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Homebrew Challenge: Settlement Generator


Homebrew

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As a direct tie-in with the Homebrew Challenge: Pantheon Generator we will be randomly generating settlements. These settlements will exist in the same setting as the random gods generated in the other thread, but otherwise you're free to take your concept in whatever direction you choose.

The settlement rules can be found on the PRD. Random tables have been prepared, and you can find Instructions for Randomly Generating Your Settlement in the linked document.

Short version:
Step 1 - Roll for Alignment
Step 2 - Roll for Size
Step 3 - Roll for Government
Step 4 - Roll for Qualities
Step 5 - Roll for Region
Step 6 - Roll for Dominant Race
Step 7 - Write up your settlement!

I will upload all settlements created to this document and this spreadsheet so we can admire the world we're creating.


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Example settlement:

Law/Chaos: 1d3 ⇒ 3 Chaotic
Good/Evil: 1d3 ⇒ 1 Good
Size: 1d20 ⇒ 1 Small Town
Government: 1d12 ⇒ 2 Autocracy
Quality 1: 1d24 ⇒ 15 Militarized
Quality 2: 1d24 ⇒ 24 Broad Minded
Region: 1d5 ⇒ 2 South
Race: 1d20 ⇒ 16 Core or Featured (choosing Elf)

Tallathios
CG Small Town
Qualities Broad Minded, Militarized
Government Autocracy
Population 1640 people (1000 elf, 300 half-elf, 220 human, 120 other)
Notable NPCs
Matriarch Arish Pallamorn NG Female Elf Witch 8
Watch Warden Fyrin Ilsaeros CG Male Elf Magus 7 / Ranger 1
High Lord Markus Aviel CN Male Half-Elf Summoner 7
Priestess Lyrissa Soriss CG Female Elf Cleric of Tarna 7

The elves of the Malvariss glades were once far more numerous, and lived in enforced isolation. Outsiders that intruded on their territory were dealt with harshly, and set home with visible scars as a reminder to their kin of what happens when elven territory is transgressed. This behavior did not earn the elves of Malvariss any friends. In their hubris they antagonized an enemy far to powerful, inflicting their brands upon an ambassador attempting to visit their lands. The ensuing war was devastating for human and elf alike, leaving both kingdoms in ruin. Where the humans would recover quickly, the elves fell into decline and one by one they disappeared.

Tallathios is one of the last bastions of the former grandeur of the elven Realm of Malvariss. The remaining elves are battle-hardened from over a century of constant fighting, many of them refugees from other settlements now lain to ruins or claimed by other races. Tallathios has survived by abandoning the old ways and opening itself to the outside world. Humans as well as elves are welcome here, and other races - including goblinoids - find safety in the small villages sheltered under Tallathios' watch.

Tallathios is effectively governed by Matriarch Arish Pallamorn. Although she does not hold any formal office, she is so well-regarded that her word is effectively law. Certainly the military force of Tallathios is more than willing to act on her command. Command is functionally split between two officers: Watch Warden Fyrin Ilsaeros and High Lord Markus Aviel. Both titles hearken back to days of the united Malvariss Realm, and both men are keenly aware of how little these titles mean today. High Lord Aviel in particular constantly feels the need to prove himself due to his mixed blood heritage.

Tallathios is highly defensible, situated in mountainous terrain with approaches cut off by dense forests and a wide river. With the high towers of the town providing watch for miles in all directions it is nearly impossible for invaders to arrive unnoticed and they are easily intercepted and harassed by the hardened and elite Tallathios forces. A row of seven small villages line the river-side, protected by Tallathios' proactive defense. While the town and its defenders are not large enough to withstand a determined army, they have thus far avoided such a fate by being placed away from such powerful enemies and through careful diplomacy with their neighbours.

The elves of Tallathios primarily worship Tarna, seeking to grow in power and knowledge to succeed where their forebears failed. Tarna has always been the patron deity of Tallathios, but the elves of Marvariss held diverse religions views and many of their residents still follow other gods even if there are no resident clergy of those faiths.


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Welp, it's been a while since I've touched the Pantheon. So let's try this!

Law/Chaos: 1d3 ⇒ 1 Lawful
Good/Evil: 1d3 ⇒ 1 Good

Size: 1d20 ⇒ 20 Metropolis! Startin' off big here!

Government: 1d12 ⇒ 12 Secret Syndicate

Qualities: 6d24 ⇒ (24, 14, 10, 16, 13, 24) = 101 Strategic Location, Mythic Sanctum, Darkvision, Resource Surplus (Darkwood), Broad Minded
Quality Re-roll: 1d24 ⇒ 17 Wealth Disparity

Region: 1d5 ⇒ 5 Central

Dominant Race: 1d20 ⇒ 7 Human.

Ebongrove
LG Metropolis
Corruption +6, Crime +5, Economy +8, Law -1, Lore +5 (+7/+3), Society +6 (+4/+8)
Qualities - Broad Minded, Darkvision, Mythic Sanctum, Resource Surplus (Darkwood), Strategic Location, Wealth Disparity
Danger - +10
Demographics
Government - Secret Syndicate
Population - 57,231 (28,629 Humans, 8,432 Dwarves, 6,259 Aasimar, 6,230 Tieflings, 1,341 Elves, 1,021 Gnomes, 1,015 Undine, 1,006 Ifrit, 1,005 Oread, 1,001 Slyph, 501 Flumphs, 791 other)
Notable NPC's
- Taxcis Lionnes LG/LN Male Aasimar (Archon-Blooded) Vigilante 14/Mythic Trickster 5
- Xanthan Whec LG Female Human Cleric of Xaeldor 15
- Carcharais Synderfell NE Male Undine Lich Wizard 16
Marketplace
Base Value - 17,600 gp; Purchase Limit - 100,000 gp; Spellcasting - 8th
Minor Items - All; Medium - 4d4; Major - 3d4

Well, the actual description of this will have to wait a while, as it's going to be long.


mourge40k wrote:


[dice=Size]1d20 Metropolis! Startin' off big here!

Nice! Was afraid we'd have to wait a while to see one of those. And Mythic Sanctum, too! What an opener! Can't wait to see what you do with it :-D

Silver Crusade

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Alignment:Lawful Evil
Size:Large Town
Government:Overlord
Qualities:Insular, Dakrvision, Timid Citizens
Region: Central
Dominant Races:Humans
Population: 3450 (2000 Humans, 730 Dhampir, 200 Tieflings, 520 other)
Notable NPCs:
Grand Prince Goltan IV (LE Human Vampire Mesmerist[Cult Master]/12)

Protostrator Iakos Makedon (NE Dhampir Swashbuckler/9)

Arena Master Telegu (LN Human Cleric of Arkatos/6)

Avrobus

Avrobus was once a small city that associated itself with the other Good powers in the region. However, during the Cinderback Invasion of 741 A.W.E, the Varseutian dynasty, praying to Hell for guidance, staged a coup, and seized the city.

Present-day Avrobus is a thorn in the side of nearby Ebongrove, whose populace would love nothing more than to liberate the city. However, the mountains the city is perched on, as well as the desperation with which Avrobanians defend their city, has protected them from conquest.

Under the undead and ever-watchful eye of Grand Prince Goltan IV, the citizens go about their lives, knowing that even the slightest challenge to authority leads to only one fate: being taken away in the night, and being thrown against other dissenters in gladitorial combat, dying for the spectacle of their fellow citizens.

And when there are no dissenters to take up the role of gladiator?

Then the people of the lowlands get taken in the night.


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Law/Chaos: 1d3 ⇒ 1 Lawful
Good/Evil: 1d3 ⇒ 2 Neutral
Size: 1d20 ⇒ 14 Small City
Government: 1d12 ⇒ 3 Autocracy
Quality 1: 1d24 ⇒ 16 Resource Surplus (Iron)
Quality 2: 1d24 ⇒ 11 Superstitious
Quality 3: 1d24 ⇒ 5 Notorious
Quality 4: 1d24 ⇒ 3 Insular
Region: 1d5 ⇒ 1 North
Race: 1d20 ⇒ 3 Human

Garshikan
LN Small City
Corruption +1; Crime –3; Economy +1; Law +5; Lore +2; Society +3
Qualities Insular, Notorious, Resource Surplus (Iron), Superstitious
Danger +15
Government Autocracy
Population 7100 people (5000 human, 900 dwarf, 500 goblin, 400 half-orc, 100 orc, 100 other)
Notable NPCs
Grand Marshal Naithe Ingarus LN Female Human Bloodrager 12
Yorin Yorinson IV (aka "The Peacekeeper") LE/NE Male Dwarf Vigilante 9
Plaggus Nerrin LN Male Warpriest of Tork 10
Deggar the Dagger CE Female Goblin Rogue 8 / Fighter 1
Hurok Brassbottom LG Male Half-Orc Paladin of Sallashil 8

Marketplace
Base Value 5,000 gp; Purchase Limit 50,000 gp; Spellcasting 4th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6 items

The city of Garshikan is built around some of the most productive iron mines in the north, and the city does brisk trade in both the raw metal and weapons. It is far from major trade routes, but traders none-the-less make the perilous journey to the city to do business there. The countryside surrounding Garshikan is incredibly dangerous. Banditry is an easy profession to get into in a land overflowing with weapons, and the city's rulers pay little attention unless the iron mines themselves are threatened.

Garshikan is usually ruled by whoever commands the loyalty of its autonomous military. Currently that's Grand Marshal Naithe Ingarus, who defeated her predecessor in single combat after a challenge to a duel. Duels are treated incredibly seriously in Garshikan; while losing a duel is taken in stride (provided the duelist survives), declining it outright can greatly harm an individual's standing in higher social circles. Those who do not accept duels aren't taken seriously and are excluded from any political power.

Duels in Garshikan follow very strict rules. They are strictly one-on-one affairs and end when one of the fighters is unable or unwilling to continue fighting. Magic is not prohibited, but it is illegal to cast spells upon one's opponent. Summoning spells also violate the "one on one" rule and are prohibited. Thus a spellcaster can only cast spells upon themselves and must defeat their opponent through physical attacks. Because of these rules, very few arcane spellcasters reside in Garshikan and those traveling through usually retain a low profile.

The iron mines of Garshikan fuel the entire economy of the region, which would otherwise be poor and destitute. As a result, their continued operation is of incredible importance to the community. Goblins are frequently kept as slaves and forced to work in the iron mines. Very few goblins in Garshikan have their freedom, and those that do defend it voraciously.

The largest of the mines is Yorin's vein, which has been controlled by the Yorinson family ever since its discoverer struck it rich. The mine ha been active for nearly two hundred years and they're still finding even more iron as they dig deeper. The current owner of the mines is Yorin Yorinson IV, and the dwarf is as avaricious as they come. He treats both employee and slave with disdain, and resents the fact that he is not given the love he deserves for providing them with employment. When talk of an outright revolt came to his ears, Yorinson donned a cloak and under cover of night brutally murdered the conspirators. Ever since then, the "Peacekeeper" has ensured that commoners know their place and those who talk about upsetting the status quo are dealt with appropriately.

Deggar the Dagger is a goblin born into freedom, and taught from a young age that goblins who don't duel are shackled and slaved. Deggar is particularly vicious in duels, carefully timing her attacks such that opponents have no time to surrender before she can line up a killing blow. Deggar makes her money not from selling iron, but stealing it from merchant caravans. She employs the most organized and effective brigands in the region, and uses her political sway to keep pressure off of her operations.

Clerics and religious leaders are rare in Garshikan, as they too are subject to the expectation of duels. Only the most militant of religious leaders can stomach this political climate, and while a few do preach quietly to the commoners and avoid duels they are bullied and even arrested if they speak out of turn. Currently the only religious men are Plaggus Nerrin and Hurak Brassbottom. Plaggus originally arrived as part of a mercenary company seeking to purchase supplies on the cheap, but decided he could better serve his god by staying in Garshikan. Hurak was born in the outlying villages of Garshikan as one of the many orc-human pairings common in the region. His idealism has lead him from a common upbringing to be able to stand in the upper echelons of Garshikan's society. As of yet, however, he has been unable to affect any systemic change.


Wow. This one is gonna be a doozy, going to have to think about it.
Going to need to start looking through the chaotic evil deities. If anyone has a candidate they created let me know.

So far first among the holy sites I can think of would be "Izreus - Ancient ruins including a shrine dedicated to Izreus is found underneath the feet of a large city, into which the madness spread, led by something truly hideous which considers itself his Accolyte.

Alignment: Chaotic Evil
Large city(10,001 - 25,000)
Government: Autocracy

Qualities:
2: Holy site
24: Broad Minded
11: Superstitious
23: Timid citizens
4 : Magically Attuned

Western region

Choice of Paizo Published race

This second one should be more normal

Alignment: Neutral Good
Small town (201 - 2000)
Council
Qualities:
Holy Site
Adventuring site
Race: Human
Western region


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These are definitely more time consuming to create than the deities... but definitely give a lot more stuff to work with.

law/chaos: 1d3 ⇒ 3 chaotic
good/evil: 1d3 ⇒ 2 neutral
size: 1d20 ⇒ 8 large town
government: 1d12 ⇒ 11 magical
quality 1: 1d24 ⇒ 24 Broad Minded
quality 2: 1d24 ⇒ 8 Racially Intolerant (dwarves)
quality 3: 1d24 ⇒ 10 Strategic Location

region: 1d5 ⇒ 5 Central
race: 1d20 ⇒ 5 Human

"We're open-minded and accepting of outsiders. We even allow filthy, greedy, untrustworthy dwarves to trade in our markets... provided they behave themselves. How can you get more understanding than that?"

Marahuk
CN Large Town
Corruption -2; Crime +1; Economy +1; Law +0; Lore +4; Society -1
Qualities Broad Minded, Racially Intolerant (dwarves), Strategic Location
Danger 5
Government Magical
Population 3550 people (2000 human, 400 halfling, 300 hobgoblin, 200 gnome, 200 sylph, 150 oread, 100 undine, 100 ifrit, 100 other)
Notable NPCs
Archmage Laeris Errentuul TN female Sylph Wizard 12
Corrick Fireborn LN male Ifrit Sorcerer 10
Melodis Veswin CN female Human Arcanist 10
Ambassador Korsk NE male Hobgoblin Rogue 6 / Fighter 3

Marketplace
Base Value 2,200 gp; Purchase Limit 10,000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4 items

The citadel of Marahuk was built over a thousand years ago as a military fortress to exercise control the Sanasid mountain pass. While there are other ways over the treacherous mountains, this is the only sensible one. In terms of its recent history, Marahuk was controlled by the dwarven Kingdom of Kiroth. Its mostly-human populace resented their dwarven overlords, but they had little choice against the might of the Kirothi Legion.

Some two hundred years ago, a genie-binder named Derahin seized control of the town and shut off the vital trade route across the Sanasid mountains, effectively cutting the Kingdom of Kiroth in half. The Kirothi legions responded, but vastly under-estimated the wizard's guile. Thought the Kirothi mages were more powerful, he laid cunning traps and eliminated them.

Marahuk has never fully recovered from the devastating war that granted its independence. The dwarven population has long since been expelled, but they are surrounded on all sides by non-human populations and being a mountainous city have little in the way of local agriculture and rely on trade and magic for survival, limiting the settlement's population.

The Tower of Derahin is the largest and most impressive structure in the town, and has hosted successive generations of apprentices learning the art of genie binding. The wizards and other residents of the tower effectively control the town, with the elected mayor having no real power or influence.

The current Archmage of the tower and ruler of Marahuk is Laeris Errentuul, the great great granddaughter of Derahin and 1/4 Djinni. Many of the citizens of Marahuk bear the ancestry of genies, and it is particularly common with those who are closest to the wizards. As is tradition, she has appointed two individuals to serve as her advisors. Her choices of Corrick Fireborn and Melodis Veswin are mostly political in nature, as the three do not get along easily but can better keep the peace in the settlement.

Politically, Marahuk still borders the Kingdom of Kiroth. However, the loss of Marahuk caused the southern half of the empire to lose considerable territory to invaders. With the pass closed, reinforcements from the north could not arrive easily. The hobgoblin Kingdom of Massereen has take control of much of the region. Marahuk carefully plays its political cards, remaining ostensibly neutral but concerned with retaining a balance of power to ensure neither Kiroth not Massereen will turn upon them.

The human population of Marahuk has grown accustomed to working with a variety of different and strange races. Genie-kin especially are well-regarded, but other races including hobgoblins, halflings, and gnomes are also common within Marahuk's walls. The sting of oppression from Kiroth is still felt strong, however. While the settlement will allow dwarves to enter, they are never trusted.


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Alignment: Chaotic Evil
Large city(10,001 - 25,000)
Government: Autocracy

Qualities:
2: Holy site
24: Broad Minded
11: Superstitious
23: Timid citizens
4 : Magically Attuned

Western region

The name of the city of Saveanth Li once meant "Tranquility Lake" for the peaceful and still body of water at its center. It is peaceful no longer. While diving for pearls in the Oysters found in its crystal waters, something was found which would have better been left alone. But alas, it was not. The ruins of the ancient city of Karak Nar, the location of a temple to the madness that is Izreus - apparently, yes, he once had a temple to his name, and a quite large one. When the ruins were disturbed - a horrible demon from beyond was summoned, an old ally of Izreus, a worshiper, now a demon of the darkest pits - he and his minions swept across the city and soon it was subdued, beginning a reign of terror. Death and destruction, sacrifice and pain are the order of the day in Saavanth Li - riots and madness. What happens when power over a city of tens of thousands is seized by a being of pure chaos and evil? the once burgeoning metropolis has been reduced - through murder starvation and mayhem - yet it has begun to stabilize - food is coming in through slaves working the fields under fear of death. For now, the city preys on itself. The worry of all around is that at one point the city will be completely corrupted - and its Lord will turn his eyes outward in his Baleful gaze.

The city is broad-minded - all are viewed equally suspiciously. The city is superstitious - who would not be? The citizens - the subjects - are timid - and they have reason. The one boon, as it were, is the area has become magically attuned, and the birth of sorcerers and mad oracles has surged.

Population:
25.000
12,000 human
5,000 halfling
2,500 tieflings - and growing.
1,500 dwarves
250 elves
4,000 plus denizens of hell
one Balor


RDM42 wrote:


Population:
25.000
12,000 human
5,000 halfling
2,500 tieflings - and growing.
1,500 dwarves
250 elves
4,000 plus denizens of hell
one Balor

Your population totals add up to 25,251. This would be fine, but it does put you outside of your rolled settlement size (maximum 25,000). Mind giving me a correction? Notable NPC's would also be great; I'd imagine a resident Balor counts as notable, but the settlement also has 9th level spellcasting at its disposal so whoever is doing that is also pretty notable.

I filled out the stat blocks for both Avrobus and Saveanth Li


Just take away the requisite number of halflings - and I was going to work on npcs tomorrow. Along with the neutral good city.


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law/chaos: 1d3 ⇒ 2 neutral
good/evil: 1d3 ⇒ 1 good
size: 1d20 ⇒ 16 large city
government: 1d12 ⇒ 7 Overlord
quality 1: 1d24 ⇒ 14 Darkvision
quality 2: 1d24 ⇒ 22 Artifact Gatherers (magical)
quality 3: 1d24 ⇒ 5 Notorious
quality 4: 1d24 ⇒ 22 reroll
quality 4 reroll: 1d24 ⇒ 1 Academic
quality 5: 1d24 ⇒ 11 Superstitious

region: 1d5 ⇒ 5 Central
race: 1d20 ⇒ 10 Human

Central again? I'm going to tie this one into Kiroth and Massereen. Anyone else in central, feel free to use the Dwarven and Hobgoblin Kingdoms and develop them how you like ;-)

Buralli
NG Large City
Corruption +4; Crime -4; Economy +5; Law +5; Lore +4; Society +3
Qualities Academic, Artifact Gatherers (magical), Darkvision, Notorious, Superstitious
Danger 20
Government Overlord
Population 23,000 (12,500 human, 5,000 dwarf, 3,000 aasimar, 1,000 hobgoblin, 1,000 tiefling, 500 other)
Notable NPCs
King Blayden Cruther TN Male Human Aristocrat 9
Lord Protector Hierus Bess NG Aasimar Inquisitor of Jovan 16
Collector Ravelyn Horren CG Female Human Occultist 14
Archivist Gertha Niel LG Female Aasimar Oracle 12
Shadari CN Female Hobgoblin Kineticist 10

Marketplace
Base Value 6,400 gp; Purchase Limit 75,000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4 items

The Kingdom of Rastria is a small realm surrounded by existential threats. The armies of Rastria's aggressive neighbors are one of its problems, but the greater issue are the strange and unknown magical threats of the region. They emanate mostly from the "desolate reaches" to Rastria's northwest, and it is said that the magic of those lands is corrosive to the very soul and will corrupt anyone to the core. Rastria's people are always vigilant, and quick to act on perceived magical threats.

While the Rastrian populace is distrustful of magic in general, the people of Buralli hold a particularly passionate disdain for it. All practitioners are required to register with the Archivists and submit any magical items in their possession to the Collectors. These two groups report directly to the King, who ensures they do not misuse the magical power entrusted to them. While the Archivists mostly keep to themselves and out of public eye, the Collectors must constantly keep watch over the city to do their jobs, as owners of magical items are seldom willing to give them up.

Being magic users themselves the Collectors are not well-respected in Buralli, but they face enormous pressures and expectations nonetheless. They avoid public displays of magic and often have to work through intermediaries due to the disdain they face. This limits their ability to investigate magical artifacts and they have been unable to shut down the rampant smuggling of said items. They are chronically underfunded and understaffed, and despite the best efforts of a few dedicated individuals their work constantly falls short. When disaster inevitably strikes and some magical item is used to cause harm the Collectors are blamed for the oversight and face ridicule and punishment in the king's courts. While sensible observers recognize that the Collectors are woefully outmatched in their task, the hatred of magic in general makes them easy political scapegoats.

Buralli has a large number of dwarven refugees who fled from the conquests of Massereen Hobgoblins. The hard-working dwarves have become quite welcome here and a permanent fixture of the kingdom. They are not so happy about the large Hobgoblin populace, as Rastria has welcomed many Massereen expatriates over the years and most have settled in the capital itself. The proximity to the desolate reaches has made both Aasimar and Tiefling populations significantly more common. Although there is no formal prejudice against Tieflings, they often face more subtle exclusion and as a result more Aasimar have settled here than Tieflings.

Smuggling of magical artifacts through Buralli is a thriving business given how underfunded the Collectors are. The most successful of these operations is the Shadow Walkers, controlled by Shaderi the Hobgoblin. Her operation is known to the Collectors, but shutting it down has proven nearly impossible since they are completely outmatched by its network of informants.


NPC's attached to Savaanth Li.

Harkunth the Overlord, Balor. He's bigger. He's badder. He is FAR more evil than you!

Mergessa was once the apprentice of the High Wizard of the old governnment of Savaanth Li - and a failed apprentice, never very goood at Wizardry. However, when the temple came and the gates opened, something alsoo awakened in her and she woke to her sorcerous gifts - and those she took to like born too them, rapidly advancing in power and in the ranks of the new order through her utter ruthlessness. She is now arguably one of the more powerful sorcerers in the world, and has yet to stop advancing. She is one of the main advisors and lieutenants to HArkunth the Overlord.

Tefling Abyssal Sorcerer 17

Min was one of the Pearl divers who first found the temple underwater, and she came back forever changed, saying strange things in dead and forgootten languages, and weaving destruction in her path. Something was living behind her eyes besides merely her own will, and it was malignant and it was terrifying. Soon she found favour among the new order as a quite amusing servent to begin with and before long a master to more than a few as her power grew. Now Min is a malignant force upon the face of the city and one of the primary advisors of Harkunth, the Overlord.

Halfling Posessed Oracle of Apocalypse 17


Added the NPC's. Also, is it spelled Saveanth Li or Savaanth Li? You've been inconsistent between the two spellings.


Dasrak wrote:
Added the NPC's. Also, is it spelled Saveanth Li or Savaanth Li? You've been inconsistent between the two spellings.

With the e


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Ekata: Redemption's Crown

Alignment: Neutral Good
Small town (2000)
Council
Qualities:
Holy Site
Adventuring site
Race: Human
Demographics:
Human: 1,250
Wide mix of just about everything else - humanoid and other.
Western region

Ekata is a city carved from the ruins at the edge of civilization, one could call it the gateway between the civilized regions and the wilds. It is a city of second chances, established by a brave party of adventurers - who called themselves the Council of the Rising Sun - who carved it out of the humanoid - infested areas outside of the reach of the influences of more benign civilization. The most unique feature, however, is the Priestess who traveled with them - one Nathleen Mardios - a high ranking priestess of Analise. She died defending the residents of her city against incredible odds and was returned to life - and is now considered the Most Favored of Analise and the city itself the center of her worship. The city has become consecrated as a holy site to her deity and is now a site of pilgrimage for those formerly on the path of darkness and seeking redemption. Ekata is nominally human, and indeed humans make up more than half of its population, but the rest of its citizens are a true panoply of humanoids and other traditionally reviled races, from orcs to Kobolds, from Lizard men to Goblins - all of those who want to make a clean break with a sullied heritage and start anew. It is also a site of pilgrimage for those striking out into the wilder lands - and they are welcome - so long as they are of good intent and are willing to bring those willing to see back into the light.

NPCS:
Nathleen Maridos: Council member and High Priest of Analise Half Elf(Drow) cleric(15) of Analise (ng)
Miktok: Kobold Rogue 15, COuncil member and one time adventuring companion of Maridos (N)
Rasivel San: Human Arcanist 15. Council member and former party member and companion of Maridos (NG)
Abdar Ironfist, Dwarf Monk(Unchained) 15, Council member and former companion of Maridos(LN)
Harishan - Ape Shaman druid 15. Council member and companion of Maridos(LN)


Uploaded to the document. Just two things. These aren't hard rules so you don't need to change anything, but do keep them in mind:

1) You don't need to make your settlements the maximum size for their size category.

2) Ekata would be expected to have 6th level spellcasting available based on the size and qualities you rolled (4 level from settlement size, +2 from being a holy site). Multiple spellcasters with access to 8th level spells is a bit excessive for a small town.

Again, nothing here need to change, but do keep these things in mind in the future.

Also, I added a template to make posting on the forums easy. You can find it in the instructions document.


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law/chaos: 1d3 ⇒ 3 Chaotic
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 18 Large City
government: 1d12 ⇒ 4 Council
quality 1: 1d24 ⇒ 16 Resource Surplus (Adamantine)
quality 2: 1d24 ⇒ 20 Adventuring Site
quality 3: 1d24 ⇒ 10 Strategic Location
quality 4: 1d24 ⇒ 20 reroll
quality 4 reroll: 1d24 ⇒ 22 Artifact Gatherer (psychic)
quality 5: 1d24 ⇒ 22 reroll
quality 5 reroll: 1d24 ⇒ 12 Tourist Attraction

region: 1d5 ⇒ 2 South
race: 1d20 ⇒ 16 Core or Featured (Ratfolk)

Vessinwaur
CN Large City
Corruption +2; Crime +3; Economy +6; Law -4; Lore +1; Society +8
Qualities Adventuring Site, Artifact Gatherers (psychic), Resource Surplus (Adamantine), Strategic Location, Tourist Attraction
Danger 10; Disadvantages Cursed (-4 law)
Government Council
Population 17,100 people (13,000 Ratfolk, 2,500 Gnome, 1,000 human, 1,000 Gnoll, 600 other)
Notable NPCs
Prosperitor Sija Mohlos CN Female Ratfolk Psychic 15
Headmaster Griegin Mohregan CN Male Ratfolk Alchemist 14
Spymaster Jijo Porrilis CE Male Ratfolk Cleric of Pisepis 14
Lawmaster Curio Keppresh CG Female Gnome Vigilante 13
Forgemaster Hejro Mohsso CE Male Ratfolk Arcanist 14

Marketplace
Base Value 6,400 gp; Purchase Limit 75,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Vessinwaur is a city constantly consumed by political intrigue as the various factions gleefully turn on each other and new and ambitious individuals rise to take the place of those who have been cast down from their lofty positions of power. The city has grown fabulously wealthy from its supply of Adamantine, a rare and exceedingly sought-after metal. Of course, the fact that the Adamantine mines are cursed complicates matters.

Few who work in the mines for a prolonged period of time retain a sound mind, and it's not just Adamantine they bring back with them. Strange relics of a past age keep turning up and causing trouble. It's become so bad that the city has begun confiscating any item that appears even remotely connected with the mines, and with each passing generation the insanity seems to seep further into the settlement.

The Ratfolk of Vessinwaur are ruled by the High Council, which has eight positions. Seven of the seats are appointed by the great guilds, and the eighth seat is filled by election among the seven councilors. This highest seat is the Prosperitor, the most powerful individual in the city. The current Prosperitor is Sija Mohlos, the heiress of one of the city's most successful mining companies. The other seats of the council have specific functions relating to the guild they represent. The seven guilds are the Scholar's Guild, the Spy's Guild, the Barrister's Guild, the Miner's Guild, the Blacksmith's Guild, the Merchant's Guild, and the Farmer's Guild. The ebb and flow of power between these groups constantly fluctuates.

Beneath the backdrop of political intrigue, constant existential threats face Vessinwaur. It seems almost every year something major happens; last year a Glabrezu attempted to take control of the council, the year before that a group of nobles committed mass suicide and with their deaths ushered in a terrible entity that the scholar's guild still hasn't identified, and the year before that a crazed angel that had been bound for thousands of years attempted to purge the city. And these are just the events that weren't able to be covered up. Sooner or later, the greed of Vessinwaur is going to bring calamity not only to itself but to everyone who lives in its shadow.


Dasrak wrote:

Uploaded to the document. Just two things. These aren't hard rules so you don't need to change anything, but do keep them in mind:

1) You don't need to make your settlements the maximum size for their size category.

2) Ekata would be expected to have 6th level spellcasting available based on the size and qualities you rolled (4 level from settlement size, +2 from being a holy site). Multiple spellcasters with access to 8th level spells is a bit excessive for a small town.

Again, nothing here need to change, but do keep these things in mind in the future.

Also, I added a template to make posting on the forums easy. You can find it in the instructions document.

That is true but I a: had a minimum size in mind for the role and b: had a retired party of adventurers carved ng the city out of dangerous territory - hence the levels. I wager futur cities are liable to have more normal level structure. I had a version of this place in mind if I came up with a neutral good holy site settlement: this one happened to win the lottery.


Settlement:
Alignment: Chaotic Neutral
Size: Small City: 6,592
Government: Council
Qualities:
Strategic Location
Academic
Pious
Magically Attuned
Southern region
Primarily Dwarvish


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Settlement:
Alignment: Chaotic Neutral
Size: Small City: 6,592
Government: Council
Qualities:
Strategic Location
Academic
Pious
Magically Attuned
Southern region
Primarily Dwarvish
Demographics:
95% dwarvish, 5% other.

The City of Mak'Ruk is a dwarven settlement dedicated in large part to the worship of ne of the older dwarvish deities: Ergen, Father SKy - high n a mountain and carved into its slopes the town is a refuge from much of the rest of the world - its highly defensible position has allowed it the luxury f a rather loose and chatic governance - a council which is almst more advidosory than ruling, loosly guiding the various districts of the city in city wide matters but otherwise largely leaving the leading of the city to its individual districts. The largest organized institution in the city is the Collegium of Ergen - an academy dediucated to studying the ancient word of this most ancient of gods, and carving his words into stone for posterity. Dwarves may not be known for their arcane magicians, yet a large proportion of those there are seem to have congregated in this one location - in the high reaches of Mak'Ruk, Magical talent seems to run high. The Dwarves of Mak'Ruk are pious, well studied and lettered and magically inclined - and als sitting atop on the the most important mountain passses on the contiinent. Any wishing to get from north to south withou going a very long way around must pass through their gates. The city is ruled by a council of eight - Selected from the Collegiate academy, the Temple of Ergen, and the Library, and a representative from each of the city's five districts.

NPCS: (Higher caster level do to Academic, Magically Attiuned and Pious
Garnak Tarn, high Chancellor of the Arcane Academae of Mak'Ruk, Second Councilor of the High Moot of Mak'Ruk Dwarvish Elemental Master Arcanist(Earth) 18
Marak Tan, High Priest of Ergen in Mak'Ruk, First Councilor of Mak'Ruk, Chloistered Cleric of Ergen 18.
Drak of Mak'Ruk - Bard 11, Librarian of Mak'Ruk, third councilor of Mak"Ruk


Well, that time you came by obscenely high-level casters honestly :-P

Only nitpick this time is that the three notable NPC's are missing alignments and race. I'm presuming they're all dwarves given the context of the settlement, but their alignments would be appreciated.


Alright, c'mon metropolis

law/chaos: 1d3 ⇒ 1 Lawful
good/evil: 1d3 ⇒ 3 Evil
size: 1d20 ⇒ 20 METROPOLIS YES!!!
government: 1d12 ⇒ 9 Overlord
quality 1: 1d24 ⇒ 10 Strategic Location
quality 2: 1d24 ⇒ 20 Adventuring Site
quality 3: 1d24 ⇒ 12 Tourist Attraction
quality 4: 1d24 ⇒ 6 Pious
quality 5: 1d24 ⇒ 16 Resource Surplus

region: 1d5 ⇒ 2 South
race: 1d20 ⇒ 20 my choice (hoo boy...)

Ok... I was going to make this one quick but I think I'm going to need to take my time here.


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Have you seen the Don Jon generators? I believe the source code is free and would make great reference.

That said, moving on,

Why not just roll for population then take whatever size category that falls into?

Also, adding a faction generation for prominent (though need not always br part of the ruling factions) factions, including major gangs/criminal groups, significant church presences, major guilds, merc units, guard vs police and militia, etc.

That might add some additional character to the settlements.


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New Ganterton
LE Metropolis
Corruption +7; Crime +2; Economy +6; Law +7; Lore -2; Society -2
Qualities Adventuring Site, Pious (Quieem), Resource Surplus (Cotton), Strategic Location, Tourist Attraction
Danger 10; Disadvantages Oppressed
Government Overlord
Population 101,000 (59,000 Lizardfolk, 20,000 Human, 7,000 Kobold, 5,000 Dwarf, 3,000 Ratfolk, 1,000 Gnome, 1,000 Elf, 500 Dragon, 4,500 other)
Notable NPCs
Empress Elizaree the Magnificent LE Female Ancient Red Dragon Sorcerer 3
Crown Princess Bellaria Elizaree the Great LE Female Half-Dragon (Red) Lizardfolk Inquisitor of Quieem 16
Prime Minister Raeanne Lee LE Female Lizardfolk Wizard 18
High Priestess of Quieem Caroline Simmons LE Female Lizardfolk Cleric of Quieem 19
Kierios Storm-maven LE Male Adult Black Dragon Cleric of Eosshorm 12
Sanuel Thormston NE Male Lizardfolk Antipaladin (Insinuator) 17
Hatchfather Raleigh of Saltsin LE Male Kobold Cleric of Me'ekmakkle 14
Minister of Labor Jesseriah Greene LE Female Lizardfolk Slayer 15
Ginerva White - The Free Lord CG Female Human Vigilante 17
Tinjamin Seppo - The Free Knight CG Male Ratfolk Vigilante 15

Marketplace
Base Value 20,800 gp; Purchase Limit 150,000 gp; Spellcasting 9th
Minor Items *; Medium Items 4d4; Major Items 3d4 items

Just to make clear, the concept here is "Confederates, but Lizardfolk and ruled by an Ancient Red Dragon". And yes, they do speak and dress the part. You are free to imagine the following description being read by an insufferably pompous lizardfolk with a heavy southern accent.

New Ganterton is a relatively new city for its enormous size, having been founded just seventy years ago by her magnificence the Empress Elizalee. The Empress arrived just as the lizardfolk were beginning to settle the Southern Grandian Plains. She was pleased to see civilized folk were actively pacifying and educating the savages who had previously squandered these fine lands and building settlements worth being called civilization. However, the colonists lacked a strong central government and their religious strictures had become sloppy so the future-Empress felt obliged to intervene for the better of all. She taught the lizardfolk of the virtues and wisdom of Quieem, and one by one united the squabbling and independent city states into a powerful empire that would be recognized across the world. She named this great nation Empire of Grandia.

The first order of business was to consolidate the empire's territory and deal with the remaining savages - mostly human - who erroneously claimed these lands as their own. The war was more difficult and hard-fought than had been anticipated, the animal ferocity of the human barbarians having been underestimated. Showing their despicable and dishonorable nature, they opened a portal to the very abyss within the city of Ganterton and flooded the entire region with demons.

With Ganterton being reduced to a literal hellscape, the Empress in her divine wisdom decided to build a new city - New Ganterton - and she would show the world the grandeur of the Empire of Grandia. Mobilizing the vast labor force of the empire it took only a few years to build the mighty city and her people flocked to it by the thousands. The wealth of the empire would only grow now that it had secured its borders and build a capital worthy of a Dragon Empress.

Today, New Ganterton is one of the largest and most respected cities in the world. Queen Elizaree still rules, but she surrounds herself with capable subjects who can manage the day-to-day matters of the empire without requiring her constant attention. Her daughter, the Crown Princess Bellaria, is the darling of the entire empire and like her mother she is a devout followers of the teachings of Quieem. She has made her life's work ensuring that no heresy finds a foothold in this fine Empire, and she strikes fear into the hearts of heathens and traitors alike. Prime Minister Raeanne Lee serves as a chief advisor to the royal court and is particularly responsible for judicial appointments and recommending new legislation to her majesty. Other important figures in the court are Kierios Storm-maven, a priest of Eosshorm whom Elizaree has given the respects worthy of an apostle of a dragon god. Hatchfather Raleigh of Saltsin represents the Kobold population of the Empire, who have proven themselves more civilized enough to be granted proper privileges. Minister of Labor Jesseriah Greene is responsible for the ongoing health of the empire's labor force, which is primarily comprised of less intelligent races such as humans who aren't capable of properly looking after their own interests.

But not all is peaceful in the settlement. There are always those who will rouse trouble. Sanuel Thormston is one of the most fabulously wealth landowners in all of the empire, and is constantly advocating that the empire must grow. Sufficient living space for the burgeoning population of both civilized citizens and labor stock will be necessary in the future, and the man is constantly grating against the court for more funding for the empire's expansionist empires. He twists arms and has been a thorn in the side of the court, but his loyalty to the empire is without question and he is of lesser concern to a human going by the name of "the Free Lord". This terrorist has caused wanton destruction throughout the capital, and is constantly smuggling the property of plantation owners out of the empire. Despite the best efforts of the Empire's leadership, his terrorist organization has only grown more bold. The empire will not be brought down by fear in the face of such cowardly individuals, and once the identity of this "Free Lord" is uncovered there will be no respite.

The citizens of the city are most Lizardfolk, although a large number of Kobolds also live here. Large numbers of laborers, primarily humans, serve the needs of the more civilized members of society. The court has attracted quite a few dragons, whose contributions to the city's grandeur and power are appreciated. 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 sacreligious and those caught with contraband are made examples of so others do not suffer from their kin's foolishness.

New Ganterton is quite close to the ruins of Old Ganterton. Demons and worse still stalk the otherwise abandoned streets, but the vast treasure that was abandoned in the final days of the war still attracts countless foolhardy individuals. Stories of artifacts of great power buried underground are probably unfounded - it's unlikely the ruins of the human city Ganterton was built over had anything of such value. None-the-less, adventurers are constantly bringing in new hauls... and the dead bodies of their less fortunate comrades. There's a reason the empire hasn't arranged a formal expedition to clean the ruins - it just isn't worth it.

New Ganterton is a lynchpin of trade and commerce in the entire continent, and the surrounding area is some of the most productive cotton-growing land in all of Grandia. Boats are constantly shipping cotton downriver to the coast, and in turn vast sums of wealth flows into the city. This money in turn goes to pay for public works and the armies of Grandia which protect and expand upon its holdings.

The city is divided into four districts. The government district houses the royal palace, legislature, and supreme court. Only dragons, lizardfolk, and kobolds are permitted to enter the government district freely. Otherwise, only approved foreign dignitaries or servants are premitted to enter. The government district is surrounded by the highborn district, where the well-to-do live. The north side is the workers district, where skilled craftsmen ply their trade and the cotton from the outlying plantations is processed for shipment. Finally, the laborer district to the city's west is where the bulk of the city's laborers reside. Constant construction in the city requires a large labor force, and the ever burgeoning size of the city demands more projects still. The laborer's district is heavily overcrowded, which has made it more difficult to hunt down the terrorists operating out of it. However, the matter cannot be addressed without slowing the pace of construction, and the Empress cannot abide that.


Dasrak wrote:

Well, that time you came by obscenely high-level casters honestly :-P

Only nitpick this time is that the three notable NPC's are missing alignments and race. I'm presuming they're all dwarves given the context of the settlement, but their alignments would be appreciated.

Garnak Tarn, high Chancellor of the Arcane Academae of Mak'Ruk, Second Councilor of the High Moot of Mak'Ruk Dwarvish Elemental Master Arcanist(Earth) 18

Marak Tan, High Priest of Ergen in Mak'Ruk, First Councilor of Mak'Ruk, Chloistered Cleric of Ergen 18.
Drak of Mak'Ruk - Bard 11, Librarian of Mak'Ruk, third councilor of Mak"Ruk
Ln, cn, n.

Dark Archive

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Made rolls on dicelog.com, sry

Charavanig
NG Large Town (Eastern Region)
Crime -1, Economy +1, Lore -1, Society +3
Qualities Darkvision, Magically Attuned, Rumormongering Citizens
Government Council
Population 3,780 (2,500 Svirfneblin, 450 Duergar, 310 Gnomes, 175 Aasimar, 345 other)
Notable NPCs
Council Member Meleigni NG svirfneblin alchemist 10
Guard Captain Despagog TN duergar fighter 8
High Priest Nicalys NG gnome cleric of Dormagna 7

The sleepy town of Charavanig, despite its somewhat isolated location some leagues underground, is widely considered a center of worship to Dormagna, the Gentle Shepherdess. This is because of the town's nearby holy site, the Fount of Dreams, a unique chasm in a cavern outside of town that seems bottomless and if peered into holds what the faithful believe is a patch of the starry night sky. The priests of the surrounding surface grasslands, a vast plain known as the Dominui Fields, make regular pilgrimages to the Fount to commune with their goddess, bringing tales of the surface world to the townsfolk. The regular stream of visitors and newcomers are fuel enough for the locals to chatter away amongst themselves.

Charavanig is also known for its hospitality and open arm policy to creatures from the lower caverns, welcoming duergar, dark elves, and tieflings that truly seek redemption and/or peaceful living from the evil and darkness that plagues the dark lands below.

Due to the presence of the Fount of Dreams, there is a steady flux of aasimars born here, most descended from agathions in the service of Dormagna.

The town's council is led in all but name by Meleigni, a venerable svirfneblin alchemist who serves as the local physician. Having left her adventuring days behind her, she uses the lessons she learned to guide her citizens in day-to-day life. Her words are heeded as inarguable, and so her word is, by no fault of her own, law.

The presence of so many duergar would be unsettling to most, but Charavanig welcomed these rebels from deeper in the world, seeing lost souls and homeless veterans. The duergar now serve as smiths and town guards, keeping the threats of the world beneath them at bay. The Captain of the Guard, Despagog, is of the fourth generation of these immigrants, serving as protector of their new home as his father, grandfather, and great-grandfather before him. He bears no scars, as few threats come this close to the surface anymore, but he keeps his men active and on guard, always watching the shadows.

The gnomes that live here never stay longer than thirty-so years, save for the High Priest, Nicalys. The resident priest of Dormagna keeps the threat of the Bleaching at bay by daily visiting the Fount of Dreams and bearing witness to the dreams his goddess provides him. He teaches the pilgrims his knowledge of their goddess and his touch calms even the most frightened of children in the nightmare-plagued darkness.

I think that covers it, probably boring compared to previous submissions, but I'll keep trying. This was more fun than I thought it would be. Let me know if I did good, guys!


TheChelaxian wrote:
I think that covers it, probably boring compared to previous submissions, but I'll keep trying. This was more fun than I thought it would be. Let me know if I did good, guys!

Spot on, I was practically able to copy and paste this one directly into the spreadsheet.

The only minor quibble is that your NPC's are a little low-level compared to the expected level of spellcasting available to the settlement (5th base + 2 from magically attuned = 7th level spells), but that's not being treated as a hard rule so you don't need to conform to that.

I'm fine with people rolling where ever they like. We'll go on the honor system :-)

Dark Archive

Dasrak wrote:
TheChelaxian wrote:
I think that covers it, probably boring compared to previous submissions, but I'll keep trying. This was more fun than I thought it would be. Let me know if I did good, guys!

Spot on, I was practically able to copy and paste this one directly into the spreadsheet.

The only minor quibble is that your NPC's are a little low-level compared to the expected level of spellcasting available to the settlement (5th base + 2 from magically attuned = 7th level spells), but that's not being treated as a hard rule so you don't need to conform to that.

I'm fine with people rolling where ever they like. We'll go on the honor system :-)

Aha, my bad. I've never really figured out how that works. So, if you'd like, adjust the fighter to a 12, the alchemist to a 15, and the cleric to a 13. Sound good?


Dasrak wrote:

New Ganterton

LE Metropolis

Oddly enough, I can see Zekelor gaining a small following, not from kobolds - who are generally satisfied with the current state of affairs - but among the property of the less cruel kobolds. More may pray to him in the hopes of gaining masters that do not abuse them unnecessarily.


I could definitely see Zekelor being worshiped in secret by some Kobolds. Officially, Zekelor's alignment makes his faith unwelcome in New Ganterton and his worshipers would need to be very discreet.

Dark Archive

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Iron Town
LN Small Town
Corruption +2, Crime -2, Law +2, Society -2
Qualities Racially Intolerant (tieflings, dwarves), Resource Surplus (metals)
Government Overlord
Population 1,001 (701 hobgoblins, 200 dwarves, 100 other)
Notable NPCs
- General Congizur Black-Knuckles, LN hobgoblin cavalier 11
- Durgon One-Handed, LN dwarf expert 3/rogue 1
- Vitch, NE hobgoblin ranger 4

Established by the current "commander", General Congizur uses this site and the local mines to ship metal ores back to feed the hobgoblin war machine in Massereen. He rules the mining town much like a war camp, complete with curfews and patrols. However, the town is not meant for war, and so he cannot field any significant martial forces lest he tempt the attentions of too-close-for-comfort Saveanth Li. The dwarves here are or were refugees from Marahuk, accepted as long as they registered their presence and only worked the mines and refineries.

Durgon serves as the middleman between the dwarves and the hobgoblins, keeping the peace more than once. He holds himself responsible for his kin - as he led them here, and is trying to earn enough gold to help them all return to their homelands.

The General's eyes and ears is the scout Vitch, who spies on the dwarves and the nearby demonic territory of Saveanth Li. He dances on a very fine line, as he likes to "poke" the demons while out on patrol, killing tieflings and the demons' slaves whenever he can; he cares not for what the two sides pretend is a peaceful coexistence, war will come - not if, but when.

Here's another one, probably messed something up, but I like this one's flavor.


I have no objections to the connections to mine.


Going to try to generate a few while sitting in the airport tomorrow.


The west is starting to shape up as a nasty area.


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Alignment: 2d3 ⇒ (3, 1) = 4 Chaotic Good
Size: 1d20 ⇒ 17 Large City
Gov't: 1d12 ⇒ 11 Magical
Qualities: 6d24 ⇒ (24, 12, 4, 14, 4, 23) = 81 Broad Minded, Tourist Attraction, Magically Attuned, Darkvision, Timid Citizens
Region: 1d5 ⇒ 2 South
Dominant Race: 1d20 ⇒ 16 Aasimar.
City Name (I have a table for this... *Snickers*): 4d100 ⇒ (1, 82, 63, 39) = 185 Asuroc Hollow
NPC Names: 8d100 ⇒ (17, 6, 49, 11, 30, 22, 33, 26) = 194

Asuroc Hollow
Corruption: +0, Crime: +3, Economy: +4, Law: +2, Lore: +3, Society: +1
CG Large City (Southern Region)
Qualities Broad-Minded, Darkvision, Magically Attuned, Timid Citizens, Tourist Attraction
Government Magical
Population 15,000 (7000 Aasimar, 4000 humans, 3000 elves, 1000 other)
Notable NPCs
Cormacine Burgess (CG Aasimar Wizard 15/Archwizard 6)
Gilliana Fisherdawn (LG Aasimar Paladin 10/Justicar of Connela 6)
Guinivere Gaunt (N Human Soul Weaver (Dual Channeler) 14)
Kay Cooper (CN Elf Rogue 8)
Marketplace
Base Value 11,200 gp; Purchase Limit 70,000 gp; Spellcasting 9th/10th (If using Epic rules) Hey, don't blame me! XD That's that the generated numbers were! +2 from Magically Attuned, another +1 from Magical Government!
Minor Items 5d4 items; Medium Items 4d4 items; Major Items 3d4 items

Asuroc Hollow is one of the more... colorful locations in the South, in every sense of the phrase. Nobody's entirely sure why, but the entire city has an abnormally high birthrate of Aasimar (and more than a few families have traveled there to give birth hoping the heavens would bless their child). Scholars suspect it has something to do with the abnormally high amount of magic in the city, which is given off by a massive crystal that floats above the center of town.

The city is ruled by Cormacine Burgess, an Aasimar Archwizard (a prestige class by Frog God Games, in Rappan Athuk) who brought the city's magical crystal to it and has overseen its growth for more than 200 years. While she's usually found locked up in her tower (actually a demiplane - the imposing stone structure is just for show), she comes out once a week to take care of governmental matters and ensure that the city is continuing to run properly. She's somewhat lax with actual enforcement until and unless someone challenges her directly - she's more than willing to demonstrate why she's one of the most powerful wizards in the world. Her lack of immediate oversight had lead to a fair bit of petty crime within the city, but there's no significant corruption among city officials - none of them want to anger her. Cormacine sells arcane magic up to 9th level (and some whisper that she's capable of even more powerful magic, but if she is, she's never shown it in public).

Cormacine is one of the two reasons why New Ganterton - an enormous metropolis that honestly isn't so far away - hasn't been able to spread its influence past Asuroc Hollow. While its rulers would dearly love to eliminate her, they've grudgingly realized that such a thing would not be easy, and could provoke the Archwizard into launching an all-out war.

The other reason for Asuroc Hollow's independence is Gilliana Fisherdawn. Forty years ago, Gilliana was the only surviving member of a raid by some of New Ganterton's military forces, attacking a convoy trying to bring relief supplies to an area devastated by war. Gilliana grabbed a rapier from the rubble and trained for ten years, determined to see that justice would be done... and at the end of that period, she tracked down the group that had slaughtered her family, fought them one by one... and didn't kill a single one of them. As she noted, revenge only begot revenge - they weren't simply criminals, they were husbands and fathers, with families who cared about them, and killing them wouldn't bring her family back. This act was what truly got the attention of Connela, the Charred Inquisitor, who watched over Gilliana for a time before accepting her as a Justicar (a prestige class for the most truly dedicated Paladins, as Justicar of Muir from Frog God Games' The Slumbering Tsar Saga). Her rapier is rumored to be capable of slaying demons with a single thrust, and there's probably some truth to that...

As a center of magical lore and learning, Asuroc Hollow attracts casters of all types from across the land, and is home to a number of large magical universities. Many of the graduates of these schools stay in town, helping to further the spread of magical lore and using their skills to craft the unusually high number of magical items available for sale within the city's walls.


GM Rednal wrote:
Spellcasting 9th/10th (If using Epic rules) Hey, don't blame me! XD That's that the generated numbers were! +2 from Magically Attuned, another +1 from Magical Government!

We aren't using epic rules so it caps at 9th level casting. I had the same issue with New Ganterton, as it also hit 10th level casting. Anyways, I've copied over your creation to the document. The south is really filling out more than any other direction.

TheChelaxian wrote:
Iron Town

Which region is this for? It references location in both central and western (which is fine; we'll just presume it's close to the boundary between the two regions) so I'm not sure which it's supposed to be.

The only 'mistake' I see here is that "Metals" isn't specific enough for resource surplus. Pick a specific metal, like Iron or Gold or even something like Mithral.

Other than that, maybe you'd like to build on a connection to the (thus far only mentioned in passing) Hobgoblin Kingdom of Massereen that conquered a significant amount of dwarven territory?


Let me try this.

alignment: 1d3 ⇒ 21d3 ⇒ 1 NG(May be fun to corrupt this place)
size: 1d20 ⇒ 1 Small town
Government: 1d12 ⇒ 1 Autocracy
Qualities: 1d24 ⇒ 14 All have darkvision,
Qualities: 1d24 ⇒ 10 Strategic Location
Qualities: 1d24 ⇒ 20 Adventuring Site (I'm just going to put a big, freaking Dungeon under it)
Region: 1d5 ⇒ 5 Central, explains Strategic location.
Dominant Race: 1d24 ⇒ 1 Humans with Darkvision, might be a bloodline. :)


The Wormlord wrote:


1d24 Humans with Darkvision, might be a bloodline. :)

Do keep in mind that it doesn't have to be the humans who have darkvision, it could be a racial minority in the settlement. Or you could go with bloodlines. It's your creation :-)

Also, I just realized that New Ganterton is short one quality! I'd better correct that! Let's hope it doesn't mess things up

Quality 6: 1d24 ⇒ 18 Restrictive

Yeah, that actually fits right in. New Ganterton only allows citizens of the empire to own land in the city.

Silver Crusade

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All rolls made with the rolz dice roller.

Targhuzia, Jewel of the Peaks
Alignment: True Neutral
Size: Small City
Ruler: Council
Qualities:
Holy Site, Militarized, Tourist Attraction, Pious (Arkesht)
Location: North
Population:~7500 (5000 Yeti, 1300 humans, 700 Orcs, 200 Half-orcs, 300 other) Natural 20, and Yetis seem to suit the North

Notable NPCs:
+High Communer Neruu Oldblood (LN Yeti Oracle (Stars) 10
+Toraya of the Winds (NE Yeti Barbarian/12)
+Underfoot the Unlikely (NG Halfling Druid [Reincarnated Druid]/5
+Sarruh T'Khan of the Knifefolk (CN Yeti Slayer/7)
+Ara A'Thim, Keeper of the Ashes (NN Yeti Alchemist/5)

Targhuzia is, according to its inhabitants, the oldest city in the world. Formed by the great Yeti hero Elrhud after a vision from the god Arkesht led him to two massive emeralds embedded in Mount Targhuz, near the top of the great Zundran Mountains.

Elhrud and his tribe found the site holy, and settled there, carving into the mountains, using spells and glacier water to keep the valley below suitable for agriculture year round. Soon, word spread, and now faithful from all over the world flock to see the Great Eyes (alongside more than a few tourists.)

Over time, smaller settlements began to submit to Targhuzian rule, and so the Northern Coalition has formed, with Targhuzia extracting tribute and troops from its vassals in exchange for defense.

The city (and Coalition) are ruled by the Council of Founders, each believed to be a reincarnation of either Elrhud or his Four Noble Followers(who is a reincarnation of who being the subject of much debate):

+High Communer Oldblood seeks to ensure the rule of Arkesht over the peaks, getting guidance from the Eyes. She is constantly paranoid of their theft, and takes pains to eliminate those trats before they can arise.

+Toraya of the Winds cares little for governing, and is constantly pushing the others for permission to raid more and more. She and her followers are increasingly frustrated by the current state of affairs, and rumors hold that she will soon stage a coup.

+Underfoot the Unlikely was born a Ueti, but was murdered two years ago and reincarnated as a halfling. While in his weakened state, he slowly seeks contacts not involved in city politics to assist in findiNG his killer.

+Sarruh T'Khan represents the Knifefolk, makers of the city's infamous Whirling Blades. His current project is ensuring his son Malant inherits the Council position.

+Ara A'Thim is the newest member, having only been in the position for a year.She is seeking her own allies to assist in the power struggles of the Council.

Targhuzian politics revolve around various factions trying to influence the Five, with varying degrees of success and bloodshed. Coupled with this is dissent from the Non-Yeti or Arkesht worshipper minorities, who have no representation yet must still pay full taxes and be prepared to serve in the military.

Dark Archive

Dasrak wrote:
TheChelaxian wrote:
Iron Town

Which region is this for? It references location in both central and western (which is fine; we'll just presume it's close to the boundary between the two regions) so I'm not sure which it's supposed to be.

The only 'mistake' I see here is that "Metals" isn't specific enough for resource surplus. Pick a specific metal, like Iron or Gold or even something like Mithral.

Other than that, maybe you'd like to build on a connection to the (thus far only mentioned in passing) Hobgoblin Kingdom of Massereen that conquered a significant amount of dwarven territory?

Sorry, it is Western, and make the metal iron. I will try and build on the hobgoblin stuff soon.


NPC Generator.

Thought perhaps using this and building characters might help with NPC's if someone wants even more randomness.


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Speaking of randomly generating things with scripts

^_^


Also, for any uses of Asuroc Hollow elsewhere, feel free to take out the bit about 10th Level casting, and probably drop the city's leader one Archwizard level. I don't mind either way, so if there's a setup here, I may as well try to stick to it. XD

Silver Crusade

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Andor Lheic
law/chaos 2
good/evil 1
size 3
government 6
region 1
race 10
quality 1 13
quality 2 20

New Random Settlement
Neutral Good Small Town (North)
Corruption -2; Crime 0; Economy 0; Law -2; Lore -1; Society +7
Qualities Adventuring Site, Mythic Sanctum
Danger 0
Government Council
Population 1700 (1000 Humans, 350 Dwarves, 200 Halflings, 150 other
Notable NPCs
+Surg the Slain (CE Half-Orc Vigilante of Izreus/8 Champion/4)
+Blackblood/Morent Hohenwald (NG Human Vigilante of Vonheim/9 Champion/2
+Maharatu Bristol (NG Gnome Expert/5)
+Tyne Uabria (LG Human Paladin/5)
Marketplace
Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Andor Lheic was founded by the King of Stahlund 57 years ago in order to capitalize on what lay westward:the great ruins of Shunt Ah'Quah (Old Marble in the local language). Formed around a Citadel used to combat the hordes of Izreus, today Stahlish colonists combat the bitter cold with good humor and perseverance.

The city is rule by a council of elected officials and royal/ducal appointees, but the focus on free trade ensures their power is designated mostly to tax rates and enforcing existing laws.

However, the city is not at peace. Attacks upon the city from the ruins are a constant threat, and recently evil has found its way inside the walls. The shadow war between the masked warriors Surg the Slain and Blackblood are legendary. Both got their spectacular abilities from something inside the ruins, but neither will say where.

Maharatu Bristol is the leader of the Zotzmund Guild, responsible for keeping track of (and taxing) all traffic in and out of the ruins, alongside his partner, Morent Hohenwald.

Tyne Uabria serves as the leader of the Old Citadel, where he watches impotently as Blackblood and Surg the Slain duel in the city he is sworn to protect. A descendant of the Varatu tribesmen who originally controlled the valley, he grows increasingly desperate to end the threat of Izreus once and for all and save his homeland.

While it is true that much money is made off of tomb robbers and the like, much of that goes towards the high taxes the Duke and King establish, leaving comparitively little wealth within the town itself.


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Generated this one with the script

law/chaos 1
good/evil 1
size 4
government 2
region 1
race 3
quality 1 20
quality 2 9

Aujaq Corazon
Lawful Good Small Town (North)
Corruption 0; Crime 0; Economy 0; Law +1; Lore +1; Society +2
Qualities Adventuring Site, Rumormongering Citizens
Danger 0
Government Autocracy
Population 760 (690 human, 40 undine, 20 ifrit, 10 other)
Notable NPCs
Elder Shtiya LG Female Human Cleric of Sinaa 8
Iqniq LG Male Human Sorcerer 8
Kattituyok CG Female Human Bard 7
Assiminik LN Male Undine Spiritualist 7
Marketplace
Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Aujaq Corazon is nestled at the craggy base of the Glacier of the Gods, completely cut off by land travel and accessible only by small boats that can navigate the treacherously icy waters. The people here live a simple life, subsisting mostly by fishing and hunting and occasionally making boating trips to trade with the larger settlements nearby.

The difficult approach to Aujaq Corazon means traders and soldiers generally avoid it, but adventurers are a frequent sight. The Glacier of the Gods is riddled with ruins and treasures that are always drawing eager souls, and the small community makes for a perfect staging point for expeditions into the glacier.

On dark nights, the spear of light can be seen in the distance from Aujaq Corazon. Though its effects in the town are quite mild, this conduit of magical heat and warmth has created a small pocket of tropical environment in the distant north. Though the town still is a frigid place, it is much milder than places significantly far south as a result of its proximity to the spear of light. Adventurers who survive expeditions to the glacier are often captivated by the stories the locals tell of the green and humid realm of the far north, but they rarely heed the warnings.

Aujaq Corazon is ruled by Elder Shtiya. It is traditional for an elder to pick their own successor, and currently Shtiya is training the younger Kattituyok to take this mantle when she passes. A small number of Ifrit and Undine populate the town, a consequence of its proximity to the spear of light and its magical influence. The birth of such an individual is viewed as a bad omen, but under Shtiya they have been allowed to remain in the settlement rather than facing expulsion on the 15th birthday as was once tradition.

The town frequently has to be mindful of monsters roaming in from the glacier, and the resident Sorcerer Iqniq - born to an Ifrit mother and human father - has a natural talent for fire magic that easily dispatches most of these stray monsters. More powerful monsters require careful planning to take down, but fortunately such events are rare and adventurers are often in town to help with such occasions.


Going to have to think about this one.

Rolling for New Settlement Wed Jul 13 2016 21:01:09 GMT-0700 (PDT)
law/chaos 2
good/evil 2
size 16
government 1
region 1
race 14
quality 1 11
quality 2 7
quality 3 22
quality 4 19
quality 5 3

New Random Settlement
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
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 6400 gp; Purchase Limit 75000 gp; Spellcasting 5th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4


Incidently, as not all of these qualities are in the base rules can we have somewhere perhaps a brief description of the meaning of those that aren't, at least enough of them to know what to do with it?

For example, supportive and artifact gatherer.


RDM42 wrote:

Incidently, as not all of these qualities are in the base rules can we have somewhere perhaps a brief description of the meaning of those that aren't, at least enough of them to know what to do with it?

For example, supportive and artifact gatherer.

They're all listed in the instructions document linked in the original post.

By the way, I'm still hopeful that other people can help me research more of them. The biggest trove seems to be the appendices of adventure paths.


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Yes I realize the stat block is going to need to be heavily modified. The city is almost wholy Ratfolk and some 20,000 individuals.

Rolling for New Settlement Wed Jul 13 2016 21:01:09 GMT-0700 (PDT) 
law/chaos 2 
good/evil 2 
size 16 
government 1 
region 1 
race 14 
quality 1 11 
quality 2 7 
quality 3 22 
quality 4 19 
quality 5 3
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 
Notable NPCs 
Ha'kisht the Sharp - high protector of Nihm LN Ratfolk Gunslnger 15
Reisha the Profane - high Inquisitor of the Profane - LN Ratfolk wizard 10/Rogue(unchained) 2- Reisha is in charge of monitoring and tracking down magic within the city - and making sure that its practitioners do not become a danger to the Nihm.
Wiresh the seeker; N gunslinger 12 - Wiresh is the seeker of the Ruins Above, bringing back any technology found.


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

Deep below the ruins of the city of Shunt ah'Quah live the Nihm - the servitors. Once the servitors and slaves of the ancient city, when the city began to collapse its erstwhile servants gave it an eager push - and as the tales go there was much blood that time, and the people fled - many barely managing to pack. After the revolution was complete, the Nihm fled to the depths and catacombs beneath the city, carving them ever larger and growing to a large swarm, a warren in the deeps. They also took with them some the the ancient's secrets - for the shunt ah'Quah were adept at both the disciplines of metal steam and fire as well as magic, and the Servitors stripped the city of its technology and continue to do so to this day.

The city itself is a marvel, run on steam and fire, and guarded by rat folk who can drop strangers at a distance with their guns. This technology is not for sale to outsiders. They are also very distrustful as a people of high magic - of the arcane, as they themselves were once a common test subject for the archmagi of Shunt ah'Quah. Thus the magic and gold of the ruins above remains surprisingly intact - the denizens below have other interests. The taxes run high in Shunt al'nihm - (disadvantage high taxes), but its citizens are fed and the dangers below dare not approach the city - for its tunnels are guarded with fire and metal, and few indeed are the outsiders who are allowed entrance.

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