Homebrew Challenge: Settlement Generator


Homebrew and House Rules

51 to 100 of 373 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Scarab Sages

Rolling for New Settlement Thu Jul 14 2016 05:49:59 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 16
government 7
region 3
race 19
quality 1 23
quality 2 1
quality 3 12
quality 4 19
quality 5 9

Arx
Neutral Good Large City (North)
Corruption +4; Crime +2; Economy +3; Law +4; Lore +3; Society +2
Qualities Academic, Rumormongering Citizens, Supportive, Timid Citizens, Tourist Attraction
Danger 10
Government Overlord
Population Any Paizo-published without racial hit dice (Strix)
Notable NPCs
Archepex Ravenborn, Lord Protector, Male Strix Inquisitor of Irori 15
Siri Aeveneyes, She Who Listens, Female Changling Rogue 13
Silas Runesong, The Skyforge Mage, Male Human Arcanist 17
Pheobe Getsaround, The Whisperer upon the Pillow, Stirx Female Bard 14
Marketplace
Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Aujaq Corazon isn't the only settlement that sits near the Glacier of the Gods The glacier originates high up the slopes of Mount Folly, and upon the peak, carved into the crown of the mountain itself, sits Arx, The Citadel at the Crown of the World. The city of some 11,000 inhabitants rests a staggering 20,000 feet (6,096 meters) above sea level. The Strix, who dominate the population at 60% of the total, see no problem with this. However, the undisputed ruler of the city, Lord Protector Archepex Ravenborn, has seen fit to make the city fit for the wingless races. Stairs are a constant feature as are mechanical lifts, and even the occasional teleportation portal isn't entirely uncommon. That and the fact that 90% of the city is actually underground in tunnels carved by the city's large dwarven minority (at 20%) make the city paradoxically welcoming of visitors. The largest teleportation portal in the world linking Arx and Aujaq Corazon is due to be completed soon which is sure to boost travel and trade in the area.
At the very crown of the city, stretching into the sky another 200 feet, sit the Twin Citadels. On the north is Stoneweaver Sanctum, the best mining, architecture, and structural engineering school in the world. The other, on the South, is the Iron Keep, or the Spike, a black fortress made from the rock quarried from the tunnels beneath. It is by far the wider of the two and bristles with defences. One cannot enter Arx without passing under it's many threatening turrets.
The Strix populous is slow to accept change has yet to adapt to their status as a architectural and engineering wonder. The native Strix gossip constantly about everything and are notoriously shy with newcomers in "their" city. The other races help in this regard. The dwarves especially welcome newcomers and visitors and are generally eagre to show people around to all the various wonders they have designed and built.
The insular Strix and the other races are not completely at peace, however. Corruption and the forces of Law are constantly waging a quiet and cold war over the governance of the city. It has yet to get violent as any open, armed oposition will draw the deadly ire of Lord Ravenborn, but it simmers. Anyone living there long enough will see it sooner or later.

Liberty's Edge

1 person marked this as a favorite.

Rolling for New Settlement Thu Jul 14 2016 06:57:29 GMT-0700 (PDT)
law/chaos 1
good/evil 2
size 2
government 4
region 3
race 3
quality 1 7
quality 2 15

Stabledon
Lawful Neutral Small Town (West)
Corruption 0; Crime 0; Economy +1; Law +3; Lore -1; Society 0
Qualities Militarized, Prosperous
Danger 0
Government Council
Population Human (400 Humans, 200 Dwarves, 50 Hobgoblins, 300 other)
Notable NPCs
+Horselord Selaru Zhekan (LN Human Cavalier/8)
+Marshal Lowenthalus Herodus (LG Human Cleric of
Kanbrios/7)
+Oak (N Broken Soul Elf Wizard/8)
+Dovargest Ironbahner (LN Dwarf Ranger[Horselord]/6)

Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Stabledon is a small town that has served for nearly two centuries as a jumping-off point for the holy of Eotachus who seek to explore the Sandsea, a massive desert filled with the ruined cities of the Cyclopes Empire, as well as Saveanth Li. Archaeologists and explorers alike flock to the city, spending much of their coin on supplies they will need for the trek ahead.

Given the relative prosperity of the town and the presence of nearby Iron Town and the lesser threat of Saveanth Li, the ruling council constantly fears subjugation. While Horselord Selaru Zhekan trains his cavalry as caravan guards to provide better troops and more money for the town, Marshal Lowenthalus Herodus seeks to improve the cities defenses, both via fortifications and seeking to encourage as much immigration as possible.

The enigmatic wizard Oak arrived two decades ago, bought a house on the edge of town, and has stayed inside it for most of that time. His arcane powers ensure his position on the council, but for reasons unknown he does all of his business by proxy, including hiring adventurers to get artifacts hidden in the ruins.

Dovargest Ironbahner, Selaru's second-in-command and owner of the Strongshoe Inn and Stables, grows increasingly frustrated at the lack of active assaults on Iron Town, seeking revenge for the conquests of his homeland by Massereen. It is hard to pass through town without learning of his bounty on goblin ears.


The Wormlord wrote:

Let me try this.

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

Cross Road Ville

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

Qualities All born here have darkvision.

Danger Worm riddled zombies may come up out of the dungeon.

Government Autocracy

Population 2000 people (1000 human, 100 each half-elf, elf, half orc, dwarf, gnome, gnome, Halfling, 300 other)

Notable NPCs Lord Mayor Joseph Goodman the 3rd. 5th level aristocrat.
Fire guard. Typical member is a 2nd level warrior with abundant torches and flasks of oil. Usually 4 watching the dungeon entrance.

Slash, Hobgoblin ambassador. 2nd level expert, 3rd level spy. He is collecting info on the other kingdoms. +4 gather information if you trade rumors with him. He sent some other adventurers into The Death Pit(name of dungeon) with a mirror of entrapment. If anyone can bring it back to him, he will reward them with gps and items double the mirrors worth.(It’s about half full of worm riddled zombies, basically to weaponized them). (Most of the Pathfinder chapter houses want it even more for multiple reasons)

Marketplace +60%
Base Value 1,600 gp; Purchase Limit 8,000 gp; Spellcasting Undefined
Minor Items 3d4 items ; Medium Items 1d6 items ; Major Items nope


Goth Guru wrote:
The Wormlord wrote:

Let me try this.

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

Cross Road Ville

If you are going to take someone else's rolls, you should at least finish the writeup and not leave it half-done. Otherwise, you can just click here to get your own.

Also remember that notable NPC's need a race, class, and alignment.

Choon wrote:
Arx

Heh, the north is filling out all of a sudden. There it was the south that looked to be fleshing out first, but so far not much has developed beyond New Ganterton and the Empire of Grandia being a major powerbroker of the region.

We've definitely got a lot of activity on the border between the Central and Western areas now. We've established that Saveanth Li is very close to the central lands, in particular the Hobgoblin Kingdom of Massereen, the Dwarven Kingdom of Kiroth, and the Human Kingdom of Rastria. This puts the Sanasid Mountains, the Desolate Wastes, and the Sandsea all fairly close to each other. Definitely a lot of stuff going on there. A little bit more and we might be able to throw together a (very rough) map of this part of the region.


For a guy who tends to like generating low maguc settings its pushing me towards high ...

Rolling for New Settlement Thu Jul 14 2016 12:29:17 GMT-0700 (PDT)
law/chaos 1
good/evil 2
size 7
government 1
region 2
race 19
quality 1 4
quality 2 6
quality 3 1

New Random Settlement
Lawful Neutral Large Town (South)
Corruption 0; Crime 0; Economy 0; Law +1; Lore +2; Society 0
Qualities Academic, Magically Attuned, Pious
Danger 5
Government Autocracy
Population Any Paizo-published without racial hit dice
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 2400 gp; Purchase Limit 12000 gp; Spellcasting 9th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Will think on it.


RDM42 wrote:


For a guy who tends to like generating low maguc settings its pushing me towards high ...

Same here, but a cool thing about this project is relinquishing control and accepting the whims of the roll of the dice. It is unfortunate the settlement rules are a bit biased towards high magic, but that's just the way they are. There are many more qualities that increase spellcasting (4, iirc) level than decrease it (only 1). All the more reason to get some more research for other Paizo-published settlement qualities in the hopes that there are a few more spellcasting reducers out there.


Dasrak wrote:
RDM42 wrote:


For a guy who tends to like generating low maguc settings its pushing me towards high ...
Same here, but a cool thing about this project is relinquishing control and accepting the whims of the roll of the dice. It is unfortunate the settlement rules are a bit biased towards high magic, but that's just the way they are. There are many more qualities that increase spellcasting (4, iirc) level than decrease it (only 1). All the more reason to get some more research for other Paizo-published settlement qualities in the hopes that there are a few more spellcasting reducers out there.

Trying to push it a bit more towards a single high level cAster rather than multitudes.


1 person marked this as a favorite.

Rolling for New Settlement Thu Jul 14 2016 12:50:22 GMT-0700 (PDT)
law/chaos 1
good/evil 2
size 15
government 1
region 4
race 7
quality 1 14
quality 2 1
quality 3 13
quality 4 15

Kalteress
Lawful Neutral Small City (East)
Corruption -1; Crime 0; Economy +2; Law +6; Lore +3; Society -3
Qualities Academic, Darkvision, Militarized, Mythic Sanctum
Danger 5
Government Autocracy
Population 6,700 (2,700 human, 1,500 tiefling, 1,000 aasimar, 500 Dhampir, 1,000 other)
Notable NPCs
Balsura LN Male Unique Human Cleric of Vuni 13 / Hierophant 6
Istillanoi LG Male Half-Celestial Human Magus 11
Nysillidos LE Female Half-Fiend Human Slayer 11
Mayor Pernicia Loudes LN Female Human Expert 6

Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Kalteress is a home to outcasts, a place for those who do not have a homeland to call their own and are feared or hated for what they are. It began as a monastery founded by Balsura, born of a half-celestial mother and half-fiendish father. The man had been treated as an abomination where-ever he traveled, but found solace in the faith of Vuni. In her eyes, all life is beautiful regardless of its origin, and in his solitude he found peace. Others followed to seek the wisdom or protection of this legendary half-human, and despite his own antipathy to these followers soon Kalteress had formed as a thriving community around him.

As Kalteress grew, the people of the surrounding lands began to fear the ever-growing population of "monstrous" folk. It was not long before Kalteress came under attack, and it was only by the protection of the mighty Balsura that they survived. The people have since grown far more vigilant, and everyone must study combat or spellcraft - if not both - to help defend the community.

Although Balsura is officially regarded the leader of the community, he has little interest in actually ruling and defers such matters to others. In recent years, this has been Mayor Pernicia Loudes, a human woman who inexplicably never grew any taller than a halfling. The monastery at the center of town is run by Istillanoi and Nysillidos, hand-chosen by Balsura to act as his lieutenants. However, they are explicitly under command not to interfere with the governance of the town itself and their authority extends only to those who train, study, and pray on he monastery grounds.

Most of the humans of Kalteress have some kind of aberrant bloodline to them, but tiefling and aasimar are quite common in the settlement. Fully-fledged half-fiends and half-celestials are much rarer but there are several in the town. Birth defects and congenital diseases are sadly common.

Knowledgeable traders and scholars know that the town is quite safe and welcoming of outsiders, with its monastery in particular being a fascinating trove of knowledge that delves into both celestial and infernal lore. For more ignorant folk in the surrounding lands, it is a place of fear and danger where monsters dwell.

Dark Archive

law/chaos: 1d3 ⇒ 3
good/evil: 1d3 ⇒ 3
size: 1d20 ⇒ 2
government: 1d12 ⇒ 2
quality 1: 1d24 ⇒ 3
quality 2: 1d24 ⇒ 6
region: 1d5 ⇒ 4
race: 1d20 ⇒ 13

Coming back with this later, give me a bit to right on this.


2 people marked this as a favorite.

Law/Chaos: 1d3 ⇒ 1
Good/Evil: 1d3 ⇒ 3
Size: 1d20 ⇒ 9
Government: 1d12 ⇒ 10
Qualities: 3d24 ⇒ (23, 5, 12) = 40
Region: 1d6 ⇒ 3
Race: 1d20 ⇒ 9

Pearl-by-the-Sea
Lawful Evil Large Town (East)
Corruption 3 Crime 1 Economy 1 Law 2 Lore -2 Society -2
Qualities: Notorious, Tourist Attraction, Timid Citizens
Danger 15
Government Overlord
Population 3,500 (2,500 Human, 500 Halflings, 200 Elves, 300 Other}
Notable NPCs
Lady Elisandra de Salazar LE Female Elf Sor 12 Rakshasa bloodline
Mystikos Roy Carrington NE Male Human Rouge 5/Assassin 1/Shadowdancer 2
Horace Wilderby LG Male Human Lore Warden 8
Lucilla Gales N Female Sylph Bard 6

Marketplace
Base Value 3,000gp Purchase Limit 15,000gp Spellcasting 5th
Minor Items 3d4 Medium Items 2d4 Major Items 1d4

Pearl-by-the-Sea is a large town situated by the sea in the Eastern region, surrounded by vast amounts of graceful nature. The town was founded by as a penal colony but Elisandra de Salazar turned it into a profitable, if shady tourist town. The vast majority of the population are either debtors, indentured servants, or slaves. These citizenry are used to please and pleasure any well-paying guests that stay in the town. Elisandra ruthlessly suppresses political dissidents and keeps order in the town with her spy network and the heartless if not greedy guards.

The citizens of Pearl-by-the-Sea for the most part, mind their own business so that they won't harassed by guards or get a visit at night. The town has strict laws in order to combat the crime, but it is having little effect on the rampant corruption with the officials.

The silent spy network of Pearl-by-the-Sea is run by Roy Carrington who is always looking for eyes and ears around the town; occasionally he requires the odd knife. The citizens of the town are petrified by the spy network and keep to themselves in hopes of not drawing the attention of the mysterious and enigmatic spies.

The town has a small harbor run by Lucilla Gales who keeps track of the customs entering and exiting via the waterways. Lucilla is the only person in town to sell and repair ships. She commands the town's flotilla and it's patrolling duties.

Horace Wilderby is a private investigator trying to bring Good to a troubled town. Most citizens trust him with far more confidence then they do with the town guard. With a higher level of crime coupled with crooked officials, many cases remain unsolved and the citizenry are in desperate need of justice. Those who work under Horace motivated but untrained; most who come to work for him don't last long. He is looking for a group of competent individuals who are able to survive and being justice to the town.


Gods! It took me 3 hours, but I'm finally done with my first settlement


Dasrak wrote:
Goth Guru wrote:
The Wormlord wrote:

Let me try this.

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

Cross Road Ville

If you are going to take someone else's rolls, you should at least finish the writeup and not leave it half-done. Otherwise, you can just click here to get your own.

Also remember that notable NPC's need a race, class, and alignment.

Choon wrote:
Arx

Heh, the north is filling out all of a sudden. There it was the south that looked to be fleshing out first, but so far not much has developed beyond New Ganterton and the Empire of Grandia being a major powerbroker of the region.

We've definitely got a lot of activity on the border between the Central and Western areas now. We've established that Saveanth Li is very close to the central lands, in particular the Hobgoblin Kingdom of Massereen, the Dwarven Kingdom of Kiroth, and the Human Kingdom of Rastria. This puts the Sanasid Mountains, the Desolate Wastes, and the Sandsea all fairly close to each other. Definitely a lot of stuff going on there. A little bit more and we might be able to throw together a (very rough) map of this part of the region.

The wormlord is one of my alieses. I forgot to change the post as thing. This is World of Creation all over again. I am so bad at this. Sorry. Too many identities confuse me. That's why I like to use Goth Guru all over the internet.


1 person marked this as a favorite.

Rolling for New Settlement Thu Jul 14 2016 18:40:50 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 4
government 2
region 2
race 20
quality 1 16
quality 2 2

Sol Surian
Neutral Good Small Town (South)
Corruption -2; Crime 0; Economy 0; Law 0; Lore +1; Society +1
Qualities Holy Site, Resource Surplus (Mithral)
Danger 0
Government Autocracy
Population 570 (132 Sun Giant, 93 Slag Giant, 38 Fire Giant, 34 Wood Giant, 13 Cloud Giant, 260 non-giant)
Notable NPCs
Prophet Lasidyros NG Male Sun Giant Oracle 8
Tyurashi the Forgemaster LG Female Slag Giant Cleric of Blastari 12
Guardmaster Hudarian LE Male Fire Giant Bloodrager 6
Peacemaster Dunis TN Male Wood Giant Hunter 12
Liaison Charlene Dooney LE Female Lizardfolk Rogue 8 / Fighter 1

Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 1d6; Major Items --

It is said that the Equinox tribe of Sun Giants came to Sol Surian when their prophetess received a divine vision. The tribe found the lands untamed and wild, and true to the goddess's decree a volcano erupted shortly after their arrival. Shortly after settling, they discovered the volcano sat atop a deposit of precious mithral. The giants built their city directly into the mountainside and claimed the mithral as a gift from their god Yenna. The giants welcomed other comes who were drawn to their settlement. The Slag Giants and Fire Giants in particular took well to the volcano environment.

The giants lived for generations in peace, and through their lucrative trade in mithral they have never known famine or poverty. That was until the Empire of Grandia encroached upon their borders. Many of the giants left to join the humans, and bravely fought in the legendary battle of Ganterton. Only a few returned alive, and all they could speak of Ganterton was that the resistance against Grandia was over and Sol Surian would need to sue for peace.

Sol Surian pays a hefty tribute to New Ganterton in the form of mithral, and in return the settlement has been allowed to remain independent even as the lizardfolk territory has engulfed it. The giants have little love for the empire of lizardfolk or their draconic empress, and sympathize greatly with the humans enslaved to the empire, but they have no desire to become slaves themselves and have forsworn further action against Grandia.

Escaped slaves are unlikely to find refuge here, since most giants will simply turn them over to the lizardfolk liaison rather than putting the town at risk by breaking the empress's laws. Most of the non-giant inhabitants are free humans who find this place much more pleasant than any controlled directly by the lizardfolk, but life is hard for non-giants here. A few lizardfolk and kobolds live among the giants, mostly agents of the empire overseeing mithral production and tribute.


Let me get back into character. "I am the lord of rot, decay, and especially worms! Muhahahaha!"

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

Cross Road Ville
NG Small Town
Corruption +0; Crime -1; Economy +2; Law +0; Lore +0; Society +0
Qualities All born here have darkvision, it’s at a crossroads, and there is a dungeon beneath.
Danger Worm riddled zombies may come up out of the dungeon.
Government Autocracy

b]Population[/b] 2000 people (1000 human, 100 each half-elf, elf, half orc, dwarf, gnome, gnome, Halfling, 300 other)
Notable NPCs Lord Mayor Joseph Goodman the 3rd. Human, 5th level aristocrat, LG.

Fire guard. Typical member is a human, 2nd level warrior, NG, (but any willing and able can do this) with abundant torches and flasks of oil. Usually 4 watching the dungeon entrance.

Slash, Hobgoblin ambassador. 2nd level expert, 3rd level spy, and LE. He is collecting info on the other kingdoms. +4 gather information if you trade rumors with him. He sent some other adventurers into The Death Pit(name of dungeon) with a mirror of entrapment. If anyone can bring it back to him, he will reward them with gps and items double the mirrors worth.(It’s about half full of worm riddled zombies, basically to weaponized them). (Most of the Pathfinder chapter houses want it even more for multiple reasons)

Marketplace +60%
Base Value 1,600 gp; Purchase Limit 8,000 gp; Spellcasting Probably?
Minor Items 3d4 items ; Medium Items 1d6 items ; Major Items nope

The death pit is the main reason a town with such a cheery(yuk) location hasn't grown bigger.


The Eastern region is looking a bit sparce


Trent formaldehime wrote:
The Eastern region is looking a bit sparce

Yup, not many people are rolling east. Of course, it'll only take a few rolls to turn that around. The North was even sparser (only 2 settlements) 24 hours ago, but most of the rolls today have landed north so it's actually become one of the more fleshed out. I'm sure the East will get its turn in time.

The Wormlord wrote:
Let me get back into character

Ah, I didn't notice that was an alias. My apologies.


Have you taken a look at the additional settlement creation options in this book?

Liberty's Edge

1 person marked this as a favorite.

Rolling for New Settlement Thu Jul 14 2016 19:42:20 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 17
government 2
region 3
race 13
quality 1 9
quality 2 16
quality 3 22
quality 4 1
quality 5 17

Muzdanat
Neutral Good Large City (West)
Corruption +4; Crime +2; Economy +4; Law +2; Lore +5; Society +2
Qualities: Academic, Artifact Gatherer (Firearms), Resource Surplus (Djezet), Rumormongering Citizens, Wealth Disparity
Danger 10
Government Autocracy
Population 23,000 (14,000 Ratfolk, 5,000 Humans, 2,000 Gnomes, 1,000 other)
Notable NPCs
+Skyshaper Nehitan(NG Ratfolk Wizard/15)
+Khan Oareyu XIV (NG Ratfolk Bard/12)
+Tsarma of the Burning Wheels (LN Human Skald/12)
+Cerbal Madowd, owner of the Bright Brigand Inn (CN Halfling Fallen Paladin/2 Expert/3
Marketplace
Base Value 4000 gp; Purchase Limit 50000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

The capital city of the Kingdom of Emiraba (Which stretches across the southern Sandsea), Muzdanat was founded by the Belaman tribe during the Age of Smoke and Fire, as Djezet was found to enhance the abilities of the shamans. Today, Emiraba stands a prosperous nation, and Muzdanat attracts academics from across the world who wish to study, use, or simply indulge in the mind-expanding Djezet.

The Arcanum (the city's magical university) is run by Skyshaper Nehitan, a powerful wizard who uses Djezet on a daily basis to contact more and more powerful outsiders for the service of the kingdom. Nearby stands the Grand Palace, where Khan Oareyu XIV sits upon his throne. Despite the title, the position is non-hereditary due to the succession wars that would inevitably occur. The Khan's rule has proven to be a just one, although there is grumbling among the merchant class about the restrictions on giving foreign nations or peoples firearms.

The nation's military is overseen by Tsarma of the Burning Wheels, a former tribal who joined the army and worked his way up to becoming general. Under her watch, the soldiers are more disciplined than ever, although she has her doubts on if they can handle their "Thundersticks."

Cerbal Madowd is a retired Paladin who runs the city's most famous inn. He has an ear almost everywhere in the city, and as such helps fuel the town gossip as a semi reputable source.

The city is divided into five districts:
+Muzdanat Proper, which contains the palace, the Arcanum, and the Djezet Aqueduct.
+Down-a-Skid, where most of the upper class live. Supposedly there are alligators in the sewers, but that's just preposterous.
+Gallowie, where the soldiers are housed and a figure in black stalks the streets at night.
+Old Town, which holds the museum and other cultural centers.
+The Gutters, where the wretched, the Djezet addicts, and the poor mingle together in a slum where people will kill for copper. Supposedly Cerbal Madowd is an underboss with half the city under his thumb and the other half in his pocket, but the Khan has stated this to be false.

Liberty's Edge

Trent formaldehime wrote:
Have you taken a look at the additional settlement creation options in this book?

I believe we're trying to keep it first-party. Those are awesome, though.

Liberty's Edge

Dasrak, is there a reason Stahlund isn't in the North section of the document? Should I go into more detail next time I visit the North?


lucky7 wrote:
Trent formaldehime wrote:
Have you taken a look at the additional settlement creation options in this book?
I believe we're trying to keep it first-party. Those are awesome, though.

Yes, that's the reason why. There appear to be plenty of Paizo-published settlement qualities out there, I just need some help researching them since I don't own every Paizo book and there's no single source containing all of these. There might be only one or two in any given book, so if anyone can scour the appendices of the adventure paths they own to see if there's a settlement statblock with a new settlement quality that'd be helpful.

Quote:
Dasrak, is there a reason Stahlund isn't in the North section of the document? Should I go into more detail next time I visit the North?

Must have brain-farted. If there's a king of Stahlund, there's obviously a kingdom of Stahlund, right? It's included now. Just pester me if I miss anything and I'll see it gets added.


I haven't been adding kingdoms - since it's implied it was once a metropolis and has shrunk before starting now to grow again is it an independent city state or did it one belong to one of the other kingdoms?

Scarab Sages

Dasrak wrote:


Kalteress is a home to outcasts, a place for those who do not have a homeland to call their own and are feared or hated for what they are. It began as a monastery founded by Balsura, born of a half-celestial mother and half-fiendish father. The man had been treated as an abomination where-ever he traveled, but found solace in the faith of Vuni. In her eyes, all life is beautiful regardless of its origin, and in his solitude he found peace. Others followed to seek the wisdom or protection of this legendary half-human, and despite his own antipathy to these followers soon Kalteress had formed as a thriving community around him.

As Kalteress grew, the people of the surrounding lands began to fear the ever-growing population of "monstrous" folk. It was not long before Kalteress came under attack, and it was only by the protection of the mighty Balsura that they survived. The people have since grown far more vigilant, and everyone must study combat or spellcraft - if not both - to help defend the community.

Although Balsura is officially regarded the leader of the community, he has little interest in actually ruling and defers such matters to others....

Rolling for New Settlement Fri Jul 15 2016 05:50:11 GMT-0700 (PDT)

law/chaos 1
good/evil 3
size 12
government 3
region 4
race 16
quality 1 22
quality 2 14
quality 3 23
quality 4 18

Ragnashak
Lawful Evil Small City (East)
Corruption +1; Crime +2; Economy +4; Law +2; Lore -2; Society +1
Qualities Artifact Gatherer, Darkvision, Restrictive, Timid Citizens
Danger 5
Government Autocracy
Population 5,001-10,000 (Core or Featured)(9,000 Hobgoblin, 1000 other)
Notable NPCs
Shattertooth Male Hobgoblin Pyrokineticist 19
Cracker-of-bones Male Hobgoblin Barbarian 15
Witherroot Female Hobgoblin Blight Druid 10
Fetcher Male Hobgoblin expert 5

Marketplace
Base Value 2000 gp; Purchase Limit 25000 gp; Spellcasting 6th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is the main reason the residents of Kalteress are so militarized. It is actually a permanent military camp at it's core, boasting a standing force just shy of 10,000, 90% of which is Hobgoblin. Everyone here fights. Without exception. Combat is the way of things and anything short of murder or destruction of military equipment is left for the populace to decide with highly ritualized duels. Most people assume it would be a chaotic place. They are wrong. Ragnashak is highly ordered due to literally everyone being a member of the military in some capacity. Even visitors are given a kind of provisional military status upon entering.
Anything that prohibits this way of life is banned, but particularly items of dissent. Concepts like free speech or freedom of assembly are completely foreign to the point of not having terms of their own in the language. There is no media except that produced by the military command.
Warlord by Trial Shattertooth is the leader by way of killing all challengers. He is a huge, nearly indestructible Hobgoblin who commands the power of fire and earth to crush his foes. Next in line is Cracker-of-Bones, an even larger Hobgoblin Barbarian who crushes his enemies the normal way, with a meteor hammer.
The lead mage is Witherroot, a Blight Druid of terrible power who is responsible for the frequent crop failures in the area. He is fully open with the fact that he regularly corrupts the crops of people who refuse the Hobgoblin's protection schemes.
The last significant figure is the Hobgoblin Fetcher, Logistics Extraordinaire. This Hobgoblin can do with next to nothing what most cities employ small armies to do. It is entirely due to his efforts and the efforts of his miniscule team that the city isn't completely overrun with filth and disease (a remarkable accomplishment with a Blight Druid in town).

I'm interpreting "timid citizens" more toward the "crimes aren't reported" instead of "citizens are scared"


Choon wrote:
Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is the main reason the residents of Kalteress are so militarized.

I want to make clear I'm not discouraging anyone here, but I really do feel I need to say this: when you tie your settlement concept to an existing one, you should avoid contradictions and address inconsistencies.

Kalteress was written to be fairly-open ended and allow others to "fill in the blanks" for what other settlements are nearby. However, it did establish a few things. First, it's a refuge for humans with aberrant lineages, so there is by definition a much larger human population in the general vicinity. Second, it establishes that these aberrant lineages are feared, and the motivation for the people who attacked it was fear and ignorance. Thirdly, it establishes that Kalteress' invaders were defeated; the town is still here today, although far more militant as a result.

There's nothing wrong with Ragnashak as a stand-alone settlement, or even with putting it in close proximity to Kalteress. However, it fits extremely poorly as the primary threat to Kalteress. Why do the hobgoblins specifically hate and fear Kalteress? Why do they focus on it instead of other nearby settlements? If Ragnashak was already defeated, how does a military city with no economy of its own continue to survive for years on end? Who is providing funding and supplies to it for such a long and, as yet, fruitless campaign? There's a lot of discrepancies that need to be reconciled here. If you really feel strongly about tying these two concepts together, your writeup needs to at least attempt to answer those questions.

Remember, there's no requirement for you to tie in to existing settlements in your region. This goes double in the east where there are so few settlements right now. And don't take this as a discouragement, either. Rather, I want to encourage people to think about how their cities fit into the world. If you feel like your settlement fits, then go for it. Build on the concept, make both settlements better by establishing a shared history. If it doesn't work, don't force it.

Oh, and minor quibble: when you roll Artifact Gatherers, you have to pick what kind of rare items are being gathered. I suggested Magical, Psychic, or Technological, although lucky7 did Firearms which I thought was clever. Same goes for Resource Surplus, Pious, and Racially Intolerant; feel free to have fun with it, but do make sure you pick something and explain it in the writeup.

RDM42 wrote:
I haven't been adding kingdoms - since it's implied it was once a metropolis and has shrunk before starting now to grow again is it an independent city state or did it one belong to one of the other kingdoms?

Perfectly fine. Nothing wrong with independent city states if it works for your concept.

Scarab Sages

Dasrak wrote:

I want to make clear I'm not discouraging anyone here, but I really do feel I need to say this: when you tie your settlement concept to an existing one, you should avoid contradictions and address inconsistencies.

Kalteress was written to be fairly-open ended and allow others to "fill in the blanks" for what other settlements are nearby. However, it did establish a few things. First, it's a refuge for humans with aberrant lineages, so there is by definition a much larger human population in the general vicinity. Second, it establishes that these aberrant lineages are feared, and the motivation for the people who attacked it was fear and ignorance. Thirdly, it establishes that Kalteress' invaders were defeated; the town is still here today, although far more militant as a result.

There's nothing wrong with Ragnashak as a stand-alone settlement, or even with putting it in close proximity to Kalteress. However, it fits extremely poorly as the primary threat to Kalteress. Why do the hobgoblins specifically hate and fear Kalteress? Why do they focus on it instead of other nearby settlements? If Ragnashak was already defeated, how does a military city with no economy of its own continue to survive for years on end? Who is providing funding and supplies to it for such a long and, as yet, fruitless campaign? There's a lot of discrepancies that need to be reconciled here. If you really feel strongly about tying these two concepts together, your writeup needs to at least attempt to answer those questions.

I see your point, and it's valid. I apologise. I should have expounded. Let me write up some more.


Dasrak wrote:
Choon wrote:
Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is the main reason the residents of Kalteress are so militarized.

I want to make clear I'm not discouraging anyone here, but I really do feel I need to say this: when you tie your settlement concept to an existing one, you should avoid contradictions and address inconsistencies.

Kalteress was written to be fairly-open ended and allow others to "fill in the blanks" for what other settlements are nearby. However, it did establish a few things. First, it's a refuge for humans with aberrant lineages, so there is by definition a much larger human population in the general vicinity. Second, it establishes that these aberrant lineages are feared, and the motivation for the people who attacked it was fear and ignorance. Thirdly, it establishes that Kalteress' invaders were defeated; the town is still here today, although far more militant as a result.

There's nothing wrong with Ragnashak as a stand-alone settlement, or even with putting it in close proximity to Kalteress. However, it fits extremely poorly as the primary threat to Kalteress. Why do the hobgoblins specifically hate and fear Kalteress? Why do they focus on it instead of other nearby settlements? If Ragnashak was already defeated, how does a military city with no economy of its own continue to survive for years on end? Who is providing funding and supplies to it for such a long and, as yet, fruitless campaign? There's a lot of discrepancies that need to be reconciled here. If you really feel strongly about tying these two concepts together, your writeup needs to at least attempt to answer those questions.

Remember, there's no requirement for you to tie in to existing settlements in your region. This goes double in the east where there are so few settlements right now. And don't take this as a discouragement, either. Rather, I want to encourage people to think about how their cities fit into the world. If you feel like your settlement fits, then go...

Wanted the city under the ruins with artifact gatherers while at the same time not ruining the 'adventuretown economy' of the nearby location while stll percent oviding a possible interesting set of encounters.

Scarab Sages

Ragnashak wrote:

Otherwise known as "That Huge Hobgoblin Army Encampment". Ragnashak is the main reason the residents of Kalteress are so militarized. It is actually a permanent military camp at it's core, boasting a standing force just shy of 10,000, 90% of which is Hobgoblin. Everyone here fights. Without exception. Combat is the way of things and anything short of murder or destruction of military equipment is left for the populace to decide with highly ritualized duels. Most people assume it would be a chaotic place. They are wrong. Ragnashak is highly ordered due to literally everyone being a member of the military in some capacity. Even visitors are given a kind of provisional military status upon entering.

Anything that prohibits this way of life is banned, but particularly items of dissent. Concepts like free speech or freedom of assembly are completely foreign to the point of not having terms of their own in the language. There is no media except that produced by the military command.
Warlord by Trial Shattertooth is the leader by way of killing all challengers. He is a huge, nearly indestructible Hobgoblin who commands the power of fire and earth to crush his foes. Next in line is Cracker-of-Bones, an even larger Hobgoblin Barbarian who crushes his enemies the normal way, with a meteor hammer.
The lead mage is Witherroot, a Blight Druid of terrible power who is responsible for the frequent crop failures in the area. He is fully open with the fact that he regularly corrupts the crops of people who refuse the Hobgoblin's protection schemes.
The last significant figure is the Hobgoblin Fetcher, Logistics Extraordinaire. This Hobgoblin can do with next to nothing what most cities employ small armies to do. It is entirely due to his efforts and the efforts of his miniscule team that the city isn't completely overrun with filth and disease (a remarkable accomplishment with a Blight Druid in town).

The city is supplied by a mix of constant raiding, protection rackets, extortion, and straight up robbery. They also have a population of slaves working various fields around the city itself, though this counts for a relatively tiny portion of the overall economy. The slaves are not counted in the population and are generally neglected apart from tax time. They also boast a massive weapons and armor trade with practically anyone with coin to spend.

Many theories exist as to why the Hobgoblins don't just move on. Kaltress isn't going anywhere and the threat Ragnashak poses was greatly reduced when the smaller town repulsed the initial Hobgoblin attack. The answer is politics. Woven into the highly regimented and militaristic society of the Hobgoblins is a strong undercurrent of perceived status and honor. Some crimes are committed just to test how well one performs in the judicial dual that follows. All this has put Warlord by Trial Shattertooth in a difficult spot. Any attempt to abandon the campaign against Kaltress would produce an immediate challenge and fight to the death from his second, Cracker-of-Bones, and Shattertooth honestly doesn't know who would come out on top. Add to that any number of high ranking officers that would gladly initiate challenges if his hold were to waver for even a second and you have a very precarious situation. If he stays this "camp" will slowly run out of resources. If he goes he risks death at worst and a terrible smear on his honor at best.


While I do like what you wrote there, I feel you're still stepping around the biggest issue: the lore of Kalteress explicitly says its attackers were motivated by fear and ignorance. Or, put another way, Kalteress wouldn't have been attacked at all if it were populated by regular humans. This isn't a minor point or quibble (I wouldn't brought it up in the first place otherwise), I regard it as the defining characteristic of the settlement. Or, to quote the Kalteress writeup:

Quote:

Kalteress is a home to outcasts, a place for those who do not have a homeland to call their own and are feared or hated for what they are...

As Kalteress grew, the people of the surrounding lands began to fear the ever-growing population of "monstrous" folk. It was not long before Kalteress came under attack...

For more ignorant folk in the surrounding lands, it is a place of fear and danger where monsters dwell.

Does that narrative match the one you're writing for Ragnashak? In the end, I cannot and will not say "no" to Ragnashak. However, I am concerned that we have essentially two completely incompatible narratives, one telling the story of violence being enacted out of fear and ignorance and the other of violence being enacted out of pride and greed. They do not fit at all.

As I said earlier, if the shoe doesn't fit, don't force it.

Dark Archive

Merephel
CE Small Town
West
Corruption +1; Crime +0; Economy +0; Law +1; Lore +0; Society -4
QualitiesPious, Insular, Cursed
Danger0
GovernmentAutocracy (Mayor)
Population 678 people (342 Elves, 115 Half-Elves, 153 Humans, 12 Half-Orcs, 56 Other)
Notable NPCs
Mordin Gallant, Besieged and Paniced Mayor NG Elf Expert 3
Caldwin Yesterov, Cult Leader of Moloh Cali(not my own diety)CE Half-Elf Cleric 7/Fighter 3
Tevora Islante, Inquisitor to Moloh CaliCE Half-Orc Inquisitor 3/ Slayer 2
Hall Basilov, Shady MerchantNE Elf Adept 5
Marketplace
Base Value 1000gp; Purchase Limit 5000gp; Spellcasting 5th
Minor Items 3d4; Medium Items1d6 ; Major Items---

Not finished yet. Will provide description of the town and the people there soon.


1 person marked this as a favorite.

Well, it looks like I'm returning to New Ganterton and the Empire of Grandia today. Also gives me a chance to flesh out the relation between GM Rednal's Asuroc Hollow and the Empire a bit more.

Rolling for New Settlement Fri Jul 15 2016 14:10:46 GMT-0700 (PDT)
law/chaos 3
good/evil 2
size 12
government 10
region 2
race 17
quality 1 18
quality 2 16
quality 3 11
quality 4 15

Clayvon
Chaotic Neutral Small City (South)
Corruption +2; Crime -4; Economy +1; Law +9; Lore +1; Society -3
Qualities Militarized, Resource Surplus (Cotton), Restrictive, Superstitious
Danger 5
Government Overlord
Population 8,805 (6,300 Lizardfolk, 1,000 Kobold, 5 Dragon, 1,000 human, 500 other)
Captain Dagley Richards CG Male Lizardfolk Hunter 12
Magistrate Droshin LE Male Adult Green Dragon Slayer 2
Priestess Hailey Harthfeldt LN Female Lizardfolk Cleric of Quieem 8
Spymaster Rip Zachsin CG Female Kobald Vigilante 10
Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 4th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Clayvon is a heavily militarized city on the border of the empire of Grandia, with the free city of Asuroc Hollow visible in the distance. Tensions are always high, with the free city acting as an impediment to further northward expansion and limiting the empire's expansionist aims. Clayvon was originally a small cotton-growing town, but an influx of Lizardfolk soldiers has transformed it into a military installation designed to intimidate and isolate Asuroc Hollow in preparation of eventual war. The surrounding villages still grow cotton, and the city still serves as a regional distribution center for imports and exports. However, boats cannot travel further upriver without entering Asuroc Hollow's territory, and this has prevented economically viable expansion past this point. Due to the proximity to the enemy, land ownership in the provincial district surrounding Clayvon is heavily restricted.

Clayvon is commanded by Dagley Richards, a lizardfolk who is secretly a human sympathizer. Dagley carefully smuggles slaves out of the country through Asuroc Hollow, carefully using the intelligence provided by the spymaster Rip Zachsin (also a sympathizer) to ensure his handlers are none-the-wiser. He must carefully balance prostrating himself before the authority of the crown, maintaining the loyalty and support of his troops, avoiding a catastrophic war with Asuroc Hollow, and helping as many slaves as possible escape the country. It is not an easy task, but so far the crafty captain has managed with only a handful of scares.

The worship of Zekelor is popular in Clayvon. Although regarded as heresy by the imperial palace, an inquisition is not possible, as such a show of weakness would only embolden Asuroc Hollow. Captain Richards, for his part, finds the worshipers of Zekelor a double-edged sword. They make for excellent scapegoats when problems need to be explained to the palace, while simultaneously making those same soldiers distrusting of the imperial magistrate and more sympathetic to the captain. However, the same followers of Zekelor also have no sympathy for the humans and believe war with Asuroc Hollow would be guaranteed to end in victory (after all, scalykind are inherently superior) which complicates Captain Richard's other goals. Asuroc Hollow's constant show of magic has made the local military force distrusting of magic in general, regarding it as the tool of the enemy and prizing martial steel instead.

The other powerbroker in Clayvon, other than Dagley Richards, is Magistrate Droshin, a green dragon who serves the empress. Droshin is arrogant, ambitious, and powerful, but also very prone to flattery and believing what he wants to hear. The palace has replaced priestesses in the town repeatedly over the past several years for failing to put down the local heresy. Dagley has convinced Droshin that he is fully subservient and cooperative to the will of the priestess, and the dragon has repeatedly reported this faithful compliance so all blame for failure falls upon the successive stream of priestesses. Droshin considers Dagley the only true friend he's made among lesser creatures (non-dragons), although in truth their relationship involves Dagley constantly stoking the dragon's ego while pulling wool over his eyes. The latest priestess to arrive is Hailey Harthfeldt, who did not want the assignment and laments that she will fail like all those before her and have to face the palace's ire.

Scarab Sages

I see your point there. And what I wrote reinforces your point. Shattertooth would not be motivated by fear. Ignorance, yes, but not fear.

I'll write up another city and make that the main antagonist for Ragnashak. Kaltress can just be a victim of standard raids (a good reason for them to maintain their militarization).

Dark Archive

I give full credit to the one whom created Moloh Cali. Very cool diety and works for the town I'm creating.


NenkotaMoon wrote:
I give full credit to the one whom created Moloh Cali. Very cool dirty and works for the town I'm creating.

According to the spreadsheet, that was TheChelaxian who created that one. Actually one of the very first contributions to the deity list.

Choon wrote:

I see your point there. And what I wrote reinforces your point. Shattertooth would not be motivated by fear. Ignorance, yes, but not fear.

I'll write up another city and make that the main antagonist for Ragnashak. Kaltress can just be a victim of standard raids (a good reason for them to maintain their militarization).

Doesn't mean you can't write a settlement that's attacking Kalteress, but it should fit into the existing narrative, that's all. "If the shoe fits" is a metaphor that works both ways. Maybe next time you roll east you'll get a bunch of insular and racially intolerant humans, and you'll know exactly what to do with them ;-)

Dark Archive

Thank you Dasrak and thank you TheCheliaxian.


Vishas Salas
Lawful Neutral Large Town (South)
Corruption 0; Crime 0; Economy 0; Law +1; Lore +2; Society 0
Qualities Academic, Magically Attuned, Pious
Danger 5
Government Autocracy
Vishkanya
Notable NPCs
Rashass, Oracle of Life 18, High Prophet and Most Favoured of Virasha - LN
Sorsha, Inquisitor 12, High Enforcer - LN.
Calessh, Bard 13, High Seeker

Marketplace
Base Value 2400 gp; Purchase Limit 12000 gp; Spellcasting 9th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Vishas Salas is the last city left from a once prosperous Vishkanya empire which spanned much of the southern region. Once, the species spread far and wide - now there is but one city and scattered small groups. The Winnowing, a disease which caused a painful wasting death was the culprit - a disease which for some reason the inhabitants of Vishas Salas were immune. It has been several thousand years and the city has still maintained its identity. It is a center of learning, of Sorcerous talent and the God-Touched, those favored by Virasha - the Godess of the Serpentflk, the Viskanya. Almost universal here is the reverence for their Goddess, and the level of education here is almost unprecedented - schooling is presumed to be a universal right of all those born Vishkanya, and can be had foor payment by others who prove worthy. As such, the population is very cosmopolitan and educated. Few outsiders take them up on their offers of education, however. Something about these people is off-putting. Perhaps it is a gaze that reminds Mammalian sentients of a snake hunting small mammals - as if you are mere prey, and at such time as they achieve preeminence you might be so again. Of course, they are perfectly well behaved civic neighbors who keep to themselves, defend their borders and avoid conflict with outside forces. In all ways. Of course. Just may be a good idea to be their friends as well.


Rolling for New Settlement Fri Jul 15 2016 20:10:31 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 7
government 12
region 3
race 16
quality 1 15
quality 2 17
quality 3 6

New Random Settlement
Chaotic Evil Large Town (West)
Corruption +5; Crime +3; Economy +2; Law -2; Lore 0; Society -4
Qualities Militarized, Pious, Wealth Disparity
Danger 5
Government Secret Syndicate
Population 2,001-5,000 (Core or Featured)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Dark Archive

NenkotaMoon wrote:
Thank you Dasrak and thank you TheCheliaxian.

You are quite welcome. Ol' Moloh Cali was the more "interesting" of the two demon lords I created. Yutobe was kind of a desperate metaphor against Youtube comments shameless admission noises. I was inspired by the old Hindu traditions of burning family members on a patriarch's funeral pyres for Moloh Cali's worship (he himself named after Moloch of Jewish mythos and Kali the Hindu goddess of death). Thank you for your interest, use and abuse!

Edit I will use the weekend to contribute more to the building of the world's settlements. Hoping to add to the Hobgoblin ... Empire, I guess? That or their kingdom.

Liberty's Edge

1 person marked this as a favorite.

Rolling for New Settlement Fri Jul 15 2016 20:11:24 GMT-0700 (PDT)
law/chaos 3
good/evil 1
size 19
government 3
region 1
race 18
quality 1 3
quality 2 6
quality 3 12
quality 4 18
quality 5 9

Yennato Nuar
Chaotic Good Large City (North)
Corruption +1; Crime +2; Economy +3; Law +3; Lore +2; Society +2
Qualities: Insular, Pious(Shrvanoxdi), Restrictive, Rumormongering Citizens, Tourist Attraction
Danger 10
Government Autocracy
Population 17,000 (12,000 Fetchlings, 1300 humans, 700 Dwarves, 2,000 Strix, 1,000 other)
Notable NPCs
+Grand Mayor Pratimala Kuram (CG Fetchling Aristocrat/12)
+Harbormaster Dharta (LN Fetchling Wizard/16)
+Kurgen Ma'Gobb/the Opportunist (CG Halfling Vigilante/13)
+Spahbod (LG Fetchling Warpriest of Shrvanoxdi/14)

Marketplace
Base Value 9600 gp; Purchase Limit 50000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

50 miles south of Targhuzia lies Yennato Nuar, based atop the great Mountain of Tourahin. Founded a millenium ago by a group of Fetchling refugees fleeing persecution during the Cinderback Invasion, Yennato Nuar stands as a trade hub for all of the major mountain cities. Their airships, formed of metal mined from within the mountain, are piloted by the mysyerious Navigators, who control the vessels with their minds.

All news on traffic coming through the city passes to Harbormaster Dharta at some point, as he makes it his business to keep tabs on any foreigners, seeking to prevent a second Crusade of Illumination (the massacres that caused them to flee all those centuries ago.)

Grand Mayor Pratimala Kuram watches the traffic from her estate in the Peak district. A shrewd diplomat, Kuram seeks to extend the trade power of the city-state as far south as New Ganterton. She has offered a bounty of 50,000 gold pieces on improvements to an airships longevity, leading many arcane scholars and engineers to the city.

The law is maintained by Spahbod, the mysterious leader of the city guard. He is locked into conflict with The Opportunist, a halfling who attempts to distribute stolen wealth among the poor.

Yennato Nuar is divided into three districts, based on elevation:

+The Harbors, where most non-fetchlings live, as well as most religious minorities. The great Skydocks are here, airships constantly leaving and going, Wizards directing the madness with their magic.

+The Twins: The merchant class lives here in a district named after the city's founders.

+The Peak: Here the fabled splendor of the city is seen: the streets are paved with silver and the houses of the ever-scheming Great Families give way to magnificent cathedrals and museums honoring the sacrifices of the founding citizens.

Liberty's Edge

I made a derp. If Targhuzia has 9th level Spellcasting, could you bump up Neruu to whatever level he needs to be to cast that high?


RDM42 wrote:
It is a center of learning, of Sorcerous talent and the God-Touched, those favored by Virasha - the Godess of the Serpentflk, the Viskanya

Deities need to be taken from the Homebrew Pantheon collection, you can't just create your own (well, you can, but it has to be done in accordance with the random generation rules).

Your options for deities with a lawful neutral alignment and the scalykind domain are Borehelos and Dir'ao.

lucky7 wrote:
I made a derp. If Targhuzia has 9th level Spellcasting, could you bump up Neruu to whatever level he needs to be to cast that high?

I bumped up everyone by roughly the same amount (if there's an 18th level oracle in town, a 10th level barbarian ain't leading a coup any time soon). Let me know if you want to change anything:

High Communer Neruu Oldblood (LN Yeti Oracle (Stars) 18)
Toraya of the Winds (NE Yeti Barbarian/18)
Underfoot the Unlikely (NG Halfling Druid [Reincarnated Druid]/17
Sarruh T'Khan of the Knifefolk (CN Yeti Slayer/15)
Ara A'Thim, Keeper of the Ashes (TN Yeti Alchemist/12)

TheChelaxian wrote:
I will use the weekend to contribute more to the building of the world's settlements. Hoping to add to the Hobgoblin ... Empire, I guess? That or their kingdom.

We've got one Hobgoblin Kingdom (Massereen) in the central lands whose influence extends slightly into the west, and now we have talk of some hobgoblins in the east. I suspect we're probably talking about two different groups of Hobgoblins, but I guess that depends on whims whoever rolls "core or featured" next and decides to go hobgoblin with it :-P

Liberty's Edge

That's excellent. Thank you.

Also, I have no idea what the heck a Cinderback is, so feel free to make up whatever you want about them; there's nothing set in stone yet, except that they invaded some big Central power a while back.
------------------------------------------
It also just occurred to me this world is perfectly set up for dungeons:

Q. Why is there a Bulette down here?
A. Izreus!

That should be a meme.


lucky7 wrote:
Also, I have no idea what the heck a Cinderback is, so feel free to make up whatever you want about them; there's nothing set in stone yet, except that they invaded some big Central power a while back.

I figured that was the case, I just haven't generated anything yet in the north that fits the bill.

Also, friendly reminder: please remember to fill in your population totals. I don't mind making minor formatting corrections, but if the information isn't there in the first place, not much I can do.

lucky7 wrote:

It also just occurred to me this world is perfectly set up for dungeons:

Q. Why is there a Bulette down here?
A. Izreus!

That should be a meme.

There is a reason why we wanted to move on to worldbuilding.

Liberty's Edge

Dasrak wrote:

Also, friendly reminder: please remember to fill in your population totals. I don't mind making minor formatting corrections, but if the information isn't there in the first place, not much I can do.

Shoot. Thought I'd filled it. Thanks for letting me know.

Which city is it?


2 people marked this as a favorite.
lucky7 wrote:
Which city is it?

That comment wasn't directed at you. Sorry, I should have been clearer. That was just a general "please be aware" because it's a pretty common mistake that other people are making.

Now, speaking of Hobgoblins...

Rolling for New Settlement Fri Jul 15 2016 21:20:44 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 2
government 8
region 3
race 12
quality 1 6
quality 2 14

Thurgrios
Chaotic Evil Small Town (West)
Corruption +3; Crime -2; Economy +1; Law +2; Lore 0; Society -2
Qualities Darkvision, Pious (Thurgog)
Danger 0
Government Overlord
Population 1,300 (800 hobgoblin, 400 undead, 200 other)
Notable NPCs
Vaurnigon Hundredbattle CE Female Hobgoblin Antipaladin 2 / Oracle 10
Deresmak Dreadhorn CE Male Hobgoblin Cleric of Thurgog 9 / Barbarian 1
Throsnir Nightthrasher CE Male Hobgoblin Necromancer 9
Seera Twinshadow CE Female Hobgoblin Occultist 7

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

An offshoot group of zealots declaring their loyalty to Thurgog deserted the kingdom of Massereen some twelve years ago, beginning a wave of carnage that stretched well into the western lands. After a decade of battle, the hobgoblin force is depleted and weary, with no sign of the final battle promised by their god to be seen. Facing mutiny and reduced to only her most loyal warriors, the leader Vaurnigon established a base camp to rebuild their fighting strength. In the intervening years, Thurgrios has become a permanent settlement and bastion dedicated to the god Thurgog.

The many clerics among the hobgoblins have been busy creating undead, and capturing live sacrifices to make deals with evil outsiders. The surrounding lands are now completely infested with monsters aligned with the town, and the hobgoblins continue to march out to battle on a regular basis. While the original intent was to grow their numbers, the hobgoblins have only dwindled further with their continued battles. Whether the population will stabilize or the last of the living in Thurgrios will perish remains to be seen, but for the foreseeable future these hobgoblins remain a menace to everything within their reach.

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Law/Chaos: 1d3 ⇒ 1 = Lawful
Good/Evil: 1d3 ⇒ 1 = Good
Size: 1d20 ⇒ 5 = Small Town
Government: 1d12 ⇒ 12 = Secret Syndicate
Quality 1: 1d24 ⇒ 1 = Academy
Quality 2: 1d24 ⇒ 18 = Restrictive
Region: 1d5 ⇒ 4 = West
Dominant Race: 1d20 ⇒ 3 = Human

Hargrave

More to come...


DM_aka_Dudemeister wrote:

[dice=Law/Chaos]1d3 = Lawful

[dice=Good/Evil]1d3 = Good
[dice=Size]1d20 = Small Town
[dice=Government]1d12 = Secret Syndicate
[dice=Quality 1]1d24 = Academy
[dice=Region]1d5 = West
[dice=Dominant Race]1d20 = Human

The Hall of Heroes

More to come...

A small town should have two qualities; roll another :-)

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Dasrak wrote:
DM_aka_Dudemeister wrote:

[dice=Law/Chaos]1d3 = Lawful

[dice=Good/Evil]1d3 = Good
[dice=Size]1d20 = Small Town
[dice=Government]1d12 = Secret Syndicate
[dice=Quality 1]1d24 = Academy
[dice=Region]1d5 = West
[dice=Dominant Race]1d20 = Human

The Hall of Heroes

More to come...

A small town should have two qualities; roll another :-)

Fixed


I found some more settlement qualities; Cultured, Defiant, No Questions Asked, and Deep Traditions have all been added to the random table. The script has been updated to use them. Also there's the Martial Law disadvantage, if you're inclined to use it. These are all from the Hell's Rebels AP. I completely forgot I had the first three in PDF form from the Humble Bundle. New settlement qualities are all over the place in AP's, it seems, but I just don't own very many of them so my ability to do the research is limited. I'd great appreciate anyone taking a look through their AP's and seeing if the settlements described in them just happen to have new and unique qualities.


Does Kingmaker count? Because Rivers Run Red has lots of effects on cities based on what buildings you have in it. XD Maybe we could roll for one notable building per size category?


1 person marked this as a favorite.

The Qualities template should be updated to d28, not d24.

law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 3 Evil (Oh boy.)
size: 1d20 ⇒ 14 Small City
government: 1d12 ⇒ 3 Autocracy (Makes sense)
quality 1: 1d28 ⇒ 10 Strategic Location
quality 2: 1d28 ⇒ 27 No Questions Asked
quality 3: 1d28 ⇒ 4 Magically Attuned
quality 4: 1d28 ⇒ 19 Supportive

region: 1d5 ⇒ 3 East
race: 1d20 ⇒ 15 Tieflings

Name Style: 1d5 ⇒ 4
Name: 3d100 ⇒ (15, 49, 100) = 164

NPC Names: 6d100 ⇒ (24, 2, 32, 30, 27, 2) = 117 Oh hey, looks like I get some siblings.

Crag Halyv
NE Small City (Eastern Region)
Corruption +1; Crime +1; Economy +2; Law +1; Lore +0; Society +4
Qualities Magically Attuned, No Questions Asked, Strategic Location, Supportive
Danger 5
Government Autocracy
Population 9000 people (7000 tieflings, 500 oread, 1500 other)
Notable NPCs
Emily Ardensman (N Female Human Sorcerer 9/Pain Taster 3)
Galtania Ardensman (NE Female Tiefling Sorcerer 17)
Guindara Heldring (NE Female Oread Oracle 13)

Marketplace
Base Value 5200 gp; Purchase Limit 30,000 gp; Spellcasting 8th
Minor Items 4d4 items; Medium Items 3d4 items; Major Items 1d6 items

Crag Halyv is a strategically-located, heavily defended bastion of evil in the eastern reaches of the realm, located high atop a particularly active series of volcanic mountains. It's often been described as a place most people would rather not go, owing mainly to the fact that the entire city is magically attuned to the Neutral Evil plane. As a result, few pure humans are born there - instead, most births ultimately seem to wind up creating Grimspawn, Tiefling with the blood of Daemons flowing through their veins. A relatively small population of Oread seems immune to this effect (nobody is quite sure why), and they serve the city as guards and heavy laborers.

Despite its well-deserved reputation for evil, Crag Halyv is actually quite supportive of its citizens, offering them relatively high amounts of freedom and protection from outsiders. This may have something to do with the "us against the world" mentality that many of its citizens have. They don't ask visitors for information about themselves because they don't want to get closer to others.

The city is ruled by its most powerful sorceress, a daemon-blooded tiefling named Galtania Ardensman. Her main interests are protecting the city and expanding its power, and she usually does this by arranging for attacks on anyone who hasn't purchased protection from them. The fact that the city is located in a strategic, defensible spot makes it a lot harder to avoid these payments than many others would like - unfortunately, the city is a nut not so easily cracked.

Interestingly, Galtania has a human sister, a sorceress in her own right. Emily isn't as powerful as her sister, but the taint in her bloodline is pure, and the result of a daemon breeding into her family just two generations back - which would be nice for her, except for the fact that Crag Halyv has quite an obsession with daemon-touched blood. Galtania spent several years conditioning Emily to pain and blood loss, and now Emily is mostly kept in a cage in the center of town, carefully bled so the city's tiefling citizens can partake of her blood and, they hope, increase the taint their own children bear. The city taxes foreigners fairly heavily, but merchants can waive half of the normal fees if they're willing to drink Emily's blood instead. In this way, Crag Halyv works to slowly spread the taint of daemonkind throughout the land...

The oread population is led by Guindara Heldring, an Oracle of Adankora who constantly presses her kin to work harder and aim to achieve greater heights as part of their support of the city.

51 to 100 of 373 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Homebrew Challenge: Settlement Generator All Messageboards

Want to post a reply? Sign in.