Homebrew Challenge: Settlement Generator


Homebrew and House Rules

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gonna do another one before work

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

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

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

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

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


KoolKobold wrote:
Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton

While everything else here is fine, Old Ganterton is located in the southern lands, not the east.


Law/Chaos: 1d3 ⇒ 3 Neutral
Good/Evil: 1d3 ⇒ 1 Good
Size: 1d20 ⇒ 14 Small City
Government: 1d12 ⇒ 4 Council
Quality 1: 1d32 ⇒ 29 Subterranean
Quality 2: 1d32 ⇒ 7 Prosperous
Quality 3: 1d32 ⇒ 19 Supportive
Quality 4: 1d32 ⇒ 8 Racially Intolerant
Region: 1d5 ⇒ 3 East
Race: 1d20 ⇒ 16 Core choice

Ok well, give me some time to pontificate here...


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

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


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

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

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

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

Apologies if these are too many settlements


KoolKobold wrote:
Dasrak wrote:
KoolKobold wrote:
Ganterton's Hold, situated on the southern borders of Etag Ogred and Old Ganterton
While everything else here is fine, Old Ganterton is located in the southern lands, not the east.
Apologies, wanted this settlement to be connected with Old Ganterton. Could just edit it to say that the leader is working on getting a portal up to get the demons to Etag Ogred.

There is some kind of way stone or obelisk that needs to be reset by a ritual if you move it.


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

That can work.

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


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

That can work.

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

You can put them on the wiki.


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

That can work.

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

You can put them on the wiki.

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


1 person marked this as a favorite.

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

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

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

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

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

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

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

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

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

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

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

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

WHEW, that took nearly 2 hours to type


Was afraid you'd bitten off more than you could chew, there. Good work finishing it.

Anyways, I seem to have rolled mythic sanctum again. Fortunately this one goes in a very different direction. Also I kept getting distracted so it took me a few hours before I was able to finish it :-P

Rolling for New Settlement Mon Sep 11 2017 14:13:28 GMT-0700 (PDT)
law/chaos 2
good/evil 1
size 11
government 10
region 5
race 16
quality 1 13
quality 2 6
quality 3 18
quality 4 3

Kossricht
Neutral Good Small City (Central)
Corruption 0; Crime -2; Economy +1; Law +4; Lore +1; Society 0
Qualities Insular, Mythic Sanctum, Pious, Restrictive
Danger 5
Government Overlord
Population 7,000 (4,500 Tengu, 900 Sylph, 700 human, 400 gnome, 500 other)
Notable NPCs
Harbormaster Kylon Skysong NG Female Sylph Wizard 3 / Cleric of Cassyros 3 / Mystic Theurge 10 // Hierophant 5
Lord Harvring Duskwell TN Male Tengu Slayer 12
Father Altwin CG Male Tengu Cleric of Cassyros 11
Merchant Lord Koryeq TN Male Janni Alchemist 7
Captain Lloyan Jierid NG Female Halfling Mysterious Stranger 1 / Bard 12
Marketplace
Base Value 4000 gp; Purchase Limit 25000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

The Sanasid mountains snake through the central lands, forming a barrier that is difficult to cross - in some places, even by air. The most difficult stretch of mountains centers around the twin peaks of Hraitha Hrodus, which stretch into the skies and pierce the clouds. Yet between these two great mountains is a sheer drop that descends to the very depths of the earth, and this great chasm forms a passage through which airships can pass through the mountains. Weather here is vicious, and it takes a stern crew to make the journey. A stopping point along the way gives peace of mind to even the most brazen of captains, and that respite is Kossricht.

Completely unapproachable by land, Kossricht can only be reached by airship. What began as a remote monastery dedicated to Cassyros has burgeoned into an active port city that sees constant traffic in and out. The docks are constantly working on repairs, and the tavern - Hraith's Challenge - is filled with captains. Those looking for jobs or work can easily find it here. Despite its burgeoning population, Kossricht is first and foremost a religious enclave. Travelers are welcome, but permanent residence is for those in the employ of the church, or the select few who receive special dispension. Almost everyone who is not a member of the church of Cassyros ends up moving on sooner rather than later.

The settlement is ruled by Lord Duskwell, whose flying battleship "The Errant Hound" patrols the passes for troublemakers. Duskwell taxes the ports, keeping a portion for the operation of the settlement while remitting the balance to the church. He serves, somewhat begrudgingly, under Harbormaster Skysong. The enigmatic lady is said to keep the weather calm around Kossricht itself, and one the one occasion that Kossricht was threatened by a vagrant white dragon she helped put it down in an awe-inspiring show of magical power. She rarely acts, but does so with the intent of keeping the peace in the greater region. Her personal airship, "Surefoot Princess" is piloted by Lloyan Jierid, a retired but legendary air captain who has dedicated her ship and services to the church.

Although more of a layover than a destination, Kossricht does have a vibrant market, particularly in magical goods. Koryeq is a Janni merchant who finds the climes here appealing, and runs this local market. He is renowned for his avarice and sly dealing, but he is not completely untrustworthy either and is careful not to upset the ruling religious body.


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


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

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


KoolKobold wrote:


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

Well, it was your thread :-P

KoolKobold wrote:
If so, where is the best place online you'd recommend to generate said NPC? I'd do it on paper, but that takes forever, and I don't have all my books on hand

If you don't have a budget in mind, I recommend PCGen. It's has performance issues, but the interface is pretty good.


Dasrak wrote:
KoolKobold wrote:


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

Well, it was your thread :-P

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

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

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

Liberty's Edge

While I work on my second city, here is a third for me to work up.

Law/Chaos Axis 1d3 ⇒ 3 Chaotic
Good/Evil Axis 1d3 ⇒ 1 Good
Size 1d20 ⇒ 12 Small City
Government 1d12 ⇒ 4 Council
Dominant Race 1d20 ⇒ 7 Human
Quality 1 1d32 ⇒ 6 Pious (Jovan/Oxala)
Quality 2 1d32 ⇒ 21 Rule of Might
Quality 3 1d32 ⇒ 30 Long Memory
Quality 4 1d32 ⇒ 9 Rumormongering Citizens


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

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

Alright, will get that done sometime tomorrow


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

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

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

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

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

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

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


law/chaos:: 1d3 ⇒ 3
good/evil:: 1d3 ⇒ 3
size:: 1d20 ⇒ 17
government:: 1d12 ⇒ 5
quality 1:: 1d32 ⇒ 2
quality 2:: 1d32 ⇒ 11
region:: 1d5 ⇒ 4
race:: 1d20 ⇒ 1


law/chaos:: 1d3 ⇒ 3
good/evil:: 1d3 ⇒ 3
size:: 1d20 ⇒ 17
government:: 1d12 ⇒ 5
quality 1:: 1d32 ⇒ 2
quality 2:: 1d32 ⇒ 11
quality 3:: 1d32 ⇒ 5
quality 4:: 1d32 ⇒ 15
quality 5:: 1d32 ⇒ 7
region:: 1d5 ⇒ 4
race:: 1d20 ⇒ 1


Mark Hoover 330 wrote:

law/chaos:: 1d3 ⇒ 3 Chaotic

good/evil:: 1d3 ⇒ 3 Evil
size:: 1d20 ⇒ 17 Large City
government:: 1d12 ⇒ 5 Council
quality 1:: 1d32 ⇒ 2 Holy Site
quality 2:: 1d32 ⇒ 11 Superstitious
[dice=quality 3:]1d32 Notorious
[dice=quality 4:]1d32 Militarized
[dice=quality 5:]1d32 Prosperous
region:: 1d5 ⇒ 4 West
race:: 1d20 ⇒ 1

Human


Mark Hoover 330 wrote:
Mark Hoover 330 wrote:

law/chaos:: 1d3 ⇒ 3 Chaotic

good/evil:: 1d3 ⇒ 3 Evil
size:: 1d20 ⇒ 17 Large City
government:: 1d12 ⇒ 5 Council
quality 1:: 1d32 ⇒ 2 Holy Site
quality 2:: 1d32 ⇒ 11 Superstitious
[dice=quality 3:]1d32 Notorious
[dice=quality 4:]1d32 Militarized
[dice=quality 5:]1d32 Prosperous
region:: 1d5 ⇒ 4 West
race:: 1d20 ⇒ 1
Human

Umm... the qualities, alignment, and government all sort of cancel each other out on a lot of these. I ended up with a CE city whose highest attribute is Law +5? Anyway, this should be interesting.


Oh hey, thread necro! I was worried the Maniaron project was dead with just me dragging its corpse along.

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