Rollgate
The abandoned city of Rollgate stands in a ring of pale desert stone, its circular walls visible for miles. No ordinary households remain. A cult of necromancers occupies the surviving districts and uses an ancient census artifact to raise an army from the city’s buried citizens. They insist the dead are volunteers. The tablets say otherwise, and the cult’s own members have begun finding names that should never have been there.
Rollgate
- Population
- 160
- Rule
- Tesk Varko
- Wealth
- Poor in coin
- Defence
- The Roll Guard
Overview
The abandoned city of Rollgate stands in a ring of pale desert stone, its circular walls visible for miles. No ordinary households remain. A cult of necromancers occupies the surviving districts and uses an ancient census artifact to raise an army from the city’s buried citizens. They insist the dead are volunteers. The tablets say otherwise, and the cult’s own members have begun finding names that should never have been there.
Atmosphere
At noon, the circular walls throw a narrow ring of shade across streets with no ordinary residents. The necromancers keep shutters closed against the glare and hang damp cloth over the wells. At night, measured footsteps pass beneath the central tower, though no sentry is visible. The city is quiet in the way a room becomes quiet when everyone is waiting for a door to open.
Culture
- The cult’s ancestor rites
- Quiet household worship of local sun and burial gods
Humans, Dwarves, Half-orcs
Economy
Cistern maintenance, Stone repair, Funerary record keeping, Necromantic research
- Salted dates
- Recovered stonework
- Carefully copied burial records
Water, Grain, Iron tools, Lamp oil
Geography
Ways in and out
Places to see
- The Cleared RingA broad ring of old stone around the city, with three gates placed to break a direct charge. The outer face is marked by names cut at shoulder height, most too weathered to read.
- The Last Roll YardA sunken courtyard where hundreds of dead soldiers stand in orderly ranks. Their armor is mismatched, and several carry tools rather than weapons. The cult says they are resting between commands.
Power
3 factionsGovernment
Laws
Trouble
- The artifact is confusing the living and the deadThe census artifact has begun raising people whose names are still being used by living residents. Tesk Varko refuses to pause the rites, fearing the dead will become uncontrollable if command is interrupted. A newly risen soldier has the face of a current Roll Guard officer, and the match is no coincidence.Involves
Tesk Varko, Kett Orun, Sella
- The city may lose its water before its defenses failThe deepest cistern is turning brackish, and the council blames sabotage. The Unwritten say the water is being diverted to cool the artifact chamber. Tesk delays opening the sealed aqueduct because doing so might expose the central tower’s foundations to collapse.Involves
Damaris, Tesk Varko, Ivo
Factions
- The Keepers of the RollNecromantic cultThe necromancers who control the central tower and operate the artifact. They say the army is necessary to keep the city safe from grave robbers and desert raiders.GoalsRaise every name on the census tablets into a disciplined army before outsiders discover the city’s weakness.Allies
The Roll Guard
RivalsThe Unwritten
- The UnwrittenDissident networkLiving residents and dissenters who believe the census artifact has mistaken recorded names for consent. They hide old tablets and quietly seek a way to destroy or alter the central record.GoalsBreak the artifact’s command over the dead, even if that means losing the city’s only defense.Allies
The Unwritten
RivalsThe Keepers of the Roll, The Roll Guard
- The Roll GuardCity militiaThe living wardens maintain gates and direct the undead formations. They are loyal to the city rather than its necromancers, but the artifact makes that distinction difficult to act upon.GoalsKeep the walls secure and prevent any faction from unleashing the dead beyond the city.Allies
The Keepers of the Roll
RivalsThe Unwritten
Defences
- Three concentric stone walls with narrow gate passages
- Raised firing walks and covered cistern access
- A sealed inner gate around the central tower
Law and order
People and places
8 entriesCaptain of the Roll GuardKett Orun Half-orc Man
A broad-shouldered warden who sharpens the same short sword whenever he must wait. He is steady with the dead and uneasy around living crowds.
Water carrier and organizerSella Dwarf Woman
A quiet dissenter who taps two fingers against her belt when she lies. She knows the city’s neglected service passages and can move through them without crossing a patrol.
Cistern engineerNiko Human Woman
A compact, sharp-eyed engineer who wears a copper cup on a cord and tests every well before drinking. She knows the cistern system better than anyone alive, but is tired of being asked to repair damage caused by secrecy.
Salvage brokerDamaris Human Man
A careful merchant who keeps a small brass weight tucked in his sleeve and never sells a sealed container without opening it first. He came to the city for salvage but has become reluctant to leave its few living residents behind.
General goods and salvageThe Cleared Bench Kept by Phaia
A narrow shop built from salvaged gate timbers, with tools hung in careful rows. The keeper sells practical goods to the cult and the occasional traveler, but keeps a locked drawer of old city tokens that she refuses to price.
TavernThe Last Cup Kept by Olenna
A low stone room built around a bricked-up well. The benches are sturdy, the food plain, and the lamps kept dim to save oil. Its keeper lets arguments run until someone mentions the dead, then ends them with a ladle on the table.
Record houseThe Cleared House Run by Ivo
The old record house stands where the city’s founding road meets the inner ring. Its lower level is sealed with stone blocks, though dust beneath the door suggests recent passage. The Keepers say the tablets inside are duplicates. The Unwritten insist the originals are there, along with the evidence that the dead were recorded before they died.
Fortified towerThe Spring Cut Tower Run by Tesk Varko
The central tower rises above the inner ring, its windows bricked over and its stonework stained by years of lamp smoke. The artifact chamber is below ground. Council members claim the tower’s foundations are unstable, but no one is permitted to inspect them. At night, a low rhythm travels through the paving stones, like a great door being tested from the other side.
Events
Lately
- A newly risen soldier called a living warden by name.The Roll Guard no longer trusts the council’s claim that only the dead are being summoned.
- The deepest cistern turned bitter overnight.Residents are rationing water, and both factions accuse the other of tampering.
Calendar
- First day of the Dust MonthThe Reading of the RollsThe cult reads names from the old census tablets and assigns new duties to the dead. Residents are expected to attend and repeat each name aloud.The twist · GM only
- Last night of the Long HeatThe Open GateThe city’s outer gates are unbarred for one hour, a custom said to honor the dead who once guarded them.The twist · GM only
History
Rollgate was built around a spring and a record house, then abandoned after disease and crop failure. The official account says its citizens died and the city was left empty. The census tablets complicate that story: many people were entered as dead before they disappeared. The present cult has mistaken the artifact’s ability to find those names for proof that the dead agreed to serve.
- FoundingThe Spring CutBuilders cleared a salt-crusted spring shelf and raised the first cistern. The surviving records credit the city’s founder with discovering the water, though older marks suggest local well keepers showed him the site.
- The EmptyingThe Last RollA fever and a failed harvest emptied the city. Official accounts say the people died in a single season. Burial tallies show that many were declared dead before their bodies were found.
- The ReturnThe Names AnsweredThe necromancers uncovered the census artifact beneath the central tower and used it to raise the first guard. The cult calls this a return of the city’s rightful protectors. The oldest tablet instead records that the original council ordered the dead buried in secret.
Secrets
2 secrets · 4 rumours- Secret 1 · GM only
- Secret 2 · GM only
Rumours
Plot hooks
3- 1Names Written EarlySella asks the party to retrieve a tablet from the old record house before the Keepers seal it. The tablet proves the dead were recorded before they died. Complication: changing the record may also free every dormant defender from the artifact’s command at once.
Investigation and political crisis · Starts with Sella · Reward: A hidden route through the inner wall and access to the Unwritten’s safe rooms
- 2The Dry ChannelNiko hires the party to reach the aqueduct and find why its flow has stopped. The blockage is not rubble but a sealed chamber holding water and several intact bodies. Complication: one body bears a current resident’s name, and opening the chamber may trigger the artifact.
Exploration and rescue · Starts with Niko · Reward: A share of salvage and the location of a reliable water source
- 3The Wrong WatchKett Orun asks the party to help move an undead patrol away from a gate where raiders have been seen. The patrol will not obey his commands. Complication: its leading soldier is following orders carved into a tablet carried by the raiders, who have learned how to redirect the dead.
Defense and negotiation · Starts with Kett Orun · Reward: A safe passage through the walls and a favor from the Roll Guard
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