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Important Settlements

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Important Settlements Empty Important Settlements

Post  Malazek Sat Sep 13, 2014 11:24 am

UMBRAFALL CITY STATS
Settlement Alignment: Neutral Good
Government: Overlord (Vicereine Emberlyn Winter)
Settlement Type: Small City (Population 5,000-10,000)
Qualities (4): Insular, Prosperous (relatively), Strategic Location, Tourist Attraction
Disadvantages: Impoverished (all settlements in the Realms are impoverished)
Danger: +5 to encounter rolls (page 212-213)
Base Value: 4400
Purchase Limit: 25,000
Spell-casting: 6th Level Spells
Available Magic Items: 2-8 minor items, 1-6 medium items, 0-3 major items
 
Modifiers:
-          Economy: +4 to craft, perform, and profession checks made to earn money
-          Law: +4 to intimidate foe into acting friendly, +4 to call the guards, and +4 on diplomacy checks with city officials
-          Society: +1 to disguise and +1 to diplomacy checks made to alter the attitude of non-officials
-          Lore: +2 to gather information and research
-          Corruption: +4 to bluff checks against guards and officials, +4 to hide outside
-          Crime: -1 to pick-pockets, -1 to sense motive checks made to avoid being bluffed.
 
Thieves’ Guild: The Freemen of Umbrafall


Last edited by Malazek on Sat Sep 13, 2014 11:30 am; edited 1 time in total
Malazek
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Post  Malazek Sat Sep 13, 2014 11:27 am

STURMGARD CITY STATS
Settlement Alignment: Lawful Neutral
Government: Magical Overlord (Duke Aric von Eldridge IV)
Settlement Type: Metropolis (Population 30,000)
Qualities (6): Academic, Magically Attuned, Tourist Attraction, Holy Site, Racially Intolerant (Narlanders), Superstitious
Disadvantages: Impoverished (all settlements in the Realms are impoverished)
Danger: +10 to encounter rolls (page 212-213)
Base Value: 14,400
Purchase Limit: 70,000
Spell-casting: 12th Level Spells
Available Magic Items: Any number of minor items, 2-8 medium items, 1-6 major items
 
Modifiers:
-          Economy: +5 to craft, perform, and profession checks made to earn money
-          Law: +7 to intimidate foe into acting friendly, +7 to call the guards, and +7 on diplomacy checks with city officials
-          Society: +4 to disguise and +4 to diplomacy checks made to alter the attitude of non-officials
-          Lore: +8 to gather information and research
-          Corruption: +1 to bluff checks against guards and officials, +1 to hide outside
-          Crime: +1 to pick-pockets, +1 to sense motive checks made to avoid being bluffed.
 
Magical Academy: Zaubereigarten (zow-bə-RYE-gar-tən) Headmeister Waldemar von Walkenhorst
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Post  Malazek Sun Sep 14, 2014 4:09 pm

PORTHAGE TOWN STATS
Settlement Alignment: True Neutral
Government: Overlord (Count Diogo)
Settlement Type: Large Town (Population 4,500)
Qualities (3): Notorious, Strategic Location, Holy Site
Disadvantages: Impoverished (all settlements in the Realms are impoverished)
Danger: +15 to encounter rolls (page 212-213)
Base Value: 1800
Purchase Limit: 10,000
Spell-casting: 7th Level Spells
Available Magic Items: 1-6 minor items, 1-4 medium items, 0-2 major items
 
Modifiers:
-          Economy: +1 to craft, perform, and profession checks made to earn money
-          Law: +1 to intimidate foe into acting friendly, +1 to call the guards, and +1 on diplomacy checks with city officials
-          Society: -2 to disguise and -2 to diplomacy checks made to alter the attitude of non-officials
-          Lore: +2 to gather information and research
-          Corruption: -1 to bluff checks against guards and officials, -1 to hide outside
-          Crime: +0 to pick-pockets, +0 to sense motive checks made to avoid being bluffed.
 
Harbormaster: Jovita Lara

High Priest: Lord-Bishop Renaud Thibault
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Post  Malazek Fri Sep 19, 2014 1:26 pm

VILDEROY CITY STATS
Settlement Alignment: Lawful Good
 
Government: Overlords
-          King Guy III, “the Loveless” (Royal Sovereign of the  Great Kingdom of Nar)
-          The Arch-Duchess Adelaide, Sister of the King (Ruler of the Narland)
-          Count Regis (Chief Administrator of Vilderoy and her surrounding lands).
 
Settlement Type: Large City (Population 17,500)
-          Outer City (Population 17,000)
-          Inner City (Population 500)
 
Inner City Qualities (5): Academic, Holy Site, Pious, Prosperous, Tourist Attraction
Outer City Qualities (5): Pious, Holy Site
 
Disadvantages: Impoverished (Outer City Only)
 
Danger (Inner City): +0 to encounter rolls (page 212-213)
Danger (Outer City): +10 to encounter rolls (page 212-213)
 
Base Value (Inner City): 12,400
Base Value (Outer City): 250
 
Purchase Limit (Inner City): 85,000
Purchase Limit (Outer City): 1,250
 
Inner City Spell-casting: 11th Level Spells
Outer City Spell-casting: 4th Level Spells
 
Available Magic Items (Inner City): 3-12 Minor Items, 3-14 Medium Items, 2-8 Major Items
Available Magic Items (Outer City): 1-4 Minor Items, 1-2 Medium Items
 
Inner City Modifiers:
-          Economy: +4 to craft, perform, and profession checks made to earn money
-          Law: +3 to intimidate foe into acting friendly, +3 to call the guards, and +3 on diplomacy checks with city officials
-          Society: +3 to disguise and +3 to diplomacy checks made to alter the attitude of non-officials
-          Lore: +3 to gather information and research
-          Corruption: +0 to bluff checks against guards and officials, +0 to hide outside
-          Crime: -1 to pick-pockets, -1 to sense motive checks made to avoid being bluffed.
 
Outer City Modifiers:
-          Economy: -1 to craft, perform, and profession checks made to earn money
-          Law: +3 to intimidate foe into acting friendly, +3 to call the guards, and +3 on diplomacy checks with city officials
-          Society: -1 to disguise and -1 to diplomacy checks made to alter the attitude of non-officials
-          Lore: -1 to gather information and research
-          Corruption: -2 to bluff checks against guards and officials, -2 to hide outside
-          Crime: +3 to pick-pockets, +3 to sense motive checks made to avoid being bluffed.
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