Williamsfort Information
Last updated: 9/6/2008
Page Contents
Facts
Information
Notes
Garrison
Finances
Classes & Levels
Personalities (important NPCs)
Map of Williamsfort
Facts:
Population: 1,100 (Isolated –
Human 90%/Dwarf 5%/Gnome 2%/Halfling 2%/Others 1%)
Garrison: Constable, 11
guards, 55 militiamen
Power Center: Conventional (Noble)
Power Center Alignment: LN
Constable: Top Warrior
Major Religions: Tsartha; however,
most other gods are accepted and respected including Khronus
Major Exports: Wool and wine
Information:
Williamsfort is located on the northwestern slope of the Stormkiller Mountains near the entrance to Stormkiller Pass. The road from the pass follows
the crest of a ridge through the foothills of the mountains around a forested
piedmont area located southeast of the city. You approach the town from the
south. The keep visible on the right as it is located on high ground on the
east side of town. As you approach the town you can see Lake Hope and the South River off in the distance to the northwest. The city’s South Gate is
masonry while the palisades that otherwise surround the town are wooden. The
peasants, providing most of the food for the town, cultivate the land within
about two miles of the town. Some of the lands on the downward slopes have
herds of sheep or goats on them. There are also some man-made terraces on the
slopes near the road with vineyards on them.
Upon entering through the gate you find yourself on Broad Street which goes straight through town to the North Gate. This is easily visible because the town is sloping downward, with the North Gate at the lowest elevation in the town. Broad Street is flanked on both sides by the homes and shops of the town’s craftsmen. You can see to your right more nice large homes belonging to the better class of citizens. On the left just off of Broad Street you can see a warren of peasant hovels on the lower west slope of town. The hovels and houses are almost all made of wood. The town is relatively isolated. The vast majority of the population is Thonian with few non-humans.
As you approach the center of town there is a large square. Farmers sell their produce here. There is also a large well or cistern here where everyone comes to get their water. An underground stream passes under the town. There is a tunnel connecting the stream with the well providing the town’s water supply. The north and south sides of the square are lined with merchant’s shops. The east side of the square is the highest point and there you can see the Dragon Fire Inn on the left and the town’s Temple on the right. The Inn is known for its excellent lamb and poultry dishes along with a good selection of locally brewed ale and Meade. Many of the locals hang out at the Inn and enjoy singing together on their free time.
The Temple off the square is the only temple in town. It serves all the major deities of the Northland. There is a large central chamber with alcoves down both sides set up to honor each of the major deities and many of the minor ones. Cliel Sallo is the leading priest of the Temple. While she serves Tsartha, She and the other priests make sure that all of the deities’ shrines are respected and that they share the temple for worship.
To the right of the temple is Carrion Street, which leads up to the keep. There are villas belonging to the wealthiest citizens on either side of the street. The villas have masonry exterior walls. The buildings themselves may be made of wood or masonry or both. When you reach the gate to the keep you can gaze off to the north and northeast to see the Redwood Forest off in the distance. To the south you can see a villa that is owned by the Order of Mystics which they use it as a school. The Master of the school is Aslu Dable.
The Keep consists of a three level masonry tower and a two level masonry building with a gate, located at the end of Carrion Street. The building has no first level windows and only arrow slits on the second level. The roof has typical parapets, so it is crenulated. The tower has windows on the third level, where the Steward has his suite and guest rooms. The second level of the tower has the office/study and sauna, while the second level of the main building has the dining hall and throne room. The main level of the tower has servants’ quarters and the privy, while the main level of the building has the barracks and kitchen. There is a dungeon beneath the keep where the Constable locks up the criminals that he catches, along with a storage room. There is a secret door in the dungeon that connects to a passage which leads to the underground stream that flows under the town. This passage was used to get water for the residents of the keep in the past, but seems to have been forgotten or abandoned now. The tunnel was made by the flowing water of the stream and is large enough for a person to follow it in either direction, although they will get soaking wet in many places.
Beyond the keep another warren of peasant hovels is visible on the northeast side of town. Returning to the square you can continue down Broad Street to the North Gate. To your right (the east) you can see Dengle Quig’s Smithy shop. Beyond that you see the barracks for the guards and the Regency Council’s cavalry troop along with the stables for the cavalry horses.
Williamsfort Notes
The best of the cultivated land in the area is used for
wheat and grapes. Other common crops are rye, hay, and hops. Lamb and poultry
are the most common meats. Goats provide the local milk supply. The poor eat
a lot of rye bread. There are several accomplished brewers in town, but they
do not produce enough to make ale or Meade for an export product, so it is a local
“secret”. There is a thriving cottage industry making wool yarns and fabrics,
along with a healthy weaving industry.
In the winter the winds generally come from the northwest and with the town being on the northwest slope of the mountains the entire town is exposed to the cold winter winds, making it a very cold, harsh place to live. The mountains also cause any storm fronts that pass through to rise and drop their moisture as they pass, leading to lots of rain in the warmer times of the year and lots of snow in the winter.
The town of Williamsfort is still divided by the recent War of Blackmoor’s Independence. About one tenth of the population supports Neg Carrion as the rightful Lord of Williamsfort to succeed his father, who supported the Empire of Thonia during the war. Neg is working to undermine the current authorities in his efforts to regain his rightful position as Lord of the town. However, about one quarter of the people are active supporters of King Uther, the Kingdom of Blackmoor and the Steward of Williamsfort. The rest of the population (about two-thirds) do not really care who is in charge as long as they can eat and have a warm place to sleep. So there is a running conflict here. The Constable, Regency forces, guard, and militia are all pretty much loyal to the King and Steward.
Williamsfort Garrison
The Regency Council has stationed a cavalry troop consisting
of 33 men in Williamsfort, to watch the Stormkiller Pass. Korm Nokvorm commands
the troop. The troop is made up of three leaders, three scouts, nine
medium-horse, and 18 light-horse. The individuals in the troop include all of
the Fighters, Arcane Warriors, Paladins, and Rangers that live in the town. The
medium-horse all have chainmail, large shields, longswords, composite shortbows,
and lances. There are two types of light horse in the troop. Nine are horse
archers with composite short bows, small shields, leather armor, and longswords.
The other nine are jinettes (mounted javelin men) with leather armor, small
shields, longswords, and about a half-dozen javelins each. The troop is
divided into three detachments. A detachment typically consists of a leader, a
scout and three each of the medium-horse, horse archers and jinettes. Korm
normally commands one of the detachments. There is always a detachment in the Stormkiller Pass.
The town militia consists of 11 guards and 55 militiamen, all under the command of the Constable, Yest Cork. They are all foot troops (all are Warriors). The 11guards are medium foot with chainmail, longswords, heavy crossbows, and large shields. The other 55 are light foot with leather armor, small shields, longswords, and light crossbows. They all work 12 hour shifts. The guards are on duty one shift each day. The militiamen serve one shift each week. There are normally one guard and one militiaman at each gate and in the keep’s tower. One guard is usually guarding the dungeon in the keep (when there are prisoners). One of the militiamen is usually at the gate of the keep. And the other guard is usually patrolling the streets. There are usually a half dozen apprentice warriors training at the barracks with a guard directing them.
Williamsfort’s Monthly Finances:
Standard Income: 2,200 GP
Tax Income: 220 GP
Resource Income: 660 GP (wool and wine)
Total Income: 3,080 GP
Expenses:
Salt Tax: 616 GP
Militia: 396 GP
RC Cavalry: 594 GP
Total Base Expenses: 1,606 GP
Added to
Treasury: 1,474 GP (normally this is all used by Freg Zvenzen,
Svenny’s steward, and his family since the town does not seem to be
accumulating a significant war chest these days…)
Classes & Levels:
Noble: 1-4, 2-2, 9-1
Adept: 1-5, 1-3, 2-2, 10-1
Arcane Warrior: 1-4, 2-2, 4-1
Barbarian: 1-3, 1-2, 3-1
Bard: 1-3, 1-2, 3-1
Cleric: 1-5, 1-3, 2-2, 5-1
Commoner: 1-7, 1-4, 1-3, 3-2, 846-1
Druid: 1-3, 1-2, 3-1
Elderkin: 1-4, 2-2, 4-1
Expert: 1-6, 2-3, 2-2, 33-1
Fighter: 1-8, 2-4, 4-2, 8-1
Idolator: 1-1
Inventor: 1-4, 2-2, 4-1
Merchant: 1-3, 1-2, 3-1
Monk: 1-4, 2-2, 4-1
Paladin: 1-3, 1-2, 3-1
Ranger: 1-3, 1-2, 3-1
Rogue: 1-5, 1-3, 2-2, 5-1
Sorcerer: 1-4, 2-2, 4-1
Warrior: 1-8, 2-4, 4-2, 60-1
Wizard: 1-4, 2-2, 4-1
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