Talen Regency
chainbar
Table of Contents:

    Player Information
    CityMap
Post-Catastrophe Blot Map
    Campaign Page
    Regency NPCs
The Journey

chainbar
Player Information
This is basically general Player information. All details are not available to characters


Known Info:

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.

Rents have been discussed. To keep this simple, we'll have poor, common 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 the following:


Residences:
Fine residences cost 2d8×10 gp per month to rent, or 2d8×1,000 gp to buy. Average residences cost 1d4×10 gp per month to rent, or 1d4×1,000 gp to buy. Poor residences cost 1d4 gp per month to rent, or 1d4×100 gp to buy. 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 free.

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 rough 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.

Now on to the schools themselves. The Universities, including their 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, remedial programs are available, requiring twice as much of your time.  A 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 spring. 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 everything 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.


Not So Well Known Stuff:

A map is provided for referral and general surveillance.  While it doesn't blow 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 shipyards.

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 time involved.

Offmap, there is a coastline running to the west, a mountain range to the NW 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 not 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.

Return to Table of Contents


City points of interest are as follows:  Red areas are more popular areas or places the characters will have knowledge of, place of birth or where you're living aside.  Orange highlights are Player info. Only the Druidic Tabernacle 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 subject to change without notice as places are added.
All changes are to make it easier to find your way around.


1.  Komtal - lumber village
2.  Wilimdorf - farming/lumber town/NW barracks
3.  Giebel - farming village
4.  In the Botnang Forest is where the Druidic Tabernacle 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 where the party found a heretofore unknown place of power.
9.  Posod NW - guild registrys, city hall,  city offices, city services, courts, Council chambers. TOWER ONE
10.  Sluttgart Slum - Old Posod, part of the original city, full of ramshackle streets and houses.
11.  Degerloch - soldier town, two armories, Degerloch Prison (long-term incarceration)
12.  Mohengan - home to the Ancient's Cathedral and graveyard
13.  Jumlewang - carpenters/woodworkers, Vigil's home
14.  Vahigen - SW barracks
15.  University Stuttgart - Campus for melee arts. TOWER TWO
16.  Stuttgart SE - market area (crafts) - The Chiselled Effect -- Where Xhaz works
17.  Silenbuch - farming village
18.  Ridenberg - farming village - Xhaz' rented house
19.  University Hammerheim - campus for spellcasters. TOWER THREE
20.  Fasanenhof University - campus for powers of the mind
21.  Shamhauser Park - home of the Sharhauser Library of Antiquities.
22.  Schamhausen - S-central barracks
23.  Nellingen - smoking facilities/fishing village
24.  Berkheim - fishing village -- Ally's home, 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
30.  Mercedes Arena - sports games, concerts, public entertainment - The party will also be going here to find something hidden.
31.  Sommerrain - merchant offices, various professional offices, 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 Free Clinic & Hospital
36.  N-central barracks
37.  Fellbach - low class residential area
38.  Waiblingen - middle class residential area
39.  Kamenim - shipping yards - Aknar's home, mother alive, father's alive, grandmother alive, 3 other siblings younger
40.  Stetten - shipping yards, Port Master offices
41.  Steinrenach - wagonwrights/NE barracks X'haz' parents 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 incarceration)
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




Talen Regency Map

GRIDDED MAP
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 (i.e. - cliff-type faces, hilly terrain, dense forest/plant growth).


Gridded Map

chainbar

Post Catastrophe

The post-Catastrophe world is everchanging, and the Regency delineation project is complete. It looks something like this:


chainbar

Visit Campaign page
Return to Table of Contents
Return to Homepage

chainbar