Homebrew Challenge: Settlement Generator


Homebrew and House Rules

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Scarab Sages

Rolling for New Settlement Sat Jul 16 2016 09:17:19 GMT-0700 (PDT)
law/chaos 1
good/evil 1
size 5
government 9
region 4
race 12
quality 1 15
quality 2 14

The Shining Legion
Lawful Good Small Town (East)
Corruption +2; Crime -3; Economy +1; Law +7; Lore 0; Society -5
Qualities Darkvision, Militarized
Danger 0
Government Overlord
Population 201-2,000 (Core or Featured)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Hahaha! Guess who just rolled a redemption chance for his Hobgoblin mess. :) I will be editing Ragnashak to be in conflict with this "settlement" and will post both for revision in to the document.

Scarab Sages

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(reposted)
The Shining Legion
Lawful Good Small Town (East)
Corruption +2; Crime -3; Economy +1; Law +7; Lore 0; Society -5
Qualities Darkvision, Militarized
Danger 0
Government Overlord
Population 201-2,000 (Core or Featured) (Elf 1000, Aasimar 700, Other 300)
Notable NPCs
Solaman Starforged deceased Angel (Planetar)
Bellicose Heavenfire LG Elf Paladin 18
Aether Whispersight NG Gnome Illusionist 15

Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

The Shining Legion
What do you get when a newly created angel gets summoned into a fight with hobgoblins and takes it as a personal insult that these creatures exist? Why the Shining Legion, of course. However, if you were to be granted permission to visit this beacon of militaristic good standing against the tide of darkness, you would be stuck by just how few in number the Legion is... and by the complete absence of the powerful angel said to be leading the army.
Founded about the same time as Kalteress's fight for survival, The Shining Legion has been fighting a constant holy war against every evil in the area ever since, especially with the Hobgoblins of Ragnashak.
The Shining Legion was founded by the powerful planetar angel Solaman Starforged, that much is true, but the angel was assassinated many years ago in a closed door war council. The perpetrator was immediately blown into chunky salsa by the other powerful members of the high command, but the deed was done. The councilors debated through the night on what to do and decided that the loss of their leader would likely lead to the dissolution of the force and certainly an attack by the Hobgoblins. Instead of announcing the death, they would create a cover up involving illusions, rumor of a battle in heaven, and clever propaganda (facilitated by a particularly talented gnome Illusionist named Aether Whispersight).
It worked.
Times are rough. The force has suffered under the steady pressure of Hobgoblin raids and the difficulty of getting supplies around the Daemon Pit that is Crag Halyv. Their current leader is an Elf named Bellicose Heavenfire who proclaims himself to be merely the mouthpiece of Solaman.
The camp is supplied partially by a strong number of clerics in their ranks and partially by an array of financial backers from noble houses and kingly courts from many good settlements in the area. Their numbers have dwindled as of late, putting their promises of decisive action against their many powerful foes to the test.
The camp is highly organized and ordered. If crime happens, which is rare, it is almost always caught and punished. Harshly. On the positive side, no one has begun to question the official propaganda... yet.
Though they would seem to be hopelessly outnumbered at 5-1 (at least), each and every member of the fighting force is battle hardened and highly trained. A death among them that isn't accompanied by 5 or more of the enemy's own losses is considered a disappointment. A death is said to achieve worth and honor only after the soldier has slain a full company of foes.

Ragnashak wrote:


Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is a scourge on the area that just refuses to go away. It is actually a permanent military camp at it's core, boasting a standing force just shy of 10,000, 90% of which is Hobgoblin. Everyone here fights. Without exception. Combat is the way of things and anything short of murder or destruction of military equipment is left for the populace to decide with highly ritualized honor duels. Most people assume it would be a chaotic place. They are wrong. Ragnashak is highly ordered due to literally everyone being a member of the military in some capacity. Even visitors are given a kind of provisional military status upon entering.
Anything that prohibits this way of life is banned, but particularly items of dissent. Concepts like free speech or freedom of assembly are completely foreign to the point of not having terms of their own in the language. There is no media except that produced by the military command.
Warlord by Trial Shattertooth is the leader by way of killing all challengers. He is a huge, nearly indestructible Hobgoblin who commands the power of fire and earth to crush his foes. Next in line is Cracker-of-Bones, an even larger Hobgoblin Barbarian who crushes his enemies the normal way, with a meteor hammer.
The lead mage is Witherroot, a Blight Druid of terrible power who is responsible for the frequent crop failures in the area. He is fully open with the fact that he regularly corrupts the crops of people who refuse the Hobgoblin's protection schemes.
The last significant figure is the Hobgoblin Fetcher, Logistics Extraordinaire. This Hobgoblin can do with next to nothing what most cities employ small armies to do. It is entirely due to his efforts and the efforts of his miniscule team that the city isn't completely overrun with filth and disease (a remarkable accomplishment with a Blight Druid in town).
The city is supplied by a mix of constant raiding, protection rackets, extortion, and straight up robbery. They also have a population of slaves working various fields around the city itself, though this counts for a relatively tiny portion of the overall economy. The slaves are not counted in the population and are generally neglected apart from tax time. They also boast a massive weapons and armor trade with practically anyone with coin to spend.
Many theories exist as to why the Hobgoblins don't just move on. Their main challenger in the area, the Shining Legion, is a fifth of their size and dwindling while the Hobgoblins are at their strongest in years. And yet they do not attack and they do not leave. Why?
The answer is politics. Woven into the highly regimented and militaristic society of the Hobgoblins is a strong undercurrent of perceived status and honor. Some crimes are committed just to test how well one performs in the judicial dual that follows.
This honor has put Warlord by Trial Shattertooth in a difficult spot. Any attempt to abandon the campaign against the Shining Legion would produce an immediate challenge and fight to the death from his second, Cracker-of-Bones, and Shattertooth honestly doesn't know who would come out on top. He also knows, though he does not and will not say, that the legion's highly motivated and superbly trained forces could probably defeat the Hobgoblin hordes. If that were to happen he would die either on an Angelic blade or under Cracker-of-Bone's meteor hammer after he returned in defeat.
Add to that any number of high ranking officers that would gladly initiate challenges if his hold were to waver for even a second and you have a very precarious situation. If he stays this "camp" will slowly run out of resources. If he goes he risks death at worst and a terrible smear on his honor at best.[/ooc]


Dasrak wrote:
RDM42 wrote:
It is a center of learning, of Sorcerous talent and the God-Touched, those favored by Virasha - the Godess of the Serpentflk, the Viskanya

Deities need to be taken from the Homebrew Pantheon collection, you can't just create your own (well, you can, but it has to be done in accordance with the random generation rules).

Your options for deities with a lawful neutral alignment and the scalykind domain are Borehelos and Dir'ao.

lucky7 wrote:
I made a derp. If Targhuzia has 9th level Spellcasting, could you bump up Neruu to whatever level he needs to be to cast that high?

I bumped up everyone by roughly the same amount (if there's an 18th level oracle in town, a 10th level barbarian ain't leading a coup any time soon). Let me know if you want to change anything:

High Communer Neruu Oldblood (LN Yeti Oracle (Stars) 18)
Toraya of the Winds (NE Yeti Barbarian/18)
Underfoot the Unlikely (NG Halfling Druid [Reincarnated Druid]/17
Sarruh T'Khan of the Knifefolk (CN Yeti Slayer/15)
Ara A'Thim, Keeper of the Ashes (TN Yeti Alchemist/12)

TheChelaxian wrote:
I will use the weekend to contribute more to the building of the world's settlements. Hoping to add to the Hobgoblin ... Empire, I guess? That or their kingdom.
We've got one Hobgoblin Kingdom (Massereen) in the central lands whose influence extends slightly into the west, and now we have talk of some hobgoblins in the east. I suspect we're probably talking about two different groups of Hobgoblins, but I guess that depends on whims whoever rolls "core or featured" next and decides to go hobgoblin with it :-P

Can i adjust it to be borhelos called by a different name.

Dark Archive

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Xandurrand
NE Northern Metropolis
Crime 0, Economy +1, Law +2, Lore -6, Society -6
Danger +10
Qualities Insular, Notorious, Pious, Rule of Might, Supportive, Tourist Attraction; Oppressed
Overlord
Population 60,606 (30,000 minotaurs, 20,000 dwarves, 10,606 other)
Notable NPCs
The Keeper - male minotaur barbarian 14
The Speaker - female dwarven cleric (Krongar) 16
The Guide - male dwarven oracle (stone/blind) 10/ranger 3

The infamous Labyrinth of Nar Todir, created by the faithful of Krongar and their god's visions of what was to be, has defended the dwarves of the mountain and the surrounding peaks for millennia. The Labyrinth itself serves as a city, housing the dwarven descendants of the original builders and the dozens of minotaur tribes that were drawn to the divine construct of Krongar, as labyrinths both fascinate and entrap the bull-men. The two populations now coexist, maintaining the Labyrinth to protect them from the serpentfolk and orcs that remain vexed by the maze-like fortress to this day. Very few outsiders or non-worshippers of Krongar have ever seen the city or its labyrinthine streets, and fewer wish to.

The Keeper is the master of the Labyrinth, endlessly wandering the ever-shifting walls and halls of this divine construction. He oversees the unholy celebrations to Krongar on the eves of the Shuffling, an event on the equinox of each year where the Labyrinth changes its paths, and the clerics then must traverse the new halls and learn their ways, so as to help the citizens survive and defend their halls from their ancient enemies.

The Speaker is the voice of Krongar in Xandurrand, chosen by trials by combat within the freshly shuffled halls of the Labyrinth; the single rule is that the last one standing wins the title of Speaker. The current Speaker, her name long forgotten, has held her title for three consecutive years, longer than any Speaker for over a century. She, as her role states, is the de facto ruler of the city, bending all knees to her whims and visions of her god. She is feared and hated, but her habit of eating rivals and protesters keep her on her throne.

The Guide leads pilgrims and challengers of the Labyrinth to the ancient city, but he will never lead any from the city. Born blind, he still knows the outside of the mountain better than any alive. He was chosen for this role against his will, for he felt his place was within the safety of his god's castle, but visions of Krongar telling him this was his destiny he relented.

Liberty's Edge

That is so awesome it isn't even funny.

Liberty's Edge

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Rolling for New Settlement Sat Jul 16 2016 19:19:04 GMT-0700 (PDT)
law/chaos 3
good/evil 2
size 10
government 10
region 4
race 20
quality 1 22
quality 2 14
quality 3 13

Rog Kalesh
Chaotic Neutral Large Town (East)
Corruption 0; Crime -2; Economy +3; Law +2; Lore +1; Society -2
Qualities Artifact Gatherer(Firearms), Darkvision, Mythic Sanctum
Danger 5
Government Overlord
Population: 3700 (2500 Dwarves [Salt beard alternate racial trait], 500 Humans, 250 Hobgoblins, 450 other)
Notable NPCs
+Drowned King Urugan "Whiteshirt" (CN Dwarf Skald/11 Marshall/4)
+Yolnik af Crasovia, heir apparent (CN Hobgoblin Barbarian/5)
+Lawspeaker Munric (N Human Occultist/9)
Marketplace
Base Value 1000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Rog Kalesh began as a small collection of huts populated by dwarven exiles. Pushed south into the great marshes and swamps, the early days looked grim for the dwarves, with enemies all around. But the dwarves adapted, using their crafstsmanship to create the now infamous Dwarven Sloops. The leader of the city, Urugan Hvitserk, began using his followers to raid nearby villages and monasteries, using this newfound wealth to start subjugation other groups of exiles.

106 years ago, Urugan Whiteshirt declared himself Drowned King of Etag Ogred. Now near the end of his life, Urugan has but one heir (his concubines producing many daughters, but no sons): Yolnik af Crasovia, a hobgoblin whom Urugan adopted after his parents (presumably) died during a raod. While Yolnik loves his father and his people, the natural prejudices of dwarves have ensured Yolnik must constantly remain on his toes if he is to become the next Drowned King. To assist in this, the current King has issued a proclamation that only royal troops can use the firearms stolen from hobgoblin settlements, which has been met with much grumbling from the lesser chiefs (considering the danger required to acquire them).

The city is built on what is optimistically called Lake Munso, where most of the Vassal-chiefs store their boats in preparation for the winter raids. While the city is indeed wealthy, the raids and their taxes are the source of most of that wealth. This contrast is seen as soon as one enters the city; the exteriors buildings are long, squat affairs formed out of dirt and wood, with even the King's palace being only thwork stories tall. The interiors, however, are filled with treasures from across the East.

Rog Kalesh has few permanent residents save the King's retinue, so law enforcement is easy 3/4 of the year for Lawspeaker Munric, a quiet man who uses the peaceful time to study relics gained from the raids.

Etag Ogred being essentially a giant swamp with a few cities on near the major bodies of water ensures a constant supply of problems from the local monsters, be they vegepygmys, Sahuagin, or the occasional Froghemoth. Adventurers coming to Rog Kalesh can expect no shortage of monster-hunting work.


GM Rednal wrote:
Does Kingmaker count? Because Rivers Run Red has lots of effects on cities based on what buildings you have in it. XD Maybe we could roll for one notable building per size category?

The Kingmaker kingdom rules are probably a bit too obscure, plus I'm already a bit uncomfortable with the sheer number of tables that are already required. I'm content to just expand the existing quality tables as we find more.

RDM42 wrote:
Can i adjust it to be borhelos called by a different name.

You'd have to find a way for it to make sense. I'm not sure why his specific name even matters in this instance.

Choon wrote:

The Shining Legion

...
Aether Whispersight NG Gnome Illusionist 15
...
Spellcasting 4th

While there is no hard requirement that you stick to the settlement's spellcasting level, do be mindful when you greatly exceed it.

TheChelaxian wrote:

The Keeper - male minotaur barbarian 14

The Speaker - female dwarven cleric (Krongar) 16
The Guide - male dwarven oracle (stone/blind) 10/ranger 3

Got alignments for these NPC's?


http://paizo.com/threads/rzs2rlq9?Random-Villagetowncity#1

Random Village, if you want to randomly generate the buildings, or add buildings to the list.

As with such lists, item 0 is always present.


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Rolling for New Settlement Sat Jul 16 2016 22:46:28 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 19
government 3
region 5
race 19
quality 1 14
quality 2 24
quality 3 3
quality 4 19
quality 5 5

Nexus
Neutral Good Large City (Central)
Corruption +2; Crime +1; Economy +3; Law +2; Lore +4; Society +6
Qualities Broad Minded, Darkvision, Insular, Notorious, Supportive
Danger 20
Government Autocracy
Population 21,000(11,000 android, 5,000 human, 2,000 dwarf, 1,000 elf, 500 half-elf, 1,500 other)
Notable NPCs
President Phirrus 16 Alsin TN Male Android Transmuter 6 / Technomancer 9
Captain Tysha 8 Neesa CG Female Android Gunslinger (Techslinger) 5 / Wizard 5 / Eldritch Knight 3
Senior Engineer, Space Corps Aslo 15 Hass NG Male Android Alchemist (Promethean) 13
Nadick 20 Zeems NE Male Android Cleric of Adankora (Iron Priest) 12
Zannatic CG Advanced Myrmidon Robot Cleric of Alahakla 4
Base Value 10400 gp; Purchase Limit 75000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The flying citadel of Nexus is one of the most awe-inspiring cities in the world. Its sleek form glistens in the afternoon sun, and in the evening its brilliant light dazzles all who gaze upon it. The origin of the city is unknown. Most simply presume that the androids built it, and indeed most of the structure is their craftsmanship. However, the actual mechanism that grants the city flight was not of their own creation and its origins are a carefully guarded secret.

Though the city can fly, it cannot stray very far. Its power source is too heavy to lift, and thus the city is tethered to the ground by enormous cables that transmit energy to the city. The surface stations are defended by massive fortifications and weapons systems, and would-be attackers would need to beware the city's military contingency: literally landing the city on top of the invading army and crushing it. This happened once hundreds of years ago, and the crater it left behind serves as a reminder of why attacking Nexus is a very bad idea.

The androids of the city are very scholarly, and seek to further their understanding of technological relics in order to expand into the stars. The Androids are constantly trying to launch vessels into space. While they have succeeded in getting to space, they have yet to master staying in space. The only functional spaceships utilize priceless and irreplaceable relics, and thus number extremely few. These interests have attracted the priesthood of Adankora, which has established permanent temples in the city and a surprisingly large following despite the generally peaceful nature of the android population.

The city is ruled by the President, a position appointed every five years by the Nexus board of directors, which are themselves appointed to seven year terms by the various engineering corps of the city. Nexus can be extremely bureaucratic at times, but this bureaucracy generally defers to the authority of the executive office. Those who spend much time in Nexus quickly realize that if you want something done quickly the only good option is getting the president's sign-off. Presidents usually rule for many consecutive terms, but are inevitably driven from office as they make more and more enemies.

The current president is Phirrus 16 Alsin, who is currently in his 4th term of office. Where he once appeared to be a young idealist, he now seems like a corrupt politician clinging to power with special favors and underhanded tricks. Although his current term is still young, Phirrus is already maneuvering to ensure he will get his 5th term.

One of the more interesting citizens is Zannatic. He was originally a robot constructed to patrol the surrounding areas, but one day he returned home and began guarding a defunct engine core that the androids were never able to reactivate. When Zannatic's handler came to repair the malfunctioning robot, he found it had developed a personality... and engraved in its chest was the holy symbol of Alahakla. It is unclear what Zannatic's purpose is, but he seems determined to guard that engine core and has converted it (much to the annoyance of the engineering corps) into a holy shrine of Alahakla.

Airship traders routinely make stopovers in Nexus, but those on foot will have trouble reaching the city. There is a shuttle service, but it cannot meet the demand and there is typically a three day waiting period to travel to and from the city. Overcrowding is another issue, and the engineering corps constantly monitor the total weight of the city. It has long since reached its maximum capacity, and unless more engine cores can be brought online the city must make sure that for everything that enters something leaves.

Although Nexus is easily visible to nearby cities, most of them have little interaction with the androids there as they lack the ability to fly. Some regard the city with wonder, others with indifference, and some with resentment.


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Still going strong! Round 2:

Rolling for New Settlement Sun Jul 17 2016 00:03:49 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 7
government 12
region 3
race 5
quality 1 26
quality 2 18
quality 3 6

Evenden
Chaotic Evil Large Town (West)
Corruption +2; Crime +3; Economy +2; Law -7; Lore -1; Society +1
Qualities Defiant, Pious (Izreus), Restrictive
Danger 5
Government Secret Syndicate
Population 4,300 (3,200 human, 900 Ratfolk, 200 other)
Notable NPCs
Lord Oanyu Nowsa TN Female Ratfolk Aristocrat 5
Ytheriu Cee CE Female Cleric of Izreus 3 / Conjurer 3 / Mysthic Theurge 8
Derrothin Hewass CE Male Warpriest of Izreus 10
Hseu Na CE Male Ratfolk Alchemist (Clone Master) 10
Marketplace
Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Evenden was a quiet town in the backwater of Emiraba, until the cult of Izreus arrived. Insinuating themselves into the town and turning the hereditary lord into a puppet that dances to the whims of their magic, the cult has become completely entrenched. Almost everyone in town knows about the cult, and also knows better than to try to let outsiders know what's going on. Thus far the monster problems in the region haven't been traced back to Evenden, but the cult has grown bolder as their power base has been consolidated and sooner or later they will do some very drastic.

The hereditary lord of Evenden is Oanyu Nowsa. This Ratfolk aristocrat was easy prey to enchantment magic, and rarely has moments of lucidity as the cult visits her frequently to refresh their charm spells. The cult leader is Ytheriu Cee. She was caught by the empire in her younger days and her face was branded as punishment. She wears her scars with pride, content with the knowledge that one day the very same people who delivered those wicked injuries will see her face and know exactly who she is and why she has come for them.

Scarab Sages

Dasrak wrote:

Choon wrote:

The Shining Legion

...
Aether Whispersight NG Gnome Illusionist 15
...
Spellcasting 4th
While there is no hard requirement that you stick to the settlement's spellcasting level, do be mindful when you greatly exceed it.

Mster Whispersight is not available for spellcasting services. He's too busy maintaining the ruse. :)


Dasrak wrote:

Rolling for New Settlement Sat Jul 16 2016 22:46:28 GMT-0700 (PDT)

law/chaos 2
good/evil 1
size 19
government 3
region 5
race 19
quality 1 14
quality 2 24
quality 3 3
quality 4 19
quality 5 5

Nexus
Neutral Good Large City (Central)
Corruption +2; Crime +1; Economy +3; Law +2; Lore +4; Society +6
Qualities Broad Minded, Darkvision, Insular, Notorious, Supportive
Danger 20
Government Autocracy
Population 21,000(11,000 android, 5,000 human, 2,000 dwarf, 1,000 elf, 500 half-elf, 1,500 other)
Notable NPCs
President Phirrus 16 Alsin TN Male Android Transmuter 6 / Technomancer 9
Captain Tysha 8 Neesa CG Female Android Gunslinger (Techslinger) 5 / Wizard 5 / Eldritch Knight 3
Senior Engineer, Space Corps Aslo 15 Hass NG Male Android Alchemist (Promethean) 13
Nadick 20 Zeems NE Male Android Cleric of Adankora (Iron Priest) 12
Zannatic CG Advanced Myrmidon Robot Cleric of Alahakla 4
Base Value 10400 gp; Purchase Limit 75000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The flying citadel of Nexus is one of the most awe-inspiring cities in the world. Its sleek form glistens in the afternoon sun, and in the evening its brilliant light dazzles all who gaze upon it. The origin of the city is unknown. Most simply presume that the androids built it, and indeed most of the structure is their craftsmanship. However, the actual mechanism that grants the city flight was not of their own creation and its origins are a carefully guarded secret.

Though the city can fly, it cannot stray very far. Its power source is too heavy to lift, and thus the city is tethered to the ground by enormous cables that transmit energy to the city. The surface stations are defended by massive fortifications and weapons systems, and would-be attackers would need to beware the city's military contingency: literally landing the city on top of the invading army and crushing it. This happened once hundreds of years ago, and the crater it left behind serves...

Finally something else in the central region. For the supposed "Central" region you would expect there to be more towns.


Trent formaldehime wrote:
Finally something else in the central region. For the supposed "Central" region you would expect there to be more towns.

These things seem to come in cycles, with some regions pulling ahead and others falling behind. First it was east that fell behind, now it's central, and as we continue to roll and get random streaks it could be another region.

Some other discrepancies: neutral good has been rolled a surprisingly large number of time, comprising about 23.5% of all our settlements. Humans are also surprisingly under-represented, at only 30% (they should be 50%). Moreover, the human cities that have been rolled tend to be very small and the metropoli and large cities have typically gone to other races. Magical and Secret Syndicate governments are also a bit rare, having only appeared 2 and 1 times respectively when we should have seen 3 of each by now.

Scarab Sages

Maybe a human-led magical empire recently fell leading to a heavy human death toll and general hesitancy to adopt magical governments.


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Choon wrote:


Maybe a human-led magical empire recently fell leading to a heavy human death toll and general hesitancy to adopt magical governments.

Wouldn't put too much effort into trying to explain it. The real reason is that we just have rolled some numbers more or less commonly than others, and that could change very quickly based on further rolls.

And let's do a quick one while I'm here:

Rolling for New Settlement Sun Jul 17 2016 11:48:36 GMT-0700 (PDT)
law/chaos 3
good/evil 1
size 2
government 10
region 5
race 7
quality 1 24
quality 2 20

Torschik
Chaotic Good Small Town (Central)
Corruption +2; Crime -1; Economy 0; Law +2; Lore +1; Society +2
Qualities Adventuring Site, Broad Minded
Danger 0
Government Overlord
Population 1,900 (1,300 human, 300 dwarf, 200 hobgoblin, 100 other)
Notable NPCs
Lady Glenth Wesmire CG Female Human Cavalier 9
Mother Eirulian CG Female Human Cleric of Jovan 8
Forgemaster Glaven Tuems LN Male Dwarf Wizard 8
Potionmaker Suren Jasslom CG Female Human Alchemist 7
Marketplace
Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Settled along the rocky north-eastern border of the Kingdom of Rastria, Torschik has few resources and meager farmland. Its economy derives almost entirely from two things: a small military fort responsible for watching the border, and adventurers who are eager to trek into the desolate wastes in search of the ruins of Helrom. Those who return bring treasures of incredible value.

The proximity to the desolate wastes, and in particular a dangerous adventuring site, has not made Torschik an unpleasant place to live. In fact quite the opposite, the people here do relatively well for themselves simply by providing services to adventurers and soldiers and the monsters seem to avoid the main road and walled town.

Torschik is governed by Lady Glenth Wesmire. For her valor and service to the kingdom, Lady Wesmire was awarded Torschik as her personal fiefdom. Although it is not exactly what she had in mind, she has found the constant flow of treasure from the ruins of Helrom make it easy to live comfortably.

The town does a brisk trade in magical items, primarily facilitated by the Potionmaker Surem Jasslom and the Forgemaster Glaven Tuems. These two individuals often craft custom magic items for adventurers, and maintain trade contacts to quickly sell whatever gear the adventurers barter off. The system works quite well for all involved.

As with most border towns in Rastria, there is a sizeable minority of both dwarves and hobgoblins. To the humans who live here the constant fighting between the kingdoms of Kiroth and Massereen seems a distant and foreign problem, but to the refugees and expatriates of both races looking to get as far away as possible from the fighting it has left a permanent scar upon their identity and psyche.

Dark Archive

Dasrak wrote:
TheChelaxian wrote:

The Keeper - male minotaur barbarian 14

The Speaker - female dwarven cleric (Krongar) 16
The Guide - male dwarven oracle (stone/blind) 10/ranger 3
Got alignments for these NPC's?

Whoops, my bad.

The Keeper is CE, the Speaker is NE, and the Guide is TN.

Dark Archive

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lucky7 wrote:
That is so awesome it isn't even funny.

Thanks, I hoped it would be cohesive with your original vision of Nar Todir. The qualities I rolled up and its alignment kind of made it obvious what to do with it.


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Rolling for New Settlement Sun Jul 17 2016 17:07:46 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 3
government 9
region 5
race 14
quality 1 16
quality 2 27

Gokoleth
Chaotic Evil Small Town (Central)
Corruption +3; Crime -1; Economy 0; Law +2; Lore -1; Society -1
Qualities No Questions Asked, Resource Surplus (Cows)
Danger 0
Government Overlord
Population 630 (600 Hobgoblin, 30 other)
Notable NPCs
Yance Jagger CE Male Hobgoblin Rogue 6 / Barbarian 2
Drannin Nabor CN Female Hobgoblin Diviner 7
Tazar Brong CE Female Hobgoblin Ranger 6
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Gokoleth is a relatively small hobgoblin community in the kingdom of Massereen. It serves as a distribution center for the ranchers in the surrounding lands who raise cattle. There are only two reasons that people come to Gokoleth: to buy cows, or to do something very illegal. The ruler of Gokoleth is Yance Jagger, and he cares very little for enforcing the law. So long as one doesn't inconvenience him personally, he can't be bothered to deal with troublemakers.

Yance has a vicious mean streak, and was stripped of his rank and title in the military after breaking a subordinate's spine in a rage. He spent several months in jail, and then was sent here to administer this backwater. Gokoleth is furious with this assignment, and would rather have been discharged entirely than be given such an unworthy task. Doubtlessly his superiors knew this and consider it part of his punishment. He spends more time bullying the citizens than doing his job, and it is well known that he makes a personal policy of breaking at least one jaw or nose per week. People avert their gaze from him out of fear of becoming his quota. The only people that avoid his rage are Drannin Nabor and Tazar Brong, but even they are savvy enough to know not to push Yance's temper.

Drannin is a small-time Diviner who enjoys the fact that Yance doesn't enforce the laws, allowing her to pursue her rather illicit research projects. She is constantly short on funding, however, and will eagerly provide services for gold payment. Yance has begrudgingly paid her to cover up a few murders when his routine beatings went too far. Tazar Brong is a cattle hustler who enjoys that no one would dare accuse a 'friend' of Yance's of anything. She makes a fair living stealing cattle from the surrounding villages and selling them at the market. It's not particularly good money, but it's easy work that serves her lazy attitude well.

Gokoleth is surrounded by small ranches and villages, and the town's economy is almost entirely driven by its role in serving as a distribution center. The area was traditionally controlled by the Dwarven Kingdom of Kiroth, but the dwarves were driven out of the area over a century ago and it has been hobgoblin controlled for generations. There is a dwarven ruin visible in the distance, but the hobgoblins didn't care for its cramped tunnels and built their own cities and left the previous one to ruin. It has long since been looted of everything of value, but makes for a nice and secluded retreat for those who need to undertake particularly dastardly deeds.

Liberty's Edge

TheChelaxian wrote:
lucky7 wrote:
That is so awesome it isn't even funny.
Thanks, I hoped it would be cohesive with your original vision of Nar Todir. The qualities I rolled up and its alignment kind of made it obvious what to do with it.

To be honest, I think it's better than anything I could've come up with. But enough positivity; this is the Internet, after all! :)


2 people marked this as a favorite.
lucky7 wrote:
But enough positivity; this is the Internet, after all! :)

Well, if you roll a 20 you could legitimately pick "Troll" as your chosen race ^_^

Liberty's Edge

1 person marked this as a favorite.

Rolling for New Settlement Sun Jul 17 2016 20:19:47 GMT-0700 (PDT)
law/chaos 3
good/evil 1
size 9
government 1
region 2
race 6
quality 1 28
quality 2 8
quality 3 6

Dyflant
Chaotic Good Large Town (South)
Corruption 0; Crime -1; Economy 0; Law +2; Lore 0; Society -1
Qualities Deep Traditions, Pious(Jovan), Racially Intolerant (Reptilians)
Danger: 5
Government: Autocracy
Population 3400 (2000 Humans, 300 Half-Elves, 800 Elves, 300 other)
Notable NPCs
+High Overseer Hengist the Liberator (CG Venerable Human Psychic/12)
+Bishop Siodhachan (CG Half-Elf Cleric of Jovan/11]
+Stablemaster Kent (NG Venerable Human Cavalier/7)
Marketplace
Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Dylfant has for most of its 500 year history been a major trade hub near Asuroc Hollow. Decades ago, it was brought under the heel of the Empire of Grandia, and in the city's 6-month occupation, the population was cut down to a tenth of its former size as the proud Dyflish started rebellion after rebellion in defense of their culture and independence. After one such rebellion, Hengist the Liberator (then known as Hengist Tular) fled the town, seeing that Grandia could not be fought conventionally. He ventured across the world for two years, gathering the greatest arcane minds of the day and slowly gaining more and more insight into his own abilities. Finally, they struck, opening up the Abyss portal into Old Ganterton. Of the seven wizards there that day, only Hengist survived, and he went on to lead his people to victory.

Hengist was near-unanimously elected by the town's remaining citizens, and has remained in power since. His rule has been just, although the economy has suffered due to the large amount of destroyed infrastructure surrounding the city. His favored successor is Bishop Siodhachan, a priest of Jovan who can always be found doing something to help his flock.

Stablemaster Kent is one of the richest men in town, having gained his wealth as a war profiteer. He has since turned to philanthropy and hiring adventurers to do what the town watch cannot.

Grandia and Empress Elizaree would love nothing more than to reduce Dyflant to ash and drag Hengist through the streets of New Ganterton, but more than once Hengist has alluded to a second trick up his sleeve worse than what happened to Old Ganterton backed up by an alliance to Asuroc Hollow. As it currently stands, the next High Oversser of Dyflant will almost certainly have to use Hengist's second trick in the town's defense, whatever it may be.

Seeing as you're the creator of New Ganterton, Dasrak, let me know if any of this goes against what you've envisioned Grandia as so I can change it.


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law/chaos: 1d3 ⇒ 3 Chaotic
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 17 Large City
government: 1d12 ⇒ 9 Overlord
quality 1: 1d28 ⇒ 16 Resource Surplus
quality 2: 1d28 ⇒ 28 Deep Traditions
quality 3: 1d28 ⇒ 9 Rumormongering Citizens
quality 4: 1d28 ⇒ 20 Adventuring Site
quality 5: 1d28 ⇒ 6 Pious

region: 1d5 ⇒ 1 North
race: 1d20 ⇒ 11 Dhampir

Name Style: 1d10 ⇒ 4
Name: 3d100 ⇒ (4, 90, 85) = 179

Major NPC Names: 6d100 ⇒ (31, 3, 92, 68, 69, 9) = 272

Adventuring Location Name: 4d100 ⇒ (4, 97, 21, 26) = 148

Adzyf Villa
CN Large City (Northern Area)
Corruption +4; Crime -2; Economy +2; Law +6; Lore +3; Society -1
Qualities Adventuring Site, Deep Traditions, Pious, Resource Surplus (Cold Iron), Rumormongering Citizens
Danger 10
Government Overlord
Population 15,000 people (8000 dhampir, 4000 human, 3000 other)
Notable NPCs
Falasinthe Bezentier CN Female Vampire Medium 17
Meljiette Capet CN Female Human Aristocrat 12
Talberie Quillarc N Female Human Oracle 16

Marketplace
Base Value 8,000 gp; Purchase Limit 75,000 gp; Spellcasting 8th
Minor Items 4d4 items; Medium Items 3d4 items; Major Items 2d4 items

Adzyf Villa is a city in two parts. The first part, on the surface, appears to be little more than a prosperous human town with a couple of mines beneath it, producing a steady supply of cold iron. There's enough of the stuff that the walls and many of the buildings are lined with it, so the fey creatures in the forest outside the city stay well away from it.

What most casual visitors don't realize is that Adzyf Villa is considerably larger than it looks. Beneath the city is an enormous network of caverns, and it's here that thousands of Dhampir make their home, sheltered from the sunlight. Many of them are engaged in actively dealing with Ancient Stockades of the Crimson Congregation, a massive adventuring site whose depths are yet unknown. One of the parts of this dungeon has a fountain that endlessly spews a molten form of cold iron into a massive pool (although only to fill it, never go over) - and the city has used careful control of this to get quite wealthy. Expeditions go further in on a regular basis, hoping to find another interesting magical effect... and there's always plenty of suckers from the surface who are willing to give it a shot.

On the surface, the city seems to be ruled by Meljiette Capet, who actually does have some real power over the 'human' part of town. The true ruler, however, is Falasinthe Bezentier - a powerful Vampire matriarch who created many of the dhampir within the city and has some very curious connections to the dead... and she's advised by Talberie Quillarc, a prominent Oracle of Brother Snikket, who is worshipped by the majority of the population (both above and below ground).

As a result of its rule-from-the-shadows, Adzyf Villa is fairly insular - it has a number of deeply-rooted traditions, and while they don't like outsiders too much (not until they prove themselves in the Stockades, anyway), they absolutely love gossiping about them and making fun of them. Despite the city's ultimately chaotic nature, Matriarch Falasinthe rules it with a firm grip. Corruption and bribery are accepted as a means of getting things done, but outright crime is not tolerated and quickly put down by the powerful local police force (which is quite happy to spirit people right out of their beds, thank you very much). There is some degree of society, but it's insular and outsiders generally aren't permitted to attend. The exception, of course, is if someone found something interesting in the Stockades - the city likes finding such things, and is willing to pay quite a lot to get them.

It's not easy to earn the trust of the locals, but those who have will find that many of the dirty looks and whispered comments disappear, replaced by welcoming smiles and plenty of new friends. It's not the easiest place in the world to adventure, but those who succeed often find that it's a better place to call home than they ever imagined.


lucky7 wrote:
Seeing as you're the creator of New Ganterton, Dasrak, let me know if any of this goes against what you've envisioned Grandia as so I can change it.

Well, if you're going to invite quibbling (I'm always open to quibble :-P) I see a few issues:

Quote:
Grandia and Empress Elizaree would love nothing more than to reduce Dyflant to ash and drag Hengist through the streets of New Ganterton, but more than once Hengist has alluded to a second trick up his sleeve worse than what happened to Old Ganterton backed up by an alliance to Asuroc Hollow.

What you just described seems like it would have the opposite of the intended effect. Admitting he had a hand in the events at Old Ganterton and threatening to do it again would convince the empire that it needs to crush Dyflant and capture/kill Hengist with all the power at their disposal. As a real world analogy, think of the reaction to Osama Bin Laden after 9/11. The threat of further attacks did nothing to dissuade the violent reprisal against him and anyone who protected him.

Asuroc Hollow and the 20th level wizard that leads it represents a powerful ally, but it's one 20th level wizard.

Quote:
+High Overseer Hengist the Liberator (CG Venerable Human Psychic/12)

This was a man who was instrumental in the opening of a portal to the abyss in the middle of a heavily populated area leading to the indiscriminate slaughter of tens of thousands. This was an unambiguously evil act, and very much a scorched earth "if we're going down, we're taking as many people with us as possible" maneuver. This is not something that's easily reconciled with Hengist's purported alignment.

Quote:
Of the seven wizards there that day, only Hengist survived, and he went on to lead his people to victory.

Victory in what way? The demon gambit didn't work; the lizardfolk contained the problem and immediately went into peacetime empire-building mode by constructing a new capital nearby. The lizardfolk unambiguously won in the big picture, so in what way did Hengist find victory? The liberation of Dyflant could definitely use some elaboration here.

Liberty's Edge

Dasrak wrote:
lucky7 wrote:
Seeing as you're the creator of New Ganterton, Dasrak, let me know if any of this goes against what you've envisioned Grandia as so I can change it.
Well, if you're going to invite quibbling (I'm always open to quibble :-P) I see a few issues
Quote:


What you just described seems like it would have the opposite of the intended effect. Admitting he had a hand in the events at Old Ganterton and threatening to do it again would convince the empire that it needs to crush Dyflant and capture/kill Hengist with all the power at their disposal. As a real world analogy, think of the reaction to Osama Bin Laden after 9/11. The threat of further attacks did nothing to dissuade the violent reprisal against him and anyone who protected him.

You are very much right. Perhaps instead something like :

"Dylinn still stands independent, but there is a constant undercurrent of fear that Grandia may break the treaty before the town has had time to recover its strength."

Would work better.

Quote:
Quote:
+High Overseer Hengist the Liberator (CG Venerable Human Psychic/12)
This was a man who was instrumental in the opening of a portal to the abyss in the middle of a heavily populated area leading to the indiscriminate slaughter of tens of thousands. This was an unambiguously evil act, and very much a scorched earth "if we're going down, we're taking as many people with us as possible" maneuver. This is not something that's easily reconciled with Hengist's purported alignment.

I totally see what you're getting at. My idea was that Hengist did fall from grace afterwards, but over the 50+ years (keeping in mind he was a young man at the time of the portal opening) he's worked himself back up through religious devotion. Should have been clearer.

So:
"After the rubble cleared, Hengist found himself unable to call upon his inner powers; Jovan had forsaken him. Hengist spent the next two decades seeking forgiveness, and, with the help of Bishop Siodhachan, was able to find that forgiveness."

Quote:


Victory in what way? The demon gambit didn't work; the lizardfolk contained the problem and immediately went into peacetime empire-building mode by constructing a new capital nearby. The lizardfolk unambiguously...

I was trying to write from the Dyflish perspective. In their eyes, the garrison left the town. In Grandian history, what happened was that those troops were needed elsewhere instead of some podunk little town that was more trouble than it was worth.

Hence the undercurrent of fear above.

Thanks for the help in making Dylfin fit the world better, Dasrak!

Scarab Sages

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Rolling for New Settlement Mon Jul 18 2016 07:04:26 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 5
government 1
region 1
race 18
quality 1 6
quality 2 15

Sinaaqarta
Neutral Good Small Town (North)
Corruption 0; Crime 0; Economy 0; Law +4; Lore +1; Society -3
Qualities Militarized, Pious
Danger 0
Government Autocracy
Population 201-2,000 (Human 154, Frost Giant 1, other 53)
Notable NPCs
Walks while Frozen NG female Frost Giant Druid 10
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --

This tiny town, barely more than a village, is the last refuge of a sect of Arctic druids who acknowledge Sinna, the nearly forgotten goddess of glaciers, frozen seas, and the North. They are lead by the Frost Giant Walks while Frozen who is among the last true devotees of Sinaa. The sect protects the pristine north as best they can in Sinna's name and communes with the frozen north with regularity. Few even know of the town's existence until they try to mount expeditions to the far north and find their way blocked by a well organized guerrilla force.
Because of the size of the community, all are responsible for the patrols that ensure the purity of Sinaa's domain. From childhood each member of the community learns to hunt, fish, and tend the all-important shelters that protect them from the harsh snows. Upon coming of age at 15 every member learns how to "hunt" trespassers, disable complex machinery, and distract animals without being seen. More than one expedition to the far north, even ones mounted by the flying Strix from Arx, have met with mysterious disaster when approaching the unexplored extreme polar north.


lucky7 wrote:
Thanks for the help in making Dylfin fit the world better, Dasrak!

Glad to be of help. Two minor quibbles:

Quote:
My idea was that Hengist did fall from grace afterwards, but over the 50+ years (keeping in mind he was a young man at the time of the portal opening) he's worked himself back up through religious devotion. Should have been clearer.

It would be 70+ years. New Ganterton was founded 70 years ago, after the battle of Old Ganterton. Don't think that changes too much (that than making Hengist really old; late 80's at youngest), but that's the canonical chronology.

Quote:
"Dylinn still stands independent, but there is a constant undercurrent of fear that Grandia may break the treaty before the town has had time to recover its strength."

Grandia doesn't formally recognize any human governments ("The first order of business was to consolidate the empire's territory and deal with the remaining savages - mostly human - who erroneously claimed these lands as their own"); they would never sign a treaty with the town or even recognize its legitimacy as an independent entity.

Quote:
In Grandian history, what happened was that those troops were needed elsewhere instead of some podunk little town that was more trouble than it was worth.

This is a bit of a contradiction. You established that Grandia did seize and occupy Dyflant during the height of the war against the humans, but subsequently during peace-time (when it would have more soldiers to spare) it did not.

Anyways, if you could repost your writeup with all the corrections you want, I'll get it uploaded.


1 person marked this as a favorite.

Wow, I just keep rolling potential new settlements for Grandia... well, it's time to go somewhere else.

Rolling for New Settlement Mon Jul 18 2016 22:12:31 GMT-0700 (PDT)
law/chaos 1
good/evil 2
size 16
government 10
region 2
race 17
quality 1 6
quality 2 21
quality 3 17
quality 4 10
quality 5 20

Achipa Mazci
Lawful Neutral Large City (South)
Corruption +6; Crime 0; Economy +3; Law +7; Lore +3; Society 0
Qualities Adventuring Site, Pious, Rule of Might, Strategic Location, Wealth Disparity
Danger 10
Government Overlord
Population 18,000 (7,500 Vishkanya, 5,500 Human, 3,000 Lizardfolk, 1,000 Serpentfolk, 1,000 other)
Notable NPCs
King Donzoga Mazci LE Male Serpentfolk Magus 18
High Priest Bacciza LN Male Vishkanya Oracle 17
High Protector Ollo Pettay LG Female Vishkanya Paladin 16
Velli Gluog LN Male Human Cleric of Borehelos 14
Cheya Jacca CG Male Lizardfolk Cleric of Warissa 12

Marketplace
Base Value 8800 gp; Purchase Limit 75000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The Telzuchin Empire was once the mightiest of the southern lands, but it collapsed hundreds of years ago as it was cursed by its own patron gods. The great cities were reclaimed by the jungle, and its people fled or died. Yet the capital persevered and new patron gods have emerged - Borehelos and Warissa - to guide and renew the empire. Achipa Mazci is one of the first of the great cities of old to be reclaimed. However, the violent sect of the priesthood of Borehelos has all but completely purged the influence of Warissa and dedicated this city solely to Borehelos.

The civil war happened a generation ago when Achipa Mazci was still young. Though the faithful of Warissa have never truly been driven from the lands, they must quietly sit in the shadows and face imprisonment or worse if revealed. The government is theocratic, but the throne itself is routinely taken by force. Kings and Queens seldom rule for more than a handful of years before being replaced. The current king is a pitiless serpentfolk named Donzoga.

The city is still surrounded by dangerous wilderness, and keeping the trade routes open is difficult. Travel by air would be easier, but airships are rare in this part of the world. Ruins, monster lairs, and places of magical intrigue make it dangerous to leave the beaten path and the farming villages that feed the city require constant protection.

Although outsiders would be forgiven for thinking otherwise, the court gives little weight to the race of its people. Although the nobility is more heavily swayed towards Vishkanya and Serpentfolk, there are many prominent human families that stand as equals to the scalykind. Similarly, many of the poorest and downtrodden are themselves of scale. The distinctions of society were established in the prior civil war, with families who supported the priesthood of Borehelos growing wealthy and strong while those who supported Warissa lost everything. This has lead to a very divided society prone to riots and heavy-handed response.

Strangely enough, Achipa Mazci has little connection with the old capital. The way is simply too dangerous, and trade connections are being forged with other lands. The lizardfolk minority in the city in particular have pushed heavily for a trade alliance with the empire of Grandia, but the sheer distance between Telzuchin and Grandia makes it a difficult journey, and one that invariably requires shipping over the treacherous Callabian sea. Lizardfolk and Vishkanya merchants still ply this trade route in spite of rampant piracy and monster attacks, partially out of pride but also hope that they can establish permanent connections and prosperity.

Liberty's Edge

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*Ah-h-hem*

Changes:
+Instead of reptillians, the town is racially intolerant towards tieflings.

All honesty, I'm scrapping the original writeup entirely.

"Dyflinn is a small town on the western edge of the continent that is known as an oddity for its peaceful history. Rather than steel or spell, Dyflinn has protected itself through the written word, ensuring itself as a "safe zone" for diplomats from sovereign nations. Many of the citizens can trace their heritage back to the founders of the town, which, coupled with Bishop Siodhacan's preaching on the virtues of Jovan, has ensured the town is peaceful, if not particularly wealthy.

High Overseer Hengist the Liberator is nicknamed as such for his work towards lowering taxes on the citizens, instead charging fees on foreigners seeking to conduct business there. Alongside Bishop Siodhachan, the two preach a strong message about social contracts, which keep things relatively peaceful.

Due to the light taxes, Dyflinn lacks an organized army, so Stablemaster Kent has been appointed unofficial "contractor," hiring adventurers to handle nearby goblin raids and ghoul crypts.


I kept on looking at the preliminary thread! dot.


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lucky7 wrote:

*Ah-h-hem*

All honesty, I'm scrapping the original writeup entirely.

Didn't mean to discourage you there. I don't think it's impossible to work around the empire of Grandia... just tricky. Since I just rolled a southern human city, I'm going to give it a shot:

Rolling for New Settlement Sat Jul 23 2016 00:00:00 GMT-0700 (PDT)
law/chaos 3
good/evil 1
size 10
government 6
region 2
race 7
quality 1 28
quality 2 20
quality 3 3

Scarlah
Chaotic Good Large Town (South)
Corruption 0; Crime -2; Economy 0; Law +1; Lore -2; Society +5
Qualities Adventuring Site, Deep Traditions, Insular
Danger 5
Government Council
Population 4,250 (2,200 human, 800 kobold, 500 elf, 400 Ratfolk, 300 half-elf, 50 other)
Notable NPCs
Daleth Carhel CG Male Human Illusionist 10
Nurassine Byrassil CG Female Elf Arcanist 10
Burra Khoo CN Male Kobold Druid of Zekelor 9
Jacylynn Varsha NG Female Half-Elf Hunter 8
Yudda Nuthram CN Female Ratfolk Stalker 8
Marketplace
Base Value 2000 gp; Purchase Limit 15000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

The Lac Lauren Fenlands are located in the south-western reaches of the Empire of Grandia. The monster infested swampland is unwelcoming to the civilized lizardfolk of Grandia, and its reputation for being filled with ghosts and illusions keeps the patrols at bay... allowing the human refuge of Scarlah some semblance of peace. Scarlah has thus far managed to keep its location a secret from the empire. While its existence is not a secret, the lizardfolk have significantly underestimated the size of the human population of the swamps and have left the matter to the local magistrate, who lacks the manpower to launch thorough expeditions. While land-based patrols are rare, dragon flyovers are fairly frequent and the humans of the swamp know well to avoid open fields and clearings.

Although Scarlah is home to a number of skilled spellcasters, they must be weary when setting out into the swamp to cast their illusions. The dangers of the swamplands are very real. They are filled with the ruins of a dead civilization known as the Lassazci. Their temples and cities have long since sunk into the swamp and overgrown by canopies of trees, but tales of relics of a past age hidden in these places is a draw for adventurers, and that is unwanted attention as far as the citizens of Scarlah are concerned.

Scarlah is ruled by a council comprised of its most respected citizens of each of the races; three seats to the humans, one seat to the elves, one seat to the kobolds, one seat to the ratfolk, and one seat to half-elves. The town's three spellcasters are permanent council members, with the remaining seats being filled by distinguished citizens. As the last vestige of free humans in the region, the people of Scarlah have taken it upon themselves to preserve their heritage. Although difficult with most of their populace barely getting by on subsistence farming and foraging, they have attempted to preserve the writings and artwork of their past and continue to uphold the celebrations and traditions of their forebears.

Scarlah is home to a small kobold population. The people are uneasy about the presence of scalykind, but the Naknyuk Tribe has no love of the empire of Grandia. The tribe suffered a horrific purge for their worship of Zekelor, and have only just begun to recover. The kobolds have begun to resent having only one seat on the council even as their population grows, and if demographics continue to shift a redistribution may soon be necessary.

Jacylynn Varsha is one of the few individuals brave enough to make trading runs out of the swamp. Smuggling her small trade caravans out of and back into the empire is risky and difficult business, but brings much needed goods from the outside world to the swamp, as well as useful connections and alliances with the humans who live outside of the borders of Grandia.

Liberty's Edge

Dasrak wrote:
lucky7 wrote:

*Ah-h-hem*

All honesty, I'm scrapping the original writeup entirely.

Didn't mean to discourage you there. I don't think it's impossible to work around the empire of Grandia... just tricky.

You didn't discourage me. Just realized Dyflant wasn't the way it would have to work.


Is Grandia the hobgoblins?

As long as the monsters can claim to own the humans, the humans can claim to own the land.

According to the Druids, the land is not a dead thing you can own.


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Goth Guru wrote:
Is Grandia the hobgoblins?

Grandia's citizens are primarily Lizardfolk with a Kobold minority and a ruling class that includes full-blooded dragons. Their capital is New Ganterton, and the empire is roughly outlined in the New Ganterton writeup. They regard humans as inferior creatures and enslave them to work as laborers and servants. An "independent" human settlement within the borders of Grandia would require some careful consideration on the part of the author, but I don't think it's impossible. Grandia has a lot of references to the southern united states and confederacy, from having an economy heavily focused on cotton growing, to extensive use of slave labor, to names and cultural mannerisms drawn heavily from that time and place. So try to keep that theme going if you want to add to it.

Anyways, as always you don't need to tie in directly to existing settlements and there's no requirement to put your southern settlement inside the borders of Grandia. If you do choose to do so, proximity to an imperialistic lawful evil empire is going to have a huge impact on your settlement.

Quote:
According to the Druids, the land is not a dead thing you can own.

According to the Empire of Grandia, you absolutely do own the land if everyone who disagrees with you is dead or has been "convinced" of the errors of their previous opinions.

Also, while I'm here, a quick reminder that it has never been easier to generate your own random settlement. Just click here to have all your rolls done for you.

Liberty's Edge

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Rolling for New Settlement Sat Jul 23 2016 18:03:48 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 5
government 1
region 3
race 7
quality 1 7
quality 2 8

Basil's Hollow
Neutral Good Small Town (West)
Corruption 0; Crime 0; Economy +1; Law 0; Lore +1; Society +1
Qualities Prosperous, Racially Intolerant (Hobgoblins)
Danger 0
Government Autocracy
Population 1500 (1,000 Human, 500 other)
Notable NPCs

+Mayor Hydosia Kommenos (NG Human Expert/7)
+Jester's Choice owner Karloman Petrus (NE Half-Elf Alchemist/8)
+Chaplain Grimm (NG Venerable Afflicted Werewolf Dwarven Cleric of La/7)

Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --
An oasis town in the Sandsea, Basil's Hollow serves as a place for explorers and merchants to rest before continuing their journey. The town has existed in peace due to its status as a vassal of the Emiraban Khan. The current Mayor, Hydosia Kommenos, sees no reason to change this state of affairs, although there are rumors she will soon petition the Khan for a vote in the election.

One of Basil's Hollow's many inns is the Jester's Choice, owned by the nimble-fingered alchemist Karloman Petrus. Those who visit him find his service the most exquisite, even though there have been incidents of deadly food poisoning among some of the patrons, and a few unusually wealthy ones being robbed soon after departing for the Sandsea.

Chaplain Grimm speaks little of his former life; he has spoken about owing someone a lot of money, and being bitten by a werewolf before he was left to die in the Sandsea. Following the moon, Grimm found Basil's Hollow, where the people were able to restrain him before he turned. Serving as a dungsweep before meeting a travelling cleric of La, Grimm saw that it was now his responsibility to teach others the lessons he hadn't been. Grimm takes pride in his ability to help others, and the town has benefitted from him during the fifty years he has lived in the town.


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Alright, lets flesh out the Kingdom of Kiroth

Rolling for New Settlement Sat Jul 23 2016 22:45:34 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 12
government 6
region 5
race 12
quality 1 5
quality 2 1
quality 3 3
quality 4 25

Durglin
Neutral Good Small City (Central)
Corruption +1; Crime +1; Economy +1; Law -2; Lore +1; Society +7
Qualities Academic, Cultured, Insular, Notorious
Danger 15
Government Council
Population 6,700 (5,500 Dwarf, 500 Halfling, 400 Human, 300 other)
Notable NPCs
Borzen Browstrud LN Male Dwarf Fighter 1 / Brawler 13
Vasslun Biossun NG Male Dwarf Sorcerer (Empyrial) 14
Gorgus Mourrosh LG Male Dwarf Cleric of Talathel 13
Yothig Byathsun TN Female Dwarf Alchemist 12
Berej Toshien LG Male Dwarf Spiritualist 13
Hershin Bulcath LE Male Dwarf Cavalier (best rider) 12
Marketplace
Base Value 5200 gp; Purchase Limit 37500 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Durglin was once a crown jewel of the Kingdom of Kiroth, but today it is one of the last few bastions of dwarven presence on the southern side of the mountains that holds against the hobgoblin kingdom of Massereen. The city has shrunk from its former glory, but those who remain hold the legacy of the city all the closer to their heart.

The library of Durglin is its most famous building. It is a place filled with arcane tomes and historical manuscripts, but its true treasure trove is its vast collection of dwarven folklore. While often looked down upon by students of the arcane and historians who come to research at the famed library or Durglin, to the townsfolk this is their legacy and a statement of who they are as a people. The curator of the library happens to be the senior member of the city council, Vasslun Biossun.

Despite some attempts by the military leadership of Kiroth to assert their will and install a governor, the traditional city council is still elected by the local landowners and rules the city. Most of the councilors have little love of the constant fighting and resent the attempts to take away the city's autonomy, but they understand the imminent threat posed by Massereen and frequently approve of the rather heavy taxation called for. The current council is relatively stable, and hasn't changed in many elections. Aside from the council chair Vasslun, there is also father Gorgus Mourrosh, the local priest of Talathel. Although the worship of Talathel is rare in Kiroth and a minority even within Durglin, he is highly respected by citizens of all faiths. Yothig Byathsun represents the merchant's guild and is particularly vehement about maintaining the economic strength of Durglin. Berej Toshien heads the Academy for the Talented, a place where dwarves who develop skills with magic at a young age to train and hone their skills in a structured and safe environment. He is viewed as a moderate and peacemaker who brings stability to the council and the settlement at large.

The final council member is Hershin Bulcath, a local hero who has fought frequently to defend the city against the hobgoblin threat. Thoroughly militaristic in nature, the minority of dwarves within Durglin who favor more aggressive action against Massereen have voted him to his seat repeatedly. The man is a terror on the battlefield, not the least of which is due to his ferocious mount, a creature known as a megatherium clad in dwarven steel that has lead the charge on many a battlefield. However, his hard-line positions make him deeply unpopular with some.

The shrinking of the city has affected its stability. Much of the old city is now empty, with countless boarded up buildings. In particular, a number of powerful wizards who once resided here have left for fear of being disrupted if the city once again is threatened by invasion. Many of them left behind experiments or legacies that the city's rulers don't know about, and there is talk of strange creatures that live in these forgotten buildings and hidden laboratories.

Durglin relies heavily on trade with the Kingdom of Rastria, as the Sanasid mountains are difficult to pass over by land ever since the Marahuk pass was closed centuries ago. Most trade with the northern half of the kingdom of Kiroth takes place by airship, but these are quite limited and the economy is thus more connected with the humans of Rastria than with their own kin. Whether this will lead to a formal split in the future remains unknown, but it is a topic that is greatly divisive among the people of Durglin.


All creators
Given the number of settlements created, what are some things you think can be added or improved to make the random generation better?

For example, I'd weight a settlement's alignment to be closer to the kingdom's alignment. I would also weight things in favor of smaller settlements since those are the most common.

The big thing I am working out though is factions, such as any gangs, churches, guilds, etc, not just the ruling faction or factions, but the secondary ones as well.

Also working on styles of services, for example, is there a guard that does police and military work, or are the police and military separate, those kinds of things.

I will also make for more racial mixed as my world (for which I will eventually populate with random generator once I'm finished making it better) doesn't divide so much along racial lines, not everywhere anyway.


I would link or post a current list of factions.
Also using what you can choose to explain incongruities is good.
The Wormlord(one of my aliases) used the dungeon beneath to explain the small size of what should be a prosperous community. Also, the placement of the hobgoblin ambassador who is really spiing for military advantage. It's like Casablanca. They won't invade that place as long as it's useful.

That town in lizard people territory might have been left there so they could study the Pinkskin's strengths and weaknesses. As they look at the town who's leaders cower in a central fortress, they will see how an attack from above right in the central cortyard will be their best bet.


TheAlicornSage wrote:
I would also weight things in favor of smaller settlements since those are the most common.

On the other hand, smaller settlements are less likely to be notable than larger ones. If you look at a world map, the cities that get labeled are disproportionately the big ones.

Goth Guru wrote:
I would link or post a current list of factions.

I am maintaining one in the instruction document, organized by region.


"Also using what you can choose to explain incongruities is good."

In moderation. Which is why I would weight things, but not limit them. It gets boring real fast when none of the towns you visit is within one step of the nation's alignment, and every single one of them is abnormal. Gotta experience the normal so the rare actually feels exceptional.

I don't have much of a list of factions yet, but they are generic anyway, things like,
3 street gangs (1d4, 1-2 warring, 3 unfriendly, 4 allied), a thieves guild, a recognized religious group, polytheistic church group, secret cult, craftsman guild (roll for profession), etc.

Then you'd roll for establiment, i.e. several locations throughout city, a large hall, 2d4 small lodges around the city, specially significant location, etc.

Liberty's Edge

For the East, the Dwarven Kingdom of Etag Ogred (from the city of Rog Kalesh) should be a Dwarven Kingdom and a swampy-ish region.

Liberty's Edge

Rolling for New Settlement Fri Aug 05 2016 19:11:20 GMT-0700 (PDT)
law/chaos 3
good/evil 1
size 6
government 10
region 2
race 13
quality 1 24
quality 2 12
quality 3 28

Coque Dorazon
Chaotic Good Large Town (South)
Corruption +2; Crime -3; Economy +1; Law +4; Lore +1; Society -2
Qualities Broad Minded, Deep Traditions, Tourist Attraction
Danger 5
Government Overlord
Population 4,300 (1200 Aasimar, 1800 Humans, 500 Tengu, 800 other)
Notable NPCs
+Thikana Mixte Bolira (CG Aasimar Warpriest of Warissa/12)
+Lejerdemo (LN Elf Wizard/10)
+Garrison Commander Tychus (LG Paladin/7)
Marketplace
Base Value 2400 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Coque Dorazon is one of the oldest cities in the Telzuchi Empire, and its location deep within its borders ensured it survived the collapse of the Empire relatively intact. Home to the summer Palace of the Divine Empress Warissa as well as the Cetic School of Architectural Sorcery ensure a constant influx of tourists, generating much coin for the city.

The Thikana of the city is Mixte Bolira, 1,347th in line for Warissa's seat on the throne. Granted the city in exchange for his fanatical devotion, Mixye seeks to do his ancestor proud, with as little inteference from Divine Emperor Borehelos as possible.

Lejerdemo, the court wizard, is a eunich, and thus unable to hold hereditary property. This ensures the Thikana relies on him, although some wonder whether he may have ulterior motives.

Tychus, the garrison commander, is a Stahlmun, and sweats constantly in the heat of the Telzuchi jungles. A retired mercenary, Tychus is always on the lookout for "freelance men-at-arms" to handle what he believes his troops cannot.

The city is shaped as a giant ring, with a lake in the center holding an island. On this island stands the Imperial district, where matters of governance are carried out and Warissa herself spends the summer months. The rest of the city, known as the Ring, has wealthy homes and businesses concentrated around the Ring, with the Rookery and other poorer areas radating out towards the city walls.


why not? As this thread is part of the pantheon thread, I will also link it to this thread.


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Rolling for New Settlement Wed Aug 10 2016 15:28:54 GMT-0700 (PDT)
law/chaos 1
good/evil 1
size 10
government 5
region 5
race 18
quality 1 10
quality 2 23
quality 3 4

Kulmara
Lawful Good Large Town (Central)
Corruption 0; Crime +2; Economy +1; Law -1; Lore -4; Society +5
Qualities Magically Attuned, Strategic Location, Timid Citizens
Danger 5
Government Council
Population 3,600 (2,400 Kitsune, 1300 human, 100 other)
Notable NPCs
Deisha Sannal TN Kitsune Rogue 1 / Fey Sorcerer 4 / Arcane Trickster 10
Malyena Tiris LG Female Kitsune Paladin 12
Glenda Eredev LG Female Human Wizard 11
Urorich Blinn CG Male Kitsune Oracle 12
Elaglee Tiris CG Female Kitsune Summoner 10
Tohum Broadbend NG Male Human Bard 7
Marketplace
Base Value 2600 gp; Purchase Limit 12000 gp; Spellcasting 7th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Local legend has it that Kulmara simply appeared out of nowhere. One day there was an empty meadow, the next there was a bustling town home to hundreds of people. The locals are quick to dismiss this a nonsensical fairy tale. The town has been there as long as anyone can remember, and the story is simply a product of rampant imagination and the fact that some local mapmaker decades ago omitted the town.

Of course, the town really did magically appear one day and the locals mostly know this. However, it's not quite a lie that this is a "fairy tale", as the kitsune who founded Kulmara were thrust into these unknown and strange lands by capricious fey. The deal their ancestors brokered was both salvation and a curse. They escaped violence and war, but will never again return to their former homelands. From the new beginnings stemming from Kulmara, they aspired to keep a more cautious existence.

Over the generations, the kitsune have carefully concealed their presence here in these lands, and the fact that Kulmara is something of a refuge for their kin. Those few humans who happen into this knowledge are carefully convinced to keep this knowledge secret. The majority of the kitsune population in the region does not actually live in Kulmara, but know they can always return here if they need to "start again".

The kitsune with their magic have in turn made the surrounding towns more prosperous, and a vibrant trade in magical items has emerged in the region over the last century. Kulmara is now a common stopover for merchant caravans interested in this kind of fare, which has been both a blessing to the town's economy and a major hassle for the kitsune who desperately want to keep their presence a secret. The kitsune here are especially cautious and tight-lipped, even as they try to be friendly.

One of the tools that the town employs is the annual festival of flowers. This week-long party draws people from the surrounding countryside to enjoy the revelry and the unusual culture of Kulmara. When the festival ends the town uses it as an excuse to convince "vagrants" that it's time for them to go home. This has kept the human population of Kulmara in check, as in the weeks after the festival anyone without family connections in Kulmara will be heavily encouraged to leave.

The town is governed by a council of five members. Each year, one of the seats on the council faces election, giving each council member a five year term. These elections are themselves fairly closed and private affairs, with each of the nineteen prominent local families getting one vote each. Due to the way the town charter is written and the town's rather strange origin, most of these families are kitsune. Humans have come and settled in Kulmara over the years, and four families have even been granted "official" status giving them a vote in these elections, but the way the system is set up the kitsune houses effectively decide these elections among themselves. Humans only serve on the council when the kitsune houses allow it... which is surprisingly often, although there is seldom more than one human at a time. The current council is comprised of four kitsune and one human. The human is Tohum Broadbend, a popular and charismatic young man whose commitment to the community is beyond reproach, which has earned him the respect of the kitsune houses and allowed him to successfully take a seat on the council. Although he suspects there is some strange connection between many of the local families, and is aware that some kitsune live in the town in the guise of humans, he is as yet unaware of the town's true nature. The council meets once per month to discuss local issues, and is also act as judges for any crimes committed.

The true power-brokers in town have little interest in the council. While they respect its ruling authority, they consider the day-to-day governance of a small town to be beneath their interests. Deisha Sannal is a kitsune with an unusually long lifespan, and is the only one who still remembers their ancestral homeland. She is jaded and dedicated to maintaining the secret enclave for as long as her unnaturally-extended lifespan holds out for... and given the nature of fey magic, that could happen at any moment without warning. The Tiris family is the most powerul for the kitsune houses, as is particularly notable for producing adventurers who have traveled the lands. Glenda Eredev is one of the few humans aware of the truth of the town. She is too powerful a wizard to intimidate or control, but has fortunately proved to be a valuable ally to the kitsune houses.

Dark Archive

OMG I forgot to finish my settlement. Be right on it.

Dark Archive

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Merephel
CE Small Town
West
Corruption +1; Crime +0; Economy +0; Law +1; Lore +0; Society -4
QualitiesPious, Insular, Cursed
Danger0
GovernmentAutocracy (Mayor)
Population 678 people (342 Elves, 115 Half-Elves, 153 Humans, 12 Half-Orcs, 56 Other)
Notable NPCs
Mordin Gallant, Besieged and Paniced Mayor NG Elf Expert 3
Caldwin Yesterov, Cult Leader of Moloh Cali(not my own diety)CE Half-Elf Cleric 7/Fighter 3
Tevora Islante, Inquisitor to Moloh CaliCE Half-Orc Inquisitor 3/ Slayer 2
Hall Basilov, Shady MerchantNE Elf Adept 5
Marketplace
Base Value 1000gp; Purchase Limit 5000gp; Spellcasting 5th
Minor Items 3d4; Medium Items1d6 ; Major Items---

Originally founded by a group of elves on pilgrimage, the town of Merephel has seen better days. Once a booming trade town sitting just outside the Sand Sea on an area known as the Golden Rocks, a rocky but milder weathered place to the north east of the desert. It served as a jumping off point for those from the Darwish Empire going into the Sand Sea.

As time passed and more and more settlements where created in more profitable regions of the Empire, Merephel lost its wealth and power. Once a proud town of near two-thousand, now is a ghost town of its former self. It wasn't long 'till many of those felt hopeless and lost, leading to the rise of the cult of Moloh Cali. Led by the eccentric Pastor Yesterov and enforced by his mysterious and sadistic Half Orc Tevora Islante, within two years near half the town is under the cults power.

What meager visitors the town does get are now instead of welcomed with open arms, are now viewed with suspicion, watched by many eyes. People disappear in the night for sacrifice by the cult, while a home may catch fire with no one to put it out. The Darwish Empire suspicious of the town and its activity, but political power in that area is limited. In a desperate attempt to have some show of power, the Gov't has sent a young Half Elf to act as mayor. But, he has found no luck in curbing the cults influence, waiting for the day the cult has had enough of his pathetic attempts at control.

Dark Archive

law/chaos: 1d3 ⇒ 1

good/evil: 1d3 ⇒ 3

size: 1d20 ⇒ 3

government: 1d12 ⇒ 3

quality 1: 1d28 ⇒ 21

quality 2: 1d28 ⇒ 15

region: 1d5 ⇒ 1

race: 1d20 ⇒ 4


NenkotaMoon wrote:

...

Just a fyi, but I created a tool to make rolling for settlements a little easier.

Nothing wrong with rolling on the forums if that's what you want to do, but it's an option that's available if you want it.

Dark Archive

Dasrak wrote:
NenkotaMoon wrote:

...

Just a fyi, but I created a tool to make rolling for settlements a little easier.

Nothing wrong with rolling on the forums if that's what you want to do, but it's an option that's available if you want it.

Yea, saw that just as I posted. Sorry for the long wait to finish the settlement. Been very busy IRL. Hope you like it. :D

Dark Archive

1 person marked this as a favorite.

Fort Xavier "Tarthos"

LE Small Town

Corruption +0; Crime +0; Economy +0; Law +6; Lore +0; Society -6

Qualities
Rule of Might
Militarized

Danger0

Government
Autocracy (Military Governor)

Population 1580 people (1020 Human, 210 Half-Elf, 230 Elf, 120 Other); 1350 Military Personnel, 230 Colonists

Notable NPCs
Military Governor Lord Aldred Brando LE Human Cavalier 12/ Ranger 4
Confused Senator Arien Gavlovov LN Human Aristocrat 6
Mayor Abigail Dragonhearth LG Human Fighter 3/ Adept 3

Marketplace

Base Value1000 GP; Purchase Limit5000 GP; Spellcasting4th

Minor Items3d4 ; Medium Items1d6

A symbol of Darwish Empire control across the Sea of Ice, the town of Tarthos is overshadowed by Fort Xavier, a military complex under construction to hold the interests of the Empire. The fort is under control of the famed Lord Brando, known for his tendencies to enforce discipline among his troops and outright savagery and disregard for the enemy. Prisoners of his lordship have been known to be fed to his many hunting dogs and remains hung on gibbets outside the colonies walls. His tendencies are only anchored by the ever bumbling Senator from the capitol.

Tarthos is relatively calm, but the Mayor has had trouble with the military harassing her people. Multiple arrests have been made for even the most petty of offenses. This all in an uncertain time, where the ever present danger of the surrounding lands and the natives whom may not like such an expansion.

Dark Archive

law/chaos: 1d3 ⇒ 2

good/evil: 1d3 ⇒ 3

size: 1d20 ⇒ 16

government: 1d12 ⇒ 1

quality 1: 1d28 ⇒ 16

quality 2: 1d28 ⇒ 16

region: 1d5 ⇒ 3

race: 1d20 ⇒ 16

I know I know, I just like rollin' it myself.

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