Challenge: Build a D&D city. [Archive] - Wizards Community

Post/Author/DateTimePost
Abbacabba

11-22-06, 11:33 AM
There have been quite a few threads recently about D&D rules not meshing well with how most game cities/towns are usually played.

I'd like to try and build a D&D city, brining in the effects of magic and magic users.


I'll set up the city, and lets see how it evolves. Feel free to "move in" commoners/PC Classes/NPC classes as you see fit.


______________________________________
Year 1

Mr. X a 10th level fighter is given a portion of lands as his own. He decides to build a stronghold for himself and his followers(Leadership Feat). Knowing he is going to be building a home he cashes in some items to purchace a (Lyre of Building)

Mr. X brings along his wife whom he met on his adventures. Mrs. X (Cleric 7 )

Mr. X also brings along his 7th level wizard cohort and 6 followers.

At the end of the first year Mr. X has a small stronghold built and there are homes for each follower.

A stone wall(clr. Wall of stone) has been started quite abit off from the town. It is the start of a town wall for defense.


__________
Summary

Hamlet of XXXXXXXXX
pop. 9 (Ftr10, Clr7, Wiz7, 6 Com1-4)


Items: Lyre of Building

*SOME* of the beneficial Cleric spells available every day:

Create water

Cure wounds(Minor, Light, Moderate, Serious)

Purify Food and Drink

Mending

Augury - Used to help pick the best spots for housing, fields, etc..

Make Whole

Control Water

Divination

Raise Dead

Wall of Stone






NEXT : Year 2 : open to anyone, how would they expand and build up.
MMMMMfear

11-22-06, 11:56 AM
wow, thats a pretty good setup. But it seems like it would take forever to get a good population. How would you overcome that?

-tasts like ****
Thought

11-22-06, 12:02 PM
I like the idea, but unfortunately I have quite a few questions that I would ask before I'd feel right in contributing.

1) how feudal is the setting? Does this land grant come with peasants? Can peasants move in?

2) where is this land grant situated? Mountains, farmland, forest, swamp, by a river, by the coast, etc (important for figuring out what sort of merchants might set up shop)

3) is the main point of this place strategic or economic? (it currently looks like you want a strategic city, rather than economic).

As a general guideline, it should be kept in mind that cities in medieval periods only grew through immigration; the population seldom could maintain itself through reproduction.
razorboy

11-22-06, 12:16 PM
Wow, neat idea, I love it. :)

Ok, my take on Year 2

Hamlet of XXXXXXXXX
pop. 23 (Ftr10, Clr7, Wiz7, Wiz 1, 6 Com1-17)
Attracted by beneficial cleric spells (healing just around the corner), spells and items to enhance building houses, planting fields, irrigation, etc; as well as the protection offered, 3 more families (let's say average size of 4 each) move to Hamlet of XXXXXX and are offered a plot of land each by Mr. X in exchange for a portion of the wield. Mr. X so far uses this tax to save up a store of food as well as to feed his now-growing family: Mrs. X gives birth to their first-born child.

Mr. X's follower Wiz 7 takes on an apprentice (let's say either Wiz1 or Apprentice Wiz 1) and begins constructing his own tower (or addition to Mr. X's stronghold).
Abbacabba

11-22-06, 12:18 PM
wow, thats a pretty good setup. But it seems like it would take forever to get a good population. How would you overcome that?

-tasts like ****



This is mostly the point. Usually the towns and cities in most published D&D settings seem -off- in that the small ones would most likely perish with one decent incursion of a band of goblins.

The large cities(like WaterDeep in FR) don't seem magical enough. I mean they should have scores of high level wizards and clerics around yet they just seem ... lacking..

Others have pointed out recently that with access to the magics just presented in the PHB a D&D city should look and feel much different than what is usually in source books and adventures.

Here is a chance to work one up from the start.



I like the idea, but unfortunately I have quite a few questions that I would ask before I'd feel right in contributing.

1) how feudal is the setting? Does this land grant come with peasants? Can peasants move in?

2) where is this land grant situated? Mountains, farmland, forest, swamp, by a river, by the coast, etc (important for figuring out what sort of merchants might set up shop)

3) is the main point of this place strategic or economic? (it currently looks like you want a strategic city, rather than economic).

As a general guideline, it should be kept in mind that cities in medieval periods only grew through immigration; the population seldom could maintain itself through reproduction.



1) Lets assume that there is a feudal system and the "King" will indeed demand taxes. How about 10-20%, but this is open to debate, if you have a better amount in mind say so.

2) Lets situate our land on decent land, say a river with in 3 miles, and only low rolling hills, no mountains.

3) Lets not build a military outpost, I would like to build a thriving city so economic but you have to build for threats. So town defense is on the "TODO" list



As far as gaining population:

The kingdom is doing well, i.e there are no wars right now.

The founder of this city (Mr. X) is a 10th level fighter with the leadership feat. He should be legendary in 1-2 locations and his name should be well known in many lands.

This should draw people in.


The town is open for anyone here to help build. If you want it to grow.. HOW would you do it? its up to us to build it using all the resources available.
Thought

11-22-06, 01:42 PM
Sorry, when I asked for the feudal system I was wondering where the peasant were coming from, not taxes. Strong feudal systems tied peasants to the land, so they couldn't move to a new area. Unless Mr. X was given land with peasants (or peasants from other land), he's in a bad situation. Of course, if peasants can move in, aka a weaker feudal system, then that problem is taken care of. Anywho, going with...

Supplemental Year 2
Hamlet of XXXXXXXX
pop. 30 (Ftr10, Clr7, Wiz7, Wiz 1, 26 Com 1-17)
*NOTE* the commoner levels seem rather high

Hearing of Mr. X's fame and the opportunity of a new city, Calvin Miller (bonus points to those who recognize the name) uproots his wife and their 6 children, packs up a few wagons, and makes the long hard journey to the new city. Alas, along the way a son dies and is buried not three days before the walls of Mr. X's keep. Setting up shop on the river, C. Miller and his sons build a grain mill. Due to the rarity of good stone in the surrounding areas, the mill can only produce common meal for bread. The miller hopes to important fine grinding stones, if all goes well, in the next several years. Finishing around harvest time, the mill bustles with activity as the farmers bring their grain to be made into meal. It is a poor year for the Miller and his family, as only three farms brings in little sustenance, but luckily he still has plenty of food from the trip to last them into the winter, during which he and his boys prepare to start farming the land around the mill as well. During this time, his wife and daughters work on their vegetable garden. She gives birth to another child during this time, but the baby dies due to cradle fire.

*Note* Do you want to keep the names generic? Or can we talk about naming Mr. X and the hamlet?
Abbacabba

11-22-06, 02:09 PM
Year 3:

Seeing some hardships Mr.X sends out a call for a druid whom can help increase the bounty from the crops.


Of those that respond one is chosen Drd6 he brings along his family Wife, son, daughter. (Com4, com1, com1)

He agrees to help tend to the lands and crops in exchange for a small area of forest where he can live. He also wants a small yearly fee to be paid and he expects first pick of the crops for the next 3 years.


His services include two castings per day of plant growth. This should cover the town and also make the surrounding areas very fertile for the next growing season.




Additionally Mr. X sends word to some of his contacts to spread word of his growing settlement. He hopes rumors start about how good his lands are and how ripe the area will become in the near future for new businesses.

*I figure any fighter worth his salt knows some current/former rogueish characters and for a few gold he hopes to spread word of his settlement.


Over the 3rd year the town attracts 20 new commoners and 2 experts.

The experts should be lower level (1-3) :

Healer/Doctor as the town is becoming too large for the lone cleric.

Blacksmith


At the end of the 3rd year construction of a Meeting house/Tavern has been started. Its should be completed early in the 4th year.

Also near the end of the year Mrs. X takes a young man to be an apprentice (adapt 1)



* A small band of kobolds assault the town this year, spotted early the town prepares. Using the now considerable stone walls defensively, they manage to kill off the band. The town takes a loss of five(5) on their side. Besides some copper pieces nothing of real value is found on the kobolds.

A small number of watch towers are built.



End of 3rd year:
Population : 51 (Ftr10, Clr7, Wiz7, Wiz1, Drd6, 1 Adept, 2 Experts(1-3) 43 Com 1-10)
*Bumped the avg. level down for the commoners.












* Give names to Mr./Mrs. X and the town if you have some..
Abbacabba

11-22-06, 02:21 PM
Situation at the start of year 4:

Population : 51 (Ftr10, Clr7, Wiz7, Wiz1, Drd6, 1 Adept, 2 Experts(1-3) 43 Com 1-10)


1) The stone walls from Mrs. X are quite large now giving everyone in the town a good defensive area. It has room for expansion for the next few years but after the population hits >200 homes will have to be built outside the walls and a new set will need to be started.

2) Druid spells are enriching the lands.

3) A tavern exists early on in year 4.

4) word is being spread about the good conditions

5) a small town watch is being started
Hochiu

11-22-06, 08:21 PM
Meh, the feudal system.

D&D has such a population that the feudal system would be so impractical and unrealistic -- they (the local lords) would have shifted from a society where the peasants were tied to the land to more of a rent based economy because of the sheer number of people that could move around.

I just would suggest not to trying to fall into the trap of "Europe had Feudalism all throughout the middle ages" that most people think of when they thin o this period.
Secrets Untold

11-22-06, 10:26 PM
Second Half of Year Four
-A famine strikes the land at the same time the Druid falls ill (not deathly, but ill enough to have to stop working). The famine starves 4 families.
-Less people are deciding to come to Hamlet XXXXXXXX because of the bad crops this year, but a couple (2 families) do
-The watch reports sounds of arcane mutterings in the night. Maybe an enemy mage is causing the bad conditions.
-On a happier note, Mr. and Mrs. X's son, X junior, has taken a liking to the Druid. Perhaps he'll be one when he grows up in 13 years.
-Also, the Wizard's tower is finished.

End of Year Four
Population: 47 (Ftr10, Clr7, Wiz7, Wiz1, Drd6*, 1 Adept, 2 Experts(1-3) 39 Com 1-10) *Sick for unknown reasons.
_______________

Can we do these in 6-month halves? It would be more fun, I think to start a year and have someone else finish it.
razorboy

11-23-06, 08:07 AM
6 month increments are fun :)

First half of Year 5

Population: 74 (Ftr10, Clr7, Wiz7, Wiz2, Drd6*, 1 Adept, 1 Rogue 2, 5 Warrior1, 2 Experts(1-3) 60 Com 1-10)

Having to watch out for more kobold raids and with strange famine and sickness going around, Mr. X invites a party of low-level adventurers to find the source of the famine and sickness and eliminate it. The adventurers find an evil druid (or whatever) and eliminate him, restoring the crops and the hamlet druid's health in the process. With the crops reinvigorated, people once again move to Hamlet XXXXXX, four more farmer families join the hamlet (average size 4), plus a number of children are born (5 in total, one dies shortly thereafter), including Mr and Mrs. X's second child.

The inn also attracts more customers as travellers and peddlers take advantage of the hamlet's inn, blacksmith, and protection, so the innkeeper hires 2 additional staff. One of them happens to be a thief on the run from the law from a larger city. The hamlet's grain mill buisiness begins to pick up as the number of neighboring farms increases. Because of the need for extra defenses after the kobold raids, Mr. X begins to collect a toll from passing merchants and the hamlet's few enterprises to support 5 soldiers who are attracted by Mr. X's reputation and a steady pay, and the training of the hamlet's inhabitants as militia.
BeefotronX

11-23-06, 01:42 PM
Second half of Year 5

The miller continues to explore Mr. X's land holdings, still dreaming of a better millstone. He discovers a deposit of good stone between a couple of hills, but bemoans the lack of any kind of stonecutter or mason in the hamlet. When the next bard passes through town, the miller convinces him (with a bit of his savings) to spread word of the hamlet's stone to any down-and-out stonemasons he runs into.

Meanwhile, another family moves in (6 people), while the thief in town attracts a couple of disciples from among the youth.

A couple new members are added to the town guard as travelers bring news of a band of kobold sorcerers taking command of the nearby tribe, and Mr. X starts giving some additional training to the guards. One of the new guards stands out as particularly clever, and Mr. X decides to personally give him some more intensive martial training, grooming him for the future position of sheriff when the town gets big enough.

Population: 80 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 1 Adept, 1 Rogue 2, 2 Rogue 1,7 Warrior(1-2), 2 Experts(1-3) 61 Com 1-10)
Nathreet

11-23-06, 04:27 PM
3+3 words: heroes are rare. Magic is expensive.

Perhaps waterdeep should have more magic around, but it would not be accessible to the general population. The rich should have a great deal of magic, at least.
Ikeren

11-23-06, 05:22 PM
Year Six

Previous Population:
Population: 80 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 1 Adept, 1 Rogue 2, 2 Rogue 1,7 Warrior(1-2), 2 Experts(1-3) 61 Com 1-10)

Adding: 10 commoners, 3 experts (1), 7 Warriors (1)

Total Population: 100 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 1 Adept, 1 Rogue 2, 2 Rogue 1, 14 Warrior(1-2), 5 Experts(1-3) 71 Com 1-10)

______________________________________
As the city continues to build and prosper, the leader-type-king-person who granted the town's leader, the mighty warrior, realized the benefits of keeping close friends with the leader of this new town. As a result, the leader-type-king-person makes a diplomatic effort to ensure a caravan goes through the town that spring.

Not only that, this leader had some displaced refugees, who were moved to the town. 2 families (4 each), 3 traders (the experts) and several of the fighting men (plus two had wives, the other two commoners) decided to stay and set up in the town. The traders set up shop and begin to try to import goods and provide necessary capitalism to the town. The warriors join on the town guard.

The thief is beginning to cause some problems - one or two things on the somewhat-richly loaded merchant caravan went missing. The sheriff and a few of his deputy's, plus the caravan's own guards are searching for the culprit.
Agent Graves

11-23-06, 07:07 PM
may i play devils advocate?

During the first few months of year 7, Baron Josiah Idium of Idium-on-the-Downs, a town not ten days away finds that a small number of his wards, farmers and lower class craftsmen are grumbling about taxes and how oppressed they feel. They pack up and will arrive at the growing town buy the end of month three.

Four families in total:
(1) A brewer + Wife(barmaid),
(2) a Clothier + wife (clothier) and 2 sons (warrior and clothier)
(3) farming family (husband, wife, 3 teenage sons)
(4) shepherding family (husband, wife, girl (aged 6) w/ twenty head of sheep)
Thats expert 3 (brewer), experts 3,2,1 (clothier), warrior 1, commoners 2,3 (farmer and shepherd)

When the brewer arrives he will search for hops etc, and along with the clothier will use his contacts and import the necessary items (hops, yeast, weat. materials; cotton, silks, wool (from the shepherd)

Baron Josiah Idium is jealous of Mr.X and his ever growing town. (especially since his mistress left; the clothier's wife)
He sends Yoshum, (Bard 3/Rogue 2) who arrives a few weeks after setting himself up as a bard in the town square. He will spy for Baron Josiah Idium.

Meanwhile, three years since the Kobolds attacked the remaining Kobold clan have found a dozen eggs amongst the carcus of a wyvern. Most of them have been broken, but one is still intact.
Abbacabba

11-23-06, 11:23 PM
3+3 words: heroes are rare. Magic is expensive.

Perhaps waterdeep should have more magic around, but it would not be accessible to the general population. The rich should have a great deal of magic, at least.

True but look, this city can -and has- shown that a low level fighter and cleric can easily build walls (wall of stone/lyre of building) and have immense success in farming(druids plant growth) all low cost.

I'd suggest we all take a look a the spells that can easily change the world.

**http://boards1.wizards.com/showthread.php?t=674452**
Abbacabba

11-23-06, 11:29 PM
Second half of Year 5

The miller continues to explore Mr. X's land holdings, still dreaming of a better millstone. He discovers a deposit of good stone between a couple of hills, but bemoans the lack of any kind of stonecutter or mason in the hamlet. When the next bard passes through town, the miller convinces him (with a bit of his savings) to spread word of the hamlet's stone to any down-and-out stonemasons he runs into.



I'd add that Mr. X would easily let a passing bard play the lyre of building to excavate any good stone deposit avaliable.

Lets say he did and now a large quantity of good stone is available in town.

Mr. X will pay the bard to continue to play this year in exchange for a small cut of the profits. The bard agrees to play each week.

This starts an economic trade ability in our small but growing city.
razorboy

11-24-06, 08:21 AM
First half of Year 7

----------------------

Total Population: 100 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 1 Adept, 1 Rogue 2, 2 Rogue 1, 14 Warrior(1-2), 5 Experts(1-3) 71 Com 1-10)

Adding
(1) A brewer + Wife(barmaid),
(2) a Clothier + wife (clothier) and 2 sons (warrior and clothier)
(3) farming family (husband, wife, 3 teenage sons)
(4) shepherding family (husband, wife, girl (aged 6) w/ twenty head of sheep)
As per Agent Graves post. That's 14 people total (I personally count children as Commoner 1)

Also adding Stonecutter and his family (Expert 2, three Commoner 1), Sundries and tools store owner and his weaver wife (Expert 3, Expert 1), the king's woodsman (Ranger 2), 9 babis (Commoner 1 for statistics purposes), farmer family (two Commoner 2, two Commoner 1).

-----------------------

In addition to disgruntled families from Idium-on-the-Downs, the town also attracts a stonecutter and his family (Expert 2, and three Commoner 1). Furthermore, one of the peddlers who passed through the hamlet every year, notices how well it's doing and also regular travellers and the large caravan (that Mr. X's lord sent through the previous spring) and decides that there is enough demand for an official store and sets one up. He settles down with his wife who is also a competent weaver (Expert 3, Expert 1).

The egg hatches into a small wyrmling (pick a color, my personal preference is green :) ). The wyrmling is still too small to cause problems on its own, but the kobolds begin foraging again to feed the wyrmling's quick growth. They manage to steal a few sheep and cows, as well as beginning to deplete wild game. Mr. X asks his lord to send him one of the lord's trackers to keep an eye on the forest and track kobold activities - Ranger 2.

10 children are born, 8 of them survive past childbirth. 2 members of the farmer families die of accidents or suddent illness. Mr and Mrs X have another child. Mrs. X and her student convince Mr. X to establish a permanent hamlet graveyard and begin construction of a small chapel/shrine to her god. With the Lyre of Building, the frame is ready by mid-year but the interior still needs work. Another farmer family of 4 Commoners moves to the Hamlet.

Baron Idium's bard spy befriends the miller who is dissatisfied with the additional taxes levied on him by Mr X (who still has to support and equip the town guards).
Abbacabba

11-24-06, 12:56 PM
End of Year 7

Total Population: 100 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 1 Adept, 1 Rogue 2, 2 Rogue 1, 14 Warrior(1-2), 5 Experts(1-3) 71 Com 1-10)


The wizard tower is complete and a school is formed. The wizard takes on education responsibilities and has 3-5 students. 1-2 show magical talents.

The stone trade brings in a good sum of money this year and a celebration is planned. Notices are sent to surrounding cities to attract merchants and entertainment.

The kobolds take notice of the increased activity and start watching the city. Their small wrymling is still not large enough but will grow as they step up efforts in its training.
Abbacabba

11-24-06, 01:40 PM
Year 8

The town celebration generates alot of talk in neighboring cities and this year is a boom year.

The town shops are now built and running. The druid attracts a number to his grove(8 low level druids). They continue to spend a portion of their time to helping the lands. At this point growing food is a non-issue. As long as the druid's influence remains the town will never run into famine. Also the town will bring in more and more from trade revenue from excess.

Yoshum, the bard spy informs Baron Josiah Idium of the success of this town.

Baron Josiah Idium, can not risk an attack or out right subversion and wants to establish a working relationship with his new neighbors. (although he still might plan something in the future).

Baron Josiah Idium's lands are not producing much in recent times, his people are over worked. He asks what agreement can be worked out for some of the excess food our city now has to offer.


Plans to establish good trade roads are started and within the next two years roads will connect to Baron Josiah Idium's town and three others.


Happenings:

During the late months talk of an group of orcs circulates. They have been spotted by the kings rangers.

Late one night a large group of orcs lead by a two clerics(3 & 6) assault the town one night.

Set for the attack the town is ready with many set with bows.

The town wizard blasts many with fireball's and magic missles.

The town loses 7 during the battle, many more were injured but were able to be healed from the cleric and adept being prepared.


Goods and equipment valuing over 8000 gold are found.

Total Population: 180 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 8 Drd(1-2), 1 Adept, 1 Rogue 2, 2 Rogue 1, 14 Warrior(1-2), 5 Experts(1-3), 143 Com 1-10)


Upon hearing of the orcs defeat the kobolds decide to look for help in their plans to take the city.




At the end of the year a small gnome asks for an audience with Mr. X he brings with him a small group and asks for permission to excivate a site near the city. He has reason to believe ruins of a old (city/temple/mine) might be located there.

Mr. X asks for 30gp up front and has his wife perform a Divination. There is no negative feelings or information given so permission is granted.
Lyinginbedmon

11-24-06, 06:19 PM
Year 9 - First Half

Total Population: 180 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 8 Drd(1-2), 1 Adept, 1 Rogue 2, 2 Rogue 1, 14 Warrior(1-2), 5 Experts(1-3), 150 Com 1-10)

Spring brings a boost to population as a number of children are born (7 in total). All are blessed in the nearly finished chapel by Mrs X and her now growing congregation.

Additionally, the excavation of ruins nearby by the Gnomes unearths a very deep orifice, as if a well, into the earth. Further investigation reveals a large swirling mass of white light that proves impenetrable to anything the Gnomes carry at the bottom in a spherical outstretch. Mr X considers this matter hazardous and has guards posted to keep watch should someone attempt to tamper with the object. One of the newborns begins to display a talent for necromancy in line with the object's discovery, several small animals are found paralysed (Ray of Enfeeblement) or half frozen (Chill Touch) after he is left alone for periods.
On a brighter note, at least the settlement gained a couple of rabbits for their spring festival.

In the wake of the orc attack, the defensive wall is supplemented by the construction of several guard posts (8 in total, half with arrow slits, half with ballista platforms) that will be completed by the end of the year.

The Kobolds continue gathering food for the wyrmling from the Druid's forest, who begins noticing that populations are dropping much faster than nature would allow and has his circle members establish a brisk watch retinue. The kobolds are sighted several times, but chased off of the grounds with each appearance. Information on these watches and the settlement's growth begin to worry the Kobold leaders, plans are drawn up for a preliminary assault to steal away the children in order to limit population growth.
Draegun Fury

11-25-06, 08:37 PM
Second Half of Year 9.

Total Population: 187 (Ftr10, Ftr1, Clr7, Wiz7, Wiz2, Drd6, 8 Drd(1-2), 1 Adept, 1 Rogue 2, 2 Rogue 1, 14 Warrior(1-2), 5 Experts(1-3), 157 Com 1-10)

A lone traveler arrives in Town, he is badly injured and stripped of most possessions. He is rushed to the temple where Mrs X. sets about healing him.
He informs Mr X. that bandits have set up in the nearby woods (not the Druids) and that they might be working with the Kobolds.

Several more caravans come through town, trade is bussling (increase 10% of town wealth), two families (5 each) decide to set up shop.

Family One: The Smith's (Blacksmith (Earl) Expert 7 (a little competition for the local), his wife (Sally) Commoner 3, and their children, (2 boys, Will and Robert, commoners 1 and 2, and 1 girl, Elizabeth, commoner 2).

Familly Two: Sean Johnston, and his wife Mary-Ann, and three Sons, Harald, Edward, George (Commoners 7, 4, 3, 2, 2) (Set up a farm outside the Wall).

Mrs X. and her apprenticed are found Murdered (there are no witnesses).
Mr X places a 10,000gp reward for any information.

END of Year 9.

Total Population:196

Fighter: 1 (10th), 1 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),

Warrior: 10 (1st), 4 (2nd)
Expert: 1 (7th), 1 (3rd), 2 (2nd), 2 (1st)
Commoners: 166(1-10)

Assassin: 1 (5/10 Rog/Ass)


*Note* The Assassin is not sent by Idium, rather an old enemy of Mr X. from his Adventuring days.
Delfedd

11-26-06, 01:18 AM
First half of Year 10

The assassin has begun to gather support around himself. Disguising himself with a Ring of Disguise He assumes the appearance of a simple watchman, and begins moving up through the ranks, gaining the ear of the watch captain.

Despite Mr X's distaste for their reptilian neighbors, envoys have been sent to the kobold caves. Several ambassators now live in the house of Mr X. The new blacksmith in town sets up shop. As opposed to the current blacksmith, this one specializes in forging armor. This smith attracts some attention from the neighboring towns, mainly warriors, although a minor lords son also visits. The old blacksmith continues making horseshoes, nails, and spearheads as before.


In a fire that destroyed a house, Three children died before the fire could be put out. The Assassin begins to poison Mr. X, slowly, with a poison resistant to magic.

In the time before summer began, an orc encroachment threatened the town. However, the kobold allies assisted the town in trapmaking, mostly due to the fact that the town would be easier to take over without orcs in it as well. The town lost 10 citizens in the attack. However, 3 of these orcs did survive the traps and snares of the kobolds, as well as the human's defenses. They were tried in a fair court, and allowed to go free if they spent the next six months as part of the city watch. There power has given the assassin greater leverage. Ten More people have moved to the city, with it's great walls.

Total Population:219

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 Expert 1
Aristocrats 1 (1st)
Barbarians 3 (1st)

Warrior: 13 (1st), 7 (2nd)
Expert: 1 (7th), 1 (3rd), 2 (2nd), 5 (1st)
Commoners: 166 (1-10)

Assassin: 1 (5/10 Rog/Ass)
Abbacabba

11-27-06, 11:11 AM
Wouldn't Mr.X quickly send out for a raise dead or speak with dead?


I'd almost bet that if he couldn't he would turn to our local druid to perform a reincarnate.


That should get Mrs. X back quickly and she should be able to help divine the assassin through magic or perhaps she even saw the face of her would be killer?

Going that route, whats stops Mr.X form asking the local wizard and druids to perform scrying, If Mrs. X is brought back that should make the will save high enough where after afew days they locate him.

I'd say this Assassin would either have to have a good deal of non-detection gear or have some sort of way of getting protections cast on him often.

If no head way was made quickly, I would bet the King of the lands would not hesitate much to lend a hand, most likely with his courts magic. After all, someone willing to kill a lady of his court might be coming for him eventually.
BeefotronX

11-28-06, 06:45 PM
Year 10, immediately after Mrs. X's death

Mr. X brings the druid and wizard together to discuss a plan for bringing back Mrs. X (and her apprentice). The wizard can start casting gentle repose immediately, giving plenty of time for things like raise dead or reincarnate. Unfortunately, neither the druid nor the wizard are powerful enough to actually bring her back. The druid is planning to leave for a summer solstice gathering led by the Archdruid of his order, during which he plans to get a few scrolls of reincarnate.

Year 10, second half.

Mr. X's health is declining as the assassin is slowly poisoning him. The wizard has been brewing antitoxin that gives Mr. X a few days on his feet from time to time. The druid returns with the scrolls, but Mr. X pauses at the thought of his wife coming back as something weird. He decides to have the adept reincarnated first, who comes back as a female dwarf. After seeing this Mr. X tries to talk the druid out of reincarnating Mrs. X, but he goes on with it anyway, and luckily Mrs. X comes back as a female human. Mrs. X and the adept both have enough clues to the assassin's identity to give both the wizard and the druid something to work with when scrying. While that happens, Mrs. X and the adept start searching for the source of the poison and take steps to get Mr. X away from the poison. Mr. X starts getting better.

The increasing pressure is enough to force the assassin's hand, who makes a direct attempt on Mr. X. While he does succeed in killing Mr. X, he fails to do it cleanly. The resulting battle fails to actually nab the assassin, though, who escapes and flees the village.

The 3 orcs have completed their term of service. Two of them had become followers of the assassin, and join him in his escape. The other orc has grown accustomed to village life and begins bargaining for permission to stay in the village.

The druid uses his last reincarnation scroll to bring back Mr. X, who comes back as an elf. Mr. X sets a 5,000 gp bounty on the assassin, and 300 on the orcs that went with him.
While this season's unrest has caused a few potential immigrants to turn away for more peaceful settlements, one family of 8 moves in: a master architect/stonemason (Exp 11) looking for open space to build his 'greatest creation', his wife (Com 6), two practiced apprentice sons (Exp 2 and 3) and other sons and daughters (Com1-2)

Total Population:224

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 Expert 1
Aristocrats 1 (1st)
Barbarians 1 (1st)

Warrior: 13 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 2 (3rd), 3 (2nd), 5 (1st)
Commoners: 171 (1-10)
Pyrocidius

11-28-06, 06:48 PM
ack, ya beat me to it. i'll try to do the next one after i get done eating.
Wyvern76

11-28-06, 06:49 PM
They were tried in a fair court, and allowed to go free if they spent the next six months as part of the city watch.I'm sorry, but that just strikes me as a Really Bad Idea. It'd be like sentencing criminals to join the police force, or using captured enemy soldiers to guard your base camp.

Wyvern
Lyinginbedmon

11-28-06, 06:58 PM
Well, consider that said criminals would be surrounded by lots of armed guards, most of which are trained warriors, and then factor in that most humanoid criminals will have at best 2 hands open for a weapon. If they try to escape or make a strategic move, they are likely to be caught and killed easily. Just make sure they don't go anywhere unescorted and everything is fine.
Agent Graves

11-28-06, 07:27 PM
LAW
What about some sort of geas to keep them inline or failsafe spell incase they attempt to do something illegal?

How would the townspeople react to them walking around?
Not everyone is tollerent (sp?) of invaders/murderers.

Who defended the Orcs? What did he/she get out of defending the Orcs?

Would Mr.X have a history with Orcs? Surely he came across a few back in his adventuring days?

CELEBRATIONS and Commemorations
I also put it to you that festivals/celebrations etc should be occuring;
> Founding day- the day the Mr.X founded the city [yearly festival]
> Coming of age festival- especially for Mr.X's child
> Statue to commemorate defending the Kobold attack
> Period of Mourning- Mrs.X's death
> Period of Mourning- Mr.X's death
> Commemoration for the return of Mr.X
> Summer Solstice

keep up the good work team
Lyinginbedmon

11-28-06, 07:34 PM
For keeping the Orcs in line, I recommend a number of Mark of Justices, all set to Bestow Curse's 50% actions clause. Each on cuts the odds of them acting normally in half, reducing their ability to do anything. Just set it so that they can't violate the laws or the orders given them by figures of authority within the settlement's political infrastructure.
Pyrocidius

11-28-06, 11:48 PM
Well, celebrations do happen. just none of them have been worthy enough for a year's worth of mention.

also i think that a statue of kobold killing wouldn't be the best idea as we have kobold emissaries in our town. perhaps one defending against orcs would be more apealing?

anyways, Beginning Half of Year 11.

Early in the year, the newfound allied kobolds are ransacked by the remanents of the orc warband. many are slaughtered, while the rest flee their tribal home. Soon, the kobolds end their sprint at the town's walls. After much pleading by the kobold emissaries, Mr.X allows the remaining kobolds to live inside the city. Any plans for taking the city are now completely lost to just being grateful to live in a safe haven.

Many citizens feel a distrust for the kobolds, some even hatred from the eldest of townsfolk. However, there has been no record of racially provoked violence within the city as of yet.

also of note, A recent addition to the city is the opening of an alchemist's store, run by a wandering Artificer (replace with Wizard if Artificer isn't allowed) that chose to make his home here. He plans to not only sell alchemical items, but also improve the living conditions of the town. His first improvement is something he calls a waste network (we know it as a sewer system.) He can be seen many days on the side of the main streets and residential areas, moving the earth around with a few magic items of his. (i wanna say a wand of move earth or eathshape but i don't have my books with me at the moment.) His half-man half-machine companion watches over the store while the Artificer is away.

The architect is still building what apears to be a huge building of some sort, however since he has only gotten mostly foundation and outer wall framework done, the real meaning to his creation is still unknown.


Total Population:224 + 73 (kobolds) + 2 (artificer and warforged) = 289

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 56 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 1 (1st)
Barbarians 1 (1st)

Warrior: 13 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 2 (3rd), 3 (2nd), 5 (1st)
Commoners: 171 (1-10)

Artificer (10th)
Warforged Companion (6th level fighter)
Draegun Fury

11-29-06, 12:43 AM
So there are now 73 Evil Reptilians dwelling in the town that they wanted to conquer, and they have bypassed the towns best defenses (the walls).

Further more, 5 of the Kobolds are 3rd level Fighters (more than a match for 13 1st level warriors, and 7 2nd level).

I seriously see the 2nd half of Year 11 ending badly. Shall we say a Death toll of 100+ ?
Pyrocidius

11-29-06, 01:46 AM
Hell, we were already allies with them. they helped defeat the orcs that were attacking the city. we were already trading with and housing them. plus you assume that the commoner kobolds have any chance of fighting. you know what assuming does....heh.

seriously, there is about 75% non-combatant kobolds there. women and hatchling kobolds and gatherer males. plus, between a 7th level wizard, a 10th level artificer, a 6th level druid, any organized attack will be thwarted before you can say fireball. (and no i don't mean they'll shoot fireballs...at these levels, sleep, as in the first level spell, still knocks these buggers out.)

eh. abba can have my post deleted if he wants. it just seemed to work under the fact that no one complained when we had them make traps and defenses for the city to stop the big evil orcsies. and when the tables are turned Mr.X is just willing to all let them die because they helped us? c'mon...
Lyinginbedmon

11-29-06, 03:09 AM
Either way, a crossbow bolt or arrow from a 1st level Warrior still hurts as much as 3rd level Kobold Fighter (Unless, of course, they've taken a couple of archery feats, but that's a negligible difference). 13 orders of 1d10 still hurt plenty, and I can't see Kobold 3rd levels having too high an AC that the Warriors can't hit it
Abbacabba

11-29-06, 01:11 PM
I don't think anything is off limits as long as there is a possibility it could happen someone can write it and make it so.

Kobolds are sneaky(crafty) but not stupid. I would doubt that once they are living comfortablly they will give it up because of a now 7+ year old grudge.

I would think that the original human settlers and the older kobolds might have many awkward moments but wouldn't think a race war will break out.

My vote : Lets keep it.
Abbacabba

11-29-06, 01:47 PM
Second half year 11

Its been years since Mr. X has had much communication with his old friends(adventuring group) he hires a mage to issue sendings to his three closest friends and receives notice that they will come to visit.

Two have continued their wild adventures and the third retired shortly after Mr. X did.

A dinner party is setup and his friends arrive :

Thomas Kendley a well respected mage (Human Wiz 15)
Nevar Tei-ri ("Reformed" tiefling rogue 16)
Sumar (Human Monk 12)


The dinner goes well all speak of their past adventures and Thomas and Nevar tell tales of what they have done in the past few years.

They stay a few days, Nevar pledges he will try and find out who the assassian is and who might have been behind the attack(s).

Thomas spends throws a few spells around (none with high material or XP costs) : Someone can help decide exactly what he might do in a weeks time.


Sumar, who has been living alone much of these past few years spots a beautiful young woman in the town. He decides to stay longer in hopes of getting to know her better.

After a few months Sumar and the woman wed. Having become attached to the village he decides to stay and asks Mr. X for the lyre of building and by years end he has setup a nice monastery and begins taking on students.

Sumar, having noticed the occasional friction between the kobolds and other towns folk tries to get some each to join him in learning how to meditate and calm ones self.




At the end of the year Mr. X receives notice from the king, This year he will be visited by an envoy :

1 Court Artificer (14th level)
1 Court Druid (13th level)
2 Court Wizards (15 and 17th level)
3 Court Clerics (10th, 12th, 17th)
3 Court Musicians (Bards 6-10th level)
15 Escorts (Fighters/warriors 10th-15th)


Each year the king sends a group to a selected number the cities in his lands. The group will use their magical talents to make improvements to the city and surrounding lands. Mr. X will have some input but not total control.

The group will remain in the town for four weeks.


Mr. X spread word through the town. Usually after the kings envoy visits a small town they have an population boom because of the added protections / comforts avaliable. Mr. X starts work on some buildings to store more food(grain and similar)

*I'll need some suggestions on the best spells / improvements a group like this could do in one month. Take into account they are prepared for this type of work and will have items/equipment to assist. Most likely each bard will be equipped with a lyre of building.





Total Population: 308

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 1 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)

Warrior: 13 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 2 (3rd), 3 (2nd), 5 (1st)
Commoners: 171 (1-10)

Artificer (10th)
Warforged Companion (6th level fighter)
katkov

11-29-06, 02:10 PM
What ever happened to the dragon
Return of the Flumph

11-29-06, 02:31 PM
What ever happened to the dragon

The orcs ate it.
Lyinginbedmon

11-29-06, 02:42 PM
More likely it flew away to some secluded cavern not too far away. It will then naturally start feeding on nearby livestock until it gets big enough to take on the town, then it will. That's probably how most such stories start methinks
Abbacabba

11-29-06, 03:25 PM
There could be a few possibilities for the Wyvern :

1. It died, helping force the kobolds to join the settlement.

2. The kobolds brought it along, if this happens it would most likely go to the druids for raising.

3. It was set loose.

4. A small number of kobolds left the clan with it, refusing to join the settlement.



I'll leave the choice up to the next poster. Feel free to use on of those or make up something else.
Ikeren

11-30-06, 07:23 PM
First half of year twelve.

_____________________________
The missing dragon is responsible for a bit of livestock disapearing on outlying farms, but nobody spots it. Livestock go missing all the time. Surely it isn't something malevolent and evil. He is actually in a fairly secluded cave in a small mountain range some miles distant.

The kobolds are settling down without any trouble. More housing is needed, which is the first thing the men of the ambassadorial party get working on. With that caravan comes a number of people, simply looking for a better life in the new city.

The Kings men finish up the houses. They also start building an outer wall, a bit out, with room for expansion. It's only a ten feet high at the moment; it'll have to be thickened and finished up without their help. They also flatten and reform some of the outer crops and make the land more farmable.

What most of the town doesn't know, is one of the kobold leaders was caught stealing. They released him without any threat and paid off the merchant who had the goods (a simple silver ring) stolen from him. They don't want to cause a schism in the city.

The envoy does one last thing. They quickly build a statue showing Mr. X and a kobold fighting together against an Orc. There is a celebration of unity, and this day is now the yearly "Unity Day". We'll say March 2nd.

________________________________________ ___________-
Court party, here then left.
1 Court Artificer (14th level)
1 Court Druid (13th level)
2 Court Wizards (15 and 17th level)
3 Court Clerics (10th, 12th, 17th)
3 Court Musicians (Bards 6-10th level)
15 Escorts (Fighters/warriors 10th-15th)

(+27 - 19 commoners, 5 1st level experts, 3 first level warriors )
Total Population: 335

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 1 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)

Warrior: 16 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 2 (3rd), 3 (2nd), 10 (1st)
Commoners: 190 (1-10)

Artificer (10th)
Warforged Companion (6th level fighter)
LiefKarakse

11-30-06, 09:13 PM
NEXT : Year 2 : open to anyone, how would they expand and build up.[/QUOTE]

well i was thinking of having communities of a giant city but to enter or become a member of this community you have to pay $x and purchase some sort of land in that community within x days...just a rough plan but i think it might be a good idea
Return of the Flumph

11-30-06, 10:08 PM
It seems like there are an awful lot of high level characters running around this world.
Abbacabba

12-01-06, 08:22 AM
It seems like there are an awful lot of high level characters running around this world.

My assumption:

Mr. X is a mid level former PC type. He would have adventured with similar power level PC/NPC levels. Thus he would know some.

Mr. X is granted land, this would come from a king or larger barony. In lands like FR(High magic) there are so many high level NPC's around its not unlikely.

This would is obviously not eberon like though.

A larger kingdom should have a goodly number of high level support characters in its court, mages, bards, clerics. I would also imagine that having access to them, a king would also try to bolster his lands(towns, cities) using all resources avaliable.


I've tried(in my posts) to bring this mentality up:

We have a few mid level people from the initial settling, Mr. X his wife. He quickly sought out a druid capable of making the lands fertile.

We now have a upper/mid level monk(a former friend).

We also have a lower level(5) sorc. from the kobold tribe.

Everyone else is quite low level and since the town is not going out adventuring the levels should *slowly* progress for the towns people while remaining quite constant for our mid/upper level people.


I know this doesn't follow the DMG on levels in a town for our population level. Thats one thing I have a problem with. In fact our town is almost the same population used for the example on DMG page 139.

That town is ripe for an assault/take over by many lower level bands of monsters. If I were a king and had the ability and resources avaliable(mostly for free) I would make sure that 200+ people were well protected.


I don't think our small town will attact very many more mid/high level people, but now its almost perfect for quick and large population growth. Its taken ~13 years to do so but with easy access to magic its not unreasonable.










*Preface every paragraph with IMHO :)
Abbacabba

12-01-06, 08:35 AM
Year 12 addendum:

While there, the kings envoy takes a look at the ruins unearthed by the gnomes a few years back. They discover the white light to be an area of condensed magic, most likely many, many spells were used here in the past causing a permanent effect.

Further investigation reveals a large swirling mass of white light that proves impenetrable to anything the Gnomes carry at the bottom in a spherical outstretch.

Its found that any caster that meditates in the area for 8 hours has his magic enhanced for the next week. (caster level considered +1)


They spend some time building a structure around the area and the town wizard plans on using this to advance his studies. He asks the envoy to build the start of a magic school on the site and the bards and mages are able to complete one very quickly.
Pyrocidius

12-04-06, 04:29 PM
(as a side note, i've taken the liberty to draw a small diagram on a sheet of paper depicting every building and place worth noting. i think it's an execellent idea for anyone wanting to keep up with the growth of the city.)

and now, for the first half of year 13.

With the help of the court wizard that came a year earlier, the architect has finally finished his greatest acheivement. he has constructed a finished pair of portals, housed in a large building in which the portal can be controlled, and people can rest while waiting in line for the trip. The origional portal housing lies in the state's capitol, in which the portal housing stands only a mere 500 feet away from the market square. (he had actually built this one with the help of the very same wizard. had the wizard not come in the envoy, the architect would have asked for the wizard to come after the rest of the building had been completed.)

the price right now is quite high (for commoners), being at 50 gp for a one way trip. (so travellers must be careful to not lose thier coin; the trip back takes a week if not longer to march back on.)

The first to come through was a professor from the capitol's magic school. His time spent in the village is mostly doing research on the magic well. Once he finds the well safe, he will begin sending larger groups from the capitol to study it's power.

There are quite a few families that travel through the gate as well, most of which had wanted to find a nice 'out in the country' home, but did not want to risk taking the roads, due to natural dangers, orcs, bandits, and the like. eight different families (most are of merchant or noble origin) decide to buy a home here, using the portals to conduct needed business in the capitol. The merchant families are all plotting out land to build permanent establishments on, while for now they group up in a bazaar-style of tents and tables.

on other such improvements, the Artificer has completed the waste network and has started a new improvement - light poles. these light poles consist of a long metal bar firmly placed in the ground, extending to 15ft in the air, with a permanent light spell cast on a round stone at the top. they are spaced out so that the lights do not overlap, and even give some extra shadow in between, to decrease the number of poles, decreasing the cost of the project. He has so far planted these poles around the majority of the commercial district and the inside courtyard of the stronghold. he plans on completing the project by the middle of next year.


Total Population: 335 + 36 (8 families moved in.(5 expert merchants and 2 aristocrats)) = 371

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 3 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)

Warrior: 16 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 3 (3rd), 8 (2nd), 10 (1st)
Commoners: 218 (1-10)

Artificer (10th)
Warforged Companion (6th level fighter)

----------

(this portal system will allow us to speed to increasing size of the city up to an adnormally fast pace. because of the portals, and the magic well natural feature, this city i'd say is in for a quick path to a metropolis of mages and the like. that leads to even more advancement in the 'magi-technology' the city will have.)
katkov

12-08-06, 02:50 PM
:bump:
Abbacabba

12-08-06, 04:00 PM
(NOTE: I've ended my groups campaign and we are starting new at 1st level. I'm going to use this town as the starting point. Thanks to all who helped in building it so far!)


Middle of year 13:

The towns wizard(I've named Elron) has recently become interested in learning some necromantic spells. Three weeks ago he dispatched a message to a contact asking for some scrolls of "Animate Dead" and other low level necromantic spells and items.

NOTE: He is trying to keep this very discrete.

His "delivery" is now three days late, he uses some divination and scrying magic to determine that the runner was assaulted and taken prisoner by a group of goblins that have setup residence in an old keep some distance(5 days away) from the city. (using a modified Sunless Citadel)

Thinking the goblins to be easily defeated he is looking around town for some hired help. <-- Enter my groups new PC's.

He will contact the PC's thorough a middle-man, and tells them they can have anything they find with the goblins except his package(of contents if the goblins have opened it).


******
Will update the details after my game(next week).
******
Joex_The_Pale

12-08-06, 06:59 PM
I don't think anything is off limits as long as there is a possibility it could happen someone can write it and make it so.

Kobolds are sneaky(crafty) but not stupid. I would doubt that once they are living comfortablly they will give it up because of a now 7+ year old grudge.

I would think that the original human settlers and the older kobolds might have many awkward moments but wouldn't think a race war will break out.

My vote : Lets keep it.

A simple way to integrate them into the town. They came in at about the same time as the sewers were being built. Kobolds are natural miners. The Artificer could use some help... It also keeps them out of sight of the general population most of the time. As well, I think the kobolds would prefer an underground existance, since I do believe they have a problem with light, no? So, they assist in the building of the sewers, creating Kobold Town under the main town while they are at it. Ta-da!
deanruel

12-09-06, 08:22 PM
I imagine it's simpler to just have it be mainly a human-town in the day and a kobold-town at night. Sure this might create a sense of alienation between the two species but I think they'll still be enough interaction to make everyone feel relatively comfortable around each other.

btw, I wonder how old Mr. X is? I mean he retired about a decade ago. I wonder when the fateful year will come when he's no longer around, and who then will be the next in charge?
Whitecloud

12-09-06, 08:57 PM
Year 14

Total Population: 335 + 36= 384

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 6 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)

Warrior: 18 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 3 (3rd), 8 (2nd), 10 (1st)
Commoners: 229 (1-10)
Vampires:30

Artificer (10th)
Warforged Companion (6th level fighter)

This year, the wizard Elron accidently boffs an animate undead and releases a small swarm of zombies (about 6) and unknowingly turns a warrior into a vampire. He turns 30 other people by the end of the year. The swarm of zombies are eliminated quickly, and Elron is put in jail for half a year. 3 more aristocrats move in to see if the rumors of this city are true. One of the aristocrats is turned into a vampire. Near the end of the year, one of the vampires is caught and staked.
imake13

12-09-06, 09:32 PM
wtf?

And a demon god comes up from the well and destroys the whole town... the end.

seriously, i was just typing up a post... but now the town seems... well... in serious trouble... it's that whole concept of:

roughly 10% of the population are vampires... which means the rest of the town will either be dead or undead within month... tops.

no one is gonna kill 30 vampires without some SERIOUS firepower.
Delfedd

12-09-06, 10:28 PM
I'm sorry, but that doesn't seem reasonable. I vote it down.

Yes, I know this seems hypocritical, but at least mine was within the realm of possibility. How did the warrior turn into a vampire? anyway, theres only eight people who are over level five in this town. Vampire spawn? How did they get that way?
Seriously, a population of ten percent vampires does kind of put a damper on life. If each vampire only creates one vampire every three months (unlikely) The entire town will be vampirized in a little over a year. This seems likely as the entire high level population was attacked.
Return of the Flumph

12-09-06, 11:05 PM
I thought the portals linking this town to the capital were a little cheesy, but I could sort of see it happening.

But a random army of vampires? How the hell do you "accidentally" turn someone into a vampire? How is there enough food or space in a town this size for thirty vampires (or even spawn) to feed and live in secrecy? You don't even have access to create greater undead until level seventeen or so anyway.

I may not be an active contributer, but for what its worth I second the motion to disregard the vampires.
Abbacabba

12-09-06, 11:45 PM
My take(for what its worth)..

I'd like to "officially" strike the vampire incident, as it would most like cripple the town for a long time or even destroy it.


Lets not consider it for any future posts..


HOWEVER:

Its not 100% out of the question and does serve as a note that in a world with powerful magic running about, a critical accident could spell quick disaster.


I think this thread has caused me to re-examine how I run my campaign world(s). I'm thinking in most civilized lands magic would be regulated somehow, to keep the economy in check and also to help guard against incidents like this botched necromantic attempt.
Abbacabba

12-09-06, 11:45 PM
ignore the vampire post(see my above post), please post your original idea.

wtf?

And a demon god comes up from the well and destroys the whole town... the end.

seriously, i was just typing up a post... but now the town seems... well... in serious trouble... it's that whole concept of:

roughly 10% of the population are vampires... which means the rest of the town will either be dead or undead within month... tops.

no one is gonna kill 30 vampires without some SERIOUS firepower.
Abbacabba

12-09-06, 11:47 PM
I imagine it's simpler to just have it be mainly a human-town in the day and a kobold-town at night. Sure this might create a sense of alienation between the two species but I think they'll still be enough interaction to make everyone feel relatively comfortable around each other.

btw, I wonder how old Mr. X is? I mean he retired about a decade ago. I wonder when the fateful year will come when he's no longer around, and who then will be the next in charge?


How about putting him around 50-60 years old at this point. Since hes human its time to look into ways to keep alive and/or look for a successor.

This would have put him in the 40-50 range when he "retired" which makes sense to me.
deanruel

12-09-06, 11:56 PM
Yeah, that's what I figured. Just looking for numbers so that we don't end up with a 140 year old fighter running our town a couple pages from now.

But anyways Abbacabba. I wanted to know if you wanted us (the posters) to hold off on posting other advancements until your adventure with your group was over or...whatever. I just want to make sure nobody steps on your toes or ends up letting this post die while you waited for somebody to post something :-)
Abbacabba

12-10-06, 10:41 AM
Yeah, that's what I figured. Just looking for numbers so that we don't end up with a 140 year old fighter running our town a couple pages from now.

But anyways Abbacabba. I wanted to know if you wanted us (the posters) to hold off on posting other advancements until your adventure with your group was over or...whatever. I just want to make sure nobody steps on your toes or ends up letting this post die while you waited for somebody to post something :-)


No keep posting all you want. I figure my group will most likely defeat the goblins, the "leader" might pose a problem and they might have to let him get away.
imake13

12-10-06, 12:12 PM
Been reading this thread since its inception, so i figure it's my turn to crap or get off the pot.

First Half of Year 14

By the end of the first half of year 14, the town has grown alot. 10 families of commoners come through portal bringing a total of 36 commoners. A retiring party of adventurers comes to see the town and two of them see it as a fit place to settle down and grow old, and so:
Gavin Belfast(CG human) (Rogue 3/Swashbuckler5)
and his elven wife
Kyren Belfast(CN elf) (Fighter 2/Ranger 6)(favored enemy orc and goblinoid)

have settled down and begun communication with Mr. X and the rest of the town leaders to start a warriors school. With Gavin's skill with a sword and Kyren's keen eye for a bow, they claim that they would be able to turn at least 10 commoners into level 1 warriors per year. (OOC: that's just an estimate I made up... feel free to work with it.)

The towns lighting has been completed, and it has made everyone feel much safer while traveling at night. It gives all commoners a -1 to initiative in the city at night.

Mr. X's son is now 13, and has apprenticed himself to the Druid, and has built a small hut for himself to live in near the Druids dwelling.

Mrs. X has sent out word to the capital that the church in the city could use a paladin.

Total Population: 371+36+2=409

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 3 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)
Rogue/Swashbuckler 1 (3rd/5th)
Fighter/Ranger 1 (2nd/6th)
Warrior: 16 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 3 (3rd), 8 (2nd), 10 (1st)
Commoners: 254 (1-10)

Artificer (10th)
Warforged Companion (6th level fighter)

----------
Lyinginbedmon

12-10-06, 01:30 PM
The towns lighting has been completed, and it has made everyone feel much safer while traveling at night. It gives all citizens a +1 to initiative in the city at night.
Feeling much safer, wouldn't that amount to a -1 to initiative as they become complacent? Now, if they felt at risk during the night, that would make them more cautious and therefore merit a +1 to initiative
Mr. X's son is now 14, and has apprenticed himself to the Druid, and has built a small hut for himself to live in near the Druids dwelling.
This is impossible, for this to occur his son would have to have been born in year 1
imake13

12-10-06, 01:53 PM
wasn't he? I'm pretty sure he was.

edit: he was born in year 2... not year 1
imake13

12-10-06, 02:40 PM
Ok... i fixed my post... who's next?
Lyinginbedmon

12-10-06, 03:17 PM
Second half of year 14

Finding the local populace both set in their ways and generally inept at combat, Kyren and Gavin decide instead to send for warriors through the portal, and by the end of year have garnered 10 1st level Warriors for the guard patrol.

Mrs X, not being particularly pleased that her son at a mere 13 years of age has gone to live out in the wilds of the indefensible woods, is understandably worried about his welfare. Looking to reassure his wife, Mr X. spends 3 months with his son in the wilderness with the druids (Despite friction between their ways and his own regarding the use of certain materials) and at the end of the year arranges an agreement for a wandering band of elven nomads to settle in the forest, which the druids agree to on the condition that the elves maintain the forest and use only the treetops as their settlement areas. 9 Elven warrior 1s and 7 noncombatant commoner 1s arrive to settle the trees and Mrs X. is finally certain her son is adequately protected.

Meanwhile, as the sun reaches a solar eclipse, the magical artifact begins trembling with a distinct rhythm. At the equinox of the eclipse, it fires a tremendous beam of light straight up into the air out through the well, reaching straight into the stars. Some of the mages that used the artifact to gain greater ability temporarily begin falling ill with Faceless Hate (Book of Vile Darkness disease). Given good coin, a bard passing through identifies the rhythm as similar to a sound-based coding system used for messages in the last war (Ie. Morse code). 9 adept 1s arrive to study the object after Mr X reports this information, meanwhile the King considers sealing the artifact.

Total Population: 409+10+9=428

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 3 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)
Rogue/Swashbuckler 1 (3rd/5th)
Fighter/Ranger 1 (2nd/6th)
Warrior: 26 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 3 (3rd), 8 (2nd), 10 (1st)
Commoners: 254 (1-10)
Adept: 9 (1st)
Elves: 9 (warrior 1st), 7 (commoner 1s)

Artificer (10th)
Warforged Companion (6th level fighter)
imake13

12-10-06, 04:55 PM
First Half of Year 15

Gavin and Kyren settle into a nice property on the forest side outskirts of town. With the fortune they amassed through their adventuring, they build a large house and hire some commoners as permenant help. Kyren gives birth to their first child, a girl. She is the first half-elf in the city. Mr.X appoints Gavin as the Captain of the city' guard.

The elves are joined by 10 more this season including a 5th level druid male and a 4th level female cleric to Ehlonna.

Under order of the king, the well is sealed up and 2 warforged guardians (Fighter 5) are set up to keep watch.

The artificer has begun work on an aqueduct system for the town. It should be finished before the year is out.

12 more families totaling 42 citizens have moved into town bringing a baker (expert 2) and a butcher (expert 1) looking to set up shops.



Total Population: 428+1+10+2+42=483

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 3 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)
Rogue/Swashbuckler 1 (3rd/5th)
Fighter/Ranger 1 (2nd/6th)
Warrior: 26 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 3 (3rd), 9 (2nd), 11 (1st)
Commoners: 294 (1-10)
Adept: 9 (1st)
Elves: 9 (warrior 1st), 15 (commoner 1s) 1 (druid 5) 1 (cleric 4)

1 half-elf baby (how do we mark kids?)

Artificer (10th)
Warforged Companion (6th level fighter)
imake13

12-11-06, 09:22 AM
who's next? :P
Meldread

12-11-06, 02:00 PM
Well, the town is approaching its 16th year, has many retired adventurers, and yet over all seems a boring place. It's also approaching nearly 500 people. I think it's time for some villains to make an appearance.

Name: Delorin Drake
Gender: Male
Race: Human
Class: Aristocrat 1 / Wizard 5 / 6 Diabolist
Alignment: Lawful Evil

Delorin is the third son of a wealthy merchant who became a lord. He is highly educated and likeable. He has the Leadership Feat. He was also granted a wish by a devil that allows him to become even more charismatic and likeable, but the wish came at a cost - while others may find themselves drawn to him, he can never truly be close to anyone. He lacks the ability to feel a deep positive emotion about another person (be it love or genuine kinship).

He began associating with Devils as a way to obtain quick and easy power, hoping to benefit his family and for a time it did. His family became incredibly wealthy, but with the new found wealth came greed, and Delorin began to plot against his Father and two older brothers. And although his plot was partly successful (his father and two brothers ended up dead) his families reputation was ruined in the process.

As a result of this Delorin has taken the families wealth and moved away, and has spent a considerable amount of time adventuring and gathering things to further in his dark arts.

---

Name: Gregor Hildebrand
Gender: Male
Race: Human
Class: Wizard 3 / 1 Ur-Priest / 6 Mystic Thurge
Alignment: Neutral Evil

Gregor was born with a facial deformity and he grew up in a small village that eventually found itself Lorded over by the Drake Family. His deformity is a constant source of emotional pain for him and he has little self-confidence. Perhaps this is why he idolizes Delorin Drake who saw potential in him and took him on as an apprentice.

In many ways, Gregor is both more intelligent and intuitive than Delorin, but his lack of confidence has lead him to doubt his own abilities. Delorin indirectly feeds these negative emotions by placing him in situations in which those feelings are reinforced. When Gregor looks at Delorin he sees the man he wishes he could be but knows that he will never become. In many ways, he lives vicariously through Delorin and his exploits.

Gregor attempts to hide his face by wearing hoods and shies away from public crowds. Those that get to know him intimately realize that he is both highly intelligent and a great source of wisdom. Gregor's emotions typically range from depression to rage - rage at the gods who cursed him in such a way.

As Delorin's apprentice Gregor was eventually introduced to the powers of the Ur-Priest - the ability to steal power from the gods themselves (taught by a devil). Through this action Gregor feeds off the divine power of the deities who cursed him, and uses that power to further Delorin's agendas.

-------

Delorin and Gregor arrive within the city and find a place that they feel that they can settle down and begin forging out some dark plans. Delorin approaches Mr. X and arranges plans to build a "proper" academy to train Wizards to aid in the protection of the city. This undercuts the previous attempts made by the 7th level Wizard within the city, but Delorin was quick to point out the lack of actual progress made previously. (There is only the Wizard and his single apprentice within the city.) Delorin finances this academy with his own wealth - a walled compound on the outskirts of town. The influx of commoners soon find employ in building this compound. When complete it will be dedicated to Mr. X and his accomplishments in establishing the city.

Delorin further aids the city by assisting the recently arrived baker (Expert 2) and the butcher (Expert 1) in setting up shops. As well, he assists in setting up several other shops: Shoemaker (Expert 1), Smith (Expert 2) and Seamstress (Expert 1). He holds the deeds to all of these buildings and sees them as long term investments.

Delorin has also impressed the three other Aristocrats in the city and meets with them occasionally to discuss the future of the city. Mr. X is sometimes included in these meetings.

The new Drake Estate and Academy will be fully complete by the end of the 16th Year. Delorin has moved quickly to assist and aid the local populace, gaining public support and favor. When people see him they smile and greet him as "Lord Drake".

Gregor spends his time going back and forth through the portal gathering supplies, tomes and other such for himself and Delorin. He is known as "Delorin's friend" but is not well known enough to be spotted on site.

A total of twenty more common people have arrived to settle in the city as well.

--------

Total Population: 508

Fighter: 1 (10th), 1 (2nd) 2 (1st)
Wizard: 1 (7th), 1 (2nd)
Druid: 1 (6th), 6 (1st), 2 (2nd)
Rogue: 1 (2nd), 2 (1st),
Kobolds 3 (Expert 1) 62 (commoner 1st-3rd) 11 (warrior 1st) 5 (fighter 3rd) 2 (sorcerer 5th)
Aristocrats 3 (1st)
Barbarians 1 (1st)
Monk 1 (12th), 2 (1st)
Rogue/Swashbuckler 1 (3rd/5th)
Aristocrat/Wizard/Diabolist 1 (1st/5th/6th)
Wizard/Ur-Priest/Mystic Thurge 1 (3rd/1st/6th)
Fighter/Ranger 1 (2nd/6th)
Warrior: 26 (1st), 7 (2nd)
Expert: 1 (11th) 1 (7th), 3 (3rd), 10 (2nd), 13 (1st)
Commoners: 314 (1-10)
Adept: 9 (1st)
Elves: 9 (warrior 1st), 15 (commoner 1s) 1 (druid 5) 1 (cleric 4)

1 half-elf baby (how do we mark kids?)

Artificer (10th)
Warforged Companion (6th level fighter)
Lyinginbedmon

12-11-06, 03:32 PM
Speaking of villains, does anyone have any idea what happened to that creepy little kid not too long ago?

Second Half of year 16

A number of children begin to go missing. After much investigation, it is found that Ira Moyerson (Aka 'that creepy little kid' ;) ) has been leading the missing children (Which ironically includes himself) to a small secluded area on the edge of the forest where he has been forcing the children to dig a tunnel. When the guards finally reach them, only the kobold probationees area small enough to fit through into the tunnel, where Ira awaits them.

After spending two hours making their way through the tunnel, the kobold officers find Ira digging frantically at the end, when he finally hits something stone. He hammers away at it as they try to catch up to him, before he instead unleashes some kind of strange arcane power and blows the underground wall wide open. Revealing: the artifact.

He reaches through the hole to touch it as the kobolds finally grab him by the ankles. However, his body unweaves into ribbons of bright light, that can be seen all the way back to the forest enclave, that hurtle themselves into the artifact, leaving no trace of Ira.

The children are all returned to their parents, though a number are given psychiatric counselling in light of their ordeal. A number of them begin exhibiting symptoms of a cancerous tumour (READ: Necrotic Cysts) beneath the skin of their backs, as well as a number of depressive psychoses. It is hoped by Mrs X that in time the children will get better. Ira is portrayed in news reports as a lone activist tainted by the artifact, which has now been sealed up more securely using repulsive magics such as Sign of Sealing and Antipathy (Though most of these defensives are kept known only to the court mages and Mr & Mrs X*). The kobolds return to their probation officers and are reprimanded for apparently allowing Ira to escape to 'places unknown', and are therefore revoked of their probation and placed in the stocks for 2 months. Upon their release, Drake approached them with an offer...

Due to magical interference, the portal becomes inactive in this period. It is assumed that the activities involving the artifact have caused this interference, but nothing can be conclusively proven. As a result of this inactivity, no new citizens arrive during this period.

The events of Ira Moyerson, the children, and the Artifact are labelled by the local media as the "Moyerson Kidnappings", and the Artifact becomes known popularly as "Ira's Eye". Due to anti-social sentiment inspired in the city by the event, Mr X has all references to it in historical and media records mothballed in the city vault.

*Is there any ideas on what we could name Mr & Mrs X? I don't know many people with the last name 'X', perhaps Hex, Hecks, or Eckson would do...
Wyvern76

12-11-06, 04:22 PM
This year, the wizard Elron accidently boffs an animate undead and releases a small swarm of zombies (about 6)Er... "boff" is (Brit?) slang for "have sex with". When I first read this, it sounded like you were suggesting that Elron got a vampire pregnant and she had a litter of baby zombies!

I'm guessing you meant "botches", right?


Meanwhile, as the sun reaches a solar eclipse, the magical artifact begins trembling with a distinct rhythm. At the equinox of the eclipse, it fires a tremendous beam of light straight up into the air out through the well, reaching straight into the stars. Some of the mages that used the artifact to gain greater ability temporarily begin falling ill with Faceless Hate (Book of Vile Darkness disease). Given good coin, a bard passing through identifies the rhythm as similar to a sound-based coding system used for messages in the last war (Ie. Morse code).Oooh, I like it. :devil: Signaling to the stars, eh? Somebody make a note of this and throw in an alien invasion a few years from now.

Under order of the king, the well is sealed up and 2 warforged guardians (Fighter 5) are set up to keep watch.With artificers and warforged running around, it sounds like this town comes from Eberron. Anyone want to suggest where in that setting it might fit best?

Wyvern
imake13

12-11-06, 04:34 PM
I vote to name them:

Mr. X = Lord Meric Eckson
Ms. X = Lady Liana Eckson
Son = Ian Eckson

That's just my opinion... I won't start calling them that without at least being seconded.
Lyinginbedmon

12-11-06, 04:51 PM
Those sound good to me
imake13

12-11-06, 04:56 PM
With artificers and warforged running around, it sounds like this town comes from Eberron. Anyone want to suggest where in that setting it might fit best?

Wyvern


IMO, I would love to keep this town generic so that it can be used in any setting without much tweaking.

That's just me though, I bow to the rule of the mob.
Meldread

12-11-06, 06:31 PM
Mr. X = Lord Meric Eckson
Ms. X = Lady Liana Eckson
Son = Ian Eckson
Town Name = Ecksonvale

First Half of Year 17

The Academy and Drake Estate construction is complete. Mr. Eckson officially declares it open and there is a statue within the courtyard bearing his image. He gives a speech formally introducing Delorin Drake to the people and afterward declares the day a local holiday.

Drake has arranged for a small circus and performing troupe to arrive and they nearly did not make it after the portal closed. The entire day was filled with celebrations and a new inn was open with a painting inside of Lord Drake done by a local artist. The Inn is somewhat upscale and was jointly funded by two of the Aristocrats and Drake, the third Aristocrat commissioned the painting.

The Academy is formally known as the Eckson's Academy of Arcane Studies (EAAS) and it brings in six promising students. (Four of them were older adult commoners and two were teenagers nearing adulthood.) The stated goal of the Academy is to train people in the use of the Arcane Arts and the Academy will train students up to 3rd level where upon they complete their training.

The training to get to third level takes approximately two years. The academy has the ability to train individuals up to fifth level as Wizards, but such is considered advanced training and only offered to select students. A wizard who is to be trained up to 5th level will take a total of six years, an additional half year if they have a level of commoner, aristocrat or some other level.

After their training is complete the Wizards must then serve a mandatory five years within the city, either working within the academy to train new students or other work benefiting the city including, but not limited to, the defense of the city in case of an attack and criminal enforcement.

The Academy is lacking needed supplies, however, due to the portal being closed. Drake has put in a special order to have them delivered by caravan. As a result those undergoing training are delayed three months.

A bard who was traveling with the troupe remained behind performing at the local tavern and Inn. He is reported to be in love with a local girl.

Drake works out a deal with Eckson to uncover the artifact known as the Ira's Eye, to prevent further problems. He has also begun studying the children who have the cancerous tumors and has identified that they are Necrotic Cysts. Mrs. Eckson and Drake worked together to remove the Cysts - the children were put to sleep through arcane means, and then the Cyst was removed by cutting it out, then they were healed by Mrs. Eckson and returned to their families.

The Cysts (as well as any living flesh) were taken away by Gregor who cast Preserve Organ on them for possible future use. (This assumes that the Cysts were close to the outside of the body enough to protrude through the skin because they were visible and not deep within the body.)

Despite the lack of convenience, little seems to be done to reactivate the portal. The general line of thinking being that the town should be able to sustain itself before it allows for a greater influx of people. Unemployment is high within the city and the crime level is rising.

Two other major events occurred during this period:

Drake and two of the Aristocrats pooled their resources to open a bank and money lending institution. Money will be primarily loaned to local people seeking to create new businesses. The idea is to kick-start the local economy.

A defense council is formed at the behest of Drake and the head of the militia. The purpose of the defense council is to draw up a budget for the funds needed too adequately prepare the city for an outside attack. The Defense Council also works toward training of local militia to fight crime within the city. Mayor Eckson named the following people to the Defense Council: Drake, an Aristocrat, the head of the city militia, the local Butcher and the local Smith. Drake owns the deeds to both the Butcher and the Smiths business, and subsequently Drake was elected Chair of the Defense Council much to the dismay of the head of the militia who wanted the seat.

Two commoners died of old age and two were murdered and robbed. The 7th and 2nd Level Wizards are brought into the Academy as teachers for the new students. The Defense Council appropriates funds toward the training of more Human Militia - 25 are undergoing training which should be complete by the end of the year. The Defense Council also quietly slips in a measure that directs some of the funds toward the Academy, taking much of the financial burden off of Drake.

Total Population: 505

Adventurers / Trained Individuals / People of Note
Fighter: 1 (10th), 1 (2nd), 2 (1st)
Druid: 1 (10th), 1 (2nd), 2 (1st)
Rogue: 1 (2nd), 2 (1st)
Bard: 1 (3rd)
Aristocrats: 3 (1st)
Barbarians: 1 (1st)
Monk: 1 (12th), 2 (1st)
Rogue/Swashbuckler: 1 (3rd/5th)
Fighter/Ranger: 1 (2nd/6th)
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Aristocrat/Wizard/Diabolist: 1 (1st/5th/6th)
Wizard/Ur-Priest/Mystic Thurge: 1 (3rd/1st/6th)


The Kobold Clan
Expert: 3 (1st)
Commoner: 50 (1st), 6 (2nd), 6 (3rd)
Warrior: 11 (1st) NOTE: Serving in the Militia
Fighter: 5 (3rd) NOTE: Serving in the Militia
Sorcerer 2 (5th) NOTE: Serving in the Militia


The Town Militia
Warrior: 26 (1st), 7 (2nd)


Eckson's Academy of Arcane Studies
Commoner/Wizard 4 (1st/1st)
Wizard 2 (1st) 1 (2nd), 1 (7th)


Lady Liana Eckson Shrine (What deity is it dedicated to?)
Adept: 9 (1st)


The Town Artisans
Expert: 1 (11th), 1 (7th), 3 (3rd), 10 (2nd), 13 (1st)


Known Businesses (We're missing some)
2 Taverns
1 Inn
1 Bank / Money Lender
1 Smith
1 Seamstress
1 Butcher
1 Shoemaker
1 Baker
4 Farmers


Common People
Commoners: 287 (1st), 8 (2nd), 5 (3rd), 3 (4th), 1 (5th) (TOTAL: 304)


The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)
Lyinginbedmon

12-11-06, 07:00 PM
Oooh, I like it. :devil: Signaling to the stars, eh? Somebody make a note of this and throw in an alien invasion a few years from now.

Wyvern
Already have, I plan on Ira making a few ripples on future events. I'm just waiting for him to cross the 'ready to start adventuring age', given that he vanished into the artifact at age 7 (So he's got at least 9 years in there yet).

Trust me, when he comes out, he's gonna cause a lot of trouble...
Meldread

12-11-06, 07:21 PM
I've tried to divide things up based on factions within and around the city. It should reflect the general interests of the people and should help in figuring out what happens next. Political climate dictates a lot, but I think we're obviously missing some things. Important NPC's of note should be named so that we can better keep track of them.

The 3e DMG uses the table below to measure the type of community and the population size. The numbers seem a bit high when compared to the medieval period, but seem more realistic in a higher magic setting where many of the things that limited medieval people in the real world don't plague the D&D City.

Table 6-1: Community Sizes

Community...........Population
Thorp..................20-80
Hamlet.................81-400
Village.................401-900
Small Town...........901-2,000
Large Town...........2,001-5,000
Small City.............5,001-12,000
Large City............12,001-25,000
Metropolis............25,001+


The above table might prove useful for measuring certain things. We need to figure out an average birth and death rate of the city. This will help us determine if the population is growing quickly, slowly or decreasing. Unemployment is also important as that figures into the crime rate and a city with a high crime rate is less attractive to people who wish to move there. Things of this nature need to be figured out.
imake13

12-11-06, 07:30 PM
I would like to point out that Gavin Belfast is the captain of the city guard and would probably be on the defense council.

Also, I had totally forgotten that people have sex... and thus have babies...

I think it's safe to assume that 15% of the current population is born each year.

Thoughts?
Meldread

12-11-06, 07:54 PM
Gavin Belfast = Head of the City Militia / Captain of the City Guard (Same thing)

Sorry, I forgot his name but he is already on the Defense Council.

Also 15% population born each year is WAY too much. Case in point, the population of the United States increases 0.6% each year due to births. With immigration that increases to 0.9% each year. With high magic replicating technology I imagine this town will have much the same increase in population. Perhaps 1% if you factor in immigration. Actually, it could be as much as 3 to 5% if people are immigrating in large numbers.

However, we have to keep in mind that more people means more everything. There needs to be more land, more water, more food, more security (militia). Sometime in the near future - roughly two or three years from now, some type of sewage or waste area will have to be created or the town will run the risk of plagues from living in filth.

The problem with massive immigration is that, at least in this situation, it leaves a large number of them unemployed. Unless we assume that most who immigrate are moving to farmlands outside of the town's defenses.

We also have to keep in mind that the city is likely to conflict with the Nearby Elves and the Druid as it expands. More people will require more land and that land will begin to enter into their territory.
Draegun Fury

12-11-06, 08:35 PM
I think we should only apply a Birth/Death rate to the Commoners, whilst handeling Character Births and Deaths specifically.

I agree Characters should have names.

Also, didn't someone Start a Theives' Guild a whhile back?

I'm loving the Lord Drake character, I get the feeling he's destined for something big.

Also, I can't wait til Ira returns.

Note: I was against having Kobolds in the City (ah, Village), however now that they are "canon" I think more should be said about them.

With such High Unemployment (Over 50%) crime is going to be soaring.

I think it would be good flavour if everyone stopped thinking of this as a happy little town (that's what the bloody government always does), we should start thinking of this, more like the Five Points from Gangs of New York!

As far as Birth/Death rate goes, I say 2% Birth/ 1% Death. (That's 3 Deaths a Year, and 6 Births a Year (This number will change with growth))

However, I also think that fewrer and fewer people will come to live in the town, and that people would actually start leaving (due to crime/poverty)

Cheers.


EDIT: Also Note, the Town Walls were only big enough to Hold 200 people (as stated by Abra) this means that 300 odd people are living outside of the walls, they are hungry and poor, probably living in their own filth, they probably veiw the people inside the walls as better off than them, and this could begin to lead to class destinction and some animosity.
Tek

12-11-06, 10:35 PM
Second Half of Year 17

Drake continues his teaching at the academy. However, he begins to supplement his lessons with the teachings of devilish religion, but keeps it quiet. A few hints of a better life, or unmeasurable power gets any budding wizards ear. Still, he has the time, and months slip by with simple persuasions of devil worship. Nothing of note has happened yet.

Lord Eckson has slowly begun to notice the conditions blighting his village. He makes up plans for a larger wall, better living conditions, and the construction of more workhouses, thus more jobs. Unfortanetly, the plans are quite expensive, and he cannot afford them himself. He petitions the king, tries to work out a way of taxing the citizens, but nothing throughout the year seems to work. He needs a way to fund the village so it doesn't die.

Meanwhile, Ian Eckson is now 16 years old, and a level 1 druid. His immense grip on nature magic is surprising to his mentor. The man wants to take Ian to the Archdruid, and after much discussion with Lord Eckson, his father agrees. The two depart near the end of the year.

The crime rate in the city continues to increase. 4 commoners are born, 3 die of old age, and 4 are killed in robberies. 4 kobolds leave the town, 6 are born, and 4 wandering ones join. 2 wandering strong arms join the militia.

Total Population: 510

Adventurers / Trained Individuals / People of Note
Fighter: 1 (10th), 1 (2nd), 2 (1st)
Druid: 1 (10th), 1 (2nd), 2 (1st)
Rogue: 1 (2nd), 2 (1st)
Bard: 1 (3rd)
Aristocrats: 3 (1st)
Barbarians: 1 (1st)
Monk: 1 (12th), 2 (1st)
Rogue/Swashbuckler: 1 (3rd/5th)
Fighter/Ranger: 1 (2nd/6th)
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Aristocrat/Wizard/Diabolist: 1 (1st/5th/6th)
Wizard/Ur-Priest/Mystic Thurge: 1 (3rd/1st/6th)
Ian Eckson: Druid 1 **Currently away from the village


The Kobold Clan
Expert: 3 (1st)
Commoner: 56 (1st), 6 (2nd), 6 (3rd)
Warrior: 11 (1st) NOTE: Serving in the Militia
Fighter: 5 (3rd) NOTE: Serving in the Militia
Sorcerer 2 (5th) NOTE: Serving in the Militia


The Town Militia
Warrior: 28 (1st), 7 (2nd)


Eckson's Academy of Arcane Studies
Commoner/Wizard 4 (1st/1st)
Wizard 2 (1st) 1 (2nd), 1 (7th)


Lady Liana Eckson Shrine (What deity is it dedicated to?)
Adept: 9 (1st)


The Town Artisans
Expert: 1 (11th), 1 (7th), 3 (3rd), 10 (2nd), 13 (1st)


Known Businesses (We're missing some)
2 Taverns
1 Inn
1 Bank / Money Lender
1 Smith
1 Seamstress
1 Butcher
1 Shoemaker
1 Baker
4 Farmers


Common People
Commoners: 284 (1st), 8 (2nd), 5 (3rd), 3 (4th), 1 (5th) (TOTAL: 301)


The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)
Meldread

12-12-06, 01:51 AM
First Half of Year 18

Drake and Gregor spend increasing amounts of time away from the city searching for potential students to join the academy. Over the course of a month, they return with twelve students.

Mid Morning after Drake and Gregor had left on one such outing a riot occurred. Anger and discontent among the people manifested into violence. A filthy marauding band of mad men roughly seventy in number charged into the town. They seemed to focus most of their rage on the kobolds. Their hatred of the Kobolds (aside from natural racial prejudices) stemmed from the fact that they got to live within the walls, but good and decent human folk were forced to live outside them like savage animals with little shelter or protection, living mostly within their own filth.

However, worst of all during the riot they turned their eyes upon the Shrine that was built by Liana Eckson. The ailing woman and her nine adepts were within offering their prayers to their deity when the rioters arrived. What transpired after that was horrific as each of them, including the elderly Liana, were dragged outside the Shrine and savagely beaten by the angry mob. Some of Lianas limbs were ripped from her body and passed around the mob as if it was some gruesome trophy.

Lady Eckson and six Adepts were killed; the remaining three Adepts were seriously injured. The rioters quickly set fire to the Shrine and several nearby buildings, which spread to several more before it was put out. In the riot Lord Eckson's Cohort was also slain as he attempted to quell it.

When the rioters were finally routed out of the city the death toll was staggering.

Kobold Clan Death Toll
Commoner: 26 (1st), 3 (2nd), 1 (3rd)
Warrior: 8 (1st)
Fighter: 1 (1st)
Sorcerer: 1 (5th)

Town Militia Death Toll
Warrior: 8 (1st), 1 (2nd)

NPC Death Toll
Eckson Cohort: Wizard (7th)
Liana Eckson: Cleric (7th)

Human Commoner Death Toll
Commoners: 6 (1st)

---

The Rioters Death Toll
Commoners: 47 (1st), 1 (2nd)

Remaining Rioters
Commoners: 23 (1st), 1 (5th), 2 (3rd)

The remaining rioters were routed and ventured out further from the city to raid several farmhouses. When Drake returned the following day, he found the city in disarray and in a stunned stupor. He organized an emergency Defense Council meeting where upon he demanded that the rioters be brought to justice for the death of Liana Eckson and the other humans slain.

That same day he sent a rider out to the elves to warn them of the potential threat and petitioned them for assistance. The Elves agreed with Drake that the rioters posed a threat and were approaching dangerously toward their allotted land. In response to this the following force was organized by Drake:

Drake's Forces
Aristocrat/Wizard/Diabolist: 1 (1st/5th/6th)
Wizard/Ur-Priest/Mystic Thurge: 1 (3rd/1st/6th)
Commoner/Wizard: 3 (1st/1st)
Kobold Warrior: 3 (1st)
Kobold Fighter: 4 (3rd)
Kobold Sorcerer: 1 (5th)
Human Warrior: 4 (2nd)

The Elves
Elven Warrior: 4 (1st)
Elven Druid: 1 (5th)

That night, as it approached dusk the group located the remaining rioters. Many were passing out from a drunken stupor - they had just raided a caravan carrying ale toward the town. They were in the low dip in a large field. They surrounded the dip quietly and as darkness began to fall, they assaulted them with ranged spells and weapons. Most of them were killed before they could react. Those that ran were captured by the Kobolds and killed.

The revolt leader's name was Telemon Josin (5th Level Commoner) he was badly injured but was captured alive. He was then brought before Drake where he began to babble about his reasoning for the riot that included something about "devils". He was promptly executed through arcane means.

The bodies of all the slain rioters were carried back to the city where they were displayed prominently outside the city gates as a reminder of what happens when you rebel. Crime drops dramatically. The Defense Council issues swift and stern zero tolerance policies, which further stems the rise of crime. Even minor crimes have serious offenses and any serious crime is instantly punishable by death (rape, murder, serious theft, etc.)

To aid with unemployment Drake attempts to establish a guild system within the town, in an attempt to aid commoners to learn various trades. Drake also ensures that the Money Lender assists in the building of three new farms. The possibility of two more farms looms on the horizon. All eligible and fit individuals under the age of twenty-five who did not already have a trade were automatically drafted into the militia as per a Defense Council proclamation.

Public construction on a waste management system has begun to help assist with the filth. Many more people have been employed by the town for these various works, including extending the wall.

Lord Meric Eckson has retreated from the public eye considerably after the riot. He is viewed mostly unfavorably by those who do not know him personally. He is somewhat despised by those who live outside the city walls as they blame him for the current state of the town and its hardships. Drake enjoys a good amount of public approval, and although when the Defense Council began issuing such strong proclamations against crime his approval dipped slightly, it quickly began to rise as crime dropped dramatically. Times are grim but are looking better, and most attribute the change to Drake and his swift actions.

Lord Eckson has sent a letter to his son asking him not to return to the city for the time being. He fears that if he returns that he may become the target of an attack by an angry citizenry like his mother. Eckson is reportedly heavily depressed has grows increasingly more withdrawn. Secretly he has confided in Drake that he has been having powerful nightmares, and at times fears he is hallucinating. Drake has informed him it is likely stress and has invited Eckson to spend some time at his Estate, to get away from the memories of his wife and to try and relax. Sadly, the nightmares have only gotten worse. (Eckson is under the effect of Reality Blind as cast by Drake.)

Gavin Belfast has also undergone a subtle change in personality and demeanor since the riot. He is now Chaotic Evil as he has been subjected to a Morality Undone spell. The powered holy symbol used belonged to Liana Eckson. Drake has recovered most of the holy symbols from adepts as well as several more from the ruins of the shrine. He will attempt to use Morality Undone on his most promising students from the academy.

In addition to the deaths caused by the riot, three more died of natural causes, but this was off set by three new children being born. Eight commoners moved away, along with one expert. There were no immigrants. Twenty-three new Warriors have been trained by the Militia.

Total Population: 370

Important NPC's
Fighter: 1 (10th), 1 (2nd), 2 (1st)
Druid: 1 (10th), 1 (2nd), 2 (1st)
Rogue: 1 (2nd), 2 (1st)
Bard: 1 (3rd)
Aristocrats: 3 (1st)
Barbarians: 1 (1st)
Monk: 1 (12th), 2 (1st)
Rogue/Swashbuckler: 1 (3rd/5th)
Fighter/Ranger: 1 (2nd/6th)
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Aristocrat/Wizard/Diabolist: 1 (1st/5th/6th)
Wizard/Ur-Priest/Mystic Thurge: 1 (3rd/1st/6th)
Ian Eckson: Druid 1 **Currently away from the village


The Kobold Clan
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st) NOTE: Serving in the Militia
Fighter: 4 (3rd) NOTE: Serving in the Militia
Sorcerer 1 (5th) NOTE: Serving in the Militia


The Town Militia
Commoner/Warrior: 23 (1st/1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)


Eckson's Academy of Arcane Studies
Commoner/Wizard: 5 (1st/1st), 2 (1st/2nd)
Wizard: 5 (1st), 2 (2nd), 1 (3rd)


The Town Artisans
Expert: 1 (11th), 1 (7th), 3 (3rd), 10 (2nd), 13 (1st)


Known Businesses (We're missing some)
2 Taverns
1 Inn
1 Bank / Money Lender
1 Smith
1 Seamstress
1 Butcher
1 Shoemaker
1 Baker
7 Farmers


Common People
Commoners: 208 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 221)
Adept: 3 (1st)

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)
imake13

12-12-06, 02:17 AM
not gonna lie... did NOT see that coming.

are we all in agreement that those events will be considered cannon?

no offense to you at all, it's just alot to have happen to a city all at once.
Kori

12-12-06, 02:19 AM
Third Quarter of the Eighteenth Year:

1. In the horrible aftermath of the riot, the leader of the band of Rogues and one of his accomplices are quickly caught attempting to take advantage of the situation and rob the local bank. Soon after, two are hanged and left out to rot by the front gate as a reminder of what happens to those who attempt serious thievery.

A month later, a young talented wandering Tiefling Rogue(4th lvl) decides to settle down and join the community living a simple life of robbing the drunk and witless commoners at various inns throughout the villiage.

Later the thief garners the attention of the last survivor of the gang of former thieves which had taken residence within the villiage, and upon a quick test of wits, decides to train the lad as a accomplise who eagerly excepts. They soon there on after, earn a meager yet profitable living performing at local inns, while the apprentice robs the enraptured audience. The novice thief quickly advances and gains a levl soon after. They soon after name thier gang the Rum Rotten Reavers.

Total Population: 370

Important NPC's
Fighter: 1 (10th), 1 (2nd), 2 (1st)
Druid: 1 (10th), 1 (2nd), 2 (1st)
Rogue: 1 (4th), 1 (2nd)
Bard: 1 (3rd)
Aristocrats: 3 (1st)
Barbarians: 1 (1st)
Monk: 1 (12th), 2 (1st)
Rogue/Swashbuckler: 1 (3rd/5th)
Fighter/Ranger: 1 (2nd/6th)
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Aristocrat/Wizard/Diabolist: 1 (1st/5th/6th)
Wizard/Ur-Priest/Mystic Thurge: 1 (3rd/1st/6th)
Ian Eckson: Druid 1 **Currently away from the village


The Kobold Clan
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st) NOTE: Serving in the Militia
Fighter: 4 (3rd) NOTE: Serving in the Militia
Sorcerer 1 (5th) NOTE: Serving in the Militia


The Town Militia
Commoner/Warrior: 23 (1st/1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)


Eckson's Academy of Arcane Studies
Commoner/Wizard: 5 (1st/1st), 2 (1st/2nd)
Wizard: 5 (1st), 2 (2nd), 1 (3rd)


The Town Artisans
Expert: 1 (11th), 1 (7th), 3 (3rd), 10 (2nd), 13 (1st)


Known Businesses (We're missing some)
2 Taverns
1 Inn
1 Bank / Money Lender
1 Smith
1 Seamstress
1 Butcher
1 Shoemaker
1 Baker
7 Farmers


Common People
Commoners: 208 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 221)
Adept: 3 (1st)

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)
Return of the Flumph

12-12-06, 04:15 AM
It sounds like somebody's going to have to deal with Drake and his cronies; he is destroying any chance this town every had of becoming a real city.

And then, as soon as the evil wizard is dead and the town starts getting normal again, the mutated Ira kid bursts out of the well.
Meldread

12-12-06, 09:15 AM
I used the riot to get the population down, actually. In reality, there was no way the city could have that large of a sustainable population. Most of them were starving, they were certainly living within their own filth, since the kobolds arrived first they were living within the walls while many of the Humans were not, etc.

Had the population not dropped quickly a plague would have occurred, as well as mass starvation and other horrible things. In the long run the riot is actually beneficial to the town, not to mention it gets rid of many of the kobolds - who breed faster than Humans.

We also have to consider that using magic in certain instances, such as the Lyre of Building, is a bad idea as it displaces workers and contributes to unemployment. The economy is a labor based economy, just like the real world, meaning that people are dependant on doing work for someone else for their livelihood. If you use magic to create a wall or build a building then you are effectively ensuring that people don't have jobs. This increases unemployment, dissatisfaction as well as the crime within the city.

Currently I would estimate that there are roughly sixty to eighty unemployed people, with the number dropping quickly. Compared to roughly three hundred unemployed people - or half the city.

A riot is a completely believable action as well, considering that people were on the verge of starvation, and had lived in these conditions for at least a year and a half. The only serious downside to the riot (aside from the population drop - which is a good thing) is that Lady Eckson and many of her adepts died. She was a level 7 Cleric, and that makes Gregor the only remaining high level Cleric. But even that is moot because the Ecksons are what? Nearly 70 years old now? They are going to die of old age soon anyway.
elondir

12-12-06, 10:00 AM
Year 18 3Q, Known Businesses (based on Medieval Demographics Made Easy (http://www.lucidphoenix.com/dnd/demo/business0.asp)):

[Business: before riot->after riot; no arrow means unchanged]

TOTAL: 44->34

Banks / Money Lenders: 1
Farmers: 7
Law Officers: 3->2
Clergy: 12->9
Shoemakers: 3->2
Furriers: 2->1
Maidservants: 2
Tailors: 2->1
Doctors: 1
Barbers: 1
Jewelers: 1
Taverns/Restaurants: 1
Old-Clothes: 1
Masons: 1->0
Pastrycooks: 1->0
Carpenters: 1->0
Weavers: 1->0
Lawyers: 1->0
Chandlers: 1->0
Mercers: 0->1
Coopers: 0->1
Bakers: 1
Watercarriers: 1->0
Wine-Sellers: 1->0
Hatmakers:0->1
Saddlers: 1
Chicken Butchers: 1->0
Pursemakers: 1
Priest: 1->0
Buthcers: 1->0
Buckle Makers:0->1
Beer-sellers: 2
Painters: 0->1
Bathers: 1->0
Sculptors: 1
Smiths: 1
Copyists:0->1
Inns: 1
Tanners: 0->1
Glovemakers: 1->0
Magic supplies: 1->0
Illuminators: 0->1

Note that eighteen business closed down after the riot, while a eight new ones moved in, for a net loss of ten businesses. Also note the dip in clergymen.

Without the masons and the carpenters, they may have to rely on a lyre of building anyway.
Meldread

12-12-06, 12:42 PM
First Half of Year 19

On a chilly and cold morning, not long after the first snows appeared, Lord Eckson committed suicide within his home. He was 83 years old. Sadly, his death largely went unnoticed and he was laid to rest at a small private funeral. His son was not in attendance as he was still away from the city. By the end of the week Lord Drake was named the new Mayor of Ecksonvale, elected by the Defense Council. Drake's appointment was met with moderate fanfare, mostly by people who are hoping for a change.

Lord Drake almost immediately began a swift campaign to turn the town around. He appointed Militia Captain Gavin Belfast on the Defense Council as its new Chair. To fill the vacancy on the Defense Council Drake appointed Bella Rosenberg, an Aristocrat.

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

Through Drake's former proclamation before he became mayor, and his wish to institute a guild system within the city to facilitate in the learning of crafts he formed the Commerce Committee. Similar to the Defense Council the goal of the Committee is to assist the Mayor in furthering the economic development of the city. Their names are listed below.

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 1st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

It is largely a success and through the Money Lender many new businesses open. Drake acquires sole ownership of the Bank & Moneylender. Unemployment is at an all time low and the crime within the city is steadily dropping. Drake also has the local area prospected for a mine. A mine is found one mile away.

Yipyip, the leader of the Clan and the only remaining Sorcerer is convinced to take his clan to the mine and begin prospecting for ore. The entire Kobold Clan is removed from the city within a weeks time and relocated a mile away. The Kobolds who served in the Militia now serve as Militia Guards at the mining site.

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)

A large road construction project is started in an attempt to connect the town to the nearby towns by road as well as the mining settlement. As word of the mine is found twenty new people arrive within the city - 10 adults and 2 Teenagers and 8 Children under the age of twelve. An effective waste management system is complete by the end of the first half of the year, which draws dissatisfaction with the local Druids and Elves.


---------------------------------------


Total Population: 401

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 1st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

Other Important NPC's
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Kyren Belfast: Figther 2nd/Ranger 6th
Trevor Moretti: 3rd Level Bard
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)

The Town Militia
Commoner/Warrior: 23 (1st/1st)
Barbarians: 1 (1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)
Fighter: 1 (2nd), 2 (1st)

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 1st Level Wizard
Commoner/Wizard: 5 (1st/1st), 2 (1st/2nd)
Wizard: 5 (1st), 2 (2nd), 1 (3rd)

Rum Rotten Reavers / Rogue's Guild
Rogue: 1 (4th), 1 (2nd)

Monk Training Academy
Sumar: 12th Level Monk
Monk: 2 (1st)

The Town Artisans
Unnamed Experts: 12 (1st), 10 (2nd), 1 (3rd), 1 (7th), 1(11th)

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 8 People Each)
8 Farmers (Employs 10 People Each)
1 Inn (Employs 6 People Each)
1 Bank / Money Lender (Employs 10 People Each)
1 Smith
1 Seamstress / Tailors
1 Butcher
1 Shoemakers
1 Bakers
1 Furriers
1 Healer / Doctor
1 Barbershops / Beautyshops
1 Jewelers
1 Carpenters
1 Weavers
1 Tanners
1 Illuminators
0 Magic Suppliers
0 Wine Growers
0 Masons

Private Sector Employment: 168
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 218
Total Employed: 386
Total Unemployed: 14

Common People
Commoners: 193 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 221)
Adept: 2 (1st)
Children: 25

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)

Druids Grove
Druid: 1 (2nd), 2 (1st)


---------------------------------------


NOTES: I added up everyone currently living in the town twice and received 401 people total. I did not include the Nearby Elves in this as I am assuming they are sustaining themselves off the land. The Kobolds were included as they are dependant on the Town for their resources.

I have given names to many of the prominent NPC's within the city.

There needs to be more adequate defense measures in terms of walls and such and I am generally considering that at least eighty people are working on various labor intensive projects. That would include walls and roads.

Some of the businesses have been combined for simplicities sake - for example a Tailor also makes hats and belts. A butcher kills everything - chickens, cows, pigs, etc. Farmers range from grain / wheat farmers to cattle farmers. Clergy people aren't factored in as having jobs as they don't get a steady income, but they are placed in "Employed Miscellaneous" along with all NPC's of note. All NPC's of note are considered to either have jobs within the city or a steady income.

A sizeable portion of the city is living in the rural outskirts as farmers (80 people). The city employs the vast majority of the people in governmental work be it in construction or militia duty. I placed the children of the city in "Employed Miscellaneous", but they may also be considered working as Apprentices in the private sector.

The Private Sector has been converted to a Guild System, where in people who own businesses take in apprentices and teach them their crafts and they rise through the ranks of apprentice, journeyman and master.

Although most of the people in the town are now employed the vast majority of the town is largely very poor. Life is hard but getting better.
Abbacabba

12-12-06, 01:21 PM
First : Just saying thanks to everyone, this thread has drastically changed the way I plan to run towns in my campaigns. Since that was my entire reason for starting this thread... I'm grateful for everyones help. :clap:


next,


...Wow... Didn't see most of that coming. Some really interesting events happening.


I'd like to take a moment to discuss something, not actually build another year.


I've been assuming that our "commoners" were not unemployed but rather the farming/herding portion of the community. When I read other source books and see populations of 100's of commoners thats what I'm picturing. I picture those with "real jobs" as being experts, or other NPC classes. <--- Anyone else have this view?


I was also taking for granted that the lyre of building and wall of stone were being used through-out the years to add more and more rings of city walls. Its my fault for not documenting it throughout the years(sorry). But I guess since neither I nor anyone else actually wrote it down it was not done. <--- I'll have to remember this in building future cities for my campaign world. I can't let town defense slip.


I'm also guessing that like Meldread's last post a goodly number of citizens should/would be employed in general maintenance of the existing walls and structures as well as building new ones. I'll also be incorporating this idea in my campaign world. <-- again do the rest of you agree/disagree?
Lyinginbedmon

12-12-06, 01:27 PM
NOTE: With the death of Lord Eckson, a crack appears in the surface of the first cement covering over Ira's Eye
Heros_Backpack

12-12-06, 01:29 PM
Second Half of Year 19

After a spree of attacks by the Rum Rotten Reavers, the 3 Inns and Taverns import experienced Bouncers/ Security Personnel. (2 x Fighter 2 + Sekkran) Slipping into town among this group is Sekkran Ironfist, a dwarven Cleric 8/Fighter 4. He was a regular traveller through Drake's original town and, having put together all the rumours there with the news that the Founder of Drake's new town has killed himself, has come to see if his suspicions of Drake are correct.

Sekkran is an imposing 4' 8" square, with a black beard and hair that almost covers his eyes. He talks rough, has disguised himself as nothing more than a Fighter 3 and tends knock brawlers out with his fist rather than use his axe.

Also two more crafter families take advantage of the empty shops and move in. One is Papermaker/Bookbinder taking advantage of so many mages wanting spellbooks and the other is a Pawnbroker.


Total Population: 412

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 1st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

Other Important NPC's
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Kyren Belfast: Figther 2nd/Ranger 6th
Trevor Moretti: 3rd Level Bard
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Sekkran Ironfist: Cleric 8/ Fighter 4 (disguised as Fighter 3)

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)

The Town Militia
Commoner/Warrior: 23 (1st/1st)
Barbarians: 1 (1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)
Fighter: 1 (2nd), 2 (1st)

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 1st Level Wizard
Commoner/Wizard: 5 (1st/1st), 2 (1st/2nd)
Wizard: 5 (1st), 2 (2nd), 1 (3rd)

Rum Rotten Reavers / Rogue's Guild
Rogue: 1 (4th), 1 (2nd)

Monk Training Academy
Sumar: 12th Level Monk
Monk: 2 (1st)

The Town Artisans
Unnamed Experts: 12 (1st), 10 (2nd), 1 (3rd), 1 (7th), 1(11th)

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
1 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
1 Smith
1 Seamstress / Tailors
1 Butcher
1 Shoemakers
1 Bakers
1 Furriers
1 Healer / Doctor
1 Barbershops / Beautyshops
1 Jewelers
1 Carpenters
1 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
0 Magic Suppliers
0 Wine Growers
0 Masons

Private Sector Employment: 179
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 218
Total Employed: 386
Total Unemployed: 14

Common People
Commoners: 193 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 221)
Adept: 2 (1st)
Children: 25

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)

Druids Grove
Druid: 1 (2nd), 2 (1st)
Pyrocidius

12-12-06, 07:53 PM
heh, i figured this would have happened.... i just wish i could have been there to stop it in time.

1. We already have a sewer system. it was the first thing the artificier built when he moved to the town. please, read the posts, then reply.

2. it had been said that the lyre was used to create a secondary wall for the rest of the village to live in. if the only reason for the mob was that, then the mob should be un-canoned.

3. Although never said offically, it was suggested (and makes perfect sense) that the kobolds would have opted to live underground, in and around the sewers, due to light sensitivity. while this doesn't mean they would have completely cut off all ties to the topside world, they wouldn't have been taking space for the racist humans.

4. i have drawn a map of this town since it's inception till about alittle after my last post. I am reading about 11 farms being built in that time. while i was skeptical, i figured that the town was going to be a high agricultural village, making most trade profits from crops. add that with the entire village of druids casting plant growth on the crops at every available casting, there is no way the town was starving. there should still be a surplus, and a large one at that. really, there should have been at least acouple more mills put in place just to keep up with the grain supply.

5. here's where any real chance of a 'good' evil storyline goes. (by the way, i love the drake guy) detect alignment hurts. and i know they have disguie alignment effects too. what about an zone of truth? or certain alignment-based traps that deal are effect damage to people of evil alignments? well, he is a higher level character. perhaps he found a way around that. but he'd have to be on his guard 24/7. plus, wouldn't some of the wizards in training that he told about the demonic powers cross-referenced these thoughts with another higher-up wizard, say the cohort of Mr. Eckson?

6. On the death of Mrs. Eckson.... look at all the high-level characters we have. surely the artificer could have used a scroll of some reincarnation spell or the like to get her back. (that is, if the riot really should have happened in the first place.)

7. in a high-magic world (aka what dnd really is once you start using actual characters instead of dmg guidelines) crime is almost not an issue. between peacebonded weapons within city walls, speak with dead on murder victims, zones of truth/detect alignments/charms/detect thoughts in interrogation situations/ invisible watchers in market districts to see pickpocketers/ect ect, only the highest of character levels can get by with an infraction of the law.

8. if all of this still happened, and there was infact a riot of racist humans starting up trying to get inside the city walls, there are at least 3 wizards in the city right off the top of my head that can cast fireball or some other area-effect spell to stop the riot nigh-instantly. and plently of casters that can control the flames afterward/douse with create water/ect ect.

and if any of these situations couldn't be stopped by the people themselves, the portal could be used to get the needed help from the capitol. stop the flow of unemployed (which were all having to help bring in the massive amounts of crops, therefore working as unskilled labourers...) that's fine. but it's still there for easy transportation. one cry for help could easily attract the attention of a high-up cleric with access to mass hold person and mass sanctuary.
Kori

12-12-06, 08:37 PM
I say that we just let it go and instead make up an excuse like too many people where moving in for the city to keep up construction. This breed a few bad feelings on one side of the wall, and when the riot was just starting a whole lot of people joined either to take out thier grievences upon one another and also just for the sake of looting stores and making some quick cash.

Year 20

After being nearly oblitterated by a staged coup created by several wealthly shop owner with thier combined forces of toughened bouncers, the Rum Rotten Reavers are sorely beaten, just barely escaping with thier lives. After quickly recuperating in thier secret hideout beneath the city, Korin who is a fourth level Rogue plots for revenge.

He begins hiring his own toughened sellswords and minor but experienced thieves as accomplices in his crimes, these men and women are dirty but deadly third level Warriors. They are also trained in Hide, Move Silently, Listen, and Spot thanks too a couple of feats, I can't remember thier names, from Heros of Battle. They typically conceal a small masterwork breastplate under a small casual cloak and along with them, several masterwork daggers. They are each concealed under a secret nitch in the breast plate. There are four in total, all belonging to a supposedly disappeared company of elite troops that never really reported back into headquarters after the recent conflict which someone can name depending which campaign setting we're in.

Just only recently have they began to raid shipments of metal and ore coming from the mines in order to sell the valuable material in another villiage just down the road.

Also, Korin's apprentice, has secretly, unbeknownst to him, begun training deep within the surrounding hills by a local hermit who is a sixth level Sorcerer who worhips a fiend so foul that he was banished from his home many a year ago for sacraficing and tainting the soul of a child. The hermit see's dark potential in the youngling. Because of this the apprentice isn't always present for the major operations the guild stages, and Korin is getting worried. In three years the Rogue will stop showing up at the hideout due to the depth of his training, and will later three more years after that emerge from the hill with two levels in Sorcerer and a new contempt for all society in general.

Ps. Beware any who fight the Rotten Rum Reavers for they, after getting thier hands on stolen kit of deadly poisons entended for delivery to Lord Drake, are a force to be reckoned with.

Total Population: 412

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 1st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

Other Important NPC's
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Kyren Belfast: Figther 2nd/Ranger 6th
Trevor Moretti: 3rd Level Bard
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Sekkran Ironfist: Cleric 8/ Fighter 4 (disguised as Fighter 3)

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)

The Town Militia
Commoner/Warrior: 23 (1st/1st)
Barbarians: 1 (1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)
Fighter: 1 (2nd), 2 (1st)

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 1st Level Wizard
Commoner/Wizard: 5 (1st/1st), 2 (1st/2nd)
Wizard: 5 (1st), 2 (2nd), 1 (3rd)

Rum Rotten Reavers / Rogue's Guild
Rogue: 1 (4th), 1 (2nd)
Warriors: 4 (3rd)

Monk Training Academy
Sumar: 12th Level Monk
Monk: 2 (1st)

The Town Artisans
Unnamed Experts: 12 (1st), 10 (2nd), 1 (3rd), 1 (7th), 1(11th)

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
1 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
1 Smith
1 Seamstress / Tailors
1 Butcher
1 Shoemakers
1 Bakers
1 Furriers
1 Healer / Doctor
1 Barbershops / Beautyshops
1 Jewelers
1 Carpenters
1 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
0 Magic Suppliers
0 Wine Growers
0 Masons

Private Sector Employment: 179
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 218
Total Employed: 386
Total Unemployed: 14

Common People
Commoners: 193 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 221)
Adept: 2 (1st)
Children: 25

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)

Druids Grove
Druid: 1 (2nd), 2 (1st)
Meldread

12-12-06, 08:52 PM
First Half of Year 20
NOTE: I will just say this happened during the same time as Kori's post since I already typed it out.

Lord Mayor Drake issues a celebration within the town to lift spirits and to celebrate the towns 20th year. He gives a rousing speech that speaks optimistically of the future that is met with thunderous applause. Drake is given credit to turning around the city in such a short period and he celebrates his first full year as Mayor. He is enjoying wide public approval among both the common people and the aristocracy within the city.

The mine finally opens and begins shipping its first ore. There is a feeling of hope and optimism in the air. The new city walls are complete and the town now has the ability to have 900 people safely behind the wall. Immigration once again picks up and the city gains thirty-two new immigrants.


-------------

Beneath the town, through a series of poorly lit passages is a complex of rooms. This area was created through a mixture of arcane magic and undead, which were quietly taken from the graveyard at night. This area is the meeting place for a cult that is forming within the city. To get to this complex one has to enter through either the VonMoore or Drake Estate. The entrances are carefully hidden with arcane illusions and are warded against intruders. The complex is only used once or twice a month as a gathering place. Each meeting takes place long after the night has come.

The cult is being lead by Gregor Hildebrand, and the cultist venerate (but do not worship) Lord Mayor Drake. Each cultist is brought within the complex to swear an oath. There they are also branded with a special mark (it works as an Evil Brand [Vile]) across their hearts. They believe that the Gods are weak and that there will come a day when Delorin Drake shall obtain enough power to not only rule the world but defeat the gods as well. When that day comes all those who pledged themselves to him shall be reborn into new bodies and rule the world under him as immortals. The cult itself is dedicated to furthering that objective. They do not view the deities as gods but rather powerful beings that can be defeated. Gregor is teaching some of them the secrets of the Ur-Priest, and how to steal the divine power directly from the gods. The cult is strictly devoted to furthering the objectives of Drake's supreme rule. They have sold their souls to Drake. He is using some of their souls to bargain with devils in exchange for various things.

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 3rd Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 1st
Commoners: 4 (1st), 1 (2nd)

Evil Brand [Vile] (Book of Vile Darkness Page 49)

The character is physically marked forever as a servant of an evil power greater than herself or as a villain who does not care who knows that she seeks only death, destruction, and misery for others. The symbol is unquestionable in its perversity, depicting a depravity so unthinkable that all who see it know beyond a bout that the bearer is forever in the way of the blackest powers.

Benefit: Evil creatures automatically recognize the symbol now emblazoned upon the character as a sign of her utter depravity or discipleship to a powerful patron, although the specific identity of the patron is not revealed. She gains a +2 circumstance bonus on Diplomacy and Intimidate checks made against evil creatures.

-------------


Trevor Moretti begins creating a spy network within the city, to help not only control and manipulate information fed to the public, but to also keep tabs on everything going on within the city. He is reporting directly to Drake.


Total Population: 442

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

Other Important NPC's
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Kyren Belfast: Figther 2nd/Ranger 6th
Trevor Moretti: 3rd Level Bard
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Sekkran Ironfist: Cleric 8/ Fighter 4 (disguised as Fighter 3)

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)

The Town Militia
Commoner/Warrior: 23 (1st/1st)
Barbarians: 1 (1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)
Fighter: 1 (2nd), 2 (1st)

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 2st Level Wizard
Commoner/Wizard: 2 (1st/1st), 3 (1st/2nd), 2 (1st/3rd)
Wizard: 2 (1st), 3 (2nd), 3 (3rd)

Rum Rotten Reavers / Rogue's Guild
Rogue: 1 (4th), 1 (2nd)
Warriors: 4 (3rd)

Monk Training Academy
Sumar: 12th Level Monk
Monk: 2 (1st)

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 3rd Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 1st
Commoners: 4 (1st), 1 (2nd)


The Town Artisans
Unnamed Experts: 12 (1st), 10 (2nd), 1 (3rd), 1 (7th), 1(11th)

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
1 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
1 Seamstress / Tailors
1 Butcher
1 Shoemakers
1 Bakers
1 Furriers
1 Healer / Doctor
1 Barbershops / Beautyshops
1 Jewelers
1 Carpenters
1 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
0 Magic Suppliers
0 Wine Growers
0 Masons

Private Sector Employment: 183
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 238
Total Employed: 386
Total Unemployed: 14

Common People
Commoners: 217 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 245)
Adept: 2 (1st)
Children: 31

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)

Druids Grove
Druid: 1 (2nd), 2 (1st)
Kori

12-12-06, 10:33 PM
Third Quarter of Year 20

The Rum Rotten Reavers have, once they had made enough raiding caravans of ore from the Kobold mines and sold them in the nearest city so none can track the contents origins, Korin decides to build a new center of illegal activity within the town.

He and all four of his thugs gain a level in Rogue and with a series of stratigic collapses, destroy the remains of thier former hideout.

They then purchase the abandoned stone tower standing near the center of the settlement, once occupied by the former mayor's wizard. They fix the place up, adding stylish warm granite bar, seats laced in padded fur; twenty small bedrooms, all luxuriously decorated by the finest artisan money could buy; a hand carved oaken stage for various performer and mabye a few strippers. The bar serves fine food from the basement which is now a kitchen. Paintings of famous battles protray the walls also acompanied by fine elven rugs. Also the strippers also serve as prostitutes for those who are interested in giving them a raise.

There are a total of thirty strippers, each beautiful commoners taught in the arts of court behavior and of course, scandelous deeds. They are each armed with small, beautiful, masterwork daggers. Did I mention they each wear skin tight animal hide night gownes, giving all those poor commoners out there some warmth on those horribly cold winter nights. Also each of these beautiful ladies is considered a guild member, pulling thier weight in other matters inorder to generate fundings for the Rum Rotten Reavers.

There are also six experts who each are lesser members of the guild, each also armed with a dagger of the same type as the servicers of the guild. The experts serve as either information gathers, aka waiters, or poisoners, aka cooks.

The bouncers of the facility are the four third level thugs, each now equiped with an almost, seemingly ornamental chestplate, modeled off those of olden times. The armer are +2 Chestplates gilded with golden designs, unique is everyone of them. They also carrie each a pair of custom forged alchemically enchanced +2 silver daggers, both hidden in a secret nitch on the inside of thier amor. On the side they also wear black leather pants and red silk shirts.

On the top level of this establishment is the display room where they sell illegal or hide to find alchemical goods and dangerously outlawed poisons. They also sell magical devices, rare ingredients, and in thick stone cages, dangerous animals.

During a regular day Korin acts as a regular customer spending nearly of his day within the joint. Meanwhile, his apprentice is leaving frequently and after a stripper disappeared one night after a bouncer had supposedly seem them both sneak out in the middle of the night to cuddle under the stars, he's starting to get suspicous.

While the Aprentice did gain a level in Rogue, since he had been spending outside time training with the hermit and only just after he had sacraficed the women to the dark powers, did he gain an aditional level of Sorcerer.
-----
On a sidenote, a imensely large family of Kobolds, hearing of the towns unusual and generally warm attitudes towards outsiders, move in town with thirty of thier family members, more than half children and all commoners move into the villiage and start a rough handed tavern serving it own unique monsterous dishes to the townsfolk.
----

Total Population: 510

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

Other Important NPC's
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Kyren Belfast: Figther 2nd/Ranger 6th
Trevor Moretti: 3rd Level Bard
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)
Sekkran Ironfist: Cleric 8/ Fighter 4 (disguised as Fighter 3)

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)

The Town Militia
Commoner/Warrior: 23 (1st/1st)
Barbarians: 1 (1st)
Warrior: 14 (1st), 10 (2nd), 2 (3rd)
Fighter: 1 (2nd), 2 (1st)

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 2st Level Wizard
Commoner/Wizard: 2 (1st/1st), 3 (1st/2nd), 2 (1st/3rd)
Wizard: 2 (1st), 3 (2nd), 3 (3rd)

Rum Rotten Reavers / Rogue's Guild
Thieves: Korin (5th lvl Rogue), Aprentice/Cultist (3rd lvl Rogue & 1st lvl Sorcerer), 4 Bouncers (3rd lvl Warrior & 1st lvl Rogue)
Servicers: 4 Waiters/Information Gatherers (1st lvl Expert), 2 Cooks/Poisoners (1st lvl Rogue & 1st lvl Rogue)
Strippers/Prostitutes: 30 Beautiful Young Women (2nd lvl Commoners)

Kobolds In Town
Commoners: Six Kobold Commoners of an average of roughly middle aged being most are secound level.
Children: Twenty-four wandering, screaming, and playful children who are akin to playing "Dragon" with each other.

Monk Training Academy
Sumar: 12th Level Monk
Monk: 2 (1st)

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 3rd Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 1st
Commoners: 4 (1st), 1 (2nd)


The Town Artisans
Unnamed Experts: 12 (1st), 10 (2nd), 1 (3rd), 1 (7th), 1(11th)

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
1 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
1 Seamstress / Tailors
1 Butcher
1 Shoemakers
1 Bakers
1 Furriers
1 Healer / Doctor
1 Barbershops / Beautyshops
1 Jewelers
1 Carpenters
1 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
0 Magic Suppliers
0 Wine Growers
0 Masons
1 Brothel/Restuarant/Illegal Solicitor/Tavern/Inn

Private Sector Employment: 183
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 238
Total Employed: 386
Total Unemployed: 14

Common People
Commoners: 217 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 245)
Adept: 2 (1st)
Children: 31

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)

Druids Grove
Druid: 1 (2nd), 2 (1st)
Meldread

12-12-06, 10:47 PM
Also in the Third Quarter of Year 20

Lord Mayor Drake approaches Korin about the possibility of his service on the Commerce Committee, he has made many attempts to befriend Korin and gain his trust and loyalty. He recognizes Korin as a growing political figure within the city. Drake has gone out of his way to include Korin in many of the decisions being made within the city, especially ones that relate to Commerce.

Meanwhile Trevor Moretti is carefully keeping tabs on all of Korin and his guild's activities. He frequently beds one of the prostitutes, tipping her heavily and earning her trust and loyalty.
Abbacabba

12-12-06, 11:06 PM
heh, i figured this would have happened.... i just wish i could have been there to stop it in time.

1. We already have a sewer system. it was the first thing the artificier built when he moved to the town. please, read the posts, then reply.

2. it had been said that the lyre was used to create a secondary wall for the rest of the village to live in. if the only reason for the mob was that, then the mob should be un-canoned.

3. Although never said offically, it was suggested (and makes perfect sense) that the kobolds would have opted to live underground, in and around the sewers, due to light sensitivity. while this doesn't mean they would have completely cut off all ties to the topside world, they wouldn't have been taking space for the racist humans.

4. i have drawn a map of this town since it's inception till about alittle after my last post. I am reading about 11 farms being built in that time. while i was skeptical, i figured that the town was going to be a high agricultural village, making most trade profits from crops. add that with the entire village of druids casting plant growth on the crops at every available casting, there is no way the town was starving. there should still be a surplus, and a large one at that. really, there should have been at least acouple more mills put in place just to keep up with the grain supply.

5. here's where any real chance of a 'good' evil storyline goes. (by the way, i love the drake guy) detect alignment hurts. and i know they have disguie alignment effects too. what about an zone of truth? or certain alignment-based traps that deal are effect damage to people of evil alignments? well, he is a higher level character. perhaps he found a way around that. but he'd have to be on his guard 24/7. plus, wouldn't some of the wizards in training that he told about the demonic powers cross-referenced these thoughts with another higher-up wizard, say the cohort of Mr. Eckson?

6. On the death of Mrs. Eckson.... look at all the high-level characters we have. surely the artificer could have used a scroll of some reincarnation spell or the like to get her back. (that is, if the riot really should have happened in the first place.)

7. in a high-magic world (aka what dnd really is once you start using actual characters instead of dmg guidelines) crime is almost not an issue. between peacebonded weapons within city walls, speak with dead on murder victims, zones of truth/detect alignments/charms/detect thoughts in interrogation situations/ invisible watchers in market districts to see pickpocketers/ect ect, only the highest of character levels can get by with an infraction of the law.

8. if all of this still happened, and there was infact a riot of racist humans starting up trying to get inside the city walls, there are at least 3 wizards in the city right off the top of my head that can cast fireball or some other area-effect spell to stop the riot nigh-instantly. and plently of casters that can control the flames afterward/douse with create water/ect ect.

and if any of these situations couldn't be stopped by the people themselves, the portal could be used to get the needed help from the capitol. stop the flow of unemployed (which were all having to help bring in the massive amounts of crops, therefore working as unskilled labourers...) that's fine. but it's still there for easy transportation. one cry for help could easily attract the attention of a high-up cleric with access to mass hold person and mass sanctuary.



This is more of the way I've been picturing the city, since people have moved on lets just say something like the riot did happen, sparked by some unhappy citizens for whatever reason.

I do think we should try and keep all these points in mind while we move forward though.
imake13

12-12-06, 11:29 PM
Drake reminds me very much of a certain Supreme Chancellor. :eek:
Kori

12-12-06, 11:38 PM
Twenty Second Year

Korin vainly agree's to to Lord Drake's proposal and joins the Commerce Committee in hopes of gainig more influence in the city he has begun to cherish as a cat does cherish his favorite rock on which he basks lazily in the sun.

With that done he quickly realizes the danger of Lord Drake and increases guild security and quickly discovers the affair happening between a unnoticable performer attending his businesses and is careful to observe it, ready to pounce at the least sign of betrayal. He is also is ready to sell all the information he gathers while under this new title to the highest bidder

He also installs a beautiful sign made of semiprecious gems literally fused together by magic and arrayed in a pattern of a leaking oaken mug with foul green liquid steaming off its rotting surface and a kiss marked with red lipstick on one side. This is a wonderous magical item which he pruchased with his newfound wealth and when placed at the head of the entrance of a building, hides the alignment of all inside from magical detection. This is exactly what Korin does. The item also makes all those who enter and do not mumble quietly beneath his or her breath "when the rum goes dry, we all begin to cry" are infixiated with blinding feelings of joy and a distinct urge to spend at least one copper while inside.

He also highers the Bard, Trevor Moretti, to play within his facility, all while under his watchful eyes.

On a sidenote, he also begins bribing members of the watch to forget minor thefts by members of his guild. If they are caught while doing something serious, he believes that they deserve to take a trip to the gallows if they were as stupid as to attempt something they couldn't handle.

Finally he begins training all the Kobold children to be thieves, and until they grow up, they'll each act as his eyes and ears on what happens in the streets in exhange for protection of them and thier families and also sponsership into the guild when they grow up. Of course, only with thier parents written permission.
imake13

12-13-06, 12:36 AM
Meanwhile, Sekkran Ironfist has carefully sought out and contacted a few citizens who suspect Drake has evil intentions for the city. Keeping quiet and only meeting once a month outside the city in the forest. The group has formed in hopes of eventually bringing in a revolution that will overthrow the evil ruler and free Ecksonvale to be once more a city of good will and harmony. They are extremely cautious and rarely even speak with eachother in public. They call themselves The Hand of Truth. The Druid and Ian Eckson have returned, but they have decided it best to stay hidden for the time being.


Hand of Truth Members:

Sekkran Ironfist -- Cleric 8/Fighter 4
Hiro Ethernell -- Druid 8*
Ian Eckson -- Druid 3**
Kyren Belfast -- Rogue 4/Swashbuckler 5

*The previously unnamed druid, returned from his travels with 2 new levels.
** Gained 2 levels in his travels.


The eventual plan is to use True Resurection on both Lord and Lady Eckson and their wizard Cohort, and with their combined forces, retake the city.
Meldread

12-13-06, 12:52 AM
Twenty First Year
(Same Year as above)

For Korin's birthday Lord Mayor Drake organizes a private party at his Estate. He invites both Valarm and Dagron VonMoore to the party as well. Drake organized for exotic belly dancers to entertain Korin. There were many other exotic pleasures at the party as well. As a birthday present Drake unveiled a huge portrait of Korin which he had commissioned several months earlier. It was shockingly impressive and life like.

During this time Militia Captain Gavin Belfast along with several other notable individuals grow increasingly suspicious of Korin's source of wealth which he flaunts so openly. Belfast attempts to launch an investigation into Korin's affairs but Drake puts a temporary hold on it.

Drake approaches Korin and alerts him of Belfast's intentions. He suggests a sizeable donation to the city would tie Belfast's hands from investigating. He privately informs Korin that he has intentions of building up a military presence within the region.
Kori

12-13-06, 01:27 AM
Uh, I think it may be the Twenty Sencond Year like in my previous post but the story must go on I suppose.

After eagerly thanking Lord Drake for the so life like portrait of him, he presents man with, slowly carried into the main room inwhich he and Lord Drake reside by two of his most trusted bouncers on a most richely decorated oaken tray, a bejeweled chest filled to the brime with plantinum coins of various nations both poor and rich, new and ancient.

The whole crowd is amazed by the wealth standing before them and he grins looking at each of the attendes, making absurd absumptions on how much money he could rake off them in a month of thieving, prostituition, and blackmailing combined.

And with that, he quickly leaves the party, with the bouncers both carrying the delicate painting wrapped in fine silk, quite early to be exact. The truth is that he had been staging a series of minor thieveries throughout the richly adorned crowd of societies so called best. He'd probably go home to a bunch of drunken greedy bastard, applauding him for his brilliance as they played with thier newfound wealth.

Later he reveals silently and discretly to the leader The Hand of Truth, his intentions to also overthrow Lord Drake for he fears the shadows trailing this man more than anything else.

Finally he has the painting magically locked up deep within his tower on the display level guarded by two bouncers just incase something pops out.
Lyinginbedmon

12-13-06, 03:06 AM
Well, your first post was dated Year 20 - 3/4, then it skips over to Year 22

Which actually is kinda fine with me :devil:
Kori

12-13-06, 04:08 AM
Hay I have a question? Didn't Lord Eckson get reincarnated as en Elf, so wouldn't he have a longer lifespan? His wife wouldn't be that old either since she probably got reincarnated into a younger body.

Twenty Second Year Continued

At the stroke of midnight, Korin's apprentice, who is quite upset about not being able to tag along with Korin to the party, sneaks past the Bouncers and swiftly exits the city. He then heads for the nearby hills, where the hermit lives.

After the normal routine lesson like so many before that very night, the Apprentice grew extremely frustrated with his blind teacher and after screaming that he was getting no where slowly and in anger, plunged his blade in the old man wrinkled scar scattered back. Soon after he had realized what he has done and upon robbing the old man of all his possessions like any sensible student would do, the lad left his body to rot.

While he sold must of the Outcasts items, he keeps an ancient, obsidian black, fiend hide covered tome detailing the summoning of fiends using a dark forgotten art stemming off of Conjuration from the Nine Hells, including a few True Names and what offerings they prefer
Lyinginbedmon

12-13-06, 04:12 AM
And yet, both elder Ecksons are still dead
Kori

12-13-06, 04:31 AM
What can you do? Personally I would like to see both of them ressurected and face off against Lord Drake in a full blown mini civil war.
Abbacabba

12-13-06, 08:33 AM
Possible lines of action:

We are part of a larger kingdom, if a full blown coup was planned would someone perhaps seek help from the king/capitol city?

What about gaining strength by teaming up with a neighboring city? Is there enough proof to get others involved at this point?

A well placed detect evil would either show Lord Drake to be evil(stated in his writeup) or nothing(showing hes got some sort of non-detection up, which is suspicious in itself).

Seems to me we have a small but semi-wealthy group of "rebels" growing, perhaps they could spend some $ for a higher level cleric to commune or something more powerful, then take that information to the king?

What about using other magical means to overthrow Lord Drake peacefully and politically?


** Also, would it be uncommon for a King to have his court clerics use their powers to see if his cities are being run honestly? I think its been written that our king has access to multiple Clerics, levels 10-17/18 I would think he would be somewhat aware whats going on in his cities.
imake13

12-13-06, 09:19 AM
I'm sorry, but I must protest. Korin would be in the top 5 LAST people allowed to know anything about The Hand of Truth, let alone join them. I would like that entry scratched from the record. The hand of truth leans HARD towards a good alignment. And they are very subtle and secretive, and will probably not even make a move till somewhere between year 25-30.

Not to be **** or anything, I just know for a fact that Korin wouldn't be in contact with them.
Meldread

12-13-06, 10:16 AM
Last Half of the Twenty Second Year

Lord Mayor Drake thanks Korin graciously for the "gift" to the city. He then retroactively begins increasing the wages of the Militia significantly, as well as upgrading the Militia's equipment beyond the standards they had been using. More join the militia and the Eckson Academy of Arcane Studies.

The Town Militia
Commoner/Warrior: 8 (1st/1st), 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)
Barbarians: 1 (3rd)
Warrior: 10 (1st), 14 (2nd), 10 (3rd), 2 (4th)
Fighter: 3 (3rd)

Total Militia: 71

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 3rd Level Wizard
Commoner/Wizard: 4 (1st/1st), 2 (1st/2nd), 5 (1st/3rd)
Wizard: 4 (1st), 2 (2nd), 3 (3rd), 3 (4th)

Total Wizards: 24


Drake also uses the coin to open a Military Training Academy within the city and sends out word to neighboring towns and villages encouraging young men and women to journey to Ecksonvale. By years end roughly thirty young men and women are being trained at the Academy.

Drake highers Rognor Larch, a Lawful Evil Dwarven Fighter and former adventurer to head up and train the students of the academy.

Drake Military Academy
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 15(1st/1st)
Fighter: 10(1st), 5(2nd)

Total Soldiers: 31

After the establishment of the Academy Drake sends a letter to the king that Ecksonvale intends to pull its weight in assisting the defense of the kingdom. The king is suitably impressed and invites Drake to the royal palace. Drake is gone for one week. He will return with the Kings blessing and favor. (NOTE: It should be pointed out that the portal is still not reactivated.)

While he was away Gavin Belfast, the Militia Captain begins investigating Korin and his activities. Unknown to all Samantha VonMoore, who is within Drakes cult, persuades (at the behest of Drake) the other members of the Defense Council to support Belfasts actions. The following day Gavin Belfast and six militia men storm into the Commerce Committee as they are having their weekly budget meeting. They attempt to place Korin under arrest for running a prostitution ring and attempting to bribe public officials. At the same time 30 Militia Men (with the assistance of the 3 level 4 Wizards) are attempting to storm into Korin’s Tower and arrest all within.

There is still two days until Drake returns…

(I will edit the updated statistics for the town in a following post.)
Meldread

12-13-06, 10:37 AM
I think it should be pointed out that Drake over all hasn't done anything illegal. Perhaps the worst thing he did within the city was indirectly influence the rioters and ensured that a riot would happen while he was away.

Drake has used his wealth to benefit the city. He is certainly evil, he isn't doing it out of the goodness of his heart, but the people are benefiting from his rule. He is also highly charismatic, which has been enhanced through a deal he made with a devil, and I wouldn't be shocked if Drake didn't drink potions of Charisma for breakfast, lunch and dinner. :P

He isn't the type of individual to strike openly. He is a manipulator. He uses other people to accomplish his goals, but rarely if ever acts directly against his enemies. He turns his enemies against each other and rises above the fray.

Overall, I would say he is highly liked by the people - both common and aristocratic.

It also has to be remembered that Drake, from almost the moment he set foot in town, has used his money to accumulate land. He controls the Bank / Moneylender and many of the deeds to the businesses and homes within the city are owned by him. He also has the support of the militia and controls just about every wizard within the city.

He doesn't flaunt his power openly, in fact he goes out of his way to give the illusion of shared power. This is the reason the Defense Council and Commerce Council exist. In effect, they have little to no real power because the Mayor can just overrule anything that they do. This is how it worked under Eckson and Drake has done little to change things aside from making things appear more democratic.

He is very, very firmly entrenched within the city - he has accumulated all this power over a six to seven year period. All of the above needs to be taken into consideration when striking against Drake. Not forgetting, as well, that he is a powerful Wizard to boot with the ability to commune with Devils and souls to bargain with if necessary.
Abbacabba

12-13-06, 10:50 AM
I too would agree that Drake hasn't done anything to draw direct notice, from the king.

I would like to say though that if his plans, whatever they may be, should turn to disrupting the kingdom as a whole I believe the king would be informed quickly, most likely through magic at first.


At this time however I'm not seeing any motives that lean that way. I'm just seeing a mid level "aristocrat" interested in pushing his influence to the limits.


** EVENT NOTICE: Year 24 will have the second visit from the kings court. same configuration as in year 11

1 Court Artificer (14th level)
1 Court Druid (13th level)
2 Court Wizards (15 and 17th level)
3 Court Clerics (10th, 12th, 17th)
3 Court Musicians (Bards 6-10th level)
15 Escorts (Fighters/warriors 10th-15th)

Lord Drake learns of this and sends word to the councils and asks them to draw up plans and suggestions for improvements.
Abbacabba

12-13-06, 11:16 AM
First Months of Twenty Third Year

A group of gnomes(22 in number) appears seeking audience with Lord Drake. These gnomes come from the same group that first unearthed "Ira's Eye".

They have learned that the spot used to be a temple to a god of Magic(campaign neutral).

Little information is avaliable about the battle, in fact all the documents they have found point out that no known survivors were ever found.

Its assumed that there existed a device for contacting powerful outsiders, and it was powered by raw magic. They suspect that a huge amount of magical energy was dumped into the device causing some sort of malfunction, causing everyone around to be (consumed/teleported/???) and also causing a permanent magic anomaly to form(Ira's Eye).

Keenly interested in the device that might still be runis, perhaps even in the center of the Eye itself, the Gnomes propose a deal.


They have a small amount of documents they have not been able to decipher(through mundane or magical means). They believe these documents to be more historical accounts of the area and even information about the device itself. They will give these documents to the city, in return they ask they if and when the device is ever recovered that they have a chance to study it.

Lord Drake agrees and the gnomes begin building homes and a *workshop.



* They know it might take some time before any information is gained from their documents and they plan on setting up a shop to support themselves while in the town. The shop will be a general repair service, also they might take "special orders" for devices that interest them.


___________

Gnomes :

22 total

Timli Longstride (LG Wizard 12 - can craft rings and wondorous items)

Bimpman Seewick (NG Wizard 2) - apprentice to Timli

Bobbin Scheppen (CG Expert 3/Rogue 5) - High craft skills and disable device

10 (Expert 5/ Rogue 1) - Employees in Bobbin's employ

9 (Commoners) - Cooks, and general "unskilled" laborers
ff6shadow

12-13-06, 11:48 AM
The time seems ripe to totally repost the town population now. Please inform me of any mistakes I make and I'll edit. I've seperated organizations first, then the various other citizens.

As of Early in Year 23
Total Population: 591

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 7th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 5th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 3rd Level Expert
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Bella Rosenberg (An Aristocrat): 1st Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Delina Belshaw (A Seamstress): 1st Level Expert
Garrick Belshaw (A Healer): 2nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2st Level Wizard
Theron Hagen (A Baker): 2nd Level Expert

The Town Militia
Commoner/Warrior: 8 (1st/1st), 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)
Barbarians: 1 (3rd)
Warrior: 10 (1st), 14 (2nd), 10 (3rd), 2 (4th)
Fighter: 3 (3rd)
Total Militia: 71

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 3rd Level Wizard
Commoner/Wizard: 4 (1st/1st), 2 (1st/2nd), 5 (1st/3rd)
Wizard: 4 (1st), 2 (2nd), 3 (3rd), 3 (4th)
Total Wizards: 24

Drake Military Academy
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 15(1st/1st)
Fighter: 10(1st), 5(2nd)
Total Soldiers: 31

The Kobold Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 3 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Total: 48

Rum Rotten Reavers / Rogue's Guild
Thieves: Korin (5th lvl Rogue),
Aprentice/Cultist (3rd lvl Rogue & 1st lvl Sorcerer),
4 Bouncers (3rd lvl Warrior & 1st lvl Rogue)
Servicers: 4 Waiters/Information Gatherers (1st lvl Expert),
2 Cooks/Poisoners (1st lvl Rogue & 1st lvl Rogue)
Strippers/Prostitutes: 30 Beautiful Young Women (2nd lvl Commoners)
Total: 42

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 3rd Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 1st
Commoners: 4 (1st), 1 (2nd)

Hand of Truth
Sekkran Ironfist -- Cleric 8/Fighter 4 (Disguised as Fighter 3)
Hiro Ethernell -- Druid 8*
Ian Eckson -- Druid 3**
Kyren Belfast -- Rogue 4/Swashbuckler 5

Monk Training Academy
Sumar: 12th Level Monk
Monk: 2 (1st)

Kobolds In Town
Commoners: 6 Kobold Commoners of an average of roughly middle aged being most are secound level.
Children: Twenty-four wandering, screaming, and playful children who are akin to playing "Dragon" with each other.
Total: 30

Common People
Commoners: 217 (1st), 7 (2nd), 3 (3rd), 3 (4th) (TOTAL: 230)
Adept: 2 (1st)
Children: 31
Total: 263

The Nearby Elves
Warrior: 9 (1st)
Commoner: 15 (1st)
Druid: 1 (5th)
Cleric: 1 (4th)
Total Elves: 26

Druids Grove
Druid: 1 (2nd), 2 (1st)

Timli Longstride (LG Wizard 12 - can craft rings and wondorous items)
Bimpman Seewick (NG Wizard 2) - apprentice to Timli
Bobbin Scheppen (CG Expert 3/Rogue 5) - High craft skills and disable device
10 (Expert 5/ Rogue 1) - Employees in Bobbin's employ
9 (Commoners) - Cooks, and general "unskilled" laborers
Total Gnomes: 22

Other Important NPC's
Artificer: 1 (10th)
Warforged Companion: (6th level fighter)


Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
1 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
1 Seamstress / Tailors
1 Butcher
1 Shoemakers
1 Bakers
1 Furriers
1 Healer / Doctor
1 Barbershops / Beautyshops
1 Jewelers
1 Carpenters
1 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
0 Magic Suppliers
0 Wine Growers
0 Masons
1 Brothel/Restuarant/Illegal Solicitor/Tavern/Inn

Private Sector Employment: 183
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 238
Total Employed: 386
Total Unemployed: 36 (This spike is to gnomes who have yet to set up shop or get a job

That should be it. As I said before, if I made a mistake, let me know and I'll edit.
Meldread

12-13-06, 11:50 AM
NOTES: I removed the Monk Training Academy. Sumar was an older man I believe and thus far has only trained two students. I would say that the Academy was transformed into the Military Academy and Sumar is either dead or retired.

I removed the Artificer and his Warforged Companion as I believe they are (but I am not certain) from Ebberron. We are not completely sure what setting this is in, but I suppose this town could be dropped into any medievalist high magic setting. For the purposes of story we can say they moved away or died of old age. To my knowledge the Artificer wasn't doing anything - but someone can feel free to add him if they want to use him for something.

I've increased the levels of people who haven't gotten a level increase in awhile. I added some more shops and such to simulate the towns continued growth and added population. I am going to try and keep most of the NPC's 5th level and under as that is about average I believe for most "trained" NPC's.

I removed the "Brothel/Restaurant/Illegal Solicitor/Tavern/Inn" from the business list because the list is primarily used to calculate the number of unnamed commoners and experts who are employed and unemployed. The Brothel has its own section where its members are fleshed out in more detail. Commoners who work in the Brothel should be removed from the list of commoners and added under the Brothel's section.

I believe my calculations are correct. I encourage everyone to go back over everything to make certain as well as to correct any mistakes I've made.

I would say, by now, there is a strong and burgeoning middle class thanks to all the money that has flowed into the economy.

Total Population: 698

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 8th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 7th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 5th Level Expert
Samantha VonMoore (An Aristocrat): 3rd Level Aristocrat
Bella Rosenberg (An Aristocrat): 3rd Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 3st Level Aristocrat
Delina Belshaw (A Seamstress): 3st Level Expert
Garrick Belshaw (A Healer): 5nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 3st Level Wizard
Theron Hagen (A Baker): 5th Level Expert
Korin (Rum Reaver Leader): 5th Level Rogue

Kobolds Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 79

The Town Militia
Militia Captain Gavin Belfast: Rogue 3rd / Swashbuckler 7th
Commoner/Warrior: 8 (1st/1st), 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)
Barbarians: 1 (3rd)
Warrior: 10 (1st), 14 (2nd), 10 (3rd), 2 (4th)
Fighter: 3 (3rd)

Total Militia: 71

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 3rd Level Wizard
Commoner/Wizard: 4 (1st/1st), 2 (1st/2nd), 5 (1st/3rd)
Wizard: 4 (1st), 2 (2nd), 3 (3rd), 3 (4th)

Total Wizards: 24

Rum Rotten Reavers / Rogue's Guild
Korin: 5th lvl Rogue
Aprentice/Cultist: Rogue 3/ Sorcerer 1
Bouncers: 3(3rd Level Warrior), 1(1st Level Rogue)
Waiters/Information Gatherers: 4(1st Level Expert)
Cooks/Poisoners: 2(1st Level Rogue & 1st Level Rogue)
Strippers/Prostitutes: 30(2nd Level Commoners)

Total Members: 42

Drake Military Academy
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 15(1st/1st)
Fighter: 10(1st), 5(2nd)

Total Soldiers: 31

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 5th Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 2nd
Commoners: 7 (1st), 1 (2nd)

Total Cult Members: 14

Hand of Truth Members
Sekkran Ironfist: Cleric 8/Fighter 4
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4

Gnomes Within the City
Timli Longstride: (LG Wizard 12 - can craft rings and wondorous items)
Bimpman Seewick: (NG Wizard 2) - apprentice to Timli
Bobbin Scheppen: (CG Expert 3/Rogue 5) - High craft skills and disable device
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner Level 1)

Total Gnomes: 22

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
2 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
3 Seamstress / Tailors
2 Butcher
2 Shoemakers
2 Bakers
1 Furriers
2 Healer / Doctor
2 Barbershops / Beautyshops
1 Jewelers
2 Carpenters
2 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
1 Magic Suppliers
1 Wine Growers
1 Masons

Private Sector Employment: 234
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 261
Total Employed: 647
Total Unemployed: 25

Common People
Commoners: 266 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)

Total Elves: 32

Druids Grove
Druid: 2 (2st), 1(3rd)

Total Druids: 3
Heros_Backpack

12-13-06, 04:35 PM
Second Half of Year 23

Sekkran Ironfist quietly sends out messages to old friends and colleagues for reinforcements.

In due course, a group calling itself 'Percy's Party Planners' arrives and sets itself up on the edge of the town. Its blatant advertising claims 'Want a party? Want to be entertained? We will set it up for you! Everything available from Music with your Meals to Stupendous Spectaculars! Full list inside!'

The Planners consist of:

Percy Plackett - Ringmaster, Special Effects and general Face of the Planners. (Sorcerer 5)
Henrietta Ephar - Behind the scenes leader of the Planners. (Druid 10)
Leo (Henrietta's Lion Animal Companion)
Jacksie Green - Knife thrower and Animal Handler, mostly Henrietta wild-shaped to lion and Leo. (Ranger 8)
Wildheart - Knife fetcher and coin collecter. (Jacksie's Dog Animal Companion)
Rick Flashfingers - Sleight-of-hand artist. (Rogue 10)
2 Clowns/Musicians (Bard 11 and 9)
4 Tumblers (Monk 14, 10, 10 and 7)
3 Backstage Hands/ General Help (Barbarian 8/Rogue 7)




Total Population: 711

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 8th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 7th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 5th Level Expert
Samantha VonMoore (An Aristocrat): 3rd Level Aristocrat
Bella Rosenberg (An Aristocrat): 3rd Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 3st Level Aristocrat
Delina Belshaw (A Seamstress): 3st Level Expert
Garrick Belshaw (A Healer): 5nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 3st Level Wizard
Theron Hagen (A Baker): 5th Level Expert
Korin (Rum Reaver Leader): 5th Level Rogue

Kobolds Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 79

The Town Militia
Militia Captain Gavin Belfast: Rogue 3rd / Swashbuckler 7th
Commoner/Warrior: 8 (1st/1st), 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)
Barbarians: 1 (3rd)
Warrior: 10 (1st), 14 (2nd), 10 (3rd), 2 (4th)
Fighter: 3 (3rd)

Total Militia: 71

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 3rd Level Wizard
Commoner/Wizard: 4 (1st/1st), 2 (1st/2nd), 5 (1st/3rd)
Wizard: 4 (1st), 2 (2nd), 3 (3rd), 3 (4th)

Total Wizards: 24

Rum Rotten Reavers / Rogue's Guild
Korin: 5th lvl Rogue
Aprentice/Cultist: Rogue 3/ Sorcerer 1
Bouncers: 3(3rd Level Warrior), 1(1st Level Rogue)
Waiters/Information Gatherers: 4(1st Level Expert)
Cooks/Poisoners: 2(1st Level Rogue & 1st Level Rogue)
Strippers/Prostitutes: 30(2nd Level Commoners)

Total Members: 42

Drake Military Academy
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 15(1st/1st)
Fighter: 10(1st), 5(2nd)

Total Soldiers: 31

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 5th Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 2nd
Commoners: 7 (1st), 1 (2nd)

Total Cult Members: 14

Hand of Truth Members
Sekkran Ironfist: Cleric 8/Fighter 4
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4

+ Percy's Party Planners
Percy Plackett (Sorcerer 5)
Henrietta Ephar (Druid 10)
Leo (Henrietta's Lion Animal Companion)
Jacksie Green (Ranger 8)
Wildheart (Jacksie's Dog Animal Companion)
Rick Flashfingers (Rogue 10)
2 Clowns/Musicians (Bard 11 and 9)
4 Tumblers (Monk 14, 10, 10 and 7)
3 Backstage Hands/ General Help (Barbarian 8/Rogue 7)

Total Members: 13 + 2 animals

Gnomes Within the City
Timli Longstride: (LG Wizard 12 - can craft rings and wondorous items)
Bimpman Seewick: (NG Wizard 2) - apprentice to Timli
Bobbin Scheppen: (CG Expert 3/Rogue 5) - High craft skills and disable device
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner Level 1)

Total Gnomes: 22

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
2 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
3 Seamstress / Tailors
2 Butcher
2 Shoemakers
2 Bakers
1 Furriers
2 Healer / Doctor
2 Barbershops / Beautyshops
1 Jewelers
2 Carpenters
2 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
1 Magic Suppliers
1 Wine Growers
1 Masons


Private Sector Employment: 234
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 261
Total Employed: 647
Total Unemployed: 25

Common People
Commoners: 266 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)

Total Elves: 32

Druids Grove
Druid: 2 (2st), 1(3rd)

Total Druids: 3
imake13

12-13-06, 05:25 PM
I love the Traveling Circus guys... totally cool! I would however think we should maybe reconsider bringing that many high level characters into town all at once... but that's just me.

Awesome though.
Lyinginbedmon

12-13-06, 06:05 PM
I agree, that's a very hefty number of mid-levellers to show up at once.

T-Minus 1 year everyone (And just so you all know, I'll be running Ira's return in days, rather than year segments, so feel free to add to them by day once it all kicks off)
Draegun Fury

12-13-06, 06:08 PM
New Year’s Eve, Year 23/24.

As the Town celebrates the annual festival, of the coming of the new year. A stranger is seen slowly riding into town, sitting astride a magnificient Black Steed (Light Warhorse, Friesian). He is dressed from head to toe in black leather, his arms bare save a single ring that he wears. Upon his head is a hat of foreign design, sporting a wide brim that casts his eyes into impenetrable shadow.
On his belt he wears two short swords, their hilts are of simple design and they are encased in simple black sheathes.
On a pair of bandoliers he wears a set of throwing knives, all masterfuly crafted. Wrapped around the bandolier are two Silvered Whips, with daggers fastened to their ends.
A large crossbow is tied to his belongings behind him, and two hand-cross bows are strapped to his thighs.
Never before have the towsfolk seen someone so heavilly armed, and indeed one could ask why anyone could ever possibly need so many weapons.
A large dog (Rotty cross Great Dane) bounds along beside the man.

Hidden within the deep shadows of his hat the stranger surveys the surroundings, before turning his horse and making for the nearest inn.
Reining in his horse, he dismounts in a fluid motion, without so much of a pause he makes for the door. The large dog stands gard by the horse’s side growling at anyone who comes within 10ft.
The tranger pushes open the door and strides in. His gaze sweeps the room, before he makes his way to bar.
With a quaking voice the innkeep asks how he could be of service, to which the stranger replies (just loudly enough to be heard, without anyone realizing he means to be heard), he has business in town, and that he’ll be needing a room “indefinately” with those words he holds out large purse and turning it upside down empties hundreds of Obsidian stones over the counter, the scatter in all directions landing on the floor and bouncing across the room, and yet when they finally stop flowing there is still a large mound atop the bar.
The innkeeper, taken aback at the fortune (10,000gp worth of Obsidian (1000 stones at 10gp each) that he’s just come into hands the stranger the key to his own personal room.
Without pause the stranger walks back outside to his horse, undoes his saddle and bags and disaperes back into the Inn (his dog follows him in), his horse stands loyally out the front, it allows people to pat it, bt if anyone tries to take it it will attempt to kill them.

Over the coarse of the next year the Stranger gains a reputation as a Gambler, and a Killer (he kills 3 men in a knife fight over an accusation of cheating at cards), he is arrested for murder, but found not guilty on the grounds that he acted in self defense.
After being in town for almost six months, the stranger (known as King) buys the deeds to the Inn and the Tavern next to it*.
King also starts up a Butchers, and becomes well known for his racist attitude towards the Kobolds (who he refuses to serve, and will kill without hesitation if there is a confrontation).

*If Drake owns these then King will buy 49% of each business paying 13 times what it is worth.

King: (Fighter 4/Swordsage 2/Weapon Master 7/Duelist 1)
(Note: King is, for reasons unknown, completely unaffected by magic, he cannot be harmed by it, nor can he benefit from it.)
Lyinginbedmon

12-13-06, 06:19 PM
What in hades name is this? Why on earth is a guy immune to magic 100% and why is a 19th level character wandering in here!

I vote non-canon on this one!
Meldread

12-13-06, 06:36 PM
Note: I'm still waiting for Kori to post Korin's actions for the Last Half of the Twenty Second Year. I purposefully left the actions open ended.

However, by the Second Half of Year 23 Drake would be back within the city... so... Once he notices Percy's Party Planners have arrived and have set up, he will announce a impromptu holiday. There will be celebrations and performances done by the Party Planners. That evening Drake will give a rousing speech, proclaiming that the "Future is Golden!"

During the First Half of Year 23 Drake would have setup social programs within the city to ensure that none are:
* Homeless
* Hungry
* Without Shelter
* Without Clothing
* Without a Trade or Craft
* That everyone can receive medical attention as it is needed.

From his time spent in the capital city he will have worked out a deal with a priest of a deity that has the War portfolio and is of a Neutral Alignment. (Tempus in the case of the Forgotten Realms - pick another suitable deity for another setting.) He will work on establishing a Temple to the deity within the city. By the second half of year 23 Clerics of the deity and those wishing to join the church will have arrived. The Temple is headed by Castrona Della (LN Cleric 10). She is both a friend and one time lover of Drake who still harbors deep feelings for him.

The Temple is built over the ruins of the former Shrine once operated by Lady Eckson.

During this time period there just "happens" to be a low level Sorcerer (level 3) who goes on a minor rampage in the city. He seemed to have went insane. He had to be killed, but as a result of this incident Drake used the opportunity to issue a mandate requiring all users of magic (both Arcane and Divine) to require a license from the Government. He also is beginning to put strong restrictions on what magic can and cannot be used within the city, ensuring that all within the city are safe. The license is too costly for the majority of those who wish to use magic, but those who are within the Academy are exempt. Governmental Agents are exempt from the laws, as are the clergy of the Temple.

By the end of the 23rd Year Drake also issues a public ban on dangerous arcane items. People who wish to use arcane items must also hold a license or be a governmental agent. Anyone found with Arcane Items has them confiscated and are fined. The items are taken to the Academy where they are cataloged and stored away. Wizards and Clerics who break the law are arrested and put on trial, the end result is that those who break the law are either exiled, receive a hefty fine or both. Repeated offenses result in execution for endangerment of the city.

Drake's reasons for the law are many:
1. It will drive competing Clerics away from the city. It ensures that the Church of the Warlord becomes the dominate faith within the city.

2. It discourages rogue or free agent wizards/sorcerers/bards from coming to the city. This allows Drake and his Academy to monopolize magic use within and around the city.

3. It weakens any potential enemies. Those found with Arcane Items or Magical Equipment find it quickly confiscated unless they pay a huge exuberant licensing fee.

More or less this can be thought of as similar to how the Cowled Wizards operate. All this is done under the guise of public safety.


Church of the Warlord
Castrona Della: (LN Cleric 10)
Clerics: 3 (4th)
Adepts: 4 (1st), 3 (2nd), 1(3rd)
Wyvern76

12-13-06, 06:39 PM
IMO, I would love to keep this town generic so that it can be used in any setting without much tweaking.Oh, I'm not suggesting that the town must be in Eberron. I'm just asking, if it were a town in Eberron, where do you think it would be located? (I don't know Eberron well enough to make any suggestions myself.)

Wyvern
Draegun Fury

12-13-06, 06:51 PM
What in hades name is this? Why on earth is a guy immune to magic 100% and why is a 19th level character wandering in here!

Brought level down to 14 (on par with Drake's new level), the magic immunity is a curse as much as a blessing (no buffs, nor healing, etc. etc.).

Cheers.

(I'm still waiting anxiously to see whay Ira's gonna do).
Meldread

12-13-06, 06:54 PM
I have to echo the concern with all the high levels. In the vast amount of cases -MOST- within a city - hell a kingdom - are in between the levels 1-5. Beyond that (levels 5-10) are generally those who are leaders in a town - adventurers, the elite individuals. Higher than 10th you are considered pretty damn powerful and are the elite of the elite.

I think there should be a limit on the NPC's who come into the city. No NPC's over level 15 - higher than that and you're verging on epic. You could pretty much lay waste to the entire town if you wanted. Most NPC's should be 5th level and under, with the elite NPC's 5-10th in level and the highest and most powerful 10th-15th.

EDIT: I'm not too worried about King. I wouldn't suggest uncannoning anything so far, just keep the guidelines I stated above in mind. The fact that King can't use magic items pretty much means he's an easy kill even for wizards much lower than him. (Improved Invisibility, Summon Creatures, Militia hacking away at him while drinking healing potions, Immunity to Normal Weapons, etc.)
imake13

12-13-06, 06:59 PM
New Year’s Eve, Year 23/24.

As the Town celebrates the annual festival, of the coming of the new year. A stranger is seen slowly riding into town, sitting astride a magnificient Black Steed (Light Warhorse, Friesian). He is dressed from head to toe in black leather, his arms bare save a single ring that he wears. Upon his head is a hat of foreign design, sporting a wide brim that casts his eyes into impenetrable shadow.
On his belt he wears two short swords, their hilts are of simple design and they are encased in simple black sheathes.
On a pair of bandoliers he wears a set of throwing knives, all masterfuly crafted. Wrapped around the bandolier are two Silvered Whips, with daggers fastened to their ends.
A large crossbow is tied to his belongings behind him, and two hand-cross bows are strapped to his thighs.
Never before have the towsfolk seen someone so heavilly armed, and indeed one could ask why anyone could ever possibly need so many weapons.
A large dog (Rotty cross Great Dane) bounds along beside the man.

Hidden within the deep shadows of his hat the stranger surveys the surroundings, before turning his horse and making for the nearest inn.
Reining in his horse, he dismounts in a fluid motion, without so much of a pause he makes for the door. The large dog stands gard by the horse’s side growling at anyone who comes within 10ft.
The tranger pushes open the door and strides in. His gaze sweeps the room, before he makes his way to bar.
With a quaking voice the innkeep asks how he could be of service, to which the stranger replies (just loudly enough to be heard, without anyone realizing he means to be heard), he has business in town, and that he’ll be needing a room “indefinately” with those words he holds out large purse and turning it upside down empties hundreds of Obsidian stones over the counter, the scatter in all directions landing on the floor and bouncing across the room, and yet when they finally stop flowing there is still a large mound atop the bar.
The innkeeper, taken aback at the fortune (10,000gp worth of Obsidian (1000 stones at 10gp each) that he’s just come into hands the stranger the key to his own personal room.
Without pause the stranger walks back outside to his horse, undoes his saddle and bags and disaperes back into the Inn (his dog follows him in), his horse stands loyally out the front, it allows people to pat it, bt if anyone tries to take it it will attempt to kill them.

Over the coarse of the next year the Stranger gains a reputation as a Gambler, and a Killer (he kills 3 men in a knife fight over an accusation of cheating at cards), he is arrested for murder, but found not guilty on the grounds that he acted in self defense.
After being in town for almost six months, the stranger (known as King) buys the deeds to the Inn and the Tavern next to it*.
King also starts up a Butchers, and becomes well known for his racist attitude towards the Kobolds (who he refuses to serve, and will kill without hesitation if there is a confrontation).

*If Drake owns these then King will buy 49% of each business paying 13 times what it is worth.

King: (Fighter 4/Monk 2/Weapon Master 7/Duelist 6)
(Note: King is, for reasons unknown, completely unaffected by magic, he cannot be harmed by it, nor can he benefit from it.)


*Has a Charactergasm!* Oh man, this is my favorite character/post yet. The description and concept is awesome. I do agree however that unless you have rules behind his complete immunity to magic, it can't be allowed. Also, he is a rediculously high level for the town at the moment... perhaps nerf him, but dont lose the flavor cause I love it.
Lyinginbedmon

12-13-06, 07:01 PM
Well, right now I'm keeping Ira on a leash of equal CR to the town leader (Ie. Drake), so we should have the highest people at 15th, the lessers between 10-12, and just about everyone else at 1-5/6.

On that matter, I'd rake King back a bit, to about 11th level, just to keep the balance in the community. Now, as for the party planners, they should be raked back considerably to 6th level. A group of mid-level adventurer classers are not supposed to be running a party planners business in a small city
Heros_Backpack

12-13-06, 07:04 PM
I agree, that's a very hefty number of mid-levellers to show up at once.

Sekkran Ironfist did send for them - they're either his colleagues/friends or friends/relatives of his friends. And since Sekkran is actually 12th level, even if he's pretending to be 3rd, I reckoned his colleagues would be about the same (and probably act likewise).

Oh well. I don't think it will happen again. :surrender
Draegun Fury

12-13-06, 07:06 PM
-see details of business deal between King and Drake below-
Meldread

12-13-06, 07:10 PM
Total Population: 724

Mayoral Seat
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 8th

The Defense Council
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 7th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 5th Level Expert
Samantha VonMoore (An Aristocrat): 3rd Level Aristocrat
Bella Rosenberg (An Aristocrat): 3rd Level Aristocrat

The Commerce Committee
Chairman Dagron VonMoore (An Aristocrat): 3st Level Aristocrat
Delina Belshaw (A Seamstress): 3st Level Expert
Garrick Belshaw (A Healer): 5nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 3st Level Wizard
Theron Hagen (A Baker): 5th Level Expert
Korin (Rum Reaver Leader): 5th Level Rogue

Other NPC's of Note
King: (Fighter 4/Monk 2/Weapon Master 7/Duelist 6)

Kobolds Mining Clan
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 79

The Town Militia
Militia Captain Gavin Belfast: Rogue 3rd / Swashbuckler 7th
Commoner/Warrior: 8 (1st/1st), 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)
Barbarians: 1 (3rd)
Warrior: 10 (1st), 14 (2nd), 10 (3rd), 2 (4th)
Fighter: 3 (3rd)

Total Militia: 71

Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 3rd Level Wizard
Commoner/Wizard: 4 (1st/1st), 2 (1st/2nd), 5 (1st/3rd)
Wizard: 4 (1st), 2 (2nd), 3 (3rd), 3 (4th)

Total Wizards: 24

Rum Rotten Reavers / Rogue's Guild
Korin: 5th lvl Rogue
Aprentice/Cultist: Rogue 3/ Sorcerer 1
Bouncers: 3(3rd Level Warrior), 1(1st Level Rogue)
Waiters/Information Gatherers: 4(1st Level Expert)
Cooks/Poisoners: 2(1st Level Rogue & 1st Level Rogue)
Strippers/Prostitutes: 30(2nd Level Commoners)

Total Members: 42

Drake Military Academy
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 15(1st/1st)
Fighter: 10(1st), 5(2nd)

Total Soldiers: 31

Cult of Delorin Drake
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 5th Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 2nd
Commoners: 7 (1st), 1 (2nd)

Total Cult Members: 14

Hand of Truth Members
Sekkran Ironfist: Cleric 8/Fighter 4
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4

Percy's Party Planners
Percy Plackett (Sorcerer 5)
Henrietta Ephar (Druid 10)
Leo (Henrietta's Lion Animal Companion)
Jacksie Green (Ranger 8)
Wildheart (Jacksie's Dog Animal Companion)
Rick Flashfingers (Rogue 10)
2 Clowns/Musicians (Bard 11 and 9)
4 Tumblers (Monk 14, 10, 10 and 7)
3 Backstage Hands/ General Help (Barbarian 8/Rogue 7)

Total Members: 13 + 2 animals

Church of the Warlord
Castrona Della: (LN Cleric 10)
Clerics: 3 (4th)
Adepts: 4 (1st), 3 (2nd), 1(3rd)

Total Clergy: 12

Gnomes Within the City
Timli Longstride: (LG Wizard 12 - can craft rings and wondorous items)
Bimpman Seewick: (NG Wizard 2) - apprentice to Timli
Bobbin Scheppen: (CG Expert 3/Rogue 5) - High craft skills and disable device
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner Level 1)

Total Gnomes: 22

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
2 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
3 Seamstress / Tailors
2 Butcher
2 Shoemakers
2 Bakers
1 Furriers
2 Healer / Doctor
2 Barbershops / Beautyshops
1 Jewelers
2 Carpenters
2 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
1 Magic Suppliers
1 Wine Growers
1 Masons


Private Sector Employment: 234
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 261
Total Employed: 647
Total Unemployed: 25

Common People
Commoners: 266 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)

Total Elves: 32

Druids Grove
Druid: 2 (2st), 1(3rd)

Total Druids: 3
Draegun Fury

12-13-06, 07:11 PM
PS: I found an awesome pic that just screams Drake (atleast in my mind), but the site it's on is down or something.

If you use THIS (http://images.search.yahoo.com/search/images?p=sellsword&fr=yfp-t-501&toggle=1&cop=mss&ei=UTF-8&vc=&fp_ip=AU) link and scroll down to the bottom, he should be the last pic.

Don't know if that's gonna work, but if it does, then what do you think Meldread? How you pictured Drake or not?

EDIT: The only thing I don't like bout the pic, is he looks too sinister, whereas I think Drake masks his dark side better, he is genuinely loved by those he manipulates.
Meldread

12-13-06, 07:19 PM
About those businesses that he wanted to buy into, would Drake be willing to part 49% shares of the Tavern and an Inn?

If not, the King will instead seek to buy into the Brothel.

Drake would definitely agree to 49% and would charge him a fair price but suggest that he donate extra funds to help "city development". He'd pocket what it actually cost (the 49% share) and place the rest of the coin within the city's coffers to be used for improvements to the city. I would imagine that the sewage system is undergoing an overhaul to make it more effective and to accommodate more people in the future. As well, I'd imagine that the general aesthetic look of the city will be renovated to make it more appealing. The city streets will likely begin to be cobbled, etc.

I'm not sure if the Brothel is there or not. I would imagine that it is no longer in operation after the raid and that all the assets found within were confiscated and were brought into the cities coffers, magical and arcane things were taken to the Academy, cataloged and stored away. However, I don't know what happened because Kori hasn't responded yet. I left it open-ended.
Draegun Fury

12-13-06, 07:30 PM
Ok, we'll assume they struck an accord, King gets 49% and gets to run the day to day aspects of the business (anything major obviously can be overridden by Drake), also King will donate a large sum of gold to city development, on the condition that his name is kept out of it (an anonymous donation if you will), he doesn't want peasants bowing to him every two bloody minutes, singing praises and blessing him with well wishes. He just wants to be left alone, and to be able to run the Tavern/Inn, in peace.

Note: As the year goes by, it becomes evident (from the Town's other Butcher) that King's prices are extremely cheap, the other butcher complains he cannot compete, and is forced to sell scraps to the Kobolds (that are band, on pain of death, from going to King's shop).

King simply charges his customers what he thinks they can afford, and everyone leaves feeling they've got a good deal. This is the first signs of King's duel nature, an side to the Knife Fighting Gambler that not many get to see.
Meldread

12-13-06, 07:31 PM
http://img187.imageshack.us/img187/3092/delorindrakeew5.jpg



Above is more along the lines of how I picture him. :P

I'm not sure who it really is or who drew it.
Delfedd

12-13-06, 07:33 PM
Draegon...
The objections to king
1) Level
2) Mary Sue (http://en.wikipedia.org/wiki/Mary_sue)
3) King seems like a character which you played, or at least a DMPC
4) Unbalencing the economy
feel free to add more. I second the motion to non-cannon king. You can put him in your own town. Anyway, I second the noncannonization of King.


I think it would be interesting to have the Ecksons return, and have the people rally behind Drake. I mean, Drake has done the town more good than anyone else.
Hm... Perhaps the Kobolds should have a seat on the council?
Perhaps an adventuring party should join together.


That picture looks more like Drake to me.
imake13

12-13-06, 07:59 PM
With permission, I am going to adjust the levels in the population, I would like to put the change to a vote of course, but I figure it needs to be done eventually. I would like to eventually add alignment to every npc, or at least major npc in the city. This way, when it all goes down, we will know where everyone stands.

So here goes. I will try to do a Breakdown per group what I did. Also, I only counted NPC's with character class's into this, so NPC classes arnt part of the math.


Total Population: 724

Mayoral Seat
Average Level: 14
Lord Mayor Delorin Drake: Aristocrat 1st / Wizard 5th / Diabolist 8th

The Defense Council
Average Level: 5 (round up from 4.8)
Chairman Gavin Belfast (Militia Captain): Rogue 3rd / Swashbuckler 7th
Falorm Karr (The Butcher): 3rd Level Expert
Gorgan Foehammer (The Smith): 5th Level Expert
Samantha VonMoore (An Aristocrat): 3rd Level Aristocrat
Bella Rosenberg (An Aristocrat): 3rd Level Aristocrat

The Commerce Committee
Average Level: 4
Chairman Dagron VonMoore (An Aristocrat): 3st Level Aristocrat
Delina Belshaw (A Seamstress): 3st Level Expert
Garrick Belshaw (A Healer): 5nd Level Adept
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 3st Level Wizard
Theron Hagen (A Baker): 5th Level Expert
Korin (Rum Reaver Leader): 5th Level Rogue

Other NPC's of Note
Adjusted Average Level: From 19 ---> 13
King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)

Kobolds Mining Clan
Average Level: 2 (rounded up from 1.566666)
Yipyip the Sorcerer: 5th Level Sorcerer
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 79

The Town Militia
Average Level: (not counting the commoner levels) 2
Militia Captain Gavin Belfast: Rogue 3rd / Swashbuckler 7th
Commoner/Warrior: 8 (1st/1st), 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)
Barbarians: 1 (3rd)
Warrior: 10 (1st), 14 (2nd), 10 (3rd), 2 (4th)
Fighter: 3 (3rd)

Total Militia: 71

Eckson's Academy of Arcane Studies
Average Level: 2
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 3rd Level Wizard
Commoner/Wizard: 4 (1st/1st), 2 (1st/2nd), 5 (1st/3rd)
Wizard: 4 (1st), 2 (2nd), 3 (3rd), 3 (4th)

Total Wizards: 24

Rum Rotten Reavers / Rogue's Guild
Average Level: 2 (rounded up from 1.9)
Korin: 5th lvl Rogue
Aprentice/Cultist: Rogue 3/ Sorcerer 1
Bouncers: 3(3rd Level Warrior), 1(1st Level Rogue)
Waiters/Information Gatherers: 4(1st Level Expert)
Cooks/Poisoners: 2(1st Level Rogue & 1st Level Rogue)
Strippers/Prostitutes: 30(2nd Level Commoners)

Total Members: 42

Drake Military Academy
Average Level: 1 (rounded down from 1.45)
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 15(1st/1st)
Fighter: 10(1st), 5(2nd)

Total Soldiers: 31

Cult of Delorin Drake
Average Level: 6 (rounded up from 5.8)
Gregor Hildebrand: Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th
Dagron VonMoore (An Aristocrat): 1st Level Aristocrat
Valarm VonMoore (An Aristocrat): 1st Level Aristocrat / 2nd Level Wizard
Samantha VonMoore (An Aristocrat): 1st Level Aristocrat
Trevor Moretti: 5th Level Bard
Wizard/Ur-Priest: Wizard 3rd/Ur-Priest 2nd
Commoners: 7 (1st), 1 (2nd)

Total Cult Members: 14

Hand of Truth Members
Average Level: 9
Sekkran Ironfist: Cleric 8/Fighter 4
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4

Percy's Party Planners
Average Level: 11 (rounded up from 10.7)
Adjusted Average Level: 7
Percy Plackett (Sorcerer 5)
Henrietta Ephar (Druid 6)
Leo (Henrietta's Lion Animal Companion)
Jacksie Green (Ranger 6)
Wildheart (Jacksie's Dog Animal Companion)
Rick Flashfingers (Rogue 7)
2 Clowns/Musicians (Bard 6 and 7)
4 Tumblers (Monk 5, 5, 3 and 6)
3 Backstage Hands/ General Help (Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Church of the Warlord
Average Level: 6 (rounded up from 5.5)
Castrona Della: (LN Cleric 10)
Clerics: 3 (4th)
Adepts: 4 (1st), 3 (2nd), 1(3rd)

Total Clergy: 12

Gnomes Within the City
Average Level: 2 (rounded down from 2.4)
Timli Longstride: (LG Wizard 12 - can craft rings and wondorous items)
Bimpman Seewick: (NG Wizard 2) - apprentice to Timli
Bobbin Scheppen: (CG Expert 3/Rogue 5) - High craft skills and disable device
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner Level 1)

Total Gnomes: 22

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each inc Bouncer)
8 Farmers (Employs 10 People Each)
2 Inn (Employs 7 People Each inc Bouncer) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
3 Seamstress / Tailors
2 Butcher
2 Shoemakers
2 Bakers
1 Furriers
2 Healer / Doctor
2 Barbershops / Beautyshops
1 Jewelers
2 Carpenters
2 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
1 Magic Suppliers
1 Wine Growers
1 Masons


Private Sector Employment: 234
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 261
Total Employed: 647
Total Unemployed: 25

Common People
Commoners: 266 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)

Total Elves: 32

Druids Grove
Druid: 2 (2st), 1(3rd)

Total Druids: 3


City Average Level of Classed NPC's: 6 (rounded up from 5.56)
imake13

12-13-06, 08:12 PM
I would like to start a motion to keep king... I think he is very cool, lots of flavor. If you don't like that he is hurting the economy, deal with it ICly.

The town needs some non Super Villian flavor.
Meldread

12-13-06, 08:18 PM
Understanding Drake's Motivations:

Most of all the things Drake does while good on the surface are subtle manipulations at gaining control and power. The celebrations he frequently throws (at least once a year - and every holiday) are to relax the towns people and keep their favor and support. After all, Drake's ultimate goal is power and lots of it, and you are more successful at getting what you want when the people love you rather than hate you.

Another example at his manipulations are the laws against magic (both arcane and divine) within the city. He indirectly ensured (through Gregor) that the Sorcerer went insane and went on a rampage. This gave him the authority and public support to begin making strong laws against magic. This not only ensures that his rivals are deprived against using magic within the city (unless they invade - literally) but discourages competitors from coming to the city. It discourages others who wish to build a Temple to another deity and gives the Warlord Deity a monopoly within the city. It ensures that the Academy which he controls holds a monopoly on arcane magic, and that the militia is well equipped with above average gear that is at least semi-magical in nature. It aids in putting down those who would cause problems within the city.

Finally, you have things such as the massive social programs. All of that seems good at first glance, but nothing is free and Drake extracts a heavy price. He uses the Money Lender / Bank within the city to generously hand out loans to people. Now, naturally they have to repay those loans but Drake ensures that they are not overly bothered or intimidated. The goal isn't to become wealthy off the people or to exploit them it is to control them. A small portion of a loan is repaid on an annual basis but the interest rate fully ensures that it will never be fully repaid.

As a result Drake owns many of the homes people live in and many of the businesses within the city. If someone causes problems the Bank can come knocking on their door and "remind" them of the hefty payment that they owe. They can lose their home. They can lose their business. Drake would never use that type of power unless it was warranted (he would rather solve things in a more diplomatic manner), but the means are there should he need to do so.

Furthermore, even after parents die their children are beholden to the debt they leave behind. It ensures that Drake will economically control people for generations to come - he holds the financial fate of the majority of the city in his hands - literally. He can do all manner of things, have people arrested for not paying their loans, which might actually result in them being put to death.

However, all of those nasty things are hardly necessary considering that he has access to a wide array of enchantment spells and can use them too subtly alter people around to his way of thinking. He could also use Geas if absolutely necessary, and indeed it would be highly likely that those within the cult are under a geas which prevents them from talking about it to outsiders or informing others of its existance with intent to do harm.
imake13

12-13-06, 08:24 PM
All Non-Permitted Magic Users Are Now Enemies of the Republic!!! :D
Meldread

12-13-06, 08:46 PM
It should generally be considered that the majority of the people in the town - the commoners, the experts especially are Neutral. The Elves probably range from NG, CG, TN and CN. The Church of the Warlord ranges from CG, LN, CN, CE. The Cult of Delorin Drake is 100% Evil either LE or NE.

The Drake Military Academy ranges from any Neutral, maybe a few good aligned, as well as maybe one or two evil - Rognor Larch is Lawful Evil.

Those in the Academy most likely have any alignment, but most lean toward the Neutral and Evil side, with maybe one or two good - the Academy over all is highly Lawful more than morality. So LN is likely the most common alignment, followed be LE, and then Neural and NE.

The Kobolds are likely mostly CN with a healthy portion of them being either LE and NE. Not many of them would be of good alignment I would think - Kobolds aren't particularly known for their "good" traits. CN would likely be the prevailing alignment.

Mayoral Seat
Lord Mayor Delorin Drake: Lawful Evil

The Defense Council
Chairman Gavin Belfast: Lawful Neutral
Falorm Karr: Lawful Neutral
Gorgan Foehammer: Lawful Neutral
Samantha VonMoore: Lawful Evil
Bella Rosenberg: Lawful Neutral

The Commerce Committee
Chairman Dagron VonMoore: Lawful Evil
Delina Belshaw: Neutral Good
Garrick Belshaw: Neutral Good
Valarm VonMoore: Lawful Evil
Theron Hagen: Lawful Neutral
Draegun Fury

12-13-06, 08:49 PM
-see post below-
imake13

12-13-06, 08:52 PM
the problem is that he is 4 levels higher than Drake... which seems hard to believe. he is just much to high a level. he should be around 13 where i adjusted him too.
deanruel

12-13-06, 08:54 PM
I would like to ask a few things of the posters on this board. I have been with this thread, as many of you have, since it's inception. However the last 24 hours or so have made me lose almost all interest in continuing to follow it. Many events seemed very improbable or perhaps downright impossible. And once one of those events has occured there is very little that can be done to change it, barring of course that Abbacabba doesn't happen to be on within the hour to say "that's not true". Now I've enjoyed this threads experience but I believe that to now do what the thread was originally intended to do we would need to make another one with a few restrictions. The foremost being a series of broad, simple rules that would stop things in the town from getting quickly out of control. Restrictions like-

1) No artifacts. Artifacts are unbelievably rare in the DnD universe. Most adventurers will go their entire careers without ever seeing one. However the average gaurdsman in Ecksvale has seen two since they moved in.

2) Major events (zombie invasions, dragon razings, disintegration of major characters) should be proposed, rather than enacted. You would post a "proposition" at the end of your post if you wanted to do something huge with a rough outline of what you wanted to happen. The NEXT poster would then be able to decide if they thought your major even was truly warranted. Thusly for any event to occur it would have to be seconded, which would hopefully severely reduce (if not eliminate) the need to debate canon.

3) Any poster may preceed the body of his post with the word "STOP". This means that he has taken serious issue with some event posted in the last chronicle. Further posts should not be made directly chronicling the town's events until the issue has been decided as either canon or non-canon. An issue will be considered decided when more posters agree to it's canonity than not (meaning to continue chronicling all that is needed is for the poster after the STOP to say "I think it's canon". Then the next poster, assuming he agrees, could simply keep chronicling with the now-canon event)

With these few rules I think that it would stop the snowball effect that can quickly occur with a single questionable event spawning into a series of unlikely and unpleasant effects.
If what I've said makes sense to you then by all means say so as I would love the chance to experience the virtual growth of a place like this again.
Meldread

12-13-06, 09:12 PM
I agree with Deanruel. However, I don't think the restrictions go far enough. I think the easiest way to solve and deal with problems is to have ONE or maybe two people dictate what is and is not cannon. Here is how I would imagine it would work.

A DM type person shows up and says: Year 27 - What happens now?

And people post about what is going on in Year 27. New arrivals, political happenings within the city, etc. The DM then writes a post including everything within the cannon, rejecting what he or she does not feel "fits" with the cannon.

Instead of one year increments, however, we can do it in two increments every 24 or so hours. This would allow us to do roughly 20 years of history per week.
Draegun Fury

12-13-06, 09:13 PM
the problem is that he is 4 levels higher than Drake... which seems hard to believe. he is just much to high a level. he should be around 13 where i adjusted him too.

Drake's power doesn't come from his level, that's what's cool about him. However I can see your point.

How about Fighter 4/Swordsage 2(needed to qualify for Weapon Master) Weapon Master 7 (I really want Ki Critical) And Duelist 1 (He's a duelist what more can I say).

That makes him Level 14, surely noone can take umbridge at that?

So, are we good to go then?

Cheers.

PS: I'll edit all King posts to make his new level fit Canon.
Heros_Backpack

12-13-06, 09:24 PM
With permission, I am going to adjust the levels in the population, I would like to put the change to a vote of course, but I figure it needs to be done eventually. I would like to eventually add alignment to every npc, or at least major npc in the city. This way, when it all goes down, we will know where everyone stands.


Ok, I guessed the levels would have to come down, but Henrietta needs to be Druid 8 in order to wild-shape to lion (it's a Large animal).

Here are the alignments I envisage for Sekkran and the Planners and whether each has registered for magic:

Sekkran Ironfist: Lawful Neutral (Cleric of St Cuthbert - Not registered)

Percy's Party Planners

Percy Plackett: Neutral Good (Registered)
Henrietta Ephar: Lawful Neutral (Not Registered)
Leo (Henrietta's Lion Animal Companion): Neutral
Jacksie Green (Ranger 6): Neutral Good (Registered)
Wildheart (Jacksie's Dog Animal Companion): Neutral
Rick Flashfingers (Rogue 7): Chaotic Good
2 Clowns/Musicians (Bard 6 and 7): Neutral Good (Registered)
4 Tumblers (Monk 5, 5, 3 and 6): Lawful Good
3 Backstage Hands/ General Help (Barbarian 2/Rogue 3): Neutral Good
ff6shadow

12-13-06, 11:16 PM
Another thought here. We still have a rogue wyvern/dragon (can't recall which) roaming around theiving livestock. Perhaps some one should do something about that.
Kori

12-14-06, 12:19 AM
Excuse me all for being absent in the past for I had to write a book report of Dracula and was held up until deep into the night where I fell to sleep typing. So far I've had a pretty relaxed day and would like to contribute. While I don't appreciate what’s become of the Rotten Rum Reavers, as I said earlier, the show must go on!

The Day of Thee Betrayal

In the dead of midnight while Korin was currently still being charged of all sorts of lies and slander, all of course true, twenty members of the Militia tore through the front door, attacking anyone in sight.

It was a bloody struggle, ending with all the watchmen dead, all the brave lasses who fought against the men with noble courage now bathing in pools of their own blood, and all the waiters and cooks lying face first on the floor, wounds protruding from their bodies like merciless sores.

Gavin regrettably survives the ordeal just reaching the survivors just in time to witness their escape.

The Bouncers for the most part however survived grabbing all loot including the valuable sign of the establishment, loading them in chests, and sending them and themselves sliding through a slick magically enhanced tunnel, which they all slid down at a speed rivaling a thorough bred horse.

Korin meanwhile was arrested and placed in the dungeons under guard by an obviously stupid guard. He quickly outwitted the man, ramming his knee into his pelvic region, grabbing his neck, and snapped it between the rusty iron bars. He then retrieved the cells keys and his nearby possessions and escaped into the night, traveling through the sewers emerging from the horridly smelling darkness outside the city walls.

His apprentice meanwhile joined Lord Drake's new cult becoming an honorary member for betraying to the watch the brothel's secret password.

Now

He is now left with his remaining bouncers living in the hills, slowly purchasing an ever growing army of mercenaries with his remaining fortune which is now currently fifty thousand gold coins worth of platinum concealed in a magical chest which his brothels sacred emblem as well.

Korin has gained another level in Rogue while each of his bouncers has gained a level of Barbarian.

He has also offered a bounty of one thousand gold coins for his apprentice’s head on a silver platter.

Rum Rotten Reavers / Rogue's Guild

Guild Master: Korin, a sixth level Tiefling Rogue.

Fellow Guild Members: Two loyal friends who worked for him as former Bouncers or since the Brothel has been shut down, deadly bodyguards. They are each have third level Warriors, first level Rogues, and also first level Barbarians.

Mercenaries: These men and women are of a varied sort, some being former soldiers and others having just recently turned away from literal banditry. There are two score of them and each are second level Warriors.

Total Guild Members: 5

Total Mercenaries: 200

Total Number of Guild Member Losses: 39

For the most part the, Militia suffered less losses than their enemy had, only losing inexperienced members and few various veterans.
The Town Militia

Militia Captain Gavin Belfast: Rogue 3rd / Swashbuckler 7th

Commoner/Warrior: 10 (1st/2nd), 8 (1st/3rd), 5 (1st/4th)

Warrior: 12 (2nd), 10 (3rd), 2 (4th)

Fighter: 3 (3rd)

Losses: 20
Meldread

12-14-06, 09:19 AM
Drake returned two days later after Gavin Belfast's assault on Korin and his guild. Drake allows it to become public knowledge of his "great disappointment" on the way Belfast acted while he was gone. However, in private he has congratulated him on uncovering corruption in the city but was disappointed in the way it was handled. (Though in truth his real disappointment is that any of them escaped alive.)

When Drake gets word that Korin is highering such a large number of mercenaries, he redoubles his efforts with those being trained in the academy.

Drake purchases a small estate within the Capital City, and constructs a portal that leads from the Academy to his Estate within the Capital. He sends many agents through the portal in a massive recruitment drive. The portal will also lend him quick assistance from the king should Korin think about assaulting the city.

Drake Military Academy
Rognor Larch: Fighter 7/Rogue 3
Commoner/Fighter: 12(1st/1st), 8(1st/2nd)
Fighter: 8(1st), 8(2nd), 3(3rd)

Total Soldiers: 40


The Town Militia
Militia Captain Gavin Belfast: Rogue 3rd / Swashbuckler 7th
Commoner/Warrior: 16(1st/1st), 4(1st/2nd), 5(1st/3rd), 6(1st/4th), 3(1st/5th)
Warrior: 10(1st), 4(2nd), 10(3rd), 8(4th), 2(5th)
Fighter: 1(1st), 1(2nd), 1(3rd), 2(4th)

Total Militia: 74


Eckson's Academy of Arcane Studies
Valarm VonMoore (An Aristocrat / Commerce Committee): 1st Level Aristocrat / 4th Level Wizard
Commoner/Wizard: 3 (1st/1st), 4 (1st/2nd), 7 (1st/3rd)
Wizard: 6 (1st), 4(2nd), 3 (3rd), 3 (4th), 3(5th)

Total Wizards: 34


(If Korin assaults the city Drake has the ability to call upon assistance from the King, who can send roughly 75-150 well trained soldiers to supplement the cities defenses.)

In addition to the above Drake issues a large bounty for the death of Korin, hoping to tempt his own mercenaries to turn on him for the coin.

Further, the city gates are prepared to be closed at all times. The Militia at the gates has been doubled and have potions of See Invisibility. There are two wizards at each of the gates with wands of fireball. The Wizards stand atop the wall prepared to reign death on any foolish enough to direct an assault at the gates. All gates are constantly warded, alerting those at them at anyone trying to sneak through using stealth.

Gavin receives the Mark of Drake (Evil Brand[Vile]) and is placed under a Geas preventing him from betraying Drake or the Cult in anyway. Should he be captured his mind will "forget" all that he knows about the Cult and should he try and recall the information he will experience pain as according to the Geas spell.

Drake also highers personal bodyguards which are also under a geas spell, preventing them from turning on him, betraying him in anyway, not assisting him in a time of need, and the bodyguards must obey orders completely by Drake without question. He is always with the wizard and at least one fighter and rogue. (The other two fighter and rogues rotate their shifts.)

Drake's Bodyguards
Fighter: 2(5th)
Wizard: 1(5th)
Rogue: 2(5th)

Total Bodyguards: 5
Nivek_kpk

12-14-06, 09:19 AM
If anyone is interested in doing this, but with another city, I've created a post here.

http://boards1.wizards.com/showthread.php?p=10895977#post10895977

Do with it as you will.
Lyinginbedmon

12-14-06, 11:58 AM
Anyone know what year we're up to now?
elondir

12-14-06, 12:19 PM
Anyone know what year we're up to now?

Late 24 by my counting, maybe early 25.
Draegun Fury

12-14-06, 01:36 PM
Maybe just one more post to sum up Year 24, then we can move onto Year 25 (I'm not posting 24 just suggesting someone does).

Also, I really don't wanna see a war between two posters (Meldread and Kori), Drake is not Meldread's PC, nor is Korin Kori's PC, you guys mustn't take anything on this personally.

We're supposed to be working together to make a City, not working against each other to try to conquer a City.

Cheers.
imake13

12-14-06, 01:43 PM
I disagree to an extent. Think of each poster as a Fate. We are deciding the fate of the city and controlling the lives of those within. If you create an NPC, you have the right to control them... if someone doesn't kill them off with zombies, vampires or a riot.
Draegun Fury

12-14-06, 01:55 PM
I would like to agree, as it is fun, however we can all see where this is going, neither Meldread nor Kori wanna see their "PC" loose, it'll fast grow into a "mines bigger than yours" thread.
Meldread

12-14-06, 02:05 PM
Total Population: 710

Mayoral Seat
Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered

The Defense Council
Chairman Gavin Belfast (Militia Captain): LN Rogue 3/ Swashbuckler 7
Falorm Karr (The Butcher): LN Expert 3
Gorgan Foehammer (The Smith): LN Expert 5
Samantha VonMoore (Cult Member): LE Arisocrat 3
Bella Rosenberg: LN Aristocrat 3

The Commerce Committee
Chairman Dagron VonMoore (Cult Member): LE Aricocrat 3
Delina Belshaw (A Seamstress): NG Expert 3
Garrick Belshaw (A Healer): NG Adept 5
Valarm VonMoore (Cult Member & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Theron Hagen (A Baker): LN Expert 5

Other NPC's of Note
King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 79
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Town Militia
Militia Captain Gavin Belfast: LN Rogue 3/ Swashbuckler 7
Commoner/Warrior: 16(1st/1st), 4(1st/2nd), 5(1st/3rd), 6(1st/4th), 3(1st/5th)
Warrior: 10(1st), 4(2nd), 10(3rd), 8(4th), 2(5th)
Fighter: 1(1st), 1(2nd), 1(3rd), 2(4th)

Total Militia: 74
(All non-named Militia are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All militia members are registered magic users by default.)

Drake's Bodyguards
Fighter: 2(5th)
Wizard: 1(5th) - Registered
Rogue: 2(5th)

Total Bodyguards: 5
(The Bodyguards are either LN or LE in alignment.)

Academy of Arcane Studies
Valarm VonMoore (Cult Member & Commerce Commitie Member): LE Aristocrat 1 / Wizard 4
Commoner/Wizard: 3 (1st/1st), 4 (1st/2nd), 7 (1st/3rd)
Wizard: 6 (1st), 4(2nd), 3 (3rd), 3 (4th), 3(5th)

Total Wizards: 34
(All non-named Academy members are considered mostly to be LN, but some are likily LE as well - the Academy is a very LAWFUL organization more than an organization based around morality. Most members are definately LN, and there are very few who have a Chaotic Alignment. All academy members are registered by default.)

Drake Military Academy
Rognor Larch: LE Fighter 7/Rogue 3
Commoner/Fighter: 12(1st/1st), 8(1st/2nd)
Fighter: 8(1st), 8(2nd), 3(3rd)

Total Soldiers: 40
(All non-named Military Academy members are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All military academy members have the ability to use magical items on a case by case basis.)

Cult of Delorin Drake
Gregor Hildebrand: NE Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th - Registered
Samantha VonMoore (The Defense Council): LE Arisocrat 3
Valarm VonMoore (Commerce Committe & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Dagron VonMoore (Commerce Comittee Chair): LE Aricocrat 3
Trevor Moretti: NE Bard 5 - Registered
Wizard/Ur-Priest: NE Wizard 3/Ur-Priest 2 - Registered
Commoners: 11 (1st), 1 (2nd)

Total Cult Members: 18
(All Non-Named Cult members should be considered LE or NE.)

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 4 (Not Registered)
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4
(We need the Alignments for the rest of the Hand of Truth members, as well as their status of being registered as magic users.)

Percy's Party Planners
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Church of the Warlord
Castrona Della: LN Cleric 10 - Registered
Clerics: 3 (4th)
Adepts: 8 (1st), 3 (2nd), 1(3rd)

Total Clergy: 16
(The majority of the Church of the Warlord is either: CG, LN, CN, CE. Most are LN or CN. All who are a member of the Church are registered magic users.)

Gnomes Within the City
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considred either NG, CG or CN.)

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45
(Most Experts are Neutral, LN, NG, LE or NE.)

Known Businesses
Unless otherwise noted, each "business" employs four people each.
2 Taverns / Restaurants (Employs 9 People Each)
8 Farmers (Employs 10 People Each)
2 Inn (Employs 7 People Each) (Sekkran Ironfist)
1 Bank / Money Lender (Employs 10 People Each)
2 Smith
3 Seamstress / Tailors
2 Butcher
2 Shoemakers
2 Bakers
1 Furriers
2 Healer / Doctor
2 Barbershops / Beautyshops
1 Jewelers
2 Carpenters
2 Weavers
1 Tanners
1 Illuminators
1 Pawnbroker
1 Papermaker/ Bookbinder
1 Magic Suppliers
1 Wine Growers
1 Masons

Private Sector Employment: 234
Employed Miscellaneous (includes Governmental / Militia / Etc) Work: 261
Total Employed: 647
Total Unemployed: 25

Common People
Commoners: 266 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356
(The majority of commoners are simply Neutral. However, there is also a sizeable portion which are LN. The rest can be catigroized in this order (from most to least): LE, NG, NE, CG, CE.)

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)

Total Elves: 32
(Most the Elves are NG, but some are TN, N, CN and CG. All Elves are outside the city and are not registered magic users.)

Druids Grove
Druid: 2 (2st), 1(3rd)

Total Druids: 3
(The Druids are either NG or TN.)

Remains of the Rum Rotten Reavers
Korin (Guild Master - Wanted Criminal): Tiefling Rogue 6
Fellow Guild Members: 2 (Warrior 3/Rogue 1/ Barbarian 1)
Mercenaries: 200 (Warrior 2)

Total Guild Members: 205
(The remaining Rum Reavers are forced out of the city. None of them are registered magic users, all of them are wanted criminals. No Alignments are known.)
Draegun Fury

12-14-06, 02:34 PM
King's Level should be Fighter 4/Swordsage 2/Weapon Master 7/Duelist 1

So let's call it the Beginning of Year 25.
deanruel

12-14-06, 03:29 PM
My problem with the "you created the NPC, you get to control him" idea is that it's inherently untrue. If you CONTROL the NPC then he's no longer an NPC, he's a PC. Because he is a character, and you are now playing him. Mr. X (or Eckson) was an NPC because Abbacabba never controlled him. It was a generic character that he maintained no emotional attachment to and thusly any poster who came into the thread was able to use him as they saw fit. That's a good thing. However if people create PC's in the city then it's no longer "lets build a city" it's "lets play online D&D". If you ever make a character, item, or event that you consider to be specifically -yours- then you have likely done something that was not conducive to the continuation of the thread.
Lyinginbedmon

12-14-06, 04:31 PM
Year 25 - Month 4 - Day 13
A loud detonation is heard from the location of Ira's Eye. In the ensuing investigation, it is found that every last shred of cement used to seal it up has either been destroyed or melted, and the guards are completely torn apart. The skies grow dark with thunder and storms, as a creature is seen flying directly into Drake's tower residence in the keep.

In his bedroom, Drake is met face to face by the beast. It's vaguely human shape studded by minor hollow wounds leading to an interior emblazoned by glowing runes as it clasps a short loop of copper wire in its right hand, it's face partially concealed by long black hair, and its icy cold skin torn by a pair of black-feathered wings sprouting from its back. It's eyes seem likewise black or red, with random flickers of red energy consuming the irises. It stares coldy at him, before stating simply "This is Ecksonvale, you should know that Ira Moyerson has come home"

Drakes mind suddenly becomes enflamed with the sounds of 5 different voices shouting incomprehensible arguments... The storm flares through the gaping hole in the wall, lightning crashing down as a monsoon begins. "The hexagon machina are coming, Drake"

Yes folks, he's baaaa-ack!

And for those that want to list him: Spellstitched Winged Human Corpse Creature (Evolved Undead (3)) Sorcerer 1/Warlock 7.
Evolved spell-likes: Greater Invisibility, Haste, See Invisibility.
Spellstitched spell-likes: 4/day - Obscuring Mist, Ray of Enfeeblement, 4/day - Blindness/Deafness, Molten Strike, 2/day - Lightning Bolt, Vile Lance, 2/day - Dragon Breath, Orb of Force, 2/day - Acid Rain, Reciprocal Gyre.
Invocations: Eldritch Spear, Entropic Warding, The Dead Walk, Voidsense.
Spells known: L0 - Dancing Lights, Mage Hand, Message, Ray of Frost, L1 - Mage Armor, Magic Missile.
Abilities: Str 26, Dex 20, Int 10, Wis 18, Cha 26.

As for the 'hexagon machina' he's talking about, well, let's just say the artifact definitely contacted something, and I'm not saying what just yet

On the same trail of thought, Drake should brace himself for a possible 60 points of damage...
Delfedd

12-14-06, 06:24 PM
My problem with the "you created the NPC, you get to control him" idea is that it's inherently untrue. If you CONTROL the NPC then he's no longer an NPC, he's a PC. Because he is a character, and you are now playing him. Mr. X (or Eckson) was an NPC because Abbacabba never controlled him. It was a generic character that he maintained no emotional attachment to and thusly any poster who came into the thread was able to use him as they saw fit. That's a good thing. However if people create PC's in the city then it's no longer "lets build a city" it's "lets play online D&D". If you ever make a character, item, or event that you consider to be specifically -yours- then you have likely done something that was not conducive to the continuation of the thread.

I second this. This is why I did not Like king. Perhaps once we give them names, they gain power in our mind.
That post preceding me is exactly what is bad. If you begin an action, bring it to it's logical conclusion. Also, IMO Statting them out is a BAD idea. Also, using dialogue, detailed descriptions, and "prose" give attachment. Seriously.
Year 25

After a mighty battle, Drake wins the day, with superior magic and powerful demons under his control. Blasted with a bolt of lighting which shot up to the heavens, Ira was blasted away from the castle. Flying away Ira tried to lick his wounds, heal over time. Perhaps it did not fully comprehend it's state of undeath. Meandering around the woods, Ira uses The Dead Walk on several Animal corpses to assemble a small army. He plans to do battle against the elves to seize more power.

At this time, the Kings party arrives. Their inspections note many incongruities in the city. The Stone Walls where not far enough out, and raging thievery reigned on several of the streets. Despite Drake's proof that he has begun to reign in on the violence, the people say it is not enough. Claiming he has not used the full of his resources, The lyre of building, the party is getting agitated. Why would such a clever man not use the full extent of his powers? And yet, he doesn't radiate evil, or even chaos. Just the calm at the eye of the storm. It is at this time that Drake starts pouring his efforts into building another outer wall, but this one giving room for expansion.

At this time, King begins expanding his tavern downward. Employing large amounts of Kobolds and beggars, King seems to be searching for something. He carefully avoids all sewer pipes in his digging plans. He disposes of the stones he finds by carting them out to the wall. King's economic influence is not unnoticed by those in power, and the Council begins to worry.

Meanwhile, the sheep are still being stolen. Farmers have begun to move away from the area of attack. A request for "adventurers" goes out. Lord Drake does not want to risk men fighting this unknown threat. The elder Kobolds, remembering the Wyvern they released before joining the city, nervously put up an anonymous bounty on "Whatever is stealing the sheep." Proof of death is required for both bounties.
(PLEASE use characters from the list of already created characters. Don't have a Warlock suddenly show up.)

Meanwhile, Rognor Larch is begining to have delusions of grandeur. Why should some stuffy noble rule the roost? Surely his training academy (with some help from the people of course) could overthrow such a ruler.

In a clandestine meeting with Korin, the Fighting academy and Rum Rotten Reavers join in an alliance. Each believes he can lure the other man's cronies to his own side, thinking them foolish. Korin wants to redeem himself by turning over at traitor, and Larch will turn over the Tiefling for a sizable bounty.

Of note, an unusually large number of small children wander through the city. Some of them seem familiar, but no one knows their names.

Also, One of the houses near the wall has a haunting. No one is quite sure of the nature of this spirit.
(in fact, this is not a spirit, but a child. With his rudimentary psionic abilities, the four year old boy makes the lights dim, windows snap, and causes cold spots. He has even on occasion made objects levitate. He is just as terrified of the "ghost" as everyone else, but is afraid he might be causing it to happen. This could be another good adventure for our new adventuring party)
Lyinginbedmon

12-14-06, 06:57 PM
Ack, sorry there, I was trying to give Ira a good welcome back since everyone seemed on the edge of their seat to see what he'd do. I apologise if I showed favouritism over any detail :(
Delfedd

12-14-06, 07:03 PM
I know I know. I was just using you as a convenient example.
Draegun Fury

12-14-06, 08:14 PM
My problem with the "you created the NPC, you get to control him" idea is that it's inherently untrue. If you CONTROL the NPC then he's no longer an NPC, he's a PC. Because he is a character, and you are now playing him. Mr. X (or Eckson) was an NPC because Abbacabba never controlled him. It was a generic character that he maintained no emotional attachment to and thusly any poster who came into the thread was able to use him as they saw fit. That's a good thing. However if people create PC's in the city then it's no longer "lets build a city" it's "lets play online D&D". If you ever make a character, item, or event that you consider to be specifically -yours- then you have likely done something that was not conducive to the continuation of the thread.

I agree with this completely, infact its what I was trying to say earlier.

I second this. This is why I did not Like king. Perhaps once we give them names, they gain power in our mind.
That post preceding me is exactly what is bad. If you begin an action, bring it to it's logical conclusion. Also, IMO Statting them out is a BAD idea. Also, using dialogue, detailed descriptions, and "prose" give attachment. Seriously.


I understand that you may have taken King as me inserting a PC, but that was not my intention, King is an NPC tht I wanted to see in the town, he is not "my PC", I just wanted to insert an NPC that had a little depth.
To me its the difference between having a Town with a Population 509, and having a Town that's home to the notorious spellslinger Erimus, the Town founded by Lathorn the Mighty, a Powerful Cleric of Telmor.

It simply adds a level of Depth to the Town that I like.
Anyone can feel free to use King in whatever way they want, preferably to add yet more depth to the Town.
The problem I had was that it seemed Meldread and Kori (Kori imparticular) were starting to play Drake and Korin as PC's.
Kori

12-14-06, 10:53 PM
First I must apologize for attempting to play Korin as a Player Character, but I was antagonized in that just while I had created a nice little thieves guild in the village someone just waltz on in and destroys it all. Again I offer my sincere apologies to all of you.
----
Year 26

In the meantime while the village his parents bleed to establish falls down the slippery road to utter doom, the son of Lord Eckson, the former mayor of the then noble and fair settlement, has risen to become a key member of the local grove not that far off in the distant woodland. While much time has passed since his parent’s deaths, he is still begotten with hopeless grief. The entirety if nature weeps for the unbearable wound protruding from his soul that festers on without aid.

Just recently however natures friend, has found a new love within his very grove. By one of its many glades there is a nymph who quite frankly he is in love with. Though such love is natural to a creature of nature, the lad is confused and spends many of night pondering on how to proceed in making his intentions clear to the beauty.

Korin has meanwhile dismissed his growing army of rogues and vagabonds. They have in the mean time migrated to the village where their large numbers leads to the growth of many of the town's melee specific organizations. Korin has however retired to a small abandoned crumbling stone watchtower, which he quickly has restored to its former glory. In there, he lives with his two loyal friends, the only living members of the Rum Rotten Reavers alive. While he spends most of his time partying and gambling with them, he occasionally stops a passing merchant heading from the town so that he may be aware what is going on. His main intentions are now just living than having any real affect on the community.

The Kobolds meanwhile show great fortune, for out of the twenty-four children they have, all of them show signs of talent in the arts of sorcery. When Lord Drake hears of this, he sends for the parents of the children immediately and requests that the children work under his tutelage personally where they shall receive a first class education and life style. They eagerly comply.

The Wyvern however has begun to cause a lot of trouble, now carrying off two shepherds to feast on along with all their sheep. The price of mutton is rising in town, a sign to many superstitious commoners as a sign of the apocalypse.

Also a large wagon train of wanderers decides to establish their temporary community outside the city walls. There are roughly a hundred of these wanderers, some being thieves and conmen, others fortunetellers and performers.

Finally, because of the recent increase in population, the community has instead of expanding outward, decided to expand upward, by building large towers and interlocking bridges connecting. The project needs all the laborers it can get so everyone unemployed in the town gets a steady paying job. The project will take ten years to complete and is sponsered personally by many of the town's leadership.
----

Total Population: 1057

Mayoral Seat
Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered

The Defense Council
Chairman Gavin Belfast (Militia Captain): LN Rogue 3/ Swashbuckler 7
Falorm Karr (The Butcher): LN Expert 3
Gorgan Foehammer (The Smith): LN Expert 5
Samantha VonMoore (Cult Member): LE Aristocrat 3
Bella Rosenberg: LN Aristocrat 3

The Commerce Committee
Chairman Dagron VonMoore (Cult Member): LE Aristocrat 3
Delina Belshaw (A Seamstress): NG Expert 3
Garrick Belshaw (A Healer): NG Adept 5
Valarm VonMoore (Cult Member & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Theron Hagen (A Baker): LN Expert 5

Other NPC's of Note
King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)

Unemployed Mercenaries
Warriors: 60(3rd)
Total: 60

Kobolds In Town
Commoners: 6(2nd)

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 79
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Town Militia
Militia Captain Gavin Belfast: LN Rogue 3/ Swashbuckler 7
Commoner/Warrior: 16(1st/1st), 4(1st/2nd), 5(1st/3rd), 6(1st/4th), 3(1st/5th)
Warrior: 10(1st), 4(2nd), 10(3rd), 8(4th), 2(5th)
Fighter: 1(1st), 1(2nd), 1(3rd), 2(4th)
Warrior Mercenaries: 60(3rd)

Total Militia: 124
(All non-named Militia are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All militia members are registered magic users by default.)

Drake's Bodyguards
Fighter: 2(5th)
Wizard: 1(5th) - Registered
Rogue: 2(5th)

Total Bodyguards: 5
(The Bodyguards are either LN or LE in alignment.)

Academy of Arcane Studies
Valarm VonMoore (Cult Member & Commerce Committee Member): LE Aristocrat 1 / Wizard 4
Commoner/Wizard: 3 (1st/1st), 4 (1st/2nd), 7 (1st/3rd)
Wizard: 6 (1st), 4(2nd), 3 (3rd), 3 (4th), 3(5th)

Total Wizards: 34
(All non-named Academy members are considered mostly to be LN, but some are likely LE as well - the Academy is a very LAWFUL organization more than an organization based around morality. Most members are definitely LN, and there are very few who have a Chaotic Alignment. All academy members are registered by default.)

Drake Military Academy
Rognor Larch: LE Fighter 7/Rogue 3
Commoner/Fighter: 12(1st/1st), 8(1st/2nd)
Fighter: 8(1st), 8(2nd), 3(3rd)
Warriors Mercenaries: 60(3rd)

Total Soldiers: 100
(All non-named Military Academy members are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All military academy members have the ability to use magical items on a case-by-case basis.)

Cult of Delorin Drake
Gregor Hildebrand: NE Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th - Registered
Samantha VonMoore (The Defense Council): LE Aristocrat 3
Valarm VonMoore (Commerce Committee & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Dagron VonMoore (Commerce Committee Chair): LE Aristocrat 3
Trevor Moretti: NE Bard 5 - Registered
Wizard/Ur-Priest: NE Wizard 3/Ur-Priest 2 - Registered
Korin’s Former Apprentice: Third level Rogue and Second level Sorcerer, NE.
Commoners: 11 (1st), 1 (2nd)
Apprentice Kobold Sorcerers: 24(1st)

Total Cult Members: 43
(All Non-Named Cult members should be considered LE or NE.)

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 4 (Not Registered)
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4
(We need the Alignments for the rest of the Hand of Truth members, as well as their status of being registered as magic users.)

Percy's Party Planners
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Church of the Warlord
Castrona Della: LN Cleric 10 - Registered
Clerics: 3 (4th)
Adepts: 8 (1st), 3 (2nd), 1(3rd)

Total Clergy: 16
(The majority of the Church of the Warlord is either: CG, LN, CN, CE. Most are LN or CN. All who are a member of the Church are registered magic users.)

Gnomes Within the City
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered either NG, CG or CN.)

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45
(Most Experts are Neutral, LN, NG, LE or NE.)

Common People
Commoners: 266 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356
(The majority of commoners are simply Neutral. However, there is also a sizeable portion, which are LN. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, and CE.)

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)
Total Elves: 32

Druids Grove
Druid: There are two unnamed second level druids along with Lord Eckson’s son, a third level druid.
Total Druids: Three

Remains of the Rum Rotten Reavers
Guild Master: The current head for the guild is Korin, a sixth level Tiefling Rogue.
Other Members: There are two Shifter third level Warriors/first level Rogues/first level Barbarians.
Total Members: Three

Encampment of Wanderers:
Bards: 6(1st), 3(2nd), 1(3rd)
Adepts/Fortunetellers: 2(1st), 1(6th)
Experts: 16(1st), 8(2nd), 4(3rd), 1(4th)
Commoners: 40(1st), 10(2nd), 4(3rd), 2(4th)
Total: 100
-----

Is this all right? Could remenants of the Rum Rotten Reavers establish a small treading company that owns an airship so they can purchase rare supplies from across the kingdom and elswhere to sell in the city? Just asking for your opinions, mabye if I should do it or not.
Lyinginbedmon

12-15-06, 03:18 AM
I vote we start [sblock]ing the population details...
Meldread

12-15-06, 07:22 PM
Apologies for being absent the last day or so, I was coming to check on the thread today but the forums had some type of database error.

Anyway, I apologize if it seemed like I was using Drake as a player character. That wasn't my intention, although I admit I have grown fond on the character concept and will likely be using a similar character in my next campaign.

I don't have time to do another spot on the thread today (it takes me roughly 30 min to an hour to make a post - more if I'm updating the stats of the city) - but I do have some comments / observations.

First, we're assuming that the towns population has a steady increase of people. That is, new people are being trained to replace those that grow old and die. However, we have to look at the ages of some of the named NPC's. I'm not sure but I think Gavin Belfast is probably approaching his late 70's or early 80's - he might even be as old as 90.

Drake is in his late 40's to early 50's. Gregor is in his late 30's. Samantha and Dagron are approaching their late 50's or early 60's. Valarm is their son, so he's probably in his late 20's or early 30's. Etc. Etc. This is important especially for those who sit on the council as they shape what happens in the city. Drake controls pretty much everyone on both Councils, or at least has enough votes to get what he wants done so it gives the illusion of democracy.

Another thing I'd like to bring up, in a magical society I think it would make sense that those who defend your city would be under a geas, ensuring that they are loyal and do not betray the city. That they will defend it to their utmost ability. I don't think we've really factored in how much magic will impact a true D&D city. As someone said in a much earlier post - crime would be (or should be) nearly non-existent considering some of the spells available.

I think we REALLY need to take a look at the spells we have access to and consider their true implications.

Side note- I'm shocked that Korin came back into the city. I mean, wouldn't he be arrested the moment he is spotted? (Let's keep in mind that early on it was established that the city pretty much had a zero tolerance policy against crime.)
Kori

12-15-06, 08:13 PM
When did I post that he came back to the city? For right now Korin is just gambling in a small abandoned tower just south of town by a major trade route. See mothing wrong with that sort of stuff. The Rotten Rum Reavers will probably be out of the picture until they obtain some other sort of enterprise to take up the rest of thier lives. How about the guild purchassing an airship, and under the false names, act as traders bringing in dangerous and exotic supplies to the town? This would probably take up all their remaining wealth and would be beneficial to the city.
Meldread

12-15-06, 08:48 PM
Apologies, when I read that I thought the tower was within the city (actually I thought it was the same Tower the guild was in before), and they just fixed it up as if nothing happened.

I don't see why that wouldn't work. I don't have a problem with the Airship, but I'm not completely certain it fits in with the setting which seems to be rather generic. The city seems to be a moderate magic setting over all, and on the low end of moderate at that. Is there some reason that normal wagons and caravans can't be used?
imake13

12-16-06, 02:56 AM
why is gavin 90? did you just make that up? cause he came into the city more than a few years in... and he is a lower level than drake.
Meldread

12-16-06, 12:58 PM
imake13-

Because I thought he was an adventuring friend of the Ecksons? If he adventured with the Ecksons, that means he was around their age - and when Lord Eckson died he was roughly 70ish or 80ish years old. (At least that is what the discussion was two or three pages back.)
Kori

12-16-06, 05:38 PM
I just thought an airship would be more exotic since this town is growing and more higher level npcs are arriving everyday, I could imagine there would be an increased demand for some more exotic goods you can't get locally like most magical items and rare exotic beasts. Also is slavery illegal? Anyone thicking of building an arena for gladiators and grand performances?
Return of the Flumph

12-16-06, 05:47 PM
I just thought an airship would be more exotic since this town is growing and more higher level npcs are arriving everyday, I could imagine there would be an increased demand for some more exotic goods you can't get locally like most magical items and rare exotic beasts. Also is slavery illegal? Anyone thicking of building an arena for gladiators and grand performances?

As this kingdom seems to be mostly good aligned, I would say definitely not.
Meldread

12-16-06, 08:49 PM
The city is mostly TN and LN, with the rest somewhat evenly separated between good and evil - with chaotic alignments least likely. If I had to draw up some rough demographics they would look something like:


25% Lawful Neutral
40% Neutral
2% Chaotic Neutral

9% Lawful Good
5% Neutral Good
2% Chaotic Good

8% Lawful Evil
7% Neutral Evil
2% Chaotic Evil

This is just how I view the alignments, of course, as I believe that the vast majority of people in any society is neutral with tendencies toward good. I also think this interpretation fits best with the city as it makes it easy to drop it within many different settings, in almost any region.
TheLastEvilDrow

12-17-06, 01:37 AM
Man, I'm going to have to contribute to this project, its really cool. :)
alexon47

12-17-06, 07:35 PM
Year 27 first half

a quiet year, but a few skirmishes with some orcs have occured outside the gates, and the merchant have hired some guards to keep their goods safe.


----

Total Population: 1157

Mayoral Seat
Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered

The Defense Council
Chairman Gavin Belfast (Militia Captain): LN Rogue 3/ Swashbuckler 7
Falorm Karr (The Butcher): LN Expert 3
Gorgan Foehammer (The Smith): LN Expert 5
Samantha VonMoore (Cult Member): LE Aristocrat 3
Bella Rosenberg: LN Aristocrat 3

The Commerce Committee
Chairman Dagron VonMoore (Cult Member): LE Aristocrat 3
Delina Belshaw (A Seamstress): NG Expert 3
Garrick Belshaw (A Healer): NG Adept 5
Valarm VonMoore (Cult Member & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Theron Hagen (A Baker): LN Expert 5

Other NPC's of Note
King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)

Unemployed Mercenaries
Warriors: 65(3rd)
Total: 65

Kobolds In Town
Commoners: 8(2nd)

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 81
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Town Militia
Militia Captain Gavin Belfast: LN Rogue 3/ Swashbuckler 7
Commoner/Warrior: 16(1st/1st), 4(1st/2nd), 5(1st/3rd), 6(1st/4th), 3(1st/5th)
Warrior: 10(1st), 4(2nd), 10(3rd), 8(4th), 2(5th)
Fighter: 1(1st), 1(2nd), 1(3rd), 2(4th)
Warrior Mercenaries: 70(3rd)

Total Militia: 135
(All non-named Militia are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All militia members are registered magic users by default.)

Drake's Bodyguards
Fighter: 2(5th)
Wizard: 1(5th) - Registered
Rogue: 2(5th)

Total Bodyguards: 5
(The Bodyguards are either LN or LE in alignment.)

Academy of Arcane Studies
Valarm VonMoore (Cult Member & Commerce Committee Member): LE Aristocrat 1 / Wizard 4
Commoner/Wizard: 3 (1st/1st), 4 (1st/2nd), 7 (1st/3rd)
Wizard: 6 (1st), 4(2nd), 3 (3rd), 3 (4th), 3(5th)

Total Wizards: 41
(All non-named Academy members are considered mostly to be LN, but some are likely LE as well - the Academy is a very LAWFUL organization more than an organization based around morality. Most members are definitely LN, and there are very few who have a Chaotic Alignment. All academy members are registered by default.)

Drake Military Academy
Rognor Larch: LE Fighter 7/Rogue 3
Commoner/Fighter: 12(1st/1st), 8(1st/2nd)
Fighter: 8(1st), 8(2nd), 3(3rd)
Warriors Mercenaries: 70(3rd)

Total Soldiers: 115
(All non-named Military Academy members are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All military academy members have the ability to use magical items on a case-by-case basis.)

Cult of Delorin Drake
Gregor Hildebrand: NE Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th - Registered
Samantha VonMoore (The Defense Council): LE Aristocrat 3
Valarm VonMoore (Commerce Committee & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Dagron VonMoore (Commerce Committee Chair): LE Aristocrat 3
Trevor Moretti: NE Bard 5 - Registered
Wizard/Ur-Priest: NE Wizard 3/Ur-Priest 2 - Registered
Korin’s Former Apprentice: Third level Rogue and Second level Sorcerer, NE.
Commoners: 11 (1st), 1 (2nd)
Apprentice Kobold Sorcerers: 24(1st)

Total Cult Members: 43
(All Non-Named Cult members should be considered LE or NE.)

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 4 (Not Registered)
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4
(We need the Alignments for the rest of the Hand of Truth members, as well as their status of being registered as magic users.)

Percy's Party Planners
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Church of the Warlord
Castrona Della: LN Cleric 10 - Registered
Clerics: 3 (4th)
Adepts: 8 (1st), 3 (2nd), 1(3rd)

Total Clergy: 16
(The majority of the Church of the Warlord is either: CG, LN, CN, CE. Most are LN or CN. All who are a member of the Church are registered magic users.)

Gnomes Within the City
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered either NG, CG or CN.)

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45
(Most Experts are Neutral, LN, NG, LE or NE.)

Common People
Commoners: 272 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 356
(The majority of commoners are simply Neutral. However, there is also a sizeable portion, which are LN. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, and CE.)

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)
Total Elves: 32

Druids Grove
Druid: There are two unnamed second level druids along with Lord Eckson’s son, a third level druid.
Total Druids: Three

Remains of the Rum Rotten Reavers
Guild Master: The current head for the guild is Korin, a sixth level Tiefling Rogue.
Other Members: There are two Shifter third level Warriors/first level Rogues/first level Barbarians.
Total Members: Three

Encampment of Wanderers:
Bards: 6(1st), 3(2nd), 1(3rd)
Adepts/Fortunetellers: 2(1st), 1(6th)
Experts: 16(1st), 8(2nd), 4(3rd), 1(4th)
Commoners: 40(1st), 10(2nd), 4(3rd), 2(4th)
Total: 100
-----
Kori

12-17-06, 10:12 PM
With all the events about to happen I believe this would be a good time to stage a coup and overthrow Lord Drake.
---
Twenty-Eighth Year

The leader of the remnants of the Rotten Rum Reavers Rogue's Guild, Korin, has decided to take his ventures elsewhere and purchase a small miniscule airship called the Moonlit Moth. With that done the guild has one more individual of join in on their schemes. The one is an exiled fourth level gray elven wizard who was born with an aberrant dragonmark, which allows his right arm to for a short period of time transform into dense stone granting him increased strength. The chosen arm is covered a in a darkly contrasting skin tone of earthly brown. It also bears the signature engravings of which no mere mortal can describe. Aside from his obvious strength as a magic user, he is skilled in operating some of the more exotic vessels. With that done they begin to make regular trips outside of the kingdoms borders in order to procure certain exotic supplies and once every year turn up to sell them for triple the price in town. Doing that they quickly make up for the money lost in purchasing the airship.

Also in town Lord Drake begins to begin yet another grand project, a large gladiatorial arena where he plans to entertain the blindly susceptible public while he slowly begins to shrink away their rights until all are practically his slaves. The project will take three years to complete if all goes well.

In the process however the work on the towers is being strained to reach it’s now seven-year away deadline. Whether this leads to some unexpected degradation in the buildings foundations, time can only tell.

Meanwhile, the wanderers outside of the walls, decide, because of the relative safety and benefit of a life inside the walls and the recent dangers of traveling by the roads since the apparent lacks of patrols is quite evident, to settle down and build a small academy of the arts in the towns mercantile district. The construction should be complete by next year. Also in entering the city, the wanderers register with the local government that some among their number are spellcasters in order to avoid trouble down the road.

Also deep within the sewers a large war band of consisting of nearly three hundred goblin raiders establish a base beneath the city. Also among their number are nearly a score of enslaved and practically tortured into brutality ogres, and sixty hobgoblin marshals. So far they have avoided detection by tunneling a pathway from their secluded base far off in the northern hills to a heavily avoided portion of the tunnel, which is in it dangerous due to mass of dangerous man-eating monsters. They plan on invading once they have completed smuggling all their troops inside the walls which should be in a year.

With all the new jobs popping up due to all the constuction going on, three hundred unskilled laborers are drawn to the city insearch of jobs which they eagerly find awaiting them.

Finally a half-vampire half-elf evolved necropolitan tenth level sorcerer moves stealthily into the town’s local cemetery where he deep within the crisscrossing pathways of the catacombs, conducting dangerous experiments of which no mortal should ever witness. So far he has avoided detection by not kidnapping any living person of yet, though this may change in the following years.
---
Total Population: 1838

Mayoral Seat
Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered

The Defense Council
Chairman Gavin Belfast (Militia Captain): LN Rogue 3/ Swashbuckler 7
Falorm Karr (The Butcher): LN Expert 3
Gorgan Foehammer (The Smith): LN Expert 5
Samantha VonMoore (Cult Member): LE Aristocrat 3
Bella Rosenberg: LN Aristocrat 3

The Commerce Committee
Chairman Dagron VonMoore (Cult Member): LE Aristocrat 3
Delina Belshaw (A Seamstress): NG Expert 3
Garrick Belshaw (A Healer): NG Adept 5
Valarm VonMoore (Cult Member & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Theron Hagen (A Baker): LN Expert 5

Other NPC's of Note
King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer

Unemployed Mercenaries
Warriors: 65(3rd)
Total: 65

Kobolds In Town
Commoners: 8(2nd)

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 30 (1st), 9 (2nd), 5 (3rd)
Warrior: 3 (1st)
Fighter: 4 (3rd)
Children: 24

Total Kobolds: 81
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Town Militia
Militia Captain Gavin Belfast: LN Rogue 3/ Swashbuckler 7
Commoner/Warrior: 16(1st/1st), 4(1st/2nd), 5(1st/3rd), 6(1st/4th), 3(1st/5th)
Warrior: 10(1st), 4(2nd), 10(3rd), 8(4th), 2(5th)
Fighter: 1(1st), 1(2nd), 1(3rd), 2(4th)
Warrior Mercenaries: 70(3rd)

Total Militia: 135
(All non-named Militia are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All militia members are registered magic users by default.)

Drake's Bodyguards
Fighter: 2(5th)
Wizard: 1(5th) - Registered
Rogue: 2(5th)

Total Bodyguards: 5
(The Bodyguards are either LN or LE in alignment.)

Academy of Arcane Studies
Valarm VonMoore (Cult Member & Commerce Committee Member): LE Aristocrat 1 / Wizard 4
Commoner/Wizard: 3 (1st/1st), 4 (1st/2nd), 7 (1st/3rd)
Wizard: 6 (1st), 4(2nd), 3 (3rd), 3 (4th), 3(5th)

Total Wizards: 41
(All non-named Academy members are considered mostly to be LN, but some are likely LE as well - the Academy is a very LAWFUL organization more than an organization based around morality. Most members are definitely LN, and there are very few who have a Chaotic Alignment. All academy members are registered by default.)

Drake Military Academy
Rognor Larch: LE Fighter 7/Rogue 3
Commoner/Fighter: 12(1st/1st), 8(1st/2nd)
Fighter: 8(1st), 8(2nd), 3(3rd)
Warriors Mercenaries: 70(3rd)

Total Soldiers: 115
(All non-named Military Academy members are considered mostly LN but some are certainly LG, LE, NE, NG, and N. All military academy members have the ability to use magical items on a case-by-case basis.)

Cult of Delorin Drake
Gregor Hildebrand: NE Wizard 3rd/Ur-Priest 1st/Mystic Thurge 7th - Registered
Samantha VonMoore (The Defense Council): LE Aristocrat 3
Valarm VonMoore (Commerce Committee & Academy Member): LE Aristocrat 1 / Wizard 4 - Registered
Dagron VonMoore (Commerce Committee Chair): LE Aristocrat 3
Trevor Moretti: NE Bard 5 - Registered
Wizard/Ur-Priest: NE Wizard 3/Ur-Priest 2 - Registered
Korin’s Former Apprentice: Third level Rogue and Second level Sorcerer, NE.
Commoners: 11 (1st), 1 (2nd)
Apprentice Kobold Sorcerers: 24(1st)

Total Cult Members: 43
(All Non-Named Cult members should be considered LE or NE.)

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 4 (Not Registered)
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4
(We need the Alignments for the rest of the Hand of Truth members, as well as their status of being registered as magic users.)

Percy's Party Planners
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Church of the Warlord
Castrona Della: LN Cleric 10 - Registered
Clerics: 3 (4th)
Adepts: 8 (1st), 3 (2nd), 1(3rd)

Total Clergy: 16
(The majority of the Church of the Warlord is either: CG, LN, CN, CE. Most are LN or CN. All who are a member of the Church are registered magic users.)

Gnomes Within the City
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered NG, CG or CN.)

The Town Artisans
Unnamed Experts: 20 (1st), 12(2nd), 10(3rd), 1(5th), 1 (7th), 1(11th)

Total Experts: 45
(Most Experts are Neutral, LN, NG, LE or NE.)

Common People
Commoners: 572 (1st), 30 (2nd), 10 (3rd), 8 (4th) (TOTAL: 314)
Children: 42

Total Commoners: 656
(The majority of commoners are simply Neutral. However, there is also a sizeable portion, which are LN. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, and CE.)

The Nearby Elves
Warrior: 6 (1st), 4 (2nd)
Commoner: 15 (1st), 5(2nd)
Druid: 1 (5th)
Cleric: 1 (5th)
Total Elves: 32

Druids Grove
Druid: There are two unnamed second level druids along with Lord Eckson’s son, a third level druid.
Total Druids: Three

Rum Rotten Reavers
Guild Master: The current head for the guild is Korin, a sixth level Tiefling Rogue.
Other Members: There are two Shifter third level Warriors/first level Rogues/first level Barbarians and a fourth level Gray Elf wizard.
Total Members: Four

Encampment of Wanderers/Future Academy of the Arts:
Bards: 6(1st), 3(2nd), 1(3rd)
Adepts/Fortunetellers: 2(1st), 1(6th)
Experts: 16(1st), 8(2nd), 4(3rd), 1(4th)
Commoners: 40(1st), 10(2nd), 4(3rd), 2(4th)
Total: 100

Goblin Invasion Army:
Goblins: There are two hundred simple first level Warriors, ninety, second level Warriors who are each Warg-Riders, and ten fourth level Rogues.
Hobgoblins: There are forty, second level Fighters, nineteen third level Fighters, and one Supreme Commander, him being a tenth level Fighter.
Ogres: There are twenty, third level Barbarians.

Total: 380
---
The Goblin Invasion Army is a highly equipped and trained fighting force of conquerors, all taught skillfully in doing their part in battle.

Even the common Goblin runt knows how to set up ambushes and is able to recognize signals of an enemy one. They are also all even fundamentally trained in the arts of stealth. Each is equipped with leather armor, several short spears, a short sword, and a short bow equipped with a score of poisoned arrows. The arrows tips are coated with a simple poison derived from local ingredients, which zaps the victim’s strength.

The Warg-Riders and their mounts are arrayed with masterwork lances, masterwork composite short bows, masterwork chain mail shirts accompanied with steel helms, masterwork sabers, masterwork studded leather barding, twenty masterwork poisoned arrows, a masterwork small steel shield, and finally a potion of cure light wounds.

The common Hobgoblin Marshal is equipped with a plus one suit of full-plate, several cure light wounds potions, and a flaming silver longsword accompanied by a masterwork short sword. They are versed two-weapon fighting and each carry common standards for different units on their backs in the form of large raggedy banners.

The moderately common Marshal instead rides a large fiendish warhorse barded in plus two full-plate. The rider himself wears a plus two chest piece and is armed with a plus one flaming silver saber and a several masterwork lances. He also carries a banner for each Warg-Rider unit.

The Supreme Commander is at all times equipped with a plus three dragon hide chest plate red from the skin of a valiant crimson dragon he killed in order to prove his worth as the tribes chieftain long ago. He is also armed with a plus two vorpal flaming silver longsword inscribed with ancient runes predating his own cultures time.

The Goblin sneaks are each is each armed with plus one daggers and masterwork short bows with the customary poisoned masterwork arrows. For this occasion they are armed a small barrels of gunpowder which they plan to plant at the base of the already structurally unstable towers as to create as much chaos as possible in the wake of their invasion.

Finally the ogres are equipped with plus two great clubs.

The army is so well equipped because they have plundered many towns of similar size north of this one and is currently a major thorn in this kingdoms economy, the national army pursuing them relentlessly. They have been not captured so far because of their peculiar diversionary tactic of digging under settlements and using gunpowder purchased from neighboring countries to blow decisive holes in their defenses and then storm in and slay everything that opposes them.
Poupadis5

12-18-06, 12:08 AM
I'd just like to say I really enjoy the contrast between years 27 and 28. I'm not sure, but from what I can tell, this is intended to be "zoomed out" on the big picture, right?

Years usually aren't summed up by a single expository event or a character's description...
Kori

12-18-06, 01:28 AM
If anyone wants to change what I wrote to numbers and the casualties taken on the settlement, by all means do so for I’m too tired to do it myself
---
The Twenty-Ninth Year
---
On a glorious day, just after a festival had taken place honoring the new grand opening of the Academy of the Arts hosted in particular by Lord Drake himself, the Goblin Invasion Army decided to strike. First they set off charges underneath the towering skyscrapers growing over the city, sending thousand of pounds of stone screaming down to earth, leading many of those on it to their quick deaths, and those at the bottom barely enough time to evade the avalanche. Of course, most didn’t. They then set off charges at the militia’s headquarters, instantly killing Gavin and most of the others. Along with those, the invaders also blew the much expected arena to sky heaven, scattering large chunks of leather rock throughout the city. They then charged through the sewers quickly obliterating most of Lord Drakes Cult, whom those that survived barely escaped to the surface through a hidden passage to his manor. They then, after they had already collapsed major portions of the towns sewer system with explosives, greeted the surface with grins for it was sunset when they emerged and were each eased with the darkness, which their enemies feared most expectedly.

Meanwhile, at the same time, a fire broke out swallowing many in its inevitable hunger.

Also many of the town’s own citizens broke out into mobs and started looting various stores and ransacking each other’s homes. The Academy of Arcane Studies was quickly looted by a mob of bitter unemployed mercenaries accompanied by several hundred commoners, leading to the death of most of its inhabitants, the others being dragged throughout the streets, being stabbed to death shortly after. In the mercantile district things where the worst, most of its inhabitants being dragged out by the commoner dominated mobs and beaten to death.

Drakes Military Academy proved to be a battlefield as surviving militia members, various bouncers escaping from the mercantile district, and the entire academy fought against the main forces of the invasion. Also there are most of the town’s reigning government, those who haven’t already been killed or those who are cultist and have fled to Lord Drake’s manor outside of town. So far they are fighting a losing battle.

As for the Rum Rotten Reavers, after docking at one of the towers prior to the attack, it exploded killing both bouncers in the initial blast and sending the Moonlit Moth spiraling out of control towards the streets of the town wreathed in flames. It crashes head one into the Academy of the Arts, killing most of its inhabitants who’d fled there earlier on.

The Hand of Truth however chooses this time to strike, and quickly flee the city. When they arrive at the manor they find Lord Drake in a sense of chaos scrambling to pack all his belongings and flee with what’s left of his cult and his bodyguards. When they confront he is caught totally unaware and fights only half heartedly, he barely escaping horribly wounded and all of his followers dead.

The Church of the Warlord is quickly overrun by Goblin forces and all the priest are killed with Castrona violently raped by the Supreme Commander himself until finally in the end he mercifully ended her life by crudely slitting her throat.

By the end of the day, the Kobolds of the Mountains, the Druids of the Woodland, and the Elves of the Forest have spotted the smoke and have already arrived in town to behold its violent aftermath. When entering through the streets they find masses of people dead or dieing, children crying for their mothers, and fierce looters robbing the dead of their last graces. They quickly join forces with each other and arrive at Drakes Military Academy where the battle is still going on between the two surviving forces. They quickly flank the enemy forces and signaling a moment of weakness the remaining forces of the town charge forward and defeat the enemy, but at a heavy cost in lives.
Lyinginbedmon

12-18-06, 02:11 AM
Why is Ira being left out of the population checklist? And seriously, we need to start sblocking it now, it's taking up a lot of space
Jinnai

12-18-06, 04:22 AM
29th year, during the ensuring chaos

As dawn arrives much of the area lies in shambles. A few hot areas remain, but most are dying down. Many of the magic users on both sides are weakened and depleted, if they are even still alive, having cast and countercast spells like there was no tomorrow.

During this time the long dormant portal suddenly opens sending off alarms in the area, of which no one remembers what they were for as it has been so long since the portal was last active. However as soon as they start, they cease and portal closes. Several cracks now appear on the portal. (Attempts to decipher what what happened will show the portal was hijacked from its original source, the capital, and was used to transport from another area).

This was enough to send the already chaotic city to a slight pause as all groups, invaders and defenders alike thought it was some kind of signal from the other side for some stategic purpose.

Those who exited the portal (there had been more but the stress on hijacking the portal had malfunctioned and caused it to malfunction and shut down prematurely) were a small group of elite scouts from a foreign country.

3 Level 2 Ninjas (Disguised as Scouts) LN
1 Level 4 Sorceror LN
1 Level 3 Fighter/Level 2 Ninja (Portrays as Level 3 fighter) CE (Wears a cloak that makes him appear True Neutral)
1 Level 7 Monk NG

Leader:
Level 14 Ninja (Portrays himself as a Level Expert of approrpiate level)
Makoto Ijima
Align: CG
Appears to be a female, but is actually a male. He is easily noticable with Aasimar blood with his gold eyes and blueish hair. He very much likes cute objects, which is why he dresses like he does, which makes those who face him even if they know his true nature undervalue his potetial threat. He disdains poisons most of his fellow ninja use and has prefered to use his skills elsewhere to his advantage (replace poison class abilities with feat slots basically).
He is also very much values nature and has even befriended a NG Sylph [Monstrous Manual II] [Nymphy's Kiss: BoED].
He is here sent on a mission to scout out the potential of the city as an enemy or ally as its power has grown rather sharply and has given notice on the maps of others.
Companion Sylph (Lvl 2 Wizard)
(swap out poison skills for feats)

After entering the city and seeing the chaos, the group quickly disperse after deciding to come up with a secret way of communicating though some magic coins the wizard brought along, until another means that isn't as suseptable to danger can be found. Makoto leaves to the forest for the time being, his companion tagging along.

Several attempts are made by the few remaining wizards who remember what the alarm was for to determine who activated it. They were able to determine 7 people entered (they could not detect Makoto nor his Sylph companion), however were unable to determine more info because of interfering magic from the group (All except Makoto are wearing [Amulet of Proof against Detection and Location]. Makoto is hgih enough level he is innately resistant to scrying).

With the alarm going off it gives the Order of Truth, claiming it was a spell Drake used to escape, use their powers and the turmoil in an attempt to enforce themselves as a new power in the city while a small group continue to pursue Drake. Their hold is recognized by most of the populace for the time being as they do not want more chaos and as they went against Drake, they are willing to give them the benefit of the doubt, for now.

They however only hold a small portion of the town as much of it is in the hands of various Goblins leaders or gang leaders making themselves out to be mini-warlords. Fear and panic set into the city as a the order attempts to wrench control from the Goblins, even by making pacts with the Elves and Kobolds as well as the so-called mini-warlords for the time being.
SupercrazyDM

12-18-06, 08:55 PM
Lurking in the city posing as a simple commoner is the red dragon Kalnar (is Juvenile with 3 level's of psion kinecticist) He worships his god Timat and hopes to take this city as his own one day. The dragon is however content with the way the city is and is using a ring of polymorgh to stay hidden as a regular human. He has support of 10 other commoners who are still loyal to Drake. Kalnar want's to one day take on the Hand of Truth Members and bring Drake back to power. His plan as of now is to kill them off and make it seem like an accident (with his Breath Weapon he can kill the member's in one blow and make the fire look like an accident.) However since he is a dragon he will most likley just wait for them to die. He want's to set up an acadamy for psionic people. He want's to take over the city mainly because during Mr.X's adventuring career his father was killed by part of because of Mr. X. As such his father's hoard is now his. Kelnar is making the life around the city better because he is killing off the remaining goblins and other foul creatures as he sees this land as his one day.
Cherrn

12-18-06, 10:52 PM
Shame what happened to the thread. I actually enjoyed it thoroughly and checked it every day.
Kori

12-19-06, 12:44 AM
If some more people could contribute that'd be fine since I think we'd all like to see this thread live on. Oh and I just updated the populatin chart so scan through it if you like and make changes and fix mistakes you come across.
---
Twenty-Ninth Year: Winter

It is a cold and desolate winter, with what children the people have sired dieing off like untended chicks quivering in their poorly conditioned nests. Much of the livestock have become pray to stray wolves, leaving many farmers to afraid to venture far from their homes. This leads to less productivity and single farmer turns up to sell his goods in town. Meanwhile the people die of cold while wasting away in their crudely made camps. As the dogs and cats begin to suddenly vanish in town, the rats become the next best option.

The Goblins however are, though trapped within the city due some mishap of fortune, are surviving and slowly preparing to begin a new second strike after winter. Mainly however they attack in the dead of night once or twice every week. Though this campaign has caused them much grief, they have learned of many of their own mistakes and to the defenders of the town, seem to get stronger and stronger as the days go by.

The remnants of the former councils quickly find themselves powerless in the eyes of the Hand of Truth, being seen as traitors forever complying with the venomous Lord Drake. They quickly turn to Korin; the former leader of the now thoroughly exterminated Rum Rotten Reavers, to help them stage a coup against the radical new justly blinded dictators of the town. He only hesitantly agrees.

On a side note however, Korin was the only survivor of the ill-fated crew of the Moonlit Moth, the wizard dieing shortly of his wounds after impact with Academy of the Arts. His new lover however, which has changed his mind much on certain aspects of his life for the better, is a lovely half-elven third level bard whose name she if a bit seductively taunts him with is a secret. The truth is she was a performer at the Academy of the Arts, saving his life by dragging him just in time out of the burning carcass that was his ship. When he questioned some of the other survivors on her background, they didn’t even know, only saying she had simply joined the band nearly four years ago, just as they were leaving a city many miles back. They stated she’d at first performed just to get fed but later she was taken on as an apprentice to a more experienced bard and later became a valued member of their band. While this may suggest a dark and deadly past to her character, Korin is willing to take the risk. Lets hope it doesn’t cost him his life.

As for the Academy of the Arts, most of its caretakers were killed in the initial assault, the rest being soon assimilated into the local population.

Most of the town’s artisans are long dead, killed during the onslaught of mobs on their stores. However a nearly a dozen gnomes survived and have rather if a bit disturbingly benefited from the ordeal, quickly expanding their own business enterprises and creating more whom now are a major force within the town’s economy. They use their wit and guile to survive hungry swarms of peasants, and magic to supply and reinforce even the most basic of necessities.

Meanwhile the town’s surviving military forces have combined to work basically for free to ensure the survival of the town, leading dangerous patrols and fighting frighteningly risky skirmishes with the towns surviving goblin forces. So far they are just following orders from whoever has the most power, though quite frankly they do not enjoy the new order. The leader of the Lord Drake’s Former Military Academy takes charge and quickly makes the remnants of the school his base of operations.

Percy’s Party Planners have so far refused to leave town, instead setting up camp with the refugee camp and starting up nearly free shows to give the people hope, and while the Hand of Truth does not enjoy their criticism of the order, the people would tear them apart, limb from limb for they provide joy to their already bleak lives.

In the case of construction projects, the Hand of Truth has a sturdier system of sewage built to take care of the rapid disease growing in the camps due to the filth and also has to have a place to bury the growing portions of dead corpses piling up in the streets. They do this by converting much of the catacombs and the remaining sewer tunnels into both sewage lines and grimy tombs rampant with all sorts of vermin and fungus. The local necromancer decides to take advantage of the situation and begins to further his experiments deep within the vast expanse of the tunnels. They soon become to dangerous to causally explore, run wild with various undead and deadly creatures.

Meanwhile the Militia decides, a bit independently that it would be best to begin reconstructing their headquarters with various fortifications and also directs the people to set of camp near their base so that they might best be protected. He also has a small ten-foot stonewall erected where the camp is to be located as to provide the people with as much protection as possible.

Also in the catacombs Ira makes contact with the necromancer and they join forces to later crush their enemies at the surface.

The debris presently scattered all throughout the town is growing to become the common norm, people scavenging through the wreckage to earn a living.

Because of the current status of the now crippled and perhaps permanently ruined cityscape, the Kobolds have decided to take advantage of their weakness and have decided to wage war on the outlying farmers, raiding and pillaging however they see fit. Meanwhile the son of Lord Eckson has rallied the elves and his fellow druids to his cause and has begun to do the same upon the Kobolds. This later develops into bloody skirmishes where the wounded are zero and the casualty rate is high. Both sides have gained troops from neighboring tribes waiting to see the outcome of the conflict so they may take advantage of it in the future.

Regarding the Kobolds in town, they were simply all ripped to shred by racist crowds of commoners. This has served to fuel the hatred no being emitted toward the town by local clan.

Also regarding former council members most died in the riots earlier.

At the current point in time, the fair and just kingdom in which our town belongs has fallen pray to a ravaging war with several of its neighbors and will be unable to send any aid what so ever. In fact the King probably hasn't even recieved news of the town's plight yet, and by the time he does it may be already to late.

Finally, Lord Drake has fled to a small manor deep within the mountains where presently he schemes away at the town.
---
Total Population: 961

Mayoral Seat: The Hand of Truth has take charge of right now.

The Former Council/Committee Members
Falorm Karr (The Butcher): LN Expert 3
Gorgan Foehammer (The Smith): LN Expert 5
Bella Rosenberg: LN Aristocrat 3
Garrick Belshaw (A Healer): NG Adept 5
Theron Hagen (A Baker): LN Expert 5

Other NPC's of Note
1. King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
2. Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer
3. Former Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered
4. Ira, that kid I can’t remember.
5. The former head for the guild of naughty rogues, the Rum Rotten Reavers, is Korin, a sixth level Tiefling Rogue. Recently however he has reformed a bit and has become chaotic good.
6. Korin’s wife whom is a fourth level Bard.
7. The red juvenile drake, Kalnar, he has three levels of psion kinecticist and has currently corrupted ten commoners to his cause which is to restore Lord Drake to power.

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 40 (1st), 10 (2nd), 6 (3rd)
Warrior: 20 (1st)
Fighter: 4 (3rd)
Children: 28
Total Kobolds: 111
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Local Town Defense Force
Rognor Larch/Reluctant Leader: LE Fighter 8/Rogue 4
Commoner/Fighter/Former Academy Trainee: 14(1st/3rd)
Commoner/Warrior/Former Militia Trainee: 10(1st/5th)
Warrior/Former Mercenary/Former Bouncer/Guard: 50(3rd), 8(4th), 2(5th)
Professional Fighter: 10(3rd), 3(4th)

Total: 98

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 4 (Not Registered)
Hiro Ethernell: 8th Level Druid
Ian Eckson: 3rd Level Druid
Kyren Belfast: Rogue 4/Swashbuckler 5

Total Members: 4
(We need the Alignments for the rest of the Hand of Truth members, as well as their status of being registered as magic users.)

Percy's Party Planners/Entertainers
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Gnomes Within the City/Current Merchants
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered NG, CG or CN.)

Common People
Commoners: 272 (1st), 12 (2nd), 3 (3rd), 1 (4th)

Total Commoners: 288
(The majority of commoners are simply Neutral. However, there is also a sizeable portion, which are LN. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, and CE.)

The Nearby Elves and Local Druid Grove
Warrior: 20 (1st), 8 (2nd)
Commoner: 30 (1st), 10(2nd)
Cleric: 1 (5th)
Druid: There are two unnamed second level druids along with Lord Eckson’s son, a third level druid. There is also a fifth level elven druid and a pair of first level druids who are her students.

Goblin Invasion Army
Goblins: There is ninety-six hundred simple second level Warriors, forty, third level Warriors who are each Warg-Riders, and 2 fifth level Rogues.
Hobgoblins: There are twenty, third level Fighters, eight fourth level Fighters, and one Supreme Commander, him being a eleventh level Fighter.
Ogres: There are 6, fourth level Barbarians.

Total: 177

Foreign Spies
Leader: Their leader is a man Makoto Ijima, a forteenth level Ninja. He disguises himself as a scout of the appropiate level. He is Chaotic good.
Other Members: Members: 3 Level 2 Ninjas (Disguised as Scouts) LN, 1 Level 4 Sorceror LN, 1 Level 3 Fighter/Level 2 Ninja (Portrays as Level 3 fighter) CE (Wears a cloak that makes him appear True Neutral), 1 Level 7 Monk NG, Companion Sylph (Level 2 Wizard).
Jinnai

12-19-06, 09:10 AM
I have increased the levels of some people (and some have died) as fighting within the city is likely commonplace enough that several members would have chances to increase their abilities rapidly. I've given alignments to the Hands of Truth members, but feel free to change them if you think they are inappropriate.

---------------

Thirtith Year: Spring

Spring brings little joy to the people with so many dead and their situation looking bleak. However, one spot of good news is disease is down thanks to the disappearance immediately of any dead bodies in most areas within the cities. The commers take this as a blessing since they are free from the corpses lying around and the disease is beginning to retreat somewhat. The few commers who manage to see the bodies disappear remark about a bizarre creature appearing, grabbing the bodies and disappearing (Ethereal Filcher, Slave Ring attached ).

Hands of Truth have laid claim to this miracle where they can saying it was done by magically burning. In fact this is only partly true. The local Necromancer who had been using the catacombs measures to seize all the dead corpses from those he can and bring them underground for further experimentations, of which 12% are able to be used as the rest go to some other unknown research. Of those 90% of whom end up becoming some skeletons (to burn off disease and personage so as to lower suspicion from the Hands of Truth) , 9% zombies and the reaiming 1% become various other more powerful undead that dwell much deeper in the sewers. The numbers also include skeletal rats and other creatures killed by the disease.

The sewer system becomes completely impassable to all but the most intrepid adventurers beyond a few of the major routes. Even those aren't completely safe from a few wandering skeletal creatures. The Hands of Truth have begun a slow attempt to exterminate them, but have more pressing issues at this time. Strangely, many of the undead deeper in are resistant to clerics the Hand of Truth has called upon to wrest them away so for the time being they are just making sure the main tunnels are clear.

(Time to give some info on the necromancer)
Necromancer, 8th Level
CE
Items: Master Ring (controling Ethereal Filcher wearing a Slave Ring)

The Hands of Truth has begun to reestablish law & order where they can reinstating several of the laws Drake instituted, but modified, the most noteworthy of which is law regulating magic. However, unlike Drake this measure is required for everyone not a member of the Hands of Truth, though organizational licenses can be purchased. The price of actual individual licensee has dropped slightly as a result of wider application. As of the moment though, most of the regulations are on paper only.

The search for former ruler Lord Drake has ended with little clues for the Hands of Truth, save that they are pretty sure he is not within the city's walls. They have put a temporary halt to the investigation in light of growing threat of the goblins.

The Goblins slowly expand their authority as they become regulated. However, a few of the more evil and some neutral included local gang leaders who control some sections near the goblins have begun negotiations with them in an attempt to stay in power as they see the Goblins as a viable long-term power. The Goblins have been wary, but willing so far to negotiate, especially if it can increase their power over large areas.

The common folk under both the Hands of Truth and goblins lived harsh lives, especially the latter, but both seem to be surviving at this point not caring who their masters are, as long as they can live in relative peace. This has resulted in a pacified oppressive and depressed atmosphere around the city. Those under the Hand of Truth seem to have a slightly better opinion of their masters, especially as construction and order become more common and the death toll diminishes.

The Goblins and Hands of Truth have slowly began to emerge as the two dominant forces in the city, with a handful of semi-independent local gang-leaders ruling various other areas, however even these have begun to consolidate from fighting and pressure of extermination.

The militia has finished most of the construction of their fortress and begun seeking out a few recuits, but has so far decided not to endorse any one major group. At the moment, the other groups leave them alone due to their fortification efforts which would likely result in high casualty rate to take it. However, plans are being made by Hands of Truth and goblins.

Several new entrepreneurial businesses emerged after the chaos during the winter. Many of these come from former scavengers who managed to learn from their experiences and become better at it. Several have made contracts with various leaders of their respective areas while others have left the business of scavaging debris and begun other similar work of investigating lost items for the populace or become scouts for various powers. Two of them, Halfling and a Gnome, has set up The Illustrious Informational Investigatory Institution with a motto "We will find you anything about anything within the city. For a price." So far service has been haphazard, but more successful than not. There lack of complete success has been a double edged sword. It has tarnished their reputation somewhat, but also allowed them to survive without attracting to much unwanted attention while they are still struggling to get off the ground.

On the outskirts of the city, many of the outlying farmers have been devastated by the Kobold attacks. However, those that remain have become more wise setting up traps and hiring a few local fighters (level 1) if they can afford to, which isn't often. This has led to a slowdown, but not stoppage, of Kobold raids, especially as Lord Eckson's advances continue.

Makoto Ijima has sent word to several of the spies to report back the situation to their master. However, with the gateway now cracked and likely useless, they have to go by foot. He sends two of them, a ninja and the fighter/ninja. The former was never heard from again.

Meanwhile he has approached Lord Eckson and offers his and his companions aid. Lord Eckson is wary because of his sudden appearance and delicate features (and troubled of consciousness about being attracted to Makoto Ijima since he was brought up to loathe such things), but in light of the situation and a demonstration by Ijima of his powers, he agrees to the aid. The elves are still untrustworthy of him as well at first but quickly decide to warm up to him seeing him as a goodly fey more than a human. He has even gotten the attention of some of the Elvish women from his unusual and delicate features.

Meanwhile to cleanse his thoughts of Makoto Ijima, Lord Eckson attempts to devote himself even more fully to his druidic lifestyle. After several days of rituals and prayers, along with being out in the front lines fighting the Kobolds, Lord Eckson manages to come to grips with himself and increase his understanding of nature as well.

Kalnar makes his first move toward his goal as he finds a member of the Former Council, Bella Rosenberg, alone and attacks her, killing her easily with a breath weapon. Unfortunately, one of the foreign spies had been trailing him and Kalnar noticed him as well. Not wanting his nature revealed yet he hunted him down and after a short battle which ended with his left eye scarred and useless, he killed the ninja. When he searched the corpse's body he was delighted to find the Amulet that had hid the spies presence and quickly claimed it for himself.

Unfortunately Kalnar's attempts were in vain (aside from the procurement of the Amulet, as several days later the Hands of Truth make it official; they formally dissolves the Council, thus removing any claim of legitimacy. No one even gave a cry of injustice, which only strengthens the move.

Falorm Karr, Gorgan Foehammer & Theron Hagen go back to their private lives, though they keep in contact with each other as they each try to help each other start up businesses.

Garrick Belshaw tries to go back to work as a healer, but find himself arrested several days later for illegal practice of magic after healing some injured commoners. In an attempt to continue his work he petitions to join the Hands of Truth as a subordinate member.

---
Total Population: 968

Mayoral Seat: The Hand of Truth has take charge of right now.

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 40 (1st), 10 (2nd), 6 (3rd)
Warrior: 18 (1st), 2 (2nd)
Fighter: 4 (3rd)
Children: 28
Total Kobolds: 111
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Local Town Defense Force
Rognor Larch/Reluctant Leader: LE Fighter 8/Rogue 4
Commoner/Fighter/Former Academy Trainee: 14(1st/3rd)
Commoner/Warrior/Former Militia Trainee: 10(1st/5th)
Warrior/Former Mercenary/Former Bouncer/Guard: 50(3rd), 8(4th), 2(5th)
Professional Fighter: 10(3rd), 3(4th)

Total: 98

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 5 (Not Registered)
Hiro Ethernell: 8th Level Druid (LN)
Ian Eckson: 4th Level Druid (NG)
Kyren Belfast: Rogue 5/Swashbuckler 5 (LE)

Subordinate Members:
2 - Level 1 Commoners LN
2 - Level 2 Commoners LN

Garrick Belshaw (A Healer): NG Adept 5 - Former Council Member, Petitioning to Join

Total Members: 8 (9)

Percy's Party Planners/Entertainers
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Gnomes Within the City/Current Merchants
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered NG, CG or CN.)
Common People
Commoners: 284 (1st), 13 (2nd), 3 (3rd), 1 (4th)

Total Commoners: 301
(The majority of commoners are simply Neutral. However, there is also a sizable and growing portion, which are LN, especially those under the Hands of Truth. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, CE and LG.). A small number of formerly LN citizens who are under the Hands of Truth have also decided to embrace hands the ideals of the Hands of Truth and do so in a way the believe is righteous.

The Nearby Elves and Local Druid Grove
Warrior: 19 (1st), 9 (2nd), 3 (3rd)
Commoner: 31 (1st), 11(2nd)
Cleric: 1 (6th)
Druid: 1 (1st), 2 (2nd), 2 (5th)

[b]NOTE: Lord Eckson is also among them, though he is a member of the Hands of Truth.

Goblin Invasion Army
Goblins: There is ninety-five simple second level Warriors, thirty-five, third level Warriors who are each Warg-Riders, three level 4 Warriors who are each Warg-Riders and 2 fifth level Rogues.
Hobgoblins: There are fifteen, third level Fighters, eight fourth level Fighters, two level five Figheters and one Supreme Commander, him being a eleventh level Fighter.
Ogres: There are 5, fourth level Barbarians and one 6th level barbarian.

Total: 167

Foreign Spies
Leader: Their leader is a man Makoto Ijima 14th level Ninja. He disguises himself as a scout of the appropiate level. He is Chaotic good.

Other Members: Members:
Companion (Makoto Ijima) Sylph (Level 2 Wizard).
1 Level 2 Ninjas (Disguised as Scouts) LN
1 Level 4 Sorceror LN
1 Level 7 Monk NG[/QUOTE]

Other NPC's of Note
1. King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
2. Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer
3. Former Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered
4. Ira, that kid I can’t remember.
5. The former head for the guild of naughty rogues, the Rum Rotten Reavers, is Korin, a sixth level Tiefling Rogue. Recently however he has reformed a bit and has become chaotic good.
6. Korin’s wife whom is a fourth level Bard.
7. The red juvenile drake, Kalnar, he has three levels of psion kinecticist and has currently corrupted ten commoners to his cause which is to restore Lord Drake to power.
8. Falorm Karr (The Butcher): LN Expert 3 Former Council Member
9. Gorgan Foehammer (The Smith): LN Expert 5 Former Council Member
10. Theron Hagen (A Baker): LN Expert 5 Former Council Member
11. Unnamed Necromancer (LE Level 8), his base of operations is largely confined to the underground sewers where he continues his undead experimentations.

Total Undead in Sewers: 102

51 - Skeleton Humanoid
7 - Zombie Humanoid
1 - Shadow
1 - Ghost, Halfling

38 - Skeleton Rats
1 - Zombie Rats

10 - Skeleton (Other animals)
2 - Zombies (Other animals)
Lyinginbedmon

12-19-06, 01:32 PM
Now, maybe it's been a while and I skipped over a detail or two, but when did Eckson rise from the dead?

And wasn't the Necromancer and Ira allied?

And please folks, let's save space and sblock the population from hereon in ;)
Jinnai

12-19-06, 05:04 PM
Now, maybe it's been a while and I skipped over a detail or two, but when did Eckson rise from the dead?

And wasn't the Necromancer and Ira allied?

And please folks, let's save space and sblock the population from hereon in ;)Don't remember about Eckson, but the necromancer is allied with Ira. Frogot to put them together.
Kori

12-19-06, 08:49 PM
Oh if you mean Lord Eckson as the origional he's long dead and gone. However his son was a druid at the local grove and I don't seem to remember him dieing.
Jinnai

12-19-06, 10:11 PM
Yea his son. I figured the title would now pass to him. I guess we could call him Eckson II.
Kori

12-20-06, 01:40 AM
Thirty-First Year
---
The citywide conflict continues, funneling towards the center of the town, separated by a vast expanse of worn soot covered wreckage.

The local defense forces fortress has become recently in the past few years a beacon of hope for the people of the town; its brave defenders allowing all to settle within its high stonewalls. Of the moment however, the fortresses inward walls have become literally infested with commoners. Also the town’s reigning, mostly gnome, merchants have set up shop there along with the performing artist known as Percy’s Party Planners. On the subject of Korin’s current lover, she has decided to join the extravagant group of performers in seek of rekindling her old life but also helping to raise the spirits of those inside the walls. The current businesses of the city have also taken root in the fortress, its defenders occasionally leaving the fortress to try their own luck at finding fortunes beneath the rubble.

The leader of the local militia now after growing much accustomed to protecting those under him, has changed his alignment to good while he now also has simultaneously recognized the corruption of the Hand of Truth and vows to not enforce them while within his fortress, instead reading off old copies of old parchment which contain many of the cities former more liberal laws which the people yearn for. As can be expected this action has made the Hand of Truth quite distraught, even now contemplating whether or not to lay siege to the fortress.

The former leader of the cities now dead rogue’s guild, Korin, has taken to exploring the wreckage, and when the moment seems most safe, the sewers.

The Hand of Truth has meanwhile restored one of the abandoned and partially completed stone towers to what it had been meant to be, a fully fortified military tower. In there they have garnered about one hundred commoners and has either begun to teach them the ways of the light and or how to fight heretics. Most are thrilled at the opportunity to strike back at the goblins while others seek to undue wrongs done upon them and inflict twice as much on the doers. Little does the seemingly fanatical cult devoted adamantly in avenging the wrongs and injustices of others, that the red dragon, Kalner and hid followers have weaseled their way into the organization and have already begun sowing disloyalty and distrust amongst the ranks. They also report monthly to Lord Drake’s wayward estate for the purpose of relaying the valuable information to him. On a side note however, the former council member Garrick has successfully joined them and has become a trusted yet secretly spied on teacher for them.

Deep within the sewers, the local necromancer, a eighth level neutral evil human dread necromancer named Cain, has with the permission of the otherworldly negative energy sparkling Ira, accepted Nargul, the half-vampire half-elven necropolitan tenth level chaotic evil sorcerer, into their fold of allies in toppling the city and creating a new twisted version of its glory. Now in the darkness of the night, undead creatures haunt the streets searching for a living soul to drag screaming down into the sewers where they become test subjects for the necromancer.

Meanwhile the goblins have received a reinforcement number of two hundred first level goblin warriors from tribes in the nearby mountains. The Supreme Commander sensing their own weakness, has allied with the now desperate themselves kobolds who have quite frankly been losing the battle for supremacy between the Hand of Truth allied druids and their elf allies. He sends fifty goblin warriors to aid the kobolds in their struggle. Meanwhile in the city things are heating up into larger in scale battles leaving many injured and even more, deader.

The leader of the kobolds has now in a test, of strangely unlike what most of his kind would be expected to do, courage he trains the marauding wyvern as his personal mount which he now uses with deadly efficiency.

Meanwhile the local gangs have banded together to form the encampment of the Scarred Shadows deep within the wreckage of the city, which they use as a base to store all their loot and booty. Though divided they understand the value of working together and are determined not to die at the hands of each other but live the rest of their lives as wealthy men enjoying their lives at peace until there appointed end comes their way. Most are just barely young men, seduced by promises of monetary gain to be plundered in the chaos encompassing them.

Total Population: 1385

Mayoral Seat: The Hand of Truth has take charge of right now.

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 40 (1st), 10 (2nd), 6 (3rd)
Warrior: 18 (1st), 2 (2nd)
Fighter: 4 (3rd)
Children: 28
Domesticated Wyvern: 1
Goblin Warriors: 50
Total Number: 161+ 1animal
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Local Town Defense Force
Rognor Larch/Reluctant Leader: LE Fighter 8/Rogue 4
Commoner/Fighter/Former Academy Trainee: 14(1st/3rd)
Commoner/Warrior/Former Militia Trainee: 10(1st/5th)
Warrior/Former Mercenary/Former Bouncer/Guard: 50(3rd), 8(4th), 2(5th)
Professional Fighter: 10(3rd), 3(4th)

Total: 98

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 5 (Not Registered)
Hiro Ethernell: 8th Level Druid (LN)
Ian Eckson: 4th Level Druid (NG)
Kyren Belfast: Rogue 5/Swashbuckler 5 (LE)
Subordinate Members:
86 - Level 1 Commoners/Level 1Warriors LN
2 - Level 2 Commoner/Level 1Adapt LN
Garrick Belshaw (A Healer): NG Adept 5 - Former Council Member, Joined
Total Members: 103

Percy's Party Planners/Entertainers
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Scarred Shadows/Gang
Ringleaders: Twenty Second level Warriors/First level Rogues.
Common Thugs: One hundred first level Warriors.
Total: 120

Gnomes Within the City/Current Merchants
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered NG, CG or CN.)

Common People
Commoners: 200 (1st), 13 (2nd), 3 (3rd), 1 (4th)

Total Commoners: 217

The majority of commoners are simply Neutral. However, there is also a sizable and growing portion, which is LN, especially those under the Hands of Truth. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, CE and LG.). A small number of formerly LN citizens who are under the Hands of Truth have also decided to embrace hands the ideals of the Hands of Truth and do so in a way the believe is righteous.

The Nearby Elves and Local Druid Grove
Warrior: 19 (1st), 9 (2nd), 3 (3rd)
Commoner: 31 (1st), 11(2nd)
Cleric: 1 (6th)
Druid: 1 (1st), 2 (2nd), 2 (5th)

NOTE: Lord Eckson is also among them, though he is a member of the Hands of Truth.

Goblin Invasion Army
Goblins: There are a hundred and fifty new goblin recruits who are first level warriors, ninety-five simple second level Warriors, thirty-five, third level Warriors who are each Warg-Riders, three level 4 Warriors who are each Warg-Riders and 2 fifth level Rogues.
Hobgoblins: There are fifteen, third level Fighters, eight fourth level Fighters, two level five Fighters and one Supreme Commander, him being a eleventh level Fighter.
Ogres: Their are 5, fourth level Barbarians and one 6th level barbarian.

Total: 217

Foreign Spies
Leader: Their leader is a man called Makoto Ijima 14th level Ninja. He disguises himself as a scout of the appropriate level. He is Chaotic good.

Other Members:
Companion (Makoto Ijima) Sylph (Level 2 Wizard).
1 Level 2 Ninjas (Disguised as Scouts) LN
1 Level 4 Sorceror LN
1 Level 7 Monk NG

Other NPC's of Note
1. King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
2. Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer
3. Former Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered
4. Ira, that kid I can’t remember.
5. The former head for the guild of naughty rogues, the Rum Rotten Reavers, is Korin, a sixth level Tiefling Rogue. Recently however he has reformed a bit and has become chaotic good.
6. Korin’s half-elven lover whom is a fourth level Bard.
7. The red juvenile drake, Kalner, he has three levels of passion kinecticist and has currently corrupted ten commoners to his cause which is to restore Lord Drake to power.
8. Falorm Karr (The Butcher): LN Expert 3 Former Council Member
9. Gorgan Foehammer (The Smith): LN Expert 5 Former Council Member
10. Theron Hagen (A Baker): LN Expert 5 Former Council Member
11. A Dread Necromancer named Cain (LE Level 8); his base of operations is largely confined to the underground sewers where he continues his undead experimentations.

Total Undead in Sewers: 207
100 - Skeleton Humanoid
20 - Zombie Humanoid
4 - Shadow
1 - Ghost, Halfling

50 - Skeleton Rats
6 - Zombie Rats

20 - Skeleton Dogs, Cats, and other common domesticated animals
6 - Zombies (Other animals)
Regwon

12-20-06, 05:21 PM
Thrity First Year, Second half

Skirmishes continue accross the ruins of the city and the surrounding country side. what was once a thriving economic hub has now degenerated into a warzone. Half way through the year a contingent of trained soldiers and cavalry arrive from the capital. they have been sent by the King (upon request of Drake) to restore order to the town and dilever it to its rightful rulers. although they succeed at dricing the kobolds back into their mines and stemming the goblin advance they are overwelmed by the other factions in the city and are forced to ally with the old Militia and move into their barracks. The militia is now the single strongest faction in Ecksonvale. Dispite this the other groups are simply too entrenched to be ousted so quickly and so the war becomes one of attrition. This greatly benifits Cain and Ira who continue to amass an undead legion in the cities catacombs and sewers.

Food is becomming and increasingly major problem for all the remaining inhabitants. caravans are refusing to travel through the area because of the continuing conflict and there is nobody left to tend the fields. Percy's Party Planners and the druids are happy to provide what food they can for the refugees but are refusing help to the other factions. King alone seems unphased by the recent troubles and his tavern is one of the few intact buildings in the city.

Total Population: 1532

Mayoral Seat: The Hand of Truth has take charge of right now.

The Kings Contingent of Soldiers:
Leader, Sir Harick Drax (Human Male Frt10)
Second, Amakara Hellslinger (Elf Female Ftr3/Clr4)
Company Mage, Firful Hoarwind (Wizard 7)
25 Ftr2 - Mounted
75 Ftr1 - On Foot
150 War1 - On Foot

Total 253

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 35 (1st), 10 (2nd), 6 (3rd)
Warrior: 10 (1st), 2 (2nd)
Fighter: 2 (3rd)
Children: 24
Domesticated Wyvern: 1
Goblin Warriors: 43
Total Number: 140+ 1animal
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Local Town Defense Force
Rognor Larch/Reluctant Leader: LE Fighter 8/Rogue 4
Commoner/Fighter/Former Academy Trainee: 12(1st/3rd)
Commoner/Warrior/Former Militia Trainee: 8(1st/5th)
Warrior/Former Mercenary/Former Bouncer/Guard: 44(3rd), 7(4th), 2(5th)
Professional Fighter: 9(3rd), 3(4th)

Total: 86

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 5 (Not Registered)
Hiro Ethernell: 8th Level Druid (LN)
Ian Eckson: 4th Level Druid (NG)
Kyren Belfast: Rogue 5/Swashbuckler 5 (LE)
Subordinate Members:
79 - Level 1 Commoners/Level 1Warriors LN
2 - Level 2 Commoner/Level 1Adapt LN
Garrick Belshaw (A Healer): NG Adept 5 - Former Council Member, Joined
Total Members: 96

Percy's Party Planners/Entertainers
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Scarred Shadows/Gang
Ringleaders: Twenty Second level Warriors/First level Rogues.
Common Thugs: One hundred first level Warriors.
Total: 112

Gnomes Within the City/Current Merchants
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered NG, CG or CN.)

Common People
Commoners: 188 (1st), 12 (2nd), 3 (3rd), 1 (4th)

Total Commoners: 204


The Nearby Elves and Local Druid Grove
Warrior: 18 (1st), 9 (2nd), 3 (3rd)
Commoner: 28 (1st), 11(2nd)
Cleric: 1 (6th)
Druid: 1 (1st), 2 (2nd), 2 (5th)

NOTE: Lord Eckson is also among them, though he is a member of the Hands of Truth.

Goblin Invasion Army
Goblins:
124 War1
80 War2
23 War3 – Mounted
2 War4 – Mounted
2 Rog5
.
Hobgoblins:
11 Ftr3
6 Ftr4
2 Ftr5
1 Ftr11

Ogres:
4 Bar4
1 Bar6

Total: 186

Foreign Spies
Makoto Ijima Nin14
Sylph Wiz2
2 Nin1
1 Sor4
1 Mon7

Other NPC's of Note
1. King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
2. Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer
3. Former Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th – Registered (Currently in his estate in the Capital)
4. Ira, that kid I can’t remember.
5. The former head for the guild of naughty rogues, the Rum Rotten Reavers, is Korin, a sixth level Tiefling Rogue. Recently however he has reformed a bit and has become chaotic good.
6. Korin’s half-elven lover whom is a fourth level Bard.
7. The red juvenile drake, Kalner, he has three levels of passion kinecticist and has currently corrupted ten commoners to his cause which is to restore Lord Drake to power.
8. Falorm Karr (The Butcher): LN Expert 3 Former Council Member
9. Gorgan Foehammer (The Smith): LN Expert 5 Former Council Member
10. Theron Hagen (A Baker): LN Expert 5 Former Council Member
11. A Dread Necromancer named Cain (LE Level 8); his base of operations is largely confined to the underground sewers where he continues his undead experimentations.

Total Undead in Sewers: 277
127 - Skeleton Humanoid
28 - Zombie Humanoid
6 - Shadow
2 - Ghost, Halfling

70 - Skeleton Rats
6 - Zombie Rats

27 - Skeleton Dogs, Cats, and other common domesticated animals
11 - Zombies (Other animals)
thasis

12-20-06, 05:33 PM
Thirty-Second Year
Autumn

The kobold mining clan, remembering the old days when Drake ruled, have come into contact with Drake wishing for a renewl of a time where they were accepted.
Drake hoping to take advantage of this new situation takes in twelve of the first level commoner kobolds into training as apprentices, giving the kobolds a promise of a new brightened future.

The Hand of Truth, starting to get overwhelmed with the situation at hand, forgets all about their search for Drake and focuses on the goblin threat.
Contacting the king and pleading for help, they request for backup military reinforcement. The king says that we will monitor the progress of the town for the next five years and see what comes. If things do not start to progress he will think of taking action himself.

The necromancer has taken a local commoner exhibiting traits of natural magical aura, and is training him in the arts of necromancy. At the momment since he does not have any actual levels in magical classes he mainly acts as a graverobber and assistant for the necromancers experiments.

A local group of thugs have started up a gang called The Claws of the Raven. The gang is approximently twenty men in size. They havn't caused to much of a distruption, but the town guard are keeping a watch on them.

Five new commoners moved into the town, more because of lack of anywhere else to go. Five more commoners died of disease.

The goverment is currently attempting to fund a new military program training swordsages in attempt to gain an advantage over the goblins. It's only in it's planning stages however.

Total Population: 1405

Mayoral Seat: The Hand of Truth has take charge of right now.

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 40 (1st), 10 (2nd), 6 (3rd)
Warrior: 18 (1st), 2 (2nd)
Fighter: 4 (3rd)
Children: 28
Domesticated Wyvern: 1
Goblin Warriors: 50
Total Number: 161+ 1animal
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Local Town Defense Force
Rognor Larch/Reluctant Leader: LE Fighter 8/Rogue 4
Commoner/Fighter/Former Academy Trainee: 14(1st/3rd)
Commoner/Warrior/Former Militia Trainee: 10(1st/5th)
Warrior/Former Mercenary/Former Bouncer/Guard: 50(3rd), 8(4th), 2(5th)
Professional Fighter: 10(3rd), 3(4th)

Total: 98

Hand of Truth Members
Sekkran Ironfist: LN Cleric 8/Fighter 5 (Not Registered)
Hiro Ethernell: 8th Level Druid (LN)
Ian Eckson: 4th Level Druid (NG)
Kyren Belfast: Rogue 5/Swashbuckler 5 (LE)
Subordinate Members:
86 - Level 1 Commoners/Level 1Warriors LN
2 - Level 2 Commoner/Level 1Adapt LN
Garrick Belshaw (A Healer): NG Adept 5 - Former Council Member, Joined
Total Members: 103

Percy's Party Planners/Entertainers
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Scarred Shadows/Gang
Ringleaders: Twenty Second level Warriors/First level Rogues.
Common Thugs: One hundred first level Warriors.
Total: 120

The Claws of the Raven/Gang
Ringleader: Torrin Sahnkar: NE Rogue 3
Members: 13 Human Rogue 1, 5 Human Rogue 2

Gnomes Within the City/Current Merchants
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 22
(All non-named Gnomes should be considered NG, CG or CN.)

Common People
Commoners: 201 (1st), 9 (2nd), 3 (3rd), 1 (4th)

Total Commoners: 214

The majority of commoners are simply Neutral. However, there is also a sizable and growing portion, which is LN, especially those under the Hands of Truth. The rest can be categorized in this order (from most to least): LE, NG, NE, CG, CE and LG.). A small number of formerly LN citizens who are under the Hands of Truth have also decided to embrace hands the ideals of the Hands of Truth and do so in a way the believe is righteous.

The Nearby Elves and Local Druid Grove
Warrior: 19 (1st), 9 (2nd), 3 (3rd)
Commoner: 31 (1st), 11(2nd)
Cleric: 1 (6th)
Druid: 1 (1st), 2 (2nd), 2 (5th)

NOTE: Lord Eckson is also among them, though he is a member of the Hands of Truth.

Goblin Invasion Army
Goblins: There are a hundred and fifty new goblin recruits who are first level warriors, ninety-five simple second level Warriors, thirty-five, third level Warriors who are each Warg-Riders, three level 4 Warriors who are each Warg-Riders and 2 fifth level Rogues.
Hobgoblins: There are fifteen, third level Fighters, eight fourth level Fighters, two level five Fighters and one Supreme Commander, him being a eleventh level Fighter.
Ogres: Their are 5, fourth level Barbarians and one 6th level barbarian.

Total: 217

Foreign Spies
Leader: Their leader is a man called Makoto Ijima 14th level Ninja. He disguises himself as a scout of the appropriate level. He is Chaotic good.

Other Members:
Companion (Makoto Ijima) Sylph (Level 2 Wizard).
1 Level 2 Ninjas (Disguised as Scouts) LN
1 Level 4 Sorceror LN
1 Level 7 Monk NG

Other NPC's of Note
1. King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
2. Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer
3. Former Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered
4. Ira, that kid I can’t remember.
5. The former head for the guild of naughty rogues, the Rum Rotten Reavers, is Korin, a sixth level Tiefling Rogue. Recently however he has reformed a bit and has become chaotic good.
6. Korin’s half-elven lover whom is a fourth level Bard.
7. The red juvenile drake, Kalner, he has three levels of passion kinecticist and has currently corrupted ten commoners to his cause which is to restore Lord Drake to power.
8. Falorm Karr (The Butcher): LN Expert 3 Former Council Member
9. Gorgan Foehammer (The Smith): LN Expert 5 Former Council Member
10. Theron Hagen (A Baker): LN Expert 5 Former Council Member
11. A Dread Necromancer named Cain (LE Level 8); his base of operations is largely confined to the underground sewers where he continues his undead experimentations.

Total Undead in Sewers: 207
100 - Skeleton Humanoid
20 - Zombie Humanoid
4 - Shadow
1 - Ghost, Halfling

50 - Skeleton Rats
6 - Zombie Rats

20 - Skeleton Dogs, Cats, and other common domesticated animals
6 - Zombies (Other animals)
Lyinginbedmon

12-20-06, 05:55 PM
Ira is a Spellstitched Winged Human Corpse Creature (Evolved Undead (3)) Sorcerer 1/Warlock 7. In short: S-W-H-CC(EU3) Sor1/Warlock7
thasis

12-20-06, 09:41 PM
Ooops, it looks as if I was posting this at the same time as the other guy posted what he posted... should I delete what I did cause he did technically post his first?
Jinnai

12-21-06, 12:10 AM
Thirty-First Year Winer

Winter comes again and this one is quite harsh. While disease it near an all-time low, famine is on the rise.The population within the city start to go at each others throats. Commers start to suffer the most except in those areas under the Hands of Truth and Elven/Druidic rule.

The druids use their powers to create enough food for the people in the area, and somewhat surrounding to survive with. It is tasteless and does little more than feed them, but it helps keep starvation off. Some crops were also able to be harvested in nearby areas and with these the community outside fairs a harsh but survivable winter.

Those under the Hands of Truth began to starve the first week or so and began to wonder what had happened as all the members, except Kyren Belfast and Ian Eckson (the latter who wasn't in their company at the moment) had disappeared for some time, along with the two adepts and several other divine members. However, the Hands of Truth revealed the reason several days after the first snowfall; they had been working tirelessly to create a divine instrument to allow their people to survive the winter without starvation [Custom Wondrous Item], but only those who took an oath of loyalty to the Hands of Truth would be allowed to partake. Faced with real threat of starvation, many quickly agreed for themselves and their children and others quickly came into their area. Sekkran Ironfist, after attaining another cleric level from his dreads, begins to use his powers to put make certain those who do use it begins to put a [Mark of Justice] on the foreheads of those who wish to use it. The item is always under the watch of one of the three members currently in the area and a handful of commoner/warrirors, all of whom have the mark. Garrick Belshaw is reluctantly forced to take the mark as well. (Mark states "Do not do anything that would betray the ideals of the Hands of Truth").

Other areas do not fare so well. The Goblins, have their supply line working, but this does not help the commoners much. Only a few of the gang-leaders are given anything for themselves, and what they get it is a pittance compared to the Goblin army itself. Thievery, especially raiding food and water supplies, is common within the Goblin section and while many easily get away, the punishment for those who don't is swift and absolute.

The Defense Force now begins to see the peril of their great fortification. With only miminial ability to go outside, their food provisions begin to dwindle rapidly, especially as they, like the others, were unable to procure much during the year.

The Sacrred Shadows has begun to move its influence into the Goblin area as well and without much resistance. In fact it has become their new prime recruiting grounds and its ranks swell in numbers.

Makoto Ijima's envoy returns, now a bit tougher (CE Level 3 fighter/Level 3 ninja), now also wearing boots of teleportation. He relays a message about a force coming, small and elite, but still significant, to Ijima and then goes back to his previous duties. Ijima ponders whether to make this announcement to the Eckson, elves and druids.

Meanwhile, The Illustrious Informational Investigatory Institution, has their first major break, as a request earlier in the year (spring) from the Hands of Truth. They somehow, still debated exactly how, determine the source of the undead prowling undead is linked with Nangul, though they fail to determine anything about the necromancer. This information instantly becomes top level classified information within the Hands of Truth.

Following their recent increase in numbers and information, the Hands of Truth offers a truce to the Goblins and Defense Force noting the rise of undead citing that if the continued violence at the moment is acting as a feeding grounds for the continued growth in power of Nagul, whom they believe is actually the actual vampire-elven necromancer. The reason for the truce reamins top secret.
Total Population: 1431

Mayoral Seat: The Hand of Truth has take charge of right now.

Kobolds Mining Clan
Yipyip the Sorcerer: NE Sorcerer 5 - Registered
Expert: 3 (1st)
Commoner: 38 (1st), 19 (2nd), 5 (3rd)
Warrior: 17 (1st), 2 (2nd)
Fighter: 4 (3rd)
Children: 30
Domesticated Wyvern: 1
Goblin Warriors: 50
Total Number: 161+ 1animal
(All non-named Kobolds are considered mostly CN with a healthy portion also being NE.)

The Local Town Defense Force
Rognor Larch/Reluctant Leader: LE Fighter 8/Rogue 4
Commoner/Fighter/Former Academy Trainee: 13(1st/3rd)
Commoner/Warrior/Former Militia Trainee: 9(1st/5th)
Warrior/Former Mercenary/Former Bouncer/Guard: 45(3rd), 7(4th), 2(5th)
Professional Fighter: 9(3rd), 3(4th)

Total: 98

Hand of Truth Members
Sekkran Ironfist: LN Cleric 9/Fighter 5 (Not Registered)
Hiro Ethernell: 8th Level Druid (LN)
Ian Eckson: 4th Level Druid (NG)
Kyren Belfast: Rogue 5/Swashbuckler 5 (LE)
Subordinate Members:
104 - Level 1 Commoners/Level 1Warriors LN
3 - Level 1 Commoner/Level 2 Warrior LN
1 - Level 1 Commoner/Level 1 Adept LN
2 - Level 2 Commoner/Level 2 Adapt LN
Garrick Belshaw (A Healer): NG Adept 5 - Former Council Member, Joined
Total Members: 103

Percy's Party Planners/Entertainers
Percy Plackett: (NG Sorcerer 5 - Registered)
Henrietta Ephar: (LN Druid 6 - Not Registered)
Leo (Henrietta's Lion Animal Companion): (TN Animal 6)
Jacksie Green: (NG Ranger 6 - Registered)
Wildheart (Jacksie's Dog Animal Companion): (TN Animal 6)
Rick Flashfingers: (CG Rogue 7)
Clowns/Musicians: 1(NG Bard 6 - Registered), 1 (NG Bard 7 - Registered)
Tumblers: 1 (LG Monk 3), 2 (LG Monk 5), 1 (LG Monk 6)
Backstage Hands/ General Help: 3 (NG Barbarian 2/Rogue 3)

Total Members: 13 + 2 animals

Scarred Shadows/Gang
Ringleaders: Fifteen Second level Warriors/First level Rogues, 3 second level warriors/second level rogues, 1 third level warrior, first level rogue.
Common Thugs: Ninety first level Warriors, 5 second level Warriors.
Petty Thieves: Fifty level one commoners/level one rogues.
Total: 164

The Claws of the Raven/Gang
Ringleader: Torrin Sahnkar: NE Rogue 3
Members: 13 Human Rogue 1, 5 Human Rogue 2

Gnomes Within the City/Current Merchants
Timli Longstride: LG Wizard 12 (can craft rings and wondorous items - Registered)
Bimpman Seewick: NG Wizard 2 (apprentice to Timli - Registered)
Bobbin Scheppen: CG Expert 3/Rogue 5 (High craft skills and disable device - Registered)
Employee's of Bobbin: 10 (Expert 5/ Rogue 1)
Unskilled Laborers that work for the Gnomes: 9(Commoner 1)

Total Gnomes: 21
(All non-named Gnomes should be considered NG, CG or CN.)

Common People
Commoners: 112 (1st), 11 (2nd), 4 (3rd), 1 (4th)

Total Commoners: 148

The majority of commoners have become Lawful Neutral as the Hands of Truth begin to swell because of the food shortage. Crime within the city because of starvation has caused the population to shift becoming less inclined for good and law, outside th hands of truth. The alignments are as follows, from most to least: LN, N, CN, NE, CE, CG, NG, LE, LG.

The Nearby Elves and Local Druid Grove
Warrior: 20 (1st), 9 (2nd), 3 (3rd)
Commoner: 32 (1st), 11(2nd)
Cleric: 1 (6th)
Druid: 1 (1st), 2 (2nd), 2 (5th)

NOTE: Ian Eckson is also among them, though he is a member of the Hands of Truth.

Goblin Invasion Army
Goblins: There are a hundred and fourty new goblin recruits who are first level warriors, one-hundred simple second level Warriors, thirty-five, third level Warriors who are each Warg-Riders, three level 4 Warriors who are each Warg-Riders and 2 fifth level Rogues.
Hobgoblins: There are fifteen, third level Fighters, eight fourth level Fighters, two level five Fighters and one Supreme Commander, him being a eleventh level Fighter.
Ogres: Their are 4, fourth level Barbarians, one fifth level barbarian and one 6th level barbarian.

Total: 212

Foreign Spies
Leader: Their leader is a man called Makoto Ijima 14th level Ninja. He disguises himself as a scout of the appropriate level. He is Chaotic good.

Other Members (all wearing Amulet of Proof against Detection and Location)
Companion (Makoto Ijima) Sylph (Level 2 Wizard).
1 Level 2 Ninjas (Disguised as Scouts) LN
1 Level 4 Sorceror LN
1 Level 7 Monk NG
1 Levle 3 Fighter/3 Ninja CE (Speical Cloak making him appear N, Boots of Teleportation)

Other NPC's of Note
1. King: (Fighter 3/Monk 2/Weapon Master 4/Duelist 4)
2. Evolved Tenth Level Necropolitan Half-Vampire Half-Elven Sorcerer
3. Former Lord Mayor Delorin Drake: LE Aristocrat 1st / Wizard 5th / Diabolist 8th - Registered
4. Ira, that kid I can’t remember.
5. The former head for the guild of naughty rogues, the Rum Rotten Reavers, is Korin, a sixth level Tiefling Rogue. Recently however he has reformed a bit and has become chaotic good.
6. Korin’s half-elven lover whom is a fourth level Bard.
7. The red juvenile drake, Kalner, he has three levels of passion kinecticist and has currently corrupted ten commoners to his cause which is to restore Lord Drake to power. Currently wearing an Amulet of Proof against Detection and Location.
8. Falorm Karr (The Butcher): LN Expert 3 Former Council Member
9. Gorgan Foehammer (The Smith): LN Expert 5 Former Council Member
10. Theron Hagen (A Baker): LN Expert 5 Former Council Member
11. A Dread Necromancer named Cain (LE Level 8); his base of operations is largely confined to the underground sewers where he continues his undead experimentations.

The Illustrious Informational Investigatory Institution
1 - Halfling NG Level 1 Commoner/Level 3 Rogue
1 - Gnome N Level 1 Commoner/Level 3 Rogue

1 - Level 1 Commoner LN

Total: 3


Total Undead in Sewers: 247
120 - Skeleton Humanoid
22 - Zombie Humanoid
5 - Shadow
1 - Ghost, Halfling

60 - Skeleton Rats
7 - Zombie Rats

25 - Skeleton Dogs, Cats, and other common domesticated animals
7 - Zombies (Other animals)
Lyinginbedmon

01-20-07, 04:59 AM
Well, this place is a ghost town....

(Sorry, couldn't resist :P)
boozerker

06-19-07, 11:53 PM
*Bump* in the night :)


Now two cities may grow at the same time (http://boards1.wizards.com/showthread.php?t=837285)