Timaresh:CityFormat: Difference between revisions
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gov: choose one | gov: choose one | ||
'''autocracy''' - single individual chosen by the people | * '''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: | 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 | 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 | * '''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 | * '''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
| 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
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