The House of Talen was a merchant
family that had its roots some 300 years ago when small villages and
whatnot dotted the land, but individually couldn't protect themselves
from the roving dangers of the world. Talen convinced various merchant
houses that these small pockets of population were endangered by their
own individuality and decided this had to end. Decision was made by
various officials of these divers places to band together to form a
regency under the Talen Council that would oversee various services in
order to save time and money, ceasing to be a burden to individual
villages. Over the years, more and more villages and towns joined,
bringing the Regency's numbers up considerably. It now qualifies as a
major sociocracy city.
Imports are a luxury, but there are those capable of paying for it.
These imports include stone, metal products, cattle and exotic
condiments. At-home resources include an abundance of lumber, various
food sources that include herding of goat, sheep, pigs, and poultry
with plant sources of wheat, corn and oats,
and fishing, all of which are exports.
have been discussed. To keep this simple, we'll have poor,
and fine. These are based on rental prices of inns. Inns have no real
basis for cleanliness or anything else, and if they do, they charge a
bundle for it. Poor hovels or rooms can be rented for 4 gp a month.
For purposes of keeping things in reasonable terms, Ev found
Residences: Fine residences cost
2d8×10 gp per
month to rent, or 2d8×1,000 gp to buy. Average residences
1d4×10 gp per month to rent, or 1d4×1,000 gp to
residences cost 1d4 gp per month to rent, or 1d4×100 gp to
Unless you decide to go hovel, which is in the poor section of town in
ramshackle buildings, bad roofs, poor security, lots of vermin and all
In addition to buying or renting a residence, characters might wish to
purchase a business or other building in a city. A poor shop (for
trades or services) typically costs 2d4×100 gp, including
shelves, a sales counter, and a back room for storage.
An average shop costs 2d4×1,000 gp, including polished wood
floors, handsome shelves, a picture window, and glass cases. A fine
shop costs 4d8×1,000 gp and has marble floors, locked display
cases, leather chairs, and various other luxuries.
on to the schools themselves. The Universities, including
practice yards, library facilities, laboratory, equipment rooms, forges
and other specialized programs in general are open 5 days a week, 9a -
9p. Classroom requirements aside, Masters set their own schedule. In
order to maintain your school year, you need to put in at least 30
hours a week in classroom participation and maintain a passing
grade. If at any time you fall below the minimum hours,
programs are available, requiring twice as much of your time.
Master must recommend you for the remedial programs. Your
cost to level covers all University expenses in regard to your classes.
For example: The harvest comes every fall, planting every
Students are excused for the weeks involved in these necessary family
occupations, but are still required to make up the time lost.
The Universities are the seats of learning for this society. Once you
reach 6th level, you no longer have to attend the classes. However,
when you level beyond 6th, you still pay the money for
that you use to hone your class on your own. In the University
system, you can teach classes yourself if they accept you. If accepted,
you become a Master and are given a classroom and students. In exchange
you can live in the University grounds and use all facilities for free.
It also entitles you to sabbaticals with University approval.
Sabbaticals are the Masters' way of saying, getting experience. This is
how the society encourages and supports its Experts (Indiana Jones is a
perfect example of a University hero) and gets the knowledge and
experience taught to their children.
So Well Known Stuff:
A map is provided for referral and general surveillance.
up very well, you may be able to note certain items:
L# boxes are various local Constable offices scattered about the city.
These are usually occupied by men numbering 5-10.
K# boxes are Guard units, usually forts (500-1000 men or more) or
outposts (100-500 men). The barracks are larger training and housing
areas of at least 1000 men or more. The Regency affords a small army of
10,000 men due to nearby hostile neighbors (not in play when we begin).
These numbers may change. There is a Coast Guard, but not a Navy, as
the shipyards are mainly for merchant vessels and fishermen skiffs.
Every seafood you can imagine comes through the fishery next to the
The blue strips help denote mileage, each inch-type section equals
about a mile. For future reference, said mile takes about 20 min. to
walk, about 10 min. to run, inasmuch as the ups and downs of the area
are taken into account by said timing. Drastic changes in environment
are separate. Yes the
Regency covers a large area for initial player foray into the Regency.
A gridded map is also provided for estimating distance and
Offmap, there is a coastline running to the west, a mountain range to
off the map. South, SE and East is some land and mainly the open ocean.
Lands run unobstructed to the north. These off map sites have
been set in stone, but shouldn't be needed immediately anyway. In
addition, there are smaller villages inside the Regency that don't
really have a leader or council like a town would and are not noted in
the list but are on the map. Not all sites will be added for our
campaign purposes, but are part of the rolling process for parentage.
interest are as follows:
are more popular areas or places the characters will have knowledge of,
place of birth or where you're living aside.
are Player info. Only the Druidic
is green. Scholars and higher officials know about this place, but most
of the population does not. I have revised the Talen Regency map by
adding blocks of color to it. These correspond to the colored names on
the list. I did this hopefully to make it easier to find things. You
will note there are tan/orange blocks with no corresponding names.
These are where the adventurer stores are. Since they're listed in
detail under Regency
NPCs, I didn't duplicate them here. Perhaps I should.
Be aware that the map is
change without notice as places are added.
All changes are to make it easier to find your way around.
Komtal - lumber village
2. Wilimdorf - farming/lumber town/NW barracks
3. Giebel - farming village
4. In the Botnang Forest is where the Druidic
is. Hunting is allowed here.
5. Botnang - farming village
6. Neurtshaus - lumber village
7. Zuffenhausen - carpenter/woodworker's guild, lumber town
8. Feurpach - farming/lumber town -- This is
party found a heretofore unknown place of power.
9. Posod NW - guild registrys, city hall, city
city services, courts, Council chambers. TOWER
10. Sluttgart Slum - Old Posod, part of the original city,
of ramshackle streets and houses.
11. Degerloch - soldier town, two armories, Degerloch Prison
12. Mohengan - home to the Ancient's Cathedral
13. Jumlewang - carpenters/woodworkers, Vigil's
14. Vahigen - SW barracks
Stuttgart - Campus for melee arts. TOWER
16. Stuttgart SE - market area (crafts) - The
Effect -- Where Xhaz works
17. Silenbuch - farming village
18. Ridenberg - farming village - Xhaz' rented house
19. University Hammerheim
campus for spellcasters. TOWER
University - campus for powers of the mind
21. Shamhauser Park - home of the Sharhauser
22. Schamhausen - S-central barracks
23. Nellingen - smoking facilities/fishing village
24. Berkheim - fishing village -- Ally's
mother alive, father's alive
25. Esslingen - rending plants/meat smoking facilities - This
place is supposedly where the rift is located.
26. Sutzgries - warehouse district and open market (food)
27. Jhibach - shipwrights
28. Central barracks
29. Ledeberg - import warehouses
Arena - sports games, concerts, public entertainment - The
party will also be going here to find something hidden.
31. Sommerrain - merchant offices, various professional
bank, various financial offices
32. Rosenstein Park -- popular in-city park w/playing fields,
playground, picnic areas, etc.
33. Munster - high class residential area
34. Steinhaldenfeld - exclusive residential area
35. Schmiden - low class residential area, Schmiden
36. N-central barracks
37. Fellbach - low class residential area
38. Waiblingen - middle class residential area
39. Kamenim - shipping yards - Aknar's
mother alive, father's alive, grandmother alive, 3 other siblings
40. Stetten - shipping yards, Port Master offices
41. Steinrenach - wagonwrights/NE barracks X'haz'
alive & 8 brothers & sisters (4 alive, 1disabled)
42. NE barracks
43. Bernstein - tourist area with several hotels
44. Grofseppach - lumber/saw mills
45. Schnait - shipwrights (smaller boats)
46. Remshakien - home to the Regency's jailhouse (short-term
47. Krummhardt - home to the retired sailor's houses
48. Baffmannsweet - border town, lots of taverns, temporary
housing & facilities for herdsmen
49. Plocningen - SE barracks & Coast Guard