Dragon Mines

Dragon Mines (town)
Permanent Population = 1,000
Organisation: Corporate Holding
Alignment: Neutral
Religion: All (good preferred)

The town of Dragon Mine is a wholly owned enterprise of the Duke of the Verdant Plains, a territory directly to the South of this location. The Duke, as he is invariably called, discovered tunnel entrances in this area a few years ago and has turned conflict with the titanspawn denizens of below into a money-making enterprise.

The Duke rarely sets foot in the town. Things are run locally by his nephew, Lord Altorp III (Ari 12), and his enormous wife Bernice (Rog 12). They live in a fortified manor on top of a hill overlooking the slight depression where the town lies. Altorp raises hunting dogs and his wife dabbles in security and religion (she secretly permits a coven of Belsmameth witches to operate in the area).

Laws are enforced by The Corps, a group of deputized humans. Their word is law, and they have the right to judge and execute punishment at will. The Corps are always in groups of 4 (per 4 PCs) - a fighter, cleric, wizard and rogue, and always 4 levels higher than the PCs.

The entire town is controlled by The Duke. The mines, stores, taverns, etc. All real estate is owned by The Duke, and folks living in town are no more than tenants. All activity is regulated by permits, fees and service charges. These charges always find their way to the PCs in the form of a 10% surcharge on all purchases. Illegal discounts may be made if paid for in cash or other untraceable sources.

The Mines
A tall stone structure stands over the center of town. It is a functioning elevator that is used to ferry adventurers to and from The Mines. Each level is rated as to Danger, and generally, the deeper one goes, the more dangerous the dungeon level. 100 members of the Corps are here, ranging in level from 4 to 24, and equally divided between the four main classes. The man who oversees this portion of town is simply called Desslok (Sorc 20). He has three aides, who watch things when he is unable: Ethan (Wiz 12), Franka (Sorc 12) and Gormund (Wiz 8, Sage 4).

Each dungeon level is a maze of old stone corridors that lead to various areas, each assigned to one adventuring company. Once contractually obligated, an adventuring company is assured exclusive access to their portion of the mines, provided their monthly fee is kept up to date, no theft is attempted, and the party is not killed off.

Leaving the Mines
Parties are subject to search when they leave the Mines. Any magic item they carry that was not in their possession when they entered the mine is taxed at 50% of value, or bought on the spot at 50% of value. Non-magical items are taxed at 10% of value assessed by experts on the spot. Rogues and other skilled individuals may attempt to fool the search by making a Sleight of Hand check, DC 14 + Lvl. If caught, the party's Purser will be held responsible.

The Strip
This part of town houses the businesses required to keep adventurers equipped, healed, rested, and spending.

The Store
This place is a huge open area where licensed sellers hawk all kinds of wares, excluding food, weapons, armor and magic items. Haggling is not permitted. Barter is not permitted. All prices are 10% above standard book prices. The Store is run by a tiny human woman named Hansa (Bard 12). All sellers are human Experts, level 8.

Iron Mongers
Any kind of non-magical weapon or armor may be purchased in this place. Characters are allowed to purchase anything they can afford. There is a flat 50% chance any non-standard item will be available, for example a Masterwork +2 Str adjusted comp long bow or a mithril breastplate. The Iron Mongers is run by a strapping one-armed man named Iain. All sellers are human Experts, level 8.

The Magic Place
All magical items, regardless of type, are to be sold only in this place. A large empty room is faced by one counter for each type of magical item. Characters may purchase any Minor item at 110% of price. Characters may purchase Moderate or Major items only when they have earned Expert and Pro membership respectively. The Magic Place is run by a muscular wizard (12) named Jules. All sellers are human Experts, level 12.

Eatery
A large cafeteria-style place serves bland but nourishing food. Characters may eat all they want. Trestle tables are lined up ready to accept groups of adventurers. Stairs in the back lead to more intimate surroundings, where Expert and Pro members may dine away from the masses. The place is run by an old man named Knud (exp 12) and his beefy daughter Lia (exp 12). All server are human Experts, level 4.

The Hostel
All may live for free in the Hostel. Rooms for 4, 6, 8 and 10 are available, and all goods may be left for up to one week with no fear of loss or removal. The place is plain, but clean and secure. The Hostel is run by a man named Mans (exp 12) and his wife Noella (exp 12). The room maids are humans (exp 4).

The Shrines
All 8 major religions have shrines in this area. Denev is also revered, but on the outskirts of town. Minor religions have sub-shrines in the temples of their nearest major God ally. Each religion has a Cleric (12) looking out for the souls of their congregations.

The Corps Headquarters
The Corps Headquarters is an imposing stone structure located just outside The Strip. It is large enough to contain 400 fully equipped Corpsmen and -women, but usually only holds about 200. The leader of this place is a man named Oort (Ranger 24).

Prison
Anyone imprisoned in or around town is brought to this basement level of the Corps Headquarters. The prisoner is always guarded by 4 or 8 guards, one of each adventuring type, 4 levels higher than the PCs. The cells are 10 by 10, with a 4 inch drain in the floor, a 5 foot steel door with a 6 by 4 inch slit for food in the middle of it, and a masterwork lock that only opens from the outside (pick locks DC 30). All cells are within permanent anti-magic fields. The prison is run by Paula (F 12).

Courthouse
The Courthouse is part of the Corps Headquarters, and this is where accused individuals are given their day in court. There are four judges, named Quert, Rualda, Steve and Tork. All are clerics of Hedrada (Cl 16).

The College
A place for arcane spellcasters, the College was set up a few years ago to allow wizards to share spells. Any Wizard may purchase a spell to copy for 110 gp per spell level. The cost must be paid ahead of time, regardless of success. The wizard may stay in the College as long as desired in order to copy spells. Rituals may be performed at a 10% surcharge to the cost of material components, and a +2 bonus to the skill check is granted due to the quality of the equipment in this place.