Important Settlements
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Important Settlements
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
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
Re: Important Settlements
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
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
Re: Important Settlements
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
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
Re: Important Settlements
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.
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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