Timaresh:CityFormat

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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