Post by Warhammer Exec (Dane) on Sept 14, 2012 17:26:46 GMT -5
Please do not reply to this thread, thanks.
The Neutral City (wanbao.deviantart.com/art/old-city-127609149?q=boost%3Apopular%20city&qo=8) (tenshikii.deviantart.com/art/East-City-318074521?q=boost%3Apopular%20city%20fantasy&qo=22)
Alignment: Chaotic Neutral
Corruption +6; Crime +7; Economy +6; Law -6; Lore +5; Society +4
Qualities:
Secret Syndicate: An unofficial or illegal group like a
thieves’ guild rules the settlement—they may use a puppet
leader to maintain secrecy, but the group members pull
the strings in town. (Corruption, Economy, and Crime +2;
Law –6)
Strategic Location: The settlement sits at an important
crossroads or alongside a deepwater port, or it serves as a
barrier to a pass or bridge. (Economy +1; increase base value
by 10%)
Tourist Attraction: The settlement possesses some sort
of landmark or event that draws visitors from far and wide.
(Economy +1; increase base value by 20%)
Domovoi Presence: This settlement is the host of thousands upon thousands of spirits called Domovoi. Creations of the God Nethys, these creatures serve numerous purposes, but rarely interact with the inhabitants of the city, preferring to avoid notice. So subtle is the presence of the Domovoi that most who are new to the Neutral city miss their presence entirely, and few ever speak with or meaningfully interact with a Domovoi spirit. Domovoi will attempt to avoid notice, and if approached will flee. A splinter church of Nethys’ priests exists in the city and throughout the surrounding countryside which worships the Domovoi as messengers of Nethys. The Church of Domovoi is the main religion of the Neutral City and accepts only Halflings into its clergy. (+2 Lore, -2 Economy) (Nethys: fc06.deviantart.net/fs71/i/2011/339/d/b/nethys__s_scroll_by_butterfrog-d4i8w2l.png)
Danger +15
Demographics
Government: Monarchy (Council of 12)
Population: 200,000 (35,000 halflings; 100,000 humans; 10,000 elves; 15, 000 Dwarves, 40, 000 Other)
Notable NPCs:
First Seat: House Royal Regeant
Second Seat: Mixalaus (Bloodline: Hephaestus)
Third Seat: Rothschild (Merchant's Guild)
Fourth Seat: Kimzhan (Malik of the Red Mantis)
Fifth Seat: Mr. Ventris (On Behalf of his Master)
Sixth Seat: The Rotating Seat (Svirfneblin Exterminators)
Seventh Seat: Gleebones Lemontwigs
Eighth Seat: Littlevoice (Druids of the Vale)
Ninth Seat: Ilias (Bloodline: Antaeus)
Tenth Seat: Daewyn (Stewards of Hephaestus)
Eleventh Seat:Maitilde Carebetter
Twelfth Seat: Karbaros (The Dirge)
The Neutral King: Sigfried White-Raven
The Steward of Services: Tom Wulfe
Gouros Emmisary: Vorus Eralon
Marketplace
Base Value 20,800 gp; Purchase Limit 100,000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6
*Trading in both goods and services is strictly monitored by the guild, and guild members are restricted from buying items or services from non-guild-certified stores and individuals.
The Neutral City (wanbao.deviantart.com/art/old-city-127609149?q=boost%3Apopular%20city&qo=8) (tenshikii.deviantart.com/art/East-City-318074521?q=boost%3Apopular%20city%20fantasy&qo=22)
Alignment: Chaotic Neutral
Corruption +6; Crime +7; Economy +6; Law -6; Lore +5; Society +4
Qualities:
Secret Syndicate: An unofficial or illegal group like a
thieves’ guild rules the settlement—they may use a puppet
leader to maintain secrecy, but the group members pull
the strings in town. (Corruption, Economy, and Crime +2;
Law –6)
Strategic Location: The settlement sits at an important
crossroads or alongside a deepwater port, or it serves as a
barrier to a pass or bridge. (Economy +1; increase base value
by 10%)
Tourist Attraction: The settlement possesses some sort
of landmark or event that draws visitors from far and wide.
(Economy +1; increase base value by 20%)
Domovoi Presence: This settlement is the host of thousands upon thousands of spirits called Domovoi. Creations of the God Nethys, these creatures serve numerous purposes, but rarely interact with the inhabitants of the city, preferring to avoid notice. So subtle is the presence of the Domovoi that most who are new to the Neutral city miss their presence entirely, and few ever speak with or meaningfully interact with a Domovoi spirit. Domovoi will attempt to avoid notice, and if approached will flee. A splinter church of Nethys’ priests exists in the city and throughout the surrounding countryside which worships the Domovoi as messengers of Nethys. The Church of Domovoi is the main religion of the Neutral City and accepts only Halflings into its clergy. (+2 Lore, -2 Economy) (Nethys: fc06.deviantart.net/fs71/i/2011/339/d/b/nethys__s_scroll_by_butterfrog-d4i8w2l.png)
Danger +15
Demographics
Government: Monarchy (Council of 12)
Population: 200,000 (35,000 halflings; 100,000 humans; 10,000 elves; 15, 000 Dwarves, 40, 000 Other)
Notable NPCs:
First Seat: House Royal Regeant
Second Seat: Mixalaus (Bloodline: Hephaestus)
Third Seat: Rothschild (Merchant's Guild)
Fourth Seat: Kimzhan (Malik of the Red Mantis)
Fifth Seat: Mr. Ventris (On Behalf of his Master)
Sixth Seat: The Rotating Seat (Svirfneblin Exterminators)
Seventh Seat: Gleebones Lemontwigs
Eighth Seat: Littlevoice (Druids of the Vale)
Ninth Seat: Ilias (Bloodline: Antaeus)
Tenth Seat: Daewyn (Stewards of Hephaestus)
Eleventh Seat:Maitilde Carebetter
Twelfth Seat: Karbaros (The Dirge)
The Neutral King: Sigfried White-Raven
The Steward of Services: Tom Wulfe
Gouros Emmisary: Vorus Eralon
Marketplace
Base Value 20,800 gp; Purchase Limit 100,000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6
*Trading in both goods and services is strictly monitored by the guild, and guild members are restricted from buying items or services from non-guild-certified stores and individuals.