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Sep 17th, 2019
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  1. Nyhavn is one part merchant outpost, three parts penal colony. It's located at the end of a fjord, near the only landing place previous expeditions found which was both reachable by sea-going vessels and had enough relatively flat soil around to allow agriculture. The climate is relatively mild, though the winters can get harsh. The land around the town is barely known, which is where the explorers (the player characters) come in.
  2.  
  3. Population: About 600 or so people (80 with class levels)
  4. General alignment: Lawful
  5. Fortification level: Wooden stockade
  6. Urban revenue: 7gp/family-month
  7. Markt class: Class VI
  8.  
  9. General Services:
  10. Almshouse (large, organised by the local temple)
  11. This is the place where the retired adventurers without any income are dumped into, among other poor people.
  12. Baker
  13. Nothing fancy.
  14. Barber (x2)
  15. One at the harbor, one for the richer folks near the keep.
  16. Blacksmith
  17. At the harbor, near water just in case, and seperated from the rest of the town via a large plaza which occasionally serves as a marketplace.
  18. Butcher
  19. It's chicken, most of the time. In the Green Quarter.
  20. 2d6 available, restocks weekly.
  21. Carpenter
  22. Cooper
  23. Near the harbor.
  24. Fishmonger
  25. At the harbor.
  26. Furrier (x2)
  27. Both in the Green Quarter.
  28. Hatmaker
  29. Lawyer
  30. Near the keep. The one to ask if you got into trouble with the authorizies.
  31. Mason
  32. Merchant (x2)
  33. The one at the harbor is mostly selling imported goods, and can be contacted for speciality items (which then, if available, will come with the next possible shipment). The one at the Green Quarter has all kinds of locally produced goods, depending on the season, including food.
  34. Miller
  35. At the riverbank just outside the town walls. Big water wheel inclusive.
  36. Navigator
  37. At the harbor. Very occasionally has exploration missions.
  38. Roofer
  39. Ropemaker
  40. In the Green Quarter.
  41. Shoemaker (x3)
  42. One at the harbor, two in the Green Quarter.
  43. Tailor (x2)
  44. One at the harbor, the other in the Green Quarter.
  45. Tanner
  46. Outside the town proper at the fjord shore.
  47. Weaver
  48. In the Green Quarter.
  49.  
  50. Special services:
  51. Alchemist
  52. At the harbor. Doubles as apothecary and doctor. Four people working in total.
  53. There are spell components for all cantrips (at normal price) and first level spells (at 50% mark-up) available in decent qualities.
  54. Cantrips: 2d4 per component, restock once per week.
  55. Spells: 1d6 per component, restock once per month.
  56. Further components are being bought out until the stocks are reasonably filled (depends on the amount of customers) and the PCs can also work with the alchemists to make acquire further sources which would make automatic restocking possible, or the restocks happening faster.
  57. Royal Cartographer
  58. Temple of Justice
  59. 15 clerics and priests
  60. Arcane House
  61. Inn
  62. Tavern (x3)
  63. Keep
  64. Explorers' Quarter
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