Quar

map of Quar

Small Town, population 1,563 (79% human, 9% halfling, 5% elf, 3% dwarf, 2% gnome, 1% half-elf, 1% half-elf)

GP Limit: 800 gp

Cash on Hand (Total for City): 62,520 gp

Imports: Ale, armor, beer, books, cloth, leather, grain, tools, weapons, wine.

Exports: Charcoal, fruit, gemstones, metals, stone, wood.

Community Authorities

Duke Orosius Danemar (LE dwarf male ari 4); Chogar, Master of Horse to House Danemar (LN halfling male ftr 2).

Military Formations

House Danemar Retainers (commanded by Master of Horse Chogar): 15 troops—2 fighters (1st-level), 13 warriors (2 2nd-level, 11 1st-level).

Militia (commanded by Lord Orosius): 78 men (noted below by class and level).

Other NPCs

8 adepts (1 3rd-level (militia), 7 1st-level); 10 aristocrats (2 2nd-level (2 militia), 8 1st-level (6 militia)); 3 barbarians (1 3rd-level, 2 1st-level); 3 bards (1 3rd-level, 2 1st-level); 1 cleric (1st-level); 1,358 commoners (1 12th-level, 2 6th-level, 4 3rd-level, 1,351 1st-level); 7 druids (1 6th-level, 2 3rd-level, 4 1st-level); 52 experts (1 9th-level, 2 4th-level, 4 2nd-level, 45 1st-level (13 militia)); 7 monks (1 4th-level, 2 2nd-level, 4 1st-level); 1 paladin (1st-level); 3 rangers (1 3rd-level, 2 1st-level); 15 rogues (1 8th-level, 2 4th-level,4 2nd-level, 8 1st-level); 3 shamans (1 3rd-level, 2 1st-level); 7 sorcerers (1 4th-level, 2 2nd-level, 4 1st-level); 65 warriors (1 5th-level (militia), 64 1st-level (54 militia)); 3 wizards (1 3rd-level (militia), 2 1st-level).

An overgrown village situated to supply the garrison of Enteria’s Kusar Citadel on the kingdom’s border with the Federated River Kingdoms, Quar is enormous by Enterian standards. Its overlord, Duke Orosius Danemar, is one of a bare handful of dwarves with noble standing in the kingdom. He is an effective, if ruthless administrator, collecting tariffs and taxes with unusual efficiency and without the Enterian nobility’s normal reliance on his retainers to insulate them from reality. As a result, House Danemar is very wealthy.

The Duke of Quar uses his portion of the tax revenues thus collected to underwrite improvements to his fiefdom. As a result, his province on the eastern marches of the kingdom is one of the few with substantial industry—mostly in the forms of mining, quarrying and logging. The technology used for these operations is a great deal more modern than elsewhere in the kingdom, and Orosius has been at great pains to have newly-logged hillsides terraced into fields.

Orosius’s serfs are among the best-treated in the kingdom, but the institution of serfdom itself is his enemy—other nobles’ serfs are not free to immigrate to his lands, despite his eagerness to settle new farms where forests used to be. Never a stickler for tradition, he is cautiously searching for representatives of the bleak banyan cartels in hopes of securing cadre of zombies and overseer zombies to test as agricultural laborers away from the bleak banyan plantations where they currently see use.

Adventurers should step carefully in Quar; the duke takes unkindly to outsiders poking around in the countryside, and this attitude is only likely to increase in severity as he deploys undead labor. Hunters interested in roaming monsters should expect to be questioned closely regarding their plans and assigned a strictly limited area in which they will be permitted to operate, but they can otherwise expect to be treated politely as a result of the value of their activities. Parties interested in combating the activities of the bleak banyan cartels, on the other hand, should exercise the utmost in caution. Because Quar straddles a major smuggling route for bleak banyan wine, a vigorous response is likely from the cartels if adventurers are caught meddling. Government officials are likely to side with the cartels as “honest merchants” rather than treat seriously the “allegations” leveled by troublemaking adventurers.

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