Timaresh:CityFormat: Difference between revisions
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{{Infobox City| | <pre><nowiki>{{Infobox City| | ||
pop = | | pop = 1 | | ||
folk = 59% [[human]], 10% [[dwarf]], 4% [[half-orc]], 4% [[hobgoblin]], 4% [[zenythri]], 3% [[orc]], 2% [[tiefling]], 1% [[aasimar]], 4% other | | |||
al = XX | | al = XX | | ||
gov = XXX | | gov = XXX | | ||
qual = XXX | | qual = XXX | | ||
disad = XXX | | disad = XXX | | ||
plane = XXX| | plane = XXX | | ||
layer = XXX | | |||
realm = XXX | | |||
npc = XXX | | npc = XXX | | ||
}} | }} | ||
Line 12: | Line 14: | ||
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 tolerance''' - 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== | ||
Line 47: | Line 112: | ||
==Reference== | ==Reference== | ||
</nowiki></pre> |
Latest revision as of 16:01, 20 May 2017
{{Infobox City| pop = 1 | folk = 59% [[human]], 10% [[dwarf]], 4% [[half-orc]], 4% [[hobgoblin]], 4% [[zenythri]], 3% [[orc]], 2% [[tiefling]], 1% [[aasimar]], 4% other | al = XX | gov = XXX | qual = XXX | disad = XXX | plane = XXX | layer = XXX | realm = XXX | npc = XXX | }} 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 tolerance''' - 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== {{Gallery |title=Images of |width=300 |lines=3 |File:XXX.jpg }} ==Reference==