jdrakeh
Front Range Warlock
I'm very close to finishing up my first draft of Old School (a d20-ish Basic D&D adaptation), and am adding a small sample setting near the end of the PDF in the form of a village.
The village is built on top of a dungeon complex, and issues 'entry passes' in exchange for 10% of all treasure recovered from the dungeon by the pass holder. Additionally, there are a number of specialized shops in town that sell items of use to adventurers delving the dungeon, as well as items retrieved from the dungeon by past adventurers.
The temple will heal or raise you, but you'll have to pay a hefty fee. The inns (there are two of them) will gladly feed you and pour your ale, but at inflated prices. The magic shop (filled with items retrieved from the dungeon by adventurers past) will hook you up with a magical doohickey, but you'd better be ready to saw off a leg in order to pay for it. The local undertaker will even bury your dead buddy, but like everything else in town, it'll cost you.
The bottom line is, as long as adventurers have money, they'll be welcome in the village - but when their fortunes run low, so does the hospitality of the locals. Basically, the village is set up as a jumping-off point for new characters. Here's what I need suggestions for:
I need more 'quirky' stuff like the dungeon passes to give the village an identity of its own and firmly establish it as a community that relies entirely on adventurers and the dungeon for income. In short, I need other ways to make old school RPG conventions make sense in terms of setting.
I'm toying with the idea that they (the villagers) have some kind of arrangement with a nearby Orc tribe that 'stocks' the dungeon with captured creatures (via a hidden entrance) in exchange for part of the spoils. That said, nothing is set in stone.
I need all of the suggestions that I can get. Feel free to get really weird.
The village is built on top of a dungeon complex, and issues 'entry passes' in exchange for 10% of all treasure recovered from the dungeon by the pass holder. Additionally, there are a number of specialized shops in town that sell items of use to adventurers delving the dungeon, as well as items retrieved from the dungeon by past adventurers.
The temple will heal or raise you, but you'll have to pay a hefty fee. The inns (there are two of them) will gladly feed you and pour your ale, but at inflated prices. The magic shop (filled with items retrieved from the dungeon by adventurers past) will hook you up with a magical doohickey, but you'd better be ready to saw off a leg in order to pay for it. The local undertaker will even bury your dead buddy, but like everything else in town, it'll cost you.
The bottom line is, as long as adventurers have money, they'll be welcome in the village - but when their fortunes run low, so does the hospitality of the locals. Basically, the village is set up as a jumping-off point for new characters. Here's what I need suggestions for:
I need more 'quirky' stuff like the dungeon passes to give the village an identity of its own and firmly establish it as a community that relies entirely on adventurers and the dungeon for income. In short, I need other ways to make old school RPG conventions make sense in terms of setting.
I'm toying with the idea that they (the villagers) have some kind of arrangement with a nearby Orc tribe that 'stocks' the dungeon with captured creatures (via a hidden entrance) in exchange for part of the spoils. That said, nothing is set in stone.
I need all of the suggestions that I can get. Feel free to get really weird.