Taurus
Taurus : Taurus was originally built by a group of fighter lords and a wizard. It is approximately 100 years old and power has shifted numerous times in that period. The great grand-son of one of the fighter lords is now lord of the town. The family has a tradition of sending it's children out to be raised and educated elsewhere and trained in the fighting arts. The child is then apprenticed to travel with a properly researched group of adventurers, there to learn practical applications to his or her training. Then, after finally proving himself or herself, the child is given title and invited to move back home (for more than just a visit). This arrangement not only protects the youth from family enemies but lets him or her learn about the wide world first hand. The current Lord is a Ranger of middle age. He has three sons and one daughter all currently apprenticed to different parties. The middle son and his party are currently missing. This is a very secret tradition and the child goes by another identity until recognized. He is a widower.
The wizard's tower is inhabited by a very old ArchMage, himself an apprentice to the wizard who was a founder of the town. The founder had no heirs.
Taxes : 10% trade tax, and 5% tax on goods simply "passing through" the city from ship to land or visa versa. Of this tax, one third goes to tribute to the continental government.
Like most walled cities, smaller buildings have more recently been built
within a few miles of town. This area is referred to as Outer Taurus
TABLES
Structures
Large Building Small Building Vendor/Shoppe
2d6
2 Monastery Scribe/Books Potions
3 Mages Guild/ Adventurer's glass goods
Residence Residence
4 Fighter's Weapons/Armor leather goods
Guild Shoppe
5 Church Stable hats/shirts
6 Inn Tavern trinkets
7 Tavern General Store food - cooked
8 City Guard/ Leather goods fruit / veggies
Administration
9 Warehouse / Clothing / Wine / Tobacco
Winemakers Apothecary
10 Lumberyard / Bowyer / Flowers
slaughterhouse Alchemist
11 Textile House / Boarding House/ Herbs /
grainery Guard Station Furs
12 Adventurer's Jeweler / Pets /
Residence Glasswear Unusual*
Encounters
2d6 daytime nighttime
2 rakes monster
3 drunks vendor*
4 thieves assassins
5 nobles harlot
6 laborers beggars
7 townspeople drunks (roll daytime)
8 city guards thieves
9 good wives rakes /thugs
10 characters characters
11 merchants/wagons sailors / press gang
12 unusual animal (giant rat, etc)
note : although the encounter table uses the plural form, the
encounter has a 50% chance of being a lone figure.