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Rollgate - AI-generated fantasy Settlement

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.

Abandoned fortified city occupied by a necromantic cult · The Red Salt Basin

Rollgate

A city of empty streets, full cisterns, and names that will not stay buried.
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

EthosThe cult teaches that death is a civic duty and that a name recorded properly should never be lost. Members value discipline, useful work, and keeping promises made to the dead. This creed conceals a hard bargain: the artifact obeys the city’s census, not the cult’s wishes. Residents argue over whether its power is a sacred trust or an old administrative mistake.
Faiths
  • The cult’s ancestor rites
  • Quiet household worship of local sun and burial gods
Peoples

Humans, Dwarves, Half-orcs

PastimesThe city has no public theater, but the necromancers preserve work songs, burial chants, and short plays about the old city. Performers use empty helmets as masks, and the audience answers at set lines. The cult’s younger members trade charcoal sketches of the walls and wells. They are careful not to draw the central tower, where the artifact is kept.

Economy

WealthPoor in coin, rich in old stone, weapons, and buried valuables
Work

Cistern maintenance, Stone repair, Funerary record keeping, Necromantic research

Exports
  • Salted dates
  • Recovered stonework
  • Carefully copied burial records
Imports

Water, Grain, Iron tools, Lamp oil

ScarceWater is the city’s constant weakness. The old cisterns still hold enough for the cult, but the deepest one has begun to taste of copper. The necromancers ration drinking water and use reclaimed water for workshops, which has caused disputes with the wardens.

Geography

RegionThe Red Salt Basin
ClimateHot, dry days and cold desert nights, with sandstorms common at the turn of the season.
TerrainA hardpan basin bordered by low ridges and salt flats. The city occupies a rare shelf above an underground spring.

Ways in and out

A packed caravan road runs north to the nearest oasis market.
Old marker stones lead southeast across the salt flats, but several have been moved.
A dry aqueduct once connected the city to a distant spring; its underground channel remains partly passable.

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 factions

Government

FormA necromantic council supported by a military command
LeaderTesk Varko, First Keeper of the Roll

Laws

All deaths must be recorded before burial.
No one may enter the central tower without a council seal.
Removing or altering a census tablet is treason.
The dead may not be commanded outside the walls without the council’s unanimous consent.

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 cult
    The 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

    Rivals

    The Unwritten

  • The UnwrittenDissident network
    Living 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

    Rivals

    The Keepers of the Roll, The Roll Guard

  • The Roll GuardCity militia
    The 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

    Rivals

    The Unwritten

Defences

ReadinessThe living cult guards can close the outer gates quickly, but their numbers are small. Most of the city’s defenders are dead soldiers who stand in marked courtyards and do not move unless the artifact commands them. The necromancers fear that a breach near the central tower could turn the army against them.
Walls and works
  • Three concentric stone walls with narrow gate passages
  • Raised firing walks and covered cistern access
  • A sealed inner gate around the central tower
ForceThe Roll Guard
SizeAbout forty living wardens and several hundred dormant dead
About the forceA small force of living wardens directs the dead by bell, banner, and spoken order. The dead retain old armor and weapons, but little judgment.

Law and order

CrimeLow for theft and assault, high for the concealment or alteration of records.
Who keeps the lawLiving wardens patrol the walls and market streets. The dead guard sealed sites and answer to the artifact’s commands. Questioning a record is tolerated; changing one is treated as an attack on the whole city.
PunishmentFines, labor on the walls, or confinement. Record tampering brings a hearing before the council and may end in forced service as a ward keeper.

People and places

8 entries
  • Captain 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

1The artifact does not raise the dead. It summons whoever the city’s records say is dead.
2Someone has been carving new names into the tablets after curfew.
3The old aqueduct still carries water, but it flows beneath the central tower.
4Tesk Varko is afraid that destroying the artifact would wake something buried under it.

Plot hooks

3
  • 1
    Names 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

  • 2
    The 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

  • 3
    The 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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