Kobold

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gnoams wrote:

I have no idea who/what this is parodying so can't comment on that aspect. On the game terms though- here's some editing suggestions:

Horrifying scream, needs some wording fixed there. a 30ft cone is not a radius, say "area" instead. Wisdom save? you must be from 5e. 2d6 rounds, not turns.

Lash out- Could be worded cleaner. Maybe- She gains a +4 to attack and damage against a creature who damaged her in the previous round.

Skills- class skill, not class ability.

As for balance-

For agitate, take a look at the antagonize feat.

Overall speaking, a +4 CR is a big jump. You've covered saves and AC so they should stay about on target for a monster of 4 higher CR, but hp is going to be way behind. Trying to advance a creature more than a +1 CR should really add more hit dice. You would need to add +20 con to have the hit points stay near target hp for +4 CR without adding more hit dice (Normally boosting a monster by 4 CR would involve adding 5-10 more hit dice).

if you're unaware of what a "Karen" is, it's a term that's been used to described privileged, spoiled, heartless and downright vile middle-aged women. think of the woman who screams "let me speak to your manager!" when something doesn't go her way.

and thank you for the suggestions-it's been almost 3 years since I've done anything related to Pathfinder that isn't playing a character, so my knowledge on the whole game is rusty.


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Heya. I got a little bored and creative so I jokingly made a template that can turn some female enemy NPCs into a considerable threat. Was wondering if this would be overpowered, underpowered, or what?

Note: This is a joke template that I just made for fun.

Karen Template:
“Karen” is an acquired template that can be added to any female corporeal creature that does not possess racial Hit Die.
CR: +4
Alignment: Any evil
Defensive Abilities: A Karen gains +4 bonus on saving throws against charm, fear, and mind-affecting effects. She also gains the following ability:
-Minion Shield: Whenever a Karen has successfully charmed, frightened, or intimidated a creature into fighting on her side, she gains a +1 deflection bonus to her AC per charmed, frightened, or intimidated creature (max +4).
-Seize the Opportunity: A Karen gains a +4 bonus on all saving throws against a creature that has been the target of her charm, fear, or intimidation abilities. This stacks with her usual bonuses on saving throws. (max 2 creatures)
Special Attacks: A Karen gains the following abilities:
-Agitate: Once per day, a Karen can select one creature within her line of sight and mock it with a string of insults so horrifically prejudicial that the target is compelled to attack her. The targeted creature must make a Wisdom saving throw (equal to 10 + the Karen’s Hit Die + the Karen’s Charisma modifier); if the roll is a failure, the targeted creature can only make attacking rolls against the Karen for the next 1d6 turns, and cannot make any other action unless the targeted creature is killed or knocked prone. The targeted creature can remake the saving throw at the beginning of every turn to break out of this ability.
-Horrifying Scream: Once per day, a Karen can emit a high piercing scream of immense rage that spans in a 30 ft cone. Any creature within this ability’s radius must make a Wisdom saving throw (equal to 10 + the Karen’s Hit Die + the Karen’s Charisma modifier); if the roll is a failure, the targeted creatures are frightened for 2d6 turns. Creatures who cannot hear or are immune to fear effects are not affected by this ability. The targeted creature(s) can remake the saving throw at the beginning of every turn to break out of this ability.
-Lash Out: If a Karen takes damage, until the end of her next turn, she gains a +4 bonus on all attack and damage rolls (including spells that require attack and damage rolls) on the creature that dealt damage to her.
-Spell-like Abilities: A Karen gains the following spell-like abilities: ear-piercing scream (3/day), burning gaze (1/day), charm person (3/day)
Abilities: A Karen’s Dexterity and Constitution increases by +2, and her Charisma increases by +4
Skills: A Karen gains Intimidation as a class ability. If she already has Intimidation as a class ability, she gains a +4 racial bonus to Intimidation checks.


sorry but I think I'm gonna sit this one out


Hello. I'm planning on applying for a solo campaign, and I really want to try out the stonelord paladin archetype. It seems like such an amazing concept, and always wanted to try out a paladin character outside of the typical holy knight theme.

Here's the character creation rules for the campaign:
-starting at level 5
-20 point buy, no stat can be lower then 8 before modifiers
-Starting gold: Wealth By Level (so 10,500 gp)
-Two traits (must come from sources other then Adventure Paths)
-Skills: Background skills are being used

I've been reading on other threads, and a good amount of suggestions involve reach weapons, and more investment in Strength then Charisma (for the sole purpose of lay of hands being the only thing a Stonelord will need for Charisma), but other then that I'm having a bit of difficulty figuring out what build will work best.


I just got one question on the gear-do we stack the masterwork and magic item quality costs onto our gear, or just deduct the magic item quality cost from the total starting GP?

Also, I'm thinking of trying to make my gnome character as a unique child-raised by dwarves and thus that would have her be a stonelord archetype. if that won't work, I'll simply make a dwarf stonelord paladin.


Making my character has been a bit slow, but I should have something done by this weekend


So I got the idea down for my gnome character; she'll have three levels of paladin, one level of bloodrager (for +10 speed and increased strength with bloodrage), and one level of fighter (for a bonus combat feat). next level, she'll start investing in shadowdancer. I'll get the statistics down as soon as I can.


Alright, multiclassing is allowed. I had a gnome character that was gonna be a paladin/ninja/shadowdancer, I tried her out at level 1 in RotRL but I fell out of interest. I really wanna try her out again.


Hmm...I'm interested. Is multiclassing allowed?


Honestly, I can see them changing goblins a bit to still keep their crazy, pyromaniac natures, but turn them more into neutral or chaotic creatures that don't intend any harm, but just like fire for the sake of liking fire.

Best image I have in my head is having these "tame" goblins be like the Pyro from Team Fortress 2-while still a blank slate in terms of personality, that leaves a lot to the imagination, making him range from a crazy person who lives in a candy coated world to a rational person who just burns everything in sight when he's pissed.

Goblins becoming core races makes a lot of sense, since they are the closest thing Pathfinder has to a mascot race. Do I think they could have put a different race instead? Like kobolds (and like Milo said, make them NOT suck), tengu, or aasimars? Yeah. Does it make sense to make goblins a core race? Definitely.


Once again having major interest to play the following Adventure Paths:
-Jade Regent
-Mummy's Mask
-Iron Gods
-Giantslayer
-Hell's Rebels
-Hell's Vengence

I don't have any characters up for these, but if anyone needs a player for this please let me know by DM


actually what I said was a bit of a lie; I don't JUST take what the statistics for a Pokemon are, I look at their physical traits, look at their lore from the Pokedex, and sometimes use a little bit of what other media (side games, anime, manga, etc) have done to use these Pokemon and just gave them statistics from there. I know Charizard is more of an offensive sweeper then it looks say, but tell me if you've seen Charizard be like that in anything outside of the main series of games?

Here's some stats for Rattata, which I've basically made it to where they're similar to ratfolk in some ways.

Rattata:

Varied: There are two known subspecies of rattata; wild blooded rattata (those that live in forests and fields), and urban blooded rattata (those that live in cities). Wild blooded rattata are cunning, and gain +2 Wisdom; urban blooded rattata, however, are more street smart, and gain +2 Charisma. Regardless, both gain +2 Dexterity due to their agility, and -2 Constitution due to their frail statures.
Small: Rattata are Small sized creatures, and thus gain a +1 size bonus on attack rolls, a +1 size bonus to their AC, a -1 size penalty on CMB and CMD checks, and a +4 size bonus on Stealth rolls.
Darkvision: Rattata can see in the dark up to 60 feet
Ratfolk: Rattata are Humanoids with the ratfolk subtype
Fast: Rattata are fast for their size, and have a base speed of 30 feet. They also gain a climb speed of 30 feet, do need to use Climb to climb, and treat Climb as a class skill.
Scavenger: Most rattata find their food by foraging and stealing from others; they gain a +2 racial bonus on Perception, Sleight of Hand, and Survival checks.
Sneaky: Rattata have an amazing advantage to be stealthy in certain environments; in forest terrain (for wild blooded rattata) or urban terrain (for urban blooded rattata), they gain a +2 bonus on Stealth checks, and can move at full speed while in stealth in their respected terrain.
Bite: Rattata have incisors that give them a strong bite attack for their size; their bite attack is one damage die higher than their size (1d6 for most rattata) and is treated as a primary attack with a natural threat range of 19-20.
Swarming: Although most rattata prefer to forage alone, they travel in groups to give an advantage in a fight. Up to two rattata can share the same square at the same time. If two rattata in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.


Okay I've decided to do a couple with some Pokemon; I'll show the two more powerful selections I've just made, Charizards and Golisopods.

NOTE: While these two are creatures that do not have racial hit die, they are more powerful then most races. Golisopods have a CR that's 1 level higher then most races; Charizards meanwhile have a CR that's 2 levels higher.

Charizards:

+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Charizards are powerful, but bestial in nature.

Medium: Charizards are Medium sized creatures.

Reptilian: Charizards are Humanoids with the reptilian subtype.

Normal Speed: Charizards have a base speed of 30 ft.

Darkvision: Charizards can see in the dark up to 60 ft. away.

Low-Light Vision: Charizards can see twice as far as humans in low light.

Gliding Wings: While charizards do have wings, they are not strong fliers, and rely more on the winds to keep them airborne. Charizards take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, he can move up to 5 feet in any horizontal direction for every 1 foot he falls, at a speed of 60 feet per round. He cannot gain height with these wings alone; it merely coasts in other directions as he falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, he can take advantage of the updraft to increase the distance he can glide. While a charizard is gliding, they must not be unencumbered. Charizards treat Fly as a class skill.

Intimidating: Charizards have a notable reputation for being very intimidating. They gain a +2 racial bonus on Intimidate checks, and gain Intimidating Prowess as a bonus feat at 1st level.

Draconic Appearance: Despite being humanoids, charizards are so similar to dragons that they can talk to them more so then other races. Charizards gain a +2 racial bonus on Bluff, Diplomacy, and Intimidate checks against dragons, and all dragons have a starting attitude of indifferent towards charizards (unless the charizard’s alignment is of an opposite alignment to the dragon). This stacks with the intimidating racial trait.

Draconic Resistances: Charizards do not only think like lesser dragons, but their bodies are similar as well. A charizard gains a +1 natural bonus to their AC and a +2 racial bonus on save checks against spells and spell-like abilities (except for spells and spell-like abilities with the cold descriptor; see susceptible to cold below).

Burning Soul: Charizards have a strong internal combustion inside their stomachs that make them have affinity for fire magic. He gains fire resistance 5, and a +2 racial bonus on concentration checks when using a spell with the fire descriptor.

Natural Attacks: Charizards have a bite attack and two claw attacks; these are primary attacks that have a threat range of 19-20

Susceptible to Cold: As they have an affinity with fire, charizards are extremely susceptible to the cold, and they take a -2 racial penalty on save checks against spells and spell-like abilities with the cold descriptor.

Golisopods:

+2 Strength, -2 Dexterity, +2 Wisdom, -4 Charisma: Golisopods are strong and cunning in battle, but lack agility and emotion.

Medium: Golisopods are Medium sized creatures

Verminoid: Golisopods are Humanoids with the aquatic and verminoid subtype.

Slow Speed: Golisopods have a base speed of 20 feet. They also have a swim speed of 30 feet, can move in water without making a swim check, and always treat Swim as a class skill.

Low-Light Vision: Golisopods can see twice as far as humans in low light.

Amphibious: Golisopods can breathe both air and water.

Exoskeleton: Golisopods have incredible natural armor compared to most races; they gain a +1 natural bonus to their AC, and when under attack from a melee attack that deals piercing and/or slashing damage, this bonus increases to +2.

Blade Claws: The hands of a golisopod are shaped like swords, and they do not have any grasping appendages. They take a -2 racial penalty when attacking with manufactured weapons, but they gain two claw attacks that have the same damage die as a short sword of their size (1d6 for most golisopods).

Emergency Exit: While golisopods love the thrill of battle, and especially love defeating foes, they are smart enough to know when to back out of a fight. Golisopods always move up to double their speed when withdrawing from combat, even if they are limited to a standard action. In addition, they gain a +2 dodge bonus against attacks of opportunity.

Semi-Emotionless: Golisopods have the natural ability to only show a few emotions, and not only do they use these to full effect, they aren’t willing to change emotions so easily. Golisopods gain a +2 racial bonus on save rolls against emotion and fear effects; if they fail a roll, once per day they can make a second roll, but they must take the second result even if it’s worse.

Intimidating: Golisopods not only have an affinity for intimidating others, they use it with mere displays of brute force. Golisopods gain a +2 racial bonus on Intimidate checks, and gain Intimidating Prowess as a bonus feat at 1st level.


So will this be for ANY video game character?

EDIT: Gonna add my first race conversion-the tiny common race of Dreamland, Waddle Dees!

Waddle Dees:

+2 Wisdom, +2 Charisma, -2 Constitution: Waddle Dees are cunning and kind, but are fragile.
Small: Waddle Dees are Small sized, giving them a +1 size bonus to attack rolls, a +1 size bonus to AC, a -1 size penalty to CMB and CMD checks, and a +4 size bonus on Stealth checks.
Waddle: Waddle Dees are Humanoids with the waddle subtype
Slow Speed: Waddle Dees have a base speed of 20 ft.
Friendly: Waddle Dees are usually harmless and friendly, and prefer to end arguments with talking over fighting, as well as helping their friends out. They gain a +2 racial bonus on Diplomacy checks, and Diplomacy is always a class skill. In addition, they gain a +2 racial bonus on rolls when aiding another in a skill check.
Determined: Waddle Dees have a strong sense of fulfillment, and they rarely give up. Waddle Dees gain a +2 racial bonus on saves against fear effects.
Spear Master: While Waddle Dees can be adaptable in their fighting style, the most common weapon of their choice-as well as the most respected-is the spear. Waddle Dees gain Weapon Focus on either short spears or long spears (must select one; once the choice is made, it cannot be changed), even if the Waddle Dee is not proficient in this feat.

Hope they ain't broken!


Cyrad wrote:


3) What creature type are the Korok? You call them plant creatures, but then you totally ignore the existing rules for creatures that have the plant creature type. Don't do this. Either make them plant creatures or make them humanoids with a racial trait called "Plant Traits" that give them a bonus to mind-affecting effects, low-light vision, and immunity to sleep. Honestly, they seem weak enough that you could get away with making them have the plant creature type.

Blame me for having him make that edit; I have Ultimate Wilderness, and it made an updated rule that any playable race that has the plant type do not normally share the same immunities that other plant creatures do, simply because well having that many immunities on a playable race from the beginning is just broken (plus some of the plant type's immunities fully conflict with some class functions, meaning that by removing the immunities a plant type playable race can actually use polymorph spells and abilities).


That's true. So maybe it can be that he's an insinuator antipaladin but also with a bralwer like style of fighting, and maybe some magical gear to make his bare fists not only have elemental (acid, cold, electric, or fire) damage, but hurt a LOT?


673) That crazy dude you worked with who blew up the farm has returned
674) The demon worshiping, baby eating ogre took a wrong turn and ended up in the wrong town
675) The mother of your deceased lover has arrived and wants you executed for their death


Lazaryus wrote:
KoolKobold wrote:
(I wonder what race and classes Ganondorf would be-all I know is, make him advanced :D)
I'd write him up as a Gerudo Kineticist (Void element only), but then again, my only experience with him is in Super Smash Bros.

I think Haywire made a good choice with the insinuator antipaladin archetype; so a Gerudo antipaladin (insinuator) works wonders. and yeah my only experience with him is with SSB as well, but I've heard enough people say that in LoZ he actually fights with magic and swords and not fists.

Spyder25 wrote:
I really like that suggestion! And I do believe I will do that, thanks! And sadly I don’t have the Uktimate Wilderness book, but now I need to get it lol. And I was thinking about making all the known races of LoZ and maybe Super Mario Bros., but I wouldn’t be using them in my game. I was thinking about making the deku shrubs as a playable race for my game, but I honestly think I have enough playable races lol.

Well, I have absolutely no experience with LoZ, but I do have experience with Mario and Kirby to make some races for the Toads (which we can rename to something else-maybe the Japanese name for them?) and Waddle Dees. If you don't wanna include them here, that's fine just letting that out there.

And also Ultimate Wilderness is a great book-it even has a new class, the shifter (which is basically a melee class that allows a character to take physical attributes of various animals).


This is honestly really cool! ever thought about doing something similar with this, only for other Nintendo races? just a curious question

I wouldn't be surprised if anyone wanted to use these for a homebrew campaign (I wonder what race and classes Ganondorf would be-all I know is, make him advanced :D)

A note about Korok's though-their plant immunities can actually interfere with some class abilities. If you look at Ultimate Wilderness, they brought this up due to updating the ghoran race and adding a whole new race-vine lesheys-and they mentioned that plant races with these immunites are also overpowered compared to other races. The main thing is that those playable plant races lack the immunities to mind-effecting, paralysis, poison, polymorph, sleep, and stunning effects that normal plant monsters have.

So to try and make them a bit more balanced, I highly suggest removing the immunities, but instead give Korok's a racial trait that gives them a +2 saving bonus on two or three of these things (whichever fits with the lore of their race)

But that's just a suggestion, you don't have to do it


1: Chaotic Evil
2: Demon (formally a Qlippoth)
3: Extinction, natural disasters, and skeletons
4: Trexamiir

Every mortal creature dies one way or another; that is the fate brought up into life since the beginning. And once an entire species becomes extinct, only the strongest of magic can even have a chance of bringing them back. Or how some wish it was so-for one fiend prevents such magic from existing, simply for his own cruel intentions. This beast is known as Tremaxiir, the Beast of Extinction.

Like Cyth-V'sug and Dagon, Tremaxiir was once a powerful qlippoth who had a fondness for slaughtering scores of lives with the power to summon any natural disaster at his calling. Once the demons conquered the Abyss, such demonic energy absorbed into him, forming him into originally nothing more but a powerful demon-a strength that was thought to be somewhere between a balor lord and a full demon lord.

He remained that way until the fateful day known as Earthfall happened-when such a thing happened, the fiend took notice of the huge amount of lives lost from scores of natural disasters not caused by his own. As he witnessed the destruction, he found himself absorbing unusual souls-souls he would never be able to taste again, for these were the souls of various humanoid races lost to the lore of the world. These were merely the strongest of souls to be absorbed-the souls of entire populations of hundreds of thousands of various species of animals, magical beasts, dragons, monstrous humanoids, and fey that all perished with Earthfall followed him. When he returned to the Abyss, he felt the souls rise him to the rank of a powerful demon lord; he carved his own small realm known as the Fossil Prison-a huge, prison-like area formed out of enormous fossils of unknown beasts, with the very heart of the realm containing huge spires of black crystals that glow with the faint screams-these crystals are the very dungeons for the souls of every extinct creature since after Earthfall. From then, Tremaxiir developed an obsession with absorbing the souls of all creatures that perished from extinction that he would pave the way for natural disasters to happen on a grand scale-all in a desperate attempt to relive the moment of absorbing so many souls at once.

Today, the Beast of Extinction is rarely worshiped at all-even then, most followers are usually mistaken for those madmen who devote their faith to Rovagug. The relationship between these two seems to be mixed-while Tremaxiir does respect Rovagug's insatiable appetite for destruction, he does not wish for the end of existence, for he needs life to continue in order to collect the souls of creatures that become extinct. He is commonly worshiped by destructive and insane boggards, marsh giants and troglodytes, thus making him on bad terms with Dagon, Gogunta and Zevgavizeb-the later is often considered the Beast of Extinction's greatest enemy, and clashes between the two have been the stuff of legends.

Tremaxiir appears as a fusion of different fossilized skeletons of different dinosaurs-he has the body of an Ankylosaurus, with ebony covered diamonds covering his back and sides, with a tail that has a huge, crystal spike that makes it look like an earth breaker (his favored weapon). His neck is long-twice the length of his body-with his head being like the skull of a Tyrannosaurus, with eyes that seem to smoke like dormant volcanoes.


I actually made one last night; should I post it here after work or just like said page here?


Hello. I got the new Pathfinder hardcover Book of the Damned, and it has inspired me to make not only a homebrew demon lord, but a homebrew race and template that is common within the minions of this demon lord.

Trexamiir:

The Beast of Extinction
CE male demon lord of extinction, megafauna, and skeletons
Domains: Chaos, Death, Evil, Scalykind
Subdomains: Demon, Fur (giving him this subdomain cause a good number of demon lords have subdomains that are not tied with their domains), Undead, Saurian
Favored Weapon: earth breaker
Unholy Symbol: a mountain that is curved and turned upside down to resemble a fossilized fang
Temples: abandoned mines, caverns, settlements near a canyon, mountain, or volcano
Worshipers: awakened dinosaurs, chaotic evil lizardfolk, chaotic evil neanderthals, chaotic evil saurians, evil druids, heretical troglodytes, necromancers
Minions: fiendish dinosaurs and megafauna, fossil golems, fossilized dinosaurs and megafauna, skeletal animals (particularly skeletal dinosaurs and megafauna)

Neanderthals:

Physical Appearances: Neanderthals are about the same height as humans, but with more bulk on their bodies. They have much larger noses and thicker brows, and males always have some form of untrimmed beard. Similarly to dwarves, a neanderthal will braid either his beard (or her hair) with various bones of sacred animals (mainly the teeth of dire bears, or the tip of a mammoth's tusk). They mostly wear clothing hand made from the skins of various animals; which animal depends on the location of the clan (with the majority of neanderthal clothing made from simple leather coming from the skin of deer or wild pigs). A clan's chief will usually wear similar clothing, but instead made from a dangerous local predators or dangerous prey (mainly dire lions, dire tigers, or woolly rhinoceroses). The shaman of the clan is always given the clothing made from the skins of dire bears or woolly mammoths-the most sacred animals to a neanderthal.

Society: Neanderthals normally live in clans consisting of around 30 members, half related and half unrelated. Each neanderthal outside of the position of chief or shaman is put into one of four group positions: hunters (who hunt for meat, the primary source of diet for neanderthals), foragers (who forage for berries, herbs and roots, mainly in use for both diet and medicine), guardians (who watch the land from high vantage points to view potential prey or threats), and carers (who tend to the injured, old, young and/or sick). Gender roles are nonexistent in neanderthal society, meaning that both men and women neanderthals can be in any of these groups (although most males tend to be hunters). When a neanderthal child is born and begins walking and talking at age 4, the mother will teach the child about foraging (identifying the various plants, and which ones are edible and which are not) and caring (teaching them on how to treat certain ailments); once they are of 7 years of age, the father of the child shall teach him how to use weapons and to scout before taking him on various hunts to observe the teamwork that hunters utilize to bring prey down. At age 12, a neanderthal is given the choice on what group to be in; however, should he choose the hunter, he must prove himself by striking the fatal blow to the prey on his first hunt. Failure means that he must choose one of the different positions, and he is forbidden to hunt. Similarly to how gender roles are nearly nonexistent in neanderthal society, a clan's chief and shaman can be either a man or woman; regardless, both are chosen mates for each other, with the bravest of them being the chief, and the wisest being the shaman. Legends do tell of clans in unknown areas that are lead by one neanderthal who serves as both the chief and shaman, but this is considered impossible to most clans.

Common Alignments and Religions: The grand majority of neanderthals usually have a pure neutral alignment, but there are some with chaotic neutral, neutral good or neutral evil alignments (depending on the tribe). Most neanderthals never have an evil alignment that is not neutral evil, but those that do tend to be mad hermits who worship either Kostchtchie, Trexamiir, or Zeugauizer and have chaotic evil alignments; an evil chief or shaman is usually overthrown and exiled, if not straight up killed on sight. The typical neanderthal usually has a primitive worship to the Green Faith, but the most common deity worshiped by neanderthals is Gozreh (who is depicted either as a massive male dire bear made from stone and ice, or a colossal snow storm shaped like a mammoth).

Relations: Neanderthals have always been a rare race, and they have witnessed the clashes from other races from afar; thus, neanderthals have garnered a wary suspicion over other races. They are on neutral terms with dwarves and elves, but should they come from a more advanced society, a neanderthal clan is always prepared for any "conversion"-that is, to teach a clan about what they have learned. They stay as far away as possible from advanced settlements, as well as war mongering races like hobgoblins and orcs; should the latter races prepare to attack, the clan will abandoned their homes and flee as quickly as possible. Their relationship between humans vary; they despise the "tainted" humans of more advanced civilizations and societies, but they tend to get along well with human ethnics that live similarly primitive lifestyles (like the Shoanti). In fact, sometimes neanderthal and Shoanti tribes will view each other not as different races, but as blood brothers within different forms.

Despite being humanoids that do not have racial hit die, neanderthals are powerful humanoids, and thus their CR is +1 then most humanoids (thus, while a human barbarian 10 would be CR 9, a neanderthal barbarian is CR 10)

+2 Strength, +2 Constitution, +2 Wisdom, -6 Charisma: Neanderthals are strong, hardy and wise, but are primitive and crude in behavior.
Neanderthals are humanoids with the human subtype
Slow speed: Neanderthals have a base speed of 20 ft
Weapon Proficiency: Neanderthals are proficient with battle axes, great axes, and great clubs
Adapted for the Cold: Neanderthals are always under the effect of the endure elements spell, but only under cold weather conditions. In addition, they gain cold resistance 5
Tough: Neanderthals gain Toughness as a bonus feat; in addition, they gain a +2 racial bonus on saves vs bleeding and Constitution drain effects
Tracker: Neanderthals gain a +2 racial bonus to Perception and Survival checks, and these are always considered class skills
Neanderthals start off speaking Sylvan. Neanderthals with high Intelligence scores can select the following languages: Abyssal, Common, Draconic and Undercommon

Fossil Template:

I haven't really done much with the template (and I may need suggestions to flesh out the template), but I do have a few ideas of some of the stats. The fossilized template can be applied to any creature with the animal or humanoid type:
CR: this may change later, but for now let's say +1 if the base creature has less then 5 HD; +2 if the base creature has anywhere between 5 and 10 HD; and +3 if the base creature has more then 10 HD
Type: The creature's type changes to an undead (do not change hit die, Base ATK, etc)
Special
-Elemental Body: Despite being undead, a creature with the fossil template also has the elemental subtype; thus the fossilized creature gains the traits of an outsider with the elemental subtype. For the purposes of special abilities that target a creature's type and subtype (ranger's favored enemy, the bane magical weapon quality, etc), a fossilized creature is counted as both an outsider with the elemental subtype, as well as an undead creature
Defensive Qualities: a fossilized creature gains damage resistance that is bypassed by bludgeoning damage, and acid resistance, depending on how much HD the base creature has:
-less then 5 HD = DR/bludgeoning and acid resistance 5
-5-10 HD = DR/bludgeoning and acid resistance 10
-more then 10 HD = DR/bludgeoning and acid resistance 20
Special
-Fossilized Form: As the creature is composed of fossils, certain spells have different effects on it. A fossilized creature gains the same effects to transmute rock to mud and stone to flesh spells that a fossil golem has.
Offensive:
Special
-Primal Power: The fossilized creature gains Improved Critical as a bonus feat, but only towards its natural attacks (or its melee weapon, should the base creature lack a natural attack). If the base creature have Improved Critical as one of its feats, it keeps that feat (thus making the fossilized creature having the Improved Critical feat twice).
-Simple Weaponry: If the base creature was a humanoid (or an animal that could use weapons, like a dire ape), it gains Weapon Focus as a bonus feat, but only to either clubs or great clubs. In addition, said fossilized creatures are proficient with only simple weapons and great clubs if the base creature was a humanoid that advanced with class levels.
Statistics: +6 Strength, +6 Charisma. As an undead creature, a fossilized creature lacks a Constitution score, and gains bonus hp based off its Charisma modifier.

Feedback is highly appreciatd


I apologize but I'm afraid I'll have to back out of this one; have fun to any who get accepted!


I'm interested in this AP; what are the rules for races, is it just core races or can we have standard as well?

I'll get a character sheet for a core race just in case

Gold: 4d6 ⇒ (2, 6, 1, 5) = 14 x 10 = 140 gp


Crap, 10 days since I made that post. Apologies, life got crazy; and I'm a bit inspired thanks to Aliens v Predators: Requiem, so I may make this as more of a "semi-ghost town" than anything. And normally I don't tend to twist the rules, but I feel this one could use two disadvantages while also following (somewhat) what I rolled up.

Glacier's Hive
CN Small Town (north)
Corruption +6; Crime +5; Economy -8; Law -6; Lore +2 (high wealth)/-2 (low wealth); Society -14 (high wealth)/-10 (low wealth
Qualities militarized, wealth disparity
Danger 40; Disadvantages anarchy, hunted
Government anarchy
Population 1,000 people (450 humans, 150 dwarves, 400 other)
Notable NPCs
The Bloodthirsty Hive Empress CE Female Hive Queen Barbarian 4
Stout Hive Warriors NE male unique Hive Warriors Barbarian 2/Fighter 2
Ashirye, Leader of the Survivors LG female dwarf paladin 3/ranger 2
The Broken Lieutenant, Zicrun Xenscar CN male insane (-4 Wisdom, Charisma, and saves vs fear effects) human fighter 3
Marketplace
Base Value 800 gp; Purchase Limit 4,000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items N/A

Within the Sea of Ice are various small islands that, for as long as anyone can remember, have had difficulty settling on. However, around three decades ago, a man and his various men of human and dwarven warriors-with the hardy and brave dwarven paladin Ashirye being the second in command-settled onto one island as a sanctuary for devastated villages raided and destroyed by frost giant tribes. Everything went well until a few dwarf miners ventured into an unknown tunnel of the island's small mountain, and returned with unusual illnesses that could not be cured. Within a few nights, the dwarves screamed in unholy pain as small, horrific larvae clawed out of their abdomens-and before anyone could stop them, the small beasts fled.

The leader immediately called for a lock-down, and his men were tasked with finding and killing the small fiends. Ashirye, however, stated that these were not fiends of any sort-despite their behavior, anything she used to see what they were came up in vain. Regardless, she ventured forth with nearly a thousand different soldiers of both dwarven and human kind-and within the dead of the night, they're searches came up in vain as more innocent townspeople disappeared. A soldier ended up finding the location of where the missing people went-or rather, their bloated corpses with huge, gaping holes in their abdomens. Before he could flee to warn the others, a huge beast-nearly the size of an adult dragon-dragged him into her nest to be flesh for her larvae. This mighty hive queen, only called The Bloodthirsty Hive Empress, sent a signal to her various hive warriors-including the Stout Hive Warriors, short limbed, slow but sturdy variations of the typical hive warrior (no thanks to their hosts being dwarves)-to attack.

Ashirye witnessed the slaughter, and to this day as she keeps the remaining survivors in an underground, blocked off safe area, she still has nightmares of the various men, women, and children either ripped to shreds, eaten alive, or worse-dragged to be a new host for the queen's eggs. Her leader was one of those unfortunate men-and now serving as her second in command is Zicrun Xenscar, the son of the ill fated leader who found the island. He himself nearly became a host if it weren't for Ashirye, but the various sights of men, women, and children being either food or nests for the beasts has all but driven him to the brink of insanity-the poor man is usually found in a corner or a secluded room, giving soft mutterings about how the beasts will find them, and how it would be better to end all of their lives now just to prevent the queen from getting more supplies.

The town itself is in a state of ruin-various hive warriors and larvae bicker and scatter across the streets, or incubate the eggs. The queen has now expanded the entire island as her own nesting grounds-every single area has some clutches of eggs sitting around somewhere. All other forms of native life have either fled or perished from the hive's insatiable hunger. Boats are nowhere to be found-any who tried to use them to escape were slaughtered mercilessly by the hive, with a few being implanted with eggs. Thankfully (or unfortunately, depending on who you talk to), these boats have only arrived on uninhabited islands-and the hive are nowhere near smart enough to navigate a boat. However, should an unwary ship land on the island for any reason, there is a possibility they may stowaway on the boat and spread throughout the north-and beyond.

Again, normally wouldn't make such statistics like this for a settlement, but considering that it's almost Halloween, I felt like I could make this one special. If I overkilled it, I do apologize


Will do another one; gonna roll the statistics before bed.

law/chaos: 1d3 ⇒ 3 Chaotic
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 2 Small Town
government: 1d12 ⇒ 2 Autocracy
quality 1: 1d32 ⇒ 17 Wealth Disparity
quality 2: 1d32 ⇒ 15 Militarized
region: 1d5 ⇒ 1 North
race: 1d20 ⇒ 7 Human

Alright, will get that done sometime tomorrow


Well gonna bump this up, gonna make some more NPCs in the near future. Here's a list of what I'll be building:

Torunun Bejabbers, the Goblin Gunnermage NE advanced male goblin gunslinger (pistolero archetype) 7/sorcerer (destined bloodline) 6; crazy magic using, luck based, pistol blasting goblin; CR 13

Alivarua Meteorchain, Leader of the Shadowlord's Sovereign LE mongrel shadow giant (rune giant ancestry) fighter 3; dictator-like warlord who serves the Shadowlord Xokur as his hidden army of shadow giants, minotaurs, and more creatures of the darkness, with the full purpose of expanding Xokur's reign to other countries; CR 18

Rebel Leader Xabruu Flameheart CN Male Human Barbarian (Invulnerable Rager) 5/Fighter 2; selfish and bold leader of Testrinar; CR 6

Ragnoruin the Chain Breaker CE Awakened Fiendish Male Worg Skald 2; insane, jabbering worg of high intelligence and insanity; CR ??? (might be 3 or 4, but could be as high as 6 or 7 due to the template and the awakened bonus)

anyone wanting to make stats for their own NPCs from their settlements, or even brand new NPCs that match themes from your settlements, go for it!


Dasrak wrote:
KoolKobold wrote:


Noticed that Elizaree the Magnificent has a stat block; so is it optional to make stat blocks for some NPCs we make?

Well, it was your thread :-P

KoolKobold wrote:
If so, where is the best place online you'd recommend to generate said NPC? I'd do it on paper, but that takes forever, and I don't have all my books on hand
If you don't have a budget in mind, I recommend PCGen. It's has performance issues, but the interface is pretty good.

...I legit forgot that I even made that thread

also realized that I do in fact have to edit my goblin pistolero's stats around; turns out he wouldn't be able to actually qualify for an eldritch knight (somehow). maybe I'm just using PCGen wrong


Noticed that Elizaree the Magnificent has a stat block; so is it optional to make stat blocks for some NPCs we make? If so, where is the best place online you'd recommend to generate said NPC? I'd do it on paper, but that takes forever, and I don't have all my books on hand

EDIT: Also gonna change something with one of my recent settlements-gonna change Torunun Bejabbers, the Goblin Gunnermage from an evoker to an arcane sorcerer. is that okay?


So added my first group on the Wiki; ignore that info box, I couldn't figure out how to remove it. Anyone want to include their own groups go on ahead.


1 person marked this as a favorite.

Blizzardmark
TN Large Town (north)
Corruption +0; Crime +4; Economy -3; Law -2; Lore +0; Society +0
Qualities prosperous, rule of might, superstitious
Danger 25; Disadvantage hunted
Government council
Population 3,300 people (1,500 human, 1,000 dwarves, 800 other)
Notable NPCs
Mighty Council Chieftain Agroolan Cinderscar TN old male human barbarian 6/ranger 4
Snowseer Tiun Icicleclaw CN male venerable yeti oracle (winter mystery) 3
Beast Hunter Iatruun Mountainheart NE middle aged male dwarf ranger 6/horizon walker 3
The Claws of the Glacier CN fey griffon
Marketplace
Base Value 2,600 gp; Purchase Limit 15,000 gp; Spellcasting 3rd
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

During the Cinderback Invasion, a huge number of caravans-all containing various nomadic families-were ambushed, with many innocent women and children falling victim. While they fled to the God's Glacier, they were welcomed into a settlement and were safeguarded by an unusual ally in the form of yetis. Once the Invasion was over, the nomads decided to stay in the settlement-calling it Blizzardmark, to honor those yeti who risked their lives to defend them-and have thus made an alliance with the Yeti Confederation.

The town is ruled by a council that consists of two dwarves, two yetis, and two humans-with the leader of the council, Agroolan Cinderscar, the great grandson of the very man who named the town, keeping track of defense, economics and food preserves. He is as good of a leader as he is a good fighter-despite being a staggering 60 years of age, he is still a powerful beserker, and every young warrior in the town gives great respect for the man. There is question about who will be the heir to the leader of councils, but for now they are content with not worrying about it until Agroolan goes to his deathbed.

The adviser to the council is an old, silver furred yeti by the name of Tiun Icicleclaw; the son of the yeti chief who gave defense to the nomadic victims of the Cinderback Invasion nearly a thousand years ago. He is an extremely old individual, thought to be nearly 900 years old at least-how he has managed to live so long is a mystery even to the other yetis. They do say though that any yeti who gains the divine power to see and hear the very ice, snow and winds can live through scores of winters before becoming one with the Glacier in the distance. His age has most definitely shown-he is frail, rarely travels, and is constantly exhausted. Despite this, he still continues to give advice to the council on any troubles.

The biggest of all troubles, as of now, is that the town-and about 20 miles around it-has been the hunting grounds for a very powerful but oddly whimsical fire red griffon that is called The Claws of the Glacier; claimed to have unusual magical talents, including temporarily blinding any who dare to get close to him, having feathers that resist normal weapons, and being able to disappear into thin air. He has been a menace to the town for several years, and Agroolan has desperately searched for any who can bring the beast down. Nearly two dozen hunters have came to try and slain the beast, but so far all have failed and lost their lives; now one dwarf, the short tempered and somewhat violent individual Iatruun Mountainheart, has been tracking the griffon for nearly 4 years, and has seen other hunters downed by the creature. He has now made the hunt personal-outright refusing any reward he will get for bringing the griffon's head-when, on his 3rd hunt, his adoptive human daughter and hunting apprentice, Miaran, was slashed in the face and fell down a 400 foot drop to her death. While many in the town fear the Claws of the Glacier, they don't think it truly means any malice in its attacks-Iatruun however believes the griffon to be a demon, and is willing to do whatever it takes to sent it back to the Abyss.

Pistolrunun
NE Small City (north)
Corruption +1; Crime +1; Economy +4; Law +2; Lore +1; Society +2
Qualities cultured, prosperous, restrictive, slaver's haven
Danger 5
Government overlord
Population 6,000 people (3,500 goblins, 1,500 hobgoblins, 1,000 humans)
Notable NPCs
Torunun Bejabbers, the Goblin Gunnermage NE advanced male goblin gunslinger (pistolero archetype) 5/evoker 4/eldritch knight 3
Elite Guard and Slave Runner Ziarumne Flailsoul LE female hobgoblin cavalier (order of the whip) 6
Iamoor and Iazuur, the Performing Prisoners NG male and female human bard 4
The Glutton CE advanced otyugh
Marketplace
Base Value 5,200 gp; Purchase Limit 37,500 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

A relatively recent settlement, Pistolrunun, once called Darwish's Standpoint, was once a trading city between Stahlund and the Darwish Empire, with a little bit of issues from a nearby but pathetic tribe of goblins lead by a blind, rambling hobgoblin-they were a headache, but not a true threat. That all changed a decade ago, when the city was invaded and taken over within hours by the tribe-now with both goblins and hobgoblins, and all in unified teamwork. At first, no one could tell what had cause the once degenerate tribe to be so advanced, but that answer came with their leader-Torunun Bejabbers, a cocky and egomaniac of a goblin, wielding a pistol-a true rarity in the north-but also being a unique variety of eldritch knight nicknamed "gunnermages" for being able to control the arts of the arcane and the black powder at the same time. The humans were quickly enslaved, and preparations were made to make the city nearly impossible for non-goblinoids to enter-from bombing the outskirts until there was a 50 foot deep moat circling the city, to building walls coated in giant thorny vines that will attack anything that was not a goblinoid.

Now the city is a major human slave factory in the Northern areas-despite their hatred for non-goblinoids, they do sell off some of these slaves for materials. The hobgoblin who oversees all slaves be traded and that their materials return safely-Ziarumne Flailsoul-is also one of the dozen wives of Torunun (although this is something she despises, as she believes the goblin is nothing but a coward who hides behinds bullets and spells) and the head of the city's guards (which she holds as her greatest achievement in her life). She can be somewhat maniacal, and will not be above abusing a slave to beyond death if she feels like doing so-despite Torunun's objections.

There are various areas to where both goblin and hobgoblin babies are reared (using the parenting techniques of hobgoblins-Torunun thinks that the goblin way of baby raising has more risk than reward), as well as various training areas for the children and young adults. Oddly, they are given a choice of what path to take in taking part of the city-whether it would be a part of the city's guard or slave observation, or the "calmer" options that still benefit the city (resource counting, baby rearing, nursing, livestock caring, etc)-the city also has its fair share of livestock, from chickens and pheasants (for eggs and food), aurochs (for labor, milk and meat), and-most especially-yzobu (mainly used as mounts by hobgoblins) and Darwish Raptors (the favored mounts of the goblins). Of course, nothing has made the settlement more economically successful than the slavery-Torunun himself keeps some slaves as his own form of personal entertainment (when his own wives want nothing to do with him). However, sometimes they are resistant-if they are, they are usually thrown to be eaten by The Glutton-an otyugh with unusual cruelty in its very soul, loving the shrieks of its meals more than their taste. Torunun's most recent favored slaves are the twins Iamoor and Iazuur, who have so far wooed the goblin with their talents of song and dance. However, they are nervous of the day that they are thrown in to be the Glutton's next meal.

Cerete Diame
NE Small City (central)
Corruption +4; Crime -3; Economy +3; Law +7; Lore +0 (low wealth)/+4 (high wealth); Society -1 (low wealth)/-5 (high wealth)
Qualities deep traditions, holy site, slaver's haven, wealth disparity
Danger 5
Government autocracy
Population 9,000 people (5,000 humans, 2,000 elves, 1,500 halflings, 500 other)
Notable NPCs
Overseer of the Laws Xiar Tronir LE old male human wizard 10
Iara Lorevoid, the Irate Interrogator LE female elf investigator 5/enchanter 4
Amira Coineye, "The Rebellious Rat" NG/CG female halfling vigilante 10
Loriara Sunshadow LG female gnome paladin 4/ninja 4/shadowdancer 3
Marketplace
Base Value 4,000 gp; Purchase Limit 25,000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Located a few miles from the capital of Rastria, Cerete Diame is a bustling city of various wealth and religious doctrines and worship. Despite this variety, however, the city is often considered a disgrace to the human kingdom, for it openly allows slavery-mainly towards its halfling population. This has been the way since the new Overseer Xiar Tronir was voted into office six years ago-which many of the public who don't support him shout that he should have been replaced after four years of service, which is a rule that has been in the city since its foundation. He is a stern man, with a heart of soul and no emotion outside of anger to be shown. He has squeezed the politics of this city when he was voted into his position of power, twisting the arms of any other politician who dare to stand up to him-even then, he has fired and exiled several non-human politicians to replace them with other like-minded men. He has put the entire halfling population into slavery, with very little rights that give them a fair and decent existence-gnomes have been either exiled, executed, or imprisoned for fabricated crimes, conducted by Iara Lorevoid-a silver haired, gorgeous but heartless elf woman, who many believe to be more of a drow in elven skin, giving her the nickname "Drow Noble in Elven Skin".

Although many politicians have tried to reach help from Buralli, none have ever reached the capital-all messages have been intercepted and destroyed, and they have made traveling to the capital without permission from the Overseer a crime punishable by death. Of course, a small group of rebels have been trying to cripple Xiar's power from the inside out-the most vocal of these have been what the old man calls The Rebellious Rat-named for her small size, quick movements, and unusual cunning in completely avoiding all ambushes and traps set up by the guards. They have been hunting her for two years, but have found no clues to her true identity-but they would be shocked if they discovered it was Amira Coineye, a halfling woman who runs the city's most loved bakery. She is one of the few halfings to not be a slave for all halfling slaves were those who were born in the city-she had moved to Cerete Diame a year after Xiar came into power. She at first did not believe in the corruption of his rule (thinking that politics is just nothing but finger pointing and shouting); however seeing at how cruel her own people were being treated opened her eyes and made her dawn the guise of vigilante. Assisting her from the shadows is her lover Loriara Sunshadow (only known as The Sinister Shadow to the city's guard)-a fuchsia haired, stoic, mute gnome who has the paladin's oath of justice, the stealth and danger of a ninja, and the vary manipulations of the shadows themselves due to her recent training as a shadowdancer. Who she trained with is unknown, but every few days a night patrol guard is found in the morning with his throat slashed opened-both the vigilante and the shadowdancer are not known by their real names in public, but are both the most wanted criminals in the city-although the residents who wish for freedom certainly believe that they are more of heroes than criminals.

WHEW, that took nearly 2 hours to type


Hello. I'm making a "faction" (something like Cyphermages, or Pathfinders, etc) for this homebrew world (just take a look at the Homebrew Settlement Generator here to know what I'm talking about).

The first one is called the Apocalypse's Ax, and it's an orc only group that has one goal in mind-the death of all other humanoids, and the total enslavement of all other creatures. I'm thinking of some ideas for some rage powers that orc barbarians in this faction would use. Here's what I got so far:

Squash the Small: This would be a high level rage power, for one reason: it allows the orc barbarian to attack a creature who has a bonus to AC due to size as if their size bonus was halved (aka: +0 for Small, +1 for Tiny, +2 for Diminutive, etc). Not sure which would be better for this choice-make it a REALLY high level choice (like 10th or 12th level), or make it available at 4th level, but can only use it for one attack while raging, then an additional usage every say 4 levels?

Greater Orc Ferocity: This one would obviously only be available if the half-orc or orc has the orc ferocity racial trait; I'm not too sure what to do with this, except that it utilizes the orc ferocity trait-perhaps to be able to be treated as if the orc ferocity's effect can happen twice, or maybe allows it to gain even more temporary hit points while raging?

Break the Big: What sounds like a reverse of the first idea is instead something a bit different-instead, the orc barbarian actually gains a bonus to attack and/or damage rolls against creatures of any size larger than it. Could obviously start off with a +1 bonus first, then gradually increasing as levels progress.

Of course, these are just a few ideas, and there's a really good chance that official rage powers with these effects already exist. Just let me know what can work, and any advice or suggestions will be greatly appreciated.


Vutava wrote:
KoolKobold wrote:
Goth Guru wrote:
KoolKobold wrote:
Dasrak wrote:
KoolKobold wrote:
Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton
While everything else here is fine, Old Ganterton is located in the southern lands, not the east.
Apologies, wanted this settlement to be connected with Old Ganterton. Could just edit it to say that the leader is working on getting a portal up to get the demons to Etag Ogred.
There is some kind of way stone or obelisk that needs to be reset by a ritual if you move it.

That can work.

Also, any chance of making some factions or something like that (examples would be the homebrew world's version of Pathfinder, Cyphermages, etc)? I want to make one but not sure where to post it

You can put them on the wiki.

I'll consider it; it might take a bit though. Get everything together with what can be done with this faction (including some homebrew class options, perhaps).


Goth Guru wrote:
KoolKobold wrote:
Dasrak wrote:
KoolKobold wrote:
Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton
While everything else here is fine, Old Ganterton is located in the southern lands, not the east.
Apologies, wanted this settlement to be connected with Old Ganterton. Could just edit it to say that the leader is working on getting a portal up to get the demons to Etag Ogred.
There is some kind of way stone or obelisk that needs to be reset by a ritual if you move it.

That can work.

Also, any chance of making some factions or something like that (examples would be the homebrew world's version of Pathfinder, Cyphermages, etc)? I want to make one but not sure where to post it


On my break at work. Have enough time to roll some statistics, and will get them completed either tonight or tomorrow.

law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 6 Large Town
government: 1d12 ⇒ 6 Council
quality 1: 1d32 ⇒ 21 Rule of Might
quality 2: 1d32 ⇒ 7 Prosperous
quality 3: 1d32 ⇒ 11 Superstitious
region: 1d5 ⇒ 1 North
race: 1d20 ⇒ 7 Human

law/chaos: 1d3 ⇒ 2 Neutal
good/evil: 1d3 ⇒ 3 Evil
size: 1d20 ⇒ 11 Small City
government: 1d12 ⇒ 7 Overlord
quality 1: 1d32 ⇒ 7 Prosperous
quality 2: 1d32 ⇒ 18 Restrictive
quality 3: 1d32 ⇒ 25 Cultured
quality 4: 1d32 ⇒ 32 Slaver's Haven
region: 1d5 ⇒ 1 North
race: 1d20 ⇒ 13 Core/Featured Race (Goblins)

law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 3 Evil
size: 1d20 ⇒ 13 Small City
government: 1d12 ⇒ 2 Autocracy
quality 1: 1d32 ⇒ 28 Deep Traditions
quality 2: 1d32 ⇒ 2 Holy Site
quality 3: 1d32 ⇒ 32 Slaver's Haven
quality 4: 1d32 ⇒ 28 Reroll
quality 4 reroll: 1d32 ⇒ 32 Reroll
quality 4 reroll: 1d32 ⇒ 17 Wealth Disparity
region: 1d5 ⇒ 5 Central
race: 1d20 ⇒ 7 Human

Apologies if these are too many settlements


Dasrak wrote:
KoolKobold wrote:
Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton
While everything else here is fine, Old Ganterton is located in the southern lands, not the east.

Apologies, wanted this settlement to be connected with Old Ganterton. Could just edit it to say that the leader is working on getting a portal up to get the demons to Etag Ogred.


gonna do another one before work

law/chaos: 1d3 ⇒ 3 Chaos
good/evil: 1d3 ⇒ 3 Evil
size: 1d20 ⇒ 14 Large City
government: 1d12 ⇒ 7 Overlord
quality 1: 1d32 ⇒ 25 Cultured
quality 2: 1d32 ⇒ 5 Notorious
quality 3: 1d32 ⇒ 3 Insular
quality 4: 1d32 ⇒ 3 Reroll
quality 4 reroll: 1d32 ⇒ 25 Reroll
quality 4 reroll 2: 1d32 ⇒ 4 Magically Attuned
quality 5: 1d32 ⇒ 32 Reroll
quality 5 reroll: 1d32 ⇒ 15 Slaver's Haven
region: 1d5 ⇒ 3 East
race: 1d20 ⇒ 9 Human

Ganterton's Hold
CE Large City (east)
Corruption +5; Crime +1; Economy +4; Law +5; Lore -4; Society -5
Qualities cultured, insular, magically attuned, notorious, slaver's haven
Danger 15; Disadvantage oppressed
Government overlord
Population 15,000 people (9,000 human, 4,000 dwarves, 2,000 other)
Notable NPCs
High Balor Lord Trastren the Angelkiller CE male half-balor human antipaladin 10/barbarian 5
Head of the Slaver's Hold Aratruu Chainskin LE female hobgoblin brawler 7
Miassma, the Wicked Wyrm CE female half dragon kobold sorcerer (crossblooded archetype; abyssal and draconic bloodlines) 8/draconic disciple 2
Herald of the Chains Amarith Silversoul LE female human cleric of Arhu-Makht 5/ranger 2
The Blazing Bones CE male advanced young red dragon zombie lord sorcerer (undead) 3
Marketplace
Base Value 10,920 gp; Purchase Limit 90,000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton, was once a dwarven military post to fend off the forces of Old Ganterton from invading into the dwarven kingdom. However, one day they were overwhelmed from the inside out-not from demons, but an insane cult that consisted mainly of humans (with some hobgoblins and kobolds in their ranks); within hours, the city was claimed in the name of Old Ganterton. Fortunately for Etag Ogred, the magical energy that rises from the city's walls have created a barrier-trapping the demonic worshiping forces inside, preventing them from leaving. Thus, the town was converted into a slave haven, making regular trade with the Lizardfolk Empire of Grandia, trading their hosts of dwarven slaves in return for various materials.

The Blazing Bones-an undead young red dragon-was awakened and drawn to the city by the smell of death, but was quickly overpowered and became the guardian of the settlement, routinely patrolling the walls for anyone attempting to sneak in or out. The majority of labor is done by the dwarves, who have been kept as both slaves and regular sacrifices to Arhu-Makht-these sacrifices are always preformed by the priestess of the city, Amarith Silversoul-a silver haired, attractive but deadly woman, who holds that slavery is the true route to grand success. Managing the various slaver's dens is a hobgoblin of large muscles (complete with chains fastened to her very flesh like tattoos), Aratruu Chainskin-she treats the dwarves more like livestock than actual humanoids. Running around the town, spewing praises to the demonic lords of Old Ganterton is Miassma, a psychotic, charcoal black kobold, forcing payment for her "words of wisdom" from any who hear her.

However, by far the most threatening person in the town is its very leader-Trastren the Angelkiller, a muscular, red eyed, insane human who seems to always emit a little bit of flame and smoke from his very skin. Many claim that somehow, he entered Old Ganterton without a scratch, but was possessed by a balor lord who was struggling to enter the realm to conquer the world. Trastren insists that he is not a human, but rather a balor lord trapped inside a human body-to aid any who are grateful enough to surrender their will to the worship of demons. He has his eyes on Etag Ogred for complete control, but for now he is content with simply speaking to the demons in the Abyss for advice on any tactical advantages-and a way passed the magical barrier that is the only thing that is preventing the Dwarven Kingdom into becoming a demon invested badlands.


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

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

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

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

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

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

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


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

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

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

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


Gender: 1d2 ⇒ 1 Male
Law/Chaos: 1d3 ⇒ 1 Law
Good/Evil: 1d3 ⇒ 3 Evil
Domain 1: 1d31 ⇒ 6 Darkness
Domain 2: 1d31 ⇒ 19 Plant
Domain 3: 1d31 ⇒ 25 Sun
Domain 4: 1d31 ⇒ 22 Rune

So going to replace the Plant domain with Law, so that makes this God have the Darkness, Evil, Law, Rune, and Sun domains.

Iratrunar, the Hypocritical Herald
Lesser Deity
God of betrayal, confusion, and hypocrisy
Symbol a solar eclipse with a devilish, crescent moon-like smile
Alignment LE
Domains Darkness, Evil, Law, Rune, Sun
Subdomains Devil, Moon, Day, Night, Language, Light
Favored Weapon scorpion whip

Iratrunar, the Hypocritical Herald, truly lives up to his name-being a deity that promotes backstabbing, confusing victims, and doing things that go against your supposed morals. He is both light and darkness, day and night, sun and moon-but a god with a good heart, he is not. His teachings involve how to fool people by forcing them to sign contracts that have specific details, but written in ways that can make people misread and misunderstand the contract's writing-which can make a person end up selling their land or freedom to the holder of the contract without even knowing. The Hypocritical Herald greatly approves of his followers to make empty promises, and to pull the strings to make sure that their "customers" end up with the short end of the stick-making his most favored followers be corrupted judges, pastors, and-especially-politicians.


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

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

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

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

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


another one

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


Gonna do yet another one, to get back on track

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

Will get it done as soon as possible

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

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

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

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


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Dasrak wrote:

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

** spoiler omitted **

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


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Another one

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

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

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

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

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

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


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

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

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


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

yeah that's a good point


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gonna make another one

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

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

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

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

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

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


Dasrak wrote:

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

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

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

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

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

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

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


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Straestron

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

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

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

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

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