Cosmo
Does Not Know Kung-fu
Claimants of the Forsaken Lands Turn 1
Harvest Season (Fall) Month 1
Harvest season has started in the Forsaken Lands. For most of the realm, this is a time of wealth and prosperity as the farmers start to bring in their yearly harvest. This is when most players will have their highest income and most coin. Harvest Season last through the fall, three turns, and will end once Winter begins. For the majority of you, your income will drop considerably come Winter, make sure you ration and spend well.
Read your intros carefully to discover where your main source of income comes from, what possible dangers exist and consider ways to expand your wealth, expand your influence and expand your reach across these Forsaken Lands for you never know what new dangers the turn of the season shall bring.
[On Buildings, most buildings will not have a set cost. If you have access to a resource that helps with building, say, lumber and you want to make a palisade, you will pay a fraction as much as someone who has to import the lumber because they are in a terrain that lacks large amounts. Generally, the larger the building, the more expensive and longer it'll take. You can pay more by using more laborers or importing material to speed up the process [at increased cost]. You do not have to pay for buildings all in one go. You can set aside a certain amount of coin to be used for a building, and I will tell you, on your next turn, your progress. You can freely build something expensive by throwing 100 gold at it here and there. If you use more coin then is needed, it will be refunded.
Every village, except for Twister's, can be assumed to have a small number of craftsmen buildings needed to keep a village going, ie, seamstress, basic town smithy, a tannery, etc. These buildings allow for the crafting of basic tools, clothing and necessities needed for living.]
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Helbaron
Helbaron, once a relatively quiet village nestled in the rolling foothills near the sand swept mountains, is now a bustle of activity and filled with whispers of a questionable deity. A new religion has been growing within Helbaron based around a strange being made of shadows known as 'Tegbaron' who descended from the heavens to guide them to a better future. Not all believe in this, seeing this 'Tegbaron' as a daemon or false idol come to lead them astray, this discourse has been growing within Helbaron and if swift action is not taken to mend the rift, the small village could be torn apart in the strife of conflict. This rift did not truly appear with Tegbaron, his appearance merely exasperated it. There has always been a rift between the Shepherds and the Farmers, both believing they had a larger claim to the lush farmland of the hills. This resentment had simmered just below the surface since the founding of Helbaron, and now that the farmers had thrown their lot in with the cult and Tegbaron, the rift is now all but unsurmountable.
Even with the undercurrent of resentment, it is a bustling time within Helbaron for not only is it the first month of Harvest Season, but it is also time for the biannual auction. Shepherds throughout the lands of Helbaron bring in their sheep and their saved wool to sell both, the wool and sheep then taken out of the land and into nearby lands or beyond to be sold once again. The new lord, or 'god', of Helbaron should spend their coin wisely as it will be some time before the auction comes around again.
[Once every six turns, you will receive a large amount of money from sheep. You will not gain this wealth again till turn 7 assuming nothing happens to village, the shepherds or their valuable sheep]
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Helbaron Population
418
Cult Members
278 [65% are members of the cult.]
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
100% Human
Taxation
50%
Resource
Sheep
Terrain
Hills
Income
745 Gold, 6 Silver (570 gold is purely from sheep)
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Foalsfort
Foalsfort is less a village and more a collection of tents and primitive shelters made of loose sticks and leaves. As befitting the name, every single person that calls this place home is a child, a refugee from Grand Abbey Orphanage that burnt down not too long ago. Foalsfort lacks any real organization or direction, the children within surviving off a series of gardens started by a particularly bright one of their number and scavenging in the forest. As it is the Harvest Season, the forest is providing enough food and resources to keep them alive, especially when coupled with the bounty of their gardens, but winter is coming and the children lack both sturdy, warm shelter and leadership.
Unlike most other villages in the realm, Foalsfort does not have a 'tax', instead all the children bring what they find to the stash to share... For the most part. There is a small number of children who keep personal, hidden, caches. While they are in a forest abundant in very valuable Ironwood, Foalsfort lacks any real tools to attempt to harvest the trees and its bounty, nor do they have any real means to defend themselves and it is only a matter of time before they are discovered by one of the less savory aspects of the Forsaken Realm.
Foalsfort, the home for the lost children of the Grand Abbey Orphanage, stands on the edge of the abyss. Will they rise up and become a tale of legends or fall and become another sad tale of those lost to this misbegotten land?
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Foalsfort Population
67
Demographic Breakdown
50/50 men and women
%100 Children
Taxation
Village 95% [Collective]
Resource
Lumber (Ironwood)
Terrain
Forest
Income
21 Gold, 4 Silver, 2 copper
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Icewick
Icewick. What madman would start a village here? A place so high and deep in the mountains that it is covered in snow even in early Fall. The knowledge that winter will come and be much worse sends shivers down the spines of most of the residents, at least, more shivers then the frosty air already adds. The village of 'Icewick' is less a village and more a collection wagons and primitive built shelter to ward off the worst of the cold.. as well as they are able.
The exiled prince of Ironhold, a failed master of ships, a failed master of coin and now a failed navigator. The promises of lush fields has turned to ash in the mouths of all that followed Thesius, and in its place nothing more then ice and rock. Discontent had been growing even before they arrived to this place, but now it has been steadily climbing. The rations brought from Ironhold are quickly depleting and the actions of the hunters are only delaying the inevitable doom of starvation. Already coughs start to wrack the old and the young as sickness begins to worm its way into the young village, something must be done. And it must be done soon.
The knights that accompanied the Prince, along with their destriers, are currently fine, having plenty of fodder for their steeds and taking the majority of what 'good' rations remain. They do not require payment as there is expectation of lands that await them once the realm has been 'settled'... but few of them are eager to own land in this frozen wasteland. The longbowmen are a bit more discontent, eating weak gruel and thin soups, their pay lower then before to stretch out the finances, but for now, they obey.
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Icewick Population
437
Demographic Breakdown:
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
100% Human
Taxation
50%
Resource
Fur
Terrain
Mountain
Revenue
128 Gold, 9 Silver
Upkeep
40 Gold, 5 Silver
(Food, monthly payment, horse care, equipment maintenance)
Income
88 Gold, 4 Silver
Military
8 Knights w/ Warhorses
36 Longbowmen
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Nehekara
Nehekara, the jewel in the desert, or, well, it could be if it survives. The lands that Nehekara were built on were already lived on prior to the arrival of the Anubite to this realm, it was home to the Salters. Not far from Nehekara is a large, flat desert field with numerous wells dug in. These wells go to a deep source of water that is said to be all the way in the Underdark, this underground water has an incredible salt content. The water is pulled from the depths and then spilled into large, carefully maintained stone grooves. As the water evaporates into the hot air, the salt condenses and is left behind for the Salters to gather. This salt is known as 'Forsaken Pink', a highly valuable and pure salt. While such salt is extremely valuable, the Salters, and in turn Nehekara, are at the tail end of a very long distribution chain. The salters make the salt, and then it is bought at cut throat low rates by the 'Salt Mongers', a conglomerate of Caravans, that take the salt to the various ports and mountain passes and out to the world at large where they resell it at high prices. The salters, in the past, have tried to renegotiate, but it has never gone in their favor. The Salt Mongers, stop paying them, and already poor and in need of coin, the Salters tend to quickly fold, any caravans or traders the Salters try to contact, to work around the Salt Mongers, are 'dealt' with by hired mercenaries. If Nehekara is to profit from the salt, something needs to be done.
The Salters make up the majority of the population and while used to being 'second class', it is not a position they enjoy and they feel like 'second class' to the Anubite. The Anubite came to this land, finding the oasis on which Nehekara is built around, and started to make it their home including a small series of farms built around the oasis using the fresh water to grow some more heat tolerant produce. The salters inevitably found themselves working as servants and laborers to the Anubite and it wasn't long before one of the Anubite rose to declare itself the 'leader' and that all had to pay taxes to them. Will the caste system settle? Will something be done about it? Will the Salters take matters into their own hand? Only time can tell.
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Nehekara Population
414
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
40% Anubite/60% Human
Taxation
50%
Resource
Salt Fields
Terrain
Desert
Income
171 Gold, 9 Silver
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LightHome
Nestled deep in the mountains is the small dwarven settlement of LightHome, created for the single purpose of being the site of great discovery, the final resting point of the research expedition from MountainHome. Of course, the whispers of it being nothing more then an exile for an errant son of an errant house continued all the way from MountainHome, the presence of the Disgraced Guard doing little to elevate such whispers as who wants to travel with such honorless brigands? The morale of LightHome is mixed, many see it as a chance at a new beginning, free from the stifling traditions that sought only to hold back the march of progress, of science! Others, especially the servants and laborers, miss their home and see this as being caught up in the fighting of the noble houses and that they are surely to die in the Forsaken Realm as all had done before them, and not only would they die, they'd have to die while enduring the endless positivity of their other half.
Still, happy or not, the dwarves went about their work with the single minded determination and stalwart work ethic that only their kind can do, quickly turning the sport into a small, welcoming settlement. There is enough flat land to have some farms, but not much and many a dwarf pine for the day when they can find some proper tunnels to start making some proper stone bread, and some trees that can serve as lumber. The lumber isn't as much use in trade as it could be as there lacks any major river nearby for them to sail it down stream, the easiest way to move such things, but it provides some profit and building material. The real treasure, as all dwarves know, lies within the mountain. It was here, at LightHome, that iron ore was discovered and it was here that they made their home. Dwarf miners toil and chip away at the mountain, bringing the precious ore back to town where it is sold off to traveling merchants.
However, it is ore that is being sold. LightHome lacks facilities to smelt it down and refine it into proper steel, or even iron ingots, and they certainly lack the proper facilities to turn that steel into proper arms and armor. The iron ore provides some profit, but its hard for any proper dwarf to not look at all that unprocessed iron and feel a bit restless at the possibilities being lost.
[You have one 50 pound keg of blackpowder remaining. This is enough for 400 musket shots. I'll be keeping track so don't worry too much about counting. It cost 75 gold for a single 50 pound keg and 150 for a 100 pound keg. Blackpowder is very expensive!]
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Village Population
429
Demographic Breakdown
50/50 Men and Women
%15 Elderly
%25 Children
%60 Adults
-
100% Dwarf
Taxation
50%
Resource
Iron
Terrain
Mountain
Revenue
120 Gold, 2 Silver
Upkeep
32 Gold, 2 silver
(Food, monthly payment, horse care, equipment maintenance)
Income
88 Gold
Military
23 Disgraced Guards
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Azdanur
Azdanur, a pretty little village tucked in the rolling hills near the edge of the Forsaken Realm. The village had escaped notice for most of its existence, and when it hadn't, the inhabitants were wise enough to get help when needed such as from the Order of Silver. With their old saviors and allies lost and in need of a home, and Azdanur more then willing to have constant protection, it was a deal where everyone prospered when they joined hands. While a few people aren't quite as happy to lose their independence as others, especially when they have to start paying 'taxes' to the Order of Silver so they can rebuild, the majority are content with the protection believing this could be the dawn of a new, better, day one where they don't have to tremble in the night.
A little smaller then other villages of its size, Azdanur has its blessings, fertile farmland wraps around the village, weaving in and out of the hills, as the farmers harvest their grains. There is plenty of room and fresh grass for possible future livestock herds and the large hill Azdanur rest on gives it a commanding view of its surroundings, but the true treasure of Azdanur lays just behind it. A large pit goes deep into the ground and it is here that the Aether-Kissed Marble is found. This beautiful white marble has thin silver veins that run through it that almost seem to sparkle and glow when looked at. This rare marble is extremely valuable not only thanks to its beauty but its sensitive to the Aether. Mages find their powers come more naturally to them when binding the strands near them and the marble reacts more readily to enchantment and change. How a village could have such a valuable material and not be a sprawling industrial city? Ignorance and greed.
The peasantry of Azdanur were simply unaware of the marble's worth and the trade caravans that courted it away were none to eager to share that information, in fact, it seems Azdanur has been 'trapped' in a series of binding legal contracts with a few large caravans and trading companies that give them control over the exportation of the uncut and unprocessed marble. If Azdanur is to truly prosper with its rare gift, the contract holders will need to be dealt with, or perhaps, a cunning leader could even find a loophole or grounds for a more favorable renegotiation. If all else fails, what strength do contracts truly have in this forsaken realm?
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Village Population
382
Demographic Breakdown:
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
80% Human/20% Other [Dwarves/Halflings/Other]
Taxation
50%
Resource
Aether-Kissed Marble
Terrain
Hills
Income
166 Gold
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Occiden Marag
The small village of Occiden Marag sits on the shore of the Arling River, the major river running through the Foraken Realm and rest just within the border of the Marlow Forest. The Arling River is a slow flowing river making it ideal for travel, trade and fishing which many of Occiden Marag's residents have taken to. Between it, and the decent number of small farms and farmsteads built around the fertile shores, Occiden Marag is spoiled for food and it is unlikely they will be facing any shortages anytime soon. The local forest lacks any real treasures that have been found so far, a standard assortment of soft and hard woods. Thanks to the river, if the people of Occiden Marag were to make trade partners with villages down the stream, perhaps even the port town of Skallig, they'd be able to float the lumber down the river at much greater profits as, currently, any trade is done overland in one of the few carts they have or is bought by caravans, their large size and weight make such transportation costly and not very profitable.
Hunters and gatherers are finding good hauls within the forest even as Karl the Wanderer patrols its realm, keeping an eye out for any threats. He has found several tracks so far, from wolves, a bear as well as one pair of large tracks he has never seen before, but they do not appear to be heading to the village, but he could follow them if the village felt it was needed. The tensions between Aetherlings and the humans who are not yet part of their faith and culture is low, Ada the Confessor, has done well in keeping the peace between them and is well liked by most people in the village, even those that find the Aetherlings, and the humans who adopted their ways, as odd and off-putting and she is frequently consulted for all manner of ailment and is, seemingly, always happy to help, even in such cases as Old Man Thomas who has shown her the same sore for the ninth time this month.
While there is a lot of room for improvement, especially when it comes to better utilizing the Arling River, life in Occiden Marag is mostly peaceful and flurishing.
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Village Population
400
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
60% Aetherling, 40% Human
Taxation
50%
Resource
Arling River
Terrain
Forest
Income
130 Gold
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Port Zolond
Port Zolond is less a port and more a village with a small 'pier' that is about ten feet long. The name is not for what it is, but for what it could be. A prosperous free port where goods, no matter how illegal, can flow in and out. Where mercenaries, pirates, traders, inventors and rogue mages can find work, give work and cut out a living in a thriving port that is the beating heart of trade for all of the Forsaken Realm. That is what it could be. For now? For now it is a small fishing village that has its fair share of drunk and disorderly. Even before Nym and his Gilded Blades arrived and claimed the village, it had its share of troubles. Its populace was a very diverse group with the person in charge being whomever could afford to pay the three Ogre siblings [Krug, Budge and.. Magdalena] at the time which was most often the wealthiest farmer of Zolond, the Respectable, Honorable, Most Courageous, Halfling Master Theodore Hotpot. This all changed when Nym and the Gilded Blades arrived. Magdalena, exceptionally large and smart, for an Ogre knew better then to try to fight an entire well armed regiment and stood by as they claimed the town, although the trio of ogres still hang around to growl menacingly at whomever comes their way as they await their next employer. Theodore Hotpot still kicks up a small fuss here and there, but mostly, far from the earshot of any of Nym's 'goons'.
Despite the change in leadership, and one that is seemingly cemented, Zolond is still a den of ruffians. Orcs and Half-Orcs get into brawls in the street, to which the Gilded Blades tend to watch and take bets on the victor, only stepping in when it gets out of hand or things of actual value are threatened. Goblins skulk in the shadows, testing wild inventions, stealing whatever isn't nailed down and having a rather nasty habit of pranking the other inhabitants. None of them have gotten brave enough to try to prank their new lord.. Yet. Most of the work in the town comes down to three things: Farmers, Fishermen and Miners. A small series of farms rest outside of Zolond with all of them being owned and worked by humans and halflings, neither one of them seemingly to trust the other denizens to do the work, or simply, preferring to 'keep to their own kind'. What humans aren't farmers, join the goblins and some other races in fishing the shallows of the ocean, they don't catch anything truly noteworthy, but the fish and occasional shell fish do help to keep the town fed even if the constant smell of rotting fish can be nauseating to those not used to it.
The last work is the hardest and tends to fall upon the poorest of the town, which also happens to be the Orcs and Half-Orcs, which work the quarry pit just beyond the village's crest. This quarry is filled with limestone, a strong, sturdy stone that doesn't hold a lot of material value, as it can be difficult to transport large distances, but is great for building. Some profit is made selling the quarried and cut bricks over land, as well as to a few merchant ships that stop by now and then, but the pay is low and the work is hard. Still, if there was any work needed to be done in stone, they have more then enough to go around.
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Village Population
412
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
40% Human
35% Orc/Half-Orc
10% Goblin
9% Other
5% Halfling
1% Ogre
Taxation
50%
Resource
Limestone
Terrain
Coastal
Revenue
126 Gold, 6 Silver
Upkeep
42 Gold
(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)
Income
84 Gold, 6 Silver
Military
42 Gilded Blades
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Nova Empearal
Nova Empearal, a beautiful name for the small village tucked in the mountains. The village rest in the gully of the great Cloud Spire mountain, a truly massive mountain that seems to pierce the sky and is the largest mountain of the sandswept range. When the morning light hits it, the mountain seems to glow with an ethereal, almost heavenly, light. It is said that, in the Age of Gods, the Goddess of Light, herself, liked to visit and stay at this mountain along with her heavenly host. If this is true or not has been lost to history, but every villager likes to believe this is the case and it is hard not to be overwhelm with its beauty whenever the light hits the rocks just right. The village of Nova Empearal is a peaceful one that has, so far, avoided attention from monster or bandit, there isn't much farmland around, and what little there is, goes mostly to feeding the people along with what game can be found in the wilds. A few of its citizens take to the clusters of trees to have lumber, but the selling of lumber doesn't make anyone much wealth as they lack any means to easily transport the heavy goods, so a lot of it gets used for fires and building. The true worth of Nova Empearal is in the silver. Discovered when the village was founded, the silver vein has been a gift from the gods, the rare, and valuable, ore letting the village prosper even if the work, itself, is back breaking.
The mining of silver is very valuable, but Nova Empearal lacks any means to refine it into ingots, much less, refine it into more valuable commodities like fine jewelry, or even, the very brave whisper, coins. To make coins would bring great wealth, but coinage tends to be a signal of rulership, of ownership, and to create coins cast by the village would be to issue a challenge to all around, including the neighboring kingdoms, and so remains a pipe dream or drunken rant of the more boisterous citizen. Still, the silver of the mountain holds so much promise that has yet to be tapped... And so much danger. Nova Empearal has managed to escape notice through sheer luck, the caravans that come to gather the silver doing a decent job at keeping where they got it hidden, having no desire to lose their source and have to renegotiate existing contracts or deals, but it is only a matter of time before people find out there is silver to be had up here and such wealth will attract many undesirables, bandits, mercenaries, rival aspiring claimants and.. darker things.
Nova Empearal plays a dangerous game, can it push its silver resource to its fullest potential? Will others came to take what they have especially if they learn how defenseless the village is? Hard to say, Nova Empearal could just be another failed settlement in the Forsaken Lands or it could become something truly special as befitting the beauty of their home.
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Village Population
418
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
90% Humans, 10% Other
Taxation
50%
Resource
Silver
Terrain
Mountains
Income
198 Gold, 2 Silver
Harvest Season (Fall) Month 1
Harvest season has started in the Forsaken Lands. For most of the realm, this is a time of wealth and prosperity as the farmers start to bring in their yearly harvest. This is when most players will have their highest income and most coin. Harvest Season last through the fall, three turns, and will end once Winter begins. For the majority of you, your income will drop considerably come Winter, make sure you ration and spend well.
Read your intros carefully to discover where your main source of income comes from, what possible dangers exist and consider ways to expand your wealth, expand your influence and expand your reach across these Forsaken Lands for you never know what new dangers the turn of the season shall bring.
[On Buildings, most buildings will not have a set cost. If you have access to a resource that helps with building, say, lumber and you want to make a palisade, you will pay a fraction as much as someone who has to import the lumber because they are in a terrain that lacks large amounts. Generally, the larger the building, the more expensive and longer it'll take. You can pay more by using more laborers or importing material to speed up the process [at increased cost]. You do not have to pay for buildings all in one go. You can set aside a certain amount of coin to be used for a building, and I will tell you, on your next turn, your progress. You can freely build something expensive by throwing 100 gold at it here and there. If you use more coin then is needed, it will be refunded.
Every village, except for Twister's, can be assumed to have a small number of craftsmen buildings needed to keep a village going, ie, seamstress, basic town smithy, a tannery, etc. These buildings allow for the crafting of basic tools, clothing and necessities needed for living.]
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Helbaron
Helbaron, once a relatively quiet village nestled in the rolling foothills near the sand swept mountains, is now a bustle of activity and filled with whispers of a questionable deity. A new religion has been growing within Helbaron based around a strange being made of shadows known as 'Tegbaron' who descended from the heavens to guide them to a better future. Not all believe in this, seeing this 'Tegbaron' as a daemon or false idol come to lead them astray, this discourse has been growing within Helbaron and if swift action is not taken to mend the rift, the small village could be torn apart in the strife of conflict. This rift did not truly appear with Tegbaron, his appearance merely exasperated it. There has always been a rift between the Shepherds and the Farmers, both believing they had a larger claim to the lush farmland of the hills. This resentment had simmered just below the surface since the founding of Helbaron, and now that the farmers had thrown their lot in with the cult and Tegbaron, the rift is now all but unsurmountable.
Even with the undercurrent of resentment, it is a bustling time within Helbaron for not only is it the first month of Harvest Season, but it is also time for the biannual auction. Shepherds throughout the lands of Helbaron bring in their sheep and their saved wool to sell both, the wool and sheep then taken out of the land and into nearby lands or beyond to be sold once again. The new lord, or 'god', of Helbaron should spend their coin wisely as it will be some time before the auction comes around again.
[Once every six turns, you will receive a large amount of money from sheep. You will not gain this wealth again till turn 7 assuming nothing happens to village, the shepherds or their valuable sheep]
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Helbaron Population
418
Cult Members
278 [65% are members of the cult.]
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
100% Human
Taxation
50%
Resource
Sheep
Terrain
Hills
Income
745 Gold, 6 Silver (570 gold is purely from sheep)
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Foalsfort
Foalsfort is less a village and more a collection of tents and primitive shelters made of loose sticks and leaves. As befitting the name, every single person that calls this place home is a child, a refugee from Grand Abbey Orphanage that burnt down not too long ago. Foalsfort lacks any real organization or direction, the children within surviving off a series of gardens started by a particularly bright one of their number and scavenging in the forest. As it is the Harvest Season, the forest is providing enough food and resources to keep them alive, especially when coupled with the bounty of their gardens, but winter is coming and the children lack both sturdy, warm shelter and leadership.
Unlike most other villages in the realm, Foalsfort does not have a 'tax', instead all the children bring what they find to the stash to share... For the most part. There is a small number of children who keep personal, hidden, caches. While they are in a forest abundant in very valuable Ironwood, Foalsfort lacks any real tools to attempt to harvest the trees and its bounty, nor do they have any real means to defend themselves and it is only a matter of time before they are discovered by one of the less savory aspects of the Forsaken Realm.
Foalsfort, the home for the lost children of the Grand Abbey Orphanage, stands on the edge of the abyss. Will they rise up and become a tale of legends or fall and become another sad tale of those lost to this misbegotten land?
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Foalsfort Population
67
Demographic Breakdown
50/50 men and women
%100 Children
Taxation
Village 95% [Collective]
Resource
Lumber (Ironwood)
Terrain
Forest
Income
21 Gold, 4 Silver, 2 copper
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Icewick
Icewick. What madman would start a village here? A place so high and deep in the mountains that it is covered in snow even in early Fall. The knowledge that winter will come and be much worse sends shivers down the spines of most of the residents, at least, more shivers then the frosty air already adds. The village of 'Icewick' is less a village and more a collection wagons and primitive built shelter to ward off the worst of the cold.. as well as they are able.
The exiled prince of Ironhold, a failed master of ships, a failed master of coin and now a failed navigator. The promises of lush fields has turned to ash in the mouths of all that followed Thesius, and in its place nothing more then ice and rock. Discontent had been growing even before they arrived to this place, but now it has been steadily climbing. The rations brought from Ironhold are quickly depleting and the actions of the hunters are only delaying the inevitable doom of starvation. Already coughs start to wrack the old and the young as sickness begins to worm its way into the young village, something must be done. And it must be done soon.
The knights that accompanied the Prince, along with their destriers, are currently fine, having plenty of fodder for their steeds and taking the majority of what 'good' rations remain. They do not require payment as there is expectation of lands that await them once the realm has been 'settled'... but few of them are eager to own land in this frozen wasteland. The longbowmen are a bit more discontent, eating weak gruel and thin soups, their pay lower then before to stretch out the finances, but for now, they obey.
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Icewick Population
437
Demographic Breakdown:
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
100% Human
Taxation
50%
Resource
Fur
Terrain
Mountain
Revenue
128 Gold, 9 Silver
Upkeep
40 Gold, 5 Silver
(Food, monthly payment, horse care, equipment maintenance)
Income
88 Gold, 4 Silver
Military
8 Knights w/ Warhorses
36 Longbowmen
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Nehekara
Nehekara, the jewel in the desert, or, well, it could be if it survives. The lands that Nehekara were built on were already lived on prior to the arrival of the Anubite to this realm, it was home to the Salters. Not far from Nehekara is a large, flat desert field with numerous wells dug in. These wells go to a deep source of water that is said to be all the way in the Underdark, this underground water has an incredible salt content. The water is pulled from the depths and then spilled into large, carefully maintained stone grooves. As the water evaporates into the hot air, the salt condenses and is left behind for the Salters to gather. This salt is known as 'Forsaken Pink', a highly valuable and pure salt. While such salt is extremely valuable, the Salters, and in turn Nehekara, are at the tail end of a very long distribution chain. The salters make the salt, and then it is bought at cut throat low rates by the 'Salt Mongers', a conglomerate of Caravans, that take the salt to the various ports and mountain passes and out to the world at large where they resell it at high prices. The salters, in the past, have tried to renegotiate, but it has never gone in their favor. The Salt Mongers, stop paying them, and already poor and in need of coin, the Salters tend to quickly fold, any caravans or traders the Salters try to contact, to work around the Salt Mongers, are 'dealt' with by hired mercenaries. If Nehekara is to profit from the salt, something needs to be done.
The Salters make up the majority of the population and while used to being 'second class', it is not a position they enjoy and they feel like 'second class' to the Anubite. The Anubite came to this land, finding the oasis on which Nehekara is built around, and started to make it their home including a small series of farms built around the oasis using the fresh water to grow some more heat tolerant produce. The salters inevitably found themselves working as servants and laborers to the Anubite and it wasn't long before one of the Anubite rose to declare itself the 'leader' and that all had to pay taxes to them. Will the caste system settle? Will something be done about it? Will the Salters take matters into their own hand? Only time can tell.
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Nehekara Population
414
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
40% Anubite/60% Human
Taxation
50%
Resource
Salt Fields
Terrain
Desert
Income
171 Gold, 9 Silver
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LightHome
Nestled deep in the mountains is the small dwarven settlement of LightHome, created for the single purpose of being the site of great discovery, the final resting point of the research expedition from MountainHome. Of course, the whispers of it being nothing more then an exile for an errant son of an errant house continued all the way from MountainHome, the presence of the Disgraced Guard doing little to elevate such whispers as who wants to travel with such honorless brigands? The morale of LightHome is mixed, many see it as a chance at a new beginning, free from the stifling traditions that sought only to hold back the march of progress, of science! Others, especially the servants and laborers, miss their home and see this as being caught up in the fighting of the noble houses and that they are surely to die in the Forsaken Realm as all had done before them, and not only would they die, they'd have to die while enduring the endless positivity of their other half.
Still, happy or not, the dwarves went about their work with the single minded determination and stalwart work ethic that only their kind can do, quickly turning the sport into a small, welcoming settlement. There is enough flat land to have some farms, but not much and many a dwarf pine for the day when they can find some proper tunnels to start making some proper stone bread, and some trees that can serve as lumber. The lumber isn't as much use in trade as it could be as there lacks any major river nearby for them to sail it down stream, the easiest way to move such things, but it provides some profit and building material. The real treasure, as all dwarves know, lies within the mountain. It was here, at LightHome, that iron ore was discovered and it was here that they made their home. Dwarf miners toil and chip away at the mountain, bringing the precious ore back to town where it is sold off to traveling merchants.
However, it is ore that is being sold. LightHome lacks facilities to smelt it down and refine it into proper steel, or even iron ingots, and they certainly lack the proper facilities to turn that steel into proper arms and armor. The iron ore provides some profit, but its hard for any proper dwarf to not look at all that unprocessed iron and feel a bit restless at the possibilities being lost.
[You have one 50 pound keg of blackpowder remaining. This is enough for 400 musket shots. I'll be keeping track so don't worry too much about counting. It cost 75 gold for a single 50 pound keg and 150 for a 100 pound keg. Blackpowder is very expensive!]
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Village Population
429
Demographic Breakdown
50/50 Men and Women
%15 Elderly
%25 Children
%60 Adults
-
100% Dwarf
Taxation
50%
Resource
Iron
Terrain
Mountain
Revenue
120 Gold, 2 Silver
Upkeep
32 Gold, 2 silver
(Food, monthly payment, horse care, equipment maintenance)
Income
88 Gold
Military
23 Disgraced Guards
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Azdanur
Azdanur, a pretty little village tucked in the rolling hills near the edge of the Forsaken Realm. The village had escaped notice for most of its existence, and when it hadn't, the inhabitants were wise enough to get help when needed such as from the Order of Silver. With their old saviors and allies lost and in need of a home, and Azdanur more then willing to have constant protection, it was a deal where everyone prospered when they joined hands. While a few people aren't quite as happy to lose their independence as others, especially when they have to start paying 'taxes' to the Order of Silver so they can rebuild, the majority are content with the protection believing this could be the dawn of a new, better, day one where they don't have to tremble in the night.
A little smaller then other villages of its size, Azdanur has its blessings, fertile farmland wraps around the village, weaving in and out of the hills, as the farmers harvest their grains. There is plenty of room and fresh grass for possible future livestock herds and the large hill Azdanur rest on gives it a commanding view of its surroundings, but the true treasure of Azdanur lays just behind it. A large pit goes deep into the ground and it is here that the Aether-Kissed Marble is found. This beautiful white marble has thin silver veins that run through it that almost seem to sparkle and glow when looked at. This rare marble is extremely valuable not only thanks to its beauty but its sensitive to the Aether. Mages find their powers come more naturally to them when binding the strands near them and the marble reacts more readily to enchantment and change. How a village could have such a valuable material and not be a sprawling industrial city? Ignorance and greed.
The peasantry of Azdanur were simply unaware of the marble's worth and the trade caravans that courted it away were none to eager to share that information, in fact, it seems Azdanur has been 'trapped' in a series of binding legal contracts with a few large caravans and trading companies that give them control over the exportation of the uncut and unprocessed marble. If Azdanur is to truly prosper with its rare gift, the contract holders will need to be dealt with, or perhaps, a cunning leader could even find a loophole or grounds for a more favorable renegotiation. If all else fails, what strength do contracts truly have in this forsaken realm?
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Village Population
382
Demographic Breakdown:
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
80% Human/20% Other [Dwarves/Halflings/Other]
Taxation
50%
Resource
Aether-Kissed Marble
Terrain
Hills
Income
166 Gold
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Occiden Marag
The small village of Occiden Marag sits on the shore of the Arling River, the major river running through the Foraken Realm and rest just within the border of the Marlow Forest. The Arling River is a slow flowing river making it ideal for travel, trade and fishing which many of Occiden Marag's residents have taken to. Between it, and the decent number of small farms and farmsteads built around the fertile shores, Occiden Marag is spoiled for food and it is unlikely they will be facing any shortages anytime soon. The local forest lacks any real treasures that have been found so far, a standard assortment of soft and hard woods. Thanks to the river, if the people of Occiden Marag were to make trade partners with villages down the stream, perhaps even the port town of Skallig, they'd be able to float the lumber down the river at much greater profits as, currently, any trade is done overland in one of the few carts they have or is bought by caravans, their large size and weight make such transportation costly and not very profitable.
Hunters and gatherers are finding good hauls within the forest even as Karl the Wanderer patrols its realm, keeping an eye out for any threats. He has found several tracks so far, from wolves, a bear as well as one pair of large tracks he has never seen before, but they do not appear to be heading to the village, but he could follow them if the village felt it was needed. The tensions between Aetherlings and the humans who are not yet part of their faith and culture is low, Ada the Confessor, has done well in keeping the peace between them and is well liked by most people in the village, even those that find the Aetherlings, and the humans who adopted their ways, as odd and off-putting and she is frequently consulted for all manner of ailment and is, seemingly, always happy to help, even in such cases as Old Man Thomas who has shown her the same sore for the ninth time this month.
While there is a lot of room for improvement, especially when it comes to better utilizing the Arling River, life in Occiden Marag is mostly peaceful and flurishing.
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Village Population
400
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
60% Aetherling, 40% Human
Taxation
50%
Resource
Arling River
Terrain
Forest
Income
130 Gold
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Port Zolond
Port Zolond is less a port and more a village with a small 'pier' that is about ten feet long. The name is not for what it is, but for what it could be. A prosperous free port where goods, no matter how illegal, can flow in and out. Where mercenaries, pirates, traders, inventors and rogue mages can find work, give work and cut out a living in a thriving port that is the beating heart of trade for all of the Forsaken Realm. That is what it could be. For now? For now it is a small fishing village that has its fair share of drunk and disorderly. Even before Nym and his Gilded Blades arrived and claimed the village, it had its share of troubles. Its populace was a very diverse group with the person in charge being whomever could afford to pay the three Ogre siblings [Krug, Budge and.. Magdalena] at the time which was most often the wealthiest farmer of Zolond, the Respectable, Honorable, Most Courageous, Halfling Master Theodore Hotpot. This all changed when Nym and the Gilded Blades arrived. Magdalena, exceptionally large and smart, for an Ogre knew better then to try to fight an entire well armed regiment and stood by as they claimed the town, although the trio of ogres still hang around to growl menacingly at whomever comes their way as they await their next employer. Theodore Hotpot still kicks up a small fuss here and there, but mostly, far from the earshot of any of Nym's 'goons'.
Despite the change in leadership, and one that is seemingly cemented, Zolond is still a den of ruffians. Orcs and Half-Orcs get into brawls in the street, to which the Gilded Blades tend to watch and take bets on the victor, only stepping in when it gets out of hand or things of actual value are threatened. Goblins skulk in the shadows, testing wild inventions, stealing whatever isn't nailed down and having a rather nasty habit of pranking the other inhabitants. None of them have gotten brave enough to try to prank their new lord.. Yet. Most of the work in the town comes down to three things: Farmers, Fishermen and Miners. A small series of farms rest outside of Zolond with all of them being owned and worked by humans and halflings, neither one of them seemingly to trust the other denizens to do the work, or simply, preferring to 'keep to their own kind'. What humans aren't farmers, join the goblins and some other races in fishing the shallows of the ocean, they don't catch anything truly noteworthy, but the fish and occasional shell fish do help to keep the town fed even if the constant smell of rotting fish can be nauseating to those not used to it.
The last work is the hardest and tends to fall upon the poorest of the town, which also happens to be the Orcs and Half-Orcs, which work the quarry pit just beyond the village's crest. This quarry is filled with limestone, a strong, sturdy stone that doesn't hold a lot of material value, as it can be difficult to transport large distances, but is great for building. Some profit is made selling the quarried and cut bricks over land, as well as to a few merchant ships that stop by now and then, but the pay is low and the work is hard. Still, if there was any work needed to be done in stone, they have more then enough to go around.
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Village Population
412
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
40% Human
35% Orc/Half-Orc
10% Goblin
9% Other
5% Halfling
1% Ogre
Taxation
50%
Resource
Limestone
Terrain
Coastal
Revenue
126 Gold, 6 Silver
Upkeep
42 Gold
(You only pay them wages, Mercs buy their own food and pay their own equipment maintenance)
Income
84 Gold, 6 Silver
Military
42 Gilded Blades
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Nova Empearal
Nova Empearal, a beautiful name for the small village tucked in the mountains. The village rest in the gully of the great Cloud Spire mountain, a truly massive mountain that seems to pierce the sky and is the largest mountain of the sandswept range. When the morning light hits it, the mountain seems to glow with an ethereal, almost heavenly, light. It is said that, in the Age of Gods, the Goddess of Light, herself, liked to visit and stay at this mountain along with her heavenly host. If this is true or not has been lost to history, but every villager likes to believe this is the case and it is hard not to be overwhelm with its beauty whenever the light hits the rocks just right. The village of Nova Empearal is a peaceful one that has, so far, avoided attention from monster or bandit, there isn't much farmland around, and what little there is, goes mostly to feeding the people along with what game can be found in the wilds. A few of its citizens take to the clusters of trees to have lumber, but the selling of lumber doesn't make anyone much wealth as they lack any means to easily transport the heavy goods, so a lot of it gets used for fires and building. The true worth of Nova Empearal is in the silver. Discovered when the village was founded, the silver vein has been a gift from the gods, the rare, and valuable, ore letting the village prosper even if the work, itself, is back breaking.
The mining of silver is very valuable, but Nova Empearal lacks any means to refine it into ingots, much less, refine it into more valuable commodities like fine jewelry, or even, the very brave whisper, coins. To make coins would bring great wealth, but coinage tends to be a signal of rulership, of ownership, and to create coins cast by the village would be to issue a challenge to all around, including the neighboring kingdoms, and so remains a pipe dream or drunken rant of the more boisterous citizen. Still, the silver of the mountain holds so much promise that has yet to be tapped... And so much danger. Nova Empearal has managed to escape notice through sheer luck, the caravans that come to gather the silver doing a decent job at keeping where they got it hidden, having no desire to lose their source and have to renegotiate existing contracts or deals, but it is only a matter of time before people find out there is silver to be had up here and such wealth will attract many undesirables, bandits, mercenaries, rival aspiring claimants and.. darker things.
Nova Empearal plays a dangerous game, can it push its silver resource to its fullest potential? Will others came to take what they have especially if they learn how defenseless the village is? Hard to say, Nova Empearal could just be another failed settlement in the Forsaken Lands or it could become something truly special as befitting the beauty of their home.
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Village Population
418
Demographic Breakdown
50/50 men and women
%15 Elderly
%25 Children
%60 Adults
-
90% Humans, 10% Other
Taxation
50%
Resource
Silver
Terrain
Mountains
Income
198 Gold, 2 Silver
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