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Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Willko Wil lkomm mm en Ma Marie rienbu nburg! rg! Impressi Impr essions ons of Marie Marienbur nburg g
The largest city and the greatest port in the Old World, Marienburg offers endless possibilities for adventure. So, what will we find? Streets, for a start. Full of buildings. Marienburg has lots of buildings. Dwellings of every class from hovel to palace. Shops selling everything from fish to diamonds, from bread to dried Vampire’s blood. Workshops representing every craft and trade from alchemy to zymurgy (that’s brewing to you). Inns, taverns, hostelries, dives, grand hotels and flophouses. Theatres, opera houses, cockpits, burlesques and bordellos. All you can imagine, and more. It is said that there is no human activity which cannot be found in Marienburg Marienburg - and turned to profi profit, t, at that. There There are trade traders rs and artisans of every type operating on both sides of the law. If you can’t buy it in Marienburg, the odds are it hasn’t yet been invented! And every conceivable service can be bought and sold - necessary or unnecessary, legal or illegal, moral or otherwise. If the mind can conceive of it, Marienburg can supply it - for the right price. And overseeing it all there are guilds, factions, political and mercantile parties, courts, councillors, lobbyists, agitators, demagogues and peddlers of influence. There are thieves, beggars, racketeers, neighbourhood associations and local gangs.. There are wizar gangs wizards ds of a dozen hues and pries priests ts of half a hundred gods. There are garrisons, watchmen, bailiffs, merchant militias and the ever-watchful Excise. Who wields the true power? It depends on what you want. Then there are the wonders of Marienburg. The docklands of Suiddock, stretching along the Reik for more than a mile - the largest in the Old World, with ships leaving daily for nearly every known place. The great Temple of Manann - the heart of the cult of the sea-god, adorned with the wealth of generations of grateful sea-traders. The lofty towers of the Hoogbrug bridge, one of the marvels of the Old World. The dark corners of Three Penny Bridge, Bridge, the notorious thieves’ kitchen where, they say, anything can he bought and sold - even a life. Rijker’s Isle, the great fortress-prison looming over the river like a man-made mountain.
“The city lay between them and the sea, a dark mass of buildings still too distant to distinguish, so that it seemed to spread like a bruise across the landscape. Reflections struck back from a scattering of domes and towers large enough to stand out in their own right, and Rudi felt his head begin to reel as he took in the scale of it. Thin veins of sparkling water threaded their way through the acres of densely packed masonry, making the whole vista shimmer against the back of his eye.” “Rudi hesitated on the threshold of the tavern door, his nostrils suddenly assaulted by the smell of the city. Yesterday it had built up gradually, so he’d barely noticed it, but today it hit him in the face all at once, a strange mixture of rotting mud, human waste, decaying vegetables and a sharp, clean odour he didn’t recognise but somehow instinctively knew must be the sea.”
Acknowledgements and Thanks: Articles originally written by Paul Adler, Michael Congreve, Simon Crowe, Graeme Davis, Claus Ekstrom, John Foody, Stuart Kerrigan, Richard Laing, Sandy Mitchel, Steve Moss, Alfred Nuñez, Clive Oldfield, Anthony Ragan, Andrew Rilstone, Carl Sergeant, Ken Walton and Jack Wisehammer. Art by Tony Ackland, Oliver Bancroft, Ralph Horsley Horsley,, Pete Knifton, Andrew Law, Russ Nicholson and Bunny Smedley. Additional material by John Bell, Adam Bligh, Steve Darlington, Adam Flynn, Thomas Larue, Anthony Reynolds, Stuart Mackaness, Robert J Schwalb, Simon Sullivan, Colin Taber, Gav Thorpe, James Wallis and David Warrington. Compiled and updated to WFRP 2nd edition by Dave Allen, Alexander J Bateman, Stuart Cresswell and Chris Hudson. This document has been compiled from a wide range of sources and every effort has been made to assign correct accreditation.
And not the least of these many wonders is Sith Rionnasc’namishathir, “Star-gem of the Sandy Coast” , known as Elftown - a city within a city, and the oldest and largest Sea Elf community in the Old World. There are the palaces and warehouses of a score of merchant princes, stuffed with exotic treasures from the far corners of the world; the enclaves of traders from Araby, Norsca, Albion - even from distant Cathay and Nippon. Marienburgers claim they took to the seas because the Old World had nothing more to show them. They could he right. Right then – we go in through the Oostenpoort Gate. Who’s got the map?
Introdution A wealth of background detail exists on the capital of the Wasteland and it remains a popular destination for WFRP parties, as well as providing the location to Black Library books such as Death's City and A Murder in Marienburg. This resource seeks to unify all the information on Marienburg that has been provided in a single document.
A note on th the e Loc oca ati tion on Co Cod des While this document uses the codes presented in the original White Dwarf Marienburg articles, some changes have been made due to the changes to the city in Marienburg, Sold Down the River. Primarily, as the Centralwijk no longer exists as a concept, all C codes have been reassigned. C12 is now T12, C21 is now GB21/T21 [it was used twice], C22 is T22, C31 is now GV31, C33 is now GB 33, C38 is now GB 38, C60 is now WK00, C61 is now WD00, C71 is now T71, CF07 is now GB07 and CK12 is now H12. Further, some Suiddock Locations shifted with the publication of the M:SDtR book, and as the Black Industries Web Site used the M:SDtR locations, their codes have had to be altered. SB25 is now SL25, SB34 is now SR34, SL22 is now K22 and SR12 is now KD12. Locations not appearing the original Marienburg articles (and other associated material) have been assigned codes as I feel makes sense.
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Getting Gettin g to Mari Marienbur enburg g Marienburg is probably the easiest place in the Old World to reach from anywhere anywhere else in the Old World. Here are a few ways in which your adventurers can get to Marienburg, according to where they start out:
By River The Reik and its tributaries cover just about every part of The Empire, and the Talabec-Urskoy route links Marienburg to southwestern Kislev. The range of boats plying the Reik to and from Marienburg is enormous. Passenger lines run from Nuln, Talabheim and Altdorf, and traders of various sizes travel to Marienburg from all parts of The Empire. Adventurers might buy passage on a passenger-boat, or work their passage on a trader. Wealthy characters might even have their own boat. The WFRP Companion includes a section on river travel, which you might find useful. The first sight of Marienburg from the Reik is impressive. After days of travelling through a dreary landscape of reed-marshes, the river – which is almost a mile wide by now, and very slow moving – rounds a bend, and the reeds part to reveal the city a mile away. Boats enter the port of Marienburg through the Strompoort, a great channel flanked by high walls and artillery towers. A Marienburg pilot will then board the boat, and steer it through the deceptively shallow and ever-shifting channels to a berth in the Suiddock.
By Road The main overland route to Marienburg from The Empire is the road from Middenheim. This is a wide and well-maintained highway, efficiently patrolled by a large force of Roadwardens. It is an arterial route, very important to the city-state of Middenheim, and every effort is made to keep it open. Both Castle Rock and Wolf Runner Coaches run regular services between Middenheim and Marienburg, and within the last few months, the rapidly-expanding Four Seasons coaches has begun to do the same. In addition to the Middenheim road, there is a less well-used route across the Pale Sisters to the headwaters of the river Ois. This route was more important a couple of centuries ago, when the Wasteland was practically at war with The Empire and Bretonnia became a major trading partner. Since then, though, Kings Louis IX, X and XI of Bretonnia Bretonnia have impos imposed ed a numbe number r of punitive duties and taxes on goods entering and leaving the Wasteland, in the hope of boosting the fortunes of their own ocean ports of Brionne, Bordeleaux, Mousillon and L’Anguille. The Gisoreux road is little used these days, unreliable and often dangerous, but there are some who take it. According to where they have come from, travellers approaching Marienburg by road will enter through the Oostenpoort or the Westenpoort. These great gateways are each wide enough to admit three carts at a time, and each is guarded by well-armed militia and excise-officers. Travellers are admitted free of charge if they an produce some document indicating that they have some business with one of Marienburg’s great merchant families; otherwise, there is a standard gate tax of 1 Guilder per head, plus 1 Guilder per wheel, plus 1% of the value of any trade goods.
An Ar Arri riva vall in Ma Mari rien enbu burg rg Baroness du Grenouille breathed a sigh of wonderment mixed with relief as her sumptuous coach rattled through the Westenpoort Gate. The journey had been so tiresome; the road over the Pale Sisters had been long and extremely uncomfortable; and she felt emotionally high strung anyway. Just thinking back to that dreadful, pallid summer afternoon, looking up from the bed to see her brother's face at the door and ... no it was too horrible to contemplate yet again. With the words 'family shame' reverberating through her skull, she had dashed onto the nearest coach, determined once and for all to get away from the petty quibblings of a few poxy Breton Lords, who seemed hell bent on restricting her leisure time. Looking out of the window she gasped - Brionne was beautiful, in a small town kind of way - but Marienburg, Marienburg was something else entirely. Once she found her cousin she knew she was going to have such fun. SUCH fun ...
becomes so treacherous that even the Norse think twice about setting sail. Traders from Albion put in occasionally, and there is a infrequent but lucrative trade between Marienburg and the fog-shroude fog-s hrouded d ports of Albion Albion.. There is also a flouri flourishing shing coastal coastal trade network extending from Marienburg along the coasts of Bretonnia, Estalia and Tilea. But the real wealth of Marienburg lies in her long-distance trade. The occasional visitor from as far afield as the Border Princes and Araby raises no eyebrows. The great ships of the Sea Elves put into Star-gem Fortress from Lustria, the New World and the Elf Lands, and strange-looking junks and galleys bring silks, spices and other rarities from Cathay and Nippon. It is a proud Marienburger boast that they do business with everywhere except the Chaos Wastes - Imperial citizens have been known to retort that Marienburg is only waiting for Chaos to offer the right price. Approaching Marienburg by sea, you could almost believe it was an island. The transition from sea to tidal mud flats to reedmarsh is almost imperceptible to the eye, and the city towers over the unbroken flatness of its surroundings. Incoming ships are required to heave to by the great Lighthouse Lighthouse of Manann, and wait for a pilot to come aboard; there are no exceptions to this law, and any ship which tries to break it will get a shot across the bows from the battery of cannon in the lighthouse tower. Once a pilot has come aboard, the ship will be guided to a berth in the Suiddock - Marienburg’s main port area. A pilot costs a Guilder for every foot of a vessel’s length from stem to stern, and any master trying to bring a ship or boat in without a pilot is going to be in very serious serious trouble. The authorities authorities in Marienburg do not look kindly on anyone who risks clogging their waterways with grounded shipping.
Starting in Marie Marienburg nburg
By Sea
Of course, there is absolutely no reason why your characters shouldn’t start their adventuring life in Marienburg. It is, after all, the largest city in the Old World, and a good many of its thousands of citizens turn to adventuring rather than commerce.
There is, almost literally, no port in the world from which Marienburg cannot be reached by sea. Ships from Norsca and Erengrad are common visitors except in the depths of winter, when northern northern ports are seale sealed d by ice and the Sea of Claws
There are no special rules for generating adventurers in Marienburg. Because it was part of The Empire up until recently, the normal character generation procedure and range of careers are as valid for Marienburgers as for Imperial
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld citizens. All careers and career classes are available, although you may decide to restrict access to Ranger careers - although Ranger-class characters may be found in Marienburg, they are rarer than in the cities of The Empire. Starting money will, of course, be in Wasteland Guilders rather than Imperial Crowns, but the amount will be the same.
Adventu Adv enturing ring in Marie Marienbur nburg g In many respects, Marienburg is not unlike the great cities of The Empire. However, Imperial characters will notice that certain things are different in Marienburg. The differences are only minor, but the similarities throw them into sharp relief.
People “When you shake a Wastelander hand, count your fingers.” - Imperial proverb By and large, citizens of The Empire have a distorted view of Wastelanders. For one thing, most Imperials assume that Wastelander and Marienburger are one and the same. When an Imperial speaks of Wastelanders, he is usually thinking about Marienburgers. The Marienburger is seen as a sharp-practicing rogue, who would sell you his moth mother er for a Guilder and then beg another ten shillings because he’s an orphan. He can talk a lawyer out of his wig or a snake out of its skin, and you will never. get the better of him Like all stereotypes, this is overstated. However, it does have to be said that Marienburg is a city which exists for trade, and entrepreneurial flair seems to run in Marienburger blood. The Marienburger see themselves as practical. Business isn’t going to wait around if you’re not there to grab it. The Marienburgers see Imperials as yesterday’s heroes, still living in the days of Magnus the Pious and always looking backward for glory rather than getting out and grabbing it today. They think they own the Old World, but where would they be without Marienburg? Under most circumstances, Marienburgers view Imperials with a degree of amused tolerance - after all, when the hard bargaining starts, they know who’s going to win. All Wastelanders speak Reikspiel, but they have a distinctive accent; rapid and staccato, with slightly stretched vowel sounds and very little rise and fall in tone. They are almost continually continually on the move. There is always another deal to arrange, another few coins to turn. According to a common Imperial joke, a Wastelander keeps moving because he’s always on the run from someone he swindled. And despite the deadly seriousness with which they approach business, Marienburgers tend to be more light-hearted than Imperials. Most Marienburgers have a strong sense of humour and a keen eye for the absurd. This often leads Imperial citizens to brand them as flippant and smart-mouthed.
Calendar The Wasteland uses the Imperial calendar, with one modification. When the Wasteland seceded from The Empire, the Council changed the name of the sixth day of the week from Konistag (“King Day” ) to Guilstag (“Guilds Day” ). ). Altho Although ugh this this change never properly caught on, Wastelanders - and especially Marienburgers – often use the two names interchangeably. Many of them will use Guilstag in the presence of Imperials, just for its annoyance value.
Money The Wasteland uses the same monetary system as The Empire. Marienburg has its own mint, and issues its own coinage which is valid throughout the Wasteland. All Marienburger coins have the city’s badge (a mermaid holding a bag of money in one hand and a sword in the other) one side, and the coin’s value and year of issue on the other. The Wastelander gold coin is called a Guilder instead of a Crown, reflecting the fact that Marienburg is ruled by a Council rather than a monarch. It has the same value as an Imperial Crown. The standard written abbreviation for a Guilder is Gu hence,, 5 Gu 17/6 is 5 Guilders, 17 shillings and 6 penni hence pennies. es. Marienburg is nothing if not cosmopolitan, and its traders will accept coinage from anywhere. They take nothing on trust, though, and will weigh foreign coins to establish their value. Imperial traders faced with Wasteland Guilders are more cautious - they will weigh the coins as a matter of course, but most will give only 19/- in the Crown. After all, a Guilder isn’t the same as a Crown – it’s foreign... Some travellers arriving in Marienburg from The Empire decide – quite unnecessarily – to get their money changed by one of the moneylenders and goldsmiths who are to be found in every quarter of the city. These traders are quite happy to change Crowns for Guilders at the rate of 19/- in the Guilder, less a 10% exchange commission. The customer is always right! Some travellers arriving in Marienburg from The Empire decide - quite unnecessarily - to get their money changed by one of the moneylenders and goldsmiths who are to be found in every quarter of the city. These traders are quite happy to change Crowns for Guilders at the rate of 19/- in the Guilder, less a 10% exchange commission. The customer is always right!
Goods and Services There is almost nothing that can’t be obtained in Marienburg. All goods are one step more plentiful than stated in the WFRP core rulebook or Old World Armoury – thus, a common commodity becomes plentiful, and nothing is very rare-unless you want it to be . Most goods are cheaper in Marienburg, too. As a rule of thumb, most goods are 5% cheaper than the price in the rulebook. The exception to this is agricultural produce, foodstuffs and livestock – most of which is imported from The Empire. Fish, of course, is cheap in Marienburg.
Religion The major deity in Marienburg is, and always has been, Manann. Most of the other Old World cults have a presence in the city. The cult of Sigmar is well-established in the Wasteland, but since the secession it has been increasingly overshadowed by that of Manann, both as the sea-god and in his aspect as Rijkstrum, the god of the lower Reik. Handrich, the deity of commerce and merchants, has a strong following in Marienburg, and there are temples and shrines to a wide and sometimes bewildering range of deities from all corners of the world. Cults which are proscribed in The Empire are likewise proscribed in the Wasteland. These include the cults of all Chaos Gods, the death-cult of Khaine, and the wrecker-cult of Stromfels.
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Marienburg
The Can Canals als The canals are Marienburg’s highways, crowded with boats of all kinds. The largest is the Rijksweg, the main channel of the river Reik which bisects the city and along which mist ships pass. A branch of it, the Bruenwasser, courses through the islands of the Suiddock and provides some of the city’s busiest docks. At the far north, the Noordmuur canal is a popular route for people conducting business in the commercial and government districts, as it lets them avoid the heavy traffic on the Rijksweg. Contrasted Contrasted with with this is the southernmost channel, the aptly named Doodkanaal or ‘Dead Canal’, a sluggish and malodorous waterway choked with trash and sometimes bodies from the worst parts of the city. Evil smells and vapours rise from it, and only those who can’t afford anything better or who aren’t welcome anywhere else willingly live along its banks. Dozens of other canals meander among the islands, some so small they aren’t even marked on city maps. Little more than alleys, these narrow channels lead to the backs of businesses or homes, or to private lagoons hidden among the overhanging buildings. It’s easy for a stranger to get lost among all the waterways, named but not marked, so most visitors to Marienburg hire one of the many local water-coaches to take them around. Boat handling and swimming are common skills here, so much so that it’s an Imperial joke that “no Marienburger will go anywhere if he can’t get wet doing it” . Stairs cut into the islands themselves or built of wood in poorer districts provide access to the canals and docks. Some, Some, like the Grand Sweep on the Reikside of the Palace District, are broad and open. Others, especially deep within the old quarters like Suiddock or the forgotten tenements of the Doodkanaal slums, are little more than cuts in the rock barely large enough for a man to get through. Ill-lit and hidden from view, what were meant to be simple pathways often become death traps for those who have an enemy or two.
Impr Im pres essi sion ons s of th the e Ca Cana nals ls “As he watched, one of the skiffs Artemus had indicated turned suddenly, vanishing up a side channel so narrow the boat barely made it through, and he became aware that the far bank was riddled with narrow inlets and canals. He pointed it out and Artemus nodded. ‘There are thousands of them,’ he said. ‘Most only go a little way inland, but some are back channels between the main canals.” “Narrow channels between the buildings he’d taken for alleyways from a distance, frequently turning out to be thin canals, barely wide enough for a single boat, over which the roadways were carried by bridges. Occasionally, as he glanced down one, he caught a glimpse of more open water, where they opened out into lagoons wide enough for a small dock, where a house or place of business had an entrance opening directly onto the waterways. A couple of times he crossed more substantial bodies of water, where the canals were wide enough to carry almost as much traffic as the streets; possibly even more so, as the vast majority of land routes were too narrow to accommodate carts or horses and nearly all the commercial traffic appeared to be conveyed by boat. Some of the bridges were almost indistinguishable from the rest of the street, as they were encrusted with shops and houses like the one they’d entered the city by.”
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Marienbur Marie nburg’s g’s Catac Catacombs ombs Over the city’s first thousand years, as Marienburg grew from a place of refuge to a fishing port to a great centre of comm commerce, erce, the people built the islands up from the water, facing their sides with stone and filling the interior with earth and rock. Noble families would spend vast sums to add another foot or two, each layer a visible sign of their power and wealth. Every so often, when the walls had risen high enough that it was time to fill the interior in, the Barons of Westerland would command the levelling of all structures and their rebuilding on the new surface. Though orders were given that all rooms were to be filled, many found ways to avoid this and constructed their new structures atop the chambers of the old. As a result, many Marienburg buildings have basements, sub-basements and sub-sub-basements, some still in use, others long ago walledoff and forgotten, and some connected by networks of tunnels dug by long-forgotten architects. While most are used for legitimate purposes (legitimate by a Marienburger’s definition, at least), many are popular routes and boltholes for smugglers, criminals and cultists who access them via hidden or forgotten doors in the archaic system of cisterns and flood sluices under the islands at the water’s level.
Impre Imp ressi ssions ons of the Cat Cataco acombs mbs “Now he gagged on the odour of raw effluent and rotting, rancid decay – the stench of men, bitter as the metallic taste of adrenaline at the back of his throat. A greasy yellow mist choked the air in these stone tunnels, so acrid it burnt his eyes. … He staggered on, the thigh deep waters sapping the strength from his legs.”
The Th e Tal ale e of Fi Fish sh-f -fac ace e Fri ritz tz “For many years, Fritz, or Fish-face as the other stevedores called him, worked hard on Candle Wharf, moving cargo on and off ships moored in the Suiddock. Some unkindly souls might make a comment that his eyes were slightly too far apart, or bigger and rounder than most. Others that his neck was as big and wide as his head, or that he had a small nose, thin lips, almost no ears and little hair, but Fritz and his few close friends cared not, for he was kindly, humble, hard-working and blessed with good humour. Not once did he miss a ship, no matter the weather and there were some who would say that on the days when it rained, Fritz seemed more alive and refreshed than on those hot, sunny days that made him occasionally struggle with his work and gasp for air and a drink. Fritz ignored these hurtful jibes, always doubling his efforts in the knowledge he was doing an honest days graft. Despite the longshoreman’s diligence there came a gloomy day when three men clothed in dark apparel came unto him. They spoke piously and bade Fritz swear oaths to prove his loyalty, until they raised a pile of firewood at the dockside and threw Fritz upon the blazing faggots – there they poached and fried him until he was burnt to a crisp, declaring Fritz to be more fish than man.”
“Arullen emerged from one tunnel into a circular chamber. Five more tunnels radiated off this space, like the spokes of a wooden cart. The elf looked up, more in hope than expectation of seeing the sky overhead. Instead there was a canopy of bones and tattered scraps of skin, the edges ragged from who knew what.” “A sickly green light bathed the terrifying tableau. Arullen realised the illumination was born of a thousand tiny glows … light worms feeding on the last remnants of flesh and blood, using the nutrients to warm their glowing bodies.”
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The Th e War ards ds an and d Bo Boro roug ughs hs The image of Marienburg around the Old World is of a city filled with warehouses, docks and vaults, stuffed with fabulous trade goods and treasure. The streets are cobbled with gold nuggets and the windows are glazed with real glass. Everyone is either a merchant, a banker, a lawyer or a wizard. Even the poor dress in rags of silk. And no one goes hungry. Of course that's nonsense. Marienburg is a patchwork of neighbourhoods, each with its own personality and fortune: some rich and opulent, others a morass of stinking poverty, desperation and crime. The city is formally divided up into twenty wards; districts that have their own legal identity. Wards have the right to elect Ward committees, pass by-laws, send r epresentatives epresentatives to the Burgerhof, the lower house of the Stadsraad, and even to raise taxes to pay for extra Watch patrols, road and bridge maintenance, or – since many Wards committees have become excuses for greedy citizens to do a little empire-building pocket-lining and palm-greasing. Rijker’s Isle effectively forms a separate ward, managed by a hereditary governorship. Not all named areas of the city are Wards. Some with reputations beyond the city walls, such as the great harbour of Manaanshaven, have no legal status at all. Others, mostly the enclaves and ghettoes forms by various social and racial groups within the city, are usually referred to as 'boroughs'. Just because a borough does not have any legal status does not mean that it is simply a part of the ward in which it exists: most boroughs have their own rules and laws (often unwritten), their own temples, holidays and religious festivals, and their own community leaders who, while they may not have as much power as the members of the Stadsraad, almost certainly have more respect from the borough's citizens, as well as their own ways of getting things done. As befits somewhere with as much international traffic as Marienburg, the city's foreign boroughs are numerous, and are little diluted by the city's own personality. There are people in Remasweg, Noord Miragliano and Messteeg, for example, who speak no Old Worlder at all, even though some are second – or even third – generation Marienburgers. Walking into these places is like stepping into a Tilean or Estalian city, with only the damp climate to remind a traveller that they're still in Marienburg. Tension and resentment simmers between many wards and boroughs, over new issues or more often over decades-old insults or scandals. These battles are fought not only in the ward committees and in the Burgerhof, but also outside taverns, in dark alleys and – rarely – in pitched battles in the stree streets. ts. Wise visitors visitors do their utmost utmost to stay out of this part of local politics.
GUILDERVELD (Guilder Field) – Major commercial and banking houses, along with other services for the rich. HANDELAARMARKT (Dealers' Market) – A breedingground for up-and-coming small businessmen. Sharp reputation. Messteeg (Knife Alley) – Estalian district, known among other things for a violent crime gang. KRUIERSMUUR (Porters' Wall) – Old working class district, in decline. One of the Rijk chain-towers is here. Noord Miragliano (North Miragliano) – Tileans from Miragliano. There are frequent brawls with the Remeans. Remasweg (Remas Way) – Tileans from Remas, who often brawl with the Miraglianese. Wijnzak (Wine sack) – Bretonnian district. Named for their refusal to drink the local water. NOORDMUUR (North Wall) – Upper middle class. Conservative. Devout Manann and Haendryk worshippers. Arabierstad (Arab Town) - No alcohol allowed here. Renowned for fine private tutors. OSTMUUR (East Wall) – Middle-class area with a championship water ball team. OUDGELDWIJK (Old Money Ward) – Original home for nobility, now in a state of genteel poverty. PALEISBUURT (Palace District) – Official centre of Marienburg's government. Nipponsstad (Nippon Town) – Labourers, fishermen. Often work for Elves as house staff. RIJKER’S ISLE – Prison and Fortress. RIJKSPOORT (Rijk's Gate) – Working-class and fishermen. One of the Rijk chain-towers is here. Indierswijk (Ind District) – Spice merchants, house servants and petty magicians. Kisleviersweg (Kislev Way) – Mercenaries and labourers. Luigistad (Luigi's Town) – Derogatory name for area where most Tileans live. SCHATTINWAARD (Treasure Holm) – Few residents; mostly warehouses and counting houses. SUIDDOCK (South Dock) – Original port area. Busy, but a slum despite the presence of the 'Change. Noormanswijk (Norscan town) – Sailors, dockers and mercenaries. Vendetta l aw. TEMPELWIJK (Temple District) – Home of Baron Henryk's College and many of its students.
DOODKANAAL (Dead Canal) – The worst of slums, feared and shunned. Dying and blighted.
VLAKLAND (The Flats) – Inhabited by poor fishermen and others. Often flooded out.
ELFSGEMEENTE (Elftown) – Sea Elf enclave, selfgoverning.
WINKELMARKT (Craft Market) – Small boat-building and famous sausages. Lower middle-class, in decline.
GOUDBERG (Gold Mound) – Fashionable upper-class neighbourhood.
Dwergsbezit (Dwarf's Hold) - The home of Director Fooger. Many fine stone buildings.
Zijdemarkt (Silk market) – Cathayan district. High quality silks, tea. Small banking houses.
Kleinmoot (Little Moot) – Halfling district, containing the headquarters of the Bakers' Guild.
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Hist Hi stor orie ies s of th the e Em Empi pire re Chapter XXIV Of Farganesh, the Ghoul King of Marienburg As penned by Frederich Rickenback
In this chapter of the histories of our proud land I shall speak of Farganesh, the self-proclaimed Ghoul king of Marienburg. This foul creature preyed upon the unknowing trading city for over two centuries, his presence felt but rarely, if ever, seen. It is rumoured that the foul Strigoi vampire entered the sprawling city-port of Marienburg hidden within an earth-filled crate inside the hold of a trading ship. It is said by some historians that he was fleeing from the attentions of other breeds of vampire rivals, who had hunted him ruthlessly through Tilea far to the south. Farganesh crept through the city streets in the dead of night, though the trade in that bustling city, legal or not, continues at all hours. He skulked through the darkness aimlessly, keeping out of sight, wary of his surroundings and concealed deep within the shadows. Eventually, he found his way to the ancient cemetery of St. Brigidine, located at the very heart of what was once the flourishing Garden district. He hid within the ancient family crypts, feeding upon the flotsam of Marienburg at night, fearing discovery. It is unknown how the ghouls that came to follow him entered the city, though it is believed that the vampire mentally called them to him from their depraved cannibal tribes to the north and west. Regardless of how they came to be there, the ghouls that followed the foul Strigoi flourished, feeding well on the refuse of the city, the criminals and low life that no-one would miss. The corrupt and seedy city itself was perfectly suited to the flesheating ghouls as bodies were easy to find, usually the result of some drunken brawl, or a vendetta between business rivals. For a while Marienburg was regarded as safer than ever before, for the bodies that used to be found knifed in alleys or floating in the harbour were rarely seen anymore, taken as they were by the Strigoi’s ghouls. Farganesh and his twisted followers, a hideous parody of a nobleman and his courtiers, spread their claws throughout Marienburg, a hidden sickness that ate away at the city from within, like a cancer. People began to disappear at a much higher rate, and it soon became apparent to the citizens that some foul presence had taken residence within their city, though what it was and where it was located remained a terrifying mystery. The fear within the city was palpable, and the city’s trade began to be affected, as merchants became reluctant to be present within the city walls after dark. The vampire and his followers were careful never to be seen, except as shadowy forms in the darkness and it was later discovered that Farganesh’s minions had carved out a great cave beneath the graveyard, with hidden access points located within the various crypts and sepulchres. Here they enacted foul feasts and all manner and form of depravity. For two centuries Farganesh fed upon the Marienburgers without being discovered, until a pale-skinned lady of noble bearing came before the Sigmarite priests, and told of this foul presence feeding upon the city while it slept. The histories do not mention the good lady’s name, though it was said she was of particularly pale complexion, and was renowned as a great beauty. Her fanciful story could easily have been laughed off, but her obvious nobility (and the substantial monies she apparently gifted to the temple) encouraged the Sigmarites to investigate her claims further. The horrified priests discovered that all the lady had said was true, and set about destroying the foul coterie. By the light of day they assaulted the dread fiend within his dwelling, cleansing its foulness with fire and sword. It was said that a mountain of skulls and bones were found beneath the cemetery, the flesh chewed clean from the drying bones, and that great bats hung from the roof of the cave, falling upon those who disturbed their unholy slumber. More than this, I cannot recount, for the full horrors that were discovered are too much for me to bear. The Sigmarites’ purge of the foul cavern was a costly affair, and many soldiers fell before the bestial might of Farganesh. It was said he fought like the demon he was, tearing men apart with his filthy talons in a furious rage. He roared his defiance, and the bodies of long dead Marienburgers rose in response, clawing through the black earth to fall upon the Empire soldiers within the great den of evil. It was only through the faith and belief of the Sigmarites that order was kept amongst the soldiers and that they were restrained from fleeing the horrific scene. It is recounted in the annals of the Sigmarite priests that the pious Warrior Priest Thromstom engaged the foul Strigoi in lethal combat, calling upon Sigmar for guidance as he struck out at the creature with his great hammer. These accounts tell how the valiant Warrior Priest felled the vampire, although its body was never discovered. Regardless, the undead minions of Farganesh crumbled to dust. His ghoulish minions fled into the sunlit cemetery above where they were cut down by crossbow bolts and swords as they were caught between the righteous soldiers below and fear of the burning sun above. So it came to pass that the reign of Farganesh, the Ghoul king of Marienburg, ended. It is my belief however, that he lives on, and is plot-ting the downfall of that prosperous city-port still, biding his time and rebuilding his prodigious strength. I pray that the might of Sigmar will be able to finally destroy this beast when next he surfaces.
Introduction
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Doodkanaal
The Doodkanaal, or Dead Canal, Ward is the most run down area of Marienburg though it was once a thriving district where trade flowed freely. Slowly, as the canals and waterways of the rest of the city changed, the currents of the watercourse through the canton became sluggish. The canal clogged with waste and barges no longer travelled that way. In Marienburg where there is no trade, there is no money. The district fell into disrepair as merchants moved away, closer to the active trade routes. Those who could afford to leave did so, leaving the poor and desperate behind. The Dead Canal district turned into a hub of crime and villainy, a haven for those who wished to hide from the more civilised areas of the city. Nowadays the Black Hats fear to enter and the ruling guilds ignore it in their bustling city. Whilst seemingly lawless, some sort of civilisation still exists within shops and taverns, as people attempt to claw their way out of the direst of circumstances. There is no City Watch post in the Doodkanaal and the responsibility for maintaining law and order theoretically falls to the Winkelmarkt Black Caps as the nearest barracks.
Impre Imp ressi ssions ons of Do Doodk odkana anaal al “He pointed into the distance, where a wider tributary marked the break between this island and the next. The buildings beyond it were shabbier, showing unmistakable signs of dereliction, and a couple of wharves sagged visibly on their pilings, on the verge of sliding into the canal. ‘That’s Doodkanaal, and it’s well named, let me tell you. No one goes there if they can avoid it. Even the Black Caps give it a wide berth if they can.’” “The few passers-by were now gaunt and haggard, their clothing ragged, mirroring the decaying state of the buildings they evidently lived in. Gradually, they disappeared altogether, although he could still hear stealthy movement and muffled voices in some of the buildings that surrounded him. There were no more fires or torches to be seen either, just a faint glimmer of necrotic light from Morrslieb as it raised a sliver of itself over the surrounding rooftops. The feeble illumination was enough to allow him to see, despite a thin, freezing mist which began to flow through the streets, bringing with it the odour of water and rotting mud.”
Schwartzwasserstraat A long and wide street found in the slums of Doodkanaal.
“Schwartzwasserstraat was wider and more open than the other streets he’d seen so far in this forgotten and blighted corner of the city. Clearly it had been prosperous at some time in the past, but like the rest of the Doodkannal those days were long gone. These days the once grand houses were little more than ruined shells, occupied for the most part by desperate, ragged tribes of people who swarmed over and around their residences with every sign of a determination to defend them from intruders, even though they were armed with nothing more deadly than shards of broken masonry. What allegiance they owed to one another Rudi couldn’t tell, since whatever family resemblance he might have noticed was obscured by grime and the pinched expressions borne of the privations they endured.”
Doodkana Dood kanaal al Loca Locations tions D11: The Rat and Pipe Inn D21: The Jolly Boatman D22: Adolph’s Fine Clothing D23: Reinier’s Rope D29: The Chapel of Shallya D31: The Hound’s Den D32: The Crab Union D44: The Sign of the Sad Face
D
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The Rat and Pipe Inn The Doodkanaal has a number of taverns, for the miserable citizens often want to drown their sorrows and escape the reality of their surroundings. However unlike other districts the area has very few inns renting rooms, for who would want to pay to stay in the Dead Canal? For Aalbert Brecht, the landlord of The Rat and Pipe, this is only a sma smallll obstacle to overcome overcome before better better times return to the district. district. As such his inn is one of the only places to offer rooms at a reasonable price. Aalbert himself is a watery eyed man with pallid skin. He has a tendency to smile broadly at customers, revealing blackened teeth stumps. For a Doodkanaal resident he is surprisingly friendly and naive, traits which have lead many a man face down in the canals. It seems however that his establishment serves serv es ale better than anywhere anywhere else in the area (in other words, it isn't lumpy) and has become the favoured drinking hole of many a mercenary and gang enforcer, all eager to keep the place open. A strange truce has therefore developed inside, and anyone starting a fight is quickly ejected by a dozen men with sharp daggers and angry looks. The Rat and Pipe is a good place to meet all slices of Doodkanaal life. Notable NPCs to be found in the Rat and Pipe include the sword-for-hire Midas Quirien the mysterious figure who goes only by the name Jozef.
Main Profil Profile e
WS
BS
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Ag
Int
WP
Fel
48%
54%
37%
41%
63%
60%
68%
52%
Secondary Profile
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2
15 15
3
4
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0
0
0
Skills: Charm, Common Knowledge (Elves, the Empire), Skills: Concealment, Disguise, Drive, Evaluate, Follow Trail, Gossip +10%, Haggle +10%, Lip Reading, Perception, Performer (Actor), Pick Lock, Read/Write, Search, Secret Language (Guild Tongue), Secret Language (Thieves Tongue), Shadowing, Silent Move, Sleight of Hand, Speak Language (Eltharin, Reikspiel), Trade (Merchant) Talents: Dealmaker, Excellent Vision, Flee!, Night Vision, Talents: Savvy, Schemer, Sixth Sense, Specialist Weapon Group (Longbow), Super Numerate
Combat: Armour (Light) (Light):: Full Leather under heavy clothing AP: Head 1 (5), Arms 1 (5), Body 1 (5), Legs 1 (5) AP:
Jozef
Weapons:: Sword (Hand Weapon, 1d10+3), Dagger (1d10+0) Weapons
Elven Spy (ex-Merchant, ex-Burgher) "Beneath the Canal? You wont last five minutes without my help. Thieves, mutants, ghosts and worse down there. Gold upfront, in case you don't make it out alive."
Trappings : Crowbar, Healing Tonic, Lock picks, Snare, Trappings: Unusual charm in the shape of a fine boat, Purse (with 9 gu)
After a bitter argument in Elfsgemeente, the Elven district of Marienburg, the foul tempered Elf known as Sitheil Quinfas struck and killed a rival businessman. Such an act would surely carry the harshest punishment, so Sitheil fled to hide out in the district few Elves have cause to enter, the Doodkanaal. Permanently cloaked to hide his identity, and even taking on the human name Jozef, Sitheil has not yet been caught up with. Instead he plies his trade as a spy and thief, aiding smuggling groups as much as he steals from them. Purposefully lowering his voice, and wearing bulky clothing, Jozef passes for human most of the time. His features are constantly swathed in a dark hood, but should the hood be removed it is impossible to miss the striking Elven features no matter how much Jozef tries to hide them. Jet black hair and striking blue eyes make Jozef a handsome figure. People may come into contact with Jozef if they ask around for a guide to take them below the city. He has explored the tunnels beneath the Doodkanaal more than most, and is willing to take people down there for only a gold piece. Of course, once he's led them to the most impenetrable parts of the labyrinthine passages he has no problems slitting their throats, or simply leaving them to be preyed upon by the dangerous denizens of the underworld.
D11: Rat and Pipe Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Midas Mid as Qu Quiri irien, en, Hi Hire red d Mus Muscle cle Mutant Marine (ex-Stevedore) "Five shillings is my rate. What's that? Six of the taffers? Yeah I know them, and I'll stick `em for only four silver, but Hans' head is mine. Deal?" The Doodkanaal is home to a handful of mercenaries, though not many ply their trade there as very few people have the money to pay them. Midas makes most of his money as hired muscle for various gangs. His rates are cheap, and he seems to revel more in the fight than in the payment. payment. A few years ago Midas was a stevedore in the Suiddock, unloading cargo ships. One night, to make a little extra money, he took on a secretive job for an unknown employer. Soon after, Midas began having strange, violent dreams, and in his waking life he became angry and eager to fight. To channel his rage he volunteered as a marine aboard an ocean going vessel, and fought off many a pirate raid. Both his mind and body changed. His flesh became tough like leather and a new set of knees grew on his legs allowing him to reach his enemies all the faster. But the rage inside him grew too much and whilst out on a press ganging expedition in Marienburg he snapped and killed five people. Fleeing the Black Caps he now hides out in the Doodkanaal, trying to keep his rage under control. Midas' face is a network of scars, some self inflicted, that amount to advertising for his services. A layer of bristly black hair is kept close cropped over his lumped skull. His skin looks oddly dark and rubbery. His clothes and armour are a missmatch of things he's found or taken from those he's killed.
Main Profil Profile e
WS
BS
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Ag
Int
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Fel
42%
26%
46%
50%
46%
28%
34%
30%
Secondary Profile
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2
16 16
4
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0
4
0
Skills: Consume Alcohol, Common Knowledge (The Skills: Wasteland), Dodge Blow, Gossip, Intimidate, Search, Secret Language (Stevedore Guild Tongue), Speak Language (Reikspiel), Row, Swim Talents: Frenzy, Quick Draw, Strike Mighty Blow, Sturdy, Very Talents: Strong
Mutations: Fear Points: 0 Extra Leg Joints (Legs): (Legs) : Grants Midas a +6% bonus to Agility and a +1 bonus to Movement, already included in his profile. Resilient : Grants Midas a +4% bonus to Toughness, already Resilient: included in his profile.
Combat: Armour (Light) (Light):: Mail Coif and Full Leather AP: Head 3 (8), Arms 1 (6), Body 1 (6), Legs 1 (6) AP: Weapons : Club (Hand Weapon, 1d10+5), Knuckle Dusters Weapons: (1d10+2, Pummelling) Trappings:: Hip flask, Purse (with 10 shillings) Trappings
D11: Rat and Pipe Inn, The
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The Jolly Boatman A dingy two-story building in the Doodkanaal district of Marienburg. It has one window, but it has been boarded up. A sign hangs above the door, showing a disreputable fellow making water. The interior is no more welcoming. It’s dark, with a few lanterns making a feeble effort to pierce the gloom. Surprisingly, the place is often busy, filled with sinister men nursing tankards of ale and casting wary glances around them. Conversations are whispered. At the bar running along the side of the building is Hans Kleinhopper, who happens to also be the landlord. He’s a suspicious fellow and he examines anyone who approaches with his one good eye. The fare here is terrible, being burnt or raw.. Ale costs a standard raw standard price, but it has a bouquet of sewage. Five pennies buys a meal of meat pie, though the contents are anyone’s guess.
Hugo Hu go Bu Buis isma man, n, Pet etty ty Cr Croo ook k Thief One of the Jolly Boatman’s regulars, Hugo was born in the Dead Canal and has never left the district. He turned to petty crime as a boy and has never stopped. He has no dreams of leaving or bettering himself; his thoughts are solely occupied with stealing and revenge on those who have wronged him. A lithe, weasel-faced man, Hugo’s dirty brown hair hangs long over his thin, pale face, Hugo’s green eyes constantly flick about, looking looking for troubl trouble e to avoid or pickings pickings to be had. Hugo wears patched and ratty clothing consisting of a holey shirt beneath a green vest. He wears breeches that seem a little too short, revealing his pale flee-bitten legs and stained brown shoes cover his feet.
Main Profile
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BS
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33%
30%
31%
33%
42%
28%
32%
37%
Secondary Profile
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1
11 11
3
3
5
0
0
0
Skills: Common Knowledge (The Wasteland), Concealment, Skills: Evaluate, Gamble, Gossip, Perception, Scale Sheer Surface, Search, Secret Language (Thieves’ Tongue), Silent Move, Sleight of Hand, Speak Language (Reikspiel) Talents:: Acute Hearing, Fleet Footed, Streetwise, Talents Streetwise, Trapfinder Trapfinder
Combat: Armour (none): (none) : Poor Quality Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Purse (with 2d10 pence) Trappings:
D21: Jolly Boatman, The
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Adolph’s Fine Clothing Emporium Businessmen still ply their trade in the Doodkanaal district, for even the poor need food and other goods and services. Adolph Winsen is one such businessman, running a shop claiming to sell a fine range of garments for the discerning gentleman and lady. In truth, Adolph Adolph claimed the shop as his own when the previ previous ous owner saved up enough money to leave the district and abandoned abando ned the building and some of his stock. Adolp Adolph h still has some of the old stock left, and has supplemented those with clothing that amounts to patched up rags. Adolph himself is a fat and lazy man, more interested in spending time in the Jolly Boatman than in his shop.
Katari Kat arine ne Win Winse sen, n, Abu Abused sed Spo Spouse use Servant As a naive girl of eighteen summers, Katarine though that marrying a merchant, even one as lowly as a clothes seller in the Dead Canal, would bring her financial security for the future. Two years on and her otherwise pretty face shows cuts and bruises from the times she has tried to defy Adolph. Locked in the cellar, she looks dirty and ragged, her long brown hair grubby and tangled.
Main Profil Profile e
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30%
30%
31%
30%
42%
36%
35%
37%
Adolph recently married Katarine, a girl over ten years his junior. At eighteen, she naively believed becoming the wife of a shopkeeper would bring her stability and financial security. Whilstt charming at first, Adolp Whils Adolph h revealed himself himself to be an evil brute. After they wed. He treats her as little more than a slave, forcing forci ng her to cook and clean and keeping her locked in the cellar when he goes out to spend what little money they have on grog.
Secondary Profile
One locked door in the cellar leads to the further underground complex that exists beneath the Doodkanaal and the rest of Marienburg. Sometimes Katarine hears movement from the other side, and worries whether shouting out will attract help, or bring in something far worse than her abusive husband.
Skills: Blather, Common Knowledge (the Wasteland), Dodge Skills: Blow, Gossip +10%, Haggle, Perception, Search, Sleight of Hand, Speak Language (Reikspiel), Trade (Cook)
Adolp Ad olph h Win Winse sen, n, Abu Abusiv sive e Mer Mercha chant nt
Combat:
Burgher Fat and lazy, when Adolph is not selling ragged clothing to the citizens of the Dead Canal he is down at the local taverns sinking pints and groping barmaids. He sees his wife as little more than a serv servant, ant, there to do his ever every y bidding. When he lets her out of the cellar to cook and clean for him, his podgy fingers finger s keep her on a tight leash.
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12 12
3
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Talents:: Coolheaded, Flee!, Hardy, Lightning Reflexes, Savvy Talents Armour (none): (none) : A tattered tattered and soiled dress dress AP: Head 0 (3, Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: none (Unarmed, 1d10-1, Special) Weapons Trappings:: Nothing of value Trappings
Adolph wears a snug shirt and unbuttoned breeches. His clothes are stained with ale, food, and a little vomit. He keeps his much-used dagger in a sheath on his belt, but he constantly fidgets with it because the pommel digs into his rolls of fat.
Main Profile
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BS
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34%
32%
35%
42%
32%
32%
35%
34%
Secondary Profile
A
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1
13 13
3
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4
0
0
0
Skills: Common Knowledge (the Wasteland), Consume Skills: Alcohol, Drive, Evaluate, Gossip, Haggle, Perception, Read/Write, Search, Speak Language (Breton, Reikspiel +10%) Talents:: Dealmaker, Savvy, Super Numerate, Very Resilient Talents
Combat: Armour (none): (none) : Revolting clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+0) Weapons Trappings:: Purse (with 1 gu and 6 shillings) Trappings
D22: Adolph’s Fine Clothing Emporium
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The Chapel of Shallya The only (legitimate) Temple within the Doodkanaal district, the Shallyan Chapel – or ‘the Mission’ as many Marienburgers know it – sits on the edge of the Kanal and in the middle of the worst slum in the city. The Mission is always busy and its doors are always open to the needy. Some of the visitors are victims of violence, be they innocent victims of the gangs of youths who gather here, or those selfsame youths injured in some scuffle between themselves. An even greater problem is Disease, not only are many of the house houses s in the area subject to poor sanit sanitation ation and cleanliness, but also the still waters of the Doodkanaal often carries waterborne plagues that infect those desperate enough to drink from it. The prospect of a plague spreading from the area is fearful enough to ensure the Stadsraad sends a hefty donation to the Chapel each year. The head of the mission is Sister Marie Serenite, who is normally aided by anywhere between two and five other priests or initiates sent from the Cathedral of Shallya. The rest of the Chapels staff is composed of waifs and strays the Mission has picked up over the years, who assist in its day-to-day running. The various slum inhabitants, or ‘Outcasts’ as they are often known are very protective of the Chapel, and Members of the clergy clerg y of Shall Shallya ya are among the few outsiders that are able to travel freely among them.
Sist Si ster er Ma Mari rie e Se Sere reni nite te,, He Head ad of th the e Doodkana Dood kanaal al Miss Mission ion Anointed Priest (ex-Student, ex-Initiate, ex-Priest) A native of Bretonnia, Marie Serenite had a promising career as a Physician before her. Unfortunately, her desire to help the poor and sickly did not sit well with the Physicians’ Guild of Gisoreux (as it was a bad precedent to have one of their members work for chickens and the occasional pig instead of serving the rich and affluent aristocrats and upper class merchants). Marie stubbornly refused to ignore the needs of the masses in order to placate those are considered insensitive and corrupt. Denied her petition for membership Marie found her only opportunity to heed her heart’s desire was to join the Cult of Shallya in Couronne. There she spent years learning her responsibilities while honing her healing skills. When it was time to help the needy in the world beyond, her superiors sent Sister Marie to Marienburg. There, Sister Marie was assigned to one of the more difficult missions: to help those residing along the Doodkanaal. Through her unceasing concern for the welfare of her charges and unending effort on their behalf, Sister Marie became the head of the mission five years ago.
Main Profile
WS
BS
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Ag
Int
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Fel
42%
41%
42%
51%
38%
47%
54%
47%
Secondary Profile
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16 16
4
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5
2
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, History, Philosophy, Philosophy, Science, Theology), Arcane Language (Magick), Channelling, Charm, Common Knowledge (Bretonnia, the Empire, the Wasteland), Gossip, Heal +20%, Magical Sense, Perception, Read/Write, Speak Language (Breton, Classical, Reikspiel), Swim, Trade (Apothecary, Herbalist) Talents: Divine Lore (Shallya), Fast Hands, Fleet Footed, Talents: Etiquette, Lesser Magic (Dispel, Magic Alarm), Master Orator, Meditation, Petty Magic (Divine), Public Speaking, Resistance to Disease, Savvy, Seasoned Traveller, Strike to Stun, Strong-minded, Suave, Very Resilient
Combat: Magic: 2; 2; Dispel, Divine Lore (Shallya), Magic Alarm Petty Magic (Divine) Armour (none): (none) : Hooded White Robe with a Heart Symbol Embroidered in Gold Thread on Left Breast AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Weapons:: none (Unarmed, 1d10+0, Special) Weapons Trappings : Heart Medallion with Drop of Blood (holy symbol Trappings: of Shallya), Large Gold Key, Sling bag with basic healing supplies
Herman Herma n Klo Klopn pnite ite,, Re Refo forme rmed d Dru Drunka nkard rd and Ha Hand ndyma yman n Tradesman (ex-R Tradesman (ex-Rogue) ogue) Herman has spent more years in a drunken stupor than he can remember. Two years ago, a caring Shallya priestess named Etelka Goedhart found him near death and nursed him back to health. Since then, Herman has become the chief handyman of the Chapel of Shallya near the Doodkanaal and is very loyal to the priestesses. Herman sometimes secretly goes to the Hound’s Den to gamble, although he adamantly refuses to drink.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
38%
34%
46%
41%
35%
35%
37%
40%
Secondary Profile
A
W
SB
TB
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Mag
IP
FP
1
13 13
4
4
5
0
3
0
Skills: Blather, Charm, Common Knowledge (The Wasteland), Skills: Drive, Evaluate, Gamble, Gossip, Haggle, Perception, Performer (Storyteller), Read/Write, Secret Language (Guild Tongue, Thieves Tongue), Secret Signs (Thieves), Speak Language (Reikspiel), Trade (Carpenter, Stoneworker) Talents: Dealmaker, Fleet Footed, Public Speaking, Sixth Talents: Sense, Streetwise, Very Strong
Combat: Armour (Light) (Light):: Leather Jack AP:: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4) AP Weapons:: Club (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings:: Purse (with 4d10 pence) Trappings
D29: Chapel of Shallya, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Anna An na Spr Sprin inger ger,, Ser Serva vant nt Servant (ex-Rogue) Another victim of an uncaring society, Anna is an orphan of the streets who somehow found a way to survive all its dangers. About a year ago, Anna showed up to the door of the Shallyan chapel half starved and beaten (though she has never identified her assailant). Sister Goedhart took Anna in and healed her. Since then, Anna has been working as a cleaning woman at the Doodkanaal chapel and aspires one day to becoming an Initiate of Shallya.
Main Profile
WS
BS
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Int
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Fel
31%
31%
29%
34%
47%
33%
47%
40%
Secondary Profile
A
W
SB
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IP
FP
1
13 13
2
3
5
0
0
0
Skills: Blather, Charm, Common Knowledge (The Wasteland), Skills: Dodge Blow, Evaluate, Gossip, Perception, Performer (Actor), Read/Write, Search, Secret Language (Thieves Tongue), Secret Signs (Thieves), Speak Language (Reikspiel), Trade (Cook) Talents: Acute Hearing, Talents: Hearing, Etiquette, Etiquette, Flee!, Fleet Footed, Lightning Reflexes, Public Speaking, Sixth Sense, Suave
Combat: Armour (none) (none):: Simple clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10-1) Weapons Trappings: Purse (with 3d10 pence) Trappings:
D29: Chapel of Shallya, The
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The Hound’s Den The Hounds are a small but wellknown gang of the Doodkanaal District. They generally hang out in a small gambling den they own on Crab Lane. The "Den," as it's known, is a squat building buildi ng crowded by a dyer on one side and a chandler on the other. The neighbouring businesses don't mind the toughs who lurk within since the Den opens at nine o'clock o'clock at night and closes around four in the morning. The Den is not large and the ground floor is one large room with five circular tables at which men play cards or dice games. The Hounds do not take a cut; they simply provide an area where people can meet. Having said that, they try to make sure one Hound is involved in each game, and over time they have become very skilled gamblers (and cheaters). The Hounds also serve alcohol, though they do not tend to drink much themselves whilst gambling. After hours, there are 1d5+1 Hounds here, sleeping, drinking, or fighting amongst themselves. During business hours, there are 10 Hounds here along with 3d10+5 customers.
Pim th the e Groo oot t and th the e Hounds Gambler Members of the gang are easy to identify by their arms, covered in tattoos of ferocious dogs. The Hounds wear common clothing, including sturdy breeches, shirts, and leather jerkins. Most wear fezzes on their heads. The Hounds do not keep dogs themselves; instead they often kill canines they come across and wear the teeth as decoration. Their leader, Pim de Groot, is a typical Hound, though perhaps more cunning than the others. A shock of white hair runs through his otherwise brown mane. Use the standard Hound profile for Pim, but increase his Intelligence characteristic by 5.
Skills: Blather, Common Knowledge (the Wasteland), Skills: Evaluate, Gamble, Gossip, Perception, Read/Write, Secret Language (Thieves' Tongue), Sleight of Hand, Speak Language (Reikspiel) Talents:: Coolheaded, Flee!, Savvy, Streetwise Talents
Main Profile
Combat:
WS
BS
S
T
Ag
Int
WP
Fel
Armour (Light) (Light):: Leather Jerkin
38%
32%
30%
39%
40%
34%
34%
38%
AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP: Weapons : Hand Weapon (1d10+3), Knuckle-Dusters (1d10+0, Weapons: Pummelling)
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
3
4
0
0
0
Trappings : Each Hound has a pair of dice, deck of cards, and Trappings: an ego to astound a noble. Purse Purse (with 1d10 shilli shillings, ngs, or 1d10 Gu if Pim)
D31: Hound’s Den, The
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The Crab Union Building Before the Doodkanaal became what it was today, the canal sides were busy with Stevedores unloading goods. All that has gone now, and no men ply that trade. Remnants of the busy docksides still exist though, including what was formerly the meeting meeti ng place of a union of stevedores stevedores and has now been taken over by one of the many gangs that roam the Dead Canal. Like many gangs, the group that call themselves the Claws are mostly bored young men, stuck in the Doodkanaal and unable to find work. They therefore live out their days roaming the streets picking fights and preying on unwary travellers, whilst occasionally sneaking into other districts to steal food and drink. The Claws take their name from the reoccurring crab motif that decorates the old Stevedore union building. They have slowly introduced the claw motif into their violent ways, using short spiked weapons in their attacks and carving a claw onto their victims' heads. As time goes on they are becoming less like a bunch of thugs and more like an organised, though violent, cult.
he talks to feel drawn to him, eager to hear his promises of the bloodshed they will inflict in his name.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
36%
15%
45%
28%
40%
35%
47%
59%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
10 10
4
2
4
0
6
0
Skills:: Charm +5%, Intimidate, Read/Write Skills Talents: Coolheaded, Public Speaking, Strike Mighty Blow, Talents: Unsettling, Very Strong
Mutations:
The truth behind this is that when the first gangers found the union building, abandoned by the Stevedores, they discovered someone had taken up residence there. Calling himself Erasmus, the strange mutant with one clawed hand exerted a charismatic force over the easily swayed youngsters.
Fear Points: Points: 2; Erasmus has the Unsettling Talent and a 10% penalty on Disguise Tests to hide his condition
Under the leadership of Erasmus, who the gang often refer to as `The Giant Crab', the Claws have slowly grown in number and in cruelty. Erasmus himself, never leaving the union building, buildi ng, is biding his time before he decid decides es his gang can be indoctrinated in the worship of his true lord – Slaanesh.
Hunchback : Erasmus may not wear armour on his Body Hunchback: location unless it is specifically tailored
Eras Er asmu mus s 'T 'The he Gi Gian ant t Cr Crab ab'' Od Ode e
Combat:
Mutant Zealot "Closer boy, what do you have for me? A little tribute? Yes. Good. I shall enjoy this little one. Or perhaps we could enjoy this together?"
Armour (Light) (Light):: Badly fitting Leather Leggings
Born with a crab's claw for a hand, a midwife would have typically handed the child over to the witch hunters. Erasmus was truly blessed by the dark prince however, and exuded a strange charm upon those present at his birth. He was hidden away by his mother in the family cellar, unknown even to his merchant father.
Alluring: Grants Erasmus a +9% bonus to Fellowship and a Alluring: +5% bonus to charm skill tests, already included in his profile
Pincer Hand: Hand: Erasmus’ Erasmus’ left hand has been replaced by a large claw. This grants him a Natural Weapon attack with the Precise Quality
AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 1 (5) AP Weapons:: Pincer Hand (Natural Weapon, 1d10+5, Precise) Weapons Trappings:: Nothing of note Trappings
Somehow he lived there for fifteen years, his mother feeding him scraps from her plate. But all those long years sent Erasmus even madder than he might have been. He saw visions of a dark claw-armed god taking pleasure in the pain of others. He knew his destiny was to follow in his master's path. He was eager to sate his lust for inflicting agony. Eventually he escaped, slaying his mother as she bought him food. Living in the sewe sewers rs of Marie Marienburg nburg for a few years he met other freaks such as him, but grew bored with them and killed them too. He eventually surfaced into an abandoned street, in front of a building decorated with a crab mosaic. Erasmus knew this was a sign and stayed there, waiting waiting for the followers followers he knew Slaanesh would provide. Erasmus should Erasmus should be hideou hideous s to look at. A huge crab's crab's claw juts out from one malformed arm. He is ghostly white, having not seen the sun for fifteen years. Wide, milky eyes stare out from a hairless face. Though a hunchbacked teenage boy he is large, towering misshapenly over most men. Yet somehow those that
D34: Crab Union Building, The
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The Sign of the Sad Face On a rundown street that looks much like any other rundown street in the district, is a simple, nondescript building. Its only distinguishing feature is the wooden door upon which is carved a simple unhappy face. But despite its anonymity people who know the area cross the other side of the street as they walk past. Even the toughest gangers look away from the carved face. Some believe the place is haunted, for faint screams are often heard in the dead of night. The truth is not much better. The sign of the sad face is where Solomon Ritske plys his trade as a torturer. Famed amongst the criminals fraternities all over Marienburg, Solomon is ruthlessly efficient. It is said there is not a man he could not crack. Criminal masters will send prisoners to him to extract information, or sometimes disloyal subjects in need of punishment. Having someone “sent to Solomon.” is a common warning amongst thieves. After sundown two men must approach the sad face, the victim and his guard. The guard must knock on the door five times, then after a pause knocks three times. If no-one answers the door then Solomon is out, or busy with another client. Otherwise the two enter and Solomon accepts the payment of 20 gold crowns, his services do not come cheap. The guard explains the situation, generally as quickly as possible, before scampering away away.. Most of Solomon's work is done in his basement beneath the street level. The variety of tools at his disposal is staggering, and simply looking at his collection of torture devices has driven many a man to breaking point before Solomon even starts work.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
41%
30%
43%
40%
47%
52%
59%
49%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
0
7
0
Skills: Academic Knowledge (Science), Skills: (Science), Common Knowledge (The Empire, Tilea, the Wasteland), Charm, Evaluate, Haggle, Heal +10%, Intimidate, Perception +20%, Read/Write +10%, Search, Speak Language (Classical, Reikspiel, Tilean), Swim, Torture +10% Talents: Coolheaded, Linguistics, Menacing, Resistance to Talents: Disease, Resistance to Poison, Savvy, Strong Minded, Super Numerate, Surgery
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP Weapons : Club (Hand Weapon, 1d10+5), Knuckle Dusters Weapons: (1d10+, Pummelling) Trappings:: Manacles, Purse (with 40 gu), a selection of Trappings unusual tools to disturbing to contemplate
Solomon Ritske, Torturer Interrogator (ex-Barber-Surgeon, ex-Student) “Leave the purse on the table and the boy over by the door. What will it be this time? Knowledge? Knowledge? Or just a little reminder reminder of what he’s done?” Not much is known about Solomon's early life, and most people can't even recall how long he has been plying his trade in Marienburg. In truth Solomon was a Tilean medical student, studying at university in Tilea. Fascinated by anatomy he was forced to flee the witch hunters when caught experimenting on a live body. He had little understanding for their anger, as he was certainly not a Chaos worshipper as they claimed. Solomon travelled the Old World, moving through the Empire whilst earning money as a Barber-Surgeon, but taking any opportunity to continue his experimentations. Eventually he settled in Marienburg, where he has been for over twenty years. As an unregistered doctor, he could only hire his services out to criminals. It soon became apparent that he was more adept at hurting than healing, and he set up his business in the Doodkanaal, where he knew the Black Caps and even witch hunters fear to tread. He is a tall gaunt figure, seemingly stretched out, with long tapering fingers. His eyes stare expressionlessly at his victims as he talks to them in an accent with only the slightest hint of Tilean roots. He seems to take no particular pleasure in his work, seeing it only as necessary to always learn more about the human body.
D44: Sign of the Sad Face, The
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Elfsgemeente
To the casual tourist, Sith Rionnasc’namishathir seems much like any other well-to-do portion of Marienburg, albeit cleaner. But first impressions are deceptive. Broad canals form the main avenues, lit at the intersections by silvery lamps. The chief waterway leads from Elfgate Bridge, the main entry to the quarter, past the glittering shops and bistros to the Grand Circle Canal, a favourite with Marienburg lovers because of the beautiful park it surrounds. From the Grand Circle and the other boulevard canals branch narrower side-channels that lead between the islands which support the clan mansions and the docks. These are private ways, limited to the Elves, their guests and those who have business with the clans. Trespassers are turned away by details of Sea Elf Watchmen who patrol in fast boats.
“Why fight the Humans for control of the seas? It would be a war without profit. Let us show them instead the wealth to be gained by trading with us. Our ships are faster and carry more cargo, and we have dealt with the Western Lands for centuries longer than they. We will control them with the promise of more riches than they could ever imagine.” “For Shallya’s sake, man! Don’t go pickin’ a fight with an Elf if you’re likely to get caught. The Watch’ll turn you over to them quick as a wink! Business is too important to risk over a poor Marienburger.” Marienburg is home to what is one of the most unusual Marienburg unusual spots in the Old World: Sith Rionnasc’namishathir, the Elf Quarter, known formally as the Continental Exarchate of the High Kingdom of Ulthuan, called ‘Elfsgemeente’ by the Stadsraad and simply known as ‘Elftown’ by the locals. Set at the mouth of the Rijksweg Channel, on its north bank, and perched uneasily between the opulence of Guilderveld and the poverty of the Flats, Elftown is literally a piece of the High Elf Kingdom, the last remnant of their millennia-gone empire. Through the eyes and ears of his Sea Elf subjects here, the Phoenix King keeps apprised of Old World doings from his throne at Lothern, and also maintains a benevolent, if not always appreciated, watch over the Wood Elves of the Loren and Laurelorn forests.
The clans live in sprawling complexes known as the Mansions, although althou gh they are more than that. Not only is each home to more than eighty Elves, but there are halls for entertainment, private study and meditation areas, and docks and workshops for individuals’ private boats. Many of the manses are built around a small bay where private craft may dock, with the entrances facing this pool, the outer walls projecting a nearly blank face to the world. Some Mansions have grown so large
Elfsgeme Elfs gemeente ente Locat Locations ions
The enclave at Sith Rionnasc’namishathir is also profitable for both Elves and Men. The Sea Elves are by far the world’s greatest ocean travellers, and the carrying trade between the Old World, Cathay, Ind and the New World brings riches back to Ulthuan. In particular, the Sea Elves claim that they have exclusive trading rights with Lustria and most of its coveted goods are sold by them alone. It is a claim which some Marienburgers refuse to recognise, however, and although battles within the city over it are rare, stories of ambushed expeditions, piracy and sinking are told by both sides.
Elfgate Bridge EB01: The Three of a Kind Casino EB03: Gift of Tongues Translations The Grand Canal EC01: Hall of Trade EC02: The Eire’Naro Mansion EC03: The Westerleer Manniocs-Quinsh Barracks EC04:: The Hall of the Four Winds EC04
‘Star-Gem-by-the-Sea’ is also the port of choice for High and Sea Elves setting out on a grand tour of the Old World. Here they can have a taste of home before they go out to rough it amongst the natives. Those whose sensibilities are too delicate often venture no farther than the bistros at Elftown’s edge, content to view the swarming masses of humanity from a safe distance.
EC12: Priceless Friends Elf Town ET05: Race the Winds Shipyard ET07: The Oranjekoft Manniocs-Quinsh Barracks ET18: The Geldren Manniocs-Quinsh Barracks
E
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld over the centuries that they cover most of an island: winding corridors sometimes lead to wings that are rarely used, perhaps even forgotten.
“As the cool of our kin of the sea fails, so do their singing voices slowly hush. Their culture mixes with that of man, they live in his cities and are welcome.
The canals themselves are kept pure and clean by powerful ritual magic cast by Sea Elf Magi in the service of the clans. This magic sweeps the water incessantly, driving garbage and other filth into the rest of the city’s waterways. Though these are an occasional bone of contention with Marienburg’s Board of Public Health, good relations with Elftown are too important for the Staadtholder Staadtholder to raise more than a perfunctory perfunctory protest. protest. A wizard or priest with Witchsight in Elftown will notice flitting patterns of magic in the water that never cross Sith Rionnasc’namishathir’s boundaries.
A great ship drifts from its moorings, towards troubled waters of a whirlpool. It is the ship of the sea elves, e lves, heading towards the vortex of man.” - Elf graf graffiti fiti inscribed inscribed within the Hall of the Four Winds in Marienburg, Author Unknown
Non-elves are most likely to enter Elftown on some business, buying or selling goods. Many are engaged smuggling, moving a cargo past the many restrictions the City and the Exarchate place on their commerce; while other come to seek contacts or even as fugitives from the Marienburg Watch, who have no authority in this district of the city.
E
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The Eire’Naro Mansion Named because of its light orange colour (Eire’Naro roughly translates as ‘the hue of orange struck by the pale rising sun’) this imposing building is the official residence of the Phoenix King’s Viceroy – The Exarch of Sith Rionnasc’namishathir. It stands upon the small island of Rijksgebouw, in the centre of the Great Circle Canal, which is mainly covered with the manor’s large gardens that contain many imported Ulthuan flowers and trees. Distinguished guests arrive at the imposing private wharf, while others use the single bridge which connects the island with the Geldren. The building itself is a masterpiece of Elven architecture, built by Galmaris Rosenbad from stone imported from Ulthuan, with simple but elegant lines. Two grandiose flights of stars lead from the ground to a beautiful half circle of columns that form the only entrance to the building. As well as the living quarters and offices of the Exarch, the Eire’Naro Mansion is also the location of the Eogath-loren. Sealed deep within the heart of the island, behind a door of made of ten-inches of solid Ithilmar and guarded at all times by Swordmasters from the Tower of Hoeth, this mighty Crystal of Power was created by Mistrellia – the Enchantress of Tor Elyr. It is said to grant the Exarch great powers of scrying and communication. Every three years, the Exarch holds a Summer Garden Party, to which all the finest individuals of the Old World are invited. The whole of the Rijksgebouw becomes a place of luxury for the three days in celebration of the return of the Elves to the Old World. Each party cumulates in an impressive display of magic and illusion, which can be seen from any point in the city and much of the wasteland beyond.
EC02: The Eire’Naro Mansion
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The Westerleer Manniocs-Quinsh Barracks Located mere minuets away from the Hall of Trade, the Westerleer Barracks are under the command of Captain Tinuviel Hopebringer, and maintains a roster of five Sea Masters, twenty Sea Guards and an attached Mist Mage. As well as being responsible for patrolling the isle of Westerleer Westerleer,, Captain Tinuviel’s Elves also handles the security of Elfgate Bridge and the arduous task of supervising every visitor that wishes to cross it and enter Sith Rionnasc’namishathir. Technically subservient to the principle Watch Barracks located on Geldren, the Westerleer Watch handles much of the day-today administration in Elfsgemeente, especially matters which require dealing with their human equivalents. Captain Tinuviel spends much of his time successfully courting a singer at the ‘Three of a Kind’ leaving much of the stations duties in the hands of his sergeants.
EC03: Westerleer Manniocs-Quinsh Barracks, The
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The Oranjekoft Manniocs-Quinsh Barracks Located two alleys south of the famous race the Winds Shipyards, the Oranjekoft Watch Barracks is responsible for maintaining maint aining patrols patrols upon the islands of Oran Oranjekof jekoftt and Vlotshuis. The Barracks itself is a four story building, manned by twentyfour Sea Guard, six Sea Masters and an attached Mist Mage. Overseeing these is Captain Urdianel Kallarial – whose rather luxurious private apartments take up the second and third floors, where he lives with his wife.
ET07: Oranjekoft Manniocs-Quinsh Barracks, The
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The Geldren Manniocs-Quinsh Barracks One of the largest buildings upon the island of Geldren, this large fortification watches over the western docks of Elfsgemeente and the Sullandiel Kanal that allows ships access to the heart of Sith Rionnasc’namishathir. Built of solid white stone with no windows, this two towered building buildi ng is in the clas classic sic High Elf design. Within each tower is a complex Luminark, which allows the Tower Guards to either flood the sky over the waters with light or even set ship’s ablaze with powerful beams of dazzling Hysh. The largest of the three barracks, the Geldren Watch has a compliment of two Captains, eight Sea Masters, thirty-two Sea Guards and two attached Mist Mages. It is responsible for maintaining the law on the Islands of Geldren, Zeeburg and Rijksgebouw – although in practise the later isle is patrolled by the Exarch’s own High Guard.
ET18: Geldren Mann Manniocs-Q iocs-Quinsh uinsh Barracks, The
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Goudberg
“It’s beautiful here, Mama - there are trees lining some of the canals, fountains in the squares and real parks. It's so pleasant to walk in Goudberg that you forget that you're in the middle of a swamp."
Goudberg Goud berg Locat Locations ions GB08: Marquandt’s Escorts GB09: The Prince’s Rest
"All the money that flows into the city winds up in the hands of the bull seals who live here. If you searched their studies, I believe you'd find title deeds showing they owned each and every one of us."
GB21: House van de Kuypers GB30: Oliver Bonner, Scents and Balms GB31: The Bosphorus Club GB33: House van Haagen
"My brother and me were walking by van de Kuypers' place, and ten of his thugs started beating the tar out of us! Just for walking where any Marienburger is free to go! They'd have killed us if the Watch hadn't arrived and arrested us for trespass.”
GB38: The Brotherhood and the Knights of Purity GB44: Ree’s Wax Museum and Studio GB47: The Aardbol Theatre GB48: Sign of the Brush and Gull
Goudberg is one of the wealthiest districts of Marienburg, along with Guilderveld and Oudgeldwijk. Unlike Guilderveld, the pace here is more sedate and genteel, while lacking the backward looking lassitude of the old nobility in Oudgeldwijk. The people who live in Goudb Goudberg, erg, the rich and the filthy rich, can afford to live apart from their businesses, leaving their scores of flunkies to do the real work.
GB49: The Goat and Stoat GB60: Van Reeveldt’s Boatbuilders GB72: The der Kwick Residence Zijdemarkt
Elegance is a byword in Goudb Elegance Goudberg, erg, and the buildi buildings ngs in the ward reflect that. Though small by the standards of Old World nobility, the mansions of the rich are heavily decorated in whatever style was the fashion when they were built. Tilean fluted columns and Nulner statues of Winged Victory mingle with gargoyles and faux-battlements from the time of the War of Independence. The interiors are lavish, and many a rural Imperial Imper ial noble has felt like a bumpk bumpkin in after paying a call. Everyone in Goudberg has servants, even if it's just one or two to do the cleaning and cooking. The mansions of the Ten are staffed to the rafters with liveried servants, many drawn from the Cathayan, Nipponese, Indic and Kislevite ghettos under Goudberg’s jurisdiction. Businesses in Goudberg tend toward luxury, service and the arts. The playwright Willibrord Mengelberg manages the highly regarded Aardbol Theatre, Theatre, partly famous because it puts on farces lampooning the elite of Marienburg while receiving
subsidies from the government. In a house donated by Jaan van de Kuypers, the renowned scholar Timotheus Kogeveen tutors tutor s the child children ren of the elite in the finest private Lyceum Lyceum in the city. In Goudberg the pavement artists, streetwalkers and cutpurses of mundane Marienburg are replaced with sculptors, courtesans and dashing, debonair cat burglars. During the day, the ward streets and canals are filled mostly with servants and functionaries dashing hither and yon on their masters' affairs. Tradesmen make deliveries or perform services, while lesser merchants and brokers cut deals over lunch at elegant cafes. Beggars are forcefully discouraged. At night, the streets and canals grow quieter as Goudbergers begin their nightly rounds of social calls. Small parties travel in lantern-lit canal boats from one mansion to another in a whirl of dinner parties and less formal affairs. Younger sons of the wellto-do sally forth in small groups of rakes, cutting dashing figures with their cloaks and rapiers, hopping from one drinking-club to the next.
GB
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld As one would expect, the Black Caps are well funded and very sharp about protecting the property of the residents. Because the private marines of the Great Families in Goudberg protect their masters' homes, the Watch is free to concentrate its efforts elsewhere in the ward - although they still come quickly when Mijn Heer Director van den Nijmenks calls. Consequently, the League of Gentlemen Entrepreneurs is circumspect in its operations here: the targets are tempting, but the risks are very high. Alternatively Alternatively,, according to some wags, the Gentlemen are less active in Goudberg because they see no sense in robbing their own.
GB
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Marquandt’s Escorts “That’s the third of these letters you’ve had this month, Alfons! You must take it seriously. What will you do if they come after your wife and children? I’m taking you to see Marquandt. If anyone’s trying to kill you, he’s your best hope of staying alive.”
seeking to learn something delicate from Marquandt needs to show an excellent reason.
“It’s a racket, I tell you. Marquandt or one his boys conveniently shows up to offer hit protection just when someone needs them. Why do you think that people threatened by the Guild We’ve Never Heard of who hire Marquandt stay safe? It’s because he’s in on it and gives the League a cut, that’s why. “
Duellist (ex-Sergeant, ex-Bounty Hunter, ex-
Footpads and cutthroats, burglars and pickpockets, racketeers, kidnappers and even hired killers – the dangers to life, limb and property in many of the Old World’s cities are a constant worry. The Watch, over-worked and under-manned, if not incompetent or corrupt, corrupt, can rarely do anything about it. And when they are honest and competent, they still get involved most often only after the crime has been committed - little comfort to the corpse cooling on the cobbles. The poor and middle classes of Marienburg can do little but carry a dagger and pray that it’s the other guys turn. But, for the person of means who wants the best in protection, there is no better place to go than Marquandt’s Escort Service, at the sign of the crossed swords and shield, along the Zwaansloop canal in Goudberg. Marquandt’s storefront occupies the ground floor of a fourstorey building next to the Prince’s Rest Inn, Inn, with Marquandt’s own dwelling above. The ground floor is divided into two offices: one manned from 8 o’clock till dusk by Velma Rutten, scribe a former scribe and excisewoman who acts as Marquandt’s secretary and accountant. It’s her job to weed out the dross from those who might really need Marquandt’s help. She is very loyal to her employer and takes her duties seriously. There are usually one or two of Marquandt’s “boys” around, too, who are only too happy to eject people who don’t take Velma seriously. Marquandt’s own well-furnished office is behind a heavy oaken door. Here he interviews clients, determines their needs and sets his fee. The office is dominated by a heavy desk wooden topped in Tilean marble (a gift from a grateful client) and the walls are decorated with weapons and armour from Marquandt’s adventuring days. His clients include some very important Marienburgers though rarely anyone closely associated with the Ten, since they have their own household troops. Marquandt’s Escorts also provides protection to wealthy visitors to Marienburg, and his agency is popular with those who plan to go “slumming” in the rougher parts of town, like Suiddock. His fees average the guilders per day per bodyguard, payable advance.
Tobia obias s Marq Marquand uandt, t, Pro Protecti tection on Spec Specialis ialist t Watchman) “So you cheated a Lianllach agent and now you think he’s out to get you? We can protect you, but it will cost you. A lot.”
“Velma, take a message to Little Roundhead. ‘Dear Miguelito, comma, I’ve heard of your plans and I congratulate your audacity comma however, the Baroness du Piquet is under our protection, full stop. If you value what little is left of your hair and the scalp to which it is attached comma I suggest you stick to rolling drunks. Full stop. Marquandt.’ Send it the usual way.” Of medium height and a wiry but powerful build, Marquandt has brush-cut blond hair and a handlebar moustache on an otherwise clean-shaven face. A duelling scar on his left check and a broken nose work to make him look older than his 39 years. His grey-green eyes are always alert, never failing to take in the entire scene. Tobias Marquandt loves a challenge, and the game of cat and mouse. After travelling the Empire and Kislev as an adventurer, he realised that he could put his talents to profit profitable able use by protecting others. He puts his heart and soul into his work, and doesn’t doesn ’t take it at all well on those rare occa occasions sions when the opposition gets through. He is a firm believer in the idea that payback, as he puts it, “is a bitch” . Marquandt has extensive contacts in Marienburg society, from Goudberg to Doodkanaal, and in several cities of the Old World. He has neither encouraged nor discouraged the rumours of his corruption, because these have led to useful contacts within Marienburg’s underworld and actually brought in business. And, though thoug h he has been known to trade information information of use to the League, he has never betrayed a client. He knows that Aunt Mina is a fence, and uses her as a conduit to get messages to Adalbert Henschmann. At Henschmann. At present he is considering a request to provide clandestine protection to Margaretta of Kruiersmuur. The request came not from her, but in a letter from an anonymous person who sent along enough gold to pay for a month’s service. Marquandt is naturally curious about the author’s identity.
Marquandt has a high turnover of staff, losing them to injury or even death, so he is always on the lookout for able warriors. He provides better than average bodyguards, so prospective employees had better have good experience under their belts. He has a standing agreement with Sander Monnik, providing the Pit Master ample protection in exchange for special training for his employees. Many of Marquandt’s best men were exfighters at Monnik’s School. His line of work also puts him in possession of often-interesting information, but his dedication to confidentiality is quite strong and he is above blackmail. Anyone
GB08: Marquandt’s Escorts
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Tali alisma sman n of Sha Shado dows ws
Main Profile
WS
BS
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Fel
65%
48%
46%
57%
47%
52%
57%
50%
Secondary Profile
A
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2
15 15
4
5
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Skills: Academic Knowledge (Law, Strategy/Tactics), Skills: Strategy/Tactics), Charm, Command, Common Knowledge (The Empire, the Wasteland), Dodge Blow +20%, Follow Trail +10%, Gamble, Gossip+20%, Intimidate +20%, Outdoor Survival, Perception +20%, Read/Write, Search +10%, Secret Language (Battle Tongue), Shadowing, Silent Move, Sleight of Hand, Speak Language (Reikspiel, Tilean) Talents: Acute Hearing, Coolheaded, Talents: Coolheaded, Disarm, Etiquette, Etiquette, Menacing, Mighty Shot, Quick Draw, Rover, Savvy, Seasoned Traveller, Sharpshooter, Specialist Weapon Group (Entangling, Fencing, Gunpowder, Parrying), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Swashbuckler, Warrior Born, Wrestling
Academic Knowledge: Knowledge : Magic Powers: Bound Spell (Shad Powers: (Shadow ow of Death Death,, CN 15, CT Full); With a successful Will Power test, the wearer may attempt to cast the Shadow of Death spell from the Lore of Shadows as if they had a Magic Character Characteristic istic of 2 (plus their own Magic Characteristic). See the ‘Realms of Sorcery’ for details of this spell. History: A gift from a grateful Grey Magister History: Magister who Marquandt kept alive, it permits the use of a minor spell of the Shadow college.
Ring Ri ng of Sh Shie ield ldin ing g Academic Knowledge: Knowledge : Magic Powers: When worn this ring summons an invisible shield Powers: of force. The wearer of this ring in all ways counts as being equipped with a Shield on the arm on which they are wearing the ring. Outside of combat, creatures must make a Very Hard (-30%) Perception skill test to notice this protection. History: A slender History: slender ring of Elven design, this item grants the wearer protection, even though they appear unarmoured.
Combat: Armour (none) (none):: Good Quality Doublet, Hose and Cloak AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Weapons : Rapier (1d10+4, CV+1, Fast), Main-Gauche Weapons: (1d10+2, Balanced, CV+1, Defensive), Brace of Duelling Pistols (1d10+5, Range 8/16, Reload 2 Full, Impact, Unreliable), Dagger (1d10+3, CV+1), Invisible Shield (Shield) Trappings: Ring of Shielding, Talisman of Shadows , Dose of Trappings: Viper’s Kiss, Flask of Brandy, Tin of High Quality Snuff, Purse (with 3d10 Gu)
GB08: Marquandt’s Escorts
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The Prince’s Rest “The food it exquisite there! Why, Director den Euwe himself raved about the Grootscher Eel in jelly. I love eating at the Prince's Rest - all the best people do, you know.”
leather and easily cost over a hundred Guilders. He has a sharp face, lined with middle age, and a abrupt goatee beard poking unobtrusively from his chin.
“What a bunch of snoots-in-the-air! They acted at if I didn't belong - me, the Master of the Bakers Guild! Why, I had waited months for those reservations, and I even finagled a room for the night - don't tell my wife, please. What do I get for my trouble? Roast duck that I swear was haunted and a bed that had sprouted mushrooms! No, I'm not joking! The staff practically accused me of pranking! I'm sticking to places that I can trust after this.”
August Bardolino was born in the city of Miragliano, the third son of a family of immigrants. He had a different name then. As a bright but desti destitute tute child growing up on the streets of the city he befriended several members of the huge racketeering scam, run by the infamous di’Vermosia family. When he matured, He became part of the organisation, and ascended through its ranks. Soon he was leader of whole areas of the city.
Next to Marquandt's Escorts stands an ancient three-storey inn that is among the smartest establishments in Marienburg. Named the Prince's Rest for its popularity with Grand Prince Rikard of the Reikland, who always stayed there when visiting Baron Matteus, the inn cultivates an elite, exclusive atmosphere that is reflected in its clientele. Only the best (i.e. the wealthiest) can afford to eat and sleep there, though dedicated socialclimbers from the middle classes have been known to save for years to afford one evening at the Prince's. The Prince's is most known for its exquisite cuisine and impeccable service. The dining room seats a dozen tables of various sizes, between which servants in royal purple tabards glide – the right to use this colour was granted by Grand Prince Rikard, whose letter is framed above the mantle. The kitchen is supervised by Master Master Chef August Bardolino, a Miraglianese whose last assignment was in the Royal Palace at Oisillon itself. The wine cellar is without equal in Marienburg, and stocks only the finest Bretonnian, Estalian and Tilean vintages (“Imperial wine” is a contradiction in terms, according to the owner.) Rooms are available, though most are taken up with standing reservations. Those few that are available have waiting lists stretching sometimes into years. The rooms themselves are uniformly luxurious, with goose-feather mattresses and pillows, satin sheets and lamb's-wool blankets. Each has its own private attendant only a bell-pull away. Sparing no expense, all the chamber pots are magically scented by Sybo Haan himself. Security for the guests and their valuables is provided through a standing arrangement with Tobias Marquandt. Anyone Marquandt. Anyone planning an evening at the Prince's Rest should expect to pay 500% of the standard prices. Rudolph Aasenberg owns the most exclusive inn in the north-western Old World. So why is he unhappy? Why does he pray to Shallya for mercy every night and spend countless guilders consulting useless seers? Because poor Heer Aasenberg is convinced that his inn is haunted and if knowledge of the embarrassing goings-on became widely known, he and the Prince's Rest would be ruined. Heer Aasenberg's problems don't stem from any ghost. Rather, he has an unknown guest, guest, a boarde boarderr who only wants to help.
August Bard August Bardolin olino, o, Mir Miraglia aglianese nese Mast Master er Chef Artisan (ex-Thug, ex-Racketeer, ex-Tradesman) August Bardolino is of average height, but remarkably lithe and wiry. He is always dressed in very fine clothing and wears flowing white silk shirts of the highest quality, and skin-tight, colourful leggings. His brown boots are from hand made Tilean
One night, one of his childhood friends who he had not seen for many years met him, and explained to him that the Doge of Miragliano was about to declare war on the di’Vermosia and that Augus Augustt was on the list of targe targets. ts. Augus Augustt didn’t even pack, pack, but stowed away on a trading ship bound for Bretonnia that very night. When he arrived he was cold, hungry and homeless. For a year he was a down and out, living in the slums of Gisoreux. He changed his name, ever fearful of vengeance, and eventually he managed to find work as a servant at the Royal Palace of Oisillon. Three years later, as he was in one of Couronne’s food markets shopping for his employer, he happened to bump into someone he hadn’t seen for years. Pietro greeted him somewhat coldly, and told him of events. The raid was a success and a great number of the di’Vermosia Family and their men had been hung. The survivors had come to the conclusion that as August had fled, he must have been working working for the Doge’s men, and had called a vendetta against him. August was terrified, and deciding that he was not safe in Bretonnia, fled to the port of Marienburg where due to his palace connections he found work at the Prince’s Rest. August is still fearful to this day of ever being seen by any of his old companions, and Pietro visits him every few years. Although outwardly cheerful, welcoming and jovial, his eyes hint at a darker side of his character. They are grey, as plain as steel, and yet fearful, darting around the room, scanning peoples faces, but never resting on them for too long.
Main Profil Profile e
WS
BS
S
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Ag
Int
WP
Fel
52%
39%
43%
39%
47%
36%
57%
45%
Secondary Profile
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2
15 15
4
3
4
0
2
0
Skills: Command, Common Knowledge (Bretonnian, Tilea, the Skills: Wasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gamble, Gossip, Haggle, Intimidate, Perception, Read/Write, Secret Language (Guild Tongue, Thieves Tongue), Shadowing, Speak Language (Breton, Reikspiel, Tilean), Trade (Art, Brewer, Cook +10%, Herbalist) Talents: Coolheaded, Dealmaker, Disarm, Etiquette, Excellent Talents: Vision, Menacing, Resistance to Poison, Sixth Sense, Street Fighting, Streetwise, Strike Mighty Blow, Strike to Injure, Strike to Stun
GB09: Prince’s Rest, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Note that Adrian’s Common Knowledge (Bretonnia) and Speak Language (Bretonnian) Skills where brought outside of his Careers.
Combat: Armour (none) (none):: Fine Clothes and Pointy brown leather boots
Skills: Academic Knowledge (Genealogy/Heraldry), Skills: (Genealogy/Heraldry), Blather, Blather, Charm, Common Knowledge (Tilea, the Wasteland), Consume Alcohol, Dodge Blow, Evaluate, Gamble, Gossip, Lip Reading, Navigation, Perception, Performer (Actor, Storyteller), Read/Write, Search, Speak Language (Tilean, Reikspiel), Swim, Trade (Calligrapher) Talents: Dealmaker, Etiquette, Fleet Footed, Public Speaking, Talents: Suave, Swashbuckler, Very Strong
AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Stiletto (Dagger, 1d10+2, CV+1) Weapons Trappings: various small pouches of cooking Herbs, Purse Trappings: (with 3d10 Gu and 6d10 shillings)
Eustachius Aasenberg Aasenberg,, Playwrig Playwright ht Rapscallion (ex-Dilettante, ex-Entertainer) “But surely you can see that in this scene the chair represents the burdens of society constantly being dragged from one area of responsibility to another, never being broken into its component parts and reduced to the primal wood it came from. This furthers the themes this play expresses.” Rudolph Aasenberg’s eldest son, Eustachius is a tall, strong and conventionally handsome, with slicked back blond hair and blue eyes. Unfortunately he is also somewhat egotistical, pretentious and vain. Eustachius always wears fashionable and ostentatious clothing, with a large blue velvet rose in his buttonhole. He sees himself as a cutting edge playwright and director, and regularly puts on productions at the Aardbol Theatre. His works are typically pretentious and boring, as Eustachius is concerned with the “metaphysical nature” of his works and the “attempt to explore the intrinsic contradictions of the modern world and thus expose the idiosyncratic conundrums of the spiritual nature of man” . Nevertheless, his works have become quite fashionable among a certain set, keen not to upset the man who will one day take over Marienburg’s most exclusive inn. If anyone so much as suggests that his plays could do with a little improveme impro vement, nt, he fills with self pity and anger – and his father has a long list of theatr theatre e critics who have been banne banned d from entering the Prince’s Rest. An intellectual snob, Eustachius despises almost everyone in the Aardbol Theatre, and takes it as a personal insult when any of the other productions there win acclaim. Eustachius has a suffocating love for his sister, Juliana, the only person who truly likes him, and a grudging respect for Remiel for Remiel Lietz. Lietz. Should he ever discover the tryst between the two, he would angry, confused and deeply upset. He admires Emma van der Schaar – who pretends to enjoy his work – and despises Arngrim Zloothsson for imagined sabotage attempts on his masterpieces by technical problems.
Main Profile
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Int
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41%
39%
46%
39%
51%
38%
38%
67%
Secondary Profile
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2
15 15
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1
0
Combat: Armour (Light): (Light): Dashing Clothes, Leather Jack, Fine Cloak and with a Blue Velvet Rose in his buttonhole AP:: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3) AP Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings : Small Mirror, Several Plays, Purse (with 3d10 Gu Trappings: and 3d10 shillings)
Skwiknibb Skwikn ibble le Mou Moulde ldey ye, Sha Shaman man of the Mother Moth er Fun Fungus gus Snotling extraordinaire (Servant) "Me like. Me help." Two feet, two inches tall, stooped and filthy. filthy. A few bristles of hair sprout from his warty green head. The rheumy yellow eyes show far more intelligence than one would expect from a snotling. Skwiknibble was once the pet and companion of the Wizard Carstein, an Imperial Wizard who took pity on the little greenskin he found cowering in a goblins' cave he had just cleared. Recognising the faint glimmer of intelligence (the snotling could actually count to four), Carstein tamed him and actually became quite fond of him. Knowing that he could not openly take Skwiknibble with him, he carried him in a small valise drilled with air holes. Carstein met an unfortunate end while in Marienburg. Having acquired an artefact of odd powers, he interrupted his investigations in his room at the Prince's Rest to answer nature's call. He came back just in time to see Skwiknibble swallowing the amulet. Before he could shake the jewel out of the snotling, his anger got the better of him and he died in an apoplectic fit. Skwiknibble couldn't understand what had happened, but he knew he was in trouble and had to hide. He also knew he had nowhere to go. Since Carstein obviously liked the Prince's so much,, he decid much decided ed to stay there, there, hiding in the walls and the cess pool, to help these nice people. Soon he discovered that he could make the place more "homey" (for a snotl snotling, ing, that is) just by "wishing" . Having forgotten about the shiny piece of glowing rock he had swallowed, he assumes this is a blessing from the Mother Fungus herself, and that he is a great shaman. He has spent the last month adding just the right touches here and there around the inn, and the staffs' reactions have made him very happy. He's even started a puffball patch on the attic rafters. Aasenberg and his staff have occasionally heard the faint pitterpatter of tiny feet at night, but they have assumed these are caused by the "ghost" . Only one being knows the truth – the cat, Harry. He's seen Skwiknibble dashing about the inn at night
GB09: Prince’s Rest, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld and the two have become friends. Harry will sit for hours staring at a spot in the wall behind which the snotling is hiding, or meowing over the hole of the bench in the loo, waiting for him to come out. Of course, the staff just think the cat has found a mouse.
Main Profile
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WP
Fel
20%
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17%
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45%
17%
15%
15%
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Skills: Animal Care, Blather, Skills: Blather, Concealment, Dodge Blow, Blow, Evaluate, Gossip, Outdoor Survival, Perception +10%, Scale Sheer Surface, Search, Sleight of Hand, Speak Language (Goblin Tongue, Reikspiel) Talents: Acute Hearing, Fearless, Flee, Hardy, Talents: Hardy, Lightening Reflexes, Night Vision, Very Resilient
Combat: Magic: 2; 2 ; Petty Magic (Arcane) Armour (none) (none):: Soiled loincloth and vest AP:: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2) AP Weapons:: none (Unarmed, 1d10-3, Special) Weapons Trappings: Stolen Dinner Knife, Bag of Cat Droppings, Trappings: Amulet of Wild Magic (swallowed, embedded in stomach)
Amul Am ulet et of Wi Wild ld Ma Magi gic c Academic Knowledge: Knowledge : Magic Powers: The Wearer of the Amulet may cast any Arcane Powers: Spell of Casting Number 5 or lower, as if they had a Magic Characteristic of 2. The bearer must pass an Intelligence Test upon casting a spell from the Amulet. If failed, the spells effect is reversed, usually in an embarrassing, dangerous, or comedic fashion (for example, `Calm the Wild Beast' would cause Frenzy in its target, `Deathsight’ would render the living invisible to the caster, `Ferment’ would turn a liquid into sewerage, and `Cleansing Glow’ would cause mushrooms to grow on the target). - Each time a reversed effect occurs, the wielder must pass a second Intelligence Test, or suffers a Minor Chaos Manifestation. History: A gift given to the famous Elven Loremast History: Loremaster er Yrtle, by his Master, when he first apprenticed to learn Magic, this powerful item is considered a toy to the great Elven Mages. Designed to test the apprentices' control over the Winds of Magic, this Amulet can perform a great many minor magical effects, providing the apprentice can maintain concentration when using it. Upon successfully mastering this device, the apprentice is judged worthy to be taught the most basic Petty Magicks. Yrtle kept this device as a memento of his apprentice appre nticeship, ship, and it was lost upon his death in the Great War Against Chaos. During its time lost in the hands of the Chaos Armies, the effects were subtly and dangerously twisted. To the Humans who have wielded it since, it has seemed an erratic and dangerous device, which has ultimately caused their ruin.
GB09: Prince’s Rest, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Oliver Bonner, Scents and Balms “Scent! You smell like you could do with some of that!” “Oh my dear, that man is simply divine. His perfumes are so refined, so exquisite!” The Bonner family has been making perfumes for hundreds of years within the Empire. The current owner of the family business, Oliver Bonner, moved to Marienburg from Nuln several years ago, choosing to position his famous establishment somewhere more cosmopolitan. His shop on Silk Shape Square blended in perfectly, and due to the increased exposure in Marienburg, many of the more wealthy members of the city have flocked to his door. The shop itself is somewhat spartan. The bay window is empty, allowing copious amounts of light to flow into the building. In the centre of the room, rests the only piece of furniture: a large mahogany table, blanketed with small glass jars. Locked within the vessels is sandalwood and tuberose from Araby, vetiver from the Lustria, rose essence and camphora from Cathay, and iris root, which costs three times the price of gold. One end of the table has a work mat, pestle and morta mortarr and other apparatus. There are deep draws under the tables, and these contain yet more jars and empty bottles for the finished product.
Oliver Bonner, Perfumer Mutant Doomweaver (ex-Tradesman, ex-Artisan, exCult Acolyte of Slaanesh, ex-Maledictor) Oliverr is tall, athletic Olive athletic and has blonde hair so pale it is almost white. His eyes are lacklustre, and many people suspect that he is at least partially partially blind, but no one knows for certain. When conversing, his nose twitches constantly, and he has an unnerving habit of sniffing everyone he meets. He is consistently well dressed, with cloths carefully selected from the small boutiques that surround Silk Shape Square, and of course he always smells glorious. Bonner is a familiar figure around Marienburg, not only in the exquisite clubs of Goudberg and Tempelwijk, but also in Arabierstad, Indierswijk and Zijdemarkt – where he haggles for the best spices and mineral ingredients for his scents. He is often quite judgemental in his dealings, quick to criticise the ludicrousness of any fashion he disagrees with or the adherence to “pointless” tradition. He is often bluntly honest, even righteous with his customers – no matter how wealthy or important they may be. On the other hand, he appears equally dedicated to his own luxury, spending a small fortune of clothes and other fripperies. A deviant and Bon Vivant of the highest hi ghest order, Bonner is a member of several of the cities most prolific Slaanesh Cults. His worship of the prince of Pleasure was the true motive for leaving Nuln, after Witch Hunters destroyed his current coven. Boner lives only to revel in sensation in an entirely decadent fashion. He dines frequently with Anetta van Klausner of the Aesthetes, and frequently attends the lavish balls at The Velvet Rooms. He closest association is the with the neighbouring cult of the Siblinghood of Eternal Love, where he frequently participates in their gatherings. And all his fellow cultists his supplies with “special” highly addictive perfumes and scented candles. For, egotistical in the extreme, Bonner is not content with just joining the Cities various cults – but seeks to master and ultimately consume them in a feast of depravity and
cannibalism that he believes will elevate him to daemon-hood. To this end he is attempting to ensnare all the other cultists in a web of addic addiction, tion, at which point he will eliminate eliminate the other coven leaders and assume total control.
Main Profil Profile e
WS
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40%
37%
42%
36%
47%
54%
57%
60%
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13 13
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Skills: Academic Knowledge (The Arts, Daemonology Skills: Daemonology,, Magic), Channelling +10%, Charm, Common Knowledge (The Empire, the Wasteland), Disguise, Drive, Evaluate +10%, Follow Trail, Gamble, Gossip+10%, Haggle, Intimidate, Magical Sense +10%, Perception +20%, Performer (Actor), Read/Write, Ride, Search, Secret Language (Guild Tongue), Speak Arcane Arcane Language (Daemonic, Magick), Magick), Speak Language (Arabyan, Breton, Cathayan, Classical, Reikspiel, Tilean), Trade (Apothecary +10%, Artist, Candlemaker,+10%), Candlemaker ,+10%), Swim Talents: Artis Talents: Artistic, tic, Aethy Aethyric ric Attunement, Attunement, Dark Lore (Slaa (Slaanesh) nesh),, Dark Magic, Dealmaker, Etiquette, Excellent Vision, Fast Hands, Inured to Chaos, Lesser Magic (Aethyric Armour, Magic Alarm, Magic Lock), Marksman, Mighty Missile, Night Vision, Petty Magic (Chaos), Savvy, Stout Hearted, Streetwise, Suave Inured to Chaos gives Oliver a +10% bonus to resist gaining further Mutations. Note that the Keen Senses Trait granted from ‘Cult Acolyte of Slaanesh’ Career has been replaced with ‘Excellent Vision or Acute Hearing’.
Mutations: Fear Points: 0 Chaos Weapon (Entrancing Blade): Blade) : Counts as a Hand Weapon; In addition, when used in combat all enemies within 6 yards must pass a Will Power test or become Bewildered (see the Bewilder Spell). Long Nose: Nose : This Grants Oliver the Follow Trail skill and a +10% bonus to Perception tests based upon smell.
Combat: Magic: 2; 2; Aethyric Armour, Armour, Dark Lore Lore (Slaanesh), Magic Alarm, Magic Lock, Petty Magic (Chaos) The rules for Oliver’s Petty Magic (Chaos) and Dark Lore (Slaanesh) spells can be found in Tome of Corruption, if you do not have access to that book substitute Petty Magic (Arcane) and Arcane Magic (Amethyst) instead. Armour (none) (none):: Noble’s Garb AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons : Entrancing Blade (Hand Weapon, 1d10+4, Weapons: Special), Dagger (1d10+1) Trappings:: Grimoire, Trade Tools (Perfumer), Purse (with 15 Trappings Gu and 3d10 shillings)
GB30: Oliver Bonner, Scents and Balms
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Bosphorus Club One of the most exclusive clubs in Marienburg, the Bosphorus is based in an unobtrusive building on Silk Shape Square, near the edge of the Zijdemarkt. The Club’s entrance is narrow, much the same as the entrances to apartments above the shops. A small, perfectly polished brass plate divulges the club’s name “The Bosphorus Club - Members Only” and is screwed to the wall directly next to the door. The club is only open a couple of nights in every month, the rest of the time it is locked and empty. As the club’s patrons are all devout followers of Slaanesh, this anonymity is a vital requirement. Many of them are the sons and daughters of the Merchant Lords, jaded despite their youth, and seeking ever more bizarre and decadent pleasures. Collectively the club members form a cult known as The Siblinghood of Eternal Love, which exists solely to exploit the fantasies and facets of pleasure and degradation to the utmost. Directly inside is a small porch where a guard sits and behind him is a heavy iron door with a combination lock. The lock’s code changes every night to prevent unauthorised entry and only the guard knows the code. Behind the door is a flight of stone stairs, stairs, going down instead of up, and then a short passage ending with a thick purple curtain. Just off the passage is a cloakroom where members can change (usually into very little)! The club is dark and permeated with an intoxicating perfume of incense incen se and swea sweat. t. Alcov Alcoves es are spread around the walls walls,, and aromatic candles (made by Oliver Bonner ) provide both light and scent. There are candles on the tables as well, and several colourful magical lights flit around the room like fireflies. Hanging Hangi ng from the centr centre e of the ceiling is a large cage, in which hypnotised musicians are incarcerated and forced to perform. Under this is a mosaic depicting Slaanesh’s symbol, but the rest of the floor is cloaked with a thick purple carpets. All the other furnishings are either purple, or a pastel shade of pink or blue. There are three ornate tables spread with wines, sweat meats, drugs and herbs, incense and coloured dyes. Around each table are three couches with arm rests at either end but no back rest (one is obviously expected to sprawl) In one corner of the chamber, a shallow pool of tinted water gurgles quietly.
Sister Sis ter Hé Héloi loise, se, Pri Pries estes tess s of Ple Pleasu asure re Cult Magus of Slaanesh (ex-Cult Acolyte of Slaanesh, ex-Burgher) The owner of the Bosphorus Club is known simply as Sister Héloise, who is also the supreme mistress of the Siblinghood of Eternal Etern al Love. It is rumoured rumoured that she lives in a grand house on a private island, similar to the Merchant Lords and other rich Marienburgers, but no one can say how she got either property or money. Very little is known about Sister Héloise but there is much speculation among the members.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
40%
39%
34%
36%
59%
71%
33%
82%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
3
3
4
2
0
0
Skills: Academic Knowledge (The Arts, Daemonology Skills: Daemonology,, Genealogy/Heraldry), Channelling, Charm +10%, Common Knowledge (The Empire, the Wasteland), Consume Alcohol +20%, Disguise, Drive, Evaluate +10%, Gamble, Gossip +20%, Haggle, Intimidate, Magical Sense, Perception, Performer (Actor, Dancer), Read/Write, Search, Speak Arcane Language (Daemonic), Speak Language (Breton, Classical, Reikspiel) Talents: Aethyric Attunement, Dark Lore (Slaanesh), Talents: (Slaanesh), Dark Magic, Dealmaker, Etiquette, Excellent Vision, Fearless, Inured to Chaos, Lesser Magic (Exorcism, Magic Alarm), Lightning Reflexes, Menacing, Mimic, Petty Magic (Chaos), Resistance to Disease, Resistance to Poison, Savvy, Schemer, Streetwise, Suave Inured to Chaos gives Héloise a +10% bonus to resist gaining further Mutations. Note that the Keen Senses Trait granted from ‘Cult Acolyte of Slaanesh’ Career has been replaced with ‘Excellent Vision or Acute Hearing’.
Mutations: Intoxicating Personality Intoxicating Personality:: Grants Héloise a +9% Bonus to Will Power and a +1% Bonus to Fellowship, already included in her profile. Razor-edged Tail: Tail : This functions as per the Natural Weapons Trait.
Combat: Magic: 2; 2; Dark Lore (Slaanesh), Exorcism, Magic Alarm, Petty Magic (Chaos) The rules for Héloise’s Petty Magic (Chaos) and Dark Lore (Slaanesh) spells can be found in Tome of Corruption, if you do not have access to that book substitute Petty Magic (Arcane) and Arcane Magic (Amethyst) instead. Armour (Light): (Light): Noble’s Garb with Studded Leather Corset AP: Head 0 (3), Arms 0 (3), Body 2 (5), Legs 0 (3) AP: Weapons : Best Craftsmanship Dagger (1d10+0), Razor-Sharp Weapons: Tail (Natural Weapon, 1d10+3) Trappings:: Religious Symbol of Slaanesh, Cult Vestments, Trappings Purse (with 6d10 gu), Extensive Wardrobe
GB31: Bosphorus Club, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Honeyton Hone ytongue gue Suck Sucklecla leclaws, ws, Dae Daemone monette tte The club’s ‘pet’ Daemonette, Honeytongue Suckleclaws spends the day bound in a Chaos Icon held by the Siblinghood of Eternal Love. The Icon takes the form of a statue of Honeytongue, and summons her when ‘fed’ a quart of fresh blood. Never the most intelligent of her kind, the Daemonette is reasonably happy with the current state of affairs, although she might betray the cult if an opportunity to free herself from her bondage presented itself.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
44%
0%
40%
37%
52%
31%
28%
55%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
12
4
3 (5)
5
0
0
0
Skills: Charm +20%, Dodge Blow, Gossip +20%, Perception, Skills: Performer (Dancer), Speak Arcane Language (Daemonic), Speak Language (Breton, Reikspiel), Torture Talents:: Ambid Talents Ambidextro extrous, us, Night Visi Vision on Traits:: Frightening, Natural Weapons, Night Vision Traits
Mutations: Animalistic Legs: Legs : Increases Movement by 1, included in profile. Moronic:: Reduces intelligence by 12%. Included in profile. Moronic Pincer Hand: Hand : Grants a Natural Weapon attack with the Precise Quality
Special Rules:
Chao Ch aos s Ic Icon on Academic Knowledge: Knowledge : Daemonology Powers: Each Chaos Icon has a specific Daemon bound Powers: within it, which can only be released through a specific ritual activity connected to it. Typical rituals often involve elements such as the sacrifice of innocents, self harm and hours of ceremony. History: Amon History: Among g the most prestigious prestigious rewards rewards that can be granted to a follower, and conversely the most severe punishment granted to a Daemon, these Icons are often found among the forces of Chaos, particularly among followers of Khorne - who lack any sorcerers to perform Daemonic Summonsing. Chaos Icons are focus points for their god’s favour, and can be any size, shape and made form any material. Some are incorporated into weapons or armour, or even manifest as tattoos while others exist as altars, standards or even columns of living flames.
Instability: On any round, if a Daemonette is injured in melee Instability: combat, but fails to inflict any wounds in return, she must succeed succ eed a Will Power test or be banis banished hed back to the Realm of Chaos from which she came. Mask of Seduction: Seduction : When a Daemonette so chooses, she masks her daemonic appearance. While clothed by seductive, shifting forms, her Frightening and Aura of Slaanesh Traits do not apply and she cannot be detected with Witch Sight. Will of Iron: Iron : Daemonettes are immune to fear and terror, as well as the effects of the Intimidate skill and the Unsettling Talent.
Aura of Slaanesh: Slaanesh : A Daemonette Daemonette is so seductive seductive and bewildering that living opponents within 4 yards suffer a 10% penalty to their Weapon Skill and Will Power Characteristics.
Combat:
Daemonic Aura: Aura: Daemonettes are made from the very stuff of magic, which protects them when they are in the mortal world. Any time a non-magical weapon hits a Daemonette; her Toughness bonus is treated as if it was increased by +2. Additionally,, the Daemonette’s own attacks are considered Additionally to be magical. Lastly, Daemonettes are completely immune to the effects of poison and suffocation.
Weapons:: Pincer Hand (Natural Weapons, 1d10+5, Precise) Weapons
Armour (none): (none) : Honeytongue is normally naked AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP: Trappings:: None Trappings
GB31: Bosphorus Club, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
House van Haagen Headed by Leo van Haagen, 67, House van Haagen is the second wealthiest of the Ten. Its mansion is in Goudberg on the edge of Zijde Zijdemark markt, t, and its symbol symbol is a shiel shield d of blue and white chevrons, unadorned. Leo’s heir is his son, Crispijn, 35. Like the van Onderzoekers, the family concentrates its trade in the northern Old World, consequently finding itself at odds with them. The van Haagens’ trading interests are eclectic, ranging from luxuries to basic everyday items. Ruling his family with an authoritarian hand, “old Leo” has placed young relatives in many cities to oversee family interests, preferring blood ties to agents’ commissions. While heads of local operations are allowed to develop specialities based on the local market, all receive frequent letters of instruction from Leo, and all fear his wrath should profits drop.
More on the van Haagens in Marienburg The van Haagens maintain many wharfs throughout the city, a mostly forgotten one sited on the island of Riddra is detailed here here.. Edwin Kaardscherp ‘works’ as an assistant to the Lord Harbourmaster at The Marienburg Secretariat for Trade Equity.. In reality he is a member of the van Haagen family Equity who is lying low and incognito, incognito, for the time being.
For example, Jochen van Haagen is the head of the family business interests in Bögenhafen, a small town in the Reikland. The van Haagens are the town’s main dealers in luxury goods. Since the bulk of their trade is to and from Marienburg Marienburg by river the van Haagens are closely allied to Bögenhafen’s Stevedore’s Guild, and they maintain their own small fleet of sailing barges and a wharf too. So desperate is Jochen to stay in old Leo’s good books that he will consider consider anything – anything – in order to keep his corner of the van Haagen business empire prosperous. Perceptive watchers have noticed that the van Haagens’ wealth seems greater than their business would warrant. Conspicuous consumption seems to be the motto of the family, even their retainers. Speculation has it that the van Haagens are deeper into smuggling than most of the Directors, even arranging bans on goods so that they can make more money by smuggling them into the city. There are even furtive rumours, passed in whispers late at night in Suiddock taverns, that young Crispijn van Haagen, nicknamed “the strutting cock” for his expensive and decadent tastes, taste s, has a hand in the illega illegall but very profitable profitable “body trade” , the traffic in living beings for sale as slaves or even sacrifices. This may or may not be true: certainly nothing has ever been proved, but the rumours persist.
GB33: House van Haagen
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Brotherhood and the Knights of Purity
“The Brotherhood of Purity? A grand organisation. Nothing like it in the Old World. They work with the poor unfortunates of Marienburg to better their lot. Even run soup kitchens and flop houses for those wretches. Name me an organisation of wealthy patrons in the Empire who would give much of themselves.” “Bloody dogs, those gets! Youse think that we wouldn’t know how to relieve ourselves without their bleedin’ help! If it wasn’t fer their soup kitchens, me ‘n me friends would think nothin’ of shakin’ down those snot-nose fools.” “You need to be careful. There’s more to the Brotherhood of Purity than meets the eye. On the outside, they’re a charitable. But there are rumours. Seems that they have a secret group who root out and expose those who disagree with their view of right. So, watch what you say.” The Brotherhood of Purity is one of the influential social clubs of Marienburg. It ranks are composed of like-minded well-to-do people who wish to devote time or donate money to help those less fortunate than themselves, mostly widows and orphans. To this end, the Brotherhood operates a number of soup kitchens and flophouses for the poor, chiefly in the southern wards such as Suiddock and Kruiersmuur. The organisation has a good reputation in the city, amongst the rich and poor alike. Indeed, fundraising social events are often held in its name. PCs are likely to come across them when they visit the poorer areas of the city. However, there are rumours that all is not as it seems with the Brotherhood. Though secret, the membership of the Brotherhood includes some of the more important and respected individuals in Marienburg. Albert Loodemans, Guildmaster of the Brotherhood of Seamen and Pilots, is one such member as is Nadia van Onderzoeker , younger sister of Director Thijs “the Lesser” .
The headquarters of the Brotherhood of Purity is located near the Prince’s Rest and Marquandt’s Escorts in the Goudberg district. distr ict. Aside from the coat of arms hanging hanging above the main entrance, the slate grey, two-story building lacks decoration of any sort. Inside the large oaken double doors, a guard sits in the foyer ensuring only members and their guests are admitted. A double door on the opposite wall leads to the large meeting room where members gather once a month to drink Bretonnian cognac and discuss the organisation’s business. Two other doors, one on each wall adjacent to the double doors exit the foyer. The one on the right leads to the reception room, dining room, kitchen, and guest quarters for visiting dignitaries. Only the upper echelon of the Brotherhood is permitted through the left door. The stout door is usually locked and only those permitted past this door carry keys to do so. The foyer guard does not have keys to that private door. To break it down would require either a Hard (-20%) Strength Test, or Very Hard (-30%) Pick Locks Test. The restricted door opens to a small room with another door and stairs. Behind the door is a shrine dedicated to Solkan, the god of retribution, vengeance, law, and discipline. The stairs lead to the upper floors where the seven leaders of the Brotherhood have their private quarters and meeting room. The latter is where the real business of the organisation is discussed and plans formalised. The Brotherhood is, in reality, a front for the semi-secret vigilante group known as the Knights of Purity. The Knights’ self-proclaimed mandate and long term objective is the eradication of all mutants and anyone with the slightest taint of Chaos. Unfortunately, the Knights of Purity tend to see such taint in anybody who look different. As a means to this end, the Knights conduct night-time raids upon locations believed to be harbouring mutants or other
GB38: Brotherhood and the Knights of Purity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld servants of Chaos (e.g., cultists). These raids generally take place in the poorer sections of Marienburg. Some of their victims may not have obvious mutations, but that doesn’t matter to the Knights as they are more than certain that these victims were tainted. The Knights of Purity have a secret base in the Doodkanaal district from where they conduct their raids into the southern slums of Marienburg (the Doodkanaal, Kruiersmuur, and Suiddock districts). The League of Gentlemen Entrepreneurs takes a particular interest in any Knights of Purity activity in the Suiddock, especially since rumours abound linking the Knights to the Marienburg Watch. In conjunction with mutant raids, the Knights of Purity have taken steps to infiltrate both the Marienburg Watch and Judiciary. While the membership of this body rarely exceeds 2030 people, the influence of Knights is disproportionately higher than its numbers would indicate. All members are united in their desire for law and order, not necessarily the justice embraced by the weak of heart. They also use their influence to protect those members who run afoul of the less vigilant Watch. Though few have heard of them, the Knights of Purity do have their enemies. These include judges, magistrates, and the few uncorrupted Watchmen in the city who oppose the Knights’ vigilante activities. There is also opposition from the Merchants’ Guild as vigilante acts are bad for business. In addition, the hierarchies of the cults of Verena and Shallya oppose the Knights’ efforts. Although not truly xenophobic (but very close), the Knights of Purity are very distrustful of outsiders who keep to themselves. In particular, Arabians, Cathayans, Indics, Kislevites, Kislevites, Nipponese and Sea Elves are viewed as potentially disruptive to the order the Knights of Purity hope to achieve. Some critics even claim that the Knights seek to achieve racial purity in the cosmopolitan city. Further, the Elves are resented for the clearly preferential treatment they have received in the Treaty of 2150 I.C., which allowed them a settlement outside the jurisdiction of Marienburg.
Johannes Rechtbind Rechtbinder er,, Lord Protecto Protector r of the Knights of Purity Politician (ex-Priest, ex-Litigant, ex-Initiate, exStudent) “In the final analysis, it is the letter of the law that must prevail. The intent of the individual is of little consequence.”
“The only way to defeat Chaos is to root out the cancerous group of its followers, even if that means removing the innocent dupes who protect them.” “Harbouring miscreants such as mutants is an offence to all Divine Laws. We, therefore, petition the Courts to fulfil their obligation to the good people of Marienburg. Execute the mutant and sentence the defendant here to life of hard labour on Rijker’s Isle.” Johannes has been the Lord Protector of the Knights of Purity for over 20 years. The 55 year old priest stands 6 ft., weighs 175 lbs. with short grey hair, clean shaven face, and piercing ice blue eyes. Once a formidable prosecutor in the High Courts, Johannes has sat on the bench as judge during the last 10 years. Many are the prisoners on Rijker’s Isle who can thank this humourless, hard-hearted judge for their current lodgings and other accommodations.
Johann has come a long way since his lowly beginnings. His father was a Suiddock stevedore, his mother dead before his second year. Early on he learnt his father would spend some evenings attacking immigrants in the area, “those scum who take our work.” He followed his father in the job at the age of twelve, twelv e, but by then he had taught himself himself to read. His intelligence and leadership qualities brought to the notice of one of the Guild Leaders and he was brought into work as a dock clerk, acting as a go between the guild and the men. Moving slowly up the hierarchy, he married the daughter of one of the Guild leaders, leaders, and they had a son. This young talent with forthright views brought him to the attraction of a Cleric of Solkan, a High Court Lawyer. He made him an initiate of Solkan, Solk an, and soon a cler clerk k in his Law firm. A year later his wife and son were dead, kille killed d in a street robbery. robbery. A pair of Tileans were caught and executed but Johann’s resolve was now set. Convinced that society’s morals were in decline and the surly criminal element increasing (some of whom, no doubt, were followers of Chaos), Johannes became more active in the cult of Solkan, and moving his way up the cult hierarchy. Now as the highest ranked priest of Solkan in the city, Johannes can rely upon the followers of Solkan to wholeheartedly support the Knights of Purity in their holy causes. As set forth in the charter, Johannes maintains that outward good works and charity must be coupled with a more active role in eliminating the influence of Chaos from Marienburg society. Naturally, he is extremely active in planning the Knights’ activities with an eye to both detail and overall strategy. Johannes is also extremely concerned about security within the organisation as several recent raids did not achieve the capture of mutants and arrest of their sympathisers he expected. Clearly, Johannes suspects that there may be a spy in the organisation and is formalising plans to flush out the unfaithful. Once uncovered, the fate of the individual will be determined by the will of Solkan. Johannes is well-known among the pillars of power in Marienburg. None – including his peers on the bench of the High Court – suspect that the solemn judge is anything more than a strict, unyielding, and incorruptible jurist. The Lord Protector gets along well with Arhennius Vogt, High Warden of Rijker’s Isle, whom he sees as a disciplinarian much as himself. In fact, Johannes believes that Mijnheer Vogt is better qualified to run the fortress-prison than the foppish Governor, Ludwig de Beq. However, he is undecided about recruiting the High Warden into the Knights. Waldemar Duisterjager is Johannes’ second in command and one of the more fanatical followers of Solkan and his principles. Johannes has no doubts about the Witch Hunter’s loyalty and entrusts him to carry forth the most discreet and dirtiest assignments for the Knights of Purity. In return, the Lord Protector uses his considerable influence to ensure Waldemar’s ability to operate freely. This allows Waldemar to conduct the Knights’ business with little interference from misguided legal constraints. Other Knights find it safer and saner to avoid Waldemar, if possible. The Witch Hunter suspects everyone other than Johannes as possible Chaos dupes. The scantiest of evidence may be enough for Waldemar to take action. Johannes also recently elevated Maria van Reeveldt to the inner order of the Knights after she demonstrated her commitment to their cause and principles. Since then, Maria has become one of Johannes’ most trusted aides.
GB38: Brotherhood and the Knights of Purity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Cult Cu lt of So Solk lkan an
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
28%
42%
48%
43%
50%
56%
57%
53%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
1
0
0
Skills: Academic Knowledge Skills: Knowledge (Genealogy/Heraldry (Genealogy/Heraldry +10%, History +20%, Law +20%, Academic Knowledge Theology) +10%, Blather, Charm +10%, Channelling, Command, Common Knowledge (The Empire, the Wasteland), Evaluate, Gossip +10%, Haggle, Heal, Intimidate, Magical Sense, Perception +20%, Read/Write +20%, Ride, Search +10%, Secret Language (Guild Tongue), Speak Arcane Language (Magick), Speak Language (Breton, Classical +10%, Reikspiel +10%), Swim Talents: Armoured Casting, Talents: Casting, Coolheaded, Etiquette, Dealmaker, Lightening Reflexes, Linguistics, Petty Magic (Divine), Public Speaking, Master Orator, Resistance to Magic, Savvy, Strike to Injure, Strike to Stun, Strong Minded, Suave, Super Numerate.
Combat: Armour (none): (none) : Good Craftsmanship Clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Sword (Hand Weapon, 1d10+4, CV+1) Weapons Trappings: Judge’s Wig and Gown, Lawyer’s Wig and Gown, Trappings: and Purse (4d10 Gu, 5d10 shillings).
Walde aldemar mar Duis Duisterja terjager ger,, Knig Knight ht Vigi Vigilant lant Witch Hunter (ex-Judicial Champion, ex-Sergeant, ex-Watchman) “You have been warned, sir. The next time this happens, we will have more than mere words.”
“Sympathy is for the weak.” “You have blasphemed against my Lord Solkan and His Cult. Either recant now or defend yourself in a trial by combat. Judging from the puddle on the floor, I see you have chosen the former.” At 6’ 4” and 225 lbs, Waldemar is the chief enforcer and muscle behind the Knights of Purity. His short cropped black hair and emotionless brown eyes gives Waldemar a scary appearance, and certainly certainly one of a man one should not cros cross s for any reason. Waldemar Duisterjager is Johannes’ second in command and one of the more fanatical followers of Solkan and his principles. Johannes has no doubts about the Witch Hunter’s loyalty and entrusts him to carry forth the most discreet and dirtiest assignments for the Knights of Purity.
Church Skills and Talents Initiates of Solkan start with the Academic Knowledge (Law) Skill in addition to their normal career skills. Priests of Solkan can at their option learn the following skills and talents as part of their careers: Intimidate, Search and Resistance to Magic.
In addition to his fierce loyalty to Johannes Rechtbinder, Waldemar is a near fanatical follower of Solkan and his principles. Most people find it safer and saner to avoid Waldemar. The Witch Hunter seems to be looking for virtually any reason to defend the cult and its followers. He suspects everyone other than Johannes as possible Chaos dupes. The scantiest of evidence may be enough for Waldemar to take action actio n – at least when he is not huntin hunting g the Chaos vermin vermin which lurk in every nook and cranny in Marienburg's cesspools (such as the Suiddock).
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
74%
61%
53%
53%
32%
54%
78%
28%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
17 17
5
5
4
0
0
0
Skills: Academic Knowledge (Law, Magic, Strategy/Tactics, Skills: Strategy/Tactics, Theology) (Int), Command +10%, Common Knowledge (the Wasteland), Dodge Blow +20%, Follow Trail, Gossip +20%, Intimidate 20%, Perception +20%, Ride, Search +10%, Secret Language (Battle), Silent Move, Speak Language (Reikspiel) Talents: Hardy, Lightning Parry, Luck, Menacing, Public Talents: Speaking, Savvy, Specialist Weapon Group (Fencing, Flail, Parrying, Two-handed), Stout-hearted, Street Fighting, Strike Mighty Blow, Strike to Stun, Wrestling
Combat: Armour (Heavy) (Heavy):: Full Plate Mail AP: Head 5 (10), Arms 5 (10), Body 5 (10), Legs 5 (10) AP: Weapons : Great Axe (Greatweapon, 1d10+6, Impact, Slow), Weapons: Sword (Hand Weapon, 1d10+5), Knuckleduster (1d10+2, Pummelling), four Throwing Knives (1d10+2, Range 6/12, Reload Half)), Crossbow Pistol (1d10+2, Range 8/16, Reload Full, 6 Bolts) Trappings:: Holy Symbol of Solkan, 10 feet of Rope Trappings
In return, the Lord Protector uses his considerable influence to ensure Waldemar’s ability to operate freely. This allows Waldemar to conduct the Knights’ business with little interference from misguided legal constraints.
GB38: Brotherhood and the Knights of Purity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Car Ca rl Kr Kron onst stad adt, t, La Lawy wyer er an and d St Stoo ooll Pi Pige geon on Scholar, ex-Litigant Scholar, “From what I learned, this organization is not what it presents itself to be. Worse than what you can imagine. Far worse. No, don't tie my name to that statement.”
“Just wanted to let you know that another raid is being planned tonight in the Suiddock. Hide whatever you must.” “I need to keep low. I think they're on to the leaks, but they don't know it's me. What could they do to me? Plenty, I assure you. I don't know how far it runs, but they have friends in high places. I don't have facts to back that up. It's just a feeling in in the pit of my stomach.” Carl is the eldest son of Alber Albertt and Heidi Kronstadt Kronstadt,, a moderately well off merchant family. Desiring more in life than following his father footsteps, Carl attended the Baron Henryk’s College of Navigation and Sea Magicks and became a lawyer. During his years as a student, Carl learned of the Knights of Purity. Impressed by their work with the poor (with whom Carl believed he could now relate) and realizing that joining a prestigious organization could be a huge boost to his career, Carl joined the Knights of Purity. At first, Carl was impressed with the Knights' work with the poor and needy. Unfortunately, the other aspects of the Knights of Purity became more apparent (although not in great depth due to his junior ranking) to Carl. He found this dark side unappealing on one hand and horrifying on the other. Especially in light of the fact that his younger brother, Alexander, is a mutant who was ‘cured’ by Sister Marianne of the Orphanage of St Rutha. Rutha. Caught between his ideals (for helping the poor and needy) and being a member of an organization with differing priorities, Carl had to make an unpleasant choice. He became a spy.
For some time, Carl has kept Sister Marianne informed of pending raids looking for mutants in the Suiddock, Doodkanaal and Winkelmarkt. Unfortunately, the 24-year-old lawyer was not cut out for this line of work. His green eyes now dart about where they were once steady and his brown hair is beginning to show signs of greying. In addition, Carl is extremely concerned that he will be uncovered by the powers ruling the Knights of Purity. In fact, the 5’ 9” 155 lb lawyer is becoming more obsessed with what they will do to him...
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
33%
34%
25%
42%
36%
66%
53%
41%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
2
4
4
0
3
0
Skills: Academic Knowledge (Genealogy/Heraldry Skills: (Genealogy/Heraldry,, Law +10%, Strategy/Tactics +10%), Charm, Common Knowledge (The Wasteland), Evaluate, Gossip +10%, Haggle, Perception +10%, Read/Write, Secret Language (Guild Tongue), Speak Language (Classical +10%*, Reikspiel) Note that the Litigant career from the Career Compendium and Terror in Talabheim should have access to Speak Language (Classical) rather than Speak Language (Reikspiel). The Career Compendium also adds Scholar to its Career Exits. Talents: Etiquette, Flee!, Public Speaking, Resistance to Talents: Poison, Suave
Combat: Armour (none) (none):: Lawyer's Wig and Gown AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Dagger (1d10-1) Weapons Trappings:: Purse (with 4d10 Gu and 6d10 shillings) Trappings
GB38: Brotherhood and the Knights of Purity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Ree’s Wax Museum and Studio “It's a fascinating place, dearie! The sculptures are so lifelike, you'd swear they could talk. “
Wilber Wilb ert t Re Ree, e, Ma Mast ster er Ar Arti tisa san n an and d Dr Drug ug-Smuggler
“Oh no, sahib! Sahib Ree is a great artist! He is like the legendary Sorcerer of the Monkey Isle, who could give life to a rock with but a touch of his whisk. Scenes of romance and danger, horror and comedy abound in his most excellent museum. Yes, yes, yes! For only two guilders I, the unworthy Hadji, will guide you through Sahib Ree's wonders with most expert knowledge.”
Artisan (ex-Tradesman, ex-Apothecary, ex-Hedge
Down Sweet Street off Baron Huybrecht's Square near the Slangenbezweerder bridge, a wanderer in Goudberg will come across an odd building among the scriptoria, confectioneries and luxury flats common to the area. Tall and narrow, it's finished in sombre colours that look ominous amidst its more brightly decorated neighbours. Under a dark awning, a hooded headsman stands unmoving, his axe held before his chest as if he is patiently waiting for the condemned. A closer look shows that the figure is merely a wax mannequin, albeit exquisitely executed. Next to him, an ornately painted sign reads “Ree's Museum of Wax Sculpture. Twelve chambers of Marvels, Delights, & Terrors renowned throughout the Known World. Open 8 days, noon to midnight. Admission, one guilder.“ Within the foyer, a hunchbacked Tilean named Giovanni takes the visitors’ money and escorts them to the stairs that lead up to the three floors of exhibits. On each floor are four rooms around a central landing, and all four hold exhibits designed around a theme. Each exhibit changes every few months, so that there is always something new to see. The first floor is the Realm of History. It features stunning tableaux that depict great moments of the past: one room shows the surrender of Count von Zelt to the commanders of Marienburg's army; the next depicts the great struggle between Admiral Jaan Maarten and Batholomeus the Black; the third shows the meeting of the Merchants' Embassy with Emperor Magnus the Pious, while the last displays Marius enthroned. The second floor is the Realm of Legend, displaying scenes from the classic epics and romances: the doomed love of Romero and Juliana of Remas; the comedy of how Ranald won immortality; the Swan Maiden of the Mirror Moors; and the Bretonnian Lady du Lac, reviving the mortally wounded Gilles le Breton to be her Green Knight. The topmost floor is the Realm of Chaos. Here dark dreams are given form, and visitors see disturbing scenes of Chaos Warriors, witches, Undead and other nightmare creatures. In the basement lies the sculpting and casting workshop, with vats of wax and three or four figures in various stages of preparation. This is where Giovanni, Ree's Tilean artistic assistant and the target of most of his wrath, works. All who visit the museum come away impressed by the artistry and skill of Wilber Wilbertt Ree. Few fail to comm comment ent on the lifelike quality of the statues, without realizing how much pain and despair are contained within their wax forms.
Wizard) “Giovanni, you idiot! I said mauve, not puce. NOT PUCE!! You've ruined everything! Baroness Nikse ascended in a mauve dress, you cod! I should know – I was there. And who better than I to sculpt her memorial? What are we going to do with ten yards of puce velvet?”
“I know your master is impatient for the wax bust of his mistress, but he must understand that I will sculpt in no material – none – except for the unique wax that I alone import from Ind. Until the next shipment arrives, we can do nothing.” Ree is slim, effete and tall at 6'3”. With his large nose and prominent Adam's Apple, he looks like a scarecrow - and dressed in his exaggerated artist's clothes, like a temperamental one. He affects a pose of dignity with high-born clients. At 32, Wilbert Ree is a flamboyant member of Goudberg society soci ety,, and that' that's s the way he likes it. A high public profile is good for business, business, and he looks and acts as if he fits perfectly perfectly into the surrounding society. When they commission him to sculpt themselves and their families, the wealthy of Goudberg expect a temperamental and dramatic artist, and that's what they get. The middle-classes who visit the museum expect erratic genius and scandalous titillations, and that's what they get. And both of these images let him get away with much more than any ordinary merchant or smuggler. Ree studied in Tilea, and with the skills he learned during his apprenticeship to the deranged Luigi Spadolini of Tobaro (later burned at the stake for his researches into the taxidermy of humans), he has become a brilliant student of anatomy and a wax sculptor nonpareil. However, he understood from the beginning that there was little money to be made from sculpting, and much more from other fields – particularly the Black Fields of Araby, where the Black Lotus blooms. Playing the perfectionist artist, Ree has made it known that his is the only wax museum in the Old World to only use Ivory Wax from Ind, created – so he says – from the tallow of elephants and the wax of the giant bees which exist there. Shipments of the wax arrive on ships from Ind every few months: hundreds of heavy blocks, blocks, each a cubic foot in size. Altho Although ugh each one is stamped with Ind marks and seals, the blocks are actually from Araby.. Each one has a small cavity deep in its centre, filled with Araby about a pound of Black Lotus powder. Wilbert Ree is the largest smuggler of Black Lotus in Marienburg. Ree believes his smuggling is undetectable: if the wax is melted the drug dissolves with it, and only by cutting a block in the right place (through the Ind seal) will one hit the hidden cavity. However,, his business is threatened by something else. A few However weeks ago Ree discovered to his total shock and horror that four of the figure figures s in his museum are more than they seem. Like the raw blocks of wax they have something unpleasant inside: Giovanni, his assistant, has been obtaining bodies, covering them in wax and building them into the tableaux.
GB44: Ree’s Wax Museum and Studio
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Giovanni is a brilliant artist in his own right, as mad as his master, and a devotee of Slaanesh – the cult is a good customer of Ree's, and lured Giovanni into its clutches a year ago. Some of the corpses he uses have been obtained through the Body Trade, others he abducts from the streets himself; mostly beggars and foreigners. Needless to say, if this is discovered it will be the end of the museum, possibly of Ree, and certainly of the smuggling operation. Ree is in a desperate quandary. He knows he must get rid of both Giovanni and the corpses, but while he's so far got the former addicted to Black Lotus, he has no idea how to deal with the latter. Ree is well known through the upper crust of Marienburg society soci ety – he is on the A-list for every party in Goudb Goudberg, erg, and more and more social-climbing parents want their children to be immortalised in wax by him. Ree is also on good terms with Venk Kataswaran of the Golden Lotus: the Lascar is a major customer, although at present he has owed something over 500 guilders for more than a month. Ree has threatened to cut off his supply and is worried that perhaps Venk has found another supplier. Giovanni is familiar to the few ghouls of Marienburg, who act as intermediaries with the most depraved of bawds and cutthroats who supply his victims. Deecksburg knows Giovanni and fears him, for he has seen the touch of Chaos through his own sketches and knows it has consumed him.
Main Profile
WS
BS
S
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Ag
Int
WP
Fel
44%
34%
29%
51%
53%
46%
44%
44%
Secondary Profile
A
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M
Mag
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FP
1
14 14
2
5
4
1
2
0
Skills: Academic Knowledge (Science), Channelling, Charm, Skills: Charm, Common Knowledge (The Wasteland), Drive, Evaluate +10%, Gossip +10%, Haggle +20%, Hypnotism, Magical Sense, Perception +20%, Prepare Poison, Read/Write, Search, Secret language (Guild Tongue), Speak Language (Classical, Reikspiel, Tilean), Tilean), Trade (Artist, Apothecary +10%, Herbalist) Talents: Artistic, Dealmaker, Talents: Dealmaker, Etiquette, Hedge Magic, Petty Petty Magic (Hedge), Resistant to Poison, Savvy, Very Resilient
Combat: Magic: 1; 1 ; Petty Magic (Hedge) Armour (none): (none) : Artis Artist's t's Smock and Large Floppy Beret AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Weapons:: Sword (Hand Weapon, 1d10+2), Dagger (1d10-1) Weapons Trappings:: Belt Pouch with Sculpting Knives, Swatches of Trappings Fabric, Purse (with 2d10 Gu)
GB44: Ree’s Wax Museum and Studio
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Aardbol Theatre “The Aardbol? That place is sooooo vulgar! If you want to see drama there are plenty of proper theatres in Marienburg.” “It’s good right. Plays are normally to ‘pensive, especially in Goudberg, but the Aardbol brings drama back to the common man.” “It’s a house of sin that’s what it is. Full of drunk rag tag students, watching a ‘performance’ by some whore who thinks she can ‘act’ if she flashes her body. In this district, in my lifetime as well. It makes me sick.” While most of Goudberg’s establishments are exclusive affairs, the Aardbol Theatre – located near the working-class district of Ostmuur – offers dramas, comedies and even the occasional musical for Marienburg’s middle and lower classes. Emma van der Schaar is the owner of the Theatre, and the renowned playwright Willibrord Mengelberg is its manager, as well as the principle director and writer. The theatre is a somewhat primitive affair, being little more than a pit for the audience with a raised stage at one end. Some might call the building gaudy, with bright, fake marble columns made out of painted ship masts, and colourful murals decorating the walls. Above the theatre is an art gallery with free wall space for its members. When not showing plays, other acts including concerts and dances are performed, and travelling troupes will often play here rather than at the smarter theatres. The plays are popular as a subsidy from the Stadsraad allows for only a minimal ticket price, which makes it economically practical for students and workers to attend. The Aardbol is also popular with the performers, as talent scouts from the more prestigious (and better paying) theatres mingle with the crowd, and being selected by them is the only way to be recognised, move up the social ladder and become famous. Because of this, most of the performers are savagely competitive, and there is much bitter infighting between troupes of players. Everyone resents those who have succeeded and deride those who they are still fighting against.
Ben Od Ben Odij ijk, k, Bo Body dygu guar ard d an and d Th Thea eatr tre e Foreman Bodyguard (ex-Stevedore, ex- Tradesman) “Mister Mengelberg does not want see you today. He does not want to see you tomorrow. Mister Mengelberg never wants to see you.” Ben Odijk is a large, but not overly imposing man with powerful forearms. He has a square jaw, a stern face and closely cropped hair. He stands just behind and to the right of Willibrord Mengelberg most of the time, and rarely talks to strangers, unless it is to tell them to stop bothering “Mister Mengelberg” . Ben is quiet, calm, and rarely sparked to violence. He acts as a mixture of personal advisor, bodyguard and go between, organising meetings and rehearsals, checking finance, keeping records of Willibrord’s appointments etc. Due to his background he also constructs most of the sets. Ben is friendly with most members of the theatre. He dislikes Robert Hoornweg instinctively, plays up to Belijda’s advances and flirts with her in a low key way and drinks and plays cards
with Bartolomeüs. He is closest friends with Willibrord however, and is grateful to him for the opportunity he has been given. He has two assistants under him, one to look after finances and the other as a messenger, but he controls all the various labourers and servants associated with the theatre.
Main Profil Profile e
WS
BS
S
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Ag
Int
WP
Fel
54%
35%
50%
43%
42%
40%
42%
30%
Secondary Profile
A
W
SB
TB
M
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IP
FP
2
15 15
4
4
4
0
0
0
Skills: Anim Skills: Animal al Care, Cons Consume ume Alcohol, Alcohol, Dodge Blow +10%, Drive, Evaluate, Gamble, Gossip, Haggle, Heal, Intimidate, Perception, Performer (Singer), Read/Write, Scale Sheer Surface, Secret Language (Guild Tongue), Swim, Trade (Cook, Carpenter) Talents: Dealmaker, Savvy, Specialist Weapon Group Talents: (Parrying, Throwing), Street Fighting, Strike to Stun, Sturdy, Very Strong, Warrior Born
Combat: Armour (Light) (Light):: Studded Leather Jack AP: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 0 (4) AP: Weapons : Mace (Hand Weapon, 1d10+5), two Throwing Weapons: Knives (1d10+2, Range 6/12, Reload Half) Trappings : Writing Kit, Purse (with 1d10 Gu and 1d10 Trappings: Shillings)
Arngri Arn grim m Zlo Zloot othss hsson, on, The Theatr atre e Eng Engin inee eer r Engineer (ex-Ste (ex-Stevedore, vedore, ex-T ex-Tradesman) radesman) “I’m not sure, give me some time to think it through.” Arngrim Zloothsson has lived in Marienburg for well over a century, and has always been involved with the theatre. An ancient dwarf, with a severe receding hairline and long grey hair and a beard that reaches his toes, Arngrim is still obviously strong and fit despite his advanced age. His eyes crinkle up when he smiles (which is rare), and he always seems stressed. Arngrim is typically friendly towards the actors (who he sees as his fractious children), and dour and sullen to everyone else. He is very skilled an able at technical things, but likes to “discover” the solution at the last minute, a habit which drives Emma van der Schaar to distraction. He often works alongside Ben Odijk to construct the more technical side of sets, such as trapdoors, pulleys and other mechanical contrivances. Arngrim has a happy life at the theatre where people treat him with respect, and hopes this continues. He is a paid up member of the Stevedores and Teamsters Guild but has very little to do with it, and has not attended a meeting in over a decade. All of the Aardbol Theatre players (aside from Eustachius Aasenberg) like Arngrim, and often confide in him and ask for his advice.
GB47: Aardbol Theatre, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
Main Profil Profile e
WS
BS
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Ag
Int
WP
Fel
WS
BS
S
T
Ag
Int
WP
Fel
52%
47%
46%
52%
29%
52%
42%
18%
34%
31%
32%
35%
46%
33%
32%
41%
Secondary Profile
Secondary Profile
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SB
TB
M
Mag
IP
FP
A
W
SB
TB
M
Mag
IP
FP
1
16 16
4
5
3
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1
13 13
3
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0
0
Skills: Academic Knowledge (Engineering, Science), Common Skills: Common Knowledge (Dwarfs), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gamble, Gossip +10%, Haggle, Perception, Performer (Singer), Read/Write, Search, Secret Language (Guild Tongue), Scale Sheer Surface, Speak Language (Khazalid, Reikspiel), Swim, Trade (Carpenter, Gunsmith, Stoneworker)
Skills: Blather, Charm +10%, Common Knowledge (The Skills: Wasteland), Evaluate, Gamble, Gossip, Haggle, Perception, Performer (Actor, Jester, Singer), Search, Sleight of Hand, Speak Language (Reikspiel), Swim
Talents: Dwarfcraft, Grudge-born Fury, Master Gunner, Night Talents: Vision, Resistance to Magic, Savvy, Specialist Weapon (Gunpowder), Stout-hearted, Sturdy, Very Strong
Combat:
Combat:
AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP:
Armour (Light) (Light):: Leather Jack and Sturdy Boots
Weapons : Dagger (1d10+0), two Throwing Knives (1d10-1, Weapons: Range 6/12, Reload Half)
AP:: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5) AP Weapons:: Axe (Hand Weapons (Hand Weapon, Weapon, 1d10+4) Trappings: Engineer’s Kit, various Spikes, 10 yards of Rope, Trappings: Flask of Herbal tea, Purse (with 3d10 Shillings)
Belijda Scheffer Scheffers, s, Actress Entertainer, Ex-Rogue “Meet me after the show, and I might give you another kind of show altogether ... if you’re willing!” At 19 years of age, Belijda is a short, voluptuous young woman, with plain brown hair and a freckled face. She is attractive rather than beautiful, and typically wears slightly too much makeup. Her attire is always colourful and shows off her figure to the fullest. Belijda flirts shamelessly with everyone. She prefers the company of men because she knows she can control them, and dislikes the spiteful comments other women make to her. When acting she is passionate and melodramatic, taking the lead female roles. Belijda knows that she is not a ‘serious’ actress, but enjoys performing in Willibrord’s productions and is one of the few members of the theatre that doesn’t want to advance any further. Belijda is friendly with the other members of the theatre, continues her romances with Bartolomeüs off stage, flirts with Ben and indeed all the other male actors. She is well known by the regular audience, many of whom are university students keen to get to know her better.
Talents: Acute Hearing, Lightning Reflexes, Talents: Reflexes, Luck, Mimic, Public Speaking, Specialist Weapon Group (Throwing), Streetwise Armour (none): (none) : cheap colourful clothes
Trappings:: Makeup, Trade Tools (Performer), Purse (with Trappings 1d10 Shillings)
Bartolomeü Barto lomeüs s Hooff Hoofftman tman,, Act Actor or Entertainer (ex-Dilettante, ex-Rogue) “Hey ... relax!” One of the stars of the Aardbol Theatre, Bartolomeüs is handsome, lithe and has a slightly rakish face and neat shoulder length black hair. His eyes have a roguish twinkle, and he doesn’t take anything anyone says seriously. Perfectly toned muscle ripples under his tight clothing (when on stage) giving the impression of him being powerful without being brutish. Bartolomeüs is intelligent but also lazy, and sees acting as a pleasant diversion, like everything else in life. He comes from a middle class family living in the Rijkspoort. He went to Baron Henryk’s College of Navigation and Sea Magicks, but didn’t study, spending much of his time drinking, gambling and whoring. The university kicked him out after a year, and he carried on much as before, paying his way by guiding naive visitors round the dodgy bars in the Suiddock. Just before he discovered acting, Bart started working for members of the “Guild We Have Never Heard Of” as a lookout, or by helping loading stolen goods. He sees such jobs as easy money, and continues with them between productions. Bartolomeüs enjoys the company of Belinda but knows it isn’t anything serious. He also is trying to get to know Juliana better – but is i s wary of of Remiel Remiel Lietz and has nothing but contempt for Eustachius. When not otherwise engaged his often drinks at the Helmsman, where he collects many of his customers for his “tours” .
GB47: Aardbol Theatre, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
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Ag
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Fel
44%
45%
42%
34%
47%
44%
26%
49%
short of killing people or burning the Theatre down. What the adventurer adven turers s do now is up to them. They might go along with the plan, or they might go and warn Willibrord. If the adventurers side with Willibrord, they will gain an effective ally and an ineffective (but possibly irritating) enemy.
Remiel and Juliana
Secondary Profile
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13 13
4
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Skills: Academic Knowledge (The Arts), Blather, Skills: Blather, Charm +10%, Common Knowledge (Tilea, The Wasteland), Evaluate, Gamble, Gossip, Navigation, Perception, Performer (Actor +10%, Comedian), Read/Write, Secret Language (Thieves Tongue), Secret Signs (Thieves), Speak Language (Reikspiel, Tilean), Swim, Trade (Artist) Talents: Etiquette, Excellent Vision, Luck, Public Speaking, Talents: Sixth Sense, Streetwise, Very Strong
Combat: Armour (Light): (Light): Leather Jack AP:: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3) AP Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings:: Several Plays, Tight Colourful Costume, Trade Trappings Tools (Performer), Purse (with 1d10 Gu and 2d10 shillings)
Inci In cide dent nts s at th the e Aa Aard rdbo boll Th Thea eatr tre e The Aardbol Aardbol Theatre is at the heart of the Garret, and as with all theatres there is always something going on. Here are five encounters encou nters to enliven a night out at the theatre.
Remiel and Juliana have finally eloped. Eustachius is furious and upset, and thinks that Remiel has kidnapped Juliana. And for once he is right – Remiel has overcome his conscience and intends to sell Juliana as a slave. The adventurers are hired by Eustachius to find Juliana, and they uncover Remiel’s slaving ring. Eustachius has talked to other people as well, and the “Guild We Do Not Talk About” are angry when they find out. They too will be hunti hunting ng Remiel. The only difficulty is that Remiel will stay low in Elfto Elftown wn before taking her to the Goat and Stoat, so the adventurers’ best bet is to intercept them as they arrive. On the other hand Remiel may have decided to quit slaving, and try to flee to the Empire or Bretonnia. The only problem is that his fellows at the Goat and Stoat want to find him, the League wants to find him, and Eustachius has hired a small army to find them. Remiel approaches the adventurers and asks them to smuggle the two out of Marienburg.
All the World’s a Stage... The adventurers are hired by Willibrord Mengelberg as actors or stagehands for his next production. Put the characters through the rehearsals and the performances (give them a small scene!) and subject them to the full blast of Willibrord’s directorial fury. What the characters don’t know is that they are deeply resented by the people that they replaced. These old actors will do anything in their power to sabotage the adventurer’s plans and the production.
The Fashion Spotlight A rich friend of the adventurers wants Willibrord Mengelberg to come to a party she is hosting. However as Willibrord is both very fashionable and therefore greatly in demand, It will be difficult diffi cult for the adven adventurer turers s to get to talk to him, let alone persuade him to disrupt his “busy schedule” . However, he might acquiesce if the adventurers do something for him ... maybe sort out the ticket touts that have been plaguing him...
The Ticket Touts A number of unscrupulous bawds, noting the popularity of Willibrord Mengelberg’s shows have begun selling false tickets. The adventurers might be hired by Ben Odijk to find the touts and “persuade” them to stop operating. However many bawds the adventurers intimidate though, the tickets keep on appearing. The only solution is to trace them back to their source – the secret print works under Henri under Henri Armitage’s Bookshop.. Or mayb Bookshop maybe e the adven adventurer turers s need to get tick tickets ets for a rich patron, and fakes are the only ones available. The GM can decide whether they are accepted or not...
A Jealous Nature Eustachius has finally snapped. After he failed to book a three day slot for one of his masterpieces in a months time, because one of “that damned Mengelberg’s farces” was going to be in its third week, he has sworn to get revenge by destroying the production in any way he can. He travels to a slightly more dubious area of town, where he bumps into the characters, and, thinking they are sort of person he needs, asks them to come and have a drink with him. He explains the situation, and asks them to sabotage the production any way they can stopping
GB47: Aardbol Theatre, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Sign of the Brush and Gull “He’s the finest painter Marienburg has ever produced – artists imitate his style all over the Old World. The sad thing is, he’s stopped painting. Drink got to him, I think. Now it’s his students who do all the work at the studio, though none have matched his art.”
show the ravages of drink. His blond, curly hair falls in ringlets to his collar, and his clean-shaven face sports a sad, knowing smile, but his eyes still have the piercing focus of a great artist. Nearly six feet tall and solidly built, he still cuts a quietly impressive figure when he enters a room.
“Imagine, turning me down! My money was perfectly good, and it’s not as if he has dozens of commissions waiting – he hasn’t done a portrait in five years’. All he would say is that I ‘wouldn’t like what I saw’. Hmph! I think he’s lost his artist’s eye, if you ask me.”
Once Deecksburg loved his art and was proud of his talents. Now he still loves art, but fears his talents instead. An amazingly perceptive portraitist of the Marienburg “Realist” school, scho ol, Deecksburg Deecksburg felt that Art was his road to truth truth,, that he could cut through all life’s veils on his canvas. So ardent was he in the pursuit of artistic truth that he joined the priesthood of Verena as an initiate relatively late in life. He seemed blessed after entering the order, for his art began to reveal the inner character of individuals, not just their surface features.
Towards the north end of Goudberg, near the working-class homes of Ostmuur, is the Garret, an area of winding canals and narrow streets leading to small squares around which many of the successful artists of Marienburg and elsewhere make their homes. Sculptors, painters, goldsmiths, glassblowers and other masters not only produce great works of art here, but pass on their knowledge to apprentices who show either talent, a full purse, or preferably both. The most famous of these houses is the sign of the Brush and Gull. Not a tavern, this is the studio of Hieronymous Deecksburg, widely regarded as the finest painter and portraitist in the history of Marienburg. Unusual for Marienburg, the top floor of three is the studio, wherein students study technique under the watchful gaze of the master. Over a dozen easels are occupied by aspiring artists during the day, studying light and shadow, perspective and paint-making. The lighting is good thanks to several skylights, and the air is redolent with the scents of paints, oils and solvents. The ground floor is occupied by a stuffy Ostmuur master stonemason and his family, social-climbers who are ecstatic to have the great Deecksburg as their neighbour. So far, he has managed to fend off their incessant invitations to a little “gettogether” . Deecksburg himself lives alone on the second floor, though a housekeeper from Ostmuur makes his meals and to “make sure he doesn’t just drink his supper!” His digs are just what one would expect from an artist – It looks as if a storm from the Sea of Claws has just blown through. Sketchbooks and canvasses with half-finished works are scattered everywhere, and it looks as if the armoire hasn’t been used in years. Empty bottles of fine liquor lie amidst the flotsam, testimony to the artist’s troubles. It is here also that one will find Deecksburg’s very private collection of charcoal sketches, hidden in a secret compartment in the armoire. The supreme expressions of his great talent, they could easily get him killed if they are ever discovered.
Hieronymous Hierony mous Dee Deecksb cksburg, urg, Curs Cursed ed Mast Master er Artist Artisan (ex-Tradesman, ex-Initiate) “Try again Anton. Your sense of perspective is close, but not quite on. No, I won’t show you, it wouldn’t do any good. You must see the truth with your own eye.”
“The poets have written that ‘Art is Truth’. If so, then I have betrayed both.” In his mid-forties, Hieronymous is a oncehandsome man whose face is beginning to
One day, painting a portrait of the High Priest of Haendryk, he slipped into a trance and painted at an amazing speed, though he later remembered nothing. When he was done, though, he was appalled appalled and afrai afraid, d, for his portrait portrait was of a vena venall and greedy man without an ounce of compassion in him – and yet unmistakably it was the face of Simon Goudenkruin. Hieronymous refused to show his work to the priest, claiming there was just a little more to be finished. Quickly, overnight, he made a new portrait that showed Goudenkruin in a much more heroic - and dishonest - light. For that betrayal of his vows, he was cursed by Verena to forever paint only the Truth; and he can’t stop himself. His works show every fault and every virtue of his clients. Sadly, the wealthy who want their portraits done usually have far more of the former. Since he has no way of knowing how a portrait will turn out before he begins it, he now refuses all commissions and lives solely off teaching others. But Verena – or perhaps Deecksburg’s own love of Art – won’t let him off so easily. He has a compulsion to sketch, and his sketches are starkly illuminating. He has done charcoals of many of Marienburg’s powerful at their public appearances, and what he has learned of them has driven him to drink. He keeps the sketchbook under lock and key, and shows it to no one. Hieronymous Deecksburg doesn’t draw much any more — the pain of his curse and the memory of his failure before Verena weigh too heavily on him. But, one day, he was watching a ceremony at the opening of the Stadsraad when the pomp and pageantry moved him to sketch the scene. When he was done, he realised in horror that he had fallen into another of his trances and what at first seemed a harmless doodle showed instead the Cathayan diplomat, Hong Fu Chu, as a mutant monster bent on corrupting Marienburg and beyond. He has seen how Chu’s reach is stretching into Marienburg, but the depression caused by his alcoholism and the fear of revealing his “talents” keep him from talking about this to those who would care. Deecksburg knows many of the upper-crust families in Marienburg, many of whose children he tutors in art, whether they have any talent talent or not. As he doesn’t sell sell his work any more, he depends on their largesse and the income from his studio for his livelihood. He consequently has a large range of contacts, but few close friends, and nobody knows his secret. He is a close friend of Trancas Quendalmanliyë of Elftown, who regularly visits the studio. The Elf is concerned about Deecksburg’s alcoholism, but doesn’t yet know the reason
GB48: Sign of the Brush and Gull
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld behind it. Deecksburg also knows of the corruption and depravity of Giovanni, Ree’s assistant. He knows he should speak out, but to do so would reveal his own secrets. The torment has driven deeper into the bottle, and he is often found in taverns and cheap hostelries. Recently someone has suggested that Black Lotus might ease his pain better, and although althou gh he is resisting resisting the tempt temptation, ation, he may not be able to hold out much longer.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
28%
36%
42%
58%
40%
43%
48%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
4
4
0
7
0
Skills: Academic Knowledge (History Skills: (History,, Theology), Charm, Common Knowledge (The Wasteland), Drive, Evaluate +10%, Gossip +10%, Haggle, Heal, Perception +20%, Read/Write +10%, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel), Trade (Artist +10%, Calligraphy) Talents: Ambid Talents: Ambidextro extrous, us, Artis Artistic, tic, Dealm Dealmaker aker,, Etique Etiquette, tte, Excellent Vision, Lightening Reflexes, Public Speaking, Suave Insanities: Terrible Thirstings Insanities:
Combat: Armour (none) (none):: Artis Artists ts Smock Smock AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Sling Bag, Brushes, Charcoal, Coloured Chalks, Trappings: Sketch Book with Key Lock (Key is on a chain around his neck), Flask of Fine Brandy, Purse (with 2d10 Gu)
GB48: Sign of the Brush and Gull
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The Goat and Stoat Located at the heart of Goudberg’s fashionable Garret, the Goat and Stoat is frequented by artists, rakes and courtesans. The Goat and Stoat has three taprooms, taprooms, each of which has a floor around three feet under the street level and mus mustt be accessed by going down a flight of steps. A single kinked corridor links the three rooms, and also provides access to the private rooms above. The Goat and Stoat has become one of the places to be seen by the young merchants, and paradoxically the best place to meet in Goudberg in relative secrecy and seclusion. The fact that the Goat and Stoat has three entrances has made it a popular meeting place with those wishing to remain unobserved. In the taprooms rich young merchant smoke tobacco or Wyrdroot, while struggling artists hawk their paintings and sculptures. Courtesans circulate amongst the artists and merchants, flirting with their bodyguards, or toying with the odd naive stranger. The upstairs rooms are used for private meetings, card games and secret assignations. The Goat and Stoat has a large wine list, and serves a number of cocktails and rare spirits. The tavern is also known for its entertainment, which occurs every night in the east taproom, under the careful eye of Lise Rexwynk, the owner. Minstrels, poets and dancers are the most common acts, while bawdy comedians, jesters or tumblers are never considered. The Goat and Stoat employs three full-time barmen as well as several barmaids.
Remia Re miall Lie Lietz, tz, Sla Slave ver r Elf Rapscallion (ex-Envoy, ex-Gambler, exMerchant, ex-Slav ex-Slaver) er) “Please leave me alone to think.” Remial Lietz (not his real name) is a swarthy and secretive Sea Elf who dwells in Sith Rionnasc’namishathir. Unaffiliated with any of the major clans, he makes his living as a slaver. Befriending attractive young women (and the occasional attractive young man) before drugging them and shipping them out to Araby. Thousands of visitors pass through Marienburg every day; faces aren’t remembered and lone travellers are not missed.
smuggle slaves out of Marienburg. While his normal area of operation is the Garret, Garret, when when desperate he occasionally visits Red Lantern Canal or the Helmsman Inn looking for people for people to snatch. Despite his trade, trade, he has no contact with the “Guild We Have Never Heard of” , who avoid interfering in his affairs as he is a sea elf (as long as he isn’t too obvious).
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
51%
65%
46%
40%
65%
54%
55%
65%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
4
4
5
0
0
0
Skills: Blather, Charm +20%, Common Knowledge (Araby, Skills: Border Princes, Elves, Estalia, Tilea, the Wasteland), Consume Alcohol, Drive, Dodge Blow, Evaluate +10%, Follow Trail, Gamble +10%, Gossip +10%, Haggle +10%, Intimidate, Lip Reading, Perception +10%, Read/Write, Ride, Search, Secret Language (Guild Tongue, Thieves Tongue), Secret Signs (Thieves), Sleight of Hand, Speak Language (Arabyan, Classical, Eltharin, Estalian, Reikspiel, Tilean), Swim, Torture, Trade (Merchant) Talents: Aethyric Attunement, Ambidextrous, Talents: Ambidextrous, Coolheaded, Dealmaker, Etiquette, Excellent Vision, Flee!, Menacing, Night Vision, Public Speaking, Seasoned Traveller, Sixth Sense, Streetwise, Strike to Stun, Super Numerate, Swashbuckler
Combat Armour (Light): (Light): Leather Jack and leggings with Dashing Clothes and Cloak AP: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 1 (5) AP: Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings:: Writing Kit, Broach in the Shape of a Blue Rose, Trappings Purse (4d10 Gu and 4d10 shillings)
Remial has a reserved, thoughtful and practical character. Many people would see him as evil, as selling human slaves doesn’t seem to bother him. He is certainly immoral. His eyes lurk in deep pits, his clothes and hair are typically unkempt, and yet he always appears glamorous. Remial thinks carefully before answering a question, and his general demeanour is world weary. Remiel has several conflicting motives and has recently surprised himself by falling deeply in love with Juliana Aasenberg – just the sort of person he is meant to body snatch. The people he works for are growing impatient, as Remiel has not delivered ‘the goods’ for several weeks... This is seriously confusing him, making him feel guilty. guilty. Although he won’t admit it, he has become obsessed. Remiel is a loner by natur Remiel nature e and know knows s few people in ordinary society. He is known amongst the Arabians of the city, and has an arrangement with Malik Durani, a spice clipper captain to
GB49: Goat and Stoat, The
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Van Reeveldt’s Boatbuilders “If you want a sea-going vessel, take your guilders to Suiddock or Rijkspoort – or even Elftown. But if you want something that'll make their heads turn while you're tooling along the canals, or the best little ketch for enjoying the bay, then head down to van Reeveldt's. It'll cost, but she makes the finest dayboats around." "Too bad she's honest – you sure she's Wastelander? You sure she's female? I mean, the woman's got keys to the private lagoons of all the rich fish – and just to maintain their boats? Cod guts! A chance like that and we let it go to waste! We ought to lean on her." Along the Zijdenmouw Kanal sit some of the best dockyards in Marienburg. These shipyards specialize in smaller craft, boats that travel the canals of Marienburg or the rivers of the Empire. From early in the morning till after sunset, craftsmen can be seen hard at work along the sloping shorelines, their hammers rapping a steady beat across a wooden skeleton or their voices singing a chant as another boat slides into the water. Captains with money or who dema demand nd the best bring their boats here for repair. The best among these are the yards of Maria van Reeveldt, a master boat-builder who retired from a prosperous life of river trading to devote herself to her true love – building exquisite river and canal boats. Opening her first yard in an out-of-theway portion of Kruiersmuur, van Reeveldt quickly established her reputation as an artisan who would tolerate nothing less than the best. Soon she was able to buy the yards of a failing establishment in Goudberg and her business has soared like a Cathayan rocket. Unique among the Goudberg builders, van Reeveldt also sees to the maintenance of the canal boats she sells. Rather than waiting for them to come in for repair, she has been entrusted with keys to the priva private te lagoons of many of the wealthy residents of Goudberg, Guilderveld, Oudgeldwijk and Tempelwijk. All of them see the possession of a genuine van Reeveldt as a sign of status. She and her employees have leave to come and go as they please to inspect the boats, recommending work as needed. These keys are kept in a safe imported from the smiths of Zhufbar (requiring a Very Hard (30%) Pick Locks test to open), and they are signed in and out every day by van Reeveldt herself. During the night, a guard hired from Marquandt's Escorts stands watch over the safe. Should anyone wish to commission a boat or have theirs repaired, van Reeveldt charges twice the usual rates.
Maria Mar ia va van n Re Reev eveld eldt, t, Mas Master ter Bo Boatat-Bui Builde lder r Artisan (ex-Tradesman, ex-Boatman) “That cursed Elf up in Elftown may think he makes the best boats, but he doesn’t know a thing about building something that can actually get around in the canals.”
“You want what? Get out! Out of my yards! I’ll cut my wrists before I make a deal with that greasy cut-throat Henschmann!” A few inches over five feet and weighing nearly eleven stone, Maria’s weathered face testifies to years spent outdoors. With arms like hams and iron-
grey hair tied in a loose bun, she is never seen without a flask of herbal tea and her tools. Her blue eyes look straight at you never subtle, never deceptive. Maria van Reeveldt loves the rivers of the Old World, and she’s travelled most of them. She is straightforward and honest and has devoted herself to her craft. To her, Marienburg’s boattraffic is a joy, and she dislikes the Brotherhood of Seamen and Pilots, and their unfair hold on it. Maria is also a deeply bigoted woman. Resentful of the Sea Elves for taking work from good Marienburg dockers and angry at the growing Tilean membership in the Pilot’s Guild, she has taken Solkan’s dictate of racial purity to heart and is now an avid member of the Knights of Purity, and a genero generous us contributor to its coffers. She only employs native-born Wastelanders in her yards and makes no secret of her disdain for “mongrels” , as she refers to foreigners. foreigners. At the same time, she is loyal to the trust her clients place in her and would die before betraying them. For some strange reason that neither really fathoms, she is a close friend of the artist Hieronymous Deecksburg, who often spends hours in her yards, watching the water traffic or the builders at work. While she sees him occasionally sketching, she respects his privacy and does not ask to see his work. She is friends with Axel Huurder, and the two regularly drink together. She also often visits the Brotherhood of Purity to attend private meetings of the inner order of Knights. While she has not participated in any of the Knights’ vigilante activities, she will sometimes make unmarked boats available for their use.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
48%
42%
50%
43%
47%
35%
40%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
5
4
4
0
0
0
Skills: Common Knowledge (The Empire, the Wasteland), Skills: Consume Alcohol, Drive, Evaluate, Gossip, Haggle +10%,Navigation, Outdoor Survival, Perception +10%, Read/Write, Row, Sail, Secret Language (Guild Tongue, Ranger Tongue), Speak Language (Reikspiel), Swim, Trade (Carpenter, Shipwright +10%) Talents: Artistic, Dealmaker, Talents: Dealmaker, Excellent Vision, Orientation, Savvy,, Seasoned Traveller, Very Strong Savvy
Combat: Armour (Light) (Light):: Leather Apron AP:: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP Weapons : Hand Axe (Hand Weapon, 1d10+5), Dagger Weapons: (1d10+1) Trappings : Trade Tools (Carpenter), Rolled Plans, Tidal Trappings: Almanac, Medallion of Knights of Purity (concealed under shirt), Flask of Bitter Herbal Tea
GB50: Van Reeveldt’s Boatbuilders
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The der Kwick Residence Located to the south of the Zijdenmouw Kanal, near the Slangenbezweerder bridge, this somewhat typical well-to-do townhouse is the home of the Magistrate Kai der Kwick and his wife Hanna. A single maid, Celeste also resides within the house. The inside of the house is well decorated, with tasteful art and shelves of books – iconography of Shallya is present throughout the house. The ground floor contains a kitchen, quarters for the servants and a small Shrine to Shallya. The first floor contains the dining room, study study and lounge. At the top of the house, the second floor has three bedrooms. The Master bedroom contains a bookcase, behind which is a secret staircase allowing an exit from the building in emergences.
Kaii de Ka der r Kw Kwik ik,, Ma Magi gist stra rate te
This location is presented before the events of the scenario ‘Once Upon a Time in Marienburg’ by John Foody (available in Warpstone 9). If you have played through that scenario some details may differ. Note that the Litigant career from the Career Compendium and Terror in Talabheim should have access to Speak Language (Classical) rather than Speak Language (Reikspiel). The Career Compendium also adds Scholar to its Career Exits. Talents: Coolheaded, Etiquette, Master Orator, Public Talents: Speaking, Savvy, Schemer, Suave
Combat Armour (none) (none):: Good Craftsmanship Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP
Human Politician, ex-Litigant “If you have nothing of interest to say we shall move on to the sentence and execution.”
Weapons:: Dagger (1d10-1) Weapons Trappings:: Judge’s Wig and Gown, Purse (with 2d10 Gu and Trappings 5d10 shillings)
A Magistrate at the Marienburg criminal courts, Kwick is a clever man with a nasty streak. He likes to be constantly in control, with lots of people owing him favours at all times. He is harsh in his sentencing but is not immune to bribery. In fact he loves money almost as much as power, and he married his wife Hanna for her family money. He now lives in her family’s townhouse in the southern edge of Goudberg. His family was poor and he despised them for this, leaving home as soon as he could. He was trained to be a lawyer by a man he bribed to do so after finding out about his corrupt dealings, slipping around guild limitations. He has schemed and plotted his way to his current position with a mixture of dubious methods backed by excellence at his job. Over the years he grew to hate his wife and recently, in the middle of a mid-life crisis he found himself attracted to his maid, a Bretonnian émigré named Celeste. This has brought him to the attention of Jean Reno, her unscrupulous brother. Reno is a small time troublemaker and smuggler who is extorting money in exchange for covering up the affair. Der Kwick is a dangerous man, sharp, intelligent and powerful. His major weakness is his underestimating everyone else. He has no loyalties or friendships that he would not cut for money or safety. He dresses in style, his hair slicked down flat.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
31%
27%
31%
42%
57%
51%
59%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
2
3
4
0
0
0
Skills: Academic Knowledge (History, Skills: (History, Law), Blather, Charm, Common Knowledge (The Wasteland), Gossip +10%, Haggle, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Classical*, Reikspiel)
GB72: The der Kwick Residence
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Guilderveld
“Guilderveld is not at classy as Goudberg, but it’s livelier, and it’si where I’d go to have a shot at some big deals with the Elves, without having to join the ‘Change ‘ Change or get past the Mannikins in Elfsgemeente. Dress well enough and hang about in the right clubs, and they’ll think you belong there doing business - seems we all look alike to them.” “Dratted vermin! No, not the rats, the chalk artists! Look at it! They’ve drawn an elf kissing the backside of a dwarf right on my stoop, and I’m expecting a representative from Clan Lianllach to arrive at any minute - and he has absolutely no sense of humour! Augh! They’ve even signed my name to it!”
the area with successful artists and brokerage firms. Guilderveld’s bustling streets and canals are well tended, residents and hired help making sure that everything is neat and clean - even pavement artists are run off! Nevertheless, Guilderveld sports a large number of street entertainers who earn quite a bit from the tips of passers-by. Wealth, of course, attracts the attention of thieves and other crooks, so the local ward council is careful to keep the Black Caps well equipped and happy, and night patrols are frequent and vigilant.
Guilderveld (“Moneyfield” ) is one of the newer wards of the city, having been completely rebuilt after the signing of the Treaty of Amity and Commerce. Prior to the coming of the Sea Elves, it was a lower-class district known as Noordhaven, a decaying dockland that had never successfully competed with Suiddock. A mysterious plague struck it the year the Elves came - brought, it was rumoured, on a ship from Mousillon. Although the scourge did not spread much beyond the district, Noordhaven’s population was decimated. In the wake of the plague, the Merchants’ Guild presented Baron van Hoogmans with a plan; since the land was in a good location to take advantage of the new Elf haven, the Baron should simply seize the lands under his ancient rights - the Guild would then buy it from him and develop it. Baron Matteus agreed and, faced with a strong force of Tilean mercenaries, the locals had no choice but to acquiesce. Being poor already, they relocated to the city’s slums, notably Doodkanaal. This act is known in history as “The Long Swim” . While the Guild paid a considerable sum for the properties, the fortunes made since have more than repaid their investment.
Guilderv Guil derveld eld Loca Locations tions GV02: Arkat Fooger’s Counting House GV08: Rosal Krantz, Astrological Readings and Predictions GV11: The Red Cock Inn GV12: Delftgruber and Son, Ship’s Chandlers GV13: Sybo’s Mystic Emporium GV31: House van Onderzoeker GV42: Doktor Anders Vesalion, Physician GV43: Luitpold Rheden’s Custom Firearms
Nowadays, Guilderveld is home to many successful businesses that provide services to the wealthy and upper middle classes of Marienburg and elsewhere. Large homes belonging to master craftsmen stand next to their well-appointed workhouses, the separate structures attesting to their owners’ wealth. There are also the offices of many of the city’s mercantile concerns, while goldsmiths and gem cutters share
GV44: Groenewoud’s Fine Meats GV52: Esmeralda’s Apron
GV
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Arkat Fooger’s Counting House “Marienburg’s queer place. Where else can an Elf walk up to a Dwarf, ask for money and, instead of being shown the door with a bootprint on his backside, get a loan? Then again, knowing old Fooger, that same Elf’s grandson will still be paying off the debt.” “You think your Emperor is rich, Altdorfer? Look over there. See that building? Yeah, the one with the axe-boys guarding the front. That there is the Fooger bank, as in Director Fooger, one of the Ten! Enough money flows through there each day that he could buy your precious Emperor five times over and set him to digging ditches.” At the eastern end of Guilderveld is an impressive building that speaks of wealth, power, tradition and security – the counting house and vaults of the House of Fooger, bankers to nobility, insurers to the world. Sitting among other banking and merchant houses along the canal known officially as Baron Frederik’s Folly, and more commonly as Usurers’ Row, the building is an impressive four-storey structure built of stone and brick, capped with high-peaked roofs, each sporting several chimneys that speak of the luxuriant comfort of those within. The Counting House sits well back from the canal, forming one side of a small plaza with churches to Haendryk and Verena to the right and left of it. Hundreds of people from all levels of society pass through the plaza each day, rushing from one deal to the next. Dozens of them make for the great double doors of “De Oud Foogershuis” , built of imported oak and guarded night and day by four axe-wielding Dwarfs wearing the livery of the House of Fooger. The ground floor is one large room, a beehive of activity with more than a score of clerks furiously scribbling in their ledgers, tallying the day’s profits and losses based on messages bought in by runners. Expensive tapestries line the walls, and a teak railing separates the foyer from the main work area. At the rail’s gate, a Dwarf of House Fooger screens incoming clients to check whose business is legitimate and rich enough, and whose requirements “may best be served by other, lesser institutions than this” . Those who pass muster are escorted by pages to the second floor where merchants in the House’s employ handle all their financial needs. The third is given over to the new Fooger insurance brokerage, a revolutionary enterprise conceived and developed by Arkat Fooger himself, and one that has been very profitable until lately. The topmost office is the private domain of Director Fooger and his staff, where he personally sees important clients, including representatives of nobility and royalty from around the Old World. He also has private quarters here, used when he has to stay late on House or Direc Directorate torate business. Finally, a secret passage on the ground floor leads down to the Fooger vaults, which hold the House’s gold reserves and other precious items that clients pay to have stored there. Characters may have direct business with the House of Fooger when they need a large loan (smaller loans are better served by a pawnbroker such as the Three Guilders Emporium) Emporium) or insurance, or if they wish to store valuables in the safest environment in Marienburg. But so much money, clean and dirty, passes through House of Fooger that many plots could draw adventurers here.
Loans accrue 15% interest per year, or 2% per month for loans of less than a year, and all loans must be made against some kind of physical collateral. The Fooger’s are very strict about prosecuting anyone who defaults on a loan, and very successful at getting their money from non-payers, in kind if not in cash. Insurance for cargoes is available for 5% of the declared value, which is set by inspectors in the House’s employ. Those wishing to store items may do so for a fee of 1% of the item’s value per week, minimum 1 guilder. Rates for longer terms are negotiable. The bank uses its own team of bailiffs to recover property from those unable to pay their debts. These range from jewellery, paintings and cargoes to horses, houses, businesses and ships. Smaller items are stored in a large warehouse on the old Noordhaven docks, where on the first Guilstag of each month there is a large auction where everything is sold off, attracting people from all over the city.
Arkat Foog Arkat ooger er,, Di Dire recto ctor r and Mas Master ter Banker Guild Master (ex-Politician, ex-Merchant, exSteward, ex-Sch ex-Scholar olar,, ex-Studen ex-Student) t) “Of course, Count von Kohl, discretion is a speciality of the House of Fooger. You may tell your royal mistress that a credit note for 10,000 crowns will arrive within a month, and no one else need know of it. The crown of Margaritha will be safe here as if it were in Haendryk’s own purse. Just sign here and I hope she enjoys her new wardrobe.”
“Marienburg was as a co-operative in which everyone could profit. But now there are those on the Directorate who see it and its people as their personal property. That is the road to ruin.” An elderly but impressive Dwarf of over 150 years. Wrinkles of care and wisdom line his face, and his immaculate beard hangs over his paunch to his knees. His dignified bearing commands attention and respect. Arkat Fooger was groomed from childhood to be his clan’s head and a powerful financier. His father, Roenekaat, spared no expense for his education, and the investment has paid off. “Old Fooger” , as he is respectfully called, has built his clan’s fortunes until they can no longer be ignored, culminating in his elevation to the Directorate in 2428. He is stern, reserved, and a very shrewd businessdwarf While he gives nothing away to the competition, he never cheats his customers either. either. And, for over a century, his spoken word has been regarded as an iron bond. His devotion to clan and city are paramount, the fortunes of the House of Fooger are irrevocably irrevocably tied to those of Marienburg. Lately, however, he had been under great stress, as the House’s fortunes have suffered from recent losses. Several heavily insured cargoes have been lost at sea, and Arkat has had to dip deeply into Fooger reserves to meet the payments. begun to suspect that more than chance is at work, and that one or more of his fellow Directors may be plotting his downfall. Strain has taken its toll on Director Fooger – nervous tension
GV02: Arkat Fooger’s Counting House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld and a need for sleep have led him to use Black Lotus to relax. Now he is addicted, and finds he cannot get through the day without witho ut a pipe or two… or three. At first his trusted major major domo Jan brought him his drug, but then refused (and was fired) when Fooger’s need grew stronger. Now he ventures to Marienburg’s “dream parlours” in the guise of a common Dwarf, his shame leading him to deny his problem even to those closest clos est to him. He often spends whole nights on a filthy bunk in a blissful stupor. So far, no one has recognised him, but his closest aides fear the day he is exposed and are at a loss over what to do. Arkat is a close friend of Sister Marianne of of St St Rutha’s Orphanage,, having met when she brazenly asked him for Orphanage money right there on the Street. He is a patron of the arts and has decorated his mansion and offices with paintings from the students of Hieronymous of Hieronymous Deecksburg, Deecksburg, though he is puzzled at the Master’s refusal refusal to do a portr portrait ait of him. A less friendly connection is Jan, the former major-domo. Not only is he resentful of his treatment by Fooger, he also knows a great deal about the inner workings of the bank, and its current vulnerability. He plans to extort money from Fooger in return for his silence, but if he doesn’t get it then he may take what he knows to one of the Counting-House’s many rivals, possibly even one of the other Directors.
Skills: Academic Knowledge (Astronomy Skills: (Astronomy, Genealogy/ Heraldry, History +10%, Law +20%, Runes), Blather, Charm +20%, Command +20%, Common Knowledge (Bretonnia, Dwarves, the Empire, the Wasteland) +10%, Consume Alcohol, Drive, Evaluate +20%, Gossip +20%, Haggle +20%, Intimidate, Perception +20%, Performer (Actor), Read/Write, Ride, Search, Secret Language (Guild Tongue), Speak Language (Arabyan, Breton, Classical, Khazalid +10%, Reikspiel), Trade (Merchant +20%, Miner, Smith) Talents: Dealmaker, Dwarfcraft, Etiquette, Grudge Born Fury, Talents: Linguistics, Master Orator, Night Vision, Public Speaking, Savvy,, Schemer Savvy Schemer,, Seasoned Traveller, Streetwise, Sturdy Sturdy,, Super Numerate Insanities: Addic Insanities: Addiction tion to Blac Black k Lotus (treat this as ‘Mand ‘Mandrake rake Man’, note that modifiers have already been applied to characteristics).
Combat: Armour (none): (none) : Rich Clothes befitting a Dwarf of Station AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons : Iron Bound Cane (Best Craftsmanship Hand Weapons: Weapon, 1d10+4) Trappings : Gold Clan Head’s Ring (worth 200 gu), Gold and Trappings: Ruby Director’s Pectoral (worth 500 gu), and anything else he wants - he’s rich!
Main Profile
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GV02: Arkat Fooger’s Counting House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Rosal Krantz, Astrological Readings and Predictions Located on the great long tree-lined Spizörijestaad that connects Guilderveld to Paleisbuurt, this ostentatious shop is the domain of Rosal Krantz – Former Astronomer to Karl Franz. The building is on three floors, above a cellar with widows at street height. A small series of steps lead up to the main doorway, behind which is an opulent parlour where clients are met by Krantz’ secretary and sip brandy while waiting for the consultation.
Skills: Academic Knowledge (Astronomy +10%, Cryptography Skills: Cryptography,, Science), Blather, Charm +10%, Common Knowledge (The Empire, Tilea, the Wasteland), Gossip, Navigation, Perception, Performer (Storyteller), Read/Write, Search, Secret Signs (Astrologer), Speak Language (Classical, Reikspiel, Tilean) Talents: Etiquette, Linguistics, Public Speaking, Savvy, Talents: Seasoned Traveller, Sixth Sense, Suave, Super Numerate
Krantz’ office and consultation room is on the floor above. Here many arcane looking books on astrology are stored in shelves, around a quarter of which Krantz has written himself and the rest of which are unread. Diagrams of constellations are plastered on the wall, and a small Dwarf-built orrery dominates the centre table.
Combat:
The upper room contains a larger orrery and three large telescopes. To use these the left half of the roof has been designed so that it can slide across, opening the room to the skies. The lower cellar contains a small printing press, with which Krantz makes copies of his Horoscopes. While Krantz does not live on the premises, premises, he often spends spends part of the night star-gazing and employs a night watchman to look after the building.
Trappings : Several Printed Horoscopes, Purse (with 6d10 Gu Trappings: and 6d10 shillings)
Armour (none): (none) : Dashing Bretonnian Clothing with ostentatious Hat and Cloak AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Dagger (1d10+0) Weapons
A simple printed horoscopes are available for 4 Gu, while a more detailed reading costs 10 Gu and takes Krantz a day to prepare.
Rosal Ro sal Kr Krant antz, z, Ast Astro rolog loger er Astrologer (ex-Student, ex-Raconteur) The renowned Astrologer Rosal Krantz is a distinguished man in his mid thirties, with a hawkish nose and neat goatee. His manner is personable and convincing, and he dresses in finest Bretonnian fashion, with a large black cloak with a star and planet pattern to advertise his profession. While he was once the court astrologer to Karl Franz, Krantz moved to Marienburg after a prediction he made about a particular battle failed to come true. He seldom mentions the reason for his leaving, instead telling people it was astrologically significant that he relocate to Marienburg. Krantz is utterly convinced of the validity of his craft, and gets highly annoyed if his predictions turn out to be inaccurate. Such occurrences he puts down to inaccurate equipment or insufficient information. He is largely dismissive of the works of other astrologers and seers, believing his own practices to be far superior.
Main Profile
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GV08: Rosal Krantz, Astrological Readings and Predictions
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Red Cock Inn “Excellent place to take a client. The food is marvellous – do try the herring in aspic – and even the riff-raff are well behaved. They say Tuersveld was a pirate in his youth and may still have his hands in the barrel. Don’t believe it, myself He’s not coarse enough. “ “Now there’s the place to do real business, laddie! Donat’s one o’ the gang, ye know. In like flint with ‘Casanova’. Just don’t be obvious and he’ll provide a safe place to hide hot goods - or your own hot hide, should the Excise be after ye!” Midway along the inner shore of Gold Harbour, by the side of the Onionwater Canal, a thirsty traveller will find the sign of the Red Cock Inn, Donat Tuersveld, innkeeper. For over thirty years the Red Cock has been known for good food, good beer and a respectabl respe ctable e atmosphere. atmosphere. And, for the same time, it has been the preferred safe house for smugglers in the north of the city looking for a place to store contraband. The inn is a large single storey structure, built of stone and timberr about two centu timbe centuries ries ago. Up a small flight of steps and through the doors lies the main room, dominated by a central horseshoe-shaped bar that at night is busy enough to be worked by three bartenders. The ends of the bar sit against a wall that separates separates the main hall from the kitchens. kitchens. At the rear of the kitchens are doors leading onto the canal, where deliveries are made by boat and trash dumped in the sluggish water. The inn’s tables and semi-private booths are often populated by local merchants. While the Red Cock doesn’t offer private meeting rooms, the staff make sure that customers who don’t want to be disturbed aren’t. Unlike many business owners, Donat Tuersveld does not live above his premises, preferring to rent rooms at a nearby boarding house. The Red Cock has a second life that begins soon after the doors close at midnight. A grate with disguised hinges covers covers the entrance to what was once, centuries ago, a minor canal that fed the Onionwater Onionwater.. As the island was built higher and higher, the canal was gradually covered over and forgotten. Tuersveld, a former pirate, bought the Red Cock when he discovered the old canal connected to a basement under the inn. In the years since, many smugglers have hidden their goods in the Red Cock’s secret basement, paying a storage fee to Donat that varies on the size and riskiness of the cargo, and how well he knows them. People needing to get in and out of Marie Marienburg nburg unobserved have also used the Inn’s services, entering or exiting through the secret door in the kitchen’s pantry. pantry. A careful watch of the Red Cock might reveal customers who enter but never leave, or who leave without having been seen to enter. If, however, however, all you want here is a meal, price and qualit quality y are both 10% above average.
Donat Dona t Tuer Tuersve sveld, ld, Innk Innkeepe eeper r Racketeer ( ex-Tradesman, ex-Smuggler, exSeaman) “Welcome! I’ve not seen you folk around here before, what’s your pleasure? Eh? Sorry, you’ve the wrong place for that – try somewhere in Suiddock. How about some beer instead?”
“Lower your voice, for Ranald’s sake – you’re sticking out like a Halfling in a brothel! You want out of Marienburg? That can be arranged. The fee is 200 guilders, firm. Now do as I tell you. Come back next Guilstag – what, tonight? That’s double the price. Go and sit over there, by the hearth. Say nothing, do nothing except enjoy a good meal until closing. Then we’ll move you. And stop shaking, man!” A strong man in his late fifties, the muscle only beginning to turn to fat. Cornflower blue eyes sparkle in a friendly face framed by a trim sandy beard. Bald on top and with a broken nose, his skin has been weathered and burned by years at sea. Donat Tuersveld was once a pirate, serving under the Sartosan captain Stefan Jaanszoon “the Howler.” Injury lead him to reconsider the life of a reaver, and so he retired to his native Marienburg, bought the Red Cock when he discovered its secret, and began running both sides of its business. As it turns out, he has a natural talent at playi playing ng the grac gracious ious host. Tuersveld has no ambition other than to quietly run his business and die peac peacefully efully in bed. He is a high-r high-rankin anking g member of the “Guild We’ve Never Heard Of” , and tries to act as a mediator among the League’s various gangs. More than most, he realizes that another feeding frenzy between the city’s gangs would be bad for everyone’s business. Donat Tuersveld has many contacts among both the legitimate business community of Guilderveld and Marienburg’s underworld. He is respected for his judgement by Adalbert Henschmann, and is able to moderate “Casanova’s” more violent impulses. He despises the Lascar and Lascar and suspects his involvement in the body trade. He regularly buys meat from Boni Groenewoud, though he has no idea of the butcher’s real business. He occasionally sells information to Trancas of Three of a Kind if it is in the League’s interests. There is a reward on his head of 300 gold ducats from the Miragliano authorities, who know him by his old nom-de-guerre of Karl the Wolf. While he gave up the life of a pirate years ago, Donat Tuersveld is still willing to take risks when the stakes are worth it. Now he is convinced that Adalbert Henschmann cannot prevent another gang war, and so he has begun building alliances, working to eliminate “Casanova” and put himself, a smart businessman, in charge. By slowly making allies of the minor guilds, small gangs and solo operators in Marienburg, he hopes to gather enough influence and power to take out Henschmann with minimal bloodshed. He has recruited the younger Delftgruber to Delftgruber to the cause, caus e, and among others others has made allies of Guan Lo Fat and some of the many Tilean gangs in the city. Still, he is many months if not years from making his move, unless the sudden outbreak of another feeding frenzy forces his hand.
GV11: Red Cock Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Sea-W SeaWolf’s Band
Main Profile
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Academic Knowledge: Knowledge : History
51%
52%
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52%
41%
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Powers: Anyon Powers: Anyone e wearing this ring is filled with stubborn stubborn resolve. They gain a +10% Bonus to resist the effects of Fear, Terror and the Intimidation skill. However, they must also first pass a Will Power test before they can retreat from combat (this includes using the Disengage action).
Secondary Profile
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Skills: Command, Common Knowledge (The Empire, the Skills: Wasteland +10%), Consume Alcohol +10%, Dodge Blow +20%, Drive, Evaluate +20%, Gamble, Gossip +20%, Haggle +20%, Intimidate, Perception +20%, Read/Write, Row +10%, Sail, Scale Sheer Surfaces, Search, Secret Language (Guild Tongue, Thieves Tongue), Secret Signs (Thief), Silent Move, Speak Language (Kislevarin, Reikspiel, Tilean), Swim +10%, Trade (Cartographer, Shipwright)
History: This simple iron band never rusts and has an History: image of a Wolf’s head as its signet. Tuersveld looted it from an Ulric worshipping mercenary captain in the Black Gulf, Gulf, when he went by the name Karl the Wolf Wolf..
Talents: Dealmaker, Disarm, Hardy, Lightening Reflexes, Talents: Quick Draw, Resistance to Poison, Savvy, Seasoned Traveller, Sixth Sense, Street Fighting, Streetwise, Strike Mighty Blow, Strike to Injure, Strike to Stun, Swashbuckler, Very Resilient, Wrestling
Combat: Armour (none): (none) : Good, practical clothes befitting a respectable businessman AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Weapons:: Dagger (1d10+3, CV+1) Weapons Trappings: Keys to pantry and canal gate, Gold loop earring Trappings: in left ear (worth 10 Gu), Purse (with 4d10 Gu)
GV11: Red Cock Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Delftgruber and Son, Ship’s Chandlers “Used to be a big name hereabouts, did old Delftgruber. Then Casanova took over. That was a wild time – years ago, now, during the last ‘feeding frenzy’. They found Delftgruber nailed to a Watch-house door, and it was a good thing he already had a son, if you take my meaning. “ “Go to old Delftgruber’s chandlery and mention my name, and you’ll find you can buy more than rope. But not a word to anyone else - if Adalbert hears about this we’re all dead men.” At the end of Gold Harbour canal, close to what’s left of the Noordhaven waterfront in the oldest part of Guilderveld, stands a small, unobtrusive doorway with a dirty window beside it and a peeling sign reading ‘H Delftgruber & Son, Ship’s Chandlers’. The building looks like an old converted warehouse - which, for the most part, is what it is. There is nothing to indicate that it is also the front for a smuggling operation, operation, and was once the headquarters of one of the largest gangs north of the Rijksweg. The worn door gives way to a small, neat shop area, with a bay window looking out onto a view of the great harbour’s traffic. Hugo Delftgruber usually sits by the window to work, making the most of the daylight. Behind the counter are racks holding small items useful on a ship - lanterns, nails and so on, while a door leads to the warehouse for the larger items like barrels, sail cloth and crates of salte salted d fish. Stairs from here lead to the upper floor, which holds the family’s family’s living quarters. A concealed concealed door under the stairs gives access to the deep levels of Guilderveld Island and a forgotten cistern in which Gijsbert’s gang stores their boats. The Delftgrubers were once a powerful local gang, but lost out in a gang war with Adalbert Henschmann. Henschmann. Gijsbert was only young then, and took no activ active e part, but his father Hugo was found, mutilated and barely alive, nailed to a Watch-house door. His wife was never seen again. A broken man, Hugo Delftgruber Delft gruber is now content just to be alive and in business as a merchant. Gijsbert runs a small-time smuggling operation with his father’s collusion, but is careful not to do anything too large-scale or obvious, which might draw Adalbert’ Adalbert’s s attention. Adalbert, of course, is well aware of what goes on, but lets the Delftgruber gang think that they are outside his knowledge and control with their little operation. In fact, he manipulates them as surely as he does any other criminal in Marienburg, but more subtly. subtly. And if they live in constant fear of him discovering them, he reasons, then his hold over them will be all the stron stronger ger,, should he ever choose to exercise it.
Gijsbert Gijs bert Delf Delftgrube tgruber r, Smug Smuggler gler Smuggler (ex-Boatm (ex-Boatman, an, ex-T ex-Tradesman) radesman) “And supposing I did happen to know of a discreet and reliable trader who could lay his hands on the goods you seek, what would be your best offer?“ In his early 20s, Gijsbert Delftgruber is a tall, slim, handsome young man, and he knows it. His fastidious and fashionable appearance marks him out even among the wealthier residents of Guilderveld and he is something of a local character. While his father’s business isn’t the most prosperous, appears every inch the gentleman of fashion. Gijsbert would like to think of himself as a colourful swashbuckler, champion of the people and master of the victimless crime of smuggling. Full of ready wit and banter, he is the image the stock character of Ranald out of the antique farces. Some people take him for a fool on account of his exterior, but he has a quick, shrewd mind and a sharp eye for the main chance. He is not courage, either - although some would claim that this is mere folly brought on by his dedication to his image. With his colourful appearance, just about everyone in this part of Marienburg knows Gijsbert by sight. His smuggling gang is based in the Red Cock Inn near the east end of Guilderveld, and he is on friendly terms with the owner, Donat Tuersveld. He knows and is wary of “Casanova” Henschmann and his followers, and generally keeps away from that side of the town. Gijsbert regards Gerardus Hondschoen as his mentor and role model, and his father with sentimental pity.
Main Profil Profile e
WS
BS
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WP
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42%
39%
41%
33%
45%
43%
33%
46%
Secondary Profile
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1
14 14
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3
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Skills: Common Knowledge (The Empire, the Wasteland), Skills: Consume Alcohol, Drive, Evaluate +10%, Gossip +10%, Haggle +10%, Navigation, Outdoor Survival, Perception +10%, Read/Write, Row, Sail, Search +10%, Secret Language (Guild Tongue, Ranger Tongue, Thieves Tongue), Secret Signs (Thief), Silent Move +10%, Speak Language (Reikspiel), Swim +10%, Trade (Shipwright, Tailor) Talents: Dealmaker, Hardy, Orientation, Savvy, Seasoned Talents: Traveller, Specialist Weapon Group (Fencing), Streetwise, Very Strong
Combat: Armour (none) (none):: Loud Clothes AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Rapier (1d10+3, Fast), Dagger (1d10+0) Weapons Trappings:: Jewellery (worth 25 Gu) Trappings
GV12: Delftgruber and Son, Ship’s Chandlers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Hugo Delf Delftgrub tgruber er,, Tra Trader der Tradesman (ex-Racketeer, (ex-Racketeer, ex-Cat Burglar, ex-Thief ex-Thief,, ex-Smuggler) “You should talk to my son about that. I’ve no idea what the rest of the world gets up to.”
“I don’t remember. I just sell rope, that’s all! I’m no one, from nowhere! Leave me alone!” Hugo Delftgruber, or Old Delftgruber as he is usually known, is a drab, scrawnylooking man in his late fifties. His narrow, sharp features are deeply etched, and he has a distracted, slightly absent-minded manner. His hands are slightly twisted, as if with serious arthritis. He wears fingerless gloves most of the time, but if anyone inspects his hands closely they will find scars on palms the and backs, as if nails were driven through them several years ago. On matters to do with ship’s outfitting, Hugo Delftgruber is as sharp, bright and efficient as any Guilderveld merchant charging three times the price. Apart from occasional periods of abstraction, he is a master of his trade and many ship captains deal exclusively with him. Should the conversation drift onto other topics, however, Delftgruber’s eccentricities come a little more to the fore. He knows very little of what goes on in Marienburg, as he hardly ever leaves his shop. His almost complete lack of knowledge and curiosity is rare among Marienburgers, and is enough for a number of his neighbours to be convinced that he’s completely mad. He is timid in the extreme. He does not care to hear about events event s in the outside world, and will ask people to chang change e the subject; if they insist on forcing some item of news upon him, he will react very badly.
Main Profil Profile e
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57%
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52%
43%
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48%
39%
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Secondary Profile
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Skills: Charm, Common Knowledge (The Empire, the Skills: Wasteland), Concealment +10%, Dodge Blow, Drive, Evaluate +20%, Gamble, Gossip +20%, Haggle +10%, Intimidate +20%, Perception +20%, Pick Lock, Read/Write, Row, Scale Sheer Surfaces +10%, Search +10%, Secret Language (Guild Tongue, Thieves Tongue +10%), Secret Signs (Thief), Shadowing, Silent Move +20%, Sleight of Hand, Speak Language (Kislevarin, Reikspiel), Swim, Trade (Carpenter,, Shipwright) (Carpenter Talents: Ally Cat, Dealmaker, Menacing, Talents: Menacing, Savvy, Savvy, Street Fighting, Streetwise, Strike Mighty Blow, Strike to Stun, Super Numerate, Trapfinder Insanities:: Heart of Despair, Knives of Memory Insanities
Combat: Armour (none): (none) : Good Quality Clothing with Fingerless Gloves AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: None (Unarmed, 1d10+3, +10% to Hit, Special) Weapons Trappings:: Shop, Account Books Trappings
Old Delftgruber never speaks about his past, when he was one of the north city’s most feared crime bosses, or of his downfall at the hands of the dreaded Adalbert Henschmann – he either can’t or won’t remember anything from this period of his life, and if anyone tries to ask him about it, he must immediately test on his insanities. Delftgruber has a number of regular customers, but knows almost nobody else. Friends from “the old days” will occasionally drop in, . they don’t stay long, since he gets upset easily. He tries to have nothing to do with smuggling the operation, or at least, as little as possible. Having tasted Adalbert’s Adalbert’ s vengeance once, he is not keen to suffer again. He has a close friend in Sumieren Imlordil of Priceless Friends, whose life Hugo once saved during the same gang war that cost him his power. Sumieren doesn’t visit often, but his response would be instant and violent should he learn of anyone harming his friend. He has not set eyes on Loretta Wakker of the Gentlemen’s Club since the night she betrayed him to Adalbert Henschmann, Henschmann, and it would likely tip him completely over the edge if he was ever to come face to face with her again.
GV12: Delftgruber and Son, Ship’s Chandlers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Sybo’s Mystic Emporium “Used to be his brother Leo ran the business; he always was the more talented of the two. But he went on a collecting trip to the South Lands colony a few years ago and came hack changed – strange, you might say. He wouldn't leave his house, nor deal with customers. One day, Sybo sent a message saying Leo had left and moved away – to Kislev, I heard. At first some folks suspected Sybo of doing away with his brother, but we still get letters from him, and he does pay his dues. Guess he just wanted a change.” “He's never open, dearie. Never opens a window or draws a curtain. The gods alone know what he does in there.” Sybo Haan is the ostensible proprietor of Haan's Custom Magicks, where items are given minor enchantments for those rich enough to afford their utility or luxury value. The shop is fairly spacious, the windows are usually shuttered, the curtains drawn,, and the doors are both bolted and chained on the insid drawn inside e and and are reinforced by Ritual Magic (such that it would require a being with a Strength over 70% to be able to force open the doors).. Sybo very rarely opens for business: most customers write to make appointments. Sybo's well-to-do landlord (an agent of the de Roelef family) accepts some minor magical services in lieu of rent, and this allows Sybo to advertise his influential patronage as a mark of the quality of his work. Visitors – only seen with an appointment – are expected to wait in the reception room downstairs while Sybo prepares himself and any items he has readied for them. The slightly sounds of his three Norse bloodhounds (huge, vicious, slavering watchdogs) growling and snarling. Sybo is always nervous and feels more secure with these dogs around. Sybo's bedroom and his upstairs workroom, which visitors won't normally see, both have very strongly reinforced doors (requiring a Very Hard (-30%) Strength Test to breach), with Magic Lock spells cast on them, which Sybo locks and bolts into the bargain. The windows of this house are made of enchanted glass, as tough as cast iron, and the window frames themselves are just as tough (Sybo is proud of having attended to this detail). The sash windows will only open if the signet ring Sybo wears is touched to the frames. The windows require a Very Hard (-30%) Strength Test to break due to these enchantments, and if struck they emit a loud, ringing tone for 2D10 rounds. Down in the basement, a spell rune is carved into the wall at the bottom of the steps. Passing it without uttering the password “Safe” , results in a Universal Confusion spell being cast on the trespasser.
The Th e Ha Haan an Ra Rang nge e The Haans make fairly minor magics for the rich, and use many of them in their own home. They are talented improvisers, and their creations are enchanted variations of standard household items: among them are coffee-pots which stay hot for hours, talking door plaques that can hold a short announcement, fuelless room heaters and candles that light at a stroke of the wick. Prices for these items vary according to the size, utility and complexity of the item and the nature of its enchantment, and how much Sybo thinks his customers will cough up. Prices usually start at 500 Gu for a small self-cleaning bedpan to 1,200 Gu for self-polishing and drying boots, and really elaborate magical fashions can cost 20,000 Gu or more for a fine full evening outfit complete with magically sparkling ear-rings.
Sybo Syb o Ha Haan, an, Con Consul sultin ting g Wiz Wizar ard d Journeyman Wizard (ex-Apprentice Wizard) “I can manage an appointment for you in, ah, two weeks after I've done the van de Merwe's scented commode tray. Perhaps you'd like a self-fitting corset? You're obviously a man of action, but age takes its toll, eh? And it keeps up appearances for the University Rector's brunch. Anything you can think of, I can try to make for you - for my usual fee, of course.” Sybo is of average height and medium build, 28 years old, with curly fair hair worn fairly short. He has welldefined facial features, and is quite handsome and charming. His blue eyes seem always to be alive, darting to and fro; disconcertingly, he avoids mutual gaze with others, which makes him appear slightly shifty. He dresses fairly sloppily most of the time, but when he goes out at nights he looks very sharp in blue, cream and silver Estalian tailored doublet and britches. Sybo is naturally a friendly person, sociable and warm, but he has a strong streak of insecurity and is paranoid about protecting his home and workplace – his brother's troubles are taking their toll on him. He frequently pays small considerations to Watchmen to make a detour or two past his home during their patrols, and when he is out the dogs have the run of the place. Sybo is really only the junior partner in the custom-magic business. busin ess. He has been happy to go along with it becau because se the money is good and out of pity for his brother. But since Leo, his brother, has become more self-obsessed and has been drawn into butcheries and deals with grave-robbers Sybo has become unhappy about his life in Marienburg. He is even beginning to resent his work, and secretly plans a possible escape from his brother – possibly as far as Cathay. Sybo does all the direct dealings with others, and by the nature of his work he often needs the help of craftsmen craftsmen to fashi fashion on the items he enchants. He has to deal with Sumieren Imlordil of Priceless Friends, who imports Lustrian monkeys for Leo's researches resea rches,, and who wouldn't wouldn't be at all happy to find out what Leo has been doing with them. Sybo also deals with Dmitri Hrodovsky for certain rare “medicaments” , and since both of them are salesmen they enjoy haggling with each other. Dmitri is convinced Sybo is an addict, and doesn't suspect the drugs are for Leo's researches. There is a rivalry with Wilhelm Rotkopf
GV13: Sybo’s Mystic Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld of Baron Henryk's, however, and Sybo loses no chance to of Baron badmouth him. Lastly, because his work involves dealing with the rich, Sybo has developed a fondness for visiting places where the rich enjoy themselves, and the Red Cock Inn has become a frequent haunt of late.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
45%
28%
41%
53%
50%
54%
49%
37%
Secondary Profile
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1
14 14
4
5
4
2
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0
Skills: Academic Knowledge (Runes, Magic +10%), Skills: +10%), Channelling +10%, Charm, Common Knowledge (The Empire, the Wasteland), Gossip, Magical Sense +10%, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical, (Classical, Reikspiel), Reikspiel), Swim Talents: Aethy Talents: Aethyric ric Attunemen Attunement, t, Arcan Arcane e Lore (Met (Metal), al), Lesser Magic (Magic Alarm, Magic Lock), Meditation, Petty Magic (arcane), Savvy, Very Strong, Very Resilient, Warrior Born
Combat: Magic: 2; 2 ; Arcane Lore (Metal), Magic Alarm, Petty Magic (Arcane) Armour (none) (none):: Fine Tilean Doublet AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Weapons : Sybo’s Ensorcelled Dagger (Best Craftsmanship Weapons: Dagger, 1d10+2, Defensive) Trappings: Jade Amulet, Purse Trappings: Purse (with 50 gu, double at night)
Sybo’s Sybo ’s Enso Ensorce rcelled lled Dagg Dagger er Academic Knowledge: Knowledge : Magick Powers : Counts as a Best Craftsmanship Dagger with the Powers: Defensive Quality. In addition, this dagger does an additional Point of Damage. History: Sybo has ensorcelled this elaborate dagger with History: potent ritual magic.
Jade Amulet Academic Knowledge: Knowledge : Magick Powers : Whenever the wearer of the Amulet would Powers: restore a Wound due to Natural Healing, they restore 1d10 wounds instead. The Amulet must have been worn for the whole of the recovery period for this effect to take place. In addition, whenever this Amulet is taken off, its wearer must make an average Toughness Test or suffer the loss of 1d10 wounds due to system shock. History: This amulet was made by a former grand master History: of the Jade Order of Wizards and is fashi fashioned oned of that stone. It has a marvellous ability to channelling healing energy into its wearer. Sybo received this amulet from Leo, who discarded it after it failed to heal his affliction.
Leo Haa Haan, n, Viv Vivise isecti ction onist ist Mutant Barber-surgeon (ex-Apothecary, ex-Master Wizard, ex-Journeyman Wizard, ex-Apprentice Wizard) “If you find any freshly dead Halflings, I'll pay the best price you'll get. But they must be fresh! Freshly dead! Maybe not even quite dead yet.” Leo is of medium height and build with thin fair hair, which has begun to fall out in patches. He is very self-conscious about his decaying appearance, which is exacerbated by his addiction to Caru, an imported Lustrian stimulant. Leo suffers insomnia and anorexia, and his skin is raw and flaking badly, where it isn't scabbed. A desperate man, he might even be ripe for recruitment by a cult that offered the promise of lifting his curse. It is also obvious that his researches are taking him perilously close to necromancy. Leo actually does most of the Haan business's enchantments, but has become increasingly reclusive to the point where people think he has left. Five years ago, aged 30, he stole a magical artefact from a shaman's hut in the South Lands, triggering a vicious and powerful curse. The curse makes his body slowly rot away, and Leo can't decide if it will eventually kill him or, worse yet, let him live as a horrible monster. Unable to lift the curse by the normal means, or to find a magician or priestt who could do it for him, Leo has sunk himself pries himself into experiments to try to create a cure. Experiments with creatures resistant to magic and Chaos (especially Halflings), exotic live animals and their still-quivering glands, and worse fill Leo's time in the basement. He now only does magic-item work if it's beyond Sybo. Leo always works alone in the combination of alchemical laboratory, morgue and vivisection parlour which comprises his workroom, spending almost all his waking time there, collapsing into drug-free exhaustion only after long experimenting sessions. The main workshop is a frightful sight, packed with preserved body parts, bottled organs and glands, pickled organs and much worse. Leo has very few contacts and when, if ever, he goes out at night to meet them he wears a disguise or a hooded cloak to hide his appearance. He deals regularly with grave robbers, and has some contact with junior morticians at the Physiker’s and Barber’s College. While Leo formerly had several friends at the Baron Henryk’s College of Navigation and Sea Magicks, over the years he has not visited the Guild and his full membership has lapsed, retaining only Corresponding Member status, helping to foster the belief that he has moved away from Marienburg to a location unknown.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
44%
42%
43%
31%
53%
67%
54%
38%
Secondary Profile
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1
15 15
4
3
4
3
4
0
GV13: Sybo’s Mystic Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Skills: Academic Knowledge (Daemonology Skills: (Daemonology,, Magic +20%, Science +10%), Channelling +20%, Charm, Common Knowledge (Araby, Southlands, the Wasteland), Gossip, Haggle, Heal +10%, Intimidate, Magical Sense +20%, Perception +10%, Prepare Poison, Read/Write, Search, Secret Language (Guild Tongue), Speak Arcane Language (Daemonic, Magick), Speak Language (Araby, Breton, Classical, Reikspiel), Swim, Trade (Apothecary) Talents: Acute Hearing, Talents: Hearing, Aethy Aethyric ric Attunem Attunement, ent, Arca Arcane ne Lore (Heavens), Dark Magic, Lesser Magic (Aethyric Armour, Magic Alarm, Magic Lock), Meditation, Menacing, Mighty Missile, Petty Magic (Arcane), Resistance to Poison, Savvy, Strong Minded, Very Strong, Very Resilient
Mutation: Fear Points: 1; 1; Leo has the Menacing Talent Rotting Flesh: Flesh: This provides Leo with a -5% penalty to Toughness and a -10% penalty to Fellowship, already included in his profile.
Robe Ro bes s of N’ N’Kh Khar aris is Academic Knowledge: Knowledge : Necromancy Powers: Once per day, the wearer of these robes can Powers: transform into a vapour as a Full Action. In this form, the wearer gains the Ethereal (the wearer can only be effected by Magic attacks but cannot attack either; see OWB or NDM for more details) and Hoverer Traits with a Fly Speed equal to its Movement characteristic. The wearer can remain in mist form as long as he likes and change back as a Full Action. However, transforming into Mist in this way is deeply unsettling, and each time this item is used, the wearer must make a Will Power test or gain an Insanity point. History: These long ornate black robes where once the History: court vestments of a long dead vizier of Nehekhara. The creature’s centuries of Unlife imbued a part of its essence upon the robes upon its destruction.
Combat: Magic: 3; 3 ; Arcane Lore (Metal), Magic Alarm, Petty Magic (Arcane) Armour (none): (none) : Filthy Cloak and Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) and reduces AP all Damage by 1. Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings: Robes of N’Kharis, Sea Elf Ring, Power Crystal Trappings: (True Sapphire), Cursed Southlands Fertility Idol , various Scrolls, Surgeons Apron, Dissection Kit, Alchemical Equipment, locked casket (with 255 gu)
Sea El Elff Ri Rin ng Academic Knowledge: Knowledge : Magick Powers: When worn, attacks made against the wearer of Powers: this ring have their damage reduced by 1. This reduction applies against effects that normally ignore armour. Additionally, a spell caster using this ring as a Channelling Focus adds an extra +1 to their Casting Roll in addition to their Magic Characteristic. A character may only use one Channelling Focus. History: This intricate band of woven silver and Ithilmar History: was looted from the finger of a deceased Sea Elf Captain who washed up on the Wasteland’s shores. It is engraved with intricate Elven script that glows faintly in light of Morrslieb. Should the Marienburg’s Elves become aware of this item, they will go to great lengths to return it to its rightful (Elven) owners.
GV13: Sybo’s Mystic Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
House van Onderzoeker Thijs “the Lesser”, aged 27, took over the family interests a year ago after the sudden death of his father Rembrand van Onderzoeker, whose body was found floating in a Suiddock canal. An official inquest ruled that the elder van Onderzoeker had drowned after a night of heavy Black Lotus use, but Thijs has refused to accept this, claiming his father had never taken more than a glass of sherry with his dinner. Refusing to make any public accusations, rumours flew after Thijs refused to shake shak e the hand of Director Leo van Haagen during the last Oath of Manann ceremony at the start of the trading season. The van Onderzoekers concentrate on the continental trade, with extensive interests in the Empire, Kislev, Norsca and northern Bretonnia. They have been particularly aggressive in expanding their contacts among the mining towns and Dwarf holds of the western Reikland, trying to cut out middlemen and making their deals directly. Recent years have seen them forced to spend a small fortune to fight mostly losing court battles with houses whose trade they have infringed, the longest and most expensive against the junior branch of the Haagen family in Bögenhafen. But Thijs inherited a damaged position from his father, who lacked the family’s traditional business savvy. House van Onderzoeker is heavily in debt, with many of its holdings mortgaged. Thijs’ efforts to expand trade with the Reikland Dwarfs has cost him his alliance with the Foogers. Though still allied with House van den Nijmenk, speculation is rife that Thijs may not have the political and business talent to save his family’s seat on the Directorate. The family mansion is in Guilderveld. Their symbol is crossed tridents over a merchant ship, on a blue shield.
own in the Wasteland Import-Export Exchange, where she is seen as one of the few female rising stars in commodity trading and investing. Unfortunately for her family however, they are not the principle benefactors of Nadia’s skills. As a member of the Brotherhood of Purity for the past 7 years, Nadia acts as the Warden of the Treasury for that organisation, and has recently ascended to the Inner Circle of Knights. Her skills at soliciting contributions and investing these funds wisely have allowed this 33 year old to amass a fortune for both herself and the Knights. With the exception of Johannes of Johannes Rechtbinder, only Nadia knows how extensive the Knights’ financial holdings are. She viewed her father, Rembrandt van Onderzoeker as a wellmeaning dolt and her brother Thijs as a wastrel, whose cronies have continued to run the family holdings into the ground. She would like to use the muscle that the Knights provide to quietly replace him as head of the house, but without scandal or losing control of the house to any of Thijs’ unsavoury fellows. While she is not in total agreement with Johannes Rechtbinder’s Rechtbinder’ s perception of a Chaos conspiracy (the Lord Protector seems a bit obsessed with that topic), Nadia does agree that the Knights’ tactics and activities are needed to turn back the criminal and deviant (Chaos cultists and the like) elements. In this way, the Knights of Purity are ensuring that Marienburg doesn’t collapse into anarchy (and therefore threaten the power and positions of the chosen, like herself), but continues to thrive.
Main Profil Profile e
WS
BS
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Int
WP
Fel
40%
40%
38%
40%
41%
66%
59%
56%
Secondary Profile
Nadia van van Onderzoek Onderzoeker er,, Merchant Merchant (ex-Student, ex-Scholar) “The landlord wants to raise the rent on the property we lease for the soup kitchen? Where’s his sense of civic duty? Bring the ungrateful lout in here immediately. Perhaps we can appeal to his sense of higher duty one way or another.”
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14 14
3
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Skills: Academic Knowledge (The Arts, Genealogy/Heraldry Skills: Genealogy/Heraldry,, History, Law +10%), Charm +10%, Common Knowledge (Araby,, Bretonnia, the Empire, Tilea, the Wasteland), (Araby Wasteland), Drive, Evaluate +10%, Gossip, Haggle, Perception, Read/Write, Ride, Search, Secret Language (Guild Tongue), Speak Language (Arabyan, Breton, Classical, Estalian, Reikspiel, Tilean), Trade (Merchant) Talents: Dealmaker, Etiquette, Linguistics, Savvy, StrongTalents: minded, Super Numerate
“From my report, you’ll see that our revenue collected has exceeded our expenses for the fifteenth straight month. Thus we now have the capital to recruit much needed muscle to clear the streets of Marienburg from the criminal and Chaos elements.”
Combat:
Nadia van Onderzoekers is the younger sister of Thijs “the Lesser”, current head of her family. A driven and focused woman, woma n, her good looks, blond hair and blue eyes belie her obsession with making money (lots of it!). Nadia does not does not take kindly to obsta obstacles cles in her path and deals with them harshly. This trait obviously enables her to more than hold her
Trappings : Holy Symbol of Solkan, Writing Kit, Purse (with Trappings: 7d10 Gu and 8d10 shillings), Town House, Warehouse,
Armour (none) (none):: Best Craftsmanship Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons
Liquid Assets (can generate up to 2,500 Gu within the hour)
GV31: House van Onderzoeker
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Ver erlk, lk, Ca Capt ptai ain n of th the e va van n On Onde derz rzoe oeke ker r Guard
Ver erlk’s lk’s Men
Human Captain, ex-Sergeant, ex-Militiaman Verlk is an ex-mercenary Captain who was sentenced to death for murder. He killed a man who insulted Ulric, of whom Verlk is a devout follower. However Thijs recognised him as a man of honour and ability, and had him freed through various underhand means. Verlk is completely loyal to him now. A thick set man, part of his face is badly scarred, pulling the mouth in a slight sneer. He is an efficient and ruthless fighter, he is also respected respected by his men as fair and honourable. honourable.
Main Profile
The van Onderzoeker Guards barracks at the mansion are all ex-military types recruited by Captain Verlk. As well as guards, they act as the core of the van Onderzoeker Reserve Militia.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
40%
39%
35%
36%
27%
27%
32%
28%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
4
4
0
0
0
WS
BS
S
T
Ag
Int
WP
Fel
52%
48%
50%
41%
41%
63%
45%
53%
Skills: Common Knowledge (the Wasteland), Dodge Blow, Skills: Drive, Gamble, Gossip, Heal, Intimidate, Perception, Speak Language (Reikspiel) Talents: Coolheaded, Quick Draw, Specialist Weapon Group Talents: (Two-handed), Strike Mighty Blow, Strike to Injure, Strike to Stun, Sturdy
Secondary Profile
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W
SB
TB
M
Mag
IP
FP
3
17 17
5
4
4
0
0
0
Combat
Skills: Academic Knowledge (Strategy/Tactics), Skills: (Strategy/Tactics), Command, Common Knowledge (The Empire, the Wasteland), Dodge Blow +10%, Gamble, Gossip, Haggle, Intimidate, Perception +10%, Ride, Secret Language (Battle), Speak Language (Reikspiel)
Armour (Light) (Light):: Sleeved Mail Coat over Full Leather Armour
Talents: Disarm, Lightning Parry, Night Vision, Savvy, Talents: Seasoned Traveller, Specialist Weapon Group (Twohanded), Strike Mighty Blow, Strike to Stun, Wrestling
Trappings:: Tabard in the Onderzoeker Livery, Purse (with 1d5 Trappings
AP: Head 1 (4), Arms 3 (6), Body 3 (6), Legs 1 (4) AP: Weapons : Halberd (1d10+4, Special, CV +1), Sword (1d10+4, Weapons: CV +1), Dagger (1d10+1, CV +1), Shield, Crossbow (1d10+3, Range 30/60, Reload Full, 10 Bolts) Shillings and 2d10 pence)
Combat Armour (Heavy): (Heavy): Breastplate and Arm greaves over a Sleeved Mail Coat with Leather Jack and Studded Leather Leggings. AP:: Head 0 (4), Arms 5 (9), Body 5 (9), Legs 2 (6) AP Weapons : Greatsword (Greatweapon, 1d10+6, Impact, Slow), Weapons: Dagger (1d10+3), Crossbow (1d10+3, Range 30/60, Reload Full, 10 Bolts) Trappings: Tabard in the Onderzoeker Livery, Purse (with Trappings: 2d10 Shillings and 2d10 pence)
GV31: House van Onderzoeker
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Doktor Anders Vesalion, Physician At the northern end of Guilderveld, across from the Westbrug Bridgetown and situated upon Artswinkel Way, are the luxurious offices of Doktor Anders Vesalion, Physician and lecturer in medicine and anatomy at Baron Henryk’s College. The building itself is a three story affair, neighbouring between ‘Luitpold Rheden’s Custom Firearms’ to the left and a brokerage firm on the right. The downstairs reception and ‘waiting room’ is spacious and clean, with Tilean style tiled floors and expensive but simple furnishings. Behind a marble-topped desk sits a receptionist under strict instructions to turn away anyone without a prior appointment. On the first floor are located three consulting rooms, although these are seldom in use. Doktor Vesalion has few patients, and does most of is work outside of his offices. On the second floor, there is the Doktor’s private study, library and experimental surgery – where he spends most of his time in research.
Anders Ander s Vesa esalio lion, n, Ph Phys ysici ician an an and d University Univ ersity Lecturer Physician (ex-Sc (ex-Scholar holar,, ex-Studen ex-Student) t) “Those idiots in the Physiker’s Guild stick to their texts as if they were the words of the gods! They’re not interested in knowledge that might challenge their comfortable notions, and the cults back them up by making research illegal and calling it necromancy!”
here he spends his meagre budget educating the poor in such basics as boiling canal water before drinking it and filing complaints with the Directorate about the Elves’ practice of magically pushing their garbage out into the Marienburg canals, but his complaints are just as regularly ignored. His only solid support comes from the Temple of Shallya, but if Sister van de Maarel knew of Versalion’s other research activities, she would be calling for his burning. Doktor Vesalion seeks the knowledge he needs to rewrite medicine in the Old World. To this end he regularly engages the services of grave-robbers to bring him specimens, such as Jerimias Qualk. While he finds it distasteful to violate graves, he rationalizes it as being for the greater good. Unwisely, he sometimes accompanies his contractors, somehow believing that this makes his activities less of a crime. It has occurred to him that the grave robbers have damning knowledge about him, but he refuses to think of the possibility of blackmail. Anders Vesalion can often be encountered on the streets of Guilderveld and the surrounding areas, treating the needy and charging only what they can afford. He sees a few wealthy patients at his offices in Guilderveld, but only to finance his other activities. He can also be found at Baron Henryk’s, where he is known to all the faculty and students. He occasionally puts in an appea appearance rance at the St Olovald temple, but Sister Hilli and he have a strong personality clash.
Main Profil Profile e
WS
BS
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T
Ag
Int
WP
Fel
39%
35%
42%
37%
44%
68%
50%
46%
Anders Vesalion is one of the truly good people of Marienburg, deeply concerned with the poor and the sick. Sadly, the resistance of the authorities to anything that might challenge established dogma has led him to take desperate measures that may one day cost him his reputation and perhaps his life.
Secondary Profile
Vesalion grew up in a middle-class printer’s family, where he showed an early talent for learning. He won a scholarship to Baron Henryk’s College and, moved by the condition of the sick who came to the nearby Cathedral of Shallya, he pursued a medical career, naively determined to advance medical science and better everyone’s lot. He won his doctorate at a remarkably early age and set himself up in practice in Guilderveld. His success and skill eventually earned him an appointment as a lecturer in medicine and anatomy at the University.
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Genealogy/Heraldry, Genealogy/Heraldry, History, Science +20%), Charm, Common Knowledge (Araby, the Empire, Tilea, the Wasteland), Evaluate, Gossip, Heal +10%, Perception, Prepare Poison, Read/Write, Speak Language (Arabyan, Cathay, Classical +10%, Reikspiel), Trade (Apothecary)
Little did he realiz realize e that ideas that seemed obvious obvious to him would be strongly, almost violently resisted by the medical and religious establishment. When he suggested that a clean environment would aid healing, his colleagues laughed at him. When he theor theorised ised that Arab treatments treatments using poultices, poultices, good food and rest were more effective than leeches and cauterization, they tapped their fingers on classical texts and told him he was a fool. And when he suggested research to determine if the blood circulated in the veins rather than ebbing and flowing with the tides, the cult of Morr threatened him with an “inquiry” .
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TB
M
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IP
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14 14
4
3
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0
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0
Talents: Etiquette, Linguistics, Resistance to Disease, Savvy, Talents: Sixth Sense, Strike to Stun, Strong-minded, Super Numerate, Surgery
Combat: Armour (none) (none):: Respectable academic clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+1) Weapons Trappings : Black bag with medicines and surgical tools, Trappings: Medallion of Office from Baron Henryk’s College, Purse (with 2d10 gu), dark clothes with a cloak and mask for grave robbing
Not everyone was opposed to him. The High Priestess of Shallya was intrigued by his ideas and arranged for his appointment to the Chair of the Board of Public Health. From
GV42: Doktor Anders Vesalion, Physician
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Groenewoud’s Fine Meats, Fresh Fish and Abattoir “Best meats and fish in the city in that shop, m’friend! Old Boni’s a good soul too. He gives duty Watchmen free meat pies and tea, to show his appreciation for the ‘boys in black’. Good enough to make a Halfling cry for joy, they are. In fact, I think it’s time for m’lunch break. “ At the northern tip of Guilderveld by the Westbrug Bridgetown and across from Schattinwaard, sit two buildings far too elegant to be called “butcher shop” and “slaughterhouse” respectively. The brass plaque by the entra entrance nce to the shop reads ‘Fine Meats and Fish. B. Groenewoud, prop.’ Small diamond windowpanes provide passers-by with glimpses of mouthwatering sausages, delectable racks of ribs, and fresh fish, among other delights on crushed ice. Inside, a fur-coated lad offers herbal tea to warm the bones of high-born customers, warding off the chill brought on by the great blocks of ice imported at much expense from the distant north to keep the store and its goods cold. The two buildings sit in a walled compound. compound. The shop itself, itself, a two-storey half-timber structure with Bonifatius’s quarters on the second floor, faces Three Fools’ Lane. The lower portion consists of two rooms, a public display area with icebox cases that display the day’s offerings and holds both Groenewoud’s desk and some comfortable chairs for clients waiting for their orders. Behind the cases and through a heavy locked oaken door is a cold locker that stores dressed carcasses ready for carving. Only Groenewoud and his abattoir staff are allowed in here. The compound opens onto Three Fool’s lane via a double-gate that is mainly used by drovers bringing Kleinland cattle and sheep the short distance from Schroedinger’s docks – Groenewoud is careful to make sure the animals are delivered by back alleys and side streets, so as not to disturb his neighbours. Daily deliveries of ice arrive during the predawn hours and are handled by the slaughterhouse foreman. A large Imperial Imper ial warhound, warhound, Griff, has the run of the yard at night and discourages anyone from taking home free samples. The abattoir squats squats at the back of the compound compound by the canal, a utilitarian structure with thick walls to keep the sounds of slaughter from disturbing the neighbours. Blood and other unused parts are sold to the Channel Rats, who market the remains remai ns to shop shops s in the poor parts of town – place places s where people consider head cheese and pickled knuckles a delicacy. Inside the abattoir is a single large warehouse filled with killing pens, meat-hooks, bloody saws and knives still covered with bits of blood and bone, drains in the floor to collect the fluids, and the occasional human corpse hanging from a chain, ready to be ground up and spiced for tomorrow’s sausages. For Bonifatius Groenewoud is devoted to Khaine, and delights in turning his upstanding neighbours into occasional cannibals.
Cult Cu lt of Kh Khai aine ne Church Skills and Talents Initiates of Khaine start with the Strike to Injure talent in addition to their normal career skills. Priests of Khaine can at their option learn the following skills and talents as part of their careers: Prepare Poison, Shadowing and Street Fighting.
Bonifatius Groene Groenewoud woud,, Cannibal Butcher Assassin (ex-Initiate, ex-Spy) “I’m proud to say I’ve put meat on the Staadtholder’s table. Care to sample the pâté he’ll be serving tomorrow’?
“There will be a ritual feast tomorrow night. Find a sacrifice and bring him here – you know what to do, you’ve done it enough times before. And no snacking.” In his late forties, “Boni” Groenewoud is a heavy-set barrel-chested man with thinning brown hair, a ruddy complexion, and twinkling eyes that speak of someone who loves his work and loves to chat with customers. His hands are thick, and his fingers resemble small sausages, carving but they’re surprisingly deft when he’s handling a carving knife – or a garrotte during ceremonies. Outwardly a model citizen, Groenewoud is an insane cultist who seeks to spread his murderous master’s worship by creating a nest of ghouls in Marienburg. By feeding Human (and more rarely Elf, Dwarf, and Halfling) meat to his unsuspecting clients, Bonifatius hopes to spontaneously trigger some innate tendency towards ghoulishness in Humans. He has had some success, and over the last few years has created perhaps a half-dozen ghouls, who now reside in Marienburg’s ancient underworld, regarding Groenewoud as their leader. It also appeals to his sense of humour to occasionally slip such meat to the high and mighty. Boni hopes through through all the to becom become e a full priest of Khaine. While anxious anxious to do the lord of Murder’s will, he is also cautious and only takes one victim per month – generally from among sailors or the nearby foreign ghettos. Bonifatius Groenewoud is well connected, being on friendly terms with the local Watch and the wives and servants of many of the leading families of Marienburg – it is becoming a symbol of status to have one’s meat supplied by Groenewoud’s. He does business with Venk Kataswaran of Suiddock, the drug dealer occasionally supplying him with sacrifices from among his clientele. The Lascar knows they are used for sacrifice, but knows nothing of the growing ghouls’ nest. Groenewoud knows that Dr Vesalion deals with grave-robbers and hopes to use this information for blackmail – perhaps even to make a convert of someone highly placed with the cult of Shallya.
Main Profil Profile e
WS
BS
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Ag
Int
WP
Fel
50%
45%
40%
43%
32%
25%
25%
30%
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14 14
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GV44: Groenewoud’s Fine Meats, Fresh Fish and Abattoir
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Skills: Academic Knowledge (History Skills: (History,, Theology), Charm +10%, Common Knowledge (Bretonnia, the Wasteland), Concealment, Disguise, Drive, Evaluate +10%, Gossip, Haggle +10%, Heal, Lip Reading, Perception +20%, Performer (Actor), Pick Lock, Prepare Poison, Read/Write, Scale Sheer Surfaces, Search, Secret Language (Guild Tongue, Thieves Tongue), Shadowing +10%, Silent Move +10%, Sleight of Hand, Speak Language (Breton, Classical, Reikspiel), Trade (Merchant, Cook +20%) Talents: Dealmaker, Flee!, Hardy, Lighting Talents: Reflexes, Linguistics, Public Speaking, Quick Draw, Savvy, Schemer, Sixth Sense, Specialist Weapon Group (Throwing), Street Fighting, Streetwise, Strike to Injure, Very Resilient, Very Strong, Warrior Born
Combat: Armour (none) (none):: White Smock and Cap AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons : Dagger (1d10+1, CV+1), Garrotte Weapons: (Special) Trappings: Set of Carving Knives, Masters Trappings: Medallion of the Butcher’s Guild, Shrine to Khaine and Robes (hidden in a secret closet), Purse (with 5d10 gu)
GV44: Groenewoud’s Fine Meats, Fresh Fish and Abattoir
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Esmeralda’s Apron This small Halfling tavern is situated on a waterway near Elfsgemeente. The tables and the roof are low here, but the food is widely renowned and it is not uncommon to see human customers squeezing themselves uncomfortably into Halfling-sized benches. The Apron is run by Jasper, an irritable Halfling with a foul temper, who runs the establishment with a team of Halfling cooks and serving maids. Parties of Halflings from the Kleinmoot are common customers here, and jasper is content to let them gamble, eat and consume the various beverages for sale. The Apron is a favourite haunt of Sam Warble.
Sam Warb arble le Bounty Hunter (ex-Rogue, ex-Thief) “All right. Who’s first? The monkey or the organ grinder?” Sam Warble is an unusual Halfling: while most his race in the city are viewed by society as cooks and servants, Sam has carved himself a niche in the low-life of Marienburg as a respected private detective. While others of his kind find it difficult to rise above the level of menial work, Sam manages to make a reasonable living from his skills as an investigator. In appearance, Sam is almost a typical Halfling; he stands just over 3’6” in height and has a stoc stocky ky build, but, unusually unusually for a Halfling, Sam sports sideburns. He dresses in earth tones, and his clothes are utilitarian and simple in cut. Like all Halflings, he goes barefoot. His voice is surprisingly deep for his size, and he speaks with a slight drawl. Sam has a remarkably thorough knowledge of the peoples and places of Marienburg, with particular emphasis on the slums and docklands where he spends most of his time. In fact, he is more at home here than he was with his Halfling relatives of his youth, a period of his life that he didn’t particularly enjoy and which he has made great attempts to forget. Indeed, when he left the family home he left behind his original first name, Buttermere. While the main reason he did this was because he hated the name, it also served served to show everyone everyone that a new chapter in his life was about to begin; to Sam it was simply the first step in gaining acceptance in Human society. To make this transition into the wider world easier, he chose to make his home in the city of Marienburg – a cosmopolitan city known for its atypical acceptance of other races. Sam is a cool customer, and has a manner which is slightly unnerving when you first meet him. He doesn’t beat around the bush, and says what he means in as few words as possible – he could even be described as brusque, although this would be slightly unfair, as there is no malice intended, and his tendency to snap at peopl people e is not intentional. intentional. While Sam can never hide the fact that he is a Halfling, he doesn’t let that stop him demanding respect from anyone he meets. He will not tolerate any jokes at his expense, and will expectt people to treat him as he treat expec treats s them. In all but perso personal nal size, Sam considers himself to be the equal of any Human. Indeed, it is not uncommon for his closest friends to forget that he is a Halfling – they simply treat him as they would anyone else. The only time that Sam’s race is broug brought ht home to them is
when he meets with them in his local, Esmeralda’s Apron, a small Halfling establishment on the edge of the Elven quarter. It’s simply that the tables and the roof are lower, and hence uncomfortable for Humans. Sam has a slightly distrusting nature – which comes largely from his job – and has a knack for knowing when there is something he isn’t being told. In his line of work this ability is obviously a huge help, and the primary reason for his success. Of course, Sam also knows his own limitations and very rarely draws instant conclusions; his natural caution means he will play along until he is sure that he knows all the facts. Having lived in Marienburg for a few years, Sam has now built up quite a large web of contacts. He has links with both the Watch and the League (he uses Lisette Leerer as Leerer as his primary contact), and has a large number of informants and friends that he can call upon for help. If you need a guide to the city, or at least the less prosperous quarters, then Sam is your man. His charges are reasonable - considering the quality of his work around thirty crowns a day plus expenses.
Main Profil Profile e
WS
BS
S
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Ag
Int
WP
Fel
30%
45%
30%
31%
50%
30%
35%
50%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
11 11
3
3
4
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry), Skills: (Genealogy/Heraldry), Blather, Blather, Charm, Common Knowledge (Halflings, the Wasteland), Concealment, Disguise, Evaluate +10%, Follow Trail, Gamble +10%, Gossip +10%, Haggle, Perception +20%, Performer (Storyteller), Pick Lock, Read/Write, Scale Sheer Surfaces, Search +10%, Secret Signs (Thief), Shadowing, Silent Move +10%, Sleight of Hand, Speak Language
GV52: Esmeralda’s Apron
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld (Halfling, Reikspiel), Trade (Cook) Talents: Alley Cat, Flee, Luck, Night Vision, Talents: Vision, Public Speaking, Speaking, Resistance to Chaos, Sixth Sense, Specialist Weapon Group (Sling), Streetwise, Strike to Stun, Trapfinder, Very Resilient
Combat: Armour (none) (none):: Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Purse (with 2d10 shillings) Trappings:
GV52: Esmeralda’s Apron
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Handelaarmarkt
This ward of Marienburg is a breeding ground for up-andcoming small businessmen, and has a sharp reputation.
Handelaa Hand elaarmar rmarkt kt Locat Locations ions Messteeg HM03: The Moneda di’Plata
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Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Moneda di’Plata One of the first sights greeting travellers as they enter the city by the Middenheim Road, The Moneda di’Plata (‘Silver Coin’) is a beautiful building, square and imposing, held together wit1h sandstone columns in the classical style. Wall climbing Roses smother the walls, tumbling onto the wooden trelliswork that shelters the open-air roof, and veiling the windows. On the wall, facing facin g the main street, street, near the top of the building, building, nestling comfortably in the greenery, rests a silver disc a yard in diameter. If examined closely, it has the vague outline of a profile upon it, speculated to be anyone from the previous owner to the lost heir of the van de Maacht fortune. The coin has surprisingly never been stolen, and rumours abound that it is magically cursed, although the hidden stout chains attaching it to the tavern’s wall have also probably contributed to its safety. The tavern itself resides resides on the third floor of the building, building, and a staircase runs up the outside wall to the roof. Inside the bar, the atmosphere is gloomy, with dark stained wood furniture and shutters that are almost never opened. A constant fug of tobacco and weirdroot ensure that the taproom is usually empty except in the winter months when the roof gets too cold to drink on. The bar never seems to shut, and almost any of the Estalians drinking here seem to be able to act as ad hoc bar staff as needed. While the clientele here is predominantly Estalian, a few rich Merchant son’s can always be fond here attempting to master the rapier, while coachmen often drink here while waiting for the their customers to gather at the Oostenpoort Gate. Young artists, actors and musicians also occasionally patronise the bar, but they seldom mix with the Estalians. The atmosphere is charged, with pretentious youths sniping at each other and inventing slights of honour before tumbling into a drunken duel. The owner, Mambrino Toltaca, encourages a volatile and slightly risqué atmosphere, so that the tavern retains its notoriety amongst the fickle youths. A former Duellist Duellist himself, he still regularly fights, typically defeating and humiliating any patron that gets out of hand.
Mambrino Toltaca Mambrino oltaca,, Estali Estalian an Bar Barkee keep p and Duellist Burgher (ex-Estalian Diestro, ex-Duellist, exSeaman) Mambrino Toltaca, or Taca as he is more often known, is a tall Estalian who sports intricate sailor’s tattoos across his arms, chest and back, which he normally leaves bare in even the coldest weather. He wears his black hair pulled back tightly into a pony tale, and his skin somehow looks stretched, as though there wasn’t quite enough to fit over his face.
off point for smuggler’s coming through the Oostenpoort Gate. Unknown to Nuñez, Taca frequently samples the goods, and has become addicted to Ranald’s Delight. As a respected figure in the Estalian community, Taca has become a father figure for many of the young Diestros who frequent his bar. The intricate relationships and secrets tying these young Estalians together are well known by Taca, who could easily indulge in some quite profitable blackmail if he so chose.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
56%
49%
46%
54%
50%
44%
42%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
4
5
4
0
2
0
Skills: Academic Knowledge (Science), Skills: (Science), Charm, Common Common Knowledge (Estalia +10%, +10%, the Wasteland), Wasteland), Consume Alcohol, Dodge Blow +10%, Drive, Evaluate, Gamble, Gossip, Haggle, Intimidate, Perception, Read/Write, Row, Sail, Scale Sheer Surface, Search, Sleight of Hand, Speak Language (Breton, Estalian +10%, Reikspiel), Swim Talents: Dealmaker, Disarm, Etiquette, Lightning Reflexes, Talents: Master Gunner, Mighty Shot, Quick Draw, Seasoned Traveller, Sharpshooter, Specialist Weapon Group (Fencing, Gunpowder, Parrying), Street Fighting, Strike Mighty Blow, Strike to Injure, Suave, Swashbuckler Insanities: Addic Insanities: Addiction tion to Ranald’s Delight Delight (treat this as ‘Mandrake Man’, note that his addiction is too recent to modify his characteristics).
Combat: Armour (Light) (Light):: Leather Leggings AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 1 (6) AP: Weapons : Rapie Weapons: Rapierr (1d10+4, CV+1, CV+1, Fast), Pistol (1d10+5, (1d10+5, Range 8/16, Reload Full + 1 Half, Impact, Unreliable, 10 shots) Trappings:: Purse (with 2d10 Gu and 4d10 shillings) Trappings
Taca arrived in Marienburg several years ago, with a small fortune in Estalian coins. He quickly settled in the Messteeg and bought the Moneda di’Plata from its prior owners. Taca smiles and laughs a lot when talking to frien friends ds and clien clients, ts, but becomes impassive when conversing with those he doesn’t know or anyone who asks about his past. Persistent questioners are angrily challenged to a duel, which Taca seldom looses. As a sideline, Taca works for Miguelito Nuñez as part of his smuggling operation, with the Moneda di’Plata acting as a drop
HM03: The Moneda di’Plata
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Kruiersmuur
Kleinmoot in the neighbouring Winkelmarkt. Kruiersmuurers prefer them to any of the human foreigners; both for their sensible attitudes and for the buffer they provide with the dying Doodkanaal district.
"They're hard-working, solid people. Not the most popular place to live, what with it being off that damned ditch – you know, the Dead Canal – but the folk there take care of their own business - even the Bretties. Too bad they're stuck with that loony-bin."
This immigration has in turn has bred resentments among the self-titled "real" Marienburgers, making Kruiersmuur a fertile recruiting ground for groups like the Knights of Purity. Purity.
"I'll grant the house needs some repair, mijn heer, but the ward has plenty of character. Well, yes, it has been troubled in recent years and local property values have fallen, but that just makes this a better investment opportunity."
Kruiers Krui ersmuur muur Loca Locations tions
There are several working-class neighbourhoods in Marienburg, places where the average man and woman have regular jobs and make enough to live with some small comfort and security. Kruiersmuur ('Porter's wall') is the oldest such area in the city occupied mostly by artisans and shopkeepers. Like most of Marienburg, the buildings are tall and narrow usually two or three stories above a ground floor business. The shop owners typically live on the floor above their businesses, while the floor or floors above are rented out.
K08: Dmitri’s Apothecary K10: Three Guilders Emporium K12: Cattail Kanal K13: The Zanderveldt Market K14: Gertrude van Sants, Surgeon K22: Koester’s Boarding House K24: Tarnopol’s Clock Tower
Time and progress haven't been kind to Kruiersmuur. The south side of Marienburg has been gradually declining for some time more and more trade has moved to the wards north of the Rijksweg, and the people have gone with it. While the windows still sport flower boxes and the locals go to the neighbourhood churches each Festag, Kruiersmuur is decaying around the edges. The paint is peeling on the eaves and shutters, and graffiti mars the walls. Though the people here are typical Marienburgers – friendly, quick-witted, always hustling for a guilder - the residents of Kruiersmuur are oppressed by the thoughtt that luck is against them, and that if things are ever though going to get better, they'll get worse first.
K63: The Rusty Barnacle K91: Heiligdom, The Shallyan Asylum of Blessed Rest Deedesveld KD01: Deedesveld Graveyard KD02: Sexton’s Cottage KD03: Chapel to Morr KD04: Sailor’s Memorial KD05: Van der Voers Vault KD06: Tomb of Karl Avermans KD07: The Paupers’ Vault
One thing that weighs heavily on the minds of Kruiersmuur’s residents is the changing nature of the ward itself - as people move out, more and more "outlanders" are moving in, making the area seem less and less like Marienburg. No less than three foreign ghettos fall under the ward council's jurisdiction.
KD08: The Miser’s Grave KD12: Smuggler’s Caves Noord Miragliano KM12: The Red Maids of Verena
The Remeans and the Miraglianese are constantly at odds, and their brawls keep the Kruiersmuur Watch busy on many a night. The southeast has become known as "Little Bretonnia" or "Garlic-town" for the culinary preferences and breath of the residents resid ents and at the furthest end of the ward are the Halflings Halflings of
Remasweg KR05: The Daankkanaal Wijnzak
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Dmitri’s Apothecary “A fine man and a pillar of the community! Most chemists would charge an arm and a leg for the medicines you need, but Dmitri is always willing to extend credit to the needy. And people repay his kindness by going hack time and again.” “If yer cleared by the League, then Dmitri’s the one you want to see. He can get you any drug you need, any time. Just don’t drink anyfing he gives ya, mate. That’s how he gets his customers!” In the heart of Kruiersmuur Kruiersmuur on the Zoutevis Zoutevis canal is the shop of Dmitri Hrodovsky, a Kislevite apothecary who emigrated to Marienburg about 15 years ago. It occupies the ground floor of a two-storey half-timber building, while the upper floor holds Hrodovsky’s Hrodovsky’ s bachelor living quarters. A sign hanging over the door proclaims “D. Hrodovsky, Chemist & Herbalist” , with a picture pictu re of a mortar and pestle above it for those who can’t read. Beyond the leaded glass windows and heavy wooden door, the shop is filled with hanging bundles of herbs and shelf after shelf of glass and clay jars holding a multitude of powders, crystals, fluids and seeds. Precisely labelled in Dmitri’s spider-like script, they have exotic names like “Tincture of Ogre Tears” , or “Powdered Web of Giant Spider” . Behind the stained wooden counter sits Hrodovsky himself, measuring and grinding and mixing his concoctions. Many of his customers regularly travel quite a distance, forgoing their local apothecaries to do business with Dmitri. Of course, it’s easy to get repeat business when half the medicines medic ines you sell are desig designed ned to make an addict out of the user. Hrodovsky is a drug-dealer who verges on being a poisoner. His victims, from upstanding burghers and merchants to little old grannies and small children, are given medicines laced with various drugs, the sole purpose of which is to make the users feel terrible if they don’t get a regular dose. Since they have no idea their medicines have been spiked, and since the same medicine from other pharmacists doesn’t have the same effect, they’re forced to go back to Dmitri, only to find him claiming that “market forces have sadly left me no choice but to raise prices.” All this has given the Kislevite a very tidy and steady income, and a bevy of testimonials from people who have benefited from his so-called tonics. As a high-rank high-ranking ing member of the League of Gentlemen Entrepreneurs, he can procure almost anything enterprising individuals have the money for, and is well known for it in the city’s underworld. Hrodovsky charges 5 Gu per dose for everyday substances, more for anything rare or dangerous, dangerous, and he he will only sell to people who have been vetted by the League, or who are known to it. He will not negotiate his price.
Dmitri Dmit ri Hro Hrodov dovsky sky,, Phar Pharmacis macist t Charlatan (ex-Rogue, ex-Apothecary) “No need to pay now, tovarisch! You are sick, and I am sure you are good for the money. Take this with wine when you get home. I promise you will feel much better. You can pay the next time you come in.”
“My recipes are more effective because they are handed down from ancient sources I discovered – at great risk to myself – in the steppes beyond the World’s Edge Mountains. They are the perfect remedy to the stress caused by modern city-life.” A heavy-set man in his fifties with a great salt and pepper beard, Hrodovsky seems genuinely concerned about his clients’ welfare – more concerned with their health than with money. His piggish brown eyes somehow manage to convey deep sympathy from under their wild eyebrows. He is precise in his work, a consummate professional. Human (or other) pain and suffering mean nothing to him. People are just mines from which he can extract wealth. Still, Hrodovsky is always careful not to let his true feelings show and, given that he doctors the medicaments of only one-fifth of his customers, no one has suspected anything so far. Established as a respectable businessman since his arrival in Marienburg from Erengrad ten years ago, he is planning to study Alchem Alchemy y in an attempt to find an elixir of life. The only weak link in his scheme is his memory. Brilliant at remembering formulae and dosages, he cannot remember faces and names. So, to remember which patients are receiving his spiked medicines, he keeps a list of names and prescriptions in a leather-bound pocket-book which he carries at all times times.. It is written using the Kislev alphabet and is indecipherable to anyone who can’t read that language. Addicted patients have a star beside their names. Hrodovsky is one of Adalbert Henschmann’s lieutenants, supplying him with “tonics of virility” (a mild stimulant) in return for control of the drug trade in the south-east of the city. He is also the sole supplier for the growing number of drug dealers in Kruiersmuurr and the surrounding ghettos. He lusts after Kruiersmuu Margaretta, and looks looks forward to his chance to ensnare her. He deals regularly with Gideon Scheepscheers, from whom he buys valuable items people pawn to raise money for their “medicine” . Dmitri obtains the majority of his supplies su pplies from sever al al trusted Kislevite sea captains, and from Andries ‘The Fish’, who he considers a vicious and untrustworthy dock-rat. Dmitri is desperately seeking an excuse to cut-out this particular middle man, whose base of operations of operations lies firmly within Dmitri’s territory. In addition, Andries supplies a number of prominent dealer s within the south of the city, first amongst them being the feared Grossbart, and Hrodovsky Hrodovsky believes his monopoly (sanctioned by Adalbert Adalbert)) should include include Luydenhoek. He refuses to buy drugs from Wilbert Ree, who he regards as trespassing on his territory. Hrodovsky is very friendly with the local Black Cap sergeants, several of whom are “regulars” . Consequently, the Watch will not take kindly to roustabouts who make slanderous claims against respectable citizens like Mijn Heer Hrodovsky.
K08: Dmitri’s Apothecary
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
35%
41%
29%
36%
53%
49%
52%
64%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
2
3
4
0
2
0
Skills: Academic Knowledge (Science), Blather +10%, Charm, Skills: Common Knowledge (Kislev), Evaluate +10%, Gamble, Gossip +10%, Haggle +20%, Heal, Perception, Performer (Actor), Prepare Poison, Read/Write, Secret Language (Guild Tongue, Thieves Tongue), Secret Signs (Thief), Sleight of Hand, Speak Speak Language (Classical, (Classical, Kislevarin, Reikspiel), Trade (Apothecary) Talents: Hardy, Luck, Public Speaking, Resistance to Poison, Talents: Schemer, Seasoned Traveller, Street Fighting, Suave
Combat: Armour (none): (none) : Fine clothes appropriate to his profession and station AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons : Sword Cane (Hand Weapon, 1d10+2), Dagger Weapons: (1d10+0), Crossbow (1d10+3, Range 30/60, Reload Full, 4 Bolts) Trappings: 4 Packets of “tonic powder” , 4 Doses of Black Trappings: Lotus, Trade Tools (Apothecary), Leather-bound Pocket book, Watchman’s Whistle
K08: Dmitri’s Apothecary
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Three Guilders Emporium “That bilge-sucking thief! First he gives me a tenth of what me Mum’s silver teapot is worth, then he ‘spects me to pay full price to get it back! What do I tell ‘er?” Three gold-painted wooden coins hang from a yard-arm, the symbol of Gideon Scheepscheers, pawnbroker and usurer. The small, unprepossessing storefront sits on the edge of the Wezelwater canal, across from Miraglianese ghetto in the heart of Kruiersmuur. Windows of heavy leaded glass display the varied goods pawned by the desperate, now unclaimed and for sale. The windows are protected by bars and the heavy doors (one street side, one on the canal) are each reinforced reinforced by a ship’s timber that can be slid across the inside at closing time (requiring a Very Hard (-30%) Strength Test to Break Down). Beyond the doors is a hallw Beyond hallway ay bare except for a few chairs where clients can wait their turn to deal with Scheepscheers through throug h a barre barred d and shutt shuttered ered teller’s cage. cage. A single door as stout as the outer doors gives admittance to the storeroom and Scheepscheers’ spartan living quarters. Through the bars of the cage and the street side window, prospective clients can see an amazing variety of goods shelved in a random array. Scheepscheers hires two guards to protect the premises during the day, and one maintains a watch during the night. The three floors above are rented to tenants for an exorbitant rate. People come to the Three Guilders when they need cash quickly and have something to offer as collateral. They never get what the item is really worth, but are usually in such straits that they will take what they can get. Locals desperate for rent money, sailors with gambling debts, businessmen whose fortunes have declined and addicts who need their next fix – the clientele at Scheepscheers’ is a cross-section of Marienburg society. Gideon will usually offer one-fifth of what an item is worth, less if he thinks a client is particularly needy. He can be bargained up to no more than one-fourth after a successful Bargain test. Pawned items are held for almost a month, with an interest interest rate of 10% per week. After 50 days, days, the item is offered for general sale, and the original owner can only redeem it by payin paying g its full value. Scheepscheers posts a list of “Today’s Specials” outside both doors, but individuals might also hear of something desirable through some poor sod’s tale of woe. Almost anything one can think of has passed through the Three Guilders at one time or another. Gideon will ask 120% of the item’s value, though he can be bargained down to 90%, since he’s making a profit on it in any event.
Gideon Scheepscheers is tall but stooped, a man in his early sixties whose wrinkled face and perpetual squint make him look like some huge dried-fruit doll. He wears severe black clothes that went out of fashion twenty years ago, but he keeps them because they’re still “perfectly good” . He almost always seems to be checking his accounts or inventorying his stock, when not dealing with clients. He never leaves the shop without his bodyguard. Unctuous, almost fawning to prospective clients; he has no patience with “deadbeats” – his word for those who can’t pay their debts. He knows the debtor’s law like the back of his hand, and has privately prosecuted more than one person and sent them to jail for unpaid bills – the law allows him to do this when he has been unable to sell an item that is also unclaimed. He adheres adher es to the letter of a contract and has never been know known n to show leniency to anyone. The fact that people will accept his terms to get money he takes as a sign of his good business sense, as was his decision to get out of fencing nearly 30 years ago into something far more profitable and far less dangerous, though he is still careful of those who might resent his riches. He is friendly with Marquandt of of Marquandt’s Marquandt’s Escorts, from whom he hires his bodyguard. Dmitri Hrodovsky regularly buys items here and often joins Gideon for a game of dominoes at a local private club, the Blue Heron. Gideon has seen the ghost of Tarnopol’s Clocktower and Clocktower and knows it is after him. He will not go to that part of Kruiersmuur for any reason.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
55%
47%
37%
42%
41%
54%
50%
52%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
3
4
4
0
0
0
Skills: Charm, Common Knowledge (The Empire, the Skills: Wasteland), Drive, Evaluate +20%, Gamble, Gossip, Haggle +20%, Intimidate, Perception, Read/Write, Search, Secret Language (Guild Tongue), Sleight of Hand +10%, Speak Language (Reikspiel+10%, Tilean), Trade (Merchant) Talents: Ambidextrous, Dealmaker, Talents: Dealmaker, Savvy, Savvy, Sixth Sense, Streetwise, Strike to Stun, Suave, Super Numerate
Combat:
Gideon Scheepscheers, Scheepscheers, Paw Pawnbrok nbroker er Merchant (ex-Fence, ex-Burger) “Welcome to the Three Guilders! How may I serve you? I understand, sir, we’re all caught short at times, but do creditors listen? A musical Estalian pocket clock, sir? I’ll offer you 12 guilders for it - just sign here, mijn heer.”
Armour (none) (none):: Severe, Conservative Clothes AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+0), Weapons Trappings : Guild Ring, Gold-rimmed Spectacles, Medallion of Trappings: Morr, 1d10 promissory promissory notes, Account Book, Tin Tin of Snuff, Purse (with 2d10 Gu)
“My rates are posted for all to see, so you have no complaint! You failed to pay the loan within a month, and I was within my rights to sell it! Now get out and stop wasting my time!”
K10: Three Guilders Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Cattail Kanal The Cattail kanal is one of the many small waterways that feed into the Wezelwater, which forms the eastern limit of Zanderveldt Island. Running parallel to the busier Zoutevis Kanal to the south, the Cattail is a relatively tranquil waterway, where less well-off inhabitants of Kruiersmuur can safely moor their houseboats.
just because they’ve had such a good time talking to her. This same success has not made her popular with many of the established merchants of Kruiersmuur, who resent her success at selling the same goods more cheaply. Only her membership in the Peddl Peddler’s er’s Guild has kept her from being hauled into court facing a civil suit.
Marg Ma rgar aret etta ta,, Gi Gir rl of th the e St Stre reet ets s
But her ambition doesn’t stop at owning a pushcart. She’s seen the fancy houses of the merchants, their nice clothes and servants, and good food whenever they want it. She wants that too, but on her own terms, not marrying for it. Margi is husbanding her money carefully, waiting for the day when she can buy a shop and become a real merchant. She’s even learning to read and do maths, with occasional lessons from a sympathetic Verenan priest. For no reason she can explain, she knows her chance will come. People will often see Margaretta selling her wares when they’re in Kruiersmuur. It they gain her trust, they’ll discover that she’s a valuable source of information. She knows a lot of dirt about supposedly upstanding citizens, and might let a tid-bit or two slip while doing business. However, she knows the value of everything and is unlikely to give away anything really worth knowing for free. As far as she’s concerned, anything that earns her more money - well, almost anything - is good.
Tradesman (ex-Camp Follow Follower) er) “Ribbons and ~ pins! Pots and pans! The best goods at the best prices!”
“Keep your hands to yourself, you creep! I’m not selling that any more!” A woman from the wrong side of the canal, Margaretta symbolises the hopes of every Marienburger to wheel and deal their way to the top. Once a common streetwalker, she peddles an ever-changing variety of goods from her cart, hoping to earn enough to get a shop and then buy into a cargo, becoming a real merchant with a membership in the ‘Change. Tall at 5’l 1 “, her blonde hair and blue eyes speak plainly about the unknown Norscan who must have been her father. Margaretta was forced onto the streets when her mother died just before her 13th birthday birthday.. With no skills and no prospects, she had to do what she could to survive. Petty thievery, prostitution and begging seemed to be all that life held for her. Shortly Short ly after she turne turned d 21, her life nearly came to an end when she was discovered holding out on her bawd, “Slick” Willi, hiding money that she was supposed to give him. Beaten and left in the gutter of an alley near Little Bretonnia, it was there amidst her tears that she came to the conclusion that she would either have to turn her life around, or die before she turned 22. Taking what little she money she had saved and “borrowing” some more from a former client who didn’t want Margi and his wife to meet, she paid what she owed her bawd, bought a rundown houseboat houseboat on Catta Cattailil kanal, and bought the cart and goods of an old peddler who had retired. Now she gets up before dawn almost every day and peddles household goods along the streets of Kruiersmuur and its foreign ghettos. On Marktags, she goes to the docks in Suiddock and sees if there is anything she can buy from the sailors that might bring her an extra shilling or two. The trouble is, many often remember her from the old days and expect she’s there to sell, not buy. With Margi, that’s a quick way to a black eye. For all she’ she’s s been, one might expect expect her to be a hard-bitten hard-bitten hellion with a bitter hate in her heart. Far from it. Once she had set her life’s course, Margi’s naturally sunny disposition came to the fore. Always good at selling and putting people at their ease, she discovered a natural talent for business – something she enjoyed. People look forward to her visits to their neighbourhoods and often find themselves buying something
Margi knows the many children who live in Tarnopol’s Clock Tower and Tower and is on good terms with them. She’s heard of the of the ghost, but thinks it’s just a fairy story. She’s one of the few who will stop to talk with old Pal Koster, and she’s sure that some kind of illegal operation is run out of the of the cemetery. Margi also knows, but avoids, Dmitri Hrodovsky, who was a customer of hers in the old days. The way he looks at her makes her uneasy, and she’s sure he’s up to no good.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
38%
34%
34%
46%
41%
32%
31%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
4
5
0
0
0
Skills: Charm, Common Knowledge (The Wasteland), Drive, Skills: Evaluate +10%, Gossip +20%, Haggle +10%, Perception, Search, Sleight of Hand, Speak Language (Reikspiel, Tilean), Trade (Merchant +10%) Talents: Dealmaker, Excellent Vision, Flee, Fleet Footed, Talents: Hardy, Resistance to Disease, Street Fighting
Combat: Armour (none): (none) : Everyday clothes AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons : Dagger (1d10+0), Knuckle-dusters (1d10+0, Weapons: Pummelling) Trappings : Pushcart, Trappings: Pushcart, Small Boat with Cabin, Asso Assorted rted Pots and Pans, Coloured Ribbon, Pins of all sizes, Cheap but serviceable cutlery, Old hand-bills for practising her reading
K12: Cattail Kanal
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Gertrude van Sants, Surgeon “Wimmin surgeons! Now that wouldn’t appen across the river, but down ere no-one cares bout standards. Still, at least she’s not another of those Tileans.” “Gertrude is cheap, knows what she is doing and is not too friendly with the Blackcaps – if you know what I mean. She patched me up a treat after that fight with those Arabyan smugglers, and no-one official had to know anything about it.” “Now all I am a-saying is, itisa good that her shop is so near to-a the Deedesveld.” Located north of the Deedesveld Graveyard, within a small courtyard just off of the decaying Zanderveldt Market, stands the shop of Gertrude van Sants – one of Marienburg’s few female barber-surgeons. From a brass pole hangs a sign of a crossed bone-saw and scalpel, and for those that can read a brass plaque proclaims that this is the business of ‘Doktor Gertrude van Sants, Surgeon’. While the plaque is polished, the paint is slightly peeling and a thin layer of sawdust often carpets the wooden floor of the waiting room inside. The surgery – which takes up much of the rear of the building – is in much the same condition, clean but worn. Gertrude lives in a small apartment above the shop, and is often worked by clients knocking on her door, or occasionally throwing throw ing gravel at her windo window, w, in the middl middle e of the night – which much of her custom coming from people who have had an ‘emergency’. A side door allows a more discrete way in and out of the shop, occasionally used by Kruiersmuur’s more disreputable elements who do not wish to be seen. This is also the entrance used by the Mourner’s Guild when the surgery goes awry.
In her day-to-day business Gertrude appears as a friendly, disarmingly approachable sort, albeit occasionally prone to sullenness and brooding. However she is a calculating sort, filing away all information for later use. Margaretta in particular hates her from when Gertrude treated her for a beating and tried to recruit her as an informant informant for the Brotherhood. Gertrude has approached Sister Katja Faasen of Heiligdom of Heiligdom to consult on surgical matters. The sister is considering this offer, and Gertrude hopes she will accept it as it will allow her to investigate inves tigate the fell rumours of the asyl asylum um (and get one up on the ambitious van Groet). Gertrude is a member of the Physiker’s and Barber’s College. College.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
32%
25%
40%
31%
45%
63%
59%
51%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
4
3
4
0
0
0
Skills: Academic Knowledge (Law, Skills: (Law, Science), Common Knowledge (The Wasteland), Consume Alcohol, Gossip, Heal +10%, Perception, Prepare Poison, Read/Write, Search, Speak Language (Classical, Reikspiel), Trade (Apothecary) Talents: Ambidextrous, Linguistics, Talents: Linguistics, Suave, Super Numerate, Numerate, Surgery,, Very Strong Surgery
Combat
Gertru Ger trude de va van n San Sants, ts, Sur Surge geon on
Armour (none) (none):: worn Physician’s Clothing
Physician, ex-Stude ex-Student nt
AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP
“No human attacker could leave these marks. The pain will fade. Where did you encounter this creature?”
Weapons:: Dagger (1d10+1) Weapons
“Don’t worry – despite the scars you received mutation is not contagious, I will see to that. Now drink this tonic and lie down for a few minutes.”
Trappings:: 2 Healing Draughts, Symbol of Solkan, Trade Trappings Tools (Physician)
Ostensibly a doctor and surgeon with a non-descript practice in Kruiersmuur Gertrude is a small and slender woman at 5 ft. 4 in. who walks with a sligh slightt limp – the remin reminder der of an altercation altercation with a Remean gang that got the better of her. It was this same altercation that led to her being recruited into the Brotherhood of Purity, Purity, who subsidise her practice where she has risen to the rank of Ward Guardian of Kruiersmuur. Members of the Knights of Purity can expect to receive free treatment for wounds inflicted in the line of duty. In particular the witch hunter van Groet appears as a regular patient, when in fact he is one of the various forms of muscle she can call on through the Brotherhood. Brotherhood. An An uneasy alliance exists between the two as van Groet covets the position of Ward Guardian within the Knights. Known criminals and troublemakers who visit Gertrude for treatment do not survive the operation – a fact that troubles Kruiersmuur’s watch not one jot.
K14: Gertrude van Sants, Surgeon
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Koester’s Boarding House “She takes in a weird kind of boarder - not at all respectable! I mean, there’s that troublemaker from Baron Henryk’s, Hamhock or whatever his name is. The Watch already busted up her place arresting him once. “ “It’s not a bad place to stay. The rates are cheap and the beds are clean. You just have to put up with Widow Koester’s preachin over your breakfast. Kind of hard to take when you’re hungover. “ Towards the far end of Cutler’s Road by Kleermakersvaart (‘Tailors’ Canal’) stands an old house with a small converted shack next door to it. Both properties are owned by the widow Beatrijs Koester and, although separate, they’re both known as Koester’s Boarding House. There’s usually a sign on the door of the larger house announcing that rooms are available and listing prices. The boarding house doesn’t look especially prepossessing, but whether it’s a good idea staying there depends on the reaction of Koester. If she likes the look of you then you can live there cheaply and, if it isn’t luxury, you can at least avoid extremes of discomfort. Getting into the building isn’t as easy at it might seem. In the larger house, Widow Koester is usually to be found in the kitchen-cum-common room. She may be passing the time of day with any of her boarders here. Once Koester has been located and her charges negotiated, a room to stay in may be reached up the main stairs just next to the kitchen, or via some rickety wooden steps round the back of the building to a single, separate upstairs room if this is the room she offers. In the smaller house next door, the ground floor is a large common room where a bunch of labourers usually flop for the night after a hard day’s work. The upper-storey rooms here are accessed via a separ separate ate entrance entrance at the front of the building, building, but these aren’t currently to let. Koester herself occupies two of them and Haam Markvalt occupies the other.
Beatrijs Koester Koester,, Landlady Landlady Tradesman (ex-Servant) “Don’t you complain to me about street kiddies begging for a penny or two from you. We can all spare something for those less fortunate than ourselves. Those children have nothing but what charity gives them and I reckon you could come up with something. If there’s one thing I hate, it’s a skinflint.”
“I don’t haggle. I charge a fair rate and offer clean living. Two guilders or find yourself somewhere a lot less pleasant to stay.” Beatrijs is sometimes known as “Battleaxe Koester” but that refers more to her temperament – sometimes grouchy and rather reactionary – than to her appearance. The Widow Koester is in her mid-sixties and, despite being short (5’1”) is built like a brick outhouse. Barrel-chested and thick-thighed, she has biceps that put a man to shame and her generally tough appearance is emphasised by her large head. Her broken nose and furled brow render her appearance even more intimidating.
Stayi Sta ying ng at Ko Koest ester’ er’s s The cheapest way of staying at Koester’s is to doss down in the common room, where beds and bunks are available for up to 12 people (Koester only admits men to the common room). You get an uncomfortable bed with a single blanket, and its necessary to share with a bunch of labourers, often drunk smelly or both. However, the subdivision of the common room into three smaller rooms helps one to avoid the more obnoxious sorts if a bed can be found far enough away from them. There are washing and toilet facilities, but they’re primitive for such princely accommodation. Koester charges 3/6 per night or 1 guilder per week, payable in advance. For individual rooms, the widow charges 7/- per night or 2 guilders guilde rs per week, and for this a perso person n gets their bed linen changed once per week, and the room cleaned on an irregular basis (whenever getting she feels like getting in some scullion scullion to do it). This charge is for one pers person. on. If two people share a room, Koester charges 11/- for the room or 3 guilders per week. Koester does not haggle over prices. Her rates are standard stand ard and she doesn’t budge on them. Any attempt attempt to haggle will be taken as evidence of the individual’s ignorance by Koester, but anyone being persistent (and attempting to use a relevant skill such as Haggle) will find all subsequent Fellowship Tests with Koester have become Challenging (-10%), and Koester will make her dislike clear!! And if you don’t pay her on time, she’s been known clear known to sell anything left in peoples’ rooms for the rent-money. Koester only provides a breakfast of dumplings, gravy and tea, but the wood stove in the kitc kitchen hen boasts a kettle and pot of tea and some sometime times s a turnip stew will be offered for general consumption; if you happen to be around at the right time you might have the good luck to get some of this - if you think eating some distinctly greasy soup is good luck, that is. Of course, you’ll also have to listen to Widow Koester’s lectures about “Shallyan right-living” . But if you’re short of coin...
Widow Koester is actually rather a gentle woman, devoted to Shallya. While she’s gruff and takes no nonsense from anyone, she can tell a deserving case from a shyster. But with deserving cases she’s a kind and caring woman. She regularly gives money to the St Rutha’s orphanage and aggressively entreats others to do the same. She is also very friendly to young Haam Markvalt; preparing his food and taking care that his laundry is delivered to washerwomen. She hangs around the kitchen of the main boarding house, and enjoys to any of her residents about almost anything. Koester has sufficient income from her boarding house that she doesn’t need employment, although she has enough to do keeping the houses in good shape and maintaining maint aining order if one or more of her guests gets a little rowdy. Koester has an unusual hobby, as the rickety wooden steps leading leadin g up from a balco balcony ny outside her own living room to the flat, slatted slatted wooden roof suggest. On the roof of her house is a stout wooden aviary containing her pet racing pigeons. Koester is an arden ardentt devotee of pigeon breeding breeding and racin racing g and has
K22:: Ko K22 Koest ester’ er’s s Boa Board rdin ing g Hou House se
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld won prizes for her avian pets. Locals mutter about the mess they make in Cutler’s Road, but there is also an element of civic pride in the fact that one of the area’s regular regular inhabitants inhabitants has a silver trophy or two stashed away in her cupboards. Recently, Widow Koester found a surprise in her coop – a pigeon she hadn’t seen before, obviously exhausted from a long flight, and with a note tied around one if its legs. She read the note – something about children and cargoes, it didn’t make much sense – tied it back around the bird’s leg, fed it and sent it on. A few days later, it was back, with a new note. She read it and sent it on, and again it came back. After a few months, she has come to realise that she had stumbled on a trade in kidnapped children – the Body Trade. And the notes clearly implicated someone senior in House van Haagen, one of the Ten! The implications frightened her, and she is terrified that an agent of the van Haagen’s Haagen’s will see the bird alight alighting ing in her coop. Apart from her residents, Koester is well known to Sister Marianne for her generous donations, and to several ship captains, whose sailors she often boards. Granny Hetta sometimes shares a drink or two with Koester. The two women have a melancholy element of their pasts in common. Granny’s husband was drowned some years ago, while Koester’s husband died of the dreaded Bloat twenty years ago. If Widow Koester ever has too much to drink, it’s usually in the company of Granny after hours in the kitchens. Finally, Koester is generally well known around Kruiersmuur because she has enough free time to wander around chatting with the locals.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
37%
26%
46%
41%
39%
30%
36%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
4
4
4
0
0
0
Skills: Anim Skills: Animal al Care +10%, Common Knowledge Knowledge (The Wasteland), Blather, Dodge Blow, Drive, Evaluate, Gossip +10%, Haggle, Perception, Read/Write, Speak Language (Reikspiel), Trade (Carpentry, Cook) Talents: Acute Hearing, Etiquette, Talents: Etiquette, Lightening Reflexes, Super Numerate, Very Strong
Combat: Armour (none): (none) : Everyday clothes AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Iron Ladle (Improvised, 1d10+0, Special) Weapons Trappings: Trade Tools (Carpenter’s), Shallyan book of Trappings: sermons
K22: Koester’s Boarding House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Tarnopol’s Clock Tower
“You want to be careful round that tower when the night’s draw in. They say that you can hear ghostly bells ringing in the night, and see a figure sitting on the bells themselves, riding them like daemons ride souls down into damnation. “ “There’s something strange going on round there. Nothing to do with all this ghostly lark, that’s all superstitious nonsense of course. But the place isn’t deserted, there are things running about at night... maybe some more of those snotlings that escaped from that circus last year.”
Tarnopol's clock tower is a weird folly on the water's edge within sight of both Suiddock and Remasweg. It stands 50 feet tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order.
K24: Tarnopol’s Clock Tower
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Why haven't thieves attempted to remove the bronze bells, worth many guilders as scrap? The answer is, of course, that they have tried, although few have been so foolish or ignorant as to attempt it recently. The reason lies in the clock tower's history. The tower was built as a mausoleum for Lech Tarnopol, a rich Ostlander merchant who emigrated to Marienburg in the 25th century. He was proud of his adoptive home in Kruiersmuur and fancied himself as something of a public benefactor. When he died, rather than having an ordinary ornate tomb or mausoleum with tiresome alabaster angels spreading their wings in all directions, Lech's will left instructions for the erection of this edifice. With his tomb in the basement, the tower's bronze bells would be rung every hour to remind the people of Kruiersmuur, where Lech had done so much of his busin business, ess, of his generosity in providing such a service. When Kruiersmuur started to fall into decline, the clock tower was as affected as anywhere else. The Tarnopol family made no attempt to pay for the work needed to keep the clock tower intact. Most of them hated old Lech, who had made an eccentric will which imposed ridiculous duties and restrictions upon them, and were in no mood to maintain his monument. However, while the tower crumbled, it did not do so unoccupied. What keeps the thieves at bay is the ghost of Wim Masaryk which still haunts the tower. Masaryk met an tragic and untimely end and his ghost has come back to haunt the tower which was the scene of his death. Here he frightens potential looters and pillagers. pillag ers. But in life the eccentric lad always had a soft spot for children and has never attacked or threatened the Captains since they first fled here, pursued by cut-throats and scum who wanted to sell them into slavery. They, in turn, grew used to the ghost and see him as their protector; protector; they put new ropes on the bells for him, and they have even begun to try to repair some of the stonework on the upper storeys of the tower.
Claudi Cla udia a Ki Kilsc lsch, h, Str Stree eet t Thi Thief ef Rogue (ex-Thief) “Well, sir, I do know where you can get some lanterns at a low price. Its my uncle, sir, he hasn't had the heart for business since my poor aunt died of the scrofulous quinsy, and he's selling up all his business, poor man. No, sir, he doesn't care for folk to visit his shop, so black is his mood after his tragic loss. Meet me at Haagens Wharf in two hours and you shall have your lanterns.” Claudia is 14 years old, although she can look a couple of year Claudia years s younger or older as she wishes. She usually has dirty brown hair, close-cropped, her eyes are blue-grey and she has somewhat sallow skin. She is pretty after a fashion, but with a hard edge. Claudia is the oldest of the Captains, and acts as a combination elder sister sister and foste fosterr mother to the rest, who range in age from five to twelve. She's very wise in the ways of the streets of Suiddock and Kruiersmuur and doesn't tolerate fools – she robs them. She's also very firm in her loyalties and convictions: the other Captains are her family, the ghost of Wim Masaryk is her friend,, and woe betide any fool who harms any of them. friend
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
36%
33%
27%
35%
48%
37%
32%
36%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
2
3
5
0
0
0
Skills: Blather, Charm +10%, Common Knowledge (The Skills: Wasteland), Concealment, Disguise, Evaluate, Gossip +10%, Haggle, Perception, Pick Lock, Read/Write, Scale Sheer Surfaces, Search, Secret Signs (Thieves Tongue), Secret Signs (Thief), Silent Move, Sleight of Hand, Speak Language (Reikspiel) Talents: Alley Cat, Flee!, Fleet Footed, Lightning Reflexes, Talents: Reflexes, Luck, Sixth Sense, Streetwise, Trapfinder
Combat: Armour (Light): (Light): Worn Leather Jerkin AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP: Weapons:: Dagger (1d10-1) Weapons Trappings : Purse (with 2 shillings and 2d10 pence) , bag of Trappings: minor items (marbles, handkerchief, string, etc.).
The Cap Captai tains ns,, Lig Lightht-Fin Finge gere red d Chi Childr ldren en Thief “Sybo, stop crying! You’re six now, act like a big boy! I’m sorry, sir. But he’s ‘ungry. Couldja mebbe spare a shillin’ or two, just for a crust of bread?” Clad in raggedy clothes with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They have to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wim's ghost keeps the core of a child's innocence and hope alive in each. But they are still very suspicious of outsiders. The Captains are a group of street-children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they're all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
27%
29%
28%
34%
35%
32%
28%
34%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
10 10
2
3
4
0
0
0
K24: Tarnopol’s Clock Tower
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Skills: Charm, Common Knowledge (The Wasteland), Skills: Concealment, Evaluate, Gossip, Perception, Pick Lock, Search, Secret Signs (Thief), Silent Move, Sleight of Hand, Speak Language (Reikspiel) Talents:: Alley Cat, Stree Talents Streetwis twise, e, Tra Trapfind pfinder er
Combat:
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
25%
0%
30%
30%
42%
31%
18%
30%
Secondary Profile
Armour (Light) (Light):: Worn Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP
A
W
SB
TB
M
Mag
IP
FP
Weapons:: Dagger (1d10-1) Weapons
1
15 15
3
3
6
0
0
0
Trappings: Purse (with 2 shillings and 2d10 pence) , bag of Trappings: minor items (marbles, handkerchief, string, etc.)
Skills: Concealment +20%, Gossip, Perception +20%, Speak Skills: Language (Reikspiel) Talents:: Night Vision Talents
Wim Wi m Ma Masa sary ryk, k, Gh Ghos ost t
Traits:: Frightening, Undead Traits
“Damn you, Scheepscheers! You’ll pay if it takes eternity!”
Special Rules:
“Leave them alone, or I’ll suck your soul!” Wim appears as a man in his mid-twenties, dishevelled and scrawny. When the light's just right, the viewer can faintly see what's behind him - he's translucent. translucent. Aroun Around d his neck is a noose and a rope; this isn't real, but the force of his obsession has caused it to become part of his ghostly manifestation. Wim killed himself ten years ago when it became known that he had lost family heirlooms heirlooms – a gold Til Tilean ean Salter and an icon of Morr — after pawning them to pay gambling debts. He blamed Scheepscheers for not giving him more time to recover them. Rather than face his family, he hung himself from the bell ropes of Tarnopol's clock tower, and the ringing of the bells was the last thing he heard. Wim's body is actually buried in Deedesveld graveyard not far away. Since death, Wim has become partly deranged. He believes that he has become the tower's bell-ringer, and that by ringing the bells regularly he can summon Scheepscheers and exact his revenge. Scheepscheers won't be able to resist the allure of the pealing bells, Wim thinks. This idea is crazy, but then Wim is crazy. Wim believes that he is ringing the bells and goes through the motions – which doesn't have any effect on the real bells, but he thinks it does and will fly into a furious rage if this is denied. Wim Masaryk can be laid to rest if either he is shown proof of Gideon Scheepscheers’ death (since this would likely involve murder, this is perhaps not the best course); or if he is shown that his family heirlooms have been recovered and returned to his parents, tailors who live in Rijkspoort. The items are currently in the possession of Governor of Governor de Beq of of Rijker's Rijker's Isle. Isle.
Ethereal: Wim is insubstantial and weightless. He can pass Ethereal: through solid objects, including walls and doors. Note that this does not give any ability to see through solid objects, only pass through them. If Wim is partially hidden inside an object, he gains a +30% bonus on Concealment Tests. If Wim wishes to be, he is completely completely silent, with no need to make Silent Move Tests. Wim is also immune to normal weapons, which simply pass through his body as if he wasn’t there. Daemons, spells, other ethereal creatures, and opponents armed with magic weapons may all injure Wim normally. Wim cannot normally affect the mortal world, and thus cannot damage non-ethereal opponents. Fearful Touch: Touch : The touch of a Ghost does not cause damage to non-ethereal creatures, but does cause the target to make a new Fear test. This can be dodged but not parried. The Ghost must be viable to use this ability. Invisible : The Ghost can become invisible as a free action. Invisible: When invisible, the Ghost cannot be targeted with Ranged attacks, including Magic Missiles. In addition, they may not be attacked in melee. Place of Death: Death : Wim may not pass the doors of Tarnopol’s Clock Tower.
Combat: Armour (none): (none) : AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Fearful Touch (Special) Weapons Trappings:: none Trappings
Wim knows Scheepscheers very well, and is convinced some dark magic helps him resist the bells. He retains enough of his humanity to be fond of the Captains, especially Claudia, their leader.
K24: Tarnopol’s Clock Tower
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The Rusty Barnacle One of the Kruiersmuur’s “Rougher” establishments, the Rusty Barnacle is at the very east end of the Kruiersmuur, so close to the Vloedmuur that it is practically in the Vlakland. With little passing trade, its main “Guests” are mostly native Marienburgers, looking for a cheap flophouse while they are down on their luck. Inside the inn is dark and dingy, with most of the windows boarded up after being frequently smashed. A small fireplace fills the taproom with black, oily smoke due to a blocked chimney, filling the room with a foul odour of burning peat. The floorboards are badly warped from the frequent flooding of the Doodkanaal, making the floor uneven and treacherous. A number of private booths line the north wall, used by conmen, fortune-tellers and harlots to ply their trades. Despite these conditions, the Inn is frequently busy, with locals drawn in due to Olaf’s policy of providing ‘decent drinks’ – typically provided cheaply by his contacts among the local smugglers. The local Baker Gaaff Tapijtschap also frequently drinks here after his day’s work, often selling his stale produce to Olaf.
‘Sweat ‘Sw eaty’ y’ Ola Olaf, f, Inn Innke keepe eper r Innkeeper (ex-Smuggle Innkeeper (ex-Smuggler, r, ex-Burgher) ‘Sweaty’ Olaf is the Rusty Barnacle’s pot-washer, barman and cook. Once a successful smuggler, Olaf retired due to his infamously bad health, looking for a job where he could stand on his feet most of the day. He doesn’t actually own the Inn, but works for Andries for Andries ‘The Fish’ – his former boss from his smuggling days. Two lackeys, Dreeg and Fee work for Olaf, a couple of petty criminals who Olaf keeps in line with his dreaded cat o’ nine tails. Olaf is somewhat overweight, with crude, somewhat brutish features, poor hygiene and an unsettling habit of constantly scratching his posterior when talking. Nevertheless, Olaf is still well connected with the harsher elements of the Kruiersmuur underworld, and knows all of Andries’ Gang at the Smuggler’s Caves by name. He occasionally buys medicine for his personal problems from Dmitri’s Apothecary, but does not receive the ‘special’ medications.
Main Profil Profile e
The Bil illl of Far are e Meal of the day
7p
Small Beer
Pint 7d
Half 3d
Doodehonnd Stout
Pint 9d
Half 5d
Neerval Cider
Pint 1/9
Half 1/-
‘Gut ‘G ut ro rot’ t’ Br Bran andy dy (p (poo oor) r)
Bott Bo ttle le 5/ 5/--
Gobl Go blet et 1/ 1/9 9
Bögenhafen Brandy
Bottle 10/-
Goblet 3/-
Reikland White Wine
Bottle 4/-
Goblet 1/2
WS
BS
S
T
Ag
Int
WP
Fel
46%
35%
46%
38%
56%
38%
35%
50%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
4
4
4
0
0
0
Skills: Blather, Charm, Common Knowledge (The Empire, the Skills: Wasteland), Consume Alcohol, Drive, Evaluate, Gossip, Haggle, Perception, Read/Write, Row, Search, Secret Signs (Thieves), Silent Move, Speak Language (Breton, Reikspiel), Swim, Trade (Cook) Talents: Dealmaker, Street Fighting, Streetwise, Strike to Talents: Stun, Suave, Very Strong, Warrior Born
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons : Club (Hand Weapon, 1d10+4), Knuckle-dusters Weapons: (1d10+1, Pummelling) Trappings:: Cat o’ nine tails, Set of Brass keys, various Trappings Ointments that don’t work, Purse (with 1d10 shillings)
K63: Rusty Barnacle, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Heiligdom, The Shallyan Asylum of Blessed Rest “There’s more to Heiligdom than meets the eye, mark my words. I have evidence that they harbour mutants and arrange for their escape to the marshes! Yet one more example of the cult hierarchy’s disgusting weakness of heart and mind.” “I don’t like thinking of all those tainted people locked up in there, raving and festering and Manann knows what... but better that than having them loose on the streets.” Across the Doodkanaal from Deedesveld graveyard sits the dark stone bulk of Heiligdom, an ancient building originally constructed a small fort during the Age of Three Emperors. Gifted to the cult of Shallya by the last Baron, Paulus van der Maacht, before he left to join Magnus the Pious’s army, its outer walls were torn down, the keep redecorated in a more classical style and the grounds around it replanted and decorated in a fashion designed to be restful for the mind. But there is an old Dwarf saying that a structure reflects those who live within it, and Heiligdom can’t disguise the madness and pain it houses, for this is where Marienburg’s mentally ill are sent to scream and moan out their days. Heiligdom took its modern form in the 18th century, when Baron Loos Ruijkeyser replaced the old fort with a rectangular keep over 100 feet tall. The upper three floors are used as dormitories for the inmates, the trap doors to each kept locked and chained. The first storey is a residence for the nuns who have specialized in caring for the insane. The ground level, accessib acce ssible le both throug through h a trap door in the first floor and a heavy, reinforced outer door, is a storage chamber where supplies are kept. At each corner of the 10-foot-thick walls are drum towers 30 feet in diameter. Three are flush with the roof of the keep while the south tower, the Tower of Lamentations, rises another 20 feet. This tower holds the most violent and dangerous cases, and the interior door at its base is secured with iron bars and heavy locks. The topmost chamber, once the residence of the castellan, is now a solarium where the tower’s inmates can take the sun without being exposed to the rest of the asylum’s population. Of the other towers, the north tower is the residence of the Abbess and her assistants. The east one is home to the small library and infirmary, where Sister Katja Faasen is the chief pharmacist and physician. She often experiments with new concoctions made from ingredients brought from the swamp. Rumour has it that her less successful experiments end up in the Tower of Lamentations. The west tower, alone among the buildings of Heiligdom, is empty and its entrances sealed with brick. By order of the first abbess, Sister Eefje Denkers, none are to enter the tower, ever. Her order was reinforced by the Council of Quenelles in 2420 I.C. in the sternest terms: its violation is the only death penalty in Shallyan canon law. Only the senior members of the cult know the reason for the edict edict,, and they won’t talk about it. Within the half-acre perimeter are the gardens, work buildings and chapter house of the order. Concealed by the walls, the inmates can relax, receive therapy and generally escape from the often cruel attentions of “normal” Marienburgers. Nuns not directly involved with treating inmates see to the various mundane tasks of maintaining a monastery-hospital: cooking, laundry, carpentry and so on.
Heiligdom is administered by Sister Monica Aarden, an elderly but still active priestess who has dedicated her life to helping Shallya’s “lost nestlings” . But suspicion lingers about the asylum’s activities because she was one of Sister Astrid von Nimlsheim’s defenders when the latter was charged with heresy for advocating treatment instead of execution for mutants. The Knights of Purity are convinced that Heiligdom gives comfort to those touched by Chaos, and the witch-hunter van Goor has sworn to expose them. Heiligdom has been subject to occasional raids by the Fen Loonies, after which one or more patients are usually reported missing. Still, there is no proof of Chaotic infiltration, and the asylum’s status as a sanctuary has kept it so far free from formal investigation. People can wind up in Heiligdom in one of several ways: committed there by the courts after a finding of mental incompetence; placed there by concerned family and friends who pay the Shallyans for their upkeep; and occasionally brought in off the streets by Heiligdom’s nuns who happen to cross their path. Treatment for the non-violent consists of worktherapy, prayer and supervised walks in the garden. The violently insane –anyone who resists, which means the majority of Heiligdom’s inmates – are confined to cells and chains to keep them from hurting themselves or others. Burly labourers feed them their meals and clean their cells, and always escort the nuns on their rounds through the wards. A player character incarcerated in Heiligdom for more than a week amongst the howling and screaming inmates must make a Will Power test at the end of each week or gain 1 insanity point, whether they had any to start with or not.
Pepijn Pe pijn Bar Barend endregt regt,, Inma Inmate te Artisan (ex-Tradesman) “Them! Them! THEM!!”
“They’re there, you know - in all the corners and all the dark places, just waiting for Marienburg to stumble. And when it does, they’ll come to take us, but we’ll already be one of them!” In his late thirties and tall at 6’4”, this once proud man has been broken mentally so that he now walks with a nervous step, his eyes twitching back and forth, as if looking for something or someone that could come from anywhere at any time. His harrowing experiences have left him looking twenty years older, and the patches of grey hair that remain jut out at wild angles. He is suspicious of everyone and keeps on a constant move to make sure he can’t be trapped again. He is never without his sketchpad and charcoal sticks, nor without his best friend, Wilmer. Pepijn is a paranoid lunatic who is convinced that the mysterious “they” will come for him. But being paranoid doesn’t mean that someone isn’t out to get you. Pepijn was once an upand-coming member of the Mason’s and Tyler’s Guild in Marienburg. The youngest Master ever, he knew all the secret handshakes. He was so skilled that the Dwarven Engineer’s Guild recognized his talents and made him an honorary member, the only non-Dwarf to have been so honoured in living memory.
K91: Heiligdom, The Shallyan Asylum of Blessed Rest
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Then one day, Pepijn vanished while inspecting the ancient cisterns and sewers under Kruiersmuur. No one saw him for days, and his friends began to assume that he had either met with an accident or, worse yet, run afoul of some criminal gang. Then, weeks later, he was found wandering the Kanalsides in Winkelmarkt, raving about “them” and “they’re everywhere” and “we’re them!” Unable to care for himself and a potential danger to others, the ward court committed him to Heiligdom. Pepijn had been captured by a band of Fen Loonies who had used almost-forgotten ways to enter Marienburg. Held prisoner and tortured for weeks, he managed to escape and somehow wandered back into the city. He suspects the warders of being mutants and is just waiting for them to take their masks off and reveal the drooling beasts beneath. While he’s become a little calmer, thanks to the Sisters’ ministrations, it wouldn’t take much to unhinge his delicate mind and send him over the edge again. His paranoia prevents him from having any real friends – he doesn’t trust the staff and his friends from the outside have given up on him. He does like Sister Lise, who gave him his pad and charcoals and encourages his art, at which he’s quite good. Wilmer is his only real friend, though, because he doesn’t have a face that can hide an enemy. He does, however, know the way to the Loonie Loonies’ s’ camp in the Fens and could lead adventurers there – if they could only gain his trust, overcome his phobias and get him out of Heiligdom.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
26%
33%
43%
41%
57%
48%
47%
47%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13
4
4
4
0
13
0
Skills: Common Knowledge (The Wasteland), Drive, Evaluate Skills: +10%, Gossip +10%, Haggle, Perception +10%, Read/Write, Secret language (Guild Tongue), Speak Language (Reikspiel), Trade (Artist, Carpentry +10%, Stoneworker +10%) Talents: Artistic, Dealmaker, Talents: Dealmaker, Excellent Vision, Etiquette, Savvy,, Super Numerate Savvy
Combat: Armour (none): (none) : Homespun Smock and Sandals AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: none (Unarmed, 1d10+0, Special) Weapons Trappings: Artis Trappings: Artisan’s an’s tools (kept (kept by the sisters, sisters, so he doesn’t hurt himself), charcoal and sketch pad, headless doll named Wilmer
K91: Heiligdom, The Shallyan Asylum of Blessed Rest
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Deedesveld Graveyard
“Those ravens that nest in the graveyard aren’t normal birds, ye know. Three years ago, one flew out of the graveyard, circled three times round Morts Handerman’s chimney, and flew back. Morts was dead within a week – and buried in Deedesveld.” “Haunted? Haunted be damned. There’s nothing supernatural about the resurrections that go on in Deedesveld. The whole areas a rat’s nest – those that aren’t smugglers are bodysnatchers. A lot more than the lamented dead passes through Morr’s gates in that that graveyard, you mark my words.” Situated on the southernmost point of Zanderveldt Island in Kruiersmuur looking southward across the Doodkanaal to Heiligdom and the Vloedmuur and eastward towards the keep of Rompvanger Redoute and the Reik Towers, Deedesveld is a small burial ground dating back about seven centuries or so. The site was originally occupied by a small fishing hamlet connected by cliff-steps to the Doodkanaal below, which was then a main avenue for ships. As Marienburg grew over the centuries the area turned into the notorious Breedmoers slums, which became such a stronghold of lawlessness that the area was eventually cleared by the military in 1796 and demolished. The site was acquired by the Cult of Morr and dedicated burial ground in 1798. From its earliest days as a graveyard, Deedesveld became the preferred place of final rest for the seamen of Suiddock, which has no graveyard of its own. In a city like Marienburg where land is at a premium, few can afford the cost of a burial plot. The middle classes often pay for the “basic” interment, which involves placing the corpse in a sack or cheap coffin, filling it with quicklime, and then placing more quicklime atop the sack once it is placed in the grave. This way, the grave is soon ready for a new occupant. Markers tend to be temporary, replaced when someone else needs the space. Wealthier Marienburgers or those who have performed some great service for the city can get a permanent plot with a formal headstone. Deedesveld has accumulated many of these over the centuries, and such burials have become very rare in recent times.
Deedesveld Deedesv eld Graveyard Graveyard Locations The following locations are located within the confines Deedesveld Graveyard KD02: Sexton’s Cottage (Map #2) KD03: Chapel to Morr (Map Morr (Map #3) KD04: Sailor’s Memorial (Map #4) KD05: Van der Voers Vault (Map #5) KD06: Tomb of Karl Avermans (Map #6) KD07: The Paupers’ Vault (Map #7) KD08: The Miser’s Grave (Map #8) KD12: Smuggler’s Caves (Accessed via KD04 and KD05) Unknown to all but a few, some of the houses of Breedmoers had deep cellars cut into the rock, linking to hidden passages which were - and still are - used for smuggling. for smuggling. And And although every precaution has been taken to ensure that those buried in Deedesveld don’t get up again, every now and then, one will occasiona occa sionally lly slip through the net. Add to this the occasional occasional forager for spare parts in aid of magical or medical research, and you will understand that Deedesveld is far from dead as graveyards go. Deedesveld is shaped roughly like the blade of a shovel, with a stone wall forming the northern perimeter, and the cliff edge marking the southern boundary. The cliff is unstable, and after a storm it is not unknown for bones and coffin fragments to be found on the rocks below, having been washed out the collapsing cliff face. The smugglers’ steps said to have been cut into the cliff hundreds of years ago are long gone. The trees in Deedesveld support a large colony of ravens, and since they are one of the sacred animals of Morr, everyone is happy to have them there. A local superstition claims the ravens are Morr’s eyes watching over the dead, and it is said that if the ravens ever leave Deedesveld then the whole city is doomed.
KD01: Deedesveld Graveyard
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The perimeter wall is 12 feet high and built of timber-laced stone 3ft thick. Local tradition has it that the wall was built from the demolished houses of Breedmoers, and it is possible to see stones and timbers in the wall which appear to have been robbed from another structure (on a successful Routine (+10%) Trade (Carpenter or Stonemason) Test, with a further +10% for former Engineers, or Dwarves) - in some places, the stones are severely blackened by fire. It would take half hours work, and a successful Very Hard (-30%) Strength Test to dismantle a section of this wall. The gates (Map #1) are of heavy wrought iron, cunningly shaped with symbols of Morr in the ironwork. They are unlocked but closed during daylight hours, and secured with a padlock and heavy chain at night (requiring a Challenging (-10%) Pick Locks Test, or a Very Hard (-30%) Strength Test to open). The gateway gatew ay itself is a plain, square square portal - the symbol symbol of Morr made from massive black oak beams.
Adve Ad ventu nture res s in the Gr Grav avey eyar ard d Premature Burial Whilst passing through the graveyard, visitors may notice that the ravens are behaving strangely. They are hopping in an agitated fashion around a freshly dug grave, and if the visitor is a follower of Morr, a raven will fly towards him and attempt to land on his shoulder, cawing loudly and giving the occasional gentle peck on the head until he approaches the grave. The headstone on the grave gives the name Jan Meeland, and a date of death of less than a week ago. The burial clearly took place only yesterday or today. The ravens continue to hop around the grave excitedly, occasionally scratching or pecking at the ground. The reason for their behaviour is that Jan Meeland isn’t actually dead. He fell into a cataleptic fit a few days ago, and has been buried prematurely. Awakening in his coffin to realise the awful truth, he has called upon Morr to save him, and his call has been answered - hence the strange behaviour of the ravens. Someone should take the hint that something is amiss with the grave, and exhume the hapless Meeland. He is still rather hysterical, and is suffering from Knives of Memory as a result of the strain of his ordeal. But he is alive, and if his family can be traced (which they can, through Mourner’s Guild records with Pal Koster’s Koster’s grudging co-operation), they will be delighted – if surprised – to have him back. Jan’s saviours might come by a small financial reward for their assistance, and upon their return to the graveyard, a raven will drop a small item – a pendant fashioned fashi oned from a finger bone in the image of a cloak cloaked ed figure bearing a scythe - in front of them, which is a Bone Charm of Morr (see Tome of Salvation).
Death’s Beacon While in or around the graveyard at night, individuals will see bobbing lights by the cliff edge at the southernmost point of the island. The lights of an approaching riverboat may be visible in the channel, and observers will see it change course in response to the lights – right towards the deadly rocks to the south of the island. Observers might well conclude that a gang of wreckers is at work, and decide to deal with them, save the ship, and collect any reward that’s going. Unfortunately, they don’t know the full story. About ten years ago, a notorious gang of wreckers did indeed operate from Deedesveld, using the caves and tunnels which are now the territory of the smugglers. Not even in the most crime-ridden parts of the Doodkanaal further west did other wreckers operate this openly, and the gang’s renown was considerable. Finally, they were caught and hanged, and their remains were buried in an unmarked mass grave in Deedesveld. But their activities are not entirely at an end – for every year, on the anniversary of their execution, the wreckers rise from their graves and steer a ship to its doom. There are five Undead Wreckers at the cliff edge, and if anyone interferes, the evil spirits will try to draw them over the cliff using their Entrancing ability. Once the Undead Wreckers have been dealt with, the adventurers might learn the truth by asking locals: Granny Hetta remembers the wreckers very well, as does Eric Roergang of the Brotherhood of Seamen and Pilots and Gideon Scheepscheers of the Three Guilders Emporium, Emporium, and checking up on legal records at the Worshipful Company of Advocates, the Lord Harbourmaster’s Assize or the Cathedral of Manann will give the gist of the story. The encounter can be brought to a satisfactory end by destroying the Undead Wreckers, and then locating their unmarked grave and having a Priest of Morr perform the funeral rites over it to prevent their rising again. For discovering and dealing dealin g be eligibl eligible e for two standing standing rewards - one for 50 Guilders from the Cathedral of Manann for information leading to the discovery and punishment of wreckers (although a bureaucratic lay-clerk at the Temple will be a little unhappy about paying twice for the same group of wreckers!) and one of 25 Guilders from the Temple of Morr for information regarding Undead.
Meanwhile, the people who caused Meeland to be buried before his time (one of the many criminal gangs who operate within the city) are none too happy. happy. Alive Alive,, Meeland is a threa threatt to their illegal activities: they think he knows too much, and can identify them. He and his saviours become targets – but because of the trauma of his ordeal, he can’t remember the details of what is happening, including the identities of those trying to kill him.
KD01: Deedesveld Graveyard
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Undead Und ead Wr Wreck ecker er Lesser Ethereal Undead These foul servants of the Shark God Stromfels have risen from the grave to lure ships to their doom. They appear as vague vaguely ly humanoid shapes of blue-green light.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
22%
0%
30%
30%
45%
31%
18%
30%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14
3
3
6 (6)
0
0
0
Skills: Charm, Common Knowledge (The Wasteland), Skills: Concealment +20%, Perception +20%, Speak Language (Reikspiel) Talents:: Night Vision Talents Traits:: Frightening, Hoverer, Undead Traits
Special Rules: Bound Spell: Spell : (Bewilder, CN 8, CT Half); With a successful Will Power test, the Undead Wrecker may attempt to cast the Bewilder spell from the Lore of Shadows as if they had a Magic Characteristic of 2. It will use this spell to try and lead its opponent’s over the edge of a cliff or into other dangers. Ethereal: An Undead Wrecker Ethereal: Wrecker is insubstantial insubstantial and weightless. weightless. It can pass through solid objects, including walls and doors. Note that this does not give any ability to see through solid objects, only pass through through them. An Undead Wrecker Wrecker partially hidden inside an object gains a +30% bonus on Concealment Tests. Tests. An Undead Wrecker that wishes to be is completely silent, with no need to make Silent Move Tests. An Undead Wrecker is also immune to normal weapons, which simply pass through its body as if it wasn’t there. Daemons, spells, other ethereal creatures, and opponents armed with magic weapons may all injure an Undead Wrecker normally. An Undead Wrecker cannot normally affect the mortal world, and thus cannot damage nonethereal opponents. Glowing Light. Light . The Undead Wrecker produces light as a lantern.
Combat: Armour (none): (none) : AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: none Weapons Trappings:: none Trappings Slaughter Margin: Margin: Easy (Impossible without a Magic Weapon or Spells)
KD01: Deedesveld Graveyard
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Sexton’s Cottage This small cottage is where Pal Koster lives. It is a small, grubby-looking place beside the gateway, with lean-to tool shed at the back. Although it is clearly well built and could be made into a very comfortable little house, it is equally clear that Koster has not bothered to look after the place, it is as dirty and rundown as the sexton himself is. The windows are cracked and filthy, with rags stuffed into holes where panes are missing. A Perception Test is required to see anything through the windows from the outside. The door is not locked – the lock broke and has not been repair repaired ed – but the cotta cottage ge contains nothing nothing of value. The tool shed contains a couple of shovels, a wheelbarrow and a couple of other gardening tools, which might be used as improvised two-handed weapons in an emergency.
Pal Koster Koster,, Gravedigger Gravedigger Tradesman (ex-Initia (ex-Initiate) te) “Sod off!”
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
36%
28%
33%
38%
33%
38%
42%
22%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14
3
3
4
0
14
0
Skills: Academic Knowledge (History, Skills: (History, Theology), Charm, Common Knowledge (The Wasteland), Drive, Gossip, Heal, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel) Talents: Cool Headed, Lightening Reflexes, Very Resilient, Talents: Very Strong, Warrior Born
“Too dry to talk, been working.”
Insanities: Heart of Despair, Terrible Thirstings (modifiers Insanities: already applied to characteristics)
Pal Koster is a stocky, surly man in his forties or fifties. He dresses in scuffed and filthy working clothes, his face and hands are dark with ingrained dirt, and his breath always stinks of whisky. If he were a little more outgoing, he’d look like the kind of man that parents warn their children about.
Combat: Armour (Light) (Light):: Worn Leather Jack AP: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3) AP: Weapons:: Dagger (1d10+0) Weapons Trappings:: Shovel, Bottle of cheap liquor Trappings
Koster spends more-or-less equal amounts of his waking hours slumped in his cottage in a drunken stupor and wandering about the graveyard graveyard with a shov shovel, el, doing very little. He will dig a grave when called upon to do so, and from time to time he will even cut down the rank growth of vegetation around a particular grave if requested to do so by the next-of-kin – given a little liquid persuasion. His naturally gloomy and introverted nature has been enhanced by thirty years of living and working in the graveyard. There have been a couple of encounters with smugglers, grave-robbers, and other, more terrifying things, and Koster has ended up sullen and withdrawn, with only bottles as his friends. As the sexton, gravedigger, and ground-keeper for Deedesveld, for Deedesveld, Koster is a member of the Mourners’ Guild, and has received the mandatory initiation into the Cult of Morr. He was an inattentive student though, and has never had any reason or occasion to use the things he learned during his cult training. Koster has never left the confines of the graveyard in living memory. A local innkeeper cooks food and takes it to him every day, along with the occasional bottle. The only person who has dealings with Koster on a regular basis is Anders Vesalion. Rumours link Koster with a range of the city’s more unsavoury characters, from grave-robbers to Adalbert Henschmann. Others refuse to believe it: after all, if anything untoward were going on in Deedesveld Deedesveld,, Koster would probably be the last to realise. Margaretta is one of the few who will stop to talk with Koster, and she’s sure that some kind of illegal operation is run out of the cemetery.
KD02: Sexton’s Cottage
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Chapel to Morr This plain black building stands across the entrance like a broad archway. It is stave-built of wood and has a pitched roof of wooden shingles. All the wood has been stained black. The timber for the chapel is said to have come from ships wrecked in the vicinity. As befits a chapel to Mórr, there are no doors and the inside is devoid of furnishings except for a sea-chest which is bolted to the floor. This serves as an altar, and has a slot cut into the lid to receive donations. The chest would require either a Challenging (-10%) Strength Test or Challenging (-10%) Pick Locks Test to open, and anyone so impious as to rob it will find 3d10 silver shillings and 8d10 brass pennies inside. The chapel is only used for funeral services, and the clerics conducting the services bring their own equipment.
KD03: Chapel to Morr
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Sailor’s Memorial
This large and impressive structure stands at the top of a rocky rise, almost almost in the centre of the Deedesveld Graveyard, at the end of the southward path. It is one of the oldest monuments in the cemetery, and the burial-ground was obviously planned around it. Built by the Brotherhood of Seamen and Pilots, the memorial is dedicated to all Marienburgers lost at sea. Steps lead up from the path to the top of the rise, and into an open room (4a) with a single door in the back wall. The room is lined with plaques, inscribed each with the name of a ship, when, where and how she went down, and the names of the men who were lost. The oldest plaque is on the right of the door at eye-height and reads as follows:
THE MERMAID Wrecked on the Breukrots, 11 Jahrdrung 1799 Captain Paulus Foegelsoog and all hands lost Beneath this inscription is the sign of the Brotherhood of Seamen and Pilots, and an abbreviated inscription in Classical – “Piet, Foeg, Mag, Coll, Pi, Frat, Ded. “ . Characters with Read/Write can, upon a successful Speak Language (Classical) Test, interpret the inscription: “Pieter Foegelsoog, Master of the Guild, loving brother, dedicated this.” Characters also possessing Trade (Stonemason) find this Test Easy (+20%). The sign of the Brotherhood is also carved on the door, which is locked (requiring either a Challenging (-10%) Pick Locks Test or Hard (-20%) Strength Test to open). Behind the door is a smaller room (4b), containing a variety of ritual accoutrements used by officials of the Brotherhood in the dedication and remembrance services which they hold in the memorial. There
is a folding altar of ebony and silver (worth 100 Guilders), a half-size marble statue of Manann (75 Guilders), and a locked sea-chest (requiring either a Challenging (-10%) Strength or Pick Lock Test to open) containing robes and other equipment (125 Guilders Guilders total). As well as the door to the main area, there is a trapdoor leading to the flat roof of the memorial. It is bolted on the inside (requiring a Challenging (-10%) Strength Test to open from above). On the south side of the memorial, steps lead down to a black iron door. It is locked (requiring either a Challenging (-10%) Pick Locks Test or Hard (-20%) Strength Test to open), but a successful Perception Test or Routine (+10%) Follow Trails Test will turn up signs of recent and continuous use - the lock and hinges have recently been piled, and there are fresh scrapes on the steps, as if from boot-nails. The door leads to a crypt containing a large stone sarcophagus with a figure carved into the lid. An inscription around the rim of the lid identifies the figure as Pieter Foegelsoog, Master of the Brotherhood of Seamen and Pilots from 1793 to 1826. Set into the floor on either side of the sarc sarcophag ophagus us are large gravegraveslabs, inscribed with the names of two other Masters of the Brotherhood – Janus Lood (1827-1855) and Marius Jongeit (1855-1890). The crypt is noticeably free of dust and cobwebs, and a successful Perception Test will reveal that the two floor-slabs have been moved recently. Each can be lifted with a crowbar on a successful Strength Test, revealing a space beneath, some IN x 5ft x 5ft deep (4d-e). In addition, there is a secret door on the northern side of the crypt, leading to a hidden crypt beneath the steps (4f).
KD04: Sailor’s Memorial
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The mortal remains of the two Guild Masters have long since been removed from their tombs, and these highly useful spaces are now used by the smugglers for storing contraband when it needs to be readily accessible from the surface. The secret door from 4c is operated by twisting the figurehead on a relief of a ship which is carved into the wall nearby. Steps lead steeply down into the hidden crypt, which is only just large enough to contain a stone sarcophagus. The sarcophagus is clearly of some antiquity, and a Routine (+10%) Academic Knowledge (History) or Trade (Stonemason) Test will reveal that it is 500-600 years old by the style of the carvings. A Routine (+10%) Perception Test (Dwarves, Engineers or those possessing either the Academic Knowledge (History or Genealogy/Heraldry) or Trade (Stonemason) skill, or the Trapfinder Talent find this test Very Easy (+30%)) will turn up signs that is has been moved to this location. There is an inscription around the lid of the sarcophagus, written in Classical:
“Hic jacet Adelbehretus Skibbesmannus, magister primus fraternitatis nautiorum gubernatorisque. E manus Mananis in manus Mohretis, requiescat in pace. “ A character with the relevant skill will be able to translate as thus:
“Here lies Adelbert Skibbemans, the first Master of the Brotherhood of Seamen and Pilots. From the hands of Manann into the hands of Morr, may he rest in peace.” An individual who can read Classical who passes a Routine (+10%) Academic Knowledge (History) or Trade (Stonemason) Test will reveal that the style of the inscription, the spelling and the form of words reinforces the impression that the sarcophagus is around five hundred years old. A successful successful Perception Test Test will reveal recent scratches around the lid of the sarcophagus, which can be lifted upon a hard (-20%) Strength Test (Reduced to an Average Test if a Second Character assists). The sarcophagus is empty, and covers a hole in the floor – a shaft with iron rungs in the side, leading down to the Smuggler’s Caves (at room A1).
KD04: Sailor’s Memorial
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Van der Voers Vault This plain black building stands across the entrance like a broad archway. It is stave-built of wood and has a pitched roof of wooden shingles. All the wood has been stained black. The timber for the chapel is said to have come from ships wrecked in the vicinity.
“The Van der Voers were a small merchant family who moved to Zanderveldt after the clearing of Breedmoers, when the Council sponsored the building of large private houses in the hope that this would improve the tone of southern Zanderveldt. Many other moderately wealthy middle-class families did the same, but it soon became apparent that rather than raising the tone they were providing the criminal class of nearby Suiddock and Doodkanaal with a new source of victims, and the bulk of them soon after moved to more decent wards like Noordmuur across the Rijksweg. But Rasmus Van der Voers and his family refused to be driven from their newly-built home by anything, and lived on Zanderveldt until the family died out fifty years ago. Even now, their name survives in local vernacular - the phrase stiff as old Rasmus is used to denote superhuman stubbornness, and an exceptionally secure and well-defended building is often described as a Voers home.” The vault itself is approached down a short flight of steps from the east. The iron doors are locked, and the lock and hinges are very stiff with rust (requiring a Hard (-20%) Strength Test or Very Hard (-30%) Pick Locks Test to open - oil allowed to penetrate for 6 hours or more will reduce the Pick Locks Test to Challenging (-10%)). Climbing plants hang down over the doors, and it is clear that they have not been opened since the last of the family was laid to rest there around fifty years ago. However, there is another entrance to the vault, on the northern side by the north-west corner. This is a perforated decorative moulding mould ing at groun ground d level which has been broken in a coupl couple e of places, allowing it to be lifted out revealing a hole around a foot in diameter. This is concealed behind the rank grass and undergrowth which grows around the vault, and will only be found by a Challenging (-10%) Search Test. Test. An Average Average Follow Trailil Test Tra Test will find a few clues - the odd flattened blade of grass and crushed crushed twig – that someone someone has passed this way within the last week or so.
KD05: Van der Voers Vault
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Tomb of Karl Avermans This ornate vault takes the form of a pillared marble canopy over a carved effigy of an armoured knight lying on a bier. The bier forms the roof of the semi-subterranean vault, whose doors are reached via a short flight of steps on the north side. A classical inscription around the edge of the canopy reads:
“Hic jacet Carolus Auermanus miles fortissimus vixit annos xxviy wort anno vii Mag. Imp. MMCCCXI Sig. cum militibus suis. Cives pii gratiique Zanderveldtes me fecit.” A character with the relevant skill can translate as follows: foll ows: “Here lies Karl Avermans, a great warrior, with some of his troops. He lived 28 years and died in the 7th year of the reign of Emperor Magnus, the 2311th year of Sigmar. The pious and grateful citizens of Zanderveldt made this monument. “ An Average Common Knowledge (Wasteland), or Academic Knowledge (History) Test, or a Routine (+10%) Academic Knowledge (Genealogy/Heraldry) Test will reveal some information about Karl Avermans. He was a wanderer who first rose to prominence during the Incursion of Chaos two hundred years ago. Then a Marine captain in one of the merchant militias, he fought with great courage in the defence of Riddra, and became the hero of a number of popular songs and romances. He died shortly after the battle against Chaos was won, apparently from a head-wound - the wound had been treated and for several days, he appeared to be in perfect health,, and then one day he simply dropped health dropped dead. In recognition of his valour in their defence, the citizens of Riddra paid for his monument by public subscription. He was buried with great ceremony, along with some of his men who had fallen in the battles against Chaos. The story of The Boy Who Stole His Father’s Ring for Captain Avermans’ Grave can still be found in some books of children’s tales in Marienburg. The doors of the vault are rusted shut (requiring a Hard (-20%) Strength Test to force open), and the steps are filled to a depth of about a foot with dry leaves and other debris - clearly the vault has lain undisturbed for some time.
Karll Ave Kar verma rmans ns,, Gho Ghoul ul What no-one knows is the real tragedy of Karl Avermans - he did not actually die. The blow to his head caused a blood-clot, which temporari temporarily ly shut off the flow of blood to the brain and sent him into a coma. He was buried alive. The funeral rituals, intended to prevent Undead arising from a dead body, had no effect on him because he was alive at the time they were conducted. When he awoke he found himself trapped – his reason had already been damaged by the coma, and it finally snapped when he found himself shut in his own tomb and unable to get out. Faced with a slow, painful death by starvation, he broke into the other coffins and ate the bodies. Eventually he became a Ghoul. The Ghoul is still unable to escape its confinement, and is mad with hunger hunger – it ate it’s last meal long ago. Any noise noise made in the vicinity vicinity of the vault will alert the Ghoul Ghoul,, and it will scra scrabble bble frantically against the doors, trying to get out. The Ghoul has a 20% chance of hearing any loud noise made outside the vault, and its frantic scratching scratching can only be heard on the outsi outside de on a Very Hard (-30%) Perception Test, reduced to a Challenging (10%) if anyone is specifically listening at the door. If the vault is opened, Karl will launch himself desperately through them. Maddened with hunger, it attacks the nearest character, and will only try to flee if it is reduced to half its original Wounds score. His long years of confinement, combined with his coma have erased all traces of what he once
was, he cannot remember his name, and cannot be reasoned with. Examining the inside of the vault will tell the story. There are five coffins inside, and all have been broken open. One on an ornate marble bier, has been broken open from the inside (an Average Perception Test to realise this), and the others have all been broken open from the outside. In the four lesser coffins, and scattered around the floor of the vault, are broken and gnawed bones. Among them are four unmistakably Human skulls. Realising the full horror of what occurred here will require a successful Will Power Test, those who fail are so haunted by the horror of it that they gain an Insan Insanity ity Point. Among the bones on the floor are four swords, now rusted and filthy, and a few scraps of chain mail armour. In Avermans’ coffin lies a scab scabbarde barded d sword, which is still in good cond condition ition – it is magical, enchanted against the creatures and followers of Chaos.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
32%
0%
37%
45%
34%
15%
31%
5%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
12 12
3
4
4
0
0
0
Skills: Concealment, Perception, Outdoor Survival, Scale Skills: Sheer Surface, Search, Silent Move, Shadowing, Speak Language (Reikspiel) Talents:: Night Vision, Rover Talents Traits:: Frightening, Natural Weapons Traits
Special Rules: Poisonous Attack: Attack: A target target that suffers suffers at least 1 Wound from the Ghouls claws must pass a Challenging (-10%) Toughness Test or suffer an additional 2 Wounds.
Combat: Armour (none) (none):: Grave Clothes AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Claws (Natural Weapons, 1d10+4) Weapons Trappings:: None Trappings
Sigmar Sig mar’s ’s Me Mercy rcy Academic Knowledge: Knowledge : Theology or Genealogy/ Heraldry Powers: Counts as a Best Craftsmanship Hand Weapon Powers: with the Defensive Quality; In addition, if the wielder says a short prayer to Sigmar (as a Half Action), the sword gains the Impact Quality for the rest of the combat. Any Demons, Mutants (Including Skaven and Beastmen) and the Undead that wield this sword automatically lose 1 Wound each round, regardless of Toughness Bonus or Armour Points. History: This sword was blessed by the Arch lector of History: Nuln during during the Incur Incursion sion of Chaos to deliver deliver the only mercy that can be given to mutants – death.
KD06: Tomb of Karl Avermans
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The Paupers’ Vault This carved stone sarcophagus bears an inscription in Reikspiel:
“Built by the Council and the Temple of Morr for the Amenity and Relief of the Poor and the Sanitation and Safety of All. Anno 1847.” The lid of the sarcophagus requires a Hard (-20%) Strength Test to lift (reduced to a Routine (+10%) Test if a second character assists. Inside, it is clean and empty. A successful Average Search Test (modified to Routine (+10%) if the character has Trade (Stoneworker) or the Trapfinder Talent) will reveal a hidden catch in the mouldings of the western side. An Average Perception Test (with the same modifiers as above) will reveal that the base of the sarcophagus is false - the hidden catch operates a mechanism which causes it to retract, but this can only happen when the lid of the sarcophagus is closed. The false door can be forced open on a Hard (-20%) Strength Test. The Paupers’ Vault is designed to operate as follows. After the funeral, the body is laid in the sarcophagus and the lid is closed. After the mourners have departed, the officiating priest pulls the hidden catch - the floor of the sarcophagus drops away, dumping the body down a broad shaft into an underground cave. Since this ingenious system was devised, an intruder has worked its way into the cave via an underground water channel – a Shiner, a large breed of Amoeba, common to disused crypts. Ironically Ironically,, this has actually made the system more efficient, and the well-fed Amoeba has brought no trouble to those above. It is a 2-yard fall from the floor of the sarcophagus to the Amoeba’s chamber, but an unfortunate falling into this chamber will suffer no damage because of the soft landing. However, falling characters automatically count as engulfed when they drop onto the waiting Amoeba. Running off from one side of the Amoeba’s chamber is a narrow channel. This allows any remains left by the Amoeba to fall out from the cliff-face and into the water below, so that the chamber does not become choked with indigestible debris. The channel is just about wide enough to crawl down.
Shiner Shiners are a type of giant amoeba (some four feet in diameter) that has evolved to live beyond the water, creeping in to damp swamp castles and half-flooded crypts. Once inside they coat surfaces with their think oil flesh, giving them a shiny appearance (hence the name). This makes paintings, furniture and jewellery seem more preserved and thus more valuable, drawing the curious and greedy toward them, whereupon the shiner shoots out burning acid. Humans are usually strong enough to survive the attack, but many a tomb robber with a ruined face will tell you that all that glitters is not to be trusted.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
35%
0%
22% 22
14%
25%
-
-
-
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
2
1
1
0
0
0
Skills: Concealment +20%. Skills:
Special Rules: Acid Attack: Attack: As a full action, the Shiner can can expel a viscous, viscous, corrosive acid. The acid automatically hits any one target within 1 yard (in the same square), square), dealing a dama damage ge 5 hit. If this attack hits the targets head, the target must make a Challenging (-10%) Agility Test or be blinded for 1d10 rounds. Blinded Characters can only take a Half Action each round, take a -20% penalty to all combat related (and most other) tests and automatically fail tests relying upon sight. Engulfing Attack: Attack: If a Shiner attacks with an appendage and inflicts 2 or more Wounds on a target, that target’s Hit Location becomes Engulfed. Engulfed characters take an automatic Damage 4 hit each round to the affected location. If a limb is Engulfed, the character may not use it until it is free. If the location is the head, apply the rules for Suffocation (WFRP core, p. 136.) The Shiner will only release releas e the Engul Engulfed fed body part if reduc reduced ed to fewer than 4 Wounds. Attacks to the Engulfed location inflict equal damage to both the Shiner and its victim. Mindless: Shiners have no Will Power, Intelligence or Mindless: Fellowship and can never take or fail tests based on these characteristics. Ooze: Shiners are amorphous blobs that are resistant to Ooze: normal attacks. Attacks upon the Shiner with with normal weapons do a maximum of 1 Wound per hit. Fire, magical weapons and spells do normal damage. All hits to a Shiner are assumed to be on the body, and Sudden Death Critical Hit rules apply. During combat, an Ooze may only take Standard Attack, and Move actions or use their Acid Attack. Shiners are immune to Fear, Terror, poison, disease, and all spells, skills, and effects that involve manipulation of emotions and the mind.
Combat: Armour (none) (none):: AP:: Amoe AP Amoeba ba 0 (1), and reduce normal Damage Damage to 1. Weapons : Acid Attack Weapons: Attack (1d10+5, Special), Amorphous Amorphous Appendages (Unarmed, 1d10+2, Engulfing Attack) Slaughter Margin Margin:: Routine
KD07: The Paupers’ Vault
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The Miser’s Grave On the way to somewhere else within the graveyard, an individual’s eye might be drawn to one of the smaller graves. The grave is in kept, and the marker is the smallest and meanest that has ever been seen. There isn’t even a proper inscription on it – just the scratched initials WV. This is the grave of Willem Vrekmans, a noted miser in his day. Despite the well-known adage that you can’t take it with you when you go, Vrekmans did his best: he concealed his small hoard of gold in the lining of his coffin, so that it would be buried with him. His obsession with his gold has survived his death, and even now he guards his hoard jealously, unable to bear the thoughtt of being parted with it. though
Willia Wil liam m Vre rekma kmans, ns, The Mis Miser er Wight If any character stands over the grave for more than 2 minutes, or disturbs it in any way, a startling thing will happen. Mist will rise up from the grave like steam from a kettle spout, gathering itself into a terrifyingly misshapen humanoid form. Willem Vrekmans is now a Wight. He is obsessed with keeping people away from his gold, and will attack anyone within two yards of the grave, but will venture no further than that of his own free will. If no one approaches his grave for a minute, he will sink back into his grave. If the Wight is disposed of and the grave opened (an act of great sacrilege unless the Mourners’ Guild and the Cult of Morr give their permission), they will uncover a plain, featureless coffin, lined with sackcloth, and containing a wizened corpse. Beneath the sackcloth can be found gold coins of various nations, to the value of 153 Guilders.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
40%
35%
45%
45%
30%
25%
35%
20%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
0
0
0
Skills: Perception, Speak Language (Reikspiel) Skills: Talents:: Night Vision Talents Traits:: Frightening, Undead Traits
Combat: Armour (none) (none):: Filthy Rags AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Rusty Sword (Hand Weapon, 1d10+4) Weapons Trappings: None Trappings: Note Willem does not possess a Wight Blade like more typical Wights
KD08: Miser’s Grave, The
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The Smuggler’s Caves The Deedesveld Graveyard is home to not one band of smugglers, but two. Thijs Modegekker and his band think they’re the only ones who know about the secret passages beneath the cemetery,, but they’re wrong. Andries ‘the Fish’ cemetery knows all about Modegekker’s operation – in fact, he’s keeping keeping an eye on it for the loath loathsome some Grossbart – and uses a second cave system of which Modegekker is completely unaware. Andries knows all the caves and their secret doors; Modegekker knows only of caves A1-6 and B4, and is unawa unaware re of the secret doors connecting B4 and A5 to B3. At any time, there is a 20% chance that contraband contr aband of one kind or another is store stored d in the smugglers’ caves under Deedesveld graveyard. Should there be contraband here, d5+2 smugglers will be in the cave guarding it, usually staying together in the main areas. For example, Modegekker’s men will be in Al or A2, drinking and playing cards, while Andries’ men will mainly be in the B2 and B3, doing much the same while a lookout in BI keeps an eye on Modegekker’s area. For each gang member in the caves, there is a 10% chance that their boss will be there as well.
Cav Ca ve Sy Syst stem em A This system is entered from a hidden crypt in the Sailor’s Memorial. Goods are brought in at high tide, through cave B4. As the tide ebbs, the boat is left in the cave, and goods are taken into the smugglers’ cave through cave A6. The rooms that comprise Modegekker’s domain were once cellars of the houses of Breedmoers, before the area was cleared and the graveyard laid out here. The water-filled passage from A6 to the outside provides an emergency exit, but only for those who know it well and have strong lungs. The cellars and caves have been used by smugglers for centuries, and Modegekker has inherited his father’s incomplete knowledge of them.
Cav Ca ve Sy Syst stem em B Thijs Modegekker is not the only smuggler operating from Deedesveld. This second system of caves is used by Andries `the Fish’, a notorious figure in Riddra’s underworld. He, too, uses the water-level cave at B4, but makes sure that Modegekker’s men are out of the way. The spy hole between passage B1 and the cellars level allows Andries’ men to check that Cave System A – is empty - or at least, that there is no sound of movement – and if necessary a small diversion can be arranged. Goods are brought into B3 and taken through the Van der Voers Vault. Andries is a man who can call on enormous resources, and it is seldom any trouble to keep Modegekker’s men out of the way until a shipment can be stored. Andries is a somewhat shadier character than Thijs Modegekker, and deals in somewhat murkier goods. He leaves much of the day-to-day smuggling to Modegekker (who pays him protection in any case), and concentrates on drugs, components for forbidden magic, and various other unsavoury high-risk, high-return contraband.
Thijs Thij s Mode Modegekk gekker er,, Flamb Flamboy oyant ant Smug Smuggler gler Smuggler (ex-Ro (ex-Rogue) gue) “Criminal?! I am offended by your crass suggestion. I am an honest man, toiling to bring the items carried at great danger and expense by hard working tradesmen like yourself to the men and women of our city who need them most. If you want to see a thief, a charlatan, let the thugs and racketeers of the Excise have a look over your cargo. Or perhaps you want to trust your products to the light fingers of the Stevedores Guild?“ Thijs Modegekker is one of the more colourful characters of Kruiersmuur – in more ways that one. Son of the reputable tailor, Pepijn Modegekker, Thijs is a walking advertisement the skill and products of his father. From an early age, Thijs determined that part of the secret of success was to look as though you were successful. Clad in the latest off-cuts of many materials and hues, Thijs is invariably a riot of offensively clashing colours. In part, Thijs’ assessment of life is quite correct, corr ect, those who have have met him believe him to be quite a successful and merchant, despite his total lack of aptitude in his father’s trade. Thijs is exceptionally bright for his upbringing, and blessed with a streak of luck. Possessing something of an adventurous streak, the dull life of a tailor was never going to be for him – he sought something a little more dangerous and exciting, and a small secret from his father’s past showed him the way. Back in the 2480’s, diplomatic shenanigans between Marienburg and the Cathayan ambassador of the time led to huge tolls on Cathayan silk. Modegekker senior, seeing his business in
KD12: Smuggler’s Caves, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld danger, started fencing Cathayan silk from smugglers based out of the Deedesveld tunnels. He learnt the general location of the caves; secretly following the smugglers one night and seeing them using the tomb in the graveyard, graveyard, but he neithe neitherr wanted or needed to inspect further into their dealings. Years later, he happened to relate this story to Thijs, who took it upon himself to explore the caves.
Skills: Blather, Charm, Common Knowledge (The Wasteland), Skills: Evaluate, Gamble, Gossip +20%, Haggle, Perception, Performer (Actor), Search, Secret Language (Thieves Tongue), Secret Signs (Thief), Speak Language (Reikspiel +10%), Swim
Thijs’ small band, mainly comprising young tradesmen’s sons, and boatmen stifled out of business by the practices of the Brotherhood, run a small smuggling operation, taking goods in through a number of the small Suiddock docks, primarily Haagen’s Wharf, and getting the goods direct to the tradesmen. They do not deal in anything illegal, though Thijs has cultivated a modest friendship with Hans Kluger , which enables him to get rid of anything unusual or valuable, which he cannot dispose of to his usual clients.
Combat:
Despite his trade, Thijs does not consider himself a criminal. Having seen honest men and women, driven out of business by the politics and dirty tactics of the Guilds and Merchant Houses, and having witnessed the corruption of the River Watch and Excise, he sees himself as a champion of the working class, a friend to those whose hard work and toil has made the city the great place it is. He is particularly contemptuous of the criminal elements whom claim to be working for the good of the people, but instead are just lining their own pockets. Chief amongst these in his eyes is the Stevedores and Teamsters Guild, Guild, and if not careful, he is close to running afoul of this organisation. Thijs’ ideals caused him to develop a brief friendship a couple of years ago with the agitator Haam agitator Haam Markvalt. However However,, Thijs’ seeming ‘slavery’ to the trappings of wealth caused friction with the young radical, whilst Thijs believed that Markvalt’s talk of revolution threatens to bring more harm than good to the people of the city city.. Althou Although gh it goes against against his own ideals, Thijs could could be convinced to help in bringing down the Vrijbond, if convinced of its danger to the working people of the city. Pepijn is in total denial about his son’s means of income, but very enthusiastic about supplying him with the latest fashions, dressing him for the advance into the Merchants circles that ‘is just around the corner’. corner ’. Thijs’ mother is buried in Deedesveld Deedesveld,, and according to Pepijn, Thijs spends his long hours at Deedesveld mourning his beloved mother. Thijs’ was very close to his cousin Silvia, who went mad following the deaths of her parents. She was consigned to the Asylum of Heiligdom, and Thijs contributes generously to the cult of Shallya because of this. He would not like the familial connection connection to get out though, as he prefers to look quite the philanthropist.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
24%
28%
34%
48%
37%
36%
47%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
2
4
5
0
0
0
Talents: Ambi Talents: Ambidextr dextrous, ous, Flee!, Fleet Foote Footed, d, Luck Luck,, Publi Public c Speaking, Streetwise Armour (none): (none) : `Fashionable’ Clothes AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Sword (Hand Weapon, 1d10+2), Dagger (1d10-1) Weapons Trappings:: Purse (with 4d10 shillings) Trappings
Andri An dries es ‘Th ‘The e Fis Fish’, h’, Smu Smuggl ggler er Fence (ex-Smu (ex-Smuggler, ggler, ex-Ste ex-Stevedore) vedore) “I know what you’re after, you don’t need to tell me, the look in your eyes says it all. Supply is scarce this time of year, its going to cost... but we both know you don’t have any choice.”
“That my friend, is going to be the last mistake of your sorry little life.” Andries ‘the Fish’, a nickname gained for his membership in the gang that rules half the Altdorf docklands, is a wiry man, with mean eyes and a perpetual sneer. He is familiar with all the vices that plagues the lower and working classes, and he can either provide them, or make contact to someone else who can. He does not partake of his own merchandise, viewing the dealers he sells his drugs to, and the pathetic addicts at the bottom of the chain as cowards and weaklings, and does little to disguise his scorn when dealing with the more pathetic specimens. Aside from Andries expanding drug and smuggling operations, he serves as a go-between for Grossbart for Grossbart and Adalbert Henschmann. However However,, Andries is not content to serve serve much longer as a middleman. His eye is on the much larger prizes and territories in the city. He is savvy enough to know that Grossbart is a far more dangerous individual than his poor health belies, and that his contacts sink to the very heart of the League, and would therefore not consider double crossing him. Besides, his close relationship to Grossbart grants him a measure of protection. Andries ambition is currently aimed squarely at the Kislevite apothecary, Dmitri Hrodovsky. Hrodovsky. A native Wastelander Wastelander,, he left for the capital of the Empire in his late teens. Even then, he was a rising star within the “Guild We’ve Never Heard Of” , and went to oversee the Leagues interests in Altdorf. He does not talk of what caused him to leave the capital of the Empire, but the tattoo of a bloody dagger inscribed over his old gang tattoo implies it was not a peaceful parting with the Imperial gangs. That said, he clearly still has extensive contacts back in Altdorf and beyond, as he is able to lay his hands on many rare (and highly illegal) products through his network of acquaintances. Andries is violent, and possessing of no sense of pity pity.. The addicts who rely on his supplies of Mandrake or Crimson Shade will be cut off without a moment of consideration if they can no longer pay his prices. Likewise, tradesmen who back out on a
KD12: Smuggler’s Caves, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld deal over even the smallest item will face bloody retribution. Apart from having a fair number of thugs and drug dealers working for him directly, directly, Andries also relies on more advanced services provided by a few specialists through blackmail, including people like Pieter Bloemblad. Andries and Dmitri share a tenuous arrangement, both operating from bases within Kruiersmuur. Kruiersmuur. Andries has easy access to Mandrake, Weirdroot, and Crimson Shade, and actually supplies these drugs to the Kislevite. However, he has been completely unable to gain a steady supply of Black Lotus, and is completely baffled at where Hrodovsky obtains his own supplies of that drug. As things stand, both men are too important to Henschmann for control of the drug business within the city, and he will not sanction the removal of either. Things are, however, coming to a head, and Andries is courting the idea of seeking an alliance with Venk Kataswaran to remove the Kislevite – a move, which would undoubtedly descend the entire south of the city into a drugs war. Grossbart is well aware of Andries ambition, and is eagerly playing all the men against one another, no doubt to his own obscure gain. Some might wonder why Andries permits the close proximity of Thijs Modegekker’s band of smugglers to his own. Quite simply, he is setting up the young idealist to take the fall for him, should the law discover the nature of some of the products going through the Deedesveld Caves.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
42%
33%
49%
41%
47%
53%
34%
41%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
4
4
4
0
0
0
Skills: Common Knowledge (The Empire, the Wasteland), Skills: Consume Alcohol, Dodge Blow, Drive, Evaluate +10%, Gamble +10%, Gossip +10%, Haggle +10%, Intimidate, Perception +10%, Performer (Singer), Row, Scale Sheer Surfaces, Search +10%, Secret Language (Guild Tongue, Thieves Tongue), Secret Signs (Thief), Silent Move, Speak Language (Kislevite, Reikspiel), Swim +10% Talents: Dealmaker, Lightening Reflexes, Savvy, Sixth Sense, Talents: Streetwise, Strike to Stun, Sturdy, Super Numerate, Very Strong
Combat: Armour (none) (none):: Studded Leather Jack and Leather Skull Cap AP:: Head 1 (5), Arms 2 (6), Body 2 (6), Legs 0 (4) AP Weapons : Sword (Hand Weapon, 1d10+2), Dockers’ Hook Weapons: (Dagger,, 1d10-1) (Dagger Trappings: 3 doses Refined Black Lotus, Purse (with 1d10 Gu Trappings: and 3d10 shillings)
KD12: Smuggler’s Caves, The
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The Red Maids of Verena The Red Maids school in Noord Miragliano is a small strict college for young ladies of Tilean heritage. All the girls are bilingual and lessons are taught both Reikspiel and Classical. It is run by the stern and matronly Mariannette Diaggio. The school is expensive and used by those prosperous immigrant families that cannot yet afford a private tutor. It is well known know n in Kruie Kruiersmu rsmuur ur for the unifor uniform. m. Brigh Brightt red cloak that that all pupils must wear. The school has an excellent reputation and a long waiting list. The school building is a tall terraced house in the Miraglianese district. Diaggio uses the top floor as living quarters. Despite the less salubrious surroundings, the building is well maintained and recently painted. The school is careful to never favour one Tilean city-state other another and sometimes goes to seemingly ridiculous lengths to keep and air of immaculate even-handedness. Although some of the more enlightened Tileans think that this downplaying of ancient feuds is a good thing (for girls, at least) most view it as decidedly strange.
Marianne Maria nnette tte Diag Diaggio, gio, Hea Headmis dmistres tress s Catechist (ex-Stud (ex-Student) ent) “You know, sir, despite what you may think, your time is gone. Our time has come. My girls will inherit the world.” It is Diaggio’s life’s work to educate the young ladies of Tilea. Now in the more liberal climate of Tilea, she has found a perfect atmosphere to liberate her young charges from traditional dogma and prepare a way for the them in a changing world. Diaggio is a severe disciplinarian, though she behaves this way for the good of her girls. She sees them as pioneers and is anxious that they never let the side down. Diaggio refuses to deal with anyone but her charges during the school day, regardless of attempts to bully or intimidate her.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
31%
27%
32%
26%
40%
62%
56%
42%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
0
0
0
Skills: Academic Knowledge (History, Skills: (History, Law, Science, Theology), Charm, Common Knowledge (Tilean, the Wasteland), Gossip, Perception, Read/Write +10%, Search, Speak Language (Classical +10%, Reikspiel, Tilean) Talents: Coolheaded, Etiquette, Linguistics, Public Speaking, Talents: Savvy, Strong-minded, Super Numerate
Combat: Armour (none) (none):: Good Quality but conservative Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: none (Unarmed, 1d10-1, Special) Weapons Trappings: Prayer Book of Verena, Writing Kit, Purse (with Trappings: 2d10 Gu and 4d10 shillings)
KM12: Red Maids of Verena, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Daankkanaal Running between the Kleermakersvaart and Wezelwater, this slow moving canal that separates the Remasweg borough from the rest of Kruiersmuur. Kruiersmuur. A succession succession of bridges make the kanal of limits to all but the smallest boats, and the numerous wharfs and quaysides are not very busy places even at the best of times. Upon the Kruiersmuur side of the kanal stands a small Watch Post under the command of the Kruiersmuur Barracks. Upon the Remasweg side of the kanal, a group twenty or so of winklers proudly work. Caked in mud and smelling like low tide, this rag tag bunch of scavengers and beachcombers saw off all competition is a series of bloody brawls. Everyone knows that the Daankkanaal is one of Marienburg’s prime winkle hotspots, and the winklers are fiercely territorial, threatening anyone who appears to be muscling in on their turf with their thin winkleknifes. The winklers have ties to Benito Arlisconi Gatti, and can call upon his thugs for support.
Maarcus Maar cus Meer Meergaan gaang, g, Water ater-coac -coach h Capta Captain in The captain of an old water-coach habitually moored on the Kruiersmuur side of the Daankkanaal, Meergaang is nearly as old as his boat and seldom gets a fair. Only those who ca row or swim themselves ever feel comfortable climbing aboard the ‘Sun Skipper’. The lack of business that old Maarcus attracts leaves him a lot o time to be nosing around Kruiersmuur quays asking annoying questions and generally being a busybody. Somewhat forgetful, he often gets hold of the wrong end of the stick, and is notorious for passing on wrong information. Maarcus is a member of the Rivermen’s Association. Association.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
37%
33%
34%
42%
37%
31%
28%
31%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
4
4
0
0
0
Skills: Common Knowledge (The Empire, the Wasteland), Skills: Consume Alcohol, Gossip +10%, +10%, Navigation, Outdoor Survival, Perception, Row, Sail, Secret Language (Ranger Tongue), Speak Language (Reikspiel), Swim Talents: Orientation, Resistance to Disease, Seasoned Talents: Traveller,, Sturdy Traveller
Combat: Armour (none) (none):: Leather Jack and Poor Quality Clothing AP:: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4) AP Weapons:: Belaying Pin (Hand Weapon, 1d10+3) Weapons Trappings: Row Boat, Purse (with 1d10 shillings and 2d10 Trappings: pence)
KR05: Daankkanaal, The
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Noordmuur
Noordmuu Noor dmuur r Locat Locations ions N32: The Marienburg Trading Company Arabierstad (Arab Town)
N
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Marienburg Trading Company The Marienburg Trading Company specialises in long overseas trade, such as the Port of Spices in Ind and Kwiju in Catha Cathay y. In recent years, they have also started to exploit the Southland Jungles for goods, making port at the prison colony of Leopoldhiem. Backed by the Order of Honourable Freetraders, ships from the Marienburg Trading Company travel far across the Sea of Claws and beyond, seeking new ventures and trade opportunities. The Company’s Colours are similar to Marienburg’s red, blue and yellow but with the red band being replaced with Ostermark Purple. The Company is run by its Matriarch, Inez van Oerleaven, and a board of ten directors. Its has slowly built up a fleet of cargo ships that operate out of Marienburg, along with many smaller warships to protect their assents from pirates, sea monsters and other hazards. Overall command of the fleet rests with Admiral Hans-Pieter Zwanendaal who sails in the Company Flagship, the Trident of Manann. The company docks in Marienburg are located in Noordmuur, containing a huge complex that takes up much of the Haendrykstraat. As well as the Company shipyards, the complex contains the ‘Company Town’ where its employees and their families live, shop and attend the small temples of Manann, Handrich and the reformed church of Sigmar. The Company rules every aspect of its employee’s lives, even forbidding marriage to employees of rival companies without written permission.
The Po Po-F -Fans ans Academic Knowledge: Knowledge : Magic Powers : Counts as a pair of Daggers; In addition, if Powers: wielded as a Pair, the Daggers benefit from the Balanced, Defensive, Fast and Precise qualities and all attacks with them count as being poisoned with Dark Venom. However, on any round where the fan’s wielder is injured in melee combat but fails to inflic inflictt any Wounds in return, the wielder must succeed on a Will Power test or the fans become inert (and function as normal daggers) until Morrslieb next rises. History: The Duchess acquired this pair of war-fans from History: a sojourn in Cathay. Within them is contained a powerful and bloodthirsty spirit of war, said have been bound into the fans by the sorcerer-eunuchs of the Monkey King.
The daughter of wealthy merchants who can trace their linage back to some of the most powerful noble families of the Empire, Inez is ruthless in her business dealings and always gets what she wants – even if this requires methods outside the law. She is a seductress and, if necessary, a killer. In particular, she is an expert in the use of many poisons, especially those imported from Lustria and the Southlands. Inez van Oerleaven is well connected in the city, with various members of the Burgerhof and Rijkskamer visiting her to ‘take tea’. Admiral Klaus van der Donkerwasser often visits to ‘advise’ her on military matters, and seems oblivious to the fact that the company completely ignores his requests. requests. She is also frequently visited by Simon Goudenkruin, the Arch-Priest of Haendryk who has personally invested in the company and Andries van Aperen, the Arch-Lector of the Reformed Cult of Sigmar. Relations between these two men is notoriously cold, and several incidents have occurred when the two have met in Inez van Oerleaven’s gatehouse.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
59%
57%
43%
42%
66%
57%
59%
58%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
14 14
4
4
4
0
0
0
Skills: Academic Knowledge (The Arts), Blather, Charm Skills: Charm +10%, Command, Common Knowledge (Border Princes, Cathay, Tilea, The Wasteland) Concealment +10%, Disguise +10%, Evaluate, Gossip +10%, Lip Reading, Perception +10%, Performer (Actor, Dancer, Musician), Pick Lock, Prepare Poison, Read/Write, Ride, Scale Sheer Surface, Secret Language (Guild Tongue), Secret Signs (Thieves), Shadowing +10%, Silent Move +10%, Sleight of Hand, Speak Language (Cathay, Classical, Reikspiel, Tilean) Talents: Dealmaker, Etiquette, Flee!, Lightning Parry, Talents: Lightning Reflexes, Linguistics, Luck, Public Speaking, Quick Draw, Savvy, Schemer, Sharpshooter, Sixth Sense, Specialist Weapon (Entangling, Fencing, Parrying, Throwing), Street Fighting, Streetwise, Suave, Swashbuckler,, Warrior Born Swashbuckler
Combat: Armour (Light) (Light):: Studded Leather Jack and Leggings AP: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 2 (6) AP:
Inez In ez va van n Oe Oer rle lea aven en,, th the e Du Duch ches ess s of Haendrykstraat Assassin (ex-Noble, ex-Courtier ex-Spy) Often known simply as ‘The Duchess’, Inez van Oerleaven is the head of the Marienburg Trading Company – which is backed by the secretive organisation known only as the High Order of Honourable Freetraders.
Weapons : Po-Fan (Dagger, 1d10+1, Balanced, Defensive, Weapons: Fast, Precise, Special), Foil (1d10+2, Fast, Precise) Trappings : Disguise Kit, Purse (with 6d10 Gu and 10d10 Trappings: Shillings), Wardrobe of practical but elegant dresses
N32: Marienburg Trading Company, The
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Ostmuur
This ward of Marienburg is a middle-class area with a championship water ball team.
Ostmuur Ostmu ur Locat Locations ions OM02: The Temple of Morr OM21: The Temple of Sigmar (Reformed) OM24: The Emperor’s Rest
OM
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The Temple of Morr The Temple of Mórr is easily distinguished from the other temples in Marienburg by its dark grey basalt walls and unique gate-like, lintel-covered entrance. Narrow windows are situated high in the walls, making the inside fairly gloomy. An extensive vault have been excavated in the hard sandstone beneath the temple templ e and can be reached behind by stairs behind the high altar. The remains of past High Priests are interred in the vaults along with reliquaries for cult saints.
Lodew Lod ewij ijck ck Raf Raffle fleuge ugel, l, Chi Chief ef Li Libra braria rian n
The priests at the templ temple e tend not to have the time for visi visitors. tors. Anyone seeking to learn information about matters that would concern the cult are directed to Lodewijck Raffleugel, the chief librarian of the Temple of M6rr and its expert on cult lore and other related areas (such as the information the about Undead). Anyone dealing with Lodewijck in a direct manner finds the priest an intelligent man. In contrast, Lodewijck has little patience be evasive or too circumspect.
Towards those who handle themselves in a straightforward manner, Lodewijck is quite the amiable chap. He’ll assist them in any matter to the extent that he is able, especially if that matter involves the eradication of Necromancers and followers of Khaine.
Anointed Priest (ex-Student, ex-Scholar, ex-Initiate) Lodewijck has been the chief librarian and keeper of the cult's lore for the last 40 years or so. His ability to remember details far exceeds what one would expect from someone Lodewijck’s age. Lodewijck is also a busy man, very direct, and has little patience for people who waste his time.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
40%
36%
32%
37%
46%
62%
47%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
2
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, History, Magic, Necromancy +10%, Strategy/T Strategy/Tactics, actics, Theology), Channelling, Charm +10%, Common Knowledge (The Empire, the Wasteland +10%, Tilea +10%), Gossip, Heal +20%, Intimidate, Magical Sense, Perception +10%, Read/Write +20%, Speak Arcane Language (Magick), Speak Language (Breton, Classical, Estalian, Norse, Reikspiel, Tilean), Swim, Trade (Cartographer, Embalmer) Talents: Aethyric Attunement, Armoured Talents: Armoured Casting, Divine Lore (Morr), Lightning Reflexes, Linguistics, Petty Magic (Divine), Public Speaking, Quick Draw, Savvy, Seasoned Traveller, Suave
Combat: Magic: 2; 2; Divine Lore (Morr), Petty Magic (Divine) Armour (none) (none):: Plain black-hooded robe AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP: Weapons:: none (Unarmed, 1d10+0, Special) Weapons Trappings:: Raven medallion (under robes), a few books on a Trappings wide range of topic topics, s, Purse (with 3 Gu and 7 shillings) shillings)
OM02: Temple of Morr, The
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Oudgeldwijk
Impress Impr essions ions of Oudg Oudgeldw eldwijk ijk “The buildings on the other side of the bridge were bigger and more elaborate than those in the Winkelmarkt and marked by time and decay. Plaster was crumbling, paint flaking, and many of the once grand mansions they passed had clearly been subdivided into dwellings and offices. A faint air of decay seemed to hang over them all.”
Little better than one of Marienburg’s slum areas, this ward used to be the home of Marienburg’s nobility, but is now in a state of genteel poverty.
“A few hundred years ago the wealthiest merchants in the city lived here. But after the bridge was built the real money moved over the river, where there was room for bigger houses. Some of the families stayed, but the ones that did are struggling. Now half the houses are let and the rest are being circled by the speculators.”
OW
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Paleisbuurt
in the City. City. Anxio Anxious us to know the plans of the Directorate Directorate and each other, the embassies will often resort to any means to gain the information they need. Spies, agents and informationbrokers for every side and faction operate in Paleisbuurt; some serving several masters at once.
“It's actually not a bad place to live. The rich prefer Goudberg or Guilderveld, so most of the locals are bureaucrats or lawyers - and those snooty foreigners sticking their noses into our business.” “If you 're looking to study architecture, you can't do better than the Palace District. If you 're interested in government, try the 'Change instead.”
As one would expect, the Watch maintains a strong presence in Paleisbuurt. The central headquarters are located in a buildi building ng next to the High Courts. Black Caps there are responsible for guarding prisoners consigned to the cells under the courts, and for the security of public buildings. They have ample funds, and Headquarters maintains a large supply of firearms in case of civil disturbance. They even have several wizards under contract, whose magic is used for both investigation and enforcement.
“You can’t walk ten feet through Paleisbuurt without someone trying to buy or sell you secrets.” The Palace District is the centre of Marienburg's official government. A showcase for the city's success, generations of rulers - both Barons and Directors - have lavished money here. Many of the government buildings are architectural gems and students come from as far away as Araby to study the works of the continent's greatest architects. It's also the site of the famed Tivolo Gardens, a rare square of urban parkland that's constantly maintained by a small army of groundskeepers paid for by the Staadtholder.
Paleisbu Pale isbuurt urt Locat Locations ions P01: The Mariusplein P02: The New Palace P03: Tivolo Gardens
During the day, Paleisbuurt teems with people who are either in the government, or who have business with it - all classes of Marienburgers have reasons to come here at one time or another. Many, if not most, are headed to the High Court: the lawyers to try their cases, the defendants to plead their innocence, and their families to worry. Others seek audiences with the officers of the Stadsraad or even the Staadtholder himself - Marienburg has a long tradition of its rulers being accessible to the people.
P04: Stadsraad P05: Office of Clerks P06: Civic Offices P07: City Records Office P08: High Court P09: Watch Headquarters P10: State Docks
The ward is much quieter at night. The residents are mostly bureaucrats and lawyers who go home after a busy day to spend a quiet evening with family or exchange visits with friends. Rents for flats in areas off the main canals are actually quite reasonable. But the placid veneer hides subtle intrigue, for the offices and embassies in Paleisbuurt hide secrets that draw spies like Skaven to Warpstone.
P11: Temple of Manann P12: The Fog Walkers P23: The Alderman's Alehouse P34: The Gull and Trident P66: Embassy Row Nipponsstad
Paleisbuurt is also home to the exotic sights of Embassy Row, where the governments of all the Powers of the Old World and beyond maintain official representatives to guard their interests
P
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Impressi Impr essions ons of Pal Paleisb eisbuurt uurt “Where foreign embassies jostled for position with one another and with the residences of the wealthiest merchants of the city. Who, it seemed, formed the government of the place, or at least the richest ten did.” “The Paleisbuurt was the least congested part of the city he’d seen so far, the streets broad, and many of the houses had modest gardens around them. That had seemed impressive enough at first sight, but even this profligate use of the city’s limited space was eclipsed by the largest open area he’d seen since his arrival in Marienburg. The square in front of the Staadtholder’s palace was wide enough for a company of soldiers to have drilled in without difficulty, unless they got tangled up in the large ornate fountain in the centre of it encrusted with dolphins and other sea life.”
The Th e Co Comm mmis issi sion on of De Defe fenc nce e In addition to the Staadtholder, this five-member commission comprises some of the more experienced military minds (so one would assume from the way the five talk about themselves) in Marienburg. The primary task of the Commission is to develop strategies for the overall commander (the Staadtholder) to carry out in times of war. Since Marienburg hasn't officially been at war since 2429 I.C., this Commission has found few reasons to meet. A secondary task of this Commission is to oversee the various law enforcement and city defence groups that operate in Marienburg. Directly reporting to the Commission are the Lord Harbourmaster Odvaal van Huister, the Watch Commandant General Escottus van Haaring and Captain Jacopo D’Arezzo of the Red Talons, who also commands the City Militia in times of war. The much decorated (and tradition bound) Admiral Klaus van der Donkerwasser is the current Protector of the Wasteland (a title van der Donkerwasser has chosen for himself as it sounds more impressive than “Chair.” It also happens to be one of the Staadtholder's titles, but since neither can command comm and a toy boat in a canal...)
P
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Mariusplein
The Mariusplein is one of the few large open areas in the city: a wide plaza dotted with some modern and controversial examples of Tilean sculpture – such as Leonardo’s controversial young nude Sigmar and Grottio’s busty woman with no arms. At the centr centre e of the square is an elabor elaborate ate fountain encrusted with ornate carvings of dolphins and other sea life.
Mariusple Mariu splein in Locat Locations ions The following locations are located around the Mariusplein. P02: The New Palace P03: Tivolo Gardens P04: The Stadsraad
Mother Moth er Gee Geertruid rtruida, a, Street Street Pre Preache acher r
P05: The Office of Clerks
Zealot (ex-Camp Follower)
P06: The Civic Offices
“I can read your mind! I can see it in your eyes! I can smell your thoughts and they are of darkness and sin! Do not deny it! You harbour wickedness in your heart. Envy! Greed! Depravity! You lust after that woman, don’t you?”
P07: The City Records Office
“Do not deny it! You have the weakness of man! Look to the greatest one to forgive you and strengthen you! Pledge yourself to the archetype of humanity! Give your worship to great Ulric and he will put stone in your heart and make you stand upright! Like a real man! Do not deny it!”
P08: The High Court P09: Watch Headquarters P10: The State Docks P11: Temple of Manann
One of the more colourful colourful stre street et preachers preachers to be found in the Mariusplein, Mother Geertruida is a fanatical worshipper of Ulric who occupies a spot outside the Stadsraad. From where she preaches the worship of Ulric and harangue passers-by for their heathen beliefs.
P02: Mari Mariusplei usplein, n, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Her son Jasper is always found standing mutely beside her, clutching a book of prayers to the Wolf God.
The Th e Co Comm mmis issa sari riat at of Pu Publ blic ic Wor orks ks an and d Reclamations
Main Profile
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Skills: Academic Knowledge (Theology), Skills: (Theology), Animal Care, Charm, Charm, Common Knowledge (The Empire, the Wasteland), Gossip, Haggle, Intimidate, Perception, Read/Write, Search, Sleight of Hand, Speak Language (Kislevarin, Reikspiel), Trade (Cook) Talents: Flee!, Hardy, Public Speaking, Seasoned Traveller, Talents: Specialist Weapon (Flail), Street Fighting, Strong-minded, Very Strong
Combat: Armour (Light): (Light): Leather Jack and Wolf Fur Mantle
The Commissariat of Public Works and Reclamations is charged with maintaining the canals, the great floodwall and the breakwater. Headed by the Dwarf Waltonius Joken Fooger, a cousin of Director Fooger, it is the source of large contracts for the city’s labour guilds and architects. Though hotly denied by the commissariat’s public relations office, it is an open secret that Commissioner Fooger favours whoever gives him the last and best bribe, which has led some to call him “Goldbeard” behind his back. The current secretary of the Commissariat is Hunfrid Glibberig, a drinking buddy of Crispin van Haagen who sees to it that his friend always benefits from his less-thanethical business practices. The Commissariat has developed a bad reputation within the city, as most of the approved Commission projects (few as they be) are completed late and well over budget. In a number of cases the workmanship has also been distinctly shoddy. In the case of the high priority projects (such as the sea wall maintenance) which are vital to Marienburg, the Directorate now handles the entire process itself instead of delegating to the Commissariat.
AP:: Head 1 (5), Arms 1 (5), Body 2 (6), Legs 0 (4) AP Weapons:: none (Unarmed, 1d10+1, +10% to Hit, Special) Weapons Trappings: A Necklace Trappings: Necklace of Wolf’s Teeth, Teeth, Purse (with 1d10 shillings and 1d10 pence)
P02: Mari Mariusplei usplein, n, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The New Palace “Looks like a big wedding cake, doesn’t it?” Though its foundations were laid nearly 1,000 years ago, Marienburgers typically call the home of the Staadtholder the “New Palace” , a refer reference ence to the time when the city’s ruling family lived in the fortress of Rijker’s’ Isle. The palace was begun under Baron van Buik in the late 16th centu century ry and served as the headquarters of the Bretonnian governor during the occupation. It was burned during the Bretonnian withdrawal and rebuilt with funds borrowed from the Merchants’ Association. Because of the role these loans played in the expansion of political liberty in Marienburg, the palace is also known as “Democracy’s Cradle.” Though the city has not been sacked sacked for 700 years, the New Palace still looks very much like a fortress: four stout towers guard the approaches, and the lone gate that pierces the keep wall is made of solid steel, forged by the Dwarfs of Karaz-aKarak and enchanted with guarding runes. An elite troop of the Black Caps under the personal command of General Escottus van Haaring guards the palace day and night, ready to smite any foe with their halberds and pistols. Of course, peace and prosperity have taken their toll on the venerable keep: the walls have been holed in many places with large, modern windows out of place in a defensive structure and, on the north, a great unfortified unfortified chapel chapel and banqu banquet et ball were added by Staadtholder Willem van Tafte “the Corpulent” in the last century. The watchmen spend more time chasing away beggars than invaders, and one of the towers houses a coop for Staadtholder van Raemerswijk’s prized racing pigeons. Still, this is the official centre of Marienburg’s government - the Directorate meets here in the Azure Gallery, while the Staadtholder hosts state functions here. It is also the offical headquarters for the Fog Walkers – so security is good, even though it is not obvious. There are secrets hidden here that could bring down more than one government in the Old World.
Sjef Ge Sjef Gerri rritse tse,, Cha Chambe mberl rlain ain of the Ballroom
Gerritse is secretly an extreme human chauvinist, and his dislike of non-humans has lead him to co-operate with the Knights of Purity, in spite of their dedication to the tenets of Solkan. He has used his influence to cover their trail after the recent assaults and arsons in Elfsgemeente, even to the extent of letting them use portions of the New Palace as a safe house. house. The damage to relations between Marienburg and the Exarchate would be enormous if it were ever discovered. Sjef Gerritse knows the staff of the New Palace thoroughly and he despises them as much as they hate him. Agents seeking access to the Palace’s social functions know to drop him a few guilders if they want admittance. This makes him unusually knowledgeable about who’s who in Marienburg’s espionage community. While he has few true friends, he avidly cultivates relationships with the Ten and other power figures in Marienburg, such as Speaker Gyngrijk. At Gyngrijk. At the same time, many among Marienburg’s would-be elite seek his favour to advance their own standing. standing. When he ventu ventures res out of the Palace just to relax, he can be found at the Gull and Trident, at his private table. Gerritse is well liked and trusted by the Staadtholder. Playing on this, Sjef is manoeuvring to become the Staadtholder’s permanent secretary, coveting the unofficial power of the position. However he has no idea of the current holder’s true position posit ion as head of the Fog Walkers, a blind-spot blind-spot likely to be fatal to his plans.
Main Profil Profile e
WS
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40%
33%
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37%
41%
32%
45%
48%
Secondary Profile
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13 13
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Skills: Academic Knowledge Skills: Knowledge (Genealogy/Heraldry), (Genealogy/Heraldry), Blather +10%, Common Knowledge (The Wasteland), Dodge Blow, Drive, Evaluate +10%, Gossip +10%, Haggle, Perception, Read/Write, Search, Sleight of Hand, Speak Language (Reikspiel), Trade (Cook)
Valet (ex-Servant) “Yes, of course I can get you into the Geheimnistag Ball, my dear, but whether it’s as servant or guest depends on the quantity and nature of the favours that you’re prepared do for me.”
Talents: Acute Hearing, Dealmaker, Talents: Dealmaker, Etiquette, Fleet Fleet Footed, Luck, Very Resilient
Slightly under medium height, Sjef’s thinning thinni ng sandy hair is hidden under a powdered periwig. Watery grey eyes peer disdainfully from behind a monocle when dealing with a social inferior, but are humbly lowered in the presence of Marienburg’s elite. His skin, though treated with the finest cosmetics, is showing his middle age and the effects of his dissolute lifestyle.
Combat: Armour (none) (none):: Fine clothes in the livery of the New Palace AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings : Keys to the rooms of Van Tafte’s Wing, Staff and Trappings: Orb of Office, Tin of Imported Snuff
Greed and cynicism are the guiding lights in Sjef’s life. Starting as a kitchen servant, through a creative combination of gossip, backstabbing, flattery and pandering he has risen to be the arbiterr of who gets accepted arbite accepted to Cour Courtt social life, and who is left outside. A born petty tyrant, few make that final leap to high society without paying his toll. A well-placed rumour from Sjef can make or break any social climber’s season.
P02: New Palace, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Stadsraad “I hear that the Sergeants-At-Arms have been ordered to keep the noise from the fights in the Burgherhof to a minimum, lest the shouting wake up the sleepers in the Rijkskamer.” Opposite the New Palace across the famed Tivolo Gardens sits the magnificent Stadsraad, Marienburg's city council and the Wasteland's parliament. Built in a flush of municipal pride after independence, the building is a gaudy triple-domed structure of cream-coloured stone decorated with Tilean columns and gold trim, with a massive flight of stone steps leading up to its entrance doors. Atop the domes of the two Chambers are regal statues of Marius, while surmounting the central dome of the great atrium is a gilded statue of the city's symbol, a mermaid holding a sword and a bag of money. The building sits on the west side of the plaza known as Mariusplein,, which is dotted with marble statues in the Tilean Mariusplein style and bordered on one side by the New Palace and a smaller smal ler temple to Manann, and on the other side by the High Court, the Inns of Court, and various civil offices including the City Records Office. Opposite it, the Grand Sweep stairs lead down to the Reik's edge and the docks where important visitors are given a state reception. The central chamber of the Stadsraad is an atrium, with a vast mosaic of the city-state's symbol inlaid in its floor. In niches surrounding the chamber, statues to most of the gods bear eternal watch over Marienburg's fate and receive the prayers of the Chief Priest of Verena, Leontine Tolenaar, at the opening of the first session of each new year. Perhaps unsurprisingly, both Ranald and Sigmar are conspicuous by their absences. The Burgerhof is a smallish chamber, with tiers of benches on either side of the central aisle, at the head of which is a dais that holds the desks of the clerks and the throne of the Speaker. The Burgerhof is the scene of lively debates as the members of the various factions hurl questions and sometimes rotten vegetables at each other - the junior members, called “backbenchers” , are especially especially enthusiastic enthusiastic hurlers. hurlers. A door to the side of the Speaker's dais leads to the Burgerhof library and offices, including the office of Speaker Gyngrijk himself. The Rijkskamer is much more spacious and comfortable, as befits the senior Chamber. There are chairs, not benches, and they are cushioned in velvet. It is also much cleaner, since the honoured members prefer polite debate to chucking cabbages. When called into session by the Staadtholder, the Rijkskamer becomes a sea of colours and courtesy, with each member dressed in splendid robes and wigs and gracing each other with flowery speeches. It meets rarely, however, and the staff spends much of their time dusting and polishing on the off chance that someone might unexpectedly want to use the place.
Nieu Ni eut t Gy Gyng ngri rijk jk,, Sp Spea eake ker r of th the e Bu Burg rger erho hoff Demagogue (ex-Litigant, ex-Student) “How're ya doing? Good to see ya! Always glad to meet the people!”
“Sure. I feed the people dreams. But their dreams might one day put me in the Staadtholder's chair. Want some taffy?” In his forties, of medium height and portly build. His bright grey eyes seem welcoming and cheerful, though a piggish squint reveals the calculating, selfish personality within. In a city that specialises in back-room deals, Speaker Gyngrijk is the consummate mass-politician. He rose from a middle-class family in Noordmuur and quickly gained a reputation as a firebr firebrand and orator for the right rights s of the working man in Marienburg's courts. But he is not an idealist – rather, he desires power and money. Since his birth denied him the advantages of the rich, he pragmatically created his own power base: the resentful and unsophisticated who seek to blame others for their own troubles. His success brought him to the attention of the Directorate. But, instead of arranging a anonymous trip to Rijker's for him, they played on his venality and came to a mutually beneficial arrangement: he would become their creature, especially of the van de Kuypers faction. He would use his considerable skills to protect their interests in the Burgerhof, and they would see he enjoyed the perquisites he had always wanted. For the past seven years, he has served them well. But Nieut isn’t satisfied satisfied to be the cats cats-paw -paw of Jaan van de Kuypers. He's set his eyes on the greatest prize of all - he wants to be nothing less than Staadtholder of Marienburg. The Speaker has regular contact with all the Directors, especially van de Kuypers, van Haagen and de Roelefs. Recently, his contacts with the de Roelefs family has taken on a more intimate intimate tone, as he has recen recently tly begun to pay court to Clotilde de Roelef's niece, Clara, who has just reached marriageable age. Nieut Gyngrijk has become a regular visitor to the Rood Haan Paleis in Oudgeldwijk. Director de Roelef herself is considering the match, since it would bring the Speaker's considerable public appeal into the anti-van de Kuypers faction. Clara's opinions are unknown. Speaker Gyngrijk makes frequent visits to working-class neighbourhoods of Marienburg, where he “presses the flesh” and lets everyone know he's in the common man's corner. He's especially popular in Kruiersmuur. Understandably, the Elves and Dwarves are quite cool to him. Someone, though, actively dislikes him. Recent rumours and suspicious happenings have convinced him that someone wants him dead. But who? Taking no chances, he has engaged Marquandt's Escort Service to provide a round-the-clock bodyguard.
P04: Stadsraad, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Medallion Meda llion of Offic Office e
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Academic Knowledge: Knowledge : History
41%
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Powers: When worn, attacks made against the wearer of Powers: this medallion have their damage reduced by 1. This reduction applies against effects that normally ignore armour. Additionally, the wearer of the medallion gains Poison Resistance (10), giving them a +10% bonus to any Toughness Test to resist the effects of Poison. This stacks with the Resistance to Poison Talent (and similar racial abilities), but not with Poison Resistance provided by other Items. Finally, when worn, this medallion glows faintly green when within six inches of any source of Poison. Observer’s can detect this on a successful Perception Test, which is automatically successful if they are deliberately observing the medallion for this purpose.
Secondary Profile
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Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, History, Law +20%), Blather +10%, Charm +20%, Command, Common Knowledge (The Empire, the Wasteland), Consume Alcohol, Gossip +20%, Haggle +10%, Intimidate, Perception, Read/Write, Search, Secret Language (Guild Tongue), Speak Language (Classical, Eltharin, Reikspiel +10%) Talents: Acute Hearing, Etiquette, Talents: Etiquette, Dealmaker, Dealmaker, Public Speaking, Master Orator, Savvy, Street Fighting, Streetwise, Suave, Super Numerate, Very Resilient.
Combat: Armour (Light): (Light): Speaker’s Robes AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) , and reduce AP all Damage by 3
History: A wide, copper History: copper medallion, emblazone emblazoned d on the front with the symbol of the Burgerhof, and hall-marked on the back by its Cathayan maker. The amulet is designed to protect the wearer against the simple modes of assassination, which political enemies might employ.
Weapons : Dagger (1d10-1), concealed Pistol (1d10+4, Range Weapons: 8/16, Reload 2 Full, Impact, Unreliable, 10 Shots) Trappings: Medallion of Office, Sceptre of Office, Ring of Trappings: Mastership of Litigants League, Bag of Saltwater Taffy
P04: Stadsraad, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Honourable Company of Lamplighters and Watchmen - The Black Caps The Black Caps Headquarter Headquarters s is in a large building building in the Palace District near the High Court. Typically, though, each barracks is left to handle its own affairs. Ward Captains only request help from Headquarters when a case requires specialised investigators or resources. An elite troop of the Black Caps under the personal command of General Escottus van Haaring guards The New Palace itself.
Typi Ty pica call Bl Blac ack k Ca Cap p Watchman Black Hats walk the street in pairs, walking a regular “beat” and any trouble in most of the safer districts can result in a pair of Black Hats showing up in 1d5 minutes. When cracking down on groups, Black Hats gather into teams of 1d5+5 Black Hats led by a sergeant. Black Hat headquarters are at watch posts placed in key locations throughout the city, with the richer wards the most and the poorer having the least or none at all. Commanding a watch post is a sergeant who oversees four to twelve watchmen. Most Black Hats are native Marienburgers, but in ethnic neighbourhoods may draw from Empire folk, Bretonnians, Estalians, and so on.
Main Profile
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Skills: Academic Knowledge (Law), Common Knowledge Skills: Knowledge (the Wasteland), Dodge Blow, Follow Trail, Gossip +10%, Intimidate, Perception, Ride, Search, Speak Language (Reikspiel)
The Th e Bl Blac ack k Ca Caps ps Officially known as the “Honourable Company of Lamplighters and Watchmen” , Marienburg’s City Watch is best known for the distinctive floppy, black hats they wear. The Black Caps are organised into Watch Barracks, one for each of the wards and boroughs of Marienburg (except for the foreign ghettos, which are under the jurisdiction of a barracks in a neighbouring area, and the lawless Doodkanaal, which has no permanent Watch presence). The size of each barracks varies from ward to ward, depending on the area covered and its local character. Small, relatively peaceful areas like Schattinwaard have a correspondingly small presence, while Suiddock rates the largest Watch presence in the city and a barracks that looks like a fort. Watch posts are placed at strategic points in each of the city’s districts. Each post is manned by anywhere between two and twelve Watchmen, depending on the Ward Captain’s judgement. The staff of each post are responsible for patrolling their area and enforcing any laws and bylaws, referring serious crimes to higher authorities. In some areas, these patrols are supplemented by citizen volunteers who help by lending numbers to the Watch patrol and acting as impartial witnesses. In poor quarters like Suiddock or the foreign quarters, anyone doing this is seen as little better than a traitor and a spy, and had better not be caught alone near a convenient canal. The Black Caps also form the core of Marienburg’s militia. The law requires that each Ward provides a certain number of volunteer crossbowmen to fill out the ranks of the Watch in times of emergency. However, since the secession of the Wasteland from the Empire, the city has come to rely more on mercenaries and the Watch’s militia roles have atrophied.
Talents: Acute Hearing, Coolheaded, Hardy, Talents: Hardy, Street Fighting, Strike Mighty Blow, Strike to Stun
Combat Armour (Light): (Light): Leather Jack with uniform and distinctive Floppy Black Hat AP:: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3) AP Weapons : Bludgeon (Hand Weapon, 1d10+3), Dagger Weapons: (1d10+0), Unarmed (1d10+0, +10% to Hit, Special) Trappings: a Lantern on a Pole, a Flask of Lamp Oil, several Trappings: punks of wood and muffers, Purse (with 1d5 shillings and 1d10 Pence)
P09: Honourable Company of Lamplighters and Watchmen, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Temple of Manann The Paleisbuurt temple of Manann is located upon the State Docks, across the Mariusplein from the Stadsraad and alongside the Grand Sweep. Used by members of the Burgerhof and Rijkskamer alike to public show their devotion to Marienburg’s most powerful cult, the temple is often showered with expensive gifts and donations. Gilded pillars line the walls, while the great stained glass windows show famous moments in the lives of various saints. As with most temples of Manann, the building is shaped to resemble an anchor, with the alter and gilded statue of Manann at the anchors point. As well as rows of pews for the worshippers, a row of privates boxes runs around the balcony of the building, which are owned by the more wealth members of the Rijkskamer. Each of these has a door of rosewood, carved with appropriate nautical scenes from their family history. The temple has a single bell tower, in which hangs a bell said to be taken from a Bretonnian Galleon captured in the aftermath of the L'Anguille occupation. Named the “Cloche le Véloce” , the bell is rung every hour during daylight and can be heard across the Mariusplein and beyond.
Woute outer r Ber Berkhout khout,, Stads Stadsraad raad Conf Confesso essor r Prelate (ex-Initiate, ex-Priest) Affectionately known as ‘Old Wouter’, Wouter Berkhout is head of the Paleisbuurt Temple and official confessor to the Stadsraad. Wouter is known for giving long sermons, and is often called upon to speak at official official events. An elderly man with long silve silver r hair,, he appears as an aged version hair version of his patron god. As far as the higher clergy in the Cult of Manann are concerned, Wouter’s main role is supporting Camille Dauphina’s position on the Directorate. As the confessor to the Stadsraad he is the senior member of the clergy within the building and could reasonably expect to heavily influence the Burgerhof votes. Unfortunately, the ageing Wouter regularly finds himself outmanoeuvred by those loyal to Jaan van de Kuypers and consequently unable to expand the church's role
in the city's governance. His ineptitude at diplomacy have lead some of his colleagues to refer to him as “Old sardine-fingers” behind his back.
Main Profil Profile e
WS
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38%
39%
35%
43%
47%
49%
63%
71%
Secondary Profile
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16 16
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Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Genealogy/Heraldry, Genealogy/Heraldry, History, Law, Theology+10%), Blather, Channelling, Charm +10%, Common Knowledge (Norsca, the Wasteland), Gossip +10%, Heal, Intimidate, Magical Sense, Perception, Performer (Storyteller), Read/Write, Ride, Row, Sail, Secret Language (Guilder), Speak Arcane Language (Magick), Speak Language (Classical, Norse, Reikspiel), Swim, Trade (Shipwright) Talents: Armoured Casting, Talents: Casting, Etiquette, Lightning Reflexes, Reflexes, Linguistics, Master Orator, Petty Magic (Divine), Public Speaking, Schemer, Seasoned Traveller, Strike to Stun, Stout Hearted, Strong-minded, Suave, Super Numerate
Combat: Magic: 1; 1; Petty Magic (Divine) Armour (none) (none):: Best Quality Blue Vestments AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) , and reduce AP: all Damage by 3 Weapons:: Quarterstaff (1d10+1, Defensive, Pummelling) Weapons Trappings : The Shark's Tooth , Holy Symbol of Manann, Trappings: Prayer Book, Writing Kit, Purse (with 6d10 Gu and 4d10 shillings)
The Sha Shark rk's 's Too ooth th Academic Knowledge: Knowledge : Genealogy/Heraldry Powers : When worn by a follower of Manann, attacks Powers: made against the wearer of the Shark's Tooth have their damage reduced by 3. This reduction applies against effects that normally ignore armour. armour. Additionally Additionally,, when dealing with people who venerate Manann, the wearer gains a +10% Bonus to Charm and Command tests. Note that most Old Worlders venerate all the gods to some degree, even acolytes of other faiths. History: This enormous tooth, carved with Manann's fiveHistory: pointed point ed crown and hung from a golden chain, chain, is said to have come from a gigantic shark sent by the evil god Stromfels to terrorise the people of Marienburg. The shark was reputedly slain by collision with a merchant vessel, and ever since one of its teeth has been worn as a symbol of the city's devotion to the sea god.
P11: Temple of Manann, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Fog Walkers “You can't walk ten feet through Paleisbuurt without someone trying to buy or sell you secrets.” The Fog Walkers are unique within Marienburg in that they answer directly to Staadtholder alone, not even the Directorate has access to them. In a side room accessed only through the Staadtholder’s Office in the New Palace sits the permanent secretary, officially known as the Steward of the Palace. He is actually the head of Marienburg's intelligence service, the Fog Walkers. Quiet and unassuming in public, few outside the Directorate know his real job: to gather information and take covert action against all internal and external threats to Marienburg's position. He maintains an extensive network of spies and informants throughout the Old World and Marienburg itself; even, it's said, in the mansions of the Directors. He makes daily reports to the Staadtholder. In a city of secret deals, information is worth more than gold. The Fog Walkers are organised in such a way that most agents only know those below them in the hierarchy and their immediate superior. This ensures that no lowly operative can ever know enough to truly damage the organisation. It does, however have the side effect that it is difficult to co-ordinate different sections of the agency. While officially based within the New Palace, Palace, most of the ‘real work’ is done from a base of operation hidden in the basement of the Universell Exportieren merchant house, on the Suiddock’s South Bank.
Maximilli Maxi millian an ‘Max’ Verbe erbelt, lt, Fog Walke alker r Human Spy, ex-Rapscallion, ex-Gambler “You’re in up to your neck, but we can make a deal.”
Main Profil Profile e
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54%
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Secondary Profile
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Skills: Blather, Charm +10%, Common Knowledge (The Skills: Empire, the Wasteland), Consume Alcohol, Disguise, Dodge Blow, Evaluate, Gamble +10%, Gossip +10%, Lip Reading +10%, Perception, Performer (Actor), Pick Lock, Read/Write, Search, Secret Language (Guild Tongue, Thieves' Tongue), Secret Signs (Thief), Sleight of Hand +10%, Shadowing, Speak Language (Bretonnian, Reikspiel, Eltharin), Swim Talents: Ambidextrous, Dealmaker Talents: Dealmaker,, Etiquette, Excellent Vision, Flee!, Fleet Footed, Linguistics, Public Speaking, Quick Draw, Streetwise
Combat Armour (Light): (Light): Leather Jerkin and Good Craftsmanship Clothing AP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP: Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings:: Variety of Disguises, 4 doses of Belladonna, Trappings Purse (with 75 gu)
One of the most competent Fog Walkers, Max has come a long way since his lowly beginnings in an Altdorf slum. Taught how to play cards by his grandfather and blessed with a luck streak he became an accomplished gambler. gambler. After changing his name to something far more stylish, he travelled the Empire and ended up in Marienburg where he was recruited by a criminal gang. In a scam that resulted in the robbing and ruin of a Merchant he was betrayed by his comrades. However, they left him with a pile of 'usel 'useless' ess' papers. papers. With the information information contained contained in these he was able to scam and con people for years. To Max the game was far more important than the rewards and his schemes became complicated. This wasn't to last and he was arrested red-handed. Luckily for him, his captors were Fog Walkers, who recruited him. In the training and service that followed he proved himself a natural. His speciality is gaining information on the Great Families Famil ies of Mari Marienburg enburg and it is to his credit that he rema remains ins virtually unknown to them. Max is a very capable and dangerous enemy. He will never be a friend, except where it benefits the Fog Walkers directly. When not in disguise, he dresses simply and always in black. His hair is short and his face thin, with a small scar on his neck from a bullet hole. However, this is easily disguised with make-up.
P12: Fog Walkers, the
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Gull and Trident “If I may advise you, take your honeymoon in Marienburg; at the dull and Trident Inn. It’s in the best part of town: you’ll have a beautiful view of the river and be near all the finest theatres and shops. The food is superb, too. All prepared by Wilhelmina Thistledown, the owner. Many couples go again and again. Why, I book one Altdorf couple three times a year."
sausages? I see… (in a whisper) Right! I'll see you in the coach house, ten minutes. Make like you're going to the garderobe. And don't forget to pay for breakfast. You wouldn't want to upset Egbert, would you, dearie?"
In a city known for its attractions, with its many inns and hostelries catering to travelling merchants and even tourists, one of the best and best-known is the Gull and Trident, owned and run by Wilhelmina Thistledown. It's in Paleisbuurt, west of the Hoogbrug Bridge. Bridge. Her bed and breakfast is very popular with both travellers and locals. A double-wing, two-storey structure built along the bank of the Rijksweg, it boasts very comfy rooms, excellent food, and a magnificent view from its terrace. Coaching and riverboat agents from as far away as Talabheim and Nuln recommend it to their clients, and it's nearly always booked months in advance.
Heavy, round build, barely 4’ tall. Looks like everyone's grandmother. Rosy checks, greying hair tied up in a bun. She admits to being "not a day over 75, dearie."
Of course, that's understandable when one of the most popular hotels in Marienburg is also a front for the biggest fencing operation between Erengrad, L'Anguille and Altdorf. Many local thieves come to the inn for its celebrated breakfast, and order the "special gull-meat sausages" - a signal that they have something to sell. Staff will always tell them that there’s a delay of between five and thirty minutes, which is actually how long they should wait before leaving leaving their table and going to the inn's coach house. There they will be met by Egbert the blacksmith/bodyguard and Aunt Mina, who will be smoking the foul cigar she always lights when doing business. Mina will always give good prices, typically about 35% of value, or 30% if the item is particularly "hot" . A successf successful ul Haggle test will add 5% to the price she is willing to pay. She will insist that the client stay and pay for breakfast "A working man must keep up his strength, dearie," she says. Some of the newlywed couples and tourists who stay at the inn are actually agents representing the biggest gangs in the Empire and Bretonnia. They come to see what's available or by special invitation of Aunt Mina. Stolen goods are sold at roughly 60% of street value, or more if the item is well known or several gangs are bidding for it. A successf successful ul Haggle test will reduce her selling price by 5%. Many clients make regular trips several times a year. Individuals new to Marienburg can hear of the Gull and Trident through contacts when they try to sell or trace stolen goods. Perhaps they will be visiting the inn for its famous breakfasts and become suspicious when two or three men all order gullmeat sausages and then disappear for a time. They might order it themselves and then be surprised when the sausages don't arrive but Egbert - who has no sense of humour at all – comes to find who's been wasting their time. Aunt Mina can also be a source of training to would-be Fence's, or a conduit to a meeting with Adalbert Henschmann. Henschmann. He will be less suspicious of anyone referred by her.
A protective, doting woman. Loves to feed people. Smokes cigars when alone or doing business. A sharp, competitive businesswoman who doesn't take nonsense from anyone. Aunt Mina has been able to operate for the past 15 years because of the special patronage of "Casanova" Henschmann. Years ago, when Henschmann was fighting for his life in the gang war that gave him control of the League League;; Aun Auntt Mina gave gave him shelter at a dangerous moment. Henschmann never forgot, and after he won he set her up in the Gull and Trident. She is under his special protection, and no one in his right mind would ever think of harming or double-crossing his "little mama" . Mina has contacts throughout the Marienburg underworld and beyond, both from her association with Henschmann and her reputation as a square dealer. On the rare times that Hugo Delftgruber gets Delftgruber gets out, he likes to come here to pay his respects. respects. Out of pity, Mina gives him extra portions for free. Hieronymous Deecksburg also occasionally eats here, though he has yet to stumble on the inn's secret. She has refused to buy her meat from Groenewoud's, as something "doesn't smell right to her nose" about the butcher butcher and and his shop.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
49%
33%
32%
27%
53%
47%
50%
53%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
2
4
0
1
0
Skills: Animal Care, Blather, Skills: Blather, Common Knowledge (The (The Wasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate +20%, Gamble, Gossip +20%, Haggle +20%, Perception, Search, Sleight of Hand +10%, Speak Language (Breton, Reikspiel), Trade (Cook) Talents: Acute Hearing, Cool Headed, Dealmaker, Talents: Dealmaker, Hardy, Hardy, Lightening Reflexes, Marksman, Savvy, Streetwise, Suave, Super Numerate
Combat:
Wilhelmin Wilhe lmina a Thistledo Thistledown wn – Inn Innkee keeper per
Armour (none): (none) : Practical Homespun Dress and Apron
Fence (ex-Burgher, ex-Servant) "Just call me Aunt Mina, dearie. You've come for breakfast? Perhaps you'd like to sit out on the terrace - you can see Rijker's Isle today. Now, what will you have? The gull-meat
AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Soup Ladle (Improvised, 1d10-1, Special) Weapons Trappings : Two or three recipes traded with friends in Trappings: Kleinmoot, d5 Lustrian Cigars (one usually lit)
P34: Gull and Trident, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Embassy Row “Of course they spy on us from their embassies - but at least we know where they’re doing it from.”
Hong Ho ng Fu Ch Chu, u, Ch Chao aos s Re Recr crui uite ter r
“The Black Caps could take some lessons about gallantry from those foreigners! Just last week I was walking home from St Arne’s when three hoodlums accosted me on Embassy Row and tried to steal my purse! My bodyguard ran off, the coward. But, out of nowhere, three guards dashed out from the Bretonnian embassy and not only recovered my purse, but left the blackguards trussed for the Watch. And the only reward they asked was to kiss my hand!”
Charlatan, ex-Entertainer) “Just as the dragon shows infinite colours, so Truth shows infinite faces. I shall show you the Truth in the infinite forms of Chaos.”
Embassy Row is a series of walled compounds near the Vreemdelingsvaart (‘Foreigner’s Canal’), north of the Mariusplein. Like the Elf enclave of Sith-Rionnasc’namishathir, each of the foreign embassies is considered extra-territorial - an area of foreign land, not Marienburg. Unlike Sith Rionnasc’namishathir, the territory is limited to the grounds around each mansion - and given that this is Marienburg, this isn’t much land at all. All embassies, however, are off-limits to the civil and military forces of Marienburg, who may only enter with the permission of the relevant ambassador. To do otherwise is considered an act of war. At the same time, Marienburg is responsible for the security of each embassy: when a recent riot broke out over some intemperate remarks by the Imperial Ambassador, Baron von Heinsoo, it was the Paleisbuurt Black Caps who had to keep the rioters from breaking down the gates. Not surprisingly, the Watch doesn’t appreciate having to break Marienburger heads to protect ungrateful foreigners.
Mutant Spy (ex-Cult Acolyte of Tzeentch, ex-
Hong Fu Chu is a little over five and a half feet tall, with a fat belly and a round, jowly, jowly, pock-marked face. His head is hairless, except for two long curly locks descending from his temple and a long thin moustache that hangs beneath his chin on either side. His robes hide the legs of a bird, covered in purple feathers to the backward knees and ending in yellow claws, a gift of mutation from his Chaotic Lord. A schemer and a deceiver deceiver,, his vile goal is to implement Lord Tsien-Tsin’s desires for change among the barbarians of this land. He is cruel the way a cat is, and enjoys offering his lord sacrifices by slow torture, ceremonies that sometimes last for days. Hong Fu Chu arrived in Marienburg about a year ago, bearing news that a new faction was in power at the Celestial Court; one devoted to the Lord of Change. The ambassador, a veteran of Cathayan politics, has accepted this without question or without having it further confirmed from his Emperor. Nor does he make mention of his new First Secretary’s unusual gait.
For all these rules of gentlemanly behaviour, though, Embassy Row is a focus for intrigue and espionage. Marienburg’s intelligence service, the Fog Walkers, both tries to find out what’s going on in each embassy, and guards against the spying attempts launched from each embassy. What’s more, various private interests (including the Houses of the Ten, the Elves of Sith Rionnasc’namishathir, and The League of Gentlemen Entrepreneurs) Entrepreneurs) hire freela freelance nce agents to ferret out the foreigners secrets.
Chu does not venture from the embassy, but has used its existing contacts with the Cathayan community to begin his master’s work. Slowly he is taking control of the underworld in Little Cathay, but is careful not to reveal his growing influence yet to Guan Lo Fat, the ghetto’s ghetto’s crime lord. He has also made discreet contact with another Tzeentch cult in the city, the Rainbow Flames, and is hatching plans to use their influence over Haam over Haam Markvalt to his own ends.
Not that the embassies themselves themselves are innocent victims. victims. All the legations employ spies to some extent. Some, like the Arabyans, rely on relatively open contacts with their kinsmen in their Marienburg ghetto to report what they’ve seen and heard. Others like the Bretonnians and the Imperials, run multiple spy rings, each unaware of the other and reporting to the embassy only through the most indirect means, if they are known to the embassy at all. Several embassies hire native Marienburgers as agents, and there are freelance agents who sell their skills and information to the highest bidder, or sometimes to several bidders, playing one off against another.
Main Profil Profile e
There are embassies for all the major powers of the Old World along the Vreemdelingsvaart: Araby Araby,, Bretonnia, the Empire, Kislev, Miragliano, Remas, Magritta and Bilbali. From farther afield, both the Monkey King of Cathay, and the Divine Sun of Nippon have recently opened formal relations, though their strange customs and impenetrable language make it hard for Marienburgers to divine their intentions. However, it’s clear that there is no love lost between the two delegations. Individuals are most likely to encounter the embassies, in one of two ways; either through dealings with their staff on their errands in Marienburg, or through involvement (willing or otherwise) with the web of plots that surrounds each and every one.
WS
BS
S
T
Ag
Int
WP
Fel
49%
46%
34%
43%
52%
54%
51%
60%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
3
4
4
1
0
0
Skills: Academic Knowledge (Astronomy Skills: (Astronomy, Daemonology), Blather +10%, Channelling, Charm +20%, Command, Common Knowledge (Cathay, the Empire, Nippon, the Wasteland +10%), Concealment, Disguise +20%, Evaluate +20%, Gamble, Gossip, Haggle, Hypnotism, Intimidate, Lip Reading, Magical Sense, Perception +20%, Performer (Actor +10%, Dancer), Pick Lock, Prepare Poison, Read/Write, Secret Language (Thieves Tongue), Shadowing, Silent Move, Sleight of Hand, Speak Arcane Language (Daemonic), Speak Language (Cathayan, Breton, Nipponese, Reikspiel), Swim
P66: Embassy Row
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Talents: Aethyric Attunement, Controlled Corruption, Talents: Coolheaded, Dark Magic, Dealmaker, Etiquette, Flee!, Inured to Chaos, Lightening Reflexes, Linguistics, Mimic, Night Vision, Petty Magic (Chaos), Public Speaking, Resistance to Magic, Savvy, Schemer, Seasoned Traveller, Sixth Sense, Specialist Weapon Group (Throwing), Streetwise, Suave Controlled Corruption gives Hong a -10% Penalty to gaining further Mutations, however when gaining a Mutation, Hong may roll twice and choose the result he wishes. Inured to Chaos gives Hong a +10% bonus to resist gaining further Mutations.
Mutation: Fear Points: 0 Bird’s Legs (x2): (x2) : Cosmetic Magic of Tzeentch: Tzeentch : Hong Fu Chu has a Pink Coral Ring containing the Bound Spell (Pink Fire of Tzeentch, CN 15, CT Half). With a successful Will Power test, he may attempt to cast the Pink Fire of Tzeentch spell as if he had a Magic Characteristic of 3. Unlike normal bound spells, Hong *must* roll all 3 Casting Dice when using this item. See Tome of Corruption for details of this spell.
Combat: Magic: 1; 1 ; Petty Magic (Chaos) The rules for Hong’s Petty Magic (Chaos) spells can be found in Tome of Corruption, if you do not have access to that book substitute Petty Magic (Arcane) Instead. Armour (none): (none) : Floor-length mandarin robes of the finest silk and Four-cornered tasselled hat Armour Points: Points: Head 0 (4), Arms 0 (4), (4), Body 0 (4), Legs 0 (4) Weapons:: Dagger (1d10-0) Weapons Trappings: Rings and Gems (worth 300 Gu), Collapsible Fan, Trappings: 4 Doses of Chimera Spittle
P66: Embassy Row
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Rijker's Isle
“Every time I sail into this bay, the first thing I see is that blasted prison, standing there like a watchman guarding his master's jewels. Damned if I can decide, though, though, if Rijker's stands guard against the foreign invader or against the Marienburgers' own worst selves.”
Rijke Rij ker’s r’s Isl Isle e Loc Locati ations ons R01: Rijker’s Isle Fortress R02: De Kasteel R03: The Hopeful Tower
Rijker's Isle has been occupied since the Jutones first came to the area, when they built a fort atop the Elven foundations foundations they had found there to serve as a refuge during times of war. Later, the Barons of Westerland took the island, then known as Verrepunt, and built a castle with substantial granaries that would enable it to hold out should the rest of Marienburg be overrun. When the Norscans and later the Bretonnians occupied Marienburg, its grim castle was the Barons' last redoubt - and no one has ever successfully assaulted it.
R04: The Cell Blocks
During the 17th century, Rijker's assumed its present role as both fortress and prison after the Barons moved their residence to a far more comfortable palace in the centre of the City. Since then, the prison has housed criminals convicted of the more serious offences, such as arson, rape, murder and smuggling. Here also are executions carried out, the keep's sombre bell announcing each one with thirteen chimes. With the extinction of the House of van Hoogmans and the independence of Marienburg, Rijker's Isle has come to serve a darker, more unofficial purpose. The City's directors, not trusting each other with command of the strategic fortress, invested hereditary governorship in the family of an exiled Bretonnian noble, Vicomte Louis de Beq. De Beq and his heirs have served the merchant families well, quietly imprisoning those whose “disappearance” has been desired for whatever reason. Rival heirs to family fortunes, victims of inter-house feuds, lovers who have cuckolded an influential husband, and foreigners deemed too dangerous to be free in their homeland have all spent years, sometimes even their whole lives, within Rijker's granite walls.
R
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Rijker's Isle Fortress “She's got a split personality, does Rijker's. The southern half's like any military camp, full of bustle bustle and life. But the north court, beyond the Wall, is as barren as the Waste and nearly as quiet. Nary a sound, 'cept for for the creaking of the gallows after the trapdoor has dropped out.” Occupying most of the island on which it sits, the fortress is built on a hexagonal plan with a keep at the east point and towers at each of the other corners. With battlements facing both in and out, the walls are 50 feet tall and 30 feet thick. The towers rise another 20 feet, and atop each is a brace of cannon meant to repel ships invading Marienburg harbour. Van Zandt's Wall, an internal barrier fifty feet high and fifteen feet thick divides the fortress into northern and southern halves. The southern half houses the quarters of Rijker's garrison, a battalion of 120 men that comprises gunners, mercenaries and men-at-arms. Here also are the homes of most of the prison's guards and jailers, though those few with families often prefer to reside in Marienburg itself and take the daily supply boat to and from the island.
Who's Who 's in cha charg rge, e, her here? e? The governors of Rijker's Isle ostensibly have command over the entire fortress-prison and all its mercenaries, jailers, and prisoners. Marienburg's Directors, however, were not so foolish as to trust just one man with such power. In fact, they have deliberately established a divided and overlapping chain-of-command to prevent someone with too much ambition from holding Marienburg hostage by choking off all overseas shipping. Under normal circumstances, the governor governor may may give any order he pleases and expect to have it obeyed. The Captain of the Guard, however, may countermand any order he feels harms the security of the fortress or Marienburg itself. The Guard Captain also reports weekly to the Staadtholder, who may issue orders in the name of the Directorate.
Visitors to Rijker's will find what seems to be a small, bustling village. The southern half contains the fortress' armoury, food stores, smithy and a workshop where trustee prisoners make reed baskets for sale in Marienburg. There is a chapel dedicated to Myrmidia, who is honoured by the mostly Tilean mercenary garrison, and Verena, patroness of Rijker's in its role as an instrument of justice.
The governor is not just a figurehead, though. Under the original grant to the De Beq family, the governor “shall have use of any and all resources necessary to maintain order and see that justice is served within the confines of the prison.” Every De Beq since the first has interpreted this to mean command over over the mercenaries, as well. Their will is enforced by the fact that the governors and their lackeys control access to the fortress's gunpowder stores and are the only ones allowed to distribute the monthly pay.
The northern half is almost the exact opposite, barren and paved in grey slate flagstones. Unoccupied most of the time, its monotony is broken by just a few features: the chapel to Morr where the condemned spend their last night in prayer, the great black iron doors in each of the three outer walls that lead to the cell blocks themselves, and the gallows in the courtyard's centre.
This confusion has lead to some frightful rows in the past, with orders being issued and countermanded one after the other. Happily, though, this has occurred only rarely. The current governor governor,, Ludwig de Beq, Beq, enjoys a good relationship with the mercenary Captain of the Guard, Jacopo d'Arezzo, and allows him considerable latitude in the day-to-day affairs of the fortress.
Jacopo D'Arezzo, Captain of the Red Talons
As far as the prisoners are concerned, the mercenaries are just distant figures high up on the walls, unless they happen to be pointing their crossbows down into the courtyard. Of more immediate concern are the wardens and the turnkeys, the jailers with whom the inmates deal on a daily basis.
Captain (ex-Mercenary, ex-Sergeant, ex-Duellist) “It is true, I am in the midst of danger every minute of the the day on that island: island: it is only with the knowledge that I shield such delicate flowers as yourself, signorina, that I can bear the strain.”
Chief among these, and second only to the Governor in authority over the criminals, is the High Warden of Van Zandt's Wall, Wall, the great wall that divides the fortress north and south. south. From his office office in the wall's gatehouse, gatehouse, the High Warden oversees the assignment of new prisoners to cells, the distribution of meals, processes the occasional release and orders any punishments short of execution. Prisoners hope never to see him between their arrival and release, for it almost always means some sort of severe punishment.
“Governor De Beq knows that I do my job well, and he is interested in his own only so long as it continues continues to profit profit him. It is a perfect arrangement.” Captain d'Arezzo is the epitome of a dashing, heroic officer - immaculately groomed, tall, with romantic brown eyes, a ramrod-straight back and the elegant movements of a panther. He is usually fashionably dressed, but not ostentatiously. He is a consummate professional and a man of action. While he may seem to be an incorrigible ladies' man, and obsessed with little else, he truly cares about his troops. First and foremost are the well-being of his brigade and the honourable fulfilment of his contract. While this includes the
R01
Under the High Warden are the wardens of the individual cellblocks, who each have an office just within the iron blockhouse doors. These are the only ways into and out of the buildings, and the wardens control all access. On every floor a turnkey holds the keys to the cells, passes passes out the food, collects individual prisoners when summoned, and supervises them in the courtyard during their weekly onehalf hour recreation period. Various other hirelings assist assist with the many menial tasks.
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld security of the fortress, he will not sacrifice any members of the Red Talons unnecessarily. In his free moments, he is also devoted to bringing joy into the lives of as many of the lovely young ladies of Marienburg as possible.
Main Profile
WS
BS
S
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Int
WP
Fel
67%
55%
51%
53%
50%
44%
46%
65%
Secondary Profile
A
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SB
TB
M
Mag
IP
FP
3
18 18
5
5
4
0
0
0
Skills: Academic Knowledge (Strategy/T Skills: (Strategy/Tactics actics +10%), +10%), Animal Care, Charm, Command +10%, Common Knowledge (Bretonnia, the Empire, Tilea, the, Wasteland), Dodge Blow +10%, Gamble +10%, Gossip, Intimidate, Perception, Read/Write, Ride +10%, Secret Language, Battle Tongue, Sleight of Hand, Speak Language (Reikspiel, Tilean+10%) Talents: Disarm, Etiquette, Lightning Parry, Master Gunner, Talents: Mighty Shot, Quick Draw, Rapid Reload, Seasoned Traveller, Sharpshooter, Specialist Weapon Group (Cavalry, Fencing, Gunpowder, Parrying), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Suave, Swashbuckler,, Warrior Born Swashbuckler
Combat: Armour (Heavy): (Heavy): Breastplate and Helmet over full Chain and Leather AP:: Head 5 (10), Arms 3 (8), Body 5 (10), Legs 3 (8) AP Weapons : Rapier (1d10+5, CV+1, Fast), Main Gauche Weapons: (1d10+3, Balanced, CV+1, Defensive), Pistol (1d10+5, Range 8/16, Reload Full, Impact, Unreliable, 10 Shots) Trappings: Rakish Broad-Brimmed Hat with a Feather Trappings:
R01
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
De Kasteel At the western end of the island sits the fortress's ancient keep, known simply as the Castle, or 'de Kasteel'. It anchors the curtain wall and the seaward end of Van Zandt's Wall. Its grim walls and turrets are built of a very dark stone quarried long ago in the foothi foothills lls beyond the Bitter Moors - sailo sailors rs refer to it as Marienburg's Black Eye. Once the home to Marius and his successors, it is now the residence of the prison's governors, the eccentric De Beq family. And sitting incongruously atop the Castle's highest tower is the dome and telescope of an observatory, the personal playroom of the current Governor of Rijker's Isle.
The Ho The Hono nour urab able le Lu Ludw dwig ig de Be Beq, q, Go Gov ver erno nor r of Ri Rijk jker er's 's Is Isle le,, Vi Visc scou ount nt of Mo Mont nt Villau Vil launes nes (i (in n ex exile ile) )
Skills: Academic Knowledge Skills: Knowledge (Astronomy +10%, Genealogy/Heraldry,, History Genealogy/Heraldry History,, Science), Blather, Charm, Command, Common Knowledge (Bretonnia, the Empire, the Wasteland), Consume Alcohol, Evaluate, Gamble, Gossip, Navigation, Perception, Performer (Storyteller), Read/Write, Ride, Secret Signs (Astrologer), Speak Language (Breton, Classical, Khazalid, Reikspiel), Trade (Cartographer) Talents: Coolheaded, Etiquette, Lightning Reflexes, Talents: Linguistics, Luck, Public Speaking, Savvy, Schemer, Specialist Weapon Group (Fencing)
Combat: Armour (none): (none) : Fine clothes in aristocratic Bretonnian fashion AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Rapier (1d10+2, Fast), Dagger (1d10+0) Weapons Trappings : Hand Sextant, various Astrological texts, Tin of Trappings: Snuff
Scholar (ex-Noble, ex-Astrologer) “It was an injustice! injustice! My ancestor was not dealing with slavers, he was setting a trap for them. them. My family was framed!”
“Ah yes, Mannslieb is in the sign of the Anvil, and a shooting star fell in the direction of Norsca. That means...What is it, Dietz? Time for a hanging? hanging? You see to it, I'm busy with important matters!” “Of course, Frau Helga, we can accept your 'guest' for as long as you like. No, no reason is needed: I'm sure a solid solid citizen such as yourself has excellent excellent reasons. And your gift of 500 guilders is most generous.” A portly, clean-shaven man in his early fifties, Governor Ludwig de Beq dresses the part of a Bretonnian nobleman and often dips snuff to punctuate his sentences. He is never without his ephemeris for his astrological studies. The Governor is a greedy man and regards the prisoners as animals. A devout snob, he is disdainful of those below him, while an unfailing toady to those above. De Beq is obsessed with seeing his family restored to the County of Mont Villaunes, and with astrology. All his actions, then, are geared towards gaining more money for the purchase of astronomical and astrological equipment, and for bribes to press his case in the Bretonnian Court. He also wants to have as little to do as possible with the day-to-day running of Rijker's, while enjoying all its privileges.
Main Profile
WS
BS
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T
Ag
Int
WP
Fel
40%
33%
33%
41%
47%
63%
55%
43%
Secondary Profile
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2
16 16
3
4
4
0
0
0
R02: De Kasteel
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Hopeful Tower At the opposite end of Van Zandt's Wall sit the Hopeful Tower, Tower, named with bitter humour for the view it gives of Marienburg and its bustling harbour. harbour. According to tradition, prisoners condemned to death or life in prison are taken to the top of this tower and given one last view of freedom, to remind them of the price of crime. The Tower also houses the gatehouse that serves as a residence for the prison's High Warden, and its portcullised arches form the main path between the inner and outer baileys. Among the prisoners, the gatehouse is known as Morrsgate.
Arhenn Arhe nniu ius s Vog ogt, t, Hi High gh War arde den n of Van Zandt's Zand t's Wall Judicial Champion (ex-Jailer, ex-Watchman, exSergeant) “What we have here is a failure to communicate. North of the the Wall, I am your god. Cross me, and you'll never see the sun again. Make me angry, angry, and you'll lose your worthless life on the gallows. YOU ARE LESS LESS THAN VERMIN! Is that clear enough for you?”
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
62%
39%
52%
51%
54%
40%
43%
44%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
16 16
5
5
4
0
0
0
Skills: Academic Knowledge (Law, Strategy/Tactics), Skills: Strategy/Tactics), Command, Common Knowledge (Bretonnia, the Empire, the Wasteland), Consume Alcohol, Dodge Blow +10%, Follow Trail, Gossip, Intimidate +20%, Perception, Search, Secret Language (Battle Tongue), Sleight of Hand, Speak Language (Reikspiel, Tilean), Swim Talents: Lightning Parry, Menacing, Resistance to Disease, Talents: Resistance to Poison, Savvy, Specialist Weapon Group (Entangling, Fencing, Flail, Parrying, Two-handed), Street Fighting, Strike Mighty Blow, Strike to Stun, Very Strong, Wrestling
Arhennius Vogt is a man of medium height, powerfully built with a barrel chest that is only just starting to turn to fat. His lined, craggy face sports an almost perpetual sneer. With his great mane of white hair, he looks like a prowling lion as he walks through the cell blocks. He has developed spitting into an art form. Vogt is cruel and autocratic, a consummate bully. Though he acts like a gentleman around outsiders, he loves to lord his power over the prisoners, and he exercises it in petty and often brutal ways. He also collects death masks of executed convicts, a collection he is most proud of. He is concerned with the maintenanc maint enance e of his little kingdom, kingdom, and the only fear he has is that he will lose control. To this end, he works to minimise the Governor's involvement, something De Beq makes quite easy.
Combat: Armour (none): (none) : Freshly pressed white Shirt and Breeches under a long black Topcoat AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP: Weapons:: Short Sword (Hand Weapon, 1d10+6) Weapons Trappings:: Walking Stick with a brass knob shaped like a Trappings skull
Vogt is not a wealthy man, and it galls him that Governor De Beq grows rich while he, Vogt, does all the work of supervising the prisoners. And he has come to realize that the power he wields over the inmates, however personally satisfying, will not feed him when he is old. Consequently Consequently he has begun selling parts from the corpses of executed criminals through a middleman to unknown buyers in Marienburg. Arhennius doesn't do this often, just one in four is all – sometimes a heart, sometimes the an arm or a head, sometimes the whole corpse. His death-mask collecting “hobby” gives him all the cover he needs to continue with his sordid trade, and his own brutal reputation is enough to keep the trustees who toss the corpse sacks into the sea from asking why some sacks feel lighter than others.
R03: Hopeful Tower, The
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The Cell Blocks Each of the three northern northern walls of the Rijker’s isle Fortress is a separate cellblock, with three floors to an individual block. Each block is cut off from its neighbour neighbour by the thick granite walls of the corner towers. These prevent communications between the prisoners of different blocks and prevent the occasional riot from spreading quickly. The fourth floor of the outer walls runs uninterrupted around the circumference of Rijker's, allowing for the quick, protected movement of troops and supplies. Beneath the groun Beneath ground d floor of each block lies a level of cells known generally as “the Crypts,” used for isolation and punishment. Inmates condemned to death, those sentenced by the courts for the gravest crimes that do not yet warrant the death penalty, and those who have committed some serious infraction of the rules are kept here. Convicts in the Crypts are not allowed even basic contact with outsiders. Their jailers are not permitted to speak with them or acknowledge their presence when they enter the cells to empty the waste buckets. Meals and water are passed through a panel in the bottom of the cell door, and their only light comes from the single candle they are given once a week. The prisoners are anonymous, referred to only by their block and cell number.
The Cult of Shallya, always interested in the possibility of reform, has also arranged that certain exemplary prisoners be made trustees with extra extra privileges. Most trustees work work in the prison workshops, where they make reed baskets or weave plain cloth for sale to City merchants. merchants. For their labour they are paid one shilling per week, which they may use to buy extra food, weak beer, or simply save against the day of their release. Trustees are also granted an extra hour per week of recreation time in the courtyard. On the other side of the coin, though, lies punishment for troublemakers. Minor infractions, like fighting with other prisoners, refusal to eat meals, and stealing from fellow convicts results in a loss of all privileges for at least a month. More serious crimes, such as attempted escape, repeated minor offences, striking a guard, or killing another prisoner can lead to transfer to the Crypts for as little as a month to as long as life. Killing a prison official inevitably means a hanging.
This anonymity is key to Rijker's unofficial role, for the Crypts are also home to the “disappeared,” those whom the Governor is holding at the request of someone powerful. No records are kept of their names; the Governor Governor and and the High Warden simply remember where they are should the time to release them ever come. Some have been in the Crypts so long that their existence has been forgotten by all save the turnkeys who bring them their meals. On the outer side of the third floor of “B” block, Rijker's northernmost wall, is another set of special cells, reserved exclusively for the “disappeared.” They are, however, far more comfortable in their furnishings, bordering upon the elegant. These are suites, with a sitting room, bath, garderobe and even a view of the endless Sea of Claws. Prisoners in these cells are usually of high station, their captors wanting them out of the way but not kept with the common lot. They are given the best food, and all their needs are met save those of companionship and freedom. In this regard, they are treated like the captives in the Crypts. The life of a prisoner in Rijker's Isle, if he is lucky, is described by just two words: hard and dull. Two prisoners normally share a cell five feet wide by seven feet deep. They are given two buckets, one that is filled with fresh water every day, and another that is used to hold bodily wastes. The jailers bring them two meals a day, a thin broth in the morning and a leek stew in the evening, to which is added chunks of mutton every Festag. Though generally confined to their quarters, the prisoners' cells have a small window that allows them a view of either the courtyard or the sea. There are breaks in the monotony, however. Thanks to pressure from the Cult of Shallya nearly a century ago, the prisoners are now allowed a weekly one-half hour recreation period in the northern courtyard. Many take advantage of the time to exercise and converse with inmates from other blocks, while others simply enjoy the view of the sky and sun unblocked by bars. Should the weather be bad or other adverse conditions exist (such as a riot), then the recreation time is cancelled and the inmates must wait till the next week.
R04: Cell Blocks, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Brother Broth er Mar Martin tinus, us, Pri Prison son Cha Chapla plain in an and d Priest Prie st of Shall Shallya ya Priest (ex-J (ex-Jailer ailer,, ex-Initia ex-Initiate) te)
“There is more wealth on this rock than in all the counting rooms of all the great houses: it lies in the souls of these poor wretches. What a waste and and a sin for them to just sit here and rot!” “Lady Shallya needs no formal chapel here. In whichever cell a man cries out for mercy or compassion, there you find her temple.” Brother Martinus is a young man, tall and strong. From beneath his tonsured hair, gentle, sympathetic eyes bring peace to everyone he meets. He always carries his prayer book and sling bag. Brother Martinus is kindly and dedicated, persevering in the face of impossible odds. He is driven to fight to reclaim lost souls,, and seek souls seeks s to bring about the reform of prison life and the elimination of the death sentence. At night, when alone, the enormity of his task often overwhelms him till he weeps and drinks himself to sleep.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
38%
34%
51%
38%
37%
45%
56%
52%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
5
3
4
1
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Law, Theology), Arcane Language (Magick), Channelling, Charm, Command, Common Knowledge (The Wasteland), Consume Alcohol, Dodge Blow, Gossip, Heal +20%, Intimidate, Magical Sense, Perception, Read/Write, Search, Sleight of Hand, Speak Language (Classical +10%, Reikspiel +10%), Trade (Herbalist) Talents: Armoured Casting, Petty Magic (Divine), Public Talents: Speaking, Resistance to Disease, Resistance to Poison, Specialist Weapon Group (Entangling), Strike to Stun, Suave, Swim, Very Strong, Wrestling
Combat: Magic: 1; 1 ; Petty Magic (Divine) Armour (none): (none) : Homespun White Robes AP:: Head 0 (3), Arms 0 (3), Body 2 (5), Legs 0 (3) AP Weapons:: none (Unarmed, 1d10+1, Special) Weapons Trappings:: Religious Symbol of Shallya, Prayer Book, Sling Trappings bag of bandages and herbal medicines
R04: Cell Blocks, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Rijke Rij ker’s r’s Isl Isle e The old turnkey took another sip of his beer and watched as the pair approached his table: they had paid his wife 15 guilders just to give him a message to meet them at the “Twin Nymphs” on Riddra. All the way home from the Rijker’s boat Hetta had nagged him to go to the meeting: she had already spent their gold to pay back rent and, besides, “it couldn’t hurt just to talk to them, could it?” The old man wondered. Both wore well-cut leather cloaks and wide-brimmed hats against the heavy rain, conveniently obscuring their faces in shadow. Pieter could see the hilts of their rapiers: that, and their fine dress, told him that he was dealing with wealthy men, and wealthy men usually had important enemies. “Oh, Gods,” he thought. What if Hetta had gotten him involved in a feud between the Merchant Houses? Perhaps he should just leave now. He would find some way to pay their money back. “Senor Pieter, the Jailer?” Too late and, Manann and Morr, foreigners at that! They were between him and the door: he might as well sit and hear them out. At least the cockfight at the other end of the tap room would keep people’s attention. Maybe no one would notice notice them. He took a long pull on the tankard and swallowed. “That I am,” he answered. “And you are...” “We are nameless, senor. An intelligent man such as yourself will surely surely agree that it is best this way.” The shorter one seemed to do all the talking. They sat, and the barmaid brought them deep red wine. When she had left, Little Man continued. “You are the turnkey of the dungeon level of Rijker’s Isle, and control access to the cells known as the ‘Crypts’. You are not a rich man, we know, and we would like to reward you for the help you will give us. Please, senor, accept this gift.” He placed a purse on the table. When he was sure no one was looking, Pieter palmed the purse and opened it. Even in the dim light, he could see the gleam of at least five twenty-guilder coins. One-hundred guilders, more than a year’s pay! The elderly jailer looked at his two companions, his eyes wide with nervousness. “I’ll not commit a crime,” he whispered. “Indeed not, senor, nor would we ask you to do so,” answered Little Man. “Just tell us of the prisoner in cell nine.” Pieter took another swallow of beer, more to hide his shaking hands than anything else. “I’ve got no idea who the old geezer in that cell is! I’ve worked in the Crypts for twenty years: he’s been there a lot longer, and he’s never said a word! He might be a prince held for ransom or just a poor man caught bedding a rich man’s wife. All’s I know is that someone powerful had him locked-up and the key thrown in the sea, and the less I know, the better, I says. You...you’re not plannin’ on breaking him out, are you? No one’s ever busted outta Rijker’s.” “No, of course not, my friend. But, tell me, does he bear any special mark?” At that, both the strangers leaned forward expectantly. “Aye,” said Pieter, “that he does. There’s the tattoo of a rose and an anchor on his left forearm.” The tall one sat bolt upright and hissed to his companion, “El duque verdad!” Little Man silenced his comrade with a slashing gesture. After a moment, he turned his gaze back to the old jailer. The Estalian leaned forward, the candle showing his intent look for the first time: his eyes glinted like spear points. Pieter knew he was in deep over his head. “You have done well, amigo. I knew you were a friend. And now, there is one last favour you can do for us. You can always refuse, but then there will be no way I can prevent the authorities from finding out about your windfall tonight. I’m sure you understand? Good.” He had the look of a cat that had just started toying with a trapped bug. “Tell me of the security at Rijker’s, of the schedule of watches and the passwords.” Pieter blanched at the thought of what they asked: if he betrayed what he knew and it were discovered, the Governor would personally hang him for treason! Maybe he could talk them out of it. “Look, I been tellin’ ye, no one’s ever got outta Rijker’s who wasn’t supposed to! The walls are too high, there’s too many guards, the water in the bay is filled with sharks, the...” “Break out?” Little Man laughed, his companion just smiled. “Senor Pieter, we are not here to rescue Esteban Campero, the true Duke of San Luis. No, we serve the man who overthrew your prisoner, his older brother, brother, and who now wishes his only challenger out of the way. We have searched for him for years, and we have beaten his would-be would-be rescuers to the finish. finish. No, Senor Pieter, we are not here to commit a crime, we are here to end a sibling rivalry. You are not going to break a man out of Rijker’s, you are going to break us in, and we are going to kill your prisoner!” With that, Little Man leaned back and laughed long and loud.
RI
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Rijkspoort
Rijkspoo Rijk spoort rt Locat Locations ions Indierswijk (Ind District) Kisleviersweg (Kislevan Way) Luigistad (Luigi’s Town)
RP
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Schattinwaard
SA
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Suiddock
The Bruenwasser Kanal is one of the few channels deep enough to handle the many ocean-going vessels that visit Marienburg. For almost a mile, both sides of the Bruenwasser are lined with docks, warehouses, counting houses, mercantile offices, shipyards, taverns and brothels. This waterfront is Suiddock – the heart of Marienburg, and the crossroads of the world. It is said that everyone and everything that moves into and out of the Old World passes through Suiddock at some point. This includes adventurers.
Connected to Luydenhoek by the Neiderbrug bridge is Hightower Isle, built up to form the footing of one end of the spectacular Hoogbrug spectacular Hoogbrug Bridge. The oldest part of the Suiddock is in the west, by Riddra and the western half of Stoessel. Over time, the docks have expanded eastwards and upriver, and the largest and most modern docks are in the part known as the Luydenhoek Stretch, or Down East. This is where most of the real business of Suiddock is done, and Riddra and its surrounding districts have become a run-down maze of slums, where only the locals feel truly at home.
Arriving The Suiddock Suiddock is an ideal place for a band of adventurers adventurers to begin finding out about Marienburg. Precisely how you go about getting your adventurers to the Suiddock depends on how they travel to Marienburg. If they arrive by boat, it is almost inevitable that their first landing landin g will be in the Suiddock. Suiddock. Both sea and river traffic end up somewhere in the huge docklands.
Impre Imp ress ssion ions s of Sui Suiddo ddock ck
If they arrive by the Middenheim road, they will almost certainly enter Marienburg through the Oostenpoort Gate. Most of the coach services end at depots on the edge of the Suiddock, where the land is cheap and the Honourable Guild of Stevedores and Teamsters is not far away. This gives the adventurers a trip right across the city from north to south, over canals and across bridges, as they marvel at the size of the place. If the adventurers arrive by road from Bretonnia, they will enter through the Westenpoort Gate, Gate, which leads onto the Suiddock itself.
“‘This is the Suiddock,’ Kris said, as they passed through an area which seemed to consist largely of warehouses and taverns. There were more wharves and canals here too, which Rudi mainly glimpsed through gaps between the larger structures, most of the berths occupied by ocean-going vessels whose masts towered over the buildings surrounding them like trees in the forest. Other docks played host to riverboats. Sweating stevedores swarmed over ship and boat alike removing and loading cargoes, or transferring them between the two. The vast majority of bundles and barrels seemed to be destined for the warehouses surrounding them and several times Rudi had to stand aside to let a laden handcart trundle past. ‘It’s a bit out of our way to be honest, but I thought you’d like to see it. You can’t really get a good sense of what Marienburg is all about until you’ve seen the docks.”
And finally finally,, of the adventurers are Marienburgers born and bred, they will know that the Suiddock is the area to start a life of adventure. Lower-class types may well have grown up there, and others might well check out the dock docklands lands in the hope of taking ship to some far-flung and exotic corner of the world.
The Lie of th the e Land As we’ve already said, the Suiddock is the area to either side of a mile-long stretch of the Bruenwasser Kanal. The north bank of the Bruenwasser is made up of three main islands: Luydenhoek, Stoessel and Riddra, from east to west.
S
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Suiddock Suid dock Locat Locations ions
SL21: Droevigger’s Funeral Services SL23: Loewijer’s Tannery
Southbank
SL25: The Suiddock Watch Barracks
SB07: The Suiddock Temple Temple
SL28: Edvard van Geneeser, Physician
SB12: The Pelican’s Perch
SL29: Makreel the Moneylender
SB14: The Whaler’s Return
SL42: Leatherworker’s Guild
SB25: Suiddock Watch Station, Number One
SL43: The House of Masks
SB26: The Channel Rats
SL44: The New Inn
SB27: The Rivermen’s Association
SL45: Armitage Books
SB35: The Helmsman
SL75: The Draaienbrug Swing Bridge
SB36: The Whaler’s Shrine
SL77: The Shipwrecked Tavern Tavern
Hightower Isle
SL78: Old Man Houder’s Boarding House
SH01: The Hoogbrug Bridge
Noormanswijk
SH03: The Marienburg Secretariat for Trade Equity
SN07: The Golden Harpoon
SH04: The Wasteland Import-Export Exchange
Riddra
SH09: Harupz’s Tobacco Shop
SR05: The Honourable Guild of Stevedores and Teamsters
SH17: Carlosa di’Salsa, Wine & Olive Oil Importer
SR09: The Lighthouse Inn
SH18: Jools Tweed’s Bun Shop
SR10: Haagen’s Wharf
SH26: Marie-Anne, Bretonnian Chocolatier
SR19: Three Penny Bridge
Luydenhoek
SR20: Red Lantern Canal
SL06: Potion Square
SR21: The Golden Lotus Dreaming House
SL07: Suiddock Watch Station, Number Four
SR30: Monnik’s Pit Fighter School
SL08: Doktor Markus Puttlangs
SR33: The Marienburg Gentleman’s Club
SL09: Van Arzneier’s Floracopoeia
SR34: The League of Gentlemen Entrepreneurs
SL10: The Edelmoed Temple Temple
SR42: The Forgotten Well
SL11: Kluger’s Emporium
Stoessel
SL12: Wilhelm Rotkopf, Alchemist
SS14: Bruno Snijerman’s Carpentry
SL13: Lisette’s Leather Goods
SS16: The Moonbeam Inn
SL14: The Orphanage of Saint Rutha
SS19: The Brotherhood of Seamen and Pilots
SL15: Jerimias Qualk
SS27: Crispijn’s Jewellers
SL16: Old Mother Crumhorn’s Apothecary
SS28: The Guilder’s Arms
SL17: Hassan’s
SS31: Beatrice’s Flophouse
SL18: The Long Dragon SL19: Dagblad’s Wholesale Leathers SL20: Sign of the Quill
S
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The Suiddock Temple
“It’s the oldest temple in Marienburg. They say it was founded by Marius himself!” “Nobody uses it now except beggars and drunks. They crawl in there to get out of the weather. That could be warehouses, and a good stretch of docks, but will those temple fools listen to a reasonable offer? They think that a run down dump is still a temple” “1t’s run by some crazy crippled woman who won’t leave. She thinks she has a mission to look after the scum in the Suiddock. The Watch ought to do something” At the far western end of the channel on the edge of Winkelmarkt stands an ancient and crumbling temple to Manann, named the Church of St Olovald, or more simply the Suiddock Temple. It’s built of old stone around a central nave, with wings on either side of the apse that curve outwards and around like the hooks of an anchor. The area around the temple has become a squalid maze of slums and tenements, and very few worshippers come there nowadays. The whole temple is filled with the kind of damp chill that sinks into your bones and stays there: moss grows thickly on many of the walls, the old frescoes are peeling and are black with mildew, and in some places the floor is carpeted with lichen, making the footing slippery and treacherous. Yet despite this, the temple has an air of life and vitality which belies its derelict derelict appearance. Once the look of the place matched this vitality. Long ago, this was the spot where Marius first made sacrifice to Olovald, the god that had called his people to the Was Wastelan teland. d. For over a thousand years this church was the spiritual heart of Marienburg, until the Great Cathedral of Manann was built.
Even after the cult of Olovald declined after the Imperial annexation, this church was important to the city, as the place where the Barons were crowned. By the 11th century, the cult of Manann had grown so strong that it was able to declare in the council of 1010 that Olovald was not a god, merely a misremembered saint. His churches were taken over, his priests absorbed, the Barons went elsewhere to be crowned, and only this one rundown temple was all that was left to honou honourr the god’ god’s s name. The temple has only one attendant, a Cleric of Manann named Hilaria om Klimt or Sister Hilli. Her congregation is made up largely of local tramps, 10-20 at any time, many of them seamen who can no longer find work due to age, injury or drink. They use the west wing of the temple as a makeshift hostel, even though parts of its roof have recently collapsed. There is an air of mystery to the temple. Rumours persist among the city’s lower classes that a great treasure lies concealed somewhere in its crumbling stonework, and it’s even whispered that Sister Hilli knows of it, and uses her ‘mission’ to disguise her searches for it. Stranger still, from time to time someone will die in Marienburg, leaving a large amount of money - often far more than their relatives suspected they owned - to the Church, “for services rendered” . What those services might be is never stated. And occasionally a ship docks in Marienburg and pilgrims speaking foreign tongues, or not speaking at all, disembark, come to the church, spend hours or days in prayer and then leave the city, their business seemingly finished. Perhaps the cult of Olovald is not as dead as it seems; or perhaps these visits have a more sinister origin and purpose.
SB07: The Suiddock Temple
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Hila Hi lari ria a om Kl Klim imt, t, Pr Prie iest stes ess s of Ma Mana nann nn Priest (ex-Initiate, ex-Seaman) “HOY! And why are you poking around in here? Does it look like there’s much worth stealing?”
Sister Hilli, she admires his devotion to the people of the Suiddock, but his ruthlessness leads to arguments and he has no time for her talk of gods.
Main Profil Profile e
“Makes me sick. You work hard, you make a merchant rich and then they just throw you away. If I had my way, I’d bring all the fat boys down here once a week to look at the people who really made their money”
WS
BS
S
T
Ag
Int
WP
Fel
46%
36%
41%
52%
47%
42%
52%
49%
Secondary Profile
“Have a good look round – this is where it all started. They say Marius founded this temple. Marius who? Marius as in Marienburg, that’s Marius who! And now look at it. Just like everything else in this town – they’ve got a new one that’s bigger and shinier, so they just throw this one away. You know, that great big temple covered in gold right in the middle of town – you know what they tell me? They can’t spare the cash to restore this one. Can’t spare the cash! They must think I’m stupid – do I look stupid?” “I’ll tell you a secret. Sometimes, late at night, just as I’m drifting off to sleep, I can hear a voice, a god’s voice - not Manann, you chumhead! Olovald! He ai n’t just some saint! I hope the Temple Court doesn’t find out I know the truth. But I can’t be the only one.”
A
W
SB
TB
M
Mag
IP
FP
2
15 15
4
5
2
1
6
0
Skills: Academic Knowledge (History, Skills: (History, Theology +10%), Channelling, Charm +10%, Common Knowledge (The Empire, Norsca), Consume Alcohol, Gossip, Heal +10%, Magical Sense, Perception +10%, Read/Write, Row, Sail, Scale Sheer Surfaces, Speak Arcane Language (Magick), Speak Language (Classical, Norscan, Reikspiel), Swim +10% Talents: Hardy, Lightening Reflexes, Master Orator, Public Talents: Speaking, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Suave, Swashbuckler, Very Resilient, Warrior Born
Special: Incapacitated Leg: Leg : Movement Halved (included in profile), 10% to mobility tests.
“Don’t talk to me about wreckers. I’d like to tie a few of them on the prow of a ship like figureheads and then ram it into the rocks by Breukrots. See how they like that. Stromfels be damned – it’s a perversion, that’s what it is!”
Combat:
Hilaria om Klimt is a strong-boned but not unattractive young woman in her middle to late twenties. She is 5ft 8in tall, and has slightly wavy light-brown hair reaching down to the middle of her back, her eyes arc light brown. She has a slight limp from a badly set broken leg, a legacy of her seafaring days.
AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP
Magic: 1; 1; Petty Magic (Divine) Armour (none) (none):: Religious Robes Weapons:: None (Unarmed, 1d10+2, +10% to Hit, Special) Weapons Trappings:: Knotted Length of Rope Trappings
Sister Hilli is brusque, direct and possessed of a fiery temper. She is genuinely respected by the tramps she tries to help, and is mildly contemptuous of the cult hierarchy, which allows merchants to cover the main Temple of Manann in gold while ignoring the folk who make such wealth possible. At the same time, she has great respect for Manann and feels certain that he would approve of her efforts to revive the worship of Olovald. To this end, she has formed a clandestine worship group from among the derelicts and a few Suiddockers each of whom heard the old god’s call in their dreams and found their way to the temple. She holds a particular hatred for the underground wrecker cult of Stromfels - a perversion of Manann in her eyes. She takes no nonsense from anyone, anyone, and is used to fendin fending g for herself with a devastating left hook. Sister Hilli is known by everyone who frequents Suiddock, and is well liked by the poor. She is less loved by the junior administrators of the Temple of Manann, Manann, whom she badgers constantly for support and funds, but few others in the main temple are even aware of her existence. Hilli has had some dealings with Sister Marianne of of St St Rutha’s. Sometimes the Temple of Shallya gives something towards Hilaria’s work with the poor, but by and large the cult assumes that because she is working in Suiddock, they can concentrate their efforts elsewhere. Ward Captain Graveland is the occasional lover of
SB07: The Suiddock Temple
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Pelican’s Perch
“Nowhere to stay, eh? Try the Pelican’s Perch - ask anyone where it is. Tell old Ishmael I sent you - he’ll see you right. Watch out for the pelican, though.” “Old Ishmael’s not as daft as he seems, you know. There’s a lot more goes on at the Pelican’s Perch than anyone knows.” “I’ll never forget the time those three Nipponese came in. Strange lot, they were, but polite as you please. They thought Beaky was on the menu and asked old Ishmael how much he’d cost boiled with rice! I’ve never seen anyone go as purple as Ishmael did!” “Whatever you do, don’t whistle in the Perch. Or talk about the weather. Last time someone started whistling, old Ishmael damn near blasted ‘em with his blunderbuss. He’s superstitious, you see. Don’t ever ask his last name, either, or tell him yours - he says only dead men are known by their last names.” “Good watering-hole, the Perch. If you can drink it, the odds are old Ishmael’s got some. He’s also got some stuff that’s only fit for running lamps on. Last week, he had a bottle of some stuff that some mad Norseman brought back from Lustria. Made from cactus juice, he said. It tasted like they left the spikes on, I can tell you. Mind you, it brought the silverwork on my belt-buckle up a treat.” “Keep your hand on your drink in the Perch. That bird’ll have anything if you give it the chance. And don’t touch the dried fish - you never know what they died of. Or when.” At the end of a narrow alley off the street that runs behind the warehouses is a large but unobtrusive hostelry called The Pelican’ s Perch. Every true Suiddocker knows where it is, and it is a favourite watering hole for the stevedores and rivermen. It opens from noon till midnight. The interior of the Pelican’s Perch is larger than one might expect, having seen the modest entrance. There is a large common room, and a number of curtained booths and side-
rooms for those patrons who require privacy. privacy. And, it is rumoured, there are secret passages leading to all the canals around, which are used for smuggling and other nefarious activities... The Pelican’s Perch is owned by Ishmael Boorsevelt, a former ship’s ship’ s mate who lost his leg (and, some say, say, a few of his marbles) when his last ship was destroyed by a sea-monster in the Sea of Claws. His left leg is now wooden from the knee down. Sailors are known for being superstitious, but Ishmael is legendary. For instance, he fears being known only by his last name: “That’s the mark of a dead man,” he mutters, “Just call me Ishmael.” As As a result, few people even know he has a last name. The Pelican’s Perch offers a wide range of local beers and spirits, including the notorious Alte Geheerentode rum and Braakbroew strong ale. It also boasts an array of brandies from Bretonnia and The Empire, Kislevite vodkas, Albion uisce beathadh and Norse aquavit. The range of drink available is well known throughout the Suiddock - as, indeed, are the prices, which are rather lower than one might expect. The Perch also offers accommodation - there is a bunkroom upstairs, with twelve bunks. Ishmael charges 3/6 per person per night, in advance, whether you get a bunk or not. Ishmael is not averse to overbooking; according to the regulars, the record is thirtytwo people in the bunkroom - a total reached after a particularly successful Stevedores’ Guild party. Entertainment at the Pelican’s Perch includes singers, storytellers, and exotic dancers, all on a nautical theme. There is no regular programme of entertainment – “it happens when it happens” , as the regulars say. say. A loaded blunderbuss blunderbuss behind behind the counter prevents critics in the audience from getting out of hand. The Perch is named after Ishmael’s pet pelican, Beaky, who has free run of the place – much to the discomfiture discomfiture of unwary customers!
SB12: Pelican’s Perch, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Ishmael Ishma el Boor Boorsev sevelt, elt, Innk Innkeepe eeper r Tradesman (ex-Mate, ex-Seaman) ex-Seaman) “I won’t have that sort o’ behaver in here. Agin luck that is.”
“Mark of a dead man that is.” “Now go outside and run round the building three times with some salt in yer ‘and. And mind you don’t go near no cats neither...” “Don’t you mock - there’s things you can do and things you can’t do an’ if you go on doin’ thins you can’t do it’s the worse for you.” “You can tempt bad luck if you want to, but not in here. If you want to invite disaster, you o an’ do it where other folks won’t suffer.”
Old Ishmael, Ishmael, as he is unive universall rsally y known, is a tall, lean man in his forties. His face is almost hidden by shaggy dark-blond hair, and he has an unkempt beard of the same colour. His eyes are blue, and generally rather glassy. Those who have known him for years say that he has never been the same since he lost his leg. As a result of losing his leg, Ishmael firmly believes in every superstition you’ve ever heard of, plus any you care to make up. When a customer breaks a superstition, Ishmael must make an immediate Will Power Test. If the test is failed, Ishmael becomes hysterical and throws the customer out - he’ll calm down after five or ten minutes, but the customer will receive a stern warning never, ever to do ‘that’ (whatever ‘that’ happened to be) again in the Perch. Ishmael is quiet to the point of sullenness, never using a word when a grunt will do - except when someone breaks one of his superstitions. He generally lets other people do the talki talking. ng. He can never be induced to talk about his seafaring days or how he came to lose his leg - treat persistent questioning as a breach of particularly dearly held superstition...
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
48%
43%
42%
39%
44%
47%
45%
43%
Secondary Profile
The Bil illl of Far are e
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The Pelican’s Perch sells a wide range of alcoholic beverages, with varying prices and strengths. A brief guide to what is available:
2
16 16
4
3
4
0
6
0
Skills: Command, Common Knowledge (Norsca, The Skills: Wasteland +10%), Consume Alcohol +10%, Dodge Blow, Evaluate, Gamble, Gossip, Intimidate, Perception +10%, Row, Sail, Scale Sheer Surfaces, Speak Language (Norscan, Reikspiel), Swim +10%, Trade (Brewer, Shipwright)
Small Beer
Pint 7d
Half 3d
Local Ale
Pint 9d
Half 5d
Strong Ale
Pint 1/-
Half 7p
Braakbroew Ale
Pint 1/9
Half 1/-
Reikland White Wine
Bottle 3/6
Goblet 1/-
Talents: Dealmaker, Hardy, Resistance to Disease, Seasoned Talents: Traveller, Street Fighting, Strike Mighty Blow
Mousillon White Wine
Bottle 4/-
Goblet 1/3
Insanity: The Mindless Obsession (see Tome of Corruption). Insanity:
Bretonnian Red Wine
Bottle 5/-
Goblet 1/6
Special:
Tilean Red Wine
Bottle 4/-
Goblet 1/3
Imperial Brandy
Bottle 12/-
Goblet 4/-
Lost Leg: Leg: -1 M (included in profile), -20% to mobility tests. May not use the Dodge Blow Skill.
Bretonnian Brandy
Bottle 10/6
Goblet 3/6
Combat:
Wastelander Rum
Bottle 10/-
Goblet 3/-
Alte Geheerntode Rum
Bottle 15/-
Goblet 4/-
Kislevite Vodka
Bottle 12/6
Goblet 3/9
Norse Aquavit
Bottle 12/6
Goblet 3/9
Lustrian Mezcal
Bottle 16/-
Goblet 4/-
Albion Uisce
Bottle 15/-
Dram 3/9
Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons : Dagger (1d10+2), Blunderbuss (1d10+3, Range Weapons: 16/-, 6 Full, Shrapnel, Unreliable, 10 shots) Note as Ishmael lacks Specialist Weapon Group (Firearms), it takes him 6 full actions to reload his Blunderbuss. Trappings:: Wooden Leg Trappings
SB12: Pelican’s Perch, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Beak Be aky y th the e Pel elic ican an
Ingrid Ingri d Bot Boten enver verhuur huurder der,, Barm Barmaid aid
“Rrraaawrk!” Beaky is a large white pelican with a black tail and wingtips, standing about three feet high and with a wingspan of just over eight feet. Ishmael picked him up on one of his voyages, and he has become a kind of mascot for the inn. If he feels threatened, crowded or just plain irritable, Beaky will stand back on his webbed feet, stretch his neck to make himself taller, stretch his wings to about half-way (four feet or so), and squawk loudly. If this fails to deter whoever is annoying him, he will delive deliverr a lightn lightning ing fast stab with his beak, which is sharp and hooked at the end. Ishmael clipped Beaky’s wings after an unfortunate incident in which the pelican tried to take off inside the bar, so Beaky cannot fly. However, by flapping his wings frantically, Beaky can hop up to 3ft in any direc direction tion including including straight up, giving his beak a reach of 6ft or so. Beaky is in the habit of helping himself to the bowls of dried sprats and rolled herring (often several days old) which Ishmael leaves on tables as bar snacks, and it is not uncommon for one or more customers to lose their drinks in the process. As Beaky lunges at the bowl, each character at the table must make a successful Average Agility Test (regular customers only need pass an Easy (+20%) Agility Test) in order to get their drinks out of the bird’s way. Beaky has even been known to steal a customer’s drink, glass and all, flipping it expertly into the air and catching it - or most of it - in his huge beak, before hurling hurling the empty glass glass or tanka tankard rd across the room with a whip of his neck. He is particularly fond of beer, and generally tries to steal one or two pints a night.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
0%
20%
20%
38%
12%
24%
0%
Secondary Profile
A
W
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1
7
2
2
2
0
0
0
Skills:: Consume Alcohol, Perception +20% Skills Talents:: Keen Senses, Orientation, Strike to Injure Talents
Combat: Armour (none): (none) : AP:: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2) AP Weapons:: Beak (Unarmed, 1d10-2, CV+1, Special) Weapons
Gambler (ex-Rogue, ex-Boatman) “That’11 be, erm, four shillings and thruppence. No, silly me, three and eleven... I think. No. That’s not right either. So it’s three at seven pence and one at a shilling. Or... Ishmael, Ishmael! I’m stuck! How much is two-and-nine and one-and-six?”
“Beaky! Beaky! Fish!” “You feeling lucky? Good. So am I!” “Deal. Don’t chat.” Ingrid Botenverhuurder came to the big city in search of excitement. She had had enough of drifting up and down river on her granny’s boat, and when the old woman died, she sold up and took to dry land. She got no further into Marienburg than the Suiddock, and no further into the Suiddock than the Pelican’s Perch. She has found a perfect niche for her talents. Her skills as a card player (learned to keep her granny amused during long winter nights) have given her a place in the Perch for as long as she wants it. When she isn’t in the Perch she can be found down the docks, sitting quietly with a fishing rod. Ishmael and Beaky (Ingrid just knows that it’s Beaky that runs the Perch) employ Ingrid as a barmaid, although she is only adequate adequ ate in the job - she usual usually ly asks for the wrong money money unless Ishmael is helping her (roll a D10: evens, she asks for D10 Pennies too much; odds, she asks for D10 Pennies too little). She just seems to have a blind spot where the everyday adding up of money is concerned. Ishmael grumbles about this occasionally, but he doesn’t complain about her too much and he certainly won’t listen to customers’ complaints about her erratic handling of money - he has the vague suspicion that she is the Perch’s ‘luck’. And Ishmael’s suspicions seem entirely justified whenever Ingrid is given a deck of cards or a set of dice. The change that comes over her is remarkable: all her hesitancy with money vanishes, and she becomes a very good gambler indeed. She has an encyclopaedic knowledge about games of chance and skill. If you can bet on the game’s outcome, Ingrid knows all the ins and-outs of the rules. Even more remarkable is the fact that she plays a completely honest game; even when her opponents cheat, she always manages to break even and occasionally win! The regulars all know of Ingrid’s remarkable skill at cards and dice, and few take her on at any game except for penny stakes. She is, however, admired for her skills (especially when she is taking some unsuspecting, wealthy visitor to the cleaners) and the regulars are rather proud of her. She is an almost
SB12: Pelican’s Perch, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld permanent fixture at the Perch, although she doesn’t live in the building. Among the other regulars there is much good-natured speculation about where she does spend her nights, but nobody has the heart to upset her (and possibly Ishmael, when speculation runs that way) by asking. Ingrid is quite friendly with many of the boatmen who come into the Perch, mostly because she is ‘one of them’. She is also a big hit with Beaky, thanks to her habit of giving him the best of her day’s catch. catch.
somehow ‘bad luck’ is strong among them. The Perch’s other regulars are a more-or-less even mixture of seamen, rivermen and stevedores. Excisemen occasionally come in, and are served courteously by Ishmael but studiously ignored by everyone else. Seamen and Rivermen have heated debates about the merits of the river pilots. Very few pilots ever set foot inside the Perch for a very good reason - when they do, the result is almost always a brawl!
Brawls
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
36%
31%
29%
36%
40%
50%
31%
40%
Secondary Profile
A
W
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TB
M
Mag
IP
FP
1
12 12
2
3
4
0
0
0
Skills: Charm, Common Knowledge (The Empire, The Skills: Wasteland), Gamble +20%, Gossip +10%, Navigation, Outdoor Survival, Perception, Read/Write, Row, Sail, Scale Sheer Surfaces, Secret Language (Ranger), Sleight of Hand, Speak Language (Reikspiel), Swim
It is not uncommon for a brawl to break out in the Pelican’s Perch - especially if a pilot walks in - and brawling is an accepted part of everyday life there. No one minds an honest punch-up - a few bruises are no big thing - but anyone using, or attempting to use, weapons or magic is most definitely breaking the rules. People getting getting killed can open up feuds feuds,, and they can also attract all kinds of unwelcome official attention. A character drawing a weapon or using magic (or appearing to do either) during durin g the cours course e of a brawl will be turned on by everyone everyone within 12ft and quickly rendered unconscious and/or bundled out. A brawl brawl is a brawl, but no one likes troublemak troublemakers. ers.
Inci In cide dent nts s in th the e Pel elic ican an’s ’s Per erch ch
Talents: Etiquette, Luck, Orientation, Savvy, Seasoned Talents: Traveller, Super Numerate
The Pelican’s Perch is intended to be a focal point of the adventurers’ stay in the Suiddock, either as a base of operations or as a regular haunt. Here are two encounters to enliven an evening in the Perch.
Special:
Waiter...
Card Sharp: Sharp: Ingrid’s Super Numerate Talent adds a +20% to Gambling Tests, and no benefit to Navigation or Perception Tests.
One evening, a gorgeously dressed young man strolls casually into the Perch, and withdraws to a curtained booth with a bottle of Bretonnian red wine. After a few minutes, the curtain to the booth is thrown back, and he stalks up to the bar.
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons:: Dagger (1d10-1) Weapons Trappings: Pack of Cards, Dice, d10 Shillings, 2d10 pence Trappings: (though Ishmael will give her as much money as she needs for a game).
The Th e Re Regu gula lars rs of th the e Pel elic ican an’s ’s Per erch ch Just about everyone on the Suiddock knows of Ishmael, Beaky and Ingrid, and everyone the characters meet in the docklands will have at least a 50% chance of being a regular patron of the Pelican’s Perch. The locals derive a great deal of innocent amusement from Beaky’s encounters with strangers, and Ishmael is regarded as a kind of eccentric uncle. There is a continuing debate as to who really runs the Perch. Any character who harms or threatens either Beaky or Ishmael will be in deep trouble with a lot of Suidd Suiddocke ockers. rs. At almost any time, the Perch will have between twenty and forty locals in the bar, drinking, gossiping and relaxing. Lea-Jan Cobbius and Big Piet from The Stevedores and Teamsters Guild genera generally lly drop in for a drink just after sundown, sundown, and Axel Huurder of Huurder of the Rivermen’s Association comes in occasionally. Granny Hetta buys her rum from Ishmael, and comes in around sundown most days. Captain Graveland of the Watch comes in for an hour or two on Festag nights, after he gets off duty; about half the time Sergeant Kuyper comes Kuyper comes too. Despite being close to the Noormanswijk, most Norscans refuse to go into the Pelican’s Perch, cursing Ishmael’s name. No one seems quite sure why they do this, but the belief that Ishmael is
“Innkeeper,” he says, in ringing tones and with a distinct Imperial upper-class accent, “This... substance may once have been wine, but at least three people have already drunk it!” With a deft motion, motion, he flings the contents contents of his goblet over Ishmael. The rash young man is Bernhardt von Schwerdblitz, a noble and professional duellist from Nuln who prides himself on his swordsmanship and spends much of his time starting fights so that he can show it off. Having recently arrived in Marienburg after a long and tedious journey, he is deliberately trying to start a brawl for his own amusement. amusement. And he looks like succeeding succeeding as half a-dozen stevedores rise to their feet at this mistreatment of Ishmael. You can run this incident as a normal barroom brawl. The adventurers can get involved on any side the want, and the brawl will probably spread rapidly across the barroom as people accidentally hit other people on the backswing and so forth. The adventurers will probably be most interested in von Schwerdbl Schw erdblitz. itz. He is more than a matc match h for any of the inn’s patrons, and is probably equal to any of the adventurers acting singly. If things begin to look hopeless, he will escape by vaulting onto the bar, swinging over everyone’s heads on the chandelier and running out into the street. He can give the adventurers a hard fight if they decide to get involved, but you should always make sure that he escapes. If he is particularly impressed by a character’s fighting ability, he may contact them later and offer them the chance to practice with him. He might even be persuaded to join the adventurers as a replacement character; he is not evil, but is motivated purely by boredom.
SB12: Pelican’s Perch, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Bernhard Bern hardt t vo von n Schw Schwerd erdblitz blitz,, Duel Duellist list Duellist (ex-Pistolier, ex-Noble) Von Schwerdblitz is a little under 6ft tall and slim built, with collar-length fair hair and blue eyes. He has a short scar running vertically across his left cheekbone. His face is stamped with an almost permanent expression of disdain, and practically the only time he smiles is when he is fighting. He is abrupt, high-handed and often insulting - he respects no one who has not proved themselves against him with a sword.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
63%
52%
41%
52%
59%
52%
56%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
4
5
4
0
0
0
Skills: Animal Care, Blather, Skills: Blather, Common Knowledge (The Empire +10%), Consume Alcohol, Charm, Dodge Blow +10%, Gamble, Gossip, Intimidate, Perception +10%, Read/Write, Ride, Secret Signs (Scout), Speak Language (Reikspiel +10%) Talents: Ambidextrous, Coolheaded, Disarm, Talents: Disarm, Etiquette, Luck, Luck, Master Gunner, Mighty Shot, Public Speaking, Quick Draw, Rapid Reload, Savvy, Sharpshooter, Specialist Weapon Group (Fencing, Gunpowder, Parrying), Strike Mighty Blow, Strike to Injure, Sure Shot, Swashbuckler
Combat: Armour (Light): (Light): Noble’s Garb with Leather Jerkin and Leggings AP:: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (6) AP Weapons : Best Craftsmanship Rapier (1d10+4, CV+1, Fast), Weapons: Main-Gauche (1d10+2, Balanced, CV+1, Defensive) Trappings: Amul Trappings: Amulet et (worth 25 gu), Purse Purse (with 6d10 gu)
A Bite to Drink
be more subtle. He will introduce himself as “Radu Vrolatsin” and talk to them - in a noticeably eastern, though cultured, accent - about recovering some valuables that were stolen from his family centuries ago, and which he believes to be buried in the family vault of a family of Marienburg traders. While he does this, he will pick out the character who appears to be the weakest willed (dumb warriors and such) and try his Domination ability. If this is successful, the Vampire will compel that character to ‘remember’ having left something in the booth shortly after the adventurers leave. The victim will then go back into the booth, and get bitten by ‘Radu’. If the Domination doesn’t work on his first choice of victim, the Vampire will try it once more on another character. If he can’t control any of the characters, the Vampire will give them a gold coin each (characters with the Academic Knowledge (Genealogy/Heraldry) skill are allowed to test to spot that the coins were minted in the Border Princes, and at least three hundred years old - in Marienburg each coin is worth 2 Guilders) Guild ers) as a token of good faith, and prom promise ise to meet them at the Perch at the same time the following night, to give them the information they will need to discover the whereabouts of the stolen valuables. Needless to say, he will not appear that night or any other. Strange rumours of violent attacks by a large creature will begin circulatin circ ulating g in the Perch and the rest of the Suiddo Suiddock, ck, but not until several days after the adventurers’ meeting with the Vampire. No one the characters talk to has seen anything, however; all the tales are second hand. After a week or so, the stories stop being told. You should, of course, ensure that the Vampire survives his first encounter with the characters - they will be hearing of him again...
‘Radu ‘Ra du Vro rolat latsin sin’, ’, For oreig eign n No Noble ble Vampire Courtier (ex-Vampire thrall, ex-Noble)
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
61%
37%
58%
63%
62%
61%
64%
57%
Secondary Profile
As the characters are drinking in the Perch one evening, a stranger enters. He is tall, and heavily muffled against the fog which has blown in from the marshes. From the slightly awkward way in which he moves, he seems to be unwell. His face can just be seen it is a little pale, with dark eyes and bushy grey hair. He heads for one of the booths, beckoning to Ishmael who shuffles shuffles over to take his order. order. A bottle of Kislevite Kislevite vodka is taken to the booth, and on his way back Ishmael stumps over to one of the characters.
“Him in the booth wants yez” He rasps. ‘‘Summink ‘baht a job.” The stranger is a Vampire, who has just got off a boat after a long journey downriver. He desperately needs to feed, and is hoping to lure a lone victim into the booth. Once there, he will use his powers to attempt to dominate the targets mind, and feed, attempting to flee ethereally if this fails. If the adventurers go into the booth as a group, the Vampire will
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W
SB
TB
M
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IP
FP
2
23 23
5
6
6
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry, Skills: (Genealogy/Heraldry, History, Necromancy), Blather, Channelling, Charm +20%, Command +20%, Common Knowledge (Border Princes, the Empire +10%), Consume Alcohol, Dodge Blow, Evaluate, Gamble, Gossip, Intimidate, Magical Sense, Perception, Performer (Musician), Read/Write, Ride, Scale Sheer Surfaces, Search, Shadowing, Speak Arcane Language (Magick), Speak Language (Reikspiel, Tilean), Torture Talents: Coolheaded, Dark Magic, Disarm, Etiquette, Luck, Talents: Master Orator, Night Vision, Petty Magic (Arcane), Public Speaking, Savvy, Schemer, Specialist Weapon Group (Fencing, Parrying), Warrior Born
SB12: Pelican’s Perch, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Traits:: Keen Senses, Frightening, Natural Weapons, Undead Traits
Special: Blood Drain: Drain: A Vampire Vampire that is grappling an opponent can drain blood with his fangs. If the Vampire inflicts at least 1 Wound on an enemy while grappling, the victim loses 1d10% from his Strength characteristic as well. If the Victim survives the encounter, 1% of the lost strength is regained each hour. Domination: A Vampi Domination: Vampire re can use his seductive seductive powers to put the weak willed under his spell. He may attempt attempt to cont control rol a Humanoid within 6 yards (3 squares) as a Full Action. This is an opposed test that pits the Vampire’s Fellowship versus his target’s Will Power. If the Vampire wins, he gains complete control over his target and can him to do as he wishes. The target may attempt to break free of this control after 1d10 rounds by another opposed test. The Vampire can free a subje subject ct from domination domination at any time as a Free Action. Ethereal Mist: Mist: Once per day, a Vampire can transform into a vapour as a Full Action. In this form, the Vampire gains the Ethereal (the Vampire can only be effected by Magic attacks but cannot attack either; see OWB or NDM for more details) and Hoverer Traits with a Fly Speed equal to its Movement characteristic. The Vampire can remain in mist form as long as he likes and change back as a Full Action.
Pass for Human: Human : A Vampir Vampire e can pass for huma human n if need be, retracting his fangs and claws a softening his features. When in this form, the Vampire is no longer Frightening. Switching back and forth is a Free Action. Vampire’s Curse: Curse: Vampirism grants many benefits but it also has severe drawbacks. A Vampire cannot cross running water except over a bridge. A Vampire must drink several pints of blood every day or lose 10% from all Characteristics in the Main Profile (losses are regained as soon as feeding takes place). A Vampire Vampire shows no reflection in a mirror mirror.. A Vampire in direct sunlight halves all characteristics (Rounded down) and suffers 1 wound (regardless of Toughness Bonus or Armour Bonus) per minute of exposure.
Combat: Magic: 1; 1; Petty Magic (Arcane) Armour (none): (none) : Heavy Travelling Clothing AP: Head 0 (6), Arms 0 (6), Body 0 (6), Legs 0 (6) AP: Weapons : Sword (Hand Weapon, 1d10+5), Dagger (1d10+2), Weapons: Claws/Fangs (Natural Weapons, 1d10+5, Special) Trappings:: Purse (with 10d10 ancient foreign coins) Trappings
Natural Necromancer : A Vampi Vampire re can contr control ol Undead the same way as a Necromancer can (see WFRP, p. 161). If the Vampire actually practices Necromancy, he does not suffer the side effects associated with that Black Art.
SB12: Pelican’s Perch, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Suiddock Watch Station, Number One
On the south end of the Draaienbrug swing-bridge stands a Watch Post – Gram Dawys Memorial Post Number One of the Honourable Company of Lamp-lighters and Watchmen, to give it its full name (It’s named for a Dwarf duellist who gave his life defending it when a lynch mob came after an unjustly accused prisoner). To the casual observer, it looks much like any of the other small shops and houses that surround it, until one notices the strength of its only door and the absence of windows. The Watch-house is built of stone and timber, and is at least two hundred years old, like most of the surrounding area. It is typical of the small Watch stations that are scattered throughout the city. Post Number One is manned by six local Watchmen, two of them occupying the place in each eighthour shift.
The Post Sergeant is Garik Svitzher, while the night and graveyard shifts are commanded by Sergeants Dumo Pasternak and Crispijn Bezemer. Their beat includes the whole east quarter of Suiddock on Sikkeleiland and most of Dwergsbezit. A jailer, Tobias Baas, lives nearby and keeps an eye on any prisoners. They report to Captain Graveland at the Suiddock Ward Barracks on Luydenhoek, and can call on reinforcements from the barracks. The Watch-house holds an office and a couple of cells generally used for cooling off drunks. Occasionally someone accused of a more serious crime will be held here until the necessary paperwork is drawn up and the suspect can be transferred to the Suiddock Ward Barracks. The Watch-house is separate from the buildings around it, with no adjoining walls. The single door is strongly made of iron-bound oak
SB25: Suiddock Watch Station, Number One
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld (requiring a Hard (-20%) Strength Test to break), it may be locked from the outside (on a Very hard (-30%) Pick Locks Test) or bolted from the inside (rendering an attempt to pick the lock useless, and increasing the Strength Test to break it down to Very Hard (-30%)). The walls are of timber-laced stone. The two cells are separated separated from the rest of the buildin building g by stout iron bars. The bars are an inch thick and spaced six inches apart. The locks on the cell doors may only be opened from the outside (on a Very Hard (-30%) Pick Locks Test). Each cell is equipped with a hard wooden bunk and a none-too-clean bedroll - spending a night in here gives a character a 75% chance of picking up fleas.
Garik Svi Garik Svitzh tzher er,, Watc atch h Sergeant Sergeant (ex-W (ex-Watchman) atchman) “Let’s say you generously offer a contribution to the Boys’ shrine club. And let’s say I dismiss the charges for lack of evidence. Now, I’m not saying that one would automatically follow the other”
“Principles? Bah! Principles don’t put bread on the table.” A grizzled Dwarf, old but still powerful. The lobe of his left ear was torn off in a fight years ago. Garik is burned out and tired - he’s just marking time till retirement. He once believed in his job, but the pervasive corruption, the power of the gangs, the lack of funding and his failure to earn promotion have worn him down. Now he does just enough to satisfy his superiors. He tries hard to ignore the activities of The of The League of Gentlemen Entrepreneurs,, but it still galls him to see what they get away Entrepreneurs with. When he’s in a truly bad mood, he takes his frustrations out by enforcing petty ward bylaws on passers-by. He does care about his men, though, and accepts bribes to forget minor crimes, salving his conscience by using the money to buy things the post needs. A long-ago fight with a Sea Elf nearly cost him his ear, and thus he hates them - he’s secretly let a prisoner or two “escape” rathe ratherr than turn them over to the Elftown Watch.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
61%
42%
48%
58%
30%
41%
51%
32%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
17 17
4
5
3
0
0
0
Skills: Academic Knowledge (Law), Skills: (Law), Command, Common Common Knowledge (Dwarves), Dodge Blow +10%, Follow Trail, Gossip, Intimidate, Perception +10%, Search, Speak language (Khazalid), Speak Language (Reikspiel), Trade (Miner) Talents: Cool Headed, Disarm, Dwarfcraft, Grudge Born Fury, Talents: Night Vision, Street Fighting, Strike Mighty Blow, Strike to Stun, Sturdy, Wrestling
Combat: Armour (Medium): (Medium) : Leather Jerkin and Mail Shirt AP: Head 0 (5), Arms 0 (5), Body 3 (8), Legs 0 (5) AP: Weapons : Club (Hand Weapon, 1d10+4), Dagger (1d10+1), Weapons: Crossbow (1d10+4, Range 30/60, Reload Full, 10 Bolts) Trappings:: Floppy Black Cap with Badge of Office, Lantern Trappings and Pole
He’s on rocky ground with Captain Graveland, Graveland, who’s looking for a reason to replace him. Garik can frequently be found at the Pelican’s Perch, Perch, where he talks of retiring to Ubersreik Ubersreik to help manage a clansman’s mine. He knows most everyone on his beat by face, and will quickly hear about anyone new. When he is interested interested in a case, he knows Granny Hetta is a good source of information.
SB25: Suiddock Watch Station, Number One
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Channel Rats With land in Marie Marienburg nburg being at a prem premium, ium, many of its inhabitants inhabi tants choose choose to live on boats rather than pay the oft extortionate rates charged by landlords. These river folk have become a tight community over the years, driven together by the persecution of the authorities. The largest community is based upon the South Bank region of the Suiddock, travelling up and down the Bruenwasser Canal to sell their goods and services. Most make their money as peddlers or tinkers, although others work as entertainers, fortune-tellers or simply turn to petty crime. A typical Channel Rat will live on square-rigged River Barges or Riverboats (see OWA, p.86-87) although typically these vessels are in poor shape (reduce the TB by 1 and half the number of Wounds). Many of these are highly decorated, a custom inherited from the River Strigany, who many of the Channel Rats can claim descent. The Channel Rats are wary of outsiders to their community, although they do trust some inhabitants of Marienburg, such as Brother Marijkus of the Edelmoed Temple. Temple. The butcher Bonifatius Groenewoud frequently deals with the Channel Rats, selling them the blood and offal from his Abattoir Abattoir that that is too unrefined for his customer’s palates.
Granny Gran ny Hett Hetta a “Hot food! Hot drink! Only a shilling a go!” “What do I know? Ooh, you’d be surprised what I know, dearie.” “Ha! You should have been here in the floods of ‘48! You’d have seen some real water then! The water came well up over my waist, you know, even when I was standing on the quay!” “Ah, you’re too young to…” (understand, know better, care, remember, or any one of a dozen other verbs). Granny Hetta is one of the multitude of canal-people who make their living from the dockworkers, sailors and boatmen of Suiddock. A frail-looking woman, she paddles paddle s her boat up and down the Bruenwasser Bruenwasser to sell the hot drinks and victuals that she cooks on her small spirit-stove. Her wares are basic - hot sausage in a bun, hot tea and rum - but they are very welcome after a hard morning’s work, and her boat is a well-known sight. It’s a rowing-boat about twelve feet long, with a tented awning awning at the back where she sleeps and keeps her few possessions. She propels it with a paddle rather than oars, although although it still has a singl single e rowlock on the port side – a relic from some previous owner. Granny Hetta is a little over five feet. Her hair is grey, tied back in a bun, but wisps are always escaping escaping and hangin hanging g down in her eyes. She is thin and frail-looking, with rapid, birdlike movements, but anyone observing her for a few minutes will realise that she’s stringy rather than frail. She wears a pair of cracked and filthy eyeglasses jammed on her sharp nose, but she always looks over them, not through them.
Hetta has a good heart, sharp eyes, and is tough as nails - she has to be tough to have lived this long in the docks. She always has a handhand-out out for folk who are genuinely down on their luck and will provide a free meal for anyone who is down and out. She has had run-ins with Sister Hilli from the Church of St Olovald, who tries to stop her giving rum to the drunks who congregate around the temple. Opinion is divided over Granny Hetta. Some people thinks she’s a poor old woman who’s become a little touched after so long on the canals, and buy her wares as much from pity as hunger. Others know she is as sharp as ever, and little that happens on Suiddock escapes her notice. She is allowed to wander where she wants to sell her food and drinks, and no one takes much notice notic e of a harmless harmless old lady. As a result, Hetta sees much of what is going on, and is a great source source of inform information ation.. She’ll sell this to anyone, and her activities as a lookout and listening-post for various organisations and individuals supplement what she makes from food-selling. Just about everyone on Suiddock knows Granny Hetta, and anyone who causes her trouble will make enemies very quickly, either among the community of people who live on the canals (the Channel Rats), the people to whom she sells information, or both. No Suiddocker would raise a finger to harm her. Stories are told of a Norse sea captain who pushed her over in the street a few years ago. His ship somehow broke loose and grounded on the edge of Stoessel, costing him a hundredguilder fine. Then the captain himself was found by the River Watch, hanging by his feet from the underside of a quay, minutes before the incoming tide would have drowned him. Granny provides information for Lee-Jan for Lee-Jan Cobbius, and most Suiddockers guess that he was somehow behind the Norseman’s ill luck. She has a love-hate relationship with Hilaria om Klimt at the Suiddock Temple; Temple; sometimes Sister Hilli could cheerfully strangle Granny Hetta for handing out rum to the alcoholics at the temple, and Granny thinks Sister Hilli should learn a little tolerance. Borgoth the Ogre swears that her rumlaced tea gives him his prodigious strength, and he always buys at least three sausages from her every day, just as snacks between ‘proper’ meals. She is fast friends with Ishmael at the Pelican’s Perch; Perch; even Beaky recognises her as a friend and source of an occasional sausage; she likes Ingrid as well, and often points out good fishing spots to her in return for a fish or two. She likes to visit St Rutha’s, where the children love her. She often looks in at The The Brotherhood of Seamen and Pilots to visit Eric Roergang and gossip about the old days. Many good-hearted people wonder at Granny’s refusal of their offers of shelter and a bed, and Shallyan nuns cluck their tongues at the old lady’s obstinacy. But she has good reason to prefer the canals and the company of derelicts: hidden among the Suiddock Suiddock flotsam, she is safe from her old life. She is Director Jaan van de Kuypers grandmother, who fled from her wealth and family on the night that Bertold “went insane” and hacked her son, daughter-in-law and granddaughter to pieces. She knows the truth - Jaan summoned a daemon to murder his family, and then blamed his brother for the crime, leaving him heir to the de Kuypers fortune. He knows she’s still alive somewhere, and although he hasn’t found her in 30 years, he’s still searching.
SB26: Channel Rats, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
38%
42%
29%
42%
48%
42%
31%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
2
4
4
0
0
0
Skills: Blather, Charm +10%, Common Knowledge (The Skills: Empire, the Wasteland), Consume Alcohol, Drive, Evaluate +10%, Gamble +10%, Gossip +20%, Haggle +10%, Navigation, Outdoor Survival, Perception +20%, Performer (Storyteller), Pick Lock, Row +10%, Sail, Search +20%, Secret Language (Ranger, Thieves Tongue), Silent Move +10%, Sleight of Hand, Speak Language (Kislevite, Reikspiel), Swim +10% Talents: Acute Hearing, Talents: Hearing, Alley Cat, Dealmaker Dealmaker,, Exc Excellent ellent Vision, Flee, Luck, Orientation, Public Speaking, Seasoned Traveller, Streetwise, Super Numerate, Trapfinder
Combat: Armour (none) (none):: Worn clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+1) Weapons Trappings: Walking Stick, Boat, Small Spirit Stove, Flask of Trappings: Spirit, Bag of Rolls, Bag of Sausages, Eyeglasses
SB26: Channel Rats, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Rivermen’s Association
“They fight like pilot and riverman.” “The Rivermen are all right, really. They’ve just been pushed too far. I mean, having to pay a guilder a foot for a pilot in the docks they grew up in – it’s a racket, isn’t it?” “Just a couple of weeks back, a boat went aground. Right on the edge of Stoessel, it was. It’s not a treacherous channel, but they still managed to ground the boat. Tied up the whole channel for near on half a day, it did – half a dozen ships from Araby and Lustria a nd all over, just sitting in the channel unable to dock. That’s why you have to have a pilot on board.” “A few days ago, a boat went aground, just by Stoessel. Caused all sorts of trouble. The crew say their pilot steered them wrong and then vanished. The Brotherhood says they’re trying to cover up for their own mistake, but the Rivermen’s Association has been complaining of sabotage for a while. I’ve grown up in these docks, and I know who to believe.” “There’s war brewing between the Pilots and the Rivermen. They’ve never been best friends, but things are going from bad to worse.” “Heard of that boat that grounded by Stoessel not long ago? I saw someone jump off just before she struck. The crew says their pilot steered them aground and vanished. The Rivermen want to take away the Pilots’ monopoly. Draw your own conclusions.” “Dammit. I grew up on these canals and I know them like the back of me hand! I don’t need no high-and-mighty pilot to tell me how to run my own lighter!” “Listen. I grew up in these docks. I learned to swim in the Bruenwasser. I’ve been working a boat in the Suiddock ever since I was tall enough to swing a tiller. Nobody can tell me I don’t know the channels.” Located in a small building on Sikkeleiland, across from Stoessel where the Geligwasser Canal enters the Bruenwasser, the Rivermen’s Association is the enemy of the Brotherhood of Seamen and Pilots. The rivalry was born over a century ago
when a group of bargemen formed their own breakaway group because they felt the Pilots’ and Seamen’s Guild was favouring saltwater sailors at the expense of those who really kept the port moving. Bad blood has run between the two groups ever since, with disagreements between them often turning into fullscale brawls. The root of the dispute lies in a clause in Admiralty law giving members of the Brotherhood of Seamen and Pilots the right to guide all boats and ships entering or leaving Marienburg harbour harbo ur,, for a fee of 1 shill shilling ing per foot of boat. The Rive Rivermen, rmen, all of them experienced and many of them native Wastelanders, resent this because they feel they know the river and harbour as well as any pilot. Many Reik users, whether rivermen or not, claim the Pilots are little better than racketeers, and their power to call on the River Watch to enforce their rights rubs salt in an already open sore. There have been recent groundings and collisions that the Rivermen’s Association claims were arranged by the Pilots to discredit those who were complaining too loudly. But the Association is poor and lacks the influence of the betterconnected Brotherhood. Relations between the rivals aren’t helped by the fiery temper of the Rivermen’s Association Guildmaster,, Axel Huurder, who’s known Guildmaster known across Suiddock for his sharp tongue and his disputes with the Pilots’ leader, Albert Loodemans. The guild can’t even afford to maintain a full-time staff: staf f: Huurder still has to make a living off his own boat (and pay piloting fees to boot). While some members staff the Association’s small office on a volunteer basis, its doors are often locked and the windows shuttered. Although the guild, and Axel in particular, are vocal about their complaints. Lately some Rivermen have been talking more quietly about its lack of success. There have been discussions about the Pilots’ dirty tricks, and whether it might be time for the honest rivermen of Marienburg to begin fighting back with the same weapons. At present it’s no more than talk, but feelings are running close to boiling.
SB27: The Rivermen’s Association
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Axell Huur Axe Huurder der,, Guil Guildmas dmaster ter Scribe (ex-Boa (ex-Boatman) tman) “I shouldn’t have lost my temper like that, but – blast it! – the law’s unfair and those Pilots are taking bread from our mouths. I want to avoid a war over it, but if it’s a fight they’re after, well....”
Talents: Lightening Reflexes, Orientation, Seasoned Traveller, Talents: Very Strong
Combat: Armour (Light) (Light):: Leather Jerkin AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP: Weapons:: Sword (Hand Weapon, 1d10+0), Dagger (1d10+0) Weapons Trappings:: Purse (with 2d10 Shillings), Rowing Boat Trappings
“I don’t want a guild war. My dispute is with the river laws, not with the pilots. But if they want a fight, we’re not going to sit back.” “Old Loodemans has his heart in the right place, but he doesn’t know what is going on. Every day – just about – my members are being overcharged, victimised… there’ve even been deliberate groundings, and if the pilots aren’t doing that, I’d like to know who is. Now we didn’t start all that – all we want is get a bit of the law changed.” Tall, bony and youthful (age 34), Axel wears long red hair and scruffy whiskers, a trait some say he got from his Norscan ancestors. He talks fast, even for a Marienburger, with a staccato delivery that always makes it seem as if he’s arguing. Axel is angry angry,, and he isn’t going to take it much longer. He wants the law changed so that Rivermen are treated with the respect they deserve. He works hard during the day running his boat and then long hours into the night on Association business, in meetings or recruiting among the dockside taverns. He can talk endlessly and passionately about the unfair treatment and harassment the rivermen receive from Loodemans’ Guild. Quick to reach for a stick at the first sign of a fight, he may be the wrong person to avert a war with the Pilots. Axel has frequent, if acrimonious dealings with Albert Loodemans Loodeman s of the Brotherhood of Seamen and Pilots. He has a passing acquaintance with Lea-Jan Cobbius, and he’d dearly like to bring him over to the Rivermen’s Rivermen’s side. Axel sometimes sometimes drinks in the Pelican’s Perch, Perch, but more regularly regularly at the Whaler’s Return, where he has a true friend in Klaus Mannlicher, the barman and bouncer. Although Klaus has pulled him out of a potential fight on more than one occasion, Axel is well known to Ward Captain Theophilus Graveland, Graveland, having been arrested for brawling several times. He is also deeply in debt to Delftgruber and Sons of Guilderveld for supplies for his boat.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
36%
32%
43%
31%
46%
34%
38%
31%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
4
3
4
0
0
0
Skills: Common Knowledge (The Empire, the Wasteland), Skills: Consume Alcohol, Gossip, Navigation, Outdoor Survival, Perception, Read/Write, Row, Sail, Secret Language (Ranger), Speak Language (Reikspiel), Swim
SB27: The Rivermen’s Association
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Helmsman The Helmsman is among the largest of Suiddock’s inns, a massive hotel and tavern four storeys high, and each of the three upper levels is given over to gues guestt rooms. At full capacity, capacity, The Helmsman can accommodate around 150 guests, and it is usually packed throughout the year. The reason for the abundance of custom is simple. The Inn is affiliated with all the major transport companies that travel to Marienburg: Castle Rock, Wolf Runner and the Four Seasons Coaching Inns all have a depot at the Helmsman, and their customers are advised to stay the night there. Starbright Shipping, which journeys the Nuln-Altdorf-Marienburg route up the Reik, also sends its customers here. Finally, Marienburg locals will often point those travellers who arrive in the city by different means in The Helmsman’s direction. The Inn itself is built in the same style as many traditional Imperial coaching inns but on a far grander scale. The rooms upstairs are spacious, clean and comfortable, as it pays well to give a good impression to newcomers. The bar and restaurant downstairs never close, working twenty four hours as coaches arrive at all times of day and night. The food is hearty, usually fish stews which can be kept simmering almost indefinitely. The prices price s for both food and room rooms s are far above average, average, to get the most out of strangers before they determine the standard prices. Because of its links with travel companies, the Helmsman is a convenient place for those entering or leaving Marienburg. Tickets can be booked at the bar for example, and the staff will wake patrons in time so they do not miss their coaches. The common room is busy day and night, packed with travellers, nobles, merchants, beggars and dockhands. It is not just the newcomers who take advantage of the constant opening! Most of the people there are friendly towards travellers, eager to find out what gossip and stories they may have from the Empire and beyond. Not all of the crowd are so beneficial for newcomers however. It is inevitable that cutpurses, charlatans, fakers, thieves and footpads are attracted to an area where naïve foreigners are staying. Although the management takes a firm line with such characters, the crowd is so large that they can't possibly catch all of them. The Helmsman is also a centre of espionage. Junior agents of all the major powers circulate amongst the throng, picking up details detail s of intere interesting sting arrivals arrivals to the city. city. A place with an ever changing, large, anonymous clientele is perfect for the exchange of information, hostages, drugs and money, and many of Marienburg’s factions take full advantage of this.
When Sander arrived in Marienburg, he fell in love the port city almost immediately. The diversity and cosmopolitan nature of the place enchanted him. For several years, he operated as a coachman travelling the Middenheim-Marienburg route. Then he changed careers, offering to guide newcomers to the city around the instant they got off the coaches. He saw the Helmsmen as a huge gap in the market which he was willing to fulfil. With investment from three coaching companies, he converted and extended a warehouse into a large Inn south of the Draaienbrug Swing Bridge. Sander is friendly and welcoming, stopping to talk to all his customers. He can be slightly patronising, but whatever advice he gives is well intentioned. He has embraced the Marienburg mindset though, and is perfectly happy to overcharge as far as he can. Plans for an Inn similar to the Helmsman but built in Middenheim or Altdorf have been drawn up, although Sander is sure that neither of them will be as successful as the Helmsman itself. Seeing as many people from foreign countries as he does, Sander is a good person to acquire news from anywhere outside Marienburg. He occasionally gossips with Granny Hetta, whom he respects a great deal.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
33%
43%
40%
47%
54%
37%
42%
52%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
0
0
0
Skills: Animal Care, Blather, Skills: Blather, Charm, Common Common Knowledge (Albion, The Empire, The Wasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gamble, Gossip, Haggle, Navigation, Perception, Performer (Storyteller), Ride, Search, Secret Signs (Ranger), Sleight of Hand, Speak Language (Albion, Breton, Reikspiel), Trade (Cook) Talents: Coolheaded, Dealmaker, Flee!, Hardy, Luck, Public Talents: Speaking, Seasoned Traveller, Sixth Sense, Specialist Weapon Group (Gunpowder), Streetwise, Strike to Stun, Very Resilient
Combat: Armour (Light) (Light):: Leather Jerkin
Sander Dubbelman, Innkee Innkeeper per Human Innkeeper (ex-Coachman, ex-Rogue, exServant) “Please, we don't want any trouble here so I'd appreciate it if ye'd leave.”
“An' how are ye finding our fair city, lad? A little bleedin' bigger and brighter than Altdorf wouldn't ye say!” Sander is a short, stocky man with long black hair and a thick Sander beard. He has frantic eyes and a soft, thick accent that is very unusual. If questioned about this, Sander will reply he is from Albion, "land o' the bleedin' fog lad." He is usually smiling crazily, and rushing around trying to sort out three problems at once. He wears nondescript cotton and leather clothing in browns and white.
AP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP: Weapons : Stout Club (Hand Weapon, 1d10+4), Dagger Weapons: (1d10+1) Trappings:: Purse (with 1d10 Shillings) Trappings
Wilhelm Wilhe lm Grau Grausbert sbert,, Inte Interpre rpreter ter Scholar (ex-Scribe, ex-Student) “Qui Ticordia? O, si!”
“Charl Furzukda!” Wilhelm Grausbert is a short man who wears his prematurelygrey hair in the Estalian style and is always dressed impeccably.. A friendly and intelligent man, Wilhelm is a student impeccably
SB35: Helmsman, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld of many foreign cultures, and makes a living as an interpreter for newly arrived visitors to the city. Wilhelm normally operates out of the Helmsman Inn, although often travels to Marienburg’s various ‘foreign’ boroughs. He also occasionally works for the Fog Walkers, both as a translator and as an informant.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
36%
37%
29%
33%
41%
59%
40%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
2
3
4
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry, Skills: (Genealogy/Heraldry, History, Runes), Charm, Common Knowledge (Bretonnia, Estalia, Nippon, the Empire, the Wasteland), Evaluate, Gossip +10%, Perception, Read/Write +10%, Search, Secret Language (Guild Tongue), Speak Language (Breton, Cathay, Classical +10%, Estalian, Nipponese, Reikspiel +10%, Tilean), Trade (Calligrapher) Talents: Acute Hearing, Etiquette, Linguistics, Mimic, Talents: Mimic, Savvy, Savvy, Seasoned Traveller
Combat: Armour (none) (none):: Best Craftsmanship Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Sword (Hand Weapon, 1d10+2), Dagger (1d10-1) Weapons Trappings:: Writing Kit, Purse (with 1d10 Gu and 2d10 Trappings Shillings)
SB35: Helmsman, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Whaler’s Shrine Hidden away behind a row of dockside houses is a small shrine to Manann used almost exclusively by whalers. The shrine itself is within a sma smallll domed hit of black stained wood, along side a ceremonial flooded pool that runs into the small Vijzkanaal. Emerging from this pool stands the upper jawbone of a massive whale, while inside the roof brace is fashioned of whale bone, its faded white contrasting with the roof’s dark wooden timbers.
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Philosophy, Theology), Arcane Language (Magick), Channelling, Charm, Common Knowledge (The Wasteland), Consume Alcohol, Gossip +10%, Heal, Magical Sense, Navigation, Perception, Read/Write, Row +10%, Sail +10%, Speak Language (Classical, Eltharin, Norse, Reikspiel), Swim +10%, Trade (Shipwright)
Shelves line the walls of the shrine, each cluttered with scrimshaw carvings left as sacrifices to Manann. At the far end of the shrine a great bronze statue of Manann overlooks the room, with a Harp Harpoon oon in place of his more usual trident. trident. The main entrance to the building is square, and looks more like an entrance to a shrine of Mórr than Manann. Many superstitious whalers whale rs refuse to use it, and inste instead ad enter the shrin shrine e by the smaller side door that allows entrance from the Vijzkanaal. Eight uneven windows allow light into the structure, with a further eight small windows built into the copper dome.
Talents: Armoured Casting, Talents: Casting, Coolheaded, Excellent Excellent Vision, Hardy, Luck, Marksman, Master Orator, Petty Magic (Divine), Public Speaking, Seasoned Traveller, Strike to Injure, Very Strong, Warrior Born
Many Norse come to the shrine, in particular those of the Skaeling tribe who worship Manann as the god Mermedus, who they believe believe dwells in the deep places of the Sea of Claw Claws. s. Unlike most shrines, the Whaler’s Shrine has a permanent priest – a blind whaler names Godymas who initially founded it – who has a small bunk within the shrine itself.
Combat:
Godymas Priest (ex-Whaler, ex-Initiate) The incumbent cleric of the Whaler’s shrine is Godymas, an ancient blind man who uses a stick carved from whalebone to guide himself around the streets.
Special: Blind: This reduces Godymas’ Weapon Skill by 20% and Blind: Ballistic Skill by 40%, already included in his profile. In addition, Godymas automatically fails all perception checks based on sight. Magic: 1; 1; Petty Magic (Divine) Armour (none) (none):: Tattered blue robes AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons : Whalebone Walking Stick (Hand Weapon, 1d10+5, Weapons: CV+1), Dagger (1d10+2, CV+1) Trappings : Holy Symbol of Manann, Bottle of Rum, Purse Trappings: (with 2d10 shillings and 2d10 pence)
Once a whaler himself, Godymas once cursed Manann during a foul sea storm, and was washed overboard by a large wave. Moments before drowning, a second freak wave swept Godymas back onto the deck of his ship. Believing himself saved save d by Manan Manann n himself, he chose to devot devote e his life to his worship wors hip – foundi founding ng the Whaler’ Whaler’s s Shrine on the South Bank at the edge of the Noormanswijk, where most of the whaler’s make port. While extremely knowledgeable about whaling, he seldom talks about the topic. Most of the Whaler’s who make port in Marienburg know of Godymas, at least by reputation if not personally, and he is on good terms with almost all of the ship’s Captains. His superiors in the Cathedral Cathedral of Manann view him as an eccentric, eccentric, but his teaching are orthodox and he always delivers the contributions he collects on time. He occasionally can be found drinking in the Whaler’s Return.
Main Profile
WS
BS
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Ag
Int
WP
Fel
26%
10%
51%
43%
37%
35%
57%
46%
Secondary Profile
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1
15 15
5
4
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0
SB36: Whaler’s Shrine, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Hoogbrug Bridge Longest and highest in the known world. The arches are large enough for an ocean-going ship to pass through under full sail and the ramps around the outside of the towers are wide enough for two coaches to pass one another. The bridge spans the mouth of the Reik, and is connected to towers in the Paleisbuurt District and Hightower Island in the Suiddock.
Impr Im pres essi sion ons s of th the e Ho Hoog ogbr brug ug Br Brid idge ge “In the far distance, yet still able to dwarf the warehouses and other buildings in between, a vast viaduct rose, higher than any structure he would have believed possible.” “Rudi got his first view of the Hoogbrug and the huge tower leading up to it, which cast its shadow across the whole ward like the gnomon of a gigantic sundial. As Kris had boasted, the roadway wound its way around it in a huge spiral, wide enough for the traffic to flow unobstructed in both directions.”
SH01: Hoogbrug Bridge, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Marienburg Secretariat for Trade Equity “I tell ya, don’t mess with the Lord ‘Arbourmaster. ‘E will get ya one way or another. If ya don’t pay the taxes to ‘is Excise boys, the Patrol will lock ya up in the Brig. And that place is rat infested believe ya me.” “It’s bad enough they charge 1 Guilder per foot of boat, but they charge you the extra foot if it’s just a fraction longer than you claim. It’s robbery I tell you.” “The daft part about it is that if most of your body is over the water, you’re subject to Port Law. If most of your body is on land, you’re answerable to that Ward’s laws and its Watch. If you’re exactly in between, you can be dragged into both sets of Courts. There’s no way to come out on top... lest you’re one of the Rich.” Located next to the Niederbrug Bridge on Hightower Isle in the Suiddock, this office is located in the Admiralty Building, known as Koopvaardijvloot Hoom. Hoom. A large, three-storied, three-storied, green painted building with white trim, Koopvaardijvloot Hoom is surmounted by four stone-carved fen-wolves representing Marius, making it an iconic landmark throughout the city. The Secretariat is the centre of all activities relating to the functioning funct ioning of the Port of Marienburg. Marienburg. It is also the doma domain in of the Lord Harbourmaster, who is responsible for collecting all duties and docking fees from these ships, as well as enforcing Port Law. Additionally Additionally,, the Lord Harbourmaster doubles as the Commandant of the River Watch and has jurisdiction over anything and everything waterside. Anyone desiring to meet the Lord Harbourmaster will be in for a disappointment as Odvaal van den Huister only meets with members of the Directorate or their representatives. Demanding character chara cters s will have to bluff their way past one of the four Captains of the Harbour Watch, which is very unlikely. The range of personalities of the Captains vary from the literally useless, self-serving Edwin Kaardscherp to the coollycompetent, incorruptible Johannes Zeewanden. In theory, the four Harbour Watch Captains closely work with the Magistrate of the Excise, Konraad van Goot. Van Goot is the taskmaster who ensures that the scribes reporting to him
Common Comm on Taxe axes s Various taxes are levied on goods and people entering the city. Some of the more common are listed here, but others come and go for business and political reasons. One Guilder (Gu) for every foot of length of a boat berthing berthing in port (roun (rounded ded up to the neare nearest st foot). 2% tax on estimated value of cargo arriving in Marienburg, 10% for those arriving at Fort Solace. Five shillings shillings per leg for those entering the city via the Gisoreux Road (Westenpoort Gate) or the Middenheim Road (Oostenpoo (Oostenpoort rt Gate). An additional additional Gu is levied on carts and wagons. Five shilling road toll per person collected at Fort Bergbres (on the Westerland/Bretonnian border) and Wouduin Tollstation (on the Westerland/Imperial border). Duties on specific Bretonnian and Imperial goods are collected at the appropriate border locations.
The Th e Bo Boar ard d of Tr Trad ade e Eq Equi uity ty This infamous board of nine individuals has the authorization to propose laws amending the tax laws, elects the three man tribunal who presides (judges) in the Tax Courts, and oversees the tax collectors and law enforcement arm of the hated Marienburg Excise. The current Chair is Harbourmaster Odvaal van Huister.
The Th e Ri Riv ver Wat atch ch The main River Watch barracks near the docks. There are anywhere between two to four patrols operating at a single time. Altho Although ugh the crew in the Suiddo Suiddock ck is twice the size, each River Watch patrol normally consists of four to six Marines and one Sergeant. Like the neighbourhood Watch Houses on land, the River Watch maintains small boathouses and offices in the other islands of Marienburg. There are only eight such and these are generally manned by a single patrol of Marines. There may also be a novic novice e priest of Mana Manann nn stationed at a particular boathouse. Their role is two-fold: (1) constantly seek out information pertaining to the outlawed cult of Stromfels and (2) deal with any problem which the typical River Watchman is not equipped to handle, such as abusive Wizards. All Manann priests so assigned report to Kaspar Golflied, the highest-ranking priest designated to aid the Lord Harbourmaster.
“There was little love lost between the Black Caps and their opposite numbers charged with maintaining maritime law. In theory the River Watch’s jurisdiction was city-wide rather than being organised ward by ward, and although it was strictly restricted to the docks and waterways, they used the wider mandate they’d been given to interfere in other matters to an extent most black caps found irksome in the extreme. With no City Watch post in the Doodkannal the responsibility for maintaining law and order theoretically fell to the Winkelmarkt Caps as the nearest barracks, but they could reasonably argue that, for once, their despised colleagues had a better claim.” The River Watch jurisdiction is limited to within one hundred yards of a waterway. Though some of their captains can be creative about this definition if it means they have a chance at making an important arrest.
“There was a sewer running underneath the place, right? And the smart bugger just grins at me and says, ‘That’s a waterway.’ So while we were busy arguing the toss about it, the smugglers legged it. Bloody embarrassing. For weeks afterwards every time we felt a collar we got ‘hang on, I’ve just pissed myself, shouldn’t you hand me over to the River Watch?’” record the arrival and departure of all ships conducting legitimate business in Marienburg. Particularly dedicated scribes are elevated by van Goot to the Honourable Chamber of Auditors whose tasks include the compilation and maintenance of tax records, auditing of funds received to
SH03: Marienburg Secretariat for Trade Equity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld ensure proper accounting, and perusal of receipts to verify collection from the Excise. The centre of the dreaded Port Excise Exci se is locat located ed on the first floor of the building below the offices and suites of the Lord Harbourmaster and his Captains. The Admiralty Court - where violators of Port Law are tried - is located on the ground floor. This is the personal fiefdom of Ludwig Nauzicht, Chief Magistrate of the Port Judiciary. Ludwig has two senior and five junior magistrates with whom he shares the caseload. In addition, seven lawyers specialising in Port Law are subordinate to Ludwig. This could easily be seen as a conflict of interest in cases where Ludwig is the presiding magistrate. One should be careful with levelling such a charge as Ludwig takes such as a personal affront. The Chief Magistrate considers his objectivity as being beyond reproach. Opposition lawyers who are brazen (or foolish) enough to put forth such a charge find themselves serving a few days in the brig for Contempt of Court. This much feared prison lies beneath the Courts and all those with a date in the Court wait here. It is damp (water often rises to a couple of inches, dingy, rat infested and filled with fear.
Odvaal va Odvaal van n de den n Huis Huister ter,, Lor Lord d Harbo Ha rbourm urmast aster er and Com Comman manda dant nt of the Harbour Wa Watch tch Politician (ex-Marine, ex-Mate, ex-Sea Captain, exLitigant) “Come by the Admiralty Building in the morning. I will have a writ prepared to authorize you to act directly on my behalf. Port Law is still the highest law in the city. And I am Port Law.”
“Yes, you can tell the Council that we’ll give an armed escort to the Duc du Brionne’s ship when it arrives. Yes, the River Watch will be in their finest attire. Not that the bloody pirate will ever notice.” “He did what? If not for his patron on the Council, I would have fired that twit long before now.” “Get a crew out there and remove the stranded ship from the Bruenwasser Kanal. Put its Captain and First Mate in chains and toss them into the Brig. If they had a Pilot, put him in chains as well. I’ll have a word with Albert Loodemans about this.” At 56, Odvaal van den Huister has been the Lord Harbourmaster of Marienburg in the past 15 years. Outwardly, van Huister looks benign as his soft brown eyes and tidy light brown hair gives him a book-wormish look. Nothing could be further from the truth. van Huister is an experienced Sea Captain who once commanded commanded the Marines employed by the House of Onderzoeker. To those who write for him, the 6ft 1in, 190 lb. van Huister is forthright in his dealings and as honest as anyone could expect a man and his position to be. To others, van Huister is a shrewd and calculating man who knows his way inside and outside of the political arena.
pocket of the “Guild we do not Talk About”). About”). Fights between the Watch and River Watch are not unknown, especially in the Suiddock. In contrast, contrast, van Huister gets along well with with Albert Loodemans of the Brotherhood of Seamen and Pilots. Pilots. The two organizations need each other. The Lord Harbourmaster is dependent on the Pilots to report the comings and goings of ships to ensure that taxes are levied properly. Conversely, the Pilots need the Lord Harbourmaster to enforce compliance to the Port Law by heavily fining those who avoid using the Marienburg Pilots.
Main Profil Profile e
WS
BS
S
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Ag
Int
WP
Fel
64%
53%
43%
52%
54%
62%
65%
62%
Secondary Profile
A
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18 18
4
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0
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Skills: Academic Knowledge (History, Skills: (History, Genealogy/Heraldry, Genealogy/Heraldry, Law+10%, Strategy/Tactics), Strategy/Tactics), Animal Training, Blather, Charm, Command +10%, Common Knowledge (Bretonnia, Kislev, Norsca, the Empire, the Wasteland +10%), Consume Alcohol, Dodge Blow +10%, Evaluate, Gamble, Gossip, Haggle, Intimidate, Perception +10%, Performer (Actor), Read/Write, Row, Sail, Secret Language (Battle Tongue, Guild Tongue), Speak Language (Breton, Classical*, Estalian, Kislevarin, Norse, Reikspiel), Swim, Trade (Cartographer,, Shipwright) (Cartographer Note that the Litigant career from the Career Compendium and Terror in Talabheim should have access to Speak Language (Classical) rather than Speak Language (Reikspiel). Talents: Coolheaded, Disarm, Etiquette, Lightning Parry, Talents: Master Orator, Public Speaking, Quick Draw, Resistance to Disease, Savvy, Seasoned Traveller Traveller,, Schemer Schemer,, Specialist Weapon (Fencing), Street Fighting, Strike Mighty Blow, Strike to Stun, Swashbuckler, Warrior Born
Combat: Armour (Medium): (Medium) : Mail Shirt over Best Craftsmanship Leather Leggings and Jack AP: Head 0 (5), Arms 1 (6), Body 3 (8), Legs 1 (6) AP: Weapons : Best Craftsmanship Rapier (1d10+4, Fast), Dagger Weapons: (1d10+2) Trappings:: Purse (with 3d10 Gu and 3d10 Shillings) Trappings
Relations between the Watch and River Watch is indifferent and uncooperative, at best. Both see themselves as being the main upholder uphold er of law and order and see the other as incom incompetent petents s run by scoundrels. This is exemplified by the cool relations relations between the Lor d Harbourmaster and Captain Graveland of the Suiddock Watch (whom van Huister views as being in the
SH03: Marienburg Secretariat for Trade Equity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Edwin Edwi n Ka Kaar ards dsch cher erp, p, As Assi sist stan ant t to th the e Lord Harb Harbourma ourmaster ster Merchant (ex-Excisemen, ex-Charlatan, exGambler) “Don’t bother me with details. I have other, higher priorities on my mind.”
“Look, I don’t care if a ship has run aground near the mouth of the Bruenwasser Kanal. Nor do I care if it is snarling traffic. I have more important things like closing this business deal now before I lose another 100 Guilders.” “If you don’t like it, see my superior. I’m late for another appointment.” The blond hair, blue-eyed Edwin is a conceited ass of the highest order. Somehow, the 6ft 2in, 202 lb. miscreant was appointed to his post over the strenuous objections of Odvaal van den Huister. Edwin is concerned with nothing other than his own advancement advancement and enrichment. enrichment. As obvious to those who admit knowing him, Edwin grossly overrates his skills as a merchant and his worth as a human being. It is even common knowledge to all but Edwin that the courtesans at “Hændryk’s Beauties” in Guilderveld charge him thrice the normal rate. Rumours have it that Edwin’s a relative of one of the powerful merchant families that run Marienburg. In fact, he is a second cousin to Crispijn van Haagen, heir to that family’s fortune. As a businessman, Edwin is an utter failure although he continues to posture as a successful one. Edwin can be found at some of the plusher Gaming establishments, such as “Three of a Kind” on Elfgate Bridge during his off-duty hours. Usually his stay is a short one since Edwin has an uncanny way of annoying even the most tolerant person. At heart Edwin is still a Gambler Gambler.. Although born to a privileged life; he was the only, and very spoilt, child in the family. He spent much of his youth hanging around disreputable gambling dens making a name for himself as an easy source of funds and an unbearable twit. It wasn’t that he was a bad gambler he just never knew when to give up. His father soon could not turn a blind eye to his son’s activities and sent to study in Tilean. Soon bored, Edwin joined up with another expatiate named Serena. They made a fine team, conning local nobles into supplying funds to help “Countess” Serena regain her family home. Edwin escaped with his life after the ruse was discovered. However, he decided not to tell Serena. He is unaware whether she is alive, dead or in prison. Returning to Marienburg, his uncle insisted he take a proper job instead of distracting his son Crispijn. Thus a post in the Secretariat was arranged, with strict orders not to reveal his family connections. To do such would mean the removal of his small monthly payments. Thus Edwin finds himself indignantly trapped until he “turn things around.” Edwin’s relationship with the Lord Harbourmaster is best described as a very strong and mutual dislike for one another. His peers have little, if any, respect for Edwin and probably wouldn’t mind seeing something untoward happen to him. However, Edwin does have one close ally. Klaus Rathold, one of the excisemen under his command has decided loyalty to Edwin offers his best prospect of advancement. Edwin loathes him but finds him useful as a manservant. However, Klaus’s dogged desire to please has currently placed Edwin in a difficult position. Klaus recently found a parcel of Ranald’s Delight on a boat and decided to give it to Edwin. Knowing it sits under
Edwin’s floorboards while he worries about it. On one hand he knows it will make him some good money and perhaps friends, but on the other someone out there is miss missing ing a smal smalll fortune in addictive happiness.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
38%
36%
41%
43%
54%
62%
47%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
5
0
0
0
Skills: Acad Skills: Academic emic Knowledge Knowledge (Law), Blather +10%, Char Charm m +10%, Common Knowledge (Tilea), Common Knowledge (Wasteland), Disguise, Evaluate +10%, Gamble +10%, Gossip, Haggle, Perception, Read/Write, Secret Language (Guild Tongue), Secret Language (Thieves Tongue), Sleight of Hand +10%, Speak language (Reikspiel), Speak Language (Tilean), Trade (Merchant). Talents: Dealmaker, Flee, Fleet Footed, Lightening Reflexes, Talents: Luck, Mimic, Public Speaking, Savvy, Schemer, Seasoned Traveller, Super Numerate.
Combat: Armour (none) (none):: Good Craftsmanship Clothing AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Sword (Hand Weapon, 1d10+4) Weapons Trappings:: Deck of Cards, Town House, Warehouse (on Trappings Stoessel), Purse (8d10 Gu, 3d10 Shillings)
Johannes Zeew Zeewandenm, andenm, Assistant to the Lord Harb Harbourma ourmaster ster Captain (ex-Sergeant, ex-Mate, ex-Marine) “So you want to know about the Lady’s Pride? What’s your business with the ship? Owner, you say? Do you have the bill of sale or certificate of ownership? No? Do you know the Captain’s name? Let’s see... no, that’s not the name. What’s your name again?”
“How’s that? Information about the arrival of ships in the Suiddock today and their cargo? That’s rather privileged information, sir. Let me move that weighted bag for you so I can make room for the daily log.” “You want to offer a contribution to the River Watch of 5 Guilders? That, sir, is attempted bribery of a public official. You’re lucky that I’m in a good mood tonight. I’ll grant you a choice: pay a fine of 20 Guilders or spend some time as our guest in the Brig. I’ll even throw in a date with the Courts if you pick the second choice. So, what’s your pleasure?” Johannes has medium brown hair, with a touch of grey (he’s 41) and pale-grey eyes. He stands at 5ft 7in and weighs 187 lbs. His speech is a calm, even voice unless he pushed to anger. He then speaks slowly in a deep voice that indicates to any, but the most obtuse, that they have stepped over the line. Quick, intelligent people will recognise that this is the time to make amends before they are thrown out into either the streets or the brig.
SH03: Marienburg Secretariat for Trade Equity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Johannes is the only assistant to the Lord Harbourmaster who is not a political appointee, which explains why he is the only one with night duty (late evenings to dawn). Relative to other city officials, Johannes is considered incorruptible. This doesn’t infer that he cannot be bribed. Fact is Johannes will sell the type of information that will not put his command and position at risk. These are typically minor bits such as directions, ship arrivals and departures, and the place of registry of any specific ship. The only requirement Johannes has is that any attempt at bribery be discreet. He will easily recognise clumsy and obvious attempts at bribery, which could land the briber in the brig with a date to visit the Port Law Courts. After spending his early life, eking out a living on the streets of Marienburg, Johannes believed the tales of wealth to be gained at sea and became a Marine. Putting his talents for brawling to use, he joined a small trading company sailing to Bretonnia and back. He proved himself a loyal crewmember was promoted to the position of First Mate. In Marienburg he had made friends with Odvaal van Huister, then a Lord Harbourmaster’s Assistant, after they found themselves on the same side in a barroom brawl. The friendship almost put his life in danger. By accident he discovered his captain and some of the crew were smuggling in various heavily taxed items. In truth it didn’t bother him much. However, he soon learned they planned to get him out of the way. He approached van Huister with the information. However, van Huister convinced him to sail with them one more time to fully uncover what they were up to. It work worked ed and various crewmembers are still rotting in prison. The newly promoted Van Huister rewarded Johannes with his current position. Johannes is a long-time friend and confidante of Lord Harbourmaster Odvaal van Huister. Together, they work to minimise the damage caused by Edwin Kaardscherp’s ineptitude and callousness. Johannes also gets gets the task task of being the liaison liaison with the Suiddock Watch and Captain Graveland. Johannes grudgingly finds himself respecting Graveland, despite the fools and incompetents the Suiddock Captain has under his command. Currently Johannes spends much of his spare time trying to track down a particularly vicious smuggling ring. He believes they are smuggling slaves out of Marienburg through a number of the bigger Mercantile Houses. He suspects the recent deaths of two of his men were a result of this investigation. Officially, the investigation is outside his jurisdiction and he has been publicly reprimanded once. However, he has the private support of the Lord Harbourmaster.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
64%
59%
52%
54%
48%
55%
47%
64%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
17 17
5
5
4
0
0
0
Skills: Animal Care, Academic Knowledge (Strategy/T Skills: (Strategy/Tactics), actics), Command, Common Knowledge (Bretonnia), Common Knowledge (Wasteland) +10%, Consume Alcohol, Dodge Blow +20%, Gamble, Gossip +10%, Intimidate +10%, Perception, Read/Write, Row, Sail, Secret Language (Battle
Tongue), Speak language (Breton), Speak Language (Reikspiel), Speak Language (Tilean), Swim +10%, Trade (Shipwright). Talents: Disarm, Lightening Parry, Menacing, Quick Draw, Talents: Resistance to Disease, Savvy, Seasoned Traveller, Specialist Weapon Group (Fencing), Street Fighting, Strike Mighty Blow, Strike to Stun, Super Numerate.
Combat: Armour (Medium): (Medium) : Sleeved Chain Shirt with Leather Jack and Leggings and Uniform AP: Head 0 (5), Arms 3 (9), Body 3 (9), Legs 1 (6) AP: Weapons:: Rapier (1d10+5, Fast), Dagger (1d10+3) Weapons Trappings:: Purse (with 1d10 Gu, 2d10 Shillings) Trappings
Ludwig Ludw ig Na Nauz uzic icht ht,, Ch Chie ieff Ma Magi gist stra rate te of th the e Port Po rt Jud Judici iciary ary Merchant (ex-Litigant, ex-Scholar) “What you do not seem to understand is that Section 45.8, paragraph 16 (d) grants the Lord Harbourmaster the right to seize one’s vessel at any time one is in arrears with respect to their mooring fees without warning. Thus, your suit is dismissed without further review.”
“Sit down now! The next time you decide to indulge in theatrics you will be spending two nights in the Brig for contempt. Do I make myself clear?” “Damaging a vessel and thereby depriving the owner of said vessel of a means to earn a living is a serious offence. Your appeal of the previous sentence of one year hard labour in Rijker’s Isle has not only been denied, but increased to two years.” At 62, Ludwig is a crotchety stickler for detail and protocol. The grey haired, blue eyed, hawk-nosed Magistrate is known for his intelligence and ability to quote Port Law chapter and verse. Ludwig is equally known for his impatience and intolerance of whiners and others who attempt to avoid paying their due for violating Port Law. Moreover, the 5’9”, 150 lb Ludwig is tough on lawyers who wish to use his courtroom as a platform to further their careers. This in no way means that Ludwig has no interest in the truth. In fact Ludwig drives his assistants hard to investigate and prepare a detailed analysis of all pertinent information before judging any case. Even though the Lord Harbourmaster is his superior, Ludwig sees himself as independent of Odvaal van den Huister. Ludwig respects the man as competent as he does Johannes Zeewanden and Kaspar Golflied.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
40%
38%
41%
42%
39%
73%
61%
48%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
0
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Genealogy/Heraldry, Genealogy/Heraldry, Law +10%), Charm, Common Knowledge (Bretonnia, the
SH03: Marienburg Secretariat for Trade Equity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Empire, Norsca, the Wasteland +10%), Drive, Evaluate +10%, Gossip, Haggle, Perception, Read/Write, Ride, Secret Language (Guild Tongue), Sixth Sense, Speak Language (Breton, Classical +10%, Norse, Reikspiel), Trade (Merchant) Note that the Litigant career from the Career Compendium and Terror in Talabheim should have access to Speak Language (Classical) rather than Speak Language (Reikspiel). The Career Compendium also adds Scholar to its Career Exits. Talents: Coolheaded, Dealmaker, Linguistics, Etiquette, Talents: Public Speaking, Savvy, Super Numerate
Amu mule let t of th the e Ti Tid de Lor ord d Academic Knowledge: Knowledge : Theology Powers: Any fire based Powers: based attack made upon upon the wearer of this Amulet or any target within 12 yards of the wielder (friend or foe) reduce their damage by 1d10. This automatically includes all spells from the Lore of Fire and Metal, as well as many others. If the Wear Wearer er is aboard a ship or inside a building, this protection covers the whole structure and everyone within. History: This heavy amulet was cast from bronze History: reclaimed from a sunken cannon and is set with an Aquamarine the size of a man’s fist. It carries the fickle blessing of Manann, which ebbs and swells like the tide.
Combat: Armour (none): (none) : Judge’s Wig and Gown AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Sword (Hand Weapon, 1d10+4) Weapons Trappings: Purse (with 3d10 Gu and 4d10 shillings), Town Trappings: House, Warehouse (on Luydenhoek)
Kaspar Kas par Go Golfli lflied ed,, Riv River er Watc atch h Cha Chapli plin n Anointed Priest (ex-Marine, ex-Mate, ex-Initiate, exPriest) “My good man, surely you did not believe that I would allow you to intimidate this fine patrol with your sorcerous abilities, did you?” WHACK. “Pleasant dreams...”
“Manann knows you didn’t have a prayer (pardon the pun) of outrunning us. us. So why don’t you come quietly quietly so these hard workers can go through your ship looking for contraband.” “All right. After the next round of drinks, drinks, I’ll tell the story story about the drunken fisherman and the Kraken.”
Skills: Academic Knowledge (Daemonology, Skills: (Daemonology, History, Law, Law, Necromancy,, Theology +10%), Arcane Language (Magick), Necromancy Channelling +10%, Charm, Command, Common Knowledge (Bretonnia, Kislev, Norsca, the Empire, Tilea, the Wasteland), Consume Alcohol, Dodge Blow, Gamble, Gossip, Heal +10%, Intimidate, Magical Sense, Perception, Read/Write, Row +10%, Sail +10%, Secret Language (Battle Tongue), Speak Language (Breton, Classical, Estalian, Kislevarin, Norse, Reikspiel, Tilean), Swim +20%, Trade (Shipwright +10%) Talents: Armoured Casting, Disarm, Talents: Disarm, Divine Lore (Manann), (Manann), Lesser Magic (Aethyric Armour, Skywalk), Meditation, Petty Magic (Divine), Public Speaking, Resistance to Disease, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Strike to Stun, Sturdy, Very Strong, Warrior Born
Special Rules:
Assigned to the Lord Harbourmaster by Camille Dauphina, the 38 year old Kaspar is the leader of the other clerics who are assigned to various River River Watch patrols. patrols. Their purpose is twofold: Firstly to constantly seek out information pertaining to the outlawed cult of Stromfels and secondly deal with any problem which the typical River Watchman is not equipped to handle (such as abusive Wizards). The brown hair, brown eyed Kaspar was the logical choice for this assignment. In addition to his impressive size (6ft 5in, 225 lb.), Kaspar had experience as a First Mate on several vessels and travelled widely. widely. His ability to speak several languages also comes in handy in dealing with unusual situations. Usually affable, Kaspar is known to be a no nonsense individual who is quite capable of busting a man’s jaw when pushed too hard (there are a few Bretonnians that can attest to that fact).
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
55%
39%
51%
52%
39%
54%
56%
48%
Manann’s Mien: Mien : This Mark of Manann gives Kaspar a +5% Bonus to Strength, already included in his profile. Reliquary Weapon: Weapon : Kaspar’s Quarterstaff contains the finger bones of Veolund the Seaborn. When dealing with people who venerate Manann, Kasper gains a +10% Bonus to Charm and Command tests. Note that most Old Worlders venerate all the gods to some degree, even acolytes of other faiths.
Combat: Magic: 2; 2; Aethyric Armour, Armour, Divine Divine Lore (Manann), Petty Magic (Divine), Skywalk Armour (Light) (Light):: Bluish-Grey Robe and Studded Leather Jack AP: Head 0 (5), Arms 2 (7), Body 2 (7), Legs 0 (5) AP: Weapons : Reliquary Quarterstaff (Good Craftsmanship, Weapons: 1d10+4, Defensive, Pummelling, Special), Sword (Hand Weapon, 1d10+6) Trappings : Amulet of the Tide Lord , Holy Symbol of Manann, Trappings: Purse (with 1d10 Gu and 2d10 Shillings)
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
18 18
5
5
4
2
0
0
SH03: Marienburg Secretariat for Trade Equity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Watze Schip Schiptore toren, n, Lord Harb Harbourma ourmaster’ ster’s s Secretary Scribe (ex-Seaman, ex-Marine) Watze was once a hard drinking man of the sea like so many other seamen and marines. Now, however, Watze is a typical petty bureaucrat: fawning over and eager to please his superiors (in other words, a brown-noser); while contemptuous and snotty towards those he views as his inferiors (anyone who holds a position lower than his). Watze’s snobbishness also extends to those who are clearly of a lower social class (which includes foreigners and most adventuring types).
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
46%
40%
42%
31%
44%
48%
44%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
13 13
4
3
4
0
0
0
Skills: Academic Knowledge (Law), Common Knowledge Skills: Knowledge (Bretonnia, Norsca, the Empire, Tilea, the Wasteland), Consume Alcohol, Dodge Blow, Gossip, Intimidate, Read/Write, Row, Sail, Scale Sheer Surface, Secret Language (Battle Tongue, Guild Tongue), Speak Language (Breton, Classical, Norse, Reikspiel, Tilean), Swim, Trade (Calligrapher) Talents: Disarm, Linguistics, Seasoned Traveller, Street Talents: Fighting, Strike Mighty Blow, Strike to Stun, Suave, Super Numerate
Combat: Armour (none) (none):: Good Quality Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Sword (Hand Weapon, 1d10+5) Weapons Trappings: Textbook, Writing Kit, Purse (2d10 shillings and Trappings: 2d10 pence)
SH03: Marienburg Secretariat for Trade Equity, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Wasteland Import-Export Exchange
“The ‘Change? That’s where all the trading’s done. All the large-scale stuff, anyway. Millions – millions - of guilders a day go through that building - that’s where all the serious money is made.” “That’s the place that makes the city rich. Well, the merchants at any rate. They’ve got all the trade sewn up tight as you like, and that’s where it all happens.” “The ‘Change? Bunch of overpaid ‘ooligans runnin’ round shoutin’ at each other. They’re supposed to make thousands of guilders on ‘trade’ in there. One o’ ‘em explained it to me once made me ‘ead ache, it did. I still don’t see ‘ow its done - I reckons it’s some kind of dodge m’self”
This four-storey stone and timber building is one of the largest structures on Hightower Island, apart from the High Tower itself. Its multiple pillars, huge windows and ornate mouldings show that money has been lavished on it, and the constant coming and going of merchants reinforces the impression that something very important happens here. If trade is the life-blood of Marienburg, then the Exchange is the city’s heart, all Marienburg’s bulk trade takes place here, and cargoes of all types are bought and sold within its walls. The ‘Change, as Marienburgers call it, started as the home of the Mercantile Guild. Centuries of increasing trade brought changes to what was once a common-room where merchants met to talk and drink. It’s still officially a guildhall, but most merchants prefer to meet in their private clubs - the ‘Change is for business.
SH04: Wasteland Import-Export Exchange, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The ‘Change is run by the eleven-strong Commission of Overseers of Trade. Traditionally these are the heads of the ten wealthiest trading families in Marienburg, plus the Arch Priest of Haendryk. However, since everyone claims to be extremely wealthy to impress their rivals, and extremely poor to avoid taxes (usually in the same breath), the Stadsraad avoids controversy in selecting its officers and appoints the ten ‘elected’ Directors with the most experience of mercantile matters - the Ten, in other words - as Overseers. The current Master Overseer is Director Jaan van de Kuypers. Staadtholder van Raemerswijk is a very minor member of the board. Whoever the Overseers are from year to year, the deals struck in the opulent privacy of their boardroom affect the economics of the City and the northern Old World. Perceptive observers of Marienburg politics know that it is from here that the City is really governed, and behind the great oaken doors that true fortunes are made. Lesser mortals, such as the Pit brokers, hear only rumours and feel the Overseers’ shadowy influence. The Pit, the ‘Change’s central trading chamber, is a madhouse to the uninitiated. During trading hours, between ten in the morning and four in the afternoon, the place is a frenzy as the brokers work. Sellers’ agents shout offers and signal concessions, while men working for the buyers scream counteroffers, acceptances and rejections. The buyers are also trading among themselves, exchanging contracts and promissory notes, and selling cargoes that none of them will ever actually see. Pieces of paper fly everywhere, and the runners who post the latest prices on the hall’s giant blackboard often have to rub out prices before they’ve even finished writing them up. It is said that to truly understand the ‘Change you have to work there – and to work there you have to be mad! All the important merchant families maintain offices in the ‘Change. These are staffed by clerks, scribes, lawyers and messengers, who keep riff-raff (like adventurers) from pestering the merchants. They are well-paid, so all attempts at bribery are considered to be Hard (-20%). The ‘Change also includes a small temple to Haendryk, the God of Trade. Although small, the shrine is richly appointed and wellfrequented by merchants hoping to make a killing in the Pit. Each day’s trading begins and ends with prayers to Haendryk, and tradition dictates that every trader in the Change should make a daily donation of a guilder to the shrine.
Deniz De nizens ens of of the ‘Ch ‘Chang ange e The ‘Change is peopled by merchants of every type, from the powerful members of the Commission to the frenzied brokers on the floor of the Pit. Characters Characters are unlikely to meet the merchants themselves, but will certainly have dealings with their functionaries. Merchants’ clerks are the clerks, notaries, junior merchants, scribes and general lackeys who form the bulk of the population of the ‘Change. These are the people with whom most people will probably have to deal with if they want to do any trading in Marienburg They are well-paid and generally quite loyal to their masters. The Brokers, on the other hand, are the people who do the real business busin ess of the ‘Chan ‘Change, ge, the buying and selli selling ng on the door of the Pit. Some are employed by the great merchant houses of Marienburg, while others belong to small independent firms and hire their talents to non-Guild traders. Brokers do everything very rapidly and loudly; they seem to live at twice the pace and twice the volume of other people. Stimulant addiction is common.
Merchants frequent the ‘Change, but it is often difficult to meet them, protected as they are by cohorts of loyal clerks. These are seated members of the Mercantile Guild, whose lives are wrapped up in making ever more money to win that coveted seat in the Boardroom and the Directorate.
Formalities Cargoes of almost anything can be bought or sold in the ‘Change. The ‘Change is run by - and mainly for - the Merchants’ Guild, and specifically the powerful families whose representatives make up the Overseers. For a fee, nonmembers can hire a broker - which is essential, as all trade in the Pit must be conducted through an accredited broker: one can’t just wade in and start shouting prices. The major merchant houses include brokering among their commercial activities, and there are a few small independent independent firms of brokers who are allowed to do business in the Pit. The ‘Change provides notaries to witness transactions and attest that all taxes and fees have been paid. These charges are as follows: Trade tax: tax: The city imposes a 2% tax on all transactions, levied on the seller. Brokers’ fee: fee: Non-members of the Mercantile Guild must pay a brokers fee, typically 1% of the transaction’s value. Notary cha charge rge:: No transaction is valid without paperwork provided by a notary in the ‘Change. This costs 5 guilders, regardless of the amount of the transaction. Cult Donation: Donation: All traders traders are expected expected to donate 1 guilder per day to the Cult of Haend Haendryk. ryk. This sum is traditional, traditional, and must be paid whether a trader makes one deal or a thousand thous and in his day in the ‘Change.
Market Mar ket Price Prices s Trading on the floor of the exch Trading exchange ange is done in much the same way as in any other marketplace. The rules for bulk trading can be found in the WFRP Companion. As the Exchange is the central trading hub of Marienburg, and Marienburg is the foremost trading centre in the Old World, when testing to discover if a given product is available, test five times on the Supply Availability Table (3.3) and combine the results. There is always demand for all kinds of cargo. If someone is trying to sell a cargo through the ‘Change, they will always be able to find a buyer buyer.. No test for demand in neces necessary sary – the prospective seller will always be able to sell the entire cargo. They must, however, accept the price decided in the ‘Change – this is a condition of trading there. Forget about haggling in the ‘Change, prices arc fixed by the market. Each commodity has two prices, a buying price and a selling price. These shift throughout the day, and should be recalculated for each transaction. To determine the real value of the cargo, calculate the actual price per Trade Unit as indicated on Table 3.5. To determine the buying price of a cargo (for use when individuals are selling), the price is equal to the value of the cargo x (80+3d10)%. To determine a selling price for the cargo (for use when individuals are buying), the price is equal to the value of the cargo x (90+2d10)%. Example : Lucian is a novice broker working for House Von Example: Raemerswijk, acting for several clients in Altdorf and Nuln in the clothing trade. Under instruction from his clients, he decides to look for some Arabyan Dyes, an Average commodity in the Marienburg Delta. Given Marienburg’s size, there is an 80% chance of finding a cargo of 1d10 x 20 Trade Units. Lucian finds four cargoes, of 80, 140, 60, and 60 TU. Playing it safe, he goes
SH04: Wasteland Import-Export Exchange, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld for one of the smaller cargoes. For an Average commodity, given Marienburg’s size, a load of 60 TU of dye is worth 1800 Guilders. Testing for the selling price, Lucian rolls a 4 and 5, meaning he obtains the cargo for 99% of its value – 1782 guilders. Once Lucian has applied his Brokers’ Fee, and both the Notary charge and Cult Donations are applied, the deal costs Lucian’s client 1806 guilders. Not bad. Example 2: 2 : Lucian is having a bad day. Having not received a letter from his client until the end of trading, he has discovered that the order for more dyes had been cancelled, and now he is left holding a cargo he doesn’t want. Getting back on the floor, his first job is to get rid of his unwanted load. Testing for Market Fluctuation, he is relieved to discover that the market for dye has remained stable, therefore, his 60 TU of dye is still worth 1800 Guilders. Testing for the selling price, Lucian rolls a 6, 8, and 4, meaning he can sell his unwanted cargo for 98% of its value – 1764 guilders. Once he has paid his Trade Tax, Notary Charge, and Cult Donation, Lucian walks away with 1722 guilders. His two deals have left him with a 84 guilder loss, which he has no doubt will be coming out of his wages. It is difficult - but not altogether impossible for characters to make money by buying and selling cargoes on the ‘Change. Generally the margin between buying and selling prices has to be better than 3% just to cover the various city taxes. Only really competent merchants can make a living by trading in the Pit as things stand.
Future Futu re Tra Tradin ding g The ‘Change will deal in almost anything, and over the last few years has begun to trade in ‘future shares’, particularly on risky cargoes or commodities with prices that might fluctuate wildly. A future share is a stake in something that doesn’t exist yet, such as the possible cargo that a voyage or expedition may bring back, and buyers gamble that it will be worth more than what they paid for the share. Sea captains use them to finance expeditions. Say that a captain needs to raise 150,000 guilders to pay for two ships, crew, and supplies, so he sells 10,000 future shares in the expedition at 15 guilders each (or more likely, creates 10,000 shares, sells 7,500 of them at 20 guilders each and keeps the rest). When he returns, his cargo will be sold, and the revenue divided between the shares’ owners. If it makes more than 150,000 guilders in total, they win. If its worth less,, they lose; and if the expedition less expedition is lost at sea, they lose everything. It’s a high stakes game, but the fact that a single ship’s cargo of spices, salt, and silk can fetch easily up to 200,000 guilders makes it worth playing.
Buying and selling future shares is a high risk way of making a lot of money, or of winning yourself a one-way trip to Rijker’s. Attempting to buy and sell future shares occurs in much the same way as any other trading good. Since future shares are only traded in the ‘Chan ‘Change, ge, they are assu assumed med to be a plentiful commodity. When dealing in future shares, the same rules for dealing in the ‘Change apply. However, the market for shares is erratic, and requires only a rumour or surprise mass sale to rocket the prices, or send them crashing to worthlessness. When attempting to sell future shares, use the advanced Market Fluctuation table below, in place of the one presented in the WFRP Companion: Rol olll
Mark Ma rket et Fl Fluc uctu tua ati tion on
1
Shar Sh are e Bo Boom om – Re Redu duce ce av avai aila labi bilit lity y by fo four ur ca cate tego gory ry..
2 3-4 34
Market Mark et So Soar ar – Re Redu duce ce av avai aila labi bili lity ty by tw two o ca cate tego gori ries es.. Bull Bu ll Ma Mark rket et – Re Redu duce ce av avai aila labi bilit lity y by on one e ca cate tego gory ry (one row up on Demand and Value tables).
5-6 56
Stab St able le Ma Mark rket et – Us Use e va valu lue e li list sted ed on Av Avai ailab labili ility ty Matrix. Bear Be ar Ma Mark rket et – In Incr crea ease se av avai aila labi bili lity ty by on one e ca cate tego gory ry (one row down on Demand and Value tables). Stoc St ock k Cr Cras ash h – Th The e ve vent ntur ure e is a fa fail ilur ure, e, an and d th the e st stoc ock k is not worth the paper it is printed on.
7-8 78 9 10
Mark Ma rket et Cr Cras ash h – Th The e st stoc ock k is wo wort rthl hles ess, s, sa save ve as privy paper. In addition, all other future stock currently held has been damaged. Increase all future stocks availability by one category permanently.
Example 3: 3: Phillipe is a rich Bretonnian Merchant who enjoys gambling on the Futures market. Unfortunately, having lost heavily on a previous deal, Phillipe’s adventurous streak is dwindling. Owning a 2% share in a Lustrian Expedition (150 shares, bought at 20 guilders a piece for a total of 3000 guilders), Phillipe decides to cash in. Testing for market fluctuation, it seems that a poor turnout in recent Lustrian Expeditions have turned it into a Bear Market – Phillipe’s shares have fell from a Plentiful to an Abundant commodity. Recalculating their value, Phillipe’s Lustrian Shares are worth only 2250 guilders. Testing for the selling price, Phillipe rolls a 7, 5, and 5, meaning he can sell his unwanted Shares for 97% of its value – 2182 guilders. Once he has paid his Trade Tax, Notary Charge, and Cult Donation, Phillipe can claim only 2132 crowns, a considerable loss from his original investment.
“Two thousand four hundred!” “Done! Sold to Mijnheer Stotenvark!” Marius shouted his acceptance across the floor of the trading room. His first sale. He’d done it. Sold a cargo. And for a good price too. His father father would be pleased. Now Marius knew why cousin Pieter always had that look of satisfaction on his face when a deal went through. He had it now. But it did feel good, particularly when there was real money involved. Stotenvark nodded and smiled at him. “He thinks he has taken you for a ride. You’ve just sold him the load in the Norscan Lass?” Pieter asked. Marius nodded. “He’s smiling now, but I’ve seen what he bought!” Pieter was suddenly concerned. “Don’t worry. The goods are exactly as described: ‘storm damaged’. He’s just got a little greedy. He thinks it means ‘a bit wet’.” “Ah. Well, yes, all those cheeses were wet… So were the maggots that hadn’t drowned or been crushed by the timbers when the hull cracked. Storm damaged it certainly was, but I must admit, I didn’t fancy any cheese for days after seeing that lot… Look, let this be a less lesson on to you. This place is called the Pit. And, as you’ve just seen, you don’t need to be a pit fighter to bleed a man dry here. Remember that, and we’ll all make a lot of money.” Pieter grinned. “And if you forget, Uncle’ll have us in a pit where we can bleed for real faster than you can say ‘Koopvaardijvloot Hoom!’”
SH04: Wasteland Import-Export Exchange, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Siem Si emon on va van n de der r St Stru ruts ts,, Me Merc rcha hant nt’s ’s Cl Cler erk k Main Profil Profile e
Burgher (ex-Scribe)
“We’re an old and reputable firm, and as such we don’t advise our clients to rush into buying rashly or willy-nilly. The market is a volatile one but nevertheless has good potential for long-term growth. I can see that you are gent- I mean people of strong opinions, and Smits and Willemsen would be happy to act on your behalf.” Siemon van der Struts works for Smits & Willemsen, in plush offices in Guilderveld. Siemon isn’t actually a broker, but acts as a liaison between Smits & Willemsen’s crew of brokers in the Pit and their clients – as long as those clients have at least 500 Gu to invest, and don’t mind paying 5 Gu per transaction plus a 1% commission. Siemon is very smooth, very professional and doesn’t give a damn about his clients, their investments or whether they lose the lot.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
32%
27%
31%
34%
33%
40%
52%
40%
WS
BS
S
T
Ag
Int
WP
Fel
26%
37%
36%
31%
44%
47%
47%
35%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
0
0
0
Skills: Academic Knowledge (History, Skills: (History, Law), Blather, Charm, Common Knowledge (The Wasteland), Evaluate, Gossip, Haggle, Perception, Read/Write, Search, Secret Language (Guild Tongue), Speak Language (Classical, Eltharin, Reikspiel), Trade (Merchant) Talents: Coolheaded, Lightning Reflexes, Linguistics, Savvy, Talents: Super Numerate
Combat: Armour (none) (none):: Good Quality Clothing AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Dagger (1d10+0) Weapons
Secondary Profile
Trappings:: Abacus, Textbook, Trappings Textbook, Writing Kit
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
0
0
0
Skills: Academic Knowledge (Law), Common Knowledge Skills: Knowledge (The Wasteland), Drive, Evaluate, Gossip, Haggle, Perception, Read/Write, Search, Secret Language (Guild Tongue), Speak Language (Breton, Classical, Reikspiel), Trade (Calligrapher) Talents: Coolheaded, Dealmaker, Linguistics, Suave, Super Talents: Numerate
Combat: Armour (none) (none):: Good Quality Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Writing Kit, Company Seal, Sealing Wax Trappings:
Martinus Martin us Brob Brobbel, bel, Broker Broker (ex-Student) “I’ll be happy to work for you, but such expeditions are highrisk. I’m not familiar with this one, but if I were you I’d do a little research in the ‘Change’s records – I could do it for you, for ten guilders – to find out more before investing heavily. The prices of future-shares can go down as well as up, you know.” Martinus Brobbel is the junior partner in Brobbel and Son, based in Hightower Hightower Island. He is 24, tall and nervous, but his depth of knowledge about the workings of the ‘Change is excellent, and on the trading floor he becomes a whirlwind of energy. He’s a bit of a bureaucrat and a stickler for paperwork, refusing to do anything solely on trust. His commission is 1.5%, with a minimum investment of 200 Gu. Martinus is solid but lacking in flair. See Appendix VI for details on the Broker career.
Erasm Er asmus us Aaf Aaftin tink, k, Br Brok oker er Broker (ex-Gambler) “Market’s very down right now, Elves getting heavy on things, and this shipment’s overdue. But with a price as low as that, it’s gotta be worth a gamble. Could be some very serious spondoolicks to be made, am I not right, squire?” One of the few Halfling Brokers, Erasmus Aaftink is a 67-yearold Halfling who changed his name to a human one becau because se it sounded sound ed better and would put him at the top of any alphabetical alphabetical list of his trade. He operates from scruffy offices over a fishshop in Suiddock, advertising his services on hand-bills given out on the streets. He calls everyone ”geezer“ or ”squire“ , calls money ”readies“ or ”dosh“ and wears butter-stained red braces. His commission is 2% of each transaction he handles, with no minimum: he’ll buy a single share for you if you want – but he’ll try to persuade you to buy more. Most of his customers are shop-owners and small traders who play the ‘Change as if it was a lottery. See Appendix VI for details on the Broker career.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
29%
49%
22%
21%
50%
47%
43%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
10 10
2
2
4
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry), Skills: (Genealogy/Heraldry), Blather, Blather, Charm, Common Knowledge (Halflings, the Wasteland), Evaluate, Gamble, Gossip +10%, Haggle, Lip Reading,
SH04: Wasteland Import-Export Exchange, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Perception, Read/Write, Secret Language (Guild Tongue), Sleight of Hand, Speak Language (Classical, Halfling, Reikspiel), Trade (Cook, Merchant) Talents: Dealmaker, Flee!, Luck, Night Vision, Savvy, Talents: Specialist Weapon (Sling), Streetwise, Super Numerate Traits:: Resistance to Chaos Traits
Combat: Armour (none): (none) : Good Quality Clothing AP:: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2) AP Weapons:: Dagger (1d10-1) Weapons Trappings: Abac Trappings: Abacus, us, Dice, Writing Writing Kit
SH04: Wasteland Import-Export Exchange, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Harupz’s Tobacco Shop This small shop lies on the riverfront at the northwestern end of High Tower Isle, and has the distinction of being the only tobacco shop in the whole of the Suiddock. His well stocked shop, specialising in Estalian and Arabyan tobacco is mush frequented by sailors and other seafaring folk. Here those who have a taste for it come to buy pipe tobacco chewing tobacco and even snuff or cigars. Sea captains mix with brokers from the ‘change and local merchants. The proprietor, Johan Harupz is himself an unusual figure. Profoundly deaf, he deals with his clients through a mixture of lip reading and gesturing, which occasionally results in humorous misunderstandings. It also allows him to ignore difficult questions. The shop has two major secrets. The first is that Harupz deals in small quantities of some of the rarer commodities of Estalia and Araby, such as refined Black Lotus and Crimson Shade. Harupz is not affiliated with the “Guild we do not Talk About” and his select handful of special clients are mainly drawn upon people who have displeased that organisation. The second secret is that Harupz is an important member of the ‘Order of Illuminated Readers’, a secret cult of Law within the city. It is this cult who provide Harupz with his ‘special’ products. They also use their assassins to ‘discourage’ the league from taking and interest and have also burnt down any competing tobacco shops in the Suiddock. The shop itself made up of one large room, with a stair staircase case leading up to two smaller dwelling rooms above. One of these is occupied by Harupz while the other is occasionally used by guests guest s from the Order. Order. A trapdoor trapdoor behind the counter leads down to the cella cellar, r, which which is used as the shop’ shop’s s stockroom. stockroom. A concealed trapdoor within this cellar with a Very hard (-30%) Lock leads down down to a second cellar, cellar, from which leads a dwarf built clammy tunnel that stretches almost half a mile under the Reik to the island of Foyles Rock, where the ‘Order of Illuminated Readers’ has their headquarters. The shop also has a small yard where Harupz keeps two vicious Tilean Manhounds who have the run of the shop during the night.
This location is presented before the events of the published campaign ‘The Dying of the Light’. If you have played through that campaign some details may differ.
Johan Harupz, Tobacco-Seller Spy (ex-Servant, ex-Burgher) “Certainly sir, would you like flaked or rolled?” Mainly known as the deaf owner of the tobacco shop, Johan is in fact a spy and lay member the ‘Order of Illuminated Readers’, guarding a secret under-Reik passage to the Unseen Library that is known only to a handful of the order’s members. members. Johan is not a schol scholar ar himself, himself, although he does like to read and learn, and typically has at least one book from the Unseen Library on the table beside his small bed. Johan is profoundly deaf, which he finds the perfect disguise for his line of work: he has perfected the art of Lip Reading, allowing him to communicate easily with the Senior Readers of the order as well as being able to witness discussions without people realising. He is also a skilled liar, and if confronted with an accusation or difficulty question, simply plays the role of a deaf simpleton, purposefully misunderstanding what is being said. Despite his line of work, he is not particularly brave man, relying upon his two guard dogs or the local Black Caps (who he often bribes with free ‘samples’ of tobacco) to dissuade intruders. Johan is trusted by Father Faber, the head of the ‘Order of Illuminated Readers’, who relies upon him for dealing with much of the order’s wider membership. He also knows and is friendly with almost anyone in the Suiddock who has a tobacco habit, aside from Halflings and Dwarfs who prefer the tobacco of their own nations to that of Araby and Estalia. Dmitri Hrodovsky knows that Johan is smuggling Black Lotus into the city and sees his operation as an intrusion into his turf. Adalbert ‘Casanova’ Henschmann of the League of Gentlemen Entrepreneurs is currently letting the matter lie however until he finds out who Johan is fronti fronting ng for, as the last two goons he sent to investigate ended up dead in the Doodkanaal with their throats slit.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
38%
39%
35%
39%
47%
53%
60%
52%
Secondary Profile
Prices Pipe Tobacco, Estalian (ounce)
6/-
Pipe Tobacco, Arabyan (ounce)
8/-
Cigar, Arabyan
2 Gu, 10/-
Chewing Tobacco (ounce)
2 /-
Snuff (ounce)
2/-
A
W
SB
TB
M
Mag
IP
FP
2
15 15
3
3
4
0
0
0
Skills: Animal Care, Blather, Skills: Blather, Charm, Common Common Knowledge (Araby, Estalia, the Wasteland), Concealment, Disguise, Dodge Blow, Drive, Evaluate, Gossip, Haggle, Lip Reading, Perception, Performer (Actor), Pick Lock, Read/Write, Search, Secret Language (Thieves Tongue), Shadowing, Silent Move, Sleight of Hand, Speak Language (Arabyan, Classical, Estalian, Reikspiel, Tilean)
SH09: Harupz’s Tobacco Shop
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Talents: Acute Hearing, Dealmaker, Talents: Dealmaker, Etiquette, Excellent Excellent Vision, Flee!, Linguistics, Night Vision, Savvy, Schemer, Sixth Sense, Very Resilient
Special Rules Black Lotus Bombs: Bombs : These clay spheres full of Black Lotus Dust are a ranged weapons from the Throwing Group, with a range of 4/20 and a reload of Full. They use the Small Round Template and if the attack misses, the shot scatters 1d10 yards in a random direction direction (see OWA or CotHR for more detailed rules for Grenades). The template is filled with a cloud of toxic gas for 1d5 rounds rounds,, anyone breathing this in must make a challenging (-10%) toughness test or not only suffer 4 wounds, but is also considered to have failed a Consume Alcohol test, as detailed on page 115 of the main rules. Note that Johan lacks the Specialist Weapon Group (Throwing) talent and thus will only use these in the direst circumstances.
Combat Armour (none): (none) : Ave Average rage Quality Clothing Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons : Dagger (1d10+0), four Black Lotus Bombs (Range Weapons: 4/20, Reload Full, Special) Trappings: A good Book, Trappings: Book, Light Grey Robes Robes with an image of an owl with one eye closed stashed in the cella cellar, r, 2 doses of Crimson Shade, Purse (with 2d10 Gu and 2d10 shillings)
SH09: Harupz’s Tobacco Shop
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Carlosa di’Salsa, Wine & Olive Oil Importer The offices and warehouse of this small importing firm are located upon Hightower Isle, midway between the busier Suiddock docks from where the produce is delivered and the many shops of Goudberg and Guilderveld which Carlosa supplies. Carlosa imports Wine, Port and Olive Oil from vineyards and olive groves in both his native Tilea and more recently, Bretonnia, to which he sells wholesale not only to shops and inns in Marienburg, but also up the Reik to Altdorf, Nuln and Middenheim. The warehouse is both small and well kept, having little of the grime that is ubiquitous throughout much of the Suiddock. The building opens long hours and the large double doors leading onto the ground floor are almost always thrown open, and guarded by two burly labourers. The flagstones are well swept, and boxes are neatly stacked up as high as the ceiling, held in place by sturdy scaffolding. The second floor is dusty and bare, apart from the basic desks and chairs of three clerks who work here industriously from morning to night. Several boxes are scattered around this level as well – mainly defective produce – bottles that have been broken in transit and so forth. The clerks have a lot to do – they record all billing and transaction, and organise transport with the coaching and barge companies. On the third floor is Carlosa’s expansive office. It is luxurious in contrast to the floors below, but not outlandishly so for a successful merchant. There is a rather weathered desk, with papers stacked in neat piles, thick carpeting, several paintings on the walls by local Tilean artists and a small bookcase. In the corner of the room is a small safe, mainly containing contract details. The labourers that run the warehouse are a mixture of Tileans and Bretons from the Honourable Guild of Stevedores and Teamsters. The two races don’t get on, and altho although ugh there are rarely fights, snide insults and threats snipe across the floor all day. The Bretons (rightly) assume they are being discriminated against, due to the fact there are less Bretons than Tileans, and because of Carlosa’s origin. If any confrontation blows into a fight, Carlosa storms out of his office and beats both offenders to the ground, after which both sides remain subdued for the next couple of days.
Carlos Car losa a di di’Sa ’Salsa lsa,, Suc Succes cessfu sfull Me Merc rchan hant t Racketeer (ex-Merchant, ex-Tradesman, exPeasant) Carlosa is a large, heavily built Tilean Man, with short black hair and beard. He is not that muscular - in fact he is almost slightly flabby - but his size makes it clear he is strong. He moves quite gracefully for all his mass, and his overall impression is of one who is both self controlled and used to control. He smiles little, but has expressive eyes - usually they are the only part of his face that move. His voice is soft, but he is easily angered if he doesn’t get his own way. A quick study study,, Carlosa’s natural intelligence has dragged him from his humble roots toiling in the grape-fields of Luccini, to running an impressive trading empire. Starting only with his families small farm, his knowledge of grapes coupled with his shrewd business sense have allowed him to make gains in land at a slow but steady rate, so that now he has several large vineyards scattered over Tilea and Bretonnia. As with many Tilean Immigrants, Carlosa moved to Marienburg primarily
because it was a large city with plenty of prospects, and for farm workers city living has always been seen as a sign of success. He is proud of what he has become, but tries hard not to lose his common roots, and can occasionally even be found at Jools Tweed’s Bun Shop, eating alongside his workers. Carlosa spends most of his working day at his office, and can usually be found there. He travels to both Bretonnia and Tilea at irregular intervals, meaning he is out of Marienburg for several weeks, but aside from this he remains within the city, letting servants run the estates. He is a member of the Merchant’s Guild and an infreq infrequent uent figure at the Wasteland Import-Export Exchange, although he only goes there to sell excess stock he cannot handle. Since his arrival in Marienburg, he has also widened into running a money lending business in addition to his Import business. He will lend to any Tilean who asks him, always being quite upfront about the consequences if they don’t pay him back. With ‘foreigners’ he is more circumspect, but has lent to no Tileans on occasion. Carlos integrity and simple threatening nature ensure that he rarely has to enforce repayment, but if he has to he does it personally rather than involving an outside debt collector. He doesn’t see anything wrong with this side of his business - after all many that come to him desperately need the money. Carlos is not a member of the “Guild we do not Talk about” , and indeed does not regard himself as a criminal in any sense. How long the League will allow this situation to continue, is anyone’s guess…
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
52%
47%
46%
40%
33%
62%
44%
52%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
17 17
4
4
4
0
0
0
Skills: Charm, Command, Common Knowledge (Bretonnia, Skills: the Empire, Tilea), Concealment, Dodge Blow, Drive, Evaluate, Gamble, Gossip, Haggle +10%, Intimidate, Perception, Read/Write, Ride, Row, Secret Language (Guild Tongue), Shadowing, Silent Move, Speak Language (Breton, Reikspiel, Tilean), Swim, Trade (Brewer, Cook, Farmer, Merchant +10%) Talents: Dealmaker, Flee!, Hardy, Marksman, Menacing, Talents: Resistance to Poison, Street Fighting, Streetwise, Strike Mighty Blow, Strike to Stun, Super Numerate
Combat: Armour (none): (none) : Fine Merchant’s Clothing with an elaborate Broad-brimmed Hat. AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons : Tilean Short Sword (Hand Weapon, 1d10+5), Weapons: Dagger (1d10+2) Trappings:: Purse (with 4d10 gu) Trappings
SH17: Carlosa di’Salsa, Wine & Olive Oil Importer
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Jools Tweed’s Bun Shop Resting in the shadow of the Hoogbrug Bridge tower, this cosy Resting eatery is the domain of Julius Tweed. The main room of the show has a polished wooden floor scattered with thick rugs and a blazing fire to stave of the fog of the Rijksweg. From these are several more secluded rooms and booths for those patrons who wish to eat in some privacy. The meals are simple Halfling fair designed to be eaten quickly by the busy patrons. A selection of pies and filled buns, served with fruit and a glass of wine or half of Marienburg Pale ale. The clientele are mainly drawn from the clerks and other semiprofessionals that work in the nearby offices and the ‘Change. The shop is almost always at least half full, with human patrons having to push past the small groups of Halflings that are always clustering around the tables. Brokers such as Martinus Brobbel regularly eat here, while Erasmus Aaftink practically uses the Bun Shop as a second office.
Julius ‘Jools’ Tweed Tweed,, Trades Tradesman man Halfling Tradesman Jools is in many ways typical of Marienburg’s Halfling population, blending his own races love of food and comfort with Marienburg’s traditions trade and of making a profit. He opened his Bun shop on High Tower a decade ago, seeing a gap in the market for cheap simple food on the island, which up until then was dominated by more exclusive eateries such as the White Shoal Café. Jools does have a secret however. Seven years ago he was approached by members of the ‘Fog Walkers’, Walkers’, Marienburg’s secret Watch. In exchange for a small payment, his shop has become a place where information is exchanged between their undercover agents. Jools receives the messages when he is paid at the till, and then conceals them in the food of the intended recipient, often hidden amongst the lettuce!
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
17%
45%
21%
19%
48%
30%
42%
36%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
2
1
4
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry), Common Skills: Common Knowledge (Halflings), Drive, Evaluate, Gossip +10%, Haggle, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Halfling, Reikspiel), Trade (Cook +10%, Merchant) Talents: Dealmaker, Hardy, Night Vision, Resistance to Talents: Chaos, Specialist Weapon (Sling)
Combat: Armour (none) (none):: Good Quality Servant’s attire AP:: Head 0 (1), Arms 0 (1), Body 0 (1), Legs 0 (1) AP Weapons:: Cleaver (Hand Weapon, 1d10+2) Weapons Trappings:: Buns, Pies, and more Buns Trappings
SH18: Jools Tweed’s Bun Shop
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Marie-Anne, Bretonnian Chocolatier “A slip of girl owns that shop, and she ain’t even a Marienburger! They say her parents were quite well off when they were alive, that’s how she afforded the place I reckon.” “I never ‘ad no chocolates in my day. Don’t see what the fuss is about, people should be happy eating stuff we fish from the Reik, not expensive e xpensive foreign muck.” Situated on the corner of Materieelvink Square, this small shop seems rather dour from the outside, built from dull grey stone with small windows of an old fashioned style, made from many glass tiles held together by lead. Anyone peering through these will catch sight of an imbroglio of chocolates, sweets, toffee and other implausible delicacies. The heavy wooden display stands are carved and embellished, and a pretty young girl sits behind the desk reading a book. Inside the shop, a overpowering mix of scents competes for the customers attention: a melange of crushed almonds, honey and the ever present smell of exotic chocolate. The room is beautifully lit; the small windows and thick granite walls keep the interior cool even in the height of summer, and in the winter evenings a few tastefully arranged candles flicker with a pleasant, wholesome glow. The shop has few customers, for chocolate and sugar are expensive, making the store an oasis of calm on the noisy High Tower isle. With only the proprieties, Marie-Anne herself and her hulking servant Maurice working in the store. Behind the store is a back room used for the actual manufacture of the produce, while upstairs is a small apartment where Marie-Anne resides.
MarieMar ie-Ann Anne e de la Dr Drolle olles, s, Con Confe fecti ctione oner r
Marie-Anne knows all her neighbours on Materieelvink Square, as well as many of the clipper ship captains with whom she deals with direct to get the Cococo beans, sugar and other ingredients she needs for her produce. Her customers are mainly merchants from Goudberg or Guilderveld, or at least their servants.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
41%
38%
32%
38%
35%
34%
39%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
3
4
0
0
0
Skills: Charm, Command, Common Knowledge (Bretonnian, Skills: the Wasteland), Drive, Evaluate, Gossip, Haggle, Perception, Performer (Musician), Read/Write, Ride, Secret Language (Guild Tongue), Speak Language (Breton, Reikspiel), Trade (Artists, Cook) Talents: Dealmaker, Etiquette, Luck, Savvy, Schemer, Suave, Talents: Super Numerate
Combat: Armour (none) (none):: Practical but Good Quality Clothing AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Best Craftsmanship Dagger (1d10+0) Weapons Trappings : Purse (with 2d10 gu), Small Mirror, Signet Ring Trappings: (with de la Drolles’ seal), Romantic adventure novel
Tradesman (ex-Noble (ex-Noble)) “Good afternoon sir. What are you here for? Chocolates for a lady friend perhaps? Don’t be shy! I know the perfect ones for her - they’re new today and taste like a dream. Chocolate and coffee truffles. Here, would you like a taste?”
“No Maurice – you idiot, over there! Oh let me do it!” Still in her mid-teens, Marie-Anne is a pretty and petite girl, with excellent poise and soft Bretonnian accent. She arrived in the city around five years ago, establishing her shop – which sees a modest profit. In fact, Marie-Anne is a political exile from Bretonnian, the daughter of Marceau de la Drolles, who ten years ago fled through the Gisoreux gap with his family after a disagreement with King Louen Leoncouer. He used his base in Marienburg to publish tracts criticising the King from the relative safety of the city. Unfortunately for Marceau, Marienburg was not as safe as he presumed, and agents of La Chambre Noire snatched him and his wife away one night to answer to the King, neither have been seen since. Little of this is known by Mary-Anne herself. All she knew was that they were moving to Marienburg because of problems “between daddy and the king.” Then one night, several months later her parents simply simply vanished. vanished. An old friend of the famil family y visited visit ed her and told her that although although her paren parents ts were alive and well she would not see them again. The family land in Bretonnia had been seized, so she sold her parents apartments and moved to her current cheaper premises on Hightower Isle.
SH26: Marie-Anne, Bretonnian Chocolatier
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Mauric Mau rice e Aal Aalonz onze, e, Ser Serva vant nt Servant (ex-Bodyguard) “Err… Where do I put these again?” A hereditary retainer to the de la Drolles family, the last instruction Maurice received from Marceau Marceau was to “look after my daughter if anything happens to me” and this is what Max has done for the last six years. A hulking, hulking, simple man, Maurice Maurice dotes upon Marie-Anne, always concerned for her safety. He attempts to see to the smooth running of the shop, performing those tasks he feels are ‘beneath’ his noble mistress. Unfortunately, he has little aptitude for the business, and customers frequently encounter him with a sheepish look on his face while being scolded by the diminutive Marie-Anne.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
50%
33%
44%
44%
36%
32%
40%
37%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
4
4
0
0
0
Skills: Animal Care, Blather, Skills: Blather, Common Knowledge (Bretonnia, (Bretonnia, the Wasteland), Dodge Blow, Drive, Gossip, Heal, Intimidate, Perception, Read/Write, Speak Language (Breton, Reikspiel) Talents: Acute Hearing, Disarm, Talents: Disarm, Etiquette, Quick Draw, Draw, Specialist Weapon Group (Parrying, Throwing), Street Fighting, Strike to Stun, Very Resilient, Very Strong, Warrior Born
Combat: Armour (Light): (Light): Leather Jack AP:: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3) AP Weapons : Stout Club (Hand Weapon, 1d10+4), Weapons: Knuckledusters (1d10+1, Pummelling) Trappings: Purse (with 2d10 shillings) Trappings:
SH26: Marie-Anne, Bretonnian Chocolatier
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Potion Square Potion Po tions s Squa Square re Loca Locations tions The following locations are located in or around Potion Square. SL07: Suiddock Watch Station, Number Four SL08: Doktor Markus Puttlangs SL09: Van Arzneier’s Floracopoeia SL10: The Edelmoed Temple Temple SL11: Kluger’s Emporium SL12: Wilhelm Rotkopf, Alchemist SL13: Lisette’s Leather Goods SL14: The Orphanage of Saint Rutha SL16: Old Mother Crumhorn’s Apothecary SL17: Hassan’s SL18: The Long Dragon SL19: Dagblad’s Wholesale Leathers SL20: Sign of the Quill SL21: Droevigger’s Funeral Services SL23: Loewijer’s Tannery
City maps and ordnances call it ‘Graf Anders Square’, but this name is hardly ever used by Suidd Suiddocke ockers. rs. Ask for Graf Ander Anders s Square and you’ll get a blank look, and be told to head towards Elftown! Ask for Potion Square and you’ll stand a good chance of getting the right directions. The name comes from the fact that the Square is close to Zegepraal Straat – generally known as Leech Street, where a great many physicians and other healers live and work. The predominantly medical nature of the area is reflected in many unofficial local place-names: for example, locals know the small canal which separates Potion Square from Leech Street as the Poultice Water, rather than its official name of the Tussenkanaal.
Marie-Lou Mari e-Louise ise la Fend endage, age, Stre Streetw etwalk alker er Rogue (ex-Student, ex-Servant) “What exactly were you looking for in the way of entertainment, luscious? By the way, it would be polite for you to close your mouth, lift your eyes, and look at my face when you speak to me. That’s better.”
“I’m sorry. You must think that I’m as dumb as you look. Only some fool working for the Watch would be that obvious.” “You can’t afford me, mon cheri. Take that on faith.” Once Marie-Louise was an exchange student at Baron Henryk’s College of Navigation and Sea Magicks, but had to drop out when her sponsor (who mysteriously died) failed to provide for
SL06: Potion Square
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Marie-Louise in his will. Marie-Louise tried to work at various jobs in hopes of keeping up with her studies. Unfortunately Unfortunately,, she kept running into employers who kept trying to pay for her labour in other than monetary means. Soon she found herself trawling the bars of the Luydenhoek Stretch, just to pay her rent. A petite (5’1”, 110 lbs.) woman in her late 20s with auburn-hair and green-eye, Marie-Louise’s slight accent betrays her Bretonnian roots. In addition, Marie-Louise has a sharp tongue, wits, and is brutally honest with everyone with whom she deals. She regularly frequents the Long Dragon, and gets along well with the co-owner Lotte co-owner Lotte Wald. She occasionally visits The New Inn, but Andas Vellekoop dislikes her and refuses to let her visit the rooms. Marie-Louise has one weakness, namely strong men in uniform. Those like Dirck Nederbaar she Nederbaar she finds corrupted and, thereby, uninteresting. She is intrigued with Captain Graveland and Jan Waat and fantasizes about the activities she could indulge them. Lucky for her, Marie-Louise’s common sense and survival instincts prevent her from doing anything utterly stupid (likely (like ly trying to realiz realize e her fantasies). fantasies). Anyo Anyone ne else with whom she deals, Marie-Louise does so in a strictly business fashion. Crossing her can unhealthy for those who try.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
43%
39%
37%
41%
41%
41%
39%
44%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
4
4
0
0
0
Skills: Academic Knowledge (History, Skills: (History, Philosophy), Blather, Charm, Common Knowledge (Bretonnia), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gamble, Gossip, Perception, Performer (Actor), Read/Write, Search, Secret Language (Thieves Tongue), Speak Language (Breton, Classical, Reikspiel), Trade (Cook) Talents: Acute Hearing, Hardy, Talents: Hardy, Linguistics, Public Speaking, Sixth Sense, Streetwise, Suave, Super Numerate, Very Resilient
Combat: Armour (none): (none) : Good Quality Clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Purse (with 1d10 gu and 3d10 shillings) Trappings: shillings)
SL06: Potion Square
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Suiddock Watch Station, Number Four
“Need to talk to the Watch? Easiest thing in the world. Just get yourself a hatful of stones and start throwing them through windows - ha ha ha! But then there’s a Watch-house in Potion Square, opposite the orphanage. Can’t miss it - it’s a tiny little place with no windows. ‘Course, I’m not guaranteein’ there’ll be anyone at home.” “That Nederbaar’s a hard man. He may look fat and jolly but don’t you be taken in. I remember some poor drunk they poured out of the Long Dragon one night - well, to tell you the truth I was helping to carry him - Tilean, he was, just put in from Remas - and he said something to Nederbaar - couldn’t make out quite what - and he started laying into that Tilean
like he’d just been given a wooden Guilder! We had to drag him off in the end, before he killed the feller.” “Watch? Don’t talk to me about those lamplighters. They spend all day bothering honest folk who just want to make a living, and when you face them with a real crime they just don’t want to know. Only last week my brother’s shop got broken into, and would they do anything? In a dry winter they did. Too busy, they said, got a murder, they said. Took a bribe, I say.” On the eastern side of Potion Square, facing the Marienburg Home for Foundlings, stands the Watch post - Suiddock Watch Station Number Four, to give it it’s full name. To the casual
SL07: Suiddock Watch Station, Number Four
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld observer, it looks much like any of the other small shops and houses that surround it, save for the strength of the single door and the absence of windows. The building is of stone and timber, and is over two centuries old, like most of the surrounding area. The building is of stone and timber, and is over two centuries old, like most of the surrounding area. It is typical of the small watch stations that can be found in the city. Station Number Four is manned by two local Black Caps, whose beat includes the whole western half of Luydenhoek. These are Dirck Nederbaar and Jan Waat, who report to Captain Graveland at the Suiddock Watch Barracks at the far east of Luydenhoek, and can call there for reinforcements if needed. The Watch post consists of an office and a couple of cells, which are generally used for holding drunks overnight; occasionally, though, someone accused of a more serious crime will be held here until the necessary paperwork can be drawn up and the suspect can be transferred to the Suiddock Ward barracks. The building stands separate from those around it and there are no windows. Most purpose built Watch Posts in the Old World have similar constructions for the obvious high security that such a design helps ensure. The single door at the front of the Station Statio n is of iron-bound iron-bound oak, with a lock on the outsi outside de and bolt on the inside. To break down this door would require a successful Very Hard (-30%) Strength Test, or two such tests if the door is bolted. To pick the lock requires a Very Hard (-30%) Lock Picking Test, but obviously this has no effect if the door is bolted as well as locked. The walls are of timber-laced stone. The two cells are separated separ ated from the rest of the building by stout iron bars, 1 inch thick and spaced 6 inches apart (a character with the Contortionist Talent could squeeze through on a successful Agility Test) . Locks on the cell doors may only be opened from the outside. To pick the locks requires a Very Hard (-30%) Lock Picking Test from the inside of a cell, or a Hard (-20%) Lock Picking Test from the outside of a cell. Each cell is equipped with a hard wooden bunk and a none-too-clean bedroll spending the night here gives a character a 75% chance of picking up fleas.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
38%
32%
50%
38%
35%
33%
34%
37%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
5
3
4
0
0
0
Skills: Academic Knowledge (Law), Skills: (Law), Common Knowledge Knowledge (Wasteland), Dodge Blow, Follow Trail, Gossip +10%, Intimidate, Perception, Search, Speak Language (Reikspiel) Talents: Acut Talents: Acute e Heari Hearing, ng, Coolheaded, Coolheaded, Stree Streett Fighti Fighting, ng, Strike Mighty Blow, Strike to Stun, Very Strong
Combat:
Dirck Nederbaar Nederbaar,, Wa Watchman tchman
Armour (Light) (Light):: Helmet, Mail Shirt and Leather Jack
Watchman “Don’t you worry, we’ll soon have all this sorted out.”
AP:: Head 2 (5), Arms 1 (4), Body 3 (6), Legs 0 (3) AP
Dirck Nederbaar is a tall, stout man who is generally genial and friendly, wanting little more than a peaceful life. He does hold a deep prejudice against Tileans though, as a result of his elder brother being killed after getting involved with Tilean Racketeers who were trying to gain a foothold in Marienburg. Dirk knows all the locals of Potion Square, Canal Street, Tanner’s Alley, Silver Street, and parts of Dock Road by sight. He distrusts strangers on his beat and foreigners. He tries to ignore the presence of Grossbart of Grossbart in ‘his’ area (and mostly succeeds in doing so); accepts bribes from Jerimias Qualk and Lotte Wald and turns a blind eye to any ‘irregularities’ in their businesses; is wary of Lisette Leerer and Leerer and knows better than to ask after her business!
Weapons : Sword (Hand Weapon, 1d10+6), Club (Hand Weapons: Weapon, 1d10+6), Dagger (1d10+3) Trappings:: Lantern and Pole, Lamp Oil, Uniform Trappings
Jan Waa Waat, t, Watc Watchman hman Watchman “Just waiting for a friend, were you? Tell me one I haven’t heard.”
“Do what you like anywhere else, but this is my patch and you answer to me. And don’t you forget it. And that’s MIJNHEER Waat to you.” Shortish, medium build, slightly bulging blue eyes, sharp nose, wavy blonde hair. Jan is dynamic, incisive, and sometimes highhanded. His ethos is to get on, catch criminals, ensure that the law is respected, and work by the book – but in that order. Waat is a very junior member of the Knights of Purity, in which he sees a chance for his own advancement within the Watch.
SL07: Suiddock Watch Station, Number Four
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Jan knows all the locals on his beat; is suspicious of Jerimias Qualk, everybody at the Long Dragon, and Lisette Leerer, but has done nothing because Nederbaar has told him that he is ‘handling those matters’; hates Gunther and Anders Grimm and is convinced that they are the worst sort of criminal; despises Sister Marianne for trusting the Grimm brothers.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
46%
41%
31%
42%
44%
45%
41%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
4
4
0
0
0
Skills: Academic Knowledge (Law), Common Knowledge Skills: Knowledge (Wasteland), Dodge Blow, Follow Trail, Gossip +10%, Intimidate, Perception, Read/Write, Search, Speak Language (Reikspiel) Talents: Coolheaded, Street Fighting, Strike Mighty Blow, Talents: Strike to Stun, Strong Minded, Very Resilient
Combat: Armour (Light) (Light):: Helmet, Mail Shirt and Leather Jack AP:: Head 2 (6), Arms 1 (5), Body 3 (7), Legs 0 (4) AP Weapons : Sword (Hand Weapon, 1d10+4), Club (Hand Weapons: Weapon, 1d10+4), Dagger (1d10+1) Trappings: Lantern and Pole, Lamp Oil, Uniform Trappings:
Luydenho Luyd enhoek ek ByBy-Law Laws s A complete set of the local by-laws is kept in the front office of the Watch-house. Some refer specifically to Luydenhoek, and others to the Suiddock as a whole. As in most of the city wards, the by-laws here are a body of legislation that has built up over the centuries, centuries, and many of them are contradictory, unenforceable or downright ridiculous. Here are a few examples, which can be used to make the adventurers’ lives difficult if you wish.
Traffic Only one cart is permitted on the Draaienbrug Swing Bridge at any time. This is at odds with the by-law on the other side of the bridge, which permits three. However, it has never been established into which jurisdiction the bridge itself falls, although the central bridge house and the swing mechanism come under Port Law. Some streets on Luydenhoek must be kept clear of obstructions – such as parked carts and tied-up horses – at all times of the day. Dock Road and Canal Street definitely fall into this category. Carts have precedence over all other traffic on Powder Bridge, which is a main route. Technically, this means that everyone must give way to carts on the bridge, although in practice a character’s social standing will come into play. Quite what happens when two carts meet on the bridge is not made clear. Horses must be ridden down some streets, and led down others. other s. This is for you to decid decide e (and you can change your mind as many times as you want), although the broader streets stre ets will tend to fall into the former category category and the narrow streets into the latter. Horses which are left unattended must be securely tied, or tethered to a vehicle such as a cart.
Loitering This is a good law for when adventurers adventurers are trying to spy out the lay of the land for some operation. operation. As elsewhere elsewhere in the city, the Watch has the power to move on anyone who is loitering in a public place. A little-known by-law (Waat knows of it!) provides for a warning on the first offence, a spot fine of one Guilder per person on the seco second nd and third offence, and up to three hours in the stocks for a subsequent offence.
Whistling It is an offence to whistle, sing or make any other noise of a disrespectful or jolly nature outside the Edelmoed Temple between the hours of sunrise and sunset. The fine for this offence is one Guilder, and the offender can be forced to ‘cease and desist his errant ways and to immediately depart the precinct and surrounds of the Temple’. In practice, this means “Get out of Potion Square.” While Brother Marijkus has the power to impose this fine on the spot, he never does so. However, the City Watch are empowered to collect fines on behalf of the Temple should they see (or in this case hear) an offence being committed. Most of the time, they don’t bother either, but this is a useful spot fine for drunks leaving the Long Dragon, Dragon, or for making sure that Marianne’s orphans behave themselves.
SL07: Suiddock Watch Station, Number Four
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Doktor Markus Puttlangs “Puttlangs? Only the poor and the desperate go to him. Used to have a place on Leech Street once - big place, so they say - but the drink... well, you know.” “Old Puttlangs is all right for the occasional patch-up job, provided he’s got a bottle of brandy inside him - stops him shaking, you see - but I wouldn’t trust him to do anything major. Still, his prices are low and he doesn’t tell tales, if you take my meaning.” “Drunken old fool. He’ll kill somebody one of these days, you mark my words - that’s if he hasn’t killed a few people already. He should be stopped.” “Well, if people want to risk their lives, that’s their privilege, I suppose. He seems to make a living somehow.” “I tell you, it fair made my ‘air stand on end. Leastways, it would ‘ave if I’d ‘ad any. There I was, just kippin’ down in the alley, when this ‘orrible scream comes out of the Mad Doctor’s place. ‘Orrible, it was - I never ‘eard anyfink like it. Then, a few minutes later, out comes the Doctor with this bundle over ‘is shoulder. Well, I says to meself, there ain’t no prizes for guessin’ what that might be. And off ‘e goes down the alley, lookin’ round all the time in case someone was to see ‘im. I just stopped in the shadders an’ made out I was asleep. Some fings are best to keep yer nose out of, I says to meself. ‘Ere - spare a copper for a cup of tea?” On the corner of Potion Square and Silver Street, next door to Kluger’s Emporium, stands a small building with a strange sign hanging outside - a crossed saw and knife. People can be seen going in, but very few seem to come out; the air is rent by an occasional ear-splitting scream from inside. Then there’s the stale smell of a badly-kept butchers (perhaps slaughterhouse is a more accurate term), and the well fed flies that contentedly buzz round the place... This is the surgery of Mijnheer Doktor Markus Puttlangs. The main entrance to the surgery is on the corner, below the sign. This leads into a waiting-room furnished with a few old and grubby chairs and couches. From here, another door leads into the surgery itself. Everything, from the floorboards to the rusty lamp hanging from the ceiling, is rather worn and down-at-heel, and the standards of hygiene leave much to be desired. There are any number of unhealthy looking stains on the floor, walls and even the ceiling! A back door leads from the side-alley directly into the surgery surgery,, and is used by Doktor Puttlangs’ more secretive patients. Rumour has it that this door is also used for disposing of his ‘failures’ discreetly discreetly..
Markus Mar kus Puttl Puttlangs angs,, Surg Surgeon eon Physician (ex-Barber-su (ex-Barber-surgeon) rgeon)
“Um… yes, yes of course. Just give me a moment to prepare myself.” “Ah, good day to you. And what an excellent day it is! On such a day, I could heal the dead themselves! So – whose life can I save this morning?” “Go away! Leave me alone! I’m doing nothing today, nothing! Just leave me alone!”
Markus Puttlangs was once a wealthy and successful physician, with a large establishment on Leech Street in the heart of Marienburg’s medical community. Now, as anyone can see, he has gone to the dogs. The good Doctor is a man in his fifties, with unkempt collarlength grey hair and bloodshot, slightly bulging eyes. His clothes are of good quality but worn and stained, and his breath always smells of stale brandy. Puttlangs trained with some distinction in the medical school attached to the University of Marienburg, but unfortunately, he lacks one of the prime requirements for a successful surgeon – a sense of detachment. Performing operations without the aid of anaesthetics is a harrowing business, and he researched extensive exten sively ly into the use of deliriants to deaden the pain of his ‘victims’. Although he had some success, he was also tempted to use the drugs himself, himself, to reliev relieve e the horro horrorr of his early surgical experiences. His drugs rapidly became his only friends. He is hopelessly addicted to the exotic Black Lotus, and also needs regular drinks to keep his hand steady. It was only a matter of time before the drinks and the drugs began to change his personality; he lost the confidence of his most wealthy patients, and was forced to move to the less expensive area of Potion Square. The Doctor now caters to a rather different clientele, patching wounds for those who would rather have no questions asked and occasionally performing surgery for those in need. His neighbours in Potion Square know of his drinking but do not
SL08: Doktor Markus Puttlangs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld suspect his drug addic suspect addiction tion – if news of this were to reach the Physiker's and Barber's College, College, he would almost certainly be expelled and banned from practicing in the city. Brother Marijkus of the Edelmoed Temple keeps an eye on him and is trying tryin g to conv convince ince him to give up drinking, but to no avail so far far.. Sister Marianne will occasionally call on him to treat emergency cases among her orphans, but would never allow him to perform surgery on them. She suspects that he could be ‘struck off’ if she repor reported ted him to the College, but she has decid decided ed that this would be a waste of an occasionally useful physician. When his surgery is not open, Doctor Puttlangs can be found in the Long Dragon, Dragon, where he usually has to be carried home to a local boarding house where he rents a cheap room. On occasion he will do business with Jerimias Qualk, Qualk, and he relies on Grossbart for his supply of Black Lotus.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
19%
33%
33%
36%
35%
54%
35%
37%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
3
4
0
5
0
Skills: Charm, Common Knowledge (The Wasteland), Drive, Skills: Gossip, Haggle, Heal +10%, Perception, Read/Write, Speak Language (Classical), Speak Language (Reikspiel), Speak Language (Tilean), Trade (Apothecary) Talents: Ambidextrous, Resistant Talents: Resistant to Disease, Savvy, Savvy, Strike to Stun, Surgery, Very Resilient Insanities: Terrible Thirstings, Addiction to Black Lotus (treat Insanities: this as ‘Mandrake Man’, note that modifiers have already been applied to characteristics)
Combat: Armour (none) (none):: Bloodstained Surgeon’s Apron AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Medical Instruments, Bottle of Brandy Trappings:
SL08: Doktor Markus Puttlangs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Van Arzneier’s Floracopoeia “Herbs, eh? Best place I can think of is van Arzneier’s. If he hasn’t got it he’ll know where to get it. Paddle over to Luydenhoek and ask for Potion Square - van Arzneier’s the name, on the south side opposite the temple.” “Could be there’s a better place to buy herbs somewhere in Marienburg, but I don’t know where and they’d probably charge you five times the price.” “He knows what he’s at, does van Arzneier - gets a lot of stuff straight off the docks as it comes in. Things you’d never find growing in the Old World.” This resounding title hangs on a board outside the small herbalist’s emporium owned by Jan van Arzneier, on the south side of Potion Square. Despite being a two-story building, the shop seems somehow low and cramped. It has two windows at the front, made of bull’s-eye glass which makes it impossible to see anything inside. On entering the shop, one finds that it smells wonderful, that the ceiling is very low (the beams reduce this to only five feet in place places) s) and that bunch bunches es of dried herbs hang everywhere.
Jan Van Arzneier Arzneier,, Herbalist Artisan (ex-Apothecary, ex-Student) “Hm. Now normally I’d recommend a brew of Tarrabeth for that, but… here, have a chew on this. One sprig a day, and rest as much as you can. And if that swelling hasn’t cleared up in three or four days, come back and we’ll try something else. I’ve just got a shipment of something new in from Cathay, and I’m dying to try some of it out.” Van Arzneier is a short, stringy man in his thirties, who looks tanned and weather-beaten but fit – an excellent advertisement for his own products. His short hair is light brown, and his eyes are the same colour. His present employment is the result of a life-long fascination for mixing things together to see what would happen, and many of his preparations combine pharmacy and alchemy with traditional herbalism.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
23%
33%
31%
37%
36%
45%
36%
33%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
3
4
0
0
0
Skills: Academic Knowledge (Science Skills: (Science +10%), Common Common Knowledge (The Wasteland), Consume Alcohol, Evaluate, Gossip +20%, Haggle, Heal +10%, Perception +20%, Prepare Poison, Read/Write, Secret Language (Guild Tongue) +10%, Speak Language (Classical, (Classical, Reikspiel), Trade (Apothecary +10%, Brewer, Herbalist)
He has a number of contacts among the ship’s captains who are always in and out of Marienburg, and he corresponds (albeit irregularly irregu larly)) with fellow herbalists herbalists from Norsca to Nippon. As a result, he occasionally get hold of rare and unusual herbs from all corners of the world, and he even has some stock from darkest Lustria!
Talents: Etiquette, Hardy, Resistance to Disease, Savvy, Talents: Super Numerate
His supplies of more common herbs are very reliable, as well, even out of season, and he does business with many of the physicians and other healers in the city. He is very friendly with Brother Marijkus of the Edelmoed Temple, Temple, and occasionally provides treatment for the orphans at St Rutha’s Rutha’s when an illness is beyond Sister Marianne’s Marianne’s ability to treat. Van Arzneier is a member of the Physiker’s and Barber’s College, College, and wears a ring with the guild symbol.
Weapons:: Dagger (1d10+3) Weapons
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Trappings:: Shop and contents, Guild Ring (worth 10 gu) Trappings
SL09: Van Arzneier’s Floracopoeia
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Edelmoed Temple
“The Edelmoed? Oh, that’s the temple to Shallya on Potion Square, you mean. Named after a character from some old story, I think.” “It’s run by a Brother and Sister - at least, I think they’re brother and sister, as well as just by title, if you see what I mean. Good people, or so I hear. But then again, you can probably say that about all of Shallya’s folk! There’s an orphanage across the way, as well – I think that’s something to do with the temple.” “They’ve got a hostel or flophouse or something built on, but they’re very discreet about it. There were some worries that they’d bring drunks and tramps and who knows what else in from all over. After all, if they’d wanted to do that sort of thing they really should have built the temple on Riddra, not Luydenhoek. But they’ve been very good about it.” “They’re a very pleasant couple - if couple’s the right word. I think they’re relatives rather than being married. A bit much sometimes, but then most priests can get that way. Mind you, they abide by their own sermons - one or other of them’s always out among the Channel Rats, doing whatever it is they do for them.” This small temple to Shallya stands on the north side of Potion Square. It is a plain but well-maintained structure, and like most temples and shrines of Shallya, it includes a small hospice and shelter for the sick and homeless. Rasmus Edelmoed is a legendary figure. Opinions differ as to whether he was a trader captain or a privateer, but all the versions of his life agree that he was an exceptionally courageous sailor. However, it is his death that is truly notable. Shipwrecked in the Sea of Claws, he spent three weeks adrift on a raft with a fellow-survivor – a wealthy Marienburg trader. When it became clear that there was only enough food for one of them, Edelmoed, inspired by a vision, gallantly threw himself overboard so that his companion might live. Edelmoed’s companion was eventually picked up by another Marienburg ship. On his return to the city, he founded the
Edelmoed Temple and entered the cult of Shallya. His experience exper iences s had left him a chang changed ed man: owing his life to an act of selflessness, he tried to spend the rest of it selflessly helping others. Such was his devotion to this ideal that his name is recorded nowhere in the temple’s annals.
Brot Br other her Mar Marij ijku kus, s, Pri Priest est of Sha Shally llya a Anointed Priest (ex-Priest, ex-Initiate) “I’m privileged, in a way. I can mix with the highest and the lowest, being a priest. It’s interesting.”
“Technically, we’re supposed to cover the whole of the Suiddock. I don’t think they know just how big the area is. Still, you do what you can – and there are some very good-spirited people helping in their various ways.” “You’ll never remove poverty, illness and need, and you’ll break your heart if you think you can. Our job is to reduce need, as much as we can with what we have available.” Brother Marijkus is in his late forties, about 5 foot nine inches tall, and slightly pudgy, with thinning short grey hair, a short beard, and twinkling blue eyes. He is softly spoken, calm, cheerful, and unflappable and understanding. But, that said, he is not blind to the harsh realities of life; his broken nose and the unwavering steadiness of his eyes give the impression he can handle any real trouble if he has to. Marijkus often discusses herbal medicines with Jan van Arzneier – Arzneier – it is the only form of treatment open to most ordinary people. Sister Marianne is technically his initiate, and he should take charge charge of her training and duties, but he know knows s this is
SL10: The Edelmoed Temple
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld impractical. “She has her own calling,” he says, “and it’s undoubtedly where she’s best placed.” Marijkus is in regular contact with the Cathedral of Shallya, and knows of the work done by Hilaria om Klimt at the Temple of Holy Olovald, Olovald, and is full of admiration admiration for her her,, although he cannot spare anything to help her. This inability to help is a source of personal anguish, even though it’s not his fault. He regularly visits Granny Hetta on her boat, and is one of the few outsiders to be trusted by the Channel Rats. He knows and dislikes Lea-Jan Cobbius of the Honourable Guild of Stevedores and Teamsters, but is reluctant to anger Cobbius for fear of Big of Big Piet’s Piet’s possible reprisals against his brother Bertholdt, who is a member of the Guild.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
39%
32%
44%
51%
48%
45%
44%
48%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
4
5
4
2
0
0
Skills: Academic Knowledge (History, Skills: (History, Philosophy, Theology +20%), Channelling, Charm +10%, Common Knowledge (Norsca, the Wasteland +10%), Gossip +10%, Heal +20%, Magical Sense, Perception +10%, Read/Write, Speak Arcane Language (Magick), Speak Language (Classical, Norscan, Reikspiel +10%), Swim, Trade (Apothecary, Herbalist) Talents: Armo Talents: Armoured ured Casting, Divine Lore (Shallya), (Shallya), Lighte Lightening ning Reflexes, Master Orator, Meditation, Petty Magic (Divine), Public Speaking, Resistance to Disease, Strike to Stun, Suave, Very Strong, Very Resilient
Combat: Magic: 2; Divine Lore (Shallya), Petty Magic (Divine) Armour (Light): (Light): Leather Jerkin AP:: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP Weapons : Quarterstaff (1d10+2, Defensive, Pummelling), Weapons: Dagger (1d10+1) Trappings: Silver dove pendant (holy symbol of Shallya), Trappings: Large Gold Key, Sling bag with basic healing supplies
She moved on to study medicine under Mats Geneezer. Geneezer’s teaching helped her to do more, but it still wasn’t wasn’t enough; she felt an increasing calling towards the cult of Shallya. She is fiercely dedicated to the cult and the poor, but she suffers from a basic lack of confidence, and is generally shy and quiet. Wilhelmina is acquainted with almost everyone Marijkus knows, but knows nothing of his brother in the Stevedore’s Guild. Guild. She is inclined to be less critical of Cobbius and Big Piet, having grown up on Riddra and seen the benefits his protection gives to the poor. She is still in touch with her old mentor Geneezer, and knows and likes Captain Graveland of the Watch from the days when she was a Rat Catcher and he was a patrol Sergeant on Riddra.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
28%
41%
28%
37%
37%
46%
47%
37%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
2
3
4
0
0
0
Skills: Acade Skills: Academic mic Knowledge Knowledge (Sci (Science, ence, Theology), Theology), Anima Animall Care, Animal Training, Charm, Common Knowledge (The Wasteland), Concealment, Gossip +10%, Heal +10%, Perception +10%, Read/Write +10%, Search, Set Trap, Silent Move, Speak Language (Classical, Reikspiel) Talents: Excellent Vision, Linguistics, Resistance to Disease, Talents: Resistance to Poison, Savvy, Specialist Weapon Group (Sling), Super Numerate, Tunnel Rat
Combat: Armour (Light): (Light): Leather Jerkin AP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP: Weapons:: Dagger (1d10-1) Weapons Trappings:: Silver dove pendant (holy symbol of Shallya), Trappings
Sister Wilhe Sister Wilhelmin lmina a Plee Pleegest gester er,, Init Initiate iate of Shallya
Sling bag with basic healing supplies, 4 Animal Traps
Initiate (ex-Rat catcher, ex-Student) Despite rumours (which they do nothing to dispel), Wilhelmina is neither sister nor wife to Brother Marijkus, and the two enjoy a friendly (but unromantic) professional relationship. Wilhelmina is a Suiddocker born and bred. Her parents and several brothers and sisters still live in a little house on one of the alleys behind Fisherman’s Steps on Riddra. She is of average height and build, with a plain but pleasant face. She became a Rat Catcher from a desire to improve the life of the Suiddockers, but soon realised that she was treating just a symptom rather than the disease as a whole.
SL10: The Edelmoed Temple
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Kluger’s Emporium “Whose Emporium? Never heard of it.” “You never know what you’ll find at Kluger’s. I don’t think even he knows what he’s got.” “Watch out for that cat of his. It knows more than a cat ought to know, if you take my meaning.” “The Bretonnian crown jewels could be hidden in that junk and no-one would ever find them - and maybe they are!” Just off the south side of Potion Square, on Silver Street, a grimy and barely readable sign hangs outside a tall, narrow building. Upon close inspection, it reads Kluger’s Emporium ~ Antiques and Curios. A small, filthy window reveals nothing of the inside. As the door opens, it squeaks on its hinges and rings a tinnysounding bell. It takes a few second for the visitor’s eyes to become accustomed to the near-darkness. Near the door lies an enormous ginger cat. Small, grime-encrusted oil lamps serve only to throw weird shadows from the jumbled heaps of books, pieces of armour, pots, and other miscellaneous objects that tower threateningly over the visitor - perhaps the slightest sound or movement might start an avalanche! The wooden floor creaks beneath underfoot, and the boards are so badly warped that crossing the darkened room is an unnerving experience. Even the shop’s wooden desk has clearly clear ly seen better days. days. An oil lamp casts a fitfu fitfull light on the open book which rests there, and on the indeterminate shape which sits reading reading it. A chair scrapes, scrapes, and the figur figure e rises. “Good day to you,” says a strong voice, “looking for anything in particular?”
Hans Kluger Kluger,, Fence Fence Fence (ex-Racketeer, ex-Cat Burglar, ex-Thief) “Hmmm. I saw something of the sort, only a couple of years ago. Over here, I think – ah, yes. Is this the kind of thing?”
“A pleasure to meet you. Its always gratifying to be recommended by a – ah – regular customer.”
Despite the almost insane jumble inside his shop, Hans can find anything anyth ing in a matter of seco seconds. nds. Anyon Anyone e else migh mightt spend days and never find what they were looking for. Hans is unfailingly polite, well-spoken, and talkative, but whenever he is nervous or annoyed he clenches and unclenches his fists. He is particularly fascinated with the nonhuman races, and will talk for hours about nonhuman art and antiquities. He is a superstitious character, and fears magic of all sorts. Hans is one of the most successful fences in the city. He took over from his father, who died in jail 30 years ago, awaiting trial for a murder he did not commit. Officially, he hanged himself in his cell, but Hans has his own opinions. His father’s death has left him with a deep grudge against against the law and its minio minions, ns, which occasionally shows through his politeness.
“Perhaps this will do…” “Hmmm. I have to confess, I’m not sure about this piece. Very distinctive, you see. Obviously made for the tastes of one person. Very difficult to find a buyer for something like that. Still – shall we say twenty-five?” Hans is short, middle-aged, and surprisingly neat and clean – a sharp contrast with his environment. He has grey hair, but his hairline has receded beyond the top of his skull, so that at first he appears to be completely bald. His grey eyes hardly ever seem to blink, and he always looks straight into the eyes of the person whom he is addressing. He is normally dressed in clean, if crumpled, middle-class clothes, typically a green doublet, a white linen shirt, and brown breeches.
Through his father’s shadier dealings, Hans grew up with extensive contacts in Marienburg’s underworld. Many of his childhood friends are now among the most respected and feared in the city’s criminal fraternity. Lea-Jan Cobbius is a kind of unofficial uncle to Hans, whose business is carried on with his permission. He also has dealings with Ruud Vilager, Jochen Kaaimans at Haagen’s Wharf , Jan Omkoop of the Excise, and the smuggler Thijs smuggler Thijs Modegekker, when he needs to send a consignment out of Marienburg. He also does occasional legitimate business with Neugierde’s of Middenheim.
SL11: Kluger’s Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Tradi Tr ading ng at Klu Kluge ger’s r’s Emp Empori orium um Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
59%
38%
48%
41%
58%
39%
45%
50%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
18 18
4
4
4
0
0
0
Skills: Charm, Command, Common Knowledge (The Empire, Skills: the Wasteland), Concealment +10%, Disguise, Dodge Blow, Evaluate +20%, Gossip +10%, Haggle +10%, Intimidate, Pick Lock +10%, Perception +20%, Read/Write, Scale Sheer Surfaces, Secret Language (Thieves Tongue +10%), Secret Signs (Thief +10%), Shadowing, Silent Move +10%, Sleight of Hand +10%, Speak Language (Reikspiel) Talents: Alley Cat, Dealmaker, Talents: Dealmaker, Lightening Reflexes, Menacing, Street Fighting, Streetwise, Strike Mighty Blow, Strike to Stun, Suave, Super Numerate, Trapfinder
Combat: AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons : Sword-Cane (Hand Weapon, 1d10+5), Dagger Weapons: (1d10+2) Trappings:: Guild Pendant Trappings
Jascha, Cat Jascha is a large ginger cat, who usually lies on the floor Jascha halfway between the door and his master’s desk, visible only by the glinting of his eyes. He has never been known to move out of the way for a customer, but will sometimes show an interest in goods which are being discussed discussed.. As well as being a pet and a mouser, Jascha serves Hans as a kind of security device. Many regulars are habitually hooded, masked or otherwise disguised, so Hans does not know their faces. But he knows Jascha’s reaction to all of them, and more than once this has helped him to penetrate an imposture by ‘undesirables’ – as he calls the servants of the law.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
25%
0%
10%
10%
38%
10%
10%
0%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
6
1
1
6
0
0
0
Skills: Concealment, Perception +20%, Scale Sheer Surfaces, Skills: Silent Move
Combat: Armour (none): (none) : AP:: Head 0 (1), Arms 0 (1), Body 0 (1), Legs 0 (1) AP Weapons:: none (Unarmed, 1d10-3, Special) Weapons
Hans will buy items up to 10 Guilders in value without question. When offered more valuable goods, he will ask for some proof of ownership – “without wishing to cause offence, of course, but one has to be careful.” If he is satisfied, he will offer up to 75% of the items value. If he believes that an item was stolen, he will offer 30-60% of its value, depending on his degree of acquaintance with the customer. He can be bargained up to 150% of his original offer, but no further. Only the smaller, cheaper stolen items are actually out in the shop. Valuable and bulky items are kept in the cellar, behind a stout padlocked trapdoor (Hard (-20%) Strength Test to break open, Very Hard (-30%) Pick Locks Test to open). Such items rarely stay on the premises for more than a couple of days; Hans generally has a buyer lined up. Particularly ‘hot’ items are shipped out of town to contacts in the Empire, Bretonnia, or Kislev. If adventurers want to buy something specific, you should assign an ‘illegal availability rating’ to the item, and follow the standard availability procedure detailed in Old World Armoury, treating Kluger’s Emporium as a City with 1000 inhabitants. Depending on the rarity of the item sought, Hans will take several days and a few dozen Guilders before the sale can be completed.
Armour (none) (none):: Good Quality Clothing
Talents:: Alley Cat, Talents Cat, Flee, Keen Senses Senses
Hans will buy and sell just about anything. If strangers want his services as a fence, they must make the first move themselves. Direct and clumsy approaches will result in Hans doing a very good imitation of an outraged honest trader. “What manner of dealer do you take me for?” he will thunder.
For a fee, Hans will keep an item ‘to be called for’. This fee ranges from 3 Guilders per day to 20 or more, depending on the items value and the status of the person from which it was stolen. For example, an expensive ring slipped from an artisans fat finger might be wort worth h 5-6 Guild Guilders ers per day; if the owner had been the head of a powerful merchant family, it might cost 9-10 Guilders per day to store. A wizard’s ring, even if it is not magical, might cost 20 Guilders per day, due to Hans’ distrust of magic.
Making Maki ng Conta Contact ct Adventurers might not find Kluger’s at all unless they are looking for it. If they intend to do business there, then a recommendation is the most valuable thing they can take with them. Beggars – always the eyes and ears of the underworld – might let slip that Kluger’s is the place to find anything you want and sell anything you don’t. Ingrid, the barmaid at the Pelican’s Perch may recommend Kluger’s as she hears a lot of gossip. Granny Hetta uses Kluger – although she is cautious in her dealings with him. Jochen Kaaimans at Haagen’s Wharf might Wharf might also point adventurers towards Kluger’s – but only if offered a suitable bribe. Lisette will send enquirers to Kluger’s, once she has consulted The League about them. Adventurers who can tell Hans that one of his trusted contacts recommended him will be more likely to get a favourable reception. Alternatively, the adventurers might overhear a conversation in Alternatively, the Long Dragon with a reference to “the stuff Paal left at Kluger’s” , they might find themselves tracking down a stolen item, or being used as go-betweens in negotiations for the recovery of something valuable. Shadowing a contact after a meeting may also lead to Kluger’s.
SL11: Kluger’s Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld A Use Useful ful Ac Acqua quaint intanc ance e Hans Kluger can be very useful to a group of adventurers. As well as buying and selling goods, he might be persuaded – for a suitable suita ble fee – to teach skills skills or to provide training training for caree career r changes. Offers of money, new contacts, new goods and permanent custom will all help sway him. The monetary charge will be modest – 3-4 Guilders per hour or 20 Guilders per day – but Hans will also ask for favours and services now and again. Once the adventurers have got to know him, Hans can be used as a lead-in to several adventures. For example, he might have them acquire a certain item which Hans has been asked to obtain. Or Hans might have been receiving blackmail threats. The only clue is the instructions for delivering the money. Who is the blackmailer? A rival fence? Someone Hans crossed in business? A racketeer trying to take over part of Suiddock? The possibilities are endless. A more complex scenario might start when a contact Hans expected four days ago still hasn’t shown up. The item in question is a talisman from Araby which is said to carry a curse. Hans wants rid of it, and fears for the life of his contact – this might be one of the rare occasions when he lets slip a customer’s identity. Why is he late? Has he fallen prey to the curse? Have Arabyan assassins struck him down? Are they now converging on Kluger’s? Or is the contact fuming beside a broken coach between here and Middenheim.
SL11: Kluger’s Emporium
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Wilhelm Rotkopf, Alchemist
“You want alchemical bits and pieces, Rotkopf’s your man. A bit pricey, of course, but you get what you pay for. He’s got a house just off Potion Square. Great big place, it is, with plenty of servants and a tower that looks like it’s going to come down any minute.”
sawbones, doing mixtures and odd jobs for them like he’d only just set up his practice. Up all night with his telescope looking at the stars. I don’t know when he sleeps - or maybe he doesn’t. I don’t know what he’s got that keeps him going, but I wouldn’t mind some for myself.”
“Rotkopf? Professional clever-dick if you ask me. But his journeyman’s soft as new butter.”
“He’s got hidden depths, that one, you mark my words. Them as look most respectable on the surface always have their secrets. I’m not making any accusations - not a word of it, and if any man says otherwise he’s a liar. But he has some strange visitors after dark when he’s looking through his telescope, and that’s the truth. Not to mention some of the strange folk he employs - that there Dwarf’s an odd one for a start... and then there’s that kid...”
“He’s had a full life, that one, and it’s getting fuller by the minute. I don’t know how he fits it all in. There he is, one of the best alchemists in Marienburg, sitting on half a dozen boards and committees, and he’s always got one of his people running back and forth to the orphanage or the temple or one of the
SL12: Wilhelm Rotkopf, Alchemist
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Just off Potion Square on Dock Road is a curious house on the east side of the street. The two-storey building is not of unusual size for the area, but at the top is a small turret which leans over so much that passers-by glance uneasily at it, especially when there are high winds. The turret casts a long shadow over the road for most of the day. This is the house of Wilhelm Rotkopf, the Master Alchemist, although there are some who claim that this is the least of his accomplishments. The two-storey tower contains a small alchemical laboratory and an observatory. There is a secret laboratory in the cellar, used for Wilhelm’s less respectable activities. The entrance is via a trapdo trapdoor or which is hidde hidden n under a coatcoat-stand stand in the hall requiring a Strength Test, to break open. To pick the lock requires a Very Hard (-30%) Lock Picking Test. It’s unlikely that adventurers will be able to deal directly with Wilhelm; most people have to go through his journeyman, Floris Rijgpen. In the normal course of a day’s business, only important or influential customers talk directly to Rotkopf. His other assistants can be seen coming and going at all sorts of times. They help by making sure the place is tidy, stirring mixtures on the quarter hour every quarter hour, and doing the hundred and one jobs that a Master Alchemist shouldn’t have to do for himself.
Wilhel Wil helm m Ro Rotko tkopf, pf, Alc Alchem hemist ist Master Wizard (ex-Journeyman Wizard, exApothecary, ex-Apprentice Wizard, ex-Tomb Robber, ex-Student) “Let’s see know – calcination for three days, then fix in the tincture of mercury and sublime with three parts lead and one part bone. I wonder if the small cohobation chamber is clean. Oh! You’re still here! I’m so sorry, I’d forgotten all about you. Just give me two minutes to get this over to the orphanage, then I promise you’ll have my undivided attention. Floris! Floris!”
in the Midd Middle le Mountains gold rush of 2497. Failur Failure e as a prospecto pros pectorr led him to join a band of adventurers adventurers in the mountains; after they stumbled upon an ancient dwarven tomb, Wilhelm turned to tomb-robbing as a profession. When he reached the wisdom of middle age, however, he decided to abandon this dangerous life and resume his training as an wizard. He had saved enough to travel to Middenheim and study under the famous Master Wizard Josef Schmidtturm. Like many Suiddockers – even on comparatively prosperous Luydenhoek – Wilhelm has no respect for the minions of the law, although he never expresses this too openly. He is not afraid afrai d of stepp stepping ing slightly outside outside the law if it is in the intere interests sts of his research to do so. Wilhelm is knowledgeable in many subjects, and besides his alchemy he pursues astronomy, cryptography and heraldry as hobbies, helped at times by Thadrin Thadrinson, once an associate, now a permanent guest. Wilhelm has an extensive library on these subjects, as well as a small observatory in the tower of his house. He is also interested interested in muta mutants nts and the nature of mutation, and will pay highly for a mutant corpse. He and Sister Marianne are not yet aware of each others’ differing interests in this regard, but two such close neighbours dabbling in this forbidden area could spin off all sorts of adventures. Wilhelm is a prominent member of the Baron Henryk’s College of Navigation and Sea Magicks, and one of his secrets is that he is on the High Council. He also acts as a consultant to the Board of Trade Equity and the Council on matters involving alchemical and magical materials. He is a pillar of the local community, and regarded as a good neighbour by everyone on Potion Square. He and Jan van Arzneier do Arzneier do a thriving two-way trade in ingredients and preparations, and occasionally he will be prevailed upon to supply medicinal mixtures for the Orphanage of St Rutha and the Edelmoed Temple. Many of the better-off physicians on Leech Street also rely on him for medicinal supplies and preparations. He does occasional (and highly secret) business with Jerimias Qualk and with Hans Kluger when Kluger when he needs rare or illegal ingredients for a process.
Main Profil Profile e
“Best if you came back in the morning. I’ve got a committee tomorrow afternoon, and the night-time is rather precious to me at this time of year. Do you have any interest in astronomy? It should be good and clear tonight...”
WS
BS
S
T
Ag
Int
WP
Fel
49%
38%
41%
48%
52%
74%
56%
39%
Secondary Profile
Wilhelm is in his mid-forties, but looks older.. He is about 5ft 10in tall, with older slightly curly, unkempt ginger gingerbrown hair. His slightly hooked nose is set between brown eyes which squint slightly. Wilhelm dresses in expensive but practical clothes, but whenever he goes out he wears the same tatty brown cloak, wrapped closely around him. He walks quickly, with his head bent to the ground, and always seems to be in a hurry. His voice is soft and his speech is rapid; he has a habit of muttering to himself – usually incomprehensible formulae and astronomical data. Wilhelm was apprenticed at the age of 9 to an old and eccentric Gold Wizard by the name of Helmut Schwarzbauch. Helmut died before Wilhelm’s training was complete, and Wilhelm – to his parents’ despair – went to seek his fortune as a prospector
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
3
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Cryptography, Cryptography, Magic, Genealogy/Heraldry, Science +20%), Channelling +10%, Charm, Common Knowledge (The Empire, the Wasteland), Concealment, Evaluate, Gossip, Haggle, Heal, Magical Sense, Outdoor Survival, Perception +20%, Pick Lock, Prepare Poison, Read/Write +20%, Scale Sheer Surface, Search +10%, Secret Language (Guild Tongue), Secret Signs (Thief), Speak Arcane Language (Arcane Elf, Magick), Speak Language (Classical +20%, Reikspiel, Tilean), Swim, Trade (Apothecary) Talents: Aethyric Attunement, Arcane Talents: Arcane Lore (Metal), Etiquette, Lesser Magic (Magic Alarm), Luck, Meditation, Mighty
SL12: Wilhelm Rotkopf, Alchemist
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Missile, Petty Magic (Arcane), Resistance to Poison, Savvy, Seasoned Traveller, Strong-Minded, Trapfinder, Very Strong, Very Resilient
Combat:
Jacob Boerenstan Boerenstand, d, Glassblow Glassblower er Artisan (ex-Tradesman) “Wellllll… end of the week do you?”
“Leave it with me, I’ve got just the thing for that somewhere…”
Magic: 3; 3 ; Arcane Lore (Metal), Magic Alarm, Petty Magic (Arcane); additionally due to his extensive and ecliptic studies, add any other Lesser Magic spells as required Armour (none): (none) : Good Quality Clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings: Guild Symbol on Chain, Trade Tools (Apothecary), Trappings: almost anything else he requires
Floris Flo ris Ri Rijgp jgpen en,, Jou Journe rneyma yman n Alc Alchem hemist ist Journeyman Wizard (ex-Apothecary, ex-Apprentice Wizard) “I’m afraid Master Wilhelm is rather busy at the moment… Can I help?” Floris is a spotty, redheaded 24-year-old. He wears the garb of a journeyman alchemist with a Gold Order eagle badge pinned to his left breast. Floris Floris is easy going, polite, polite, and has a natura naturall talent for business and his studies. Unfortunately, he also likes gambling, often to excess. Floris knows most people in the area and ‘in the craft’. He is friendly with Jan van Arzneier , and thinks he is in love with Lotte Wald, the co-owner of The of The Long Dragon. Dragon. He occasionally visits Monnik’s Pit Fighter School on his days off, and currently owes 250 Guilders to Frans Makreel the moneylender.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
30%
39%
26%
28%
50%
49%
53%
48%
Jacob is a red-nosed and ruddy-cheeked middle-aged man with broad-shoulders and powerful hands. He wears an apron, worn out with long use. Jacob is practical and respectful of his ‘betters’. He is slow-thinking, but generally gets to the heart of an idea or problem in the end. Very proud of his skills, he generally wants to get any job done as quickly as possible, but is torn by a desire to build elaborate bits of alchemical glassware – whether they are needed or not! A follower of Shallya, he is deeply respectful to Brother Marijkus, Sister Wilhelmina, and Sister Marianne, and tries hard to be a ‘good’ follower of Shallya. He occasionally has (legitimate) dealings with Hans Kluger, is a regular at The Long Dragon, and disapproves strongly of Floris’ gambling.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
25%
34%
38%
36%
50%
39%
43%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
0
0
0
Skills: Common Knowledge (The Wasteland), Drive, Evaluate, Skills: Gossip +10%, Haggle +10%, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Reikspiel), Trade (Engraver +10% Glassblower +10%) Talents:: Artistic, Cool Headed, Dealmaker, Talents Dealmaker, Excellent Vision
Combat: Armour (Light) (Light):: Leather Apron
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
2
2
4
2
0
0
Skills: Academic Knowledge (Magic, Science), Channelling, Skills: Channelling, Charm, Common Knowledge (The Empire, the Wasteland), Gossip, Haggle, Heal, Magical Sense, Perception, Read/Write, Search, Speak Arcane Language (Magick), Speak Language (Classical, Reikspiel), Swim, Trade (Apothecary) Talents: Arca Talents: Arcane ne Lore (Gol (Gold), d), Fast Hands, Lightening Lightening Reflexes, Petty Magic (Arcane), Savvy, Super Numerate
Combat: Magic: 2; 2 ; Arca Arcane ne Lore (Meta (Metal), l), Petty Magic (Arcane) Armour (none) (none):: Best Quality Clothing AP:: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2) AP Weapons:: Dagger (1d10-1) Weapons Trappings: Thick wad of appalling love poetry, Purse (with Trappings: 2d10 guilders or 2d10pennies dependant upon his luck)
AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP: Weapons:: Iron-shod Walking Cane (Hand Weapon, 1d10+3) Weapons Trappings : Glass Amulet of engraved dove on chain, Trade Trappings: Tools (Glassblower), Purse (with 1d10 shillings)
Anatol, Anat ol, Appr Apprenti entice ce Student (ex-Thief) “I ‘ad a baff last week – an’ I didn’t needs it!” “I’m tryin to ‘member all them al-chemy-memikal words!” Anatol is a small, rather smelly ten-year old with lank hair and a pronounced prono unced limp. He is alway always s in need of at least one good scrubbing (and probably two). He is nervous around adults and water, especially when both are together. He is very conscientious in his pot-watching and fetching duties, and makes it a point to keep on Wilhelm’s good side and avoid baths! Anatol is slightly scared of Rotkopf, very scared of Gunther of Gunther and Anders Grimm, and absolutely terrified of Sister of Sister Marianna and the thought that he may end up in her orphanage! her orphanage! When he’s not working, Anatol sees a lot of what goes on in the area; anyone who treats him kindly will make a friend – and gain an extra pair of eyes!
SL12: Wilhelm Rotkopf, Alchemist
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
27%
35%
26%
24%
40%
45%
39%
35%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
2
2
5
0
0
0
Skills: Academic Knowledge Skills: Knowledge (Astronomy (Astronomy, History +10%, +10%, Law, Law, Magic, Runes), Common Knowledge (Dwarfs +10%, the Empire, the Wasteland), Drive, Evaluate, Navigation, Outdoor Survival, Perception +10%, Read/Write, Secret Language (Guild Tongue), Speak Language (Breton, Classical, Eltharin, Khazalid, Reikspiel +10%), Trade (Calligrapher, Cartographer +10%), Trade (Smith) Talents: Dwarfcraft, Grudge-Born Fury, Linguistics, Talents: Orientation, Night Vision, Resistance to Magic, Seasoned Traveller, Stout Hearted, Sturdy
Combat: Skills: Common Knowledge (The Wasteland), Concealment, Skills: Evaluate, Gossip, Perception +10%, Pick Lock, Read/Write, Scale Sheer Surfaces, Search, Secret Signs (Thief), Silent Move, Sleight of Hand, Speak Language (Reikspiel)
Armour (none) (none):: Incredibly neat Best Quality Clothing
Talents: Alley Cat, Excellent Vision, Talents: Vision, Fleet Footed, Streetwise, Streetwise, Super Numerate
Trappings : Maps and Star Charts, Purse (with 4d10 guilders Trappings: ‘small change’)
AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Pistol (1d10+4, Impact, Unreliable, 10 Shots) Weapons
Combat: Armour (none) (none):: Unwashed Clothing
Janna Mossfoo Mossfoot, t, Servant
AP:: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2) AP Weapons:: Hidden Dagger (1d10-1) Weapons
Servant “This one’s called ‘Death by Marzipan!’”
Trappings: Small spider in box, 2 pence Trappings: pence,, Piece of stole stolen n cake
“Yummy!” Janna is a youngish, remarkably thin Halfling – despite the fact she seems to be always eating or talking about food! Janna’s motives are simple: eating, drinking and more of the same. She is quite greedy, but sees no reason why everybody else shouldn’t eat as well and as much as she does. Generally friendly, she likes the orphans of the Orphanage of St Rutha because they appreciate her cooking, and knows all the insand-outs of the families along Halfling Row.
Thadri Tha drin n Tha Thadri drinso nson, n, Dw Dwarf arf Sch Schola olar r Explorer (ex-Sc (ex-Scholar holar,, ex-Scribe ex-Scribe)) “Hmmph, I learnt that 75 years ago.”
“And I learnt that 100 years ago!” “Try the infusion of brimstone… a sure solution to any intractable problem and stain.” (He considers it a joke to advise people to try sulphuric acid as a stain remover…) Thadrin is a companion from Wilhelm’s adventuring days. An ancient Dwarf who is impossibly neat at all times, as though he has just been laundered and pressed. Thadrin is fussy, pedantic and precise – he is thoroughly intolerant of what he considers ‘fuzzy thinking’. He is very knowledgeable, but quirky and capable of great kindness. However, he does possess a slightly cruel streak, which he uses on those he considers his inferiors. Vaguely cross that his life is all but done with so much yet to see, his remaining goals are simply to know more… and finally learn the secrets of the heavens (whatever that may be). Thadrin knows and is known by only Dwarfs beyond the walls of Rotkopf’s premises. He respects Rotkopf for the man’s learning, but expects to be listened to, especially in business matters. Thadrin generally ignores everybody else until they ask him a question, and then his response is determined by the relative stupidity of the speaker.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
24%
36%
21%
28%
45%
35%
32%
49%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
10 10
2
2
4
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry), Skills: (Genealogy/Heraldry), Common Common Knowledge (Halflings), Blather, Dodge Blow, Gossip +10%, Haggle, Perception, Search, Sleight of Hand, Speak Language (Halfling, Reikspiel), Trade (Cook +10%) Talents: Acute Hearing, Etiquette, Night Vision, Talents: Vision, Resistance to Chaos, Specialist Weapon Group (Sling), Very Resilient
Combat: Main Profile
Armour (none): (none) : Cook’s Outfit
WS
BS
S
T
Ag
Int
WP
Fel
29%
45%
36%
48%
24%
59%
60%
29%
AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Rolling Pin (Improvised Weapon, 1d10-2, Special) Weapons Trappings:: Snack or two, Purse (with 3d10 shillings) Trappings
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
17 17
3
4
3
0
0
0
SL12: Wilhelm Rotkopf, Alchemist
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Lisette’s Leather Goods
“Anything you want in leather, Lisette can supply it, or point you at a leatherworker who can. Take care with her, though she doesn’t suffer fools. You’ll see what I mean. “ “She knows her business, all right. Don’t waste your time wandering up and down Tanner’s Alley and around Shoemaker’s Square, just go straight to Lisette. Don’t waste her time, though. She hates having her time wasted.” “Now you know me. I’ve no axe to grind against women. But that one’s different. Something about her - she can scare you half to death without saying a word and without getting out of her chair. They say she’s a dagger for the Guild, and all I can say is I don’t want to find out.” “She’s a strange one. There must be more to her than the leather trade. She’s got too much about her to be happy buying and selling hides all her life. Of course there are rumours - the wagging tongues will tell you she’s an assassin, a witch, and half a dozen other things. Myself, when I see her I just talk about leather.” “Don’t cross that one. There s something about her. Can’t put my finger on it, but it’s there.” Canal Street is one of the darker, narrower side streets leading off from Potion Square. A little way from the square, on the north side of the street, stands a small, neat shop with a sign in the shape of a cowhide. Neatly arranged in the windows are leather goods of all kinds, from pieces of leather armour to leather tankards and jugs. Behind them, in the shop, can be seen stacks of cured hides and piles of finished garments and other leather goods. Lisette is well known as a dealer in hides and leather goods she is a merchant rather than an artisan, and specialises in buying and selling rather than in actually working leather. It is no accident that her shop is close to Tanner’s Alley. In some quarters, there are darker rumours about this particular leather-merchant. It is whispered in some quarters of the Suiddock that Lisette is well-connected in the underworld
organisation known simply as “The “The Guild We Have Never Heard Of ” ”; some people assert - though never in her hearing that she holds a very high position in that shadowy brotherhood. It certainly seems to be the case that things said to her have a way of getting back to them.
Lisette Lise tte Leer Leerer er,, Guild Enf Enforce orcer r Assassin (ex-Targeteer, ex-Bounty Hunter, exBodyguard, ex-T ex-Tradesman) radesman) “If you’ve come here to buy or sell, do it. If not, you’re wasting your time and mine.”
“I never discuss my business arrangements.” “Who told you that?” Lisette is a tall, slim woman in her twenties, with dark hair and eyes. Her face, while attractive, almost never betrays any expression, and many people find her impassive face and steady eyes intimidating. She always favours black clothes of soft, high-quality leather, and always has a slim, silver-handled stiletto hanging from her belt. She is softly spoken and blunt, never wasting words or movement. Everything about her says that she would be a very bad person to cross. Stories are still told about the out-of-town merchant who made unwelcome advances to her once – no one saw her touch him, but he was unconscious for almost an hour. On the surface, Lisette is no more than a trader in skins and leather goods who can handle herself better than many of the
SL13: Lisette’s Leather Goods
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld seamier side of Suiddock – robbing premises or persons who are under the protection of the League, for instance, or discovering and attempting to foil League operations – may get a visit from Lisette, masked and dressed in a black cloak. She will issue a warning and deliver terms for restitution, normally giving the offender two days to comply. Such individuals will be instructed instr ucted to go to one of the League meeting meeting places – generally the back room of the Lighthouse Inn – and say that she sent them. Depending on how such a meet is played, this could be a valuable introduction to The League of Gentlemen Entrepreneurs and the start of a series of illegal misadventures, or it could be the beginn beginning ing of a lifetime of haras harassme sment nt until the adventurers comply, leave Marienburg or get killed.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
64%
66%
42%
50%
73%
50%
51%
46%
Secondary Profile
self-styled ‘hard men’ of the docklands. Many of the merchants and leatherworkers of Marienburg respect her for her efficient, hard-dealing business practice and the quality of the goods she deals in. But in some parts of the city, rumours are whispered about another life. It is said that she is a member of ‘the of ‘the Guild we do not talk about’, about’, and a high-placed one at that. Such things are whispered fearfully, with many glances over both shoulders, for the Guild has an eye in every house, an ear in every wall, and a harsh way with informers. Apart from her business dealings, Lisette keeps very much to herself. She has a nodding acquaintance with her neighbours in Potion Square, and makes a regular donation to the Orphanage of St Rutha – as much to prevent Sister Marianne from constantly badgering her as for any other reason. She will occasionally slip almost unseen into the Pelican’s Perch and spend some time in a curtained booth with Lea-Jan Cobbius or Pieter de Groot, Groot, but she has no connection with the Honourable Guild of Stevedores and Teamsters. She has also been seen in the Moonbeam Inn, Inn, and those with an eye for such things might remark that her visits always take place shortly after a backroom meeting of the Knights of Purity. Purity. Once every three or four days, Granny Hetta will visit Lisette’s shop, although she clearly can’t afford to buy. Likewise, the private investigator Sam investigator Sam Warble has been known to visit Lisette’s shop, though he seems never to make any purchases. Although finding proof would be an almost impossible task – and a highly dangerous one – Lisette is a senior member of the underworld body known as The League of Gentlemen Entrepreneurs.. She keep Entrepreneurs keeps s all her dealings well hidden, hidden, and works as a mixture of intelligence officer and enforcer, relaying information to The Marienburg Gentlemen’s Club and delivering warnings to those who displease it. In this role, Lisette only answers to Adalbert Henschmann, Henschmann, although she normally works through Loretta Wakker at Wakker at rather than reporting to him in person. Rogue characters who disturb the everyday running of the
A
W
SB
TB
M
Mag
IP
FP
3
17 17
4
5
4
0
0
0
Skills: Common Knowledge (The Empire, the Wasteland), Skills: Concealment, Disguise, Dodge Blow, Drive, Evaluate, Follow Trail, Gossip +20%, Haggle, Heal, Intimidate +10%, Outdoor Survival, Perception +20%, Prepare Poison, Read/Write, Scale Sheer Surfaces, Search +10%, Secret Language (Guild Tongue), Secret Signs (Thief), Shadowing +10%, Silent Move +10%, Sleight of Hand, Speak Language (Reikspiel), Trade (Merchant, Tanner) Talents: Ambidextrous, Dealmaker, Talents: Dealmaker, Disarm, Disarm, Lightening Parry, Lightening Reflexes, Quick Draw, Marksman, Mighty Shot, Rapid Reload, Rover, Sharpshooter, Specialist Weapon Group (Entangling, Longbow, Parrying, Throwing), Street Fighting, Streetwise, Strike Mighty Blow, Strike to Stun, Sure Shot, Swashbuckler, Very Resilient
Combat: Armour (Light): (Light): Studded Leather Jack and Leggings AP:: Head 0 (5), Arms 2 (7), Body 2 (7), Legs 2 (7) AP Weapons : Silver-handled Stiletto (Best Craftsmanship Weapons: Dagger, 1d10+2), Knuckle-Dusters (1d10+2, Pummelling), Sword (Hand Weapon, 1d10+5) Trappings: Iron Amulet , 3 Doses of Viper’s Kiss poison Trappings:
Iron Ir on Amu Amulet let Academic Knowledge: Knowledge : Theology Powers: The wearer of this amulet gains Magic Powers: Resistance (10), giving them a +10% bonus to any Will Power Test to resist the effects of Magic and Magical Effects. This stacks with the Resistance to Magic Talent (and similar racial abilities), but not with Magic Resistance provided by other Items. History: Crafted using one of the most secret rituals History: rituals of the Priesthood of Sigmar to protect Sigmar’s Witch Hunters in their sacred duty, this amulet uses the natural properties of metal to resist the effects of Magic. It is rumoured some other organisations, such as the Gold College, can craft similar devices.
SL13: Lisette’s Leather Goods
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Orphanage of Saint Rutha
“Orphanages - never had ‘em when I was a nipper. Had to make your own way in those days. Some of those brats would benefit from a spell sweeping chimneys!”
“Bloody pests, that’s what they are, always jingling their cups and begging for money. They should go out and get honest jobs.”
“Good thing, if you ask me. Keeps the kids off the streets, puts ‘em into an apprenticeship - more than most families do for their kids, really. I just wish they wouldn’t keep begging for money. I mean, what’s the cult of Shallya for?”
Known throughout the city as “Sister Marianne’s” , this large building is made up of three houses knocked into one. It is on the small canal known as the Poultice Water or Stink Water by Luydenhoekers.
“Sister Marianne might look like a feeble, dried-up old schoolteacher, but she’s tough. Don’t cross her - she’s got a tongue as sharp as a dragon’s teeth and she doesn’t miss a trick. And then there’s those two that work for her - no-one gives them any trouble.”
Sister Marianne looks after waifs who lack parents or guardians, or whose families are too poor to care for them. Children can stay up to the age of ten, or until they can be apprenticed in a respectable trade. She is always willing to show visitors around; her star pupils chant their thirteen times table, recite the lengths of all the major rivers in the Old World, and demonstrate other feats of learning.
SL14: Orphanage of Saint Rutha, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Many prominent Marienburgers visit the Orphanage to volunteer. Edvard van Geneeser comes once every other week to check on the children’s health. While Haam Markvalt and Brother Bert occasionally visit to teach reading, writing, arithmetic and geography. Indeed, every week seems to bring in someone new who has been cajoled by Sister Marianne to spend a little time “for the children” . Sister Marianne is well-known to be full of strange ideas, but the strangest to most Marienburgers is her notion that they should give money to help those less fortunate than themselves. The older and more trustworthy children are sent out, in distinctive blue and white uniforms which immediately set them apart from the average street urchin, accosting passers-by for donations. As far as anyone knows, this is the orphanage’s only source of income, and the collectors can be remarkably persistent. Some Marienburgers have been known to take to their heels at the sound of coins rattling in a tin and the sight of a child in blue and white.
‘Sister’ ‘Sist er’ Maria Marianne nne Lief Liefeder eder Initiate (ex-Barber Surgeon, ex-Tradesman) “Ah, pleased to meet you. We’ve got a hole in the roof at the south end which looks like it’ll take twenty Guilders to patch up. How much can you spare?”
“WILHELM! Stop that IMMEDIATELY!” IMMEDIATELY!”
benefactors. She is on good terms with nearly all her neighbours; some, like Jan van Arzneier the Arzneier the Herbalist and Wilhelm Rotkopf the Rotkopf the Alchemist, are trusted friends. Also in this category is the Physician Edvard van Geneeser. Both Hilaria om Klimt at the Temple of Holy Olovald and Granny Hetta “keep an eye out” as she puts it. As an Initiate of Shallya, Marianne is technically under the authority of Brother of Brother Marijkus at the Edelmoed Temple, Temple, but he leaves her to work in her own way, knowing it would be futile to do otherwise. Her orphans may be found in every trade and craft, and some have achieved lofty positions in their guilds. This gives her a wide and ever-growing circle of contacts throughout Marienburg. Axel Huurder of Huurder of the Rivermen’s Guild was one of her orphans, as was the carpenter Bruno Snijermans and Paulus Edelsteen of the Jewellers’ Guild. Sister Marianne never mentions her failures, of course; she has remarkably few, but Jerimias Qualk is one of her orphans who has ended up on the wrong side of the law. Even now, she tries to convince herself that he will discover a true vocation in medicine one day.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
28%
22%
28%
44%
46%
39%
47%
45%
Secondary Profile
“If you catch a child early enough, you can instil some sense of values and give it a decent, useful life.”
A
W
SB
TB
M
Mag
IP
FP
1
12 12
2
4
4
0
0
0
Skills: Charm, Common Knowledge (The Wasteland), Drive, Skills: Evaluate, Gossip +10%, Haggle +10%, Heal +10%, Perception +10%, Read/Write +10%, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel),
“We need support - and not just moral support. And it’s not charity - it’s an investment in the future. Every child I get into a trade means one more craftsman and one less thief. Which means more for everyone, more work to go round and less suffering for other children. Now I think that’s worth paying for, don’t you?”
Trade (Apothecary, Cook, Tailor) Talents: Acute Hearing, Cool Headed, Dealmaker, Talents: Dealmaker, Resistance to Disease, Surgery, Very Resilient
Combat: Armour (none): (none) : Severe governesses’ clothing
An upright spinster in her sixties, Sister Marianne has a straightforward manner which brooks no resistance or interruption. She has work to do, which requires people to part with money, and that’s all there is to it. In the past, she has obtained several sizeable donations simply because people weren’t quite sure how to refuse. Marianne spent many years as a shopkeeper on Riddra, and the squalor and suffering she saw there made a deep impression on her. Determined to help, she sold her shop and persuaded persu aded a Phys Physician ician to give her a basic grounding in first aid and hygiene. She worked for a while in the slums, but came to the conclusion that she wasn’t making much difference. It was then that she hit upon the idea of the orphanage – but how could it be done? She prayed at the Edelmoed Temple, promising to enter the cult of Shallya if she could find some way of founding an orphanage. Within the week, the Physician who had trained her died, leaving her three houses by the Poultice Water and a comfortable sum in cash. True to her word, Marianne became an Initiate of Shallya - that was thirty years ago, and she shows no inclination inclination to progre progress ss further in the cult. Sister Marianne has an extensive network of contacts and
AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Walking Cane (Hand Weapon, 1d10+2) Weapons Trappings:: Gilt bronze dove brooch (holy symbol of Shallya) Trappings
Gunthe Gun ther r and An Ande ders rs Gri Grimm, mm, Serva Servants nts Servant (ex-Thug) “Leave ‘er an’ the kids alone or we’ll pull yer ‘ead off. Right, Anders?”
“Right, Gunther.” “She sees us right, we see ‘er right. All look after each other. Just like family.” “Yer. We wuz in dead trouble, an’ Sister Marianne got us out an’ gave us jobs. We used to be bad lads, robbin’ people an’ stuff, but she changed all that.” “Now we’re reformed - an’ that’s what the Sister says we are we don’t do them things much.” “Anymore. “
SL14: Orphanage of Saint Rutha, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld possessions. Sister Marianne enforces a ban on weapons – even pen-knives are handed out only for writing lessons, and counted back afterwards. The following profile can be used for a typical orphan:
“Err. Yer. Don’t do them anymore.” Gunther and Anders are twins - only Sister Marianne and the orphans can tell them apart. They are both tall and heavily built, with slow and deliberate speech.
Main Profil Profile e
Sister Marianne rescued the twins from jail, and now they work tirelessly at the orphanage, doing odd jobs. Every Ever y few days days,, one of them drives Sister Marianne to market in the orphanage’s donkey-cart, and they accompany the tin-rattlers in areas where there is a risk of meeting footpads. They are completely reformed characters, and view Sister Marianne with reverence; however, this will not prevent them from taking a suitably painful revenge on any unprincipled characters who try to prey on the old woman or the orphans. The brothers used to know many ‘bad lots’ along the Suiddock, although have put their past lives behind them. Still, it must be admitted that the orphanage is never troubled by burglaries or other underworld. The following profile applies to both twins.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
45%
32%
48%
42%
45%
23%
43%
27%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
4
4
0
0
0
Skills: Common Knowledge (The Wasteland), Consume Skills: Alcohol, Dodge Blow, Drive, Gamble, Gossip, Intimidate, Perception, Secret Language (Thieves Tongue), Sleight of Hand, Speak Language (Reikspiel), Trade (Cook) Talents: Cool Headed, Disarm, Lightening Reflexes, Talents: Resistance to Poison, Strike to Stun, Very Strong, Wrestling
Combat: Armour (Light) (Light):: Leather Jack AP:: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4) AP Weapons:: Club (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings: Nothing of note Trappings:
The Chi Childr ldren en There are about thirty children in the orphanage at any time, all between the ages of four and ten. Sister Marianne educates them as best she can, but more important in her eyes is instilling ‘decent values’: work hard, stay honest, and do a good turn when you can. The children are all very well-behaved and polite, but may stick their tongues out and thumb their noses when they think noone’s looking. The children only have few personal
WS
BS
S
T
Ag
Int
WP
Fel
25%
30%
28%
31%
33%
28%
24%
31%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
4
4
0
0
0
Skills: Common Knowledge (The Wasteland), Dodge Blow, Skills: Gossip, Read/Write, Speak Language (Reikspiel) Talents:: Flee! Talents Trappings : A few valueless Trappings: valueless treasures treasures (shiny stones, stones, a dead beetle, etc.)
A De Dead adly ly Se Secr cret et The orphanage has a secret: some of its inmates are mutants. They are kept in a series of secret basement rooms, and the normal children are sworn to keep the existence of their ‘less fortunate brothers and sisters’ secret. The odd comment like “my best friend’s a daddy long-legs” is seen as the product of a young imagination. Sister Marianne will have to know and trust someone completely before allowing them to see the mutant quarters. She firmly believes that mutant children, if properly brought up, can be made into perfectly respectable adults. She is even working to develop treatments for the less heavily mutated, so that they can be returned to society. She takes in mutants from across the city, and has a well-established intelligence network. The covered donkey-cart can be seen leaving at odd hours of the day and night, returning in less than two hours with its cargo well-hidden. The following day, adventurers may hear about a mutant-raid on the slums by the Knights of Purity. Astute Purity. Astute characters may make a connection. Adventurers attacking the cart have a 75% chance of finding only several hundredweight of mixed vegetables, unless they know when a raid is to take place. At any time there are between 6 and 12 mutant children in the orphanage, aged between three and fourteen. Sample mutants are presented below; if you need more for any reason, use the normal child’s profile above and add 1-2 mutations. See Table 3-1 in Tome of Corruption.
Hanna Hanna is a beautiful five-year-old girl with long blonde hair and wide, trusting blue eyes. Her only defect is an extra finger on each hand. Sister Marianne lets her mix with the other children when no outsiders are about, and is considering a surgical cure for her condition. If brutal adventurers decide to wipe out this colony of mutants and storm in with swords drawn, have Hanna wrap her arms about the leading warrior’s warrior’s leg, gaze up with her huge blue eyes and cry “Oh please, Master Knight, Sir, don’t kill us! I’ll be good, I promise I’ll be good!” Wring out every last drop of guilt.
SL14: Orphanage of Saint Rutha, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Thomas
Adventu Adv enture re Plo Plots ts
Peasant Tomas is one of Sister Marianne’s successes. He used to have the head of a giant spider and an extra two pairs of limbs, but thanks to a shape-changing potion he is almost normal. Apart, that is, from an extra pair of round, chitinous eyes set into his forehead. He brushes his hair forward, and wears a large floppy hat when outdoors. While he is almost normal, Tomas could never survive outside the orphanage, so he looks after the younger children. Some of them might be heard to say “I wish I had four eyes like Uncle Tommy.”
Here are a few ideas for adventures featuring the Orphanage of St Rutha. Some arise from the secret mutant quarters, while others do not; you could use a seemingly innocent plot to have the adventurers discover the orphanage’s secret, and then plunge them straight into a ‘mutant’ adventure!
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
25%
30%
28%
31%
33%
28%
24%
31%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
2
3
4
0
0
0
Skills: Animal Care, Common Skills: Common Knowledge (The Wasteland), Wasteland), Concealment, Drive, Gossip, Performer (Singer), Read/Write, Scale Sheer Surfaces, Set Trap, Speak Language (Reikspiel), Swim, Trade (Carpenter, Cook) Talents: Excellent Vision, Flee!, Hardy, Night Vision, Talents: Unsettling
Mutations: Fear Points: 2; 2; Tomas has the Unsettling Talent and a -10% penalty on Disguise Tests to hide his condition Additional Eye (x2): (x2) : Grants Thomas a +10% modifier to vision based Perception Tests.
Combat: Armour (none): (none) : Simple clothing with a large floppy hat AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP
Silent Witness Late one night, a child is brought to the orphanage by a group of people – perhaps the adventurers themselves. The child is unhurt, but completely mute - the result of shock. He (or she) was found in the ruins of a house; everyone else - his family? had been brutally slain, and only the withdrawn, silent child knows the truth. Can Sister Marianne break through the wall of silence and find out what happened? Who are the criminals? Racketeers, cultists, a hired assassin or anything else you like. They may well try to silence the surviving witness to their crime permanently.
Human Cargo Although Marienburg officially ended the slave trade two centuries centu ries ago, there is still money to be made from it. Ships leave daily for all corners of the world, and in some of these places slaves are a legitimate and profitable commodity. An orphanage full of children, protected only by an old woman and a pair of dimwits, would be a tempting target for a gang of slavers. The slavers strike at night, relying on speed and darkness. A covered wagon draws up by one door; the lock is quickly picked or smashed; a dozen or so children are snatched from their beds; and the cart hurtl hurtles es off into the night, bound for the dock docks s and a waitin waiting g ship. The adventurers adventurers might be in the right place to foil the raid before it happens, or they might see the speeding wagon as it heads for the docks, with piteous cries coming from within. Rescuing the would-be slaves will earn them the everlasting gratitude and friendship of Sister Marianne and the others at the orphanage.
Weapons:: Dagger (1d10-1) Weapons
The Chosen
Trappings:: Trade Tools (Carpenter) Trappings
Chaos cults are as active in Marienburg as they are in any city of The Empire, and such a concentration of mutants would draw them like a magnet. Some children might even have been rescued from cultists, who would see their mutations as a sign from the Powers of Chaos.
Alexand Alex ander er Kro Kronstad nstadt t Alexander is a personable young man in his late teens, with curly brown hair, freckles and blue eyes. There is something slightly unnerving about his infrequent smile, but it’s difficult to say why. Close examination (if he is held down and his mouth forced open!) will reveal that both his upper canine teeth are unusually broad, and have been filed down. Originally, they were huge razor-sharp fangs reaching down to his chin. Alexander is a regular visitor to the orphanage, and seems to be just another orphan made good. In fact, he is another arm of Marianne’s intelligence network. He is not even an orphan - he comes from a moderately well-off family on the other side of Marienburg, and his brother Carl Kronstadt has infiltrated the Knights of Purity in order to warn Sister Marianne about planned mutant-raids.
Cultists might mount a raid on the orphanage, similar to the slave-raid described above. Or they might try to break into the basement from the sewers - this part of Luydenhoek is well above the high water mark, and a proper sewer system has been dug here. The adventurers might be following the cultists for reasons of their own, or they might simply happen upon the raid. They might even disrupt a ritual and discover a mutant child who asks to be taken “home to Sister Marianne.” This is one way for the adventurers to discover the orphanage’s secret, if you want them to do so.
Dead of Night The donkey-cart sets out from the orphanage under cover of darkness, passing through the city collecting mutant children. It can be encountered almost anywhere in Marienburg at night time.
SL14: Orphanage of Saint Rutha, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld If the adventurers are on the trail of cultists and mutants, they might run across the cart from time to time - just leaving leaving an area as they enter it, and soon lost in the darkness. On the first couple of occasions, the adventurers will have no reason to be interested in the cart - it will just be part of city life that goes on all the time. But gradually they will notice that it has a habit of turning up before them in areas where there is cultist or mutant activity. They may decide to attack it there and then, or they might follow it back to the orphanage. This is a good way to introduce the orphanage to the adventurers, if you want them to be unsure about it. On the surf surface ace it seem seems s like a norm normal al home for orphans run by a charitable old woman - but there are mutants mutan ts too. Is it the home of a cult? How can the adven adventurer turers s find out?
SL14: Orphanage of Saint Rutha, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Jerimias Qualk
“If yer lookin’ for medical tools, try young Qualk. Ain’t no doktor ‘imself, but has some trainin’, and might have what yer need. Don’ know how e’ keeps in business though, his stock is poor, and Sigmar knows whether he is open today.” “Out all night, carousing at the Dragon, and I am sure I have seen him crossing the Poultice well after midnight. No wonder he can’t rouse himself at a normal time like decent folks.” “I see… things like that are hard to come by. Qualk may be your man, but be careful how you approach him. He’s a cautious man, he won’t deal with you if he thinks you can’t mind your tongue.” A quiet, unassuming little shop, sited on Luydenhoek a couple of streets from his main customers on Leech Street and Potion Square. Jeremias Qualk does a bare business in medical supplies, probably due to his slightly awkward opening hours – he has never opened before midday, and has been known to remain open to the middle of the night. Some say that he must be a heavy drinker, but those who have encountered him in the Long Dragon knows he does not stay late, and it is rare to see him not sober. The real reason is that Jeremias does the vast majority of his real work at night. Nestled in a small yard behind his shop, accessed only through a stout wooden gate, sits two securely locked brick outhouses. Within these these sheds can be found the tools and remains of his real job – shovels, picks, a small cart, and the broken down wooden remains of coffins. Jeremias Qualk is a graverobber, who supplies human remains to a number of students, physicians, necromancers, cultists, and far less pleasant individuals. Qualk does not care the purposes his ‘merchandise’ is put to, and in fact prefers to remain ignorant, correctly assuming that the less he knows, the less likely his customers are to see him as a threat to remove, and more likely to get repeat business.
Jerimias Qualk Grave robber (ex-Student, ex-Thief) “Discretion, I pray you, sir! Circumspicio in omnibus, indeed. Necrophorism, sir that’s what it is: a dignified term for a useful service. The word you used was most unfortunate, sir, most unfortunate indeed - and most likely to bring upon our blameless heads the ignorant wrath of the authorities!”
“Ah, good evening my noble purveyor of the law. Late, but what a night! El magnifico mon celestis. My pardon, I mean the heavens are magnificent. A look in the cart? I couldnst allow thou to divert thyself from your invaluable duty in the defence of our fair city. Which reminds me, how remiss of one such as me, one protected by the valiant and selfsacrificing efforts of those such as thouself. Please, I must insist that I commend this small sum to the coffers of thous brave companions, such that our streets remain free of villainy.” Jerimias is a lean man in his mid-twenties. He has lank brown hair and a permanent shifty expression. His fingers toy nervously when he is wary or agitated, which is always in the presence of authority figures. As an orphan child on the streets of the Suiddock Jerimias was the typical street urchin, performing small tasks for a few coins or a loaf of bread bread.. Street-smart, Street-smart, he learnt how to work his way around most people, getting a little further ahead than the other more slow-witted children. Unlike most, he preferred his own company to that of the street gangs. It meant he had to be that
SL15: Jerimias Qualk
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld little more savvy to prevent himself falling prey to other street kids, but it meant that the coins and food he earned were entirely his own. Unfortunately, his intelligence fostered an arrogance and a belief in his own invincibility, and he began playing for higher and higher stakes, until he was caught by the Watch attempting to steal from a wealthy merchant. Fortunately for him (though he certainly did not see it that way), rather than face jail or worse, the Watch turned him over to Sister Marianne. Marianne. The year years s he spent there were some of the worst of his life, and although he learnt some valuable lessons during his time there, he was frequently attempting to run away, and many times was brought back by the Watch. Watch. As he grew older, Sister Marianne was able to engage his keen mind on the subject of medicine. Hoping that she may have found him a vocation, she apprenticed him to an elderly doctor on Leech Street. Although he learned much about the medical arts, he discovered something far more interesting. Seeing how much time his mentor spent on the study of anatomy, and some of the less than legal lengths he went to study the subject, Jerimias realised that there was a potentially vast market in the acquisition and sale of human body parts. When his mentor died, there was no one willing to take up his tutelage. Taking what money he had earned (and stolen) from his mentor, he set himself up in a small shop near Potion Square, ostensibly as a trader in medical supplies (bandages, medical tools, vials, etc) but primarily focussing on those medical supplies which could not be obtained legally – human remains. Jerimias makes a specific effort to distance himself from his pathetic upbringing, and hates to be reminded of it. He over-accentuates his parteducated nature, exhibiting a love of long words, old-fashioned, educated-sounding sentences and odd phrases in Classical of uneven quality quality..
Skills: Academic Knowledge (Science), Skills: (Science), Charm +10%, +10%, Common Knowledge (The Wasteland), Concealment, Consume Alcohol, Drive, Evaluate, Gossip, Haggle, Heal, Perception +10%, Pick Lock, Read/Write, Search +10%, Secret Signs (Thief), Silent Move +10%, Sleight of Hand, Speak Language (Classical, Reikspiel) Talents: Alley Cat, Cool-headed Talents: Cool-headed,, Flee, Fleet Foote Footed, d, Linguistics, Resistance to Disease, Streetwise, Strong Minded, Suave, Super Numerate
Combat: Armour (none) (none):: Nondescript clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Club (Hand Weapon, 1d10+3), Dagger (1d10+0) Weapons Trappings:: Spade, Sack, Handcart, Lockpicks, Thick Cloak, Trappings Wide Brimmed Hat
Jerimias supplies (both legally and illegally) to many doctors on Leech Street, Anders Vesalion, Vesalion, Wilhelm Rotkopf and Rotkopf and Grossbart at the Long Dragon. Dragon. He doesn’t know, and doesn’t particularly care, what his customers might use the body parts for. To his own amusement, he supplies (legal) items to Droevigger’s Funeral Emporium, Emporium, and has yet to steal from their premises, though he has thoroughly cased their shop out for the occasion when he might need to. Jerimias does the occasional dealing with Doktor Puttlangs, Puttlangs, helping dispose of some of the Doktor’s more serious mistakes. Jerimias is beginning to increasingly regret his association with Puttlangs – he is astute enough to realise realis e that the Doktor is unstable, unstable, and has no intention of being brought down with him when he finally snaps. Jerimias pays regular bribes to Dirck Nederbaar to Nederbaar to ensure that the Watch does not take too much interest in his operation.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
31%
33%
36%
40%
51%
46%
43%
42%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
4
5
0
5
0
SL15: Jerimias Qualk
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Old Mother Crumhorn’s Apothecary
“She’s a witch, you know!”
Old Ol d Mo Moth ther er Cr Crum umho horn rn,, Wi Witc tch h
“She’s just a harmless old woman who’s gone a bit soft in the head, that’s all. Living alone all those years, hardly ever going out or seeing anyone, it’s bound to affect a person.”
Witch (ex-Apothecary, ex-Hedge Wizard) “Hello, my pretty! What can Old Mother Crumhorn do for you, then?”
“They say she was married once, but I think it ended unhappily. Maybe that’s why she’s - how shall I say - a little strange.”
“Ah, now, let me see. A pinch of dust from a suicides grave, some dried bat’s ears, and just a touch of fennel to take the taste away. And a pinch of this – but you don’t really want to know what that is, now do you? What’s the matter, my pretty? Lost your appetite?”
“Ah, it’s just an act. She puts on this old crone bit and has everyone think she’s a witch, and then all the young girls go to her for love potions or what have you, and they think they’re genuine. She’s just an old fraud who can mix up pretty colours in a bottle.” “I’m surprised they don’t close her down - I don’t believe for a minute that she’s got a proper Guild license to be selling potions and stuff. That Rotkopf lives just down the road - he’s important, so why doesn’t he do something about her. She’s going to kill someone with her brews one of these days.” “Well, I’d never go to a place like that, of course, but... well, this friend of mine went to her for - er, personal problems, if you know what I mean. Came away with this bottle of bubbling green stuff that smelt like the underdock at low tide - well, it cleared the problem up all right, but he was covered in bright green spots for a week!” On the edge of Potion Square, at the northern side of Powder Bridge, stands a ramshackle house with a hand-painted sign reading Old Mother Crumhorn’s - Apothecary. The locals (and especially the orphanage children) tend to avoid the place, although every so often a nervous-looking visitor will knock on the door and disappear inside. The windows are filthy, and it is almost impossible to see into Mother Crumhorn’s. Behind the house stands a small, overgrown yard, backing onto the Poultice Water.
“Come out, come out of there, my pretty! Think I don’t know you’re there just because I can’t see you, do you. Ha ha, you don’t fool Old Mother that easily!” “All alone in the world, my pretty? Such a pity…” No one knows whether Old Mother Crumhorn ever had another name. She is an ancient, almost toothless crone, with tangled and matted grey hair and skin like badly-tanned leather. She has a large wart just to the left of her nose, with a small tuft of hair erupting erupting from it. When she laughs – whic which h she does a great deal, often for no appar apparent ent reason – her one remaining tooth is displayed in all its yellowed glory, and she dribbles. Her short, broad body and stick-thin arms make her look a little like a spider as she goes about her work, cackling over a steaming cauldron and babbling to herself about various questionable ingredients. Her eyes, when they can be seen through the tangle of hair, don’t match. One is a watery grey-blue, the other a blind white. Old Mother Crumhorn is regarded with a mixture of fear and fascination by the locals. Children all over Luydenhoek are frightened into obedience by parents who threaten to sell them to the old witch, who will boil their bones to make glue or do something equally unpleasant to them. Opinion is divided over whether she actually is a witch who has somehow escaped the notice of the relevant authorities, or an eccentric but more-orless harmless old madwoman, or a cunning charlatan who cultivates the archetypal image of a witch in order to make her
SL16: Old Mother Crumhorn’s Apothecary
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld strange preparations seem more authentic. Mother Crumhorn’s house is at least a century old, and she has lived there and plied her trade for as long as anyone can remember. No-one can remember her being anything but old – even the older residents of Potion Square cannot recall her being middle-aged or young. For that matter, nobody can really remember remem ber a time when she didn’t live in Potion Square… Square… Of course, nobody dares to ask Mother about her past. Very few people would ever admit to consulting Old Mother Crumhorn, but many do. Whether or not her personality and appearance are just a front, they draw a number of customers, particularly from among the young and impressionable. Despite the fact that she lives alone and is so lacking in charm, no-one thinks to question the efficacy of her love potions. The fact is, Old Mother Crumhorn’s appearance is in no way deceptive. decep tive. She is a witch witch,, and the ingredients ingredients she puts in her potions are exactly what she says they are, and what her customers expect. She also indulges in less savoury activities, and is behind the disappearance of several incautious young Marienburgers. Her cellar contains enough evidence of her activities to have her condemned to the fire by the Temple Court many times over.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
22%
27%
25%
50%
45%
55%
48%
22%
Mothe Mo ther’s r’s Can Cane e
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
2
5
4
2
0
0
Skills: Academic Knowledge Skills: Knowledge (Science), Channelling +10%, Charm, Common Knowledge (The Empire, the Wasteland), Gossip, Haggle +10%, Heal +10%, Magical Sense +10%, Perception, Prepare Poison, Read/Write, Search, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel), Trade (Apothecary +20%, Herbalist) Talents: Dark Magic, Hedge Magic, Petty Magic (Hedge), Talents: Resistant to Poison, Savvy, Sixth Sense, Very Resilient, Witchcraft (Bewilder, Choleric, Healing of Hysh, Shadow of Death, Shimmering Cloak, Throttling).
Combat:
Academic Knowledge: Knowledge : Magic Powers: Counts as a Hand Weapon with the Defensive Powers: and Pummelling Qualities; In addition, if the Cane’s wielder is a Spell Caster, as a Half Action, they can cause any spell within 12 yards (6 squares) to end prematurely. This requires a successful Will Power test, with a -10% penalty per point of the original caster’s Magic Characteristic. This has no effect on summoned Demons, reanimated Undead or Ritual Magic of any kind. If successful, the spells caster also suffers 1d10 damage from the magical feedback. History: The walking stick of Old Mother Crumhorn has History: been bound with several enchantments, turning it into a versatile and effective weapon.
Ring Ri ng of Fou oull War ardi ding ng
Magic: 2; 2 ; Bewilder, Choleric, Healing of Hysh, Petty Magic (Hedge), Shadow of Death, Shimmering Cloak, Throttling Armour (none) (none):: Worn clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons : Mother’s Cane (Hand Weapon, 1d10+2, Defensive, Weapons: Pummelling), Rusty Dagger (1d10-1) Trappings: Ring of Foul Warding, Power Crystal (Crystal Trappings: Mist), Bag of herbs and dried animal organs, bag containing various teeth, Purse (with 1d10 pennies)
Academic Knowledge: Knowledge : Daemonology Powers: Cursed Item; Anyo Powers: Anyone ne who tries to attack the wearer of this ring must make an Average Will Power Test. Those that fail must pick another target or take a different action. However, the first time any creature puts on this ring, they are cursed with a perma permanent nent 15% reduction to their Fellowship Characteristic (this has already been applied to Old Mother Crumhorn’s profile). History: Fashioned to protect against those who would History: seek Mother Crumhorn harm, this tarnished silver ring calls upon the foul gods to protect the witch from persecution.
SL16: Old Mother Crumhorn’s Apothecary
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Blackie, Crow
Familiar Ability (Bonds of Blood) : The Familiar and Master can communicate complex thoughts and emotions instantly, without speech, and over any distance. This grants both the Familiar and Master +10% to Intelligence and Willpower whilst both are conscious and cooperative.
Unaligned Least Daemon, Familiar “Kaaaak!” Blackie lives in a brass cage in Old Mother Crumhorn’s front parlour and consulting room, and looks like a small, seedy and somewhat malevolent crow. Most of the time he sits on his perch, casting a baleful eye on the proceedings in the room; occasionally he will stretch his wings (as far as the cage will allow) and give vent to a loud caw.
Will of Iron: Iron : Blackie is immune to fear and terror, as well as the effects of the Intimidate skill and the Unsettling Talent.
Combat: Armour (none): (none) : AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP: Weapons:: Claws (Natural Weapons, 1d10+2, Special) Weapons Trappings:: none Trappings
Some people are convinced that Blackie is a familiar, others that he is just a pet kept by the woman to complete her hagwitch image; in fact, the former theory is correct.
Services
Blackie is an unaligned Lesser Daemon, and a very weak one at that, which probably explains how he came to be in the service of Old Mother Crumhorn. His cage is magical, and a close examination will reveal a pentacle scratched into the floor; this keeps him in his cage and in his crow form. If he is let out of the cage by any means, he will adopt the form of a blackskinned imp about three feet tall, with a wide, fanged mouth and knife-like knife -like claws. claws. His first act will probably be to try to kill the old woman who has kept him prisoner for so long.
Main Profile
Old Mother Crumhorn can provide a variety of magical and mundane services to an adventuring party. The list below is by no means exhaustive, she can have any additional services available as needed. If at any time you do not want a particular service available, the Old Mother Crumhorn has either forgotten how to do it (she can be very eccentric at times) or she’s decided that she doesn’t want to do that particular job today. Below is a list of Old Mother Crumhorn’s more common services, with suggested prices – though these should only be used as base prices for haggling, and you can add in a random factor of 75%-150% according to what sort of mood she is in today. Casting Spells
WS
BS
S
T
Ag
Int
WP
Fel
Ill Fortune
25 Guilders
33%
20%
25%
36%
40%
60%
60%
28%
Healing of Hysh
50 Guilders
undane M undane
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
6
2
3 (5)
4
0
0
0
Skills: Dodge Blow, Magical Sense +20%, Perception, Speak Skills: Arcane Language (Daemonic), Speak Language (Dark Tongue) Talents:: Night Vision Talents Traits:: Flier, Frightening, Natural Weapons, Traits
Special Rules: Daemonic Aura: Aura: Blackie is made from the very stuff of magic, which protects him when he is in the mortal world. Any time a non-magical weapon hits Blackie; his Toughness Toughness bonus is treated as if it was increased by +2. Additionally, Blackie’s own attacks are considered to be magical. Lastly, Blackie is completely immune to the effects of poison and suffocation. Instability: On a round in which Blackie is injured in melee Instability: combat, but fails to inflict any Wounds in return, it must succeed at a Will Power Test or be banished back into the Realm of Chaos.
Healing Wounds
25 Guilders per treatment
Diseases Potions
30 Guilders per treatment
Any (see RoS p.198.)
30 Guilders per dose
Magical Identification
Potion
20 Guilders per attempt
Ring or Wand
25 Guilders per attempt
Other
30 Guilders per attempt
Old Mother Crumhorn will not teach skills or spells (“Far better if you come back to me when you want the use of them, my pretty – hee, hee, hee!” ), ), and she will only cast the two spells listed, the others she keeps for her own purposes only only.. Terms for everything are strictly payment in advance and she offers no guarantees, and some of Mother Crumhorn’s services are expensive. But, on the other hand, she asks no questions and has a ‘professional’ bad memory about her clientele, which can be useful at times, especially for (shifty) adventurers.
SL16: Old Mother Crumhorn’s Apothecary
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Adventu Adv enture re Idea Ideas s
other bodies there.
Here are a few ideas for short adventures featuring Mother Crumhorn. Crum horn. These These might be run on their own, or in parall parallel el with another adventure to provide distractions or complications.
To lay the ghost to rest, the adventurers will have to get into Old Mother Crumhorn’s house, find the cellar and recover Marijke’s body for burial. There could well be complications – the old witch may have used part of the body as ingredients for a potion, in which case the potion will have to be found and buried along with the body. If you want to stage a big, dramatic scene, then after the witch’s cellar has been cleared of its grisly contents a whole crowd of ghosts might come trooping out of the house, assemble in potion Square, and drift off through the city, gradually dissipating as they finally find rest.
Investigation Although most of her neighbours are convinced that Old Mother Crumhorn Crum horn is just a harmless old woman – after all, a real witch wouldn’t be that obvious, surely, flaunting herself in front of everybody and every witch hunter in the city – adventurers might take it into their heads to check her out, just in case. The first thing that they will discover is that Old Mother Crumhorn never, ever leaves her house. She never seems to sleep either – there is a light burning in her front parlour all through throug h the night, and there is no hour at which the adventurers adventurers can break in without being discovered. The general public never sees beyond Old Mother Crumhorn’s front parlour, and she will defend the rest of her territory vigorously. She will rely on her psychology-based spells to chase intruders off, having covered herself with defensive magic. If the adventurers manage to get a look at the rest of the house before the Watch arrives to investigate the disturbance, they will find plenty of evide evidence nce to conv convict ict her as a witch. Her bedroom is illuminated by a five-branched candlestick burning candles of human fat, for instance. But the really damning evidence is the cellar of the house. This is a veritable charnel-house, holding the remains of her victims from decades of murder. murder. Although many are decayed or mutilated beyond recognition as pieces of meat, let alone human bodies, at least a couple of the corpses can be identified as young people who have been miss missing ing for a few days from elsewhere in the Suiddock. The cellar also holds a number of rendering pans, kettles, carefully assorted jars of human organs, and piles of meticulously polished bones: all items which are strong circumstantial evidence of, if not actual necromancy,, certain necromantic interests. At the very least, necromancy Old Mother Crumhorn is quite violently disordered! The Temple Court in Marienburg offers a standing reward of 50 Guilders for any information leading to the successful trial of a Necromancer, Daemonologist, Chaos Cultist, or evil spell caster; the adventurers would be able to claim this reward if they obtained enough evidence against Old Mother Crumhorn, and in the process they might gain an introduction to some influential characters in Temple circles.
Pins and Needles At some point, the adventurers have consulted Old Mother Crumhorn. Perhaps they desperately needed a potion of some type and, surprisingly enough, all she asked for was a hank of hair from one of them. A reasonable reasonable bargain bargain at the time, or so it seemed…. The next thing they know is that one of their number is suffering blinding headaches. It doesn’t matter what he does, the pain gets worse. But every time they go past Old Mother Crumhorn’s, the curtains twitch, or the lights inside dims for a moment as the old woman leaves the window. A note is pushed under their door. It’s from Mother, and asks them to visit her and take tea. When they arrive, arrive, the old woman is as close to charming as she gets: “Now my pretties. I’ve done what you wanted. Now it’s time for you to do what I want…” Then she makes her demands. The adventurers must bring her a fresh body. She doesn’t care where they get it, but it must be fresh.. If they are too squea fresh squeamish mish,, one of them will do. And to make sure they will do what she says, she produces a small doll from inside her apron and holds it up. It is a likeness of the headache-sufferer. She also holds up a small pin, and drives it into the dolls hand with predictable results… However, she is willing to let the adventurers have the doll if they do what she asks. The adventurers are faced with a simple choice: do they follow Old Mother Crumhorn’s orders, or do they try to get the doll? And even if they do what the old woman asks, how do they know she will keep her bargain? And who can they go to for help, without one of their number being put through agony and possibly killed?
Justice be Done While wandering through Potion Square at night – perhaps on the way to or from the Long Dragon – the adventurers encounter the ghost of Marijke Schlachtoffer, a young girl of about thirteen. The ghost is wandering about the square weeping piteously, and will ignore the adventurers unless they actually ask her why she is crying.
“I only wanted a love potion,” the ghost wails, “but the wicked old woman killed me, and now I can’t even be dead properly!” The poor ghost is close to breaking down, and the adventurers will have to be very gentle and very patient to get any further information from her. She cannot rest until her body is recovered and given a decent burial, and she doesn’t know where her body is except that it’s cold and dark and there are
SL16: Old Mother Crumhorn’s Apothecary
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Hassan’s “It’s not right, I tell you. Bringing his heathen practices into a civilised country - and right next door to the temple, too! We’re too soft on these furriners. No good’ll come of it, you mark my words!” “Whole place is the wrong way round if you ask me. I mean, look at the frontage. All windows, and that bay poking out - it’s the natural place for a door. But is the door there? No. It’s round the side on Dock Road, set into a blank wall. You can’t tell me it’s not like that for a purpose. There’s something not right there, that’s for sure.” “It’s a funny place, right enough, but Hassan’s all right when you get to know him. Always has the best stuff, too. A lot of people are wary of him, but that’s just because he’s Arabyan, I reckon. Don’t see a lot of them around here - they mainly keep to their little enclave up around Havensdijk, along with the other foreign merchants.” “They say he’s connected with one of the big Arabyan merchants up on Havensdijk - second cousin of someone’s brotherin-law or something. He must have contacts to get hold of the stuff he sells. He knows his stuff, too. People come to Hassan’s from all over the city, and not just the occasional Halfling after some seasonings. If you know what you’re y ou’re doing, there’s a lot you can get from Hassan.” “There’s more to that one than meets the eye...” Between the Edelmoed Temple and Dock Road there stands a very strange little building, with an equally strange sign hanging outside outsi de - an iron wedge jammed into a carv carved ed wooden fruit of some sort. There is no other sign or name-plate, but the stoppered glass jars of dried fruits and powders in the windows give a clue that here one may buy spices. This impression is confirmed upon entering the shop. The mixture of aromas is almost overwhelming. A small, wiry wiry,, dark-skinned man rises from a chair behind the counter as the customer enters, bows formally, and speaks in cultured tones, but with a noticeable Arabyan accent: “Enter and be welcome. My humble shop is at your service. How may I assist you?” Hassan’s shop is a small, dark place, crammed with drawers and jars of herbs, spices and other ingredients. Upstairs, he has a small office and sitting room where he entertains ‘special’ customers. Some of the business which is transacted in the privacy of the upstairs room may not be entirely legal...
Hassan bi Hassan bin n Naroun Naroun alal-As Asre red, d, Spi Spice ce Merchant Merchant (ex-Tradesman, ex-Apprentice Wizard) “Welcome to my humble place of business. Here most assuredly will you find what you seek.”
“Aaah, but observe – the colour, the texture, the aroma. This is the very best – fit for the table of the Sultan himself! Already I must face the angry ghosts of my forefathers for offering it at such a price! For my soul, I cannot go one penny lower.” “Five Guilders? I would not take so little for a single hair from my beard! Hassan does no business with thieves!”
“What you ask is clearly impossible. The Sultan himself has decreed that this spice is never to leave the shores of Araby, on pain of death to the faithless merchant who ships it. I will do what I can, but the price will be high. Return in two weeks.” “Son of a dog, you exhaust me utterly. Take it, take it and give me your filthy money. I betray my trade, my nation and my family by selling at this price – I shall starve and my soul be torn by evil spirits for such dealings, but take it, you shameless robber! May worms eat your guts, you bandit, and may you taste the poverty your dealings fall upon my blameless head!” Hassan is a short-ish, hawk-faced, wiry man in his late thirties. His black beard and moustache are impeccably trimmed, and he always wears a turban of black or purple silk secured by a ruby-topped pin. He dresses in the loose clothing of Araby, wearing brightly coloured silks and satins in combinations that no Old Worlder could carry off. In winter, he adds a fine wine-coloured velvet cloak against the cold and damp. Hassan’s manner is faultlessly polite when dealing with a customer, but he is a very spirited haggler and engages in bargaining with an enthusiasm that Old Worlders sometimes
SL17: Hassan’s
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld find unnerving. Even the more genteel Marienburgers among his clientele sometimes have trouble keeping up with the unending flow of refusals, threats, pleas and insults that make up a typical Arabyan bargaining session. Hassan deals mainly in spices brought in from Araby. Despite rumours of powerful connections amongst the resident Arabyan merchants, he works more or less alone, dealing directly with ships’ captains. They are generally happy to bring in an extra sack or two, and Hassan’s extensive contacts among the Arabyan crews mean that he is able to maintain a steady supply of almost anything. As well as the more conventional spices, Hassan has been known to deal in more exotic substances from Araby, trading Old World herbs and rarities back to his homeland. Several of the city’s wizards rely on Hassan for certain spell ingredients, and more than one of Marienburg’s merchant princes has found him useful in obtaining Arabyan antiquities and other exotic items with which to impress friends and rivals. Despite the fact he is not formally attached to any of the Arabyan mercantile concerns in the city, Hassan has numerous friends and contacts among the resident Arabyans. He occasionally obtains exotic herbs for Jan for Jan van Arzneier, and Wilhelm Rotkopf buys Rotkopf buys ingredients from him regularly. He is licensed by Baron Henryk’s College of Navigation and Sea Magicks to sell spell ingredients, and a framed certificate to this effect hangs on the wall behind the counter. Hassan has never done business with Grossbart – he knows there is a drug den in the Long Dragon but is not inclined to become involved. Grossbart, for his part, is aware of Hassan’s dealings, but is letting him be for the moment.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
43%
38%
36%
43%
52%
63%
53%
50%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
4
4
0
0
0
Skills: Academic Knowledge (Magic), Channelling, Charm, Skills: Charm, Common Knowledge (Araby, the Wasteland), Drive, Evaluate +10%, Gossip +20%, Haggle +10%, Magical Sense, Perception +10%, Prepare Poison, Read/Write, Search, Secret Language (Guild Tongue), Speak Arcane Language (Magick), Speak Language (Arabyan, Classical, Reikspiel), Trade (Herbalist, Merchant +10%) Talents: Acute Hearing, Dealmaker, Talents: Dealmaker, Fast Hands, Lightening Reflexes, Petty Magic (Arcane), Savvy, Super Numerate, Very Resilient
Tradi Tr ading ng at Ha Hassa ssan’ n’s s As well as a range of culinary spices, Hassan stocks a few herbs and ingredients for all legal (not Hedge Magic or any sort of Dark Lore) Lesser Magic Spells, and all Arcane spells up to CN18. Costs of 1 Guilder for Lesser spells, 2 Guilders for spells up and including CN10, and 4 Guilders for spells of CN11 and above - this price gets enoug enough h for a single casting of the spell. You might want to alter this price if an ingredient is particularly mundane (e.g. a piece of wax) or particularly exotic (e.g. the tongue of a Harpy). As we’ve already said, Hassan is very fond of haggling. He will always demand twice the normal price for an item, and will haggle normally down to 120% of the normal price. At this point, his bargaining becomes more heated as he calls upon the full 10% bonus conferred by his Haggle skill. He can be bargained down to 100% of the normal price, but only after a lot of protests, imprecations, insults and general histrionics. He never sells at less than 100%. It is up to you to decide exactly what Hassan has in stock at any time - you might have special reasons reaso ns for wanti wanting ng the adve adventurer nturers s to be able to get hold of certain spell ingredients - or not! If the adven adventurer turers s ever need to get hold of some something thing rare or exotic, there’s a chance that they will find it at Hassan’s. You might also use him to introduce them to various adventures connected with the stranger items among his stock.
Security Secu rity Meas Measures ures Hassan does not live on the premises, and his shop is equipped with several anti-burglar measures. The lock on the door is of the very highest quality, requiring a Very Hard (-30%) Lock Picking Test to open. In addition, the heavy oak door requires a Very Hard (-30%) Strength Test to break down. All the windows have been subjected to a low-power ritual cast by an Arabyan Wizard as a gift. No matter how carefully a would-be burglar breaks a window, it causes a loud noise across the Square. The security measures continue inside the shop. Hassan has four Enchanted Ropes imported from his native land. He leaves them located in strategic places within the shop (top and bottom of the stairs, near the window, on the counter), to attack and bind anyone who enters except him.
Enchante Ench anted d Rope Roughly six feet long, and appearing as a standard thick hemp rope, these items are crafted using ancient Arabyan Magic, and are rarely found in the Old World. Used for performing amusing tricks to part travellers from their gold, they also make for effective sentries.
Main Profil Profile e
Combat:
WS
BS
S
T
Ag
Int
WP
Fel
Magic: 1; 1 ; Petty Magic (Arcane)
42%
0%
50% 50
60%
66%
-
-
-
Armour (none) (none):: Worn clothing
Secondary Profile
AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+1, Poisoned) Weapons
A
W
SB
TB
M
Mag
IP
FP
Trappings: Special sheath which automatically coats the Trappings: blade with poison when drawn, 2 Doses of Black Lotus
1
15 15
5
6
3
0
0
0
Venom, Jewellery (worth 50 guilders)
SL17: Hassan’s
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Skills: Concealment +10%, Dodge Blow +10%, Silent Move Skills: +20% Talents:: Night Vision, Wrestling Talents Traits:: Undead Traits
Special Rules: Animated Construct: Construct : Any creature creature may master master a rope by making a Will Power test. Once this is successful the Rope will serve that creature faithfully. Once a rope is mastered in this may it may never be mastered by another, although it will obey a second character if its master commands. Flammable: The rituals uses to create animated ropes render Flammable: them quite flammable. When an Enchanted Rope is with a flaming attack, any Wounds suffered are doubled. This is calculated after any deductions for TB or Armour. Mindless: Anim Mindless: Animated ated Ropes have no Will Power Power,, Intelligence Intelligence or Fellowship and can never take or fail tests based on these characteristics. Not All There: There: Animated Ropes have have an unusual anatomy. anatomy. Use the Sudden death Critical Hit Rules.
Combat: Armour (none) (none):: AP:: Rope 0 (6) AP Weapons:: none (Unarmed, 1d10+2, Special) Weapons Slaughter Margin Margin:: Routine
SL17: Hassan’s
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Long Dragon “The Long Dragon? – Sure I know where it is. Turn left on Silver Street and you’ll find it just before you enter Potion Square. In fact, once you’re on Silver Street just go for the smell of hops!” “It’s a good thing you can’t drink and talk at the same time – ‘cause when you’re at the Long Dragon, you want to enjoy the drink and say as little as possible. There’s some people there you don’t want to rub the wrong way, if you know what I mean.” “That Wald woman is as sweet to the eye as Karel’s brew is to the tongue. But there’s more to her than good looks and a sweet smile, mind my word!” In the south-eastern corner of Potion Square Squar e you can find the Long Dragon, a tavern known throughout the Suiddock and beyond for two things: its prime beer, as well as the need to keep a low profile while you enjoy it. The Long Dragon was established in two adjacent buildings by the late Hendrik Broegman more than forty years ago and is now owned jointly by his eldest son Karel and the attractive Lotte Wald. The tavern offers all the pleasures that the Suiddocker craves after a long and hard day. Best known is the beer, but other more dangerous substances are also available, including the highly addictive Black Lotus. Lotte Wald is the public face of the establishment, typically residing behind the bar from where she supplies beer and other delights for her customers. She also keeps track of the girls who come every night to offer their services to the customers, luring them to the private booths near the brewery. Karel runs the brewery himself and keeps an eye on Beate, a young local girl who cooks the warm meal of the day. His homebrewed beer comes in two varieties; the Blozenbroew of normal strength, and the notoriously strong Boekbier – for the average Suiddocker it’s probably the best beer he’ll ever have. Both Karel and Lotte have private quarters above the brewery. There are two other permanent residents at the Long Dragon, filling up what used to be the pair of rooms for rent. One is the notorious Grossbart, an elderly, overweight and soft-spoken man to the casual observer (if one such ever were to see him) yet to all those in the know a ruthless and calculating master tradesman in just about any activity not allowed under Wasteland law. Few coins change hand in Luydenhoek without a share going to either the Excise or
SL18: The Long Dragon
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The Bil illl of Far are e
Main Profil Profile e
Meal of the day
7p
Blozenbrew Boekbier
Pint 10d Pint 1/10
Half 6d Half 1/-
Alte Geheerentode Rum
Bottle 17/-
Goblet 6/-
Grossbart – or both. The other room is occupied by Fredje Gustaaf, Grossbart’s right-hand man. Even the few legit Suiddockers know that a number of regulars at the Long Dragon prefer that brawling and other activities that attract the official enforcers of the law are avoided. Anyone stupid or ignorant enough to break this simple rule invariably finds himself firmly escorted from the Long Dragon and thrown into the Poultice.
Karel Br Karel Broeg oegman man,, Br Brew ewer er,, Barma Barman n and CoOwner Tradesman (ex-Sea Tradesman (ex-Seaman) man) “You’ll be wanting the Boekbier, I’ve a new batch, ready this mornin’. Give this a go. Now doesn’t that hit the spot?”
WS
BS
S
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Ag
Int
WP
Fel
43%
36%
43%
32%
38%
36%
39%
26%
Secondary Profile
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14 14
4
3
4
0
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0
Skills: Common Knowledge (Norsca, the Wasteland), Skills: Consume Alcohol, Dodge Blow, Drive, Gossip, Perception +10%, Row, Sail, Scale Sheer Surfaces, Speak Language (Norscan, Reikspiel), Swim, Trade (Brewer, Cook) Talents: Hardy, Resistance to Poison, Seasoned Traveller, Talents: Street Fighting, Strike Mighty Blow, Sturdy
Combat: Armour (Light) (Light):: Leather Jerkin and Legging AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 1 (4) AP: Weapons:: Stout Cudgel (Hand Weapon, 1d10+4) Weapons Trappings:: Purse (with 3d10 Shillings) Trappings
Lott Lo tte e Wal ald, d, Ba Barm rmai aid d an and d Co Co-O -Own wner er
“Now I have told you once, if you two have a problem, take it outside. If I have to tell you again, I will dump you out there to sort it out myself. Mind, you won’t be in a mood for fightin’, not wit’ busted arms.”
Innkeeper (ex-Servant, ex-Rogue) “Well, hello there handsome. I have not seen you in here before, I would have remembered. What can I do for you?”
“Now get out of here boy, I won’t have Marianne bustin’ me balls for lettin’ you touch the drink. Oh! Sorry sir, we don’t get many of you Halflin’ folk in here.”
“Oh, what a brute. That one won’t leave me alone, how can he think I would be interested in his sort. He is not refined, handsome. Not at all like you…”
Eldest son of the former owner, Hendrik Broegman, Karel is coowner of the Long Dragon. Not much of a people person, person, Karel is a quiet, sour type, who would be much happier if he never got another customer. Not being one for the crowds of Marienburg, he took to the sea at an early age, and served on several merchantmen running up the coast to Kislev and Bretonnia.
“I have a surprise… Come, let me show you.”
Following one hair-raising encounter too many, Karel returned home to help his ageing father with the tavern. A skilled cook from his time at sea, he took to the art of brewing, and quickly gained the Long Dragon a reputation for serving some of the best beer in Luydenhoek. When his father passed on, ownership was passed jointly to Karel and his foppish brother Heink. Karel never cared much for his younger brother, and when Heink fell foul of Lotte Wald’s calculations Karel was actually glad to see him gone. Lotte handles the customers as well (if not better better)) than Heink ever did, so Karel pays little mind to how she achieved her place.
Most people do not see past her bright smile and chatty manner, but Lotte is a deeply damaged individual. Daughter to a wealthy merchant who was ruined and driven to suicide by the whim of one of the great Merchant Houses, Lotte went from comfort and good prospects, to being a penniless orphan on the streets of Marienburg. Driven by a desire to work herself back to the station she was born to, Lotte fought her way back up the ladder, performing many demeaning and degrading jobs. What brightness and optimism the young girl had was rapidly beaten out of her (often literally), leaving only a cold, calculating women driven only by a desire to achieve a state that she would now no longer feel any appreciation for.
Karl is not completely ignorant of Grossbart’s dealings, but he knows know s well enoug enough h to keep his nose out of what doesn’t concern him. Besides, the man’s presence seems to keep the Long Dragon safe from harm, and that suits Karel just fine. Karel has few friends among the people of Potion Square. He keeps an eye out for Markus for Markus Puttlangs, the man keeps him in business after all, but would never risk going under his knife. He is in friendly first name terms with both Albert Waarmans and Jacob Boerenstand, and has a passing acquaintance with Anton Loewijer, which could become a firm friendship should either man discover how similar they are.
Many patrons patrons of the Long Dragon take her to be nothi nothing ng more than a hard-working and put-upon barmaid, but in truth, Lotte Wald is co-owner of the tavern. More than just a pretty face, Lotte has a sharp mind, and is capable of running the establishment with ease.
She learnt early that a pleasant smile and a pretty face would get her further than her natural guile and savvy, her friendly demeanour deme anour is all just a front. She knows that men find her attractive, and plays upon this. Not that she has any interest in men herself, but the brief moments of power she feels when they are vying for her attention bring her some small measure of satisfaction. She is a dangerous woman who will deliberately play two men off against each other, and many a body found floating in the Tussenkanaal are those of her potential suitors (some of them put there by Lotte herself after they believed
SL18: The Long Dragon
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld they had won her attention).
Gros Gr ossb sbart art,, Cr Crim ime e Lo Lord rd an and d Nur urgl gle e Cu Cult ltis ist t
One such unfortunate was Heink Broegman, Karel’s younger brother, a boasting fool who woke up one morning with the motherr of all hangovers mothe hangovers and the blood of anoth another er of Lotte Lotte’s ’s suitors on his hands. To save his own neck, he turned over his share of the Long Dragon to Lotte, who proc proceeded eeded to vouch for him in court, and he is now sailing the Sea of Claws on a trading ship.
Racketeer (ex-Cult Acolyte of Nurgle, ex-
Her co-ownership of the Long Dragon is just another step on her constant drive to reach the top, but even now, she suspects that she will not find what she is looking for when she gets there. Grossbart saw through her facade early on, realised she would make a perfect recruit, and is carefully building up to reveal to her the truths which will no doubt fill the void in her soul. Lotte is aware of most of Grossbart’s criminal dealings, and actively assists in the selling of drugs, though she is so far unaware of his cult connections. Lotte takes very little interest in the other denizens of Potion Square. She gives generously to Sister Marianne simply because this adds to her reputation, not out of any semblance of kinship for the orphans there. She also gives reasonable bribes to Dirck Nederbaar to Nederbaar to ensure that the Watch does not take too much interest in goings on in the Long Dragon. Lotte uses Hans Kluger from Kluger from time to time when she has obtained items from potential suitors who have subsequently ‘had an accident’. acci dent’. She is a little afraid of Lisette of Lisette Leerer, as she feels that Lisette can see through her facade. Despite his infatuation, Lotte barely realises that Floris Rijgpen exists.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
39%
43%
35%
37%
43%
45%
35%
56%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
3
4
0
0
0
Skills: Blather +10%, Charm +10%, Common Knowledge (The Skills: Wasteland), Consume Alcohol, Dodge Blow, Evaluate +10%, Gamble, Gossip +20%, Haggle +10%, Lip Reading, Perception +20%, Performer (Actor), Read/Write, Search +10%, Secret Signs (Thief), Sleight of Hand, Speak Language (Reikspiel), Trade (Cook) Talents: Acute Hearing, Talents: Hearing, Etique Etiquette, tte, Flee, Lighte Lightening ning Reflexes, Reflexes, Luck, Marksman, Public Speaking, Sixth Sense, Streetwise, Suave
Combat: Armour (none) (none):: Barmaid’s costume AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Best Craftsmanship Dagger (1d10+0) Weapons Trappings:: Gold Locket, Purse (with 3d10 Shillings) Trappings
Interrogator, ex-Thug) “Come now, sit down. So you can’t make the payment? Now, now, no need to fret, I am not some monster who will take a limb in payment or send you to the bottom of the Reik. Not yet. I am sure we can come to some happy arrangement that benefits us both.”
“You will forgive me if I do not rise, sir. Such things are difficult for one with my afflictions.” “I am sorry it had to come to this. Though not as sorry as you will be.” “I understand your suffering, I really do. And I feel for you. The priests and politicians would have us believe that if we work hard, and pray faithfully to Sigmar, all will be well, and we will be rewarded. But it won’t, for he will not, and cannot answer. There is only one who can spare us from the suffering, only one who can offer succour from the bleakness and desolation that is our existence.” To most of the people of Potion Square, and to the drinkers and regulars of the Long Dragon, Grossbart is the overweight, balding, pock-marked and crippled resident of the Long Dragon. A permanent resident of one of the Dragon’s few guest rooms, he is very rarely seen to leave it, and many dread the possibility of being summoned into his presence. Soft-spoken, he exudes a natural charisma which breaks through his less than pleasing appearance, and the unfortunate body odour which is noticeable even over the usual inclement smell of the tavern’s regular clientele. An astute observer will notice that his eyes are forever sharp and attentive, and possess a certain air of spite that belies his otherwise polite and calm demeanour. To those involved in the Suiddock underworld, he is a man of power who is not to be crossed. Grossbart sits at the head of an organisation of racketeers, smugglers, and drug dealers who work the length of the Luydenhoek Stretch. Grossbart has his fingers in most of the criminal activity on Luydenhoek, and knows many of the dark secrets of his neighbours, patiently saving the knowledge for future use. Even then, he maintains a charming and reasonable facade – although those who cross him find that he can be both violent and sadistic. Grossbart takes an active role in the activities of his organisation, though he is never seen to leave his room, dealing drugs directly from the back rooms of the Dragon, and seeing personally to those who fail to keep up payments, payments, or who fail in their appointed appointed duties. Grossbart is a ranking member of League of League of Gentlemen Entrepreneurs, he has an agreement with Adalbert Henschmann that he keeps his business to Luydenhoek and that a suita suitable ble share of his profits ends in Henschmann’s pockets. Andries ‘the Fish’, a trusted aide of Henschmann of Henschmann and provider of illegal goods par excellence, supplies some of the drugs to Grossbart’s people and serves as the link between Grossbart and Henschmann. As dark as all this seems, the truth is even murkier. Grossbart is not just some petty criminal; he is an important member of the organisation known as the Children of Doom. The Children of Doom (see Tome of Corruption, pg. 71) are a Cult dedicated to the Lord of Decay, Nurgle. Founded in Marienburg in the year 1111, the Children believe that Sigmar is dead, murdered by the other Gods, and as his body decays, so does the world and its
SL18: The Long Dragon
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld people. Grossbart is one of the inner circle of 21 who operate cells in towns and cities across the Empire. The Cult’s leader, known only as the Vile Prince, is said to reside in catacombs deep below Marienburg, and this is where the Cult’s following is strongest. As a youth, working as a Guild strong-arm, Grossbart suffered horrendous horre ndously ly in a bout of Green Pox that struc struck k one of the Suiddock Docklands. Suffering terrible hallucinations, he was visited by a being of utter foulness who spoke of Sigmar’s death, and the rotting of the world. The being offered him the chance to live, and he took it, though the illness cost him his health.. He believ health believed ed he had been spared by Father Nurgle for a purpose; he was sought out by followers of the Children, and inducted into their number. Grossbart rose within the ranks, showing the favour of the Fly Lord, taking control of the Children’s followers within the Suiddock. Grossbart became a resident of the Long Dragon after saving the life of Karel’s father, father, Hendrik Broegman. Broegman. A band of Estal Estalians ians new to the city had been cutting into Grossbart’s operations on Luydenhoek, and Grossbart’s retaliation fortunately coincided with an attempt by them to remove the Innkeeper who had not been paying them protection money. Hendrik all but begged Grossbart to place him under his protection, and Grossbart saw the benefit of a permanent base on the island. Grossbart’s acolytes conduct vile rituals in the basements below the Long Dragon; not even Karel is aware of the secret Temple, the walling off of that part of the basement happening long before he returned to take over the Dragon from his father. Lotte is not yet involved in the cult, but is aware that something more than a simple criminal organisation is going on in the Dragon. She is slowly being groomed by Grossbart, and it will not be long before he reveals the truth to her. Grossbart supplies Black Lotus to the volatile Doctor Puttlangs, amongst many others. He knows about Jerimias Qualk’s Qualk’s operation, and frequently obtains materials from him. He also frequently makes use of Jochen of Jochen Kaaimans at Haagen’s Wharf, though he believes the man is a fool, so only trusts him with the cheaper goods that need moving in and out of the city. He is aware of Lisette of Lisette Leerer ’s ’s connection to League of Gentlemen Entrepreneurs,, but feigns ignorance. He does not even suspect Entrepreneurs the secret of the Orphanage of St Rutha, but if he were to discover it he would spare no expense or inconvenience to attempt to gain control possession of it and its charges.
(Reikspiel), Torture Torture +10% Talents: Ambidextrous, Coolheaded, Talents: Coolheaded, Dark Magic, Disarm, Disarm, Fearless, Inured to Chaos, Menacing, Petty Magic (Chaos), Public Speaking, Quick Draw, Resistance to Disease, Resistance to Poison, Specialist Weapon Group (Flail), Strike Mighty Blow, Strike to Injure, Strike to Stun, Suave, Unsettling, Very Resilient, Wrestling Inured to Chaos gives Grossbart a +10% bonus to resist gaining further Mutations.
Mutations: Fear Points: 1; 1 ; Grossbart has the Menacing Talent Atrophy (Left Leg): Leg) : This provides Grossbart a -10% penalty to T, a -10% penalty to Ag and halves Grossbart’s Movement, already included in his profile. Grossly Fat: Fat: This provides Grossbart a -2% penalty to S and +1 Wound already included in his profile. Plaguebearer (Creeping Buboes): Buboes) : Grants Grossbart a permanent infection with the Creeping Buboes Disease; however, it can never reduce Grossbart’s Characteristics to less than 1%. Reduced Toughness, Agility and Movement, already included in his profile.
Special Rules: Green Pox Scars: Scars : Grossbart suffers a -10% penalty to all Fellowship tests based upon physical appearance or good looks. Mark of Nurgle: Nurgle : Provides Grossbart a +12% Bonus to T , already included in his profile. Additionally he gains a +10% Bonus to Fellowship when interacting with other follower’s of Nurgle.
Combat: Magic: 1; 1; Petty Magic (Chaos) The rules for Grossbart’s Petty Magic (Chaos) spells can be found in Tome of Corruption, if you do not have access to that book substitute Petty Magic (Arcane) instead. Armour (none) (none):: AP: Head 0 (0), Arms 0 (0), Body 0 (0), Legs 0 (0) AP: Weapons : Rusty Sword (Hand Weapon, 1d10+5, CV+1), Weapons: Stout Oak Walking Stick (Hand Weapon, 1d10+5, CV+1) Trappings:: Purse (with 3d10 gu, 3d10 Shillings) Trappings
Fredje Fr edje Gusta Gustaaf, af, Rack Rackete eteer er Main Profile
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S
T
Ag
Int
WP
Fel
51%
28%
42%
1%
1%
38%
58%
4 8% 48
Secondary Profile
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W
SB
TB
M
Mag
IP
FP
2
17 17
4
0
1
1
3
0
Skills: Academic Knowledge Skills: Knowledge (Daemonology), (Daemonology), Channelling, Charm, Command, Common Knowledge (The Wasteland +10%), Consume Alcohol, Disguise, Dodge Blow +10%, Evaluate, Gamble, Gossip, Haggle, Heal, Intimidate +20%, Magical Sense, Outdoor Survival, Perception +10%, Read/Write, Search, Secret Language (Thieves’ Tongue), Speak Arcane Language (Daemonic), Speak Language
Racketeer (ex-Bodyg Racketeer (ex-Bodyguard) uard) “I assure you, when your friends find the pathetic remains that they will call your body, they will not make the same mistake you have.”
“The butcher on Fish Street lasted two minutes after I put him under, very impressive. Tell you what, if you can last three, I will go plead your case to the Boss.” Fredje Gustaaf, Grossbart’s right-hand man (both in the Cult and his criminal organisation), resides in the second of the Dragon’s rooms, within call of Grossbart if needed. Fredje is a big and brutish looking man in his early forties, who happily takes care of Grossbart’s dirty work. Far from a criminal mastermind, he is still sensible enough that Grossbart can use him as a go-be go-between tween for his simpler simpler tasks. A long life in the seedier parts of Marienburg has left Fredje with little care for the well-being of people other than himself – an outlook that
SL18: The Long Dragon
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld certainly keeps him quite satisfied with his current livelihood. Many people in Suiddock dread the appearance of Fredje, as one of his jobs is to summon people to Grossbart and make sure they get there on time – whether they want to or not.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
53%
32%
51%
44%
32%
24%
31%
28%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
5
4
4
0
0
0
Skills: Common Knowledge (The Wasteland), Dodge Blow Skills: +10%, Gossip, Heal, Intimidate +10%, Perception +10%, Shadowing, Speak Language (Reikspiel) Talents: Ambidextrous, Disarm, Talents: Disarm, Menacing, Quick Draw, Draw, Resistance to Disease, Specialist Weapon Group (Parrying, Throwing), Street Fighting, Strike Mighty Blow, Strike to Stun, Very Resilient, Very Strong
Combat: Armour (Light): (Light): Studded Leather Jack AP:: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 0 (4) AP Weapons : Bill Hook (Hand Weapon, 1d10+6), Sword (Hand Weapons: Weapon, 1d10+6), Knuckledusters (1d10+3, Pummelling), two Throwing Knives (1d10+2, Range 6/12, Reload Half) Trappings: Short Length of Thick Rope, Purse (with 1d10 gu, Trappings: 3d10 Shillings)
SL18: The Long Dragon
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Dagblad’s Wholesale Leathers
“That? Warehouse of some kind, I think. Saw them moving some leather jerkins in there once. The old boy next door seems to be some kind of caretaker.” “Cushiest job in the docks, old Albert’s got. All he has to do is sit there all day in his shack. I mean, who’s going to rob a warehouse full of cheap leathers?” “Never met Dagblad, but he seems to look after old Albert all right. Still, at his age he’s entitled to an easier life, I reckon. Not that he takes it particularly easy in the Long Dragon of an evening, but that’s another story.” The row of buildings which back onto the Poultice Water were all originally small houses, but many, like St Rutha’s Orphanage, have been adapted to other uses. Dagblad’s consists of two houses, next-door-but-one to the orphanage. One has been converted into a small warehouse, and Albert Waarmans the caretaker lives in the other. The two buildings are owned by Artur Dagblad, but he hardly ever visits them, having many interests elsewhere. Their main business is simply to store made-up leather goods before they are moved on to other parts of the city for sale. Occasionally Dagblad Dagbl ad will arran arrange ge for other things to be store stored d here, but the warehouse’s main business is leathers from nearby Tanner’s Alley and Shoemaker’s Square. Albert’s shack is a single-storey, two-room affair affair.. He sleeps and cooks in the back, which is fitted with a small stove; firewood is kept outside in a small roofless pen built into the wall of the yard. The front room is a blend of parlour and office, with a rickety table scattered with miscellaneous paperwork and writing kit, and a comfortable but slightly battered chair right by the window. It is here that Albert spends most of his days, watching the world go by outside. On a fine summer day, he will even drag his chair into the doorway. There is a trapdoor in the
floor of the back room which presumably leads down to some kind of cellar, but Albert has never opened it and has no idea what might be in there. It’s left to your disc discretion retion as GM to decide where this trapdoor really leads - the sewer, perhaps? The ‘lockup’ was originally a small two-storey house, but has been radically altered. A narrow loft, reached by ladder from the ground, is all that remains of the upper floor, and a tall doubledoorway doorw ay has been cut into the front of the buildin building. g. The back door which originally led out to the yard has been bricked and plastered; now the doorway is visible only from the outside. Neither Albert nor Dagblad is aware of the secret door leading into Dirck Oester’s shop. shop.
Illicit Dealings More complete details of Oester of Oester ’s ’s smuggling operation will be found in the description description of his shop. At any time, there is a 20% chanc chance e that a quantity of contraband contraband of some kind is being stored stored in the lockup behind and beneath one of the piles of jerkins and aprons. Oester makes a habit of talking to Albert, so he always knows when the lockup is about to be cleared and he can move his contraband before that happens. If any contraband is found here, Albert could be in serious trouble unless someone finds the secret door and can prove the connection with Oester.
SL19: Dagblad’s Wholesale Leathers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Albert Waa Waarmans, rmans, Caretake Caretaker r Servant (ex-Stevedore) “What d’ye think to this weather, then? Not bad for this time of year, eh.”
“GERRADAVIT! Oh, sorry, boss – thought you was another o’ them kids from the orphanage. ‘Ave t’ keep an eye on them, I do – always muckin’ about round ‘ere.” “That kid of Rotkopf’s is out at all hours, y’know – the spotty one. I reckon he’s got a sweetheart somewhere. Up all night lookin’ at the stars, he was – an’ not with a telescope like ‘is boss, either.” “Saw that Doctor Markus in the Dragon last night – dear me, the state he was in. Couldn’t ‘ave stood up to save ‘is life – not even if ‘e’d ‘ad six pair o’ legs! Someone carted ‘im back to Koester’s in the end – sleepin’ like a baby, ‘e was – and I’d be very surprised if ‘e remembers a thing about it.” Albert Waarmans is a weather-beaten, wrinkled old man, stooped stoop ed by age but still ment mentally ally active. active. The job of lookin looking g after the warehouse (“the lockup” as he calls it) is not a demanding one, and most of the time he does pretty much what he pleases. He is more fortunate than many Marienburgers of his age without families to support them, since the job gives him free accommodation in the shack next to the warehouse and enough money for food and a few drinks in the Long Dragon. Albert is a contented individual, and loves nothing more than a few beers and a good gossip. He sees and hears a good deal of what goes on in and around Potion Square, and spends so much time watching the neighbours, in fact, that he is completely unaware of the fact that the lockup is sometimes used by smugglers working in collusion with Dirck Oester next door. Albert is well known in the Long Dragon, Dragon, although he doesn’t know all its secrets. His predilection for gossip makes him an unwitting look-out for Grossbart for Grossbart and his minions. He is forever chasing orphans away from the lockup, but he does this more for his own enjoyment than for any fear of theft or damage. He makes regular small donations to the Edelmoed Temple – he’s fallen on his feet and found a nice little job to keep him going in to his old age, and the donations are as much a bribe to keep Shallya sweet as they are alms for the needy. He is also a paidup member (a penny a week) of Edvard Strattner’s shrine club a little further down dock road. Albert worked on the docks as a younger man, and his acquaintance with Lea-Jan Cobbius goes back decades. He believes that Cobbius secretly keeps an eye on him, which accounts for the lack of trouble at the warehouse; in fact, Cobbius would just about remember him if the two met, and is much more interested in taking a share of the contraband that passes through there. Albert knows Granny Hetta but the two don’t get on – neither wants to stop talking and listen to the other one!
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
32%
31%
38%
53%
30%
33%
28%
41%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
5
4
0
0
0
Skills: Common Knowledge (The Wasteland), Consume Skills: Alcohol, Dodge Blow, Drive, Gossip +20%, Perception +10%, Performer (Singer), Read/Write, Secret Language (Guild Tongue), Speak Language (Reikspiel), Swim Talents: Luck, Strong Minded, Sturdy, Very Resilient, Very Talents: Strong
Combat: Armour (Light) (Light):: Leather Jack and Cap AP: Head 1 (6), Arms 1 (6), Body 1 (6), Legs 0 (5) AP: Weapons:: Club (Hand Weapon, 1d10+3), Dagger (1d10+0) Weapons Trappings:: Lantern, Keys, Bottle of Rum Trappings
SL19: Dagblad’s Wholesale Leathers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Sign of the Quill
“The Quill? Sells parchment, I think. Writing stuff. Never had much use for it myself.”
Dirk Dir k Oest Oester er,, Scrib Scribe e
“Oester does a fair-quality vellum, but you have to watch him. Check every sheet carefully - if he’s got a faulty one he’ll often try to get rid of it by slipping it in the middle of a stack so you don’t notice.”
Scribe) “The four-shilling parchment? Weellll… it’s all right for doodling, I suppose – notes and the like. But for a finished piece of writing, I’d say you really need the ten-shilling. Look – see the finish on that? Now compare it with the four-shilling. See what I mean?”
“Oh, yes, he does all that writin’ stuff. A couple of years ago my Uncle Hendrik got rammed by a drunk Bretonnian in the Bruenwasser, an’ there was all this writin’ to go through with the courts an’ that - well, Uncle was quite worried. I mean, you don’t need writin’ to run a lighter off Stoessel, so he never got round to learnin’. Oester saw him right, though - read all the stuff out to him and writ down what Uncle had to say for himself. Turned out sweet as ale in the end.” “Mention my name and tell him you’re after a scroll-quality vellum. He’ll quote you a price alright! Don’t budge above a Guilder a sheet, though - he’ll come down eventually.” This small shop stands next door to St Rutha’s Orphanage on Potion Square. A narrow alley separates it from the orphanage, and it forms a block with Dagblad’s Wholesale Leathers and Droevigger’s Funeral Services. Outside the door hangs a wooden model of a quill pen, about three feet long. Anyone entering the shop will find themselves confined to one corner by a scrubbed pine counter; counter; the rest of the shop is filled with racks and cupboards containing pens, inks, sandboxes, sheets of parchment and vellum, and other other writing equipment. Against one wall, under a pair of oil-lamps, stands a large writing-desk, and it is here that the proprietor will most often be found working. As well as offering writing equipment to the literate, the Sign of the Quill also offers basic literary services to the unskilled.
Charlatan (ex-Forger, ex-Student, ex-Initiate, ex-
“Now here’s a quill for you. Take a look. What is it? Guess. You can tell at a glance it’s not swan or goose. Give up? Genuine Pegasus feather, that is. I happen to know this wizard in Elftown, you see – every so often I’ll do him a little favour and he’ll send me a few of these from his stable. Beautiful quill, Pegasus – holds a point like nothing you have ever e ver seen. Doesn’t flake or chip like a bird’s quill. Master Rotkopf across the way there, he won’t use anything else. Knows his stuff that gentleman. Five Guilders, to you.” “What’s that, then, Granny? Ohhh – looks official. Seal on the back and everything. What’ve you been up to, then? You been out with your little lamp leading ships onto Breukrots again? Ha ha! ‘Course ‘ Course I’ll read it i t for you – oh, don’t you worry, just give me one of your sausages and we’re even.” Dirck Oester is a fresh-faced, slim man; his tousled ginger hair and freckles make him look younger than his age. He was apprenticed as a scribe to one of the merchant houses, but quickly became dissatisfied with the pay and lack of interest in the job. He rents this small shop from Artur Dagblad and makes a living from his knowledge of writing and writing materials. He is a quick-witted individual with a certain roguish charm, and most of his customers agree that you have to keep your wits about you when dealing with him. Most of his customers and acquaintances don’t know that
SL20: The Sign of the Quill
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Oester is an Initiate in the Cult of Ranal Oester Ranald, d, although few would be surprised to find out. He is a member of Edvard Strattner’s shrine club, like his neighbour Albert neighbour Albert Waarmans, and in a chest in his bedroom he keeps a small folding shrine dedicated to Ranald the Deceiver. While he is capable of all kinds of sharp practice, he has a soft spot for the poor and needy, and will work for them free of charge if they genuinely can’t afford to pay. Oester supplies writing materials to many of the physicians on nearby Leech Street, and Wilhelm Rotkopf is Rotkopf is one of his regular customers. The two have worked together on a number of occasions to develop special inks for inscribing magical and arcane scrolls and books. He gives parchment scraps and offcuts to Sister Marianne for use in the orphanage’s classes, and has provided letters of introduction which have helped a few of the orphans to apprenticeships as scribes. Oester has contacts right across the social scale in Suiddock, and will sometimes supplement the income from his shop by rather less respectable means – the occasional forgery of a bill of lading or other official document, for instance. He also uses the warehouse next door to hide contraband for Matteus Pijk. This operation is so well hidden that even Grossbart knows nothing of it, althou although gh Lea-Jan Cobbius is aware of the operation. operation. He finds out well in advance when the warehouse is to be cleared, and makes sure that the ‘goods’ are moved out beforehand – for one thing it is too good a dodge to let it be discovered, and for another he would hate Albert to get in trouble on his account.
The Th e Go Good ods s At any time, there is a 20% chance that Oester has hidden some contraband in Dagblad’s warehouse. warehouse. The things he stores are always small and of high value - it’s not practical to hide a ship-load of untaxed corn in a small warehouse! Oester has no part in the smuggling operation, but simply provides a hidingplace for illicit goods until they can be moved. The contraband can vary widely - Bretonnian and Imperial brandy is frequently smuggled in, as are fine wines from almost every part of the Old World. Jewellery and precious stones are small, valuable and easy to smuggle - jade from Lustria or Cathay and worked amber from Norsca - and antiquities and objects d’art from almost anywhere can find its way into Marienburg. A cache of contraband will be worth anything from a few dozen Guilders to a few hundred - roll 1d10, note the score and roll 1d100 that many times. Add the scores together to find the value of the contraband in Guilders.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
50%
38%
43%
51%
58%
53%
55%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
3
4
4
0
0
0
Skills: Academic Knowledge (The Arts +10%, Skills: +10%, History, History, Law, Magick, Theology), Blather, Charm +20%, Common Knowledge (The Empire, the Wasteland), Evaluate +10%, Gossip +10%, Haggle +10%, Heal, Perception +20%, Read/Write +20%, Search, Secret Language (Guild Tongue), Secret Signs (Thief), Sleight of Hand +10%, Speak Language (Breton +10%, Classical +20%, Reikspiel +20%, Tilean), Trade (Artist, Calligrapher +10%) Talents: Artistic, Cool Headed, Dealmaker, Talents: Dealmaker, Etiquette, Etiquette, Lightening Reflexes, Linguistics, Marksman, Public Speaking, Suave, Super Numerate
Combat: Armour (Light) (Light):: Good Craftsmanship Clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons:: Dagger (1d10+0) Weapons Trappings:: Ass Trappings Assorted orted writing materials, materials, Quill tucked behind ear
SL20: The Sign of the Quill
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Droevigger’s Funeral Services
“He’s a nice man. Very discreet, very sympathetic. We went to him when old aunt Mathilde died, and he was very good. You know how some of them can be – either it’s all business and never mind your feelings, or they come on with this treacly false sympathy that makes you want to scream. But Master Droevigger was very nice about it all – very sincere.” “Not a bad business, if you don’t mind spending your day surrounded by stiffs. I mean, the trade’s never going to go away, is it? People aren’t going to stop dying. And he’s good. He should be on the stage – he comes out with all the sad looks and the mealy-mouthed condolences, and he can make you believe he means them. You’d think it was his own mother he was burying to look at him sometimes. People are so busy sharing their grief with him, I swear they hardly notice him taking their money.” A very neat, respectable-looking two-storey cottage stands next to a smaller building with the sign of a coffin standing outside. This is Droevigger’s Funeral Emporium, and the cottage next door is the Droeviggers’ home. While there is no direct interconnection between the two buildings, they share the yard that backs onto the Poultice Water. The Droevigger home is a small, tidy two-storey cottage with no noteworthy characteristics. The Droeviggers have a bedroom on the upper storey, and Edvard their young apprentice sleeps in the shop’s attic. The yard and the back of the shop is the domain of Boris, the huge and gloomy Kislevite coffin-maker who completes the Droevigger household. The front is where the business is conducted. The door of the shop opens up onto a vestibule, with a door leading to the stockroom where coffins and sample gravestones are neatly displayed. Also, off the vestibule are two curtained booths, where ‘occupied’ coffins can be laid before a funeral. The booths are decorated in sombre good taste and lit only by tallow candles. Coffins are either taken out into Potion Square and loaded onto a horse-drawn hearse for the funeral, or taken out through the
yard and moved by funeral barge. In the latter case, Droevigger is sure to have Boris clean the yard up and keep out of the way – the Kislevite’s appearance and manner have a tendency to upset the bereaved.
Jacobus Droevigg Droevigger er,, Initiate of Mórr Initiate (ex-T (ex-Tradesman) radesman) “Good day to you, please come in. Allow me to take your cloaks. Please avail yourselves of seats. You have suffered a loss? My most sincere condolences. You may rely on me to make all the arrangements without adding to your distress.”
“We’ve always prided ourselves on our service. Add no further to the customer’s distress, that’s always been my watchword. After the loss of a loved one, no one really wants to haggle like a grocer – it wouldn’t be fitting.” “The granite? In this case, I don’t think so sir. If I might suggest, the basalt has greater dignity. The colour, the presence. More fitting altogether. No-one who sees the basalt can possibly doubt that it is laid over a man of consequence. And it does hold an inscription well. People will still be able to read your father-in-law’s name centuries from now.” Jacobus Droevigger is a lean, lugubrious man in his forties. His face seems to be the wrong size for his body, and his large nose and ears combine with the worry-lines left by decades of professional sympathy to give him a strange appearance. His hair is dark and lightly oiled, and his mournful eyes dark brown. His clothing clothing is invar invariably iably dark and neat. Appre Apprentice nticed d to a coffinmaker at an early age, he has spent most of his life in the trade, and death is in his blood. He is respectful and formal at all times – he and his wife even refrain from using each other’s other ’s first names in the presence of customers. Droevigger is a member of the Mourners’ Guild, as all in his profession are required to be. As a contact for the Mourners’ Mourners’ Guild, he is known to mos mostt of his neighbours, neighbours, as well as the local Watch. Any approach approach to the Guild is made through him when there is local business of which the Guild needs to be informed, and he keeps an eye on
SL21: Droevigger’s Funeral Services
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld the neighbourhood with regard to the Temple Law on death and the dead.
Talents: Acute Hearing, Dealmaker, Talents: Dealmaker, Etiquette, Hardy, Hardy, Lightening Reflexes, Savvy, Super Numerate
Jacobus buys supplies from Jerimias Qualk. Qualk. Like any good follower of Morr he would be horrified to discover how Jerimias makes most of his money.
Combat: Armour (none) (none):: Formal sombre clothing AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: None (Unarmed, 1d10-2, Special) Weapons
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
31%
36%
33%
40%
43%
39%
41%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
0
0
0
Skills: Acad Skills: Academic emic Knowledge (History (History, Theol Theology), ogy), Anima Animall Care Care,, Common Knowledge (The Wasteland), Charm, Drive, Evaluate, Gossip, Haggle, Heal, Intimidate, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel), Trade (Embalmer, Stoneworker)
Trappings:: Ledger, Purse (with 1d10 shillings) Trappings
Boris Bor is Ro Rodz dzin, in, Cof Coffin finmak maker er Artisan (ex-Tradesman, ex-Seaman) “Too many boatbuilders in this town. So I build coffins. Everybody needs coffins, dah?”
“You here for measure? For coffin, I measure you for coffin, dah? Nyeh? Oh. Excuse, please, work to be done.” Jacob is in his thirties, a huge, bearded Kislevite with a limp (his left leg was broken and badly set). He has a thick accent. Boris knows some of the patrons of the local hostelries by sight, but generally keeps to himself. He buys imported Kislevite vodka from Ishmael at the Pelican’s Perch.
Talents:: Dealmaker, Savvy, Strong Minded, Suave Talents
Main Profil Profile e
Combat: Armour (none): (none) : Formal sombre clothing
WS
BS
S
T
Ag
Int
WP
Fel
AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP
41%
42%
51%
53%
44%
28%
37%
24%
Weapons:: None (Unarmed, 1d10-1, Special) Weapons Trappings: Silver raven pendant (holy symbol of Morr), Trappings: Writing Kit, Deck of Cards
Secondary Profile
Anne Ann e Dro Droevig evigger ger Tradesman (ex-Servant) “Right away, Master Droevigger.” Anna Droevigger is a loyal support to her husband. She does not participate in the funeral rituals, but manages the business of the Emporium – collecting fees for funerals, dealing with and paying suppliers and so forth – and runs the household. Her knowledge of the city’s other traders, and her network of gossip with other artisans and their wives means that she is well informed about the goings-on in Suiddock. Anna is in her midthirties; the Droeviggers have no children. Before marrying Jacobus, Anna was a servant to one of Marienburg’s leading merchant families; a friendship with Anna might provide a helpful source of ‘below stairs’ information.
A
W
SB
TB
M
Mag
IP
FP
1
16 16
5
5
4
0
0
0
Skills: Common Knowledge (Kislev, the Wasteland), Consume Skills: Alcohol, Dodge Blow, Drive, Evaluate, Gossip +10%, Haggle +10%, Perception, Read/Write, Row, Sail, Scale Sheer Surfaces, Secret Language (Guild Tongue), Speak Language (Kislevite, Reikspiel), Swim, Trade (Carpenter +10%, Shipwright +10%) Talents: Artistic, Dealmaker, Talents: Dealmaker, Hardy, Street Fighting, Seasoned Traveller, Strike Mighty Blow, Very Strong, Very Resilient
Combat: Armour (none) (none):: Leather Jerkin AP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP: Weapons:: Club (Hand Weapon, 1d10+6) Weapons Trappings:: Hammer, Trade Tools (Carpenter), Bottle of Vodka Trappings
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
28%
32%
28%
31%
46%
45%
39%
42%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
2
3
4
0
0
0
Skills: Blather, Common Knowledge (Wasteland), Dodge Blow, Skills: Drive, Evaluate, Gossip +20%, Haggle +10%, Perception +10%, Read/Write, Search, Speak Language (Reikspiel), Trade (Cook) +10%
SL21: Droevigger’s Funeral Services
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Edvard Edv ard Stoe Stoemm, mm, Appr Apprenti entice ce Student (ex-Servant) “Yes, sir.” Edvard is about eight years old, with golden hair, and huge solemn blue eyes. He is quiet, respectful, attentive and serious. His aims are to learn the business, and please the Droeviggers. Once one of Sister Marianne’s orphans, Edvard knows most of the children and staff there. He also knows the people with whom Droevigger does business, and has won the hearts of a number of bereaved ladies by his beautifully mournful appearance at funerals.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
22%
31%
28%
31%
33%
33%
29%
31%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
3
4
0
0
0
Skills: Common Knowledge (The Wasteland), Blather, Charm, Skills: Dodge Blow, Gossip, Haggle, Perception, Read/Write, Search, Speak Language (Reikspiel), Trade (Cook) Talents:: Etiquette, Flee!, Hardy, Lightening Reflexes. Talents
Combat: Armour (none) (none):: Best Craftsmanship Clothes AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: None (Unarmed, 1d10+2, Special) Weapons Trappings: Well Polished Shoes Trappings:
Fun at th the e Fun uner eral al Par arlo lour ur A Friend in the Guild A contact in the Mourners’ Guild can be very useful to a party of adventurers. Since the Guild sometimes works with adventurers in cases of a doubtful or delicate nature, Droevigger may be able to give a party leads to investigations of suspicious deaths, missing bodies, or suspected necromantic activity. He also makes a good point of contact with the Guild when claiming a standing reward for dealing with Undead, grave robbers or necromancers, or if they should want to call upon the Cult of Morr for help.
identified. One such unfortunate was Mats van Oopfers, whose body was found in a Riddra back-alley one sunrise. It was brought to the Droeviggers by the Watch and placed in a coffin in the back of the shop, pending identification and notification of the next of kin. As is usual in such cases, the body was sprinkled with an infusion of Graveroot as a precaution, and word was sent to the Temple of Morr so that a Priest could come and make other preparations. Unfortunately, the violence of the death separated van Oopfers’ spirit from his body, and it is now wandering the streets of Riddra by night, trying to find a way back to the body. The adventurers may become aware of the situation by encountering the ghost themselves, or by meeting someone who has, and they will have to find out who the ghost was, where and when he was murdered, murdered, and then follow the trail of the body through the local Watch house to the Droeviggers’ shop. Since the body was sprinkled with Graveroot, the spirit cannot be re-united with it, and a Priest of Morr will have to lay the troubled spirit to rest by conducting a funeral ritual.
In the Name of Science A primary concern of the Cult of Morr is to protect the dead from outrages at the hands of necromancers and grave robbers. Although bodies are treated on arrival at an undertaker’s shop to render them useless for necromantic operations, this does not make them less attractive to grave robbers and some of their patrons. Some body snatchers far prefer stealing from undertakers to opening graves; after all, there’s less hard work to do, the surroundings are more pleasant and the goods are fresher. A common (but untrue) grave-robber’s superstition holds that the protective magics of a funeral can wear off over time, so that a corpse from a graveyard is more likely to bring an unwanted ghost with it than one from an undertaker’s shop. Although the Droeviggers take precautions against burglary like any other tradesfolk, it would be relatively easy for an enterprising body snatcher to break into the vestibule and steal a fresh body, selling it on to the medical profession or even to an unsuspecting necromancer who is unaware of its magical uselessness. If the adventurers adventurers can intercept and recover the body before it is dissected or subjected to a worse fate, they will save Master Droevigger from a serious professional embarrassment, and earn his gratitude.
The Foreigner A visiting Arabyan merchant has died in the city city,, and his body is in the charge of Jacobus Droevigger while arrangements are made. According to Temple Law, a body may only be released to the next of kin, and since this individual’s next of kin are far away in Araby, a tense situation is brewing.
From his apprenticeship to the present day, Jacobus Droevigger has about thirty years’ experience in the funeral trade, and can remember many of the funerals he attended. Combined with his access to Guild records, he can come up with details of just about any burial in the city for the last few centu centuries ries,, including circumstances of death and other details. This can be very useful in determining, for example, whether unusual events around a certain burial vault are likely to be of supernatural origin, or caused by smugglers or body snatchers to keep prying eyes away.
The deceased’s fellow merchants are demanding that the body be turned over to them so that it may be buried in their own tradition, but the law states that the Cult of Morr must conduct a funeral if the next of kin cannot be contacted.
The Unquiet Soul
As an added complication, the deceased was a member of an ancient Arabyan cult which embraces mummification as a burial rite, and his companions demand to be allowed to eviscerate, dry and wrap the body according according to their own beliefs – something which the Cult of Morr firmly regards as desecration of the dead!
The bodies of murder victims are often placed under Morr’s protection in an undertaker’s shop or a chapel until investigations can be completed and a proper funeral conducted – or a Nameless Funeral, if the deceased cannot be
The Arabyans may try to take the body by force, steal it themselves, or arrange for it to be stolen from the Droevigger’s shop. Foreseeing this, Droevigger may hire on the adventurers as temporary guards, or, if any of them have any experience with Araby or Arabyan culture, as intermediaries and negotiators.
SL21: Droevigger’s Funeral Services
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
No Rest for the Wicked Jacobus Droevigger has recently been given charge of the body of a notorious racketeer, who died at the hands of an arch-rival – the dreaded Adalbert “Casanova” Henschmann. A Henschmann. A gang war is brewing, and the deceased’s rival has publicly vowed to prevent the deceased from receiving funeral rites, so that he may never find peace. Droevigger finds his shop invaded by racketeers determined to guard the body of their lamented boss, and with very definite ideas about when and how the Cult of Morr is going to conduct the funeral. The Watch is very unwilling to get involved, preferring to let the two gangs weaken each other with their continued feuding. Meanwhile, various agents of the victorious crimelord crim elord will stop at nothin nothing g to obtain the body of the deceased, or at least prevent the funeral from taking place. Characters with underworld connections may be able to bring about some kind of negotiating settlement – although this will not be easy – or it may be possible to trick the racketeers and bury the body secretly, ensuring the safety of the departed spirit (and preventing it from taking any further hand in the situation!), while letting the two gangs get on with their feud.
SL21: Droevigger’s Funeral Services
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Loewijer’s Tannery
Loewijer’s is one of the many small tanneries in the leatherworking district of Luydenhoek. It is set a little way behind Tanner’s Alley, in the maze of side-streets and alleyways. One end of the building stands on Canal Street, but it is without doors or windows - instead, it has a colourful mural of a stack of leather hides and a sign reading LOEWIJER’S TANNERY - Entrance at Side. The sign doesn’t say which side the entrance is on, but it doesn’t matter since there are doors on both sides of the building. Beside each door is a pit, 5ff square and 5ft deep and covered over with planks. At least, it’s covered over with planks so long as Mats remembers to put them back. Some late-night revellers making their way home from the Long Dragon through these alleys sometimes fall into a pit in the darkness. The pits are used for storing the tanning mixture, an evil-smelling concoction made from the bark of certain trees, sour wine and other, less pleasant substances. It is a 1-yard fall into the pits, and anyone falling in suffers a -20 penalty to Fel tests until they get cleaned up. If they have any unhealed wounds when they fall in, they must make a Toughness Test or contract Stenchfoot Fever. The building itself consists of two large rooms connected by a narrow narro w passage. The front room on the ground floor is used for scraping, trimming and cleaning hides, and the back room which has a deliver door facing towards Tanners’ Tanners’ Alley contains three tanning pits like those outside, except that they now contain hides in various stages of tanning. A ladder leads up the upper floor from here, as does a ramp from the front room. There is no passage on the upper level - the space is occupied by a rope drying rack for hanging hides when they come out of the pits.
Anto An ton n Lo Loew ewij ijer er – Tan anne ner r Artisan (ex-Tradesman, ex-Sergeant, ex-Marine) “Go outside and take a look at the sign. Get someone to read it to you if you are not sure. You’ll find it says ‘Loewijer’s Tannery’. Tannery, right? That means we tan hides here, see? What is doesn’t say is ‘Loewijer’s Leather Shop’. And because it doesn’t say ‘Loewijer’s Leather Shop’, that means we don’t sell leathers. We just tan them. With me so far? Good. So – if you want to buy a leather, try going to a leather shop. You’ll find quite a few around here. They have signs outside saying ‘Leather Shop’.”
“NOT THERE! Why is it that people always stand in the way? Go in the front and I’ll be with you when these are pegged up.” “Right – what’ve you got, how many and when for? This job’ll last for another week, and it’s regular so I can’t hold it up for new trade, but if you can fit around that we’re in business.” “MATS! Where are you, you idle… Just look at this! I don’t put lids on these outside pits just because I like the look of them, you know! Someone goes walking down the alley, not looking where they’re going, or maybe it’s dark and they’ve had one to many in the Dragon, and down they go. And all because you’re too bone idle to put a few planks back where you found them! Right, then – you can spend the morning mucking out Number Two Pit, and when I come back I want to see it so clean you could put a bed in it and charge a Guilder a week!” Anton Loewijer is a stocky stocky,, fiery man in his late l ate twenties. His service in the forces of the van Onderzoeker merchant family has left him with two missing fingers and an impressive scar on his right arm, and a brusque manner with no time for idiots. He dresses in stout breeches and heavy boots, with a heavily stained leather apron over the top. He only wears a shirt indoors in the coldest of weather.
SL23: Loewijer’s Tannery
Anton served as a marine for several years, rising to the rank of sergeant before he retired. His father had been a tanner, so Anton took to the trade and applied the brusque efficiency he developed during his military career. career. Although his workload is increasing steadily as his reputation spreads, he still manages to keep the tannery running smoothly with just two apprentices. Occasionally, Anton will receive a batch of rare or exotic hides – he’s had practical experience of tanning Wyvern hide, for instance – and then he will visit Wilhelm Rotkopf for any special ingredients. Lisette sometimes buys hides from him, and while the two are not close friends they do seem to have a certain rapport based on their directness. Like Lisette, he is a member of the Leatherworkers Guild. Sister Marianne talked Anton into taking Mats as an apprentice, and he hasn’t quite forgiven her. While not uncharitable uncharitable,, Anton believes believes he has no time for scroungers. Brother Marijkus has long since given up asking his surly neighbour for contributions. Anton’s time is occupied with his business, and he doesn’t frequent any of the local hostelries, but he does occasionally buy exotic spirits from Ishmael at the Pelican’s Perch – he is fond of Lustr Lustrian ian mezcal, mezcal, which reminds him of his travelling days. Anton is a member of the Reserve Militia attached to the House van Onderzoeker . Onderzoeker .
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
53%
41%
43%
52%
48%
41%
37%
45%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
17 17
4
5
4
0
0
0
Skills: Academic Knowledge (Strategy/Tactics), Skills: (Strategy/Tactics), Command, Common Knowledge (The Empire, the Wasteland) +20%, Consume Alcohol, Dodge Blow +10%, Drive, Evaluate, Gossip, Haggle, Intimidate +10%, Perception +10%, Read/Write, Row, Secret Language (Battle Tongue, Guild Tongue), Speak Language (Reikspiel, Tilean), Swim +10%, Trade (Brewer, Merchant, Tanner +10%) Talents: Dealmaker, Disarm, Hardy, Menacing, Street Talents: Fighting, Strike Mighty Blow, Strike to Stun, Strong Minded, Very Resilient
Combat: Armour (Light): (Light): Leather Apron (or Leather Jerkin and Mail Shirt when training) AP:: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP Weapons : Dagger (1d10+2), Sword (Hand Weapon, 1d10+5), Weapons: Shield Trappings: Purse (with 2d10 shillings) Trappings:
Mats Mat s Vaad aadsig sig – App Appre renti ntice ce Servant “Errr… dunno.” Mats is a scruffy-looking eleven year-old, with tousled strawcoloured hair. Formerly one of Sister of Sister Marianne’s Marianne’s orphans, he is lazy, inattentive and clumsy. He usually spends his days avoiding work and Anton’s wrath, both together if possible. As a former orphan, he knows all the people at the Foundling Home.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
31%
36%
27%
31%
26%
29%
31%
27%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
2
3
5
0
0
0
Skills: Animal Care, Common Skills: Common Knowledge (The Wasteland), Wasteland), Blather, Dodge Blow, Drive, Evaluate, Gossip +10%, Perception, Sleight of Hand, Speak Language (Reikspiel). Talents:: Flee!, Fleet Footed, Hardy, Mimic, Very Resilient Talents
Combat: Armour (Light) (Light):: Leather Apron AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons:: none (Unarmed, 1d10-5, Special) Weapons Trappings:: none Trappings
SL23: Loewijer’s Tannery
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Maxentiu Maxen tius s ‘Ma ‘Maxie xie’’ App Appled ledow own n– Apprentice Tradesman “No Problem.” Maxie is young, slim (for a Halfling!), with curly red-brown hair. His manner is brisk, tending to be friendly but slightly reserved, lacking confidence. He is learning the trade from Anton, intending to one-day set up his own business. He tends to run errands to Rotkopf Rotkopf and and Jan Arzneier . He has extensive family in Halfling Row, and hopes to one day marry Janna Mossfoot, Wilhelm Rotkopf’s Rotkopf’s housekeeper housekeeper..
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
31%
36%
21%
31%
53%
35%
42%
47%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
9
2
3
4
0
0
0
Skills: Academic Knowledge (Genealogy/Heraldry), Common Skills: Common Knowledge (Halflings), Drive, Evaluate, Gossip +10%, Haggle, Perception, Read/Write, Secret Language (Guild Tongue), Speak Language (Halfling, Reikspiel), Trade (Brewer, Cook, Tanner) Talents: Night Vision, Resistance to Chaos, Savvy, Specialist Talents: Weapon Group (Sling), Warrior Born
Combat: Armour (Light): (Light): Leather Apron AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons:: Dagger (1d10-1, Special) Weapons Trappings:: Notebook, Charcoal Stick Trappings
SL23: Loewijer’s Tannery
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Suiddock Watch Barracks “Jes’ be careful by the Barracks. Them Watch are some o’ the meanest cusses ya’d ever come across in the whole Suiddock. ‘Ave to be to survive there.” “Captain Graveland knows how to take care of his men. Look at them. They’re better armed than some of the private militias.” “If they were any good, why is there still lots of crime in the Suiddock. I think they’ve been bought out by criminals. Where else would they get the money to equip themselves so? I doubt that the Stadsraad would authorise more money to them than the Watch gets in the Guilderveld. Mark my words, I think Captain Graveland is probably as corrupt as the rest of them.” The Suiddock rates the largest Watch presence in the city and a barracks that looks like a fort. The Barracks is a large, bluishgrey stone building situated on the northern bank of Luydenhoek Isle across from Hightower Hightower Isle. A stone stairway stairway leads up to a set of heavy oak doors six feet above the street level. It would require a successful Very Hard (-30%) Strength Test or Very Hard (-30%) Pick Locks Test to gain access. The windows of the raised ground floor are nothing more than arrow slits while those at street level are small and barred by a heavy grate. The Marienburg Marienburg coat of arms hangs over the top of the stairs. Inside the double door is the lobby of the Suiddock Ward Barracks. At all times, two Watchmen are on duty at the receiving desk handling all sorts of people - ranging from spouses and lovers of the accused to lawyers of same to witnesses giving statements. There are two doors at opposite ends of the lobby. One leads to the barracks and meeting rooms of the Watch, while the other leads to stairs descending to the six holding cells and interrogation room. Each cell usually accommodates four people, although more can be crammed in if needed. Water seeps into the cells during high tide, making things rather uncomfortable. Only severe flooding poses any threat to prisoners. Lieutenant Vincent van Prim is typically the man in charge as Captain Theophilus Graveland is often making the rounds in the Suiddock. Vincent is not a happy man. He prefers cracking heads of lawbreakers rather than dealing with the whiny merchants who feel that the understaffed and underpaid Watch should do more to protect their interests. To make matters worse, Vincent must answer in Graveland’s name all Commandant Escottus van Haaring’s snivelling correspondence prompted by these same merchant complaints. Several Watch Sergeants can be found at the Ward Barracks or leading patrols nearby. One of these, Wilhelm Hoogtoran, is an informant for Loretta for Loretta Wakker of Wakker of the Marienburg Gentlemen’s Club. Wilhelm is smitten by her and foolishly dreams of the day they can escape the dreariness of the city together. Unfortunately for the Sergeant and his criminal associates, Captain Graveland is well aware - as are his trusted Lieutenant and Sergeants (except the vicious Reiner Kuypers) - of Wilhelm’s duplicity duplicity.. Unlike the Watch of other districts, the Suiddock Black Caps have their own resident wizard, wizard, Astrid Sterstaren. Some Some believe that the Suiddock Watch are readying themselves for an armed struggle of some sort. Rumours of a possible gang war in the northern section of the city may be causing Graveland the jitters. After all, gang wars in the past have spilled into i nto the
Suiddock no matter where they originated. Some wishful merchants assume that the result of their frequent complaints to the Stadsraad has bore fruit. The resulting political pressure on the Watch Commandant may be forcing Graveland to finally act. Those that spread these tales point to the circulating gossip on the street that the Watch Captain is more tense and shorttempered than normal. No one knows for sure since there are very few, if any, who would dare ask Graveland directly. Whatever the cause of tension within the Suiddock Watch, its effects are telling on some of the lowly Watchmen. Lodewijck Breedveld has taken to hanging around with Alicia Louter, one of the barmaids at a Stoessel dive called “the Gull and the Mermaid.” Ambitious Ambitious and domineering, the relatively delusional Alicia sees Lodewijck as her meal ticket out of the seedy dive and away from her lecherous (and drug dealing) landlord and part-time slaver, Sjef Huisman. In turn, the self-styled Doktor Huisman prepares “medicine” to relax and quiet Lodewijck’s nerves. The medicine is addictive and will, in time, bring the Watchman into Sjef’s service as an unwitting spy within the Suiddock Watch.
Theophilus Theophilu s Gra Grave veland land,, Watch Commander Captain (ex-Sergeant, ex-Watchman, ex-Bounty Hunter) “Certainly, I’m interested in the money, thank you. By the way, you’re under arrest. What about the cash? I’ll deliver it to the temple poor box, just as you intended.”
“You think that hurt, scum? Tell me where the child is hidden, or I’ll tear your arm out of its socket.” “I don’t care that it’s the law. Look out that window – up and down these docks the real crooks are breaking your precious law into a million pieces every damned day. And then those rats use the law to protect themselves. Sometimes I have to do what's right, not what's legal.” Captain Graveland is most often found wandering the canals and side streets of Marienburg’s Suiddock, something he does day or night. A tall, lanky man in his early forties with piercing grey eyes and a withering sneer, he’s often in trouble with the Marienburg Watch Commandant, General Escottus van Haaring, who has to deal with angry merchants complaining that Graveland does not respect their status. Theophilus came to Marienburg from Kalkaat, a town in Kleinland. He started his career as a bounty hunter, tracking smugglers and river pirates. Almost all his hunts led him to Marienburg and the Suiddock. In the time he spent tracking criminals there he came to know its people and found something amongst them that he lacked - something to care about for its own sake, not just for the reward money. So he joined the Black Caps, and only accepted promotions when they allowed him to remain in the Suiddock. He finally made Captain, and has been tirelessly guarding the docklands and its people ever since.
SL25: The Suiddock Watch Barracks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld His career has not been easy. Marienburg authorities have left the Suiddock Black Caps under funded, allowing them just enough resources to stop brawls from becoming riots, but not enough to effectively fight crime. Theophilus knows his men are taking bribes, but he can hardly blame them – just so long as it is only to cover up minor crimes.
Reine Re iner r Ku Kuyp yper er,, Watc atch h Ser Serge geant ant
Sometimes the only way to really fight crime, in Theo’s mind, is to cut corners with the law and not waste time with the formalities. This has given him a reputation for brutality – albeit deserved – which has in turn led to a reputation for corruptibility, this time undeserved. However, he takes advantage of this – it’s amazing what criminals will say if they think you’re one of them. If forced to consider that he may have trapped an otherwiseinnocent man who thought they were only playing the system, Theo reasons they would have done something sooner or later anyway.
“Just so you understand, slime, I don’t like you. If I see or hear that you laid another hand on this woman, I will make your life miserable. Understand?”
Captain Graveland is the occasional lover of Sister of Sister Hilli at The Temple of Holy Olovald - she admires his devotion to the people of the Suiddock, but his ruthlessness leads to arguments and he has no time for her talk of gods. He can be found in all parts of the distr district, ict, even going alone to the Marienburg Gentlemen's Club for drinks with Henschmann Henschmann,, though what those two have to talk about is anyone's guess. He also has occasional dealings with Trancas Quendalmanliyë, who supplies him with useful information. The Knights of Purity have tried to recruit Captain Graveland without success. He likes to visit the Pelican’s Perch for an hour or two on Festag nights, after he gets off duty.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
57%
55%
52%
53%
64%
48%
46%
42%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
18 18
5
5
4
0
0
0
Skills: Academic Knowledge (Law, Strategy/Tactics), Skills: Strategy/Tactics), Command, Common Knowledge (The Empire, the Wasteland), Dodge Blow +10, Follow Trail +10, Gossip +20, Intimidate +20, Outdoor Survival, Perception +20, Read/Write, Row, Search +10, Secret Language (Battle Tongue), Shadowing, Silent Move, Speak Language (Reikspiel, Tilean), Swim, Torture Talents: Coolheaded, Disarm, Lightning Reflexes, Marksman, Talents: Quick Draw, Rover, Seasoned Traveller, Sharpshooter, Specialist Weapon Group (Entangling, Gunpowder), Street Fighting, Strike Mighty Blow, Strike to Stun
Sergeant (ex-Wa (ex-Watchman) tchman) “Once he wakes up, he’ll talk. Take my word. His words will likely be a bit garbled though. What’s that? If he didn’t want his jaw broke, then he shouldn’t have bit me.”
“How can I eat this sausage surrounded by the carnage in this warehouse? It’s easier than you think.” The 6ft, 185lb, blond-haired Reiner has a very craggy face with a scar across the left cheek. His blue eyes are intense, like he is memorising his surroundings as if they are the features of someone who crossed him. Generally, Reiner’s demeanour is very stoic. If he shows any expression at all, it’s most likely a sneer than a smile. Reiner is as mean and tough as any Watch under Captain Graveland’s command. Reiner is completely dedicated to his job, he doesn’t have any outside interest or life, for that matter. It is a rare event for anyone to see Kuyper off duty and being semi-sociable except when he is in the company of Captain Graveland at the Pelican’s Perch. Perch. Reiner seems to get his pleasure from goading suspects and criminals in hopes that the fool will take a swing at him. In this manner, the sadistic Reiner has the excuse to beat the living daylights out of the fool. Should a suspect or criminal ignore the goading, Reiner will tire of the game after a couple more choice comments. Few are those who try to retaliate later as most fear the resulting retribution from the Suiddock Watch. Kuyper is a Watchmen through and through. His father was one before him and his father before him. His father was killed when Kuyper was only five and he has idolised him ever since. His life is the Wat Watch ch and the Suidd Suiddock. ock. He lives in a single room apartment in the Suiddock, looked after by his elderly landlady. Reiner and Captain Graveland have grown to be close friends as both have survived the hardship of living and working in the Suiddock. Reiner thinks that Wilhelm Hoogtoran is a little too spineless to be an effective Watch Sergeant and doesn’t know that his comrade is a snitch for Loretta Wakker of Wakker of the Marienburg Gentlemen’s Club. Should the truth become known, Hoogtoran’s continuing health wouldn’t be worth two shillings. Reiner detests the River Watch and will find ways to annoy them or get in the way of their busin business. ess. Thumping Thumping them is an excellent way of resolving territorial differences. Reiner is also very wary of The League of Gentlemen Entrepreneurs and their lackeys, the Stevedores’ & Teamsters’ Guild. Guild. Still, he’s a realis realistt and knows the dangers of being caught tangling with either of the two “rulers” of the Suiddock.
Combat: Armour (Heavy): (Heavy): Ceremonial Breastplate and Helm with Floppy Black Cap over Full Leather Armour AP:: Head 3 (8), Arms 1 (6), Body 3 (8), Legs 1 (6) AP Weapons : Sword (Hand Weapon, 1d10+6), Brace of Duelling Weapons: Pistols (1d10+4, Range 8/16, Reload 2 Full, Impact, Unreliable, 10 shots each) Trappings: Baton of Rank, Badge of Office, Purse (with 2d10 Trappings: Gu and 3d10 Shillings)
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
57%
54%
53%
43%
42%
39%
42%
38%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
5
4
4
0
0
0
SL25: The Suiddock Watch Barracks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Combat:
Skills: Academic knowledge Skills: knowledge (Law), Command, Common Common Knowledge (The Wasteland), Dodge Blow +10%, Follow Trail, Gossip, Intimidate +10%, Perception, Secret Language (Battle Tongue), Speak Language (Reikspiel), Swim
Armour (Medium): (Medium) : Mail Shirt and Leather Jack AP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3) AP: Weapons : Sword (Hand Weapon, 1d10+5), Club (Hand Weapons: Weapon, 1d10+5), Shield
Talents: Coolheaded, Disarm, Hardy, Menacing, Street Talents: Fighting, Strike Mighty Blow, Strike to Stun, Very Strong
Trappings:: Purse (with 3d10 Gu and 3d10 shillings) Trappings
Combat: Armour (Medium): (Medium) : Sleeved Mail Shirt over Leather Jack and Leggings
Grunnii ‘Ho Grunn ‘Hot t Ir Irons ons’’ Sn Snagg aggleb lebear eard, d, Torturer Interrogator (ex-jailer, ex-Rat Catcher) “Pay attention now. Fer this round of questioning you ‘ave a choice, thumb screws or ‘ot irons. What’s yer pleasure?”
AP:: Head 0 (4), Arms 3 (7), Body 3 (7), Legs 1 (5) AP Weapons : Sword (Hand Weapon, 1d10+6), Club (Hand Weapons: Weapon, 1d10+6), Shield Trappings: Purse (2d10 Gu, 4d10 Shillings) Trappings:
Wilhel Wil helm m Ho Hoogt ogtora oran, n, Watc atch h Ser Serge geant ant Sergeant (ex-W (ex-Watchman) atchman) “You got it wrong. I heard the Captain order Kuypers to stay away from there. An’ you know that Kuypers would never cross Graveland.”
“Nope, Captain doesn’t suspect a thing. Been very careful not to let on that I know more than he told . I think he ‘s in the dark about what you’re gonna do about them Estalians.” “No, sir. I hadn’t heard those rumours. Yes, sir, I’ll take a patrol over to the Stevedores an’ Teamsters Guildhall. Make sure the election is nice an’ peaceful. Wouldn’t want anyone to get hurt when Cobbius wins again.” The criminal elements in the Suiddock use 39 year old Wilhelm to spy on Captain Graveland. This way they can be assured that their bribe money has the desired effects. Unfortunately for the blond-haired, blue-eyed Sergeant (and his ”friends” ), ), Captain Graveland is well aware -- as are his trusted Sergeants -- of Wilhelm’s duplicity. After all, he’s not that good of a spy. Graveland keeps the 5ft 8in, 150 lb Wilhelm preoccupied with other matters, assigning him the more time consuming and unimportant tasks. At times, Captain Graveland will intentionally feed Wilhelm misleading information knowing the Watch Sergeant will pass along to his other masters.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
42%
41%
42%
39%
38%
38%
39%
49%
Secondary Profile
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TB
M
Mag
IP
FP
2
14 14
4
3
4
0
0
0
Skills: Academic Knowledge (Law, Strategy/Tactics), Skills: Strategy/Tactics), Command, Common Knowledge (The Empire, Tilea, the Wasteland), Dodge Blow, Follow Trail, Gossip +10%, Intimidate, Perception, Ride, Search, Secret Language (Battle Tongue), Speak Language (Reikspiel, Tilean), Swim
“I think you should stop ‘anging around doing nothing. Perhaps you would prefer to lay down and stretch awhile. Or, maybe you want to go fer a dip with some furry critters. Kind of makes yer skin crawl, eh?” “Sorry, you lost any water privilege. Better ‘ope for a ‘igh tide.” Unkempt. Not fit for proper company. These are some of the polite words and phrases used to describe the 4ft 9in, 155lb Grunni. More accurately, the 87 year old bald, medium brown eyed and bearded Dwarf is just plain filthy. This lack of hygiene is what one would expect from someone with Grunni’s choice of careers. What the caustic and sarcastic Grunni does excel in is performing his role of Jailer and Interrogator for the Suiddock Watch. Most people would describe Grunni as a sick Dwarf. In contrast, the Jailer/Torturer considers himself as a man who likes his job and appreciates its lighter moments. Around the Barracks, Grunni is known for his humour, though not all appreciate its finer qualities. In these moments, Grunni’s boisterous laughter can be heard well before the smellier aspects of his being are noticed. No matter how one views Grunni, he is effective and efficient at extracting information from those given to his care. When dealing with the more stubborn suspects, the Dwarf is joined by Sergeant Kuypers in a team effort they call “Bad Torturer, Worse Cop.” Often, the teamwork of the two breaks the suspect down rather quickly, although the suspect is usually worse for the experience. This method does have its unfortunate accidents. To ease the time between interrogations, Grunni devises little tortures for any prisoner who annoys him. This could be something as cruel as “accidentally” spilling their bowl of gruel, scrapping it back into the bowl and handing it to them. He may even give them a mixture of salt and fresh water to slack their thirst. If he really dislikes someone, Grunni may force them to strip in the cold night for a time when no one is around. Most people stay away from Grunni for reasons of good sense and overpowering smell. Even other Dwarfs go out of their way to avoid Grunni. It is a situation Grunni is happy to keep up. He refuses to discuss his past and will get angry quickly if anyone insists. Captain Graveland has heard rumours that a Dwarf Merchant tried to investigate Grunni’s history but it seems he got nowhere.
Talents: Coolheaded, Disarm, Menacing, Mimic, Street Talents: Fighting, Strike Mighty Blow, Strike to Stun, Very Strong
SL25: The Suiddock Watch Barracks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
50%
34%
60%
55%
32%
39%
59%
19%
made to the Baron Henryk’s College of Navigation and Sea Magicks was more than enough to overcome any objections they may have had about Astrid’s involvement involvement with the Watch. Needless to say, say, Astrid’s addition to the Watch has better enabled Captain Graveland to deal with the more difficult situations that arise in the Suiddock.
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
6
5
3
0
0
0
Skills: Anim Skills: Animal al Care, Anim Animal al Training, Training, Command, Command, Comm Common on Knowledge (Dwarves), Concealment, Consume Alcohol, Dodge Blow, Heal, Intimidate +10%, Perception +10, Search +10%, Set Trap, Silent Move, Sleight of Hand, Speak Language (Khazalid, Reikspiel), Torture, Trade (Miner) Talents: Dwarfcraft, Grudge Born Fury, Menacing, Night Talents: Vision, Resistance to Disease, Resistance to Magic, Resistance to Poison, Specialist Weapon Group (Entangling, Flail, Sling), Stout Hearted, Sturdy, Tunnel Rat, Wrestling
Combat: Armour (none) (none):: Unwashed clothing AP:: Head 0 (5), Arms 0 (5), Body 3 (0), Legs 0 (5) AP Weapons : various Daggers (1d10+3), Whip (1d10+2, Range Weapons: 6/-, Reload Half, Snare, Special) Trappings: Irons, Set of Keys, Purse (d5 shillings, d10 Trappings: pennies)
Astrid Ast rid Ste Sters rstar taren en,, Watc atch h Wiz Wizard ard Journeyman Wizard, (ex-Watchman, ex-Bodyguard, ex-Apprentice Wizard)
“Try to remember this; the next time you pat my back side, I can either blast your eyes out or cut them out. If you’re lucky, I’ll let you choose. Now get off the floor before you further stain it with your blood.” “The weak and meek do not survive long in this part of the city.“
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
47%
36%
42%
44%
43%
36%
57%
38%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
4
4
4
2
0
0
Skills: Acade Skills: Academic mic Knowledge Knowledge (Law, Magic, Magic, Runes Runes), ), Arca Arcane ne Language (Magick), Channelling +10%, Command, Common Knowledge (The Empire, the Wasteland), Dodge Blow +10%, Follow Trail, Gossip, Heal, Intimidate +10%, Magical Sense, Perception, Read/Write, Search +10%, Speak Language (Classical, Reikspiel), Swim Talents: Aethyric Attunement, Arcane Talents: Arcane Lore (Fire), Coolheaded, Disarm, Fast Hands, Lesser Magic (Blessed Weapon, Silence), Lightning Reflexes, Mighty Missile, Petty Magic (Arcane), Quick Draw, Savvy, Specialist Weapon (Parrying, Throwing), Street Fighting, Strike Mighty Blow, Strike to Stun, Very Strong
Combat: Magic: 2; 2; Arcan Arcane e Lore (Fire (Fire), ), Blessed Weapon, Weapon, Petty Magic (Arcane), Silence Armour (none): (none) : Good Craftsmanship Robes AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons : Quarterstaff (1d10+3, Defensive, Pummelling), Weapons: Sword (Hand Weapon, 1d10+5), Dagger (1d10+2), Knuckledusters (1d10+2, Pummelling) Trappings:: Grimoire, Purse (with 3d10 Gu and 3d10 Shillings) Trappings
“I find magic as enjoyable as a good sword fight. Both test your skill, will, and stamina. For me, the exertion in both activities is exhilarating.” Unlike the Watch of other districts, the Suiddock Black Caps have their own resi resident dent wizard, Astri Astrid d Sters Sterstaren taren.. Once a member of the Suiddock Watch, Watch, Astrid became the Bodyguard for the Wizard, Theodosius Mistivinger. Theodosius was a crotchety old man who needed some protection as he made enemies without much effort. He also had a soft spot for young, tall women. At 5ft 9in, 135 lb., this made black hair, green eyed Astrid perfect for Theodosius. Recognizing her latent magical abilities (and realizing his end was near), Theodosius soon took Astrid as his apprentice. Within a few years, Astrid was a Wizard Wizar d in her own right, a memb member er of stand standing ing at Baron Henryk’s College of Navigation and Sea Magicks. She inherited all of Theodosius’ possessions and townhouse. In time, Astrid became bored with her existence and craved the action of her former life. When Captain Graveland approached her with a subs substantia tantiall offer a year ago, the 30 year old Astrid Astrid jumped at the chance to rejoin her old Sergeant (Graveland) and the Watch. In addition, the donation Captain Graveland
SL25: The Suiddock Watch Barracks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The House of Masks “Masks? Don't talk to me about masks. All these damned fashions. Why don't they spend some money on something useful huh? Beggars down at Riddra 'd kill for a couple of pennies and then there's them buying bits of cardboard for hundreds Guilders. Quite Crazy.” “House of Masks...I don't think I know...wait a minute. It might be that odd place down by the Hatenjaan. All boarded up an' all. Got this dreadful' sign – two smarmy faces grinning down at you. That might be it.” “I know where that is all right. All the merchant famalies get there masks there for those grand balls they have. He ships outside Marienburg as well. 's possible that he supplies masks for all those noble dances in the Empire as well.” The House of Masks is located in a small, discrete building on the western side of Luydenhoek, near the Hatenjaan Canal. There is no name, only a dirty sign with the theatrical theatrical ‘tragedy/comedy’ masks leering at passers-by. Most people totally ignore it, but every so often, a shady character will slip into the building through a side door.
Oliver has been, for most of his life, a Grey Wizard, Oliver Wizard, using a latent talent for Shadow Magic he manifested from birth. However amusing he found it to be able to change his appearance and practice his deception and trickery, he was annoyed because he could never bestow such ‘Gifts’ on anyone else. Under the tutelage of various wizards, he found a way of locking spells into specific items. With his knowledge, he travelled to Altdorf to work as an apprentice to one of the best mask makers of the age – Julian Weirlich. Mixing both studies, he created a magical mould – a flimsy material that would mould itself to any face it was pushed onto. From this mould he could then create as many masks as he wanted. Oliver has a great many contacts in both the highest and lowest areas of Marienburg. Nearly all the Merchant families (or at least their lackeys) know of the House of Masks, as well as do many other high-standing members of society. However, these people come for his ballroom masks rather than the magical variety.
Inside, it is dark, the only light coming from several candles of incredible girth. All the windows have been boarded up, and it gives the room an appearance of being underground. Hanging on all four walls off rusty iron hooks are flimsy leather masks, locked in a silent expressions. The range is endless, monsters, comical faces, well known people replicated so accurately one could have sworn that it was the original face! In the eerie twilight, the masks seem to jump out of the wall at you. Hanging more precariously off various stands are more delicate facemasks, such as would be worn at balls and dances.
Main Profil Profile e
Sitting cross-legged on the floor is a short, stringy man with raggedy grey hair intently studying a sketchbook. Littered around him are various parchments and printed leaflets. He appears to be drawing. He is totally engrossed in his work, but attracted by some small sound, he looks up and greets you: “Welcome to the House of Masks. Whose face would you like to wear tonight?”
Skills: Academic Knowledge (Magic, Skills: (Magic, Runes), Arcane Language (Magick), Channelling, Charm, Common Knowledge (The Empire, the Wasteland), Concealment, Drive, Evaluate, Gossip, Haggle, Magical Sense, Perception, Read/Write, Search, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel, Tilean), Swim, Trade (Artist, Embalmer, Tailor +10%, Tanner)
Oliver Oliv er Oopjo Oopjooper oper,, Mask Mak Maker er
Talents: Aethyric Attunement, Talents: Attunement, Arcane Lore (Shadow), Artistic, Fast Hands, Lesser Magic (Dispel, Magic Alarm), Meditation, Petty Magic (Arcane), Resistance to Magic, Savvy,, Strong-minded Savvy
Artisan (ex-Tradesman, ex-Journeyman Wizard, exApprentice Wizard) “Look at this one. See how he shines in the light? Would you like to try it on Sir?”
“You put this one on and walk into a restaurant. Just think what people would say. I'd bet you’d get better service than you ever have before!” “100 Guilders a night, 4000 to buy. These masks are special.” Oliver is slat thin, and wears scrawny clothes that seem to stick to him. He has a largish nose, a grey goatee and rapid darting eyes. He is normally found sitting cross-legged, but when he does walk he uses such a gangli gangling ng stride that his head bobs up and down beside you. He doesn't say much, and never answers any direct questions other than over business. He is a practical joker at heart, though, and loves nothing more to see confusion and deception spread through the city, regardless of the consequences. He has a sharp wit and a sharper tongue, and if you are not very careful, he will always get the better of you. He gets impatient with stupid people, but this never manifests itself more than sighs of desperation.
WS
BS
S
T
Ag
Int
WP
Fel
33%
36%
41%
42%
54%
58%
57%
45%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
4
4
4
2
3
0
Combat: Armour (None) (None):: Good Craftsmanship Clothing Armour Points: Points: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) Weapons:: Dagger (1d10+1) Weapons Trappings : Trade Tools (Mask Making Kit), Magical Mould, Trappings: Knife, several masks – magical and mundane, several hundred hundre d gold hidden in locked iron box
The Th e Ma Mask sks s While most of Oliver’s stock his strictly mundane, a few of his items have additional properties. He has several Enchanted Dance Masks for hire. These Best Quality masks are of simple, elegant design – and fill whoever wears them with a sens sense e of confidence confidence and beauty. beauty. Anyon Anyone e wearing such a mask gains a +10% bonus to all Fellowship and Will Power tests where the GM deems this to be an advantage.
SL43: House of Masks, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The ‘Skin Masks’ are Oliver’s own invention, made using his Magical Mould to completely replicate the face of another individual, making it imposable to tell the wearer and mask’s subject apart. Obviously, this requires Oliver actually being allowed to apply the mould to his targets face, but once he has done so he can make as many masks of that person as he likes. The masks have tow disadvantages. This first is that the magic only effectively functions in shadows or darkness: in bright light, the mask reverts to just being a mask. Secondly, if worn for an extended period the masks wearer will start to actually believe they are the masks subject. Oliver never tells anyone this drawback, leading much chaos in certain situations! Finally, Oliver has created one mask of incredible power, that he calls the ‘Mask of Dreams’. The mask is made of pure silver, completely featureless and as thin as paper. The mask allows the wearer to become whoever, or whatever, they want. Oliver (correctly) sees this mask as a great danger, and so will not hire it out or sell it. Instead, he keeps it hidden in a magically protected lead lined cask hidden under the floorboards of the shop. If worn, this mask has al the disadvantages of the Skin Masks above, but is wearing it is also highly addictive and bestows an Insanity Point each night worn.
SL43: House of Masks, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The New Inn “I don’t know why it’s got that name - it don’t look no newer than any of the other Inns about there.” “It’s totally barmy that place. Me brothers a student, he’s down there most nights shouting his head off! Bizarre - that’s the only word for it!” “Crackers the people that go there. No offence mind, but you look like you’d be entirely suited. In fact you’d fit in a treat!” “They should close that place down! It’s a disgrace, and dangerous too - all them crazy ideas - something’s bound to happen about one of them one of these days.” The New Inn is a small tavern, located on the corner of some narrow and very grotty alleyways on the Luydenhoek. The Inn is quite old - many people said it was renamed “The New Inn” only because of the ideas of the people who inhabit it. The Inn is very much a spit and sawdust affair, there are few seats, even fewer tables, and a slightly unbalanced feel pervades. During most nights the Inn is packed: students from Baron Henryk’s College of Navigation and Sea Magicks and other academies can be seen travelling to and fro, and other Marienburgers of a bohemian nature are attracted here like iron to a magnet. The New Inn is a hotbed of controversial, revolutionary ideas. Students of all subjects including magic and alchemy, philosophers, scholars, agitators, radicals – they all come to the New Inn. Here ideas are debated (more often shouted about), crazy schemes and plots are formulated and minutes later, forgotten. It is said that half the mad schemes that occur in Marienburg either originated here or at least passed through.
he has a lot of connections in the seedier side of the city. He might even go as far as to accompany the characters on certain missions if he gets excited about it. Andas has regular contact with Alden’s printing house and is happy to arrange printing of more dubious material. He maintains good links with most of the radical student groups within the city, although a personal animosity between himself and the owner of Pen and Sword Tavern in Tempelwijk means he refuses to cross their threshold. He is an irregular at the Long Dragon; he goes there mainly when one of his customers wants something but can’t get there for some reason or another. Andas is well connected in the arts scene and is good friends with Roel Suijker, who shares his distaste for the Marienburg Fine Art Gallery.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
42%
30%
33%
43%
31%
39%
39%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
4
4
0
0
0
Andas Anda s Vellek ellekoop, oop, Barm Barman an
Skills: Academic Knowledge (Law, Skills: (Law, Theology), Charm, Common Knowledge (the Wasteland), Concealment, Consume Alcohol, Drive, Evaluate, Gossip +10%, Haggle, Perception, Read/Write, Search, Speak Language, (Classical, Reikspiel, Tilean)
Human Burgher (ex-Agitator, ex-Student) “You can say what you want here. But don’t count on being heard!”
Talents: Coolheaded, Dealmaker, Flee!, Linguistics, Public Talents: Speaking, Strong-minded, Suave, Super Numerate, Very Resilient
“I don’t care what religion, what order, what guild you belong to. I don’t care about vows you have made. In this inn, you tolerate everyone.”
Combat:
Andas looks like most of his clientele, although about ten years older. He is of middling height, with sandy, long hair that is speckled with flecks of grey. His sharp beard is now totally grey. He is sinewy, and hops from one foot to the other repeatedly. He wears a faded, coloured waistcoat with insane patterns sprawled over it, and trousers of a similar style but clashing in colour. Under that, he wears a thin black shirt.
Weapons:: Dagger (1d10+1) Weapons
Andas is a dedicated supporter of total freedom and wants to see any type of control structure removed completely. During his younger days, he used to agitate fiercely against the stranglehold the guilds had over the running of the city, especially the Commission of Overseers of Trade. During his later years he supports any bright and up and coming youngsters young sters.. Andas can get quite het up about his belief beliefs s and regularly joins in the shouting matches that occur every night. His principle is that anyone is too be made welcome here unless they wish to break up the meeting, and even those with illegal views, such as chaos supporters are welcomed and allowed to put forward there opinions. Andas is a great friend that characters can make, and a very useful contact. If treated well, he can be a source of advice, and
Armour (none) (none):: Loud clothing AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Trappings : Purse (with 1d10 gu), several pamphlets Trappings: advertising rights for some cause
Revoluti Rev olutionary onary Gro Groups ups There are several revolutionary groups based in the New Inn: The Vrijbond are an extreme left wing movement suggesting the abolishment of the guilds and council and replacing it with one guild. These ideas are not popular with many of the merchants and other senior council members, as individual profit would be lost, as would a lot of power. The leader of this little band is Haam Markvalt, a student radical with an insightful mind. The Enlightenment believe that magic should be taught to every citizen from birth, to accelerate expertise in this area. Most wizards reject this theory, as they believe magical prowess can only be taught to those born with a natural aptitude. Baron Henryk’s College of Navigation and Sea Magicks has internally outlawed the Enlightenment, and any apprentice found in its entourage will be ejected from the university. Despite this ruling, many apprentices do join.
SL44: New Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The Reimperialists believe that the wasteland should forfeit its freedom and rejoin with the Empire. This idea is not generally popular in Marienburg, they value the freedom they have. The Imperialists operate under a terrorist manifesto, destroying politically sensitive locations. The Olios are a racist faction. They believe that Humans are superior too all other races, which are obviously tainted with chaos, and the treat foreign humans with contempt as well. A few of the Olios are members of the Knights of Purity, but most spend their time encouraging the violent street gangs that lurk on Riddra, to terrorise ‘the tainted’. There are many other smaller groups, with numbers in single figures, or even lone fanatics supporting a just cause. Many people from all different walks of life arrive in their droves, and all are accepted. Some chaos cults, most notably the Rainbow Flames, have infiltrated some of these groups, although in the main they prefer less obvious targets.
Adventu Adv enture re Idea Ideas s The New Inn can be a great place to pick up new adventure threads, as all manner of radical activity is planned here which the characters could easily become involved in.
“Bonfire Night” On evening a finely dressed gentleman, walks in and looks around at the various groups of people, eying them up. Eventually he walks over to the adventurers, and introduces himself as Tomas van Vinders. Over the course of the evening he explains that he wants to destroy the entirety of the ruling council of Marienburg, and that hiring an assassin for each would be beyond his means. The reason could be anything - he might have a personal hate of the current council, or he might just hate the council in general. He could be an agent for an underworld guild that has made a illegal contract with members of the council which the council has subsequently broken, or he might be a chaos cultist wanting to cause anarchy to promote the enemy within. Whatever the reason, he then goes on to describe his mad plan for blowing up the council houses while the counsellors are participating in their once yearly meeting...
SL44: New Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Armitage Books Located in the middle of Luydenhoek, within the warren of alleyways behind the New Inn, Inn, are located many specialist shop for the connoisseurs of art, music or literature. Armitage Books is one of these shops, a ramshackle building with a single front door and semi-opaque windows. Inside, a large number of books line the many shelves while others are haphazardly stacked on tabletops. Anyone browsing the shop will find some of the most unusual, and obviously nonsense, books conceivable. Titles like ‘Theories on the Medicinal Value of Fimir Blood’, ‘Poetry of the Slann’, and ‘Tsu Ling’s Guide to Karmic Equilibrium’ can be found alongside such ancient texts as ‘Ibn Amin’s Exploration of Nehekhara, Land of the Walking Dead’ (translated circa 1000 IC), ‘Chronicles of the Estalian Crusade’ by Esteban Nuno de Avila (1562 IC), and ‘Alchemical Properties of Jade and Amethyst’ (circa 750 IC). Rummaging through the store looking for a specific book can easily take days, even weeks. The shops owner, Henri Armitage inherited the shop and his love of books from his grandf grandfather ather – who had to leave Bretonnia in haste amid controversy over some of the books he had for sale. The fact that Couronne Couronne nobles were the ones who sent Witch-Hunters after his grandfather is not lost on Henri. Henri stores these forbidden books in a locked closet (Hard (20%) Strength Test to break open, Very Hard (-30%) Pick Locks Test to open) in the shop’s back room. Most of these books are erotic in nature, although the collection does contain some highly illegal works such as ‘Les Habitudes Sexuel du Deprave et Athletique’, a book of obscure Slaaneshi “prophesies” written in 18th century Parravon. Henri is careful only to sell such books to a select list of clients. Armitage Books has one further surprise; stairs lead from the back room down to a locked cellar where Henri keeps a secret printing press. Through his connections at Baron Henryk’s College of Navigation and Sea Magicks, Henri Armitage has become the printer of choice for budding authors and demagogues whose views are not quite in line with the ruling class of Marienburg. Marienburg. A rebel at heart, Henri prefers to work in the background and naively believes that he has avoided putting himself, or his shop, in jeopardy.
clients includes many of the secret cultists within the city, as well as a few non-cultists with distinctly unorthodox tastes. He deals with Marcel Mousillade extensively, and has also occasionally dealt with Thijs Modegekker to Modegekker to smuggle some rare books into the city.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
28%
30%
41%
44%
47%
54%
48%
52%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
0
0
0
Skills: Academic Knowledge (Cryptography, Skills: (Cryptography, History, Philosophy), Blather, Charm, Common Knowledge (Bretonnia, the Empire, Tilea, the Wasteland), Concealment, Drive, Evaluate, Gossip, Haggle, Perception, Read/Write +10%, Search, Speak Language (Breton, Classical, Reikspiel, Tilean), Trade (Artist) Talents: Acut Talents: Acute e Heari Hearing, ng, Artis Artistic, tic, Dealmaker, Dealmaker, Linguistics, Linguistics, Seasoned Traveller, Streetwise, Strong-minded, Suave
Combat: Armour (Light) (Light):: Heavy Leather Apron AP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP: Weapons:: Sword (Hand Weapon, 1d10+4) Weapons Trappings:: Writing Kit, Printing Press, Purse (with 3d10 Gu Trappings and 1d10 shillings)
Henri Hen ri Armi Armitage tage,, Books Bookshop hop Own Owner er Pamphleteer (ex-Student, ex-Burgher) The grandson of a Bretonnian émigré, Henri is a revolutionary and anarchist at heart, as well as a coward. He tries to compensate for his weak-kneed tendencies by being more than willing to print highly inflammatory literature for distribution to others who seek to disrupt the political status quo. Standing at 5’11” with light brown hair slightly streaked with grey, Henri looks every inch the slightly elderly bookseller. To further proof his commitment to changing the status quo, Henri unwittingly includes his name as printer on such material. If confronted, Henri will simply deny any knowledge of his print works or anyone whose work was published by such. He will also contends some enemy of his is using something similar to his good name to mislead authorities. If his claim rings false, it’s because Henri is a poor liar. Henri drinks in the New Inn most nights, and knows most of the radicals who drink there at least in passing. His list of select
SL45: Armitage Books
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Draaienbrug Swing Bridge Impre Imp ressi ssions ons of Dr Draai aaien enbru brug g Sw Swing ing Bridge “Getting to Luydenhoek in the first place meant crossing the Bruenwasser, the main canal used by ocean going vessels, and as he neared it the breeze flowing through the streets began to take on a sharper edge. The thoroughfares began to seem more crowded too, pedestrians, carts and carriages mingling in confusion as they were funnelled into the approaches of the only bridge over the shipping channel. Unlike many of the other bridges he’d seen in Marienburg the Draaienbrug which spanned the Bruenwasser was free of obstructing houses and market stalls.” “The entire bridge was rotating around the massive stone pillar beneath the archway, smoke belching from a chimney and wisps of steam escaping from vents in the carriageway. A metallic clatter and screech echoed across the water, louder than anything he’d ever heard. The spectacle was breathtaking. Rudi saw an ocean going carrack, its sails cracking in the wind, tacking cautiously around the bridge, which now lay parallel to the flow of the Bruenwasser.”
SL75: Draaienbrug Swing Bridge, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Shipwrecked Tavern Standing near the Luydenhoek end of the Draaienbrug Swing Bridge, the Shipwrecked Tavern is a sprawling establishment with a low ceiling and a smok smoke e filled taproom. Much of the structure is built from driftwood, and the whole thing looks perilously close to falling into the kanal that runs at its back. The upstairs floor has a small flat belonging to Olaf Blodhaand, the Norscan owner and bouncer of the establishment. The tavern is usually rowdy, with occasional brawls and frequent arguments. Although for those who wish it, a series of booths running across offers some privacy . The ale and wine is of average standard, although the only spirit served is some ‘rotgut’ ‘rotgu t’ beverage beverage that the barke barkeep ep claims to be fines finestt Albion Uisce. The Beer and Mead however are excellent, imported from Olaf’s native land.
Olaf Bl Olaf Blod odha haan and, d, Ow Owne ner r of th the e Shipwrecked Shipwrec ked Ta Tavern vern Burgher (ex- Norse Berserker, ex-Reaver, ex-Mate) A native of Norsca, Olaf was forced to flee his home to escape punishment for killing the son of the local Thane. The fact that the Thane’s son initiated the fatal brawl didn’t seem to make a difference. Once he arrived in Marienburg, Olaf found work as a Mate on the mercenary fleet of the House of Onderzoeker (one of the great merchant families of Marienburg). After years of loyal service, Olaf left and purchased the Shipwrecked Tavern from its previous owner (who was trying to get some quick money to pay off his debt to “the Guild we do not Talk About”). A brute of a man, Olaf is quick to laughter and slow to anger. When he does lose his temper, however, Olaf can be violent. Some say that it’s the wolf blood in his veins. Olaf attributes it to legendary Norse hero Thoramir Ulfenblod, whom he claims is his clan’s ancestor. Most of the regulars at the Shipwrecked are more willing to humour Olaf’s pretensions to greatness. After all, he has the best stock of Norscan Mead and Beer in the Suiddock.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
52%
43%
46%
51%
38%
45%
42%
39%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
4
5
4
0
0
0
Skills: Command, Common Knowledge (Norsca, the Skills: Wasteland), Consume Alcohol +10%, Dodge Blow +10%, Drive, Evaluate, Gamble, Gossip, Haggle, Intimidate +10%, Perception, Performer, Storyteller, Row, Sail, Scale Sheer Surface, Search, Speak Language (Breton, Norse, Reikspiel), Swim +10%, Trade (Shipwright) Talents: Acute Hearing, Ambidextrous, Dealmaker Talents: Dealmaker,, Frenzy, Frenzy, Hardy, Menacing, Quick Draw, Resistance to Disease, Seasoned Traveller, Specialist Weapon (Two-handed), Street Fighting, Strike Mighty Blow, Suave
This location is presented before the events of the scenario ‘Conspiracy’ by Alfred Nuñez (available in Warpstone 23, 24 and 26). If you have played through that scenario some details may differ.
Combat: Armour (Medium) (Medium):: Mail Shirt over Leather Jack AP: Head 0 (5), Arms 1 (6), Body 3 (8), Legs 0 (5) AP: Weapons:: Sword (1d10+5) Weapons Trappings:: Purse (with 2d10 gu and 2d10 shillings) Trappings
Manuel Manu el “E “Ell Co Coch chin ino” o” He Hern rnan ande dez z y Martin Mar tinez ez Dur Duran ango go de Mag Magrit ritta, ta, Barkeep Fence (ex-Entertainer, ex-Thief, ex-Burgher) This 5’5“ snaky native of Estalia brags about his connection to the Estalian gangs of Marienburg. Rather odd since Manuel spends so little time in the Estalian quarter. In fact, the few Estalians that venture into the Suiddock largely ignore ”El Cochino“. That doesn’t phase Manuel as if prefers to spend his time flirting with the ladies (irrespective of age) and telling them of his prowess with a sword. Manuel is extremely lucky that neither Olaf nor Sergei take him seriously. In truth, Manuel is so obvious in his intentions that most of the women he approaches are not foolish enough to give the fickle (and seemingly seemingly desperate) Estalian what he wants.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
49%
42%
41%
36%
50%
42%
38%
39%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
3
4
0
0
0
Skills: Charm, Common Knowledge (Estalia, the Wasteland), Skills: Concealment, Consume Alcohol, Drive, Evaluate +10%, Gamble, Gossip, Haggle +10%, Intimidate, Perception, Performer (Acrobat, Juggler), Read/Write, Scale Sheer Surface, Search, Secret Language (Thieves Tongue), Secret Signs (Thieves), Silent Move, Sleight of Hand, Speak Language (Estalian, Reikspiel, Tilean), Swim Talents: Alley Cat, Contortionist, Dealmaker Talents: Dealmaker,, Fleet Footed, Lightning Reflexes, Luck, Savvy, Strike to Stun, Super Numerate
Combat: Armour (none): (none) : Noble’s Garb and a Large Overcoat with Numerous Internal Pockets AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Sword (Hand Weapon, 1d10+4) Weapons Trappings : Silk Handkerchiefs, various Small Pieces of Trappings: Jewellery, Purse (with 1d10 Gu and 1d10 shillings)
SL77: Shipwrecked Tavern, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Sergei Ser gei Sto Stoile ilensk nsky y, Bar Barke keep ep and Bou Bounce ncer r Targeteer, ex-Pit Fighter, ex-Bounty Hunter A 5’11” Kislevian with a heavy brown moustache, Sergei spent years as one of Sander Monnik’s prize Pit Fighters before trying his hand at tracking down wanted criminals. While life on the road (and wilderness) intrigued him, Sergei found that the pay did not compensate for the miserable conditions he had to endure.. The Kisl endure Kislevite evite then tried is hand at using his talent talents s in contests of skill with a bow. While the pay improved, Sergei found that he still had to trave travell frequently. frequently. On a return trip to Marienburg, Sergei was hired by Olaf to help run the Shipwrecked Tavern and keep an eye on Manuel (whom Olaf didn’t quite trust). Taking an instant dislike of the little, greasy Estalian, Sergei is quietly awaiting the day when Manuel steps over the line. At that moment, Sergei will be more than happy to toss Manuel into the nearest canal (after he’s been worked on a bit). Outside of his wariness of Manuel, Sergei is a stoic man who takes great pride in his work and skill. Always reserved, Sergei is the virtual opposite of the emotional, potentially explosive Olaf. Surprisingly, the two get along very well.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
48%
71%
51%
46%
53%
47%
50%
44%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
18 18
5
4
4
0
0
0
Skills: Common Knowledge (Kislev, the Wasteland), Dodge Skills: Blow, Follow Trail, Gossip, Intimidate, Outdoor Survival, Perception, Search, Shadowing, Silent Move, Move, Sleight of Hand, Speak Language (Kislevarin, Reikspiel) Talents: Ambidextrous, Disarm, Talents: Disarm, Luck, Marksman, Mighty Mighty Shot, Rapid Reload, Rover, Sharpshooter, Specialist Weapon (Entangling, Flail, Longbow, Parrying, Throwing, Two-handed), Strike Mighty Blow, Strike to Injure, Sure Shot, Very Strong
Combat: Armour (Light) (Light):: Mail Shirt and Leather Jack AP:: Head 0 (4), Arms 1 (5), Body 3 (7), Legs 0 (4) AP Weapons : Sword (Hand Weapon, 1d10+6), Knuckledusters Weapons: (1d10+3, Pummelling), Crossbow (1d10+3, Range 30/60, Reload Full, 10 Bolts) Trappings:: Purse (with 2d10 Gu and 1d10 Shillings) Trappings
SL77: Shipwrecked Tavern, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Old Man Houder’s Boarding House Old Man Houder’s is a reasonably priced establishment at just 1 Gu a week. It is located at the Luydenhoek Isle near the Draaienbrug Swing bridge, three buildings away from the Shipwrecked Tavern. Tavern. The house is clean and well kept, consisting of the private rooms of ‘”Old Man” Houder and his daughter Ingrid on the ground floor, as well as eight guest rooms on the first and second floors. Also on the ground floor is the kitchen, dining room, parlour, and a large room where an additional six people could spend the night (3/- per person). Meal times begin at 7AM, 12 noon, and 6PM and last one hour. The meals are light and typically consists of: bread, rolls, and tea (breakfast); bread, soup, biscuits, and tea (lunch); and bread, cheese, soup, and tea (dinner). Boarders are expected to pay an additional 5 pennies for each meal they eat and 1 shilling for any of their guests. Two outhouses are available for any resident. Two of the rooms are occupied by long term guests, the Bretonnian Artist Jean-Paul Mainsoyeux and Ernst Erzahler, formerly of the Empire. Rooms are simple furnished and have a single door with a bolt and simple lock.
Barthe Bar thelm lm “Ol “Old d Man Man” ” Hou Houder der,, Lan Landlo dlord rd Servant (ex-Thief, ex-Rogue) At 62, “Old Man” Houder exemplifies his epithet – walking with a distinct stoop and having lost most of greying hair to baldness. To his neighbours, Old Man Houder is a kindly, bespectacled grandfather who is a little hard of hearing and near-sighted. He is protective of his daughter and boarders, doting on them as if they were innocent children. In fact, Old Man Houder is a cagey old bird who misses absolutely nothing. Moreover, Old Man Houder is one of the more important and accurate gossips in this part of the Suiddock as well as an informant to the “Guild we do not Talk About” . Anything he deems worthy of League scrutiny is reported to his contact when Old Man Houder goes to the market every Marktag. Old Man Houder knows and is known by most of the more elderly residents of the Suiddock, including Granny Hetta and Albert Waarmans. He drinks occasionally in the Shipwrecked Tavern or drops in at the Helmsman when looking for people to fill his rooms. He also has a modest account at Marcellus van Walsum’s Private Bank, mostly containing the proceeds of his former life of crime.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
33%
38%
35%
40%
54%
38%
44%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
4
4
0
0
0
Skills: Blather +10%, Charm, Common Knowledge (The Skills: Wasteland), Concealment, Disguise, Dodge Blow, Drive, Evaluate, Gamble, Gossip +10%, Haggle, Perception +10%, Performer (Actor), Pick Lock, Read/Write, Search +10%,
This location is presented before the events of the scenario ‘Conspiracy’ by Alfred Nuñez (available in Warpstone 23, 24 and 26). If you have played through that scenario some details may differ. Secret Language (Thieves Tongue), Secret Signs (Thieves), Silent Move, Sleight of Hand, Speak Language (Reikspiel), Trade (Cook) Talents: Acut Talents: Acute e Hearing, Alley Cat, Flee!, Hardy, Hardy, Lightning Reflexes, Mimic, Public Speaking, Sixth Sense, Suave, Trapfinder
Combat: Armour (none) (none):: Old fashioned Clothing AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Weapons:: Dagger (1d10+0) Weapons Trappings:: Writing Kit, Eyeglasses, Disguise Kit, Purse (with Trappings 1d5 Gu and 1d10 Shillings)
Ingrid Ing rid Hou Houde der r, Spi Spins nster ter Servant Aged 32, Ingrid is a homely-looking spinster with close shorn black hair whose shyness and dull wittedness has left her socially awkward (or inept, if you’re the crueller sort). Kindhearted, simple, and innocent of the harsh outside world, Ingrid has absolutely no idea that her father is anything other than he seems to be. Should anything happen to Old Man Houder, Ingrid stands to inherit everything. Ingrid’s reaction to people depends upon who they are and their Fel scores. Towards males with a Fel scores of 40+, Ingrid will be giddy, giggly, and downright childish. Males with less than 40 Fel will inspire fear in Ingrid Ingrid.. She shies away from females (irrespective of their Fel scores) as they intimidate her.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
33%
25%
34%
32%
44%
29%
34%
29%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
3
4
0
0
0
Skills: Blather, Common Knowledge (The Wasteland), Dodge Skills: Blow, Gossip, Perception, Read/Write, Search, Speak Language (Reikspiel), Trade (Cook) Talents: Ambidextrous, Excellent Talents: Excellent Vision, Flee!, Hardy, Hardy, Lightning Reflexes
Combat: Armour (none): (none) : Plain Clothing AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: none (Unarmed, 1d10-1, Special) Weapons Trappings : Knitting, Purse (with 2d10 shillings and 3d10 Trappings: pence)
SL78: Old Man Houder’s Boarding House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Jean-Paull Mainsoy Jean-Pau Mainsoyeux, eux, Painte Painter r
Ernst Erns t Erzah Erzahler ler,, Racon Raconteur teur
Mutant Dilettante (ex-Entertainer) One of Old Man Houder’s long term ‘guests’, Jean-Paul is a struggling painter from Couronne in Bretonnia. Shy and introverted, Jean-Paul masks his real talent by selling his landscape and still life paintings to middle class merchants.
Raconteur (ex-W (ex-Woodsman) oodsman) To hear him tell about it, there are few places in the Old World to which Ernst hasn’t travelled. His exploits fill more lifetimes than a man of his years would seem to have. The fact is Ernst’s wanderings were restricted to the lower Reik (usually in Carroburg or Altdorf) before settling in Marienburg. The one accuracy to Ernst’s stories was that he was the Gamekeeper on one of the estates of Grand Duke von Bildhofen of Middenland. Unfortunately, an indiscretion (killing one of the Grand Duke’s deer) made Ernst’s move out of the Empire essential. Ernst stands 5’8” and is balding despite being only 38.
Jean-Paul’s real gift with canvas and brush are evident in paintings whose subject matter is best described as erotically bizarre. The paintings are kept securely wrapped until JeanPaul can sell them to his ”special” friends. If somehow discovered, Jean-Paul will flee as fast as he can before witchhunters or other fanatics could burn him at the stake (although the thought does elicit some perverse excitement in him). Jean-Paul has contacts within several cults in the city, including the Aesthetes and the Siblinghood of Eternal Love.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
38%
42%
36%
34%
46%
29%
28%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
3
4
0
0
0
Skills: Academic Knowledge (Daemonology), Skills: (Daemonology), Blather, Charm, Charm, Common Knowledge (Bretonnia, the Empire, the Wasteland), Gossip, Navigation, Perception, Read/Write, Perception, Performer (Actor, Dancer), Read/Write, Secret Language (Guild Tongue), Sleight of Hand, Speak Language (Breton, Reikspiel), Reikspiel), Swim, Trade Trade (Artist)
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
43%
44%
43%
41%
42%
38%
42%
47%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
4
4
4
0
0
0
Skills: Blather, Charm, Common Knowledge (The Empire, the Skills: Wasteland), Concealment, Follow Trail, Gossip, Perception, Performer (Storyteller), Read/Write, Scale Sheer Surface, Secret Language (Ranger Tongue), Secret Signs (Ranger), Set Trap, Silent Move, Speak Language (Reikspiel) Talents: Etiquette, Marksman, Public Speaking, Rover, Talents: Seasoned Traveller, Sixth Sense, Specialist Weapon (Twohanded), Very Resilient
Combat:
Talents: Contortionist, Etiquette, Flee!, Lightning Reflexes, Talents: Marksman, Resistance to Poison
Armour (none) (none):: Loud Clothing and an almost as loud Hat
Mutations:
Weapons:: Sword (Hand Weapon, 1d10+4) Weapons
Fear Points: 0 Zoological Mutation: Mutation : Jean-Paul has Two-toed clawed feet (Cosmetic)
AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP: Trappings:: Purse (with 2d10 Gu and 1d10 shillings) Trappings
Combat: Armour (none): (none) : Artis Artist’s t’s Garb, apron apron and floppy hat AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings: concealed Holy Symbol of Slaanesh, Paints, Trappings: Canvases, Brushes, 1d5 covered Paintings (each with a 50% chance of being heretical), Purse (with 1d10 Gu and 3d10 shillings)
SL78: Old Man Houder’s Boarding House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Golden Harpoon One of the many taverns of the Noormanswijk borough on Suiddock’s South Bank, the Golden Harpoon caters almost exclusively to Norscan Whalers. Once a boat-building shed before the trade moved across the Rijksweg, the Harpoon is built on a jetty straight onto the Bruenwasser. Its taproom is large, with heavy tables and robust benches soundly bolted to the floor. Whaling memorabilia lines the walls, and in one corner stands a low stage from which entertainers occasionally perform, but more often the Norse entertain themselves. In the middle of the taproom, a large square hold has been cut into the floor, around which are strewn harpoons secured by thick rope. During the evenings, encouraged by much drunken revelry, whalers take turns to try and spear the fish swimming below. Impromptu betting upon this even can lead to much money changing hands. The Harpoon lacks a bar. Instead servants take orders for drinks and collect them from a side room, at all times guarded by two hulking Norscans. The range of drinks on sale here is impressive, including many drinks from around the world. Including the infamous ‘Lustrian Brain Juice’ from Skeggi. Aside from the main taproom, the Golden Harpoon also has a common room containing rows of hammocks where patrons can sleep at a cost of 4 shillings a night. The owner Marcus and his staff also sleep on the premises, in a number of smaller backrooms.
SN07: Golden Harpoon, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Honourable Guild of Stevedores and Teamsters
“They’re the most powerful guild hereabouts. Some say they’re more powerful than the Watch, and I wouldn’t doubt it.” “The Stevedores and Teamsters control everything that moves in or out of the docks. If it goes on or off a boat, ship or cart, it goes through them.” “Guildmaster Cobbius is a Director in all but name. At a word from him, the dockers and haulers stop working. And if they stop, the whole city stops” “Cobbius, the guildmaster, is a hard man. He fought his way up from the docks, and made the guild what it is today. Nobody crosses him – not unless they want Big Piet to pull their arms off.” “If you can get to talk to Cobbius, there’s nothing he can’t fix on most of the docks. If he wants to.” “Sure, I’m in the guild. You don’t work here if you’re not. I reckon it’s a good deal, though. When you’re working, you put in a shilling a week, and then if you need a doctor, or if you need to stay off work, its all taken care of. Widows and orphans are taken care of, burial fees – you never need to worry about money again. And because we’re all together, the high and mighty don’t muck us about. Even the Council listens to the Guild.” The Honourable Guild of Stevedores and Teamsters has its headquarters in an old converted warehouse on Riddra Isle, south-west from Three Penny Bridge, down a cobbled alley in the old heart of Suiddock. It looks much like any other ageing structure in the docklands: half-timber construction with a peaked shingle roof and a mangy hound guarding its front door. Other than the sign of three barrels hanging over the doorway, there’s little to mark it as the headquarters of one of the most powerful forces in Marienburg. The interior is well kept and quite comfortable, especially by Suiddock standards. A great fireplace warms the meeting hall, heavy tapestries line the walls to guard against the chill, and a fresh keg of ale is always present to slake a workingman’s thirst. Since Lea-Jan Cobbius came to power over thirty years
ago he has made sure that all stevedores and teamsters feel welcome in their own guildhall. Consequently, there are upwards upwar ds of twent twenty y guildsmen guildsmen to be found here at all hours of the day or night, either on guild business or simply playing cards and sharing a drink and some gossip. The upper floor houses the business offices of the guild, which are as well furnished as the meeting hall. Even the waiting area outside Cobbius’s office is outfitted with comfortable chairs, and the Guildmaster himself has a chamber worthy of one of the Ten, a desk of imported Kislevite oak resting atop an Arabyan carpet, and a library of over a dozen books. These reflect Cobbius’s eclectic tastes, ranging from ‘Legendary Beasts of the Sea of Claws’ through ‘Admiralty Law’ to ‘di Martini’s Rules Of Tilean Pit-Fighting’. The Stevedores and Teamsters Guild enjoys a complete monopoly over unskilled labour on Marienburg’s docks. Its power dates from its victory in the general strike of 2482, which came about in response to a law passed by the Stadsraad that only guilds certified by the Staadtholder’s office could represent the city’s workers. The guild provides the most complete set of benefits benef its for its memb members ers of any labour labouring ing guild in the city and possibly the world, with payment of medical bills, widows’ and orphans’ pensions, and even short-term unemployment pay for those temporarily unable to work. In return, though, the guild demands absolute loyalty from its members. The harsh treatment given to the occasional scab works as a reminder of the benefits of loyalty. What’s more, through Cobbius’s leadership the guild has come to be seen as a speaker for the Suiddock as a whole - which is not surprising given that most of the residents are members. Open meetings are held once a month, at which Cobbius and other guild officers review the guild’s business and other important issues for the membership. They are loud and raucous affairs, but an astute observer will note the guildmaster’s control of the seeming chaos. While any member can challenge or question the officers at these meetings, such is the loyalty of the membership to Cobbius that his view always prevails.
SR05: Honourable Guild of Stevedores and Teamsters, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld The guild’s day-to-day business is managed in weekly meetings of the Central Committee, headed by Cobbius and filled with his handpicked lieutenants. These meetings are surprisingly open. Cobbius actively solicits the opinions of his underlings, who in turn are free to speak their minds. However, everyone understands that the final decisions always rest with the guildmaster. A records room keeps extensive files on the guild’s business, both legal and illegal. Off-limits to all but Cobbius and his lieutenants, there are not only records of members, income and expenses, but also detailed lists of illicit cargoes that the guild has handled on behalf of others. The guild maintains this information as a form of blackmail and insurance, to make sure that the merchant houses don’t take undue advantage of Suiddock s working men. The Excise would love to have access to these files, but so far all their attempts to get to them, clandestine and otherwise, have failed. Lately though, storm clouds have appeared on the horizon, threatening the Guild’s little empire. Suiddockers have always resented the Sea Elves’ habit of docking only at their own docks and using only Elf labour to move their cargoes. While this is legal under the terms of the Treaty of Amity and Commerce, hotheads among the membership have grown tired of Cobbius’s counsels of patience and have taken matters into their own hands.. Cases of Elf-b hands Elf-bashin ashing g are on the rise, and a serie series s of fires in Elftown have been laid at the door of the Guild. After a recent beating of some dockers by revenge-minded Sea Elf marines, Guildmaster Cobbius was able to avoid another antiElf riot only by personally promising to do something about this. What this something is, though. Cobbius has yet to figure out.
Lea-Jan LeaJan Cobb Cobbius, ius, Guild Guildmast master er Racketeer (ex-Bodyguard, ex-Thug) “I’ve got a proposition for you.”
“What can I say? It’s a tough and dirty world.” “Here’s the deal. You can take it, or you can take it. You have no other options.” “These people look to me. I’m like a grandfather to them. That means I look after them, offer them advice when it’s needed. Like the head of the family in any house round here. It also means that I keep them in line, so they don’t hurt themselves and each other. “
more unscrupulous among them, Cobbius is able to provide a ready source of muscle. He makes only one condition – that his members shall not be harm the people of his beloved Suiddock. Cobbius is loyal to those who are loyal to him and ruthless with those who aren’t. Cobbius has some link to Granny Hetta - he occasionally passes money to her through his bodyguard, Big Piet, and has been known to arrange “accidents” for anyone who hurts her. He has clandestine contacts with most of the Directorate and with the Tarmonagh din-Ciobahn, the Exarch of Sith Rionnasc’namishathir. He regularly deals with Adalbert Henschmann, who controls all the rackets on Suiddock not run by the Stev Stevedore edores. s. Some even go so far as to say that Lea-Jan has a place on the board of The of The League of Gentlemen Entrepreneurs. Lea-Jan is not the only Cobbius known on the streets of Suiddock. His younger brother Albertus brother Albertus is an initiate of the cult of Shallya. The two haven’t spoken for years, after quarrelling over some of Lea-Jan’s methods. Abram Cobbius, one of LeaJan’s cousins, is a lay-about who barely earns his membership in the Stevedores and Teamsters Guild. He is also a minor member of the League and runs a number of rackets for Adalbert Henschmann. Lea-Jan is concerned about the tarnish that Abram Abram’s ’s brutish brutish deeds may leave on the Guild Guild.. So far far,, their family ties have caused Lea-Jan to ignore Abram’s escapades and keep him at a polite distance, but he has a feeling that the situation may have to be dealt with some time soon.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
55%
50%
51%
53%
40%
31%
33%
38%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
5
5
4
0
0
0
Skills: Command, Common Knowledge (The Wasteland), Skills: Consume Alcohol, Dodge Blow +20%, Evaluate, Gamble, Gossip +10%, Haggle, Intimidate +20%, Heal, Perception +10%, Read/Write, Secret Language (Thieves Tongue), Shadowing, Speak Language (Reikspiel) Talents: Disarm, Menacing, Hardy, Lightening Reflexes, Quick Talents: Draw, Resistance to Poison, Specialist Weapon Group (Parrying, Throwing), Street Fighting, Streetwise, Strike to Injure, Strike to Stun, Super Numerate, Very Resilient, Very Strong, Wrestling
Combat:
“So it’s not a perfect system. You got a better one?”
Armour (Light): (Light): Leather Jerkin
“Don’t disappoint me.”
Weapons : Sword (Hand Weapon, 1d10+5, CV+1), Dagger Weapons: (1d10+2)
Cobbius is tall and lanky, with a bony, hawk-like face, his muscles still powerful in spite of his age (62). His white hair is cropped close, and his steel-grey eyes can stare daggers down his aquiline nose. There is a two-inch scar just below his right eyebrow. He is tough, arrogant and brutal. A sharp negotiator, he has made the Merchant Houses realise that to get anything done on the docks, docks, they have to go through him. And for the
AP:: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP
Trappings:: Guild Pendant, Purse (with 4d10 Guilders) Trappings
SR05: Honourable Guild of Stevedores and Teamsters, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Pieter Pie ter de Gr Groo oot, t, Bo Body dygua guard rd Judicial Champion (ex-Veteran, ex-Mercenary, exBodyguard) Universally known as ‘Big Piet’, de Groot is a bear of a man; he is well over six feet tall and powerfully built. His sandy hair and beard are closecropped, and his blue eyes look somehow too small for his square face. On the rare occasions when he speaks, his voice is quiet. Big Piet is Cobbius’ right-hand man, and the chief frightener for the guild. Cobbius is in the process of training him as a successor – for in addition to his fighting skills, Piet has a great aptitude for guild business. Most people know Big Piet as the taciturn minder looming by the guildmaster’s shoulder, and the man who upheld the honour of the guild (and the whole Suiddock) in a trial-by-combat against the champion of a Tilean merchant merc hant house a year ago. All Suiddockers Suiddockers know him by sight, but he keeps himself to himself, and only Cobbius knows him well.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
71%
48%
60%
48%
58%
44%
52%
33%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
17 17
6
4
4
0
0
0
Skills: Common Knowledge (The Empire, Tilea, the Skills: Wasteland), Consume Alcohol, Dodge Blow +20%, Gamble, Gossip, Haggle, Heal, Intimidate +10%, Perception +10%, Read/Write, Ride, Secret Language (Battle Tongue), Speak Language (Reikspiel), Swim Talents: Disarm, Night Vision, Lightening Parry, Quick Draw, Talents: Specialist Weapon Group (Flail, Parrying, Throwing, Two Handed), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Strong, Warrior Born
Combat: Armour (Light): (Light): Leather Jerkin AP:: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP Weapons : Sword (Hand Weapon, 1d10+7, CV+1), Club (Hand Weapons: Weapon, 1d10+7, CV+1), Knuckledusters (1d10+4, CV+1, Pummelling) Trappings:: Guild Pendant Trappings
SR05: Honourable Guild of Stevedores and Teamsters, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Haagen’s Wharf
“Haagen’s Wharf? You’ll never see a Haagen round there, dear me, no. Far too run-down and grubby for them!” “There’s plenty like it round here. Up West, the locals call it. Everything’s old Up West – the Suiddock went east over the years. Sooner or later, I expect they’ll pull everything down at the west and put in some new docks and warehousing.” “It’s an old wharf all right. Just look at the timberwork in that jetty. Must be five hundred years old, and it’s still as sound as a Guilder. Now that stuff they’ve thrown up Down East, there’s no comparison. That won’t be around in five hundred years from now, and that’s for sure.” “Haagen’s Wharf? Haagen’s? Kaaimans’ Wharf would be closer to the truth. He runs that place, and might as well be the owner for all the notice the Haagen’s have ever shown. Just you watch yourself round that one. Count your fingers and your toes, if you follow my drift…” “There’s dozens of little wharves like this around here. Some are still independents, but most are owned by one family or another nowadays. Most of the families don’t bother with them – the big money’s Down East in the new docks.” “Smugglers’ paradise, the west is. Most o’ the owners don’ know the ‘alf on it, and them as ‘as an inklin’ don’ care.” At the eastern end of Riddra Isle lies Haagen’s Wharf; a small privately owned mooring run by one of the great merchant families. The wharf is small by Marienburg standards, and dates back several centuries; it consists of a jetty built out into the Bruenwasser Kanal, a pair of warehouses and a small office maintained by the Haagen family. family. The members of the Haagen family rarely concern themselves with this relatively minor part of their business empire. The Riddra wharf was among the first Haagen possessions in Marienburg, but now it is just one more piece of dockland owned by the family. Money moved away from Riddra years
ago, and the Haagen’s main businesses went too – Riddra had become unfashionable. The wharf is now overseen by Jochen Kaaimans with warehouseman Andreas Pakuister; manual labourers are hired in from the Honourable Guild of Stevedores and Teamsters. Like many of the all-but-forgotten wharves along the waterfront of the western Suiddock, Haagen’s wharf sees a certain amount of illicit activity. There is some smuggling, and some stolen goods are ‘laundered’ through the warehouses – stored there for a short time, and then given false documentation to make them look like they were imported legitimately. It is also used sometimes to hide people who are on the run from the law. These activities may bring the wharf to the attention of a certain type of adventurer…
Jochen ‘Breukro ‘Breukrots’ ts’ Kaaimans Foreman (ex-T (ex-Tradesman) radesman) “PAKUISTER! Where are you, you worthless scrap of nothing!”
“I’m in charge here. I say what goes and what don’t go.” “You want to watch yourself, you do. You’ve clearly got no idea of who you’re talking to.” Nicknamed ‘Breukrots’ after the wreckers’ rock of Marienburg, Kaaimans is a huge man, very heavily built and nearly six feet tall. His dark brown hair is unwashed, and hangs to his shoulders; his eyes are hazel, small, and deeply sunk. He has a very loud voice, and seems unable to manage any tone
SR10: Haagen’s Wharf
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld lower than a shout. He spends most of his time in the office poring over his extensive collection of ledgers, getting up for a pace around the warehouses maybe twice a day. He lives on the site, and is responsible for the night time security of the warehouses – hence his interest in firearms. Kaaimans is a pencil pusher, and has worked for the Haagen family famil y for aroun around d ten year years. s. He is happy to have charge of the wharf, since it gives him the chance to be monarch of his own little domain. Sometimes, when he is in the right mood, he’ll spend a day or so making Andreas’ life pure misery, just because he can. Being left to do pretty much what he will with the wharf, he runs various petty frauds and dodges; even a cursory investigation of the ledgers by a former Scribe, Tradesman, Merchant or Exciseman will reveal traces of enough malpractices to get him into deep trouble. Somewhere, in the lower echelons of the Haagen family’s family’s main operation, there must be someone who is aware of the existence of Jochen Kaaimans, but the family give no sign of it. He has various illicit dealings with Thijs Modegekker and Modegekker and his smuggling gang, and with Jan Omkoop of the Board of Trade Equity,, with both of whom he enjoys a mutually beneficial Equity business relationship. Occasionally he is called upon to do a ‘favour’ for Lea-Jan for Lea-Jan Cobbius of the Honourable Guild of Stevedores and Teamsters eamsters,, providing a ‘safe house’ in his warehouses to hide some object, merchandise, or person.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
42%
41%
41%
53%
44%
50%
51%
51%
Andreas And reas Pak Pakuist uister er Stevedore (ex-Boa Stevedore (ex-Boatman) tman) Andreas is a small, skinny man, known to the Suiddock street brats as ‘the Scarecrow’. His stooped shoulders make him seem even shorter than his full 5’ 6”, and his stringy frame belies even the small amount of physical strength that he possesses. His copper-coloured hair is lank and straight, hanging in his eyes at the front and to his shoulders at the sides and back. His eyes, when you see them, are a washed-out pale blue, and his face wears the perpetual expression of a dumb animal that has become too used to being beaten. He moves slowly and speaks little. Andreas is thoroughly victimised and mistreated by his overseer Jochen Kaaimans, and has taken the rap for his overseer’s rackets and dodges on more than one occasion. No one knows why he puts up with the treatment he receives – some say that he’d rather stick with the devil he knows, no matter how bad, while others maintain that he’s too stupid to change. The two of them make an odd couple, but in a strange sort of way they balance each other.
Main Profil Profile e
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
4
5
4
0
0
0
WS
BS
S
T
Ag
Int
WP
Fel
32%
38%
36%
41%
35%
31%
32%
24%
Secondary Profile Skills: Common Knowledge (The Wasteland), Consume Skills: Alcohol, Drive, Evaluate, Gamble, Gossip +10%, Haggle +10%, Perception +10%, Read/Write, Secret Language (Guild Tongue), Speak Language (Reikspiel), Trade (Carpenter,, Merchant) (Carpenter Talents: Dealmaker, Public Speaking, Savvy, Specialist Talents: Weapon Group (Gunpowder), Streetwise, Super Numerate, Very Resilient
Combat:
W
SB
TB
M
Mag
IP
FP
1
13 13
3
4
4
0
0
0
Skills: Common Knowledge (The Empire, the Wasteland), Skills: Consume Alcohol, Gossip +10%, Navigation, Outdoor Survival, Perception, Read/Write, Row, Sail, Scale Sheer Surfaces, Search, Speak Language (Kislevite, Reikspiel), Swim +10% Talents: Orientation, Seasoned Traveller, Sturdy, Super Talents: Numerate
Armour (Light): (Light): Leather Jerkin AP:: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP Weapons : Sword (Hand Weapon, 1d10+4), Dagger (1d10+2), Weapons: Blunderbuss (1d10+3, Range 16/-, 3 Full, Shrapnel, Unreliable, 10 shots), brace of Pistols (1d10+4, Range 8/16, Reload 2 Full, Impact, Unreliable, 5 shots each) Trappings: Ledger, Writing Kit, Warehouse Keys Trappings:
A
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP Weapons:: Dagger (1d10+0) Weapons Trappings:: Clipboard and papers Trappings
SR10: Haagen’s Wharf
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Three Penny Bridge The only crossing point between Stoessel and Riddra, is the notorious Three Penny Bridge, where it is said that anything can be bought and sold. Buildings line both sides of structure, hanging out over the sides and over the deep kanal running between the Bruenwasser and the Rijksweg. The bridge is well above the water line, connecting the high cliff faces of Riddra and Stoessel. Additionally,, it is a hump-backed structure, allowing all but the Additionally largest of ships to pass by underneath. Once an affluent area, the buildings here are large and well constructed, but with decline of the western end of the Suiddock the area has become little more than a thieves-kitchen. Many of the houses are subdivided into cheap tenements, while others are heavily barricaded by their owners to keep out the burglars, foot-pads and addicts who make the bridge their home. A sailor’s tavern named the Grey Gull marks the start of the bridge at the Stoessel side, next to an abandoned temple which is supposedly cursed by the gods. The Stoessel side of the bridge is often frequented by peddlers and streetwalkers, catering to clients unwilling to venture further across the bridge. The centremost building was once a watch station, but has long been abandoned by the Black Caps. It now operates as the Abandon Hope, a low class ta tavern, vern, gambling den and brothel – frequented freq uented by the dregs of the “Guild We Have Never Heard Of” such as Roosjik Ottervanger and Abram Cobbius. Occasionally Commandant Escottus van Haaring has made plans to establish the the Thr ee ee Penny Bridge watch post, but Captain Graveland of the Suiddock Watch has shown little enthusiasm for such projects. At the southern side of the Bridge, across from the Golden Lotus Dreaming House is the Riddra Fish market, where the fishwives of Riddra come to sell their husband’s catch to the rest of Marienburg. Some servants and housewives come here for the cheapest prices, while other fish are sold to the bigger
Impre Imp ressi ssions ons of Thr Three ee Pe Penn nny y Bri Bridg dge e “Kurt heard a crier calling two o’clock as he got his first glimpse of Three Penny Bridge. The structure itself was little different from many other bridges around Marienburg. Houses and shops stood along either side of the span, such was the lack of space available for construction else wherein the city. Buildings hung out over the cut slicing between the much larger Rijksweg canal to the north and Bruynwarr canal to the south. Kurt was always amazed that those precariously perched structures did not topple into the water more often, but most had stood for more than a hundred years. No doubt most would stand for another hundred — barring outside intervention.” “A line of heavily fortified homes lined the northerly side of the span, all of them looking like they were expecting war to break out at any minute. No doubt they were burgled or attacked on a frequent basis, Kurt surmised. Several looked like they had been abandoned altogether, while another was a burnt out shell, smoke stains above the charred windows resembling the kohl eye make-up favoured by whores.”
This location is presented before the events of the novels ‘A Murder in Marienburg’ and ‘A Massacre in Marienburg’ by David Bishop.
suppliers who pack them in ice and transport them to the more well-to-do markets in the city. city. A series of steep steps cut cut beside the fish market lead under Thr ee ee Penny Bridge and and down to a small wharf and the notorious Red Lantern Canal, which are used extensively by drunkards and merry-makers during the nights.
Roosj Ro osjik ik Ott Otterv ervan anger ger,, Leg Br Break eaker er Thug (ex-protagonist) A bully and a braggart, the hulking 6’2” Roosjik Ottervanger is one of the many dockside thugs that inhabit Three Penny Bridge. Roosjik wears his hair cropped short, with a short moustache kept neat with whale fat. A short short scar runs down his left cheek and his nose has been broken and badly badly set. While Roosjik believes himself himself a major player in the League of Gentlemen Entrepreneurs, he lacks any power base aside from the other thugs he can bludgeon into following his orders. Roosjik frequents many of the rougher taverns along the the Ri Riddra ddra and is well known known throughout Three Penny Bridge and Red Lantern Canal.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
48%
30%
47%
36%
46%
27%
40%
32%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
3
4
0
2
0
Skills: Common Knowledge (The Wasteland), Consume Skills: Alcohol, Dodge Blow +10%, Gamble, Gossip, Haggle, Intimidate +10%, Ride, Secret Language (Thieves Tongue), Speak Language (Reikspiel) Talents: Disarm, Lightning Reflexes, Menacing, Quick Draw, Talents: Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Strong, Warrior Born
Combat: Armour (Medium): (Medium) : Mail Shirt and Leather Jack AP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3) AP: Weapons : Club (Hand Weapon, Weapons: Weapon, 1d10+5, CV+1), Knuckle Dusters (1d10+2, CV+1, Pummelling) Trappings:: Purse (with 2d10 shillings and 2d10 pence) Trappings
SR19: Three Penny Bridge
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Red Lantern Canal “Ya jus' wanta watch yersilves there. Course ya kin get anyfing ya wan' but jus' be careful 'bout wat people try to give ya, ya know?” “God Awful place - you would think that some authority would shut it down. It's typical of the Lazy, Corrupt attitude of the Council and the Law Enforcement - they just allow blatant law breakers to get away with murder! IT'S APPALLING!!!!” “Yeah - friend of mine works there. Room 9 on the third floor of the east building - he'll fix you up if you're down if you get my meaning.” “Oooh it's so exciting! We've slummed it there several times - of cause the smell of the commoners is horrible, but if one holds ones nose, one can find it so thrilling!” This short canal is located on the Riddra, entering the Bruenwass Bruen wasser er Canal just to the side of the notorious notorious Three Penny Bridge. At each side of the water, a small stone walkway allows pedestrians to make their way down the banks of the canal, although this is often overcrowded and many folk, especially those who are inebriated, fall into the water on an average night. While the buildings around the canal are drab and covered in grime during the day, much like the rest of the Riddra, each night the Red Lantern Canal transforms into a fast, lewd hub of dirty glamour as darkness snubs out the sun. The surrounding buildings, each six or seven stories high, give a claustrophobic, trapped sense to the tiny waterway below. Narrow stone walkways cross the canal from the higher levels, and each building houses any number of trades and characters, lurking, slouched behind anonymous doors, crammed into tiny cells.. Red Lante cells Lantern rn Canal is not the only place like this in Marienburg, but it is easily the most infamous.
Impr Im pres essi sion ons s of Re Red d La Lant nter ern n Ca Cana nall “The red lamps hanging from the corners of the building cast a warm enfolding glow over the crazy, ugly, lascivious, promiscuous, mad bad clientele; the small stalls and rooms stuffed with trinkets, cheap weapons, herbal remedies; the sailors on shore leave looking for their bit of stuff; the pickpockets, toolers and beggars fleecing the writhing crowd for all their worth; the dollymops lounging by the doors of flop houses looking so inviting in the dim light; the macers and magsmen winning again and again in questionable gambling dens; the 'pads making short work of the unwary, turfing their unconscious bodies into some half forgotten alley; the unguilded heavymen for hire. All such life that is best ignored but that enamours the casual visitor and sucks him in - remember, buyer beware! - all these, creep from their daily crawlspaces to welcome the night.”
Koos de Bruijn: Bruijn : Once an Exciseman, Koos is a capable forger. He provides false documentation for many of the smuggler and few pirate ships that put into Marienburg. Sharky and van Dorp: Dorp : The area’s official Blackcaps, these two are utterly corrupt and make a good living as racketeers. The Rotting Finger : This small Nurgle cult operates in the damp basement of one of the buildings. Its members are all horribly disfigured members of the Marienburg underclass.
Chara Cha racte cters rs & Pla Places ces A selection of the many characters and places to be found at Red Lantern Canal:
Adventu Adv enture re Ide Ideas as
The House of Silks : This popular brothel acts as a casement trap. Its client’s have their clothes rifled while they are otherwise occupied. The house is always careful not to take anything that could not have been easily lost, typically coins and small items of jewellery.
Some moral minority group, perhaps a small cult of Solkan or maybe a strait-laced gentlemen's club, has decided that the square is a blot on the face of Marienburg and has got to go. The way they see it, not only do unspeakably indecent activities occur there, but it probably plays host to some god awful chaotic cult. The Blackcaps are no good, being lazy and terrified they refuse to shut the place down (most of them have probably been bribed anyway). The group has resolved to burn the place to the ground ground.. The adven adventurer turers s can get involved involved in a number of ways.. They could be hired by the group to perform the arson ways but carrying this out would be extremely immoral - not only will a large number number of innoc innocent ent people die, but also the fire will very probably spread to the surrounding area. They could also be asked to prevent the sabotage going ahead by a powerful square figure, or they could be involved in something completely separate when the square begins to burn.
Blind Mo: Mo: An ex pit fight fighter er from Monnik’s Monnik’s Pit Fighter School, School, Mo was forced from his profession when he lost both his eyes in the ring. Although Although he can't see, Mo still hears a great deal, and would be a good conta contact ct to culti cultivate. vate. Lethe: A popular Lethe: popular Sea Elf bawd, Lethe is one of the few reliable guides on the canal. Gossip about Lethe is prestigious, with people believing her to be anything from a Bretonnian Assassin to an exiled Dark Elf Princess. For whatever reason, few people bother her or her clients. Marcel Mousillade: Mousillade : Marcel is a Bretonnian Antiquarian who has a small bookstall dealing in ribald texts. He also deals in may proscribed works, and necromancers, daemonologists and other occult scholars come from all over Marienburg to meet with him and buy his books. Marcel never stays long in Marienburg Mari enburg,, and his stall is only open a coupl couple e of days every month before he leaves to travel elsewhere in the Old World.
“Let's torch this den of iniquity!”
“Whoops... sorry!” Due to the highly anonymous nature of the rooms in the buildings, it would be very easy to walk through the wrong door at the wrong time. Perhaps they blunder in on an underworld deal or execution, or crash into a brothel only to see an influential merchant in bed with two young girls. Cultist rituals, drug labs, illicit magicks, secret meetings, anything can and
SR20: Red Lantern Canal
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld invariably does happen behind at least one of the doors. What the characters decide to do next in such a situation could easily spark a dozen adventures...
SR20: Red Lantern Canal
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Golden Lotus Dreaming House “The Golden Lotus isn’t your average drug den, chum – oh no, it’s a real palace of poison. And possibly something worse.” “I love it, and I hate it! It’s killing me, but it’s my only escape from this miserable life.” At the Riddra end of the thieves’ den known as Three Penny Bridge,, hard by the spot where the Red Lantern Canal enters Bridge the channel, squats a dilapidated three-storey timber and stone building buildi ng that has an evil, sick look to it: the Golden Lotus Dreaming House, the most notorious drug den in all of Suiddock. Older than anyone’s memory and added to by everyone who’s owned it, it leans at crazy angles and is built so far over the canal that folks wonder why it hasn’t fallen in yet. The only sign marking mark ing its business is a faded board over the door with a gold lotus painted on it - that, and the telltale odour of Black Lotus that carries on the breeze. The inside is like a vision from some Shallyan nightmare. Down the flight of creaking, stained stairs from the alley door, past the silent Nipponese bouncer, lies a single large room, dimly lit. There clients sprawl in three-high bunks, their hands clutching drug pipes, their jaws slack and their eyes dilated, seeing who knows what. Smoke perpetually hangs in the air, choking those not accustomed to it. There are always a around a dozen customers here at any one time, but the only motion in the room usually comes from Kroeller, the attendant who refills the pipes and takes the money, with a damp heavy cloth constantly wrapped over his mouth and nose. New customers are admitted only after being screened by the bouncer through a small panel in the alley door. On the second floor are private rooms, little more than cots behind a closed door, reserved for special customers for only a guilder per pipe. The House promises discretion in its operations, and some of Marienburg’s finest and most prominent come here to indulge their filthy habit. The topmost floor holds the private quarters of the owner, an Indic named Venk Kataswaran but commonly called “the Lascar” , and his assistants: a Nipponese ninja (assassin) known only as Toko, and the bouncer, a hulking Nipponese mercenary named Masahito. Both are fanatically loyal to Venk.
A dose of refined Black Lotus costs the same as a dose of the poison, though its rarity is reduced to only Scarce in Marienburg. At known dealers such as the Golden Lotus Dreaming House and the Long Dragon, it is assumed to always be available (assuming a client can gain admittance and the trust of the owners). After taking only a single dose of the drug the imbiber must pass a Routine (+10%) Willpower Test or become addicted. If the test is passed, the imbiber suffers a cumulative –10% to each subsequent Test for addiction, which reduces by 10% for each month off the drug. An addict must make make a Will Power Test each day to resist the craving, or he must seek out and take a dose by whatever means necessary. Upon taking a dose, an addict must pass a Will Power Test or seek to immediately take another dose (to a maximum of three per day at which time the addict is rendered unconscio uncon scious us for the rest of the day). If an addic addictt is unable to obtain a dose following a failed Willpower Test, they suffer a –10% penalty to Intelligence, Will Power and Fellowship Tests until they can take another dose. The drug is not without its benefits though: on a day in which a dose of the drug is imbibed, the user can ignor ignore e the effec effects ts of one insanity under which they are suffering, and reduces the effects of all Critical Hits suffered by 1. Long-term abuse of the drug weakens the body and mind, and can result in the hallucinations intruding into the waking mind, resulting in insanity. Each day the user takes a dose of refined Black Lotus, they must pass an Easy (+20%) Willpower Test or gain an Insanity Point (the difficulty increases one step per dose taken in the day). In addition, for every six months a user is addicted to the drug, he permanently suffers –10% to Strength, Toughness, Agility,, Intelligence, Willpower, and Fellowship, and must Agility pass a Toughness Test or his heart fails under the ravages of the drug, and he dies. At the discretion of the GM, a character suffering the ‘Mandrake Man’ insanity may instead become addicted to refined Black Lotus instead of Mandrake.
Refine Ref ined d Bla Black ck Lot Lotus us Whereas much of the Empire is familiar with the addictive narcotic Mandrake, in Marienburg its use is eclipsed by a yet more dangerous and insidious drug. Assassins and hired killers are familiar with the Black Lotus, whose seeds are crushed to form a thick black paste, which is applied to arrows and blades to make their touch fatal. However, foreign alchemists have found another use for this plant. Grinding up the leaves and seeds into a dark grey powder, and smoked through pipes, this refined Black Lotus (or Dark Lotus as it is becoming known on the streets of Marienburg) numbs the body and enters the imbiber into pleasant hallucinogenic dreams. dreams. Although not as instantly instantly addictive as Mandrake, the effects can swiftly become far worse, until finally taking the life of the user.
SR21: The Golden Lotus Dreaming House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Venk Katas Kataswa waran, ran, Own Owner er
Combat:
Slaver (ex-Merchant, ex-Burgher, ex-Journeyman
Magic: 2; Arcane Lore (Amethyst), Magic Alarm, Magic Lock, Magic: Petty Magic (Arcane)
Wizard, ex-Apprentice wizard) “Me, sahib? No, I never touch the stuff “
Armour (none) (none):: Fine Indic Clothing AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP
“He’s dead - the fool had a weak heart. Masahito! Take the body to Noormanswijk and dump it in the canal. Make it look as if he was robbed. If anyone asks, he left here in perfect health, understand?”
Weapons:: Dagger (1d10+1) Weapons Trappings : Medallion of Merchant’s Guild membership, 5 Trappings: doses Belladonna, 5 doses Black Lotus Venom, Purse (with 4d10 Gu), several Rings (worth 2d10 Gu each)
Somewhere around 60, of medium height and slender build. His head is cove covered red in a scarlet turban. He is missing the third finger of his left hand, and his eyes have a rheumy, vulture-like look to them. Venk’s soul is as black as the deepest pit. He doesn’t care a jot about any other living beings - he sees even his loyal assistants as useful tools, nothing more. His only goal is the acquisition of power and money, through magic and by blackmailing clients who have become addicts. He wants to seize control of the body-trade within the city, and thus become the leader of the Khaine cultists in Marienburg. The Lascar pays protection money to Adalbert Henschmann, who suspects that Venk fronts for someone else. He does regular business with Guan Lo Fat, not trusting Dmitri Hrodovsky. Although many assume he smuggles his own drugs into Marienburg, in fact he relies on Wilbert Ree for his supplies, and will act to defend Ree if the man or his or his business are threatened. Most sinister of all, he is an important part of a slave ring operating in the city, involved in the trafficking of adults and children throughout the Old World. Some of the sleeping bodies in the Golden Lotus have been drugged against their will.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
45%
40%
43%
48%
50%
55%
56%
52%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
4
4
4
2
0
0
Skills: Academic Knowledge (Law, Skills: (Law, Magic +10%), Channelling +10%, Charm +10%, Common Knowledge (Araby, Ind, the Wasteland +10%), Consume Alcohol, Drive, Evaluate +20%, Gossip, Haggle +20%, Intimidate +10%, Magical Sense +10%, Perception +10%, Prepare Poison, Read/Write, Ride, Search +10%, Secret Language (Guild Tongue), Speak Arcane Language (Magick), Speak Language (Arabyan, Classical, Estalian, Indic, Reikspiel, Tilean), Torture, Trade (Merchant)
Faraq araq,, Arab Arabyan yan Door Doorman man Mercenary Faraq is not sure how he ended up in Marienburg or even what the city is calle called, d, but his skill with a swor sword d has easil easily y found him work with the various immigrant communities within the city. Currently employed as the doorman at the Golden Lotus, his days and nights are spent sharpening his weapon, while sitting on stool and watching the door. By Marienburg standards Faraq poses and exotic figure, with golden skin, dark eyes, and black hair pulled back in a single braid. His simple black clothing is of an Arabyan cut and he disdains wearing shoes. Faraq speaks little to any Reikspiel.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
44%
27%
37%
36%
39%
35%
32%
31%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
3
5
0
0
0
Skills: Common Knowledge (Araby, Tilea), Dodge Blow, Skills: Gamble, Gossip +10%, Perception, Ride, Secret Language (Battle Tongue), Speak Language (Arabyan), Swim Talents: Fleet-footed, Quick Draw, Savvy, Sharpshooter, Talents: Strike Mighty Blow
Combat: Armour (Medium): (Medium) : Mail Shirt and Leather Jack AP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3) AP: Weapons : Sword (Hand Weapon, 1d10+4), Dagger (1d10+1), Weapons: Crossbow (1d10+4, Range 30/60, Reload Full, 10 Bolts) Trappings:: Healing Draught Trappings
Talents: Aethy Talents: Aethyric ric Attunemen Attunement, t, Arcan Arcane e Lore (Amethyst), (Amethyst), Dark Magic, Dealmaker, Fast Hands, Lesser Magic (Magic Alarm, Magic Lock), Lightning Reflexes, Meditation, Menacing, Mighty Missile, Petty Magic (Arcane), Savvy, Seasoned Traveller, Sixth Sense, Streetwise, Strike to Stun, Suave, Super Numerate, Very Resilient
SR21: The Golden Lotus Dreaming House
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Monnik’s Pit Fighter School At the very edge of the Noormanswijk Borough, on Riddra’s infamous Knechtstrasse, stands the imposing Pit Fighter School owned by Sander Monnik. Those people who have an appetite for blood sports come from all over the City to watch the fights take place in the massive underground pit. During the day the bouts are fought with blunted weapons, and end when the firs firstt solid blow is landed. Once the sun sets however, thing take a more serious turn – trusted customers are invited to attend ‘Premium’ fights, fought to incapacitation or even death. The Pit Fighters are mainly made up of a mixture of volunteers and indentured criminals. Others have found there way here through the “ Guild Guild we do not Talk About ” ”, pressed into service for an unpaid debt. While the risks are great, there are many benefits of becoming a Pit Fighter. Many organisations, such as Hakkeling’s Shield-men or Marquandt’s or Marquandt’s Escorts pay good wages for fighters who have trained here. Some Pit Fighters have even gone on to become high-paid Judicial Champions, employed by the various courts of law or as part of a merchant house’s staff. Even the bouts themselves can prove profitable. Fighters often wager on themselves, and Monnik employees ‘Hype-Men’ to encourage the spectators to bet more money or even to throw money into the ring at the end of the fight. The ‘Cut-Men’ are the school’s healers, who patch the fighters up between fights and tend to the wounds of the survivors at the end of each bout. Nevertheless, the demand for fighters far outstrips the supply, and in the catacombs below the pit are a series of hidden cells where the fighters acquired through less official means are housed. It is in these cells, among the desperate and disposed, that the worship of Khorne has taken hold.
That Th at Th Thij ijss sson on,, Pr Priz ize e Pi Pit t Fi Figh ghte ter r Pit Fighter (ex-Marauder, ex-Warleader, ex-Cult Acolyte of Khorne) Captured by the Marienburg Merchant Fleet and sentenced to execution, That Thijsson escaped the Headman’s Axe when a ‘Gentleman Entrepreneur ’ realised that Monnik would pay good money for the massive Norscan.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
61%
28%
67%
56%
43%
36%
48%
36%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
17 17
6
5
4
0
0
0
Skills: Anima Skills: Animall Care, Command, Command, Common Knowledge Knowledge (Norsca), Consume Alcohol +10%, Dodge Blow +20%, Follow Trail, Gossip, Intimidate +20%, Navigation, Perception, Sail, Search, Secret Language (Battle Tongue), Speak Language (Norscan) Talents: Fearless, Frenzy, Hardy, Inured to Chaos, Lightning Talents: Reflexes, Orientation, Quick Draw, Specialist Weapon (Flail, Parrying, Two-handed), Strike Mighty Blow, Strike to Injure, Strong-minded, Unsettling, Very Resilient, Very Strong, Warrior Born, Wrestling
Mutations: Fear Points: 0 Frenzy:: This grants That the Frenzy Talent. Frenzy Strong: This increases That’s strength by 8%, already Strong: included in his profile.
Combat: Armour (Medium) (Medium):: Mail Shirt and Leather Jack AP:: Head 0 (5), Arms 1 (6), Body 3 (7), Legs 0 (5) AP Weapons : Flail (1d10+7, CV+1, Impact, Tiring), Buckler Weapons: (1d10+4, Balanced, CV+1, Defensive, Pummelling), Knuckle Dusters (1d10+4, CV+1, Pummelling), Headman’s Axe (Greatweapon, 1d10+7, CV+1, Impact, Slow) Trappings:: none Trappings
A powerful fighter standing almost 7’ tall, That lacks any knowledge of Reikspiel and is missing half his tongue, reducing his only communication to exclaiming “Akhar” before he starts a bout. When he wins (and he always does) he decapitates decapitates his victims and holds their head to the north, seemingly displaying it to the patrons in grandstand. That has become the object of both fear and admir admiration ation by his fellow fighters, many of who have started to copy his rituals. Those that do have visions of carnage and bloodshed before a fight, and become stronger and faster that they where. Most markedly, they seem to lose any sense of compassion or fear. Where once many begged to avoid being dragged into the pits, they now relish the opportunity to fight.
SR30: Monnik’s Pit Fighter School
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Marienburg Gentlemen’s Club “The Gentlemen’s Club? You have a death wish, right? You ‘re completely out of your mind.” “It’s all right, is the Club, whatever they say. The beer’s good and you’ll be all right as long as you keep to yourself and don’t poke your nose into anyone else’s business.” The Marienburg Gentlemen’s Club is the nerve centre of the criminal organisations in the city. The first thing people notice upon entering this “typical” Riddra tavern is the monster of a man behind the bar. Olaf Thurgansson is a huge Norscan who doubles as the Gentlemen’s Club barkeep and bouncer. Despite his size, Olaf is talkative with customers about unimportant topics, like the weather, stories from his homeland, and other mundane topics. In contrast, he is very tight-lipped about the establishment and its owners. owners. Annoying, overly aggressive, aggressive, or prying customers get to learn the less pleasant aspects of Olaf’s personality first hand. Many of these chaps are barely able to crawl away and find a safe haven to heal. Three centuries old, the building is structurally sound, but needs some external repairs. Parts of the frontage are cracked and peeling, and a few roof tiles are missing. The windows are mostly cracked and filthy, making it very difficult for someone outside to see in, but perhaps that is deliberate. The club squats on the southern side of Riddra, just across a steep alleyway from the Honourable Guild of Stevedores and Teamsters. The north end of the building stands on piles that emerge from a cut which runs south into the Bruenwasser. The ground floor stands well above the level of the canals – 15 feet at low tide and 4 feet at high tide. The interior of the tave tavern rn is little different different than any other taproom in Marienburg. The ceiling is low, the wooden floorboards are covered in spilled ale and sawdust, and a low fog of smoke chokes the air. The narrow space between the Club and the aband abandoned oned building next door is known to the regulars as the Privy Chamber, and a pair of outward opening doors lead onto it. It is a common joke for regulars to tell drunken newcomers to the Club that the water closet is through those doors, and wait for the resulting splash. The doors are also used to eject troublemake troublemakers. rs. At the other end of the bar is the Surprise Room. It is windowless and completely dark, and the floor is built to drop away, depositing anyone inside into the cut. Ranging in age from mid-teens to late 20s and in appearance from pretty to homely, several barmaids work in the common room serving customers their drinks, drugs, and whatever else strikes their fancy. fancy. A couple of semi-private semi-private booths to one side of the common room offer some opportunities and a sense of privacy. The only requirement imposed upon the barmaids is that they do not enthral a cust customer omer to the point of financially financially ruining them as it’s bad business. Better to provide them with a service that renders them addicted and brings them back for more. The upper floor contains three rooms: Adalbert Henschmann’s Henschmann’s opulent bedroom, a smaller chamber for his bodyguard Helga, a heavyset and dour woman with straw blonde hair tied in plaits bound into whirls on the sides of her head, and the mock mockingly ingly named Directorate. This room, named after the city’s executive council, is used by Henschmann for meetings of the League’s Board of Masters and occasional private gambling. The importance of this room is reflected in its décor – a white marble floor, rich tapestries and curtains around the walls and windows, and a crystal chandelier hung from the velvet draped ceiling.
Dominating the room is a large wooden table, its polished surface inlaid with golden swirls and curlicues. Ten matching chairs surround the table, similarly inlaid with gold. Off the Directorate, through a secret door which can only be opened by pressing the hearth-stone in the fireplace outside, is a bolt-hole used for storage – sometimes holding troublemakers until Adalbert decides on their fate. However unlikely it may be, there is a small chance that bumbling adventurers may find their way into the Club and live to tell about it. Of course, that’s also assuming that adventurers can survive their journey into and out of the slum-infested, crime-ridden part of the Suiddock where Three Penny Bridge and this establishment are located. Characters with roguish backgrounds may want to boldly walk into the Gentlemen’s Club to join The League of Gentlemen Entrepreneurs or “The Guild We Never Heard of.” While brash enough to initially impress with one’s boldness (or foolishness, depending upon other circumstances), it’s not the typical way one tries to join the League. Outside local patrons, only League members in good standing and long service are permitted to the Gentlemen’s Club without previous approval by either Adalbert either Adalbert Henschmann or Loretta Wakker, the Manager. Loretta is ever watchful for talented individuals who could contribute to the Business. Anyone, even PCs, walking into the Club will be quickly sized up. If Loretta likes what she sees, she’ll continue to observe the stranger. She may even approach them and engage in idle conversation, all the while appraising them as if they were a gem in the rough. If they continue to impress her, Loretta will arrange for them to be followed and observed for three to five days. Once all her concerns have been answered, Loretta will personally arrange for Lisette for Lisette Leerer to Leerer to meet with the indiv individual idual to offer them a posit position ion with the League. Should the individual turn down the offer, then Lisette has the leave to ensure that the declining individual is unable to tell anyone that they refused the League.
Loretta Wakk Wakker er,, Hostess Hostess Spy (ex-Charlatan, ex-Thief) “I know that you would like to spend some time together, sweetmeats, but I don’t mix business with pleasure. And you are definitely on the business side of things.”
“Sir, if you can’t behave yourself, I’ll throw you out.” “Let’s get something straight. I don’t like you in the least. So, I have this proposition for you: leave immediately and live. Otherwise, I won’t be responsible for Olaf’s behaviour.” Manager of the Marienburg Gentlemen’s Club, Loretta Wakker is a tall, fine-looking fine-looking woman woman in her late thirties with a medi medium um built, icy blue eyes, and shoulder-length blond hair. She often wears her hair in the latest fashion, fashion, using hairpins to hold it up. The relationship of Loretta to Adalbert “Casanova” Henschmann is purely business. No more, no less. She runs the day-to-day business and makes sure that no one pries too closely into the operation. She has Henschmann’s complete confidence and therefore can “remove” problems and enforce other solutions without his permission. She is an excellent judge of character and Henschmann is known to ask her advice on occasion. She is intelligent and quick-witted, possessed of a sharply sarcastic sense of humour. Loretta is a cold-hearted woman who has lied and cheated her to the top. That is not to say she has no talents. She does and
SR33: The Marienburg Gentlemen’s Club
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld uses them ruthlessly when necessary. She has killed in her time but wouldn’t directly involve herself anymore now she has reached the heights. Her high profile means she has less opportunity to. She is loyal to Henschmann, in that she knows her fortune is tied directly to his. Loretta sees little need for personal relationships and spends most of her life at the club. She loves the dealing and scheming of the criminal underworld and would fight tooth and nail to prote protect ct her posit position. ion. Perhaps her greatest gift is the ability to have people trust her. Thus she has gained the loyalty of hundreds over the years, and through these contacts gathers a lot of information.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
52%
50%
41%
39%
58%
54%
45%
63%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
3
4
0
0
0
The only daughter of a disgraced merchant, the family found themselves living in the Kruiersmuur district. Away from the life she knew, she soon became estranged from her family. In time, she allowed herself herself to be recruited recruited as a prostitute. prostitute. A little while later she murdered the brothel’s madam and tried to take over the business herself. However, neighbouring pimps saw their chance and moved it, Loretta only just escaping with her life. Back on the streets she found life as a thief was a profitable one. Here she first met the ambitious Henschmann and he recognised her talents. She performed a number of tasks for him and he grew to trust her. Only later did she realise he was grooming groom ing her. She was trained in the skills of the spy and the rituals of a noble lady.
Skills: Blather, Charm +20%, Common Knowledge (Bretonnia, Skills: the Wasteland), Concealment +10%, Disguise +20%, Evaluate +10%, Gamble +10%, Gossip +10%, Haggle, Lip Reading, Perception +10%, Performer (Actor), Pick Lock, Read/Write, Search, Secret Language (Thieves Tongue), Secret Signs (Thieves), Shadowing, Silent Move +10%, Sleight of Hand +10%, Speak Language (Breton, Reikspiel)
Henschmann positioned her to attract the attention of Hugo of Hugo Delftgruber. Captivated, the League master fell under her spell and soon she had a measure of control over him. Information was passed to Henschmann and under her influence Delftgruber made Delftgruber made a number of bad decisions. His control on the League was slowly weakened and infighting began. It was then Henschmann began to make his move for control of the League. The bloody war came to end with the capture of Hugo of Hugo Delftgruber, tempted from his hideout by Loretta.
AP:: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3) AP
Her part in the victory was widely known and Henschmann rewarded her with control of The Marienburg Gentlemen’s Club. The belief she was just a “dumb blonde tart” came to an end after she killed two of Delftgruber’s lieutenants a year later when they attacked her in the Club. She has now been in charge for fifteen years.
Veteran (ex-Pit Fighter, ex-Smuggler) “You don’t say, tell me more.“
To ensure that the Watch is kept at arm’s length, Loretta has compromised Watch Sergeant Wilhelm Hoogtoran of the Suiddock Barracks. Barracks. In return, he supplies her with information on Captain Graveland’s Graveland’s activities and warns them of any impending Watch action in the vicinity of the Marienburg Gentlemen’s Club. She also knows that a local physician, Doktor Jolle Rietdijk, is infatuated with her and plans to use this and his gambling addiction to extract future favours from him. As a favour to Adalbert, Loretta is the primary contact for Pieter Malenpad, a Suiddocker alchemist with lusty appetites who serves her by analysing, purifying, and cutting the drugs sold at the Marienburg Gentlemen’s Club. Loretta purposely drives the womaniser woma niser up the wall by forcing him to wait for some time at the bar. Inevitably, Pieter needs to buy a couple of drinks just to cope with the ribbing he gets from the working women in the bar.
Talents: Alley Cat, Flee!, Luck, Marksman, Talents: Marksman, Mimic, Mimic, Public Speaking, Schemer, Seasoned Traveller, Sixth Sense, Streetwise, Super Numerate
Combat: Armour (Light) (Light):: Leather Jack and Mail Shirt Weapons : Sword (Hand Weapon, 1d10+4), two Hairpins Weapons: (Dagger, 1d10+1), Knuckledusters (1d10+1, Pummelling), Garrotte (Special) Trappings:: Codebook, Disguise Kit, Purse (1d10 Gu, 3d10 Trappings shillings)
Olaf Thur Thurgans gansson, son, Bar Barkee keep p
“I don’t know exactly what you’re talking about, but it reminds me of a story I heard when I was last in Norsca.” Olaf is a huge, bearded Norscan with deep blue eyes, long blond hair, and huge forearms. Though he speaks with a Norscan accent, Olaf is the friendly bartender and bouncer of The Marienburg Gentlemen’s Club. He’s very talkative about unimportant topics, but tight-lipped about the establishment and its owners. Additionally, he is also secretive about his days in Norsca and how he arrived in the Empire. Olaf also knows all the regulars and most everyone in the Riddra, takes special interest on visiting Norscans. Anyone who approaches Olaf about joining The League of Gentlemen Entrepreneurs will get an odd look from Olaf. His reply is typically something like ”I think you’re in the wrong place. Perhaps I should get a Watchman to help you find what you’re looking for.“ Sometime after the person leaves, Olaf will privately report the incident to Loretta Walker. He knows that she will decide on how best to proceed.
SR33: The Marienburg Gentlemen’s Club
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Boot Bo ots s of Fl Flig ight ht
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
Academic Knowledge: Knowledge : Magic
52%
48%
51%
53%
47%
39%
43%
46%
Powers: Bound Spell (Skywalk, CN 15, CT Full); With a Powers: successful Will Power test, the wearer may attempt to cast the Skywalk Lesser Magic spell as if they had a Magic Characteristic of 2. Note that Skywalk is special in that it lasts for the length of time it takes to complete the Full Action Cast Action. Thus, you move as part of the casting action, much like the way you get a touch attack as part of casting a touch spell. Once your Full Action is over the spell is no longer in effect, and if you are still in mid-air you will fall to the ground (you can't chain castings to skywalk longer distances without touching the ground in between).
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
18 18
5
5
4
0
0
0
Skills: Common Knowledge (Norsca, The Wasteland), Skills: Consume Alcohol, Dodge Blow +10%, Drive, Evaluate, Gamble, Gossip +10%, Haggle, Intimidate +10%, Perception, Row, Search, Secret Language (Battle Tongue, Thieves Tongue), Secret Signs (Thieves), Silent Move, Speak Language (Norscan, Reikspiel), Swim Talents: Disarm, Excellent Vision, Mighty Shot, Rapid Reload, Talents: Specialist Weapon (Flail, Parrying, Throwing, Two-handed), Streetwise, Strike Mighty Blow, Strike to Injure, Very Resilient, Very Strong
Combat:
History: These elegant boots look to be of eastern make, History: possibly from Cathay or Ind. When in use they shimmer with magical energy. Durak obtained them from the safe of a Noble residing in Middenheim.
Main Profil Profile e
Armour (Light) (Light):: Leather Jack AP:: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5) AP Weapons : Sword (Hand Weapon, 1d10+6, CV+1), Dagger Weapons: (1d10+3, CV+1), Knuckledusters (1d10+3, CV +1, Pummelling)
WS
BS
S
T
Ag
Int
WP
Fel
50%
36%
41%
41%
50%
49%
59%
50%
Secondary Profile
Trappings: Purse (with 1d10 Gu and 1d10 shillings) Trappings:
A
W
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Dura Du rak k Ch Chub ublo loc c II II,, Sa Safe fe Ex Expe pert rt
2
16 16
4
4
3
0
0
0
Dwarf Master Thief, ex-Cat Burglar, ex-Thief “I’m expensive, but I assure you I am worth it.” A Dwarf of some renown amongst Marienburg's criminal underworld, Durak is the city’s finest safebreaker. He works rarely and is expensive, living in fine luxury. Training as a Smith's apprentice Durak soon grew bored. Leaving he took his masters money and headed to the city where he became a burglar. He was effective, in part, because many didn't believe believe a Dwar Dwarff would do such a thing. When he was hired to rob a safe he found his niche in life. He has an aptitude for mechanical locks and devices and studies all the latest developments. With his earnings he has secretly invested in a number of Marienburg’s and the Empire's safe building firms. Durak loves money and wears large amounts of expensive jewellery and clothes, and is surrounded by a number of hangers-on. He is friendly, generous and loud. Many dwarves distrust him, finding him shifty and 'shaky' (a dwarven miner term). His brown beard is plaited and well groomed. He carries a mace at all times and an expensive potion of flight. He will have absolutely no loyalty to any employers although he won't run until things get really dangerous.
Skills: Common Knowledge (Dwarfs), Concealment, Dodge Skills: Blow, Evaluate +10%, Gossip, Haggle, Perception +10%, Pick Locks +20%, Scale Sheer Surface, Search +10%, Secret Language (Thief), Secret Signs (Thief), Silent Move +10%, Sleight of Hand +10%, Speak Language (Khazalid, Reikspiel), Trade (Miner, Smith) Talents: Alley Cat, Dwarfcraft, Grudge-born Fury, Talents: Fury, Night Vision, Resistance to Magic, Specialist Weapon Group (Crossbow), Stout-hearted, Street Fighting, Streetwise, Sturdy, Trapfinder
Combat: Armour (Medium) (Medium):: Mail Shirt and Leather Jack AP:: Head 0 (4), Arms 1 (5), Body 3 (7), Legs 0 (4) AP Weapons : Mace (Hand Weapon, 1d10+4), Crossbow Weapons: (1d10+4; Range 30/60, Reload Full, 10 Quarrels) Trappings:: Boots of Flight, Jewellery worth 100 Gu Trappings
SR33: The Marienburg Gentlemen’s Club
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The League of Gentlemen Entrepreneurs “The only two real crimes in Marienburg are being poor and getting caught.” “Thieves’ Guild? Never heard of it, pal. And take my advice, you never heard of it neither.” “The League of Gentlemen Entrepreneurs. It’s got other names, but to all intents and purposes it’s a guild like any other in the city. The difference is that the business it regulates is generally illegal.” “If you join the Watch you can be sure the league will back off. If they mess with one watchman they mess with us all, and however hacked off they are with you it’s not worth that amount of trouble to them.” Contrary to public opinion in the Empire, Marienburg is not some grand den of thieves, all wanting to steal everything you have the minute you arrive in the city. city. Far from it. But, with all the wealth flowing through, both in money and goods, the criminals here have become organised, and made a business of it. The League of Gentlemen Entrepreneurs, more commonly known know n as The League, or “The Guild We Have Never Heard Of” , is not a single monolithic gang. Rather, it’s an alliance and clearing-house for various regional and ethnic gangs and independent operators that act more like a trade guild. Its socalled Masters form a board that oversees League affairs, moderates disputes between gangs and ensures all the ‘guilded’ criminals in Marienburg get their piece of the action. The occasional skirmish over turf is inevitable, but the Masters of the League want it kept at a low level. None of them wants a repeat of the last feeding frenzy nearly fifteen years ago, when gangs fought gangs – there were so many bodies in the canals that it was attracting sharks. Even though tensions among the gangs these days are running high, the League likes things nice and orderly, and intends to keep it that way. It has its finger on the pulse of almost all criminal activity in Marienburg, and Shallya help the poor fool who gets in the way.
them almost, but not quite, to a pulp. On top of that, stubborn outsiders will be expected to make good any losses their activities have caused the league. Push it any further and they’ll likely find themselves swimming the canals with chains around their ankles. Presuming that they are smart enough to contact the Guild first, the initial meetings will be with low-ranking members who know little of the Leagu League’s e’s operations. operations. After all, the character character may be a Watch spy. Worse yet, outsiders are notoriously stupid and unreliable. Anyone wanting to join the League or establish friendly relations with it will have to come with a strong recommendation from an established member. If the character passes the League’s scrutiny, he’ll be invited to a second meeting. This usually involves being kidnapped, blindfolded and led on a circuitous route to a basement or abandoned warehouse somewhere untraceable. His eyes uncovered, the individual finds himself nearly blinded by bright lights – he can just make out a figure beyond the lights, their face hidden in shadow. This person does all the talking, and tells the individual ‘the rules’. The only words required by the individual is the answer to “Do you understand, punk?” If a character manages to come to an understanding with the League or even to join it, they still face an uphill struggle. New members are watched constantly: the League checks on every person they contact, observing everywhere they go and just how much money they make. Almo Almost st anyone could be an informant, and the League is very suspicious. New members are also allotted a ‘patc ‘patch’ h’ and told to work there and nowhe nowhere re else. Encroaching on someone else’s turf is one of the worst offences in the League’s eyes. In return for a licence, the League demands one sixth of a member’s earnings, no matter how the money was made. It also has first claim on anything particularly valuable or magical, compensating the individual with 10% of the item’s worth. Greedy members usually only hold out on the League once.
Train Tr ainin ing g an and d Ser Servic vices es
The League does not have its headquarters in one location. Over the years, it has moved from place to place for security reasons, and the building is never obvious – there’s no brass plaque outside with ‘THIEVES’ GUILD’ on it. in recent years though, it has been an open secret that the leaders meet most often in the private lounge of the Marienburg Gentlemen’s Club south-west of Three of Three Penny Bridge, Bridge, Suiddock. In the midst of what many call ‘murder alley’, under Henschmann’s leadership, the League has felt secu secure re enough to stay in one place place.. Certainly, when the Watch enters the area around Three Penny Bridge,, they go in large numbers, if they go at all. Bridge
Persistent individuals who manage to join the League can obtain training in just about any criminal skill or career. They can all be found in Marienburg – and for the right price – a tutor can always be found.
Cont Co ntac acti ting ng an and d Jo Join inin ing g the Le Leag ague ue
The League has made much of its money by providing these services for centuries, as the Great Families wage their secret wars and hatch nefarious plots against each other. Once the League is certain about the client’s credentials (and they’re very good at spotting traps and set-ups), they will provide anything the client can afford. As long as the service service doesn’t run counter to League interests, interests, of course. Anyon Anyone e trying to hire an assassin to rub out Lea-Jan Cobbius is asking for a second mouth.
Wise adventurers will try to contact the League before doing anything illegal – after all, that’s stealing work from its members. Hapless characters who irritate the League will receive a quiet warning, usually a knife pinning a note to the individual’s bed, found when they wake up the next morning. The Board merely wants newcomers to know that others have prior rights in the area, and that they shouldn’t interfere with the operations of the League bosses.
The League can also provide skilled services to clients with the right contacts and enough money. While anyone can rent a thug to beat someone up in just about any tavern in the city, the sophisticated talents of a cat burglar, a forger, or even an assassin are best obtained through the League. In fact, few of these specialists will take any job offers from outsiders without first having the client vetted by the League.
Those who persist in going their own way will eventually find themselves stuffed in a gunnysack while several large men beat
SR34: The League of Gentlemen Entrepreneurs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Adalbert ‘Casanova’ Adalbert ‘Casanova’ Hen Henschm schmann, ann, Mast Master er Criminal Crime Lord (ex-Fence, ex-Racketeer, ex-Cat Burglar, ex-Thief, ex-Smuggler) “If you have business, get on with it. I don’t like my time wasted, especially by little people.”
“Take this man, break three bones of your choice, and throw him out.” “I can tell, my dear, you are attracted to a man of power. No, don’t say anything. Let me kiss your hand.” Adalbert is fifty fifty,, medium height and heavy build, but somehow he looks more powerful than he is. He exudes an almost tangible air of menace, and a definitely tangible odour. His clothes are of fine quality but show a complete lack of taste, and he slicks his hair down with too much Bretonnian mousse. His voice is rough and full of phlegm – he tries to sound sophisticated but cannot get rid of an edge of menace. Someone once asked Casanova what he wanted from life. “I want more,” was the reply, as he forced the questioner to sign over his business. He is interested only in money and sex, and anyone who gets in his way had better know how to swim with chains on. He took control of the League fifteen years ago in a
vicious war that broke the power of the then Master, the elder Delftgruber. Now he uses all his influence - and thugs - to prevent a similar war. His rule is harsh, and so long as everyone acknowledges that he is the boss then no one gets hurt. When people do get hurt, on the other hand, it’s generally generally in a spectacular fashion. Henschmann has the well deserved reputation as a psychopathic murderer, and has been known to kill at the least provocation when in a temper, his philosophy for dealing with an idle or unwelcome report can be described in three words – garrotte the messenger. The nickname “Casanova” is ironic and not uttered where Adalbert can hear it. He truly thinks he is the gods’ gift to women, and will make a pass (expecting to succeed) at every good-looking woman who enters the Club. Most women would rather be seduced by a snotling. Henschmann prides himself on his fashion sense, replacing all his clothes twice a year to keep up with the latest trends, though he unfortunately has the taste of a colour-blind lunatic. Adalbert deals with Lea-Jan Cobbius as an equal, and the two have healthy respect for each other’s power. Between them, they keep the peace in Suiddock in a way the Watch can never match. matc h. Adalb Adalbert ert has frequent dealings dealings with Guan Lo Fat, Donat Tuersveld and officials from the Houses of the Ten. He has regular contact with Trancas Quendalmanliyë and even Captain Graveland, though their meetings are always private. He has strong connections to the Norscan community, often using them for labour or strong-arm work. It’s rumoured that he can call in favours from Cobbius and the Norscans for a lot of extra muscle, if needed.
Belt of the Blood-Reaver Academic Knowledge: Knowledge : Magic Powers:: When worn, attacks made against the wearer of Powers this belt have their damage reduced by 3. This reduction applies against effects that normally ignore armour. However, a side effect of this magic prevents the wearer casting any spells (including Bound Spells), even if he has the ‘Armoured Casting’ Talent. History:: Looted from a Norscan Marauder , this belt has a History large ornate brass buckle-plate, onto which has been stamped the design of a skull.
Henschmann’s Ring Academic Knowledge: Knowledge : Magic Powers:: When worn, this ring faintly glows when within Powers six inches of any source of Poison. Observer’s can detect this on a successful Perception Test, which is automatically successful if they are deliberately observing the ring for this purpose. History:: This fat gold ring, set with a large green stone, History has saved its wearers from many simple but otherwise effective assassination attempts.
Watchful Guard Academic Knowledge: Knowledge : Magic Powers:: Counts as a Silvered Main-gauche: In addition, Powers the wearer may attempt to parry one attack each round, even if not in a parry parrying ing stance or otherwise entitled entitled to a parry. This stacks with the parry provided by other means (allowing the user to attempt to parry a maximum of two attacks each round). History:: This enchanted off-hand dagger was looted from History the body of an Estalian duellist who had not considered its lack of use against multiple firearms.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
56%
48%
46%
51%
54%
37%
43%
35%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
18 18
4
5
4
0
0
0
Skills: Charm, Command +10%, Common Knowledge (The Skills: Empire, the Wasteland), Concealment +10%, Disguise, Dodge Blow +10%, Drive, Evaluate +20%, Gamble +10%, Gossip +20%, Haggle +20%, Intimidate +20%, Perception +20%, Pick Lock, Read/Write, Row, Scale Sheer Surfaces, Search +10%, Secret Language (Thieves Tongue +10%), Secret Signs (Thief), Shadowing, Silent Move +20%, Sleight of Hand +10%, Speak Language (Reikspiel), Swim, Torture
Talents: Alley Cat, Dealmaker, Dealmaker, Menacing, Menacing, Public Speaking, Resistance to Poison, Schemer, Specialist Weapon Group (Parrying), Street Fighting, Streetwise, Strike Mighty Blow, Strike to Stun, Super Numerate, Trapfinder
Combat: Armour (Light): (Light): Best Craftsmanship Nobles’ Garb with Leather Jack and Belt of the Blood Reaver AP: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5), and reduce AP: all Damage by 3 Weapons : Sword (Hand Weapon, 1d10+5), Watchful Guard Weapons: (Main-gauche, 1d10+2, Balanced, Defensive, Silvered, Special) Trappings : Henschmann’s Ring, Purse (with 5d10 gu and Trappings: 10d10 shillings)
SR34: The League of Gentlemen Entrepreneurs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Significant Members ‘Gentlemen’ don’t advertise their League membership, adhering to long-standing League policy that discretion is good for business. Still, nearly every crook in Marienburg has some affiliation with the League. Adalbert Henschmann is the rumoured president of the league. He is certainly the boss of the biggest and meanest crime syndicate, personally controlling nearly all illegal activities in Suiddock with a ruthless and brutal hand. He is also a fat, greasy pig who fancies himself himself a ladies man. In truth, he repulses even his dog. But don’t let him hear you say that. Donat Tuersveld, Tuersveld, innkeeper of the Red Cock Inn, Inn, is known to be a trust trusted ed friend of Adalb Adalbert, ert, and is said to sit on the Board. Lea-Jan Cobbius, Cobbius, head of the Stevedores’ and Teamsters’ Guild,, is know Guild known n to have dealings dealings with the League League.. According to some, he even sits on the Board. Grossbart, an overweight cripple runs a racketeering, Grossbart, smuggling, and drug trade out of the Long Dragon on Potion Square, and he directly controls all criminal activity on Luydenhoek. Rumour is that he provided vital help to Henschmann when he took control of the League, and enjoys a friendly relationship with the President. Wilhelmina Thistledown, Thistledown, Proprietress of the Gull and Trident Inn, Inn, in the Palace District, District, is whispered whispered to be the best fence in the city. Guan Lo Fat, supposedly a simple herbalist in Little Cathay, is often seen playing dominoes in the Gentlemen’s Club,, and is rumoured to control most of the ethnic Club gangs in the north of the city, specialising in drugs and the body trade. He’s recently felt the pressure of rebellious lieutenants. Trancas Quendalmanliyë, owner of the Three of a Kind casino near Elftown, may or may not belong to the League. He’s one of the biggest information brokers in Marienburg and sometimes visits the Gentlemen’s Club, but his behaviour doesn’t mesh with that expected of a League member. How this Wood Elf has avoided coming under the League’s thumb – if he has – is a mystery to many. Dmitri Hrodovsky, Hrodovsky, a pharmacist and herbalist in Kruiersmuur, is the League’s expert on drugs and controls the trade in the south-east of the city. The story goes that he got the job by agreeing to supply seduction potions to Henschmann for free. Miguelito Nuñez, also known as “Little Round Head” . A balding midget with a bad temper, he controls the smuggling and strong-arm rackets in Messteeg, Noordmuur, and part of Handelaarmarkt. He’s very ambitious, and has been putting pressure on Guan Lo Fat’s operations in recent months. Rumour around the Guild puts a gang war no more than six months away. Lisette Leerer , who owns a Leather Shop in Potion Square, Square, is sometimes rumoured to be a member of high standing in the league, although she undertakes no obvious criminal activities.
Gerard Ger ardus us Hon Hondsc dschoe hoen, n, Gui Guild ld Pri Priest est Anointed Priest (ex-Priest, ex-Initiate, ex-Cat Burglar, ex-Thief) “You’d be amazed what you can find out poking around people’s studies.”
“I have my own way of taking up a collection.” Brother Gerardus Hondschoen has always enjoyed a challenge - ever since he was a lad in Suiddock, stealing to support his mother, he’s relished going into places he shouldn’t, taking takin g things that were weren’t n’t his and doing his best to embarrass the rich and powerful. A locked lock ed safe is like tossing tossing down the glove to him, a duel between him and the locksmith. A greedy landlord is someone just begging to have a chamber pot emptied on his head. With a baldin balding g pate surr surrounded ounded by a ring of greying brown hair and sporting a goatee, he looks more more like a scholar or an artis artistt than a master thief. He is also extremely superstitious, taking all sorts of omens seriously. He is fascinated with palmistry, and is very good at it. Many locals come to him for readings, and anyone seeking his trust will have to submit to his analysis. A priest of Ranald noticed him early on and initiated initi ated him into the faith. Since then he has become a devotee of the god’s ‘Night Prowler’ aspect, an arch-connoisseur of stealthy theft. Violence sickens sick ens him - a thief who prefers force force is little more than a thug. A daring theft only discovered hours after a clean getaway is the Raven’s way. Because of his aversion to violence, Brother Gerardus has always had mixed feelings about his membership in the League. On the one hand, it is an article of faith for him that thieves should stick together. On the other, he can’t help but fear that the Guild’s trade in violence will be its downfall - someday someone some one will accept the wrong contract and that will be the end of the game. He has always preached the way of the ‘Night Prowler’, showing show ing how to get a piece of the pie without cutting cutting yourself on the knife. He’s popular among the Gentlemen and has converted a few, but many more prefer the easie easierr way of a brick through through a window and the blackjack to the head. He’s clashed with Henschmann more than once over the years, and some in the League wonder when Adalbert will finally rid himself of this troublesome priest. Brother Gerardus is an excellent contact for stealthy types in Marienburg Marie nburg:: he can teach most skills, skills, and if he can’t then he can easily find someone who can. He takes a special interest in priests and initiates of Ranald, and less experienced PCs may gain him as a mentor, if they’re devout. He is an excellent source of leads and clues to all sorts of information. He is on good terms with Trancas Quendalmanliyë and Hieronymous Deecksburg, the artist. He will help frien friends ds who’ve run afoul of the League or the Wat Watch, ch, especially if they have refused to commit some murderous act for one of the Guild bosses. He has several bolt-holes and safe houses in Marienburg, and will share these with deserving characters who need a place to hide till the heat is off or they can flee Marienburg. He will, however, never, ever, get involved with any plan that involves co-operating with the authorities. That is the worst sin in Ranald’s eyes.
SR34: The League of Gentlemen Entrepreneurs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
47%
35%
41%
53%
54%
42%
57%
50%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
4
5
4
2
0
0
Skills: Academic Knowledge (History), Skills: (History), Academic Academic Knowledge (Law) +10%, Academic Knowledge (Theology) +10%, Channelling +10%, Charm +20%, Common Knowledge (Empire), Common Knowledge (Wasteland), Concealment +10%, Evaluate +10%, Gamble, Gossip +10%, Haggle, Heal, Magical Sense, Perception +20%, Pick Lock +10%, Read/Write, Scale Sheer Surfaces +10%, Search +10%, Secret Language (Thieves’ Tongue), Secret Signs (Thief), Silent Move +10%, Sleight of Hand, Speak Arcane Language (Magick), Speak Language (Breton), Speak Language (Classical), Speak Language (Reikspiel), Swim Talents: Alley Cat, Divine Lore (Ranald), Lightening Talents: Lightening Reflexes, Reflexes, Master Orator, Meditation, Petty Magic (Divine), Public Speaking, Seasoned Traveller, Sixth Sense, Street Fighting, Streetwise, Strike to Stun, Suave, Trapfinder, Very Resilient
Combat: Magic: 2; 2 ; Divine Lore (Ranald), Petty Magic (Divine) Armour (none): (none) : Nondescript set of clothing with secret ‘X’ pattern worked in AP:: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5) AP Weapons:: Dagger (1d10+1) Weapons Trappings: Black Clothes, Mask, Cloak, Sacred Dice, Trappings: Portable Altar and Cloth, Sling Bag, Lock Picks, Book (‘Madame Poerveld’s Path of the Palm’), Purse (with 4d10 Gu)
SR34: The League of Gentlemen Entrepreneurs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Forgotten Well Unknown to anyone but its single occupant, the Forgotten Well is an ancient structure hidden away in the basement of a long abandoned warehouse on Riddra Isle. While originally a cistern built to collect rainwater, it is now home to a foul spirit. During the plague that ended the reign of Boris the During Incompetent, a cult of Khaine took root in Marienburg. At its height, the cultists summoned and bound a servant of Khaine, feeding the corpses of their victims to the well in which it was bound. Eventually the cult was smashed but the spirit was not discovered, and its room was sealed behind a false wall and forgotten. Now it has a new worshipper worshipper,, a weak fool who listens to its creed of hate and murder, who regularly feeds it flesh and blood. The daemon binds the souls of each new victim to its severed head and forces it to say nice things to its cultist. When the daemon is hungry for more worship, it consumes the captive soul and tells Willi that he must bring home another. No statistics for the entity are given here. It is bound to the well and has no combat skills, its only powers being the seduction of weak minds, binding and compelling souls offered in sacrifice, and the granting of one spell. It can be dismissed only by a ritual exorcism performed by priests of Morr.
Willibrord Willibror d ‘W ‘Weird eird Willi’ Molen Molendij dijk, k, Seria Seriall Killer Boatman (ex-Thug) “Need a lift, ma’am?”
“I need company, I’m lonely” “Mother left me, but you never will.” Willibrord Molendijk - “Weird Willi” to the street children of Riddra – is one of the human monsters that a slum like Suiddock will sometimes spit forth. In his early forties, he looks twenty years older thanks to his depraved life. Abused and abandoned by his prostitute mother, never knowing his father, he grew up on Suiddock’s harsh quaysides tormented and friendless because of his stutter, shyness and hideously pockmarked face. Unable to gain an apprenticeship, he survived by working odd jobs, selling salvage, and the occasional robbery. Lacking the price of a doss-house bed, he lived on an abando abandoned ned boat. A few years ago, Willi refused to turn over a valuable bauble he had found in Oudgeldwijk to Henschmann’ Henschmann’s s thugs. They took it anyway and torched his boat for fun. Fleeing, he hid in the basement of an abandoned warehouse on Riddra. There, he uncovered an old sealed door that led to a cistern, built perhaps a thousand years before to catch rainwater. Willi became fascinated with the well, the strange markings along its rim, and the oily, inky black depths of the water. He’d sit for hours brooding over all the people who had hurt him, the women who had rejected him, who made him lonely. He hated them. He told the well about them. One day the well answered. answered. It felt his pain and encou encouraged raged his hate. It told him how he could have friends forever.
Willi came to worship the Voice from the Well. At its urging, he stole another boat and became a water-coachman. Using the magic the Voice gave him to disguise his appearance, he lured prostitutes with the promise of easy coin, while footsore goodwives and trusting children welcomed a free ride in a water-coach. He overpowers them and takes them back to the well, where he tortures and abuses them for the Voice’s entertainment. Finally he kills them, cuts off their heads, and mounts each on a shelf so he can have his new friends nearby. The bodies he tosses naked into the well, where the Voice feeds on them. Willi keeps the clothes in a pile in the corner of the room. In the last five years Willi has killed 17 people. He does so when an old head stops talking talking to him (they don’t move their mouths, but Willi can hear them in his mind) and the Voice tells him he needs to find a new friend. Friends are so inconstant – they keep leaving. But Willi can always find more.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
45%
27%
42%
41%
47%
39%
38%
35%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
4
4
0
0
0
Skills: Common Knowledge (The Wasteland), Consume Skills: Alcohol, Dodge Blow, Gamble, Gossip, Intimidate, Navigation, Outdoor Survival, Perception, Row, Sail, Secret Language (Ranger Tongue, Thieves Tongue), Speak Language (Reikspiel), Swim Talents: Acute Hearing, Disarm, Talents: Disarm, Lightning Reflexes, Reflexes, Orientation, Quick Draw, Seasoned Traveller, Strike to Injure, Strike to Stun, Wrestling
Special Rules: Blessing of the Well: Well : Bound Spell (Doppelganger, CN 8, CT Full + Half); With a successful Will Power test, the Willi may attempt to cast the Doppelganger spell from the Lore of Shadows as if they had a Magic Characteristic of 2. Should the Spirit of the Well be destroyed, Willi will lose this Special Ability.. Ability Green Pox Scars: Scars : Willi suffers a -10% penalty to all Fellowship tests based upon physical appearance or good looks.
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP Weapons : Club (Hand Weapon, 1d10+4, CV+1), Dagger Weapons: (1d10+1, CV+1), Garrotte (Special) Trappings : Rowing Boat, Flask of Gin, 10 yards of Rope, Trappings: Death Masks of his previous victims, various surgical saws and knives
SR42: Forgotten Well, The
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The Moonbeam Inn “Went to meet me mates there for a pint ‘n sausage. Theyz all went silent when I came in. One of them yelled, ‘You’re mates are over there!’ and pointed to my group. They watched us like hawks until we drank up. Ain’t they ever seen a dwarf before?” “Ain’t a guild pub, so keep yer coin and move on. Besides the patrons all look sullen an' stony like them gargoyles y'see in Deedesveld!” “There are no loose words in the Moonbeam.” The Moonbeam is nestled inconspicuously among the numerous keg houses and hostelries of Stoessel and at first glance seems unremarkable. A two storey building the inn lies discreetly amongst much larger structures. A faded sign of a candescent moon hangs over a set of stairs that lead down into the dark common room of the inn. There the beer is thought to be reasonable, and the innkeep Odo Reier does not water it down too often. The spiced sausage served from noon is often said to be the best served outside of the Winkelmarkt for the price. Inside the taproom, the furniture is covered in faded red cloth, and dark stained wood panels cover the wall, giving it a gloomy and dark atmosphere. A massive bar takes up the far wall, from behind which the pot-bellied Odo serves his clients. A series of snugs and backrooms lead of from the main taproom, where regulars can discuss matters in private. The first floor has ten good quality rooms that are let out, at a price of 2 Guilders a night. One of these is presently occupied by the Inn’s long term guest, Anders Muurbloem. Ten years ago the Moonbeam was raided by a Suiddock rabble and its owner disappeared. Little is known as to what he was smuggling but the watch claimed his assets, including the inn. They were put up for public auction and then the curre current nt innkeep, Odo Reier, emerged to reopen the establishment. In truth the inn was purchased by a conglomerate of “concerned citizens” , namely the Brotherhood of Purity. Purity. Ander Anders s Muurbloem Muurbloem was one of the chief contributors, as was Magistrate Rechtbinder. Odo is simply the public face of the gestalt and the inn is controlled by the Brotherhood. The Suiddock chapter use one of the backrooms as their meeting room. The Moonbeam Moonbeam is often thought thought of as an “old Marienburger’s pub” , where respectable men such as Albert Loodemans can sup a quiet pint. The Wastelander patrons are often silent and sullen when a foreigner or stranger is unlucky enough to enter the premises. These poor souls will be served efficiently and tersely. Another reason to avoid the Moonbeam is that Waldemar Duisterjager has Duisterjager has been a regular for nearly a decade, save for a two month period when he loudly vowed off drink while seeking a “foe of great moral turpitude” . Quite a few of the patrons (some of them Brotherhood members) grow nostalgic for that period. Another noteworthy patron of the establishment includes Lisette Leerer . Her visits are typically after a major meeting of the Brotherhood and have become so regular they have led to Odo having impure thoughts about her.
is an old set of smuggler’s tunnels which were collapsed by the previous occupants. Odo has begun overseeing volunteers to excavate them, with the hopes of linking to Stoessel’s sewer system and allowing the Brotherhood to move under the city with impunity. Unfortunately one of the volunteers accidentally flooded the tunnels during the excavation, killing both himself and a suspected mutant. Odo is dreading explaining this to Anders.
Anders Ande rs Muu Muurbl rbloem oem,, War ard d Gua Guard rdian ian of the Suiddock Spy (ex-Explorer, ex-Scout, ex-Coachman) “Do you know what it’s like to die in the Suiddock? It’s redundant!”
“As you work the soup kitchen today, keep an eye out for anything suspicious. Note it and we’ll discuss it in tonight’s meeting at the Moonbeam.” “After three days dealing with the suspects, I found conclusive evidence that the scum are in league with Chaos. Here are the names and addresses. Clearly, we need to hit them hard and soon.” Anders Muurbloem is a permanent guest at the Moonbeam Inn, a retired explorer, who uses his modest fortune to both support himself and contribute to charities such as Soup Kitchens, flophouses and St Rutha’s Orphanage. At Orphanage. At 5’10” and 160 lbs, the 38 year old has sandy hair and a calm if somewhat cynical manner, and often blends into the background in the Moonbeam’s taproom where he spends much of his evenings. Anders is more than he seems however, for in fact he is one of the Ward Guardians of the Knights of Purity, making him the director and chief architect of all the Knights’ activities in the Suiddock. From running soup kitchens and bread lines to infiltrating and raiding suspected strongholds of Chaos Cultists, Anders is involved in all aspects of the operations (including planning). Helped by his sandy hair, hazel eyes, and nondescript face, Anders is a master of disguise. This ability enables enable s the War Ward d Guardian of the Suidd Suiddock ock to be one of the more successful of the operatives in the Knights of Purity. Anders reports directly to the Lord Protector, Johannes Rechtbinder. As Rechtbinder. As with Johannes Rechtbinder, Anders suspects that there is a spy somewhere somewhere in the ranks of the Knights. Several of his recent raids in the Suiddock have failed to achieve achie ve their stated objectives. objectives. Ander Anders s is know known n to all the regulars at the Moonbeam Inn, as well as all Suiddock members of the Brotherhood of Purity. Purity. Anders also maintains communication with Suiddock Watch Captain Graveland and knows he is not the corrupt Watch Captain others make him out to be. While both men don’t necessarily agree on the means used by the Knights, they both agree on the end (namely, law and order).
The cellar of the Moonbeam has an additional concealed cellar beneath one of its shelves. There the Brotherhood hosts a storeroom of equipment and a miserably filthy cell to restrain any prisoners that are to be put to the question. Next to the cell
SS16: Moonbeam Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
53%
51%
40%
48%
54%
53%
64%
56%
Secondary Profile
A
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TB
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Mag
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FP
2
18 18
4
4
4
0
0
0
Skills: Acad Skills: Academic emic Knowledge Knowledge (Law), Anim Animal al Care, Charm, Charm Animal, Command, Common Knowledge (Bretonnia, Norsca, the Empire, Tilea, the Wasteland +10%), Concealment, Disguise, Dodge Blow, Drive, Evaluate, Follow Trail, Gossip +10%, Lip Reading, Navigation, Outdoor Survival, Perception +10%, Performer (Actor), Pick Lock, Read/Write, Ride, Scale Sheer Surface, Secret Language, Ranger Tongue, Secret Signs, Ranger, Scout, Shadowing, Silent Move, Sleight of Hand, Speak Language (Breton, Norse, Reikspiel, Tilean), Swim, Trade (Cartographer) Talents: Ambidextrous, Flee!, Talents: Flee!, Linguistics, Mighty Mighty Shot, Orientation, Rapid Reload, Schemer, Seasoned Traveller, Sixth Sense, Specialist Weapon Group (Crossbow, Gunpowder), Suave
Combat: Armour (Medium) (Medium):: Mail Shirt, Leather Jack and Leggings AP:: Head 0 (4), Arms 1 (5), Body 3 (7), Legs 1 (5) AP Weapons : Sword (Hand Weapon, 1d10+4), Dagger (1d10+1), Weapons: Crossbow Pistol (1d10+3, Range 8/16, Reload Half, 10 bolts) Trappings: Codebook, Disguise Kit, Purse (with 1d10 Gu and Trappings: 2d10 Shillings)
SS16: Moonbeam Inn, The
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The Brotherhood of Seamen and Pilots
“It’s a very effective guild. It’s not a closed shop like the Stevedores and Teamsters, but just about everyone’s a member. It’s comforting to know the Brotherhood’s behind you if you have any problems.” “Albert’s got his head screwed on. You can take any problem to him, and within a few minutes he’ll come up with a commonsense answer. That’s how he does things. The merchants do it with money, the Stevedores do it – well, you know how they do it – and Albert does it with common sense. Never known it to fail.”
fees and, lately, accusations of sabotage by members of the Brotherhood against the Rivermen. While no proof has been offered, offe red, a few Pilots have been bragging late at night in dockside inns about how “we put them durned river rats in their place, we did.”
“Eric does the best pickled herring in Marienburg – and it’s cheap. He runs a very exclusive place though. If you’re not a member, you don’t get invited in.”
One of Suiddock’s landmarks is the mess hall on the ground floor of the guildh guildhall. all. Lots of guilds serve serve food, but no one serves hot fish stew as cheap or as good as ‘Old Eric’ Roergang, a retired ship’s cook who also is caretaker for the hall. Eric receives a pension from the guild and cooks for the love of sailors’ company and the swapping of old stories - the cost, half the normal price elsewhere in Suiddock, is just to cover supplies. To the dismay of many in Marienburg, though, the mess hall is open only to members of the Brotherhood.
“You know that barge that went aground in the channel last week? The captain got fined for not having a pilot. But he did! My cousin swears he saw the man jump off just afore the collision. Seems like the captain had been complaining about the rules too loud and too public.”
Albert Loodemans has been the head of the Brotherhood for five years. He’s a respected figure around Suiddock, and can be found at the Guildhall most days and often well into the night. Lately his time has been taken up trying to reach some sort of understanding with Axel Huurder.
Dead centre on the Stoes Stoessel sel waterfront waterfront and in sight of the Rivermen’s Association lies the guildhall of the Brotherhood of Seamen and Pilots, one of the oldest and most respected guilds in the city. The guildhall is a well-kept building with a pillared facade and a painted mermaid figurehead jutting from the cornice. On its small dome is a brass spire, topped with a representation of Manann’s crown.
The Brotherhood maintains a Memorial at the Deedesveld Graveyard in Kruiersmuur Kruiersmuur..
The guild exists to protect the interests of seamen and harbour pilots, and represent them in dealings with the Lord Harbourmaster’s office. The Brotherhood is at pains to maintain good relations with local temples, seamen being a superstitious lot, and regularly gives money to the temples and charities such as St Rutha’s orphanage, orphanage, the guild also houses a small chapel dedicated to Manann in his aspect of Rijkstrum the Guide, where members can make offerings and pray in private. The Brotherhood harbours a grudge against the Rivermen’s Association because of the latter’s complaints about piloting
Albert Albe rt Lood Loodeman emans, s, Guil Guildmas dmaster ter Mate (ex-Seaman, ex-Boatman) “I’m sure we can come to an agreement that meets both our needs.”
“Let’s just think about this for a few minutes.” “No sense in getting worked up, now is there?” “What do you do? Give them a test to see who needs a pilot? Who would administer it? Who would enforce it? And, who would compensate our members for the lost earnings? You can see, it’s a complex problem.” “I can see how galling it must be for some of the Rivermen, but
SS19: Brotherhood of Seamen and Pilots, The
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we won’t solve it by fighting. I’ve heard some ugly rumours, and if anyone proves Brothers have been involved in sabotage, I will deal with them, I can promise you that.”
Servant (ex-Seaman)
“There ye go, matey, get it down yer while it’s ‘ot.”
Albert is short, heavy-set, balding on top, with deep blue eyes and a ginger beard. His nose was broken in a brawl with the riverman years ago, and has given his voice voice a nasal tone. Alber Albertt is calm, reasonable, thoughtful and a devout worshipper of common sense. He wants to avoid trouble trouble with the Rivermen, and tries to stay on good terms with Axel Huurder , though with limited success. He has earned the trust of most in Suiddock through his scrupulous honesty and unfailing diplomacy.
“Hello, hello, look who’s here! Where ye blowed in from this time? You look like ye could do with a change from salt beef and ship’s biscuit.”
Albert has frequent dealings with the Lord Harbourmaster Harbourmaster,, Odvaal van den Huister and Huister and high officials officials of most of the Merchant Houses. He cultivates the goodwill of Speaker of Speaker Gyngrijk,, knowing that the man’s influence in the Stadsraad Gyngrijk could be crucial in preventing any repeal or weakening of the Piloting Laws. Unbeknownstt to any in the guild, though, Unbeknowns though, Alber Albertt is a member of the Brotherhood of Purity, Purity, the outer front for the secretive Knights of Purity. He regularly attends chapter meetings in the back of the Moonbeam Inn. Albert Inn. Albert thinks it is merely a drinking club, a place where he can relax and let loose his true feelings about all the non-human and foreign trash dirtying Marienburg’s streets. stree ts. Fooling himself, himself, he turns a blind eye to any hints he sees of the organisation’s vigilante work.
Main Profile
WS
BS
S
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Ag
Int
WP
Fel
43%
39%
43%
41%
40%
32%
37%
38%
Secondary Profile
A
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SB
TB
M
Mag
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FP
2
16 16
4
4
4
0
0
0
Skills: Command, Common Knowledge (The Empire, the Skills: Wasteland +10%), Consume Alcohol, Dodge Blow +10%, Gamble, Gossip +10%, Navigation, Outdoor Survival, Perception +10%, Read/Write, Row +20%, Sail +10%, Scale Sheer Surfaces, Secret Language (Ranger), Speak Language (Norscan, Reikspiel), Swim +10%, Trade (Shipwright) Talents: Cool Headed, Orientation, Resistance to Disease, Talents: Seasoned Traveller, Street Fighting, Suave, Swashbuckler
“It’s bad, this thing with the Rivermen, an’ no mistake. They always stuck to the law of the river afore now. It was writ to be stuck to, so it was – someone didn’t sit an’ write it down to fill a rainy arternoon! So it should be stuck to, otherwise who knows where it’ll all end?” Eric is six feet tall, but his age and his years in cramped shipboard conditions have given him a stoop. His hair is pure white, but his bushy eyebrows are still black. In earlier years, he was obviously powerful, and there is still very little fat on his body. His eyes are hazel, but what most people notice are the eyebrows and the scar that runs under his right cheekbone, splitting his top lip. Eric is a contented soul. He had a good life at sea, and he is happy to spend the rest of his days near the ships that mean so much to him. Running the kitchen for the Brotherhood, he is able to keep in touch with seamen and swap stories of far-away places. He also doesn’t need to worry about keeping a roof over his head. Just about every sailor sailor and pilot in the port knows Eric. Eric. He seldom leaves the guildhouse, and is a kind of grandfather to the Brotherhood, and woe betide anyone who mistreats him.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
37%
34%
43%
31%
41%
36%
36%
29%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
14 14
4
3
4
0
0
0
Skills: Common Knowledge (Norsca, the Wasteland), Skills: Consume Alcohol, Dodge Blow +10%, Gossip +10%, Perception +10%, Row, Sail, Scale Sheer Surfaces, Speak Language (Norscan, Reikspiel), Swim, Trade (Cook)
Combat:
Talents: Acute Hearing, Cool Headed, Hardy, Savvy, Talents: Savvy, Seasoned Traveller, Street Fighting, Strike Mighty Blow, Swashbuckler.
Armour (none) (none):: Expensive Merchant’s Garb
Combat:
AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP
Armour (none): (none) : Expensive Merchant’s Garb AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP
Weapons : Walking Cane (Hand Weapon, 1d10+4), Dagger Weapons: (1d10+1) Trappings: Ring with Guild Seal, Purse (with 2d10 Gu) Trappings:
Weapons:: Dagger (1d10+2) Weapons Trappings:: Wooden Spoon, Apron, Bottle of Rum Trappings
SS19: Brotherhood of Seamen and Pilots, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Rolf Sch Rolf Schrij rijve ven, n, Br Brot other herhoo hood d Re Recor cord d Keeper
Main Profil Profile e
Scribe (ex-Na (ex-Navigator vigator,, ex-Seam ex-Seaman) an) A squat man whose shock of white hair and large moustache does little to conceal his unfortunately large nose and ears. Rolf is a jolly old pilot whose ability to pilot watercrafts has diminished considerably considerably.. For the last fifteen years or so he has taken over the duties of recording the arrival and departure of every ship, their registration (name of vessel, homeport, captain’s name, cargo, etc.), and the piloting fees that each was made. Rolf takes great pride in his work and is more willing to share information (except the piloting fees) with anyone who asks. Anyone wanting to review the books on their own, however, must give Rolf some consideration (like a minimal bribe of 2 Gu) for his troubles.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
44%
42%
51%
35%
42%
52%
40%
41%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
5
3
4
0
0
0
Skills: Academic Knowledge (Astronomy), Skills: (Astronomy), Common Common Knowledge (Albion, Bretonnia, the Wasteland), Dodge Blow, Gossip, Navigation, Perception, Read/Write, Row, Sail, Scale Sheer Surface, Speak Language (Albion, Breton, Classical, Reikspiel), Swim +10%, Trade (Cartographer) Talents: Coolheaded, Orientation, Seasoned Traveller, Street Talents: Fighting, Strike Mighty Blow, Very Strong
Combat:
WS
BS
S
T
Ag
Int
WP
Fel
Armour (Light): (Light): Leather Jerkin
32%
32%
41%
42%
39%
58%
47%
42%
AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP: Weapons:: Sword (Hand Weapon, 1d10+6) Weapons
Secondary Profile
Trappings:: 10 yards of Rope, Purse (with 2d10 shillings) Trappings
A
W
SB
TB
M
Mag
IP
FP
2
15 15
5
3
4
0
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Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Law), Common Knowledge (Bretonnia, Norsca, the Empire, the Wasteland), Dodge Blow, Gossip +10%, Navigation, Perception, Read/Write, Row, Sail, Scale Sheer Surface, Secret Language (Guild Tongue), Speak Language (Breton, Classical, Norse, Reikspiel, Tilean), Swim, Trade (Calligrapher,, Cartographer) (Calligrapher Talents: Acute Hearing, Hardy, Talents: Hardy, Linguistics, Orientation, Savvy, Savvy, Seasoned Traveller, Swashbuckler
Combat: Armour (Light) (Light):: Leather Jerkin AP:: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP Weapons:: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1) Weapons Trappings: Writing Kit, Purse (with 1d10 shillings) Trappings:
Egbert Egbe rt Kanaalgids, Kanaalgids, Pilo Pilot t Navigator (ex-Seam (ex-Seaman) an) Egbert stands around 5’11” tall, and has busy brown eyebrows and a red birthmark on his right cheek. Egbert is a long time member of the Brotherhood of Seamen and Pilots who actually prefers guard duty. Quite simply, it’s a far easier task than piloting merchant ships and other boats into the Suiddock. Moreover, it’s a good way to meet women. Egbert has found that women are very few on the ships that Egbert require pilots to guide them through Marienburg’s harbour. There are far more on the streets to be whistled at and ogled over. In other words, Egbert is a typical lonely and crude slob who has absolutely no idea on how to talk to or treat any woman woma n he sees sees.. As a resul result, t, a -20 Modifier Modifier should be applie applied d to Egbert’s Fellowship whenever he deals with women.
Hans Ha ns Dok Dokhan hand, d, Br Broth other erhoo hood d Gua Guard rd Thug (ex-Fisherman)
Main Profil Profile e
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39%
34%
43%
32%
43%
34%
47%
46%
Secondary Profile
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14 14
4
3
4
0
0
0
Guard duty is not exactly a glamorous task for those who make their living piloting piloting boats into port. Inste Instead, ad, it is used to punis punish h those for violating some trivial rule of the Guild. Being a relative novice and “green about the gills,” Hans is getting more than his fair share of guard duty. This makes the normally placid Hans a little irritable and uncooperative. Should anyone offer a Hans a drink (preferably ale, but whisky will do) or food, he’ll become more affable and willing to help. Skills: Common Knowledge (The Wasteland), Consume Skills: Alcohol +10%, Dodge Blow, Gamble, Gossip, Intimidate, Navigation, Outdoor Survival, Perception, Row, Sail, Secret Language (Thieves Tongue), Speak Language, (Reikspiel), Swim Talents: Coolheaded, Disarm, Hardy, Quick Draw, Street Talents: Fighting, Strike to Stun, Sturdy, Suave, Wrestling
Combat: Armour (Light): (Light): Leather Jerkin AP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP: Weapons:: Sword (Hand Weapon, 1d10+4) Weapons Trappings:: 10 yards of Rope, Purse (with 2d10 shillings) Trappings
SS19: Brotherhood of Seamen and Pilots, The
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Crispijn’s Jewellers “You’re more likely to find something there that you used to own than something new that you want!” “He’s a sly, mean devil. Don’t be fooled by his stupid appearance because that’s all it is ¬ an appearance. He’ll have no qualms about putting a slug through your head if you try to jump him. That’s probably a bad idea anyway; lots of powerful people find Crispijn useful, if you understand me?” “Let’s have a look. Ah yeah, I see that getting rid of these would be a problem. Crispijn will buy ‘em though, he’ll buy everything. Don’t try and peel him over the prices, or push him fugazies, that would be most unwise.” Crispijn Oosserijker runs a small jewellers shop on the Riddra side of Stoessel, where few, if any of the items for sale were obtained legally. Crispijn is one of the main fences in the city, and he specialises in removal of identification and the alteration of gemstones. He is a con man to the bone, and perfectly willing to rip off any unsuspecting buyer as fully as possible. The shop is situa situated ted in the more run down area of Stoes Stoessel, sel, near the notorious Three Penny Bridge, Bridge, away from the bustling warehouses. The windows are dark and grubby, with rotting bars protecting them, and it looks like no one has visited the shop in some time. In the bay window are a collection collection of rings rings,, necklaces and watches, all with handwritten price tags - prices way below the norm. Hanging above the door from a rusty hook is a hand painted sign simply reading ‘Crispijn’s’. The building is built on three stories. The ground floor is the shop, the first floor is the workshop and the top floor is Crispijn’s living quarters. A rusty bell rings loudly when the door opens, for Crispijn spends most of his time in the workshop upstairs. The room looks empty, even though there are jewellery cabinets all around the walls. The cabinets cabinets all have a thin iron lattice to protect them, and customers have to press their noses to the dirty glass to peer inside. The workshop upstairs is equally sparse a rough wooden table covered with sacking, with a jumble of tools. In an inconspicuous corner of the room is an iron safe, and this contains all the unaltered pieces. His living quarters are similar, little more than a bed and table.
Crispi Cri spijn jn va van n de Oos Oosse serij rijke ker r, Fen ence ce Forger (ex-Artisan, ex-Militiaman, ex-Solider)
“I don’t think I know you. I haven’t seen you around before. Never mind, how can I help you?” “Stop right there! Put your hands where I can see them. Now – get out of my shop before I put lead through your incredibly small brains.” Crispijn is a small stooping man, but composed of incredible strength for his size. He has longish grey/brown hair, a drooping moustache and a goatee. He squints a lot, wrings his hands and has an annoying habit of bobbing up and down effusively throughout any transaction. This is just a cover though, and in times of stress or during combat, he becomes intimidating and almost inhumanely calm. He wears a rough leather apron when working, and at other times, cheap, labourer’s clothes in dull, cheerless brown. A former Soldier, Crispijn is perfectly able to look after himself, and carries a small flintlock pistol wherever he goes. He has the protection of high up members in The League of Gentlemen
Tradi Tr ading ng at Cri Crispi spijn jn’s ’s Items for sale are varied, but as explained above, not overly expensive. Rings, watches, necklaces, earrings, snuff boxes and many more oddities can be found lurking, dust covered, on Crispijn’s shelves. Crispijn will buy jewellery at 10% of their original value and can be bargained up to 15 %. For very rare or expensive pieces, he will pay up to 25%, but he has to trust the dealer before he will buy. He sells the jewellery for between 40 and 60 percent of its original value. Although the buying prices are quite low, he will buy anything, in any quantity, and has the up-front cash to pay for it. Having said that, he will not take large sales from new customers. He is very careful to avoid exposure, expos ure, and trust has to be built up. If the party contains contains a jewel thief, they will eventually be directed to Crispijn’s after seeing seeing a few other fences. fences. If a good work working ing relationship can be built up, there are several adventures that can be used.
Entrepreneurs, for whom he is an efficient workman and a valuable contact. At the age of nine, he was taken into Sister Marianne’s Orphanage, and hated it bitterly, finally running away and joining one of the many companies of Landsknechts that visited the city to recruit. At the end of three years of military service, he found an apprenticeship at the Jeweller’s Guild, and became a professional jeweller of no little skill. One night several years ago he was contacted by one of his old childhood friends, and overnight Crispijn became one of the largest fences in the city. Crispijn follows his career out of greed and the challenge it provides. He is an expert at re-cutting the stones, fitting them to different items of jewellery and making them otherwise unidentifiable. He can spot a fake without trying, and will cease business with anyone trying to sell them to him (often in a lethal fashion). Although he has a lot of money, he acts no different from any other slum dweller, and many speculate on what he does with it. Some say he has gambling problems, others say drugs or drink have taken hold of him and still others that he supports an expensive mistress in the Goudberg. The truth is that he keeps it all in Marcellus van Walsum’s Private Bank. Exempt from Marienburg taxes, the gold grows and grows, and one day Crispijn will pack up and disappear overnight, vanishing into the Empire. All the Riddra Blackcaps knows all about Crispijn and his obviously illegitimate business, but they also know about the powerful power ful people who back him. A few small bribes keeps them happy, and none are too keen for an early death at the hand of his pistol. Crispijn only ever puts the smaller, less valuable pieces on sale in his shop for purchase by the general public. He is clever enough to realise that the watch would be forced into action the instant a 1,000 Guilder Guilder ring belong belonging ing to a rich merchant’s wife appeared in his window. He still deals in such pieces, but all the transactions are within a select circle of associates, and behind closed doors. Very valuable pieces are often smuggled out of Marienburg to Altdorf or Middenheim, and Crispijn has extensive contacts throughout the Empire. Within Marienburg itself, Crispijn has many contacts. He pays Hans Kluger, 5 gu a month to send on any customers to him that Hans is unhappy dealing with. He uses Thijs Modegekker,
SS27: Crispijn’s Jewellers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld when he wants to smuggle a valuable piece out of Marienburg. If she knew of his existence, Sister Marianne would dislike Crispijn, another one of her orphans gone bad. He knows many members of the Marienburg Gentlemen’s Club, although he seldom drinks there except on business. He is contact with jewel thieves from all over the city city,, as well as many other members of the Suiddock west end.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
37%
39%
48%
41%
55%
53%
50%
39%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
13 13
4
4
4
2
3
0
Skills: Acad Skills: Academic emic Knowledge Knowledge (The Arts), Anim Animal al Care, Charm Charm,, Common Knowledge (The Empire, the Wasteland), Dodge Blow, Drive, Evaluate +10%, Gossip, Haggle +10%, Intimidate, Outdoor Survival, Perception, Read/Write, Search, Secret Language (Guild Tongue), Secret Signs (Thieves), Speak Language (Reikspiel, Tilean), Trade (Artist, Calligrapher, Gem Cutter +10%, Goldsmith, Smith) Talents: Artistic, Coolheaded, Dealmaker, Talents: Dealmaker, Flee!, Mighty Shot, Quick Draw, Rapid Reload, Specialist Weapon Group (Gunpowder), Strike Mighty Blow, Very Strong
Combat: Armour (Light): (Light): Leather Jack
Adventu Adv enture re Ide Ideas as ‘Counting Chickens...’ Crispijn is finally packing it in. However, when he visited Marcellus, he was told that the money would need a week to be transferred. Now Crispijn is in trouble. The members of the of the League of Gentlemen Entrepreneurs would obviously not be happy if Crispijn leaves, and would easily find out about his plans over the course of a week. This can be run in one of two ways. The characters can be hired by Crispijn to get the money for him. They could raid Marcellus’ island and steal it from him, or persuade Marcellus to give up the money, or borrow the money and return it when Marcellus pays them. This could be complicated by the fact that Marcellus either does not have the money mone y or has no intent intention ion of losin losing g such a chunk of his fortune. On the other hand, if the characters have connects at the Marienburg Gentlemen’s Club, they could be ‘requested’ to track down Crispijn before he flees Marienburg, so the guild can ‘persuade’ him to stay.
‘Stealing ‘Stea ling is Illega Illegal!’ l!’ Crispijn heard mention of a buyer who wanted a rare necklace owned by a rich Marienburg Merchant Lord. He asks the adventurers if they could steal to order, and deliver it to their contact, conta ct, in return for a third of the profits. Assu Assuming ming the job goes fine, the adventurers are shocked to find that when they arrive at the agreed location, they are jumped by several watchmen. Assuming they escape, they will find posters of themselves plastered up around Marienburg. If they try to find the contact, they discover he has been murdered, and that Crispijn has disappeared...
AP:: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4) AP Weapons : Sword (Hand Weapon, 1d10+5), Dagger (1d10+2), Weapons: Pistol (1d10+5, Impact, Unreliable, Range 8/16, Reload 1 Full + Half,20 shots) Trappings: Trade Tools (Forger’s), various jewels waiting to Trappings: be re-cut
SS27: Crispijn’s Jewellers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Guilder’s Arms The Guilder’s Arms is a rather drab tavern on the corner of Stoessel. It is a spacious, comfortable, middle class establishment. The tavern is kept as dull and nondescript as possible, and is a location which people mainly ignore, even those who may work right next to it. No fights, average food and drink, and prices just a mite too expensive for the regular Stoessel dockworkers, keep the place anonymous. The Arms has a reputation for being a “Foreigner’s Tavern,” with most of the clientele being of Tilean or Arabyan decent. While the owner, Jona van Helijden, is apparently native to Marienburg he too has a reputation for being an oddity, who seldom mixes with his neighbours and acts with airs and graces far beyond one would expect of a Stoessel tavern keep. Many locals speculate as to his circumstances, guessing he is the illegitimate son of a powerful director, or a powerful member of the “Guild we do not Talk About” . Few guess the truth however, for in fact Jona van Helijden is a priest of Nagash, and the Guilder’s Arms is Marienburg’s principle temple to the Great Necromancer. Few, if any, outside the cult have knowledge that the tavern is merely merel y a front for temple, and those that do will keep there mouths firmly shut. The cult would hear of any breach of security almost immediately, and are on good terms with the Assassins of the Corpus Aeturnum. Every lowlife Suiddock thief and petty thug has heard of the tale of ‘Bent Harald’ and how he was found with no hands or heart after he broke into the Inn. Then there is the tale of Geidrik Henstlewurt who was found on the steps of the Temple of Manann, his dead face screaming in a pale rictus of utter terror. Members of the League of Gentlemen Entrepreneurs simply avoid the inn, a policy that “Casanova” Henschmann enthusiastically supports. Above the unassuming Taproom, Taproom, the second floor hosts van Helijden’s living quarters and his small library, full of books upon Necromancy all neatly indexed and checked. On the top floor is the Temple to Nagash itself, bedecked in Nehekharan furnishings and a large statue of the Great Necromancer. Human and Undead guards patrol both upstairs levels, and will attack attac k anyone who is not a mem member ber of the cult.
Ring Ri ng of Cr Crip ippl ple e Pea eak k Academic Knowledge: Knowledge : Necromancy Powers : Bound Spell (Hand of Dust Powers: Dust,, CN 13, CT Half); With a successful Will Power test, the wearer may attempt to cast the Hand of Dust spell from the Lore of Necromancy as if they had a Magic Characteristic of 2. History: This band of simple iron was made in the Forges History: of the Cursed Pit of Nagashizzar and contains a single deep red garnet. This ring is blessed by the diabolical will of Nagash, and its wearer can channel his ability to decay life.
Jona van Helijden Helijden,, Disciple of Nagash Vampire Priest (ex-Initiate, ex-Vampire Count, exVampire Thrall, ex-Noble) “How incredibly boring you are. Put the sword away please. You’re tiring me.”
“You never fail to amaze me you humans. Scurrying like ants, and yet it all works! Most amusing the petty intrigues that house after house has dreamed up. Most amusing.” On first glance Jonas van Helijden looks like a wiry, rather weedy young man. He has a bookish face, a foppish haircut, and ridiculous spectacles perched on his scrunched up nose. He wears drab clothes with a worn look, often in muted tones of purple and natural leather. He has an odd, “aged” look about him and you would place his age in maybe his thirties, although he could be anything between 18 and 70. In fact, Jonas Van Helijden is 400 years old. Jona is world weary in the extreme. He has seen everything already,, and almost craves surprises. Ambivalently already Ambivalently,, he insists on complete order in everything around him, perhaps to minimise the length of time he has to interact with the rest of the world. He claims to have originally been a noble of Kislev, given immortality by Tsarina Kattarin herself. The truth of this is unknown and impossible to verify, although Jona does seem a powerful member of his kind.He has been based in Marienburg since he deserted Manfred von Carstein following the Sylvanian count’s aborted attack on the city. For generations he has moved among the living, masquerading as one of them while feeding on his young, innocent victims. Jona has many guises. To the members of the “Guild we do not Talk About” he is known as the ‘Master of Shadows’, while many members of the Directorate know him as the reclusive ‘Baron ‘Baro n von Kasparlund’ Kasparlund’ formally formally of the Reikland. As ‘Daimler Voltz’ he once served as the Secretary of the Merchants Guild, while fellow Nagash Cultists refer to him as the ‘Master of the Temple Ascendant’. Although a Priest of Nagash, Jona has long ceased to play an active role in the cult, and instead has turned his attentions to the acquisition of esoteric knowledge. While he keeps many of his books at hand, the most valuable are kept with his personal fortune, deep in the vaults of Marcellus van Walsum’s Private Bank. He has had contact with the Children of Doom and knows of their belief of Sigmar’s death, while he has also conversed with Sister Hilli about her belief in the divinity of Olovald. The Khaine cultist Venk Kataswaran is one of the few who knows Jona’s true nature, and Jona is considering removing the Lascar, an act that would no-doubt embroil the Suiddock into a brutal assassin’s war.
SS28: Guilder’s Arms, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Cult Cu lt of Nag agas ash h
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
68%
36%
75%
67%
72%
47%
64%
60%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
4
24
7
6
6
2
18
0
Skills: Acad Skills: Academic emic Knowledge Knowledge (The Arts, Astr Astronomy onomy,, Daemonology,, Genealogy/Heraldry Daemonology Genealogy/Heraldry,, History History,, Necromancy +10%, Strategy/Tactics, Strategy/Tactics, Theology +10%), +10%), Channelling +10%, Charm, Command, Common Knowledge (Kislev, the Empire, the Wasteland), Wasteland), Concealment, Disguise, Disguise, Dodge Blow +10%, Evaluate, Gamble, Gossip +10%, Haggle, Heal, Intimidate +10%, Magical Sense +10%, Perception +10%, Performer (Actor, Musician), Prepare Poison, Read/Write +20%, Ride, Scale Sheer Surface, Search, Secret Language (Thieves Tongue), Shadowing, Silent Move, Speak Arcane Language (Magick +10%, High Nehekharan +10%), Speak Language (Arabyan, Classical, Kislevarin, Reikspiel), Swim, Torture +10%, Trade (Embalmer) Talents: Armoured Caster, Talents: Caster, Dark Lore (Nagash), Dark Magic, Etiquette, Menacing, Night Vision, Petty Magic (Arcane, Divine), Public Speaking, Quick Draw, Schemer, Seasoned Traveller, Sixth Sense, Specialist Weapon Group (Fencing, Parrying, Throwing), Strike to Injure, Suave, Swashbuckler, Very Strong
Church Skills and Talents Initiates of Nagash start with the Academic Knowledge (Necromancy) skill in addition to their normal career skills. Priests of Nagash can at their option learn the following skills and talents as part of their careers: Speak Arcane Language (High Nehekharan), Trade (Embalmer) and Menacing. in the Main Profile (losses are regained as soon as feeding takes place). A Vampire Vampire shows no reflection in a mirror mirror.. A Vampire in direct sunlight halves all characteristics (Rounded down) and suffers 1 wound (regardless of Toughness Bonus or Armour Bonus) per minute of exposure.
Combat: Magic: 2; 2; Dark Lore (Nagash), Petty Magic (Arcane, Divine) The rules for Jona’s Dark Lore (Nagash) spells can be found in Nights Dark Masters, if you do not have access to that book substitute Dark Magic (Necromancy) instead. Armour (Light) (Light):: Leather Jerkin and Best Quality Merchant’s Garb AP: Head 0 (6), Arms 0 (6), Body 1 (7), Legs 0 (6) AP: Weapons : Foil (1d10+5, CV+2*, Fast, Precise), Main Gauche Weapons: (1d10+4, Balanced, Defensive)
Traits:: Keen Senses, Frightening, Natural Weapons, Undead Traits
Trappings : Ring of Cripple Peak, Black Robes, Jewellery Trappings: (worth 1,000 Gu), Claw Talisman (Symbol of Nagash), Small fortune in Marcellus van Walsum’s Private Bank
Special:
Bijl Ren Rensen senbrin brink, k, Dre Dreg g
Blood Drain: Drain: A Vampire Vampire that is grappling an opponent can drain blood with his fangs. If the Vampire inflicts at least 1 Wound on an enemy while grappling, the victim loses 1d10% from his Strength characteristic as well. If the Victim survives the encounter, 1% of the lost strength is regained each hour.
Valet (ex-Student, ex-Scholar) A native of Marienburg, Bijl Rensenbrink is Jona van Helijden’s principle servant – or Dreg as Vampires usually term it.
Domination: A Vampi Domination: Vampire re can use his seductive seductive powers to put the weak willed under his spell. He may attempt attempt to cont control rol a Humanoid within 6 yards (3 squares) as a Full Action. This is an opposed test that pits the Vampire’s Fellowship versus his target’s Will Power. If the Vampire wins, he gains complete control over his target and can him to do as he wishes. The target may attempt to break free of this control after 1d10 rounds by another opposed test. The Vampire can free a subje subject ct from domination domination at any time as a Free Action. Natural Necromancer : A Vampi Vampire re can contr control ol Undead the same way as a Necromancer can (see WFRP, p. 161). If the Vampire actually practices Necromancy, he does not suffer the side effects associated with that Black Art. Pass for Human: Human : A Vampir Vampire e can pass for human if need be, retracting his fangs and claws a softening his features. When in this form, the Vampire is no longer Frightening. Switching back and forth is a Free Action. Vampire’s Curse: Curse: Vampirism grants many benefits but it also has severe drawbacks. A Vampire cannot cross running water except over a bridge. A Vampire Vampire must drink several pints of blood every day or lose 10% from all Characteristics
Standing six feet tall with unkempt ginger hair, Robert seems gawky and ill at ease. He has a series of clumsy hand movements when speaking to someone he doesn’t know which can be very distracting. He is very observant, and perfectly happy to sit in a corner of a room and watch the others around him. Like many Marienburgers Bijl is motivated by the money an power he receives from his position. While he is not cruel or vindictive, he is utterly amoral and mercenary in his outlook – with a fierce curiosity and an inventive mind, which he had made valuable traits to his chosen career. Bijl entered van Helijden’s employ after a number of strange events had piqued his curiosity, and he had found a pattern that extended throughout Marienburg. Marienburg. After having recorded recorded many of the Cult of Nagash’s operatives operatives,, he made a visit to the Guilder’s Arms, and asked to see van Helijden. Assuming he was a Vampire Hunter in disguise, van Helijden granted him an interview intending to personally destroy him. Bijl however showed van Helijden his research, and where he believed the security of the cult could be improved. Van Helijden merely laughed at his boldness, and hired him straight away. Such an event was such a surprise for him, a surprise that van Helijden had begun to crave. Before Joining the Cult of Nagash, Bijl studied Lustrian history at Baron Henryk’s College of Navigation and Sea Magicks,
SS28: Guilder’s Arms, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld including the devolvement of the Slann and their theology. He is recognised as an expert in his field, and any inquiries at Baron Henryk’s will be directed to Bijl. He is also interested in buying any rare Lustrian books, and finding a teacher in the ancient Slann language.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
27%
34%
36%
33%
40%
68%
51%
41%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
3
4
0
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Genealogy/Heraldry, Genealogy/Heraldry, History,, Magic, Necromancy, History Necromancy, Theology), Blather, Charm, Common Knowledge (Lustria, the Southlands, the Wasteland), Evaluate, Gossip, Haggle, Perception, Read/Write, Search, Speak Language (Classical, Eltharin, Reikspiel, Strigany), Trade (Cartographer) Talents: Coolheaded, Dealmaker, Etiquette, Linguistics, Talents: Savvy,, Super Numerate Savvy
Combat: Armour (none): (none) : Best Craftsmanship Clothing and Leather Jerkin AP:: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings: Writing Kit, Textbook, Purse (with 4d10 Gu and Trappings: 4d10 Shillings)
SS28: Guilder’s Arms, The
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Beatrice’s Flophouse Beatrice’s is a dirty, cheap flophouse – principally frequented by sailors just back from sea and various unsavoury types. The whole place is sordid, the rooms containing sailors, women and the occasional young boy. Sawdust covers the floors and the whole building is permeated with the stench of tobacco.
Beatrice, Beat rice, Mada Madam m Rogue (ex-Servant) In her late 30s, Beatrice Beatrice runs a brothel on the Suiddock. Suiddock. She provides a cheap service and is not much concerned with cleanliness or safety. She always wears heavy make-up, principally to cover the bruises received from abusive clients. Beatrice has been a prostitute since the age of fourteen and knows know s nothing else. A percentage percentage of her profit profits s are paid to the League of Gentlemen Entrepreneurs. Entrepreneurs.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
38%
37%
39%
36%
43%
39%
43%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
3
3
4
0
0
0
Skills: Blather, Charm, Common Knowledge (The Wasteland), Skills: Dodge Blow, Evaluate, Gamble, Gossip, Haggle, Perception, Performer (Actor), Search, Secret Signs (Thieves), Sleight of Hand, Speak Language (Reikspiel), Trade (Cook) Talents: Flee!, Hardy, Night Vision, Public Speaking, Talents: Resistance to Disease, Sixth Sense, Streetwise, Very Resilient
Combat: Armour (none): (none) : Poor Quality Clothing AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Dagger (1d10+0) Weapons Trappings:: Purse (with 2d10 Shillings and 2d10 pence) Trappings
SS31: Beatrice’s Flophouse
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Tempelwijk
"You wouldn’t expect a place with a bunch of temples and a college would be much for excitement, eh? But between the students' parties and the rabble-rousers always starting a ruckus, and the beggars hanging on your clothes, you'd swear Tempelwijk was a snotball pitch or something. I feel safer out on the Sea of Claws."
Tempe empelwij lwijk k Locat Locations ions T12: Physiker’s and Barber’s College T21: The Cathedral of Shallya and Great Hospital T22: Baron Henryk’s College of Navigation and Sea Magicks
"It’s one of the oldest districts in the city, but it's not like Suiddock - the Stadsraad and the Directorate care about how Tempelwijk looks. Benefactors fall over themselves to donate money for prayers said in their name or to get part of a temple or university building named after them. I suppose it shows the gods they're making a profit."
T24: The Institute for Botanical Research T29: The Tempelwijk Watch Barracks T31: The Mad Monkey Inn T32: The Wasteland Geographical Society T41: The Temple of Myrmidia di Mari
Tempelwijk is the intellectual and spiritual centre of Marienburg. While Suiddock makes money and the Directorate spend it, the denizens of Tempelwijk see to the city's mind and soul. Within the temple, priests and laity worship dutifully to maintain the blessings of the gods - all part of the deal, according to Marienburgers. Within the lecture halls of the University, the learned doctors of a dozen fields and their student’s work to maintain the city's standing in the intellectual world Marienburgers are almost alone in the Old World in their belief that a broad education leads to economic economic strength. strength. And in the plaza’s inns, tea and coffeehouses and taverns that dot the ward, priests and scholars mix with an ease that is rarely found elsewhere.
T51: The Cathedral of Verena and the Great Library T61: The Temple of Haendryk T71: The Cathedral of Manann T72: Manann’s Market great harbour of Manaanshaven, where the warships and templars in the service of the High Priest of Manann are based. Tempelwijk is always active, even late at night when groups of drunken students serenade their neighbours with the latest bawdy songs. During the day, the streets and canals are crowded with traffic. Priests bustle hither and yon on errands for their superiors, professors dash to their next lecture followed by a gaggle of hem-kissing students, and squads of marines march to their posts as guards for the various temples. Amidst them all are the hundreds of support personnel who keep Tempelwijk running and the visitors who have business there. Not to mention the beggars - lots and lots of beggars, who flock to the prime patches by the Great Hospital.
Tempelwijk is an impressive sight, dominated by three great structures: the Cathedral of Manann with its great golden spires, the gaudy Temple of Haendryk, Haendryk, and the former palace that houses Baron Henryk's College of Navigation and Sea Magicks,, Marienburg's world-famous university Magicks university.. Along with the other, smaller temples, Tempelwijk is home to ale houses, inns, bookstores, antiquarian shops, print-shops and scriptoria (notoriously unfriendly towards each other), boarding houses for students, faculty and priests - any sort of establishment that one can imagine serving an educated clientele. There is also the
Night brings out the more sinister side of Tempelwijk. Footpads and burglars of ‘The of ‘The Guild We've Never Heard Of’ find profitable work here, while students gather in their various fraternities to
T
work off a hard day of stud studies ies with a hard evening evening of drink drinking. ing. Almost inevitably, The Black Caps and the University Proctors are called upon at least once a night to break up a brawl between besotted marines and students. The Ward Assizes of Tempelwijk is famous for raking in the most fines of any in Marienburg.
Impressi Impr essions ons of Tempe empelwij lwijk k “He waved an expansive hand at the bustle surrounding them. The streets here seemed busier than the languid pace of the Oudgeldwijk, almost as much as the Suiddock had been, but instead of carters, stevedores and artisans, most of the passers-by seemed to be mages or priests, hurrying along with the hems of their robes lifted slightly to keep them clear of the patina of mud which coated the cobbles as thickly as it seemed to everywhere else Rudi had been. Here, despite the shortage of building land which afflicted the whole city, broad squares wider than any he’d seen since his arrival in Marienburg opened out, fronted by buildings of a size and magnificence he could scarcely have imagined.”
Night is also the time of the witch-hunters. Access to knowledge often leads the weak or the corrupt down the paths of heresy, and the witch-hunters of the Temple Court are always alert for the taint of Chaos Chaos.. More than one person has vanished vanished in the night, the only evidence of his or her fate being a brief notation in the records of the Star Chamber - "Case closed" . There are a number of reasons characters would seek out Tempelwijk: perhaps they simply want to learn an academic skill - they'll find the best (and most expensive!) tutors here. Tempelwijk is also the likeliest place to find someone to identify an obscure artefact or translate an ancient document. Perhaps they even want spiritual comfort. Work may also bring characters here, for the scholars of Tempelwijk often hire adventurers to undertake expeditions for them, or to travel as bodyguards. Finally, there are the dark secrets buried within Baron Henryk's College or the vaults of the temples - for witch-hunters are not the only ones interested in forbidden things.
T
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Physiker’s and Barber’s College “I heard they pay good money for dead bodies so they can cut em up and see what’s inside. Cutting dead people up never cured nobody if you ask me.” Formed in the days when Marienburg law allowed only barbers to perform surgery, the Physiker’s and Barber’s College is a venerable and respected institution. The large carved stone guildhall sits proudly among similar buildings in Tempelwijk. Officially part of Baron of Baron Henryk’s College of Navigation and Sea Magicks,, the College is responsible for the training, education Magicks and regulation of all Apothecaries, Barber-Surgeons, Herbalists and Physicians within the city limits, apart from those officially attached to the Cult of Shallya. The Collage also participates in acts of charity and civic responsibility, such as funding the Berkenhare Hostel in the Doodkanaal. The grand entrance foyer has a small reception office to the side of it, where fastidious and demeaning petty clerks deal with members of the public. Like any elite organisation, most of the Collage is out of bounds to members of the general populace. However, a large public theatre is located on the first floor directly up the stairs from the main foyer, where spectators can watch surgeons at work for the fee of 2 Guilders. This innovation has raised a good amount of money for the individual surgeons and the guild itself. The public theatre is a semicircular room with ten rows of wooden seats, steeply raked and overlooking the operating theatre itself, with its gaudy red floor. Most of the theatre’s wooden surfaces are painted a lurid shade of green. The venue has a capacity of around four hundred.
Public Publ ic Aut Autopsi opsies es “The Chartered Physiker’s and Barber’s College of Marienburg do stage this day for the elucidation and education of the finest and most eminent minds of this brave and honest city, a through and assiduous autopsy, in two parts, of an unfortunate citizen (as yet to be determined). With refreshments and intermissional entertainment.” Autopsies are popular among all sections of Marienburg society and as with surgery in general, the collage has no qualms about letting anyone who can pay in to watch. As well as students and gawkers from Marienburg, Physicians travel to watch such autopsies from all over the Empire and Bretonnia, where such practices are highly illegal. Such events are rare however. The Guild is only allowed to perform autopsies on those that the Directorate have deemed “beyond Mórr’s grace” , namely Mutants, Heathens and those who have been cursed by the gods. Elves and Dwarfs may never be autopsied, although other races may. The only time this has occurred is when a autopsy was performed on the corpse of a Beastman provided by Edvard van der Kraal. These restrictions have done little to placate the Cult of Mórr, which considers these autopsies an abomination and heavily petitions the Directorate to reinstate the ban on all such activities.
Aside from the theatres and lecture l ecture halls, the Guildhall has several annexes where the Guild’s teaching staff reside. These apartments are sumptuously decorated, containing a reception room, study and bedchamber. Only a dozen of these apartments exist, and they are highly prized and the subject of much inter-guild politicking.
Profes Prof esso sor r Ka Kar rl Gr Gruy uyba baar ar,, Ma Mast ster er of th the e Phys Ph ysik iker’ er’s s an and d Bar Barbe ber’s r’s Col Collag lage e Guild Master (ex-Student, ex-Physician, ex-Scholar) “The unfortunate was a stevedore of the Doodkanaal who contracted Scurvy Madness after being bitten by an unknown creature while unloading a cargo from the New Coast. The purpose of today’s surgery is to investigate the vital organs to ascertain the effect that the curse has had on them and to measure which and how much of the cardinal fluids have been consumed.” The aged master of the collage, Professor Karl Gruybaar is a slightly decrepit but well respected physician. A ‘mechanical’, Gruybaar is a follower of the Tilean and Dwarvern doctrine of healing, which treats the body as a machine that can be repaired, rather than blindly following the teachings of Gaelen. It was under Gruybaar’s influence as a young man that the frequent classes between the guild’s physicians and barbersurgeons where resolved, although many barber-surgeons still resent their better educated and far more expensive physician brethren. Gruybaar has written a number of influential works that are circulated throughout the Old World and is the first physician of choice choic e for many of the riche richest st Marienburgers Marienburgers.. As with most physicians, he seldom gets his hands bloody by the practice of surgery himself, instead acting as an overseer on surgical procedures. Gruybaar is often quite vague in his mannerisms, and portrays himself as a kindly old academic who has little interest in worldly matters. Most members of the Physiker’s and Barber’s College would be shocked to discover that several members of the “Guild We Have Never Heard Of” know Gruybaar very well indeed and favours between Gruybaar and the League are frequently exchanged.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
39%
37%
40%
42%
41%
72%
44%
71%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
4
4
4
0
5
0
Skills: Academic Knowledge (History, Law, Skills: Law, Necromancy, Necromancy, Philosophy, Science +10%), Charm +10%, Command, Common Knowledge (Dwarfs, the Empire, Tilea, the Wasteland), Evaluate, Gossip, Haggle, Heal +10%, Perception, Prepare Poison, Read/Write +10%, Search, Secret Language (Guild Tongue), Speak Language
T12: Physiker’s and Barber’s College
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld (Classical, Estalian, Khazalid, Reikspiel, Strigany, Tilean), Trade (Apothecary, Calligrapher)
Memb Me mber ers s of th the e Co Coll llag age e
Talents: Dealmaker, Etiquette, Linguistics, Resistance to Talents: Disease, Savvy, Strike to Stun, Suave, Super Numerate, Surgery, Very Resilient, Very Strong
Anders Vesalion – Guilderveld Physician
Combat:
Barber-Surgeons
Armour (none) (none):: Best Quality Clothing
Gertrude van Sants – Kruiersmuur Surgeon
AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP
Markus Puttlangs – Suiddock Surgeon
Physicians
Herbalists
Weapons:: Dagger (1d10+1) Weapons Trappings: Trade Tools (Physicians), Writing Kit, Textbook on Trappings: Medicine (written by himself), Purse (with 5d10 Gu and
Jan Van Arzneier – Arzneier – Suiddock Herbalist
5d10 shillings)
The Th e Bo Boar ard d of Pu Publ blic ic He Heal alth th The Board of Public Health in the Tempelwijk District is a typical recent creation, a pet project of Sister Anneloes van de Maarel, High Priestess of Shallya. Under the direction of its head, Dr Anders Vesalion, Vesalion, it pushe pushes s the stran strange ge idea that disease may be caused by dirty canal water and insects, and spends much money hiring poor people to scoop filth out of the canals. Its small successes in improving the health of poor Suiddockers by teaching them to boil water has earned it the derisive name of “muckrakers” from the Physiker’s and Barber’s College, which considers it a threat to business. It also frequently files complaints against the Elf Quarter for Quarter for its practice of using magic to sweep trash out of their canals canals and into the rest of the city. Though ignored by the Directorate, its lack of tact has earned it some powerful enemies, who are seeking to have its budget cut at the next session of the Burgerhof.
T12: Physiker’s and Barber’s College
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Cathedral of Shallya and Great Hospital “Filthy wretches! This is a church where good folk come to worship! How can they let these cripples just mill about, begging for money and defiling Shallya’s Temple with their dirty ways? It’s disgusting.” “Why, just last year I saw a crippled beggar - on crutches with a gammy leg and running sores all over him - walk out of here as healthy as a new-born babe! It were a miracle, it were. Don’t believe me? Well, them are his crutches hanging right over there.” “Old Brother Bert may be a Shallyan, but he ain’t no pushover. Some dumb Tilean thug tried to mug him one night over by the Niederbrug, figgering he had an easy mark. Well, quicker than you can say ‘cock-a-doodle-loo’, Albert’s taken his blade and tossed him in the canal. Didn’t hurt him, just embarrassed him. He’s teachin’ the street brats how to take care of themselves, too, though I heard his higher-ups don’t like it.” The Cathedral of Shallya and its attached Great Hospital sit apart from the other churches in Tempelwijk, between the Groeneketter (‘Green Heretic’) and Doolweg (‘Wrong Way’) bridges across from Oudgeldwijk. Unlike Shallyan churches in more hospitable climes, the temple and hospital buildings are closed to the elements. The temple itself, also known as the ‘White Chapel’ is a simple structure of whitewashed brick, the symbol of a red heart engraved and painted over the main doors. It is connected to the hospital by an enclosed courtyard where the sick can get out for a bit of sun and fresh air when the weather allows. The hospital is also whitewashed, its interior having rooms for a surgery, apothecary and dormitory for the ill. The second floor contains the simple quarters of the priests and priestesses. The doors of both are unlocked at all hours of the day and night, giving welcome relief for those in need of aid or sanctuary, which makes the area a haven for down-and-outs and beggars, much to the consternation and complaints of the residents and other temples of Tempelwijk. The White Chapel is famous in the Old World as a place of healing, healin g, but not just for the skills of its priests. priests. At the foot of the Lady’s statue is a large pool of pure water, constantly replenished from some unknown source, which is said to have been called forth by the first High Priestess many centuries ago. The crippled crippled and the infirm come from all over the Old World to bathe in the pool’s waters, desperately seeking a miracle to relieve their misery. The crutches that hang from the rafters attest to the healings that have occurred here. In fact, very few miracle cures happen - perhaps one or two a month - compared to the numb number er of pilgri pilgrims ms the pool recei receives ves - but it’s enough to keep the shrine’s reputation intact. The White Chapel is the seat of Sister Anneloes van de Maarel, High Priestess of Shallya for the Wasteland and a member of the Directorate, well known for defending the rights of the poor. It also houses the offices of the Board of Public Health, set up by Sister van de Maar Maarel el and headed by Dr Anders Ves Vesalion. alion. Currently the centre of controversy, the Board is petitioning the Stadsraad to grant it oversight over the practice of medicine in Marienburg, effectively replacing the Physiker’s and Barber’s College - which, of course, is angrily defending its ancient rights.
Priest Pri ests s of Sha Shally llya a Unlike the priests of other religions, the most important Priests of Shallya can often be found stationed in the most run down areas of the city. Anointed Priests Sister Marie Serenite – Head of the Doodkanaal Mission Brother Marijkus - Head of the Edelmoed Temple (Suiddock) Priests Brother Martinus – Prison Chaplain at Rijker’s Isle
doctrine of healing and mercy for all, including mutants. The outrage was so great that even the rights of sanctuary couldn’t protect her, and she only just escaped ahead of the Witch Hunters of the Star Chamber. The temple still hasn’t recovered from the damage done to its political influence, and recently graffiti praising the Knights of Purity has been found scrawled on its walls.
Brot Br other her Alb Albertu ertus s Cob Cobbiu bius s Initiate (ex-Bounty Hunter, ex-Pit Fighter) A tall, powerful man in his late fifties, black hair thoroughly salted with grey. He has sad, compassionate brown eyes and a ready smile. Brother Bert is a straightforward, nononsense man who gains many of his donations through sheer persistence. Like his estranged elder brother, Lea-Jan Cobbius, he loves the Suiddock and its people, but is appalled at the corruption that eats at its soul. While he grew up a fighter to survive the streets, a change of heart late in life led him first to medicine, and then to the priesthood. He is dedicated to protecting the working man of Marienburg from the evil’s that infest the docklands. Brother Bert can sometimes be found in the Pelican's Perch, Perch, sharing an ale with Ishmael Boorsevelt, the owner. Brother Bert still believes everyone should “know how to take care of oneself, when reason fails,” and teaches Suiddockers street-fighting tricks to disable an attacker without serious injury. Only his insistence that violence is a last resort, and then to be used only to facilitate an escape, keeps him from being disciplined by the cult hierarchy. In his form former er life as a pit-f pit-fighter ighter and bounty hunter, hunter, Alber Albertus tus became mixed up in underworld dealings and feuds, and made some enemies outside of Marienburg. While it’s likely that after all this time, his involvement has been forgotten, it’s possible that one day his past might come back to maim him.
The temple is no stran stranger ger to ranco rancour: ur: it was here that the heretic priestess Astrid Von Nimlsheim publicly preached a
T21: Cathedral of Shallya, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
50%
45%
50%
53%
42%
35%
40%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14 14
5
5
4
0
0
0
Skills: Academic Knowledge (Theology), Common Knowledge Skills: Knowledge (The Wasteland), Dodge Blow, Follow Trail, Gossip, Heal +10%, Intimidate +10%, Outdoor Survival, Perception +10%, Read/Write, Search, Shadowing, Silent Move, Speak Language (Classical, Reikspiel) Talents: Disarm, Quick Draw, Rover, Sixth Sense, Specialist Talents: Weapon (Entangling, Flail, Parrying, Two Handed), Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Resilient, Very Strong, Wrestling.
Combat: Armour (none) (none):: Homespun robe and hood AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP Weapons:: none (Unarmed, 1d10+0, Special) Weapons Trappings: Silver dove brooch (holy symbol of Shallya), Staff, Trappings: Prayer Book, Pencil
Brother Domi Brother Dominic, nic, Herbali Herbalist st and Impe Imperial rial Spy Spy (ex-Charlatan, ex-Rogue, ex-Apothecary, exInitiate) “You’d better let me lance those boils you’ve been so close to the Chaos Wastes, they might start talking.”
means to avoid violence. At the same time, he is serious about his work in the infirmary, and is well liked both by the staff and the resident patients, none of whom know his secret. Brother Dominic has extensive contacts among the poor of Marienburg, especially in the south of the city - many have come to him seeking treatment. He also knows many influential students from Baron Henryk’s, who visit in the morning for his secret hangover cure. His immediate ring of lieutenants, including respected members of the Marienburg establishment, know of his covert identity. He has no direct dealings with lowerranking members of the organisation to protect his secret. His true role is known to Trancas Quendalmanliyë, with whom he occasionally trades information.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
49%
58%
41%
50%
57%
55%
51%
54%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
15 15
4
5
4
0
0
0
Skills: Academic Knowledge (Cryptography, Skills: (Cryptography, History, Science, Theology), Blather +10%, Charm +10%, Common Knowledge (Bretonnia, the Empire, the Wasteland), Concealment, Disguise, Evaluate +10%, Gamble +10%, Gossip +10%, Haggle +20%, Heal +10%, Lip Reading, Perception +20%, Performer (Actor), Pick Lock, Read/Write, Search, Secret Language (Guild Tongue, Thieves Tongue), Shadowing, Silent Move, Sleight of Hand +10%, Speak Language (Breton, Classical, Reikspiel +10%), Trade (Apothecary) Note, characters in the Spy career may choose to buy Academic Knowledge (Cryptography) as an additional skill. Talents: Acute Hearing, Etiquette, Talents: Etiquette, Flee!, Lightening Reflexes, Reflexes, Linguistics, Luck, Marksman, Mimic, Public Speaking, Resistance to Poison, Schemer, Seasoned Traveller, Sixth Sense, Streetwise, Suave, Very Resilient
“We have to know what the Bretties are up to. Blackmail is fine, but no violence, you understand? understand?” ” A bit under 5’6”, in his mid-50’s, his body is finally turning to fat. Grey, tonsured hair rests above sympathetic blue eyes. His beardless face shows keen intelligence and is well furrowed by lines of concern. He affects a slight stutter. Brother Dominic came to the cathedral six years ago with papers showing showing he had been sent there by a minor temple in Sudenland. It was a lie. He was actually an experienced Imperial spy who had been placed there to rebuild the network of Empire agents that had been broken by the Fog Walkers. He had been a Shally Shallyan an initiate, long ago, but had fallen from the faith. Working in the infirmary has seen his faith reborn and now he serves two masters: Shallya and the Emperor.
Combat: Armour (none): (none) : Homespun robe and hood AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP: Weapons:: none (Unarmed, 1d10+0, Special) Weapons Trappings : Sling bag of herbs, bandages and medicines, Trappings: Amber Shallyan Prayer Beads worth 15 Guilders, Imperial Codebook (wrapped in cloth and hidden under floorboards)
He reconciles the apparent conflict through the nature of his mission: not to subvert Marienburg, but to thwart Bretonnian actions and prevent their gaining influence over the Directorate. Although a pacifist (he will defend himself if attacked, however), he and his organisation have been instrumental in thwarting the plots of the Chambre Noire, employing increasingly creative
T21: Cathedral of Shallya, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Baron Henryk’s College of Navigation and Sea Magicks “There’ s quite a bit here to attract the man of learning. Scholars would sell their souls to have access to our libraries. In fact one did, but he was discovered and burned just in time. Need I mention the generous tuition fees? The Universities of Altdorf and Nuln are kindergartens by comparison. The Collegium Theologica in Middenheim? Don’t make me laugh!” “The finest university in the known world, although there are hidebound scholars in Altdorf and Nuln who would dispute that claim. They also train and licence mages, in the same way as the colleges of Altdorf.” “They provide tuition and issue licenses to practice magic which are recognised throughout the known world. Just like the Imperial colleges really, only a bit less hidebound by tradition.” On the seaward end of Tempelwijk, by the entrance to Manaanshaven, Baron Henryk’s College of Navigation and Sea Magicks is one of the Old World’s premier centres of learning. Since 1947 it has occupied the buildings and grounds of the former palace of Baron Henryk’s mother, the Contessa Esmeralda Cioppino of Miragliano, remembered to this day as “La Donna Grossa” for her generosity generosity and her girth. After her death, the Baron endowed the University and donated the palace to it, with the charge that it become a “centre for the study of the Sea and sea travel, for it is through Manann’s realm that Marienburg’s true future lies” . The traditional three-year curriculum is much like other universities on the continent: students finish with a MPN degree (“Magister Philosophiae Naturalis” ), ), having studied the core subjects of Rhetoric, Logic, Grammar, Music, History, Classical Old Worlder Worlder,, and Astronomy. Astronomy. But it is in the realm of advanced studies that Baron Henryk’s leads the Old World. In co-operation with the guilds and temples of Marienburg, the University has pioneered research work. Doctors use the facilities of the Great Hospital of Shallya to teach medicine and surgery, the Inns of Court train new lawyers, and priests of Haendryk lecture on the new science of Economicks. Foremost among these, though, is the study of Navigation and Cartography, the late Baron’s two great passions. Navigators licensed by the Marienburg Brotherhood of Seamen and Pilots must have passed the exams at Baron Henryk’s. Because of the high standards of the Brotherhood and the University, Marienburg registered navigators are in demand across the Old World. Even Sea Elves from Sith Rionnasc have lectured here.
Impre Imp ressi ssions ons of Bar Baron on He Henry nryk’s k’s “It was almost as large as the cathedral had been, but constructed of brick and timber rather than stone. Statues and gargoyles encrusted every surface, for the most part spattered with the droppings of gulls which roosted there, their raucous squawks all but drowned out by the bustling of the humans below. Sunlight shone golden from hundreds of windows and Rudi gasped at the realisation that they were all glazed, a display of wealth more dazzling in its own way than the light they were reflecting. ‘Here we are.’ Kris led them to a small gate set in the wall and Rudi caught a glimpse of a courtyard beyond. Clearly the college rambled for some distance behind this monumental façade, newer, more utilitarian buildings having been added to the original palace, donated to the city by Baron Henryk when he endowed the institution in the first place.”
they group themselves into various clubs and fraternities based on interests, social class and - most importantly - the cash they have to spend. Money is thus a frequent problem for students, especially for those who come on a scholarship from middle or lower class class families. families. After all, how can one be expec expected ted to show up to the Academy of Drinkers & Duellists, perhaps the most foppish of the University’s societies, wearing last year’s lace collar? Sadly, it’s not uncommon for desperate young scholars to engage in questionable or downright illegal schemes to get a few more guilders. Baron Henryk’s College of Navigation and Sea Magicks often sends journeys of exploration to the corners of the world. Through the Wasteland Geographical Society - a University sponsored fellowship of explorers, sea captains, scholars and anyone who has an interest in foreign places and the money for a membership fee - the College’s knowledge of the wider world grows each year. Individuals needing to avoid Imperial entanglements for a while might well consider signing on for that expedition to find Prester Johann’s lost Sigmarite kingdom in the Southlands. Visitors to the College are usually welcome, but they are only allowed to bring one servant at a time in with them.
A faculty of of Herbalism Herbalism and Alchemy is also on site. Baron Henryk’s also supports research into applied sorcery, under skilled wizards such as Professor Aaldbrugh. There is an emphasis on magic useful to mariners and the merchant trade. Not only does this include Celestial, Jade, and Shadow magic, but the dangers inherent in travelling about the world make battle wizards a desired commodity, too. The Directorate, through grants made via the ‘Change ‘Change,, ensures that there is plenty of funding for training wizards loyal to Marienburg, not to mention the individual Houses of the Ten. Demonology and Necromancy are of course forbidden, and the temples keep an eye peeled for the first signs of forbidden research.
Registe Reg istered red Marie Marienbur nburg g Wizar Wizards ds Astrid Sterstaren (Bright Collage, Journeyman) Floris Rijgpen (Gold Collage, Journeyman) Oliver Oopjooper (Grey Oopjooper (Grey Collage, Journeyman) Sybo Haan (Gold Collage, Journeyman) Wilhelm Rotkopf (Gold Rotkopf (Gold Collage, Master)
Student life at Baron Henryk’s revolves around studies and status statu s - life is a cons constant tant struggle struggle to keep up grades and appearances. All this involves money. Not only must students pay their instructors, who share a portion with the University, but
T22: Baron Henryk’s College of Navigation and Sea Magicks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Theodo The odorus rus Fr Fran ansen sen,, Nig Night ht Po Porte rter r Servant (ex-Apprentice Wizard, ex-Student) “That’s all right, Master Walijs, old Fransen will see you to your rooms safe indeed, and the proctors needn’t know a thing. Careful! Oh, and on your nice new boots, too.”
“Oh, aye. I’ve seen plenty of comings and goings, I have. Could tell you stories about the great and the good. But m’throat’s too dry for that, so it is.” A rotund man in his late sixties, with a small head ringed by a fringe of grey hair, a pot belly and rheumy eyes behind wire-rim spectacles that sit on a bulbous, veined nose. Always friendly, with an understanding smile on his face.
“Old Fransen” , as he is known around Tempelwijk, has been a fixture at Baron Henryk’s for over forty years. Once he was a promising student of the wizard Nicolaas van Mil who, a secret dabbler in Demonology, was caught by Witch Hunters as he was summoning a demon in his University chambers. Theodorus was an unwilling participant in the rites and only narrowly avoided execution. As it was, the horrors of that night shattered his mind and left him a broken, haunted man. When he recovered, the kindly rector of the University found him a position as night porter, keeping the keys to the dormitory quad and the rooms of the students. He’s served in that capacity ever since, making himself invaluable to generations of students, for whom he’s come to feel protective. He arranges room assignments for incoming students, sees to their cleaning by the domestic staff, and functions as a general troubleshooter. In the latter capacity, he is not above accepting the occasional gratuity from a student who is in no shape to see himself home and wishes to avoid the University’s proctors, or even the Black Caps. Theodorus has seen much in his years at Baron Henryk’s and has heard even more - many of the student’s regard him as a doting uncle and tell him things they would not reveal to anyone else. Consequently he is an excellent source of gossip for generous individuals interested in the extra-curricular activities of faculty and students. However, Fransen isn’t the feeble old rummy he pretends to be - he is a rummy, but he’s also a recruiter for the Rainbow Flames, the Tzeentchian cult that seeks to corrupt the Vrijbond. The demon that killed his master spared Fransen’s life on the condition that he would serve the Lord of Changes, and Fransen does so willingly. Given the propensity of young scholars to embarrass themselves, and their families’ desires to keep things quiet, Fransen gladly takes their proffered tips to keep him quiet. Students with truly promising character flaws, however, are invited to the meeting of a “secret fraternity of Marienburg’s best” . By the time they understand what they’ve done, it’s too late to get out.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
34%
35%
42%
36%
41%
46%
42%
47%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
4
3
4
1
1
0
Skills: Academic Knowledge (Astronomy Skills: (Astronomy, Magic +10%), Blather, Channelling, Charm, Common Knowledge (The Wasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate, Gossip +20%, Magical Sense, Perception +20%, Read/Write, Search +10%, Sleight of Hand, Speak Arcane Language (Magick), Speak Language (Classical, Reikspiel+10%) Talents: Acut Talents: Acute e Heari Hearing, ng, Aethy Aethyric ric Attunement Attunement,, Etique Etiquette, tte, Flee, Linguistics, Petty Magic (Arcane), Savvy, Sixth Sense, Super numerate, Very Strong.
Combat: Magic: 1; 1; Petty Magic (Arcane) Armour (none): (none) : Porter’s Uniform AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP: Weapons:: Cudgel (Hand Weapons, 1d10+4) Weapons Trappings : Ring of keys to the Dormitories, Silver Chain of Trappings: Office, Flask of Brandy (a bribe from a student)
Haam Ha am Mar Markv kvalt alt,, Stu Studen dent t Rad Radica icall Agitator, ex-Stude Agitator, ex-Student nt “Fool! You question me? You are nothing but a bourgeois lackey of the decaying plutocratic order! Who else but I, Haam Markvalt, is fit to lead Marienburg to her inevitable democratic glory, to finish the Revolution, to bring change?” Haam Markvalt is the son of Imperial immigrants and spent his formative years among the poor working folk of Suiddock. His father died when he was four and his mother, left destitute, was reduced to total poverty. When she was murdered a few years later, he was placed in St Rutha’s Orphanage. His quick wit and sharp mind were noticed by the visiting Brother Cobbius, who arranged arranged tutoring for him at a Verenan shrine. The priest there was so impressed that he arranged through contacts at the Cathedral for young Haam to receive a scholarship to Baron Henryk’s College, where he has distinguished himself in all his studies and has shown particular brilliance in History. Young Markvalt has made it clear that intends to become a lawyer. Many expect him to be one of the best seen in the courts in many years. But many also fear him. He never got over the bitterness he felt over his parents’ fates, and the wretched condition of the working poor and the callousness of the ruling classes lit a fire of rage in him.
T22: Baron Henryk’s College of Navigation and Sea Magicks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Soon after enrolling at Baron Henryk’s, he joined a debating society that was more of a drinking club, the Vrijbond. He quickly became its leader and transformed it into an engine of radical social change. Through club meetings, pamphlets and speaking in taverns in Tempelwijk, Suiddock and other working class districts, Markvalt and his followers spread the word about the need for change, about how Marienburg’s “democratic revolution” , stolen by the Ten, remains to be finished - by violence, if necessary. Usually laughed at, Haam Markvalt gains a few converts each night, until there are now Vrijbond chapters in several parts of the city. Though Marienburg has a tradition of tolerance for radicals that’s unusual in the Old World, the Fog Walkers have noted Markvalt’s success and have begun discussions about “corrective measures” . But the greatest threat to Markvalt and his dream of democracy comes not from the Establishment. Others have noticed his talents and passions, and have begun to subvert him to their ends: the Rainbow Flames, a Tzeentchian cult based in the University, has infiltrated the Vrijbond and its agents are gaining more and more influence with Markvalt, though he has no idea of their true allegiance. The medallion he received from one as a gift is actually enchanted with a tiny piece of Warpstone: it eats at his mind, feeding his resentments and ego, and slowly warps him to the will of the Changer of Ways. Haam Markvalt is tall, over six feet, and thin as a reed. His mop of curly blond hair is always unkempt, and his green eyes reveal a passionate fire when he speaks of the crimes of the ruling class. His beard lines his chin in the fashion popular among radicals, and when he speaks his hands are continually moving in emphasis. The force of his personality is obvious, and people either hate him or admir admire e him after only a few minutes. minutes.
Haam Markvalt lives in Koester’s Boarding House in Kruiersmuur,, where Mother Koester dotes Kruiersmuur Koester dotes over him like a son. He and his fellow radicals normally drink at the New Inn on Luydenhoek. He is still on good terms with both Sister Marianne and Brother Cobbius, though they both disagree strongly on his politics. He knows and has a grudging respect for Captain for Captain Graveland of the Suiddock Black Caps – both seek to protect the common man, both have contempt for the lazy rich, but Graveland’s dedication to law and order keep them from being friends. Markvalt has connections with two or three printers who secretly produce the Vrijbond’s more radical pamphlets.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
40%
37%
31%
29%
35%
53%
40%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
2
4
0
3
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, History +10%), Charm, Common Knowledge (The Empire, The Wasteland), Concealment, Consume Alcohol, Gossip, Heal, Perception, Read/Write, Speak Language (Classical, Kislevarin, Reikspiel) Note that agitators belonging to the Vrijbond or similar groups may buy the Speak Language (Kislevarin) skill instead of Breton or Tilean. Talents:: Ambidextrous, Coolheaded, Etiquette, Excellent Talents Vision, Flee!, Public Speaking, Savvy, Super Numerate Insanities:: Delirious Saviour Insanities
Combat: Armour (none) (none):: nondescript labourer’s clothes AP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2) AP: Weapons:: Dagger (1d10+0) Weapons Trappings : Innumerable revolutionary pamphlets, Medallion Trappings: of membership in the Vrijbond, Vrijbond, Worn Book (‘The Class Structure: dupe of Chaos’, by Max Gorkius, in Kislevarin)
T22: Baron Henryk’s College of Navigation and Sea Magicks
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Marienburg Institute for Botanical Research “Botanical Institute ... hmmm ... you’re sure its part of the university, I mean I haven’t heard of it before, but I can check if you like ... ah yes! ... here we go, there is some place ... seems to be on some island out in the Reik... unusual place for a university building. Oh well, this place seems to grow bigger every day!” “Run by some mad academic who never comes out apparently. See, he has his food and everything dropped off once a week like - I take a small boat out to the place - doesn’t seem to have a housekeeper or anything, ‘cos its always him who answers the door. Its like he’s staring into space all the time, hardly says a word, I mean he’s crazy!” “There’s something odd about that place. You go up to some don from the University - they’ve never heard of him, the flower shops don’t ever get anything from him, he never comes out, he’s not got any servants - but you still see several boats going back and forth a couple of nights a week – always late evening or night - you start to wonder. I mean I know he’s got that glass house thing on the roof, but I reckon its just a cover for something else ...” Most of the small, private islands at the north of Tempelwijk are owned by wealthy merchants, but this one was given to the Baron Henryk’s twenty years ago after the previous owner died and left no heirs. The island is tiny, barely housing the somewhat dilapidated residence which leans perilously over the Reik, and although the University had been constantly demanding increased territory for months, it was at a loss to find a use for this oddity. It was eventually decided that the top floor of the buildin building g would be dism dismantled antled,, and a glass conservatory built in its place in which botanical rarities could be cultivated. Due to the built up nature of Marienburg blocking the sun from all other possible places, no such thing had been constructed before, and at the time it provoked much interest. However, after a couple of years and the lack of any startling results, the place was forgotten and ignored by the academic community, who left its upkeep and development to the whims of its somewhat eccentric occupant. It has become one of Marienburg’s landmarks, and visitors are told stories about the crazy professor and his caged jungle. On summer nights when the fog doesn’t obscure the sunset, the roof of the Institute reflects a dazzling display of light to viewers on the Hoogbrug Bridge.. Bridge Getting to the Institute will require the characters to find a boat to take them there - the small island is completely divorced from any of the major islands. There are no guards or servants living on the island, only Professor Benedictus, who spends most of his time in the conservatory. He will be very cross with the characters for disturbing his peace, but any mention of a involvement in Botany will pacify him instantly, and they are likely to be invited inside to see the collection. The ground floor is mainly used as storage by Benedictus, and he rarely visits it except to answer the door or make himself food. There is a rather dank lumber room containing several mouldering packing crates (personal clothes and knick-knacks, plus his old diaries); a small kitchen and pantry, sparsely furnished, and makeshift wooden stairs leading up to the next floor. Here is an open plan living area – an unmade bed cowers in the corner, old books and diaries overload the walls, and in
the centre of the room there is a large table, covered. covered. Half finished meals, messy rags and dead plants, beautiful scaled scientific diagrams of floral anatomy that have miraculously remained pristine in all the mess, and an expensive drawing kit extend exten d over the edge of the batter battered ed table top. Cloth Clothes es litter the floor, along with open books and stacks of small vials. Benedictus will mumble something about the mess before leading the characters into the conservatory on the next floor. The conservatory is the antithesis of the rooms below - where they were gloomy and cluttered, the conservatory is bright and neatly precise. Flowers of the kind never seen before in the Old World stand to attention with perfect waxed petals; drooping fronds frond s of a Lustrian Willow are tied back to keep the paths between the trellises clear; Cathayan Bonsai Trees rest in small pots by the windows and the smell, the smell is overpowering. To those not used to it, the combined perfume is dizzying. Walking around the conservatory, the buzz of insects attacking the plants can be heard, and the breeze from the skylight rustles the leaves, complimenting the hiss of the sea outside. Benedictus won’t invite anyone up to the smaller glass house on the next level, for this is where the bulk of his experimentation occurs. The spectacular view of Marienburg through the glass walls is easily ignored by the distraction of the plants at the centre of the room: strange, twisted creations that have more than a hint of the unreal about them...
T24: Marienburg Institute for Botanical Research, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Bened Ben edict ictus us Voog oogt, t, Pr Prof ofess essor or of Bo Botan tany y
Combat:
Scholar (ex-Student, ex-Apothecary) “WHY CAN’T PEOPLE JUST LEAVE ME TO STUDY IN PEACE! EVERY OTH ... Rare Estalian Wallflower seeds you say ... you must excuse me, but I get bothered by visitors for hours.” Benedictus is a small man with a slightly crouched figure, only ever to be seen wearing his gardening smock. He has delicate hands as befits one who dissects flowers, and a pallid complexion despite being in the sun for most of the day. He has a receding hairline, and a face that forever appears in deep contemplation. Although not immoral, Benedictus is certainly amoral. He finds humans tedious, bickering creatures, and far prefers the company of his plants, which he finds infinitely more fascinating. He is prone to have a short temper with anyone not connected with his subject in some way. He has a sense of absent mindedness, but this is only because he doesn’t concern himself with the niceties of daily living. On the subject of Botany he has an almost encyclopaedic knowledge, and an excellent awareness. Benedictus is an obsessive collector, and there are all manner of unusual and fascinating fascinating plants in the Institute. Institute. He has an intense drive and curiosity to observe rarity, and this has resulted in Benedictus owning several specimens unique to the Old World. He is among the foremost scholars in his field, surpassing even his mentors at Altdorf Imperial University. Benedictus is a loner, and knows few people in Marienburg. He is distantly aware of all the senior scholars at Baron Henryk’s, but only as “those that bother me once a year or so.” He enters into heavy correspondence with fellow scholars in the Empire and Estalia, as well as several botanists who have accompanied Explorers on their voyages of discovery. He has in the past dealt with Marcel Mousillade, from whom he has procured several rare (and proscribed!) texts on botany, but knows little of him other than that first meeting. Benedictus also knows the assassin Tobias van Neef.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
34%
30%
32%
40%
38%
69%
48%
40%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
3
4
4
0
2
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Magic, Philosophy, Science +10%, Common Knowledge (Estalia, Lustria, the Empire, the Southlands, the Wasteland), Consume Alcohol, Evaluate, Gossip, Haggle, Perception, Prepare Poison, Read/Write, Search, Secret Language (Guild Tongue), Speak Language (Classical, Dark Tongue, Estalian, Reikspiel), Trade (Apothecary) Talents: Linguistics, Resistance to Poison, Savvy, Super Talents: Numerate, Very Resilient
Armour (Light): (Light): Leather Jerkin AP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4) AP: Weapons:: Dagger (1d10+2) Weapons Trappings : Several papers on botany (with own notes Trappings: scribbled in margins), Dose of Black Lotus Poison, University Signet Ring, Pencil, Purse (with 1d10 gu)
Forbidden Research When word of the obsessive Benedictus reached the ears of the assassin Tobias van Neef, he saw it as a golden opportunity. Tobias posed as a fellow scholar with some rare seeds that he wanted to shar share. e. Althou Although gh Benedictus Benedictus was initially suspicious of the stranger’s vague background, Benedictus had all but run out of inspirational finds, and his insatiable curiosity got the better of him. He agreed to plant and nurture the strange seeds for Tobias. In return, Tobias merely wanted the sap from one plant. This unusual business relationship continued for several years, with Tobias bringing some snippet of information or new seedlings, and Benedictus providing ingredients for Tobias’ poisons. This has continued to such an extent that many of the plants in the conservatory are there because of Tobias. As the months wore on, Benedictus became increasingly fascinated with Tobias’ Tobias’ art. Although initially he had conscience pangs at aiding murder, these were soon quashed by beguiling power of the plants he created. Without being morbid, he was intrigued by the way his plants attacked the animal body; nature fighting back against an antagonising humanity. Whatever initial reservations he may have had, Benedictus came to fully cooperates with Tobias, the knowledge gains far outweighing the moral considerations. However, Tobias’ latest suggestion has reinstated the fears. A month ago, Tobias suggested that he had some strange new seed he wanted to grow, and that it must be grown in Warpstone contaminated soil. Benedictus started to refuse – if he had been developing poisons before, at least they had been natural – but Tobias made it quite clear through veiled threats of blackmail that he had little choice in the matter. With trepidation, Benedictus cleared out the top area of the conservatory, and installed the plants as requested. His unease only grew when the sculpted bush that acted as a small shrine to Taal died two days later with no apparent illness. He has found sleeping more difficult, and is continually drawn up to the roof to watch the almost hypnotic swaying of the otherworldly plants.
Warpflowers The Warpflowers on the top flower have a corrupting influence on the surrounding world - as a twisted conjugation of the natural order and the outer void, they are chaotic monstrosities that are as beguil beguiling ing as they are insidious. insidious. The base of the flower is a mass of organic matter, that seems to be imperceptibly creeping outwards, and is repulsive to look upon. A weak mind could easily see writhing souls in the entwined fronds and stalks. Rising from this material is a single, thick, scabrous stalk, on the end of which is a multitude of beautiful, many coloured, bell shaped flowers. There is a central flower
T24: Marienburg Institute for Botanical Research, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld that has remained in bud form, larger than the other flowers, but with a similar shape. This large central bud acts as a womb for a small daemon. The flowers, providing they are supplied with enough Warpstone, take around two months to nurture, after which the central bud with spring open, and the daemon will spring out. The daemons are small, stubby, creatures with no legs, only two arms, yet they move incredibly quickly. They have flat, teeth filled faces, and a short tail with a viscous spike. Their only objective is to impregnate any other living thing with spores, spores, by sting stinging ing it with the spike in a scorpion like motion. Impregnated flowers will start to mutate almost immediately into a Warpflowers. Impregnated animals on the hand will start gaining general mutation, the flower only bursting burst ing out of the body once dead.
T24: Marienburg Institute for Botanical Research, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Tempelwijk Watch Barracks Larger than even the Watch Headquarters in Paleisbuurt, the Tempelwijk Barracks is located in an old keep that is part of Tempelwijk’s prestigious sea defences. Located upon the northern end of Heiligeiland, this impressive fortification has a noble history, being at the fore of fighting in several major incidents. The Barracks practically stands with the campus of the Baron Henryk’s College of Navigation and Sea Magicks, which has slowly expanded to cover much of the northern half of Heiligeiland. This has led to the area having something of a split personality, between the wealthy students and Tempelwijk natives who make a living providing various services to the colleges, their students and the tutors.
Impre Imp ressi ssions ons of the Tem empel pelwi wijk jk Watc atch h Barracks “The station was built into Tempelwijk’s powerful sea defences, where the stone was so thick it had withstood wars and every kind of weather imaginable. Nothing was bringing that wall down anytime before eternity. The rest of the building was made from similar material, strong and resolute, designed to withstand any attack. None of the other stations could match the defences at Tempelwijk, not even Goudberg or Paleisbuurt.”
The main entrance to the barracks is a double door of solid oak that leads into a courtyard overlooked by a small balcony from which the Tempelwijk Watch Captain, Zachirias Wout, likes to make speeches. A small oak door in the north of this courtyard leads to the watch lobby, where two of Wout’s Black Caps are always alway s posted to deal with the public public.. At the south a seco second nd door leads to a deep well and the large storeroo storerooms ms that allow the Barracks to sustain itself for several months. Many cells are located in the keep’s cellars, although most have not been used in decades. Compared to the other Watch Barracks south of the Rijksweg, the Tempelwijk Black Caps have better tailored uniforms, are more orderly and are not as heavily armed. Furthermore, the Tempelwijk Watch are more attentive to the concerns of the upper class and their households rather than the less influential – reflecting the political ambitions of their Captain. Unless they are of a high social class, petitioners to the watch station will not even get their questions considered without fast talking or a sizable bribe.
T29: Tempelwijk Watch Barracks, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Mad Monkey Inn That place is amazing if you’re an student, and you look just that. Take a look, you might find something of use – or employment.” “It’s a typical student place, full of stuck up brats who should be studying. It gets it name from some ship’s figure head the students stole in some drunken prank.” “It’s a smuggler’s cove that is. Don’t listen to them fools who says it’s students – IT’S SMUGGLERS! It’s obvious ain’t it what wif them steps down to the canal out back, a smugglers paradise.” The Mad Monkey Inn is situated at the east of the Tempelwijk, a square squar e building that hangs out over a canal that leads to the River Reik. Reik. There are steps cut into the cliff face, and it is possible to reach a small vessel from the back door of the Inn. Despite the obvious benefits this would have for smugglers, Klaus Kaagger refuses to have anything to do with such a crowd, insisting that his Inn is “a respectable establishment.” The Mad Monkey Inn is named for its sign, a leering monkey head that once served as a Ship’s figurehead. Despite the persistent rumours, Kaagger insists the figurehead was obtained legitimately, payment from a visiting sea captain unable to pay his bar tab. The figurehead is extensively weathered and has become quite unstable, but Klaus refuses to part with it, regar regarding ding it as art of the tavern’s tavern’s “Luck.” A popular taproom with students and travellers, the decor of the building reflects this – charts are stuck on the walls from all corners corne rs of the world, and there is a library full of journa journals ls and diaries of many famous explorers, including a copy of the famous Maxinique Journal. Various explorers, cartographers and navigators stay at the Inn, or simply frequent the taproom, and it plays host to the Wasteland Geographical Society. Society.
Klaus Kla us Kaa Kaagge gger r, In Inn n Own Owner er Innkeeper (Ex-Dilettante, ex-Servant, ex-Boatman) “Hello there, and what far flung port have you washed in from?”
“You’re going by THAT route! Are you crazy? Three groups have tried that before, all far more experienced than you louts, and they were lucky to return alive!”
responsibilities have tied him to the city. He is an honest man – rare in Marienburg perhaps, and honour has prevented him from accepting a deal with the smugglers – indeed, he gets very angry if the topic is mentioned. Klaus knows all his regular patrons well, including many of the students from Baron Hændryk’s Collage of Navigation and Sea Magicks. He intensely dislikes Thijs Modegekker, the ringleader of a of a group of smugglers who propositioned Klaus about using the Mad Monkey as a base in the past. He supports the Knights of Purity when he can, seeing it as merely a charitable organisation, and also occasionally gives donations to other charities such as Sister Marianne’s Orphanage.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
41%
32%
33%
43%
44%
48%
41%
51%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
13 13
3
2
4
0
3
0
Skills: Academic Knowledge (Astronomy), Skills: (Astronomy), Blather, Blather, Charm, Common Knowledge (Boarder Princes, the Seas, the Wasteland), Consume Alcohol, Dodge Blow, Evaluate, Gossip, Haggle, Navigation, Outdoor Survival, Perception, Read/Write, Row, Sail, Search, Secret Signs (Scouts), Speak Language (Arabyan, Estalian, Kislevarin, Reikspiel, Tilean), Swim, Trade (Cartographer, Cook) Talents: Acute Hearing, Etiquette, Hardy, Orientation, Savvy Talents: Savvy, Seasoned Traveller, Street Fighting, Streetwise, Strike to Stun, Sturdy, Very Resilient
Combat: Armour (none) (none):: Worn Good Quality Clothing AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP: Weapons:: Dagger (1d10+0) Weapons Trappings:: Charts, Rowing Boat, Fishing Equipment, Purse Trappings (with 2d10 Gu)
“Look, I know that many people around here aren’t afraid of turning a blind eye for a few Guilders, but I’m not one of them, do you understand. I’ve got some idea of what’s right and what’s wrong, unlike some I could mention.” Klaus is a fairly short man with neatly cropped grey hair and beard. His brown eyes always have a twinkle in them. He wears fairly neat but weathered clothes, which usually look the same from day to day. He moves quite slowly, and with deliberation, but is still very fit, despite his age. Klaus is a fairly quiet, intelligent, peaceful man. He finds that the explorers that come to his inn are most interesting, and he often joins groups that are talking about possible journeys. He has heard stories and accounts from a lot of people, and although he has never participated in an expedition himself, his advice and knowledge is accorded great respect by those who know him. Klaus would dearly love to join an expedition to some far off land, and see what his customers see, but his age and
T31: Mad Monkey Inn, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Wasteland Geographical Society The Wasteland Geographical Society was founded 15 years ago by a collection collection of adven adventurer turers s who wante wanted d to be able to share information about places they had discovered. Sponsored by a small endowment from Baron Henryk’s Collage of Navigation and Sea Magic, Magic, Klaus Kaagger of Kaagger of the the Mad Monkeyagreed Monkey agreed to host this club and one of the private rooms upstairs has been turned over to its use. The club is an informal affair, with about six or so ‘core’ members. Other members and visiting explorers attend club functions, bit rarely attend the committee meetings that organise organi se the even events. ts. The club has a charge of 30 Guilders a month, which is put towards the club finances. These are used to support expeditions, fund events and pay the rent for the room. The members can generally be found at The Mad Monkey when not on an expedition. Wasteland Geographical Society is useful for many, as it makes finding people to finance expeditions easier. Investors are more likely to consider an undertaking that has the backing of the society because of the security it offers. The society is constantly recruiting mercenaries and specialist to join expeditions, often recruiting from those who find city living has grown a little stale. It also occasionally has need of help with dealing with some of the “discoveries” brought back by its members – be it finding a market for a brand new spice or sanctifying a sentient artefact ‘recovered’ from the crypts of the dark Lands!
Count Coun t Card Cardio io di’So di’Sollin llinza, za, Explo Explorer rer Explorer (ex-Noble ex-Vagabond ex-Scout) “I know you think I’m being cruel. But I’m telling you the truth. It was probably tactless of me.”
“No thank you, I don’t need or want anything.” Cardio is an enigmatic character. He has a very commanding presence, and stands tall, tanned and handsome. His dark brown hair has been sun bleached, he rarely shaves leaving a permanent mask of stubble around his chin and his clothes are plain, dust stained and simple. He is gritty and rugged, but many women find him irresistibly attractive. Despite the attraction, he shows little interest in the formalities of courtship, or in fact, any social formalities, and can come across as tactless, abrupt and rude. He is not brash or vulgar, but merely finds social graces superficial and pointless. As a result, he alienates many people with ease. To his closest friends, however, he is a truthful, dedicated and talented companion. His self-sufficiency, sense of honesty and an iron will, conspire to make him a brilliant explorer.
elsewhere in the Suiddock buying provisions or negotiating contracts. In addition to lodgings in Marienburg, he owns a small building in Copher, the Spice Port of Araby Araby..
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
51%
52%
39%
52%
41%
54%
46%
38%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
3
5
4
0
3
0
Skills: Academic Knowledge (History), Skills: (History), Animal Care, Charm, Charm, Charm Animal, Command +10%, Common Knowledge (Araby, Border Princes, Bretonnia, Estalia, the Southlands, the Wasteland), Tilea, Concealment, Consume Alcohol, Dodge Blow, Drive, Evaluate, Follow Trail, Gamble, Gossip, Navigation +10%, Outdoor Survival +10%, Perception, Read/Write, Ride +10%, Scale Sheer Surface, Secret Language (Ranger Tongue), Secret Signs (Ranger, Scout), Silent Move, Speak Language (Arabyan, Classical, Estalian, Reikspiel, Strigany, Tilean), Swim, Trade (Cartographer) Talents: Etiquette, Linguistics, Luck, Orientation, Rapid Talents: Reload, Rover, Seasoned Traveller, Specialist Weapon (Crossbow, Fencing, Parrying), Suave, Sure Shot
Combat: Armour (Medium): (Medium) : Leather Jack and Noble’s Garb AP:: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5) AP Weapons : Rapier (1d10+2, Fast), Dagger (1d10+1), Weapons: Crossbow (1d10+4, Range 30/60, Reload Half, 10 Bolts) Trappings:: Various maps, logs and charts, and Purse (with Trappings 6d10 Gu), Riding Horse with Saddle and Harness
Cardio was born in the Border Princes, the son of one of the minor lords that rule over that land. When most of his family were killed in an Orc Border raid, Cardio took to travelling, accompanied by his mentor. The one piece of advise given to him by the mentor before he died, was ‘never let go of your purpose’ and Cardio has held this to his heart ever since. Cardio is a founder member of the Wasteland Geographical Society, and it was his funding that got it off the ground. He is currently planning a journey to Lustria, and is the leader of the team, which is comprised of the other main members of the Guild. When not in the Mad Monkey, Monkey, he can be found studying at Baron Henryk’s College of Navigation and Sea Magicks or
T32: Wasteland Geographical Society, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Temple of Myrmidia di Mari “One of their priests taught a class here on the History of the Great Incursion and used little lead statues to illustrate the battles - moved em about on a sand-table with tiny trees and buildings and what-not, and the students would take sides. There were statues of Imperial and Kislevite cavalry, and Beastman, and even one of Magnus himself! All beautifully worked and painted. It’s caught on, too. There’s even a craftshouse on the Priesterlijk canal that specialises in making the little statues – they’re making money hand over fist! Oddest way to win converts I’ve ever seen.” The temple of Myrmidia is a recent addition to the religious life of Marienburg. Built in the 24th century by the Tilean mercenaries who guard Rijker’s Isle, the temple is a rectangular basilica surmounted at the far end by a pentangular bell lower. Each corner of the tower bears a gilded eagle, while a statue of Myrmidia in Tilean armour stands upon the pinnacle. Unlike the other temples of the ward, Myrmidia’s temple is guarded by two members of the Rijker’s garrison who are replaced weekly. At the side are barracks with quarters for the priests on the upper floor, while the lower holds kitchens and a classroom for the teaching of strategy and tactics. The interior of the temple is decorated with friezes of weapons, eagles and warships. Like the cult of Sigmar, there are no benches for the worshippers: they either stand at attention or kneel, facing the altar where the priest officiates. Above the altar is a beautiful triptych depicting Myrmidia in her three aspects as the Goddess of War: the Ideal Captain, the Mistress of the Battlefield and the Resolute Warrior. Though well endowed and generously supported by worshippers and gifts from the Directorate, the cult of Myrmidia is not large in Marienburg. Besides mercenary Tileans and Estalians, most of the cult’s members are soldiers, marines and watchmen, particularly their officers. This gives the cult and its leaders potentially substantial influence among those who guard the city’s rulers – a potentially powerful fact that has not been lost on the Captain General of the Great Temple in Magritta. Individuals come to the temple looking for the goddess’s blessing, training in various martial skills, or to seek contacts among Marienburg’s military elite. The cult also maintains extensive records of the military history of the northern Old World – where clues may be found here to hidden history, lost battlefields, and legendary weapons.
Sist Si ster er Ma Mari ria a von Ko Konc nczy zyk, k, Off Offic icer er of th the e Templ emple e Guar Guard d Initiate (ex-Sergeant, ex-Mercenary, ex-Noble) “We must resign ourselves to be forever outnumbered by the hordes of Chaos. Only through discipline, leadership and intelligence do we stand a chance.” Small and thin at 5’4”, Sister Maria is nonetheless a powerful woman who carries herself with the bearing of her class. Her brown hair is drawn tightly into a bun under her cowl, and her brown eyes have a steady gaze. She bears several small scars from her military life, and on her right forearm is a tattoo of a boot crushing a
snake, the legend reading “Mistfall” . She refus refuses es to expla explain in its significance. The third daughter of a minor noble family of Ostland, Maria refused to accept an arranged marriage or relegation to the dull life of a Shallyan nun. Craving action, she ran away to join a band of mercenaries. By the time her unit found itself in Marienburg, she had discovered a natural talent for command and a dedication to the tenets of Myrmidia. She is serving her novitiate as officer of the temple guard, and will soon be posted as chaplain to the Red Talons on Rijker’s Isle to complete her training for the priesthood. She is a dynamic leader, able to inspire her troops to great effort and admired for her calm under fire. She longs to be posted to Kislev, where she hopes to take the war to the Enemy. However, her devotion to the temple and her flair for military matters has thrown her weakness into sharp relief: she is not a diplomat. She seems to have a talent for making her views too stridently known, or simply saying the wrong thing in front of the wrong people. This has led to several clashes with her superiors, and seems destined to hold back her career within the temple. On the other hand, it makes her a potentially useful source of news, gossip, information and honest opinions. Maria is well liked by the Tileans she commands and the staff of the temple. She has made several visits to Rijker’s and is on good terms with Governor de Beq and the Red Talons Captain Jacopo d’Arezzo. She has only contempt for Arhennius for Arhennius Vogt, High Warden of Van Zandt’s Wall, and the feeling is mutual.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
31%
28%
37%
33%
45%
44%
40%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
3
4
0
0
0
Skills: Academic Knowledge (History, Strategy/Tactics, Skills: Strategy/Tactics, Theology), Charm, Command +10%, Common Knowledge (The Empire +10%, Kislev, the Wasteland), Consume Alcohol, Dodge Blow +10%, Gamble +10%, Gossip, Haggle, Intimidate, Perception +10%, Performer (Musician), Read/Write, Ride +10%, Search, Secret Language (Battle Tongue), Speak Language (Classical, (Reikspiel, Tilean), Tilean), Swim Talents: Ambidextrous, Disarm, Etiquette, Lightening Talents: Reflexes, Luck, Menacing, Public Speaking, Quick Draw, Specialist Weapon Group (Fencing, Parrying), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Very Strong, Wrestling
Combat: Armour (none) (none):: Blue cowl over white robes with red trim AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons : Rapier (1d10+2, Fast), Knuckle-dusters (1d10+0, Weapons: Pummelling) Trappings : Antique Prayer Book (‘Aphorisms on Tactics Trappings: Tactics by St Gonzalo of Magritta’), Purse (with 2d10 Shillings)
TT41: Temple of Myrmidia di Mari, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Cathedral of Verena and the Great Library “You can find the answer to any question in there – any! Just be wary of the questions you ask.” “Of course we supervise the lawyers! You don’t honestly think we’d let them operate unmonitored do you! Lady Verena is the Goddess of Justice, after all.” At the east end of Tempelwijk, Tempelwijk, along the shore of Sackbut Bay, sits one of Marienburg’s jewels, the Cathedral and Great Library of Verena, one of the intellectual treasures of the Old World. Built in the Classical style with a colonnaded facade surmounted by a frieze of owls and the scales of justice above the entrance, the whole building resembles one of the law courts of the city-states of Tilea. The interior is a model of simple dignity, unlike the heavy power of the Cathedral of Manann or the gaudy display of the Temple of Haendryk. A Haendryk. A nondescript doorway off the nave leads to the Great Library, while other passages lead to the quarters and offices of the dozen clerics resident here, and to meeting rooms that are available avail able to the public for a smal smalll fee. At the head of the temple is the altar and statue of Verena, seated on her throne with a spear in one hand and an owl resting on her shoulder. Carved from imported Estalian marble and painted in stunningly lifelike tones by the finest artisans in Marienburg, it is a magnificent piece of art. Visitors have often commented that they felt that the goddess was watching them through the statue’s eyes, reading their thoughts and intentions. The temple and its staff play an important role in education and the administration of justice in Marienburg. The eldest priest traditionally sits as Chief Judge of the High Court and makes assignments of judges to cases. Currently, the post is held by Brother Kenrol Stonius, 87, who has served in the post for the last 25 years. Widely regarded as a scholar and respected for his pursuit of Justice over the letter of the law, he also is known for falling asleep in court sessions. The Temple also supervises the Inns of Court, the associations of lawyers licensed to practise in Marienburg. The cult maintains a Board of Examiners to ensure the professional competence and ethical probity of lawyers. Other than administering the qualifying examination for new lawyers, however, the board only gets involved when complaints have piled up about a particular attorney, or if one commits an especially egregious act in public. Members of The of The Black Caps, particularly newly indentured ones, often come to the Temple to be blessed. The Cathedral is closely involved with the Baron Henryk’s College of Navigation and Sea Magicks. Magicks. Verenan priests or devoted laymen are members of the faculty of each department where,, in additi where addition on to their teaching teaching duties, they keep an eye out for signs of heresy among the faculty and students. It is suspected but has never been proven that the Verenans’ keep extensive records on the activities and attitudes of everyone at Baron Henryk’s – even each other. It is true that damning statements that could be learned no other way have been introduced in Star Chamber proceedings. The Cathedral is also famous for the Great Library, a wing of the cathedral almost as large as the church itself, the great library is said to be the greatest repository of wisdom in the Old World. This is not like the libraries of Baron of Baron Henryk’s; Henryk’s; the temple
Impr Im pres essi sion ons s of th the e Ca Cathe thedr dral al of Ver eren ena a “It was the largest building Rudi had seen since arriving in Marienburg, reducing the endless stream of people hurrying in and out of the titanic doors to the scale of mice. A frieze of owls and the kind of balancing scales Rudi had seen merchants use to weigh out their wares was carved into the marble portico, and the same images seemed to be repeated everywhere he looked.” library is a far older institution of which only a small section, mostly innocuous public records and legal texts, is open to the public. The main portion is only accessible to resident priests of the Temple, and to outsiders, who complete a long application explaining in detail the reasons for their research, followed by an extensive oral interview with the Chief Librarian, Sister Mirjam Uilzicht. This practice was recently the centre of controversy, when a member of the Bretonnian court was denied entrance for “lack of scholarly purpose” . It took several months of often-heated exchanges between the Directorate and the Oisillon Palace before ruffled feathers were smoothed. Why the secrecy? Officially the cult defends this unusual behaviour by stating that they have a small staff, and that they must restrict access to ensure that true scholars receive adequate help and to preserve the delicate materials in the collection. Rumour has it, though, that the Great Library also houses works that contain terrible secrets, things that would drive most men insane There are even rumours of a special library, dubbed “van Eyck’s Files” , that supposedly only the members of a clandestine inner cult are permitted permitted to see. This library library is rumo rumoured ured to sit on an island in the Rijksweg, which many take as proof of the implausibility of its existence, but the rumours about it persist. The Cathedral pays well for rare and obscure tomes and artefacts brought into the city, and it has been known to hire trusty laymen to travel to distant places to locate and bring back items it wants. They have also hired people to track down scholars suspected of stealing books and papers – in one case as far as Ind.
Sister Sis ter Mi Mirja rjam m Uil Uilzic zicht, ht, Chi Chief ef Lib Libra raria rian n Anointed Priest (ex-Student, ex-Initiate, ex-Priest) Mirjam is an attractive women in her late thirties with ash blond hair and pierc piercing ing hazel eyes. An inquisitive inquisitive and pragmatic pragmatic individual by nature, Mirjam hails from the Ostmuur district. Her parents enrolled her in a Verenan school where Mirjam excelled as a student. In fact, her thirst for knowledge and truth were the main factors in Mirjam joining the cult as an initiate. Through years of hard work and study, Mirjam became well verse in the laws, customs and folklore of Marienburg. She has also learned the location of nearly every literary work, archival records and academic studies within the confines of the Temple’s Great Library. In time, Mirjam became the chief librarian (a post she has held for over six years).
T51: Cathedral of Verena and the Great Library, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
41%
44%
41%
52%
44%
56%
53%
53%
is not popular with many of the Directors, especially Jaan van de Kuypers, whom she defeated when she acted as unpaid counsel for impoverished Suiddockers whom he wanted to evict to build a warehouse. Perhaps as a consequence, she has become a close friend of Director den Euwe.
Main Profil Profile e
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
WS
BS
S
T
Ag
Int
WP
Fel
2
15 15
4
5
4
2
0
0
43%
39%
38%
48%
52%
58%
67%
59%
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Genealogy/Heraldry, Genealogy/Heraldry, History +10%, Law +10%, Philosophy, Runes, Science, Theology +20%), Arcane Language (Magick +10%), Channelling, Charm, Common Knowledge (Estalia, the Empire, the Wasteland), Gossip, Heal, Hypnotism, Magical Sense, Perception +20%, Read/Write +20%, Ride, Search, Secret Language (Guild Tongue), Speak Language (Breton, Classical +10%, Estalian, Reikspiel, Tilean), Swim Talents: Ambid Talents: Ambidextro extrous, us, Armo Armoured ured Casting, Casting, Divine Lore (Verena), Etiquette, Lesser Magic (Lock, Magic Alarm), Lightning Reflexes, Linguistics, Meditation, Petty Magic (Divine), Public Speaking, Savvy, Strike Mighty Blow, Strike to Stun, Suave, Super Numerate, Very Resilient
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
3
4
4
2
0
0
Skills: Academic Knowledge (Astronomy Skills: (Astronomy, History +20%, Law +20%, Theology +20%), Blather, Charm +20%, Channelling +10%, Common Knowledge (The Empire, the Wasteland), Gossip +10%, Haggle, Heal +10%, Lip Reading, Magical Sense, Perception +20%, Read/Write, Search, Secret Language (Guild Tongue +10%), Speak Arcane Language (Magick), Speak Language (Classical, Norscan, Reikspiel +10%), Swim
Armour (none) (none):: Best Craftsmanship White Clerical Robes
Talents: Coolheaded, Etiquette, Divine Lore (Verena), Talents: Dealmaker, Lesser Magic (Vow, Exorcise), Lightening Reflexes, Linguistics, Petty Magic (Divine), Public Speaking, Master Orator, Meditation, Savvy, Strike to Stun, Strong Minded, Suave, Super Numerate
AP:: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) AP
Special Rules:
Weapons:: Sword (1d10+5) Weapons
Partially Deaf : Sister Rutha suffers a -20% penalty to all perception checks based on hearing.
Combat: Magic: 2; 2 ; Divine Lore (Verena), Lock, Magic Alarm Petty Magic (Divine)
Trappings: Medallion of an Owl’s Head, Purse (with 1d10 gu Trappings:
Combat:
and 1d10 shillings)
Sister Sis ter Ru Rutha tha va van n bad Erg Erginz inzbe berg, rg, Jud Judge ge Anointed Priest (ex-Priest, ex-Initiate, ex-Litigant, ex-Student) “Eh?”
“Shouting accomplishes nothing, gentlemen. I’m sure if we think reasonably we can reach an agreement.” Tall and statuesque, with black hair turning to grey with middle age. A calm, interested and sincere look perpetually emanates from her face. Her brown eyes maintain a steady, direct gaze. Truly interested in the pursuit of Justice, Sister Rutha became disgusted with the advantage the wealthy have in the courts. Following her principles, she abandoned her career as a judge in the Suiddock ward assizes and entered the cult of Verena, intent on helping people sort out their differences and avoiding trial.
Magic: 2; 2; Divine Lore (Verena), Exorcism, Vow, Petty Magic (Divine) Armour (none): (none) : White robes and cowl embroidered with an owl symbol AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons : Walking Staff (Quarterstaff, 1d10+1, Defensive, Weapons: Pummelling) Trappings : Silver Pendant of the Scales of Justice, Ear Trappings: Trumpet, Book (‘Legal Proverbs of R van Bork’), Purse (with 2d10 shillings)
While partially deaf, her skill as a lip-reader helps her stay on top of all developments developments in a negoti negotiation. ation. Her goal is to succeed succeed Brother Stonius on the High Court, where she can actively pursue legal reform. Sister Rutha is well known in the Marienburg legal community and at Baron Henryk’s, Henryk’s, where she lectures on legal ethics. She
T51: Cathedral of Verena and the Great Library, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Temple of Haendryk “This is efficiency! Where else can you pray and take out a loan at the same time?” The Temple of Haendryk is far grander than one would expect for such a small cult, until one realizes its importance here – along with the cult of Manann, the cult of Haendryk represents one of the two reasons for the city’s prosperity: the sea and commerce. Worshipped elsewhere only by merchants and peddlers, the people of Marienburg have taken the cult’s message to heart: “Make money fast!” The temple has been adorned by generations of people grateful for striking it rich or hoping to gain Haendryk’s favour, till it rivals the Cathedral of Manann in splendour. The temple is the centre of the cult of Haendryk in the Old World Worl d — indeed indeed,, it is by far the largest temple to Haendryk in the Old World and is one of the few holy sites to the god permanently staffed by priests. Cult shrines in most towns and cities are tended by lay brothers, though priests are sent out on a regular circuit to tend to the faithful and collect tithes. The interior of the temple is unusual: it’s a bank as well as a shrine. Amidst the decorations of gold and silver and beneath the golden light from the expensive stained glass, priests sit at tables at which petitioners can seek financial advice or take out a loan. It’s considered especially propitious to do this while services are in progress. For a fee, wealthy seekers can be counselled by higher-ranking priests of the cult, including ArchPriest Simon Goudenkruin himself. The cult has a deserved reputation for discretion, so many come for advice on delicate matters of business. The temple has often led the way in advancing business: not only do its priests lecture on the new science of Economicks at Baron Henryk’s, but it has recently recently pioneered the use of letter letters s of credit by private citizens in their daily lives. Within the last year it has introduced the “Marienburg Carte d’Or” , a small gold tablet which certifies certifies that the bearer has a line of credi creditt up to a certain pre-arranged amount. The tablet is a thin plaque intricately engraved with the necessary information – name, creditt limit and so forth – whic credi which h is press pressed ed into hot sealing wax when a deal is made. The cult then pays the merchant, merchant, while the bearer is obligated to repay the cult. As a convenience, the bearer need not pay this debt all at once. The cartes are becoming quite popular, and the Merchant Houses are considering introducing their own cards. Of course, the Gentlemen Entrepreneurs have seen the vast potential potent ial for profit in this and have set their forgers forgers to work at reproducing the delicate designs and code numbers found on each carte. In spite of their limited success so far, the Stadsraad recently passed at the temple’s request a law that makes forging a carte or possession of a forged carte punishable by life imprisonment on Rijker’s Isle.
Norbert Norbe rt va van n Str Strij ijen, en, Bi Bitte tter r Spi Spirit ritual ual an and d Financia Fina nciall Coun Counsello sellor r Initiate (ex-T (ex-Tradesman) radesman) “We all have need of additional resources now and then. How may I help you?”
“Inept, am I? I’ll show them!” Youthful, short and pudgy, with soft hands that have never known a day’s hard work. Brown tonsured hair. Green eyes and a ready smile that can charm the purse from a Dwarf, framed by a thin beard. Wanting to strike it big like any good Marienburger, Brother Norbert bought his entrance to the clergy with the proceeds from the sale of his late father’s chandlery in Noordmuur. Unfortunately, since then he hasn’t brought in as much income as the cult would like, so he has been passed over for promotion to the full priesthood twice. Convinced that he has been cheated cheated by his superiors, superiors, he has put his talents to ill use. Brother Norbert believes he has broken the secret of the codes for the Cartes d’Or. He is making weekly forays into Suiddock, looking for contacts with the League of Gentlemen Entrepreneurs, and is slowly screwing up his courage to betray the cult. Brother Norbert might be found at the Pelican’s Perch as he clumsily seeks contacts with “the Guild We’ve Never Heard Of” . He also knows Haam Markvalt, and is considering joining his group of radicals.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
31%
28%
37%
33%
45%
44%
40%
43%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
12 12
3
3
4
0
3
0
Skills: Academic Knowledge (History, Skills: (History, Theology), Charm, Common Knowledge (The Wasteland), Drive, Evaluate +10%, Gossip +10%, Haggle, Perception +10%, Read/Write, Secret Language (Guild Tongue), Speak Language (Classical, Reikspiel), Trade (Calligraphy, (Merchant) Talents: Dealmaker, Lightening Reflexes, Luck, Public Talents: Speaking, Suave, Super Numerate
Combat:
Cult Cu lt of Ha Hand ndri rich ch Church Skills and Talents Initiates of Handrich start with the Evaluate skill in addition to their normal career skills. Priests of Handrich can at their option learn the following skills and talents as part of their careers: Dealmaker, Haggle and Savvy.
Armour (none) (none):: Yellow linen robes and Skullcap AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: Sword (Hand Weapon, 1d10+3) Weapons Trappings:: Abacu Trappings Abacus, s, Purse (with (with 2d10 Gu)
T61: Temple of Haendryk, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
The Cathedral of Manann “Here we stand in the centre of the cult that made Marienburg what it is - all that we are, we owe to the lord of the Waves and Storms! And yet, we are ruled by coin counters who see the Great Sea as but one of their possessions? Blasphemy! We are in an age of decadence, headed for the Maelstrom, and even our Arch-Priest is too blind to realise that now is the time for mutiny. “ The “Crown Jewel” of Marienburg, the magnificent Cathedral of Manann Manan n is the undisputed undisputed centre of the Sea God’s cult in the Old World - even the Grand Chapel in Miragliano defers to its supremacy. Over two thousand years old, its cornerstone is said to have been laid by Marius himself in a pious act after his great victory over the creatures which dwelt in the swamplands. It rises at the south end of Heilig Heiligeiland eiland (“Holy Isle” ) where Doodkanaal flows out into the main channel and thence into the bay. The modern structure was built of granite after the original temple was burned to the ground by mercenaries during the Bretonnian evacuation in 1602. Faced in bright white limestone, three tall bell towers sheathed in gold stretch heavenward from the comb of the roof in imitation of Manann’s great trident, Zeeoogster (“Sea Reaper” ). ). The great doors are open day and night, and are closed only in the worst weather. They are guarded by two templar-marines, members of the Knight’s Mariner, part of a squad that patrols the temple grounds, each squad doing an eight-hour watch. A set of deep stairs lead up to these doors from a courtyard which is set below the level of the surrounding streets, allowing for water to flood the space at high tide – many rites are performed outside the Cathedral in this sacred space, full of sea water. The interior of the cathedral comprises two vast chambers. First is the nave wherein wherein the faithf faithful ul gather on holy days and individual worshippers may pray at any time. On either side of it are shrines to saints and divine servants, private chapels in which petitioners can pray alone or hold a special ceremony with a priest. Given the importance and prestige associated with the Great Cathedral, only the very wealthy or those honoured by the cult are granted such a privilege. Beyond the nave, nine steps climb to the apse, where sits the great altar, carved from a single stone that, according to legend, Marius stood atop of when he proclaimed the foundation of the city and its loyalty to Manann. On either side of it stand gold and silver reliquaries, ornate masterpieces that hold important relics like the finger-bones or teeth of saints, which become focuses for worship on particular saints-days. But behind the altar is what the Cathedral is most famed for. Rather than a statue of Manann (the original was destroyed in the fire of 1602), the curving wall of the apse holds a large, crystal-clear plate of glass that gives a view into a vast aquarium, a tank behind the temple that holds hundreds of thousands of gallons of saltwater and a dazzling variety of sea animals, a living symbol of Manann s kingdom. The aquarium was a gift from the Phoenix King of Ulthu Ulthuan, an, in grati gratitude tude for the cult’s support of the Treaty of Amity and Commerce - and Old World wizards to this day wonder at the great magics that made and preserve preserve the glass glass,, the tank and the purity of the water itself. Clearly an example of Elven High Magic, its beyond anything even the heads of the great Colleges of Magic in Altdorf are capable of creating. The Matriarch of Manann, Camille Dauphina, is the acknowledged spokesman for the interests of the cults in
Marienburg. Though the cults of Haendryk, Verena and Shallya have seats on the Directorate, when the temples must speak with one voice, they know better than to disagree publicly with Dauphina. The other directors are wary of crossing Manann’s chosen, too: not only is her religious authority immense, but she has at her command a force of a dozen warships and several companies of fanatically loyal templar-marines. Even Jaan van de Kuypers is careful to stay on the cult’s good side.
Sister Ma Sister Maartj artje e Pell ellika ikaan, an, Mi Mistr stres ess s of Ritual Catechist (ex-Initiate, ex-Priest) Sister Pellikaan is a stern, dour women in her mid forties. She wears her salt-and-pepper hair coiled in a tight bun and wears no make-up or jewellery, which she dismisses and “feminine affectations” . She rarely smiles, but when she does, the scar she received from an Elven Corsair makes her grin look grotesque. She has memorized the holy scriptures of Manann an liberally sprinkles quotations from them into her conversation. Sister Pellikaan is responsible for the spiritual probity of the Initiates and Templars of Manann in Marienburg. She is the cult’s confessor and a stern taskmistress. She regularly grills junior members of the cult on matters of theology theology,, probing them for any hint of error or heresy. Those that do not meet her high standards are required to attend “remedial catechism” lessons that can last for week weeks. s. As Maartje Pellikaan Pellikaan also regularly represents the Cult of Manann on the tribunals of the Star Chamber, failure to learn one’s lessons can have very serious consequences.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
46%
35%
44%
41%
38%
60%
53%
45%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
4
4
4
1
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Law +10%, +10%, Theology +20%), Arcane Language (Magick), (Magick), Channelling, Charm, Common Knowledge (Kislev, Norsca, The Wasteland), Gossip, Heal, Magical Sense, Perception, Read/Write, Row, Sail, Speak Language (Classical +10%, Kislevian, Norse, Reikspiel), Swim +10% Talents: Armoured Casting, Petty Talents: Petty Magic (Divine), Public Public Speaking, Savvy, Strike to Injure, Strike to Stun, Strongminded, Very Strong, Warrior Born
Combat: Magic: 1; 1; Petty Magic (Divine) Armour (none) (none):: Grey-Blue Robes AP:: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) AP Weapons : Sword (Hand Weapon, 1d10+4, CV+1), Dagger Weapons: (1d10+1, CV+1) Trappings : Holy Symbol of Manann, Prayer Book, Writing Kit, Trappings: Purse (with 4d10 Gu and 4d10 shillings)
T71: Cathedral of Manann, The
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Brother Broth er Egb Egbert ert Huib Huiber ers, s, Mas Master ter of Novices Warrior Priest (ex-Priest, ex-Initiate, ex-Sergeant, ex-Marine, ex-Seam ex-Marine, ex-Seaman) an) “I love the marines. I thank Manann for every day I spend in the marines! And when I’m done with you, you will too.”
Talents: Armoured Caster, Talents: Caster, Disarm, Divine Lore (Manann), Excellent Vision, Lightening Reflexes, Master Orator, Menacing, Petty Magic (Divine), Public Speaking, Quick Draw, Seasoned Traveller, Specialist Weapon Group (Two Handed), Street Fighting, Strike Mighty Blow, Strike to Injure, Strike to Stun, Swashbuckler, Very Resilient, Warrior Born, Wrestling
Combat:
“Oh, is the young master tired?’ Maybe some exercise would perk you up. ONE HUNDRD PRESS-UPS, INITIATE, INITIATE, NOW! DROP!”
Magic: 2; 2; Divine Lore (Manann), Petty Magic (Divine) Armour (medium): (medium) : Sea blue robes and cowl over Helmet, Mail shirt and coif, Leather Jack, Cap and Leggings
Of average height but a powerful build; there isn’t an ounce of excess fat on Brother Egbert’s body. His thickly muscled arms and chest sport many tattoos of ships, sea serpents and religious symbols. In his late 40s, his intense grey eyes stare out from under saltand-pepper eyebrows and a shaved head. A single gold loop hangs from his left ear. His weathered skin testifies to years spent at sea under a hot sun. Brother Egbert is devoted to Manann and the sea. He brags that he knew how to swim before he could walk and, before his appointment as Master of Novices, he came home to Marienburg for only as long as it would take to refit and head to sea again. He’s dedicated to defending Manann’s kingdom and Marienburg (in that order) from the Chaos Reavers that plague the Sea of Claws. To make his templar-marines as tough as possible, he’s developed a unique regimen of fortifying exercises. His favourite is the pre-dawn swim in the canals. Brother Egbert knows most of the officers of the private troops in the households of the Ten - indeed, he trained many of them. While the two are fast friends, he has turned down repeated offers to lead the per sonal sonal marines marines of Director van den Nijmenks. He knows Sister Hilli of Suiddock but dismisses her as a “dry-lander” . Characters seeking to become Templars of Manann will come under Brother Egbert’s authority, since the Master of Novices trains the Templars in the Marienburg temple, while the Master of Acolytes trains the aspiring priests.
AP:: Head 5 (10), Arms 1 (6), Body 3 (8), Legs 1 (6) AP Weapons : Shortsword (Hand Weapon, 1d10+5, CV+1), Weapons: Trident of Leadership (Halberd, 1d10+5, CV+1, Special), Shield Trappings:: Prayer Book, String of worry beads carved from Trappings coral, Ball of Twine
Trident Trid ent of Lead Leaders ership hip Academic Knowledge: Knowledge : Theology Powers: Counts as a Halberd: In addition, the wearer Powers: gains a +10% bonus to their Command Skill and all individuals friendly to the wielder within 16 yards of the trident, triden t, who are capable of seeing it, may re-ro re-rollll one failed Fear or Terror test each round. History: This silver trident is a relic of the Great Cathedral History: Cathedral of Marienburg, handed down amongst those holding the rank of Master of Novices. This symbol of office reinforces their authority, and bolsters the resolve of those under the wielders command.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
57%
52%
43%
53%
54%
37%
47%
46%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
2
16 16
4
5
4
2
0
0
Skills: Academic Knowledge (Astronomy, Skills: (Astronomy, Strategy/Tactics Strategy/Tactics +10%, Theology), Channelling +10%, Charm, Command +10%*, Common Knowledge (Norsca, the Wasteland +10%), Consume Alcohol, Dodge Blow +20%, Gamble, Gossip, Heal, Intimidate +10%, Magical Sense, Perception +20%, Read/Write, Row +20%, Sail +10, Scale Sheer Surfaces, Secret Language (Battle Tongue), Speak Arcane Language (Magick), Speak Language (Classical, Norscan, Reikspiel, Tilean), Swim +20% *Includes Bonus from ‘Trident of Leadership’.
T71: Cathedral of Manann, The
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Manann’s Market At the quayside of the Cathedral of Manann, several great hulks are permanently moored. The faithful have lashed these vessels, both ancient and new, into a vast floating wooden island dedicated to the god of the sea. It is here that the merchants and captains of visiting ships come to buy the charms, relics and the services of Manann’s Priests.
Van der Kraal is the field commander of the dreaded Blades of Manann, a powerful mercenary company backed by the shadowy Order of Honourable Freetraders. These swordsmen, marines and brigands are recruited from the very dregs of Marienburg and kept in line only by their fear of van der Kraal.
While it is known colloquially as ‘Manann’s Market’, in truth this artificial-island has no official designation. Indeed, no one knows why or how many of these vessels even came to be here. While the ships vary in age and condition, the oldest are ancient indeed, with warped timbers and waterlogged hulls. Several of the ships are partially submerged, with decks and cabins only accessible at low tide.
Main Profil Profile e
Several times various committees have sought to remove this harbour, citing it to be a navigation hazard, a haven for sharks and a site of general drunken and disorderly conduct not befitting the surrounds of a temple. Such protects fall on deaf ears however, as the directorate refuses to act – a stance most believe believ e is due to the influence influence the High Priest of Manann exercises over them.
Sea Bri Bride de Sta Stand ndar ard d Academic Knowledge: Knowledge : Theology Powers : When the wielder of the standard causes at least Powers: one wound, all members of Manann’s Blades within 12 yards of him gain the Frightening trait and gain a +1 bonus to Movement when charging or chasing after fleeing foes. History: Known by some less favourable names in the History: ranks, the Sea Bride standard contains an effigy of one of Manann’s mer-brides fearsome she-beasts that imperil the unwary and drag them into the sea to drown them in its depths. When the smell of blood reaches the banner, it screams and wails in an unholy and thoroughly disconcerting fashion, exhorting those that fight beneath it to cruelty and bloodlust.
Edvar Edv ard d van de der r Kr Kraa aal, l, Ca Capt ptai ain n of th the e Blades Blad es of of Mana Manann nn
WS
BS
S
T
Ag
Int
WP
Fel
61%
49%
47%
49%
52%
47%
50%
61%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
3
17 17
4
4
3
0
5
1
Skills: Academic Knowledge Skills: Knowledge (Strategy/Tactics (Strategy/Tactics +10%), +10%), Animal Care, Command +10%, Common Knowledge (Border Princes, Kislev, Lustria, Norsca, the Empire, Tilea, the Wasteland +10%), Consume Alcohol +10%, Dodge Blow*, Drive, Evaluate, Gamble +10%, Gossip, Haggle, Intimidate +20%, Perception, Read/Write, Row +10%, Sail, Search, Secret Language (Battle Tongue, Thieves Tongue), Silent Move, Speak Language (Kislevarin, Norse, Reikspiel, Tilean), Swim +10%, Trade (Shipwright) Talents: Dealmaker, Lightning Parry, Luck, Menacing, Quick Talents: Draw, Resistance to Disease, Seasoned Traveller, Sixth Sense, Specialist Weapon (Parrying, Two-handed), Street Fighting, Streetwise, Strike Mighty Blow, Strike to Stun Special: Lost Leg: Leg: -1 M (included in profile), -20% to mobility tests. May not use the Dodge Blow Skill.
Combat: Armour (Heavy): (Heavy): Helmet, Breastplate and Arm greaves over a Sleeved Mail Coat and Coif with Full Leather Armour AP:: Head 5 (9), Arms 5 (9), Body 5 (8), Legs 1 (5) AP Weapons : Sword (Hand Weapon, 1d10+5), Buckler (1d10+1, Weapons: Balanced, Defensive, Pummelling) , Dagger (1d10+2), Shield Trappings:: Holy Symbol of Manann, Carved Wooden Leg Trappings
Captain (ex-Smuggler, ex-Marine, ex-Mate, exSergeant) Pirate, mercenary, smuggler, gallows thief, Captain – Edvard van der Kraal has been many things in his life, almost all of them disreputable. Despite his ruthlessness, he is a man of his word which makes him rare indeed and much sought after as a mercenary. For van der Kraal, a contract signed is an oath of blood never to be broken by either party, and he will wage bloody vengeance upon any who cross him. Some say he’s a Witch’s get with a devil’s luck, some that Manann Manan n himself won’t let van der Kraal die until the Lord of The Deeps himself takes van der Kraal to a watery and welldeserved grave, while others say he is just to mean to die. While much of this is tall tales and tavern gossip, van der Kraal is a hard man to cross and a born survivor, if somewhat grizzled, scared and maimed.
T72: Manann’s Market
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Vlakland
The salt marshes surrounding Marienburg are often flooded out, but poor fishermen still try to eke out an existence on the flats.
Impre Imp ressi ssions ons of Vla Vlakla kland nd “Desolate salt marsh spread out on either side of the cobbled road, thin tidal pools and patches of slick mud interspersed with tenacious grasses and other plants which clung grimly to life on the margins of the sea. Great masses of seabirds wheeled and screeched overhead, like malevolent clouds, and flocks of them darted about on the mud flats, scrabbling Taal knew what from the treacherous surface with eager stabs of their beaks. And they weren’t the only ones; to his astonishment he could make out the unmistakable shapes of crude hovels dotted about the desolate landscape and a few flat-bottomed boats grounded on the mud from which the smoking of cooking fires rose lazily against the sky.”
Vlakland Vlakl and Locat Locations ions V01: The Vloedmuur - City Walls V02: The Oostenpoort Gate V03: The Westenpoort Gate V04: The Strompoort Gate V05: The Lighthouse of Manann Katerwauldorp VK02: The Hog and Gull
V
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The Vloedmuur - City Walls
“A miracle of engineering, sufficient to keep even the mighty ocean at bay in times of need. Great pumping engines, the finest ever created by dwarven artisans, are kept ready to begin their work at a moment’s notice.”
Dwarf-built pumps forcing water out into the swamp. Each end is guarded by twin metal portcullises to prevent entrance from the swamp, while the city’s lamplighters keep a regular patrol on the wooden palisade that tops the Vloedmuur.
Surrounding Marienburg like a mother sheltering her children in her arms is the great wall of the Vloedmuur. This is the city’s main protection against the dangers of flooding from the sea, and against the possibility of attack from any side. It runs for miles around the perimeter of Marienburg, built on the foundations of the walls of the old Elven fortress, but the Directors have lavished the most money and attention at either end of the Reik and at the impor important tant Oostenpoort Oostenpoort and Westenpoort gates. Here, ramparts of stone and great round towers face the entrance of the Reik, known as the Strompoort Gate. In times of emergency, officers in charge of the Strompoort towers can order the raising of huge chains that have been laid across the bottom of the channel. Within a half-hour, a metal fence can block entrance to all ships coming down the Reik; and cannon on all the towers ensure the vessels trapped by the chains will be in for a very rough time. At the opposite end, where the Manaanspoort Zee begins, the entrance to Marienburg’s harbour is primarily guarded by the fortress-prison of Rijker’s of Rijker’s Isle and its cannon and fire-hurling catapults. Here the towers of the Vloedmuur are smaller and the walls are meant more to shelter the harbours of Manaanshaven and Elftown, whose ships and marines are vital to the city’s defence. In between Strompoort and Rijker’s Isle, broken only by the imposing gatehouses of Oostenpoort and Westenpoort, the Vloedmuur is more of a large dike, built of packed earth, stone and wood pilings, constantly reinforced and rebuilt. Brick-lined tunnels pierce it at several points, each built within the base of a stone watchtower. During times of dangerously high tides, residents near the walls can hear the rhythmic thrumming of the
V01: Vloedmuur, The
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The Westenpoort Gate
The road from the gate leads to Gisoreux and Bretonnia along one route, and south-west towards Altdorf on the other.
Impre Imp ressi ssions ons of the West esten enpoo poort rt Gat Gate e “They entered the city by the Westenpoort gate, the walls rising above them to a height Rudi had never before conceived that stone could reach. The long grey bulk, like a towering thunderhead, had loomed steadily larger as they approached it along a causeway constructed across a dreary expanse of marsh, which seemed to recede to the horizon on both sides of the raised road, as if the boundary between land and sea was blurring into a viscid soup of almost liquid mud.” “A gateway higher and more impressive than Rudi had ever seen, fully five times the height of a man and wide enough for four wagons to pass one another without hindrance. Even so it was choked with traffic and armed men were bustling about trying to keep order. Their weapons and clothing varied, but all wore distinctive hats, black and volumous.”
V03: Westenpoort Gate, The
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The Lighthouse of Manann One of Marienburg’s most notable pieces of architecture is not even within the bounds of the Vloedmuur, but instead stands upon a large outcrop of rock at the very southern end of the Manaanspoort Zee. Arising from this isle is the Lighthouse of Manann, which guides ships to port in the frequent fogs which roll in off the estuary. Members of the Brotherhood of Seamen and Pilots can frequently freque ntly be found upon the isle as all ship’s arriving arriving by to Marienburg by sea must make port at the lighthouse’s docks and accept a pilot to guide them into the city’s city’s harbours. harbours. Any ship refusing to stop, even those of the Sea Elves, is deemed to be hostile and fired upon by the battery of cannon housed in the lighthouse’s tower. While this is unlikely to seriously damage a large ship, such assault will notify the gunners upon the walls of Rijker’s of Rijker’s Isle that the ship is hostile, resulting in it being bombarded by cannon fire as it enters Marienburg’s harbour. Cannonballs are often heated to the point of being red-hot before being fired, setting ships they hit alight. Aside from the Lighthouse itself, the isle is also home to a small inn and an oddly organic-looking temple of Shallya. The inn provides lodging for those Pilots who stay upon the isle overnight. While at the temple, the island’s priest attends to a sacred flame which is believed to ward off any plagues that might be brought to Marienburg by visiting sailors.
V05: Lighthouse of Manann, The
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The Hog and Gull Undoubtedly the oldest and largest building in the Katerwauldorp, the Hog and Gull in managed under the iron fist of its owner Thirkin. The tavern is always busy, and most patrons are sailors or those boatmen who work the salt flats or surrounding marshes. Inside the taproom is gloomy, with most of the windows either bordered up or blackened with years of dirt. On the shelve behind the bar stands a collection of empty liquor bottles from around the world, each one caked with filth and dust. A massive blacked heart takes up the whole of the west wall, where fifteen spits of Rubbugrummin – a local delicacy of mysterious meats and fish innards – sits slowly roasting each entire day. A large number of tables are scattered haphazardly around the taproom, at which can be found the tavern’s various locals in mismatched chairs. Thirkin employs two bouncers, named Gordo and Weiss who keep out undesirables – in particular anyone looking sickly who might be suspected of carrying one of the Doodkanaal’s many plagues. Often Thirkin’s nephew “Bandy” can be found drunkenly playing a hurdy-gurdy in the corner and singing bawdy tunes to anyone who will listen. The barmaid is the ‘lovely’ ‘love ly’ Rita, who at 6’6” is often said to be half-o half-ogre gre by sailors who are out of her earshot. The Hog and Gull also has eight private rooms on the first floor, although Thirkin spends no effort maintaining them. While the rooms have lice-ridden bedding and minimal furnishings, the bolts are solid and the building offers a good view of the Manaanshaven. Rooms cost 5 shillings per night, or Thirkin will allow patrons to sleep in the Taproom for free – as long as they have bought a few drinks and some food.
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
45%
30%
36%
47%
43%
37%
38%
48%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
17 17
3
4
4
0
0
0
Skills: Animal Care, Blather, Skills: Blather, Charm, Common Common Knowledge (The Wasteland), Concealment, Consume Alcohol, Dodge Blow, Drive, Evaluate, Follow Trail, Gossip, Haggle, Outdoor Survival, Navigation, Perception, Search, Silent Move, Sleight of Hand, Speak Language (Breton, Reikspiel), Swim, Trade (Cook) Talents: Dealmaker, Flee!, Hardy, Resistance to Disease, Talents: Sixth Sense, Street Fighting, Streetwise, Strike to Stun, Very Resilient, Warrior Born
Combat: Armour (Light) (Light):: Studded Leather Jack AP:: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 0 (4) AP Weapons:: Cudgel (Hand Weapon, 1d10+3), Dagger (1d10+0) Weapons Trappings:: Purse (with 4d10 shillings and 4d10 pence) Trappings
Many clients are arrivals in Marienburg who have come through the Old Coast Road gate and are astonished to find that the road simply stops once within the Vloedmuur, Vloedmuur, with with no bridge across the Doodkanaal and into the Tempelwijk. The inn’s courtyard is often home to the Horses and Wagons of such unfortunates, while they wait for the twice-daily barge that runs across the Doodkanaal to Marienburg proper.
Thirkin, Thir kin, Innk Innkeepe eeper r Innkeeper (ex-Swamp Skimmer, ex-Servant) Thirkin is a scruffy, overweight man with greased black hair and huge sideburns. His sharp brown eyes are quick to spot a fake crown or copper, and he is merciless to those caught leaving without paying their tab. He smokes thick cheap cigars he buys from Dwergsbezit, that contribute to the Hog and Gull’s heavy atmosphere. Born to a family of mud larks who made their money digging up winkles and other molluscs of the Vlakland salt flats, Thirkin’s parents died of an outbreak of Ochre Pox and Thirkin is particularly concerned about plague. Anyone looking ill is refused entry to his inn, and and persistent offenders are apt to find themselves thrown in the Doodkanaal (often resulting in them catching catc hing a disea disease se if they did not have one to star startt with). Thirkin is well respected in the Katerwauldorp, and is effectively the communities spokesman with the outside world as he is the only resident to own what the city would recognise as property. Several Roadwardens working the Old Coast Road call in at the Hog and Gull as their official last stop to keep Thirkin informed of events, although none would dream of staying there overnight.
VK02: Hog and Gull,The
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Winkelmarkt
“The Winkelmarkt sausages are widely renowned as the finest in Marienburg, which makes them the finest in the world, and there’s nothing like eating one in a bun with a smear of Bretonnian mustard.”
Impressi Impr essions ons of Wink Winkelma elmarkt rkt “A jumble of buildings higher and narrower than any Rudi’d ever seen, jostling for space like the people swarming around them, without a single patch of open land to be seen. Some seemed to be tottering on the brink of the waterway and a few were even built out over it on pilings, as though their owners had roofed over a wharf.”
The Winkelmarkt is one of the larger wards in Marienburg and is home to the city’s lower middle class. Much of its commerce involves the boat-building trade, but there’s also a thriving foodstuff trade - Winkelmarkt is known for its delicious sausages. Caught between the appalling wretchedness of the Doodkanaal to the south, and the declining ports of the Suiddock, Winkelmarkt slides inexorably towards poverty as the ward decays and the more successful types flee to the northern reaches of the city. Locals do their best to maintain their homes, but the signs of decay are everywhere, from the rotting wood, missing shingles, and the growing mounds of rubbish filling the alleys.
“We’re entering Winkelmarkt, it’s one of the more salubrious wards on the southern side, though not what it was.” “He paused in the middle of the bridge, in a narrow space between two tiny houses which had been built partly on the roadway and partly over the edge. There were several similar structures choking the thoroughfare, a mixture of shops, homes and some makeshift wooden stalls between them.”
As a ward, Winkelmarkt is more crowded than anywhere else. Outside of the main thoroughfares, the streets are so cramped that not even wagons can navigate these corridors. Buildings often share sidewalls, and many are built on top of older buildings, such that most structures have an almost ramshackle appearance, sagging into one another and leaning at uncomfortable angles.
Winkelmar Wink elmarkt kt Locat Locations ions W08: Winkelmarkt Watch House W19: Winkelmarkt Watch Barracks W20: The Blind Eye W39: The Dancing Pirate W40: Tilman’s Cobblers Dwergsbezit Kleinmoot
W
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Winkelmarkt Watch House “The money is lousy and the hours are worse, but at least you get a new hat.” The Black Caps from the Winkelmarkt Watch House report to Captain Gil Markus Roland at the Winkelmarkt Barracks. He is a middle-aged man with a well-trimmed beard in which traces of grey begin to show. He has the beginnings of a stomach but looks well able to defend himself nevertheless. Captain Roland drinks at the Blind Eye and is an acquaintance of Sam Warble. Sergeant Jaak Rijgen is Roland’s second in command. Watchmen can board at the barracks for a shilling a week and many of the newer recruits recruits prefer to do this rather than pay for accommodation at one of the nearby inns or boarding houses. The Winkelmarkt Black Caps have the unenviable task of patrolling the neighbouring Doodkanaal and Kleinmoot districts.
Impre Imp ressi ssions ons of the Win Winke kelma lmark rkt t Watc atch h Ho House use “The watch house turned out to be surprisingly comfortable, though solidly built with an obvious eye to defence, backing directly onto one of the larger canals. The front faced the street and narrow alleyways ran down either side to meet the small landing stage built out over the waterway to the rear. The main door led directly into a large common room, where several watchmen sat around a fireplace, drinking ale and playing cards, their weapons lying easily to hand.” “He realised early on that most of his colleagues would take a shilling here or there to look the other way when some act of petty theft forced itself on their attention, or levied more fines than they declared back at the watch house. He had decided from the outset that such a course was not for him. That was something else he had in common with Gerrit, and he suspected it was one of the reasons Rijgen paired them off so often, although whether that was to keep them both from picking up bad habits from older, more cynical watchmen or to prevent them from rocking the boat he still hadn’t made up his mind.”
W08: Winkelmarkt Watch House
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The Blind Eye “Safest place in the ward to discuss business, half the customers are Black Caps and most of the others are small time crooks. That way they can keep an eye on each other without getting their feet wet.” A Winkelmarkt tavern located opposite the Watch Barracks, popular with off-duty Black Caps. Customers here can purchase a highly recommended eel pie served by Millie, the Blind Eye’s popular barmaid. Sam Warble is a regula regularr here and often visits in order to engage in conversation with his contacts in the Winkelmarkt Watch.
W20: The Blind Eye
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The Dancing Pirate “See those skiffs? They’re for hire. If anyone gets lost, head for the water and hail one. Tell the boatman you want to get to the Dancing Pirate tavern in Winkelmarkt and they’ll take you to the nearest wharf. Up the steps, turn left, third alley on the right, about halfway down.” The Dancing Pirate Pirate is a long but narrow inn half-hidden half-hidden in the alleyways of Winkelmarkt. Whilst the exterior of the building is rather unprepossessing, once inside customers can enjoy a very decent level of service in a cosy atmosphere. Good beer is served in tankards from a polished wooden counter and meals of eel stew, fish pie and Bretonnian garlic bread are available. Travellers can lodge at the dancing Pirate - small but comfortably appointed rooms are available for 2 guilders a week and people staying at the inn can enjoy a breakfast of newly baked bread, boiled eggs and hot smoked meats or steaming bowls of porridge. The Inn is a family business; and whilst Nikolaas the Innkeeper, a short, stout man with a shining pate surrounded by thinning brown hair, is ostensibly in charge the real manager of the Dancing Pirate is his wife Marta. She is a formidable woman possessed of a strong sense of righteousness and a culinary skill that has earned the inn a good reput reputation ation for fine cooking. Their young son Koos is employed as a potboy, though he wishes wishe s he were somewhere somewhere else most of the time and is lax in his duties. Nikolaas can recommend people to the gambling den at Tilman’s, though not in front of a disapproving Marta.
Impr Im pres essi sion ons s of th the e Da Danc ncin ing g Pi Pira rate te “A jumble of buildings higher and narrower than any Rudi’d ever seen, jostling for space like the people swarming around them, without a single patch of open land to be seen. Some seemed to be tottering on the brink of the waterway and a few were even built out over it on pilings, as though their owners had roofed over a wharf.” “We’re entering Winkelmarkt, it’s one of the more salubrious wards on the southern side, though not what it was.” “He paused in the middle of the bridge, in a narrow space between two tiny houses which had been built partly on the roadway and partly over the edge. There were several similar structures choking the thoroughfare, a mixture of shops, homes and some makeshift wooden stalls between them.”
A number of Halfling customers from the nearby Kleinmoot come to the Dancing Pirate, drawn by Nikolaas' friendly manner and the good reputation of Marta's cooking. Sam Warble is even known to drop in on occasion; he finds the relative seclusion of the inn makes it a good place to meet contacts.
W39: Dancing Pirate, The
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Tilman’s Cobblers “It’s in the back room of the cobbler’s shop on the corner. Tell them I sent you and you shouldn’t have any trouble. And if you ever mention this conversation to my wife you can find yourself somewhere else to sleep, all right?” Tilman’s Cobblers is situated on the corner of one of Winkelmarkt’s winding alleyways, a little way up the street from The Dancing Pirate. Pirate. Inside the smal smalll shop hang rows and rows of shoes, suspended in pairs from the rafters above. Tilman the cobbler, a slight and unassuming figure, is almost always in residence, making and fixing shoes and boots and quietly managing his own affairs. Many of Tilman’s customers are not here for shoes, however, and those who are able to give him the name of someone he trusts will be allowed to enter the back room of his shop. The games played here are exclusively card and dice games. Tilman Tilm an spares no expe expense nse on the gambling den, he has a bar in the corner and pays dealers and enforcers to make sure that trouble is kept to a minimum and that the games played are fair. Tilman’s accepts cash only, no proxies or markers. The gambling den has a very good reputation for honesty, and it’s secretive location is due to Tilman’s desire for an air of exclusivity rather than a fear of the law. Floris Rijgpen sometimes visits Tilman’s when he has the money; and Sam Warble can sometimes be found at the bar, but never gambles. Having said that, Tilman makes sure he remains on good terms with ‘the Guild we do not talk about’ , and should anyone cheat at the gambling den they may find themselves approached by a guild enforcer who will issue them with a warning and deliver terms for restitution.
“You see, that’s the problem, all my games are honest. My reputation’s my fortune, you might say, and you and your friends have damaged it. Nothing personal, but I need to be seen to do something about an accusation like that, or people might start believing it.”
Impre Imp ressi ssions ons of Til Tilman man’s ’s Cob Cobble blers rs “A sign caught his eye over the heads of the endless crowd, a boot large enough for an ogre hanging from the front of a building.” “The back room was far larger than the shop, and for a moment Rudi thought they’d stumbled through the rear entrance of a tavern by mistake. There were the same tables and chairs scattered about the place and the same reek of bodies and sour ale, but the atmosphere was subtly different. Instead of the babble of raised voices, punctuated by loud laughter that he’d grown used to in places like that, the hum of conversation was subdued. Men and a few women were clustered around tables, cards in their hands or rolling dice and exchanging coins with a rapidity and intensity that bordered on grimness. Even the ones who appeared to be winning didn’t look too happy about it, continuing to concentrate on their games with a single-mindedness which seemed to be squeezing any vestige of joy from what ought to have been a pleasant recreation.” “The shop was small and cramped, but laid out with a good eye to maximise the use of space. A counter at one end projected almost the width of the room, blocking off a door leading to the rear of the building, and a workbench with a cobbler’s last was ranged along one side. A man was working there, hammering nails into the sole of a half-completed boot.” “There must be a wizard or two in here, not that surprising I suppose. They enjoy a game of chance as much as the next man, although they inevitably get accused of cheating by thaumaturgical means if they hit a winning streak.”
W40: Tilman’s Cobblers
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Kleinmoot
Marienburg’s Halfling district contains the headquarters of the Bakers’ Guild and is located on the island at the easternmost end of Winkelmarkt.
Impre Imp ress ssion ions s of Kle Klein inmoo moot t “The Halfling quarter. Most of them live down that way, on the eastern fringe of the ward. Next to the Doodkanaal, but it doesn’t seem to bother them too much. I suppose compared to the neighbours they’ve got at home, even that’s an improvement.” “The first time he’d been there he’d been vaguely surprised to find that most of the buildings were normal sized ones, left over from earlier occupants, although the newer structures which crowded every vacant or semi-vacant space in true Marienburg fashion had waist-high doorways perfectly sized for the Halfling physique. Having less need for space than their human neighbours many of the local residents had erected homes or businesses in the middle of the wider thoroughfares, narrowing them to choke points barely wide enough for the party of watchmen to slip through in single file. By the time they neared their objective Rudi was getting heartily sick of small, curly-haired heads barging past at a pace and height which made him even more grateful than usual for the armoured codpiece which had accounted for most of his first week’s wages.”
WK00: Kleinmoot
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Taverns of Marienburg Here is an index of inns and taverns in Marienburg, though there are a great many more watering watering holes in the city and this is by no means a com complete plete list. The Blind Eye: Eye : A Winkelmarkt tavern located opposite the Watch Barracks, popular with off-duty Black Caps. The Dancing Pirate: Pirate : A long but narrow inn half-hidden in the alleyways of Winkelmarkt. Whilst the exterior of the building is rather unprepossessing, once inside customers can enjoy a very decent level of service in a cosy atmosphere. Esmeralda’s Apron: Apron : A small Halfling establishment situated on a waterway near the Elven quarter. The tables and the roof are low here, and hence uncomfortable for Humans. The inn is a favourite haunt of Sam Warble. The Gull and Trident: Trident : A double-wing, two-storey structure built along the bank of the Rijksweg in Paleisbuurt, it boasts very comfy rooms, excellent food, and a magnificent view from its terrace. terrace. The inn is also a front for the bigges biggestt fencing operation between Erengrad, L’Anguille and Altdorf. The Jolly Boatman: Boatman : A dingy two-story two-story building building in the Doodkanaal district of Marienburg. It has one window, but it has been boarded up. ~ A sign hangs above the door, showing a disreputable fellow making water. The Long Dragon: Dragon : In the south-eastern corner of Potion Square you can find the Long Dragon, a tavern known throughout the Suiddock and beyond for two things: its prime beer, as well as the need to keep a low profile while you enjoy it. The Marienburg Gentleman’s Club : A tavern on the island Riddra in the Suiddock District. The Marienburg Gentlemen’s Club is the nerve centre of the criminal organisations in the city. The Pelican’s Perch: Perch : At the end of a narrow narrow alley alley in the Suiddock is a large but unobtrusive hostelry called The Pelican’ s Perch, a favourite watering-hole for the stevedores and rivermen. The Prince’s Rest: Rest : An ancient three-storey inn in the Goudberg district. The Prince’s Rest is among the smartest establishments in Marienburg, and cultivates an elite, exclusive atmosphere that is reflected in its clientele. The Quill and Ink: Ink : A student-frien student-friendly dly tavern on Scho Scholar’s lar’s Row in the Tempelwijk. The Red Cock: Cock: For over thirty years the Red Cock has been known for good food, good beer and a respectable atmosphere. And, for the same time, it has been the preferred safe house for smugglers in the north of the city looking for a place to store contraband. The Seagu Seagull ll and Spittoon: Spittoon: A tavern tavern in Goudb Goudberg’ erg’s s east end. Jacques Pottage, an impish Bretonnian, is the innkeeper. He has an overbearing fondness for garlic, garlic and more garlic, but this hasn’t stopped him building a lucrative trade. The previous owners are doing time in Rijker’s Isle for murder, it is rumoured they used meat from their victims for dishes served at the tavern.
Appendix I: Taverns of Marienburg
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Inhabitants of Marienburg Here is an index of the people (including Halflings, dwarves and pelicans) found in Marienburg.
Dmitri Hrodovsky – Pharmacist and Drug Baron
Adalbert ‘Casanova’ Henschmann – Master Criminal
Donat Tursveld – Innkeeper
Adolph Winsen – Doodkanaal Clothes Seller
Durak Chubloc II – Dwarf Expert Safecracker
Albert Loodemans – Guildmaster of the Brotherhood of Seamen and Pilots
Edvard Stoemm – Apprentice at the Funeral Emporium
Dominic – Herbalist and Imperial Spy
Albert Waarmans – Caretaker of Dagblad’s Wholesale Leathers
Edvard van der Kraal – Mercenary Captain of the Blades of Manann
Albertus Cobbius – Initiate at the Cathedral of Shallya
Edwin Kaardscherp – Assistant the Lord Harbourmaster
Anatol – Apprentice Alchemist
Egbert Huibers – Master of Novices at the Cathedral of Manann
Andas Vellekoop – Barman at the New Inn
Egbert Kanaalgids – Pilot
Anders Muurbloem – Retired Coachman and Ward Guardian of the Knights of Purity
Erasmus 'The Giant Crab' Ode – Doodkanaal Mutant and Slaanesh Worshiper Erasmus Aaftink – Halfling Broker at the ’Change
Anders Vesalion – Physician, University Lecturer and Grave Robber Andreas Pakuister – Pakuister – Stevedore at Haagen’s Wharf
Eric Roergang – Caretaker at The Brotherhood of Seamen and Pilots
Andries ‘The Fish’ – Smuggler
Ernst Erzahler – Erzahler – Raconteur at “Old Man” Houder’s
Anne Droevigger – Droevigger – Assistant as the Funeral Emporium
Eustachius Aasenberg – Fashionable Playwright
Anna Springer – Servant at the Doodkanaal Mission
Faraq – Arabyan Mercenary at the Golden Lotus
Anton Loewijer – Loewijer – Taciturn tanner
Floris Rijgpen – Journeyman Alchemist
Arhennius Vogt – High Warden of Riker’s Isle Prison
Fredje Gustaaf Gustaaf - Racketeer
Arkat Fooger – Director and Master Banker
Garik Svitzher – Svitzher – Watch Sergeant
Arngrim Zloothsson – Engineer at the Aardbol Theatre
Gerardus Hondschoen – Priest of Ranald
Astrid Sterstaren – Bright Wizard and member of the Suiddock Watch
Gertrude van Sants – Surgeon and Ward Guardian of the Knights of Purity
August Bardolino – Miraglianese Master Chef at the Prince’s Rest
Gideon Scheepscheers – Pawnbroker
Axel Huurder – Guildmaster of the Riverman’s Association
Godymas – Priest of Mana Manann nn at the Whaler’s Shrine Shrine
Barthelm “Old Man” Houder – Houder – Landlord and Lookout for the League of Gentlemen Entrepreneurs
Granny Hetta – Boatwoman and information broker
Bartolomeüs Hoofftman – Actor and Bawd Beaky the Pelican – Mascot of the Pelican’s Perch
Gijsbert Delftgruber – Delftgruber – Smuggler
Grossbart – Crime Lord and Nurgle Cultist Grunni ‘Hot Irons’ Snagglebeard - Dwarf Torturer
Beatrice – a Suiddock Madam
Gunther and Anders Grimm – Servants at the Orpha Orphanage nage of St Rutha
Blackie – Old Mother Crumhorn’s Familiar
Haam Markvalt – Radical Student Student Agita Agitator tor
Beatrijs Koester – Koester – Proprietress of boarding house Belijda Scheffers – Popular Actress at the Aardbol Theatre
Hans Dokhand – Guard at the Brotherhood of Seamen and Pilots
Ben Odijk – Bodyguard and Foreman of the Aardbol Theatre
Hans Kluger – Kluger – Fence
Benedictus Voogt – Professor at the Institute for Botanical Research
Hassan bin Naroun al-Asred – Spice Merchant
Bijl Rensenbrink – Expert on Lustrian Studies and Dreg
Henri Armitage – Bookshop Owner and Radical Printer
Bonifatius Groenewoud – Cannibal Butcher
Herman Klopnite – Handyman at the Doodkanaal Mission
Boris Rodzin – Coffinmaker
Hieronymous Deecksburg – Cursed Master Artist
Cardio di’Sollinza – Founder of the Wasteland Geographic Society and Explorer
Hilaria om Klimt – Priestess of Manann
Carl Kronstadt – Litigant and Informer Carlosa di’Salsa – Successful Tilean Merchant and Moneylender Claudia Kilsch – Street Thief Crispijn van de Oosserijker – Oosserijker – Gemcutter and Fence Dirk Oester – Oester – Scribe and Smuggler Dirck Nederbaar – Nederbaar – Watchman, Suiddock District
Héloise – Magus of Slaanesh
Honeytongue Suckleclaws – Bound Daemonette Hong Fu Chu – Chaos Recruiter Hugo Buisman – Petty Crook and regular at the Jolly Boatman Hugo Delftgruber – Delftgruber – Trader Inez van Oerleaven – ‘Duchess’ of the Marienburg trading Company Ingrid Botenverhuurder – Botenverhuurder – Barmaid at the Pelican’s Perch
Appendix II: Inhabitants of Marienburg
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Ingrid Houder – Houder – Spinster and Daughter of “Old Man” Houder
Verena
Ishmael Boorsevelt – Innkeeper at the Pelican’s Perch
Marie Serenite – Priest of Shallya at the Doodkanaal Mission
Jacob Boerenstand – Glassblower at Wilhelm Rotkopf’s
Marie-Anne de la Drolles – Chocolatier and Political Exile
Jacobus Droevigger – Droevigger – Initiate of Mórr at the Funeral Emporium
Marie-Louise la Fendage – Bretonnian Streetwalker
Jacopo D'Arezzo - Captain of the Red Talons Mercenary company at Rijker’s Isle
Marijkus – Priest of Shallya at the Edelmoed Temple
Jan van Arzneier – Arzneier – Herbalist
Martinus – Prison Chaplain at Rijker’s Isle
Jan Waat – Watchman, Suiddock District
Martinus Brobbel – Broker at the ‘Change
Janna Mossfoot – Wilhelm Rotkopf’s Cook
Mats Vaadsig – Tanner’s Apprentice
Jascha – Hans Kluger’s Cat Jean-Paul Mainsoyeux – Painter of Forbidden Art
Maurice Aalonze – Servant and Bodyguard of Marie-Anne de la Drolles
Jerimias Qualk – Grave Robber
Maxentius ‘Maxie’ Appledown – Halfling Tanner’s Apprentice
Jochen ‘Breukrots’ Kaaimans – Foreman at Haagen’s Wharf
Maximillian ‘Max’ Verbelt – Gambler and Fog Walker
Johan Harupz – Deaf Tobacco-Seller and Spy for the Order of Illuminated Readers
Midas Quirien – Doodkanaal marine at the Rat and Pipe Inn
Johannes Rechtbinder – Rechtbinder – Lord Prote Protector ctor of the Knigh Knights ts of Purit Purity y
Mother Geertruida – Street Preacher of the Cult of Ulric
Johannes Zeewanden – Assistant to the Lord Harbourmaster Jona van Helijden – Vampire and Disciple of Nagash
Nadia van Onderzoeker – Onderzoeker – Merchant and Warden of the Knights of Purity Treasury
Jozef – Jozef – Mysterious guest at the Rat and Pipe Inn
Nieut Gyngrijk – Speaker of the Burgerhof
Kai der Kwick – Scheming Magistrate
Norbert van Strijen – Bitter Financial Councillor
Karel Broegman – Brewer, Barman and Co-Owner of the Long Dragon
Olaf Blodhaand – Owner and Bouncer of the Shipwrecked Tavern
Karl Avermans – Ghoul
Olaf Thurgansson – Barkeep of the Marienburg Gentleman’s Club
Karl Gruybaar – Gruybaar – Professor and Master of the Physiker’s and Barber’s Collage
Markus Puttlangs – Surgeon and Addict
Mirjam Uilzicht – Chief Librarian at the Cathedral of Verena
Old Mother Crumhorn – Witch
Kaspar Golflied – Priest of Manann at the River Watch
Oliver Bonner – Bonner – Perfumer and Chaos Sorcerer of Slaanesh
Katarine Winsen – Captive Bride
Oliver Oopjooper – Oopjooper – Magical Mask Maker
Klaus Kaagger – Kaagger – Innkeeper
Odvaal van den Huister – Huister – Lord Harbourmaster and Commandant of the Harbour Watch
Lea-Jan Cobbius – Guildmaster of the Stevedore’s and Teamster’s Guild
Pal Koster – Koster – Gravedigger and Alcoholic
Leo Haan – Vivisectionist
Pieter de Groot – Bodyguard to Lea-Jan Cobbius
Lisette Leerer – Leerer – Saleswoman and enforcer for the League of Gentlemen Entrepreneurs
Pim de Groot – Leader of the Hounds of Crab Lane
Lodewijck Raffleugel – Priest and Chief Librarian at the Temple
Reiner Kuyper – Kuyper – Watch Sergeant, Suiddock District
of Morr
Pepijn Barendregt – Asylum Inmate Remial Lietz – Sea Elf Body-snatcher
Loretta Wakker – Wakker – Hostess of the Marienburg Gentlemen’s Club Lotte Wald – Barmaid and Co-Owner of the Long Dragon
Rolf Schrijven – Record Keeper at the Brotherhood of Seamen and Pilots
Ludwig de Beq – Governor of Rijker's Isle and Political Exile
Roosjik Ottervanger – Ottervanger – Thug and Leg Breaker
Ludwig Nauzicht – Chief Magistrate of the Port Judiciary
Rosal Krantz – Former Court Astrologer to Karl Franz
Maarcus Meergaang – Water-coach Captain and confused Gossip
Rutha van bad Erginzberg – Judge
Maartje Pellikaan – Mistress of Ritual at the Cathedral of Manann
Sander Dubbelman – Innkeeper at the Helmsman
Manuel “El Cochino” Hernandez y Martinez Durango de Magritta – Barkeep at the Shipwrecked Tavern Margarette – Girl of the Streets Mambrino Toltaca – Estalian Barkeep at the Moneda di’Plata Maria van Reeveldt – Master Boat Builder Maria von Konczyk – Initiate of Myrmidia Marianne Liefeder – Liefeder – Initiate of Shallya at the Orphanage of St Rutha Mariannette Diaggio – Headmistress at the Red Maids of
Sam Warble – Halfling Private Investigator Sergei Stoilensky – Barkeep and Bouncer at the Shipwrecked Tavern Siemon van der Struts – Merchant’s Clerk at the ‘Change Sjef Gerritse – Chamberlain of the Ballroom Skwiknibble Mouldeye – Snotling Extraordinaire Solomon Ritske – Independent Torturer ‘Sweaty’ Olaf – Olaf – Innkeeper Sybo Haan – Consulting Wizard Thadrin Thadrinson – Scholar and Houseguest at Wilhelm
Appendix II: Inhabitants of Marienburg
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Rotkopf’s That Thijsson – Prize Pit Fighter and Acolyte of Khorne Theodorus Fransen – Night Porter at Baron Henryk’s Theophilus Graveland – Watch Commander, Suiddock District Thomas – Mutant Orphan Thijs Modegekker – Modegekker – Smuggler and Idealist Thirkin – Innkeeper of the Hog and Gull Tobias Marquandt – Protection Specialist Venk Kataswaran – Owner of the Golden Lotus Dreaming House Verlk – Guard Captain at House van Onderzoeker Waldemar Duisterjager – Duisterjager – Witch Hunter and Knight Vigilant of Solkan Watze Schiptoren – Lord Harbourmaster’s Secretary Wilbert Ree – Master Artisan and drug Smuggler Wilhelm Hoogtoran – Watch Sergeant and League Spy Wilhelm Grausbert – Interpreter at the Helmsman Inn Wilhelm Rotkopf – Rotkopf – Alchemist Wilhelmina Thistledown – Innkeeper and Fence Wilhelmina Pleegester – Pleegester – Initiate of Shally Shallya a at the Edelmoed Edelmoed Temple Willem Vrekm Vrekmans ans – Wight and Miser Willibrord ‘Weird Willi’ Molendijk – Boatman and Serial Killer Wim Masaryk – Ghost Wouter Berkhout – Prelate of Manan Manann n and Confe Confessor ssor of the Stadsraad
Appendix II: Inhabitants of Marienburg
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Expanded Alcohol Rules These optional rules regarding the effect of consuming alcohol are a slightly more complicated alternative to the ones in the core rulebook (p. 115): When a character drinks the player must keep a running total of the alcohol points consumed. When the total of the alcohol points is divisible by the character’s Toughness Bonus, a Consume Alcohol Test must be made; the Test Difficulty begins at Routine and increases by one level for each failed test, as per the regular rules, yet there is an additional penalty equal to the running total of alcohol points. For example, a character with Toughness 32 must make a Routine Consume Alcohol Test at -3 when 3 alcohol points have been consumed, producing a base chance of 39% (32 +10 for Routine difficulty -3 alcohol points) of the test succeeding; another Toughness Test when 6 alcohol points have been consumed (now with a 36% chance of success - unless the first test failed, in which case the test is now Average, and the chance of success is reduced to 26%); and further tests at 9, 12 and 15 alcohol points - and possibly at larger totals! The effect of each failed test remains exactly the same as stated in the main rulebook.
Alcohol Alcoh ol Poi Points nts Ale and Beers (per Pint) A half pint has half the number of Alcohol Points Small Beer: 1 AP Local Ale: 2 AP Strong Ale: 3 AP Braakbroew (Pelican’s Perch): Perch): 2 AP Blozenbroew (Long Dragon): Dragon): 2 AP Doodehonnd Stout (Rusty Barnacle): Barnacle): 2AP Boekbier (Long (Long Dragon): Dragon): 4 AP
Cider (per Pint) A half pint has half the number of Alcohol Points Neerval Cider (Rusty Cider (Rusty Barnacle): Barnacle): 4AP
Wine (per Goblet) A bottle contains 4 Goblets worth of wine Reik White: 1 AP Mousillon White: 1 AP Bretonnian Red: 1.5 AP Tilean Red: 1 AP
Spirits (per Goblet/Dram) A bottle contains 4 Goblets worth of Spirits Imperial Brandy: 4 AP Bögenhafen Brandy: 4AP Bretonnian Brandy: 3.5 AP ‘Gut rot’ Brandy (poor craftsmanship): 4AP Wastelander Rum: 4 AP Alte Geheerentode Rum: 4 AP Kislevite Vodka: 4.5 AP Norse Aquavit: 4.5 AP Lustrian Mezcal: 4 AP Albion Uisce: 5 AP
Appendix III: Expanded Alcohol Rules
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Contraband An enormous range of goods moves in and out of Marienburg all the year round, and although only some of it is sufficiently valuable or sufficiently highly taxed to make it worthwhile to smugglers, even so there is a wide range of contraband available.
Luxury Foods
If they find contraband hidden in the any of the smugglers bases, such as the Smuggler’s Caves or or Haagen’s Haagen’s Wharf, there is a good chance that the adventurers will try to move it out and sell it for their own profit. The prices given in the tables are guidelines only – use them as a base point for characters trying to estimate the value of the goods, and start potential purchasers bargaining at around three-quarters of that level. Most merchants can only be haggled up to 100% of the value given here, although it may be possible to make more by selling the goods in smaller lots to individual traders. Traders will start bargaining at 90% of the value given here, and will stop at 90% of the cost given the rulebook, or twice the price given here – whichever is lower.
Smuggled Goods Table D100: Goods 01-50:: Wines and Spirits 01-50 Spirits (roll once) once) 51-90:: Luxur 51-90 Luxury y Goods (roll (roll once) 91-00:: Luxur 91-00 Luxury y Foods (roll once) once)
D100 Goods
Cases
Enc/
Value/
01-60 Arabyan Spices
D10
Case 40
Case 20 Gu
61-80 Lustrian Spices
D10/2
40
40 Gu
81-85 Cathayan Spices
D10/2
40
35 Gu
86-90 Lustrian Palm-nuts
D10/2
100
10 Gu
91-00 Arabyan Dates
D10+2
100
5 Gu
Unpleasant Substances Really dodgy smugglers have a 50% chance of having Unpleasant substances from the following table rather than from above. No value is given for the goods on this table, because because they are illegal and hard to come by, they are worth whatever the adventurers can get for them. They are also very dangerous goods to trade in. Quite apart from the interesting situations which can arise if a frozen Troll thaws out while the adventurers are trying to find a buyer, it is never a good idea to cross the sort of people who deal in this kind of thing. The adventurers adventurers will have to be very tough or clever if they want to enjoy the profits of their actions. D100: Goods
Wines and Spirits
Enc/ Case
Value/
01-10: Mummy Dust (1/4 Pint)
2
Case 5 Gu
11-60: Illegal Drugs
3D10
01-20 Bretonnian Brandy
Case D10+14 70 70
61-65 Goblin corpse on ice
600
21-35 Estalian Brandy
D10+8
70
5 Gu 10/-
66-7 66 -72 2
Orc Or c / Be Beas astm tman an / Sk Skav aven en co corp rpse se on ic ice e
700 70 0
36-42 Norse Aquavit
D10+8
70
6 Gu
73-74
Troll / Ogre corpse on ice
900
43-50 Kislevite Vodka
D10+2
70
6 Gu
75-81
Mutant corpse on ice
600
51-55 Lustrian Mezcal
D10+2
70
8 Gu
82-86 8286
Chaoti Cha otic c Art Artifa ifact ct (s (sym ymbol bol,, wea weapon pon,, ido idol, l, etc etc))
Vari aries es
56-60 Albion Uisce
D10+2
70
7 Gu 10/-
87-88
D10
70
9 Gu
Body part of Chaos Cham Champion pion on on ice (limb, (limb, heart, brain, etc)
5
61-65 Nipponese Saka 66-75 Mousillon White Wine
D10+20 70
4 Gu
89-95
Daemon Blood (1/4 Pint)
2
76-85 Br Bretonnian Red Wine
D10+25 70
4 Gu 10/-
96-98
Daemon Heart on ice
20
86--97 Til 86 Tilea ean n Fi Fiz zzy Red Wi Wine ne
D10 10+2 +22 2 70
4 Gu 5/ 5/--
99-00: Warpstone (1/2 Pound)
98-00 Se Sea Elven White Wine
D10+2
70
7 Gu
Cases
Enc/
Value/
01-0 01 -05 5 Lu Lust stri rian an Woo ood d Ca Carv rvin ings gs D1 D10+ 0+2 2
Case 100 10 0
Case D10+ D1 0+2 2 Gu
06-35 Til Tile ean Leatherwork
D10+10
150
20 Gu
36-60 Norse Furs
D10+10
120
22 Gu
61-70 Kislevite Silver
D10
80
75 Gu
71
D10/2
100
100 Gu
72-76 Ca Cathayan Porcelain
D10+8
120
20 Gu
77-80 Cathayan Silk
D10
100
50 Gu
81-85 Arabyan Silk
D10
100
35 Gu
86-90 Cathayan Incense
D10/2
60
25 Gu
91-97 Arabyan Incense
D10
60
20 Gu
98-00 Nipponese Incense
D10+2
60
30 Gu
D100 Goods
Cases
Enc/
Luxury Goods D100 Goods
Sea Elf Art
Appendix IV: Contraband
20
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Herbs Marienburg’s herbalists (such as Van Arzneier) stock various herbs, some of which are described here:
Agurk Preparation (Prepare Poison): Poison) : Challenging (-10%) If properly dried, the leaves of this plant can be used to make an infusion, that if inhaled causes shaking. The Norscans call this herb Gysenblat and sometimes use it in their sweat houses. Effects: After Inhaling Effects: Inhaling an infus infusion ion of Agurk, a char character acter must must make an Average Toughness Test or suffer a -20% to Agility tests for the next 1d5 Hours.
Herb He rb Pri Prices ces Herb
Price
Availability
Agurk
1 Gu
Rare (-20%)
Cococo Tonic
25 Gu
Rare (-20%)
Graveroot Soup
20/-
Scarce (-10%)
Juck
1 Gu
Scarce (-10%) Sc
Mage Leaf
60 Gu
Very Rare (-30%)
Oxleaf
5 Gu
R are (-20%) Ra
Schlafenkraut
10/-
Rare (-20%)
Cococo Cococ o Tonic
Slowmind
10 Gu
Very Rare (-30%) Ve
Preparation (Apothecary) (Apothecary):: Challenging (-10%)
Speckled Rustwort
8 Gu
Rare (-20%)
This medicine originated from the exotic lands of Lustria although is now also cultivated in southern Estalia. An effective curse for almost any disease, many herbariums and quack houses of the have (or claim to) have the concoction for sale. If drunk within within an hour of being prepa prepared, red, a dose of this brown brown,, sweet liquid can be enough to suppress the effects an illness of for an entire day.
Spellwort
10 Gu
Very Rare (-30%) Ve
Trinkwort Bulb
1 Gu
Very Rare (-30%)
Valerian
1/-
Rare (-20%)
Vanera
2 Gu
Scarce (-10%)
Vigwort
1 Gu
Scarce (-10%)
Effects: Drinking a bottle of Cococo Tonic renders a character Effects: immune to the effects of one Disease you are suffering from for the whole day. Side Effect (Withdrawal): (Withdrawal) : The first day after a character stops taking Cococo Tonic, they must make a Routine (+10%) Toughness test or suffer a -10% penalty to all Strength and Agility tests.
Mage Ma ge Le Leaf af
Graver Gra veroot oot Soup Preparation (Herbalist): (Herbalist) : Hard (-20%) Graveroot is an uncommon herb found growing in graveyards and other areas suffused with the Amethyst Wind of Magic. Among its many mystical properties, it is the only effective cure for the disease ‘Tomb Rot’.
Preparation (none): (none) : An important plant in the Rituals of the Jade Order of Wizards, this rare plant only grows around the great Henges that dot the remotest hills of the Empire. Effects: Chewing on a sprig of Mage Leaf while casting a spell Effects: allows a Spell Caster to add +1 to their Casting Roll. Roll 1d5 each time a Leaf is used in this way, if the result is more than the number of Leafs already consumed, the Leaf has no effect.
Oxleaf Preparation (Prepare Poison): Poison) : Aver Average age (+10%) (+10%)
Effects: Drinking a fresh bowl of Effects: Graveroot Soup requires a character to make a Routine (+120%) Toughness test to keep the noxious substance down. If successful, the character gains a +20% bonus to all Toughness tests versus ‘Tomb Rot’ and any similar diseases for the rest of the day.
The sap of this herb can be rendered down to a fine powder, which can be dissolved in a glass of any alcoholic drink, such as beer or wine. Anyone with an Oxleaf laced beverage may make an Average (+0%) Perception Test to notice that their drink has been spiked.
Juck
Effects: After drinking Effects: drinking a beverage laced with Oxleaf, Oxleaf, a character must make an Average Toughness Test or after 1d10 rounds have lapsed, they will pass out for 1d10 hours exactly as if they had become stinking drunk.
Preparation (Prepare Poison): Poison) : Challenging (-10%)
Roasted Roa sted Tri Trinkw nkwort ort
The sap of this virulent weed can be rendered down to a thick paste, that causes itching on skin contact. As well as being used by small boys to cause mischief, some burgher’s have been known to smear it on door handles or locks to discourage thieves.
Preparation (Herbalist): (Herbalist) : Very Easy (+30%)
Effects: Contact with this paste causes a characters skin to Effects: itch intensely for 2d10+40 minuets, which imposes a -20% penalty to all tests. While there is no Toughness test to avoid this, a successful Will Power test will halve the penalty to -10%.
Also known as Sober-root, or Corrylliamid among the Elves, Trinkwort is a bittertasting onion like plant that grows among the roots of trees deep within the forests of the Old World. Although not pleasant to eat, the bulb of this plant may be oven roasted for several hours until it becomes soft. If consumed in this form it goes someway to neutralising the effects of any alcohol in the eater’s system, allowing them to sober up.
Appendix V: Herbs
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Effects: When consumed, a Roasted Trinkwort has the effect Effects: of neutralising half the number of drinks the Character has consumed cons umed up to that point. It has no effect on any furth further er drinks consumed.
Schlafenkraut Preparation (Prepare Poison): Poison) : Easy (+20%) This herb is a popular sedative among the Cult of Morr, who know it as Dormifolio or ‘Dream Leaf’. Schlafenkraut Tea or Mulled Wine is often taken by those who suffer from insomnia or noisy neighbours. Anyone with a Schlafenkraut laced beverage may make an Easy (+20%) Perception Test to notice that their drink has been spiked. Effects: After drinking Effects: drinking a beve beverage rage laced with Schlafenkrau Schlafenkraut, t, a character must make an Average Toughness Test or after 2d10+10 minutes have lapsed, they will pass out for 1d10 hours exactly as if they had become stinking drunk. Note that people using this herb in an attempt to get to sleep may forgo the Toughness test if they wish.
Slowmind Preparation (Prepare Poison): Poison) : Challenging (-10%) This flowing plant is often found growing near water-lilies, in and around ponds, swamps and other pools of still water. For those that can afford it, Doktor’s use Slowmind as a mild anaesthetic, as it dulls the sense of those who drink it in Tea or Mulled Wine. Anyone with a Slowmind laced beverage may make an Average (+0%) Perception Test to notice that their drink has been spiked.
Valerian Tea Preparation (Herbalist): (Herbalist) : Routine (+10%) This dark green herb grows deep in the forests of the Old World and can be dried and brewed into a pungent tea with many medicinal properties. Effects: Drinking a fresh cup of Valerian tea restores a single Effects: Wound and grants a character a +10% Bonus to the first Test to resist a Disease or Poison they must make the following day day..
Vanera Preparation (Herbalist): (Herbalist) : Routine (+10%) This thick leafy plant is naturally quite inedible, unless softened by being soaked in brine for at least a fortnight. In the Empire and Tilea it is believed to be blessed by Verena, to ward of the intrusions of her husband Morr in his guise as the god of dreams. Effects: Consuming a pottage of Vanera allows them to treat Effects: the next 1d10 hours as if they were resting, regardless of what activity they are actually undertaking. If the character spends this time resting, the benefits of the rest are doubled. Side Effect (Aftermath): (Aftermath) : Once the primary effects of Vanera end, the character develops a splitting headache and suffers a -10% penalty to all Intelligence and Fellowship tests for 1d5 Hours.
Vigwort Preparation (Herbalist): (Herbalist) : Av Avera erage ge (+0%)
Effects: After drinking Effects: drinking a beve beverage rage laced with Slowmind, Slowmind, a character must make an Average Toughness Test or suffer a -10% to both Intelligence and Will Power tests for the next 2d10+4 Hours.
Speckled Rustwort Preparation (Apothecary): (Apothecary) : Challenging (-10%) A rare herb found in remote mountain crannies. When dried and eaten, this flower can act as an effective cure for the Red Pox. Effects: When eaten, a victim of the red Pox (see Barony of Effects: the Damned) reduces the day’s Toughness loss by 5%.
Spellwort
A flowering herb often found growing in fallow fields, a glass of wine fortified with grated Vigwort acts as a stimulant, granting a brief burst of energy followed by a prolonged period of drowsiness. Effects: Consuming a dose of Vigwort Effects: grants a character a +10% Bonus to all Agility and Perception tests for d10+4 Minutes. Side Effect (Aftermath): (Aftermath) : One the primary effects of Vigwort end, the Character must make a Toughness test or become drowsy for 1d10 Hours. Herb
Climate
Preparation (Herbalist): (Herbalist) : Challenging (-10%)
Outdoor Survival
Beloved of Witch Hunters, this strange plant can be made into a tea that is said to be a potent ward versus the spells of Witches, second only to Raw Onion in its protection.
Agurk Coco Co coco co Ton onic ic Graveroot
Grassland Tro ropi pica call Ju Jung ngle le Graveyards
Hard (-20%) Chal Ch alle leng ngin ing g ((-10 10% %) Challenging (-10%)
Effects: Drinking a fres Effects: fresh h cup of Spellwort tea grants a character Magic Resistance (10) for 1d5 Hours. This gives them a +10% bonus to any Will Power Test to resist the effects of Magic and Magical Effects. This stacks with the Resistance to Magic Talent (and similar racial abilities), but not with Magic Resistance provided by other potions or items. Side Effect (Duration): (Duration) : Spell Casters who drink Tea made from this herb also suffer a 1d5 penalty to all their Casting Rolls for the duration.
Juck Mage-Leaf Oxleaf
Forest Druid Henges Grassland
Challenging (-10%) Very Hard (-30%) Routine (+10%)
Schl Sc hlaf afe enk nkra raut ut
(Old World) Gra ras ssla land nd
Hard (-20%)
Slowmind Spellwort
(Empire) Swamp Forest
Hard (-20%) Very Hard (-30%)
Speckled Rustwort
Hills
Hard (-20%)
Tri rink nkwo wort rt Bu Bulb lb Vale lerrian Vanera
Forest Fore st (O (Old ld Wo Worl rld) d) Ver ery y Ha Hard rd ((-30 30%) %) Forest (Old World) Ha Hard (-20%) Hills Challenging (-10%)
Vigwort
Grassland
Appendix V: Herbs
Challenging (-10%)
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
New Marienburg Careers - BROKER (BASIC CAREER) Brokers are the people who do the real business of the ‘Change. Some are employed by the great merchant houses of Marienburg, while others belong to small independent forms and hire their talents out to non-Guild traders. Brokers do everything very rapidly and very loudly;; they seem to live at twice the pace and twic loudly twice e the volum volume e of other people. Note: If you are rolling randomly for your Starting Career, you can Note: substitute Broker for Scribe with your GM’s permission.
- Broker Advance Scheme Main Profile
WS
BS
S
T
-
-
-
-
Ag
Int
WP
Fel
+5% +10% +10% +10%
Secondary Profile
A
W
SB
TB
M
Mag Ma
IP IP
FP
-
+2
–
–
–
–
–
–
Skills: Academic Knowledge (Law) Skills: (Law) or Lip Reading, Blather, Blather, Common Knowledge (The Wasteland), Evaluate, Haggle, Read/Write, Secret Language (Guild Tongue), Speak Language (Classical), Speak Language (any One) Talents: Dealmaker or Lightning Reflexes, Public Speaking, Savvy Talents: or Super Numerate Trappings:: Good Craftsmanship Clothing, Dagger, Writing Kit Trappings Career Entries: Entries: Exciseman, Initiate (of Handrich), Litigant, Scribe, Student Career Exits: Exits: Exciseman, Gambler, Initiate (of Handrich), Merchant, Pamphleteer
Appendix VI: New Marienburg Careers
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Monsters of Marienburg While the following new creatures are presented in their relevant location entries, they have been gathered here for your convenience.
Enchante Ench anted d Rop Rope e Roughly six feet long, and appearing as a standard thick hemp rope, these items are crafted using ancient Arabyan Magic, and are rarely found in the Old World. Used for performing amusing tricks to part travellers from their gold, they also make for effective sentries.
Main Profile
Main Profil Profile e
WS
BS
S
T
Ag
Int
WP
Fel
35%
0%
22% 22
14%
25%
-
-
-
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
16 16
2
1
1
0
0
0
Skills: Concealment +20%. Skills:
WS
BS
S
T
Ag
Int
WP
Fel
42%
0%
50% 50
60%
66%
-
-
-
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
15 15
5
6
3
0
0
0
Skills: Concealment +10%, Dodge Blow +10%, Silent Move Skills: +20% Talents:: Night Vision, Wrestling Talents Traits:: Undead Traits
Special Rules: Animated Construct: Construct : Any creature creature may master master a rope by making a Will Power test. Once this is successful the Rope will serve that creature faithfully. Once a rope is mastered in this may it may never be mastered by another, although it will obey a second character if its master commands. Flammable: The rituals uses to create animated ropes render Flammable: them quite flammable. When an Enchanted Rope is with a flaming attack, any Wounds suffered are doubled. This is calculated after any deductions for TB or Armour. Mindless: Anim Mindless: Animated ated Ropes have no Will Power Power,, Intelligence Intelligence or Fellowship and can never take or fail tests based on these characteristics. Not All There: There: Animated Ropes have have an unusual anatomy. anatomy. Use the Sudden death Critical Hit Rules.
Combat: Armour (none) (none):: AP:: Rope 0 (6) AP Weapons:: none (Unarmed, 1d10+2, Special) Weapons Slaughter Margin Margin:: Routine
Special Rules: Acid Attack: Attack: As a full action, the Shiner can can expel a viscous, viscous, corrosive acid. The acid automatically hits any one target within 1 yard (in the same square), square), dealing a dama damage ge 5 hit. If this attack hits the targets head, the target must make a Challenging (-10%) Agility Test or be blinded for 1d10 rounds. Blinded Characters can only take a Half Action each round, take a -20% penalty to all combat related (and most other) tests and automatically fail tests relying upon sight. Engulfing Attack: Attack: If a Shiner attacks with an appendage and inflicts 2 or more Wounds on a target, that target’s Hit Location becomes Engulfed. Engulfed characters take an automatic Damage 4 hit each round to the affected location. If a limb is Engulfed, the character may not use it until it is free. If the location is the head, apply the rules for Suffocation (WFRP core, p. 136.) The Shiner will only release releas e the Engul Engulfed fed body part if reduc reduced ed to fewer than 4 Wounds. Attacks to the Engulfed location inflict equal damage to both the Shiner and its victim. Mindless: Shiners have no Will Power, Intelligence or Mindless: Fellowship and can never take or fail tests based on these characteristics. Ooze: Shiners are amorphous blobs that are resistant to Ooze: normal attacks. Attacks upon the Shiner with with normal weapons do a maximum of 1 Wound per hit. Fire, magical weapons and spells do normal damage. All hits to a Shiner are assumed to be on the body, and Sudden Death Critical Hit rules apply. During combat, an Ooze may only take Standard Attack, and Move actions or use their Acid Attack. Shiners are immune to Fear, Terror, poison, disease, and all spells, skills, and effects that involve manipulation of emotions and the mind.
Combat: Armour (none) (none):: AP:: Amoe AP Amoeba ba 0 (1), and reduce normal Damage Damage to 1. Weapons : Acid Attack Weapons: Attack (1d10+5, Special), Amorphous Amorphous Appendages (Unarmed, 1d10+2, Engulfing Attack)
Shiner Shiners are a type of giant amoeba (some four feet in diameter) that has evolved to live beyond the water, creeping in to damp swamp castles and half-flooded crypts. Once inside they coat surfaces with their think oil flesh, giving them a shiny appearance (hence the name). This makes paintings, furniture and jewellery seem more preserved and thus more valuable, drawing the curious and greedy toward them, whereupon the shiner shoots out burning acid. Humans are usually strong enough to survive the attack, but many a tomb robber with a ruined face will tell you that all that glitters is not to be trusted.
Slaughter Margin Margin:: Routine
Appendix VII: Monsters of Marienburg
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Undead Und ead Wr Wreck ecker er Lesser Ethereal Undead These foul servants of the Shark God Stromfels have risen from the grave to lure ships to their doom. They appear as vague vaguely ly humanoid shapes of blue-green light.
Main Profile
WS
BS
S
T
Ag
Int
WP
Fel
22%
0%
30%
30%
45%
31%
18%
30%
Secondary Profile
A
W
SB
TB
M
Mag
IP
FP
1
14
3
3
6 (6)
0
0
0
Skills: Charm, Common Knowledge (The Wasteland), Skills: Concealment +20%, Perception +20%, Speak Language (Reikspiel) Talents:: Night Vision Talents Traits:: Frightening, Hoverer, Undead Traits
Special Rules: Bound Spell: Spell : (Bewilder, CN 8, CT Half); With a successful Will Power test, the Undead Wrecker may attempt to cast the Bewilder spell from the Lore of Shadows as if they had a Magic Characteristic of 2. It will use this spell to try and lead its opponent’s over the edge of a cliff or into other dangers. Ethereal: An Undead Wrecker Ethereal: Wrecker is insubstantial insubstantial and weightless. weightless. It can pass through solid objects, including walls and doors. Note that this does not give any ability to see through solid objects, only pass through through them. An Undead Wrecker Wrecker partially hidden inside an object gains a +30% bonus on Concealment Tests. Tests. An Undead Wrecker that wishes to be is completely silent, with no need to make Silent Move Tests. An Undead Wrecker is also immune to normal weapons, which simply pass through its body as if it wasn’t there. Daemons, spells, other ethereal creatures, and opponents armed with magic weapons may all injure an Undead Wrecker normally. An Undead Wrecker cannot normally affect the mortal world, and thus cannot damage nonethereal opponents. Glowing Light. Light . The Undead Wrecker produces light as a lantern.
Combat: Armour (none): (none) : AP:: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) AP Weapons:: None Weapons Trappings:: None Trappings Slaughter Margin Margin:: Easy (Imposable without a Magic Weapon or Spells)
Appendix VII: Monsters of Marienburg
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Magic Items of Marienburg While the following Magic Items are presented in their relevant location entries, they have been gathered here for your convenience along with who current owns them.
Amu mule let t of th the e Ti Tid de Lo Lor rd Current Owne Owner r : Kasper Golflied Academic Knowledge: Knowledge : Theology Powers : Any fire based Powers: based attack made made upon the wearer of this Amulet or any target within 12 yards of the wielder (friend or foe) reduce their damage by 1d10. This automatically includes inclu des all spells from the Lore of Fire and Metal, as well as many others. If the Wearer is aboard a ship or inside a building, this protection covers the whole structure and everyone within. History: This heavy amulet was cast from bronze reclaimed History: from a sunken cannon and is set with an Aquamarine the size of a man’s fist. It carries the fickle blessing of Manann, which ebbs and swells like the tide.
Amul Am ulet et of Wi Wild ld Ma Magi gic c Current Owne Owner r : Skwiknibble Mouldeye Academic Knowledge: Knowledge : Magic Powers:: The Wearer of the Amulet may cast any Arcane Spell Powers of Casting Number 5 or lower, as if they had a Magic Characteristic of 2. The bearer must pass an Intelligence Test upon casting a spell from the Amulet. If failed, the spells effect is reversed, usually in an embarrassing, dangerous, or comedic fashion (for example, `Calm the Wild Beast' would cause Frenzy in its target, `Deathsight’ would render the living invisible to the caster, `Ferment’ would turn a liquid into sewerage, and `Cleansing Glow’ would cause mushrooms to grow on the target). - Each time a reversed effect occurs, the wielder must pass a second Intelligence Test, or suffers a Minor Chaos Manifestation. History:: A gift given to the famous Elven Loremaster History Loremaster Yrtle, Yrtle, by his Master, when he first apprenticed to learn Magic, this powerful item is considered a toy to the great Elven Mages. Designed to test the apprentices' control over the Winds of Magic, this Amulet can perform a great many minor magical effects, providing the apprentice can maintain concentration when using it. Upon successfully mastering this device, the apprentice is judged worthy to be taught the most basic Petty Magicks.
Bound Bou nd Spe Spells lls To ease play, a lot of similar items have been standardised into ‘Bound Spells’. Spells’. When using an Item to cast a Bound Spell, all the normal rules apply. Thus, if the character makes the Will Power check, they may then roll a number of Casting Dice up to the amount provided by the Item to see if the spell is cast. Spells are subject to Tzeentch’s Curse, even if they are of Divine or Witch Lore origin. Wearing Armour does not penalise casting a Bound Spell. Spell Ingredients, the Channelling Skill, the Dark Magic Talent or any other ability that would modify the casting roll or increase the amount of Casting Dice that can be rolled may not be used on a Bound Spell.
Yrtle kept this device as a memento of his apprenticeship, and it was lost upon his death in the Great War War Agains Againstt Chaos.. During its time lost in the hands of the Chaos Chaos Armies, the effects were subtly and dangerously twisted. To the Humans who have wielded it since, it has seemed an erratic and dangerous device, which has ultimately caused their ruin.
Belt Be lt of th the e Bl Bloo oodd-Re Rea aver Current Owne Owner r : Adalbert Henschmann Academic Knowledge: Knowledge : Magic Powers:: When worn, attacks made against the wearer of this Powers belt have their damage reduced by 3. This reduction applies against effects that normally ignore armour. However, a side effect of this magic prevents the wearer casting any spells (including Bound Spells), even if he has the ‘Armoured Casting’ Talent. History:: Looted from a Norscan Marauder, this belt has a History large ornate brass buckle-plate, onto which has been stamped the design of a skull.
Boot Bo ots s of Fl Flig ight ht Current Owne Owner r :Durak Chubloc II Academic Knowledge: Knowledge : Magic Powers: Bound Spell (Skywalk, CN 15, CT Full); With a Powers: successful Will Power test, the wearer may attempt to cast the Skywalk Lesser Magic spell as if they had a Magic Characteristic of 2. Note that Skywalk is special in that it lasts for the length of time it takes to complete the Full Action Cast Action.Thus, you move as part of the casting action, much like the way you get a touch attack as part of casting a touch spell. Once your Full Action is over the spell is no longer in effect, and if you are still in mid-air you will fall to the ground (you can't chain castings to skywalk longer distances without touching the ground in between). History: These elegant boots look to be of eastern make, History: possibly from Cathay or Ind. When in use they shimmer with magical energy. Durak obtained them from the safe of a Noble residing in Middenheim.
Chao Ch aos s Ic Icon on Current Owne Owner r : The Siblinghood of Eternal Love Academic Knowledge: Knowledge : Daemonology Powers:: Each Chaos Icon has a specific Daemon bound Powers within it, which can only be released through a specific ritual activity connected to it. Typical rituals often involve elements such as the sacrifice of innocents, self harm and hours of ceremony. History:: Amon History Among g the most prestigious prestigious rewards rewards that can be granted to a follower, and conversely the most severe punishment granted to a Daemon, these Icons are often found among the forces of Chaos, particularly among followers of Khorne - who lack any sorcerers to perform Daemonic Summonsing. Chaos Icons are focus points for their god’s favour, and can be any size, shape and made form any material. Some are incorporated into weapons or armour, or even manifest as tattoos while others exist as altars, standards or even columns of living flames.
Appendix VIII: Magic Items
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Henschma Hen schmann’ nn’s s Ring Current Owne Owner r : Adalbert Henschmann Academic Knowledge: Knowledge : Magic Powers:: When worn, this ring faintly glows when within six Powers inches of any source of Poison. Observer’s can detect this on a successful Perception Test, which is automatically successful if they are deliberately observing the ring for this purpose. History:: This fat gold ring, set with a large green stone, has History saved its wearers from many simple but otherwise effective assassination attempts.
Iron Ir on Amu Amulet let Current Owne Owner r : Lisette Leerer Academic Knowledge: Knowledge : Theology Powers:: The wearer of this amulet gains Magic Resistance Powers (10), giving them a +10% bonus to any Will Power Test to resist the effects of Magic and Magical Effects. This stacks with the Resistance to Magic Talent (and similar racial abilities), but not with Magic Resistance provided by other Items. History:: Crafted using one of the most secret rituals History rituals of the Priesthood of Sigmar to protect Sigmar’s Witch Hunters in their sacred duty, this amulet uses the natural properties of metal to resist the effects of Magic. It is rumoured some other organisations, such as the Gold College, can craft similar devices.
Jade Amulet Current Owne Owner r : Sybo Haan Academic Knowledge: Knowledge : Magick Powers:: Whenever the wearer of the Amulet would restore a Powers Wound due to Natural Healing, they restore 1d10 wounds instead. The Amulet must have been worn for the whole of the recovery period for this effect to take place. In addition, whenever this Amulet is taken off, its wearer must make an average Toughness Test or suffer the loss of 1d10 wounds due to system shock. History:: This amulet was made by a former grand master of History the Jade Order of Wizards and is fashioned of that stone. It has a marvellous ability to channelling healing energy into its wearer. Sybo received this amulet from Leo, who discarded it after it failed to heal his affliction.
Medallion Meda llion of Offic Office e Current Owne Owner r : Nieut Gyngrijk Academic Knowledge: Knowledge : History Powers:: When worn, attacks made against the wearer of this Powers medallion have their damage reduced by 1. This reduction applies against effects that normally ignore armour. Additionally,, the wearer of the medallion gains Poison Additionally Resistance (10), giving them a +10% bonus to any Toughness Test to resist the effects of Poison. This stacks with the Resistance to Poison Talent (and similar racial abilities), but not with Poison Resistance provided by other Items. Finally, when worn, this medallion glows faintly green when within six inches of any source of Poison. Observer’s can detect this on a successful Perception Test, which is automatically successful if they are deliberately observing the medallion for this purpose.
History: A wide, copper History: copper medallion, emblazone emblazoned d on the front with the symbol of the Burgerhof, and hall-marked on the back by its Cathayan maker. The amulet is designed to protect the wearer against the simple modes of assassination, which political enemies might employ.
Mothe Mo ther’s r’s Can Cane e Current Owne Owner r : Old Mother Crumhorn Academic Knowledge: Knowledge : Magic Powers:: Counts as a Hand Weapon with the Defensive and Powers Pummelling Qualities; In addition, if the Cane’s wielder is a Spell Caster, as a Half Action, they can cause any spell within 12 yards (6 squares) to end prematurely. This requires a successful Will Power test, with a -10% penalty per point of the original caster’s Magic Characteristic. This has no effect on summoned Demons, reanimated Undead or Ritual Magic of any kind. If successful, the spells caster also suffers 1d10 damage from the magical feedback. History:: The walking stick of Old Mother Crumhorn has been History bound with several enchantments, turning it into a versatile and effective weapon.
The PoPo-F Fans Current Owne Owner r : Inez van Oerleaven Academic Knowledge: Knowledge : Magic Powers: Counts as a pair of Daggers; In addition, if wielded as Powers: a Pair, the Daggers benefit from the Balanced, Defensive, Fast and Precise qualities and all attacks with them count as being poisoned with Dark Venom. However, on any round where the fan’s wielder is injured in melee combat but fails to inflict any Wounds in return, the wielder must succeed on a Will Powe Powerr test or the fans become become inert (and func function tion as normal daggers) until Morrslieb next rises. History: The Duchess acquired this pair of war-fans from a History: sojourn in Cathay. Within them is contained a powerful and bloodthirsty spirit of war, said have been bound into the fans by the sorcerer-eunuchs of the Monkey King.
Ring Ri ng of Cr Crip ippl ple e Pea eak k Current Owne Owner r : Jona van Helijden Academic Knowledge: Knowledge : Necromancy Powers:: Bound Spell (Hand of Dust, CN 13, CT Half); With a Powers successful Will Power test, the wearer may attempt to cast the Hand of Dust spell from the Lore of Necromancy as if they had a Magic Characteristic of 2. History:: This band of simple iron was made in the Forges of History the Cursed Pit of Nagashizzar and contains a single deep red garnet. This ring is blessed by the diabolical will of Nagash, and its wearer can channel his ability to decay life.
Ring Ri ng of Fou oull War ardi ding ng Current Owne Owner r : Old Mother Crumhorn Academic Knowledge: Knowledge : Daemonology Powers:: Cursed Item; Anyo Powers Anyone ne who tries to attack the wearer of this ring must make an Average Will Power Test. Those that fail must pick another target or take a different action. However, the first time any creature puts on this ring, they are cursed with a permanent -15% reduction to their Fellowship Characteristic (this has already been applied to Old Mother Crumhorn’s profile).
Appendix VIII: Magic Items
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld History: Fashioned to protect against those who would seek History: Mother Crumhorn harm, this tarnished silver ring calls upon the foul gods to protect the witch from persecution.
Ring Ri ng of Sh Shie ield ldin ing g Current Owne Owner r : Tobias Marquandt Academic Knowledge: Knowledge : Magic Powers:: When worn this ring summons an invisible shield of Powers force. forc e. The wearer of this ring in all ways counts as being equipped with a Shield on the arm on which they are wearing the ring. Outside of combat, creatures must make a Very Hard (-30%) Perception skill test to notice this protection. History:: A slender History slender ring of Elve Elven n design, this item grants the wearer protection, even though they appear un-armoured.
Robe Ro bes s of N’ N’Kh Khar aris is Current Owne Owner r : Leo Haan Academic Knowledge: Knowledge : Necromancy Powers:: Once per day, the wearer of these robes can Powers transform into a vapour as a Full Action. In this form, the wearer gains the Ethereal (the wearer can only be effected by Magic attacks but cannot attack either; see OWB or NDM for more details) and Hoverer Traits with a Fly Speed equal to its Movement characteristic. The wearer can remain in mist form as long as he likes and change back as a Full Action. However, transforming into Mist in this way is deeply unsettling, and each time this item is used, the wearer must make a Will Power test or gain an Insanity point. History:: These long ornate black robes where once the court History vestments of a long dead vizier of Nehekhara. The creature’s centuries of Unlife imbued a part of its essence upon the robes upon its destruction.
Sea Brid Bride e Standar Standard d Current Owne Owner r : The Blades of Manann Academic Knowledge: Knowledge : Theology Powers : When the wielder of the stand Powers: standard ard causes at least one wound, all members of Manann’s Blades within 12 yards of him gain the Frightening trait and gain a +1 bonus to Movement when charging or chasing after fleeing foes. History: Known by some less favourable names in the ranks, History: the Sea Bride standard contains an effigy of one of Manann’s mer-brides fearsome she-beasts that imperil the unwary and drag them into the sea to drown them in its depths. When the smell of blood reaches the banner, it screams and wails in an unholy and thoroughly disconcerting fashion, exhorting those that fight beneath it to cruelty and bloodlust.
Sea Se a El Elff Rin ing g Current Owne Owner r : Leo Haan Academic Knowledge: Knowledge : Magick Powers:: When worn, attacks made against the wearer of this Powers ring have their damage reduced by 1. This reduction applies against effects that normally ignore armour. Additionally, a spell caster using this ring as a Channelling Focus adds an extra extr a +1 to their Casting Roll in additi addition on to their Magic Characteristic. A character may only use one Channelling Focus.
History: This intricate band of woven silver and Ithilmar was History: looted from the finger of a deceased Sea Elf Captain who washed up on the Wasteland’s shores. It is engraved with intricate Elven script that glows faintly in light of Morrslieb. Should the Marienburg’s Elves become aware of this item, they will go to great lengths to retur return n it to its rightf rightful ul (Elven) owners.
Sea-W SeaWolf’s Band Current Owne Owner r : Donat Tuersveld Academic Knowledge: Knowledge : History Powers:: Anyon Powers Anyone e wearing this ring is filled with stubborn stubborn resolve. They gain a +10% Bonus to resist the effects of Fear, Terror and the Intimidation skill. However, they must also first pass a Will Power test before they can retreat from combat (this includes using the Disengage action). History:: This simple iron band never rusts and has an image History of a Wolf’s head as its signet. Tuersveld looted it from an Ulric worshipping mercenary captain in the Black Gulf, when he went by the name Karl the Wolf.
The Sha Shark rk's 's Too ooth th Current Owne Owner r : Wouter Berkhout Academic Knowledge: Knowledge : Genealogy/Heraldry Powers: When worn by a follower of Manann, attacks made Powers: against the wearer of the Shark's Tooth have their damage reduced by 3. This reduction applies against effects that normally ignore armour. armour. Additionally Additionally,, when dealing with people who venerate Manann, the wearer gains a +10% Bonus to Charm and Command tests. Note that most Old Worlders venerate all the gods to some degree, even acolytes of other faiths. History: This enormous tooth, carved with Manann's fiveHistory: pointed pointe d crown and hung from a golden chain, chain, is said to have come from a gigantic shark sent by the evil god Stromfels to terrorise the people of Marienburg. The shark was reputedly slain by collision with a merchant vessel, and ever since one of its teeth has been worn as a symbol of the city's devotion to the sea god.
Sigmar’s Sigm ar’s Mer Mercy cy Current Owne Owner r : Karl Avermans Academic Knowledge: Knowledge : Theology or Genealogy/ Heraldry Powers:: Counts as a Best Craftsmanship Hand Weapon with Powers the Defensive Quality; In addition, if the wielder says a short prayer to Sigmar (as a Half Action), the sword gains the Impactt Quality for the rest of the comb Impac combat. at. Any Demons, Demons, Mutants (Including Skaven and Beastmen) and the Undead that wield this sword automatically lose 1 Wound each round, regardless of Toughness Bonus or Armour Points. History:: This sword was blessed by the Arch lector of Nuln History during the Incur Incursion sion of Chaos to deliver the only mercy that can be given to mutants – death.
Sybo’s Sybo ’s Enso Ensorcel rcelled led Dagg Dagger er Current Owne Owner r : Sybo Haan Academic Knowledge: Knowledge : Magick Powers:: Counts as a Best Craftsmanship Dagger with the Powers Defensive Quality. In addition, this dagger does an additional Point of Damage. History:: Sybo has ensorcelled this elaborate dagger with History potent ritual magic.
Appendix VIII: Magic Items
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld Tali alisma sman n of Sha Shado dows ws Current Owne Owner r : Tobias Marquandt Academic Knowledge: Knowledge : Magic Powers:: Bound Spell (Shadow of Death, CN 15, CT Full); With Powers a successful Will Power test, the wearer may attempt to cast the Shadow of Death spell from the Lore of Shadows as if they had a Magic Characteristic of 2. See the ‘Realms of Sorcery’ for details of this spell. History:: A gift from a grate History grateful ful Grey Magister Magister who Marqu Marquandt andt kept alive, it permits the use of a minor spell of the Shadow College.
Triden Tri dent t of Lea Leade ders rship hip Current Owne Owner r : Egbert Huibers Academic Knowledge: Knowledge : Theology Powers:: Counts as a Halberd: In addition, the wearer gains a Powers +10% bonus to their Command Skill and all individuals friendly to the wielder within 16 yards of the trident, who are capable of seeing it, may re-roll one failed Fear or Terror test each round. History:: This silver trident is a relic of the Great Cathedral History Cathedral of Marienburg, handed down amongst those holding the rank of Master of Novices. This symbol of office reinforces their authority, and bolsters the resolve of those under the wielders command.
Watchf atchful ul Guar Guard d Current Owne Owner r : Adalbert Henschmann Academic Knowledge: Knowledge : Magic Powers:: Counts as a Silvered Main-gauche: In addition, the Powers wearer may attempt to parry one attack each round, even if not in a parrying stance or otherwise entitled to a parry. This stacks with the parry provided by other means (allowing the user to attempt to parry a maximum of two attacks each round). History: This enchanted off-hand dagger was looted from the History: body of an Estalian duellist who had not considered its lack of use against multiple firearms.
Appendix VIII: Magic Items
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
Expanded Credits The following list is in progress, and is not definitive. No challenge to copyright intended.
Primary Prima ry Sour Sources ces
‘Warpstone 26: Conspiracy’ by Alfred Nuñez ‘Warpstone: Conspiracy – Additional Material’ by Alfred Nuñez ‘Australian Realms 7: Sea Elf Characters’ by Colin Taber
‘The Black Industries Website’
‘Tamurkhan: Throne of Chaos’ by Adam Bligh
‘The Marienburg Project Website’ ‘Warhammer Fantasy Roleplay Errata: Version 12’ ‘Death's Messenger’ by Sandy Mitchell ‘A Murder in Marienburg’ by David Bishop ‘A Massacre in Marienburg’ by David Bishop ‘Red Thirst: The Song’ by Stephen Baxter ‘Tales of the Old World: The Man who Stabbed Luther van Groot’ by Sandy Mitchell
‘Warhammer: Vampire Counts (2008)‘ , by Gav Thorpe ‘Warhammer: Return to the Vampire Coast’ by Stuart Mackaness
Cred Cr edits its by Loc Locati ation on D11: The Rat and Pipe Inn Author Unknown Published in ‘The Black Industries Website’
‘Wolf Riders: The Tilean Rat’ by Sandy Mitchell
D21: The Jolly Boatman
‘White Dwarf 118: Marienburg’ by Anthony Regan and Graham Davis
By Simon Crowe, Adam Flynn and Robert J Schwalb
‘White Dwarf 119: Marienburg’ by Anthony Regan and Graham Davis ‘White Dwarf 120: Marienburg’ by Anthony Regan and Graham Davis ‘White Dwarf 120: Wolf Riders’ by William King and Andy Warwick ‘White Dwarf 121: Marienburg’ by Graham Davis and Anthony Regan ‘White Dwarf 126: Marienburg’ by Ken Walton, Claus Ekstrom, Graham Davis and Anthony Ragan ‘White Dwarf 128: Marienburg’ by Graeme Davis and Richard Laing ‘White Dwarf 133: Marienburg’ by Graeme Davis ‘White Dwarf 135: Marienburg’ by Graeme Davis ‘Marienburg: Sold down the River’ by Anthony Ragan ‘The Dying of the Light: Error of the Moon’ by Andrew Rilstone and James Wallis
Published in ‘The Black Industries Website’ and ‘The Thousand Thrones: The Call of Chaos’ D22: Adolph’s Fine Clothing Emporium By Simon Crowe, Adam Flynn and Robert J Schwalb Published in ‘The Black Industries Website’ and ‘The Thousand Thrones: The Call of Chaos’ D29: The Chapel of Shallya By Alfred Nuñez Published in ‘Warpstone 24: Conspiracy’ and ‘Warpstone: Conspiracy – Additional Material’ D31: The Hound’s Den By Simon Crowe, Adam Flynn and Robert J Schwalb Published in ‘The Black Industries Website’ and ‘The Thousand Thrones: The Call of Chaos’ D34: The Crab Union Building Author Unknown Published in ‘The Black Industries Website’ D44: The Sign of the Sad Face
‘The Dying of the Light: When Darkness Falls’ by Andrew Rilstone
Author Unknown
‘Hogwash 4: Bad Tidings’ by James Wallis
Published in ‘The Black Industries Website’
‘The Thousand Thrones: The Call of Chaos’ by Simon Crowe, Adam Flynn and Robert J Schwalb
EC02: The Eire’Naro Mansion
‘Lure of Power/ Liber Ecstatica’ by Owen Barnes, Daniel Lovat Clark, Chris Gerber, Andrew Hoare and Ian Robinson
Manniocs-Quinsh’ h’ Published in ‘Warpstone 20: Manniocs-Quins
‘Omens of War/Liber Carnagia’ by Dave Allen, Daniel Lovat Clark, Graham Davey, Chris Gerber, Clive Oldfield and Ian Robinson
By Thomas Larue
‘Signs of Faith/Liber Infectus’ by Dave Allen, Daniel Lovat Clark, Jay Little, Clive Oldfield and Dylan Owen
By Thomas Larue EC03: Westerleer Manniocs-Quinsh Barracks
Manniocs-Quinsh’ h’ Published in ‘Warpstone 20: Manniocs-Quins ET07: Oranjekoft Manniocs-Quinsh Barracks By Thomas Larue
‘Warpstone 9: Once upon a time in Marienburg’ by John Foody
Manniocs-Quinsh’ h’ Published in ‘Warpstone 20: Manniocs-Quins
‘Warpstone 9: The Templars of Manann’ by Anthony Ragan
ET18: Geldren Manniocs-Quinsh Barracks
‘Warpstone 9: Whaling in Marienburg’ by John Foody
By Thomas Larue
‘Warpstone 14: Marienburg Revisited’ by Alfred Nuñez with additional Material by Anthony Ragan and John Foody
Manniocs-Quinsh’ h’ Published in ‘Warpstone 20: Manniocs-Quins
‘Warpstone 20: Manniocs-Quins Manniocs-Quinsh’ h’ By Thomas Larue
By Anthony Ragan
‘Warpstone 22: Don’t look Now’ by Clive Oldfield
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River ’
‘Warpstone 23: Conspiracy’ by Alfred Nuñez
GB08: Marquandt’s Escorts
‘Warpstone 24: Conspiracy’ by Alfred Nuñez
Appendix IX: Expanded Credits
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld GB09: The Prince’s Rest
GV11: The Red Cock Inn
By Anthony Ragan with additional material by Jack Wisehammer
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘The Marienburg Project Website’
GV12: Delftgruber and Son, Ship’s Chandlers
GB21: House van de Kuypers
By Anthony Ragan
By Anthony Ragan Published in ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
GB30: Oliver Bonner, Scents and Balms
GV13: Sybo’s Mystic Emporium
By Jack Wisehammer
By Anthony Ragan
Published in ‘The Marienburg Project Website’ GB31: The Bosphorus Club
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
By Jack Wisehammer
GV31: House van Onderzoeker
Published in ‘The Marienburg Project Website’
By Anthony Ragan with additional material by John Foody and Alfred Nunez, updated by Stuart Kerrigan
GB33: House van Haagen By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘Marienburg: Sold Down the River’ and ‘Warpstone 9: Once Upon a Time in Marienburg’ GV42: Doktor Anders Vesalion, Physician
GB38: The Brotherhood and the Knights of Purity
By Anthony Ragan
By Alfred Nuñez, updated by Stuart Kerrigan
Published in ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’ and ‘Warpstone 14: Marienburg Revisited’
GV44: Groenewoud’s Fine Meats
GB44: Ree’s Wax Museum and Studio
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ GB47: The Aardbo Aardboll Theat Theatre re By Jack Wisehammer Published in ‘The Marienburg Project Website’ GB48: Sign of the Brush and Gull
By Anthony Ragan
GV52: Esmeralda’s Apron By Alexander J Bateman (based upon material by Stephen Baxter and Sandy Mitchell) with additional material by Andy Warwick Published in ‘The Black Industries Website’ and ‘White Dwarf 120: Wolf Riders’ HM03: The Moneda di’Plata
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
By Jack Wisehammer
GB49: The Goat and Stoat
K08: Dmitri’s Apothecary
By Alexander J Bateman and Jack Wisehammer
By Anthony Ragan
Published in ‘The Marienburg Project Website’
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
GB60: Van Reeveldt’s Boatbuilders
Published in ‘The Marienburg Project Website’
K10: Three Guilders Emporium
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ GB72: The der Kwick Residence
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ K12: Cattail Kanal
By John Foody, updated by Stuart Kerrigan Published in ‘Warpstone 9: Once Upon a Time in Marienburg’ GV02: Arkat Fooger’s Counting House By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ K14: Gertrude van Sants, Surgeon By Stuart Kerrigan
GV08: Rosal Krantz, Astrological Readings and Predictions
K22: Koester’s Boarding House
By Alexander J Bateman, Andrew Rilstone and James Wallis
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘The Dying of the Light: Error of the Moon’
By Anthony Ragan
Appendix IX: Expanded Credits
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld K24: Tarnopol’s Clock Tower
OM02: The Temple of Morr
By Anthony Ragan
By Alfred Nuñez
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’ and ‘Warpstone 23: Conspiracy’
K63: The Rusty Barnacle
P01: The Mariusplein
By Steve Moss
By Andrew Rilstone and James Wallis
Published in ‘Timcon Fanzine #3’
Published in ‘The Black Industries Website’ , ‘The Dying of the Light: Error of the Moon’ and ‘Hogwash 4: Bad Tidings’
K91: Heiligdom, The Shallyan Asylum of Blessed Rest
P02: The New Palace
By Anthony Ragan
By Anthony Ragan
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
KD01: Deedesveld Graveyard
P04: The Stadsraad
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ KD02: Sexton’s Cottage By Anthony Ragan and Author Unknown Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ KD03: Chapel to Morr Author Unknown
By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ P09: The Honourable Company of Lamplighters and Watchmen By Anthony Ragan with additional material by Simon Crowe, Adam Flynn and Robert J Schwalb, updated by Stuart Kerrigan
KD04: Sailor’s Memorial
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘The Thousand Thrones: The Call of Chaos’
Author Unknown
P10: The Fog Walkers
Published in ‘The Black Industries Website’
By Anthony Ragan with additional material by John Foody, updated by Stuart Kerrigan
Published in ‘The Black Industries Website’
KD05: Van der Voers Vault
Published in ‘Marienburg: Sold Down the River’ and ‘Warpstone 9: Once Upon a Time in Marienburg’
Author Unknown Published in ‘The Black Industries Website’
P11: The Temple of Manann
KD06: Tomb of Karl Avermans Published in ‘The Black Industries Website’
By Alexander J Bateman (based on material in ‘Marienburg: Sold down the River’ and ‘The Dying of the Light: Error of the Moon’ )
KD07: The Paupers’ Vault
P34: The Gull and Trident
Author Unknown
By Anthony Ragan
Published in ‘The Black Industries Website’ KD08: The Miser’s Grave
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Author Unknown
P66: Embassy Row
Published in ‘The Black Industries Website’
By Anthony Ragan
KD12: Smuggler’s Caves Author Unknown
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’
R01: Rijker’s Isle Fortress
KM12: The Red Maids of Verena
By Anthony Ragan
By Clive Oldfield
Published in ‘Marienburg: Sold Down the River’
Published in ‘Warpstone 22: Don’t look Now’
R02: De Kasteel
KR05: The Daankkanaal
By Anthony Ragan
By Clive Oldfield
Published in ‘Marienburg: Sold Down the River’
Published in ‘Warpstone 22: Don’t look Now’
R03: The Hopeful Tower
N32: The Marienburg Trading Company
By Anthony Ragan
By Stuart Mackaness
Published in ‘Marienburg: Sold Down the River’
Author Unknown
Published in ‘Warhammer: Return to the Vampire Coast’
Appendix IX: Expanded Credits
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld R04: The Cell Bloc Blocks ks
SH26: Marie-Anne, Bretonnian Chocolatier
By Anthony Ragan
By Jack Wisehammer
Published in ‘Marienburg: Sold Down the River’
Published in ‘The Marienburg Project Website’
SB07: The Suiddock Temple
SL06: Potion Square
By Anthony Regan and Graham Davis
By Ken Walton, Claus Ekstrom, Graham Davis and Anthony Ragan,, with additi Ragan additional onal material material by Alfred Nuñez
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White Dwarf 120: Marienburg’ SB12: The Pelican’s Perch
Published in ‘The Black Industries Website’ and ‘White Dwarf 126: Marienburg’
By Anthony Regan and Graham Davis, with additional material by John Foody
SL07: Suiddock Watch Station, Number Four
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White Dwarf 118: Marienburg’
Published in ‘The Black Industries Website’ and ‘White Dwarf 133: Marienburg’
SB25: Suiddock Watch Station, Number One
SL08: Doktor Markus Puttlangs
By Anthony Ragan
By Graham Davis
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
Published in ‘The Black Industries Website’ and ‘White Dwarf 133: Marienburg’
SB26: The Channel Rats
SL09: Van Arzneier’s Floracopoeia
By Anthony Regan and Graham Davis
By Claus Ekstrom and Graham Davis
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White Dwarf 120: Marienburg’
Published in ‘The Black Industries Website’ and ‘White Dwarf 126: Marienburg’
SB27: The Rivermen’s Association
SL10: The Edelmoed Temple
By Graham Davis and Anthony Regan
By Anthony Ragan
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White Dwarf 121: Marienburg’
Published in ‘The Black Industries Website’ and ‘White Dwarf 126: Marienburg’
SB35: The Helmsman
SL11: Kluger’s Emporium
By Jack Wisehammer
By Graeme Davis and Richard Laing
Published in ‘The Marienburg Project Website’ SB36: The Whaler’s Shrine
Published in ‘The Black Industries Website’ and ‘White Dwarf 128: Marienburg’
By John Foody
SL12: Wilhelm Rotkopf, Alchemist
Published in ‘Warpstone 9: Whaling in Marienburg’
By Graeme Davis and Richard Laing
SH01: The Hoogb Hoogbrug rug Bridg Bridge e
Published in ‘The Black Industries Website’ and ‘White Dwarf 128: Marienburg’
Author Unknown, additional material by Sandy Mitchell Published in ‘Black Industries Website’ and ‘Death’s City’ SH03: The Marienburg Secretariat for Trade Equity By Alfred Nuñez Published in ‘The Black Industries Website’ , ‘Warpstone: Marienburg Revisited’ and ‘Warpstone: Conspiracy – Additional Material’ SH04: The Wasteland Import-Export Exchange By Graham Davis and Anthony Regan Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White Dwarf 121: Marienburg’
By Graham Davis
SL13: Lisette’s Leather Goods By Graeme Davis and Richard Laing (based upon material in ‘Wolf Riders: The Tilean Rat’ ) Published in ‘The Black Industries Website’ and ‘White Dwarf 128: Marienburg’ SL14: The Orphanage of Saint Rutha By Ken Walton and Anthony Ragan Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White White Dwarf 126: Marienburg’ SL15: Jerimias Qualk By Michael Congreve and Graeme Davis
SH09: Harupz’s Tobacco Shop
Published in ‘The Black Industries Website’
By Andrew Rilstone Published in ‘The Dying of the Light: When Darkness Falls’ SH17: Carlosa di’Salsa, Wine & Olive Oil Importer By Jack Wisehammer Published in ‘The Marienburg Project Website’ SH18: Jools Tweed’s Bun Shop
SL16: Old Mothe Motherr Crumho Crumhorn’s rn’s Apothe Apothecary cary By Graham Davis Published in ‘The Black Industries Website’ and ‘White Dwarf 133: Marienburg’ SL17: Hassan’s By Graham Davis
By Jack Wisehammer Published in ‘The Marienburg Project Website’
Published in ‘The Black Industries Website’ and ‘White Dwarf 135: Marienburg’
Appendix IX: Expanded Credits
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld SL18: The Long Dragon
SR10: Haagen’s Wharf
By Michael Congreve, Paul Adler and Graeme Davis
By Anthony Regan and Graham Davis
Published in ‘The Black Industries Website’ SL19: Dagblad’s Wholesale Leathers
Published in ‘The Black Industries Website’ and ‘White Dwarf 120: Marienburg’
By Graham Davis
SR19: Three Penny Bridge
Published in ‘The Black Industries Website’ and ‘White Dwarf 135: Marienburg’
By Alexander J Bateman, with additional material by David Bishop
SL20: Sign of the Quill
Published in ‘A Murder in Marienburg’
By Graham Davis
SR20: Red Lantern Canal
Published in ‘The Black Industries Website’ and ‘White Dwarf 135: Marienburg’
By Jack Wisehammer
SL21: Droevigger’s Funeral Services
SR21: The Golden Lotus Dreaming House
By Graeme Davis
By Anthony Ragan
Published in ‘The Black Industries Website’ and ‘Apocrypha Now 2: Droevigger’s Funeral Emporium’
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
SL23: Loewijer’s Tannery
SR30: Monnik’s Pit Fighter School
By Graham Davis
By Alexander J Bateman (based upon material by Graham
Published in ‘The Black Industries Website’ and ‘White Dwarf 135: Marienburg’ SL25: The Suiddock Watch Barracks By Anthony Ragan and Alfred Nuñez Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘Warpstone: Marienburg Revisited’
Published in ‘The Marienburg Project Website’
Davies and content in ‘Liber Carnagia’ ) SR33: The Marienburg Gentleman’s Club By Anthony Ragan and Alfred Nuñez with additional material by John Foody, updated by Stuart Kerrigan
SL43: The House of Masks
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ , ‘Warpstone 9: Once Upon a Time in Marienburg’ and ‘Warpstone: Marienburg Revisited’
By Jack Wisehammer
SR34: The Leagu League e of Gentl Gentlemen emen Entrepreneurs Entrepreneurs
Published in ‘The Marienburg Project Website’
By Anthony Ragan
SL44: The New Inn
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’
By Jack Wisehammer Published in ‘The Marienburg Project Website’ SL45: Armitage Books
SR42: The Forgotten Well By Anthony Ragan Published in ‘Marienburg: Sold Down the River’
By Alfred Nuñez Published in ‘Warpstone 24: Conspiracy’ and ‘Warpstone: Conspiracy – Additional Material’
SS16: The Moonbeam Inn By Steven Kerrigan, with additional material by Alfred Nuñez
SL75: The Draaienbrug Swing Bridge
SS19: The Brotherhood of Seamen and Pilots
Additional material by Sandy Mitchell
By Graham Davis and Anthony Regan with additional material by Alfred Nuñez
Published in ‘Black Industries Website’ and ‘Death’s City’ SL77: The Shipwrecked Tavern By Alfred Nuñez Published in ‘Warpstone 23: Conspiracy and ‘Warpstone: Conspiracy – Additional Material’ ’
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ , ‘White Dwarf 121: Marienburg’ and ‘Warpstone: Conspiracy – Additional Material’ SS27: Crispijn’s Jewellers
SL78: Old Man Houder’s Boarding House
By Jack Wisehammer
By Alfred Nuñez
Published in ‘The Marienburg Project Website’
Published in ‘Warpstone 23: Conspiracy’ and ‘Warpstone: Conspiracy – Additional Material’
SS28: The Guild Guilder’s er’s Arms
SN07: The Golde Golden n Harpoon
Published in ‘The Marienburg Project Website’ and ‘Warhammer: Vampire Counts (2008)’
By John Foody
By Jack Wisehammer with additional material by Gav Thorpe
Published in ‘Warpstone 9: Whaling in Marienburg’
SB31: Beatrice’s Flophouse
SR05: The Honourable Guild of Stevedores and Teamsters
By John Foody
By Anthony Regan and Graham Davis
T12: Physiker’s and Barber’s College
Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘White Dwarf 120: Marienburg’
By Clive Oldfield, with additional material by Steve Darlington and Anthony Ragan
Published in ‘Warpstone 9: Once upon a time in Marienburg’
Published in ‘Warpstone 22: Don’t look Now’
Appendix IX: Expanded Credits
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld T21: The Cathedral of Shallya and Great Hospital
V05: The Lighthouse of Manann
By Anthony Ragan
By Alexande Alexanderr J Batem Bateman an (base (based d upon material in ‘White Dwarf 118: Marienburg’ )
Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ T22: Baron Henryk’s College of Navigation and Sea Magicks By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ T24: The Institute for Botanical Research By Jack Wisehammer Published in ‘The Marienburg Project Website’
VK02: The Hog and Gull Author Unknown W08: Winkelmarkt Watch House Author Unknown, with additional material by Sandy Mitchell Published in ‘The Black Industries Website’ and ‘Death's Messenger’ W20: The Blind Eye Author Unknown, with additional material by Sandy Mitchell
T29: The Tempelwijk Watch Barracks
Published in ‘The Black Industries Website’ and ‘Death's Messenger’
By Alexander J Bateman and Alfred Nuñez, with additional material by David Bishop
W39: The Dancing Pirate
Published in ‘Warpstone 23: Conspiracy’ and ‘A Massacre in Marienburg’ T31: The Mad Monkey Inn
Author Unknown, with additional material by Sandy Mitchell Published in ‘The Black Industries Website’ and ‘Death's Messenger’ W40: Tilman’s Cobblers
By Jack Wisehammer Published in ‘The Marienburg Project Website’ T32: The Wasteland Geographical Society By Jack Wisehammer
Author Unknown, with additional material by Sandy Mitchell Published in ‘The Black Industries Website’ and ‘Death's Messenger’
Published in ‘The Marienburg Project Website’ T41: The Temple of Myrmidia di Mari By Anthony Ragan Published in ‘The Black Industries Website’ and ‘Marienburg: Sold Down the River’ T51: The Cathedral of Verena and the Great Library By Anthony Ragan with additional material by Alfred Nunez and Sandy Mitchell Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ , ‘Warpstone: Conspiracy – Additional Material’ and ‘Death's Messenger’ T61: The Temple of Haendryk By Anthony Ragan with additional material by Sandy Mitchell Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘Death's Messenger’ T71: The Cathedral of Manann By Anthony Ragan Published in ‘The Black Industries Website’ , ‘Marienburg: Sold Down the River’ and ‘Warpstone 9: The Templars of Manann’ T72: Manann’s Market By Alexander J Bateman (based upon material in ‘Signs of Faith’ ) with additional material by Adam Bligh Published in ‘Tamurkhan: Throne of Chaos’ V01: The Vloedmuur - City Walls Author Unknown Published in ‘The Black Industries Website’ V03: The Westenpoort Gate Author Unknown Published in ‘The Black Industries Website’
Appendix IX: Expanded Credits
Disclaimer and Information. This is basically a document for the 2nd Edition Warhammer Fantasy Roleplay game I am currently running, compiling all the available Marienburg material into one document. This is mainly based upon the Marienburg information placed on the now defunct Black Industries site, with other Fan material from the old Marienburg Project site, plus my own jottings. This document is not particularly pretty, its formatted so I can update it with more material and is not any where close to ‘finished’. This is also why there are no page numbers. Note changes have been made to the material to make it fit my interpretation of the background and also to try and remove contradictions, inconsistencies and various other issues. These are probably minor.
Version 1.2.7 - Revision Revision Date: 20/09/12 This document Contains around 139 detailed locations and 189 detailed NPCs (although to be fair, 1 is a pelican)
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld
References that go no-where This is a list of anchor’s for articals that are yet to be written, but have already been assigned an ‘offical’ raference code. Basically, if you have ended up on these pages via hyperlink, you’re out of luck. Items in bold and marked with a * indicate I have information to add to the pdf, I just haven’t done it yet.
The following items are ‘Stubs’ and could use filling out.
D11a: D1 1a: Aalbert Brecht
ET07: Oranjekoft Manniocs-Quinsh Barracks
D21a: Hans Kleinhopper
GB33: House van Haagen
D23: Reinier’s Rope
KD03: Chapel to Morr
D23a: Reinier Fokkes
KD05: Van der Voers Vault
D23b: Titus Fokkes
P01: The Mariusplein
EB01: The Three of a Kind Casino*
P08: Watch Headquarters
EB01a: Trancas Quendalmanliyë*
SH01: The Hoogbrug Bridge
EB03: Gift of Tongues Translations*
SL75: The Draaienbrug Swing Bridge
EB03a: Ralmoris Galielholendil*
T72: Manann’s Market
EC01: Hall of Trade*
V01: The Vloedmuur - City Walls
EC01a: Fidelias Cloverhill*
V03: The Westenpoort Gate
EC02a: Tarmonagh din-Ciobahn, the Exarch of Sith Rionnasc’namishathir
W08: Winkelmarkt Watch House
EC03a: Tinuviel Hopebringer
W39: The Dancing Pirate
EC04: The Hall of the Four Winds
W40: Tilman’s Cobblers
Stubs D21: The Jolly Boatman
W20: The Blind Eye
EC12: Priceless Friends* EC12a: Sumieren Imlordil*
P06: Civic Offices
ET05: Race the Winds Shipyard*
P07: City Records Office
ET05a: Urdithriel Imraholen*
P07a: Gustav Anderson*
ET05b: Mordagg
P08: High Court
ET07a: Urdianel Kallarial
P09a: General Escottus van Haaring, Watch Commandant
ET18a: Eairmen Foamstrider
P10: State Docks
ET18b: Kaillista Soltarhen’Radil*
P23: The Alderman's Alehouse
GB07: The Jeweller’s Association
P23e: Sander van Okker*
GB07b: Paulus Edelsteen
SB14: The Whaler’s Return
GB08b: Velma Rutten
SB17b: Borgoth the Ogre
GB09a: Rudolph Aasenberg
SH03f: Jan Omkoop
GB21: House van de Kuypers*
SH03h: Konraad van Goot, Magistrate of the Excise
GB21a: Jaan van de Kuypers, Director
SL25d: Brokk Strongfist*
GB33a: Crispijn van Haagen
SL28a: Edvard van Geneeser
GB46b: Willibrord Mengelberg
SL29: Makreel the Moneylender
GB57: The Seagull and Spittoon
SL29a: Frans Mackreel
GB57a: Jacques Pottage
SL33a: Edvard Strattner
GV31a: Thijs “the Lesser”*
SL42: Leatherworker’s Guild
GV43: Luitpold Rheden’s Custom Firearms
SL42a: Stefan Ruwhand
H12a: Artur Dagblad
SR09: The Lighthouse Inn
K13: The Zanderveldt Market
SR27a: Ruud Vilager
K91a: Sister Monica Aarden
SR30a: Sander Monnik
K91b: Sister Katja Faasen
SR32a: Mats Geneezer
K91c: Sister Lise
SS14: Bruno Snijerman’s Carpentry
OM21: The Temple of Sigmar (Reformed)
SS14a: Bruno Snijermans
OM21a: Arch-Lector Andries van Aperen of Marienburg, Cult of Sigmar (Reformed)
SS16a: Odo Reier
OM24: The Emperor’s Rest
T21a: Sister Anneloes van de Maarel, High Priestess of Shallya
P02a: Staadtholder van Raemerswijk
T51a: Leontine Tolenaar, Chief Priest of Verena
P03: Tivolo Gardens
T61a: Simon Goudenkruin, Goudenkruin, Arch-Priest of Haendryk
P05: Office of Clerks
T71a: Camille Dauphina, Matriarch of Manann
SS22a: Matteus Pijk
Mari Ma rien enbu burg rg:: Th The e Gr Grea eate test st Port in in th the e Ol Old d Wor orld ld VK03: The van de Ploeg Boarding House
V##: Oostenpoort Gate
W19: Winklemarkt Watch Barracks
V##: Strompoort Gate
Require Req uired d Plac Place e Ref Refere erences nces
Requir Req uired ed Indi Individua viduall Ref Refere erences nces
Currenty Mentioned but awaiting an Anchor.
Currenty Mentioned but awaiting an Anchor.
Academy of Drinkers & Duellists
Abram Cobbius
Christiaan van Marrewijk, Artefacts and Antiques
Admiral Klaus van der Donkerwasser
Halfling Row
Albertus
High Council
Alicia Louter
House van den Nijmenk
Anetta van Klausner
Marcellus van Walsum’s Private Bank
Artur Dagblad
Marienburg Merchant Fleet
Astrid von Nimlsheim
Merchants’ Association
Baron von Heinsoo, Imperial Ambassador
Neiderbrug bridge*
Beate
The Board of Public Health
Benito Arlisconi Gatti
The Directorate
Bertholdt
The Excise
Brother Kenrol Stonius, Chief Judge of the High Court
The Flying Swan
Crispijn Bezemer
The Gull and the Mermaid
Director den Euwe
The Marienburg Fine Art Gallery
Dreeg and Fee
The Merchant’s Guild
Dumo Pasternak
The Peddler’s Guild
Egbert the blacksmith/bodyguard
The Vrijbond
Gaaff Tapijtschap, Tapijtschap, Baker
D##: the Berkenhar Berkenhare e Hostel
Guan Lo Fat
GB##: Four Seasons Change
Helga
GB##: House Rothmuur
Jaan van de Kuypers
GB##: House van den Mijmenk
Jan, Former Major-Domo
GB##: House von Raemerswijk
Jolle Rietdijk, Doktor
GV##: The Cult of Lamehk
Klaus Rathold
GV##: Doktor Gunther Flemisch, Physician
Leo van Haagen
GV##: Hændryk’s Beauties
Lodewijck Breedveld
GV##: Three Wave Tavern
Marcel Mousillade
H##: House den Euwe
Martinus Brobbel
KR##: Benito’s Butchery*
Master of Acolytes
KW##: Emmanelle Dalle’s
Miguelito Nuñez
OW##: House de Roelef*
Pierre Chriac
P##: The Drowning Barge
Pieter Malenpad
P##: The Goffman Residence
Professor Aaldbrugh
N##: Net and Anchor
Roel Suijker
N##: The Grounded Clipper
Roenekaat Fooger
SB##: Universell Exportieren*
Salaman Singh
SB##: Vladivar Vodka Distillery
Silvia Modegekker (Heiligdom Inmate)
SH##: Brobbel and Son
Sister Anneloes van de Maarel
SH##: Southlands Exploration
Sjef Huisman
SH##: White Shoal Café
“Slick” Willi
SN##: Hakkeling’s Shield-men
The Vile Prince
SN##: Ho Kong’s*
Timotheus Kogeveen
SR##: Fisherman’s Steps
Tobias Baas
SR##: Harald’s Curios*
Tobias van Neef
SR##: The Twin Nymphs
van den Nijmenks, Director
T##: The Aesthetes
Vincent van Prim, Lieutenant
T##: The Old Temple of Sigmar
Waltonius Joken “Goldbeard” Fooger
T##: The Pen and Sword Tavern
Willem Eendenmossel, the Marienburg Giant*
T##: The Quill and Ink T##: The Rainbow Flames T##: Star Chamber