Timaresh:CityFormat: Difference between revisions

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gov: choose one
gov: choose one


'''autocracy''' - single individual chosen by the people; '''council''' - group of councilors, often guild masters or nobility; '''magical''' - individual or group with strong magical power; '''overlord''' - single individual that seized or inherited control; '''secret syndicate''' - unofficial or illegal group rules, sometimes as puppet masters
* '''autocracy''' - single individual chosen by the people
* '''colonial''' - ruler a figure-head for a distant power
* '''council''' - group of councilors, often guild masters or nobility
* '''dynasty''' - power concentrated in a single family or collection of related families
* '''magical''' - individual or group with strong magical power
* '''military''' - largely supports a nearby military base or complex
* '''overlord''' - single individual that seized or inherited control
* '''plutocracy''' - ruled by merchants
* '''secret syndicate''' - unofficial or illegal group rules, sometimes as puppet masters
* '''theocracy''' - ruled by representatives of a patron faith


qual: thorp/hamlet 1, village/small town 2, large town 3, small city 4, large city 5, metropolis 6
qual: choose number based on city size


'''academic''' - has well-renown school, university, training facility, etc.; '''holy site''' - hosts a shrine, temple, landmark of great religious significance; '''insular''' - isolated physically or spiritually, citizens loyal to one another; '''magically attuned''' - at a location of great magical power such as nexus of ley lines or enchanted landmark; '''notorious''' - reputation for illegal activities; '''pious''' - known for friendly, religiously devoted citizenry; '''prosperous''' - popular trading hub; '''racially intolerant''' - prejudiced against one or more races, list in parens; '''rumormongering citizens''' - gossipy citizens; '''strategic location''' - sits as a spot of tactical import such as a crossroads, chokepoint, or major port; '''superstitious''' - fear of magic and the unexplained; '''tourist attraction''' - has something that travelers come from all over to see
thorp/hamlet 1, village/small town 2, large town 3, small city 4, large city 5, metropolis 6; if theocracy, bonus - holy site, pious, racial enclave, racially intolerant, unholy site
 
* '''abundant''' - has plentiful natural resources
* '''abstinent''' - dry or otherwise under some form of prohibition (lawful only)
* '''academic''' - has well-renown school, university, training facility, etc.
* '''artist's colony''' - renown for local arts; add economy to all craft checks
* '''asylum''' - has an infamous asylum or jail
* '''city of the dead''' - near or contains a well-known graveyard, tomb, or mausoleum complex
* '''cruel watch''' - local guard especially brutal or strict (lawful only)
* '''decadent''' - haven for vice
* '''defensible''' - located somewhere easy to defend
* '''famed breeders''' - well-known for quality of animals bred here, list in parens; 10% discount on purchase
* '''financial center''' - holds powerful banks, mints, trading houses, or the like (non-chaotic only)
* '''free city''' - independent of any larger government, with laws to match (chaotic only)
* '''gambling''' - gaming both legal and common, serving as the major industry
* '''guilds''' - controlled by various mercantile guilds
* '''holy site''' - hosts a good shrine, temple, landmark of great religious significance
* '''insular''' - isolated physically or spiritually, citizens loyal to one another
* '''legendary marketplace''' - famed for the breadth of its markets
* '''magical polyglot''' - all spoken languages are mutually intelligible
* '''magically attuned''' - at a location of great magical power such as nexus of ley lines or enchanted landmark
* '''mobile: frontlines''' - a mobile fortress
* '''mobile: sanctuary''' - a mobile safehouse
* '''notorious''' - reputation for illegal activities
* '''peacebonding''' - all weapons, wands, and rods must be peacebonded or turned into the law
* '''phantasmal''' - transient physical existence
* '''pious''' - known for friendly, religiously devoted citizenry
* '''planar crossroads''' - numerous local gates or portals
* '''planned community''' - city designed in advance (lawful only)
* '''prosperous''' - popular trading hub
* '''racial enclave''' - dominated by a single race, list in parens
* '''racially intolerant''' - prejudiced against one or more races, list in parens
* '''religious taolerance''' - numerous faiths present
* '''resettled ruins''' - located on the ruins of a more ancient structure or settlement
* '''rumormongering citizens''' - gossipy citizens
* '''rural''' - sprawling settlement
* '''small-folk settlement''' - designed for a small race, not a medium one; medium-sized treat crime and society as penalties regardless of score
* '''strategic location''' - sits as a spot of tactical import such as a crossroads, chokepoint, or major port
* '''superstitious''' - fear of magic and the unexplained
* '''therapeutic''' - known for local natural phenomenon (hot springs, herbs, clean air) with therapeutic properties
* '''tourist attraction''' - has something that travelers come from all over to see
* '''trading post''' - settlement's primary purpose is trade
* '''under-city''' - settlement has a subterranean structure filled with danger
* '''unholy site''' - hosts an evil shrine, temple, landmark of great religious significance
* '''untamed''' - area around the settlement is unclaimed, wild
* '''well educated''' - inhabitants known to be intelligent


disads: choose rarely
disads: choose rarely


'''anarchy''' - no leaders or government; '''cursed''' - self-explanatory; '''hunted''' - powerful group or monster uses city as hunting ground; '''impoverished''' - destitute, commonly with famine or disease; '''plagued''' - suffering some sort of protracted malady or contagion
* '''anarchy''' - no leaders or government
* '''cursed''' - self-explanatory
* '''hunted''' - powerful group or monster uses city as hunting ground
* '''impoverished''' - destitute, commonly with famine or disease
* '''plagued''' - suffering some sort of protracted malady or contagion


modifiers: all modifiers affect skill checks made within the city
modifiers: all modifiers affect skill checks made within the city


'''corruption''' - how honest citizens are, how likely to report a crime: bluff against city officials/guards, stealth checks outside; '''crime''' - how common crime is in the settlement: sense motive checks vs. bluff, sleight of hand checks for picking pockets; '''economy''' - health of trade within the city, level of prosperity: all craft & perform checks to generate income; '''law''' - how strict the laws and edicts of the settlement are, how alert guards are, how cowed citizens are: intimidate checks to make citizens friendly, diplomacy checks to alter attitude of govt officials or to call guards; '''lore''' - how willing people are to talk, how open libraries are: diplomacy checks to gather information, any knowledge check done with help of a library or similar; '''society''' - how open-minded & cosmopolitan the populace is, how used to oddities: all disguise checks, and diplomacy checks to alter attitude of non-govt officials
* '''corruption''' - how honest citizens are, how likely to report a crime: bluff against city officials/guards, stealth checks outside
* '''crime''' - how common crime is in the settlement: sense motive checks vs. bluff, sleight of hand checks for picking pockets
* '''economy''' - health of trade within the city, level of prosperity: all craft & perform checks to generate income
* '''law''' - how strict the laws and edicts of the settlement are, how alert guards are, how cowed citizens are: intimidate checks to make citizens friendly, diplomacy checks to alter attitude of govt officials or to call guards
* '''lore''' - how willing people are to talk, how open libraries are: diplomacy checks to gather information, any knowledge check done with help of a library or similar
* '''society''' - how open-minded & cosmopolitan the populace is, how used to oddities: all disguise checks, and diplomacy checks to alter attitude of non-govt officials


==Government==
==Government==

Revision as of 00:43, 31 May 2013


CityFormat
XX thorp
Corruption -4; Crime -4; Economy -4; Law -4; Lore -4; Society -4
Qualities XXX
Danger -10; Disadvantages XXX
Demographics
Location XXX/XXX/XXX
Government XXX
Population 1 ()
Notable NPCs

XXX

Marketplace
Base Value 50 gp; Purchase Limit 500 gp; Spellcasting 1st

gov: choose one

  • autocracy - single individual chosen by the people
  • colonial - ruler a figure-head for a distant power
  • council - group of councilors, often guild masters or nobility
  • dynasty - power concentrated in a single family or collection of related families
  • magical - individual or group with strong magical power
  • military - largely supports a nearby military base or complex
  • overlord - single individual that seized or inherited control
  • plutocracy - ruled by merchants
  • secret syndicate - unofficial or illegal group rules, sometimes as puppet masters
  • theocracy - ruled by representatives of a patron faith

qual: choose number based on city size

thorp/hamlet 1, village/small town 2, large town 3, small city 4, large city 5, metropolis 6; if theocracy, bonus - holy site, pious, racial enclave, racially intolerant, unholy site

  • abundant - has plentiful natural resources
  • abstinent - dry or otherwise under some form of prohibition (lawful only)
  • academic - has well-renown school, university, training facility, etc.
  • artist's colony - renown for local arts; add economy to all craft checks
  • asylum - has an infamous asylum or jail
  • city of the dead - near or contains a well-known graveyard, tomb, or mausoleum complex
  • cruel watch - local guard especially brutal or strict (lawful only)
  • decadent - haven for vice
  • defensible - located somewhere easy to defend
  • famed breeders - well-known for quality of animals bred here, list in parens; 10% discount on purchase
  • financial center - holds powerful banks, mints, trading houses, or the like (non-chaotic only)
  • free city - independent of any larger government, with laws to match (chaotic only)
  • gambling - gaming both legal and common, serving as the major industry
  • guilds - controlled by various mercantile guilds
  • holy site - hosts a good shrine, temple, landmark of great religious significance
  • insular - isolated physically or spiritually, citizens loyal to one another
  • legendary marketplace - famed for the breadth of its markets
  • magical polyglot - all spoken languages are mutually intelligible
  • magically attuned - at a location of great magical power such as nexus of ley lines or enchanted landmark
  • mobile: frontlines - a mobile fortress
  • mobile: sanctuary - a mobile safehouse
  • notorious - reputation for illegal activities
  • peacebonding - all weapons, wands, and rods must be peacebonded or turned into the law
  • phantasmal - transient physical existence
  • pious - known for friendly, religiously devoted citizenry
  • planar crossroads - numerous local gates or portals
  • planned community - city designed in advance (lawful only)
  • prosperous - popular trading hub
  • racial enclave - dominated by a single race, list in parens
  • racially intolerant - prejudiced against one or more races, list in parens
  • religious taolerance - numerous faiths present
  • resettled ruins - located on the ruins of a more ancient structure or settlement
  • rumormongering citizens - gossipy citizens
  • rural - sprawling settlement
  • small-folk settlement - designed for a small race, not a medium one; medium-sized treat crime and society as penalties regardless of score
  • strategic location - sits as a spot of tactical import such as a crossroads, chokepoint, or major port
  • superstitious - fear of magic and the unexplained
  • therapeutic - known for local natural phenomenon (hot springs, herbs, clean air) with therapeutic properties
  • tourist attraction - has something that travelers come from all over to see
  • trading post - settlement's primary purpose is trade
  • under-city - settlement has a subterranean structure filled with danger
  • unholy site - hosts an evil shrine, temple, landmark of great religious significance
  • untamed - area around the settlement is unclaimed, wild
  • well educated - inhabitants known to be intelligent

disads: choose rarely

  • anarchy - no leaders or government
  • cursed - self-explanatory
  • hunted - powerful group or monster uses city as hunting ground
  • impoverished - destitute, commonly with famine or disease
  • plagued - suffering some sort of protracted malady or contagion

modifiers: all modifiers affect skill checks made within the city

  • corruption - how honest citizens are, how likely to report a crime: bluff against city officials/guards, stealth checks outside
  • crime - how common crime is in the settlement: sense motive checks vs. bluff, sleight of hand checks for picking pockets
  • economy - health of trade within the city, level of prosperity: all craft & perform checks to generate income
  • law - how strict the laws and edicts of the settlement are, how alert guards are, how cowed citizens are: intimidate checks to make citizens friendly, diplomacy checks to alter attitude of govt officials or to call guards
  • lore - how willing people are to talk, how open libraries are: diplomacy checks to gather information, any knowledge check done with help of a library or similar
  • society - how open-minded & cosmopolitan the populace is, how used to oddities: all disguise checks, and diplomacy checks to alter attitude of non-govt officials

Government

Sites

Residents

Gallery

Images of
[[File:XXX.jpg |center|border|300x180px|alt=|]]
 

Reference