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<blockquote data-quote="haakon1" data-source="post: 5913800" data-attributes="member: 25619"><p><strong>The village of Ossington</strong></p><p></p><p>Ossington is in the Dim Forest, 3 days from a barge crossing on the Realstream, and 6 more days to the market town of Pellak. The inhabitants were almost all faux humans and faux halflings (one local human survived), but new refugees are also moving there.</p><p></p><p>Answering Loonook's questions:</p><p></p><p>1) How much does the Church of St. Cuthbert want their cleric (Banastran) who holds the new fief to pay them as a share? Nothing for the first few years, as the place is set up. It's a new holding for them, and may not survive. The country that claims it, Bissel, feels the same way -- it's more important to reinvest any surplus into growing resources there, rather than extracting value now.</p><p></p><p>2) What taxes is Banastran levying on Ossington? None yet. But the villagers do have to keep up the church and pay for the militia, the mayor, and the militia captain.</p><p></p><p>3) How many Adult Commoners? Total population is as follows.</p><p></p><p>70 villagers: 1 human , 52 faux humans, 17 faux Halflings </p><p>- Mayor: Toad (m faux halfling (toad) Aristocrat 1)</p><p></p><p>- Militia Captain: Tully (f faux human (cat))</p><p></p><p>- Warriors (9): Tanasha Lu (f faux human (fox) War3), Badger (m faux human (badger) War 2), 5 faux human (dogs) War1, 2 m faux halfing (weasels) War 1</p><p></p><p>- Experts (11): Willard (m faux human (goat) Exp2 weaver), Pease (m faux human (goose) Exp1 miller/granger/farmer), Eli (m faux human (ferret) Exp1 tanner/scout), Shepherd (f faux human (dog) Exp1 artist/singer), Kenneth (m faux human (dog) Exp1 hunter/gatherer), Grahame (m faux human (dog) Exp1 hunter/gatherer), Ratty (m faux human (rat) Exp1 farmer), Mole (m faux halfling (mole) Exp1 farmer), , Evans (m faux halfling (mouse) Exp1 secretary), Holly (f faux halfling (owl) Exp1 farmer).</p><p></p><p>- Commoners (49): Old Tarbee Lu (m human Com1 farmer)</p><p>- 37 faux humans: Liese (f faux human (rabbit) Com1 maid), Raflees (f faux human (racoon) Com1 butler), Alesia (f faux human (copperhead snake) Com1 brewer), 11 faux human (rabbits) Com1 gardeners/farmers, 9 faux human (sheep) Com1 farmers, 8 faux human (pig) hunter/gatherer/farmers, 4 faux human (oppossum) lumberjacks, 2 faux human (pig) charcoalers.</p><p>- 11 faux halflings: 5 faux halfling (mice) Com1 farmers, 4 faux halfling (squirrels) Com1 farmers/woodsmen, 2 faux halfling (sparrows) Com1 bakers/storekeepers</p><p></p><p>In addition, Banastran is resettling 19 more regular folks here:</p><p></p><p>- New militia commander: Porth (returned human male Fighter 4)</p><p></p><p>- Farmers (13): Zacharias (former village reeve, Expert at farming and organizing a village). 9 human farmers who used to farm strips/small fields (poorer farmers). 1 halfling farmer of similar former means. 1 human swineherd. 1 human beekeepers (Expert)</p><p></p><p>- Artisans (2): Furniture maker. Paper Maker. Both human experts.</p><p></p><p>- Warriors (3): Colin (Veteran porter/guard). Wounded warrior with a limp. Wounded warrior missing an arm.</p><p></p><p>- In addition, the PC's set up 3 traders (who had lost all they owned in the war, to the north) to open up trade between Pellak, Ossington, and the dwarvish settlement. Valert the Caravaneer (expert). 2 halfling peddlers.</p><p></p><p>Banastran also bought supplies for the refugees moving to Ossington, to wit:</p><p></p><p>Banastran’s new reeve, Zacharias, calculates that for 18 new workers, he needs 9 wagons (315 gp) with 4 oxen (60 gp) and 14 mules (112 gp). It’s a 21-day trip, so 75.6 gp for food and wagon repairs on the way, calculated at 1 sp per worker per day, and 1 sp per beast of burden per day. On arrival, he’ll need 250 gp for tools, seed corn, a dozen pigs, and beekeeping supplies to get the place humming, and 378 gp for 7 months of supplies to tide everyone over for the fall, winter, and until April, when the winter wheat will be ready. (18x30 x7 = 378 gp.)</p><p></p><p>The veteran porter, Colin, says he’d like a suit of studded leather armor, a light crossbow, longsword, and basic camping gear for himself and the two wounded veterans (80 gp each), plus 30 spears for the other refugees to have two each, for very basic defense. (Military Costs: 110 gp. With Resettlement Costs, it adds up to 1330.6 gp.)</p><p></p><p>4) Does the community produce anything that can be traded?</p><p></p><p>At first, they are all concentrating on survival -- getting the first year's crops in, and staying alive until then. Once they get everyone settled and sure on food, I see exportable products as:</p><p></p><p>-- To the dwarvish mining/weaponsmithing colony in the Barrier Peaks:</p><p>- Grain and pork (traditional exports)</p><p>- Charcoal (traditional export)</p><p>- Mead (one of the refugees is a beekeeper and they trained a brewer)</p><p>- Weaved linen (they trained a weaver and can grow flax)</p><p>- Leather from forest animals</p><p>- Lumber</p><p>- Furniture (one of the refugees is a furniture maker)</p><p></p><p>-- To the city of Pellak, home base of the Knights of the Watch</p><p>- Leather</p><p>- Artwork (one of the Experts is naturally talented as an artist)</p><p>- Paper (one of the refugees is a papermaker)</p><p></p><p>5) What kind of lifestyle are these people to live in?</p><p></p><p>They will all start out very poor. The faux humans are reviving a village where the real people who knew how to run it were all killed. The refugees are penniless except for what the PC's bought for them, but many are skilled.</p><p></p><p>The village will no doubt be in danger from time to time, but the nearest folks - grugach elves and the dwarf settlement -- are inclined to be friendly.</p><p></p><p>Also, about 2/3 of the faux humans/halflings have converted to the worship of St. Cuthbert (LG in my campaign), so the village will tend in that direction (though it started out true neutral, with some evil)</p><p></p><p>6) What buildings exist?</p><p></p><p>There are 17 buildings in Ossington</p><p>- Log church to St. Cuthbert, built by the PC's and the villagers</p><p></p><p>- The Grange. Large stone barn, grain storage, and mill.</p><p></p><p>- The Manor House. The only two-story house in the village, stone 1st story, half-timber upper story.</p><p></p><p>- House built of wood.</p><p></p><p>- 13 cottages of half-timber with thatch roofs.</p><p></p><p>Outside town is an outlying farm house, and an ancient, untended "Temple of the Nine God", plus other neolithic monuments, including the Standing Stones (like mini Stonehenge) in the village itself.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5913800, member: 25619"] [b]The village of Ossington[/b] Ossington is in the Dim Forest, 3 days from a barge crossing on the Realstream, and 6 more days to the market town of Pellak. The inhabitants were almost all faux humans and faux halflings (one local human survived), but new refugees are also moving there. Answering Loonook's questions: 1) How much does the Church of St. Cuthbert want their cleric (Banastran) who holds the new fief to pay them as a share? Nothing for the first few years, as the place is set up. It's a new holding for them, and may not survive. The country that claims it, Bissel, feels the same way -- it's more important to reinvest any surplus into growing resources there, rather than extracting value now. 2) What taxes is Banastran levying on Ossington? None yet. But the villagers do have to keep up the church and pay for the militia, the mayor, and the militia captain. 3) How many Adult Commoners? Total population is as follows. 70 villagers: 1 human , 52 faux humans, 17 faux Halflings - Mayor: Toad (m faux halfling (toad) Aristocrat 1) - Militia Captain: Tully (f faux human (cat)) - Warriors (9): Tanasha Lu (f faux human (fox) War3), Badger (m faux human (badger) War 2), 5 faux human (dogs) War1, 2 m faux halfing (weasels) War 1 - Experts (11): Willard (m faux human (goat) Exp2 weaver), Pease (m faux human (goose) Exp1 miller/granger/farmer), Eli (m faux human (ferret) Exp1 tanner/scout), Shepherd (f faux human (dog) Exp1 artist/singer), Kenneth (m faux human (dog) Exp1 hunter/gatherer), Grahame (m faux human (dog) Exp1 hunter/gatherer), Ratty (m faux human (rat) Exp1 farmer), Mole (m faux halfling (mole) Exp1 farmer), , Evans (m faux halfling (mouse) Exp1 secretary), Holly (f faux halfling (owl) Exp1 farmer). - Commoners (49): Old Tarbee Lu (m human Com1 farmer) - 37 faux humans: Liese (f faux human (rabbit) Com1 maid), Raflees (f faux human (racoon) Com1 butler), Alesia (f faux human (copperhead snake) Com1 brewer), 11 faux human (rabbits) Com1 gardeners/farmers, 9 faux human (sheep) Com1 farmers, 8 faux human (pig) hunter/gatherer/farmers, 4 faux human (oppossum) lumberjacks, 2 faux human (pig) charcoalers. - 11 faux halflings: 5 faux halfling (mice) Com1 farmers, 4 faux halfling (squirrels) Com1 farmers/woodsmen, 2 faux halfling (sparrows) Com1 bakers/storekeepers In addition, Banastran is resettling 19 more regular folks here: - New militia commander: Porth (returned human male Fighter 4) - Farmers (13): Zacharias (former village reeve, Expert at farming and organizing a village). 9 human farmers who used to farm strips/small fields (poorer farmers). 1 halfling farmer of similar former means. 1 human swineherd. 1 human beekeepers (Expert) - Artisans (2): Furniture maker. Paper Maker. Both human experts. - Warriors (3): Colin (Veteran porter/guard). Wounded warrior with a limp. Wounded warrior missing an arm. - In addition, the PC's set up 3 traders (who had lost all they owned in the war, to the north) to open up trade between Pellak, Ossington, and the dwarvish settlement. Valert the Caravaneer (expert). 2 halfling peddlers. Banastran also bought supplies for the refugees moving to Ossington, to wit: Banastran’s new reeve, Zacharias, calculates that for 18 new workers, he needs 9 wagons (315 gp) with 4 oxen (60 gp) and 14 mules (112 gp). It’s a 21-day trip, so 75.6 gp for food and wagon repairs on the way, calculated at 1 sp per worker per day, and 1 sp per beast of burden per day. On arrival, he’ll need 250 gp for tools, seed corn, a dozen pigs, and beekeeping supplies to get the place humming, and 378 gp for 7 months of supplies to tide everyone over for the fall, winter, and until April, when the winter wheat will be ready. (18x30 x7 = 378 gp.) The veteran porter, Colin, says he’d like a suit of studded leather armor, a light crossbow, longsword, and basic camping gear for himself and the two wounded veterans (80 gp each), plus 30 spears for the other refugees to have two each, for very basic defense. (Military Costs: 110 gp. With Resettlement Costs, it adds up to 1330.6 gp.) 4) Does the community produce anything that can be traded? At first, they are all concentrating on survival -- getting the first year's crops in, and staying alive until then. Once they get everyone settled and sure on food, I see exportable products as: -- To the dwarvish mining/weaponsmithing colony in the Barrier Peaks: - Grain and pork (traditional exports) - Charcoal (traditional export) - Mead (one of the refugees is a beekeeper and they trained a brewer) - Weaved linen (they trained a weaver and can grow flax) - Leather from forest animals - Lumber - Furniture (one of the refugees is a furniture maker) -- To the city of Pellak, home base of the Knights of the Watch - Leather - Artwork (one of the Experts is naturally talented as an artist) - Paper (one of the refugees is a papermaker) 5) What kind of lifestyle are these people to live in? They will all start out very poor. The faux humans are reviving a village where the real people who knew how to run it were all killed. The refugees are penniless except for what the PC's bought for them, but many are skilled. The village will no doubt be in danger from time to time, but the nearest folks - grugach elves and the dwarf settlement -- are inclined to be friendly. Also, about 2/3 of the faux humans/halflings have converted to the worship of St. Cuthbert (LG in my campaign), so the village will tend in that direction (though it started out true neutral, with some evil) 6) What buildings exist? There are 17 buildings in Ossington - Log church to St. Cuthbert, built by the PC's and the villagers - The Grange. Large stone barn, grain storage, and mill. - The Manor House. The only two-story house in the village, stone 1st story, half-timber upper story. - House built of wood. - 13 cottages of half-timber with thatch roofs. Outside town is an outlying farm house, and an ancient, untended "Temple of the Nine God", plus other neolithic monuments, including the Standing Stones (like mini Stonehenge) in the village itself. [/QUOTE]
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