![[z_Publish/_assets/Ozythar.png]] # General Select Settlement: Select Category: Village +80 **Reputation:** A dusty frontier town of barely a hundred and fifty souls at the dry edge of the Rustwater Frontier. Nothing ever happened in Texas, until the night the demon came. --- #### **Atmosphere** - One main street of wooden buildings with porches covered in sand, a crooked saloon in the middle, and tumbleweeds rolling through the street when the wind blows off the desert. Beyond the last building there is nothing but the Sunscar. - Travellers stop only long enough to refill their water, rest their horses and complain about the heat. - Since the night of the demon, Texas is a town of scars. Burned-out buildings stand between the repaired ones, the graveyard on the hill is three times the size it was, and almost everyone left walks with a limp, a scar or a story they don't tell. - People here are quiet, tough and suspicious of strangers who smile too much. --- #### **Economy & Trade** - **Water and rest** for travellers heading into the desert or out of it. Texas is the last town before the Sunscar. - **A few ranches and dry farms** around the town. - **Guns:** for years, Texas had its own gunsmith, [[2-World/Places/Rango's Gun Shop.md|Rango]], who made revolvers by hand. The shop has been shut since he left. --- #### **Notable places** - **[[2-World/Places/The Crooked Spur.md|The Crooked Spur]]:** the crooked saloon at the centre of town. - **[[2-World/Places/Rango's Gun Shop.md|Rango's Gun Shop]]:** the boarded-up gunsmith's shop. - **[[2-World/Places/Boot Hill.md|Boot Hill]]:** the graveyard on the hill above town, where the dead of the demon's night are buried. - **The general store and the blacksmith** on the main street, both rebuilt after the fire. # NPCs List important NPCs here. # Travel hrs per day Travel Calculator / Exhaustion Level: | Destination | Travel Days | | ---|---| | Next Town A | 🕓: | | Next Town B | 🕓: # CAMPING C - Commerce (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics A - Agriculture (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants M - Military (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports P - Philosophy (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums I - Industrial (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers N - Nesting (Housing and Civil Engineering) - Residential Areas, Inns/Hotels G - Government (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks ## Commerce **C - Commerce** (Economics and Entertainment) - Shops, Malls, Theatres, Markets, Carnivals, Electronics - [[2-World/Places/The Crooked Spur.md|The Crooked Spur]] ## Agriculture **A - Agriculture** (Resource Production and Collection) - Farms, Mines, Fisheries, Lumber Yards, Oil Rigs, Power Plants *(none published yet)* ## Military **M - Military** (Protection and Transportation) - Forts, Bases, Armories, Walls, Seaports, Airports, Spaceports *(none published yet)* ## Philosophy **P - Philosophy** (Religion and Education) - Houses of Worship, Schools, Universities, Laboratories, Arboretums - [[2-World/Places/Boot Hill.md|Boot Hill]] ## Industrial **I - Industrial** (Resource Utilization and Processing) - Factories, Metalworks, Bakeries, Artisans, Jewelers - [[2-World/Places/Rango's Gun Shop.md|Rango's Gun Shop]] ## Nesting **N - Nesting** (Housing and Civil Engineering) - Residential Areas, Bridges, Parks, Inns/Hotels *(none published yet)* ## Government **G - Government** (Legislation and Judicial) - Town Halls, Courthouses, Tourist Stops, Monuments/Landmarks *(none published yet)*