Tarracina Port

Inside Tarracina Port

BUILDINGS-- All of the buildings in Tarracina Port are of half-timber construction, unless otherwise noted.  The main structure is usually of oak beams and the spaces between are filled with wattle and daub.  The roofs are covered with slate or clay tiles.

CALENDAR-- The Days of the Dragon:

WHITE (JANUARY -- 31)PLATINUM (FEBRUARY --  28)
BRONZE (MARCH -- 31)BLACK (APRIL -- 30)
GREEN (MAY -- 31)RED (JUNE -- 30)
BLUE (JULY -- 31)BRASS (AUGUST -- 31)
CHROMATIC (SEPTEMBER -- 30)GOLD (OCTOBER -- 31)
COPPER (NOVEMBER -- 30)SILVER (DECEMBER -- 31)

DISTANCE -- While within the city all distances for spell and missile range shall be as follows: 10" = 10 yards outside, and 10" = 10 feet indoors. (see Players Guide, page 39)

ENCOUNTERS -- Tarracina Port Random Encounters are divided into two parts, an eastside and a Westside. (i.e. the eastside consists of everything on the eastside of the river.) Roll 1 d6 every 3 turns during the day and once every 4 turns during the night to see if an encounter has taken place. (SEE APPENDIX D)

FACTS -- For general facts about the city and its inhabitants see APPENDIX E (COMMON KNOWLEDGE TABLE)

FORTIFICATIONS -- Much of Tarracina's fortifications are built on a high basalt outcrop, which extends into the river.  The areas not on the outcrop, much of the west wall, have 20 foot deep foundations to support the walls.  The stone used for the walls is the finest granite available, brought in at great expense.  The mortar used to bind the stones is said to be enchanted.  The walls are solid, not the usual rock shell with rubble fill.  The wall, wall forts and towers are perfectly vertical, except along the base where the batter or plinth spreads out sharply.  The walls are 30 feet high and are 12 feet thick with 5 foot tall machicolated battlements.  The merlons are 4 feet wide and contain vertical arrow slits in the middle.  The embrasures are 1 foot wide 2 feet deep.  The walls were designed as a series of connected but independent sections.  In addition, each tower and wall fort can be sealed off and defended independently of the rest of the wall.  Wall-walks run along the walls connecting the wall forts and towers.  The wall-walks are reached either by staircases located against the innerface of the walls or by the wall forts and towers.

The towers and wall forts are 50 feet high and 50 feet across and have machicolated parapets similar to the walls.  Wall forts are just large rectangular towers, and shall here after be referred to as towers.  Each tower has only two entrances.  One at the base, facing the ward.  And the other entering out onto the wall-walks.  In the event that the outer or inner ward should be overrun large iron doors can be secured, making the towers highly defensible keeps.  Each tower contains 4 rooms, one above the other, connected by a newel spiral staircase.  All staircases wind to the right making it difficult for climbing enemies to attack.  This is due to the fact that most fighters carry their sword in their right hand.  These staircases are built into the thickness of the tower wall.  The spiral staircase opens out upon the wall-walks.  The undercroft, the lower room, is below ground and contains iron rations and barrels of water, enabling each tower to be self sufficient during a siege.  In addition the undercroft contains barrels of oil for the suspended cauldrons, ammunition for the ballistae and trunks of bolts and arrows.  The upper rooms are used as living quarters.  Each room except the undercroft has 2 large fireplaces built into the wall.  Each room except for the ground floor and the undercroft have many arrow slits.  Garderobes are built into the wall of the second room from the top.  The garderobe shafts lead to the sewers.  On top of each tower are 2 ballistae, a suspended cauldron and a trebuchet.  Furthermore there is a large supply of boulders for the trebuchet.

During a siege, the royal wizard shall create walls of stone just beyond the docks to prevent an enemy from gaining a beach-head on the wharfs.  In addition gates on either side of the bridges may be closed and locked to seal off one side of the city from the other.

For information on the gatehouses see GATES in the city descriptions: Via Colline, Emperor's Avenue and Equine Promenade.

FREEMEN -- A freeman, male or female, whether a lowly laborer or the emperor himself deserve the same respect from a slave.  A slave will address all freepersons as "master".  Freewomen of upper-class are usually dressed in the 7 veils and 7 robes of mystery.  There are of course the standard divisions in the social classes and their accompanying power.

GARRISON -- The minimum number of persons needed to actively defend the city is about 3000.  The Shah has a standing army of 2000, and a militia of about 2900 persons.  If situations warrant he will not hesitate to draft any other able-bodied citizens.  Drafted persons will never start higher than Sergeant, no matter what their level.

RANKS

Because of the Shah's non-standard army, the level of the various officers is also non-standard.

RANKMIN LEVELMAX COMMANDPAY
General13th**1280 persons500 gp/months*
Colonel12th640 persons400 gp/month*
Colonel, Lieutenant11th320 persons350 gp/month*
Major10th160 persons300 gp/month*
Captain9th80 persons200 gp/month*
Lieutenant, 1st8th40 persons150 gp/month*
Lieutenant, 2nd7th20 persons100 gp/month*
Sergeant6th10 persons50 gp/month*
Soldier0thN/A25 gp/month*

* Note this does not include spoils of war, see appendix G.
** In addition a general must have at least 100 hit points, a 'centurion'.

MILITIA

The majority of the militia are fishermen and shopkeepers. They are not paid except when serving in the military. They will be outfitted properly for their station. All adult citizens must serve a mandatory four years in the military.

ARCHER (longbow) --500@Zero level100@1st level
*13@2nd level5@3rd level
*3@4th level1@5th level
ARTILLERYMEN --1000@Zero level200@1st level
*26@2nd level11@3rd level
*6@4th level2@5th level
CROSSBOWMEN --500@Zero level100@1st level
*14@2nd level6@3rd level
*3@4th level1@5th level
FOOTMEN (light)--400@Zero level80@1st level
*9@2nd level3@3rd level
*2@4th level1@6th level

THE STANDING ARMY

While in town, the army is the only garrison for the city.  They serve both as the city guard and the city watchman.  The Shah feels that quality more than makes up for quantity.  His army consists of veteran soldiers and adventurers who enjoy the army life.  Many persons wish to serve under the Shah due to his high charisma and his battle record.  The Shah has never lost a battle to date.  Soldier's willingly take less than standard rank and pay just to serve under him.  The Shah's standing army is a very elite force, the lowest level person is 5th level.  The Shah finds his role as the emperor's trouble-shooter, (see Introduction) very beneficial in obtaining the necessary funds to pay his men.  While out in the field part of the militia will be called to defend the city.  The Shah will always leave a minimum of 40% of his standing army in the city.  Members of his remaining army shall be positioned in the gatehouses and around the palace.  The shah's royal elite guard consist of persons 6th level and higher.

200 ARCHERS (longbow) --150@5th level30@6th level
*10@7th level8@8th level
*2@9th level*
100 ARTILLERYMEN --75@5th level15@6th level
*5@7th level4@8th level
*1@9th level*
200 CROSSBOWMEN --150@5th level30@6th level
*10@7th level8@8th level
*2@9th level*
900 HOBILARS (heavy) --645@5th level135@6th level
*55@7th level50@8th level
*10@9th level5@10th level
540 ORSEMEN (heavy) --380@5th level68@6th level
*40@7th level40@8th level
*8@9th level4 @ 10th level
60 SAPPERS/MINERS --35@5th level19@6th level
*6@7th level*

CITY GUARD

Encounters will be with 2-16, 5th level soldiers, plus a 6th level sergeant. (See DMG page 191)

CITY WATCHMEN

Encounters will be with 5, 5th level soldiers and a 6th level sergeant.  Double numbers, plus a 7th level lieutenant at night. (See DMG page 191)

LAWS -- The DM should decide upon his own set of laws which best fit his campaign.  The laws I used in my city state are detailed in APPENDIX G if you wish to use them.  The Shah is Judge and Jury, and all cases are held in the palace. (see PALACE)

LIGHTING -- During the night hours all major, minor thoroughfares and squares, (see THOROUGHFARES) are illuminated by oil burning lamp posts positioned at 50 foot intervals.  Note: the radius of illumination of a lamp post is the same as a lantern, 30', see PG page 102.

MOVEMENT -- All movement within the city shall be at dungeon rate, i.e. 10" = 100'. (See Players Guide page 102)

OTHER RACES -- Everyone in Tarracina Port is human unless otherwise noted.  When other races are encountered assume that they are the most common of that race, i.e. assume elves are high elves.

RESIDENTS -- The persons detailed in the Guide to Tarracina Port are the only ones that should be of primary interest to DM and player alike.  The majority of the residents of Tarracina are not listed.  They comprise the common residents, e.g. fishermen and hawkers who live in the buildings that have no other identifying labels.  Note: These persons should not be forgotten, they exist in crowds at the market, on the streets, at the wharfs and elsewhere.

RIVER -- The Staudinger River is the major watercourse that runs through Tarracina Port.  The Staudinger is a deep and fast river ranging 35-50 feet deep in the channel and 3-4 miles an hour in velocity.  Due to Tarracina Port’s close proximity to the gulf, tides do play a major role in the above statistics. (see TIDES)  During a very cold year the Staudinger will freeze, but due to the rise and fall of the tides and the flow of the river it never lasts long, or is ever very thick.  During the night hours a thick adamant chain is stretched across the river up and downstream of the port.

RUMORS -- See APPENDIX F (RUMOR TABLE)

SLAVERY -- Slavery is a long standing institution, having been in existence for well over 700 years in Tarracina Port, and having been legalized for over 200 years, see Introduction.  If for some reason slavery was stopped the economy would collapse and the town would be thrown into chaos.  Through the years slavery has evolved as a efficient way of dealing with crime.  Instead of incarcerating criminals they are branded, collared and enslaved.  Once a person becomes a slave all their property, possessions and wealth become the property of the King, including the profits received from the auctioning of the slave.  Then, depending on the decision of the court the offended party or parties will receive reparation. (see APPENDIX G, and the PALACE for more information on laws)  The common slave brands are a circle with either a upright pentagram or a rose inside.  All criminal slaves are sold at public auction on the slave block in Slave Square.  To remove a brand requires a clerical HEAL spell, for 200 points of healing, which is rather expensive.  Slaves are often treated as property, for that is what they are and can be put to death if their master so desires.  It is said only a fool will ever free a slave.

SLAVE HOUSES -- Slave Houses are actually powerful trading empires, selling slaves is just part of their business.  They will deal in any commodity that can turn a profit, e.g., opium, spices, silk, slaves, teas, coffee, glassware and china to name a few.  The slaves mentioned for each house are not for sale, they are the favorites of the owners.  It is considered good hospitality to offer a slave to a friend or visiting dignitary while they are residing within the house.  There is very strong competition between the different houses of the port.  The various Slave Houses go to sea peacefully: to make a profit, not to conquer.  But if met with hostilities they are more than capable of defending themselves.  As mentioned the Slave Houses are very powerful both politically and economically.  They are capable of wrecking men’s reputation, ships, careers, and destroying companies.

SURROUNDING LAND -- All the land surrounding Tarracina has been cleared to a minimum of 5 miles for farmlands.  This gives the defenders of Tarracina a clear field of view to fire on approaching enemies.

TEMPLES– The temples in Tarracina Port seem rather eclectic, and they are.  The reason for this is due to the history of the progression of the gods that have been worshiped in this area for thousands of years.  First came the Elder Gods.  Little or nothing is known about them.  For some unknown reason the Elder Gods disappeared.  Numerous theories abound for this disappearance including: the Elder Gods lost their worshipers; the new Gods killed the Elder Gods, or the Elder Gods ‘retired’ and the new Gods just took over.  In any event the Norse gods appeared, being a simple outgrowth of man’s personality.  Shortly after, the deities of the World of Greyhawk arrived.  The Norse Gods, or more correctly their followers, are trying to prevent any more deities from the World of Greyhawk from establishing temples in the Port.  Most of the temples illustrated in this guide originally belonged to the Elder Gods.  When the new Gods arrived they just took the building over and rededicated them because of the advantages of the strong lingering magic within them.  For those temples holding services for multiple gods there will be at least one cleric of that god 10th level or higher who will perform the service and who also resides at the temple.  The number of clerics for which the temple is dedicated will always outnumber clerics following other gods.

THOROUGHFARES -- Major thoroughfares are 30 feet wide and include all avenues, promenades, streets, vias and wharfs.  Minor thoroughfares are 20 feet wide and include all circles, lanes, roads, rounds, straits, vegurs and ways.  Access thoroughfares are 10 feet wide and include all Alleys and Unnamed Passages.

TIDES -- For playability tides will be considered semidiurnal with the time between successive high tides of 12 hours and 25 minutes.  The range in height between high and low waters is about 10 feet.  The flood current decreases the velocity of the Staudinger to 1-2 miles an hour; and the ebb current increases the velocity to about 5-6 miles an hour.  During an ebbing current a ship will have to have a good trailing wind to make any headway at all.  During low tide it will be seen that many adamant spikes are planted to prevent landings on the beaches near the port, in low tide.

TRAINING -- The majority of the residents of Tarracina who are capable of tutoring an eligible character, will do so if the price is right, unless otherwise stated. (See DMG page 86)  That is of course dependent on the NPC's reaction. (see table in DMG on page 63)

WIND -- The wind usually comes from the NE to the SW.