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.
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.
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.
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.
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