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Copyright Information Cities of the young Kingdoms: The South ©2011 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing subject to its licence from Issaries, Inc. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental. RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA. Author(s) Lawrence Whitaker Editor Charlotte Law Layout and Graphic Design Will Chapman Cover Illustration Carlo Bocchio Interior Illustrations Gill Pearce and German Ponce Proofreading Nick Robinson Special Thanks Pete Nash, John White and Michael Moorcock Credits Contents introduction 2 OF PROMISES BROKEN 6 Alorasaz 19 Raschil 53 Ryfel 80 1 Cities of the Young Kingdoms - The South Sample file
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Page 1: Cities of the Young Kingdoms - The Southwatermark.drivethrustuff.com/pdf_previews/91040-sample.pdf2 This is the first in a series of volumes detailing cities of the Young Kingdoms.

Copyright InformationCities of the young Kingdoms: The South ©2011 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher is expressly forbidden. All significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing subject to its licence from Issaries, Inc. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about the Open Game License, please go to www.mongoosepublishing.com. This material is protected under the copyright laws of the United Kingdom. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental.

RuneQuest is a trademark (TM) of Issaries, Inc. Produced under license from Issaries. All rights reserved. Printed in the USA.

Author(s)Lawrence Whitaker

EditorCharlotte Law

Layout and Graphic DesignWill Chapman

Cover IllustrationCarlo Bocchio

Interior Illustrations Gill Pearce and German Ponce

Proofreading Nick Robinson

Special ThanksPete Nash, John White and Michael Moorcock

Credits Contentsintroduction 2

OFPROMISESBROKEN 6

Alorasaz 19

Raschil 53

Ryfel 80

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This is the first in a series of volumes detailing cities of the Young Kingdoms. Throughout the Elric saga frequent mention is made of many cities and in some stories these cities are described to a certain degree but never in a great amount of detail. What each book of the Cities series aims to do is present three cities mentioned in the saga and detail them in terms of their layout, function, governance, allegiance (Law, Chaos and so on) and personalities. The description of each city will give Elric of Melniboné Games Masters not only a wealth of information but also countless scenario ideas and hooks for their own adventures.

Each Cities volume, will also include a campaign arc; a campaign basis incorporating all the cities included in a volume with enough detail for Games Masters to run a series of linked adventures involving each city and with enough scope for adding their own adventures as they see fit.

Cities of the Young Kingdoms Volume I features the southern continent and details Alorasaz (Lormyr), Raschil (Filkhar) and Ryfel (Pikarayd). Each is very different in character and represents the three principal allegiances of the Elric saga: Law, in the case of Alorasaz; the Balance, in the case of Raschil; and Chaos in the case of barbaric Ryfel.

The structure of the cities’ description allows a great deal of exploration and interaction with its inhabitants – the ‘sandbox’ approach. Although each city is different the description follows the same format:

LocationThe city’s location in its home country.

OverviewThe city’s history, its function, industries and services.

Key Facts at a GlancePopulation, area, defences and other statistics useful to Games Masters and players.

GovernmentWho rules and how they rule. Implications for the populace and Adventurers including law and order, city defences and so on.

AllegianceWhat higher power the city may be allied with and how this manifests in the city: temples, priests and so on.

Points of InterestKey areas of interest and exploration, further detailed in the Gazetteer section.

GazetteerA description of the city’s districts, streets, function and personalities.

PersonalitiesAdditional information on local movers and shakers, with full statistics.

Campaign ArcHow the Campaign Arc from the Southern Cities Campaign Chapter relates to the city and adventures occurring within it.

CityResourcesThe cities presented in the Cities of the Young Kingdoms volumes describe very specific places with living, active populations. It is unlikely that every city of the Young Kingdoms will be detailed and it is also likely Games Masters will create their own cities or

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use for their campaigns. The Resources section offers an overview of cities generally and gives some guidelines for Games Masters to use for quickly developing the particulars of a city or things available there.

Cities in GeneralCities are major hubs of commerce and habitation. Protection is offered by a wall, palisade or earthwork and a citadel (and in larger cities, several) is always present, housing one or more garrisons responsible for the city’s defence against invaders and internal troublemakers.

Markets, shops, taverns and inns all proliferate in cities, whatever their size, and most Adventurers’ needs can be accommodated for a price. An armed militia enforces law and order (although not always fairly), and guilds can be expected to regulate trade and prices (again, not always fairly).

Cities always maintain some form of local government, with a titled noble or similar dignitary serving a regional power. It is common for cities to be divided into wards for easier administration, especially in large cities and metropolises, and ward governments may run to their own agendas and enforce particular by-laws depending on local circumstances.

Living conditions in cities are far from splendid. They are crowded, cramped, dirty and frequently dangerous. The rich and poor might occupy different districts but it is not uncommon for them to live cheek-by-jowl, which makes the division between wealth and status all the more acute. Vermin, from mice and rats through to feral dogs and cats (and perhaps more tenacious creatures) are an ever-present nuisance, carrying disease that infects food and water. Indeed clean water is always a problem in the city. It might be built on a natural spring or next to a sweet river but human waste quickly pollutes, especially where sewers are little better than open drains. A general disregard for hygiene and the presence of vermin means that disease is a common threat and plagues a very real worry. In such cramped, intimate conditions, contagion spreads rapidly and with frightening ease.

It is easy to find anonymity in a city but it is equally easy to find casual cruelty and predatory behaviour in ways that are unheard of in smaller settlements. Laws tend to be designed to serve and protect the wealthy, not the poor and anonymous. They are less about ensuring fairness and more about keeping people in their place. For instance the punishment for theft or despoiling property is often more harsh than for crimes involving physical violence. Murder is always the most heinous crime but those enforcing the law are more likely to investigate the killing of a wealthy merchant or guild fellow than they are the killing of an itinerant, peasant or humble artisan.

City StatisticsUse these cities to quickly create the basics for a city not described in one of the Cities of the Young Kingdoms volumes.

Small CityExamples: Ryfel, Chalal, Alorasaz

Population: 500–3,000Citadel/Fortress: 1Temples: 2D4–1Shrine: 2D4Guilds/Schools: 1D8Tavern/Inn: 2D6

Medium CityExamples: Karlaak, Dhakos

Population: 2,000–8,000Citadel/Fortress: 1Temples: 2D4+1Shrine: 2D4+2Guilds/Schools: 2D6Tavern/Inn: 2D6+4

Large City/City StateExamples: Ilmar, Bakshaan, Vilmir

Population: 6,000–24,000Citadel/Fortress: 1D3Temples: 2D6+1Shrine: 2D6+4Guilds/Schools: 2D6+2Tavern/Inn: 4D6

MetropolisExamples: Imryrr, Hwamgaarl

Population: 25,000+Citadel/Fortress: 2D3Temples: 3D6Shrine: 3D6+1Guilds/Schools: 3D6+4Tavern/Inn: 3D10+4

Services and TradesmenA key reason to visit a place is to get access to goods and services. Clearly the availability of services will vary from place-to-place and with the size of the settlement. Local legislative and religious practices and beliefs will also dictate what is openly available, what is restricted and what is illegal. And, obviously, restricted

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ServicesProfession Primary Skill & Aptitude Where? Cost per Day/Use (wage)Accountant Lore (Appraisal) 60% Town, City 1 SPAcolyte Lore (Religion) 70% Camp, Village, Town, City 5 CPAdvisor Influence 65% Camp, Town, City 1 SPAlchemist Lore (Alchemy) 75% Town, City 5 SPAnimal Trainer Lore (Regional) 60% Camp, Hamlet, Village, Town, City 1 SPApothecary First Aid 45% Village, Town, City 6 CPArmourer Craft (Armourer) 65% Camp, Town, City 2 SPBarber Craft (Grooming) 70% Village, Town, City 3 CPBarkeep Craft (Libations) 65% Hamlet, Village, Town, City 4 CPBlacksmith Craft (Blacksmith) 70% Hamlet, Village, Town, City 1 SPBowman Bow or Crossbow 50% Village, Town, City 8 CPBowyer Craft (Bowyer) 60% Camp, Town, City 5 CPBrewer Craft (Brewer) 70% Village, Town, City 3 CPBurglar Stealth 60% Everywhere… 100 SPButcher Craft (Butcher) 70% Camp, Village, Town, City 2 CPButler/Page Craft (Husbandry) 60% Town, City 5 CPCarpenter Craft (Carpenter) 65% Camp, Village, Town, City 2 CPCartographer Craft (Cartography) 70% Town, City 3 SPCavalryman Spear and Lance 60% City, Citadel 1 SPChandler Craft (Candle making) 75% Village, Town, City 2 CPChef Craft (Cooking) 70% Town, City 4 SPClerk Influence 50% Town, City 3 CPCobbler Craft (Cobbler) 65% Village, Town, City 4 CPCoinsmith Craft (Minting) 70% City 7 CPCook Craft (Cooking) 50% Camp, Town, City 4 CPCooper Craft (Barrel-making) 65% Village, Town, City 3 CPCourier Riding 40% Camp, Town, City 1 SPCourtier Influence 70% City 50 SPDelegate Influence 60% City 60 SPDoctor First Aid 75% Village, Town, City 10 SPDriver Driving 60% Camp, Hamlet, Village, Town, City 4 CPDyer Craft (Dyeing) 70% Village, Town, City 2 CPEngineer Engineering 65% City 1 SP

and illegal goods and services will be more expensive to obtain – not just because of the risk of falling foul of the Powers That Be; suppliers are canny and know that restriction fuels demand, creating a sellers’ market. The prices charged by the black market will typically be 50% to 100% higher than in settlements where similar goods and services are legal or unrestricted; however it is not uncommon for prices to reach 200%, 300% or even as high as 500%, depending on the circumstances.

The following chart details a range of professional services typically found in urban areas, along with the primary skills a typical provider has and their expected aptitude. Naturally there

will be providers who are more or less skilled and their prices are likely to reflect their expertise and reputation. The table also lists the settlement types where these trades people are most likely to be found. If a particular settlement is not mentioned, this does not mean a representative of that trade cannot be found there; it is simply less likely and the Games Master should make the decision as to whether or not a particular trade is available, based on the size of the settlement and the nature of the trade. The Cost per Day column gives typical daily costs for employing or retaining a provider; adjust these prices to suit the market, the provider’s expertise and the availability/legality of what they are selling.

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Entertainer Acrobatics, Dance, Play Instrument or Sing 65%

Everywhere 1 SP

Farmer (Agricultural) Craft (Farming) 50% Hearth, Hamlet, Village, Town 1 CPFarmer (Livestock) Lore (Regional) 50% Hearth, Hamlet, Village, Town 1 CPFisherman Craft (Fishing) 65% Hamlet, Village, Town 5 CPFletcher Craft (Fletcher) 65% Camp, Town, City 4 CPFurrier Tracking 70% Hamlet, Village, Town, City 7 CPGemcutter Craft (Gemcutting) 70% City 2 SPGuard Sword and Shield 50% Camp, Village, Town, City 5 CPGuide Culture (Local) 70%, Lore

(Regional) 60%Hamlet, Village, Town, City 6 CP

Healer Healing 50% Camp, Village, Town, City 8 SPHerald Lore (Heraldry) 75% Camp, Town, City 2 SPHunter Survival 65% Hearth, Hamlet, Village, Town 1 SPInterpreter Language 60% Camp, Town, City 1 SPJester Influence 75% Town, City 2 SPJeweller Craft (Jeweller) 70% Town, City 1 SPLabourer Athletics 65% Hamlet, Village, Town, City 1 CPLeatherworker Craft (Leatherworking) 65% Camp, Village, Town, City 3 CPLocksmith Mechanisms 60% Town, City 3 SPMaid Craft (Cleaning) 50% Hamlet, Village, Town, City 4 CPMan at Arms Spear and Shield 55% Town, City 1 SPMetalsmith Craft (Metalsmith) 65% Camp, Town, City 8 CPMidwife Craft (Midwifery) 40% Camp, Hamlet, Village, Town, City 3 CPMiller Craft (Milling) 70% Hamlet, Village, Town, City 3 CPNavigator Navigate 60% Camp, Town, City 7 CPNurse First Aid 40% Village, Town, City 2 SPPainter (Artiste) Art (Painting) 65% Village, Town, City 10 SPPainter (Limner) Craft (Painting) 40% Village, Town, City 2 CPPapermaker Craft (Papermaking) 60% Town, City 1 SPPikeman Spear or Polearm 50% Town, City, Citadel 1 SPPorter Athletics 40% Village, Town, City 3 CPPotter Craft (Pottery) 65% Camp, Hamlet, Village, Town, City 5 CPPriest/Priestess Lore (Religion) 80% Camp, Hamlet, Village, Town, City 10 SPProstitute Seduction 65% Camp, Town, City 25 SPSage/Soothsayer Lore (Regional) 75% Everywhere 10 SPSailor Boating 65% Village, Town, City 2 CPScribe Craft (Calligraphy) 70% Camp, Village, Town, City 2 SPSculptor Craft (Sculpting) 65% City 6 CPSeamstress Craft (Sewing) 50% Camp, Village, Town, City 2 CPShepherd Lore (Goat/Sheep) 75% Hearth, Hamlet, Village 1 CPShipwright Craft (Shipbuilding) 50% Town, City 3 CPSurgeon Healing 75% Town, City 25 SPTailor Craft (Tailoring) 65% Village, Town, City 6 CPTanner Craft (Tanning) 70% Camp, Village, Town, City 6 CPUndertaker Craft (Mortuary Arts) 55% Village, Town, City 4 CPVintner Craft (Winemaking) 70% Town, City 2 SPWeaponsmith Craft (Weaponsmith) 65% Camp, Town, City 1 SPYeoman Bow 65% Town, City 2 SP

Profession Primary Skill & Aptitude Where? Cost per Day/Use (wage)

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All the cities described in this book are stand alone and brimming with plots hooks, plot ideas and characters that will drive many, many scenario seeds. However, threaded throughout the cities is a campaign arc Games Masters can develop to put Alorasaz, Raschil and Ryfel to productive use (and, a crucial point this, get Adventurers to visit them). This campaign is called Of Promises Broken.

TimePeriodThe campaign is set before Imrryr’s fall and whilst Elric is still on the Ruby Throne. Yyrkoon plots and schemes and the Black Swords have not been brought back to this world. But one does not need Melniboné to have nefarious schemes and plots: the Young Kingdoms and their human inhabitants are quite capable of treachery and deceit themselves.

BackgroundThere is tension in the city of Alorasaz. The guilds scheme against the nobles and the nobles scheme against the guilds. One individual, Arwenna the Grey, is willing to put in place events that will bring war to the city and invite Chaos into its heart.

When the Guilds Wars of Alorasaz ended an accord was formed that guaranteed the holdings of the nobles in return for the guilds running the city. This accord, this promise, is being broken by Arwenna the Grey’s machinations.

She has sent an emissary to find two things: assassins who will murder certain nobles of the city and a sorcerer named Malagan, a wizard of Pan Tang who deals in slaves and death. The emissary fails in his missions but finds the Adventurers instead and, in desperation, they become hooked into Arwenna’s plan.

Before formulating and running Of Promises Broken you should read through all three cities described in this book and become familiar with the major Non-Player Characters – especially Malagan, Arwenna, Duke Araid, Virelis of Vilmiro and Novis of Alorasaz. The cities themselves will suggest ideas for how the campaign can develop with side plots and so on but the basic crux of the Adventurers’ involvement is as follows:

C H A P T E R O N E

Of Promises Broken:The Southern Cities Campaign

1. The Adventurers come across the dying Strathir who reveals some, but not all, of his mission to the Adventurers.

2. Strathir’s words will lead the Adventurers to either Alorasaz or Raschil. In Alorasaz they may finalise arrangements with Arwenna or even work to learn more of what she is up to – and perhaps thwart it.

3. In Raschil the Adventurers must track down further information on the assassins Arwenna seeks to hire and the location of Malagan. This leads them to Ryfel.

4. In Ryfel the Adventurers must locate both the assassins and Malagan and persuade them to work for Arwenna. This done the group return to Alorasaz where Arwenna’s treachery becomes fully known and all hell is unleashed on the city.

Part1:GrimIntimationsofWhatIsToBeThis encounter can take place in any lonely stretch of the southern continent but the suggested placing is between Stegasaz in Lormyr and Raschil in Filkhar. The country between the two nations is wild and rugged with wide sweeps of moorland and secluded valleys where bandit gangs dwell, ready to prey on unwary travellers.

One such traveller was Strathir and his bodyguard. Strathir is a member of the Guild of Letters of Alorasaz and he was on the business of Arwenna the Grey, head of the Guild of Letters. Heading for Raschil he has fallen-foul of bandits. They easily overwhelmed him and his bodyguard, robbed both and left them for dead. The bodyguard is dead already and Strathir is dying.

Two bodies are staked out on the ground, their hands and ankles tied so their bodies form a crude ‘X’. Both are naked and both badly beaten. Track or Perception rolls indicate the signs of a fight and it is clear that the bodyguard fought to save his master: he has been stabbed several times by spears and probably died quickly. Strathir was tortured for some hours, purely for sport, and then left for the carrion birds and wolves but he lives still, clinging to

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