CITIES
Many adventures will begin and end at a city; most will involve one at some point. The primary fact about any city, and likely what distant folks will know of it, is its reputation. Reputation both defines what is expected from such a city (such as maintenance and public works), and shapes the results of its other characteristics (such as law and the personality of its rulers and their servants). Additionally, a cities reputation provides some direct modifiers when rolling for its other characteristics
Code | A | B | C | D | E | X |
Reputation | Lawful | Pragmatic | Corrupt | Decadent | Chaotic | Evil |
| 2,3,4 | 5,6 | 7,8 | 9,10 | 11 | 12 |
| wealth +1 Law +1 | | wealth -1 | size +1* wealth+1 | Law -2 Wealth-1 | ruler +3 law +3 |
Lawful | Rule of law, consistently, if often obsessively, applied; trade is protected, organized and static ;reliable. Traditions are clung to, respected and enforced. Authorities are generally obeyed respected or feared equally. Little change can be expected between visits, and is extremely hard to bring about. Upkeep, repair and hygiene are major and constant priorities for the rulers. Often the last to accept widespread changes in culture or technology. A few ancient guilds generally dominate trade and industry, and seldom change. Slavery, indenture, and caste related rules strongly enforced and very seldom altered. Little social mobility. Banishment is a common punishment, as is quick and clean execution to encourage public order. An elaborate system of fines and repayments are also generally enforced. |
Pragmatic | As Lawful, but greater priorities, or important immediate issues may take precedent. Trade is generally protected, somewhat organized and open to innovation. Law may differ for different populations or classes, or be altered to reflect major changes with moderate effort. Moderate change between visits; Traditions respected, and generally followed but not necessarily enforced as law. Upkeep repair and hygiene. Established trade and industry controlled by numerous guilds, with newer enterprises often unregulated as they grow. Slavery, indenture, and caste related rules are enforced but can be altered. Some social mobility is possible. Criminal penalties geared towards public education, including public execution, mutilation and public humiliation. |
Corrupt | As pragmatic, but with money and political gain as the main priorities. The main goal of the rulers and servants, and much of the population, is personal gain. The wealth of the city is slowly being sucked into the rulers’ hands, and those of their minions. Trade is protected to the extent that it pays for it. Bribes for service often institutionalized. Laws can be altered by bribes, as can nearly an official decision; often de facto bidding decides cases in courts. Public works tend to suffer due to bribery, graft and corruption, or are essentially private money making schemes. Slavery, indenture, and caste related rules are enforced insofar as they are profitable. .C Criminals are generally treated as cheap resources rather than executed or imprisoned. Slavery, forced labor and huge fines are typical penalties. Social mobility is possible if one has the money |
Decadent | Laws exist, but not the motivation to enforce them. Pleasure and novelty are major motivators for all. Laws may well be ignored or enforced as convenient or amusing. Traditions less important unless they directly affect an individual. Public maintenance generally ignored. Elaborate and multilayered political scheming is the norm, often to no discernable goal. Change very likely as regards fads, fashion and hobbies; little attention is paid to much else. Criminals are often banished or immediately executed as an annoyance; equally likely they are used as entertainment Social mobility is possible, but often fleeting and dependent on fame or fashion. |
Chaotic | While it may well have official rulers and servants, actual control is constantly shifting, and open conflict is common. Laws might exist but are applied arbitrarily or unevenly, or are invented at whim. Unlike a corrupt city, power is the key factor in all decisions. Feuds and vendetta may predominate, or an elaborate set of old boy networks, generally at odds. Public works depend entirely on the local users for the local users benefit to the city as a whole, is generally ignored. Punishments are swift and final, as befits a system where tomorrow may bring a totally different social arrangement. Social mobility beyond ones local party is negligible. |
Evil | Laws exist only to benefit and protect the rulers, and to promote some evil agenda. The rulers of a city are only motivated by their own base agenda; the city is either ignored or ruthlessly exploited for the final goal. Often, the city is treated as an ultimately expendable resource in pursuit of a greater goal, and thus decisions may be extremely short sited as regards effects upon the city. Little or no attention is paid to anything that does not further the rulers’ plans, anything that impedes it is ruthlessly crushed. Laws are either ignored or crushing, depending on the above. Sacrifice and gruesome public execution are common penalties for most offences, as is enslavement at unspeakable labor. Social mobility is impossible. |
Cities are further defined by their primary and secondary characteristics.
Primary characteristics define basic demographics of the city, which are then given a range of expression by a secondary characteristic. Primary characteristics are generated by a 2D6 roll, in many cases modified by previous primary rolls.
Population is the maximum number of hearths (families). Actual value can range down to just above the maximum of the previous category. Generated by 2d6-2 |
Wealth measures what the middle class or higher citizen would be described and effects the value of treasures and caches in the city. Generated by 2d6-7+Pop |
Size affects the number of hexes or squares on a city scale map. 0 suggests that it is hidden, lost or buried, or destroyed except for some artifacts. Generated by 2d6-7+Pop |
Ruler is described separately. Generated by 2d6-2 |
Law is the strictness that an outsider has face; the basic throw to avoid trouble with the law, enter the city secretly, to escape or receive justice. Generated by 2d6-7+Ruler |
Influence effects the number hexes around and including the polis that are under the cities’ influence. Actual rule by the city is 1d6 less Generated by 2d6-7+Ruler |
| Population* | Wealth** | Size*** | Ruler | Law | Influence | |
0 | 0/ruins | None | Hidden | None | None | Powerless beyond walls | |
1 | 10 | Impoverished | Tiny | Family | | | |
2 | 50 | | | Tribal | | | |
3 | 100 | Poor | | Council | | | |
4 | 500 | | | Oligarchy | | | |
5 | 1000 | Unremarkable | | Autocracy | | | |
6 | 5000 | | | Factional | | | |
7 | 10,000 | Well off | | Conquered | | | |
8 | 50,000 | | | Dictator | | | |
9 | 100,000 | wealthy | | Tyrant | | | |
A | 500,000 | | | Dynastic | | | |
B | - | rich | | - | | | |
C | - | | | - | Total | | |
D | - | Opulent | | - | - | | |
E | - | | | - | - | | |
F | - | Staggering | Huge | - | - | Domineering | |
Ruler
None | Might makes right; the strong do as they will, and the weak do as they must. |
Family | Rule and law applied on a family by family basis |
Tribal | Clan based, families have common rule and decision making |
Council | A small group of rulers make laws and policy. Membership is generally quite open, and terms limited. |
Oligarchy | As Council but membership is limited to a small subgroup of the demos. Entry into the subgroup is possible, but limited or difficult. May be obvious or covert, defined by law or custom. |
Autocracy | As Oligarchy, but the subgroup is generally small, socially defined, and closed to new members; Terms are often defined by the members. Invariably obvious, generally legally defined |
Factional | No one authority controls the polis. |
Conquered | The Polis is a conquered possession of another; rule is imposed by the conqueror with little input locally. |
Dictator | Rule by a single person, generally chosen to deal with a crisis, with limited term but unquestioned power and support. Ruler type should be rerolled at +2 once term ends. |
Dynastic | As dictator, but it has become inherited, either thru families (as with a king) or institutionally (as with a theocracy), and potentially of unlimited term. |
Tyrant | As dictator, but with unlimited term, and support is irrelevant; often replacing a Dynasty, and/or the start of a new one. |
Polis is the city (or town) Demos is the population of the Polis. Term is the time any one member can expect to remain in power.
Secondary characteristics are always rolled with an unmodified D6, and represent ways the primary characteristic can be expressed.
Primary | Secondary |
Population | Openness vs. Insularity |
| Religion: Few vs. Many |
| Morale |
Wealth | Trade vs. Treasury (wealth is mobile/situational vs. hoarded) |
| Military quality Poor vs. good |
Size | Declining vs. Expanding |
| Ancient vs. new |
Ruler | Complacency vs. Aggression |
| Allegiance: local vs. distant |
Law | Ruler stability vs. instability |
| Consistency |
Influence | Diplomacy vs. Military means of control |
6 comments:
Yeah!
But the table of rulers is quite off for me.
Do you mean that you don't like it (which is fine), or that you can't read it (which is a problem)?
Yeah, it's the formatting...a lot of the post is bleeding over into your right column.
I'm going to try a copypaste to a doc and see if it cleans it up. This is right up my alley right now :)
Hmmm. It works fine in Safari, but the bleed over is there in firefox.
Bugger.
Hmmm. I'm not understanding how Secondary characteristics are determined. It says rolla d6, but I see no numbers correlating to the results. Also, I dont see anything in the charts for Polis, Demos or Terms and how that is derived. They appear to be missing from the charts. At least in my browser.
Working on the formatting folks, sorry about that.
@greg, see later post for corrections.
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