Wheatfield

There is a Town Square and an Arena.

You are the people who belong to none; you have no centralized leader, no broadly enforced legal structure. There are no city guards beholden to a monarch, and any courst system is ad hocand based on tradition, precedent, or a combination of volume and willpower. Any tax system is voluntary, any construction is done to fill an immediate need when it becomes acknowledged by enough people. Militaries are voluntary and most see self-defense and unified preservation as an ingrained and personal responsibility. Those who are incapable of fighting do not last long. Though these traditions may suggest instability and infighting, the core of your realm draws strength from this fierce independence.

The ruggedness of your people is more than fodder for boastful song. Only the strongest make it to adulthood and any leaders that stand out are those that have proven themselves most capable, certainly not by some secret ballot. While there may be many rival clanswith different subcultures and possibly different races, the guiding thread is that you self-govern, more or less as well as those centralized so-called civilized realmssurrounding you. Your ability to exist with enough cooperation and cohesion has forged a strong bond to the land that also manifests as increased stores of magical energy.

Wheatfield is in Anarchy.It people are considered Wild Folk (uncivilized)

Wheatfield has the Features -- Anarchy Origin, Wanderlust

   

Level of Governement is 1

Race is Human

Population score is 30 (+10)

Economy score is 30 (+10)

Oder score is 30 (+10)

Magic score is 11

Culture score is 30 (+10)

Diplomacy score is 11

 

Stability dice is 2d8

Currently 7 stability points

Gold in treasury is 0(000)gp

Skills are Recruitment, Raiding

Currently there are 8 resources within 18 capacity

30 points to next experience level


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