Homebrew Challenge: Settlement Generator


Homebrew and House Rules

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If you want bizzare, here's one I haven't been able to do anything with yet. Still trying to find my 'hook'.

New Random Settlement
Chaotic Neutral Metropolis (East)
Corruption +1; Crime +5; Economy +6; Law +3; Lore +4; Society +7
Qualities Adventuring Site, Artifact Gatherer, Cultured, Holy Site, Resource Surplus, Restrictive
Danger 10
Government Autocracy
Population more than 25,000 (Any Paizo-published without racial hit dice)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 8000 gp; Purchase Limit 150000 gp; Spellcasting 9th
Minor Items all available; Medium Items 4d4; Major Items 3d4

A Chaotic Neutral Metropolis is already going to be somewhat interesting. A Chaotic Neutral Metropolis which happens to be an Autocracy is another layer of interesting. Its also an adventuring site, But with Artifact gatherer implying a heavy restriction(Odd on Chaotic Neutral) Its a Holy Site so need to consider which Chaotic Neutral god its dedicated to. Highly Cultured, which wants explanation. A resource surplus, sure ... but then again, its a Chaotic neutral Autocratic restrictive metropolis with item restrictions.

Ontop of that, its any Paizo published without racial hit die and being a metropolis is likely to change the balance of the east a good bit,


Although I may have something now. Hmm.

Dark Archive

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Haven Hill

TN Small Town (West)

Corruption +0; Crime +0; Economy +0; Law +0; Lore +2; Society +2

Qualities Pious, Supportive

Danger 0

Government Autocracy

Population 1670 People (800 Elves, 400 Humans, 300 Half-Elves, 170 Other)

Notable NPCs
Kindly Mayor Adrianna Ti'koal NG Half-Elf Aristocrat 1/ Cleric of Annalise 9
Friendly Constable Torik "The Just" LN Elf Cavalier 7
Smith Owner Bruford Hammerfell N Adept 4/ Warrior 1

Marketplace

Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --

Just a few miles west from the coastline of the Sea of Ice is the small town of Haven Hill, a beautiful town founded by the first elven explorers of the Royland Plains. The small town serves as a model for the once relatively stable Darwish Empire, now locked in a strange battle within the heights of Gov't, manifesting in ugly ways.

In Haven Hill however, the troubles of the capitol are far away and the normal Darwish life flourishes. With backing from the mayor, a kind old Half-Elf and local preacher, the town seems to flourish for those looking for a good place to settle down, especially for those whom worship the goddess of redemption Annalise. Her, you will find a robust community to turn he lives of those of the dark to the light.

Dark Archive

law/chaos: 1d3 ⇒ 1

good/evil: 1d3 ⇒ 2

size: 1d20 ⇒ 5

government: 1d12 ⇒ 3

quality 1: 1d28 ⇒ 1

quality 2: 1d28 ⇒ 11

region: 1d5 ⇒ 5

race: 1d20 ⇒ 16


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Mellora;

Chaotic Neutral Metropolis (East)
Corruption +1; Crime +5; Economy +6; Law +3; Lore +4; Society +7
Qualities Adventuring Site, Artifact Gatherer, Cultured, Holy Site, Resource Surplus, Restrictive
Danger 10
Government Autocracy
Population 25,000 Merfolk, 5,000 in the 'Floating city' trade district on the surface.

Notable NPCs
Marise, CN cleric 18 of Haggini.
Linnell, Skald 15, N, Autarch of Mellora.
Marketplace
Base Value 8000 gp; Purchase Limit 150000 gp; Spellcasting 9th
Minor Items all available; Medium Items 4d4; Major Items 3d4

Mellora is perhaps the central city of those living under the water, and a trade hub with the land-dwelers. Located perhaps a few days travel by boat off the coast of Nessex. The city is a booming center of culture known for its storytelling, bards and culture of 'creative bragging'- and its eel-leather. The city is divided into two main parts - above is a floating city, the 'Foreign quarter' or the city, where those not of the Merfolk live, and where the grand market is located, where goods from below are traded with those above. Non merfolk are not allowed into the City Below. The City Above is also a popular jumping off point for expeditions to the Eastern Isles, a site of high adventure - filled with resource and risk. All Psychic items are gathered in the city below, and not allowed above.

Perhaps oddly, the site is also sacred to Grandmother Haggini - who is revered among the merfolk. the City Below is built around a great protrusion of wood on the sea floor, which is said to be one of Her Roots - extending all the way through the ocean floor. The Autarch below is known as the Lord High Protector, and is main job, as it were, is just to enforce the few rules in the down below and protect.


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Rolling for New Settlement Sat Sep 03 2016 18:45:30 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 1
government 1
region 4
race 8
quality 1 11
quality 2 2

Mertalish
Chaotic Evil Small Town (East)
Corruption -1; Crime -3; Economy 0; Law +2; Lore 0; Society +2
Qualities Holy Site, Superstitious
Danger 0
Government Autocracy
Population 400 (385 human, 15 other)
Fedderick Donsa CE Male Human Cleric of Moloh Cali 8
Yodrum Herresh CE Male Human Ranger 7
Dagrin Moshley LN Female Human Expert 8
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 --

The city of Mertalish was once a bustling and happy place that welcomed traders from far away lands. That was before the mountain awoke and buried the city in ash and fire. Few survived, and even fewer remained afterwards. Those who stayed behind had their reasons, but did not expect what was to come. A priestess of Moloh Cali named Jaurunda arrived at the settlement and decreed that the eruption was a holy sign from her god. The town has been overrun by pilgrims of that faith ever since, and their penchant for live sacrifice by fire has further dampened the spirits and numbers of those who remained. Fedderick Donsa recently replaced his predecessor as the head priest in Mertalish. The work of Moloh Cali called Jaurunda to other lands, and she left the temple in Fedderick's capable hands.

One of the few residents of the old town that still lingers in the ruined districts is Dagrin Moshley, a master smith renowned for creating enchanted weapons. She has excavated her former forge and continued her work here. The latent magic of the eruption, partially enhanced by the work of Moloh Cali's priesthood, has made the crafting of flaming weapons significantly easier. She begrudgingly does business with the faithful of Moloh Cali, but keeps several armed guards just in case.

Yodrum Herresh is an escaped convict who is lying low in the city. His skills make him useful to the priesthood of Moloh Cali and he frequently abducts lone travelers on the nearby roads for use in their ceremonies. The man is anxious about remaining in one place for too long, but fears it may be many year before he can show his face in his home city.

The outlying farmsteads on the south side of town were largely untouched by the eruption, and most of the people now live in that vicinity. They're stubborn and distrusting folks, but they begrudgingly put up with the priesthood of Moloh Cali because their pilgrims bring a great deal of gold to town. Those with objections have long since removed themselves or been removed. The inner town is frequented only by those seeking either Dagrin Moshley's forge or the temple of Moloh Cali. Travelers and locals stick to the south side.

Dark Archive

Moloh Cali getting all the love XD


Drelm
Lawful Evil Small Town (South)
Corruption -2; Crime 0; Economy 0; Law 0; Lore +1; Society +1
Qualities Defiant, Mythic Sanctum
Danger 0
Government Autocracy
Population 500 (Mites)
Notable NPCs
Bokke, LE Mite Oracle 8, 3rd tier mythic(Hierophant)

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

Drelm, located in the caves under Mount Ergen, is unusual to say the least. Mites, being what they are, do not normally congregate in such large numbers. Drelm is anything but usual. The town has grown up around Bokke, a Mite who seems to have come out of nowhere weilding powers of nature and seeming somehow to have a special destiny. In a rapid span what was once the small warren of Drelm has grown to almost six times what is normal for the diminutive fae kin. The strong willed yet slightly dull inhabitants are held together by the force of nature that is Bokke - and the town's growth shows no signs of slowing. Noone knows quite what to make of it.


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RDM42 wrote:
Mellora

Vasathan greatly covets Mellora, but is too intimidated by Haagni to actually make a move on the city.

RDM42 wrote:
Drelm

By "Mount Ergen", do you mean his head?


More or less, I just placed them at that mountain.

And I imagine he would covet. It is a rich city. Its also fairly well protected.

Dark Archive

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Azeez

LN Small Town (East)

Corruption +0; Crime -4; Economy +0; Law +2; Lore +1; Society +2

Qualities
Academic
Superstitious

Danger0

Government
Autocracy

Population 400 Catfolk; 80 Other

Notable NPCs
Abdul Farrun, Elder of the True Way Temple LN Catfolk Monk 17
Tiala Farrun, Fiesty Independent Daughter CG Catfolk Monk 5
Red Face Kareem, Owner of Savage Claw Company CN Catfolk Ranger 13
Neefar Salizari, Honest Merchant N Catfolk Commoner 2/ Rogue 2

Marketplace

Base Value 1000 GP; Purchase Limit5000 gp; Spellcasting 3rd

Minor Items3d4 ; Medium Items1d6 ; Major Items

Situated in the scenic Telami Highlands sits the small town of Azeez, a center for the small, loosely organized Catfolk population of the central lands. Lacking their own country for centuries, Azeez is an oddity. Here, it stands home to the Monastery of the True Way. They teach the art of a strange fighting style known as simply "The Way", a quick strong style relying on perfect control of the body to deliver devastating power, unmatched. As well, it serves as a teaching ground for the general culture of the scattered populous of the Catfolk people.

A group known as The Savage Claw Company is based out of the small town, serving the larger lands of the inner region from their headquarters just a little down the road. Aggressive in tactic and policy of getting the job done, they have quickly rose to become one of the more prominent contractors in the region.

Catfolk culture is often strange to outsiders, with bizarre rituals and customs. Many of which are to ward off against evil spirits known as Dekel, whom wish to do harm.


Which region?

Dark Archive

law/chaos: 1d3 ⇒ 3

good/evil: 1d3 ⇒ 3

size: 1d20 ⇒ 10

government: 1d12 ⇒ 10

quality 1: 1d28 ⇒ 1

quality 2: 1d28 ⇒ 27

quality 3: 1d28 ⇒ 19

region: 1d5 ⇒ 4

race: 1d20 ⇒ 14

Dark Archive

RDM42 wrote:
Which region?

Fixed that. Thanks for catching that.


RDM42 wrote:

More or less, I just placed them at that mountain.

So, in or near the ruins of Inral? (Though either way, the dwarves will despise them for being there.)


Both situations sound fine. It creates interest and conflict.


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Vutava wrote:
legoguy4492 wrote:

[dice=law/chaos]1d3 Lawful

[dice=good/evil]1d3 Neutral
[dice=size]1d20 Large City
[dice=government]1d12 Autocracy
[dice=5 qualities]5d28 Rumormongering citizens, Pious(Vuni), Notorious, Prosperous,Broad-Minded
[dice=region]1d6 East
[dice=dominant race]1d20 Tiefling
Is this one going to be expanded? Because I'd like to see more.

I forgot all about this :P

Grandaltain
LN Large City(East)
Corruption +2, Crime +3, Economy +3, Law +1, Lore +4, Society +2
Danger 20 Base Value 12800 Purchase Limit 100 000 Spellcasting Level 8th
Minor Items 4d4, Medium Items 3d4, Major Items 2d4
Qualities Rumormongering citizens, Pious(Vuni), Notorious, Prosperous,Broad-Minded
Government Autocracy
Population 15000 people (8000 tiefling, 3000 human, 1500 tengu, 2500 others)
Notable NPCs:
Duke Kaithos the Ageless: 16th level tiefling wizard
Archwizard Grorverm 20th level human wizard
Marshal Graet tiefling 6th level fighter/6th level rogue

The large city of Grandaltain is a safe haven for persecuted groups in the world. As such, they worship Vuni, an believe every one of her children should find a safe place. The ruler of Grandalthain is Duke Kaithos the Ageless, the founder of Grandalthain. He is supposedly kept alive by magic, cast by Archwizard Grorverm a wizard of incredible reputation. Grandalthain is kept in order by Marshal Graet. His police force stamps out crime and tries to make it an utopia for persecuted groups. This dream of an utopia is well protected by the Citizens Army; a militia group. Of course, Grandalthain always needs more upstanding citizens to join its ranks, will you?


legoguy4492 wrote:


Grandaltain

That ended up very similar to Kalteress.


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We now have a second person(Me) starting a game in a world based on this stuff.


Dasrak wrote:
legoguy4492 wrote:


Grandaltain
That ended up very similar to Kalteress.

I'm going to edit mine. Make the utopia violently stamp out any violation of Vuni's "code".

Edit: Damn one hour limit.
Add this after "His police force stamps out crime...":The Marshal has taken this to an extreme. He persecutes anyone that even slightly violates the code of Vuni, the perfect utopia brutally enforced.


legoguy4492 wrote:
Dasrak wrote:
legoguy4492 wrote:


Grandaltain
That ended up very similar to Kalteress.

I'm going to edit mine. Make the utopia violently stamp out any violation of Vuni's "code".

Edit: Damn one hour limit.
Add this after "His police force stamps out crime...":The Marshal has taken this to an extreme. He persecutes anyone that even slightly violates the code of Vuni, the perfect utopia brutally enforced.

Just copy the text, edit it, and repost. Its what I did.

Liberty's Edge

RDM42 wrote:

We now have a second person(Me) starting a game in a world based on this stuff.

Let us know how it goes!


Dasrak wrote:
NenkotaMoon wrote:
The east is shaping to be a multitude of this hat is city-states.

I noticed that. I originally wanted to make a settlement that was part of an existing kingdom or empire, but I didn't feel like creating a new one so I just went independent.

Where do you guys get the setting info? Like kingdoms and glaciers and stuff. Is it just from the settlements before?

Quote:


Cael Thos
True Neutral Small City (North)
Corruption +1; Crime -3; Economy +1; Law -1; Lore +1; Society +11
Qualities Cultured, Defiant, Superstitious, Supportive

A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official

That makes for some interesting roleplaying opportunities! It seems the city is used to having quite outlandish fashions and apparently very diverse visitors.

What's a non-government official anyways? They sure are easily convinced if you are even a little diplomatic..


Thanael wrote:


Where do you guys get the setting info? Like kingdoms and glaciers and stuff. Is it just from the settlements before?

Exactly. Everyone is free to add to the world, and a settlement can add a lot or a little to the world at the author's discretion. Deities are the only exception, being taken from the homebrew deity thread.

Quote:
That makes for some interesting roleplaying opportunities! Itseem the city I used to having quite outlandish fashions and apparently very diverse visitors.

That's one of the cool things about random generation, you can get weird combinations and then try to work them into the creation.

Quote:
What's a non government official anyways? They sure are easily convinced if you are a little diplomatic..

I presume they mean a townsfolk. In other words, generally trustworthy and helpful people. Modifiers this big are when GM's need to be mindful of those who will abuse Diplomacy, but definitely open up a lot of possibilities.


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EDITED VERSION:

Grandaltain
LN Large City(East)
Corruption +2, Crime +3, Economy +3, Law +1, Lore +4, Society +2
Danger 20 Base Value 12800 Purchase Limit 100 000 Spellcasting Level 8th
Minor Items 4d4, Medium Items 3d4, Major Items 2d4
Qualities Rumormongering citizens, Pious(Vuni), Notorious, Prosperous,Broad-Minded
Government Autocracy
Population 15000 people (8000 tiefling, 3000 human, 1500 tengu, 2500 others)
Notable NPCs:
Duke Kaithos the Ageless: 16th level tiefling wizard
Archwizard Grorverm 20th level human wizard
Marshal Graet tiefling 6th level fighter/6th level rogue

The large city of Grandaltain is a safe haven for persecuted groups in the world. As such, they worship Vuni, an believe every one of her children should find a safe place. The ruler of Grandalthain is Duke Kaithos the Ageless, the founder of Grandalthain. He is supposedly kept alive by magic, cast by Archwizard Grorverm a wizard of incredible reputation. Grandalthain is kept in order by Marshal Graet. His police force stamps out crime and tries to make it an utopia for persecuted groups. The Marshal has taken this to an extreme. He persecutes anyone that even slightly violates the code of Vuni, the perfect utopia brutally enforced. This dream of an utopia is well protected by the Citizens Army; a militia group. Of course, Grandalthain always needs more upstanding citizens to join its ranks, will you?


Thanael wrote:
Dasrak wrote:
NenkotaMoon wrote:
The east is shaping to be a multitude of this hat is city-states.

I noticed that. I originally wanted to make a settlement that was part of an existing kingdom or empire, but I didn't feel like creating a new one so I just went independent.

Where do you guys get the setting info? Like kingdoms and glaciers and stuff. Is it just from the settlements before?

Quote:


Cael Thos
True Neutral Small City (North)
Corruption +1; Crime -3; Economy +1; Law -1; Lore +1; Society +11
Qualities Cultured, Defiant, Superstitious, Supportive

A settlement's society modifier applies on all Disguise checks, as well as on Diplomacy checks made to alter the attitude of any non-government official

That makes for some interesting roleplaying opportunities! It seems the city is used to having quite outlandish fashions and apparently very diverse visitors.

What's a non-government official anyways? They sure are easily convinced if you are even a little diplomatic..

People put in tidbits. Citcy x, capital of the EMpire of Y" etc. And you ca mine those nuggets and keep building around them. I try to leave some hooks in my cities and deities in the other thread that others can latch ontoo if they want of I can latch back onto myself if I want to later.

Dark Archive

Just ask as well if you want to make connections to other cities. If it's within a kingdom, try to go with the theme of it and where it is. Or, you can make your own.

Dark Archive

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Nzzeloft

CE Large Town

Corruption +0; Crime -2; Economy +0; Law +2; Lore +0; Society +1

Qualities
Academic, Supportive, No Questions Asked

Danger5

GovernmentOverlord

Population 4970 People (2000 Dwarves, 1000 Humans, 940 Elves, 420 Gnomes, 300 Half-Elves, 200 Halflings, 100 Other)

Notable NPCs
Tired Sheriff, Timmy "Fast Hands" Luke LN Dwarven Gunslinger 12
Wanted Criminal and Gangleader Dresnik Favel CE Halfling Rogue 4/ Slayer 6
Murderer, "Too Tough" Harriet NE Human Barbarian 7
Infamous Robber, Yuli Favelenna CN Elf Rogue 1/ Wizard 13

Marketplace

Base Value2000 gp; Purchase Limit10000 gp; Spellcasting 6th

Minor Items3d4 ; Medium Items2d4 ; Major Items1d4

The town of Nzzeloft has always been a rough town to live in. Situated just a few miles south of the Darwish border, in the hot SandSea, Dwarven prospectors discovered a vein of Mithral rather some time ago. what followed was the growth of a what was a rough and tumble mining town. However, the glory days of its youth has passed. Other veins had been discovered in more ideal locations, far larger then the meager mines could provide. As eyes shifted away, more maleficent eyes watched as an opportunity arose.

Mercenary and contractor groups that once protected the roads are gone, replaced with ruffians who'd shoot you dead if you looked at them funny. A terrible Halfling named Dresnik has declared himself the unofficial mayor and imposes whatever tariffs and taxes he wishes on the settlement while the aging sheriff can do little but watch and protect the few folk whom live in the town and seek an honest life.

The towns is divided into three sections: The Miner's Quarter, where bars, pubs, taverns, saloons and whatever you may call them reside. This is also home to several general stores. As well, it is home to the red light district with around three competing brothels. Much of the gangs and criminals reside here. To its north is the Flats, where the more honest citizenry reside, as well as the homes of those still working the pathetic mines. The sheriff office is here as well as the disused town hall. Last is the Cemetery Lane, which leads out of town to the East. here, you can fine Nzzeloft cemetery, a rather large for a such a small town. Like the Flats, most regular towns people reside here.


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lucky7 wrote:
RDM42 wrote:

We now have a second person(Me) starting a game in a world based on this stuff.

Let us know how it goes!

HAve a CLeric and a Paladin dedicated to Annalise. hehe. And I didn't even prod them that direction.


RDM42 wrote:


Shunt Ah'Nihm


True Neutral Large City (North)
Corruption +2; Crime -3; Economy +5; Law +5; Lore +4; Society +6 

Qualities Artifact Gatherer, Insular, Prosperous, Superstitious, Supportive 

Danger 10 

Government Autocracy 

Population Core or Featured 



Marketplace 
Base Value 6400 gp; Purchase Limit 75000 gp; Spellcasting 5th 
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

...The taxes run high in Shunt al'nihm - (disadvantage high taxes), ...

This city is missing the quality Heavily Taxed in the document and in the city statblock above. (Not sure if it is already factored into the stats...

Also there are a lot of typos with the deity names which can be a little confusing.

Can we put the region (and maybe kingdom/free city status etc.) back into the statblocks in the document?

Quote:


Archepex Ravenborn, Lord Protector, Male Strix Inquisitor of Irori 15

Should we not change this to a deity from the random deity thread?


Should we maybe include groups from the random group thread?

Dark Archive

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Rolling for New Settlement Thu Sep 08 2016 19:03:46 GMT-0700 (PDT)
law/chaos 1
good/evil 3
size 11
government 3
region 4
race 19
quality 1 8
quality 2 3
quality 3 23
quality 4 10

Jardian
Lawful Evil Small City (East)
Corruption +2; Crime +2; Economy +2; Law +3; Lore -1; Society +1
Qualities Insular, Racially Intolerant, Strategic Location, Timid Citizens
Danger 5
Government Autocracy
Population 7470 (5840 Drow, 1390 Slaves of Various Race, 240 Other)

Notable NPCs
Ardularra Aleanviir, Matriarch of Jardian LE Drow Sorcerer 18/ Rogue 2
Mayvyrae Aleanviir, Favored Daughter and Priestess Of Nocturnal NE Drow Cleric 17
Belar Claddlyl, General of Ardularra LE Drow Fighter 12/ Ranger 3
Nade Tom-Tom, Slave Leader NG Halfling Bard 2/ Adept 1
One Eyed Jim, Medicine Man CN Human Shaman 6
Kelolin Aleanviir, Disgruntled Daughter Sorcerer 16/ Fighter 1

Marketplace
Base Value 4400 gp; Purchase Limit 25000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Hidden under a forgotten ruins, far below the earth, is the Drow city of Jardian. A typical city of the darklands, made out of the strange rock materials found deep below in the macabre style that is Drow. Here, the Aleanviir has ruled for more then a thousand years, rooting out any opposition to their power coming from the dauntless other Drow noble families that live in the expansive Darklands.

While it isn't advised to travel to the city as most non-Drow are looked utterly down upon, they do give visas to interested partied of traders and mercenaries willing to go down into the depths, contacted by shadowy figures in the backrooms of taverns.

One of they key features of the city is its spring, a natural source of clean water that has kept the city alive through several civil wars. As well, multiple lodges support a luxury of moderate fashion relaxation, using the soothing waters of the spring.


Dasrak wrote:

Speaking of randomly generating things with scripts

^_^

I just rolled a city with that script with the following qualities:

Qualities Artifact Gatherer, Defiant, No Questions Asked, Strategic Location, Subterranean

Where's the subterranean quality from?


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I must have forgot to hit "post" last night. Shoot, I lost a settlement I generated then :-(

Anyways, I got some more books the other day and found some settlement qualities. Here they are:

Subterranean
The settlement is primarily built underground, sheltering it from enemies but also isolating it culturally. (Law +1, Lore -1, Danger -5)
Source: Down the Blighted Path

Long Memory
The people of this settlement have a deep-seated hatred for a specific group or faction. Any such individual who makes their presence known in town is attacked within 1d4 hours, and either violently out of the settlement or executed. Similarly, residents look upon those who deal with this enemy faction with suspicion, and they must pay 200% the normal price for goods and services and may face mockery, insult, or even violence.
Source: Gallows of Madness

I editing Long Memory to remove the Golarion specific lore (it's now "pick your own faction")

Liberty's Edge

RDM42 wrote:
lucky7 wrote:
RDM42 wrote:

We now have a second person(Me) starting a game in a world based on this stuff.

Let us know how it goes!

HAve a CLeric and a Paladin dedicated to Annalise. hehe. And I didn't even prod them that direction.

Where did they come from, where did they go?


1 person marked this as a favorite.

Rolling for New Settlement Tue Sep 13 2016 16:05:31 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 4
government 5
region 4
race 8
quality 1 1
quality 2 18

University of Clusadeem
Neutral Good Small Town (East)
Corruption -1; Crime 0; Economy 0; Law -2; Lore -1; Society +5
Qualities Academic, Restrictive
Danger 0
Government Council
Population 670 (500 human, 60 elf, 40 dwarf, 40 gnome, 30 other)
Notable NPCs
Luridia Jasser, Dean of the Arcane NG Female Human Arcanist 10
Thesswin Lorshast, Dean of History LG Male Human Occultist 9
Geraldine Hashwinser, Dean of Alchemy CG Female Human Alchemist 10
Gordwin Derensdeep, Dean of Engineering TN Male Dwarf Expert 6 / Aristocrat 2
Desmain Triedie, Dean of Biology CG Male Halfling Hunter 8
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --

The University of Clusadeem sits isolated on the hillsides of the Dorman Valley, nearly ten miles from the nearest settlement. At a distance the university is unremarkable, but as one draws closer the true extent of architecture built into the rugged hillside becomes apparent. The university serves as one of the most highly-regarded educational facilities in the world.

Only students, faculty members, and senior employees of the university are allowed to live on the grounds. Everyone else faces eviction at nightfall and must make the arduous journey to one of the nearby towns or make camp in the wilderness outskirts of the university. Gaining admittance as either a student or faculty member is very difficult; tuition fees can exceed 5,000 GP per year for many programs, feeding the wealth of the university but also tilting its student body towards an elitist crowd of aristocrats.

The university is governed by the council of deans. The five faculties are Arcane Studies, History, Alchemy, Engineering, and Biology. These faculties represent the five interests of the university's original founder, Horace Glenston Haldrister III. The Haldrister family is long history, and the statue of Horace in the central square of the university is all that remains of their legacy.

Despite its reputation for surviving political upheaval unscathed, the university nearly faced ruin a generation ago when a student of History accidentally awoke a malicious spirit that was sealed inside of an artifact. A large portion of the student and faculty body were converted to or killed by the cult that formed around this spirit, and it was only by the cunning of the remaining faculty that this was prevented.

The resulting scandal nearly destroyed the university, but it rebuilt its reputation. The current faculty is far more guarded against insidious influences, and potentially dangerous artifacts are now handled with proper care and dedication.


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Got Academic again, but I think this turned out sufficiently different from my previous creation in spite of that common theme.

Rolling for New Settlement Wed Sep 14 2016 14:15:01 GMT-0700 (PDT)
law/chaos 1
good/evil 3
size 14
government 9
region 5
race 11
quality 1 17
quality 2 1
quality 3 8
quality 4 12

Kesserarm
Lawful Evil Small City (Central)
Corruption +6; Crime -1; Economy +2; Law +4; Lore +2; Society -1
Qualities Academic, Racially Intolerant (Dwarf), Tourist Attraction, Wealth Disparity
Danger 5
Government Overlord
Population 8,500 (6,500 Hobgoblin, 800 human, 600 Gnome, 300 Halfling, 300 other)
Notable NPCs
Lord Marshal Samar Gurhal LE Male Hobgoblin Magus 16
Overseer Schiran Janix NE Female Hobgoblin Kineticist 14
Overseer Efiran Janix TN Female Hobgoblin Kineticist 14
Dunas Salzor LN Male Hobgoblin Cleric of Vracar 13
Egurth Vaxsthra NE Male Hobgoblin Abjurer 14
Marketplace
Base Value 4800 gp; Purchase Limit 25000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Kesserarm was built overtop of the dwarven city of Hauruag, which was sacked during the last war between Massereen and Kiroth. What began as a staging camp became a key military fortress routing supplies to the front lines. Despite constant fighting in the surrounding region, Kesserarm has never come under direct attack and since the ceasefire brokered by the Kingdom of Rastria there has been an uneasy calm in these lands.

Lord Marshal Samar Gurhal was bestowed control over this city for his service to the Empire of Massereen throughout the years. Gurhal's interest in this city were no secret, and once given his desires he was able to finally begin exploring the ruins of Hauruag and the treasures buried under a mountain of rubble. Recruiting a chapter of the church of Vracar, they have carefully begun excavating the old libraries and vaults of the ruined and collapsed city. Lord Marshal Gurhal richly rewards his closest followers and the church of Vracar. These lucky few reside in opulence in the city keep, now more of a palace than a fortress under Gurhal's rule. The garrison and a few wealthier Hobgoblins live outside the keep but within the thick inner walls.

The rest of the population lives between the outer walls and inner walls, a cramped and uncomfortable place to reside. Retired military personnel make up the bulk of the population, and sullenly make due with their destitution. Since Kesserarm is still near the border with Kiroth there is a strict prohibition on any permanent structure being built within 2000 feet of the outer walls, forcing them to live in cramped quarters and giving little opportunity for any sort of industry in the surrounding area.

Most of the money flowing into the city comes from outsiders who arrive fairly frequently. Some are family members of the many war dead, as Kesserarm is home to the graveyard where so many of the fallen are interred. Hobgoblins seeking the fate of family members who never returned are often advised to begin their search here. Other arrivals are scholars and noblemen interested in the church of Vracar that has situated itself here. Its vast collection of tomes - some unearthed from the Hauruag, some brought with the church when they arrived here - attracts many wealth individuals from the surrounding lands. Accommodations within the inner walls are expensive, and those in the keep proper are exorbitantly priced, but the church caters primarily to those with deep pockets and cares little for those of lesser means.

Lord Gurhal is a shrewd ruler, and well aware that he can only push the local populace too far before their irritation rises to action. This is especially true with many of them being retired military personnel. He has fanned the flames of hatred against the dwarves of Kiroth, redirecting their anger away from him and blaming the economic malaise suffered by the majority of the settlement's residents on the dwarven threat. Dwarves know better than to show their face here, lest they become an outlet for the anger of the disenfranchised locals.

The sisters Janix represent the interests of the ruling Supreme Council of Massereen, serving both to bolster the defenses of the city should it fall under attack while also giving a credible amount of scrutiny on Gurhal's rule. So far Gurhal's activities are consistent with the interests of the Council, but he resents the constant reminder that everything he has worked for can be taken away from him at the whims of the council. He treats the two Overseers with cautious deference.

Dark Archive

Shoot, I didn't even know that there was a subterranean quality, well shoot, that make my Drow city sort of weird.


lucky7 wrote:
RDM42 wrote:
lucky7 wrote:
RDM42 wrote:

We now have a second person(Me) starting a game in a world based on this stuff.

Let us know how it goes!

HAve a CLeric and a Paladin dedicated to Annalise. hehe. And I didn't even prod them that direction.

Where did they come from, where did they go?

Now trying to figure out who the person wearing royal colors with multiples arrows sticking out of her back is.

(Whistles innocently.)


NenkotaMoon wrote:
Shoot, I didn't even know that there was a subterranean quality, well shoot, that make my Drow city sort of weird.

To be fair, I also didn't know about it either until after you'd written that city.

Speaking of settlement qualities I don't know about: if anyone has adventure paths or modules, please check them to see if they have settlement stat blocks that contain new settlement qualities. I've included sources for every settlement quality I've found in official Paizo publications. As far as I can tell, this is the first time anyone has ever tried to collect all of them in one place so it's all original research from the sourcebooks.


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NenkotaMoon wrote:
Shoot, I didn't even know that there was a subterranean quality, well shoot, that make my Drow city sort of weird.

I was thinking the same of settlements lacking the Darkvision quality and the primary race having darkvision. Otoh having to give all under dark settlements both dark vision and subterranean qualities is kind of silly too.

Much more jarring I find the city with autocracy as government and a Balor noted as the "Overlord" leader. Who would elect or appoint a Balor? If government were Overlord or magical that would fit.

Autocracy
A single individual chosen by the people rules the community. This leader’s actual title can vary - mayor, burgomaster, lord, or even royal titles like duke or prince are common. (no modifiers)

I would change it so that the city's ruler is still the old one but is getting corrupted more and more by the balor. And/or you could add one or more of the disasvantages here: anarchy ( which replaces autocracy then), cursed, hunted(in addition to autocracy, we'd need an autocrat then though).

For the (un)holy site I would expect a nascent cult/church IMO.

Dark Archive

Rolling for New Settlement Fri Sep 16 2016 17:56:22 GMT-0700 (PDT)
law/chaos 2
good/evil 2
size 17
government 10
region 5
race 10
quality 1 1
quality 2 11
quality 3 2
quality 4 12
quality 5 25

New Random Settlement
True Neutral Large City (Central)
Corruption +2; Crime -4; Economy +3; Law +5; Lore +5; Society +3
Qualities Academic, Cultured, Holy Site, Superstitious, Tourist Attraction
Danger 10
Government Overlord
Population 10,001-25,000 (Human)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4


Thanael wrote:
NenkotaMoon wrote:
Shoot, I didn't even know that there was a subterranean quality, well shoot, that make my Drow city sort of weird.

I was thinking the same of settlements lacking the Darkvision quality and the primary race having darkvision. Otoh having to give all under dark settlements both dark vision and subterranean qualities is kind of silly too.

Much more jarring I find the city with autocracy as government and a Balor noted as the "Overlord" leader. Who would elect or appoint a Balor? If government were Overlord or magical that would fit.

Autocracy
A single individual chosen by the people rules the community. This leader’s actual title can vary - mayor, burgomaster, lord, or even royal titles like duke or prince are common. (no modifiers)

I would change it so that the city's ruler is still the old one but is getting corrupted more and more by the balor. And/or you could add one or more of the disasvantages here: anarchy ( which replaces autocracy then), cursed, hunted(in addition to autocracy, we'd need an autocrat then though).

For the (un)holy site I would expect a nascent cult/church IMO.

Izraeus is written right into the description. With the awakened holy site in the lake. Which is the cult.


Right. I overlooked the large population of outsiders. Were they all summoned by the Balor? How do they integrate into the city's society and government? (How) is the human population entwined with the cult? I think a few more details on the city or more NPCs would make it easier to understand.


*Bump*

So still working on that city I posted the rolls for earlier. Still concept stage. Thought on it being a city of dwarven ruins run by a kindly and aging mercenary lord. The city itself is at the base of the mountain away from the kingdom of hobgoblins, and just on the starved borders of Kiroth, enough to be out of their control.

If you've got any ideas, let me now. Also, got this snazzy avatar to work on this thread. :D


Any ideas? Been busy working on my own homebrew world.


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Well, it's both Superstitious and a Holy Site, so perhaps something happened here make the locals distrusting of magic. Scholars, adventurers, and sightseers come to the city frequently to see it for themselves in spite of the local's disapproval of such magical analysis. If you're close to Kiroth, it's possible this city could be associated with the Kingdom of Rastria.

Anyways, since it's been way too long I'm going to swing by and add a new settlement.

Rolling for New Settlement Fri Sep 30 2016 15:20:39 GMT-0700 (PDT)
law/chaos 1
good/evil 2
size 2
government 10
region 5
race 12
quality 1 13
quality 2 25

Bazra
Lawful Neutral Small Town (Central)
Corruption 0; Crime -2; Economy 0; Law +2; Lore +1; Society -1
Qualities Cultured, Mythic Sanctum
Danger 0
Government Overlord
Population 1400 (1300 hobgoblin, 100 other)
Notable NPCs
Nalcunda Dalrir TN Male Hobgoblin Bard 10 // Marshal 4
Dzharos Cambrun LN Male Hobgoblin Fighter 6
Heddurk Alissh LN Female Hobgoblin Cleric of Marzin 5
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Bazra is a small town in the hinterlands of Massereen Empire, and until recently it was a forgotten backwater with its only notable feature being its playhouse. The citizens took pride in their playhouse, even if the local acting troupe was unremarkable. When Nalcunda Dalrir was growing up, he seemed destined for serfdom in the fields outside the city. His parents were poor actors who could barely make ends meet, and timid and reclusive Nalcunda seemed completely unfit to follow in their line of work.

At the age of seven, Nalcunda was given a non-speaking role in a play. It was a performance the locals had seen a hundred times over, and attendance was more a formality for the socially connected. The disinterested audience was chatting loudly when Nalcunda's scene arrived. No one anticipated the timid and stammering child would suddenly step forward and take command of the scene. Nalcunda spoke and moved with a grace and eloquence that this small town theater had never seen. The other actors, feeling a strange surge of confidence from Nalcunda's performance, followed his lead. The audience fell silent to this unprecedented performance. The script was forgotten by both actors and audience, and all eyes were upon Nalcunda and the masterpiece he wove before them.

When the play was over, virtually everyone wished to talk to Nalcunda, but he had reverted to his socially-awkward self, barely being able to to manage simple small talk. After a few minutes his nerves got the best of him and he fled. No one knew quite what to make of it, but everyone agreed that Nalcunda must act again in another play. And true enough, the moment he stepped on to the stage his inhibitions and anxieties melted away to unveil a prodigy performer.

In the past ten years Nalcunda's plays have become legendary. No one is quite sure what to make of his strange transformation between the stage, but everyone agrees that Nalcunda is a genius - both as an actor and a playwright. People from abroad flock to the Playhouse of Bazra now, but by Nalcunda's demands its capacity has not been changed and very few can afford the ridiculous price of admission. Nalcunda has been invited to the capital, but he refuses to perform anywhere except in his hometown's playhouse.

The income generated by Nalcunda's plays has made the town significantly richer, but to the annoyance of the local priestess Heddurk Alissh some of the local serfs have begun to claim that Nalcunda is in fact a divine agent sent to Bazra, and have begun venerating him instead of Marzin as they are supposed to. However, she is powerless to exile Nalcunda due to his unflappable popularity in all social circles. She would like nothing more for him to leave for the capital as many powerful figures have suggested, but Nalcunda refuses to leave.

The overlord of Bazra is Dzharos Cambrun, a veteran of the war with Kiroth who imagined his retirement years here would be quiet and uneventful. As much as he enjoys the prestige that Nalcunda has brought to the town, he resents the pressure it has placed on him. The royal court is adamant that Nalcunda must relocate to the capital, but the boy is pathologically insistent that he will never perform anywhere else but the local playhouse, shutting down into a murmuring wreck when others press the matter. Afraid of killing their proverbial golden goose, the imperial court has elected not to force the matter and relocate Nalcunda against his will - at least, not yet.


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Redmond
True Neutral Large City (Central)
Corruption +2; Crime -4; Economy +3; Law +5; Lore +5; Society +3
Qualities Academic, Cultured, Holy Site, Superstitious, Tourist Attraction
Danger 10
Government Overlord
Population 19,450 (13,000 Human; 4,000 Dwarves; Aasimar 1,000; 950 Tieflings; 500 Other)
Notable NPCs
Lord Unger D'arby N Human Aristocrat 4/ Wizard 12
Collector Bureau Officer Lisa Liza NG Aasimar Paladin of Jovan 16
Dwarven Merchants Pres. Hal Orse CN Dwarf Alchemist 15/ Expert 3
Ton Petty, Drifter CG Tiefling Monk 2/ Sorcerer 17
Marketplace
Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Redmond, ruled by the crown of Rastria, sits on the the Avdol River, which straddles the "desolate reaches" just to the east. The city, formed by the first settlers of the region, saw it as a succesful commercial hub for river travel of its heydays, with vibrant merchant bazaars and gardens that still can be found to some extent today. The Great School of Magics and Knowledge was one of the best in the lands. A sizable Dwarven population arrived incrementally as the the Massereen slowly advanced into their homeland, providing a large amount of cultural exchanges.

However, as time went on and the magic wastes grew to the borders of the Avdol, the city suddenly became a front line. The school became a training ground for the Collectors, tasked with storing or destroying dangerous finds found in the reaches. Trade became less frequent as travel on the river became dangerous to travelers. Soon only Dwarven Merchant houses and petty Guilds compete for a piece at the gold left to be earned. However not such is all bad, and the city still retains some of its past when it come to its stuffed coffers and magical knowledge, although the populace isn't to kind to magic users, plenty still abound.

Many adventurers use this city as a sort of jumping off point. It is the last stop of known civilization before heading into the wastes.From here, they go by boat, many to never be seen again, but the few whom come back tell of horrors, arcane magics, and lost technologies far beyond the imagination. This has prompted a response by the Collectors to set an increase in patrol number to discover these abnormalities.


Rolling for New Settlement Sun Oct 02 2016 21:48:11 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 15
government 6
region 2
race 20
quality 1 10
quality 2 26
quality 3 15
quality 4 14

New Random Settlement
Chaotic Evil Small City (South)
Corruption +2; Crime +1; Economy +3; Law +2; Lore -1; Society +2
Qualities Darkvision, Defiant, Militarized, Strategic Location
Danger 5
Government Council
Population 5,001-10,000 (Your choice of Paizo-published)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 4400 gp; Purchase Limit 25000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6


Chaos/Law (2) Neutral
Good/Evil (3) Evil
Size (17) Large City
Government (2) Autocracy
Location (2) South
Dominant Race (11) Other Core or Featured Race of Choice (Fetchlings)

Quality #1 (10) Strategic Location
Quality #2 (13) Mythic Sanctum
Quality #3 (27) No Questions Asked
Quality #4 (26) Defiant
Quality #5 (3) Insular

Ok, I can't seem to find a source for Mythic Sanctum, No Questions Asked and Defiant qualities, so if someone could help me out with that that will be great. Also, I used a DnD random dice site for the results, as I wasted 20 minutes with this site's dice system giving me nothing but 5's, 16's, 20's and 27's.

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