Little Kislev booklet
Transcription
Little Kislev booklet
Little Kislev A guide to the island of Duin, part of the great city of Marienburg Created by Dave Graffam and Wim van Gruisen Published for WimCon 2014 Duin Obligatory boring text Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, the Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven, the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo, Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, artifacts, illustrations and images from the Warhammer world are either ®, ™ and/or © Copyright Games Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. No halflings or little children were harmed in the creation of this document. The amount of warpstone used in the ink is almost imperceptible. Games Workshop Limited declines any responsibility for sanity loss, bodily changes or other mutations caused by using this document. This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games. Contents Foreword 2 Klein Kislev 3 Red Square, Gold Square Sergei Kirmasov 4 5 The Temple of Ursun Father Konstatin Gospodin Povodny Irina Khodorova 6 7 8 9 The Dancing Bear Pjotr Kupchenko Natascha Dyakova Selba Bork Ricardo Burtoni and Enrico Chlimane Other regulars 10 11 12 12 14 15 The Velvet Lodge Kara Daragoia Helene Duchamp Rudolf Lichthuis 16 17 18 19 The White Spirit Distillery Aleksei and Leonid Korsakov 20 21 The Star of the North Leonid Barzhoi Janus Langstaart 22 22 23 The Registry Lotte Hendrik Waterstand 24 24 25 The Warrens The Trident Alehouse Shipskin Vassily’s Emporium Vassily Ignatieff 26 27 27 28 29 Baba Dasha 30 Arkady Gogol 32 Foreword Marienburg is one of the best documented cities for WFRP. It has its own, hard to find, sourcebook and next to that the internet holds some impressive resources on the city. The main one is the unofficial Marienburg sourcebook, a more than 200 page PFD document detailing lots of locations and NPCs in the watery city. Most of the locations previously published, officially or by fans, have been gathered here, and more have been specifically written for this netbook. If you’re serious about playing in Marienburg, download this book. The city of Marienburg has always fascinated me. The focus on trade rather than dungeon delving, the harbour setting with its cosmopolitan population, its islands and canals, always seemd a perfect setting for adventures to me. But most of all, the city really comes alive because of the extensive source material (see the sidebar). This booklet contributes to the setting by developing the Kislev enclave in Marienburg. You will cind interesting locations and NPCs, and a few good hooks for your scenarios. It was written for WimCon 2014. Klein Kislev is decinitely set in the city of Marienburg. So you should see this book as an appendix to other source material of that city. Characters listed here have links to the rest of the city and the text mentions characters and locations in Marienburg that are detailed in other source material Klein Kislev is very much a part of Next to that, Klein Kislev clearly has roots to its larger brother. I tried Marienburg. It does not stand on to emulate that as well, using the sourcebooks for WFRP1, Something its own. Several entries mention locations in other parts of the city, Rotten in Kislev, and for WFRP2, Realm of the Ice Queen. It allowed me which are detailed in the netbook. to add some quite foreign characters and stuff to the city. Where this happens, a short explanation is given in a text box with dotted lines, as below. I’d like to thank Rob Harper, Jay Hafner (who made the conversion to WFRP3) and Lauri Maijala, who read the initial document and gave important feedback. And many thanks to Dave Graffam, who read the text and then rewrote it completely, breathing life in what up to then was a quite utilitarian text. While doing so, he added a few characters The Marienburg sourcebook on of his own as well. And on top of that, he produced a great map of Duin. the net mentions a few Kislevites If you like this book, it’s as much thanks to Dave as to me. If you cind who may well have connections to any faults with it, I’m the one to blame. Klein Kislev. These are: Boris Rodzin, coffin maker at Droevviger’s Funeral Emporium Dmitri Hrodovski, apothecary Huis Van den Nijmenk, one of the Upper Ten, the ten merchant houses that control the city. This house has based its fortune on trade with Kislev. You might also search for The Ice King of Kislev, a document by Sami Uusitalo. It details a Kislev merchant in the Empire; it is very much possible that he visits Marienburg as well. All in all, writing this booklet was lots of fun (and cost lots of time). I hope that you have as much fun reading it and using it in your campaigns. Oh, and if you like WFRP, make sure to visit the next WimCon. It is the best, most interesting and most inspiring (next to being the only) WFRP-‐only convention on this planet. Wim van Gruisen Den Bosch, May 2014 -‐ 2 -‐ Klein Kislev Duin is one of the seven small islands that together form the ward of Rijkspoort. It is popularly called 'Klein Kislev' – Little Kislev – because of the concentration of Kislevites residing here. The cirst impression is of a place that yearns to have an identity of its own but is forever caught between worlds. While the buildings here are primarily constructed in the half-‐timbered style so prevalent in Marienburg, they occasionally feature mosaicked turrets, cupolas and domes reminiscent of Kislevite architecture. In the streets one might overhear snippets of Kislevarian intermingle with Reikspiel and Norse in a single conversation. Luccini’s Night In the late hours of 16 Jahrdrung 2209 a fire started in the hold of the Tilean schooner Sword of Luccini, moored at the piers of Duin. The blaze spread to the docks while the town slept, and soon engulfed other ships and the warehouses on the shore. By dawn, half of the island was on fire. At the time, Duin was on the losing side of a competition with Much like their dour and taciturn countrymen at home, the Suiddock harbour for the lion’s inhabitants of Little Kislev are an insular lot that can make strangers share of Marienburg’s port activity. feel distinctly unwelcome. The Duin community is led by two people: With more traffic passing through every year and its Father Konstatin, the eminent priest at the Temple of Ursun, and Baba Suiddock services improving to meet the Dasha, one of the few hag witches known outside of the Old Country. demand, profits drained out of Perhaps more than anything else exported from Kislev, these spiritual Duin and the entire island suffered. The fire hastened the process leaders connect the people of Little Kislev with their origins and considerably, but perhaps it would provide them with a sense of belonging. not have been so disastrous if there had been enough money to pay the watchmen that night. The southern part of the island is known as the Warrens and is covered with old warehouses, most of which have been turned into residences. It is here that the brutal and bleak truth of living abroad as a Kislevite is most evident. The northern part, which borders the Rijksweg, is more open. While this area used to be crowded with warehouses as well, a ship cire in 2209 expanded to the docks and beyond, making a ruin of anything not built of stone. The cire was so intense that the gilded dome of the Temple of Sigmar melted. The gold ran down onto the streets, inspiring legends of greed and desperation that ensured the anniversary of the catastrophe would become a local holiday. Most of the old warehouses were not rebuilt after the blaze. Commercial storage was concentrated in Suiddock, and even before the cire there had been decreasing demand for it in Duin. Nowadays, the northern part of Duin is built around two squares: the Gold Square and the Red Square. Many important locations can be found near them, and virtually all business and culture in Little Kislev revolve around them. Steady rains finally quenched the fire. The warehouses of the northern quarter of the island had been gutted and the docks had collapsed into the shallows making them worse than useless. Duin’s role as a trading hub dwindled and has all but disappeared. But as it seems Marienburg abhors a vacuum, the fire-ravaged areas, the abandoned warehouses and even the blackened timbers of the old docks found new uses over the centuries. Not long after the fire, poor refugees from Kislev, driven from their homes by invasions of Chaos, moved to the island to occupy its empty warehouses, and over time have rebuilt damaged quarter and provided its distinct cultural flavour. The inhabitants of Duin still celebrate ‘Luccini’s Night’ on the anniversary of the fire. At sunset of that evening a bonfire is built in the middle of Gold Square and residents throw small model ships made of paper and wood into the flames while sharing their hopes and great quantities of vodka. -‐ 3 -‐ Red Square Trade Goods Merchants and others of an enterprising bent will find barrels of whale oil to be very cheap most seasons. This is a quality fuel and lubricant that can be sold for a profit nearly anywhere inland, and particularly in middle-sized towns of the Empire where it commands a high price, being an important component in some religious rites and industries. Genuine goods from Kislev are greedily bought up by the locals, even at inflated prices. Items of a particularly nostalgic or sentimental nature are especially desired, including toys, books, furniture, musical instruments, paintings, tapestries and other works of art. Spirits Nature spirits roam free in the wilderness and rural areas of Kislev, and sometimes even in the cities. They are a part of life in the icy country. Most Kislevites respect these spirits or at least realise the consequences of crossing them. These spirits are also present in Marienburg, although few natives know that. They were brought along by Kislev refugees when they fled their country, and found a way to fit in. Domovoy help in the house, Vazila live in stables where they tend the horses and kikimora look after the poultry. All in all, these spirits make life in Little Kislev a bit more bearable. The people of Dune realise that most non-Kislevites would not recognise spirits for what they are, considering them demons instead - and by extension, regard Kislevites as demon-worshippers. Rather than trying to convince them, Kislevites prefer to keep the spirits a secret among themselves. The Red Square is a paved open space near the western shore of Little Kislev. Here visitors will cind cheap local crafts and expensive imports sold in soggy stalls and tents. Toothless expatriates offer palm readings, Kislev-‐style steamed breads and grey stews. Much less savoury things can be had as well. Few remember that this communal space was originally named the Basilius Square. Today only its grisly nickname is used, drawn from the days when the square served as a cattle market. On Marktags freshly bought sheep and pigs would be slaughtered in the north end of the square until streams of blood wove through the roads. The cattle market moved elsewhere some 30 years ago but the Red Square’s name stuck, as did a superstition that the area is haunted by the lowing spirits of the countless animals that lost their lives. Gold Square The Gold Square is the larger of the town’s two great hearts and was once called simply the Kislev Square. This tree-‐lined plaza takes its modern name from the molten gold that ran from the old Temple of Sigmar on the night of the great cire, gold that solidicied in puddles between the cobblestones. Eventually the temple reclaimed much of the precious stuff, but scavengers made off with a fair bit of it. While many locals know the Gold Square for the Temple of Ursun that looms over one side of it, much of what goes on here is related to maritime affairs. The Gold Square empties onto a waterfront consisting of great stone steps leading into the brackish Marienburg delta and strung with a network of piers and bridges. This would create a grand entrance for any visiting dignitary, should one deign to visit the island. Instead, river travellers drag themselves up into the square to conduct business or venture elsewhere in the ward, occasionally colliding with local zealots and choirs of the faithful. Pickpockets are a special problem here, and the wiser natives take extreme measures to secure their belongings when passing through. Boathouses, bait shops, rope-‐makers, sail-‐makers and other maritime industries are clustered around the Gold Square. Most of the eating establishments near the square compete for the reputation of serving the best seafood, a delight for those with a daring palate. -‐ 4 -‐ Sergei Kirmasov Greedy dockmaster “I’ve had better-‐maintained boats impounded for less. Tell me why I should let you keep this rotting heap.” At the water’s edge is the Dockmaster’s Tower. The building is topped with a signal cire and a bell to assist vessels navigating through the night and the fog. Dockmaster Sergei Kirmasov takes a piece of everything that arrives on Little Kislev’s wharves and readily accepts bribes to overlook major and minor shipping crimes. He is a lanky and energetic man fond of wearing furs; he thinks his silver badge of ofcice looks best against rich dark sable. When a boat ties up to the docks, Kirmasov, from the high vantage point of his tower ofcice, is often the cirst to notice. He will personally march down to greet the newcomers, bringing along two or three watchmen stationed at the wharf. After a cursory greeting and examination of the craft, its cargo and passengers, he’ll conjure up a few convenient reasons for them to put silver in his hand, openly asking for a bribe. The watchmen standing witness will get their share, and that makes them ready to cight for it if necessary. Sergei Kirmasov Toll keeper (ex-rogue) WS BS S T 40 38 38 34 Ag Int WP Fel 42 37 33 54 A W Mag IP 1 13 - - Skills Blather Charm Common Knowl. (M’burg) Dodge Blow Evaluate +10 Haggle +10 Gossip +20 Perception +10 Performer (Actor) Read/Write Search Speak Kislevarian +10 Speak Reikspiel Talents Excellent Vision Public Speaking Sixth Sense Streetwise Strong-Minded Suave* Trappings Sword Leather jerkin Mail shirt Book of regulations Fur coat Fur hat Impressive moustache Strongbox 2d3 Town guards under his command -‐ 5 -‐ The Temple of Ursun On the southern edge of the Kislev enclave, bordering the water and the Gold Square, stands the Temple of Ursun. A square stone building two stories high and topped with a golden dome, the design is in stark contrast to the Ursun temples in Kislev. That is because this building was once dedicated to the worship of Sigmar. As the Sigmarite congregation dwindled, services ended and the temple was eventually abandoned. The new inhabitants of Duin then raised enough money to purchase it from the Church of Sigmar. There were many protests from all sides against the take-over. Purists from Kislev did not approve using a secondhand temple for the worship of their beloved Ursun, while Marienburgers resented the influx of foreigners and most especially their foreign gods, Sigmar included, and Sigmarites protested against what they saw as the defilement of their temple. But the sale went through nevertheless and the rededicated temple became central to life in Little Kislev. Worship and prayer services are held regularly, although the sermons take forms that are no more orthodox than the building itself. But the small space and spartan decorations give the sanctuary a sense of deep peace. Master of the temple and head of the congregation is Father Konstatin, a jingoist Kislevite who was the driving force behind the campaign to buy the temple and convert it to Ursun. In his youth he used to give fiery sermons from the pulpit, but lately he has withdrawn within the temple, given over to studying and contemplating the holy texts. Pious locals may stop into the temple at some point every day, so that the pews are never empty. On very cold nights beggars and vagrants take refuge here. Kislevite sailors stop in to pay tithes and pray before returning to their ships, but will come away seeing how the compromises necessary to adapt to Little Kislev only underline its distance from the homeland. A great secret lurks in the temple’s cellar, unknown to all but the senior temple staff. Behind locked doors and secret passages a voydanoi makes its home. This Kislevite water spirit is a curious evil, its interests tied to the health of the temple, its congregation, pious Kislevites of Duin and beyond. The voydanoi fattens the catches in the fishermen’s nets and sends drowning men a bit of flotsam to clutch onto until rescued. As nearly everything in Marienburg has some relationship to water, the spirit in the temple cellar finds many ways to aid the faithful. Father Konstatin Priest of Ursun, torn by grief As an idealistic priest fresh from the sea, Konstatin's sole purpose in life was to improve the fates of his countrymen, who he considers favoured by the gods. Today, as the leader of a temple and the single most influential man in Little Kislev, Father Konstatin exists in a complex world of politics, finance and faith. But he has help from an unexpected corner, one that binds him in a private despair. The priest spent years travelling the world as a missionary. After settling in Marienburg he witnessed his countrymen treated as second-class citizens by more wealthy Wastelanders and resolved to act against it. He filled his street-corner sermons with nationalist pride, touching a nerve with the displaced labourers and sailors of Kislev. A natural talker, Konstatin tirelessly organised prayer meetings and revivals until his passion attracted funding from the Church of Ursun in the homeland. -‐ 6 -‐ As his congregation grew and his responsibilities became those of a temple leader, Konstatin made connections with Kislevite ship captains and traders, adding further to his wealth. In time he offered the Church of Sigmar enough to purchase their derelict temple in Duin and transform it into a temple devoted to Ursun and the other gods of Kislev. As it often goes, blackmail and bribery were required to complete the purchase of the temple. Unknown to the priest the Rainbow Flames, a Tzeentchian cult, discreetly pulled strings in his favour, expecting that this new church would shake the foundations of Marienburg society. For the last few years Konstatin has been in the throes of a crisis of faith. Guilt wrestles with the zeal he has for his church and country, opening the door for doubt – not in his gods, but in his own worth to represent and communicate with them. Several years ago, he brought back a vodyanoi from the Kislev Oblast and made a deal with him. But the conditions of that deal - and especially the sacrifices that are part of it - are haunting him. Supplicating the water spirit with young woman has not proven difficult in any real sense, as lonely girls are easily found in the vast city and their disappearances go unnoticed. Nobody takes notice of the odd corpse floating in the water, weeks after someone has disappeared, either. For the most part Father Konstatin has no active part in the sacrifices. He leaves the abductions to be carried out by sell-swords and the rest to be handled by his assistant Irina. Still, the guilt tears at his soul. Some of his followers have noted his gradual withdrawal from public life. He gives sermons and makes appearances only during the most important events and holidays. Lesser clergy handle the functions he once considered too important to delegate. It is thought he spends much of his time reading and writing in solitude, but no one is close enough to him to learn what he is studying or recording. Even in seclusion his presence is felt throughout Little Kislev, as he guides the temple and its followers as surely as ever, although more often through written notes and occasional brief statements to his priests where once he spoke directly to the assemblage with fire in his lungs and holy tome in hand. Father Konstatin Demagogue (ex-lay priest, exfriar) WS BS S T 48 38 34 39 Ag Int WP Fel 44 47 55 66 A W Mag IP 2 17 - 5 Skills Ac. Knowl. (Theology) +30 Ac. Knowl. (History) +10 Animal Care Charm +20 Comm. Knowl. (Kislev) +20 Comm. Knowl. (M’burg) +10 Gossip +10 Haggle Heal +10 Intimidate +10 Magical Sense Outdoor Survival Perception +20 Read/Write +10 Speak Kislevarian +10 Speak Classical +10 Speak Reikspiel Swim Talents Coolheaded Etiquette Hardy Mater Orator Public Speaking Resistance to Magic Seasoned Traveller Special Weapon Group - Flail Streetwise Trappings Prayer book Priest’s robe Silver amulet of Ursun Insanity Depression -‐ 7 -‐ Gospodin Podvodny Malevolent Water Spirit "How dare you enter here and disturb me? You must be reckless to challenge me in my domain." Gospodin Podvodny (Lord Deepwater) Vodyanoi WS BS S T 66 28 58 Ag Int 62 62 WP Fel 62 72 57 45 A W Mag IP 1 21 2 - Skills Concealment Intimidate Magical Sense Silent Move (+20 in water) Speak Kislevarian Swim +20 Talents Menacing Natural Weapons Orientation Schemer Unsettling Trappings none In the cellar of the temple, behind locked doors and secret passages, a vodyanoi makes its home. This Kislevite water spirit is a curious evil, its interests tied to the health of the temple and its congregation. In its domain, which includes the waters all in and around Marienburg, the voydanoi fattens the catches in the cishermen’s nets and sends drowning men a bit of clotsam to clutch onto until rescued. As nearly everything in Marienburg has some relationship to water, the spirit in the temple cellar cinds many ways to aid the faithful. Several years ago Konstatin made a voyage home to Kislev, where, deep in the Oblast, he made a deal with a vodyanoi who called itself Gospodin Podvodny – Lord Deepwater. Through some threat or promise – Konstatin and Podvodny are the only ones who know the exact terms of their arrangement – the spirit agreed to come to Marienburg and spread good fortune to the Kislevites there. And every three months, Konstatin would offer a young woman to the water spirit. This vodyanoi, who looks like a cross between a toad and the bloated corpse of a drowned man, is capricious, arrogant and cruel, a supernatural being made of water and capable of moulding its properties on a whim. But it is also generous and even merciful to those who worship at the Temple of Ursun. Its presence spreads good fortune to those whose tithes help maintain its watery home underneath. Such is the disposition of one with immense power and few reasons to worry. Podvodny is completely assured that it can master any human, or any group of humans, and has no fear of any who might come to test it. It takes pleasure in playing tricks on its visitors, a sadistic child and its toys, giving no care if its playthings break or bleed. Podvodny dwells in one of the large stone-‐lined rooms in the cellar beneath the temple. The room has a single door and it is locked and barred from the outside. A few torches light the damp room, its slimy walls growing clusters of molluscs, a scum of seaweed cloating in a broad pool of briny water in the centre. The place is decorated with a strange assortment of items found under the water – parts of sunken ships, discarded furniture, lost cargoes, rusting anchors, tools dropped overboard. There is a rough iron cage in the corner holding the latest sacricice. Podvodny never locks this cage, however, as his prisoners cannot escape the cellar in any case. These sacricices satisfy his darker impulses, without which this immortal spirit might become an uncontrollable monster. The pool is connected by plumbing to the Marienburg delta. The cellars being several yards below water level, Gospodin Podvodny uses magical means to lower the level of the pool. It travels from the pool to the greater waters with ease, but should it ever be destroyed or forced to abandon Little Kislev the entire room would cill the spirit’s lair and clood the rest of the cellar as high as the staircase up to the ground cloor. And if Podvodny were ever forced to leave the protection of the cellar, it would cease to be a boon to the temple congregation and would clee into Marienburg’s canals where it might become a great danger as a free spirit, its lethal desires unchecked. -‐ 8 -‐ Irina Khodorova Ambitious acolyte Irina has been serving Father Konstatin as an acolyte since she was a twelve years old orphan living in the ruins of collapsed warehouses in the Warrens. Now she is nearing thirty, a bear of a woman with short brown hair, a large mouth and narrow eyes, and still serving Father Konstatin. When he became more withdrawn, by and by she has taken over ever more tasks of running the temple and holding sermons. When Father Konstatin writes down missives to members of his congregation, Irina delivers them, reading them to the receivers if they cannot read themselves, embelleshing the message when she feels like it. The task of dealing with Gospodin Podvodny, and of delivering the sacrifices to the water spirit, have fallen to Irina as well. But unlike Father Konstatin she feels no qualm about delivering the kidnapped girls to a final month of misery and then a grisly death. It’s a dog-eat-dog world, she learned that in her childhood, and the little compassion that she has to spare, is reserved for her own people. Besides, she enjoys the talks she has with the vodyanoi. She has been visiting the creature more often lately, not only when she had to deliver sacrifices or on other business. With more and more tasks falling to her, Irina’s status and power have grown. And she is comfortable with that. In fact, she is quite certain that she could lead the temple and the congregation on her own. She often muses that she is doing that already in practice - Father Konstatin only leads the congregation in name. And he has gotten so withdrawn from, and out of contact with, the community, and he has become so old and frail … more and more often Irina catches herself thinking that he should step aside, or pushed aside if he doesn’t go on his own. Irina is as ambitious as she is naive. The acolyte would be surprised to find out that these seditious thoughts are not her own, but ideas that the vodyanoi has been feeding her, drop by poisonous drop. That, with Father Konstatin out of the way, he will not be bound by his vows to the old man anymore and free to do as he likes, and that Irina will likely be left head of a temple without followers. -‐ 9 -‐ Irina Khodorova Zealot (ex-initiate) WS BS S T 55 27 46 41 Ag Int WP Fel 28 35 49 44 A W Mag IP 1 13 - 3 Skills Ac. Knowl. (History) Ac. Knowl. (Theology) +10 Charm +10 Comm. Knowl. (Kislev) Comm. Knowl. (Wasteland) Gossip Heal Intimidate Perception Read/Write Speak Classical Speak Kislevarian Speak Reikspiel Talents Coolheaded* Hardy* Public Speaking Resistance to Poison Very Strong* Warrior Born* Trappings Prayer book Priest’s garb Key to the cellar The Dancing Bear Kislevian food The Dancing Bear serves proper Kislev fare. Some items on the menu: Okroshka, a cold soup based on sour milk. The main ingredients are two types of vegetables that can be mixed with cold boiled meat or fish in a 1:1 proportion. Thus vegetable, meat, poultry, and fish varieties of okroshka are common. Shchi (cabbage soup): the predominant first course in Kislevian cuisine for over a thousand years. The unique taste of this cabbage soup is from the fact that after cooking it is left to draw (stew) in a stove. The ‘spirit of shchi’ is inseparable from the Kislevite soul. Kholodets: Jellied chopped pieces of pork or veal with added spices (pepper, parsley, garlic, bay leaf) and minor amounts of vegetables (carrots, onions). The meat is boiled in large pieces for long periods of time, then chopped, boiled a few times again and finally chilled for 3–4 hours, forming a jelly mass. Gelatine is not needed because calves' feet, pigs' heads and other such offal is gelatinous enough on its own. It is served with horseradish, mustard, or ground garlic with smetana. Pelmeni:a traditional Kislevite dish of minced meat filling, wrapped in thin dough. Pirozhki: small stuffed buns made of yeast dough or short pastry. They are filled with one of many different fillings and are either baked or shallowfried . One feature of pirozhki that sets them apart from, for example, English pies is that the fillings used are almost invariably fully cooked. "Feeling homesick, comrade? Come with me to the Dancing Bear. You'll feel like you're back in the Old Country. Yes, the inn takes its name from the drinking song. Do you know it? Then sing with me!" In the center of Duin, between the Gold Square and the Red Square, one can find the Dancing Bear. The size of this inn is legendary. Over the centuries its owners have expanded the original Dancing Bear by buying up neighbouring houses and constructing bridges and extensions between them, breaking down inner walls until the establishment occupied an entire block. The complex has grown to be a labyrinth of pubs, restaurants, a brothel named the Velvet Lodge, kitchens, guest rooms, storage closets and parlours connected by narrow passages, twisted stairs and low-ceilinged corridors leading to lofts, cellars, attics, inner gardens and stranger places. The Dancing Bear proper is the largest inn in the block. The Dancing Bear (the inn proper) serves food and drink familiar to any Kislevite and is decorated in a homely style. The atmosphere is often melancholic, fuelled by copious amounts of vodka and bleak spurious poetry. The Bear’s owner – ‘One-Eye’ Pjotr Kupchenko – sometimes personally lightens the mood with his balalaika playing, crude as it is. And it is hard not to smile in the company of Natascha Dyakova, the waitress who cheerfully ensures that no customer goes hungry or thirsty. Not surprisingly, nearly all of the patrons are expatriates and most of the Dancing Bear’s rooms are booked by travellers from the Old Country. But the inn is so vast that there is always a vacancy. Non-Kislevites will be made to feel unwanted, however. Upon entering a room, strangers will be greeted coldly. Service will be sloppy and unfriendly, and locals will have nothing kind to say. Musicians will stop playing, conversations will grind to a halt, and there may be harsh words and worse (outsiders suffer -20% to any Fellowship-related activities). Once a foreigner manages to break the ice, however, Kislevite friendships can become close indeed. The Dancing Bear (the whole jumbled complex) is full of tales. There are endless stories of guests getting lost in the building and only a few of the staff know all of its rooms, or think they do. The odd creak or knock will be blamed on the ghosts of people who have never found their ways out of the maze. And it is rumoured that the treasure of a former owner is hidden in the walls, perhaps in some bricked-up basement; One-Eye Pjotr’s uncle Stefan Kupchenko was a retired ship’s captain who ran the Dancing Bear for more than a decade, but some who remember him say he had been a pirate and amassed a fortune – enough to buy all of Little Kislev and more. -‐ 10 -‐ Pjotr Kupchenko Owner of the Dancing Bear Pjotr was born into a family of entertainers, and in his youth he tamed bears and performed tricks with them as part of a travelling troupe. After losing an eye, he moved out of the bear ring and became a barker and ticket-seller for much of his time with the company. That is where Pjotr might have stayed for the rest of his days but last year he was surprised to learn that he was the sole inheritor of his uncle Stefan Kupchenko’s property in Little Kislev – the sprawling inn called the Dancing Bear. Pjotr was by then a burly man in his fifties, balding with a long ash-blond ponytail and a patch over one eye. A boisterous and confident speaker, he could get a crowd’s attention with his voice and assumed that he could apply this to running a tavern. And if the Dancing Bear were any ordinary establishment, perhaps he would have been right. After moving to Marienburg and finding that he now possessed not just a pub or a cosy hotel but an entire city block of fused buildings of several types, Pjotr was overwhelmed. Though he would never admit it, he would have run the business right into the ground without the serving staff that had once worked for his uncle Stefan. After all, they had managed the inn during the transition between owners without disruption, and not for the first time. Pjotr has learned much about inn keeping from them in his first year as the Dancing Bear’s owner, but he is quite content to leave the management of the inn to those who know it best. Ever in pursuit of wealth, Pjotr applied his talents for drawing in new clientele. In his life as a circus barker in Kislev he had met people of all stripes, not all of them interested in the rule of law. When sailors from Kislev heard of Pjotr’s new pub, some of them began to make a habit of visiting the Dancing Bear whenever they docked in Marienburg. With them came a new kind of business, as some smugglers and ship captains were eager to offload their cargoes before reaching the city’s customs inspections. The Dancing Bear, being such a huge structure with so many hidden chambers, proved excellent for hiding contraband. Pjotr has swiftly become rich beyond his dreams and knows which palms to grease to continue on that course, most notably Dockmaster Kirmasov. While the inn runs smoothly without his constant attention, Pjotr busies himself with fencing stolen goods and expanding his network of connections in Little Kislev. As such he is rarely found at the Dancing Bear or even in his new house on the northern shore of Duin. Instead he spends much of his time travelling between meetings near and abroad. -‐ 11 -‐ Pjotr Kupchenko Fence (ex-bear tamer, exburgher) WS BS S T 48 34 45 39 Ag Int WP Fel 41 43 39 42 A W Mag IP 2 15 - - Skills Animal Care Animal Training Charm Animal Consume Alcohol +10 Drive Evaluate +10 Gamble Gossip +20 Haggle +10 Intimidate Perception +20 Performer (singer) Sleight of Hand Speak Reikspiel Speak Kislevarian +10 Talents Dealmaker Public Speaking Streetwise Suave Supernumerate Very Strong* Wrestling Natascha Dyakova Natascha Dyakova Innkeeper (ex-servant) Perky waitress WS BS S T 40 34 31 42 Ag Int WP Fel 60 41 49 55 A W Mag IP 1 17 - - Skills Ac. Knowl. (Spirits) Blather +10 Comm. Knowl. (M’burg) +10 Dodge blow Drive Evaluate Gossip +20 Haggle +10 Lip reading Perception +10 Search Sleight of hand +10 Speak Reikspiel Speak Kislevarian Speak Breton Trade (Cook) +10 Talents Acute hearing Dealmaker Hardy* Lightning reflexes* Night vision Streetwise Helping hands Like so many other places on Dune, the inn holds a number of household spirits. While staying out of sight of the customers, they help with the daily chores. Domovoy clean the place, a bannik in the bath house gives the staff hints about the future. Natascha Dyakova takes care to treat the little helpers like she treats her guests. She knows how much harder her job would be without their help. Astute observers may notice small offerings to the fair folk: bowls with milk or tasty treats in corners or under tables, fresh flowers in the windows. Only cive feet tall, black-‐haired and bright-‐eyed Natascha is the life and soul of the Dancing Bear. As one of the inn’s waitresses she serves customers with friendly efciciency and attention that seems genuine enough, and has a smile that can defuse a brawl. She has an uncanny gift for remembering names and even sometimes guessing them, and is a trustworthy accountant who can run nearly every aspect of the Dancing Bear’s legitimate operations. Natascha began working at the Dancing Bear when she was thirteen years old and has outlasted cive owners; she sees Pjotr as just the most recent in the long list. Even though she doesn’t hold a title, in most respects the inn belongs to her and it runs according to her direction. She likes the new Kupchenko since he does not interfere and never pries into her books, although he would cind nothing out of the ordinary if he did. It is much preferable to the way his uncle Stefan ran things, as Natascha felt that he meddled too often and she resented that he gambled away the inn’s then-‐meagre procits. Natascha hardly has a life outside of the inn and she knows the place as well as anyone, from the ancient forgotten tower room to the secret doors that connect the basements to the underground canals. She is not above using that knowledge to pocket a few coins for the inn. Travellers can be convinced that a storage closet is just a very small room for rent, and smugglers and fugitives will sometimes pay for a temporary hiding place. She has a girlish infatuation with the dark and handsome Enrico Chlimane, one of the inn’s regular guests. Unusual for the lively and self-‐ assured person she presents in ‘her’ inn, when Natascha sees Chlimane all she can do is stammer and cidget. But he never seems to notice her. Selba Bork Retired Spy Few would guess that this old woman, who spends most evenings sipping spiced wine by a window in a corner of the Dancing Bear’s drinking hall, was at one time among Kislev’s most effective torturers and spies. Before coming to Marienburg she had long been in the service of Tzar Radii Bokha. When his daughter Katarin took his position, Bork began to think the politics of the nation were changing too quickly. She relocated to Little Kislev after declaring to the new Tzar that she had outlived her use and would respectfully retire. She does nothing to draw attention to herself. Tall and wiry, with long white hair tied in a bun, her gaze seems to drift uninterestedly. Her many years of -‐ 12 -‐ espionage have made her an expert in disguising her striking appearance and occasionally she still has a need to blend in, as even her retirement is meant to deceive others. Bork has numerous contacts in the spy community of Marienburg as well as the embassies of Bretonnia, the Estalian Kingdoms, Tilea, the Empire and naturally Kislev. She also regularly visits the Fog Walkers. While her age is showing and her wits are not as sharp as they were in her youth, she is still more than capable of keeping tabs on what she considers to be ‘her’ Kislevite community. She even reports to the Kislev secret service from time to time. Bork has warned them about the possibility of sinister acts at the Temple of Ursun, believing that whatever is happening there might have a devastating effect on Kislev-Marienburg relations, though an investigation has yet to be conducted. Bork is full of secrets about the great movers of society and has made enemies of individuals and organisations in several nations. But she is a methodical and careful spy. She has made it plain to those who might try to harm her that such an act would only bring them misery, for she has arranged to have damning documents released in the event of her untimely demise or disappearance. Should anyone attempt to sabotage her, religious headquarters and governments throughout the Old World would receive specific and detailed evidence about the crimes of important people and institutions, crimes so heinous that they could incite wars and worse if they were to become widely known. Of course this just brings her unwanted attention and she is surrounded by spies from the various cults, powerful merchants, great houses, governments and others touched by her ‘former’ profession. The spies are watching Bork in case her actions betray the arrangements she has made for the delivery of the damning letters, but they are also watching over her, ready to protect her from anyone foolish enough to attempt to silence her. The spies know that she is dangerous as long as the letters remain hidden, but cannot afford to let them fall into other hands. They want the letters so they can protect their employers, and because they are sure to contain dirt on other organisations. In fact Bork has prepared eight dossiers and stored them separately in libraries and with trusted agents all over Marienburg. Each dossier is incomplete but every piece of information is duplicated in at least three of the files. In that way, if one dossier were to be destroyed or become lost the complete file would still be available by compiling the remaining dossiers, and if one dossier were to be revealed before the proper time the damage would be relatively minor as much information would be missing. An extremely diligent and lucky agent might be able to learn the locations of each dossier: one each in a secret closet in the library of Baron Henryk’s College, the Cathedral of Verena, with Anders Vesalion, the Shallyan asylum at Heiligdom, with a civil servant in the New Palace who owes his career to her, at Tilman’s, in the basement of Harupz’s Tobacco Shop, and with the captain of the Rose of Erengrad sailing the Sea of Claws. -‐ 13 -‐ Selba Bork Spy (ex-interrogator, excheckist) WS BS S T 46 39 26 29 Ag Int WP Fel 32 71 55 54 A W Mag IP 2 15 - - Skills Academic Knowl. (Law) Charm +10 Command Comm. Knowl. (Empire) Comm. Knowl. (Kislev) +10 Comm. Knowl. (Wasteland) Concealment Disguise Dodge Blow Follow Trail Gossip +20 Heal Intimidate Lip Reading Perception Perform (Actor) Search Secr. Lang. (Thieves’ Tongue) Shadowing Silent Move Sleight of Hand Speak Kislevarian Speak Reikspiel Speak Tilean Torture Talents Acute hearing Disarm Flee! Linguistics Menacing Resistance to Magic Schemer Strike to Stun Suave The Fog Walkers form the secret service of Marienburg. The locations where the dossiers are hidden are detailed in the unofficial Marienburg sourcebook. Ricardo Burtoni and Enrico Chlimane Furtive treasure hunters Burtoni and Chlimane have been partners in burglary for several years, claiming to specialise in the acquisition of rare and fabled treasures from under the noses of people who would rather not part with them. To date they have only managed to plunder a few widows’ houses, though, as they travelled around the great beak of the Old World from Tilea to Marienburg – and they only stopped here because they heard a rumour about an actual hidden treasure. This pair of Tilean fortune seekers has been renting one of the upstairs rooms in the Dancing Bear complex for the past four months. Keeping to themselves and ignoring the occasional hostile word and stare, they stand out like sore thumbs among the Kislevites. They rarely leave the hotel, which has only contributed to the suspicions about them. Natascha Dyakova learned from Enrico that they are preparing for an expedition ‘in the East’ and that those preparations would take some more time. She has not inquired further. The two are convinced that Stefan Kupchenko hid a pirate’s treasure somewhere in the Dancing Bear before he died. Every night for the past four months they’ve come into action, sneaking down cobwebbed halls in the lesser-known parts of the building. Bit by bit they carefully searched the inn for Stefan’s gold, drawing maps the whole way, trying to maintain silence and secrecy. The noises from these on-going nightly activities have renewed the belief in ghosts haunting the Dancing Bear. If they ever get discovered, they’ve prepared an excuse; they will claim to have gotten lost on the way back to their room after drinking late. The treasure hunters have been secretly searching quite a bit of the inn by now, but the building is bigger and more complex than they thought, and opportunities for undisturbed treasure-hunting fewer than they counted on. They didn’t think that they’d have to stay this long in the inn; their funds are getting low by now, and the pressure makes the duo prepared to take more drastic measures. Ricardo Burtoni Enrico Chlimane Tomb robber (ex-rogue, ex-grave robber) WS BS S T 45 41 39 40 Ag Int WP Fel 40 44 51 41 A W Mag IP 1 14 - - Skills Blather Charm Comm. Knowl. (Tilea) +10 Concealment Drive Evaluate +10 Gamble Gossip +20 Perception +20 Performer (Storyteller) Pick Lock Read/Write Scale Sheer Surface +10 Search +20 Secret Signs - Thief Silent move Speak Reikspiel Speak Tilean Talents Flee! Luck Resistance to Disease Savvy* Strongminded* Streetwise Trapfinder Trappings Leather Jerkin Lockpick tools Sword Dagger Lucky rabbit’s foot Tomb robber (exdillettante) WS BS S T 44 33 34 33 Ag Int WP Fel 37 46 39 34 A W Mag IP 1 14 - - Skills Ac. Knowl. (History) Blather Comm. Knowl. (Tilea) Comm. Knowl. (Emp.) +10 Comm. Knowl. (Bretonnia) Concealment Evaluate Gossip Navigation -‐ 14 -‐ Perception +10 Pick Lock Read/Write +10 Scale Sheer Surface Search Silent Move Speak Breton Speak Classical +10 Speak Reikspiel +10 Speak Tilean Trade (Cartographer) Talents Coolheaded* Etiquette Sixth Sense Supernumerate Tunnel Rat Trappings Woolen mantle Two classical books A purported diary of Stefan Kupchenko (false, but Chlimane hasn’t found that out yet) Dagger Other regulars Vladimir Mozarov (ragman -‐ see bone picker) A small, rodent-‐like man with large ears and a long nose, Vladi lives in the Warrens. In the course of the day he travels large areas of the city, hoping to cind the odd trinket in rich people’s trash heaps that he could sell to poorer folk or to second-‐hand shops. It doesn’t happen often, though, but if he makes some money, he will spend it in the Dancing Bear. He usually drinks alone, though. Rummaging through trash has its rewards, but also brings a peculiar, quite distinctive smell that does not wash away easily -‐ even if Vladimir would be a regular user of water and soap, which he isn’t. People who brave the smell will cind that Vladimir knows a lot of what is going on in the northern quarters of the city -‐ all except Elftown. Aleksei Ekk (Marine sergeant) Aleksei is usually at sea. Ship captains hire him and his mercenary crew to keep their ships safe from pirates and sea monsters. Or else they join a pirate crew to rob a ship that has declined protection. When not at sea, though, he lives in Marienburg -‐ in the district of Winkelmarkt, for Ekk has married a Wastelander woman who doesn’t feel welcome in Duin. When he gets homesick, though, he crosses the river and goes to the Dancing Bear. The food, the music and the company make him feel like he is back in Kislev again. Fanya Daletsky (Gambler and pickpocket) A tall, slender redhead with eyes as green as the sea on a stormy day, Fanya decinitely draws attention wherever she goes. And she knows it. She uses her good looks to draw sailors and other travellers, inviting them to a game of cards or dice -‐ „just for the fun of it, nothing serious“. Many a sailor has left the Dancing Bear with good, alcohol-‐clouded memories of a great night at the bar, and only realises when he wakes up with a hell of a hangover how that pretty girl that laughed at his jokes and joined him in his drinks, has all but cleeced him while doing so. Kira Pasunin (Scribe) A large woman with white-‐blond hair, Kira has her usual table in the back of the Dancing Bear. And everyone in Little Kislev knows it. Anyone who needs to have a letter or newspaper read, or wants to have a letter written, comes to Kira. As a result, she knows a lot of what goes on in Duin. People know, however that the scribe can be trusted not to gossip about it. They would be surprised to hear that, during her regular visits to the temple, she briefs Father Konstatin about all that she hears. Kira and Natascha Dyakova are good friends. The waitress lets her use her table at the inn as her ‘ofcice’ and often gives her something to drink or eat ‘on the house’. In return Kira helps Natascha with the bookkeeping of the inn. Viktor and Georgy Zamyatov (Fishermen) During the week Viktor and Georgy work hard on their boat, catching cish in the Manaanspoort sea to sell it on the markets in Marienburg. At Marktag and Angestag they sell their cish in the Red Square, and after the market closes they go to the Dancing Bear to have a bite to eat. On Angestag they stay a while longer, since they don’t work on Festag and so won’t have to get up early. Uncharacteristic for Kislevites, the two brothers are open and friendly to foreigners. They have become acquainted with the Burtoni and Chlimane, but the Tileans have since kept to themselves. Viktor occasionally plays a few games with Fanya Daletsky if she doesn’t have ‘customers’ and surprisingly, can hold his own against her. While Fanya usually wins, it isn’t by much. Viktor is quite proud about it, but Georgy suspects that Fanya makes deliberate mistakes when playing with his brother. -‐ 15 -‐ The Velvet Lodge “We’re going to the Bumps, lads! They won’t treat us like we’ve got fleas there just because we’re not Kislevites. They’ll make us so welcome we’ll never want to leave. Frankly it’s the only reason to visit Kislevierswijk.” This cheap brothel is a three-story wooden section of the Dancing Bear complex, drawing in locals and foreign soldiers in about equal amounts. Its faded wooden sign hangs crookedly from its post, and no one calls the place by its traditional name anyway; ‘the Bumps’ is how it is known. It is operated by Kara Dorogoia, who also rents a neighbouring tavern and a number of rooms from Pjotr Kupchenko. A two-story tower rising above the Velvet Lodge is inhabited by the wizard Rudolf Lichthuis. Many of Dorogoia’s working girls hail from various corners of the Empire and Bretonnia, while only a few are natives or Kislevites. Most are young women who fled the droll prospect of spending their lives in a staid village for the excitement of Marienburg, but the future they found here is dimmer than they imagined. Dorogoia provides them with means and for making a little money in an uncaring city, but there is no escaping the unpleasant realities of brothel life: unwanted children, disease, jealousies, scandals. The Velvet Lodge has its fair share of them all. The atmosphere is neither lusty nor glamorous as the brothels one might find in a Bretonnian port, but is instead rather business-like and straightforward. There is no music or perfume in smoky parlours, no lace and sheer underthings, and indeed no velvet to be found. Patrons are treated like cattle moved through a slaughterhouse, with nothing superfluous to distract them from what they have come to do and no invitation to linger. -‐ 16 -‐ Kara Dorogoia Madam of the Velvet Lodge A former prostitute of the Velvet Lodge, Kara Dorogoia became hardened by the life, losing all empathy and respect for others. She saw her way up as her way out. In her own ambitious way she rose through the ranks of the brothel’s operations and eventually murdered the madam. No one challenged her when she took the job for her own and no one has dared to question her since. Today Dorogoia is the powdered tyrant of the Velvet Lodge, a dark-haired beauty ready to offer a smile to customers just as easily as threaten her girls with some wretched punishment, and those threats are not idle. Dorogoia has a pact with Father Konstatin so that any girl who disobeys or rebels against her, or tries to escape the brothel, will be turned over to the temple. Not for an ascetic life of piety, though, but as an offering to Gospodin Podvodny. She knows nothing of the vodyanoi, only that troublemakers never return from the temple. Dorogoia met Father Konstatin years ago when he visited the brothel in an attempt to convert the girls. She would have none of it and sent him straight back out at knifepoint. After his voyage to Kislev, Konstatin returned with a different offer, one that would handily solve any of Dorogoia’s discipline issues. Naturally, the conspirators cannot be seen together and so communicate through intermediaries. Some are beginning to suspect a love affair between them, which would explain Konstatin’s withdrawal from public life, but no one has guessed that they are involved in anything as sinister as conspiracy to kidnap, torture and murder. Kara Dorogoia Innkeeper (ex-servant, excamp follower) WS BS S T 47 29 33 45 Ag Int WP Fel 52 38 48 46 A W Mag IP 1 15 - - Skills Blather +10 Charm Comm. Knowl. (Marienburg) Comm. Knowl. (Kislev) Consume Alcohol Dodge Blow Drive Evaluate +20 Gossip Haggle +20 Intimidate +10 Perception +10 Search Speak Kislevarian Speak Reikspiel Sleight of Hand +20 Trade (Merchant) Talents Dealmaker Flee! Fleet Footed Hardy* Resistance to Disease Sixth Sense Streetwise Very Resilient* -‐ 17 -‐ Helene Duchamp Desperate Prostitute Helene Duchamp Camp follower (ex-peasant) WS BS S T 35 31 31 46 Ag Int WP Fel 43 43 40 53 A W Mag IP 1 14 - 2 Skills Animal Care +10 Charm Charm Animal Comm. Knowl. (Bretonnia) Concealment Drive Gossip +10 Haggle Outdoor Survival Perception Performer (Dancer) Row Search Silent Move Sleight of Hand Speak Breton Speak Reikspiel Swim Trade (Herbalist) Talents Dealmaker Flee! Resistance to Disease Resistance to Magic Rover Sixth Sense Streetwise Suave* Trappings Sharp knife At the insistence of her boyfriend Pierre, sixteen year-old Helene ran away from her family farm in Bretonnia to start a new life with him in Marienburg. Their arrival in the big city was a disappointment as they came to understand that the streets are not paved with mithril and that finding decent work is next to impossible without guild membership. Having a poor grasp of Reikspiel and no money of their own, Helene and Pierre learned that they counted for nothing in Marienburg. They survived on the streets for about a year when Pierre fell severely ill. Seeing no other solution, Helene joined the corps of prostitutes at the Velvet Lodge in order to help her beloved. But there were meagre profits for Helene after madam Dorogoia took her cut. She left barely enough for food let alone Pierre’s treatments. By that time he seemed near death, having trusted in some charlatan’s powder that only made him sicker. Desperately, Helene smuggled him into the brothel and hid him in a dusty room that had been forgotten in the labyrinth of the Dancing Bear complex. It was meant to be a temporary arrangement, as every waking moment she lived in fear that his coughing or moaning would be overheard. Half a year later, Pierre’s health has only declined. He is often delirious and sometimes cannot recognize Helene when she administers new medicines for his mysterious disease. To their horror his hands have curled into claws, the nails thick and long. His skin flakes off in large sections and underneath are strange scales like those on a bird’s legs. Helene accepts that Pierre is no longer the boy he was, but she does not understand what he is turning into and continues to test new treatments on him. At the worst of times he emits a piercing whistle or whine like no human should be capable of. It is some miracle that this has not drawn more attention. Pierre vomits black fluid when the pain is at its worst, and his eyes – Helene cannot bear to look into those reptilian eyes. She dare not risk taking him out of the Velvet Lodge, nor can she face the wrath of Dorogoia by telling her the truth or asking for help. So another desperate plan is beginning to form in her mind. She is preparing to rob a stranger, perhaps a patron of the brothel, or perhaps that wizard that always looks at her in his funny way, and use his coin to escape the city with Pierre. It has never occurred to her that a kind soul might be willing to do so without pay. -‐ 18 -‐ Rudolf Lichthuis Lecturer at Baron Henryk’s College Rudolf Lichthuis works as a lecturer at Baron Henryk’s College of Navigation and Sea Magicks in Tempelwijk, on the other side of the city. As a wizard, he could easily manage to live nearly anywhere in Marienburg, but he chose Duin because of the ‘Night of Luccini’, the great fire that reshaped the island. Lichthuis sees the new Duin as a monument to the transformative qualities of fire and is convinced that the place still draws the red winds of magic for that reason. The wizard has found that the region near the brothel is particularly good for magical study. The winds of Aqshy are concentrated around it, presumably because of the passions generated there. In the winds he has seen traces of an alluring strange-coloured wind of magic, a breeze of magical energy he has yet to identify. What he does not know is that this magical wind emanates from the vodyanoi living under the Temple of Ursun. Rudolf Lichthuis While he has no strong interest in the services offered, Lichthuis is friendly with some of the Velvet Lodge’s girls and they sometimes tease him as he uses their stairways to reach his flat. He chooses to ignore their misery and tries to stay well clear of Dorogoia, who charges him a guilder each month for the privilege of passing through her brothel. Despite himself, lately Lichthuis has become fond of one of Dorogoia’s girls: fair-haired slender Helene Duchamp. He suspects there may be Elven blood in her veins. The wizard is thinking about ways to help her escape the desolate conditions of the brothel but has not yet figured a way to do so without risking his own reputation and career. He doesn’t know about Helene’s boyfriend either, a situation that will certainly complicate his efforts in this direction. Skills Ac. Knowl. (Magic) Channeling +10 Comm. Knowl. (Empire) Comm. Knowl. (Marienburg) Gossip Intimidate Magical Sense +10 Perception Read/Write Search Speak Classical Speak Reikspiel Swim Elves are a topic of special interest to Lichthuis, to the point that he grooms and dresses himself in the fashions of Marienburg Elves and speaks phrases in Elthárin. His lectures, no matter the subject, always meander toward Elven history or culture in some way and his home is full of artefacts and artworks associated with that fair race. He visits Vassily’s Emporium at least once a week, ever in the hunt for enchanted objects and Elven goods. So far his most interesting find has been a ring of white metal, which be believes to be of Elven design, that gives the wearer a slight shock when he points north. Lichthaus is sure the ring houses even more powers but his research and experiments have been fruitless. Lichthuis commutes to Baron Henryk’s College of Navigation and Sea Magicks with the Star of the North. -‐ 19 -‐ Journeyman wizard (exapprentice wizard) WS BS S T 34 35 26 43 Ag Int WP Fel 38 61 63 36 A W Mag IP 1 15 2 - Talents Aethyric Attunement Arcane Lore (Fire) Meditation Mimic Petty Magic (Arcane) Savvy* Very Resilient* Trappings Elven Ring of Navigation Grimoire Writing Kit Spells Glowing Light (petty magic) Sleep (petty magic) The Lore of Aqshy - the elemental spell list (those in the rulebook) The White Spirit Distillery Aleksei Korsakov “Wonderful taste, that. I daresay this may be better than what they make back home. Can you believe it was produced here in our very own Klein Kislev?” Merchant (ex-rogue, extradesman) WS BS S T 40 33 33 39 Ag Int WP Fel 38 60 51 61 A W Mag IP 1 15 - - Skills Blather Charm +10 Comm. Knowl. (The Empire) Comm. Knowl. (M’burg) +10 Evaluate +10 Gamble Gossip +20 Haggle +20 Perception +10 Performer (Storyteller) Read/Write Ride Search Secr. Lang. (Guild Tongue) +10 Speak Kislevarian +10 Speak Reikspiel +10 Trade (Distiller) Trade (Merchant) +10 Talents Ambidextrous Dealmaker Luck Public Speaking Streetwise Suave* Super Numerate “What they’re doing in there is dangerous. One of these days they’re going to blow up half the island with their alchemy.” “Saw the label and couldn’t help myself, milord. I know you got to lock me up in the stocks now for what I done, but I still say it was worth it. Best and drunkest week of my life.” The brothers Aleksei and Leonid Korsakov established the only vodka distillery in Marienburg, and the only one on this side of the Empire, just about twenty years ago. Not only is their vodka good, it is among the best and the reason is not just the brothers’ attention to craftsmanship. Behind the barred gates of the distillery serving sprites – poleviki, domovoy and others – toiling away at the furnaces and copper boilers to produce a libation some consider perfect. White Spirit vodka is one of the jewels in Marienburg’s crown, a drink of choice among its high society and an export in high demand. It is joked that noblemen in Altdorf and Talabheim will sell their cousins for a barrel of White Spirit. The distillery occupies a point of land on Duin’s northwest corner, the site of the former slaughterhouse overlooking the Red Square. The old cattle yard is now a garden that yields rare Lustrian potatoes and other ingredients specially selected by the Korsakovs and their spirit workers. Not surprisingly, only the brothers and a handful of trusted employees are ever seen on the property and visitors are invariably turned away. The secret of White Spirit’s success remains hidden for now. -‐ 20 -‐ Aleksei Korsakov Vodka Salesman Portly Aleksei is the natural salesman of the family. All of the innkeepers, tavern- and alehouse owners of Marienburg know him well. His round sweating face is always smiling, his fat fingers are quick to hand over gratuities and pick up cakes, and his belly often shakes with laughter at some lewd story he is telling. His overflowing charm has paved the way for lucrative arrangements where others have failed to even get in the door. It certainly helps that the product he represents is of unrivalled quality, but Aleksei so relishes the art of the deal that he typically waits until the end of a long spiel before revealing that White Star is his brand. What happens after the handshake is of no concern to him, as he is only interested in celebrating to excess. He gets up to all the usual trouble – rich foods, intoxicants of all kinds, foreign women never mind their marriage status. This leaves brother Leonid to attend to the dull details and paperwork, and he does not approve of Aleksei’s irresponsible whoring at all. It is a constant source of nagging and arguments between the two but neither of them expects a change in habit any time soon. Leonid ‘Long Len’ Korsakov Vodka Distiller Long Len stands fully seven feet tall and has lean features, in sharp contrast to his rotund brother Aleksei. He hides behind an unruly mop of hair and wears spectacles, and has a gentle and soft-spoken manner, also quite unlike his brother. Kind-hearted and generous, he relies on Aleksei’s forceful personality to score new contracts while he gladly sees to the bookkeeping and meeting the needs of the magical beings in the distillery. As a buyer, however, he is less than shrewd. Even Aleksei has berated him for buying wheat and pure water for far too high a price. The rituals he performs and the offerings he makes to the vodka-loving spirits were taught to him by Baba Dasha to whom he pays a handsome fee and visits regularly for advice. She warns Leonid that his brother’s recklessness clashes with the Ancient Way. It has the potential to disrupt the nature spirits, compromising the quality of the vodka and their entire enterprise. -‐ 21 -‐ Leonid Korsakov Artisan (ex-tradesman, exburgher) WS BS S T 30 27 48 46 Ag Int WP Fel 57 51 49 36 A W Mag IP 1 13 - - Skills Animal Care Comm. Knowl. (M’burg) +10 Drive Evaluate +10 Gossip Haggle Perception +20 Read/Write +10 Search Secr. Lang. (Guild Tongue) +10 Speak Kislevarian +20 Speak Reikspiel +10 Trade (Distiller) +20 Talents Artistic Dealmaker Savvy* Strongminded* Very Strong* The Star of the North Leonid Barzhoi “Steady as the North Star” – Marienburg idiom for something tardy and unreliable Ferryman (ex-seaman) WS BS S T 42 40 43 42 Ag Int WP Fel 46 32 32 26 A W Mag IP 1 13 - - Skills Comm. Knowl. (M’burg) +10 Comm. Knowl. (Sea of Claws) Consume Alcohol Dodge Blow Gossip +10 Haggle Perception Row Sail Scale Sheer Surface Secr. Lang. (Sailors’ Cant) Speak Kislevarian Speak Norse Speak Reikspiel Swim Talents Hardy* Marksman* Resistance to Poison Seasoned Traveller Strike Mighty Blow Street Fighting Very Resilient* Trappings The Star of the North Wooden amulet to ward off bad luck Peg leg Information on the stops of the Star of the North can be found in both the official and the unofficial Marienburg sourcebooks. Doodkanaal is a run-down quarter of Marienburg. The Star of the North is a flat-bottomed barge that keeps an irregular ferry service along the Rijksweg, the main stream of the Reik that divides the city into two parts. The ten-meter boat can hold a dozen passengers comfortably, but is more likely to be crammed with twice that number on deck, not including the two-man crew. The captain and oarsman is ‘One-Leg Len’ Leonid Barzhoi, a grizzled boatman with a reputation for being late. Janus Langstaart sees to the passengers and other chores on board and handles the sails when necessary. One-Leg Len usually follows a route from Rijkspoort heading north via the Mariusplein in Paleisbuurt to Frederick's Square in Guilderveld. There the barge crosses the Reik to Tempelwijk and returns back to Little Kislev making stops in the Suiddock, Winkelmarkt and Tarnopol's Clock Tower in Kruiersmuur. The schedule changes with the tides and weather, or when passengers pay Len extra to deliver them to locations off the normal course. Bidding wars sometimes break out on the deck of the ship if different passengers are in a hurry to go to widely separated destinations. This all makes for an unreliable and sometimes expensive service. Passengers would have abandoned the Star of the North for better-run ferries if there were any real competitors. However, accidents always seem to befall other ferrymen and their boats. One-Leg Len shrugs off accusations of foul play, blaming ‘their poor steering’ for everything from irreparable leaks to food poisoning to surprise inspections by Dockmaster Kirmasov during peak traffic hours. Leonid ‘One-Leg Len’ Barzhoi Captain of the Star of the North “Next stop: Frederick’s Square. That is, unless anyone is in a hurry to get somewhere else.” “Doodkanaal is a ward full of mutants, every last one of them. They should burn the whole place down and anyone who tries to escape should be thrown back into the fire. The only reason Doodkanaal still exists is because the Upper Ten get rich from it. Did you know they sacrifice little mutant children to their god Handrich on an altar in a secret cellar under the temple?” -‐ 22 -‐ Maimed in battle against pirates, Barzhoi settled in Little Kislev and sank his injury compensation payment into one failing business after another. Long years on the sea had not prepared him for the complexities of commerce, try as he might. He was convinced that Marienburgers, unable to tolerate a Kislevite enjoying success of any kind, conspired against them. Desperate and down to his last handful of pennies, Barzhoi found himself praying tearfully at the Temple of Ursun. Others were to blame for his misfortune, he was sure, and he merely needed to tell the True Gods – those of Kislev of course – why he deserved better. Father Konstatin took notice of him, as did Gospodin Podvodny, and the sailor’s luck seemed to change almost at once. Money that he had invested in White Spirit vodka was suddenly paying huge dividends, more than enough to purchase the barge Star of the North and set him back on his one remaining foot, so to speak. But his newfound fortune has not put an end to his boorish seafarer’s manner and constant paranoid soliloquys on all facets of life. Customers are treated rudely and made uncomfortable by his rants, and he pretends not to hear their complaints about rough boat handling, delays and detours. All of this should have put him out of business again by this time, but the gods have blessed him with success by way of a dearth of competition, all victims of accidents he has no part in but is happy to reap the benefits from. Janus Langstaart Boatman WS BS S T 38 31 34 41 Ag Int WP Fel 51 43 33 30 A W Mag IP 1 13 - - Skills Comm. Knowl. (M’burg) +10 Gossip Navigation Perception Row Sail Scale Sheer Surface Secret Lang. (Sailors’ Cant) Speak Reikspiel Swim +10 Talents Excellent Vision Lightning Reflexes* Orientation Water Rat (as tunnel rat or alley cat, but in/on the water) Janus Langstaart Deckhand on the Star of the North Young Janus Langstaart was raised in the Orphanage of St. Rutha’s, a fact he has never revealed to his employer One-Leg Len. Indeed, it would not be easy to convey this information, as Langstaart is both illiterate and mute. He communicates with whistles and gestures well enough to perform his duties aboard the Star of the North, and anyway Len talks enough for the both of them and then some. As the barge’s sail-handler, Langstaart is obedient and knowledgeable, but Len most appreciates the fact that he never complains about the low wages. The passengers consider him a sweet boy and pity him, but above all he seeks to fit in, something he knows he can never do. Langstaart is very sensitive to the behaviour of the boat and has a good sense of the wind and currents, being ‘born to the sea’ as some might say. Only Hendrik Waterstand, the clerk at the Registry, knows that this trait is more than simply natural talent – secretly Langstaart is a mutant with flipper-like feet and an extraordinary swimmer. He has perfected the tricky act of climbing the barge’s mast while wearing shoes and goes to other lengths to hide his deformity. -‐ 23 -‐ The Orphanage of St. Rutha’s is located on the island of Luydenhoek, in Suiddock. It is led by Sister Marianne, a Shallyan priestess who secretly hides mutant children in the basement of the building. The Registry Lotte Cat burglar (ex-thief, exscribe) WS BS S T 41 40 34 39 Ag Int WP Fel 60 49 43 43 A W Mag IP 1 16 - - Skills Ac. Knowl. (Maritime) Charm Comm. Knowl. (M’burg) +10 Concealment +10 Evaluate +10 Gossip Haggle Perception +20 Pick Lock +10 Read/Write +10 Search +10 Scale Sheer Surface +10 Secr. Lang. (Guild Tongue) Secret Signs (Thief) Silent Move +10 Sleight of Hand Speak Breton Speak Kislevarian Speak Reikspiel Trade (Calligrapher) Talents Acute Hearing Alley Cat Night Vision Linguistics Super Numerate Trapfinder Van den Nijmenk's Ships Register Office, better known as The Registry, is a large stone building a short distance from the Gold Square. Here the captains of the fleet of House Van den Nijmenk, and all ships chartered by the house, must report when arriving or departing from Marienburg. The clerks record the important details of the ships, their schedules and cargo manifests, and keep careful accounts of where cargoes are warehoused and for how long. The ground floor of the Registry is the counter office where captains must make their reports in large ledgers. A blackboard against one wall displays a list of all of the vessels of the fleet and their status. A small office at the back is reserved for the Registry’s three clerks and the current books, which are brought out only for a short time to make changes and then put back for safekeeping. Upstairs is the office of Hendrik Waterstand who manages the Registry and oversees its three full-time clerks. There are also two locked rooms: the large library where the ledgers from years past are archived, and the small treasury room. Waterstand is the only person on site who holds keys and he has special permission to carry a loaded pistol to better protect them. Lotte Clerk by day, Cat Burglar by night Lotte is a tall and spindly eighteen year old with an almost unnatural numeracy and a vast and agile memory. The latter traits serve her well in her position as junior clerk at the Registry; the former play a large part in her success as a thief in the night. It was Hendrik Waterstand who recognized her gifts when she was still one of the orphans living at Saint Rutha’s. He found her a room to rent at a sailors’ hostel in Duin and secured her a job at his office, where she has excelled with his guidance. She has become an invaluable member of his staff, often able to recall the exact page and line of any given ship’s record from the past few years. But Lotte leads a double life, one that Waterstrand would be shocked to discover. He knows that she is a mutant possessing a second pair of clawed limber arms that she hides under her clothes and has canine teeth that grow into fangs if she does not file them regularly. At night she throws off her disguise and travels by rooftop and balcony through the city, picking out easy targets for burglarising. Though still a novice at the criminal’s trade, she has become a successful cat burglar, frequently supplying Pjotr Kupchenko of the Dancing Bear Inn with stolen goods to fence. -‐ 24 -‐ Hendrik Waterstand Senior Clerk at the Registry “Captain, you say that you sailed directly from Erengrad a month ago with a shipment of snowhides and amber. But the records show that your ship can hold twice the cargo that you claim to have unloaded here, and the route to Erengrad takes no more than three weeks in poor weather. So, would you care to tell me what really happened?” Small, plump, balding and well into his fifties, Hendrik Waterstand is the model of a desk-bound bureaucrat. He is an efficient bookkeeper, literate and numerate, gifted at organization and possessing a phenomenal memory. He devised and implemented the system used by House Van den Nijmenk that ensures the Registry has all of the pertinent information about ships and shipments close at hand. Perhaps that is the reason Waterstand does not feel any particular guilt about the small percentage that skims from the trade. He is in the ideal position for a little embezzling, but he is not motivated by greed. Instead, he donates the ill-gotten profits to the Orphanage of Saint Rutha’s. Waterstand is one of the few individuals who know that Sister Marijke hides and protects mutant children in the orphanage. He learned this when his six-year old niece Klaasje lost her parents in a violent mugging. The family had taken great pains to conceal the third eye peeking from the back of Klaasje’s head, and while Waterstand did not have the time or patience to care for her himself, good friends steered him toward Saint Rutha’s. He visits Klaasje at least once a week and he always has a gift for her and sweets to share with the other children. Money that he had been pocketing from the Registry no longer seemed important to him after the tragedy. He now helps the orphanage in whatever way he can, usually by donating cash but his position also helps him find work for orphans with minor and easy-to-hide mutations when they grow old enough to look after themselves. Lotte, one of the clerks at the Registry, is one such person, and Janus Langstaart of the Star of the North is another. Trouble has found Waterstand, however. Spies and insiders from the Guild We’ve Never Heard Of have uncovered the senior clerk’s embezzling and have resorted to blackmailing him, threatening to expose his fraud to Van den Nijmenk unless he pays the Guild a share. He has made a couple of payments to them but their agents are now demanding more. Waterstand has been using all of his bookkeeping ingenuity and improvisation to hide his fraud, but he knows it cannot go on much longer before his superiors become suspicious. The looming risk of discovery has made him anxious of late as he is quickly running out of ideas. -‐ 25 -‐ Hendrik Waterstand Scribe (ex-burgher) WS BS S T 35 28 31 33 Ag Int WP Fel 43 51 42 37 A W Mag IP 1 12 - - Skills Ac. Knowl. (Maritime) Comm. Knowl. (M’burg) +20 Evaluate Gossip Haggle Perception Read/Write +10 Search Secret Lang. (Guild tongue) Speak Classical Speak Kislevarian +10 Speak Reikspiel +20 Talents Dealmaker Linguistics Savvy* Super Numerate The Warrens The eastern stretch of Little Kislev is dominated by buildings three or four stories tall, their overhanging upper stories casting a permanent gloom onto the broad avenues and web of narrow roads. Huts, market stalls and ramshackle dwellings spill out into the streets; many are too cluttered for carts and wagons to slip through. The Warrens were once a maze of warehouses, but most have been converted and subdivided into homes for the downtrodden. A couple of the old storehouses have gained new lives as sailors’ hostels. Many are disused and in danger of collapsing, some leaning perilously on their neighbours. A handful of muddy open lots in the Warrens are all that remain of some ruined buildings, their wood and stone reclaimed for fresh purposes elsewhere, although in some cases the foundations and cellars remain. Visitors may notice that vermin are rare in the Warrens, contrary to its general appearance. The place teems with stray cats, which are their own sort of nuisance, but they keep the mice and rats out of sight. One is wise to ask no questions about the skewered roasted meats or goulash that can be bought on the street. -‐ 26 -‐ The Trident Alehouse “Of course it’s still moving. That’s how you know it’s fresh!” “Get out. Don’t ask why. If you knew why, you wouldn’t be getting thrown out.” On any given night the Trident will be the most crowded drinking hall in the Warrens, full of the vulgar jokes and laughter of boatmen and sailors. The walls display dozens of detailed scale model ships, and the beverage selection is second to none. Every day of the week there is a different ‘forbidden act’ and no posting or announcement is made about it, but breaking the daily rule usually results in severe abuse, if not a long-term banishment from the premises. Locals quickly learn the routine: no gambling today, no wine the next, no dancing, no cursing except in Kislevian, red hats or no hats, and so on. The Trident is also one of the island’s best eateries. Shipskin is fanatical about food ingredients and enjoys spending his mornings at market. Baked fish, smoked oysters and onion soup are always on the menu, but Skipskin delights in creating meals to test the most iron of stomachs such as his infamous weekly special of thrice-peppered lambs’ brains in cold honey jelly. Shipskin Owner of the Trident Alehouse “Oh, you want to substitute toast in place of the soup? Get out.” The Trident’s owner, known only as Shipskin, is a beastly large man with a distinctly Kislevite manner and speech patterns. Many would be surprised to learn that he was born in the Warrens. He took to the sea at a very young age, travelled the Old World as a ship’s cook and enjoyed every moment of it. He sought land only when his knees could no longer handle the constant rocking of the waves, but he yearns to be back on the water. Shipskin speaks five languages fluently and seems to know the name of every alcoholic beverage no matter how obscure. He is an encyclopaedia of ship and boat types as well and can recite the names of the capitals of every province he has visited. Without any hired help at the Trident, he is hands-on in all aspects of the tavern’s operations whether it is cooking, taking orders, cleaning the privy or pigpen, breaking up fights or removing unwanted customers. This leaves a lot of blind spots for dangerous and unlawful acts under his roof, which is one of the reasons he has instituted the ‘forbidden acts’ policy – he believes the alehouse patrons watch each other more closely that way. -‐ 27 -‐ Shipskin Tradesman (ex-seaman) WS BS S T 47 32 49 41 Ag Int WP Fel 45 46 39 26 A W Mag IP 2 15 - 4 Skills Ac. Knowl. (Geography) Ac. Knowl. (Ship Identification) Animal Care Comm. Knowl. (Bretonnia) Comm. Knowl. (The Empire) Comm. Knowl. (Kislev) Comm. Knowl. (Norsca) Comm. Knowl. (Tilea) Comm. Knowl. (Wasteland) Consume Alcohol Dodge Blow Drive Evaluate Haggle Perception Read/Write Row Sail Scale Sheer Surface Speak Breton Speak Kislevarian Speak Norse Speak Reikspiel Speak Tilean Swim Trade (innkeeper) Trade (Cook) Talents Savvy* Seasoned Traveller Street Fighting Strike Mighty Blow Vassily’s Emporium “Exclusive, exquisite rarities from overseas. Satisfaction guaranteed. Well, not literally.” “Don’t throw that junk away. Sell it to Vassily. Tell him you got it from an Arabyan trader years ago. The more details you give him, the better the price. Make up something good.” This curiosity-and-pawn shop in the Warrens was once a warehouse, and aside from a simple wooden sign its drab exterior still gives no hint at the treasures inside. But Vassily’s Emporium is famous (and infamous) throughout Marienburg, one of the premier dealers of rare and exotic goods from abroad, as well as worthless junk deposited by locals. Lovers browsing for memorable gifts, wealthy burghers with esoteric tastes and wizards hunting for bizarre spell ingredients all gravitate toward Vassily’s. Vassily Ignatieff, the shop’s owner, is a legend in the maritime community along the Old World’s northern coasts. Sailors and captains know that he pays well for unusual objects from distant harbours and occasionally he offers them commissions to locate specific items that customers have requested specially. Much of his income comes from his role as pawnbroker for the ward. He also offers loans, though no one would call his interest rates reasonable. Like any busy curio shop the selection changes daily. Provenance is impossible establish for most of the oddities and Ignatieff makes no special effort to learn their histories or establish authenticity. This he leaves to the customer to determine, although he has a gift for pointing out and heightening aspects of his wares that make them seem more valuable than they probably are. Whether it is a silver-plated dagger from the Estalian Kingdoms, a warding amulet from Tilea, a headdress wrought by Lizardmen in faraway Lustria, a jar of spice from Ind or just an heirloom ring of no worldly significance, Vassily will talk about it as though it were the greatest find in history. -‐ 28 -‐ Vassily Ignatieff Owner of Vassily's Emporium While the origins of his wares may be questionable, Ignatieff is a Kislevite through and through. He is tall and broad-shouldered, with a great red beard and long hair kept in a braid. He has a rolling Kislev accent and slips back into his native tongue when excited – but he is such a masterful storyteller that listeners hang on his every word anyway. Visitors to Vassily’s Emporium can get Ignatieff to retell his adventures as a young mariner on the Sea of Claws, where he served aboard merchant barks, a pirate ship and an arctic explorer. He can name the brothels of every port on that coast and enrapt listeners when describing some of the monsters that lurk in the sea. There is one story he has never told, however – the story of his last voyage. He is still troubled by the series of events that led to him being chained to the mast, watching helplessly as the captain and first mate ritually sacrificed the crew. They were chanting as they slaughtered the deckhands one by one, an act designed to awaken some nameless horror from the depths of the ocean. Ignatieff could only scream and struggle against his bindings as a crustacean monstrosity arose from the water, surprising even the two men who had summoned it. Its great claws smashed the ship to pieces. The mast was shattered and Ignatieff was knocked into the swell. He can remember nothing else until days later after he was discovered floating alive and brought aboard an Elven trader en route to Marienburg. He stepped off in that port and vowed to never return to the sea. Starting a new life in the city was easier than Ignatieff expected. Properties in Little Kislev were cheap at the time and he used his maritime contacts to start a collection of odds and ends. Through strength of personality he secured a steady clientele and gradually offered a wider selection of goods and services. It has made him among the most successful businesses on the island. Vassily Ignatieff Tradesman (ex-marine, exsmuggler) WS BS S T 45 41 42 41 Ag Int WP Fel 39 45 41 50 A W Mag IP 2 14 - 4 Skills Comm. Knowl. (Kislev) Comm. Knowl. (M’burg) Comm. Knowl. (Sea of Claws) Consume Alcohol Dodge Blow Evaluate +10 Gossip +20 Haggle +10 Intimidate Perception +10 Read/Write Row +20 Search Secr. Lang. (Thieves’ Tongue) Secr. Lang. (Sailors’ Cant) Speak Kislevarian Speak Reikspiel Swim Trade (shopkeeper) Talents Dealmaker He may never forget his brush with destiny on the Sea of Claws, nor the faces Disarm Savvy* and markings on the warlocks who brought the daemon up from the brine. The markings were especially distinctive, a scrolling pattern that he has seen Streetwise Strike Mighty Blow tattooed on the arms of many other sailors over the years. It chills him to think Strike to Stun Suave that there is an entire cult of seafaring daemon-worshippers. It is a secret he keeps with them, as he never wants to give them a reason to use their powers in his presence again. One cultist who attempted to recruit him met with a quick end and now rests in a watery grave, but Ignatieff worries that this may not be the last time he deals with such evil. He no longer pays his respects to the sea-gods, for how could they be of any use against monsters like those he has seen. As long as he is on land, however, he will pray to Ursun and attend the local temple regularly. He has a sense that the powers vested in Konstatin’s temple are actively protecting him from his enemies and the horrors that haunt him, but could not possibly know that this is more than just faith. -‐ 29 -‐ Insanity Paranoia Baba Dasha Dislocated Hag Witch Baba Dasha Hag witch (ex-wise woman) WS BS S T 30 31 30 41 Ag Int WP Fel 32 54 56 41 A W Mag IP 1 15 2 4 Skills Ac. Knowl. (Spirits) +10 Charm Comm. Knowl. (Kislev) +10 Comm. Knowl. (Troll Country) Command +10 Consume Alcohol Gossip +10 Heal +10 Intimidate +10 Magical Sense +10 Perception Performer (Storyteller) Prepare Poison +10 Speak Arc. Lang. (Magick) Speak Kislevarian Speak Ungol Trade (Herbalist) +10 Talents Coolheaded* Fast Hands Meditation Strongminded Trappings A curved dagger Bone amulets to placate spirits Assorted herbs Magic Petty Magic (hag lore) Lesser magic spells: * Move * Magic Lock * Silence "I have made a potion from your urine together with a drop of nightshade, goat's blood and fermented juniper berries. Drink this every night before bed and I assure you that you won't be troubled by your dreams again." "After my communing with the poltergeists, you’ll be glad to know they have consented to leave your house – but only if you stop beating that poor grandchild of yours. And let me add that if you lay another Jinger on her, not only will the noisy spirits come back but I will personally see to it that they are joined by nastier brethren of many kinds. Understand?” Frail and elderly Baba Dasha is a rare cigure, a hag witch that lives outside the icy wastes of Kislev. She is fully dedicated to the community of Little Kislev and feels that they are as much her clock as any priest would feel toward their congregation. In return, she expects moral behaviour and a faithful attempt to adhere to the Ancient Ways. To this end she and Father Konstatin meet occasionally and discuss the best path forward for the inhabitants of Duin. Together they translate the old laws of the steppes as they apply to everyday life in the modern metropolis and mutually agree to punishments for infractions. Her powers as a witch have been put to good use in Little Kislev. The nature spirits of Duin have been tamed and bound to the island through her magic. It was she who placed the domovoy in the White Spirit Distillery, and there are others around Duin that she keeps in check. Like any witch with real authority she can be overbearing and tends to assert her wisdom without listening to the concerns of detractors. She believes that her point of view is always correct and will repeat her arguments ever more shrilly until the opposition backs down. Konstatin has learned to nod silently and accept her judgments in most cases. But Dasha does not know about the wicked spirit Gospodin Podvodny or the sacricices being made to it, and if she did she would likely take sides against it and anyone aiding it. Such a rift between Konstatin and Baba Dasha – and their followers – could potentially bring ruin to the island again should the temple ever lose its moral high ground. She has guessed that the priest is hiding something but assumes it is a mundane failing such as a romantic affair, and does plan to address it at some point and set things right. Dasha makes her home in a converted warehouse in the Warrens and uses it as a refuge and treatment centre for those who seek her help and guidance. The house contains a motley assortment of knickknacks, the furniture covered by patchwork spreads in clashing colours. A cauldron full of some malodourous brew hangs over an undying cire that cills the house with a haze of blue smoke. One wall is crowded with baskets of fragrant herbs and spices, and next to these is a cupboard overloaded with jars of various powders, poultices and stranger things such as -‐ 30 -‐ chicken legs and eyes pickled in vinegar – Dasha insists that they are merely goat eyes, but anyone who examines them closely will conclude that they are most likely human. Dasha longs to return to Kislev but cannot, so she remains in Little Kislev because it reminds her of home. Her path to becoming a witch began when she lost her daughter Catharina at age twelve, taken by a lingering sickness for which there was no known cure. Dasha had learned just enough of the witching ways to attempt to revive Catharina from the brink of death, with only partial success. What she raised from that deathbed was a body with none of the life and personality of her daughter. It was a husk, a ghoulish thing, a walking corpse. It took all of Dasha’s strength to contain the abomination. Unsummoning was impossible, and killing the thing outright was unthinkable – it still looked so much like Catharina. The corpse-‐girl followed Dasha’s movements, mimicked her and copied her gestures, and had a semblance of life but was nothing more than a puppet made animate by dark forces. It was as torturous time and Dasha eventually cled from one village to the next, only to be followed by what was once her daughter. In desperation, Dasha cled Kislev by ship and made her way to Marienburg. The relocation seems to have done the trick, as the shell that was once her daughter has not pursued her. At least, she has not yet found Dasha. In her bones, the witch feels that the walking-‐dead is still roaming the earth, perhaps crossing the mainland to be reunited with her, as if their connection cannot be severed by any distance. -‐ 31 -‐ Arkady Gogol Ghost Hunter Arkady Gogol Exorcist (ex-priest, exflagellant, ex-zealot) WS BS S T 39 39 48 45 Ag Int WP Fel 44 57 72 44 A W Mag IP 2 17 2 8 Skills Ac. Knowl. (Ghosts) +20 Channelling +10 Charm Command (Ghosts) Comm. Knowl. (Wasteland) Gossip +10 Heal Intimidate +20 Magical Sense +10 Perception +10 Read/Write +10 Speak Arc. Lang. (Magick) +10 Speak Kislevarian Speak Reikspiel Swim Talents Coolheaded* Fearless Hardy Menacing Night Vision Stout-Hearted Spells Exorcism (T.N. 11) Dispel (T.N. 13) Trappings Empty bottle for trapping ghosts Amulet (+2 to Exorcism spell) Insanity Hatred of ghosts Rudolf Aasenberg is the owner of The Prince’s Rest in Goudberg, Marienburg’s most luxurious, most expensive inn. One would never suppose by looking at Arkady Gogol that he was raised on the Ungol steppes and developed a knack for hunting ghosts there. He is a scrawny man with a crooked face and unkempt silver hair, with yellow eyes that peek out under bushy eyebrows and a wispy excuse for a beard dangling from his chin. But there is a twinkle in those eyes, and his mouth seems caught in a perpetual snarl. A ragged black surcoat is thrown over his hunched back and he leans on an ebony walking stick covered in filigreed arcane symbols – all clues to his true profession as a ghost hunter. Though many Marienburgers think themselves too rational to believe in spirits and poltergeists, they might reconsider when they experience a string of bad luck or inexplicable knocks under the floorboards. When they want to change their luck or shoo away the evil spirits, inevitably they will be directed to Gogol. Some hold that he is a worthless charlatan and they would not be entirely wrong. But Gogol really does know a great deal about the supernatural and has on occasion broken magical curses, banished real ghosts and once exorcised an actual daemon. How he does this is a mystery even to him, and some whisper behind his back that it is his legendary ugliness that chases away eldritch trouble. With guttural noises, ridiculous gestures and silly props, Gogol can neutralise a malicious ghost and trap it within a physical vessel. But most the time, what his clients describe as curses or ghosts have entirely ordinary causes, though he would be bankrupt if he left it at that. To ensure that clients are satisfied, he carries out the charade of creating ethereal barriers by placing candles or amulets around the ‘haunted’ location or person and leaving instructions to sprinkle water at certain times of night, to avoid eating white breads for a month, and so on. Gogol lives in a damp cellar apartment in an alley in the Warrens, a room where the sun never shines. Thick black curtains block what feeble light might slip through the narrow windows set at street level, high on the rotting plastered walls. The home is illuminated only by rows of glass jars and bottles crowding the cabinets and shelves; they glow in sinister greens, yellows and violets. These are the ghosts Gogol has trapped throughout his career. He taunts and mocks them, for he knows that they cannot escape their tiny prisons, and he delights as the angered ghosts flare more brightly. One of Gogol’s recent clients is Rudolf Aasenberg of the Prince’s Rest. Aasenberg is noticeably displeased with the ghost hunter’s services, however. Gogol always seems in need of a bath and his stink and generally odd appearance offended guests almost as much as the strange events that have plagued that place. The costly ritual and spiel left Aasenberg fuming, and after all of that the hauntings have not gone away. -‐ 32 -‐ Conversion table to WFRP3 ST TO AG Int WP Fel Da m Soa k Def A/C/E Wnd Trsh Stan ce Thr Career Sergei Kirmasov 3 3w 3 3w 4w 3 3 1 0 3/3/1 12 C2 1 Boatman, Burgher Father Konstatin 3 3 3 3 4w 4w 3 1 0 3/3/1 12 C1 1 Initiate, Demagogue Gospodin Podvodny 4w 3 4 1 3 1 7 3 2 5/0/2 13 R1 4 Irina Khodorova 3 3 3 3 4w 4w 3 1 0 3/3/1 12 C1 1 Initiate, Zealot Pjotr Kupchenko 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Performer, Burgher Natascha Dyakova 3 3w 3 3 3w 3 3 4w 0 4/3/0 10 R1 1 Servant Selba Bork 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Agent, Bailiff Ricardo Burtoni 3w 3 3w 2 3 2 3 1 0 3/3/1 14 R2 2 Grave Robber Enrico Chlimane 4 1 3w 2 3 2 3 1 0 3/3/1 14 R2 2 Grave Robber Kara Dorogoia 2 3 3 3w 3w 4w 3 1 0 0/5/3 11 C2 1 Servant, Merchant Helene Duchamp 3 3 3 3 3w 3w 3 1 0 4/3/0 10 R1 1 Servant Rudolf Lichthuis 3 3 3 3 3w 3w 3 1 0 3/3/2 12 R1 2 Wizard, Acolyte Pierre 3w 4 4 4 2 3 2 1 0 4/2/1 14 R1 2 Commoner (mutant) Aleksei Korsakov 2 3 3 3w 3w 4w 3 1 0 0/5/3 11 C2 1 Burgher, Pedlar Leonid Korsakov 3 3w 3 3 3w 3 3 1 0 4/3/0 10 R1 1 Burgher Leonid Barzhoi 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Boatman Janus Langstaart 3w 3 3w 2 3 2 3 1 0 3/3/1 14 R2 2 Boatman Lotte 3 3w 4w 3w 3 3 3 1 0 3/3/2 12 C2 1 Scribe, Thief, Master Thief Hendrik Waterstand 3 3 3 3w 3w 3 3 1 0 4/3/0 10 R1 1 Scribe Burgher Shipskin 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Boatman Burgher Vassily Ignatieff 3w 3w 3 3 3 3 4 2 1 5/2/1 15 C1 2 Boatman, Thief, Burgher Baba Dasha 3 3 3 4w 4w 3 3 1 0 3/3/2 12 C1 2 Mystic, Seer, Witch Arkady Gogol 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Grave Warden
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