The Rim

The Rim
Neighboring Shanty Town to Southwatch;
not a member of the Dominion
Population: 7,000 plus 2D4xlOO transients at any given time.
Human 70%
Elf 10%
Dwarf 4%
Kobold4%
Ogre 5%
Other 7%
Military: Sturnward mercenaries and volunteer meres and adventurers
visiting town.
Major Temples:
Sect of Rurga
Church of Light
Temple of Hoknar
The Sect of the Red God
Kurgi the Rat God
Rulers: Town Council and Count Morgan, leader of the
Sturnward mercenaries, but a number of businessmen also
have a fair amount of clout.
Coinage: Merchant Guild trade bars, but also barters heavily and
accepts all currencies.
Flag: None.
Note: Dozens of small fishing villages are found along the coast
and scores of farms and homesteads are scattered around The
Rim and City of Southwatch, accounting for another couple
thousand people in a 50 mile (80 km) radius.

Between the outer ditch and the inner ditch has grown a shanty town called The Rim by its residents, but collectively referred to as squatters by the city folk and the Army. The Rim is a boisterous place where those who are afraid of the Wolfen raiders or who wish to find work in Southwatch have settled. With the recent shortage of housing space within the city walls, anyone who wants to move to Southwatch must first take residence on The Rim while they wait to be allowed to live in the city. Names are drawn in a monthly lottery. The laws governing the city are not strictly enforced in The Run, so it is a rather lawless place that attracts thieves, bandits and criminals of every stripe, traveling merchants and other opportunists, to those down on their luck, adventurers and would-be heroes. Assault and murder is an all too-common method of solving disputes. The Army occasionally makes sweeps through The Rim, rooting out suspected Wolfen spies and putting on a show of who is in charge, but once they leave, it’s back to the same old fun and games. The only sure way to remain safe in The Rim is to hire the services of the Sturnward, a small band of mercenaries (80 in all) who came to Southwatch to find work. The leader, Count Morgan, quickly decided that selling his services to the folks of The Rim was more lucrative than manning border forts in the wilderness for the Dominion Army. The Sturnward control the southern third of The Rim and those wishing for his team’s protection and “law” must pay a fee for the privilege. The fee, deemed simply “the Citizen’s Tax,” varies according to what each individual can do and how they contribute to the community. An unskilled worker is likely to have to pay the most, typically 60 gold per month plus an additional ten gold for each member of his family. A skilled worker, such as a blacksmith or carpenter, is required to pay a mere 30 gold per month with an additional five gold per person in their family. The assumption is, of course, that the skilled worker will practice their trade to the benefit of the community. Failure to do so will result in an increase in tax. On occasion, the Sturnward take on additional soldiers. In this event, anyone who joins the mercenaries are exempt from the Citizen’s Tax, as is their immediate family. The tax is used to pay the Count (he gets 25%), pay the Sturnward (50%), and to make civic improvements such as roads and public buildings (25%).

The Rim

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