Result
{# Load reused tables #}
{% settlement = roll_chart filter_cols:1 filter_exact:Settlement_type id:90235 %}
{% ruler = roll_chart id:80632 %}
{% factions = get_chart id:90318 %}
{% faction_leader_goals = 76240 |> get_chart |> unq_rows count:{$settlement.Districts} |> consumable_list %}
{% faction_traits = 81212 |> get_chart |> unq_rows count:{$settlement.Districts} |> consumable_list %}
{% faction_adjectives = 81215 |> get_chart |> unq_rows count:2 |> consumable_list %}
{% faction_nouns = 81216 |> get_chart |> unq_rows count:6 |> consumable_list %}
{% abilities = ["Fly", "Blast", "Blow", "Fortify", "Entangle", "Shape", "Heat", "Burn", "Smoke", "Spray", "Freeze", "Flow", "Glow", "Flash", "Shock", "Show", "Disguise", "Play", "Enhance", "Poison", "Block", "Cure", "Focus", "Disturb", "Charm", "Connect"] %}
{% weaknesses = get_chart id:76783 %}
{% assets = get_chart id:76784 %}
{% npc_close_relationships = ["partner or friend", "mother or daughter", "father or son", "brother", "sister", "cousin"] %}
{# Load name tables based on chosen language #}
{%if Kingdom_aesthetic == "Random"%}
{% civ = roll_chart id:80444 %}
{%else%}
{% civ = roll_chart filter_cols:1 filter_exact:Kingdom_aesthetic id:80444 %}
{%end%}
{% male = {$civ.Male_names_table.value} |> get_chart |> unq_rows count:EQN({$settlement.Districts} * 3 + 3) |> consumable_list %}
{% female = {$civ.Female_names_table.value} |> get_chart |> unq_rows count:EQN({$settlement.Districts} * 3 + 8) |> consumable_list %}
{# Create data blocks for rolling NPC motives. Using CHART() would slow down the generator. Loading a chart into a variable using get_chart would make it impossible to render macros in some of the rows. #}
{%data_block motives%}
desires a membership
desires independence
desires to have authority
desires to own beauty
intends to reveal a dangerous secret of a powerful faction
is eager to hinder a faction's plans
is looking for a teacher to improve their skill
is looking for purpose to their life or for meaning to their hardships
longs for forgiveness from their {$npc_close_relationships}
needs expert advice
needs help with a mundane errand
needs medical treatment
needs money urgently
needs protection from a violent faction
needs to find their {$npc_close_relationships}
needs a vacation
needs approval
needs consolation
needs Roll on "Cheap items (fantasy)" (columns: 1)
needs Roll on "Affordable items (fantasy)" (columns: 1)
needs Roll on "Expensive items (fantasy)" (columns: 1)
wants justice
wants revenge against another known NPC
wants to attune to an element or at least experience control over it
wants to be admired for their skill
wants to be admired by another known NPC
wants to escape an abusive relationship
wants to prevent a tragedy
wants to rescue their {$npc_close_relationships}
wants to resolve a dispute they have with another known NPC
wants to support another known NPC
wishes for entertainment
wishes to repay a debt
would love to eat a delicacy
would love to have a drink
yearns for the love of another known NPC
{%end%}
{%data_block ability_counts%}
Resolve: {0|1}
Resolve: {0|1|2}
Resolve: {0|1|2|3}
Resolve: {0|1|2|3|4}
Resolve: {0|1|2|3|4|5}
Resolve: {0|1|2|3|4|5|6}
Resolve: {0|1|2|3|4|5|6|7}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
Resolve: {0|1|2|3|4|5|6|7|8}
{%end%}
{% name = {$female} |> split sep:" " %}
{% settlement_name = name.1 %}
{%if Settlement_type == "Capital"%}
{% name = {$female} |> split sep:" " %}
{% kingdom_name = name.1 %}
Kingdom of {$kingdom_name}
Aesthetic: {$civ.Language}
Locals wear Roll on "Cultural adornments signifying status".
Territory
{% cardinal_direction = consumable_list items:[West, North, East, South] %}
{% terrain_feature = 89470 |> get_chart |> unq count:3 |> consumable_list %}
Its borders extend to ..
{% name = {$female} |> split sep:" " %}
* the Resolve: {{$name.1} {$terrain_feature}} in the {{cardinal_direction}} and the {{cardinal_direction}},
{% name = {$female} |> split sep:" " %}
* the Resolve: {{$name.1} {$terrain_feature}} in the {{cardinal_direction}}
{% name = {$female} |> split sep:" " %}
* and the Resolve: {{$name.1} {$terrain_feature}} in the {{cardinal_direction}}.
Politics
Trouble: Roll on "Kingdom's troubles".
Fortune: Roll on "Kingdom's fortunes".
Dispute with one neighboring kingdom: Roll on "Dispute with a neighboring kingdom".
Positive tie with one neighboring kingdom: Roll on "Bond with a neighboring kingdom".
{$settlement_name}, the capital of {$kingdom_name}
{%else%}
The {{ lower input:Settlement_type }} of {$settlement_name}
{%end%}
{{settlement.Feature}}
District and faction summary for players
{% divine_domain = roll_chart id:80757 %}
{%if civ.Language == "Ancient Greek"%}
{% deity = { of **{$divine_domain.1.value} {$divine_domain.2.value}**} %}
{%else%}
{% goddess = {$female} |> split sep:" " %}
{% god = {$male} |> split sep:" " %}
{% deity = { of **{{$goddess.1}, the goddess|{$god.1}, the god} of {$divine_domain.2.value}**} %}
{%end%}
{%for faction in factions%}
{% district_underscored = faction.District |> split sep:" " |> join sep:"_" %}
{%if settlement.$district_underscored == "PRESENT"%}
{{ {faction.District == "Castle" or faction.District == "Academy"} |> if_true then:{$settlement_name} }} {{faction.District}}
{{faction.Name.rolled}}
{{- {faction.District == "Temple hill"} |> if_true then:{$deity} }}
{{- {faction.District != "Lower city" and faction.District != "Docks" and faction.District != "Entertainment district"} |> if_true then:{ led by **{$faction.Leader.rolled}**} }}.
{%end%}
{%end%}
Above chapters can be sent to players. Below chapters contain GM secrets.
{%if settlement.Castle != ""%}
{$settlement_name} castle
Random location: Roll on "Castle locations"
{% level = {{lowest(1, 3d8) + 2}} %}
Random guard Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d30) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Is armed with a spear and a large shield, has a sword as a sidearm and wears plate armor
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.1.Name.rolled}}
Ruled by {$factions.1.Leader.rolled} (age {$ruler.Age}, level {$ruler.Level})
{% level = ruler.Level %}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d12) + 3}} %}
Party's first contact with a court member: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d50) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
Court members are members of the ruling family and branch families, their advisors and attendants.
{%end%}
{%if settlement.Lower_city != ""%}
Lower city
Random location: Roll on "Lower city locations"
{% level = {{lowest(1, 3d5)}} %}
Random youth Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d25) + 4}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.2.Name.rolled}}
{% level = {{1d4 + 3}} %}
Led by {$factions.2.Leader.rolled} (age Resolve: {Roll lowest(1, 2d10) + 14}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d4) + 1}} %}
Party's first contact in the gang: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d14) + 6}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
The gang lives off theft, fraud, begging, keeping watch and running errands - sometimes all at once. They share their spoils and take turns keeping watch at their secret hideout.
{%end%}
{%if settlement.Docks != ""%}
Docks
Random location: Roll on "Docks locations"
{% level = {{lowest(1, 3d12)}} %}
Random sailor or fisher Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d30) + 15}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.3.Name.rolled}}
{% level = {{lowest(1, 2d8) + 5}} %}
Led by {$factions.3.Leader.rolled} (age Resolve: {Roll 1d30 + 24}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d6) + 2}} %}
Party's first contact in the ring: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d20) + 21}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
Ring members follow their leader's assignments such as acquiring or guarding illegal or heavily taxed goods, smuggling them into or out of a city or looking for buyers.
{%end%}
{%if settlement.Market != ""%}
Market
Random location: Roll on "Market locations"
{% level = {{lowest(1, 3d10)}} %}
Random peddler or shopkeeper Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d60) + 15}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.4.Name.rolled}}
{% level = {{1d6 + 6}} %}
Led by {$factions.4.Leader.rolled} (age Resolve: {Roll 1d40 + 28}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d6) + 2}} %}
Party's first contact with a guild member: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d40) + 21}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
Guild members are merchants who import goods from their homeland and from other kingdoms covered by this guild's trade routes as well as local shop owners who have attained the right to sell these goods by becoming members of this guild.
{%end%}
{%if settlement.Workshops != ""%}
Workshops
Random location: Roll on "Workshops locations"
{% level = {{lowest(1, 3d12) + 2}} %}
Random smith, craftsman or shop vendor Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d60) + 18}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.5.Name.rolled}}
{% level = {{1d6 + 6}} %}
Led by {$factions.5.Leader.rolled} (age Resolve: {Roll 1d40 + 28}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d8) + 4}} %}
Party's first contact with a guild member: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d40) + 21}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
A crafts guild establishes a monopoly in the city by uniting all craftsmen of their trade. They set and verify prices and quality standards of their products and services and pressure or bribe the city's ruler into cutting taxes on their goods or providing military or legal protection.
{%end%}
{%if settlement.Temple_hill != ""%}
Temple hill
{% divine_domain = roll_chart id:80757 %}
{%if civ.Language == "Ancient Greek"%}
Random location: Roll on "Temple hill locations" {$divine_domain.1.value} {$divine_domain.2.value}.
{%else%}
{% goddess = {$female} |> split sep:" " %}
{% god = {$male} |> split sep:" " %}
Random location: Roll on "Temple hill locations" Resolve: {{$goddess.1}, the goddess|{$god.1}, the god} of {$divine_domain.2.value}.
{%end%}
{% level = {{lowest(1, 3d14)}} %}
Random Resolve: {nun or priestess **{$female}**|monk or priest **{$male}**} (age Resolve: {Roll lowest(1, 2d60) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.6.Name.rolled}}{$deity}
{% level = {{1d6 + 6}} %}
The order is led by {$factions.6.Leader.rolled} (age Resolve: {Roll highest(1, 2d40) + 35}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d8) + 2}} %}
Party's first contact in the order: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d40) + 22}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
Aside from regular prayer monks and nuns do general labor for the temple as well as create art, perform music and copy scriptures. Priests and priestesses promote the god of their temple by leading rituals for annual events like solstices or equinoxes, blessing births, marriages or deaths, new buildings, new mines, new ships, new trade missions or new military campaigns, depending on their god's domain.
{%end%}
{%if settlement.Entertainment_district != ""%}
Entertainment district
Random location: Roll on "Entertainment district locations"
{% level = {{lowest(1, 3d12) + 2}} %}
Random innkeeper or tavernkeeper Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d40) + 19}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.7.Name.rolled}}
{% level = {{1d6 + 6}} %}
Led by {$factions.7.Leader.rolled} (age Resolve: {Roll 1d30 + 21}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d4) + 2}} %}
Party's first contact in the organization: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d30) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Is armed with a mace, is ready to draw throwing knives and wears quilted armor
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
The organization could be dealing in slavery, gambling, loan sharking, armed robbery, blackmail, spreading rumors and possibly prostitution or drug trafficking depending on how grim you want your setting to be.
{%end%}
{%if settlement.Barracks != ""%}
Barracks
Random location: Roll on "Barracks locations"
{% level = {{lowest(1, 3d14)}} %}
Random soldier or officer Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d30) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
{%if level < 5-%}
* Resolve: {Is armed with a **hunting bow**, has a **dagger** as a sidearm and wears no armor|Is armed with a **spear** and a **large shield**, has a **dagger** as a sidearm and wears **quilted** armor}
{%-else-%}
* Resolve: {Is armed with a **war bow** or a **crossbow**, has a **dagger** as a sidearm and wears **quilted** armor|Is armed with a **javelin** and a **small shield**, has a **dagger**, a **sling** and a **quiver of javelins** at the ready and wears **quilted** armor|Is armed with an **axe** and a **large shield**, has a **sword** as a sidearm and wears **mail** armor}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.8.Name.rolled}}
{% level = {{1d6 + 7}} %}
Led by {$factions.8.Leader.rolled} (age Resolve: {Roll 1d30 + 25}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Is armed with a war bow, has a two-handed sword, a mace and a dagger as sidearms and wears plate armor
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d8) + 2}} %}
Party's first contact in the army: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d30) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
{%if level < 5-%}
* Resolve: {Is armed with a **hunting bow**, has a **dagger** as a sidearm and wears no armor|Is armed with a **spear** and a **large shield**, has a **dagger** as a sidearm and wears **quilted** armor}
{%-else-%}
* Resolve: {Is armed with a **war bow** or a **crossbow**, has a **dagger** as a sidearm and wears **quilted** armor|Is armed with a **javelin** and a **small shield**, has a **dagger**, a **sling** and a **quiver of javelins** at the ready and wears **quilted** armor|Is armed with an **axe** and a **large shield**, has a **sword** as a sidearm and wears **mail** armor}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
The legion mans the city walls, patrols the city and nearby lands, escorts tax collectors and trade caravans, trains new recruits, subdues revolts, intimidates noble families with their presence and fights wars with neighboring kingdoms.
{%end%}
{%if settlement.Upper_city != ""%}
Upper city
Random location: Roll on "Upper city locations"
{% level = {{lowest(1, 3d8) + 1}} %}
Random servant Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d60) + 14}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.9.Name.rolled}}
{% level = {{1d8 + 7}} %}
Led by {$factions.9.Leader.rolled} (age Resolve: {Roll 1d50 + 29}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d6) + 2}} %}
Party's first contact - a servant of the family: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d50) + 17}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
If the faction is a politically active noble house, then they organize plenty of events for other nobles, mingle, bribe and arrange marriages to increase their influence.
If the faction is a cult or a secret society, then they organize secret gatherings and perform rituals or indulge in taboo practices, lure in new members with excitement, collect membership fees and silence traitors with threats of no way out.
{%end%}
{%if settlement.Academy != ""%}
{$settlement_name} Academy
Random location: Roll on "Academy locations"
{% level = {{lowest(1, 3d6)}} %}
Random student Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 3d30) + 16}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{{factions.10.Name.rolled}}
{% level = {{1d10 + 7}} %}
Led by {$factions.10.Leader.rolled} (age Resolve: {Roll highest(1, 2d40) + 35}, level {{level}})
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
* Goal: {{faction_leader_goals}}
* Plan to attain their goal: (outline the plan in a few sentences)
{% level = {{lowest(1, 2d8) + 4}} %}
Party's first contact with an instructor: Resolve: {{$female}|{$male}} (age Resolve: {Roll lowest(1, 2d40) + 23}, level {{level}}) who {{motives}}
{% abilities_count = roll_chart_view source:{{ability_counts.$level}} %}
{%if abilities_count != 0-%}
* Is Attuned and prefers to use {{ abilities |> unq_rows count:{$abilities_count} |> join sep:", " }}
{%-end%}
* Weakness: {$weaknesses}
* Asset: {$assets}
* Attitude towards the party: (define after encountering them)
{%end%}
Subcharts
Settlements (d12)
d12 | Type | Feature | Districts | Lower city | Market | Workshops | Entertainment district | Upper city | Castle | Barracks | Docks | Temple hill | Academy |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 |
Capital |
{{ rtrim input:{A part of the city is sunken into the sea |
10 |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
2 |
Port city |
{{ rtrim input:{A part of the city is sunken into the sea |
8 |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
||
3 |
Walled town |
{{ rtrim input:{A sprawling network of caves and tunnels under the city that house temples, catacombs, siege shelters, storage vaults and secret passages to supply the city during a siege |
6 |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
||||
4 |
Academy town |
{{ rtrim input:{A sprawling network of caves and tunnels under the city that house temples, catacombs, siege shelters, storage vaults and secret passages to supply the city during a siege |
5 |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
|||||
5 |
Castle town |
{{ rtrim input:{The lower city is a layered cake of mud brick houses built on top of each other. A mess of rope bridges connects them on all floors |
4 |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
||||||
6 |
Mining town |
{{ rtrim input:{1-3?The lower city is a layered cake of stone houses built on top of each other. A mess of rope bridges connects them on all levels |
4 |
PRESENT |
PRESENT |
PRESENT |
PRESENT |
||||||
7 |
Trading post |
{{ rtrim input:{1?Narrow streets and thick mud brick walls provide coolness and shade from the scorching sun |
3 |
PRESENT |
PRESENT |
PRESENT |
|||||||
8 |
Manor |
2 |
PRESENT |
PRESENT |
|||||||||
9 |
Pilgrimage site |
{{ rtrim input:{Narrow streets and thick mud brick walls provide coolness and shade from the scorching sun |
2 |
PRESENT |
PRESENT |
||||||||
10 |
Fishing village |
2 |
PRESENT |
PRESENT |
|||||||||
11 |
Military camp |
{{ rtrim input:{1?Under the canopy of tall trees hides a network of tree houses connected by rope bridges and ladders |
2 |
PRESENT |
PRESENT |
||||||||
12 |
Farming village or hamlet |
1 |
PRESENT |