Dwarfs
district: dwarfs love stone and lava, they are warm and fiery,
mothers are sacred to them because of their devotion to the Magma
Matter. Their stone houses are small, round and brightly painted.
Surface dwelling dwarves are mourning a loved one or they took a
human as a life partner. Half dwarfs are more often female (60%).
Giants
district: giant are big, hairy and love the cold waste. They enjoy
the company of mammoths and other large beasts. They are joyful and
love the company of humans. Most of them are males (70%) as many of
their women warriors were killed by the Lich King’s legions.
Teenagee giants sometimes mates with humans. They live in crude
longhouses.
Nomads
district: the nomad tribes once wandered the great jungle and
learned how to wander the cold wastes but the legions of the Lich
King force them to take refuge in the city. Their district is
decorated with effigis representing vanished animals and verdant
spirits. They still travel the land to hunt lost spirits and to lead
their guerilla war so their houses are often empty. Each house is a
refuge for a verdant spirit, a empty house can be used by anyone,
doing so require a offering to the spirit that took refuge there.
Red
Guards district: the elite warriors of the queen and their family
live there, their status grant them a bit of extra luxury but their
halls are always open to strangers.
Brewery
district: humans, giants and dwarfs live and work together to craft
the finest mead.
Forge
district: the apprentices of the Iron Mothers open their shops here.
The population is quite diverse, free people, dwarfs, giants and
strangers from distant lands.
Cold
district: this district is no longer connected to the heating vents,
people use a central embers pit to warm and distribute ember stones.
Life is more rude but some folks prefer it like this, especially by
grey apes (yeti like sentient apes).
Ice
district: this district have been frozen by the Remorhaz. People
fighting undead encased in ice can still be seen. Only reformed
undeads who deserted the legions of the Lich King live there. People
avoid the area.
Fire
district: the district was devastated by fire spirits or magic. Some
of it ruins still contain magical hot ember. Some fire spirits built
their lair there. Lonely dwarfs sometime settle there to harvest the
magical ember.
Adventurers
district: strangers from distant lands gather here before leaving
for dangerous dungeon delving expeditions, inns and equipment stores
make good trades here. The best place to gather rumors. Local kids
and teenagers know a lot about adventuring and make good henchmen.
Old adventurers with a dead wish also volunteer sometimes, promising
their shares to their family.
Market
district: a big market under animal skin tents. People trade all
kind of food and handcrafted items. Ice age animals are also
available.
Lizard
folks district: the blue scaled lizard folks have a hard time
enduring the ice age, they still dream about the time of the verdan
beasts, the times of dragons’ fire, before the Lich Kings chained
Winter to the land. They use ember stones and lava eggs to warm
their grottos. They know rituals to change genders and are great
tattoo artists. They craft wyvern scales armors and can teach how to
ride these beasts. The city probably host the last survivors of
their specie. Trangender folk from other species seek them to
transition, they often settle in their district and learn their
culture.
Boneyard
district: at first it was a mammoths boneyard but now everyone put
their bones there, mammoths, giants, humans and others. Bonekeepers
and their families live their, taking good cares of everyone’s
ancestors.
Pleasure
district: these halls are for the art of pleasure, women and men can
freely entertain each others, danse, chant, consume drugs and relax.
The local artisans wear body paints and are well respected for their
crafts. Drugs crafters try to maintain alive jungles flowers and
their seeds. Trans people who mix their tribe’s ancestral
knowledge and the secrets they learned from the lizard folks become
the best drugs crafters.
Mercenaries
district: mercenaries from distant lands are often stranded in the
cold wastes fighting futiles wars against the Lich Kings. A lot of
them decide to take residence in the Ember Cities. The district is a
rich mix of cultures.
Refugees
district: the northern tribes survivor fled before the armies of the
lich king, some of them found refuge in the volcanic cities. Their
customs are different but they know a lot about how to survive in
the cold.
Construction
district: humans, giants and dwarfs work together on a big project
that will become a new landmark. Teenagers are excited to learn the
secret of architecture from the dwarfs.
Rogue
Queen district: no one trust her, she was defeated by the current
queen in a duel, she have contacts within the undead armies, she
fight dirty and is often petty. Her spies are everywhere. The
current queen still have a weak spot for her.
Volcanic
mud district: a old jungle tribe know the secret of how to shape the
volcanic mud and how to awaken it magical properties. Their member
are secretive and badly understood but their healing techniques and
enchantments are well respected.
Tattooist
district: tattooists are busy recording the history of the jungle
people before the dream fade away. Their tattoos grant the memories
of past lives.
Cultists
districts: people from this district worship a elder verdant spirit,
it true form is forgotten and it dreams are getting disturbing, it
shape have too many legs, hooves and claws.
Obsidian
district: the obsidian carvers know the old songs that make the dark
stone stronger. In the oldest days the dark stone was the only
material that could kill a dragon. There is a lot of pressure on the
the younger generation to learn how to carve the obsidian stone but
the young feel like this is useless since there is no dragons
anymore.
Disparate
tribes district: survivors from discimated tribes are trying to live
together. To do so they have to forget old grudges.
Ice
dwarfs district: these dwarfs came from the northern glaciers, they
work to free winter from her chains but no one understand their
language. The know how to smith ice into formidable blades. Fire
dwarfs are uncomfortable around them.
Burned
ones district: a long time ago a tribe burned a godlike being and
have been cursed to bear their scars. The elders try to attone
themselves from the sin of their ancestors but the new generation
don’t mind their scars and don’t care about the past. Some say
that fire can hurt them but never kill them.
Fossils
district: the stones of this district contain many fossils, old
lizard folks are carefully digging them out and are trying to speak
with their spirits, some are trying to craft weapons or magical
talismans with them.
Destroyed
district: a hate bearer undead infiltrated the district and exploded
in a mass of hateful flesh that destroyed many houses. People are
trying to rebuild but feel uncomfortable. Some bit of undead flesh
still lurk in the ruins.
Spiders
district: spider necromancy is based on poison and is very different
from the sorcerous necromancy of the lich kings. Like the lizard
folk, the spider people need the warm of the city to survive. Old
spiders enjoy weaving clothes with humans while gossiping.
Lava
flow district. A long time ago the volcano covered a older town with
lava, the district is built on these ruins. People do not dare to
disturb the body of their ancestors who were encased in lava. Some
of these bodies radiate heat and warm houses.
Ice
shard district: a gigantic never melting ice shard was found in the
cold wastes and was brought into the district. People are chipping
slices of it and carving them into all kind of items. Some say that
the ice shards users are becoming a bit strange.
2d4
nomads speaking about something strange they saw in the cold wastes.
1d6
Red guards looking for a (1.criminal, 2.prisoner, 3.creature,
4.undead, 5.rogue guard, 6.runaway kid)
A
zombie bitten and infected giant, scared and in pain.
1d6
dwarf matrons looking for a escaped fire salamander or spirit.
A
lizard folk in dreaming fever, dreams may become corporeal.
Human
possessed by a winter spirit freeze everything they touch.
A
escaped wyvern, nervous and hungry.
2d4
drunk mercenaries looking for trouble.
A
redguard with a bad reputation notice one of the characters.
A
reformed undead, tracked down by a 1d6 vengeful warriors.
1d3
ice sorceress apprentices who lost control of a rogue ice spirit.
Iron
maiden weaponsmith breaking up with her abusive girlfriend warrior.
A
runaway fire salamander, curious and looking for eat sources to eat.
A
mammoth mad with pain because of a embedded obsidian shard.
1d3
human spies working for a undead general.
1d6
smugglers with a cargo of trainted weapons.
A
heartbroken dwarf drunk with lava mead, vomit fire.
A
shaman looking for a cute spirit that can grow big and dangerous.
The
Ember Queen trying to be incognito, looking for her adopted daughter
who is in troubles.
Dwarf
ambassador and her retinue of d6 dwarfs looking for a dwarf pariah
who is trying to start a new life or to smuggle dangerous fire gems.
2d6
smugglers trying to smuggle a baby wyvern but being too obvious
about it.
Bad
loser of a arena duel looking for more people to fight.
Happy
winner of a arena duel noticing one of the characters.
Escaped
ice worm leaving a trail of half eaten frozen victims.
Someone
resuscitated by a ice witch, wandering the street confused, imbued
with a temporarily incontrolable strength.
Runaway
lizard folk youngling, tried to follow a vision, freezing to death.
Drunken
warrior master boosting she can break any blade “show me yours!”.
Rogue
verdan beast, blind and in pain, hunting ice witches and other magic
users.
Lost
baby mammoth looking for their giant friend (also a kid).
Lost
jungle beast (panther, etc), freezing and angry, probably someone’s
pet.
Dwarf
mourning her daughter, crashing down in a fiery berserker rage.
A
intersex half dwarf notice one of the characters.
Hyperactive
teenager half giant notice one of the the character.
Sad
giant, sitting in the street and refusing to move, old and gigantic
enough to block the street. Local people are angry or scared for
their houses.
Old
nomad shaman and their apprentice looking for a missing verdant
spirit (or the reverse).
1d6
frustrated nomads who lost companions in the waste, discouraging
other people.
Red
Guard who lost a arm in battle, looking for work.
Someone
need help to hunt down a companion who became a undead in the cold
waste.
Apprentice
brewer looking for a stolen keg of magical mead.
Stranger
from a distant land, looking for a lost compatriot.
Old
grey ape (yeti) mercenary looking for work.
Grey
ape (yeti) looking for companions for a pilgrinage to their
destroyed home.
A
reformed undead looking for protection and work.
1d6
smugglers stealing magical embers.
A
teenager or kid henchman looking for work, their parent was a
adventurer.
Old
adventurer looking for a group to loot a dangerous tomb.
2d4
merchants arguing togethers, one of them ask a character to
arbitrate.
Lizard
folks funeral ceremony.
Trans
person passing through a bad dream fever induced by the potion they
took during their transition ritual. The bad dreams they perceive
may become corporeal.
1d6
bonekeepers looking for stolen bones. A rogue necromancer is
suspected.
Drugs
crafter looking for strange ingredients.
2d4
nasty mercenaries looking for a deserter.
2d6
refugees from the distant north looking for a warm place to sleep.
1d6
dwarfs looking for a damaged construction golem.
A
outcast Ember Queen and her beastfolk bodyguard, looking for allies
or companionship.
2d4
rogues are attempting a heist, one of them notice the characters.
Lava
mud elemental, confused, searching for the wounded person they were
supposed to heal.
A
elderly sorcerer lost control of a wood carved fetish that contain
the spirit of an angry ancestor.
1d6
rogues are trying to take care of a infected companions but things
are going badly.
Tattooist
possessed by a vampiric tattoo after using a cursed ink.
2d6
Cultists looking for a runaway family member hosting the fragment of
a ancient verdant spirit.
Corrupted
verdant spirit tracking a target or cultists.
A
kid is being laughing at for showing off a obsidian weapon they
made.
Elders
of different tribes arguing over if their kids can hang out
together. The kids ask a character for help.
Ice
dwarf try to communicate with a character. They follow them around
if ignored.
Someone
burst into flames, a shadowy figure observe from a distance.
A
building is on fire, a burned one refuse to leave the inferno.
1d6
lizard folks digging out a fossil. One of them seem sick...
A
mass of forgotten undead flesh spill out of a abandoned building.
A
hate bearer undead, soon ready to explode in a mass of undead flesh.
A
undead infiltrator following a assassination target.
A
undead spying pet observing a target.
A
strange monolith appeared out of nowhere, people are gathering
around it.
A
ancestral blood feud between two clans erupt in violence.
Impromptu
street market. People are trading local goods.
1d6
people are accusing a spider person of vampirism.
Spider
person need help to bring back a family member or lover who became
feral.
1d6
bodies encased in lava stone move toward the characters or a NPC.
Someone
embedded by a magical ice shard is mutating into a frost giant or
beast.
Rangers
discuss rumors about a gigantic undead mammoth.
Funeral
procession with a long ritual to protect the death body from
unlife.
The
earth rumble and shake a bit due to the volcano.
2d6
kids or teenagers are playing, their game may interfere with the
characters’ activities.
A
caravan is getting ready to leave the city in 1d4 days and are
recruiting guards.
2d4
elders are reading bones or other divinatory tools.
2d4
women are travelling together, one of them notice one of the
characters.
2d4
men are playing a traditional game, one of the notice one of the
characters.
A
pregnant woman is looking for someone.
1d6
warriors are mourning a recent defeat.
2d6
warrior are celebrating a recent victory.
2d6
lizard folks and 1d4 transgender humans are celebrating a ritual
about dragons.
A
wounded wyvern and it rider crash down nearby.
A
snow storm hit the city for 1d4 days. The storm may be supernatural
or not.
A
large group of refugees arrive to the city, a nearby outpost or city
have fallen to undead legions.
Nomads
are talking about a strange crater in the cold wastes.
1d6
Rangers are bringing back a undead prisoner in magical obsidian
chains.
Rumors
about a incoming undead attack circulate.
The
temperature is colder than usual for 1d6 days.
The
temperature is warmer than usual for 1d6 days.
A
rare celestial conjunction will happen tonight, celebrations and
warding are planed.