THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
Cross Defense
The Governor’s Estate is essentially a manor house
surrounded by a stone wall. It is not
truly a defensible position. With
limited funds and with Kessla convinced of an imminent attack, this structure
was simply thrown up as a quick deterrent.
It worked (along with some aggressive patrolling). The Humanoid raiders have probed the area,
but never attacked the town directly.
While Maxter lobbies Bligh for resources for a proper keep fortress,
it’ll have to do.
About 50 people can live inside (uncomfortably). However, the estate is no one’s permanent
residence, except for the horses. Keft, Maxter,
and Peyton the Butler
keep offices there. About 30 staff and
troops rotate on duty at the estate, so it is never unoccupied. Everyone actually lives outside the
estate. Maxter has a suite at the Goodly
Inn, but he will stay at other places when invited.
Cross’ Defense Company: It consists of about 60 permanent troops,
including three officers (one captain, two lieutenants). There are four squads of mercenaries who can
handle formation and archery tactics. Some
are also dedicated siege weapon operators.
There is one cavalry squad, who are Regular Army (as is Captain Horgon),
the Red Blade.
The mercenaries are mostly equal to Regular Army troops in
abilities (though many are a bit better).
Part of their qualifications includes their “manners,” as these troops
are part of the community and civic relations part of their duties. (Characters can join this group. Members come and go all the time creating
openings. Keft will often recruit extra
troops when he is preparing an operation.)
4 Heavy Catapult:
Crew 4 (gunner, 2 operators, 2 loaders), Cost 800 gp
Scatter Shot (breaks apart on impact) 4d6 damage, 20’
radius, DC 12 Ref Sv ½ damage, Range Max VL, Min S
Flaming Pitch 4d6 damage, 10’ radius, 2d6 continuing damage
until extinguished, Range Max L, Min S
+4 to hit
2 Ballista:
Crew 2 (gunner, loader), Cost 500 gp
Scatter Bolt (splits into 4 bolts when fired) 2d8 damage
each, Range L
Fire Bolt 3d6 damage, 2d6 continuing damage until
extinguished, Range S
+4 to hit
Their main duties are guarding the toll stations, Governor’s
Estate, the weekly tax caravan, and various other caravans to Fort Zin . Their other activities include patrolling the
town with the Militia and the Outback near Cross. They are also encouraged to help out with
civic projects. The locals often go
directly to the troops help break up fights, catch petty thieves, hear
complaints, and monitor local activity, much like regular constables.
Figure on at least another 20 Regular Army, Frontier Service,
and Rangers who are in town at any time, either on caravan assignment or
off-duty. Then there are also some
adventurer types and mercenaries, like the Breakers (Six 3rd
and 4th level characters of various types), loitering around. Captain Horgon could impress all these troops
into service in an emergency, along with the Wiz and Paladin Van Claire and another
50 Militia types. (Who are the last
resort as the obnoxious Dr. Dun is their leader.)