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Initial Treasury.

Posted by OracleFor group 0
Oracle
GM, 4 posts
Inevitable
Fate
Sun 24 Dec 2017
at 20:21
  • msg #1

Initial Treasury

A hero’s initial treasury contains whatever is left from their funds during character generations plus one year’s basic income from their Resource.

UNUSUAL FEATURE OF RESOURCE
== Black Suit
2: Burial Place - A sizeable burial mound or mausoleum of great antiquity stands within the Resource boundary.
3: Megalith - This entry covers solitary menhirs, trilithons, avenues of stones, and stone circles.
4. Unusual Ally - Some intelligent creature or being makes its home in the Resource.
5: Unexplored Caves - One or more caves are dotted throughout the landscape. In a town or city, these may instead by old tunnels or natural caverns beneath the streets.
6: Faerie Gateway - Some feature in the Resource acts as a gateway to Alfheim.
7. Healthy Feature - A bracing sea breeze, fresh water drawn from a natural spring, meadows of flowers with a strange scent—something on the Resource aids to the physical well-being of the inhabitants.
8: Ruin - The shattered remains of a mighty fortress. The lower levels of a stone tower. Ancient earthworks flattened by weather or the hand of man. The unhallowed remains of a former temple.
9: Abandoned Industry - At some point in the past, the Resource was a site of industry. Why it was abandoned is a mystery.
10. Erratic Produce - A mine may require extensive digging every year before thin veins of precious minerals can be extracted. The soil is poor and can support crops only very other year. Game animals do not always produce enough young, or fail to return to their feeding grounds. Deliveries of raw materials essential for craftsmen arrive as and when merchants feel it is worth their while. However it occurs, the Resource’s main industry produces goods erratically.
Jack: Lake or Well - Resources located in the wilds have a lake, whereas those in a town or city have a well.
Queen: Solitary Tree - An immense tree of great age stands in the Resource.
King: Marsh - A large bog, marsh, or other wetland feature stands in the Resource.
Ace: Mythical Site - The inhabitants of Rassilon know next to nothing of scientific thought, especially geology. When early men (and other races) came across something unusual or spied a site for the first time, they assigned it a myth to explain its existence.

== Red Suit
2. Shrine - Whether a carved standing or wooden pole erected centuries ago and maintained in good condition by the will of the god, or a more recent structure erected her
for some forgotten reason, the Resource has a working shrine already in situ.
3. Island - No matter where it stands, the Resource has the equivalent of an island—a small parcel of land surrounded by water or marsh, or a natural gap like a gorge.  Whatever its location, it can be reached only by one means, such as a boat or a bridge.
4: Poor Natural Resource - Weak soil, minor mineral seams, or being located too far from any mercantile routes—whatever the problem, the Resource’s main industry struggles to produce as much income as other lands.
5. Annual MarketPlace - Whether the ruler likes it or not, some part of his Resource has been the site of a market for many generations. The market exists for just a week or two, and always in summer. It might be a field or hilltop, an area marked by boundary stones, or just a piece of flat ground.
6. Poorly Defensible - A lack of high ground, soil that cannot support heavy structures without causing subsidence, access to only poor quality building materials, an ancient curse laid down on the land by Ertha or Rigr—for some reason, the Resource is very hard to defend.
7: Tainted - Some ancient event has tainted the very fabric of the land. Perhaps it was soaked in the blood of dragons in some ancient war, a burial ground for cruel giants, the site of a massacre during the Blizzard War, or a mustering ground for demons in the Demongate Wars. The taint does not affect the Annual Income roll, but it does attract supernatural threats more often than other lands.
8. Cursed - The land on which the Resource stands has been cursed by one of the gods at some point.
9. Regional Produce - Regional produce comes in one of two forms. First, there is generic produce, such as cheese, meat, or wine. Whether it is the texture, aroma, or taste, the produce is renowned as being superior quality. Alternatively, maybe the Resource produces something that no one else in the near vicinity can.
10: Rich Natural Resource -  The realm has a rich natural resource of the GM’s choosing. The resource may be animal, mineral, or vegetable.
Jack. Unusual Enemy - Some creature or being makes its home in the Resource. The creature doesn’t consider the entire Resource its personal territory—just the specific site within the Resource where it has chosen to live. That said, it is hostile to the ruler and his people.
Queen. Depleting Resource - Whatever the Resource’s main industry, it is running out. A small forest may be all but cut down, peat or clay exhausted, soil becoming acidic, or students/worshippers going to a bigger and better school/temple.
King. Boundary Stones - The boundary of the Resource is clearly marked by inscribed stones raised by clerics of Farmaguth (see Matters of Faith). Moving beyond those limits would offend the god, and his mother, Ertha. Any expansion might also trespass onto a neighbor’s lands.
Ace: Sacred Place - The Resource has a sacred place, a site of mystery and wonder tied to one of the major deities. The sacred place may have been forgotten, its true nature only discovered during play, or a recognized feature visited by pilgrims.

== Joker: Player’s Choice
The player who owns the Resource may pick the unusual feature from those listed between 2 and Ace from either set of features. He only gets to pick the general type—the GM still determines the specifics.
This message was last edited by the GM at 00:54, Wed 14 Feb 2018.
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