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Alderham, Creatures and People

Free Port City on the Silver Coast

Guard and Soldiery
Alderham City Guard
Hekkam Guards or Soldiers (same stats, different equipement/weapons)
  Common People (all in MM's)
  • Alderham Commoner (3.5, cr1/2)
  • Commoners (human (Yeshen or Yesh'him), halfling, goblin) (PF2e, all lvl-1)
  • Commoner, Basic (in NPC's 5e, cr0)
Criminals
  • Bandit (5epccr1/8; PFgglvl2)
  • Bandit Captain (5epccr2)
  • Charlatan (PFgglvl3): done in PF2egg
  • Assassin (PFgglvl8)
  • “Basic Burglars” (lower cr, all my own, PF): Human (cr2 Goblin (cr1)
Noble (almost always Hekkam in Alderham, unless a visitor from the Kingdom Bountiful) (PF2e cr3, 5enpccr1/8, 3.5?)...
The Hekkams are what pass for "Government" in Alderham: A Noble family, living in a castle behind a high wall, extorting the people and gem traders while pretending to protect the city from any harm.
  And Bodyguard (PF2gg cr1) or Guard (5eMM)   Harbormaster, pfgg magistrate (port cities), cr3 Dockhand, pfgg, cr0   Seafarers pfgg.
  • Navigator; cr2
  • Pirate, cr2
  • Bosun, cr3
  • Ship Captain, cr6
  • Seafarer pfgg
Ethnicities / Races
  • Human (Yeshen, Breaks)
  • Halfling (Breaks)
  • Yesh'him Group, two to five people (Bards and Clerics most often, come to Alderham to share their music and experience, to keep their traditions alive, to remind the Yeshens, subtly and through performance only, of their deep heritage) Yesh'him People, the
  • Goblin
  •  
                   

    Animals
     
  • Mule (3.5)
  • Goat (5e)
  • Mastiff (5e)
  • Pony (bred and trained among people, and halflings especially)
  • Riding Horse (all)
  • 5eappcr1/8; (especially among dwarves and halflings, but anywhere) (and same for war pony): MMIanimalscr1/4…
  • Riding Pony Nethyscr0 // Warpony Nethys
  • Cat: many varieties (anywhere cats are domesticated): 5eappcr0; Cat, like a house cat or feral house cat, etc. (MMIanimalcr1/4)
  • Dog (pet of some kind): PFcr-1 or 1
  • Riding Horse (5eappcr1/4)
  • Silver Coast Raven: B2cr-1; Raven Swarm B2cr3 (RAVEN (MMIanimalscr1/6 5eappcr0)
  • Fly and Giant Fly (B2cr0and1)
  • Rat (MMIanimalscr1/8; 5eappcr0) … Swarm, Rat Swarm (MMIcr2)
  • Rat, Giant… PFcr-1, MMI; … 5eappcr1/8 (or diseased)

  • Other Humanoids (can be played as a PC--not yet)
    • Goblins (MMIcr1/3; 5ecr1/4; BOSS 5ecr1)
    • Goblin Commando (PFcr1)
    • Goblin Dog (PFcr1)
    • Goblin, Basic (my own, PFcr0)
    • Goblin, Stealthy (my own, PFcr2)
    • Doppelganger, MMI,cr3…(BFcr3).... 5ecr3
    • Wererat, MMI, PF, 5ecr2
    Random Buildings
    Poorer Districs: possibilities · 1-4: Shoddy inn · 6-16: Shoddy inn w. tavern · 17-18: Decent inn (70% w. Tavern) · 19-29: Tavern—dive · 30: Tavern—decent · 31-41: Shanties · 42-50: Poor dwellings / Stables-Horse seller · 51-54: Weapon and armor merchant · 55-56: Food merchant / Food Market · 57-59: General Marker · 60-65: Misc. Merchant · 66-67: Cooper · 68-71: Shipwright · 72: Cartwright · 73-76-Blacksmith · 77-78: tanner/leather goods · 79-84: Black market · 85: Wholesale goods · 86-90: Trading market from shipped goods · 91: Packing · 92-94: Warehouse · 95: Brewery · 96-99: Brewery · 100: Distiller   BUILDINGS IN ALDERHAM—MERCHANT DISTRICT: possibilities · 1-4: Decent Inn · 5-11: Decent Inn and Tavern · 11-14: Quality Inn · 15-21: Quality Inn and Tavern · 22: Expensive Inn · 23-24: Expensive Inn and Tavern · 25-29: Tavern—Sketchy · 30-38: Tavern—Quality · 39-46: Dwelling · 47-49: Fancy Dwelling · 50-54: Town Square (to Devid, for festivals—small market at non-festival times) · 55-56: Merchant’s Square (all manner of goods) · 57-60: Guild · 61-63: Food Seller (35% specialty) · 64-65: Misc. Merchandise · 66: Tanner/Leather goods · 68-72: Weapons and Armor · 73: Apothecary or Herbs · 74-76: Gem Wholesaler · 77-80: Cut Gems / Gem market · 81-82: Blacksmith · 83: Scribing and bookstore (10% arcane) · 84-85: Cooper or Cartwright · 86-87: Stables · 88-90: Brewery or Distillery · 91-95: Expensive store: Jewelry, Art · 96-98: Temple to Devid (30% ritual goods) · 99-100: Secret society of Thieves or Rogues (storefront)  
    Random Encounters
    Lower Alderham: possibilities 1-4: COMMONERS (workers about town) 5-7: URCHINS and STREET PEOPLE 8-10: SAILORS 11-13: BEGGARS, GAMBLERS, DRINKERS/RABBLE 14-15: PIRATES, ROGUES, THIEVES 16-17: CITY GUARDS 18-19: MERCHANTS 20: CLASSED RESIDENTS or ADVENTURERS   Upper Alderham: possibilities 1-5: COMMONERS (workers about town) 5-9: MERCHANTS 9-11: SAILORS 12-14: BEGGARS, GAMBLERS, DRINKERS/RABBLE 15-17: CITY GUARDS 18: ROGUES, THIEVES 19: URCHINS and STREET PEOPLE 20 (1-4 out of 6): HEKKAM’S ELITE WATCH 20 (5-6 out of 6): HEKKAMS of various type and station

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