Post by TheRipz on Oct 19, 2012 19:55:35 GMT -5
eberron.wikia.com/wiki/Cragwar
Village Population: 3,600
Location: Nestled near the the Blackcaps Mountains
Description: A Large town that changed hands many times between provinces fighting over the resources of the nearby mountain which holds silver and gemstones of great wealth for a nation. As well this town sits near the border causing it to deal with province-level security issues as well as its own problems.
Town Colors:
Town Symbol:
Leadership:
Military, under King's Eye.
The Military is in charge of the majority of the town, however the province may send an overseer from time to time, this 'Kings eye' is not always in the city (10% change)
Demographics: 40% human, 20% elf, 20% dwarf, 15% Other Common, 5% uncommon
Economics:
Special:
Imports:
- Wheat and Meat (Foodstuffs)
- Slaves
-
Exports:
- Silver
- Gems
- Metals
Defenses
Walls: Thick 20ft stone walls, each 60ft high, guards will patrol on the tops of the walls in order to keep an eye on the surrounding area. There are specialized watch towers attached to the walls that peek up another 30ft and have specialized equipment to view further than a normal eye.
The walls have defensive spikes at their top so anyone trying to climb over may be stabbed, the tips are coated with poison when the city higharchy seems as though it may have a heightened chance of breach. Or when respected visitors enter inside of it.
There are two Gates, one south and one North, both thick wooden doorways with a thick metal bar that is pulled out from the wall to close it up at night. After the sun begins to fade these gates lock and have an additional 6ft of stone to penetrate from any incoming attacks.
Possible Weaknesses:
Their is a secure area for water to enter the city facing the mountains, It does have guards posted at all times of day and night.
There is a battle damaged wall by the North Gate, it was repaired but there is a difference in color that might be more easily broken by ballistic attacks.
Water/food storage:
The city has a flow of water that comes down from the mountain, this stream is checked often to ensure its purity. One of the jobs of the city's slaves are to check the water, and ensure that it isn't poisoned. This is done by drinking it.
The Guards have an underground storage area where basic foods are kept, the City has a separate stash that is reuses and replenishes every few months. This town is used to being attacked, and these have been developed to hold out for 1-3 months well the city is under siege.
Guard Count:
216 Guards - Guards are paid 2 gold per week of work, this allows them to live a healthy life as somewhat wealthy people. Some Guards will save their income for a few months and purchase a female slave to marry if they were unable to woo a girl of their own.
Guard Hierarchy
General
----------------Focusing on the city's saftey they often have good knowledge of the area, but little more fighting ability than a normal guard.
-Captain
----------------Player Character Warrior, 100gp in gear. Roll Stats, Etc. (level 1)
-Royal Guard
----------------Focusing on the City's defense from outside sourses, rarely are they in town.
=Sergeant
----------------
---Corporal
----------------Always one at a gate, always one monitoring the troops in the city.
----------------+5 gold/month pay .: Extra 1d4 Gold on Body.
----------------Additional 1d4 damage on attack, 10% chance to have a +1 weapon equipt
----------------This Unit will have 2xhp, and can re-roll attack rolls.
===Guard Commander
----------------Commander +2 gold/month pay .: Extra 1d10 Silver on body.
----------------This Unit will have 2xhp, and can re-roll attack rolls.
-------Guard
----------------Basic unit
180 Town Militia - Everyone who lives in the town for more than a year over the age of 16 is able to join the militia, they are paid 12 bronze a week to train and afterwards are able to work a minimum one day a week for 2 silver. Each day is an additional 2 silver.
576 Slaves - These are the city laborers.
41% Sold into Slavery (10gp)
28% Attempting to get citizenship (Unsellable, Free after 2 years labor)
11% Captured Soldiers from past conflicts (160gp)
12% Prisoners working labor as punishment (100gp)
8% Servants deemed as lesser beings via religious, social settings. (10gp)
-Usually Uglier genetically, or holding deep religious beliefs of 'unclean' similar to Hindu culture.
Slave Origin Chart:
1-8 Servant
8-20 Prisoner
20-31 Captured Soldier
31-59 Attempting Citizenship
60-99 Sold into Slavery
Guard Regulations
Guards travel in a group of 5-10 (Roll 1d6+4 to when creating guard squad)
A Guard Squad will have 1 Commander in it. This Unit will have 2xhp, and can re-roll attack rolls.
Guard Gear: Guard gear is standardized, Any soldier is allowed to purchase out of pocket their own equipment as long as it is displayed they can perform at the same/greater level with it. This usually only happens with higher ups as they have the ability to afford such items.
Hand Crossbow, 30 bolts.
Short Sword,
Long Sword,
Spear,
Shield,
Coin pouch, 2d10 Silver (one dice as tens, the other as ones, 1-99 Silver)
Landmarks (Statues, Art, Churches, Mayors House, Guard Hut, etc)
Shops
Name: Cannith Guild House
Type: Artificer (Technology and Magic creation)
Description: The building is a large wooden structure with hidden seals that can only be seen by those with the proper ability. The wood cannot be burned, or torn down without first removing this magical barrier. The building houses a number of labs where new technology is developed intertwined with magics.
Markup: No Markups
Specialty: Enchanting equipment, creating new tech, Hover-ship/Warforge development.
Name: Kundarak Bank
Type: A Dwarven banking guild, you can store money and receive a magical hidden mark on your person showing how much money you have stored in the bank, any town with a Kundarak Bank can have this money pulled out, and the Tattoo Altered.
Description: A small building, with a vast vault, guarded by several Warforge elite and very difficult to penetrate.
Markup: There is no withdraw/storage fee, as the majority of investments are not fufilled as the travelers die, providing the guild with large sums of cash.
Specialty: Storing and dispensing money, Defending against money theft. This guild house has existed through several attacks and has never been penetrated by the incoming armies.
Name: Stagg's Smithing
Type: Armor/Weapons up to a low end 2+ Quality Weapon. (These take longer to make)
Description: It isn't the largest, but it is family to one of the Player Characters. A Small smith shop attached to the side of their house.
Markup: No Overcharge, 10% Discount on items created for PC's after Introduction of Family Aspect. This is essentially working for cost, and unless it is a slow schedule will mean the gear is put on the back burner and not created very quickly.
Specialty: Family of PC.
Name: Bojack's Pawn Shop
Type: Pawn Shop
Description: A Small but prominent pawn shop, most sketchy activity can be traced back to this.
Markup: Gear is purchased at a -15% price, and sold at a +5% hike.
Specialty: Jewelry, rings, art objects. 10% To have a magical item being sold in store that is seen as 'simply' an art object.
Name: Gentman's
Type: Clothing Shop
Description: A High end clothing store, selling expensive, extravagant cloth/leather gears. He has a group of high ups who go to him for not only expensive robes, but also thick ones to help survive in fights.
Markup: No Markup, though a tip is always good to stay on his good side.
Specialty: up to +2 cloth and leather armor, must look presentable to enter the store and receive services, will help with underground information if has been given a good tip.
Village Population: 3,600
Location: Nestled near the the Blackcaps Mountains
Description: A Large town that changed hands many times between provinces fighting over the resources of the nearby mountain which holds silver and gemstones of great wealth for a nation. As well this town sits near the border causing it to deal with province-level security issues as well as its own problems.
Town Colors:
Town Symbol:
Leadership:
Military, under King's Eye.
The Military is in charge of the majority of the town, however the province may send an overseer from time to time, this 'Kings eye' is not always in the city (10% change)
Demographics: 40% human, 20% elf, 20% dwarf, 15% Other Common, 5% uncommon
Economics:
Special:
Imports:
- Wheat and Meat (Foodstuffs)
- Slaves
-
Exports:
- Silver
- Gems
- Metals
Defenses
Walls: Thick 20ft stone walls, each 60ft high, guards will patrol on the tops of the walls in order to keep an eye on the surrounding area. There are specialized watch towers attached to the walls that peek up another 30ft and have specialized equipment to view further than a normal eye.
The walls have defensive spikes at their top so anyone trying to climb over may be stabbed, the tips are coated with poison when the city higharchy seems as though it may have a heightened chance of breach. Or when respected visitors enter inside of it.
There are two Gates, one south and one North, both thick wooden doorways with a thick metal bar that is pulled out from the wall to close it up at night. After the sun begins to fade these gates lock and have an additional 6ft of stone to penetrate from any incoming attacks.
Possible Weaknesses:
Their is a secure area for water to enter the city facing the mountains, It does have guards posted at all times of day and night.
There is a battle damaged wall by the North Gate, it was repaired but there is a difference in color that might be more easily broken by ballistic attacks.
Water/food storage:
The city has a flow of water that comes down from the mountain, this stream is checked often to ensure its purity. One of the jobs of the city's slaves are to check the water, and ensure that it isn't poisoned. This is done by drinking it.
The Guards have an underground storage area where basic foods are kept, the City has a separate stash that is reuses and replenishes every few months. This town is used to being attacked, and these have been developed to hold out for 1-3 months well the city is under siege.
Guard Count:
216 Guards - Guards are paid 2 gold per week of work, this allows them to live a healthy life as somewhat wealthy people. Some Guards will save their income for a few months and purchase a female slave to marry if they were unable to woo a girl of their own.
Guard Hierarchy
General
----------------Focusing on the city's saftey they often have good knowledge of the area, but little more fighting ability than a normal guard.
-Captain
----------------Player Character Warrior, 100gp in gear. Roll Stats, Etc. (level 1)
-Royal Guard
----------------Focusing on the City's defense from outside sourses, rarely are they in town.
=Sergeant
----------------
---Corporal
----------------Always one at a gate, always one monitoring the troops in the city.
----------------+5 gold/month pay .: Extra 1d4 Gold on Body.
----------------Additional 1d4 damage on attack, 10% chance to have a +1 weapon equipt
----------------This Unit will have 2xhp, and can re-roll attack rolls.
===Guard Commander
----------------Commander +2 gold/month pay .: Extra 1d10 Silver on body.
----------------This Unit will have 2xhp, and can re-roll attack rolls.
-------Guard
----------------Basic unit
180 Town Militia - Everyone who lives in the town for more than a year over the age of 16 is able to join the militia, they are paid 12 bronze a week to train and afterwards are able to work a minimum one day a week for 2 silver. Each day is an additional 2 silver.
576 Slaves - These are the city laborers.
41% Sold into Slavery (10gp)
28% Attempting to get citizenship (Unsellable, Free after 2 years labor)
11% Captured Soldiers from past conflicts (160gp)
12% Prisoners working labor as punishment (100gp)
8% Servants deemed as lesser beings via religious, social settings. (10gp)
-Usually Uglier genetically, or holding deep religious beliefs of 'unclean' similar to Hindu culture.
Slave Origin Chart:
1-8 Servant
8-20 Prisoner
20-31 Captured Soldier
31-59 Attempting Citizenship
60-99 Sold into Slavery
Guard Regulations
Guards travel in a group of 5-10 (Roll 1d6+4 to when creating guard squad)
A Guard Squad will have 1 Commander in it. This Unit will have 2xhp, and can re-roll attack rolls.
Guard Gear: Guard gear is standardized, Any soldier is allowed to purchase out of pocket their own equipment as long as it is displayed they can perform at the same/greater level with it. This usually only happens with higher ups as they have the ability to afford such items.
Hand Crossbow, 30 bolts.
Short Sword,
Long Sword,
Spear,
Shield,
Coin pouch, 2d10 Silver (one dice as tens, the other as ones, 1-99 Silver)
Landmarks (Statues, Art, Churches, Mayors House, Guard Hut, etc)
Shops
Name: Cannith Guild House
Type: Artificer (Technology and Magic creation)
Description: The building is a large wooden structure with hidden seals that can only be seen by those with the proper ability. The wood cannot be burned, or torn down without first removing this magical barrier. The building houses a number of labs where new technology is developed intertwined with magics.
Markup: No Markups
Specialty: Enchanting equipment, creating new tech, Hover-ship/Warforge development.
Name: Kundarak Bank
Type: A Dwarven banking guild, you can store money and receive a magical hidden mark on your person showing how much money you have stored in the bank, any town with a Kundarak Bank can have this money pulled out, and the Tattoo Altered.
Description: A small building, with a vast vault, guarded by several Warforge elite and very difficult to penetrate.
Markup: There is no withdraw/storage fee, as the majority of investments are not fufilled as the travelers die, providing the guild with large sums of cash.
Specialty: Storing and dispensing money, Defending against money theft. This guild house has existed through several attacks and has never been penetrated by the incoming armies.
Name: Stagg's Smithing
Type: Armor/Weapons up to a low end 2+ Quality Weapon. (These take longer to make)
Description: It isn't the largest, but it is family to one of the Player Characters. A Small smith shop attached to the side of their house.
Markup: No Overcharge, 10% Discount on items created for PC's after Introduction of Family Aspect. This is essentially working for cost, and unless it is a slow schedule will mean the gear is put on the back burner and not created very quickly.
Specialty: Family of PC.
Name: Bojack's Pawn Shop
Type: Pawn Shop
Description: A Small but prominent pawn shop, most sketchy activity can be traced back to this.
Markup: Gear is purchased at a -15% price, and sold at a +5% hike.
Specialty: Jewelry, rings, art objects. 10% To have a magical item being sold in store that is seen as 'simply' an art object.
Name: Gentman's
Type: Clothing Shop
Description: A High end clothing store, selling expensive, extravagant cloth/leather gears. He has a group of high ups who go to him for not only expensive robes, but also thick ones to help survive in fights.
Markup: No Markup, though a tip is always good to stay on his good side.
Specialty: up to +2 cloth and leather armor, must look presentable to enter the store and receive services, will help with underground information if has been given a good tip.