Sable Watch

Started with a Town Square and Stable.

The tribes of nomadic peoples who dwell between the Wastes below the Icy Sea and the Fellreev Forest called themselves the People of the Plentiful Huntinglands, but their neighbors named them Rovers of the Barrens as they had no permanent settlements and the area they roamed seemed bleak.

The Rovers of the Barrens government is Nomadic.

The Rovers of the Barrens leader rules by a Cult of Personality.

The Rovers of the Barrens have the Feature -- Lasting Grudge, Wandering Settlements.

You earn 1XP when you fail an Influence check

 

Level of Governement is 1

Race is Human

Population score is 13 (+1)

Economy score is 11

Oder score is 11

Magic score is 11

Culture score is 11

Diplomacy score is 13 (+1)

 

Stability dice is 2d8

Currently 8 stability points

Gold in treasury is 24(000)gp

Skills are Raiding, Scouting, Recruitment, Training

Currently there are 6 resources within 8 capacity

30 points to next experience level

 

A village of 250 surviving men from the Rovers of the Barrens, Sable Watch is the only permanent encampment of these refugees in the northern forest. Succored by a priest of Pelor, this group is nonetheless a pathetic remnant of the Rovers, reduced to foraging for survival, with no hope beyond that of sustaining their lives for another day. The main importance of Sable Watch is that it is a place where a visitor could learn much of the lay of the land in the Northern Barrens, for there are men here from many of the Rovers tribes and between them they know a great deal about the Wastes, the Forlorn Forest, and even the Cold Marshes and the Howling Hills.


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