Showing posts with label queen's landing. Show all posts
Showing posts with label queen's landing. Show all posts

Friday, October 28, 2016

Layout and notable NPCs of Queen's Landing

Disclaimer: when I started this post I was still under the influence of The Village of Hommlet. I should like to think I've shed that now, for the better (sorry Timrod), but you'll still see the influence in wordiness/stats/treasure write-ups for some of these NPCs. Frankly, that level of useless overproduction is most of the reason this post didn't get finished two years ago.

With that in mind, I give you:

Layout

Queen's Landing is that rarity of medieval settlements: a planned town. It was erected by penal labor and has orderly rows of streets and buildings, though the edges are a bit busy by now with the new population.

The town walls form a rough square on three sides, projecting into the bay to protect the harbor both as a seawall and from attack along the beach. The fourth side is open to the bay and comprises the harbor, with 1 quay large enough for blue-water shipping and several other piers for fishing vessels

A section of the palisade

The Law


Lord Otto Marchand, governor of Queen's Landing
AC 3 (chain and shield +1), F4, hp 27, D 1d8+1 (longsword +1) ML 10

At 67, Lord Marchand is getting on in years. In his youth he played a prominent part in the Saxonid Wars, but he's no longer as strong as he once was. As governor of Queen's Landing, his word is law. (Anyone of noble blood would be able to write a petition to the King to protest a decision of his, but no noble not of the Marchand family has ever set foot in Queen's Landing.) He spends as much time as possible in Albilonia, so is usually only in Queen's Landing for the summer months. On his person he always has his signet ring, a gold ring with an emerald worth ~1,000gp to the right buyer. (219gp if melted down with the emerald prised loose.)

When here, he takes up residence in the Governor's Quarters. This large log building is in the center of the town and has its own palisade, plus a garrison of 10 men (AC 6, F1, HP 6, D1d8, ML 11) led by a Sergeant (AC 4, F2, HP 11, D1d8, ML 11, silver pin of office worth 20gp) and a Lieutenant (AC 4, F3, HP 11, D1d10, ML 11, gold pin of office worth 110gp) wearing the green and gold crow livery of House Marchand. People come and go on official business a fair amount, and for an appointment you can just approach the gate. These men are men of House Marchand, not the guard of Queen's Landing.

With Lord Marchand are his wife and three daughters, along with his only son, Adam Marchand, 11, who will likely become Governor of Queen's Landing upon his father's death. He keeps them all in style appropriate to his station, and anyone ransacking the compound would come away with 10,000gp worth of miscellaneous loot, much of it recognizable.

Jordan Merriweather, steward
AC 9, hp 2, F0, D 1d4 (knife), ML 5

Jordan Merriweather, 54, is the chosen steward and castellain for the Marchand family. Matters too unimportant to bother Lord Otto come to him for resolution. The position has rather gone to his head, and he sees his purpose more as seeing that the Lord doesn't get bothered than resolving problems. He lives by himself in snug but nicely appointed apartments directly across from the Lord's Manor, and he doesn't go out much, feeling constantly buried under paperwork and minutiae, most of which he creates for himself (albeit unconsciously).

Merriweather is also in charge of the local 'bank' that pays in salt-cakes (or, more often, scrip representing salt-cakes), which are the only accepted currency in the town, by fiat of the Governor. 'Real' money or other valuables can be exchanged at fair and posted rates.

In practice Merriweather is seldom directly involved, leaving such things as the actual trading to a few clerks and scribes running an office attached to the inner wall. This also involves a rather large storage warehouse where goods brought in by the townsfolk and villagers in exchange for scrip wait until they are moved to the docks warehouse for shipping back to Albilonia or sold to others in the town.

The only thing of value he keeps on his person is his ring of office (silver, worth 44 gp) and a jeweled dagger (nonmagical, worth 233 gp). Were someone to break into his abode and ransack it, they could make off with 1,000 gp in rugs, tapestries, furniture, etc.

Boris Borisson, Captain of the Guard
AC 4 (chain + shield), hp 14, F2, D 1d8 (longsword) or 1d6 (xbow), ML 9

Boris is the Guard Captain of Queen's Landing, in charge both of defense of the walls and keeping the peace. He answers directly to either Lord Marchand or Mr Merriweather and has a decent working relationship with both. Folks on his good side can hear stories about his veteran days in wars down south before he took the King's Commission for Queen's Landing. Under him are twenty men of the Guard, including his Lieutenant, two Sergeants, and twenty-two Guardsmen. Usually busy, unless the PCs have something really pressing, and relies on his LT and sergeants for most grunt-work.
Gold pin of office worth 100gp

Mikhael Gunderssen, Lieutenant of the Guard
AC 4 (chain + shield), hp 7, F1, D 1d8 (longsword) or 1d6 (xbow), ML 9

Boris' right-hand man from waaaaay back. The two are old campaign buddies, and when in their cups will regale listeners with war stories from the south. Otherwise, Mikhael is an accomodating but no-nonsense guardsman who just wants to see things flow along with little trouble and an eye toward the security of the established townsfolk.
Silver pin of office worth 25gp

Sergeants (2)
AC 7 (leather), hp 5 each, F0, D 1d6, ML 8

One is usually on gate duty, the other patrolling or dealing with things in town. Usually with 1-2 other guardsmen. Spear, shortsword, and xbow. Will also carry truncheons (1d4) for breaking up disputes.

Guardsmen (22)
AC 6 (leather + shield), HD 1d4+1, F0, D 1d6, ML 8

Usually 7 on the walls (1 @ each corner, 1 along the length), another 3 at the gate, 2 on patrol through the town (w/ a sergeant), and the rest off duty.

Night shift has 6 on the walls, one watching the docks, and the gate is closed.




Townsfolk


Tully Kivversen, ostler of the Mermaid and Mouse and shopkeep of the Seal's Knees


Tully and his wife Anna run the Mermaid and Mouse, Queen's Landing's only licensed tavern. During the day, they also staff the general store, the Seal's Knees. Tully closes it up by drinking time, usually around three or four o'clock.

Tully is an influential citizen in Queen's Landing, and well-liked by just about everyone. He's taken to his role as a kind of peacekeeper and facilitator. For many people with a problem, Tully is the first and last stop. He came to Queen's Landing 10 years ago after a fairly long career in the southern border wars Albilonia fights perenially with the Qynarate, one of Queen's Landing's few voluntary colonists.

The Seal's Knees provides pretty much everything an adventurer could want for general goods, but since most of the wares are imported, they cost 20% more than the listed price. Notably lacking are any forms of arms or armor, but if you want tents, rope, rations, lanterns, etc. this is the right place.

The Mermaid and Mouse is a fairly large building on the two-story log-house plan. Downstairs is all one large common room, capable of comfortably holding upwards of fifty people. As such, it's not only a good place to pick up rumours if you're willing to buy drinks, but an adventuring party can usually find 1-4 non-combat supporters in any given week for about 10 gold each per day. On a 1-2 on a six-sided die, a man-at-arms may also be found if you're willing to part with 50 gp per day. Doubling the offered amount doubles the prospects and/or number of potential followers.

Upstairs are five rooms to let, one of which is occupied on a long term basis. Rooms can be had for 2 gp per night. Also available is a common sleeping area, mostly used to house drunks who can't walk home or who live outside the gates after they've already been closed for the night; a pallet here costs about a silver piece.

Tully, Anna, and their two children live upstairs as well in private apartments; during tavern hours, Tully keeps everyone else upstairs out of the way of the customers and hires serving boys to wait on tables and pot-boys to run the kitchen. Three or so can usually be found after hours sleeping in the common dorm.

The Mermaid and Mouse serves decent fare at decent prices; a home-brewed ale can be had for 5 coppers and is the most common drink. Imported ale (of the hoppy variety) costs a silver, and a bottle of Albilonian wine will run you anywhere from 1-5 gp, depending on quality. Harder spirits are usually only available during the summer, and can get fairly expensive. Fish stew is the main victual, and a bowl can be gotten for standard meal prices, with more exotic food involving a commensurate increase in price.

(See? This right here? This is what I meant by the Hommlet influence. Moving swiftly along...)

A nearby street in the summer


Delightful Meg

Meg is the forty-something proprietress of Kissing Nelly, Queen's Landing's licensed whorehouse. If you want to have some fun or just take the pressure off, Meg's your girl. Or rather, one of her thirty girls is. Kissing Nelly also serves drinks, but everyone agrees they're inferior to the Mermaid and Mouse's stuff. Even Meg, who doesn't want to step on Tully's business. She's in good standing with the guard and most of the men in town have visited at least once.

Delightful Meg is the woman to talk to if you want to know the rumours around town; as the town's madam she knows all the news.

Aksar the Omnipotent (or Aksar the Egghead, or Akshorty, or Aksar the Bastard, etc.)
Sage. Major area: Dwarven history.
Minor areas: Elvish legends, Underground agriculture/husbandry
Consultations are 100gp, 1/week

Aksar is a bespectacled, ink-stained dwarven sage. He specialized in ancient and obscure dwarven archaelogical history and coming off mad as a loon. He's convinced - convinced - that there was once a dwarven civilization in the Spine of the World before what he calls the 'Great Opposition' that 'created all the ice and snow.' His theories have earned him a reputation as a cook and a laughingstock, and he's in Queen's Landing because there's just no place for him in Albilonia anymore. (He tells himself he's out here on an indefinite-length expedition to prove his theories.)

He's cranky and obsessive, and prone to be brusque or downright rude to someone boring him and taking up his time, but he'll light up like Christmas and talk your ear off if you get him started on his pet subject.

His Excellency of the Sub-bishopric Tertiary of Queen's Landing Terrence Grayling




Generally venal and more interested in the world than God, though he puts on a good face on Lordsday. Not evil per se, but definitely not a good priest, either. Not a Cleric, and technically a Bishop of the Church, Bishop Grayling is hyper-conscious of his rank, not the least because the 'cathedral' is really more like an oversized parish church and he only has two other priests in his diocese. Likes to eat and drink. Has even gone to Meg's on occasion, when he thinks he can get away with it.


Nevertheless, he takes his job seriously; he just thinks of it as a job, instead of a calling. He will also gladly sell holy water, though of course it's not being sold, the PCs are just generous with donations!

Robert Crae

Robert, looking about thirty, runs the one and only smithy in Queen's Landing that will deal with arms and armor. He doesn't make swords, or plate, but he'll turn out or repair most anything else. He's shy enough to be almost mute, so anyone doing business here is probably going to deal with his apprentice Timothy instead.


Harbormaster Gerald Fitz

Gerald is a rail-thin man of about 70 with scraggly hair and a huge beak nose. He's an officious busybody, full of his own (actually rather minor) importance as THE harbormaster of Queen's Landing, which means he's THE man all the stuff to and from Albilonia goes through. A penny-pinching, sour-faced and sour-minded wheezy git who has a soft spot for Tully's wife Anna.

Rounding up and out

In total, Queen's Landing has about 1,000 souls, of whom 200 or so live and pursue trades inside the walls, with the rest being hetmen, farmer, hunters, a fair number of fishermen, and so forth comprising roughly eight square miles of settled land.

About four miles away (within sight from the walls) sits the salt mine and its compound consisting of about a hundred workers (half of them guards) and two thousand indentured criminals working off their sentences. They're fairly self-contained, with on site bunkhouses, mess halls, a farm, chapel, and so forth. Once a quarter Merriweather's men collect a shipment of around 100 tons of rock salt.

A view over the town in winter

Tuesday, July 14, 2015

Robbers' Bay, Queen's Landing, and the Desolate North

Fifty years ago, then-King Marcus II of Albilonia had an idea. Banditry had been a perpetual problem for the realm and he was determined to put it to an end. The rule of law would be established. But carving a new standard of civilization on the hearts of the people requires harsh measures, and soon the prisons were bursting at the seams, and many of the hanging trees were in full fruit.

So he issued a proclamation: everyone in the Kingdom who is found guilty of theft, robbery, banditry, rape, murder, etc. has a choice to either serve out the sentence as usual or indenture himself to the Crown for a period of time dependent on the crime. Those who choose the latter are shipped to Queen's Landing.

Queen's Landing

Needs more snow
Queen's Landing is reached by ship from around the spur of the Spine of the World, a huge mountain range that marks the end of the Known World on all civilised maps. It was chosen as the site for the new penal colony because these mountains are impassible, it has a natural harbor, and when Robin the Seafarer landed here during one of his fabled journeys he discovered salt at the base of the mountains right by the sea. Thus, most convicts sent to Queen's Landing serve out their terms digging in the salt mines, and salt is the primary export.

Queen's Landing is ruled by Lord Marchand (whose family rebelled against the King around two hundred years ago) whose primary concern is to keep the salt flowing. While it is mostly populated by men who have finished their terms of service (indentured servants are kept in communal barracks), some have brought their families with them. Anyone can come to Queen's Landing if he wishes, and volunteers will even be paid a resettlement fee by the Crown, so the town does boast a small but non-negligible number of women and children, many of the former doing a brisk business in the town's whorehouses. The free population of Queen's Landing fluctuates around five hundred souls, with another five to eight hundred slaves attached to the mines.

Queen's Landing is situated at the mouth of Robbers' Bay at the base of the Spine of the World, which makes it the northern-most known dwelling of civilized men by far. The land stretches away to the north and west, remaining rugged and mountainous for as far as surveys have seen. Conifer forests are the rule, at least near the town: what the geography and flora are like further into the wastes none can say.

The town is walled all round with a stout timber pallisade and permanently garrisoned by fifty men of the King's Army under command of the Governor. This is in part to guard against an uprising at the salt mines, and in part simple prudence. For those caught in misdeeds in the town justice is swift and summary: another term in the mines, or exile. No doubt most of those exiled die, but it is just possible that some do survive.

The residents of Queen's Landing subsist mostly on hunting, trapping, and fishing. The growing season is too short for most crops, being only two-and-a-half months, though in lucky years crops of potatoes and sometimes rye can come in. Just recently, experiments with herding the local wildlife have been undertaken, adding butter and caribou meat to the staples of the colony. Very occasionally the hardy fishermen manage to snag a whale: these creatures are often seen cavorting in the Bay, and are prized for their blubber, which makes excellent oil.

Queen's Landing imports much more than just labor: because of its situation it will be dependent upon the Kingdom of Albilonia for basic foodstuffs like wheat and almost all finished products for the foreseeable future. Most trade is done in salt, which is also the primary export. Others are obvious from the above: furs, fish, timber, and precious stones (more on this last below).

Demihumans in Queen's Landing

Humans are by far the most common race in Queen's Landing, even moreso than the home country. Next come dwarves: these hardy folk do well in the harsh conditions, being generally hale of limb and body, easily acclimated to the cold, and not as worn down as men by the gruelling work in the salt mines. Indeed, most come voluntarily, wanting to see the Spine of the World and live in its shadow. Not one elf has been sent to Queen's Landing to work as a slave, and only a handful have come as volunteer settlers, since they have a hard time with the cold, but the rugged and wild beauty of the wastes does draw some. Most rare of all are halflings: not only is the cold and hard labour harder on these folk than any other, but they find the necessity of covering their parietal eye with headgear to keep from freezing due to their baldness both disorienting and depressing. (The widespread feeling among halflings of the Kingdom is that you would have to be demented to want to do such a thing.)

Using Queen's Landing as a base for Adventure

The town itself is an isolated spot of safety at the mouth of a great unexplored desert. The Desolate North doubtless has its share of unknown treasures and opportunities for those bold enough to risk hypothermia and who knows what other dangers. In the past few years, a few
adventurers have trickled north to land here, hoping to make a fortune. Recently, Queen's Landing has made contact with a tribe of indigenous peoples who seem open to trade and bring tales of ancient ruins buried in the ice which never melts. One dwarven sage insists that the Spine of the World is the site of an old dwarven megapolis from before the Great Opposition turned the North into a barren wasteland. And, most promising of all, one band of adventurers recently returned - missing three members and looking like walking, frostbitten skeletons, but with seventeen sapphires, each the size of a thumbnail.