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<blockquote data-quote="Roachpants" data-source="post: 1252586" data-attributes="member: 15579"><p>Growth of human settlement-Kinetic energy</p><p>As the adventuring party explores and defeats menaces around their beginning village, more settlers from the overcrowded island kingdoms arrive and build farms on newly conquered lands.For each new settlement a random effect may be rolled to provide further background to the area. (not finished)</p><p></p><p>1= Farms are overun by monsters (fire bettles, Zombies , dire spiders etc) the rundown farmhouses are either abandoned or inhabited by random monster.</p><p></p><p>2= Little growth occurs, deaths out numbering births and little productivity disease and infection are common(10% chance if you eat/sleep here). Secretly the village merchants turn to devil worship to gain them enough wealth to flee the area. A secret coven is born lead by an evil priest or minor devil. This coven may waylay injured parties who rest in the local inn.</p><p></p><p>3= Solid growth on fertile ground, a retired adventurer is elected sherrif and merchants forge close ties with neighbouring towns. The players are considered local heroes and never have to buy a drink.</p><p></p><p>4= A lesser noble from the islands constructs a fortified manor and claims to protect the surrounding towns by levieing a 10% tax. Shrewd nobles gift land to the priest-hood who build a church and legitimise the lords “divine” rule.</p><p></p><p>5= A chance discovery of a deep cave in dense trees by the new settlers goes uninvestigated, no one knows what happened to the settlers and the rough wilderness area remains unsettled.</p><p>Maps of Known Lands</p><p>Scale 1 square=1 mile</p><p> </p><p></p><p></p><p>The Delta ruins</p><p>As mentioned before, the Delta ruins lie just north of Port Hammer. From his high tower ,Lord Hammer can see a mud coated arena or domed temple amid the broken ruins.</p><p>A fishing boat can be hired to travel to the sand dunes at the entrance of the Delta, demonic crocadiles are said to hide upriver and the fishermen dare not enter.</p><p>Amid the dunes are skeletial remains of ocean going vessels 1-3 giant rattlesnakes.</p><p>Beyond the sand dunes is a 1 mile wide stinking fen that will slow travel.</p><p></p><p>The Delta River</p><p> 1 mile wide at most places, it is mostly 10ft deep, its banks are concealed by trees and dense bush. This continues for 20 mileswhen the river makes a curve to the south. On a isolated floodplain is a ruined temple carrying the rotting smell of vegitation.</p><p></p><p> </p><p></p><p></p><p>Hasidon-Duchy of the merchants</p><p>Population 3 to 4 thousand</p><p>Ruler High council, leaders of the 4 merchant houses</p><p>Other ruler Darkstone</p><p>Hasidon was begun by 4 merchant companies fleeing the destruction of Goldfirst, each built a stockade around a mountain spring and hired adventurers to hold off monsterous attacks. Within 5 years it is the most ecanomiclly powerful settlement on the coast and the leading merchants paid for titles from their distant king.</p><p>The 4 walled trading posts concealed by ringing hills has grown to a bustling town with all manner of humanoids resting in its taverns. Hasidon has a sherrif and guards paid for by the merchants(so they are above the law).</p><p>The trading houses are open during the hours of daylight and are protected by 10 crossbowmen,3 mages with wand of magic missile and theives.</p><p>The Theives guild fled Goldfirst before the merchants, as they already had a concealed base here. The Grandmaster, Darkstone did a deal and his hidden guild has pickpockets at all merchant houses that will rob PCs, if caught the other guards rush foreward and carry the theif to the jailhouse(it has a secert door to the guild).</p><p></p><p>Ruins of Goldfirst</p><p>Population Undead</p><p>The first serious settlement of swordworld occurred here 6 years ago, a nobleman pirate “Wittentromp the bastard” built a pallisade from the wreakage of his ship.</p><p>After weeks of fighting a goblin tribe he chanced apon a hidden hilltop burrow containing a mummified corpse and an evil idol of giant proportions. The Mummy did hold a Rod of Lordship and with this new weapon, the Bastard did defeat his enemies and become the ruler of all he surveyed. One night, not 5 years ago there was a rumbling of the earth that rose above the waves, from the ground rose an evil armoured knight that carried its head in its hands and fired lightning bolts from its eyes. The new settlement was destroyed in one night.</p><p></p><p>Swordpoint</p><p>Population 500</p><p>Ruler Evalyn OakenThighs</p><p>To the south of Goldfirst is a rebuilt temple that has been converted into a crude fort.</p><p>Survivors from Goldfirst who “missed the boat” fled here, most were simple pesants and men at arms who became easy prey to gathering monsters. That was until the fair Evalyn Oakenthighs arrived and organised them. Now the settlement exports food to Hasidon and maintains a fountain of Health in the temple.</p></blockquote><p></p>
[QUOTE="Roachpants, post: 1252586, member: 15579"] Growth of human settlement-Kinetic energy As the adventuring party explores and defeats menaces around their beginning village, more settlers from the overcrowded island kingdoms arrive and build farms on newly conquered lands.For each new settlement a random effect may be rolled to provide further background to the area. (not finished) 1= Farms are overun by monsters (fire bettles, Zombies , dire spiders etc) the rundown farmhouses are either abandoned or inhabited by random monster. 2= Little growth occurs, deaths out numbering births and little productivity disease and infection are common(10% chance if you eat/sleep here). Secretly the village merchants turn to devil worship to gain them enough wealth to flee the area. A secret coven is born lead by an evil priest or minor devil. This coven may waylay injured parties who rest in the local inn. 3= Solid growth on fertile ground, a retired adventurer is elected sherrif and merchants forge close ties with neighbouring towns. The players are considered local heroes and never have to buy a drink. 4= A lesser noble from the islands constructs a fortified manor and claims to protect the surrounding towns by levieing a 10% tax. Shrewd nobles gift land to the priest-hood who build a church and legitimise the lords “divine” rule. 5= A chance discovery of a deep cave in dense trees by the new settlers goes uninvestigated, no one knows what happened to the settlers and the rough wilderness area remains unsettled. Maps of Known Lands Scale 1 square=1 mile The Delta ruins As mentioned before, the Delta ruins lie just north of Port Hammer. From his high tower ,Lord Hammer can see a mud coated arena or domed temple amid the broken ruins. A fishing boat can be hired to travel to the sand dunes at the entrance of the Delta, demonic crocadiles are said to hide upriver and the fishermen dare not enter. Amid the dunes are skeletial remains of ocean going vessels 1-3 giant rattlesnakes. Beyond the sand dunes is a 1 mile wide stinking fen that will slow travel. The Delta River 1 mile wide at most places, it is mostly 10ft deep, its banks are concealed by trees and dense bush. This continues for 20 mileswhen the river makes a curve to the south. On a isolated floodplain is a ruined temple carrying the rotting smell of vegitation. Hasidon-Duchy of the merchants Population 3 to 4 thousand Ruler High council, leaders of the 4 merchant houses Other ruler Darkstone Hasidon was begun by 4 merchant companies fleeing the destruction of Goldfirst, each built a stockade around a mountain spring and hired adventurers to hold off monsterous attacks. Within 5 years it is the most ecanomiclly powerful settlement on the coast and the leading merchants paid for titles from their distant king. The 4 walled trading posts concealed by ringing hills has grown to a bustling town with all manner of humanoids resting in its taverns. Hasidon has a sherrif and guards paid for by the merchants(so they are above the law). The trading houses are open during the hours of daylight and are protected by 10 crossbowmen,3 mages with wand of magic missile and theives. The Theives guild fled Goldfirst before the merchants, as they already had a concealed base here. The Grandmaster, Darkstone did a deal and his hidden guild has pickpockets at all merchant houses that will rob PCs, if caught the other guards rush foreward and carry the theif to the jailhouse(it has a secert door to the guild). Ruins of Goldfirst Population Undead The first serious settlement of swordworld occurred here 6 years ago, a nobleman pirate “Wittentromp the bastard” built a pallisade from the wreakage of his ship. After weeks of fighting a goblin tribe he chanced apon a hidden hilltop burrow containing a mummified corpse and an evil idol of giant proportions. The Mummy did hold a Rod of Lordship and with this new weapon, the Bastard did defeat his enemies and become the ruler of all he surveyed. One night, not 5 years ago there was a rumbling of the earth that rose above the waves, from the ground rose an evil armoured knight that carried its head in its hands and fired lightning bolts from its eyes. The new settlement was destroyed in one night. Swordpoint Population 500 Ruler Evalyn OakenThighs To the south of Goldfirst is a rebuilt temple that has been converted into a crude fort. Survivors from Goldfirst who “missed the boat” fled here, most were simple pesants and men at arms who became easy prey to gathering monsters. That was until the fair Evalyn Oakenthighs arrived and organised them. Now the settlement exports food to Hasidon and maintains a fountain of Health in the temple. [/QUOTE]
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