Tosheik City (3.5e Location)

= Tosheik City =

General Info
Tosheik is a city with an Obelisk of Supernatural Protection (see below) in it. Tosheik may be placed in any country that does not prohibit the usage of weapons. As a DM, you may place this city anywhere you think it fits.


 * Population: A bit more than 9000.

Knowledge (Local) & Bardic Knowledge Checks
Characters with ranks in Knowledge (Local) may have heard of this town. Characters must have spent at least one year in the region. When a character makes a skill check, read or paraphrase the following, including information from lower DCs. Characters get a +2 synergy bonus for every 5 ranks in Knowledge (the planes).

Geopolitics
Tosheik is in a country that requests 2% of its gold in taxes every two years. While it sends out about 10% of its population during wartime, Tosheik has never been attacked by invading countries, having a wide expanse of land before there are any foreign borders. There is only one major road leading to Tosheik, on which, most of the major trading takes place. Tosheik is not near a sea, and does not need to worry about a naval attack. Many odd fish found in the Tosheik Demiplane are traded for various goods.

Defenses
The town is surrounded by 10ft (3.3m) high reinforced wooden fences. At entrances, there are no gates. A 50% and 25% distance between the town center, the Obelisk, are 6ft (2m) high wooden fences, with openings every quarter mile. The Obelisk gives a damage reduction bonus.

Supernatural Obelisk of Protection
Inside the Obelisk is a portal to the Tosheik Demiplane. Using a magical ritual known as "Portal to Vortex", that portal is turned into a vortex, leaking out part of its power, being the timeless for HPs trait reworked as a damage reduction bonus based on distance from the vortex.


 * Less than 100 feet from center: 4/-
 * Between the Obelisk and the innermost town gate: 3/-
 * Between the Obelisk and the inner town gate: 2/-
 * In the town gates: 1/-

Inhabitants
Fishermen and planer travelers are more common.

Local Government
The local government is lawful neutral. Around town is 60 guards (45 level 1, 15 level 2) and 2 captains (level 4) to lead the guards. They generally don't care if evil people walk in town until they commit a crime, and vigilantes are frowned upon. On average, twenty five small crimes and five mediocre (theft of more than 40sp worth of material or battery) crimes happen per week. Major crimes (theft of over 100gp worth of material or manslaughter) are rarities. If one is committed, most of the guard will investigating it.

Tosheik Planar Committee
A committee of folks who are the law of the Tosheik Demiplane. They have a few specific laws that are punishable in many painful ways. At times, they get into problems with the local government, as they add laws that can only be enforced in city. Still, the city guard stays out of their way most of the time, as all members on the committee are high level wizards.


 * 1) Taking more than 50lb of fish from the plane per person per day | Disallowed from taking any fish from the plane for one month.
 * 2) Entering the plane without permission |  Barred from the central 25% of town.
 * 3) Cutting off a limb of somebody in the plane | Cutting off of the same limb for twice the time that limb is off.
 * 4) Leaving guide without permission | Barred from reentering plane.
 * 5) Entering central 25% of town while barred. | Forced into the plane, and random limb cut off for 1 day (in the material plane)

Markets
While not a powerful structure, markets exist around town. Fish from the plane is 40% cheaper, while other types of fish are rare, requiring a DC 16 gather information check to find out if they are for sale. With the glut of clerics that thought the town was protected by divinity, all spells on the cleric level 0 and cleric level 1 spell lists are 10% cheaper. Since water is actually rare around the town, crops do not grow as well, and food in general is 20% more expensive.

Druidic Revenge
Druids in the surrounding lands believe that the fishermen are obtaining their fish from the local streams that pass nearby, making them fishless. In truth, many of these streams are too far from large enough sources to support fish the size they are catching. Still, the druids in the area are corrupted or misguided, and attack the town. This happens just as the PCs are entering or exiting. There are many creatures that could corrupt the druids, but greedy Aberrations are the most likely to have a prior motive and the strength to do this.