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Races of Wild

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Table 8–3: Random Halfling Community Generationd% Community Size Population 1 GP Limit 201–20 Thorp 3 20–80 40 gp21–40 Hamlet 81-400 100 gp41–60 Village 401–900 200 gp61–80 Small town 901–2,000 800 gp81–95 Large town 2,001–5,000 3,000 gp96–100 Small city 5,001–12,000 15,000 gp— 4 Large city 12,001–25,000 40,000 gp— 4 Metropolis 25,001 or more 100,000 gp1 Adult population. The number <strong>of</strong> nonadults in ahalfling community ranges from 25% to 30% <strong>of</strong> the adultpopulation.2 In a permanent community (not a caravan), use twicethis value when setting the maximum value <strong>of</strong> itemsavailable for sale.3 Most caravans use these values when on the move.4 Halfling large cities and metropolises exist only wherethe DM chooses and are never generated randomly.Elf communities usually get along without a visible policeforce, but unseen sentries are on hand to quell trouble. Elvesare tolerant, but they can afford to be because they don’t tendto disrupt other lives.Because so many elves work magic, elf communities tendto have magical power centers. (The chance for an elf communityto have a magical power center is considerably higherthan suggested on the Power Centers table on page 137 <strong>of</strong> theDungeon Master’s Guide.)Elf communities also tend toward chaotic power centersmost <strong>of</strong> the time, with chaotic good being most common(see Table 8–6). Lawful elf settlements usually have someconnection with Vandria Gilmadrith (clerics <strong>of</strong> Vandriamay hold power, or key citizens may be her worshipers).Likewise, evil settlements <strong>of</strong>ten have some connectionwith Lolth.CHAPTER 8CAMPAIGNS INTHE WILDTable 8–4: Racial Mix <strong>of</strong> Halfling CommunitiesIsolated 1 Mixed Integrated98% halfling 85% halfling 45% halfling1% gnome 5% gnome 20% gnome1% other races 5% human 18% human3% elf 15% elf2% other races 2% other races1 Although the DM is free to modify the campaign world asneeded, typically 10% <strong>of</strong> permanent halfling communitiesare isolated, 55% are mixed, and 35% are integrated.RAPTORAN COMMUNITIESRaptoran communities are even smaller and more scatteredthan elf communities. A raptoran flock seldom has more than100 adults. You can use the values on Table 8–1 for raptorancommunities; 75% <strong>of</strong> them will be camps and 25% will beoutposts. Reduce the community gold piece limit by 50%;raptorans have little money and seldom have goods for sale.In any case, raptorans would rather barter for useful itemsthan accept money.Use the table on page 137 <strong>of</strong> the Dungeon Master’s Guide todetermine the type <strong>of</strong> power center in a raptoran community.Use Table 8–6, below, to determine a raptoran community’spower center alignment.Visiting a raptoran flock is much like visiting an isolated elfcommunity, except that strangers are unlikely to be admittedto the flock’s spiral tower or rock-cut cliff dwelling. Raptoransare nocturnal, so their communities are active by night andsilent by day.ADVENTURING INELF COMMUNITIESAn elf community (or an elf enclave in a city where elvesare in the minority) looks more like a garden than city tononelves. There are few true streets; instead, paths windthrough groves <strong>of</strong> stately trees. Flowers and decorativeshrubs grow everywhere. Many building are raised on stiltsor perched in trees.Table 8–5: Elf Power CentersCommunity Size Modifier to d20 rollCamp (thorp) +0Outpost (hamlet) +1Village +2Small town +3Large town +4Small city +5 (roll twice)Large city +6 (roll three times)Metropolis +7 (roll four times)d20Power Center Type8 or lower Conventional 19–12 Nonstandard13 or higher Magical1 1% have a monstrous power center in addition to theconventional one.Table 8–6: Elf Power Center Alignmentd% Alignment01–04 Lawful good05–06 Lawful neutral07 Lawful evil08–22 Neutral good23–26 Neutral27–28 Neutral evil29–89 Chaotic good90–96 Chaotic neutral97–100 Chaotic evilElves usually treat well-behaved visitors with hospitality.Guests can expect a welcoming meal, minor services suchas baths, laundering, and repair <strong>of</strong> travel-worn equipment,and modest accommodations (usually not much more thana dry place to sleep). Elves value self-sufficiency, so visitorsare expected to move on after a day or two unless they havebeen invited to stay longer.Elves respect individual rights but place the welfare <strong>of</strong>their own citizens above the freedom <strong>of</strong> visitors to do whatthey please. Guests who commit misdeeds are usually punishedby requiring them to undo the damage (in whateverform that might take) and compensate the community eldersfor their time and trouble in dealing with the problem.179

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