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(Ak: Uusi sivu: The silk road is a long caravan route across the steppe from either Dybolan, or Basra dar Janab to the faraway city of Beimen. The route takes abou 225 days to traverse, but since...)
 
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Rivi 1: Rivi 1:
The silk road is a long caravan route across the steppe from either Dybolan, or Basra dar Janab to the faraway city of Beimen. The route takes abou 225 days to traverse, but since most routes include passes that fill up with snow during the winter, most caravans stop for winter in the midway city of X.
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The silk road is a long caravan route across the steppe from either Dybolan, or Basra dar Janab to the faraway city of Beimen. The route takes about 225 days to traverse, but since most routes include passes that fill up with snow during the winter, most caravans stop for winter in the midway city of X.
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= Caravans =
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During the years certain practices have been established, that almost all caravans follow. All members of the caravan shall divide the profit by shares. One camel and its feed for three and a half years is one share, as is 250 GP in trade goods or in cash. Anyone who can fight earns one share, wizards and priests two. also everyone should have at least 100 days with of provisions, carried by themselves /or rather by another camel)
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== Paladins of the desert wind ==
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There is a group of paladins who are sworn to protect caravans that travel the silk road. Caravan gives an offering worth at least 1000 gp per leg of the journey that they want a paladin to accompany them (4000 gp for whole trip from Dybolan to Beimen and back) but since one camel load of silk will bring approximately 24000 gp of profit in Dybolan, this is quite the small price to pay.
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The main temple of the Paladins is in the grand temple of Alltinget in the city of X. They have chapterhouses in Dybolan, Basra dar Janab and in Beimen.
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Rules for creating a paladin of desert wind can be found [[Paladin of desert wind|Here]].
  
 
= Dybolan to X (northern route) =
 
= Dybolan to X (northern route) =
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This is a caravan that leads from high passes of Dybolan, in Turania, across the steppe.
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 +
== Centaur tribes ==
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 +
  
 
= Basra dar Janab to X (southern route)  =
 
= Basra dar Janab to X (southern route)  =
Rivi 13: Rivi 31:
 
== Troll country ==
 
== Troll country ==
  
Caravans on the southern route steer clear of the troll country. Still some trolls may be found even as far north as the northern route. This is especially true on the winter, adding to the danger of the winter route.
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Caravans on the southern route steer clear of the troll country. Still some trolls may be found even as far north as the northern route. This is especially true in the winter, adding to the danger of the winter route.
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== Barrier Peaks ==
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Barrier peaks act as a rainshadow to the desert of Karakaska.  
  
 
= City of X =
 
= City of X =
  
Originally this was a city built by giants. Most of the giant buildings have been repurposed as four story blockhouses housing several families. Normally the population is about four thousand that eke out living from the dry lands. Small river brings some water to the brackish lake of Temut from where the irrigation systems rise the water to the fields.  
+
Originally this was a city built by giants. Most of the giant buildings have been repurposed as four story blockhouses housing several families. Normally the population is about four thousand that eke out living from the dry lands. Small river brings some water from the barrier peaks to the brackish lake of Temut from where the irrigation systems raise the water to the fields.  
  
 
== Name of the city ==
 
== Name of the city ==
  
Some local people call this city Maracanda, in the maps of Middle kingdom it is marked as Horse sieve (probably because only camels can travel any further east) some maps mark it as Pirate City, giants call it Söderberg and orcs of the desert as Shagradb.  
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Some local people call this city Maracanda, in the maps of Middle kingdom it is marked as Horse sieve (probably because only camels can travel any further east) some maps mark it as Pirate City, giants call it Sommarkanna and orcs of the desert as Shagradb.  
  
This led Halgaimian mapmakers to simply mark it with X, name that stuck in lands of the inner sea region.  
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This led Halgaimian mapmakers to simply mark it with X, a name that stuck in lands of the inner sea region.  
  
 
== Population ==
 
== Population ==
Rivi 29: Rivi 51:
 
At summertime, when most of the caravans are traveling through the deserts and steppe, the city has a population of about 4000. Mostly humans, but members of any race can be found in the shadows of its cyclopean buildings.  
 
At summertime, when most of the caravans are traveling through the deserts and steppe, the city has a population of about 4000. Mostly humans, but members of any race can be found in the shadows of its cyclopean buildings.  
  
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== Palace of Shamnakand ==
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 +
The place of lord of X is situated where the gate of the original giant built wall was. As it controls the sole gateway to and from the city, its ruler can become very rich indeed in a short time. This also means that the lord is constantly changing. Everytime player characters enter the city, roll from a chart below to find out who is in control this time.
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{| class="wikitable" style="margin:auto"
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|+ Silk road's effect on realm
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|-
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! 1d10 !! Lord of X !! Tariff rate
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|-
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| 1 || Middle kingdom dragon riders placing the heads of the last lord, and their henchmen, on spikes.||1%
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|-
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| 2 || Group of adventurers striking it rich || 1d20%
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|-
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| 3 || Orc warlord || 1d6+10%
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|-
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| 4 || Centaur warlord || 2d6%
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|-
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| 5 || Human warlord || 2d8%
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|-
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| 6 || Representative of merchants || 0%
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|-
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| 7 || Representative of wizards || 5%
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|-
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| 8 || Representative of priests || 4%
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|-
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| 9 || Troll chieftain from troll country || 3d10%
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|-
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| 10 || Cassandian warforged army building gallows for the last lord and their henchmen || 1%
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|-
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|}
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=== Magical academy of Vakttornet ===
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A fairly famous, if remote academy of higher magic is located in an old giant tower on the edge of the city.
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=== Temple of Alltingen ===
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There is a grand temple in the middle of the city, built by giants like all of the city. It prides itself as a temple to all known gods. It also houses the central house for the [[Order of paladins of the desert wind]]
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= X to Beimen =
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== Desert of Karakaska ==
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Once proud and technically advanced nation of Karakaska stood here, but now it's only a desert. No one knows what happened here, maybe they tried to make a god, and gods punished them for their hubris?
  
= X to Beimwn =
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Now only orc tribes live here, demanding tolls from the goods that are moved through here.
  
 
== Plateau of bones ==
 
== Plateau of bones ==
Rivi 36: Rivi 102:
 
== Red pass ==
 
== Red pass ==
  
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== Citadel of Thumari and coastal road to Fung-thong ==
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This would be a good alternative road to the Middle Kingdom. Unfortunately magical winter has gripped the land and terrible undead stalk the land. It is said that this is because priestess-queen of the fortress named Alune was hanged there, and with her dying breath she cursed the whole region.
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The coastal road leads to Fung-thong, a good sized port city, where actually the most of the goods sold at Beimen come from.
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= Caravan rules =
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Caravan travels along the silk road. Each hexagon on planetary map is 100 miles, or 160 kilometers that a camel, in optimal conditions, traverses in about three and half days. Usually this speed is reduced somewhat. As it is not necessary to map the entire route
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= Effect of silk road to a realm =
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If a realm controls one end of the silk road they can collect tariffs from the trade that is coming through.
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{| class="wikitable" style="margin:auto"
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|+ Silk road's effect on realm
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|-
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! Modifier !! How to get
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|-
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| -1 || No Tariffs, almost all of the trade is going through the realm. When set, lower the diplomatic disposition of all the other termini of silk road by -1.
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|-
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| 0  || Moderate tariffs
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|-
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| +2 || Medium Tariff, on natural 2 roll, next five rolls will suffer -2 instead since the trade moves to other terminus (ignore if same realm controls both termini)
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|-
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| +4 || high tariff. on natural roll of 2,3 or 4, next five rolls will suffer -2 instead since the trade moves to other terminus (ignore if same realm controls both termini)
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|-
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! d6 !! Result
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|-
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| natural 1 || No income, roll for a reason on table below.
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|-
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| 2 or less || No income this year.
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|-
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| 3-5 || Realm gains one extra advantage (as per tax collecting action) to be used in future.
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|-
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| 6-8 || Realm gains two extra advantages (as per tax collecting action) to be used in future.
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|-
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|9+ || Realm gains three extra advantages (as per tax collecting action) to be used in future.
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|-
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! d6 !! Why no trade
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|-
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| 1 || Bad weather - no effect on next year
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|-
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| 2 || Trolls of troll country are active again -1 to all rolls until fixed.
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|-
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| 3 || Lord of X is acting up again. -3 to the next roll.
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|-
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| 4 || Centaur tribes on a warpath - no effect on next year
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|-
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| 5 || The Minister of the northwestern quarter of the Middle Kingdom has stopped all trade. -5 to all rolls for next 1d6 years, or diplomatic envoys are sent.
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|-
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| 6 || Large caravan went too close to an ancient tomb. Very bad things are afoot. -2 to next year's realm random event roll.
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|-
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|}
  
 
[[Category:Aikakirjat]]
 
[[Category:Aikakirjat]]

Nykyinen versio 11. syyskuuta 2025 kello 16.38

The silk road is a long caravan route across the steppe from either Dybolan, or Basra dar Janab to the faraway city of Beimen. The route takes about 225 days to traverse, but since most routes include passes that fill up with snow during the winter, most caravans stop for winter in the midway city of X.

Caravans

During the years certain practices have been established, that almost all caravans follow. All members of the caravan shall divide the profit by shares. One camel and its feed for three and a half years is one share, as is 250 GP in trade goods or in cash. Anyone who can fight earns one share, wizards and priests two. also everyone should have at least 100 days with of provisions, carried by themselves /or rather by another camel)

Paladins of the desert wind

There is a group of paladins who are sworn to protect caravans that travel the silk road. Caravan gives an offering worth at least 1000 gp per leg of the journey that they want a paladin to accompany them (4000 gp for whole trip from Dybolan to Beimen and back) but since one camel load of silk will bring approximately 24000 gp of profit in Dybolan, this is quite the small price to pay.

The main temple of the Paladins is in the grand temple of Alltinget in the city of X. They have chapterhouses in Dybolan, Basra dar Janab and in Beimen.

Rules for creating a paladin of desert wind can be found Here.

Dybolan to X (northern route)

This is a caravan that leads from high passes of Dybolan, in Turania, across the steppe.

Centaur tribes

Basra dar Janab to X (southern route)

Swamps of Mohoy

Winter run

Since the swamps of Mohoy are the biggest obstacle coming from Basra some caravans leave at midwinter, meaning they arrive at X in late spring where they can arrive at Red pass before autumn winds fill it with snow.

Troll country

Caravans on the southern route steer clear of the troll country. Still some trolls may be found even as far north as the northern route. This is especially true in the winter, adding to the danger of the winter route.

Barrier Peaks

Barrier peaks act as a rainshadow to the desert of Karakaska.

City of X

Originally this was a city built by giants. Most of the giant buildings have been repurposed as four story blockhouses housing several families. Normally the population is about four thousand that eke out living from the dry lands. Small river brings some water from the barrier peaks to the brackish lake of Temut from where the irrigation systems raise the water to the fields.

Name of the city

Some local people call this city Maracanda, in the maps of Middle kingdom it is marked as Horse sieve (probably because only camels can travel any further east) some maps mark it as Pirate City, giants call it Sommarkanna and orcs of the desert as Shagradb.

This led Halgaimian mapmakers to simply mark it with X, a name that stuck in lands of the inner sea region.

Population

At summertime, when most of the caravans are traveling through the deserts and steppe, the city has a population of about 4000. Mostly humans, but members of any race can be found in the shadows of its cyclopean buildings.

Palace of Shamnakand

The place of lord of X is situated where the gate of the original giant built wall was. As it controls the sole gateway to and from the city, its ruler can become very rich indeed in a short time. This also means that the lord is constantly changing. Everytime player characters enter the city, roll from a chart below to find out who is in control this time.

Silk road's effect on realm
1d10 Lord of X Tariff rate
1 Middle kingdom dragon riders placing the heads of the last lord, and their henchmen, on spikes. 1%
2 Group of adventurers striking it rich 1d20%
3 Orc warlord 1d6+10%
4 Centaur warlord 2d6%
5 Human warlord 2d8%
6 Representative of merchants 0%
7 Representative of wizards 5%
8 Representative of priests 4%
9 Troll chieftain from troll country 3d10%
10 Cassandian warforged army building gallows for the last lord and their henchmen 1%

Magical academy of Vakttornet

A fairly famous, if remote academy of higher magic is located in an old giant tower on the edge of the city.

Temple of Alltingen

There is a grand temple in the middle of the city, built by giants like all of the city. It prides itself as a temple to all known gods. It also houses the central house for the Order of paladins of the desert wind

X to Beimen

Desert of Karakaska

Once proud and technically advanced nation of Karakaska stood here, but now it's only a desert. No one knows what happened here, maybe they tried to make a god, and gods punished them for their hubris?

Now only orc tribes live here, demanding tolls from the goods that are moved through here.

Plateau of bones

Red pass

Citadel of Thumari and coastal road to Fung-thong

This would be a good alternative road to the Middle Kingdom. Unfortunately magical winter has gripped the land and terrible undead stalk the land. It is said that this is because priestess-queen of the fortress named Alune was hanged there, and with her dying breath she cursed the whole region.

The coastal road leads to Fung-thong, a good sized port city, where actually the most of the goods sold at Beimen come from.

Caravan rules

Caravan travels along the silk road. Each hexagon on planetary map is 100 miles, or 160 kilometers that a camel, in optimal conditions, traverses in about three and half days. Usually this speed is reduced somewhat. As it is not necessary to map the entire route

Effect of silk road to a realm

If a realm controls one end of the silk road they can collect tariffs from the trade that is coming through.

Silk road's effect on realm
Modifier How to get
-1 No Tariffs, almost all of the trade is going through the realm. When set, lower the diplomatic disposition of all the other termini of silk road by -1.
0 Moderate tariffs
+2 Medium Tariff, on natural 2 roll, next five rolls will suffer -2 instead since the trade moves to other terminus (ignore if same realm controls both termini)
+4 high tariff. on natural roll of 2,3 or 4, next five rolls will suffer -2 instead since the trade moves to other terminus (ignore if same realm controls both termini)
d6 Result
natural 1 No income, roll for a reason on table below.
2 or less No income this year.
3-5 Realm gains one extra advantage (as per tax collecting action) to be used in future.
6-8 Realm gains two extra advantages (as per tax collecting action) to be used in future.
9+ Realm gains three extra advantages (as per tax collecting action) to be used in future.
d6 Why no trade
1 Bad weather - no effect on next year
2 Trolls of troll country are active again -1 to all rolls until fixed.
3 Lord of X is acting up again. -3 to the next roll.
4 Centaur tribes on a warpath - no effect on next year
5 The Minister of the northwestern quarter of the Middle Kingdom has stopped all trade. -5 to all rolls for next 1d6 years, or diplomatic envoys are sent.
6 Large caravan went too close to an ancient tomb. Very bad things are afoot. -2 to next year's realm random event roll.