Things are starting to run up against each other, so some filler would be a good idea.
This is my Antarctica Adventure Jam 2nd Region. It's past its due date and is going to be back to front. Since I will write the preamble last, after the rest of the content is done and my thoughts are in order. But It should all seem clear after it is put together.
### 222-156
The Island of Jellicle
2000 people
in 3 markets. Home of Duke Mungo of the Duchy of the Outer Seas F7. From his coastal
castle, the young man plots to gain more territory in these chaotic times.
He and his
island are descendants of pirates, made complainant with majesty. Who sailed
the length of the peninsula and archipelagos for loot. Their ship cats still
roam the island, having eaten the unique fauna. The sea air means they grow
only summer wine.
The most fabulous is said to still be buried
beneath the standing stone grave of the first duke. A silver scepter that fits
with the ducal ring. Inert without it, worth 5sp on its own.
### 219-157
Headlands (Aha aha)
2000 people in two markets. Headless live here in wary fear. They fear the
water as much as any person in these times. But with their lord gone away,
there is little to be done to keep their neighbors in check.
30 Hill
Giants live along the sea cliffs, under Big Jojo, catching great hauls in their
nets. They barter farm labor for alcohol but frequently become enraged at petty
things. They say the deal with the lord is worthless without him being present.
In bags they have 6000sp and 12000gp from extortion and salvage.
### 219-158
North Bay
1000 people
in 1 market. Here the Headless inhabit a single, bisecting coastal road. All
crossing through the vacated castle and its stout defenses.
### 220-158
Quiet Beach
2000 people
in 2 markets. The Headless here did not name the area. The more human
inhabitants of Seacliff Fort did. 130 warriors from the Island of Jellicle
(222-156) landed here a few
years ago to build it.
Notionally
it is to dissuade pirates. But it is clearly an extension of the young Duke’s
authority towards the mainland. A base or even an alternative center of power
for the dissatisfied.
Led by
Jerrie Jerrieson F8, who keeps the 6000sp and 9000gp of payroll, tolls and
petty larceny in a locked box under his bed.
### 218-159
The Lands of the Headless
2000 people
in 4 markets. Home to the Headless Duke F7, and his massive tournament. All the
lords and knights and retinue of the Headless Duchy have come on their headless
horses to prepare for his great conquest. The elimination of the dragon nest in
219-159 in a week.
Such an
achievement will make the enemies of the duchy (or kingdom as the duke thinks
it) beware its borders and pay many warriors.
Headed
knights are grudgingly allowed but expect to be thrown in the front as fodder
for the monsters. Diplomats are served a multi-course banquet. A course of
sheep and bull tongue and brains, then roasted pigs head and if they really
don’t get the hint; monkey brains served in the skull.
Hospitality
extends only to what is custom and he refuses all discussions until after the
dragons are slain. Guests must leave as soon as possible.
55 Noblemen
F3, 55 Squires F2 and 275 Retainers F1, feast upon the field. 8250gp worth of
coins, decoration and ransoms.
The
treasury of the duchy is 1000pp of found artefacts, jewelry worth 500gp, 600gp,
700gp, 6 x 800gp, 2 x 900gp, 1000gp, 5 x 1100gp, 2 x 1200gp, 2 x 1300gp and 2 x
1500gp. The Ducal Ring is worth 5sp.
### 219-159
The Dragon Heath
100 people
live in 2 markets. A scattering of Headless outlaws and runaway peasants eked
out a hidden and marginal living from the 10 Green Dragons which have piled
dirt around their hill hollows to form an extensive burrow of berms and trees.
They regularly fly out to ravage the lands of the peninsula near and far.
Somewhat
more gauche than others of their ilk. Their hoard is: 140000cp in body
decorations, 88000sp in common coinage, 40000ep in trans-ducal bullion, 40000gp
in a kingdom’s worth of coins and 14000pp in heirlooms and loot from Before in
a variety of small decorations of dinosaurs.
### 220-159 The Humps
2000 people in 4 markets. Headless peasants scattered
throughout the coastal plains. Don’t want anything to do with outsiders unless
they can make a bit of money by doing something small. The Humps are three low
rocks equidistance from each other. Once foundations for a vast Before quay,
now just humps.
### 219-160 The Sighing Tower
300 people in 1 market. Atop the hills is the wind-worn
Before ruin, where the Headless were first made to pay vassalage to the king of
the peninsula. Consequently, the Headless shun this place except for a
community of remote peasants, who haven’t paid taxes in years. Recently the
tower has stopped making sounds from 5 Tarantella who have stopped the gaps
with silk. The body of a trader inside carries 90cp and 41gp.
### 220-160 Headless Hills
2000 people in 3 markets. The Headless are valley farmers
and so normally do not live at elevation. But the flatter hilltops here allow
the peasants to do well from sheep, grain and rare Upland Red Gourds. But
still, they do not venture too far upland for dragons 219-159, history 219-160 and outsiders
219-161 loom.
### 221-160 Headless Creek
2000 people in 3 markets. The Headless naturally have never
named the waterway, so sailors from Jellicle 222-156 have. It is the focus of the area, allowing the unique
purple gourds of the Headless to grow in abundance. Cured rind roofing and rind
(leather) armour is half price. Thery will pay 2000gp after, for the characters
to go to 221-161 and burn the port to the ground.
### 218-161 The Wind and the Grass Clan
100 people live in one market. The Wind and the Grass Clan
of the Rovers herd here in the upcountry. Led by Headwoman Eva F4, they trade
and do jobs in the borderlands of the duchies. But unlike most, they grow their
own water gourds and shade-leaves along the slopes to several large sinkholes
which dot the land.
These are not proper sinkholes but patches in the buried
land from Before. At the bottom are a network of imperishable brick highways.
Forming tunnels across the peninsula but inhabited by Troglodytes. Who very
occasionally emerge during moonless nights to steal vegetables.
### 219-161 The Endless Sky Clan
100 people in one market. The Endless Sky Clan of the Rovers
herd here. Led by Headman Che F5. They trade their greens from the Wind and the
Grass Clan 218-161, allowing them to avoid the Headless.
If they had some more allies or mercenaries, they would raid
the adjoining but remote Headless farms.
### 220-161 Red Gourd Hill
1000 people in 3 markets. This rising country is home to
Headless who build their sod houses with rind windows along the ridgelines where
the spring streams flow. The rare Upland Red Gourd is grown here, good for
soups. They confront anyone coming from the north and east as Rover raiders.
### 221-161 Tradestop and Hinterlands.
1000 people in 3 markets. The Headless here are sick of the nuisance
caused by Tradeport on the coastal flats. Founded by 75 settlers from Jellicle
(222-156), the port serves as
a smuggling center for weapons and animals. Useful at first to avoid taxes, the
extortions to local farmers and the drunkenness of the sailors there have riled
the Headless.
With the
lord and his retinue called away to 218-159.the Headless will offer 1000gp to
burn the settlement down. If the players are tasked from 221-160 to do
it, the Headless will pay them one top of that.
The captain of Tradeport is Jemima T4, a rambunctious woman
who has sailed up and down the islands of the peninsula with her family’s trade
ship and was promoted for her administrative skill. She is trying to sell
alcohol to a people with no head and does not care to notice the anger her
sailors cause.
### 219-162 The Gusting Blue Clan
200 people in 2 markets. The Gusting Blue Clan of the Rovers
lives by herding, garden farming and alternating between small-time trade or
riding at the desire of Headman Agustín F6. He has mostly avoided antagonising
the river valley to the north. But believes his superior number might allow him
to individually unify the Wind and the Grass Clan 218-161 and the Endless Sky
Clan 219-161 to achieve a dominate position among the Rovers.
Then he will strike out against either the Headless or
against the vicious Tiger in the Grass Clan 218-163.
### 220-162 The Stormflight Clan
200 people in 1 market. The Stormflight Clan of the Rovers
lives by trade and do not drive off intruders. But will steal from unknown
visitors if they outnumber them by at least 2 to 1. Headwoman Evita F6 would be
amendable to raiding the Headless or the Sun Worshipers if there were other
clans to hide their involvement.
### 221-162 The Sea Breeze Clan
300 in 1 market. Among the Rovers, only the Sea Breeze Clan
under Headman Juan F7 live in the lowland, where they can see the ocean in the
distance. They still dwell on top of the hills, but the curious Reverse Hill in
their centre. Boulders roll up the hill, creating a natural enclosure. Juan
pursues a policy of neutrality to all, though he is keen to somehow gather the
other Rovers under his sign.
### 222-162 Headloppers’s Rest
1000 people in 2 markets. This Headless land is surrounded
on several sides by those who dislike them. So, the lords in distance past
enforced the border harshly, warding off trespassers with staked heads. This
has not happened for generations but the Headless here feel wary from
neighbours.
### 223-162 Sun’s Heart
1000 people in 3 markets. The most significant being the one
surrounding the Temple-Tower of Sun’s Heart, which contains an additional 100
Acolytes C1 and Abbot Potiphar C4. Here they chant and administer for the glory
of the Sun Asura, who bring warmth and light more than they bring fire and
death. Potiphar defers to the Cardinal 222-164 on anything outside his domain.
He hopes to someday displace the Headless if they do not convert but is wary of
their numbers. The tower shines like a beacon to ships, with its 90000gp
beaten-gold mural. Melons grow in abundance here, as are the long sacrificial
and wax gourds. Potiphar possesses a Helm of Reading Magic and Languages and
can translate any text.
### 218-163 The Tiger in the Grass Clan
300 people in 1 market. The Tiger in the Grass Clan are
technically Rovers, but they hold no truck with the sky reverence of their
neighbours, worshipping the wild tigers as their ancestors. Headmen Agustín
maintains a pure bloodline as 10 Weretigers. When frequently raiding, they strike
first as ambushers or the central line.
With few friends, they spend their loot less frequently.
Currently they have: 1000sp, Potion of Invulnerability (smells awful to Agustín),
and wrested at 219-163: a lump of worked silver 5sp (ducal scepter) and a fancy sword.
A Farmer’s Tool (INT 12, Ego 12, Communication Speech, Language Alignment tongue + 3, AL Chaotic, Sensory Powers Detect slopes, Detect gems, Detect metals, Extraordinary Powers Clairvoyance Enchantment +1 (+2 vs Spell Users), Dmg 1d8 +1, Special Purpose Slay Warriors)
No comments:
Post a Comment