THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Adventurers
The colonial authorities have neither the resources nor
inclination to explore. They are too
busy trying to keep order in a near lawless frontier, not to mention, fending
off occasional organized monster attacks.
In the meantime, there’s plenty of willing adventurers. They distract the monsters, soften up their
lairs, and pay taxes if they find anything.
The colonial government has opened up the interior to
exploration, salvage, and exploitation.
There is a flat 10% tax on recovered treasure and magic weapons and
items. Given the lack of civilization (that
is, fences for illegal goods) and how low the tax is, it’s an easy choice to
pay it, if you get lucky. Adventurers
are encouraged to explore the Outback.
Finding the lost capital would lead to fame, riches, and probably instant
nobility.
Information is power.
Random exploration is certain death on this continent. The environment is too harsh and sustenance
is too sparse. Not to mention the
lethality of the monsters if not properly prepared to face them. Characters need to gather info on treasure. Where it is and what’s there guarding
it. They can get information from
various sources: interrogation, maps, books, libraries, guides, eavesdropping,
snooping, bribes. A major concern is
supplies. Easy water and food are not
naturally found around most major sites (except from previous perished adventurers),
much less the open Outback.
Adventurers are the most irregular of irregular forces that
might be called upon to defend the colony.
Bribery, force, and circumstance are about the only means of compelling
adventurers to action that isn’t in their monetary interest. That said, successful adventurers are often
some of the most powerful warriors and wizards in the colony. Colonial officials will always court them
when in need.
No comments:
Post a Comment