Othlo Janke

Civil Engineer Moon's page

28 posts. Alias of NenkotaMoon.


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Rolling for New Settlement Sat Nov 05 2016 20:01:22 GMT-0700 (PDT)
law/chaos 1
good/evil 1
size 18
government 12
region 3
race 1
quality 1 10
quality 2 27
quality 3 16
quality 4 26
quality 5 2

Elsfeld
Lawful Good Large City (West)
Corruption +2; Crime +4; Economy +5; Law -4; Lore +1; Society +5
Qualities Defiant, Holy Site, No Questions Asked, Resource Surplus (Cold Iron), Strategic Location
Danger 10
Government Secret Syndicate
Population 23,900 (14,000 Humans; 4,200 Halflings; 3,900 Elves; 1,800 Other)
Notable NPCs
Lauressa, Oracle of Polyphenna NG Female Elf Oracle "Life" 20
Arthus Oum, Rebellion Leader LG Male Human Magus 15/ Aristocrat 2
Mining Baron Trent Underwill LN Male Halfing Warrior 5/ Aristocrat 2
Blade Suker, Assassain of Tempor CE Female Tiefling Sorcerer 6/ Ninja 6
Kirken, Mercenary N Male Minotaur Barbarian 2
Marketplace
Base Value 8800 gp; Purchase Limit 50000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The city of Elsfell was always well known throughout Darwish Empire for its heavy production of Cold Iron, mined deep underneath the city. Located along the coast line of the Sea of Ice, it sits upon many hills and natural raises in the grand, making it in the early days a bastion of civilization, safe against the hostile barbarians of ages past. It's founders, Elven nomads, never knew of the Cold Iron veins below them, but it was the Human and Halflings, whom after treaty took over the city-state that it was discovered on accident.

Elsfell has five different districts of the city. Each one based around a central hill with a tall stone tower. Fortified perimeters made by combining the hills and thick stone, along with complex system of interior and supporting walls defend the city from attack. Currently the rebellion forces have control over the city after a long fight to take the city. The rebellion's leadership is unknown, save for one individual, former Senator Arthus Oum, who led the capture of the city.

-The Elven "Old" district has the oldest buildings in the city. Here, the original settlers first laid the foundation for what would become Elsfell. Only a few buildings from those remain however, the great Elven library, once a fountain of knowledge of old times, was burned to cider when lightening struck it. Primarily, it is an art district with painters, potters, and all forms of jewelers. It located just before the Sea quarter, bleeding into the Delialah district.

-The Delialah district is where most of the temples to a wide variety of gods can be found. Here you shall find the ancient temple of Polyphenna goddess of love home to the famous oracle Lauressa, whom runs the temple in the goddesses name. The temple itself is a rather small, with its biggest feature a tall clock tower.

-Calvary and Iron district are the largest districts. Calvary is where most of the citizenry and Gov't buildings reside, itself having multiple neighborhoods of different names and sizes. It forms the exterior layers of the city along with Iron. The Iron district however is within both inside and outside the walls, built into the rolling hills that make up the area. Calvary is home to the small but sturdy Jorm Hall, a castle built long ago during the time of the elves control of the city. It was previously home to the lord mayor Yillna, but she has long left for the capitol when agents of the rebel Gov't took control.

-The last is the Sea Quarter, straddling the coastline of the Sea of Ice. Here, Cold Iron is moved up and down the coast to other towns and which refine it for other uses or sent out to the few colonies across the sea. Since the rebellion, there has been limited trade out of the city, the ore being used to support the rebellions war effort abroad.


I wonder where Emiraba's interests now are?

I need to get to bolding the geographical areas. Laziness pretty much. Been busy with a jump in school and ROTC.


Kobold, I noticed that you have Vortlayr as LG. I find that sort of weird since he did cut off the ears of his subordinates whom disagreed with him having the rest of the Dwarves killed.


Any progress?


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Military Govenor Lord Aldred Brando
LE Male Human Cavalier "Order of the Lion" 12/ Ranger 4

To some, Lord Aldred Brando is a dastardly man, yet to others one of a great sense of pride and intelligence, and sometimes a streak of passion. Born under the roof of a small merchant family, Aldred was a often lonely child, not getting along with other children his age or his own brothers and sisters. He preoccupied himself with books and caring for his dog, a rather large one he named Buford. The relatively calm and introverted life of young Aldred could be said to be somewhat happy.

However, it wasn't until a group of outlaws on the run beat him terribly while he was on his way home. Robbing him of what he had, he was powerless to stop them from brutally killing his dog as it desperately tried to defend him. From then on, Aldred became more and more introverted, depressed and cold to others. When a recruitment officer came by from the military, Aldred, now a young man of 19, put his name down.

During this time Aldred part in the numerous raids and excursions to flush out bandits and others that preyed on the borders of the Darwish Empire and the trade routes into the Sandsea. Brutal and bloody combat that seemed endless to some degree. After accepting an offer to for an officer position, Aldred career skyrocketed forward. His first major accomplishment ending the reign of the Custler Gang that preyed upon Darwish trade routes to the South. All members were apprehended without a single casualty. The next were similar cases, victories against the daunting bandit and outlaws. The most significant moment however was the defeat of invading mercenary marauders using tactics and strategy never before seen.

For his reward, he was gifted the ruler ship and position of a lord, to command the farthest prospect of the Darwish Empire. Now at the age of 67 however, Brando doesn't seem all that happy. He is quick to anger and otherwise seems tired, yet he is of a clean bill of health. Prisoners under his supervision, depending on the crime, seem to just die in their cells while dogs bark in the night. This is especially so for rapists and murders. Thieves only missing limbs and appendages. The only things that calm him down are his two grandsons, squired to him, and the ever bumbling Senator from the capitol.


Bump!

Come on, let's make some more.


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Arriana Strong-Tusk, Pirate Queen of the Herox Sea
CN Female Half-Orc Swashbuckler 9/ Sorcerer "Draconic" 8/ Mythic Tier 3 Marshall
Added her some mythic ranks and brought her level up. Wanted to make her overall more powerful while also more thematic for later stuff.

If you ask any sailor, merchant, pirate, or citizen of the city of Nessex whom really runs the city, you'll find it wont be the mayor. In his place you'll find more swear to the colors of the most famous Nessian, the famed Pirate Queen Arriana Strong-Tusk. While not the strongest of the Pirate Lords of Herox, she is beyond a doubt the most influential and successful, boasting a fleet of more than seventy ships and hundreds that flock and align to her banner.

Most assume that the future Pirate Queen of Herox was born forty-seven years ago to parents unknown. Accounts tell her mother was a whore and her father a ship captain but one can only assume as no documents exist. Arriana was doubtless an orphan, living off of donation and thieving from passerby and unsuspecting merchants. When she was about seventeen, she began to work presumably as a prostitute for one of the many brothels in The Commons, but each one will promptly say proudly that she worked for them. Most likely she worked at either the still in operation Naughty Chicken, or the now defunct Golden Scepter.

She only worked as a prostitute for two years as she soon decided to give up the oldest profession and try her hand at being a sailor. The reason for this is unclear whoever it is rather possible she fell into trouble with gangs that had grown in that area of the city and believed it would be an escape from such. This early career was uneventful until a mutiny of which managed to maroon her and other sailors that opposed the mutiny on an unknown tropical island. Few know what truly happened there, but after two months, only Arriana managed to be rescued by a privateer ship. Claims of an island clouded with in ancient ruins persist in that area but none found.

She is relatively scarce in the books until the siege of the Sarinal imperial Fort Alistair, where she took part in defense operations against the now gone abyssal armies, lead by the lich Nixoz. Here, her ship managed to ram the large man'o war and engaged in leading boarding parties. With a deadly battle, somehow the young Arriana slew the lich and ended the siege, looping off Nixoz head with a blow from a cutlass. This act was the beginning of her ascension from legend. Treated like a near celebrity afterwords, the Hal-Orc woman used the many charitable donations she was given and acquired her own ship. This ship, a frigate of Sarinal make would be dubbed The Velvet Sail and would later become her capitol ship.

From then on, her name and status grew as she infamously then kidnapped after a party in her name, the Governor of the of the Sarinal town and demanded ransom. After fleeing with her ship and cadre of crew, ransom money in tow, she successfully evaded capture. She then began a reign of piracy unmatched, raiding and pillaging towns, all the while evading capture again and again by Gov't bounty hunters and navies of various nations. During this time, she famously slew the kraken Helsifer after it attacked the metropolis of Mellora. Later, she successfully slew the Sahaugin war lord Parsada To, an evil pirate whom terrorized the southern Herox sea, but her crowning and most famous is her triumphant defense of her home Nessex and the near destruction through tactical genius of the 2nd Grandian Naval Fleet, by rallying a large chunk of merchant, privateer, and pirate vessels to aide. Her ship itself lead the fight with Arriana at the helm.

She was dubbed the Pirate Queen of Herox, Hero of Nessex and Savior of Mellora. Personal accounts of great charisma and mind,tactical genius and a knowledge of sailing near unsurpassed. Often prone to mood swing and flights of fantasy what to do next. She is known rather well for her beauty as well, and while nearing fifty, looks scant a day after twenty-three mysteriously. She likes to wear a cloak of red velvet with a white feather adorning her tricorn hat, along with various other colorful garb.

Currently she is hunting down the elusive Devil, a monstrous whale that has prayed upon northern shipping lanes for over a year.

I've got some rudimentary stats right now. Hard without a good generator that can make all the math easier. If someone else wants to stat her you got my go ahead, just tell me first. I've got plans for the King of Herox, just need to find the exscuse to make him, eventually.


So I dont have Hero Lab, any other good places to make a stat block?


So we add the 11/11/11/10/10/10 to the stat block?


And add the base total, usnure.


That'd be good


Not a bad idea.


Right now I am looking into making possibly a section that would have the dominant races in each. Also, I will be going through when I can each settlement for geographic locations to add. In the guidelines document page, at the end there is a list of nations and geographic, but needs most likely to be updated.

Shout out to the NPC creator. I'd say it'd be good to start stating up NPCs of your settlements there.


Not to mention the swamps that are in the south of those canyons.


Once in, Ill bold out any geographic that I can find.


nationalsfan195@gmail.com


Rolling for New Settlement Fri Oct 14 2016 14:07:40 GMT-0700 (PDT)
law/chaos 3
good/evil 2
size 3
government 11
region 4
race 19
quality 1 10
quality 2 3

New Random Settlement
Chaotic Neutral Small Town (East)
Corruption -2; Crime 0; Economy +1; Law +1; Lore +3; Society -2
Qualities Insular, Strategic Location
Danger 0
Government Magical
Population 201-2,000 (Any Paizo-published without racial hit dice)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 1100 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --


One thing we could do is go into the descriptions of the settlements and bold each of the geographical stuff mentioned. It may be hard but I could lend a hand to help.


No, but if would like to make a map proper, that would be excellent. Look to the resources present on the first page. Don't be afraid to make a settlement yourself, join the party.


Naw, build them how you want. The class levels are just what you are starting with. However, that may be a good idea to consider. Smart idea. However, it may take some time to do such.


Also, don't be afraid to check out the first page. There you can find the doc with all settlements in the different areas and incorporate them somehow. Just be considerate however of others work.


We are using deities from the pantheon generator. Sadly we can't use gods from the pathfinder verse.


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Ereheart ,City of the Damned
Chaotic Evil Small City (South)
Corruption +2; Crime +1; Economy +3; Law +2; Lore -1; Society +2
Qualities Darkvision, Defiant, Militarized, Strategic Location
Danger 5
Government Council
Population 7500 (4000 Demons of Different Variety, 1200 Tieflings, 1000 Humans, 650 Elves, 200 Drow, 450 Other)
Notable NPCs:
The Terrible Balor Lord Syox CE Balor Inquisitor 5
Dread Commander of the Infernals Legion Menacella CE Marilith Ranger 3
Slave Pit Master Parthox CE Nalfeshnee
Matriarch Irralith Kisajix, Leader of the Kisajix Clan NE Female Drow Oracle 16
Redeemed for Good Spy, Nectessa NG Succubus Bard 4
Marketplace
Base Value 4400 gp; Purchase Limit 25000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

About twelve years ago, the small town of Ereheart was a decetn place to live. Sitting calmly away from other nations and their troubles in the southern Swamps of Calomel, the town did well, servicing the many peoples and travelers that traveled the may river ways. They even made some peace with the local Kobold populations. It wasn't until a string of disappearances and eventual shut down of communications that suddenly paved way for what was to come.

The Kisajix clan of Drow, lead by their stern and sadistic Matriarch, was enthralled into a prophecy that would usher them in to great power. Already ousted by most other Drow civilizations, this was their get rich card. Using the small town as a jumping point, they slowly took over and enslaved the populace. With a bizarre ritual performed by the Drow priestesses, gifted by the Matriarch, they managed to summon demon after demon into the town. It was in their belief that such would grant them power to conquer and revenge against all whom trifled with them.

Immediately they began to build their armies of demons and create a city fortress, from which they attacked the neighboring civilizations. It was only through combined effort that they were stopped any further then than fifty miles outside their holdout. These combined efforts lead by local chapters of religious orders and volunteer armies fight tirelessly even today to hold back the invading hordes. These groups range from the most varied of good faiths, to mercenary groups such as the Ungrounded of the Sword, and knightly orders such as The Blue Sky Roses from the far away Darwish Empire.

The city itself has in somewhat of a way prospered, with demons and their ilk enslaving and lording over their small holding. It near Hell on Earth, with the introduction of reports of devils in recent years. Any mortal races are left as food and playthings for the many evil inhabitants, including some Drow whom have tried to escape the control of the Kisajix clan. The Drow themselves seem to be weary of it all, as they have come realize their say means nothing in this demonic society. Matriarch Irralith herself has become nothing more than the plaything of the Balor Lord Syox.

Unknown to most if not all in the city is that their is a spy among them. A lone Succubus has forsaken her past deeds and doings for a chance to redeem herself of her evils. Working with several orders of Paladins, she tirelessly works to finding weaknesses in the demonic army and relaying that information through the slaves of the city. She hopes that such information would do a great justice for the world and save her soul.


Goth Guru wrote:

Because of the hostile reaction, I instead started a random terrain topic. The terrain a settlement is built on or in adds modifiers. Feel free to use that table, add entries, or correct any mistakes. You can roll or select. Is there another random terrain table?

http://paizo.com/threads/rzs2twsx?100-Random-terrain#5

Jesus what is wrong with you, no one was hostile except you.


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

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


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

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

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

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


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


*Bump*

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

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