Difference between revisions of "Power empires"

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(I still need to figure out how to remove OSHA compliance from the other city types)
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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.
 
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}} Hokern: Industrialists ====
  
 
==== {{Icon|Pink}} {{Icon|Purple}} Pranel: Thought Police ====
 
==== {{Icon|Pink}} {{Icon|Purple}} Pranel: Thought Police ====
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|- class="noalt"
 
|- class="noalt"
 
|}
 
|}
1, 2, 3 - Stairs
 
4 - Elevator (Kinetic Energy Generator Powered)
 
5 - Spatial tunnel from bottom to top floor, slides and staircases
 
  
down.
+
==== Fossil Caves ====
6 - Spatial tunnels between adjacent floors
+
 
 +
An excellent source of the fossils that many of the most powerful [[undead]] need to survive.
 +
 
 +
Generating a 100 x 100 x 100 meter map:
 +
 
 +
There are '''1d10 large caves''', distributed randomly. Caves are somewhat oval in shape, and '''3d10 x 3d10 x 3d10 meters in size'''.
 +
Each large cave is filled with something, roll 1d6 on the following table to determine what:
 +
{| class="d20"
 +
|+ <div>{{Anchor|Table: Cave Contents}}</div>
 +
|-
 +
! rowspan="1" | 1d6 Roll
 +
! rowspan="1" | Method
 +
|-
 +
|1|| Half full of water
 +
|-
 +
|2|| Completely full of water
 +
|-
 +
|3, 4|| Air and walkable rock
 +
|-
 +
|5, 6|| Air, but tunnels leading into or out of the cave connect to precarious ledge(s) along the side.
 +
|- class="noalt"
 +
|}
 +
 
 +
'''1d6 tunnels connecting large caves to other large caves'''
 +
 
 +
'''1d6 tunnels connecting two other tunnels'''
 +
 
 +
'''1d6 dead end tunnels connected to large caves'''
 +
 
 +
'''1d6 dead end tunnels connected to tunnels'''
 +
 
 +
'''1d6 tunnels connecting large caves to the surface'''; unless the cave system is deeper than that, in which case it connects to higher-up tunnels.
 +
 
 +
'''1d6-1 tunnels connecting from large caves to outside the map''', laterally or downwards
 +
 
 +
If characters frequently visit the caves for fossil harvesting, the vertical tunnels have ladders, and there's one more of each kind of tunnel except for the surface kind.
 +
* Powaker caves have 1 fewer surface tunnel, and usually have a portable hole tunnel somewhere. If the cave structure has no surface tunnel, the portable hole is in a random large cave; otherwise, it is in either the lowest cave or on the surface.
 +
* Hokernian caves are usually filled with poisonous gas, as mining is done by undead.
 +
* Enthurian caves tend to be well-lit, respectfully decorated, and sometimes have stairs and paths instead of ladders.

Revision as of 15:46, 5 January 2013

The world of Power Empires is a spherical planet.

Civilizations

WhiteGem.png Pink Gem.png 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.

WhiteGem.png PurpleGem.png 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.

WhiteGem.png OrangeGem.png Hokern: Industrialists

Pink Gem.png PurpleGem.png Pranel: Thought Police

Pink Gem.png OrangeGem.png 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.

PurpleGem.png OrangeGem.png 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:

Table: Grassy Plateau Points of Interest

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:

Table: Structure Attributes

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:

Table: Floor Changing Method

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.

Fossil Caves

An excellent source of the fossils that many of the most powerful undead need to survive.

Generating a 100 x 100 x 100 meter map:

There are 1d10 large caves, distributed randomly. Caves are somewhat oval in shape, and 3d10 x 3d10 x 3d10 meters in size. Each large cave is filled with something, roll 1d6 on the following table to determine what:

Table: Cave Contents

1d6 Roll Method
1 Half full of water
2 Completely full of water
3, 4 Air and walkable rock
5, 6 Air, but tunnels leading into or out of the cave connect to precarious ledge(s) along the side.

1d6 tunnels connecting large caves to other large caves

1d6 tunnels connecting two other tunnels

1d6 dead end tunnels connected to large caves

1d6 dead end tunnels connected to tunnels

1d6 tunnels connecting large caves to the surface; unless the cave system is deeper than that, in which case it connects to higher-up tunnels.

1d6-1 tunnels connecting from large caves to outside the map, laterally or downwards

If characters frequently visit the caves for fossil harvesting, the vertical tunnels have ladders, and there's one more of each kind of tunnel except for the surface kind.

  • Powaker caves have 1 fewer surface tunnel, and usually have a portable hole tunnel somewhere. If the cave structure has no surface tunnel, the portable hole is in a random large cave; otherwise, it is in either the lowest cave or on the surface.
  • Hokernian caves are usually filled with poisonous gas, as mining is done by undead.
  • Enthurian caves tend to be well-lit, respectfully decorated, and sometimes have stairs and paths instead of ladders.