Big Shire is made up of 11 farthings, spread out along the pleasant, fertile, rolling grasslands next to the Govus River. Each Farthing has its own Shirriff and Mayor, both are elected for life or until public outcry demands that they step down.
The only element of Big Shire that is jarring against its pastoral, quaint beauty are the crow’s cages that are outside of every shirriff’s cottage and at incoming roads, major crossroads and town squares. Usually a deputy will be nearby, smoking a pipe and hucking rocks with a sling at bottles set up on a nearby fence-post. Their riding mastiffs will be watching from nearby, perhaps sipping water from a nearby pond or stream. They will both be watching newcomers carefully, friendly but cautious.
Visiting adventurers cannot walk about armed. In order to apply for a Mayoral Writ necessary for permission to carry a weapon larger than a dagger, one has to have lived in Big Shire for ten years or more. However, you can hire a local to walk with you and they might, if given proper incentive, say that your weapons are in fact their weapons and you are doing a public service by carrying the heavy things around for them.
Those caught with weapons without a writ or friendly local will be charged with inciting a riot (1d4 weeks in a crow’s cage, reserved for folks looking for trouble, or anyone who gives excessive resistance or lip to the arresting shirriff and deputies) or inciting adventure (1d6 days in a crow’s cage, can be suspended with a year’s exile or a 50GP fine if the visitor just didn’t know better).
Fighting the law in this town is a brutal proposition. Once the hue and cry goes out, the shirriffs will begin closing in with their deputies. Big Shire is spread out over a great distance but once word goes the local law comes hard.
First 1d10 rounds = Local Fathing’s Law Patrol (Farthing’s Law Patrol = Shirriff and 3d4 deputies on riding mastiffs with slings and short swords).
Second 3d6 rounds = 1d4 Farthing’s Law Patrol.
If the fight continues or if a local is killed the stakes go up. The neighboring Shirriffs begin deputizing folks. All remaining Farthings bring a Riot Squad. 1 Shirriff + 3d4 deputies + 5d8 auxiliary deputies.
If things look really bad or someone casts a spell they will Call in the Wizard (said with the same gravity as, “Release the Kraken.”). 1 Wizard of 1d20 levels.
But that won’t happen, right?
Enjoy some pipe weed. Relax. Welome to Big Shire.
Crow Cage’s Inhabitants
1-6: Halfling thief
7: Wizard troublemaker (1-3 human, 4 elf, 5 dwarf, 6 halfling)
8: Ranger (1-3 elf, 4-5 human, 6 half-elf)
9: Dwarven adventurer
10: Tiefling Warlock/Dragonborn Fighter
9: Elven Marine
11: Kenku Assassin
12: Hobgoblin Soldier
As you enter Big Shire there signs along the road that read, “You must register your weapons and any suspected arcane relics with the law. No instigating adventure nor any trouble-making will be tolerated in Gourd Farthing. – Shirriff Cordelia Timmins”
Around the Big Shire Encounter Table
1 – Halfling Sheriff on patrol with 1d3 deputies and 1d6 watchdogs.
2 – Halfling burglars coming back from a job.
1d6 halflings, 1d4-1 dwarves
3 – Mercenaries heading to 3 Giants Dam
4 – 1d4 Wizards on sabbatical, high on weed (rolll 1d20)
1-10, lvl 1d4, 11-15, lvl 1-8, 16-19 lvl 1d12, 20 lvl 1d20
5 – 1d8 Human Bandits (on the run from a sheriff’s posse)
6 – 1d8 Orc Raiders
7 – Ululan Messenger
8 – Vault Caravan – 2d6 wagons, 1d4 guards for every wagon
9 – Roll on the the High Fell table
10 – Roll on the Corvuston table