Post by TheRipz on Oct 19, 2012 13:31:08 GMT -5
Village Population: 540
Location: South of Cragwar, and the Blackcaps Mountains
Description:
Town Colors:
Town Symbol:
Leadership: The Town has a mayor that is propped up by the church, all people in the town follow his lead only after the church's word. If the two were ever to come into conflict with each other the town would likely split with the majority following the church.
The relationship is so corrupted that the mayor often has paid escorts stay in his house, and a rotation of clerical advisers often stay over.
Demographics: 88% Human. 12% Other.
Due to the towns location it is often used as a rest stop, but it has a very racist feel to it. Non Human races are often gawked at, elves and halfelves can usually get away with a few dirty looks, however others like Dwarves and Drow are more likely to get jumped.
Economics: A Farming village primarily they will trade mostly in livestock and food goods. Having a forest so close by enables them to have a good wood supply, and even come across some interesting herbs. However they have very little metal for armor and weapons which leaves them to import most of those materials.
Special: Farmland, Crops, Animals, Trading post.
Imports:
-Specialty foods
-Alcohols
-Metals
Exports:
- Cattle
- Grain
- Herbs
Defenses Two Entrances, 5 Guards on the ground, 5 Guards atop with crossbows.
Walls: 8 feet thick wooden walls surround the small town, with two giant reinforced gates at ether end. Atop the gates, and across the wall are area for archers to rest and keep watch. The walls tops have sharpened edges, and small broken bits of metal tied about making it very difficult to climb over.
Water/food storage: Having a farm nearby the town has a large amount of food stored inside its walls. The water of the village comes from a well, however underground caverns are underneath much of the farmland. Small pockets of water spit up across the farmland, paths have been dug out to allow irrigation across the farms.
Guard Count: 20 Guards paroling the town (not including gate guards)
The town has around 50 full time guards that work the gates and walk around the community.
It also has 30 on staff Militia that work on rotation, often farmers working for a silver a week to save up some extra money to help get through future difficulties.
The Mayor also has 12 special Commander-grade body guards, 3 pulled from the ranks, and 9 hired from the outside.
Guard Regulations Guards always travel in at least a group of 2.
A gate is guarded by two footmen on the inside, two on the outside, and one commander.
A gate is always guarded by 5 archers.
Guards on patrol always travel in pairs.
Guards are to sound their whistle when under threat before engaging.
Guards work in 8 hour shifts, and don't leave until another guard has replaced.
Guards always follow the mayor's orders, and their superiors.
Guards follow the Mayor's special guards as though they were a Commander.
Guard Gear:
Guard Gear Changes depending on the roll, specialty, and availability, All guards weapons have the town's marking, as well as the marking for "Breland" the province the town is in as to identify the items home. It takes 2d12 minutes and a successful Disguise check to scrape off or cover this marking.
Guard Armor: 1d%
1-50 Leather Armor
50-80 Hide Armor
80-90 Studded Leather
90-95 Oxidized Copper Chain Shirt
95-99 Wooden Plate mail
Guard Weapon: 1d%
1-10: Iron Longsword, Small Bronze Shield, Iron Dagger
10-20: Bronze Longsword, Bronze Dagger, Light Crossbow, 1d20 bolts
20-40: Iron Spear, Heavy Crossbow, 2d10 bolts
40-60: Iron Longsword, Light Crossbow, 1d20 bolts
60-70: Longbow, 2d20 Arrows, Copper Short Sword
70-80: Steel Short Sword, Heavy Bronze Shield
80-90: Iron Longsword, Iron Dagger, Iron Small Shield, Light Crossbow, 1d20 bolts
90-95: Copper Greatsword, 1d4 Throwing Axe
95-99: Heavy Wooden Shield, Wooden Greatsword, Wooden Longsword.
Guard Accessory: (Roll twice for Commander)
1-10: wallet - 1d6 silver, Cult Holy Symbol (wood)
10-20: wallet - 2d6 silver, Cult Holy Symbol (wood)
20-30: wallet - 3d6 silver, Cult Holy Symbol (wood)
30-40: Cult Holy Symbol (wood), Alchemical Fire (flask), Sunrod,
40-45: Letter of Resignation, Cult Holy Symbol (wood)
45-60: Cult Holy Symbol (wood)
60-90: Belt Pouch, 2d6 silver, Cult Holy Symbol (wood), Waterskin 1d% full of water, Landern, Oil Flask.
90-92: Major Random Treasure, Cult Holy Symbol (wood)
92-99: Minor Random Treasure, Cult Holy Symbol (wood)
Landmarks
North Wall:
South Wall:
Marketplace (internal):
Church:
Demon's Rocks:
Mayor's House:
Town Well:
Farmland:
Food Storage/Stables:
Barracks:
Inn:
Carpenter:
Blacksmith:
Adventure Shop:
Weapons/Armor Shop:
Shops ()
Name: Ilena's Inn
Type: Inn
Description: A Two story inn, with a large number of rooms, each room has a single bed, and larger 'group' rooms exist for upwards of 8 people they are roughly 1/2 the price per bed of a normal room.
Markup: Normal Rates for a nights stay and food/drink provided.
Specialty: Basic alcohols are sold here, nothing fancy, off-duty guards and ex-militia often come here so it might not be the greatest thing to stir up a fight.
Name: Taylor's Carpentry
Type: Taylor, Carpenter
Description: Taylor and his wife Taylor run a small shop that makes wooden furniture and the like for customers well his wife sows and knits items that are sold in store.
Their two sons often go out and harvest wood, or buy animal skins/cloths in order to make items.
The Taylor Family are some of the few non-cult members in the town, and very rarely deal with any townsfolk because of it.
Markup: None, the Taylor family will accept animals and other good as trade for services rendered, Misses Taylor loves roast pork, and says that the wild ones are just so much more delicious. To her a wild boar is worth 2-3 times its actual cost in goods and services.
Specialty: Furniture, and simple clothing repairs.
Name: Sid's Smithing
Type: Blacksmith
Description: A small smelly room near the south end of town, Sid spends most of his day filling orders over the hot oven. Sid can be bought off easily, though not cheaply.
Markup: Sid has a 4% markup on all his products sold, he will however remove that if pushed, but never go below it. Sid may increase the markup if the work is difficult, or he doesn't like the person.
Specialty: Sid is mostly experienced in copper and bronze equipment, he can produce Iron. The town guard tend to buy second rate used equipment and don't get much new stuff built by him, but travelers will come see him enough to have a good life.
Name: The Kraken
Type: Adventure Gear shop
Description: A shop with a few mundane items, transportable food stuff, tents, bedside gear etc.
Markup: No Markup on the basic stuff, beds, tents, bread, dried meat, water jugs, torches. However, he charges a 1d8% markup on all other items, and has a 30% chance to have a mundane item asked for by the players.
Specialty: Food and camp gear for travelers who stop by and have damaged previous gear, he does a god job of up selling, trying to get them a backup set because you never know when your gear might get ruined.
Name: Sword and Shield
Type: Armor, Weapon store
Description: With a thick wooden door, and thick wooden walls the building is hardly penetrable, though guards circle it and even hired help can often be hired during high transport seasons. Inside the building items are placed in locked boxes with a list of gear written on papers across the wall, and items crossed out if no longer for sale.
Often asking the shop keeper of an items availability would be better.
The Shop has a 40% chance to have the weapon in copper, a 20% to have it in bronze, 10% iron, 5% steel, 2% cold steel.
He sells light and medium armor, rarely having anything above bronze as the metal that appears on it.
Markup: 2% markup on all goods.
Specialty: Specialist in Weapons.
Location: South of Cragwar, and the Blackcaps Mountains
Description:
Town Colors:
Town Symbol:
Leadership: The Town has a mayor that is propped up by the church, all people in the town follow his lead only after the church's word. If the two were ever to come into conflict with each other the town would likely split with the majority following the church.
The relationship is so corrupted that the mayor often has paid escorts stay in his house, and a rotation of clerical advisers often stay over.
Demographics: 88% Human. 12% Other.
Due to the towns location it is often used as a rest stop, but it has a very racist feel to it. Non Human races are often gawked at, elves and halfelves can usually get away with a few dirty looks, however others like Dwarves and Drow are more likely to get jumped.
Economics: A Farming village primarily they will trade mostly in livestock and food goods. Having a forest so close by enables them to have a good wood supply, and even come across some interesting herbs. However they have very little metal for armor and weapons which leaves them to import most of those materials.
Special: Farmland, Crops, Animals, Trading post.
Imports:
-Specialty foods
-Alcohols
-Metals
Exports:
- Cattle
- Grain
- Herbs
Defenses Two Entrances, 5 Guards on the ground, 5 Guards atop with crossbows.
Walls: 8 feet thick wooden walls surround the small town, with two giant reinforced gates at ether end. Atop the gates, and across the wall are area for archers to rest and keep watch. The walls tops have sharpened edges, and small broken bits of metal tied about making it very difficult to climb over.
Water/food storage: Having a farm nearby the town has a large amount of food stored inside its walls. The water of the village comes from a well, however underground caverns are underneath much of the farmland. Small pockets of water spit up across the farmland, paths have been dug out to allow irrigation across the farms.
Guard Count: 20 Guards paroling the town (not including gate guards)
The town has around 50 full time guards that work the gates and walk around the community.
It also has 30 on staff Militia that work on rotation, often farmers working for a silver a week to save up some extra money to help get through future difficulties.
The Mayor also has 12 special Commander-grade body guards, 3 pulled from the ranks, and 9 hired from the outside.
Guard Regulations Guards always travel in at least a group of 2.
A gate is guarded by two footmen on the inside, two on the outside, and one commander.
A gate is always guarded by 5 archers.
Guards on patrol always travel in pairs.
Guards are to sound their whistle when under threat before engaging.
Guards work in 8 hour shifts, and don't leave until another guard has replaced.
Guards always follow the mayor's orders, and their superiors.
Guards follow the Mayor's special guards as though they were a Commander.
Guard Gear:
Guard Gear Changes depending on the roll, specialty, and availability, All guards weapons have the town's marking, as well as the marking for "Breland" the province the town is in as to identify the items home. It takes 2d12 minutes and a successful Disguise check to scrape off or cover this marking.
Guard Armor: 1d%
1-50 Leather Armor
50-80 Hide Armor
80-90 Studded Leather
90-95 Oxidized Copper Chain Shirt
95-99 Wooden Plate mail
Guard Weapon: 1d%
1-10: Iron Longsword, Small Bronze Shield, Iron Dagger
10-20: Bronze Longsword, Bronze Dagger, Light Crossbow, 1d20 bolts
20-40: Iron Spear, Heavy Crossbow, 2d10 bolts
40-60: Iron Longsword, Light Crossbow, 1d20 bolts
60-70: Longbow, 2d20 Arrows, Copper Short Sword
70-80: Steel Short Sword, Heavy Bronze Shield
80-90: Iron Longsword, Iron Dagger, Iron Small Shield, Light Crossbow, 1d20 bolts
90-95: Copper Greatsword, 1d4 Throwing Axe
95-99: Heavy Wooden Shield, Wooden Greatsword, Wooden Longsword.
Guard Accessory: (Roll twice for Commander)
1-10: wallet - 1d6 silver, Cult Holy Symbol (wood)
10-20: wallet - 2d6 silver, Cult Holy Symbol (wood)
20-30: wallet - 3d6 silver, Cult Holy Symbol (wood)
30-40: Cult Holy Symbol (wood), Alchemical Fire (flask), Sunrod,
40-45: Letter of Resignation, Cult Holy Symbol (wood)
45-60: Cult Holy Symbol (wood)
60-90: Belt Pouch, 2d6 silver, Cult Holy Symbol (wood), Waterskin 1d% full of water, Landern, Oil Flask.
90-92: Major Random Treasure, Cult Holy Symbol (wood)
92-99: Minor Random Treasure, Cult Holy Symbol (wood)
Landmarks
North Wall:
South Wall:
Marketplace (internal):
Church:
Demon's Rocks:
Mayor's House:
Town Well:
Farmland:
Food Storage/Stables:
Barracks:
Inn:
Carpenter:
Blacksmith:
Adventure Shop:
Weapons/Armor Shop:
Shops ()
Name: Ilena's Inn
Type: Inn
Description: A Two story inn, with a large number of rooms, each room has a single bed, and larger 'group' rooms exist for upwards of 8 people they are roughly 1/2 the price per bed of a normal room.
Markup: Normal Rates for a nights stay and food/drink provided.
Specialty: Basic alcohols are sold here, nothing fancy, off-duty guards and ex-militia often come here so it might not be the greatest thing to stir up a fight.
Name: Taylor's Carpentry
Type: Taylor, Carpenter
Description: Taylor and his wife Taylor run a small shop that makes wooden furniture and the like for customers well his wife sows and knits items that are sold in store.
Their two sons often go out and harvest wood, or buy animal skins/cloths in order to make items.
The Taylor Family are some of the few non-cult members in the town, and very rarely deal with any townsfolk because of it.
Markup: None, the Taylor family will accept animals and other good as trade for services rendered, Misses Taylor loves roast pork, and says that the wild ones are just so much more delicious. To her a wild boar is worth 2-3 times its actual cost in goods and services.
Specialty: Furniture, and simple clothing repairs.
Name: Sid's Smithing
Type: Blacksmith
Description: A small smelly room near the south end of town, Sid spends most of his day filling orders over the hot oven. Sid can be bought off easily, though not cheaply.
Markup: Sid has a 4% markup on all his products sold, he will however remove that if pushed, but never go below it. Sid may increase the markup if the work is difficult, or he doesn't like the person.
Specialty: Sid is mostly experienced in copper and bronze equipment, he can produce Iron. The town guard tend to buy second rate used equipment and don't get much new stuff built by him, but travelers will come see him enough to have a good life.
Name: The Kraken
Type: Adventure Gear shop
Description: A shop with a few mundane items, transportable food stuff, tents, bedside gear etc.
Markup: No Markup on the basic stuff, beds, tents, bread, dried meat, water jugs, torches. However, he charges a 1d8% markup on all other items, and has a 30% chance to have a mundane item asked for by the players.
Specialty: Food and camp gear for travelers who stop by and have damaged previous gear, he does a god job of up selling, trying to get them a backup set because you never know when your gear might get ruined.
Name: Sword and Shield
Type: Armor, Weapon store
Description: With a thick wooden door, and thick wooden walls the building is hardly penetrable, though guards circle it and even hired help can often be hired during high transport seasons. Inside the building items are placed in locked boxes with a list of gear written on papers across the wall, and items crossed out if no longer for sale.
Often asking the shop keeper of an items availability would be better.
The Shop has a 40% chance to have the weapon in copper, a 20% to have it in bronze, 10% iron, 5% steel, 2% cold steel.
He sells light and medium armor, rarely having anything above bronze as the metal that appears on it.
Markup: 2% markup on all goods.
Specialty: Specialist in Weapons.