The Necromancer's Game: Elise, City of Adventure (TNG)

The Necromancer's Game: Elise, City of Adventure (TNG)

Brand: Frog God Games
SKU: elise-TNG-PDF
26.99 USD In stock Buy at Merchant

A Living, Breathing City Campaign for The Necromancer’s Game & The Lost Lands Elise lies on the northern edge of settled lands, where the great river bends toward darker forests and the world begins to fray at its edges. There stands the fortified town of Elise, built on layers of stone, ruin, and ancient history. Elise has always formed a hub in the Lost Lands and was founded with lost knowledge from a bygone age. It is no simple stopover on the road to adventure. It is the adventure. The city is a crossroads of civilization and wilderness, a battleground between law and chaos. From its tower-crowned skyline to its farms, orchards, and outlying shrines, Elise is a living city, one that thrives, remembers, and reacts. This project offers a campaign setting focused within city walls: an urban sandbox filled with mysteries, political tension, arcane scholarship, criminal dealings, cult remnants, magical bureaucracy, and dark things that whisper beneath floorboards and behind sealed doors. It is not a “hub town.” It is not a place to sleep between dungeons. Elise is the dungeon. And its people, its factions, and its wonders respond to everything your players do. A City of Law, Magic, and Secrets Elise formed a major location in my original Lost Lands campaign dating back to the late 1970's. At the heart of Elise rises the six-sided Tower of Law and Light, the stronghold of Elisa, the Lawful Magic-User who rules the city with a calm mind and iron resolve. Three Wizard-Judges support her rule, adjudicating disputes, monitoring spell use, overseeing trials, and passing judgment with spell-backed certainty. This rigid order stands in stark contrast to the wild frontier beyond the walls, and even more so to the seething, layered secrets beneath the city itself. The Grand Library, one of the greatest repositories of magical knowledge in Akados, houses sages, forbidden tomes, planar research, and a vault protected by golems. The Temple of Law and Light serves as the spiritual and ethical backbone of Elise, enforcing divine justice where arcane law ends. And in the taverns, workshops, scribes’ streets, and markets, rumors curl like smoke from dozens of mysteries waiting to unfold. Elise is a city of contrasts: Arcane scholarship vs. superstition Cosmic secrets vs. petty crime Lawful governance vs. personal ambition Hidden cult remnants vs. rigid divine order The city is alive with tension, stories, and factions waiting to collide. A Web of Mini-Adventures — The City Is the Campaign Instead of one massive dungeon, Elise is built from a network of 20 (plus many more if stretch goals are achieved!) interconnected mini-adventures that cross buildings, streets, sewers, farms, taverns, and forgotten ruins beneath the foundations. Every tavern hides a secret. Every clerk may carry a rumor. Every farm holds an oddity. Every alley has a story. These adventures range from: Murder mysteries with magical compulsions Smuggling rings and merchant sabotage Arcane accidents and forbidden research Haunted objects and fae bargains Sewer-born horrors and whispering skulls Supernatural events tied to Elise’s past Rival guild conspiracies Political maneuvers within the Tower Planar breaches, cursed tomes, and monstrous eggs Ancient artifacts hidden in mausoleums Players may chase one rumor and discover it leads to a deeper plot. A strange humming object in the market may tie back to the library vault. A runaway guard with secret magic may reveal tensions between the Watch and the Wizard-Judges. A burned wagon may trace back to a smuggling cartel or magical sabotage by political rivals. And seemingly minor events, like a missing ledger or an odd clay jar, may pull the characters into Elise’s criminal underbelly or forgotten cult chambers. This style of design means: You can drop adventures in anytime: between wilderness crawls, after a major quest, or as standalone sessions. You can run Elise as a city sandbox, letting players chase whatever rumors intrigue them. Or you can run an entire campaign set solely within the city, with escalating tensions, political consequences, and connected storylines. Elise is built for months of urban intrigue, where every location has an encounter, every NPC has a goal, and every choice tips the balance. A Reputation System that Changes Everything At the core of the Elise campaign is a powerful, new mechanic: Reputation. Reputation creates a new kind of reward besides experience points and gold. This system is designed to be easy to use and have a meaningful impact on play. This optional system tracks how each faction, district, guild, and institution in Elise views the player characters. Reputation ranges from –7 (reviled) to +11 (hero) and can dramatically alter: Access to services Prices and bribes Quality of rumors Court judgments Hireling loyalty Divine blessings How often trouble finds you Whether doors open or slam shut Reputation Is Not Abstract — It Is the City’s Memory Every action has consequences: Help solve a murder? The Tower grants favor, but the taverns distrust you. Aid the farmers against a distributor? The merchants grumble while the outlying homesteads praise you. Break laws or dabble in forbidden magic? The guards track your movements, and the Judges begin to watch closely. Donate wealth to the temple? You gain divine favor and possibly expectations. Thwart smugglers or cult remnants? You gain allies and new enemies. Reputation creates a world where: NPCs react differently depending on who you’ve helped or hindered. Factions compete for your allegiance or attempt to buy it. Justice is not blind, and your history can shape your trial. Random monthly events occur based on your standing, from public praise to bounties, mockery, or assassination attempts. Your legend grows or curdles into infamy. This system ensures Elise is not a static city. It grows around your actions. It rewards choices, roleplay, and consequences, and not just combat. A City with Depth — Districts, Institutions, and Wonders Elise is described with extraordinary detail, including: The Tower of Law and Light is the home of Elisa and the Wizard-Judges, a fortress where magic is regulated, crimes are judged with divination, and apprentices study under strict rules. The Grand Library, one of the finest in the world, hosts: Planar research Forbidden vaults Sages for hire Guarded artifacts Living tomes Mysteries waiting to be unraveled Its halls alone can fuel entire campaigns. The Temple of Law and Light is a bastion of judgment, truth, divine justice, and relics such as the legendary Oath Tablet of Thyr. The Market Square is a bustling trade hub with odd merchants, bizarre goods, magical curiosities, and secrets carried in on every wagon. The Row of Scribes is where scrollwrights, binders, alchemists, forgery artists, herbal papermakers, and cursed document dealers gather. Perfect for lore-hungry or trouble-prone parties. Two Taverns: The Drowned Rat and The Vine are heavily detailed. One for criminals, outcasts, and sewer rumors. One for sages, brokers, spies, and discreet meetings. Both are filled with hooks and dangers. The Outlying Farms hold arcane oddities, fae disturbances, strange lights, and secrets buried beneath orchards, root cellars, or sinkholes. The Mausoleum Garden is a silent, haunted resting place for Elise’s ancestors, where time, memory, and magic twist. The Pet Shop, Timberworks, Ironroot Forge, Provisions, and Furriers are culturally rich businesses offering everything from mundane gear to exotic animals, magical inks, and local intrigue. Elise is designed to feel alive, lived-in, and layered with story. Every district includes: Locations Memorable interactive NPCs Rumors and Plot Hooks for in and out of city adventures Secrets that can be uncovered Adventures both in town, the surrounding countryside, and even a few tie-ins to major dungeons

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  • PDF — 26.99 USD — In stock
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