Part of: D&D Campaigns

Campaign Locations

Locations

Locations & Settlements

Detailed descriptions of towns, cities, and important locations in the HamoTech vs Felix Five campaign world. Use these as campaign hubs, adventure locations, or inspiration for your own settlements.

Organization by Size:

  • Small Villages (50-200 people)
  • Towns (200-2,000 people)
  • Cities (2,000-20,000+ people)
  • Special Locations

Table of Contents

  1. Cogsworth’s Landing - Starting town
  2. Gearford - HamoTech headquarters city
  3. Coppermill - Industrial manufacturing town
  4. Whispering Pines - Rural village
  5. Steamhaven - Port city
  6. The Ironworks District - Felix Five stronghold
  7. Ashenvale - University town
  8. The Scrapyard - Neutral territory
  9. Ruins of Old Mechanus - Ancient dungeon

Cogsworth’s Landing

Town, Population: ~800

Overview

A modest but prosperous town that serves as the main campaign hub for Adventures 1-3. Named after the Cogsworth family who founded it generations ago, it’s a peaceful agricultural community that’s cautiously embracing magical technology. The town sits along a major trade route between the farming regions and industrial cities, making it economically stable and culturally diverse.

Motto: “Progress with Heart”

Description: Cogsworth’s Landing is built around a central square with a marble fountain depicting the town’s founder. Cobblestone streets radiate outward, lined with a mix of traditional timber buildings and newer structures incorporating brass and glass. The smell of fresh bread from the bakery mingles with the faint ozone scent from the HamoTech field office. Fields of golden wheat surround the town, and in the distance, you can see the smoke from Coppermill’s factories.


Government & Leadership

Mayor Bronwyn Copperkettle (female dwarf, age 134)

  • Personality: Practical, caring, protective of her town, skeptical of rapid change but open to innovation that helps people
  • Goals: Keep Cogsworth’s Landing safe and prosperous, balance tradition with progress
  • Appearance: Stout dwarf with gray hair in elaborate braids, always wears her mayoral chain
  • Quote: “We’ll embrace the future, but we won’t forget who we are.”

Town Council (5 members):

  • Marcus Thornberry (farmer, represents agricultural interests)
  • Elena Thornberry (healer, represents public welfare)
  • Grimbly Cogsworth (merchant, represents commerce)
  • Captain Roderick Steele (guard captain, no relation to Victor, represents security)
  • Professor Miriam Ashwood (teacher, represents education)

Key Locations

1. The Town Square

The heart of Cogsworth’s Landing, featuring:

  • The Founder’s Fountain: Marble fountain with statue of Edmund Cogsworth
  • Market Stalls: Weekly market (Thursdays and Saturdays)
  • Notice Board: Job postings, announcements, wanted posters
  • Town Hall: Where council meets, public records kept

Atmosphere: Busy during market days, peaceful otherwise. Children play around the fountain, merchants call out wares, town crier announces news.


2. The Copper Gear Tavern & Inn

Run by Barnaby & Beatrice Copperkettle (see downtime-npcs.md)

Description: A three-story timber building with copper-reinforced beams and a large gear-shaped sign that slowly rotates. Inside, the common room features a massive fireplace, comfortable chairs, and the smell of Barnaby’s famous stew. The walls are decorated with copper plates and old farming tools.

Services:

  • Rooms: Common (5sp), Private (2gp), Suite (5gp)
  • Meals: Simple (5cp), Hearty (3sp), Feast (1gp)
  • Drinks: Barnaby’s Copper Ale, various wines and spirits
  • Entertainment: Live music 3 nights per week, storytelling competitions

NPCs:

  • Barnaby & Beatrice (owners)
  • Tam (halfling barmaid, cheerful gossip)
  • “One-Eye” Marcus (retired adventurer, tells tall tales)
  • Visiting merchants and travelers

Adventure Hooks:

  • Overhear rumors about Felix Five activity
  • Meet traveling quest givers
  • Participate in arm-wrestling tournament (50gp prize)
  • Someone’s poisoning the ale supply!

3. HamoTech Field Office

A small but well-maintained building at the edge of town.

Description: A two-story building of stone and brass, remarkably clean and organized. Large windows let in natural light, and the interior displays helpful HamoTech inventions: automated water pumps, healing construct assistants, improved farming equipment. The gear-and-heart logo is prominently displayed above the door.

Staff:

  • Petra Cogsworth (field agent, security) - Main quest NPC
  • Zephyr (engineer, repairs) - Main quest NPC
  • 2 rotating technicians

Services:

  • Report problems with HamoTech products (free repairs)
  • Purchase HamoTech items (10% markup from standard prices)
  • Post jobs/quests on their board
  • Emergency assistance

Security: Moderate - locked doors at night, minor magical wards, Petra is always alert.


4. Grimbly’s Guaranteed Goods

General store owned by Grimbly Cogsworth (see downtime-npcs.md)

Description: A cluttered shop bursting with goods. Every surface is covered with items: rope coiled on the floor, lanterns hanging from the ceiling, barrels of nails, shelves of preserved foods. A mechanical sorting system (sometimes) organizes incoming shipments. The owner’s motto: “If I don’t have it, you don’t need it!”

Inventory: Everything in PHB equipment list, plus random useful items and Grimbly’s “special finds.”


5. The Sharpened Edge

Blacksmith and weaponsmith run by Kara Ironforge (see downtime-npcs.md)

Description: A sturdy stone building with a metal roof. The constant ring of hammer on anvil can be heard throughout the day. The forge glows orange through the windows at night. Weapons and armor are displayed on the walls, each marked with Kara’s maker’s mark: a mountain with a hammer.

Specialty: Kara can add custom engravings and minor modifications to equipment.


6. Temple of the Dawn

A modest temple serving multiple deities.

Leadership: Priest Aldric (human, age 42) - see Adventure 3

Description: A stone temple with stained glass windows depicting various deities. Simple but beautiful, with wooden pews and an altar that can be reconfigured for different faiths. A small library of religious texts is available. The bell tower can be heard across town.

Services:

  • Religious ceremonies
  • Healing (donations appreciated)
  • Sanctuary for those in need
  • Marriages, funerals, blessings

Deities Honored: Whatever fits your campaign (suggest a god of knowledge/innovation, god of nature, god of protection)


7. Cogsworth Academy

A small school for children and basic adult education.

Headmaster: Professor Miriam Ashwood (human, age 38, sister of Thornwick the combat trainer)

Description: A cheerful two-story building with large windows and a small playground. Inside, classrooms are filled with books, maps, and simple mechanical teaching aids. Students range from age 5 to 15.

Curriculum: Reading, writing, mathematics, basic history and geography, introduction to magical theory

Adventure Hook: Strange things happening in the school - possibly magical manifestation from talented student?


8. Thornberry Farm

The farm from Adventure 1, owned by the Thornberry family.

Location: 2 miles outside town

Description: Modest farm with wheat fields, vegetable garden, barn, and farmhouse. The scene of the broken automaton incident.

Significance: Players’ first adventure location, Thornberrys remember and appreciate them.


9. The Guard Station

Home to Cogsworth’s Landing’s small guard force.

Leadership: Captain Roderick Steele (human, age 45, no relation to Victor)

Description: A practical stone building with a small jail (3 cells), armory, and barracks. Guards patrol in shifts, focusing on keeping the peace rather than heavy enforcement.

Guard Force: Captain + 12 guards (use Guard stats, MM p347)

Captain Steele:

  • Personality: Professional, by-the-book, suspicious of strangers but fair
  • Appearance: Tall, graying hair, always in polished armor
  • Quote: “We keep the peace. That’s it. No politics, no favoritism.”

Economy & Culture

Primary Industries:

  • Agriculture (wheat, vegetables, livestock)
  • Trade (stop on major route)
  • Services (inn, shops for travelers)
  • Small-scale crafts

Culture:

  • Harvest Festival (autumn) - Biggest event of the year
  • Market days (twice weekly)
  • Monthly town meetings (all can attend)
  • Strong community bonds

Attitude Toward Technology:

  • Cautiously optimistic
  • Appreciate HamoTech’s helpful innovations
  • Suspicious of overly complex or dangerous tech
  • Adventure 3 (Village of Cogs) makes them more wary

Adventure Hooks

  1. Festival Competition: Harvest festival includes contests - great for character moments
  2. Merchant Caravan: Traders bring news of Felix Five activity elsewhere
  3. Missing Person: Townsperson vanishes, trail leads to [other location]
  4. Haunted Mill: Old windmill outside town is supposedly haunted
  5. Political Tension: Debate over allowing more HamoTech presence divides town
  6. Mysterious Stranger: Someone is asking questions about the party…

Relationship to Main Plot

HamoTech:

  • Has small field office
  • Helped town recover from floods 5 years ago (built better pumps)
  • Generally trusted but some resist change

Felix Five:

  • No official presence (yet)
  • Adventures 1-3 bring Felix Five attention to town
  • By end of Chunk 1, town is more aware of the conflict

Strategic Importance:

  • Trade route makes it valuable
  • Agricultural output feeds cities
  • Could be target for Felix Five expansion

Gearford

City, Population: ~18,000

Overview

The largest city in the region and headquarters of HamoTech Innovations. Gearford is a marvel of magical technology, where ancient architecture meets cutting-edge innovation. Massive gears turn in the city’s foundations, powering elevators, streetlights, and public utilities. The city is divided into districts, each with its own character.

Motto: “Innovation for All”

Description: Gearford rises in terraces up the side of Mount Mechanus, a city of brass and stone that gleams in the sunlight. Massive gears are visible in the cliffsides, turning endlessly to power the city’s mechanisms. Elevators lift people between levels, streetlights glow with captured arcane energy, and the air hums with industry and magic. At the summit stands HamoTech Tower, a gleaming spire of brass and crystal that serves as both headquarters and beacon of hope.


Government & Leadership

Lord-Mayor Cassian Brightforge (male dwarf, age 187)

  • Position: Elected leader, serves 10-year terms (currently in 3rd term)
  • Personality: Progressive, believes in meritocracy, somewhat naive about corruption
  • Appearance: Distinguished dwarf with platinum beard in complex braids, wears robes of office with gear motifs
  • Goals: Make Gearford the greatest city in the realm, support innovation

City Council (12 members):

  • Representatives from each district
  • Dr. Hamilton has a seat (HamoTech District representative)
  • Constant political maneuvering

Law Enforcement:

  • City Watch (200 guards)
  • Arcane Investigators (magical crimes)
  • HamoTech Security (in HamoTech District only)

Districts

1. HamoTech District (Innovation Quarter)

Description: The cleanest, most organized district. Wide streets lined with trees (kept healthy by HamoTech garden automatons), buildings of brass and glass, public parks with helpful constructs maintaining them. The HamoTech Tower dominates the skyline.

Key Locations:

HamoTech Tower (Headquarters):

  • 20-story brass and crystal spire
  • Dr. Hamilton’s workshop at top
  • Research labs on floors 5-15
  • Public showroom on ground floor
  • Security: Extensive - magical wards, construct guards, Petra Cogsworth

Public Showroom:

  • Free to visit
  • Displays HamoTech inventions
  • Interactive demonstrations
  • Staff answer questions
  • Gift shop (HamoTech merchandise at reasonable prices)

HamoTech Academy:

  • School for artificers and engineers
  • Library open to public
  • Guest lectures
  • Professor Elara Moonwhisper teaches here part-time

Innovation Park:

  • Beautiful public park
  • Maintained by garden constructs
  • Free concerts on weekends
  • Community events

Atmosphere: Hopeful, clean, efficient, inspiring. People here genuinely believe technology can make the world better.


2. The Brass Quarter (Wealthy District)

Description: Where the wealthy live. Mansions with manicured gardens, exclusive shops, fine restaurants. Private automatons serve the rich. More ostentatious than HamoTech District.

Key Locations:

  • Silvergear Auction House: High-society auctions (Adventure: Auction House Heist)
  • The Golden Cog: Exclusive restaurant
  • Noble Estates: Various wealthy families

Attitude: Some nobles support HamoTech, others are neutral or secretly back Felix Five for profit.

Adventure Hooks:

  • Noble hires party for delicate matter
  • Theft from mansion (inside job?)
  • Scandalous affair threatens political alliance
  • Secret Felix Five sympathizer exposed

3. The Foundry (Industrial District)

Description: Smoke and steam rise from hundreds of factories. The constant sound of machinery, hammers on anvils, and arcane forges. Workers stream in and out in shifts. Not as clean as other districts but vital to the economy.

Key Locations:

  • Central Foundry: Largest factory, produces construct parts
  • Ironworkers Guild Hall: Union for factory workers
  • The Steam Whistle Tavern: Popular workers’ bar

Population: Working class, diverse races, strong community bonds

Issues:

  • Some factory owners exploit workers
  • Pollution concerns
  • Felix Five operates some factories under shell companies

Adventure Hooks:

  • Workers need help unionizing
  • Factory accident (sabotage?)
  • Dangerous chemicals being disposed improperly
  • Felix Five recruiting disgruntled workers

4. The Market District (Commercial Hub)

Description: Bustling marketplace with shops, stalls, and traders from across the realm. Anything can be bought here - legally or otherwise. Mix of traditional storefronts and mobile merchants.

Key Locations:

  • The Grand Bazaar: Massive covered market
  • Curiosities & Wonders: Mx. Whisper’s shop (see downtime-npcs.md)
  • The Alchemical Alley: Silas Brewbane’s shop (see downtime-npcs.md)
  • Needles & Thread: Seraphina Silkweave’s tailor shop

Atmosphere: Chaotic, energetic, diverse, occasionally shady

Shopping: Can find most common/uncommon items, rare items with effort or contacts


5. The Old City (Historic District)

Description: The original Gearford, built centuries ago. Stone buildings, narrow winding streets, ancient temples and monuments. Traditionalists live here, resisting modern changes.

Key Locations:

  • The Great Library: Ancient knowledge, magical research
  • Temple Row: Multiple temples to various deities
  • Antiquities Row: Shops selling historical items

Population: Scholars, priests, traditionalists, those who value history

Attitude Toward Technology: Mixed - appreciate history but some fear losing the past


6. The Commons (Residential District)

Description: Where most citizens live. Modest homes, apartment buildings, community centers. Neither wealthy nor poor, just… normal.

Key Locations:

  • Community Centers: Gathering spaces
  • Local Taverns: Neighborhood hangouts
  • Parks: Small green spaces

Atmosphere: Everyday life - families, workers, retirees. The real heart of the city.


7. The Undercity (Below the City)

Description: The massive gears and mechanisms that power Gearford are housed in caverns beneath the city. Tunnels connect different levels. Maintenance workers keep everything running, but criminals also use these spaces.

Key Locations:

  • The Great Gears: Enormous mechanisms powering city systems
  • Maintenance Tunnels: Network of passages
  • The Shadow Market: Black market trading
  • Refuge Camps: Homeless and desperate live here

Dangers: Crime, unstable constructs, mechanical hazards, dark magic

Adventure Hooks:

  • Something sabotaging the Great Gears
  • Rescue mission to Shadow Market
  • Lost person/item in the tunnels
  • Secret Felix Five lab discovered

Notable NPCs (Gearford)

Dr. Hamish Hamilton (see campaign-index.md)

  • Lives/works at HamoTech Tower
  • Busy but makes time for heroes
  • Workshop is filled with half-finished projects

Petra Cogsworth (see campaign-index.md)

  • Head of HamoTech Security
  • Apartment in HamoTech District
  • Always professional, slightly lonely (friends with party helps)

Lady Evangeline Silverscale (female dragonborn, age 67)

  • Wealthy merchant, secret HamoTech supporter
  • Lives in Brass Quarter
  • Has information network

Thaddeus “Geargrinder” Ironfoot (male dwarf, age 156)

  • Union leader in Foundry District
  • Fights for worker rights
  • Suspicious of all corporations including HamoTech

The Collector (mysterious figure)

  • Runs illegal operations in Undercity
  • Neutral - trades with everyone
  • Knowledge broker

Economy & Culture

Industries:

  • HamoTech manufacturing and research
  • Other industries: textiles, metalwork, artifice
  • Trade hub for entire region
  • Tourism (people visit to see HamoTech innovations)

Culture:

  • Innovation Expo (annual) - Inventors showcase creations
  • Founder’s Day (celebrates city founding)
  • Gear Faire (quarterly) - Markets and entertainment
  • Theater scene (Madame Ophelia performs here regularly)

Demographics:

  • Diverse - all races represented
  • 30% work in HamoTech or related industries
  • Large artificer population
  • Growing construct citizenship movement

Relationship to Main Plot

HamoTech Headquarters:

  • This is their home base
  • Most secure location for them
  • Major target for Felix Five

Felix Five Presence:

  • No official presence (illegal to operate openly)
  • Secret cells in Undercity and Foundry
  • Shell companies in industrial sector
  • Spies throughout city

Strategic Importance:

  • Control Gearford = control regional innovation
  • If HamoTech falls, Felix Five wins
  • Late campaign battles likely happen here

Coppermill

Town, Population: ~3,500

Overview

An industrial town specializing in manufacturing, particularly the production of construct components and mechanical parts. Half the factories are HamoTech-contracted, the other half are independent or secretly Felix Five-owned. Coppermill provides a grittier, more morally complex environment than idealistic Gearford.

Motto: “We Build the Future”

Description: Coppermill sits in a valley between two rivers, its factories powered by water wheels and arcane engines. Smokestacks dot the skyline, and the rhythmic pounding of machinery never stops. The town operates in shifts - there’s always someone working, always someone sleeping. Row houses for workers line the streets, and the air smells of coal, metal, and oil.


Government & Leadership

Mayor Aldrich Copper (male human, age 52)

  • Personality: Pragmatic businessman, cares about employment more than ethics
  • Appearance: Well-fed, expensive clothes, tired eyes
  • Goals: Keep factories running, maintain employment, increase profits
  • Flaw: Turns blind eye to worker exploitation and Felix Five activity

Factory Owners Council:

  • 8 major factory owners make real decisions
  • Mayor is essentially their spokesman
  • HamoTech representatives have voting seats
  • Felix Five operates through shell companies

Key Locations

1. The Central Foundries

Five massive factories dominating the town:

Brightforge Metalworks (HamoTech-contracted):

  • Produces construct chassis and frames
  • Best working conditions in town
  • Workers well-paid
  • Manager: Tormund Brightforge (dwarf, fair but strict)

Coppermill Components (HamoTech-contracted):

  • Creates gears, joints, sensory apparatus
  • Moderate conditions
  • Manager: Elise Gearmaker (gnome, brilliant engineer)

Steelriver Factory (Independent):

  • General metalwork
  • Poor conditions, low pay
  • Ripe for Felix Five takeover
  • Manager: Gregory Steele (human, desperate, might make bad deal)

Shadowforge Industries (Felix Five shell company):

  • Produces weapons and control devices
  • Workers don’t know who really owns it
  • Manager: “Mr. Black” (actually Felix Five operative)

The Old Mill (Independent):

  • Historic mill, struggling to compete
  • Owner refuses to sell to either organization
  • Manager: Old Tobias Millwright (human, age 78, stubborn)

2. The Workers’ Quarter

Row houses where factory workers live.

Description: Identical brick row houses, each housing multiple families. Laundry hangs between buildings. Children play in narrow streets. Community garden provides fresh vegetables. It’s crowded but neighbors look out for each other.

Community Center:

  • Meeting space
  • Union organizing happens here
  • HamoTech provides free medical clinic twice weekly

The Hammer & Tongs Tavern:

  • Workers’ pub
  • Hearty food, cheap ale
  • Union meetings in back room
  • Fights break out occasionally

3. The Company Store

Owned by the factory owners (exploitation classic).

Description: Large general store that extends credit to workers - at high interest. Many workers are perpetually in debt to the store.

Controversy: HamoTech publicly opposes this, operates their own fair-price shop nearby.


Economy & Culture

Industries:

  • Manufacturing (90% of economy)
  • Supporting services
  • River trade

Social Issues:

  • Wealth inequality
  • Worker exploitation (varies by factory)
  • Environmental damage (rivers polluted)
  • Company town dynamics

Culture:

  • Work defines identity
  • Strong worker solidarity
  • Suspicious of outsiders
  • Pride in craftsmanship

Relationship to Main Plot

Battleground Territory:

  • HamoTech and Felix Five compete for influence
  • Workers caught in middle
  • Economic warfare plays out here

Adventure Opportunities:

  • Help workers unionize
  • Expose Felix Five factories
  • Stop industrial sabotage
  • Investigate pollution/safety violations
  • Prevent Felix Five from buying more factories

Whispering Pines

Village, Population: ~150

Overview

A small rural village where nature and technology coexist peacefully. HamoTech has an experimental program here using technology to enhance rather than replace nature - automated irrigation that conserves water, construct beekeepers that help pollination, etc. A sharp contrast to industrial areas.

Motto: “Growth in Harmony”

Description: Whispering Pines nestles in a forest clearing, surrounded by ancient pine trees that give the village its name. Wooden buildings blend with the landscape, and HamoTech’s experimental garden constructs tend crops alongside villagers. You can hear both birdsong and gentle mechanical humming. Solar collectors on roofs provide power without smoke.


Key Locations

The Green House (Research Station):

  • HamoTech experimental facility
  • Develops nature-friendly technology
  • Lead Researcher: Dr. Sienna Oakwood (half-elf druid/artificer)

The Old Growth (Sacred Grove):

  • Ancient tree circle
  • Village spiritual center
  • Echo has been seen here

Community Farm:

  • Mix of traditional and automated farming
  • Construct bees increase crop yield
  • Automated irrigation saves water

Significance

Shows HamoTech’s Best:

  • Technology enhancing nature, not replacing it
  • Sustainable innovation
  • Community benefit

Adventure Hooks:

  • Constructs malfunction and attack wildlife
  • Felix Five attempts sabotage to discredit program
  • Rare herb needed from dangerous forest area
  • Rustle the moss creature companion could be found here

Steamhaven

Port City, Population: ~12,000

Overview

A bustling port city where ships (both water and airships) arrive from across the world. The Thunder Rails train system connects here, making it a crucial trade hub. Steamhaven is neutral ground - both HamoTech and Felix Five operate openly, and an uneasy peace is maintained by powerful merchant guilds.

Motto: “Where the World Meets”

Description: Steamhaven stretches along a natural harbor, its docks accommodating everything from traditional sailing ships to experimental steam-powered vessels to floating airships. The Thunder Rails station dominates the inland side, brass and steel gleaming. The smell of sea salt mixes with coal smoke and exotic spices. Every language can be heard in the markets. At night, the lighthouse’s arcane beacon guides ships home.


Districts

The Docks (Waterfront):

  • Ship berths, warehouses, sailors’ taverns
  • Rough but vibrant
  • Smuggling is common

Merchant’s Row (Commercial):

  • Shops selling exotic goods
  • Auction houses
  • Banking institutions
  • HamoTech and Felix Five both have offices

Thunder Rails Station (Transit Hub):

  • Massive train station
  • Hotels for travelers
  • Site of side quest “Thunder Rails Sabotage”

The Heights (Wealthy District):

  • Merchant princes’ mansions
  • Overlook harbor
  • Best views in city

Airship Fields (Northwest):

  • Airship docks
  • Experimental aviation
  • Crew quarters

Key NPCs

Harbormaster Delara Swiftcurrent (female water genasi, age 45):

  • Controls dock access
  • Neutral in HamoTech/Felix Five conflict
  • Very pragmatic

Captain “Ironhull” Morrison (male warforged, age unknown):

  • Famous airship captain
  • Transports for whoever pays
  • Has principles despite mercenary attitude

Significance

Neutral Ground:

  • Both organizations operate here
  • Information flows through port
  • Smuggling and espionage hub

Adventure Hooks:

  • Escort valuable cargo
  • Stop smuggling operation
  • Thunder Rails sabotage (side quest)
  • Airship race competition
  • Dock workers’ strike

The Ironworks District

Fortress-City, Population: ~5,000

Overview

Felix Five’s main stronghold in the region. A heavily fortified industrial complex that’s technically independent but everyone knows who really controls it. The Ironworks produces weapons, control devices, and combat constructs. Entry is restricted and heavily monitored.

Motto: “Order Through Strength”

Description: The Ironworks rises like a metal fortress, walls of steel surrounding factories that belch dark smoke. Guard towers bristle with arcane cannons. The five-tally mark of Felix Five is prominently displayed. Inside, everything is efficient, ordered, cold. Workers wear uniforms. Constructs patrol. The hum of industry is constant and oppressive.


Key Features

The Five Towers:

  • Five central towers representing The Five
  • Administrative centers
  • Victor Steele’s headquarters in one tower

Production Facilities:

  • Weapon factories
  • Combat construct assembly
  • Control device manufacturing

Security:

  • Extreme - walls, patrols, magical wards
  • Background checks on all workers
  • Constant surveillance

Worker Housing:

  • Identical dormitories
  • Spartan but clean
  • Monitored recreation

Significance

Felix Five Base:

  • Major stronghold
  • Strategic target for HamoTech
  • Endgame assault location

Atmosphere:

  • Oppressive order
  • Efficiency without humanity
  • Workers are numbers, not people

Adventure Hooks:

  • Espionage mission (high risk)
  • Rescue prisoner
  • Sabotage production
  • Gather intelligence

Ashenvale

University Town, Population: ~4,000

Overview

Home to Ashenvale University, the premier institution for magical and technological education. Many HamoTech employees are alumni. The town is young, educated, and idealistic.

Description: A town built around a beautiful campus. Stone buildings covered in ivy surround a central quad with an ancient oak. Students hurry between classes, carrying books and mechanical projects. The air buzzes with intellectual energy. Cafes and bookshops line the streets.


Key Locations

Ashenvale University:

  • Schools of Artifice, Arcana, Engineering
  • Massive library
  • Research laboratories
  • Professor Elara Moonwhisper lectures here

The Thinking Tree (Cafe):

  • Student hangout
  • Debates and discussions
  • Recruitment ground for both HamoTech and Felix Five

The Experimental Grounds:

  • Testing area for student projects
  • Sometimes dangerous
  • Public demonstrations

Significance

Talent Pipeline:

  • Both organizations recruit here
  • Ideological battleground
  • Future of innovation trained here

Adventure Hooks:

  • Guest lecture opportunity
  • Student’s project goes wrong
  • Prevent Felix Five recruitment
  • Defend against attack on university

The Scrapyard

Settlement, Population: ~200 (transient)

Overview

A neutral meeting ground in the wilderness where scavengers, traders, and those who don’t fit elsewhere gather. Built in an ancient battlefield, it’s a maze of salvaged materials and makeshift structures. Old Rusty maintains a workshop here.

Description: Mountains of scrap metal, salvaged construct parts, and broken machinery surround a small settlement of improvised buildings. What looks like chaos has its own order - scavengers know where everything is. Smoke rises from welding torches. The sound of metal on metal echoes constantly.


Key Features

Old Rusty’s Workshop:

  • Best repair service in the region
  • Neutral ground - he serves everyone
  • Repository of ancient knowledge

The Trading Post:

  • Buy/sell salvaged parts
  • Information exchange
  • No questions asked

The Neutral Zone:

  • HamoTech and Felix Five agents sometimes meet here
  • Enforced truce (break it, get banned)
  • Mediators settle disputes

Significance

Neutral Territory:

  • Switzerland of the conflict
  • Information flows here
  • Black market operations

Adventure Hooks:

  • Find rare part
  • Mediate negotiation
  • Defend Scrapyard from attack
  • Discover ancient technology

Ruins of Old Mechanus

Dungeon, Abandoned

Overview

An ancient city built by the first artificers, destroyed in a magical catastrophe centuries ago. Ruins are filled with ancient constructs, traps, and lost technology. Both HamoTech and Felix Five seek its secrets.

Description: Broken towers of brass and stone rise from the desert. Enormous gears lie half-buried in sand. Ancient mechanisms still move with purpose unknown. The air shimmers with residual magic. Warnings in dead languages are carved into every entrance. Despite the danger, the promise of lost knowledge draws explorers.


Features

The Gear Tombs:

  • Burial places of ancient artificers
  • Guarded by constructs
  • Contains powerful items

The Central Mechanism:

  • Enormous machine of unknown purpose
  • Still partially functional
  • Key to understanding ancient technology

The Archive:

  • Damaged library of ancient knowledge
  • Magical protections
  • Schematics for lost constructs

Dangers

Ancient Constructs:

  • Still following old programming
  • Attack intruders
  • Some have corrupted AI

Environmental Hazards:

  • Unstable structures
  • Arcane radiation
  • Malfunctioning technology

Other Explorers:

  • Treasure hunters
  • Felix Five expeditions
  • Rival parties

Significance

Lost Knowledge:

  • Secrets both organizations want
  • Could tip balance of power
  • Dangerous technology

Adventure Opportunities:

  • Dungeon crawl
  • Race against Felix Five
  • Retrieve specific artifact
  • Solve ancient mystery

Using Locations in Your Campaign

Campaign Progression

Chunk 1 (Levels 1-3):

  • Base: Cogsworth’s Landing
  • Visit: Coppermill, Whispering Pines
  • Hear about: Gearford, Steamhaven

Chunk 2 (Levels 4-6):

  • Base: Gearford
  • Visit: Steamhaven, Ashenvale, The Scrapyard
  • Infiltrate: Minor Felix Five facilities
  • Discover: Ruins of Old Mechanus

Chunk 3 (Levels 7-10):

  • Multiple bases (fast travel available)
  • Major operations in Gearford
  • Assault on The Ironworks
  • Climactic battles across locations

Travel Times

By Foot/Horse:

  • Cogsworth’s Landing ↔ Coppermill: 4 hours
  • Cogsworth’s Landing ↔ Gearford: 1.5 days
  • Gearford ↔ Steamhaven: 3 days
  • Gearford ↔ Ruins of Old Mechanus: 1 week

By Thunder Rails (when available):

  • Any connected city: 4-8 hours

By Airship (expensive):

  • Any location: 1-2 days

Creating Your Own Locations

Framework:

  1. Purpose: Why does this place exist?
  2. Size: Village, town, or city?
  3. Industry: What do they produce/do?
  4. Leadership: Who’s in charge?
  5. Key Locations: 3-5 important places
  6. Relationship to Conflict: HamoTech, Felix Five, or neutral?
  7. Adventure Hooks: 3-5 quest ideas

Questions to Ask:

  • How does technology affect daily life here?
  • What do locals think of HamoTech? Felix Five?
  • What problems need solving?
  • What secrets are hidden here?

Location-Based Adventures

Urban Adventures (Gearford, Steamhaven):

  • Investigation
  • Social intrigue
  • Heists
  • Politics

Industrial Adventures (Coppermill, Ironworks):

  • Worker rights
  • Sabotage
  • Factory infiltration
  • Labor disputes

Rural Adventures (Cogsworth’s Landing, Whispering Pines):

  • Monster threats
  • Local mysteries
  • Community problems
  • Natural disasters

Dungeon Adventures (Ruins, Undercity):

  • Exploration
  • Ancient secrets
  • Combat encounters
  • Treasure hunting

End of Locations

Use these locations as springboards for your own creativity. The best campaigns make places feel alive and worth protecting!