Main Cities
Zodicia’s Cities (Does not include hamlets, thorps or villiages)
Name: Jehu Size: Small City Population: 7.774
GP Limit: 15.000 GP Assets: 11.655.000
Active Guards: 777 Constable: 2nd Highest Fighter
Power Center(s): Church of Curie’ (Magical) / The City Council (Conventional)
Power Center Alignment(s): Both Lawful Good
Power Center(s) Authority: Both are middling
Power Center(s) Rule: Both are popular
Citizen Alignment(s): LG
Features: The mail capitol of Zodicia. Any messages, wether by homing pigeon, horse delivery, or something else mundane, comes through the central office here in Jehu. It is also known as the birthplace of medicine and alchemy.
NPCs of Note: Doctor Alexandra Morte’ (Expert 3/Cleric 10), The City Council (all Experts 5/Aristocrats 3)
Name: Thetis Size: Small City Population: 6.733
GP Limit: 15.000 GP Assets: 5.047.000
Active Guards: 673 Constable: 2nd Highest Fighter
Power Center(s): Local Pirate Guild (Non Standard) and Lady Delphine (Magical)
Power Center Alignment(s): Pirate Guild – LE, Lady Delphine - LG
Power Center(s) Authority: Pirate Guild – Coerced (56%), Lady Delphine – Popular (44%)
Power Center(s) Rule: Pirate Guild – Middling, Lady Delphine - Tense
Citizen Alignment(s): N, LN
Features: This port city lies 2 ½ days near the Inal Fern Swamp. Its oddly decorated lighthouse is its main attraction that people like to see. Lady Delphine is a ½ water elemental Elemental Savant who runs the city (her parents were great adventurers and took over leadership after destroying a group of Kuo-Toan pirate rulers). A group of wet behind the ears pirates are making her life difficult. Their leader is never seen and they are starting to take the city from her grasp …
NPCs of Note: Pirate Guild Leader (Locathah Rog 7/Dread Pirate 4), Lady Delphine (Water Gensai Wizard (Conjurer) 10/Elemental Savant 5
Name: Aphis Size: Large Town Population: 3.112
GP Limit: 3.000 GP Assets: 466.500
Active Guards: 311 Constable: Highest Warrior
Power Center(s): Duke Stry Fennario – Psi Warrior (Magical)
Power Center Alignment(s): LN
Power Center(s) Authority: Middling
Power Center(s) Rule: Popular
Citizen Alignment(s): LN
Features: Stry Fennario rules the town of Aphis much like the military. If you are weak, you have no place here. Most mages that come from here are battle mages and tend to be just as tough as the fighters. Stry poses as a High Mage who is now a fighter. No one knows his true secret of being a Psi Warrior.
NPCs of Note: Duke Fennario (Psi Warrrior 14),
Name: Anthelion Size: Large Town Population: 4.613
GP Limit: 3.000 GP Assets: 691.500
Active Guards: 461 Constable: Highest Fighter
Power Center(s): Lady Cynthia James (Monsterous Magical)
Power Center Alignment(s): LE
Power Center(s) Authority: Assured
Power Center(s) Rule: Coerced
Citizen Alignment(s): LE
Features: An enchanting witch is who rules this town and she rules with an iron fist. A disguised medusa by the human name of Cynthia James, is a noble woman medusa who has studied the arts of Enchantment. The only religion prevalent in this town is to the goddess Flora and everyone worships the serpent side of her. This is true to a point. They are all worshipping a Medusa goddess by the name of Shekenster. People in this town have been ‘brainwashed’ into doing as their lady says, usually conniving and enchanting passerby’s to get what they want or need.
NPCs of Note: Lady James (Medusa Wizard (Enchantress) 7), High Priesstess Shakkazaahd (Cleric 10, Snake Servant 5)
Name: Geo Size: Small Town Population: 1.675
GP Limit: 800 GP Assets: 67.2000
Active Guards: 167 Constable: Highest Fighter
Power Center(s): Lord Gea (Conventional)
Power Center Alignment(s): NE
Power Center(s) Authority: Shaky
Power Center(s) Rule: NA
Citizen Alignment(s): NG
Features: Lord Gea decided to come in and try to usurp the throne of Lord Urth and succeeded. Lord Urth however wasn’t defeated by death. He escaped and has been living in disguise amongst his people. With prophets prophesizing and things coming to pass, the current prophecy about Gea’s fall has a lot of people’s morale up and Lord Gea’s authority waning.
NPCs of Note: Lord Gea (Fighter 17), Lord Urth (Rog 5, Fighter 12), Prophet Mikael Thomasson (Cleric 7, Wizard (Divination 7))
Name: Yur’ae’Neus Size: Small Town Population: 1.521
GP Limit: 800 GP Assets: 60.800
Active Guards: 152 Constable: Highest Warrior
Power Center(s): Mayor Suzanne Appleblossome (Conventional)
Power Center Alignment(s): CN
Power Center(s) Authority: Popular
Power Center(s) Rule: Middling
Citizen Alignment(s): N
Features: Mayor Appleblossome rules the mainly gnomish and hafling town. Known for their summer festivals and autumn festivals and winter and springtime festivals, this is a pretty chaotic and jovial place. People tend to be rather chaotic in their planning of everyday going ons but lately, a group of elves have come in and started preaching about Order. They call themselves the Bringers of Order.
NPCs of Note: Mayor Applebee (Aristocrat 3, Rogue 8), The Bringers of Order (any Paladin, Cleric or Druid)
Name: Oread Size: Large City Population: 16.754
GP Limit: 40.000 GP Assets: 33.500.000
Active Guards: 1.675 Constable: Highest Warrior
Power Center(s): Mayor Wilkens (Conventional), Brother Francisco (Magical), The 5 Justices (Nonstandard)
Power Center Alignment(s): Mayor – LE, Brother Francisco – NG, The 5 Justices - NE
Power Center(s) Authority: Mayor - Middling, Brother Francisco - Tense, The 5 Justices - Assured
Power Center(s) Rule: Mayor - Coerced, Brother Francisco - Popular, The 5 Justices - Coerced
Citizen Alignment(s): NE and NG
Features: The town of justice is what Oread is known for. But lately, its become quite corrupt. The 5 Justices known for Truth, Honesty, Equality, Law and Vindication. As of late, many who are dragged before the Justices have accused them of Falsehoods, Deceit, Trickery, Fraud and Betrayal. One light of hope shines in the city though. Brother Francisco deLargio. The sole member of the Church of Veriday. Many of lost their hope and faith in Justice but he keeps it alive by spreading her word. The Mayor and the Justices cant do anything outright because of church dogma, but they are trying.
NPCs of Note: The Five Justices (Cleric 10/Expert 5), Brother Francisco (Cleric 17), Mayor Wilkens (Aristocrat 7, Sorcerer 5)
Name: Satyrn Size: Large City Population: 21.678
GP Limit: 40.000 GP Assets: 43.360.000
Active Guards: 2.168 Constable: Highest Warrior
Power Center(s): FAN - Local Farmers Guild (Nonstandard), Jordia the Druid (Magical), The League of Merchants (Nonstandard)
Power Center Alignment(s): FAN – LG, Jordia – NG, Merchants - LE
Power Center(s) Authority: FAN - Tense, Jordia - Shaky, Merchants - Assured
Power Center(s) Rule: FAN - Coerced, Jordia - Popular, Merchants - Popular
Citizen Alignment(s): LN, LE
Features: Satyrn is known for its wealthy, abundant supply of fruits, vegetables and other goods the farmers grow for money and trade. The League of Merchants is imposing high taxes and dealing with Fool’s Gold but no one seems to be listening to the F.A.N (Farmers Agricultural Needs). People seem to think they are the liars and trying to rip them off. No one however has asked the silent Jordia on things as she is always seen in the company of the merchants.
NPCs of Note: Jakob Neil - FAN Leader (Expert 16), Jordia (Druid 10, Verdant Lord 4), Sillius McGee – Leader of the League of Merchants (Expert 15/Rogue 3)
Name: Avernus Size: Small Town Population: 1.300
GP Limit: 800 GP Assets: 104.000
Active Guards: 130 Constable: Highest Level Fighter
Power Center(s): Senator Hiral Wright (Conventional)
Power Center Alignment(s): CN
Power Center(s) Authority: Assured
Power Center(s) Rule: Popular
Citizen Alignment(s): CN
Features: The wildly chaotic town of Avernus explains everything from ‘Reversal of Roles Day’ to ‘Topsy Turvey Day’. Not much can be said about this town except the chaotic citizens love their chaotic leader. Some houses have added floors going no where and doors within doors within windows. Nothings is for certain in this strange little town.
NPCs of Note: Senator Wright (Expert 10, Aristocrat 5)
Name: Sol Size: Metropolis Population: 35.036
GP Limit: 100.000 GP Assets: 175.200.000
Active Guards: 3.504 Constable: 2nd Highest Fighter
Power Center(s): The Morning Lords (Conventional), City Council (Conventional), Heralds of the Morning (Magical), Lord Soliel (Conventional)
Power Center Alignment(s): The Morning Lords – LG, City Council – LG, Heralds of the Sun – N, Lord Soliel - LG
Power Center(s) Authority: Morning Lords - Middling, City Council - Middling, Heralds - Assured, Lord Soliel - Assured
Power Center(s) Rule: Morning Lords - Popular, City Council - Popular, Heralds - Coerced, Lord Soliel - Coerced
Citizen Alignment(s): LG, N
Features: Sol, the Land of Eternal Sun. Lord Soliel rules the town with an iron fist. He has the City Council to help him with that. And the Morning Lords. The Morning Lords are his military might and strength while the City Council is his diplomatic and law making force. The Heralds of the Sun are a fanatical religious group that is sweeping the city forcing people to listen to their pleas. They speak of a time with no sun and how that could happen again and how they must prevent it or the evil that shall descend will kill them all.
NPCs of Note: Lord Soliel (Fighter 10/Cleric 5), Sir Frankyr Risingsun – Leader of the Morning Lords (Cleric 5, Fighter 5, Morning Lords 10), De’launna Brightstar – High Priestess of the Heralds of the Sun (Cleric 15/Herald of the Sun 5)
Name: Veruna Size: Metropolis Population: 50.126
GP Limit: 100.00 GP Assets: 250.650.000
Active Guards: 5.013 Constable: Highest Fighter
Power Center(s): The Twelve (Magical), The Avatars (Conventional), The Dream Speakers (Magical), The Weavers (Magical)
Power Center Alignment(s): The Twelve – LN, The Avatars – LN, Dream Speakers – CN, The Weavers - LE
Power Center(s) Authority: The Twelve - Assured, The Avatars - Assured, Dream Speakers - Assured, The Weavers - Shaky
Power Center(s) Rule: The Twelve - Popular, The Avatars - Coerced, Dream Speakers - Popular, The Weavers - Popular
Citizen Alignment(s): LG, LN, CN
Features: Veruna, the City of Eternal Night. The twelve rule here from their Tower of Stars and their Avatars help them run the city. Many people like the Twelve but don’t like their counterparts as they are the Twelve’s enforcement and have many privileges the ordinary folk do not. A local guild called the Dream Speakers are seen around town preaching the praises of Morpheus and how he needs to come back to rule the city that was once his. Another religious faction known as the Weavers, are also seen preaching about the glories of Arioche. As you can imagine, this causes some difficulty in the city.
NPCs of Note: The Tweleve (Not Statted), The Avatars (Not Statted), Talia – Leader of the Guild of Dreams (Cleric 17, Dreamkeeper 3), “Ariachnee” – Leader of the Weavers (Cleric 15, Wizard 5)
*these are apt to change due to constant changing of PrCs*