Saturday, February 25, 2023

Pellodian Watch-Houses, Guard Towers and so on...

A Typical Pellodian Watch-House (#22/28; #53/365)

There are three watch-houses to be found around Pellod, and each is home to 3-18 Watchmen and a Watch Sergeant. The locations of the watch-houses are the Souq, the docks, and Tower Hill. It is the job of the Watch to stop crime throughout Pellod. Most Watchmen pay lip-service to this, while also enriching themselves through bribery, petty corruption, and collecting supplementary income by acting as informers for other sources, including Poldar's guards, the Rogues' Guild, the Merchants' Guild, and others. The captain of the Watch, Zendar (strong, unhappy), knows this and grieves at being unable to do anything about it. To her, the Watch are a distant second behind the guards and soldiers in the prestige stakes, with no way to recoup lost ground and so she resorts to drink, in her dingy office in the Tower Hill watch-house.

Each watch-house is a squat, thick-walled, fortified building with small windows, arranged around a central courtyard used for drilling, combat practice, and stabling the Sergeant's riding beast (roll a die to determine the type of beast):

1. Giant Lizard

2-3. Camel

4-5. Horse

6. Desert Bison (as per Water Buffalo)

Inside each watch-house are barracks, a mess-hall, a waiting chamber, storerooms for records, weapons, armour, and 'contraband', interrogation chambers and holding cells for prisoners. In addition to their uniform, the Watchmen will each have a shortsword and a leather cuirass.

A Typical Pellodian Guard Tower (#23/28; #54/365)

Captained by Poldar Proudfist, the fifty or so elite guards and soldiers of Pellod are stationed at the Baron's Tower, the three main gates of the city, and patrolling the city walls. In dangerous times, such as raids by pirates, Lizard Men or the Caarth, these numbers will be augmented by at least two hundred militia drawn from the able-bodied populace of Pellod. The gates are:

  • Gate of Stone: the north gate overlooks a trail following the valley of the river Murab, and up into the hills. It is favoured by shepherds, vintners, farmers,  and adventurers, for it also leads to the Found Tombs of Arvakaten.
  • Gate of Sand: the east gate leads to Dust Town, and the caravan routes that span the Desert of Skulls. It is used by traders, nomads, holy-folk, and other itinerants.
  • Gate of Sighs: the south gate watches over the necropolis, the graveyards, and beyond that to the marshes of the Murab delta and a little-used shore-side trail that leads to Rimon, further down the coast.
Each gate has two flanking towers housing around 10 soldiers total; soldiers are armed with swords and crossbows, and have small shields and chainmail hauberks. Soldiers will charge a nominal fee for strangers to enter the city; usually a couple of Gold Pieces. Traders and rich-looking personages may be charged more, and will require a Merchant's Pass (10GP) if selling items in Pellod.

Weapon Smith (#24/28; #55/365)

Salul the Quick (eagle-eyed, forceful) is the eminent armourer and weaponsmith of Pellod, though these days he has apprentices do much of the forging and manufacture, while he looks after the business side of things. Most weapons and armour are available in Pellod, and are of average quality at regular prices. Salul makes most of his money in large consignments to the guards and watchmen; though these weapons and armour are bought 'on the cheap' in Dust Town from non-human smiths (usually Orcs or Goblins), and are of poor quality. Some say Salul doesn't care because breakages caused by poor quality demands a constant supply of replacements and thus more profits; others that Orc shamans are deliberately providing shoddy weaponry to Pellod as they plan to attack the city soon.

Animal Trader (#25/28; #56/365)

Djaphrera Ironwolf (dextrous, jealous) has a stockade just outside the Gate of Sand; here she sells regular animals such as mules, horses, camels and Desert Bison, as well more exotic stock such a Giant Lizard or a Black Lion. Occasionally she manages to acquire a more fearsome monster, roll three dice on the table below to determine what:
 

Roll

Monster

skill

stamina

attacks

See also

3

Manticore

12

18

3

Out of the Pit (p. 79)

4

Cockatrice

7

7

2

Out of the Pit (p. 30)

5

Pit Fiend

12

15

3

Out of the Pit (p. 93)

6

Styracosaurus

11

10

3

Young form. Out of the Pit (p. 38)

7

Gretch

10

13

1

Out of the Pit (p. 63)

8

Dracon

9

14

2

Out of the Pit (pp. 39-40)

9

Clawbeast

9

14

2

Out of the Pit (pp. 28-29)

10

Tarator

8

13

1

Out of the Pit (pp. 112-113)

11

Nandibear

9

11

2

Out of the Pit (pp. 86-87)

12

Great Serpent

9

12

1

Beyond the Pit (pp. 117-118)

13

Shauca

9

14

2

Return to the Pit (pp. 166-167)

14

Griffin

10

10

2

Beyond the Pit (pp. 62-63)

15

Wyvern

10

11

2

Out of the Pit (p. 122-123)

16

Tyrannosaurus

12

12

3

Young form. Out of the Pit (p. 38)

17

Basilisk

5

8

1

Out of the Pit (pp. 18-19)

18

Chimera

12

20

3

Return to the Pit (p. 45)


These monsters are sourced from Dust Town, where Djaphera has contacts among the creature trapping community, and are usually shipped and sold on to wealthy buyers up and down the coast, in Port Blacksand or Halak and Rimon.

No comments:

Post a Comment