General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
hey guys,
so my campaigns been going for awhile now and im finding it hard to flesh out places so they feel real. for instance in a specific city the players only go to the area i suggest they go to (ie the market ot buy stuff, the poor district for information, the town centre to meet with important people etc.)
Im worried about all these cities merging into one and im looking for ways to give cities individuality, a "vibe" and mark different areas for different uses. Any suggestions on doing so? Im fiarly new to DMing so soaking up as much help as I can get
Accents. Popular fashions. Street layouts—one might be rather chaotic, another could have intermittent but broad avenues, a third could have a strict grid of tiny streets, etc. Racial makeup—whatever the most common race is will have considerable effects on architecture and transportation. Primary industries—clothing, manufacture of armor and weapons, shipping, whatever.
Location: Toledo, OH; formerly Louisville, KY; formerly Somerset, KY
Posts: 444
Names- I use this more with people names than anything else, but it can also work with place names. I have a huge book of baby names arranged by language/nationality. Keep the names of a place consistent, perhaps throwing in an oddly named visitor from time to time.
Environmental Hazards- Make the environment of the various cities have some effect on game play. Athletics checks to move from rooftop to rooftop of a towering metropolis. Acrobatics checks to keep footing on a flotilla type city.
Colors- I was always stricken by how the planets in Star Wars were always painted in distincto colors. Paint your cities the same way.
Reasons to visit different districts- Give your players a bunch of options as to which sections of the city they can go to.
Different Districts for each city- maybe a particularly prosperous city doesn't have a "poor district". Maybe another city has a particularly interesting halfling ghtetto.
Laws- Create different laws for various cities. Some may be as simple as "no killing, no stealing." Others may have complex legal systems that have grown out of trade regulations.
I use real world city distinctions (or even stereotypes) for my D&D cities. If you don't know that much about various cities then you can still pull details from the web and modify them to fit your D&D needs.
Don't forget funny customs and superstitions. The ol' "Burping is a compliment to the cook" or "Salt tossed over the shoulder" type deals.
Tailor these to where your characters will be interacting. For instance, there might be certain customs in this place for business transactions. Merchants might not sell to the PCs until they do the right thing, otherwise the merchant might see it as an ill omen/bad deal.
Perhaps this city also has an 'untouchable' attitude to the poor caste; anyone who touches a poor person has to 'cleanse' themselves, or they can't interact with those of the other castes. So if the PCs go into the poor district for info, and don't 'cleanse', they might find themselves pariahs. (An easy way to deal with this is a spell or something as simple as a mark stamped on their clothes when they enter the poor district, one that can only be lifted from a designated cleansing area).
Other possibilites:
Nudist colony. You might laugh, but the origin of shaking hands was meant to show you have no weapon. In a fantasy game, innocent items could be weapons (or spell components). So to ensure everyone is not a threat, it's naked time.
Insulated religious community/commune. Think Amish. The locals won't give anything but the polite cold shoulder unless the PCs show reverence to the religion, dress like them, etc.
Intense Racial Segregation: One race (PHB or other monstrous race) is the vast majority of the inhabitants. Any non-members of this race are shunned or considered second class citizens, either by law, or by social custom. So the non-dominant race may not be able to talk, or be sold things, or whatever. (This works best if you pick a race that only one of your PCs is a member of. Even if that character isn't very social, it might make him feel special, or add extra tension if he's the only go between). This might also create an "Underground network", where the information or the "place to go" is the place between the cracks where the other races live.
Intense Political Segregation: Consider Post WWII Berlin; a city that's divided between 2-3 factions, of different tensions and temperments towards one another. This might make it very interesting if the PCs come in one section, but need something in a second section that they can't get clearance to enter.
Big Brother or Thieves' Guild: Maybe the area is under the ownership of an overly zealous government, or openly ran by criminals. In the former, the PCs must deal with the government, otherwise they have investigators poking their nose where ever the PCs go. In the latter, the players must "play ball" with the criminals in order to get anything done.
Moral Relativism Run Amok: For the sake of commerce or political stance, all churches (including evil ones) are welcome. A few monstrous races are accepted (orc, hobgoblin, drow). This is best suited for a trading town, likely an out-of-the-way place or the "only place you can buy x in five hundred miles". Such a place is more like a Frontier place; disputes are settled mono-e-mono, but everyone piles on dangerous offenders for the sake of keeping a peace for the sake of trade.
I have always loved as suggested before in using environment to really add flavour to places.
One setting for instance is in what is essentially a "wet desert" so you have both desert climate and also what accounts to the Louisiana Bayou. I have integrated that into the people and cities by having things like Arabic silk, but it is moulding and usually a shade of green from algae from the wetnesses of the swamps.
Or, while things like bells and trinkets are common accessories in Arabic markets the reason has changed completely, it is now a means to be found in a swamp (sound and being shiny).
So just two little environmental differences can spawn a world of change.
Also as suggested above, COLOUR! It is something I emphasize extremely in both world-design and individual places (as a player I also find it handy since then in designing a character I find a colour palette can help decide a character, ie: a world of lots of blues and greys I won't make a Fire Genasi most likely).
When you are describing a city and trying to make it seem different from the other cities you've described recently, try to use all five of the players' senses; engage them with sights (ie color, clothing, architecture) as others have mentioned; sound (the music, accents, languages heard, how noisy people are, bells ringing or not, etc...), smell (is this a port? near a freshwater lake or river? are there large herds of animals inside the walls? do people bathe often? is there a favored perfume, spice, native flower, or such?). Taste and touch are a trifle more difficult, but describing a meal (the favored beverage might be a sour fruit juice in one city, or a dark ale in another; do they prefer salty fish stew or roasted fresh lamb?) is always good.
And remember, if the PCs take away ONE clear memory of your city, you've done your job. Whenever I mention Jerint to my PCs, they always say "oh, that's the city where the school of music is; (one pc) bought his magic flute there!". In contrast, they remember that Marig is a port city that stinks of rotten fish and has lots of legal complications waiting for them...
Think about the features of the city - industry, architecture, culture - and try to throw in an event (even if it's a fight) that highlights one of these. That'll make the city (and the fight within it) memorable to your players.
For example, if you were in a modern setting (James Bond or Bourne, let's say), and some of the action took place in Venice...well, that just demands a gondola chase, doesn't it? Think back to "every movie you ever saw" that had scenes in a foreign city, and how that foreignness was highlighted.
PCs go to Mexico? Obviously, it happens to be a fiesta, with shooting in the air, fireworks, people dancing in the streets. At some point, there will be a burro.
PCs go to Hong Kong? Obviously, it happens to be Chinese New Year, with acrobats and a bunch of guys in a dragon costume.
PCs go to Pamplona? Must be running of the bulls. That courier has what you came for, and he's getting away...down the hill, and here come the bulls...
PCs go to London? Rooftop chase with chimney sweeps. Something involving a double-decker bus. A combat on the face of Big Ben's clock, with someone hanging desperately from the minute hand.
The Alps? Ski chase is mandatory (cello case is optional). Paris? We're not leaving til someone has to climb the Eiffel Tower. Can't do Monte Carlo or Vegas without a gambling scene in a casino, right?
It's all about scoping a location and highlighting the cool bits. You can't have a fight on a pirate ship without said fight moving up into the rigging, can you? Of course not! And why would you want to? Use the tropes. Even a feature which at first doesn't seem pulpy or exciting can be turned up to eleven. If the PCs are in upstate New York, and you look at your guidebook and all it says is "major production center for pencils", wow, maybe that sounds lame. But what about a fight in a pencil factory? With buzzsaws blazing, precariously-stacked boxes to climb on, and spilled pencils everywhere (good luck keeping your footing)?
Recall in 'Pirates of the Caribbean' (the first one) the fight in the blacksmith's shop. It's as though the writers sat down and said "okay, what cool stuff is in a smithy that we can highlight in the swordfight?" You should be doing it, too.
You can do the same thing with your fantasy cities - come up with a couple of 'gimmicks' to help flesh out what's different about each one, and make sure your players see those gimmicks when they first visit the town. It'll be a kind of foreshadowing. When PCs go to City X and you describe how City X is famous for having the world's largest hedge maze, the players should nod to themselves and say "hedge maze...that's gonna be awesome", knowing full well as some point they're going to have to chase someone through that darned maze. Once the pattern is established a little, you might be surprised to see your players steering things in a way that's actually to their disadvantage, just so that they can "use" the local feature.
Other than that, maybe Ill just list some of my more exciting venues:
Dar'es'Balat (might have ripped the name from Dune, no longer sure):
A Dragonborn city built into the walls of a massive ravine, a great river runs along the bottom of the ravine. The whole city I describe as smelling thick and rich with spices, lit constantly by massive bonfires in what look like huge iron woks hanging from wooden beams laid across the top of the canyon. It is a city of reds and oranges. Herb sellers, whorehouses, a dwarven mead-hall, debauchery is thick but the mood stays light. Several prostitutes have gathered, sitting on their haunches and listening to a smiling paladin of Bahamet, flagon of mead in one proselytizing hand, the other gesticulating wildly. At the bottom of the ravine on the shores of the river is another city, Sanlaash, sister of Dar'es'Balat. Sanlaash is a halfling trade city, and is painted in more somber tones. The smell of the sea is always fresh here, as many boats sail up the river that leads to the ocean and moor in the ravines safe harbors; great water filled caves that were cut eons ago into the canyon walls at the base of the river. Sanlaash is almost all business, while a spralling city in and of itself, it has almost no non-laboring residents.
Karish
A great obsidian fortress sticks out of the Westfens like a broken ogres tooth. From far away the city of Karish is a fearsome sight. However, once you get up close to the city, its a different story. Many of the obsidian walls of the fortress have been painted over by young children, most of the interior and exterior walls have been painted in great strokes of bright colors. The obsidian walls dont hold pigment well however, so you often see flocks of children lead by their schoolteachers out into the marsh to gather flowers and berries, then heading back and slathering the parapets with fluffy clouds and crudely drawn stick figures holding hands. It is said that Karish was once a fortress of the shadar'kai in ancient days. Those days are long gone, and the terrible fortress of Karish is now filled with the heady smells of swampfruit, ale, and flowers.
Oh wow awesome, thanks guys! This is really really helpful! Im playing an SWSE game but this stuff translates well into Sci-Fi. I guess there arnt such huge differences between fantasy and scifi anyway
Some amazing advice there though im so copying this thread straight into my OneNote so i can reffer back to it later :P
Quote:
Originally Posted by exile
Reasons to visit different districts- Give your players a bunch of options as to which sections of the city they can go to.
Different Districts for each city- maybe a particularly prosperous city doesn't have a "poor district". Maybe another city has a particularly interesting halfling ghtetto.
So i guess this is what id like abit more advice on. Im thinking planets like Nar Shaddaa and Coruscant, which for non-star wars geeks like are both completely covered in city. THe entire surface of both planets is one massive city. Coruscant is dingy and scary in places but beautiful in others, while Nar Shaddaa is dingy through to its core. The highest levels of Nar Shadda are like the lower levels of coruscant.
I guess theorising here, for Nar Shadda, I could have different areas of the planet controlled by different Hutt Kajidics (crime families) and having different focuses. In some they cater to offworlders whims, brothels, casinos, while another has alot of industry, illegal ship yards where you can get dodgey stuff done to your ship. Another might be known for its slave markets, and another say the Corellian sector has alot of corellians, bars, semi-legit businesses etc.
Any suggestions for fleshing out districts of a single city (or in this case planet-city) :P
thanks everyone! These threads really help me improve my GMing, thats for sure!
Try running big cities like wildernesses, not dungeon crawls. Draw up a number of random encounters that tie into the locale. Only things fun and interesting of course. Then draw a master DM map with a number of important locations all marked. Dont make it complete and don't let your players see it, but make sure you tell them they easily get lost if going more than 2-3 blocks away from where they know. And then let them explore. Have enough stuff on hand for at least 2-3 sessions in the city and then add more as necessary.
And absolutely tie in with everything else going on around it. Really big cities have really big spheres of influence. So things from far away are typically only seen within cities vs. out in the countryside.
__________________ Apparently Reagan never played RPGs ...but he liked to watch.
Spoiler:
Participants in the Pentagon simulations were sometimes of very high rank, including members of Congress and White House insiders as well as senior military officers. The identity of many of the participants remains secret even today. It is a tradition in US simulations (and those run by many other nations) that participants are guaranteed anonymity. The main reason for this is that occasionally they may take on a role or express an opinion that is at odds with their professional or public stance (for example portraying a fundamentalist terrorist or advocating hawkish military action), and thus could harm their reputation or career if their in-game persona became widely known.
(cut)
...former US president Ronald Reagan was a keen visitor to simulations conducted in the 1980s, but as an observer only. An official explained: "No president should ever disclose his hand, not even in a war game". Para,6
I guess this comes to one of the cruxes of my "need to learn this to be a good GM" areas.
For this sort of style of play, id design a handfull of shops/bars/establishments they could find, plus have an encounter table with a bunch of random encounters they could run into right?
So they when it comes to running it, do I absolultely need a physical map to show them (even if places arnt marked until they find them?) and how does getting lost matter? In terms of running the game if i say "you are now lost" what is different to walking around a map where ive only put markers for places they know?
Also whats enough for 2-3 sessions in the city?
The influences part is alot easier, im good with that sorta thing, just abit confused about the other stuff but really interested in learning abit deeper what you mean
any suggestions for this would be amazing. I think its the real crux of what im not sure about with GMing big areas Suggestions/advice would be a really big help. Got my next session tomorrow!
Maps, even sketchy ones with few details, help to solidify your city for you and your players. So yes, give them maps.
As far as accents go, one way to set some up is to listen to all the accents out there in the world. Pick a couple of them to represent areas of the city. Have you ever been to a Chinatown in one of the larger cities of North America? There are so many large and small cultural differences if you visit. Listen for the accents.
Another useful trick is to listen to the mannerisms of friends and co-workers. Pick someone distinctive to model the speech pattern of an NPC upon. Then throw in a bit of an accent but swallowing an unusual syllable or elongating something. (Example: The NPC says "hard" with a very long 'a', so it's more like "haaard".)
You should be fine with a list of between 3 and 6 bars and a couple other major places (like shopping that they will want to do - arms merchants?), plus people to meet on the street. If there is security in this city, a patrol might come down the street and interrupt the PCs to chat with someone they are buying from. Then they go on their way. Perhaps someone tries to hawk something on a street corner, or get them into a game of three-card monte.
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I guess this comes to one of the cruxes of my "need to learn this to be a good GM" areas.
For this sort of style of play, id design a handfull of shops/bars/establishments they could find, plus have an encounter table with a bunch of random encounters they could run into right?
Well, yes and no. In a big city, not a small town, I'd have a number of maps ready to go to handle basic businesses and residences. Although, mapping out things like this is almost never needed. Better to have a few things like Shopping Lists, graded Innkeeper prices, business names, and other basic activities PCs do in a city on hand and then extrapolate from there during play.
The sites I was thinking about would be actual adventure locations and a number of basic important locations to any city. Think site seeing lists when you visit a real city. Include prisons and cultural systems like police in with those. Even though players may not be interested in them, their PCs may end up having dealings with them.
Quote:
So they when it comes to running it, do I absolultely need a physical map to show them (even if places arnt marked until they find them?) and how does getting lost matter? In terms of running the game if i say "you are now lost" what is different to walking around a map where ive only put markers for places they know?
D&D used to have a system for handling the exploration of new areas. Now it's just a skill roll. The map is for you, the DM, not the players. They make their own map as they travel around on yours. At some point they may think to buy one with $$. What is listed on their map are strictly site seeing locations and "districts" (though you may suggest they add their own notes). Think site seeing brochure maps. DO NOT make or give them a modern map. It will make your job 1000 times more difficult and may make you think you need 1000 sites prepared. You don't.
Quote:
Also whats enough for 2-3 sessions in the city?
I believe in designing plots for my NPCs, not PCs. So put in enough intrigue and adventure to keep the Players/PCs active for at least 2-3 sessions. That means adventure location maps, NPCs, magic items, monsters, etc. (think adventure module) and major NPC goals, strategies, and tactics. As the PCs stay in the area (and look like they will be staying) continue growing the city's features and number of adventure areas (keep dropping in modules) Modify and flesh out each to fit in the city/world and then continually track what has happened as the PCs interact with the adventures. PCs could hardly learn of every intrigue in a few sessions, so 2-3 is usually enough for 2-3 sessions. Also stop when the PCs stop exploring/adventuring within or when you reach a plausible limit for what the city can accommodate. But that's rare.
And just because you reach that 2nd limit doesn't mean adventuring is done in a city. Adventure sites always change, cities and wildernesses the same as cleared out dungeons. Take the initial seed adventure creations and let them keep blossoming via ongoing consequences. What did they miss? Who moved in now? What are their plans? Who heard of these places and are taking action on them? Nature abhors a vacuum. Slow or fast these sites will change over time.
Quote:
The influences part is alot easier, im good with that sorta thing, just abit confused about the other stuff but really interested in learning abit deeper what you mean
thanks!
Day
If you have any more questions about my posts, I'll come back and check this thread for you. I'm typically not on RPG boards of late.
__________________ Apparently Reagan never played RPGs ...but he liked to watch.
Spoiler:
Participants in the Pentagon simulations were sometimes of very high rank, including members of Congress and White House insiders as well as senior military officers. The identity of many of the participants remains secret even today. It is a tradition in US simulations (and those run by many other nations) that participants are guaranteed anonymity. The main reason for this is that occasionally they may take on a role or express an opinion that is at odds with their professional or public stance (for example portraying a fundamentalist terrorist or advocating hawkish military action), and thus could harm their reputation or career if their in-game persona became widely known.
(cut)
...former US president Ronald Reagan was a keen visitor to simulations conducted in the 1980s, but as an observer only. An official explained: "No president should ever disclose his hand, not even in a war game". Para,6
Last edited by howandwhy99; 5th October 2008 at 09:56 PM..
Location: Toledo, OH; formerly Louisville, KY; formerly Somerset, KY
Posts: 444
Jurble,
I was nearing the end of a lengthy post when enworld and/or my computer ate it. I guess I'll save that lengthy discourse for another time.
If you do not have it, buy a copy of "Star Wars: The Essential Guide to Planets and Moons." Your thread prompted me to take my copy down off the shelf. I read through the entry on Nal Hutta and Nar Shaddar and it generated ideas for more than a dozen encounters. Admittedly, all of those ideas would take some time to flesh out, but that strikes me as what you are looking for.
Making these things unique and individual to each city will help give each city more of a feel.
Perhaps in some cities the guards are the elite of the elite and in others, they are more like rogue takers.
Perhaps in some, there are no thieves guilds and the law is taken on a case by case basis and in others, the thieves run the city.
Perhaps in some, merchant guilds have a powerful influence on the whole of the city and make things difficult for those who don't want to work for them. Perhaps the city is lacking in merchants and they go about in markets to hawk their wares.
So im imagingin how id run a session entirely in a city and heres what ive got.
*description of the city as you enter it, using some specifics , sites smells, local dress, style of the area you enter (ie business district) and the general layout of streets in the area so they know how to move furthe rinto the city*
-let them ask about businesses they see, or if they cant see them, do gather info checks to find the location of other well known businesses further into the city (or in star wars, hit a computer terminal for info)
- if this lets them see a map, show it, or it might describe various districts of the city, major features they havnt spotted by eye (sure theres the eiffel tower, but theres also the louvre which you cant see so easily just walking into the city)
-have a bunch of random encounters of various sorts ready to hit them with at random times, including plot hooks
- continue describing areas as they enter them (ie moving from one district to another)
Any other major elements im missing?
thanks so much for the help everyone, this is much appreciated!
So im imagingin how id run a session entirely in a city and heres what ive got.
*description of the city as you enter it, using some specifics , sites smells, local dress, style of the area you enter (ie business district) and the general layout of streets in the area so they know how to move furthe rinto the city*
-let them ask about businesses they see, or if they cant see them, do gather info checks to find the location of other well known businesses further into the city (or in star wars, hit a computer terminal for info)
- if this lets them see a map, show it, or it might describe various districts of the city, major features they havnt spotted by eye (sure theres the eiffel tower, but theres also the louvre which you cant see so easily just walking into the city)
-have a bunch of random encounters of various sorts ready to hit them with at random times, including plot hooks
- continue describing areas as they enter them (ie moving from one district to another)
Any other major elements im missing?
thanks so much for the help everyone, this is much appreciated!
Day
I think you've got it.
Gather Info is basically just asking people about what's in the city, whether strangers or friends. You can roll or role-play it out. Either way works. I prefer letting the players' actions determine how deep things get.
I should apologize for not realizing you were playing Star Wars and were interested in a system to run Coruscant, a futuristic city and a city-planet at that. What I was posting about is a method to GM non-modern cities like in D&D. Modern and futuristic settings are based upon different principles so exploration like I mentioned is rarely necessary. It would be more of a back up method in case your players' PCs lost their modern tech devices.
In a modern or futuristic urban environment, areas tend to be accurately and prominently displayed along a massive mass transit system, have mass public transportation as well, and include multiple navigational resources for travelers to move about within the city.
Imagine a hand-held device tracking you by satellite, that could give you continuous satellite and local camera video feed of yourself and most other places, numerous types of map details, explanations of all legitimate businesses and residences around you, and could even determine multiple means for finding and traveling to whatever and wherever you want to go. Most of the that many citizens already have in industrialized countries today.
Modern and futuristic worlds simply aren't about exploration so much. They are about working jobs and fulfilling tasks you have been assigned to be functional in those societies. That may not hold true in every individual case, but these worlds themselves aren't so much natural constructions, but the tech the people have made out of the world. In other words, the fun part of exploring those places is exploring the technology. It can't be avoided. Defining the technology will be defining the possibilities to explore in that world. So once you have the impacting technology you will know how your players' characters will be interacting with that world's content.
That's not to say much of the other advice doesn't relate to running a game in a place like Coruscant. It's more that a GM cannot accurately represent such a massive amount of complexity and still give the Players the immediate interactivity a character would experience in such a setting. Computer games have the same limitation. How many 10,000s of species would be on Coruscant under "restaurant type". Could you imagine programmers developing every single one? Talk about improbable.
My own self, I'd look at patterns and descriptions of what is in, say, a billion specie-person quadrant and relay what makes such a place unique. The amount of differentiation in such a place almost seems implausible as a controlled collection of living things. I'd put severe conforming policies in place just for plausibility's sake. Your own opinion may differ on this, but massive complexities don't tend to be governable without greater degrees of enforced conformity. You might choose the flipside and go with lawlessness and explain it all like you might the Great Barrier Reef: a mass of intricate inter-relations, but no control for anyone to have power of any of it. Again, a lot of this is personal belief and preferences. It's hard to say how such a future could actually work.
I'd almost make bigger, more populace places less unique by simplifying them all into locations that partake in every single form of technology you've determined and include the results of all such technology as similar throughout. Perhaps only change the enforced culture slightly between places. In truth, the backwaters and homeworlds would have greater cultural uniqueness and then would need more fleshing out when visited. For gaming, treat these as unique locations with variations of accessible and culture determining technologies. Other vast alien empires in conflict with "the Empire" would almost have to qualify as utterly different Settings. Perhaps with only a little bit of tech overlap. Star Wars is simply not the most plausible futuristic setting, so you may just want to take whatever it has been published for it, present that, and extrapolate from those works.
Rereading the above, I hope I'm offering some help here. Unimaginably massive complexities have a problem with realism as they are predicting a form of collective living that has never existed. Better thought out futures should be more enjoyable to adventure within, but inconsistencies will inevitably creep up no matter which you use - if only because the settings are so far from real world analogues these inconsistencies were never removed through actualization. My only suggestion is: if such a thing comes up, try and make it a culture changing occurrence. Or just gloss over it, plenty of sci-fi does already.
__________________ Apparently Reagan never played RPGs ...but he liked to watch.
Spoiler:
Participants in the Pentagon simulations were sometimes of very high rank, including members of Congress and White House insiders as well as senior military officers. The identity of many of the participants remains secret even today. It is a tradition in US simulations (and those run by many other nations) that participants are guaranteed anonymity. The main reason for this is that occasionally they may take on a role or express an opinion that is at odds with their professional or public stance (for example portraying a fundamentalist terrorist or advocating hawkish military action), and thus could harm their reputation or career if their in-game persona became widely known.
(cut)
...former US president Ronald Reagan was a keen visitor to simulations conducted in the 1980s, but as an observer only. An official explained: "No president should ever disclose his hand, not even in a war game". Para,6
Last edited by howandwhy99; 9th October 2008 at 02:54 AM..
Here is a little chart I did to generate ideas for myself. If you like randomness as much as me then this will be a good start.
NB: This was for dnd 3.5. I haven't updated my whole realms rules to 4E. (I have a heap of charts for generating any 'realm' from hamlet to forest, empire, etc). I love writing DM Tools.
Anyway, hope it helps. God thread
C
__________________ So sail away aboard our rig
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