Roleplayer #23, May 1991

ORCTOWN

The Most Dangerous Place on Yrth

by Scott Paul Maykrantz

Orcs are destructive, nomadic, and (compared to other races) have no skill at building things. As a result, they have trouble creating a permanent village, let alone a town or castles. In addition, any settlement they come across is leveled by Orc raids or (if the Orcs explore before raiding it) casual fires set by Orcs who don't know any better.

But there is one exception: Orctown. Orctown is a village in the northern reaches of Orcland, near Sahud. It is a town of danger, excitement, and general chaos, like the Thieves' Quarter of many Yrth cities. A visitor cannot avoid trouble here, and there is no point in trying. The only way to handle yourself in Orctown is to be ready for the trouble when it happens, and plan to make a few coins off it.

Location

Orctown is a small village on the south shore of Black lake. The Karthagg River runs down out of the northern edge of the Bronze Mountains, into the valley west of the Sahudese southern border. In this valley of steep hills and delicate lakes, two rivers -- the Karthagg and the Black River -- meet at Black lake. The Karthagg continues from here, into Sahud, past the capital city of Kinkaku, and out to the sea.

A mile before the Karthagg meets Black lake, it runs into a large cluster of rocks. These rocks break the river into several strong streams. Orctown is located among these streams, in a swampy acre where the tributaries meet the lake.

The Orctown Environs

The area around Orctown is full of hills, streams, small groves, wildlife, and hunters. At least one Orc tribe (the Poisoned Talon) frequents the area. Cottages and farms can be found everywhere; in the cottages live stout, combat-trained humans who grow vegetables and raise livestock.

The hills are also the home of brigands who roam the area, looking for unsuspecting travelers to rob. The brigands belong to the Orctown brigand guilds (see p. 12).

Those who live in this wild land must be skilled with sword and shield to survive -- the brigands, farmers, hunters, and Orc tribesmen prey upon each other for food, shelter and valuables.

History

Orctown was settled over 70 years ago when an Orc tribe (the Poisoned Talon) camped on the future site of Orctown. There they found a small group of Dwarven outcasts. The Dwarves needed food and shelter; the Orcs needed new weapons. In exchange for a small tent and meals -- and, of course, the privilege of continued breathing -- the Dwarves crafted weapons and armor for the Orcs over the course of several months.

The news spread and several tribes came to use the Dwarves' services. The coast of Black lake became the hub of activity in the area between Orcland and Sahud. A few stores were established, selling weapons, supplies and food. Travelers stopped there to collect information, merchants arrived to recruit Orc bodyguards, and Orc tribesmen showed up looking for a fight. Outsiders, exiles, and other social refuse found a home in Orctown.

Over the decades, the Dwarves turned to stonework. The Orcs destroyed wood buildings, so the Dwarves had to build stone structures that could not be knocked down or burned. Over the years, the Dwarves created all of the buildings and bridges now standing in Orctown. The Dwarves served as foremen and designers of the buildings, allowing hired Orcs and humans to help with the manual labor. They built each structure slowly, emphasizing quality over quantity, and sold each finished building to the brigand guilds.

With this investment, the brigand guilds were able to take control of the local economy. They collected rent, then used that money to attract merchants in Megalos and Caithness to bring their goods to Orctown.

The town has survived because of a balance of power among its residents. The town can't be destroyed by the Orcs that live there, business is lucrative (which attracts new residents), and the brigand guilds are powerful enough to destroy any Orc tribe that tries to pillage the town. The Dwarves and humans who provide necessary skills are protected by the Orc leaders and by their own hired guards.

Fires

Orctown is divided into eight sections by the streams at the end of the Karthagg River. This, and the fact that all of Orctown's buildings and bridges are made of stone, is all that prevents Orctown from being burned to the ground several times a year.

There is at least one fire a week in Orctown. Most are extinguished (using buckets of water from the streams) before they grow too large. Once every two to three months, a fire rages out of control and burns several buildings. Some fires can even burn an entire section of Orctown. Fires will plague Orctown as long as Orcs live there. But arsonists of any race are punished; a casual pyromaniac will be caught and convicted by street justice.

If a fire ranges out of control, it will burn the entire section of Orctown between the streams. Mud and clay is packed on roofs to prevent the blaze from "jumping" the stream (by scattering incendiary debris and sparks in the wind). Occasionally a blaze is extinguished by a heavy downpour of rain (often summoned by a mage).

When the fire has run its course, furniture, roofs, doors, shutters, and any wooden extensions to the buildings must be replaced. The initial repair of necessary structures (such as roofs) takes a week. Completely replacing everything takes much longer.

The three brigand's guilds, Skully's (an inn/tavern), the Black Axe (an inn), and the Erbry (a tavern) have extensive fire extinguishing systems. On the roof of each building are metal barrels, attached to the frame of the roof by a heavy hinge. These barrels collect rain year-round and are tipped on the hinge if the building (or a building nearby) catches fire. In addition, these six establishments have loyal patrons who eagerly help extinguish the fire (including mages with useful spells such as Rain or Extinguish Fire).

The Orctown Economy

The three brigand dukes own Orctown -- they are the kingpins of commerce and crime. Each brigand duke is the leader of a brigands' guild, each with a guildhouse in Orctown. The dukes are Adolphe Valerian of Red House, Boss Zirynth of Portan House, and Grath Painmaker of Grath House. (The practice of calling a guild a "House" was inspired by the noble houses of Sahud.)

Each duke is cunning, egotistical and ruthless. They deal with two types of businessmen: those who travel in caravans or ships to sell goods abroad (whom the dukes call "merchants") and the local traders in Orctown who sell goods and services to Orctowners (whom the dukes call "shopkeepers"). The dukes act as middlemen between these two groups.

The Merchants

The brigand dukes encourage merchants from Sahud, Megalos, Caithness and the Nomad lands to bring goods to Orctown. Merchants come by caravan through the Bronze Mountains or around the mountains by way of Orcland or Sahud. Some merchants travel in small ships and river boats up the Karthagg River.

Orctowners depend on merchants for many essential products. The merchants bring everything except pottery, fish, furs, lumber, livestock and hides (which the Orctowners produce locally).

Traveling to Orctown is expensive. Merchants must invest in bodyguards, reliable guides, survival supplies, etc. If they survive the journey, they still face the hordes of brigands who lurk in the hills surrounding Orctown and along the Karthagg. Ironically, the brigands are members of the Orctown brigands' guilds, the same organization that buys the merchants' goods!

The merchants do come, however, because the brigand dukes pay well. Any merchant will be paid at least 30% more than the basic value of the goods. (The "basic value" is the price the goods would bring in another town or city on the Ytarrian continent; the basic value of small quantities of goods can be found on p. B212.) If more than one duke bids for the merchandise, the percentage can rise even higher!

The dukes make a modest profit selling the goods to local shopkeepers for 40% more than the basic value. The shopkeepers make money by selling the goods to Orctowners for 50% more than the basic value. This means that everything is Orctown costs 50% more "normal" prices. A medium shield (basic value $60) costs $90 in Orctown. Orctowners can afford these prices because their own fees are inflated -- mercenaries charge 50% more than elsewhere in Ytarria, mages charge 50% more for any spellcaster services, and criminals make 50% more because there is more to steal!

The majority of the dukes' income comes from occasionally robbing merchants en route to Orctown. By capturing goods from a caravan or ship, every coin they make from the operation is profit. This high profit balances the low profit they make from their purchases from merchants, keeping them in business. But they are careful in their manipulation of the local economy. If they capture too many caravans and ships, merchants will not risk coming to Orctown. Any merchant who sells his goods directly to the shopkeepers will be killed. On the other hand, merchants who reach a special "understanding" with a duke will not be molested by that duke's forces -- or, usually, by the others.

Although the brigand dukes could sell the goods directly to the rest of Orctown (eliminating the shopkeepers for higher profits), the dukes are just too busy. They have enough work attracting merchants and tending to the brigands!

Favoring Fees

The dukes can decrease the amount of money they pay for shipped goods by giving a merchant a "favoring fee." The standard favoring fee is 10%. The favoring fee is subtracted from the percentage added to the basic value. Thus, a merchant who agrees to a standard favoring fee will sell his goods for 20% more than the basic value, instead of 30% more.

When a merchant agrees to a favoring fee for a duke, that duke sends his troops to escort the traveling merchant into Orctown. These brigands will protect the merchant from being attacked by the other brigands camped in the hills outside the town. They escort the merchant as he approaches and as he leaves. The agreement for a favoring fee will include the distance between Orctown and the merchant at which the brigands will arrive (the standard is 50 miles). The favoring fee rises proportionately with the distance.

Obviously, a merchant must sell his goods to the guild that is favoring him. If the merchant is escorted by one guild and sells any of his goods to another, the guild that escorted him will pillage the merchant on his way Out of town. A merchant can, however, choose a different guild to favor him on a later visit. This is one of the advantages of trading without a favoring fee -- without one, the merchant can get the dukes to bid for his goods . . . if he makes it into town!

The merchants who travel to Orctown on a regular basis are always favored by one of the guilds. If the merchant is exceptionally reliable, the dukes may bid lower fees to favor the merchant! A favoring fee can also be reduced if a merchant provides a special service (delivering unusual goods, for example), or by convincing other merchants to sell goods to Orctown.

A favoring fee can be increased (to 15% or even 20%) if the merchant wants the guild to send an especially powerful force for protection, or wants protection outside the usual 50-mile range.

Of course, dealing with the brigand dukes isn't a cut-and-dried process. Wise merchants will bring their own mercenary guards and invest in local freelance spies to protect themselves. The dukes will cheat newcomers when they can, especially by changing the "fine print" of a spoken agreement (see p.10). And when the dukes are quarreling (which is often), they will send their troops to destroy or steal goods brought by the merchants who sell to their rivals.

Shopkeepers

The shopkeepers buy all of their goods from the brigand dukes. A shopkeeper caught buying directly from a merchant will be robbed clean by brigands (repeat offenders are killed or run out of town). But Orctown shopkeepers are tough -- they deal with the constant threat of fire, robbery, and assassination. They only reason they stay is because the money is so good.

Each brigands' guild has a different relationship with each shopkeeper. Reliable, respectful shopkeepers who get along with the dukes will stay in business. These shopkeepers can even ask for assistance from a duke. For example, a shopkeeper on good terms with Grath Painmaker could occasionally return unsold goods to Grath House for credit. Some shopkeepers, however, resent the dukes' control. Any resistance only make it worse for themselves, though, so the smart shopkeeper toes the line.

Additional Influence and Income

Most outsiders do not realize that the dukes run the economy of Orctown (or how they do it). The brigand dukes like it that way -- they avoid publicity.

The brigand guilds collect rent every month from nearly every Orctowner -- only the Dwarves live rent-free. On the day after the full moon, a group of tax collectors makes the rounds. The cost is $10 per building; if the building has two floors, the cost is $15. The inns (Skully's and the Black Axe) are charged $35 per month. Each guild owns different buildings (Portan House owns the most; Grath House owns the least). Failure to pay results in immediate eviction.

The dukes have suppressed other guilds for years. They do not want organized resistance to their power, so they act when Orctowner professionals begin to gather. The current rumor of an impending Mages' Guild may be hard to prevent, however -- the dukes will start a major feud (and lose valuable allies) if they deal too strongly with the local mages.
A Deal with Red House: Orctown Economics
Jordan Simon, a notable merchant from Caithness, leaves for Orctown in a caravan loaded with Caithness goods worth $110,000. The caravan travels through the Bronze Mountains to the edge of Sahud, where Simon buys silk and spices. Some of the Caithness goods are traded (at a slight loss to Simon). The caravan now carries $95,000 In Caithness goods and $13,000 in spices and silk. The journey continues westward along the southern bank of the Karthagg River.

Through advance messengers, Simon has set up a "favoring fee" with Red House. Adolphe Valerian asked Simon to buy spices and silk on the way to Orctown -- Valerian has agreed to reduce the normal 10% favoring fee to only 5% if Simon would oblige. Simon has done so; now Simon's group will be escorted into Orctown by Red House brigands and he will be paid 25% more for his goods than their basic value.

If Simon didn't accept the favoring fee, he would be free to trade the goods to the highest-bidding brigand guild In Orctown, he would be paid 30% more than the basic value of the goods (or more if a guild bids higher), and he would risk being sacked by brigands on his way into town.

As the caravan nears Orctown, brigands from Portan House are seen. Simon's bodyguards prepare for battle, but before a major attack occurs, the caravan gets within 50 miles of Orctown and a company of Red House "troops" arrive. Now the Portan House force keeps to the hills.

Simon's caravan arrives safely to meet Adolphe Valerian. Valerian invites Simon's group to join him to celebrate the sale with a small party in his chambers. Then Valerian takes out his coin coffers to pay Simon.

For $108,000 in goods, Red House would normally pay 30% more (for a total payment of $140,400). With a favoring fee, Valerian will pay only 20% more ($129,600). However, because Simon brought the spices and silk Valerian requested, Valerian has reduced the favoring fee to 5%. Red House should pay 25% more than the basic value ($135,000).

But Valerian claims that he agreed to reduce the favoring fee for just the spices and silk, not the Caithness goods! He'll pay $114,000 for the Caithness goods ($95,000 + 20%) and $16,250 for the spices and silk ($13,000 + 25%). Simon balks at these figures and demands the money to which he is entitled. The two shout it out but, as Valerian loses his patience, Simon gives in. After all, Simon is making a good profit, and he doesn't want to risk his life on a few thousand coins. The Red House brigands escort Simon's group out of Orctown the next day.

The Brigand Guilds

Each guild has 330 to 400 members. With active recruitment and a high fatality rate, each guild will gain or lose about 20 members per month. New members are recruited from the steady stream of immigrants -- those who are tough enough to survive a week or two in Orctown make good brigands.

Trademarks

Red House brigands wear strips of red cloth across the forehead or on an arm. Portan House brigands carry two swords at all times, even if they favor other weapons -- sometimes the two scabbards at the belt will contain wooden weapons or even broken hilts, but no Portan brigand goes without the two scabbards. Grath House brigands have no special trademark, though the town joke is that they are identified by their filth -- they never bathe or clean their clothes. Grath House brigands can be visually identified by process of elimination: any brigand who does not wear a red cloth or two swords is a Grath House member.

Pretending to be a member of a rival guild is extremely dangerous. Members of your own guild will call you a traitor; members of the mimicked guild will hunt and kill you.

The Brigand Profession

The "job" of Orctown brigands involves roaming the local countryside and stealing from wayfarers or Orc tribesmen, protecting favored merchants, stealing from merchants that their guild is not favoring, battling rival brigands, protecting the shopkeepers who faithfully serve their duke, collecting streetwise information and spying, running errands (including delivering messages as far
away as Megalos), unpacking and packing goods purchased by their duke, and taking care of their guildhouse and property.

After dues are taken out, each brigand makes $400 per month. His clothing, armor, weapons, food and housing are provided by the guild. Wounded or ill brigands are attended to by physicians hired by the guild; this does not cost the brigand unless he abuses the service. Although everything in Orctown is over-priced, brigands live in relative luxury.

After-Hours Activities

The dukes tolerate a certain amount of rebellion. Many brigands find ways to supplement their income. Some moonlight (literally!) as burglars. But the dukes are much more strict about stealing from favored merchants. If a brigand is caught stealing from a favored merchant, the thief will be imprisoned in the guild dungeon for a few weeks. (The dukes use the Detect Lies skill and, if possible, magic to detect guilt.) The penalty for a second offense is death.

Corruption and double-dealing among the brigands are common. They are dishonest murderers by trade, so a few bribes and extortion are to be expected. A favorite method of earning some extra income is to collect "protection" money from shopkeepers (usually $15 a month). However, the protection is legitimate -- the brigands will keep an eye on the establishment and fight off harassing brigands from rival guilds.

Becoming a Brigand Duke

The only way to usurp the position of duke is to gain notoriety as a brigand (to build a base of authority and respect), then kill one of the dukes. This has been tried on numerous occasions in the history of Orctown. It has succeeded only once in the last five years, when Adolphe Valerian poisoned his former boss (and founding duke of Red House) Brutos the Red.

Creating a new House would be harder. The existing dukes would destroy any such attempt from within Orctown. An outsider who arrived with his own strong power base, and good diplomatic skills, might have a chance.

Freelancers

Some Orctown thieves are not guild members. These "freelancers" make money attacking merchants en route to Orctown or burglarizing shopkeepers. But if a freelancer bothers the wrong person, the guild brethren will kill him or run him out of town. Of course, if the freelancer is tough, he may be "invited" to join a guild!

Guild Rivalry

The three brigand guilds are extremely competitive, and the competition sometimes turns into outright battle. Most of the time, two of the guilds are in a state of uneasy alliance with a third -- until one of the allies betrays the other. Sometimes it's every guild for itself.

The competition extends to the streets of Orctown. Rival brigands avoid each other -- any conversation they might have becomes an argument, then a fight. Brawls are common, and there are lethal duels or simple murders every night.

Red House

Red House brigands have the reputation of being smart and skillful. Each is an expert in a particular field (level 16 or higher), usually a Combat/Weapon skill or Thief/Spy skill. Adolphe and his lieutenants can also make good use of any brigand with a non-combat, non-thief area of expertise -- for example, they will keep a brigand with Accounting in the guildhouse as a bodyguard-accountant. A brigand with Area Knowledge (Orclands) and leadership would be used to set up ambushes on merchant caravans.

The Red House guildhouse is a two-story building located far from the coast (10 on the map). The main building has rooms for the brigands, an armory, duke Adolphe Valerian's personal chambers, a kitchen, and a common room. Other rooms are found in the building next to the guildhouse.
The Red House brigands are not as well-treated as their rivals, because Adolphe is so miserly. The Red House kitchen is understocked, the brigands are paid only 80% of the salary of their rivals, many of the brigands have second jobs (in their areas of expertise), and more Red House brigands can found at the Erbry each evening than in the guildhouse.

To keep his men loyal, Adolphe offers a reward to those who have served him longest -- a loyal brigand eventually becomes one of his twelve lieutenants. The lieutenants order the others around but rarely have to do any strenuous work themselves (including combat). They are paid more than twice the salary of the others! The regular brigands tolerate their mistreatment, comforted by the hope of "retiring" to this level of luxury.

Adolphe and his lieutenants select new recruits carefully. Adolphe wants smart, talented people who are willing to be oppressed in exchange for the chance to oppress others later! For this reason, Red House includes several Sahudese martial artists in the membership -- the Sahudese are loyal and deadly. One of the Sahudese is a lieutenant.

Grath House

Grath Painmaker runs a chaotic, vicious guild. His brigands are encouraged to be as savage, wild, and notorious as possible. And they are -- Grath brigands are very intimidating, with animalistic habits and a potent odor.

The Grath guildhouse (9 on the map) is a single-story building. It was specially-built with a huge basement. This gives the brigands a guildhouse that is nearly impossible to destroy, yet still has space for the entire membership. Not that they stick around for long -- every night, at least a third of the guild membership can be found at Skully's.

The guildhouse is dirty and dark, like a cave. But the brigands don't mind sleeping on a dirt floor, among filth and rats, or being forced to carry all of their belongings to prevent them from being stolen. Most of them are barbarians, mountain men, and Orcs, so they actually like the accommodations!

Grath House is poorly managed. Guild leaders are those brigands who survived last night's brawls and battles. Typically, ten of the toughest brigands will hold a position of leadership for a month before one is displaced by another, tougher brigand. Grath Painmaker is the toughest warrior in the guild, but he is also smart enough to surround himself with loyal bodyguards.

Grath employs a few non-brigand professionals to take care of those tasks his brigands cannot handle: business records and calculations (accountants) and weapon and armor upkeep (Dwarves and smiths). He keeps his accountants well-paid (and sufficiently intimidated) to insure their loyalty.

Grath House has a high fatality rate. Grath Painmaker keeps his guild full by recruiting from Orc tribes -- he always has a brigand or two riding through Orcland, spreading tales of a guild in Orctown that (in the words of Grath brigands) "pays you to kill and steal." This attracts plenty of new recruits.

Portan House

Portan House (14 on the map) is a coordinated, disciplined guild. The brigands spend a lot of time in the guildhouse training and socializing. The guild-house common room (on the lower of two floors) serves as their exclusive tavern, with a barkeep and well-stocked kitchen. The upper floor is the barracks -- large rooms full of beds. The place looks like a military academy.

Zirynth promotes camaraderie and personal excellence, but loyalty and discipline are more important than pure skill. As a result, all Portan House brigands are (compared to the rival guilds) loyal and professional. Portan House also has the oldest (and most experienced) membership -- the two-sword brothers watch out for each other. This makes Portan House's membership about 10% higher than the other two (up to 460 members).

The leadership of Portan House is based on traditional military ranks. Common brigands are cadets, Rank 0.10% of the total membership are non-cadet leaders -- these are: sergeants, Rank 1 (7% of total membership); company commanders, Rank 2 (3%); and guild commander, Rank 3 (Boss Zirynth). Each company commander is in charge of two sergeants. Each sergeant is in charge of approximately 12 cadets. In Portan House, a "platoon" is a group of 12 cadets and sergeant; a "company" is a group of 24 cadets and their two sergeants.

Boss Zirynth requires his cadets to learn certain skills before they can become sergeants; they must know Swimming, Leadership, Tactics, First Aid and they must be Literate. The Orc brigands in Portan House never rise above cadet level -- their destructive and rebellious nature prevents them from learning the necessary discipline and skills.

The coordination of Portan House makes them dangerous opponents. Anyone who thinks their low-key, professional nature is a sign of weakness is in for a surprise! An assault on a merchant's caravan or an attack on rival brigands are strategically planned, countering the expertise and ruthlessness of Red House and the unpredictable savagery of Grath House.

Orctown Locations

There are over two hundred buildings in Orctown. Some 150 of the buildings are businesses. Orctown does not have any parks, paved or cobbled roads, warehouses, a bazaar, or a "town square."

Orctown is also one of the only Yrth towns or cities without a single church or temple; this is because many Orctowners adhere to religions that need no designated place of worship. Pagans worship in the open fields and hills outside of town. Dwarves do not need a temple to feel the Eternal. Sahudese worship everything around them. And Orcs don't worship anything!

Places in Orctown

Local shops in Orctown include: smithy, leatherworker, clothier, potter, wainwright, cooper, scribe, embalmer, stone mason, and carpenter/woodworker. Each smith has a specialty (silver, sword-making, etc.); half of the smiths are Dwarves. Leatherworkers buy their hides from the hunters and trappers in the Orctown environs. Clothiers (most are Sahudese) launder clothes for a cost of half the value of the garment; alterations and mending cost 25% to 100% of the value. Wainwrights double as salesmen of saddles and horse harness. Embalmers (whose apprentices dig graves in the large graveyard outside of town) have a thriving business. Scribes double as mapmakers. Most masons are Dwarves.

There are also a few general stores which stock a plethora of useful goods.

In addition to the common establishments, Orctown has some unique places. These are described below and in the last sidebar. see the map for locations.

Skully's

Skully's (2 on the map) is a tavern and inn, one of the most exciting places in Orctown. Skully, the owner and manager, is a portly Orc. He claims he killed a giant, an act that gave him his name and the skull that hangs above the tavern door. He runs a lose, wild establishment. However, although he is an Orc, he does not allow brawls or duels inside the building (he can't afford it).

The inn is a two-story building, with thick stone columns inside to add support to the upper floor and roof. Skully's has two fireplaces and a large common room on the ground floor, filled with long wooden tables and benches. The kitchen is located just off of the common room. There is also a large cellar.

The customers of Skully's include most of the non-brigand Orctowners, all Grath House brigands, and most Orctown visitors. Red House brigands and Portan House brigands are not allowed inside Skully's. The large number of customers makes Skully's the central source of street gossip.

A simple meal is $3; a hearty meal is $5. A tankard of ale costs $2. Skully has ten rooms, each with a bed and a lantern. The cost is $7 a night.

The Black Axe

The Black Axe (15 on the map) is Orctown's other inn, though it does not double as a tavern like Skully's. The building is like Skully's, except it has only one fireplace. A large, black double-bladed axe hangs above the door. The Black Axe charges $6 a night. The small stable next door costs $3 per night per horse.

The owners of The Black Axe are a trio of Sahudese gentlemen. They are extremely courteous, but they are also thieves. An adventurer fresh from a profitable venture or a visiting merchant will be relieved of his riches in the night. Guests who do not flaunt excessive riches are left alone.

Customers fluent in Sahudese will have their bill reduced by 20% or more. The innkeepers speak Anglish poorly. They love to converse with non-Sahudese who speak their native tongue as well as them. They will keep such a customer up all night talking about world events and political philosophy!

The Erbry

The Erbry (18 on the map) is a unique tavern. There is no sign in front, but the door is painted red. It the "official" tavern of Red House; members of Portan House and Grath House are not allowed inside. It got its name 15 years ago when a physician lived and worked there; it was "the herbary." The name is still used, though few Orctowners even know what it means.

The common room of the Erbry is located 20 feet below the front door. Inside the door is a 3-yard by 3-yard stone platform. Extending down from the platform is a steep stone staircase that ends at the common room floor.

The Erbry also has special tables located at the same level as the front door, accessible by a narrow ledge. To the right and left of the front door, the platform continues around the inside of the building. Metal railings have been installed along the stone ledges to prevent patrons from falling. Wood planks have been fitted diagonally over the ledge in each corner, creating four sizable dining areas (up to eight people in each). From the ceiling hang four pulleys, one near each dining area; food is placed in baskets hanging from the pulleys, allowing the patrons to be served from the common room floor!

The common room's earthen walls are angled, sloping outward to meet the stone floor. This makes the floor of the common room larger than the dimensions of the building's walls surrounding the dining areas above. The common room has ten wood tables with matching chairs or benches. The furniture is decorative (with engraved designs in the wood) and the chairs and benches have cloth cushions. The common room is lit by a very plain-looking (but large) metal chandelier. Its 16 oil lamps on it are lit and refilled using long metal poles. The kitchen is in an underground chamber off of the common room.

The Erbry is managed by Adolphe Valerian's cousin, Giles Highwalker. The building's unique layout has caused Giles his fair share of problems. Heavy rain has caused the common room to flood on several occasions. Refurnishing after three fires in the past five years has left Giles deeply in debt to his brother. The Erbry can be rough, too, setting Giles back even more -- cushions, chairs, pulleys, lanterns, and wood planks have to be repaired and replaced after the occasional uncontainable brawl.

As a result, the Erbry is very expensive. A meal costs $6, $8 with good wine. Red House brigands pay half price. The high prices keep out the more destructive Orctowners. The really rowdy types don't waste their money on here -- they would rather go to Skully's, where they can carouse freely.
Other Locations
1. Necromancer: Moal Kingshadow (male Orc, Magery 3, 320 levels in Necromancy and prerequisite colleges). Fortunately, Moal tends to keep to himself.
2. Skully's
3. Raxa's Stables: Raxa (a female half-Orc) takes care of travelers' horses in her fenced yard. $4 per horse per day, $7 with grooming.
4. The House of Counsel: The home of two eccentric sages. For a fee, they will impart their knowledge ($2 to $500+, depending on the question and the answer), sell books ($50 +), or sell alchemical elixirs (see p. B152). Both are very intelligent (IQ 16 and 17), and incredibly knowledgeable (History-17, Occultism-16, Alchemy-16 each). They are also testy, Absent-Minded, and rude.
5. The Theatre: Run by a troupe of Halflings and humans, the theatre features nightly shows -- comedy, drama, music, singing and dancing. $5 a seat.
6. The Black Building: This is a gambling pit, run by Yig'oor, a goblin. In the center of the building's single room is a large pit. Betters crowd around the pit watching fights, from chickens to armed orcs. Yig'oor runs simple dice scams next to the pit during the day. Adolphe Valerian is a regular here.
7. Horace Stonefoot's: Horace is a dwarf skilled in locksmithing and similar delicate mechanic-work. $10 to $500 per job, depending on complexity. He will not divulge who his customers are or what he did for them.
8. Sign of the Silk: This is a brothel. It is only open at night.
9. Grath House
10. Red House
11. Physicians' Home: Three physicians (and their three apprentices) live and work here. Their primary customers are brigands. One of the physicians is a miraculous surgeon (Surgery-19); another has several high-level Healing spells.
12. Shipmaster: The shipmaster sells sails, nets and ropes. For a price he will also organize the cleaning of a hull, and impart his sailor's expertise.
13. Messenger Service: This is the home of three human brothers, each an expert horseman. The eldest has collected rare and detailed maps of all surrounding nations and the Bronze Mountains; he charts the courses and deals with customers. The other two deliver the messages. $50 + $1 for every 5 miles.
14. Portan House
15. The Black Axe
16. Home of Bard Smithsson: Bard is a wonderful singer (Singing-16, Voice) and storyteller (Bard-16). In addition, he is a practiced fletcher (Armoury [Bows and Arrows]-14). $15 a night to entertain, $20 for a dozen arrows, $300 for a "fine quality" longbow, $50 to $100 to repair a bow (takes 1d days, most of which is just time for glue and bindings to dry).
17. Freelance Trackers: Five trackers for-hire/bounty hunters. $40 per day per tracker, with a $600 bonus if they return with live quarry. If the customer requests live quarry, he must pay $600 up front. The customer does not have to pay more than half the fee if the trackers fail.
18. The Erbry

A Stroll Through Orctown
Orctown is confusing but colorful. There are no true streets -- the buildings are scattered haphazardly, creating narrow avenues, sudden courtyards, and wide roads that unfold before you as you walk. The ground is hard, cold dirt (with a thin layer of mud if it has just rained). Grass can be found along the edges of buildings and in areas behind buildings off the main thoroughfares.

Steel posts are placed next to nearly every shopkeeper's door; from each post hangs a lantern. The lanterns burn throughout the night, causing the sky above Orctown to glow when viewed from the surrounding hills. Chimneys exhale thick plumes of smoke year-round.

Colored signs of wood and cloth hang above shopkeeper's doors. To attract business, the doors are left open, filling the streets with the sounds of haggling and work. Goods are always being transferred through the town from merchants to guildhouses to shopkeepers to customers -- carts and horses pass by, laden with rolls of cloth, chests and barrels. Orctowners pass, carrying goods and scrutinizing strangers.

Clothing in Orctown is predominately leather armor with flashy vests, hats, and gloves. Because Orctown has no arms or armor limits and street fights are common, everyone wears the best protection and weapons they can afford -- armor is usually leather because anything else is just too heavy and hot.

Because Orctown is a melting pot of some of the crudest cultures in Yrth (barbarians, outlaws, orcs and dwarves), local clothing varies widely. As you walk along, an Orc passes, wearing a delicate Sauhudese silk robe over bloody leather armor, carrying a rusty barbarian shield, and topping it all off with a plumed turban! Others, particularly shopkeepers and the commoners, wear more subdued clothing -- leather vests, cloth pants, and leather boots
Locations
1. Necromancer: Moal Kingshadow (male Orc, Magery 3, 320 levels in Necromancy and prerequisite colleges). Fortunately, Moal tends to keep to himself.
2. Skully's. [In maintext]
3. Raxa's Stables: Raxa (a female half-Orc) takes care of travelers' horses in her fenced yard. $4 per horse per day, $7 with grooming.
4. The House of Counsel: The home of two eccentric sages. For a fee, they will impart their knowledge ($2 to $500+, depending on the question and the answer), sell books ($50 +), or sell alchemical elixirs (see p. B152). Both are very intelligent (IQ 16 and 17), and incredibly knowledgeable (History-17, Occultism-16, Alchemy-16 each). They are also testy, Absent-Minded, and rude.
5. The Theatre: Run by a troupe of Halflings and humans, the theatre features nightly shows -- comedy, drama, music, singing and dancing. $5 a seat.
6. The Black Building: This is a gambling pit, run by Yig'oor, a goblin. In the center of the building's single room is a large pit. Betters crowd around the pit watching fights, from chickens to armed orcs. Yig'oor runs simple dice scams next to the pit during the day. Adolphe Valerian is a regular here.
7. Horace Stonefoot's: Horace is a dwarf skilled in locksmithing and similar delicate mechanic-work. $10 to $500 per job, depending on complexity. He will not divulge who his customers are or what he did for them.
8. Sign of the Silk: This is a brothel. It is only open at night.
9. Grath House. [In maintext]
10. Red House. [In maintext]
11. Physicians' Home: Three physicians (and their three apprentices) live and work here. Their primary customers are brigands. One of the physicians is a miraculous surgeon (Surgery-19); another has several high-level Healing spells.
12. Shipmaster: The shipmaster sells sails, nets and ropes. For a price he will also organize the cleaning of a hull, and impart his sailor's expertise.
13. Messenger Service: This is the home of three human brothers, each an expert horseman. The eldest has collected rare and detailed maps of all surrounding nations and the Bronze Mountains; he charts the courses and deals with customers. The other two deliver the messages. $50 + $1 for every 5 miles.
14. Portan House. [In maintext]
15. The Black Axe [In maintext]
16. Home of Bard Smithsson: Bard is a wonderful singer (Singing-16, Voice) and storyteller (Bard-16). In addition, he is a practiced fletcher (Armoury [Bows and Arrows]-14). $15 a night to entertain, $20 for a dozen arrows, $300 for a "fine quality" longbow, $50 to $100 to repair a bow (takes 1d days, most of which is just time for glue and bindings to dry).
17. Freelance Trackers: Five trackers for-hire/bounty hunters. $40 per day per tracker, with a $600 bonus if they return with live quarry. If the customer requests live quarry, he must pay $600 up front. The customer does not have to pay more than half the fee if the trackers fail.
Food and Water
Water is available from the streams running through the town. Water obtained from the upstream side of town is fairly fresh; since the river is used as the town sewer, downstream water is foul.

Meat and other staple foods are readily available. The streams are full of fish, allowing a skilled Orctowner fisherman to catch his dinner in his own backyard. The fish come from Black Lake and several small lakes up river. Beef, poultry, and vegetables come in from the local farms and from merchants.
Advantages of the "Outlaw" Village
Orctown has no taxes. In addition, Orctown has no city guard, no walls to keep people in or out, no limits to the number or size of horses or carts allowed on the streets, no limits on the wearing of weap-ons and armor in public, no government charter, no temples or churches, and no embassies. There are no courts, either -- disputes are settled by the sword, by the arbitration of a duke, or by "street justice."

Orctown is considered an "outlaw village" to all Caithnesser and Megalan nobles -- they do not recognize Orctown as a political entity nor do they promote trade with the brigand dukes (they don't discourage trade, however). But the Sahudese recognize Orctown; the Heavenking and his court are fascinated by the intensity and unique population of this "outlaw village" next door.
Making Port in Orctown
Orctown's port is really just a rough coastline. Fortunately, the coast of Black Lake where Orctown sits has a steep drop-off -- river ships can moor just outside of town and unload their goods and crew by rowing dinghies ashore. Waterborne merchants appreciate the lack of docking fees and import taxes.

The Karthagg River between the sea and Black Lake is deep enough for any common river ship. Barges (pulled by oxen and horses along the banks) and flat riverboats are also common.
Demographics
Orctown has a population of 5,500 (give or take 500). 60% are male. 20% of the current population are brigands.

40% of the population is human, 40% are orcs, and the remaining 20% are other races such as dwarves, Halflings, goblins, kobolds and reptile men. There are no elves. If additional races are common in the campaign, any tough non-sylvan ones can be found In Orctown; they will be In the remaining 20%.

35% of the humans were originally Caithnessers, 25% are from Megalos or Cardiel, 20% are from the Nomad Lands, 10% are from Sahud, 5% are from other countries, and 5% were originally wanderers and journeymen with no nationality.

Nearly everyone In Orctown speaks Anglish at IQ level or higher. Other languages spoken in town Include Sahudese, Northlander, Halfling, Dwarven and Orcish.

In terms of character point value, 55% of the population is worth 50 points or less, 25% are worth 75 points, 15% are worth 100 points, and the remaining 5% are worth over 100 points.

The racial demographics of the brigand guilds are the same as the rest of Orctown -- except that Grath House is 55% Orc, 30% human, and 15% from other races. Only 25% of the brigands are female. 85% of all brigands are 75-point characters; the rest are either worth 100 points (10%) or 50 points (5%).

The population (and number of buildings) is growing steadily. The dwarves oversee the construction of at least four new buildings a year. The population grows by about 100 residents annually. The latest immigrants are mostly orcs and humans (most of the humans are coining from the Nomad Lands and Caithness).

The predominant religion in Orctown is paganism. Nearly all other faiths are represented, however, including a few Sahudese Buddhists (a rare find even In Sahud)! The local Christians (all of whom live outside of town on farms) are the most Intolerant of Orctowners -- they regard the whole town as a "pagan slice of hell" and pray for the wrath of God to cleanse the land. Pagans are numerous because many Orctowners have been "converted" by the Nomad Land barbarians. The local orcs are anti-religious -- they prefer to save their passion for combat and destruction.
Magic in Orctown
Almost 4% of the population are spellcasters. Of this group (about 200 Orctowners), 35% have Magery 1, 20% have Magery 2, and 5% have Magery 3. The rest know a few spells, but do not have the Magery Advantage.

Some of these spellcasters are there because they want to be. Many are there because they've been run out of more civilized lands.

The mages in Orctown are tough -80% have Combat/Weapon skills, significant Advantages, and are equally-skilled in other trades. They come from all over northern Ytarria (use the percentages in Demographics, p. 8). There are druids from the Nomad Lands, Orc warlocks, Megalan enchanters and necromancers, hedge-wizards from Caithness, and even one or two mages from Sahud.

Half of the total mage population are spellcasting brigands. The other half are either employed by a brigand guild (salary: about $1 x total spell skill levels, monthly) or support themselves. A few of the independent mages have been meeting recently, possibly to form a Mages' Guild.

The use of magic in Orctown is unrestricted. The only limits on spell casting are the inherent repercussions of disturbing (or hurting) other Orctowners. A mage can cast fireballs in his own house all day, but if he sets a neighboring Orc's house on fire, he's in trouble!

Orctown is an area of normal mana. There are rumors of small areas of high and low mana in the surrounding environs, possibly caused by the Banestorm.
Character Templates
These templates are designed for quick random generation of Orctowners. High die-rolls are best. To create a character whose abilities are above the average for his type, roll one die before any template roll. If the result is a 1 or 2, add the 1 or 2 to the template roll. To create a below-av-erage character, subtract the 1 or 2.

As a character is designed, set a basic character point limit of 50, 75, 100, or 100 + (use Demographics percentages as a guide). To stay within the point limit, roll again when necessary or make adjustments after creation.

Note that some rolls determine skill level, while other rolls determine the number of character points that can be spent on a group of skills or spells.

All Orctowners have Area Knowledge (Orctown)-1d+9 and Anglish (or other native tongue)-1d+7.

Racial modifiers to Attributes, etc. are applied after using a template.
Shopkeepers and Commoner Template
Pick a race, gender and point value (use Demographics as a guide). Commoners are shop employees, local professionals and nearby farmers.

Attributes: ST 1d+7, DX 1d+7, IQ 1d+6, HT 1d+8
Advantages: Roll 1d:
1) none
2) Language Talent (2 levels)
3) Common Sense
4) Literacy
5) Patron (one of the brigand guilds)
6) Roll again. On a 6, the character is a mage. Roll 1d: (1-4) Magery 1, (56) Magery 2. He has 9d points in spells. More powerful mages should be created without a template.
Disadvantages: Roll 1d:
1) any 5-point disadvantage; roll again, ignoring this result
2) one Physical Disadvantage worth -10 or -15
3) Truthfulness
4) Bad Temper
5) Stubbornness
6) none
Quirks: Possible Quirks include -- hates Orctown but won't leave, loves to carouse, dislikes: (any religion or race), spendthrift, polite, reckless.

Skills: Up to 8 points In one or two skills appropriate to profession. Roll 1d twice for additional skills (duplicate results are forfeited):
1) none
2) Area Knowledge (Orclands)-1d+7
3) Streetwise-1d+8
4) Fast-Talk-1d+7
5) Carousing-1d+6
6) one additional Language-1d+7
Brigand Template
Pick a race, gender and point value; pick a guild. Some categories have special results determined by the brigand's guild: (R) = Red, (P) = Portan, (G) = Grath. If no guild is named, the result applies to all three guilds. If one guild is named, the other result applies to the other two guilds.

Attributes: ST 1d+8 (G: 1d+9), DX 1d+8 (P: 1d+9), IQ 1d+7 (R: 1d+9), HT 1d+9.

Advantages: All have a Patron (their brigand guild). Portan House brigands have Military Rank. In addition, roll 1d:
1) none
2) Combat Reflexes; (R): Night Vision
3) Alertness +2; (P): Literacy
4) Common Sense; (G): Danger Sense
5) High Pain Threshold
6) Roll again. On a 6, the brigand is a mage. Roll 1d: (1-3) Magery 1, (4-6) Magery 2. Has 8d points in spells (R: 10d). Magery level and the number of points In spells is low because a powerful mage would never waste his life as a brigand.
Disadvantages: All have Duty (to their guild) and Enemy (rival guilds). Roll 1d:
1) Reputation; roll again, ignoring this result
2) Addiction; (R): one Physical Disadvantage worth -10
3) Intolerance; (P): Overconfidence
4) Kleptomania; (G): one Physical Disadvantage worth -10 points
5) Bully
6) Brigand's Code of Honor (p. B31)
Quirks: possible Quirks include -- trusts no one, promotes the growth of Orctown, introverted, extroverted, spend-thrift, arrogant, laconic, too serious.

Skills: Each has Streetwise-1d+9, 1d+14 points in three to six Combat/Weapon skills, and 1d+6 points in two to four Thief/Spy skills (not including Streetwise). Roll 2d three times for additional skills (four times for P), all at level 1d+8. If a roll is duplicated, roll again.
2) (R) Acrobatics; (P) 2d6 points In non-Magery spells; (G) First Aid
3) (R) Diagnosis; (P) Swimming; (G) Gambling
4) (R) Administration; (P) Leadership; (G) Tracking
5) (R) Naturalist; (P) Tactics; (G) Survival (Plains)
6) Area Knowledge (Orclands) and Riding
7) (R) one Craft skill; (P) First Aid; (G) Area Knowledge (Orclands)
8) Merchant; Merchant; (G) Tactics
9) Carousing and Fast-Talk
10) (R) Alchemy; (P) Running; (G) Running
11) (R) Weather Sense; (P) Boating; (G) Naturalist
12) (R) 3d6 points in non-Magery spells; (P) Area Knowledge (Yrth); (G) Climbing


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