Kyle Aarons Posted December 16, 2014 Report Share Posted December 16, 2014 Unlike Normal D&D the money system you will deal with is changed to the following: the coin of least value- a Bronze square coin (commonly referred to as a "Raven" since the kingdom minted bronze coins have a Raven on both sides) the next coin is a triangular copper coin (Commonly referred to as a "Sparrow" since it has a sparrow on both sides) The common purchase coin is a oval shaped silver coin referred to as a "Griffin" (yup, some reason) Gold coins are not carried by most and are the play things of the rich, the gold coins minted in the kingdom are round and have a Crown on both sides and are thus called "Crown" Only nobles or the highest merchants carry the last coin in any kind of numbers, the platinum coin is a star shaped coin with a Dragon on both sides and is called a "Dragon" thus the breakdown of coins Raven- takes 10 to equal a Sparrow. A Sparrow- takes 10 to equal a Griffin A Griffin- takes 10 to equal a Crown A Crown - takes 10 to equal a Dragon For D&D terms things sold in the D&D books for gold, the price in this world is silver griffins. I did this to reflect the fact most people never see a gold coin! (Note: All the coins with corners are rounded as not to tear at pouches but can be identified by their feel- this is actually so wealthy people can hide what they are carrying by paying for cheep things by simply feeling what is in their pouches and pulling out the right coins) While in the kingdom itself, coinage found out in the wilds that are not minted coin have a value of 90% since merchants can take them, but then have to exchange them for minted coins by law. Now on to the background: The City of Old Port rests on the eastern shores of the of the South Wind Bay, a narrow bay with two inlets through the Barrier Islands. Once past either of the twin inlets, the water gets rough and turns into the Ocean of Sorrows directly to the east. To the south is the Knight-Guard Mountains, a mostly wild and untamed land with a few mines and settlements of mostly Dwarves. Gnoll and Orakin raiders are also know to be up in the mountains in huge numbers and carry out forceful raids, some of which are close enough to Old Port for the city Garrison to send out troops to deal with them. To the west is the Iron Wood Forest, a place of plentiful danger and the deeper woods are home to several enclaves of Elves. To the northwest is the Knolls of Hordenfeld, it is the knolls where most of the kingdom's food is produced. There is decent farmland, villages a plenty, and a sizable number of Halfling and Gnome communities. The kingdom's capitol of Ryneford is just on the far edge of the knolls to the northwest and it is here where most of the human dominated towns are in. Finally, directly to the north is the Swamp of Bones, where the river drains into some highlands that stands between the rive and the bay. Countless streams flow down from the highlands and peat harvesting is big business there. Unfortunately, undead are known to be up there as well. Rumors say there are ruins galore and tales of riches and death abound, mostly death... However, Old Port is the only port city in the Kingdom of Maladarm, and is thus considered the most important city in the kingdom by many including a fair number of nobles. Old Port is a heavily mixed race city of just over 15,000 inhabitants. The actual population during the warmer months when shipping is at its peak often times means Old Port has a population of upwards of 20,000. During the harsh winters, when the southern Ice flows push up from the southern reaches of the Sea of Sorrows, the population actually shrinks some, as merchants leave the city to go to their estates, most of which are in the knolls. This also means the city's weath moves outdied the city so upkeep during the winter is drastically cut back by the city's count, Count Sokyeth, a human who is known for his greed and heavy taxation of the commoners. The name itself, Old Port, has been passed down through countless generations, and why it has the name no one is certain, or if they are, they are keeping it to themselves. Most common folk say it is because the walls are so old they are crumbling in some areas. (others blame Count Sokyeth and his greed) Other say it is because there is a ruined city under the current one and it was this former city that was the oldest port in the world. Other rumors even go so far as to say Old Port was built by the gods or their direct descendants and it called Old Port as a way of honoring the ancient ones. The five of you all traveled to the guilding hall in Old Port to test for your guild certifications as to being trained. While this is not a requirement, most who become Bards, Fighters, Rangers, Wizards, Druids, Sorcerers, and even Warlocks and Rogues seek to be guilded because being guilded tends to mean higher pay and prestige. The same holds true for Clerics since the clergy of the various gods likes to keep the names on file of those in their order in a centralized location within each kingdom, and Old Port is where the Kingdom of Maladarm stores the records of the kingdom. One of the main reasons for this is this allows the guilds to get the information out by ship quickly, since there really isn't a good quick way out of the kingdom anywhere else. At the time of your arrival, either by ship or by land, winter is right around the corner. As fate, or the gods, has it, you arrive the day before the Day of Snowfest, a large street fair where merchants set out their remaining goods and discount the prices so they can then all pack up and leave for their estates without having extra goods on hand. This is also the time where many of the commoners hold on to all their coin and buy goods to carry them over the winter since work and supplies quickly grow scarce. It is also the only day of the year when Count Sokyeth drops taxes to enter the city and cuts taxes per transaction of less than a Griffin down to a single Raven and less than a Crown to a single Sparrow. This means a great savings for the purchasers and keeps the poor population happier heading into the long harsh cold winter months. Because you arrived the day before the festival, the guild halls were closed until the day after Snowfest because most of the guild members are also merchants who are busy getting ready to set out their tables at first light of Snowfest. The inns are full as well, since so many have come into Old Port to buy goods at such good prices, so you are all forced to find someplace, anyplace, willing to take you in for a fair price. As fate has it, you all find the same place, an attic space above Old Port's poorest orphanage. With Snowfest only a day away, the old Dwarf running the place is desperate for some extra coin and rents a space in his "loft" for a single Griffin per night. You all dig into your meager supplies and produce two Griffin's each hoping you will be able to test after the festival and go on your way. It is in this attic you all meet for the first time. The next morning, just as people hit the streets for Snowfest to find bargains galore, and the gates of the city are opened wide, free from taxes, alarms sound from the southern gate. Minutes later war horns blare. Gate are ordered shut as a massive force of Gnolls come out of the forested mountains and charge the city. The problem is, it is already too late. Orakin, disguised as traders had already entered the city gates and took control of the southern gate aloowing the gnolls to pour into the city. The fighting is feirce, but the Gnoll and Orakin forces take the city block by block even as many try to flee out the west and north gates. Both fortunately and unfortunately for the five of you, however, the orphanage is very close to the south gate and is behind enemy lines before you even realize what has happened. However, because the orphanage is so poor and rundown, the first wave of Gnoll and Orakin forces all but ignore it. With the help of the Dwarf and two uhuman femal workers, the five of you are able to take and nineteen children into an underground passage before reinforcements take interest in what has not yet been looted. Even as you decend the old stairs into a undergound of the city you hear the door above shatter and the sounds of Orakin voices shouting and arguing over the belongings your were forced to abandon in order to save the children. The only thing you each escape with is Clerics have holy symbols and a dagger and the others a dagger and 5 Griffins For three months you move in and out of the long forgotten passages of a city below the city, avoiding Gnoll and Orakin patrols and scrounging food however you can. Many of the children are growing weak and two of the youngest have died from too little food and sickness. All of your skins are too pale from not enough sunlight. The two woman even talk of going topside and making a break for it. The old Dwarf, however, will not listen to such foolishness. He says over and over the Gnolls will probably eat the weakest of the children and sell the stronger while the Orakin will do vile things to the women and the older girls if they are caught, which in the weakened state of the kids is all but a certainty. Things change on the morning of the one hundred and first day of the fall of Old Port. From where you all are curled up under what was a nice inn, you hear the sounds of fierce fighting. The oldest boy, a rather sneaky Halfelven lad by the name of Vorador, decides to take a look and comes back with wide eyes and a huge grin, "It is the Crimson Legion! They are in the city!" This is astounding news, for the Crimson Legion is the elite force independent mercenaries directly to the west of your kingdom. Normally the Crimson legion, easily identified by their dark red cloaks with a black sword on the middle of the back are desert fighters who keep the horrible creatures of the Amber Sands Desert out of civilized lands of all the kingdoms east of the Amber Sands, and are paid well by the four kingdoms whose borders are at the fringes of the nastiest of deserts. By the time you all make it to the surface to check out the reports, you can see Crimson Legion banners along all the southern walls and the streets are littered with dead Gnolls and Orakin. Deciding to fully push out of the subterranean maze you have been forced to live in, a quartet of Crimson Legion horseman notice your rag-tag group and move to intercept. A fifth meber call for them to halt, hops off his heavy war mount and moves up to your group. he takes statements form each of you and listens to the Dwarf explain how the five of you saved his homeless whelps while risking life and limb to do so. The man glanced back to one of the men of a horse behind him. "These fine folk are to be given passage out of Old Port and should be allowed to equip themselves. We will take the youngsters to our camp and feed and care for them." He then points to the Dwarf and the two women, "See they accompany the children and care for their needs as well." Finally he turns back to your group, and points to the inn you heard fighting in from below. "You five... he pauses and looks over at Vorador, and you, you look close enough to be an adult, take what you wish off the dead, equip yourselves and take what loot you can find. Consider this payment for your kindness to those in need. But you are not guilded so I cannot offer you a place in the Legion, even a temporary one are rules are very clear on this, so I must ask that once you secure what equipment you can you leave Old Port until our war banners no longer fly over the city. My thanks and good luck to the six of you!" You all enter the once nice in and find half a dozen dead Orakin and four gutted Gnolls. Their equipment is scattered around them, some nice others Orakin made and not so nice. You alos find coins littering the floor and cards and dice all over the place. You also see small casks of Meade, ale, wine behind the bar and a leg of mutton over the fire. Finally, you notice a pair of empty manacles on the stage that normally held a bard or minstrel. Equipment in the room: 2 longbows, two quivers each with 17 arrows, 3 light crossbows (one Orakin) each with a quiver of 14 bolts (14 are Orakin), a warhammer, a battle axe, 19 daggers (12 Orakin), a shod staff, two long swords (one Orakin) 3 maces (2 Orakin), a flail, 7 short swards (4 Orakin), 3 chain shirts (2 Orakin) 5 sets studded leather (1 Gnoll, 2 Orakin), 4 hand axes (3 Gnoll), 2 slings (each wiht 13 bullets), one great sword, 4 steel shields (1 gnoll, 2 orakin), and one set of spked gauntlets. There are 235 Ravens, 123 Sparrows, and 73 Griffins on the floor. finally in a back room there are backpacks filled as follows: Backpack 1 Crowbar Hammer 10 x Pitons 10 x Torches Tinderbox 10 x Rations Waterskin 50' Hemp Rope Backpack 2 Bedroll Mess Kit Tinderbox 10 x Torches 10 x Rations Waterskin 50' Hemp Rope Backpack 3 1000 x ball bearings 10' string, Not Listed; Presumed Bell 5 x Candles Crowbar Hammer 10 x Pitons Hooded Lantern 2 x Oil Flasks 5 x Rations Tinderbox Waterskin 50' Hemp Rope Backpack 4 Bedroll 2 x Costumes 5 x Candles 5 x Rations Waterskin Disguise Kit Backpack 5 Blanket 10 x Candles Tinderbox 5 x Rations Waterskin Ink Pen 10 x Parchment (1 sheet) Backpack 6 Book of Lore (Listing for generic book) Bottle of ink Ink Pen 10 x Parchment (1 sheet) Bag of Sand Small Knife 5 x Rations Waterskin Chest 2 x Map cases Fine Clothes (x4) Bottle of ink Ink Pen Lamp 2 x Oil Flasks 5 x Paper Perfume Sealing Wax (But no Signet ring?) 10 Soap Quote Link to comment Share on other sites More sharing options...
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