Friday, May 15, 2009

Bouuche

Bouuche
Bouuche, formerly known as outpost Adros, sits in the tablelands nearly halfway along the trade route between Altaruk and Walis. The village was renamed after its first House Agent, Jaggi Bouuche, at a time when House Inika controlled the vital trade route between the ore mines of Walis and the metal hungry city-states of Tyr and Gulg. When competing House Vordon sent raiders to disrupt House Inika’s most northern and southern trade-routes, House Inika surprisingly abandoned both, and instead focused their attention on the silk and spice trade between Tyr and Gulg.

Owned by the widely feared and respected Merchant House Vordon, this once small outpost, garrisoned by only a company of soldiers, has slowly grown into a self-proclaimed successful trade village. After House Vordon came to power, freemen from the surrounding area began migrating to Bouuche; willing to work for the House Agent who oversaw the operations of moving caravans to Altaruk, Tyr and Balic.

Mud-brick walls, 3 meters high and nearly 2 meters thick, surround the village. Two gates constructed of mekillot ribs, lashed together with giant hair rope, allow passage at the north and south ends of the village. The southern gate is the main entrance, while the northern gate is used only for emergencies or when the village guard is called upon to persuade unwelcome visitors to move on. Both gates hang in separate gatehouses manned by multiple guards armed with bows.

The largest and most important building in Bouuche is the Merchant House, known commonly, and simply as "The House", which serves as residence, office, and warehouse. Aside from these functions, the building also houses the Civil Bureau, which orchestrates the day-to-day functions that keep life in Bouuche running as smoothly as possible. In reality, it is the House Agent which directs the Civil Bureau; after all, it is a trade town.

Behind "The House" are a set of barracks, kept to house trade caravan guards, as well as the local militia. Accommodations are meager at best, but to those who serve as guards a bed is given to sleep upon and two full meals a day provided. Adjacent to "The House" and barracks are the corrals. Utilized solely for caravan mounts, space is limited, and comes at a high premium for availability.

The commons, a large barren patch of ground often inhabited by groups of nomads, traders, and travelers, lie directly in front of "The House," nearest the main south gate. On most occasions, a bazaar of sorts will appear in the commons, providing small competition with local merchants. Of course, if prices become too low, the House Agent will force the "visitors" to leave Bouuche, or else tax them heavily once they decide to move on.

Local merchants and craftsmen include bone and stone-smiths, a leather-worker, an armorer and weapon smith, a brickmaster, a mason, and numerous other minor craftsmen and traders.
In the center of the town lies the town well. While water is free to the citizens of Bouuche, the Merchant House enforces a strict water-tax on all visitors. House guards monitor the well carefully, and collect all necessary fees. Next to the well is a large, permanent shade-cloth; used for unofficial meetings or gatherings, or just as a place to sit and relax while the searing afternoon cools into evening.

The most popular destination in Bouuche, aside from The House, is "The Mudbrick," a tavern that sells a small assortment of drinks, as well as very basic meals. As with all businesses and residences in Bouuche, the tavern is closely run under the watchful eye of the House Agent. The food is only fair, the drinks are heavily watered, and prices are high.

The dwellings of those who make Bouuche their home dominate the northern section of town. The Merchant House imposes a tax on all residents, however, in return protection in provided as is the benefit of utilizing the services of the numerous trade-caravans which stop along their route. If the small, one-room dwellings are nothing but protection from the sun and the winds, the villagers of Bouuche are glad for them.

The Merchant House Vordon supplies the garrison's equipment, including weapons and armor, and Bouuche has the facilities to make any necessary repairs. While jobs are only available when work is needed, there are approximately 60 civilians constantly in the employment of the Merchant House. Primarily packers, haulers, wheelwrights, carpenters, coopers, joiners, stablers, animal handlers, and the usual assortment of service professions seen in any well-traveled trade-stop.

The majority of the population that makes Bouuche their home works in someway for the Merchant House. Whether it is inventorying ceramic pieces or trade goods, moving items, creating them, or growing fresh produce, everything that happens in Bouuche supports the Merchant House and their trade-caravans. The town only exists to support the Merchant House, and the Merchant House is the only thing that allows the town to exist. Although it appears as though the two are mutually dependent upon one another, it is a very well known fact that the Merchant House would survive even if the town didn’t. There are dozens of more little towns that the Merchant House could move to for a more lucrative business if Bouuche wasn’t proving to be beneficial.

Important Residents

Silax
Male Human Trader, Neutral Evil
Level: 6
Str 11 Dex 12 Con 14 Int 14 Wis 13 Cha 15
AC: 10
Movement: 30
Hit Points: 23
Base Attack Bonus: +4
Saves: Fort +2 Ref +5 Will +2
Skills: Appraise +6, Bluff +4, Diplomacy +4, Knowledge (economics) +4, Sense Motive +3
Feats:

Silax is the Merchant House Agent currently in charge at Bouuche. He is distinguished and respected by other Agents within the same House, but regarded as a shrewd and deceitful liar by nearly everyone else. To his credit, Silax was able to transform what was once just a small, forgotten outpost into a thriving village that has become vital to the trade-route between Walis and Altaruk. Silax is keenly aware of the power he commands within Bouuche and rarely has trouble asserting it; his ambitions are to one day become a member of the Vordor family.
He has no love for elves and prefers them not to visit his town, but will occasionally allow a small tribe to camp within bow-shot, provided they pay his extremely high tax on any items sold within his walls. Dwarves are also not a favorite race of Silax, however, he employs them exclusively as his Caravan Masters because of their fierce determination in achieving their focus.


Captain Dundas
Male Human Fighter, Neutral Good
Level: 5
Str 15 Dex 13 Con 15 Int 12 Wis 12 Cha 14
AC: 16
Movement: 30
Hit Points: 42
Base Attack Bonus: +5
Saves: Fort +5 Ref +1 Will +1
Damage: 1d6 (spear), 2d4 (flail)
Skills: Craft +3, Intimidate +4, Profession +6, Ride +4, Survival +6
Feats: Alertness, Armor Training*, Bravery*, Combat Reflexes, Defensive Combat Training, Dodge, Endurance, Iron Will, Overhand Chop, Persuasive, Power Attack, Simple Weapon Proficiency, Toughness, Weapon Training*

Dundas is Bouuche’s militia Captain, and has worked as a guard and military advisor for Silax for well over a decade. While he is not overly intelligent, he has an innate grasp of military tactics and other military manners. His loyalty appears to be with the Merchant House and Silax, but in reality lies with the village of Bouuche, to which he is devoted to. Dundas has a wife and daughter who live among the many other residents of Bouuche, and who ply their trade as weavers.

Tranhit
Male Dwarven Trader, Chaotic Good
Level: 3
Str: 17 Dex: 10 Con: 17 Int: 10 Wis: 11 Cha: 9
AC: 5
Movement: 20
Hit Points: 22
Base Attack Bonus: +3
Saves: Fort: +3 Ref +1 Will +2
Damage: 1d6 (club)
Skills:
Feats:

Tranhit is Silax’s Caravan Master-in-charge. While neither of these two necessarily like each other, there is a mutual benefit between Silax and Tranhit, and so they tolerate one another. At the very least, they respect each other for their strengths, abilities and dedicated focus to their tasks. Tranhit is a relative newcomer to Bouuche, only having been a resident for the past four years. Prior to his arrival, Tranhit was a labor boss in one of the ore mines near Walis.