Taurus : A large port city (walled)

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.

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