 Eliminate a rival gang leader then seize their operation
05 Expand a gang chapter into a new settlement
06 Develop a new way of fleecing the rich or take over some amateur racket doing that
07 Take over local markets for d4 1=assasins 2=
08 Infiltrate or pay of civic officials of d4 1=town hall 2=prison 3=millitary 4=judge
09 Keep out a foreign crime organisation attempting to move in
10 Increase extortion revenue or threaten a new industry
11 Establish a new black marketplace and supply the muscle
12 Establish a criminal craft shop d4 1=forger 2=jewler 3=painter 4=locksmith
13 Develop a smuggling route for tax-free criminal goods 
14 Establish a front for stolen goods d4 1=pawn shop 2=scrap dealer 3=general store 4=used livestock dealership 
15 Recruit slavers for kidnapping hostages and selling people who owe you
16 Establish an exotic alchemical expert on one of these fields d4 1=gunpoweder 2=potions 3=poison 5=incendiaries
17 Bribe a civic official to work with a development scheme of the settlement
18 Get more drug pushers on the street to compete with foreign black lotus gangs 
19 Hold a fabulous feast to get the commoners on the side
20 Create a fabulous event for elites like a party or ball to get access to upper society 
21 Kidnap a person and blackmail their loved ones for money or influence
22 Kidnap a bard who keeps blabbing, a few years should silence them
23 Kill a number of gang rivals as a threat to organisations questioning you
24 Shakedown new merchants for money for protection
25 Try and entrap officials with vice then blackmail them
26 Use your gang sign graffiti all over your territory to spread terror 
27 Torture and kill someone who wronged your organisation and leave them in public
28 Blackmail a wizard into aiding the gang with magic items
29 Launch an attack on a non-affiliated gang and demand they join you
30 Capture the family of a retired gangster to make them join you
31 Kill a nosey watchman who refuses bribes
32 Kill the leader of the taxman's guards
33 Try to blackmail or influence a troublesome bailiff serving a judge
34 Place agents in the militia so that eventually they belong to you
35 Deliver beatings to various nightwatchmen off duty to show they could kill them
36 Stop a church orphanage from recruiting from our child gangs
37 Kill a priest who is to act as a witness in a court case using forensic divination
38 Kill an outspoken merchant complaining about local crime publicly to officials
39 Try to influence nobility or their bastard offspring with debt or vice
40 Eliminate a sheriff and their deputies for being too efficient and dedicated, try and help incompetent or corrupt replace them
41 A faction of your gang plot against you
42 Factions within your gang are feuding which might be a problem or useful
43 Several key followers have had a feud and are developing rival factions that need to be stopped
44 Some rival gangs have been giving stuff to some of your followers
45 One of your followers has been kidnapped by a rival faction
46 Some of your followers still loyal are also members of a cult
47 Some non-humans are interested in joining your gang as a new separate faction
48 You have reason to believe a secret policeman has joined your gang at some point and are feeding information to the crown
49 A faction of your gang has become rich and living like flashy jerks in public and lording it over working criminal classes
50 A faction of your gang complaining about loyalty and efficiency of another faction
51 A cult wants to help to steal corpses and to sell grave goods so cut a deal
52 Cultists will pay regularly for sacrificial victims for their VIP rituals
53 Cultists murdering people and some who belong to you
54 Cult becoming popular in criminal classes - eliminate or support it?
55 A murder cult offer to kill for your organisation
56 A rat cult-based gang are spreading influence and vermin and plague
57 A ghoul-based cult are scaring off grave robbers and criminals from using graveyards by night
58 A cult are stealing corpses for an undead sweatshop and even murdered a few extra people to get more bodies
59 A hidden vice club has become under the influence of a demon sex cult
60 Uncover a cult of well-off townsfolk you could blackmail or report for reward
61 Arrange a gang meeting and try to cut a prosperous new deal and truce
62 Cut a good drug deal with the mysterious black lotus nation from over the sea
63 Someone killed a member of your gang and performed speak with dead on the corpse, a necromancy cult is cutting in on your operation
64 Unite with another gang so both can destroy a gang or cult a threat to both
65 Meet with a pirate leader to spread your gang to the waterways
66 Foreign agents wish to pay you for services and want to meet you urgently 
67 Foreign gang wish to cooperate with you for a profit
68 Secret meeting with agent of the crown who will offer concessions or release prisoners if you perform a favour 
69 Meet an agent of the underland kingdoms of the deep for trade
70 Humanoid species are sneaking into urban areas to steal what rightfully is the guild and stirring up the watch. Meet them and discuss business and territory or eliminate them. They might come from the Underland
71 A rival gang burns down a building under your protection
72 A rival gang has started killing your gun members
73 A youth gang have been trying to extort shopkeepers who pay you protection
74 Rivals have a pet town councilman to  
75 Rival gang use corrupt officials to trouble your organisation
76 Rival gang want to redefine borders
77 Rival gang want a peace treaty
78 Rival gangs want to meet to talk about dealing with the law, possibly a grab for power
79 Rural bandits have been visiting the city and doing crime in your turf then fleeing
80 You catch a faction of a neutral or friendly crime guild trying to fake evidence to start a war with another guild or the law in some plot
81 Give lots of money and food to the poor to buy commoner favour vs the law
82 Put on a spectacle feast or festival or games event
83 Cooperate with local gangs to aid the population dealing with some community drama d4 1=monsters 2=plague 3=inquisitors 4=foreign gang
84 Make a donation to the church and make a big show to the mob
85 Open a soup kitchen for the poor and use it as a fence organisation and place to recruit from
86 Pay off or bribe or silence some witnesses who are about to give a legal testament
87 A judge in pay of a rival cartel needs to be eliminated but you can't get the blame or you'll get the wrong fame from the public
88 Give hams to all the local widows for popular support or some similar scheme
89 Help war veterans and recruit the best as goons for gang uses
90 Help fund an orphanage so you can find future gang members and people grateful to your mob and stop orphanages from snatching your youngest members
91 Noble has a fancy new jewel and various criminals all desire it
92 A shipload of drugs belonging to the black lotus guild has been identified, would be a shame if something happened to it
93 A growing new cult has a fabled jewel in their shrine guarded by a monster
94 A powerful wizard has made a magic item and claims it cannot be stolen from his tower
95 In the crown clan family castle there is a vault with the previous set of royal regalia and a crown in the old style but still worth a fortune
96 A evil miser died and has took all their wealth with them to the grave while commoners starve, perhaps this injustice could be corrected
97 A mountaintop dragon lair has been attributed as the location of a lost relic the church would pay a huge ransom for
98 A petty god got drunk and blabbed about a magic item they buried under the city in a trap-filled death maze
99 The church have contacted crime guild heads and wants someone to recover an item through a portal to another plane and offer a huge amount of church credit in spells 
100 A powerful wizard needs a gang of master thieves to aid him in stealing another wizards spell book because he wont share

Sunday 14 May 2023

Orders for Landed Nobility

So when you get to be a landed name rank hero especially fighter you can become indispensable and closer to the crown over time and become a hero f the nation. It takes a lot of money to get that far usually. Possibly i need a version for cleric temple lands, thief gangland and wizard towers and guilds.

d10 Orders Types
1 Develop resources - the lord needs something lots and asks for your aid
2 Develop markets - the lord wants to encourage trade
3 New Taxation - the big boss needs some more money for a gold toilet
4 Uphold the Law - the crown needs help with a major crime problem
5 Policy Support - unpopular crown policies need your help
6 Religious aid - helping the state church
7 Diplomatic Action - dealing with other lands and espionage
8 Millitary Support - aid in defence of the realm
9 Secret Mission - quiet matters to resolve in secret
10 Wonderous Quest - public heroism required 

d100 Orders for Landed Nobility
01 Help develop a mine for a stone or gem or mineral
02 Help develop forestry for hunting and wood
03 Help develop an orchard for a specific fruit or nut
04 Help develop a wine or brewing industry
05 Help produce oil from seeds, trees or olives
06 Help provide valuable stone and develop a quarry
07 Help develop clay pits into a pottery industry
08 Help provide supplies or equipment for millitary
09 Help provide human labour or servants
10 Recover a dormant industry
11 Work on making a road a royal highway (alters taxation also)
12 Build a bridge or tunnel
13 Build improved waterways or canals for marine commerce
14 Improve and upgrade a marketplace on a trade route 
15 Build a new caravan station or inn for larger merchant trains
16 Start a new settlement to service a new trade route
17 Place wells in location to help trade and local settlers
18 Attract skilled tradesmen to develop economy and trade
19 Make contact with foreigners or underland people for commerce
20 Help build and enforce a new royal taxation office
21 New road and bridge tolls on the kings highway local lords must support
22 Certain goods have a new tax and local lords must stop smugglers
23 Goods from a rival country have a new tax and smugglers are now traitors
24 Bandits robbed tax agents of crown and must be exterminated
25 Increase in one crown tax has turned some groups against the state
26 New tax on weapon ownership or public carrying or millitary weapons
27 A tax exception has made a merchant gain a monopoly restricting affordable 
28 A new tax on a fashionable item has placed it in only hands of the rich
29 A disaster relief levy has been charged by the crown on everybody
30 The crown wants to borrow your money and allows you to charge a new tax to repay yourself
31 Stamp out or silence a thieves guild in your region
32 Banditry is rampant in your region, and several gangs need to be executed
33 Band of rebels including a dangerous royal bastard in your area
34 Robber knights, have established a base in a ruined fort or a cave (gruberhole)
35 Robber knights based over the border and supported by the neighbour
36 Some famous criminals have fled into your region and must be handed to the crown
37 Smuggling ring is crossing your territory and the crown needs it to end
38 A famous criminal from your region has attracted crown agents and trouble for your citizens crossing into other domains. Finding the criminal or any local supporters would help the reputation possibly some other public demonstrations
39 Treasonous plotters have been using your domain to hide in secret and must be found 
40 Secret police from the crown seeking a traitor in your region and searching everywhere, maybe soon your household 
41 Church sends some inquisitors to your region and requires your support
42 Ruler wants the population to have a "We love the crown" parade to celebrate some royal family events. Possibly a feast and decorations may come from your pocket
43 Crown demands a monument to the royal family be erected in villages and towns to prove their loyalty - the bigger the more breaks they will get from crown
44 A youthful gang of rakes on a national rampage visit your town. All are related to important courtiers and high families so dealing with them could be tricky
45 A royal bastard child needs a home and their noble blood must be kept secret and they must be treated well in a household or a trade
46 The crown needs a healthy baby or young child urgently for some reason and nobody must know anything
47 Tolerate an obnoxious minor noble accommodated. The crown wants them to be watched and away from court and out of trouble. Demands they get a house or a room in your house
48 A pretty youth is destined to be married and needs to be kept secure and safe in your house
49 The crown sends you a noble hostage who must be treated well and if harmed you will cover the hostage fee the crown is demanding 
50 Crown is increasingly hostile to a part of the population and your domain has a few in key positions. Might be a religion, clan or some malicious bigotry. Some rivals have brought up your population to the royal bigots
51 Missionary arrives to establish an orphanage, hospital or  school
52 Crown sends a bothersome priest to your domain who needs a job 
53 Church would like a shrine or improved holy building built
54 Church complain you have some unpopular religious or magical minority religious and magical practitioners 
55 Church seeking aid for a disaster in another region and begging for your help
56 Church report an enclave of the undead has appeared in your domain and exorcists require your aid
57 Import holy person to visit your area and probably best to give them bodyguards and accommodation and an official meeting with you
58 Church declare a new saint and they left a miraculous sign in your domain mostly forgotten. Now pilgrimage trails will include your region and may require a shrine, some guards and accommodation or a big new church or monastery or monument
59 A relic long lost may be in your domain and a monk has been sent to claim them
60 The church wants a monastic order to have some land in your domain
61 The crown wants a report on non-humans in your area who may not welcome this
62 The crown wants you to cut a deal with a non-human species in the region
63 The crown wants you to visit another nation as a representative of the crown to meet their rulers and analyse their defences and troop numbers and how full their granaries are
64 Visiting foreign diplomats on tour need to be shown around your domain and hosted in your home
65 The crown has some refugees that need settling and sends them to your domain
66 Crown asks you to cultivate friendship with a foreign noble or merchant and learn about their homeland and language
67 Foreign spies have been exploring areas, perhaps not humans. Locate them and smash their operation  
68 Foreign agents have been helping bandits and outlaws with supplies 
69 An enemy saboteur has been damaging equipment like mills and oil presses and wagons. Sometimes it is an arsonist instead
70 Crown you keep an eye on certain foreign citizens in your borders
71 Provide at least a squad of spearmen and have them report to the royal army
72 Provide horses to the kings army 
73 Report yourself to the crown and fight a battle or lead border manoeuvres
74 Improve the preparations of your militia and men at arms in case of a conflict
75 A squire shortage for poor knights around court and youths required
76 The army requires lots of arrows and every domain must produce extra wagonloads
77 A border watch tower or better is demanded by the crown who use it to stockpile arms
78 Increased patrols and scouts are required to curb crime and to be ready for invaders
79 The crown wants a secret area for millitary research and siege weapon construction and need you to provide a secure boring location nobody will visit 
80 Crown requires a secret workshop for magic items and weapons and need you to arrange a magician to work the project
81 Asked to lead an expedition across a border to rescue a member of royalty in trouble
82 Sent to recover a stolen valuable item to the crown
83 Find a hidden dungeon in your domain
84 Certain records or books in a difficult-to-reach library are required to unravel a prophecy
85 A sage or oracle is required to help answer the crowns questions but they work in a foreign land
86 Reports that a lost ruin in your domain has secrets enemy lands must not find concerning the current dynasty ancestors
87 A vile cult needs to be eradicated from the kingdom
88 A noble is making efforts to befriend many lords even yourself and spending lots of money. They may be attempting a plot and the crown wants you to keep an eye on them
89 The crown heads come to your estate to visit requiring best beds and feasting and sports. The ruler has a special responsibility they wish to discuss in secret
90 The crown appoints several secret police agents to be your aids and eyes and ears (and the rulers)
91 Sent to recover a holy relic to aid the kingdom
92 Find a lost hero on a quest a few years late
93 Hunt a fantastic monster menacing the kingdom
94 Help remove a curse from a noble family
95 Punish an evil rebel lord who has cost the royal family dearly (they might even be royal or try to cut a deal with heroes)
96 A cult seek to open a hellgate in your region and must be stopped
97 A noble related to the crown needs a hero to fight for them in a tournament
98 A witch has cursed a royal heir and requires a quest to fetch what the witch wants
99 A tribe of monsters has been revealed in the kingdom or the borderlands
100 Make sure a noble gets to a wedding on time for an important royal deal

Saturday 13 May 2023

Seasonal Faerie Encounters

Seasonal Faerie Encounters 
So in the old days, faeries were everywhere and invisible ones or ones that flitted between faerie land and earth easily. Loner fairies are often more likely to be dangerous and have links to darkness, undeath and the underworld. Nowadays outside of wild places, some may see signs of more faeries on the solstices as remnants of great visible and invisible faeries make processions helping the new season arrive. These seasons dictate which elf types rule for a season and the forms of elven gods.

Leaving offerings at faerie shrines always helps as they respect generosity and feel some obligation in return to at least not be harmful.

d12 Spring 
1 Fertility spirits of rain and mist whipping up frogs and cricket and birds songs
2 Storm, rain and wind spirits are seen in the cloud heads and lightning by those gifted with the sight sight
3 Evidence of faeries circles of flowers mushrooms or stone circles, the curious under a full moon might witness a faerie dance which is dangerous
4 Attractive lusty stranger in a forest or water really a spirit in disguise. Being Type d6 1=beast 2= tree 3=land 4=water 5=faerie 6=elves. Motivation d4 1=Seek a lover to be a temporary toy  2=desires a pet  3=slaver providing servants for the other home 4=needs a job done 
5 Hairy wild forest people moving an ancient stone or boulder to adjust lay lines or dancing and feasting while resting from work
6 Dancing satyrs or centaurs dancing lustily and playing pipes and lyres and drums and asking for wine, will harass people to party with them
7 Lusty Sprite is invisible but makes random persons love-struck with tiny magic arrows which are often humiliating to targets/ They also do the same for animals and if offended will avoid certain farms and herds but reward good sports with lusty cattle. They believe that are helping everyone and did this since before humans existed. Even regular faeries and elves and petty gods may also find them a menace
8 Dancing dryads led by a nymph awakening the trees and sprouting leaves and flowers, those who get too close may be charmed and enthralled, those threatened will be killed by them with bows or spells or their pets and enthralled lovers. 
9 Faerie pranksters of any smaller wee hidden folk from gnomes to goblins to sprites and brownies or flower fairies. May scare people or play a prank or steal some cash
10 Faerie royal court of the season travelling and bringing seasonal shift. Lesser nature divinities who are best avoided by mortals d4 1=bored and will all vanish if bothered 2=offended at being seen by mortals curses them and precision plane shifts away 3=offended and vanish and set monsters on the mortals  4=send knights to bring mortals for questioning perhaps for menagerie, for pet fools or slaves or to test if mortals are worth any concern this century 
11 Plants seem to move without wind and may walk about and move, to join a precision of the green spirit of vegetation. It may slay those who disrespect the woodland way and grant a year of the green thumb to those who respect the trees. The walking tree spirits in these processions will look more treelike than at other times, here they are for vegetal power renewal. Plants sprout and grow well for the following d4 days
12  Hunting or wilderness deity. lord of the beats fearsome or beautiful with a retinue, howls and roam at night. Witnesses are cursed to lives of adventure and constant drama due to the gaze of the gods. Any who have offended them may be the target of the hunter or some of its followers. Some may be turned into beasts if they get too close

d12 Summer
1 Candle and lantern lights moving in the distance or even the sky at night
2 Invisible fire sprites dry everything up by sucking up water from plants and soil making air hotter
3 A wicked fire sprite arsonist starts a few fires of people's buildings, camping grounds or even crops and eventually locals will get someone to get rid of it. May ignite a traveller's hair or animal tails for a stir
4 Faerie or elf or spirit knight in disguise as a mortal at a crossing demands a duel to pass
5 Elf nobility hunting in the area and an entourage follows to set up tents and feasts every night, uninvited mortals not welcome
6 Faerie or elf ranger patrol possibly hunting someone or fighting an enemy
7 Wild hairy people of the woods rolling burning logs and hay bales down hills then feasting and bonfires by night. Most humans are afraid of the hollering and whooping
8 Faerie or elf hero on a flying mount (d41=winged horse 2=griffon 3=drake 4=wyvern) observes travellers possibly seeking something d4 1=rare spices 2=specific type of human required as a slave 3=looking for a worthy mortal opponent to feud with for decades 
9 A spectacularly large beast in the area bothering travellers possibly monstrous or a faerie creature
10 Faerie royal court of the season travelling and bringing seasonal shift. Lesser nature divinities who are best avoided by mortals d4 1=bored and will hunt anyone looking too interesting and ignore others 2=offended at being seen by mortals sets monsters on them and dimension door away 3=offended and sets elementals on the mortals  4=send knights to bring mortals for questioning perhaps for menagerie, for pet fools or slaves or to test if mortals are worth any concern this century 
11 Benevolent minor solar deity with a procession of spirit folk servants and pets, playing orderly music, jovial but less wild than spring, more lawful, more judgemental and snooty 
12 Heatwave instigated by a minor burning solar divinity, angry and may curse those who see them with plague or set daemons of famine and hunger at those who offend it

d12 Autumn
1 Thick mists and light rain, strange lights and noises from the fog
2 See unusual cloud islands as if were vast castles in the sky
3 Wizened elderly person asks for help but really a faerie being or spirit d4 1=its a test of worthiness for a curse or a gift 2=wants a charmed servant 3=looking for someone to lift a curse 4=looking to pass on a curse it has been stuck with
4 Several locals hit by trees on path during wind or had branches fall on them
5 Squirrels or birds gathering nuts stop and stare at travellers and chatter about them
6 Nature spirits and sprites sprouting delicious berries and painting leaves brown and red with wands if you can see the faerie world. Others just feel a faint laughing breeze and see colours shift 
7 Strong winds and moving banks of mist, hear voices and murmuring voices of spirits of the dead from ancient battles and massacres
8 Animal or person is struck lame with pain from invisible elf darts
9 Witches in service to faeries are seen flying and cackling and up to mischief against a society that banished them d4 1=prank 2=throw curses 3=make dangerous weather 4=offer to tell destiny or sell magic items
10  Faerie royal court of the season travelling and bringing seasonal shift. Lesser nature divinities who are best avoided by mortals d4 1=angry and declare a hunt anyone looking at them without bowing in submission or fleeing 2=hunt mortal witnesses 3=offended by brutish mortal degenerates and brand them with the magical mark of faerie foes  4=seeking worthy mortal to take back a magic item both a boon and a curse 
11 Powerful witch or hag in service to a god of darkness or the underworld seeks powerful adventurers to risk lives in return for lost treasures of the underworld if they do one job 
12 During a storm those with second sight see a storm god battling dragons or giants or some other foes. If the god see someone unworthy back during a pause they may be struck for 6d6 lightning 

d12 Winter
1 Snowfall or fog or rain, visibility poor but strange whispers and cackles of naughty spirits
2 Large malicious beast like a wolf or bear or lion or stag or bull roams area attacking people, and might be faerie allied to some fell winter powers
3 Malicious and nasty pranks from dark brownies or sprites possibly involving pooping in people's clogs or stabbing sleeping people or spreading vermin
4 See a sleepy common troll like a barn or stove troll or field troll sleepily out of hibernation looking for a snack or some firewood
5 Hear the distant scream of a spirit during harsh weather some say is a banshee
6 Monster or undead has been released by dark faeries to harry humankind and cull mortals
7 Ghostly figure on the road follows travellers on the roads, more often seem by sensitive sould 
Covem of witches of darkness allied to dark elves is menacing the region with curses and bad weather and ruining food. Trying to reduce human numbers and reclaim the wild
9 Ice giant seen walking at the head of a storm, blowing his horn occasionally looking for its secret mountain pass or cloud castle, often has a pet
10 Faerie royal court of the season travelling and bringing seasonal shift. Lesser nature divinities who are best avoided by mortals d4 1=haunting spirit gaze save or flee in terror until you ass out 2=offended loner spirit being attacks or curses intruders 3=offended and call a monster or pets to eat the pest  4=calls for aid from other loner spirits of winter
11 A divinity of darkness calls out in the night and demands a question be answered or a sacrifice. Most just flee, some say there is a reward for the brave and clever
12 A monster is really an avatar of some divinity looking for victims to punish

Monday 1 May 2023

The Byuro - a quick throw up setting

Keanu Reeves as Tsar Nicholas II

AI-Generated stuff for a quick setting - ai text and art
some editing and extra stuff prompted as a lack of female characters

possibly for Call of Cthulhu - every session is a year or more later - starts in WW1
even an urban arcana D&D game

the Bureau
Logline: In early 20th century Russia, a secret organization known as The Bureau works tirelessly to protect their nation from the lurking horrors of the Cthulhu mythos.

Story Bible:
The Bureau was founded during the reign of Tsar Nicholas II, when a group of intellectuals and mystics came together to investigate strange and unsettling reports from across the empire. As they delved deeper, they discovered that the Cthulhu mythos was not just a fanciful invention of H.P. Lovecraft, but a very real and dangerous force that threatened to consume the world.

Over the years, The Bureau has grown and adapted to the changing political landscape of Russia. They have weathered the tumultuous years of the Bolshevik revolution, and have continued to operate under the watchful eye of Soviet authorities. Their methods are often unorthodox, and their enemies numerous, but their dedication to their mission is unwavering.

Led by the enigmatic figure of Sergei Ivanov, The Bureau is a diverse group of men and women, united by their shared knowledge of the Cthulhu mythos and their determination to fight against it. As they face off against cults, monsters, and otherworldly entities, they must also navigate the dangerous politics of a country in turmoil. The Bureau is a tale of horror, espionage, and the resilience of the human spirit in the face of unimaginable evil. Bureau Agents

Sergei Ivanov (Episode 1-12) - The charismatic leader of The Bureau, who has been fighting the mythos since its inception. Sergei is a complex character who has seen much tragedy in his life, but remains steadfast in his commitment to the cause.

Yelena Petrova (Episode 1-12) - A brilliant scientist and one of the original members of The Bureau. Yelena is fiercely independent and not afraid to speak her mind, which often puts her at odds with her colleagues.

Mikhail Sokolov (Episode 1-12) - A former soldier who joined The Bureau after a brush with the mythos during World War I. Mikhail is stoic and unflappable, making him an invaluable member of the team in dangerous situations.

Anna Kuznetsova (Episode 2-12) - A young and ambitious agent who joins The Bureau in the second episode. Anna is eager to prove herself, but her inexperience often leads her into danger.

Pavel Voronin (Episode 3-10) - A skilled linguist and historian who joined The Bureau during the Bolshevik era. Pavel's loyalty to The Bureau is unwavering, but his past may come back to haunt him.

Dmitri Ivanov (Episode 1-5) - Sergei's son and a recent addition to The Bureau. Dmitri is eager to follow in his father's footsteps, but his impulsive nature puts him at odds with the rest of the team. (Note: Dmitri dies in Episode 5)

Yelena Vladimirovna Ivanova (Елена Владимировна Иванова) - a highly skilled sniper and reconnaissance specialist. She is often tasked with gathering intelligence on the enemy and taking out key targets from a distance.

Maria Alexandrovna Petrova (Мария Александровна Петрова) - a weapons expert and engineer who creates specialized gadgets and weapons for The Bureau. She is responsible for designing and building many of the Bureau's advanced technology, including their mobile HQ and communications systems.

Ksenia Borisovna Sokolova (Ксения Борисовна Соколова) - a linguist and cultural expert who specializes in ancient languages and mythology. She is often called upon to translate ancient texts and decipher cryptic symbols related to the Cthulhu mythos. Her knowledge is critical to The Bureau's efforts to understand and combat the enemy.

(Note: The characters listed above are fictional and not based on real people or events.)

Rasputin - A powerful and mysterious figure deeply involved in the Cthulhu mythos. Rasputin, whose full name is Grigori Yefimovich Rasputin (Григорий Ефимович Распутин), is highly intelligent and charismatic, using his charm and influence to manipulate others to his will.

Ivan Alekseevich Orlov (Иван Алексеевич Орлов), Tsarist White Russian Count - A wealthy and influential nobleman sympathetic to the Cthulhu mythos. His name could be and he is highly skilled in political intrigue and manipulation, using his resources to further the goals of the mythos.

Sergei Mikhailovich Sokolov (Сергей Михайлович Соколов), Bolshevik Commissar - A high-ranking member of the Bolshevik party who is secretly involved with the Cthulhu mythos. He uses his position of power to further the goals of the mythos while maintaining his public image as a loyal communist.

Natalia Ivanovna Petrova (Наталья Ивановна Петрова), Ballet Dancer Spy - A highly trained and skilled dancer who is also a spy for the Cthulhu mythos. She uses her charm and physical abilities to infiltrate and gather information on The Bureau's activities.

Nikolai Aleksandrovich Kuznetsov (Николай Александрович Кузнецов), Anarchist Warlord - A ruthless and violent leader of a group of anarchist rebels sympathetic to the Cthulhu mythos. He uses his military prowess to wage war against The Bureau and anyone else who opposes him.

Ivan Stepanovich Ivanov (Иван Степанович Иванов), Mythos Cult Leader - A mysterious and powerful figure who leads a cult dedicated to the Cthulhu mythos. The cult is made up of people from all walks of life who are drawn to the power and knowledge promised by the mythos. The cult leader is highly charismatic and persuasive, using his influence to further the goals of the mythos.

Anastasia Vasilievna Petrovna (Анастасия Васильевна Петровна) - a powerful sorceress who is aligned with the Cthulhu mythos. She possesses immense magical abilities and is capable of manipulating reality itself. Her ultimate goal is to bring about the return of the Great Old Ones.

Ludmila Ivanovna Sokolova (Людмила Ивановна Соколова) - a former member of The Bureau who defected and joined the Cthulhu cult. She uses her knowledge of The Bureau's inner workings to sabotage their operations and is responsible for the deaths of several agents.

Olga Nikolayevna Romanova (Ольга Николаевна Романова) - a brilliant scientist who is obsessed with the Cthulhu mythos. She believes that the Great Old Ones hold the key to unlocking new scientific knowledge and is willing to do whatever it takes to uncover their secrets. She is responsible for creating several powerful artefacts that The Bureau must recover and destroy.

1 "The Initiation": Young scholar joins The Bureau and uncovers a sinister cult.
2 "The Ritual": Bureau agents race to stop a cult from summoning an ancient horror.
3 "The Bolshevik Betrayal": A traitor within The Bureau threatens their entire operation.
4 "The Witch's Curse": An investigation into a strange village leads to a cursed artefact.
5 "The Beast of Moscow": The Bureau tracks a rampaging monster through the city streets.
6 "The Prisoner": A captured cultist holds the key to a dangerous secret.
7 "The Ghost Ship": A cursed vessel carrying eldritch cargo washes up on shore.
8 "The Masquerade": The Bureau attends a decadent party where cultists plan a ritual.
9 "The Great Hunt": A hunt for a rare and powerful artefact leads to a dangerous confrontation.
10 "The Red Scare": The Bureau's existence is threatened by government suspicion.
11 "The Final Battle": The Bureau faces off against the cult's leader and his monstrous allies.
12 "The Aftermath": The Bureau reflects on their victories and losses, but the horror never truly ends.

Toy Lines:
The Bureau Action Figures:
his set includes highly detailed action figures of the main characters of The Bureau, including Sergei Ivanov, Yelena Petrova, and Mikhail Sokolov. The figures feature multiple points of articulation and come with accessories such as weapons and tools.

The Cultist Encounter Playset: This playset includes a miniature diorama of a cultist hideout, complete with cultist figures, a sacrificial altar, and eldritch artefacts. The set also includes miniature versions of Bureau agents and weapons to recreate intense action scenes.

The Bureau Headquarters Playset: This playset features a miniature version of The Bureau's headquarters, including the main office, laboratory, armoury, and training room. The set comes with a miniature figure of Sergei Ivanov and various Bureau agents, as well as equipment and accessories.

Slaughter of St Petersburg Playset: relive the battle of St Petersburg where the mighty Tzar's army was crushed into protoplasm. Includes streetscape floor battle mat, 
a portal to beyond, a collapsable Winter Palace and the battleship Potemkin. Includes figurines of fifty 20mm Russian soldiers, Tsar Nicholas II (TM) on his horse with a sword and one tentacled behemoth to annihilate them all. The artillery pieces really fire but cannot harm the tentacled abomination from beyond or children.

The Monster Hunter Vehicle Set: This set features a miniature version of The Bureau's armoured truck, equipped with various weapons and gadgets to hunt down and capture monsters. The set also includes a miniature figure of Anna Kuznetsova and other Bureau agents, as well as a miniature monster figure.

The Cthulhu Mythos Artifact Collection: This set includes miniature versions of various eldritch artefacts from The Bureau, including the Necronomicon, the Shining Trapezohedron, and the Sedefkar Simulacrum. The set also includes a display stand and a miniature figure of Pavel Voronin.

Agent Kit: Includes harmless replica Nagant M1895 seven-shot 
revolver, six silver bullets and one elder sign bullet, a wristwatch with a hidden garotte and camera, elder sign disguised as an orthodox cross, torch, blindfold, outre spectacles, chocolate cigarettes, explosive vodka flask, candy suicide pills, liquid candy truth serum and trick ID flips from royalist secret police to communist party official. Includes a manual of basic procedures based on a dangerously flawed Tsarist version with parts blacked out by later Soviet officials and new sections on combat with updated and correct weaknesses of the old ones.

The Bureau Agent Board Game: This board game is based on The Bureau's covert operations and features a game board representing different locations in Russia. Players take on the roles of Bureau agents and compete to complete missions and gather intelligence while avoiding detection by cultists and government authorities. The game comes with various cards, dice, and miniature figures of Bureau agents and cultists.

Bonus Spin-Off: TzarWars

In this epic spinoff film, we follow the story of Tsar Nicholas II, played by Keanu Reeves, as he battles eldritch horrors in an alien universe. Armed only with his sword and an elder sign he took off Rasputin, Nicholas must face unimaginable terrors and fight for the fate of his world.

Transported to this otherworldly realm, Nicholas must quickly adapt to the strange and hostile environment. But as he journeys deeper into the unknown, he discovers that the true enemy may not be the eldritch horrors he faces, but the corrupt politicians and power-hungry warlords of his own world.

With breathtaking action sequences and stunning visual effects, this spinoff film takes audiences on a thrilling ride through a world of horror and adventure. And with Keanu Reeves in the lead role, fans are sure to be on the edge of their seats as they watch the Tsar battle for survival and redemption in a universe unlike any other.