Aug 1, 2020 9:53 pm
... and so it begins ...
Located in the foothills of the Five Kings Mountains in eastern Isger, Breachill is a thriving town of about 1,300 inhabitants; most are humans, although there are notable populations of dwarves, half-elves, and gnomes here as well. The town predates its most notable landmark, which sits about 1 mile to the northeast, high on low-rising Hellknight Hill: Citadel Altaerein, the foreboding but now-abandoned fortress that was once the home of the Hellknight Order of the Nail.
In years past, Breachill gladly served as a supply source for the Hellknights, who commended the well- ordered peace the town enjoyed. But 8 years ago, when the Order of the Nail fully retreated from Citadel Altaerein in favor of the order’s new home in Varisia, Breachill’s inhabitants simply shrugged, continuing the agriculture, crafting, and bartering that has always sustained them. Now, common wisdom generally recommends avoiding the citadel, which serves as an isolated haven for peaceful groups that don’t want to be disturbed but is also rumored to be overrun with dangerous monsters.
The 'Call for Heroes' is a real thing. Spending public money on hiring adventurers to help the townspeople serves several purposes, as far as Breachill’s leadership is concerned. First, it provides the townspeople with an official and fully funded way to seek help when they’ve exhausted all other options. Second, it allows the salaried town guard to focus on run-of-the-mill crimes and mundane threats to the townspeople’s safety. And third, it provides experience to local adventurers—and allows the council to vet out-of-town heroes—whose presence and talents the council considers boons to the populace, harking back to the hero Lamond Breachton, Breachill’s original patron who saved the town’s founders.
The council holds a public Call for Heroes once per month expressly to hear petitions from residents who wish the town to hire adventurers on their behalf. At the end of a resident’s address to the council, the council members discuss the petition before voting whether to expend public funds on it. For petitions that are approved—and most of the one or two requests per month are approved—the council then opens the floor to adventurers in attendance at the meeting who wish to tackle the challenge. Heroes looking for work often attend these meetings with a prepared list of qualifications, and the council hires an appropriate number of candidates who are well suited for each job. After the meeting, the adventurers are expected to follow up regularly with the petitioner and with the council. Those heroes who resolve their assigned challenges are paid handsomely in gold pieces and receive preferential consideration for future official work that might use their demonstrated talents.
Since the Breachill Town Council has been holding monthly Calls for Heroes for decades, a fair number of local traditions have built up around the event. Many adventurers who plan to lobby for the jobs outlined at the meeting visit Wizard’s Grace, a popular nearby tavern, before the proceedings begin. Some hold traditional toasts for good fortune, some schmooze with the townsfolk in hopes of being hired, and some seek to scope out the other adventurers with whom they might be working—or competing for the jobs at hand.
You dust yourself off to be at least presentable and walk through the town. The 'Call for Heroes' begins at noon and is a welcome opportunity for you to earn some coin and gain experiences. The townspeople are busy with the day to day bustle of life and the sun shining brings renewed warmth to your heart. An early beverage at the Wizard's Grace, a casual walk around the town ...
What will YOU do?
Located in the foothills of the Five Kings Mountains in eastern Isger, Breachill is a thriving town of about 1,300 inhabitants; most are humans, although there are notable populations of dwarves, half-elves, and gnomes here as well. The town predates its most notable landmark, which sits about 1 mile to the northeast, high on low-rising Hellknight Hill: Citadel Altaerein, the foreboding but now-abandoned fortress that was once the home of the Hellknight Order of the Nail.
In years past, Breachill gladly served as a supply source for the Hellknights, who commended the well- ordered peace the town enjoyed. But 8 years ago, when the Order of the Nail fully retreated from Citadel Altaerein in favor of the order’s new home in Varisia, Breachill’s inhabitants simply shrugged, continuing the agriculture, crafting, and bartering that has always sustained them. Now, common wisdom generally recommends avoiding the citadel, which serves as an isolated haven for peaceful groups that don’t want to be disturbed but is also rumored to be overrun with dangerous monsters.
The 'Call for Heroes' is a real thing. Spending public money on hiring adventurers to help the townspeople serves several purposes, as far as Breachill’s leadership is concerned. First, it provides the townspeople with an official and fully funded way to seek help when they’ve exhausted all other options. Second, it allows the salaried town guard to focus on run-of-the-mill crimes and mundane threats to the townspeople’s safety. And third, it provides experience to local adventurers—and allows the council to vet out-of-town heroes—whose presence and talents the council considers boons to the populace, harking back to the hero Lamond Breachton, Breachill’s original patron who saved the town’s founders.
The council holds a public Call for Heroes once per month expressly to hear petitions from residents who wish the town to hire adventurers on their behalf. At the end of a resident’s address to the council, the council members discuss the petition before voting whether to expend public funds on it. For petitions that are approved—and most of the one or two requests per month are approved—the council then opens the floor to adventurers in attendance at the meeting who wish to tackle the challenge. Heroes looking for work often attend these meetings with a prepared list of qualifications, and the council hires an appropriate number of candidates who are well suited for each job. After the meeting, the adventurers are expected to follow up regularly with the petitioner and with the council. Those heroes who resolve their assigned challenges are paid handsomely in gold pieces and receive preferential consideration for future official work that might use their demonstrated talents.
Since the Breachill Town Council has been holding monthly Calls for Heroes for decades, a fair number of local traditions have built up around the event. Many adventurers who plan to lobby for the jobs outlined at the meeting visit Wizard’s Grace, a popular nearby tavern, before the proceedings begin. Some hold traditional toasts for good fortune, some schmooze with the townsfolk in hopes of being hired, and some seek to scope out the other adventurers with whom they might be working—or competing for the jobs at hand.
You dust yourself off to be at least presentable and walk through the town. The 'Call for Heroes' begins at noon and is a welcome opportunity for you to earn some coin and gain experiences. The townspeople are busy with the day to day bustle of life and the sun shining brings renewed warmth to your heart. An early beverage at the Wizard's Grace, a casual walk around the town ...
What will YOU do?