![[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.
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#### **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.
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#### **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.
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#### **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)*