Page 3 of 3 FirstFirst 123
Results 21 to 25 of 25

Thread: Adventurers in the Unquiet Lands

  1. #21
    Join Date
    Apr 2015
    Location
    Pacific Time Zone, PST and PDT
    Posts
    1,256

    Default The Aucothian Calendar

    (This is a placeholder for a description of the Aucothian calendar.)
    Last edited by Umiushi; 11-01-2016 at 07:03 AM.

  2. #22
    Join Date
    Apr 2015
    Location
    Pacific Time Zone, PST and PDT
    Posts
    1,256

    Default Campaign Chronology

    (This is a placeholder for an ordered list of significant events in the campaign.)


  3. #23
    Join Date
    Apr 2015
    Location
    Pacific Time Zone, PST and PDT
    Posts
    1,256

    Default The Hamlet of Tartac

    Tartac is built on the five or six acres around the largest lumbermill in the valley. Large as it is, the amount of timber harvested in the area exceeds its capacity. The remainder is sent to Byswell Town by way of the Yu. Before the occupation, Tartac was the furthest into the settled portion of the valley that was known to ever suffer from sept raiding, but it has always been more generally true that Tartac provides many services to the wandering septs.

    Layout (Mill - Campground - Quay)
    The two major built-up areas of Tartac each hold a handful of large buildings with only a couple of long-term structures between them. First is the land next to the lumbermill that lies along Magpie Street. Next are the warehouses on the riverbank by the boat landing. Between the two is a large, open field built on the slope that serves as a marketplace, a campsite for passing caravans, and a shantytown for itinerant woodcutters. A lengthy slipway spans over a hundred yards between the mill and the quay, and is crossed by Magpie Street.

    Demographics

    Tartac is considered a "least village" in the official reckoning of the Constellation Bureau, so its population is held to be barely one hundred individuals. However, it often houses just as many traveling woodcutters in makeshift shelters at any given time. These people only stay to trade or to winter before partially dismantling their shelters and moving on. Often, a newcomer will inhabit the remnant structure and make it their own. Sometimes a sept that wishes to trade will temporarily settle on part of the campground. The racial composition of Tartac is generally held to be mostly human with a few halfling households by the quay. Dwarfs often pass through the place, as it lies between their settlement and Byswell Town.

    Governance
    The Count of Byswel appoints a "familiaris" to directly govern the settlement. The miller is the most influential resident, and the license to mill is granted by the mayor of Byswell Town, nominally making the miller a creature of the Constellation Bureaucracy.

    Military
    The Count of Byswel also installs a vogt, who is charged with the responsibility of maintaining the peace and defense of the town. Vogts are usually ex-Justiciars who take the position as a sort of semi-retirement. Similar to rebuses, vogts can deputize people and authorize them to temporarily take up arms in their service, but unlike rebuses they and their deputies are not allowed to travel beyond the borders of their community as part of an armed band unless in hot pursuit of raiders, i.e. setting out before three nights pass after the attack. Vogts are subject to Constellation Bureau oversight, but as the Bureau does not maintain a direct presence in Tartac, the vogt here is effectively only answerable to the Count, through the Count's familiaris.

    The mill and surrounding buildings are protected by a wooden palisade, of the sort that was until recently surrounding Byswell Town. The riverbank buildings see to their own protection and are consequently mostly built from stone. At the present time, no reports have reached Byswell Town of Tartac being molested by any of the septs.

    Lodging

    There is no inn, but travelers are free to settle on the campground. The Broken Dagger, described below, will reportedly let travelers shelter within their fenced-off grounds under the supervision of an ostiary for a small fee. A group of Vulysen Sisters maintains a few cottages near the quay to house people who are without other means of shelter during times of inclement weather. North and south of the hamlet, along Magpie Street, there are many farms willing to suffer adventurers to at least rest in their barns overnight, in return for some compensation.

    Taverns

    There is one tavern on the side of the road, called the Broken Dagger. It is not all that well spoken of and is mostly there for the locals.

    Supplies
    Some basic goods are available in the town. The availability of more unusual or expensive equipment depends on the presence of merchants. A large smithy is the newest builidng, and its owner is said to be a competent armorer who is allowed to provide services to Byswell's Bone Lancer garrison.

    Temples

    Besides the Vulysen mission, who also act as healers for the community, there is a single shrine of the Imperial Cult. It is located on the road about a quarter mile past the Broken Dagger. Customarily at such shrines, itinerant clergy from other faiths may temporarily reside there to minister to their local congregations.

    Other Details

    • There are a number of sculptures around Tartac of uncertain origin.
    • The village's familiaris is Szetel Byswel, a second cousin of the current Count who also briefly served as a Justiciar, some years ago. Rumor has it that she's feuding with more than one of the regular caravan companies and is likely not going to be much longer for her position.
    • The vogt is named Alpuch, a former Justiciar who became vogt eight months ago.
    • A mansion that lies on a hill less than a mile away from Tartac has its own theater and houses a troupe of entertainers known throughout the valley. They are particularly known for their acrobatic performances. They are usually on the road, except during wintertime.
    • The owner of the mansion and patron of the entertainers is Hogant Pantartac, a former Knight of the Sapphire Dragon, active in his fighting career over twenty years ago.
    • The Imperial shrine is known to be very well-off. It supposedly was originally a small, unadorned roadside shrine, but has grown rich and sprawling by the present day.
    • The only toy-maker in Byswell Valley lives here.
    • A foreign wizard of uncertain origin named Fori Jalid lives in the hamlet. He is known for having an owl named Nouriyael as a familiar and is said to be a half-orc. Fori is attested to be consumed with researching a way to remove a powerful curse that afflicts him and has a reputation for not interacting with Tartac's other residents. It is speculated that he is seeking the magical, golden bark from a fabled "chromwood" tree that has long been rumored to grow in the western woods of the valley.
    Last edited by Umiushi; 11-01-2016 at 10:51 AM.

  4. #24
    Join Date
    Apr 2015
    Location
    Pacific Time Zone, PST and PDT
    Posts
    1,256

    Default Faerie

    (This is a placeholder for a general description of the Land of Faerie.)

  5. #25
    Join Date
    Apr 2015
    Location
    Pacific Time Zone, PST and PDT
    Posts
    1,256

    Default Procedure for Proposing Rules

    Formalization of Rule Change Procedure
    In terms of how we will decide whether a player-proposed rule change is implemented, I'm going to handle it this way, at present and going forward: every player and I have a veto. If nobody uses a veto, the rule change is adopted as-is. If anybody vetoes, one of three things has to happen:

    1. The people who issued vetoes are persuaded (that is, persuaded and not brow-beaten) into the accepting the new rule, at which point they will withdraw their vetoes and the rule gets adopted.
    2. The rule has to be modified until it can be agreed to by everyone, at which point the vetoes are withdrawn and the modified rule gets adopted.
    3. No action is taken and the rule is not adopted. Discussion of the rule can continue indefinitely, until one of the first two events occurs or people get tired of talking about it. There is no rule that a withdrawn proposal can't be made again, but depending on how the discussion goes, it may need to be spun off into the General Discussion thread.


    Players do not have to veto, or otherwise vote. The absence of a veto will indicate consent until such time as a veto is issued. As long as someone is vetoing, you can hold your peace, but if you don't speak up as the vetoes get resolved, the rule change may be implemented before you know it. To keep people from missing the boat in this fashion, there will probably be a one posting period interval between apparent acceptance and actual implementation.

    As the dungeon master, my intention is if I propose a rule change, it will be adopted through this method. If I declare a rule change, ex cathedra as it were, it will be adopted by fiat. By way of example, I have declared the new rule change procedure. Rule declarations can still be discussed and argued against, but they go into effect immediately.

Page 3 of 3 FirstFirst 123

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •