Home Court - Home Towns for HMTW
The city at the centre of the world is all well and good when it just so happens the door to hell is opened underneath it, but the fantastical doesn't wait on the needs of mortals.
Tower Dungeon - Tsutomu Nihei
So how do we turn the high paced Hustle and Bustle of the city to a slower based town adventure - without letting the overworld take the attention from the Mythic Underworld?
The Village
I'd have everyone name the village, but you might want to do so yourself. Here's the lore as it stands.
The village is a sleepy town on the edge of the world. About a year ago, the people found an entrance under the old well. It had dried up, and the people working on a fix found the entrance to the underworld. The first of them were eaten by a Grue, a horrid thing that lives in the darkness.
At first the people were scared, and boarded up the well. They wrote letters to the baron, who sent a team of mercenaries and vagabonds to scout the well and close it. This would prove to be their first mistake. They found gold! Riches beyond their wildest dreams! Mysteries beyond mysteries! Industry, Opportunity Adventure!
A year on, mercenaries gather to delve into the town below.
Purchasing Upgrades
Purchasing upgrades is simple and happens just after deciding lifestyle. Each player may contribute as much as they want to a single upgrade each. The GameMaster should keep track of the progress towards completion somehow (Keep a page in the notebook, or use a spreadsheet.)
In addition, note that action takes priority. If they find someone who could teach language in town, half or waive the fee entirely! If they find someone who can be trusted to look after their stuff, it might be cheaper to make a bank account.
Town Features & Upgrades
General Goods Store
The goods have not been general for quite some time, though the Old Hobbit running the store hasn't stopped pulling in odds and ends for himself. Along with his wife, he runs this little shop. Replaces the Omphalic Market.
Goods Store
Ran by an Old Halfling. Can sell most things in the Omphalic Market, but with prices to match. Doesn't like Guilds, but is friendly enough on the basis of business. No Refunds.
Examples of Upgrades
Reagents Shop - 100 Gold
- Ran by The Halfling's Wife, an Elf (So who knows how old she is). For 25gp each, she can get you the reagents you seek. Do not ask how she finds the reagents you seek.
Silvered Swords - 400 Gold (Repeating)
- The halfling does have some contacts in the silver market, and he knows The Smith as well. It'll let you get silvered swords for One Party Member as a common lifestyle choice.
- Licence per guild per guildmember. We Will Be Checking.
Reasoning: I've priced all these at (Price of 1 "Use")x4. I think that gives it enough heft that it's an investment but isn't
Tavern
The Howling Wolf is a local tavern, with the notice board with requests from the baron and other interested parties. Always something weird going on here. This is also where the vast majority of guilds hang around, so be careful not to start anything.
Wizardry - Tale of the Forsaken Land; Racjin
Inn
Bellamy Inn has a few rooms for people who stay in town. Their business has expanded greatly, and the expansion means that a few guilds can rent a room for as many nights as they please.
Upgrades
More Rooms, Nicer Rooms (360 Gold)
Reduce the cost of lifestyles! Impoverished is 15g, Common is 25g, and Luxurious is 50g.
Amateur Debate Space (200 Gold)
Everyone's got a theory, and if we get enough theories (and booze) in our systems, we can understand the nature of anything. Take downtime to use the Seek Truth action (pg 316).
Delver's Bureau
The baron had No Patience for the mercenaries clogging up his keep and the town. So this is his solution, a detachment of soldiers from the city to collect tax and some of the finest administrative clerks this side of the guilds.
Upgrades
Trainers

From the Ultima Series
Upgrades to the delvers bureau are people from in and around the dungeon who are Quest Rewards and can teach New and Exciting Talents. Place them in your underworld!
Sword Saint Hela
A Commander from the crusades from the Last Great Underworld Inquistion, who grew so tired of life she retired into the underworld. When the underworld closed, she was swallowed with it. Some guilds report that she wanders still, a rumor on the wind.
Personality: Friendly, Violent. Hela retreated into the underworld as she understood crusaders had been touched by the weirding they fought against, and sits mastering the blade in the shifting world. Wants: She’ll trade for things from the surface she can’t make herself. Booze is a good bet. Dislikes: Crusaders, Bullies, Cowards
Arcana Seer Balthier
A Senior Member of the Arcana Seers,a group involved in divine visions, exorcisms and anti-magic. Personality: Formal to a fault, speaks with a voice that's rarely been used. Wants: To destroy the painting of Ruin in the underworld. To leave the dungeon. Hates: Enemies of the Cult of Mythris. Face Rats.
Devlin Graymouse
A master thief and dwarven con-artist, Devlin ventured in looking for a big score down below, and didn't come back with the rest of the guild.. Personality: Opportunistic. Always on a scheme. Lives by an esoteric code. Wants: Out of the dungeon. Lots of coin. The Idol. Hates: The countryside, being bored, being alone.
Tevina of Many Eyes
Alchemist from the Esoteric Order of the Many Eyed Goat. Tevina is on the trail of the legendary Black Lion in the underword, and is seeking it's guts for a potent alchemy. As the order of many eyes hold walking the path of cups as a religious ecstasy, she's all too pleased to teach you some tricks.
Personality: Tevina is a religious woman, wrapped in red silk robes. She has leather armor and a wicked looking sword. Eyes dart evaluatingly
Wants: Alchemy Ingredients, the Next Hunt
Hates: Luddites.
Bank (100GP)
We just need the warrant of approval and the Clan Heartsbane will set up a bank branch here. Could be quite useful. This also unlocks the ability to take out a loan, at a fixed 30% interest rate.
Church
Hail Mythris! Or is it mythris? Perhaps it's the mother goat, or father time or... Well you understand, this world is diverse. If you can find more than Mythris Preachers to setup church, they can be furnished with the upgrades below as well.
Upgrades
Language Lessons (400 Gold)
Hire a tutor to deal with and teach language to the town. Not only will this let you learn a language for 400
Hospital (100 Gold)
Rest and recuperate: As long as you are not destitute, you may spend your Town Action resting at the Hospital. This heals all Wounds. Undergo leeching: You may heal an affliction at the cost of 20g per stage (per the rules in the p. 97).
The Odd and Underworld
Stare into the abyss, the abyss stares back. Speak into the Abyss, The Abyss speaks back. Invite it into your homes?

Clive, from Lunacid
Life gets a lot stranger. Here are some examples, potentially achievable via a long term project.
Underworld Apiary
The underworld has Bees! The bees make delicious delicious Dream Honey, granting a charge of Bid Lore when consumed. 25 GP a bottle!
Pipe Extension Network
The Artifex's Lair is rife with transportation pipes. Perhaps this technology could be harnessed to give guilds an easier time in progressing in and out of the underworld? This would be a daunting project.
Underworld Bookshop
The Library Heretical is where burnt books go to die. It also happens to be a quite convenient way of reproducing books. Here you can find a book on basically anything in the world, as most books have been burned by accident or to be disposed of! Copy texts: The Old Queen’s Library has texts on almost every subject. Ask the GM if you can find a text on a particular topic. If one exists, you may pay for a scribe to copy a book from the library for you. Copied texts cost between 100–1400g (randomly determined by the GM).
Xania's Butcher
Free rations that act like a charged bond when consumed! Mark or advance a new condition "Xaniac Mind", as the meat of the sisters turns you in to a type of Xania too. 25 gp each.
New Activities and XP
Banking is now unavailable until purchased as a crew upgrade.
Completing an upgrade grants 1xp as if you had just completed a quest.
Activity: Communion Service
You can use the Strange Communion downtime activity (pg 332)
Lifestyles
Destitute - 0g
If you can’t (or refuse) to pay upkeep, you sleep in the barn. Dogs lick your wounds. You have nothing to eat and begin your next adventure Stressed. You cannot buy any new gear when you are destitute.
Impoverished - 25g
If you’re impoverished, you sleep in the common room of the inn. You gain neither special benefits nor penalties. You can purchase as many pieces of gear from the impoverished item list as you can carry.
Common - 50g
Common lodgings afford you a stay in a decent inn. During this step, you may burn charged Bonds to heal Wounds and recover Resolve, just like step 4 (Recovery) of the Camp Phase (see p. 141). You can purchase as many pieces of gear from the impoverished and common item lists as you can carry.
Luxurious - 100g
Individual rooms, luxury baths, nice food, you name it you can get it. You fully heal every Wound and begin the Crawl with full Resolve. You can purchase as many pieces of gear from the impoverished, common, and luxurious item lists as you can carry.
Town Events
| Card | Event |
|---|---|
| I | Curiosity - Couple Bickering: an old couple bickers about something or other in the background. Is it serious, or is it about something trivial? |
| II | Curiosity - Doggy: A starving dog trails behind the guild, whining. Its ribs stick out and its pink skin is clearly visible through its mangy fur. It licks your hands with a dry, grey tongue. If you feed it, it may follow you. Where did it come from? |
| III | Curiosity - Cowpat: An adventurer steps into cow droppings, grody. |
| IV | Curiosity - Halfling Baker: A Halfling approaches the guild asking for opinions on their latest bake. The halfling is overbearingly nice. |
| V | Curiosity - Loose Horse: an witless rider chases a horse through the streets! |
| VI | *Happening *- Call for Tithes: The union calls due! Half of whatever you have on you right now, stat! |
| VII | Happening - Famine: A long winter has left the granaries empty. Food is scarce. You can only buy rations if you maintain a luxurious lifestyle during step 5 (Upkeep). |
| VIII | Happening - The Baron Arrives: A Marriage, Funeral or another event brings the baron into town! Carousing is banned, because you need to be on your best behavior! |
| IX | Happening - A Noble Passes Through: a Cartoonishly rich noble buys out the entire stock of premium rooms! You cannot take the luxury lifestyle until the next city phase. |
| X | Happening - Knight Errant: a Knight errant and party arrives, weapons are now common gear until the next city phase. |
| XI | Rumor - Something about your dungeon |
| XII | Rumor - Something about your dungeon |
| XIII | Rumor - Something about your dungeon |
| XIV | Rumor - Something about your dungeon |
| XV | Rumor - Something about your dungeon |
| XVI | Travel Event - Shooting Contest: two drunk hunters challenge the highest swords value to a shooting contest. |
| XVII | Travel Event - An Inheritance: The adventurer with the lowest Cups score receives a letter from their family. A distant uncle has died and bequeathed them a manor a short walk from the town, complete with a snooty butler named Aethelred that hates them. Though initially a boon, this townhouse will soon become the center of a web of intrigue that will haunt the guild. |
| XVIII | Travel Event - Mistaken Identity: The Baron's Men arrive to arrest a member of the party! It's a case of mistaken identity, but do not be specific about victims of the supposed murder. If they admit to something, the guards resort to force. Submit and sort this out. |
| XIX | Travel Event - Whispers from the Well: The well whispers to the party, bidding them to tell it a secret. If they do so, they can ask one question about the underworld. |
| XX | Travel Event - A Disaster: Fire! After step 6 (City Actions), the inn the guild is staying at catches fire. This prompts a test of Pentacles to escape quickly. If anybody fails, they leave behind the two items in the very bottom of their pack and begin the next Crawl with the Stressed condition. |
| XXI | Signs and Portents |