Homebrew Challenge: Settlement Generator


Homebrew and House Rules

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Dark Archive

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Maniaron Homebrew Wiki The beginning of the end.

Dark Archive

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So, how do we want to manage editing/adding/etc with this wiki? A select few? All hands on deck? I ask for curiosity's sake, so I know how big a mouthful I have. I saw that Vutuva got started on quite a few deities. you rolled a high initiative, didn't you?


TheChelaxian wrote:
So, how do we want to manage editing/adding/etc with this wiki? A select few? All hands on deck? I ask for curiosity's sake, so I know how big a mouthful I have. I saw that Vutuva got started on quite a few deities. you rolled a high initiative, didn't you?

Well, I just felt that I should add my contributions to the shared world, given I already had them collected in a doc. I was a bit surprised that I apparently made a wikia account at some point. I may add a couple more pages for things that still need fleshing out (and perhaps reorganize the pages I already made), but I'm a bit hesitant to start putting other people's work in (especially if they need some reformatting).

edit: I'll definitely probably add more categories, as well.


Rolling for New Settlement Sat Nov 12 2016 21:14:41 GMT-0800 (PST)
law/chaos 2
good/evil 2
size 4
government 2
region 3
race 7
quality 1 17
quality 2 18

Fort Caroline, Village of Terva
True Neutral Small Town (West)
Corruption +1; Crime 0; Economy 0; Law 0; Lore +1; Society 0
Qualities Restrictive, Wealth Disparity
Danger 0
Government Autocracy
Population 2,000 Civilians apx. (230 Humans; 30 Other) Darwish Troops 1000; Emiraba Troops 740
Notable NPCs
Senator Ahern Flaux N Half-Elf Aristocrat 2/ Fighter 2
Field Commander for Darwish Darius Betello LN Dwarf Ranger 8
Field Commander for Emiraba Eronia LG Ratfolk Magus 8
Diplomat for Emiraba Kilosko LN Ratfolk Adept 2/ Arcanist 2
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --


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Fort Caroline, Village of Terva *Addendum*

Back before the current political upheaval and civil war, the small village of Terva on Lake Hiai at the southern most border of the Darwish Empire, straddling its long border on the Sand Sea was the place of a joint defense pack between both Darwish and Emiraban military. The pact, made to ensure the safety of trade routes in and out of the massive desert had been a diplomatic success, proving effective in launching counter raids against bandits, monsters, the hobgoblin remnants of Massereen, and the looming threat of Saveanth Li.

During those times, the small town flourished, with the influx of troops and peoples bringing a fair amount of trade. While the fort itself was well in site of the town, civilians were often discouraged from getting near it unless on more official business. In return, the military stayed out of the small town, except for soldiers on leave.

However this would slowly start to go down hill as the new king of Darwish began his rule. Money was the first to go as it seemed to just disappear. Then, supplies and new shipments of fresh troops, and finally news and information seemed to just dissolve. Trade seemed to simply vanish in Terva. With no support from the capitol, Emiraban officials spooked, and Darwish officials in a panic. Things arent' looking good for the first lines of defense.

Liberty's Edge

Considering running Hell's Rebels on Maniaron. Should I put it up North fighting the Darwish or south fighting the Grandians?


lucky7 wrote:
Considering running Hell's Rebels on Maniaron. Should I put it up North fighting the Darwish or south fighting the Grandians?

I feel like Grandia is a better fit.

Liberty's Edge

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Vutava wrote:
lucky7 wrote:
Considering running Hell's Rebels on Maniaron. Should I put it up North fighting the Darwish or south fighting the Grandians?
I feel like Grandia is a better fit.

Agreed, except w/the obvious issue of that making the main villains being Lizardfo-and I just answered my own question. Kintargo is a backwater post, and what would the Grandians consider backwater? A town filled with mostly humans!

Reskin the upper echelons to be Lizardfolk, make the rest human collaborators, and change the Glorious Reclamation to a Telzuchi invasion! It works perfectly!

Does Grandia have a state religion? Because if not, I was thinking of using Arhu-Makht in place of Asmodeus (I was gonna use Nasquba, but cinsider ingredients what happened to Old Ganterton...)

Ooh! And a cult of Tarkith as a foil for the Silver Ravens!


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lucky7 wrote:
Does Grandia have a state religion?

Quieem is the patron goddess of the Empire of Grandia. New Ganterton rolled Pious as one of its qualities, so it was one of the things I had to work into the writeup as part of my roll.

New Ganterton wrote:
The empire is officially dedicated to the goddess Quieem, but a large number of the resident dragons worship Eosshorm while the Kobolds still follow their traditional faith in Me'ekmakkle. These are viewed as acceptable forms of worship in the eyes of the priesthood of Quieem. The laborers, on the other hand, still cling to their misguided traditions despite the best attempt to reeducate them properly in their place in the cosmos. Their worship of the Azata trio, particularly Senethay, is regarded as sacrilegious and those caught with contraband are made examples of so others do not suffer from their kin's foolishness.

Quieem is hit-and-miss as an Asmodeus swap-in. On the one hand she is lawful evil and the Hellknights in Manarion are centered around her faith. On the other hand she is a very blunt goddess not prone to trickery, and she actually works to avoid the damnation of souls (her worshipers don't go to hell). However, the Empire is open to the worship of other lawful evil deities so there is sufficient wiggle room for any situation where you can't make Quieem fit.

All things considered, though, this should work very well. The Lizardfolk of Grandia are hopelessly pompous so they'll make superbly hateable villains. Their military is terrifyingly powerful but greatly overextended, creating a variable threat that the GM can ratchet up or down as needed. And it also gives you an excuse just to slap a dragon anywhere you want into the campaign, which is always nice.


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I could see a Copper Dragon organizing Kobolds into disruptive flash mobs.


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Okay, it's been a while but I've got some new settlement qualities for us to play with. There are two new settlement qualities I have found in the Strange Aeons adventure path, which I have added to the rules document and the settlement generation script. These two new qualities are Racially Tolerant (which isn't actually what you would think it is) and Slavers' Haven (which is exactly what you would think it is).

However, this does raise a rather serious concern: what happens if you roll Slavers' Haven on a non-evil settlement? While some people might be okay with this quality on a neutral settlement, I'd struggle to reconcile that personally and I think everyone can agree it doesn't fit on a good settlement. I'm just going to unilaterally rule that if you roll Slavers' Haven on a non-evil settlement that you get a re-roll. While I'm at it, I'm also going to give the same treatment to Darkvision for human settlements. That one has always been a bit of a weird edge case, and if I'm going to create a precedent for re-rolling stuff that doesn't fit well then that one is definitely the next in line. This has been implemented in the script so if you use that you will never get Slavers' Haven on a non-evil settlement or Darkvision on a human settlement.

Also, while I'm here, let's get a settlement going!

Makarte
Neutral Good Large Town (South)
Corruption +2; Crime -3; Economy +2; Law +3; Lore +1; Society -1
Qualities Deep Traditions, Insular, Racially Tolerant (Lizardfolk)
Danger 10
Government Autocracy
Population 3,700 (2,400 human, 300 Lizardfolk, 300 elf, 200 Vishkanya, 100 Kobold, 100 half-elf, 100 halfling, 200 other)
Notable NPCs
Lord Tahoda Wadono TN Male Human Aristocrat 7
Mayor Alais Manay CG Female Human Rogue 11
Harbormaster Glint Ronnel NG Male Human Cleric of Harkon 9
Captain Orseus Jombe NG Male Half-Elf Alchemist 10
Merchantmaster Gerome Wainsworth LE Male Lizardfolk Occultist 10
Marketplace
Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

The trading city of Makarte lies along the ragged and sparsely populated Macuya coastline, and is an important layover for any ship plying the trading routes of the southern seas. It has a bloody history of conflict, being seized and liberated countless times by various powers seeking to leverage advantage over these trade routes. Many of the kingdoms and empires that once laid claim to Makarte now lie in ruin. Most recently it was associated with the Kingdom of Cohaiwa, but the conquest of Cohaiwa by the Empire of Grandia left this small colony both independent and vulnerable.

The ruling Wadono family had only a small contingent of soldiers and two warships at their disposal, but Jadeiwa Wadono quickly moved to ensure Makarte remained prosperous and safe. In her time she was successful, playing foreign powers against each other while retaining mercenaries and growing the small fleet of warships that protected the territorial waters around Makarte. How she maintained the cities coffers amidst this massive expenditure remains a mystery, but her successors proved much less able than her. It was only three years after her death that the treasury of the city was emptied.

Jadeiwa's successor, Madaho Wadono, raised taxes and began to cut deals with various foreign merchant guilds to keep the town afloat. While the Wadono family remains relatively wealthy they now rule in name only. The real powers in town are the trade guilds they made deals with. These powerbrokers elect the mayor, who makes all decisions of importance in the town. The traditional locals resent this, but they have little recourse as the merchant guilds pay for the mercenaries that keep them safe.

Although outside of the sphere of influence of Grandia, lizardfolk traders routinely ply the southern seas and make stops here. They are arrogant and dismissive of the legitimacy of any human authority, but their coin and the ominous threat of their great empire ensures that they remain welcome and well-treated. They are essentially immune to the local laws, and even the most flagrant offenses seldom merit more than a fine.

Makarte has a reputation as an unflappable neutral safe zone, and an enemy of piracy. Traders who pass through its territorial waters are guaranteed safe passage. However, this requires a fairly large mercenary fleet and significant funding. Only so much of that coin can come from traders, and a great deal more is skimmed off of smuggling operations based out of Makarte. The town's treasury is constantly in danger of emptying, requiring new and creative sources of income that won't bring the weight of Grandia - or anyone else, for that matter - down on their heads.

The port itself is defended by a series of four fortifications that would make landing very difficult for a would-be invader while making it very difficult to blockade all the different approaches to the harbor. Combined with its supporting fleet it has not faced any invasion in the last century.

Makarte is a blend of cultures and different peoples from around the southern sea. These people hold on to a variety of strange traditions - many since forgotten in the lands they came from - and the locals take great pride in the cities long history and connections to different kingdoms and empires throughout the world.


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Dasrak wrote:

Okay, it's been a while but I've got some new settlement qualities for us to play with. There are two new settlement qualities I have found in the Strange Aeons adventure path, which I have added to the rules document and the settlement generation script. These two new qualities are Racially Tolerant (which isn't actually what you would think it is) and Slavers' Haven (which is exactly what you would think it is).

However, this does raise a rather serious concern: what happens if you roll Slavers' Haven on a non-evil settlement? While some people might be okay with this quality on a neutral settlement, I'd struggle to reconcile that personally and I think everyone can agree it doesn't fit on a good settlement. I'm just going to unilaterally rule that if you roll Slavers' Haven on a non-evil settlement that you get a re-roll. While I'm at it, I'm also going to give the same treatment to Darkvision for human settlements. That one has always been a bit of a weird edge case, and if I'm going to create a precedent for re-rolling stuff that doesn't fit well then that one is definitely the next in line. This has been implemented in the script so if you use that you will never get Slavers' Haven on a non-evil settlement or Darkvision on a human settlement.

Also, while I'm here, let's get a settlement going!

Makarte
Neutral Good Large Town (South)
Corruption +2; Crime -3; Economy +2; Law +3; Lore +1; Society -1
Qualities Deep Traditions, Insular, Racially Tolerant (Lizardfolk)
Danger 10

Makarte is another town where spies disguised as ambassadors are more useful than troops. They can move into abandoned embassies of dead empires and use them as safe houses. The parties, with guest lists full of people nobody ever heard of, is another source of income for them. Of course, most of it is off the books.


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It's been a while, time to have some more fun (I actually rolled two but I went overboard on this one and didn't have time to do the second):

Rolling for New Settlement Tue Jan 03 2017 14:33:01 GMT-0800 (PST)
law/chaos 1
good/evil 3
size 9
government 3
region 1
race 13
quality 1 14
quality 2 9
quality 3 1

Caruspan
Lawful Evil Large Town (North)
Corruption +1; Crime -1; Economy +1; Law +1; Lore +2; Society -1
Qualities Academic, Darkvision, Rumormongering Citizens
Danger 5
Government Autocracy
Population 2,400 (1,300 Drow, 700 Elf, 200 Dwarf, 100 Gnome, 100 other)
Notable NPCs
Mediator Geswil Aoth LN Female Drow Oracle 9
Grand Matron Ilsanna Salduris LE Female Drow Cleric of Nasquba 12
High Mage Malthin Cadel TN Male Elf Arcanist 13
Apprentice Aislin Mella TN Female Drow Sorcerer 7
Archivist Verlin Dulant NE Male Drow Occultist 10
Captain of the Guard Nadriel Salduris LG Female Elf Magus 8
Marketplace
Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Caruspan is something of an oddity, an enclave where drow and elf have managed to co-exist in peace for generations. Its legacy hearkens to the Cinderback invasion that shattered the northern lands and broke kingdoms. The elven kingdom of Nurisca was one of the few with the might to resist, but it could not protect every enclave of elven civilization in the north and many - including Caruspan - were forced to fend for themselves against an onslaught of fire and death.

It was in this seemingly hopeless battle that a strange alliance was forged between elf and drow. Alone they would have surely been destroyed, but together their arcane and divine magic was sufficient to withstand their assailants. For seventeen years they fought a constant battle against an overwhelming siege force, parts of the city being lost and reclaimed. When the siege finally broke Nurisca was in a steep decline and Caruspan would need to ensure its own security in a land gripped by anarchy. What began as a short-term alliance of necessity became a long-term pact, and as centuries and generations of elvenkind passed it became a permanent fixture of Caruspan.

The ancient pact of Caruspan is elaborately complex, as compromises and accommodations were made to consistently maintain the precarious balance in the early days of the alliance. Among other things it requires such things as the Grand Matron of the Drow to adopt a full-blooded elf into her house and for the Archmage of Caruspan to have at least one Drow apprentice. Most importantly is the appointment of the Mediator, chosen through an obtuse electoral process. To be elected a candidate must win at least half the votes from both the Drow population and the Elven population, essentially giving both groups veto power over any candidate they dislike. Although an election for the office of Mediator is helf every seventeen years, most Mediators are re-elected consistently for well over a century and there have only been nine in the nearly one-thousand year history of the pact.

The current Mediator is Geswin Aoth, currently on her ninth consecutive term. She was disowned by her own noble house and left a commoner in her youth, but politically this made her quite popular with her house's enemies while giving her the opportunity to make inroads with the non-drow elves. After years of showing herself to be a fair and impartial Mediator, her continued re-election has been a forgone conclusion.

In the early days of Caruspan the majority population was a moderate elven majority, but the passing of generations has seen the drow population grow. At a glance the drow appear to outnumber the elves two-to-one, but in truth the drow are divided in two: the "pure-bloods" of full drow heritage, and the "mix-bloods" who are descended of a mixed union. Many of the pure-blood drow muse about taking full control of the settlement and implementing traditional drow rule, but this would leave the mixed-blood elves as second-class citizens at best and they would never stand for it. As such, the pact of Caruspan remains sacrosanct.

The drow houses constantly play power games against each other, jockeying to appoint the next Matron. However, the pact of Caruspan prevents the houses from assassinating or outright eliminating their rivals and thus they must resort to more subtle methods. Despite this, Grand Matrons change much more frequently than Mediators. Moreover, the adoption rule put in place centuries ago has changed the rank and file of the most powerful houses. While adopting a single elf was regarded as a token gesture, after nearly fifty different Matrons having been appointed and the passing of generations this has created a severe problem for those families obsessed with purity.

The current Grand Matron is Ilsanna Salduris, who is the Matron of House Salduris. They are the largest and most powerful of the Drow houses. She came to power by revealing that her predecessor as in fact a mix-blood. While being 1/32nd elf isn't a complete disqualifier from the office of Matron in Caruspan, it did cause key allies to defect. Ilsanna herself cares about bloodline purity only insofar as it is politically expedient to do so, which requires a careful balancing act between the large number of talented mixed blood family members and ensuring at least some branches of the family remain pure to maintain diplomatic relations with the more purist-minded houses. Upon becoming Grand Matron she had to adopt an elf into her family, and chose the captain of the guard Nadriel. Again, this was a matter of political expedience as rumors of Nadriel's romance with the son of another prominent drow house were already circulating. Neither Ilsanna nor Nadriel are particularly fond of each other but the arrangement gets them both what they want. Nadriel was already in a relationship with the son of another drow house, but marriage with a political impossibility. By being adopted into House Salduris, their marriage would appear to merely be a political deal brokered by Ilsanna as part of the adoption tradition.

Caruspan has a long history of arcane study, and although the original mages who fought in the Cinderback invasion are long dead their libraries remain. The town's economy consists almost entirely off of the trade of magical services and items. Archeologists interested in that period often visit as well, as many scars of the war are still born as marks of pride by Caruspan.

The Archmage of Caruspan is still a highly respected title, and although the position is not strictly held by an elf but the pact of Caruspan does require that the archmage not be a member of a drow house, requiring any noble drow wishing for the office of Archmage to first denounce their noble title, a step few are willing to take. Currently there is no debate, Malthin Cadel is beyond all doubt the most skilled master of the arcane arts in Caruspan and thus no drow is considered a candidate for the position. His chosen apprentice is Aislin Mella, daughter of the previous Grand Matron. Aislin's political future has been crushed by the revelation of her mother's - and by extension, her own - lineage, and she sees continued study in the arcane as the only path she has left if she is to claim her birthright control over her own house from her cousins.


I just created a separate discussion thread for those of us contributing to the Maniaron setting (and anyone else interested, I suppose). You can find it here.

Dark Archive

Law/Chaos: 1d3 ⇒ 3
Good/Evil: 1d3 ⇒ 3
Size: 1d20 ⇒ 12
Government: 1d12 ⇒ 2
Dominant Race: 1d20 ⇒ 1
Quality 1: 1d32 ⇒ 29
Quality 2: 1d32 ⇒ 15
Quality 3: 1d32 ⇒ 29
Quality 4: 1d32 ⇒ 16
Quality 3 reroll: 1d32 ⇒ 30
Region: 1d5 ⇒ 3

Will return to write up this settlement properly. Sorry for my absence.


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Time to add another settlement, I think.

Rolling for New Settlement Tue Jan 24 2017 13:36:52 GMT-0800 (PST)
law/chaos 1
good/evil 2
size 5
government 1
region 4
race 11
quality 1 23
quality 2 1

Brenneth
Lawful Neutral Small Town (East)
Corruption 0; Crime +2; Economy 0; Law +1; Lore 0; Society 0
Qualities Academic, Timid Citizens
Danger 0
Government Autocracy
Population 700 (600 Gnome, 50 Elf, 30 half-elf, 20 other)
Notable NPCs
Eiseppe Ginley LN Female Gnome Sorcerer 10
Ilyan Loudenhoufen LN Male Gnome Bard 8
Gloria Despovsky LG Female Gnome Psychic 8
Todd Gnock TN Male Gnome Rogue 7 / Fighter 2
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --

The Plains of Barhain are a treacherous place, known for imposing monsters, treacherous nomads, and the occasional hobgoblin warlord marching to the latest conquest. There are few settlements here, and most of them are heavily defended against the threats of the plains. Brenneth is something of an exception, being nearly defenseless against any attacker. Brenneth survives through illusion magic, a tradition passed down through the generations of gnomes who live here to mask their homes and escape notice. Traders who wish to come to Brenneth require a guide to show them the way, and once these travelers leave the way back seems to close in behind them. While powerful magic could pierce these veils, the small town escapes attention of anyone wielding such magic.

Although the defenses of Brenneth have kept their people safe for generations, the gnomes here are somewhat paranoid. Everyone has a story of a family member who ventured too far from the protective illusions and met an untimely fate. The people here have little to say to outsiders, regarding the outside world as harsh and unforgiving as opposed to safe enclave.

The Veilmasters are a group responsible for maintaining and improving on the defensive illusions of the town. They constantly seek new sources of magic to study, and trade in magical supplies that are not easily procured in Brenneth itself. Promising pupils are apprenticed to a senior Veilmaster at a young age. Most will never attain the full status of Veilmaster, but their association allows them to remain prestigious members of the community for a lifetime.

The current Veilmasters are Eiseppe Ginley, Ilyan Loudenhaufen, and Gloria Despovsky. In addition there are approximately twenty apprentices and another twenty associates. Their headquarters serves many purposes, being a library for their research, a place to conduct magical rituals, a community meeting hall, and the only lodgings in town available to outsiders. Visits find this place more welcoming than the rest of the town, but are closely watched.

Todd Knock is the only resident adventurer. As a former Veilmaster apprentice who never found a talent for magic he's well respected, but his frequent excursions into the plains beyond bring unwelcome whispers. The Veilmasters speak well of him, as he can often procure rare items at their request, but the number of times he's returned home with a dragon or some other fantastic beast close on his heels makes everyone nervous.


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Dasrak wrote:
Caruspan...

And now we know that the Cinderback Invasion happened ~1000 years ago.

Also, I've finished uploading all the easy, pre-written stuff to the wiki. Further additions and alterations will need to be done by the content's creators.


Vutava wrote:
And now we know that the Cinderback Invasion happened ~1000 years ago.

Actually, Yennato Nuar already established this. I was just being consistent. Still have no clear what the Cinderback invasion is, but I figured it must have something to do with fire.

Quote:
Also, I've finished uploading all the easy, pre-written stuff to the wiki. Further additions and alterations will need to be done by the content's creators.

The "like" button on this forum broken. I can't seem to click it more than once :-P


gonna do this again for some fun, if that's okay

Law/Chaos: 1d3 ⇒ 1 Lawful
Good/Evil: 1d3 ⇒ 1 Good
Size: 1d20 ⇒ 14 Small City
Government: 1d12 ⇒ 12 Secret Syndicate
Quality 1: 1d24 ⇒ 24 Broad Mind
Quality 2: 1d24 ⇒ 6 Pious
Quality 3: 1d24 ⇒ 21 Superstitious
Quality 4: 1d24 ⇒ 11 Rule of Might
Region: 1d5 ⇒ 5 Central
Race: 1d20 ⇒ 10 Human

...huh, rather interesting choices. I'll try to make something soon


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Straestron

Lawful Good Small City (Central)
Corruption +3, Crime -1, Economy +3, Law +0, Lore +2, Society +3
Qualities broad mind, pious (Forgruu), rule of might, superstitious
Danger 5
DEMOGRAPHICS
Government secret syndicate
Population 8,000 (5,000 humans, 1,700 dwarves, 300 lizardfolk)
Notable NPCs
Head of Celestial Guard Aaria Turthima (LG female dwarf paladin 7/cleric of Forgruu 3)
Underground Syndicate Leader Azirko "the Manipulative Shadow" (NE male human mesmerist 8/evoker 4)
Chief Xkirkooma Rainscales (LN old male lizardfolk druid (storm druid) 6)

Located within an open forest at a large crater known as the Crater of the Benevolent Beast, Streastron is an average sized city that thrives economically through the wealth of agriculture, livestock, mining and blacksmithing. Founded around 200 years ago by a crusade of Forgruu, the dwarven god of subterranean areas, defensive fighting and nature, the leader of said crusade found the swamp as a beautiful but fragile paradise that could be exploited by greedy lumbering companies and poaching organizations. Thus, he settled into the region, and made peace and fair treaty with the tribe of lizardfolk known as the Rainscale tribe-granting them a fair right that say the tribe has just as much rights as the locals of the city. The chief of the tribe is Xkirkooma, who's mother was not even a year of age when the crusade appeared; he is on friendly terms with the leader of the city's guard and politics, as well as the head of the city's only church, Aaria Turthima, the daughter of the crusade's leader. Both are frequently seen making conversations about events in their lives, or even about the weather-they both help with the defense of the city's population from stray beasts who can hunt a lone human or dwarf, like crater raptors and titan bears, as well as regulate the city's weather and crop rotation. Both have very similar personalities-stoic, serious when appropriate, and deeply care about the safety of their people. Many believe that they are a romantic couple, but this has been proven over and over again that this is far from the case.

Unbeknownst to the two, however, a syndicate has been slowly gaining control over the city-lead by the mysterious man known as Azirko, he was once a member of the guard as a magical interrogator, but was kicked out and arrested for evidence of falsely creating evidence with his own magical talents. After his service, he seemed to have moved away-but what the town's populace doesn't know is that he merely moved underground the city, forming a syndicate who's plans are of manipulating Xkirkooma and Aaria in order to hand the leadership position to him. Many do not know whether there is an ultimate goal besides revenge, but some have thought that he is planning to mass trap various animals to sell to underground pet trade markets, or to the black market. Only time will tell.

Straeson is technically only a small city by is sheer size and population-to an outsider, the small buildings, open areas and lack of bustling activity may fool one into thinking it's nothing but an overgrown village rather than a city. Indeed, many parts of the city still retain the natural terrain it once had when the crusade appeared, and most of the populace will wake up to find a stag, a giant tortoise, a moa, or-rarely-a dwarf sauropod feeding on some flora right next to their door. It is truly a rare sight of a city and nature living side by side.


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It really has been way too long. Time to fire up the old random settlement script and see what I get.

Rolling for New Settlement Sun Aug 27 2017 22:11:15 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 4
government 7
region 1
race 19
quality 1 2
quality 2 8

Jysettimine
Neutral Good Small Town (North)
Corruption 0; Crime -2; Economy 0; Law +2; Lore +1; Society -1
Qualities Holy Site, Racially Intolerant (human)
Danger 0
Government Overlord
Population 1,300 (900 Merfolk, 200 Gillmen, 100 Sahuagin, 50 Undine, 50 ther)
Notable NPCs
Hijuan Krithri (NG Female Merfolk Oracle 13)
Brindac Slintar (CE Male Sahuagin Bolt Ace 5 / Eldritch Archer 7)
Iaradin Sonosome (NG Female Merfolk Sorcerer 10)
Ziriom (LE Male Aboleth Psychic 10)
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 1d6; Major Items --

Due to the influence of the pillar of light, the north is home to all manner of strange creatures normally found in warmer climes. They teem around the almost tropical environs surrounding this mystic source of warmth. Jysettimine is a holy place for many of the creatures of the northern waves, home as it is to a relic said to be connected with the pillar of light. Volcanic vents keep the water exceptionally warm in the surrounding area, and a variety of races guard the secrets of this place with ferocity.

The Merfolk seers have always held sway here, with the current matriarch being Hijuan Krithri. Their clan is tolerant of some of the more vicious races that also venerate this holy shrine, and an uneasy peace exists despite the Merfolk population's discomfort with Sahuagin and even the rare Aboleth.

What exactly brings the Aboleth to this place is a mystery, but they seem to hold it in every bit as high regard as the other races. They seldom stay long, but there's always at least one of their kind lurking nearby. For the past five years, the Aboleth Ziriom has made no secret of his residence, although the exact location of his lair remains a mystery.

Though welcoming to the underwater races, the Merfolk have a vicious distrust of surfacers, particularly humans. Tales of vicious attacks by harpoon-wielding humans are common among the Merfolk, and any sailor foolish enough to enter these waters will find themselves under attack. As far as the Merfolk of Jysettimine are concerned, humans are vicious monsters to be driven away before they can kill defenseless Merfolk.


Dasrak wrote:

It really has been way too long. Time to fire up the old random settlement script and see what I get.

Rolling for New Settlement Sun Aug 27 2017 22:11:15 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 4
government 7
region 1
race 19
quality 1 2
quality 2 8

Jysettimine
Neutral Good Small Town (North)
Corruption 0; Crime -2; Economy 0; Law +2; Lore +1; Society -1
Qualities Holy Site, Racially Intolerant (human)
Danger 0
Government Overlord
Population 1,300 (900 Merfolk, 200 Gillmen, 100 Sahuagin, 50 Undine, 50 ther)
Notable NPCs
Hijuan Krithri (NG Female Merfolk Oracle 13)
Brindac Slintar (CE Male Sahuagin Bolt Ace 5 / Eldritch Archer 7)
Iaradin Sonosome (NG Female Merfolk Sorcerer 10)
Ziriom (LE Male Aboleth Psychic 10)
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 1d6; Major Items --

Due to the influence of the pillar of light, the north is home to all manner of strange creatures normally found in warmer climes. They teem around the almost tropical environs surrounding this mystic source of warmth. Jysettimine is a holy place for many of the creatures of the northern waves, home as it is to a relic said to be connected with the pillar of light. Volcanic vents keep the water exceptionally warm in the surrounding area, and a variety of races guard the secrets of this place with ferocity.

The Merfolk seers have always held sway here, with the current matriarch being Hijuan Krithri. Their clan is tolerant of some of the more vicious races that also venerate this holy shrine, and an uneasy peace exists despite the Merfolk population's discomfort with Sahuagin and even the rare Aboleth.

What exactly brings the Aboleth to this place is a mystery, but they seem to hold it in every bit...

where did you get that script, if I can ask?


KoolKobold wrote:
where did you get that script, if I can ask?

I wrote it. The source code here is if anyone is interested in what it's doing.


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gonna make another one

Law/Chaos: 1d3 ⇒ 3 Chaotic
Good/Evil: 1d3 ⇒ 1 Good
Size: 1d20 ⇒ 12 Small City
Government: 1d12 ⇒ 8 Overlord
Dominant Race: 1d20 ⇒ 2 Human
Quality 1: 1d32 ⇒ 1 Academic
Quality 2: 1d32 ⇒ 29 Subterranean
Quality 3: 1d32 ⇒ 23 Timid Citizens
Quality 4: 1d32 ⇒ 14 Darkvision (going to reroll)
Quality 4 reroll: 1d32 ⇒ 15 Militarized
Region: 1d5 ⇒ 1 North

wow, this is some interesting choices. will have something up in an hour

Jjurikaraan
CG Small city (North)
Corruption +3; Crime +2; Economy -3; Law +8; Lore -1; Society -4
Qualities academic, militarized, subterranean, timid citizens
Danger 0; Disadvantage cursed
Government overlord
Population 7,650 people (4,050 human, 1,600 elf, 1,500 half-elf, 500 other)
Notable NPCs
Mighty Chieftain Roothnress (CN Male Human barbarian 8 / fighter (two-handed fighter) 2)
Arcane Scholar Vyranos Silverwind (LG Male Half-Elf Evoker 6/Alchemist 3); Nipper (N Compsognathus familiar)
Estranged Spirit Krutii Iciclefang (NE Female Natural Born Werebear Ghost Druid 10)
Beast Driver Aaburaa Iciclefang (CG Female Werebear-kin Skinwalker Hunter 4/Ranger 3); Glacierclaw (N tiger animal companion)
Marketplace
Base Value 4,000 gp; Purchase Limit 25,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Several decades ago, a band of brigands-lead by a powerful chieftain named Roothnress and his wife-a natural born werebear called Krutii Iciclefang-along with his siblings raided various areas of Stahlund during the Cinderback Invasion, raiding supplies from devastated towns while also saving any surviving, recruiting any valuable fighters-in a way, both hindering and helping the kingdom. However, near the end, the brigands were nearly slaughtered, and forced to retreat into the subterranean caverns near The God's Glacier. Here, they stumbled into an unusual sight-a werebear city named Jjurikaraan, the home of Krutii-nearly put into despair and decay. The city was invaded by the Cinderback Invasion, but the werebears were able to drive the attackers out-at the cost of trapping them from the main entrance, and having scores of werebears dead. Thus, Roothnress decided to take hold of the city and try to restore it to its former glory-more for his own glory and to impress his wife than the benefit of the populace. Within a few years, the city started to become stable overall; but soon, tragedy fell onto Jjurikaraan when Krutii died-leaving Roothnress with his only child, Aaburaa Iciclefang, and to solely rule over the city.

The city is relatively safe-at least from the outside world. Despite having its guard containing behaviors of a corrupt guard, said guards are usually fair to locals, and light crimes usually go with punishment of limited labor of mining. Aaburaa-despite only being a teenager-is the leader of the guard, and regularly checks for the outskirts to drive out any predators or monstrous races (mainly a necromorphic tribe of troglodytes) with her giant white tiger companion Glacierclaw. What was once a large trading facility has now been converted to a school-where the most talented non-human and non-werebear/werebear-kin, Vyranos Silverwind-resides as the head, making sure to treat all his children fairly but strictly.

The greatest problems with the city though reside within its own walls; for one, the citizens are too nervous to report major crimes, for fear of being punished for said crimes (this once happened when Roothnress made an assumption that Krutii's brother was in lead with the troglodyte cult, and had him executed before a proper trial appeared). Another problem is, by being cut off from an easily accessible path, there is no trade-the city life is simply resorted to live a brutal hunter/gatherer lifestyle. But by far the biggest threat is the spirit of Krutii herself roaming the city, cursing its populace to slowly but surely become more barbaric with every year-the reasons as to why she is cursing her own home, and why no one else even realizes it or her occurrences-is unknown, but the fact that there are fewer werebear-kin-and even less werebears-than when she passed may have something to do with it.


Dasrak wrote:
However, this does raise a rather serious concern: what happens if you roll Slavers' Haven on a non-evil settlement? While some people might be okay with this quality on a neutral settlement, I'd struggle to reconcile that personally and I think everyone can agree it doesn't fit on a good settlement.

Are you suggesting that ever culture and civilization prior to the 'end' of slavery was 'evil'? There was never any 'good' before 1808? And then, only in the British Empire. It is a fact that every people and civilization in history has both been enslaved and held as slaves at some point(s) in time. A professor told us that only after the British Parliament voted to end slavery in the Empire that there were more 'free people than 'slave' on Earth. Other experts claim that point wasn't until Brazil and the Chinese freed their peasant slaves. Not planning on crawling after that split hair.

The Golem wisely avoids the whole question, but dragging in things we get upset about is always a dicey idea. We don't want the gaming world involved in a 'less filling/great taste' debate!

You might consider the slavery indicator as a severity indicator. Ranging from 'servitor' with a contract and restrictions to an active enslaving culture that works their slaves to death replacing the dead with gained slaves. The best would be similar to contracts today and descending from there. And being a slave wasn't all picking cotton: slaves ran a number of muslim countries and were commonly used as guards and soldiers. At the horrible end of that was the Chinese eunuch who ran the Empire. No kids means no dynastic ambitions.


Perhaps a city that uses a period of slavery in lieu of many prison sentences. Or something.


RDM42 wrote:
Perhaps a city that uses a period of slavery in lieu of many prison sentences. Or something.

Much as we do now?


Bwang wrote:
RDM42 wrote:
Perhaps a city that uses a period of slavery in lieu of many prison sentences. Or something.
Much as we do now?

yeah that's a good point


Bwang wrote:
Are you suggesting that ever culture and civilization prior to the 'end' of slavery was 'evil'?

Slavery as an institution is evil. It necessarily degrading, stripping the slave of dignity and liberty, and the slave-owner of empathy and decency. The Slaver's Haven quality specifies that the slave trade is central to the economy of the settlement. You can't escape it by sweeping it to the periphery, this settlement's economic livelihood is built on stripping other people of life and liberty in exchange for coin. So yes, I do feel such a settlement is necessarily evil.

Bwang wrote:
Much as we do now?

Last time I checked, private citizens are not allowed to buy prisoners to force them to work for them and inflict bodily harm and death if they disobey.

No, it's not the same thing.


Slaves were in every ancient culture and race, both ways and without exception. You're stating that every race and culture before 1808 was evil.

BTW, most slaves were property of the state. Prisoners work for the state while in prison. Seems like the same thing. And a private owner's POV is affected by the abundance of slaves, like any other commodity. Bodily harm and death affect the investment adversely. If you have a ship, cutting holes in the bottom to let water out might sound good and burning it is one solution to rats. Neither is sound thinking. And the state is a harsh master, has a ready supply of replacements and machine guns in towers. You might want to familiarize yourself with the 'prison/industrial complex', but remember that most of the websites are violently opposed to it.


I think, in a fantasy setting, it all boils down as to how the person is treated when going into forced labor with no pay. If the person is given lots of food, water, and shelter, is kept healthy, and is only being put into forced labor as a form of punishment, then it's community service.

If, on the other hand, said person was given the most limited amount of food, water and shelter to keep him barely alive, and his health condition is put at the bottom of the priority list-with him getting stuff done being the first priority-and not caring if he dies in labor, then it's slavery.

Again, they aren't exactly the same, but the one thing they have in common is that said person doing the forced labor with no pay and no true freedom of choice; the main difference is how his authority is treating the person. And this is from a fantasy setting-not in our own real world.


Bwang wrote:
Slaves were in every ancient culture and race, both ways and without exception. You're stating that every race and culture before 1808 was evil.

Setting aside hunter-gatherer societies (which rarely practiced slavery) the problem is that you're painting everyone with a broad stroke. There are plenty of documented cases of people living in societies which allowed slavery who disagreed with it vehemently. To say every person in every settlement in every nation was evil because slavery was practiced is overkill. In the case of Slaver's Haven, the settlement itself is fundamentally based around the slave trade. This would not preclude a good-aligned character from living there, but it would make the settlement as a whole veer towards the evil side of the alignment scale.

If you want to just paint all of human society with one brush, then yes I would agree that we've historically averaged out pretty far south of neutral. Slavery, genocide and tyranny are just all too common, and the great empires didn't get that way by being the nicest guys on the block. The D&D and Pathfinder alignment systems are calibrated based on modern ethical sensibilities and enlightenment values, and we have made substantial strides in human rights and well being in the past several centuries. It's hardly surprising that historical societies fall short of these standards.

Bwang wrote:
Prisoners work for the state while in prison.

Not the same thing at all. Prisoners are not treated as property, and they still have rights and protections.

Bwang wrote:
And a private owner's POV is affected by the abundance of slaves, like any other commodity. Bodily harm and death affect the investment adversely

Slavery relies on the threat of violence to enforce compliance, and the application of violence to prove it's not an idle threat. Any slave owner must necessarily be prepared to cause bodily harm and even death to his slaves to retain his position of power over them. In my view, there is no way to rationalize this; slavery as an institution is evil, and causes the people practicing it to move further towards an evil alignment.

Bwang wrote:
You might want to familiarize yourself with the 'prison/industrial complex', but remember that most of the websites are violently opposed to it.

I'd prefer to keep contemporary politics out of the discussion (this is becoming enough of a bottomless pit as it is), but I'll suffice to say that there would come a point at which such an institution would cross over the line towards "evil", and it would happen substantially before it became an outright equivalent to slavery.

Liberty's Edge

This seem both interesting and fun, so I will give this a try.

law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 3 Evil
size: 1d20 ⇒ 20 Metropolis
government: 1d12 ⇒ 6 Council
quality 1: 1d32 ⇒ 19 Supportive
quality 2: 1d32 ⇒ 18 Restrictive
quality 3: 1d32 ⇒ 6 Pious (Chatru)
quality 4: 1d32 ⇒ 5 Notorious
quality 5: 1d32 ⇒ 31 Racially Tolerant (Goblins)
quality 6: 1d32 ⇒ 11 Superstitious
region: 1d5 ⇒ 2 South
race: 1d20 ⇒ 9 Human

I will work up the settlement stat block and other details later, there is a lot there to do.


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Another one

Law/Chaos: 1d3 ⇒ 2 Neutral
Good/Evil: 1d3 ⇒ 3 Evil
Size: 1d20 ⇒ 20 Metropolis
Government: 1d12 ⇒ 3 Autocracy
Quality 1: 1d32 ⇒ 26 Defiant
Quality 2: 1d32 ⇒ 25 Cultured
Quality 3: 1d32 ⇒ 11 Superstitious
Quality 4: 1d32 ⇒ 24 Broad Minded
Quality 5: 1d32 ⇒ 17 Wealth Disparity
Quality 6: 1d32 ⇒ 26 Reroll
Quality 6: 1d32 ⇒ 4 Magically Attuned
Region: 1d5 ⇒ 4 West
Race: 1d20 ⇒ 5 Human

Echskrua's Domain (West)
NE metropolis
Corruption +6; Crime +0; Economy +4; Law +5; Lore +4 (low wealth)/+8 (high wealth); Society +10 (low wealth)/+6 (high wealth)
Qualities broad minded, cultured, defiant, magically attuned, superstitious, wealth disparity
Danger 10
Government Autocracy
Population 45,500 people (30,000 humans, 3,000 half-elves, 3,000 dwarves, 3,000 tieflings, 3,000 tengu, 3,500 other)
Notable NPCs
Overseer Echskrua the Imposing Lady (LE Female Succubus Bloodrager (Demonic Bloodline) 15)
Commander of Infernal Guard Ruuchiran Echskura (LE Middle-
Aged Male Tiefling Fighter 10/Barbarian 3)
High Judge of Order Drookon Goldfist (LN Middle-Aged ale Dwarf Investigator 5/Bard 3/Aristocrat 3)
Demonic Ambassador Telestina Voidheart (TN Female Half-Elf Unchained Summoner 8); Voidshadow (LN Inevitable Eidolon)
Mistress of the Jinx Irabirra Jujufeather (CG Old Female Tengu Oracle (Ancestors mystery) 6/Witch 5); Rubymoth (CG fairie dragon familiar)
Marketplace
Base Value 19,200 gp; Purchase Limit 120,000 gp; Spellcasting 8th
Minor Items *; Medium Items 4d4; Major Items 3d4

Once a thriving metropolis of perfect law and order, the large city once known as Adamantine Fortress-due to the various walls made of pure adamantine-was at the perfect balance it needed in terms of economy, cultural diversity, and society. Then, one day, something horrible happened-a huge army of gnolls, composing of at least a dozen different tribes, lead a successful raid against the city by attacking from the side where the city faced the vast Sandsea, with the pure intention of slaughter. However, this wasn't enough for the gnolls-they wanted to allow one of the various demons they worshipped to join in on the slaughter. While the raid's witches began to chant to summon a demon, so too did a summoner by the name of Telestina Voidheart tapped into the Outer Planes in order for salvation against the imposing monsters.

Surprisingly, their calls attracted the attention of one demon simultaneously-an oddly lawful succubus by the name of Echskrua. As she rose from the city's central area, she pondered on what would be a better choice for assistance. Within a matter of seconds, her mind was made up-by slaughtering the entire gnoll raid, not leaving a single one alive. While the people were at first confused, their questions were answered when the succubus told them of what she wanted in return for saving their lives-total control of the city. They were reluctant to agree, but no other choice was made.

Much to the surprise of all, despite being a somewhat wicked individual, Echskrua proved to be a rather competent leader-although she became the true overseer of the city's state, she did allow its autocracy to continue; now the mayor of the city is also the city's judge, a cranky but insightful dwarf named Drookon Goldfist. However, the dwarf is at a constant string of conflicts with the city's selfish and arrogant captain of the guard, Ruuchiran Echskura-who is also the eldest of the hundreds of children Echskrua has sired. As the succubus views that both are doing a good job at their duties, she feels as if their squabbling is unnecessary-and nothing irritates her more than unnecessary drama in her city.

As for Telestina, she received the shock of her life when she was promoted into Echskrua's very own ambassador-although her job is mainly to import goods from the city-mainly adamantine-into the succubus's home realm (and to her sister, Xerikia) in order to get an army of highly intelligent dreks-all forming the shock troops and suicide squads of her army. Thankfully the half-elf's eidolon, a strict and quiet inevitable named Voidshadow is powerful and menacing enough to keep any demon at bay. Why Echskrua needs an army is anyone's guest, but there are those who do not trust the demonic ruler fully; many believe she is building an army for the purpose of invasion. The one who believes this the most is an ecstatic and somewhat paranoid tengu by the name of Irabirra Jujufeather and her fairie dragon familiar Rubymoth; both are certain that Echskrua has dire plans, and is planning to ruin the reputation of the city. The succubus herself knows of the tengu's warning cries of despair and bloodshed, but she has done nothing about it-to her, there are more important things to worry about than the ramblings of an old and crazy crow.


Did not paint anyone with a broad stroke. You were the one throwing 'evil' on people. We do agree that humanity needs a lot of work to even approach 'neutral'. I'm a history major, and quite aware of the changing standards and have been railed against for pegging the Aztecs as evil.

Prisoners only have 'rights' in Western eyes. Do not spit on the street in China or they'll sell your organs. Mexican jails often do not have running water, though prisons mostly do. In the Congo, they'll keep you in jail without notifying any one, you'll probably be released with the next gov't. Less than 10% of our world's people are accorded even rudimentary 'rights'. Brazil is rumored to have machine gunned prisoners, but I can't find squat on that.

...and in my studies, I might agree with you if the facts supported you points. Well, the dehumanizing is less the institution and more the enforced stratification of more rigid social classes. Despite Ghandi, the 'Untouchables' of India can still be raped and killed with nearly no consequences.

The law and gov't both hold death as the ultimate penalty for failure to worship at their altar. If I kick in your front door after dark, you are justified in holding that same power (and I'd be stupid or worse).

It was you who brought modern sensibilities into this. You also might educate yourself on medieval and ancient labor systems, but there are few good books. Check dissertations from some students, they've now come to the decision that Egyptians used hired workers on the pyramids, not slaves.

Ultimately, slavery is a pathetic solution to the labor issue that grows less feasible as time goes on. I see it as an effort for people with issues to force others to their will without justification. You are absolutely correct in the 'dehumanizing' effect upon the ones in control. This can be seen in any master/subservient relationship. It is visible in spousal abuse, power drunk gov't types and traffic cops.


Going to spoiler block this debate since it's gone quite off topic.

slavery debate:

With regards to the Aztecs, it's worth noting that Pathfinder has addressed religions that involve blood sacrifices via the idol rules. Any idol that accepts a blood sacrifice immediately shifts to evil, so blood sacrifices are necessarily evil in Pathfinder.

As for all the examples of real-world injustices you bring up, I agree that there's a lot of s**~ in the world and certainly didn't intend to imply that things are all roses and unicorns now. There's a lot of work still left to be done in improving human rights around the world. With that said, your claim that only 10% of the world's population has even rudimentary rights seems extremely hyperbolic. Even just adding up the population of western liberal democracies exceeds 10% of the world population.

Bwang wrote:
they've now come to the decision that Egyptians used hired workers on the pyramids, not slaves.

Funnily enough, this is something I've known for so long that I can't even remember ever believing otherwise.

Bwang wrote:
Ultimately, slavery is a pathetic solution to the labor issue that grows less feasible as time goes on.

It makes sense. In a self-contained society, there would be little gain to the labor capacity from converting free workers into slaves, and little loss from converting slaves to free workers. Those people, and the labor they can provide, are still part of the society. It does change the allocation of that labor, typically putting more control into the hands of a small elite which tend to act in their own self-interest. It's easy to see how that could become grossly inefficient.


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Dasrak wrote:

Going to spoiler block this debate since it's gone quite off topic.

** spoiler omitted **

Since this all started for when someone asked what do they do if they roll the Slave related quality to their good aligned settlement, I suggest that, should that happen, simply reroll. You can decide to do that or not, just a suggestion.


Gonna do yet another one, to get back on track

law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 3 Evil
size: 1d20 ⇒ 10 Large Town
government: 1d12 ⇒ 7 Overlord
quality 1: 1d32 ⇒ 22 Artifact Gatherer
quality 2: 1d32 ⇒ 14 Darkvision
quality 3: 1d32 ⇒ 28 Deep Traditions
region: 1d5 ⇒ 2 South
race: 1d20 ⇒ 17 Kobold

Will get it done as soon as possible

Truakkeraa
NE Large Town (South)
Corruption +3; Crime -5; Economy +3; Law +4; Lore +1; Society -4
Qualities artifact gatherer (magical), darkvision, deep traditions
Danger 5
Government overlord
Population 3,002 people (2,500 kobolds, 498 lizardfolk, 2 blue dragons)
Notable NPCs
The Great King of Storms Truaak (LE male young adult blue dragon sorcerer (elemental-air) 4)
The Great Queen of Mirages Keraa (LE female young adult blue dragon illusionist 2)
Draconic Appeaser Xi'Teek Thundereye (LE male kobold bard (dragon yapper) 7)
Head Defender Kruubvoor Monsoonscale (NE male middle-aged lizardfolk bloodrager (draconic) 6)
Marketplace
Base Value 1,000 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Within the Lizardfolk Empire of Grandia, there resides a town that is located deep within a forest that is close to a shoreline near the Southern Seas. This area is known as Truakkeraa, named after the mating pair of blue dragons that rules the town-Truaak, the Great King of Storms, and Keraa, the Great Queen of Mirages. The history of this town is largely unknown to anyone else, but what is known is that, whenever the dragons started to rule the town, they landed laws that bring swift and unfair justice to any who even dare commit the smallest of crimes. Truaak is said to have even more electrical power than his age, and is known to fry any crime makers to a crisp-before he consumes the corpses. Keraa is a surprisingly gifted illusionist for her age-it is her work that the town is so secluded from the rest of Grandia.

Despite being in the Empire of Lizardfolk, less than 500 lizardfolk resides in this town-most serve as either nurses, hunters, caretakers of the eggs of lizardfolk and kobolds, or the guard of the town. Their leader, Kruubvoor Monsoonscale, is a dark blue colored male of great strength and wisdom, but he is a selective mute (only speaking when needed), and worse he is not in his prime-and it shows with his heavy breathing after a battle. He battles with his great sword (gifted from Truaak himself), but if needed be he can fight with his own two hands. Kobolds are usually reserved for mining, trading goods with other settlements in Grandia (somehow), or are ambassadors-the greatest of these ambassadors, and the source of jealousy from all other kobolds-is Xi'Teek Thundereye, a sapphire colored, gold eyed screamer of a kobold who serves as the adviser of the dragon rulers, and the announcer for any grand news of the dragons (when said dragons do not care to give announcements). Many do not like him for how he was seemingly picked to be the dragons' adviser out of pure choice-due to his cowardly nature and tendencies to screech at the top of his lungs at any random time of the day. The kobolds and lizardfolk respect and venerate the dragon pair, but it is clear that they follow every law the dragons make for complete fear of death.

Many outside of the town question why the dragons would want to rule a town like such, but many believe that near the town lies ruins that are untouched by the demons of Old Ganterton (which Xi'Teek claims with excited screeches that is simply cause of the presence of two dragons)-within such ruins are piles of magical items of ages past, from simple wands and scrolls to powerful artifacts and weapons of ancient rulers and priests. Many speculate that the whole reason why the dragons have taken over the town is to export the magical artifacts and treasures residing in these ruins to their own as their hoard-some even dare believe that once the demons take over the ruins, it will be a matter of time before they see through the illusions and invade the town (in which the dragons will either fight to defend their hoard, or flee-the latter is considered the easiest way to make an enemy in the town).


The alignment of a town is most of the leadership and citizens.
A few people in the administration and a part of town might be involved in activities that will horrify the rest. When the good leaders start to suspect, they may contact the adventurers to try to find evidence.

Also, roll up some other qualities that might be in competition with the bad one.


I don't have time at the moment but this one came up and someone might enjoy doing it ....

Rolling for New Settlement Fri Sep 01 2017 16:46:47 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 20
government 12
region 3
race 14
quality 1 11
quality 2 32
quality 3 12
quality 4 24
quality 5 6
quality 6 8

New Random Settlement
Chaotic Evil Metropolis (West)
Corruption +7; Crime +3; Economy +9; Law +2; Lore +5; Society +7
Qualities Broad Minded, Pious, Racially Intolerant, Slavers' Haven, Superstitious, Tourist Attraction
Danger 10
Government Secret Syndicate
Population more than 25,000 (Core or Featured)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 19200 gp; Purchase Limit 100000 gp; Spellcasting 7th
Minor Items all available; Medium Items 4d4; Major Items 3d4


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law/chaos: 1d3 ⇒ 3
good/evil: 1d3 ⇒ 3
size: 1d20 ⇒ 18
government: 1d12 ⇒ 2
quality 1: 1d32 ⇒ 12
quality 2: 1d32 ⇒ 16
quality 3: 1d32 ⇒ 5
quality 4: 1d32 ⇒ 29
quality 5: 1d32 ⇒ 31

region: 1d5 ⇒ 2
race: 1d20 ⇒ 4

Deepgate
CE Large City (South)
Corruption +3; Crime +2; Economy +3; Law +0; Lore -1; Society +0
Qualities Tourist Attraction, Resource Surplus (Adamantine), Notorious, Subterranean, Racially Tolerant (Drow)
Danger 20
Government Autocracy
Population 24,000 people (10,000 human, 5,000 half-Drow, 3000 Drow, 1,000 elf, 1,000 Dwarf, 1,000 Orcs, 1,000 Kobold, 2,000 other)
Notable NPCs
King Asgar Earthsong X LE Male Human Fighter 5 / Bard 5
Contracted royal advisor Lan Popan NE Feale tengu Lich Wizard 10 / Blackfire Adept 7
Noble serial murderer/Holy judge Xov Ciennydre CE Male Drow Slayer 5 / Assassin 10
Arch Executioner Nolif Vire CE Female Drow Antipaladin 10
Mich Yard TN Male half-Drow Alchemist 2 /Gunslinger 4

Marketplace
Base Value 12,000 gp; Purchase Limit 75,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Sitting between the border of two empires, and despised by both, Deepgate has made a name for itself, a name that has survived repeated attempts to be wiped from history. The city is a death trap for all things, fortune, fame, decency, morality, life is one of the few things that you are likely to keep no, matter how much you don't want to. They say if you can make it in Deepgate, you can make it anywhere. A true enough statement, as anyone who can make a living in Deepgate is truly a monster of the highest caliber.

The namesake of Deepgate is the 10 meters tall adamantine gateway that leads to the Deepworld. a mystery to all who study it, and an attraction to all who would, the Deep Gates purpose, construction, and creators are all unknown. The city Deepgate is a history of its own, the humans and drow who populate the city have a intertwined history with the gate from both sides.

The drow's history of the Deep Gate, which they refer to as the Last Wall, involves the drow expanding and creating a frontier settlement on their side of the gate. Working to both understand the secrets that they have forgotten of it (or so they say), and to prepare for whatever awaits when it opens.

The human history of the Deep Gate involves two large mercenary companies agreeing to form one mercenary company and setting up a base of operations on an open plain. While digging a tunnel to establish a basement, a digger hit the Deep Gate. the diggers excavated the site and discovered the Deep Gate. A baffling mystery the company of mercenaries had to turn their base into a tourist attraction for all who wish to study the large adamantine construct. The mercenaries having to give up there mercenary work and turning they're established Bass into a new settlement as more and more people came to study the Deep Gate.

Centuries later the Deep Gate opened for reasons that no one knows, and so the drow and human settlements on both sides interact for the first time. needless to say a war broke out and the humans won.

It was not as bad as a war could have gone though. While the drow had been preparing for such a thing for as long as there settlement had existed, the human simply far outnumbered them. Due to this the peace treaty between them resulted in a unique standard of social distribution for both sides. The drow who lived there would keep their titles and ranks, as would the humans, but the humans would be the only ones who could become kings and queens of the city. elected from their own noble houses by the drow nobility.

Religion is another matter entirely, as there is no one state-sanctioned religion the city's religious population is wild and varied. There have been shadow wars in Deepgate for as long as Deepgate has existed. these shadow wars range from shadowy cults and religions fighting each other to righteous cults, holy cults, shadow cults, wicked cults, and every other religion and cult you can find fighting each other.

Currently the most powerful religious force in it Deepgate is the Pure Church. The Pure Church is led by the Pure One or Pope and is elected into the position for life by the Archbishop's, a circle of 17 figures who are themselves elected in to their position by the various factions who support and hold power in the church.

The Merchants Guild is a continuous power struggle of all business owners in Deepgate. The Merchants Guild is led by whoever has the most money, and thus the most power, in the guild.

The Culture Guild is the most legitimate power in Deepgate. But just because it's the most legitimate doesn't mean it doesn't hold its own secrets. There recently made powder is a well desired and selfishly kept secret, and many wait with bated breath to see who it will be who starts a war with the Culture Guild to get their hands on it.

While Deepgate may be run by kings and queens, they are, for all intents and purposes, penny kings and queens. Deepgate itself is little more than a city-state that will often join the force that holds the most power in the region, and while the current empires that it sits between would love nothing more than to wipe the city out of existence, the city and its rulers keep to themselves and pay tribute to whoever claims rule over them regularly.

The Empire of Grandia holds dominion over Deepgate for now, and only maintains that hold for the wealth of the city provides.

Liberty's Edge

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This is my first city, at least this large, so any feedback on it would be very welcome

The City that Moves
NE Metropolis
Corruption +6; Crime +1; Economy +6; Law +3; Lore +2; Society +12
Qualities Supportive, Restrictive, Pious (Chatru), Notorious, Racially Tolerant (Goblins), Superstitious
Danger 15
Government Council
Population 33,00 (19,000 humans, 5,000 hobgoblins, 4,000 dwarves, 3,000 goblins, 1,500 tieflings, 500 other)
Notable NPCs
Clanhead Radsa Granitecarver NE Dwarf Gunslinger 7  /  Sorceror 5
Protector of the Walls LE Adamantine Golem
Kasiranna, Priestess of Chatru NE Middle-Aged Female Tiefling Battle Oracle 15
War Captain Arotark CE Male Hobgoblin Fighter 8 / Cleric 2
Lanlathel, Duke of the Treasury NE Venerable Male Human Aristocrat 4 / Expert 7
Workers Representative Rottooth NE Old Female Goblin Commoner 4 / Witch 3
Marketplace
Base Value 20,800 gp; Purchase Limit 150,000 gp; Spellcasting 7th
Minor Items All; Medium Items 4d4 items; Major Items 3d4 items

The City that Moves, its original name lost to history, is a scourge upon the land. Originally the city was built in the region that the Telzuchin empire claims. The original central parts of this city still show the ancient architechture that hails from the time of that construction. At its beginning, it is believed that the city was founded for trade and as a central place for all the races to coexist. This changed with the coming of The Architect, the Builder of Destruction as some fables know them, who was a servant of Chatru. He invaded the city with an army of constructs before sealing all the gates and casting a perpetual night and fog across the city so that none may either see into their city or escape it.
Many decades later, a tiefling priestess of Chatru named Kasiranna discovered an open gateway in the city walls. After exloring the city for a month, she eventually left before returning years later with a group of hundreds of devout followers of Chatru, including an old "friend" of hers by the name of Lanlathel, who would eventually be put in charge of the treasury for The City that Moves. They were all attracted to the city by the tales that she told them of the various implements of war that she had found within. As more and more followers of Chatru were attracted to the city, the Protector of the Walls, the last remaining construct of The Architect activated itself in an attempt to both protect those inside the city and preserve order amongst them. Eventually, a Dwarvish clan, headed by Radsa Granitecarver was hired in an attempt to activate the many massive siege engines of various shapes, sizes, and destructive capabilities throughout the city. To achieve this, however a labor force was required and found: a tribe of Goblins led by the witch Rottooth. Between the combined efforts of these two races, they succeded in activating most of the massive engines of war. In addition, they inadvertantley activated a mechanism that moves the entire city along the ground, crushing everything in its path.
The City, as it is sometimes known, now continuously moves across the Plains of Grandia, pushing in front of it the remains of those cities it has destroyed. It only occasionally stops at other cities and towns to lay siege to them. Occasionally, The City ventures into other regions. During one such incursion into the hobgoblin kingdom of Massereen, a group of local Hobgoblins were captured, including a young Avotark. Always being keen to take an advantage for himself when needed, he rose to be the general of the invasion forces for the city. However, even with all the time that has been spent on the city by the dwarves and goblins, some machines remain inactive, and many have unknown capabilities.


another one

law/chaos: 1d3 ⇒ 1 Law
good/evil: 1d3 ⇒ 1 Good
size: 1d20 ⇒ 20 Metropolis
government: 1d12 ⇒ 4 Council
quality 1: 1d32 ⇒ 23 timid citizens
quality 2: 1d32 ⇒ 16 resource surplus (going to choose Entertainment as a whole, unless I need to choose something more specific)
quality 3: 1d32 ⇒ 7 prosperous
quality 4: 1d32 ⇒ 14 darkvision (reroll)
quality 4 reroll: 1d32 ⇒ 30 reroll
quality 4 reroll 2: 1d32 ⇒ 29 reroll (again)
quality 4 reroll 3: 1d32 ⇒ 25 cultured
quality 5: 1d32 ⇒ 24 long memory
quality 6: 1d32 ⇒ 7 subterranean
region: 1d5 ⇒ 5 Central
race: 1d20 ⇒ 5 Human


1 person marked this as a favorite.

Emerald Equilibrium
LG Metropolis (central)
Corruption +4; Crime +6; Economy +5; Law +3; Lore -1; Society +10
Qualities cultured, long memory, prosperous, resource surplus (Entertainment), subterranean, timid citizens
Danger 5
Government council
Population 80,000 people (30,000 humans, 20,000 dwarves, 15,000 gnomes, 10,000 oreads, 5,000 changelings)
Notable NPCs
High Councilwoman Sethrina Lorgrun LN Female Human Aristocrat 8/Bard 5
Judge of the Damned Fronir Clreanan LE Middle-Aged Male Human Oracle (Heavens mystery) 10
Head Crusader Projin Diamondhammer LG Middle-Aged Male Dwarf Paladin of Forgruu 7/Ranger 3
Queen of the Gypsies Scaree Rhymewind CG Female Gnome Bard 5/Rogue 3/Arcane Trickster 1
Archdeacon of the Benevolent Beast Keratrem the Amethyst LG Female Oread Warpriest of Forgruu 6/Oracle (Life mystery) 2
Potion Mistress Cheriira CG Young Female Changeling Witch (Healing patron) 4; Whistlewing NG celestial thrush familiar
Marketplace
Base Value 20,800 gp; Purchase Limit 150,000 gp; Spellcasting 8th
Minor Items *; Medium Items 4d4; Major Items 3d4

Situated underneath the human kingdom of Rastria, the huge metropolis of Emerald Equilibrium is a bustling underground city situated on a huge column of pure, unbreakable emerald colored diamonds, with the city's structure itself composed of various pieces of adamantine metals and emeralds. Due to the huge amount of gems and jewels the city has access to, it is a bustling trading area for other parts of the kingdom; hundreds of merchants and traders come into the town from all over Rastria to make a profit on a daily basis. The High Council of Diamonds consist of a variety of people, who's entire focus is to make sure the city is as economically stable as possible-this has been nothing but a success to their leader, High Councilwoman Sethrina Lorgrun, who has made and passed a huge variety of laws to insist on a fair marketplace. She was born in the city of Cetraiatex, a smaller but equally prosperous city in the south; many believe she was taught in the various laws of that city as a girl, and as such has incorporated her own versions of these laws into the city. However, she despises the criminal activity in that city, and thus has made it a mandatory law that any form of theft will result in forced manual labor at first; but the second time will be punished with execution by beheading. Even though crime does continue to happen, it is not as extreme or common as it is in the smaller city-mainly due to how, as everyone is in relatively stable finances, there's no real need to steal. If anything, vandalism and public brawls are a much more common crime than theft.

Any crimes that do happen will end up with the perpetrators being arrested by the head of the city's police state-a gruff but honorable dwarf named Projin Diamondhammer, who once spent some time as a crusader against demons in the south. Despite his short tempered nature and disdain for teenagers and rebellious people, he is kind to the prisoners while they await judgement-giving them what food and drink they want (outside of alcohol), and being just as strict and forceful on any lesser prison guards who are abusive or heartless to any prisoner as if they were a prisoner resisting arrest. In fact, many a time he has helped shaped these prisoners into well loved people when they were released-like Cheriira, a gold haired changeling who was on trial for murder at an age of 5. Nobody believed she truly murdered her adoptive parents, and evidence was showing that she truly was an innocent bystander and a lucky survivor-however the judge was unsure, and thus accompanied Projin to raise her as his own. Now, despite only being 11 years of age, she is independent and lives her life as a potion maker and healer for adventurers stopping to stay-and the dwarf couldn't be anymore prouder.

Gypsies do run around the city-but rather than be a menace or a small nuisance, they are in fact the very source of entertainment for the city, with the various gypsies being bards, fortune tellers, or heads of their own games (like craps, poker, etc). The majority of these permanent settling gypsies are gnomes, with a few humans among their mist-they all live within a large building known as the Court of Giggles, and are ruled by their free spirited and kind queen, Scaree Rhymewind-a beautiful ruby haired gnome who despises oppressive rules and wishes for freedom for all. Despite this, she is good friends with Sethrina, and both are constantly seen making friendly chats or discussions about any political issues with the gypsies and the other cityfolk. This is normally done within the Spire Sanctuary-a large church of the Benevolent Beast, named for the spike-like tops of the jewels sticking out. The Archdeacon of this building, Keratrem the Amethyst, is a soft spoken and generous emerald colored oread who makes sure that any who are being punished for no reason have sanctuary from the city's oppression-for one major flaw in the city is that once you are committed for a crime, regardless if you are innocent or guilty, many of the city will see you as nothing more than a rebel wishing for anarchy.

And these fine folk blame one person for this mindset-a cold blooded, stoic man named Fronir Clreanan, who is the High Judge of the city, and the one who makes all judgments for crimes committed. Despite this, he is extremely biased and racist-believing that all non human races are the "tumors of this pure world", and that any human associating themselves with these races are traitors to humanity. This is a reason why he will try to convince the jury to go on his word with whatever crime is committed-meaning that if he believes the defendant is guilty (which almost always happens), he will try to blackmail and threaten members of the jury to get them on his side. He is as clever as he is cruel, and makes sure to carefully hide his tracks-through a combination of magic and a silver tongue to throw off any investigators on his trail. This is the reason why he is so despised by the city-but at the same time, most fear him even more so. To them, he is more than just the very man who enforces the law-he is a man who can twist the laws to his own biased views, and is clever enough to make sure no evidence points of his wrongdoing. The only people who openly express their hatred towards him are Projin (who's men have usually been forced to use brutality on innocent bystanders), Cheriira (who's shop has been vandalized more often than not), Scaree (who is viewed as the very downfall of the city's perfect law and order), and Keratrem (who is thought to be a religious hypocrite, allowing demon worshipers and sinners into her church)-all have been badly affected by his bias based actions, yet because of the fact that Sethrina has no evidence to prove of his actual doing (believing all events to be from other people taking his strict code and twisting it to their favor) and that he is very good as a judge (in her eyes), she has yet to revoke him of his title. Which is something the man takes in sheer pride.


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law/chaos: 1d3 ⇒ 3 Chaotic
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 9 Large Town
government: 1d12 ⇒ 5 Council
quality 1: 1d32 ⇒ 15 Militarized
quality 2: 1d32 ⇒ 8 Racially Intolerant
quality 3: 1d32 ⇒ 29 Subterranean
region: 1d5 ⇒ 3 East
race: 1d20 ⇒ 7 Human

Testrinar
CN Large Town (East)
Corruption +4; Crime +5; Economy -4; Law -1; Lore +0; Society -8
Qualities militarized, racially intolerant (dwarves), subterranean
Danger 20 Disadvantage anarchy
Government anarchy
Population 4000 people (2,500 human, 1,400 kobolds, 100 worgs)
Notable NPCs
Rebel Leader Xabruu Flameheart CN Male Human Barbarian (Invulnerable Rager) 5/Fighter 2
Maelstrom Ambassador Teerii the Insane CN Male Kobold Summoner (Unchained) 4; The Insane Enigma CN Protean Eidolon
Ragnoruin the Chain Breaker CE Awakened Fiendish Male Worg Skald 2
Seleshir, the Slave Prophet NG Female Human Oracle (Time) 4
Marketplace
Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Underneath the farthest northern border of the dwarven kingdom Etag Ogred lives a large town of chaos, disorder, and warmongering maniacs-known as Testrinar (Dwarven for "the madman's home"), this town was once settled in as a militarized dwarven post to push back a large kobold tribe that worshiped proteans rather than dragons, and who eschewed law and order for disorder and insanity. However, within only a year after the military town was settled, the madness that the kobolds embraced soon engulfed the minds of the humans who resided there-and overnight the dwarven population was brutally murdered, with the humans aligning themselves with the kobolds and claiming the town as their own.

The first man to be swallowed by this insanity was Xabruu Flameheart, a wild eyed, dwarf hating barbarian who long believed that the state of Etag Ogred was proof that dwarves have no power to be leaders of their own kingdom, but slaves to humanity. His hatred became fused with the madness that flooded the caverns, and his desire to overthrow the dwarves soon started to spread to every human-which escalated into the brutal massacre, dumping the dwarven bodies (regardless if they were alive or dead) into a huge pit to be food for the unknown monsters. He claims to be the leader, but he in fact answers to two others-Teerii the Insane, a loud and hyper kobold who truly believes to be a protean lord reborn in a kobold body; and Ragnoruin, a highly intelligent but bloodthirsty worg, who he and his slightly intelligent pack have aligned with the kobolds long before the dwarves settled into the caverns. All three allow the disorder to run amok in the town-murder, assault and worse happen on a daily basis, and the three can only look at it in pride, planning one day to unleash this madness into the kingdom. They have forced one woman-a frail, weak oracle known as Seleshir, to give the three leaders prophecies and events in the future to help them plan for a full invasion on the dwarven kingdom. No one knows how long it will be before the invasion begins, but many nearby dwarven settlements dread the day that comes.

Liberty's Edge

Trying this again.

Law/Chaos 1d3 ⇒ 2 Neutral
Good/Evil 1d3 ⇒ 3 Evil
Size 1d20 ⇒ 1 Small Town
Government 1d12 ⇒ 1 Autocracy
Quality 1 1d32 ⇒ 19 Supportive
Quality 2 1d32 ⇒ 22 Artifact Gatherer (Magical)
Region 1d5 ⇒ 5 Central
Race 1d20 ⇒ 13 Core or Featured race (Elf)


Will do another one (apologies if I'm just spamming these)

law/chaos: 1d3 ⇒ 1 Lawful
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 3 Small Town
government: 1d12 ⇒ 9 Overlord
quality 1: 1d32 ⇒ 8 Racially Intollerant
quality 2: 1d32 ⇒ 26 Defiant

region: 1d5 ⇒ 4 West
race: 1d20 ⇒ 17 Tengu

I realized that someone is editing the Random Settlement Generator document, so I'll wait a bit.

Ravenheart
LN Small Town (west)
Corruption +2; Crime -2; Economy +0; Law +2; Lore +1; Society -1
Qualities defiant, racially intolerant (humans)
Danger 0
Government overlord
Population 500 people (500 tengu)
Notable NPCs
Great Shigenjo Taikura LN Female Human Tengu Oracle (Shigenjo Archetype, Battle Mystery) 6
Head Human Hunter Dura-Duraka NE Male Tengu Ninja 3/Ranger 2
Shigenjo Adviser Zizzar LN Male Old Tengu Monk (Sensei Archetype) 5
Marketplace
Base Value 1,000 gp; Purchase Limit 5,000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items N/A

Situated in a hilly area of Emiraba, the town of Ravenheart is perhaps the most anti-human settlement in the kingdom. This is due to the town's settlers-tengu-being descendants of tengu who were either in poverty or faced extreme prejudice, all due to humans. They do not have any goal to exterminate humans-they simply wish to live a life without any form of hatred.

Their current leader-a dark purple, silent and stern female named Taikura-wishes to make travel to other parts of the globe, to bring forth other tengu in dire situations to her sanctuary. She is advised by the aging but whimsical sensei Zizzar, who is still teaching the young leader lessons on life and leadership. However recently conflict has risen with a small group of tengu wishing to hunt for humans-with their leader, Dura-Duraka, being the most vocal about this decision. However, as they have yet to raid any nearby human settlements, nothing is being done about their behavior-but time will tell when his vocal attacks become reality.


Rolling for New Settlement Thu Sep 07 2017 12:28:03 GMT-0700 (PDT)
law/chaos 2
good/evil 3
size 18
government 1
region 4
race 15
quality 1 3
quality 2 28
quality 3 7
quality 4 31
quality 5 13

Ildaean
Neutral Evil Large City (East)
Corruption +3; Crime -1; Economy +5; Law +5; Lore +3; Society 0
Qualities Deep Traditions, Insular, Mythic Sanctum, Prosperous, Racially Tolerant (Goblin)
Danger 15
Government Autocracy
Population 17,600 (9,500 Elf, 4,300 Goblin, 1,500 human, 900 half-elf, 400 gnome, 1000 other)
Notable NPCs
Dalsini Erithelle NE Female Elf Fighter 1 / Barbarian 1 / Alchemist 14 // Marshal 6
Targulith Gurgon CE Male Goblin Gunslinger 5 / Wizard 5 / Eldritch Knight 5
Nuren Ampurnik NE Female Goblin Gunslinger 5 / Warpriest of Greenhand Redtongue 9
Jace Stillwater TN Male Elf Diviner 13
Quinn Tallman CN Female Half-Elf Alchemist 14
Inliss Tisal NE Male Cleric of Dalsini Erithelle 13
Marketplace
Base Value 10400 gp; Purchase Limit 75000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The world is changing, and those who don't adapt will be destroyed. Even ancient refuges, however hidden and protected, are not immune. So it is that the king of the elven lands of the east, in his complacency, allowed himself to be deposed and for a new order to establish itself. Under the leadership of Dalsini Erithelle, a great army set about bringing these wayward lands to heel. Unlike any traditional elven army, it made use of musket and cannon, backed by spell and steel. Strangest of all is the new race brought into the empire's fold.

Erithelle's empire is built heavily upon the sacrifice of her goblin allies. Many serve as soldiers on the front-lines, while others labor to their deaths in the great foundries of Ildaean. While most goblins live a harsh life, their elites are richly rewarded. The highest ranking goblins have power and influence far outstripping most elves, and are eager to push their weight around. "War heroes" are above the law in most respects, and the goblins take delight in making sure the elves know this.

Erithelle herself frequently leaves the capital to lead her armies on major campaigns, but never for long enough to allow anyone else the opportunity to make a play for her seat of power. She has insinuated a cult of personality among the populace, and is beholden to a legion of adherent faithful. Her mythic status even allows her to anoint clerics; her domains are Evil, Artifice, and War domains, as well as the Industry and Blood subdomains. Despite how many ardent followers she has, little is known of her personally and she is far removed from anyone not in her inner circle. Her high priest is Inliss Tisal, a repulsive sycophant of the worst sort.

The goblins for their part are divided between their two "leaders", Nuren Ampurnik and Targulith Gurgon. Both are veterans of Erithelle's campaigning and voracious warriors. They command the loyalty of roughly half of the goblin elite forces each, and Erithelle plays their ambition and animosity against each other to her favor.

Jace Stillwater and his illegitimate daughter Quinn Tallman are responsible for much of the industrialization of Ildaean, and in addition have a talent for subterfuge and outing dissidents. They are much less harsh than their mistress, preferring subtlety to overt shows of force, and ingenuity to destruction.

Much of the city's cultural and intellectual elite has been decimated by Erithelle's purges. Despite her brutal crackdowns of anyone she deems a dissident, she has a great appreciation for traditional culture. While she's quick to toss it to the wayside if it gets in her way, showing her true colors in the process, she has allowed many old traditions to flourish in her new order.

Beyond the boundaries of her kingdom, though, Erithelle's name is spoken in hushed whispers and with scorn. Those who fled her reign hold her in the lowest regard, and eagerly await the day she meets her own untimely end. For the time being, though, her power and the shadow of her influence continues to expand.


Dasrak wrote:

Rolling for New Settlement Thu Sep 07 2017 12:28:03 GMT-0700 (PDT)

law/chaos 2
good/evil 3
size 18
government 1
region 4
race 15
quality 1 3
quality 2 28
quality 3 7
quality 4 31
quality 5 13

Ildaean
Neutral Evil Large City (East)
Corruption +3; Crime -1; Economy +5; Law +5; Lore +3; Society 0
Qualities Deep Traditions, Insular, Mythic Sanctum, Prosperous, Racially Tolerant (Goblin)
Danger 15
Government Autocracy
Population 17,600 (9,500 Elf, 4,300 Goblin, 1,500 human, 900 half-elf, 400 gnome, 1000 other)
Notable NPCs
Dalsini Erithelle NE Female Elf Fighter 1 / Barbarian 1 / Alchemist 14 // Marshal 6
Targulith Gurgon CE Male Goblin Gunslinger 5 / Wizard 5 / Eldritch Knight 5
Nuren Ampurnik NE Female Goblin Gunslinger 5 / Warpriest of Greenhand Redtongue 9
Jace Stillwater TN Male Elf Diviner 13
Quinn Tallman CN Female Half-Elf Alchemist 14
Inliss Tisal NE Male Cleric of Dalsini Erithelle 13
Marketplace
Base Value 10400 gp; Purchase Limit 75000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The world is changing, and those who don't adapt will be destroyed. Even ancient refuges, however hidden and protected, are not immune. So it is that the king of the elven lands of the east, in his complacency, allowed himself to be deposed and for a new order to establish itself. Under the leadership of Dalsini Erithelle, a great army set about bringing these wayward lands to heel. Unlike any traditional elven army, it made use of musket and cannon, backed by spell and steel. Strangest of all is the new race brought into the empire's fold.

Erithelle's empire is built heavily upon the sacrifice of her goblin allies. Many serve as soldiers on the front-lines, while others labor to their deaths in the great foundries of Ildaean. While most goblins live a harsh life, their elites are richly rewarded. The highest ranking goblins have power and influence far outstripping most...

I think she may need a make up artist to hide the fact that she is turning into a drow.


Redot!

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