Urbania Campaign Homebrew Setting [Archive] - Wizards Community

Post/Author/DateTimePost
Crebain

10-04-07, 07:35 PM
So here my campaign setting hope you like it. So far its just one city but I plan to add at least 3 more.

URBANIA

I.GEOGRAPHY
Urbania is located in the Swamps of Gruumsh on the south eastern part of the continent further north further north the area extends into the Galanos Plains. The weather in Urbania is normally warm and humid it rains often.
II.ECOLOGY
The swamps of Gruumsh outside of Urbania is home to goblin tribes, orc barbarians, various forms of gelatinous ooze monsters, giant snakes, giant rats, crocodiles, and the most feared of all swamp creatures the black dragon. Urbania is known to have a rat and mosquito infestation, the source of many plagues. The plagues are an ever increasing problem for the city.

To make an encounter map for the Swamps of Gruumsh create a 16x16 space square. Cover each square with 3 trees of various widths and fill some areas with bogs which take twice the effort to move through.

To create a random encounter for the Swamps of Gruumsh roll a d100 and use the following table

ROLL/MONSTER
1-20/3 goblin archers
20-30/2 goblin warriors
40-60/2 orc warriors
60-70/1 orc barbarian
70-80/3 giant rats
80-85/2 crocodiles
90-99/1 giant snake
100/adult black dragon

III.DEMOGRAPHICS
Urbania is a large city of 20,000 people with a lawful neutral conventional power center. The city is protected by 200 guards and a militia of 20,000 citizens.

HIGHEST LEVEL CHARACTERS
CLASS/LEVEL
Adept/12
Aristocrat/11
Barbarian/11
Bard/12
Cleric/12
Commoner/19
Druid/12
Expert/18
Fighter/13
Monk/11 Paladin/10 Ranger/8
Sorcerer/11
Warrior/17
Wizard/11
IIII.ECONOMICS
The gold peice is the main currency of Urbania. Sells tax is 5%. Income tax is 10%. All citizens meaning home owners must pay income tax. Business owners must pay 20% of their profits to the city but can sell their items at retail price. Items sold to retailer's sale at 50% retail value. Money changers take 2% profits.
IV.POLITICS
Urbania is a monarchy/feudalistic political system. Urbania is the capitol of the Galanodel Kingdom.
King Galanos IIII deals with all federal matters but leaves local matters to Cornelius Lancer III deals with all local matters.
V.LAWS
Those who would speak up against the king or royal family shall be imprisoned or in some cases put to death.

Those who would not pay taxes shall be imprisoned

No killing is allowed with the exeption of ordained duels. Murderers will be sentenced to death.

Thives will be imprisoned.

Magic used to commit a crime, cause a catastrophe or to read another persons mind is considered witchcraft and the caster will be put to death.

Killing out of self defense is legal is you can prove it was self defense.

Laws apply to humanoids only excluding goblins and orcs.

VI. SOCIAL CLASSES

UPPER CLASS- The upper class includes royalty, nobles, wealthy merchants, and
guild masters
MIDDLE CLASS-The middle class consists of the average merchant, town guards and artisans
LOWER CLASS-The lower class consists of laborers
BOTTOM LOWER CLASS-The bottom lower class consists of beggars and thieves

VII.MAGIC

Magic is considered commonplace in Urbania. Although not so commonplace that anyone can use it. 20% of Urbania are aristocrats, experts and, warriors. 70% are commoners. 10% are PC classes and only 0.5% of those are wizards. The people of Urbania have many superstitions many buildings have gargoyle statues on them to scare off demons. They also believe that crocodile teeth and black dragon scales worn around the neck brings good luck.

VIII.RELIGION

Most denizens of Urbania worship Pelor and those who don't are shunned from society. The largest temple of Pelor on the continent is located in Urbania. The priest of Pelor live in several monestarys located in the north side of the city and run free clinics to help out the sick poor. The priests of Pelor have gotten the city through several plague which is why most people worship Pelor. However even the most loyal followers of Pelor are starting to give up their faith because of the increasing tyranny of the king and the clerics are trying to start a papacy.

IX.GUILDS

Most citizens of Urbania are part of a guild. The guilds are large clubs centered around important topics, beliefs,and professions. Some guilds are The Merchants Guild, The Artisans Guild, The Farmers Guild, The Laborers Guild, The Knights Guild, and The Emperial Guild. Also many underground or illegal guilds exist such as The Knights Of Fenrir, The Mercenarys Guild, The Adventurers Guild, The Theifs Guild, The Assasins Guild, The Arc Laws.

The Knights of Fenrir - This guild is a religious guild dedicated to the god Fenrir. They are a group of mercenarys, assasins, monster slayers, wizards, and clerics. They are currently trying to raise money to fund a war againsts the militia of Pelor.

The Militia of Pelor - This guild is composed of clerics and paladins of Pelor. They help defend the city in the event of undead or demonic attacks. Because of the popular dislike of the king they are currenntly pushing to etablish a papacy which would have complete control over the king by the power of the threat of excommunication.

The Arc Laws - This guild is a underground political guild dedicated to the overthrow of the current government. The guild is run by a powerful wizard who seeks to create a magocracy.

The Dragon Lords - This guild is run by a counsil of 10 dragon disciples who are said to be direct decendants of Bahamut. Each one of the counsil represents one of the 10 colors of dragons. recently the guild has become a haven for thugs and criminals. This guild has a political alignment of anarchy. They control many shops around town and run most of the black market.

The Emperial Guild - This guild is a guild consisting of many different political partys many of it's members are high ranking nobles and advisors to the king.