The Town of Addak
Addak is a frontier town of roughly 600 people, located between Ruk
and the Godswall – where a number of tombs have recently been
discovered. Most of the low, mud brick and stacked stone buildings
were erected in the last ten years. A small fort anchors the southwest
corner of town with 12’ high walls of dressed stone. The soldiers
within are the only form of law for miles around and they mostly
ignore anything outside the fort’s walls. A council of merchants and
their thugs have struck a delicate balance that holds when times are
prosperous and folds when things get desperate. The town’s primary
commerce is outfitting adventurers headed for the tombs, buying the
things they bring back, and helping them spend their newfound coin.
- The Fort and Barracks. The soldiers within the fort follow Zuul, a
general of Ruk. Zuul is forced to house the bulk of his troops in
locations scattered well outside the city, due to the king’s fears of
being overthrown. Tarak, captain of the Addak guard, ultimately
controls the town. He lets most things go but will take swift and
decisive action if there is a riot, fire, or other threat to the town
itself. Tarak is extremely bow-legged and wears a perpetual
scowl. He desperately needs new recruits and eventually hopes
to chase the centaurs out of the area. Tarak’s soldiers know of his
obsession with the centaurs and whisper that he has Gralk, the
smith, working on a secret weapon.
- The “Square.” This roughly rectangular patch of dirt, surrounding
a large, common well, is unremarkable but busy. If something
goes down in the town it often starts, or ends up here. News
travels fast in the square and agitators sometimes use it to
declaim. The town Doomsayer, Kezrik, has one milky eye and
works himself into a lather trying to convince everyone that the
end of the world will happen on the 13th new moon.
- The Drowned Dog & Varna’s House of Bread. This ramshackle
structure serves terrible but cheap ale. Varna who owns the
building has a bakery to one side that more than offsets the ale’s
sour taste. She wears a headscarf to cover her thinning hair and
loves secrets, but is terrible at keeping them. She has heard that a
colony of harpies to the east have captured a princess of Zagash.
- Tarkeen’s Dry Goods. Most of the basic goods that travelers need
are available here: leathers, travel rations, blankets, lanterns,
ropes, picks, etc. Tarkeen hosts invitation-only, high-stakes games
in the warehouse behind the shop. He has a facial twitch that is
very distracting and a bit frightening. He always needs more gold
because he wants to buy out all the buildings in the square. His
offers to the other owners are becoming increasingly
“aggressive.” Rumor is that Tarkeen is backed by a mysterious
cabal from Garon.
- The Harpy’s Nest. A popular tavern, and a fairly civil if not
especially clean one. It is often visited by soldiers from the fort.
The owner, Ganek offers decent food and lodging, but demands
high prices from travelers because he can. He will not suffer any
rowdiness – unless the soldiers themselves cause it (in which case
there isn’t much he can do). Ganek is in the pay of King Farzanok
and watches Tarak and his soldiers for any seditious activity. He
always has a wet rag in his hand, which he uses to incessantly
wipe down anything in reach. He is hoping for something to
happen worth reporting soon because the spy Farzanook sends
weekly for the news is getting suspicious of Ganek himself.
- Hunzu, Purveyor of Custom Leathers. Hunzu’s leatherwork is
well known. Why he prefers to live in this frontier town instead of
in the big city is beyond anyone’s guess. Rich merchants from
Ruk, Garon, and other cities routinely pass through to buy
Hunzu’s creations. Hunzu also maintains a small tannery
downstream, run by his sister Hartha. Rumor has it that Hunzu’s
powers come from his association with an avatar of Chaos. Some
even claim he has grown a tail that he keeps hidden in the loose
pants that he wears.
- Gralk's Smithy. Gralk specializes in the tools of violence. He is
quite busy and commissions usually have to wait a week or more
unless they come with an extra sack of coins.
- Utaru the Builder. Utaru and his crew (most of them his
extended family) are responsible for many of the structures in
town. Tarkeen, who was recently robbed, has accused Utaru of
aiding the thieves who broke into his warehouse because they
used an old chimney that had been blocked up. Tarkeen believes
only Utaru could have known about it.
- Anansa’s Herbs. Anana is an apothecary of mediocre talent. She
does her best to supply the town with poultices, healing herbs,
and other remedies. She will pay handsomely for certain herbs
from the blood swamps around Uskad. Anansa has clearly
promised herself to a power. Her eyes have vertical slits for pupils
and glow eerily in low light. She is hungry to enter the next circle
of power within her cult and is secretly working toward that
purpose. Even so, she seems harmless enough and willing to help
anyone who asks.
- Ningara’s Fine Steeds. Between adventurers riding off to the
tombs (quite often failing to return) and the ever-present soldiers,
Ningara has a booming trade in axebeaks and the sturdier, if
slower, giant riding lizards favored by desert nomads.
- Ardon’s Curiosities. Ardon Dotoris is a pale foreigner from
Zagash. He wouldn’t be tolerated by mistrustful townsfolk if he
didn’t have such interesting things to sell. Ardon pays top dollar
for things robbed from the tombs and employs a number of
guards to keep his hoard safe. Some say he has a secret trove
hidden in the wilderness. He disappears for a few days every so
often and often comes back with new items to sell.
- The Temple of the Shepherd. Though nominally devoted to
Dumuzid, there are statues of many gods including his wife
Inanna and her older winged sister, Ereshkigal. In fact, there are
12 stone statues, each about 7’ tall. The sculpting is fairly crude
and the temple would be entirely unimpressive if it weren’t
located in such a small town. The priestess Daru and her 5
acolytes care for the building and perform the required rites.
Note that the NPC DNA and extra-credit rumors are woven into the
text above.

Hirelings+
Since hireling stats are largely a matter of system, I’ll forgo any
specifics. But here are some ideas I have for their “DNA.” Also some
of these aren’t exactly hirelings but rather possible patrons. My bad.
- Saka, Second of Twelve. A squat, warty human guide with a nose
for water. His unusual manner of speech involves repeating the last
word of sentences now and then. Now and then. He won’t fight
unless there’s no choice; preferring to use guile to save his skin. He
needs gold to support his widowed sister and would like to marry
her off so that her fate is no longer his primary worry.
- Ylla. An excellent rider and free spirit, Ylla wants out of Akkad and
will take almost any work that makes that happen. She is a good
beast handler and knows a lot about the history and peoples of the
area, even though she hasn’t traveled much. She has pronounced
eye teeth, but make a joke about her “fangs” and you’ll regret it.