Thursday, 17 November 2016

There is one alchemy shop in Gogpodda


There is one alchemy shop in Gogpodda. It changes hands quite often. Alchemists come to work in seclusion on a project and leave when their project is done. While on Gogpodda they are sometimes distracted by requests for alchemical items. This is one of the reasons for the turnover. They came to do their work not be badgered by townspeople.

Others come just to see the laboratory. It was set up by an alchemist who was among the original shipwrecked crew. He set up his laboratory and then left Gogpodda one day to get some more raw materials. He never came back. He left a note though. It said “Anyone wishing to use my laboratory while I am away may do so. All I ask is that you clean up after yourself, replace anything you break, and leave something behind when you go.” Thus the original laboratory has grown in tools and glassware. A shop was never actually added but shelving was, repeatedly. The shelving was filled over the years with raw materials, finished minor works for sale, and a great many tomes.

The current alchemist is an excitable young woman with brown hair, burnt black skin, and vibrant violet eyes. She will not tell anyone what her project is but she keeps making stones. Mostly thunderstones and ioun stones.

Paper and Ink


The most common residence found in Gogpodda is a simple tent on a raft of driftwood or a flat-bottomed rowboat. These allow for easy crossing of the morasses outer banks to an interior area where they can remain within the flow. The older buildings were generally built upon carcasses found secured within the morass. Paper and Ink is built in a tree.

This is not a tree whose seed was brought by a bird and slowly grew in the morass. This tree started out as a feather. The blue-green haired wizard had brought it intending to use it to set up his new home in the colony. A tree feather token that causes a great oak to spring into being with a 5-foot-diameter trunk, 60-foot height, and 40-foot top diameter. The tree is living and grows as any normal oak tree would.

The wizard, named Malcus, has a blue-ringed octopus as a familiar. Twice a day, with the familiars’ permission, Malcus harvests a cloud of ink from the octopus’ aquarium ball. Every full moon Malcus provides the ink used for the voting. He also takes the leaves once the process is complete and spends a day trying to salvage as much ink from them as he can before he uses them to create paper.

Malcus makes paper mostly from leaves of seaweed. In the fall, when the leaves of the oak tree turn colors, he uses them as well to make paper. He will not harvest the leaves off his tree until they begin to die naturally, as he does not want to hurt the tree.

That is also why he does not allow limbs to be cut from the tree. The last person who tried, who had not been a gnome according to Malcus, was put down with a lightning bolt. That was a little over thirty years ago. Malcus did not activate his feather token until after those who wanted to leave Gogpodda from the first shipwrecked crew had done so.

Not to say that Malcus did not build in or manipulate the tree. Using a wand of wood shape Malcus began constructing his crude home. He transformed branches into roofs, walls, and floors as well as permanent furnishings.

Wednesday, 16 November 2016

The current midwife of Gogpodda


The current midwife of Gogpodda is an oracle of the life mystery. She has green hair, with electric blue eyes and black as night skin. She has made it her mission in life to discover the meanings to the skin and hair colors of gnomes. She came with her journals of observations and has added the dates, coordinates, names, and hair, skin, and eye color of every baby she has helped birth on floating Gogpodda. Each get their own page for observation notes. She also records the details of every visitor, their hair, skin, and eye color as well as name and history.

The midwife, as many people call her by her title and not her name, has one journal set aside for conclusions. She has very few so far. Yellow haired gnomes are highly troublesome, more so than others. Red haired gnomes are outspoken and quick tempered. Blue and green haired gnomes always have a magical inclination, if not an inborn magical ability.

The midwife lives, like many of the Gogpodda residents, in a simple rowboat. Her rowboat is twelve feet long and eight feet wide in the middle with a wooden stern ships castle taking up two-thirds of the deck.  The midwife sleeps in a simple hammock. Most of the area is taken up by shelves that hold journals and ingredients for potions and tinctures. If women come to her to give birth, a rarity since most prefer to give birth in their own homes, they must do so on deck in the doorway.

Thursday, 10 November 2016

Dilettante's


Among the first settlers of Gogpodda was a young female gnome whose only interest was clothing. Her name was Lette. She spent the entire time on the ship to Arcadia asking people about their clothing. She asked about what they were wearing and had in their luggage. Lette wanted to know about the materials, designer or crafter, and where they were purchased for every scrap of clothing everyone wore.

When the ship wrecked on the artificial landmass which would become Gogpodda many people had only the clothes on their back. Those few who were able to keep extra clothing were hounded by their counterparts to use them for sails. Lette had saved an entire trunk of clothing and did not want to have to give it up. She wandered deep into the morass, alone and occasionally floating on her chest of clothes, where she came upon a colossal spider. Lette stood still, hoping the arachnid would not see her. After a long time, she realized the abdomen was not moving and its legs were covered in seaweed and other flotsam. She approached the front of the spider and saw of the eight eyes one was milky in color and the other seven were hollow indentations. Using the left pedipalp, so as not to have to cross in front of its fangs, Lette ascended onto the spiders back. It was colossal, like the goliath spiders from the Mwangi Expanse she had lived near before her journey. Not truly concerned about the vermins origins or even if it was a goliath spider or some aquatic relative, Lette claimed the corpse as hers.

Lette began harvesting seaweed from around the carapace but not knowing anything about constructing buildings did not get far before others found her. They argued that she needed to give up the contents of her trunk for the good of all. Being now highly annoyed at trying to build upon her spider she offered them trade terms. Whoever helped her build on her spider would be able to take clothing from her chest. While many in the group scolded her for being frivolous, greedy, or worse one male walked quickly to the pedipalp and calling to her said. “I am an arthropodologist and I know a bit about building. If you let me come up and study the spider you have claimed and agree to my building designs to help preserve the specimen for others to study in the future, I will allow you to keep all the contents of your chest.” The crowd quickly started yelling at him too. “This is possibly a great find. A colossal new species. If it is an aquatic spider there will be more in these oceans, of this size or larger, something that sailors should be aware of.”

“Do your study. Do your building. We will be back if we need the contents of her chest.” The leader of the crowd said. They left without further incident.

“May I ascend?” He inquired to Lette with a grin.

“You may.” She said with a blush and a curtsey.

“Exactly what kind of domicile are you looking for?” He asked as he ascended.

“A small house and a shop to sell clothing, Mister?”

“My name is Gtadafh. And yours?” He asked extending his hand.

“Lette.” She said shaking it.

They set about making a home upon the spiders’ smaller opisthosoma and a shop upon the carapace of the cephalothorax. Gtadafh insisted she learn and use the proper terminology. They still live there together.

The house and shop walls were made of woven seaweed. The roof was made of the same with extra-large leaves placed over the weave like shingles. The frame had come from the legs of the spider, which Gtadafh had painstakingly dug out of the morass. Three were used in full for the eves and the brace of the roof. Three others were divided in half to form the vertical supports of the walls. The final two were used by Gtadaft to make a small laboratory between the pedipalps as Lette would not let him keep the living specimens he found in the morass in her house.

The thirty-five-foot-long opisthosoma was shaped like the bow of a ship, wider by the cephalothorax and coming to a point at the spinnerets. The house was a modest affair. Three small bedrooms and an eat in kitchen.

The shop was built upon the forty-foot-long and thirty-foot-wide cephalothorax. The pedipalps remained and are the ramps to get to the front doors of the shop. Clothing is sorted on lines hung from between the eves. Accessories are hung on hooks in the woven walls.

In multicolored letters of cloth, across the front of the woven seaweed building, above both doors, is the name DILETTANTE’S. This is the term for the outfit favored by most gnomes, a mismatched set of whatever they think is “superior” in terms of boots, pants or skirts, shirt, gloves, and numerous other accessories that are rife with pockets. Since Gogpodda is constantly on the move, sometimes in tropical oceans, sometimes temperate, and sometimes even cold what is considered a superior garment of clothing changes frequently. Lette will exchange clothing for garments she has in her store on a regular basis. She will also exchange clothing for food to keep herself, Gtadafh, and their two children fed.

The elder son, Coutufritter, took a liking to weaving when he helped his father build the laboratory. He has since made himself a loom and weaves fabric from sheep wool and when he can angora.  He then takes the fabric and sews it into clothing, usually custom made for buyers.

Their young daughter, Eep, does not show any interest in clothing. She normally wears a shapeless sack dress and runs around barefoot with a sheep that follows her everywhere. When Eep was being birthed the sheep wandered into the bedroom. It refused to leave even with Lette, the midwife, and Gtadafh shouting at it. Coutufritter came in and tried to chase the animal out but it remained in the room, evading him. When Eep finally emerged into the hands of Gtagafh, the sheep ambled up and began cleaning the infant with its tongue. Nobody is certain what to make of it all yet, especially the fact that the sheep has already lived thrice as long as usual.

 

Sunday, 6 November 2016

Boruta Boarding


Just because Gogpodda is a gnome and small-folk settlement does not mean that medium sized humanoids do not visit. They come on boats bringing gnomes, they come to trade, or sometimes they come on the whim of the ocean. Therefore, lodging for medium sized humanoids would be necessary, at an increased rate of course.
The yellow sails of the Okeno slave ships are distinctive. Most of their ships are galleys which are not built for ocean travel. To join the Okeno Slavers a captain must simply bring a cargo of at least one hundred slaves to Okeno and agree to share the revenue with the organization. That is what one enterprising captain tried to do.
The half-orc had been raised a bastard by a rich human mother. He had no love for anyone. His mother left him a small fortune upon her death and a year later he set out with a ship named Ma’s Gift and a crew of sixty. To the stern the half-orc had built himself a twenty-five-by-fifteen-foot castle. The main deck had two masts, four ballistae, and two five-foot hatches to get to the mid-level deck.
The rear hatch led directly into a twenty-five-foot-square armory. The front hatch led into a five-foot-wide hallway, one end terminating in a second doorway to the armory, twenty feet the other way was a wall that if you took the bend to port led to the door to the ten by twenty-five-foot kitchen. On the port side of the hallway before the bend was a fifteen-by-ten water closet, that dumped out directly to the water below. On the starboard a twenty-by-ten storage room.
In the floor at the end of the hall, at the wall to the kitchen is another hatch. This leads to the holding cells in the bottom deck. Twenty-two five-by-ten cells with a five-foot corridor down the middle. The side walls of the cells were wood but the front wall was constructed of study iron bars. Each had their own set of hinges and a lock.
The crew consisted of fifty basic sailors, five cooks, four experienced sailors, and the half-orc himself. The crew of Ma’s Gift sank its first sailing ship with ease and the fifteen living crew members each obtained their own cells. The captain had gone down with the ship, as well as nine sailors. The trouble began with the second sailing ship he tried to obtain. Ma’s Gift did emerge victorious, with the loss of five of its own crew. They also obtained ten more slaves.
The half-orc took the cook from the first ship and chained her in the kitchen to help with the preparation of meals. Then he doubled up the two halflings, one from each ship, in a single cell. There was only one more small slave, a pink skinned stickily male that they had found below deck on the first ship. The half-orc dragged him from his cell and left him chained to the stern wall. Will all the cells full, and not knowing the quota requirement, he headed to Okeno. Ma’s Gift never made it.
The half-orc had underestimated those he had let out of their cages. The gnome had been below deck during the battle because he was the ships cleric but he had already used up all his spells for the day. He had been getting ammo for the sailing ships single ballista when the battle ended. With a desperate prayer to Desna he was granted an improvised lock pick. With the agreement of taking over the ship and sailing it to a location he designates he freed each and every prisoner.
Meanwhile the lowly cook, now chained in the kitchen, was expounding the future to the other cooks. If the half-orc had chained her in there with them, what does that show of his opinion of their position in the crew. What kind of share were they looking at anyway compared to the sailors? They said there would be no shares this voyage but once Ma’s Gift became an official Okeno Slaver ship there would be riches galore. But to join the Okeno Slavers, the slave argued, he would need to show up with one hundred slaves for the flesh fairs. Right now he only had twenty-five. Where would the extra seventy-five come from? It didn’t take much to convince the cooks to mutiny.
The Cooks freed their compatriot and raided the armory with nobody above the wiser. They were just about to attack, up both hatches, when the hatch from the slave level was smashed open by a dwarf below. The din attracted the loyal crew above. After a long campaign, with many deaths, the slaves killed the half-orc and the remaining crew members agreed to terms.
They sailed the ship to Gogpodda, upon the gnome clerics request. The enterprising gnome cleric set about making sure anyone from Ma’s Gift who wanted to leave Gogpodda had an alternate form of transportation. In the end nobody complained when he claimed the ship for himself, removed the iron doors and replaced them with wood, then rechristened it Boruta Boarding after a plant creature believed to come from the First World and who view themselves as the avengers of those that cannot defend themselves.

 
@@@@
Crew:
50 45 1st level Sailors
5 2nd level Cooks
3 3rd level Experienced Sailors - Boatswain, Master Sailor, and Master Gunner
1 4th level Oracle who acted as healer, carpenter, and navigator.
Plus, the 5th level owner.
Ship One: 15
Cohort level 10 Alchemist Cook!
Level 2!
13 level 1 sailors.
Ship Two: 10
Cohort level 10
9 level 1 sailors
 

Friday, 4 November 2016

Build Point Proof for current settlement desired!



I tried to start from the beginning and mathematically prove that the current setup I have for Gogpodda by the rules of Kingdom building would work. Unfortunately, that would require me to go through the Kingdom Turn Sequence four hundred eighty-one times.  I am using moon cycles as the turn sequence since that is when the voting happens for the leadership roles. The average of 1d20 is 10.5 so during the fourth step of the Income Phase with light taxes adding one and at least an additional plus one from the treasurer an average of the Taxes Collected is three build points per Sequence.


The leadership score required for 654 followers is 34 so I wanted to start with 34 build points. Considering that the first ship only has one hundred forty giving it a Leadership Score of only 24 that seems like a more proper number. It takes three months and eight of those build points to transform a march, which is the most similar terrain to the makeup of Gogpodda, into a settlement. Additionally, I think the morass of Gogpodda makes a great resource. Thus granting the Kingdom of Gogpodda the special terrain of Resource: A Resource is a ready supply of some kind of valuable commodity that offers a great economic boon to your kingdom, such as exotic lumber, precious metal, gems, rare herbs, incense, silk, ivory, furs, salt, dyes, and the like. If you claim a hex with a Resource, Economy increases by 1. If you construct a Mine, Quarry, or Sawmill in a hex with a Resource, all of its benefits increase by 1. If you construct a Farm or Fishery in a hex with a Resource, those improvements decrease Consumption by an additional 1 BP.


Fisheries for food are the next logical build step. After all people need to eat. Each Fishery costs four build points to build. For the three months required to do the marshland to settlement transformation six terrain improvements could be done during the edicts phase. Each Fishery cost four build points each. With the three sequences with no promotions and no festivals, thus a consumption of only one for size turned to zero after the first fishery is built gives the additional eight build points needed for all the fisheries to be built.


Once the bulk of the original shipwrecked explorers leave the promotional level of Gogpodda increases dramatically to expansionist giving it a consumption of eight build points for the edict and one for the size for a total of nine minus twelve for the six fisheries on a resource hex making the total zero, since it cannot go below zero. Looking at that it also allows for six holidays a year before consumption needs to be paid at all.


So now we have a zero consumption with a tax of three build points per moon cycle. Thirteen moon cycles per year times thirty-seven years give us a total Kingdom Turn Sequences of four hundred eighty-one. Four hundred eighty-one times three gives us one thousand four hundred forty-three build points to spend on buildings.


I dusted off the old Dungeons and Dragons Cityscape and using the Gnome Neighborhood from it came up with the following for buildings. I took the percentage from the book and multiplied it by one point four five and a third which is six hundred fifty-four, my current settlement population, divided by four hundred fifty, the book average for a middle class settlement. I rounded all decimals up to the next whole number too.


  • 1 Temple, downgraded to shrines and costing thus eight build points
  • 2 Fine Lodgings, counting as Inns at ten build points each for twenty total
  • 6 Average Lodgings, an additional sixty build points as they are still Inns
  • 6 Fine Foods, as Taverns at twelve build points each for seventy-two total
  • 8 Average Foods, as Taverns at twelve build points each for ninety-six total
  • 6 Exotic Trades, Exotic Artisans cost ten build points each for sixty total
  • 2 Magic Item Dealers, totaling one hundred thirty-six build points as Magic Shops
  • 8 Fine Trades, with Luxury Stores being twenty-eight build points each totaling two hundred twenty-four
  • 10 Average Trades, with Trade Shops costing ten each for one hundred total
  • 5 Poor Trades, Trade Shops again the best option for fifty more
  • 12 Fine Services, unsure what to use I continued with Trade Shops for an additional one hundred twenty build points
  • 5 Spellcasters for Hire, spellcasters to me screams Caster Towers and at thirty each they add an additional one hundred fifty build points
  • 10 Average Services, for an additional one hundred
  • Lastly 72 Average Residences, a House costing only three build points bringing the amount to two hundred sixteen


Giving a total from the Cityscape of one thousand four hundred twelve but I also wanted to add some specific buildings on top of or in place of the basics above, such as:


  • A brewery costing six build points
  • A library costing six build points
  • A smithy, because every settlement should have one, costing six build points
  • The Waterfront, an upgrade of the Pier, only one is allowed per settlement at a ninety build point cost
  • An alchemist will be included at eighteen build points
  • A Bureau is a good idea I think for the seat of the Utopian Experimental Government, it costs only ten build points
  • An Everflowing Spring at five build points will take care of the water issues. I love the idea of A fountain built around several decanters of endless water that provides an inexhaustible supply of fresh water.
  • An Herbalist completes the additional buildings at an additional ten build points.


Since I am being lazy about the math right now I am just going to add those one hundred fifty-one in for a total of one thousand five hundred sixty-three.  Which is one hundred twenty over the build points the average gave me.


Now Piers cost sixteen build points each. I wanted as many of those as could be added with leftover build points but now I need to find a way to cut build points instead. Cutting the deficit in half is easy.


  • Shops cost eight as opposed to the Trade Shops ten so if those are used for services that saves forty-four build points.
  • A brewer is an average trade saving four more build points
  • A smithy is the same for another four
  • An alchemist is an exotic trade though so that cancels out the eight saved by them
  • An herbalist is an average trade so no change in the amount
  • If the library and bureau are cut that saves another sixteen.


Wait a minute, I forgot to include the fact that once the buildings are complete many add a point to Economy. One for alchemist, one for each caster tower, one per exotic artisan, one per inn, one for the library, one per luxury store, one per magic shop, one per shop, one for the smithy, one per tavern, one per trade shop, and the great four from the waterfront giving eighty-seven total divided by three giving twenty-nine. The deficit is basically halved again. Thirty-one build points over still.


Reviewing my work to see where I messed up I found a major mistake in the fourth paragraph. The average of 1d20 is 10.5 with light taxes adding one and at least an additional plus one from the treasurer that makes twelve point five each sequence on average. Now that twelve is then divided by three and rounded down making the Taxes Collected four build points per Sequence not three. A simple mistake at the beginning of the math problem created so much more work. Now I have an additional four hundred fifty build points to contend with. Needless to say at least I can do the settlement I want and now that I have a headache from the math, or more likely the bright lights at work, I am going to worry about those additional build points … not now.


 


 


 

The Kingdom of Gogpodda


Gogpodda is a kingdom onto themselves not even belonging to a set continent. The inner sea likes to claim it because many gnomes entered there from the first world. Arcadia as well can claim Gogpodda because the ocean currents bring it repeatedly close to their shores.

If I were to choose the continent Gogpodda belonged to it would be Azlant. Mostly sunk by aboleths in -5293 AR it remains as islands and atolls spread across the middle of the Arcadian Ocean. The island of Mordant Spire remains one of the few inhabited remnants of the once great continent according to the elves that live there and guard the secrets of old Azlant.  While according to James Jacobs on the Paizo message boards the elves of the Mordant Spire view Gogpodda as a problem and an eyesore.

Gogpodda is most commonly grouped in with other islands belonging to the Steaming Sea. Per PathfinderWiki The Steaming Sea is named for the thick mist that often hangs over the water. Storms are common, their squalls swallowing the largest ships. In the north, Thremyr's Shield and lesser glaciers calve off great icebergs year-round. The volcanic activity of the Hellrung Mountains on Cape Almhult extends offshore in a network of steam vents, ridges, and lava flows, and new volcanic islands occasionally erupt from the sea's surface, making the Steaming Sea difficult to chart. The currents are unpredictable, with frequent underwater earthquakes that cause tsunamis.

The size of Gogpodda is “miles” and since one hex is twelve miles on a side one should be enough for the kingdom of Gogpodda.

Kingdoms have taxes but I do not want there to be a lot of taxes and I hate cost of living and property taxes. They are gnomes. They will gladly leave the day before the property taxes are due to have to avoid paying them. So how are the taxes levied? I do not like the idea of there being none, it is not feasible. The only thing guaranteed in life is death and taxes after all. Tariffs, a tax to be paid on imports and exports. Ships that come to Gogpodda to trade must pay to sell their wares and an export tax on any items created upon Gogpodda that they plan to leave with. Granted it might hurt trade but it will definitely keep taxes in the light category.

The alignment and government for the kingdom of Gogpodda is the same as that for the settlement, Neutral Good granting a plus two for loyalty and stability and Utopian Experiment.

I said yesterday in the settlement that I calculated the six hundred fifty-four members of the settlement of Gogpodda by using eight percent taken from the consumption of the expansionist promotional level. It says in the Gnomes of Golarion “spread the word that all were welcome on newly christened Gogpodda.” That to me calls for the highest promotion level available which is Expansionist, costing eight build points and granting a plus four to stability. Of course as you will see in the next post those build points are cancelled out due to the fisheries, people have to eat and fisheries are logical.

Thursday, 3 November 2016

Settlement Stat Block

Gogpodda
NG small town
Corruption -2; Crime -1; Economy +1 or 0; Law +1; Lore +4; Society +3 or +4
Qualities small folk settlement and broad minded or Resettled Ruins
Danger +10
Demographics
Government Utopian experiment (Detailed in three paragraphs below!)
Population 654
Notable NPCs
Gerent
Consort (possibly)
Heir (possibly)
Councilor
General
Grand Diplomat
High Priest/ess
Magister
Marshall
Enforcer
Spymaster
Treasurer
Warden
Marketplace
Base Value 1,000gp; Purchase Limit 5,000gp; Spellcasting 4th
Minor Items 3d4 items; Medium Items 1d6 items; Major Items none




Here is how I figured out the stat block above:


Gogpodda was settled 37 years ago. I picked this due to the note on page http://pathfinderwiki.com/wiki/4679_AR that says "In Arodus, the first Chelish and Andoran settlers arrive to the Grinding Coast of Arcadia" which is referenced in Distant Shores page 50.


Then I started with 35 settlers, a quarter of a sailing ship of twenty sailors and one hundred twenty passengers. Each year I added eight percent and rounded up. The eight came from the consumption cost of the expansionist promotional edict in Kingdom building. I ended up with a population of 654. This made the settlement a small town.


Next in the settlement stat block comes alignment. From the Advanced Race Guide "Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. What may seem a malicious act to a non-gnome is more likely an effort to introduce new acquaintances to new experiences, however unpleasant the experiences may be. Gnomes are prone to powerful fits of emotion, and find themselves most at peace within the natural world. They are usually neutral good, and prefer to worship deities who value individuality and nature."


Next come the Modifiers in the stat block but since they are dependent upon qualities, disadvantages, and government, as well as the above alignment I will summarize those, starting with government.


Again from the Advanced Race Guide “Unlike most races, gnomes do not generally organize themselves within classic societal structures. Gnome cities are unusual and gnome kingdoms almost unknown. However, even when gnomes are common within a community as a group, individual gnomes tend to be always on the move.” This is why I went with a unique form of government. The best way to show that uniqueness is with a Utopian Experiment. Source Cityscapes: New Settlement Options for the Pathfinder RPG. This idealistic settlement was founded upon lofty ideals. In theory at least, all members of the community have a voice in its government, and a settlement council meets to ensure the ideals of the community are followed. Increase Society +2, Lore +1. Decrease Corruption -2, Crime -1.


From the description of the utopian expirament and looking again at the transient nature of gnomes, I decided upon frequent elections. For the three days of the monthly full moon there would be an election. Day one: a survey of those currently in power to see who wants to keep their job. Day two: for those jobs that are to be vacated, who is interested in the position? Day three: everyone on Gogpodda that day is allowed to vote at the temple for who they want in the various positions. I based the positions upon the Kingdom Building positions because it makes since that Gogpodda would basically be a kingdom onto itself. There were originally a dozen positions available, Heir and Consort are dependent upon who gets voted in as the Gerent, their term for the Ruler. I then removed Viceroy since there will not be any vassal states, bringing the total number of political positions down to eleven.


It is noted on a chalkboard which positions are going to be vacated, who is interested in filling each of those positions, and the names of those currently holding the positions and not wishing to vacate yet. Then each person writes the name of who they want to fill the position on a leaf and drops the leaf into the appropriate box. Once the moon rises the previous Councilor and High Priest/ess tally the votes for each of the positions. Once they have completed the task the make a public announcement of the results, except for the position of the new Spymaster who is contacted in secret by the Councilor, High Priest/ess, and previous Spymaster if there is a new one elected. Whoever has the most votes holds the job until the next full moon. This does mean that those who did not wish to vacate their positions can be voted out if someone else gets more votes than they do. For four days, one seventh of the period of time they are expected to hold the position, the previous holder of the position advises their successor of current and historical activity regarding their new post.


A small town gets two (2) qualities. The obvious first option is Small-Folk Settlement since gnomes are small folk. Personally I like Slumbering Monster because it allows for a good potential storyline but all sourced do say carcasses. Then I was thinking Resettled Ruins because it is built upon ruins of structures, in this case ships and animals. To e fare though I decided to look through all the options at http://www.d20pfsrd.com/gamemastering/other-rules/settlements and I am glad I did because that is when I found Broad Minded which is actually Pathfinder canon unlike Small-Folk Settlement and Resettled Ruins. Once the small town becomes large Resettled Ruins will be added, Or perhaps Broad Minded should be added later? Opinions desired in the comments section please.


Broad Minded
Source Pathfinder Adventure Path #67: The Snows of Summer (Reign of Winter part 1 of 6)
The citizens are open, friendly, and tolerant, and react positively towards visitors. Increase Lore +1, Society +1.


Resettled Ruins
The settlement is built amid the ruins of a more ancient structure. The settlement might be little more than a collection of tents and yurts erected in ruined plazas, or a thriving metropolis whose stones were recycled from long-forgotten temples and fortresses. While ruins provide a ready source of building materials, near-by dungeons to plunder and ancient artifacts to explore, they might also provide a hiding place for modern dangers or old curses. Increase Economy +1, Lore +1. Add +1d3 to the amount of magic items in any category the settlement's size would allow it to normally offer. If the settlement's size would not normally allow it to have magic items of a particular category, it always has at least one randomly chosen item of that category for sale. However, if a buyer rolls a natural one on any Appraise or Diplomacy check made to examine or purchase a locally bought magic item, that item is always cursed.


Small-Folk Settlement       Source Cityscapes: New Settlement Options for the Pathfinder RPG.
This settlement is designed for the comfort of a mostly gnome or halfling population. Its doors and ceilings are built for the comfort of the smaller races, and can be absolute murder on the foreheads of taller humanoids. Everything in the settlement, from furniture to forks, is sized for small creatures. Increase Law +1, Lore +1. Medium-sized and larger creatures treat the Settlement's Crime and Society statistics as a penalty due to their difficulty in maneuvering or sneaking around in the miniature Settlement. Small or smaller creatures treat the Settlement's Crime and Society statistics normally.


The only disadvantage appropriate for Gogpodda was Bureaucratic Nightmare due to the monthly change of leadership but that required a Lawful alignment. Gnomes are Neutral Good according to the Advanced Race Guide and if I were to lean away from Neutral it would be towards Chaotic and away from Lawful. Therefore, Gogpodda currently has no disadvantages.


As for Danger, Base Value and Purchase Limit, Spellcasting, and Magic Items unless Resettled Ruins is chosen above Broad Minded they will remain as the base amounts for a small town. If Resettled Ruins is selected more magic items will become available.