9: Mordha’s Town
It’s time, I think, for a little bit of detail on the
immediate world. Mordha Town is notable for a few things: first, it’s the place
that hired the PCs to deal with their bandit problem, which is why they’re here
to begin with (and since the bandits are trapped in Castle Mordha the PCs will
very likely fulfill that contract. The official terms of the contract were
room, board, 5 silvers a day and any loot from the bandits (a strong incentive
for the PCs to catch them, and it solves the problem of trying to return the
loot to its original owners).
Mordha’s Town contains about 300 citizens, not a backwater
even if it’s not huge. It survives based on three factors:
·
First, it is on the overland route between
Shankill and Alboling., the other major settlement on the island, and there are
still some people or objects that are better transported overland; Mordha’s town
is a logical stopping point
·
Second, there are several jungle-provided
products that are hunted and farmed here and sold to the coastal cities for
profit. There are several other inland towns also act as aggregating points for
the hunters and small plantations (here they’re banana farm, or more precisely
plantain plantations, plus some coffee and chocolate). This gives the town a
second income stream rather than just being a way-station.
·
Third, there’s inertia in that the town was
here, has an existing infrastructure (including sewers) and enough natural resources
to support a population. People are nothing if not resistant to change, and
this is as good a place as any.
Since two of these three depend on trade the bandits are a
real problem, and therefore the hiring of the PCs.
I start getting into plot stuff after this, so I'll ask the players to stop reading here.