The Rock is a waystation, the only safe haven in all the Chaos Wastes. It was found and occupied by traveling traders centuries ago, and fills a place approximately halfway between the Forlands to the south, and the dangerous badlands of the Indrini canyons.
The city itself hosts about 4,000 'permanent' residents of a sort, and features an enormous and reinforced dome at its heart, as well as strong barrier walls. The citizens must pay day-to-day to the Collectors, a ruthless corps of guards and tax agents, or move to cheaper lodgings (or even outside the gates themselves). Just outside the walls is a shanty-town of starving scavengers, desperate to pay their way in the gates before the next warp-storm or beastfolk attack. Such a display will likely be heart-breaking for any Good-aligned adventurers, but even giving them the gold piece required to enter may just doom them to starving within the walls, rather than outside them. The Rock's current master is a trading prince named Ushuda, a canny and cutthroat merchant. He extends no credit, and water and shelter within the walls costs cold, hard, gold for anyone who wants them. This protection extends to being defended against attack by the savage beastfolk of the Chaos Wastes, and makes an ideal place to find and hire on mercenaries, as well as finding contracts to escort trade caravans and travelers. How you can use the Rock of the Wastes in your game: - The Rock is the only neutral ground in the whole of the Chaos Wastes, so any adventurers will find themselves drawn here by necessity. It is the only place within hundreds of miles to rest safely, resupply, and cash in any treasure which has been received. For a West Marches style game, or hexcrawl, this makes an ideal hub. - A Player Character might come from the Rock, accustomed to having to pay for their very existence day-to-day. In this case, living free elsewhere may come as a complete change for them, and 'normal' life will be something of a surprise. - Traveling across the Chaos Wastes, whether as part of a larger caravan, or on their own, will be hellish and terrible. Attacks by beastfolk, warp storms, and the deprivation of dwindling supplies as well as other members of the caravan going mad or missing in the dark, will all be threats that endanger them. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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