Sunday, September 25, 2022

[Gygax 75] The People Who Live in the Crucible

Mononokehime concept art

I'm doing a worldbuilding challenge. The story so far:

Gygax 75
Week 1 - The Setting
Week 2 - Carving out the Valley
Week 3 - Into the Mines
Week 4 - Hitting a Wall
Week 5 - Divide and Conquer
Week 6 - Closing up the Cadaver
Week 7 - Building Irontown

Irontown is a lakeside fort full of exiles, migrants, and strangers from the far reaches, kept afloat by its ironworks. Iron is outlawed in the Sorcerer Kingdoms, and so those who would refine and distribute it are often coerced by circumstance. For now, Irontown remains safely tucked away from the Sorcerer Kings' notice, shielded by their high valley walls and relative obscurity.

At present, the town is uncharacteristically still. The ironsand on the shore is running out, and the mines in the forest have been taken over by fae folk. More than half the townsfolk have left, having seen the writing on the wall; sixty men and women, with more skill than sense, remain.

[# of townsfolk is roughly equivalent to the town's HP, which stands for... uh... house points? Housed People? More on that later.]

The Forge has been cold for a month. Sometimes, inexplicably, it smokes, and locals hear something heavy moving inside. (A giant centipede lairs within.)

Speaking of the locals, they're decent folks. Despite their situation, they'll offer you free room and board in The Long House, a dirt-and-wood mess hall built around two long fire pits. It is loud around mealtimes, and devoid of privacy.

Irontown's hospitality is easy to abuse, so long as you are polite and non-subversive. Draw arms, however, and The White Tiger will hasten to the scene, much to local chagrin. They gather at the Old Firehouse, gambling and drinking idly, rarely alert. Each clings to their gun as if it were their mother.

In a Tidy Little Shrine at the edge of town, the disparate gods of a migrant population are cloistered together. The trinkets are four: a carved sigil of the Lion Sun; a Black River totem; the Old King's idol; and a mirrored coin, cult symbol of the Moon.

NPCs

The White Tiger is the leader of the eponymous tribe of mercenaries. An up-and-coming, gun-toting warlord from foreign lands, she wants (in increasing order): 1) to make Irontown a worthy seat of power; 2) to claim the valley's iron for herself; 3) independence from the Sorcerer Kings' growing empires. She is ruthless, middle-aged, well-versed in occult metallurgy, and fond of laughing. Her left leg is a prosthetic.

She needs a solid plan to drive back the forest folk. Reinforcements from her home town will arrive in three weeks (she only has half-a-dozen men in town); one week later, they will begin methodically clear-cutting the ancient forest.

The Founders are a council of five ancient men and women, who witnessed the town's oldest contracts with the fae. They are no friends to the forest, but they're suspicious of the foreign woman and her guns. They are led by Grandbaba, who can speak to the trees because she is their elder, or so she claims. She is wall-eyed, alcoholic, pacifistic, and (hypocritically) insistent on proper speech and posture.

Grandbaba needs to speak to a faerie, or to be convinced to trust The White Tiger. For now, she is the highest authority in town, and the locals have good reason to trust her judgement. If the conflict heats up, The White Tiger will attempt to have her poisoned.

Banken is the prince of a mountain sorcerer tribe, cast into exile for his magical ineptitude. He is tall and kind and a bit of a himbo. He will try anything if he thinks it will unlock his sorcerous potential; he's contemplating fishing up the lake-moon-beast, which is rumored to grant wishes.

Mursa is Grandbaba's daughter. She often stares or drools, and looks like a short woman stretched lengthwise to 6'2". She wants someone to help her sneak into the forest, without Grandbaba finding out. The townsfolk whisper she is a kidnapped faerie princess; this is only half-true. (The stretching rack is in the garden, overgrown with veggies.)

Dried fish, rice, and basic supplies (ropes, poles, ladders) are available for purchase in Irontown, but most businesses have moved out of town. HOWEVER, if you invest your hard-fought treasure into the town's growth, you can bring useful merchants back to Irontown. [Even if you don't use XP for GP, investing in the town always rewards XP proportionally.] 

Some merchants to invite:

  • Salvage House: Battlefield salvage with most of the dents buffed out. Armor sets are incomplete. Shitty versions can be bought, with a % chance of breaking in combat.
  • Ride On Strong: A stable of mud donkeys and red elk, for rent. The former can only bear an unarmored rider at a solemn clip; the latter abhors violence and deception, and will return to the stable if offended.
  • Gold Begets Gold: A bank built like a shady tavern. Give your gold to the thing in the back, ignoring its dirty wrappings and unsettling clatter, and it will invest it as it sees fit. This provides passive income, at the expense of furthering the Banker's agenda.
  • Anything Bazaar: Come sample our wares, travelerrrrrr~! Each visit, the merchants hawk 3 to 5 moderately magical items from their buffalo caravans. Their real wares are rumors, news from far-flung lands, and secrets.
  • Dhali's Man Service. Dhali is the old woman on the peacock-feather pillow. She will hire out her husbands to you, as day laborers or dungeon crawlers, at a rate proportional to the perceived risk of injury. They're brave, and handsome, and have diverse aspirations. Dhali forbids you from falling in love with them.
  • Saintmaker's Guild. There are many saint-guilds, all devoted to single figures from history. They provide blessings, and sometimes medicine, but will also try to build churches and convert the townsfolk. If you invite multiple saint-guilds to town, they'll hinder each other's efforts.

As the town gets wealthier (more merchants hired, more money spent, more HP), the options for new merchants/services expands to include medieval infrastructural engineers, magic item vendors, alchemists, mentors, a proper tavern (more hirelings), etc.

I haven't figured out a proper system yet, but every 3-ish merchants brings a random "bonus" merchant. Sometimes this is good, sometimes this is bad:

  • The Rook. A profitable gambling den run by an ogre of a man. They primarily deal in aerial hawk fights and physical intimidation.

Seeya next week.

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