Difference between revisions of "Power empires"
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Founded by charismatic kings many centuries ago, this country continues to be led by those kings. Development of the [[Raise Dead]] spell has negated the need for hereditary rule, and essentially all major aristocrats have been dead for at least a hundred years. While this system leads to significant political stability, the occasional coup leads to the replacement of one ruling tomb-king by another. The accepted code of honor among nobles holds it as incredibly bad form to destroy the soul of another noble, so most deposed tomb-kings lie dead in sarcophagi, ready to be revived and asked to lead again. | Founded by charismatic kings many centuries ago, this country continues to be led by those kings. Development of the [[Raise Dead]] spell has negated the need for hereditary rule, and essentially all major aristocrats have been dead for at least a hundred years. While this system leads to significant political stability, the occasional coup leads to the replacement of one ruling tomb-king by another. The accepted code of honor among nobles holds it as incredibly bad form to destroy the soul of another noble, so most deposed tomb-kings lie dead in sarcophagi, ready to be revived and asked to lead again. | ||
− | ==== | + | ==== {{Icon|White}} {{Icon|Purple}} Powak: Magocracy ==== |
− | + | When the first Powaker mages asked for political rule and significant taxation in exchange for their support developing the agricultural and transportation bases of the country, there were few dissenters: being able to grow crops with 24 hour sunlight while living downtown was too much to pass up. Now, all important offices are held by mages, while most people toil away at dead-end jobs, the hope of one day being able to pass the entrance exams and get a time share of a gem just a distant dream. | |
− | + | ||
− | + | ||
==== {{Icon|White}} {{Icon|Orange}} : Industrialists ==== | ==== {{Icon|White}} {{Icon|Orange}} : Industrialists ==== | ||
Line 17: | Line 15: | ||
==== {{Icon|Pink}} {{Icon|Purple}} Pranel: Thought Police ==== | ==== {{Icon|Pink}} {{Icon|Purple}} Pranel: Thought Police ==== | ||
− | ==== {{Icon|Pink}} {{Icon|Orange}} | + | ==== {{Icon|Pink}} {{Icon|Orange}} Greb: Demon Hunters ==== |
− | Flesh-eating, house burning, mind controlling mages gave the people of | + | Flesh-eating, house burning, mind controlling mages gave the people of Greb no reason to appreciate the potential benefits of wizardry. Already tough and hardened by their lives on the edge of civilization, they were eventually reasonably successful at wiping out the casting members of their population, although spells like [[Time Skip]] mean that such people even from centuries long gone occasionally pop up here and there. Although they're not entirely happy with it, the people of Greb do use plenty of magic items in their battles with magekind. |
− | ==== {{Icon|Purple}} {{Icon|Orange}} ==== | + | ==== {{Icon|Purple}} {{Icon|Orange}} Muil: Nomads ==== |
+ | |||
+ | Living on the distant southern islands of Muil is pleasant, but the islands lack many resources necessary for proper success. | ||
=== Terrains === | === Terrains === | ||
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For inhabited plateaus, after performing the above steps, place buildings in appropriate places. | For inhabited plateaus, after performing the above steps, place buildings in appropriate places. | ||
* Enthurians have castles, walled and unwalled cities, and villages. Cities and villages may spill over from one plateau to another. | * Enthurians have castles, walled and unwalled cities, and villages. Cities and villages may spill over from one plateau to another. | ||
− | * | + | * Grebines prefer to build their small villages into the sides of cliffs. When they expand more than the cliff face can handle, they extend into the cliff as well as onto mildly distant cliff faces. Grebines usually have outpost towers around their cities. |
* Praneli prefer circular, conical, or spiral walled cities, so they usually build on the largest plateau available. | * Praneli prefer circular, conical, or spiral walled cities, so they usually build on the largest plateau available. | ||
+ | |||
+ | ==== Powak Metropolis ==== | ||
+ | |||
+ | Powak Metropolises may be built of bone, stone, or wood, or sometimes even deep underground but the essential structure is the same. | ||
+ | |||
+ | Generating a 100 x 100 x 100 meter map: | ||
+ | |||
+ | Determine '''number of building stories''' (Each story is 4 meters high, or 2 underground): 1d10 + 3 is the lower bound. Each individual structure is 1d6 stories taller than that, and extends 1d4-2 (minimum 0) stories underground. | ||
+ | |||
+ | Divide into blocks: | ||
+ | * '''1d6-3 (minimum 0) major streets''', 20 meters wide | ||
+ | * '''1d6 minor streets''', 8 meters wide | ||
+ | * '''2d6 alleys''', 2 meters wide. Alleys go between two streets only, or dead-end. | ||
+ | |||
+ | Now that blocks have been generated, for each block, roll 2d10 on this table to determine the structure inside: | ||
+ | |||
+ | {| class="d20" | ||
+ | |+ <div>{{Anchor|Table: Structure Attributes}}</div> | ||
+ | |- | ||
+ | ! rowspan="1" | 2d10 Roll | ||
+ | ! rowspan="1" | Feature | ||
+ | |- | ||
+ | |2|| Boarded up and abandoned | ||
+ | |- | ||
+ | |3, 4|| Kinetic Energy Generator. Constantly moving chains span from this building to adjacent ones. | ||
+ | |- | ||
+ | |5|| Arcane laboratory | ||
+ | |- | ||
+ | |6-16|| Ordinary public building (apartments, shops, offices) | ||
+ | |- | ||
+ | |17|| Slaughterhouse and/or grain silo linking to a farming village (via portal/portable hole) | ||
+ | |- | ||
+ | |18,19|| Outpost linking to the main government building (via portal/portable hole) from which all of that service's operations originate: post office, police station, fire department, or public transit | ||
+ | |- | ||
+ | |20|| Park (only 1 story) | ||
+ | |- class="noalt" | ||
+ | |} | ||
+ | |||
+ | For each story above the first, there are '''1d6-4 (minimum 0) skybridges''' spanning from one building to another. | ||
+ | |||
+ | There are '''1d6-1 spatial tunnels''' connecting different floors and potentially different structures; there must be a location from which it could have once been possible to see both ends of the tunnel. | ||
+ | |||
+ | There are '''1d6-5 (minimum 0) (on a roll of 6, repeat) portals''' connecting from some well-protected or secret room to a far and distant land. Each one may be either a [[Portal]] or a [[portable hole]]. | ||
+ | |||
+ | For any given structure, the mechanism by which one travels to a different floor of that structure is determined by rolling 1d6 on the following table: | ||
+ | |||
+ | {| class="d20" | ||
+ | |+ <div>{{Anchor|Table: Floor Changing Method}}</div> | ||
+ | |- | ||
+ | ! rowspan="1" | 1d6 Roll | ||
+ | ! rowspan="1" | Method | ||
+ | |- | ||
+ | |1, 2, 3|| Stairs | ||
+ | |- | ||
+ | |4|| Elevator (Kinetic Energy Generator Powered). Powak Elevators are not complex enough to have a stopping mechanism; they simply travel upwards at a rate of 1 floor every 2 rounds, then slide to the side and go down at the same rate. | ||
+ | |- | ||
+ | |5|| Spatial tunnel from bottom to top floor, slides and staircases down. | ||
+ | |- | ||
+ | |6|| Spatial tunnels between adjacent floors. | ||
+ | |- class="noalt" | ||
+ | |} | ||
+ | 1, 2, 3 - Stairs | ||
+ | 4 - Elevator (Kinetic Energy Generator Powered) | ||
+ | 5 - Spatial tunnel from bottom to top floor, slides and staircases | ||
+ | |||
+ | down. | ||
+ | 6 - Spatial tunnels between adjacent floors |
Revision as of 15:39, 5 January 2013
The world of Power Empires is a spherical planet.
Contents
Civilizations
Enthuria: Tomb-Kings
Founded by charismatic kings many centuries ago, this country continues to be led by those kings. Development of the Raise Dead spell has negated the need for hereditary rule, and essentially all major aristocrats have been dead for at least a hundred years. While this system leads to significant political stability, the occasional coup leads to the replacement of one ruling tomb-king by another. The accepted code of honor among nobles holds it as incredibly bad form to destroy the soul of another noble, so most deposed tomb-kings lie dead in sarcophagi, ready to be revived and asked to lead again.
Powak: Magocracy
When the first Powaker mages asked for political rule and significant taxation in exchange for their support developing the agricultural and transportation bases of the country, there were few dissenters: being able to grow crops with 24 hour sunlight while living downtown was too much to pass up. Now, all important offices are held by mages, while most people toil away at dead-end jobs, the hope of one day being able to pass the entrance exams and get a time share of a gem just a distant dream.
: Industrialists
Pranel: Thought Police
Greb: Demon Hunters
Flesh-eating, house burning, mind controlling mages gave the people of Greb no reason to appreciate the potential benefits of wizardry. Already tough and hardened by their lives on the edge of civilization, they were eventually reasonably successful at wiping out the casting members of their population, although spells like Time Skip mean that such people even from centuries long gone occasionally pop up here and there. Although they're not entirely happy with it, the people of Greb do use plenty of magic items in their battles with magekind.
Muil: Nomads
Living on the distant southern islands of Muil is pleasant, but the islands lack many resources necessary for proper success.
Terrains
While each terrain is described by a method for randomly generating a battlefield, after generating a few battlefields you (the DM) may be able to more quickly generate a map of much the same style without using the random generation technique.
Grassy Plateaus
The land where Unicorns prance is a land of beautiful green fields, broken up into many flat cliff layers.
Generating a 200 x 200 meter map:
1d6 cliffs, with the first cliff spanning the map, and each further cliff stretching from a previous cliff or an edge to the edge or another cliff, whichever comes first.
One side of the cliff is lowered by 2d10 meters, with another 2d10 for every 10 rolled.
Each cliff has 1d6-3 (minimum 0) 30 to 90 degree turns in it.
1d6 ramps or landslides connect higher to lower ground
1d6-4 (minimum 0) rocky bridges, connecting two regions of equal height, if any such regions are present
1d6-4 (minimum 0) chasms spanning the map. The chasms are mostly 2d10 meters wide, and 4d10 meters deep from the lowest cliff regions they cross. Each chasm has 1d6-4 (minimum 0) spots of different width, 2d10 meters wide and 2d10 meters long.
1d6 points of interest, roll 1d10 for each one and consult this table:
d10 Roll | Feature |
---|---|
1 | A small shrine |
2, 3 | A pond |
4 | A lower cliff area is filled with water, or a chasm is actually a river |
5 | A large boulder |
6, 7 | A farm |
8 | A tower |
9 | A grove |
10 | A cave or pit |
For inhabited plateaus, after performing the above steps, place buildings in appropriate places.
- Enthurians have castles, walled and unwalled cities, and villages. Cities and villages may spill over from one plateau to another.
- Grebines prefer to build their small villages into the sides of cliffs. When they expand more than the cliff face can handle, they extend into the cliff as well as onto mildly distant cliff faces. Grebines usually have outpost towers around their cities.
- Praneli prefer circular, conical, or spiral walled cities, so they usually build on the largest plateau available.
Powak Metropolis
Powak Metropolises may be built of bone, stone, or wood, or sometimes even deep underground but the essential structure is the same.
Generating a 100 x 100 x 100 meter map:
Determine number of building stories (Each story is 4 meters high, or 2 underground): 1d10 + 3 is the lower bound. Each individual structure is 1d6 stories taller than that, and extends 1d4-2 (minimum 0) stories underground.
Divide into blocks:
- 1d6-3 (minimum 0) major streets, 20 meters wide
- 1d6 minor streets, 8 meters wide
- 2d6 alleys, 2 meters wide. Alleys go between two streets only, or dead-end.
Now that blocks have been generated, for each block, roll 2d10 on this table to determine the structure inside:
2d10 Roll | Feature |
---|---|
2 | Boarded up and abandoned |
3, 4 | Kinetic Energy Generator. Constantly moving chains span from this building to adjacent ones. |
5 | Arcane laboratory |
6-16 | Ordinary public building (apartments, shops, offices) |
17 | Slaughterhouse and/or grain silo linking to a farming village (via portal/portable hole) |
18,19 | Outpost linking to the main government building (via portal/portable hole) from which all of that service's operations originate: post office, police station, fire department, or public transit |
20 | Park (only 1 story) |
For each story above the first, there are 1d6-4 (minimum 0) skybridges spanning from one building to another.
There are 1d6-1 spatial tunnels connecting different floors and potentially different structures; there must be a location from which it could have once been possible to see both ends of the tunnel.
There are 1d6-5 (minimum 0) (on a roll of 6, repeat) portals connecting from some well-protected or secret room to a far and distant land. Each one may be either a Portal or a portable hole.
For any given structure, the mechanism by which one travels to a different floor of that structure is determined by rolling 1d6 on the following table:
1d6 Roll | Method |
---|---|
1, 2, 3 | Stairs |
4 | Elevator (Kinetic Energy Generator Powered). Powak Elevators are not complex enough to have a stopping mechanism; they simply travel upwards at a rate of 1 floor every 2 rounds, then slide to the side and go down at the same rate. |
5 | Spatial tunnel from bottom to top floor, slides and staircases down. |
6 | Spatial tunnels between adjacent floors. |
1, 2, 3 - Stairs 4 - Elevator (Kinetic Energy Generator Powered) 5 - Spatial tunnel from bottom to top floor, slides and staircases
down. 6 - Spatial tunnels between adjacent floors