Borderlands/Froúrio sta Sýnora

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UNDER COSTRUCTION, PLEASE SEE THIS POST IN RESERVE COPY

This small village and new military base in the foothills of the New Pindus Mountains is being built around the ruins of the Énaspétrinos Pýrgos. One part construction site, one part workers camp, one part frontier town, Froúrio sta Sýnora is constantly busy.

Population

Approximately 600 adults, with an unusually small proportion of children. The population level is prone to suddenly swelling and dipping as labor and adventuring groups move in or out.

Long term residents are primarily human and dwarven in roughly even numbers, making up 60% of the population. The most significant minority groups are kentauroi (15%), fauns (12%), and gnomes (7%) but almost any civilized race can be found in small numbers, and even a few half-orcs.

Employment

15% of the population are soldiers on long-term assignment (mostly human or dwarvish infantry, but there is a notable unit of Kentauroi shock troupers). An equal number are noncombatants in military employ, including porters, animal handlers, cooks, coopers, an armorer, and a blacksmith.

30% are craftsmen and laborers involved in the construction effort either directly or indirectly.

The remaining population are garden farmers, herdsmen, and hunters and trappers, who have all moved inside the settlement for protection, adventurers, and a handful of merchants who service everyone.

Construction Effort

The jumbled stones of the old ruins are being pillaged for construction material to build town walls and a fortress. The aim is to secure the area against threats coming down through (and out from under) the New Pindus Mountains.

Security and Governance

The town currently has a basic ditch and earthen wall around its entire perimeter, with the foundations of a stone wall in place around almost 40% of the perimeter. There is an armed guard of fourteen soldiers stationed on the walls during the day and six on watch at night, but like citizens in Greek towns everywhere, every able-bodied adult is available for civil defense.

There is no formal "town watch" or "peace keeping" force; crimes against soldiers are dealt with by the military commanders, while crimes against laborers are dealt with by the Syntechnía (masons guild). Most of the villagers are connected to one organization or the other, or are adventurers and can more-or-less take care of themselves.

Town Facilities

Alemasters and Travelers Shelter

Cost to stay in town is $120 per week, modified by Size Modifier and Reduced Consumption. This does not cover repair of equipment, serious carousing, serious gambling, or pitching serious woo, but does cover food, shelter, and light entertainment.

There is a bar, which is usually pretty busy by mid afternoon and is open at all hours. Compulsive Carousers need to make a self control check each week or spend an extra $10×Margin of Failure, modified by Size Modifier.

There is also gambling, both in the bar and amongst the laborers and soldiers. Compulsive Gamblers need to make a self control check each week or gamble $10×Margin of Failure as per DF2 page 4. Compulsive Gamblers may attempt to cheat, as usual, with the usual penalties if caught.

There are enough people in town that Lecherous characters need to make a self control check each week or spend $10×Margin of Failure on wooing (gifts, dinners out, makeup, bribes to angry family members, arranging crazy schemes to attract someones attention, etc).

Size Modifier and Cost of Living

SM Multiple
+2 ×2
+1 ×3/2
+0 ×1
-1 ×2/3
-2 ×1/2
-4 ×1/4
-6 ×1/8

Armorer and Blacksmith

There is a village blacksmith capable of general repairs and maintenance, as well as a blacksmith and an armorer in service to the military encampment. Effective Merchant Skill is 14 for purposes of haggling.

For Sale

All Basic Set weapons are available for Cheap or Average quality in SM 0 and SM 1 for the normal cost.

Basic Set weapons in other sizes or qualities, and Martial Arts weapons in any size and quality are available as Special Orders which can be delivered after a week's delay (in town or adventuring) at a +50% markup after all CFs, size, etc are taken into account.

Amour up to TL 2 (Except Mail) are available for the normal cost in Cheap or Average quality for SM 0 Humans and Human compatible, SM +1 Humanoids, and SM 0 Dwarves, for the normal cost.

Mail and Double Mail are available in Cheap or Average quality for any size modifier and general body plan, for the normal cost. Mail and Double Mail for small characters is "Mundane" in quality, and thus suffers a significant armor penalty.

Armor from TL 3 (other than Double Mail) are available in Cheap Quality only, for SM 0 Humans and Human compatible, SM +1 Humanoids, and SM 0 Dwarves, for the normal cost.

Armor from TL 4 is not available locally at all.

Other sizes and qualities of armor are available as Special Orders which can be delivered after a week's delay (in town or adventuring) at a +50% markup after all CFs, size, etc are taken into account.

Horse/Centaur Barding up to TL 2 is available, see GM for new costs and weights as the Basic Set is unreliable.

Repair and Modifications

Armour and weapons in need of minor repairs (still at positive HP) can be fixed for $20 each.

Armour and weapons in need of major repairs (0 HP or less) can be repaired for $20 plus 1d×10% of their list price, minimum $50.

TODO: Modifications

Merchant skill can be applied to try to haggle these values down normally, or PCs with toolkits can try to do the work themselves (for Repair, see the rules from Basic Set page 484-485).

Spellcasting

Magic Items

New items may be ordered with any of the enchantments from DF1 - it takes one week for delivery, and there is a +50% markup is on the full price of the item, including the enchantment.

Existing nonmagical equipment may be enchanted. This takes two weeks as the item must be sent away and then returned. The enchantments from DF1 are available, as are both of the Character_Creation#New_Enchantments. For "upgraded" items, the +50% markup is only on the final price of the enchantments. PCs may adventure or stay in town (for the usual cost) while waiting.

General Goods

Merchant Skill 14

All items from DF 1 under Basics are available for the normal cost at SM 0 and SM 1.

Items from DF 1 listed under Special Orders: Adventure-Wear are available for SM 0 and SM 1 at a +25% markup and no wait.

All other sizes and items from DF1 are available at a +50% markup and 1 week wait.