Food in my setting? See the links last past, including taverns and food under entertainment and my gourmet tourist campaigns.
These are my standard food items for contrast
You can substitute wine for mead
Common food for a day 1cp requires cooking
Common street food meal 1cp
Mug of weak beer at a sly grog shop 1cp good beer 2cp fine ale 3cp stout or strong ale 4cp
These are my standard food items for contrast
You can substitute wine for mead
Common food for a day 1cp requires cooking
Common street food meal 1cp
Mug of weak beer at a sly grog shop 1cp good beer 2cp fine ale 3cp stout or strong ale 4cp
Pub meal 4cp includes a mug of beer
Merchant home meal 1sp includes glass of wine or bottle of beer
Merchant meal out 4sp includes bottle of good wine or all beer you can drink
Noble meal 1gp includes shots and all wine you can drink
Bottle of beer 1cp (doz empty bottles worth 1cp) 1 ENC
Bottle of wine 1sp (empty glass bottles worth 1cp) 1 ENC varies in quality
Bottle of alchemists spirit 1gp (empty bottle worth 1sp) 1 ENC
Wine or water skin 1sp holds 2 ENC
Steel canteen 10gp
Week dry rations 1sp 4 ENC dried food
Week iron rations 1gp 2 ENC long life
Wooden cup or plate 1cp
Folk pottery cup or plate 1sp
Pewter mug 1gp
Fine painted ceramic cup or plate 1gp
Merchant home meal 1sp includes glass of wine or bottle of beer
Merchant meal out 4sp includes bottle of good wine or all beer you can drink
Noble meal 1gp includes shots and all wine you can drink
Bottle of beer 1cp (doz empty bottles worth 1cp) 1 ENC
Bottle of wine 1sp (empty glass bottles worth 1cp) 1 ENC varies in quality
Bottle of alchemists spirit 1gp (empty bottle worth 1sp) 1 ENC
Wine or water skin 1sp holds 2 ENC
Steel canteen 10gp
Week dry rations 1sp 4 ENC dried food
Week iron rations 1gp 2 ENC long life
Wooden cup or plate 1cp
Folk pottery cup or plate 1sp
Pewter mug 1gp
Fine painted ceramic cup or plate 1gp
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Auldwood Estates
Auldwood is a vast forest still expanding, covering the north of the continent. It overlaps the frontiers of all the northern nations. People live on the borders but fear the faerie and weird forest beings. Many report hauntings, strange curses, trails that appear and disappear, faerie rings and other faerie hazards. Exile Island woodland types could all be within Auldwood. During the civil war, many frontier areas lost control due to depopulation and isolation. As people return, they are finding many strange things, like cults, cursed estates, forgotten villages, and the older religions thriving.
This is to make a quick estate
d12 Manor Type
1-3 Fortified house
4-5 Small manor
Auldwood Estates
Auldwood is a vast forest still expanding, covering the north of the continent. It overlaps the frontiers of all the northern nations. People live on the borders but fear the faerie and weird forest beings. Many report hauntings, strange curses, trails that appear and disappear, faerie rings and other faerie hazards. Exile Island woodland types could all be within Auldwood. During the civil war, many frontier areas lost control due to depopulation and isolation. As people return, they are finding many strange things, like cults, cursed estates, forgotten villages, and the older religions thriving.
This is to make a quick estate
d12 Manor Type
1-3 Fortified house
4-5 Small manor
6-7 Large manor
8 Tower
9 Small Castle
10 Large Castle
11 Fortress
12 Palace
d12 Manor Quality
1 Haunted - supernatural taint or dangerous spirits
8 Tower
9 Small Castle
10 Large Castle
11 Fortress
12 Palace
d12 Manor Quality
1 Haunted - supernatural taint or dangerous spirits
2 Ruined remains
3 Shambling heap - decrpid and possibly dangerous
4 Semi collapsed - often a wing or section still intact
5 Abandoned - with remains of furnishings, possibly wildlife
6 Corrupted - run down and tainted by evil
7 Struggling - worn but trying to maintain
8 Stable - good condition and well-maintained
9 Secure - very good condition and orderly control
10 Decedant - old-fashioned and decayed. Strange, indulgent noble dynasty
11 Perfect condition, new or well-maintained
12 Faerie tainted d4 1=unnatural beauty 2=otherworldy 3=elves 4=cursed
d12 Manour Features
1 Tower
1 Greenhouse
2 Tomb
3 Shrine
4 Monument
5 Hedge maze
6 Ornamental pool
7 Fountain
8 Grotto
9 Medicinal garden for herbalists
d12 Manour Features
1 Tower
2 Library
3 Greenhouse
4 Grand staircase
5 Wine celler
6 Stables
7 Wall and gatehouse
8 Dungeon
9 Secret passages and spyholes
7 Wall and gatehouse
8 Dungeon
9 Secret passages and spyholes
10 Brooding gargoyles
11 Chapel
11 Chapel
12 Curse or Haunting
d12 Manour Garden Features1 Greenhouse
2 Tomb
3 Shrine
4 Monument
5 Hedge maze
6 Ornamental pool
7 Fountain
8 Grotto
9 Medicinal garden for herbalists
10 Gazebo or bandstand
11 Topiary garden
11 Topiary garden
12 Folly d6 1=goat castle 2=pyramid 3=tower 4=hermit cave 5= 6=
d12 Borders
1 Folk idols and symbols d4 1=decorated poles 2=wicker figures 3=carved sigils 4=decorated trees
d12 Borders
1 Folk idols and symbols d4 1=decorated poles 2=wicker figures 3=carved sigils 4=decorated trees
2 Hedge wall 4 foot high (1.2m)
3 Hedge wall 10 foot high (3m)
4 Hedge 20 foot high (6m)
5 Wooden fence 4 foot high (1.2m)
6 Wooden fence 6 foot high (2m)
7 Wooden palisade wall 10 foot high (3m)
8 Wooden signs on paths
9 Ancient border stones
10 Stone wall 4 foot high (1.2m)
11 Stone wall 10 foot high (3m)
12 Stone wall 20 foot high (6m)
d12 Settlement
1 Abandoned or ruined village
d12 Settlement
1 Abandoned or ruined village
2 Servants cottages
3-5 Small village under 25 pop
6-7 Medeum village under 100 pop
8-9 Large village under 500 pop
10 Small towns under 1000 pop
11 Several settlements roll d3+1 times with a d10 or lower dice
12 Non-humans roll d8 for size
d12 Resources (roll d4 times)
1 Water, has a river, streams, wells, a lake or ponds
d12 Resources (roll d4 times)
1 Water, has a river, streams, wells, a lake or ponds
2 Wetlands and areas of swamp or marshland
3 Wasteland area with little vegetation and possible ruins
4 Forest area with wood and game, poachers and thieves will suffer
5 Quarry for stone and building materials
6 Mines for d4 1=coal 2=prescious metal 3=gems 4=useful metal
6 Mines for d4 1=coal 2=prescious metal 3=gems 4=useful metal
6 Clay pits encourages pottery industry
7 Orchards with fruit and nuts
8 Herds of d4 1=goats 2=sheep 3=cattle 4=pigs
9 Grain grows well here, in fertile and easy-to-work soil
10 Trade route used by merchants, possibly a hub of certain goods
11 Vegetable gardens, with earthworks and drainage ditches
12 Holy shrine attracts pilgrims (or used to)
d20 Settlement Features
Small have d3
Medeum 2d4
Town has all of these or multiple
Usually on a road or around a square
1 Church or shrine
d20 Settlement Features
Small have d3
Medeum 2d4
Town has all of these or multiple
Usually on a road or around a square
1 Church or shrine
2 Town hall or mayor's house
3 Marketplace
4 Local store
5 Inn or boarding house
5 Inn or boarding house
6 Hall for guild, town or music
7 Smithy or other craft
8 Well or
9 Monument
10 Barn or stables
11 Barracks or sheriff's house
12 Mill
13 Graveyard or tomb
14 Tower for defence or wizard
15 Tavern or sly grog shop
16 Healer d4 1=apothecary 2=herbalist 3=surgeon 4=barber
17 Monastery
18 Schoolhouse or college
19 Wall
20 Bathhouse
d12 Settlement Special Features
13 Graveyard or tomb
14 Tower for defence or wizard
15 Tavern or sly grog shop
16 Healer d4 1=apothecary 2=herbalist 3=surgeon 4=barber
17 Monastery
18 Schoolhouse or college
19 Wall
20 Bathhouse
d12 Settlement Special Features
1 Haunted house
2 Local monster with an odd name
3 Strange customs
4 Secret cults (d4) have locals afraid
5 Strange religions or heretics in open
6 Ancient stone circle or dolmen
7 Caves and catacombs
8 Shunned ruins
9 Bandit, robberknight or highway robber
10 Secret society d4 1=rebels 2=assassins 3=vice 4=criminals
11 Secret dungeon
11 Secret dungeon
12 Faerie cult and stone or wooden monument
d12 What's on the Village Green?
1 Empty today, just some birds
2 Farm animals grazing, usually sheep, goats or geese
3 Wild animals grazing like deer, boar, elk or birds
4 Bonfire celebration or ritual tonight, often wicker animals or figures
5 Pilgrims camp and recruiting
6 Seasonal livestock market
7 Village fair
8 Ball game or sports, possibly local children or youths
9 Festive music event for the local choir or band
10 Festival or feast day celebrating some event, often maypole dancing
11 Flagelants put on a show to show faith, often try to recruit local youths
12 Parade with characters in animal and monster costumes, huge puppets, and parade floats. May expect some coins or will trick unwilling or beat them. If druidry is tolerated, they will be leading the ceremony. Visitors might think its some awful, creepy cult. If locals are offended, the parade will hunt the strangers and at least give them a beating
d12 Market Activity
1 Sale item from surplus
d12 What's on the Village Green?
1 Empty today, just some birds
2 Farm animals grazing, usually sheep, goats or geese
3 Wild animals grazing like deer, boar, elk or birds
4 Bonfire celebration or ritual tonight, often wicker animals or figures
5 Pilgrims camp and recruiting
6 Seasonal livestock market
7 Village fair
8 Ball game or sports, possibly local children or youths
9 Festive music event for the local choir or band
10 Festival or feast day celebrating some event, often maypole dancing
11 Flagelants put on a show to show faith, often try to recruit local youths
12 Parade with characters in animal and monster costumes, huge puppets, and parade floats. May expect some coins or will trick unwilling or beat them. If druidry is tolerated, they will be leading the ceremony. Visitors might think its some awful, creepy cult. If locals are offended, the parade will hunt the strangers and at least give them a beating
d12 Market Activity
1 Sale item from surplus
2 Item scarce and fierce bidding
3 Bard or entertainer putting on a show 1in4 chance a pickpocket works crowd
4 Theif chased by angry mob
5 Mysterious fortune teller
6 Stranger selling magic item
7 Local selling map, book or other clue for a dungeon
8 Execution or public punishment of a criminal
9 Contest like a fight or duel
10 Public vice d4 1=drunks 2=gambling 3=drugs 4=lewdness
11 Argument breaks out and crowd gathers while officials ponder what to do and hear accounts
12 Dangerous animal or monster in a cage
d12 Local Noble Clan
1 Fueding, power-grabbing schemers
2 Cruel and sadistic (like torture)
3 Decadent weirdo snobs
4 Dandies and fops, self-indulgent idiots
5 Brutal and controlling
6 Involved in a cult or magic experiments
7 No children, the dynasty is doomed without an heir
8 Eccentric, each has a strange hobby and neglects other activities
9 Distant and neglectful, they have a terrible secret
10 Desperate for fresh visitors for fun and games
11 Letcherous perverts and hedonists for generations
12 Cursed by d4 1=fairies 2=witches 3=druids 4=church
Curses & Customs for Nobles
Many manors in wild regions, isolated for years, have become haunted or cursed. Many curses relate to customs or manners. They affect generations and are equivelent to a 7th level spell *greater curse). Each curse has conditions and effects and a solution to end the curse withou a high-level spell.
d12 Clan Hauntings
1 Headless ghost
Curses & Customs for Nobles
Many manors in wild regions, isolated for years, have become haunted or cursed. Many curses relate to customs or manners. They affect generations and are equivelent to a 7th level spell *greater curse). Each curse has conditions and effects and a solution to end the curse withou a high-level spell.
d12 Clan Hauntings
1 Headless ghost
2 Weeping lady
3 Sad child
4 Teen poltergeists
5 Murder victim
6 Witch ghost
7 Moaning phantom
8 Spectral walkers
9 Murderer seeks a body
10 Spirit of evil magician
11 Image of past horror
12 Vengful corporeal undead
d12 Clan Curses
1 Lycanthropy
2 Line of evil wizards
3 Strange dreams
d12 Clan Curses
1 Lycanthropy
2 Line of evil wizards
3 Strange dreams
4 Mysterious deaths
5 Obligated to follow a strange custom or ceremonial parade or a ritual
6 Family member is a changeling who has lived in the family for generations
7 Strange bloodline d4 1=lizards 2=ogres 3=goblins 4=changelings
8 Mutations, some family must be hidden
9 Lord has cravings for d4 1=blood 2=beauty 3=murder 4=occult rituals
10 Vampire ancestors stalked for generations
11 Undead ancestor influences descendants from a crypt
12 Family part faerie bloodline and farm humans like cattle
d12 Cursed Customs for Visitors
d12 Cursed Customs for Visitors
1 Must fight a duel with any guest; if they refuse, then battle to the death
2 Guests who break the rules of hospitality must die
3 Hideous feature, anyone who asks about it will be challenged to a duel
4 Eligible guests must marry at least one family member or die
5 Likes to duel guests. Makes a bet with a terrible outcome for the loser or the winner
6 Cannibals must feed human flesh to guests
7 Residents denied quality human needs like food or sleep until a monster is driven from a shrine
8 Must give tributes and hand visitors to an evil cult, but are very sorry
9 Plague carriers but may nor speak of it
10 Must accept guests, then a supernatural guest comes and cannot be denied by host
11 Seducers in the family like guests, but next day the lord must duel to the death any who soiled their kin
12 Guests are put in the haunted room
d12 How to break a curse
1 Fight a monster guarding a shrine or moors
2 Kill the current lord in a ritual
3 Build a monument or shrine resisting obstacles
d12 How to break a curse
1 Fight a monster guarding a shrine or moors
2 Kill the current lord in a ritual
3 Build a monument or shrine resisting obstacles
4 Return a lost relic to its proper place in a shrine
5 Give a baby to a faerie noble and beg its forgiveness for a past crime
6 Defeat spirit or petty divinity
7 Recover lost item or person in faerieland
8 Dig up and/or bury remains of a past noble
9 Give a great treasure to an elf noble
10 Placate an angry witch by fetching her heart's desire
6 Defeat spirit or petty divinity
7 Recover lost item or person in faerieland
8 Dig up and/or bury remains of a past noble
9 Give a great treasure to an elf noble
10 Placate an angry witch by fetching her heart's desire
11 Destroy a holy place offensive to faerie
12 Release a monster sealed in an underground vault
d12 Clan Secret Shame
1 Member imprisoned due to insanity or monstrosity
2 Ancestor coupled with a supernatural being
3 Ancestor performed abominable crimes and was killed by an angry mob
4 Ancestor burned at the stake for heresy or witchcraft
5 Ancestors killed each other by mistake or because of deceit
12 Release a monster sealed in an underground vault
d12 Clan Secret Shame
1 Member imprisoned due to insanity or monstrosity
2 Ancestor coupled with a supernatural being
3 Ancestor performed abominable crimes and was killed by an angry mob
4 Ancestor burned at the stake for heresy or witchcraft
5 Ancestors killed each other by mistake or because of deceit
6 Ancestors killed each other competing for ruling the clan
7 Older heraldic design was brought into infamy over d4 1=cowardice 2=cult 3=crime 4=treason
8 Ancestors massacred a humanoid species, and the last cried out a curse
9 Ancestor broke an oath for love, resulting in a bloodfeud between clans
10 Ancestor was a murderous robber knight who was forgiven and granted land
11 Ancestors instigated a pointless war with another nation, clan or species
12 Famous for being full of bastards and ne'er-do-wells rather than legitimate heirs surviving

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