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here's my contribution:
Rolling for New Settlement Fri Aug 12 2016 17:03:10 GMT-0700 (PDT)
law/chaos 3
good/evil 1
size 19
government 4
region 5
race 3
quality 1 5
quality 2 27
quality 3 2
quality 4 25
quality 5 16
New Random Settlement
Lurili
Chaotic Good Large City (Central)
Corruption 0; Crime +4; Economy +2; Law -2; Lore -1; Society +9
Qualities Cultured, Holy Site, No Questions Asked, Notorious, Resource Surplus
Danger 20
Government Council
Population 10,001-25,000 (Human)
Notable NPCs
Grand Prophet Cavel (Male Human Oracle(Occult Mystery)/7)
Marketplace
Base Value 10400 gp; Purchase Limit 75000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4
Like most cities in Rastria, the people of Lurili where suspicious of magic, but then the great propjet Cavel arrived, opening their eyes to the possibilities of magic and the teachings of the god Hael, an ancient god of magic and secrecy, along with a group of new followers, Cavel was able to usurp control of Lurili from it's previous leader and establish a new ruling council and break free from rule of their less open-minded countrymen.
Bonus: basic deity info for Hael:
Hael
CN God of Magic and Secrecy
Domains: Knowledge, Trickery, Chaos, Magic
Subdomains: Whimsy, Divine, Deception
Weapon: Bladed Scarf

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The Great Port City of Nessex
CN Large City
Corruption +0; Crime +1; Economy +2; Law +2; Lore +3; Society +3
Qualities
Insular, Resource Surplus, Cultured, Academic, Holy Site
Danger
10
Government
Autocracy
Population 21300 people (9100 Half-Orc, 5200 Human, 4000 Orc, 1300 Halfling, 1000 Elves, 300 Half-Elves, 150 Gnomes, 50 Other)
Notable NPCs
Pirate Queen, Arianna Strong-Tusk CN Half-Orc Swashbuckler 9/Draconic Sorceress 4
Tough Mayor, Balrog Killreen NG Half-Orc Adept 5/ Ranger 2
Happy-go-lucky tavern owner (The Naughty Chicken), Virgil Green N Gnome Commoner 2
Preacher of the Sea, Norris Tackleford LN Human Cleric 5
Notorious Criminal, Fishy Pete CE Slayer 4/ Gunslinger 2
Marketplace
Base Value8000 GP; Purchase Limit50000 GP; Spellcasting9th Level
Minor Items4d4; Medium Items3d4; Major Items2d4
The Great Port City of Nessex, a name proudly brought on and said around all the seas, is a free city that sits upon the Herox sea, sitting only a few miles north of the vacation town Pearl-of-the Sea. Strategically located long ago by Orchish tribes in the appropriately named Nessex Marshes, the city has flourished into a booming trade city as once former barbarian tribes began to civilize. Thus explaining for the flourishing prosperity of Half-Orcs.
The city is divided into four districts: The Blue district which houses the docks and many sailors, home to many pirate gangs and gold a plenty. The Gold Heights sit on hills overlooking the city, home to the wealthier citizenry and Gov't buildings. To the center of the city is The Commons, which house everything from brothels to theatres, and colorful merchant markets, rich off several mines that harvest precious Gems. Then lastly the Amerish Quarter, which creates the outlying perimeter of the city.
One of its most notable aspects is the famed Pillar of the Herox, a large adamantium pillar said to be blessed by an ancient god of the sea. Located overlooking the city, many seafarers visit it in hopes of it granting them luck.
Piratism is openly accepted in the city if not encouraged.

Dasrak |

Lurili
That's a good start, but you have some more work to do.
First of all, when you roll "Resource Surplus" you need to decide which resource the city has in surplus. If you're looking for some ideas, you can find a list of trade goods on the PRD. You're not limited to the trade goods on that page, so if you've got other ideas feel free to use 'em.
Second, you should fill out your exact population. Due to your rolls, you have somewhere between 10,001 and 25,000 people and they're predominantly human. It's completely up to you what racial minorities you want in the settlement, and its exact size in that size range.
Third, one notable NPC is a bit too few, especially for such a large settlement. In general, most people do at least three NPC's, and for big cities like this we've seen as many as 10. Cavel also has a few issues. He needs an alignment, and he's a bit low-level. If you notice in the "spellcasting" section of the statblock that was randomly generated, this city has access to 9th level spellcasting power. A 7th level Oracle isn't powerful enough to be notable in this city. Given how you've described him, Cavel should probably be somewhere between level 18-20, and the settlement should have other prominent figures as well.
Finally, you should describe your settlement in a bit more detail. While we've had some shorter writeups, they've all been at least one paragraph. One sentence is pushing it.
Bonus: basic deity info for Hael:
Hael
CN God of Magic and Secrecy
Domains: Knowledge, Trickery, Chaos, Magic
Subdomains: Whimsy, Divine, Deception
Weapon: Bladed Scarf
We're using deities generated in this thread for the setting. Feel free to head over there and generate your own, but like so many things in this setting you're at the mercy of the dice.
The Great Port City of Nessex
Two things to address here. First, when you roll "Resource Surplus" you need to pick what kind of resource. As I mentioned to arcaneArtist you can use the PRD for some ideas.
Secondly, the city you rolled has access to 9th level spellcasting, meaning there is a resident spellcaster of at least 17th level. That sets expectations for the levels of your notable NPC's. They don't all need to be high level, but it does established that the highest level characters in Nessex should be above 15th level. Maybe adjust your NPC levels a bit?

Dasrak |

Thanks, Dasrak.
Thanks, It's been a lot of fun for me, too. I kinda just fell into the leader position because I was the one keeping the spreadsheet (now quite a few documents) up-to-date.
By the way, if any of the regulars who contribute would like to help out with the spreadsheets and document, send me a PM and I'll see about getting you access. The only required skill is basic proficiency with spreadsheets and documents, the ability to order stuff alphabetically, and familiarity with the rules so you can spot any problems and make any minor formatting corrections.
Abundant Resource: Marble
Nice; that's a new one. I'll get those corrections on the document right away.

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Lurili errata, because i can't edit the post:
Resource Surplus: Gemstones, particularly ones resulting from irradiation or impurities such as Smoky Quartz.
Notable NPCs:
High Prophet Cavel: CN Male Human Oracle 20 (Occult Mystery)
The Herald of Corruption: N/LE Male Fetchling Vigilante 15 (Zealot of Hael)
Ralie, The Heretic: CN Female Inquisitor of Hael 15 (Heretic)
Updated Version of Hael can be found here
Population: 20,413 (exact demographics TBD)
on recent events: Hael has become corrupted by an unknown force, and is slowly twisting his church into a warped version of itself, Cavel, blinded by his devotion to his god, continues to follow the strange new commands he has been given by Hael, to the point of excommunicating Ralie, the captain of Lurili's primary inquisitor sect and guard squadron, the unseen ward, marking her as a heretic.

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College of Magical Expertise, Aldner
N Small "College" Town
Corruption -2; Crime +0; Economy +0; Law -1; Lore +2; Society -1
Qualities
Racially Intolerant- Elves
Cultured
Danger
0
Government
Magical
Population 920 People (630 Human, 180 Halfling, 100 Half-Orc, 10 Other)
Notable NPCs
Kindly Dean, Morris "The Great" Howard N Human Wizard 14
Hot Head Constable, Nick Nazerene LN Human Fighter 6/ Commoner 1
Owner of the Coy Mistress Tavern, Grog Faulk Half-Orc Commoner 4
Marketplace
Base Value1000 GP; Purchase Limit5000 GP; Spellcasting5th
Minor Items3d4 ; Medium Items1d6
Centered around Reverend Hill, the small college town of Aldner is host to the school that goes by the same name. The school itself is at the center of the town at the top of the hill, housed in what was once a castle to a long forgotten king, whose name is lost deep in the school's libraries. The town itself is rather pleasant and suffers from few to no occasions of banditry on the roads or threats from wildlife, with the roads patrolled by local militia.
The school was founded after arrangements broke down between Human and Elven mage groups, eventually leading to separation and the founding of two separate and distinct schools, Aldner being the Human founded one. This has lead to a distinct intolerance of elven kind on campus. This has not diminished the school and it ability to teach, however it has limited amount of magic provided to the general public.
The Coy Mistress is a popular Tavern for those local to the town and visitors. It's owned by Grog, a prominent member of the town, whom is the representative for the town to the school.

SunstonePhoenix |

Oh, this looks fun. I'm going to have to give it a shot. Everything below is just for my reference. I'll fix it up into a new post once I have my ideas collected.
Law/Chaos: 1d3 ⇒ 1
Good/Evil: 1d3 ⇒ 3
Size: 1d20 ⇒ 16
Government: 1d12 ⇒ 8
Qualities: 5d28 ⇒ (9, 11, 2, 28, 27) = 77
Location: 1d5 ⇒ 3
Dominant Race: 1d20 ⇒ 11
LE (Law +1, Corruption +1) Large City (Modifiers +2, Danger 10, Spellcasting 7)
Eastern Region
Core or Featured Race
Government:
Overlord (Corruption and Law +2, Crime and Society -2)
Qualities:
Holy Site (Spellcasting +2, Corruption -2)
Rumormongering Citizens (Lore +1, Society -1)
Superstitious (Law and Society +2, Spellcasting -2, Crime -4)
No Questions Asked (Society +1, Lore -1)
Deep Traditions (Law +2, Crime and Society -2)
Totals: Law +9, Corruption +3, Economy +2, Lore +2, Society 0, Crime -6

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Lucky, get to make another city.
Capitol City of the Darwish Empire, Kalrev
CE (Formerly LN) Large City Eastern Region
Corruption +4; Crime +0; Economy +2; Law +4; Lore -3; Society -5
Qualities
Defiant
Cultured
Supportive
Rumormongering Citizens
Rule of Might
Disadvantage-Oppressed
Danger
10
Government
Overlord
Population 24570 People (13340 Human, 5110 Elven, 2200 Half-Elf, 1920 Halfling, 700 Gnomes, 300 Other)
Notable NPCs
Scheming Succubus, Arna Tempor CE Succubus with Rogue 5/ Bard 8
Puppet King of Darwish Empire, Lawrence the 5th of Tiador CE Human Aristocrat 7/ Summoner 5
Best Hope at Order, Senator Travius Basil LG Elf Wizard 4/ Aristocrat 3
Mind Controlled Supreme Commander, Baron Rumsfeld Goldleaf N Halfling Cavalier 11
Ousted Mother, Queen Isabelle of Tiador N Human Aristocrat 10
Tempor's Assassin, Grey Face Peter NE Slayer 4/ Witch 4
Corrupt Constable, Stanely Woodfork Warrior 2
Crime Boss and owner of the Purple Lace brothel, Wiess Paradox Rogue 3
Marketplace
Base Value8000 GP; Purchase Limit50000 GP; Spellcasting 7th
Minor Items4d4 ; Medium Items3d4 ; Major Items2d4
Sitting far north of the Sand Sea stands the grand walls of the capitol of the Darwish Empire upon the arid lands of the Royland Plains. Here the seat of power stands for the entire Empire, but has now gone into bad times as political uncertainty and discourse has run rampant.
The city itself is over three-hundred years old, founded far before the founding of the empire. Beautiful art galleries, magnificent theatres, and buildings of fine make liter the city along its many streets. The people themselves are proud of their city and country, known for extravagant parties and devotion to political causes and many church organizations. As well, military service is rather abundant, with many viewing it as a civic duty.
Here politics takes center stage as it had for years, where even the poorest of the poor of the city take part often. Great speeches from all walks of the political orientation were spoken from the many public forums that darted the city, but that was in the past.
About two years ago after the crown prince was coronate, most if not all such were outright outlawed. Since his becoming of king, the city, and more so the empire, has fallen in to dark times. His mother ousted in exile, foreign mercenaries dragging people from their homes for believed dissent, and military fighting in wars unnecessary, not to mention suppression of several churches and groups. Such action against the countries very own constitution, but nothing has been done.
Behind this all is the King himself and his Queen to be Arna Tempor, his lover and partner in crime. Together, they wish to control with an iron fist, and bring about a nation to proclaim Hell on the material plane. Few stand in their way, beside the small contingent of dissenters. A city in need of heroes.

Dasrak |

Okay, I'm back!
Sitting far north of the Sand Sea stands the grand walls of the capitol of the Darwish Empire upon the arid lands of the Royland Plains. Here the seat of power stands for the entire Empire, but has now gone into bad times as political uncertainty and discourse has run rampant.
The Sandsea is already the name of a desert in the west. Nothing wrong if you want to create a desert in the east, but you should name it differently.
Also, don't be afraid to use high-level NPC's in big cities. You don't need to go crazy, but there's nothing wrong with having a few characters with 13-16 levels in a city this big (and to be clear, I mean PC class levels)
Otherwise, good writeup. Interesting that the Darwish Empire spans both the Eastern and Northern regions.

Dasrak |
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Alright, haven't done one in a while so here I go... oh, and before anyone remarks on it, I rolled the gender of my NPC's randomly, and after about six women I decided to stop rolling and accept that this city is a matriarchy.
Rolling for New Settlement Thu Aug 18 2016 15:03:22 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 12
government 2
region 4
race 7
quality 1 25
quality 2 1
quality 3 18
quality 4 2
Kolso Major
Chaotic Evil Small City (East)
Corruption -1; Crime +2; Economy +1; Law 0; Lore +1; Society +2
Qualities Academic, Cultured, Holy Site, Restrictive
Danger 5
Government Autocracy
Population 7840 (6,900 human, 400 gnome, 200 half-orc, 100 elf, 240 other)
Notable NPCs
Yudra Vanchest NE Female Human Psychic 17
Nuthalle Becheren CE Female Human Cleric of Tiyena 16
Vorhest the Irredeemer CE Female Gnome Antipaladin 14
Lagrindther NE Female Adult Nightmare Dragon Psychic 5
Eonnus the Concealer LG Female Half-Orc Eldritch Trickster Rogue 13
Dasshus the Mad CN Female Halfling Oracle 18
Zechre Deathshadow TN Female Human Wizard 3 / Cleric of Shask 3 / Mystic Theurge 8
High Lord Ciela Berlus II CE Female Human Aristocrat 9
Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6
The city of Kolso was once one of the great metropoli of the world and the seat of the now dissolved Kingdom of Heuroia. The events that lead to the city's sundering are not entirely clear. Historical accounts report of some kind of battle taking place at the Cathedral of Divine Wisdom. Mere minutes after this commotion was noticed, a cataclysmic tremor shook the city and a great fissure centered on the Cathedral tore the city in half.
The rift still exists today, separating the former city of Kolso into two halves. The rift is 300 feet across even at its closest point, and its depth is indeterminate as it pierces planar boundaries in places along its precarious descent. This side of the city is called Kolso Major, being the larger half of (what remains of) the original city.
Since the great fissure formed, the city has undergone a transformation for the worse. Cultists pledging allegiance to all manners of depraved deity and otherworldly entities have found a home here, and power-hungry mages are drawn to the tales of arcane power easily found in this place. The royal line of Heuroia was murdered within a year of the event, plunging the kingdom and city into chaos from which the ruling Sisterhood of Seven was born.
The Seven Sisters were a group of powerful women who seized control of Kolso Major. Each one pledged allegiance to a different god or otherworldly power. The sisterhood is united only by the inscrutable desires of their patrons, and tend to have little love for each other. While each of the original sisters has since passed from this world, either through age or violence, they are always swiftly replaced by another powerful woman pledged to the same patron. At any time a "High Lord" rules the city. This position is chosen by the seven to be someone who does not threaten them or the welfare of the city. The position is almost always a woman, and the last male High Lord reigned more than century ago.
Yudra Vanchest is the first of the seven. She represents an unnamed malevolent entity that maintains a number of active cults within the city and throughout the surrounding lands... and each knows their master by a different name. Despite being generally recognized as the most powerful of the seven, Yudra faces the most onerous fate; each and every one of her predecessors has had their mind and soul devoured by their patron after failing it one too many times. She alone knows how many times she's failed thus far... and how many chances she has left.
Nuthalle Becheren is the second of the seven, and a priestess of Tiyena. Tiyena's representative on the seven is generally the most short-lived and destructive, but Nuthalle has had a longer run of it than most of her predecessors. It's only a matter of time before her goddess' reckless desires end in her death.
Vorhest the Irredeemer is the third of the seven, and serves a demon lord known as Ruchal. Vorhest and her patron delight not in wanton destruction or inflicting suffering on others, but through their actions convincing others to deliver such wounds for them. They are schemers by their nature, building elaborate plots within plots to turn the righteous against the innocent and lay low the hubris of any rival.
Lagrindther, fourth of the seven, is a dragon literally shaped from the tortured nightmares of the souls unfortunate enough to fall into the domain of her mistress, the corrupt and capricious fey spirit known as Noiress. Noiress is trapped in the boundaries between worlds, but while the great chasm of Kolso allowed her a degree of influence beyond her prison she is not yet free. In this respect, her immediate agenda is more obvious than that of the other patrons of hte seven.
Eonnus the Concealer is the fifth of the seven and faithful of Sil Carrellon. She is one of the few individuals actively trying to make life better in this broken city. She is keenly aware that there are forces at work here far beyond her ken and that her predecessors have met with terrible fates for turning over the wrong stones. For now she is focused on the down-to-earth matters of helping the people of the city, but like all those before her she cannot resist the call to greater action. Interestingly, Sil Carrellon is the only patron deity of one of the seven that never appoints clerics.
Dasshus the Mad is the sixth of the seven and worshiper of Eindur. The Cathedral of Divine Wisdom was originally dedicated to the mad god before his mind was fractured, and was subsequently repurposed towards other less insane gods. His faith has resurged in the city since the schism formed. Dasshus is particularly mentally unstable, even for a follower of Eindur, but her mind is also capable of piercing many mysteries that the sane struggle with.
The last of the seven is Zechre Deathshadow. Although she is a cleric of Shask, this god is not the patron of seventh seat. The patron is one of the incarnations of death itself, calling herself Phoxin. Zechre's devotion to Shask does not appear to be at conflict with her cooperation with Phoxin as her patron. She and her predecessors are responsible for much of the undead presence in the city. She recently replaced the longest-serving of the seven, a Lich Cleric of Sarlindur who recently met her final death after nearly two centuries of plotting in Kolso. Zechre has maintained good relations with the church of Sarlindur in her newfound position, and has used its cults throughout the region to further the influence and spread of undead.
Though the city is quite dangerous, its fractured nature prevents it from posing a direct threat to its neighbors. In particular, Kolso Minor is only separated by a few hundred feet of perilous chasm. The city has shrunk further since the schism, but still remains large and threatening... and those who remain tend to wield great powers. The current High Lord is Ciela Berlus II, who is the first High Lord in the city's history to have succeeded her own mother. Whether this becomes a trend or simply one of many strange deviations in the long chain of rulers the city has had remains to be seen.
The ruins of the Cathedral of Divine Wisdom still stand on the Kolso Major side of the divide. The are surrounded on all sides by a sheer drop into the abyss below, and those who wish to explore the expansive ruins - which run deep underground - must first cross a treacherous and narrow walkway approach. The Cathedrel has special significance to the Sisterhood of Seven, and it is considered neutral ground between them.

Dasrak |
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The east is shaping to be a multitude of this hat is city-states.
I noticed that. I originally wanted to make a settlement that was part of an existing kingdom or empire, but I didn't feel like creating a new one so I just went independent.
Anyways, let's see where I'm going today:
Rolling for New Settlement Sat Aug 20 2016 11:05:59 GMT-0700 (PDT)
law/chaos 2
good/evil 2
size 14
government 5
region 1
race 2
quality 1 11
quality 2 26
quality 3 19
quality 4 25
Cael Thos
True Neutral Small City (North)
Corruption +1; Crime -3; Economy +1; Law -1; Lore +1; Society +11
Qualities Cultured, Defiant, Superstitious, Supportive
Danger 5
Government Council
Population 6,700 (3,400 Human, 1,400 Half-Elf, 900 Dwarf, 700 Elf, 200 Changeling, 100 other)
Notable NPCs
Captain Maurrlin Nornshin LN Male Human Fighter 12
Nikkal Behrvon TN Male Human Cleric of Sterahsi 7
Creesin Daermoth NE Female Human Unchained Rogue 4 / Fighter 7
Merchantmaster Birk Keethon TN Half-Elf Alchemist 8
Denn Henshus CE Elf Fighter 1 / Wizard 5 / Eldritch Knight 4
Mayor Illian Dinthos LE Female Half-Elf Monk 10
Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 4th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6
Cael Thos has been part of the Kingdom of Stahlund for close to a century now. While the people here do appreciate the safety provided by the kingdom and accept the taxation to pay for this, they resent the decrees of the king and the ruling council is always thumbing their nose at his authority. While this has never become egregious enough for the king to order the council disbanded, it has more than a few times placed the city in a difficult situation.
The people here have an intense distrust of magic. The surrounding wilderness is home to a cabal of hags that have tormented Cael Thos and the outlying villages for generations. Spellcasters in general face immense distrust here, and those who do find themselves welcomed have to prove their trustworthiness.
Cael Thos has been home to elven and human populations for some time, leading to a relatively large half-elf minority. Only a few of the elves are still old enough to remember the once-hidden kingdom of Nurisca that now lies in ruin. If there are still hidden elven cities that survived the onslaught they are well-concealed. The remaining elves are now scattered across the north.
The city is ruled by a council elected by the landowners every seven years. Each landowner is allowed to vote for as many candidates as they like, and the five candidates with the most votes in total win seats on the council. The candidate with the most votes total becomes mayor. The current mayor is Illian Dinthos, who has become a local hero for her reputation of tracking down and slaughtering hag covens. Her long-term goals are seeing to an independent Cael Thos, but the time is not ripe to act on that.
Cael Thos is situated only five hundred feet from the Lake of Frozen Dreams. The people know better than to build their homes along the lake shore; the lake is normally safe, but every so often a thick and imposing fog rolls in and those who become caught in it are rarely seen again. Once the fog clears, the people are free to once again launch their boats to trade and fish along the lakeshore.

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Rolling for New Settlement Sat Aug 20 2016 17:11:30 GMT-0700 (PDT)
law/chaos 2
good/evil 3
size 6
government 2
region 3
race 3
quality 1 1
quality 2 16
quality 3 7
Niruntia
Neutral Evil Large Town (West)
Corruption +1; Crime 0; Economy +1; Law 0; Lore +2; Society 0
Qualities Academic, Prosperous, Resource Surplus (Tlenicen)
Danger 5
Government Autocracy
Population 4,500 (3,000 humans, 1500 ratfolk)
Notable NPCs
+Prince of the Eight Banners Lurken Thakai (NE Human Psychic/11)
+Marzoban (LE Ratfolk Alchemist/14)
+High Harvester Lokir (NE Human Aristocrat/7 Wizard/6)
Marketplace
Base Value 2600 gp; Purchase Limit 15000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4
One of the southernmost cities of the Darwish Empire, Niruntia has proven itself to be incredibly prosperous. The long growing season (combined with an ingenious Cyclopean irrigation system) ensures a bountiful harvest of the narcotic Tlenicen.
The ostensible regulator of the trade is Lurken Thakai, chosen scion of the eight noble families that vie for power in the courts and backalleys or Niruntia. Well aware of the fragility of his position, he has turned the city into a library on the occult to enhance his own powers. Working with him is Marzoban, who rumor has it has poisoned more than one upstart seeking to be above their station.
High Harvester Lokir is in charge of the euphemistically named "Spicers Guild," which serves as both regulating the pesh trade and brutally quelling any dissent, real or imagined. The albino has proven to be staunchly incorruptible, frustrating agents of the noble houses.

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Rolling for New Settlement Sat Aug 20 2016 17:11:30 GMT-0700 (PDT)
law/chaos 2
good/evil 3
size 6
government 2
region 3
race 3
quality 1 1
quality 2 16
quality 3 7Niruntia
Neutral Evil Large Town (West)
Corruption +1; Crime 0; Economy +1; Law 0; Lore +2; Society 0
Qualities Academic, Prosperous, Resource Surplus (Tlenicen)
Danger 5
Government Autocracy
Population 4,500 (3,000 humans, 1500 ratfolk)
Notable NPCs
+Prince of the Eight Banners Lurken Thakai (NE Human Psychic/11)
+Marzoban (LE Ratfolk Alchemist/14)
+High Harvester Lokir (NE Human Aristocrat/7 Wizard/6)
Marketplace
Base Value 2600 gp; Purchase Limit 15000 gp; Spellcasting 6th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4One of the southernmost cities of the Darwish Empire, Niruntia has proven itself to be incredibly prosperous. The long growing season (combined with an ingenious Cyclopean irrigation system) ensures a bountiful harvest of the narcotic Tlenicen.
The ostensible regulator of the trade is Lurken Thakai, chosen scion of the eight noble families that vie for power in the courts and backalleys or Niruntia. Well aware of the fragility of his position, he has turned the city into a library on the occult to enhance his own powers. Working with him is Marzoban, who rumor has it has poisoned more than one upstart seeking to be above their station.
High Harvester Lokir is in charge of the euphemistically named "Spicers Guild," which serves as both regulating the pesh trade and brutally quelling any dissent, real or imagined. The albino has proven to be staunchly incorruptible, frustrating agents of the noble houses.
Two thumbs up. Darwish is looking like a kingdom in need of some heroes. To help, I imagine the Empire as being in the north west of sorts, most of it being in the west while small forts and holdings in the north. These small colonies being separated by The Sea of Ice, something I made up. Greek influences in architecture but very greatly from town to town in feel.

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Rolling for New Settlement Wed Aug 24 2016 18:14:08 GMT-0700 (PDT)
law/chaos 2
good/evil 2
size 20
government 4
region 1
race 18
quality 1 21
quality 2 4
quality 3 9
quality 4 19
quality 5 1
quality 6 17
Verdovia, seat of the Stahlish Throne
True Neutral Metropolis (North)
Corruption +6; Crime +4; Economy +4; Law +4; Lore +6; Society +7
Qualities Academic, Magically Attuned, Rule of Might, Rumormongering Citizens, Supportive, Wealth Disparity
Danger 10
Government: Council
Population: 28,000 (15,000 Tieflings, 7,000 Humans, 3,000 Dwarves, 8,000 Other)
Notable NPCs
+King Moratol VII of Stahlund (LN Venerable Human Exploiter Wizard/20)
+Esteemed Chancellor and Duke of Lower Targhuz Zenthur Hohenz (CN Tiefling Sorceror/16)
+[i]Steward Uuhtred (NG Yeti Skald/13)
+Guard Captain Lamosht (TN/NE Tiefling Vigilante/14)
+Princess Karsona "Scarface" of the Old Watch (CG Tiefling Barbarian/17)
Marketplace
Base Value 19200 gp; Purchase Limit 120000 gp; Spellcasting 9th
Minor Items all available; Medium Items 4d4; Major Items 3d4
The Kingdom of Stahlund was founded 726 years ago out of the ashes of the Grajjanto Empire when Moratol I and his fellow slaves took over the city with assistance from Nasquba. Renaming it Verdovia (Stahlish for New Hope), Moratol's followers soon claimed territories of their own, swearing fealty to him on the condition that the High Council would get to elect each king in succession. Moratol accepted. Since then, it has been discovered that the borders between our plane and Hell grow thing at Verdovia (possibly due to Nasquba's influence), and the city has become a haven for those wishing to study conjuration and the lower planes.
The Grand Council is made of those who have proven their worth to the Kingdom, usually in the field of battle, as well as the current King.
-King Moratol VII of House Hapsbeber usurped the kingdom several years ago from the now-deceased Leningen II. His mind is slowly slipping, and the palace can be found with countless nobles seeking election as the next King.
+Zenthur Hohenz serves as the King's regent for his loyalty during the recent war with Targhuzia. A shrewd diplomat, Zenthur wishes the Kingdom to return to Tiefling rule. That he happens to be a tiefling is...entirely coincidental.
+Steward Uuhtred is a noble exiled from the Yeti Confederation (as the Stahlish call it), and her skill with numbers has ensured she is in charge of the day-to-day operation of the city. Whether due to her kind nature or her lack of hereditary bonds, her charitable rule has been a boon to the people of Verdovia.
+Captain Lamosht continuously comes into conflict with Uuhtred due to his corruption of the previous Steward. Although ostensibly the voice of law and order, he also stalks the streets nightly as a worshipper of Tiyena, setting the tenements alight.
+Karsona "Scarface" is the eldest daughter of former King Leningen, known as Scarface due to losing half of her face in a border conflict with the Darwish. She serves as Lady of the Old Watch, a holy order of Blastari that works to fight the encroaching threats of Izreus and Gor Makon. Rumor has it that once Moratol dies, Karsona will attempt to lead her troops to seize the throne for herself.
The city is built into Mount Grajja in the Dwarven style of architecture, with wealthier districts closer to the peak. Centuries of corrupt rule has left the lower districts in squalor and filth while the upper ones grow ever more opulent. Every Lord owns a small estate near the peak, and their families live there year-round (a way to ensure otherwise rebellious vassals stay loyal to the crown.)
Having trouble copy-pasting this'un into the document. Is something with the template not right?

RDM42 |
Rolling for New Settlement Thu Aug 25 2016 12:47:00 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 17
government 3
region 1
race 13
quality 1 25
quality 2 26
quality 3 4
quality 4 28
quality 5 15
New Random Settlement
Chaotic Evil Large City (North)
Corruption +3; Crime +1; Economy +2; Law +6; Lore +2; Society -2
Qualities Cultured, Deep Traditions, Defiant, Magically Attuned, Militarized
Danger 10
Government Autocracy
Population 10,001-25,000 (Core or Featured)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 9600 gp; Purchase Limit 60000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

RDM42 |
1 person marked this as a favorite. |
Rolling for New Settlement Thu Aug 25 2016 12:47:00 GMT-0700 (PDT)
law/chaos 3
good/evil 3
size 17
government 3
region 1
race 13
quality 1 25
quality 2 26
quality 3 4
quality 4 28
quality 5 15
New Random Settlement
Chaotic Evil Large City (North)
Corruption +3; Crime +1; Economy +2; Law +6; Lore +2; Society -2
Qualities Cultured, Deep Traditions, Defiant, Magically Attuned, Militarized
Danger 10
Government Autocracy
Population 15,000 (human), 6,000 other, mainly slaves.
Notable NPCs
Autarch Alexi Vemrin of Skall - wizard 17.
Warlord Velex Karin - Skald 17.
Marketplace
Base Value 9600 gp; Purchase Limit 60000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4
In Mavarath, all rule is with an iron fist - but the fist - the fist always changes. As long as can be remembered, Maravath has been ruled by the strongest, the mightiest, the best. These things are defined by who wins the grand tournament - a sort of Olympic Games of rule. Everything from pure arena combat, to art, to tactics. There are many rules, and one of the most important rules is that cheating is absolutely legal and expected as long as you don't get caught. Maravath is known for its large and very capable military - an elite force capable of hitting well above its size which in contrast to the chaotic nature of the beast of government there is highly organized an efficient. So much so that when the city seems about to go off the rails, many times they have organized a coup and immediately scheduled a new games to set a new government. Many times has a would be Tyrant of Maravath attempted to remove this governor from their ability to rule, and many times have they been deposed despite seeming invulnerability. Maravath looks out for Maravath, and its citizens outside of the military look out manly for themselves.
Maravath is known for its exquisite music, it's marvelous art - art in the blood - it's fascinating architecture - soaring coliseums and grandiose monuments to individuals. Its disturbing but moving plays. The deep traditions of Maravath are that everything is negotiable, you have what you hold and you keep what you kill. Slavery is legal - if the slave values freedom enough he will free himself and protect the freedom he has won. Many others want the support of Maravath's army - few want to deal with its Autarch. It is calling up a demon of the abyss and asking it to behave.
Recently - over the last few decades Maravanth has captured and maintained control over a number of nearby towns moving from a dangerous city state to a burgeoning kingdom.
(Open to suggestions for editing or connecting to the existing north)

RDM42 |
Well, I can easily see them being their own power budding and starting up that nooone quite wants to deal with. Just thought I would throw that out there and see if anyone thought differently.
I had to think about how to marry deep traditions, defiant and cultured with Chaotic Evil.
Makes for an odd place.

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It doesn't seem Darwish. As it state, it is its own city state.
Speaking of Darwish, it is not nessarily pinning for the blue eyed glory race. If anything, it is rather imperial, but is suffering from a growing rot and uncertainty.
"Ever-lovin' blue-eyed" was a Fantastic 4 reference. Tis how the Thing describes himself.
Rot and uncertainty: Maniaron in a nutshell. :)

Dasrak |
1 person marked this as a favorite. |

So... Darwish Empire?
Rolling for New Settlement Thu Aug 25 2016 19:39:36 GMT-0700 (PDT)
law/chaos 3
good/evil 2
size 4
government 3
region 3
race 3
quality 1 21
quality 2 7
Hallsheadt
Chaotic Neutral Small Town (West)
Corruption 0; Crime +1; Economy +1; Law +2; Lore +1; Society -2
Qualities Prosperous, Rule of Might
Danger 0
Government Autocracy
Population 700 (420 Human, 80 elf, 200 half-elf)
Notable NPCs
Lord Bain Laxath CN Male Human Fighter 9
Proprietoress Jinsyla Vehrheart TN Female Half-Elf Bard 10
Sindley Calvers CN Female Human Rogue 7
Marcie Nahuney CG Female Half-Elf Alchemist 8
Turshin Burkalos NE Male Human Cleric of Arkatos 7
Marketplace
Base Value 1300 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --
Hallsheadt is a small but prosperous town in the Varlshad province of the Darwish Empire. Situated not far from the Blue Knight's Road, traders often make the detour here to partake in Hallsheadt's offerings... many of which are less than legal in the empire. A generous helping of bribes has kept the empire out of Hallsheadt's affairs and allowed it to become a hub of "entertainment" in the region.
One of the largest attractions in Hallsheadt is the Bloodstained Monastery. The "worship" that goes on here are gladiator matches, administered by Thurshin Burkalos. Most of the gladiators are slaves made to battle, but Thurshin also allows for locals to challenge each other to honor duels here. Entry fees vary depending on the quality of the fighters, and free fighters of particular skill can earn a commission.
Others come to visit one of the inns on the red lamp street. Unlike the inns in the other parts of town, these ones offer a very different kind of service. The largest of these taverns is the Broken Heart, owned by Jinsyla Vehrheart. She is notable not only for the large number of men and women in her employ, but also those indebted to her. Despite her ill repute, she is responsible for cleaning up this particular "profession" in Hallsheadt. Children no longer ply the trade, and those who find themselves deeply in debt can find more choices than just the gladiator pits or the red lamp street inns to pay them off. However, she is still a businesswoman first and foremost and always ensures she gets her dues.
Another prominent business owner is Marcie Nahuney, who operates an apothecary and makes a good living providing treatment for intimate afflictions that are common on the red lamp street. Turshin Burkalos is another frequent customer, as he likes to stay well-stocked on curatives. Marcie has no love of Turshin, and not the least because of her disapproval of his activities. Turshin uses his leverage in town to pressure her into giving him special discounts on her wares, which he then resells for a profit. Those who buy potions from the monastery are really just getting Marcie's work and giving a cut to Turshin.
Sindley Calvers runs a team of pickpockets that targets travelers that are wandering through. When particularly juicy marks arrive she will often stake them out personally, staging elaborate distractions as she makes her move for particularly noteworthy valuables. She dabbles in virtually any kind of crime, but avoids violence whenever it's possible.
The rancorous town is difficult to keep any semblance of order in, but nothing works better than a good sword hand. The hereditary Barony has been vacant for decades now, and the "Lord" is whoever can maintain the respect of the various different powerbrokers in town. That currently is Bain Laxath, a former gladiator who won his freedom and then the town as a whole. Though not particularly bright, he knows not to upset a good thing. He acts only if the status-quo is being upset, and collects money to pay the town's taxes and bribes that are necessary to avoid scrutiny. He otherwise lets the locals do as they wish. Talk of late is that Laxath is getting soft in his 'old age', but as yet none have sought to challenge him.

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Casa de los Perdios
TN Small Town; East
Corruption +4; Crime +2; Economy +2; Law -6; Lore +1/-3; Society -1/+3
Qualities
Wealth Disparity
No Questions Asked
Danger0
GovernmentSecret Syndicate
Population 1450 people (800 Human, 300 Elves, 200 Dwarves, 80 Gnomes, 50 Half-Orcs, 20 Other)
Notable NPCs
Captain of the Bloody Harlot, Jacob Kurby NE Human Swashbuckler 8
Captain of the Defiant Sheep, Nick The Razor CN Human Rogue 3/ Wiz 7
Owner of the Rowdy Dandy, Mary Red N Changeling Bard 10/ Witch 4
Dread Pirate Robb of the Terror of the Sea NE Dwarves Anti-Paladin of Molly Cali 12
Lily Green Finger Cruz, Captain of the Sparrow and owner of the Shark Tooth General Store NG Elven Alchemist 9
Marketplace
Base Value 1000gp; Purchase Limit 5000gp; Spellcasting4th
Minor Items3d4; Medium Items1d6; Major Items
Will add info for it soon!

Goth Guru |

I'm going to add to the random qualities.
1d34 (or 1d100/3 rounded up)
1 = Academic
2 = Holy Site
3 = Insular
4 = Magically Attuned
5 = Notorious
6 = Pious (pick a religion with the same alignment as the community)
7 = Prosperous
8 = Racially Intolerant (pick a race)
9 = Rumor Mongering Citizens
10 = Strategic Location
11 = Superstitious
12 = Tourist Attraction
13 = Mythic Sanctum
14 = Darkvision
15 = Militarized
16 = Resource Surplus (pick a commodity)
17 = Wealth Disparity
18 = Restrictive
19 = Supportive
20 = Adventuring Site
21 = Rule of Might
22 = Artifact Gatherer (pick one: magical, technological, psychic)
23 = Timid Citizens
24 = Broad Minded
25 = Cultured
26 = Defiant
27 = No Questions Asked
28 = Deep Traditions
29 = Subterranean (Usually between the surface and underdark)
30 = Planar intersection (Merchants and and diplomats will protect their gates from being closed)
31 = Hyperspace off Ramp (There's a place in the sky over it that makes it easy for spaceships to arrive and depart)
32 = Refuge (Escaped slaves, undead, and cursed monsters are welcome, if they behave)
33 = Resident God or Gods (like Canterlot)
34 = Built on top of a prison(Don't wake the Terask!)
Restrictive could be expanded. 01-Restricted spellcasting.
2-No churches, shrines, or outsiders allowed.
3-No Tech(Sorry androids)
4-Strange rules(Leash laws, no signing, dancing, joking, or rhyming, ect.)

Dasrak |

I'm going to add to the random qualities.
Homebrew settlement qualities are out of the scope of this project, so we won't be using any of your additions. Sorry about that. There's nothing wrong if you want to do something like that for your own project, but the random tables for this project will be sticking to Paizo-published settlement qualities.
Speaking of which, if anyone can find more Paizo-published settlement qualities I'd love to add them to the random table. Adventure Paths in particular seem to be a treasure trove, and any additional settlement qualities would be great to spice things up a bit.

RDM42 |
1 person marked this as a favorite. |
Rolling for New Settlement Sat Aug 27 2016 16:39:10 GMT-0700 (PDT)
law/chaos 3
good/evil 2
size 20
government 1
region 4
race 12
quality 1 16
quality 2 25
quality 3 15
quality 4 13
quality 5 11
quality 6 12
Amaran
Lawful Good Metropolis (East)
Corruption +2; Crime +1; Economy +5; Law +9; Lore +5; Society +3
Qualities Cultured, Militarized, Mythic Sanctum, Resource Surplus, Superstitious, Tourist Attraction
Danger 10
Government Autocracy
Population 89,000 (70,000 Human and 10,000 dwarf, 9,000 other)
Notable NPCs
Kazarabet of the White Eyes, female human Oracle(ancestor) 18 - mythic(heirophant) (tier 4)
Narim the white, trusted of Kazarabet. Male Dwarven sorcerer 12, celestial bloodline.
Marketplace
Base Value 19200 gp; Purchase Limit 100000 gp; Spellcasting 6th
Minor Items all available; Medium Items 4d4; Major Items 3d4
The shining city of Amaranth and its collection of smaller surrounding cities is the last remaining redoubt of the once large Empire of Sarinal - a shining jewel of a city rising both high into the air and deep under the ground, where a deep vein of the rare metal Mithral is still mined by the dwarves below. The city preserves all vestiges of Sarinal culture it can find - and presents them in great museums and halls which people come from miles away, even through the dangerous east, to see.
The larger empire itself fell, so it is said, in the depths of ancient history to betrayal by a cabal of mages - and to this day there is an inherent distrust of the arcane that is only begrudgingly overcome. The tattered remnants had been in decline for some time until in recent decades there has been a resurgence led by Kazerabet of the White eyes - a now legendary blind oracle seemingly well on the way to deific status - as those following her are granted spells of their own for their faith - who came out of nowhere and rapidly ascended to chief council - and has garnered the cooperation of many nearby small towns who were in its heyday part of the empire. By many it is rumored that she herself is the offspring of a god - and the question is rife, then, as who this mysterious parentage may be. She seems to have restored their pride in themselves, and their once proud military tradition has become so again, as the generals have had a resurgence of recruits. Amaranth stirs, and darkness worries.

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1 person marked this as a favorite. |

Adendum for Casa de los Perdios
About seven hours from the port city of Nessex lies a five mile island in the Sea of Herox is the small island town of Case de los Perdios, or more aptly named in the common tongue "Home of the Lost". Its original name has been lost for some time that not even the elven settlers whom came many years ago remember.
What could be said is that it was once a port for the old and near gone empire that sits across the sea. As the empire fell into decay, the small island town was on its own. It was eventually that pirates would claim the city for themselves with little to no resistance. With the pirates in control, it quickly grew to be a another haven for privateering.
The town is run by a group of several pirates and business owners, whom keep the town in order to some extent, known simply as the Black Flag Association. While their aims are all different and motives ranging from sinister to good, they all collectively see the town as their mark on the world, their own Nessex. Only few know the actual members whom are part of the council, and it is something they like to keep anonymous.
Perdios is divided into three districts, the slums, the pirate section, and the old quarter. The pirate quarter sits right on the docks, and straddles and bleeds into the slums. There isn't much difference between the buildings of the two, a mix of the old clay with new timbers. Pirates however stay out of the slums for fear of dealing with the unseen enforcers of the Association. The old quarter is where wealthier captains and the old wealthy families reside. Here buildings are kept in order reasonably, and the rowdiness of the pirate quarter and the downtrodden slums fade to a more refined area.

Goth Guru |

Goth Guru wrote:I'm going to add to the random qualities.Homebrew settlement qualities are out of the scope of this project, so we won't be using any of your additions. Sorry about that. There's nothing wrong if you want to do something like that for your own project, but the random tables for this project will be sticking to Paizo-published settlement qualities.
Speaking of which, if anyone can find more Paizo-published settlement qualities I'd love to add them to the random table. Adventure Paths in particular seem to be a treasure trove, and any additional settlement qualities would be great to spice things up a bit.
That's fine. I'll start another topic, maybe.

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Dasrak wrote:That's fine. I'll start another topic, maybe.Goth Guru wrote:I'm going to add to the random qualities.Homebrew settlement qualities are out of the scope of this project, so we won't be using any of your additions. Sorry about that. There's nothing wrong if you want to do something like that for your own project, but the random tables for this project will be sticking to Paizo-published settlement qualities.
Speaking of which, if anyone can find more Paizo-published settlement qualities I'd love to add them to the random table. Adventure Paths in particular seem to be a treasure trove, and any additional settlement qualities would be great to spice things up a bit.
Yea, that would be good. House-Rule settlement modifiers would be another good one.

RDM42 |
1 person marked this as a favorite. |
Marblingden
Chaotic Neutral Metropolis (South)
Corruption +2; Crime +6; Economy +6; Law +2; Lore +1; Society +10
Qualities Adventuring Site, Darkvision, Holy Site, Prosperous, Resource Surplus, Timid Citizens
Danger 10
Government Council
Population 25,000
20,000 Svirfneblin, 4,000 dwarves, 1,000 others.
Notable NPCs
Demwan Harsk, Cleric 17 of Arkesht, LN Deep Gnome
Marketplace
Base Value 20800 gp; Purchase Limit 200000 gp; Spellcasting 9th
Minor Items all available; Medium Items 4d4; Major Items 3d4
The Deep City of Marblingden is practically a holy site for deep gnomes - Svirfneblin, mostly escaped from servitude to the deep kingdoms of the Duregar. The City is 'ruled' if a city such as this can be called ruled at all, by a council composed of individuals from various parts of the city. It lies deep underground, accessible from the surface only through a single river going underground, the approach heavily guarded.
The city was founded, so the story goes, by an early Deep Gnome traveler who first came upon the molten vein of Adamantine that lies at the center of the city - known as Arkesht's Forge. A place Holy to him, at least in ancient times. The surrounding area has ancient runes in Gnomish and Dwarvish, runes carved from floor to ceiling with holy texts. It is at this place the the head Councilor, Demwan, makes his home. The city has become a site of pilgrimage for any interested in the deep history of Dwarves from the surface, who form expeditions into the wilder areas deeper into the caves below to search out precious artifacts and history, or more carvings in the deeps and the many labyrinthine caverns below. Its presence on one of the only active sources of Adamantine in Maniaron as well as other metal deposits have made the city very prosperous. Despite this prosperity the citizens are mostly very timid and keep to themselves - the large number of former slaves are quiet and prefer keeping to themselves.
Its governmental council can only loosely be called a government at all - it mainly exists to settle trade disputes and to organize defenses for the city. Apart from that, the city largely runs itself.

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Rolling for New Settlement Fri Sep 02 2016 17:18:29 GMT-0700 (PDT)
law/chaos 2
good/evil 2
size 2
government 1
region 3
race 15
quality 1 6
quality 2 19
New Random Settlement
True Neutral Small Town (West)
Corruption 0; Crime 0; Economy 0; Law 0; Lore +2; Society +2
Qualities Pious, Supportive
Danger 0
Government Autocracy
Population 201-2,000 (Core or Featured)
Notable NPCs
John Doe TN Male Human Commoner 1 / Expert 1
Marketplace
Base Value 1000 gp; Purchase Limit 5000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 1d6; Major Items --
Will add more later

RDM42 |
1 person marked this as a favorite. |
Carosst:
Neutral Evil Small Town (West)
Corruption +1; Crime 0; Economy +1; Law -2; Lore -2; Society +5
Qualities: Militarized, Strategic Location
Danger 0
Government Council
Population 500 Centaur (Your choice of Paizo-published)
Notable NPCs
'General' Sterock, LE Centaur Cavalier 12.
Marketplace
Base Value 1100 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --
******
Carrost is as much a military camp as a town - perched right on one of the major trade routes through the western regions, this group of Centaur soldiers has thrown its allegiance in with Saveanth-Li in a rather shocking move. The town, such as it is, is rather large in terms of area covered, but well fortified and defendable. So far they have merely been collecting tithes from those who wish to pass through and sending some oof the money back to Saveanth Li - but there are worries they may be the first step to something larger.

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Carosst:
Neutral Evil Small Town (West)
Corruption +1; Crime 0; Economy +1; Law -2; Lore -2; Society +5
Qualities: Militarized, Strategic Location
Danger 0
Government Council
Population 500 Centaur (Your choice of Paizo-published)
Notable NPCs
'General' Sterock, LE Centaur Cavalier 12.Marketplace
Base Value 1100 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --
******Carrost is as much a military camp as a city - perched right on one of the major trade routes through the western regions, this group of Centaur soldiers has thrown its allegiance in with Saveanth-Li in a rather shocking move. The city, such as it is, is rather large in terms of area covered, but well fortified and defendable. So far they have merely been collecting tithes from those who wish to pass through and sending some oof the money back to Saveanth Li - but there are worries they may be the first step to something larger.
It says it's a small town, not a city.

Vutava |

[dice=law/chaos]1d3 Lawful
[dice=good/evil]1d3 Neutral
[dice=size]1d20 Large City
[dice=government]1d12 Autocracy
[dice=5 qualities]5d28 Rumormongering citizens, Pious(Vuni), Notorious, Prosperous,Broad-Minded
[dice=region]1d6 East
[dice=dominant race]1d20 Tiefling
Is this one going to be expanded? Because I'd like to see more.