Homebrew Challenge: Settlement Generator


Homebrew and House Rules

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Liberty's Edge

1. Mythic Sanctum is (I believe) from Distant Shores, NQA from Iron Gods, and Defiant from Hell's Rebels.

2. Dasrak has a link somewhere in here that will generate a bunch of it in one click.

Happy settlementing! :)


lucky7 wrote:

1. Mythic Sanctum is (I believe) from Distant Shores, NQA from Iron Gods, and Defiant from Hell's Rebels.

2. Dasrak has a link somewhere in here that will generate a bunch of it in one click.

Happy settlementing! :)

They're all documented in the instruction document.

Once again, if anyone has any Paizo-published sourcebooks or adventures that contain settlement qualities, governments, or disadvantages that I'm not aware of, please let me know so I can add them to the document and the list of qualities that can be generated from.

The Exchange

Is there a list of all the places thus far presented by the community?


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Theliah Strongarm wrote:
Is there a list of all the places thus far presented by the community?

In both document and spreadsheet format.


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

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


Goth Guru wrote:

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

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

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


I got an Email. Different branch of Paizo or something.
Since it's off topic I will send you a direct message.


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Okay, so it's nothing we said. We're all cool then :-)

Rolling for New Settlement Tue Oct 04 2016 12:04:29 GMT-0700 (PDT)
law/chaos 3
good/evil 2
size 3
government 5
region 1
race 3
quality 1 20
quality 2 17

Vullick
Chaotic Neutral Small Town (North)
Corruption +2; Crime +1; Economy 0; Law -2; Lore -1; Society +6
Qualities Adventuring Site, Wealth Disparity
Danger 0
Government Council
Population 1,800 (900 Human, 200 elf, 200 dwarf, 200 gnome, 100 halfling, 200 other)
Notable NPCs
Anand Greisecus CN Female Human Occultist 11
Derebin Losseng TN Male Human Rogue 9 / Ranger 1
Sirdrith Othephelion NE Male Elf Magus 10
Morven Yeode CG Male Dwarf Hunter 10
Jill Slandergreet CN Female Gnome Bard 10
Marketplace
Base Value 1000 gp; Purchase Limit 7500 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

It was only a few scant years ago that Vullick was little more than a tiny village of a few dozen goatherds. The people here made a meager subsistence, relying on trade with the occasional caravan that passed through for supplies. One day an adventurer named Anand Greisecus arrived with a caravan. Strangely, her party stayed in the village when the caravan moved on and began making expeditions into the nearby mountains. They stayed throughout the winter, and mostly kept to themselves. The locals found their rare interactions agreeable and profitable, as the adventurers routinely overpaid for basic goods. Come the spring the adventurers left with the first caravan headed south.

The villagers believed they'd heard the last of Greisecus and her band, but they were proven wrong when six months later she arrived with a workforce nearly three-hundred strong. The locals, outnumbered by these foreign arrivals, were powerless to object as they carved a road deep into the mountains and began the excavation of the lost city of Vulhorune.

Rumors of the incredible archeological find has attracted hundreds of would-be prospectors to Vullick. With their own wealth well in-hand, Greisecus and her colleagues have taken defacto control over the burgeoning town of Vullick and regulated access to the most prominent dig sites. While adventurers who are willing to undertake more risky contracts can earn a large percentage of their finds, the average worker is paid very little for their work. Despite this there is an almost unnatural determination among these poor and downtrodden folk, a feeling that they're always one step away from the find that will change their lives forever. Much of this feeling is driven by the Bard Jill Slandergreet, a master crowd worker and the fifth member of Greisecus' party (though her official capacity in the town is not actually common knowledge).

In the makeshift work camps of Vullick one can find countless workers in various different levels of spirit. Diet and sanitation are poor, money is tight, but things never get bad enough for them to rise up against the ruling adventurers. The inner town, protected by its walls, is where the rulers, their associates, and other important individuals reside. The streets here are cobbled, there is a proper tavern and food available here, although virtually everything has a 50% markup over standard pricing. Relatively few merchants deal in magical weapons, as most are turned over to the ruling five who then discreetly ship them out of town for sale in more profitable markets.

The goatherds who lived in Vullick originally are still here, subsisting as best they can with all the restrictions on the roads and passes placed by the new rulers. As the work camps shift the goatherds move as well to keep their distance from these foreigners, awaiting the day this all finally dies down and they can reclaim their former way of life. Thus far the lost city seems to be only partially tapped, and there are many years of exploration ahead beneath the treacherous mountains.


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

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

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

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

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

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


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Alright, just got my settlement roll done. Here it is.

Umbral Hold
Neutral Evil Large City (South)
Corruption +1; Crime +1; Economy +1; Law +2; Lore +2; Society +4
Qualities defiant, insular, mythic sanctum, no questions asked, strategic location
Danger 10; Disadvantages heavily taxed
Demographics
Government autocracy
Population 20,000 (7,000 fetchlings, 5,000 humans, 3,000 elves, 1,000 halflings, 1,500 half-elves, 1,000 tengu, 1,500 other)
Notable NPCs
Shadowlord Xokur (LE male old fetchling oracle (bones mystery) 15/heirophant 5)
General Tukrovv Donarus (LE male half-elf fighter (two-handed fighter archetype) 12/ranger (urban ranger archetype) 3)
Councilor of the Hold Ovuurani Donarus (LN middle-aged female elf wizard (universalist) 9/aristocrat 1)
Rebel Leader Korizunra (CG female tengu oracle (battle mystery) 7/ninja 4)
Crime Hunter Orbraa (NE female minotaur barbarian (invulnerable rager archetype) 6)
Herald of Chains Eroxta (LE middle-aged female fetchling cleric of Khaivara 13)
Marketplace
Base Value 8,000 gp; Purchase Limit 25,000 gp; Spellcasting 5th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

In the Valley of the Hidden, a stretch of mountains with various wide paths so deep that sunlight rarely passes into, lives the little known city of Zkriier (an Alko term roughly translated to "kingdom"), better known though in legend as the Umbral Hold, named for its unique placement in one of the middle sections of the mountains that connect all of the larger paths together.

Originally nothing more than a large, well hidden fetchling city that provided information of the well known trading cities of the south, it stood for nearly 20 years with relatively little happening; many traders of the fetchlings were born and raised here, and they feel like this city, despite being on the Material Plane, is relatively similar to their origin of the Shadow Plane. It was originally ran by a mayor voting system, with the main focus on the politics being on the economy, trading, and preventing and punishing those who commit crimes. However, during one voting session, the candidates were suddenly found to be assassinated-rather brutally, as they were portrayed in the city with spikes impaled in their bodies, and hanging from walls with chains embedded in their eyes-a practice of fetchling worshipers of Khaivara to humiliate ones enemies. Fear started to spread through the city, as no one could identify who was this assassin.

He soon revealed himself, as the self-proclaimed lord of the Hold-the Shadowlord Xokur, a fetchling who had disappeared from the city roughly 14 years ago due to mysterious circumstances. Having returned to the Shadow Plane, and venerating Khaivara, he went into the Inner Sea region and began to draw a cult following in a unique form of worship-unlike most followers of Khaivara, Xokur and his cult venerate their goddess for giving strength by feeding off of the fear of their enemies.

Without a true councilor, the city attempted to go into protesting, with some of the more ill-tempered and impatient members attempting to assassinate the Shadowlord. One such assassin was Lotaricca, a tengu ninja who's grandparents had followed the original founders of the city as bodyguards. Enraged that the city her ancestors helped build is being overruled by a tyrant, she sneaked into his home with full intent on poisoning him. What she didn't realize was that he could quickly turn the shadows against her-for he had the power of a heirophant, meaning that his worship had rewarded him with nearly god-like powers. The next day, Xokur proved his mythic strength to the population by using the shadows to hunt down and mutilate a good number of the protesters who wished him dead-all in front of the entire population. A large number of these were tengu, but both elves and humans also ranked in the murder. As another form of punishment for this act, the tengu were moved to the Everdark Allies, an abandoned lower section of the city that serves as part catacombs, part dungeon, and part slum, while the majority of the elves, half-elves, halflings and humans were enslaved, while only a few selected high ranking fetchlings were immune to a law that forced a good number of the fetchling population into a low class position in society. Why the halflings, who were mainly innocent in these protests, became so heavily punished is a mystery, though many claim that the Shadowlord is a pure racist, even to his own kind. He also enlisted a law that allowed some of the monstrous residents of the city's abandoned sections-dark nagas, minotaurs, and vegepygmies-full rights as citizens, with most of the higher ranked aristocrats, soldiers, head merchants, and Darkland traders being from these monstrous races.

However, despite this, Xokur was smart enough to know that he cannot always reveal himself to the public-he may be powerful, but he was far from immortal or invincible. Thus, he had his guards capture Ovuurani Donarus, a elven woman who was once a teacher to the wizard school before it was shut down and converted into a church of Zon-Kuthon. She despised the Shadowlord, for her human lover was one of the candidates assassinated by him, and spat a large number of profanities about him. The Shadowlord, however, played with her emotions as he made a deal-if she would become his speaker for his actions and laws, he would allow the church to convert a small building nearby into a new, abliet more restricted and heavily watched, wizard school; if not, he would have his guards assassinate every arcane spellcaster and their families in cold blood, including her half-elf son Turkovv Donarus who was only 10 at the time. Reluctantly, the elf agreed, but with the promise that she and her son would stay in the Shadowlord's building from protection against those who opposed him and his followers. He agreed, and the half-elf was protected from any harm; but within 30 years, she had discovered that while she was busy with Xokur's demands, the Shadowlord had her son trained into becoming the general of his guards. While she cannot do anything to stop her son from obediently following his demands of execution and hunting down the rebel group, she loathes the fetchling even more for brainwashing her son. What she doesn't know is that Turkovv is not brainwashed, but instead has accepted his role in the Shadowlord's command with a soul of iron and a heart of ice.

The rebellion, a small group compromised of the entire tengu population (or what's left of it), as well as some elves, half-elves and humans who had escaped slavery and oppression. Their leader, Korizunra, is a tengu with a love of freedom, but a true hatred of corruption and shadows. Although he had hated the Shadowlord since he took control, it wasn't until his mother was murdered, and his people's population was either exterminated or exiled as punishment, is what made him wish for nothing more than the death of it's now heartless leader. Although many attempts at assassination have failed (either due to the Shadowlord itself or his followers), Korizunra is determined to believe that, one day, Xokur's confidence and bloodlust will leave him vulnerable. And when that day comes, the light shall break through the shadows.

May not have entirely followed what I was given, but I just had the idea of an autocracy governed by a powerful warlord.

EDIT: Found out that we're using deities from the Patheon Generator, so I fixed it and replaced Zon-Kuthon with Khaivara


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


Oh dang. Alright I'll edit that real quick, my bad.

Alright, got that done, and now rolling for a new settlement:

Law/Chaos 1 (Lawful)
Good/Evil 1 (Good)
Size 10 (Large Town)
Government 8 (Overlord)
Region 3 (East)
Race 17 (choice of any Paizo-published race without racial hit die; choice: Aasimar)
Quality #1 1d100 [52]/3 rounded up=17 (Wealth Disparity)
Quality #2 1d100 [46]/3 rounded up=15 (Militarized)
Quality #3 1d100 [6]/3 rounded up=2 (Holy Site)

Huh, rather easy to work with. This shouldn't take long.


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


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

Yup, I've got the document and spreadsheet all up to date. We're up to 64 settlements, by the way. The table of contents alone runs two pages!


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I've read up on the document and the spreadsheet, and I have an idea for what I've come up with and haven't seen any others who are too similar to my idea so I'll post it now; if there already has been a settlement made similar to mine I'll just make another settlement.

Iaroki
LG Large town (East)
Corruption +2; Crime -2; Economy +0; Law +7; Lore -2 (low wealth society)/ +2 (high wealth society); Society -3 (low wealth society)/ -7 (high wealth society)
Qualities holy site, militarized, wealth disparity
Danger +5
DEMOGRAPHICS
Government overlord
Population 3,200 (1,743 aasimars, 1,256 kobolds, 200 dwarves, 1 silver dragon)
Notable NPCs
High Champion Vortlayr (LG male aasimar paladin of Sallashil 6/holy vindicator 4)
Young Guardian Xillosphosil (LG very young female silver dragon)
Holy Artist Yod (CG male kobold sorcerer (maestro bloodline) 4/bard 3)
Saurian Tamer Luvrai (NG female aasimar druid (saurian shaman) 6); Wyrmhorn (N triceratops companion)
Draconic Scion Vrouk (LG male kobold sorcerer (draconic-silver) 8)
Opprestionist Durcos Blizzardbane (CE male dwarf inquisitor of Hakath 5/ranger (skirmisher) 3)
MARKETPLACE
Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 7th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Bordering on the western edges of petty Dwarven kingdom of Etag Ogred lies the large town of Iaroki, a Celestial term translated to "hopeful". Once a bustling mining town named Crokin's Gotter-Dwarven for "dreamer's gold field"-filled with nothing but dwarves, they clashed greatly with a kobold tribe named the Iron Souls, named for their full devotion to the draconic goddess Sallashil and their reverence for the light over the shadows. Despite this, the dwarves believed that the kobolds only pretended to be faithful to a good deity to fool them into letting their guard down; so at first, they welcomed the kobolds into the town, only to trap them and murder them, as well as sending in scouts to crush hatchlings and eggs. The leader, a powerful draconic disciple named Taux, called to the Heroic Wyrm for help from his people's oppression before having his head removed with a dwarf's axe.

She answered, with sending a silver dragon named Alliaroki and a holy army of aasimars who followed the dragon as their leader. For several months, they attempted to have the dwarves stop their cruel actions through diplomacy, but each kind word only had a new kobold impaled on a spike on the town's walls. When that wasn't enough, the leader of the dwarves, a hard headed and cold blooded individual named Krisha Blizzardbane, decided to show them just how much they were willing to exterminate the entire tribe-they began to impale live kobolds onto the spires, including innocent hatchlings. This was the final straw for the captain of the holy army, a gruff aasimar named Vortlayr, demanded the dragon to seize the city. Although she did not want to start a small war, Alliaroki was well aware that she was called here from her goddess Sallashil to "save the innocent from oblivion" and soon, within the next day, she flew around the town, destroying the northern and eastern walls with ease; her army of 4,000 aasimars charged into the city.

What the holy army thought would be a quick skirmish, they were shocked to see that already 400 of their numbers dropped from crossbow bolts. The dwarves had anticipated an attack, and have prepared with the entire population of the city-3,000 dwarves-equipped with heavy armor, rapid firing crossbows, enormous earth breakers, and lead by worshipers of Rothlar with their spike chains and their divine magic of fear. The dwarves even resulted in dirty tactics, including throwing innocent kobolds at the holy army as living shields. However, despite this, the battle was still over relatively swiftly, lasting only a few hours before the majority of the dwarves will either killed or restrained. The surviving Iron Souls clan members only ranked around 500-a shockingly small number considering that, before the dwarves settled in the area, their numbers ranked in these mountainous areas of up to 6,000. Even worse, out of the survivors, only 10 were adults, with the rest being hatchlings barely old enough to know how to fight. Regardless, the surviving dwarves were imprisoned, with Vortlayr seizing the city in the name of Sallashil. Alliaroki was pleased with this, only to be struck a critical blow to her heart from a giant spear throwing seige weapon-fired by Krisha herself. In a rage, the druid of the army, a young but brash aasimar girl named Luvrai, ordered her triceratops companion, a white frilled individual named Wyrmhorn, to gore the dwarf. She openly welcome the dinosaur's horns into her chest, spitting her last words:

"Best for a dwarf to die in honor than to surrender to dragon worshipers...!"

Despite the best efforts from the clerics and oracles, Alliaroki was dying, and she knew it. She felt that her duty was complete, and that now her knights and priests must take charge in watching the town and seeing that the people of Sallashil-the Iron Soul kobolds-would never be oppressed or be driven to extinction, and to watch her only child, a flighty, curious but good-hearted wyrmling named Xillosphosil. The next day, the wyrm was buried in the old tunnels where the Iron Soul tribe once lived, along with the dead kobolds and aasimars. The tunnels were sealed away, as Vortlayr had made it a martial and religious law that the tunnels are now a holy site, and visiting it on unwanted permission and vandalism is forbidden.

10 years later, and the town, now renamed Iaroki in memory of the dragon who led the holy knights to saving the kobolds, is now a religious site for Sallashil, with worshipers of the Heroic Wyrm traveling to give prayers and blessings. It's one of the few cities that have kobolds in high numbers, and due to worshiping Sallashil, they are a peaceful and simple folk who try to cause as little trouble as possible. However, one thing that visitors will take notice of is that all aasimars are relatively rich-no doubt due to the gems mined from the dwarves-and that the kobolds have no true income, even though they do have work and are payed with food. The kobolds seem to pay no mind to this, as they are living the same as they were before the holy knights arrived, only this time with guardians and more space. Indeed, a good number of the "leaders" of the kobolds have taken to the arts, as it is shown the most with the twin sons Yod, a free spirited and hyperactive poet and singer, and Vrouk, a stern but loyal draconic sorcerer and priest to the church of Iaroki.

The aasimars, in contrast, are either soft spoken or extremely strict, especially with Vortlayr being so demanding and quick tempered that his leadership is almost to a degree of being classified as a holy dictator-shortly after Alliaroki's death, he had ordered the execution of every dwarf that was imprisoned, only for some of the aasimars to question him. In response, he cut off these aasimars' ears and forced them to wear a necklace with their severed ears as a sign of not listening to his commands. Unfortunately, some of the prisoners have escaped-while many were captured and execution via beheading, 8 still remain at large. The most wanted though is the son of Krisha, Durcos Blizzardbane, who was trained himself to not only be a kobold hunter, but a devoted inquisitor of Hakath. He plans to kill Xillosphosil, now a young wyrm, and Vortlayr before convincing a nearby band of dwarven thugs to swarm the city to not only take the riches of the town, but to also vandalize the name of Sallashil and kill a kobold or two dozen.

For some of the NPCs of our settlements, should we suggest another thread that involves the statistics for these NPCs? Not like every one that each person submits but those that they want to work on? I thought it could probably expand a bit more on this.


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


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Sorry, I rolled with my dice
It's in the west, built over ruins, and the primary race is Kitsune
Biramoto
NE Large City
Corruption +3; Crime +3; Economy +3; Law -2; Lore +2; Society +10
Qualities
Adventure Site [Terrain Bonus]
Broad-Minded
Defiant
Holy Site
Notorious
Prosperous
Danger +20
Government Council
Population 21,500 (12,000 Kitsune, 3000 Human, 2500 Elf, 1500 Half-Elf, 1000 Gnome, 1000 Dwarf, 500 Drow)
Notable NPCs
Masauchi Yuki, Kumicho Take Kumo Guki LE Female Kitsune Rogue 9
Nanba Hoso TN Female Kitsune Wizard 19
Yonezu Takaie, Kumicho Kuroi Okami Kai NE Male Human Swashbuckler 8
Alice Ashford LG Female Elf Paladin 14
Maeno Yutori, Kumicho Midori Sasori Kai LN Female Elf Investigator 10
Marketplace
Base Value 12800 gp; Purchase Limit 125000 gp; Spellcasting 9th
Minor Items 4d4; Medium Items 3d4; Major Items 2d4

Built into the ruins of an ancient city-state that fell prey to the inevitable outcome of Tippy-Syndrome (Everything goes boom when you start a magical cascade failure in such places] in an attempt to wrest their secrets from scattered fragments and death traps, Biramoto is a blob-shaped wedge in the north end of the ruins; crawling up tall walls, growing inside half-fallen towers, delving into the basements and service corridors... And building over the streets. In many places you really can't even see the sky for the buildings above you.
Shortly after being founded and gaining small town status, Biramoto got taken over by rival Yakuza gangs. Currently, there are 3 gangs:
Take Kumo Gaki (Bamboo Spider Association), lead by Masauchi Yuki; Kuroi Okami Kai (Dark Wolf Association), lead by Yonezu Takaie; and Midori Sasori Kai (Green Scorpion Association), lead by Maeno Yutori. The three lead a council that makes the laws and tries to collect taxes ("Donate to your city! You never know how unsafe these buildings are!"); they're joined by 3 businessmen and 2 clerics.
Acting as a force to understand the ruins (and try to apply the principles herself) is Nanba Hoso, the only power center that everybody agrees to not kill or harass. It was she that identified this city as the probable birth place of an Eastern faith, leading to a holy mission of 200 faithful lead by the Paladin Alice Ashford (Give her a god!). Said holy mission is to create a cathedral over the point of probable first worship, and to bring some righteous justice into the lives of these criminals. Alice guesses that the place her cathedral will be around the teleport circle on the outskrits of the town, as that one connects to a half-forgotten building of her home cathedral (It also connects back).

Thanks to the massive ruins (125 square miles of city, and who knows how many towers and basement levels), and a working teleportation circle, Biramoto draws adventurers and trade like crazy. Many have even tried to create rival settlements, but the magically created monsters usually get them. And if those don't... Well, ruins are dangerous places to live after all.

The Exchange

Is there a map of where all this is located?


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


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

If a map was to be made the first business would be to list the geographical features already mentioned and anything known about their positions In relation to each other.


RDM42 wrote:
Civil Engineer Moon wrote:
No, but if would like to make a map proper, that would be excellent. Look to the resources present on the first page. Don't be afraid to make a settlement yourself, join the party.
If a map was to be made the first business would be to list the geographical features already mentioned and anything known about their positions In relation to each other.

I have the feeling that the size of this landmass/continent will be similar to Asia-not exactly like Asia in looks, but in similar size.


KoolKobold wrote:
RDM42 wrote:
Civil Engineer Moon wrote:
No, but if would like to make a map proper, that would be excellent. Look to the resources present on the first page. Don't be afraid to make a settlement yourself, join the party.
If a map was to be made the first business would be to list the geographical features already mentioned and anything known about their positions In relation to each other.
I have the feeling that the size of this landmass/continent will be similar to Asia-not exactly like Asia in looks, but in similar size.

Heck, it's not even necessarily one continent. For instance, a lot of northern cities are coastal, so it's possible that the region is actually an archipelago without any single dominant land mass.

West and Central are the best developed areas currently, with many settlements cross-referencing each other and nearby geographical features. I'd say if you wanted to make a map this is definitely the place to start. I've done a rough sketch of where I think different settlements area in this region; I think there are enough details to start piecing stuff together there.

The other areas are less defined right now. We know a bit about the north and south, but not enough to start placing settlements relative to each other. East is still a complete mystery, with relatively few geographic features that are shared between settlements.


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


One more settlement for me to work (for now)

law/chaos: 1d3 ⇒ 2 Neutral
good/evil: 1d3 ⇒ 2 Neutral
size: 1d20 ⇒ 17 Large City
government: 1d12 ⇒ 1 Autocracy
quality 1: 1d28 ⇒ 18 Restrictive
quality 2: 1d28 ⇒ 27 No Questions Asked
quality 3: 1d28 ⇒ 5 Notorious
quality 4: 1d28 ⇒ 12 Tourist Attraction
quality 5: 1d28 ⇒ 7 Prosperous

region: 1d5 ⇒ 2 South
race: 1d20 ⇒ 3 Human

Hmm...I'll have something up.


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

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


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

If you'd like to help with the documents, then I'd be happy to give you edit permissions. Send me the email address you use to log into Google Docs, and I'll get that set up.


nationalsfan195@gmail.com


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


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Civil Engineer Moon wrote:
Once in, Ill bold out any geographic that I can find.

You should have access now.

When adding new settlements to the documents, remember to update both the document and the spreadsheet. Use "heading 2" formatting style for the settlement name in the document, then hit the refresh button on the table of contents when you're done.


As a note on geography, for some reason I picture the eastern coast having a concave curve to it. Feel free to use or ignore that idea.


What I've stripped out of the east geographically:
Vast plain
Coast with several large cities
A chain of active volcanic mountains
A giant swamp presumably near both bodies of water and mountains where a certain group of dwarves were exiled from
The rift at Kolso
Amaran with its Mithral mines and dwarves is perhaps somewhere near the aforementioned mountains the other dwarves were exiled from.
You have "the eastern isles' beyond Mellora, off the coast some distance given the distance of Mellora itself from the coast.


Should also look for geographic features from neighboring areas that might 'match up' a vast plain in the central region might bleed into the vast plain in the central or some such.


West

Tranquility lake,
Sand sea desert
The milder "golden rocks' at the northeast of said sand sea.
In the west there is both a coast and a 'sea of ice' which is possibly near the northernmost reaches of the western coast?


I'd like to talk a bit about a geographical feature I created for the first settlement I made-located in the South, the Valley of the Hidden.

With it's physical description, it runs the central, northern and eastern part of the Southern regions, and it's a series of canyons that are connected together like multiple rivers. I know I said mountains before, but when making them up, I was thinking that they were more like gigantic canyons that have depths for several miles underneath the surface of the other continents. At the bottom of many points in these canyons are portals that connect the Material Plane with the Shadow Plane-which is why many points are actually much darker than normal, and it explains why fetchlings are common in that area (along with other creatures common in the Shadow Plane).

Inspiration wise, the Valley of the Hidden is inspired by the Darklands-only instead of being subterranean areas, I was thinking of making them into chains of mountains/canyons that have habitats for creatures living in darkness or dim light. They are also loosely inspired by the Mariana Trench, as I can imagine that many parts of the Valley would be unexplored, thus making some people thinking on what exactly lurks inside the deepest parts of the canyons.

Just letting you guys know about the geographical features of the Valley of the Hidden. Contact me if you have any more questions.


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


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Hmm...perhaps the canyons could hold something like a rain shadow effect on the southern area? Like how south of the Himalayas is the tropical India, while north of it is much colder?

Anyways, got my 3rd settlement up (yet another large city-hopefully my next role will be smaller).

Cetraiatex
TN Large city (South)
Corruption +1; Crime +3; Economy +4; Law +1; Lore -6; Society -3
Qualities no questions asked, notorious, prosperous, restrictive, tourist attraction
Danger 20; Disadvantages oppressed
Demographics
Government autocracy
Population 25,000 (20,000 humans, 3,000 ratfolk, 2,000 half-elves)
Notable NPCs
Head of the Courts Xoviaa (LN middle-aged male human aristocrat 14/bard 6)
King of Thieves Zatook (CE male human rogue (unchained) 8/fighter 4)
High Demi-Priest Aligorai (CG female celestial half-elf sorcerer (celestial bloodline) 6/oracle (heavens mystery) 3)
Slumlord Ts'kuu (CN male ratfolk alchemist 10)
Marketplace
Base Value 8,640 gp; Purchase Limit 100,000 gp; Spellcasting 7th
Minor Items 4d4; Medium 3d4; Major 1d4

Located in the drier parts of the Southern regions, near the Plains of Grandia, lies the large city known as Cetraiatex, often nicknamed the City of Trades and Tricks. A large and bustling city, it gets its name for being a hub of trade from other parts of the world, with many foreigners moving here to make better profit of of their goods; despite the wide cultural diversity, the city is still primarily dominated by humans, with half elves and ratfolk being the only other races living within the city walls. It was thought that, during its beginnings, the city was welcome to other races, but when cultural differences between other races clashed, all who dared show racism were banished from the city. After this, the autocratic council enlisted the "Trading Rights", a series of laws regulating the rights and wrongs of the city's view of trading-with many of their laws centered around how one may not deny the rights to trade for any reason that does not hamper profit; for instance, a boy wishing to sell his old donkey to a farmer may not be denied profit due to personal opinions of the boy or the donkey.

Despite this major trade, many who move into the city will quickly learn that thieves lurk around the shadows, waiting for the perfect moment to pickpocket an unsuspecting tourist. These thieves receive little punishment however, usually a few days in the dungeon or put into labor work for a short amount of time; due to this, most thieves have to gauge how much it is worth it to steal from a merchant. Yet the worst of the thieves in the cities are the "plagiarists"-thieves who steal the items of others only to give them to other merchants for sale, often increasing the prices of such items for ridiculous amounts of gold. For instance, a normal shortsword will often be painted gold and sold as if it was an adamanite sword, or an animal will be sold with fake horns and wings as if it was a "never before discovered familiar". Such thieves are often executed, for one of the Trading Rights harp on how "to steal from one and sell it as your property is worse than stealing from one and keeping the item for yourself".

Religion wise, the autocratic council-ran by various politics with one of its members voted to represent the head of the council every few years-has no negative views on religion, as long as they do not hamper or harm any form of trade. Thus, while Adankora may have a church focusing on gathering knowledge and experience, the worship of Chatru is forbidden, as her practice encourages fighting against ones allies and kin. Deities that focus on community, partnership, and creativity are often welcomed in the city, with many of its good-aligned deities worshiped at the Church of Many Wonders, a huge cathedral ran every 30 years by a head priest known as the High Demi-Priest; currently, an eccentric and caring half-elf named Aligorai is the High Demi-Priest of the Church, and is open to those who travel for her services or to those who seek redemption.

Half-elves are normally the assistants or apprentices of various human merchants, while a few sell their own resources, mainly in the form of mounts, leather or clothing. Ratfolk are the primary merchants who sell various alchemical and medical supplies, with each ratfolk focusing on a different resource (e.g. one might sell alchemical resources for crafting alchemist bombs, while another will sell various anti-venom).

Liberty's Edge

On geography: there is a yet-unnamed mountain range in the North which includes Verdovia and Targhuzia.


Depend Ng on the geography,the unnamed mountain range could be a continuation of a central one - we probably don't want all big geographical features ending neatly at regional borders.


On mobile but I have made a slight mistake on my entry of Iaroki; the CE dwarf should have 3 levels in the infiltrator ranger archetype, not skirmisher. If someone can fix that I would appreciate it.


RDM42 wrote:

What I've stripped out of the east geographically:

Vast plain
Coast with several large cities
A chain of active volcanic mountains
A giant swamp presumably near both bodies of water and mountains where a certain group of dwarves were exiled from
The rift at Kolso
Amaran with its Mithral mines and dwarves is perhaps somewhere near the aforementioned mountains the other dwarves were exiled from.
You have "the eastern isles' beyond Mellora, off the coast some distance given the distance of Mellora itself from the coast.

Having such a description of each regions in the document would help immensely. Also maybe with a shorthanded list of settlements (Name, type, alignment, dominant race) per region.


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

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


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Maybe we need a wiki...


Not a bad idea.


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Any Razorback mountains yet?
Lots of wild boars in the valleys.:)

Dark Archive

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Greetings, long time no write. Sorry for the absence, interference from the Abyssal forces of chaos tampering with my time and devices. I've returned to see the desire for a wiki rekindled. I said before I'd be happy to work on a wiki, and if no one has started already, I will begin work on that project.

I will probably start with the pantheon and work out from there. I will try and keep you all posted with my progress. Any and all recommendations/advice/concerns welcome.


Any progress?


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Rolling for New Settlement Tue Nov 01 2016 15:19:24 GMT-0700 (PDT)
law/chaos 2
good/evil 3
size 5
government 8
region 3
race 18
quality 1 30
quality 2 10

Marucross
Neutral Evil Small Town (West)
Corruption +3; Crime -2; Economy +1; Law +2; Lore +1; Society -2
Qualities Long Memory, Strategic Location
Danger 0
Government Overlord
Population 1,700 (1,300 Gnoll, 400 other)
Notable NPCs
Dur Canir LE Female Gnoll Slayer 12
Saru Suntin NE Male Gnoll Ranger 9
Ben Brukot LE Male Gnoll Cleric of Arhu-Makht 8
Tur Cardum CE Female Gnoll Kineticist 9
Marketplace
Base Value 1100 gp; Purchase Limit 5000 gp; Spellcasting 4th
Minor Items 3d4; Medium Items 1d6; Major Items --

Only a century ago the militant Zaratid Empire stretched across the Sandsea. Today it has collapsed into a disorganized mess of squabbling city-states. The Zaratid Empire was never the most stable, always balanced on a knife's edge between the tensions of its human and gnoll population. It was by their cooperation that the empire had been built, and through their duplicity that it was undone. Many of the cities of the Zaratid now lie in ruins, and those that remain are squabbling independent city-states.

It was in that treacherous time, amidst the chaos of the Zan Zakud mutiny, the Curadiin purges, and Emiraban invasion, that much of the empire's gnoll population was forced into exile. They dispersed across the Sandsea. Many died in the unforgiving desert, while others were drawn into the vicious war as either bandits or mercenaries. The toll on the gnolls of Zaratid was harsh, but there appeared to be hope. Zan Zakud was overthrown and replaced by the charismatic general Gur Vantid, who returned to the southern Sandsea with his legion in the hopes of forging a new peace. Gur Vantid gathered his scattered people, forged new alliances, and amassed an army far greater than any other in the region at the time. He would reunify the humans and gnolls, make peace with Emiraba, and restore order to the empire.

Gur Vantid's dream was quashed when his allies betrayed him in the battle of Dubban. One betrayal lead to another as non-gnoll commanders saw the winds turn against Gur Vantid. While the gnoll commander would personally survive, all hopes for the gnoll people were thoroughly slain. The remaining gnoll forces fled, many to the closest stronghold to the disastrous battle site, Marucross. The Emiraban army would eventually sweep across the region, but was never able to capture Marucross. The original Emiraban commander assigned to capture the settlement couldn't find it, and subsequent attempts to take the settlement once the Emiraban frontier had engulfed it were disasterous. The one successful attempt to take the settlement proved futile; the gnolls fled into the foothills and cut off supply lines, making occupation impossible.

Today, Marucross is home to far fewer gnolls than at its post-war height. The surrounding lands can support only a meager resident population, and the majority of gnolls born and raised here must take up mercenary work, banditry, or the slave trade. Their settlement is not officially recognized by Emiraba, but in a modern context their services as mercenaries are necessary to secure the expansive frontier border. The total gnoll population in the surrounding region is difficult to estimate, but is likely still in the tends of thousands. At any given time there is almost never more than fifteen hundred gnolls in Marucross, and a significant portion of its population at any time are slaves.

For their part, the gnolls have little trust of outsiders. They are surrounded by the successors of the very traitors who destroyed Gur Vantid's dream. Emiraba and the human city-states are dealt with on a mercenary basis, but the gnolls have no trust for them and these people are never allowed into their stronghold. Foreigners with no affiliation with these enemies fare better with the gnolls, and smugglers and slave traders often find themselves welcome here - provided they have something of value in exchange.

Marucross is ruled by Dur Canir, who claims to be the great granddaughter of Gur Vantid. While the legitimacy of her claim is questionable, her rulership of Marucross is uncontested and the gnoll clans throughout the region regard her as the supreme ruler, coming before her court for arbitration. The gnolls here take great pride in their court and maintaining the preceedings of a Zaratid court.

The lands surrounding Marucross are rugged, hilly, and make approach incredibly difficult. The fortifications are battered from battles now decades old, but the gnolls are hardened veterans from a lifetime of mercenary work. With Emiraba increasingly disinterested in the region that is so expensive to control and the human city-states more disorganized than ever, it is doubtful that anyone could dislodge the gnolls now even with their modest garrison.


I wonder where Emiraba's interests now are?

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


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

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

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

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

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

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

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

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

Liberty's Edge

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Rolling for New Settlement Tue Nov 08 2016 13:30:57 GMT-0800 (PST)
law/chaos 3
good/evil 1
size 7
government 5
region 2
race 10
quality 1 29
quality 2 26
quality 3 21

Xoxoucayotl
Chaotic Good Large Town (South)

Corruption 0; Crime +1; Economy 0; Law 0; Lore -3; Society +4

Qualities Defiant, Rule of Might, Subterranean
Danger 10
Government Council
Population 2,642 (2,500 Humans, 42 Dark Folk, 100 Other)

Notable NPCs
Atempanecatl Achcautli the Blind (CG Old Male Human Brawler 10)
Atempanecatl Chicawa the Bold (CN Female Human Ranger 8)
Atempanecatl Itzli the Fierce (CN Middle-Aged Male Human Barbarian 8)
Elder Coxcatl, Speaker For the Ancestors (NG Venerable Female Human Oracle 10)
Ambassador Xil (CN Dark Stalker Rogue 4)

Marketplace
Base Value 2000 gp; Purchase Limit 10000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

The pale-skinned Axtlaca people are a peculiarity in the southern lands of the former Telzuchin empire, physically resembling none of the neighboring peoples and traditionally keeping to their own small communities scattered across the hill country pm the western edge of the Telzuchin Jungle. According to their oral histories, they once lived as slaves in a lightless underworld, serving a hideous race of subterranean beings whose name is lost to living memory. After throwing off their chains in a titanic battle merely hinted at in their oldest epics, the Axtlaca made a harrowing journey through a vast maze of caverns before finally emerging on the surface world. At the cavern mouth where they emerged, they constructed a great walled city, which they called Xoxoucayotl, meaning "Freedom From Bonds" in their native tongue.

Those who scoff at the legends of the Axtlaca would be shocked to learn that Xoxoucayotl is very much real, and stands to this day, although to describe it as a great city would be an overstatement. When the Axtlaca emerged on the surface world, they found that the light of the sun was too bright for them to bear, and so they established a crude settlement of rough-hewn stone in a vast cavern just beyond the sun's reach. When their children, exposed to the light of day from a young age, proved able to function on the surface, most left the city behind to make a new life for themselves in the world beyond. A minority, however, remained behind to help care for the older generation and keep watch over the tunnels from which they had escaped. It was this second generation who sealed the passage linking Xoxoucayotl to the underworld with a thick wall of unmortared stone, leaving only a narrow passage wide enough for a single human adult to pass, which they blocked with a great stone wheel.

Today, the stone and brick structures in which the people of Xoxoucayotl dwell are a far cry from the crude hovels of their ancestors, though the settlement has continued to dwindle over time and currently more than three-quarters of its buildings are abandoned and in various states of disrepair. The remaining inhabitants scrape out a living herding livestock on the mountain slopes beyond the mouth of their cavern home, and consider it their sacred duty to guard the stand ready in case their ancient masters decide to come calling one day.

Although the people of Xoxoucayotl are not especially warlike, they are always ruled by a triad of their most capable warriors, known as the Atempanecatl, or "high captains." This tradition is believed to date back to the original rebel leaders who won the freedom of the Axtlaca in bloody combat. In order to be considered eligible to become one of the Atempanecatl, a warrior must journey alone through the door of the stone wheel and slay one of the hideous monsters that dwell in the caverns beyond. Bringing back a trophy from any appropriately dangerous-looking beast is acceptable, but the larger and more impressive the kill, the better.

Any warriors who have thus proven themselves have the right to challenge one of the Atempanecatl to single combat in order to take their place. If the challenger is of sufficient character, the challenged Atempanecatl is greatly impressed by the trophy they brought from beyond the wheel, or if the incumbent has simply grown old and feels that they cannot stand against the challenger, they may decide to yield before the duel begins. Otherwise, the combatant who first surrenders or is rendered unable to fight on is declared the loser, and the winner takes a seat with the other Atempanecatl.

The current Atempanecatl are Achcautli the Blind, the eldest sitting member of the council, who continues to defend his seat in spite of having lost his sight years ago, Chicawa the Bold, who goes on regular forays beyond the wheel for the sheer joy of the hunt, and Itzli the Fierce, a brutal and little-loved warrior who has had to defend his position more times than any other sitting Atempanecatl. The Atempanecatl are advised by a council of revered elders, the most prominent of whom is Elder Coxcatl, who holds the title of "Speaker for the Ancestors" and acts as the primary keeper of Xoxoucayotl's oral history.

Competing with the council for the attention of the Atempanecatl is Xil, a Dark Stalker who acts as an ambassador from a nameless nation of Dark Folk who are Xoxoucayotl's primary trading partners. The Axtlaca of Xoxoucayotl regard the Dark Folk as "cousins," and their legends suggest that the two races toiled together as slaves before casting off their chains. At any given time, there may be dozens of dark folk in town, though most stay only long enough to conduct whatever business they have with the local humans. For the most part, this business consists of trading refined metal, rare stones, and alchemical ingredients from deep underground for lumber, wool cloth, and various surface-world foodstuffs.

In addition to the dark folk, members of a number of more-or-less civilized subterranean races can be found in town, as well as a few immigrants from the surface world who have found their way to the secluded mountain region where the entrance to Xoxoucayotl is located. Outsiders are generally made to feel welcome, as the people of Xoxoucayotl are always eager for news and goods from other parts of the world, isolated as they are in their stony fastness. As it stands, the town has plenty of space for newcomers to stay, and anyone who's willing to fix up one of the abandoned houses that fill most of the cavern can claim it for themselves.

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