Living in Old Tarantia

From GURPSworld Wiki

While the Nobles District may have the finest silks and spices, and the market north of the river is more populous and safer, nothing beats living in Old Tarantia. Things just taste better south of the river, and life is certainly more exciting and colorful.

Control Rating

CR 4 (Corruption -2)

Tarantia is governed by many authorities, from the king through the city elders to the justiciar and various legal, political, commercial, and bodies both religious and secular. There are no police patrols in the old city, but businesses have paid to install bells at various locations which may be rung to summon the justiciar (or any other person, legal or private, who may choose to respond). Various patterns of ringing are used to send different signals, but there is no commonly known system of signals. These bells are also rung (repeatedly, frantically) to summon citizens in case of fire.

Cost of Living

Typical monthly expenses: Status 0, $600; Status -1, $300, Status -2, $150

Typical daily expenses (until settled): 20% of monthly CoL

Food

Restaurant: 1% of cost of living for breakfast or lunch, or 2% for dinner, based on the Status of the restaurant’s typical patron.

Travel Rations: 5% of cost of living for one week. Weighs 14 lbs.

Liquor: 1% of cost of living per bottle.

Points of Interest

Outlaw Camp occasionally falls under the control of a strong gang or overlord. This seldom lasts longer than a few weeks, if that long. Any organization among the outlaws here will be brutally suppressed by the reigning gangs of the old city. The gang leaders there have no problem recruiting allies and informants among these outlaws.

East Gate is supervised by the City Guard. The Justiciar Office is located nearby, along with various licensing officials and other city bureaucrats. Arrest warrants, legal complaints, and other official business should be submitted to the Justiciar Office before attempting to pursue local remedy.

The Old Tarantia Docks are protected and controlled by the Vessanni Gang, making them the most powerful gang in the old city. The nearby peninsula is used by various river pirates and smugglers, some of who have encampments there. Most of these scoundrels, as well as legitimate river merchants, gather at the Sailor's Den (Status -1) for food, drink, and entertainment as well as business and other matters related to river commerce. ' There are three main avenues in the old city, each controlled by a separate gang. The Barzini Brothers control the Avenue of Honor. They spar almost constantly with the Sibelius Gang, who control the Avenue of Lions. A gang known as the Purple Bards controls the Avenue of Roses. Their leader is a bard named Roderiq, who is rumored to have once been either an Argossian or Zingaran pirate.

The Market Ward is an active shopping district frequented by most residents of the old city. It's more of a "local market" with food, places to eat and drink, and other necessary services. Very few items above Status 0 can be found here. If you're looking for higher-value items, or more of the goods brought in by traders, head over to the Lion's Market. This area is primarily for licensed merchants, which means you're less likely to get a good deal but more likely to purchase reliable merchandise. Complaints about mercantile shenanigans are usually made to the Justiciar, but you might get better results talking to the Lion's Gang, who unofficially control and police this market area.

The Green Man's Tavern is a very popular place for food and drink (Status 0) with locals, but unfortunately it is an area where bards seem to congregate. Several inexpensive inns are located nearby, and a small common area functions as a somewhat “private” market for those in-the-know.

The Stables are where you find horses, horse manure, and one of the best blacksmiths in the city, Blacksmith Joad, whose thirty-year rivalry with his brother Blacksmith Jenq is the stuff of legends.

West Gate is under the supervision of the City Guard as well as a criminal leader named Kester. Cargo entering and leaving via the West Gate will be inspected by both official and unofficial inspectors. Clearing a shipment with Kester guarantees it will pass city inspection, but passing city inspection does not mean you'll make it past Kester's men. Kester may also be paid to insure the safety of shipments traveling eastward.

See also

Urban Survival 101. Some tips for getting stuff cheap and scoring extra cash.