Mercy
Mercy is a frontier town/fort at the edge of the Viridistani Empire.
Overview of Mercy
- Location
- HEX 0528: Southern tip of Lake Saffrin, southwest Viridistan map.
- Population: 480
- 100 combatants.
- 380 non-combatants.
Surroundings
- Lake Saffrin: Water. Provides fish and fresh water. The most direct route to Selisengard.
- Berserker Wilds (Northwest): Plains. Battleground between different war-bands and tribes. Lairs, ruins, monoliths, desecrated temples.
- Selisengard Ruins (North): Plains. 15 miles from Mercy. The megadungeon beneath the ruins of a doomed city-state. the surface is a kill zone.
- Bestial Barrens (Southwest): Plains. More monoliths, cursed ruins, and lairs.
- Slithytove woods (East): swampy forest with giant reptiles that want to offer you as a sacrifice to the slime god.
- Crystal lake (North): Barbarian barrows, lairs, heads on spikes.
- Viridistan: 160 miles west. The nearest city-state and source of imperial authority. A horrible place.
Demographics
- Combatants stationed at Fort Mercy
- Imperial Army
- 100 Soldiers, archers, cavalry.
- Knightly Order
- 20 knights
- Imperial Army
- Non-Combatants
- 380 Split between tradespeople, farmers, laborers, and their families.
- Unaffiliated
- ~60-80 Mercenaries, freelancers, and treasure-seekers.
Population Breakdown
- Tradespeople: ~50
- Farmers and Fishers: ~80
- Mercenaries and Adventurers: ~60-80
- Clergy: ~10
- Dependents: ~140 (families and children).
Military Forces of Mercy
- The army stationed in Mercy consists of Viridistani troops, members of the World Emperor’s Army.
- Composition
- Viridistan
- 60 Heavy Foot. Heavy infantry. 120 points.
- 20 Light Foot. Archers. 40 points
- 10 Light Horse. Light Cavalry. 30 Points
- Order of Knights
- 10 Heavy Horse. Knights. 60 points.
- Viridistan
Structures & Fortifications
Fort Mercy:
- 15-foot stone walls
- Moat
- Four 20-foot Watchtowers
- Gatehouse
- Capacity: Can shelter Mercy’s population if needed.
Town
- Temple of Mitra: Provides healing, blessings, and holy guidance. Actively combats the Cult of Golgoroth, a rising threat in the Wilderlands and even Viridistani society.
- The Tavern: Adventurer and mercenary hotspot. A common place to hear rumors and find work.
- Marketplace: Economic hub for supplies, weapons, and trade goods.
- The Expensive Inn: A higher-class establishment for wealthy merchants and nobles.
Known factions in mercy
- Viristani Army
- Efficient killers.
- Goals: Exert imperial influence in the region, and protect trade routes to the south.
- Temple of Mitra
- Humorless.
- Goals: Expand Mitra’s influence, cleanse desecrated shrines, and eradicate chaos.
- Merchant Guild
- The free market.
- Goals: Secure trade routes, maximize profits, and monopolize local commerce.
- Adventurers and Mercenaries
- Goals: do od&d stuff.
- Berserkers
- Drug-addicted, Golgoroth worshipping, thrill kill cult.
- Goals: kill.
JOB BOARD
Temple of Mitra
- Consecrate desecrated lawful temples and shrines in the Berserker Wilds, Selisengard, and the Bestial Barrens.
- Systems:
- Outdoor Survival for wilderness exploration.
- Underworld exploration rules for... underworld exploration.
- Systems:
Merchant's Guild
- Escort caravans going to the southern settlements.
- Systems
- Outdoor Survival for open exploration and wilderness travel rules for "civilized" areas.
- D&D rules for combat.
- Systems
Viridistani Army
- Investigate the disappearance of a patrol near the southern tip of the Slithytove Woods. 10 miles northeast of Mercy.
- Systems
- D&D (1974) rules for exploration, combat, etc...
- Systems
Crawl the Ruins of Selisengard.
- Steal stuff from the megadungeon.
- Systems
- D&D (1974) rules for exploration, combat, etc...
- Systems
last update 9Â months ago
changelog
- added the JOB board.