Difference between revisions of "Stranggore Mundane Resources"

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;Manor House
 
;Manor House
:The main manor house is two stories high (with towers three stories high) and contains space that was once used for 12 sancta. See [[Stanggore Maps]] for floor plans.
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:The main manor house is two stories high (with towers three stories high) and contains space that was once used for 12 sancta. See [[Stranggore Maps]] for floor plans.
 
;Rampart
 
;Rampart
 
:The rampart is an ancient earthwork that has been maintained in good condition. The palisade that once crowned it is gone, but the rampart is steep enough to deter cavalry and to be easily defensible.
 
:The rampart is an ancient earthwork that has been maintained in good condition. The palisade that once crowned it is gone, but the rampart is steep enough to deter cavalry and to be easily defensible.

Revision as of 06:34, 22 December 2012

This page describes the mundane resources available to the covenant.

Structures

Stranggore Exterior.png

Manor House
The main manor house is two stories high (with towers three stories high) and contains space that was once used for 12 sancta. See Stranggore Maps for floor plans.
Rampart
The rampart is an ancient earthwork that has been maintained in good condition. The palisade that once crowned it is gone, but the rampart is steep enough to deter cavalry and to be easily defensible.
Gate
A sturdy wooden gate, built of seasoned six-inch-diameter logs bound with iron, protects the entrance through the rampart.
Cottages
There are two habitable cottages in the courtyard. One is inhabited by Junior, the other by George the Bastard and his wife Valera.
Stable
The stable is under repair and has enough usable space for the covenant's animals.

Animals & Transport

See also Stranggore Enchantments because Stranggore has an impressive magic item that the magi use for transport.

  • Stable
    • 1 rouncey (light war horse), black stallion
    • 3 palfreys (riding horses), one gelding and two mares
    • One donkey and cart
  • Kennel
    • Amadán
    • 3 mundane lymers (tracking dogs)
    • 6 running dogs

Arms and Armor

The covenant has an ample supply of Standard arms and armor. There is enough to armor a dozen men and arm about thirty. Most of this is old stuff that was scattered about the covenant in unexpected places (including disused kitchen cupboards and hidden in the rafters). Most of it is poorly-maintained. Grogs can scrounge pretty much any Standard equipment they want.

In Winter 1195, Junior was appointed Master of the Armory by Argus. Junior holds the keys to the armory and is responsible for keeping it well maintained. He has been steadily gathering arms and armor from around the covenant, but since the covenant lacks a smith or armorer, most of the arms have seen better days.

See Stranggore Enchantments for enchanted weapons and armor. The enchanted items are kept in the armory and only brought out for expeditions or defense.

Expensive Armaments

  • Two long swords: one issued to Angus, the other to George the Bastard
  • Two suits of partial chain mail: one issued to George the Bastard, the other to Bloody Bill. (On special occasions, Bloody Bill gets to wear the enchanted Armor of Stranggore instead, and he hands off his chain shirt to a lesser grog.)
  • One suit of full chain mail, issued to Angus.

Finances

We want to downplay the importance of money in the Saga. We take the view that magi need a lot less money than Covenants suggests. Most covenants keep a small turb so they don't have to spend a lot of money on equipment and payroll. Low expenses mean low income, and allow covenants to blend into the landscape instead of dominating it.

The covenant gets most of its income from two sources:

  1. Rents from the village of Barstow and surrounding hamlets.
  2. Sale of potions and magical services, mostly by Merewen.

John the Pedlar does most of the buying of lab supplies and exotic items.

Cash Reserves

40 pounds of silver available for covenant business.