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I need to flesh out the city


Mr. R

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So this is what I have for my main city

 

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Government: Elected Consensus Council and Mayor with elections every 8 years

 

Districts: 

Docks (it is a port)

----Ship builders

Merchant quarter

Crafters lane

City Guard

Mage Schools

Various temples (should they be in their own district, or spread around the city?)

Low class housing

Mid class housing

High class housing

Sewer System

Smugglers Lairs

 

 

City Guard:

Three levels

1- Basic guard (the Hawks)

2- Investigators (the Owls)

3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles)

 

 

 

 

Aerelios is not on the coast where the Gefting Sea empties into the Kulana River, but rather a few kilometers inland.  The river at this point is about five (5) kilometers wide, allowing for communication between the East and West parts of the city by ferries that operate day and night (night being more expensive and restricted for safety reasons).  There are docks on both sides, with a restricted dock further up the city on the East side for the supply of warships the city can call on.  This is also where the barracks for those soldiers living in town are located.  As well it has very simple accommodations for warriors visiting and staying for a limited time.

 

Each city is surrounded by a wall, the cities populations have spread over the walls and into the surrounding areas.  Here are found most of the farms and orchards that help supply food to the cities.  Each wall has three gates for ease of access.  There is no wall over the river, but instead a LARGE chain at the end of both upper and lower wall, can be raised to hinder traffic.  Also there are catapults on the bank sighted to fire on the river and traffic.

 

Because of the size of the river, there are two ruling districts, where the Lord Mayor and Deputy Mayor reside, one to a side.  Either side also has a headquarters for the city guard arranged as follows

City Guard:

Three levels

1- Basic guard (the Hawks) Patrol the city sometimes accompanied by a cleric of Themis

2- Investigators (the Owls)

3- Special Branch (catch all for strike teams to assassins [hey they might be good, but not stupid] called the Eagles)

Courts are on the West side with serious cases having a cleric of Themis in attendance 

 

 

 

Both sides also have sizable fishing fleets as it is simpler to bring food directly to both cities, rather than just one, then ferry it over.  Many accuse some of the fisher people of being smugglers, but as the families are fluid, it can be hard to prove.  This is also where most of the low cost housing can be found.

 

If the East side has the Warships, the West is where the ships are built.  Most of the boat builders and craftsmen are located on the west side.  As a result of this most of the high end crafters and tradesmen are located on the West side.  There are some on the East Side, but the better ones are on the West. 

 

Medium and high class housing are located just off from either City Hall, with the best houses being closer to the Hall and the worst (this being a relative term) being a few blocks out.

 

One the west side is the Mage School.  Here people study one of the three known magic traditions, Metier, Totems, Runecrafting.  It is also closest to a magic market, with potions, scrolls and limited use items for sale.  Also there is a fourth building for those who are not studying magic, but learning other academic skills.  

 

Most accommodations are found at the dock areas, with better accommodations near the gate areas on both sides of the cities. 

 

Temples and Shrines to all the major deities can be found around each city.  Major temples are located at the following locations:

Toubaris– West side near the Crafts lane.

Themis– Either City Hall

Marileea– Two, one in either market on the east and West side

Readaer– The Mage School

 

Kogano, Selan and Tolar don’t have Major temples or shrines, but minor ones are found all along the dock areas, and in the communities just outside the city walls.

 

Zylan has a shrine in the hospital, but mostly it is an attempt to placate him rather than worship

 

Chast – Next door to Toubaris, (she likes to take digs at him)

Bitva– At the barracks and military docks 

Orchen– Has no major Shrines, but many smaller ones are located around town, especially where people work with fire (black and white smiths, dye shops, brewers, taverns etc.)  Again this is mostly to placate him.

Olea– Like Marileea, one at either market, though they are not that large.


 

 

 

 

So now i want to flesh it out.  IE populate it

 

I am figuring I need to give a name and personality to the following-

 

Mayor

Deputy Mayor

A few Council members

A few of the city guards (including at least one Known Eagle)

Some of the crafts people

Head of the Magical college/university

Some of the less ... savory... members of the city (smugglers, thieves etc)

One cleric for each shrine

 

Anything else?

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Before you can start naming, what are your demographics, what races, nationalities, ect.  Your gods, who is most likely to worship who, what kind of priesthoods, [Chast, is her priesthood male or female]. Is the society patriarcal or matrilineal, is it in a republic or monarchy or is it a city state (Venice). Finally what linguistic base are you using, Anglic, Francophone, Germanic, Hispanic, Aramaic, Oriental, ect. 

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Think about who the PCs are most likely to interact with. For a start, where will they live? Assuming they are more or less transient, they probably stay at an inn. That means an innkeeper.

 

A few taverns, and tavern-keepers, too. For a more Asian or Post-Medieval feel, teahouses or coffee-houses. IIRC some early modern trading companies, such as the Dutch East India Company, began in coffee-houses, so you might want a coffee-house near the port where the merchants make deals.

 

A few colorful beggars. One of them might also be an information broker (beggars see everything, and this beggar knows who to talk to.)

 

Depending on the PCs' affluence and the availability of magical healing, maybe a neighborhood "leech" to stitch up their wounds and apply poultices.

 

But a lot of NPCs will come from the needs of scenarios. Like, somebody is poisoned. Where did the poison come from? Probably an apothecary, since many poisons are also medicines, depending on the dosage; or if nobody has the requisite skills, the PCs need to consult an apothecary to find out what poison was used and where it could be obtained.

 

Dean Shomshak

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The old money. Major landowners for the surrounding region, magnates whose families have dominated guilds or trading companies for generations, former aristocracy whose titles no longer carry legal weight in the current governing structure but might carry social prestige (a recent issue of The Economist included a brief interview with the current heir to the Tokugawa Shogunate; Europe still has Habsburgs). A classic story-driver is the old family that's descended into genteel poverty and seeks to reclaim its fortune -- such as by marrying a daughter into a nouveau riche family (or an adventurer who made his fortune?), or by some criminal or political conspiracy.

 

Dean Shomshak

 

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Extra Info

 

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Year 1

 

Humans enter the Gefting Sea Basin and begin to settle along its coast.  Most settlements were at rivers that empty into the Sea.  

 

 

Aerelios was founded at the mouth of the Kulana River as a fishing village and convenient port.  Located at the end of a finger pointing into the land, it was sheltered from the storms and led to the North and the jungle trade.

 

 

Year 50

 

Sailors from Aerelios locate a second city on the Kulana River.  Just downriver from where the Speno River empties into the Kulana and where the Fairn River empties into the Kulana, this three river city calls itself Danris.  Trade compacts between the two cities are signed and trade established.

 

Year 75

 

First of the Major Goblyn incursions.  Goblyns, aided by Ogres, Trolls, and Giants, stage attacks on outlying settlements of both Aerelios and Danris.  Battles flare until finally the Goblyns retreat out of the Basin area.  Aerelios expands along the coast of the Gefting Sea to the Onel Hills (West) and the Lost River and the Shattered Hills (East).

 

Year 150

 

Rise of Tenryk and Danris.  Tenryk, a city occupying the plains east of the Kulana River, begins organizing cities nearby into a nation.  Danris follows suit and occupies the west bank of the Kulana River down to the Onel Hills.  Aerelios is split in half.  Smuggling across the river has become a huge industry.  Other cities along the Gefting Sea establish their own ports and merchants and pirates both expand!

 

 

Year 150-300 

 

 

Rise of the City States. 

Tenryk

Danris

Rasul

Ditren

Thomar

Ixon

Kerqod

All are found along the shores of the Gefting Sea and are all near or at rivers.

 

 

 

 

 

300-400

 

 

 

 

 

The Compact Wars

City states get into alliances and petty wars for control of the Gefting Sea.  Aerelios begins expanding as it is one of three good anchorages on the North shore of the Sea ( the others being Koy on the Lost River and Kerqod along the Tamed River).  Smuggling between Aerelios east and Aerelios West expands and more than one secret dock is built into the hillside near the city to hide activity.

 

Aerelios attacked at least three times and sacked once.  Mayors on both sides start sharing funds for common defense and rebuilding.  

 

 

400-500

 

Rise of Tenryk Empire

After 100 years of intermittent war, Tenryk begins expanding east and west.  It begins by taking Danris and the whole Kulana River to Aerelios.  It then expands east to the Shattered Hills and south and west to the Onel Hills.

 

Aerelios is fortified as its main port on the Gefting Sea.  Over the next 100 years Tenryk expands across the basin taking cities either by force or treaty.  The last to join is Ixon and the lords of Feydor.

 

 

Tenryk Language is standardized across the Empire as well a Currency.  Aerelios thrives as the Major port of the Empire.

 

 

500-650

 

The Tenryk Empire sends expeditions to explore the rest of the continent.  Better communication with the K’rsondi Jungle cities are made, the Corridor leading to the Northern Plains is mapped, formal contact with the Nomads of the Forbek Steppes is made and the Tramel Highlands are recognised.

 

Aerelios became the de facto capital of the Empire due to its position on the Gefting Sea and Kulana River.  A great library is established along with a set of colleges, both mundane and magical.  The Three Paths of Magic, Metier Casting, Totem Casting, and Rune Crafting are categorized and a section of the Library is set aside for formulas and matrices.  Only Ebon Bay in Feydor has a larger collection. 

 

 

Goblyn attacks happen across the whole of the Empire, but rarely achieve any results.

 

 

650-675

 

Cramlyk Plague

Cramlyk starts as a small infection in North Kerq near the Wyrm Pass and quickly spreads.  Within months all of Kerq is infected.  Soon after it reaches Aerelios.  Death Rates are between 25-40%.   Many ruling houses are wiped out and in some cases whole villages /small cities disappear.  Most cities, despairing of support, break off from the Empire in self preservation.  Goblyns take advantage of the situation and take over many areas and roam at will.  The fact that they are immune to Cramlyk aids them.  Many former human cities are now dominated by goblyns/ogres/trolls/giants.

 

Tenryk was effectively destroyed and looted.  Shunned ever since, the ruins surrounded by a dense forest that grew around it.  

 

 

Aerelios stands behind its walls and concentrates on keeping sea and river traffic open.  Pioneers the use of independent adventures to help strike back against the Goblyns.  Soon most major cities on the Gefting Sea have Adventurers Clubs and Companies!

 

 

675-850

 

Goblyn Wars

For the next one hundred seventy five years Goblyns rampage over the Basin states.  Many smaller settlements are destroyed and most larger ones just hold on.  As the Goblyns are pushed back, a new threat emerges, the Black Wind.  Many of the dead refuse to stay buried.  Some come back as skeletons or zombies, some much worse.  The only consolation is the Goblyns hate these UN-dead as much as the humans.  Finally after many battles and skirmishes the Goblyns seem to disappear from the Basin Area.

 

850-1000

 

Warring States period

Basin area is divided into dozens of small states across the land.  Aerelios and Stonova extend the Steppes Road that crosses the Forbek Steppes and links through the Coastal Jomoloto Mountains to the west coast!  This gives Aerelios more access to the east west trade.  Aerelios and Stonova join in an alliance that sees them control not only the Steppes Road, but the northern part of the Hrange Forest, and part of the Onel Hills!

 

 

1000-1200

 

 

The Second Compact 

This was not the way it started, but the way it ended.  Events began when Thosque (formerly Rasul) decided it wanted to be the pre-imminent port on the Gefting Sea.  So began a hot-cold war that lasted 200 years and eventually encompassed the whole basin area.  It started with naval engagements in the western parts of the Gefting Sea.  Both sides attacked merchants of the other and blamed it all on pirates.  But then there would be a peaceful time.  Then war again.  Then It started to spread to other ports and cities and soon these other cities started to ally together to face off against the two main rivals.

 

Eventually it became a north/south conflict with only one city staying neutral to all these events.  Now armies were landed on enemy soil for fast raids to disrupt the enemy.  One Thosquan general rampaged over Aerelios for over two years, before making his way back home.  Peace came because of the return of an old enemy, the Goblyns had returned!

 

 

1200-1275

 

Though the Goblyns had returned, their effect was not as dramatic.  Most cities had decent militias, and there was no Cramlyk to aid them.  But it did result in an end to the Second Compact War, as the Goblyns were seen as the greater threat.  But Adventures based in the major cities led campaigns to blunt the effects of the return.  Many areas are still under Goblyn control though.

 

1265-1275

 

Drought

For seven of the last ten years a drought has plagued the Basin area and if rumors are true, extend all the way up the K’rsondi Jungles and Northern Plains.  Nomads of the Forbek Steppes are ranging farther to find pasturage for their herds and the Trammel Highlands are experiencing warm winters with little snow.  The Gefting Sea itself dropped four meters and many ports have to extend their docks.  Only three years ago did it break and regular rains return.  The Gefting Sea is rising back to its regular level and farm production is back to previous levels.

 

 

Such is the state of the Basin area today.

 

 

 

 

 

 

 

 

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There are of course other cities around the Basin Area known as the Gefting Sea.  Basically an inland lake that is about 1000 kms East-West and about 200 kms North-South and is roughly rectangular in shape.  The Kulana River is the only outflow that leads up to the Northern Jungles.  Aerelios is located at the start of this river and has been described elsewhere.  Now we will look at some of the other major cities and states that surround this sea.

 

 

Danica

 

 

We will start with Danica, which is located down river from Aerelios and has a friend/foe feel to it.  Often called the Rivers City because Speno River and Fairn Rivers empties into the Kulana and near this location.  One river starts in the Elfhost Forest, the other near the Wyrmian Mountains.  As well, the city is close to the Forbek Steppes.  It is the last city before you pass out of the basin area and as such is the first to get items from the Bola Wates, the Divided Plains as well as the K’Rsondi Jungle.  Recently the city's fortunes have taken a downturn due to the new kingdom at the end of the Kulana River.  This new kingdom has outlawed slavery and persecutes any and all slaver operations that pass through it.  Since part of Danica’s wealth was from trafficking, this has been a blow to the city. 

 

It does have many other industries however.  It remains the clearing house for goods coming from the North.  As well it gets wood from the Elfhost Forest and metals from the Wyrmian Mountains.  These are turned into finished goods it sends downriver to Aerelios and then to all the Gefting Sea.  

 

 

Government is a monarchy, with an advisory council.  Until recently Danica was patriarcal with women being used as bargaining chips in political games.  After the Week of Red Blindness however, females are getting a larger share of power and rights.  There is talk of allowing a noblewoman on the council, but old habits linger. 

 

 

Koy

 

Koy is a smaller city located 160 km north and east of Aerelios on the banks of the Lost River.  Its actual location is actually about 300 km inland up river.  The reason for this placement is that it is right next to one of the passes that lead into Kerq through the Shattered Hills.  Both the river and the hills start north in the Wyrmian Mountains.  As such it makes an ideal spot to get items from the mountains and the hills as well as trade goods from Kerq.  

 

Most of its items are shipped by boat to Aerelios for refinement and distribution.  

 

 

Government is by a local hereditary ducal family (the current leader is the Duchess of Koy) and is passed to a family member that is judged to be the most qualified.

 

 

Koy has had it hard as of late.  Goblyns control the hills and River to the North, and the other two river towns are goblyn occupied ruins at this time.  Thus most of Koy’s source of income has been cut off.

 

 

Kerqod

 

Is located on the upper east corner of the rectangle that is the Gefting Sea.  Located at the mouth of the Tamed River, which is the major river that drains most of Kerq.  Between the Tamed itself and the smaller rivers that drain into it, almost all the goods in Kerq end up in Kerqod.  

 

Kerq itself is almost self contained.  It comprises most of the northern coastline of the Sea and the southern part of the mountains.  East to west it has the Shattered Hills to the Wyvern Hills.  

 

 

Kerqod was hit hard by the Cramlyk plague years ago and almost all the noble family was killed.  Those that remained were in no shape to govern and so the local craft guilds began to run things unofficially.  Eventually it became official and has worked well enough ever since.  Every craft guild (and yes this includes Runecrafters and Cleric Alchemist) elects one of their number to serve on the city council.  Once there, the council elects one of their members to serve and Prime Councillor. This happens every five years.  

 

 

Kerqod has weathered events pretty well so far, but goblyns still control most of the northern and western sections.  Of prime concerns are the incursions into the Goddess Wood (Scared to Mareleea and the danger of cutting off the Bola Pass, one of the only passes through the Wyrmian Mountains into the Bola Wastes to the North!

 

 

 

Ixon

 

 

As the Gefting Sea turns south, it is framed by the Wyvern Hills to the east.  Finally at the bottom of the eastern corner the Sea turns to the west.  Here the Onel Hills start in the Hrange Forest and head east/west with some of it going into the Gefting sea as a small chain of islands.  Just north of the hills is the only city on the Sea that is not tied to a river.  This is Ixon.

 

Ixon exists because it is the representative city of Feydon.  As the Wyvern Hills decrease and before the Onel Hills is a flat plains area that Feydon has claimed.  Feydon has most of its cities on the Eastern Coast, but realized that having an outlet for its goods, and a presence in the Basin was good business and politics.  Thus a road was built from Ebon Bay the capitol to the Sea and a city was founded just at the north of the Onel Hills.  

 

 

Ixon is also called the Cliff City, because it is literally built into a cliff.  The top of the cliff has the city, and the base of the cliff was hollowed out to form a small harbor and anchorage.  Ixon is not very large, but happens to be the clearing house for Feydon made magic items as well as Reuchian weapons and armor (More on Reuchia next) as well as items from Ebon Bay and the Far Islands.  As a result the city is VERY well defended.  During the Compact Wars, it remained neutral.  

 

 

Feydon is a Magocracy, and Ixon is no exception.  Only those who practice magic (Metier, Totemic, Runecrafting, Clerical Alchemy) are allowed to vote.  The current High Mage reports to the High Mage in Ebon Bay.  Currently the High Mage is a Totemic Shaman from the Far Islands, who was elected by those who thought she was easily led.  Now many are regretting their decision as she has proven to be a fast learner.

 

 

Ixon today is surviving well, but goblyn raiding parties from Moreg’s Brow and the southern part of the Hrange Forest have been raiding caravans coming from Ebon Bay. Also the problem with Reuchian refugees continues to plague the northern border.

 

 

The failed state of Reuchia

 

Reuchia was at one time a feared state amid the Basin States.  Famed for its weapons and armor, as well some of the best trained soldiers anywhere.  But this was built on a foundation of slavery.  The warriors were able to learn and practice because a large population of slaves did all the menial jobs.  But Cramlyk from decades ago hit the whole population hard and the proportion of slaves to slave holders was becoming harder to maintain.  Then the supply of northern slaves dried up, and though Reuchia tried to find another source, it was difficult.  The thought of having to change never entered their minds.

 

It did not help that Faydon to the south was a meritocracy with no slaves, and Kerq, just on the other side of the Wyvern Hills had a very limited type of slavery, didn’t help matters.  Some slaves even preferred escaping into the Bola Wastes.  Then the Compact Wars occurred and many Reuchian left to make their fortune.  When the Goblyns attacked, the Reuchians left were sadly insufficient and pushed to the coast.  Most slaves took this opportunity to leave their farms and head south to Feydon, or take their chances through the Wyvern Hills to Kerq.  What is left are the cities of Corisar and Jerayn, both on the Far Coasts at the mouths of the Dragonsblood and Breath River’s respectively.  Just south of Jerayn is the Faydon border.  The former capital, Dragon City, located inland on the Breath River at the foot of the Wyrmian Mountains is now a Goblyn Stronghold.  

 

 

Many former Reuchians dream of the day they may go home, but many wonder what kind of Reuchia they are going to make after it is done!

 

 

Thomar 

 

As the Gefting Sea’s Coast now goes West we come to the next major city!  Thomar is a leftover from the former state of Moregador.  Near the end of the Compact Wars, Moregadar was already fracturing.  Ruthless politics and backstabbing made it that in many cities there were new rulers every 3-4 months.  In fact the head of the country was usurped five times in a period of two years.  But between the stress of the Compact Wars, the Goblyn attacks, and the seven years of drought, the country fractured.  Thomar Is one of those cities.  Located near the mouth of the Nacha River that ran down from Moreg’s Brow in the south. It benefits from a secure anchorage and access to the Onel Islands.  Also it has a trade deal with Ixon for selling and buying products as they are so close.  Thomar’s greatest asset though is that it controls one of the largest fleets of merchant ships in the Gefting Sea, a left over from the former state of Moregador.  They are not the best merchants, but they do make excellent sailors, such that most trade on the Sea is carried on Thomar ships.   However, Thomar has lost easy access to the Hrange Forest for replacement wood and her ships are starting to age.  

 

Thomar’s government appears unstable as before, with people vying for power and still engaging in pointless games.  What few realize is that a VERY well trained bureaucracy runs everything and the leadership are just for show.  They have no real power, the achievement of office is all for bragging rights.  Those in the know head to the chiefs of various departments for anything official.  Some are wondering when the “supposed leaders” are going to realize they have been played.

 

 

Speaking of play, there is one group from the former Moregador that still has an affectionate part in many Thomarian hearts, The Players.  The Players are devotees to Chast the Goddess of Chance and Trickery.  They go about vying to do amazing feats, and taking amazing chances, all for the bragging rights.  At the moment, for many, the great feats are freeing some of the Southern parts from the goblyns as well as reestablishing a presence near the Hrange Forest to help reinvigorate Thomar’s Navy!

 

 

Diltren

 

At the midpoint along the southern coast line is the Thrubben River.  At one time this was the border between the former states of Moregador and Thosque, but with the break up of those states after the results of the last years, the  cities along the river have banded together.  As a result they have been better able to weather the last few years.  The main city is Diltren, called the City of Bridges.  Though most trade follows the coast, some is shipped overland and has to cross the river.  The city makes good money charging a toll.  As well it has docking facilities for boats that need to stop before continuing onward.

 

As well, Diltren makes good money as its farms are still producing.  The city leaders know they will not be a major power on the Sea, but still wishes to be more than a border city where the money goes elsewhere.

 

 

Government is by the Prince of the City.  This is a hereditary position. With an advisory council made up of nobles and merchants who chose their successors based on ability, supposedly.  Recent events have dealt a council that is not as capable as before.  Fortunately the current Prince is capable, but some fear for the next in line.  Many still remember being a border state with feuding governments.

 

 

Rasul

 

Located at the lower west corner of the rectangle that forms the Gefting Sea is Rasul, along the Sandine River.  Rasul has a reputation for having the best merchants in the Basin area, which is not far from the truth.  Toubaris, God of Commerce, holds a special prominence in the city.  As a result, merchants hold special prominence in the city.  So the city holds a dislike for Aerelios as it feels it should be the preeminent city in the basin.  As it is it also is doing well, but some problems still plague it.  Goblyn raids from the Elfhost forest and from Moreg’s Brow still occour, and trade routes to the Trammel Highlands continue to be attacked.  But areas to the east are still producing and so it still has a viable economy.

 

Government in Rasul is run by merchants. They form an assembly with a small group forming the ruling council.  Any merchant in good standing in the city may vote.  Any merchant outside the city may not.  Thus merchants tread a fine line as they must continue to be viable (ie travel), but be present for crucial votes.  This results in a chaotic system at times, but it seems to work.  The other change going on in Rasul is the decline in slavery.  With the source of slaves cut off, more freeborn people are being forced into the menial positions and demand at least a small wage.  This is cutting into the bottom line of some merchants and more graft and corruption than usual occurring.

 

 

 

 

 

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Gods of Order

God of Commerce: Also the traveller, the explorer, of keeping your word, oaths (for good or ill). The god of the legal cheat. The collector, the god of wonder and exuberance! Master of language. (any other ideas?)

 

Toubaris, God of Trade , contracts, and commerce. appears as a solid, middle aged man, but with a very mobile face.  The first commandment of Toubaris is to have a goal, then to have a plan, and then work, day by day along to plan, towards your goal.   His Holy Symbol is four coins, from where you took his oath first, arranged into a diamond shape, with the highest denomination uppermost, worn around the neck. The oath, administered by a priest over the coins empowers it.  The reason for the coins is to  test one's commitment, as one can keep it as a holy symbol, or one can part the coins off, and spend them.  In extremis, one can part things out, but they will have to make a new symbol within the month, even if they are reduced to digging ditches or cleaning stables. The Symbol has to be remade from local coins once again, and blessed within a moon's cycle. Tavern owners, shop keepers, and traders, are often worshippers of Toubaris, but the worship is often seen amongst larger land owners, horse breeders, and millers. The worship is decidedly middle class, and unless a country is ruled by merchant princes, The nobility may only see their exchequer, or Senechal as worshippers of the trading god. 

 

Priests of Toubaris and successful Merchants are nearly indistinguishable, save for the fact that  the deep green and bright gold trim on hats and clothing here and there, Walking shoes, or boots, and that four coin holy symbol.  The Clergy can be male or female, so long as they uphold the doctrine., and don't get carried away by emotion.  It's just business.  His Clergy are instructed to wear clean, presentable clothes, quality working shoes, and to go about armed. The Clergy are schooled in accountancy, as well as theology, and members often specialise in various aspects.  They encourage the acquisition of languages.  They test for intelligence, and "Wisdom". Their philosophy is that everyone's coin is valuable, and one wisely spent will improve people's lives. They will advise business owners and the populace if consulted on what would be a good course of action to improve their income, business and lives. They are educated in the law, and so, for coin can be an advocate.  They tend to be very polite, as goodwill is the first part of any business, but they will know how to defend themselves. 

 

Spells often seen are the sealing of oaths, magical penalties applied to oath breakers (penalties declared before the oath is administered, so the breaker will know why they are in constant pain, have gone blind, or members of their family have become gravely ill), to lock in contracts, so both parties are bound to it.  Detect debased coins,  Detect forgery, Translate Languages,  a suite of spells to secure rooms or buildings (Often, a priest will have one pocket of their garment full of unremarkable stones, that they will use to mark boundaries around temporary lodging for the night).  Illusions. sleight of hand. Like other clergy, they can heal, but they aren't the ones to go to if one has suffered grievous wounds.  Toubaris' healing tends to be a bit more subtle, in that it is to enhance or provide endurance to people and animals, to banish sleep for a time, to enhance mental focus, especially during boring tasks, such as accountancy), to calm the digestion, so that they do not suffer in foreign lands, and to prevent sickness or disease from taking hold.  They may also define a boundary so that if a wagon is driven into it, the weight, the percentage of spoilage, if gold then its percentage of debasement total (good for tax time), and to drive away vermin.   As they are representatives of the god of commerce, all services are provided either for coin, or for labour. There is no free lunch. (but often free drinks).  Magic items they may carry are enchanted scales that give correct weights to items, regardless of attempted deception or debasement.  weather proof cloaks, Magical shelters, Strong Boxes with magical puzzle locks. Inkwells that never run out, a roll of papyrus (some cultures object to parchment as it is an animal product, and animal products interfere with contracts, as both parties have to sign in blood), A weather proof tent, and Regenerating wagon wheels and axles. If there is a lot of nautical adventuring or travel, they would have a compass, but not the normal kind, and ways for their goods and containers to float.

 

Name : Toubaris

Holy Symbol:  four coins in a diamond shape

Professions:  Merchants, tradesmen

Clothing:  Any clothing but with green and gold markings

Weapons:  Any weapon, but small easily concealed ones are prefered

Education:  Accountancy, theology, Languages

Spells:  Oath spells, detect forgery, Securing locations

Magic Items:  Magical balance, weatherproof clothing, magical strong box, magic tents  

 

 

 

 

 

Goddess of Justice: The balancer, the god of just endings. Goddess of vengeance. the goddess of honour, (any other ideas?) Feuds? Perseverance? Retribution

 

Name : Themis

Holy Symbol:  Balance with feather on one side

Professions:  Judges, administration, ?????

Clothing:  Any clothing but when in an official capacity, must be wearing their holy symbol and a sash of office.  

Weapons:  Any weapon, but small easily concealed ones are prefered

Education:  Law, bureaucracy, theology, any specialisations they prefer

Spells:  detect lies, locate object, Aura of calm, Aura of protection (FW), 

Magic Items:  magic armour,  

 

Suggested changes:

 

Clothing: When presiding as Judges, they wear black robes and a tall, white, collar, for "Difficult" trials, they may also wear a white mask. 

 

Education:  Same as above, but also  some of the specializations may edge towards criminology and magic theory. 

 

Spell Additions:  The clergy of this Goddess may edge towards combat disciplines in the same way  police have assumed some paramilitary duties, so they may have spells that can be triggered as, and within combat actions. One spell of that type they may all have is Silence, and many would have Silence as an AOE (The Gesture difference being pointing their finger at an individual to silence them, and an open and spread hand to silence  the gallery. No impotent banging of a gavel to quiet the crowd. There may be inquisitors, or Investigators that have a panoply of combat spells,. magic items and equipment that make them into formidable pursuers or opponents.

 

Magic Item Additions: Goggles of the owl (Night vision),

Telescope,

Scroll of duplication: A blank scroll that duplicates the writings (and drawings) from another document upon itself, until the scroll runs out of room,

Jar of voices: records the voices for X number of minutes once the lid is opened and stops recording when the lid is replaced, then if the lid is opened again will repeat what is said for all to hear.

 

 

 

 

Goddess of Earth: Mistress of Agriculture. Lady of Seasons. Birth, death and milestones. Queen of the Forest/Jungle. The herbalist / poisoner. (any other ideas?)

 

Name : Marileea

Holy Symbol:  Metal Leaf enamelled with white, green, yellow and red

Professions:  Farmers, midwives, herdsmen, healers

Clothing:  No official outfits other than the Holy Symbol

Weapons:  Any weapon, but small easily concealed ones are prefered.  

Education:  Law, herbalism, farming, animal husbandry, food preservation

Spells:  Locate plants, brew potions, neutralise poisons, healing brews, Neutralise disease, Drains (Str, Dex, Spd) Change environment (season), Bless crops,   

Magic Items:  Potions, ointments, bags of preservation, 

 

Weapons: Repurposed farm tools. This includes Axes, and pruning hooks.

Education: Animal Husbandry, Seasonal Weather variations, Animal Anatomy. Local Land Ownership History.

Spells:  Spells listed are missing AOE options. Other Spells:  Purify field, Purify water, Change Environment: remove weeds/vermin from field, Mend bones (healing), cure disease . (some with AOE inside of a defined or Sanctified area).

Magic Items:  4/6/8 magic stones that define areas, and within a max distance, and will "sanctify" and area within the stones. Stones probably start as valuable (Emeralds larger than one's thumbnail).  Ceramic Tableware of Purify food.  Goblet of Purify Drink. Pitcher of create water. cotton wraps of healing.

 

 

 

God of Knowledge, learning, tactics, logistics, Healers, cooking

 

Name : Readaer

Holy Symbol:  Book or Scroll

Professions:  teachers, scribes, sages, physicians, 

Clothing:  No official outfits other than the Holy Symbol

Weapons:  Any weapon suitable to their profession, but staves and swords are favoured

Education:  Any the interest them, as long as they devote themselves to it at the time

Spells:  Speed Reading, Healing (they are closest to a traditional healer type),   

Magic Items:  glasses of translation, bags of preservation, Blankets of warmth, Charms vs diseases, 

 

 

 

 

Gods of Neutrality

God of the Sky: Lord of the sun. The one who gives warmth. The drought lord. Mountains (any other ideas?), 

 

Name : Kogano

Holy Symbol:  Sun symbol

Professions:  ?????, 

Clothing:  Robes or coats coloured yellow

Weapons:  Bows are sacred, and thus preferred. 

Education:  Any the interest them, as long as they devote themselves to it at the time

Spells:  warmth, light, blindness, thirst, dessication   

Magic Items:  Robes of warmth, orbs of light, 

 

 

 

Goddess of the Night Sky: Lady of the Stars, the navigator, Patroness of sailors, desert travellers. The night predator. romance. (any other ideas?) Poetry, beauty

 

Name : Selan

Holy Symbol:  Stylized Crescent Moon

Professions:  sailors, navigators, ??????, 

Clothing:  Robes or coats dark blue with star motif

Weapons:  Scimitars/ cutlasses

Education:  Any the interest them, as long as they devote themselves to it at the time

Spells:  Sense Direction, darkness, ??????, Precognition, enhances senses, Empathy, Aid Comeliness

Magic Items: Magic Compass, See in the dark lenses, Pen of poetry

 

 

 

 

Lord of Storms, the rain bringer, Thunderer, Destroyer, Renewer, 

 

Name : Tolar

Holy Symbol:  Lightning Bolt

Professions:  sailors, farmers, ??????, 

Clothing:  Good clothing

Weapons:  Hammers, maces, bows

Education:  Weather, 

Spells:  Weather sense, Fog, Flashes (sight, sound), Call lightning, Call wind, Circle of protection

Magic Items: Magic Compass, See in the dark lenses, Pen of poetry

 

 

 

 

Pestilence, Purges, sickness, 

 

Name : Zylan

Holy Symbol:  Stylized Crescent Moon

Professions:  Doctors, morticians, 

Clothing:  Black with red highlights

Weapons:  Any

Education:  Diseases, ??????

Spells:  Drains, AE drains, Blindness, deafness, Damage over time

Magic Items: Charms vs ****, Circle of protections, 

 

 

 

 

Gods of Chaos

The Lady of Luck/Trickery, the queen of chance, the thrill seeker, the one who brings down the mighty, fortune favours the bold 

 

Name : Chast

Holy Symbol:  Dice and Card

Professions:  Any

Clothing:  No official outfits other than the Holy Symbol

Weapons:  Any weapon.  

Education:  Law, gambling, 

Spells:  Bestow Luck, Bestow Bad Luck, Chameleon, Safe Fall, Life Support  

Magic Items:  Charms of Luck,  

 

One group associated with Chast are the Players, a group of thrill seekers who look for challenges to test their skills 

 

Wrath God. Blood, suffering, anger, suffering cruelty, war

 

Name : Bitva

Holy Symbol:  sword and Shield

Professions:  Soldiers, men of battle, battle doctors, torturers

Clothing:  At least leather armour

Weapons:  Any weapon  

Education:  Tactics, intimidation, persuasion

Spells:  Protect Armour and Weapons, Sharpness, True Strike, Protection from Weapons 

Magic Items:  Weapons and Armour,  

 

The closest to an evil god.  He is the personification of all the bad aspects of battle.  He is a counterpart to Readaer and Themis.

 

 

 

Fire Lord  Heat, chaos, Uncontrolled fire, 

 

Name : Orchen

Holy Symbol: Stylized circular flame

Professions:  Farmers, midwives, herdsmen, healers

Clothing:  No official but yellow, orange and red prefered

Weapons:  Any weapon

Education:  Any

Spells:  Anything with flame and heat    

Magic Items:  wands of fire, charms vs fire, , 

 

Orchen represents all the benefits and detriments of fire.  Warmth, heat, tools, but also fire unleashed, the fire of the forest, or the city.  

 

Goddess Revelry thieves, generosity, the potlatch, Alcohol, Celebrations

 

Name : Olea

Holy Symbol:  Stylized flask

Professions:  Brewers, vintners, thieves, messengers

Clothing:  No official outfits but always have something of dark blue

Weapons:  Any weapon

Education:  Law, herbalism, brewing, wine making, food preservation, appraisal

Spells:  cause drunkenness, cure drunkeness, TK small objects, 

Magic Items:  Ever full purse, Magic tools, Flask of Plenty,  Bag of forever rations.

 

Olea is on good terms with Marileea as she helps celebrate the births, milestones and sometimes deaths (Celebratory Wake).  Just check that they are not leaving with more than they came with!

 

 

 

Hope this helps!

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The Thieves Guild and/or Assassins Guild if they are separate entities.

The heads of these would be important in the background or foreground.

 

If the city if known as a bastion of EVIL, are there any good characters trying to do recon on it ? Similarly if the place is GOOD are there evil characters trying to undermine it ?

 

Are there embassies in the city from other countries or cities ? If so the ambassadors would be important.

 

And there is one glaring omission. The city guard are not technically the military. So what about the army and navy leaders or those who aspire to those roles. 

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Here is where I turn some GM authorship over to the players.  For a couple of reasons.  1) Their buy in will be greater because they hand in it's creation.  2)  You don't have to do all the heavy lifting.  

So, how do you do this?  By asking leading questions.  

 

Turn to a player and say;  "Your PC knows of an unsavory character that hangs around the docks..who is it?  What is their gig?  What is your relationship with them?"  You might get everything from "its my brother" to "its my sworn enemy".  

For the Mayor, turn to a player and say: "You've heard a nasty rumor about the mayor, what is it?  You strongly feel that this is a false accusation.  Why do you feel that way?  Who would benefit by spreading such a rumor?"  Now, even if the PC and the Mayor have never met, there is this connection and the table is off and running and constructing this city right in front of y'all.  

Ask the most magical oriented character; "You've met the head of the magic university.  How did you meet?  What are they like?  Was your meeting a positive or negative one?  What project is the University desperate to get off the ground and why?"  Maybe the player will say; "I was a student and got kicked out for forbidden rituals."   Maybe they will say; "Met hapstance at an Inn outside of town, we had a lovely dinner over shared interests of the arcane and are on our way to becoming fast friends."

To a player who's PC does not know the city, first time here, ask; "Hey, you had a really nice encounter with the City Guard.  You thought they would be hard asses, but one of them was welcoming and open.  Why do you think the guard was so open and genuniely interested in you?  Now, this is a question is much more narrow than the others.  As the GM, I want to build a ready made ally for the newcomer PC.  So, I've pre-empted any kind of negative relationship between the PC and the Guard and turned it into a positive one.  Also, this is a great way to turn a trope or cliche slightly.  

You don't know what the players are going to toss out.  But what they do toss out will be juicy and provide all kinds of hooks.  And I've noticed, players love screwing over their own characters from time to time and this when you get a whole plethora of Disadvantages opportunities as well as adventure hooks.  

 

I have a video about using Leading Questions, expanding a bit on what I suggested here:  

 

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My on-hiatus campaoign set in the city of Thalassene is pretty setting-intensive: The PCs met because they live in a particular neighborhood, Pillatrs, and they continue to interact with the people of that artisan-heavy neighborhood. There were enough NPCs that eventually I made a list for my own reference. Since the campaign is unusual, I am not sure how useful this list would be as inspiration, but, well, it's an example of populating a Fantasy city. So here it is:

 

PILLARS PEOPLE LIST

 

Religious

Flamen Orsilla: Female human cleric of Holy Family.

Donatus: Half-sahuagin son.

Flamen Skrog: Male orc cleric of Lamideck. Former city guard, watch member.

Ostiary Edricus: Male human notary (esp. wills); shrine of Maion.

Ostiary Laxus Taruntius: Male human caretaker, Goldsmith shrine.

 

Military

Centurion Garicus: Male human (Macrine) wall guard commander.

Llyrdis: Female elf (Rhovistae) wall guard.

Rovaldus Nolti: Male human wall guard; Dionna’s grandfather.

Scoffle: Male human semi-retired wall guard, gatekeeper.

 

Commerce

Agnellus Carthus: Male human cooper; brother of the late Agapetus.

Alalcomeneus: Male human pet’s-meat vendor.

Amphictyon: Elderly male tailor.

Barsophilus J. Quingle: Male gnome tinker/alchemist/cotton candy maker.

Rheon: Male human apprentice alchemist.

Abito: Male human crank-turner; son of local laborer; surly.

Klo: Female minotaur crank-turner; Virj & Enid’s daughter.

Chanduri Mumtash: Female human (Furanian) apothecary.

Droysa: Female goblin button-maker; widow and mother.

Loyid: Oldest son (10).

Eorin: Male elf (Rhovistae) runs Evening Star Public House.

Gallimachus: Male human chicken butcher; angry drunk.

Gallinus: Son; bully, troublemaker.

Garsief: Male human ice-maker, semi-sorcerer.

Garth & Melba Wibbley: Halfling (Leptopoda) paper appliqué workers.

Patience: Female halfling; granddaughter; slain watch member.

Fortitude: Male halfling; grandson.

Govinus & Espina Magirus: Human (Furanian/Macrine) pastry cooks.

Avina Magirus: Govinus’ widowed sister; stuffed dumplings at lunch counter.

Oenopion: Elderly male human wine seller.

Phoebus and Cornelia Lavandum: Human launderers.

Pholus: Male centaur water-carrier; former cavalry, lost leg.

Nephele: Female centaur; Pholus’ wife.

Nephelus: Male centaur; Pholus’ son.

Phola: Female centaur; Pholus’ daughter.

Plautus Taruntius: Male human jeweler; nephew of Dives Taruntius.

Psammeticus & Nefrura: Human (Drohashi) restauranteurs, Pita Palace.

Pentavus: Oldest son; pitas at lunch counter.

Rufus Rubellus: Male human stable master.

Rundigan: Male human innkeeper.

Bettina: Granddaughter, works at the inn.

Gordian: Son, works at the inn.

Silas Applebarrel: Male halfling (Leptopoda) tea house proprietor.

Tentamon: Male human (Drohashi) owner, paper fan factory.

Thana Mavo (Thanh Mao): Female halfling (Vohinese); curry at lunch counter.

Titus Faba: Male human; bean soup at lunch counter.

Ulfilas Sutor: Male human cobbler; religious bigot.

Aelentha: Female human; daughter.

Trasaric: Male human; son.

Vallus & Thyone Ovicon: Human egg-painters.

Phoebe: Daughter; friend of Dionna.

Virj & Enid: Minotaur bakers.

Jorg: Male minotaur, oldest son, content being a baker.

Klo: Female minotaur, daughter, works at Quingle’s.

Siris: Female minotaur, youngest daughter; loves Din’s stories.

Zimrus: Elderly male human ‘Old Believer,” sells lamps & fancy candles.

 

Other

Geptil: Male hobgoblin sifu, Blade Cross Dojo.

Brodin: Male human monk, senior student.

Lilybell: Female halfling monk, senior student.

Ostorius: Young male human student.

Tropus: Male human student; irritable.

Zalinda: Female human student; extremely reluctant.

Mrs. Gundestrop: Female dwarf boarding house proprietor.

Hervon: Male human rat-catcher.

Hikua: Female child harpy; street urchin adopted by Danaë.

Latromis: Female human prostitute at Cheap Rooms.

Marcion Trescana: Male human leech.

Narsimus Exus: Male human attorney.

Skorfinn: Male dwarf (Fjellkin) tenement owner/manager.

Vivia: Elderly female human proprietor, Cheap Rooms.

Mustellus: Vicious, rat-faced punk of a son.

 

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1 hour ago, DShomshak said:

My on-hiatus campaoign set in the city of Thalassene is pretty setting-intensive: The PCs met because they live in a particular neighborhood, Pillatrs, and they continue to interact with the people of that artisan-heavy neighborhood. There were enough NPCs that eventually I made a list for my own reference. Since the campaign is unusual, I am not sure how useful this list would be as inspiration, but, well, it's an example of populating a Fantasy city. So here it is:

 

PILLARS PEOPLE LIST

 

Religious

Flamen Orsilla: Female human cleric of Holy Family.

Donatus: Half-sahuagin son.

Flamen Skrog: Male orc cleric of Lamideck. Former city guard, watch member.

Ostiary Edricus: Male human notary (esp. wills); shrine of Maion.

Ostiary Laxus Taruntius: Male human caretaker, Goldsmith shrine.

 

Military

Centurion Garicus: Male human (Macrine) wall guard commander.

Llyrdis: Female elf (Rhovistae) wall guard.

Rovaldus Nolti: Male human wall guard; Dionna’s grandfather.

Scoffle: Male human semi-retired wall guard, gatekeeper.

 

Commerce

Agnellus Carthus: Male human cooper; brother of the late Agapetus.

Alalcomeneus: Male human pet’s-meat vendor.

Amphictyon: Elderly male tailor.

Barsophilus J. Quingle: Male gnome tinker/alchemist/cotton candy maker.

Rheon: Male human apprentice alchemist.

Abito: Male human crank-turner; son of local laborer; surly.

Klo: Female minotaur crank-turner; Virj & Enid’s daughter.

Chanduri Mumtash: Female human (Furanian) apothecary.

Droysa: Female goblin button-maker; widow and mother.

Loyid: Oldest son (10).

Eorin: Male elf (Rhovistae) runs Evening Star Public House.

Gallimachus: Male human chicken butcher; angry drunk.

Gallinus: Son; bully, troublemaker.

Garsief: Male human ice-maker, semi-sorcerer.

Garth & Melba Wibbley: Halfling (Leptopoda) paper appliqué workers.

Patience: Female halfling; granddaughter; slain watch member.

Fortitude: Male halfling; grandson.

Govinus & Espina Magirus: Human (Furanian/Macrine) pastry cooks.

Avina Magirus: Govinus’ widowed sister; stuffed dumplings at lunch counter.

Oenopion: Elderly male human wine seller.

Phoebus and Cornelia Lavandum: Human launderers.

Pholus: Male centaur water-carrier; former cavalry, lost leg.

Nephele: Female centaur; Pholus’ wife.

Nephelus: Male centaur; Pholus’ son.

Phola: Female centaur; Pholus’ daughter.

Plautus Taruntius: Male human jeweler; nephew of Dives Taruntius.

Psammeticus & Nefrura: Human (Drohashi) restauranteurs, Pita Palace.

Pentavus: Oldest son; pitas at lunch counter.

Rufus Rubellus: Male human stable master.

Rundigan: Male human innkeeper.

Bettina: Granddaughter, works at the inn.

Gordian: Son, works at the inn.

Silas Applebarrel: Male halfling (Leptopoda) tea house proprietor.

Tentamon: Male human (Drohashi) owner, paper fan factory.

Thana Mavo (Thanh Mao): Female halfling (Vohinese); curry at lunch counter.

Titus Faba: Male human; bean soup at lunch counter.

Ulfilas Sutor: Male human cobbler; religious bigot.

Aelentha: Female human; daughter.

Trasaric: Male human; son.

Vallus & Thyone Ovicon: Human egg-painters.

Phoebe: Daughter; friend of Dionna.

Virj & Enid: Minotaur bakers.

Jorg: Male minotaur, oldest son, content being a baker.

Klo: Female minotaur, daughter, works at Quingle’s.

Siris: Female minotaur, youngest daughter; loves Din’s stories.

Zimrus: Elderly male human ‘Old Believer,” sells lamps & fancy candles.

 

Other

Geptil: Male hobgoblin sifu, Blade Cross Dojo.

Brodin: Male human monk, senior student.

Lilybell: Female halfling monk, senior student.

Ostorius: Young male human student.

Tropus: Male human student; irritable.

Zalinda: Female human student; extremely reluctant.

Mrs. Gundestrop: Female dwarf boarding house proprietor.

Hervon: Male human rat-catcher.

Hikua: Female child harpy; street urchin adopted by Danaë.

Latromis: Female human prostitute at Cheap Rooms.

Marcion Trescana: Male human leech.

Narsimus Exus: Male human attorney.

Skorfinn: Male dwarf (Fjellkin) tenement owner/manager.

Vivia: Elderly female human proprietor, Cheap Rooms.

Mustellus: Vicious, rat-faced punk of a son.

 

WOW!

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So, appreciated whether or not it turns out to be useful...

 

If anyone wants, I can post the "Thalassene Player's Guide" I wrote to introduce the city to my players. I tried to get away from the encyclopedia article style that seems to be standard (and to which I tend to use due to my pedantic temperament) for something more impressionistic. Players don't need to know the chief imports and exports, or the names of everyone on the city council. For making characters, I thought it might be more useful to give local anecdotes, people the PCs might expect to meet, well known landmarks, and the like. You can tell me if I succeeded in describing a place for which you can make characters, and for which you'd *want* to make characters.

 

Dean Shomshak

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Just to let people know this is NOT forgotten, but I am watching those videos about fantasy worlds and where to place resources and trad routes.  BUT I will use DShomshak's Thalassene guide as a template and will start populating my main city, Aerelios, Jewel of the Gefting Sea!

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If there's a core to what I attempted, it's an idea I got from Kurt Busiek's Astro City: Everyone has their own story. It doesn't have to be a big story, a deep story or a complicated story, but they aren't just sitting around waiting for the PCs to do something, the Dark Lord to do something, their political faction to do something, whatever. They have lives and motives of their own, which may or may not intersect with larger conflicts and storylines.

 

Or to put it more briefly: The NPCs don't know they are NPCs.

 

Dean Shomshak

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