318
This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games. 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. Version 1.2

102678424 the Marienburg Project

Embed Size (px)

Citation preview

Page 1: 102678424 the Marienburg Project

This document is completely unofficial and in no way endorsed by Games Workshop Limited orFantasy Flight Games.

Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device, theChaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games Workshoplogo, 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 © CopyrightGames Workshop Ltd 2000-2009, variably registered in the UK and other countries around the world. Usedwithout permission. No challenge to their status intended. All Rights Reserved to their respective owners.

Version 1.2

Page 2: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Introduction

Willkomm en Marienburg!The largest city and the greatest port in the Old World,Marienburg offers endless possibilities for adventure.So, what will we find?Streets, for a start. Full of buildings. Marienburg has lots ofbuildings. Dwellings of every class from hovel to palace. Shopsselling everything from fish to diamonds, from bread to driedVampire’s blood. Workshops representing every craft and tradefrom alchemy to zymurgy (that’s brewing to you). Inns, taverns,hostelries, dives, grand hotels and flophouses. Theatres, operahouses, cockpits, burlesques and bordellos. All you canimagine, and more.It is said that there is no human activity which cannot be foundin Marienburg - and turned to profit, at that. There are tradersand artisans of every type operating on both sides of the law. Ifyou can’t buy it in Marienburg, the odds are it hasn’t yet beeninvented! And every conceivable service can be bought andsold - necessary or unnecessary, legal or illegal, moral orotherwise. If the mind can conceive of it, Marienburg can supplyit - for the right price.And overseeing it all there are guilds, factions, political andmercantile parties, courts, councillors, lobbyists, agitators,demagogues and peddlers of influence. There are thieves,beggars, racketeers, neighbourhood associations and localgangs. There are wizards of a dozen hues and priests of half ahundred gods. There are garrisons, watchmen, bailiffs,merchant militias and the ever-watchful Excise. Who wields thetrue power? It depends on what you want.Then there are the wonders of Marienburg. The docklands ofSuiddock, stretching along the Reik for more than a mile - thelargest in the Old World, with ships leaving daily for nearly everyknown place. The great Temple of Manann - the heart of the cultof the sea-god, adorned with the wealth of generations ofgrateful sea-traders. The lofty towers of the Hoogbrug bridge,one of the marvels of the Old World. The dark corners of ThreePenny Bridge, the notorious thieves’ kitchen where, they say,anything can he bought and sold - even a life. Rijker’s Isle, thegreat fortress-prison looming over the river like a man-mademountain.And not the least of these many wonders is SithRionnasc’namishathir, “Star-gem of the Sandy Coast”, knownas Elftown - a city within a city, and the oldest and largest SeaElf community in the Old World.There are the palaces and warehouses of a score of merchantprinces, stuffed with exotic treasures from the far corners of theworld; the enclaves of traders from Araby, Norsca, Albion - evenfrom distant Cathay and Nippon. Marienburgers claim they tookto the seas because the Old World had nothing more to showthem. They could he right.Right then – we go in through the Oostenpoort Gate. Who’s gotthe map?

Acknowledgements and Thanks:Articles originally written by Paul Adler, Michael Congreve,Simon Crowe, Graeme Davis, Claus Ekstrom, John Foody,Stuart Kerrigan, Richard Laing, Sandy Mitchel, Steve Moss,Alfred Nuñez, Clive Oldfield, Anthony Ragan, Andrew Rilstone,Carl Sergeant, Ken Walton and Jack Wisehammer.

Art by Tony Ackland, Oliver Bancroft, Ralph Horsley, PeteKnifton, Andrew Law, Russ Nicholson and Bunny Smedley.

Additional material by John Bell, Adam Bligh, Steve Darlington,Adam Flynn, Thomas Larue, Anthony Reynolds, StuartMackaness, Robert J Schwalb, Simon Sullivan, Colin Taber,Gav Thorpe, James Wallis and David Warrington.

Compiled and updated to WFRP 2nd edition by Dave Allen,Alexander J Bateman, Stuart Cresswell and Chris Hudson.

This document has been compiled from a wide range ofsources and every effort has been made to assign correctaccreditation.

Impressions of Marienburg“The city lay between them and the sea, a dark mass ofbuildings still too distant to distinguish, so that it seemedto spread like a bruise across the landscape. Reflectionsstruck back from a scattering of domes and towers largeenough to stand out in their own right, and Rudi felt hishead begin to reel as he took in the scale of it. Thin veins ofsparkling water threaded their way through the acres ofdensely packed masonry, making the whole vista shimmeragainst the back of his eye.”

“Rudi hesitated on the threshold of the tavern door, hisnostrils suddenly assaulted by the smell of the city.Yesterday it had built up gradually, so he’d barely noticedit, but today it hit him in the face all at once, a strangemixture of rotting mud, human waste, decayingvegetables and a sharp, clean odour he didn’t recognisebut somehow instinctively knew must be the sea.”

A note on the Location CodesWhile this document uses the codes presented in theoriginal White Dwarf Marienburg articles, some changeshave been made due to the changes to the city inMarienburg, Sold Down the River. Primarily, as theCentralwijk no longer exists as a concept, all C codes havebeen reassigned. C12 is now T12, C21 is now GB21/T21 [itwas used twice], C22 is T22, C31 is now GV31, C33 is nowGB 33, C38 is now GB 38, C60 is now WK00, C61 is nowWD00, C71 is now T71, CF07 is now GB07 and CK12 isnow H12.Further, some Suiddock Locations shifted with thepublication of the M:SDtR book, and as the Black IndustriesWeb Site used the M:SDtR locations, their codes have hadto be altered. SB25 is now SL25, SB34 is now SR34, SL22is now K22 and SR12 is now KD12.Locations not appearing the original Marienburg articles(and other associated material) have been assigned codesas I feel makes sense.

IntrodutionA wealth of background detail exists on the capital of theWasteland and it remains a popular destination for WFRPparties, as well as providing the location to Black Librarybooks such as Death's City and A Murder in Marienburg.This resource seeks to unify all the information onMarienburg that has been provided in a single document.

Page 3: 102678424 the Marienburg Project

Introduction

Marienburg: The Greatest Port in the Old World

Getting to MarienburgMarienburg is probably the easiest place in the Old World toreach from anywhere else in the Old World. Here are a fewways in which your adventurers can get to Marienburg,according to where they start out:By RiverThe Reik and its tributaries cover just about every part of TheEmpire, and the Talabec-Urskoy route links Marienburg tosouthwestern Kislev. The range of boats plying the Reik to andfrom Marienburg is enormous. Passenger lines run from Nuln,Talabheim and Altdorf, and traders of various sizes travel toMarienburg from all parts of The Empire. Adventurers might buypassage on a passenger-boat, or work their passage on atrader. Wealthy characters might even have their own boat. TheWFRP Companion includes a section on river travel, which youmight find useful.The first sight of Marienburg from the Reik is impressive. Afterdays of travelling through a dreary landscape of reed-marshes,the river – which is almost a mile wide by now, and very slowmoving – rounds a bend, and the reeds part to reveal the city amile away. Boats enter the port of Marienburg through theStrompoort, a great channel flanked by high walls and artillerytowers. A Marienburg pilot will then board the boat, and steer itthrough the deceptively shallow and ever-shifting channels to aberth in the Suiddock.By RoadThe main overland route to Marienburg from The Empire is theroad from Middenheim. This is a wide and well-maintainedhighway, efficiently patrolled by a large force of Roadwardens. Itis an arterial route, very important to the city-state ofMiddenheim, and every effort is made to keep it open. BothCastle Rock and Wolf Runner Coaches run regular servicesbetween Middenheim and Marienburg, and within the last fewmonths, the rapidly-expanding Four Seasons coaches hasbegun to do the same.In addition to the Middenheim road, there is a less well-usedroute across the Pale Sisters to the headwaters of the river Ois.This route was more important a couple of centuries ago, whenthe Wasteland was practically at war with The Empire andBretonnia became a major trading partner. Since then, though,Kings Louis IX, X and XI of Bretonnia have imposed a numberof punitive duties and taxes on goods entering and leaving theWasteland, in the hope of boosting the fortunes of their ownocean ports of Brionne, Bordeleaux, Mousillon and L’Anguille.The Gisoreux road is little used these days, unreliable and oftendangerous, but there are some who take it.According to where they have come from, travellersapproaching Marienburg by road will enter through theOostenpoort or the Westenpoort. These great gateways areeach wide enough to admit three carts at a time, and each isguarded by well-armed militia and excise-officers. Travellers areadmitted free of charge if they an produce some documentindicating that they have some business with one ofMarienburg’s great merchant families; otherwise, there is astandard gate tax of 1 Guilder per head, plus 1 Guilder perwheel, plus 1% of the value of any trade goods.By SeaThere is, almost literally, no port in the world from whichMarienburg cannot be reached by sea. Ships from Norsca andErengrad are common visitors except in the depths of winter,when northern ports are sealed by ice and the Sea of Claws

becomes so treacherous that even the Norse think twice aboutsetting sail. Traders from Albion put in occasionally, and there isa infrequent but lucrative trade between Marienburg and thefog-shrouded ports of Albion. There is also a flourishing coastaltrade network extending from Marienburg along the coasts ofBretonnia, Estalia and Tilea.But the real wealth of Marienburg lies in her long-distancetrade. The occasional visitor from as far afield as the BorderPrinces and Araby raises no eyebrows. The great ships of theSea Elves put into Star-gem Fortress from Lustria, the NewWorld and the Elf Lands, and strange-looking junks and galleysbring silks, spices and other rarities from Cathay and Nippon. Itis a proud Marienburger boast that they do business witheverywhere except the Chaos Wastes - Imperial citizens havebeen known to retort that Marienburg is only waiting for Chaosto offer the right price.Approaching Marienburg by sea, you could almost believe itwas an island. The transition from sea to tidal mud flats to reed-marsh is almost imperceptible to the eye, and the city towersover the unbroken flatness of its surroundings. Incoming shipsare required to heave to by the great Lighthouse of Manann,and wait for a pilot to come aboard; there are no exceptions tothis law, and any ship which tries to break it will get a shotacross the bows from the battery of cannon in the lighthousetower. Once a pilot has come aboard, the ship will be guided toa berth in the Suiddock - Marienburg’s main port area. A pilotcosts a Guilder for every foot of a vessel’s length from stem tostern, and any master trying to bring a ship or boat in without apilot is going to be in very serious trouble. The authorities inMarienburg do not look kindly on anyone who risks cloggingtheir waterways with grounded shipping.Starting in MarienburgOf course, there is absolutely no reason why your charactersshouldn’t start their adventuring life in Marienburg. It is, after all,the largest city in the Old World, and a good many of itsthousands of citizens turn to adventuring rather than commerce.There are no special rules for generating adventurers inMarienburg. Because it was part of The Empire up untilrecently, the normal character generation procedure and rangeof careers are as valid for Marienburgers as for Imperial

An Arrival in MarienburgBaroness du Grenouille breathed a sigh of wondermentmixed with relief as her sumptuous coach rattled throughthe Westenpoort Gate. The journey had been so tiresome;the road over the Pale Sisters had been long and extremelyuncomfortable; and she felt emotionally high strunganyway. Just thinking back to that dreadful, pallidsummer afternoon, looking up from the bed to see herbrother's face at the door and ... no it was too horrible tocontemplate yet again. With the words 'family shame'reverberating through her skull, she had dashed onto thenearest coach, determined once and for all to get awayfrom the petty quibblings of a few poxy Breton Lords, whoseemed hell bent on restricting her leisure time. Lookingout of the window she gasped - Brionne was beautiful, in asmall town kind of way - but Marienburg, Marienburgwas something else entirely. Once she found her cousin sheknew she was going to have such fun. SUCH fun ...

Page 4: 102678424 the Marienburg Project

Introduction

Marienburg: The Greatest Port in the Old World

citizens. All careers and career classes are available, althoughyou may decide to restrict access to Ranger careers - althoughRanger-class characters may be found in Marienburg, they arerarer than in the cities of The Empire. Starting money will, ofcourse, be in Wasteland Guilders rather than Imperial Crowns,but the amount will be the same.

Adventuring in MarienburgIn many respects, Marienburg is not unlike the great cities ofThe Empire. However, Imperial characters will notice thatcertain things are different in Marienburg. The differences areonly minor, but the similarities throw them into sharp relief.People“When you shake a Wastelander hand, count your fingers.”

- Imperial proverb

By and large, citizens of The Empire have a distorted view ofWastelanders. For one thing, most Imperials assume thatWastelander and Marienburger are one and the same. When anImperial speaks of Wastelanders, he is usually thinking aboutMarienburgers.The Marienburger is seen as a sharp-practicing rogue, whowould sell you his mother for a Guilder and then beg anotherten shillings because he’s an orphan. He can talk a lawyer outof his wig or a snake out of its skin, and you will never. get thebetter of himLike all stereotypes, this is overstated. However, it does have tobe said that Marienburg is a city which exists for trade, andentrepreneurial flair seems to run in Marienburger blood.The Marienburger see themselves as practical. Business isn’tgoing to wait around if you’re not there to grab it. TheMarienburgers see Imperials as yesterday’s heroes, still living inthe days of Magnus the Pious and always looking backward forglory rather than getting out and grabbing it today. They thinkthey own the Old World, but where would they be withoutMarienburg? Under most circumstances, Marienburgers viewImperials with a degree of amused tolerance - after all, whenthe hard bargaining starts, they know who’s going to win.All Wastelanders speak Reikspiel, but they have a distinctiveaccent; rapid and staccato, with slightly stretched vowel soundsand very little rise and fall in tone. They are almost continuallyon the move. There is always another deal to arrange, anotherfew coins to turn. According to a common Imperial joke, aWastelander keeps moving because he’s always on the runfrom someone he swindled.And despite the deadly seriousness with which they approachbusiness, Marienburgers tend to be more light-hearted thanImperials. Most Marienburgers have a strong sense of humourand a keen eye for the absurd. This often leads Imperial citizensto brand them as flippant and smart-mouthed.CalendarThe Wasteland uses the Imperial calendar, with onemodification. When the Wasteland seceded from The Empire,the Council changed the name of the sixth day of the week fromKonistag (“King Day”) to Guilstag (“Guilds Day”). Although thischange never properly caught on, Wastelanders - andespecially Marienburgers – often use the two namesinterchangeably. Many of them will use Guilstag in the presenceof Imperials, just for its annoyance value.

MoneyThe Wasteland uses the same monetary system as TheEmpire. Marienburg has its own mint, and issues its owncoinage which is valid throughout the Wasteland. AllMarienburger coins have the city’s badge (a mermaid holding abag of money in one hand and a sword in the other) one side,and the coin’s value and year of issue on the other.The Wastelander gold coin is called a Guilder instead of aCrown, reflecting the fact that Marienburg is ruled by a Councilrather than a monarch. It has the same value as an ImperialCrown. The standard written abbreviation for a Guilder is Gu -hence, 5 Gu 17/6 is 5 Guilders, 17 shillings and 6 pennies.Marienburg is nothing if not cosmopolitan, and its traders willaccept coinage from anywhere. They take nothing on trust,though, and will weigh foreign coins to establish their value.Imperial traders faced with Wasteland Guilders are morecautious - they will weigh the coins as a matter of course, butmost will give only 19/- in the Crown. After all, a Guilder isn’t thesame as a Crown – it’s foreign...Some travellers arriving in Marienburg from The Empire decide– quite unnecessarily – to get their money changed by one ofthe moneylenders and goldsmiths who are to be found in everyquarter of the city. These traders are quite happy to changeCrowns for Guilders at the rate of 19/- in the Guilder, less a10% exchange commission. The customer is always right!Some travellers arriving in Marienburg from The Empire decide- quite unnecessarily - to get their money changed by one of themoneylenders and goldsmiths who are to be found in everyquarter of the city. These traders are quite happy to changeCrowns for Guilders at the rate of 19/- in the Guilder, less a10% exchange commission. The customer is always right!Goods and ServicesThere is almost nothing that can’t be obtained in Marienburg. Allgoods are one step more plentiful than stated in the WFRP corerulebook or Old World Armoury – thus, a common commoditybecomes plentiful, and nothing is very rare-unless you want it tobe .Most goods are cheaper in Marienburg, too. As a rule of thumb,most goods are 5% cheaper than the price in the rulebook. Theexception to this is agricultural produce, foodstuffs and livestock– most of which is imported from The Empire. Fish, of course, ischeap in Marienburg.ReligionThe major deity in Marienburg is, and always has been,Manann. Most of the other Old World cults have a presence inthe city. The cult of Sigmar is well-established in the Wasteland,but since the secession it has been increasingly overshadowedby that of Manann, both as the sea-god and in his aspect asRijkstrum, the god of the lower Reik.Handrich, the deity of commerce and merchants, has a strongfollowing in Marienburg, and there are temples and shrines to awide and sometimes bewildering range of deities from allcorners of the world.Cults which are proscribed in The Empire are likewiseproscribed in the Wasteland. These include the cults of allChaos Gods, the death-cult of Khaine, and the wrecker-cult ofStromfels.

Page 5: 102678424 the Marienburg Project

Introduction

Marienburg: The Greatest Port in the Old World

Marienburg

The CanalsThe canals are Marienburg’s highways, crowded with boats ofall kinds. The largest is the Rijksweg, the main channel of theriver Reik which bisects the city and along which mist shipspass. A branch of it, the Bruenwasser, courses through theislands of the Suiddock and provides some of the city’s busiestdocks. At the far north, the Noordmuur canal is a popular routefor people conducting business in the commercial andgovernment districts, as it lets them avoid the heavy traffic onthe Rijksweg. Contrasted with this is the southernmost channel,the aptly named Doodkanaal or ‘Dead Canal’, a sluggish andmalodorous waterway choked with trash and sometimes bodiesfrom the worst parts of the city. Evil smells and vapours risefrom it, and only those who can’t afford anything better or whoaren’t welcome anywhere else willingly live along its banks.Dozens of other canals meander among the islands, some sosmall they aren’t even marked on city maps. Little more thanalleys, these narrow channels lead to the backs of businessesor homes, or to private lagoons hidden among the overhangingbuildings. It’s easy for a stranger to get lost among all thewaterways, named but not marked, so most visitors toMarienburg hire one of the many local water-coaches to takethem around. Boat handling and swimming are common skillshere, so much so that it’s an Imperial joke that “noMarienburger will go anywhere if he can’t get wet doing it”.Stairs cut into the islands themselves or built of wood in poorerdistricts provide access to the canals and docks. Some, like theGrand Sweep on the Reikside of the Palace District, are broadand open. Others, especially deep within the old quarters likeSuiddock or the forgotten tenements of the Doodkanaal slums,are little more than cuts in the rock barely large enough for aman to get through. Ill-lit and hidden from view, what weremeant to be simple pathways often become death traps forthose who have an enemy or two.

Impressions of the Canals“As he watched, one of the skiffs Artemus had indicatedturned suddenly, vanishing up a side channel so narrowthe boat barely made it through, and he became awarethat the far bank was riddled with narrow inlets andcanals. He pointed it out and Artemus nodded. ‘There arethousands of them,’ he said. ‘Most only go a little wayinland, but some are back channels between the maincanals.”

“Narrow channels between the buildings he’d taken foralleyways from a distance, frequently turning out to bethin canals, barely wide enough for a single boat, overwhich the roadways were carried by bridges.Occasionally, as he glanced down one, he caught a glimpseof more open water, where they opened out into lagoonswide enough for a small dock, where a house or place ofbusiness had an entrance opening directly onto thewaterways. A couple of times he crossed more substantialbodies of water, where the canals were wide enough tocarry almost as much traffic as the streets; possibly evenmore so, as the vast majority of land routes were toonarrow to accommodate carts or horses and nearly all thecommercial traffic appeared to be conveyed by boat. Someof the bridges were almost indistinguishable from the restof the street, as they were encrusted with shops and houseslike the one they’d entered the city by.”

Page 6: 102678424 the Marienburg Project

Introduction

Marienburg: The Greatest Port in the Old World

Marienburg’s CatacombsOver the city’s first thousand years, as Marienburg grew from aplace of refuge to a fishing port to a great centre of commerce,the people built the islands up from the water, facing their sideswith stone and filling the interior with earth and rock. Noblefamilies would spend vast sums to add another foot or two,each layer a visible sign of their power and wealth. Every sooften, when the walls had risen high enough that it was time tofill the interior in, the Barons of Westerland would command thelevelling of all structures and their rebuilding on the newsurface. Though orders were given that all rooms were to befilled, many found ways to avoid this and constructed their newstructures atop the chambers of the old. As a result, manyMarienburg buildings have basements, sub-basements andsub-sub-basements, some still in use, others long ago walled-off and forgotten, and some connected by networks of tunnelsdug by long-forgotten architects. While most are used forlegitimate purposes (legitimate by a Marienburger’s definition,at least), many are popular routes and boltholes for smugglers,criminals and cultists who access them via hidden or forgottendoors in the archaic system of cisterns and flood sluices underthe islands at the water’s level.

The Tale of Fish-face Fritz“For many years, Fritz, or Fish-face as the otherstevedores called him, worked hard on Candle Wharf,moving cargo on and off ships moored in the Suiddock.Some unkindly souls might make a comment that his eyeswere slightly too far apart, or bigger and rounder thanmost. Others that his neck was as big and wide as hishead, or that he had a small nose, thin lips, almost no earsand little hair, but Fritz and his few close friends carednot, for he was kindly, humble, hard-working and blessedwith good humour.

Not once did he miss a ship, no matter the weather andthere were some who would say that on the days when itrained, Fritz seemed more alive and refreshed than onthose hot, sunny days that made him occasionally strugglewith his work and gasp for air and a drink. Fritz ignoredthese hurtful jibes, always doubling his efforts in theknowledge he was doing an honest days graft.

Despite the longshoreman’s diligence there came a gloomyday when three men clothed in dark apparel came untohim. They spoke piously and bade Fritz swear oaths toprove his loyalty, until they raised a pile of firewood at thedockside and threw Fritz upon the blazing faggots – therethey poached and fried him until he was burnt to a crisp,declaring Fritz to be more fish than man.”

Impressions of the Catacombs“Now he gagged on the odour of raw effluent and rotting,rancid decay – the stench of men, bitter as the metallictaste of adrenaline at the back of his throat. A greasyyellow mist choked the air in these stone tunnels, so acridit burnt his eyes. … He staggered on, the thigh deep waterssapping the strength from his legs.”

“Arullen emerged from one tunnel into a circular chamber.Five more tunnels radiated off this space, like the spokes ofa wooden cart. The elf looked up, more in hope thanexpectation of seeing the sky overhead. Instead there wasa canopy of bones and tattered scraps of skin, the edgesragged from who knew what.”

“A sickly green light bathed the terrifying tableau. Arullenrealised the illumination was born of a thousand tinyglows … light worms feeding on the last remnants of fleshand blood, using the nutrients to warm their glowingbodies.”

Page 7: 102678424 the Marienburg Project

Introduction

Marienburg: The Greatest Port in the Old World

The Wards and BoroughsThe image of Marienburg around the Old World is of a city filledwith warehouses, docks and vaults, stuffed with fabulous tradegoods and treasure. The streets are cobbled with gold nuggetsand the windows are glazed with real glass. Everyone is eithera merchant, a banker, a lawyer or a wizard. Even the poordress in rags of silk. And no one goes hungry.Of course that's nonsense. Marienburg is a patchwork ofneighbourhoods, each with its own personality and fortune:some rich and opulent, others a morass of stinking poverty,desperation and crime.The city is formally divided up into twenty wards; districts thathave their own legal identity. Wards have the right to elect Wardcommittees, pass by-laws, send representatives to theBurgerhof, the lower house of the Stadsraad, and even to raisetaxes to pay for extra Watch patrols, road and bridgemaintenance, or – since many Wards committees have becomeexcuses for greedy citizens to do a little empire-building -pocket-lining and palm-greasing. Rijker’s Isle effectively forms aseparate ward, managed by a hereditary governorship.Not all named areas of the city are Wards. Some withreputations beyond the city walls, such as the great harbour ofManaanshaven, have no legal status at all. Others, mostly theenclaves and ghettoes forms by various social and racialgroups within the city, are usually referred to as 'boroughs'. Justbecause a borough does not have any legal status does notmean that it is simply a part of the ward in which it exists: mostboroughs have their own rules and laws (often unwritten), theirown temples, holidays and religious festivals, and their owncommunity leaders who, while they may not have as muchpower as the members of the Stadsraad, almost certainly havemore respect from the borough's citizens, as well as their ownways of getting things done.As befits somewhere with as much international traffic asMarienburg, the city's foreign boroughs are numerous, and arelittle diluted by the city's own personality. There are people inRemasweg, Noord Miragliano and Messteeg, for example, whospeak no Old Worlder at all, even though some are second – oreven third – generation Marienburgers. Walking into theseplaces is like stepping into a Tilean or Estalian city, with only thedamp climate to remind a traveller that they're still inMarienburg.Tension and resentment simmers between many wards andboroughs, over new issues or more often over decades-oldinsults or scandals. These battles are fought not only in theward committees and in the Burgerhof, but also outside taverns,in dark alleys and – rarely – in pitched battles in the streets.Wise visitors do their utmost to stay out of this part of localpolitics.

DOODKANAAL (Dead Canal) – The worst of slums, fearedand shunned. Dying and blighted.

ELFSGEMEENTE (Elftown) – Sea Elf enclave, self-governing.

GOUDBERG (Gold Mound) – Fashionable upper-classneighbourhood.

Zijdemarkt (Silk market) – Cathayan district. High qualitysilks, tea. Small banking houses.

GUILDERVELD (Guilder Field) – Major commercial andbanking houses, along with other services for the rich.

HANDELAARMARKT (Dealers' Market) – A breeding-ground for up-and-coming small businessmen. Sharpreputation.

Messteeg (Knife Alley) – Estalian district, known amongother things for a violent crime gang.

KRUIERSMUUR (Porters' Wall) – Old working class district,in decline. One of the Rijk chain-towers is here.

Noord Miragliano (North Miragliano) – Tileans fromMiragliano. There are frequent brawls with theRemeans.

Remasweg (Remas Way) – Tileans from Remas, who oftenbrawl with the Miraglianese.

Wijnzak (Wine sack) – Bretonnian district. Named for theirrefusal to drink the local water.

NOORDMUUR (North Wall) – Upper middle class.Conservative. Devout Manann and Haendrykworshippers.

Arabierstad (Arab Town) - No alcohol allowed here.Renowned for fine private tutors.

OSTMUUR (East Wall) – Middle-class area with achampionship water ball team.

OUDGELDWIJK (Old Money Ward) – Original home fornobility, now in a state of genteel poverty.

PALEISBUURT (Palace District) – Official centre ofMarienburg's government.

Nipponsstad (Nippon Town) – Labourers, fishermen. Oftenwork for Elves as house staff.

RIJKER’S ISLE – Prison and Fortress.RIJKSPOORT (Rijk's Gate) – Working-class and fishermen.

One of the Rijk chain-towers is here.Indierswijk (Ind District) – Spice merchants, house servants

and petty magicians.Kisleviersweg (Kislev Way) – Mercenaries and labourers.Luigistad (Luigi's Town) – Derogatory name for area where

most Tileans live.SCHATTINWAARD (Treasure Holm) – Few residents;

mostly warehouses and counting houses.SUIDDOCK (South Dock) – Original port area. Busy, but a

slum despite the presence of the 'Change.Noormanswijk (Norscan town) – Sailors, dockers and

mercenaries. Vendetta law.TEMPELWIJK (Temple District) – Home of Baron Henryk's

College and many of its students.VLAKLAND (The Flats) – Inhabited by poor fishermen and

others. Often flooded out.WINKELMARKT (Craft Market) – Small boat-building and

famous sausages. Lower middle-class, in decline.Dwergsbezit (Dwarf's Hold) - The home of Director Fooger.

Many fine stone buildings.Kleinmoot (Little Moot) – Halfling district, containing the

headquarters of the Bakers' Guild.

Page 8: 102678424 the Marienburg Project

Introduction

Marienburg: The Greatest Port in the Old World

Histories of the EmpireChapter XXIVOf Farganesh, the Ghoul King of MarienburgAs penned by Frederich RickenbackIn this chapter of the histories of our proud land I shall speak of Farganesh, the self-proclaimed Ghoul king of Marienburg.This foul creature preyed upon the unknowing trading city for over two centuries, his presence felt but rarely, if ever, seen. Itis rumoured that the foul Strigoi vampire entered the sprawling city-port of Marienburg hidden within an earth-filled crateinside the hold of a trading ship. It is said by some historians that he was fleeing from the attentions of other breeds ofvampire rivals, who had hunted him ruthlessly through Tilea far to the south. Farganesh crept through the city streets in thedead of night, though the trade in that bustling city, legal or not, continues at all hours. He skulked through the darknessaimlessly, keeping out of sight, wary of his surroundings and concealed deep within the shadows.

Eventually, he found his way to the ancient cemetery of St. Brigidine, located at the very heart of what was once theflourishing Garden district. He hid within the ancient family crypts, feeding upon the flotsam of Marienburg at night, fearingdiscovery. It is unknown how the ghouls that came to follow him entered the city, though it is believed that the vampirementally called them to him from their depraved cannibal tribes to the north and west.

Regardless of how they came to be there, the ghouls that followed the foul Strigoi flourished, feeding well on the refuse of thecity, the criminals and low life that no-one would miss. The corrupt and seedy city itself was perfectly suited to the flesh-eating ghouls as bodies were easy to find, usually the result of some drunken brawl, or a vendetta between business rivals.For a while Marienburg was regarded as safer than ever before, for the bodies that used to be found knifed in alleys orfloating in the harbour were rarely seen anymore, taken as they were by the Strigoi’s ghouls.

Farganesh and his twisted followers, a hideous parody of a nobleman and his courtiers, spread their claws throughoutMarienburg, a hidden sickness that ate away at the city from within, like a cancer. People began to disappear at a muchhigher rate, and it soon became apparent to the citizens that some foul presence had taken residence within their city, thoughwhat it was and where it was located remained a terrifying mystery. The fear within the city was palpable, and the city’strade began to be affected, as merchants became reluctant to be present within the city walls after dark. The vampire and hisfollowers were careful never to be seen, except as shadowy forms in the darkness and it was later discovered thatFarganesh’s minions had carved out a great cave beneath the graveyard, with hidden access points located within thevarious crypts and sepulchres. Here they enacted foul feasts and all manner and form of depravity.

For two centuries Farganesh fed upon the Marienburgers without being discovered, until a pale-skinned lady of noblebearing came before the Sigmarite priests, and told of this foul presence feeding upon the city while it slept. The histories donot mention the good lady’s name, though it was said she was of particularly pale complexion, and was renowned as a greatbeauty. Her fanciful story could easily have been laughed off, but her obvious nobility (and the substantial monies sheapparently gifted to the temple) encouraged the Sigmarites to investigate her claims further.

The horrified priests discovered that all the lady had said was true, and set about destroying the foul coterie. By the light ofday they assaulted the dread fiend within his dwelling, cleansing its foulness with fire and sword. It was said that amountain of skulls and bones were found beneath the cemetery, the flesh chewed clean from the drying bones, and that greatbats hung from the roof of the cave, falling upon those who disturbed their unholy slumber. More than this, I cannot recount,for the full horrors that were discovered are too much for me to bear.

The Sigmarites’ purge of the foul cavern was a costly affair, and many soldiers fell before the bestial might of Farganesh. Itwas said he fought like the demon he was, tearing men apart with his filthy talons in a furious rage. He roared his defiance,and the bodies of long dead Marienburgers rose in response, clawing through the black earth to fall upon the Empire soldierswithin the great den of evil. It was only through the faith and belief of the Sigmarites that order was kept amongst thesoldiers and that they were restrained from fleeing the horrific scene.

It is recounted in the annals of the Sigmarite priests that the pious Warrior Priest Thromstom engaged the foul Strigoi inlethal combat, calling upon Sigmar for guidance as he struck out at the creature with his great hammer. These accounts tellhow the valiant Warrior Priest felled the vampire, although its body was never discovered. Regardless, the undead minionsof Farganesh crumbled to dust. His ghoulish minions fled into the sunlit cemetery above where they were cut down bycrossbow bolts and swords as they were caught between the righteous soldiers below and fear of the burning sun above.

So it came to pass that the reign of Farganesh, the Ghoul king of Marienburg, ended. It is my belief however, that he lives on,and is plot-ting the downfall of that prosperous city-port still, biding his time and rebuilding his prodigious strength. I praythat the might of Sigmar will be able to finally destroy this beast when next he surfaces.

Page 9: 102678424 the Marienburg Project

The Doodkanaal, or Dead Canal, Ward is the most run downarea of Marienburg though it was once a thriving district wheretrade flowed freely. Slowly, as the canals and waterways of therest of the city changed, the currents of the watercoursethrough the canton became sluggish. The canal clogged withwaste and barges no longer travelled that way. In Marienburgwhere there is no trade, there is no money. The district fell intodisrepair as merchants moved away, closer to the active traderoutes. Those who could afford to leave did so, leaving the poorand desperate behind. The Dead Canal district turned into ahub of crime and villainy, a haven for those who wished to hidefrom the more civilised areas of the city. Nowadays the BlackHats fear to enter and the ruling guilds ignore it in their bustlingcity. Whilst seemingly lawless, some sort of civilisation stillexists within shops and taverns, as people attempt to claw theirway out of the direst of circumstances. There is no City Watchpost in the Doodkanaal and the responsibility for maintaininglaw and order theoretically falls to the Winkelmarkt Black Capsas the nearest barracks.

SchwartzwasserstraatA long and wide street found in the slums of Doodkanaal.

“Schwartzwasserstraat was wider and more open than theother streets he’d seen so far in this forgotten and blightedcorner of the city. Clearly it had been prosperous at some timein the past, but like the rest of the Doodkannal those days werelong gone. These days the once grand houses were little morethan ruined shells, occupied for the most part by desperate,ragged tribes of people who swarmed over and around theirresidences with every sign of a determination to defend themfrom intruders, even though they were armed with nothingmore deadly than shards of broken masonry. What allegiancethey owed to one another Rudi couldn’t tell, since whateverfamily resemblance he might have noticed was obscured bygrime and the pinched expressions borne of the privations theyendured.”

Marienburg: The Greatest Port in the Old World

D

Doodkanaal

Impressions of Doodkanaal“He pointed into the distance, where a wider tributarymarked the break between this island and the next. Thebuildings beyond it were shabbier, showing unmistakablesigns of dereliction, and a couple of wharves saggedvisibly on their pilings, on the verge of sliding into thecanal. ‘That’s Doodkanaal, and it’s well named, let me tellyou. No one goes there if they can avoid it. Even the BlackCaps give it a wide berth if they can.’”

“The few passers-by were now gaunt and haggard, theirclothing ragged, mirroring the decaying state of thebuildings they evidently lived in. Gradually, theydisappeared altogether, although he could still hearstealthy movement and muffled voices in some of thebuildings that surrounded him. There were no more firesor torches to be seen either, just a faint glimmer of necroticlight from Morrslieb as it raised a sliver of itself over thesurrounding rooftops. The feeble illumination was enoughto allow him to see, despite a thin, freezing mist whichbegan to flow through the streets, bringing with it theodour of water and rotting mud.”

Doodkanaal LocationsD11: The Rat and Pipe InnD21: The Jolly BoatmanD22: Adolph’s Fine ClothingD23: Reinier’s RopeD29: The Chapel of ShallyaD31: The Hound’s DenD32: The Crab UnionD44: The Sign of the Sad Face

Page 10: 102678424 the Marienburg Project

D11: Rat and Pipe Inn, The

Marienburg: The Greatest Port in the Old World

The Rat and Pipe InnThe Doodkanaal has a number of taverns, for the miserablecitizens often want to drown their sorrows and escape thereality of their surroundings. However unlike other districts thearea has very few inns renting rooms, for who would want topay to stay in the Dead Canal? For Aalbert Brecht, the landlordof The Rat and Pipe, this is only a small obstacle to overcomebefore better times return to the district. As such his inn is oneof the only places to offer rooms at a reasonable price.Aalbert himself is a watery eyed man with pallid skin. He has atendency to smile broadly at customers, revealing blackenedteeth stumps. For a Doodkanaal resident he is surprisinglyfriendly and naive, traits which have lead many a man facedown in the canals. It seems however that his establishmentserves ale better than anywhere else in the area (in otherwords, it isn't lumpy) and has become the favoured drinkinghole of many a mercenary and gang enforcer, all eager to keepthe place open. A strange truce has therefore developed inside,and anyone starting a fight is quickly ejected by a dozen menwith sharp daggers and angry looks.The Rat and Pipe is a good place to meet all slices ofDoodkanaal life. Notable NPCs to be found in the Rat and Pipeinclude the sword-for-hire Midas Quirien the mysterious figurewho goes only by the name Jozef.

Jozef

Elven Spy (ex-Merchant, ex-Burgher)"Beneath the Canal? You wont last five minutes without myhelp. Thieves, mutants, ghosts and worse down there. Goldupfront, in case you don't make it out alive."

After a bitter argument in Elfsgemeente, the Elven district ofMarienburg, the foul tempered Elf known as Sitheil Quinfasstruck and killed a rival businessman. Such an act would surelycarry the harshest punishment, so Sitheil fled to hide out in thedistrict few Elves have cause to enter, the Doodkanaal.Permanently cloaked to hide his identity, and even taking on thehuman name Jozef, Sitheil has not yet been caught up with.Instead he plies his trade as a spy and thief, aiding smugglinggroups as much as he steals from them.Purposefully lowering his voice, and wearing bulky clothing,Jozef passes for human most of the time. His features areconstantly swathed in a dark hood, but should the hood beremoved it is impossible to miss the striking Elven features nomatter how much Jozef tries to hide them. Jet black hair andstriking blue eyes make Jozef a handsome figure.People may come into contact with Jozef if they ask around fora guide to take them below the city. He has explored the tunnelsbeneath the Doodkanaal more than most, and is willing to takepeople down there for only a gold piece. Of course, once he'sled them to the most impenetrable parts of the labyrinthinepassages he has no problems slitting their throats, or simplyleaving them to be preyed upon by the dangerous denizens ofthe underworld.

Skills: Charm, Common Knowledge (Elves, the Empire),Concealment, Disguise, Drive, Evaluate, Follow Trail,Gossip +10%, Haggle +10%, Lip Reading, Perception,Performer (Actor), Pick Lock, Read/Write, Search, SecretLanguage (Guild Tongue), Secret Language (ThievesTongue), Shadowing, Silent Move, Sleight of Hand, SpeakLanguage (Eltharin, Reikspiel), Trade (Merchant)

Talents: Dealmaker, Excellent Vision, Flee!, Night Vision,Savvy, Schemer, Sixth Sense, Specialist Weapon Group(Longbow), Super Numerate

Combat:Armour (Light): Full Leather under heavy clothingAP: Head 1 (5), Arms 1 (5), Body 1 (5), Legs 1 (5)Weapons: Sword (Hand Weapon, 1d10+3), Dagger (1d10+0)Trappings: Crowbar, Healing Tonic, Lock picks, Snare,

Unusual charm in the shape of a fine boat, Purse (with 9 gu)

Main ProfileWS BS S T Ag Int WP Fel48% 54% 37% 41% 63% 60% 68% 52%

Secondary ProfileA W SB TB M Mag IP FP

2 15 3 4 5 0 0 0

Page 11: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old WorldMarienburg: The Greatest Port in the Old World

D11: Rat and Pipe Inn, The

Midas Quirien, Hired MuscleMutant Marine (ex-Stevedore)"Five shillings is my rate. What's that? Six of the taffers? Yeah Iknow them, and I'll stick `em for only four silver, but Hans'head is mine. Deal?"

The Doodkanaal is home to a handful of mercenaries, thoughnot many ply their trade there as very few people have themoney to pay them. Midas makes most of his money as hiredmuscle for various gangs. His rates are cheap, and he seems torevel more in the fight than in the payment.A few years ago Midas was a stevedore in the Suiddock,unloading cargo ships. One night, to make a little extra money,he took on a secretive job for an unknown employer. Soon after,Midas began having strange, violent dreams, and in his wakinglife he became angry and eager to fight. To channel his rage hevolunteered as a marine aboard an ocean going vessel, andfought off many a pirate raid.Both his mind and body changed. His flesh became tough likeleather and a new set of knees grew on his legs allowing him toreach his enemies all the faster. But the rage inside him grewtoo much and whilst out on a press ganging expedition inMarienburg he snapped and killed five people. Fleeing theBlack Caps he now hides out in the Doodkanaal, trying to keephis rage under control.Midas' face is a network of scars, some self inflicted, thatamount to advertising for his services. A layer of bristly blackhair is kept close cropped over his lumped skull. His skin looksoddly dark and rubbery. His clothes and armour are a miss-match of things he's found or taken from those he's killed.

Skills: Consume Alcohol, Common Knowledge (TheWasteland), Dodge Blow, Gossip, Intimidate, Search, SecretLanguage (Stevedore Guild Tongue), Speak Language(Reikspiel), Row, Swim

Talents: Frenzy, Quick Draw, Strike Mighty Blow, Sturdy, VeryStrong

Mutations:Fear Points: 0Extra Leg Joints (Legs): Grants Midas a +6% bonus to

Agility and a +1 bonus to Movement, already included in hisprofile.

Resilient: Grants Midas a +4% bonus to Toughness, alreadyincluded in his profile.

Combat:Armour (Light): Mail Coif and Full LeatherAP: Head 3 (8), Arms 1 (6), Body 1 (6), Legs 1 (6)Weapons: Club (Hand Weapon, 1d10+5), Knuckle Dusters

(1d10+2, Pummelling)

Trappings: Hip flask, Purse (with 10 shillings)

Main ProfileWS BS S T Ag Int WP Fel42% 26% 46% 50% 46% 28% 34% 30%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 5 0 4 0

Page 12: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

A dingy two-story building in the Doodkanaal district ofMarienburg. It has one window, but it has been boarded up. Asign hangs above the door, showing a disreputable fellowmaking water.The interior is no more welcoming. It’s dark, with a few lanternsmaking a feeble effort to pierce the gloom. Surprisingly, theplace is often busy, filled with sinister men nursing tankards ofale and casting wary glances around them. Conversations arewhispered. At the bar running along the side of the building isHans Kleinhopper, who happens to also be the landlord. He’s asuspicious fellow and he examines anyone who approacheswith his one good eye. The fare here is terrible, being burnt orraw. Ale costs a standard price, but it has a bouquet of sewage.Five pennies buys a meal of meat pie, though the contents areanyone’s guess.

Hugo Buisman, Petty CrookThiefOne of the Jolly Boatman’s regulars, Hugo was born in theDead Canal and has never left the district. He turned to pettycrime as a boy and has never stopped. He has no dreams ofleaving or bettering himself; his thoughts are solely occupiedwith stealing and revenge on those who have wronged him.A lithe, weasel-faced man, Hugo’s dirty brown hair hangs longover his thin, pale face, Hugo’s green eyes constantly flickabout, looking for trouble to avoid or pickings to be had. Hugowears patched and ratty clothing consisting of a holey shirtbeneath a green vest. He wears breeches that seem a little tooshort, revealing his pale flee-bitten legs and stained brownshoes cover his feet.

Skills: Common Knowledge (The Wasteland), Concealment,Evaluate, Gamble, Gossip, Perception, Scale SheerSurface, Search, Secret Language (Thieves’ Tongue), SilentMove, Sleight of Hand, Speak Language (Reikspiel)

Talents: Acute Hearing, Fleet Footed, Streetwise, TrapfinderCombat:Armour (none): Poor Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)

Trappings: Purse (with 2d10 pence)

Main ProfileWS BS S T Ag Int WP Fel33% 30% 31% 33% 42% 28% 32% 37%

Secondary ProfileA W SB TB M Mag IP FP

1 11 3 3 5 0 0 0

D21: Jolly Boatman, The

The Jolly Boatman

Page 13: 102678424 the Marienburg Project

D22: Adolph’s Fine Clothing Emporium

Adolph’s Fine Clothing EmporiumMarienburg: The Greatest Port in the Old World

Businessmen still ply their trade in the Doodkanaal district, foreven the poor need food and other goods and services. AdolphWinsen is one such businessman, running a shop claiming tosell a fine range of garments for the discerning gentleman andlady.In truth, Adolph claimed the shop as his own when the previousowner saved up enough money to leave the district andabandoned the building and some of his stock. Adolph still hassome of the old stock left, and has supplemented those withclothing that amounts to patched up rags. Adolph himself is afat and lazy man, more interested in spending time in the JollyBoatman than in his shop.Adolph recently married Katarine, a girl over ten years hisjunior. At eighteen, she naively believed becoming the wife of ashopkeeper would bring her stability and financial security.Whilst charming at first, Adolph revealed himself to be an evilbrute. After they wed. He treats her as little more than a slave,forcing her to cook and clean and keeping her locked in thecellar when he goes out to spend what little money they haveon grog.One locked door in the cellar leads to the further undergroundcomplex that exists beneath the Doodkanaal and the rest ofMarienburg. Sometimes Katarine hears movement from theother side, and worries whether shouting out will attract help, orbring in something far worse than her abusive husband.

AdolphWinsen, Abusive MerchantBurgherFat and lazy, when Adolph is not selling ragged clothing to thecitizens of the Dead Canal he is down at the local tavernssinking pints and groping barmaids. He sees his wife as littlemore than a servant, there to do his every bidding. When helets her out of the cellar to cook and clean for him, his podgyfingers keep her on a tight leash.Adolph wears a snug shirt and unbuttoned breeches. Hisclothes are stained with ale, food, and a little vomit. He keepshis much-used dagger in a sheath on his belt, but he constantlyfidgets with it because the pommel digs into his rolls of fat.

Skills: Common Knowledge (the Wasteland), ConsumeAlcohol, Drive, Evaluate, Gossip, Haggle, Perception,Read/Write, Search, Speak Language (Breton, Reikspiel+10%)

Talents: Dealmaker, Savvy, Super Numerate, Very ResilientCombat:Armour (none): Revolting clothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0)Trappings: Purse (with 1 gu and 6 shillings)

Main ProfileWS BS S T Ag Int WP Fel34% 32% 35% 42% 32% 32% 35% 34%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 4 0 0 0

Katarine Winsen, Abused SpouseServantAs a naive girl of eighteen summers, Katarine though thatmarrying a merchant, even one as lowly as a clothes seller inthe Dead Canal, would bring her financial security for the future.Two years on and her otherwise pretty face shows cuts andbruises from the times she has tried to defy Adolph. Locked inthe cellar, she looks dirty and ragged, her long brown hairgrubby and tangled.

Skills: Blather, Common Knowledge (the Wasteland), DodgeBlow, Gossip +10%, Haggle, Perception, Search, Sleight ofHand, Speak Language (Reikspiel), Trade (Cook)

Talents: Coolheaded, Flee!, Hardy, Lightning Reflexes, SavvyCombat:Armour (none): A tattered and soiled dressAP: Head 0 (3, Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: none (Unarmed, 1d10-1, Special)

Trappings: Nothing of value

Main ProfileWS BS S T Ag Int WP Fel30% 30% 31% 30% 42% 36% 35% 37%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 3 4 0 1 0

Page 14: 102678424 the Marienburg Project

D29: Chapel of Shallya, The

Marienburg: The Greatest Port in the Old World

The Chapel of ShallyaThe only (legitimate) Temple within the Doodkanaal district, theShallyan Chapel – or ‘the Mission’ as many Marienburgersknow it – sits on the edge of the Kanal and in the middle of theworst slum in the city.The Mission is always busy and its doors are always open tothe needy. Some of the visitors are victims of violence, be theyinnocent victims of the gangs of youths who gather here, orthose selfsame youths injured in some scuffle betweenthemselves. An even greater problem is Disease, not only aremany of the houses in the area subject to poor sanitation andcleanliness, but also the still waters of the Doodkanaal oftencarries waterborne plagues that infect those desperate enoughto drink from it. The prospect of a plague spreading from thearea is fearful enough to ensure the Stadsraad sends a heftydonation to the Chapel each year.The head of the mission is Sister Marie Serenite, who isnormally aided by anywhere between two and five other priestsor initiates sent from the Cathedral of Shallya. The rest of theChapels staff is composed of waifs and strays the Mission haspicked up over the years, who assist in its day-to-day running.The various slum inhabitants, or ‘Outcasts’ as they are oftenknown are very protective of the Chapel, and Members of theclergy of Shallya are among the few outsiders that are able totravel freely among them.

Sister Marie Serenite, Head of theDoodkanaal Mission

Anointed Priest (ex-Student, ex-Initiate, ex-Priest)A native of Bretonnia, Marie Serenite had a promising career asa Physician before her. Unfortunately, her desire to help thepoor and sickly did not sit well with the Physicians’ Guild ofGisoreux (as it was a bad precedent to have one of theirmembers work for chickens and the occasional pig instead ofserving the rich and affluent aristocrats and upper classmerchants). Marie stubbornly refused to ignore the needs of themasses in order to placate those are considered insensitive andcorrupt. Denied her petition for membership Marie found heronly opportunity to heed her heart’s desire was to join the Cultof Shallya in Couronne.There she spent years learning her responsibilities while honingher healing skills. When it was time to help the needy in theworld beyond, her superiors sent Sister Marie to Marienburg.There, Sister Marie was assigned to one of the more difficultmissions: to help those residing along the Doodkanaal. Throughher unceasing concern for the welfare of her charges andunending effort on their behalf, Sister Marie became the head ofthe mission five years ago.

Main ProfileWS BS S T Ag Int WP Fel42% 41% 42% 51% 38% 47% 54% 47%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 5 2 0 0

Skills: Academic Knowledge (Astronomy, History, Philosophy,Science, Theology), Arcane Language (Magick),Channelling, Charm, Common Knowledge (Bretonnia, theEmpire, the Wasteland), Gossip, Heal +20%, MagicalSense, Perception, Read/Write, Speak Language (Breton,Classical, Reikspiel), Swim, Trade (Apothecary, Herbalist)

Talents: Divine Lore (Shallya), Fast Hands, Fleet Footed,Etiquette, Lesser Magic (Dispel, Magic Alarm), MasterOrator, Meditation, Petty Magic (Divine), Public Speaking,Resistance to Disease, Savvy, Seasoned Traveller, Strike toStun, Strong-minded, Suave, Very Resilient

Combat:Magic: 2; Dispel, Divine Lore (Shallya), Magic Alarm Petty

Magic (Divine)

Armour (none): Hooded White Robe with a Heart SymbolEmbroidered in Gold Thread on Left Breast

AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: none (Unarmed, 1d10+0, Special)Trappings: Heart Medallion with Drop of Blood (holy symbol

of Shallya), Large Gold Key, Sling bag with basic healingsupplies

Herman Klopnite, Reformed Drunkardand Handyman

Tradesman (ex-Rogue)Herman has spent more years in a drunken stupor than he canremember. Two years ago, a caring Shallya priestess namedEtelka Goedhart found him near death and nursed him back tohealth. Since then, Herman has become the chief handyman ofthe Chapel of Shallya near the Doodkanaal and is very loyal tothe priestesses.Herman sometimes secretly goes to the Hound’s Den togamble, although he adamantly refuses to drink.

Skills: Blather, Charm, Common Knowledge (The Wasteland),Drive, Evaluate, Gamble, Gossip, Haggle, Perception,Performer (Storyteller), Read/Write, Secret Language (GuildTongue, Thieves Tongue), Secret Signs (Thieves), SpeakLanguage (Reikspiel), Trade (Carpenter, Stoneworker)

Talents: Dealmaker, Fleet Footed, Public Speaking, SixthSense, Streetwise, Very Strong

Combat:Armour (Light): Leather JackAP: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4)Weapons: Club (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Purse (with 4d10 pence)

Main ProfileWS BS S T Ag Int WP Fel38% 34% 46% 41% 35% 35% 37% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 4 5 0 3 0

Page 15: 102678424 the Marienburg Project

D29: Chapel of Shallya, The

Marienburg: The Greatest Port in the Old World

Anna Springer, ServantServant (ex-Rogue)Another victim of an uncaring society, Anna is an orphan of thestreets who somehow found a way to survive all its dangers.About a year ago, Anna showed up to the door of the Shallyanchapel half starved and beaten (though she has never identifiedher assailant). Sister Goedhart took Anna in and healed her.Since then, Anna has been working as a cleaning woman at theDoodkanaal chapel and aspires one day to becoming an Initiateof Shallya.

Skills: Blather, Charm, Common Knowledge (The Wasteland),Dodge Blow, Evaluate, Gossip, Perception, Performer(Actor), Read/Write, Search, Secret Language (ThievesTongue), Secret Signs (Thieves), Speak Language(Reikspiel), Trade (Cook)

Talents: Acute Hearing, Etiquette, Flee!, Fleet Footed,Lightning Reflexes, Public Speaking, Sixth Sense, Suave

Combat:Armour (none): Simple clothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10-1)

Trappings: Purse (with 3d10 pence)

Main ProfileWS BS S T Ag Int WP Fel31% 31% 29% 34% 47% 33% 47% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 13 2 3 5 0 0 0

Page 16: 102678424 the Marienburg Project

D31: Hound’s Den, The

Marienburg: The Greatest Port in the Old World

The Hound’s DenThe Hounds are a small but well-known gang of the DoodkanaalDistrict. They generally hang out in asmall gambling den they own on CrabLane.The "Den," as it's known, is a squatbuilding crowded by a dyer on oneside and a chandler on the other. Theneighbouring businesses don't mindthe toughs who lurk within since theDen opens at nine o'clock at night andcloses around four in the morning. TheDen is not large and the ground floor isone large room with five circular tablesat which men play cards or dicegames. The Hounds do not take a cut;they simply provide an area wherepeople can meet. Having said that,they try to make sure one Hound isinvolved in each game, and over timethey have become very skilledgamblers (and cheaters). The Houndsalso serve alcohol, though they do nottend to drink much themselves whilstgambling. After hours, there are 1d5+1Hounds here, sleeping, drinking, orfighting amongst themselves. Duringbusiness hours, there are 10 Houndshere along with 3d10+5 customers.

Pim the Groot and theHounds

GamblerMembers of the gang are easy toidentify by their arms, covered intattoos of ferocious dogs. The Houndswear common clothing, includingsturdy breeches, shirts, and leatherjerkins. Most wear fezzes on theirheads. The Hounds do not keep dogsthemselves; instead they often killcanines they come across and wearthe teeth as decoration.Their leader, Pim de Groot, is a typicalHound, though perhaps more cunningthan the others. A shock of white hair runs through hisotherwise brown mane. Use the standard Hound profile for Pim,but increase his Intelligence characteristic by 5.

Main ProfileWS BS S T Ag Int WP Fel38% 32% 30% 39% 40% 34% 34% 38%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 3 4 0 0 0

Skills: Blather, Common Knowledge (the Wasteland),Evaluate, Gamble, Gossip, Perception, Read/Write, SecretLanguage (Thieves' Tongue), Sleight of Hand, SpeakLanguage (Reikspiel)

Talents: Coolheaded, Flee!, Savvy, StreetwiseCombat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Hand Weapon (1d10+3), Knuckle-Dusters (1d10+0,

Pummelling)Trappings: Each Hound has a pair of dice, deck of cards, and

an ego to astound a noble. Purse (with 1d10 shillings, or1d10 Gu if Pim)

Page 17: 102678424 the Marienburg Project

D34: Crab Union Building, The

Marienburg: The Greatest Port in the Old World

The Crab Union BuildingBefore the Doodkanaal became what it was today, the canalsides were busy with Stevedores unloading goods. All that hasgone now, and no men ply that trade. Remnants of the busydocksides still exist though, including what was formerly themeeting place of a union of stevedores and has now beentaken over by one of the many gangs that roam the DeadCanal.Like many gangs, the group that call themselves the Claws aremostly bored young men, stuck in the Doodkanaal and unableto find work. They therefore live out their days roaming thestreets picking fights and preying on unwary travellers, whilstoccasionally sneaking into other districts to steal food and drink.The Claws take their name from the reoccurring crab motif thatdecorates the old Stevedore union building. They have slowlyintroduced the claw motif into their violent ways, using shortspiked weapons in their attacks and carving a claw onto theirvictims' heads. As time goes on they are becoming less like abunch of thugs and more like an organised, though violent, cult.The truth behind this is that when the first gangers found theunion building, abandoned by the Stevedores, they discoveredsomeone had taken up residence there. Calling himselfErasmus, the strange mutant with one clawed hand exerted acharismatic force over the easily swayed youngsters.Under the leadership of Erasmus, who the gang often refer toas `The Giant Crab', the Claws have slowly grown in numberand in cruelty. Erasmus himself, never leaving the unionbuilding, is biding his time before he decides his gang can beindoctrinated in the worship of his true lord – Slaanesh.

Erasmus 'The Giant Crab' Ode

Mutant Zealot"Closer boy, what do you have for me? A little tribute? Yes.Good. I shall enjoy this little one. Or perhaps we could enjoythis together?"

Born with a crab's claw for a hand, a midwife would havetypically handed the child over to the witch hunters. Erasmuswas truly blessed by the dark prince however, and exuded astrange charm upon those present at his birth. He was hiddenaway by his mother in the family cellar, unknown even to hismerchant father.Somehow he lived there for fifteen years, his mother feedinghim scraps from her plate. But all those long years sentErasmus even madder than he might have been. He sawvisions of a dark claw-armed god taking pleasure in the pain ofothers. He knew his destiny was to follow in his master's path.He was eager to sate his lust for inflicting agony.Eventually he escaped, slaying his mother as she bought himfood. Living in the sewers of Marienburg for a few years he metother freaks such as him, but grew bored with them and killedthem too. He eventually surfaced into an abandoned street, infront of a building decorated with a crab mosaic. Erasmus knewthis was a sign and stayed there, waiting for the followers heknew Slaanesh would provide.Erasmus should be hideous to look at. A huge crab's claw jutsout from one malformed arm. He is ghostly white, having notseen the sun for fifteen years. Wide, milky eyes stare out from ahairless face. Though a hunchbacked teenage boy he is large,towering misshapenly over most men. Yet somehow those that

he talks to feel drawn to him, eager to hear his promises of thebloodshed they will inflict in his name.

Skills: Charm +5%, Intimidate, Read/WriteTalents: Coolheaded, Public Speaking, Strike Mighty Blow,

Unsettling, Very StrongMutations:Fear Points: 2; Erasmus has the Unsettling Talent and a -

10% penalty on Disguise Tests to hide his conditionAlluring: Grants Erasmus a +9% bonus to Fellowship and a

+5% bonus to charm skill tests, already included in hisprofile

Hunchback: Erasmus may not wear armour on his Bodylocation unless it is specifically tailored

Pincer Hand: Erasmus’ left hand has been replaced by alarge claw. This grants him a Natural Weapon attack withthe Precise Quality

Combat:Armour (Light): Badly fitting Leather LeggingsAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 1 (5)Weapons: Pincer Hand (Natural Weapon, 1d10+5, Precise)

Trappings: Nothing of note

Main ProfileWS BS S T Ag Int WP Fel36% 15% 45% 28% 40% 35% 47% 59%

Secondary ProfileA W SB TB M Mag IP FP

1 10 4 2 4 0 6 0

Page 18: 102678424 the Marienburg Project

The Sign of the Sad FaceMarienburg: The Greatest Port in the Old World

D44: Sign of the Sad Face, The

On a rundown street that looks much like any other rundownstreet in the district, is a simple, nondescript building. Its onlydistinguishing feature is the wooden door upon which is carveda simple unhappy face. But despite its anonymity people whoknow the area cross the other side of the street as they walkpast. Even the toughest gangers look away from the carvedface. Some believe the place is haunted, for faint screams areoften heard in the dead of night.The truth is not much better. The sign of the sad face is whereSolomon Ritske plys his trade as a torturer. Famed amongst thecriminals fraternities all over Marienburg, Solomon is ruthlesslyefficient. It is said there is not a man he could not crack.Criminal masters will send prisoners to him to extractinformation, or sometimes disloyal subjects in need ofpunishment. Having someone “sent to Solomon.” is a commonwarning amongst thieves.After sundown two men must approach the sad face, the victimand his guard. The guard must knock on the door five times,then after a pause knocks three times. If no-one answers thedoor then Solomon is out, or busy with another client.Otherwise the two enter and Solomon accepts the payment of20 gold crowns, his services do not come cheap. The guardexplains the situation, generally as quickly as possible, beforescampering away.Most of Solomon's work is done in his basement beneath thestreet level. The variety of tools at his disposal is staggering,and simply looking at his collection of torture devices has drivenmany a man to breaking point before Solomon even startswork.

Solomon Ritske, TorturerInterrogator (ex-Barber-Surgeon, ex-Student)“Leave the purse on the table and the boy over by the door.What will it be this time? Knowledge? Or just a little reminder ofwhat he’s done?”

Not much is known about Solomon's early life, and most peoplecan't even recall how long he has been plying his trade inMarienburg. In truth Solomon was a Tilean medical student,studying at university in Tilea. Fascinated by anatomy he wasforced to flee the witch hunters when caught experimenting ona live body. He had little understanding for their anger, as hewas certainly not a Chaos worshipper as they claimed.Solomon travelled the Old World, moving through the Empirewhilst earning money as a Barber-Surgeon, but taking anyopportunity to continue his experimentations. Eventually hesettled in Marienburg, where he has been for over twenty years.As an unregistered doctor, he could only hire his services out tocriminals. It soon became apparent that he was more adept athurting than healing, and he set up his business in theDoodkanaal, where he knew the Black Caps and even witchhunters fear to tread.He is a tall gaunt figure, seemingly stretched out, with longtapering fingers. His eyes stare expressionlessly at his victimsas he talks to them in an accent with only the slightest hint ofTilean roots. He seems to take no particular pleasure in hiswork, seeing it only as necessary to always learn more aboutthe human body.

Skills: Academic Knowledge (Science), Common Knowledge(The Empire, Tilea, the Wasteland), Charm, Evaluate,Haggle, Heal +10%, Intimidate, Perception +20%,Read/Write +10%, Search, Speak Language (Classical,Reikspiel, Tilean), Swim, Torture +10%

Talents: Coolheaded, Linguistics, Menacing, Resistance toDisease, Resistance to Poison, Savvy, Strong Minded,Super Numerate, Surgery

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Club (Hand Weapon, 1d10+5), Knuckle Dusters

(1d10+, Pummelling)Trappings: Manacles, Purse (with 40 gu), a selection of

unusual tools to disturbing to contemplate

Main ProfileWS BS S T Ag Int WP Fel41% 30% 43% 40% 47% 52% 59% 49%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 0 7 0

Page 19: 102678424 the Marienburg Project

ElfsgemeenteMarienburg: The Greatest Port in the Old World

E

“Why fight the Humans for control of the seas? It would be awar without profit. Let us show them instead the wealth to begained by trading with us. Our ships are faster and carrymore cargo, and we have dealt with the Western Lands forcenturies longer than they. We will control them with thepromise of more riches than they could ever imagine.”

“For Shallya’s sake, man! Don’t go pickin’ a fight with an Elf ifyou’re likely to get caught. The Watch’ll turn you over to themquick as a wink! Business is too important to risk over a poorMarienburger.”

Marienburg is home to what is one of the most unusual spots inthe Old World: Sith Rionnasc’namishathir, the Elf Quarter,known formally as the Continental Exarchate of the HighKingdom of Ulthuan, called ‘Elfsgemeente’ by the Stadsraadand simply known as ‘Elftown’ by the locals. Set at the mouth ofthe Rijksweg Channel, on its north bank, and perched uneasilybetween the opulence of Guilderveld and the poverty of theFlats, Elftown is literally a piece of the High Elf Kingdom, thelast remnant of their millennia-gone empire. Through the eyesand ears of his Sea Elf subjects here, the Phoenix King keepsapprised of Old World doings from his throne at Lothern, andalso maintains a benevolent, if not always appreciated, watchover the Wood Elves of the Loren and Laurelorn forests.The enclave at Sith Rionnasc’namishathir is also profitable forboth Elves and Men. The Sea Elves are by far the world’sgreatest ocean travellers, and the carrying trade between theOld World, Cathay, Ind and the New World brings riches back toUlthuan. In particular, the Sea Elves claim that they haveexclusive trading rights with Lustria and most of its covetedgoods are sold by them alone. It is a claim which someMarienburgers refuse to recognise, however, and althoughbattles within the city over it are rare, stories of ambushedexpeditions, piracy and sinking are told by both sides.‘Star-Gem-by-the-Sea’ is also the port of choice for High andSea Elves setting out on a grand tour of the Old World. Herethey can have a taste of home before they go out to rough itamongst the natives. Those whose sensibilities are too delicateoften venture no farther than the bistros at Elftown’s edge,content to view the swarming masses of humanity from a safedistance.

To the casual tourist, Sith Rionnasc’namishathir seems muchlike any other well-to-do portion of Marienburg, albeit cleaner.But first impressions are deceptive. Broad canals form the mainavenues, lit at the intersections by silvery lamps. The chiefwaterway leads from Elfgate Bridge, the main entry to thequarter, past the glittering shops and bistros to the Grand CircleCanal, a favourite with Marienburg lovers because of thebeautiful park it surrounds. From the Grand Circle and the otherboulevard canals branch narrower side-channels that leadbetween the islands which support the clan mansions and thedocks. These are private ways, limited to the Elves, their guestsand those who have business with the clans. Trespassers areturned away by details of Sea Elf Watchmen who patrol in fastboats.The clans live in sprawling complexes known as the Mansions,although they are more than that. Not only is each home tomore than eighty Elves, but there are halls for entertainment,private study and meditation areas, and docks and workshopsfor individuals’ private boats. Many of the manses are builtaround a small bay where private craft may dock, with theentrances facing this pool, the outer walls projecting a nearlyblank face to the world. Some Mansions have grown so large

Elfsgemeente LocationsElfgate BridgeEB01: The Three of a Kind CasinoEB03: Gift of Tongues TranslationsThe Grand CanalEC01: Hall of TradeEC02: The Eire’Naro MansionEC03: The Westerleer Manniocs-Quinsh BarracksEC04: The Hall of the Four WindsEC12: Priceless FriendsElf TownET05: Race the Winds ShipyardET07: The Oranjekoft Manniocs-Quinsh BarracksET18: The Geldren Manniocs-Quinsh Barracks

Page 20: 102678424 the Marienburg Project

E

Marienburg: The Greatest Port in the Old World

over the centuries that they cover most of an island: windingcorridors sometimes lead to wings that are rarely used, perhapseven forgotten.The canals themselves are kept pure and clean by powerfulritual magic cast by Sea Elf Magi in the service of the clans.This magic sweeps the water incessantly, driving garbage andother filth into the rest of the city’s waterways. Though these arean occasional bone of contention with Marienburg’s Board ofPublic Health, good relations with Elftown are too important forthe Staadtholder to raise more than a perfunctory protest. Awizard or priest with Witchsight in Elftown will notice flittingpatterns of magic in the water that never cross SithRionnasc’namishathir’s boundaries.Non-elves are most likely to enter Elftown on some business,buying or selling goods. Many are engaged smuggling, movinga cargo past the many restrictions the City and the Exarchateplace on their commerce; while other come to seek contacts oreven as fugitives from the Marienburg Watch, who have noauthority in this district of the city.

“As the cool of our kin of the sea fails, so do their singingvoices slowly hush. Their culture mixes with that of man,they live in his cities and are welcome.

A great ship drifts from its moorings, towards troubledwaters of a whirlpool.

It is the ship of the sea elves, heading towards the vortex ofman.”

- Elf graffiti inscribed within the Hall of the Four Winds inMarienburg, Author Unknown

Page 21: 102678424 the Marienburg Project

EC02: The Eire’Naro Mansion

Marienburg: The Greatest Port in the Old World

The Eire’Naro MansionNamed because of its light orange colour (Eire’Naro roughlytranslates as ‘the hue of orange struck by the pale rising sun’)this imposing building is the official residence of the PhoenixKing’s Viceroy – The Exarch of Sith Rionnasc’namishathir. Itstands upon the small island of Rijksgebouw, in the centre ofthe Great Circle Canal, which is mainly covered with themanor’s large gardens that contain many imported Ulthuanflowers and trees. Distinguished guests arrive at the imposingprivate wharf, while others use the single bridge which connectsthe island with the Geldren.The building itself is a masterpiece of Elven architecture, builtby Galmaris Rosenbad from stone imported from Ulthuan, withsimple but elegant lines. Two grandiose flights of stars leadfrom the ground to a beautiful half circle of columns that formthe only entrance to the building. As well as the living quartersand offices of the Exarch, the Eire’Naro Mansion is also thelocation of the Eogath-loren. Sealed deep within the heart of theisland, behind a door of made of ten-inches of solid Ithilmar andguarded at all times by Swordmasters from the Tower of Hoeth,this mighty Crystal of Power was created by Mistrellia – theEnchantress of Tor Elyr. It is said to grant the Exarch greatpowers of scrying and communication.Every three years, the Exarch holds a Summer Garden Party, towhich all the finest individuals of the Old World are invited. Thewhole of the Rijksgebouw becomes a place of luxury for thethree days in celebration of the return of the Elves to the OldWorld. Each party cumulates in an impressive display of magicand illusion, which can be seen from any point in the city andmuch of the wasteland beyond.

Page 22: 102678424 the Marienburg Project

EC03: Westerleer Manniocs-Quinsh Barracks, The

Marienburg: The Greatest Port in the Old World

The Westerleer Manniocs-Quinsh BarracksLocated mere minuets away from the Hall of Trade, theWesterleer Barracks are under the command of CaptainTinuviel Hopebringer, and maintains a roster of five SeaMasters, twenty Sea Guards and an attached Mist Mage.As well as being responsible for patrolling the isle of Westerleer,Captain Tinuviel’s Elves also handles the security of ElfgateBridge and the arduous task of supervising every visitor thatwishes to cross it and enter Sith Rionnasc’namishathir.Technically subservient to the principle Watch Barracks locatedon Geldren, the Westerleer Watch handles much of the day-to-day administration in Elfsgemeente, especially matters whichrequire dealing with their human equivalents.Captain Tinuviel spends much of his time successfully courtinga singer at the ‘Three of a Kind’ leaving much of the stationsduties in the hands of his sergeants.

Page 23: 102678424 the Marienburg Project

ET07: Oranjekoft Manniocs-Quinsh Barracks, The

The Oranjekoft Manniocs-Quinsh BarracksMarienburg: The Greatest Port in the Old World

Located two alleys south of the famous race the WindsShipyards, the Oranjekoft Watch Barracks is responsible formaintaining patrols upon the islands of Oranjekoft andVlotshuis.The Barracks itself is a four story building, manned by twenty-four Sea Guard, six Sea Masters and an attached Mist Mage.Overseeing these is Captain Urdianel Kallarial – whose ratherluxurious private apartments take up the second and thirdfloors, where he lives with his wife.

Page 24: 102678424 the Marienburg Project

ET18: Geldren Manniocs-Quinsh Barracks, The

Marienburg: The Greatest Port in the Old World

The Geldren Manniocs-Quinsh BarracksOne of the largest buildings upon the island of Geldren, thislarge fortification watches over the western docks ofElfsgemeente and the Sullandiel Kanal that allows ships accessto the heart of Sith Rionnasc’namishathir.Built of solid white stone with no windows, this two toweredbuilding is in the classic High Elf design. Within each tower is acomplex Luminark, which allows the Tower Guards to eitherflood the sky over the waters with light or even set ship’s ablazewith powerful beams of dazzling Hysh.The largest of the three barracks, the Geldren Watch has acompliment of two Captains, eight Sea Masters, thirty-two SeaGuards and two attached Mist Mages. It is responsible formaintaining the law on the Islands of Geldren, Zeeburg andRijksgebouw – although in practise the later isle is patrolled bythe Exarch’s own High Guard.

Page 25: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Goudberg

“It’s beautiful here, Mama - there are trees lining some of thecanals, fountains in the squares and real parks. It's so pleasantto walk in Goudberg that you forget that you're in the middleof a swamp."

"All the money that flows into the city winds up in the hands ofthe bull seals who live here. If you searched their studies, Ibelieve you'd find title deeds showing they owned each andevery one of us."

"My brother and me were walking by van de Kuypers' place,and ten of his thugs started beating the tar out of us! Just forwalking where any Marienburger is free to go! They'd havekilled us if the Watch hadn't arrived and arrested us fortrespass.”

Goudberg is one of the wealthiest districts of Marienburg, alongwith Guilderveld and Oudgeldwijk. Unlike Guilderveld, the pacehere is more sedate and genteel, while lacking the backwardlooking lassitude of the old nobility in Oudgeldwijk. The peoplewho live in Goudberg, the rich and the filthy rich, can afford tolive apart from their businesses, leaving their scores of flunkiesto do the real work.Elegance is a byword in Goudberg, and the buildings in theward reflect that. Though small by the standards of Old Worldnobility, the mansions of the rich are heavily decorated inwhatever style was the fashion when they were built. Tileanfluted columns and Nulner statues of Winged Victory minglewith gargoyles and faux-battlements from the time of the War ofIndependence. The interiors are lavish, and many a ruralImperial noble has felt like a bumpkin after paying a call.Everyone in Goudberg has servants, even if it's just one or twoto do the cleaning and cooking. The mansions of the Ten arestaffed to the rafters with liveried servants, many drawn fromthe Cathayan, Nipponese, Indic and Kislevite ghettos underGoudberg’s jurisdiction.Businesses in Goudberg tend toward luxury, service and thearts. The playwright Willibrord Mengelberg manages the highlyregarded Aardbol Theatre, partly famous because it puts onfarces lampooning the elite of Marienburg while receiving

GB

subsidies from the government. In a house donated by Jaanvan de Kuypers, the renowned scholar Timotheus Kogeveentutors the children of the elite in the finest private Lyceum in thecity. In Goudberg the pavement artists, streetwalkers andcutpurses of mundane Marienburg are replaced with sculptors,courtesans and dashing, debonair cat burglars.During the day, the ward streets and canals are filled mostlywith servants and functionaries dashing hither and yon on theirmasters' affairs. Tradesmen make deliveries or performservices, while lesser merchants and brokers cut deals overlunch at elegant cafes. Beggars are forcefully discouraged.At night, the streets and canals grow quieter as Goudbergersbegin their nightly rounds of social calls. Small parties travel inlantern-lit canal boats from one mansion to another in a whirl ofdinner parties and less formal affairs. Younger sons of the well-to-do sally forth in small groups of rakes, cutting dashing figureswith their cloaks and rapiers, hopping from one drinking-club tothe next.

Goudberg LocationsGB08: Marquandt’s EscortsGB09: The Prince’s RestGB21: House van de KuypersGB30: Oliver Bonner, Scents and BalmsGB31: The Bosphorus ClubGB33: House van HaagenGB38: The Brotherhood and the Knights of PurityGB44: Ree’s Wax Museum and StudioGB47: The Aardbol TheatreGB48: Sign of the Brush and GullGB49: The Goat and StoatGB60: Van Reeveldt’s BoatbuildersGB72: The der Kwick ResidenceZijdemarkt

Page 26: 102678424 the Marienburg Project

GB

Marienburg: The Greatest Port in the Old World

As one would expect, the Black Caps are well funded and verysharp about protecting the property of the residents. Becausethe private marines of the Great Families in Goudberg protecttheir masters' homes, the Watch is free to concentrate its effortselsewhere in the ward - although they still come quickly whenMijn Heer Director van den Nijmenks calls. Consequently, theLeague of Gentlemen Entrepreneurs is circumspect in itsoperations here: the targets are tempting, but the risks are veryhigh. Alternatively, according to some wags, the Gentlemen areless active in Goudberg because they see no sense in robbingtheir own.

Page 27: 102678424 the Marienburg Project

GB08: Marquandt’s Escorts

Marienburg: The Greatest Port in the Old World

Marquandt’s Escorts“That’s the third of these letters you’ve had this month, Alfons!You must take it seriously. What will you do if they come afteryour wife and children? I’m taking you to see Marquandt. Ifanyone’s trying to kill you, he’s your best hope of stayingalive.”

“It’s a racket, I tell you. Marquandt or one his boysconveniently shows up to offer hit protection just whensomeone needs them. Why do you think that people threatenedby the Guild We’ve Never Heard of who hire Marquandt staysafe? It’s because he’s in on it and gives the League a cut, that’swhy. “

Footpads and cutthroats, burglars and pickpockets, racketeers,kidnappers and even hired killers – the dangers to life, limb andproperty in many of the Old World’s cities are a constant worry.The Watch, over-worked and under-manned, if not incompetentor corrupt, can rarely do anything about it. And when they arehonest and competent, they still get involved most often onlyafter the crime has been committed - little comfort to the corpsecooling on the cobbles.The poor and middle classes of Marienburg can do little butcarry a dagger and pray that it’s the other guys turn. But, for theperson of means who wants the best in protection, there is nobetter place to go than Marquandt’s Escort Service, at the signof the crossed swords and shield, along the Zwaansloop canalin Goudberg.Marquandt’s storefront occupies the ground floor of a four-storey building next to the Prince’s Rest Inn, with Marquandt’sown dwelling above. The ground floor is divided into two offices:one manned from 8 o’clock till dusk by Velma Rutten, scribe aformer scribe and excisewoman who acts as Marquandt’ssecretary and accountant. It’s her job to weed out the drossfrom those who might really need Marquandt’s help. She is veryloyal to her employer and takes her duties seriously. There areusually one or two of Marquandt’s “boys” around, too, who areonly too happy to eject people who don’t take Velma seriously.Marquandt’s own well-furnished office is behind a heavy oakendoor. Here he interviews clients, determines their needs andsets his fee. The office is dominated by a heavy desk woodentopped in Tilean marble (a gift from a grateful client) and thewalls are decorated with weapons and armour fromMarquandt’s adventuring days. His clients include some veryimportant Marienburgers though rarely anyone closelyassociated with the Ten, since they have their own householdtroops. Marquandt’s Escorts also provides protection to wealthyvisitors to Marienburg, and his agency is popular with thosewho plan to go “slumming” in the rougher parts of town, likeSuiddock. His fees average the guilders per day per bodyguard,payable advance.Marquandt has a high turnover of staff, losing them to injury oreven death, so he is always on the lookout for able warriors. Heprovides better than average bodyguards, so prospectiveemployees had better have good experience under their belts.He has a standing agreement with Sander Monnik, providingthe Pit Master ample protection in exchange for special trainingfor his employees. Many of Marquandt’s best men were ex-fighters at Monnik’s School. His line of work also puts him inpossession of often-interesting information, but his dedication toconfidentiality is quite strong and he is above blackmail. Anyone

seeking to learn something delicate from Marquandt needs toshow an excellent reason.

Tobias Marquandt, Protection SpecialistDuellist (ex-Sergeant, ex-Bounty Hunter, ex-Watchman)

“So you cheated a Lianllach agent andnow you think he’s out to get you? We canprotect you, but it will cost you. A lot.”

“Velma, take a message to LittleRoundhead. ‘Dear Miguelito, comma, I’veheard of your plans and I congratulateyour audacity comma however, theBaroness du Piquet is under ourprotection, full stop. If you value whatlittle is left of your hair and the scalp towhich it is attached comma I suggest youstick to rolling drunks. Full stop. Marquandt.’ Send it the usualway.”

Of medium height and a wiry but powerful build, Marquandt hasbrush-cut blond hair and a handlebar moustache on anotherwise clean-shaven face. A duelling scar on his left checkand a broken nose work to make him look older than his 39years. His grey-green eyes are always alert, never failing totake in the entire scene.Tobias Marquandt loves a challenge, and the game of cat andmouse. After travelling the Empire and Kislev as an adventurer,he realised that he could put his talents to profitable use byprotecting others. He puts his heart and soul into his work, anddoesn’t take it at all well on those rare occasions when theopposition gets through. He is a firm believer in the idea thatpayback, as he puts it, “is a bitch”.Marquandt has extensive contacts in Marienburg society, fromGoudberg to Doodkanaal, and in several cities of the Old World.He has neither encouraged nor discouraged the rumours of hiscorruption, because these have led to useful contacts withinMarienburg’s underworld and actually brought in business. And,though he has been known to trade information of use to theLeague, he has never betrayed a client.He knows that Aunt Mina is a fence, and uses her as a conduitto get messages to Adalbert Henschmann. At present he isconsidering a request to provide clandestine protection toMargaretta of Kruiersmuur. The request came not from her, butin a letter from an anonymous person who sent along enoughgold to pay for a month’s service. Marquandt is naturally curiousabout the author’s identity.

Page 28: 102678424 the Marienburg Project

GB08: Marquandt’s Escorts

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Law, Strategy/Tactics), Charm,Command, Common Knowledge (The Empire, theWasteland), Dodge Blow +20%, Follow Trail +10%, Gamble,Gossip+20%, Intimidate +20%, Outdoor Survival,Perception +20%, Read/Write, Search +10%, SecretLanguage (Battle Tongue), Shadowing, Silent Move, Sleightof Hand, Speak Language (Reikspiel, Tilean)

Talents: Acute Hearing, Coolheaded, Disarm, Etiquette,Menacing, Mighty Shot, Quick Draw, Rover, Savvy,Seasoned Traveller, Sharpshooter, Specialist WeaponGroup (Entangling, Fencing, Gunpowder, Parrying), StreetFighting, Strike Mighty Blow, Strike to Injure, Strike to Stun,Swashbuckler, Warrior Born, Wrestling

Combat:Armour (none): Good Quality Doublet, Hose and CloakAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Rapier (1d10+4, CV+1, Fast), Main-Gauche

(1d10+2, Balanced, CV+1, Defensive), Brace of DuellingPistols (1d10+5, Range 8/16, Reload 2 Full, Impact,Unreliable), Dagger (1d10+3, CV+1), Invisible Shield(Shield)

Trappings: Ring of Shielding, Talisman of Shadows, Dose ofViper’s Kiss, Flask of Brandy, Tin of High Quality Snuff,Purse (with 3d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel65% 48% 46% 57% 47% 52% 57% 50%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 5 4 0 0 0

Talisman of ShadowsAcademic Knowledge: MagicPowers: Bound Spell (Shadow of Death, CN 15, CT Full);

With a successful Will Power test, the wearer mayattempt to cast the Shadow of Death spell from the Loreof Shadows as if they had a Magic Characteristic of 2(plus their own Magic Characteristic). See the ‘Realmsof Sorcery’ for details of this spell.

History: A gift from a grateful Grey Magister whoMarquandt kept alive, it permits the use of a minor spellof the Shadow college.

Ring of ShieldingAcademic Knowledge: MagicPowers: When worn this ring summons an invisible shield

of force. The wearer of this ring in all ways counts asbeing equipped with a Shield on the arm on which theyare wearing the ring. Outside of combat, creatures mustmake a Very Hard (-30%) Perception skill test to noticethis protection.

History: A slender ring of Elven design, this item grantsthe wearer protection, even though they appear un-armoured.

Page 29: 102678424 the Marienburg Project

GB09: Prince’s Rest, The

The Prince’s RestMarienburg: The Greatest Port in the Old World

“The food it exquisite there! Why, Director den Euwe himselfraved about the Grootscher Eel in jelly. I love eating at thePrince's Rest - all the best people do, you know.”

“What a bunch of snoots-in-the-air! They acted at if I didn'tbelong - me, the Master of the Bakers Guild! Why, I had waitedmonths for those reservations, and I even finagled a room forthe night - don't tell my wife, please. What do I get for mytrouble? Roast duck that I swear was haunted and a bed thathad sprouted mushrooms! No, I'm not joking! The staffpractically accused me of pranking! I'm sticking to places thatI can trust after this.”

Next to Marquandt's Escorts stands an ancient three-storey innthat is among the smartest establishments in Marienburg.Named the Prince's Rest for its popularity with Grand PrinceRikard of the Reikland, who always stayed there when visitingBaron Matteus, the inn cultivates an elite, exclusive atmospherethat is reflected in its clientele. Only the best (i.e. the wealthiest)can afford to eat and sleep there, though dedicated social-climbers from the middle classes have been known to save foryears to afford one evening at the Prince's.The Prince's is most known for its exquisite cuisine andimpeccable service. The dining room seats a dozen tables ofvarious sizes, between which servants in royal purple tabardsglide – the right to use this colour was granted by Grand PrinceRikard, whose letter is framed above the mantle. The kitchen issupervised by Master Chef August Bardolino, a Miraglianesewhose last assignment was in the Royal Palace at Oisillonitself. The wine cellar is without equal in Marienburg, and stocksonly the finest Bretonnian, Estalian and Tilean vintages(“Imperial wine” is a contradiction in terms, according to theowner.)Rooms are available, though most are taken up with standingreservations. Those few that are available have waiting listsstretching sometimes into years. The rooms themselves areuniformly luxurious, with goose-feather mattresses and pillows,satin sheets and lamb's-wool blankets. Each has its own privateattendant only a bell-pull away. Sparing no expense, all thechamber pots are magically scented by Sybo Haan himself.Security for the guests and their valuables is provided through astanding arrangement with Tobias Marquandt. Anyone planningan evening at the Prince's Rest should expect to pay 500% ofthe standard prices. Rudolph Aasenberg owns the mostexclusive inn in the north-western Old World. So why is heunhappy? Why does he pray to Shallya for mercy every nightand spend countless guilders consulting useless seers?Because poor Heer Aasenberg is convinced that his inn ishaunted and if knowledge of the embarrassing goings-onbecame widely known, he and the Prince's Rest would beruined.Heer Aasenberg's problems don't stem from any ghost. Rather,he has an unknown guest, a boarder who only wants to help.

August Bardolino, Miraglianese MasterChef

Artisan (ex-Thug, ex-Racketeer, ex-Tradesman)August Bardolino is of average height, but remarkably lithe andwiry. He is always dressed in very fine clothing and wearsflowing white silk shirts of the highest quality, and skin-tight,colourful leggings. His brown boots are from hand made Tilean

leather and easily cost over a hundred Guilders. He has a sharpface, lined with middle age, and a abrupt goatee beard pokingunobtrusively from his chin.August Bardolino was born in the city of Miragliano, the thirdson of a family of immigrants. He had a different name then. Asa bright but destitute child growing up on the streets of the cityhe befriended several members of the huge racketeering scam,run by the infamous di’Vermosia family. When he matured, Hebecame part of the organisation, and ascended through itsranks. Soon he was leader of whole areas of the city.One night, one of his childhood friends who he had not seen formany years met him, and explained to him that the Doge ofMiragliano was about to declare war on the di’Vermosia andthat August was on the list of targets. August didn’t even pack,but stowed away on a trading ship bound for Bretonnia that verynight. When he arrived he was cold, hungry and homeless. Fora year he was a down and out, living in the slums of Gisoreux.He changed his name, ever fearful of vengeance, andeventually he managed to find work as a servant at the RoyalPalace of Oisillon.Three years later, as he was in one of Couronne’s food marketsshopping for his employer, he happened to bump into someonehe hadn’t seen for years. Pietro greeted him somewhat coldly,and told him of events. The raid was a success and a greatnumber of the di’Vermosia Family and their men had beenhung. The survivors had come to the conclusion that as Augusthad fled, he must have been working for the Doge’s men, andhad called a vendetta against him. August was terrified, anddeciding that he was not safe in Bretonnia, fled to the port ofMarienburg where due to his palace connections he found workat the Prince’s Rest.August is still fearful to this day of ever being seen by any of hisold companions, and Pietro visits him every few years. Althoughoutwardly cheerful, welcoming and jovial, his eyes hint at adarker side of his character. They are grey, as plain as steel,and yet fearful, darting around the room, scanning peoplesfaces, but never resting on them for too long.

Skills: Command, Common Knowledge (Bretonnian, Tilea, theWasteland), Consume Alcohol, Dodge Blow, Drive,Evaluate, Gamble, Gossip, Haggle, Intimidate, Perception,Read/Write, Secret Language (Guild Tongue, ThievesTongue), Shadowing, Speak Language (Breton, Reikspiel,Tilean), Trade (Art, Brewer, Cook +10%, Herbalist)

Talents: Coolheaded, Dealmaker, Disarm, Etiquette, ExcellentVision, Menacing, Resistance to Poison, Sixth Sense, StreetFighting, Streetwise, Strike Mighty Blow, Strike to Injure,Strike to Stun

Main ProfileWS BS S T Ag Int WP Fel52% 39% 43% 39% 47% 36% 57% 45%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 3 4 0 2 0

Page 30: 102678424 the Marienburg Project

Skills: Academic Knowledge (Genealogy/Heraldry), Blather,Charm, Common Knowledge (Tilea, the Wasteland),Consume Alcohol, Dodge Blow, Evaluate, Gamble, Gossip,Lip Reading, Navigation, Perception, Performer (Actor,Storyteller), Read/Write, Search, Speak Language (Tilean,Reikspiel), Swim, Trade (Calligrapher)

Talents: Dealmaker, Etiquette, Fleet Footed, Public Speaking,Suave, Swashbuckler, Very Strong

Combat:Armour (Light): Dashing Clothes, Leather Jack, Fine Cloak

and with a Blue Velvet Rose in his buttonholeAP: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Small Mirror, Several Plays, Purse (with 3d10 Gu

and 3d10 shillings)

Skwiknibble Mouldeye, Shaman of theMother Fungus

Snotling extraordinaire (Servant)"Me like. Me help."

Two feet, two inches tall, stooped and filthy. A few bristles ofhair sprout from his warty green head. The rheumy yellow eyesshow far more intelligence than one would expect from asnotling.Skwiknibble was once the pet and companion of the WizardCarstein, an Imperial Wizard who took pity on the littlegreenskin he found cowering in a goblins' cave he had justcleared. Recognising the faint glimmer of intelligence (thesnotling could actually count to four), Carstein tamed him andactually became quite fond of him. Knowing that he could notopenly take Skwiknibble with him, he carried him in a smallvalise drilled with air holes.Carstein met an unfortunate end while in Marienburg. Havingacquired an artefact of odd powers, he interrupted hisinvestigations in his room at the Prince's Rest to answernature's call. He came back just in time to see Skwiknibbleswallowing the amulet. Before he could shake the jewel out ofthe snotling, his anger got the better of him and he died in anapoplectic fit.Skwiknibble couldn't understand what had happened, but heknew he was in trouble and had to hide. He also knew he hadnowhere to go. Since Carstein obviously liked the Prince's somuch, he decided to stay there, hiding in the walls and the cesspool, to help these nice people. Soon he discovered that hecould make the place more "homey" (for a snotling, that is) justby "wishing". Having forgotten about the shiny piece of glowingrock he had swallowed, he assumes this is a blessing from theMother Fungus herself, and that he is a great shaman. He hasspent the last month adding just the right touches here andthere around the inn, and the staffs' reactions have made himvery happy. He's even started a puffball patch on the atticrafters.Aasenberg and his staff have occasionally heard the faint pitter-patter of tiny feet at night, but they have assumed these arecaused by the "ghost". Only one being knows the truth – thecat, Harry. He's seen Skwiknibble dashing about the inn at night

Note that Adrian’s Common Knowledge (Bretonnia) and SpeakLanguage (Bretonnian) Skills where brought outside of hisCareers.

Combat:Armour (none): Fine Clothes and Pointy brown leather bootsAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Stiletto (Dagger, 1d10+2, CV+1)Trappings: various small pouches of cooking Herbs, Purse

(with 3d10 Gu and 6d10 shillings)

Eustachius Aasenberg, Playwright

Rapscallion (ex-Dilettante, ex-Entertainer)“But surely you can see that in this scene the chair representsthe burdens of society constantly being dragged from one areaof responsibility to another, never being broken into itscomponent parts and reduced to the primal wood it camefrom. This furthers the themes this play expresses.”

Rudolph Aasenberg’s eldest son, Eustachius is a tall, strongand conventionally handsome, with slicked back blond hair andblue eyes. Unfortunately he is also somewhat egotistical,pretentious and vain.

Eustachius always wears fashionable and ostentatious clothing,with a large blue velvet rose in his buttonhole. He sees himselfas a cutting edge playwright and director, and regularly puts onproductions at the Aardbol Theatre. His works are typicallypretentious and boring, as Eustachius is concerned with the“metaphysical nature” of his works and the “attempt to explorethe intrinsic contradictions of the modern world and thusexpose the idiosyncratic conundrums of the spiritual nature ofman”. Nevertheless, his works have become quite fashionableamong a certain set, keen not to upset the man who will oneday take over Marienburg’s most exclusive inn. If anyone somuch as suggests that his plays could do with a littleimprovement, he fills with self pity and anger – and his fatherhas a long list of theatre critics who have been banned fromentering the Prince’s Rest.An intellectual snob, Eustachius despises almost everyone inthe Aardbol Theatre, and takes it as a personal insult when anyof the other productions there win acclaim. Eustachius has asuffocating love for his sister, Juliana, the only person who trulylikes him, and a grudging respect for Remiel Lietz. Should heever discover the tryst between the two, he would angry,confused and deeply upset. He admires Emma van der Schaar– who pretends to enjoy his work – and despises ArngrimZloothsson for imagined sabotage attempts on hismasterpieces by technical problems.

Main ProfileWS BS S T Ag Int WP Fel41% 39% 46% 39% 51% 38% 38% 67%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 3 5 0 1 0

GB09: Prince’s Rest, The

Marienburg: The Greatest Port in the Old World

Page 31: 102678424 the Marienburg Project

GB09: Prince’s Rest, The

Marienburg: The Greatest Port in the Old World

and the two have become friends. Harry will sit for hours staringat a spot in the wall behind which the snotling is hiding, ormeowing over the hole of the bench in the loo, waiting for him tocome out. Of course, the staff just think the cat has found amouse.

Skills: Animal Care, Blather, Concealment, Dodge Blow,Evaluate, Gossip, Outdoor Survival, Perception +10%,Scale Sheer Surface, Search, Sleight of Hand, SpeakLanguage (Goblin Tongue, Reikspiel)

Talents: Acute Hearing, Fearless, Flee, Hardy, LighteningReflexes, Night Vision, Very Resilient

Combat:Magic: 2; Petty Magic (Arcane)Armour (none): Soiled loincloth and vestAP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2)Weapons: none (Unarmed, 1d10-3, Special)Trappings: Stolen Dinner Knife, Bag of Cat Droppings,

Amulet of Wild Magic (swallowed, embedded in stomach)

Main ProfileWS BS S T Ag Int WP Fel20% 20% 17% 20% 45% 17% 15% 15%

Secondary ProfileA W SB TB M Mag IP FP

1 6 1 2 4 0 0 0

Amulet of Wild MagicAcademic Knowledge: MagicPowers: The Wearer of the Amulet may cast any Arcane

Spell of Casting Number 5 or lower, as if they had aMagic Characteristic of 2. The bearer must pass anIntelligence Test upon casting a spell from the Amulet. Iffailed, the spells effect is reversed, usually in anembarrassing, dangerous, or comedic fashion (forexample, `Calm the Wild Beast' would cause Frenzy inits target, `Deathsight’ would render the living invisibleto the caster, `Ferment’ would turn a liquid intosewerage, and `Cleansing Glow’ would causemushrooms to grow on the target). - Each time areversed effect occurs, the wielder must pass a secondIntelligence Test, or suffers a Minor ChaosManifestation.

History: A gift given to the famous Elven LoremasterYrtle, by his Master, when he first apprenticed to learnMagic, this powerful item is considered a toy to thegreat Elven Mages. Designed to test the apprentices'control over the Winds of Magic, this Amulet canperform a great many minor magical effects, providingthe apprentice can maintain concentration when usingit. Upon successfully mastering this device, theapprentice is judged worthy to be taught the most basicPetty Magicks.Yrtle kept this device as a memento of hisapprenticeship, and it was lost upon his death in theGreat War Against Chaos. During its time lost in thehands of the Chaos Armies, the effects were subtly anddangerously twisted. To the Humans who have wieldedit since, it has seemed an erratic and dangerous device,which has ultimately caused their ruin.

Page 32: 102678424 the Marienburg Project

GB30: Oliver Bonner, Scents and Balms

Oliver Bonner, Scents and BalmsMarienburg: The Greatest Port in the Old World

“Scent! You smell like you could do with some of that!”

“Oh my dear, that man is simply divine. His perfumes are sorefined, so exquisite!”

The Bonner family has been making perfumes for hundreds ofyears within the Empire. The current owner of the familybusiness, Oliver Bonner, moved to Marienburg from Nulnseveral years ago, choosing to position his famousestablishment somewhere more cosmopolitan. His shop on SilkShape Square blended in perfectly, and due to the increasedexposure in Marienburg, many of the more wealthy members ofthe city have flocked to his door.The shop itself is somewhat spartan. The bay window is empty,allowing copious amounts of light to flow into the building. In thecentre of the room, rests the only piece of furniture: a largemahogany table, blanketed with small glass jars. Locked withinthe vessels is sandalwood and tuberose from Araby, vetiverfrom the Lustria, rose essence and camphora from Cathay, andiris root, which costs three times the price of gold. One end ofthe table has a work mat, pestle and mortar and otherapparatus. There are deep draws under the tables, and thesecontain yet more jars and empty bottles for the finished product.

Oliver Bonner, PerfumerMutant Doomweaver (ex-Tradesman, ex-Artisan, ex-Cult Acolyte of Slaanesh, ex-Maledictor)

Oliver is tall, athletic and has blonde hair so pale it is almostwhite. His eyes are lacklustre, and many people suspect that heis at least partially blind, but no one knows for certain. Whenconversing, his nose twitches constantly, and he has anunnerving habit of sniffing everyone he meets. He isconsistently well dressed, with cloths carefully selected from thesmall boutiques that surround Silk Shape Square, and of coursehe always smells glorious.Bonner is a familiar figure around Marienburg, not only in theexquisite clubs of Goudberg and Tempelwijk, but also inArabierstad, Indierswijk and Zijdemarkt – where he haggles forthe best spices and mineral ingredients for his scents. He isoften quite judgemental in his dealings, quick to criticise theludicrousness of any fashion he disagrees with or theadherence to “pointless” tradition. He is often bluntly honest,even righteous with his customers – no matter how wealthy orimportant they may be. On the other hand, he appears equallydedicated to his own luxury, spending a small fortune of clothesand other fripperies.A deviant and Bon Vivant of the highest order, Bonner is amember of several of the cities most prolific Slaanesh Cults. Hisworship of the prince of Pleasure was the true motive forleaving Nuln, after Witch Hunters destroyed his current coven.Boner lives only to revel in sensation in an entirely decadentfashion. He dines frequently with Anetta van Klausner of theAesthetes, and frequently attends the lavish balls at The VelvetRooms. He closest association is the with the neighbouring cultof the Siblinghood of Eternal Love, where he frequentlyparticipates in their gatherings. And all his fellow cultists hissupplies with “special” highly addictive perfumes and scentedcandles.For, egotistical in the extreme, Bonner is not content with justjoining the Cities various cults – but seeks to master andultimately consume them in a feast of depravity and

cannibalism that he believes will elevate him to daemon-hood.To this end he is attempting to ensnare all the other cultists in aweb of addiction, at which point he will eliminate the othercoven leaders and assume total control.

Skills: Academic Knowledge (The Arts, Daemonology, Magic),Channelling +10%, Charm, Common Knowledge (TheEmpire, the Wasteland), Disguise, Drive, Evaluate +10%,Follow Trail, Gamble, Gossip+10%, Haggle, Intimidate,Magical Sense +10%, Perception +20%, Performer (Actor),Read/Write, Ride, Search, Secret Language (Guild Tongue),Speak Arcane Language (Daemonic, Magick), SpeakLanguage (Arabyan, Breton, Cathayan, Classical, Reikspiel,Tilean), Trade (Apothecary +10%, Artist,Candlemaker,+10%), Swim

Talents: Artistic, Aethyric Attunement, Dark Lore (Slaanesh),Dark Magic, Dealmaker, Etiquette, Excellent Vision, FastHands, Inured to Chaos, Lesser Magic (Aethyric Armour,Magic Alarm, Magic Lock), Marksman, Mighty Missile, NightVision, Petty Magic (Chaos), Savvy, Stout Hearted,Streetwise, Suave

Inured to Chaos gives Oliver a +10% bonus to resist gainingfurther Mutations. Note that the Keen Senses Trait granted from‘Cult Acolyte of Slaanesh’ Career has been replaced with‘Excellent Vision or Acute Hearing’.

Mutations:Fear Points: 0Chaos Weapon (Entrancing Blade): Counts as a Hand

Weapon; In addition, when used in combat all enemieswithin 6 yards must pass a Will Power test or becomeBewildered (see the Bewilder Spell).

Long Nose: This Grants Oliver the Follow Trail skill and a+10% bonus to Perception tests based upon smell.

Combat:Magic: 2; Aethyric Armour, Dark Lore (Slaanesh), Magic

Alarm, Magic Lock, Petty Magic (Chaos)The rules for Oliver’s Petty Magic (Chaos) and Dark Lore(Slaanesh) spells can be found in Tome of Corruption, if you donot have access to that book substitute Petty Magic (Arcane)and Arcane Magic (Amethyst) instead.

Armour (none): Noble’s GarbAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Entrancing Blade (Hand Weapon, 1d10+4,

Special), Dagger (1d10+1)Trappings: Grimoire, Trade Tools (Perfumer), Purse (with 15

Gu and 3d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel40% 37% 42% 36% 47% 54% 57% 60%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 3 4 2 0 0

Page 33: 102678424 the Marienburg Project

GB31: Bosphorus Club, The

The Bosphorus ClubMarienburg: The Greatest Port in the Old World

One of the most exclusive clubs in Marienburg, the Bosphorusis based in an unobtrusive building on Silk Shape Square, nearthe edge of the Zijdemarkt. The Club’s entrance is narrow,much the same as the entrances to apartments above theshops. A small, perfectly polished brass plate divulges the club’sname “The Bosphorus Club - Members Only” and is screwed tothe wall directly next to the door. The club is only open a coupleof nights in every month, the rest of the time it is locked andempty.As the club’s patrons are all devout followers of Slaanesh, thisanonymity is a vital requirement. Many of them are the sonsand daughters of the Merchant Lords, jaded despite their youth,and seeking ever more bizarre and decadent pleasures.Collectively the club members form a cult known as TheSiblinghood of Eternal Love, which exists solely to exploit thefantasies and facets of pleasure and degradation to the utmost.Directly inside is a small porch where a guard sits and behindhim is a heavy iron door with a combination lock. The lock’scode changes every night to prevent unauthorised entry andonly the guard knows the code. Behind the door is a flight ofstone stairs, going down instead of up, and then a shortpassage ending with a thick purple curtain. Just off the passageis a cloakroom where members can change (usually into verylittle)!The club is dark and permeated with an intoxicating perfume ofincense and sweat. Alcoves are spread around the walls, andaromatic candles (made by Oliver Bonner) provide both lightand scent. There are candles on the tables as well, and severalcolourful magical lights flit around the room like fireflies.Hanging from the centre of the ceiling is a large cage, in whichhypnotised musicians are incarcerated and forced to perform.Under this is a mosaic depicting Slaanesh’s symbol, but the restof the floor is cloaked with a thick purple carpets. All the otherfurnishings are either purple, or a pastel shade of pink or blue.There are three ornate tables spread with wines, sweat meats,drugs and herbs, incense and coloured dyes. Around each tableare three couches with arm rests at either end but no back rest(one is obviously expected to sprawl) In one corner of thechamber, a shallow pool of tinted water gurgles quietly.

Sister Héloise, Priestess of PleasureCult Magus of Slaanesh (ex-Cult Acolyte ofSlaanesh, ex-Burgher)

The owner of the Bosphorus Club is known simply as SisterHéloise, who is also the supreme mistress of the Siblinghood ofEternal Love. It is rumoured that she lives in a grand house ona private island, similar to the Merchant Lords and other richMarienburgers, but no one can say how she got either propertyor money. Very little is known about Sister Héloise but there ismuch speculation among the members.

Skills: Academic Knowledge (The Arts, Daemonology,Genealogy/Heraldry), Channelling, Charm +10%, CommonKnowledge (The Empire, the Wasteland), Consume Alcohol+20%, Disguise, Drive, Evaluate +10%, Gamble, Gossip+20%, Haggle, Intimidate, Magical Sense, Perception,Performer (Actor, Dancer), Read/Write, Search, SpeakArcane Language (Daemonic), Speak Language (Breton,Classical, Reikspiel)

Talents: Aethyric Attunement, Dark Lore (Slaanesh), DarkMagic, Dealmaker, Etiquette, Excellent Vision, Fearless,Inured to Chaos, Lesser Magic (Exorcism, Magic Alarm),Lightning Reflexes, Menacing, Mimic, Petty Magic (Chaos),Resistance to Disease, Resistance to Poison, Savvy,Schemer, Streetwise, Suave

Inured to Chaos gives Héloise a +10% bonus to resist gainingfurther Mutations. Note that the Keen Senses Trait granted from‘Cult Acolyte of Slaanesh’ Career has been replaced with‘Excellent Vision or Acute Hearing’.

Mutations:Intoxicating Personality: Grants Héloise a +9% Bonus to

Will Power and a +1% Bonus to Fellowship, alreadyincluded in her profile.

Razor-edged Tail: This functions as per the NaturalWeapons Trait.

Combat:Magic: 2; Dark Lore (Slaanesh), Exorcism, Magic Alarm, Petty

Magic (Chaos)The rules for Héloise’s Petty Magic (Chaos) and Dark Lore(Slaanesh) spells can be found in Tome of Corruption, if you donot have access to that book substitute Petty Magic (Arcane)and Arcane Magic (Amethyst) instead.

Armour (Light): Noble’s Garb with Studded Leather CorsetAP: Head 0 (3), Arms 0 (3), Body 2 (5), Legs 0 (3)Weapons: Best Craftsmanship Dagger (1d10+0), Razor-Sharp

Tail (Natural Weapon, 1d10+3)Trappings: Religious Symbol of Slaanesh, Cult Vestments,

Purse (with 6d10 gu), Extensive Wardrobe

Main ProfileWS BS S T Ag Int WP Fel40% 39% 34% 36% 59% 71% 33% 82%

Secondary ProfileA W SB TB M Mag IP FP

2 15 3 3 4 2 0 0

Page 34: 102678424 the Marienburg Project

GB31: Bosphorus Club, The

Marienburg: The Greatest Port in the Old World

Honeytongue Suckleclaws, DaemonetteThe club’s ‘pet’ Daemonette, Honeytongue Suckleclaws spendsthe day bound in a Chaos Icon held by the Siblinghood ofEternal Love. The Icon takes the form of a statue ofHoneytongue, and summons her when ‘fed’ a quart of freshblood. Never the most intelligent of her kind, the Daemonette isreasonably happy with the current state of affairs, although shemight betray the cult if an opportunity to free herself from herbondage presented itself.

Skills: Charm +20%, Dodge Blow, Gossip +20%, Perception,Performer (Dancer), Speak Arcane Language (Daemonic),Speak Language (Breton, Reikspiel), Torture

Talents: Ambidextrous, Night VisionTraits: Frightening, Natural Weapons, Night VisionMutations:Animalistic Legs: Increases Movement by 1, included in

profile.Moronic: Reduces intelligence by 12%. Included in profile.Pincer Hand: Grants a Natural Weapon attack with the

Precise QualitySpecial Rules:Aura of Slaanesh: A Daemonette is so seductive and

bewildering that living opponents within 4 yards suffer a -10% penalty to their Weapon Skill and Will PowerCharacteristics.

Daemonic Aura: Daemonettes are made from the very stuffof magic, which protects them when they are in the mortalworld. Any time a non-magical weapon hits a Daemonette;her Toughness bonus is treated as if it was increased by +2.Additionally, the Daemonette’s own attacks are consideredto be magical. Lastly, Daemonettes are completely immuneto the effects of poison and suffocation.

Main ProfileWS BS S T Ag Int WP Fel44% 0% 40% 37% 52% 31% 28% 55%

Secondary ProfileA W SB TB M Mag IP FP

2 12 4 3 (5) 5 0 0 0

Instability: On any round, if a Daemonette is injured in meleecombat, but fails to inflict any wounds in return, she mustsucceed a Will Power test or be banished back to the Realmof Chaos from which she came.

Mask of Seduction: When a Daemonette so chooses, shemasks her daemonic appearance. While clothed byseductive, shifting forms, her Frightening and Aura ofSlaanesh Traits do not apply and she cannot be detectedwith Witch Sight.

Will of Iron: Daemonettes are immune to fear and terror, aswell as the effects of the Intimidate skill and the UnsettlingTalent.

Combat:Armour (none): Honeytongue is normally nakedAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Pincer Hand (Natural Weapons, 1d10+5, Precise)Trappings: None

Chaos IconAcademic Knowledge: DaemonologyPowers: Each Chaos Icon has a specific Daemon bound

within it, which can only be released through a specificritual activity connected to it. Typical rituals often involveelements such as the sacrifice of innocents, self harmand hours of ceremony.

History: Among the most prestigious rewards that can begranted to a follower, and conversely the most severepunishment granted to a Daemon, these Icons are oftenfound among the forces of Chaos, particularly amongfollowers of Khorne - who lack any sorcerers to performDaemonic Summonsing. Chaos Icons are focus pointsfor their god’s favour, and can be any size, shape andmade form any material. Some are incorporated intoweapons or armour, or even manifest as tattoos whileothers exist as altars, standards or even columns ofliving flames.

Page 35: 102678424 the Marienburg Project

GB33: House van Haagen

House van HaagenMarienburg: The Greatest Port in the Old World

Headed by Leo van Haagen, 67, House van Haagen is thesecond wealthiest of the Ten. Its mansion is in Goudberg on theedge of Zijdemarkt, and its symbol is a shield of blue and whitechevrons, unadorned. Leo’s heir is his son, Crispijn, 35.Like the van Onderzoekers, the family concentrates its trade inthe northern Old World, consequently finding itself at odds withthem. The van Haagens’ trading interests are eclectic, rangingfrom luxuries to basic everyday items. Ruling his family with anauthoritarian hand, “old Leo” has placed young relatives inmany cities to oversee family interests, preferring blood ties toagents’ commissions. While heads of local operations areallowed to develop specialities based on the local market, allreceive frequent letters of instruction from Leo, and all fear hiswrath should profits drop.For example, Jochen van Haagen is the head of the familybusiness interests in Bögenhafen, a small town in the Reikland.The van Haagens are the town’s main dealers in luxury goods.Since the bulk of their trade is to and from Marienburg by riverthe van Haagens are closely allied to Bögenhafen’s Stevedore’sGuild, and they maintain their own small fleet of sailing bargesand a wharf too. So desperate is Jochen to stay in old Leo’sgood books that he will consider anything – anything – in orderto keep his corner of the van Haagen business empireprosperous.Perceptive watchers have noticed that the van Haagens’ wealthseems greater than their business would warrant. Conspicuousconsumption seems to be the motto of the family, even theirretainers. Speculation has it that the van Haagens are deeperinto smuggling than most of the Directors, even arranging banson goods so that they can make more money by smugglingthem into the city.There are even furtive rumours, passed in whispers late at nightin Suiddock taverns, that young Crispijn van Haagen,nicknamed “the strutting cock” for his expensive and decadenttastes, has a hand in the illegal but very profitable “body trade”,the traffic in living beings for sale as slaves or even sacrifices.This may or may not be true: certainly nothing has ever beenproved, but the rumours persist.

More on the van Haagens in MarienburgThe van Haagens maintain many wharfs throughout thecity, a mostly forgotten one sited on the island of Riddra isdetailed here.Edwin Kaardscherp ‘works’ as an assistant to the LordHarbourmaster at The Marienburg Secretariat for TradeEquity. In reality he is a member of the van Haagen familywho is lying low and incognito, for the time being.

Page 36: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

GB38: Brotherhood and the Knights of Purity, The

The Brotherhood and the Knights of Purity

“The Brotherhood of Purity? A grand organisation. Nothinglike it in the Old World. They work with the poor unfortunatesof Marienburg to better their lot. Even run soup kitchens andflop houses for those wretches. Name me an organisation ofwealthy patrons in the Empire who would give much ofthemselves.”

“Bloody dogs, those gets! Youse think that we wouldn’t knowhow to relieve ourselves without their bleedin’ help! If it wasn’tfer their soup kitchens, me ‘n me friends would think nothin’ ofshakin’ down those snot-nose fools.”

“You need to be careful. There’s more to the Brotherhood ofPurity than meets the eye. On the outside, they’re a charitable.But there are rumours. Seems that they have a secret groupwho root out and expose those who disagree with their view ofright. So, watch what you say.”

The Brotherhood of Purity is one of the influential social clubs ofMarienburg. It ranks are composed of like-minded well-to-dopeople who wish to devote time or donate money to help thoseless fortunate than themselves, mostly widows and orphans. Tothis end, the Brotherhood operates a number of soup kitchensand flophouses for the poor, chiefly in the southern wards suchas Suiddock and Kruiersmuur. The organisation has a goodreputation in the city, amongst the rich and poor alike. Indeed,fundraising social events are often held in its name. PCs arelikely to come across them when they visit the poorer areas ofthe city. However, there are rumours that all is not as it seemswith the Brotherhood.Though secret, the membership of the Brotherhood includessome of the more important and respected individuals inMarienburg. Albert Loodemans, Guildmaster of the Brotherhoodof Seamen and Pilots, is one such member as is Nadia vanOnderzoeker, younger sister of Director Thijs “the Lesser”.

The headquarters of the Brotherhood of Purity is located nearthe Prince’s Rest and Marquandt’s Escorts in the Goudbergdistrict. Aside from the coat of arms hanging above the mainentrance, the slate grey, two-story building lacks decoration ofany sort. Inside the large oaken double doors, a guard sits inthe foyer ensuring only members and their guests are admitted.A double door on the opposite wall leads to the large meetingroom where members gather once a month to drink Bretonniancognac and discuss the organisation’s business.Two other doors, one on each wall adjacent to the double doorsexit the foyer. The one on the right leads to the reception room,dining room, kitchen, and guest quarters for visiting dignitaries.Only the upper echelon of the Brotherhood is permitted throughthe left door. The stout door is usually locked and only thosepermitted past this door carry keys to do so. The foyer guarddoes not have keys to that private door. To break it down wouldrequire either a Hard (-20%) Strength Test, or Very Hard (-30%)Pick Locks Test.The restricted door opens to a small room with another doorand stairs. Behind the door is a shrine dedicated to Solkan, thegod of retribution, vengeance, law, and discipline. The stairslead to the upper floors where the seven leaders of theBrotherhood have their private quarters and meeting room. Thelatter is where the real business of the organisation is discussedand plans formalised.The Brotherhood is, in reality, a front for the semi-secretvigilante group known as the Knights of Purity. The Knights’self-proclaimed mandate and long term objective is theeradication of all mutants and anyone with the slightest taint ofChaos. Unfortunately, the Knights of Purity tend to see suchtaint in anybody who look different.As a means to this end, the Knights conduct night-time raidsupon locations believed to be harbouring mutants or other

Page 37: 102678424 the Marienburg Project

GB38: Brotherhood and the Knights of Purity, The

Marienburg: The Greatest Port in the Old World

servants of Chaos (e.g., cultists). These raids generally takeplace in the poorer sections of Marienburg. Some of theirvictims may not have obvious mutations, but that doesn’t matterto the Knights as they are more than certain that these victimswere tainted.The Knights of Purity have a secret base in the Doodkanaaldistrict from where they conduct their raids into the southernslums of Marienburg (the Doodkanaal, Kruiersmuur, andSuiddock districts). The League of Gentlemen Entrepreneurstakes a particular interest in any Knights of Purity activity in theSuiddock, especially since rumours abound linking the Knightsto the Marienburg Watch.In conjunction with mutant raids, the Knights of Purity havetaken steps to infiltrate both the Marienburg Watch andJudiciary. While the membership of this body rarely exceeds 20-30 people, the influence of Knights is disproportionately higherthan its numbers would indicate. All members are united in theirdesire for law and order, not necessarily the justice embracedby the weak of heart. They also use their influence to protectthose members who run afoul of the less vigilant Watch.Though few have heard of them, the Knights of Purity do havetheir enemies. These include judges, magistrates, and the fewuncorrupted Watchmen in the city who oppose the Knights’vigilante activities. There is also opposition from the Merchants’Guild as vigilante acts are bad for business. In addition, thehierarchies of the cults of Verena and Shallya oppose theKnights’ efforts.Although not truly xenophobic (but very close), the Knights ofPurity are very distrustful of outsiders who keep to themselves.In particular, Arabians, Cathayans, Indics, Kislevites, Nipponeseand Sea Elves are viewed as potentially disruptive to the orderthe Knights of Purity hope to achieve. Some critics even claimthat the Knights seek to achieve racial purity in thecosmopolitan city. Further, the Elves are resented for the clearlypreferential treatment they have received in the Treaty of 2150I.C., which allowed them a settlement outside the jurisdiction ofMarienburg.

Johannes Rechtbinder, Lord Protector ofthe Knights of Purity

Politician (ex-Priest, ex-Litigant, ex-Initiate, ex-Student)

“In the final analysis, it is the letter of the law that mustprevail. The intent of the individual is of little consequence.”

“The only way to defeat Chaos is to root out the cancerousgroup of its followers, even if that means removing theinnocent dupes who protect them.”

“Harbouring miscreants such as mutants is an offence to allDivine Laws. We, therefore, petition the Courts to fulfil theirobligation to the good people of Marienburg. Execute themutant and sentence the defendant here to life of hard labouron Rijker’s Isle.”

Johannes has been the Lord Protector of the Knights of Purityfor over 20 years. The 55 year old priest stands 6 ft., weighs175 lbs. with short grey hair, clean shaven face, and piercingice blue eyes. Once a formidable prosecutor in the High Courts,Johannes has sat on the bench as judge during the last 10years. Many are the prisoners on Rijker’s Isle who can thankthis humourless, hard-hearted judge for their current lodgingsand other accommodations.

Johann has come a long way since his lowly beginnings. Hisfather was a Suiddock stevedore, his mother dead before hissecond year. Early on he learnt his father would spend someevenings attacking immigrants in the area, “those scum whotake our work.” He followed his father in the job at the age oftwelve, but by then he had taught himself to read. Hisintelligence and leadership qualities brought to the notice of oneof the Guild Leaders and he was brought into work as a dockclerk, acting as a go between the guild and the men.Moving slowly up the hierarchy, he married the daughter of oneof the Guild leaders, and they had a son. This young talent withforthright views brought him to the attraction of a Cleric ofSolkan, a High Court Lawyer. He made him an initiate ofSolkan, and soon a clerk in his Law firm. A year later his wifeand son were dead, killed in a street robbery. A pair of Tileanswere caught and executed but Johann’s resolve was now set.Convinced that society’s morals were in decline and the surlycriminal element increasing (some of whom, no doubt, werefollowers of Chaos), Johannes became more active in the cultof Solkan, and moving his way up the cult hierarchy. Now as thehighest ranked priest of Solkan in the city, Johannes can relyupon the followers of Solkan to wholeheartedly support theKnights of Purity in their holy causes.As set forth in the charter, Johannes maintains that outwardgood works and charity must be coupled with a more active rolein eliminating the influence of Chaos from Marienburg society.Naturally, he is extremely active in planning the Knights’activities with an eye to both detail and overall strategy.Johannes is also extremely concerned about security within theorganisation as several recent raids did not achieve the captureof mutants and arrest of their sympathisers he expected.Clearly, Johannes suspects that there may be a spy in theorganisation and is formalising plans to flush out the unfaithful.Once uncovered, the fate of the individual will be determined bythe will of Solkan.Johannes is well-known among the pillars of power inMarienburg. None – including his peers on the bench of theHigh Court – suspect that the solemn judge is anything morethan a strict, unyielding, and incorruptible jurist.The Lord Protector gets along well with Arhennius Vogt, HighWarden of Rijker’s Isle, whom he sees as a disciplinarian muchas himself. In fact, Johannes believes that Mijnheer Vogt isbetter qualified to run the fortress-prison than the foppishGovernor, Ludwig de Beq. However, he is undecided aboutrecruiting the High Warden into the Knights.Waldemar Duisterjager is Johannes’ second in command andone of the more fanatical followers of Solkan and his principles.Johannes has no doubts about the Witch Hunter’s loyalty andentrusts him to carry forth the most discreet and dirtiestassignments for the Knights of Purity. In return, the LordProtector uses his considerable influence to ensure Waldemar’sability to operate freely. This allows Waldemar to conduct theKnights’ business with little interference from misguided legalconstraints. Other Knights find it safer and saner to avoidWaldemar, if possible. The Witch Hunter suspects everyoneother than Johannes as possible Chaos dupes. The scantiest ofevidence may be enough for Waldemar to take action.Johannes also recently elevated Maria van Reeveldt to theinner order of the Knights after she demonstrated hercommitment to their cause and principles. Since then, Mariahas become one of Johannes’ most trusted aides.

Page 38: 102678424 the Marienburg Project

GB38: Brotherhood and the Knights of Purity, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Genealogy/Heraldry +10%,History +20%, Law +20%, Academic Knowledge Theology)+10%, Blather, Charm +10%, Channelling, Command,Common Knowledge (The Empire, the Wasteland),Evaluate, Gossip +10%, Haggle, Heal, Intimidate, MagicalSense, Perception +20%, Read/Write +20%, Ride, Search+10%, Secret Language (Guild Tongue), Speak ArcaneLanguage (Magick), Speak Language (Breton, Classical+10%, Reikspiel +10%), Swim

Talents: Armoured Casting, Coolheaded, Etiquette,Dealmaker, Lightening Reflexes, Linguistics, Petty Magic(Divine), Public Speaking, Master Orator, Resistance toMagic, Savvy, Strike to Injure, Strike to Stun, Strong Minded,Suave, Super Numerate.

Combat:Armour (none): Good Craftsmanship ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4, CV+1)Trappings: Judge’s Wig and Gown, Lawyer’s Wig and Gown,

and Purse (4d10 Gu, 5d10 shillings).

Waldemar Duisterjager, Knight VigilantWitch Hunter (ex-Judicial Champion, ex-Sergeant,ex-Watchman)

“You have been warned, sir. The next time this happens, wewill have more than mere words.”

“Sympathy is for the weak.”

“You have blasphemed against my Lord Solkan and His Cult.Either recant now or defend yourself in a trial by combat.Judging from the puddle on the floor, I see you have chosen theformer.”

At 6’ 4” and 225 lbs, Waldemar is the chief enforcer and musclebehind the Knights of Purity. His short cropped black hair andemotionless brown eyes gives Waldemar a scary appearance,and certainly one of a man one should not cross for any reason.Waldemar Duisterjager is Johannes’ second in command andone of the more fanatical followers of Solkan and his principles.Johannes has no doubts about the Witch Hunter’s loyalty andentrusts him to carry forth the most discreet and dirtiestassignments for the Knights of Purity.In return, the Lord Protector uses his considerable influence toensure Waldemar’s ability to operate freely. This allowsWaldemar to conduct the Knights’ business with littleinterference from misguided legal constraints.

Main ProfileWS BS S T Ag Int WP Fel28% 42% 48% 43% 50% 56% 57% 53%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 1 0 0In addition to his fierce loyalty to Johannes Rechtbinder,Waldemar is a near fanatical follower of Solkan and hisprinciples. Most people find it safer and saner to avoidWaldemar. The Witch Hunter seems to be looking for virtuallyany reason to defend the cult and its followers. He suspectseveryone other than Johannes as possible Chaos dupes. Thescantiest of evidence may be enough for Waldemar to takeaction – at least when he is not hunting the Chaos vermin whichlurk in every nook and cranny in Marienburg's cesspools (suchas the Suiddock).

Skills: Academic Knowledge (Law, Magic, Strategy/Tactics,Theology) (Int), Command +10%, Common Knowledge (theWasteland), Dodge Blow +20%, Follow Trail, Gossip +20%,Intimidate 20%, Perception +20%, Ride, Search +10%,Secret Language (Battle), Silent Move, Speak Language(Reikspiel)

Talents: Hardy, Lightning Parry, Luck, Menacing, PublicSpeaking, Savvy, Specialist Weapon Group (Fencing, Flail,Parrying, Two-handed), Stout-hearted, Street Fighting,Strike Mighty Blow, Strike to Stun, Wrestling

Combat:Armour (Heavy): Full Plate MailAP: Head 5 (10), Arms 5 (10), Body 5 (10), Legs 5 (10)Weapons: Great Axe (Greatweapon, 1d10+6, Impact, Slow),

Sword (Hand Weapon, 1d10+5), Knuckleduster (1d10+2,Pummelling), four Throwing Knives (1d10+2, Range 6/12,Reload Half)), Crossbow Pistol (1d10+2, Range 8/16,Reload Full, 6 Bolts)

Trappings: Holy Symbol of Solkan, 10 feet of Rope

Main ProfileWS BS S T Ag Int WP Fel74% 61% 53% 53% 32% 54% 78% 28%

Secondary ProfileA W SB TB M Mag IP FP

3 17 5 5 4 0 0 0

Cult of SolkanChurch Skills and TalentsInitiates of Solkan start with the Academic Knowledge(Law) Skill in addition to their normal career skills. Priestsof Solkan can at their option learn the following skills andtalents as part of their careers: Intimidate, Search andResistance to Magic.

Page 39: 102678424 the Marienburg Project

GB38: Brotherhood and the Knights of Purity, The

Marienburg: The Greatest Port in the Old World

Carl Kronstadt, Lawyer and Stool PigeonScholar, ex-Litigant“From what I learned, this organization is not what it presentsitself to be. Worse than what you can imagine. Far worse. No,don't tie my name to that statement.”

“Just wanted to let you know that another raid is beingplanned tonight in the Suiddock. Hide whatever you must.”

“I need to keep low. I think they're on to the leaks, but theydon't know it's me. What could they do to me? Plenty, I assureyou. I don't know how far it runs, but they have friends in highplaces. I don't have facts to back that up. It's just a feeling inthe pit of my stomach.”

Carl is the eldest son of Albert and Heidi Kronstadt, amoderately well off merchant family. Desiring more in life thanfollowing his father footsteps, Carl attended the Baron Henryk’sCollege of Navigation and Sea Magicks and became a lawyer.During his years as a student, Carl learned of the Knights ofPurity. Impressed by their work with the poor (with whom Carlbelieved he could now relate) and realizing that joining aprestigious organization could be a huge boost to his career,Carl joined the Knights of Purity.At first, Carl was impressed with the Knights' work with the poorand needy. Unfortunately, the other aspects of the Knights ofPurity became more apparent (although not in great depth dueto his junior ranking) to Carl. He found this dark sideunappealing on one hand and horrifying on the other. Especiallyin light of the fact that his younger brother, Alexander, is amutant who was ‘cured’ by Sister Marianne of the Orphanage ofSt Rutha. Caught between his ideals (for helping the poor andneedy) and being a member of an organization with differingpriorities, Carl had to make an unpleasant choice. He became aspy.

For some time, Carl has kept Sister Marianne informed ofpending raids looking for mutants in the Suiddock, Doodkanaaland Winkelmarkt. Unfortunately, the 24-year-old lawyer was notcut out for this line of work. His green eyes now dart aboutwhere they were once steady and his brown hair is beginning toshow signs of greying. In addition, Carl is extremely concernedthat he will be uncovered by the powers ruling the Knights ofPurity. In fact, the 5’ 9” 155 lb lawyer is becoming moreobsessed with what they will do to him...

Skills: Academic Knowledge (Genealogy/Heraldry, Law +10%,Strategy/Tactics +10%), Charm, Common Knowledge (TheWasteland), Evaluate, Gossip +10%, Haggle, Perception+10%, Read/Write, Secret Language (Guild Tongue), SpeakLanguage (Classical +10%*, Reikspiel)

Note that the Litigant career from the Career Compendium andTerror in Talabheim should have access to Speak Language(Classical) rather than Speak Language (Reikspiel). The CareerCompendium also adds Scholar to its Career Exits.

Talents: Etiquette, Flee!, Public Speaking, Resistance toPoison, Suave

Combat:Armour (none): Lawyer's Wig and GownAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10-1)Trappings: Purse (with 4d10 Gu and 6d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel33% 34% 25% 42% 36% 66% 53% 41%

Secondary ProfileA W SB TB M Mag IP FP

1 15 2 4 4 0 3 0

Page 40: 102678424 the Marienburg Project

GB44: Ree’s Wax Museum and Studio

Ree’s Wax Museum and StudioMarienburg: The Greatest Port in the Old World

“It's a fascinating place, dearie! The sculptures are so lifelike,you'd swear they could talk. “

“Oh no, sahib! Sahib Ree is a great artist! He is like thelegendary Sorcerer of the Monkey Isle, who could give life to arock with but a touch of his whisk. Scenes of romance anddanger, horror and comedy abound in his most excellentmuseum. Yes, yes, yes! For only two guilders I, the unworthyHadji, will guide you through Sahib Ree's wonders with mostexpert knowledge.”

Down Sweet Street off Baron Huybrecht's Square near theSlangenbezweerder bridge, a wanderer in Goudberg will comeacross an odd building among the scriptoria, confectioneriesand luxury flats common to the area. Tall and narrow, it'sfinished in sombre colours that look ominous amidst its morebrightly decorated neighbours.Under a dark awning, a hooded headsman stands unmoving,his axe held before his chest as if he is patiently waiting for thecondemned. A closer look shows that the figure is merely a waxmannequin, albeit exquisitely executed. Next to him, an ornatelypainted sign reads “Ree's Museum of Wax Sculpture. Twelvechambers of Marvels, Delights, & Terrors renownedthroughout the KnownWorld. Open 8 days, noon to midnight.Admission, one guilder.“Within the foyer, a hunchbackedTilean named Giovanni takes the visitors’ money and escortsthem to the stairs that lead up to the three floors of exhibits. Oneach floor are four rooms around a central landing, and all fourhold exhibits designed around a theme. Each exhibit changesevery few months, so that there is always something new tosee.The first floor is the Realm of History. It features stunningtableaux that depict great moments of the past: one roomshows the surrender of Count von Zelt to the commanders ofMarienburg's army; the next depicts the great struggle betweenAdmiral Jaan Maarten and Batholomeus the Black; the thirdshows the meeting of the Merchants' Embassy with EmperorMagnus the Pious, while the last displays Marius enthroned.The second floor is the Realm of Legend, displaying scenesfrom the classic epics and romances: the doomed love ofRomero and Juliana of Remas; the comedy of how Ranald wonimmortality; the Swan Maiden of the Mirror Moors; and theBretonnian Lady du Lac, reviving the mortally wounded Gilles leBreton to be her Green Knight. The topmost floor is the Realmof Chaos. Here dark dreams are given form, and visitors seedisturbing scenes of Chaos Warriors, witches, Undead andother nightmare creatures. In the basement lies the sculptingand casting workshop, with vats of wax and three or four figuresin various stages of preparation. This is where Giovanni, Ree'sTilean artistic assistant and the target of most of his wrath,works.All who visit the museum come away impressed by the artistryand skill of Wilbert Ree. Few fail to comment on the lifelikequality of the statues, without realizing how much pain anddespair are contained within their wax forms.

Wilbert Ree, Master Artisan and Drug-Smuggler

Artisan (ex-Tradesman, ex-Apothecary, ex-HedgeWizard)

“Giovanni, you idiot! I said mauve, notpuce. NOT PUCE!! You've ruinedeverything! Baroness Nikse ascended ina mauve dress, you cod! I should know –I was there. And who better than I tosculpt her memorial? What are we goingto do with ten yards of puce velvet?”

“I know your master is impatient for thewax bust of his mistress, but he mustunderstand that I will sculpt in nomaterial – none – except for the uniquewax that I alone import from Ind. Until the next shipmentarrives, we can do nothing.”

Ree is slim, effete and tall at 6'3”. With his large nose andprominent Adam's Apple, he looks like a scarecrow - anddressed in his exaggerated artist's clothes, like atemperamental one. He affects a pose of dignity with high-bornclients.At 32, Wilbert Ree is a flamboyant member of Goudbergsociety, and that's the way he likes it. A high public profile isgood for business, and he looks and acts as if he fits perfectlyinto the surrounding society. When they commission him tosculpt themselves and their families, the wealthy of Goudbergexpect a temperamental and dramatic artist, and that's whatthey get. The middle-classes who visit the museum expecterratic genius and scandalous titillations, and that's what theyget. And both of these images let him get away with much morethan any ordinary merchant or smuggler.Ree studied in Tilea, and with the skills he learned during hisapprenticeship to the deranged Luigi Spadolini of Tobaro (laterburned at the stake for his researches into the taxidermy ofhumans), he has become a brilliant student of anatomy and awax sculptor nonpareil. However, he understood from thebeginning that there was little money to be made from sculpting,and much more from other fields – particularly the Black Fieldsof Araby, where the Black Lotus blooms.Playing the perfectionist artist, Ree has made it known that hisis the only wax museum in the Old World to only use Ivory Waxfrom Ind, created – so he says – from the tallow of elephantsand the wax of the giant bees which exist there. Shipments ofthe wax arrive on ships from Ind every few months: hundreds ofheavy blocks, each a cubic foot in size. Although each one isstamped with Ind marks and seals, the blocks are actually fromAraby. Each one has a small cavity deep in its centre, filled withabout a pound of Black Lotus powder. Wilbert Ree is the largestsmuggler of Black Lotus in Marienburg.Ree believes his smuggling is undetectable: if the wax is meltedthe drug dissolves with it, and only by cutting a block in the rightplace (through the Ind seal) will one hit the hidden cavity.However, his business is threatened by something else. A fewweeks ago Ree discovered to his total shock and horror thatfour of the figures in his museum are more than they seem. Likethe raw blocks of wax they have something unpleasant inside:Giovanni, his assistant, has been obtaining bodies, coveringthem in wax and building them into the tableaux.

Page 41: 102678424 the Marienburg Project

GB44: Ree’s Wax Museum and Studio

Marienburg: The Greatest Port in the Old World

Giovanni is a brilliant artist in his own right, as mad as hismaster, and a devotee of Slaanesh – the cult is a goodcustomer of Ree's, and lured Giovanni into its clutches a yearago. Some of the corpses he uses have been obtained throughthe Body Trade, others he abducts from the streets himself;mostly beggars and foreigners. Needless to say, if this isdiscovered it will be the end of the museum, possibly of Ree,and certainly of the smuggling operation. Ree is in a desperatequandary. He knows he must get rid of both Giovanni and thecorpses, but while he's so far got the former addicted to BlackLotus, he has no idea how to deal with the latter.Ree is well known through the upper crust of Marienburgsociety – he is on the A-list for every party in Goudberg, andmore and more social-climbing parents want their children to beimmortalised in wax by him. Ree is also on good terms withVenk Kataswaran of the Golden Lotus: the Lascar is a majorcustomer, although at present he has owed something over 500guilders for more than a month. Ree has threatened to cut offhis supply and is worried that perhaps Venk has found anothersupplier. Giovanni is familiar to the few ghouls of Marienburg,who act as intermediaries with the most depraved of bawds andcutthroats who supply his victims. Deecksburg knows Giovanniand fears him, for he has seen the touch of Chaos through hisown sketches and knows it has consumed him.

Skills: Academic Knowledge (Science), Channelling, Charm,Common Knowledge (The Wasteland), Drive, Evaluate+10%, Gossip +10%, Haggle +20%, Hypnotism, MagicalSense, Perception +20%, Prepare Poison, Read/Write,Search, Secret language (Guild Tongue), Speak Language(Classical, Reikspiel, Tilean), Trade (Artist, Apothecary+10%, Herbalist)

Talents: Artistic, Dealmaker, Etiquette, Hedge Magic, PettyMagic (Hedge), Resistant to Poison, Savvy, Very Resilient

Combat:Magic: 1; Petty Magic (Hedge)Armour (none): Artist's Smock and Large Floppy BeretAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Sword (Hand Weapon, 1d10+2), Dagger (1d10-1)Trappings: Belt Pouch with Sculpting Knives, Swatches of

Fabric, Purse (with 2d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel44% 34% 29% 51% 53% 46% 44% 44%

Secondary ProfileA W SB TB M Mag IP FP

1 14 2 5 4 1 2 0

Page 42: 102678424 the Marienburg Project

GB47: Aardbol Theatre, The

Marienburg: The Greatest Port in the Old World

The Aardbol Theatre“The Aardbol? That place is sooooo vulgar! If you want to seedrama there are plenty of proper theatres in Marienburg.”

“It’s good right. Plays are normally to ‘pensive, especially inGoudberg, but the Aardbol brings drama back to the commonman.”

“It’s a house of sin that’s what it is. Full of drunk rag tagstudents, watching a ‘performance’ by some whore who thinksshe can ‘act’ if she flashes her body. In this district, in mylifetime as well. It makes me sick.”

While most of Goudberg’s establishments are exclusive affairs,the Aardbol Theatre – located near the working-class district ofOstmuur – offers dramas, comedies and even the occasionalmusical for Marienburg’s middle and lower classes. Emma vander Schaar is the owner of the Theatre, and the renownedplaywright Willibrord Mengelberg is its manager, as well as theprinciple director and writer.The theatre is a somewhat primitive affair, being little more thana pit for the audience with a raised stage at one end. Somemight call the building gaudy, with bright, fake marble columnsmade out of painted ship masts, and colourful muralsdecorating the walls. Above the theatre is an art gallery withfree wall space for its members. When not showing plays, otheracts including concerts and dances are performed, andtravelling troupes will often play here rather than at the smartertheatres.The plays are popular as a subsidy from the Stadsraad allowsfor only a minimal ticket price, which makes it economicallypractical for students and workers to attend. The Aardbol is alsopopular with the performers, as talent scouts from the moreprestigious (and better paying) theatres mingle with the crowd,and being selected by them is the only way to be recognised,move up the social ladder and become famous. Because ofthis, most of the performers are savagely competitive, and thereis much bitter infighting between troupes of players. Everyoneresents those who have succeeded and deride those who theyare still fighting against.

Ben Odijk, Bodyguard and TheatreForeman

Bodyguard (ex-Stevedore, ex- Tradesman)“Mister Mengelberg does not want see you today. He does notwant to see you tomorrow. Mister Mengelberg never wants tosee you.”

Ben Odijk is a large, but not overly imposing man with powerfulforearms. He has a square jaw, a stern face and closelycropped hair. He stands just behind and to the right of WillibrordMengelberg most of the time, and rarely talks to strangers,unless it is to tell them to stop bothering “Mister Mengelberg”.Ben is quiet, calm, and rarely sparked to violence. He acts as amixture of personal advisor, bodyguard and go between,organising meetings and rehearsals, checking finance, keepingrecords of Willibrord’s appointments etc. Due to his backgroundhe also constructs most of the sets.Ben is friendly with most members of the theatre. He dislikesRobert Hoornweg instinctively, plays up to Belijda’s advancesand flirts with her in a low key way and drinks and plays cards

with Bartolomeüs. He is closest friends with Willibrord however,and is grateful to him for the opportunity he has been given. Hehas two assistants under him, one to look after finances and theother as a messenger, but he controls all the various labourersand servants associated with the theatre.

Skills: Animal Care, Consume Alcohol, Dodge Blow +10%,Drive, Evaluate, Gamble, Gossip, Haggle, Heal, Intimidate,Perception, Performer (Singer), Read/Write, Scale SheerSurface, Secret Language (Guild Tongue), Swim, Trade(Cook, Carpenter)

Talents: Dealmaker, Savvy, Specialist Weapon Group(Parrying, Throwing), Street Fighting, Strike to Stun, Sturdy,Very Strong, Warrior Born

Combat:Armour (Light): Studded Leather JackAP: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 0 (4)Weapons: Mace (Hand Weapon, 1d10+5), two Throwing

Knives (1d10+2, Range 6/12, Reload Half)Trappings: Writing Kit, Purse (with 1d10 Gu and 1d10

Shillings)

Arngrim Zloothsson, Theatre EngineerEngineer (ex-Stevedore, ex-Tradesman)“I’m not sure, give me some time to think it through.”

Arngrim Zloothsson has lived in Marienburg for well over acentury, and has always been involved with the theatre. Anancient dwarf, with a severe receding hairline and long grey hairand a beard that reaches his toes, Arngrim is still obviouslystrong and fit despite his advanced age. His eyes crinkle upwhen he smiles (which is rare), and he always seems stressed.Arngrim is typically friendly towards the actors (who he sees ashis fractious children), and dour and sullen to everyone else. Heis very skilled an able at technical things, but likes to “discover”the solution at the last minute, a habit which drives Emma vander Schaar to distraction. He often works alongside Ben Odijkto construct the more technical side of sets, such as trapdoors,pulleys and other mechanical contrivances.Arngrim has a happy life at the theatre where people treat himwith respect, and hopes this continues. He is a paid up memberof the Stevedores and Teamsters Guild but has very little to dowith it, and has not attended a meeting in over a decade. All ofthe Aardbol Theatre players (aside from Eustachius Aasenberg)like Arngrim, and often confide in him and ask for his advice.

Main ProfileWS BS S T Ag Int WP Fel54% 35% 50% 43% 42% 40% 42% 30%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 4 4 0 0 0

Page 43: 102678424 the Marienburg Project

GB47: Aardbol Theatre, The

Skills: Academic Knowledge (Engineering, Science), CommonKnowledge (Dwarfs), Consume Alcohol, Dodge Blow, Drive,Evaluate, Gamble, Gossip +10%, Haggle, Perception,Performer (Singer), Read/Write, Search, Secret Language(Guild Tongue), Scale Sheer Surface, Speak Language(Khazalid, Reikspiel), Swim, Trade (Carpenter, Gunsmith,Stoneworker)

Talents: Dwarfcraft, Grudge-born Fury, Master Gunner, NightVision, Resistance to Magic, Savvy, Specialist Weapon(Gunpowder), Stout-hearted, Sturdy, Very Strong

Combat:Armour (Light): Leather Jack and Sturdy BootsAP: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5)Weapons: Axe (Hand Weapon, 1d10+4)Trappings: Engineer’s Kit, various Spikes, 10 yards of Rope,

Flask of Herbal tea, Purse (with 3d10 Shillings)

Belijda Scheffers, ActressEntertainer, Ex-Rogue“Meet me after the show, and I might give you another kind ofshow altogether ... if you’re willing!”

At 19 years of age, Belijda is a short, voluptuous young woman,with plain brown hair and a freckled face. She is attractiverather than beautiful, and typically wears slightly too muchmakeup. Her attire is always colourful and shows off her figureto the fullest.Belijda flirts shamelessly with everyone. She prefers thecompany of men because she knows she can control them, anddislikes the spiteful comments other women make to her. Whenacting she is passionate and melodramatic, taking the leadfemale roles. Belijda knows that she is not a ‘serious’ actress,but enjoys performing in Willibrord’s productions and is one ofthe few members of the theatre that doesn’t want to advanceany further.Belijda is friendly with the other members of the theatre,continues her romances with Bartolomeüs off stage, flirts withBen and indeed all the other male actors. She is well known bythe regular audience, many of whom are university studentskeen to get to know her better.

Main ProfileWS BS S T Ag Int WP Fel52% 47% 46% 52% 29% 52% 42% 18%

Secondary ProfileA W SB TB M Mag IP FP

1 16 4 5 3 0 0 0

Marienburg: The Greatest Port in the Old World

Skills: Blather, Charm +10%, Common Knowledge (TheWasteland), Evaluate, Gamble, Gossip, Haggle, Perception,Performer (Actor, Jester, Singer), Search, Sleight of Hand,Speak Language (Reikspiel), Swim

Talents: Acute Hearing, Lightning Reflexes, Luck, Mimic,Public Speaking, Specialist Weapon Group (Throwing),Streetwise

Combat:Armour (none): cheap colourful clothesAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0), two Throwing Knives (1d10-1,

Range 6/12, Reload Half)Trappings: Makeup, Trade Tools (Performer), Purse (with

1d10 Shillings)

Bartolomeüs Hoofftman, ActorEntertainer (ex-Dilettante, ex-Rogue)“Hey ... relax!”

One of the stars of the Aardbol Theatre, Bartolomeüs ishandsome, lithe and has a slightly rakish face and neatshoulder length black hair. His eyes have a roguish twinkle, andhe doesn’t take anything anyone says seriously. Perfectly tonedmuscle ripples under his tight clothing (when on stage) givingthe impression of him being powerful without being brutish.Bartolomeüs is intelligent but also lazy, and sees acting as apleasant diversion, like everything else in life. He comes from amiddle class family living in the Rijkspoort. He went to BaronHenryk’s College of Navigation and Sea Magicks, but didn’tstudy, spending much of his time drinking, gambling andwhoring. The university kicked him out after a year, and hecarried on much as before, paying his way by guiding naivevisitors round the dodgy bars in the Suiddock.Just before he discovered acting, Bart started working formembers of the “Guild We Have Never Heard Of” as a lookout,or by helping loading stolen goods. He sees such jobs as easymoney, and continues with them between productions.Bartolomeüs enjoys the company of Belinda but knows it isn’tanything serious. He also is trying to get to know Juliana better– but is wary of Remiel Lietz and has nothing but contempt forEustachius. When not otherwise engaged his often drinks at theHelmsman, where he collects many of his customers for his“tours”.

Main ProfileWS BS S T Ag Int WP Fel34% 31% 32% 35% 46% 33% 32% 41%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 3 4 0 0 0

Page 44: 102678424 the Marienburg Project

GB47: Aardbol Theatre, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (The Arts), Blather, Charm +10%,Common Knowledge (Tilea, The Wasteland), Evaluate,Gamble, Gossip, Navigation, Perception, Performer (Actor+10%, Comedian), Read/Write, Secret Language (ThievesTongue), Secret Signs (Thieves), Speak Language(Reikspiel, Tilean), Swim, Trade (Artist)

Talents: Etiquette, Excellent Vision, Luck, Public Speaking,Sixth Sense, Streetwise, Very Strong

Combat:Armour (Light): Leather JackAP: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Several Plays, Tight Colourful Costume, Trade

Tools (Performer), Purse (with 1d10 Gu and 2d10 shillings)

Incidents at the Aardbol TheatreThe Aardbol Theatre is at the heart of the Garret, and as with alltheatres there is always something going on. Here are fiveencounters to enliven a night out at the theatre.

The Fashion SpotlightA rich friend of the adventurers wants Willibrord Mengelberg tocome to a party she is hosting. However as Willibrord is bothvery fashionable and therefore greatly in demand, It will bedifficult for the adventurers to get to talk to him, let alonepersuade him to disrupt his “busy schedule”. However, he mightacquiesce if the adventurers do something for him ... maybesort out the ticket touts that have been plaguing him...

The Ticket ToutsA number of unscrupulous bawds, noting the popularity ofWillibrord Mengelberg’s shows have begun selling false tickets.The adventurers might be hired by Ben Odijk to find the toutsand “persuade” them to stop operating. However many bawdsthe adventurers intimidate though, the tickets keep onappearing. The only solution is to trace them back to theirsource – the secret print works under Henri Armitage’sBookshop. Or maybe the adventurers need to get tickets for arich patron, and fakes are the only ones available. The GM candecide whether they are accepted or not...

A Jealous NatureEustachius has finally snapped. After he failed to book a threeday slot for one of his masterpieces in a months time, becauseone of “that damned Mengelberg’s farces” was going to be inits third week, he has sworn to get revenge by destroying theproduction in any way he can. He travels to a slightly moredubious area of town, where he bumps into the characters, and,thinking they are sort of person he needs, asks them to comeand have a drink with him. He explains the situation, and asksthem to sabotage the production any way they can stopping

Main ProfileWS BS S T Ag Int WP Fel44% 45% 42% 34% 47% 44% 26% 49%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 3 4 0 0 0

short of killing people or burning the Theatre down. What theadventurers do now is up to them. They might go along with theplan, or they might go and warn Willibrord. If the adventurersside with Willibrord, they will gain an effective ally and anineffective (but possibly irritating) enemy.

Remiel and JulianaRemiel and Juliana have finally eloped. Eustachius is furiousand upset, and thinks that Remiel has kidnapped Juliana. Andfor once he is right – Remiel has overcome his conscience andintends to sell Juliana as a slave. The adventurers are hired byEustachius to find Juliana, and they uncover Remiel’s slavingring. Eustachius has talked to other people as well, and the“Guild We Do Not Talk About” are angry when they find out.They too will be hunting Remiel. The only difficulty is thatRemiel will stay low in Elftown before taking her to the Goat andStoat, so the adventurers’ best bet is to intercept them as theyarrive. On the other hand Remiel may have decided to quitslaving, and try to flee to the Empire or Bretonnia. The onlyproblem is that his fellows at the Goat and Stoat want to findhim, the League wants to find him, and Eustachius has hired asmall army to find them. Remiel approaches the adventurersand asks them to smuggle the two out of Marienburg.

All the World’s a Stage...The adventurers are hired by Willibrord Mengelberg as actors orstagehands for his next production. Put the characters throughthe rehearsals and the performances (give them a small scene!)and subject them to the full blast of Willibrord’s directorial fury.What the characters don’t know is that they are deeply resentedby the people that they replaced. These old actors will doanything in their power to sabotage the adventurer’s plans andthe production.

Page 45: 102678424 the Marienburg Project

GB48: Sign of the Brush and Gull

Sign of the Brush and GullMarienburg: The Greatest Port in the Old World

“He’s the finest painter Marienburg has ever produced –artists imitate his style all over the Old World. The sad thing is,he’s stopped painting. Drink got to him, I think. Now it’s hisstudents who do all the work at the studio, though none havematched his art.”

“Imagine, turning me down! My money was perfectly good,and it’s not as if he has dozens of commissions waiting – hehasn’t done a portrait in five years’. All he would say is that I‘wouldn’t like what I saw’. Hmph! I think he’s lost his artist’seye, if you ask me.”

Towards the north end of Goudberg, near the working-classhomes of Ostmuur, is the Garret, an area of winding canals andnarrow streets leading to small squares around which many ofthe successful artists of Marienburg and elsewhere make theirhomes. Sculptors, painters, goldsmiths, glassblowers and othermasters not only produce great works of art here, but pass ontheir knowledge to apprentices who show either talent, a fullpurse, or preferably both. The most famous of these houses isthe sign of the Brush and Gull. Not a tavern, this is the studio ofHieronymous Deecksburg, widely regarded as the finest painterand portraitist in the history of Marienburg. Unusual forMarienburg, the top floor of three is the studio, wherein studentsstudy technique under the watchful gaze of the master. Over adozen easels are occupied by aspiring artists during the day,studying light and shadow, perspective and paint-making. Thelighting is good thanks to several skylights, and the air isredolent with the scents of paints, oils and solvents.The ground floor is occupied by a stuffy Ostmuur masterstonemason and his family, social-climbers who are ecstatic tohave the great Deecksburg as their neighbour. So far, he hasmanaged to fend off their incessant invitations to a little “get-together”.Deecksburg himself lives alone on the second floor, though ahousekeeper from Ostmuur makes his meals and to “make surehe doesn’t just drink his supper!” His digs are just what onewould expect from an artist – It looks as if a storm from the Seaof Claws has just blown through. Sketchbooks and canvasseswith half-finished works are scattered everywhere, and it looksas if the armoire hasn’t been used in years. Empty bottles offine liquor lie amidst the flotsam, testimony to the artist’stroubles. It is here also that one will find Deecksburg’s veryprivate collection of charcoal sketches, hidden in a secretcompartment in the armoire. The supreme expressions of hisgreat talent, they could easily get him killed if they are everdiscovered.

Hieronymous Deecksburg, Cursed MasterArtist

Artisan (ex-Tradesman, ex-Initiate)“Try again Anton. Your sense ofperspective is close, but not quite on. No, Iwon’t show you, it wouldn’t do any good.You must see the truth with your own eye.”

“The poets have written that ‘Art is Truth’.If so, then I have betrayed both.”

In his mid-forties, Hieronymous is a once-handsome man whose face is beginning to

show the ravages of drink. His blond, curly hair falls in ringletsto his collar, and his clean-shaven face sports a sad, knowingsmile, but his eyes still have the piercing focus of a great artist.Nearly six feet tall and solidly built, he still cuts a quietlyimpressive figure when he enters a room.Once Deecksburg loved his art and was proud of his talents.Now he still loves art, but fears his talents instead. Anamazingly perceptive portraitist of the Marienburg “Realist”school, Deecksburg felt that Art was his road to truth, that hecould cut through all life’s veils on his canvas. So ardent was hein the pursuit of artistic truth that he joined the priesthood ofVerena as an initiate relatively late in life. He seemed blessedafter entering the order, for his art began to reveal the innercharacter of individuals, not just their surface features.One day, painting a portrait of the High Priest of Haendryk, heslipped into a trance and painted at an amazing speed, thoughhe later remembered nothing. When he was done, though, hewas appalled and afraid, for his portrait was of a venal andgreedy man without an ounce of compassion in him – and yetunmistakably it was the face of Simon Goudenkruin.Hieronymous refused to show his work to the priest, claimingthere was just a little more to be finished. Quickly, overnight, hemade a new portrait that showed Goudenkruin in a much moreheroic - and dishonest - light. For that betrayal of his vows, hewas cursed by Verena to forever paint only the Truth; and hecan’t stop himself. His works show every fault and every virtueof his clients. Sadly, the wealthy who want their portraits doneusually have far more of the former. Since he has no way ofknowing how a portrait will turn out before he begins it, he nowrefuses all commissions and lives solely off teaching others.But Verena – or perhaps Deecksburg’s own love of Art – won’tlet him off so easily. He has a compulsion to sketch, and hissketches are starkly illuminating. He has done charcoals ofmany of Marienburg’s powerful at their public appearances, andwhat he has learned of them has driven him to drink. He keepsthe sketchbook under lock and key, and shows it to no one.Hieronymous Deecksburg doesn’t draw much any more — thepain of his curse and the memory of his failure before Verenaweigh too heavily on him. But, one day, he was watching aceremony at the opening of the Stadsraad when the pomp andpageantry moved him to sketch the scene. When he was done,he realised in horror that he had fallen into another of histrances and what at first seemed a harmless doodle showedinstead the Cathayan diplomat, Hong Fu Chu, as a mutantmonster bent on corrupting Marienburg and beyond. He hasseen how Chu’s reach is stretching into Marienburg, but thedepression caused by his alcoholism and the fear of revealinghis “talents” keep him from talking about this to those whowould care.Deecksburg knows many of the upper-crust families inMarienburg, many of whose children he tutors in art, whetherthey have any talent or not. As he doesn’t sell his work anymore, he depends on their largesse and the income from hisstudio for his livelihood. He consequently has a large range ofcontacts, but few close friends, and nobody knows his secret.He is a close friend of Trancas Quendalmanliyë of Elftown, whoregularly visits the studio. The Elf is concerned aboutDeecksburg’s alcoholism, but doesn’t yet know the reason

Page 46: 102678424 the Marienburg Project

GB48: Sign of the Brush and Gull

Marienburg: The Greatest Port in the Old World

behind it. Deecksburg also knows of the corruption anddepravity of Giovanni, Ree’s assistant. He knows he shouldspeak out, but to do so would reveal his own secrets. Thetorment has driven deeper into the bottle, and he is often foundin taverns and cheap hostelries. Recently someone hassuggested that Black Lotus might ease his pain better, andalthough he is resisting the temptation, he may not be able tohold out much longer.

Skills: Academic Knowledge (History, Theology), Charm,Common Knowledge (The Wasteland), Drive, Evaluate+10%, Gossip +10%, Haggle, Heal, Perception +20%,Read/Write +10%, Secret Language (Guild Tongue), SpeakLanguage (Classical, Reikspiel), Trade (Artist +10%,Calligraphy)

Talents: Ambidextrous, Artistic, Dealmaker, Etiquette,Excellent Vision, Lightening Reflexes, Public Speaking,Suave

Insanities: Terrible ThirstingsCombat:Armour (none): Artists SmockAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0)Trappings: Sling Bag, Brushes, Charcoal, Coloured Chalks,

Sketch Book with Key Lock (Key is on a chain around hisneck), Flask of Fine Brandy, Purse (with 2d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel33% 28% 36% 42% 58% 40% 43% 48%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 4 0 7 0

Page 47: 102678424 the Marienburg Project

GB49: Goat and Stoat, The

Marienburg: The Greatest Port in the Old World

The Goat and StoatLocated at the heart of Goudberg’s fashionable Garret, the Goatand Stoat is frequented by artists, rakes and courtesans.The Goat and Stoat has three taprooms, each of which has afloor around three feet under the street level and must beaccessed by going down a flight of steps. A single kinkedcorridor links the three rooms, and also provides access to theprivate rooms above.The Goat and Stoat has become one of the places to be seenby the young merchants, and paradoxically the best place tomeet in Goudberg in relative secrecy and seclusion. The factthat the Goat and Stoat has three entrances has made it apopular meeting place with those wishing to remainunobserved.In the taprooms rich young merchant smoke tobacco orWyrdroot, while struggling artists hawk their paintings andsculptures. Courtesans circulate amongst the artists andmerchants, flirting with their bodyguards, or toying with the oddnaive stranger. The upstairs rooms are used for privatemeetings, card games and secret assignations.The Goat and Stoat has a large wine list, and serves a numberof cocktails and rare spirits. The tavern is also known for itsentertainment, which occurs every night in the east taproom,under the careful eye of Lise Rexwynk, the owner. Minstrels,poets and dancers are the most common acts, while bawdycomedians, jesters or tumblers are never considered.The Goat and Stoat employs three full-time barmen as well asseveral barmaids.

Remial Lietz, Slaver

Elf Rapscallion (ex-Envoy, ex-Gambler, ex-Merchant, ex-Slaver)

“Please leave me alone to think.”

Remial Lietz (not his real name) is a swarthy and secretive SeaElf who dwells in Sith Rionnasc’namishathir. Unaffiliated withany of the major clans, he makes his living as a slaver.Befriending attractive young women (and the occasionalattractive young man) before drugging them and shipping themout to Araby. Thousands of visitors pass through Marienburgevery day; faces aren’t remembered and lone travellers are notmissed.Remial has a reserved, thoughtful and practical character. Manypeople would see him as evil, as selling human slaves doesn’tseem to bother him. He is certainly immoral. His eyes lurk indeep pits, his clothes and hair are typically unkempt, and yet healways appears glamorous. Remial thinks carefully beforeanswering a question, and his general demeanour is worldweary.Remiel has several conflicting motives and has recentlysurprised himself by falling deeply in love with JulianaAasenberg – just the sort of person he is meant to body snatch.The people he works for are growing impatient, as Remiel hasnot delivered ‘the goods’ for several weeks... This is seriouslyconfusing him, making him feel guilty. Although he won’t admitit, he has become obsessed.Remiel is a loner by nature and knows few people in ordinarysociety. He is known amongst the Arabians of the city, and hasan arrangement with Malik Durani, a spice clipper captain to

smuggle slaves out of Marienburg. While his normal area ofoperation is the Garret, when desperate he occasionally visitsRed Lantern Canal or the Helmsman Inn looking for people tosnatch. Despite his trade, he has no contact with the “Guild WeHave Never Heard of”, who avoid interfering in his affairs as heis a sea elf (as long as he isn’t too obvious).

Skills: Blather, Charm +20%, Common Knowledge (Araby,Border Princes, Elves, Estalia, Tilea, the Wasteland),Consume Alcohol, Drive, Dodge Blow, Evaluate +10%,Follow Trail, Gamble +10%, Gossip +10%, Haggle +10%,Intimidate, Lip Reading, Perception +10%, Read/Write,Ride, Search, Secret Language (Guild Tongue, ThievesTongue), Secret Signs (Thieves), Sleight of Hand, SpeakLanguage (Arabyan, Classical, Eltharin, Estalian, Reikspiel,Tilean), Swim, Torture, Trade (Merchant)

Talents: Aethyric Attunement, Ambidextrous, Coolheaded,Dealmaker, Etiquette, Excellent Vision, Flee!, Menacing,Night Vision, Public Speaking, Seasoned Traveller, SixthSense, Streetwise, Strike to Stun, Super Numerate,Swashbuckler

CombatArmour (Light): Leather Jack and leggings with Dashing

Clothes and CloakAP: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 1 (5)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Writing Kit, Broach in the Shape of a Blue Rose,

Purse (4d10 Gu and 4d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel51% 65% 46% 40% 65% 54% 55% 65%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 4 5 0 0 0

Page 48: 102678424 the Marienburg Project

GB50: Van Reeveldt’s Boatbuilders

Van Reeveldt’s BoatbuildersMarienburg: The Greatest Port in the Old World

“If you want a sea-going vessel, take your guilders to Suiddockor Rijkspoort – or even Elftown. But if you want somethingthat'll make their heads turn while you're tooling along thecanals, or the best little ketch for enjoying the bay, then headdown to van Reeveldt's. It'll cost, but she makes the finest day-boats around."

"Too bad she's honest – you sure she's Wastelander? You sureshe's female? I mean, the woman's got keys to the privatelagoons of all the rich fish – and just to maintain their boats?Cod guts! A chance like that and we let it go to waste! Weought to lean on her."

Along the Zijdenmouw Kanal sit some of the best dockyards inMarienburg. These shipyards specialize in smaller craft, boatsthat travel the canals of Marienburg or the rivers of the Empire.From early in the morning till after sunset, craftsmen can beseen hard at work along the sloping shorelines, their hammersrapping a steady beat across a wooden skeleton or their voicessinging a chant as another boat slides into the water. Captainswith money or who demand the best bring their boats here forrepair.The best among these are the yards of Maria van Reeveldt, amaster boat-builder who retired from a prosperous life of rivertrading to devote herself to her true love – building exquisiteriver and canal boats. Opening her first yard in an out-of-the-way portion of Kruiersmuur, van Reeveldt quickly establishedher reputation as an artisan who would tolerate nothing lessthan the best. Soon she was able to buy the yards of a failingestablishment in Goudberg and her business has soared like aCathayan rocket.Unique among the Goudberg builders, van Reeveldt also seesto the maintenance of the canal boats she sells. Rather thanwaiting for them to come in for repair, she has been entrustedwith keys to the private lagoons of many of the wealthyresidents of Goudberg, Guilderveld, Oudgeldwijk andTempelwijk. All of them see the possession of a genuine vanReeveldt as a sign of status. She and her employees haveleave to come and go as they please to inspect the boats,recommending work as needed. These keys are kept in a safeimported from the smiths of Zhufbar (requiring a Very Hard (-30%) Pick Locks test to open), and they are signed in and outevery day by van Reeveldt herself. During the night, a guardhired from Marquandt's Escorts stands watch over the safe.Should anyone wish to commission a boat or have theirsrepaired, van Reeveldt charges twice the usual rates.

Maria van Reeveldt, Master Boat-BuilderArtisan (ex-Tradesman, ex-Boatman)“That cursed Elf up in Elftown may think hemakes the best boats, but he doesn’t know athing about building something that canactually get around in the canals.”

“You want what? Get out! Out of my yards!I’ll cut my wrists before I make a deal withthat greasy cut-throat Henschmann!”

A few inches over five feet and weighingnearly eleven stone, Maria’s weathered facetestifies to years spent outdoors. With arms like hams and iron-

grey hair tied in a loose bun, she is never seen without a flaskof herbal tea and her tools. Her blue eyes look straight at you -never subtle, never deceptive.Maria van Reeveldt loves the rivers of the Old World, and she’stravelled most of them. She is straightforward and honest andhas devoted herself to her craft. To her, Marienburg’s boat-traffic is a joy, and she dislikes the Brotherhood of Seamen andPilots, and their unfair hold on it.Maria is also a deeply bigoted woman. Resentful of the SeaElves for taking work from good Marienburg dockers and angryat the growing Tilean membership in the Pilot’s Guild, she hastaken Solkan’s dictate of racial purity to heart and is now anavid member of the Knights of Purity, and a generouscontributor to its coffers. She only employs native-bornWastelanders in her yards and makes no secret of her disdainfor “mongrels”, as she refers to foreigners. At the same time,she is loyal to the trust her clients place in her and would diebefore betraying them.For some strange reason that neither really fathoms, she is aclose friend of the artist Hieronymous Deecksburg, who oftenspends hours in her yards, watching the water traffic or thebuilders at work. While she sees him occasionally sketching,she respects his privacy and does not ask to see his work. Sheis friends with Axel Huurder, and the two regularly drinktogether. She also often visits the Brotherhood of Purity toattend private meetings of the inner order of Knights. While shehas not participated in any of the Knights’ vigilante activities,she will sometimes make unmarked boats available for theiruse.

Skills: Common Knowledge (The Empire, the Wasteland),Consume Alcohol, Drive, Evaluate, Gossip, Haggle+10%,Navigation, Outdoor Survival, Perception +10%,Read/Write, Row, Sail, Secret Language (Guild Tongue,Ranger Tongue), Speak Language (Reikspiel), Swim, Trade(Carpenter, Shipwright +10%)

Talents: Artistic, Dealmaker, Excellent Vision, Orientation,Savvy, Seasoned Traveller, Very Strong

Combat:Armour (Light): Leather ApronAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Hand Axe (Hand Weapon, 1d10+5), Dagger

(1d10+1)Trappings: Trade Tools (Carpenter), Rolled Plans, Tidal

Almanac, Medallion of Knights of Purity (concealed undershirt), Flask of Bitter Herbal Tea

Main ProfileWS BS S T Ag Int WP Fel48% 42% 50% 43% 47% 35% 40% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 14 5 4 4 0 0 0

Page 49: 102678424 the Marienburg Project

Note that the Litigant career from the Career Compendium andTerror in Talabheim should have access to Speak Language(Classical) rather than Speak Language (Reikspiel). The CareerCompendium also adds Scholar to its Career Exits.

Talents: Coolheaded, Etiquette, Master Orator, PublicSpeaking, Savvy, Schemer, Suave

CombatArmour (none): Good Craftsmanship ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10-1)Trappings: Judge’s Wig and Gown, Purse (with 2d10 Gu and

5d10 shillings)

GB72: The der Kwick Residence

The der Kwick ResidenceMarienburg: The Greatest Port in the Old World

This location is presented before the events of the scenario‘Once Upon a Time in Marienburg’ by John Foody(available in Warpstone 9). If you have played through thatscenario some details may differ.

Located to the south of the Zijdenmouw Kanal, near theSlangenbezweerder bridge, this somewhat typical well-to-dotownhouse is the home of the Magistrate Kai der Kwick and hiswife Hanna. A single maid, Celeste also resides within thehouse.The inside of the house is well decorated, with tasteful art andshelves of books – iconography of Shallya is presentthroughout the house.The ground floor contains a kitchen, quarters for the servantsand a small Shrine to Shallya. The first floor contains the diningroom, study and lounge. At the top of the house, the secondfloor has three bedrooms. The Master bedroom contains abookcase, behind which is a secret staircase allowing an exitfrom the building in emergences.

Kai der Kwik, MagistrateHuman Politician, ex-Litigant“If you have nothing of interest to say we shall move on to thesentence and execution.”

AMagistrate at the Marienburg criminal courts, Kwick is a cleverman with a nasty streak. He likes to be constantly in control,with lots of people owing him favours at all times. He is harsh inhis sentencing but is not immune to bribery. In fact he lovesmoney almost as much as power, and he married his wifeHanna for her family money. He now lives in her family’stownhouse in the southern edge of Goudberg.His family was poor and he despised them for this, leavinghome as soon as he could. He was trained to be a lawyer by aman he bribed to do so after finding out about his corruptdealings, slipping around guild limitations. He has schemed andplotted his way to his current position with a mixture of dubiousmethods backed by excellence at his job.Over the years he grew to hate his wife and recently, in themiddle of a mid-life crisis he found himself attracted to his maid,a Bretonnian émigré named Celeste. This has brought him tothe attention of Jean Reno, her unscrupulous brother. Reno is asmall time troublemaker and smuggler who is extorting moneyin exchange for covering up the affair.Der Kwick is a dangerous man, sharp, intelligent and powerful.His major weakness is his underestimating everyone else. Hehas no loyalties or friendships that he would not cut for moneyor safety. He dresses in style, his hair slicked down flat.

Skills: Academic Knowledge (History, Law), Blather, Charm,Common Knowledge (The Wasteland), Gossip +10%,Haggle, Perception, Read/Write, Secret Language (GuildTongue), Speak Language (Classical*, Reikspiel)

Main ProfileWS BS S T Ag Int WP Fel33% 31% 27% 31% 42% 57% 51% 59%

Secondary ProfileA W SB TB M Mag IP FP

1 13 2 3 4 0 0 0

Page 50: 102678424 the Marienburg Project

GV

“Guilderveld is not at classy as Goudberg, but it’s livelier, andit’si where I’d go to have a shot at some big deals with theElves, without having to join the ‘Change or get past theMannikins in Elfsgemeente. Dress well enough and hang aboutin the right clubs, and they’ll think you belong there doingbusiness - seems we all look alike to them.”

“Dratted vermin! No, not the rats, the chalk artists! Look at it!They’ve drawn an elf kissing the backside of a dwarf right onmy stoop, and I’m expecting a representative from ClanLianllach to arrive at any minute - and he has absolutely nosense of humour! Augh! They’ve even signed my name to it!”

Guilderveld (“Moneyfield”) is one of the newer wards of the city,having been completely rebuilt after the signing of the Treaty ofAmity and Commerce. Prior to the coming of the Sea Elves, itwas a lower-class district known as Noordhaven, a decayingdockland that had never successfully competed with Suiddock.A mysterious plague struck it the year the Elves came - brought,it was rumoured, on a ship from Mousillon. Although thescourge did not spread much beyond the district, Noordhaven’spopulation was decimated.In the wake of the plague, the Merchants’ Guild presentedBaron van Hoogmans with a plan; since the land was in a goodlocation to take advantage of the new Elf haven, the Baronshould simply seize the lands under his ancient rights - theGuild would then buy it from him and develop it. Baron Matteusagreed and, faced with a strong force of Tilean mercenaries, thelocals had no choice but to acquiesce. Being poor already, theyrelocated to the city’s slums, notably Doodkanaal. This act isknown in history as “The Long Swim”. While the Guild paid aconsiderable sum for the properties, the fortunes made sincehave more than repaid their investment.Nowadays, Guilderveld is home to many successful businessesthat provide services to the wealthy and upper middle classesof Marienburg and elsewhere. Large homes belonging tomaster craftsmen stand next to their well-appointedworkhouses, the separate structures attesting to their owners’wealth. There are also the offices of many of the city’smercantile concerns, while goldsmiths and gem cutters share

the area with successful artists and brokerage firms.Guilderveld’s bustling streets and canals are well tended,residents and hired help making sure that everything is neatand clean - even pavement artists are run off! Nevertheless,Guilderveld sports a large number of street entertainers whoearn quite a bit from the tips of passers-by. Wealth, of course,attracts the attention of thieves and other crooks, so the localward council is careful to keep the Black Caps well equippedand happy, and night patrols are frequent and vigilant.

GuilderveldMarienburg: The Greatest Port in the Old World

Guilderveld LocationsGV02: Arkat Fooger’s Counting HouseGV08: Rosal Krantz, Astrological Readings and PredictionsGV11: The Red Cock InnGV12: Delftgruber and Son, Ship’s ChandlersGV13: Sybo’s Mystic EmporiumGV31: House van OnderzoekerGV42: Doktor Anders Vesalion, PhysicianGV43: Luitpold Rheden’s Custom FirearmsGV44: Groenewoud’s Fine MeatsGV52: Esmeralda’s Apron

Page 51: 102678424 the Marienburg Project

GV02: Arkat Fooger’s Counting House

Marienburg: The Greatest Port in the Old World

Arkat Fooger’s Counting House“Marienburg’s queer place. Where else can an Elf walk up to aDwarf, ask for money and, instead of being shown the doorwith a bootprint on his backside, get a loan? Then again,knowing old Fooger, that same Elf’s grandson will still bepaying off the debt.”

“You think your Emperor is rich, Altdorfer? Look over there.See that building? Yeah, the one with the axe-boys guardingthe front. That there is the Fooger bank, as in Director Fooger,one of the Ten! Enough money flows through there each daythat he could buy your precious Emperor five times over andset him to digging ditches.”

At the eastern end of Guilderveld is an impressive building thatspeaks of wealth, power, tradition and security – the countinghouse and vaults of the House of Fooger, bankers to nobility,insurers to the world. Sitting among other banking andmerchant houses along the canal known officially as BaronFrederik’s Folly, and more commonly as Usurers’ Row, thebuilding is an impressive four-storey structure built of stone andbrick, capped with high-peaked roofs, each sporting severalchimneys that speak of the luxuriant comfort of those within.The Counting House sits well back from the canal, forming oneside of a small plaza with churches to Haendryk and Verena tothe right and left of it. Hundreds of people from all levels ofsociety pass through the plaza each day, rushing from one dealto the next. Dozens of them make for the great double doors of“De Oud Foogershuis”, built of imported oak and guarded nightand day by four axe-wielding Dwarfs wearing the livery of theHouse of Fooger.The ground floor is one large room, a beehive of activity withmore than a score of clerks furiously scribbling in their ledgers,tallying the day’s profits and losses based on messages boughtin by runners. Expensive tapestries line the walls, and a teakrailing separates the foyer from the main work area. At the rail’sgate, a Dwarf of House Fooger screens incoming clients tocheck whose business is legitimate and rich enough, andwhose requirements “may best be served by other, lesserinstitutions than this”.Those who pass muster are escorted by pages to the secondfloor where merchants in the House’s employ handle all theirfinancial needs. The third is given over to the new Foogerinsurance brokerage, a revolutionary enterprise conceived anddeveloped by Arkat Fooger himself, and one that has been veryprofitable until lately. The topmost office is the private domain ofDirector Fooger and his staff, where he personally seesimportant clients, including representatives of nobility androyalty from around the Old World. He also has private quartershere, used when he has to stay late on House or Directoratebusiness. Finally, a secret passage on the ground floor leadsdown to the Fooger vaults, which hold the House’s goldreserves and other precious items that clients pay to havestored there.Characters may have direct business with the House of Foogerwhen they need a large loan (smaller loans are better served bya pawnbroker such as the Three Guilders Emporium) orinsurance, or if they wish to store valuables in the safestenvironment in Marienburg. But so much money, clean anddirty, passes through House of Fooger that many plots coulddraw adventurers here.

Loans accrue 15% interest per year, or 2% per month for loansof less than a year, and all loans must be made against somekind of physical collateral. The Fooger’s are very strict aboutprosecuting anyone who defaults on a loan, and verysuccessful at getting their money from non-payers, in kind if notin cash. Insurance for cargoes is available for 5% of thedeclared value, which is set by inspectors in the House’semploy. Those wishing to store items may do so for a fee of 1%of the item’s value per week, minimum 1 guilder. Rates forlonger terms are negotiable.The bank uses its own team of bailiffs to recover property fromthose unable to pay their debts. These range from jewellery,paintings and cargoes to horses, houses, businesses andships. Smaller items are stored in a large warehouse on the oldNoordhaven docks, where on the first Guilstag of each monththere is a large auction where everything is sold off, attractingpeople from all over the city.

Arkat Fooger, Director and MasterBanker

Guild Master (ex-Politician, ex-Merchant, ex-Steward, ex-Scholar, ex-Student)

“Of course, Count von Kohl, discretion is a speciality of theHouse of Fooger. You may tell your royal mistress that a creditnote for 10,000 crowns will arrive withina month, and no one else need know of it.The crown of Margaritha will be safehere as if it were in Haendryk’s ownpurse. Just sign here and I hope sheenjoys her new wardrobe.”

“Marienburg was as a co-operative inwhich everyone could profit. But nowthere are those on the Directorate who seeit and its people as their personalproperty. That is the road to ruin.”

An elderly but impressive Dwarf of over150 years. Wrinkles of care and wisdom line his face, and hisimmaculate beard hangs over his paunch to his knees. Hisdignified bearing commands attention and respect.Arkat Fooger was groomed from childhood to be his clan’s headand a powerful financier. His father, Roenekaat, spared noexpense for his education, and the investment has paid off.“Old Fooger”, as he is respectfully called, has built his clan’sfortunes until they can no longer be ignored, culminating in hiselevation to the Directorate in 2428. He is stern, reserved, anda very shrewd businessdwarf While he gives nothing away tothe competition, he never cheats his customers either. And, forover a century, his spoken word has been regarded as an ironbond. His devotion to clan and city are paramount, the fortunesof the House of Fooger are irrevocably tied to those ofMarienburg.Lately, however, he had been under great stress, as theHouse’s fortunes have suffered from recent losses. Severalheavily insured cargoes have been lost at sea, and Arkat hashad to dip deeply into Fooger reserves to meet the payments.begun to suspect that more than chance is at work, and thatone or more of his fellow Directors may be plotting his downfall.Strain has taken its toll on Director Fooger – nervous tension

Page 52: 102678424 the Marienburg Project

GV02: Arkat Fooger’s Counting House

Marienburg: The Greatest Port in the Old World

and a need for sleep have led him to use Black Lotus to relax.Now he is addicted, and finds he cannot get through the daywithout a pipe or two… or three. At first his trusted major domoJan brought him his drug, but then refused (and was fired)when Fooger’s need grew stronger. Now he ventures toMarienburg’s “dream parlours” in the guise of a common Dwarf,his shame leading him to deny his problem even to thoseclosest to him. He often spends whole nights on a filthy bunk ina blissful stupor. So far, no one has recognised him, but hisclosest aides fear the day he is exposed and are at a loss overwhat to do.Arkat is a close friend of Sister Marianne of St Rutha’sOrphanage, having met when she brazenly asked him formoney right there on the Street. He is a patron of the arts andhas decorated his mansion and offices with paintings from thestudents of Hieronymous Deecksburg, though he is puzzled atthe Master’s refusal to do a portrait of him.A less friendly connection is Jan, the former major-domo. Notonly is he resentful of his treatment by Fooger, he also knows agreat deal about the inner workings of the bank, and its currentvulnerability. He plans to extort money from Fooger in return forhis silence, but if he doesn’t get it then he may take what heknows to one of the Counting-House’s many rivals, possiblyeven one of the other Directors.

Main ProfileWS BS S T Ag Int WP Fel50% 45% 40% 43% 32% 25% 25% 30%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 4 4 0 3 0

Skills: Academic Knowledge (Astronomy, Genealogy/Heraldry, History +10%, Law +20%, Runes), Blather, Charm+20%, Command +20%, Common Knowledge (Bretonnia,Dwarves, the Empire, the Wasteland) +10%, ConsumeAlcohol, Drive, Evaluate +20%, Gossip +20%, Haggle+20%, Intimidate, Perception +20%, Performer (Actor),Read/Write, Ride, Search, Secret Language (Guild Tongue),Speak Language (Arabyan, Breton, Classical, Khazalid+10%, Reikspiel), Trade (Merchant +20%, Miner, Smith)

Talents: Dealmaker, Dwarfcraft, Etiquette, Grudge Born Fury,Linguistics, Master Orator, Night Vision, Public Speaking,Savvy, Schemer, Seasoned Traveller, Streetwise, Sturdy,Super Numerate

Insanities: Addiction to Black Lotus (treat this as ‘MandrakeMan’, note that modifiers have already been applied tocharacteristics).

Combat:Armour (none): Rich Clothes befitting a Dwarf of StationAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Iron Bound Cane (Best Craftsmanship Hand

Weapon, 1d10+4)Trappings: Gold Clan Head’s Ring (worth 200 gu), Gold and

Ruby Director’s Pectoral (worth 500 gu), and anything elsehe wants - he’s rich!

Page 53: 102678424 the Marienburg Project

GV08: Rosal Krantz, Astrological Readings and Predictions

Rosal Krantz, Astrological Readings and PredictionsMarienburg: The Greatest Port in the Old World

Located on the great long tree-lined Spizörijestaad thatconnects Guilderveld to Paleisbuurt, this ostentatious shop isthe domain of Rosal Krantz – Former Astronomer to Karl Franz.The building is on three floors, above a cellar with widows atstreet height. A small series of steps lead up to the maindoorway, behind which is an opulent parlour where clients aremet by Krantz’ secretary and sip brandy while waiting for theconsultation.Krantz’ office and consultation room is on the floor above. Heremany arcane looking books on astrology are stored in shelves,around a quarter of which Krantz has written himself and therest of which are unread. Diagrams of constellations areplastered on the wall, and a small Dwarf-built orrery dominatesthe centre table.The upper room contains a larger orrery and three largetelescopes. To use these the left half of the roof has beendesigned so that it can slide across, opening the room to theskies. The lower cellar contains a small printing press, withwhich Krantz makes copies of his Horoscopes. While Krantzdoes not live on the premises, he often spends part of the nightstar-gazing and employs a night watchman to look after thebuilding.A simple printed horoscopes are available for 4 Gu, while amore detailed reading costs 10 Gu and takes Krantz a day toprepare.

Rosal Krantz, AstrologerAstrologer (ex-Student, ex-Raconteur)The renowned Astrologer Rosal Krantz is a distinguished manin his mid thirties, with a hawkish nose and neat goatee. Hismanner is personable and convincing, and he dresses in finestBretonnian fashion, with a large black cloak with a star andplanet pattern to advertise his profession.While he was once the court astrologer to Karl Franz, Krantzmoved to Marienburg after a prediction he made about aparticular battle failed to come true. He seldom mentions thereason for his leaving, instead telling people it wasastrologically significant that he relocate to Marienburg.Krantz is utterly convinced of the validity of his craft, and getshighly annoyed if his predictions turn out to be inaccurate. Suchoccurrences he puts down to inaccurate equipment orinsufficient information. He is largely dismissive of the works ofother astrologers and seers, believing his own practices to befar superior.

Main ProfileWS BS S T Ag Int WP Fel40% 30% 32% 38% 39% 59% 49% 59%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Skills: Academic Knowledge (Astronomy +10%, Cryptography,Science), Blather, Charm +10%, Common Knowledge (TheEmpire, Tilea, the Wasteland), Gossip, Navigation,Perception, Performer (Storyteller), Read/Write, Search,Secret Signs (Astrologer), Speak Language (Classical,Reikspiel, Tilean)

Talents: Etiquette, Linguistics, Public Speaking, Savvy,Seasoned Traveller, Sixth Sense, Suave, Super Numerate

Combat:Armour (none): Dashing Bretonnian Clothing with

ostentatious Hat and CloakAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Several Printed Horoscopes, Purse (with 6d10 Gu

and 6d10 shillings)

Page 54: 102678424 the Marienburg Project

GV11: Red Cock Inn, The

The Red Cock InnMarienburg: The Greatest Port in the Old World

“Excellent place to take a client. The food is marvellous – do trythe herring in aspic – and even the riff-raff are well behaved.They say Tuersveld was a pirate in his youth and may stillhave his hands in the barrel. Don’t believe it, myself He’s notcoarse enough. “

“Now there’s the place to do real business, laddie! Donat’s oneo’ the gang, ye know. In like flint with ‘Casanova’. Just don’t beobvious and he’ll provide a safe place to hide hot goods - oryour own hot hide, should the Excise be after ye!”

Midway along the inner shore of Gold Harbour, by the side ofthe Onionwater Canal, a thirsty traveller will find the sign of theRed Cock Inn, Donat Tuersveld, innkeeper. For over thirty yearsthe Red Cock has been known for good food, good beer and arespectable atmosphere. And, for the same time, it has beenthe preferred safe house for smugglers in the north of the citylooking for a place to store contraband.The inn is a large single storey structure, built of stone andtimber about two centuries ago. Up a small flight of steps andthrough the doors lies the main room, dominated by a centralhorseshoe-shaped bar that at night is busy enough to beworked by three bartenders. The ends of the bar sit against awall that separates the main hall from the kitchens. At the rearof the kitchens are doors leading onto the canal, wheredeliveries are made by boat and trash dumped in the sluggishwater.The inn’s tables and semi-private booths are often populated bylocal merchants. While the Red Cock doesn’t offer privatemeeting rooms, the staff make sure that customers who don’twant to be disturbed aren’t. Unlike many business owners,Donat Tuersveld does not live above his premises, preferring torent rooms at a nearby boarding house.The Red Cock has a second life that begins soon after thedoors close at midnight. A grate with disguised hinges coversthe entrance to what was once, centuries ago, a minor canalthat fed the Onionwater. As the island was built higher andhigher, the canal was gradually covered over and forgotten.Tuersveld, a former pirate, bought the Red Cock when hediscovered the old canal connected to a basement under theinn.In the years since, many smugglers have hidden their goods inthe Red Cock’s secret basement, paying a storage fee to Donatthat varies on the size and riskiness of the cargo, and how wellhe knows them. People needing to get in and out of Marienburgunobserved have also used the Inn’s services, entering orexiting through the secret door in the kitchen’s pantry. A carefulwatch of the Red Cock might reveal customers who enter butnever leave, or who leave without having been seen to enter.If, however, all you want here is a meal, price and quality areboth 10% above average.

Donat Tuersveld, InnkeeperRacketeer ( ex-Tradesman, ex-Smuggler, ex-Seaman)

“Welcome! I’ve not seen you folk aroundhere before, what’s your pleasure? Eh?Sorry, you’ve the wrong place for that – trysomewhere in Suiddock. How about somebeer instead?”

“Lower your voice, for Ranald’s sake –you’re sticking out like a Halfling in abrothel! You want out of Marienburg? Thatcan be arranged. The fee is 200 guilders,firm. Now do as I tell you. Come back next Guilstag – what,tonight? That’s double the price. Go and sit over there, by thehearth. Say nothing, do nothing except enjoy a good meal untilclosing. Then we’ll move you. And stop shaking, man!”

A strong man in his late fifties, the muscle only beginning to turnto fat. Cornflower blue eyes sparkle in a friendly face framed bya trim sandy beard. Bald on top and with a broken nose, hisskin has been weathered and burned by years at sea.Donat Tuersveld was once a pirate, serving under the Sartosancaptain Stefan Jaanszoon “the Howler.” Injury lead him toreconsider the life of a reaver, and so he retired to his nativeMarienburg, bought the Red Cock when he discovered itssecret, and began running both sides of its business. As it turnsout, he has a natural talent at playing the gracious host.Tuersveld has no ambition other than to quietly run his businessand die peacefully in bed. He is a high-ranking member of the“Guild We’ve Never Heard Of”, and tries to act as a mediatoramong the League’s various gangs. More than most, herealizes that another feeding frenzy between the city’s gangswould be bad for everyone’s business. Donat Tuersveld hasmany contacts among both the legitimate business communityof Guilderveld and Marienburg’s underworld. He is respected forhis judgement by Adalbert Henschmann, and is able tomoderate “Casanova’s” more violent impulses.He despises the Lascar and suspects his involvement in thebody trade. He regularly buys meat from Boni Groenewoud,though he has no idea of the butcher’s real business. Heoccasionally sells information to Trancas of Three of a Kind if itis in the League’s interests. There is a reward on his head of300 gold ducats from the Miragliano authorities, who know himby his old nom-de-guerre of Karl the Wolf.While he gave up the life of a pirate years ago, Donat Tuersveldis still willing to take risks when the stakes are worth it. Now heis convinced that Adalbert Henschmann cannot prevent anothergang war, and so he has begun building alliances, working toeliminate “Casanova” and put himself, a smart businessman, incharge. By slowly making allies of the minor guilds, small gangsand solo operators in Marienburg, he hopes to gather enoughinfluence and power to take out Henschmann with minimalbloodshed. He has recruited the younger Delftgruber to thecause, and among others has made allies of Guan Lo Fat andsome of the many Tilean gangs in the city. Still, he is manymonths if not years from making his move, unless the suddenoutbreak of another feeding frenzy forces his hand.

Page 55: 102678424 the Marienburg Project

GV11: Red Cock Inn, The

Marienburg: The Greatest Port in the Old World

Skills: Command, Common Knowledge (The Empire, theWasteland +10%), Consume Alcohol +10%, Dodge Blow+20%, Drive, Evaluate +20%, Gamble, Gossip +20%,Haggle +20%, Intimidate, Perception +20%, Read/Write,Row +10%, Sail, Scale Sheer Surfaces, Search, SecretLanguage (Guild Tongue, Thieves Tongue), Secret Signs(Thief), Silent Move, Speak Language (Kislevarin, Reikspiel,Tilean), Swim +10%, Trade (Cartographer, Shipwright)

Talents: Dealmaker, Disarm, Hardy, Lightening Reflexes,Quick Draw, Resistance to Poison, Savvy, SeasonedTraveller, Sixth Sense, Street Fighting, Streetwise, StrikeMighty Blow, Strike to Injure, Strike to Stun, Swashbuckler,Very Resilient, Wrestling

Combat:Armour (none): Good, practical clothes befitting a

respectable businessmanAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Dagger (1d10+3, CV+1)Trappings: Keys to pantry and canal gate, Gold loop earring

in left ear (worth 10 Gu), Purse (with 4d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel51% 52% 50% 52% 41% 44% 35% 45%

Secondary ProfileA W SB TB M Mag IP FP

2 13 5 4 4 0 3 0

Sea-Wolf’s BandAcademic Knowledge: HistoryPowers: Anyone wearing this ring is filled with stubborn

resolve. They gain a +10% Bonus to resist the effects ofFear, Terror and the Intimidation skill. However, theymust also first pass a Will Power test before they canretreat from combat (this includes using the Disengageaction).

History: This simple iron band never rusts and has animage of a Wolf’s head as its signet. Tuersveld looted itfrom an Ulric worshipping mercenary captain in theBlack Gulf, when he went by the name Karl the Wolf.

Page 56: 102678424 the Marienburg Project

GV12: Delftgruber and Son, Ship’s Chandlers

Marienburg: The Greatest Port in the Old World

Delftgruber and Son, Ship’s Chandlers“Used to be a big name hereabouts, did old Delftgruber. ThenCasanova took over. That was a wild time – years ago, now,during the last ‘feeding frenzy’. They found Delftgruber nailedto a Watch-house door, and it was a good thing he already hada son, if you take my meaning. “

“Go to old Delftgruber’s chandlery and mention my name, andyou’ll find you can buy more than rope. But not a word toanyone else - if Adalbert hears about this we’re all dead men.”

At the end of Gold Harbour canal, close to what’s left of theNoordhaven waterfront in the oldest part of Guilderveld, standsa small, unobtrusive doorway with a dirty window beside it anda peeling sign reading ‘H Delftgruber & Son, Ship’s Chandlers’.The building looks like an old converted warehouse - which, forthe most part, is what it is. There is nothing to indicate that it isalso the front for a smuggling operation, and was once theheadquarters of one of the largest gangs north of the Rijksweg.The worn door gives way to a small, neat shop area, with a baywindow looking out onto a view of the great harbour’s traffic.Hugo Delftgruber usually sits by the window to work, makingthe most of the daylight. Behind the counter are racks holdingsmall items useful on a ship - lanterns, nails and so on, while adoor leads to the warehouse for the larger items like barrels,sail cloth and crates of salted fish. Stairs from here lead to theupper floor, which holds the family’s living quarters. A concealeddoor under the stairs gives access to the deep levels ofGuilderveld Island and a forgotten cistern in which Gijsbert’sgang stores their boats.The Delftgrubers were once a powerful local gang, but lost outin a gang war with Adalbert Henschmann. Gijsbert was onlyyoung then, and took no active part, but his father Hugo wasfound, mutilated and barely alive, nailed to a Watch-house door.His wife was never seen again. A broken man, HugoDelftgruber is now content just to be alive and in business as amerchant.Gijsbert runs a small-time smuggling operation with his father’scollusion, but is careful not to do anything too large-scale orobvious, which might draw Adalbert’s attention. Adalbert, ofcourse, is well aware of what goes on, but lets the Delftgrubergang think that they are outside his knowledge and control withtheir little operation. In fact, he manipulates them as surely ashe does any other criminal in Marienburg, but more subtly. Andif they live in constant fear of him discovering them, he reasons,then his hold over them will be all the stronger, should he everchoose to exercise it.

Gijsbert Delftgruber, Smuggler

Smuggler (ex-Boatman, ex-Tradesman)“And supposing I did happen to know of adiscreet and reliable trader who could layhis hands on the goods you seek, what wouldbe your best offer?“

In his early 20s, Gijsbert Delftgruber is a tall,slim, handsome young man, and he knows it.His fastidious and fashionable appearancemarks him out even among the wealthierresidents of Guilderveld and he is somethingof a local character. While his father’sbusiness isn’t the most prosperous, appears every inch thegentleman of fashion.Gijsbert would like to think of himself as a colourfulswashbuckler, champion of the people and master of thevictimless crime of smuggling. Full of ready wit and banter, he isthe image the stock character of Ranald out of the antiquefarces. Some people take him for a fool on account of hisexterior, but he has a quick, shrewd mind and a sharp eye forthe main chance. He is not courage, either - although somewould claim that this is mere folly brought on by his dedicationto his image.With his colourful appearance, just about everyone in this partof Marienburg knows Gijsbert by sight. His smuggling gang isbased in the Red Cock Inn near the east end of Guilderveld,and he is on friendly terms with the owner, Donat Tuersveld. Heknows and is wary of “Casanova” Henschmann and hisfollowers, and generally keeps away from that side of the town.Gijsbert regards Gerardus Hondschoen as his mentor and rolemodel, and his father with sentimental pity.

Skills: Common Knowledge (The Empire, the Wasteland),Consume Alcohol, Drive, Evaluate +10%, Gossip +10%,Haggle +10%, Navigation, Outdoor Survival, Perception+10%, Read/Write, Row, Sail, Search +10%, SecretLanguage (Guild Tongue, Ranger Tongue, Thieves Tongue),Secret Signs (Thief), Silent Move +10%, Speak Language(Reikspiel), Swim +10%, Trade (Shipwright, Tailor)

Talents: Dealmaker, Hardy, Orientation, Savvy, SeasonedTraveller, Specialist Weapon Group (Fencing), Streetwise,Very Strong

Combat:Armour (none): Loud ClothesAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Rapier (1d10+3, Fast), Dagger (1d10+0)Trappings: Jewellery (worth 25 Gu)

Main ProfileWS BS S T Ag Int WP Fel42% 39% 41% 33% 45% 43% 33% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 3 4 0 0 0

Page 57: 102678424 the Marienburg Project

GV12: Delftgruber and Son, Ship’s Chandlers

Marienburg: The Greatest Port in the Old World

Hugo Delftgruber, TraderTradesman (ex-Racketeer, ex-Cat Burglar, ex-Thief,ex-Smuggler)

“You should talk to my son about that. I’veno idea what the rest of the world gets upto.”

“I don’t remember. I just sell rope, that’sall! I’m no one, from nowhere! Leave mealone!”

Hugo Delftgruber, or Old Delftgruber as heis usually known, is a drab, scrawny-looking man in his late fifties. His narrow,sharp features are deeply etched, and hehas a distracted, slightly absent-mindedmanner. His hands are slightly twisted, as if with seriousarthritis. He wears fingerless gloves most of the time, but ifanyone inspects his hands closely they will find scars on palmsthe and backs, as if nails were driven through them severalyears ago.On matters to do with ship’s outfitting, Hugo Delftgruber is assharp, bright and efficient as any Guilderveld merchant chargingthree times the price. Apart from occasional periods ofabstraction, he is a master of his trade and many ship captainsdeal exclusively with him.Should the conversation drift onto other topics, however,Delftgruber’s eccentricities come a little more to the fore. Heknows very little of what goes on in Marienburg, as he hardlyever leaves his shop. His almost complete lack of knowledgeand curiosity is rare among Marienburgers, and is enough for anumber of his neighbours to be convinced that he’s completelymad. He is timid in the extreme. He does not care to hear aboutevents in the outside world, and will ask people to change thesubject; if they insist on forcing some item of news upon him, hewill react very badly.Old Delftgruber never speaks about his past, when he was oneof the north city’s most feared crime bosses, or of his downfallat the hands of the dreaded Adalbert Henschmann – he eithercan’t or won’t remember anything from this period of his life,and if anyone tries to ask him about it, he must immediately teston his insanities.Delftgruber has a number of regular customers, but knowsalmost nobody else. Friends from “the old days” willoccasionally drop in, . they don’t stay long, since he gets upseteasily. He tries to have nothing to do with smuggling theoperation, or at least, as little as possible. Having tastedAdalbert’s vengeance once, he is not keen to suffer again. Hehas a close friend in Sumieren Imlordil of Priceless Friends,whose life Hugo once saved during the same gang war thatcost him his power. Sumieren doesn’t visit often, but hisresponse would be instant and violent should he learn ofanyone harming his friend. He has not set eyes on LorettaWakker of the Gentlemen’s Club since the night she betrayedhim to Adalbert Henschmann, and it would likely tip himcompletely over the edge if he was ever to come face to facewith her again.

Skills: Charm, Common Knowledge (The Empire, theWasteland), Concealment +10%, Dodge Blow, Drive,Evaluate +20%, Gamble, Gossip +20%, Haggle +10%,Intimidate +20%, Perception +20%, Pick Lock, Read/Write,Row, Scale Sheer Surfaces +10%, Search +10%, SecretLanguage (Guild Tongue, Thieves Tongue +10%), SecretSigns (Thief), Shadowing, Silent Move +20%, Sleight ofHand, Speak Language (Kislevarin, Reikspiel), Swim, Trade(Carpenter, Shipwright)

Talents: Ally Cat, Dealmaker, Menacing, Savvy, StreetFighting, Streetwise, Strike Mighty Blow, Strike to Stun,Super Numerate, Trapfinder

Insanities: Heart of Despair, Knives of MemoryCombat:Armour (none): Good Quality Clothing with Fingerless

GlovesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: None (Unarmed, 1d10+3, +10% to Hit, Special)

Trappings: Shop, Account Books

Main ProfileWS BS S T Ag Int WP Fel57% 53% 52% 43% 53% 48% 39% 35%

Secondary ProfileA W SB TB M Mag IP FP

2 15 5 4 4 0 14 0

Page 58: 102678424 the Marienburg Project

GV13: Sybo’s Mystic Emporium

Sybo’s Mystic EmporiumMarienburg: The Greatest Port in the Old World

“Used to be his brother Leo ran the business; he always wasthe more talented of the two. But he went on a collecting trip tothe South Lands colony a few years ago and came hackchanged – strange, you might say. He wouldn't leave hishouse, nor deal with customers. One day, Sybo sent a messagesaying Leo had left and moved away – to Kislev, I heard. Atfirst some folks suspected Sybo of doing away with his brother,but we still get letters from him, and he does pay his dues.Guess he just wanted a change.”

“He's never open, dearie. Never opens a window or draws acurtain. The gods alone know what he does in there.”

Sybo Haan is the ostensible proprietor of Haan's CustomMagicks, where items are given minor enchantments for thoserich enough to afford their utility or luxury value. The shop isfairly spacious, the windows are usually shuttered, the curtainsdrawn, and the doors are both bolted and chained on the insideand and are reinforced by Ritual Magic (such that it wouldrequire a being with a Strength over 70% to be able to forceopen the doors).. Sybo very rarely opens for business: mostcustomers write to make appointments. Sybo's well-to-dolandlord (an agent of the de Roelef family) accepts some minormagical services in lieu of rent, and this allows Sybo toadvertise his influential patronage as a mark of the quality of hiswork.Visitors – only seen with an appointment – are expected to waitin the reception room downstairs while Sybo prepares himselfand any items he has readied for them. The slightly sounds ofhis three Norse bloodhounds (huge, vicious, slaveringwatchdogs) growling and snarling. Sybo is always nervous andfeels more secure with these dogs around.Sybo's bedroom and his upstairs workroom, which visitors won'tnormally see, both have very strongly reinforced doors(requiring a Very Hard (-30%) Strength Test to breach), withMagic Lock spells cast on them, which Sybo locks and boltsinto the bargain. The windows of this house are made ofenchanted glass, as tough as cast iron, and the window framesthemselves are just as tough (Sybo is proud of having attendedto this detail). The sash windows will only open if the signet ringSybo wears is touched to the frames. The windows require aVery Hard (-30%) Strength Test to break due to theseenchantments, and if struck they emit a loud, ringing tone for2D10 rounds.Down in the basement, a spell rune is carved into the wall at thebottom of the steps. Passing it without uttering the password“Safe”, results in a Universal Confusion spell being cast on thetrespasser.

The Haan RangeThe Haans make fairly minor magics for the rich, and use manyof them in their own home. They are talented improvisers, andtheir creations are enchanted variations of standard householditems: among them are coffee-pots which stay hot for hours,talking door plaques that can hold a short announcement,fuelless room heaters and candles that light at a stroke of thewick.Prices for these items vary according to the size, utility andcomplexity of the item and the nature of its enchantment, andhow much Sybo thinks his customers will cough up. Pricesusually start at 500 Gu for a small self-cleaning bedpan to 1,200Gu for self-polishing and drying boots, and really elaboratemagical fashions can cost 20,000 Gu or more for a fine fullevening outfit complete with magically sparkling ear-rings.

Sybo Haan, Consulting WizardJourneyman Wizard (ex-Apprentice Wizard)“I can manage an appointment for you in,ah, two weeks after I've done the van deMerwe's scented commode tray. Perhapsyou'd like a self-fitting corset? You'reobviously a man of action, but age takes itstoll, eh? And it keeps up appearances for theUniversity Rector's brunch. Anything youcan think of, I can try to make for you - formy usual fee, of course.”

Sybo is of average height and medium build,28 years old, with curly fair hair worn fairly short. He has well-defined facial features, and is quite handsome and charming.His blue eyes seem always to be alive, darting to and fro;disconcertingly, he avoids mutual gaze with others, whichmakes him appear slightly shifty. He dresses fairly sloppily mostof the time, but when he goes out at nights he looks very sharpin blue, cream and silver Estalian tailored doublet and britches.Sybo is naturally a friendly person, sociable and warm, but hehas a strong streak of insecurity and is paranoid aboutprotecting his home and workplace – his brother's troubles aretaking their toll on him. He frequently pays small considerationsto Watchmen to make a detour or two past his home duringtheir patrols, and when he is out the dogs have the run of theplace.Sybo is really only the junior partner in the custom-magicbusiness. He has been happy to go along with it because themoney is good and out of pity for his brother. But since Leo, hisbrother, has become more self-obsessed and has been drawninto butcheries and deals with grave-robbers Sybo has becomeunhappy about his life in Marienburg. He is even beginning toresent his work, and secretly plans a possible escape from hisbrother – possibly as far as Cathay.Sybo does all the direct dealings with others, and by the natureof his work he often needs the help of craftsmen to fashion theitems he enchants. He has to deal with Sumieren Imlordil ofPriceless Friends, who imports Lustrian monkeys for Leo'sresearches, and who wouldn't be at all happy to find out whatLeo has been doing with them. Sybo also deals with DmitriHrodovsky for certain rare “medicaments”, and since both ofthem are salesmen they enjoy haggling with each other. Dmitriis convinced Sybo is an addict, and doesn't suspect the drugsare for Leo's researches. There is a rivalry with Wilhelm Rotkopf

Page 59: 102678424 the Marienburg Project

GV13: Sybo’s Mystic Emporium

Marienburg: The Greatest Port in the Old World

of Baron Henryk's, however, and Sybo loses no chance tobadmouth him. Lastly, because his work involves dealing withthe rich, Sybo has developed a fondness for visiting placeswhere the rich enjoy themselves, and the Red Cock Inn hasbecome a frequent haunt of late.

Skills: Academic Knowledge (Runes, Magic +10%),Channelling +10%, Charm, Common Knowledge (TheEmpire, the Wasteland), Gossip, Magical Sense +10%,Perception, Read/Write, Search, Speak Arcane Language(Magick), Speak Language (Classical, Reikspiel), Swim

Talents: Aethyric Attunement, Arcane Lore (Metal), LesserMagic (Magic Alarm, Magic Lock), Meditation, Petty Magic(arcane), Savvy, Very Strong, Very Resilient, Warrior Born

Combat:Magic: 2; Arcane Lore (Metal), Magic Alarm, Petty Magic

(Arcane)Armour (none): Fine Tilean DoubletAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Sybo’s Ensorcelled Dagger (Best Craftsmanship

Dagger, 1d10+2, Defensive)Trappings: Jade Amulet, Purse (with 50 gu, double at night)

Main ProfileWS BS S T Ag Int WP Fel45% 28% 41% 53% 50% 54% 49% 37%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 5 4 2 0 0

Leo Haan, VivisectionistMutant Barber-surgeon (ex-Apothecary, ex-MasterWizard, ex-Journeyman Wizard, ex-ApprenticeWizard)

“If you find any freshly dead Halflings, I'll paythe best price you'll get. But they must befresh! Freshly dead! Maybe not even quitedead yet.”

Leo is of medium height and build with thinfair hair, which has begun to fall out inpatches. He is very self-conscious about hisdecaying appearance, which is exacerbatedby his addiction to Caru, an importedLustrian stimulant. Leo suffers insomnia andanorexia, and his skin is raw and flaking badly, where it isn'tscabbed. A desperate man, he might even be ripe forrecruitment by a cult that offered the promise of lifting his curse.It is also obvious that his researches are taking him perilouslyclose to necromancy.Leo actually does most of the Haan business's enchantments,but has become increasingly reclusive to the point wherepeople think he has left. Five years ago, aged 30, he stole amagical artefact from a shaman's hut in the South Lands,triggering a vicious and powerful curse. The curse makes hisbody slowly rot away, and Leo can't decide if it will eventuallykill him or, worse yet, let him live as a horrible monster. Unableto lift the curse by the normal means, or to find a magician orpriest who could do it for him, Leo has sunk himself intoexperiments to try to create a cure. Experiments with creaturesresistant to magic and Chaos (especially Halflings), exotic liveanimals and their still-quivering glands, and worse fill Leo's timein the basement. He now only does magic-item work if it'sbeyond Sybo.Leo always works alone in the combination of alchemicallaboratory, morgue and vivisection parlour which comprises hisworkroom, spending almost all his waking time there, collapsinginto drug-free exhaustion only after long experimentingsessions. The main workshop is a frightful sight, packed withpreserved body parts, bottled organs and glands, pickledorgans and much worse.Leo has very few contacts and when, if ever, he goes out atnight to meet them he wears a disguise or a hooded cloak tohide his appearance. He deals regularly with grave robbers,and has some contact with junior morticians at the Physiker’sand Barber’s College. While Leo formerly had several friends atthe Baron Henryk’s College of Navigation and Sea Magicks,over the years he has not visited the Guild and his fullmembership has lapsed, retaining only Corresponding Memberstatus, helping to foster the belief that he has moved away fromMarienburg to a location unknown.

Main ProfileWS BS S T Ag Int WP Fel44% 42% 43% 31% 53% 67% 54% 38%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 3 4 3 4 0

Sybo’s Ensorcelled DaggerAcademic Knowledge: MagickPowers: Counts as a Best Craftsmanship Dagger with the

Defensive Quality. In addition, this dagger does anadditional Point of Damage.

History: Sybo has ensorcelled this elaborate dagger withpotent ritual magic.

Jade AmuletAcademic Knowledge: MagickPowers: Whenever the wearer of the Amulet would

restore a Wound due to Natural Healing, they restore1d10 wounds instead. The Amulet must have beenworn for the whole of the recovery period for this effectto take place. In addition, whenever this Amulet is takenoff, its wearer must make an average Toughness Test orsuffer the loss of 1d10 wounds due to system shock.

History: This amulet was made by a former grand masterof the Jade Order of Wizards and is fashioned of thatstone. It has a marvellous ability to channelling healingenergy into its wearer. Sybo received this amulet fromLeo, who discarded it after it failed to heal his affliction.

Page 60: 102678424 the Marienburg Project

GV13: Sybo’s Mystic Emporium

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Daemonology, Magic +20%,Science +10%), Channelling +20%, Charm, CommonKnowledge (Araby, Southlands, the Wasteland), Gossip,Haggle, Heal +10%, Intimidate, Magical Sense +20%,Perception +10%, Prepare Poison, Read/Write, Search,Secret Language (Guild Tongue), Speak Arcane Language(Daemonic, Magick), Speak Language (Araby, Breton,Classical, Reikspiel), Swim, Trade (Apothecary)

Talents: Acute Hearing, Aethyric Attunement, Arcane Lore(Heavens), Dark Magic, Lesser Magic (Aethyric Armour,Magic Alarm, Magic Lock), Meditation, Menacing, MightyMissile, Petty Magic (Arcane), Resistance to Poison, Savvy,Strong Minded, Very Strong, Very Resilient

Mutation:Fear Points: 1; Leo has the Menacing TalentRotting Flesh: This provides Leo with a -5% penalty to

Toughness and a -10% penalty to Fellowship, alreadyincluded in his profile.

Combat:Magic: 3; Arcane Lore (Metal), Magic Alarm, Petty Magic

(Arcane)Armour (none): Filthy Cloak and ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3) and reduces

all Damage by 1.Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Robes of N’Kharis, Sea Elf Ring, Power Crystal

(True Sapphire), Cursed Southlands Fertility Idol, variousScrolls, Surgeons Apron, Dissection Kit, AlchemicalEquipment, locked casket (with 255 gu)

Robes of N’KharisAcademic Knowledge: NecromancyPowers: Once per day, the wearer of these robes can

transform into a vapour as a Full Action. In this form, thewearer gains the Ethereal (the wearer can only beeffected by Magic attacks but cannot attack either; seeOWB or NDM for more details) and Hoverer Traits witha Fly Speed equal to its Movement characteristic. Thewearer can remain in mist form as long as he likes andchange back as a Full Action. However, transforminginto Mist in this way is deeply unsettling, and each timethis item is used, the wearer must make a Will Powertest or gain an Insanity point.

History: These long ornate black robes where once thecourt vestments of a long dead vizier of Nehekhara.The creature’s centuries of Unlife imbued a part of itsessence upon the robes upon its destruction.

Sea Elf RingAcademic Knowledge: MagickPowers: When worn, attacks made against the wearer of

this ring have their damage reduced by 1. Thisreduction applies against effects that normally ignorearmour. Additionally, a spell caster using this ring as aChannelling Focus adds an extra +1 to their CastingRoll in addition to their Magic Characteristic. A charactermay only use one Channelling Focus.

History: This intricate band of woven silver and Ithilmarwas looted from the finger of a deceased Sea ElfCaptain who washed up on the Wasteland’s shores. It isengraved with intricate Elven script that glows faintly inlight of Morrslieb. Should the Marienburg’s Elvesbecome aware of this item, they will go to great lengthsto return it to its rightful (Elven) owners.

Page 61: 102678424 the Marienburg Project

GV31: House van Onderzoeker

House van OnderzoekerMarienburg: The Greatest Port in the Old World

Thijs “the Lesser”, aged 27, took over the family interests a yearago after the sudden death of his father Rembrand vanOnderzoeker, whose body was found floating in a Suiddockcanal. An official inquest ruled that the elder van Onderzoekerhad drowned after a night of heavy Black Lotus use, but Thijshas refused to accept this, claiming his father had never takenmore than a glass of sherry with his dinner. Refusing to makeany public accusations, rumours flew after Thijs refused toshake the hand of Director Leo van Haagen during the lastOath of Manann ceremony at the start of the trading season.The van Onderzoekers concentrate on the continental trade,with extensive interests in the Empire, Kislev, Norsca andnorthern Bretonnia. They have been particularly aggressive inexpanding their contacts among the mining towns and Dwarfholds of the western Reikland, trying to cut out middlemen andmaking their deals directly. Recent years have seen themforced to spend a small fortune to fight mostly losing courtbattles with houses whose trade they have infringed, thelongest and most expensive against the junior branch of theHaagen family in Bögenhafen.But Thijs inherited a damaged position from his father, wholacked the family’s traditional business savvy. House vanOnderzoeker is heavily in debt, with many of its holdingsmortgaged. Thijs’ efforts to expand trade with the ReiklandDwarfs has cost him his alliance with the Foogers. Though stillallied with House van den Nijmenk, speculation is rife that Thijsmay not have the political and business talent to save hisfamily’s seat on the Directorate. The family mansion is inGuilderveld. Their symbol is crossed tridents over a merchantship, on a blue shield.

Nadia van Onderzoeker, MerchantMerchant (ex-Student, ex-Scholar)“The landlord wants to raise the rent on the property we leasefor the soup kitchen? Where’s his sense of civic duty? Bring theungrateful lout in here immediately. Perhaps we can appeal tohis sense of higher duty one way or another.”

“From my report, you’ll see that our revenue collected hasexceeded our expenses for the fifteenth straight month. Thuswe now have the capital to recruit much needed muscle to clearthe streets of Marienburg from the criminal and Chaoselements.”

Nadia van Onderzoekers is the younger sister of Thijs “theLesser”, current head of her family. A driven and focusedwoman, her good looks, blond hair and blue eyes belie herobsession with making money (lots of it!). Nadia does not doesnot take kindly to obstacles in her path and deals with themharshly. This trait obviously enables her to more than hold her

own in the Wasteland Import-Export Exchange, where she isseen as one of the few female rising stars in commodity tradingand investing.Unfortunately for her family however, they are not the principlebenefactors of Nadia’s skills. As a member of the Brotherhoodof Purity for the past 7 years, Nadia acts as the Warden of theTreasury for that organisation, and has recently ascended to theInner Circle of Knights. Her skills at soliciting contributions andinvesting these funds wisely have allowed this 33 year old toamass a fortune for both herself and the Knights. With theexception of Johannes Rechtbinder, only Nadia knows howextensive the Knights’ financial holdings are.She viewed her father, Rembrandt van Onderzoeker as a well-meaning dolt and her brother Thijs as a wastrel, whose cronieshave continued to run the family holdings into the ground. Shewould like to use the muscle that the Knights provide to quietlyreplace him as head of the house, but without scandal or losingcontrol of the house to any of Thijs’ unsavoury fellows.While she is not in total agreement with JohannesRechtbinder’s perception of a Chaos conspiracy (the LordProtector seems a bit obsessed with that topic), Nadia doesagree that the Knights’ tactics and activities are needed to turnback the criminal and deviant (Chaos cultists and the like)elements. In this way, the Knights of Purity are ensuring thatMarienburg doesn’t collapse into anarchy (and thereforethreaten the power and positions of the chosen, like herself),but continues to thrive.

Skills: Academic Knowledge (The Arts, Genealogy/Heraldry,History, Law +10%), Charm +10%, Common Knowledge(Araby, Bretonnia, the Empire, Tilea, the Wasteland), Drive,Evaluate +10%, Gossip, Haggle, Perception, Read/Write,Ride, Search, Secret Language (Guild Tongue), SpeakLanguage (Arabyan, Breton, Classical, Estalian, Reikspiel,Tilean), Trade (Merchant)

Talents: Dealmaker, Etiquette, Linguistics, Savvy, Strong-minded, Super Numerate

Combat:Armour (none): Best Craftsmanship ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Holy Symbol of Solkan, Writing Kit, Purse (with

7d10 Gu and 8d10 shillings), Town House, Warehouse,Liquid Assets (can generate up to 2,500 Gu within the hour)

Main ProfileWS BS S T Ag Int WP Fel40% 40% 38% 40% 41% 66% 59% 56%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 4 4 0 0 0

Page 62: 102678424 the Marienburg Project

GV31: House van Onderzoeker

Marienburg: The Greatest Port in the Old World

Verlk, Captain of the van OnderzoekerGuard

Human Captain, ex-Sergeant, ex-MilitiamanVerlk is an ex-mercenary Captain who was sentenced to deathfor murder. He killed a man who insulted Ulric, of whom Verlk isa devout follower. However Thijs recognised him as a man ofhonour and ability, and had him freed through variousunderhand means. Verlk is completely loyal to him now.A thick set man, part of his face is badly scarred, pulling themouth in a slight sneer. He is an efficient and ruthless fighter, heis also respected by his men as fair and honourable.

Skills: Academic Knowledge (Strategy/Tactics), Command,Common Knowledge (The Empire, the Wasteland), DodgeBlow +10%, Gamble, Gossip, Haggle, Intimidate, Perception+10%, Ride, Secret Language (Battle), Speak Language(Reikspiel)

Talents: Disarm, Lightning Parry, Night Vision, Savvy,Seasoned Traveller, Specialist Weapon Group (Two-handed), Strike Mighty Blow, Strike to Stun, Wrestling

CombatArmour (Heavy): Breastplate and Arm greaves over a

Sleeved Mail Coat with Leather Jack and Studded LeatherLeggings.

AP: Head 0 (4), Arms 5 (9), Body 5 (9), Legs 2 (6)Weapons: Greatsword (Greatweapon, 1d10+6, Impact, Slow),

Dagger (1d10+3), Crossbow (1d10+3, Range 30/60, ReloadFull, 10 Bolts)

Trappings: Tabard in the Onderzoeker Livery, Purse (with2d10 Shillings and 2d10 pence)

Main ProfileWS BS S T Ag Int WP Fel52% 48% 50% 41% 41% 63% 45% 53%

Secondary ProfileA W SB TB M Mag IP FP

3 17 5 4 4 0 0 0

Verlk’s MenThe van Onderzoeker Guards barracks at the mansion are allex-military types recruited by Captain Verlk. As well as guards,they act as the core of the van Onderzoeker Reserve Militia.

Skills: Common Knowledge (the Wasteland), Dodge Blow,Drive, Gamble, Gossip, Heal, Intimidate, Perception, SpeakLanguage (Reikspiel)

Talents: Coolheaded, Quick Draw, Specialist Weapon Group(Two-handed), Strike Mighty Blow, Strike to Injure, Strike toStun, Sturdy

CombatArmour (Light): Sleeved Mail Coat over Full Leather ArmourAP: Head 1 (4), Arms 3 (6), Body 3 (6), Legs 1 (4)Weapons: Halberd (1d10+4, Special, CV +1), Sword (1d10+4,

CV +1), Dagger (1d10+1, CV +1), Shield, Crossbow(1d10+3, Range 30/60, Reload Full, 10 Bolts)

Trappings: Tabard in the Onderzoeker Livery, Purse (with 1d5Shillings and 2d10 pence)

Main ProfileWS BS S T Ag Int WP Fel40% 39% 35% 36% 27% 27% 32% 28%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 4 4 0 0 0

Page 63: 102678424 the Marienburg Project

GV42: Doktor Anders Vesalion, Physician

Doktor Anders Vesalion, PhysicianMarienburg: The Greatest Port in the Old World

At the northern end of Guilderveld, across from the WestbrugBridgetown and situated upon Artswinkel Way, are the luxuriousoffices of Doktor Anders Vesalion, Physician and lecturer inmedicine and anatomy at Baron Henryk’s College.The building itself is a three story affair, neighbouring between‘Luitpold Rheden’s Custom Firearms’ to the left and a brokeragefirm on the right. The downstairs reception and ‘waiting room’ isspacious and clean, with Tilean style tiled floors and expensivebut simple furnishings. Behind a marble-topped desk sits areceptionist under strict instructions to turn away anyonewithout a prior appointment.On the first floor are located three consulting rooms, althoughthese are seldom in use. Doktor Vesalion has few patients, anddoes most of is work outside of his offices. On the second floor,there is the Doktor’s private study, library and experimentalsurgery – where he spends most of his time in research.

Anders Vesalion, Physician andUniversity Lecturer

Physician (ex-Scholar, ex-Student)“Those idiots in the Physiker’s Guild stickto their texts as if they were the words ofthe gods! They’re not interested inknowledge that might challenge theircomfortable notions, and the cults backthem up by making research illegal andcalling it necromancy!”

Anders Vesalion is one of the truly goodpeople of Marienburg, deeply concernedwith the poor and the sick. Sadly, theresistance of the authorities to anythingthat might challenge established dogmahas led him to take desperate measures that may one day costhim his reputation and perhaps his life.Vesalion grew up in a middle-class printer’s family, where heshowed an early talent for learning. He won a scholarship toBaron Henryk’s College and, moved by the condition of the sickwho came to the nearby Cathedral of Shallya, he pursued amedical career, naively determined to advance medical scienceand better everyone’s lot. He won his doctorate at a remarkablyearly age and set himself up in practice in Guilderveld. Hissuccess and skill eventually earned him an appointment as alecturer in medicine and anatomy at the University.Little did he realize that ideas that seemed obvious to himwould be strongly, almost violently resisted by the medical andreligious establishment. When he suggested that a cleanenvironment would aid healing, his colleagues laughed at him.When he theorised that Arab treatments using poultices, goodfood and rest were more effective than leeches andcauterization, they tapped their fingers on classical texts andtold him he was a fool. And when he suggested research todetermine if the blood circulated in the veins rather than ebbingand flowing with the tides, the cult of Morr threatened him withan “inquiry”.Not everyone was opposed to him. The High Priestess ofShallya was intrigued by his ideas and arranged for hisappointment to the Chair of the Board of Public Health. From

here he spends his meagre budget educating the poor in suchbasics as boiling canal water before drinking it and filingcomplaints with the Directorate about the Elves’ practice ofmagically pushing their garbage out into the Marienburg canals,but his complaints are just as regularly ignored. His only solidsupport comes from the Temple of Shallya, but if Sister van deMaarel knew of Versalion’s other research activities, she wouldbe calling for his burning.Doktor Vesalion seeks the knowledge he needs to rewritemedicine in the Old World. To this end he regularly engages theservices of grave-robbers to bring him specimens, such asJerimias Qualk. While he finds it distasteful to violate graves, herationalizes it as being for the greater good. Unwisely, hesometimes accompanies his contractors, somehow believingthat this makes his activities less of a crime. It has occurred tohim that the grave robbers have damning knowledge about him,but he refuses to think of the possibility of blackmail.Anders Vesalion can often be encountered on the streets ofGuilderveld and the surrounding areas, treating the needy andcharging only what they can afford. He sees a few wealthypatients at his offices in Guilderveld, but only to finance hisother activities. He can also be found at Baron Henryk’s, wherehe is known to all the faculty and students. He occasionally putsin an appearance at the St Olovald temple, but Sister Hilli andhe have a strong personality clash.

Skills: Academic Knowledge (Astronomy, Genealogy/Heraldry,History, Science +20%), Charm, Common Knowledge(Araby, the Empire, Tilea, the Wasteland), Evaluate, Gossip,Heal +10%, Perception, Prepare Poison, Read/Write, SpeakLanguage (Arabyan, Cathay, Classical +10%, Reikspiel),Trade (Apothecary)

Talents: Etiquette, Linguistics, Resistance to Disease, Savvy,Sixth Sense, Strike to Stun, Strong-minded, SuperNumerate, Surgery

Combat:Armour (none): Respectable academic clothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+1)Trappings: Black bag with medicines and surgical tools,

Medallion of Office from Baron Henryk’s College, Purse(with 2d10 gu), dark clothes with a cloak and mask for graverobbing

Main ProfileWS BS S T Ag Int WP Fel39% 35% 42% 37% 44% 68% 50% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 3 4 0 0 0

Page 64: 102678424 the Marienburg Project

GV44: Groenewoud’s Fine Meats, Fresh Fish and Abattoir

Groenewoud’s Fine Meats, Fresh Fish and AbattoirMarienburg: The Greatest Port in the Old World

“Best meats and fish in the city in that shop, m’friend! OldBoni’s a good soul too. He gives duty Watchmen free meat piesand tea, to show his appreciation for the ‘boys in black’. Goodenough to make a Halfling cry for joy, they are. In fact, I thinkit’s time for m’lunch break. “

At the northern tip of Guilderveld by the Westbrug Bridgetownand across from Schattinwaard, sit two buildings far too elegantto be called “butcher shop” and “slaughterhouse” respectively.The brass plaque by the entrance to the shop reads ‘FineMeats and Fish. B. Groenewoud, prop.’ Small diamondwindowpanes provide passers-by with glimpses of mouth-watering sausages, delectable racks of ribs, and fresh fish,among other delights on crushed ice. Inside, a fur-coated ladoffers herbal tea to warm the bones of high-born customers,warding off the chill brought on by the great blocks of iceimported at much expense from the distant north to keep thestore and its goods cold.The two buildings sit in a walled compound. The shop itself, atwo-storey half-timber structure with Bonifatius’s quarters on thesecond floor, faces Three Fools’ Lane. The lower portionconsists of two rooms, a public display area with icebox casesthat display the day’s offerings and holds both Groenewoud’sdesk and some comfortable chairs for clients waiting for theirorders. Behind the cases and through a heavy locked oakendoor is a cold locker that stores dressed carcasses ready forcarving. Only Groenewoud and his abattoir staff are allowed inhere.The compound opens onto Three Fool’s lane via a double-gatethat is mainly used by drovers bringing Kleinland cattle andsheep the short distance from Schroedinger’s docks –Groenewoud is careful to make sure the animals are deliveredby back alleys and side streets, so as not to disturb hisneighbours. Daily deliveries of ice arrive during the predawnhours and are handled by the slaughterhouse foreman. A largeImperial warhound, Griff, has the run of the yard at night anddiscourages anyone from taking home free samples.The abattoir squats at the back of the compound by the canal, autilitarian structure with thick walls to keep the sounds ofslaughter from disturbing the neighbours. Blood and otherunused parts are sold to the Channel Rats, who market theremains to shops in the poor parts of town – places wherepeople consider head cheese and pickled knuckles a delicacy.Inside the abattoir is a single large warehouse filled with killingpens, meat-hooks, bloody saws and knives still covered withbits of blood and bone, drains in the floor to collect the fluids,and the occasional human corpse hanging from a chain, readyto be ground up and spiced for tomorrow’s sausages.For Bonifatius Groenewoud is devoted to Khaine, and delightsin turning his upstanding neighbours into occasional cannibals.

Bonifatius Groenewoud, CannibalButcher

Assassin (ex-Initiate, ex-Spy)“I’m proud to say I’ve put meat on theStaadtholder’s table. Care to sample the pâtéhe’ll be serving tomorrow’?

“There will be a ritual feast tomorrow night.Find a sacrifice and bring him here – youknow what to do, you’ve done it enoughtimes before. And no snacking.”

In his late forties, “Boni” Groenewoud is aheavy-set barrel-chested man with thinningbrown hair, a ruddy complexion, andtwinkling eyes that speak of someone who loves his work andloves to chat with customers. His hands are thick, and hisfingers resemble small sausages, carving but they’resurprisingly deft when he’s handling a carving knife – or agarrotte during ceremonies.Outwardly a model citizen, Groenewoud is an insane cultist whoseeks to spread his murderous master’s worship by creating anest of ghouls in Marienburg. By feeding Human (and morerarely Elf, Dwarf, and Halfling) meat to his unsuspecting clients,Bonifatius hopes to spontaneously trigger some innatetendency towards ghoulishness in Humans. He has had somesuccess, and over the last few years has created perhaps ahalf-dozen ghouls, who now reside in Marienburg’s ancientunderworld, regarding Groenewoud as their leader. It alsoappeals to his sense of humour to occasionally slip such meatto the high and mighty.Boni hopes through all the to become a full priest of Khaine.While anxious to do the lord of Murder’s will, he is also cautiousand only takes one victim per month – generally from amongsailors or the nearby foreign ghettos.Bonifatius Groenewoud is well connected, being on friendlyterms with the local Watch and the wives and servants of manyof the leading families of Marienburg – it is becoming a symbolof status to have one’s meat supplied by Groenewoud’s. Hedoes business with Venk Kataswaran of Suiddock, the drugdealer occasionally supplying him with sacrifices from amonghis clientele. The Lascar knows they are used for sacrifice, butknows nothing of the growing ghouls’ nest. Groenewoud knowsthat Dr Vesalion deals with grave-robbers and hopes to use thisinformation for blackmail – perhaps even to make a convert ofsomeone highly placed with the cult of Shallya.

Main ProfileWS BS S T Ag Int WP Fel50% 45% 40% 43% 32% 25% 25% 30%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 4 4 0 0 0

Cult of KhaineChurch Skills and TalentsInitiates of Khaine start with the Strike to Injure talent inaddition to their normal career skills. Priests of Khaine canat their option learn the following skills and talents as partof their careers: Prepare Poison, Shadowing and StreetFighting.

Page 65: 102678424 the Marienburg Project

GV44: Groenewoud’s Fine Meats, Fresh Fish and Abattoir

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (History, Theology),Charm +10%, Common Knowledge (Bretonnia,the Wasteland), Concealment, Disguise, Drive,Evaluate +10%, Gossip, Haggle +10%, Heal,Lip Reading, Perception +20%, Performer(Actor), Pick Lock, Prepare Poison,Read/Write, Scale Sheer Surfaces, Search,Secret Language (Guild Tongue, ThievesTongue), Shadowing +10%, Silent Move+10%, Sleight of Hand, Speak Language(Breton, Classical, Reikspiel), Trade(Merchant, Cook +20%)

Talents: Dealmaker, Flee!, Hardy, LightingReflexes, Linguistics, Public Speaking, QuickDraw, Savvy, Schemer, Sixth Sense, SpecialistWeapon Group (Throwing), Street Fighting,Streetwise, Strike to Injure, Very Resilient,Very Strong, Warrior Born

Combat:Armour (none): White Smock and CapAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+1, CV+1), Garrotte

(Special)Trappings: Set of Carving Knives, Masters

Medallion of the Butcher’s Guild, Shrine toKhaine and Robes (hidden in a secret closet),Purse (with 5d10 gu)

Page 66: 102678424 the Marienburg Project

GV52: Esmeralda’s Apron

Marienburg: The Greatest Port in the Old World

Esmeralda’s ApronThis small Halfling tavern is situated on a waterway nearElfsgemeente.The tables and the roof are low here, but the food is widelyrenowned and it is not uncommon to see human customerssqueezing themselves uncomfortably into Halfling-sizedbenches.The Apron is run by Jasper, an irritable Halfling with a foultemper, who runs the establishment with a team of Halflingcooks and serving maids. Parties of Halflings from theKleinmoot are common customers here, and jasper is contentto let them gamble, eat and consume the various beverages forsale.The Apron is a favourite haunt of Sam Warble.

SamWarbleBounty Hunter (ex-Rogue, ex-Thief)“All right. Who’s first? The monkey or the organ grinder?”

Sam Warble is an unusual Halfling: while most his race in thecity are viewed by society as cooks and servants, Sam hascarved himself a niche in the low-life of Marienburg as arespected private detective. While others of his kind find itdifficult to rise above the level of menial work, Sam manages tomake a reasonable living from his skills as an investigator.In appearance, Sam is almost a typical Halfling; he stands justover 3’6” in height and has a stocky build, but, unusually for aHalfling, Sam sports sideburns. He dresses in earth tones, andhis clothes are utilitarian and simple in cut. Like all Halflings, hegoes barefoot. His voice is surprisingly deep for his size, and hespeaks with a slight drawl.Sam has a remarkably thorough knowledge of the peoples andplaces of Marienburg, with particular emphasis on the slumsand docklands where he spends most of his time. In fact, he ismore at home here than he was with his Halfling relatives of hisyouth, a period of his life that he didn’t particularly enjoy andwhich he has made great attempts to forget. Indeed, when heleft the family home he left behind his original first name,Buttermere. While the main reason he did this was because hehated the name, it also served to show everyone that a newchapter in his life was about to begin; to Sam it was simply thefirst step in gaining acceptance in Human society. To make thistransition into the wider world easier, he chose to make hishome in the city of Marienburg – a cosmopolitan city known forits atypical acceptance of other races.Sam is a cool customer, and has a manner which is slightlyunnerving when you first meet him. He doesn’t beat around thebush, and says what he means in as few words as possible –he could even be described as brusque, although this would beslightly unfair, as there is no malice intended, and his tendencyto snap at people is not intentional.While Sam can never hide the fact that he is a Halfling, hedoesn’t let that stop him demanding respect from anyone hemeets. He will not tolerate any jokes at his expense, and willexpect people to treat him as he treats them. In all but personalsize, Sam considers himself to be the equal of any Human.Indeed, it is not uncommon for his closest friends to forget thathe is a Halfling – they simply treat him as they would anyoneelse. The only time that Sam’s race is brought home to them is

when he meetswith them in hislocal,Esmeralda’sApron, a smallHalflingestablishment onthe edge of theElven quarter.It’s simply thatthe tables andthe roof arelower, and henceuncomfortablefor Humans.Sam has aslightlydistrustingnature – whichcomes largelyfrom his job –and has a knackfor knowingwhen there issomething heisn’t being told.In his line ofwork this abilityis obviously ahuge help, and the primary reason for his success. Of course,Sam also knows his own limitations and very rarely drawsinstant conclusions; his natural caution means he will play alonguntil he is sure that he knows all the facts.Having lived in Marienburg for a few years, Sam has now builtup quite a large web of contacts. He has links with both theWatch and the League (he uses Lisette Leerer as his primarycontact), and has a large number of informants and friends thathe can call upon for help. If you need a guide to the city, or atleast the less prosperous quarters, then Sam is your man. Hischarges are reasonable - considering the quality of his work -around thirty crowns a day plus expenses.

Skills: Academic Knowledge (Genealogy/Heraldry), Blather,Charm, Common Knowledge (Halflings, the Wasteland),Concealment, Disguise, Evaluate +10%, Follow Trail,Gamble +10%, Gossip +10%, Haggle, Perception +20%,Performer (Storyteller), Pick Lock, Read/Write, Scale SheerSurfaces, Search +10%, Secret Signs (Thief), Shadowing,Silent Move +10%, Sleight of Hand, Speak Language

Main ProfileWS BS S T Ag Int WP Fel30% 45% 30% 31% 50% 30% 35% 50%

Secondary ProfileA W SB TB M Mag IP FP

1 11 3 3 4 0 0 0

Page 67: 102678424 the Marienburg Project

GV52: Esmeralda’s Apron

Marienburg: The Greatest Port in the Old World

(Halfling, Reikspiel), Trade (Cook)Talents: Alley Cat, Flee, Luck, Night Vision, Public Speaking,

Resistance to Chaos, Sixth Sense, Specialist WeaponGroup (Sling), Streetwise, Strike to Stun, Trapfinder, VeryResilient

Combat:Armour (none): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Purse (with 2d10 shillings)

Page 68: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Handelaarmarkt

This ward of Marienburg is a breeding ground for up-and-coming small businessmen, and has a sharp reputation.

H

Handelaarmarkt LocationsMessteegHM03: The Moneda di’Plata

Page 69: 102678424 the Marienburg Project

HM03: The Moneda di’Plata

The Moneda di’PlataMarienburg: The Greatest Port in the Old World

One of the first sights greeting travellers as they enter the cityby the Middenheim Road, The Moneda di’Plata (‘Silver Coin’) isa beautiful building, square and imposing, held together wit1hsandstone columns in the classical style. Wall climbing Rosessmother the walls, tumbling onto the wooden trelliswork thatshelters the open-air roof, and veiling the windows. On the wall,facing the main street, near the top of the building, nestlingcomfortably in the greenery, rests a silver disc a yard indiameter. If examined closely, it has the vague outline of aprofile upon it, speculated to be anyone from the previousowner to the lost heir of the van de Maacht fortune. The coinhas surprisingly never been stolen, and rumours abound that itis magically cursed, although the hidden stout chains attachingit to the tavern’s wall have also probably contributed to itssafety.The tavern itself resides on the third floor of the building, and astaircase runs up the outside wall to the roof. Inside the bar, theatmosphere is gloomy, with dark stained wood furniture andshutters that are almost never opened. A constant fug oftobacco and weirdroot ensure that the taproom is usually emptyexcept in the winter months when the roof gets too cold to drinkon. The bar never seems to shut, and almost any of theEstalians drinking here seem to be able to act as ad hoc barstaff as needed.While the clientele here is predominantly Estalian, a few richMerchant son’s can always be fond here attempting to masterthe rapier, while coachmen often drink here while waiting for thetheir customers to gather at the Oostenpoort Gate. Youngartists, actors and musicians also occasionally patronise thebar, but they seldom mix with the Estalians.The atmosphere is charged, with pretentious youths sniping ateach other and inventing slights of honour before tumbling intoa drunken duel. The owner, Mambrino Toltaca, encourages avolatile and slightly risqué atmosphere, so that the tavernretains its notoriety amongst the fickle youths. A former Duellisthimself, he still regularly fights, typically defeating andhumiliating any patron that gets out of hand.

Mambrino Toltaca, Estalian Barkeep andDuellist

Burgher (ex-Estalian Diestro, ex-Duellist, ex-Seaman)

Mambrino Toltaca, or Taca as he is more often known, is a tallEstalian who sports intricate sailor’s tattoos across his arms,chest and back, which he normally leaves bare in even thecoldest weather. He wears his black hair pulled back tightly intoa pony tale, and his skin somehow looks stretched, as thoughthere wasn’t quite enough to fit over his face.Taca arrived in Marienburg several years ago, with a smallfortune in Estalian coins. He quickly settled in the Messteeg andbought the Moneda di’Plata from its prior owners. Taca smilesand laughs a lot when talking to friends and clients, butbecomes impassive when conversing with those he doesn’tknow or anyone who asks about his past. Persistentquestioners are angrily challenged to a duel, which Taca seldomlooses.As a sideline, Taca works for Miguelito Nuñez as part of hissmuggling operation, with the Moneda di’Plata acting as a drop

off point for smuggler’s coming through the Oostenpoort Gate.Unknown to Nuñez, Taca frequently samples the goods, andhas become addicted to Ranald’s Delight. As a respected figurein the Estalian community, Taca has become a father figure formany of the young Diestros who frequent his bar. The intricaterelationships and secrets tying these young Estalians togetherare well known by Taca, who could easily indulge in some quiteprofitable blackmail if he so chose.

Skills: Academic Knowledge (Science), Charm, CommonKnowledge (Estalia +10%, the Wasteland), ConsumeAlcohol, Dodge Blow +10%, Drive, Evaluate, Gamble,Gossip, Haggle, Intimidate, Perception, Read/Write, Row,Sail, Scale Sheer Surface, Search, Sleight of Hand, SpeakLanguage (Breton, Estalian +10%, Reikspiel), Swim

Talents: Dealmaker, Disarm, Etiquette, Lightning Reflexes,Master Gunner, Mighty Shot, Quick Draw, SeasonedTraveller, Sharpshooter, Specialist Weapon Group (Fencing,Gunpowder, Parrying), Street Fighting, Strike Mighty Blow,Strike to Injure, Suave, Swashbuckler

Insanities: Addiction to Ranald’s Delight (treat this as‘Mandrake Man’, note that his addiction is too recent tomodify his characteristics).

Combat:Armour (Light): Leather LeggingsAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 1 (6)Weapons: Rapier (1d10+4, CV+1, Fast), Pistol (1d10+5,

Range 8/16, Reload Full + 1 Half, Impact, Unreliable, 10shots)

Trappings: Purse (with 2d10 Gu and 4d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel56% 49% 46% 54% 50% 44% 42% 46%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 4 0 2 0

Page 70: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Kruiersmuur

"They're hard-working, solid people. Not the most popularplace to live, what with it being off that damned ditch – youknow, the Dead Canal – but the folk there take care of theirown business - even the Bretties. Too bad they're stuck withthat loony-bin."

"I'll grant the house needs some repair, mijn heer, but the wardhas plenty of character. Well, yes, it has been troubled inrecent years and local property values have fallen, but that justmakes this a better investment opportunity."

There are several working-class neighbourhoods in Marienburg,places where the average man and woman have regular jobsand make enough to live with some small comfort and security.Kruiersmuur ('Porter's wall') is the oldest such area in the cityoccupied mostly by artisans and shopkeepers. Like most ofMarienburg, the buildings are tall and narrow usually two orthree stories above a ground floor business. The shop ownerstypically live on the floor above their businesses, while the flooror floors above are rented out.Time and progress haven't been kind to Kruiersmuur. The southside of Marienburg has been gradually declining for some time -more and more trade has moved to the wards north of theRijksweg, and the people have gone with it. While the windowsstill sport flower boxes and the locals go to the neighbourhoodchurches each Festag, Kruiersmuur is decaying around theedges. The paint is peeling on the eaves and shutters, andgraffiti mars the walls. Though the people here are typicalMarienburgers – friendly, quick-witted, always hustling for aguilder - the residents of Kruiersmuur are oppressed by thethought that luck is against them, and that if things are evergoing to get better, they'll get worse first.One thing that weighs heavily on the minds of Kruiersmuur’sresidents is the changing nature of the ward itself - as peoplemove out, more and more "outlanders" are moving in, makingthe area seem less and less like Marienburg. No less than threeforeign ghettos fall under the ward council's jurisdiction.The Remeans and the Miraglianese are constantly at odds, andtheir brawls keep the Kruiersmuur Watch busy on many a night.The southeast has become known as "Little Bretonnia" or"Garlic-town" for the culinary preferences and breath of theresidents and at the furthest end of the ward are the Halflings of

Kleinmoot in the neighbouring Winkelmarkt. Kruiersmuurersprefer them to any of the human foreigners; both for theirsensible attitudes and for the buffer they provide with the dyingDoodkanaal district.This immigration has in turn has bred resentments among theself-titled "real" Marienburgers, making Kruiersmuur a fertilerecruiting ground for groups like the Knights of Purity.

K

Kruiersmuur LocationsK08: Dmitri’s ApothecaryK10: Three Guilders EmporiumK12: Cattail KanalK13: The Zanderveldt MarketK14: Gertrude van Sants, SurgeonK22: Koester’s Boarding HouseK24: Tarnopol’s Clock TowerK63: The Rusty BarnacleK91: Heiligdom, The Shallyan Asylum of Blessed RestDeedesveldKD01: Deedesveld GraveyardKD02: Sexton’s CottageKD03: Chapel to MorrKD04: Sailor’s MemorialKD05: Van der Voers VaultKD06: Tomb of Karl AvermansKD07: The Paupers’ VaultKD08: The Miser’s GraveKD12: Smuggler’s CavesNoord MiraglianoKM12: The Red Maids of VerenaRemaswegKR05: The DaankkanaalWijnzak

Page 71: 102678424 the Marienburg Project

K08: Dmitri’s Apothecary

Dmitri’s ApothecaryMarienburg: The Greatest Port in the Old World

“A fine man and a pillar of the community! Most chemistswould charge an arm and a leg for the medicines you need, butDmitri is always willing to extend credit to the needy. Andpeople repay his kindness by going hack time and again.”

“If yer cleared by the League, then Dmitri’s the one you want tosee. He can get you any drug you need, any time. Just don’tdrink anyfing he gives ya, mate. That’s how he gets hiscustomers!”

In the heart of Kruiersmuur on the Zoutevis canal is the shop ofDmitri Hrodovsky, a Kislevite apothecary who emigrated toMarienburg about 15 years ago. It occupies the ground floor ofa two-storey half-timber building, while the upper floor holdsHrodovsky’s bachelor living quarters. A sign hanging over thedoor proclaims “D. Hrodovsky, Chemist & Herbalist”, with apicture of a mortar and pestle above it for those who can’t read.Beyond the leaded glass windows and heavy wooden door, theshop is filled with hanging bundles of herbs and shelf after shelfof glass and clay jars holding a multitude of powders, crystals,fluids and seeds. Precisely labelledin Dmitri’s spider-like script, they have exotic names like“Tincture of Ogre Tears”, or “Powdered Web of Giant Spider”.Behind the stained wooden counter sits Hrodovsky himself,measuring and grinding and mixing his concoctions. Many ofhis customers regularly travel quite a distance, forgoing theirlocal apothecaries to do business with Dmitri.Of course, it’s easy to get repeat business when half themedicines you sell are designed to make an addict out of theuser.Hrodovsky is a drug-dealer who verges on being a poisoner.His victims, from upstanding burghers and merchants to littleold grannies and small children, are given medicines laced withvarious drugs, the sole purpose of which is to make the usersfeel terrible if they don’t get a regular dose. Since they have noidea their medicines have been spiked, and since the samemedicine from other pharmacists doesn’t have the same effect,they’re forced to go back to Dmitri, only to find him claiming that“market forces have sadly left me no choice but to raise prices.”All this has given the Kislevite a very tidy and steady income,and a bevy of testimonials from people who have benefitedfrom his so-called tonics.As a high-ranking member of the League of GentlemenEntrepreneurs, he can procure almost anything enterprisingindividuals have the money for, and is well known for it in thecity’s underworld. Hrodovsky charges 5 Gu per dose for every-day substances, more for anything rare or dangerous, and hewill only sell to people who have been vetted by the League, orwho are known to it. He will not negotiate his price.

Dmitri Hrodovsky, Pharmacist

Charlatan (ex-Rogue, ex-Apothecary)“No need to pay now, tovarisch! You are sick,and I am sure you are good for the money.Take this with wine when you get home. Ipromise you will feel much better. You canpay the next time you come in.”

“My recipes are more effective because theyare handed down from ancient sources Idiscovered – at great risk to myself – in thesteppes beyond the World’s Edge Mountains.They are the perfect remedy to the stresscaused by modern city-life.”

A heavy-set man in his fifties with a great salt and pepperbeard, Hrodovsky seems genuinely concerned about his clients’welfare – more concerned with their health than with money. Hispiggish brown eyes somehow manage to convey deepsympathy from under their wild eyebrows. He is precise in hiswork, a consummate professional.Human (or other) pain and suffering mean nothing to him.People are just mines from which he can extract wealth. Still,Hrodovsky is always careful not to let his true feelings showand, given that he doctors the medicaments of only one-fifth ofhis customers, no one has suspected anything so far.Established as a respectable businessman since his arrival inMarienburg from Erengrad ten years ago, he is planning tostudy Alchemy in an attempt to find an elixir of life.The only weak link in his scheme is his memory. Brilliant atremembering formulae and dosages, he cannot rememberfaces and names. So, to remember which patients are receivinghis spiked medicines, he keeps a list of names andprescriptions in a leather-bound pocket-book which he carriesat all times. It is written using the Kislev alphabet and isindecipherable to anyone who can’t read that language.Addicted patients have a star beside their names.Hrodovsky is one of Adalbert Henschmann’s lieutenants,supplying him with “tonics of virility” (a mild stimulant) in returnfor control of the drug trade in the south-east of the city. He isalso the sole supplier for the growing number of drug dealers inKruiersmuur and the surrounding ghettos. He lusts afterMargaretta, and looks forward to his chance to ensnare her. Hedeals regularly with Gideon Scheepscheers, from whom hebuys valuable items people pawn to raise money for their“medicine”. Dmitri obtains the majority of his supplies fromseveral trusted Kislevite sea captains, and from Andries ‘TheFish’, who he considers a vicious and untrustworthy dock-rat.Dmitri is desperately seeking an excuse to cut-out this particularmiddle man, whose base of operations lies firmly within Dmitri’sterritory. In addition, Andries supplies a number of prominentdealers within the south of the city, first amongst them being thefeared Grossbart, and Hrodovsky believes his monopoly(sanctioned by Adalbert) should include Luydenhoek. Herefuses to buy drugs from Wilbert Ree, who he regards astrespassing on his territory. Hrodovsky is very friendly with thelocal Black Cap sergeants, several of whom are “regulars”.Consequently, the Watch will not take kindly to roustabouts whomake slanderous claims against respectable citizens like MijnHeer Hrodovsky.

Page 72: 102678424 the Marienburg Project

K08: Dmitri’s Apothecary

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Science), Blather +10%, Charm,Common Knowledge (Kislev), Evaluate +10%, Gamble,Gossip +10%, Haggle +20%, Heal, Perception, Performer(Actor), Prepare Poison, Read/Write, Secret Language(Guild Tongue, Thieves Tongue), Secret Signs (Thief),Sleight of Hand, Speak Language (Classical, Kislevarin,Reikspiel), Trade (Apothecary)

Talents: Hardy, Luck, Public Speaking, Resistance to Poison,Schemer, Seasoned Traveller, Street Fighting, Suave

Combat:Armour (none): Fine clothes appropriate to his profession

and stationAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Sword Cane (Hand Weapon, 1d10+2), Dagger

(1d10+0), Crossbow (1d10+3, Range 30/60, Reload Full, 4Bolts)

Trappings: 4 Packets of “tonic powder”, 4 Doses of BlackLotus, Trade Tools (Apothecary), Leather-bound Pocketbook, Watchman’s Whistle

Main ProfileWS BS S T Ag Int WP Fel35% 41% 29% 36% 53% 49% 52% 64%

Secondary ProfileA W SB TB M Mag IP FP

1 16 2 3 4 0 2 0

Page 73: 102678424 the Marienburg Project

K10: Three Guilders Emporium

Three Guilders EmporiumMarienburg: The Greatest Port in the Old World

“That bilge-sucking thief! First he gives me a tenth of what meMum’s silver teapot is worth, then he ‘spects me to pay fullprice to get it back! What do I tell ‘er?”

Three gold-painted wooden coins hang from a yard-arm, thesymbol of Gideon Scheepscheers, pawnbroker and usurer. Thesmall, unprepossessing storefront sits on the edge of theWezelwater canal, across from Miraglianese ghetto in the heartof Kruiersmuur. Windows of heavy leaded glass display thevaried goods pawned by the desperate, now unclaimed and forsale. The windows are protected by bars and the heavy doors(one street side, one on the canal) are each reinforced by aship’s timber that can be slid across the inside at closing time(requiring a Very Hard (-30%) Strength Test to Break Down).Beyond the doors is a hallway bare except for a few chairswhere clients can wait their turn to deal with Scheepscheersthrough a barred and shuttered teller’s cage. A single door asstout as the outer doors gives admittance to the storeroom andScheepscheers’ spartan living quarters. Through the bars of thecage and the street side window, prospective clients can see anamazing variety of goods shelved in a random array.Scheepscheers hires two guards to protect the premises duringthe day, and one maintains a watch during the night. The threefloors above are rented to tenants for an exorbitant rate.People come to the Three Guilders when they need cashquickly and have something to offer as collateral. They neverget what the item is really worth, but are usually in such straitsthat they will take what they can get. Locals desperate for rentmoney, sailors with gambling debts, businessmen whosefortunes have declined and addicts who need their next fix – theclientele at Scheepscheers’ is a cross-section of Marienburgsociety. Gideon will usually offer one-fifth of what an item isworth, less if he thinks a client is particularly needy. He can bebargained up to no more than one-fourth after a successfulBargain test. Pawned items are held for almost a month, withan interest rate of 10% per week. After 50 days, the item isoffered for general sale, and the original owner can only redeemit by paying its full value.Scheepscheers posts a list of “Today’s Specials” outside bothdoors, but individuals might also hear of something desirablethrough some poor sod’s tale of woe. Almost anything one canthink of has passed through the Three Guilders at one time oranother. Gideon will ask 120% of the item’s value, though hecan be bargained down to 90%, since he’s making a profit on itin any event.

Gideon Scheepscheers, PawnbrokerMerchant (ex-Fence, ex-Burger)“Welcome to the Three Guilders! How may Iserve you? I understand, sir, we’re all caughtshort at times, but do creditors listen? Amusical Estalian pocket clock, sir? I’ll offeryou 12 guilders for it - just sign here, mijnheer.”

“My rates are posted for all to see, so youhave no complaint! You failed to pay the loanwithin a month, and I was within my rightsto sell it! Now get out and stop wasting my time!”

Gideon Scheepscheers is tall but stooped, a man in his earlysixties whose wrinkled face and perpetual squint make him looklike some huge dried-fruit doll. He wears severe black clothesthat went out of fashion twenty years ago, but he keeps thembecause they’re still “perfectly good”. He almost always seemsto be checking his accounts or inventorying his stock, when notdealing with clients. He never leaves the shop without hisbodyguard.Unctuous, almost fawning to prospective clients; he has nopatience with “deadbeats” – his word for those who can’t paytheir debts. He knows the debtor’s law like the back of his hand,and has privately prosecuted more than one person and sentthem to jail for unpaid bills – the law allows him to do this whenhe has been unable to sell an item that is also unclaimed. Headheres to the letter of a contract and has never been known toshow leniency to anyone. The fact that people will accept histerms to get money he takes as a sign of his good businesssense, as was his decision to get out of fencing nearly 30 yearsago into something far more profitable and far less dangerous,though he is still careful of those who might resent his riches.He is friendly with Marquandt of Marquandt’s Escorts, fromwhom he hires his bodyguard. Dmitri Hrodovsky regularly buysitems here and often joins Gideon for a game of dominoes at alocal private club, the Blue Heron. Gideon has seen the ghost ofTarnopol’s Clocktower and knows it is after him. He will not goto that part of Kruiersmuur for any reason.

Skills: Charm, Common Knowledge (The Empire, theWasteland), Drive, Evaluate +20%, Gamble, Gossip, Haggle+20%, Intimidate, Perception, Read/Write, Search, SecretLanguage (Guild Tongue), Sleight of Hand +10%, SpeakLanguage (Reikspiel+10%, Tilean), Trade (Merchant)

Talents: Ambidextrous, Dealmaker, Savvy, Sixth Sense,Streetwise, Strike to Stun, Suave, Super Numerate

Combat:Armour (none): Severe, Conservative ClothesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0),Trappings: Guild Ring, Gold-rimmed Spectacles, Medallion of

Morr, 1d10 promissory notes, Account Book, Tin of Snuff,Purse (with 2d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel55% 47% 37% 42% 41% 54% 50% 52%

Secondary ProfileA W SB TB M Mag IP FP

1 16 3 4 4 0 0 0

Page 74: 102678424 the Marienburg Project

K12: Cattail Kanal

Marienburg: The Greatest Port in the Old World

Cattail KanalThe Cattail kanal is one of the many small waterways that feedinto the Wezelwater, which forms the eastern limit ofZanderveldt Island. Running parallel to the busier ZoutevisKanal to the south, the Cattail is a relatively tranquil waterway,where less well-off inhabitants of Kruiersmuur can safely moortheir houseboats.

Margaretta, Girl of the Streets

Tradesman (ex-Camp Follower)“Ribbons and ~ pins! Pots andpans! The best goods at the bestprices!”

“Keep your hands to yourself,you creep! I’m not selling thatany more!”

A woman from the wrong side ofthe canal, Margarettasymbolises the hopes of everyMarienburger to wheel and dealtheir way to the top. Once acommon streetwalker, shepeddles an ever-changingvariety of goods from her cart,hoping to earn enough to get ashop and then buy into a cargo,becoming a real merchant witha membership in the ‘Change. Tall at 5’l 1 “, her blonde hair andblue eyes speak plainly about the unknown Norscan who musthave been her father.Margaretta was forced onto the streets when her mother diedjust before her 13th birthday. With no skills and no prospects,she had to do what she could to survive. Petty thievery,prostitution and begging seemed to be all that life held for her.Shortly after she turned 21, her life nearly came to an end whenshe was discovered holding out on her bawd, “Slick”Willi,hiding money that she was supposed to give him. Beaten andleft in the gutter of an alley near Little Bretonnia, it was thereamidst her tears that she came to the conclusion that she wouldeither have to turn her life around, or die before she turned 22.Taking what little she money she had saved and “borrowing”some more from a former client who didn’t want Margi and hiswife to meet, she paid what she owed her bawd, bought a run-down houseboat on Cattail kanal, and bought the cart andgoods of an old peddler who had retired. Now she gets upbefore dawn almost every day and peddles household goodsalong the streets of Kruiersmuur and its foreign ghettos. OnMarktags, she goes to the docks in Suiddock and sees if thereis anything she can buy from the sailors that might bring her anextra shilling or two. The trouble is, many often remember herfrom the old days and expect she’s there to sell, not buy. WithMargi, that’s a quick way to a black eye.For all she’s been, one might expect her to be a hard-bittenhellion with a bitter hate in her heart. Far from it. Once she hadset her life’s course, Margi’s naturally sunny disposition came tothe fore. Always good at selling and putting people at theirease, she discovered a natural talent for business – somethingshe enjoyed. People look forward to her visits to theirneighbourhoods and often find themselves buying something

just because they’ve had such a good time talking to her. Thissame success has not made her popular with many of theestablished merchants of Kruiersmuur, who resent her successat selling the same goods more cheaply. Only her membershipin the Peddler’s Guild has kept her from being hauled into courtfacing a civil suit.But her ambition doesn’t stop at owning a pushcart. She’s seenthe fancy houses of the merchants, their nice clothes andservants, and good food whenever they want it. She wants thattoo, but on her own terms, not marrying for it. Margi ishusbanding her money carefully, waiting for the day when shecan buy a shop and become a real merchant. She’s evenlearning to read and do maths, with occasional lessons from asympathetic Verenan priest. For no reason she can explain, sheknows her chance will come. People will often see Margarettaselling her wares when they’re in Kruiersmuur. It they gain hertrust, they’ll discover that she’s a valuable source of information.She knows a lot of dirt about supposedly upstanding citizens,and might let a tid-bit or two slip while doing business. However,she knows the value of everything and is unlikely to give awayanything really worth knowing for free. As far as she’sconcerned, anything that earns her more money - well, almostanything - is good.Margi knows the many children who live in Tarnopol’s ClockTower and is on good terms with them. She’s heard of theghost, but thinks it’s just a fairy story. She’s one of the few whowill stop to talk with old Pal Koster, and she’s sure that somekind of illegal operation is run out of the cemetery. Margi alsoknows, but avoids, Dmitri Hrodovsky, who was a customer ofhers in the old days. The way he looks at her makes heruneasy, and she’s sure he’s up to no good.

Skills: Charm, Common Knowledge (The Wasteland), Drive,Evaluate +10%, Gossip +20%, Haggle +10%, Perception,Search, Sleight of Hand, Speak Language (Reikspiel,Tilean), Trade (Merchant +10%)

Talents: Dealmaker, Excellent Vision, Flee, Fleet Footed,Hardy, Resistance to Disease, Street Fighting

Combat:Armour (none): Everyday clothesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0), Knuckle-dusters (1d10+0,

Pummelling)Trappings: Pushcart, Small Boat with Cabin, Assorted Pots

and Pans, Coloured Ribbon, Pins of all sizes, Cheap butserviceable cutlery, Old hand-bills for practising her reading

Main ProfileWS BS S T Ag Int WP Fel38% 34% 34% 46% 41% 32% 31% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 4 5 0 0 0

Page 75: 102678424 the Marienburg Project

K14: Gertrude van Sants, Surgeon

Gertrude van Sants, SurgeonMarienburg: The Greatest Port in the Old World

“Wimmin surgeons! Now that wouldn’t appen across the river,but down ere no-one cares bout standards. Still, at least she’snot another of those Tileans.”

“Gertrude is cheap, knows what she is doing and is not toofriendly with the Blackcaps – if you know what I mean. Shepatched me up a treat after that fight with those Arabyansmugglers, and no-one official had to know anything about it.”

“Now all I am a-saying is, itisa good that her shop is so nearto-a the Deedesveld.”

Located north of the Deedesveld Graveyard, within a smallcourtyard just off of the decaying Zanderveldt Market, standsthe shop of Gertrude van Sants – one of Marienburg’s fewfemale barber-surgeons.From a brass pole hangs a sign of a crossed bone-saw andscalpel, and for those that can read a brass plaque proclaimsthat this is the business of ‘Doktor Gertrude van Sants,Surgeon’. While the plaque is polished, the paint is slightlypeeling and a thin layer of sawdust often carpets the woodenfloor of the waiting room inside. The surgery – which takes upmuch of the rear of the building – is in much the samecondition, clean but worn.Gertrude lives in a small apartment above the shop, and isoften worked by clients knocking on her door, or occasionallythrowing gravel at her window, in the middle of the night – whichmuch of her custom coming from people who have had an‘emergency’. A side door allows a more discrete way in and outof the shop, occasionally used by Kruiersmuur’s moredisreputable elements who do not wish to be seen. This is alsothe entrance used by the Mourner’s Guild when the surgerygoes awry.

Gertrude van Sants, SurgeonPhysician, ex-Student“No human attacker could leave these marks. The pain willfade. Where did you encounter this creature?”

“Don’t worry – despite the scars you received mutation is notcontagious, I will see to that. Now drink this tonic and lie downfor a few minutes.”

Ostensibly a doctor and surgeon with a non-descript practice inKruiersmuur Gertrude is a small and slender woman at 5 ft. 4 in.who walks with a slight limp – the reminder of an altercationwith a Remean gang that got the better of her. It was this samealtercation that led to her being recruited into the Brotherhoodof Purity, who subsidise her practice where she has risen to therank of Ward Guardian of Kruiersmuur.Members of the Knights of Purity can expect to receive freetreatment for wounds inflicted in the line of duty. In particular thewitch hunter van Groet appears as a regular patient, when infact he is one of the various forms of muscle she can call onthrough the Brotherhood. An uneasy alliance exists between thetwo as van Groet covets the position of Ward Guardian withinthe Knights.Known criminals and troublemakers who visit Gertrude fortreatment do not survive the operation – a fact that troublesKruiersmuur’s watch not one jot.

In her day-to-day business Gertrude appears as a friendly,disarmingly approachable sort, albeit occasionally prone tosullenness and brooding. However she is a calculating sort,filing away all information for later use. Margaretta in particularhates her from when Gertrude treated her for a beating andtried to recruit her as an informant for the Brotherhood.Gertrude has approached Sister Katja Faasen of Heiligdom toconsult on surgical matters. The sister is considering this offer,and Gertrude hopes she will accept it as it will allow her toinvestigate the fell rumours of the asylum (and get one up onthe ambitious van Groet). Gertrude is a member of thePhysiker’s and Barber’s College.

Skills: Academic Knowledge (Law, Science), CommonKnowledge (The Wasteland), Consume Alcohol, Gossip,Heal +10%, Perception, Prepare Poison, Read/Write,Search, Speak Language (Classical, Reikspiel), Trade(Apothecary)

Talents: Ambidextrous, Linguistics, Suave, Super Numerate,Surgery, Very Strong

CombatArmour (none): worn Physician’s ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+1)Trappings: 2 Healing Draughts, Symbol of Solkan, Trade

Tools (Physician)

Main ProfileWS BS S T Ag Int WP Fel32% 25% 40% 31% 45% 63% 59% 51%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 3 4 0 0 0

Page 76: 102678424 the Marienburg Project

K22: Koester’s Boarding House

Marienburg: The Greatest Port in the Old World

Koester’s Boarding House“She takes in a weird kind of boarder - not at all respectable! Imean, there’s that troublemaker from Baron Henryk’s,Hamhock or whatever his name is. The Watch already bustedup her place arresting him once. “

“It’s not a bad place to stay. The rates are cheap and the bedsare clean. You just have to put up with Widow Koester’spreachin over your breakfast. Kind of hard to take when you’rehungover. “

Towards the far end of Cutler’s Road by Kleermakersvaart(‘Tailors’ Canal’) stands an old house with a small convertedshack next door to it. Both properties are owned by the widowBeatrijs Koester and, although separate, they’re both known asKoester’s Boarding House. There’s usually a sign on the door ofthe larger house announcing that rooms are available andlisting prices. The boarding house doesn’t look especiallyprepossessing, but whether it’s a good idea staying theredepends on the reaction of Koester. If she likes the look of youthen you can live there cheaply and, if it isn’t luxury, you can atleast avoid extremes of discomfort.Getting into the building isn’t as easy at it might seem. In thelarger house, Widow Koester is usually to be found in thekitchen-cum-common room. She may be passing the time ofday with any of her boarders here. Once Koester has beenlocated and her charges negotiated, a room to stay in may bereached up the main stairs just next to the kitchen, or via somerickety wooden steps round the back of the building to a single,separate upstairs room if this is the room she offers. In thesmaller house next door, the ground floor is a large commonroom where a bunch of labourers usually flop for the night aftera hard day’s work. The upper-storey rooms here are accessedvia a separate entrance at the front of the building, but thesearen’t currently to let. Koester herself occupies two of them andHaam Markvalt occupies the other.

Beatrijs Koester, LandladyTradesman (ex-Servant)“Don’t you complain to me about streetkiddies begging for a penny or two fromyou. We can all spare something for thoseless fortunate than ourselves. Thosechildren have nothing but what charitygives them and I reckon you could comeup with something. If there’s one thing Ihate, it’s a skinflint.”

“I don’t haggle. I charge a fair rate andoffer clean living. Two guilders or findyourself somewhere a lot less pleasant tostay.”

Beatrijs is sometimes known as “Battleaxe Koester” but thatrefers more to her temperament – sometimes grouchy andrather reactionary – than to her appearance. The WidowKoester is in her mid-sixties and, despite being short (5’1”) isbuilt like a brick outhouse. Barrel-chested and thick-thighed,she has biceps that put a man to shame and her generallytough appearance is emphasised by her large head. Her brokennose and furled brow render her appearance even moreintimidating.

Widow Koester is actually rather a gentle woman, devoted toShallya. While she’s gruff and takes no nonsense from anyone,she can tell a deserving case from a shyster. But with deservingcases she’s a kind and caring woman. She regularly givesmoney to the St Rutha’s orphanage and aggressively entreatsothers to do the same. She is also very friendly to young HaamMarkvalt; preparing his food and taking care that his laundry isdelivered to washerwomen. She hangs around the kitchen ofthe main boarding house, and enjoys to any of her residentsabout almost anything. Koester has sufficient income from herboarding house that she doesn’t need employment, althoughshe has enough to do keeping the houses in good shape andmaintaining order if one or more of her guests gets a littlerowdy.Koester has an unusual hobby, as the rickety wooden stepsleading up from a balcony outside her own living room to theflat, slatted wooden roof suggest. On the roof of her house is astout wooden aviary containing her pet racing pigeons. Koesteris an ardent devotee of pigeon breeding and racing and has

Staying at Koester’sThe cheapest way of staying at Koester’s is to doss downin the common room, where beds and bunks are availablefor up to 12 people (Koester only admits men to thecommon room). You get an uncomfortable bed with a singleblanket, and its necessary to share with a bunch oflabourers, often drunk smelly or both. However, thesubdivision of the common room into three smaller roomshelps one to avoid the more obnoxious sorts if a bed canbe found far enough away from them. There are washingand toilet facilities, but they’re primitive for such princelyaccommodation. Koester charges 3/6 per night or 1 guilderper week, payable in advance.For individual rooms, the widow charges 7/- per night or 2guilders per week, and for this a person gets their bed linenchanged once per week, and the room cleaned on anirregular basis (whenever getting she feels like getting insome scullion to do it). This charge is for one person. If twopeople share a room, Koester charges 11/- for the room or3 guilders per week.Koester does not haggle over prices. Her rates arestandard and she doesn’t budge on them. Any attempt tohaggle will be taken as evidence of the individual’signorance by Koester, but anyone being persistent (andattempting to use a relevant skill such as Haggle) will findall subsequent Fellowship Tests with Koester have becomeChallenging (-10%), and Koester will make her dislikeclear! And if you don’t pay her on time, she’s been knownto sell anything left in peoples’ rooms for the rent-money.Koester only provides a breakfast of dumplings, gravy andtea, but the wood stove in the kitchen boasts a kettle andpot of tea and sometimes a turnip stew will be offered forgeneral consumption; if you happen to be around at theright time you might have the good luck to get some of this- if you think eating some distinctly greasy soup is goodluck, that is. Of course, you’ll also have to listen to WidowKoester’s lectures about “Shallyan right-living”. But ifyou’re short of coin...

Page 77: 102678424 the Marienburg Project

K22: Koester’s Boarding House

Marienburg: The Greatest Port in the Old World

won prizes for her avian pets. Locals mutter about the messthey make in Cutler’s Road, but there is also an element of civicpride in the fact that one of the area’s regular inhabitants has asilver trophy or two stashed away in her cupboards.Recently, Widow Koester found a surprise in her coop – apigeon she hadn’t seen before, obviously exhausted from along flight, and with a note tied around one if its legs. She readthe note – something about children and cargoes, it didn’t makemuch sense – tied it back around the bird’s leg, fed it and sent iton. A few days later, it was back, with a new note. She read itand sent it on, and again it came back. After a few months, shehas come to realise that she had stumbled on a trade inkidnapped children – the Body Trade. And the notes clearlyimplicated someone senior in House van Haagen, one of theTen! The implications frightened her, and she is terrified that anagent of the van Haagen’s will see the bird alighting in her coop.Apart from her residents, Koester is well known to SisterMarianne for her generous donations, and to several shipcaptains, whose sailors she often boards. Granny Hettasometimes shares a drink or two with Koester. The two womenhave a melancholy element of their pasts in common. Granny’shusband was drowned some years ago, while Koester’shusband died of the dreaded Bloat twenty years ago. If WidowKoester ever has too much to drink, it’s usually in the companyof Granny after hours in the kitchens. Finally, Koester isgenerally well known around Kruiersmuur because she hasenough free time to wander around chatting with the locals.

Skills: Animal Care +10%, Common Knowledge (TheWasteland), Blather, Dodge Blow, Drive, Evaluate, Gossip+10%, Haggle, Perception, Read/Write, Speak Language(Reikspiel), Trade (Carpentry, Cook)

Talents: Acute Hearing, Etiquette, Lightening Reflexes, SuperNumerate, Very Strong

Combat:Armour (none): Everyday clothesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Iron Ladle (Improvised, 1d10+0, Special)Trappings: Trade Tools (Carpenter’s), Shallyan book of

sermons

Main ProfileWS BS S T Ag Int WP Fel37% 26% 46% 41% 39% 30% 36% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 4 4 0 0 0

Page 78: 102678424 the Marienburg Project

K24: Tarnopol’s Clock Tower

Marienburg: The Greatest Port in the Old World

Tarnopol’s Clock Tower

“You want to be careful round that tower when the night’sdraw in. They say that you can hear ghostly bells ringing inthe night, and see a figure sitting on the bells themselves,riding them like daemons ride souls down into damnation. “

“There’s something strange going on round there. Nothing todo with all this ghostly lark, that’s all superstitious nonsense ofcourse. But the place isn’t deserted, there are things runningabout at night... maybe some more of those snotlings thatescaped from that circus last year.”

Tarnopol's clock tower is a weird folly on the water's edge withinsight of both Suiddock and Remasweg. It stands 50 feet tall, butthe bulk of the uppermost storey is crumbling and unsafe, withgaping cracks in the walls. The metal struts and girderssupporting the great bronze bells are still intact, though, and thebells survive. The grotesque gargoyles and arabesques whichdecorated the original design have either fallen into the street(once or twice a year more bricks fall from the tower, promptingcalls for its demolition) or have been defaced, but the maindoors to the clock tower are still intact and show signs of beingkept in working order.

Page 79: 102678424 the Marienburg Project

K24: Tarnopol’s Clock Tower

Marienburg: The Greatest Port in the Old World

Why haven't thieves attempted to remove the bronze bells,worth many guilders as scrap? The answer is, of course, thatthey have tried, although few have been so foolish or ignorantas to attempt it recently. The reason lies in the clock tower'shistory.The tower was built as a mausoleum for Lech Tarnopol, a richOstlander merchant who emigrated to Marienburg in the 25thcentury. He was proud of his adoptive home in Kruiersmuur andfancied himself as something of a public benefactor. When hedied, rather than having an ordinary ornate tomb or mausoleumwith tiresome alabaster angels spreading their wings in alldirections, Lech's will left instructions for the erection of thisedifice. With his tomb in the basement, the tower's bronze bellswould be rung every hour to remind the people of Kruiersmuur,where Lech had done so much of his business, of hisgenerosity in providing such a service.When Kruiersmuur started to fall into decline, the clock towerwas as affected as anywhere else. The Tarnopol family madeno attempt to pay for the work needed to keep the clock towerintact. Most of them hated old Lech, who had made aneccentric will which imposed ridiculous duties and restrictionsupon them, and were in no mood to maintain his monument.However, while the tower crumbled, it did not do so unoccupied.What keeps the thieves at bay is the ghost of Wim Masarykwhich still haunts the tower. Masaryk met an tragic and untimelyend and his ghost has come back to haunt the tower which wasthe scene of his death. Here he frightens potential looters andpillagers. But in life the eccentric lad always had a soft spot forchildren and has never attacked or threatened the Captainssince they first fled here, pursued by cut-throats and scum whowanted to sell them into slavery. They, in turn, grew used to theghost and see him as their protector; they put new ropes on thebells for him, and they have even begun to try to repair some ofthe stonework on the upper storeys of the tower.

Claudia Kilsch, Street Thief

Rogue (ex-Thief)“Well, sir, I do know where you can get somelanterns at a low price. Its my uncle, sir, hehasn't had the heart for business since mypoor aunt died of the scrofulous quinsy, andhe's selling up all his business, poor man. No,sir, he doesn't care for folk to visit his shop, soblack is his mood after his tragic loss. Meetme at Haagens Wharf in two hours and youshall have your lanterns.”

Claudia is 14 years old, although she can look a couple of yearsyounger or older as she wishes. She usually has dirty brownhair, close-cropped, her eyes are blue-grey and she hassomewhat sallow skin. She is pretty after a fashion, but with ahard edge.Claudia is the oldest of the Captains, and acts as a combinationelder sister and foster mother to the rest, who range in age fromfive to twelve. She's very wise in the ways of the streets ofSuiddock and Kruiersmuur and doesn't tolerate fools – she robsthem. She's also very firm in her loyalties and convictions: theother Captains are her family, the ghost of Wim Masaryk is herfriend, and woe betide any fool who harms any of them.

Skills: Blather, Charm +10%, Common Knowledge (TheWasteland), Concealment, Disguise, Evaluate, Gossip+10%, Haggle, Perception, Pick Lock, Read/Write, ScaleSheer Surfaces, Search, Secret Signs (Thieves Tongue),Secret Signs (Thief), Silent Move, Sleight of Hand, SpeakLanguage (Reikspiel)

Talents: Alley Cat, Flee!, Fleet Footed, Lightning Reflexes,Luck, Sixth Sense, Streetwise, Trapfinder

Combat:Armour (Light): Worn Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10-1)Trappings: Purse (with 2 shillings and 2d10 pence) , bag of

minor items (marbles, handkerchief, string, etc.).

The Captains, Light-Fingered Children

Thief“Sybo, stop crying! You’re six now, act like a big boy! I’m sorry,sir. But he’s ‘ungry. Couldja mebbe spare a shillin’ or two, justfor a crust of bread?”

Clad in raggedy clothes with sooty faces, and perpetually runnynoses. But behind each set of eyes is the look of a survivor.They have to stick together and make it through each day.Older than their years in many ways, the friendship they sharewith each other and Wim's ghost keeps the core of a child'sinnocence and hope alive in each. But they are still verysuspicious of outsiders.The Captains are a group of street-children who live in the clocktower. Some are orphans, some runaways, and some nomadswho occasionally return to their homes. But they're all poor, dirtyand perpetually hungry, as well as being wily, unscrupulous andmischievous in a fairly brutal way. Enough of them havesuffered at the hands of adults for all of them to be wary of anygrown-ups, particularly ones who ask too many questions,although with hard work and a lot of food it might be possible towin the confidence or even the trust of a few of them.

Main ProfileWS BS S T Ag Int WP Fel27% 29% 28% 34% 35% 32% 28% 34%

Secondary ProfileA W SB TB M Mag IP FP

1 10 2 3 4 0 0 0

Main ProfileWS BS S T Ag Int WP Fel36% 33% 27% 35% 48% 37% 32% 36%

Secondary ProfileA W SB TB M Mag IP FP

1 12 2 3 5 0 0 0

Page 80: 102678424 the Marienburg Project

K24: Tarnopol’s Clock Tower

Marienburg: The Greatest Port in the Old World

Skills: Charm, Common Knowledge (The Wasteland),Concealment, Evaluate, Gossip, Perception, Pick Lock,Search, Secret Signs (Thief), Silent Move, Sleight of Hand,Speak Language (Reikspiel)

Talents: Alley Cat, Streetwise, TrapfinderCombat:Armour (Light): Worn Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10-1)Trappings: Purse (with 2 shillings and 2d10 pence) , bag of

minor items (marbles, handkerchief, string, etc.)

WimMasaryk, Ghost“Damn you, Scheepscheers! You’ll pay if ittakes eternity!”

“Leave them alone, or I’ll suck your soul!”

Wim appears as a man in his mid-twenties,dishevelled and scrawny. When the light's justright, the viewer can faintly see what's behindhim - he's translucent. Around his neck is anoose and a rope; this isn't real, but the forceof his obsession has caused it to become partof his ghostly manifestation.Wim killed himself ten years ago when it became known that hehad lost family heirlooms – a gold Tilean Salter and an icon ofMorr — after pawning them to pay gambling debts. He blamedScheepscheers for not giving him more time to recover them.Rather than face his family, he hung himself from the bell ropesof Tarnopol's clock tower, and the ringing of the bells was thelast thing he heard. Wim's body is actually buried in Deedesveldgraveyard not far away.Since death, Wim has become partly deranged. He believesthat he has become the tower's bell-ringer, and that by ringingthe bells regularly he can summon Scheepscheers and exacthis revenge. Scheepscheers won't be able to resist the allure ofthe pealing bells, Wim thinks. This idea is crazy, but then Wim iscrazy. Wim believes that he is ringing the bells and goesthrough the motions – which doesn't have any effect on the realbells, but he thinks it does and will fly into a furious rage if this isdenied.Wim Masaryk can be laid to rest if either he is shown proof ofGideon Scheepscheers’ death (since this would likely involvemurder, this is perhaps not the best course); or if he is shownthat his family heirlooms have been recovered and returned tohis parents, tailors who live in Rijkspoort. The items arecurrently in the possession of Governor de Beq of Rijker's Isle.Wim knows Scheepscheers very well, and is convinced somedark magic helps him resist the bells. He retains enough of hishumanity to be fond of the Captains, especially Claudia, theirleader.

Skills: Concealment +20%, Gossip, Perception +20%, SpeakLanguage (Reikspiel)

Talents: Night VisionTraits: Frightening, UndeadSpecial Rules:Ethereal: Wim is insubstantial and weightless. He can pass

through solid objects, including walls and doors. Note thatthis does not give any ability to see through solid objects,only pass through them. If Wim is partially hidden inside anobject, he gains a +30% bonus on Concealment Tests. IfWim wishes to be, he is completely silent, with no need tomake Silent Move Tests. Wim is also immune to normalweapons, which simply pass through his body as if hewasn’t there. Daemons, spells, other ethereal creatures, andopponents armed with magic weapons may all injure Wimnormally. Wim cannot normally affect the mortal world, andthus cannot damage non-ethereal opponents.

Fearful Touch: The touch of a Ghost does not cause damageto non-ethereal creatures, but does cause the target tomake a new Fear test. This can be dodged but not parried.The Ghost must be viable to use this ability.

Invisible: The Ghost can become invisible as a free action.When invisible, the Ghost cannot be targeted with Rangedattacks, including Magic Missiles. In addition, they may notbe attacked in melee.

Place of Death: Wim may not pass the doors of Tarnopol’sClock Tower.

Combat:Armour (none): -AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Fearful Touch (Special)

Trappings: none

Main ProfileWS BS S T Ag Int WP Fel25% 0% 30% 30% 42% 31% 18% 30%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 3 6 0 0 0

Page 81: 102678424 the Marienburg Project

K63: Rusty Barnacle, The

Marienburg: The Greatest Port in the Old World

The Rusty BarnacleOne of the Kruiersmuur’s “Rougher” establishments, the RustyBarnacle is at the very east end of the Kruiersmuur, so close tothe Vloedmuur that it is practically in the Vlakland. With littlepassing trade, its main “Guests” are mostly nativeMarienburgers, looking for a cheap flophouse while they aredown on their luck.Inside the inn is dark and dingy, with most of the windowsboarded up after being frequently smashed. A small fireplacefills the taproom with black, oily smoke due to a blockedchimney, filling the room with a foul odour of burning peat. Thefloorboards are badly warped from the frequent flooding of theDoodkanaal, making the floor uneven and treacherous. Anumber of private booths line the north wall, used by conmen,fortune-tellers and harlots to ply their trades.Despite these conditions, the Inn is frequently busy, with localsdrawn in due to Olaf’s policy of providing ‘decent drinks’ –typically provided cheaply by his contacts among the localsmugglers. The local Baker Gaaff Tapijtschap also frequentlydrinks here after his day’s work, often selling his stale produceto Olaf.

‘Sweaty’ Olaf, Innkeeper

Innkeeper (ex-Smuggler, ex-Burgher)‘Sweaty’ Olaf is the Rusty Barnacle’s pot-washer, barman andcook. Once a successful smuggler, Olaf retired due to hisinfamously bad health, looking for a job where he could standon his feet most of the day. He doesn’t actually own the Inn, butworks for Andries ‘The Fish’ – his former boss from hissmuggling days. Two lackeys, Dreeg and Fee work for Olaf, acouple of petty criminals who Olaf keeps in line with hisdreaded cat o’ nine tails.Olaf is somewhat overweight, with crude, somewhat brutishfeatures, poor hygiene and an unsettling habit of constantlyscratching his posterior when talking. Nevertheless, Olaf is stillwell connected with the harsher elements of the Kruiersmuurunderworld, and knows all of Andries’ Gang at the Smuggler’sCaves by name. He occasionally buys medicine for his personalproblems from Dmitri’s Apothecary, but does not receive the‘special’ medications.

Skills: Blather, Charm, Common Knowledge (The Empire, theWasteland), Consume Alcohol, Drive, Evaluate, Gossip,Haggle, Perception, Read/Write, Row, Search, Secret Signs(Thieves), Silent Move, Speak Language (Breton,Reikspiel), Swim, Trade (Cook)

Talents: Dealmaker, Street Fighting, Streetwise, Strike toStun, Suave, Very Strong, Warrior Born

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Club (Hand Weapon, 1d10+4), Knuckle-dusters

(1d10+1, Pummelling)Trappings: Cat o’ nine tails, Set of Brass keys, various

Ointments that don’t work, Purse (with 1d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel46% 35% 46% 38% 56% 38% 35% 50%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 4 4 0 0 0

The Bill of FareMeal of the day 7p

Small Beer Pint 7d Half 3d

Doodehonnd Stout Pint 9d Half 5d

Neerval Cider Pint 1/9 Half 1/-

‘Gut rot’ Brandy (poor) Bottle 5/- Goblet 1/9

Bögenhafen Brandy Bottle 10/- Goblet 3/-

Reikland White Wine Bottle 4/- Goblet 1/2

Page 82: 102678424 the Marienburg Project

K91: Heiligdom, The Shallyan Asylum of Blessed Rest

Heiligdom, The Shallyan Asylum of Blessed RestMarienburg: The Greatest Port in the Old World

“There’s more to Heiligdom than meets the eye, mark mywords. I have evidence that they harbour mutants andarrange for their escape to the marshes! Yet one more exampleof the cult hierarchy’s disgusting weakness of heart and mind.”

“I don’t like thinking of all those tainted people locked up inthere, raving and festering and Manann knows what... butbetter that than having them loose on the streets.”

Across the Doodkanaal from Deedesveld graveyard sits thedark stone bulk of Heiligdom, an ancient building originallyconstructed a small fort during the Age of Three Emperors.Gifted to the cult of Shallya by the last Baron, Paulus van derMaacht, before he left to join Magnus the Pious’s army, its outerwalls were torn down, the keep redecorated in a more classicalstyle and the grounds around it replanted and decorated in afashion designed to be restful for the mind. But there is an oldDwarf saying that a structure reflects those who live within it,and Heiligdom can’t disguise the madness and pain it houses,for this is where Marienburg’s mentally ill are sent to screamand moan out their days.Heiligdom took its modern form in the 18th century, when BaronLoos Ruijkeyser replaced the old fort with a rectangular keepover 100 feet tall. The upper three floors are used asdormitories for the inmates, the trap doors to each kept lockedand chained. The first storey is a residence for the nuns whohave specialized in caring for the insane. The ground level,accessible both through a trap door in the first floor and aheavy, reinforced outer door, is a storage chamber wheresupplies are kept.At each corner of the 10-foot-thick walls are drum towers 30feet in diameter. Three are flush with the roof of the keep whilethe south tower, the Tower of Lamentations, rises another 20feet. This tower holds the most violent and dangerous cases,and the interior door at its base is secured with iron bars andheavy locks. The topmost chamber, once the residence of thecastellan, is now a solarium where the tower’s inmates can takethe sun without being exposed to the rest of the asylum’spopulation.Of the other towers, the north tower is the residence of theAbbess and her assistants. The east one is home to the smalllibrary and infirmary, where Sister Katja Faasen is the chiefpharmacist and physician. She often experiments with newconcoctions made from ingredients brought from the swamp.Rumour has it that her less successful experiments end up inthe Tower of Lamentations.The west tower, alone among the buildings of Heiligdom, isempty and its entrances sealed with brick. By order of the firstabbess, Sister Eefje Denkers, none are to enter the tower, ever.Her order was reinforced by the Council of Quenelles in 2420I.C. in the sternest terms: its violation is the only death penaltyin Shallyan canon law. Only the senior members of the cultknow the reason for the edict, and they won’t talk about it.Within the half-acre perimeter are the gardens, work buildingsand chapter house of the order. Concealed by the walls, theinmates can relax, receive therapy and generally escape fromthe often cruel attentions of “normal” Marienburgers. Nuns notdirectly involved with treating inmates see to the variousmundane tasks of maintaining a monastery-hospital: cooking,laundry, carpentry and so on.

Heiligdom is administered by Sister Monica Aarden, an elderlybut still active priestess who has dedicated her life to helpingShallya’s “lost nestlings”. But suspicion lingers about theasylum’s activities because she was one of Sister Astrid vonNimlsheim’s defenders when the latter was charged with heresyfor advocating treatment instead of execution for mutants. TheKnights of Purity are convinced that Heiligdom gives comfort tothose touched by Chaos, and the witch-hunter van Goor hassworn to expose them. Heiligdom has been subject tooccasional raids by the Fen Loonies, after which one or morepatients are usually reported missing. Still, there is no proof ofChaotic infiltration, and the asylum’s status as a sanctuary haskept it so far free from formal investigation.People can wind up in Heiligdom in one of several ways:committed there by the courts after a finding of mentalincompetence; placed there by concerned family and friendswho pay the Shallyans for their upkeep; and occasionallybrought in off the streets by Heiligdom’s nuns who happen tocross their path. Treatment for the non-violent consists of work-therapy, prayer and supervised walks in the garden. Theviolently insane –anyone who resists, which means the majorityof Heiligdom’s inmates – are confined to cells and chains tokeep them from hurting themselves or others. Burly labourersfeed them their meals and clean their cells, and always escortthe nuns on their rounds through the wards. A player characterincarcerated in Heiligdom for more than a week amongst thehowling and screaming inmates must make a Will Power test atthe end of each week or gain 1 insanity point, whether they hadany to start with or not.

Pepijn Barendregt, Inmate

Artisan (ex-Tradesman)“Them! Them! THEM!!”

“They’re there, you know - in all the cornersand all the dark places, just waiting forMarienburg to stumble. And when it does,they’ll come to take us, but we’ll already beone of them!”

In his late thirties and tall at 6’4”, this onceproud man has been broken mentally so thathe now walks with a nervous step, his eyestwitching back and forth, as if looking forsomething or someone that could come from anywhere at anytime.His harrowing experiences have left him looking twenty yearsolder, and the patches of grey hair that remain jut out at wildangles. He is suspicious of everyone and keeps on a constantmove to make sure he can’t be trapped again. He is neverwithout his sketchpad and charcoal sticks, nor without his bestfriend, Wilmer.Pepijn is a paranoid lunatic who is convinced that themysterious “they” will come for him. But being paranoid doesn’tmean that someone isn’t out to get you. Pepijn was once an up-and-coming member of the Mason’s and Tyler’s Guild inMarienburg. The youngest Master ever, he knew all the secrethandshakes. He was so skilled that the Dwarven Engineer’sGuild recognized his talents and made him an honorarymember, the only non-Dwarf to have been so honoured in livingmemory.

Page 83: 102678424 the Marienburg Project

K91: Heiligdom, The Shallyan Asylum of Blessed Rest

Marienburg: The Greatest Port in the Old World

Then one day, Pepijn vanished while inspecting the ancientcisterns and sewers under Kruiersmuur. No one saw him fordays, and his friends began to assume that he had either metwith an accident or, worse yet, run afoul of some criminal gang.Then, weeks later, he was found wandering the Kanalsides inWinkelmarkt, raving about “them” and “they’re everywhere”and “we’re them!” Unable to care for himself and a potentialdanger to others, the ward court committed him to Heiligdom.Pepijn had been captured by a band of Fen Loonies who hadused almost-forgotten ways to enter Marienburg. Held prisonerand tortured for weeks, he managed to escape and somehowwandered back into the city. He suspects the warders of beingmutants and is just waiting for them to take their masks off andreveal the drooling beasts beneath. While he’s become a littlecalmer, thanks to the Sisters’ ministrations, it wouldn’t takemuch to unhinge his delicate mind and send him over the edgeagain.His paranoia prevents him from having any real friends – hedoesn’t trust the staff and his friends from the outside havegiven up on him. He does like Sister Lise, who gave him his padand charcoals and encourages his art, at which he’s quite good.Wilmer is his only real friend, though, because he doesn’t havea face that can hide an enemy. He does, however, know theway to the Loonies’ camp in the Fens and could leadadventurers there – if they could only gain his trust, overcomehis phobias and get him out of Heiligdom.

Skills: Common Knowledge (The Wasteland), Drive, Evaluate+10%, Gossip +10%, Haggle, Perception +10%,Read/Write, Secret language (Guild Tongue), SpeakLanguage (Reikspiel), Trade (Artist, Carpentry +10%,Stoneworker +10%)

Talents: Artistic, Dealmaker, Excellent Vision, Etiquette,Savvy, Super Numerate

Combat:Armour (none): Homespun Smock and SandalsAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: none (Unarmed, 1d10+0, Special)Trappings: Artisan’s tools (kept by the sisters, so he doesn’t

hurt himself), charcoal and sketch pad, headless doll namedWilmer

Main ProfileWS BS S T Ag Int WP Fel26% 33% 43% 41% 57% 48% 47% 47%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 4 4 0 13 0

Page 84: 102678424 the Marienburg Project

Unknown to all but a few, some of the houses of Breedmoershad deep cellars cut into the rock, linking to hidden passageswhich were - and still are - used for smuggling. And althoughevery precaution has been taken to ensure that those buried inDeedesveld don’t get up again, every now and then, one willoccasionally slip through the net. Add to this the occasionalforager for spare parts in aid of magical or medical research,and you will understand that Deedesveld is far from dead asgraveyards go.Deedesveld is shaped roughly like the blade of a shovel, with astone wall forming the northern perimeter, and the cliff edgemarking the southern boundary. The cliff is unstable, and after astorm it is not unknown for bones and coffin fragments to befound on the rocks below, having been washed out thecollapsing cliff face. The smugglers’ steps said to have been cutinto the cliff hundreds of years ago are long gone.The trees in Deedesveld support a large colony of ravens, andsince they are one of the sacred animals of Morr, everyone ishappy to have them there. A local superstition claims the ravensare Morr’s eyes watching over the dead, and it is said that if theravens ever leave Deedesveld then the whole city is doomed.

KD01: Deedesveld Graveyard

Deedesveld GraveyardMarienburg: The Greatest Port in the Old World

“Those ravens that nest in the graveyard aren’t normal birds,ye know. Three years ago, one flew out of the graveyard,circled three times round Morts Handerman’s chimney, andflew back. Morts was dead within a week – and buried inDeedesveld.”

“Haunted? Haunted be damned. There’s nothing supernaturalabout the resurrections that go on in Deedesveld. The wholeareas a rat’s nest – those that aren’t smugglers arebodysnatchers. A lot more than the lamented dead passesthrough Morr’s gates in that graveyard, you mark my words.”

Situated on the southernmost point of Zanderveldt Island inKruiersmuur looking southward across the Doodkanaal toHeiligdom and the Vloedmuur and eastward towards the keepof Rompvanger Redoute and the Reik Towers, Deedesveld is asmall burial ground dating back about seven centuries or so.The site was originally occupied by a small fishing hamletconnected by cliff-steps to the Doodkanaal below, which wasthen a main avenue for ships. As Marienburg grew over thecenturies the area turned into the notorious Breedmoers slums,which became such a stronghold of lawlessness that the areawas eventually cleared by the military in 1796 and demolished.The site was acquired by the Cult of Morr and dedicated burialground in 1798. From its earliest days as a graveyard,Deedesveld became the preferred place of final rest for theseamen of Suiddock, which has no graveyard of its own.In a city like Marienburg where land is at a premium, few canafford the cost of a burial plot. The middle classes often pay forthe “basic” interment, which involves placing the corpse in asack or cheap coffin, filling it with quicklime, and then placingmore quicklime atop the sack once it is placed in the grave. Thisway, the grave is soon ready for a new occupant. Markers tendto be temporary, replaced when someone else needs thespace. Wealthier Marienburgers or those who have performedsome great service for the city can get a permanent plot with aformal headstone. Deedesveld has accumulated many of theseover the centuries, and such burials have become very rare inrecent times.

Deedesveld Graveyard LocationsThe following locations are located within the confinesDeedesveld Graveyard

KD02: Sexton’s Cottage (Map #2)KD03: Chapel to Morr (Map #3)KD04: Sailor’s Memorial (Map #4)KD05: Van der Voers Vault (Map #5)KD06: Tomb of Karl Avermans (Map #6)KD07: The Paupers’ Vault (Map #7)KD08: The Miser’s Grave (Map #8)KD12: Smuggler’s Caves (Accessed via KD04 and KD05)

Page 85: 102678424 the Marienburg Project

KD01: Deedesveld Graveyard

Marienburg: The Greatest Port in the Old World

The perimeter wall is 12 feet high and built of timber-lacedstone 3ft thick. Local tradition has it that the wall was built fromthe demolished houses of Breedmoers, and it is possible to seestones and timbers in the wall which appear to have beenrobbed from another structure (on a successful Routine (+10%)Trade (Carpenter or Stonemason) Test, with a further +10% forformer Engineers, or Dwarves) - in some places, the stones areseverely blackened by fire. It would take half hours work, and asuccessful Very Hard (-30%) Strength Test to dismantle asection of this wall.The gates (Map #1) are of heavy wrought iron, cunninglyshaped with symbols of Morr in the ironwork. They are unlockedbut closed during daylight hours, and secured with a padlockand heavy chain at night (requiring a Challenging (-10%) PickLocks Test, or a Very Hard (-30%) Strength Test to open). Thegateway itself is a plain, square portal - the symbol of Morr -made from massive black oak beams.

Adventures in the Graveyard

Premature BurialWhilst passing through the graveyard, visitors may notice thatthe ravens are behaving strangely. They are hopping in anagitated fashion around a freshly dug grave, and if the visitor isa follower of Morr, a raven will fly towards him and attempt toland on his shoulder, cawing loudly and giving the occasionalgentle peck on the head until he approaches the grave.The headstone on the grave gives the name Jan Meeland, anda date of death of less than a week ago. The burial clearly tookplace only yesterday or today. The ravens continue to hoparound the grave excitedly, occasionally scratching or peckingat the ground.The reason for their behaviour is that Jan Meeland isn’t actuallydead. He fell into a cataleptic fit a few days ago, and has beenburied prematurely. Awakening in his coffin to realise the awfultruth, he has called upon Morr to save him, and his call hasbeen answered - hence the strange behaviour of the ravens.Someone should take the hint that something is amiss with thegrave, and exhume the hapless Meeland. He is still ratherhysterical, and is suffering from Knives of Memory as a result ofthe strain of his ordeal. But he is alive, and if his family can betraced (which they can, through Mourner’s Guild records withPal Koster’s grudging co-operation), they will be delighted – ifsurprised – to have him back. Jan’s saviours might come by asmall financial reward for their assistance, and upon their returnto the graveyard, a raven will drop a small item – a pendantfashioned from a finger bone in the image of a cloaked figurebearing a scythe - in front of them, which is a Bone Charm ofMorr (see Tome of Salvation).Meanwhile, the people who caused Meeland to be buriedbefore his time (one of the many criminal gangs who operatewithin the city) are none too happy. Alive, Meeland is a threat totheir illegal activities: they think he knows too much, and canidentify them. He and his saviours become targets – butbecause of the trauma of his ordeal, he can’t remember thedetails of what is happening, including the identities of thosetrying to kill him.

Death’s BeaconWhile in or around the graveyard at night, individuals will seebobbing lights by the cliff edge at the southernmost point of theisland. The lights of an approaching riverboat may be visible inthe channel, and observers will see it change course inresponse to the lights – right towards the deadly rocks to thesouth of the island.Observers might well conclude that a gang of wreckers is atwork, and decide to deal with them, save the ship, and collectany reward that’s going. Unfortunately, they don’t know the fullstory.About ten years ago, a notorious gang of wreckers did indeedoperate from Deedesveld, using the caves and tunnels whichare now the territory of the smugglers. Not even in the mostcrime-ridden parts of the Doodkanaal further west did otherwreckers operate this openly, and the gang’s renown wasconsiderable. Finally, they were caught and hanged, and theirremains were buried in an unmarked mass grave inDeedesveld. But their activities are not entirely at an end – forevery year, on the anniversary of their execution, the wreckersrise from their graves and steer a ship to its doom.There are five Undead Wreckers at the cliff edge, and if anyoneinterferes, the evil spirits will try to draw them over the cliff usingtheir Entrancing ability. Once the Undead Wreckers have beendealt with, the adventurers might learn the truth by askinglocals: Granny Hetta remembers the wreckers very well, asdoes Eric Roergang of the Brotherhood of Seamen and Pilotsand Gideon Scheepscheers of the Three Guilders Emporium,and checking up on legal records at the Worshipful Company ofAdvocates, the Lord Harbourmaster’s Assize or the Cathedral ofManann will give the gist of the story.The encounter can be brought to a satisfactory end bydestroying the Undead Wreckers, and then locating theirunmarked grave and having a Priest of Morr perform the funeralrites over it to prevent their rising again. For discovering anddealing be eligible for two standing rewards - one for 50Guilders from the Cathedral of Manann for information leadingto the discovery and punishment of wreckers (although abureaucratic lay-clerk at the Temple will be a little unhappyabout paying twice for the same group of wreckers!) and one of25 Guilders from the Temple of Morr for information regardingUndead.

Page 86: 102678424 the Marienburg Project

Undead WreckerLesser Ethereal UndeadThese foul servants of the Shark God Stromfels have risen fromthe grave to lure ships to their doom. They appear as vaguelyhumanoid shapes of blue-green light.

Skills: Charm, Common Knowledge (The Wasteland),Concealment +20%, Perception +20%, Speak Language(Reikspiel)

Talents: Night VisionTraits: Frightening, Hoverer, UndeadSpecial Rules:Bound Spell: (Bewilder, CN 8, CT Half); With a successful

Will Power test, the Undead Wrecker may attempt to castthe Bewilder spell from the Lore of Shadows as if they had aMagic Characteristic of 2. It will use this spell to try and leadits opponent’s over the edge of a cliff or into other dangers.

Ethereal: An Undead Wrecker is insubstantial and weightless.It can pass through solid objects, including walls and doors.Note that this does not give any ability to see through solidobjects, only pass through them. An Undead Wreckerpartially hidden inside an object gains a +30% bonus onConcealment Tests. An Undead Wrecker that wishes to be iscompletely silent, with no need to make Silent Move Tests.An Undead Wrecker is also immune to normal weapons,which simply pass through its body as if it wasn’t there.Daemons, spells, other ethereal creatures, and opponentsarmed with magic weapons may all injure an UndeadWrecker normally. An Undead Wrecker cannot normallyaffect the mortal world, and thus cannot damage non-ethereal opponents.

Glowing Light. The Undead Wrecker produces light as alantern.

Combat:Armour (none): -AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: noneTrappings: noneSlaughter Margin: Easy (Impossible without a Magic

Weapon or Spells)

Main ProfileWS BS S T Ag Int WP Fel22% 0% 30% 30% 45% 31% 18% 30%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 6 (6) 0 0 0

KD01: Deedesveld Graveyard

Marienburg: The Greatest Port in the Old World

Page 87: 102678424 the Marienburg Project

KD02: Sexton’s Cottage

Marienburg: The Greatest Port in the Old World

Sexton’s CottageThis small cottage is where Pal Koster lives. It is a small,grubby-looking place beside the gateway, with lean-to tool shedat the back. Although it is clearly well built and could be madeinto a very comfortable little house, it is equally clear that Kosterhas not bothered to look after the place, it is as dirty and run-down as the sexton himself is. The windows are cracked andfilthy, with rags stuffed into holes where panes are missing. APerception Test is required to see anything through the windowsfrom the outside. The door is not locked – the lock broke andhas not been repaired – but the cottage contains nothing ofvalue. The tool shed contains a couple of shovels, awheelbarrow and a couple of other gardening tools, which mightbe used as improvised two-handed weapons in an emergency.

Pal Koster, Gravedigger

Tradesman (ex-Initiate)“Sod off!”

“Too dry to talk, been working.”

Pal Koster is a stocky, surly man in hisforties or fifties. He dresses in scuffed andfilthy working clothes, his face and handsare dark with ingrained dirt, and his breathalways stinks of whisky. If he were a littlemore outgoing, he’d look like the kind ofman that parents warn their childrenabout.Koster spends more-or-less equal amounts of his waking hoursslumped in his cottage in a drunken stupor and wanderingabout the graveyard with a shovel, doing very little. He will dig agrave when called upon to do so, and from time to time he willeven cut down the rank growth of vegetation around a particulargrave if requested to do so by the next-of-kin – given a littleliquid persuasion. His naturally gloomy and introverted naturehas been enhanced by thirty years of living and working in thegraveyard. There have been a couple of encounters withsmugglers, grave-robbers, and other, more terrifying things, andKoster has ended up sullen and withdrawn, with only bottles ashis friends.As the sexton, gravedigger, and ground-keeper for Deedesveld,Koster is a member of the Mourners’ Guild, and has receivedthe mandatory initiation into the Cult of Morr. He was aninattentive student though, and has never had any reason oroccasion to use the things he learned during his cult training.Koster has never left the confines of the graveyard in livingmemory. A local innkeeper cooks food and takes it to him everyday, along with the occasional bottle. The only person who hasdealings with Koster on a regular basis is Anders Vesalion.Rumours link Koster with a range of the city’s more unsavourycharacters, from grave-robbers to Adalbert Henschmann.Others refuse to believe it: after all, if anything untoward weregoing on in Deedesveld, Koster would probably be the last torealise. Margaretta is one of the few who will stop to talk withKoster, and she’s sure that some kind of illegal operation is runout of the cemetery.

Skills: Academic Knowledge (History, Theology), Charm,Common Knowledge (The Wasteland), Drive, Gossip, Heal,Perception, Read/Write, Secret Language (Guild Tongue),Speak Language (Classical, Reikspiel)

Talents: Cool Headed, Lightening Reflexes, Very Resilient,Very Strong, Warrior Born

Insanities: Heart of Despair, Terrible Thirstings (modifiersalready applied to characteristics)

Combat:Armour (Light): Worn Leather JackAP: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10+0)

Trappings: Shovel, Bottle of cheap liquor

Main ProfileWS BS S T Ag Int WP Fel36% 28% 33% 38% 33% 38% 42% 22%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 14 0

Page 88: 102678424 the Marienburg Project

KD03: Chapel to Morr

Marienburg: The Greatest Port in the Old World

Chapel to MorrThis plain black building stands across the entrance like abroad archway. It is stave-built of wood and has a pitched roofof wooden shingles. All the wood has been stained black. Thetimber for the chapel is said to have come from ships wreckedin the vicinity.As befits a chapel to Mórr, there are no doors and the inside isdevoid of furnishings except for a sea-chest which is bolted tothe floor. This serves as an altar, and has a slot cut into the lidto receive donations. The chest would require either aChallenging (-10%) Strength Test or Challenging (-10%) PickLocks Test to open, and anyone so impious as to rob it will find3d10 silver shillings and 8d10 brass pennies inside. The chapelis only used for funeral services, and the clerics conducting theservices bring their own equipment.

Page 89: 102678424 the Marienburg Project

KD04: Sailor’s Memorial

Sailor’s MemorialMarienburg: The Greatest Port in the Old World

This large and impressive structure stands at the top of a rockyrise, almost in the centre of the Deedesveld Graveyard, at theend of the southward path. It is one of the oldest monuments inthe cemetery, and the burial-ground was obviously plannedaround it. Built by the Brotherhood of Seamen and Pilots, thememorial is dedicated to all Marienburgers lost at sea.Steps lead up from the path to the top of the rise, and into anopen room (4a) with a single door in the back wall. The room islined with plaques, inscribed each with the name of a ship,when, where and how she went down, and the names of themen who were lost. The oldest plaque is on the right of the doorat eye-height and reads as follows:THEMERMAID

Wrecked on the Breukrots, 11 Jahrdrung 1799

Captain Paulus Foegelsoog and all hands lost

Beneath this inscription is the sign of the Brotherhood ofSeamen and Pilots, and an abbreviated inscription in Classical– “Piet, Foeg, Mag, Coll, Pi, Frat, Ded. “. Characters withRead/Write can, upon a successful Speak Language (Classical)Test, interpret the inscription: “Pieter Foegelsoog, Master of theGuild, loving brother, dedicated this.” Characters alsopossessing Trade (Stonemason) find this Test Easy (+20%).The sign of the Brotherhood is also carved on the door, which islocked (requiring either a Challenging (-10%) Pick Locks Test orHard (-20%) Strength Test to open). Behind the door is asmaller room (4b), containing a variety of ritual accoutrementsused by officials of the Brotherhood in the dedication andremembrance services which they hold in the memorial. There

is a folding altar of ebony and silver (worth 100 Guilders), ahalf-size marble statue of Manann (75 Guilders), and a lockedsea-chest (requiring either a Challenging (-10%) Strength orPick Lock Test to open) containing robes and other equipment(125 Guilders total). As well as the door to the main area, thereis a trapdoor leading to the flat roof of the memorial. It is boltedon the inside (requiring a Challenging (-10%) Strength Test toopen from above).On the south side of the memorial, steps lead down to a blackiron door. It is locked (requiring either a Challenging (-10%) PickLocks Test or Hard (-20%) Strength Test to open), but asuccessful Perception Test or Routine (+10%) Follow Trails Testwill turn up signs of recent and continuous use - the lock andhinges have recently been piled, and there are fresh scrapes onthe steps, as if from boot-nails.The door leads to a crypt containing a large stone sarcophaguswith a figure carved into the lid. An inscription around the rim ofthe lid identifies the figure as Pieter Foegelsoog, Master of theBrotherhood of Seamen and Pilots from 1793 to 1826. Set intothe floor on either side of the sarcophagus are large grave-slabs, inscribed with the names of two other Masters of theBrotherhood – Janus Lood (1827-1855) and Marius Jongeit(1855-1890).The crypt is noticeably free of dust and cobwebs, and asuccessful Perception Test will reveal that the two floor-slabshave been moved recently. Each can be lifted with a crowbar ona successful Strength Test, revealing a space beneath, some INx 5ft x 5ft deep (4d-e). In addition, there is a secret door on thenorthern side of the crypt, leading to a hidden crypt beneath thesteps (4f).

Page 90: 102678424 the Marienburg Project

KD04: Sailor’s Memorial

Marienburg: The Greatest Port in the Old World

The mortal remains of the two Guild Masters have long sincebeen removed from their tombs, and these highly useful spacesare now used by the smugglers for storing contraband when itneeds to be readily accessible from the surface.The secret door from 4c is operated by twisting the figurehead ona relief of a ship which is carved into the wall nearby. Steps leadsteeply down into the hidden crypt, which is only just largeenough to contain a stone sarcophagus.The sarcophagus is clearly of some antiquity, and a Routine(+10%) Academic Knowledge (History) or Trade (Stonemason)Test will reveal that it is 500-600 years old by the style of thecarvings. A Routine (+10%) Perception Test (Dwarves, Engineersor those possessing either the Academic Knowledge (History orGenealogy/Heraldry) or Trade (Stonemason) skill, or theTrapfinder Talent find this test Very Easy (+30%)) will turn upsigns that is has been moved to this location.There is an inscription around the lid of the sarcophagus, writtenin Classical:“Hic jacet Adelbehretus Skibbesmannus, magister primusfraternitatis nautiorum gubernatorisque. E manus Mananis inmanus Mohretis, requiescat in pace. “

A character with the relevant skill will be able to translate as thus:“Here lies Adelbert Skibbemans, the first Master of theBrotherhood of Seamen and Pilots. From the hands of Mananninto the hands of Morr, may he rest in peace.”

An individual who can read Classical who passes a Routine(+10%) Academic Knowledge (History) or Trade (Stonemason)Test will reveal that the style of the inscription, the spelling andthe form of words reinforces the impression that the sarcophagusis around five hundred years old. A successful Perception Testwill reveal recent scratches around the lid of the sarcophagus,which can be lifted upon a hard (-20%) Strength Test (Reducedto an Average Test if a Second Character assists). Thesarcophagus is empty, and covers a hole in the floor – a shaftwith iron rungs in the side, leading down to the Smuggler’sCaves (at room A1).

Page 91: 102678424 the Marienburg Project

KD05: Van der Voers Vault

Van der Voers VaultMarienburg: The Greatest Port in the Old World

This plain black building stands across the entrance like abroad archway. It is stave-built of wood and has a pitched roofof wooden shingles. All the wood has been stained black. Thetimber for the chapel is said to have come from ships wreckedin the vicinity.“The Van der Voers were a small merchant family who movedto Zanderveldt after the clearing of Breedmoers, when theCouncil sponsored the building of large private houses in thehope that this would improve the tone of southern Zanderveldt.Many other moderately wealthy middle-class families did thesame, but it soon became apparent that rather than raising thetone they were providing the criminal class of nearby Suiddockand Doodkanaal with a new source of victims, and the bulk ofthem soon after moved to more decent wards like Noordmuuracross the Rijksweg. But Rasmus Van der Voers and his familyrefused to be driven from their newly-built home by anything,and lived on Zanderveldt until the family died out fifty yearsago. Even now, their name survives in local vernacular - thephrase stiff as old Rasmus is used to denote superhumanstubbornness, and an exceptionally secure and well-defendedbuilding is often described as a Voers home.”

The vault itself is approached down a short flight of steps fromthe east. The iron doors are locked, and the lock and hinges arevery stiff with rust (requiring a Hard (-20%) Strength Test orVery Hard (-30%) Pick Locks Test to open - oil allowed topenetrate for 6 hours or more will reduce the Pick Locks Test toChallenging (-10%)). Climbing plants hang down over thedoors, and it is clear that they have not been opened since thelast of the family was laid to rest there around fifty years ago.However, there is another entrance to the vault, on the northernside by the north-west corner. This is a perforated decorativemoulding at ground level which has been broken in a couple ofplaces, allowing it to be lifted out revealing a hole around a footin diameter. This is concealed behind the rank grass andundergrowth which grows around the vault, and will only befound by a Challenging (-10%) Search Test. An Average FollowTrail Test will find a few clues - the odd flattened blade of grassand crushed twig – that someone has passed this way withinthe last week or so.

Page 92: 102678424 the Marienburg Project

KD06: Tomb of Karl Avermans

Tomb of Karl AvermansMarienburg: The Greatest Port in the Old World

This ornate vault takes the form of a pillared marble canopyover a carved effigy of an armoured knight lying on a bier. Thebier forms the roof of the semi-subterranean vault, whose doorsare reached via a short flight of steps on the north side.A classical inscription around the edge of the canopy reads:“Hic jacet Carolus Auermanus miles fortissimus vixit annosxxviy wort anno vii Mag. Imp. MMCCCXI Sig. cum militibussuis. Cives pii gratiique Zanderveldtes me fecit.”

A character with the relevant skill can translate as follows:“Here lies Karl Avermans, a great warrior, with some of histroops. He lived 28 years and died in the 7th year of the reign ofEmperor Magnus, the 2311th year of Sigmar. The pious andgrateful citizens of Zanderveldt made this monument. “An Average Common Knowledge (Wasteland), or AcademicKnowledge (History) Test, or a Routine (+10%) AcademicKnowledge (Genealogy/Heraldry) Test will reveal someinformation about Karl Avermans. He was a wanderer who firstrose to prominence during the Incursion of Chaos two hundredyears ago. Then a Marine captain in one of the merchantmilitias, he fought with great courage in the defence of Riddra,and became the hero of a number of popular songs andromances. He died shortly after the battle against Chaos waswon, apparently from a head-wound - the wound had beentreated and for several days, he appeared to be in perfecthealth, and then one day he simply dropped dead. Inrecognition of his valour in their defence, the citizens of Riddrapaid for his monument by public subscription. He was buriedwith great ceremony, along with some of his men who had fallenin the battles against Chaos. The story of The Boy Who StoleHis Father’s Ring for Captain Avermans’ Grave can still befound in some books of children’s tales in Marienburg.The doors of the vault are rusted shut (requiring a Hard (-20%)Strength Test to force open), and the steps are filled to a depthof about a foot with dry leaves and other debris - clearly thevault has lain undisturbed for some time.

Karl Avermans, GhoulWhat no-one knows is the real tragedy of Karl Avermans - hedid not actually die. The blow to his head caused a blood-clot,which temporarily shut off the flow of blood to the brain and senthim into a coma. He was buried alive. The funeral rituals,intended to prevent Undead arising from a dead body, had noeffect on him because he was alive at the time they wereconducted. When he awoke he found himself trapped – hisreason had already been damaged by the coma, and it finallysnapped when he found himself shut in his own tomb andunable to get out. Faced with a slow, painful death bystarvation, he broke into the other coffins and ate the bodies.Eventually he became a Ghoul.The Ghoul is still unable to escape its confinement, and is madwith hunger – it ate it’s last meal long ago. Any noise made inthe vicinity of the vault will alert the Ghoul, and it will scrabblefrantically against the doors, trying to get out. The Ghoul has a20% chance of hearing any loud noise made outside the vault,and its frantic scratching can only be heard on the outside on aVery Hard (-30%) Perception Test, reduced to a Challenging (-10%) if anyone is specifically listening at the door.If the vault is opened, Karl will launch himself desperatelythrough them. Maddened with hunger, it attacks the nearestcharacter, and will only try to flee if it is reduced to half itsoriginal Wounds score. His long years of confinement,combined with his coma have erased all traces of what he once

was, he cannot remember his name, and cannot be reasonedwith.Examining the inside of the vault will tell the story. There arefive coffins inside, and all have been broken open. One on anornate marble bier, has been broken open from the inside (anAverage Perception Test to realise this), and the others have allbeen broken open from the outside. In the four lesser coffins,and scattered around the floor of the vault, are broken andgnawed bones. Among them are four unmistakably Humanskulls. Realising the full horror of what occurred here will requirea successful Will Power Test, those who fail are so haunted bythe horror of it that they gain an Insanity Point.Among the bones on the floor are four swords, now rusted andfilthy, and a few scraps of chain mail armour. In Avermans’ coffinlies a scabbarded sword, which is still in good condition – it ismagical, enchanted against the creatures and followers ofChaos.

Skills: Concealment, Perception, Outdoor Survival, ScaleSheer Surface, Search, Silent Move, Shadowing, SpeakLanguage (Reikspiel)

Talents: Night Vision, RoverTraits: Frightening, Natural WeaponsSpecial Rules:Poisonous Attack: A target that suffers at least 1 Wound

from the Ghouls claws must pass a Challenging (-10%)Toughness Test or suffer an additional 2 Wounds.

Combat:Armour (none): Grave ClothesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Claws (Natural Weapons, 1d10+4)Trappings: None

Main ProfileWS BS S T Ag Int WP Fel32% 0% 37% 45% 34% 15% 31% 5%

Secondary ProfileA W SB TB M Mag IP FP

2 12 3 4 4 0 0 0

Sigmar’s MercyAcademic Knowledge: Theology or Genealogy/

HeraldryPowers: Counts as a Best Craftsmanship Hand Weapon

with the Defensive Quality; In addition, if the wieldersays a short prayer to Sigmar (as a Half Action), thesword gains the Impact Quality for the rest of thecombat. Any Demons, Mutants (Including Skaven andBeastmen) and the Undead that wield this swordautomatically lose 1 Wound each round, regardless ofToughness Bonus or Armour Points.

History: This sword was blessed by the Arch lector ofNuln during the Incursion of Chaos to deliver the onlymercy that can be given to mutants – death.

Page 93: 102678424 the Marienburg Project

KD07: The Paupers’ Vault

The Paupers’ VaultMarienburg: The Greatest Port in the Old World

This carved stone sarcophagus bears an inscription inReikspiel:“Built by the Council and the Temple of Morr for the Amenityand Relief of the Poor and the Sanitation and Safety of All.Anno 1847.”

The lid of the sarcophagus requires a Hard (-20%) StrengthTest to lift (reduced to a Routine (+10%) Test if a secondcharacter assists. Inside, it is clean and empty.A successful Average Search Test (modified to Routine (+10%)if the character has Trade (Stoneworker) or the TrapfinderTalent) will reveal a hidden catch in the mouldings of thewestern side. An Average Perception Test (with the samemodifiers as above) will reveal that the base of the sarcophagusis false - the hidden catch operates a mechanism which causesit to retract, but this can only happen when the lid of thesarcophagus is closed. The false door can be forced open on aHard (-20%) Strength Test.The Paupers’ Vault is designed to operate as follows. After thefuneral, the body is laid in the sarcophagus and the lid isclosed. After the mourners have departed, the officiating priestpulls the hidden catch - the floor of the sarcophagus dropsaway, dumping the body down a broad shaft into anunderground cave. Since this ingenious system was devised,an intruder has worked its way into the cave via anunderground water channel – a Shiner, a large breed ofAmoeba, common to disused crypts. Ironically, this has actuallymade the system more efficient, and the well-fed Amoeba hasbrought no trouble to those above.It is a 2-yard fall from the floor of the sarcophagus to theAmoeba’s chamber, but an unfortunate falling into this chamberwill suffer no damage because of the soft landing. However,falling characters automatically count as engulfed when theydrop onto the waiting Amoeba.Running off from one side of the Amoeba’s chamber is a narrowchannel. This allows any remains left by the Amoeba to fall outfrom the cliff-face and into the water below, so that the chamberdoes not become choked with indigestible debris. The channelis just about wide enough to crawl down.

ShinerShiners are a type of giant amoeba (some four feet in diameter)that has evolved to live beyond the water, creeping in to dampswamp castles and half-flooded crypts. Once inside they coatsurfaces with their think oil flesh, giving them a shinyappearance (hence the name). This makes paintings, furnitureand jewellery seem more preserved and thus more valuable,drawing the curious and greedy toward them, whereupon theshiner shoots out burning acid. Humans are usually strongenough to survive the attack, but many a tomb robber with aruined face will tell you that all that glitters is not to be trusted.

Skills: Concealment +20%.Special Rules:Acid Attack: As a full action, the Shiner can expel a viscous,

corrosive acid. The acid automatically hits any one targetwithin 1 yard (in the same square), dealing a damage 5 hit.If this attack hits the targets head, the target must make aChallenging (-10%) Agility Test or be blinded for 1d10rounds. Blinded Characters can only take a Half Action eachround, take a -20% penalty to all combat related (and mostother) tests and automatically fail tests relying upon sight.

Engulfing Attack: If a Shiner attacks with an appendage andinflicts 2 or more Wounds on a target, that target’s HitLocation becomes Engulfed. Engulfed characters take anautomatic Damage 4 hit each round to the affected location.If a limb is Engulfed, the character may not use it until it isfree. If the location is the head, apply the rules forSuffocation (WFRP core, p. 136.) The Shiner will onlyrelease the Engulfed body part if reduced to fewer than 4Wounds. Attacks to the Engulfed location inflict equaldamage to both the Shiner and its victim.

Mindless: Shiners have no Will Power, Intelligence orFellowship and can never take or fail tests based on thesecharacteristics.

Ooze: Shiners are amorphous blobs that are resistant tonormal attacks. Attacks upon the Shiner with normalweapons do a maximum of 1 Wound per hit. Fire, magicalweapons and spells do normal damage. All hits to a Shinerare assumed to be on the body, and Sudden Death CriticalHit rules apply. During combat, an Ooze may only takeStandard Attack, and Move actions or use their Acid Attack.Shiners are immune to Fear, Terror, poison, disease, and allspells, skills, and effects that involve manipulation ofemotions and the mind.

Combat:Armour (none): -AP: Amoeba 0 (1), and reduce normal Damage to 1.Weapons: Acid Attack (1d10+5, Special), Amorphous

Appendages (Unarmed, 1d10+2, Engulfing Attack)Slaughter Margin: Routine

Main ProfileWS BS S T Ag Int WP Fel35% 0% 22% 14% 25% - - -

Secondary ProfileA W SB TB M Mag IP FP

1 16 2 1 1 0 0 0

Page 94: 102678424 the Marienburg Project

KD08: Miser’s Grave, The

Marienburg: The Greatest Port in the Old World

On the way to somewhere else within the graveyard, anindividual’s eye might be drawn to one of the smaller graves.The grave is in kept, and the marker is the smallest andmeanest that has ever been seen. There isn’t even a properinscription on it – just the scratched initials WV.This is the grave of Willem Vrekmans, a noted miser in his day.Despite the well-known adage that you can’t take it with youwhen you go, Vrekmans did his best: he concealed his smallhoard of gold in the lining of his coffin, so that it would be buriedwith him. His obsession with his gold has survived his death,and even now he guards his hoard jealously, unable to bear thethought of being parted with it.

William Vrekmans, The MiserWightIf any character stands over the grave for more than 2 minutes,or disturbs it in any way, a startling thing will happen. Mist willrise up from the grave like steam from a kettle spout, gatheringitself into a terrifyingly misshapen humanoid form. WillemVrekmans is now a Wight. He is obsessed with keeping peopleaway from his gold, and will attack anyone within two yards ofthe grave, but will venture no further than that of his own freewill. If no one approaches his grave for a minute, he will sinkback into his grave.If the Wight is disposed of and the grave opened (an act ofgreat sacrilege unless the Mourners’ Guild and the Cult of Morrgive their permission), they will uncover a plain, featurelesscoffin, lined with sackcloth, and containing a wizened corpse.Beneath the sackcloth can be found gold coins of variousnations, to the value of 153 Guilders.

Skills: Perception, Speak Language (Reikspiel)Talents: Night VisionTraits: Frightening, UndeadCombat:Armour (none): Filthy RagsAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Rusty Sword (Hand Weapon, 1d10+4)Trappings: NoneNote Willem does not possess a Wight Blade like more typicalWights

Main ProfileWS BS S T Ag Int WP Fel40% 35% 45% 45% 30% 25% 35% 20%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 0 0 0

The Miser’s Grave

Page 95: 102678424 the Marienburg Project

KD12: Smuggler’s Caves, The

The Smuggler’s CavesMarienburg: The Greatest Port in the Old World

The Deedesveld Graveyard is home to not oneband of smugglers, but two. Thijs Modegekkerand his band think they’re the only ones whoknow about the secret passages beneath thecemetery, but they’re wrong. Andries ‘the Fish’knows all about Modegekker’s operation – in fact,he’s keeping an eye on it for the loathsomeGrossbart – and uses a second cave system ofwhich Modegekker is completely unaware.Andries knows all the caves and their secretdoors; Modegekker knows only of caves A1-6 andB4, and is unaware of the secret doorsconnecting B4 and A5 to B3.At any time, there is a 20% chance thatcontraband of one kind or another is stored in thesmugglers’ caves under Deedesveld graveyard.Should there be contraband here, d5+2smugglers will be in the cave guarding it, usuallystaying together in the main areas. For example,Modegekker’s men will be in Al or A2, drinkingand playing cards, while Andries’ men will mainlybe in the B2 and B3, doing much the same whilea lookout in BI keeps an eye on Modegekker’sarea. For each gang member in the caves, thereis a 10% chance that their boss will be there aswell.

Cave System AThis system is entered from a hidden crypt in theSailor’s Memorial. Goods are brought in at hightide, through cave B4. As the tide ebbs, the boat is left in thecave, and goods are taken into the smugglers’ cave throughcave A6. The rooms that comprise Modegekker’s domain wereonce cellars of the houses of Breedmoers, before the area wascleared and the graveyard laid out here. The water-filledpassage from A6 to the outside provides an emergency exit, butonly for those who know it well and have strong lungs.The cellars and caves have been used by smugglers forcenturies, and Modegekker has inherited his father’s incompleteknowledge of them.

Cave System BThijs Modegekker is not the only smuggler operating fromDeedesveld. This second system of caves is used by Andries`the Fish’, a notorious figure in Riddra’s underworld. He, too,uses the water-level cave at B4, but makes sure thatModegekker’s men are out of the way. The spy hole betweenpassage B1 and the cellars level allows Andries’ men to checkthat Cave System A – is empty - or at least, that there is nosound of movement – and if necessary a small diversion can bearranged. Goods are brought into B3 and taken through the Vander Voers Vault. Andries is a man who can call on enormousresources, and it is seldom any trouble to keep Modegekker’smen out of the way until a shipment can be stored.Andries is a somewhat shadier character than ThijsModegekker, and deals in somewhat murkier goods. He leavesmuch of the day-to-day smuggling to Modegekker (who payshim protection in any case), and concentrates on drugs,components for forbidden magic, and various other unsavouryhigh-risk, high-return contraband.

Thijs Modegekker, Flamboyant Smuggler

Smuggler (ex-Rogue)“Criminal?! I am offended by your crass suggestion. I am anhonest man, toiling to bring the items carried at great dangerand expense by hard working tradesmen like yourself to themen and women of our city who need them most. If you wantto see a thief, a charlatan, let the thugs and racketeers of theExcise have a look over your cargo. Or perhaps you want totrust your products to the light fingers of the StevedoresGuild?“

Thijs Modegekker is one of the more colourful characters ofKruiersmuur – in more ways that one. Son of the reputabletailor, Pepijn Modegekker, Thijs is a walking advertisement theskill and products of his father. From an early age, Thijsdetermined that part of the secret of success was to look asthough you were successful. Clad in the latest off-cuts of manymaterials and hues, Thijs is invariably a riot of offensivelyclashing colours. In part, Thijs’ assessment of life is quitecorrect, those who have met him believe him to be quite asuccessful and merchant, despite his total lack of aptitude in hisfather’s trade.Thijs is exceptionally bright for his upbringing, and blessed witha streak of luck. Possessing something of an adventurousstreak, the dull life of a tailor was never going to be for him – hesought something a little more dangerous and exciting, and asmall secret from his father’s past showed him the way. Back inthe 2480’s, diplomatic shenanigans between Marienburg andthe Cathayan ambassador of the time led to huge tolls onCathayan silk. Modegekker senior, seeing his business in

Page 96: 102678424 the Marienburg Project

KD12: Smuggler’s Caves, The

Marienburg: The Greatest Port in the Old World

danger, started fencing Cathayan silk from smugglers based outof the Deedesveld tunnels. He learnt the general location of thecaves; secretly following the smugglers one night and seeingthem using the tomb in the graveyard, but he neither wanted orneeded to inspect further into their dealings. Years later, hehappened to relate this story to Thijs, who took it upon himselfto explore the caves.Thijs’ small band, mainly comprising young tradesmen’s sons,and boatmen stifled out of business by the practices of theBrotherhood, run a small smuggling operation, taking goods inthrough a number of the small Suiddock docks, primarilyHaagen’s Wharf, and getting the goods direct to the tradesmen.They do not deal in anything illegal, though Thijs has cultivateda modest friendship with Hans Kluger, which enables him to getrid of anything unusual or valuable, which he cannot dispose ofto his usual clients.Despite his trade, Thijs does not consider himself a criminal.Having seen honest men and women, driven out of business bythe politics and dirty tactics of the Guilds and Merchant Houses,and having witnessed the corruption of the River Watch andExcise, he sees himself as a champion of the working class, afriend to those whose hard work and toil has made the city thegreat place it is. He is particularly contemptuous of the criminalelements whom claim to be working for the good of the people,but instead are just lining their own pockets. Chief amongstthese in his eyes is the Stevedores and Teamsters Guild, and ifnot careful, he is close to running afoul of this organisation.Thijs’ ideals caused him to develop a brief friendship a couple ofyears ago with the agitator Haam Markvalt. However, Thijs’seeming ‘slavery’ to the trappings of wealth caused friction withthe young radical, whilst Thijs believed that Markvalt’s talk ofrevolution threatens to bring more harm than good to the peopleof the city. Although it goes against his own ideals, Thijs couldbe convinced to help in bringing down the Vrijbond, if convincedof its danger to the working people of the city.Pepijn is in total denial about his son’s means of income, butvery enthusiastic about supplying him with the latest fashions,dressing him for the advance into the Merchants circles that ‘isjust around the corner’. Thijs’ mother is buried in Deedesveld,and according to Pepijn, Thijs spends his long hours atDeedesveld mourning his beloved mother. Thijs’ was very closeto his cousin Silvia, who went mad following the deaths of herparents. She was consigned to the Asylum of Heiligdom, andThijs contributes generously to the cult of Shallya because ofthis. He would not like the familial connection to get out though,as he prefers to look quite the philanthropist.

Main ProfileWS BS S T Ag Int WP Fel33% 24% 28% 34% 48% 37% 36% 47%

Secondary ProfileA W SB TB M Mag IP FP

1 14 2 4 5 0 0 0

Skills: Blather, Charm, Common Knowledge (The Wasteland),Evaluate, Gamble, Gossip +20%, Haggle, Perception,Performer (Actor), Search, Secret Language (ThievesTongue), Secret Signs (Thief), Speak Language (Reikspiel+10%), Swim

Talents: Ambidextrous, Flee!, Fleet Footed, Luck, PublicSpeaking, Streetwise

Combat:Armour (none): `Fashionable’ ClothesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+2), Dagger (1d10-1)Trappings: Purse (with 4d10 shillings)

Andries ‘The Fish’, Smuggler

Fence (ex-Smuggler, ex-Stevedore)“I know what you’re after, you don’t need to tell me, the look inyour eyes says it all. Supply is scarce this time of year, itsgoing to cost... but we both know you don’t have any choice.”

“That my friend, is going to be the last mistake of your sorrylittle life.”

Andries ‘the Fish’, a nickname gained for his membership in thegang that rules half the Altdorf docklands, is a wiry man, withmean eyes and a perpetual sneer. He is familiar with all thevices that plagues the lower and working classes, and he caneither provide them, or make contact to someone else who can.He does not partake of his own merchandise, viewing thedealers he sells his drugs to, and the pathetic addicts at thebottom of the chain as cowards and weaklings, and does little todisguise his scorn when dealing with the more patheticspecimens.Aside from Andries expanding drug and smuggling operations,he serves as a go-between for Grossbart and AdalbertHenschmann. However, Andries is not content to serve muchlonger as a middleman. His eye is on the much larger prizesand territories in the city. He is savvy enough to know thatGrossbart is a far more dangerous individual than his poorhealth belies, and that his contacts sink to the very heart of theLeague, and would therefore not consider double crossing him.Besides, his close relationship to Grossbart grants him ameasure of protection. Andries ambition is currently aimedsquarely at the Kislevite apothecary, Dmitri Hrodovsky.A native Wastelander, he left for the capital of the Empire in hislate teens. Even then, he was a rising star within the “GuildWe’ve Never Heard Of”, and went to oversee the Leaguesinterests in Altdorf. He does not talk of what caused him toleave the capital of the Empire, but the tattoo of a bloodydagger inscribed over his old gang tattoo implies it was not apeaceful parting with the Imperial gangs. That said, he clearlystill has extensive contacts back in Altdorf and beyond, as he isable to lay his hands on many rare (and highly illegal) productsthrough his network of acquaintances.Andries is violent, and possessing of no sense of pity. Theaddicts who rely on his supplies of Mandrake or Crimson Shadewill be cut off without a moment of consideration if they can nolonger pay his prices. Likewise, tradesmen who back out on a

Page 97: 102678424 the Marienburg Project

KD12: Smuggler’s Caves, The

Marienburg: The Greatest Port in the Old World

deal over even the smallest item will face bloody retribution.Apart from having a fair number of thugs and drug dealersworking for him directly, Andries also relies on more advancedservices provided by a few specialists through blackmail,including people like Pieter Bloemblad.Andries and Dmitri share a tenuous arrangement, bothoperating from bases within Kruiersmuur. Andries has easyaccess to Mandrake, Weirdroot, and Crimson Shade, andactually supplies these drugs to the Kislevite. However, he hasbeen completely unable to gain a steady supply of Black Lotus,and is completely baffled at where Hrodovsky obtains his ownsupplies of that drug. As things stand, both men are tooimportant to Henschmann for control of the drug business withinthe city, and he will not sanction the removal of either. Thingsare, however, coming to a head, and Andries is courting theidea of seeking an alliance with Venk Kataswaran to remove theKislevite – a move, which would undoubtedly descend theentire south of the city into a drugs war. Grossbart is well awareof Andries ambition, and is eagerly playing all the men againstone another, no doubt to his own obscure gain.Some might wonder why Andries permits the close proximity ofThijs Modegekker’s band of smugglers to his own. Quite simply,he is setting up the young idealist to take the fall for him, shouldthe law discover the nature of some of the products goingthrough the Deedesveld Caves.

Skills: Common Knowledge (The Empire, the Wasteland),Consume Alcohol, Dodge Blow, Drive, Evaluate +10%,Gamble +10%, Gossip +10%, Haggle +10%, Intimidate,Perception +10%, Performer (Singer), Row, Scale SheerSurfaces, Search +10%, Secret Language (Guild Tongue,Thieves Tongue), Secret Signs (Thief), Silent Move, SpeakLanguage (Kislevite, Reikspiel), Swim +10%

Talents: Dealmaker, Lightening Reflexes, Savvy, Sixth Sense,Streetwise, Strike to Stun, Sturdy, Super Numerate, VeryStrong

Combat:Armour (none): Studded Leather Jack and Leather Skull CapAP: Head 1 (5), Arms 2 (6), Body 2 (6), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+2), Dockers’ Hook

(Dagger, 1d10-1)Trappings: 3 doses Refined Black Lotus, Purse (with 1d10 Gu

and 3d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel42% 33% 49% 41% 47% 53% 34% 41%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 4 4 0 0 0

Page 98: 102678424 the Marienburg Project

KM12: Red Maids of Verena, The

The Red Maids of VerenaMarienburg: The Greatest Port in the Old World

The Red Maids school in Noord Miragliano is a small strictcollege for young ladies of Tilean heritage. All the girls arebilingual and lessons are taught both Reikspiel and Classical. Itis run by the stern and matronly Mariannette Diaggio.The school is expensive and used by those prosperousimmigrant families that cannot yet afford a private tutor. It is wellknown in Kruiersmuur for the uniform. Bright red cloak that allpupils must wear. The school has an excellent reputation and along waiting list.The school building is a tall terraced house in the Miraglianesedistrict. Diaggio uses the top floor as living quarters. Despite theless salubrious surroundings, the building is well maintainedand recently painted. The school is careful to never favour oneTilean city-state other another and sometimes goes toseemingly ridiculous lengths to keep and air of immaculateeven-handedness. Although some of the more enlightenedTileans think that this downplaying of ancient feuds is a goodthing (for girls, at least) most view it as decidedly strange.

Mariannette Diaggio, Headmistress

Catechist (ex-Student)“You know, sir, despite what you may think, your time is gone.Our time has come. My girls will inherit the world.”

It is Diaggio’s life’s work to educate the young ladies of Tilea.Now in the more liberal climate of Tilea, she has found a perfectatmosphere to liberate her young charges from traditionaldogma and prepare a way for the them in a changing world.Diaggio is a severe disciplinarian, though she behaves this wayfor the good of her girls. She sees them as pioneers and isanxious that they never let the side down.Diaggio refuses to deal with anyone but her charges during theschool day, regardless of attempts to bully or intimidate her.

Skills: Academic Knowledge (History, Law, Science,Theology), Charm, Common Knowledge (Tilean, theWasteland), Gossip, Perception, Read/Write +10%, Search,Speak Language (Classical +10%, Reikspiel, Tilean)

Talents: Coolheaded, Etiquette, Linguistics, Public Speaking,Savvy, Strong-minded, Super Numerate

Combat:Armour (none): Good Quality but conservative ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: none (Unarmed, 1d10-1, Special)Trappings: Prayer Book of Verena, Writing Kit, Purse (with

2d10 Gu and 4d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel31% 27% 32% 26% 40% 62% 56% 42%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Page 99: 102678424 the Marienburg Project

KR05: Daankkanaal, The

The DaankkanaalMarienburg: The Greatest Port in the Old World

Running between the Kleermakersvaart and Wezelwater, thisslow moving canal that separates the Remasweg borough fromthe rest of Kruiersmuur. A succession of bridges make the kanalof limits to all but the smallest boats, and the numerous wharfsand quaysides are not very busy places even at the best oftimes. Upon the Kruiersmuur side of the kanal stands a smallWatch Post under the command of the Kruiersmuur Barracks.Upon the Remasweg side of the kanal, a group twenty or so ofwinklers proudly work. Caked in mud and smelling like low tide,this rag tag bunch of scavengers and beachcombers saw off allcompetition is a series of bloody brawls. Everyone knows thatthe Daankkanaal is one of Marienburg’s prime winkle hotspots,and the winklers are fiercely territorial, threatening anyone whoappears to be muscling in on their turf with their thin winkle-knifes. The winklers have ties to Benito Arlisconi Gatti, and cancall upon his thugs for support.

Maarcus Meergaang, Water-coach CaptainThe captain of an old water-coach habitually moored on theKruiersmuur side of the Daankkanaal, Meergaang is nearly asold as his boat and seldom gets a fair.Only those who ca row or swim themselves ever feelcomfortable climbing aboard the ‘Sun Skipper’. The lack ofbusiness that old Maarcus attracts leaves him a lot o time to benosing around Kruiersmuur quays asking annoying questionsand generally being a busybody. Somewhat forgetful, he oftengets hold of the wrong end of the stick, and is notorious forpassing on wrong information.Maarcus is a member of the Rivermen’s Association.

Skills: Common Knowledge (The Empire, the Wasteland),Consume Alcohol, Gossip +10%, Navigation, OutdoorSurvival, Perception, Row, Sail, Secret Language (RangerTongue), Speak Language (Reikspiel), Swim

Talents: Orientation, Resistance to Disease, SeasonedTraveller, Sturdy

Combat:Armour (none): Leather Jack and Poor Quality ClothingAP: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4)Weapons: Belaying Pin (Hand Weapon, 1d10+3)Trappings: Row Boat, Purse (with 1d10 shillings and 2d10

pence)

Main ProfileWS BS S T Ag Int WP Fel37% 33% 34% 42% 37% 31% 28% 31%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 4 4 0 0 0

Page 100: 102678424 the Marienburg Project

NoordmuurMarienburg: The Greatest Port in the Old World

N

Noordmuur LocationsN32: The Marienburg Trading CompanyArabierstad (Arab Town)

Page 101: 102678424 the Marienburg Project

N32: Marienburg Trading Company, The

Marienburg: The Greatest Port in the Old World

The Marienburg Trading CompanyThe Marienburg Trading Company specialises in long overseastrade, such as the Port of Spices in Ind and Kwiju in Cathay. Inrecent years, they have also started to exploit the SouthlandJungles for goods, making port at the prison colony ofLeopoldhiem.Backed by the Order of Honourable Freetraders, ships from theMarienburg Trading Company travel far across the Sea ofClaws and beyond, seeking new ventures and tradeopportunities. The Company’s Colours are similar toMarienburg’s red, blue and yellow but with the red band beingreplaced with Ostermark Purple.The Company is run by its Matriarch, Inez van Oerleaven, anda board of ten directors. Its has slowly built up a fleet of cargoships that operate out of Marienburg, along with many smallerwarships to protect their assents from pirates, sea monstersand other hazards. Overall command of the fleet rests withAdmiral Hans-Pieter Zwanendaal who sails in the CompanyFlagship, the Trident of Manann.The company docks in Marienburg are located in Noordmuur,containing a huge complex that takes up much of theHaendrykstraat. As well as the Company shipyards, thecomplex contains the ‘Company Town’ where its employees andtheir families live, shop and attend the small temples ofManann, Handrich and the reformed church of Sigmar. TheCompany rules every aspect of its employee’s lives, evenforbidding marriage to employees of rival companies withoutwritten permission.

Inez van Oerleaven, the Duchess ofHaendrykstraat

Assassin (ex-Noble, ex-Courtier ex-Spy)Often known simply as ‘The Duchess’, Inez van Oerleaven isthe head of the Marienburg Trading Company – which isbacked by the secretive organisation known only as the HighOrder of Honourable Freetraders.

The daughter of wealthy merchants who can trace their linageback to some of the most powerful noble families of the Empire,Inez is ruthless in her business dealings and always gets whatshe wants – even if this requires methods outside the law. Sheis a seductress and, if necessary, a killer. In particular, she is anexpert in the use of many poisons, especially those importedfrom Lustria and the Southlands.Inez van Oerleaven is well connected in the city, with variousmembers of the Burgerhof and Rijkskamer visiting her to ‘taketea’. Admiral Klaus van der Donkerwasser often visits to ‘advise’her on military matters, and seems oblivious to the fact that thecompany completely ignores his requests. She is alsofrequently visited by Simon Goudenkruin, the Arch-Priest ofHaendryk who has personally invested in the company andAndries van Aperen, the Arch-Lector of the Reformed Cult ofSigmar. Relations between these two men is notoriously cold,and several incidents have occurred when the two have met inInez van Oerleaven’s gatehouse.

Skills: Academic Knowledge (The Arts), Blather, Charm +10%,Command, Common Knowledge (Border Princes, Cathay,Tilea, The Wasteland) Concealment +10%, Disguise +10%,Evaluate, Gossip +10%, Lip Reading, Perception +10%,Performer (Actor, Dancer, Musician), Pick Lock, PreparePoison, Read/Write, Ride, Scale Sheer Surface, SecretLanguage (Guild Tongue), Secret Signs (Thieves),Shadowing +10%, Silent Move +10%, Sleight of Hand,Speak Language (Cathay, Classical, Reikspiel, Tilean)

Talents: Dealmaker, Etiquette, Flee!, Lightning Parry,Lightning Reflexes, Linguistics, Luck, Public Speaking,Quick Draw, Savvy, Schemer, Sharpshooter, Sixth Sense,Specialist Weapon (Entangling, Fencing, Parrying,Throwing), Street Fighting, Streetwise, Suave,Swashbuckler, Warrior Born

Combat:Armour (Light): Studded Leather Jack and LeggingsAP: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 2 (6)Weapons: Po-Fan (Dagger, 1d10+1, Balanced, Defensive,

Fast, Precise, Special), Foil (1d10+2, Fast, Precise)Trappings: Disguise Kit, Purse (with 6d10 Gu and 10d10

Shillings), Wardrobe of practical but elegant dresses

Main ProfileWS BS S T Ag Int WP Fel59% 57% 43% 42% 66% 57% 59% 58%

Secondary ProfileA W SB TB M Mag IP FP

3 14 4 4 4 0 0 0

The Po-FansAcademic Knowledge: MagicPowers: Counts as a pair of Daggers; In addition, if

wielded as a Pair, the Daggers benefit from theBalanced, Defensive, Fast and Precise qualities and allattacks with them count as being poisoned with DarkVenom. However, on any round where the fan’s wielderis injured in melee combat but fails to inflict anyWounds in return, the wielder must succeed on a WillPower test or the fans become inert (and function asnormal daggers) until Morrslieb next rises.

History: The Duchess acquired this pair of war-fans froma sojourn in Cathay. Within them is contained apowerful and bloodthirsty spirit of war, said have beenbound into the fans by the sorcerer-eunuchs of theMonkey King.

Page 102: 102678424 the Marienburg Project

OstmuurMarienburg: The Greatest Port in the Old World

OM

Ostmuur LocationsOM02: The Temple of MorrOM21: The Temple of Sigmar (Reformed)OM24: The Emperor’s Rest

This ward of Marienburg is a middle-class area with achampionship water ball team.

Page 103: 102678424 the Marienburg Project

OM02: Temple of Morr, The

Marienburg: The Greatest Port in the Old World

The Temple of MorrThe Temple of Mórr is easily distinguished from the othertemples in Marienburg by its dark grey basalt walls and uniquegate-like, lintel-covered entrance. Narrow windows are situatedhigh in the walls, making the inside fairly gloomy. An extensivevault have been excavated in the hard sandstone beneath thetemple and can be reached behind by stairs behind the highaltar. The remains of past High Priests are interred in the vaultsalong with reliquaries for cult saints.The priests at the temple tend not to have the time for visitors.Anyone seeking to learn information about matters that wouldconcern the cult are directed to Lodewijck Raffleugel, the chieflibrarian of the Temple of M6rr and its expert on cult lore andother related areas (such as the information the about Undead).Anyone dealing with Lodewijck in a direct manner finds thepriest an intelligent man. In contrast, Lodewijck has littlepatience be evasive or too circumspect.

Lodewijck Raffleugel, Chief Librarian

Anointed Priest (ex-Student, ex-Scholar, ex-Initiate)Lodewijck has been the chief librarian and keeper of the cult'slore for the last 40 years or so. His ability to remember detailsfar exceeds what one would expect from someone Lodewijck’sage. Lodewijck is also a busy man, very direct, and has littlepatience for people who waste his time.Towards those who handle themselves in a straightforwardmanner, Lodewijck is quite the amiable chap. He’ll assist themin any matter to the extent that he is able, especially if thatmatter involves the eradication of Necromancers and followersof Khaine.

Skills: Academic Knowledge (Astronomy, History, Magic,Necromancy +10%, Strategy/Tactics, Theology),Channelling, Charm +10%, Common Knowledge (TheEmpire, the Wasteland +10%, Tilea +10%), Gossip, Heal+20%, Intimidate, Magical Sense, Perception +10%,Read/Write +20%, Speak Arcane Language (Magick),Speak Language (Breton, Classical, Estalian, Norse,Reikspiel, Tilean), Swim, Trade (Cartographer, Embalmer)

Talents: Aethyric Attunement, Armoured Casting, Divine Lore(Morr), Lightning Reflexes, Linguistics, Petty Magic (Divine),Public Speaking, Quick Draw, Savvy, Seasoned Traveller,Suave

Combat:Magic: 2; Divine Lore (Morr), Petty Magic (Divine)Armour (none): Plain black-hooded robeAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: none (Unarmed, 1d10+0, Special)Trappings: Raven medallion (under robes), a few books on a

wide range of topics, Purse (with 3 Gu and 7 shillings)

Main ProfileWS BS S T Ag Int WP Fel40% 36% 32% 37% 46% 62% 47% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 2 0 0

Page 104: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Oudgeldwijk

Little better than one of Marienburg’s slum areas, this wardused to be the home of Marienburg’s nobility, but is now in astate of genteel poverty.

OW

Impressions of Oudgeldwijk“The buildings on the other side of the bridge were biggerand more elaborate than those in the Winkelmarkt andmarked by time and decay. Plaster was crumbling, paintflaking, and many of the once grand mansions they passedhad clearly been subdivided into dwellings and offices. Afaint air of decay seemed to hang over them all.”

“A few hundred years ago the wealthiest merchants in thecity lived here. But after the bridge was built the realmoney moved over the river, where there was room forbigger houses. Some of the families stayed, but the onesthat did are struggling. Now half the houses are let andthe rest are being circled by the speculators.”

Page 105: 102678424 the Marienburg Project

PaleisbuurtMarienburg: The Greatest Port in the Old World

“It's actually not a bad place to live. The rich prefer Goudbergor Guilderveld, so most of the locals are bureaucrats orlawyers - and those snooty foreigners sticking their noses intoour business.”

“If you 're looking to study architecture, you can't do betterthan the Palace District. If you 're interested in government,try the 'Change instead.”

“You can’t walk ten feet through Paleisbuurt without someonetrying to buy or sell you secrets.”

The Palace District is the centre of Marienburg's officialgovernment. A showcase for the city's success, generations ofrulers - both Barons and Directors - have lavished money here.Many of the government buildings are architectural gems andstudents come from as far away as Araby to study the works ofthe continent's greatest architects. It's also the site of the famedTivolo Gardens, a rare square of urban parkland that'sconstantly maintained by a small army of groundskeepers paidfor by the Staadtholder.During the day, Paleisbuurt teems with people who are either inthe government, or who have business with it - all classes ofMarienburgers have reasons to come here at one time oranother. Many, if not most, are headed to the High Court: thelawyers to try their cases, the defendants to plead theirinnocence, and their families to worry. Others seek audienceswith the officers of the Stadsraad or even the Staadtholderhimself - Marienburg has a long tradition of its rulers beingaccessible to the people.The ward is much quieter at night. The residents are mostlybureaucrats and lawyers who go home after a busy day tospend a quiet evening with family or exchange visits withfriends. Rents for flats in areas off the main canals are actuallyquite reasonable. But the placid veneer hides subtle intrigue, forthe offices and embassies in Paleisbuurt hide secrets that drawspies like Skaven to Warpstone.Paleisbuurt is also home to the exotic sights of Embassy Row,where the governments of all the Powers of the Old World andbeyond maintain official representatives to guard their interests

in the City. Anxious to know the plans of the Directorate andeach other, the embassies will often resort to any means to gainthe information they need. Spies, agents and information-brokers for every side and faction operate in Paleisbuurt; someserving several masters at once.As one would expect, the Watch maintains a strong presence inPaleisbuurt. The central headquarters are located in a buildingnext to the High Courts. Black Caps there are responsible forguarding prisoners consigned to the cells under the courts, andfor the security of public buildings. They have ample funds, andHeadquarters maintains a large supply of firearms in case ofcivil disturbance. They even have several wizards undercontract, whose magic is used for both investigation andenforcement.

P

Paleisbuurt LocationsP01: The MariuspleinP02: The New PalaceP03: Tivolo GardensP04: StadsraadP05: Office of ClerksP06: Civic OfficesP07: City Records OfficeP08: High CourtP09: Watch HeadquartersP10: State DocksP11: Temple of ManannP12: The Fog WalkersP23: The Alderman's AlehouseP34: The Gull and TridentP66: Embassy RowNipponsstad

Page 106: 102678424 the Marienburg Project

P

Marienburg: The Greatest Port in the Old World

Impressions of Paleisbuurt“Where foreign embassies jostled for position with oneanother and with the residences of the wealthiestmerchants of the city. Who, it seemed, formed thegovernment of the place, or at least the richest ten did.”

“The Paleisbuurt was the least congested part of the cityhe’d seen so far, the streets broad, and many of the houseshad modest gardens around them. That had seemedimpressive enough at first sight, but even this profligateuse of the city’s limited space was eclipsed by the largestopen area he’d seen since his arrival in Marienburg. Thesquare in front of the Staadtholder’s palace was wideenough for a company of soldiers to have drilled inwithout difficulty, unless they got tangled up in the largeornate fountain in the centre of it encrusted with dolphinsand other sea life.”

The Commission of DefenceIn addition to the Staadtholder, this five-membercommission comprises some of the more experiencedmilitary minds (so one would assume from the way the fivetalk about themselves) in Marienburg. The primary task ofthe Commission is to develop strategies for the overallcommander (the Staadtholder) to carry out in times of war.Since Marienburg hasn't officially been at war since 2429I.C., this Commission has found few reasons to meet.A secondary task of this Commission is to oversee thevarious law enforcement and city defence groups thatoperate in Marienburg. Directly reporting to theCommission are the Lord Harbourmaster Odvaal vanHuister, the Watch Commandant General Escottus vanHaaring and Captain Jacopo D’Arezzo of the Red Talons,who also commands the City Militia in times of war. Themuch decorated (and tradition bound) Admiral Klaus vander Donkerwasser is the current Protector of the Wasteland(a title van der Donkerwasser has chosen for himself as itsounds more impressive than “Chair.” It also happens tobe one of the Staadtholder's titles, but since neither cancommand a toy boat in a canal...)

Page 107: 102678424 the Marienburg Project

P02: Mariusplein, The

The MariuspleinMarienburg: The Greatest Port in the Old World

Mariusplein LocationsThe following locations are located around the Mariusplein.

P02: The New PalaceP03: Tivolo GardensP04: The StadsraadP05: The Office of ClerksP06: The Civic OfficesP07: The City Records OfficeP08: The High CourtP09: Watch HeadquartersP10: The State DocksP11: Temple of Manann

The Mariusplein is one of the few large open areas in the city: awide plaza dotted with some modern and controversialexamples of Tilean sculpture – such as Leonardo’scontroversial young nude Sigmar and Grottio’s busty womanwith no arms. At the centre of the square is an elaboratefountain encrusted with ornate carvings of dolphins and othersea life.

Mother Geertruida, Street PreacherZealot (ex-Camp Follower)“I can read your mind! I can see it in your eyes! I can smellyour thoughts and they are of darkness and sin! Do not denyit! You harbour wickedness in your heart. Envy! Greed!Depravity! You lust after that woman, don’t you?”

“Do not deny it! You have the weakness of man! Look to thegreatest one to forgive you and strengthen you! Pledgeyourself to the archetype of humanity! Give your worship togreat Ulric and he will put stone in your heart and make youstand upright! Like a real man! Do not deny it!”

One of the more colourful street preachers to be found in theMariusplein, Mother Geertruida is a fanatical worshipper of Ulricwho occupies a spot outside the Stadsraad. From where shepreaches the worship of Ulric and harangue passers-by for theirheathen beliefs.

Page 108: 102678424 the Marienburg Project

P02: Mariusplein, The

Marienburg: The Greatest Port in the Old World

Her son Jasper is always found standing mutely beside her,clutching a book of prayers to the Wolf God.

Skills: Academic Knowledge (Theology), Animal Care, Charm,Common Knowledge (The Empire, the Wasteland), Gossip,Haggle, Intimidate, Perception, Read/Write, Search, Sleightof Hand, Speak Language (Kislevarin, Reikspiel), Trade(Cook)

Talents: Flee!, Hardy, Public Speaking, Seasoned Traveller,Specialist Weapon (Flail), Street Fighting, Strong-minded,Very Strong

Combat:Armour (Light): Leather Jack and Wolf Fur MantleAP: Head 1 (5), Arms 1 (5), Body 2 (6), Legs 0 (4)Weapons: none (Unarmed, 1d10+1, +10% to Hit, Special)Trappings: A Necklace of Wolf’s Teeth, Purse (with 1d10

shillings and 1d10 pence)

Main ProfileWS BS S T Ag Int WP Fel42% 24% 40% 41% 42% 30% 44% 34%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 4 4 0 0 0

The Commissariat of Public Works andReclamations

The Commissariat of Public Works and Reclamations ischarged with maintaining the canals, the great floodwalland the breakwater. Headed by the Dwarf Waltonius JokenFooger, a cousin of Director Fooger, it is the source of largecontracts for the city’s labour guilds and architects. Thoughhotly denied by the commissariat’s public relations office, itis an open secret that Commissioner Fooger favourswhoever gives him the last and best bribe, which has ledsome to call him “Goldbeard” behind his back.The current secretary of the Commissariat is HunfridGlibberig, a drinking buddy of Crispin van Haagen whosees to it that his friend always benefits from his less-than-ethical business practices.The Commissariat has developed a bad reputation withinthe city, as most of the approved Commission projects (fewas they be) are completed late and well over budget. In anumber of cases the workmanship has also been distinctlyshoddy. In the case of the high priority projects (such as thesea wall maintenance) which are vital to Marienburg, theDirectorate now handles the entire process itself instead ofdelegating to the Commissariat.

Page 109: 102678424 the Marienburg Project

P02: New Palace, The

The New PalaceMarienburg: The Greatest Port in the Old World

“Looks like a big wedding cake, doesn’t it?”

Though its foundations were laid nearly 1,000 years ago,Marienburgers typically call the home of the Staadtholder the“New Palace”, a reference to the time when the city’s rulingfamily lived in the fortress of Rijker’s’ Isle. The palace wasbegun under Baron van Buik in the late 16th century and servedas the headquarters of the Bretonnian governor during theoccupation. It was burned during the Bretonnian withdrawal andrebuilt with funds borrowed from the Merchants’ Association.Because of the role these loans played in the expansion ofpolitical liberty in Marienburg, the palace is also known as“Democracy’s Cradle.”

Though the city has not been sacked for 700 years, the NewPalace still looks very much like a fortress: four stout towersguard the approaches, and the lone gate that pierces the keepwall is made of solid steel, forged by the Dwarfs of Karaz-a-Karak and enchanted with guarding runes. An elite troop of theBlack Caps under the personal command of General Escottusvan Haaring guards the palace day and night, ready to smiteany foe with their halberds and pistols.Of course, peace and prosperity have taken their toll on thevenerable keep: the walls have been holed in many places withlarge, modern windows out of place in a defensive structureand, on the north, a great unfortified chapel and banquet ballwere added by Staadtholder Willem van Tafte “the Corpulent” inthe last century. The watchmen spend more time chasing awaybeggars than invaders, and one of the towers houses a coop forStaadtholder van Raemerswijk’s prized racing pigeons.Still, this is the official centre of Marienburg’s government - theDirectorate meets here in the Azure Gallery, while theStaadtholder hosts state functions here. It is also the officalheadquarters for the Fog Walkers – so security is good, eventhough it is not obvious. There are secrets hidden here thatcould bring down more than one government in the Old World.

Sjef Gerritse, Chamberlain of theBallroom

Valet (ex-Servant)“Yes, of course I can get you into theGeheimnistag Ball, my dear, but whether it’sas servant or guest depends on the quantityand nature of the favours that you’reprepared do for me.”

Slightly under medium height, Sjef’sthinning sandy hair is hidden under apowdered periwig. Watery grey eyes peerdisdainfully from behind a monocle whendealing with a social inferior, but are humblylowered in the presence of Marienburg’selite. His skin, though treated with the finest cosmetics, isshowing his middle age and the effects of his dissolute lifestyle.Greed and cynicism are the guiding lights in Sjef’s life. Startingas a kitchen servant, through a creative combination of gossip,backstabbing, flattery and pandering he has risen to be thearbiter of who gets accepted to Court social life, and who is leftoutside. A born petty tyrant, few make that final leap to highsociety without paying his toll. A well-placed rumour from Sjefcan make or break any social climber’s season.

Gerritse is secretly an extreme human chauvinist, and hisdislike of non-humans has lead him to co-operate with theKnights of Purity, in spite of their dedication to the tenets ofSolkan. He has used his influence to cover their trail after therecent assaults and arsons in Elfsgemeente, even to the extentof letting them use portions of the New Palace as a safe house.The damage to relations between Marienburg and theExarchate would be enormous if it were ever discovered.Sjef Gerritse knows the staff of the New Palace thoroughly -and he despises them as much as they hate him. Agentsseeking access to the Palace’s social functions know to drophim a few guilders if they want admittance. This makes himunusually knowledgeable about who’s who in Marienburg’sespionage community. While he has few true friends, he avidlycultivates relationships with the Ten and other power figures inMarienburg, such as Speaker Gyngrijk. At the same time, manyamong Marienburg’s would-be elite seek his favour to advancetheir own standing. When he ventures out of the Palace just torelax, he can be found at the Gull and Trident, at his privatetable.Gerritse is well liked and trusted by the Staadtholder. Playing onthis, Sjef is manoeuvring to become the Staadtholder’spermanent secretary, coveting the unofficial power of theposition. However he has no idea of the current holder’s trueposition as head of the Fog Walkers, a blind-spot likely to befatal to his plans.

Skills: Academic Knowledge (Genealogy/Heraldry), Blather+10%, Common Knowledge (The Wasteland), Dodge Blow,Drive, Evaluate +10%, Gossip +10%, Haggle, Perception,Read/Write, Search, Sleight of Hand, Speak Language(Reikspiel), Trade (Cook)

Talents: Acute Hearing, Dealmaker, Etiquette, Fleet Footed,Luck, Very Resilient

Combat:Armour (none): Fine clothes in the livery of the New PalaceAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Keys to the rooms of Van Tafte’s Wing, Staff and

Orb of Office, Tin of Imported Snuff

Main ProfileWS BS S T Ag Int WP Fel40% 33% 32% 37% 41% 32% 45% 48%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 3 5 0 0 0

Page 110: 102678424 the Marienburg Project

P04: Stadsraad, The

Marienburg: The Greatest Port in the Old World

The Stadsraad“I hear that the Sergeants-At-Arms have been ordered to keepthe noise from the fights in the Burgherhof to a minimum, lestthe shouting wake up the sleepers in the Rijkskamer.”

Opposite the New Palace across the famed Tivolo Gardens sitsthe magnificent Stadsraad, Marienburg's city council and theWasteland's parliament. Built in a flush of municipal pride afterindependence, the building is a gaudy triple-domed structure ofcream-coloured stone decorated with Tilean columns and goldtrim, with a massive flight of stone steps leading up to itsentrance doors. Atop the domes of the two Chambers are regalstatues of Marius, while surmounting the central dome of thegreat atrium is a gilded statue of the city's symbol, a mermaidholding a sword and a bag of money.The building sits on the west side of the plaza known asMariusplein, which is dotted with marble statues in the Tileanstyle and bordered on one side by the New Palace and asmaller temple to Manann, and on the other side by the HighCourt, the Inns of Court, and various civil offices including theCity Records Office. Opposite it, the Grand Sweep stairs leaddown to the Reik's edge and the docks where important visitorsare given a state reception.The central chamber of the Stadsraad is an atrium, with a vastmosaic of the city-state's symbol inlaid in its floor. In nichessurrounding the chamber, statues to most of the gods beareternal watch over Marienburg's fate and receive the prayers ofthe Chief Priest of Verena, Leontine Tolenaar, at the opening ofthe first session of each new year. Perhaps unsurprisingly, bothRanald and Sigmar are conspicuous by their absences.The Burgerhof is a smallish chamber, with tiers of benches oneither side of the central aisle, at the head of which is a daisthat holds the desks of the clerks and the throne of the Speaker.The Burgerhof is the scene of lively debates as the members ofthe various factions hurl questions and sometimes rottenvegetables at each other - the junior members, called“backbenchers”, are especially enthusiastic hurlers. A door tothe side of the Speaker's dais leads to the Burgerhof library andoffices, including the office of Speaker Gyngrijk himself.The Rijkskamer is much more spacious and comfortable, asbefits the senior Chamber. There are chairs, not benches, andthey are cushioned in velvet. It is also much cleaner, since thehonoured members prefer polite debate to chucking cabbages.When called into session by the Staadtholder, the Rijkskamerbecomes a sea of colours and courtesy, with each memberdressed in splendid robes and wigs and gracing each other withflowery speeches. It meets rarely, however, and the staffspends much of their time dusting and polishing on the offchance that someone might unexpectedly want to use theplace.

Nieut Gyngrijk, Speaker of the BurgerhofDemagogue (ex-Litigant, ex-Student)“How're ya doing? Good to see ya! Alwaysglad to meet the people!”

“Sure. I feed the people dreams. But theirdreams might one day put me in theStaadtholder's chair. Want some taffy?”

In his forties, of medium height and portlybuild. His bright grey eyes seem welcomingand cheerful, though a piggish squintreveals the calculating, selfish personalitywithin.In a city that specialises in back-roomdeals, Speaker Gyngrijk is the consummate mass-politician. Herose from a middle-class family in Noordmuur and quicklygained a reputation as a firebrand orator for the rights of theworking man in Marienburg's courts. But he is not an idealist –rather, he desires power and money. Since his birth denied himthe advantages of the rich, he pragmatically created his ownpower base: the resentful and unsophisticated who seek toblame others for their own troubles.His success brought him to the attention of the Directorate. But,instead of arranging a anonymous trip to Rijker's for him, theyplayed on his venality and came to a mutually beneficialarrangement: he would become their creature, especially of thevan de Kuypers faction. He would use his considerable skills toprotect their interests in the Burgerhof, and they would see heenjoyed the perquisites he had always wanted. For the pastseven years, he has served them well.But Nieut isn’t satisfied to be the cats-paw of Jaan van deKuypers. He's set his eyes on the greatest prize of all - hewants to be nothing less than Staadtholder of Marienburg.The Speaker has regular contact with all the Directors,especially van de Kuypers, van Haagen and de Roelefs.Recently, his contacts with the de Roelefs family has taken on amore intimate tone, as he has recently begun to pay court toClotilde de Roelef's niece, Clara, who has just reachedmarriageable age. Nieut Gyngrijk has become a regular visitorto the Rood Haan Paleis in Oudgeldwijk. Director de Roelefherself is considering the match, since it would bring theSpeaker's considerable public appeal into the anti-van deKuypers faction. Clara's opinions are unknown.Speaker Gyngrijk makes frequent visits to working-classneighbourhoods of Marienburg, where he “presses the flesh”and lets everyone know he's in the common man's corner. He'sespecially popular in Kruiersmuur. Understandably, the Elvesand Dwarves are quite cool to him.Someone, though, actively dislikes him. Recent rumours andsuspicious happenings have convinced him that someonewants him dead. But who? Taking no chances, he has engagedMarquandt's Escort Service to provide a round-the-clockbodyguard.

Page 111: 102678424 the Marienburg Project

P04: Stadsraad, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Astronomy, History, Law +20%),Blather +10%, Charm +20%, Command, CommonKnowledge (The Empire, the Wasteland), Consume Alcohol,Gossip +20%, Haggle +10%, Intimidate, Perception,Read/Write, Search, Secret Language (Guild Tongue),Speak Language (Classical, Eltharin, Reikspiel +10%)

Talents: Acute Hearing, Etiquette, Dealmaker, PublicSpeaking, Master Orator, Savvy, Street Fighting, Streetwise,Suave, Super Numerate, Very Resilient.

Combat:Armour (Light): Speaker’s RobesAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5) , and reduce

all Damage by 3Weapons: Dagger (1d10-1), concealed Pistol (1d10+4, Range

8/16, Reload 2 Full, Impact, Unreliable, 10 Shots)Trappings: Medallion of Office, Sceptre of Office, Ring of

Mastership of Litigants League, Bag of Saltwater Taffy

Main ProfileWS BS S T Ag Int WP Fel41% 42% 32% 53% 52% 65% 46% 73%

Secondary ProfileA W SB TB M Mag IP FP

2 14 3 5 4 0 1 0

Medallion of OfficeAcademic Knowledge: HistoryPowers: When worn, attacks made against the wearer of

this medallion have their damage reduced by 1. Thisreduction applies against effects that normally ignorearmour. Additionally, the wearer of the medallion gainsPoison Resistance (10), giving them a +10% bonus toany Toughness Test to resist the effects of Poison. Thisstacks with the Resistance to Poison Talent (and similarracial abilities), but not with Poison Resistance providedby other Items. Finally, when worn, this medallion glowsfaintly green when within six inches of any source ofPoison. Observer’s can detect this on a successfulPerception Test, which is automatically successful ifthey are deliberately observing the medallion for thispurpose.

History: A wide, copper medallion, emblazoned on thefront with the symbol of the Burgerhof, and hall-markedon the back by its Cathayan maker. The amulet isdesigned to protect the wearer against the simplemodes of assassination, which political enemies mightemploy.

Page 112: 102678424 the Marienburg Project

P09: Honourable Company of Lamplighters and Watchmen, The

Marienburg: The Greatest Port in the Old World

The Honourable Company of Lamplighters andWatchmen - The Black Caps

The Black Caps Headquarters is in a large building in thePalace District near the High Court. Typically, though, eachbarracks is left to handle its own affairs. Ward Captains onlyrequest help from Headquarters when a case requiresspecialised investigators or resources. An elite troop of theBlack Caps under the personal command of General Escottusvan Haaring guards The New Palace itself.

Typical Black CapWatchmanBlack Hats walk the street in pairs, walking a regular “beat” andany trouble in most of the safer districts can result in a pair ofBlack Hats showing up in 1d5 minutes. When cracking down ongroups, Black Hats gather into teams of 1d5+5 Black Hats ledby a sergeant. Black Hat headquarters are at watch postsplaced in key locations throughout the city, with the richer wardsthe most and the poorer having the least or none at all.Commanding a watch post is a sergeant who oversees four totwelve watchmen. Most Black Hats are native Marienburgers,but in ethnic neighbourhoods may draw from Empire folk,Bretonnians, Estalians, and so on.

Skills: Academic Knowledge (Law), Common Knowledge (theWasteland), Dodge Blow, Follow Trail, Gossip +10%,Intimidate, Perception, Ride, Search, Speak Language(Reikspiel)

Talents: Acute Hearing, Coolheaded, Hardy, Street Fighting,Strike Mighty Blow, Strike to Stun

CombatArmour (Light): Leather Jack with uniform and distinctive

Floppy Black HatAP: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3)Weapons: Bludgeon (Hand Weapon, 1d10+3), Dagger

(1d10+0), Unarmed (1d10+0, +10% to Hit, Special)Trappings: a Lantern on a Pole, a Flask of Lamp Oil, several

punks of wood and muffers, Purse (with 1d5 shillings and1d10 Pence)

Main ProfileWS BS S T Ag Int WP Fel32% 28% 30% 32% 30% 32% 35% 30%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 3 4 0 0 0

The Black CapsOfficially known as the “Honourable Company ofLamplighters and Watchmen”, Marienburg’s City Watch isbest known for the distinctive floppy, black hats they wear.The Black Caps are organised into Watch Barracks, one foreach of the wards and boroughs of Marienburg (except forthe foreign ghettos, which are under the jurisdiction of abarracks in a neighbouring area, and the lawlessDoodkanaal, which has no permanent Watch presence).The size of each barracks varies from ward to ward,depending on the area covered and its local character.Small, relatively peaceful areas like Schattinwaard have acorrespondingly small presence, while Suiddock rates thelargest Watch presence in the city and a barracks thatlooks like a fort.Watch posts are placed at strategic points in each of thecity’s districts. Each post is manned by anywhere betweentwo and twelve Watchmen, depending on the WardCaptain’s judgement.The staff of each post are responsible for patrolling theirarea and enforcing any laws and bylaws, referring seriouscrimes to higher authorities. In some areas, these patrolsare supplemented by citizen volunteers who help bylending numbers to the Watch patrol and acting as impartialwitnesses. In poor quarters like Suiddock or the foreignquarters, anyone doing this is seen as little better than atraitor and a spy, and had better not be caught alone near aconvenient canal.The Black Caps also form the core of Marienburg’s militia.The law requires that each Ward provides a certain numberof volunteer crossbowmen to fill out the ranks of the Watchin times of emergency. However, since the secession of theWasteland from the Empire, the city has come to rely moreon mercenaries and the Watch’s militia roles haveatrophied.

Page 113: 102678424 the Marienburg Project

The Paleisbuurt temple of Manann is located upon the StateDocks, across the Mariusplein from the Stadsraad andalongside the Grand Sweep.Used by members of the Burgerhof and Rijkskamer alike topublic show their devotion to Marienburg’s most powerful cult,the temple is often showered with expensive gifts anddonations. Gilded pillars line the walls, while the great stainedglass windows show famous moments in the lives of varioussaints.As with most temples of Manann, the building is shaped toresemble an anchor, with the alter and gilded statue of Manannat the anchors point. As well as rows of pews for theworshippers, a row of privates boxes runs around the balconyof the building, which are owned by the more wealth membersof the Rijkskamer. Each of these has a door of rosewood,carved with appropriate nautical scenes from their familyhistory.The temple has a single bell tower, in which hangs a bell said tobe taken from a Bretonnian Galleon captured in the aftermath ofthe L'Anguille occupation. Named the “Cloche le Véloce”, thebell is rung every hour during daylight and can be heard acrossthe Mariusplein and beyond.

Wouter Berkhout, Stadsraad Confessor

Prelate (ex-Initiate, ex-Priest)Affectionately known as ‘Old Wouter’, Wouter Berkhout is headof the Paleisbuurt Temple and official confessor to theStadsraad.Wouter is known for giving long sermons, and is often calledupon to speak at official events. An elderly man with long silverhair, he appears as an aged version of his patron god.As far as the higher clergy in the Cult of Manann areconcerned, Wouter’s main role is supporting CamilleDauphina’s position on the Directorate. As the confessor to theStadsraad he is the senior member of the clergy within thebuilding and could reasonably expect to heavily influence theBurgerhof votes. Unfortunately, the ageing Wouter regularlyfinds himself outmanoeuvred by those loyal to Jaan van deKuypers and consequently unable to expand the church's role

Marienburg: The Greatest Port in the Old World

The Temple of Manann

P11: Temple of Manann, The

in the city's governance. His ineptitude at diplomacy have leadsome of his colleagues to refer to him as “Old sardine-fingers”behind his back.

Skills: Academic Knowledge (Astronomy, Genealogy/Heraldry,History, Law, Theology+10%), Blather, Channelling, Charm+10%, Common Knowledge (Norsca, the Wasteland),Gossip +10%, Heal, Intimidate, Magical Sense, Perception,Performer (Storyteller), Read/Write, Ride, Row, Sail, SecretLanguage (Guilder), Speak Arcane Language (Magick),Speak Language (Classical, Norse, Reikspiel), Swim, Trade(Shipwright)

Talents: Armoured Casting, Etiquette, Lightning Reflexes,Linguistics, Master Orator, Petty Magic (Divine), PublicSpeaking, Schemer, Seasoned Traveller, Strike to Stun,Stout Hearted, Strong-minded, Suave, Super Numerate

Combat:Magic: 1; Petty Magic (Divine)Armour (none): Best Quality Blue VestmentsAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4) , and reduce

all Damage by 3Weapons: Quarterstaff (1d10+1, Defensive, Pummelling)Trappings: The Shark's Tooth, Holy Symbol of Manann,

Prayer Book, Writing Kit, Purse (with 6d10 Gu and 4d10shillings)

Main ProfileWS BS S T Ag Int WP Fel38% 39% 35% 43% 47% 49% 63% 71%

Secondary ProfileA W SB TB M Mag IP FP

1 16 3 4 4 1 0 0

The Shark's ToothAcademic Knowledge: Genealogy/HeraldryPowers: When worn by a follower of Manann, attacks

made against the wearer of the Shark's Tooth have theirdamage reduced by 3. This reduction applies againsteffects that normally ignore armour. Additionally, whendealing with people who venerate Manann, the wearergains a +10% Bonus to Charm and Command tests.Note that most Old Worlders venerate all the gods tosome degree, even acolytes of other faiths.

History: This enormous tooth, carved with Manann's five-pointed crown and hung from a golden chain, is said tohave come from a gigantic shark sent by the evil godStromfels to terrorise the people of Marienburg. Theshark was reputedly slain by collision with a merchantvessel, and ever since one of its teeth has been wornas a symbol of the city's devotion to the sea god.

Page 114: 102678424 the Marienburg Project

P12: Fog Walkers, the

Marienburg: The Greatest Port in the Old World

The Fog Walkers“You can't walk ten feet through Paleisbuurt without someonetrying to buy or sell you secrets.”

The Fog Walkers are unique within Marienburg in that theyanswer directly to Staadtholder alone, not even the Directoratehas access to them. In a side room accessed only through theStaadtholder’s Office in the New Palace sits the permanentsecretary, officially known as the Steward of the Palace. He isactually the head of Marienburg's intelligence service, the FogWalkers. Quiet and unassuming in public, few outside theDirectorate know his real job: to gather information and takecovert action against all internal and external threats toMarienburg's position.He maintains an extensive network of spies and informantsthroughout the Old World and Marienburg itself; even, it's said,in the mansions of the Directors. He makes daily reports to theStaadtholder. In a city of secret deals, information is worth morethan gold.The Fog Walkers are organised in such a way that most agentsonly know those below them in the hierarchy and theirimmediate superior. This ensures that no lowly operative canever know enough to truly damage the organisation. It does,however have the side effect that it is difficult to co-ordinatedifferent sections of the agency. While officially based within theNew Palace, most of the ‘real work’ is done from a base ofoperation hidden in the basement of the Universell Exportierenmerchant house, on the Suiddock’s South Bank.

Maximillian ‘Max’ Verbelt, Fog Walker

Human Spy, ex-Rapscallion, ex-Gambler“You’re in up to your neck, but we can make a deal.”

One of the most competent Fog Walkers, Max has come a longway since his lowly beginnings in an Altdorf slum. Taught how toplay cards by his grandfather and blessed with a luck streak hebecame an accomplished gambler. After changing his name tosomething far more stylish, he travelled the Empire and endedup in Marienburg where he was recruited by a criminal gang. Ina scam that resulted in the robbing and ruin of a Merchant hewas betrayed by his comrades. However, they left him with apile of 'useless' papers. With the information contained in thesehe was able to scam and con people for years. To Max thegame was far more important than the rewards and hisschemes became complicated. This wasn't to last and he wasarrested red-handed.Luckily for him, his captors were Fog Walkers, who recruitedhim. In the training and service that followed he proved himselfa natural. His speciality is gaining information on the GreatFamilies of Marienburg and it is to his credit that he remainsvirtually unknown to them.Max is a very capable and dangerous enemy. He will never be afriend, except where it benefits the Fog Walkers directly. Whennot in disguise, he dresses simply and always in black. His hairis short and his face thin, with a small scar on his neck from abullet hole. However, this is easily disguised with make-up.

Skills: Blather, Charm +10%, Common Knowledge (TheEmpire, the Wasteland), Consume Alcohol, Disguise, DodgeBlow, Evaluate, Gamble +10%, Gossip +10%, Lip Reading+10%, Perception, Performer (Actor), Pick Lock,Read/Write, Search, Secret Language (Guild Tongue,Thieves' Tongue), Secret Signs (Thief), Sleight of Hand+10%, Shadowing, Speak Language (Bretonnian, Reikspiel,Eltharin), Swim

Talents: Ambidextrous, Dealmaker, Etiquette, ExcellentVision, Flee!, Fleet Footed, Linguistics, Public Speaking,Quick Draw, Streetwise

CombatArmour (Light): Leather Jerkin and Good Craftsmanship

ClothingAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Variety of Disguises, 4 doses of Belladonna,

Purse (with 75 gu)

Main ProfileWS BS S T Ag Int WP Fel54% 60% 43% 49% 49% 55% 74% 79%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 4 4 0 0 0

Page 115: 102678424 the Marienburg Project

P34: Gull and Trident, The

Marienburg: The Greatest Port in the Old World

The Gull and Trident“If I may advise you, take your honeymoon in Marienburg; atthe dull and Trident Inn. It’s in the best part of town: you’llhave a beautiful view of the river and be near all the finesttheatres and shops. The food is superb, too. All prepared byWilhelmina Thistledown, the owner. Many couples go againand again. Why, I book one Altdorf couple three times a year."

In a city known for its attractions, with its many inns andhostelries catering to travelling merchants and even tourists,one of the best and best-known is the Gull and Trident, ownedand run by Wilhelmina Thistledown. It's in Paleisbuurt, west ofthe Hoogbrug Bridge. Her bed and breakfast is very popularwith both travellers and locals. A double-wing, two-storeystructure built along the bank of the Rijksweg, it boasts verycomfy rooms, excellent food, and a magnificent view from itsterrace. Coaching and riverboat agents from as far away asTalabheim and Nuln recommend it to their clients, and it's nearlyalways booked months in advance.Of course, that's understandable when one of the most popularhotels in Marienburg is also a front for the biggest fencingoperation between Erengrad, L'Anguille and Altdorf. Many localthieves come to the inn for its celebrated breakfast, and orderthe "special gull-meat sausages" - a signal that they havesomething to sell. Staff will always tell them that there’s a delayof between five and thirty minutes, which is actually how longthey should wait before leaving their table and going to the inn'scoach house. There they will be met by Egbert theblacksmith/bodyguard and Aunt Mina, who will be smoking thefoul cigar she always lights when doing business. Mina willalways give good prices, typically about 35% of value, or 30% ifthe item is particularly "hot". A successful Haggle test will add5% to the price she is willing to pay. She will insist that the clientstay and pay for breakfast "A working man must keep up hisstrength, dearie," she says.Some of the newlywed couples and tourists who stay at the innare actually agents representing the biggest gangs in theEmpire and Bretonnia. They come to see what's available or byspecial invitation of Aunt Mina. Stolen goods are sold at roughly60% of street value, or more if the item is well known or severalgangs are bidding for it. A successful Haggle test will reduce herselling price by 5%. Many clients make regular trips severaltimes a year.Individuals new to Marienburg can hear of the Gull and Tridentthrough contacts when they try to sell or trace stolen goods.Perhaps they will be visiting the inn for its famous breakfastsand become suspicious when two or three men all order gull-meat sausages and then disappear for a time. They might orderit themselves and then be surprised when the sausages don'tarrive but Egbert - who has no sense of humour at all – comesto find who's been wasting their time. Aunt Mina can also be asource of training to would-be Fence's, or a conduit to ameeting with Adalbert Henschmann. He will be less suspiciousof anyone referred by her.

Wilhelmina Thistledown – Innkeeper

Fence (ex-Burgher, ex-Servant)"Just call me Aunt Mina, dearie. You've come for breakfast?Perhaps you'd like to sit out on the terrace - you can seeRijker's Isle today. Now, what will you have? The gull-meat

sausages? I see… (in a whisper) Right! I'llsee you in the coach house, ten minutes.Make like you're going to the garderobe.And don't forget to pay for breakfast. Youwouldn't want to upset Egbert, would you,dearie?"

Heavy, round build, barely 4’ tall. Looks likeeveryone's grandmother. Rosy checks,greying hair tied up in a bun. She admits tobeing "not a day over 75, dearie."A protective, doting woman. Loves to feedpeople. Smokes cigars when alone or doingbusiness. A sharp, competitive businesswoman who doesn'ttake nonsense from anyone.Aunt Mina has been able to operate for the past 15 yearsbecause of the special patronage of "Casanova" Henschmann.Years ago, when Henschmann was fighting for his life in thegang war that gave him control of the League; Aunt Mina gavehim shelter at a dangerous moment. Henschmann never forgot,and after he won he set her up in the Gull and Trident. She isunder his special protection, and no one in his right mind wouldever think of harming or double-crossing his "little mama".Mina has contacts throughout the Marienburg underworld andbeyond, both from her association with Henschmann and herreputation as a square dealer. On the rare times that HugoDelftgruber gets out, he likes to come here to pay his respects.Out of pity, Mina gives him extra portions for free. HieronymousDeecksburg also occasionally eats here, though he has yet tostumble on the inn's secret. She has refused to buy her meatfrom Groenewoud's, as something "doesn't smell right to hernose" about the butcher and his shop.

Skills: Animal Care, Blather, Common Knowledge (TheWasteland), Consume Alcohol, Dodge Blow, Drive, Evaluate+20%, Gamble, Gossip +20%, Haggle +20%, Perception,Search, Sleight of Hand +10%, Speak Language (Breton,Reikspiel), Trade (Cook)

Talents: Acute Hearing, Cool Headed, Dealmaker, Hardy,Lightening Reflexes, Marksman, Savvy, Streetwise, Suave,Super Numerate

Combat:Armour (none): Practical Homespun Dress and ApronAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Soup Ladle (Improvised, 1d10-1, Special)Trappings: Two or three recipes traded with friends in

Kleinmoot, d5 Lustrian Cigars (one usually lit)

Main ProfileWS BS S T Ag Int WP Fel49% 33% 32% 27% 53% 47% 50% 53%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 2 4 0 1 0

Page 116: 102678424 the Marienburg Project

P66: Embassy Row

Embassy RowMarienburg: The Greatest Port in the Old World

“Of course they spy on us from their embassies - but at least weknow where they’re doing it from.”

“The Black Caps could take some lessons about gallantry fromthose foreigners! Just last week I was walking home from StArne’s when three hoodlums accosted me on Embassy Row andtried to steal my purse! My bodyguard ran off, the coward.But, out of nowhere, three guards dashed out from theBretonnian embassy and not only recovered my purse, but leftthe blackguards trussed for the Watch. And the only rewardthey asked was to kiss my hand!”

Embassy Row is a series of walled compounds near theVreemdelingsvaart (‘Foreigner’s Canal’), north of theMariusplein. Like the Elf enclave of Sith-Rionnasc’namishathir,each of the foreign embassies is considered extra-territorial - anarea of foreign land, not Marienburg. Unlike SithRionnasc’namishathir, the territory is limited to the groundsaround each mansion - and given that this is Marienburg, thisisn’t much land at all. All embassies, however, are off-limits tothe civil and military forces of Marienburg, who may only enterwith the permission of the relevant ambassador. To dootherwise is considered an act of war. At the same time,Marienburg is responsible for the security of each embassy:when a recent riot broke out over some intemperate remarks bythe Imperial Ambassador, Baron von Heinsoo, it was thePaleisbuurt Black Caps who had to keep the rioters frombreaking down the gates. Not surprisingly, the Watch doesn’tappreciate having to break Marienburger heads to protectungrateful foreigners.For all these rules of gentlemanly behaviour, though, EmbassyRow is a focus for intrigue and espionage. Marienburg’sintelligence service, the Fog Walkers, both tries to find outwhat’s going on in each embassy, and guards against thespying attempts launched from each embassy. What’s more,various private interests (including the Houses of the Ten, theElves of Sith Rionnasc’namishathir, and The League ofGentlemen Entrepreneurs) hire freelance agents to ferret outthe foreigners secrets.Not that the embassies themselves are innocent victims. All thelegations employ spies to some extent. Some, like theArabyans, rely on relatively open contacts with their kinsmen intheir Marienburg ghetto to report what they’ve seen and heard.Others like the Bretonnians and the Imperials, run multiple spyrings, each unaware of the other and reporting to the embassyonly through the most indirect means, if they are known to theembassy at all. Several embassies hire native Marienburgers asagents, and there are freelance agents who sell their skills andinformation to the highest bidder, or sometimes to severalbidders, playing one off against another.There are embassies for all the major powers of the Old Worldalong the Vreemdelingsvaart: Araby, Bretonnia, the Empire,Kislev, Miragliano, Remas, Magritta and Bilbali. From fartherafield, both the Monkey King of Cathay, and the Divine Sun ofNippon have recently opened formal relations, though theirstrange customs and impenetrable language make it hard forMarienburgers to divine their intentions. However, it’s clear thatthere is no love lost between the two delegations.Individuals are most likely to encounter the embassies, in oneof two ways; either through dealings with their staff on theirerrands in Marienburg, or through involvement (willing orotherwise) with the web of plots that surrounds each and everyone.

Hong Fu Chu, Chaos RecruiterMutant Spy (ex-Cult Acolyte of Tzeentch, ex-Charlatan, ex-Entertainer)

“Just as the dragon shows infinite colours,so Truth shows infinite faces. I shall showyou the Truth in the infinite forms ofChaos.”

Hong Fu Chu is a little over five and a halffeet tall, with a fat belly and a round, jowly,pock-marked face. His head is hairless,except for two long curly locks descendingfrom his temple and a long thin moustachethat hangs beneath his chin on either side.His robes hide the legs of a bird, covered inpurple feathers to the backward knees and ending in yellowclaws, a gift of mutation from his Chaotic Lord.A schemer and a deceiver, his vile goal is to implement LordTsien-Tsin’s desires for change among the barbarians of thisland. He is cruel the way a cat is, and enjoys offering his lordsacrifices by slow torture, ceremonies that sometimes last fordays.Hong Fu Chu arrived in Marienburg about a year ago, bearingnews that a new faction was in power at the Celestial Court;one devoted to the Lord of Change. The ambassador, a veteranof Cathayan politics, has accepted this without question orwithout having it further confirmed from his Emperor. Nor doeshe make mention of his new First Secretary’s unusual gait.Chu does not venture from the embassy, but has used itsexisting contacts with the Cathayan community to begin hismaster’s work. Slowly he is taking control of the underworld inLittle Cathay, but is careful not to reveal his growing influenceyet to Guan Lo Fat, the ghetto’s crime lord. He has also madediscreet contact with another Tzeentch cult in the city, theRainbow Flames, and is hatching plans to use their influenceover Haam Markvalt to his own ends.

Skills: Academic Knowledge (Astronomy, Daemonology),Blather +10%, Channelling, Charm +20%, Command,Common Knowledge (Cathay, the Empire, Nippon, theWasteland +10%), Concealment, Disguise +20%, Evaluate+20%, Gamble, Gossip, Haggle, Hypnotism, Intimidate, LipReading, Magical Sense, Perception +20%, Performer(Actor +10%, Dancer), Pick Lock, Prepare Poison,Read/Write, Secret Language (Thieves Tongue),Shadowing, Silent Move, Sleight of Hand, Speak ArcaneLanguage (Daemonic), Speak Language (Cathayan, Breton,Nipponese, Reikspiel), Swim

Main ProfileWS BS S T Ag Int WP Fel49% 46% 34% 43% 52% 54% 51% 60%

Secondary ProfileA W SB TB M Mag IP FP

2 16 3 4 4 1 0 0

Page 117: 102678424 the Marienburg Project

P66: Embassy Row

Marienburg: The Greatest Port in the Old World

Talents: Aethyric Attunement, Controlled Corruption,Coolheaded, Dark Magic, Dealmaker, Etiquette, Flee!,Inured to Chaos, Lightening Reflexes, Linguistics, Mimic,Night Vision, Petty Magic (Chaos), Public Speaking,Resistance to Magic, Savvy, Schemer, Seasoned Traveller,Sixth Sense, Specialist Weapon Group (Throwing),Streetwise, Suave

Controlled Corruption gives Hong a -10% Penalty to gainingfurther Mutations, however when gaining a Mutation, Hong mayroll twice and choose the result he wishes. Inured to Chaosgives Hong a +10% bonus to resist gaining further Mutations.

Mutation:Fear Points: 0Bird’s Legs (x2): CosmeticMagic of Tzeentch: Hong Fu Chu has a Pink Coral Ring

containing the Bound Spell (Pink Fire of Tzeentch, CN 15,CT Half). With a successful Will Power test, he may attemptto cast the Pink Fire of Tzeentch spell as if he had a MagicCharacteristic of 3. Unlike normal bound spells, Hong*must* roll all 3 Casting Dice when using this item. SeeTome of Corruption for details of this spell.

Combat:Magic: 1; Petty Magic (Chaos)The rules for Hong’s Petty Magic (Chaos) spells can be found inTome of Corruption, if you do not have access to that booksubstitute Petty Magic (Arcane) Instead.

Armour (none): Floor-length mandarin robes of the finest silkand Four-cornered tasselled hat

Armour Points: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0(4)

Weapons: Dagger (1d10-0)Trappings: Rings and Gems (worth 300 Gu), Collapsible Fan,

4 Doses of Chimera Spittle

Page 118: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Rijker's Isle

R

“Every time I sail into this bay, the first thing I see is thatblasted prison, standing there like a watchman guarding hismaster's jewels. Damned if I can decide, though, if Rijker'sstands guard against the foreign invader or against theMarienburgers' own worst selves.”

Rijker's Isle has been occupied since the Jutones first came tothe area, when they built a fort atop the Elven foundations theyhad found there to serve as a refuge during times of war. Later,the Barons of Westerland took the island, then known asVerrepunt, and built a castle with substantial granaries thatwould enable it to hold out should the rest of Marienburg beoverrun. When the Norscans and later the Bretonniansoccupied Marienburg, its grim castle was the Barons' lastredoubt - and no one has ever successfully assaulted it.During the 17th century, Rijker's assumed its present role asboth fortress and prison after the Barons moved their residenceto a far more comfortable palace in the centre of the City. Sincethen, the prison has housed criminals convicted of the moreserious offences, such as arson, rape, murder and smuggling.Here also are executions carried out, the keep's sombre bellannouncing each one with thirteen chimes.With the extinction of the House of van Hoogmans and theindependence of Marienburg, Rijker's Isle has come to serve adarker, more unofficial purpose. The City's directors, not trustingeach other with command of the strategic fortress, investedhereditary governorship in the family of an exiled Bretonniannoble, Vicomte Louis de Beq. De Beq and his heirs have servedthe merchant families well, quietly imprisoning those whose“disappearance” has been desired for whatever reason. Rivalheirs to family fortunes, victims of inter-house feuds, lovers whohave cuckolded an influential husband, and foreigners deemedtoo dangerous to be free in their homeland have all spent years,sometimes even their whole lives, within Rijker's granite walls.

Rijker’s Isle LocationsR01: Rijker’s Isle FortressR02: De KasteelR03: The Hopeful TowerR04: The Cell Blocks

Page 119: 102678424 the Marienburg Project

R01

Rijker's Isle FortressMarienburg: The Greatest Port in the Old World

“She's got a split personality, does Rijker's. The southern half'slike any military camp, full of bustle and life. But the northcourt, beyond the Wall, is as barren as the Waste and nearly asquiet. Nary a sound, 'cept for the creaking of the gallows afterthe trapdoor has dropped out.”

Occupying most of the island on which it sits, the fortress is builton a hexagonal plan with a keep at the east point and towers ateach of the other corners. With battlements facing both in andout, the walls are 50 feet tall and 30 feet thick. The towers riseanother 20 feet, and atop each is a brace of cannon meant torepel ships invading Marienburg harbour.Van Zandt's Wall, an internal barrier fifty feet high and fifteenfeet thick divides the fortress into northern and southern halves.The southern half houses the quarters of Rijker's garrison, abattalion of 120 men that comprises gunners, mercenaries andmen-at-arms. Here also are the homes of most of the prison'sguards and jailers, though those few with families often prefer toreside in Marienburg itself and take the daily supply boat to andfrom the island.Visitors to Rijker's will find what seems to be a small, bustlingvillage. The southern half contains the fortress' armoury, foodstores, smithy and a workshop where trustee prisoners makereed baskets for sale in Marienburg. There is a chapeldedicated to Myrmidia, who is honoured by the mostly Tileanmercenary garrison, and Verena, patroness of Rijker's in its roleas an instrument of justice.The northern half is almost the exact opposite, barren andpaved in grey slate flagstones. Unoccupied most of the time, itsmonotony is broken by just a few features: the chapel to Morrwhere the condemned spend their last night in prayer, the greatblack iron doors in each of the three outer walls that lead to thecell blocks themselves, and the gallows in the courtyard'scentre.

Jacopo D'Arezzo, Captain of the RedTalons

Captain (ex-Mercenary, ex-Sergeant, ex-Duellist)“It is true, I am in the midst of dangerevery minute of the day on that island: itis only with the knowledge that I shieldsuch delicate flowers as yourself,signorina, that I can bear the strain.”

“Governor De Beq knows that I do my jobwell, and he is interested in his own onlyso long as it continues to profit him. It isa perfect arrangement.”

Captain d'Arezzo is the epitome of adashing, heroic officer - immaculatelygroomed, tall, with romantic brown eyes, aramrod-straight back and the elegant movements of a panther.He is usually fashionably dressed, but not ostentatiously.He is a consummate professional and a man of action. While hemay seem to be an incorrigible ladies' man, and obsessed withlittle else, he truly cares about his troops.First and foremost are the well-being of his brigade and thehonourable fulfilment of his contract. While this includes the

Who's in charge, here?The governors of Rijker's Isle ostensibly have commandover the entire fortress-prison and all its mercenaries,jailers, and prisoners. Marienburg's Directors, however,were not so foolish as to trust just one man with suchpower. In fact, they have deliberately established a dividedand overlapping chain-of-command to prevent someonewith too much ambition from holding Marienburg hostageby choking off all overseas shipping.Under normal circumstances, the governor may give anyorder he pleases and expect to have it obeyed. TheCaptain of the Guard, however, may countermand anyorder he feels harms the security of the fortress orMarienburg itself.The Guard Captain also reports weekly to the Staadtholder,who may issue orders in the name of the Directorate.The governor is not just a figurehead, though. Under theoriginal grant to the De Beq family, the governor “shall haveuse of any and all resources necessary to maintain orderand see that justice is served within the confines of theprison.” Every De Beq since the first has interpreted this tomean command over the mercenaries, as well. Their will isenforced by the fact that the governors and their lackeyscontrol access to the fortress's gunpowder stores and arethe only ones allowed to distribute the monthly pay.This confusion has lead to some frightful rows in the past,with orders being issued and countermanded one after theother. Happily, though, this has occurred only rarely. Thecurrent governor, Ludwig de Beq, enjoys a goodrelationship with the mercenary Captain of the Guard,Jacopo d'Arezzo, and allows him considerable latitude inthe day-to-day affairs of the fortress.As far as the prisoners are concerned, the mercenaries arejust distant figures high up on the walls, unless theyhappen to be pointing their crossbows down into thecourtyard. Of more immediate concern are the wardensand the turnkeys, the jailers with whom the inmates deal ona daily basis.Chief among these, and second only to the Governor inauthority over the criminals, is the High Warden of VanZandt's Wall, the great wall that divides the fortress northand south. From his office in the wall's gatehouse, theHigh Warden oversees the assignment of new prisoners tocells, the distribution of meals, processes the occasionalrelease and orders any punishments short of execution.Prisoners hope never to see him between their arrival andrelease, for it almost always means some sort of severepunishment.Under the High Warden are the wardens of the individualcellblocks, who each have an office just within the ironblockhouse doors. These are the only ways into and out ofthe buildings, and the wardens control all access. On everyfloor a turnkey holds the keys to the cells, passes out thefood, collects individual prisoners when summoned, andsupervises them in the courtyard during their weekly one-half hour recreation period. Various other hirelings assistwith the many menial tasks.

Page 120: 102678424 the Marienburg Project

R01

Marienburg: The Greatest Port in the Old World

security of the fortress, he will not sacrifice any members of theRed Talons unnecessarily. In his free moments, he is alsodevoted to bringing joy into the lives of as many of the lovelyyoung ladies of Marienburg as possible.

Skills: Academic Knowledge (Strategy/Tactics +10%), AnimalCare, Charm, Command +10%, Common Knowledge(Bretonnia, the Empire, Tilea, the, Wasteland), Dodge Blow+10%, Gamble +10%, Gossip, Intimidate, Perception,Read/Write, Ride +10%, Secret Language, Battle Tongue,Sleight of Hand, Speak Language (Reikspiel, Tilean+10%)

Talents: Disarm, Etiquette, Lightning Parry, Master Gunner,Mighty Shot, Quick Draw, Rapid Reload, SeasonedTraveller, Sharpshooter, Specialist Weapon Group (Cavalry,Fencing, Gunpowder, Parrying), Street Fighting, StrikeMighty Blow, Strike to Injure, Strike to Stun, Suave,Swashbuckler, Warrior Born

Combat:Armour (Heavy): Breastplate and Helmet over full Chain and

LeatherAP: Head 5 (10), Arms 3 (8), Body 5 (10), Legs 3 (8)Weapons: Rapier (1d10+5, CV+1, Fast), Main Gauche

(1d10+3, Balanced, CV+1, Defensive), Pistol (1d10+5,Range 8/16, Reload Full, Impact, Unreliable, 10 Shots)

Trappings: Rakish Broad-Brimmed Hat with a Feather

Main ProfileWS BS S T Ag Int WP Fel67% 55% 51% 53% 50% 44% 46% 65%

Secondary ProfileA W SB TB M Mag IP FP

3 18 5 5 4 0 0 0

Page 121: 102678424 the Marienburg Project

R02: De Kasteel

Marienburg: The Greatest Port in the Old World

De KasteelAt the western end of the island sits the fortress's ancient keep,known simply as the Castle, or 'de Kasteel'. It anchors thecurtain wall and the seaward end of Van Zandt's Wall. Its grimwalls and turrets are built of a very dark stone quarried long agoin the foothills beyond the Bitter Moors - sailors refer to it asMarienburg's Black Eye. Once the home to Marius and hissuccessors, it is now the residence of the prison's governors,the eccentric De Beq family. And sitting incongruously atop theCastle's highest tower is the dome and telescope of anobservatory, the personal playroom of the current Governor ofRijker's Isle.

The Honourable Ludwig de Beq, Governorof Rijker's Isle, Viscount of MontVillaunes (in exile)

Scholar (ex-Noble, ex-Astrologer)“It was an injustice! My ancestor was notdealing with slavers, he was setting atrap for them. My family was framed!”

“Ah yes, Mannslieb is in the sign of theAnvil, and a shooting star fell in thedirection of Norsca. That means...What isit, Dietz? Time for a hanging? You see toit, I'm busy with important matters!”

“Of course, Frau Helga, we can acceptyour 'guest' for as long as you like. No, noreason is needed: I'm sure a solid citizensuch as yourself has excellent reasons. And your gift of 500guilders is most generous.”

A portly, clean-shaven man in his early fifties, Governor Ludwigde Beq dresses the part of a Bretonnian nobleman and oftendips snuff to punctuate his sentences. He is never without hisephemeris for his astrological studies.The Governor is a greedy man and regards the prisoners asanimals. A devout snob, he is disdainful of those below him,while an unfailing toady to those above.De Beq is obsessed with seeing his family restored to theCounty of Mont Villaunes, and with astrology. All his actions,then, are geared towards gaining more money for the purchaseof astronomical and astrological equipment, and for bribes topress his case in the Bretonnian Court. He also wants to haveas little to do as possible with the day-to-day running of Rijker's,while enjoying all its privileges.

Main ProfileWS BS S T Ag Int WP Fel40% 33% 33% 41% 47% 63% 55% 43%

Secondary ProfileA W SB TB M Mag IP FP

2 16 3 4 4 0 0 0

Skills: Academic Knowledge (Astronomy +10%,Genealogy/Heraldry, History, Science), Blather, Charm,Command, Common Knowledge (Bretonnia, the Empire, theWasteland), Consume Alcohol, Evaluate, Gamble, Gossip,Navigation, Perception, Performer (Storyteller), Read/Write,Ride, Secret Signs (Astrologer), Speak Language (Breton,Classical, Khazalid, Reikspiel), Trade (Cartographer)

Talents: Coolheaded, Etiquette, Lightning Reflexes,Linguistics, Luck, Public Speaking, Savvy, Schemer,Specialist Weapon Group (Fencing)

Combat:Armour (none): Fine clothes in aristocratic Bretonnian

fashionAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Rapier (1d10+2, Fast), Dagger (1d10+0)Trappings: Hand Sextant, various Astrological texts, Tin of

Snuff

Page 122: 102678424 the Marienburg Project

R03: Hopeful Tower, The

Marienburg: The Greatest Port in the Old World

At the opposite end of Van Zandt's Wall sit the Hopeful Tower,named with bitter humour for the view it gives of Marienburgand its bustling harbour. According to tradition, prisonerscondemned to death or life in prison are taken to the top of thistower and given one last view of freedom, to remind them of theprice of crime. The Tower also houses the gatehouse thatserves as a residence for the prison's High Warden, and itsportcullised arches form the main path between the inner andouter baileys. Among the prisoners, the gatehouse is known asMorrsgate.

Arhennius Vogt, High Warden of VanZandt's Wall

Judicial Champion (ex-Jailer, ex-Watchman, ex-Sergeant)

“What we have here is a failure tocommunicate. North of the Wall, I amyour god. Cross me, and you'll never seethe sun again. Make me angry, andyou'll lose your worthless life on thegallows. YOU ARE LESS THANVERMIN! Is that clear enough for you?”

Arhennius Vogt is a man of mediumheight, powerfully built with a barrel chestthat is only just starting to turn to fat. Hislined, craggy face sports an almostperpetual sneer. With his great mane ofwhite hair, he looks like a prowling lion as he walks through thecell blocks. He has developed spitting into an art form.Vogt is cruel and autocratic, a consummate bully. Though heacts like a gentleman around outsiders, he loves to lord hispower over the prisoners, and he exercises it in petty and oftenbrutal ways. He also collects death masks of executed convicts,a collection he is most proud of. He is concerned with themaintenance of his little kingdom, and the only fear he has isthat he will lose control. To this end, he works to minimise theGovernor's involvement, something De Beq makes quite easy.Vogt is not a wealthy man, and it galls him that Governor DeBeq grows rich while he, Vogt, does all the work of supervisingthe prisoners. And he has come to realize that the power hewields over the inmates, however personally satisfying, will notfeed him when he is old. Consequently he has begun sellingparts from the corpses of executed criminals through amiddleman to unknown buyers in Marienburg. Arhenniusdoesn't do this often, just one in four is all – sometimes a heart,sometimes the an arm or a head, sometimes the whole corpse.His death-mask collecting “hobby” gives him all the cover heneeds to continue with his sordid trade, and his own brutalreputation is enough to keep the trustees who toss the corpsesacks into the sea from asking why some sacks feel lighter thanothers.

The Hopeful Tower

Skills: Academic Knowledge (Law, Strategy/Tactics),Command, Common Knowledge (Bretonnia, the Empire, theWasteland), Consume Alcohol, Dodge Blow +10%, FollowTrail, Gossip, Intimidate +20%, Perception, Search, SecretLanguage (Battle Tongue), Sleight of Hand, SpeakLanguage (Reikspiel, Tilean), Swim

Talents: Lightning Parry, Menacing, Resistance to Disease,Resistance to Poison, Savvy, Specialist Weapon Group(Entangling, Fencing, Flail, Parrying, Two-handed), StreetFighting, Strike Mighty Blow, Strike to Stun, Very Strong,Wrestling

Combat:Armour (none): Freshly pressed white Shirt and Breeches

under a long black TopcoatAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Short Sword (Hand Weapon, 1d10+6)Trappings: Walking Stick with a brass knob shaped like a

skull

Main ProfileWS BS S T Ag Int WP Fel62% 39% 52% 51% 54% 40% 43% 44%

Secondary ProfileA W SB TB M Mag IP FP

3 16 5 5 4 0 0 0

Page 123: 102678424 the Marienburg Project

The Cell Blocks

R04: Cell Blocks, The

Marienburg: The Greatest Port in the Old World

Each of the three northern walls of the Rijker’s isle Fortress is aseparate cellblock, with three floors to an individual block. Eachblock is cut off from its neighbour by the thick granite walls ofthe corner towers. These prevent communications between theprisoners of different blocks and prevent the occasional riotfrom spreading quickly. The fourth floor of the outer walls runsuninterrupted around the circumference of Rijker's, allowing forthe quick, protected movement of troops and supplies.Beneath the ground floor of each block lies a level of cellsknown generally as “the Crypts,” used for isolation andpunishment. Inmates condemned to death, those sentenced bythe courts for the gravest crimes that do not yet warrant thedeath penalty, and those who have committed some seriousinfraction of the rules are kept here. Convicts in the Crypts arenot allowed even basic contact with outsiders. Their jailers arenot permitted to speak with them or acknowledge theirpresence when they enter the cells to empty the waste buckets.Meals and water are passed through a panel in the bottom ofthe cell door, and their only light comes from the single candlethey are given once a week. The prisoners are anonymous,referred to only by their block and cell number.This anonymity is key to Rijker's unofficial role, for the Cryptsare also home to the “disappeared,” those whom the Governoris holding at the request of someone powerful. No records arekept of their names; the Governor and the High Warden simplyremember where they are should the time to release them evercome. Some have been in the Crypts so long that theirexistence has been forgotten by all save the turnkeys who bringthem their meals.On the outer side of the third floor of “B” block, Rijker'snorthernmost wall, is another set of special cells, reservedexclusively for the “disappeared.” They are, however, far morecomfortable in their furnishings, bordering upon the elegant.These are suites, with a sitting room, bath, garderobe and evena view of the endless Sea of Claws. Prisoners in these cells areusually of high station, their captors wanting them out of theway but not kept with the common lot. They are given the bestfood, and all their needs are met save those of companionshipand freedom. In this regard, they are treated like the captives inthe Crypts.The life of a prisoner in Rijker's Isle, if he is lucky, is describedby just two words: hard and dull. Two prisoners normally sharea cell five feet wide by seven feet deep. They are given twobuckets, one that is filled with fresh water every day, andanother that is used to hold bodily wastes. The jailers bringthem two meals a day, a thin broth in the morning and a leekstew in the evening, to which is added chunks of mutton everyFestag. Though generally confined to their quarters, theprisoners' cells have a small window that allows them a view ofeither the courtyard or the sea. There are breaks in themonotony, however. Thanks to pressure from the Cult ofShallya nearly a century ago, the prisoners are now allowed aweekly one-half hour recreation period in the northerncourtyard. Many take advantage of the time to exercise andconverse with inmates from other blocks, while others simplyenjoy the view of the sky and sun unblocked by bars. Shouldthe weather be bad or other adverse conditions exist (such as ariot), then the recreation time is cancelled and the inmates mustwait till the next week.

The Cult of Shallya, always interested in the possibility ofreform, has also arranged that certain exemplary prisoners bemade trustees with extra privileges. Most trustees work in theprison workshops, where they make reed baskets or weaveplain cloth for sale to City merchants. For their labour they arepaid one shilling per week, which they may use to buy extrafood, weak beer, or simply save against the day of their release.Trustees are also granted an extra hour per week of recreationtime in the courtyard.On the other side of the coin, though, lies punishment fortroublemakers. Minor infractions, like fighting with otherprisoners, refusal to eat meals, and stealing from fellow convictsresults in a loss of all privileges for at least a month. Moreserious crimes, such as attempted escape, repeated minoroffences, striking a guard, or killing another prisoner can lead totransfer to the Crypts for as little as a month to as long as life.Killing a prison official inevitably means a hanging.

Page 124: 102678424 the Marienburg Project

R04: Cell Blocks, The

Marienburg: The Greatest Port in the Old World

Brother Martinus, Prison Chaplain andPriest of Shallya

Priest (ex-Jailer, ex-Initiate)“There is more wealth on this rock than inall the counting rooms of all the greathouses: it lies in the souls of these poorwretches. What a waste and a sin forthem to just sit here and rot!”

“Lady Shallya needs no formal chapelhere. In whichever cell a man cries out formercy or compassion, there you find hertemple.”

Brother Martinus is a young man, tall andstrong. From beneath his tonsured hair,gentle, sympathetic eyes bring peace to everyone he meets. Healways carries his prayer book and sling bag.Brother Martinus is kindly and dedicated, persevering in theface of impossible odds. He is driven to fight to reclaim lostsouls, and seeks to bring about the reform of prison life and theelimination of the death sentence. At night, when alone, theenormity of his task often overwhelms him till he weeps anddrinks himself to sleep.

Skills: Academic Knowledge (Astronomy, Law, Theology),Arcane Language (Magick), Channelling, Charm,Command, Common Knowledge (The Wasteland),Consume Alcohol, Dodge Blow, Gossip, Heal +20%,Intimidate, Magical Sense, Perception, Read/Write, Search,Sleight of Hand, Speak Language (Classical +10%,Reikspiel +10%), Trade (Herbalist)

Talents: Armoured Casting, Petty Magic (Divine), PublicSpeaking, Resistance to Disease, Resistance to Poison,Specialist Weapon Group (Entangling), Strike to Stun,Suave, Swim, Very Strong, Wrestling

Combat:Magic: 1; Petty Magic (Divine)Armour (none): Homespun White RobesAP: Head 0 (3), Arms 0 (3), Body 2 (5), Legs 0 (3)Weapons: none (Unarmed, 1d10+1, Special)Trappings: Religious Symbol of Shallya, Prayer Book, Sling

bag of bandages and herbal medicines

Main ProfileWS BS S T Ag Int WP Fel38% 34% 51% 38% 37% 45% 56% 52%

Secondary ProfileA W SB TB M Mag IP FP

1 15 5 3 4 1 0 0

Page 125: 102678424 the Marienburg Project

Rijker’s IsleThe old turnkey took another sip of his beer and watched as the pair approached his table: they had paid his wife 15 guildersjust to give him a message to meet them at the “Twin Nymphs” on Riddra. All the way home from the Rijker’s boat Hetta hadnagged him to go to the meeting: she had already spent their gold to pay back rent and, besides, “it couldn’t hurt just to talkto them, could it?” The old man wondered.

Both wore well-cut leather cloaks and wide-brimmed hats against the heavy rain, conveniently obscuring their faces inshadow. Pieter could see the hilts of their rapiers: that, and their fine dress, told him that he was dealing with wealthy men,and wealthy men usually had important enemies.

“Oh, Gods,” he thought. What if Hetta had gotten him involved in a feud between the Merchant Houses? Perhaps he shouldjust leave now. He would find some way to pay their money back.

“Senor Pieter, the Jailer?”

Too late and, Manann and Morr, foreigners at that! They were between him and the door: he might as well sit and hearthem out. At least the cockfight at the other end of the tap room would keep people’s attention. Maybe no one would noticethem. He took a long pull on the tankard and swallowed. “That I am,” he answered. “And you are...”

“We are nameless, senor. An intelligent man such as yourself will surely agree that it is best this way.” The shorter oneseemed to do all the talking. They sat, and the barmaid brought them deep red wine. When she had left, Little Man continued.

“You are the turnkey of the dungeon level of Rijker’s Isle, and control access to the cells known as the ‘Crypts’. You are not arich man, we know, and we would like to reward you for the help you will give us. Please, senor, accept this gift.” He placed apurse on the table. When he was sure no one was looking, Pieter palmed the purse and opened it. Even in the dim light, hecould see the gleam of at least five twenty-guilder coins. One-hundred guilders, more than a year’s pay! The elderly jailerlooked at his two companions, his eyes wide with nervousness. “I’ll not commit a crime,” he whispered.

“Indeed not, senor, nor would we ask you to do so,” answered Little Man.

“Just tell us of the prisoner in cell nine.”

Pieter took another swallow of beer, more to hide his shaking hands than anything else. “I’ve got no idea who the old geezerin that cell is! I’ve worked in the Crypts for twenty years: he’s been there a lot longer, and he’s never said a word! He mightbe a prince held for ransom or just a poor man caught bedding a rich man’s wife. All’s I know is that someone powerful hadhim locked-up and the key thrown in the sea, and the less I know, the better, I says. You...you’re not plannin’ on breaking himout, are you? No one’s ever busted outta Rijker’s.”

“No, of course not, my friend. But, tell me, does he bear any special mark?” At that, both the strangers leaned forwardexpectantly.

“Aye,” said Pieter, “that he does. There’s the tattoo of a rose and an anchor on his left forearm.”

The tall one sat bolt upright and hissed to his companion, “El duque verdad!”

Little Man silenced his comrade with a slashing gesture. After a moment, he turned his gaze back to the old jailer. TheEstalian leaned forward, the candle showing his intent look for the first time: his eyes glinted like spear points. Pieter knewhe was in deep over his head.

“You have done well, amigo. I knew you were a friend. And now, there is one last favour you can do for us. You can alwaysrefuse, but then there will be no way I can prevent the authorities from finding out about your windfall tonight. I’m sure youunderstand? Good.” He had the look of a cat that had just started toying with a trapped bug. “Tell me of the security atRijker’s, of the schedule of watches and the passwords.”

Pieter blanched at the thought of what they asked: if he betrayed what he knew and it were discovered, the Governor wouldpersonally hang him for treason! Maybe he could talk them out of it. “Look, I been tellin’ ye, no one’s ever got outta Rijker’swho wasn’t supposed to! The walls are too high, there’s too many guards, the water in the bay is filled with sharks, the...”

“Break out?” Little Man laughed, his companion just smiled. “Senor Pieter, we are not here to rescue Esteban Campero, thetrue Duke of San Luis. No, we serve the man who overthrew your prisoner, his older brother, and who now wishes his onlychallenger out of the way. We have searched for him for years, and we have beaten his would-be rescuers to the finish. No,Senor Pieter, we are not here to commit a crime, we are here to end a sibling rivalry. You are not going to break a man out ofRijker’s, you are going to break us in, and we are going to kill your prisoner!” With that, Little Man leaned back and laughedlong and loud.

Marienburg: The Greatest Port in the Old World

RI

Page 126: 102678424 the Marienburg Project

RijkspoortMarienburg: The Greatest Port in the Old World

RP

Rijkspoort LocationsIndierswijk (Ind District)Kisleviersweg (Kislevan Way)Luigistad (Luigi’s Town)

Page 127: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Schattinwaard

SA

Page 128: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Suiddock

The Bruenwasser Kanal is one of the few channels deepenough to handle the many ocean-going vessels that visitMarienburg. For almost a mile, both sides of the Bruenwasserare lined with docks, warehouses, counting houses, mercantileoffices, shipyards, taverns and brothels. This waterfront isSuiddock – the heart of Marienburg, and the crossroads of theworld. It is said that everyone and everything that moves intoand out of the Old World passes through Suiddock at somepoint. This includes adventurers.

ArrivingThe Suiddock is an ideal place for a band of adventurers tobegin finding out about Marienburg. Precisely how you go aboutgetting your adventurers to the Suiddock depends on how theytravel to Marienburg.If they arrive by boat, it is almost inevitable that their firstlanding will be in the Suiddock. Both sea and river traffic end upsomewhere in the huge docklands.If they arrive by the Middenheim road, they will almost certainlyenter Marienburg through the Oostenpoort Gate. Most of thecoach services end at depots on the edge of the Suiddock,where the land is cheap and the Honourable Guild ofStevedores and Teamsters is not far away. This gives theadventurers a trip right across the city from north to south, overcanals and across bridges, as they marvel at the size of theplace. If the adventurers arrive by road from Bretonnia, they willenter through the Westenpoort Gate, which leads onto theSuiddock itself.And finally, of the adventurers are Marienburgers born andbred, they will know that the Suiddock is the area to start a lifeof adventure. Lower-class types may well have grown up there,and others might well check out the docklands in the hope oftaking ship to some far-flung and exotic corner of the world.

The Lie of the LandAs we’ve already said, the Suiddock is the area to either side ofa mile-long stretch of the Bruenwasser Kanal. The north bank ofthe Bruenwasser is made up of three main islands:Luydenhoek, Stoessel and Riddra, from east to west.

Connected to Luydenhoek by the Neiderbrug bridge isHightower Isle, built up to form the footing of one end of thespectacular Hoogbrug Bridge.The oldest part of the Suiddock is in the west, by Riddra andthe western half of Stoessel. Over time, the docks haveexpanded eastwards and upriver, and the largest and mostmodern docks are in the part known as the LuydenhoekStretch, or Down East. This is where most of the real businessof Suiddock is done, and Riddra and its surrounding districtshave become a run-down maze of slums, where only the localsfeel truly at home.

S

Impressions of Suiddock“‘This is the Suiddock,’ Kris said, as they passed throughan area which seemed to consist largely of warehousesand taverns. There were more wharves and canals heretoo, which Rudi mainly glimpsed through gaps betweenthe larger structures, most of the berths occupied byocean-going vessels whose masts towered over thebuildings surrounding them like trees in the forest. Otherdocks played host to riverboats. Sweating stevedoresswarmed over ship and boat alike removing and loadingcargoes, or transferring them between the two. The vastmajority of bundles and barrels seemed to be destined forthe warehouses surrounding them and several times Rudihad to stand aside to let a laden handcart trundle past. ‘It’sa bit out of our way to be honest, but I thought you’d liketo see it. You can’t really get a good sense of whatMarienburg is all about until you’ve seen the docks.”

Page 129: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

S

SL21: Droevigger’s Funeral ServicesSL23: Loewijer’s TannerySL25: The Suiddock Watch BarracksSL28: Edvard van Geneeser, PhysicianSL29: Makreel the MoneylenderSL42: Leatherworker’s GuildSL43: The House of MasksSL44: The New InnSL45: Armitage BooksSL75: The Draaienbrug Swing BridgeSL77: The Shipwrecked TavernSL78: Old Man Houder’s Boarding House

NoormanswijkSN07: The Golden HarpoonRiddraSR05: The Honourable Guild of Stevedores and TeamstersSR09: The Lighthouse InnSR10: Haagen’s WharfSR19: Three Penny BridgeSR20: Red Lantern CanalSR21: The Golden Lotus Dreaming HouseSR30: Monnik’s Pit Fighter SchoolSR33: The Marienburg Gentleman’s ClubSR34: The League of Gentlemen EntrepreneursSR42: The Forgotten Well

StoesselSS14: Bruno Snijerman’s CarpentrySS16: The Moonbeam InnSS19: The Brotherhood of Seamen and PilotsSS27: Crispijn’s JewellersSS28: The Guilder’s ArmsSS31: Beatrice’s Flophouse

Suiddock LocationsSouthbankSB07: The Suiddock TempleSB12: The Pelican’s PerchSB14: The Whaler’s ReturnSB25: Suiddock Watch Station, Number OneSB26: The Channel RatsSB27: The Rivermen’s AssociationSB35: The HelmsmanSB36: The Whaler’s Shrine

Hightower IsleSH01: The Hoogbrug BridgeSH03: The Marienburg Secretariat for Trade EquitySH04: The Wasteland Import-Export ExchangeSH09: Harupz’s Tobacco ShopSH17: Carlosa di’Salsa, Wine & Olive Oil ImporterSH18: Jools Tweed’s Bun ShopSH26: Marie-Anne, Bretonnian Chocolatier

LuydenhoekSL06: Potion SquareSL07: Suiddock Watch Station, Number FourSL08: Doktor Markus PuttlangsSL09: Van Arzneier’s FloracopoeiaSL10: The Edelmoed TempleSL11: Kluger’s EmporiumSL12: Wilhelm Rotkopf, AlchemistSL13: Lisette’s Leather GoodsSL14: The Orphanage of Saint RuthaSL15: Jerimias QualkSL16: Old Mother Crumhorn’s ApothecarySL17: Hassan’sSL18: The Long DragonSL19: Dagblad’s Wholesale LeathersSL20: Sign of the Quill

Page 130: 102678424 the Marienburg Project

SB07: The Suiddock Temple

Marienburg: The Greatest Port in the Old World

“It’s the oldest temple in Marienburg. They say it was foundedby Marius himself!”

“Nobody uses it now except beggars and drunks. They crawl inthere to get out of the weather. That could be warehouses, anda good stretch of docks, but will those temple fools listen to areasonable offer? They think that a run down dump is still atemple”

“1t’s run by some crazy crippled woman who won’t leave. Shethinks she has a mission to look after the scum in the Suiddock.The Watch ought to do something”

At the far western end of the channel on the edge ofWinkelmarkt stands an ancient and crumbling temple toManann, named the Church of St Olovald, or more simply theSuiddock Temple. It’s built of old stone around a central nave,with wings on either side of the apse that curve outwards andaround like the hooks of an anchor. The area around the templehas become a squalid maze of slums and tenements, and veryfew worshippers come there nowadays.The whole temple is filled with the kind of damp chill that sinksinto your bones and stays there: moss grows thickly on many ofthe walls, the old frescoes are peeling and are black withmildew, and in some places the floor is carpeted with lichen,making the footing slippery and treacherous. Yet despite this,the temple has an air of life and vitality which belies its derelictappearance.Once the look of the place matched this vitality. Long ago, thiswas the spot where Marius first made sacrifice to Olovald, thegod that had called his people to the Wasteland. For over athousand years this church was the spiritual heart ofMarienburg, until the Great Cathedral of Manann was built.

The Suiddock Temple

Even after the cult of Olovald declined after the Imperialannexation, this church was important to the city, as the placewhere the Barons were crowned.By the 11th century, the cult of Manann had grown so strongthat it was able to declare in the council of 1010 that Olovaldwas not a god, merely a misremembered saint. His churcheswere taken over, his priests absorbed, the Barons wentelsewhere to be crowned, and only this one rundown templewas all that was left to honour the god’s name. The temple hasonly one attendant, a Cleric of Manann named Hilaria om Klimtor Sister Hilli. Her congregation is made up largely of localtramps, 10-20 at any time, many of them seamen who can nolonger find work due to age, injury or drink. They use the westwing of the temple as a makeshift hostel, even though parts ofits roof have recently collapsed.There is an air of mystery to the temple. Rumours persistamong the city’s lower classes that a great treasure liesconcealed somewhere in its crumbling stonework, and it’s evenwhispered that Sister Hilli knows of it, and uses her ‘mission’ todisguise her searches for it. Stranger still, from time to timesomeone will die in Marienburg, leaving a large amount ofmoney - often far more than their relatives suspected theyowned - to the Church, “for services rendered”. What thoseservices might be is never stated. And occasionally a shipdocks in Marienburg and pilgrims speaking foreign tongues, ornot speaking at all, disembark, come to the church, spendhours or days in prayer and then leave the city, their businessseemingly finished. Perhaps the cult of Olovald is not as deadas it seems; or perhaps these visits have a more sinister originand purpose.

Page 131: 102678424 the Marienburg Project

SB07: The Suiddock Temple

Marienburg: The Greatest Port in the Old World

Hilaria om Klimt, Priestess of ManannPriest (ex-Initiate, ex-Seaman)“HOY! And why are you poking aroundin here? Does it look like there’s muchworth stealing?”

“Makes me sick. You work hard, youmake a merchant rich and then theyjust throw you away. If I had my way,I’d bring all the fat boys down here oncea week to look at the people who reallymade their money”

“Have a good look round – this is whereit all started. They say Marius foundedthis temple. Marius who? Marius as inMarienburg, that’s Marius who! Andnow look at it. Just like everything elsein this town – they’ve got a new onethat’s bigger and shinier, so they just throw this one away. Youknow, that great big temple covered in gold right in the middleof town – you know what they tell me? They can’t spare thecash to restore this one. Can’t spare the cash! They must thinkI’m stupid – do I look stupid?”

“I’ll tell you a secret. Sometimes, late at night, just as I’mdrifting off to sleep, I can hear a voice, a god’s voice - notManann, you chumhead! Olovald! He ain’t just some saint! Ihope the Temple Court doesn’t find out I know the truth. But Ican’t be the only one.”

“Don’t talk to me about wreckers. I’d like to tie a few of them onthe prow of a ship like figureheads and then ram it into therocks by Breukrots. See how they like that. Stromfels bedamned – it’s a perversion, that’s what it is!”

Hilaria om Klimt is a strong-boned but not unattractive youngwoman in her middle to late twenties. She is 5ft 8in tall, and hasslightly wavy light-brown hair reaching down to the middle ofher back, her eyes arc light brown. She has a slight limp from abadly set broken leg, a legacy of her seafaring days.Sister Hilli is brusque, direct and possessed of a fiery temper.She is genuinely respected by the tramps she tries to help, andis mildly contemptuous of the cult hierarchy, which allowsmerchants to cover the main Temple of Manann in gold whileignoring the folk who make such wealth possible. At the sametime, she has great respect for Manann and feels certain thathe would approve of her efforts to revive the worship of Olovald.To this end, she has formed a clandestine worship group fromamong the derelicts and a few Suiddockers each of whomheard the old god’s call in their dreams and found their way tothe temple. She holds a particular hatred for the undergroundwrecker cult of Stromfels - a perversion of Manann in her eyes.She takes no nonsense from anyone, and is used to fending forherself with a devastating left hook.Sister Hilli is known by everyone who frequents Suiddock, andis well liked by the poor. She is less loved by the junioradministrators of the Temple of Manann, whom she badgersconstantly for support and funds, but few others in the maintemple are even aware of her existence. Hilli has had somedealings with Sister Marianne of St Rutha’s. Sometimes theTemple of Shallya gives something towards Hilaria’s work withthe poor, but by and large the cult assumes that because she isworking in Suiddock, they can concentrate their effortselsewhere. Ward Captain Graveland is the occasional lover of

Sister Hilli, she admires his devotion to the people of theSuiddock, but his ruthlessness leads to arguments and he hasno time for her talk of gods.

Skills: Academic Knowledge (History, Theology +10%),Channelling, Charm +10%, Common Knowledge (TheEmpire, Norsca), Consume Alcohol, Gossip, Heal +10%,Magical Sense, Perception +10%, Read/Write, Row, Sail,Scale Sheer Surfaces, Speak Arcane Language (Magick),Speak Language (Classical, Norscan, Reikspiel), Swim+10%

Talents: Hardy, Lightening Reflexes, Master Orator, PublicSpeaking, Seasoned Traveller, Street Fighting, Strike MightyBlow, Suave, Swashbuckler, Very Resilient, Warrior Born

Special:Incapacitated Leg: Movement Halved (included in profile), -

10% to mobility tests.Combat:Magic: 1; Petty Magic (Divine)Armour (none): Religious RobesAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: None (Unarmed, 1d10+2, +10% to Hit, Special)Trappings: Knotted Length of Rope

Main ProfileWS BS S T Ag Int WP Fel46% 36% 41% 52% 47% 42% 52% 49%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 5 2 1 6 0

Page 132: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

The Pelican’s Perch

SB12: Pelican’s Perch, The

“Nowhere to stay, eh? Try the Pelican’s Perch - ask anyonewhere it is. Tell old Ishmael I sent you - he’ll see you right.Watch out for the pelican, though.”

“Old Ishmael’s not as daft as he seems, you know. There’s a lotmore goes on at the Pelican’s Perch than anyone knows.”

“I’ll never forget the time those three Nipponese came in.Strange lot, they were, but polite as you please. They thoughtBeaky was on the menu and asked old Ishmael how much he’dcost boiled with rice! I’ve never seen anyone go as purple asIshmael did!”

“Whatever you do, don’t whistle in the Perch. Or talk about theweather. Last time someone started whistling, old Ishmaeldamn near blasted ‘em with his blunderbuss. He’ssuperstitious, you see. Don’t ever ask his last name, either, ortell him yours - he says only dead men are known by their lastnames.”

“Good watering-hole, the Perch. If you can drink it, the oddsare old Ishmael’s got some. He’s also got some stuff that’s onlyfit for running lamps on. Last week, he had a bottle of somestuff that some mad Norseman brought back from Lustria.Made from cactus juice, he said. It tasted like they left thespikes on, I can tell you. Mind you, it brought the silverwork onmy belt-buckle up a treat.”

“Keep your hand on your drink in the Perch. That bird’ll haveanything if you give it the chance. And don’t touch the driedfish - you never know what they died of. Or when.”

At the end of a narrow alley off the street that runs behind thewarehouses is a large but unobtrusive hostelry called ThePelican’ s Perch. Every true Suiddocker knows where it is, andit is a favourite watering hole for the stevedores and rivermen. Itopens from noon till midnight.The interior of the Pelican’s Perch is larger than one mightexpect, having seen the modest entrance. There is a largecommon room, and a number of curtained booths and side-

rooms for those patrons who require privacy. And, it isrumoured, there are secret passages leading to all the canalsaround, which are used for smuggling and other nefariousactivities...The Pelican’s Perch is owned by Ishmael Boorsevelt, a formership’s mate who lost his leg (and, some say, a few of hismarbles) when his last ship was destroyed by a sea-monster inthe Sea of Claws. His left leg is now wooden from the kneedown. Sailors are known for being superstitious, but Ishmael islegendary. For instance, he fears being known only by his lastname: “That’s the mark of a dead man,” he mutters, “Just callme Ishmael.” As a result, few people even know he has a lastname.The Pelican’s Perch offers a wide range of local beers andspirits, including the notorious Alte Geheerentode rum andBraakbroew strong ale. It also boasts an array of brandies fromBretonnia and The Empire, Kislevite vodkas, Albion uiscebeathadh and Norse aquavit. The range of drink available iswell known throughout the Suiddock - as, indeed, are theprices, which are rather lower than one might expect. The Perchalso offers accommodation - there is a bunkroom upstairs, withtwelve bunks. Ishmael charges 3/6 per person per night, inadvance, whether you get a bunk or not. Ishmael is not averseto overbooking; according to the regulars, the record is thirty-two people in the bunkroom - a total reached after a particularlysuccessful Stevedores’ Guild party.Entertainment at the Pelican’s Perch includes singers,storytellers, and exotic dancers, all on a nautical theme. Thereis no regular programme of entertainment – “it happens when ithappens”, as the regulars say. A loaded blunderbuss behind thecounter prevents critics in the audience from getting out ofhand.The Perch is named after Ishmael’s pet pelican, Beaky, whohas free run of the place – much to the discomfiture of unwarycustomers!

Page 133: 102678424 the Marienburg Project

SB12: Pelican’s Perch, The

Marienburg: The Greatest Port in the Old World

Ishmael Boorsevelt, InnkeeperTradesman (ex-Mate, ex-Seaman)

“I won’t have that sort o’behaver in here. Agin luckthat is.”

“Mark of a dead man thatis.”

“Now go outside and runround the building threetimes with some salt in yer‘and. And mind you don’tgo near no cats neither...”

“Don’t you mock - there’sthings you can do andthings you can’t do an’ ifyou go on doin’ thins youcan’t do it’s the worse foryou.”

“You can tempt bad luck ifyou want to, but not inhere. If you want to invitedisaster, you o an’ do itwhere other folks won’tsuffer.”

Old Ishmael, as he is universally known, is a tall, lean man inhis forties. His face is almost hidden by shaggy dark-blond hair,and he has an unkempt beard of the same colour. His eyes areblue, and generally rather glassy. Those who have known himfor years say that he has never been the same since he lost hisleg.As a result of losing his leg, Ishmael firmly believes in everysuperstition you’ve ever heard of, plus any you care to makeup. When a customer breaks a superstition, Ishmael must makean immediate Will Power Test. If the test is failed, Ishmaelbecomes hysterical and throws the customer out - he’ll calmdown after five or ten minutes, but the customer will receive astern warning never, ever to do ‘that’ (whatever ‘that’ happenedto be) again in the Perch. Ishmael is quiet to the point ofsullenness, never using a word when a grunt will do - exceptwhen someone breaks one of his superstitions. He generallylets other people do the talking. He can never be induced to talkabout his seafaring days or how he came to lose his leg - treatpersistent questioning as a breach of particularly dearly heldsuperstition...

Skills: Command, Common Knowledge (Norsca, TheWasteland +10%), Consume Alcohol +10%, Dodge Blow,Evaluate, Gamble, Gossip, Intimidate, Perception +10%,Row, Sail, Scale Sheer Surfaces, Speak Language(Norscan, Reikspiel), Swim +10%, Trade (Brewer,Shipwright)

Talents: Dealmaker, Hardy, Resistance to Disease, SeasonedTraveller, Street Fighting, Strike Mighty Blow

Insanity: The Mindless Obsession (see Tome of Corruption).

Special:Lost Leg: -1 M (included in profile), -20% to mobility tests.

May not use the Dodge Blow Skill.

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10+2), Blunderbuss (1d10+3, Range

16/-, 6 Full, Shrapnel, Unreliable, 10 shots)Note as Ishmael lacks Specialist Weapon Group (Firearms), ittakes him 6 full actions to reload his Blunderbuss.

Trappings: Wooden Leg

Main ProfileWS BS S T Ag Int WP Fel48% 43% 42% 39% 44% 47% 45% 43%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 3 4 0 6 0The Bill of Fare

The Pelican’s Perch sells a wide range of alcoholicbeverages, with varying prices and strengths. A brief guideto what is available:

Small Beer Pint 7d Half 3d

Local Ale Pint 9d Half 5d

Strong Ale Pint 1/- Half 7p

Braakbroew Ale Pint 1/9 Half 1/-

Reikland White Wine Bottle 3/6 Goblet 1/-

Mousillon White Wine Bottle 4/- Goblet 1/3

Bretonnian Red Wine Bottle 5/- Goblet 1/6

Tilean Red Wine Bottle 4/- Goblet 1/3

Imperial Brandy Bottle 12/- Goblet 4/-

Bretonnian Brandy Bottle 10/6 Goblet 3/6

Wastelander Rum Bottle 10/- Goblet 3/-

Alte Geheerntode Rum Bottle 15/- Goblet 4/-

Kislevite Vodka Bottle 12/6 Goblet 3/9

Norse Aquavit Bottle 12/6 Goblet 3/9

Lustrian Mezcal Bottle 16/- Goblet 4/-

Albion Uisce Bottle 15/- Dram 3/9

Page 134: 102678424 the Marienburg Project

SB12: Pelican’s Perch, The

Marienburg: The Greatest Port in the Old World

Beaky the Pelican“Rrraaawrk!”

Beaky is a large white pelicanwith a black tail and wingtips,standing about three feet highand with a wingspan of justover eight feet. Ishmael pickedhim up on one of his voyages,and he has become a kind ofmascot for the inn.If he feels threatened, crowdedor just plain irritable, Beaky willstand back on his webbed feet,stretch his neck to makehimself taller, stretch his wingsto about half-way (four feet orso), and squawk loudly. If this fails to deter whoever is annoyinghim, he will deliver a lightning fast stab with his beak, which issharp and hooked at the end.Ishmael clipped Beaky’s wings after an unfortunate incident inwhich the pelican tried to take off inside the bar, so Beakycannot fly. However, by flapping his wings frantically, Beaky canhop up to 3ft in any direction including straight up, giving hisbeak a reach of 6ft or so.Beaky is in the habit of helping himself to the bowls of driedsprats and rolled herring (often several days old) which Ishmaelleaves on tables as bar snacks, and it is not uncommon for oneor more customers to lose their drinks in the process. As Beakylunges at the bowl, each character at the table must make asuccessful Average Agility Test (regular customers only needpass an Easy (+20%) Agility Test) in order to get their drinks outof the bird’s way.Beaky has even been known to steal a customer’s drink, glassand all, flipping it expertly into the air and catching it - or most ofit - in his huge beak, before hurling the empty glass or tankardacross the room with a whip of his neck. He is particularly fondof beer, and generally tries to steal one or two pints a night.

Skills: Consume Alcohol, Perception +20%Talents: Keen Senses, Orientation, Strike to InjureCombat:Armour (none): -AP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2)Weapons: Beak (Unarmed, 1d10-2, CV+1, Special)

Main ProfileWS BS S T Ag Int WP Fel33% 0% 20% 20% 38% 12% 24% 0%

Secondary ProfileA W SB TB M Mag IP FP

1 7 2 2 2 0 0 0

Ingrid Botenverhuurder, BarmaidGambler (ex-Rogue, ex-Boatman)“That’11 be, erm, fourshillings and thruppence.No, silly me, three andeleven... I think. No. That’snot right either. So it’s threeat seven pence and one at ashilling. Or... Ishmael,Ishmael! I’m stuck! Howmuch is two-and-nine andone-and-six?”

“Beaky! Beaky! Fish!”

“You feeling lucky? Good. Soam I!”

“Deal. Don’t chat.”

Ingrid Botenverhuurdercame to the big city insearch of excitement. Shehad had enough of driftingup and down river on hergranny’s boat, and when theold woman died, she sold up and took to dry land. She got nofurther into Marienburg than the Suiddock, and no further intothe Suiddock than the Pelican’s Perch. She has found a perfectniche for her talents. Her skills as a card player (learned to keepher granny amused during long winter nights) have given her aplace in the Perch for as long as she wants it. When she isn’t inthe Perch she can be found down the docks, sitting quietly witha fishing rod.Ishmael and Beaky (Ingrid just knows that it’s Beaky that runsthe Perch) employ Ingrid as a barmaid, although she is onlyadequate in the job - she usually asks for the wrong moneyunless Ishmael is helping her (roll a D10: evens, she asks forD10 Pennies too much; odds, she asks for D10 Pennies toolittle). She just seems to have a blind spot where the everydayadding up of money is concerned. Ishmael grumbles about thisoccasionally, but he doesn’t complain about her too much andhe certainly won’t listen to customers’ complaints about hererratic handling of money - he has the vague suspicion that sheis the Perch’s ‘luck’.And Ishmael’s suspicions seem entirely justified wheneverIngrid is given a deck of cards or a set of dice. The change thatcomes over her is remarkable: all her hesitancy with moneyvanishes, and she becomes a very good gambler indeed. Shehas an encyclopaedic knowledge about games of chance andskill. If you can bet on the game’s outcome, Ingrid knows all theins and-outs of the rules. Even more remarkable is the fact thatshe plays a completely honest game; even when her opponentscheat, she always manages to break even and occasionallywin!The regulars all know of Ingrid’s remarkable skill at cards anddice, and few take her on at any game except for penny stakes.She is, however, admired for her skills (especially when she istaking some unsuspecting, wealthy visitor to the cleaners) andthe regulars are rather proud of her. She is an almost

Page 135: 102678424 the Marienburg Project

SB12: Pelican’s Perch, The

Marienburg: The Greatest Port in the Old World

permanent fixture at the Perch, although she doesn’t live in thebuilding. Among the other regulars there is much good-naturedspeculation about where she does spend her nights, butnobody has the heart to upset her (and possibly Ishmael, whenspeculation runs that way) by asking. Ingrid is quite friendly withmany of the boatmen who come into the Perch, mostly becauseshe is ‘one of them’. She is also a big hit with Beaky, thanks toher habit of giving him the best of her day’s catch.

Skills: Charm, Common Knowledge (The Empire, TheWasteland), Gamble +20%, Gossip +10%, Navigation,Outdoor Survival, Perception, Read/Write, Row, Sail, ScaleSheer Surfaces, Secret Language (Ranger), Sleight ofHand, Speak Language (Reikspiel), Swim

Talents: Etiquette, Luck, Orientation, Savvy, SeasonedTraveller, Super Numerate

Special:Card Sharp: Ingrid’s Super Numerate Talent adds a +20% to

Gambling Tests, and no benefit to Navigation or PerceptionTests.

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10-1)Trappings: Pack of Cards, Dice, d10 Shillings, 2d10 pence

(though Ishmael will give her as much money as she needsfor a game).

The Regulars of the Pelican’s PerchJust about everyone on the Suiddock knows of Ishmael, Beakyand Ingrid, and everyone the characters meet in the docklandswill have at least a 50% chance of being a regular patron of thePelican’s Perch. The locals derive a great deal of innocentamusement from Beaky’s encounters with strangers, andIshmael is regarded as a kind of eccentric uncle. There is acontinuing debate as to who really runs the Perch. Anycharacter who harms or threatens either Beaky or Ishmael willbe in deep trouble with a lot of Suiddockers.At almost any time, the Perch will have between twenty andforty locals in the bar, drinking, gossiping and relaxing. Lea-JanCobbius and Big Piet from The Stevedores and TeamstersGuild generally drop in for a drink just after sundown, and AxelHuurder of the Rivermen’s Association comes in occasionally.Granny Hetta buys her rum from Ishmael, and comes in aroundsundown most days. Captain Graveland of the Watch comes infor an hour or two on Festag nights, after he gets off duty; abouthalf the time Sergeant Kuyper comes too.Despite being close to the Noormanswijk, most Norscans refuseto go into the Pelican’s Perch, cursing Ishmael’s name. No oneseems quite sure why they do this, but the belief that Ishmael is

Main ProfileWS BS S T Ag Int WP Fel36% 31% 29% 36% 40% 50% 31% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 12 2 3 4 0 0 0

somehow ‘bad luck’ is strong among them.The Perch’s other regulars are a more-or-less even mixture ofseamen, rivermen and stevedores. Excisemen occasionallycome in, and are served courteously by Ishmael but studiouslyignored by everyone else. Seamen and Rivermen have heateddebates about the merits of the river pilots. Very few pilots everset foot inside the Perch for a very good reason - when they do,the result is almost always a brawl!

BrawlsIt is not uncommon for a brawl to break out in the Pelican’sPerch - especially if a pilot walks in - and brawling is anaccepted part of everyday life there. No one minds an honestpunch-up - a few bruises are no big thing - but anyone using, orattempting to use, weapons or magic is most definitely breakingthe rules. People getting killed can open up feuds, and they canalso attract all kinds of unwelcome official attention. A characterdrawing a weapon or using magic (or appearing to do either)during the course of a brawl will be turned on by everyonewithin 12ft and quickly rendered unconscious and/or bundledout. A brawl is a brawl, but no one likes troublemakers.

Incidents in the Pelican’s PerchThe Pelican’s Perch is intended to be a focal point of theadventurers’ stay in the Suiddock, either as a base ofoperations or as a regular haunt. Here are two encounters toenliven an evening in the Perch.

Waiter...One evening, a gorgeously dressed young man strolls casuallyinto the Perch, and withdraws to a curtained booth with a bottleof Bretonnian red wine. After a few minutes, the curtain to thebooth is thrown back, and he stalks up to the bar.“Innkeeper,” he says, in ringing tones and with a distinctImperial upper-class accent, “This... substance may once havebeen wine, but at least three people have already drunk it!”With a deft motion, he flings the contents of his goblet overIshmael.The rash young man is Bernhardt von Schwerdblitz, a nobleand professional duellist from Nuln who prides himself on hisswordsmanship and spends much of his time starting fights sothat he can show it off. Having recently arrived in Marienburgafter a long and tedious journey, he is deliberately trying to starta brawl for his own amusement. And he looks like succeedingas half a-dozen stevedores rise to their feet at this mistreatmentof Ishmael.You can run this incident as a normal barroom brawl. Theadventurers can get involved on any side the want, and thebrawl will probably spread rapidly across the barroom as peopleaccidentally hit other people on the backswing and so forth.The adventurers will probably be most interested in vonSchwerdblitz. He is more than a match for any of the inn’spatrons, and is probably equal to any of the adventurers actingsingly. If things begin to look hopeless, he will escape byvaulting onto the bar, swinging over everyone’s heads on thechandelier and running out into the street.He can give the adventurers a hard fight if they decide to getinvolved, but you should always make sure that he escapes. Ifhe is particularly impressed by a character’s fighting ability, hemay contact them later and offer them the chance to practicewith him. He might even be persuaded to join the adventurersas a replacement character; he is not evil, but is motivatedpurely by boredom.

Page 136: 102678424 the Marienburg Project

SB12: Pelican’s Perch, The

Marienburg: The Greatest Port in the Old World

Bernhardt von Schwerdblitz, Duellist

Duellist (ex-Pistolier, ex-Noble)Von Schwerdblitz is a little under 6ft tall and slim built, withcollar-length fair hair and blue eyes. He has a short scarrunning vertically across his left cheekbone. His face isstamped with an almost permanent expression of disdain, andpractically the only time he smiles is when he is fighting. He isabrupt, high-handed and often insulting - he respects no onewho has not proved themselves against him with a sword.

Skills: Animal Care, Blather, Common Knowledge (The Empire+10%), Consume Alcohol, Charm, Dodge Blow +10%,Gamble, Gossip, Intimidate, Perception +10%, Read/Write,Ride, Secret Signs (Scout), Speak Language (Reikspiel+10%)

Talents: Ambidextrous, Coolheaded, Disarm, Etiquette, Luck,Master Gunner, Mighty Shot, Public Speaking, Quick Draw,Rapid Reload, Savvy, Sharpshooter, Specialist WeaponGroup (Fencing, Gunpowder, Parrying), Strike Mighty Blow,Strike to Injure, Sure Shot, Swashbuckler

Combat:Armour (Light): Noble’s Garb with Leather Jerkin and

LeggingsAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (6)Weapons: Best Craftsmanship Rapier (1d10+4, CV+1, Fast),

Main-Gauche (1d10+2, Balanced, CV+1, Defensive)Trappings: Amulet (worth 25 gu), Purse (with 6d10 gu)

A Bite to DrinkAs the characters are drinking in the Perch one evening, astranger enters. He is tall, and heavily muffled against the fogwhich has blown in from the marshes. From the slightlyawkward way in which he moves, he seems to be unwell. Hisface can just be seen it is a little pale, with dark eyes and bushygrey hair. He heads for one of the booths, beckoning to Ishmaelwho shuffles over to take his order. A bottle of Kislevite vodka istaken to the booth, and on his way back Ishmael stumps over toone of the characters.“Him in the booth wants yez” He rasps. ‘‘Summink ‘baht a job.”The stranger is a Vampire, who has just got off a boat after along journey downriver. He desperately needs to feed, and ishoping to lure a lone victim into the booth. Once there, he willuse his powers to attempt to dominate the targets mind, andfeed, attempting to flee ethereally if this fails.If the adventurers go into the booth as a group, the Vampire will

Main ProfileWS BS S T Ag Int WP Fel63% 52% 41% 52% 59% 52% 56% 43%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 4 0 0 0

be more subtle. He will introduce himself as “Radu Vrolatsin”and talk to them - in a noticeably eastern, though cultured,accent - about recovering some valuables that were stolen fromhis family centuries ago, and which he believes to be buried inthe family vault of a family of Marienburg traders.While he does this, he will pick out the character who appearsto be the weakest willed (dumb warriors and such) and try hisDomination ability. If this is successful, the Vampire will compelthat character to ‘remember’ having left something in the boothshortly after the adventurers leave. The victim will then go backinto the booth, and get bitten by ‘Radu’.If the Domination doesn’t work on his first choice of victim, theVampire will try it once more on another character. If he can’tcontrol any of the characters, the Vampire will give them a goldcoin each (characters with the Academic Knowledge(Genealogy/Heraldry) skill are allowed to test to spot that thecoins were minted in the Border Princes, and at least threehundred years old - in Marienburg each coin is worth 2Guilders) as a token of good faith, and promise to meet them atthe Perch at the same time the following night, to give them theinformation they will need to discover the whereabouts of thestolen valuables. Needless to say, he will not appear that nightor any other.Strange rumours of violent attacks by a large creature will begincirculating in the Perch and the rest of the Suiddock, but notuntil several days after the adventurers’ meeting with theVampire. No one the characters talk to has seen anything,however; all the tales are second hand. After a week or so, thestories stop being told.You should, of course, ensure that the Vampire survives his firstencounter with the characters - they will be hearing of himagain...

‘Radu Vrolatsin’, Foreign NobleVampire Courtier (ex-Vampire thrall, ex-Noble)

Skills: Academic Knowledge (Genealogy/Heraldry, History,Necromancy), Blather, Channelling, Charm +20%,Command +20%, Common Knowledge (Border Princes, theEmpire +10%), Consume Alcohol, Dodge Blow, Evaluate,Gamble, Gossip, Intimidate, Magical Sense, Perception,Performer (Musician), Read/Write, Ride, Scale SheerSurfaces, Search, Shadowing, Speak Arcane Language(Magick), Speak Language (Reikspiel, Tilean), Torture

Talents: Coolheaded, Dark Magic, Disarm, Etiquette, Luck,Master Orator, Night Vision, Petty Magic (Arcane), PublicSpeaking, Savvy, Schemer, Specialist Weapon Group(Fencing, Parrying), Warrior Born

Main ProfileWS BS S T Ag Int WP Fel61% 37% 58% 63% 62% 61% 64% 57%

Secondary ProfileA W SB TB M Mag IP FP

2 23 5 6 6 0 0 0

Page 137: 102678424 the Marienburg Project

SB12: Pelican’s Perch, The

Marienburg: The Greatest Port in the Old World

Traits: Keen Senses, Frightening, Natural Weapons, UndeadSpecial:Blood Drain: A Vampire that is grappling an opponent can

drain blood with his fangs. If the Vampire inflicts at least 1Wound on an enemy while grappling, the victim loses1d10% from his Strength characteristic as well. If the Victimsurvives the encounter, 1% of the lost strength is regainedeach hour.

Domination: A Vampire can use his seductive powers to putthe weak willed under his spell. He may attempt to control aHumanoid within 6 yards (3 squares) as a Full Action. This isan opposed test that pits the Vampire’s Fellowship versushis target’s Will Power. If the Vampire wins, he gainscomplete control over his target and can him to do as hewishes. The target may attempt to break free of this controlafter 1d10 rounds by another opposed test. The Vampirecan free a subject from domination at any time as a FreeAction.

Ethereal Mist: Once per day, a Vampire can transform into avapour as a Full Action. In this form, the Vampire gains theEthereal (the Vampire can only be effected by Magic attacksbut cannot attack either; see OWB or NDM for more details)and Hoverer Traits with a Fly Speed equal to its Movementcharacteristic. The Vampire can remain in mist form as longas he likes and change back as a Full Action.

Natural Necromancer: A Vampire can control Undead thesame way as a Necromancer can (see WFRP, p. 161). If theVampire actually practices Necromancy, he does not sufferthe side effects associated with that Black Art.

Pass for Human: A Vampire can pass for human if need be,retracting his fangs and claws a softening his features.When in this form, the Vampire is no longer Frightening.Switching back and forth is a Free Action.

Vampire’s Curse: Vampirism grants many benefits but it alsohas severe drawbacks. A Vampire cannot cross runningwater except over a bridge. A Vampire must drink severalpints of blood every day or lose 10% from all Characteristicsin the Main Profile (losses are regained as soon as feedingtakes place). A Vampire shows no reflection in a mirror. AVampire in direct sunlight halves all characteristics(Rounded down) and suffers 1 wound (regardless ofToughness Bonus or Armour Bonus) per minute ofexposure.

Combat:Magic: 1; Petty Magic (Arcane)Armour (none): Heavy Travelling ClothingAP: Head 0 (6), Arms 0 (6), Body 0 (6), Legs 0 (6)Weapons: Sword (Hand Weapon, 1d10+5), Dagger (1d10+2),

Claws/Fangs (Natural Weapons, 1d10+5, Special)Trappings: Purse (with 10d10 ancient foreign coins)

Page 138: 102678424 the Marienburg Project

SB25: Suiddock Watch Station, Number One

Marienburg: The Greatest Port in the Old World

Suiddock Watch Station, Number One

On the south end of the Draaienbrug swing-bridge stands aWatch Post – Gram Dawys Memorial Post Number One of theHonourable Company of Lamp-lighters and Watchmen, to giveit its full name (It’s named for a Dwarf duellist who gave his lifedefending it when a lynch mob came after an unjustly accusedprisoner). To the casual observer, it looks much like any of theother small shops and houses that surround it, until onenotices the strength of its only door and the absence ofwindows.The Watch-house is built of stone and timber, and is at leasttwo hundred years old, like most of the surrounding area. It istypical of the small Watch stations that are scatteredthroughout the city. Post Number One is manned by six localWatchmen, two of them occupying the place in each eight-hour shift.

The Post Sergeant is Garik Svitzher, while the night andgraveyard shifts are commanded by Sergeants DumoPasternak and Crispijn Bezemer. Their beat includes thewhole east quarter of Suiddock on Sikkeleiland and most ofDwergsbezit. A jailer, Tobias Baas, lives nearby and keeps aneye on any prisoners. They report to Captain Graveland at theSuiddock Ward Barracks on Luydenhoek, and can call onreinforcements from the barracks.The Watch-house holds an office and a couple of cellsgenerally used for cooling off drunks. Occasionally someoneaccused of a more serious crime will be held here until thenecessary paperwork is drawn up and the suspect can betransferred to the Suiddock Ward Barracks. The Watch-houseis separate from the buildings around it, with no adjoiningwalls. The single door is strongly made of iron-bound oak

Page 139: 102678424 the Marienburg Project

SB25: Suiddock Watch Station, Number One

Marienburg: The Greatest Port in the Old World

(requiring a Hard (-20%) Strength Test to break), it may belocked from the outside (on a Very hard (-30%) Pick Locks Test)or bolted from the inside (rendering an attempt to pick the lockuseless, and increasing the Strength Test to break it down toVery Hard (-30%)). The walls are of timber-laced stone. The twocells are separated from the rest of the building by stout ironbars. The bars are an inch thick and spaced six inches apart.The locks on the cell doors may only be opened from theoutside (on a Very Hard (-30%) Pick Locks Test). Each cell isequipped with a hard wooden bunk and a none-too-cleanbedroll - spending a night in here gives a character a 75%chance of picking up fleas.

Garik Svitzher, WatchSergeant

Sergeant (ex-Watchman)“Let’s say you generously offer acontribution to the Boys’ shrine club.And let’s say I dismiss the charges forlack of evidence. Now, I’m not sayingthat one would automatically followthe other”

“Principles? Bah! Principles don’t putbread on the table.”

A grizzled Dwarf, old but still powerful.The lobe of his left ear was torn off in afight years ago. Garik is burned out and tired - he’s just markingtime till retirement. He once believed in his job, but thepervasive corruption, the power of the gangs, the lack offunding and his failure to earn promotion have worn him down.Now he does just enough to satisfy his superiors. He tries hardto ignore the activities of The League of GentlemenEntrepreneurs, but it still galls him to see what they get awaywith. When he’s in a truly bad mood, he takes his frustrationsout by enforcing petty ward bylaws on passers-by. He does careabout his men, though, and accepts bribes to forget minorcrimes, salving his conscience by using the money to buythings the post needs. A long-ago fight with a Sea Elf nearlycost him his ear, and thus he hates them - he’s secretly let aprisoner or two “escape” rather than turn them over to theElftown Watch.He’s on rocky ground with Captain Graveland, who’s looking fora reason to replace him. Garik can frequently be found at thePelican’s Perch, where he talks of retiring to Ubersreik to helpmanage a clansman’s mine. He knows most everyone on hisbeat by face, and will quickly hear about anyone new. When heis interested in a case, he knows Granny Hetta is a good sourceof information.

Skills: Academic Knowledge (Law), Command, CommonKnowledge (Dwarves), Dodge Blow +10%, Follow Trail,Gossip, Intimidate, Perception +10%, Search, Speaklanguage (Khazalid), Speak Language (Reikspiel), Trade(Miner)

Talents: Cool Headed, Disarm, Dwarfcraft, Grudge Born Fury,Night Vision, Street Fighting, Strike Mighty Blow, Strike toStun, Sturdy, Wrestling

Combat:Armour (Medium): Leather Jerkin and Mail ShirtAP: Head 0 (5), Arms 0 (5), Body 3 (8), Legs 0 (5)Weapons: Club (Hand Weapon, 1d10+4), Dagger (1d10+1),

Crossbow (1d10+4, Range 30/60, Reload Full, 10 Bolts)Trappings: Floppy Black Cap with Badge of Office, Lantern

and Pole

Main ProfileWS BS S T Ag Int WP Fel61% 42% 48% 58% 30% 41% 51% 32%

Secondary ProfileA W SB TB M Mag IP FP

2 17 4 5 3 0 0 0

Page 140: 102678424 the Marienburg Project

SB26: Channel Rats, The

Marienburg: The Greatest Port in the Old World

The Channel RatsWith land in Marienburg being at a premium, many of itsinhabitants choose to live on boats rather than pay the oftextortionate rates charged by landlords. These river folk havebecome a tight community over the years, driven together bythe persecution of the authorities.The largest community is based upon the South Bank region ofthe Suiddock, travelling up and down the Bruenwasser Canal tosell their goods and services. Most make their money aspeddlers or tinkers, although others work as entertainers,fortune-tellers or simply turn to petty crime.A typical Channel Rat will live on square-rigged River Barges orRiverboats (see OWA, p.86-87) although typically these vesselsare in poor shape (reduce the TB by 1 and half the number ofWounds). Many of these are highly decorated, a custominherited from the River Strigany, who many of the ChannelRats can claim descent.The Channel Rats are wary of outsiders to their community,although they do trust some inhabitants of Marienburg, such asBrother Marijkus of the Edelmoed Temple. The butcherBonifatius Groenewoud frequently deals with the Channel Rats,selling them the blood and offal from his Abattoir that is toounrefined for his customer’s palates.

Granny Hetta“Hot food! Hot drink! Only a shillinga go!”

“What do I know? Ooh, you’d besurprised what I know, dearie.”

“Ha! You should have been here inthe floods of ‘48! You’d have seensome real water then! The watercame well up over my waist, youknow, even when I was standing onthe quay!”

“Ah, you’re too young to…”(understand, know better, care,remember, or any one of a dozenother verbs).

Granny Hetta is one of the multitudeof canal-people who make their living from the dockworkers,sailors and boatmen of Suiddock. A frail-looking woman, shepaddles her boat up and down the Bruenwasser to sell the hotdrinks and victuals that she cooks on her small spirit-stove. Herwares are basic - hot sausage in a bun, hot tea and rum - butthey are very welcome after a hard morning’s work, and herboat is a well-known sight. It’s a rowing-boat about twelve feetlong, with a tented awning at the back where she sleeps andkeeps her few possessions. She propels it with a paddle ratherthan oars, although it still has a single rowlock on the port side– a relic from some previous owner.Granny Hetta is a little over five feet. Her hair is grey, tied backin a bun, but wisps are always escaping and hanging down inher eyes. She is thin and frail-looking, with rapid, birdlikemovements, but anyone observing her for a few minutes willrealise that she’s stringy rather than frail. She wears a pair ofcracked and filthy eyeglasses jammed on her sharp nose, butshe always looks over them, not through them.

Hetta has a good heart, sharp eyes, and is tough as nails - shehas to be tough to have lived this long in the docks. She alwayshas a hand-out for folk who are genuinely down on their luckand will provide a free meal for anyone who is down and out.She has had run-ins with Sister Hilli from the Church of StOlovald, who tries to stop her giving rum to the drunks whocongregate around the temple.Opinion is divided over Granny Hetta. Some people thinks she’sa poor old woman who’s become a little touched after so longon the canals, and buy her wares as much from pity as hunger.Others know she is as sharp as ever, and little that happens onSuiddock escapes her notice. She is allowed to wander whereshe wants to sell her food and drinks, and no one takes muchnotice of a harmless old lady. As a result, Hetta sees much ofwhat is going on, and is a great source of information. She’ll sellthis to anyone, and her activities as a lookout and listening-postfor various organisations and individuals supplement what shemakes from food-selling.Just about everyone on Suiddock knows Granny Hetta, andanyone who causes her trouble will make enemies very quickly,either among the community of people who live on the canals(the Channel Rats), the people to whom she sells information,or both. No Suiddocker would raise a finger to harm her. Storiesare told of a Norse sea captain who pushed her over in thestreet a few years ago. His ship somehow broke loose andgrounded on the edge of Stoessel, costing him a hundred-guilder fine. Then the captain himself was found by the RiverWatch, hanging by his feet from the underside of a quay,minutes before the incoming tide would have drowned him.Granny provides information for Lee-Jan Cobbius, and mostSuiddockers guess that he was somehow behind theNorseman’s ill luck. She has a love-hate relationship with Hilariaom Klimt at the Suiddock Temple; sometimes Sister Hilli couldcheerfully strangle Granny Hetta for handing out rum to thealcoholics at the temple, and Granny thinks Sister Hilli shouldlearn a little tolerance. Borgoth the Ogre swears that her rum-laced tea gives him his prodigious strength, and he always buysat least three sausages from her every day, just as snacksbetween ‘proper’ meals. She is fast friends with Ishmael at thePelican’s Perch; even Beaky recognises her as a friend andsource of an occasional sausage; she likes Ingrid as well, andoften points out good fishing spots to her in return for a fish ortwo. She likes to visit St Rutha’s, where the children love her.She often looks in at The Brotherhood of Seamen and Pilots tovisit Eric Roergang and gossip about the old days.Many good-hearted people wonder at Granny’s refusal of theiroffers of shelter and a bed, and Shallyan nuns cluck theirtongues at the old lady’s obstinacy. But she has good reason toprefer the canals and the company of derelicts: hidden amongthe Suiddock flotsam, she is safe from her old life. She isDirector Jaan van de Kuypers grandmother, who fled from herwealth and family on the night that Bertold “went insane” andhacked her son, daughter-in-law and granddaughter to pieces.She knows the truth - Jaan summoned a daemon to murder hisfamily, and then blamed his brother for the crime, leaving himheir to the de Kuypers fortune. He knows she’s still alivesomewhere, and although he hasn’t found her in 30 years, he’sstill searching.

Page 141: 102678424 the Marienburg Project

SB26: Channel Rats, The

Marienburg: The Greatest Port in the Old World

Skills: Blather, Charm +10%, Common Knowledge (TheEmpire, the Wasteland), Consume Alcohol, Drive, Evaluate+10%, Gamble +10%, Gossip +20%, Haggle +10%,Navigation, Outdoor Survival, Perception +20%, Performer(Storyteller), Pick Lock, Row +10%, Sail, Search +20%,Secret Language (Ranger, Thieves Tongue), Silent Move+10%, Sleight of Hand, Speak Language (Kislevite,Reikspiel), Swim +10%

Talents: Acute Hearing, Alley Cat, Dealmaker, ExcellentVision, Flee, Luck, Orientation, Public Speaking, SeasonedTraveller, Streetwise, Super Numerate, Trapfinder

Combat:Armour (none): Worn clothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+1)Trappings: Walking Stick, Boat, Small Spirit Stove, Flask of

Spirit, Bag of Rolls, Bag of Sausages, Eyeglasses

Main ProfileWS BS S T Ag Int WP Fel38% 42% 29% 42% 48% 42% 31% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 13 2 4 4 0 0 0

Page 142: 102678424 the Marienburg Project

SB27: The Rivermen’s Association

Marienburg: The Greatest Port in the Old World

The Rivermen’s Association

“They fight like pilot and riverman.”

“The Rivermen are all right, really. They’ve just been pushedtoo far. I mean, having to pay a guilder a foot for a pilot in thedocks they grew up in – it’s a racket, isn’t it?”

“Just a couple of weeks back, a boat went aground. Right onthe edge of Stoessel, it was. It’s not a treacherous channel, butthey still managed to ground the boat. Tied up the wholechannel for near on half a day, it did – half a dozen ships fromAraby and Lustria and all over, just sitting in the channelunable to dock. That’s why you have to have a pilot on board.”

“A few days ago, a boat went aground, just by Stoessel. Causedall sorts of trouble. The crew say their pilot steered themwrong and then vanished. The Brotherhood says they’re tryingto cover up for their own mistake, but the Rivermen’sAssociation has been complaining of sabotage for a while. I’vegrown up in these docks, and I know who to believe.”

“There’s war brewing between the Pilots and the Rivermen.They’ve never been best friends, but things are going from badto worse.”

“Heard of that boat that grounded by Stoessel not long ago? Isaw someone jump off just before she struck. The crew saystheir pilot steered them aground and vanished. The Rivermenwant to take away the Pilots’ monopoly. Draw your ownconclusions.”

“Dammit. I grew up on these canals and I know them like theback of me hand! I don’t need no high-and-mighty pilot to tellme how to run my own lighter!”

“Listen. I grew up in these docks. I learned to swim in theBruenwasser. I’ve been working a boat in the Suiddock eversince I was tall enough to swing a tiller. Nobody can tell me Idon’t know the channels.”

Located in a small building on Sikkeleiland, across fromStoessel where the Geligwasser Canal enters the Bruenwasser,the Rivermen’s Association is the enemy of the Brotherhood ofSeamen and Pilots. The rivalry was born over a century ago

when a group of bargemen formed their own breakaway groupbecause they felt the Pilots’ and Seamen’s Guild was favouringsaltwater sailors at the expense of those who really kept theport moving. Bad blood has run between the two groups eversince, with disagreements between them often turning into full-scale brawls.The root of the dispute lies in a clause in Admiralty law givingmembers of the Brotherhood of Seamen and Pilots the right toguide all boats and ships entering or leaving Marienburgharbour, for a fee of 1 shilling per foot of boat. The Rivermen, allof them experienced and many of them native Wastelanders,resent this because they feel they know the river and harbouras well as any pilot.Many Reik users, whether rivermen or not, claim the Pilots arelittle better than racketeers, and their power to call on the RiverWatch to enforce their rights rubs salt in an already open sore.There have been recent groundings and collisions that theRivermen’s Association claims were arranged by the Pilots todiscredit those who were complaining too loudly.But the Association is poor and lacks the influence of the better-connected Brotherhood. Relations between the rivals aren’thelped by the fiery temper of the Rivermen’s AssociationGuildmaster, Axel Huurder, who’s known across Suiddock forhis sharp tongue and his disputes with the Pilots’ leader, AlbertLoodemans. The guild can’t even afford to maintain a full-timestaff: Huurder still has to make a living off his own boat (and paypiloting fees to boot). While some members staff theAssociation’s small office on a volunteer basis, its doors areoften locked and the windows shuttered.Although the guild, and Axel in particular, are vocal about theircomplaints. Lately some Rivermen have been talking morequietly about its lack of success. There have been discussionsabout the Pilots’ dirty tricks, and whether it might be time for thehonest rivermen of Marienburg to begin fighting back with thesame weapons. At present it’s no more than talk, but feelingsare running close to boiling.

Page 143: 102678424 the Marienburg Project

SB27: The Rivermen’s Association

Marienburg: The Greatest Port in the Old World

Axel Huurder, Guildmaster

Scribe (ex-Boatman)“I shouldn’t have lost my temper like that, but – blast it! – thelaw’s unfair and those Pilots are taking bread from ourmouths. I want to avoid a war over it, but if it’s a fight they’reafter, well....”

“I don’t want a guild war. Mydispute is with the river laws, notwith the pilots. But if they want afight, we’re not going to sit back.”

“Old Loodemans has his heart inthe right place, but he doesn’tknow what is going on. Everyday – just about – my membersare being overcharged,victimised… there’ve even beendeliberate groundings, and if thepilots aren’t doing that, I’d like toknow who is. Now we didn’t startall that – all we want is get a bitof the law changed.”

Tall, bony and youthful (age 34),Axel wears long red hair andscruffy whiskers, a trait some sayhe got from his Norscanancestors. He talks fast, even for a Marienburger, with astaccato delivery that always makes it seem as if he’s arguing.Axel is angry, and he isn’t going to take it much longer. Hewants the law changed so that Rivermen are treated with therespect they deserve. He works hard during the day running hisboat and then long hours into the night on Association business,in meetings or recruiting among the dockside taverns. He cantalk endlessly and passionately about the unfair treatment andharassment the rivermen receive from Loodemans’ Guild. Quickto reach for a stick at the first sign of a fight, he may be thewrong person to avert a war with the Pilots.Axel has frequent, if acrimonious dealings with AlbertLoodemans of the Brotherhood of Seamen and Pilots. He has apassing acquaintance with Lea-Jan Cobbius, and he’d dearlylike to bring him over to the Rivermen’s side. Axel sometimesdrinks in the Pelican’s Perch, but more regularly at the Whaler’sReturn, where he has a true friend in Klaus Mannlicher, thebarman and bouncer. Although Klaus has pulled him out of apotential fight on more than one occasion, Axel is well known toWard Captain Theophilus Graveland, having been arrested forbrawling several times. He is also deeply in debt to Delftgruberand Sons of Guilderveld for supplies for his boat.

Skills: Common Knowledge (The Empire, the Wasteland),Consume Alcohol, Gossip, Navigation, Outdoor Survival,Perception, Read/Write, Row, Sail, Secret Language(Ranger), Speak Language (Reikspiel), Swim

Main ProfileWS BS S T Ag Int WP Fel36% 32% 43% 31% 46% 34% 38% 31%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 3 4 0 0 0

Talents: Lightening Reflexes, Orientation, Seasoned Traveller,Very Strong

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+0), Dagger (1d10+0)Trappings: Purse (with 2d10 Shillings), Rowing Boat

Page 144: 102678424 the Marienburg Project

SB35: Helmsman, The

Marienburg: The Greatest Port in the Old World

The Helmsman is among the largest of Suiddock’s inns, amassive hotel and tavern four storeys high, and each of thethree upper levels is given over to guest rooms. At full capacity,The Helmsman can accommodate around 150 guests, and it isusually packed throughout the year. The reason for theabundance of custom is simple. The Inn is affiliated with all themajor transport companies that travel to Marienburg: CastleRock, Wolf Runner and the Four Seasons Coaching Inns allhave a depot at the Helmsman, and their customers areadvised to stay the night there. Starbright Shipping, whichjourneys the Nuln-Altdorf-Marienburg route up the Reik, alsosends its customers here. Finally, Marienburg locals will oftenpoint those travellers who arrive in the city by different means inThe Helmsman’s direction.The Inn itself is built in the same style as many traditionalImperial coaching inns but on a far grander scale. The roomsupstairs are spacious, clean and comfortable, as it pays well togive a good impression to newcomers. The bar and restaurantdownstairs never close, working twenty four hours as coachesarrive at all times of day and night. The food is hearty, usuallyfish stews which can be kept simmering almost indefinitely. Theprices for both food and rooms are far above average, to getthe most out of strangers before they determine the standardprices. Because of its links with travel companies, theHelmsman is a convenient place for those entering or leavingMarienburg. Tickets can be booked at the bar for example, andthe staff will wake patrons in time so they do not miss theircoaches.The common room is busy day and night, packed withtravellers, nobles, merchants, beggars and dockhands. It is notjust the newcomers who take advantage of the constantopening! Most of the people there are friendly towardstravellers, eager to find out what gossip and stories they mayhave from the Empire and beyond. Not all of the crowd are sobeneficial for newcomers however. It is inevitable thatcutpurses, charlatans, fakers, thieves and footpads areattracted to an area where naïve foreigners are staying.Although the management takes a firm line with suchcharacters, the crowd is so large that they can't possibly catchall of them.The Helmsman is also a centre of espionage. Junior agents ofall the major powers circulate amongst the throng, picking updetails of interesting arrivals to the city. A place with an everchanging, large, anonymous clientele is perfect for theexchange of information, hostages, drugs and money, andmany of Marienburg’s factions take full advantage of this.

Sander Dubbelman, InnkeeperHuman Innkeeper (ex-Coachman, ex-Rogue, ex-Servant)

“Please, we don't want any trouble here so I'd appreciate it ifye'd leave.”

“An' how are ye finding our fair city, lad? A little bleedin'bigger and brighter than Altdorf wouldn't ye say!”

Sander is a short, stocky man with long black hair and a thickbeard. He has frantic eyes and a soft, thick accent that is veryunusual. If questioned about this, Sander will reply he is fromAlbion, "land o' the bleedin' fog lad." He is usually smilingcrazily, and rushing around trying to sort out three problems atonce. He wears nondescript cotton and leather clothing inbrowns and white.

When Sander arrived in Marienburg, he fell in love the port cityalmost immediately. The diversity and cosmopolitan nature ofthe place enchanted him. For several years, he operated as acoachman travelling the Middenheim-Marienburg route. Thenhe changed careers, offering to guide newcomers to the cityaround the instant they got off the coaches. He saw theHelmsmen as a huge gap in the market which he was willing tofulfil. With investment from three coaching companies, heconverted and extended a warehouse into a large Inn south ofthe Draaienbrug Swing Bridge.Sander is friendly and welcoming, stopping to talk to all hiscustomers. He can be slightly patronising, but whatever advicehe gives is well intentioned. He has embraced the Marienburgmindset though, and is perfectly happy to overcharge as far ashe can. Plans for an Inn similar to the Helmsman but built inMiddenheim or Altdorf have been drawn up, although Sander issure that neither of them will be as successful as the Helmsmanitself.Seeing as many people from foreign countries as he does,Sander is a good person to acquire news from anywhereoutside Marienburg. He occasionally gossips with GrannyHetta, whom he respects a great deal.

Skills: Animal Care, Blather, Charm, Common Knowledge(Albion, The Empire, The Wasteland), Consume Alcohol,Dodge Blow, Drive, Evaluate, Gamble, Gossip, Haggle,Navigation, Perception, Performer (Storyteller), Ride,Search, Secret Signs (Ranger), Sleight of Hand, SpeakLanguage (Albion, Breton, Reikspiel), Trade (Cook)

Talents: Coolheaded, Dealmaker, Flee!, Hardy, Luck, PublicSpeaking, Seasoned Traveller, Sixth Sense, SpecialistWeapon Group (Gunpowder), Streetwise, Strike to Stun,Very Resilient

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Stout Club (Hand Weapon, 1d10+4), Dagger

(1d10+1)

Trappings: Purse (with 1d10 Shillings)

Wilhelm Grausbert, Interpreter

Scholar (ex-Scribe, ex-Student)“Qui Ticordia? O, si!”

“Charl Furzukda!”

Wilhelm Grausbert is a short man who wears his prematurely-grey hair in the Estalian style and is always dressedimpeccably. A friendly and intelligent man, Wilhelm is a student

Main ProfileWS BS S T Ag Int WP Fel33% 43% 40% 47% 54% 37% 42% 52%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 0 0 0

The Helmsman

Page 145: 102678424 the Marienburg Project

SB35: Helmsman, The

Marienburg: The Greatest Port in the Old World

of many foreign cultures, and makes a living as an interpreterfor newly arrived visitors to the city.Wilhelm normally operates out of the Helmsman Inn, althoughoften travels to Marienburg’s various ‘foreign’ boroughs. He alsooccasionally works for the Fog Walkers, both as a translatorand as an informant.

Skills: Academic Knowledge (Genealogy/Heraldry, History,Runes), Charm, Common Knowledge (Bretonnia, Estalia,Nippon, the Empire, the Wasteland), Evaluate, Gossip+10%, Perception, Read/Write +10%, Search, SecretLanguage (Guild Tongue), Speak Language (Breton,Cathay, Classical +10%, Estalian, Nipponese, Reikspiel+10%, Tilean), Trade (Calligrapher)

Talents: Acute Hearing, Etiquette, Linguistics, Mimic, Savvy,Seasoned Traveller

Combat:Armour (none): Best Craftsmanship ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+2), Dagger (1d10-1)Trappings: Writing Kit, Purse (with 1d10 Gu and 2d10

Shillings)

Main ProfileWS BS S T Ag Int WP Fel36% 37% 29% 33% 41% 59% 40% 43%

Secondary ProfileA W SB TB M Mag IP FP

1 15 2 3 4 0 0 0

Page 146: 102678424 the Marienburg Project

SB36: Whaler’s Shrine, The

Marienburg: The Greatest Port in the Old World

The Whaler’s ShrineHidden away behind a row of dockside houses is a small shrineto Manann used almost exclusively by whalers. The shrine itselfis within a small domed hit of black stained wood, along side aceremonial flooded pool that runs into the small Vijzkanaal.Emerging from this pool stands the upper jawbone of a massivewhale, while inside the roof brace is fashioned of whale bone,its faded white contrasting with the roof’s dark wooden timbers.Shelves line the walls of the shrine, each cluttered withscrimshaw carvings left as sacrifices to Manann. At the far endof the shrine a great bronze statue of Manann overlooks theroom, with a Harpoon in place of his more usual trident. Themain entrance to the building is square, and looks more like anentrance to a shrine of Mórr than Manann. Many superstitiouswhalers refuse to use it, and instead enter the shrine by thesmaller side door that allows entrance from the Vijzkanaal.Eight uneven windows allow light into the structure, with afurther eight small windows built into the copper dome.Many Norse come to the shrine, in particular those of theSkaeling tribe who worship Manann as the god Mermedus, whothey believe dwells in the deep places of the Sea of Claws.Unlike most shrines, the Whaler’s Shrine has a permanentpriest – a blind whaler names Godymas who initially founded it– who has a small bunk within the shrine itself.

Godymas

Priest (ex-Whaler, ex-Initiate)The incumbent cleric of the Whaler’s shrine is Godymas, anancient blind man who uses a stick carved from whalebone toguide himself around the streets.Once a whaler himself, Godymas once cursed Manann during afoul sea storm, and was washed overboard by a large wave.Moments before drowning, a second freak wave sweptGodymas back onto the deck of his ship. Believing himselfsaved by Manann himself, he chose to devote his life to hisworship – founding the Whaler’s Shrine on the South Bank atthe edge of the Noormanswijk, where most of the whaler’smake port. While extremely knowledgeable about whaling, heseldom talks about the topic.Most of the Whaler’s who make port in Marienburg know ofGodymas, at least by reputation if not personally, and he is ongood terms with almost all of the ship’s Captains. His superiorsin the Cathedral of Manann view him as an eccentric, but histeaching are orthodox and he always delivers the contributionshe collects on time. He occasionally can be found drinking inthe Whaler’s Return.

Main ProfileWS BS S T Ag Int WP Fel26% 10% 51% 43% 37% 35% 57% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 15 5 4 5 1 3 0

Skills: Academic Knowledge (Astronomy, Philosophy,Theology), Arcane Language (Magick), Channelling, Charm,Common Knowledge (The Wasteland), Consume Alcohol,Gossip +10%, Heal, Magical Sense, Navigation, Perception,Read/Write, Row +10%, Sail +10%, Speak Language(Classical, Eltharin, Norse, Reikspiel), Swim +10%, Trade(Shipwright)

Talents: Armoured Casting, Coolheaded, Excellent Vision,Hardy, Luck, Marksman, Master Orator, Petty Magic(Divine), Public Speaking, Seasoned Traveller, Strike toInjure, Very Strong, Warrior Born

Special:Blind: This reduces Godymas’ Weapon Skill by 20% and

Ballistic Skill by 40%, already included in his profile. Inaddition, Godymas automatically fails all perception checksbased on sight.

Combat:Magic: 1; Petty Magic (Divine)Armour (none): Tattered blue robesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Whalebone Walking Stick (Hand Weapon, 1d10+5,

CV+1), Dagger (1d10+2, CV+1)Trappings: Holy Symbol of Manann, Bottle of Rum, Purse

(with 2d10 shillings and 2d10 pence)

Page 147: 102678424 the Marienburg Project

SH01: Hoogbrug Bridge, The

The Hoogbrug BridgeMarienburg: The Greatest Port in the Old World

Longest and highest in the known world. The arches are largeenough for an ocean-going ship to pass through under full sailand the ramps around the outside of the towers are wideenough for two coaches to pass one another. The bridge spansthe mouth of the Reik, and is connected to towers in thePaleisbuurt District and Hightower Island in the Suiddock.

Impressions of the Hoogbrug Bridge“In the far distance, yet still able to dwarf the warehousesand other buildings in between, a vast viaduct rose, higherthan any structure he would have believed possible.”“Rudi got his first view of the Hoogbrug and the huge towerleading up to it, which cast its shadow across the wholeward like the gnomon of a gigantic sundial. As Kris hadboasted, the roadway wound its way around it in a hugespiral, wide enough for the traffic to flow unobstructed inboth directions.”

Page 148: 102678424 the Marienburg Project

SH03: Marienburg Secretariat for Trade Equity, The

Marienburg: The Greatest Port in the Old World

The Marienburg Secretariat for Trade Equity“I tell ya, don’t mess with the Lord ‘Arbourmaster. ‘E will getya one way or another. If ya don’t pay the taxes to ‘is Exciseboys, the Patrol will lock ya up in the Brig. And that place israt infested believe ya me.”

“It’s bad enough they charge 1 Guilder per foot of boat, but theycharge you the extra foot if it’s just a fraction longer than youclaim. It’s robbery I tell you.”

“The daft part about it is that if most of your body is over thewater, you’re subject to Port Law. If most of your body is onland, you’re answerable to that Ward’s laws and its Watch. Ifyou’re exactly in between, you can be dragged into both sets ofCourts. There’s no way to come out on top... lest you’re one ofthe Rich.”

Located next to the Niederbrug Bridge on Hightower Isle in theSuiddock, this office is located in the Admiralty Building, knownas Koopvaardijvloot Hoom. A large, three-storied, green paintedbuilding with white trim, Koopvaardijvloot Hoom is surmountedby four stone-carved fen-wolves representing Marius, making itan iconic landmark throughout the city.The Secretariat is the centre of all activities relating to thefunctioning of the Port of Marienburg. It is also the domain ofthe Lord Harbourmaster, who is responsible for collecting allduties and docking fees from these ships, as well as enforcingPort Law. Additionally, the Lord Harbourmaster doubles as theCommandant of the River Watch and has jurisdiction overanything and everything waterside.Anyone desiring to meet the Lord Harbourmaster will be in for adisappointment as Odvaal van den Huister only meets withmembers of the Directorate or their representatives. Demandingcharacters will have to bluff their way past one of the fourCaptains of the Harbour Watch, which is very unlikely. Therange of personalities of the Captains vary from the literallyuseless, self-serving Edwin Kaardscherp to the coolly-competent, incorruptible Johannes Zeewanden.In theory, the four Harbour Watch Captains closely work withthe Magistrate of the Excise, Konraad van Goot. Van Goot isthe taskmaster who ensures that the scribes reporting to him

record the arrival and departure of all ships conductinglegitimate business in Marienburg. Particularly dedicatedscribes are elevated by van Goot to the Honourable Chamberof Auditors whose tasks include the compilation andmaintenance of tax records, auditing of funds received to

Common TaxesVarious taxes are levied on goods and people entering thecity. Some of the more common are listed here, but otherscome and go for business and political reasons.One Guilder (Gu) for every foot of length of a boat berthingin port (rounded up to the nearest foot).2% tax on estimated value of cargo arriving in Marienburg,10% for those arriving at Fort Solace.Five shillings per leg for those entering the city via theGisoreux Road (Westenpoort Gate) or the MiddenheimRoad (Oostenpoort Gate). An additional Gu is levied oncarts and wagons.Five shilling road toll per person collected at Fort Bergbres(on the Westerland/Bretonnian border) and WouduinTollstation (on the Westerland/Imperial border). Duties onspecific Bretonnian and Imperial goods are collected at theappropriate border locations.

The River WatchThe main River Watch barracks near the docks. There areanywhere between two to four patrols operating at a singletime. Although the crew in the Suiddock is twice the size,each River Watch patrol normally consists of four to sixMarines and one Sergeant. Like the neighbourhood WatchHouses on land, the River Watch maintains smallboathouses and offices in the other islands of Marienburg.There are only eight such and these are generally mannedby a single patrol of Marines.There may also be a novice priest of Manann stationed at aparticular boathouse. Their role is two-fold: (1) constantlyseek out information pertaining to the outlawed cult ofStromfels and (2) deal with any problem which the typicalRiver Watchman is not equipped to handle, such asabusive Wizards. All Manann priests so assigned report toKaspar Golflied, the highest-ranking priest designated toaid the Lord Harbourmaster.“There was little love lost between the Black Caps and theiropposite numbers charged with maintaining maritimelaw. In theory the River Watch’s jurisdiction was city-widerather than being organised ward by ward, and althoughit was strictly restricted to the docks and waterways, theyused the wider mandate they’d been given to interfere inother matters to an extent most black caps found irksomein the extreme. With no City Watch post in the Doodkannalthe responsibility for maintaining law and ordertheoretically fell to the Winkelmarkt Caps as the nearestbarracks, but they could reasonably argue that, for once,their despised colleagues had a better claim.”

The River Watch jurisdiction is limited to within onehundred yards of a waterway. Though some of theircaptains can be creative about this definition if it meansthey have a chance at making an important arrest.“There was a sewer running underneath the place, right?And the smart bugger just grins at me and says, ‘That’s awaterway.’ So while we were busy arguing the toss aboutit, the smugglers legged it. Bloody embarrassing. Forweeks afterwards every time we felt a collar we got ‘hangon, I’ve just pissed myself, shouldn’t you hand me over tothe River Watch?’”

The Board of Trade EquityThis infamous board of nine individuals has theauthorization to propose laws amending the tax laws,elects the three man tribunal who presides (judges) in theTax Courts, and oversees the tax collectors and lawenforcement arm of the hated Marienburg Excise. Thecurrent Chair is Harbourmaster Odvaal van Huister.

Page 149: 102678424 the Marienburg Project

SH03: Marienburg Secretariat for Trade Equity, The

Marienburg: The Greatest Port in the Old World

ensure proper accounting, and perusal of receipts to verifycollection from the Excise. The centre of the dreaded PortExcise is located on the first floor of the building below theoffices and suites of the Lord Harbourmaster and his Captains.The Admiralty Court - where violators of Port Law are tried - islocated on the ground floor. This is the personal fiefdom ofLudwig Nauzicht, Chief Magistrate of the Port Judiciary. Ludwighas two senior and five junior magistrates with whom he sharesthe caseload. In addition, seven lawyers specialising in PortLaw are subordinate to Ludwig. This could easily be seen as aconflict of interest in cases where Ludwig is the presidingmagistrate. One should be careful with levelling such a chargeas Ludwig takes such as a personal affront. The ChiefMagistrate considers his objectivity as being beyond reproach.Opposition lawyers who are brazen (or foolish) enough to putforth such a charge find themselves serving a few days in thebrig for Contempt of Court. This much feared prison liesbeneath the Courts and all those with a date in the Court waithere. It is damp (water often rises to a couple of inches, dingy,rat infested and filled with fear.

Odvaal van den Huister, LordHarbourmaster and Commandant ofthe Harbour Watch

Politician (ex-Marine, ex-Mate, ex-Sea Captain, ex-Litigant)

“Come by the Admiralty Building in the morning. I will have awrit prepared to authorize you to act directly on my behalf.Port Law is still the highest law in the city. And I am PortLaw.”

“Yes, you can tell the Council that we’ll give an armed escort tothe Duc du Brionne’s ship when it arrives. Yes, the River Watchwill be in their finest attire. Not that the bloody pirate will evernotice.”

“He did what? If not for his patron on the Council, I wouldhave fired that twit long before now.”

“Get a crew out there and remove the stranded ship from theBruenwasser Kanal. Put its Captain and First Mate in chainsand toss them into the Brig. If they had a Pilot, put him inchains as well. I’ll have a word with Albert Loodemans aboutthis.”

At 56, Odvaal van den Huister has been the LordHarbourmaster of Marienburg in the past 15 years. Outwardly,van Huister looks benign as his soft brown eyes and tidy lightbrown hair gives him a book-wormish look. Nothing could befurther from the truth. van Huister is an experienced SeaCaptain who once commanded the Marines employed by theHouse of Onderzoeker. To those who write for him, the 6ft 1in,190 lb. van Huister is forthright in his dealings and as honest asanyone could expect a man and his position to be. To others,van Huister is a shrewd and calculating man who knows hisway inside and outside of the political arena.Relations between the Watch and River Watch is indifferent anduncooperative, at best. Both see themselves as being the mainupholder of law and order and see the other as incompetentsrun by scoundrels. This is exemplified by the cool relationsbetween the Lord Harbourmaster and Captain Graveland of theSuiddock Watch (whom van Huister views as being in the

pocket of the “Guild we do not Talk About”). Fights between theWatch and River Watch are not unknown, especially in theSuiddock.In contrast, van Huister gets along well with Albert Loodemansof the Brotherhood of Seamen and Pilots. The twoorganizations need each other. The Lord Harbourmaster isdependent on the Pilots to report the comings and goings ofships to ensure that taxes are levied properly. Conversely, thePilots need the Lord Harbourmaster to enforce compliance tothe Port Law by heavily fining those who avoid using theMarienburg Pilots.

Skills: Academic Knowledge (History, Genealogy/Heraldry,Law+10%, Strategy/Tactics), Animal Training, Blather,Charm, Command +10%, Common Knowledge (Bretonnia,Kislev, Norsca, the Empire, the Wasteland +10%), ConsumeAlcohol, Dodge Blow +10%, Evaluate, Gamble, Gossip,Haggle, Intimidate, Perception +10%, Performer (Actor),Read/Write, Row, Sail, Secret Language (Battle Tongue,Guild Tongue), Speak Language (Breton, Classical*,Estalian, Kislevarin, Norse, Reikspiel), Swim, Trade(Cartographer, Shipwright)

Note that the Litigant career from the Career Compendium andTerror in Talabheim should have access to Speak Language(Classical) rather than Speak Language (Reikspiel).

Talents: Coolheaded, Disarm, Etiquette, Lightning Parry,Master Orator, Public Speaking, Quick Draw, Resistance toDisease, Savvy, Seasoned Traveller, Schemer, SpecialistWeapon (Fencing), Street Fighting, Strike Mighty Blow,Strike to Stun, Swashbuckler, Warrior Born

Combat:Armour (Medium): Mail Shirt over Best Craftsmanship

Leather Leggings and JackAP: Head 0 (5), Arms 1 (6), Body 3 (8), Legs 1 (6)Weapons: Best Craftsmanship Rapier (1d10+4, Fast), Dagger

(1d10+2)

Trappings: Purse (with 3d10 Gu and 3d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel64% 53% 43% 52% 54% 62% 65% 62%

Secondary ProfileA W SB TB M Mag IP FP

1 18 4 5 4 0 0 0

Page 150: 102678424 the Marienburg Project

SH03: Marienburg Secretariat for Trade Equity, The

Marienburg: The Greatest Port in the Old World

Edwin Kaardscherp, Assistant to theLord Harbourmaster

Merchant (ex-Excisemen, ex-Charlatan, ex-Gambler)

“Don’t bother me with details. I have other, higher priorities onmy mind.”

“Look, I don’t care if a ship has run aground near the mouth ofthe Bruenwasser Kanal. Nor do I care if it is snarling traffic. Ihave more important things like closing this business deal nowbefore I lose another 100 Guilders.”

“If you don’t like it, see my superior. I’m late for anotherappointment.”

The blond hair, blue-eyed Edwin is a conceited ass of thehighest order. Somehow, the 6ft 2in, 202 lb. miscreant wasappointed to his post over the strenuous objections of Odvaalvan den Huister. Edwin is concerned with nothing other than hisown advancement and enrichment. As obvious to those whoadmit knowing him, Edwin grossly overrates his skills as amerchant and his worth as a human being. It is even commonknowledge to all but Edwin that the courtesans at “Hændryk’sBeauties” in Guilderveld charge him thrice the normal rate.Rumours have it that Edwin’s a relative of one of the powerfulmerchant families that run Marienburg. In fact, he is a secondcousin to Crispijn van Haagen, heir to that family’s fortune. As abusinessman, Edwin is an utter failure although he continues toposture as a successful one. Edwin can be found at some ofthe plusher Gaming establishments, such as “Three of a Kind”on Elfgate Bridge during his off-duty hours. Usually his stay is ashort one since Edwin has an uncanny way of annoying eventhe most tolerant person.At heart Edwin is still a Gambler. Although born to a privilegedlife; he was the only, and very spoilt, child in the family. Hespent much of his youth hanging around disreputable gamblingdens making a name for himself as an easy source of fundsand an unbearable twit. It wasn’t that he was a bad gambler hejust never knew when to give up. His father soon could not turna blind eye to his son’s activities and sent to study in Tilean.Soon bored, Edwin joined up with another expatiate namedSerena. They made a fine team, conning local nobles intosupplying funds to help “Countess” Serena regain her familyhome.Edwin escaped with his life after the ruse was discovered.However, he decided not to tell Serena. He is unaware whethershe is alive, dead or in prison. Returning to Marienburg, hisuncle insisted he take a proper job instead of distracting his sonCrispijn. Thus a post in the Secretariat was arranged, with strictorders not to reveal his family connections. To do such wouldmean the removal of his small monthly payments. Thus Edwinfinds himself indignantly trapped until he “turn things around.”Edwin’s relationship with the Lord Harbourmaster is bestdescribed as a very strong and mutual dislike for one another.His peers have little, if any, respect for Edwin and probablywouldn’t mind seeing something untoward happen to him.However, Edwin does have one close ally. Klaus Rathold, oneof the excisemen under his command has decided loyalty toEdwin offers his best prospect of advancement. Edwin loatheshim but finds him useful as a manservant. However, Klaus’sdogged desire to please has currently placed Edwin in a difficultposition. Klaus recently found a parcel of Ranald’s Delight on aboat and decided to give it to Edwin. Knowing it sits under

Edwin’s floorboards while he worries about it. On one hand heknows it will make him some good money and perhaps friends,but on the other someone out there is missing a small fortune inaddictive happiness.

Skills: Academic Knowledge (Law), Blather +10%, Charm+10%, Common Knowledge (Tilea), Common Knowledge(Wasteland), Disguise, Evaluate +10%, Gamble +10%,Gossip, Haggle, Perception, Read/Write, Secret Language(Guild Tongue), Secret Language (Thieves Tongue), Sleightof Hand +10%, Speak language (Reikspiel), SpeakLanguage (Tilean), Trade (Merchant).

Talents: Dealmaker, Flee, Fleet Footed, Lightening Reflexes,Luck, Mimic, Public Speaking, Savvy, Schemer, SeasonedTraveller, Super Numerate.

Combat:Armour (none): Good Craftsmanship ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4)Trappings: Deck of Cards, Town House, Warehouse (on

Stoessel), Purse (8d10 Gu, 3d10 Shillings)

Johannes Zeewandenm, Assistant to theLord Harbourmaster

Captain (ex-Sergeant, ex-Mate, ex-Marine)“So you want to know about the Lady’s Pride? What’s yourbusiness with the ship? Owner, you say? Do you have the bill ofsale or certificate of ownership? No? Do you know theCaptain’s name? Let’s see... no, that’s not the name. What’syour name again?”

“How’s that? Information about the arrival of ships in theSuiddock today and their cargo? That’s rather privilegedinformation, sir. Let me move that weighted bag for you so Ican make room for the daily log.”

“You want to offer a contribution to the River Watch of 5Guilders? That, sir, is attempted bribery of a public official.You’re lucky that I’m in a good mood tonight. I’ll grant you achoice: pay a fine of 20 Guilders or spend some time as ourguest in the Brig. I’ll even throw in a date with the Courts ifyou pick the second choice. So, what’s your pleasure?”

Johannes has medium brown hair, with a touch of grey (he’s 41)and pale-grey eyes. He stands at 5ft 7in and weighs 187 lbs.His speech is a calm, even voice unless he pushed to anger.He then speaks slowly in a deep voice that indicates to any, butthe most obtuse, that they have stepped over the line. Quick,intelligent people will recognise that this is the time to makeamends before they are thrown out into either the streets or thebrig.

Main ProfileWS BS S T Ag Int WP Fel38% 36% 41% 43% 54% 62% 47% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 5 0 0 0

Page 151: 102678424 the Marienburg Project

SH03: Marienburg Secretariat for Trade Equity, The

Marienburg: The Greatest Port in the Old World

Johannes is the only assistant to the Lord Harbourmaster whois not a political appointee, which explains why he is the onlyone with night duty (late evenings to dawn). Relative to othercity officials, Johannes is considered incorruptible. This doesn’tinfer that he cannot be bribed. Fact is Johannes will sell thetype of information that will not put his command and position atrisk. These are typically minor bits such as directions, shiparrivals and departures, and the place of registry of any specificship. The only requirement Johannes has is that any attempt atbribery be discreet. He will easily recognise clumsy and obviousattempts at bribery, which could land the briber in the brig with adate to visit the Port Law Courts.After spending his early life, eking out a living on the streets ofMarienburg, Johannes believed the tales of wealth to be gainedat sea and became a Marine. Putting his talents for brawling touse, he joined a small trading company sailing to Bretonnia andback. He proved himself a loyal crewmember was promoted tothe position of First Mate. In Marienburg he had made friendswith Odvaal van Huister, then a Lord Harbourmaster’sAssistant, after they found themselves on the same side in abarroom brawl. The friendship almost put his life in danger. Byaccident he discovered his captain and some of the crew weresmuggling in various heavily taxed items. In truth it didn’t botherhim much. However, he soon learned they planned to get himout of the way. He approached van Huister with the information.However, van Huister convinced him to sail with them one moretime to fully uncover what they were up to. It worked andvarious crewmembers are still rotting in prison. The newlypromoted Van Huister rewarded Johannes with his currentposition.Johannes is a long-time friend and confidante of LordHarbourmaster Odvaal van Huister. Together, they work tominimise the damage caused by Edwin Kaardscherp’sineptitude and callousness. Johannes also gets the task ofbeing the liaison with the Suiddock Watch and CaptainGraveland. Johannes grudgingly finds himself respectingGraveland, despite the fools and incompetents the SuiddockCaptain has under his command.Currently Johannes spends much of his spare time trying totrack down a particularly vicious smuggling ring. He believesthey are smuggling slaves out of Marienburg through a numberof the bigger Mercantile Houses. He suspects the recent deathsof two of his men were a result of this investigation. Officially,the investigation is outside his jurisdiction and he has beenpublicly reprimanded once. However, he has the private supportof the Lord Harbourmaster.

Skills: Animal Care, Academic Knowledge (Strategy/Tactics),Command, Common Knowledge (Bretonnia), CommonKnowledge (Wasteland) +10%, Consume Alcohol, DodgeBlow +20%, Gamble, Gossip +10%, Intimidate +10%,Perception, Read/Write, Row, Sail, Secret Language (Battle

Main ProfileWS BS S T Ag Int WP Fel64% 59% 52% 54% 48% 55% 47% 64%

Secondary ProfileA W SB TB M Mag IP FP

3 17 5 5 4 0 0 0

Tongue), Speak language (Breton), Speak Language(Reikspiel), Speak Language (Tilean), Swim +10%, Trade(Shipwright).

Talents: Disarm, Lightening Parry, Menacing, Quick Draw,Resistance to Disease, Savvy, Seasoned Traveller,Specialist Weapon Group (Fencing), Street Fighting, StrikeMighty Blow, Strike to Stun, Super Numerate.

Combat:Armour (Medium): Sleeved Chain Shirt with Leather Jack

and Leggings and UniformAP: Head 0 (5), Arms 3 (9), Body 3 (9), Legs 1 (6)Weapons: Rapier (1d10+5, Fast), Dagger (1d10+3)Trappings: Purse (with 1d10 Gu, 2d10 Shillings)Ludwig Nauzicht, Chief Magistrate of thePort Judiciary

Merchant (ex-Litigant, ex-Scholar)“What you do not seem to understand is that Section 45.8,paragraph 16 (d) grants the Lord Harbourmaster the right toseize one’s vessel at any time one is in arrears with respect totheir mooring fees without warning. Thus, your suit isdismissed without further review.”

“Sit down now! The next time you decide to indulge in theatricsyou will be spending two nights in the Brig for contempt. Do Imake myself clear?”

“Damaging a vessel and thereby depriving the owner of saidvessel of a means to earn a living is a serious offence. Yourappeal of the previous sentence of one year hard labour inRijker’s Isle has not only been denied, but increased to twoyears.”

At 62, Ludwig is a crotchety stickler for detail and protocol. Thegrey haired, blue eyed, hawk-nosed Magistrate is known for hisintelligence and ability to quote Port Law chapter and verse.Ludwig is equally known for his impatience and intolerance ofwhiners and others who attempt to avoid paying their due forviolating Port Law. Moreover, the 5’9”, 150 lb Ludwig is toughon lawyers who wish to use his courtroom as a platform tofurther their careers. This in no way means that Ludwig has nointerest in the truth. In fact Ludwig drives his assistants hard toinvestigate and prepare a detailed analysis of all pertinentinformation before judging any case. Even though the LordHarbourmaster is his superior, Ludwig sees himself asindependent of Odvaal van den Huister. Ludwig respects theman as competent as he does Johannes Zeewanden andKaspar Golflied.

Skills: Academic Knowledge (Astronomy, Genealogy/Heraldry,Law +10%), Charm, Common Knowledge (Bretonnia, the

Main ProfileWS BS S T Ag Int WP Fel40% 38% 41% 42% 39% 73% 61% 48%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 0 0 0

Page 152: 102678424 the Marienburg Project

SH03: Marienburg Secretariat for Trade Equity, The

Marienburg: The Greatest Port in the Old World

Empire, Norsca, the Wasteland +10%), Drive, Evaluate+10%, Gossip, Haggle, Perception, Read/Write, Ride,Secret Language (Guild Tongue), Sixth Sense, SpeakLanguage (Breton, Classical +10%, Norse, Reikspiel), Trade(Merchant)

Note that the Litigant career from the Career Compendium andTerror in Talabheim should have access to Speak Language(Classical) rather than Speak Language (Reikspiel). The CareerCompendium also adds Scholar to its Career Exits.

Talents: Coolheaded, Dealmaker, Linguistics, Etiquette,Public Speaking, Savvy, Super Numerate

Combat:Armour (none): Judge’s Wig and GownAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4)Trappings: Purse (with 3d10 Gu and 4d10 shillings), Town

House, Warehouse (on Luydenhoek)

Kaspar Golflied, River Watch ChaplinAnointed Priest (ex-Marine, ex-Mate, ex-Initiate, ex-Priest)

“My good man, surely you did not believe that I would allowyou to intimidate this fine patrol with your sorcerous abilities,did you?” WHACK. “Pleasant dreams...”

“Manann knows you didn’t have a prayer (pardon the pun) ofoutrunning us. So why don’t you come quietly so these hardworkers can go through your ship looking for contraband.”

“All right. After the next round of drinks, I’ll tell the storyabout the drunken fisherman and the Kraken.”

Assigned to the Lord Harbourmaster by Camille Dauphina, the38 year old Kaspar is the leader of the other clerics who areassigned to various River Watch patrols. Their purpose is two-fold: Firstly to constantly seek out information pertaining to theoutlawed cult of Stromfels and secondly deal with any problemwhich the typical River Watchman is not equipped to handle(such as abusive Wizards). The brown hair, brown eyed Kasparwas the logical choice for this assignment. In addition to hisimpressive size (6ft 5in, 225 lb.), Kaspar had experience as aFirst Mate on several vessels and travelled widely. His ability tospeak several languages also comes in handy in dealing withunusual situations. Usually affable, Kaspar is known to be a nononsense individual who is quite capable of busting a man’s jawwhen pushed too hard (there are a few Bretonnians that canattest to that fact).

Main ProfileWS BS S T Ag Int WP Fel55% 39% 51% 52% 39% 54% 56% 48%

Secondary ProfileA W SB TB M Mag IP FP

2 18 5 5 4 2 0 0

Skills: Academic Knowledge (Daemonology, History, Law,Necromancy, Theology +10%), Arcane Language (Magick),Channelling +10%, Charm, Command, Common Knowledge(Bretonnia, Kislev, Norsca, the Empire, Tilea, theWasteland), Consume Alcohol, Dodge Blow, Gamble,Gossip, Heal +10%, Intimidate, Magical Sense, Perception,Read/Write, Row +10%, Sail +10%, Secret Language(Battle Tongue), Speak Language (Breton, Classical,Estalian, Kislevarin, Norse, Reikspiel, Tilean), Swim +20%,Trade (Shipwright +10%)

Talents: Armoured Casting, Disarm, Divine Lore (Manann),Lesser Magic (Aethyric Armour, Skywalk), Meditation, PettyMagic (Divine), Public Speaking, Resistance to Disease,Seasoned Traveller, Street Fighting, Strike Mighty Blow,Strike to Stun, Sturdy, Very Strong, Warrior Born

Special Rules:Manann’s Mien: This Mark of Manann gives Kaspar a +5%

Bonus to Strength, already included in his profile.Reliquary Weapon: Kaspar’s Quarterstaff contains the finger

bones of Veolund the Seaborn. When dealing with peoplewho venerate Manann, Kasper gains a +10% Bonus toCharm and Command tests. Note that most Old Worldersvenerate all the gods to some degree, even acolytes ofother faiths.

Combat:Magic: 2; Aethyric Armour, Divine Lore (Manann), Petty Magic

(Divine), SkywalkArmour (Light): Bluish-Grey Robe and Studded Leather JackAP: Head 0 (5), Arms 2 (7), Body 2 (7), Legs 0 (5)Weapons: Reliquary Quarterstaff (Good Craftsmanship,

1d10+4, Defensive, Pummelling, Special), Sword (HandWeapon, 1d10+6)

Trappings: Amulet of the Tide Lord, Holy Symbol of Manann,Purse (with 1d10 Gu and 2d10 Shillings)

Amulet of the Tide LordAcademic Knowledge: TheologyPowers: Any fire based attack made upon the wearer of

this Amulet or any target within 12 yards of the wielder(friend or foe) reduce their damage by 1d10. Thisautomatically includes all spells from the Lore of Fireand Metal, as well as many others. If the Wearer isaboard a ship or inside a building, this protection coversthe whole structure and everyone within.

History: This heavy amulet was cast from bronzereclaimed from a sunken cannon and is set with anAquamarine the size of a man’s fist. It carries the fickleblessing of Manann, which ebbs and swells like the tide.

Page 153: 102678424 the Marienburg Project

SH03: Marienburg Secretariat for Trade Equity, The

Marienburg: The Greatest Port in the Old World

Watze Schiptoren, Lord Harbourmaster’sSecretary

Scribe (ex-Seaman, ex-Marine)Watze was once a hard drinking man of the sea like so manyother seamen and marines. Now, however, Watze is a typicalpetty bureaucrat: fawning over and eager to please hissuperiors (in other words, a brown-noser); while contemptuousand snotty towards those he views as his inferiors (anyone whoholds a position lower than his). Watze’s snobbishness alsoextends to those who are clearly of a lower social class (whichincludes foreigners and most adventuring types).

Skills: Academic Knowledge (Law), Common Knowledge(Bretonnia, Norsca, the Empire, Tilea, the Wasteland),Consume Alcohol, Dodge Blow, Gossip, Intimidate,Read/Write, Row, Sail, Scale Sheer Surface, SecretLanguage (Battle Tongue, Guild Tongue), Speak Language(Breton, Classical, Norse, Reikspiel, Tilean), Swim, Trade(Calligrapher)

Talents: Disarm, Linguistics, Seasoned Traveller, StreetFighting, Strike Mighty Blow, Strike to Stun, Suave, SuperNumerate

Combat:Armour (none): Good Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+5)Trappings: Textbook, Writing Kit, Purse (2d10 shillings and

2d10 pence)

Main ProfileWS BS S T Ag Int WP Fel46% 40% 42% 31% 44% 48% 44% 46%

Secondary ProfileA W SB TB M Mag IP FP

2 13 4 3 4 0 0 0

Page 154: 102678424 the Marienburg Project

SH04: Wasteland Import-Export Exchange, The

Marienburg: The Greatest Port in the Old World

The Wasteland Import-Export Exchange

“The ‘Change? That’s where all the trading’s done. All thelarge-scale stuff, anyway. Millions – millions - of guilders aday go through that building - that’s where all the seriousmoney is made.”

“That’s the place that makes the city rich. Well, the merchantsat any rate. They’ve got all the trade sewn up tight as you like,and that’s where it all happens.”

“The ‘Change? Bunch of overpaid ‘ooligans runnin’ roundshoutin’ at each other. They’re supposed to make thousands ofguilders on ‘trade’ in there. One o’ ‘em explained it to me once -made me ‘ead ache, it did. I still don’t see ‘ow its done - Ireckons it’s some kind of dodge m’self”

This four-storey stone and timber building is one of the largeststructures on Hightower Island, apart from the High Tower itself.Its multiple pillars, huge windows and ornate mouldings showthat money has been lavished on it, and the constant comingand going of merchants reinforces the impression thatsomething very important happens here. If trade is the life-bloodof Marienburg, then the Exchange is the city’s heart, allMarienburg’s bulk trade takes place here, and cargoes of alltypes are bought and sold within its walls.The ‘Change, as Marienburgers call it, started as the home ofthe Mercantile Guild. Centuries of increasing trade broughtchanges to what was once a common-room where merchantsmet to talk and drink. It’s still officially a guildhall, but mostmerchants prefer to meet in their private clubs - the ‘Change isfor business.

Page 155: 102678424 the Marienburg Project

SH04: Wasteland Import-Export Exchange, The

Marienburg: The Greatest Port in the Old World

The ‘Change is run by the eleven-strong Commission ofOverseers of Trade. Traditionally these are the heads of the tenwealthiest trading families in Marienburg, plus the Arch Priest ofHaendryk. However, since everyone claims to be extremelywealthy to impress their rivals, and extremely poor to avoidtaxes (usually in the same breath), the Stadsraad avoidscontroversy in selecting its officers and appoints the ten‘elected’ Directors with the most experience of mercantilematters - the Ten, in other words - as Overseers. The currentMaster Overseer is Director Jaan van de Kuypers. Staadtholdervan Raemerswijk is a very minor member of the board.Whoever the Overseers are from year to year, the deals struckin the opulent privacy of their boardroom affect the economicsof the City and the northern Old World. Perceptive observers ofMarienburg politics know that it is from here that the City isreally governed, and behind the great oaken doors that truefortunes are made. Lesser mortals, such as the Pit brokers,hear only rumours and feel the Overseers’ shadowy influence.The Pit, the ‘Change’s central trading chamber, is a madhouseto the uninitiated. During trading hours, between ten in themorning and four in the afternoon, the place is a frenzy as thebrokers work. Sellers’ agents shout offers and signalconcessions, while men working for the buyers scream counter-offers, acceptances and rejections. The buyers are also tradingamong themselves, exchanging contracts and promissorynotes, and selling cargoes that none of them will ever actuallysee. Pieces of paper fly everywhere, and the runners who postthe latest prices on the hall’s giant blackboard often have to rubout prices before they’ve even finished writing them up. It issaid that to truly understand the ‘Change you have to workthere – and to work there you have to be mad!All the important merchant families maintain offices in the‘Change. These are staffed by clerks, scribes, lawyers andmessengers, who keep riff-raff (like adventurers) from pesteringthe merchants. They are well-paid, so all attempts at bribery areconsidered to be Hard (-20%).The ‘Change also includes a small temple to Haendryk, the Godof Trade. Although small, the shrine is richly appointed and well-frequented by merchants hoping to make a killing in the Pit.Each day’s trading begins and ends with prayers to Haendryk,and tradition dictates that every trader in the Change shouldmake a daily donation of a guilder to the shrine.

Denizens of the ‘ChangeThe ‘Change is peopled by merchants of every type, from thepowerful members of the Commission to the frenzied brokerson the floor of the Pit. Characters are unlikely to meet themerchants themselves, but will certainly have dealings with theirfunctionaries.Merchants’ clerks are the clerks, notaries, junior merchants,scribes and general lackeys who form the bulk of the populationof the ‘Change. These are the people with whom most peoplewill probably have to deal with if they want to do any trading inMarienburg They are well-paid and generally quite loyal to theirmasters.The Brokers, on the other hand, are the people who do the realbusiness of the ‘Change, the buying and selling on the door ofthe Pit. Some are employed by the great merchant houses ofMarienburg, while others belong to small independent firms andhire their talents to non-Guild traders. Brokers do everythingvery rapidly and loudly; they seem to live at twice the pace andtwice the volume of other people. Stimulant addiction iscommon.

Merchants frequent the ‘Change, but it is often difficult to meetthem, protected as they are by cohorts of loyal clerks. Theseare seated members of the Mercantile Guild, whose lives arewrapped up in making ever more money to win that covetedseat in the Boardroom and the Directorate.

FormalitiesCargoes of almost anything can be bought or sold in the‘Change. The ‘Change is run by - and mainly for - theMerchants’ Guild, and specifically the powerful families whoserepresentatives make up the Overseers. For a fee, non-members can hire a broker - which is essential, as all trade inthe Pit must be conducted through an accredited broker: onecan’t just wade in and start shouting prices. The major merchanthouses include brokering among their commercial activities,and there are a few small independent firms of brokers who areallowed to do business in the Pit. The ‘Change providesnotaries to witness transactions and attest that all taxes andfees have been paid. These charges are as follows:

Trade tax: The city imposes a 2% tax on all transactions,levied on the seller.

Brokers’ fee: Non-members of the Mercantile Guild must paya brokers fee, typically 1% of the transaction’s value.

Notary charge: No transaction is valid without paperworkprovided by a notary in the ‘Change. This costs 5 guilders,regardless of the amount of the transaction.

Cult Donation: All traders are expected to donate 1 guilderper day to the Cult of Haendryk. This sum is traditional, andmust be paid whether a trader makes one deal or athousand in his day in the ‘Change.

Market PricesTrading on the floor of the exchange is done in much the sameway as in any other marketplace. The rules for bulk trading canbe found in the WFRP Companion.As the Exchange is the central trading hub of Marienburg, andMarienburg is the foremost trading centre in the Old World,when testing to discover if a given product is available, test fivetimes on the Supply Availability Table (3.3) and combine theresults.There is always demand for all kinds of cargo. If someone istrying to sell a cargo through the ‘Change, they will always beable to find a buyer. No test for demand in necessary – theprospective seller will always be able to sell the entire cargo.They must, however, accept the price decided in the ‘Change –this is a condition of trading there.Forget about haggling in the ‘Change, prices arc fixed by themarket. Each commodity has two prices, a buying price and aselling price. These shift throughout the day, and should be re-calculated for each transaction. To determine the real value ofthe cargo, calculate the actual price per Trade Unit as indicatedon Table 3.5. To determine the buying price of a cargo (for usewhen individuals are selling), the price is equal to the value ofthe cargo x (80+3d10)%. To determine a selling price for thecargo (for use when individuals are buying), the price is equal tothe value of the cargo x (90+2d10)%.Example: Lucian is a novice broker working for House VonRaemerswijk, acting for several clients in Altdorf and Nuln in theclothing trade. Under instruction from his clients, he decides tolook for some Arabyan Dyes, an Average commodity in theMarienburg Delta. Given Marienburg’s size, there is an 80%chance of finding a cargo of 1d10 x 20 Trade Units. Lucian findsfour cargoes, of 80, 140, 60, and 60 TU. Playing it safe, he goes

Page 156: 102678424 the Marienburg Project

SH04: Wasteland Import-Export Exchange, The

Marienburg: The Greatest Port in the Old World

for one of the smaller cargoes. For an Average commodity,given Marienburg’s size, a load of 60 TU of dye is worth 1800Guilders. Testing for the selling price, Lucian rolls a 4 and 5,meaning he obtains the cargo for 99% of its value – 1782guilders. Once Lucian has applied his Brokers’ Fee, and boththe Notary charge and Cult Donations are applied, the dealcosts Lucian’s client 1806 guilders. Not bad.Example 2: Lucian is having a bad day. Having not received aletter from his client until the end of trading, he has discoveredthat the order for more dyes had been cancelled, and now he isleft holding a cargo he doesn’t want. Getting back on the floor,his first job is to get rid of his unwanted load. Testing for MarketFluctuation, he is relieved to discover that the market for dyehas remained stable, therefore, his 60 TU of dye is still worth1800 Guilders. Testing for the selling price, Lucian rolls a 6, 8,and 4, meaning he can sell his unwanted cargo for 98% of itsvalue – 1764 guilders. Once he has paid his Trade Tax, NotaryCharge, and Cult Donation, Lucian walks away with 1722guilders. His two deals have left him with a 84 guilder loss,which he has no doubt will be coming out of his wages.It is difficult - but not altogether impossible for characters tomake money by buying and selling cargoes on the ‘Change.Generally the margin between buying and selling prices has tobe better than 3% just to cover the various city taxes. Onlyreally competent merchants can make a living by trading in thePit as things stand.

Future TradingThe ‘Change will deal in almost anything, and over the last fewyears has begun to trade in ‘future shares’, particularly on riskycargoes or commodities with prices that might fluctuate wildly.A future share is a stake in something that doesn’t exist yet,such as the possible cargo that a voyage or expedition maybring back, and buyers gamble that it will be worth more thanwhat they paid for the share. Sea captains use them to financeexpeditions. Say that a captain needs to raise 150,000 guildersto pay for two ships, crew, and supplies, so he sells 10,000future shares in the expedition at 15 guilders each (or morelikely, creates 10,000 shares, sells 7,500 of them at 20 guilderseach and keeps the rest). When he returns, his cargo will besold, and the revenue divided between the shares’ owners. If itmakes more than 150,000 guilders in total, they win. If its worthless, they lose; and if the expedition is lost at sea, they loseeverything. It’s a high stakes game, but the fact that a singleship’s cargo of spices, salt, and silk can fetch easily up to200,000 guilders makes it worth playing.

Buying and selling future shares is a high risk way of making alot of money, or of winning yourself a one-way trip to Rijker’s.Attempting to buy and sell future shares occurs in much thesame way as any other trading good. Since future shares areonly traded in the ‘Change, they are assumed to be a plentifulcommodity. When dealing in future shares, the same rules fordealing in the ‘Change apply. However, the market for shares iserratic, and requires only a rumour or surprise mass sale torocket the prices, or send them crashing to worthlessness.When attempting to sell future shares, use the advancedMarket Fluctuation table below, in place of the one presented inthe WFRP Companion:

Example 3: Phillipe is a rich Bretonnian Merchant who enjoysgambling on the Futures market. Unfortunately, having lostheavily on a previous deal, Phillipe’s adventurous streak isdwindling. Owning a 2% share in a Lustrian Expedition (150shares, bought at 20 guilders a piece for a total of 3000guilders), Phillipe decides to cash in. Testing for marketfluctuation, it seems that a poor turnout in recent LustrianExpeditions have turned it into a Bear Market – Phillipe’s shareshave fell from a Plentiful to an Abundant commodity.Recalculating their value, Phillipe’s Lustrian Shares are worthonly 2250 guilders. Testing for the selling price, Phillipe rolls a 7,5, and 5, meaning he can sell his unwanted Shares for 97% ofits value – 2182 guilders. Once he has paid his Trade Tax,Notary Charge, and Cult Donation, Phillipe can claim only 2132crowns, a considerable loss from his original investment.

Roll Market Fluctuation1 Share Boom – Reduce availability by four category.2 Market Soar – Reduce availability by two categories.3-4 Bull Market – Reduce availability by one category

(one row up on Demand and Value tables).5-6 Stable Market – Use value listed on Availability

Matrix.7-8 Bear Market – Increase availability by one category

(one row down on Demand and Value tables).9 Stock Crash – The venture is a failure, and the stock

is not worth the paper it is printed on.10 Market Crash – The stock is worthless, save as

privy paper. In addition, all other future stockcurrently held has been damaged. Increase allfuture stocks availability by one categorypermanently.

“Two thousand four hundred!”“Done! Sold to Mijnheer Stotenvark!” Marius shouted his acceptance across the floor of the trading room. His first sale. He’ddone it. Sold a cargo. And for a good price too. His father would be pleased.Now Marius knew why cousin Pieter always had that look of satisfaction on his face when a deal went through. He had it now.But it did feel good, particularly when there was real money involved. Stotenvark nodded and smiled at him.“He thinks he has taken you for a ride. You’ve just sold him the load in the Norscan Lass?” Pieter asked.Marius nodded. “He’s smiling now, but I’ve seen what he bought!” Pieter was suddenly concerned. “Don’t worry. The goods areexactly as described: ‘storm damaged’. He’s just got a little greedy. He thinks it means ‘a bit wet’.”“Ah. Well, yes, all those cheeses were wet… So were the maggots that hadn’t drowned or been crushed by the timbers whenthe hull cracked. Storm damaged it certainly was, but I must admit, I didn’t fancy any cheese for days after seeing that lot…Look, let this be a lesson to you. This place is called the Pit. And, as you’ve just seen, you don’t need to be a pit fighter to bleeda man dry here. Remember that, and we’ll all make a lot of money.”Pieter grinned. “And if you forget, Uncle’ll have us in a pit where we can bleed for real faster than you can say‘Koopvaardijvloot Hoom!’”

Page 157: 102678424 the Marienburg Project

SH04: Wasteland Import-Export Exchange, The

Marienburg: The Greatest Port in the Old World

Siemon van der Struts, Merchant’s ClerkBurgher (ex-Scribe)“We’re an old and reputable firm, and as such we don’t adviseour clients to rush into buying rashly or willy-nilly. Themarket is a volatile one but nevertheless has good potential forlong-term growth. I can see that you are gent- I mean peopleof strong opinions, and Smits and Willemsen would be happyto act on your behalf.”

Siemon van der Struts works for Smits & Willemsen, in plushoffices in Guilderveld. Siemon isn’t actually a broker, but acts asa liaison between Smits & Willemsen’s crew of brokers in the Pitand their clients – as long as those clients have at least 500 Guto invest, and don’t mind paying 5 Gu per transaction plus a 1%commission. Siemon is very smooth, very professional anddoesn’t give a damn about his clients, their investments orwhether they lose the lot.

Skills: Academic Knowledge (Law), Common Knowledge (TheWasteland), Drive, Evaluate, Gossip, Haggle, Perception,Read/Write, Search, Secret Language (Guild Tongue),Speak Language (Breton, Classical, Reikspiel), Trade(Calligrapher)

Talents: Coolheaded, Dealmaker, Linguistics, Suave, SuperNumerate

Combat:Armour (none): Good Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Writing Kit, Company Seal, Sealing Wax

Martinus Brobbel, BrokerBroker (ex-Student)“I’ll be happy to work for you, but such expeditions are high-risk. I’m not familiar with this one, but if I were you I’d do alittle research in the ‘Change’s records – I could do it for you,for ten guilders – to find out more before investing heavily.The prices of future-shares can go down as well as up, youknow.”

Martinus Brobbel is the junior partner in Brobbel and Son,based in Hightower Island. He is 24, tall and nervous, but hisdepth of knowledge about the workings of the ‘Change isexcellent, and on the trading floor he becomes a whirlwind ofenergy. He’s a bit of a bureaucrat and a stickler for paperwork,refusing to do anything solely on trust. His commission is 1.5%,with a minimum investment of 200 Gu. Martinus is solid butlacking in flair.

See Appendix VI for details on the Broker career.

Main ProfileWS BS S T Ag Int WP Fel32% 27% 31% 34% 33% 40% 52% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Skills: Academic Knowledge (History, Law), Blather, Charm,Common Knowledge (The Wasteland), Evaluate, Gossip,Haggle, Perception, Read/Write, Search, Secret Language(Guild Tongue), Speak Language (Classical, Eltharin,Reikspiel), Trade (Merchant)

Talents: Coolheaded, Lightning Reflexes, Linguistics, Savvy,Super Numerate

Combat:Armour (none): Good Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Abacus, Textbook, Writing Kit

Erasmus Aaftink, BrokerBroker (ex-Gambler)“Market’s very down right now, Elves getting heavy on things,and this shipment’s overdue. But with a price as low as that,it’s gotta be worth a gamble. Could be some very seriousspondoolicks to be made, am I not right, squire?”

One of the few Halfling Brokers, Erasmus Aaftink is a 67-year-old Halfling who changed his name to a human one because itsounded better and would put him at the top of any alphabeticallist of his trade. He operates from scruffy offices over a fish-shop in Suiddock, advertising his services on hand-bills givenout on the streets. He calls everyone ”geezer“ or ”squire“, callsmoney ”readies“ or ”dosh“ and wears butter-stained red braces.His commission is 2% of each transaction he handles, with nominimum: he’ll buy a single share for you if you want – but he’lltry to persuade you to buy more. Most of his customers areshop-owners and small traders who play the ‘Change as if itwas a lottery.

See Appendix VI for details on the Broker career.

Skills: Academic Knowledge (Genealogy/Heraldry), Blather,Charm, Common Knowledge (Halflings, the Wasteland),Evaluate, Gamble, Gossip +10%, Haggle, Lip Reading,

Main ProfileWS BS S T Ag Int WP Fel29% 49% 22% 21% 50% 47% 43% 43%

Secondary ProfileA W SB TB M Mag IP FP

1 10 2 2 4 0 0 0

Main ProfileWS BS S T Ag Int WP Fel26% 37% 36% 31% 44% 47% 47% 35%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Page 158: 102678424 the Marienburg Project

SH04: Wasteland Import-Export Exchange, The

Marienburg: The Greatest Port in the Old World

Perception, Read/Write, Secret Language (Guild Tongue),Sleight of Hand, Speak Language (Classical, Halfling,Reikspiel), Trade (Cook, Merchant)

Talents: Dealmaker, Flee!, Luck, Night Vision, Savvy,Specialist Weapon (Sling), Streetwise, Super Numerate

Traits: Resistance to Chaos

Combat:Armour (none): Good Quality ClothingAP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2)Weapons: Dagger (1d10-1)

Trappings: Abacus, Dice, Writing Kit

Page 159: 102678424 the Marienburg Project

Johan Harupz, Tobacco-SellerSpy (ex-Servant, ex-Burgher)“Certainly sir, would you like flaked or rolled?”

Mainly known as the deaf owner of the tobacco shop, Johan isin fact a spy and lay member the ‘Order of Illuminated Readers’,guarding a secret under-Reik passage to the Unseen Librarythat is known only to a handful of the order’s members. Johan isnot a scholar himself, although he does like to read and learn,and typically has at least one book from the Unseen Library onthe table beside his small bed.Johan is profoundly deaf, which he finds the perfect disguise forhis line of work: he has perfected the art of Lip Reading,allowing him to communicate easily with the Senior Readers ofthe order as well as being able to witness discussions withoutpeople realising. He is also a skilled liar, and if confronted withan accusation or difficulty question, simply plays the role of adeaf simpleton, purposefully misunderstanding what is beingsaid.Despite his line of work, he is not particularly brave man, relyingupon his two guard dogs or the local Black Caps (who he oftenbribes with free ‘samples’ of tobacco) to dissuade intruders.Johan is trusted by Father Faber, the head of the ‘Order ofIlluminated Readers’, who relies upon him for dealing with muchof the order’s wider membership. He also knows and is friendlywith almost anyone in the Suiddock who has a tobacco habit,aside from Halflings and Dwarfs who prefer the tobacco of theirown nations to that of Araby and Estalia. Dmitri Hrodovskyknows that Johan is smuggling Black Lotus into the city andsees his operation as an intrusion into his turf. Adalbert‘Casanova’ Henschmann of the League of GentlemenEntrepreneurs is currently letting the matter lie however until hefinds out who Johan is fronting for, as the last two goons hesent to investigate ended up dead in the Doodkanaal with theirthroats slit.

Skills: Animal Care, Blather, Charm, Common Knowledge(Araby, Estalia, the Wasteland), Concealment, Disguise,Dodge Blow, Drive, Evaluate, Gossip, Haggle, Lip Reading,Perception, Performer (Actor), Pick Lock, Read/Write,Search, Secret Language (Thieves Tongue), Shadowing,Silent Move, Sleight of Hand, Speak Language (Arabyan,Classical, Estalian, Reikspiel, Tilean)

Main ProfileWS BS S T Ag Int WP Fel38% 39% 35% 39% 47% 53% 60% 52%

Secondary ProfileA W SB TB M Mag IP FP

2 15 3 3 4 0 0 0

SH09: Harupz’s Tobacco Shop

Marienburg: The Greatest Port in the Old World

Harupz’s Tobacco ShopThis location is presented before the events of thepublished campaign ‘The Dying of the Light’. If you haveplayed through that campaign some details may differ.

This small shop lies on the riverfront at the northwestern end ofHigh Tower Isle, and has the distinction of being the onlytobacco shop in the whole of the Suiddock. His well stockedshop, specialising in Estalian and Arabyan tobacco is mushfrequented by sailors and other seafaring folk.Here those who have a taste for it come to buy pipe tobaccochewing tobacco and even snuff or cigars. Sea captains mixwith brokers from the ‘change and local merchants. Theproprietor, Johan Harupz is himself an unusual figure.Profoundly deaf, he deals with his clients through a mixture oflip reading and gesturing, which occasionally results inhumorous misunderstandings. It also allows him to ignoredifficult questions.The shop has two major secrets. The first is that Harupz dealsin small quantities of some of the rarer commodities of Estaliaand Araby, such as refined Black Lotus and Crimson Shade.Harupz is not affiliated with the “Guild we do not Talk About” andhis select handful of special clients are mainly drawn uponpeople who have displeased that organisation.The second secret is that Harupz is an important member of the‘Order of Illuminated Readers’, a secret cult of Law within thecity. It is this cult who provide Harupz with his ‘special’ products.They also use their assassins to ‘discourage’ the league fromtaking and interest and have also burnt down any competingtobacco shops in the Suiddock.The shop itself made up of one large room, with a staircaseleading up to two smaller dwelling rooms above. One of these isoccupied by Harupz while the other is occasionally used byguests from the Order. A trapdoor behind the counter leadsdown to the cellar, which is used as the shop’s stockroom. Aconcealed trapdoor within this cellar with a Very hard (-30%)Lock leads down to a second cellar, from which leads a dwarfbuilt clammy tunnel that stretches almost half a mile under theReik to the island of Foyles Rock, where the ‘Order ofIlluminated Readers’ has their headquarters.The shop also has a small yard where Harupz keeps twovicious Tilean Manhounds who have the run of the shop duringthe night.

PricesPipe Tobacco, Estalian (ounce) 6/-

Pipe Tobacco, Arabyan (ounce) 8/-

Cigar, Arabyan 2 Gu, 10/-

Chewing Tobacco (ounce) 2/-

Snuff (ounce) 2/-

Page 160: 102678424 the Marienburg Project

SH09: Harupz’s Tobacco Shop

Marienburg: The Greatest Port in the Old World

Talents: Acute Hearing, Dealmaker, Etiquette, ExcellentVision, Flee!, Linguistics, Night Vision, Savvy, Schemer,Sixth Sense, Very Resilient

Special RulesBlack Lotus Bombs: These clay spheres full of Black Lotus

Dust are a ranged weapons from the Throwing Group, witha range of 4/20 and a reload of Full. They use the SmallRound Template and if the attack misses, the shot scatters1d10 yards in a random direction (see OWA or CotHR formore detailed rules for Grenades). The template is filled witha cloud of toxic gas for 1d5 rounds, anyone breathing this inmust make a challenging (-10%) toughness test or not onlysuffer 4 wounds, but is also considered to have failed aConsume Alcohol test, as detailed on page 115 of the mainrules. Note that Johan lacks the Specialist Weapon Group(Throwing) talent and thus will only use these in the direstcircumstances.

CombatArmour (none): Average Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0), four Black Lotus Bombs (Range

4/20, Reload Full, Special)Trappings: A good Book, Light Grey Robes with an image of

an owl with one eye closed stashed in the cellar, 2 doses ofCrimson Shade, Purse (with 2d10 Gu and 2d10 shillings)

Page 161: 102678424 the Marienburg Project

SH17: Carlosa di’Salsa, Wine & Olive Oil Importer

Marienburg: The Greatest Port in the Old World

Carlosa di’Salsa, Wine & Olive Oil ImporterThe offices and warehouse of this small importing firm arelocated upon Hightower Isle, midway between the busierSuiddock docks from where the produce is delivered and themany shops of Goudberg and Guilderveld which Carlosasupplies. Carlosa imports Wine, Port and Olive Oil fromvineyards and olive groves in both his native Tilea and morerecently, Bretonnia, to which he sells wholesale not only toshops and inns in Marienburg, but also up the Reik to Altdorf,Nuln and Middenheim.The warehouse is both small and well kept, having little of thegrime that is ubiquitous throughout much of the Suiddock. Thebuilding opens long hours and the large double doors leadingonto the ground floor are almost always thrown open, andguarded by two burly labourers. The flagstones are well swept,and boxes are neatly stacked up as high as the ceiling, held inplace by sturdy scaffolding. The second floor is dusty and bare,apart from the basic desks and chairs of three clerks who workhere industriously from morning to night. Several boxes arescattered around this level as well – mainly defective produce –bottles that have been broken in transit and so forth. The clerkshave a lot to do – they record all billing and transaction, andorganise transport with the coaching and barge companies.On the third floor is Carlosa’s expansive office. It is luxurious incontrast to the floors below, but not outlandishly so for asuccessful merchant. There is a rather weathered desk, withpapers stacked in neat piles, thick carpeting, several paintingson the walls by local Tilean artists and a small bookcase. In thecorner of the room is a small safe, mainly containing contractdetails.The labourers that run the warehouse are a mixture of Tileansand Bretons from the Honourable Guild of Stevedores andTeamsters. The two races don’t get on, and although there arerarely fights, snide insults and threats snipe across the floor allday. The Bretons (rightly) assume they are being discriminatedagainst, due to the fact there are less Bretons than Tileans, andbecause of Carlosa’s origin. If any confrontation blows into afight, Carlosa storms out of his office and beats both offendersto the ground, after which both sides remain subdued for thenext couple of days.

Carlosa di’Salsa, Successful MerchantRacketeer (ex-Merchant, ex-Tradesman, ex-Peasant)

Carlosa is a large, heavily built Tilean Man, with short black hairand beard. He is not that muscular - in fact he is almost slightlyflabby - but his size makes it clear he is strong. He moves quitegracefully for all his mass, and his overall impression is of onewho is both self controlled and used to control. He smiles little,but has expressive eyes - usually they are the only part of hisface that move. His voice is soft, but he is easily angered if hedoesn’t get his own way.A quick study, Carlosa’s natural intelligence has dragged himfrom his humble roots toiling in the grape-fields of Luccini, torunning an impressive trading empire. Starting only with hisfamilies small farm, his knowledge of grapes coupled with hisshrewd business sense have allowed him to make gains in landat a slow but steady rate, so that now he has several largevineyards scattered over Tilea and Bretonnia. As with manyTilean Immigrants, Carlosa moved to Marienburg primarily

because it was a large city with plenty of prospects, and forfarm workers city living has always been seen as a sign ofsuccess. He is proud of what he has become, but tries hard notto lose his common roots, and can occasionally even be foundat Jools Tweed’s Bun Shop, eating alongside his workers.Carlosa spends most of his working day at his office, and canusually be found there. He travels to both Bretonnia and Tilea atirregular intervals, meaning he is out of Marienburg for severalweeks, but aside from this he remains within the city, lettingservants run the estates. He is a member of the Merchant’sGuild and an infrequent figure at the Wasteland Import-ExportExchange, although he only goes there to sell excess stock hecannot handle.Since his arrival in Marienburg, he has also widened intorunning a money lending business in addition to his Importbusiness. He will lend to any Tilean who asks him, always beingquite upfront about the consequences if they don’t pay himback. With ‘foreigners’ he is more circumspect, but has lent tono Tileans on occasion. Carlos integrity and simple threateningnature ensure that he rarely has to enforce repayment, but if hehas to he does it personally rather than involving an outsidedebt collector. He doesn’t see anything wrong with this side ofhis business - after all many that come to him desperately needthe money. Carlos is not a member of the “Guild we do not Talkabout”, and indeed does not regard himself as a criminal in anysense. How long the League will allow this situation to continue,is anyone’s guess…

Skills: Charm, Command, Common Knowledge (Bretonnia,the Empire, Tilea), Concealment, Dodge Blow, Drive,Evaluate, Gamble, Gossip, Haggle +10%, Intimidate,Perception, Read/Write, Ride, Row, Secret Language (GuildTongue), Shadowing, Silent Move, Speak Language(Breton, Reikspiel, Tilean), Swim, Trade (Brewer, Cook,Farmer, Merchant +10%)

Talents: Dealmaker, Flee!, Hardy, Marksman, Menacing,Resistance to Poison, Street Fighting, Streetwise, StrikeMighty Blow, Strike to Stun, Super Numerate

Combat:Armour (none): Fine Merchant’s Clothing with an elaborate

Broad-brimmed Hat.AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Tilean Short Sword (Hand Weapon, 1d10+5),

Dagger (1d10+2)Trappings: Purse (with 4d10 gu)

Main ProfileWS BS S T Ag Int WP Fel52% 47% 46% 40% 33% 62% 44% 52%

Secondary ProfileA W SB TB M Mag IP FP

2 17 4 4 4 0 0 0

Page 162: 102678424 the Marienburg Project

SH18: Jools Tweed’s Bun Shop

Jools Tweed’s Bun ShopMarienburg: The Greatest Port in the Old World

Resting in the shadow of the Hoogbrug Bridge tower, this cosyeatery is the domain of Julius Tweed. The main room of theshow has a polished wooden floor scattered with thick rugs anda blazing fire to stave of the fog of the Rijksweg. From these areseveral more secluded rooms and booths for those patrons whowish to eat in some privacy. The meals are simple Halfling fairdesigned to be eaten quickly by the busy patrons. A selection ofpies and filled buns, served with fruit and a glass of wine or halfof Marienburg Pale ale.The clientele are mainly drawn from the clerks and other semi-professionals that work in the nearby offices and the ‘Change.The shop is almost always at least half full, with human patronshaving to push past the small groups of Halflings that arealways clustering around the tables. Brokers such as MartinusBrobbel regularly eat here, while Erasmus Aaftink practicallyuses the Bun Shop as a second office.

Julius ‘Jools’ Tweed, Tradesman

Halfling TradesmanJools is in many ways typical of Marienburg’s Halflingpopulation, blending his own races love of food and comfortwith Marienburg’s traditions trade and of making a profit. Heopened his Bun shop on High Tower a decade ago, seeing agap in the market for cheap simple food on the island, which upuntil then was dominated by more exclusive eateries such asthe White Shoal Café.Jools does have a secret however. Seven years ago he wasapproached by members of the ‘Fog Walkers’, Marienburg’ssecret Watch. In exchange for a small payment, his shop hasbecome a place where information is exchanged between theirundercover agents. Jools receives the messages when he ispaid at the till, and then conceals them in the food of theintended recipient, often hidden amongst the lettuce!

Skills: Academic Knowledge (Genealogy/Heraldry), CommonKnowledge (Halflings), Drive, Evaluate, Gossip +10%,Haggle, Perception, Read/Write, Secret Language (GuildTongue), Speak Language (Halfling, Reikspiel), Trade (Cook+10%, Merchant)

Talents: Dealmaker, Hardy, Night Vision, Resistance toChaos, Specialist Weapon (Sling)

Combat:Armour (none): Good Quality Servant’s attireAP: Head 0 (1), Arms 0 (1), Body 0 (1), Legs 0 (1)Weapons: Cleaver (Hand Weapon, 1d10+2)Trappings: Buns, Pies, and more Buns

Main ProfileWS BS S T Ag Int WP Fel17% 45% 21% 19% 48% 30% 42% 36%

Secondary ProfileA W SB TB M Mag IP FP

1 12 2 1 4 0 0 0

Page 163: 102678424 the Marienburg Project

SH26: Marie-Anne, Bretonnian Chocolatier

Marienburg: The Greatest Port in the Old World

Marie-Anne, Bretonnian Chocolatier“A slip of girl owns that shop, and she ain’t even aMarienburger! They say her parents were quite well off whenthey were alive, that’s how she afforded the place I reckon.”

“I never ‘ad no chocolates in my day. Don’t see what the fuss isabout, people should be happy eating stuff we fish from theReik, not expensive foreign muck.”

Situated on the corner of Materieelvink Square, this small shopseems rather dour from the outside, built from dull grey stonewith small windows of an old fashioned style, made from manyglass tiles held together by lead. Anyone peering through thesewill catch sight of an imbroglio of chocolates, sweets, toffee andother implausible delicacies. The heavy wooden display standsare carved and embellished, and a pretty young girl sits behindthe desk reading a book.Inside the shop, a overpowering mix of scents competes for thecustomers attention: a melange of crushed almonds, honey andthe ever present smell of exotic chocolate. The room isbeautifully lit; the small windows and thick granite walls keepthe interior cool even in the height of summer, and in the winterevenings a few tastefully arranged candles flicker with apleasant, wholesome glow.The shop has few customers, for chocolate and sugar areexpensive, making the store an oasis of calm on the noisy HighTower isle. With only the proprieties, Marie-Anne herself andher hulking servant Maurice working in the store. Behind thestore is a back room used for the actual manufacture of theproduce, while upstairs is a small apartment where Marie-Anneresides.

Marie-Anne de la Drolles, Confectioner

Tradesman (ex-Noble)“Good afternoon sir. What are you here for? Chocolates for alady friend perhaps? Don’t be shy! I know the perfect ones forher - they’re new today and taste like a dream. Chocolate andcoffee truffles. Here, would you like a taste?”

“No Maurice – you idiot, over there! Oh let me do it!”

Still in her mid-teens, Marie-Anne is a pretty and petite girl, withexcellent poise and soft Bretonnian accent. She arrived in thecity around five years ago, establishing her shop – which sees amodest profit.In fact, Marie-Anne is a political exile from Bretonnian, thedaughter of Marceau de la Drolles, who ten years ago fledthrough the Gisoreux gap with his family after a disagreementwith King Louen Leoncouer. He used his base in Marienburg topublish tracts criticising the King from the relative safety of thecity. Unfortunately for Marceau, Marienburg was not as safe ashe presumed, and agents of La Chambre Noire snatched himand his wife away one night to answer to the King, neither havebeen seen since.Little of this is known by Mary-Anne herself. All she knew wasthat they were moving to Marienburg because of problems“between daddy and the king.” Then one night, several monthslater her parents simply vanished. An old friend of the familyvisited her and told her that although her parents were alive andwell she would not see them again. The family land in Bretonniahad been seized, so she sold her parents apartments andmoved to her current cheaper premises on Hightower Isle.

Marie-Anne knows all her neighbours on Materieelvink Square,as well as many of the clipper ship captains with whom shedeals with direct to get the Cococo beans, sugar and otheringredients she needs for her produce. Her customers aremainly merchants from Goudberg or Guilderveld, or at leasttheir servants.

Skills: Charm, Command, Common Knowledge (Bretonnian,the Wasteland), Drive, Evaluate, Gossip, Haggle,Perception, Performer (Musician), Read/Write, Ride, SecretLanguage (Guild Tongue), Speak Language (Breton,Reikspiel), Trade (Artists, Cook)

Talents: Dealmaker, Etiquette, Luck, Savvy, Schemer, Suave,Super Numerate

Combat:Armour (none): Practical but Good Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Best Craftsmanship Dagger (1d10+0)Trappings: Purse (with 2d10 gu), Small Mirror, Signet Ring

(with de la Drolles’ seal), Romantic adventure novel

Main ProfileWS BS S T Ag Int WP Fel41% 38% 32% 38% 35% 34% 39% 43%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 3 4 0 0 0

Page 164: 102678424 the Marienburg Project

SH26: Marie-Anne, Bretonnian Chocolatier

Marienburg: The Greatest Port in the Old World

Maurice Aalonze, Servant

Servant (ex-Bodyguard)“Err…Where do I put these again?”

A hereditary retainer to the de la Drolles family, the lastinstruction Maurice received from Marceau was to “look aftermy daughter if anything happens to me” and this is what Maxhas done for the last six years. A hulking, simple man, Mauricedotes upon Marie-Anne, always concerned for her safety. Heattempts to see to the smooth running of the shop, performingthose tasks he feels are ‘beneath’ his noble mistress.Unfortunately, he has little aptitude for the business, andcustomers frequently encounter him with a sheepish look on hisface while being scolded by the diminutive Marie-Anne.

Skills: Animal Care, Blather, Common Knowledge (Bretonnia,the Wasteland), Dodge Blow, Drive, Gossip, Heal,Intimidate, Perception, Read/Write, Speak Language(Breton, Reikspiel)

Talents: Acute Hearing, Disarm, Etiquette, Quick Draw,Specialist Weapon Group (Parrying, Throwing), StreetFighting, Strike to Stun, Very Resilient, Very Strong, WarriorBorn

Combat:Armour (Light): Leather JackAP: Head 0 (3), Arms 1 (4), Body 1 (4), Legs 0 (3)Weapons: Stout Club (Hand Weapon, 1d10+4),

Knuckledusters (1d10+1, Pummelling)

Trappings: Purse (with 2d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel50% 33% 44% 44% 36% 32% 40% 37%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 4 4 0 0 0

Page 165: 102678424 the Marienburg Project

SL06: Potion Square

Marienburg: The Greatest Port in the Old World

Potion Square

Potions Square LocationsThe following locations are located inor around Potion Square.

SL07: Suiddock Watch Station,Number Four

SL08: Doktor Markus PuttlangsSL09: Van Arzneier’s FloracopoeiaSL10: The Edelmoed TempleSL11: Kluger’s EmporiumSL12: Wilhelm Rotkopf, AlchemistSL13: Lisette’s Leather GoodsSL14: The Orphanage of Saint RuthaSL16: Old Mother Crumhorn’s

ApothecarySL17: Hassan’sSL18: The Long DragonSL19: Dagblad’s Wholesale LeathersSL20: Sign of the QuillSL21: Droevigger’s Funeral ServicesSL23: Loewijer’s Tannery

City maps and ordnances call it ‘Graf Anders Square’, but thisname is hardly ever used by Suiddockers. Ask for Graf AndersSquare and you’ll get a blank look, and be told to head towardsElftown! Ask for Potion Square and you’ll stand a good chanceof getting the right directions.The name comes from the fact that the Square is close toZegepraal Straat – generally known as Leech Street, where agreat many physicians and other healers live and work. Thepredominantly medical nature of the area is reflected in manyunofficial local place-names: for example, locals know the smallcanal which separates Potion Square from Leech Street as thePoultice Water, rather than its official name of theTussenkanaal.

Marie-Louise la Fendage, StreetwalkerRogue (ex-Student, ex-Servant)“What exactly were you looking for in the way ofentertainment, luscious? By the way, it would be polite for youto close your mouth, lift your eyes, and look at my face whenyou speak to me. That’s better.”

“I’m sorry. You must think that I’m as dumb as you look. Onlysome fool working for the Watch would be that obvious.”

“You can’t afford me, mon cheri. Take that on faith.”

Once Marie-Louise was an exchange student at Baron Henryk’sCollege of Navigation and Sea Magicks, but had to drop outwhen her sponsor (who mysteriously died) failed to provide for

Page 166: 102678424 the Marienburg Project

SL06: Potion Square

Marienburg: The Greatest Port in the Old World

Marie-Louise in his will. Marie-Louise tried to work at variousjobs in hopes of keeping up with her studies. Unfortunately, shekept running into employers who kept trying to pay for herlabour in other than monetary means. Soon she found herselftrawling the bars of the Luydenhoek Stretch, just to pay herrent.A petite (5’1”, 110 lbs.) woman in her late 20s with auburn-hairand green-eye, Marie-Louise’s slight accent betrays herBretonnian roots. In addition, Marie-Louise has a sharp tongue,wits, and is brutally honest with everyone with whom she deals.She regularly frequents the Long Dragon, and gets along wellwith the co-owner Lotte Wald. She occasionally visits The NewInn, but Andas Vellekoop dislikes her and refuses to let her visitthe rooms.Marie-Louise has one weakness, namely strong men inuniform. Those like Dirck Nederbaar she finds corrupted and,thereby, uninteresting. She is intrigued with Captain Gravelandand Jan Waat and fantasizes about the activities she couldindulge them. Lucky for her, Marie-Louise’s common sense andsurvival instincts prevent her from doing anything utterly stupid(likely trying to realize her fantasies). Anyone else with whomshe deals, Marie-Louise does so in a strictly business fashion.Crossing her can unhealthy for those who try.

Skills: Academic Knowledge (History, Philosophy), Blather,Charm, Common Knowledge (Bretonnia), Consume Alcohol,Dodge Blow, Drive, Evaluate, Gamble, Gossip, Perception,Performer (Actor), Read/Write, Search, Secret Language(Thieves Tongue), Speak Language (Breton, Classical,Reikspiel), Trade (Cook)

Talents: Acute Hearing, Hardy, Linguistics, Public Speaking,Sixth Sense, Streetwise, Suave, Super Numerate, VeryResilient

Combat:Armour (none): Good Quality ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0)Trappings: Purse (with 1d10 gu and 3d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel43% 39% 37% 41% 41% 41% 39% 44%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 4 4 0 0 0

Page 167: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Suiddock Watch Station, Number Four

SL07: Suiddock Watch Station, Number Four

“Need to talk to the Watch? Easiest thing in the world. Just getyourself a hatful of stones and start throwing them throughwindows - ha ha ha! But then there’s a Watch-house in PotionSquare, opposite the orphanage. Can’t miss it - it’s a tiny littleplace with no windows. ‘Course, I’m not guaranteein’ there’llbe anyone at home.”

“That Nederbaar’s a hard man. He may look fat and jolly butdon’t you be taken in. I remember some poor drunk theypoured out of the Long Dragon one night - well, to tell you thetruth I was helping to carry him - Tilean, he was, just put infrom Remas - and he said something to Nederbaar - couldn’tmake out quite what - and he started laying into that Tilean

like he’d just been given a wooden Guilder! We had to drag himoff in the end, before he killed the feller.”

“Watch? Don’t talk to me about those lamplighters. They spendall day bothering honest folk who just want to make a living,and when you face them with a real crime they just don’t wantto know. Only last week my brother’s shop got broken into,and would they do anything? In a dry winter they did. Toobusy, they said, got a murder, they said. Took a bribe, I say.”

On the eastern side of Potion Square, facing the MarienburgHome for Foundlings, stands the Watch post - Suiddock WatchStation Number Four, to give it it’s full name. To the casual

Page 168: 102678424 the Marienburg Project

SL07: Suiddock Watch Station, Number Four

Marienburg: The Greatest Port in the Old World

observer, it looks much like any of the other small shops andhouses that surround it, save for the strength of the single doorand the absence of windows. The building is of stone andtimber, and is over two centuries old, like most of thesurrounding area.The building is of stone and timber, and is over two centuriesold, like most of the surrounding area. It is typical of the smallwatch stations that can be found in the city. Station NumberFour is manned by two local Black Caps, whose beat includesthe whole western half of Luydenhoek. These are DirckNederbaar and Jan Waat, who report to Captain Graveland atthe Suiddock Watch Barracks at the far east of Luydenhoek,and can call there for reinforcements if needed.The Watch post consists of an office and a couple of cells,which are generally used for holding drunks overnight;occasionally, though, someone accused of a more seriouscrime will be held here until the necessary paperwork can bedrawn up and the suspect can be transferred to the SuiddockWard barracks.The building stands separate from those around it and there areno windows. Most purpose built Watch Posts in the Old Worldhave similar constructions for the obvious high security thatsuch a design helps ensure. The single door at the front of theStation is of iron-bound oak, with a lock on the outside and bolton the inside. To break down this door would require asuccessful Very Hard (-30%) Strength Test, or two such tests ifthe door is bolted. To pick the lock requires a Very Hard (-30%)Lock Picking Test, but obviously this has no effect if the door isbolted as well as locked.The walls are of timber-laced stone. The two cells areseparated from the rest of the building by stout iron bars, 1 inchthick and spaced 6 inches apart (a character with theContortionist Talent could squeeze through on a successfulAgility Test) . Locks on the cell doors may only be opened fromthe outside. To pick the locks requires a Very Hard (-30%) LockPicking Test from the inside of a cell, or a Hard (-20%) LockPicking Test from the outside of a cell. Each cell is equippedwith a hard wooden bunk and a none-too-clean bedroll -spending the night here gives a character a 75% chance ofpicking up fleas.

Dirck Nederbaar, WatchmanWatchman“Don’t you worry, we’ll soon have all this sorted out.”

Dirck Nederbaar is a tall, stout man who is generally genial andfriendly, wanting little more than a peaceful life. He does hold adeep prejudice against Tileans though, as a result of his elderbrother being killed after getting involved with Tilean Racketeerswho were trying to gain a foothold in Marienburg.Dirk knows all the locals of Potion Square, Canal Street,Tanner’s Alley, Silver Street, and parts of Dock Road by sight.He distrusts strangers on his beat and foreigners. He tries toignore the presence of Grossbart in ‘his’ area (and mostlysucceeds in doing so); accepts bribes from Jerimias Qualk andLotte Wald and turns a blind eye to any ‘irregularities’ in theirbusinesses; is wary of Lisette Leerer and knows better than toask after her business!

Skills: Academic Knowledge (Law), Common Knowledge(Wasteland), Dodge Blow, Follow Trail, Gossip +10%,Intimidate, Perception, Search, Speak Language (Reikspiel)

Talents: Acute Hearing, Coolheaded, Street Fighting, StrikeMighty Blow, Strike to Stun, Very Strong

Combat:Armour (Light): Helmet, Mail Shirt and Leather JackAP: Head 2 (5), Arms 1 (4), Body 3 (6), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+6), Club (Hand

Weapon, 1d10+6), Dagger (1d10+3)Trappings: Lantern and Pole, Lamp Oil, Uniform

JanWaat, Watchman

Watchman“Just waiting for a friend, were you? Tell me one I haven’theard.”

“Do what you like anywhere else, but this is my patch and youanswer to me. And don’t you forget it. And that’s MIJNHEERWaat to you.”

Shortish, medium build, slightly bulging blue eyes, sharp nose,wavy blonde hair. Jan is dynamic, incisive, and sometimes high-handed. His ethos is to get on, catch criminals, ensure that thelaw is respected, and work by the book – but in that order. Waatis a very junior member of the Knights of Purity, in which hesees a chance for his own advancement within the Watch.

Main ProfileWS BS S T Ag Int WP Fel38% 32% 50% 38% 35% 33% 34% 37%

Secondary ProfileA W SB TB M Mag IP FP

1 13 5 3 4 0 0 0

Page 169: 102678424 the Marienburg Project

SL07: Suiddock Watch Station, Number Four

Marienburg: The Greatest Port in the Old World

Jan knows all the locals on his beat; is suspicious of JerimiasQualk, everybody at the Long Dragon, and Lisette Leerer, buthas done nothing because Nederbaar has told him that he is‘handling those matters’; hates Gunther and Anders Grimm andis convinced that they are the worst sort of criminal; despisesSister Marianne for trusting the Grimm brothers.

Skills: Academic Knowledge (Law), Common Knowledge(Wasteland), Dodge Blow, Follow Trail, Gossip +10%,Intimidate, Perception, Read/Write, Search, SpeakLanguage (Reikspiel)

Talents: Coolheaded, Street Fighting, Strike Mighty Blow,Strike to Stun, Strong Minded, Very Resilient

Combat:Armour (Light): Helmet, Mail Shirt and Leather JackAP: Head 2 (6), Arms 1 (5), Body 3 (7), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4), Club (Hand

Weapon, 1d10+4), Dagger (1d10+1)

Trappings: Lantern and Pole, Lamp Oil, Uniform

Main ProfileWS BS S T Ag Int WP Fel46% 41% 31% 42% 44% 45% 41% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 4 0 0 0

Luydenhoek By-LawsA complete set of the local by-laws is kept in the front officeof the Watch-house. Some refer specifically to Luydenhoek,and others to the Suiddock as a whole. As in most of thecity wards, the by-laws here are a body of legislation thathas built up over the centuries, and many of them arecontradictory, unenforceable or downright ridiculous. Hereare a few examples, which can be used to make theadventurers’ lives difficult if you wish.TrafficOnly one cart is permitted on the Draaienbrug SwingBridge at any time. This is at odds with the by-law on theother side of the bridge, which permits three. However, ithas never been established into which jurisdiction thebridge itself falls, although the central bridge house and theswing mechanism come under Port Law.Some streets on Luydenhoek must be kept clear ofobstructions – such as parked carts and tied-up horses – atall times of the day. Dock Road and Canal Street definitelyfall into this category.Carts have precedence over all other traffic on PowderBridge, which is a main route. Technically, this means thateveryone must give way to carts on the bridge, although inpractice a character’s social standing will come into play.Quite what happens when two carts meet on the bridge isnot made clear.Horses must be ridden down some streets, and led downothers. This is for you to decide (and you can change yourmind as many times as you want), although the broaderstreets will tend to fall into the former category and thenarrow streets into the latter. Horses which are leftunattended must be securely tied, or tethered to a vehiclesuch as a cart.LoiteringThis is a good law for when adventurers are trying to spyout the lay of the land for some operation. As elsewhere inthe city, the Watch has the power to move on anyone whois loitering in a public place. A little-known by-law (Waatknows of it!) provides for a warning on the first offence, aspot fine of one Guilder per person on the second and thirdoffence, and up to three hours in the stocks for asubsequent offence.WhistlingIt is an offence to whistle, sing or make any other noise of adisrespectful or jolly nature outside the Edelmoed Templebetween the hours of sunrise and sunset. The fine for thisoffence is one Guilder, and the offender can be forced to‘cease and desist his errant ways and to immediatelydepart the precinct and surrounds of the Temple’. Inpractice, this means “Get out of Potion Square.”While Brother Marijkus has the power to impose this fine onthe spot, he never does so. However, the City Watch areempowered to collect fines on behalf of the Temple shouldthey see (or in this case hear) an offence being committed.Most of the time, they don’t bother either, but this is auseful spot fine for drunks leaving the Long Dragon, or formaking sure that Marianne’s orphans behave themselves.

Page 170: 102678424 the Marienburg Project

SL08: Doktor Markus Puttlangs

Marienburg: The Greatest Port in the Old World

Doktor Markus Puttlangs“Puttlangs? Only the poor and the desperate go to him. Used tohave a place on Leech Street once - big place, so they say - butthe drink... well, you know.”

“Old Puttlangs is all right for the occasional patch-up job,provided he’s got a bottle of brandy inside him - stops himshaking, you see - but I wouldn’t trust him to do anythingmajor. Still, his prices are low and he doesn’t tell tales, if youtake my meaning.”

“Drunken old fool. He’ll kill somebody one of these days, youmark my words - that’s if he hasn’t killed a few people already.He should be stopped.”

“Well, if people want to risk their lives, that’s their privilege, Isuppose. He seems to make a living somehow.”

“I tell you, it fair made my ‘air stand on end. Leastways, itwould ‘ave if I’d ‘ad any. There I was, just kippin’ down in thealley, when this ‘orrible scream comes out of the Mad Doctor’splace. ‘Orrible, it was - I never ‘eard anyfink like it. Then, a fewminutes later, out comes the Doctor with this bundle over ‘isshoulder. Well, I says to meself, there ain’t no prizes forguessin’ what that might be. And off ‘e goes down the alley,lookin’ round all the time in case someone was to see ‘im. I juststopped in the shadders an’ made out I was asleep. Some fingsare best to keep yer nose out of, I says to meself. ‘Ere - spare acopper for a cup of tea?”

On the corner of Potion Square and Silver Street, next door toKluger’s Emporium, stands a small building with a strange signhanging outside - a crossed saw and knife.People can be seen going in, but very few seem to come out;the air is rent by an occasional ear-splitting scream from inside.Then there’s the stale smell of a badly-kept butchers (perhapsslaughterhouse is a more accurate term), and the well fed fliesthat contentedly buzz round the place...This is the surgery of Mijnheer Doktor Markus Puttlangs.The main entrance to the surgery is on the corner, below thesign. This leads into a waiting-room furnished with a few old andgrubby chairs and couches. From here, another door leads intothe surgery itself. Everything, from the floorboards to the rustylamp hanging from the ceiling, is rather worn and down-at-heel,and the standards of hygiene leave much to be desired. Thereare any number of unhealthy looking stains on the floor, wallsand even the ceiling!A back door leads from the side-alley directly into the surgery,and is used by Doktor Puttlangs’ more secretive patients.Rumour has it that this door is also used for disposing of his‘failures’ discreetly.

Markus Puttlangs, SurgeonPhysician (ex-Barber-surgeon)

“Um… yes, yes of course. Just give me a moment to preparemyself.”

“Ah, good day to you. And what an excellent day it is! On sucha day, I could heal the dead themselves! So – whose life can Isave this morning?”

“Go away! Leave me alone! I’m doing nothing today, nothing!Just leave me alone!”

Markus Puttlangs was once a wealthy and successfulphysician, with a large establishment on Leech Street in theheart of Marienburg’s medical community. Now, as anyone cansee, he has gone to the dogs.The good Doctor is a man in his fifties, with unkempt collar-length grey hair and bloodshot, slightly bulging eyes. Hisclothes are of good quality but worn and stained, and his breathalways smells of stale brandy.Puttlangs trained with some distinction in the medical schoolattached to the University of Marienburg, but unfortunately, helacks one of the prime requirements for a successful surgeon –a sense of detachment. Performing operations without the aidof anaesthetics is a harrowing business, and he researchedextensively into the use of deliriants to deaden the pain of his‘victims’. Although he had some success, he was also temptedto use the drugs himself, to relieve the horror of his earlysurgical experiences.His drugs rapidly became his only friends. He is hopelesslyaddicted to the exotic Black Lotus, and also needs regulardrinks to keep his hand steady. It was only a matter of timebefore the drinks and the drugs began to change hispersonality; he lost the confidence of his most wealthy patients,and was forced to move to the less expensive area of PotionSquare.The Doctor now caters to a rather different clientele, patchingwounds for those who would rather have no questions askedand occasionally performing surgery for those in need. Hisneighbours in Potion Square know of his drinking but do not

Page 171: 102678424 the Marienburg Project

SL08: Doktor Markus Puttlangs

Marienburg: The Greatest Port in the Old World

suspect his drug addiction – if news of this were to reach thePhysiker's and Barber's College, he would almost certainly beexpelled and banned from practicing in the city. BrotherMarijkus of the Edelmoed Temple keeps an eye on him and istrying to convince him to give up drinking, but to no avail so far.Sister Marianne will occasionally call on him to treat emergencycases among her orphans, but would never allow him toperform surgery on them. She suspects that he could be ‘struckoff’ if she reported him to the College, but she has decided thatthis would be a waste of an occasionally useful physician.When his surgery is not open, Doctor Puttlangs can be found inthe Long Dragon, where he usually has to be carried home to alocal boarding house where he rents a cheap room. Onoccasion he will do business with Jerimias Qualk, and he relieson Grossbart for his supply of Black Lotus.

Skills: Charm, Common Knowledge (The Wasteland), Drive,Gossip, Haggle, Heal +10%, Perception, Read/Write, SpeakLanguage (Classical), Speak Language (Reikspiel), SpeakLanguage (Tilean), Trade (Apothecary)

Talents: Ambidextrous, Resistant to Disease, Savvy, Strike toStun, Surgery, Very Resilient

Insanities: Terrible Thirstings, Addiction to Black Lotus (treatthis as ‘Mandrake Man’, note that modifiers have alreadybeen applied to characteristics)

Combat:Armour (none): Bloodstained Surgeon’s ApronAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Medical Instruments, Bottle of Brandy

Main ProfileWS BS S T Ag Int WP Fel19% 33% 33% 36% 35% 54% 35% 37%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 3 4 0 5 0

Page 172: 102678424 the Marienburg Project

SL09: Van Arzneier’s Floracopoeia

Marienburg: The Greatest Port in the Old World

Van Arzneier’s Floracopoeia“Herbs, eh? Best place I can think of is van Arzneier’s. If hehasn’t got it he’ll know where to get it. Paddle over toLuydenhoek and ask for Potion Square - van Arzneier’s thename, on the south side opposite the temple.”

“Could be there’s a better place to buy herbs somewhere inMarienburg, but I don’t know where and they’d probablycharge you five times the price.”

“He knows what he’s at, does van Arzneier - gets a lot of stuffstraight off the docks as it comes in. Things you’d never findgrowing in the Old World.”

This resounding title hangs on a board outside the smallherbalist’s emporium owned by Jan van Arzneier, on the southside of Potion Square. Despite being a two-story building, theshop seems somehow low and cramped. It has two windows atthe front, made of bull’s-eye glass which makes it impossible tosee anything inside. On entering the shop, one finds that itsmells wonderful, that the ceiling is very low (the beams reducethis to only five feet in places) and that bunches of dried herbshang everywhere.

Jan Van Arzneier, HerbalistArtisan (ex-Apothecary, ex-Student)“Hm. Now normally I’d recommend a brew of Tarrabeth for

that, but… here, have a chewon this. One sprig a day, andrest as much as you can. Andif that swelling hasn’t clearedup in three or four days, comeback and we’ll try somethingelse. I’ve just got a shipment ofsomething new in fromCathay, and I’m dying to trysome of it out.”

Van Arzneier is a short, stringyman in his thirties, who lookstanned and weather-beatenbut fit – an excellentadvertisement for his ownproducts. His short hair is lightbrown, and his eyes are thesame colour. His presentemployment is the result of alife-long fascination for mixing

things together to see what would happen, and many of hispreparations combine pharmacy and alchemy with traditionalherbalism.He has a number of contacts among the ship’s captains whoare always in and out of Marienburg, and he corresponds (albeitirregularly) with fellow herbalists from Norsca to Nippon. As aresult, he occasionally get hold of rare and unusual herbs fromall corners of the world, and he even has some stock fromdarkest Lustria!His supplies of more common herbs are very reliable, as well,even out of season, and he does business with many of thephysicians and other healers in the city. He is very friendly withBrother Marijkus of the Edelmoed Temple, and occasionallyprovides treatment for the orphans at St Rutha’s when anillness is beyond Sister Marianne’s ability to treat. Van Arzneieris a member of the Physiker’s and Barber’s College, and wearsa ring with the guild symbol.

Skills: Academic Knowledge (Science +10%), CommonKnowledge (The Wasteland), Consume Alcohol, Evaluate,Gossip +20%, Haggle, Heal +10%, Perception +20%,Prepare Poison, Read/Write, Secret Language (GuildTongue) +10%, Speak Language (Classical, Reikspiel),Trade (Apothecary +10%, Brewer, Herbalist)

Talents: Etiquette, Hardy, Resistance to Disease, Savvy,Super Numerate

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10+3)Trappings: Shop and contents, Guild Ring (worth 10 gu)

Main ProfileWS BS S T Ag Int WP Fel23% 33% 31% 37% 36% 45% 36% 33%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 3 4 0 0 0

Page 173: 102678424 the Marienburg Project

SL10: The Edelmoed Temple

Marienburg: The Greatest Port in the Old World

The Edelmoed Temple

“The Edelmoed? Oh, that’s the temple to Shallya on PotionSquare, you mean. Named after a character from some oldstory, I think.”

“It’s run by a Brother and Sister - at least, I think they’rebrother and sister, as well as just by title, if you see what Imean. Good people, or so I hear. But then again, you canprobably say that about all of Shallya’s folk! There’s anorphanage across the way, as well – I think that’s something todo with the temple.”

“They’ve got a hostel or flophouse or something built on, butthey’re very discreet about it. There were some worries thatthey’d bring drunks and tramps and who knows what else infrom all over. After all, if they’d wanted to do that sort of thingthey really should have built the temple on Riddra, notLuydenhoek. But they’ve been very good about it.”

“They’re a very pleasant couple - if couple’s the right word. Ithink they’re relatives rather than being married. A bit muchsometimes, but then most priests can get that way. Mind you,they abide by their own sermons - one or other of them’salways out among the Channel Rats, doing whatever it is theydo for them.”

This small temple to Shallya stands on the north side of PotionSquare. It is a plain but well-maintained structure, and like mosttemples and shrines of Shallya, it includes a small hospice andshelter for the sick and homeless.Rasmus Edelmoed is a legendary figure. Opinions differ as towhether he was a trader captain or a privateer, but all theversions of his life agree that he was an exceptionallycourageous sailor. However, it is his death that is truly notable.Shipwrecked in the Sea of Claws, he spent three weeks adrifton a raft with a fellow-survivor – a wealthy Marienburg trader.When it became clear that there was only enough food for oneof them, Edelmoed, inspired by a vision, gallantly threw himselfoverboard so that his companion might live.Edelmoed’s companion was eventually picked up by anotherMarienburg ship. On his return to the city, he founded the

Edelmoed Temple and entered the cult of Shallya. Hisexperiences had left him a changed man: owing his life to anact of selflessness, he tried to spend the rest of it selflesslyhelping others. Such was his devotion to this ideal that hisname is recorded nowhere in the temple’s annals.

Brother Marijkus, Priest of ShallyaAnointed Priest (ex-Priest, ex-Initiate)“I’m privileged, in a way. I can mix with the highest and thelowest, being a priest. It’s interesting.”

“Technically, we’re supposed tocover the whole of the Suiddock.I don’t think they know just howbig the area is. Still, you do whatyou can – and there are somevery good-spirited peoplehelping in their various ways.”

“You’ll never remove poverty,illness and need, and you’ll breakyour heart if you think you can.Our job is to reduce need, asmuch as we can with what wehave available.”

Brother Marijkus is in his lateforties, about 5 foot nine inchestall, and slightly pudgy, withthinning short grey hair, a shortbeard, and twinkling blue eyes.He is softly spoken, calm,cheerful, and unflappable and understanding. But, that said, heis not blind to the harsh realities of life; his broken nose and theunwavering steadiness of his eyes give the impression he canhandle any real trouble if he has to.Marijkus often discusses herbal medicines with Jan vanArzneier – it is the only form of treatment open to most ordinarypeople. Sister Marianne is technically his initiate, and he shouldtake charge of her training and duties, but he knows this is

Page 174: 102678424 the Marienburg Project

SL10: The Edelmoed Temple

Marienburg: The Greatest Port in the Old World

impractical. “She has her own calling,” he says, “and it’sundoubtedly where she’s best placed.”

Marijkus is in regular contact with the Cathedral of Shallya, andknows of the work done by Hilaria om Klimt at the Temple ofHoly Olovald, and is full of admiration for her, although hecannot spare anything to help her. This inability to help is asource of personal anguish, even though it’s not his fault. Heregularly visits Granny Hetta on her boat, and is one of the fewoutsiders to be trusted by the Channel Rats.He knows and dislikes Lea-Jan Cobbius of the HonourableGuild of Stevedores and Teamsters, but is reluctant to angerCobbius for fear of Big Piet’s possible reprisals against hisbrother Bertholdt, who is a member of the Guild.

Skills: Academic Knowledge (History, Philosophy, Theology+20%), Channelling, Charm +10%, Common Knowledge(Norsca, the Wasteland +10%), Gossip +10%, Heal +20%,Magical Sense, Perception +10%, Read/Write, SpeakArcane Language (Magick), Speak Language (Classical,Norscan, Reikspiel +10%), Swim, Trade (Apothecary,Herbalist)

Talents: Armoured Casting, Divine Lore (Shallya), LighteningReflexes, Master Orator, Meditation, Petty Magic (Divine),Public Speaking, Resistance to Disease, Strike to Stun,Suave, Very Strong, Very Resilient

Combat:Magic: 2; Divine Lore (Shallya), Petty Magic (Divine)Armour (Light): Leather JerkinAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Quarterstaff (1d10+2, Defensive, Pummelling),

Dagger (1d10+1)Trappings: Silver dove pendant (holy symbol of Shallya),

Large Gold Key, Sling bag with basic healing supplies

Sister Wilhelmina Pleegester, Initiate ofShallya

Initiate (ex-Rat catcher, ex-Student)Despite rumours (which they do nothing to dispel), Wilhelminais neither sister nor wife to Brother Marijkus, and the two enjoya friendly (but unromantic) professional relationship. Wilhelminais a Suiddocker born and bred. Her parents and severalbrothers and sisters still live in a little house on one of the alleysbehind Fisherman’s Steps on Riddra. She is of average heightand build, with a plain but pleasant face. She became a RatCatcher from a desire to improve the life of the Suiddockers, butsoon realised that she was treating just a symptom rather thanthe disease as a whole.

Main ProfileWS BS S T Ag Int WP Fel39% 32% 44% 51% 48% 45% 44% 48%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 4 2 0 0

She moved on to study medicineunder Mats Geneezer. Geneezer’steaching helped her to do more,but it still wasn’t enough; she felt anincreasing calling towards the cultof Shallya. She is fiercely dedicatedto the cult and the poor, but shesuffers from a basic lack ofconfidence, and is generally shyand quiet.Wilhelmina is acquainted withalmost everyone Marijkus knows,but knows nothing of his brother inthe Stevedore’s Guild. She isinclined to be less critical ofCobbius and Big Piet, havinggrown up on Riddra and seen thebenefits his protection gives to thepoor. She is still in touch with herold mentor Geneezer, and knows and likes Captain Gravelandof the Watch from the days when she was a Rat Catcher and hewas a patrol Sergeant on Riddra.

Skills: Academic Knowledge (Science, Theology), AnimalCare, Animal Training, Charm, Common Knowledge (TheWasteland), Concealment, Gossip +10%, Heal +10%,Perception +10%, Read/Write +10%, Search, Set Trap,Silent Move, Speak Language (Classical, Reikspiel)

Talents: Excellent Vision, Linguistics, Resistance to Disease,Resistance to Poison, Savvy, Specialist Weapon Group(Sling), Super Numerate, Tunnel Rat

Combat:Armour (Light): Leather JerkinAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Dagger (1d10-1)Trappings: Silver dove pendant (holy symbol of Shallya),

Sling bag with basic healing supplies, 4 Animal Traps

Main ProfileWS BS S T Ag Int WP Fel28% 41% 28% 37% 37% 46% 47% 37%

Secondary ProfileA W SB TB M Mag IP FP

1 14 2 3 4 0 0 0

Page 175: 102678424 the Marienburg Project

SL11: Kluger’s Emporium

Marienburg: The Greatest Port in the Old World

Kluger’s Emporium“Whose Emporium? Never heard of it.”

“You never know what you’ll find at Kluger’s. I don’t think evenhe knows what he’s got.”

“Watch out for that cat of his. It knows more than a cat oughtto know, if you take my meaning.”

“The Bretonnian crown jewels could be hidden in that junk andno-one would ever find them - and maybe they are!”

Just off the south side of Potion Square, on Silver Street, agrimy and barely readable sign hangs outside a tall, narrowbuilding. Upon close inspection, it reads Kluger’s Emporium ~Antiques and Curios. A small, filthy window reveals nothing ofthe inside.As the door opens, it squeaks on its hinges and rings a tinny-sounding bell. It takes a few second for the visitor’s eyes tobecome accustomed to the near-darkness. Near the door liesan enormous ginger cat. Small, grime-encrusted oil lamps serveonly to throw weird shadows from the jumbled heaps of books,pieces of armour, pots, and other miscellaneous objects thattower threateningly over the visitor - perhaps the slightestsound or movement might start an avalanche!The wooden floor creaks beneath underfoot, and the boards areso badly warped that crossing the darkened room is anunnerving experience. Even the shop’s wooden desk hasclearly seen better days. An oil lamp casts a fitful light on theopen book which rests there, and on the indeterminate shapewhich sits reading it. A chair scrapes, and the figure rises.“Good day to you,” says a strong voice, “looking for anythingin particular?”

Hans Kluger, Fence

Fence (ex-Racketeer, ex-Cat Burglar, ex-Thief)“Hmmm. I saw something of the sort, only a couple of yearsago. Over here, I think – ah, yes. Isthis the kind of thing?”

“A pleasure to meet you. Its alwaysgratifying to be recommended by a– ah – regular customer.”

“Perhaps this will do…”

“Hmmm. I have to confess, I’m notsure about this piece. Verydistinctive, you see. Obviouslymade for the tastes of one person.Very difficult to find a buyer forsomething like that. Still – shall wesay twenty-five?”

Hans is short, middle-aged, andsurprisingly neat and clean – asharp contrast with hisenvironment. He has grey hair, buthis hairline has receded beyond thetop of his skull, so that at first he appears to be completely bald.His grey eyes hardly ever seem to blink, and he always looksstraight into the eyes of the person whom he is addressing. Heis normally dressed in clean, if crumpled, middle-class clothes,typically a green doublet, a white linen shirt, and brownbreeches.

Despite the almost insane jumble inside his shop, Hans can findanything in a matter of seconds. Anyone else might spend daysand never find what they were looking for. Hans is unfailinglypolite, well-spoken, and talkative, but whenever he is nervousor annoyed he clenches and unclenches his fists. He isparticularly fascinated with the nonhuman races, and will talk forhours about nonhuman art and antiquities. He is a superstitiouscharacter, and fears magic of all sorts.Hans is one of the most successful fences in the city. He tookover from his father, who died in jail 30 years ago, awaiting trialfor a murder he did not commit. Officially, he hanged himself inhis cell, but Hans has his own opinions. His father’s death hasleft him with a deep grudge against the law and its minions,which occasionally shows through his politeness.Through his father’s shadier dealings, Hans grew up withextensive contacts in Marienburg’s underworld. Many of hischildhood friends are now among the most respected andfeared in the city’s criminal fraternity. Lea-Jan Cobbius is a kindof unofficial uncle to Hans, whose business is carried on withhis permission. He also has dealings with Ruud Vilager, JochenKaaimans at Haagen’s Wharf, Jan Omkoop of the Excise, andthe smuggler Thijs Modegekker, when he needs to send aconsignment out of Marienburg. He also does occasionallegitimate business with Neugierde’s of Middenheim.

Page 176: 102678424 the Marienburg Project

SL11: Kluger’s Emporium

Marienburg: The Greatest Port in the Old World

Skills: Charm, Command, Common Knowledge (The Empire,the Wasteland), Concealment +10%, Disguise, Dodge Blow,Evaluate +20%, Gossip +10%, Haggle +10%, Intimidate,Pick Lock +10%, Perception +20%, Read/Write, ScaleSheer Surfaces, Secret Language (Thieves Tongue +10%),Secret Signs (Thief +10%), Shadowing, Silent Move +10%,Sleight of Hand +10%, Speak Language (Reikspiel)

Talents: Alley Cat, Dealmaker, Lightening Reflexes,Menacing, Street Fighting, Streetwise, Strike Mighty Blow,Strike to Stun, Suave, Super Numerate, Trapfinder

Combat:Armour (none): Good Quality ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword-Cane (Hand Weapon, 1d10+5), Dagger

(1d10+2)

Trappings: Guild Pendant

Jascha, CatJascha is a large ginger cat, who usually lies on the floorhalfway between the door and his master’s desk, visible only bythe glinting of his eyes. He has never been known to move outof the way for a customer, but will sometimes show an interestin goods which are being discussed. As well as being a pet anda mouser, Jascha serves Hans as a kind of security device.Many regulars are habitually hooded, masked or otherwisedisguised, so Hans does not know their faces. But he knowsJascha’s reaction to all of them, and more than once this hashelped him to penetrate an imposture by ‘undesirables’ – as hecalls the servants of the law.

Skills: Concealment, Perception +20%, Scale Sheer Surfaces,Silent Move

Talents: Alley Cat, Flee, Keen SensesCombat:Armour (none): -AP: Head 0 (1), Arms 0 (1), Body 0 (1), Legs 0 (1)

Weapons: none (Unarmed, 1d10-3, Special)

Main ProfileWS BS S T Ag Int WP Fel25% 0% 10% 10% 38% 10% 10% 0%

Secondary ProfileA W SB TB M Mag IP FP

1 6 1 1 6 0 0 0

Main ProfileWS BS S T Ag Int WP Fel59% 38% 48% 41% 58% 39% 45% 50%

Secondary ProfileA W SB TB M Mag IP FP

2 18 4 4 4 0 0 0

Trading at Kluger’s EmporiumHans will buy and sell just about anything. If strangers want hisservices as a fence, they must make the first move themselves.Direct and clumsy approaches will result in Hans doing a verygood imitation of an outraged honest trader. “What manner ofdealer do you take me for?” he will thunder.Hans will buy items up to 10 Guilders in value without question.When offered more valuable goods, he will ask for some proofof ownership – “without wishing to cause offence, of course, butone has to be careful.” If he is satisfied, he will offer up to 75%of the items value. If he believes that an item was stolen, he willoffer 30-60% of its value, depending on his degree ofacquaintance with the customer. He can be bargained up to150% of his original offer, but no further.Only the smaller, cheaper stolen items are actually out in theshop. Valuable and bulky items are kept in the cellar, behind astout padlocked trapdoor (Hard (-20%) Strength Test to breakopen, Very Hard (-30%) Pick Locks Test to open). Such itemsrarely stay on the premises for more than a couple of days;Hans generally has a buyer lined up. Particularly ‘hot’ items areshipped out of town to contacts in the Empire, Bretonnia, orKislev.If adventurers want to buy something specific, you shouldassign an ‘illegal availability rating’ to the item, and follow thestandard availability procedure detailed in Old World Armoury,treating Kluger’s Emporium as a City with 1000 inhabitants.Depending on the rarity of the item sought, Hans will takeseveral days and a few dozen Guilders before the sale can becompleted.For a fee, Hans will keep an item ‘to be called for’. This feeranges from 3 Guilders per day to 20 or more, depending on theitems value and the status of the person from which it wasstolen. For example, an expensive ring slipped from an artisansfat finger might be worth 5-6 Guilders per day; if the owner hadbeen the head of a powerful merchant family, it might cost 9-10Guilders per day to store. A wizard’s ring, even if it is notmagical, might cost 20 Guilders per day, due to Hans’ distrust ofmagic.

Making ContactAdventurers might not find Kluger’s at all unless they arelooking for it. If they intend to do business there, then arecommendation is the most valuable thing they can take withthem.Beggars – always the eyes and ears of the underworld – mightlet slip that Kluger’s is the place to find anything you want andsell anything you don’t. Ingrid, the barmaid at the Pelican’sPerch may recommend Kluger’s as she hears a lot of gossip.Granny Hetta uses Kluger – although she is cautious in herdealings with him. Jochen Kaaimans at Haagen’s Wharf mightalso point adventurers towards Kluger’s – but only if offered asuitable bribe. Lisette will send enquirers to Kluger’s, once shehas consulted The League about them. Adventurers who cantell Hans that one of his trusted contacts recommended him willbe more likely to get a favourable reception.Alternatively, the adventurers might overhear a conversation inthe Long Dragon with a reference to “the stuff Paal left atKluger’s”, they might find themselves tracking down a stolenitem, or being used as go-betweens in negotiations for therecovery of something valuable. Shadowing a contact after ameeting may also lead to Kluger’s.

Page 177: 102678424 the Marienburg Project

SL11: Kluger’s Emporium

Marienburg: The Greatest Port in the Old World

A Useful AcquaintanceHans Kluger can be very useful to a group of adventurers. Aswell as buying and selling goods, he might be persuaded – for asuitable fee – to teach skills or to provide training for careerchanges. Offers of money, new contacts, new goods andpermanent custom will all help sway him. The monetary chargewill be modest – 3-4 Guilders per hour or 20 Guilders per day –but Hans will also ask for favours and services now and again.Once the adventurers have got to know him, Hans can be usedas a lead-in to several adventures. For example, he might havethem acquire a certain item which Hans has been asked toobtain. Or Hans might have been receiving blackmail threats.The only clue is the instructions for delivering the money. Whois the blackmailer? A rival fence? Someone Hans crossed inbusiness? A racketeer trying to take over part of Suiddock? Thepossibilities are endless.A more complex scenario might start when a contact Hansexpected four days ago still hasn’t shown up. The item inquestion is a talisman from Araby which is said to carry a curse.Hans wants rid of it, and fears for the life of his contact – thismight be one of the rare occasions when he lets slip acustomer’s identity. Why is he late? Has he fallen prey to thecurse? Have Arabyan assassins struck him down? Are theynow converging on Kluger’s? Or is the contact fuming beside abroken coach between here and Middenheim.

Page 178: 102678424 the Marienburg Project

SL12: Wilhelm Rotkopf, Alchemist

Marienburg: The Greatest Port in the Old World

Wilhelm Rotkopf, Alchemist

“You want alchemical bits and pieces, Rotkopf’s your man. Abit pricey, of course, but you get what you pay for. He’s got ahouse just off Potion Square. Great big place, it is, with plentyof servants and a tower that looks like it’s going to come downany minute.”

“Rotkopf? Professional clever-dick if you ask me. But hisjourneyman’s soft as new butter.”

“He’s had a full life, that one, and it’s getting fuller by theminute. I don’t know how he fits it all in. There he is, one of thebest alchemists in Marienburg, sitting on half a dozen boardsand committees, and he’s always got one of his people runningback and forth to the orphanage or the temple or one of the

sawbones, doing mixtures and odd jobs for them like he’d onlyjust set up his practice. Up all night with his telescope lookingat the stars. I don’t know when he sleeps - or maybe he doesn’t.I don’t know what he’s got that keeps him going, but I wouldn’tmind some for myself.”

“He’s got hidden depths, that one, you mark my words. Themas look most respectable on the surface always have theirsecrets. I’m not making any accusations - not a word of it, andif any man says otherwise he’s a liar. But he has some strangevisitors after dark when he’s looking through his telescope, andthat’s the truth. Not to mention some of the strange folk heemploys - that there Dwarf’s an odd one for a start... and thenthere’s that kid...”

Page 179: 102678424 the Marienburg Project

SL12: Wilhelm Rotkopf, Alchemist

Marienburg: The Greatest Port in the Old World

Just off Potion Square on Dock Road is a curious house on theeast side of the street. The two-storey building is not of unusualsize for the area, but at the top is a small turret which leansover so much that passers-by glance uneasily at it, especiallywhen there are high winds. The turret casts a long shadow overthe road for most of the day.This is the house of Wilhelm Rotkopf, the Master Alchemist,although there are some who claim that this is the least of hisaccomplishments.The two-storey tower contains a small alchemical laboratoryand an observatory. There is a secret laboratory in the cellar,used for Wilhelm’s less respectable activities. The entrance isvia a trapdoor which is hidden under a coat-stand in the hallrequiring a Strength Test, to break open. To pick the lockrequires a Very Hard (-30%) Lock Picking Test.It’s unlikely that adventurers will be able to deal directly withWilhelm; most people have to go through his journeyman, FlorisRijgpen. In the normal course of a day’s business, onlyimportant or influential customers talk directly to Rotkopf.His other assistants can be seen coming and going at all sortsof times. They help by making sure the place is tidy, stirringmixtures on the quarter hour every quarter hour, and doing thehundred and one jobs that a Master Alchemist shouldn’t have todo for himself.

Wilhelm Rotkopf, AlchemistMaster Wizard (ex-Journeyman Wizard, ex-Apothecary, ex-Apprentice Wizard, ex-TombRobber, ex-Student)

“Let’s see know – calcination for threedays, then fix in the tincture of mercuryand sublime with three parts lead andone part bone. I wonder if the smallcohobation chamber is clean. Oh! You’restill here! I’m so sorry, I’d forgotten allabout you. Just give me two minutes toget this over to the orphanage, then Ipromise you’ll have my undividedattention. Floris! Floris!”

“Best if you came back in the morning.I’ve got a committee tomorrowafternoon, and the night-time is ratherprecious to me at this time of year. Doyou have any interest in astronomy? Itshould be good and clear tonight...”

Wilhelm is in his mid-forties, but looksolder. He is about 5ft 10in tall, withslightly curly, unkempt ginger ginger-brown hair. His slightly hooked nose is set between brown eyeswhich squint slightly. Wilhelm dresses in expensive but practicalclothes, but whenever he goes out he wears the same tattybrown cloak, wrapped closely around him. He walks quickly,with his head bent to the ground, and always seems to be in ahurry. His voice is soft and his speech is rapid; he has a habit ofmuttering to himself – usually incomprehensible formulae andastronomical data.Wilhelm was apprenticed at the age of 9 to an old and eccentricGold Wizard by the name of Helmut Schwarzbauch. Helmutdied before Wilhelm’s training was complete, and Wilhelm – tohis parents’ despair – went to seek his fortune as a prospector

in the Middle Mountains gold rush of 2497. Failure as aprospector led him to join a band of adventurers in themountains; after they stumbled upon an ancient dwarven tomb,Wilhelm turned to tomb-robbing as a profession. When hereached the wisdom of middle age, however, he decided toabandon this dangerous life and resume his training as anwizard. He had saved enough to travel to Middenheim andstudy under the famous Master Wizard Josef Schmidtturm.Like many Suiddockers – even on comparatively prosperousLuydenhoek – Wilhelm has no respect for the minions of thelaw, although he never expresses this too openly. He is notafraid of stepping slightly outside the law if it is in the interestsof his research to do so.Wilhelm is knowledgeable in many subjects, and besides hisalchemy he pursues astronomy, cryptography and heraldry ashobbies, helped at times by Thadrin Thadrinson, once anassociate, now a permanent guest. Wilhelm has an extensivelibrary on these subjects, as well as a small observatory in thetower of his house. He is also interested in mutants and thenature of mutation, and will pay highly for a mutant corpse. Heand Sister Marianne are not yet aware of each others’ differinginterests in this regard, but two such close neighbours dabblingin this forbidden area could spin off all sorts of adventures.Wilhelm is a prominent member of the Baron Henryk’s Collegeof Navigation and Sea Magicks, and one of his secrets is thathe is on the High Council. He also acts as a consultant to theBoard of Trade Equity and the Council on matters involvingalchemical and magical materials. He is a pillar of the localcommunity, and regarded as a good neighbour by everyone onPotion Square. He and Jan van Arzneier do a thriving two-waytrade in ingredients and preparations, and occasionally he willbe prevailed upon to supply medicinal mixtures for theOrphanage of St Rutha and the Edelmoed Temple. Many of thebetter-off physicians on Leech Street also rely on him formedicinal supplies and preparations.He does occasional (and highly secret) business with JerimiasQualk and with Hans Kluger when he needs rare or illegalingredients for a process.

Skills: Academic Knowledge (Astronomy, Cryptography,Magic, Genealogy/Heraldry, Science +20%), Channelling+10%, Charm, Common Knowledge (The Empire, theWasteland), Concealment, Evaluate, Gossip, Haggle, Heal,Magical Sense, Outdoor Survival, Perception +20%, PickLock, Prepare Poison, Read/Write +20%, Scale SheerSurface, Search +10%, Secret Language (Guild Tongue),Secret Signs (Thief), Speak Arcane Language (Arcane Elf,Magick), Speak Language (Classical +20%, Reikspiel,Tilean), Swim, Trade (Apothecary)

Talents: Aethyric Attunement, Arcane Lore (Metal), Etiquette,Lesser Magic (Magic Alarm), Luck, Meditation, Mighty

Main ProfileWS BS S T Ag Int WP Fel49% 38% 41% 48% 52% 74% 56% 39%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 3 0 0

Page 180: 102678424 the Marienburg Project

SL12: Wilhelm Rotkopf, Alchemist

Marienburg: The Greatest Port in the Old World

Missile, Petty Magic (Arcane), Resistance to Poison, Savvy,Seasoned Traveller, Strong-Minded, Trapfinder, Very Strong,Very Resilient

Combat:Magic: 3; Arcane Lore (Metal), Magic Alarm, Petty Magic

(Arcane); additionally due to his extensive and eclipticstudies, add any other Lesser Magic spells as required

Armour (none): Good Quality ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Guild Symbol on Chain, Trade Tools (Apothecary),

almost anything else he requires

Floris Rijgpen, Journeyman AlchemistJourneyman Wizard (ex-Apothecary, ex-ApprenticeWizard)

“I’m afraid Master Wilhelm is rather busy at the moment…Can I help?”

Floris is a spotty, redheaded 24-year-old. He wears the garb ofa journeyman alchemist with a Gold Order eagle badge pinnedto his left breast. Floris is easy going, polite, and has a naturaltalent for business and his studies. Unfortunately, he also likesgambling, often to excess.Floris knows most people in the area and ‘in the craft’. He isfriendly with Jan van Arzneier, and thinks he is in love with LotteWald, the co-owner of The Long Dragon. He occasionally visitsMonnik’s Pit Fighter School on his days off, and currently owes250 Guilders to Frans Makreel the moneylender.

Skills: Academic Knowledge (Magic, Science), Channelling,Charm, Common Knowledge (The Empire, the Wasteland),Gossip, Haggle, Heal, Magical Sense, Perception,Read/Write, Search, Speak Arcane Language (Magick),Speak Language (Classical, Reikspiel), Swim, Trade(Apothecary)

Talents: Arcane Lore (Gold), Fast Hands, LighteningReflexes, Petty Magic (Arcane), Savvy, Super Numerate

Combat:Magic: 2; Arcane Lore (Metal), Petty Magic (Arcane)Armour (none): Best Quality ClothingAP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2)Weapons: Dagger (1d10-1)Trappings: Thick wad of appalling love poetry, Purse (with

2d10 guilders or 2d10pennies dependant upon his luck)

Main ProfileWS BS S T Ag Int WP Fel30% 39% 26% 28% 50% 49% 53% 48%

Secondary ProfileA W SB TB M Mag IP FP

1 14 2 2 4 2 0 0

Jacob Boerenstand, Glassblower

Artisan (ex-Tradesman)“Wellllll… end of the week do you?”

“Leave it with me, I’ve got just the thing for that somewhere…”

Jacob is a red-nosed and ruddy-cheeked middle-aged man withbroad-shoulders and powerful hands. He wears an apron, wornout with long use. Jacob is practical and respectful of his‘betters’. He is slow-thinking, but generally gets to the heart ofan idea or problem in the end. Very proud of his skills, hegenerally wants to get any job done as quickly as possible, butis torn by a desire to build elaborate bits of alchemicalglassware – whether they are needed or not!A follower of Shallya, he is deeply respectful to BrotherMarijkus, Sister Wilhelmina, and Sister Marianne, and tries hardto be a ‘good’ follower of Shallya. He occasionally has(legitimate) dealings with Hans Kluger, is a regular at The LongDragon, and disapproves strongly of Floris’ gambling.

Skills: Common Knowledge (The Wasteland), Drive, Evaluate,Gossip +10%, Haggle +10%, Perception, Read/Write,Secret Language (Guild Tongue), Speak Language(Reikspiel), Trade (Engraver +10% Glassblower +10%)

Talents: Artistic, Cool Headed, Dealmaker, Excellent VisionCombat:Armour (Light): Leather ApronAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Iron-shod Walking Cane (Hand Weapon, 1d10+3)Trappings: Glass Amulet of engraved dove on chain, Trade

Tools (Glassblower), Purse (with 1d10 shillings)

Anatol, Apprentice

Student (ex-Thief)“I ‘ad a baff last week – an’ I didn’t needs it!”“I’m tryin to ‘member all them al-chemy-memikal words!”Anatol is a small, rather smelly ten-year old with lank hair and apronounced limp. He is always in need of at least one goodscrubbing (and probably two). He is nervous around adults andwater, especially when both are together. He is veryconscientious in his pot-watching and fetching duties, andmakes it a point to keep on Wilhelm’s good side and avoidbaths!Anatol is slightly scared of Rotkopf, very scared of Gunther andAnders Grimm, and absolutely terrified of Sister Marianna andthe thought that he may end up in her orphanage! When he’snot working, Anatol sees a lot of what goes on in the area;anyone who treats him kindly will make a friend – and gain anextra pair of eyes!

Main ProfileWS BS S T Ag Int WP Fel25% 34% 38% 36% 50% 39% 43% 43%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Page 181: 102678424 the Marienburg Project

SL12: Wilhelm Rotkopf, Alchemist

Marienburg: The Greatest Port in the Old World

Skills: Common Knowledge (The Wasteland), Concealment,Evaluate, Gossip, Perception +10%, Pick Lock, Read/Write,Scale Sheer Surfaces, Search, Secret Signs (Thief), SilentMove, Sleight of Hand, Speak Language (Reikspiel)

Talents: Alley Cat, Excellent Vision, Fleet Footed, Streetwise,Super Numerate

Combat:Armour (none): Unwashed ClothingAP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2)Weapons: Hidden Dagger (1d10-1)Trappings: Small spider in box, 2 pence, Piece of stolen cake

Thadrin Thadrinson, Dwarf Scholar

Explorer (ex-Scholar, ex-Scribe)“Hmmph, I learnt that 75 years ago.”

“And I learnt that 100 years ago!”

“Try the infusion of brimstone… a sure solution to anyintractable problem and stain.” (He considers it a joke toadvise people to try sulphuric acid as a stain remover…)

Thadrin is a companion from Wilhelm’s adventuring days. Anancient Dwarf who is impossibly neat at all times, as though hehas just been laundered and pressed. Thadrin is fussy, pedanticand precise – he is thoroughly intolerant of what he considers‘fuzzy thinking’. He is very knowledgeable, but quirky andcapable of great kindness. However, he does possess a slightlycruel streak, which he uses on those he considers his inferiors.Vaguely cross that his life is all but done with so much yet tosee, his remaining goals are simply to know more… and finallylearn the secrets of the heavens (whatever that may be).Thadrin knows and is known by only Dwarfs beyond the walls ofRotkopf’s premises. He respects Rotkopf for the man’s learning,but expects to be listened to, especially in business matters.Thadrin generally ignores everybody else until they ask him aquestion, and then his response is determined by the relativestupidity of the speaker.

Main ProfileWS BS S T Ag Int WP Fel29% 45% 36% 48% 24% 59% 60% 29%

Secondary ProfileA W SB TB M Mag IP FP

1 17 3 4 3 0 0 0

Main ProfileWS BS S T Ag Int WP Fel27% 35% 26% 24% 40% 45% 39% 35%

Secondary ProfileA W SB TB M Mag IP FP

1 15 2 2 5 0 0 0

Skills: Academic Knowledge (Astronomy, History +10%, Law,Magic, Runes), Common Knowledge (Dwarfs +10%, theEmpire, the Wasteland), Drive, Evaluate, Navigation,Outdoor Survival, Perception +10%, Read/Write, SecretLanguage (Guild Tongue), Speak Language (Breton,Classical, Eltharin, Khazalid, Reikspiel +10%), Trade(Calligrapher, Cartographer +10%), Trade (Smith)

Talents: Dwarfcraft, Grudge-Born Fury, Linguistics,Orientation, Night Vision, Resistance to Magic, SeasonedTraveller, Stout Hearted, Sturdy

Combat:Armour (none): Incredibly neat Best Quality ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Pistol (1d10+4, Impact, Unreliable, 10 Shots)Trappings: Maps and Star Charts, Purse (with 4d10 guilders

‘small change’)

Janna Mossfoot, Servant

Servant“This one’s called ‘Death by Marzipan!’”

“Yummy!”

Janna is a youngish, remarkably thin Halfling – despite the factshe seems to be always eating or talking about food! Janna’smotives are simple: eating, drinking and more of the same. Sheis quite greedy, but sees no reason why everybody elseshouldn’t eat as well and as much as she does. Generallyfriendly, she likes the orphans of the Orphanage of St Ruthabecause they appreciate her cooking, and knows all the ins-and-outs of the families along Halfling Row.

Skills: Academic Knowledge (Genealogy/Heraldry), CommonKnowledge (Halflings), Blather, Dodge Blow, Gossip +10%,Haggle, Perception, Search, Sleight of Hand, SpeakLanguage (Halfling, Reikspiel), Trade (Cook +10%)

Talents: Acute Hearing, Etiquette, Night Vision, Resistance toChaos, Specialist Weapon Group (Sling), Very Resilient

Combat:Armour (none): Cook’s OutfitAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Rolling Pin (Improvised Weapon, 1d10-2, Special)

Trappings: Snack or two, Purse (with 3d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel24% 36% 21% 28% 45% 35% 32% 49%

Secondary ProfileA W SB TB M Mag IP FP

1 10 2 2 4 0 0 0

Page 182: 102678424 the Marienburg Project

SL13: Lisette’s Leather Goods

Marienburg: The Greatest Port in the Old World

Lisette’s Leather Goods

“Anything you want in leather, Lisette can supply it, or pointyou at a leatherworker who can. Take care with her, though -she doesn’t suffer fools. You’ll see what I mean. “

“She knows her business, all right. Don’t waste your timewandering up and down Tanner’s Alley and aroundShoemaker’s Square, just go straight to Lisette. Don’t waste hertime, though. She hates having her time wasted.”

“Now you know me. I’ve no axe to grind against women. Butthat one’s different. Something about her - she can scare youhalf to death without saying a word and without getting out ofher chair. They say she’s a dagger for the Guild, and all I cansay is I don’t want to find out.”

“She’s a strange one. There must be more to her than theleather trade. She’s got too much about her to be happy buyingand selling hides all her life. Of course there are rumours - thewagging tongues will tell you she’s an assassin, a witch, andhalf a dozen other things. Myself, when I see her I just talkabout leather.”

“Don’t cross that one. There s something about her. Can’t putmy finger on it, but it’s there.”

Canal Street is one of the darker, narrower side streets leadingoff from Potion Square. A little way from the square, on thenorth side of the street, stands a small, neat shop with a sign inthe shape of a cowhide. Neatly arranged in the windows areleather goods of all kinds, from pieces of leather armour toleather tankards and jugs. Behind them, in the shop, can beseen stacks of cured hides and piles of finished garments andother leather goods.Lisette is well known as a dealer in hides and leather goods -she is a merchant rather than an artisan, and specialises inbuying and selling rather than in actually working leather. It isno accident that her shop is close to Tanner’s Alley.In some quarters, there are darker rumours about this particularleather-merchant. It is whispered in some quarters of theSuiddock that Lisette is well-connected in the underworld

organisation known simply as “The Guild We Have NeverHeard Of”; some people assert - though never in her hearing -that she holds a very high position in that shadowy brotherhood.It certainly seems to be the case that things said to her have away of getting back to them.

Lisette Leerer, Guild EnforcerAssassin (ex-Targeteer, ex-Bounty Hunter, ex-Bodyguard, ex-Tradesman)

“If you’ve come here to buy or sell, do it. If not, you’re wastingyour time and mine.”

“I never discuss my businessarrangements.”

“Who told you that?”

Lisette is a tall, slim woman in hertwenties, with dark hair and eyes.Her face, while attractive, almostnever betrays any expression, andmany people find her impassiveface and steady eyes intimidating.She always favours black clothes ofsoft, high-quality leather, andalways has a slim, silver-handledstiletto hanging from her belt.She is softly spoken and blunt,never wasting words or movement.Everything about her says that shewould be a very bad person tocross. Stories are still told about theout-of-town merchant who madeunwelcome advances to her once –no one saw her touch him, but he was unconscious for almostan hour.On the surface, Lisette is no more than a trader in skins andleather goods who can handle herself better than many of the

Page 183: 102678424 the Marienburg Project

SL13: Lisette’s Leather Goods

Marienburg: The Greatest Port in the Old World

self-styled ‘hard men’ of the docklands. Many of the merchantsand leatherworkers of Marienburg respect her for her efficient,hard-dealing business practice and the quality of the goods shedeals in. But in some parts of the city, rumours are whisperedabout another life. It is said that she is a member of ‘the Guildwe do not talk about’, and a high-placed one at that. Suchthings are whispered fearfully, with many glances over bothshoulders, for the Guild has an eye in every house, an ear inevery wall, and a harsh way with informers.Apart from her business dealings, Lisette keeps very much toherself. She has a nodding acquaintance with her neighbours inPotion Square, and makes a regular donation to the Orphanageof St Rutha – as much to prevent Sister Marianne fromconstantly badgering her as for any other reason. She willoccasionally slip almost unseen into the Pelican’s Perch andspend some time in a curtained booth with Lea-Jan Cobbius orPieter de Groot, but she has no connection with the HonourableGuild of Stevedores and Teamsters. She has also been seen inthe Moonbeam Inn, and those with an eye for such things mightremark that her visits always take place shortly after a back-room meeting of the Knights of Purity. Once every three or fourdays, Granny Hetta will visit Lisette’s shop, although she clearlycan’t afford to buy. Likewise, the private investigator SamWarble has been known to visit Lisette’s shop, though heseems never to make any purchases.Although finding proof would be an almost impossible task –and a highly dangerous one – Lisette is a senior member of theunderworld body known as The League of GentlemenEntrepreneurs. She keeps all her dealings well hidden, andworks as a mixture of intelligence officer and enforcer, relayinginformation to The Marienburg Gentlemen’s Club and deliveringwarnings to those who displease it. In this role, Lisette onlyanswers to Adalbert Henschmann, although she normally worksthrough Loretta Wakker at rather than reporting to him inperson.Rogue characters who disturb the everyday running of the

seamier side of Suiddock – robbing premises or persons whoare under the protection of the League, for instance, ordiscovering and attempting to foil League operations – may geta visit from Lisette, masked and dressed in a black cloak. Shewill issue a warning and deliver terms for restitution, normallygiving the offender two days to comply. Such individuals will beinstructed to go to one of the League meeting places –generally the back room of the Lighthouse Inn – and say thatshe sent them. Depending on how such a meet is played, thiscould be a valuable introduction to The League of GentlemenEntrepreneurs and the start of a series of illegal misadventures,or it could be the beginning of a lifetime of harassment until theadventurers comply, leave Marienburg or get killed.

Skills: Common Knowledge (The Empire, the Wasteland),Concealment, Disguise, Dodge Blow, Drive, Evaluate,Follow Trail, Gossip +20%, Haggle, Heal, Intimidate +10%,Outdoor Survival, Perception +20%, Prepare Poison,Read/Write, Scale Sheer Surfaces, Search +10%, SecretLanguage (Guild Tongue), Secret Signs (Thief),Shadowing +10%, Silent Move +10%, Sleight of Hand,Speak Language (Reikspiel), Trade (Merchant, Tanner)

Talents: Ambidextrous, Dealmaker, Disarm, LighteningParry, Lightening Reflexes, Quick Draw, Marksman, MightyShot, Rapid Reload, Rover, Sharpshooter, SpecialistWeapon Group (Entangling, Longbow, Parrying,Throwing), Street Fighting, Streetwise, Strike Mighty Blow,Strike to Stun, Sure Shot, Swashbuckler, Very Resilient

Combat:Armour (Light): Studded Leather Jack and LeggingsAP: Head 0 (5), Arms 2 (7), Body 2 (7), Legs 2 (7)Weapons: Silver-handled Stiletto (Best Craftsmanship

Dagger, 1d10+2), Knuckle-Dusters (1d10+2, Pummelling),Sword (Hand Weapon, 1d10+5)

Trappings: Iron Amulet, 3 Doses of Viper’s Kiss poison

Main ProfileWS BS S T Ag Int WP Fel64% 66% 42% 50% 73% 50% 51% 46%

Secondary ProfileA W SB TB M Mag IP FP

3 17 4 5 4 0 0 0

Iron AmuletAcademic Knowledge: TheologyPowers: The wearer of this amulet gains Magic

Resistance (10), giving them a +10% bonus to any WillPower Test to resist the effects of Magic and MagicalEffects. This stacks with the Resistance to Magic Talent(and similar racial abilities), but not with MagicResistance provided by other Items.

History: Crafted using one of the most secret rituals ofthe Priesthood of Sigmar to protect Sigmar’s WitchHunters in their sacred duty, this amulet uses thenatural properties of metal to resist the effects of Magic.It is rumoured some other organisations, such as theGold College, can craft similar devices.

Page 184: 102678424 the Marienburg Project

SL14: Orphanage of Saint Rutha, The

The Orphanage of Saint RuthaMarienburg: The Greatest Port in the Old World

“Orphanages - never had ‘em when I was a nipper. Had tomake your own way in those days. Some of those brats wouldbenefit from a spell sweeping chimneys!”

“Good thing, if you ask me. Keeps the kids off the streets, puts‘em into an apprenticeship - more than most families do fortheir kids, really. I just wish they wouldn’t keep begging formoney. I mean, what’s the cult of Shallya for?”

“Sister Marianne might look like a feeble, dried-up oldschoolteacher, but she’s tough. Don’t cross her - she’s got atongue as sharp as a dragon’s teeth and she doesn’t miss atrick. And then there’s those two that work for her - no-onegives them any trouble.”

“Bloody pests, that’s what they are, always jingling their cupsand begging for money. They should go out and get honestjobs.”

Known throughout the city as “Sister Marianne’s”, this largebuilding is made up of three houses knocked into one. It is onthe small canal known as the Poultice Water or Stink Water byLuydenhoekers.Sister Marianne looks after waifs who lack parents orguardians, or whose families are too poor to care for them.Children can stay up to the age of ten, or until they can beapprenticed in a respectable trade. She is always willing toshow visitors around; her star pupils chant their thirteen timestable, recite the lengths of all the major rivers in the Old World,and demonstrate other feats of learning.

Page 185: 102678424 the Marienburg Project

SL14: Orphanage of Saint Rutha, The

Marienburg: The Greatest Port in the Old World

Many prominent Marienburgers visit the Orphanage tovolunteer. Edvard van Geneeser comes once every other weekto check on the children’s health. While Haam Markvalt andBrother Bert occasionally visit to teach reading, writing,arithmetic and geography. Indeed, every week seems to bring insomeone new who has been cajoled by Sister Marianne tospend a little time “for the children”.Sister Marianne is well-known to be full of strange ideas, but thestrangest to most Marienburgers is her notion that they shouldgive money to help those less fortunate than themselves. Theolder and more trustworthy children are sent out, in distinctiveblue and white uniforms which immediately set them apart fromthe average street urchin, accosting passers-by for donations.As far as anyone knows, this is the orphanage’s only source ofincome, and the collectors can be remarkably persistent. SomeMarienburgers have been known to take to their heels at thesound of coins rattling in a tin and the sight of a child in blueand white.

‘Sister’ Marianne Liefeder

Initiate (ex-Barber Surgeon, ex-Tradesman)“Ah, pleased to meet you. We’vegot a hole in the roof at the southend which looks like it’ll taketwenty Guilders to patch up. Howmuch can you spare?”

“WILHELM! Stop thatIMMEDIATELY!”

“If you catch a child early enough,you can instil some sense of valuesand give it a decent, useful life.”

“We need support - and not justmoral support. And it’s notcharity - it’s an investment in thefuture. Every child I get into atrade means one more craftsmanand one less thief. Which meansmore for everyone, more work togo round and less suffering forother children. Now I think that’sworth paying for, don’t you?”

An upright spinster in her sixties, Sister Marianne has astraightforward manner which brooks no resistance orinterruption. She has work to do, which requires people to partwith money, and that’s all there is to it. In the past, she hasobtained several sizeable donations simply because peopleweren’t quite sure how to refuse.Marianne spent many years as a shopkeeper on Riddra, andthe squalor and suffering she saw there made a deepimpression on her. Determined to help, she sold her shop andpersuaded a Physician to give her a basic grounding in first aidand hygiene. She worked for a while in the slums, but came tothe conclusion that she wasn’t making much difference. It wasthen that she hit upon the idea of the orphanage – but howcould it be done? She prayed at the Edelmoed Temple,promising to enter the cult of Shallya if she could find some wayof founding an orphanage. Within the week, the Physician whohad trained her died, leaving her three houses by the PoulticeWater and a comfortable sum in cash. True to her word,Marianne became an Initiate of Shallya - that was thirty yearsago, and she shows no inclination to progress further in the cult.Sister Marianne has an extensive network of contacts and

benefactors. She is on good terms with nearly all herneighbours; some, like Jan van Arzneier the Herbalist andWilhelm Rotkopf the Alchemist, are trusted friends. Also in thiscategory is the Physician Edvard van Geneeser. Both Hilariaom Klimt at the Temple of Holy Olovald and Granny Hetta “keepan eye out” as she puts it.As an Initiate of Shallya, Marianne is technically under theauthority of Brother Marijkus at the Edelmoed Temple, but heleaves her to work in her own way, knowing it would be futile todo otherwise.Her orphans may be found in every trade and craft, and somehave achieved lofty positions in their guilds. This gives her awide and ever-growing circle of contacts throughoutMarienburg. Axel Huurder of the Rivermen’s Guild was one ofher orphans, as was the carpenter Bruno Snijermans andPaulus Edelsteen of the Jewellers’ Guild. Sister Marianne nevermentions her failures, of course; she has remarkably few, butJerimias Qualk is one of her orphans who has ended up on thewrong side of the law. Even now, she tries to convince herselfthat he will discover a true vocation in medicine one day.

Skills: Charm, Common Knowledge (The Wasteland), Drive,Evaluate, Gossip +10%, Haggle +10%, Heal +10%,Perception +10%, Read/Write +10%, Secret Language(Guild Tongue), Speak Language (Classical, Reikspiel),Trade (Apothecary, Cook, Tailor)

Talents: Acute Hearing, Cool Headed, Dealmaker, Resistanceto Disease, Surgery, Very Resilient

Combat:Armour (none): Severe governesses’ clothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Walking Cane (Hand Weapon, 1d10+2)Trappings: Gilt bronze dove brooch (holy symbol of Shallya)

Gunther and Anders Grimm, Servants

Servant (ex-Thug)“Leave ‘er an’ the kids alone or we’ll pull yer ‘ead off. Right,Anders?”

“Right, Gunther.”

“She sees us right, we see ‘er right. All look after each other.Just like family.”

“Yer. We wuz in dead trouble, an’ Sister Marianne got us outan’ gave us jobs. We used to be bad lads, robbin’ people an’stuff, but she changed all that.”

“Now we’re reformed - an’ that’s what the Sister says we are -we don’t do them things much.”

“Anymore. “

Main ProfileWS BS S T Ag Int WP Fel28% 22% 28% 44% 46% 39% 47% 45%

Secondary ProfileA W SB TB M Mag IP FP

1 12 2 4 4 0 0 0

Page 186: 102678424 the Marienburg Project

SL14: Orphanage of Saint Rutha, The

Marienburg: The Greatest Port in the Old World

“Err. Yer. Don’t do themanymore.”

Gunther and Anders are twins- only Sister Marianne and theorphans can tell them apart.They are both tall and heavilybuilt, with slow and deliberatespeech.Sister Marianne rescued thetwins from jail, and now theywork tirelessly at theorphanage, doing odd jobs.Every few days, one of themdrives Sister Marianne tomarket in the orphanage’sdonkey-cart, and theyaccompany the tin-rattlers inareas where there is a risk ofmeeting footpads. They arecompletely reformedcharacters, and view SisterMarianne with reverence;however, this will not preventthem from taking a suitably painful revenge on any unprincipledcharacters who try to prey on the old woman or the orphans.The brothers used to know many ‘bad lots’ along the Suiddock,although have put their past lives behind them. Still, it must beadmitted that the orphanage is never troubled by burglaries orother underworld. The following profile applies to both twins.

Skills: Common Knowledge (The Wasteland), ConsumeAlcohol, Dodge Blow, Drive, Gamble, Gossip, Intimidate,Perception, Secret Language (Thieves Tongue), Sleight ofHand, Speak Language (Reikspiel), Trade (Cook)

Talents: Cool Headed, Disarm, Lightening Reflexes,Resistance to Poison, Strike to Stun, Very Strong, Wrestling

Combat:Armour (Light): Leather JackAP: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4)Weapons: Club (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Nothing of note

The ChildrenThere are about thirty children in the orphanage at any time, allbetween the ages of four and ten. Sister Marianne educatesthem as best she can, but more important in her eyes isinstilling ‘decent values’: work hard, stay honest, and do a goodturn when you can.The children are all very well-behaved and polite, but may sticktheir tongues out and thumb their noses when they think no-one’s looking. The children only have few personal

Main ProfileWS BS S T Ag Int WP Fel45% 32% 48% 42% 45% 23% 43% 27%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 4 4 0 0 0

possessions. Sister Marianne enforces a ban on weapons –even pen-knives are handed out only for writing lessons, andcounted back afterwards. The following profile can be used for atypical orphan:

Skills: Common Knowledge (The Wasteland), Dodge Blow,Gossip, Read/Write, Speak Language (Reikspiel)

Talents: Flee!Trappings: A few valueless treasures (shiny stones, a dead

beetle, etc.)

A Deadly SecretThe orphanage has a secret: some of its inmates are mutants.They are kept in a series of secret basement rooms, and thenormal children are sworn to keep the existence of their ‘lessfortunate brothers and sisters’ secret. The odd comment like“my best friend’s a daddy long-legs” is seen as the product of ayoung imagination.Sister Marianne will have to know and trust someonecompletely before allowing them to see the mutant quarters.She firmly believes that mutant children, if properly brought up,can be made into perfectly respectable adults. She is evenworking to develop treatments for the less heavily mutated, sothat they can be returned to society. She takes in mutants fromacross the city, and has a well-established intelligence network.The covered donkey-cart can be seen leaving at odd hours ofthe day and night, returning in less than two hours with its cargowell-hidden. The following day, adventurers may hear about amutant-raid on the slums by the Knights of Purity. Astutecharacters may make a connection.Adventurers attacking the cart have a 75% chance of findingonly several hundredweight of mixed vegetables, unless theyknow when a raid is to take place.At any time there are between 6 and 12 mutant children in theorphanage, aged between three and fourteen. Sample mutantsare presented below; if you need more for any reason, use thenormal child’s profile above and add 1-2 mutations. See Table3-1 in Tome of Corruption.

HannaHanna is a beautiful five-year-old girl with long blonde hair andwide, trusting blue eyes. Her only defect is an extra finger oneach hand. Sister Marianne lets her mix with the other childrenwhen no outsiders are about, and is considering a surgical curefor her condition.If brutal adventurers decide to wipe out this colony of mutantsand storm in with swords drawn, have Hanna wrap her armsabout the leading warrior’s leg, gaze up with her huge blue eyesand cry “Oh please, Master Knight, Sir, don’t kill us! I’ll begood, I promise I’ll be good!”Wring out every last drop of guilt.

Main ProfileWS BS S T Ag Int WP Fel25% 30% 28% 31% 33% 28% 24% 31%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 4 4 0 0 0

Page 187: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

ThomasPeasantTomas is one of Sister Marianne’s successes. He used to havethe head of a giant spider and an extra two pairs of limbs, butthanks to a shape-changing potion he is almost normal. Apart,that is, from an extra pair of round, chitinous eyes set into hisforehead. He brushes his hair forward, and wears a large floppyhat when outdoors. While he is almost normal, Tomas couldnever survive outside the orphanage, so he looks after theyounger children. Some of them might be heard to say “I wish Ihad four eyes like Uncle Tommy.”

Skills: Animal Care, Common Knowledge (The Wasteland),Concealment, Drive, Gossip, Performer (Singer),Read/Write, Scale Sheer Surfaces, Set Trap, SpeakLanguage (Reikspiel), Swim, Trade (Carpenter, Cook)

Talents: Excellent Vision, Flee!, Hardy, Night Vision,Unsettling

Mutations:Fear Points: 2; Tomas has the Unsettling Talent and a -10%

penalty on Disguise Tests to hide his condition

Additional Eye (x2): Grants Thomas a +10% modifier tovision based Perception Tests.

Combat:Armour (none): Simple clothing with a large floppy hatAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10-1)Trappings: Trade Tools (Carpenter)

Alexander KronstadtAlexander is a personable young man in his late teens, withcurly brown hair, freckles and blue eyes. There is somethingslightly unnerving about his infrequent smile, but it’s difficult tosay why.Close examination (if he is held down and his mouth forcedopen!) will reveal that both his upper canine teeth are unusuallybroad, and have been filed down. Originally, they were hugerazor-sharp fangs reaching down to his chin.Alexander is a regular visitor to the orphanage, and seems tobe just another orphan made good. In fact, he is another arm ofMarianne’s intelligence network. He is not even an orphan - hecomes from a moderately well-off family on the other side ofMarienburg, and his brother Carl Kronstadt has infiltrated theKnights of Purity in order to warn Sister Marianne aboutplanned mutant-raids.

Main ProfileWS BS S T Ag Int WP Fel25% 30% 28% 31% 33% 28% 24% 31%

Secondary ProfileA W SB TB M Mag IP FP

1 12 2 3 4 0 0 0

Adventure PlotsHere are a few ideas for adventures featuring the Orphanage ofSt Rutha. Some arise from the secret mutant quarters, whileothers do not; you could use a seemingly innocent plot to havethe adventurers discover the orphanage’s secret, and thenplunge them straight into a ‘mutant’ adventure!

Silent WitnessLate one night, a child is brought to the orphanage by a groupof people – perhaps the adventurers themselves. The child isunhurt, but completely mute - the result of shock. He (or she)was found in the ruins of a house; everyone else - his family? -had been brutally slain, and only the withdrawn, silent childknows the truth.Can Sister Marianne break through the wall of silence and findout what happened? Who are the criminals? Racketeers,cultists, a hired assassin or anything else you like. They maywell try to silence the surviving witness to their crime -permanently.

Human CargoAlthough Marienburg officially ended the slave trade twocenturies ago, there is still money to be made from it. Shipsleave daily for all corners of the world, and in some of theseplaces slaves are a legitimate and profitable commodity. Anorphanage full of children, protected only by an old woman anda pair of dimwits, would be a tempting target for a gang ofslavers.The slavers strike at night, relying on speed and darkness. Acovered wagon draws up by one door; the lock is quickly pickedor smashed; a dozen or so children are snatched from theirbeds; and the cart hurtles off into the night, bound for the docksand a waiting ship.The adventurers might be in the right place to foil the raidbefore it happens, or they might see the speeding wagon as itheads for the docks, with piteous cries coming from within.Rescuing the would-be slaves will earn them the everlastinggratitude and friendship of Sister Marianne and the others at theorphanage.

The ChosenChaos cults are as active in Marienburg as they are in any cityof The Empire, and such a concentration of mutants would drawthem like a magnet. Some children might even have beenrescued from cultists, who would see their mutations as a signfrom the Powers of Chaos.Cultists might mount a raid on the orphanage, similar to theslave-raid described above. Or they might try to break into thebasement from the sewers - this part of Luydenhoek is wellabove the high water mark, and a proper sewer system hasbeen dug here. The adventurers might be following the cultistsfor reasons of their own, or they might simply happen upon theraid. They might even disrupt a ritual and discover a mutantchild who asks to be taken “home to Sister Marianne.” This isone way for the adventurers to discover the orphanage’s secret,if you want them to do so.

Dead of NightThe donkey-cart sets out from the orphanage under cover ofdarkness, passing through the city collecting mutant children. Itcan be encountered almost anywhere in Marienburg at nighttime.

SL14: Orphanage of Saint Rutha, The

Page 188: 102678424 the Marienburg Project

If the adventurers are on the trail of cultists and mutants, theymight run across the cart from time to time - just leaving an areaas they enter it, and soon lost in the darkness. On the firstcouple of occasions, the adventurers will have no reason to beinterested in the cart - it will just be part of city life that goes onall the time. But gradually they will notice that it has a habit ofturning up before them in areas where there is cultist or mutantactivity. They may decide to attack it there and then, or theymight follow it back to the orphanage. This is a good way tointroduce the orphanage to the adventurers, if you want them tobe unsure about it. On the surface it seems like a normal homefor orphans run by a charitable old woman - but there aremutants too. Is it the home of a cult? How can the adventurersfind out?

SL14: Orphanage of Saint Rutha, The

Marienburg: The Greatest Port in the Old World

Page 189: 102678424 the Marienburg Project

SL15: Jerimias Qualk

Marienburg: The Greatest Port in the Old World

Jerimias Qualk

“If yer lookin’ for medical tools, try young Qualk. Ain’t nodoktor ‘imself, but has some trainin’, and might have what yerneed. Don’ know how e’ keeps in business though, his stock ispoor, and Sigmar knows whether he is open today.”

“Out all night, carousing at the Dragon, and I am sure I haveseen him crossing the Poultice well after midnight. No wonderhe can’t rouse himself at a normal time like decent folks.”

“I see… things like that are hard to come by. Qualk may beyour man, but be careful how you approach him. He’s acautious man, he won’t deal with you if he thinks you can’tmind your tongue.”

A quiet, unassuming little shop, sited on Luydenhoek a coupleof streets from his main customers on Leech Street and PotionSquare.Jeremias Qualk does a bare business in medical supplies,probably due to his slightly awkward opening hours – he hasnever opened before midday, and has been known to remainopen to the middle of the night. Some say that he must be aheavy drinker, but those who have encountered him in the LongDragon knows he does not stay late, and it is rare to see himnot sober. The real reason is that Jeremias does the vastmajority of his real work at night.Nestled in a small yard behind his shop, accessed only througha stout wooden gate, sits two securely locked brick outhouses.Within these sheds can be found the tools and remains of hisreal job – shovels, picks, a small cart, and the broken downwooden remains of coffins. Jeremias Qualk is a graverobber,who supplies human remains to a number of students,physicians, necromancers, cultists, and far less pleasantindividuals. Qualk does not care the purposes his ‘merchandise’is put to, and in fact prefers to remain ignorant, correctlyassuming that the less he knows, the less likely his customersare to see him as a threat to remove, and more likely to getrepeat business.

Jerimias QualkGrave robber (ex-Student, ex-Thief)“Discretion, I pray you, sir!Circumspicio in omnibus,indeed. Necrophorism, sir -that’s what it is: a dignifiedterm for a useful service. Theword you used was mostunfortunate, sir, mostunfortunate indeed - andmost likely to bring upon ourblameless heads the ignorantwrath of the authorities!”

“Ah, good evening my noblepurveyor of the law. Late,but what a night! Elmagnifico mon celestis. Mypardon, I mean the heavensare magnificent. A look inthe cart? I couldnst allowthou to divert thyself fromyour invaluable duty in thedefence of our fair city.Which reminds me, howremiss of one such as me, one protected by the valiant and self-sacrificing efforts of those such as thouself. Please, I must insistthat I commend this small sum to the coffers of thous bravecompanions, such that our streets remain free of villainy.”

Jerimias is a lean man in his mid-twenties. He has lank brownhair and a permanent shifty expression. His fingers toynervously when he is wary or agitated, which is always in thepresence of authority figures.As an orphan child on the streets of the Suiddock Jerimias wasthe typical street urchin, performing small tasks for a few coinsor a loaf of bread. Street-smart, he learnt how to work his wayaround most people, getting a little further ahead than the othermore slow-witted children. Unlike most, he preferred his owncompany to that of the street gangs. It meant he had to be that

Page 190: 102678424 the Marienburg Project

SL15: Jerimias Qualk

Marienburg: The Greatest Port in the Old World

little more savvy to prevent himself falling prey to other streetkids, but it meant that the coins and food he earned wereentirely his own.Unfortunately, his intelligence fostered an arrogance and abelief in his own invincibility, and he began playing for higherand higher stakes, until he was caught by the Watch attemptingto steal from a wealthy merchant. Fortunately for him (thoughhe certainly did not see it that way), rather than face jail orworse, the Watch turned him over to Sister Marianne. The yearshe spent there were some of the worst of his life, and althoughhe learnt some valuable lessons during his time there, he wasfrequently attempting to run away, and many times was broughtback by the Watch. As he grew older, Sister Marianne was ableto engage his keen mind on the subject of medicine. Hopingthat she may have found him a vocation, she apprenticed himto an elderly doctor on Leech Street.Although he learned much about the medical arts, hediscovered something far more interesting. Seeing how muchtime his mentor spent on the study of anatomy, and some of theless than legal lengths he went to study the subject, Jerimiasrealised that there was a potentially vast market in theacquisition and sale of human body parts. When his mentordied, there was no one willing to take up his tutelage. Takingwhat money he had earned (and stolen) from his mentor, he sethimself up in a small shop near Potion Square, ostensibly as atrader in medical supplies (bandages, medical tools, vials, etc)but primarily focussing on those medical supplies which couldnot be obtained legally – human remains. Jerimias makes aspecific effort to distance himself from his pathetic upbringing,and hates to be reminded of it. He over-accentuates his part-educated nature, exhibiting a love of long words, old-fashioned,educated-sounding sentences and odd phrases in Classical ofuneven quality.Jerimias supplies (both legally and illegally) to many doctors onLeech Street, Anders Vesalion, Wilhelm Rotkopf and Grossbartat the Long Dragon. He doesn’t know, and doesn’t particularlycare, what his customers might use the body parts for. To hisown amusement, he supplies (legal) items to Droevigger’sFuneral Emporium, and has yet to steal from their premises,though he has thoroughly cased their shop out for the occasionwhen he might need to. Jerimias does the occasional dealingwith Doktor Puttlangs, helping dispose of some of the Doktor’smore serious mistakes. Jerimias is beginning to increasinglyregret his association with Puttlangs – he is astute enough torealise that the Doktor is unstable, and has no intention of beingbrought down with him when he finally snaps. Jerimias paysregular bribes to Dirck Nederbaar to ensure that the Watchdoes not take too much interest in his operation.

Main ProfileWS BS S T Ag Int WP Fel31% 33% 36% 40% 51% 46% 43% 42%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 5 0 5 0

Skills: Academic Knowledge (Science), Charm +10%,Common Knowledge (The Wasteland), Concealment,Consume Alcohol, Drive, Evaluate, Gossip, Haggle, Heal,Perception +10%, Pick Lock, Read/Write, Search +10%,Secret Signs (Thief), Silent Move +10%, Sleight of Hand,Speak Language (Classical, Reikspiel)

Talents: Alley Cat, Cool-headed, Flee, Fleet Footed,Linguistics, Resistance to Disease, Streetwise, StrongMinded, Suave, Super Numerate

Combat:Armour (none): Nondescript clothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Club (Hand Weapon, 1d10+3), Dagger (1d10+0)Trappings: Spade, Sack, Handcart, Lockpicks, Thick Cloak,

Wide Brimmed Hat

Page 191: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Old Mother Crumhorn’s Apothecary

SL16: Old Mother Crumhorn’s Apothecary

“She’s a witch, you know!”

“She’s just a harmless old woman who’s gone a bit soft in thehead, that’s all. Living alone all those years, hardly ever goingout or seeing anyone, it’s bound to affect a person.”

“They say she was married once, but I think it endedunhappily. Maybe that’s why she’s - how shall I say - a littlestrange.”

“Ah, it’s just an act. She puts on this old crone bit and haseveryone think she’s a witch, and then all the young girls go toher for love potions or what have you, and they think they’regenuine. She’s just an old fraud who can mix up pretty coloursin a bottle.”

“I’m surprised they don’t close her down - I don’t believe for aminute that she’s got a proper Guild license to be sellingpotions and stuff. That Rotkopf lives just down the road - he’simportant, so why doesn’t he do something about her. She’sgoing to kill someone with her brews one of these days.”

“Well, I’d never go to a place like that, of course, but... well, thisfriend of mine went to her for - er, personal problems, if youknow what I mean. Came away with this bottle of bubblinggreen stuff that smelt like the underdock at low tide - well, itcleared the problem up all right, but he was covered in brightgreen spots for a week!”

On the edge of Potion Square, at the northern side of PowderBridge, stands a ramshackle house with a hand-painted signreading Old Mother Crumhorn’s - Apothecary. The locals (andespecially the orphanage children) tend to avoid the place,although every so often a nervous-looking visitor will knock onthe door and disappear inside.The windows are filthy, and it is almost impossible to see intoMother Crumhorn’s. Behind the house stands a small,overgrown yard, backing onto the Poultice Water.

Old Mother Crumhorn, WitchWitch (ex-Apothecary, ex-Hedge Wizard)“Hello, my pretty! What can Old Mother Crumhorn do for you,then?”

“Ah, now, let me see. A pinch of dust from a suicides grave,some dried bat’s ears, and just a touch of fennel to take thetaste away. And a pinch of this – but you don’t really want toknow what that is, now do you? What’s the matter, my pretty?Lost your appetite?”

“Come out, come out of there, my pretty! Think I don’t knowyou’re there just because I can’t see you, do you. Ha ha, youdon’t fool Old Mother that easily!”

“All alone in the world, my pretty? Such a pity…”

No one knows whether Old Mother Crumhorn ever had anothername. She is an ancient, almost toothless crone, with tangledand matted grey hair and skin like badly-tanned leather. Shehas a large wart just to the left of her nose, with a small tuft ofhair erupting from it. When she laughs – which she does a greatdeal, often for no apparent reason – her one remaining tooth isdisplayed in all its yellowed glory, and she dribbles. Her short,broad body and stick-thin arms make her look a little like aspider as she goes about her work, cackling over a steamingcauldron and babbling to herself about various questionableingredients. Her eyes, when they can be seen through thetangle of hair, don’t match. One is a watery grey-blue, the othera blind white.Old Mother Crumhorn is regarded with a mixture of fear andfascination by the locals. Children all over Luydenhoek arefrightened into obedience by parents who threaten to sell themto the old witch, who will boil their bones to make glue or dosomething equally unpleasant to them. Opinion is divided overwhether she actually is a witch who has somehow escaped thenotice of the relevant authorities, or an eccentric but more-or-less harmless old madwoman, or a cunning charlatan whocultivates the archetypal image of a witch in order to make her

Page 192: 102678424 the Marienburg Project

SL16: Old Mother Crumhorn’s Apothecary

Marienburg: The Greatest Port in the Old World

strange preparations seem more authentic.Mother Crumhorn’s house is at least a century old, and she haslived there and plied her trade for as long as anyone canremember. No-one can remember her being anything but old –even the older residents of Potion Square cannot recall herbeing middle-aged or young. For that matter, nobody can reallyremember a time when she didn’t live in Potion Square… Ofcourse, nobody dares to ask Mother about her past.Very few people would ever admit to consulting Old MotherCrumhorn, but many do. Whether or not her personality andappearance are just a front, they draw a number of customers,particularly from among the young and impressionable. Despitethe fact that she lives alone and is so lacking in charm, no-onethinks to question the efficacy of her love potions.The fact is, Old Mother Crumhorn’s appearance is in no waydeceptive. She is a witch, and the ingredients she puts in herpotions are exactly what she says they are, and what hercustomers expect. She also indulges in less savoury activities,and is behind the disappearance of several incautious youngMarienburgers. Her cellar contains enough evidence of heractivities to have her condemned to the fire by the Temple Courtmany times over.

Skills: Academic Knowledge (Science), Channelling +10%,Charm, Common Knowledge (The Empire, the Wasteland),Gossip, Haggle +10%, Heal +10%, Magical Sense +10%,Perception, Prepare Poison, Read/Write, Search, SecretLanguage (Guild Tongue), Speak Language (Classical,Reikspiel), Trade (Apothecary +20%, Herbalist)

Talents: Dark Magic, Hedge Magic, Petty Magic (Hedge),Resistant to Poison, Savvy, Sixth Sense, Very Resilient,Witchcraft (Bewilder, Choleric, Healing of Hysh, Shadow ofDeath, Shimmering Cloak, Throttling).

Combat:Magic: 2; Bewilder, Choleric, Healing of Hysh, Petty Magic

(Hedge), Shadow of Death, Shimmering Cloak, ThrottlingArmour (none): Worn clothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons:Mother’s Cane (Hand Weapon, 1d10+2, Defensive,

Pummelling), Rusty Dagger (1d10-1)Trappings: Ring of Foul Warding, Power Crystal (Crystal

Mist), Bag of herbs and dried animal organs, bag containingvarious teeth, Purse (with 1d10 pennies)

Main ProfileWS BS S T Ag Int WP Fel22% 27% 25% 50% 45% 55% 48% 22%

Secondary ProfileA W SB TB M Mag IP FP

1 13 2 5 4 2 0 0

Mother’s CaneAcademic Knowledge: MagicPowers: Counts as a Hand Weapon with the Defensive

and Pummelling Qualities; In addition, if the Cane’swielder is a Spell Caster, as a Half Action, they cancause any spell within 12 yards (6 squares) to endprematurely. This requires a successful Will Power test,with a -10% penalty per point of the original caster’sMagic Characteristic. This has no effect on summonedDemons, reanimated Undead or Ritual Magic of anykind. If successful, the spells caster also suffers 1d10damage from the magical feedback.

History: The walking stick of Old Mother Crumhorn hasbeen bound with several enchantments, turning it into aversatile and effective weapon.

Ring of Foul WardingAcademic Knowledge: DaemonologyPowers: Cursed Item; Anyone who tries to attack the

wearer of this ring must make an Average Will PowerTest. Those that fail must pick another target or take adifferent action. However, the first time any creatureputs on this ring, they are cursed with a permanent -15% reduction to their Fellowship Characteristic (thishas already been applied to Old Mother Crumhorn’sprofile).

History: Fashioned to protect against those who wouldseek Mother Crumhorn harm, this tarnished silver ringcalls upon the foul gods to protect the witch frompersecution.

Page 193: 102678424 the Marienburg Project

Blackie, CrowUnaligned Least Daemon, Familiar“Kaaaak!”

Blackie lives in a brass cage inOld Mother Crumhorn’s frontparlour and consulting room,and looks like a small, seedyand somewhat malevolent crow.Most of the time he sits on hisperch, casting a baleful eye onthe proceedings in the room;occasionally he will stretch hiswings (as far as the cage willallow) and give vent to a loudcaw.Some people are convincedthat Blackie is a familiar, othersthat he is just a pet kept by thewoman to complete her hag-witch image; in fact, the formertheory is correct.Blackie is an unaligned Lesser Daemon, and a very weak oneat that, which probably explains how he came to be in theservice of Old Mother Crumhorn. His cage is magical, and aclose examination will reveal a pentacle scratched into the floor;this keeps him in his cage and in his crow form. If he is let out ofthe cage by any means, he will adopt the form of a black-skinned imp about three feet tall, with a wide, fanged mouth andknife-like claws. His first act will probably be to try to kill the oldwoman who has kept him prisoner for so long.

Skills: Dodge Blow, Magical Sense +20%, Perception, SpeakArcane Language (Daemonic), Speak Language (DarkTongue)

Talents: Night VisionTraits: Flier, Frightening, Natural Weapons,Special Rules:Daemonic Aura: Blackie is made from the very stuff of

magic, which protects him when he is in the mortal world.Any time a non-magical weapon hits Blackie; his Toughnessbonus is treated as if it was increased by +2. Additionally,Blackie’s own attacks are considered to be magical. Lastly,Blackie is completely immune to the effects of poison andsuffocation.

Instability: On a round in which Blackie is injured in meleecombat, but fails to inflict any Wounds in return, it mustsucceed at a Will Power Test or be banished back into theRealm of Chaos.

Main ProfileWS BS S T Ag Int WP Fel33% 20% 25% 36% 40% 60% 60% 28%

Secondary ProfileA W SB TB M Mag IP FP

1 6 2 3 (5) 4 0 0 0

SL16: Old Mother Crumhorn’s Apothecary

Marienburg: The Greatest Port in the Old World

Familiar Ability (Bonds of Blood): The Familiar andMaster can communicate complex thoughts and emotionsinstantly, without speech, and over any distance. This grantsboth the Familiar and Master +10% to Intelligence andWillpower whilst both are conscious and cooperative.

Will of Iron: Blackie is immune to fear and terror, as well asthe effects of the Intimidate skill and the Unsettling Talent.

Combat:Armour (none): -AP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Claws (Natural Weapons, 1d10+2, Special)Trappings: none

ServicesOld Mother Crumhorn can provide a variety of magical andmundane services to an adventuring party. The list below isby no means exhaustive, she can have any additionalservices available as needed. If at any time you do notwant a particular service available, the Old MotherCrumhorn has either forgotten how to do it (she can bevery eccentric at times) or she’s decided that she doesn’twant to do that particular job today.Below is a list of Old Mother Crumhorn’s more commonservices, with suggested prices – though these should onlybe used as base prices for haggling, and you can add in arandom factor of 75%-150% according to what sort ofmood she is in today.Casting SpellsIll Fortune 25 Guilders

Healing of Hysh 50 Guilders

MundaneHealing Wounds 25 Guilders per treatment

Diseases 30 Guilders per treatment

PotionsAny (see RoS p.198.) 30 Guilders per dose

Magical IdentificationPotion 20 Guilders per attempt

Ring or Wand 25 Guilders per attempt

Other 30 Guilders per attempt

Old Mother Crumhorn will not teach skills or spells (“Farbetter if you come back to me when you want the use ofthem, my pretty – hee, hee, hee!”), and she will only castthe two spells listed, the others she keeps for her ownpurposes only.Terms for everything are strictly payment in advance andshe offers no guarantees, and some of Mother Crumhorn’sservices are expensive. But, on the other hand, she asksno questions and has a ‘professional’ bad memory abouther clientele, which can be useful at times, especially for(shifty) adventurers.

Page 194: 102678424 the Marienburg Project

SL16: Old Mother Crumhorn’s Apothecary

Marienburg: The Greatest Port in the Old World

Adventure IdeasHere are a few ideas for short adventures featuring MotherCrumhorn. These might be run on their own, or in parallel withanother adventure to provide distractions or complications.InvestigationAlthough most of her neighbours are convinced that Old MotherCrumhorn is just a harmless old woman – after all, a real witchwouldn’t be that obvious, surely, flaunting herself in front ofeverybody and every witch hunter in the city – adventurersmight take it into their heads to check her out, just in case.The first thing that they will discover is that Old MotherCrumhorn never, ever leaves her house. She never seems tosleep either – there is a light burning in her front parlour allthrough the night, and there is no hour at which the adventurerscan break in without being discovered.The general public never sees beyond Old Mother Crumhorn’sfront parlour, and she will defend the rest of her territoryvigorously. She will rely on her psychology-based spells tochase intruders off, having covered herself with defensivemagic. If the adventurers manage to get a look at the rest of thehouse before the Watch arrives to investigate the disturbance,they will find plenty of evidence to convict her as a witch. Herbedroom is illuminated by a five-branched candlestick burningcandles of human fat, for instance.But the really damning evidence is the cellar of the house. Thisis a veritable charnel-house, holding the remains of her victimsfrom decades of murder. Although many are decayed ormutilated beyond recognition as pieces of meat, let alonehuman bodies, at least a couple of the corpses can be identifiedas young people who have been missing for a few days fromelsewhere in the Suiddock. The cellar also holds a number ofrendering pans, kettles, carefully assorted jars of humanorgans, and piles of meticulously polished bones: all itemswhich are strong circumstantial evidence of, if not actualnecromancy, certain necromantic interests. At the very least,Old Mother Crumhorn is quite violently disordered!The Temple Court in Marienburg offers a standing reward of 50Guilders for any information leading to the successful trial of aNecromancer, Daemonologist, Chaos Cultist, or evil spellcaster; the adventurers would be able to claim this reward ifthey obtained enough evidence against Old Mother Crumhorn,and in the process they might gain an introduction to someinfluential characters in Temple circles.Justice be DoneWhile wandering through Potion Square at night – perhaps onthe way to or from the Long Dragon – the adventurersencounter the ghost of Marijke Schlachtoffer, a young girl ofabout thirteen. The ghost is wandering about the squareweeping piteously, and will ignore the adventurers unless theyactually ask her why she is crying.“I only wanted a love potion,” the ghost wails, “but the wickedold woman killed me, and now I can’t even be dead properly!”The poor ghost is close to breaking down, and the adventurerswill have to be very gentle and very patient to get any furtherinformation from her. She cannot rest until her body isrecovered and given a decent burial, and she doesn’t knowwhere her body is except that it’s cold and dark and there are

other bodies there.To lay the ghost to rest, the adventurers will have to get into OldMother Crumhorn’s house, find the cellar and recover Marijke’sbody for burial. There could well be complications – the oldwitch may have used part of the body as ingredients for apotion, in which case the potion will have to be found andburied along with the body. If you want to stage a big, dramaticscene, then after the witch’s cellar has been cleared of its grislycontents a whole crowd of ghosts might come trooping out ofthe house, assemble in potion Square, and drift off through thecity, gradually dissipating as they finally find rest.Pins and NeedlesAt some point, the adventurers have consulted Old MotherCrumhorn. Perhaps they desperately needed a potion of sometype and, surprisingly enough, all she asked for was a hank ofhair from one of them. A reasonable bargain at the time, or so itseemed….The next thing they know is that one of their number is sufferingblinding headaches. It doesn’t matter what he does, the paingets worse. But every time they go past Old MotherCrumhorn’s, the curtains twitch, or the lights inside dims for amoment as the old woman leaves the window.A note is pushed under their door. It’s from Mother, and asksthem to visit her and take tea. When they arrive, the old womanis as close to charming as she gets: “Now my pretties. I’vedone what you wanted. Now it’s time for you to do what Iwant…”

Then she makes her demands. The adventurers must bring hera fresh body. She doesn’t care where they get it, but it must befresh. If they are too squeamish, one of them will do. And tomake sure they will do what she says, she produces a smalldoll from inside her apron and holds it up. It is a likeness of theheadache-sufferer. She also holds up a small pin, and drives itinto the dolls hand with predictable results… However, she iswilling to let the adventurers have the doll if they do what sheasks.The adventurers are faced with a simple choice: do they followOld Mother Crumhorn’s orders, or do they try to get the doll?And even if they do what the old woman asks, how do theyknow she will keep her bargain? And who can they go to forhelp, without one of their number being put through agony andpossibly killed?

Page 195: 102678424 the Marienburg Project

SL17: Hassan’s

Hassan’sMarienburg: The Greatest Port in the Old World

“It’s not right, I tell you. Bringing his heathen practices into acivilised country - and right next door to the temple, too! We’retoo soft on these furriners. No good’ll come of it, you mark mywords!”

“Whole place is the wrong way round if you ask me. I mean,look at the frontage. All windows, and that bay poking out - it’sthe natural place for a door. But is the door there? No. It’sround the side on Dock Road, set into a blank wall. You can’ttell me it’s not like that for a purpose. There’s something notright there, that’s for sure.”

“It’s a funny place, right enough, but Hassan’s all right whenyou get to know him. Always has the best stuff, too. A lot ofpeople are wary of him, but that’s just because he’s Arabyan, Ireckon. Don’t see a lot of them around here - they mainly keepto their little enclave up around Havensdijk, along with theother foreign merchants.”

“They say he’s connected with one of the big Arabyanmerchants up on Havensdijk - second cousin of someone’sbrotherin-law or something. He must have contacts to get holdof the stuff he sells. He knows his stuff, too. People come toHassan’s from all over the city, and not just the occasionalHalfling after some seasonings. If you know what you’redoing, there’s a lot you can get from Hassan.”

“There’s more to that one than meets the eye...”

Between the Edelmoed Temple and Dock Road there stands avery strange little building, with an equally strange sign hangingoutside - an iron wedge jammed into a carved wooden fruit ofsome sort. There is no other sign or name-plate, but thestoppered glass jars of dried fruits and powders in the windowsgive a clue that here one may buy spices. This impression isconfirmed upon entering the shop. The mixture of aromas isalmost overwhelming.A small, wiry, dark-skinned man rises from a chair behind thecounter as the customer enters, bows formally, and speaks incultured tones, but with a noticeable Arabyan accent: “Enterand be welcome. My humble shop is at your service. How mayI assist you?”

Hassan’s shop is a small, dark place, crammed with drawersand jars of herbs, spices and other ingredients. Upstairs, he hasa small office and sitting room where he entertains ‘special’customers. Some of the business which is transacted in theprivacy of the upstairs room may not be entirely legal...

Hassan bin Naroun al-Asred, SpiceMerchant

Merchant (ex-Tradesman, ex-Apprentice Wizard)“Welcome to my humble place of business. Here most assuredlywill you find what you seek.”

“Aaah, but observe – the colour, the texture, the aroma. This isthe very best – fit for the table of the Sultan himself! Already Imust face the angry ghosts of my forefathers for offering it atsuch a price! For my soul, I cannot go one penny lower.”

“Five Guilders? I would not take so little for a single hair frommy beard! Hassan does no business with thieves!”

“What you ask is clearly impossible.The Sultan himself has decreed thatthis spice is never to leave the shoresof Araby, on pain of death to thefaithless merchant who ships it. I willdo what I can, but the price will behigh. Return in two weeks.”

“Son of a dog, you exhaust me utterly.Take it, take it and give me your filthymoney. I betray my trade, my nationand my family by selling at this price– I shall starve and my soul be tornby evil spirits for such dealings, buttake it, you shameless robber! Mayworms eat your guts, you bandit, andmay you taste the poverty yourdealings fall upon my blamelesshead!”

Hassan is a short-ish, hawk-faced,wiry man in his late thirties. His black beard and moustache areimpeccably trimmed, and he always wears a turban of black orpurple silk secured by a ruby-topped pin. He dresses in theloose clothing of Araby, wearing brightly coloured silks andsatins in combinations that no Old Worlder could carry off. Inwinter, he adds a fine wine-coloured velvet cloak against thecold and damp.Hassan’s manner is faultlessly polite when dealing with acustomer, but he is a very spirited haggler and engages inbargaining with an enthusiasm that Old Worlders sometimes

Page 196: 102678424 the Marienburg Project

SL17: Hassan’s

Marienburg: The Greatest Port in the Old World

find unnerving. Even the more genteel Marienburgers amonghis clientele sometimes have trouble keeping up with theunending flow of refusals, threats, pleas and insults that makeup a typical Arabyan bargaining session.Hassan deals mainly in spices brought in from Araby. Despiterumours of powerful connections amongst the resident Arabyanmerchants, he works more or less alone, dealing directly withships’ captains. They are generally happy to bring in an extrasack or two, and Hassan’s extensive contacts among theArabyan crews mean that he is able to maintain a steady supplyof almost anything.As well as the more conventional spices, Hassan has beenknown to deal in more exotic substances from Araby, tradingOld World herbs and rarities back to his homeland. Several ofthe city’s wizards rely on Hassan for certain spell ingredients,and more than one of Marienburg’s merchant princes has foundhim useful in obtaining Arabyan antiquities and other exoticitems with which to impress friends and rivals. Despite the facthe is not formally attached to any of the Arabyan mercantileconcerns in the city, Hassan has numerous friends and contactsamong the resident Arabyans.He occasionally obtains exotic herbs for Jan van Arzneier, andWilhelm Rotkopf buys ingredients from him regularly. He islicensed by Baron Henryk’s College of Navigation and SeaMagicks to sell spell ingredients, and a framed certificate to thiseffect hangs on the wall behind the counter. Hassan has neverdone business with Grossbart – he knows there is a drug den inthe Long Dragon but is not inclined to become involved.Grossbart, for his part, is aware of Hassan’s dealings, but isletting him be for the moment.

Skills: Academic Knowledge (Magic), Channelling, Charm,Common Knowledge (Araby, the Wasteland), Drive,Evaluate +10%, Gossip +20%, Haggle +10%, MagicalSense, Perception +10%, Prepare Poison, Read/Write,Search, Secret Language (Guild Tongue), Speak ArcaneLanguage (Magick), Speak Language (Arabyan, Classical,Reikspiel), Trade (Herbalist, Merchant +10%)

Talents: Acute Hearing, Dealmaker, Fast Hands, LighteningReflexes, Petty Magic (Arcane), Savvy, Super Numerate,Very Resilient

Combat:Magic: 1; Petty Magic (Arcane)Armour (none): Worn clothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+1, Poisoned)Trappings: Special sheath which automatically coats the

blade with poison when drawn, 2 Doses of Black LotusVenom, Jewellery (worth 50 guilders)

Main ProfileWS BS S T Ag Int WP Fel43% 38% 36% 43% 52% 63% 53% 50%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 4 4 0 0 0

Trading at Hassan’sAs well as a range of culinary spices, Hassan stocks a fewherbs and ingredients for all legal (not Hedge Magic or any sortof Dark Lore) Lesser Magic Spells, and all Arcane spells up toCN18. Costs of 1 Guilder for Lesser spells, 2 Guilders for spellsup and including CN10, and 4 Guilders for spells of CN11 andabove - this price gets enough for a single casting of the spell.You might want to alter this price if an ingredient is particularlymundane (e.g. a piece of wax) or particularly exotic (e.g. thetongue of a Harpy).As we’ve already said, Hassan is very fond of haggling. He willalways demand twice the normal price for an item, and willhaggle normally down to 120% of the normal price. At this point,his bargaining becomes more heated as he calls upon the full10% bonus conferred by his Haggle skill. He can be bargaineddown to 100% of the normal price, but only after a lot ofprotests, imprecations, insults and general histrionics. He neversells at less than 100%. It is up to you to decide exactly whatHassan has in stock at any time - you might have specialreasons for wanting the adventurers to be able to get hold ofcertain spell ingredients - or not!If the adventurers ever need to get hold of something rare orexotic, there’s a chance that they will find it at Hassan’s. Youmight also use him to introduce them to various adventuresconnected with the stranger items among his stock.

Security MeasuresHassan does not live on the premises, and his shop is equippedwith several anti-burglar measures. The lock on the door is ofthe very highest quality, requiring a Very Hard (-30%) LockPicking Test to open. In addition, the heavy oak door requires aVery Hard (-30%) Strength Test to break down.All the windows have been subjected to a low-power ritual castby an Arabyan Wizard as a gift. No matter how carefully awould-be burglar breaks a window, it causes a loud noiseacross the Square.The security measures continue inside the shop. Hassan hasfour Enchanted Ropes imported from his native land. He leavesthem located in strategic places within the shop (top and bottomof the stairs, near the window, on the counter), to attack andbind anyone who enters except him.

Enchanted RopeRoughly six feet long, and appearing as a standard thick hemprope, these items are crafted using ancient Arabyan Magic, andare rarely found in the Old World. Used for performing amusingtricks to part travellers from their gold, they also make foreffective sentries.

Main ProfileWS BS S T Ag Int WP Fel42% 0% 50% 60% 66% - - -

Secondary ProfileA W SB TB M Mag IP FP

1 15 5 6 3 0 0 0

Page 197: 102678424 the Marienburg Project

SL17: Hassan’s

Marienburg: The Greatest Port in the Old World

Skills: Concealment +10%, Dodge Blow +10%, Silent Move+20%

Talents: Night Vision, WrestlingTraits: UndeadSpecial Rules:Animated Construct: Any creature may master a rope by

making a Will Power test. Once this is successful the Ropewill serve that creature faithfully. Once a rope is mastered inthis may it may never be mastered by another, although itwill obey a second character if its master commands.

Flammable: The rituals uses to create animated ropes renderthem quite flammable. When an Enchanted Rope is with aflaming attack, any Wounds suffered are doubled. This iscalculated after any deductions for TB or Armour.

Mindless: Animated Ropes have no Will Power, Intelligence orFellowship and can never take or fail tests based on thesecharacteristics.

Not All There: Animated Ropes have an unusual anatomy.Use the Sudden death Critical Hit Rules.

Combat:Armour (none): -AP: Rope 0 (6)

Weapons: none (Unarmed, 1d10+2, Special)Slaughter Margin: Routine

Page 198: 102678424 the Marienburg Project

SL18: The Long Dragon

The Long DragonMarienburg: The Greatest Port in the Old World

“The Long Dragon? – Sure I know where itis. Turn left on Silver Street and you’ll findit just before you enter Potion Square. Infact, once you’re on Silver Street just go forthe smell of hops!”

“It’s a good thing you can’t drink and talkat the same time – ‘cause when you’re atthe Long Dragon, you want to enjoy thedrink and say as little as possible. There’ssome people there you don’t want to rubthe wrong way, if you know what I mean.”

“That Wald woman is as sweet to the eye asKarel’s brew is to the tongue. But there’smore to her than good looks and a sweetsmile, mind my word!”

In the south-eastern corner of PotionSquare you can find the Long Dragon, atavern known throughout the Suiddock andbeyond for two things: its prime beer, aswell as the need to keep a low profile whileyou enjoy it.The Long Dragon was established in twoadjacent buildings by the late HendrikBroegman more than forty years ago and isnow owned jointly by his eldest son Kareland the attractive Lotte Wald. The tavernoffers all the pleasures that the Suiddockercraves after a long and hard day. Bestknown is the beer, but other moredangerous substances are also available,including the highly addictive Black Lotus.Lotte Wald is the public face of theestablishment, typically residing behind thebar from where she supplies beer and otherdelights for her customers. She also keepstrack of the girls who come every night tooffer their services to the customers, luringthem to the private booths near the brewery.Karel runs the brewery himself and keepsan eye on Beate, a young local girl whocooks the warm meal of the day. His home-brewed beer comes in two varieties; theBlozenbroew of normal strength, and thenotoriously strong Boekbier – for theaverage Suiddocker it’s probably the bestbeer he’ll ever have. Both Karel and Lottehave private quarters above the brewery.There are two other permanent residents atthe Long Dragon, filling up what used to bethe pair of rooms for rent. One is thenotorious Grossbart, an elderly, overweightand soft-spoken man to the casual observer(if one such ever were to see him) yet to allthose in the know a ruthless and calculatingmaster tradesman in just about any activitynot allowed under Wasteland law. Fewcoins change hand in Luydenhoek without ashare going to either the Excise or

Page 199: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

SL18: The Long Dragon

Grossbart – or both. The other room is occupied by FredjeGustaaf, Grossbart’s right-hand man.Even the few legit Suiddockers know that a number of regularsat the Long Dragon prefer that brawling and other activities thatattract the official enforcers of the law are avoided. Anyonestupid or ignorant enough to break this simple rule invariablyfinds himself firmly escorted from the Long Dragon and throwninto the Poultice.

Karel Broegman, Brewer, Barman and Co-Owner

Tradesman (ex-Seaman)“You’ll be wanting the Boekbier, I’ve a new batch, ready thismornin’. Give this a go. Now doesn’t that hit the spot?”

“Now I have told you once, if you two have a problem, take itoutside. If I have to tell you again, I will dump you out there tosort it out myself. Mind, you won’t be in a mood for fightin’, notwit’ busted arms.”

“Now get out of here boy, I won’t have Marianne bustin’ meballs for lettin’ you touch the drink. Oh! Sorry sir, we don’t getmany of you Halflin’ folk in here.”

Eldest son of the former owner, Hendrik Broegman, Karel is co-owner of the Long Dragon. Not much of a people person, Karelis a quiet, sour type, who would be much happier if he never gotanother customer. Not being one for the crowds of Marienburg,he took to the sea at an early age, and served on severalmerchantmen running up the coast to Kislev and Bretonnia.Following one hair-raising encounter too many, Karel returnedhome to help his ageing father with the tavern. A skilled cookfrom his time at sea, he took to the art of brewing, and quicklygained the Long Dragon a reputation for serving some of thebest beer in Luydenhoek. When his father passed on,ownership was passed jointly to Karel and his foppish brotherHeink. Karel never cared much for his younger brother, andwhen Heink fell foul of Lotte Wald’s calculations Karel wasactually glad to see him gone. Lotte handles the customers aswell (if not better) than Heink ever did, so Karel pays little mindto how she achieved her place.Karl is not completely ignorant of Grossbart’s dealings, but heknows well enough to keep his nose out of what doesn’tconcern him. Besides, the man’s presence seems to keep theLong Dragon safe from harm, and that suits Karel just fine.Karel has few friends among the people of Potion Square. Hekeeps an eye out for Markus Puttlangs, the man keeps him inbusiness after all, but would never risk going under his knife. Heis in friendly first name terms with both Albert Waarmans andJacob Boerenstand, and has a passing acquaintance withAnton Loewijer, which could become a firm friendship shouldeither man discover how similar they are.

Skills: Common Knowledge (Norsca, the Wasteland),Consume Alcohol, Dodge Blow, Drive, Gossip, Perception+10%, Row, Sail, Scale Sheer Surfaces, Speak Language(Norscan, Reikspiel), Swim, Trade (Brewer, Cook)

Talents: Hardy, Resistance to Poison, Seasoned Traveller,Street Fighting, Strike Mighty Blow, Sturdy

Combat:Armour (Light): Leather Jerkin and LeggingAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 1 (4)Weapons: Stout Cudgel (Hand Weapon, 1d10+4)

Trappings: Purse (with 3d10 Shillings)

Lotte Wald, Barmaid and Co-Owner

Innkeeper (ex-Servant, ex-Rogue)“Well, hello there handsome. I have not seen you in here before,I would have remembered. What can I do for you?”

“Oh, what a brute. That one won’t leave me alone, how can hethink I would be interested in his sort. He is not refined,handsome. Not at all like you…”

“I have a surprise… Come, let me show you.”

Many patrons of the Long Dragon take her to be nothing morethan a hard-working and put-upon barmaid, but in truth, LotteWald is co-owner of the tavern. More than just a pretty face,Lotte has a sharp mind, and is capable of running theestablishment with ease.Most people do not see past her bright smile and chattymanner, but Lotte is a deeply damaged individual. Daughter toa wealthy merchant who was ruined and driven to suicide bythe whim of one of the great Merchant Houses, Lotte went fromcomfort and good prospects, to being a penniless orphan on thestreets of Marienburg. Driven by a desire to work herself back tothe station she was born to, Lotte fought her way back up theladder, performing many demeaning and degrading jobs. Whatbrightness and optimism the young girl had was rapidly beatenout of her (often literally), leaving only a cold, calculatingwomen driven only by a desire to achieve a state that shewould now no longer feel any appreciation for.She learnt early that a pleasant smile and a pretty face wouldget her further than her natural guile and savvy, her friendlydemeanour is all just a front. She knows that men find herattractive, and plays upon this. Not that she has any interest inmen herself, but the brief moments of power she feels whenthey are vying for her attention bring her some small measureof satisfaction. She is a dangerous woman who will deliberatelyplay two men off against each other, and many a body foundfloating in the Tussenkanaal are those of her potential suitors(some of them put there by Lotte herself after they believed

Main ProfileWS BS S T Ag Int WP Fel43% 36% 43% 32% 38% 36% 39% 26%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 5 0

The Bill of FareMeal of the day 7p

Blozenbrew Pint 10d Half 6dBoekbier Pint 1/10 Half 1/-Alte Geheerentode Rum Bottle 17/- Goblet 6/-

Page 200: 102678424 the Marienburg Project

they had won her attention).One such unfortunate was Heink Broegman, Karel’s youngerbrother, a boasting fool who woke up one morning with themother of all hangovers and the blood of another of Lotte’ssuitors on his hands. To save his own neck, he turned over hisshare of the Long Dragon to Lotte, who proceeded to vouch forhim in court, and he is now sailing the Sea of Claws on atrading ship.Her co-ownership of the Long Dragon is just another step onher constant drive to reach the top, but even now, she suspectsthat she will not find what she is looking for when she getsthere. Grossbart saw through her facade early on, realised shewould make a perfect recruit, and is carefully building up toreveal to her the truths which will no doubt fill the void in hersoul. Lotte is aware of most of Grossbart’s criminal dealings,and actively assists in the selling of drugs, though she is so farunaware of his cult connections.Lotte takes very little interest in the other denizens of PotionSquare. She gives generously to Sister Marianne simplybecause this adds to her reputation, not out of any semblanceof kinship for the orphans there. She also gives reasonablebribes to Dirck Nederbaar to ensure that the Watch does nottake too much interest in goings on in the Long Dragon. Lotteuses Hans Kluger from time to time when she has obtaineditems from potential suitors who have subsequently ‘had anaccident’. She is a little afraid of Lisette Leerer, as she feels thatLisette can see through her facade. Despite his infatuation,Lotte barely realises that Floris Rijgpen exists.

Skills: Blather +10%, Charm +10%, Common Knowledge (TheWasteland), Consume Alcohol, Dodge Blow, Evaluate+10%, Gamble, Gossip +20%, Haggle +10%, Lip Reading,Perception +20%, Performer (Actor), Read/Write, Search+10%, Secret Signs (Thief), Sleight of Hand, SpeakLanguage (Reikspiel), Trade (Cook)

Talents: Acute Hearing, Etiquette, Flee, Lightening Reflexes,Luck, Marksman, Public Speaking, Sixth Sense, Streetwise,Suave

Combat:Armour (none): Barmaid’s costumeAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Best Craftsmanship Dagger (1d10+0)Trappings: Gold Locket, Purse (with 3d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel39% 43% 35% 37% 43% 45% 35% 56%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 3 4 0 0 0

Grossbart, Crime Lord and Nurgle CultistRacketeer (ex-Cult Acolyte of Nurgle, ex-Interrogator, ex-Thug)

“Come now, sit down. So you can’t make the payment? Now,now, no need to fret, I am not some monster who will take alimb in payment or send you to the bottom of the Reik. Not yet.I am sure we can come to some happy arrangement thatbenefits us both.”

“You will forgive me if I do not rise, sir. Such things aredifficult for one with my afflictions.”

“I am sorry it had to come to this. Though not as sorry as youwill be.”

“I understand your suffering, I really do. And I feel for you.The priests and politicians would have us believe that if wework hard, and pray faithfully to Sigmar, all will be well, andwe will be rewarded. But it won’t, for he will not, and cannotanswer. There is only one who can spare us from the suffering,only one who can offer succour from the bleakness anddesolation that is our existence.”

To most of the people of Potion Square, and to the drinkers andregulars of the Long Dragon, Grossbart is the overweight,balding, pock-marked and crippled resident of the Long Dragon.A permanent resident of one of the Dragon’s few guest rooms,he is very rarely seen to leave it, and many dread the possibilityof being summoned into his presence. Soft-spoken, he exudesa natural charisma which breaks through his less than pleasingappearance, and the unfortunate body odour which isnoticeable even over the usual inclement smell of the tavern’sregular clientele. An astute observer will notice that his eyes areforever sharp and attentive, and possess a certain air of spitethat belies his otherwise polite and calm demeanour.To those involved in the Suiddock underworld, he is a man ofpower who is not to be crossed. Grossbart sits at the head of anorganisation of racketeers, smugglers, and drug dealers whowork the length of the Luydenhoek Stretch. Grossbart has hisfingers in most of the criminal activity on Luydenhoek, andknows many of the dark secrets of his neighbours, patientlysaving the knowledge for future use. Even then, he maintains acharming and reasonable facade – although those who crosshim find that he can be both violent and sadistic. Grossbarttakes an active role in the activities of his organisation, thoughhe is never seen to leave his room, dealing drugs directly fromthe back rooms of the Dragon, and seeing personally to thosewho fail to keep up payments, or who fail in their appointedduties. Grossbart is a ranking member of League of GentlemenEntrepreneurs, he has an agreement with AdalbertHenschmann that he keeps his business to Luydenhoek andthat a suitable share of his profits ends in Henschmann’spockets. Andries ‘the Fish’, a trusted aide of Henschmann andprovider of illegal goods par excellence, supplies some of thedrugs to Grossbart’s people and serves as the link betweenGrossbart and Henschmann.As dark as all this seems, the truth is even murkier. Grossbart isnot just some petty criminal; he is an important member of theorganisation known as the Children of Doom. The Children ofDoom (see Tome of Corruption, pg. 71) are a Cult dedicated tothe Lord of Decay, Nurgle. Founded in Marienburg in the year1111, the Children believe that Sigmar is dead, murdered by theother Gods, and as his body decays, so does the world and its

SL18: The Long Dragon

Marienburg: The Greatest Port in the Old World

Page 201: 102678424 the Marienburg Project

SL18: The Long Dragon

Marienburg: The Greatest Port in the Old World

people. Grossbart is one of the inner circle of 21 who operatecells in towns and cities across the Empire. The Cult’s leader,known only as the Vile Prince, is said to reside in catacombsdeep below Marienburg, and this is where the Cult’s following isstrongest.As a youth, working as a Guild strong-arm, Grossbart sufferedhorrendously in a bout of Green Pox that struck one of theSuiddock Docklands. Suffering terrible hallucinations, he wasvisited by a being of utter foulness who spoke of Sigmar’sdeath, and the rotting of the world. The being offered him thechance to live, and he took it, though the illness cost him hishealth. He believed he had been spared by Father Nurgle for apurpose; he was sought out by followers of the Children, andinducted into their number. Grossbart rose within the ranks,showing the favour of the Fly Lord, taking control of theChildren’s followers within the Suiddock.Grossbart became a resident of the Long Dragon after savingthe life of Karel’s father, Hendrik Broegman. A band of Estaliansnew to the city had been cutting into Grossbart’s operations onLuydenhoek, and Grossbart’s retaliation fortunately coincidedwith an attempt by them to remove the Innkeeper who had notbeen paying them protection money. Hendrik all but beggedGrossbart to place him under his protection, and Grossbart sawthe benefit of a permanent base on the island. Grossbart’sacolytes conduct vile rituals in the basements below the LongDragon; not even Karel is aware of the secret Temple, thewalling off of that part of the basement happening long beforehe returned to take over the Dragon from his father. Lotte is notyet involved in the cult, but is aware that something more than asimple criminal organisation is going on in the Dragon. She isslowly being groomed by Grossbart, and it will not be longbefore he reveals the truth to her.Grossbart supplies Black Lotus to the volatile Doctor Puttlangs,amongst many others. He knows about Jerimias Qualk’soperation, and frequently obtains materials from him. He alsofrequently makes use of Jochen Kaaimans at Haagen’s Wharf,though he believes the man is a fool, so only trusts him with thecheaper goods that need moving in and out of the city. He isaware of Lisette Leerer’s connection to League of GentlemenEntrepreneurs, but feigns ignorance. He does not even suspectthe secret of the Orphanage of St Rutha, but if he were todiscover it he would spare no expense or inconvenience toattempt to gain control possession of it and its charges.

Skills: Academic Knowledge (Daemonology), Channelling,Charm, Command, Common Knowledge (The Wasteland+10%), Consume Alcohol, Disguise, Dodge Blow +10%,Evaluate, Gamble, Gossip, Haggle, Heal, Intimidate +20%,Magical Sense, Outdoor Survival, Perception +10%,Read/Write, Search, Secret Language (Thieves’ Tongue),Speak Arcane Language (Daemonic), Speak Language

Main ProfileWS BS S T Ag Int WP Fel51% 28% 42% 1% 1% 38% 58% 48%

Secondary ProfileA W SB TB M Mag IP FP

2 17 4 0 1 1 3 0

(Reikspiel), Torture +10%Talents: Ambidextrous, Coolheaded, Dark Magic, Disarm,

Fearless, Inured to Chaos, Menacing, Petty Magic (Chaos),Public Speaking, Quick Draw, Resistance to Disease,Resistance to Poison, Specialist Weapon Group (Flail),Strike Mighty Blow, Strike to Injure, Strike to Stun, Suave,Unsettling, Very Resilient, Wrestling

Inured to Chaos gives Grossbart a +10% bonus to resistgaining further Mutations.

Mutations:Fear Points: 1; Grossbart has the Menacing TalentAtrophy (Left Leg): This provides Grossbart a -10% penalty

to T, a -10% penalty to Ag and halves Grossbart’sMovement, already included in his profile.

Grossly Fat: This provides Grossbart a -2% penalty to S and+1 Wound already included in his profile.

Plaguebearer (Creeping Buboes): Grants Grossbart apermanent infection with the Creeping Buboes Disease;however, it can never reduce Grossbart’s Characteristics toless than 1%. Reduced Toughness, Agility and Movement,already included in his profile.

Special Rules:Green Pox Scars: Grossbart suffers a -10% penalty to all

Fellowship tests based upon physical appearance or goodlooks.

Mark of Nurgle: Provides Grossbart a +12% Bonus to T ,already included in his profile. Additionally he gains a +10%Bonus to Fellowship when interacting with other follower’s ofNurgle.

Combat:Magic: 1; Petty Magic (Chaos)The rules for Grossbart’s Petty Magic (Chaos) spells can be

found in Tome of Corruption, if you do not have access tothat book substitute Petty Magic (Arcane) instead.

Armour (none):AP: Head 0 (0), Arms 0 (0), Body 0 (0), Legs 0 (0)Weapons: Rusty Sword (Hand Weapon, 1d10+5, CV+1),

Stout Oak Walking Stick (Hand Weapon, 1d10+5, CV+1)Trappings: Purse (with 3d10 gu, 3d10 Shillings)Fredje Gustaaf, RacketeerRacketeer (ex-Bodyguard)“I assure you, when your friends find the pathetic remains thatthey will call your body, they will not make the same mistakeyou have.”

“The butcher on Fish Street lasted two minutes after I put himunder, very impressive. Tell you what, if you can last three, Iwill go plead your case to the Boss.”

Fredje Gustaaf, Grossbart’s right-hand man (both in the Cultand his criminal organisation), resides in the second of theDragon’s rooms, within call of Grossbart if needed. Fredje is abig and brutish looking man in his early forties, who happilytakes care of Grossbart’s dirty work. Far from a criminalmastermind, he is still sensible enough that Grossbart can usehim as a go-between for his simpler tasks. A long life in theseedier parts of Marienburg has left Fredje with little care for thewell-being of people other than himself – an outlook that

Page 202: 102678424 the Marienburg Project

SL18: The Long Dragon

Marienburg: The Greatest Port in the Old World

certainly keeps him quite satisfied with his current livelihood.Many people in Suiddock dread the appearance of Fredje, asone of his jobs is to summon people to Grossbart and makesure they get there on time – whether they want to or not.

Skills: Common Knowledge (The Wasteland), Dodge Blow+10%, Gossip, Heal, Intimidate +10%, Perception +10%,Shadowing, Speak Language (Reikspiel)

Talents: Ambidextrous, Disarm, Menacing, Quick Draw,Resistance to Disease, Specialist Weapon Group (Parrying,Throwing), Street Fighting, Strike Mighty Blow, Strike toStun, Very Resilient, Very Strong

Combat:Armour (Light): Studded Leather JackAP: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 0 (4)Weapons: Bill Hook (Hand Weapon, 1d10+6), Sword (Hand

Weapon, 1d10+6), Knuckledusters (1d10+3, Pummelling),two Throwing Knives (1d10+2, Range 6/12, Reload Half)

Trappings: Short Length of Thick Rope, Purse (with 1d10 gu,3d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel53% 32% 51% 44% 32% 24% 31% 28%

Secondary ProfileA W SB TB M Mag IP FP

2 15 5 4 4 0 0 0

Page 203: 102678424 the Marienburg Project

SL19: Dagblad’s Wholesale Leathers

Marienburg: The Greatest Port in the Old World

Dagblad’s Wholesale Leathers

“That? Warehouse of some kind, I think. Saw them movingsome leather jerkins in there once. The old boy next door seemsto be some kind of caretaker.”

“Cushiest job in the docks, old Albert’s got. All he has to do is sitthere all day in his shack. I mean, who’s going to rob awarehouse full of cheap leathers?”

“Never met Dagblad, but he seems to look after old Albert allright. Still, at his age he’s entitled to an easier life, I reckon. Notthat he takes it particularly easy in the Long Dragon of anevening, but that’s another story.”

The row of buildings which back onto the Poultice Water wereall originally small houses, but many, like St Rutha’sOrphanage, have been adapted to other uses. Dagblad’sconsists of two houses, next-door-but-one to the orphanage.One has been converted into a small warehouse, and AlbertWaarmans the caretaker lives in the other.The two buildings are owned by Artur Dagblad, but he hardlyever visits them, having many interests elsewhere. Their mainbusiness is simply to store made-up leather goods before theyare moved on to other parts of the city for sale. OccasionallyDagblad will arrange for other things to be stored here, but thewarehouse’s main business is leathers from nearby Tanner’sAlley and Shoemaker’s Square.Albert’s shack is a single-storey, two-room affair. He sleeps andcooks in the back, which is fitted with a small stove; firewood iskept outside in a small roofless pen built into the wall of theyard. The front room is a blend of parlour and office, with arickety table scattered with miscellaneous paperwork andwriting kit, and a comfortable but slightly battered chair right bythe window. It is here that Albert spends most of his days,watching the world go by outside. On a fine summer day, he willeven drag his chair into the doorway. There is a trapdoor in the

floor of the back room which presumably leads down to somekind of cellar, but Albert has never opened it and has no ideawhat might be in there. It’s left to your discretion as GM todecide where this trapdoor really leads - the sewer, perhaps?The ‘lockup’ was originally a small two-storey house, but hasbeen radically altered. A narrow loft, reached by ladder from theground, is all that remains of the upper floor, and a tall double-doorway has been cut into the front of the building. The backdoor which originally led out to the yard has been bricked andplastered; now the doorway is visible only from the outside.Neither Albert nor Dagblad is aware of the secret door leadinginto Dirck Oester’s shop.

Illicit DealingsMore complete details of Oester’s smuggling operation willbe found in the description of his shop. At any time, there isa 20% chance that a quantity of contraband of some kind isbeing stored in the lockup behind and beneath one of thepiles of jerkins and aprons. Oester makes a habit of talkingto Albert, so he always knows when the lockup is about tobe cleared and he can move his contraband before thathappens. If any contraband is found here, Albert could bein serious trouble unless someone finds the secret doorand can prove the connection with Oester.

Page 204: 102678424 the Marienburg Project

SL19: Dagblad’s Wholesale Leathers

Marienburg: The Greatest Port in the Old World

Albert Waarmans, Caretaker

Servant (ex-Stevedore)“What d’ye think to this weather, then? Not bad for this time ofyear, eh.”

“GERRADAVIT! Oh, sorry, boss – thought you was another o’them kids from the orphanage. ‘Ave t’ keep an eye on them, I do– always muckin’ about round ‘ere.”

“That kid of Rotkopf’s is out at all hours, y’know – the spottyone. I reckon he’s got a sweetheart somewhere. Up all nightlookin’ at the stars, he was – an’ not with a telescope like ‘isboss, either.”

“Saw that Doctor Markus in the Dragon last night – dear me,the state he was in. Couldn’t ‘ave stood up to save ‘is life – noteven if ‘e’d ‘ad six pair o’ legs! Someone carted ‘im back toKoester’s in the end – sleepin’ like a baby, ‘e was – and I’d bevery surprised if ‘e remembers a thing about it.”

Albert Waarmans is a weather-beaten, wrinkled old man,stooped by age but still mentally active. The job of looking afterthe warehouse (“the lockup” as he calls it) is not a demandingone, and most of the time he does pretty much what hepleases. He is more fortunate than many Marienburgers of hisage without families to support them, since the job gives himfree accommodation in the shack next to the warehouse andenough money for food and a few drinks in the Long Dragon.Albert is a contented individual, and loves nothing more than afew beers and a good gossip. He sees and hears a good dealof what goes on in and around Potion Square, and spends somuch time watching the neighbours, in fact, that he iscompletely unaware of the fact that the lockup is sometimesused by smugglers working in collusion with Dirck Oester nextdoor.Albert is well known in the Long Dragon, although he doesn’tknow all its secrets. His predilection for gossip makes him anunwitting look-out for Grossbart and his minions. He is foreverchasing orphans away from the lockup, but he does this morefor his own enjoyment than for any fear of theft or damage. Hemakes regular small donations to the Edelmoed Temple – he’sfallen on his feet and found a nice little job to keep him going into his old age, and the donations are as much a bribe to keepShallya sweet as they are alms for the needy. He is also a paid-up member (a penny a week) of Edvard Strattner’s shrine cluba little further down dock road. Albert worked on the docks as ayounger man, and his acquaintance with Lea-Jan Cobbius goesback decades. He believes that Cobbius secretly keeps an eyeon him, which accounts for the lack of trouble at the warehouse;in fact, Cobbius would just about remember him if the two met,and is much more interested in taking a share of the contrabandthat passes through there. Albert knows Granny Hetta but thetwo don’t get on – neither wants to stop talking and listen to theother one!

Skills: Common Knowledge (The Wasteland), ConsumeAlcohol, Dodge Blow, Drive, Gossip +20%, Perception+10%, Performer (Singer), Read/Write, Secret Language(Guild Tongue), Speak Language (Reikspiel), Swim

Talents: Luck, Strong Minded, Sturdy, Very Resilient, VeryStrong

Combat:Armour (Light): Leather Jack and CapAP: Head 1 (6), Arms 1 (6), Body 1 (6), Legs 0 (5)Weapons: Club (Hand Weapon, 1d10+3), Dagger (1d10+0)

Trappings: Lantern, Keys, Bottle of Rum

Main ProfileWS BS S T Ag Int WP Fel32% 31% 38% 53% 30% 33% 28% 41%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 5 4 0 0 0

Page 205: 102678424 the Marienburg Project

SL20: The Sign of the Quill

Marienburg: The Greatest Port in the Old World

The Sign of the Quill

“The Quill? Sells parchment, I think. Writing stuff. Never hadmuch use for it myself.”

“Oester does a fair-quality vellum, but you have to watch him.Check every sheet carefully - if he’s got a faulty one he’ll oftentry to get rid of it by slipping it in the middle of a stack so youdon’t notice.”

“Oh, yes, he does all that writin’ stuff. A couple of years ago myUncle Hendrik got rammed by a drunk Bretonnian in theBruenwasser, an’ there was all this writin’ to go through withthe courts an’ that - well, Uncle was quite worried. I mean, youdon’t need writin’ to run a lighter off Stoessel, so he never gotround to learnin’. Oester saw him right, though - read all thestuff out to him and writ down what Uncle had to say forhimself. Turned out sweet as ale in the end.”

“Mention my name and tell him you’re after a scroll-qualityvellum. He’ll quote you a price alright! Don’t budge above aGuilder a sheet, though - he’ll come down eventually.”

This small shop stands next door to St Rutha’s Orphanage onPotion Square. A narrow alley separates it from the orphanage,and it forms a block with Dagblad’s Wholesale Leathers andDroevigger’s Funeral Services. Outside the door hangs awooden model of a quill pen, about three feet long. Anyoneentering the shop will find themselves confined to one corner bya scrubbed pine counter; the rest of the shop is filled with racksand cupboards containing pens, inks, sandboxes, sheets ofparchment and vellum, and other writing equipment. Againstone wall, under a pair of oil-lamps, stands a large writing-desk,and it is here that the proprietor will most often be foundworking. As well as offering writing equipment to the literate, theSign of the Quill also offers basic literary services to theunskilled.

Dirk Oester, ScribeCharlatan (ex-Forger, ex-Student, ex-Initiate, ex-Scribe)

“The four-shilling parchment? Weellll… it’s all right fordoodling, I suppose – notes and the like. But for a finishedpiece of writing, I’d say you really need the ten-shilling. Look –see the finish on that? Now compare it with the four-shilling.See what I mean?”

“Now here’s a quill for you. Take a look. What is it? Guess. Youcan tell at a glance it’s not swan or goose. Give up? GenuinePegasus feather, that is. I happen to know this wizard inElftown, you see – every so often I’ll do him a little favour andhe’ll send me a few of these from his stable. Beautiful quill,Pegasus – holds a point like nothing you have ever seen.Doesn’t flake or chip like a bird’s quill. Master Rotkopf acrossthe way there, he won’t use anything else. Knows his stuff thatgentleman. Five Guilders, to you.”

“What’s that, then, Granny? Ohhh – looks official. Seal on theback and everything. What’ve you been up to, then? You beenout with your little lamp leading ships onto Breukrots again?Ha ha! ‘Course I’ll read it for you – oh, don’t you worry, justgive me one of your sausages and we’re even.”

Dirck Oester is a fresh-faced, slim man; his tousled ginger hairand freckles make him look younger than his age. He wasapprenticed as a scribe to one of the merchant houses, butquickly became dissatisfied with the pay and lack of interest inthe job. He rents this small shop from Artur Dagblad and makesa living from his knowledge of writing and writing materials. Heis a quick-witted individual with a certain roguish charm, andmost of his customers agree that you have to keep your witsabout you when dealing with him.Most of his customers and acquaintances don’t know that

Page 206: 102678424 the Marienburg Project

SL20: The Sign of the Quill

Marienburg: The Greatest Port in the Old World

Oester is an Initiate in the Cult of Ranald, although few wouldbe surprised to find out. He is a member of Edvard Strattner’sshrine club, like his neighbour Albert Waarmans, and in a chestin his bedroom he keeps a small folding shrine dedicated toRanald the Deceiver. While he is capable of all kinds of sharppractice, he has a soft spot for the poor and needy, and willwork for them free of charge if they genuinely can’t afford topay.Oester supplies writing materials to many of the physicians onnearby Leech Street, and Wilhelm Rotkopf is one of his regularcustomers. The two have worked together on a number ofoccasions to develop special inks for inscribing magical andarcane scrolls and books. He gives parchment scraps and off-cuts to Sister Marianne for use in the orphanage’s classes, andhas provided letters of introduction which have helped a few ofthe orphans to apprenticeships as scribes. Oester has contactsright across the social scale in Suiddock, and will sometimessupplement the income from his shop by rather lessrespectable means – the occasional forgery of a bill of lading orother official document, for instance. He also uses thewarehouse next door to hide contraband for Matteus Pijk. Thisoperation is so well hidden that even Grossbart knows nothingof it, although Lea-Jan Cobbius is aware of the operation. Hefinds out well in advance when the warehouse is to be cleared,and makes sure that the ‘goods’ are moved out beforehand –for one thing it is too good a dodge to let it be discovered, andfor another he would hate Albert to get in trouble on hisaccount.

Skills: Academic Knowledge (The Arts +10%, History, Law,Magick, Theology), Blather, Charm +20%, CommonKnowledge (The Empire, the Wasteland), Evaluate +10%,Gossip +10%, Haggle +10%, Heal, Perception +20%,Read/Write +20%, Search, Secret Language (GuildTongue), Secret Signs (Thief), Sleight of Hand +10%, SpeakLanguage (Breton +10%, Classical +20%, Reikspiel +20%,Tilean), Trade (Artist, Calligrapher +10%)

Talents: Artistic, Cool Headed, Dealmaker, Etiquette,Lightening Reflexes, Linguistics, Marksman, PublicSpeaking, Suave, Super Numerate

Combat:Armour (Light): Good Craftsmanship ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0)

Trappings: Assorted writing materials, Quill tucked behind ear

Main ProfileWS BS S T Ag Int WP Fel33% 50% 38% 43% 51% 58% 53% 55%

Secondary ProfileA W SB TB M Mag IP FP

1 16 3 4 4 0 0 0

The GoodsAt any time, there is a 20% chance that Oester has hiddensome contraband in Dagblad’s warehouse. The things he storesare always small and of high value - it’s not practical to hide aship-load of untaxed corn in a small warehouse! Oester has nopart in the smuggling operation, but simply provides a hiding-place for illicit goods until they can be moved. The contrabandcan vary widely - Bretonnian and Imperial brandy is frequentlysmuggled in, as are fine wines from almost every part of the OldWorld. Jewellery and precious stones are small, valuable andeasy to smuggle - jade from Lustria or Cathay and workedamber from Norsca - and antiquities and objects d’art fromalmost anywhere can find its way into Marienburg. A cache ofcontraband will be worth anything from a few dozen Guilders toa few hundred - roll 1d10, note the score and roll 1d100 thatmany times. Add the scores together to find the value of thecontraband in Guilders.

Page 207: 102678424 the Marienburg Project

SL21: Droevigger’s Funeral Services

Marienburg: The Greatest Port in the Old World

Droevigger’s Funeral Services

“He’s a nice man. Very discreet, very sympathetic. We went tohim when old aunt Mathilde died, and he was very good. Youknow how some of them can be – either it’s all business andnever mind your feelings, or they come on with this treaclyfalse sympathy that makes you want to scream. But MasterDroevigger was very nice about it all – very sincere.”

“Not a bad business, if you don’t mind spending your daysurrounded by stiffs. I mean, the trade’s never going to goaway, is it? People aren’t going to stop dying. And he’s good.He should be on the stage – he comes out with all the sad looksand the mealy-mouthed condolences, and he can make youbelieve he means them. You’d think it was his own mother hewas burying to look at him sometimes. People are so busysharing their grief with him, I swear they hardly notice himtaking their money.”

A very neat, respectable-looking two-storey cottage stands nextto a smaller building with the sign of a coffin standing outside.This is Droevigger’s Funeral Emporium, and the cottage nextdoor is the Droeviggers’ home. While there is no directinterconnection between the two buildings, they share the yardthat backs onto the Poultice Water.The Droevigger home is a small, tidy two-storey cottage with nonoteworthy characteristics. The Droeviggers have a bedroomon the upper storey, and Edvard their young apprentice sleepsin the shop’s attic. The yard and the back of the shop is thedomain of Boris, the huge and gloomy Kislevite coffin-makerwho completes the Droevigger household.The front is where the business is conducted. The door of theshop opens up onto a vestibule, with a door leading to thestockroom where coffins and sample gravestones are neatlydisplayed. Also, off the vestibule are two curtained booths,where ‘occupied’ coffins can be laid before a funeral. Thebooths are decorated in sombre good taste and lit only by tallowcandles.Coffins are either taken out into Potion Square and loaded ontoa horse-drawn hearse for the funeral, or taken out through the

yard and moved by funeral barge. In the latter case, Droeviggeris sure to have Boris clean the yard up and keep out of the way– the Kislevite’s appearance and manner have a tendency toupset the bereaved.

Jacobus Droevigger, Initiate of Mórr

Initiate (ex-Tradesman)“Good day to you, please come in. Allow me to take yourcloaks. Please avail yourselves of seats. You have suffered aloss? My most sincere condolences. You may rely on me tomake all the arrangements without adding to your distress.”

“We’ve always prided ourselves on our service. Add no furtherto the customer’s distress, that’s always been my watchword.After the loss of a loved one, no one really wants to haggle likea grocer – it wouldn’t be fitting.”

“The granite? In this case, I don’t think so sir. If I mightsuggest, the basalt has greater dignity. The colour, thepresence. More fitting altogether. No-one who sees the basaltcan possibly doubt that it is laid over a man of consequence.And it does hold an inscription well. People will still be able toread your father-in-law’s name centuries from now.”

Jacobus Droevigger is a lean, lugubrious man in his forties. Hisface seems to be the wrong size for his body, and his largenose and ears combine with the worry-lines left by decades ofprofessional sympathy to give him a strange appearance. Hishair is dark and lightly oiled, and his mournful eyes dark brown.His clothing is invariably dark and neat. Apprenticed to a coffin-maker at an early age, he has spent most of his life in the trade,and death is in his blood. He is respectful and formal at all times– he and his wife even refrain from using each other’s firstnames in the presence of customers. Droevigger is a memberof the Mourners’ Guild, as all in his profession are required tobe. As a contact for the Mourners’ Guild, he is known to most ofhis neighbours, as well as the local Watch. Any approach to theGuild is made through him when there is local business ofwhich the Guild needs to be informed, and he keeps an eye on

Page 208: 102678424 the Marienburg Project

SL21: Droevigger’s Funeral Services

Marienburg: The Greatest Port in the Old World

the neighbourhood with regard to the Temple Law on death andthe dead.Jacobus buys supplies from Jerimias Qualk. Like any goodfollower of Morr he would be horrified to discover how Jerimiasmakes most of his money.

Skills: Academic Knowledge (History, Theology), Animal Care,Common Knowledge (The Wasteland), Charm, Drive,Evaluate, Gossip, Haggle, Heal, Intimidate, Perception,Read/Write, Secret Language (Guild Tongue), SpeakLanguage (Classical, Reikspiel), Trade (Embalmer,Stoneworker)

Talents: Dealmaker, Savvy, Strong Minded, SuaveCombat:Armour (none): Formal sombre clothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: None (Unarmed, 1d10-1, Special)Trappings: Silver raven pendant (holy symbol of Morr),

Writing Kit, Deck of Cards

Anne Droevigger

Tradesman (ex-Servant)“Right away, Master Droevigger.”

Anna Droevigger is a loyal support to her husband. She doesnot participate in the funeral rituals, but manages the businessof the Emporium – collecting fees for funerals, dealing with andpaying suppliers and so forth – and runs the household. Herknowledge of the city’s other traders, and her network of gossipwith other artisans and their wives means that she is wellinformed about the goings-on in Suiddock. Anna is in her mid-thirties; the Droeviggers have no children. Before marryingJacobus, Anna was a servant to one of Marienburg’s leadingmerchant families; a friendship with Anna might provide ahelpful source of ‘below stairs’ information.

Skills: Blather, Common Knowledge (Wasteland), Dodge Blow,Drive, Evaluate, Gossip +20%, Haggle +10%, Perception+10%, Read/Write, Search, Speak Language (Reikspiel),Trade (Cook) +10%

Main ProfileWS BS S T Ag Int WP Fel28% 32% 28% 31% 46% 45% 39% 42%

Secondary ProfileA W SB TB M Mag IP FP

1 15 2 3 4 0 0 0

Main ProfileWS BS S T Ag Int WP Fel33% 31% 36% 33% 40% 43% 39% 41%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Talents: Acute Hearing, Dealmaker, Etiquette, Hardy,Lightening Reflexes, Savvy, Super Numerate

Combat:Armour (none): Formal sombre clothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: None (Unarmed, 1d10-2, Special)Trappings: Ledger, Purse (with 1d10 shillings)

Boris Rodzin, Coffinmaker

Artisan (ex-Tradesman, ex-Seaman)“Too many boatbuilders in this town. So I build coffins.Everybody needs coffins, dah?”

“You here for measure? For coffin, I measure you for coffin,dah? Nyeh? Oh. Excuse, please, work to be done.”

Jacob is in his thirties, a huge, bearded Kislevite with a limp (hisleft leg was broken and badly set). He has a thick accent. Borisknows some of the patrons of the local hostelries by sight, butgenerally keeps to himself. He buys imported Kislevite vodkafrom Ishmael at the Pelican’s Perch.

Skills: Common Knowledge (Kislev, the Wasteland), ConsumeAlcohol, Dodge Blow, Drive, Evaluate, Gossip +10%, Haggle+10%, Perception, Read/Write, Row, Sail, Scale SheerSurfaces, Secret Language (Guild Tongue), SpeakLanguage (Kislevite, Reikspiel), Swim, Trade (Carpenter+10%, Shipwright +10%)

Talents: Artistic, Dealmaker, Hardy, Street Fighting, SeasonedTraveller, Strike Mighty Blow, Very Strong, Very Resilient

Combat:Armour (none): Leather JerkinAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Club (Hand Weapon, 1d10+6)Trappings: Hammer, Trade Tools (Carpenter), Bottle of Vodka

Main ProfileWS BS S T Ag Int WP Fel41% 42% 51% 53% 44% 28% 37% 24%

Secondary ProfileA W SB TB M Mag IP FP

1 16 5 5 4 0 0 0

Page 209: 102678424 the Marienburg Project

SL21: Droevigger’s Funeral Services

Marienburg: The Greatest Port in the Old World

Edvard Stoemm, Apprentice

Student (ex-Servant)“Yes, sir.”

Edvard is about eight years old, with golden hair, and hugesolemn blue eyes. He is quiet, respectful, attentive and serious.His aims are to learn the business, and please the Droeviggers.Once one of Sister Marianne’s orphans, Edvard knows most ofthe children and staff there. He also knows the people withwhom Droevigger does business, and has won the hearts of anumber of bereaved ladies by his beautifully mournfulappearance at funerals.

Skills: Common Knowledge (The Wasteland), Blather, Charm,Dodge Blow, Gossip, Haggle, Perception, Read/Write,Search, Speak Language (Reikspiel), Trade (Cook)

Talents: Etiquette, Flee!, Hardy, Lightening Reflexes.Combat:Armour (none): Best Craftsmanship ClothesAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: None (Unarmed, 1d10+2, Special)Trappings: Well Polished Shoes

Fun at the Funeral Parlour

A Friend in the GuildA contact in the Mourners’ Guild can be very useful to a party ofadventurers. Since the Guild sometimes works with adventurersin cases of a doubtful or delicate nature, Droevigger may beable to give a party leads to investigations of suspicious deaths,missing bodies, or suspected necromantic activity.He also makes a good point of contact with the Guild whenclaiming a standing reward for dealing with Undead, graverobbers or necromancers, or if they should want to call upon theCult of Morr for help.From his apprenticeship to the present day, Jacobus Droeviggerhas about thirty years’ experience in the funeral trade, and canremember many of the funerals he attended. Combined with hisaccess to Guild records, he can come up with details of justabout any burial in the city for the last few centuries, includingcircumstances of death and other details. This can be veryuseful in determining, for example, whether unusual eventsaround a certain burial vault are likely to be of supernaturalorigin, or caused by smugglers or body snatchers to keepprying eyes away.

The Unquiet SoulThe bodies of murder victims are often placed under Morr’sprotection in an undertaker’s shop or a chapel untilinvestigations can be completed and a proper funeralconducted – or a Nameless Funeral, if the deceased cannot be

Main ProfileWS BS S T Ag Int WP Fel22% 31% 28% 31% 33% 33% 29% 31%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 3 4 0 0 0

identified. One such unfortunate was Mats van Oopfers, whosebody was found in a Riddra back-alley one sunrise. It wasbrought to the Droeviggers by the Watch and placed in a coffinin the back of the shop, pending identification and notification ofthe next of kin. As is usual in such cases, the body wassprinkled with an infusion of Graveroot as a precaution, andword was sent to the Temple of Morr so that a Priest couldcome and make other preparations.Unfortunately, the violence of the death separated van Oopfers’spirit from his body, and it is now wandering the streets ofRiddra by night, trying to find a way back to the body. Theadventurers may become aware of the situation byencountering the ghost themselves, or by meeting someonewho has, and they will have to find out who the ghost was,where and when he was murdered, and then follow the trail ofthe body through the local Watch house to the Droeviggers’shop. Since the body was sprinkled with Graveroot, the spiritcannot be re-united with it, and a Priest of Morr will have to laythe troubled spirit to rest by conducting a funeral ritual.

In the Name of ScienceA primary concern of the Cult of Morr is to protect the dead fromoutrages at the hands of necromancers and grave robbers.Although bodies are treated on arrival at an undertaker’s shopto render them useless for necromantic operations, this doesnot make them less attractive to grave robbers and some oftheir patrons. Some body snatchers far prefer stealing fromundertakers to opening graves; after all, there’s less hard workto do, the surroundings are more pleasant and the goods arefresher. A common (but untrue) grave-robber’s superstitionholds that the protective magics of a funeral can wear off overtime, so that a corpse from a graveyard is more likely to bringan unwanted ghost with it than one from an undertaker’s shop.Although the Droeviggers take precautions against burglary likeany other tradesfolk, it would be relatively easy for anenterprising body snatcher to break into the vestibule and steala fresh body, selling it on to the medical profession or even toan unsuspecting necromancer who is unaware of its magicaluselessness. If the adventurers can intercept and recover thebody before it is dissected or subjected to a worse fate, they willsave Master Droevigger from a serious professionalembarrassment, and earn his gratitude.

The ForeignerA visiting Arabyan merchant has died in the city, and his body isin the charge of Jacobus Droevigger while arrangements aremade. According to Temple Law, a body may only be releasedto the next of kin, and since this individual’s next of kin are faraway in Araby, a tense situation is brewing.The deceased’s fellow merchants are demanding that the bodybe turned over to them so that it may be buried in their owntradition, but the law states that the Cult of Morr must conduct afuneral if the next of kin cannot be contacted.The Arabyans may try to take the body by force, steal itthemselves, or arrange for it to be stolen from the Droevigger’sshop. Foreseeing this, Droevigger may hire on the adventurersas temporary guards, or, if any of them have any experiencewith Araby or Arabyan culture, as intermediaries andnegotiators.As an added complication, the deceased was a member of anancient Arabyan cult which embraces mummification as a burialrite, and his companions demand to be allowed to eviscerate,dry and wrap the body according to their own beliefs –something which the Cult of Morr firmly regards as desecrationof the dead!

Page 210: 102678424 the Marienburg Project

No Rest for the WickedJacobus Droevigger has recently been given charge of the bodyof a notorious racketeer, who died at the hands of an arch-rival– the dreaded Adalbert “Casanova” Henschmann. A gang war isbrewing, and the deceased’s rival has publicly vowed to preventthe deceased from receiving funeral rites, so that he may neverfind peace.Droevigger finds his shop invaded by racketeers determined toguard the body of their lamented boss, and with very definiteideas about when and how the Cult of Morr is going to conductthe funeral. The Watch is very unwilling to get involved,preferring to let the two gangs weaken each other with theircontinued feuding. Meanwhile, various agents of the victoriouscrimelord will stop at nothing to obtain the body of thedeceased, or at least prevent the funeral from taking place.Characters with underworld connections may be able to bringabout some kind of negotiating settlement – although this willnot be easy – or it may be possible to trick the racketeers andbury the body secretly, ensuring the safety of the departed spirit(and preventing it from taking any further hand in the situation!),while letting the two gangs get on with their feud.

SL21: Droevigger’s Funeral Services

Marienburg: The Greatest Port in the Old World

Page 211: 102678424 the Marienburg Project

SL23: Loewijer’s Tannery

Marienburg: The Greatest Port in the Old World

Loewijer’s Tannery

Loewijer’s is one of the many small tanneries in theleatherworking district of Luydenhoek. It is set a little waybehind Tanner’s Alley, in the maze of side-streets andalleyways. One end of the building stands on Canal Street, butit is without doors or windows - instead, it has a colourful muralof a stack of leather hides and a sign reading LOEWIJER’STANNERY - Entrance at Side. The sign doesn’t say which sidethe entrance is on, but it doesn’t matter since there are doorson both sides of the building.Beside each door is a pit, 5ff square and 5ft deep and coveredover with planks. At least, it’s covered over with planks so longas Mats remembers to put them back. Some late-night revellersmaking their way home from the Long Dragon through thesealleys sometimes fall into a pit in the darkness. The pits areused for storing the tanning mixture, an evil-smelling concoctionmade from the bark of certain trees, sour wine and other, lesspleasant substances. It is a 1-yard fall into the pits, and anyonefalling in suffers a -20 penalty to Fel tests until they get cleanedup. If they have any unhealed wounds when they fall in, theymust make a Toughness Test or contract Stenchfoot Fever.The building itself consists of two large rooms connected by anarrow passage. The front room on the ground floor is used forscraping, trimming and cleaning hides, and the back room -which has a deliver door facing towards Tanners’ Alley -contains three tanning pits like those outside, except that theynow contain hides in various stages of tanning. A ladder leadsup the upper floor from here, as does a ramp from the frontroom. There is no passage on the upper level - the space isoccupied by a rope drying rack for hanging hides when theycome out of the pits.

Anton Loewijer – TannerArtisan (ex-Tradesman, ex-Sergeant, ex-Marine)“Go outside and take a look at the sign. Get someone to read itto you if you are not sure. You’ll find it says ‘Loewijer’sTannery’. Tannery, right? That means we tan hides here, see?What is doesn’t say is ‘Loewijer’s Leather Shop’. And because itdoesn’t say ‘Loewijer’s Leather Shop’, that means we don’t sellleathers. We just tan them. With me so far? Good. So – if youwant to buy a leather, try going to a leather shop. You’ll findquite a few around here. They have signs outside saying‘Leather Shop’.”

“NOT THERE! Why is it that people always stand in the way?Go in the front and I’ll be with you when these are pegged up.”

“Right – what’ve you got, how many and when for? This job’lllast for another week, and it’s regular so I can’t hold it up fornew trade, but if you can fit around that we’re in business.”

“MATS! Where are you, you idle… Just look at this! I don’t putlids on these outside pits just because I like the look of them,you know! Someone goes walking down the alley, not lookingwhere they’re going, or maybe it’s dark and they’ve had one tomany in the Dragon, and down they go. And all because you’retoo bone idle to put a few planks back where you found them!Right, then – you can spend the morning mucking out NumberTwo Pit, and when I come back I want to see it so clean youcould put a bed in it and charge a Guilder a week!”

Anton Loewijer is a stocky, fiery man in his late twenties. Hisservice in the forces of the van Onderzoeker merchant familyhas left him with two missing fingers and an impressive scar onhis right arm, and a brusque manner with no time for idiots. Hedresses in stout breeches and heavy boots, with a heavilystained leather apron over the top. He only wears a shirtindoors in the coldest of weather.

Page 212: 102678424 the Marienburg Project

Anton served as a marine for several years, rising to the rank ofsergeant before he retired. His father had been a tanner, soAnton took to the trade and applied the brusque efficiency hedeveloped during his military career. Although his workload isincreasing steadily as his reputation spreads, he still managesto keep the tannery running smoothly with just two apprentices.Occasionally, Anton will receive a batch of rare or exotic hides –he’s had practical experience of tanning Wyvern hide, forinstance – and then he will visit Wilhelm Rotkopf for any specialingredients. Lisette sometimes buys hides from him, and whilethe two are not close friends they do seem to have a certainrapport based on their directness. Like Lisette, he is a memberof the Leatherworkers Guild. Sister Marianne talked Anton intotaking Mats as an apprentice, and he hasn’t quite forgiven her.While not uncharitable, Anton believes he has no time forscroungers. Brother Marijkus has long since given up asking hissurly neighbour for contributions. Anton’s time is occupied withhis business, and he doesn’t frequent any of the localhostelries, but he does occasionally buy exotic spirits fromIshmael at the Pelican’s Perch – he is fond of Lustrian mezcal,which reminds him of his travelling days. Anton is a member ofthe Reserve Militia attached to the House van Onderzoeker .

Skills: Academic Knowledge (Strategy/Tactics), Command,Common Knowledge (The Empire, the Wasteland) +20%,Consume Alcohol, Dodge Blow +10%, Drive, Evaluate,Gossip, Haggle, Intimidate +10%, Perception +10%,Read/Write, Row, Secret Language (Battle Tongue, GuildTongue), Speak Language (Reikspiel, Tilean), Swim +10%,Trade (Brewer, Merchant, Tanner +10%)

Talents: Dealmaker, Disarm, Hardy, Menacing, StreetFighting, Strike Mighty Blow, Strike to Stun, Strong Minded,Very Resilient

Combat:Armour (Light): Leather Apron (or Leather Jerkin and Mail

Shirt when training)AP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Dagger (1d10+2), Sword (Hand Weapon, 1d10+5),

ShieldTrappings: Purse (with 2d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel53% 41% 43% 52% 48% 41% 37% 45%

Secondary ProfileA W SB TB M Mag IP FP

2 17 4 5 4 0 0 0Mats Vaadsig – Apprentice

Servant“Errr… dunno.”

Mats is a scruffy-looking eleven year-old, with tousled straw-coloured hair. Formerly one of Sister Marianne’s orphans, he islazy, inattentive and clumsy. He usually spends his daysavoiding work and Anton’s wrath, both together if possible. As aformer orphan, he knows all the people at the Foundling Home.

Skills: Animal Care, Common Knowledge (The Wasteland),Blather, Dodge Blow, Drive, Evaluate, Gossip +10%,Perception, Sleight of Hand, Speak Language (Reikspiel).

Talents: Flee!, Fleet Footed, Hardy, Mimic, Very ResilientCombat:Armour (Light): Leather ApronAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)

Weapons: none (Unarmed, 1d10-5, Special)Trappings: none

Main ProfileWS BS S T Ag Int WP Fel31% 36% 27% 31% 26% 29% 31% 27%

Secondary ProfileA W SB TB M Mag IP FP

1 12 2 3 5 0 0 0

SL23: Loewijer’s Tannery

Page 213: 102678424 the Marienburg Project

SL23: Loewijer’s Tannery

Marienburg: The Greatest Port in the Old World

Maxentius ‘Maxie’ Appledown –Apprentice

Tradesman“No Problem.”

Maxie is young, slim (for a Halfling!), with curly red-brown hair.His manner is brisk, tending to be friendly but slightly reserved,lacking confidence. He is learning the trade from Anton,intending to one-day set up his own business. He tends to runerrands to Rotkopf and Jan Arzneier. He has extensive family inHalfling Row, and hopes to one day marry Janna Mossfoot,Wilhelm Rotkopf’s housekeeper.

Skills: Academic Knowledge (Genealogy/Heraldry), CommonKnowledge (Halflings), Drive, Evaluate, Gossip +10%,Haggle, Perception, Read/Write, Secret Language (GuildTongue), Speak Language (Halfling, Reikspiel), Trade(Brewer, Cook, Tanner)

Talents: Night Vision, Resistance to Chaos, Savvy, SpecialistWeapon Group (Sling), Warrior Born

Combat:Armour (Light): Leather ApronAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10-1, Special)Trappings: Notebook, Charcoal Stick

Main ProfileWS BS S T Ag Int WP Fel31% 36% 21% 31% 53% 35% 42% 47%

Secondary ProfileA W SB TB M Mag IP FP

1 9 2 3 4 0 0 0

Page 214: 102678424 the Marienburg Project

SL25: The Suiddock Watch Barracks

Marienburg: The Greatest Port in the Old World

The Suiddock Watch Barracks“Jes’ be careful by the Barracks. ThemWatch are some o’ themeanest cusses ya’d ever come across in the whole Suiddock.‘Ave to be to survive there.”

“Captain Graveland knows how to take care of his men. Lookat them. They’re better armed than some of the privatemilitias.”

“If they were any good, why is there still lots of crime in theSuiddock. I think they’ve been bought out by criminals. Whereelse would they get the money to equip themselves so? I doubtthat the Stadsraad would authorise more money to them thanthe Watch gets in the Guilderveld. Mark my words, I thinkCaptain Graveland is probably as corrupt as the rest of them.”

The Suiddock rates the largest Watch presence in the city and abarracks that looks like a fort. The Barracks is a large, bluish-grey stone building situated on the northern bank ofLuydenhoek Isle across from Hightower Isle. A stone stairwayleads up to a set of heavy oak doors six feet above the streetlevel. It would require a successful Very Hard (-30%) StrengthTest or Very Hard (-30%) Pick Locks Test to gain access. Thewindows of the raised ground floor are nothing more than arrowslits while those at street level are small and barred by a heavygrate. The Marienburg coat of arms hangs over the top of thestairs.Inside the double door is the lobby of the Suiddock WardBarracks. At all times, two Watchmen are on duty at thereceiving desk handling all sorts of people - ranging fromspouses and lovers of the accused to lawyers of same towitnesses giving statements. There are two doors at oppositeends of the lobby. One leads to the barracks and meetingrooms of the Watch, while the other leads to stairs descendingto the six holding cells and interrogation room. Each cell usuallyaccommodates four people, although more can be crammed inif needed. Water seeps into the cells during high tide, makingthings rather uncomfortable. Only severe flooding poses anythreat to prisoners.Lieutenant Vincent van Prim is typically the man in charge asCaptain Theophilus Graveland is often making the rounds in theSuiddock. Vincent is not a happy man. He prefers crackingheads of lawbreakers rather than dealing with the whinymerchants who feel that the understaffed and underpaid Watchshould do more to protect their interests. To make mattersworse, Vincent must answer in Graveland’s name allCommandant Escottus van Haaring’s snivelling correspondenceprompted by these same merchant complaints.Several Watch Sergeants can be found at the Ward Barracks orleading patrols nearby. One of these, Wilhelm Hoogtoran, is aninformant for Loretta Wakker of the Marienburg Gentlemen’sClub. Wilhelm is smitten by her and foolishly dreams of the daythey can escape the dreariness of the city together.Unfortunately for the Sergeant and his criminal associates,Captain Graveland is well aware - as are his trusted Lieutenantand Sergeants (except the vicious Reiner Kuypers) - ofWilhelm’s duplicity.Unlike the Watch of other districts, the Suiddock Black Capshave their own resident wizard, Astrid Sterstaren. Some believethat the Suiddock Watch are readying themselves for an armedstruggle of some sort. Rumours of a possible gang war in thenorthern section of the city may be causing Graveland thejitters. After all, gang wars in the past have spilled into the

Suiddock no matter where they originated. Some wishfulmerchants assume that the result of their frequent complaints tothe Stadsraad has bore fruit. The resulting political pressure onthe Watch Commandant may be forcing Graveland to finally act.Those that spread these tales point to the circulating gossip onthe street that the Watch Captain is more tense and short-tempered than normal. No one knows for sure since there arevery few, if any, who would dare ask Graveland directly.Whatever the cause of tension within the Suiddock Watch, itseffects are telling on some of the lowly Watchmen. LodewijckBreedveld has taken to hanging around with Alicia Louter, oneof the barmaids at a Stoessel dive called “the Gull and theMermaid.” Ambitious and domineering, the relatively delusionalAlicia sees Lodewijck as her meal ticket out of the seedy diveand away from her lecherous (and drug dealing) landlord andpart-time slaver, Sjef Huisman. In turn, the self-styled DoktorHuisman prepares “medicine” to relax and quiet Lodewijck’snerves. The medicine is addictive and will, in time, bring theWatchman into Sjef’s service as an unwitting spy within theSuiddock Watch.

Theophilus Graveland, WatchCommander

Captain (ex-Sergeant, ex-Watchman, ex-BountyHunter)

“Certainly, I’m interested in the money,thank you. By the way, you’re underarrest. What about the cash? I’ll deliver itto the temple poor box, just as youintended.”

“You think that hurt, scum? Tell me wherethe child is hidden, or I’ll tear your armout of its socket.”

“I don’t care that it’s the law. Look outthat window – up and down these docksthe real crooks are breaking yourprecious law into a million pieces every damned day. And thenthose rats use the law to protect themselves. Sometimes I haveto do what's right, not what's legal.”

Captain Graveland is most often found wandering the canalsand side streets of Marienburg’s Suiddock, something he doesday or night. A tall, lanky man in his early forties with piercinggrey eyes and a withering sneer, he’s often in trouble with theMarienburg Watch Commandant, General Escottus vanHaaring, who has to deal with angry merchants complainingthat Graveland does not respect their status.Theophilus came to Marienburg from Kalkaat, a town inKleinland. He started his career as a bounty hunter, trackingsmugglers and river pirates. Almost all his hunts led him toMarienburg and the Suiddock. In the time he spent trackingcriminals there he came to know its people and foundsomething amongst them that he lacked - something to careabout for its own sake, not just for the reward money. So hejoined the Black Caps, and only accepted promotions whenthey allowed him to remain in the Suiddock. He finally madeCaptain, and has been tirelessly guarding the docklands and itspeople ever since.

Page 215: 102678424 the Marienburg Project

SL25: The Suiddock Watch Barracks

Marienburg: The Greatest Port in the Old World

His career has not been easy. Marienburg authorities have leftthe Suiddock Black Caps under funded, allowing them justenough resources to stop brawls from becoming riots, but notenough to effectively fight crime. Theophilus knows his men aretaking bribes, but he can hardly blame them – just so long as itis only to cover up minor crimes.Sometimes the only way to really fight crime, in Theo’s mind, isto cut corners with the law and not waste time with theformalities. This has given him a reputation for brutality – albeitdeserved – which has in turn led to a reputation for corruptibility,this time undeserved. However, he takes advantage of this – it’samazing what criminals will say if they think you’re one of them.If forced to consider that he may have trapped an otherwise-innocent man who thought they were only playing the system,Theo reasons they would have done something sooner or lateranyway.Captain Graveland is the occasional lover of Sister Hilli at TheTemple of Holy Olovald - she admires his devotion to the peopleof the Suiddock, but his ruthlessness leads to arguments andhe has no time for her talk of gods. He can be found in all partsof the district, even going alone to the Marienburg Gentlemen'sClub for drinks with Henschmann, though what those two haveto talk about is anyone's guess. He also has occasionaldealings with Trancas Quendalmanliyë, who supplies him withuseful information. The Knights of Purity have tried to recruitCaptain Graveland without success. He likes to visit thePelican’s Perch for an hour or two on Festag nights, after hegets off duty.

Skills: Academic Knowledge (Law, Strategy/Tactics),Command, Common Knowledge (The Empire, theWasteland), Dodge Blow +10, Follow Trail +10, Gossip +20,Intimidate +20, Outdoor Survival, Perception +20,Read/Write, Row, Search +10, Secret Language (BattleTongue), Shadowing, Silent Move, Speak Language(Reikspiel, Tilean), Swim, Torture

Talents: Coolheaded, Disarm, Lightning Reflexes, Marksman,Quick Draw, Rover, Seasoned Traveller, Sharpshooter,Specialist Weapon Group (Entangling, Gunpowder), StreetFighting, Strike Mighty Blow, Strike to Stun

Combat:Armour (Heavy): Ceremonial Breastplate and Helm with

Floppy Black Cap over Full Leather ArmourAP: Head 3 (8), Arms 1 (6), Body 3 (8), Legs 1 (6)Weapons: Sword (Hand Weapon, 1d10+6), Brace of Duelling

Pistols (1d10+4, Range 8/16, Reload 2 Full, Impact,Unreliable, 10 shots each)

Trappings: Baton of Rank, Badge of Office, Purse (with 2d10Gu and 3d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel57% 55% 52% 53% 64% 48% 46% 42%

Secondary ProfileA W SB TB M Mag IP FP

3 18 5 5 4 0 0 0

Reiner Kuyper, Watch Sergeant

Sergeant (ex-Watchman)“Once he wakes up, he’ll talk. Take my word. His words willlikely be a bit garbled though. What’s that? If he didn’t wanthis jaw broke, then he shouldn’t have bit me.”

“Just so you understand, slime, I don’t like you. If I see or hearthat you laid another hand on this woman, I will make yourlife miserable. Understand?”

“How can I eat this sausage surrounded by the carnage in thiswarehouse? It’s easier than you think.”

The 6ft, 185lb, blond-haired Reiner has a very craggy face witha scar across the left cheek. His blue eyes are intense, like heis memorising his surroundings as if they are the features ofsomeone who crossed him. Generally, Reiner’s demeanour isvery stoic. If he shows any expression at all, it’s most likely asneer than a smile.Reiner is as mean and tough as any Watch under CaptainGraveland’s command. Reiner is completely dedicated to hisjob, he doesn’t have any outside interest or life, for that matter.It is a rare event for anyone to see Kuyper off duty and beingsemi-sociable except when he is in the company of CaptainGraveland at the Pelican’s Perch.Reiner seems to get his pleasure from goading suspects andcriminals in hopes that the fool will take a swing at him. In thismanner, the sadistic Reiner has the excuse to beat the livingdaylights out of the fool. Should a suspect or criminal ignore thegoading, Reiner will tire of the game after a couple more choicecomments. Few are those who try to retaliate later as most fearthe resulting retribution from the Suiddock Watch.Kuyper is a Watchmen through and through. His father was onebefore him and his father before him. His father was killed whenKuyper was only five and he has idolised him ever since. Hislife is the Watch and the Suiddock. He lives in a single roomapartment in the Suiddock, looked after by his elderly landlady.Reiner and Captain Graveland have grown to be close friendsas both have survived the hardship of living and working in theSuiddock. Reiner thinks that Wilhelm Hoogtoran is a little toospineless to be an effective Watch Sergeant and doesn’t knowthat his comrade is a snitch for Loretta Wakker of theMarienburg Gentlemen’s Club. Should the truth become known,Hoogtoran’s continuing health wouldn’t be worth two shillings.Reiner detests the River Watch and will find ways to annoythem or get in the way of their business. Thumping them is anexcellent way of resolving territorial differences. Reiner is alsovery wary of The League of Gentlemen Entrepreneurs and theirlackeys, the Stevedores’ & Teamsters’ Guild. Still, he’s a realistand knows the dangers of being caught tangling with either ofthe two “rulers” of the Suiddock.

Main ProfileWS BS S T Ag Int WP Fel57% 54% 53% 43% 42% 39% 42% 38%

Secondary ProfileA W SB TB M Mag IP FP

2 16 5 4 4 0 0 0

Page 216: 102678424 the Marienburg Project

SL25: The Suiddock Watch Barracks

Marienburg: The Greatest Port in the Old World

Skills: Academic knowledge (Law), Command, CommonKnowledge (The Wasteland), Dodge Blow +10%, FollowTrail, Gossip, Intimidate +10%, Perception, SecretLanguage (Battle Tongue), Speak Language (Reikspiel),Swim

Talents: Coolheaded, Disarm, Hardy, Menacing, StreetFighting, Strike Mighty Blow, Strike to Stun, Very Strong

Combat:Armour (Medium): Sleeved Mail Shirt over Leather Jack and

LeggingsAP: Head 0 (4), Arms 3 (7), Body 3 (7), Legs 1 (5)Weapons: Sword (Hand Weapon, 1d10+6), Club (Hand

Weapon, 1d10+6), ShieldTrappings: Purse (2d10 Gu, 4d10 Shillings)

Wilhelm Hoogtoran, Watch SergeantSergeant (ex-Watchman)“You got it wrong. I heard the Captain order Kuypers to stayaway from there. An’ you know that Kuypers would nevercross Graveland.”

“Nope, Captain doesn’t suspect a thing. Been very careful notto let on that I know more than he told . I think he ‘s in the darkabout what you’re gonna do about them Estalians.”

“No, sir. I hadn’t heard those rumours. Yes, sir, I’ll take apatrol over to the Stevedores an’ Teamsters Guildhall. Makesure the election is nice an’ peaceful. Wouldn’t want anyone toget hurt when Cobbius wins again.”

The criminal elements in the Suiddock use 39 year old Wilhelmto spy on Captain Graveland. This way they can be assuredthat their bribe money has the desired effects. Unfortunately forthe blond-haired, blue-eyed Sergeant (and his ”friends”),Captain Graveland is well aware -- as are his trusted Sergeants-- of Wilhelm’s duplicity. After all, he’s not that good of a spy.Graveland keeps the 5ft 8in, 150 lb Wilhelm preoccupied withother matters, assigning him the more time consuming andunimportant tasks. At times, Captain Graveland will intentionallyfeed Wilhelm misleading information knowing the WatchSergeant will pass along to his other masters.

Skills: Academic Knowledge (Law, Strategy/Tactics),Command, Common Knowledge (The Empire, Tilea, theWasteland), Dodge Blow, Follow Trail, Gossip +10%,Intimidate, Perception, Ride, Search, Secret Language(Battle Tongue), Speak Language (Reikspiel, Tilean), Swim

Talents: Coolheaded, Disarm, Menacing, Mimic, StreetFighting, Strike Mighty Blow, Strike to Stun, Very Strong

Main ProfileWS BS S T Ag Int WP Fel42% 41% 42% 39% 38% 38% 39% 49%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 0 0

Combat:Armour (Medium): Mail Shirt and Leather JackAP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+5), Club (Hand

Weapon, 1d10+5), Shield

Trappings: Purse (with 3d10 Gu and 3d10 shillings)

Grunni ‘Hot Irons’ Snagglebeard,Torturer

Interrogator (ex-jailer, ex-Rat Catcher)“Pay attention now. Fer this round of questioning you ‘ave achoice, thumb screws or ‘ot irons. What’s yer pleasure?”

“I think you should stop ‘anging around doing nothing.Perhaps you would prefer to lay down and stretch awhile. Or,maybe you want to go fer a dip with some furry critters. Kindof makes yer skin crawl, eh?”

“Sorry, you lost any water privilege. Better ‘ope for a ‘igh tide.”

Unkempt. Not fit for proper company. These are some of thepolite words and phrases used to describe the 4ft 9in, 155lbGrunni. More accurately, the 87 year old bald, medium browneyed and bearded Dwarf is just plain filthy. This lack of hygieneis what one would expect from someone with Grunni’s choice ofcareers.What the caustic and sarcastic Grunni does excel in isperforming his role of Jailer and Interrogator for the SuiddockWatch. Most people would describe Grunni as a sick Dwarf. Incontrast, the Jailer/Torturer considers himself as a man wholikes his job and appreciates its lighter moments. Around theBarracks, Grunni is known for his humour, though not allappreciate its finer qualities. In these moments, Grunni’sboisterous laughter can be heard well before the smellieraspects of his being are noticed.No matter how one views Grunni, he is effective and efficient atextracting information from those given to his care. Whendealing with the more stubborn suspects, the Dwarf is joined bySergeant Kuypers in a team effort they call “Bad Torturer,Worse Cop.” Often, the teamwork of the two breaks the suspectdown rather quickly, although the suspect is usually worse forthe experience. This method does have its unfortunateaccidents.To ease the time between interrogations, Grunni devises littletortures for any prisoner who annoys him. This could besomething as cruel as “accidentally” spilling their bowl of gruel,scrapping it back into the bowl and handing it to them. He mayeven give them a mixture of salt and fresh water to slack theirthirst. If he really dislikes someone, Grunni may force them tostrip in the cold night for a time when no one is around.Most people stay away from Grunni for reasons of good senseand overpowering smell. Even other Dwarfs go out of their wayto avoid Grunni. It is a situation Grunni is happy to keep up. Herefuses to discuss his past and will get angry quickly if anyoneinsists. Captain Graveland has heard rumours that a DwarfMerchant tried to investigate Grunni’s history but it seems hegot nowhere.

Page 217: 102678424 the Marienburg Project

SL25: The Suiddock Watch Barracks

Marienburg: The Greatest Port in the Old World

Skills: Animal Care, Animal Training, Command, CommonKnowledge (Dwarves), Concealment, Consume Alcohol,Dodge Blow, Heal, Intimidate +10%, Perception +10, Search+10%, Set Trap, Silent Move, Sleight of Hand, SpeakLanguage (Khazalid, Reikspiel), Torture, Trade (Miner)

Talents: Dwarfcraft, Grudge Born Fury, Menacing, NightVision, Resistance to Disease, Resistance to Magic,Resistance to Poison, Specialist Weapon Group(Entangling, Flail, Sling), Stout Hearted, Sturdy, Tunnel Rat,Wrestling

Combat:Armour (none): Unwashed clothingAP: Head 0 (5), Arms 0 (5), Body 3 (0), Legs 0 (5)Weapons: various Daggers (1d10+3), Whip (1d10+2, Range

6/-, Reload Half, Snare, Special)Trappings: Irons, Set of Keys, Purse (d5 shillings, d10

pennies)

Astrid Sterstaren, Watch WizardJourneyman Wizard, (ex-Watchman, ex-Bodyguard,ex-Apprentice Wizard)

“Try to remember this; the next time you pat my back side, Ican either blast your eyes out or cut them out. If you’re lucky,I’ll let you choose. Now get off the floor before you further stainit with your blood.”

“The weak and meek do not survive long in this part of thecity.“

“I find magic as enjoyable as a good sword fight. Both testyour skill, will, and stamina. For me, the exertion in bothactivities is exhilarating.”

Unlike the Watch of other districts, the Suiddock Black Capshave their own resident wizard, Astrid Sterstaren. Once amember of the Suiddock Watch, Astrid became the Bodyguardfor the Wizard, Theodosius Mistivinger. Theodosius was acrotchety old man who needed some protection as he madeenemies without much effort. He also had a soft spot for young,tall women. At 5ft 9in, 135 lb., this made black hair, green eyedAstrid perfect for Theodosius. Recognizing her latent magicalabilities (and realizing his end was near), Theodosius soon tookAstrid as his apprentice. Within a few years, Astrid was aWizard in her own right, a member of standing at BaronHenryk’s College of Navigation and Sea Magicks. She inheritedall of Theodosius’ possessions and townhouse.In time, Astrid became bored with her existence and craved theaction of her former life. When Captain Graveland approachedher with a substantial offer a year ago, the 30 year old Astridjumped at the chance to rejoin her old Sergeant (Graveland)and the Watch. In addition, the donation Captain Graveland

Main ProfileWS BS S T Ag Int WP Fel50% 34% 60% 55% 32% 39% 59% 19%

Secondary ProfileA W SB TB M Mag IP FP

1 16 6 5 3 0 0 0

made to the Baron Henryk’s College of Navigation and SeaMagicks was more than enough to overcome any objectionsthey may have had about Astrid’s involvement with the Watch.Needless to say, Astrid’s addition to the Watch has betterenabled Captain Graveland to deal with the more difficultsituations that arise in the Suiddock.

Skills: Academic Knowledge (Law, Magic, Runes), ArcaneLanguage (Magick), Channelling +10%, Command,Common Knowledge (The Empire, the Wasteland), DodgeBlow +10%, Follow Trail, Gossip, Heal, Intimidate +10%,Magical Sense, Perception, Read/Write, Search +10%,Speak Language (Classical, Reikspiel), Swim

Talents: Aethyric Attunement, Arcane Lore (Fire),Coolheaded, Disarm, Fast Hands, Lesser Magic (BlessedWeapon, Silence), Lightning Reflexes, Mighty Missile, PettyMagic (Arcane), Quick Draw, Savvy, Specialist Weapon(Parrying, Throwing), Street Fighting, Strike Mighty Blow,Strike to Stun, Very Strong

Combat:Magic: 2; Arcane Lore (Fire), Blessed Weapon, Petty Magic

(Arcane), SilenceArmour (none): Good Craftsmanship RobesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Quarterstaff (1d10+3, Defensive, Pummelling),

Sword (Hand Weapon, 1d10+5), Dagger (1d10+2),Knuckledusters (1d10+2, Pummelling)

Trappings: Grimoire, Purse (with 3d10 Gu and 3d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel47% 36% 42% 44% 43% 36% 57% 38%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 4 4 2 0 0

Page 218: 102678424 the Marienburg Project

SL43: House of Masks, The

Marienburg: The Greatest Port in the Old World

“Masks? Don't talk to me about masks. All these damnedfashions. Why don't they spend some money on somethinguseful huh? Beggars down at Riddra 'd kill for a couple ofpennies and then there's them buying bits of cardboard forhundreds Guilders. Quite Crazy.”

“House of Masks...I don't think I know...wait a minute. It mightbe that odd place down by the Hatenjaan. All boarded up an'all. Got this dreadful' sign – two smarmy faces grinning downat you. That might be it.”

“I know where that is all right. All the merchant famalies getthere masks there for those grand balls they have. He shipsoutside Marienburg as well. 's possible that he supplies masksfor all those noble dances in the Empire as well.”

The House of Masks is located in a small, discrete building onthe western side of Luydenhoek, near the Hatenjaan Canal.There is no name, only a dirty sign with the theatrical‘tragedy/comedy’ masks leering at passers-by. Most peopletotally ignore it, but every so often, a shady character will slipinto the building through a side door.Inside, it is dark, the only light coming from several candles ofincredible girth. All the windows have been boarded up, and itgives the room an appearance of being underground. Hangingon all four walls off rusty iron hooks are flimsy leather masks,locked in a silent expressions. The range is endless, monsters,comical faces, well known people replicated so accurately onecould have sworn that it was the original face! In the eerietwilight, the masks seem to jump out of the wall at you. Hangingmore precariously off various stands are more delicatefacemasks, such as would be worn at balls and dances.Sitting cross-legged on the floor is a short, stringy man withraggedy grey hair intently studying a sketchbook. Litteredaround him are various parchments and printed leaflets. Heappears to be drawing. He is totally engrossed in his work, butattracted by some small sound, he looks up and greets you:“Welcome to the House of Masks. Whose face would you like towear tonight?”

Oliver Oopjooper, Mask MakerArtisan (ex-Tradesman, ex-Journeyman Wizard, ex-Apprentice Wizard)

“Look at this one. See how he shines in the light? Would youlike to try it on Sir?”

“You put this one on and walk into a restaurant. Just thinkwhat people would say. I'd bet you’d get better service thanyou ever have before!”

“100 Guilders a night, 4000 to buy. These masks are special.”

Oliver is slat thin, and wears scrawny clothes that seem to stickto him. He has a largish nose, a grey goatee and rapid dartingeyes. He is normally found sitting cross-legged, but when hedoes walk he uses such a gangling stride that his head bobs upand down beside you.He doesn't say much, and never answers any direct questionsother than over business. He is a practical joker at heart,though, and loves nothing more to see confusion and deceptionspread through the city, regardless of the consequences. Hehas a sharp wit and a sharper tongue, and if you are not verycareful, he will always get the better of you. He gets impatientwith stupid people, but this never manifests itself more thansighs of desperation.

Oliver has been, for most of his life, a Grey Wizard, using alatent talent for Shadow Magic he manifested from birth.However amusing he found it to be able to change hisappearance and practice his deception and trickery, he wasannoyed because he could never bestow such ‘Gifts’ on anyoneelse. Under the tutelage of various wizards, he found a way oflocking spells into specific items.With his knowledge, he travelled to Altdorf to work as anapprentice to one of the best mask makers of the age – JulianWeirlich. Mixing both studies, he created a magical mould – aflimsy material that would mould itself to any face it was pushedonto. From this mould he could then create as many masks ashe wanted.Oliver has a great many contacts in both the highest and lowestareas of Marienburg. Nearly all the Merchant families (or atleast their lackeys) know of the House of Masks, as well as domany other high-standing members of society. However, thesepeople come for his ballroom masks rather than the magicalvariety.

Skills: Academic Knowledge (Magic, Runes), ArcaneLanguage (Magick), Channelling, Charm, CommonKnowledge (The Empire, the Wasteland), Concealment,Drive, Evaluate, Gossip, Haggle, Magical Sense,Perception, Read/Write, Search, Secret Language (GuildTongue), Speak Language (Classical, Reikspiel, Tilean),Swim, Trade (Artist, Embalmer, Tailor +10%, Tanner)

Talents: Aethyric Attunement, Arcane Lore (Shadow), Artistic,Fast Hands, Lesser Magic (Dispel, Magic Alarm),Meditation, Petty Magic (Arcane), Resistance to Magic,Savvy, Strong-minded

Combat:Armour (None): Good Craftsmanship ClothingArmour Points: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0

(4)Weapons: Dagger (1d10+1)Trappings: Trade Tools (Mask Making Kit), Magical Mould,

Knife, several masks – magical and mundane, severalhundred gold hidden in locked iron box

The MasksWhile most of Oliver’s stock his strictly mundane, a few of hisitems have additional properties.He has several Enchanted Dance Masks for hire. These BestQuality masks are of simple, elegant design – and fill whoeverwears them with a sense of confidence and beauty. Anyonewearing such a mask gains a +10% bonus to all Fellowship andWill Power tests where the GM deems this to be an advantage.

Main ProfileWS BS S T Ag Int WP Fel33% 36% 41% 42% 54% 58% 57% 45%

Secondary ProfileA W SB TB M Mag IP FP

1 13 4 4 4 2 3 0

The House of Masks

Page 219: 102678424 the Marienburg Project

The ‘Skin Masks’ are Oliver’s own invention, made using hisMagical Mould to completely replicate the face of anotherindividual, making it imposable to tell the wearer and mask’ssubject apart. Obviously, this requires Oliver actually beingallowed to apply the mould to his targets face, but once he hasdone so he can make as many masks of that person as helikes. The masks have tow disadvantages. This first is that themagic only effectively functions in shadows or darkness: inbright light, the mask reverts to just being a mask. Secondly, ifworn for an extended period the masks wearer will start toactually believe they are the masks subject. Oliver never tellsanyone this drawback, leading much chaos in certainsituations!Finally, Oliver has created one mask of incredible power, that hecalls the ‘Mask of Dreams’. The mask is made of pure silver,completely featureless and as thin as paper. The mask allowsthe wearer to become whoever, or whatever, they want. Oliver(correctly) sees this mask as a great danger, and so will not hireit out or sell it. Instead, he keeps it hidden in a magicallyprotected lead lined cask hidden under the floorboards of theshop. If worn, this mask has al the disadvantages of the SkinMasks above, but is wearing it is also highly addictive andbestows an Insanity Point each night worn.

Marienburg: The Greatest Port in the Old World

SL43: House of Masks, The

Page 220: 102678424 the Marienburg Project

SL44: New Inn, The

The New InnMarienburg: The Greatest Port in the Old World

“I don’t know why it’s got that name - it don’t look no newerthan any of the other Inns about there.”

“It’s totally barmy that place. Me brothers a student, he’s downthere most nights shouting his head off! Bizarre - that’s theonly word for it!”

“Crackers the people that go there. No offence mind, but youlook like you’d be entirely suited. In fact you’d fit in a treat!”

“They should close that place down! It’s a disgrace, anddangerous too - all them crazy ideas - something’s bound tohappen about one of them one of these days.”

The New Inn is a small tavern, located on the corner of somenarrow and very grotty alleyways on the Luydenhoek. The Inn isquite old - many people said it was renamed “The New Inn”only because of the ideas of the people who inhabit it. The Innis very much a spit and sawdust affair, there are few seats,even fewer tables, and a slightly unbalanced feel pervades.During most nights the Inn is packed: students from BaronHenryk’s College of Navigation and Sea Magicks and otheracademies can be seen travelling to and fro, and otherMarienburgers of a bohemian nature are attracted here like ironto a magnet.The New Inn is a hotbed of controversial, revolutionary ideas.Students of all subjects including magic and alchemy,philosophers, scholars, agitators, radicals – they all come to theNew Inn. Here ideas are debated (more often shouted about),crazy schemes and plots are formulated and minutes later,forgotten. It is said that half the mad schemes that occur inMarienburg either originated here or at least passed through.

Andas Vellekoop, BarmanHuman Burgher (ex-Agitator, ex-Student)“You can say what you want here. But don’t count on beingheard!”

“I don’t care what religion, what order, what guild you belongto. I don’t care about vows you have made. In this inn, youtolerate everyone.”

Andas looks like most of his clientele, although about ten yearsolder. He is of middling height, with sandy, long hair that isspeckled with flecks of grey. His sharp beard is now totally grey.He is sinewy, and hops from one foot to the other repeatedly.He wears a faded, coloured waistcoat with insane patternssprawled over it, and trousers of a similar style but clashing incolour. Under that, he wears a thin black shirt.Andas is a dedicated supporter of total freedom and wants tosee any type of control structure removed completely. Duringhis younger days, he used to agitate fiercely against thestranglehold the guilds had over the running of the city,especially the Commission of Overseers of Trade. During hislater years he supports any bright and up and comingyoungsters. Andas can get quite het up about his beliefs andregularly joins in the shouting matches that occur every night.His principle is that anyone is too be made welcome hereunless they wish to break up the meeting, and even those withillegal views, such as chaos supporters are welcomed andallowed to put forward there opinions.Andas is a great friend that characters can make, and a veryuseful contact. If treated well, he can be a source of advice, and

he has a lot of connections in the seedier side of the city. Hemight even go as far as to accompany the characters on certainmissions if he gets excited about it.Andas has regular contact with Alden’s printing house and ishappy to arrange printing of more dubious material. Hemaintains good links with most of the radical student groupswithin the city, although a personal animosity between himselfand the owner of Pen and Sword Tavern in Tempelwijk meanshe refuses to cross their threshold. He is an irregular at theLong Dragon; he goes there mainly when one of his customerswants something but can’t get there for some reason oranother.Andas is well connected in the arts scene and is good friendswith Roel Suijker, who shares his distaste for the MarienburgFine Art Gallery.

Skills: Academic Knowledge (Law, Theology), Charm,Common Knowledge (the Wasteland), Concealment,Consume Alcohol, Drive, Evaluate, Gossip +10%, Haggle,Perception, Read/Write, Search, Speak Language,(Classical, Reikspiel, Tilean)

Talents: Coolheaded, Dealmaker, Flee!, Linguistics, PublicSpeaking, Strong-minded, Suave, Super Numerate, VeryResilient

Combat:Armour (none): Loud clothingAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Dagger (1d10+1)Trappings: Purse (with 1d10 gu), several pamphlets

advertising rights for some cause

Revolutionary GroupsThere are several revolutionary groups based in the New Inn:The Vrijbond are an extreme left wing movement suggesting theabolishment of the guilds and council and replacing it with oneguild. These ideas are not popular with many of the merchantsand other senior council members, as individual profit would belost, as would a lot of power. The leader of this little band isHaam Markvalt, a student radical with an insightful mind.The Enlightenment believe that magic should be taught to everycitizen from birth, to accelerate expertise in this area. Mostwizards reject this theory, as they believe magical prowess canonly be taught to those born with a natural aptitude. BaronHenryk’s College of Navigation and Sea Magicks has internallyoutlawed the Enlightenment, and any apprentice found in itsentourage will be ejected from the university. Despite this ruling,many apprentices do join.

Main ProfileWS BS S T Ag Int WP Fel42% 30% 33% 43% 31% 39% 39% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 4 0 0 0

Page 221: 102678424 the Marienburg Project

SL44: New Inn, The

Marienburg: The Greatest Port in the Old World

The Reimperialists believe that the wasteland should forfeit itsfreedom and rejoin with the Empire. This idea is not generallypopular in Marienburg, they value the freedom they have. TheImperialists operate under a terrorist manifesto, destroyingpolitically sensitive locations.The Olios are a racist faction. They believe that Humans aresuperior too all other races, which are obviously tainted withchaos, and the treat foreign humans with contempt as well. Afew of the Olios are members of the Knights of Purity, but mostspend their time encouraging the violent street gangs that lurkon Riddra, to terrorise ‘the tainted’.There are many other smaller groups, with numbers in singlefigures, or even lone fanatics supporting a just cause. Manypeople from all different walks of life arrive in their droves, andall are accepted. Some chaos cults, most notably the RainbowFlames, have infiltrated some of these groups, although in themain they prefer less obvious targets.

Adventure IdeasThe New Inn can be a great place to pick up new adventurethreads, as all manner of radical activity is planned here whichthe characters could easily become involved in.

“Bonfire Night”On evening a finely dressed gentleman, walks in and looksaround at the various groups of people, eying them up.Eventually he walks over to the adventurers, and introduceshimself as Tomas van Vinders. Over the course of the eveninghe explains that he wants to destroy the entirety of the rulingcouncil of Marienburg, and that hiring an assassin for eachwould be beyond his means. The reason could be anything - hemight have a personal hate of the current council, or he mightjust hate the council in general. He could be an agent for anunderworld guild that has made a illegal contract with membersof the council which the council has subsequently broken, or hemight be a chaos cultist wanting to cause anarchy to promotethe enemy within.Whatever the reason, he then goes on to describe his mad planfor blowing up the council houses while the counsellors areparticipating in their once yearly meeting...

Page 222: 102678424 the Marienburg Project

SL45: Armitage Books

Armitage BooksMarienburg: The Greatest Port in the Old World

Located in the middle of Luydenhoek, within the warren ofalleyways behind the New Inn, are located many specialist shopfor the connoisseurs of art, music or literature. Armitage Booksis one of these shops, a ramshackle building with a single frontdoor and semi-opaque windows. Inside, a large number ofbooks line the many shelves while others are haphazardlystacked on tabletops.Anyone browsing the shop will find some of the most unusual,and obviously nonsense, books conceivable. Titles like‘Theories on the Medicinal Value of Fimir Blood’, ‘Poetry of theSlann’, and ‘Tsu Ling’s Guide to Karmic Equilibrium’ can befound alongside such ancient texts as ‘Ibn Amin’s Exploration ofNehekhara, Land of the Walking Dead’ (translated circa 1000IC), ‘Chronicles of the Estalian Crusade’ by Esteban Nuno deAvila (1562 IC), and ‘Alchemical Properties of Jade andAmethyst’ (circa 750 IC). Rummaging through the store lookingfor a specific book can easily take days, even weeks.The shops owner, Henri Armitage inherited the shop and hislove of books from his grandfather – who had to leaveBretonnia in haste amid controversy over some of the books hehad for sale. The fact that Couronne nobles were the ones whosent Witch-Hunters after his grandfather is not lost on Henri.Henri stores these forbidden books in a locked closet (Hard (-20%) Strength Test to break open, Very Hard (-30%) Pick LocksTest to open) in the shop’s back room. Most of these books areerotic in nature, although the collection does contain somehighly illegal works such as ‘Les Habitudes Sexuel du Depraveet Athletique’, a book of obscure Slaaneshi “prophesies” writtenin 18th century Parravon. Henri is careful only to sell suchbooks to a select list of clients.Armitage Books has one further surprise; stairs lead from theback room down to a locked cellar where Henri keeps a secretprinting press. Through his connections at Baron Henryk’sCollege of Navigation and Sea Magicks, Henri Armitage hasbecome the printer of choice for budding authors anddemagogues whose views are not quite in line with the rulingclass of Marienburg. A rebel at heart, Henri prefers to work inthe background and naively believes that he has avoidedputting himself, or his shop, in jeopardy.

Henri Armitage, Bookshop Owner

Pamphleteer (ex-Student, ex-Burgher)The grandson of a Bretonnian émigré, Henri is a revolutionaryand anarchist at heart, as well as a coward. He tries tocompensate for his weak-kneed tendencies by being more thanwilling to print highly inflammatory literature for distribution toothers who seek to disrupt the political status quo.Standing at 5’11” with light brown hair slightly streaked withgrey, Henri looks every inch the slightly elderly bookseller. Tofurther proof his commitment to changing the status quo, Henriunwittingly includes his name as printer on such material. Ifconfronted, Henri will simply deny any knowledge of his printworks or anyone whose work was published by such. He willalso contends some enemy of his is using something similar tohis good name to mislead authorities. If his claim rings false, it’sbecause Henri is a poor liar.Henri drinks in the New Inn most nights, and knows most of theradicals who drink there at least in passing. His list of select

clients includes many of the secret cultists within the city, aswell as a few non-cultists with distinctly unorthodox tastes. Hedeals with Marcel Mousillade extensively, and has alsooccasionally dealt with Thijs Modegekker to smuggle some rarebooks into the city.

Skills: Academic Knowledge (Cryptography, History,Philosophy), Blather, Charm, Common Knowledge(Bretonnia, the Empire, Tilea, the Wasteland), Concealment,Drive, Evaluate, Gossip, Haggle, Perception, Read/Write+10%, Search, Speak Language (Breton, Classical,Reikspiel, Tilean), Trade (Artist)

Talents: Acute Hearing, Artistic, Dealmaker, Linguistics,Seasoned Traveller, Streetwise, Strong-minded, Suave

Combat:Armour (Light): Heavy Leather ApronAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4)Trappings: Writing Kit, Printing Press, Purse (with 3d10 Gu

and 1d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel28% 30% 41% 44% 47% 54% 48% 52%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 0 0 0

Page 223: 102678424 the Marienburg Project

SL75: Draaienbrug Swing Bridge, The

The Draaienbrug Swing BridgeMarienburg: The Greatest Port in the Old World

Impressions of Draaienbrug SwingBridge

“Getting to Luydenhoek in the first place meant crossingthe Bruenwasser, the main canal used by ocean goingvessels, and as he neared it the breeze flowing through thestreets began to take on a sharper edge. The thoroughfaresbegan to seem more crowded too, pedestrians, carts andcarriages mingling in confusion as they were funnelledinto the approaches of the only bridge over the shippingchannel. Unlike many of the other bridges he’d seen inMarienburg the Draaienbrug which spanned theBruenwasser was free of obstructing houses and marketstalls.”

“The entire bridge was rotating around the massive stonepillar beneath the archway, smoke belching from achimney and wisps of steam escaping from vents in thecarriageway. A metallic clatter and screech echoed acrossthe water, louder than anything he’d ever heard. Thespectacle was breathtaking. Rudi saw an ocean goingcarrack, its sails cracking in the wind, tacking cautiouslyaround the bridge, which now lay parallel to the flow ofthe Bruenwasser.”

Page 224: 102678424 the Marienburg Project

SL77: Shipwrecked Tavern, The

The Shipwrecked TavernMarienburg: The Greatest Port in the Old World

Standing near the Luydenhoek end of the Draaienbrug SwingBridge, the Shipwrecked Tavern is a sprawling establishmentwith a low ceiling and a smoke filled taproom. Much of thestructure is built from driftwood, and the whole thing looksperilously close to falling into the kanal that runs at its back. Theupstairs floor has a small flat belonging to Olaf Blodhaand, theNorscan owner and bouncer of the establishment.The tavern is usually rowdy, with occasional brawls andfrequent arguments. Although for those who wish it, a series ofbooths running across offers some privacy . The ale and wine isof average standard, although the only spirit served is some‘rotgut’ beverage that the barkeep claims to be finest AlbionUisce. The Beer and Mead however are excellent, importedfrom Olaf’s native land.

Olaf Blodhaand, Owner of theShipwrecked Tavern

Burgher (ex- Norse Berserker, ex-Reaver, ex-Mate)A native of Norsca, Olaf was forced to flee his home to escapepunishment for killing the son of the local Thane. The fact thatthe Thane’s son initiated the fatal brawl didn’t seem to make adifference. Once he arrived in Marienburg, Olaf found work as aMate on the mercenary fleet of the House of Onderzoeker (oneof the great merchant families of Marienburg). After years ofloyal service, Olaf left and purchased the Shipwrecked Tavernfrom its previous owner (who was trying to get some quickmoney to pay off his debt to “the Guild we do not Talk About”).A brute of a man, Olaf is quick to laughter and slow to anger.When he does lose his temper, however, Olaf can be violent.Some say that it’s the wolf blood in his veins. Olaf attributes it tolegendary Norse hero Thoramir Ulfenblod, whom he claims ishis clan’s ancestor. Most of the regulars at the Shipwrecked aremore willing to humour Olaf’s pretensions to greatness. After all,he has the best stock of Norscan Mead and Beer in theSuiddock.

Skills: Command, Common Knowledge (Norsca, theWasteland), Consume Alcohol +10%, Dodge Blow +10%,Drive, Evaluate, Gamble, Gossip, Haggle, Intimidate +10%,Perception, Performer, Storyteller, Row, Sail, Scale SheerSurface, Search, Speak Language (Breton, Norse,Reikspiel), Swim +10%, Trade (Shipwright)

Talents: Acute Hearing, Ambidextrous, Dealmaker, Frenzy,Hardy, Menacing, Quick Draw, Resistance to Disease,Seasoned Traveller, Specialist Weapon (Two-handed),Street Fighting, Strike Mighty Blow, Suave

Main ProfileWS BS S T Ag Int WP Fel52% 43% 46% 51% 38% 45% 42% 39%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 4 0 0 0

Combat:Armour (Medium): Mail Shirt over Leather JackAP: Head 0 (5), Arms 1 (6), Body 3 (8), Legs 0 (5)Weapons: Sword (1d10+5)Trappings: Purse (with 2d10 gu and 2d10 shillings)Manuel “El Cochino” Hernandez yMartinez Durango de Magritta,Barkeep

Fence (ex-Entertainer, ex-Thief, ex-Burgher)This 5’5“ snaky native of Estalia brags about his connection tothe Estalian gangs of Marienburg. Rather odd since Manuelspends so little time in the Estalian quarter. In fact, the fewEstalians that venture into the Suiddock largely ignore ”ElCochino“. That doesn’t phase Manuel as if prefers to spend histime flirting with the ladies (irrespective of age) and telling themof his prowess with a sword. Manuel is extremely lucky thatneither Olaf nor Sergei take him seriously. In truth, Manuel is soobvious in his intentions that most of the women he approachesare not foolish enough to give the fickle (and seeminglydesperate) Estalian what he wants.

Skills: Charm, Common Knowledge (Estalia, the Wasteland),Concealment, Consume Alcohol, Drive, Evaluate +10%,Gamble, Gossip, Haggle +10%, Intimidate, Perception,Performer (Acrobat, Juggler), Read/Write, Scale SheerSurface, Search, Secret Language (Thieves Tongue),Secret Signs (Thieves), Silent Move, Sleight of Hand, SpeakLanguage (Estalian, Reikspiel, Tilean), Swim

Talents: Alley Cat, Contortionist, Dealmaker, Fleet Footed,Lightning Reflexes, Luck, Savvy, Strike to Stun, SuperNumerate

Combat:Armour (none): Noble’s Garb and a Large Overcoat with

Numerous Internal PocketsAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+4)Trappings: Silk Handkerchiefs, various Small Pieces of

Jewellery, Purse (with 1d10 Gu and 1d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel49% 42% 41% 36% 50% 42% 38% 39%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 0 0

This location is presented before the events of the scenario‘Conspiracy’ by Alfred Nuñez (available in Warpstone 23,24 and 26). If you have played through that scenario somedetails may differ.

Page 225: 102678424 the Marienburg Project

Sergei Stoilensky, Barkeep and BouncerTargeteer, ex-Pit Fighter, ex-Bounty HunterA 5’11” Kislevian with a heavy brown moustache, Sergei spentyears as one of Sander Monnik’s prize Pit Fighters before tryinghis hand at tracking down wanted criminals. While life on theroad (and wilderness) intrigued him, Sergei found that the paydid not compensate for the miserable conditions he had toendure. The Kislevite then tried is hand at using his talents incontests of skill with a bow. While the pay improved, Sergeifound that he still had to travel frequently. On a return trip toMarienburg, Sergei was hired by Olaf to help run theShipwrecked Tavern and keep an eye on Manuel (whom Olafdidn’t quite trust).Taking an instant dislike of the little, greasy Estalian, Sergei isquietly awaiting the day when Manuel steps over the line. Atthat moment, Sergei will be more than happy to toss Manuelinto the nearest canal (after he’s been worked on a bit).Outside of his wariness of Manuel, Sergei is a stoic man whotakes great pride in his work and skill. Always reserved, Sergeiis the virtual opposite of the emotional, potentially explosiveOlaf. Surprisingly, the two get along very well.

Skills: Common Knowledge (Kislev, the Wasteland), DodgeBlow, Follow Trail, Gossip, Intimidate, Outdoor Survival,Perception, Search, Shadowing, Silent Move, Sleight ofHand, Speak Language (Kislevarin, Reikspiel)

Talents: Ambidextrous, Disarm, Luck, Marksman, MightyShot, Rapid Reload, Rover, Sharpshooter, SpecialistWeapon (Entangling, Flail, Longbow, Parrying, Throwing,Two-handed), Strike Mighty Blow, Strike to Injure, SureShot, Very Strong

Combat:Armour (Light): Mail Shirt and Leather JackAP: Head 0 (4), Arms 1 (5), Body 3 (7), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+6), Knuckledusters

(1d10+3, Pummelling), Crossbow (1d10+3, Range 30/60,Reload Full, 10 Bolts)

Trappings: Purse (with 2d10 Gu and 1d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel48% 71% 51% 46% 53% 47% 50% 44%

Secondary ProfileA W SB TB M Mag IP FP

2 18 5 4 4 0 0 0

SL77: Shipwrecked Tavern, The

Marienburg: The Greatest Port in the Old World

Page 226: 102678424 the Marienburg Project

SL78: Old Man Houder’s Boarding House

Marienburg: The Greatest Port in the Old World

Old Man Houder’s is a reasonably priced establishment at just 1Gu a week. It is located at the Luydenhoek Isle near theDraaienbrug Swing bridge, three buildings away from theShipwrecked Tavern. The house is clean and well kept,consisting of the private rooms of ‘”Old Man” Houder and hisdaughter Ingrid on the ground floor, as well as eight guestrooms on the first and second floors.Also on the ground floor is the kitchen, dining room, parlour,and a large room where an additional six people could spendthe night (3/- per person). Meal times begin at 7AM, 12 noon,and 6PM and last one hour. The meals are light and typicallyconsists of: bread, rolls, and tea (breakfast); bread, soup,biscuits, and tea (lunch); and bread, cheese, soup, and tea(dinner). Boarders are expected to pay an additional 5 penniesfor each meal they eat and 1 shilling for any of their guests. Twoouthouses are available for any resident.Two of the rooms are occupied by long term guests, theBretonnian Artist Jean-Paul Mainsoyeux and Ernst Erzahler,formerly of the Empire. Rooms are simple furnished and have asingle door with a bolt and simple lock.

Barthelm “Old Man” Houder, LandlordServant (ex-Thief, ex-Rogue)At 62, “Old Man” Houder exemplifies his epithet – walking witha distinct stoop and having lost most of greying hair tobaldness. To his neighbours, Old Man Houder is a kindly,bespectacled grandfather who is a little hard of hearing andnear-sighted. He is protective of his daughter and boarders,doting on them as if they were innocent children.In fact, Old Man Houder is a cagey old bird who missesabsolutely nothing. Moreover, Old Man Houder is one of themore important and accurate gossips in this part of theSuiddock as well as an informant to the “Guild we do not TalkAbout”. Anything he deems worthy of League scrutiny isreported to his contact when Old Man Houder goes to themarket every Marktag.Old Man Houder knows and is known by most of the moreelderly residents of the Suiddock, including Granny Hetta andAlbert Waarmans. He drinks occasionally in the ShipwreckedTavern or drops in at the Helmsman when looking for people tofill his rooms. He also has a modest account at Marcellus vanWalsum’s Private Bank, mostly containing the proceeds of hisformer life of crime.

Skills: Blather +10%, Charm, Common Knowledge (TheWasteland), Concealment, Disguise, Dodge Blow, Drive,Evaluate, Gamble, Gossip +10%, Haggle, Perception +10%,Performer (Actor), Pick Lock, Read/Write, Search +10%,

Main ProfileWS BS S T Ag Int WP Fel33% 38% 35% 40% 54% 38% 44% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 4 0 0 0

Old Man Houder’s Boarding House

Secret Language (Thieves Tongue), Secret Signs (Thieves),Silent Move, Sleight of Hand, Speak Language (Reikspiel),Trade (Cook)

Talents: Acute Hearing, Alley Cat, Flee!, Hardy, LightningReflexes, Mimic, Public Speaking, Sixth Sense, Suave,Trapfinder

Combat:Armour (none): Old fashioned ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+0)Trappings: Writing Kit, Eyeglasses, Disguise Kit, Purse (with

1d5 Gu and 1d10 Shillings)

Ingrid Houder, SpinsterServantAged 32, Ingrid is a homely-looking spinster with close shornblack hair whose shyness and dull wittedness has left hersocially awkward (or inept, if you’re the crueller sort). Kind-hearted, simple, and innocent of the harsh outside world, Ingridhas absolutely no idea that her father is anything other than heseems to be.Should anything happen to Old Man Houder, Ingrid stands toinherit everything. Ingrid’s reaction to people depends upon whothey are and their Fel scores. Towards males with a Fel scoresof 40+, Ingrid will be giddy, giggly, and downright childish. Maleswith less than 40 Fel will inspire fear in Ingrid. She shies awayfrom females (irrespective of their Fel scores) as they intimidateher.

Skills: Blather, Common Knowledge (The Wasteland), DodgeBlow, Gossip, Perception, Read/Write, Search, SpeakLanguage (Reikspiel), Trade (Cook)

Talents: Ambidextrous, Excellent Vision, Flee!, Hardy,Lightning Reflexes

Combat:Armour (none): Plain ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: none (Unarmed, 1d10-1, Special)Trappings: Knitting, Purse (with 2d10 shillings and 3d10

pence)

Main ProfileWS BS S T Ag Int WP Fel33% 25% 34% 32% 44% 29% 34% 29%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 3 4 0 0 0

This location is presented before the events of the scenario‘Conspiracy’ by Alfred Nuñez (available in Warpstone 23,24 and 26). If you have played through that scenario somedetails may differ.

Page 227: 102678424 the Marienburg Project

SL78: Old Man Houder’s Boarding House

Marienburg: The Greatest Port in the Old World

Jean-Paul Mainsoyeux, Painter

Mutant Dilettante (ex-Entertainer)One of Old Man Houder’s long term ‘guests’, Jean-Paul is astruggling painter from Couronne in Bretonnia. Shy andintroverted, Jean-Paul masks his real talent by selling hislandscape and still life paintings to middle class merchants.Jean-Paul’s real gift with canvas and brush are evident inpaintings whose subject matter is best described as eroticallybizarre. The paintings are kept securely wrapped until Jean-Paul can sell them to his ”special” friends. If somehowdiscovered, Jean-Paul will flee as fast as he can before witch-hunters or other fanatics could burn him at the stake (althoughthe thought does elicit some perverse excitement in him).Jean-Paul has contacts within several cults in the city, includingthe Aesthetes and the Siblinghood of Eternal Love.

Skills: Academic Knowledge (Daemonology), Blather, Charm,Common Knowledge (Bretonnia, the Empire, theWasteland), Gossip, Navigation, Perception, Read/Write,Perception, Performer (Actor, Dancer), Read/Write, SecretLanguage (Guild Tongue), Sleight of Hand, SpeakLanguage (Breton, Reikspiel), Swim, Trade (Artist)

Talents: Contortionist, Etiquette, Flee!, Lightning Reflexes,Marksman, Resistance to Poison

Mutations:Fear Points: 0Zoological Mutation: Jean-Paul has Two-toed clawed feet

(Cosmetic)Combat:Armour (none): Artist’s Garb, apron and floppy hatAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: concealed Holy Symbol of Slaanesh, Paints,

Canvases, Brushes, 1d5 covered Paintings (each with a50% chance of being heretical), Purse (with 1d10 Gu and3d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel38% 42% 36% 34% 46% 29% 28% 46%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 3 4 0 0 0

Ernst Erzahler, RaconteurRaconteur (ex-Woodsman)To hear him tell about it, there are few places in the Old Worldto which Ernst hasn’t travelled. His exploits fill more lifetimesthan a man of his years would seem to have. The fact is Ernst’swanderings were restricted to the lower Reik (usually inCarroburg or Altdorf) before settling in Marienburg. The oneaccuracy to Ernst’s stories was that he was the Gamekeeper onone of the estates of Grand Duke von Bildhofen of Middenland.Unfortunately, an indiscretion (killing one of the Grand Duke’sdeer) made Ernst’s move out of the Empire essential. Ernststands 5’8” and is balding despite being only 38.

Skills: Blather, Charm, Common Knowledge (The Empire, theWasteland), Concealment, Follow Trail, Gossip, Perception,Performer (Storyteller), Read/Write, Scale Sheer Surface,Secret Language (Ranger Tongue), Secret Signs (Ranger),Set Trap, Silent Move, Speak Language (Reikspiel)

Talents: Etiquette, Marksman, Public Speaking, Rover,Seasoned Traveller, Sixth Sense, Specialist Weapon (Two-handed), Very Resilient

Combat:Armour (none): Loud Clothing and an almost as loud HatAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4)

Trappings: Purse (with 2d10 Gu and 1d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel43% 44% 43% 41% 42% 38% 42% 47%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 4 4 0 0 0

Page 228: 102678424 the Marienburg Project

SN07: Golden Harpoon, The

Marienburg: The Greatest Port in the Old World

The Golden HarpoonOne of the many taverns of the Noormanswijk borough onSuiddock’s South Bank, the Golden Harpoon caters almostexclusively to Norscan Whalers.Once a boat-building shed before the trade moved across theRijksweg, the Harpoon is built on a jetty straight onto theBruenwasser. Its taproom is large, with heavy tables and robustbenches soundly bolted to the floor. Whaling memorabilia linesthe walls, and in one corner stands a low stage from whichentertainers occasionally perform, but more often the Norseentertain themselves.In the middle of the taproom, a large square hold has been cutinto the floor, around which are strewn harpoons secured bythick rope. During the evenings, encouraged by much drunkenrevelry, whalers take turns to try and spear the fish swimmingbelow. Impromptu betting upon this even can lead to muchmoney changing hands.The Harpoon lacks a bar. Instead servants take orders fordrinks and collect them from a side room, at all times guardedby two hulking Norscans. The range of drinks on sale here isimpressive, including many drinks from around the world.Including the infamous ‘Lustrian Brain Juice’ from Skeggi.Aside from the main taproom, the Golden Harpoon also has acommon room containing rows of hammocks where patrons cansleep at a cost of 4 shillings a night. The owner Marcus and hisstaff also sleep on the premises, in a number of smallerbackrooms.

Page 229: 102678424 the Marienburg Project

SR05: Honourable Guild of Stevedores and Teamsters, The

Marienburg: The Greatest Port in the Old World

The Honourable Guild of Stevedores and Teamsters

“They’re the most powerful guild hereabouts. Some say they’remore powerful than the Watch, and I wouldn’t doubt it.”

“The Stevedores and Teamsters control everything that movesin or out of the docks. If it goes on or off a boat, ship or cart, itgoes through them.”

“Guildmaster Cobbius is a Director in all but name. At a wordfrom him, the dockers and haulers stop working. And if theystop, the whole city stops”

“Cobbius, the guildmaster, is a hard man. He fought his wayup from the docks, and made the guild what it is today.Nobody crosses him – not unless they want Big Piet to pulltheir arms off.”

“If you can get to talk to Cobbius, there’s nothing he can’t fix onmost of the docks. If he wants to.”

“Sure, I’m in the guild. You don’t work here if you’re not. Ireckon it’s a good deal, though. When you’re working, you putin a shilling a week, and then if you need a doctor, or if youneed to stay off work, its all taken care of. Widows andorphans are taken care of, burial fees – you never need toworry about money again. And because we’re all together, thehigh and mighty don’t muck us about. Even the Council listensto the Guild.”

The Honourable Guild of Stevedores and Teamsters has itsheadquarters in an old converted warehouse on Riddra Isle,south-west from Three Penny Bridge, down a cobbled alley inthe old heart of Suiddock. It looks much like any other ageingstructure in the docklands: half-timber construction with apeaked shingle roof and a mangy hound guarding its front door.Other than the sign of three barrels hanging over the doorway,there’s little to mark it as the headquarters of one of the mostpowerful forces in Marienburg.The interior is well kept and quite comfortable, especially bySuiddock standards. A great fireplace warms the meeting hall,heavy tapestries line the walls to guard against the chill, and afresh keg of ale is always present to slake a workingman’sthirst. Since Lea-Jan Cobbius came to power over thirty years

ago he has made sure that all stevedores and teamsters feelwelcome in their own guildhall. Consequently, there areupwards of twenty guildsmen to be found here at all hours ofthe day or night, either on guild business or simply playingcards and sharing a drink and some gossip.The upper floor houses the business offices of the guild, whichare as well furnished as the meeting hall. Even the waiting areaoutside Cobbius’s office is outfitted with comfortable chairs, andthe Guildmaster himself has a chamber worthy of one of theTen, a desk of imported Kislevite oak resting atop an Arabyancarpet, and a library of over a dozen books. These reflectCobbius’s eclectic tastes, ranging from ‘Legendary Beasts ofthe Sea of Claws’ through ‘Admiralty Law’ to ‘di Martini’s RulesOf Tilean Pit-Fighting’.The Stevedores and Teamsters Guild enjoys a completemonopoly over unskilled labour on Marienburg’s docks. Itspower dates from its victory in the general strike of 2482, whichcame about in response to a law passed by the Stadsraad thatonly guilds certified by the Staadtholder’s office could representthe city’s workers. The guild provides the most complete set ofbenefits for its members of any labouring guild in the city andpossibly the world, with payment of medical bills, widows’ andorphans’ pensions, and even short-term unemployment pay forthose temporarily unable to work. In return, though, the guilddemands absolute loyalty from its members. The harshtreatment given to the occasional scab works as a reminder ofthe benefits of loyalty. What’s more, through Cobbius’sleadership the guild has come to be seen as a speaker for theSuiddock as a whole - which is not surprising given that most ofthe residents are members.Open meetings are held once a month, at which Cobbius andother guild officers review the guild’s business and otherimportant issues for the membership. They are loud andraucous affairs, but an astute observer will note theguildmaster’s control of the seeming chaos. While any membercan challenge or question the officers at these meetings, suchis the loyalty of the membership to Cobbius that his view alwaysprevails.

Page 230: 102678424 the Marienburg Project

The guild’s day-to-day business is managed in weekly meetingsof the Central Committee, headed by Cobbius and filled with hishandpicked lieutenants. These meetings are surprisingly open.Cobbius actively solicits the opinions of his underlings, who inturn are free to speak their minds. However, everyoneunderstands that the final decisions always rest with theguildmaster.A records room keeps extensive files on the guild’s business,both legal and illegal. Off-limits to all but Cobbius and hislieutenants, there are not only records of members, income andexpenses, but also detailed lists of illicit cargoes that the guildhas handled on behalf of others. The guild maintains thisinformation as a form of blackmail and insurance, to make surethat the merchant houses don’t take undue advantage ofSuiddock s working men. The Excise would love to have accessto these files, but so far all their attempts to get to them,clandestine and otherwise, have failed.Lately though, storm clouds have appeared on the horizon,threatening the Guild’s little empire. Suiddockers have alwaysresented the Sea Elves’ habit of docking only at their own docksand using only Elf labour to move their cargoes. While this islegal under the terms of the Treaty of Amity and Commerce,hotheads among the membership have grown tired of Cobbius’scounsels of patience and have taken matters into their ownhands. Cases of Elf-bashing are on the rise, and a series offires in Elftown have been laid at the door of the Guild. After arecent beating of some dockers by revenge-minded Sea Elfmarines, Guildmaster Cobbius was able to avoid another anti-Elf riot only by personally promising to do something about this.What this something is, though. Cobbius has yet to figure out.

Lea-Jan Cobbius, Guildmaster

Racketeer (ex-Bodyguard, ex-Thug)“I’ve got a proposition for you.”

“What can I say? It’s a tough anddirty world.”

“Here’s the deal. You can take it, oryou can take it. You have no otheroptions.”

“These people look to me. I’m like agrandfather to them. That means Ilook after them, offer them advicewhen it’s needed. Like the head of thefamily in any house round here. Italso means that I keep them in line,so they don’t hurt themselves andeach other. “

“So it’s not a perfect system. You gota better one?”

“Don’t disappoint me.”

Cobbius is tall and lanky, with a bony, hawk-like face, hismuscles still powerful in spite of his age (62). His white hair iscropped close, and his steel-grey eyes can stare daggers downhis aquiline nose. There is a two-inch scar just below his righteyebrow. He is tough, arrogant and brutal. A sharp negotiator,he has made the Merchant Houses realise that to get anythingdone on the docks, they have to go through him. And for the

SR05: Honourable Guild of Stevedores and Teamsters, The

Marienburg: The Greatest Port in the Old World

more unscrupulous among them, Cobbius is able to provide aready source of muscle. He makes only one condition – that hismembers shall not be harm the people of his beloved Suiddock.Cobbius is loyal to those who are loyal to him and ruthless withthose who aren’t.Cobbius has some link to Granny Hetta - he occasionallypasses money to her through his bodyguard, Big Piet, and hasbeen known to arrange “accidents” for anyone who hurts her.He has clandestine contacts with most of the Directorate andwith the Tarmonagh din-Ciobahn, the Exarch of SithRionnasc’namishathir. He regularly deals with AdalbertHenschmann, who controls all the rackets on Suiddock not runby the Stevedores. Some even go so far as to say that Lea-Janhas a place on the board of The League of GentlemenEntrepreneurs.Lea-Jan is not the only Cobbius known on the streets ofSuiddock. His younger brother Albertus is an initiate of the cultof Shallya. The two haven’t spoken for years, after quarrellingover some of Lea-Jan’s methods. Abram Cobbius, one of Lea-Jan’s cousins, is a lay-about who barely earns his membershipin the Stevedores and Teamsters Guild. He is also a minormember of the League and runs a number of rackets forAdalbert Henschmann. Lea-Jan is concerned about the tarnishthat Abram’s brutish deeds may leave on the Guild. So far, theirfamily ties have caused Lea-Jan to ignore Abram’s escapadesand keep him at a polite distance, but he has a feeling that thesituation may have to be dealt with some time soon.

Skills: Command, Common Knowledge (The Wasteland),Consume Alcohol, Dodge Blow +20%, Evaluate, Gamble,Gossip +10%, Haggle, Intimidate +20%, Heal, Perception+10%, Read/Write, Secret Language (Thieves Tongue),Shadowing, Speak Language (Reikspiel)

Talents: Disarm, Menacing, Hardy, Lightening Reflexes, QuickDraw, Resistance to Poison, Specialist Weapon Group(Parrying, Throwing), Street Fighting, Streetwise, Strike toInjure, Strike to Stun, Super Numerate, Very Resilient, VeryStrong, Wrestling

Combat:Armour (Light): Leather JerkinAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Sword (Hand Weapon, 1d10+5, CV+1), Dagger

(1d10+2)Trappings: Guild Pendant, Purse (with 4d10 Guilders)

Main ProfileWS BS S T Ag Int WP Fel55% 50% 51% 53% 40% 31% 33% 38%

Secondary ProfileA W SB TB M Mag IP FP

1 15 5 5 4 0 0 0

Page 231: 102678424 the Marienburg Project

SR05: Honourable Guild of Stevedores and Teamsters, The

Marienburg: The Greatest Port in the Old World

Pieter de Groot, BodyguardJudicial Champion (ex-Veteran, ex-Mercenary, ex-Bodyguard)

Universally known as ‘Big Piet’, deGroot is a bear of a man; he is wellover six feet tall and powerfully built.His sandy hair and beard are close-cropped, and his blue eyes looksomehow too small for his squareface. On the rare occasions when hespeaks, his voice is quiet.Big Piet is Cobbius’ right-hand man,and the chief frightener for the guild.Cobbius is in the process of traininghim as a successor – for in additionto his fighting skills, Piet has a greataptitude for guild business.Most people know Big Piet as thetaciturn minder looming by the guildmaster’s shoulder, and theman who upheld the honour of the guild (and the wholeSuiddock) in a trial-by-combat against the champion of a Tileanmerchant house a year ago. All Suiddockers know him by sight,but he keeps himself to himself, and only Cobbius knows himwell.

Skills: Common Knowledge (The Empire, Tilea, theWasteland), Consume Alcohol, Dodge Blow +20%, Gamble,Gossip, Haggle, Heal, Intimidate +10%, Perception +10%,Read/Write, Ride, Secret Language (Battle Tongue), SpeakLanguage (Reikspiel), Swim

Talents: Disarm, Night Vision, Lightening Parry, Quick Draw,Specialist Weapon Group (Flail, Parrying, Throwing, TwoHanded), Street Fighting, Strike Mighty Blow, Strike toInjure, Strike to Stun, Very Strong, Warrior Born

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+7, CV+1), Club (Hand

Weapon, 1d10+7, CV+1), Knuckledusters (1d10+4, CV+1,Pummelling)

Trappings: Guild Pendant

Main ProfileWS BS S T Ag Int WP Fel71% 48% 60% 48% 58% 44% 52% 33%

Secondary ProfileA W SB TB M Mag IP FP

3 17 6 4 4 0 0 0

Page 232: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Haagen’s Wharf

SR10: Haagen’s Wharf

“Haagen’s Wharf? You’ll never see a Haagen round there, dearme, no. Far too run-down and grubby for them!”

“There’s plenty like it round here. Up West, the locals call it.Everything’s old Up West – the Suiddock went east over theyears. Sooner or later, I expect they’ll pull everything down atthe west and put in some new docks and warehousing.”

“It’s an old wharf all right. Just look at the timberwork in thatjetty. Must be five hundred years old, and it’s still as sound as aGuilder. Now that stuff they’ve thrown up Down East, there’sno comparison. That won’t be around in five hundred yearsfrom now, and that’s for sure.”

“Haagen’s Wharf? Haagen’s? Kaaimans’ Wharf would becloser to the truth. He runs that place, and might as well be theowner for all the notice the Haagen’s have ever shown. Justyou watch yourself round that one. Count your fingers andyour toes, if you follow my drift…”

“There’s dozens of little wharves like this around here. Someare still independents, but most are owned by one family oranother nowadays. Most of the families don’t bother with them– the big money’s Down East in the new docks.”

“Smugglers’ paradise, the west is. Most o’ the owners don’know the ‘alf on it, and them as ‘as an inklin’ don’ care.”

At the eastern end of Riddra Isle lies Haagen’s Wharf; a smallprivately owned mooring run by one of the great merchantfamilies. The wharf is small by Marienburg standards, and datesback several centuries; it consists of a jetty built out into theBruenwasser Kanal, a pair of warehouses and a small officemaintained by the Haagen family.The members of the Haagen family rarely concern themselveswith this relatively minor part of their business empire. TheRiddra wharf was among the first Haagen possessions inMarienburg, but now it is just one more piece of docklandowned by the family. Money moved away from Riddra years

ago, and the Haagen’s main businesses went too – Riddra hadbecome unfashionable. The wharf is now overseen by JochenKaaimans with warehouseman Andreas Pakuister; manuallabourers are hired in from the Honourable Guild of Stevedoresand Teamsters.Like many of the all-but-forgotten wharves along the waterfrontof the western Suiddock, Haagen’s wharf sees a certain amountof illicit activity. There is some smuggling, and some stolengoods are ‘laundered’ through the warehouses – stored therefor a short time, and then given false documentation to makethem look like they were imported legitimately. It is also usedsometimes to hide people who are on the run from the law.These activities may bring the wharf to the attention of a certaintype of adventurer…

Jochen ‘Breukrots’ KaaimansForeman (ex-Tradesman)“PAKUISTER! Where are you,you worthless scrap ofnothing!”

“I’m in charge here. I say whatgoes and what don’t go.”

“You want to watch yourself,you do. You’ve clearly got noidea of who you’re talking to.”

Nicknamed ‘Breukrots’ after thewreckers’ rock of Marienburg,Kaaimans is a huge man, veryheavily built and nearly six feettall. His dark brown hair isunwashed, and hangs to hisshoulders; his eyes are hazel,small, and deeply sunk. He hasa very loud voice, and seemsunable to manage any tone

Page 233: 102678424 the Marienburg Project

SR10: Haagen’s Wharf

Marienburg: The Greatest Port in the Old World

lower than a shout. He spends most of his time in the officeporing over his extensive collection of ledgers, getting up for apace around the warehouses maybe twice a day. He lives onthe site, and is responsible for the night time security of thewarehouses – hence his interest in firearms.Kaaimans is a pencil pusher, and has worked for the Haagenfamily for around ten years. He is happy to have charge of thewharf, since it gives him the chance to be monarch of his ownlittle domain. Sometimes, when he is in the right mood, he’llspend a day or so making Andreas’ life pure misery, justbecause he can. Being left to do pretty much what he will withthe wharf, he runs various petty frauds and dodges; even acursory investigation of the ledgers by a former Scribe,Tradesman, Merchant or Exciseman will reveal traces ofenough malpractices to get him into deep trouble.Somewhere, in the lower echelons of the Haagen family’s mainoperation, there must be someone who is aware of theexistence of Jochen Kaaimans, but the family give no sign of it.He has various illicit dealings with Thijs Modegekker and hissmuggling gang, and with Jan Omkoop of the Board of TradeEquity, with both of whom he enjoys a mutually beneficialbusiness relationship. Occasionally he is called upon to do a‘favour’ for Lea-Jan Cobbius of the Honourable Guild ofStevedores and Teamsters, providing a ‘safe house’ in hiswarehouses to hide some object, merchandise, or person.

Skills: Common Knowledge (The Wasteland), ConsumeAlcohol, Drive, Evaluate, Gamble, Gossip +10%, Haggle+10%, Perception +10%, Read/Write, Secret Language(Guild Tongue), Speak Language (Reikspiel), Trade(Carpenter, Merchant)

Talents: Dealmaker, Public Speaking, Savvy, SpecialistWeapon Group (Gunpowder), Streetwise, Super Numerate,Very Resilient

Combat:Armour (Light): Leather JerkinAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+2),

Blunderbuss (1d10+3, Range 16/-, 3 Full, Shrapnel,Unreliable, 10 shots), brace of Pistols (1d10+4, Range 8/16,Reload 2 Full, Impact, Unreliable, 5 shots each)

Trappings: Ledger, Writing Kit, Warehouse Keys

Main ProfileWS BS S T Ag Int WP Fel42% 41% 41% 53% 44% 50% 51% 51%

Secondary ProfileA W SB TB M Mag IP FP

1 16 4 5 4 0 0 0

Andreas PakuisterStevedore (ex-Boatman)Andreas is a small, skinny man,known to the Suiddock streetbrats as ‘the Scarecrow’. Hisstooped shoulders make himseem even shorter than his full 5’6”, and his stringy frame belieseven the small amount ofphysical strength that hepossesses. His copper-colouredhair is lank and straight, hangingin his eyes at the front and to hisshoulders at the sides and back.His eyes, when you see them,are a washed-out pale blue, andhis face wears the perpetualexpression of a dumb animalthat has become too used tobeing beaten. He moves slowlyand speaks little.Andreas is thoroughly victimised and mistreated by his overseerJochen Kaaimans, and has taken the rap for his overseer’srackets and dodges on more than one occasion. No one knowswhy he puts up with the treatment he receives – some say thathe’d rather stick with the devil he knows, no matter how bad,while others maintain that he’s too stupid to change. The two ofthem make an odd couple, but in a strange sort of way theybalance each other.

Skills: Common Knowledge (The Empire, the Wasteland),Consume Alcohol, Gossip +10%, Navigation, OutdoorSurvival, Perception, Read/Write, Row, Sail, Scale SheerSurfaces, Search, Speak Language (Kislevite, Reikspiel),Swim +10%

Talents: Orientation, Seasoned Traveller, Sturdy, SuperNumerate

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Dagger (1d10+0)Trappings: Clipboard and papers

Main ProfileWS BS S T Ag Int WP Fel32% 38% 36% 41% 35% 31% 32% 24%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 4 4 0 0 0

Page 234: 102678424 the Marienburg Project

SR19: Three Penny Bridge

Three Penny BridgeMarienburg: The Greatest Port in the Old World

The only crossing point between Stoessel and Riddra, is thenotorious Three Penny Bridge, where it is said that anything canbe bought and sold.Buildings line both sides of structure, hanging out over the sidesand over the deep kanal running between the Bruenwasser andthe Rijksweg. The bridge is well above the water line,connecting the high cliff faces of Riddra and Stoessel.Additionally, it is a hump-backed structure, allowing all but thelargest of ships to pass by underneath.Once an affluent area, the buildings here are large and wellconstructed, but with decline of the western end of the Suiddockthe area has become little more than a thieves-kitchen. Many ofthe houses are subdivided into cheap tenements, while othersare heavily barricaded by their owners to keep out the burglars,foot-pads and addicts who make the bridge their home.A sailor’s tavern named the Grey Gull marks the start of thebridge at the Stoessel side, next to an abandoned temple whichis supposedly cursed by the gods. The Stoessel side of thebridge is often frequented by peddlers and streetwalkers,catering to clients unwilling to venture further across the bridge.The centremost building was once a watch station, but has longbeen abandoned by the Black Caps. It now operates as theAbandon Hope, a low class tavern, gambling den and brothel –frequented by the dregs of the “Guild We Have Never HeardOf” such as Roosjik Ottervanger and Abram Cobbius.Occasionally Commandant Escottus van Haaring has madeplans to establish the Three Penny Bridge watch post, butCaptain Graveland of the Suiddock Watch has shown littleenthusiasm for such projects.At the southern side of the Bridge, across from the GoldenLotus Dreaming House is the Riddra Fish market, where thefishwives of Riddra come to sell their husband’s catch to therest of Marienburg. Some servants and housewives come herefor the cheapest prices, while other fish are sold to the bigger

suppliers who pack them in ice and transport them to the morewell-to-do markets in the city. A series of steep steps cut besidethe fish market lead under Three Penny Bridge and down to asmall wharf and the notorious Red Lantern Canal, which areused extensively by drunkards and merry-makers during thenights.

Roosjik Ottervanger, Leg Breaker

Thug (ex-protagonist)A bully and a braggart, the hulking 6’2” Roosjik Ottervanger isone of the many dockside thugs that inhabit Three PennyBridge.Roosjik wears his hair cropped short, with a short moustachekept neat with whale fat. A short scar runs down his left cheekand his nose has been broken and badly set. While Roosjikbelieves himself a major player in the League of GentlemenEntrepreneurs, he lacks any power base aside from the otherthugs he can bludgeon into following his orders.Roosjik frequents many of the rougher taverns along the Riddraand is well known throughout Three Penny Bridge and RedLantern Canal.

Skills: Common Knowledge (The Wasteland), ConsumeAlcohol, Dodge Blow +10%, Gamble, Gossip, Haggle,Intimidate +10%, Ride, Secret Language (Thieves Tongue),Speak Language (Reikspiel)

Talents: Disarm, Lightning Reflexes, Menacing, Quick Draw,Street Fighting, Strike Mighty Blow, Strike to Injure, Strike toStun, Very Strong, Warrior Born

Combat:Armour (Medium): Mail Shirt and Leather JackAP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3)Weapons: Club (Hand Weapon, 1d10+5, CV+1), Knuckle

Dusters (1d10+2, CV+1, Pummelling)Trappings: Purse (with 2d10 shillings and 2d10 pence)

Main ProfileWS BS S T Ag Int WP Fel48% 30% 47% 36% 46% 27% 40% 32%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 2 0Impressions of Three Penny Bridge

“Kurt heard a crier calling two o’clock as he got his firstglimpse of Three Penny Bridge. The structure itself waslittle different from many other bridges aroundMarienburg. Houses and shops stood along either side ofthe span, such was the lack of space available forconstruction else wherein the city. Buildings hung out overthe cut slicing between the much larger Rijksweg canal tothe north and Bruynwarr canal to the south. Kurt wasalways amazed that those precariously perched structuresdid not topple into the water more often, but most hadstood for more than a hundred years. No doubt mostwould stand for another hundred — barring outsideintervention.”

“A line of heavily fortified homes lined the northerly side ofthe span, all of them looking like they were expecting warto break out at any minute. No doubt they were burgled orattacked on a frequent basis, Kurt surmised. Severallooked like they had been abandoned altogether, whileanother was a burnt out shell, smoke stains above thecharred windows resembling the kohl eye make-upfavoured by whores.”

This location is presented before the events of the novels‘A Murder in Marienburg’ and ‘A Massacre in Marienburg’by David Bishop.

Page 235: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Red Lantern Canal“Ya jus' wanta watch yersilves there. Course ya kin get anyfingya wan' but jus' be careful 'bout wat people try to give ya, yaknow?”

“God Awful place - you would think that some authority wouldshut it down. It's typical of the Lazy, Corrupt attitude of theCouncil and the Law Enforcement - they just allow blatant lawbreakers to get away with murder! IT'S APPALLING!!!!”

“Yeah - friend of mine works there. Room 9 on the third floor ofthe east building - he'll fix you up if you're down if you get mymeaning.”

“Oooh it's so exciting! We've slummed it there several times - ofcause the smell of the commoners is horrible, but if one holdsones nose, one can find it so thrilling!”

This short canal is located on the Riddra, entering theBruenwasser Canal just to the side of the notorious ThreePenny Bridge. At each side of the water, a small stone walkwayallows pedestrians to make their way down the banks of thecanal, although this is often overcrowded and many folk,especially those who are inebriated, fall into the water on anaverage night. While the buildings around the canal are draband covered in grime during the day, much like the rest of theRiddra, each night the Red Lantern Canal transforms into afast, lewd hub of dirty glamour as darkness snubs out the sun.The surrounding buildings, each six or seven stories high, givea claustrophobic, trapped sense to the tiny waterway below.Narrow stone walkways cross the canal from the higher levels,and each building houses any number of trades and characters,lurking, slouched behind anonymous doors, crammed into tinycells. Red Lantern Canal is not the only place like this inMarienburg, but it is easily the most infamous.

Characters & PlacesA selection of the many characters and places to be found atRed Lantern Canal:

The House of Silks: This popular brothel acts as acasement trap. Its client’s have their clothes rifled while theyare otherwise occupied. The house is always careful not totake anything that could not have been easily lost, typicallycoins and small items of jewellery.

Blind Mo: An ex pit fighter from Monnik’s Pit Fighter School,Mo was forced from his profession when he lost both hiseyes in the ring. Although he can't see, Mo still hears a greatdeal, and would be a good contact to cultivate.

Lethe: A popular Sea Elf bawd, Lethe is one of the few reliableguides on the canal. Gossip about Lethe is prestigious, withpeople believing her to be anything from a BretonnianAssassin to an exiled Dark Elf Princess. For whateverreason, few people bother her or her clients.

Marcel Mousillade: Marcel is a Bretonnian Antiquarian whohas a small bookstall dealing in ribald texts. He also deals inmay proscribed works, and necromancers, daemonologistsand other occult scholars come from all over Marienburg tomeet with him and buy his books. Marcel never stays long inMarienburg, and his stall is only open a couple of daysevery month before he leaves to travel elsewhere in the OldWorld.

Koos de Bruijn: Once an Exciseman, Koos is a capableforger. He provides false documentation for many of thesmuggler and few pirate ships that put into Marienburg.

Sharky and van Dorp: The area’s official Blackcaps, thesetwo are utterly corrupt and make a good living asracketeers.

The Rotting Finger: This small Nurgle cult operates in thedamp basement of one of the buildings. Its members are allhorribly disfigured members of the Marienburg underclass.

Adventure Ideas“Let's torch this den of iniquity!”Some moral minority group, perhaps a small cult of Solkan ormaybe a strait-laced gentlemen's club, has decided that thesquare is a blot on the face of Marienburg and has got to go.The way they see it, not only do unspeakably indecent activitiesoccur there, but it probably plays host to some god awfulchaotic cult. The Blackcaps are no good, being lazy and terrifiedthey refuse to shut the place down (most of them have probablybeen bribed anyway). The group has resolved to burn the placeto the ground. The adventurers can get involved in a number ofways. They could be hired by the group to perform the arson -but carrying this out would be extremely immoral - not only will alarge number of innocent people die, but also the fire will veryprobably spread to the surrounding area. They could also beasked to prevent the sabotage going ahead by a powerfulsquare figure, or they could be involved in somethingcompletely separate when the square begins to burn.

“Whoops... sorry!”Due to the highly anonymous nature of the rooms in thebuildings, it would be very easy to walk through the wrong doorat the wrong time. Perhaps they blunder in on an underworlddeal or execution, or crash into a brothel only to see aninfluential merchant in bed with two young girls. Cultist rituals,drug labs, illicit magicks, secret meetings, anything can and

SR20: Red Lantern Canal

Impressions of Red Lantern Canal“The red lamps hanging from the corners of the buildingcast a warm enfolding glow over the crazy, ugly,lascivious, promiscuous, mad bad clientele; the small stallsand rooms stuffed with trinkets, cheap weapons, herbalremedies; the sailors on shore leave looking for their bit ofstuff; the pickpockets, toolers and beggars fleecing thewrithing crowd for all their worth; the dollymopslounging by the doors of flop houses looking so inviting inthe dim light; the macers and magsmen winning againand again in questionable gambling dens; the 'padsmaking short work of the unwary, turfing theirunconscious bodies into some half forgotten alley; theunguilded heavymen for hire. All such life that is bestignored but that enamours the casual visitor and suckshim in - remember, buyer beware! - all these, creep fromtheir daily crawlspaces to welcome the night.”

Page 236: 102678424 the Marienburg Project

invariably does happen behind at least one of the doors. Whatthe characters decide to do next in such a situation could easilyspark a dozen adventures...

SR20: Red Lantern Canal

Marienburg: The Greatest Port in the Old World

Page 237: 102678424 the Marienburg Project

SR21: The Golden Lotus Dreaming House

Marienburg: The Greatest Port in the Old World

The Golden Lotus Dreaming House“The Golden Lotus isn’t your average drug den, chum – oh no,it’s a real palace of poison. And possibly something worse.”

“I love it, and I hate it! It’s killing me, but it’s my only escapefrom this miserable life.”

At the Riddra end of the thieves’ den known as Three PennyBridge, hard by the spot where the Red Lantern Canal entersthe channel, squats a dilapidated three-storey timber and stonebuilding that has an evil, sick look to it: the Golden LotusDreaming House, the most notorious drug den in all ofSuiddock.Older than anyone’s memory and added to by everyone who’sowned it, it leans at crazy angles and is built so far over thecanal that folks wonder why it hasn’t fallen in yet. The only signmarking its business is a faded board over the door with a goldlotus painted on it - that, and the telltale odour of Black Lotusthat carries on the breeze.The inside is like a vision from some Shallyan nightmare. Downthe flight of creaking, stained stairs from the alley door, past thesilent Nipponese bouncer, lies a single large room, dimly lit.There clients sprawl in three-high bunks, their hands clutchingdrug pipes, their jaws slack and their eyes dilated, seeing whoknows what. Smoke perpetually hangs in the air, choking thosenot accustomed to it.There are always a around a dozen customers here at any onetime, but the only motion in the room usually comes fromKroeller, the attendant who refills the pipes and takes themoney, with a damp heavy cloth constantly wrapped over hismouth and nose. New customers are admitted only after beingscreened by the bouncer through a small panel in the alleydoor.On the second floor are private rooms, little more than cotsbehind a closed door, reserved for special customers for only aguilder per pipe. The House promises discretion in itsoperations, and some of Marienburg’s finest and mostprominent come here to indulge their filthy habit. The topmostfloor holds the private quarters of the owner, an Indic namedVenk Kataswaran but commonly called “the Lascar”, and hisassistants: a Nipponese ninja (assassin) known only as Toko,and the bouncer, a hulking Nipponese mercenary namedMasahito. Both are fanatically loyal to Venk.

Refined Black LotusWhereas much of the Empire is familiar with the addictivenarcotic Mandrake, in Marienburg its use is eclipsed by ayet more dangerous and insidious drug. Assassins andhired killers are familiar with the Black Lotus, whose seedsare crushed to form a thick black paste, which is applied toarrows and blades to make their touch fatal. However,foreign alchemists have found another use for this plant.Grinding up the leaves and seeds into a dark grey powder,and smoked through pipes, this refined Black Lotus (orDark Lotus as it is becoming known on the streets ofMarienburg) numbs the body and enters the imbiber intopleasant hallucinogenic dreams. Although not as instantlyaddictive as Mandrake, the effects can swiftly become farworse, until finally taking the life of the user.

A dose of refined Black Lotus costs the same as a dose ofthe poison, though its rarity is reduced to only Scarce inMarienburg. At known dealers such as the Golden LotusDreaming House and the Long Dragon, it is assumed toalways be available (assuming a client can gain admittanceand the trust of the owners).After taking only a single dose of the drug the imbiber mustpass a Routine (+10%) Willpower Test or become addicted.If the test is passed, the imbiber suffers a cumulative –10%to each subsequent Test for addiction, which reduces by10% for each month off the drug. An addict must make aWill Power Test each day to resist the craving, or he mustseek out and take a dose by whatever means necessary.Upon taking a dose, an addict must pass a Will Power Testor seek to immediately take another dose (to a maximum ofthree per day at which time the addict is renderedunconscious for the rest of the day). If an addict is unableto obtain a dose following a failed Willpower Test, theysuffer a –10% penalty to Intelligence, Will Power andFellowship Tests until they can take another dose. The drugis not without its benefits though: on a day in which a doseof the drug is imbibed, the user can ignore the effects ofone insanity under which they are suffering, and reducesthe effects of all Critical Hits suffered by 1.Long-term abuse of the drug weakens the body and mind,and can result in the hallucinations intruding into thewaking mind, resulting in insanity. Each day the user takesa dose of refined Black Lotus, they must pass an Easy(+20%) Willpower Test or gain an Insanity Point (thedifficulty increases one step per dose taken in the day). Inaddition, for every six months a user is addicted to thedrug, he permanently suffers –10% to Strength, Toughness,Agility, Intelligence, Willpower, and Fellowship, and mustpass a Toughness Test or his heart fails under the ravagesof the drug, and he dies.At the discretion of the GM, a character suffering the‘Mandrake Man’ insanity may instead become addicted torefined Black Lotus instead of Mandrake.

Page 238: 102678424 the Marienburg Project

Venk Kataswaran, OwnerSlaver (ex-Merchant, ex-Burgher, ex-JourneymanWizard, ex-Apprentice wizard)

“Me, sahib? No, I never touch the stuff “

“He’s dead - the fool had a weak heart.Masahito! Take the body to Noormanswijkand dump it in the canal. Make it look as ifhe was robbed. If anyone asks, he left herein perfect health, understand?”

Somewhere around 60, of medium heightand slender build. His head is covered in ascarlet turban. He is missing the third fingerof his left hand, and his eyes have a rheumy, vulture-like look tothem.Venk’s soul is as black as the deepest pit. He doesn’t care a jotabout any other living beings - he sees even his loyal assistantsas useful tools, nothing more. His only goal is the acquisition ofpower and money, through magic and by blackmailing clientswho have become addicts. He wants to seize control of thebody-trade within the city, and thus become the leader of theKhaine cultists in Marienburg.The Lascar pays protection money to Adalbert Henschmann,who suspects that Venk fronts for someone else. He doesregular business with Guan Lo Fat, not trusting DmitriHrodovsky. Although many assume he smuggles his own drugsinto Marienburg, in fact he relies on Wilbert Ree for hissupplies, and will act to defend Ree if the man or his businessare threatened. Most sinister of all, he is an important part of aslave ring operating in the city, involved in the trafficking ofadults and children throughout the Old World. Some of thesleeping bodies in the Golden Lotus have been drugged againsttheir will.

Skills: Academic Knowledge (Law, Magic +10%), Channelling+10%, Charm +10%, Common Knowledge (Araby, Ind, theWasteland +10%), Consume Alcohol, Drive, Evaluate +20%,Gossip, Haggle +20%, Intimidate +10%, Magical Sense+10%, Perception +10%, Prepare Poison, Read/Write, Ride,Search +10%, Secret Language (Guild Tongue), SpeakArcane Language (Magick), Speak Language (Arabyan,Classical, Estalian, Indic, Reikspiel, Tilean), Torture, Trade(Merchant)

Talents: Aethyric Attunement, Arcane Lore (Amethyst), DarkMagic, Dealmaker, Fast Hands, Lesser Magic (Magic Alarm,Magic Lock), Lightning Reflexes, Meditation, Menacing,Mighty Missile, Petty Magic (Arcane), Savvy, SeasonedTraveller, Sixth Sense, Streetwise, Strike to Stun, Suave,Super Numerate, Very Resilient

Main ProfileWS BS S T Ag Int WP Fel45% 40% 43% 48% 50% 55% 56% 52%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 4 4 2 0 0

SR21: The Golden Lotus Dreaming House

Marienburg: The Greatest Port in the Old World

Combat:Magic: 2; Arcane Lore (Amethyst), Magic Alarm, Magic Lock,

Petty Magic (Arcane)Armour (none): Fine Indic ClothingAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+1)Trappings: Medallion of Merchant’s Guild membership, 5

doses Belladonna, 5 doses Black Lotus Venom, Purse (with4d10 Gu), several Rings (worth 2d10 Gu each)

Faraq, Arabyan Doorman

MercenaryFaraq is not sure how he ended up in Marienburg or even whatthe city is called, but his skill with a sword has easily found himwork with the various immigrant communities within the city.Currently employed as the doorman at the Golden Lotus, hisdays and nights are spent sharpening his weapon, while sittingon stool and watching the door.By Marienburg standards Faraq poses and exotic figure, withgolden skin, dark eyes, and black hair pulled back in a singlebraid. His simple black clothing is of an Arabyan cut and hedisdains wearing shoes. Faraq speaks little to any Reikspiel.

Skills: Common Knowledge (Araby, Tilea), Dodge Blow,Gamble, Gossip +10%, Perception, Ride, Secret Language(Battle Tongue), Speak Language (Arabyan), Swim

Talents: Fleet-footed, Quick Draw, Savvy, Sharpshooter,Strike Mighty Blow

Combat:Armour (Medium): Mail Shirt and Leather JackAP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1),

Crossbow (1d10+4, Range 30/60, Reload Full, 10 Bolts)

Trappings: Healing Draught

Main ProfileWS BS S T Ag Int WP Fel44% 27% 37% 36% 39% 35% 32% 31%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 3 5 0 0 0

Page 239: 102678424 the Marienburg Project

SR30: Monnik’s Pit Fighter School

Monnik’s Pit Fighter SchoolMarienburg: The Greatest Port in the Old World

At the very edge of the Noormanswijk Borough, on Riddra’sinfamous Knechtstrasse, stands the imposing Pit Fighter Schoolowned by Sander Monnik. Those people who have an appetitefor blood sports come from all over the City to watch the fightstake place in the massive underground pit.During the day the bouts are fought with blunted weapons, andend when the first solid blow is landed. Once the sun setshowever, thing take a more serious turn – trusted customers areinvited to attend ‘Premium’ fights, fought to incapacitation oreven death.The Pit Fighters are mainly made up of a mixture of volunteersand indentured criminals. Others have found there way herethrough the “Guild we do not Talk About”, pressed into servicefor an unpaid debt. While the risks are great, there are manybenefits of becoming a Pit Fighter. Many organisations, such asHakkeling’s Shield-men or Marquandt’s Escorts pay goodwages for fighters who have trained here. Some Pit Fightershave even gone on to become high-paid Judicial Champions,employed by the various courts of law or as part of a merchanthouse’s staff.Even the bouts themselves can prove profitable. Fighters oftenwager on themselves, and Monnik employees ‘Hype-Men’ toencourage the spectators to bet more money or even to throwmoney into the ring at the end of the fight. The ‘Cut-Men’ arethe school’s healers, who patch the fighters up between fightsand tend to the wounds of the survivors at the end of each bout.Nevertheless, the demand for fighters far outstrips the supply,and in the catacombs below the pit are a series of hidden cellswhere the fighters acquired through less official means arehoused. It is in these cells, among the desperate and disposed,that the worship of Khorne has taken hold.

That Thijsson, Prize Pit FighterPit Fighter (ex-Marauder, ex-Warleader, ex-CultAcolyte of Khorne)

Captured by the Marienburg Merchant Fleet and sentenced toexecution, That Thijsson escaped the Headman’s Axe when a‘Gentleman Entrepreneur’ realised that Monnik would pay goodmoney for the massive Norscan.A powerful fighter standing almost 7’ tall, That lacks anyknowledge of Reikspiel and is missing half his tongue, reducinghis only communication to exclaiming “Akhar” before he startsa bout. When he wins (and he always does) he decapitates hisvictims and holds their head to the north, seemingly displaying itto the patrons in grandstand.That has become the object of both fear and admiration by hisfellow fighters, many of who have started to copy his rituals.Those that do have visions of carnage and bloodshed before afight, and become stronger and faster that they where. Mostmarkedly, they seem to lose any sense of compassion or fear.Where once many begged to avoid being dragged into the pits,they now relish the opportunity to fight.

Skills: Animal Care, Command, Common Knowledge(Norsca), Consume Alcohol +10%, Dodge Blow +20%,Follow Trail, Gossip, Intimidate +20%, Navigation,Perception, Sail, Search, Secret Language (Battle Tongue),Speak Language (Norscan)

Talents: Fearless, Frenzy, Hardy, Inured to Chaos, LightningReflexes, Orientation, Quick Draw, Specialist Weapon (Flail,Parrying, Two-handed), Strike Mighty Blow, Strike to Injure,Strong-minded, Unsettling, Very Resilient, Very Strong,Warrior Born, Wrestling

Mutations:Fear Points: 0Frenzy: This grants That the Frenzy Talent.Strong: This increases That’s strength by 8%, already

included in his profile.Combat:Armour (Medium): Mail Shirt and Leather JackAP: Head 0 (5), Arms 1 (6), Body 3 (7), Legs 0 (5)Weapons: Flail (1d10+7, CV+1, Impact, Tiring), Buckler

(1d10+4, Balanced, CV+1, Defensive, Pummelling), KnuckleDusters (1d10+4, CV+1, Pummelling), Headman’s Axe(Greatweapon, 1d10+7, CV+1, Impact, Slow)

Trappings: none

Main ProfileWS BS S T Ag Int WP Fel61% 28% 67% 56% 43% 36% 48% 36%

Secondary ProfileA W SB TB M Mag IP FP

3 17 6 5 4 0 0 0

Page 240: 102678424 the Marienburg Project

SR33: The Marienburg Gentlemen’s Club

Marienburg: The Greatest Port in the Old World

The Marienburg Gentlemen’s Club“The Gentlemen’s Club? You have a death wish, right? You ‘recompletely out of your mind.”

“It’s all right, is the Club, whatever they say. The beer’s goodand you’ll be all right as long as you keep to yourself and don’tpoke your nose into anyone else’s business.”

The Marienburg Gentlemen’s Club is the nerve centre of thecriminal organisations in the city. The first thing people noticeupon entering this “typical” Riddra tavern is the monster of aman behind the bar. Olaf Thurgansson is a huge Norscan whodoubles as the Gentlemen’s Club barkeep and bouncer. Despitehis size, Olaf is talkative with customers about unimportanttopics, like the weather, stories from his homeland, and othermundane topics. In contrast, he is very tight-lipped about theestablishment and its owners. Annoying, overly aggressive, orprying customers get to learn the less pleasant aspects ofOlaf’s personality first hand. Many of these chaps are barelyable to crawl away and find a safe haven to heal.Three centuries old, the building is structurally sound, but needssome external repairs. Parts of the frontage are cracked andpeeling, and a few roof tiles are missing. The windows aremostly cracked and filthy, making it very difficult for someoneoutside to see in, but perhaps that is deliberate. The club squatson the southern side of Riddra, just across a steep alleywayfrom the Honourable Guild of Stevedores and Teamsters. Thenorth end of the building stands on piles that emerge from a cutwhich runs south into the Bruenwasser. The ground floor standswell above the level of the canals – 15 feet at low tide and 4feet at high tide.The interior of the tavern is little different than any othertaproom in Marienburg. The ceiling is low, the woodenfloorboards are covered in spilled ale and sawdust, and a lowfog of smoke chokes the air. The narrow space between theClub and the abandoned building next door is known to theregulars as the Privy Chamber, and a pair of outward openingdoors lead onto it. It is a common joke for regulars to telldrunken newcomers to the Club that the water closet is throughthose doors, and wait for the resulting splash. The doors arealso used to eject troublemakers. At the other end of the bar isthe Surprise Room. It is windowless and completely dark, andthe floor is built to drop away, depositing anyone inside into thecut.Ranging in age from mid-teens to late 20s and in appearancefrom pretty to homely, several barmaids work in the commonroom serving customers their drinks, drugs, and whatever elsestrikes their fancy. A couple of semi-private booths to one sideof the common room offer some opportunities and a sense ofprivacy. The only requirement imposed upon the barmaids isthat they do not enthral a customer to the point of financiallyruining them as it’s bad business. Better to provide them with aservice that renders them addicted and brings them back formore.The upper floor contains three rooms: Adalbert Henschmann’sopulent bedroom, a smaller chamber for his bodyguard Helga, aheavyset and dour woman with straw blonde hair tied in plaitsbound into whirls on the sides of her head, and the mockinglynamed Directorate. This room, named after the city’s executivecouncil, is used by Henschmann for meetings of the League’sBoard of Masters and occasional private gambling. Theimportance of this room is reflected in its décor – a white marblefloor, rich tapestries and curtains around the walls and windows,and a crystal chandelier hung from the velvet draped ceiling.

Dominating the room is a large wooden table, its polishedsurface inlaid with golden swirls and curlicues. Ten matchingchairs surround the table, similarly inlaid with gold. Off theDirectorate, through a secret door which can only be opened bypressing the hearth-stone in the fireplace outside, is a bolt-holeused for storage – sometimes holding troublemakers untilAdalbert decides on their fate.However unlikely it may be, there is a small chance thatbumbling adventurers may find their way into the Club and liveto tell about it. Of course, that’s also assuming that adventurerscan survive their journey into and out of the slum-infested,crime-ridden part of the Suiddock where Three Penny Bridgeand this establishment are located.Characters with roguish backgrounds may want to boldly walkinto the Gentlemen’s Club to join The League of GentlemenEntrepreneurs or “The Guild We Never Heard of.” While brashenough to initially impress with one’s boldness (or foolishness,depending upon other circumstances), it’s not the typical wayone tries to join the League. Outside local patrons, only Leaguemembers in good standing and long service are permitted to theGentlemen’s Club without previous approval by either AdalbertHenschmann or Loretta Wakker, the Manager.Loretta is ever watchful for talented individuals who couldcontribute to the Business. Anyone, even PCs, walking into theClub will be quickly sized up. If Loretta likes what she sees,she’ll continue to observe the stranger. She may even approachthem and engage in idle conversation, all the while appraisingthem as if they were a gem in the rough. If they continue toimpress her, Loretta will arrange for them to be followed andobserved for three to five days. Once all her concerns havebeen answered, Loretta will personally arrange for LisetteLeerer to meet with the individual to offer them a position withthe League. Should the individual turn down the offer, thenLisette has the leave to ensure that the declining individual isunable to tell anyone that they refused the League.

Loretta Wakker, Hostess

Spy (ex-Charlatan, ex-Thief)“I know that you would like to spend some time together,sweetmeats, but I don’t mix business with pleasure. And youare definitely on the business side of things.”

“Sir, if you can’t behave yourself, I’ll throw you out.”

“Let’s get something straight. I don’t like you in the least. So, Ihave this proposition for you: leave immediately and live.Otherwise, I won’t be responsible for Olaf’s behaviour.”

Manager of the Marienburg Gentlemen’s Club, Loretta Wakkeris a tall, fine-looking woman in her late thirties with a mediumbuilt, icy blue eyes, and shoulder-length blond hair. She oftenwears her hair in the latest fashion, using hairpins to hold it up.The relationship of Loretta to Adalbert “Casanova”Henschmann is purely business. No more, no less. She runsthe day-to-day business and makes sure that no one pries tooclosely into the operation. She has Henschmann’s completeconfidence and therefore can “remove” problems and enforceother solutions without his permission. She is an excellent judgeof character and Henschmann is known to ask her advice onoccasion. She is intelligent and quick-witted, possessed of asharply sarcastic sense of humour.Loretta is a cold-hearted woman who has lied and cheated herto the top. That is not to say she has no talents. She does and

Page 241: 102678424 the Marienburg Project

SR33: The Marienburg Gentlemen’s Club

Marienburg: The Greatest Port in the Old World

uses them ruthlessly when necessary. She has killed in her timebut wouldn’t directly involve herself anymore now she hasreached the heights. Her high profile means she has lessopportunity to. She is loyal to Henschmann, in that she knowsher fortune is tied directly to his. Loretta sees little need forpersonal relationships and spends most of her life at the club.She loves the dealing and scheming of the criminal underworldand would fight tooth and nail to protect her position. Perhapsher greatest gift is the ability to have people trust her. Thus shehas gained the loyalty of hundreds over the years, and throughthese contacts gathers a lot of information.The only daughter of a disgraced merchant, the family foundthemselves living in the Kruiersmuur district. Away from the lifeshe knew, she soon became estranged from her family. In time,she allowed herself to be recruited as a prostitute. A little whilelater she murdered the brothel’s madam and tried to take overthe business herself. However, neighbouring pimps saw theirchance and moved it, Loretta only just escaping with her life.Back on the streets she found life as a thief was a profitableone. Here she first met the ambitious Henschmann and herecognised her talents. She performed a number of tasks forhim and he grew to trust her. Only later did she realise he wasgrooming her. She was trained in the skills of the spy and therituals of a noble lady.Henschmann positioned her to attract the attention of HugoDelftgruber. Captivated, the League master fell under her spelland soon she had a measure of control over him. Informationwas passed to Henschmann and under her influenceDelftgruber made a number of bad decisions. His control on theLeague was slowly weakened and infighting began. It was thenHenschmann began to make his move for control of theLeague. The bloody war came to end with the capture of HugoDelftgruber, tempted from his hideout by Loretta.Her part in the victory was widely known and Henschmannrewarded her with control of The Marienburg Gentlemen’s Club.The belief she was just a “dumb blonde tart” came to an endafter she killed two of Delftgruber’s lieutenants a year laterwhen they attacked her in the Club. She has now been incharge for fifteen years.To ensure that the Watch is kept at arm’s length, Loretta hascompromised Watch Sergeant Wilhelm Hoogtoran of theSuiddock Barracks. In return, he supplies her with informationon Captain Graveland’s activities and warns them of anyimpending Watch action in the vicinity of the MarienburgGentlemen’s Club. She also knows that a local physician,Doktor Jolle Rietdijk, is infatuated with her and plans to use thisand his gambling addiction to extract future favours from him.As a favour to Adalbert, Loretta is the primary contact for PieterMalenpad, a Suiddocker alchemist with lusty appetites whoserves her by analysing, purifying, and cutting the drugs sold atthe Marienburg Gentlemen’s Club. Loretta purposely drives thewomaniser up the wall by forcing him to wait for some time atthe bar. Inevitably, Pieter needs to buy a couple of drinks just tocope with the ribbing he gets from the working women in thebar.

Skills: Blather, Charm +20%, Common Knowledge (Bretonnia,the Wasteland), Concealment +10%, Disguise +20%,Evaluate +10%, Gamble +10%, Gossip +10%, Haggle, LipReading, Perception +10%, Performer (Actor), Pick Lock,Read/Write, Search, Secret Language (Thieves Tongue),Secret Signs (Thieves), Shadowing, Silent Move +10%,Sleight of Hand +10%, Speak Language (Breton, Reikspiel)

Talents: Alley Cat, Flee!, Luck, Marksman, Mimic, PublicSpeaking, Schemer, Seasoned Traveller, Sixth Sense,Streetwise, Super Numerate

Combat:Armour (Light): Leather Jack and Mail ShirtAP: Head 0 (3), Arms 1 (4), Body 3 (6), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+4), two Hairpins

(Dagger, 1d10+1), Knuckledusters (1d10+1, Pummelling),Garrotte (Special)

Trappings: Codebook, Disguise Kit, Purse (1d10 Gu, 3d10shillings)

Olaf Thurgansson, Barkeep

Veteran (ex-Pit Fighter, ex-Smuggler)“You don’t say, tell me more.“

“I don’t know exactly what you’re talking about, but it remindsme of a story I heard when I was last in Norsca.”

Olaf is a huge, bearded Norscan with deep blue eyes, longblond hair, and huge forearms. Though he speaks with aNorscan accent, Olaf is the friendly bartender and bouncer ofThe Marienburg Gentlemen’s Club. He’s very talkative aboutunimportant topics, but tight-lipped about the establishment andits owners. Additionally, he is also secretive about his days inNorsca and how he arrived in the Empire. Olaf also knows allthe regulars and most everyone in the Riddra, takes specialinterest on visiting Norscans.Anyone who approaches Olaf about joining The League ofGentlemen Entrepreneurs will get an odd look from Olaf. Hisreply is typically something like ”I think you’re in the wrongplace. Perhaps I should get a Watchman to help you find whatyou’re looking for.“ Sometime after the person leaves, Olaf willprivately report the incident to Loretta Walker. He knows thatshe will decide on how best to proceed.

Main ProfileWS BS S T Ag Int WP Fel52% 50% 41% 39% 58% 54% 45% 63%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 0 0

Page 242: 102678424 the Marienburg Project

SR33: The Marienburg Gentlemen’s Club

Marienburg: The Greatest Port in the Old World

Skills: Common Knowledge (Norsca, The Wasteland),Consume Alcohol, Dodge Blow +10%, Drive, Evaluate,Gamble, Gossip +10%, Haggle, Intimidate +10%,Perception, Row, Search, Secret Language (Battle Tongue,Thieves Tongue), Secret Signs (Thieves), Silent Move,Speak Language (Norscan, Reikspiel), Swim

Talents: Disarm, Excellent Vision, Mighty Shot, Rapid Reload,Specialist Weapon (Flail, Parrying, Throwing, Two-handed),Streetwise, Strike Mighty Blow, Strike to Injure, VeryResilient, Very Strong

Combat:Armour (Light): Leather JackAP: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5)Weapons: Sword (Hand Weapon, 1d10+6, CV+1), Dagger

(1d10+3, CV+1), Knuckledusters (1d10+3, CV +1,Pummelling)

Trappings: Purse (with 1d10 Gu and 1d10 shillings)Durak Chubloc II, Safe ExpertDwarf Master Thief, ex-Cat Burglar, ex-Thief“I’m expensive, but I assure you I am worth it.”

A Dwarf of some renown amongst Marienburg's criminalunderworld, Durak is the city’s finest safebreaker. He worksrarely and is expensive, living in fine luxury.Training as a Smith's apprentice Durak soon grew bored.Leaving he took his masters money and headed to the citywhere he became a burglar. He was effective, in part, becausemany didn't believe a Dwarf would do such a thing. When hewas hired to rob a safe he found his niche in life. He has anaptitude for mechanical locks and devices and studies all thelatest developments. With his earnings he has secretly investedin a number of Marienburg’s and the Empire's safe buildingfirms.Durak loves money and wears large amounts of expensivejewellery and clothes, and is surrounded by a number ofhangers-on. He is friendly, generous and loud. Many dwarvesdistrust him, finding him shifty and 'shaky' (a dwarven minerterm). His brown beard is plaited and well groomed. He carriesa mace at all times and an expensive potion of flight. He willhave absolutely no loyalty to any employers although he won'trun until things get really dangerous.

Main ProfileWS BS S T Ag Int WP Fel52% 48% 51% 53% 47% 39% 43% 46%

Secondary ProfileA W SB TB M Mag IP FP

2 18 5 5 4 0 0 0

Skills: Common Knowledge (Dwarfs), Concealment, DodgeBlow, Evaluate +10%, Gossip, Haggle, Perception +10%,Pick Locks +20%, Scale Sheer Surface, Search +10%,Secret Language (Thief), Secret Signs (Thief), Silent Move+10%, Sleight of Hand +10%, Speak Language (Khazalid,Reikspiel), Trade (Miner, Smith)

Talents: Alley Cat, Dwarfcraft, Grudge-born Fury, Night Vision,Resistance to Magic, Specialist Weapon Group (Crossbow),Stout-hearted, Street Fighting, Streetwise, Sturdy,Trapfinder

Combat:Armour (Medium): Mail Shirt and Leather JackAP: Head 0 (4), Arms 1 (5), Body 3 (7), Legs 0 (4)Weapons: Mace (Hand Weapon, 1d10+4), Crossbow

(1d10+4; Range 30/60, Reload Full, 10 Quarrels)Trappings: Boots of Flight, Jewellery worth 100 Gu

Main ProfileWS BS S T Ag Int WP Fel50% 36% 41% 41% 50% 49% 59% 50%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 4 3 0 0 0

Boots of FlightAcademic Knowledge: MagicPowers: Bound Spell (Skywalk, CN 15, CT Full); With a

successful Will Power test, the wearer may attempt tocast the Skywalk Lesser Magic spell as if they had aMagic Characteristic of 2. Note that Skywalk is specialin that it lasts for the length of time it takes to completethe Full Action Cast Action. Thus, you move as part ofthe casting action, much like the way you get a touchattack as part of casting a touch spell. Once your FullAction is over the spell is no longer in effect, and if youare still in mid-air you will fall to the ground (you can'tchain castings to skywalk longer distances withouttouching the ground in between).

History: These elegant boots look to be of eastern make,possibly from Cathay or Ind. When in use they shimmerwith magical energy. Durak obtained them from the safeof a Noble residing in Middenheim.

Page 243: 102678424 the Marienburg Project

SR34: The League of Gentlemen Entrepreneurs

Marienburg: The Greatest Port in the Old World

The League of Gentlemen Entrepreneurs“The only two real crimes in Marienburg are being poor andgetting caught.”

“Thieves’ Guild? Never heard of it, pal. And take my advice,you never heard of it neither.”

“The League of Gentlemen Entrepreneurs. It’s got other names,but to all intents and purposes it’s a guild like any other in thecity. The difference is that the business it regulates is generallyillegal.”

“If you join the Watch you can be sure the league will back off.If they mess with one watchman they mess with us all, andhowever hacked off they are with you it’s not worth thatamount of trouble to them.”

Contrary to public opinion in the Empire, Marienburg is notsome grand den of thieves, all wanting to steal everything youhave the minute you arrive in the city. Far from it. But, with allthe wealth flowing through, both in money and goods, thecriminals here have become organised, and made a businessof it.The League of Gentlemen Entrepreneurs, more commonlyknown as The League, or “The Guild We Have Never HeardOf”, is not a single monolithic gang. Rather, it’s an alliance andclearing-house for various regional and ethnic gangs andindependent operators that act more like a trade guild. Its so-called Masters form a board that oversees League affairs,moderates disputes between gangs and ensures all the‘guilded’ criminals in Marienburg get their piece of the action.The occasional skirmish over turf is inevitable, but the Mastersof the League want it kept at a low level. None of them wants arepeat of the last feeding frenzy nearly fifteen years ago, whengangs fought gangs – there were so many bodies in the canalsthat it was attracting sharks. Even though tensions among thegangs these days are running high, the League likes things niceand orderly, and intends to keep it that way. It has its finger onthe pulse of almost all criminal activity in Marienburg, andShallya help the poor fool who gets in the way.The League does not have its headquarters in one location.Over the years, it has moved from place to place for securityreasons, and the building is never obvious – there’s no brassplaque outside with ‘THIEVES’ GUILD’ on it. in recent yearsthough, it has been an open secret that the leaders meet mostoften in the private lounge of the Marienburg Gentlemen’s Clubsouth-west of Three Penny Bridge, Suiddock. In the midst ofwhat many call ‘murder alley’, under Henschmann’s leadership,the League has felt secure enough to stay in one place.Certainly, when the Watch enters the area around Three PennyBridge, they go in large numbers, if they go at all.

Contacting and Joining the LeagueWise adventurers will try to contact the League before doinganything illegal – after all, that’s stealing work from its members.Hapless characters who irritate the League will receive a quietwarning, usually a knife pinning a note to the individual’s bed,found when they wake up the next morning. The Board merelywants newcomers to know that others have prior rights in thearea, and that they shouldn’t interfere with the operations of theLeague bosses.Those who persist in going their own way will eventually findthemselves stuffed in a gunnysack while several large men beat

them almost, but not quite, to a pulp. On top of that, stubbornoutsiders will be expected to make good any losses theiractivities have caused the league. Push it any further and they’lllikely find themselves swimming the canals with chains aroundtheir ankles.Presuming that they are smart enough to contact the Guild first,the initial meetings will be with low-ranking members who knowlittle of the League’s operations. After all, the character may bea Watch spy. Worse yet, outsiders are notoriously stupid andunreliable. Anyone wanting to join the League or establishfriendly relations with it will have to come with a strongrecommendation from an established member.If the character passes the League’s scrutiny, he’ll be invited toa second meeting. This usually involves being kidnapped,blindfolded and led on a circuitous route to a basement orabandoned warehouse somewhere untraceable. His eyesuncovered, the individual finds himself nearly blinded by brightlights – he can just make out a figure beyond the lights, theirface hidden in shadow. This person does all the talking, andtells the individual ‘the rules’. The only words required by theindividual is the answer to “Do you understand, punk?”If a character manages to come to an understanding with theLeague or even to join it, they still face an uphill struggle. Newmembers are watched constantly: the League checks on everyperson they contact, observing everywhere they go and justhow much money they make. Almost anyone could be aninformant, and the League is very suspicious. New membersare also allotted a ‘patch’ and told to work there and nowhereelse. Encroaching on someone else’s turf is one of the worstoffences in the League’s eyes.In return for a licence, the League demands one sixth of amember’s earnings, no matter how the money was made. Italso has first claim on anything particularly valuable or magical,compensating the individual with 10% of the item’s worth.Greedy members usually only hold out on the League once.

Training and ServicesPersistent individuals who manage to join the League canobtain training in just about any criminal skill or career. Theycan all be found in Marienburg – and for the right price – a tutorcan always be found.The League can also provide skilled services to clients with theright contacts and enough money. While anyone can rent a thugto beat someone up in just about any tavern in the city, thesophisticated talents of a cat burglar, a forger, or even anassassin are best obtained through the League. In fact, few ofthese specialists will take any job offers from outsiders withoutfirst having the client vetted by the League.The League has made much of its money by providing theseservices for centuries, as the Great Families wage their secretwars and hatch nefarious plots against each other. Once theLeague is certain about the client’s credentials (and they’re verygood at spotting traps and set-ups), they will provide anythingthe client can afford. As long as the service doesn’t run counterto League interests, of course. Anyone trying to hire anassassin to rub out Lea-Jan Cobbius is asking for a secondmouth.

Page 244: 102678424 the Marienburg Project

Adalbert ‘Casanova’ Henschmann, MasterCriminal

Crime Lord (ex-Fence, ex-Racketeer, ex-CatBurglar, ex-Thief, ex-Smuggler)

“If you have business, get on with it. I don’tlike my time wasted, especially by littlepeople.”

“Take this man, break three bones of yourchoice, and throw him out.”

“I can tell, my dear, you are attracted to aman of power. No, don’t say anything. Letme kiss your hand.”

Adalbert is fifty, medium height and heavybuild, but somehow he looks more powerful than he is. Heexudes an almost tangible air of menace, and a definitelytangible odour. His clothes are of fine quality but show acomplete lack of taste, and he slicks his hair down with toomuch Bretonnian mousse. His voice is rough and full of phlegm– he tries to sound sophisticated but cannot get rid of an edgeof menace.Someone once asked Casanova what he wanted from life. “Iwant more,” was the reply, as he forced the questioner to signover his business. He is interested only in money and sex, andanyone who gets in his way had better know how to swim withchains on. He took control of the League fifteen years ago in a

Marienburg: The Greatest Port in the Old World

vicious war that broke the power of the then Master, the elderDelftgruber. Now he uses all his influence - and thugs - toprevent a similar war. His rule is harsh, and so long aseveryone acknowledges that he is the boss then no one getshurt. When people do get hurt, on the other hand, it’s generallyin a spectacular fashion. Henschmann has the well deservedreputation as a psychopathic murderer, and has been known tokill at the least provocation when in a temper, his philosophy fordealing with an idle or unwelcome report can be described inthree words – garrotte the messenger.The nickname “Casanova” is ironic and not uttered whereAdalbert can hear it. He truly thinks he is the gods’ gift towomen, and will make a pass (expecting to succeed) at everygood-looking woman who enters the Club. Most women wouldrather be seduced by a snotling. Henschmann prides himself onhis fashion sense, replacing all his clothes twice a year to keepup with the latest trends, though he unfortunately has the tasteof a colour-blind lunatic.Adalbert deals with Lea-Jan Cobbius as an equal, and the twohave healthy respect for each other’s power. Between them,they keep the peace in Suiddock in a way the Watch can nevermatch. Adalbert has frequent dealings with Guan Lo Fat, DonatTuersveld and officials from the Houses of the Ten. He hasregular contact with Trancas Quendalmanliyë and even CaptainGraveland, though their meetings are always private. He hasstrong connections to the Norscan community, often using themfor labour or strong-arm work. It’s rumoured that he can call infavours from Cobbius and the Norscans for a lot of extramuscle, if needed.

Skills: Charm, Command +10%, Common Knowledge (TheEmpire, the Wasteland), Concealment +10%, Disguise,Dodge Blow +10%, Drive, Evaluate +20%, Gamble +10%,Gossip +20%, Haggle +20%, Intimidate +20%, Perception+20%, Pick Lock, Read/Write, Row, Scale Sheer Surfaces,Search +10%, Secret Language (Thieves Tongue +10%),Secret Signs (Thief), Shadowing, Silent Move +20%, Sleightof Hand +10%, Speak Language (Reikspiel), Swim, Torture

Talents: Alley Cat, Dealmaker, Menacing, Public Speaking,Resistance to Poison, Schemer, Specialist Weapon Group(Parrying), Street Fighting, Streetwise, Strike Mighty Blow,Strike to Stun, Super Numerate, Trapfinder

Combat:Armour (Light): Best Craftsmanship Nobles’ Garb with

Leather Jack and Belt of the Blood ReaverAP: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5), and reduce

all Damage by 3Weapons: Sword (Hand Weapon, 1d10+5),Watchful Guard

(Main-gauche, 1d10+2, Balanced, Defensive, Silvered,Special)

Trappings: Henschmann’s Ring, Purse (with 5d10 gu and10d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel56% 48% 46% 51% 54% 37% 43% 35%

Secondary ProfileA W SB TB M Mag IP FP

2 18 4 5 4 0 0 0

SR34: The League of Gentlemen Entrepreneurs

Belt of the Blood-ReaverAcademic Knowledge: MagicPowers: When worn, attacks made against the wearer of

this belt have their damage reduced by 3. Thisreduction applies against effects that normally ignorearmour. However, a side effect of this magic preventsthe wearer casting any spells (including Bound Spells),even if he has the ‘Armoured Casting’ Talent.

History: Looted from a Norscan Marauder, this belt has alarge ornate brass buckle-plate, onto which has beenstamped the design of a skull.

Henschmann’s RingAcademic Knowledge: MagicPowers: When worn, this ring faintly glows when within

six inches of any source of Poison. Observer’s candetect this on a successful Perception Test, which isautomatically successful if they are deliberatelyobserving the ring for this purpose.

History: This fat gold ring, set with a large green stone,has saved its wearers from many simple but otherwiseeffective assassination attempts.

Watchful GuardAcademic Knowledge: MagicPowers: Counts as a Silvered Main-gauche: In addition,

the wearer may attempt to parry one attack each round,even if not in a parrying stance or otherwise entitled to aparry. This stacks with the parry provided by othermeans (allowing the user to attempt to parry amaximum of two attacks each round).

History: This enchanted off-hand dagger was looted fromthe body of an Estalian duellist who had not consideredits lack of use against multiple firearms.

Page 245: 102678424 the Marienburg Project

Significant Members‘Gentlemen’ don’t advertise their League membership,adhering to long-standing League policy that discretion isgood for business. Still, nearly every crook in Marienburghas some affiliation with the League.

Adalbert Henschmann is the rumoured president of theleague. He is certainly the boss of the biggest andmeanest crime syndicate, personally controlling nearlyall illegal activities in Suiddock with a ruthless and brutalhand. He is also a fat, greasy pig who fancies himself aladies man. In truth, he repulses even his dog. But don’tlet him hear you say that.

Donat Tuersveld, innkeeper of the Red Cock Inn, is knownto be a trusted friend of Adalbert, and is said to sit onthe Board.

Lea-Jan Cobbius, head of the Stevedores’ and Teamsters’Guild, is known to have dealings with the League.According to some, he even sits on the Board.

Grossbart, an overweight cripple runs a racketeering,smuggling, and drug trade out of the Long Dragon onPotion Square, and he directly controls all criminalactivity on Luydenhoek. Rumour is that he provided vitalhelp to Henschmann when he took control of theLeague, and enjoys a friendly relationship with thePresident.

Wilhelmina Thistledown, Proprietress of the Gull andTrident Inn, in the Palace District, is whispered to be thebest fence in the city.

Guan Lo Fat, supposedly a simple herbalist in Little Cathay,is often seen playing dominoes in the Gentlemen’sClub, and is rumoured to control most of the ethnicgangs in the north of the city, specialising in drugs andthe body trade. He’s recently felt the pressure ofrebellious lieutenants.

Trancas Quendalmanliyë, owner of the Three of a Kindcasino near Elftown, may or may not belong to theLeague. He’s one of the biggest information brokers inMarienburg and sometimes visits the Gentlemen’s Club,but his behaviour doesn’t mesh with that expected of aLeague member. How this Wood Elf has avoidedcoming under the League’s thumb – if he has – is amystery to many.

Dmitri Hrodovsky, a pharmacist and herbalist inKruiersmuur, is the League’s expert on drugs andcontrols the trade in the south-east of the city. The storygoes that he got the job by agreeing to supply seductionpotions to Henschmann for free.

Miguelito Nuñez, also known as “Little Round Head”. Abalding midget with a bad temper, he controls thesmuggling and strong-arm rackets in Messteeg,Noordmuur, and part of Handelaarmarkt. He’s veryambitious, and has been putting pressure on Guan LoFat’s operations in recent months. Rumour around theGuild puts a gang war no more than six months away.

Lisette Leerer, who owns a Leather Shop in Potion Square,is sometimes rumoured to be a member of highstanding in the league, although she undertakes noobvious criminal activities.

SR34: The League of Gentlemen Entrepreneurs

Marienburg: The Greatest Port in the Old World

Gerardus Hondschoen, Guild PriestAnointed Priest (ex-Priest, ex-Initiate, ex-Cat Burglar,ex-Thief)

“You’d be amazed what you can find outpoking around people’s studies.”

“I have my own way of taking up acollection.”

Brother Gerardus Hondschoen has alwaysenjoyed a challenge - ever since he was a ladin Suiddock, stealing to support his mother,he’s relished going into places he shouldn’t,taking things that weren’t his and doing hisbest to embarrass the rich and powerful. Alocked safe is like tossing down the glove to him, a duel betweenhim and the locksmith. A greedy landlord is someone just beggingto have a chamber pot emptied on his head.With a balding pate surrounded by a ring of greying brown hairand sporting a goatee, he looks more like a scholar or an artistthan a master thief. He is also extremely superstitious, taking allsorts of omens seriously. He is fascinated with palmistry, and isvery good at it. Many locals come to him for readings, and anyoneseeking his trust will have to submit to his analysis.A priest of Ranald noticed him early on and initiated him into thefaith. Since then he has become a devotee of the god’s ‘NightProwler’ aspect, an arch-connoisseur of stealthy theft. Violencesickens him - a thief who prefers force is little more than a thug. Adaring theft only discovered hours after a clean getaway is theRaven’s way. Because of his aversion to violence, BrotherGerardus has always had mixed feelings about his membership inthe League. On the one hand, it is an article of faith for him thatthieves should stick together. On the other, he can’t help but fearthat the Guild’s trade in violence will be its downfall - somedaysomeone will accept the wrong contract and that will be the end ofthe game. He has always preached the way of the ‘Night Prowler’,showing how to get a piece of the pie without cutting yourself onthe knife. He’s popular among the Gentlemen and has converteda few, but many more prefer the easier way of a brick through awindow and the blackjack to the head. He’s clashed withHenschmann more than once over the years, and some in theLeague wonder when Adalbert will finally rid himself of thistroublesome priest.Brother Gerardus is an excellent contact for stealthy types inMarienburg: he can teach most skills, and if he can’t then he caneasily find someone who can. He takes a special interest inpriests and initiates of Ranald, and less experienced PCs maygain him as a mentor, if they’re devout. He is an excellent sourceof leads and clues to all sorts of information. He is on good termswith Trancas Quendalmanliyë and Hieronymous Deecksburg, theartist.He will help friends who’ve run afoul of the League or the Watch,especially if they have refused to commit some murderous act forone of the Guild bosses. He has several bolt-holes and safehouses in Marienburg, and will share these with deservingcharacters who need a place to hide till the heat is off or they canflee Marienburg. He will, however, never, ever, get involved withany plan that involves co-operating with the authorities. That is theworst sin in Ranald’s eyes.

Page 246: 102678424 the Marienburg Project

SR34: The League of Gentlemen Entrepreneurs

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (History), Academic Knowledge(Law) +10%, Academic Knowledge (Theology) +10%,Channelling +10%, Charm +20%, Common Knowledge(Empire), Common Knowledge (Wasteland), Concealment+10%, Evaluate +10%, Gamble, Gossip +10%, Haggle,Heal, Magical Sense, Perception +20%, Pick Lock +10%,Read/Write, Scale Sheer Surfaces +10%, Search +10%,Secret Language (Thieves’ Tongue), Secret Signs (Thief),Silent Move +10%, Sleight of Hand, Speak ArcaneLanguage (Magick), Speak Language (Breton), SpeakLanguage (Classical), Speak Language (Reikspiel), Swim

Talents: Alley Cat, Divine Lore (Ranald), Lightening Reflexes,Master Orator, Meditation, Petty Magic (Divine), PublicSpeaking, Seasoned Traveller, Sixth Sense, Street Fighting,Streetwise, Strike to Stun, Suave, Trapfinder, Very Resilient

Combat:Magic: 2; Divine Lore (Ranald), Petty Magic (Divine)Armour (none): Nondescript set of clothing with secret ‘X’

pattern worked inAP: Head 0 (5), Arms 1 (6), Body 1 (6), Legs 0 (5)Weapons: Dagger (1d10+1)Trappings: Black Clothes, Mask, Cloak, Sacred Dice,

Portable Altar and Cloth, Sling Bag, Lock Picks, Book(‘Madame Poerveld’s Path of the Palm’), Purse (with 4d10Gu)

Main ProfileWS BS S T Ag Int WP Fel47% 35% 41% 53% 54% 42% 57% 50%

Secondary ProfileA W SB TB M Mag IP FP

1 14 4 5 4 2 0 0

Page 247: 102678424 the Marienburg Project

SR42: Forgotten Well, The

Marienburg: The Greatest Port in the Old World

The Forgotten WellUnknown to anyone but its single occupant, the Forgotten Wellis an ancient structure hidden away in the basement of a longabandoned warehouse on Riddra Isle. While originally a cisternbuilt to collect rainwater, it is now home to a foul spirit.During the plague that ended the reign of Boris theIncompetent, a cult of Khaine took root in Marienburg. At itsheight, the cultists summoned and bound a servant of Khaine,feeding the corpses of their victims to the well in which it wasbound. Eventually the cult was smashed but the spirit was notdiscovered, and its room was sealed behind a false wall andforgotten.Now it has a new worshipper, a weak fool who listens to itscreed of hate and murder, who regularly feeds it flesh andblood. The daemon binds the souls of each new victim to itssevered head and forces it to say nice things to its cultist. Whenthe daemon is hungry for more worship, it consumes thecaptive soul and tells Willi that he must bring home another.No statistics for the entity are given here. It is bound to the welland has no combat skills, its only powers being the seduction ofweak minds, binding and compelling souls offered in sacrifice,and the granting of one spell. It can be dismissed only by aritual exorcism performed by priests of Morr.

Willibrord ‘Weird Willi’ Molendijk, SerialKiller

Boatman (ex-Thug)“Need a lift, ma’am?”

“I need company, I’m lonely”

“Mother left me, but you never will.”

Willibrord Molendijk - “Weird Willi” to thestreet children of Riddra – is one of thehuman monsters that a slum like Suiddockwill sometimes spit forth. In his earlyforties, he looks twenty years older thanksto his depraved life. Abused andabandoned by his prostitute mother, neverknowing his father, he grew up on Suiddock’s harsh quaysidestormented and friendless because of his stutter, shyness andhideously pockmarked face. Unable to gain an apprenticeship,he survived by working odd jobs, selling salvage, and theoccasional robbery. Lacking the price of a doss-house bed, helived on an abandoned boat.A few years ago, Willi refused to turn over a valuable bauble hehad found in Oudgeldwijk to Henschmann’s thugs. They took itanyway and torched his boat for fun. Fleeing, he hid in thebasement of an abandoned warehouse on Riddra. There, heuncovered an old sealed door that led to a cistern, built perhapsa thousand years before to catch rainwater.Willi became fascinated with the well, the strange markingsalong its rim, and the oily, inky black depths of the water. He’dsit for hours brooding over all the people who had hurt him, thewomen who had rejected him, who made him lonely. He hatedthem. He told the well about them.One day the well answered. It felt his pain and encouraged hishate. It told him how he could have friends forever.

Willi came to worship the Voice from the Well. At its urging, hestole another boat and became a water-coachman. Using themagic the Voice gave him to disguise his appearance, he luredprostitutes with the promise of easy coin, while footsoregoodwives and trusting children welcomed a free ride in awater-coach. He overpowers them and takes them back to thewell, where he tortures and abuses them for the Voice’sentertainment. Finally he kills them, cuts off their heads, andmounts each on a shelf so he can have his new friends nearby.The bodies he tosses naked into the well, where the Voicefeeds on them. Willi keeps the clothes in a pile in the corner ofthe room.In the last five years Willi has killed 17 people. He does sowhen an old head stops talking to him (they don’t move theirmouths, but Willi can hear them in his mind) and the Voice tellshim he needs to find a new friend. Friends are so inconstant –they keep leaving. But Willi can always find more.

Skills: Common Knowledge (The Wasteland), ConsumeAlcohol, Dodge Blow, Gamble, Gossip, Intimidate,Navigation, Outdoor Survival, Perception, Row, Sail, SecretLanguage (Ranger Tongue, Thieves Tongue), SpeakLanguage (Reikspiel), Swim

Talents: Acute Hearing, Disarm, Lightning Reflexes,Orientation, Quick Draw, Seasoned Traveller, Strike toInjure, Strike to Stun, Wrestling

Special Rules:Blessing of the Well: Bound Spell (Doppelganger, CN 8,

CT Full + Half); With a successful Will Power test, the Willimay attempt to cast the Doppelganger spell from the Lore ofShadows as if they had a Magic Characteristic of 2. Shouldthe Spirit of the Well be destroyed, Willi will lose this SpecialAbility.

Green Pox Scars: Willi suffers a -10% penalty to allFellowship tests based upon physical appearance or goodlooks.

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Club (Hand Weapon, 1d10+4, CV+1), Dagger

(1d10+1, CV+1), Garrotte (Special)Trappings: Rowing Boat, Flask of Gin, 10 yards of Rope,

Death Masks of his previous victims, various surgical sawsand knives

Main ProfileWS BS S T Ag Int WP Fel45% 27% 42% 41% 47% 39% 38% 35%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 4 4 0 0 0

Page 248: 102678424 the Marienburg Project

SS16: Moonbeam Inn, The

Marienburg: The Greatest Port in the Old World

The Moonbeam Inn“Went to meet me mates there for a pint ‘n sausage. Theyz allwent silent when I came in. One of them yelled, ‘You’re matesare over there!’ and pointed to my group. They watched us likehawks until we drank up. Ain’t they ever seen a dwarf before?”

“Ain’t a guild pub, so keep yer coin and move on. Besides thepatrons all look sullen an' stony like them gargoyles y'see inDeedesveld!”

“There are no loose words in the Moonbeam.”

The Moonbeam is nestled inconspicuously among thenumerous keg houses and hostelries of Stoessel and at firstglance seems unremarkable. A two storey building the inn liesdiscreetly amongst much larger structures. A faded sign of acandescent moon hangs over a set of stairs that lead down intothe dark common room of the inn. There the beer is thought tobe reasonable, and the innkeep Odo Reier does not water itdown too often. The spiced sausage served from noon is oftensaid to be the best served outside of the Winkelmarkt for theprice.Inside the taproom, the furniture is covered in faded red cloth,and dark stained wood panels cover the wall, giving it a gloomyand dark atmosphere. A massive bar takes up the far wall, frombehind which the pot-bellied Odo serves his clients. A series ofsnugs and backrooms lead of from the main taproom, whereregulars can discuss matters in private. The first floor has tengood quality rooms that are let out, at a price of 2 Guilders anight. One of these is presently occupied by the Inn’s long termguest, Anders Muurbloem.Ten years ago the Moonbeam was raided by a Suiddock rabbleand its owner disappeared. Little is known as to what he wassmuggling but the watch claimed his assets, including the inn.They were put up for public auction and then the currentinnkeep, Odo Reier, emerged to reopen the establishment.In truth the inn was purchased by a conglomerate of “concernedcitizens”, namely the Brotherhood of Purity. Anders Muurbloemwas one of the chief contributors, as was MagistrateRechtbinder. Odo is simply the public face of the gestalt and theinn is controlled by the Brotherhood. The Suiddock chapter useone of the backrooms as their meeting room.The Moonbeam is often thought of as an “old Marienburger’spub”, where respectable men such as Albert Loodemans cansup a quiet pint. The Wastelander patrons are often silent andsullen when a foreigner or stranger is unlucky enough to enterthe premises. These poor souls will be served efficiently andtersely.Another reason to avoid the Moonbeam is that WaldemarDuisterjager has been a regular for nearly a decade, save for atwo month period when he loudly vowed off drink while seekinga “foe of great moral turpitude”. Quite a few of the patrons(some of them Brotherhood members) grow nostalgic for thatperiod. Another noteworthy patron of the establishment includesLisette Leerer. Her visits are typically after a major meeting ofthe Brotherhood and have become so regular they have led toOdo having impure thoughts about her.The cellar of the Moonbeam has an additional concealed cellarbeneath one of its shelves. There the Brotherhood hosts astoreroom of equipment and a miserably filthy cell to restrainany prisoners that are to be put to the question. Next to the cell

is an old set of smuggler’s tunnels which were collapsed by theprevious occupants. Odo has begun overseeing volunteers toexcavate them, with the hopes of linking to Stoessel’s sewersystem and allowing the Brotherhood to move under the citywith impunity. Unfortunately one of the volunteers accidentallyflooded the tunnels during the excavation, killing both himselfand a suspected mutant. Odo is dreading explaining this toAnders.

Anders Muurbloem, Ward Guardian ofthe Suiddock

Spy (ex-Explorer, ex-Scout, ex-Coachman)“Do you know what it’s like to die in the Suiddock? It’sredundant!”

“As you work the soup kitchen today, keep an eye out foranything suspicious. Note it and we’ll discuss it in tonight’smeeting at the Moonbeam.”

“After three days dealing with the suspects, I found conclusiveevidence that the scum are in league with Chaos. Here are thenames and addresses. Clearly, we need to hit them hard andsoon.”

Anders Muurbloem is a permanent guest at the Moonbeam Inn,a retired explorer, who uses his modest fortune to both supporthimself and contribute to charities such as Soup Kitchens,flophouses and St Rutha’s Orphanage. At 5’10” and 160 lbs, the38 year old has sandy hair and a calm if somewhat cynicalmanner, and often blends into the background in theMoonbeam’s taproom where he spends much of his evenings.Anders is more than he seems however, for in fact he is one ofthe Ward Guardians of the Knights of Purity, making him thedirector and chief architect of all the Knights’ activities in theSuiddock. From running soup kitchens and bread lines toinfiltrating and raiding suspected strongholds of Chaos Cultists,Anders is involved in all aspects of the operations (includingplanning). Helped by his sandy hair, hazel eyes, and non-descript face, Anders is a master of disguise. This abilityenables the Ward Guardian of the Suiddock to be one of themore successful of the operatives in the Knights of Purity.Anders reports directly to the Lord Protector, JohannesRechtbinder. As with Johannes Rechtbinder, Anders suspectsthat there is a spy somewhere in the ranks of the Knights.Several of his recent raids in the Suiddock have failed toachieve their stated objectives. Anders is known to all theregulars at the Moonbeam Inn, as well as all Suiddockmembers of the Brotherhood of Purity. Anders also maintainscommunication with Suiddock Watch Captain Graveland andknows he is not the corrupt Watch Captain others make him outto be. While both men don’t necessarily agree on the meansused by the Knights, they both agree on the end (namely, lawand order).

Page 249: 102678424 the Marienburg Project

SS16: Moonbeam Inn, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Law), Animal Care, Charm,Charm Animal, Command, Common Knowledge (Bretonnia,Norsca, the Empire, Tilea, the Wasteland +10%),Concealment, Disguise, Dodge Blow, Drive, Evaluate,Follow Trail, Gossip +10%, Lip Reading, Navigation,Outdoor Survival, Perception +10%, Performer (Actor), PickLock, Read/Write, Ride, Scale Sheer Surface, SecretLanguage, Ranger Tongue, Secret Signs, Ranger, Scout,Shadowing, Silent Move, Sleight of Hand, Speak Language(Breton, Norse, Reikspiel, Tilean), Swim, Trade(Cartographer)

Talents: Ambidextrous, Flee!, Linguistics, Mighty Shot,Orientation, Rapid Reload, Schemer, Seasoned Traveller,Sixth Sense, Specialist Weapon Group (Crossbow,Gunpowder), Suave

Combat:Armour (Medium): Mail Shirt, Leather Jack and LeggingsAP: Head 0 (4), Arms 1 (5), Body 3 (7), Legs 1 (5)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1),

Crossbow Pistol (1d10+3, Range 8/16, Reload Half, 10bolts)

Trappings: Codebook, Disguise Kit, Purse (with 1d10 Gu and2d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel53% 51% 40% 48% 54% 53% 64% 56%

Secondary ProfileA W SB TB M Mag IP FP

2 18 4 4 4 0 0 0

Page 250: 102678424 the Marienburg Project

SS19: Brotherhood of Seamen and Pilots, The

Marienburg: The Greatest Port in the Old World

The Brotherhood of Seamen and Pilots

“It’s a very effective guild. It’s not a closed shop like theStevedores and Teamsters, but just about everyone’s amember. It’s comforting to know the Brotherhood’s behind youif you have any problems.”

“Albert’s got his head screwed on. You can take any problem tohim, and within a few minutes he’ll come up with a common-sense answer. That’s how he does things. The merchants do itwith money, the Stevedores do it – well, you know how they doit – and Albert does it with common sense. Never known it tofail.”

“Eric does the best pickled herring in Marienburg – and it’scheap. He runs a very exclusive place though. If you’re not amember, you don’t get invited in.”

“You know that barge that went aground in the channel lastweek? The captain got fined for not having a pilot. But he did!My cousin swears he saw the man jump off just afore thecollision. Seems like the captain had been complaining aboutthe rules too loud and too public.”

Dead centre on the Stoessel waterfront and in sight of theRivermen’s Association lies the guildhall of the Brotherhood ofSeamen and Pilots, one of the oldest and most respected guildsin the city. The guildhall is a well-kept building with a pillaredfacade and a painted mermaid figurehead jutting from thecornice. On its small dome is a brass spire, topped with arepresentation of Manann’s crown.The guild exists to protect the interests of seamen and harbourpilots, and represent them in dealings with the LordHarbourmaster’s office. The Brotherhood is at pains to maintaingood relations with local temples, seamen being a superstitiouslot, and regularly gives money to the temples and charities suchas St Rutha’s orphanage, the guild also houses a small chapeldedicated to Manann in his aspect of Rijkstrum the Guide,where members can make offerings and pray in private.The Brotherhood harbours a grudge against the Rivermen’sAssociation because of the latter’s complaints about piloting

fees and, lately, accusations of sabotage by members of theBrotherhood against the Rivermen. While no proof has beenoffered, a few Pilots have been bragging late at night indockside inns about how “we put them durned river rats intheir place, we did.”

One of Suiddock’s landmarks is the mess hall on the groundfloor of the guildhall. Lots of guilds serve food, but no oneserves hot fish stew as cheap or as good as ‘Old Eric’Roergang, a retired ship’s cook who also is caretaker for thehall. Eric receives a pension from the guild and cooks for thelove of sailors’ company and the swapping of old stories - thecost, half the normal price elsewhere in Suiddock, is just tocover supplies. To the dismay of many in Marienburg, though,the mess hall is open only to members of the Brotherhood.Albert Loodemans has been the head of the Brotherhood forfive years. He’s a respected figure around Suiddock, and canbe found at the Guildhall most days and often well into thenight. Lately his time has been taken up trying to reach somesort of understanding with Axel Huurder.The Brotherhood maintains a Memorial at the DeedesveldGraveyard in Kruiersmuur.

Albert Loodemans, GuildmasterMate (ex-Seaman, ex-Boatman)“I’m sure we can come to an agreement that meets both ourneeds.”

“Let’s just think about this for a few minutes.”

“No sense in getting worked up, now is there?”

“What do you do? Give them a test to see who needs a pilot?Who would administer it? Who would enforce it? And, whowould compensate our members for the lost earnings? You cansee, it’s a complex problem.”

“I can see how galling it must be for some of the Rivermen, but

Page 251: 102678424 the Marienburg Project

SS19: Brotherhood of Seamen and Pilots, The

Marienburg: The Greatest Port in the Old World

we won’t solve it by fighting. I’veheard some ugly rumours, and ifanyone proves Brothers have beeninvolved in sabotage, I will deal withthem, I can promise you that.”

Albert is short, heavy-set, balding ontop, with deep blue eyes and a gingerbeard. His nose was broken in a brawlwith the riverman years ago, and hasgiven his voice a nasal tone. Albert iscalm, reasonable, thoughtful and adevout worshipper of common sense.He wants to avoid trouble with theRivermen, and tries to stay on goodterms with Axel Huurder, though withlimited success. He has earned thetrust of most in Suiddock through hisscrupulous honesty and unfailingdiplomacy.Albert has frequent dealings with the Lord Harbourmaster,Odvaal van den Huister and high officials of most of theMerchant Houses. He cultivates the goodwill of SpeakerGyngrijk, knowing that the man’s influence in the Stadsraadcould be crucial in preventing any repeal or weakening of thePiloting Laws.Unbeknownst to any in the guild, though, Albert is a member ofthe Brotherhood of Purity, the outer front for the secretiveKnights of Purity. He regularly attends chapter meetings in theback of the Moonbeam Inn. Albert thinks it is merely a drinkingclub, a place where he can relax and let loose his true feelingsabout all the non-human and foreign trash dirtying Marienburg’sstreets. Fooling himself, he turns a blind eye to any hints hesees of the organisation’s vigilante work.

Skills: Command, Common Knowledge (The Empire, theWasteland +10%), Consume Alcohol, Dodge Blow +10%,Gamble, Gossip +10%, Navigation, Outdoor Survival,Perception +10%, Read/Write, Row +20%, Sail +10%, ScaleSheer Surfaces, Secret Language (Ranger), SpeakLanguage (Norscan, Reikspiel), Swim +10%, Trade(Shipwright)

Talents: Cool Headed, Orientation, Resistance to Disease,Seasoned Traveller, Street Fighting, Suave, Swashbuckler

Combat:Armour (none): Expensive Merchant’s GarbAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Walking Cane (Hand Weapon, 1d10+4), Dagger

(1d10+1)Trappings: Ring with Guild Seal, Purse (with 2d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel43% 39% 43% 41% 40% 32% 37% 38%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 4 4 0 0 0

Eric Roergang, Cookand CaretakerServant (ex-Seaman)“There ye go, matey, get it down yerwhile it’s ‘ot.”

“Hello, hello, look who’s here! Whereye blowed in from this time? Youlook like ye could do with a changefrom salt beef and ship’s biscuit.”

“It’s bad, this thing with theRivermen, an’ no mistake. Theyalways stuck to the law of the riverafore now. It was writ to be stuck to,so it was – someone didn’t sit an’write it down to fill a rainyarternoon! So it should be stuck to,otherwise who knows where it’ll allend?”

Eric is six feet tall, but his age and his years in crampedshipboard conditions have given him a stoop. His hair is purewhite, but his bushy eyebrows are still black. In earlier years, hewas obviously powerful, and there is still very little fat on hisbody. His eyes are hazel, but what most people notice are theeyebrows and the scar that runs under his right cheekbone,splitting his top lip.Eric is a contented soul. He had a good life at sea, and he ishappy to spend the rest of his days near the ships that mean somuch to him. Running the kitchen for the Brotherhood, he isable to keep in touch with seamen and swap stories of far-awayplaces. He also doesn’t need to worry about keeping a roof overhis head.Just about every sailor and pilot in the port knows Eric. Heseldom leaves the guildhouse, and is a kind of grandfather tothe Brotherhood, and woe betide anyone who mistreats him.

Skills: Common Knowledge (Norsca, the Wasteland),Consume Alcohol, Dodge Blow +10%, Gossip +10%,Perception +10%, Row, Sail, Scale Sheer Surfaces, SpeakLanguage (Norscan, Reikspiel), Swim, Trade (Cook)

Talents: Acute Hearing, Cool Headed, Hardy, Savvy,Seasoned Traveller, Street Fighting, Strike Mighty Blow,Swashbuckler.

Combat:Armour (none): Expensive Merchant’s GarbAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Dagger (1d10+2)Trappings: Wooden Spoon, Apron, Bottle of Rum

Main ProfileWS BS S T Ag Int WP Fel37% 34% 43% 31% 41% 36% 36% 29%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 0 0

Page 252: 102678424 the Marienburg Project

Rolf Schrijven, Brotherhood RecordKeeper

Scribe (ex-Navigator, ex-Seaman)A squat man whose shock of white hair and large moustachedoes little to conceal his unfortunately large nose and ears. Rolfis a jolly old pilot whose ability to pilot watercrafts hasdiminished considerably.For the last fifteen years or so he has taken over the duties ofrecording the arrival and departure of every ship, theirregistration (name of vessel, homeport, captain’s name, cargo,etc.), and the piloting fees that each was made. Rolf takes greatpride in his work and is more willing to share information(except the piloting fees) with anyone who asks. Anyonewanting to review the books on their own, however, must giveRolf some consideration (like a minimal bribe of 2 Gu) for histroubles.

Skills: Academic Knowledge (Astronomy, Law), CommonKnowledge (Bretonnia, Norsca, the Empire, the Wasteland),Dodge Blow, Gossip +10%, Navigation, Perception,Read/Write, Row, Sail, Scale Sheer Surface, SecretLanguage (Guild Tongue), Speak Language (Breton,Classical, Norse, Reikspiel, Tilean), Swim, Trade(Calligrapher, Cartographer)

Talents: Acute Hearing, Hardy, Linguistics, Orientation, Savvy,Seasoned Traveller, Swashbuckler

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4), Dagger (1d10+1)Trappings: Writing Kit, Purse (with 1d10 shillings)

Egbert Kanaalgids, Pilot

Navigator (ex-Seaman)Egbert stands around 5’11” tall, and has busy brown eyebrowsand a red birthmark on his right cheek. Egbert is a long timemember of the Brotherhood of Seamen and Pilots who actuallyprefers guard duty. Quite simply, it’s a far easier task thanpiloting merchant ships and other boats into the Suiddock.Moreover, it’s a good way to meet women.Egbert has found that women are very few on the ships thatrequire pilots to guide them through Marienburg’s harbour.There are far more on the streets to be whistled at and ogledover. In other words, Egbert is a typical lonely and crude slobwho has absolutely no idea on how to talk to or treat anywoman he sees. As a result, a -20 Modifier should be applied toEgbert’s Fellowship whenever he deals with women.

Main ProfileWS BS S T Ag Int WP Fel32% 32% 41% 42% 39% 58% 47% 42%

Secondary ProfileA W SB TB M Mag IP FP

2 15 5 3 4 0 0 0

SS19: Brotherhood of Seamen and Pilots, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Astronomy), CommonKnowledge (Albion, Bretonnia, the Wasteland), Dodge Blow,Gossip, Navigation, Perception, Read/Write, Row, Sail,Scale Sheer Surface, Speak Language (Albion, Breton,Classical, Reikspiel), Swim +10%, Trade (Cartographer)

Talents: Coolheaded, Orientation, Seasoned Traveller, StreetFighting, Strike Mighty Blow, Very Strong

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+6)Trappings: 10 yards of Rope, Purse (with 2d10 shillings)

Hans Dokhand, Brotherhood GuardThug (ex-Fisherman)

Guard duty is not exactly a glamorous task for those who maketheir living piloting boats into port. Instead, it is used to punishthose for violating some trivial rule of the Guild. Being a relativenovice and “green about the gills,” Hans is getting more than hisfair share of guard duty. This makes the normally placid Hans alittle irritable and uncooperative. Should anyone offer a Hans adrink (preferably ale, but whisky will do) or food, he’ll becomemore affable and willing to help.

Skills: Common Knowledge (The Wasteland), ConsumeAlcohol +10%, Dodge Blow, Gamble, Gossip, Intimidate,Navigation, Outdoor Survival, Perception, Row, Sail, SecretLanguage (Thieves Tongue), Speak Language, (Reikspiel),Swim

Talents: Coolheaded, Disarm, Hardy, Quick Draw, StreetFighting, Strike to Stun, Sturdy, Suave, Wrestling

Combat:Armour (Light): Leather JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+4)Trappings: 10 yards of Rope, Purse (with 2d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel39% 34% 43% 32% 43% 34% 47% 46%

Secondary ProfileA W SB TB M Mag IP FP

2 14 4 3 4 0 0 0

Main ProfileWS BS S T Ag Int WP Fel44% 42% 51% 35% 42% 52% 40% 41%

Secondary ProfileA W SB TB M Mag IP FP

2 15 5 3 4 0 0 0

Page 253: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

SS27: Crispijn’s Jewellers

Crispijn’s Jewellers

Entrepreneurs, for whom he is an efficient workman and avaluable contact. At the age of nine, he was taken into SisterMarianne’s Orphanage, and hated it bitterly, finally runningaway and joining one of the many companies of Landsknechtsthat visited the city to recruit. At the end of three years ofmilitary service, he found an apprenticeship at the Jeweller’sGuild, and became a professional jeweller of no little skill. Onenight several years ago he was contacted by one of his oldchildhood friends, and overnight Crispijn became one of thelargest fences in the city.Crispijn follows his career out of greed and the challenge itprovides. He is an expert at re-cutting the stones, fitting them todifferent items of jewellery and making them otherwiseunidentifiable. He can spot a fake without trying, and will ceasebusiness with anyone trying to sell them to him (often in a lethalfashion). Although he has a lot of money, he acts no differentfrom any other slum dweller, and many speculate on what hedoes with it. Some say he has gambling problems, others saydrugs or drink have taken hold of him and still others that hesupports an expensive mistress in the Goudberg. The truth isthat he keeps it all in Marcellus van Walsum’s Private Bank.Exempt from Marienburg taxes, the gold grows and grows, andone day Crispijn will pack up and disappear overnight,vanishing into the Empire.All the Riddra Blackcaps knows all about Crispijn and hisobviously illegitimate business, but they also know about thepowerful people who back him. A few small bribes keeps themhappy, and none are too keen for an early death at the hand ofhis pistol. Crispijn only ever puts the smaller, less valuablepieces on sale in his shop for purchase by the general public.He is clever enough to realise that the watch would be forcedinto action the instant a 1,000 Guilder ring belonging to a richmerchant’s wife appeared in his window. He still deals in suchpieces, but all the transactions are within a select circle ofassociates, and behind closed doors. Very valuable pieces areoften smuggled out of Marienburg to Altdorf or Middenheim, andCrispijn has extensive contacts throughout the Empire.Within Marienburg itself, Crispijn has many contacts. He paysHans Kluger, 5 gu a month to send on any customers to himthat Hans is unhappy dealing with. He uses Thijs Modegekker,

“You’re more likely to find something there that you used toown than something new that you want!”

“He’s a sly, mean devil. Don’t be fooled by his stupidappearance because that’s all it is ¬ an appearance. He’ll haveno qualms about putting a slug through your head if you try tojump him. That’s probably a bad idea anyway; lots ofpowerful people find Crispijn useful, if you understand me?”

“Let’s have a look. Ah yeah, I see that getting rid of these wouldbe a problem. Crispijn will buy ‘em though, he’ll buyeverything. Don’t try and peel him over the prices, or push himfugazies, that would be most unwise.”

Crispijn Oosserijker runs a small jewellers shop on the Riddraside of Stoessel, where few, if any of the items for sale wereobtained legally. Crispijn is one of the main fences in the city,and he specialises in removal of identification and the alterationof gemstones. He is a con man to the bone, and perfectlywilling to rip off any unsuspecting buyer as fully as possible.The shop is situated in the more run down area of Stoessel,near the notorious Three Penny Bridge, away from the bustlingwarehouses. The windows are dark and grubby, with rottingbars protecting them, and it looks like no one has visited theshop in some time. In the bay window are a collection of rings,necklaces and watches, all with handwritten price tags - pricesway below the norm. Hanging above the door from a rusty hookis a hand painted sign simply reading ‘Crispijn’s’.The building is built on three stories. The ground floor is theshop, the first floor is the workshop and the top floor is Crispijn’sliving quarters. A rusty bell rings loudly when the door opens, forCrispijn spends most of his time in the workshop upstairs. Theroom looks empty, even though there are jewellery cabinets allaround the walls. The cabinets all have a thin iron lattice toprotect them, and customers have to press their noses to thedirty glass to peer inside.The workshop upstairs is equally sparse a rough wooden tablecovered with sacking, with a jumble of tools. In aninconspicuous corner of the room is an iron safe, and thiscontains all the unaltered pieces. His living quarters are similar,little more than a bed and table.

Crispijn van de Oosserijker, FenceForger (ex-Artisan, ex-Militiaman, ex-Solider)“I don’t think I know you. I haven’t seen you around before.Never mind, how can I help you?”

“Stop right there! Put your hands where I can see them. Now –get out of my shop before I put lead through your incrediblysmall brains.”

Crispijn is a small stooping man, but composed of incrediblestrength for his size. He has longish grey/brown hair, a droopingmoustache and a goatee. He squints a lot, wrings his handsand has an annoying habit of bobbing up and down effusivelythroughout any transaction. This is just a cover though, and intimes of stress or during combat, he becomes intimidating andalmost inhumanely calm. He wears a rough leather apron whenworking, and at other times, cheap, labourer’s clothes in dull,cheerless brown.A former Soldier, Crispijn is perfectly able to look after himself,and carries a small flintlock pistol wherever he goes. He has theprotection of high up members in The League of Gentlemen

Trading at Crispijn’sItems for sale are varied, but as explained above, notoverly expensive. Rings, watches, necklaces, earrings,snuff boxes and many more oddities can be found lurking,dust covered, on Crispijn’s shelves. Crispijn will buyjewellery at 10% of their original value and can bebargained up to 15 %. For very rare or expensive pieces,he will pay up to 25%, but he has to trust the dealer beforehe will buy. He sells the jewellery for between 40 and 60percent of its original value. Although the buying prices arequite low, he will buy anything, in any quantity, and has theup-front cash to pay for it. Having said that, he will not takelarge sales from new customers. He is very careful to avoidexposure, and trust has to be built up. If the party containsa jewel thief, they will eventually be directed to Crispijn’safter seeing a few other fences. If a good workingrelationship can be built up, there are several adventuresthat can be used.

Page 254: 102678424 the Marienburg Project

SS27: Crispijn’s Jewellers

Marienburg: The Greatest Port in the Old World

when he wants to smuggle a valuable piece out of Marienburg.If she knew of his existence, Sister Marianne would dislikeCrispijn, another one of her orphans gone bad. He knows manymembers of the Marienburg Gentlemen’s Club, although heseldom drinks there except on business. He is contact withjewel thieves from all over the city, as well as many othermembers of the Suiddock west end.

Skills: Academic Knowledge (The Arts), Animal Care, Charm,Common Knowledge (The Empire, the Wasteland), DodgeBlow, Drive, Evaluate +10%, Gossip, Haggle +10%,Intimidate, Outdoor Survival, Perception, Read/Write,Search, Secret Language (Guild Tongue), Secret Signs(Thieves), Speak Language (Reikspiel, Tilean), Trade(Artist, Calligrapher, Gem Cutter +10%, Goldsmith, Smith)

Talents: Artistic, Coolheaded, Dealmaker, Flee!, Mighty Shot,Quick Draw, Rapid Reload, Specialist Weapon Group(Gunpowder), Strike Mighty Blow, Very Strong

Combat:Armour (Light): Leather JackAP: Head 0 (4), Arms 1 (5), Body 1 (5), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+5), Dagger (1d10+2),

Pistol (1d10+5, Impact, Unreliable, Range 8/16, Reload 1Full + Half,20 shots)

Trappings: Trade Tools (Forger’s), various jewels waiting tobe re-cut

Main ProfileWS BS S T Ag Int WP Fel37% 39% 48% 41% 55% 53% 50% 39%

Secondary ProfileA W SB TB M Mag IP FP

2 13 4 4 4 2 3 0

Adventure Ideas‘Counting Chickens...’Crispijn is finally packing it in. However, when he visitedMarcellus, he was told that the money would need a week to betransferred. Now Crispijn is in trouble. The members of theLeague of Gentlemen Entrepreneurs would obviously not behappy if Crispijn leaves, and would easily find out about hisplans over the course of a week. This can be run in one of twoways. The characters can be hired by Crispijn to get the moneyfor him. They could raid Marcellus’ island and steal it from him,or persuade Marcellus to give up the money, or borrow themoney and return it when Marcellus pays them. This could becomplicated by the fact that Marcellus either does not have themoney or has no intention of losing such a chunk of his fortune.On the other hand, if the characters have connects at theMarienburg Gentlemen’s Club, they could be ‘requested’ totrack down Crispijn before he flees Marienburg, so the guild can‘persuade’ him to stay.

‘Stealing is Illegal!’Crispijn heard mention of a buyer who wanted a rare necklaceowned by a rich Marienburg Merchant Lord. He asks theadventurers if they could steal to order, and deliver it to theircontact, in return for a third of the profits. Assuming the jobgoes fine, the adventurers are shocked to find that when theyarrive at the agreed location, they are jumped by severalwatchmen. Assuming they escape, they will find posters ofthemselves plastered up around Marienburg. If they try to findthe contact, they discover he has been murdered, and thatCrispijn has disappeared...

Page 255: 102678424 the Marienburg Project

SS28: Guilder’s Arms, The

Marienburg: The Greatest Port in the Old World

The Guilder’s ArmsThe Guilder’s Arms is a rather drab tavern on the corner ofStoessel. It is a spacious, comfortable, middle classestablishment. The tavern is kept as dull and nondescript aspossible, and is a location which people mainly ignore, eventhose who may work right next to it. No fights, average food anddrink, and prices just a mite too expensive for the regularStoessel dockworkers, keep the place anonymous.The Arms has a reputation for being a “Foreigner’s Tavern,”with most of the clientele being of Tilean or Arabyan decent.While the owner, Jona van Helijden, is apparently native toMarienburg he too has a reputation for being an oddity, whoseldom mixes with his neighbours and acts with airs and gracesfar beyond one would expect of a Stoessel tavern keep.Many locals speculate as to his circumstances, guessing he isthe illegitimate son of a powerful director, or a powerful memberof the “Guild we do not Talk About”. Few guess the truthhowever, for in fact Jona van Helijden is a priest of Nagash, andthe Guilder’s Arms is Marienburg’s principle temple to the GreatNecromancer.Few, if any, outside the cult have knowledge that the tavern ismerely a front for temple, and those that do will keep theremouths firmly shut. The cult would hear of any breach ofsecurity almost immediately, and are on good terms with theAssassins of the Corpus Aeturnum.Every lowlife Suiddock thief and petty thug has heard of the taleof ‘Bent Harald’ and how he was found with no hands or heartafter he broke into the Inn. Then there is the tale of GeidrikHenstlewurt who was found on the steps of the Temple ofManann, his dead face screaming in a pale rictus of utter terror.Members of the League of Gentlemen Entrepreneurs simplyavoid the inn, a policy that “Casanova” Henschmannenthusiastically supports.Above the unassuming Taproom, the second floor hosts vanHelijden’s living quarters and his small library, full of books uponNecromancy all neatly indexed and checked. On the top floor isthe Temple to Nagash itself, bedecked in Nehekharanfurnishings and a large statue of the Great Necromancer.Human and Undead guards patrol both upstairs levels, and willattack anyone who is not a member of the cult.

Jona van Helijden, Disciple of NagashVampire Priest (ex-Initiate, ex-Vampire Count, ex-Vampire Thrall, ex-Noble)

“How incredibly boring you are. Put the sword away please.You’re tiring me.”

“You never fail to amaze me you humans. Scurrying like ants,and yet it all works! Most amusing the petty intrigues thathouse after house has dreamed up. Most amusing.”

On first glance Jonas van Helijden looks like a wiry, ratherweedy young man. He has a bookish face, a foppish haircut,and ridiculous spectacles perched on his scrunched up nose.He wears drab clothes with a worn look, often in muted tones ofpurple and natural leather. He has an odd, “aged” look abouthim and you would place his age in maybe his thirties, althoughhe could be anything between 18 and 70. In fact, Jonas VanHelijden is 400 years old.Jona is world weary in the extreme. He has seen everythingalready, and almost craves surprises. Ambivalently, he insistson complete order in everything around him, perhaps tominimise the length of time he has to interact with the rest of theworld. He claims to have originally been a noble of Kislev, givenimmortality by Tsarina Kattarin herself. The truth of this isunknown and impossible to verify, although Jona does seem apowerful member of his kind.He has been based in Marienburgsince he deserted Manfred von Carstein following the Sylvaniancount’s aborted attack on the city.For generations he has moved among the living, masqueradingas one of them while feeding on his young, innocent victims.Jona has many guises. To the members of the “Guild we do notTalk About” he is known as the ‘Master of Shadows’, whilemany members of the Directorate know him as the reclusive‘Baron von Kasparlund’ formally of the Reikland. As ‘DaimlerVoltz’ he once served as the Secretary of the Merchants Guild,while fellow Nagash Cultists refer to him as the ‘Master of theTemple Ascendant’.Although a Priest of Nagash, Jona has long ceased to play anactive role in the cult, and instead has turned his attentions tothe acquisition of esoteric knowledge. While he keeps many ofhis books at hand, the most valuable are kept with his personalfortune, deep in the vaults of Marcellus van Walsum’s PrivateBank.He has had contact with the Children of Doom and knows oftheir belief of Sigmar’s death, while he has also conversed withSister Hilli about her belief in the divinity of Olovald. The Khainecultist Venk Kataswaran is one of the few who knows Jona’strue nature, and Jona is considering removing the Lascar, anact that would no-doubt embroil the Suiddock into a brutalassassin’s war.

Ring of Cripple PeakAcademic Knowledge: NecromancyPowers: Bound Spell (Hand of Dust, CN 13, CT Half);

With a successful Will Power test, the wearer mayattempt to cast the Hand of Dust spell from the Lore ofNecromancy as if they had a Magic Characteristic of 2.

History: This band of simple iron was made in the Forgesof the Cursed Pit of Nagashizzar and contains a singledeep red garnet. This ring is blessed by the diabolicalwill of Nagash, and its wearer can channel his ability todecay life.

Page 256: 102678424 the Marienburg Project

SS28: Guilder’s Arms, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (The Arts, Astronomy,Daemonology, Genealogy/Heraldry, History, Necromancy+10%, Strategy/Tactics, Theology +10%), Channelling+10%, Charm, Command, Common Knowledge (Kislev, theEmpire, the Wasteland), Concealment, Disguise, DodgeBlow +10%, Evaluate, Gamble, Gossip +10%, Haggle, Heal,Intimidate +10%, Magical Sense +10%, Perception +10%,Performer (Actor, Musician), Prepare Poison, Read/Write+20%, Ride, Scale Sheer Surface, Search, SecretLanguage (Thieves Tongue), Shadowing, Silent Move,Speak Arcane Language (Magick +10%, High Nehekharan+10%), Speak Language (Arabyan, Classical, Kislevarin,Reikspiel), Swim, Torture +10%, Trade (Embalmer)

Talents: Armoured Caster, Dark Lore (Nagash), Dark Magic,Etiquette, Menacing, Night Vision, Petty Magic (Arcane,Divine), Public Speaking, Quick Draw, Schemer, SeasonedTraveller, Sixth Sense, Specialist Weapon Group (Fencing,Parrying, Throwing), Strike to Injure, Suave, Swashbuckler,Very Strong

Traits: Keen Senses, Frightening, Natural Weapons, UndeadSpecial:Blood Drain: A Vampire that is grappling an opponent can

drain blood with his fangs. If the Vampire inflicts at least 1Wound on an enemy while grappling, the victim loses1d10% from his Strength characteristic as well. If the Victimsurvives the encounter, 1% of the lost strength is regainedeach hour.

Domination: A Vampire can use his seductive powers to putthe weak willed under his spell. He may attempt to control aHumanoid within 6 yards (3 squares) as a Full Action. This isan opposed test that pits the Vampire’s Fellowship versushis target’s Will Power. If the Vampire wins, he gainscomplete control over his target and can him to do as hewishes. The target may attempt to break free of this controlafter 1d10 rounds by another opposed test. The Vampirecan free a subject from domination at any time as a FreeAction.

Natural Necromancer: A Vampire can control Undead thesame way as a Necromancer can (see WFRP, p. 161). If theVampire actually practices Necromancy, he does not sufferthe side effects associated with that Black Art.

Pass for Human: A Vampire can pass for human if need be,retracting his fangs and claws a softening his features.When in this form, the Vampire is no longer Frightening.Switching back and forth is a Free Action.

Vampire’s Curse: Vampirism grants many benefits but it alsohas severe drawbacks. A Vampire cannot cross runningwater except over a bridge. A Vampire must drink severalpints of blood every day or lose 10% from all Characteristics

Main ProfileWS BS S T Ag Int WP Fel68% 36% 75% 67% 72% 47% 64% 60%

Secondary ProfileA W SB TB M Mag IP FP

4 24 7 6 6 2 18 0in the Main Profile (losses are regained as soon as feedingtakes place). A Vampire shows no reflection in a mirror. AVampire in direct sunlight halves all characteristics(Rounded down) and suffers 1 wound (regardless ofToughness Bonus or Armour Bonus) per minute ofexposure.

Combat:Magic: 2; Dark Lore (Nagash), Petty Magic (Arcane, Divine)The rules for Jona’s Dark Lore (Nagash) spells can be found inNights Dark Masters, if you do not have access to that booksubstitute Dark Magic (Necromancy) instead.

Armour (Light): Leather Jerkin and Best Quality Merchant’sGarb

AP: Head 0 (6), Arms 0 (6), Body 1 (7), Legs 0 (6)Weapons: Foil (1d10+5, CV+2*, Fast, Precise), Main Gauche

(1d10+4, Balanced, Defensive)Trappings: Ring of Cripple Peak, Black Robes, Jewellery

(worth 1,000 Gu), Claw Talisman (Symbol of Nagash), Smallfortune in Marcellus van Walsum’s Private Bank

Bijl Rensenbrink, DregValet (ex-Student, ex-Scholar)A native of Marienburg, Bijl Rensenbrink is Jona van Helijden’sprinciple servant – or Dreg as Vampires usually term it.Standing six feet tall with unkempt ginger hair, Robert seemsgawky and ill at ease. He has a series of clumsy handmovements when speaking to someone he doesn’t know whichcan be very distracting. He is very observant, and perfectlyhappy to sit in a corner of a room and watch the others aroundhim.Like many Marienburgers Bijl is motivated by the money anpower he receives from his position. While he is not cruel orvindictive, he is utterly amoral and mercenary in his outlook –with a fierce curiosity and an inventive mind, which he hadmade valuable traits to his chosen career.Bijl entered van Helijden’s employ after a number of strangeevents had piqued his curiosity, and he had found a pattern thatextended throughout Marienburg. After having recorded manyof the Cult of Nagash’s operatives, he made a visit to theGuilder’s Arms, and asked to see van Helijden. Assuming hewas a Vampire Hunter in disguise, van Helijden granted him aninterview intending to personally destroy him. Bijl howevershowed van Helijden his research, and where he believed thesecurity of the cult could be improved. Van Helijden merelylaughed at his boldness, and hired him straight away. Such anevent was such a surprise for him, a surprise that van Helijdenhad begun to crave.Before Joining the Cult of Nagash, Bijl studied Lustrian historyat Baron Henryk’s College of Navigation and Sea Magicks,

Cult of NagashChurch Skills and TalentsInitiates of Nagash start with the Academic Knowledge(Necromancy) skill in addition to their normal career skills.Priests of Nagash can at their option learn the followingskills and talents as part of their careers: Speak ArcaneLanguage (High Nehekharan), Trade (Embalmer) andMenacing.

Page 257: 102678424 the Marienburg Project

SS28: Guilder’s Arms, The

Marienburg: The Greatest Port in the Old World

including the devolvement of the Slann and their theology. He isrecognised as an expert in his field, and any inquiries at BaronHenryk’s will be directed to Bijl. He is also interested in buyingany rare Lustrian books, and finding a teacher in the ancientSlann language.

Skills: Academic Knowledge (Astronomy, Genealogy/Heraldry,History, Magic, Necromancy, Theology), Blather, Charm,Common Knowledge (Lustria, the Southlands, theWasteland), Evaluate, Gossip, Haggle, Perception,Read/Write, Search, Speak Language (Classical, Eltharin,Reikspiel, Strigany), Trade (Cartographer)

Talents: Coolheaded, Dealmaker, Etiquette, Linguistics,Savvy, Super Numerate

Combat:Armour (none): Best Craftsmanship Clothing and Leather

JerkinAP: Head 0 (3), Arms 0 (3), Body 1 (4), Legs 0 (3)Weapons: Dagger (1d10+0)Trappings: Writing Kit, Textbook, Purse (with 4d10 Gu and

4d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel27% 34% 36% 33% 40% 68% 51% 41%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 3 4 0 0 0

Page 258: 102678424 the Marienburg Project

SS31: Beatrice’s Flophouse

Marienburg: The Greatest Port in the Old World

Beatrice’s FlophouseBeatrice’s is a dirty, cheap flophouse – principally frequented bysailors just back from sea and various unsavoury types. Thewhole place is sordid, the rooms containing sailors, women andthe occasional young boy. Sawdust covers the floors and thewhole building is permeated with the stench of tobacco.

Beatrice, Madam

Rogue (ex-Servant)In her late 30s, Beatrice runs a brothel on the Suiddock. Sheprovides a cheap service and is not much concerned withcleanliness or safety. She always wears heavy make-up,principally to cover the bruises received from abusive clients.Beatrice has been a prostitute since the age of fourteen andknows nothing else. A percentage of her profits are paid to theLeague of Gentlemen Entrepreneurs.

Skills: Blather, Charm, Common Knowledge (The Wasteland),Dodge Blow, Evaluate, Gamble, Gossip, Haggle,Perception, Performer (Actor), Search, Secret Signs(Thieves), Sleight of Hand, Speak Language (Reikspiel),Trade (Cook)

Talents: Flee!, Hardy, Night Vision, Public Speaking,Resistance to Disease, Sixth Sense, Streetwise, VeryResilient

Combat:Armour (none): Poor Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+0)

Trappings: Purse (with 2d10 Shillings and 2d10 pence)

Main ProfileWS BS S T Ag Int WP Fel38% 37% 39% 36% 43% 39% 43% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 4 0 0 0

Page 259: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Tempelwijk

"You wouldn’t expect a place with a bunch of temples and acollege would be much for excitement, eh? But between thestudents' parties and the rabble-rousers always starting aruckus, and the beggars hanging on your clothes, you'd swearTempelwijk was a snotball pitch or something. I feel safer outon the Sea of Claws."

"It’s one of the oldest districts in the city, but it's not likeSuiddock - the Stadsraad and the Directorate care about howTempelwijk looks. Benefactors fall over themselves to donatemoney for prayers said in their name or to get part of a templeor university building named after them. I suppose it shows thegods they're making a profit."

Tempelwijk is the intellectual and spiritual centre of Marienburg.While Suiddock makes money and the Directorate spend it, thedenizens of Tempelwijk see to the city's mind and soul. Withinthe temple, priests and laity worship dutifully to maintain theblessings of the gods - all part of the deal, according toMarienburgers. Within the lecture halls of the University, thelearned doctors of a dozen fields and their student’s work tomaintain the city's standing in the intellectual world -Marienburgers are almost alone in the Old World in their beliefthat a broad education leads to economic strength. And in theplaza’s inns, tea and coffeehouses and taverns that dot theward, priests and scholars mix with an ease that is rarely foundelsewhere.Tempelwijk is an impressive sight, dominated by three greatstructures: the Cathedral of Manann with its great goldenspires, the gaudy Temple of Haendryk, and the former palacethat houses Baron Henryk's College of Navigation and SeaMagicks, Marienburg's world-famous university. Along with theother, smaller temples, Tempelwijk is home to ale houses, inns,bookstores, antiquarian shops, print-shops and scriptoria(notoriously unfriendly towards each other), boarding houses forstudents, faculty and priests - any sort of establishment that onecan imagine serving an educated clientele. There is also the

great harbour of Manaanshaven, where the warships andtemplars in the service of the High Priest of Manann are based.Tempelwijk is always active, even late at night when groups ofdrunken students serenade their neighbours with the latestbawdy songs. During the day, the streets and canals arecrowded with traffic. Priests bustle hither and yon on errands fortheir superiors, professors dash to their next lecture followed bya gaggle of hem-kissing students, and squads of marinesmarch to their posts as guards for the various temples. Amidstthem all are the hundreds of support personnel who keepTempelwijk running and the visitors who have business there.Not to mention the beggars - lots and lots of beggars, who flockto the prime patches by the Great Hospital.Night brings out the more sinister side of Tempelwijk. Footpadsand burglars of ‘The Guild We've Never Heard Of’ find profitablework here, while students gather in their various fraternities to

T

Tempelwijk LocationsT12: Physiker’s and Barber’s CollegeT21: The Cathedral of Shallya and Great HospitalT22: Baron Henryk’s College of Navigation and Sea

MagicksT24: The Institute for Botanical ResearchT29: The Tempelwijk Watch BarracksT31: The Mad Monkey InnT32: The Wasteland Geographical SocietyT41: The Temple of Myrmidia di MariT51: The Cathedral of Verena and the Great LibraryT61: The Temple of HaendrykT71: The Cathedral of ManannT72: Manann’s Market

Page 260: 102678424 the Marienburg Project

work off a hard day of studies with a hard evening of drinking.Almost inevitably, The Black Caps and the University Proctorsare called upon at least once a night to break up a brawlbetween besotted marines and students. The Ward Assizes ofTempelwijk is famous for raking in the most fines of any inMarienburg.Night is also the time of the witch-hunters. Access to knowledgeoften leads the weak or the corrupt down the paths of heresy,and the witch-hunters of the Temple Court are always alert forthe taint of Chaos. More than one person has vanished in thenight, the only evidence of his or her fate being a brief notationin the records of the Star Chamber - "Case closed".There are a number of reasons characters would seek outTempelwijk: perhaps they simply want to learn an academic skill- they'll find the best (and most expensive!) tutors here.Tempelwijk is also the likeliest place to find someone to identifyan obscure artefact or translate an ancient document. Perhapsthey even want spiritual comfort.Work may also bring characters here, for the scholars ofTempelwijk often hire adventurers to undertake expeditions forthem, or to travel as bodyguards. Finally, there are the darksecrets buried within Baron Henryk's College or the vaults ofthe temples - for witch-hunters are not the only ones interestedin forbidden things.

T

Impressions of Tempelwijk“He waved an expansive hand at the bustle surroundingthem. The streets here seemed busier than the languid paceof the Oudgeldwijk, almost as much as the Suiddock hadbeen, but instead of carters, stevedores and artisans, mostof the passers-by seemed to be mages or priests, hurryingalong with the hems of their robes lifted slightly to keepthem clear of the patina of mud which coated the cobblesas thickly as it seemed to everywhere else Rudi had been.Here, despite the shortage of building land which afflictedthe whole city, broad squares wider than any he’d seensince his arrival in Marienburg opened out, fronted bybuildings of a size and magnificence he could scarcelyhave imagined.”

Page 261: 102678424 the Marienburg Project

T12: Physiker’s and Barber’s College

Physiker’s and Barber’s CollegeMarienburg: The Greatest Port in the Old World

“I heard they pay good money for dead bodies so they can cutem up and see what’s inside. Cutting dead people up nevercured nobody if you ask me.”

Formed in the days when Marienburg law allowed only barbersto perform surgery, the Physiker’s and Barber’s College is avenerable and respected institution. The large carved stoneguildhall sits proudly among similar buildings in Tempelwijk.Officially part of Baron Henryk’s College of Navigation and SeaMagicks, the College is responsible for the training, educationand regulation of all Apothecaries, Barber-Surgeons, Herbalistsand Physicians within the city limits, apart from those officiallyattached to the Cult of Shallya. The Collage also participates inacts of charity and civic responsibility, such as funding theBerkenhare Hostel in the Doodkanaal.The grand entrance foyer has a small reception office to theside of it, where fastidious and demeaning petty clerks deal withmembers of the public. Like any elite organisation, most of theCollage is out of bounds to members of the general populace.However, a large public theatre is located on the first floordirectly up the stairs from the main foyer, where spectators canwatch surgeons at work for the fee of 2 Guilders. Thisinnovation has raised a good amount of money for theindividual surgeons and the guild itself. The public theatre is asemicircular room with ten rows of wooden seats, steeply rakedand overlooking the operating theatre itself, with its gaudy redfloor. Most of the theatre’s wooden surfaces are painted a luridshade of green. The venue has a capacity of around fourhundred.

Aside from the theatres and lecture halls, the Guildhall hasseveral annexes where the Guild’s teaching staff reside. Theseapartments are sumptuously decorated, containing a receptionroom, study and bedchamber. Only a dozen of theseapartments exist, and they are highly prized and the subject ofmuch inter-guild politicking.

Professor Karl Gruybaar, Master of thePhysiker’s and Barber’s Collage

Guild Master (ex-Student, ex-Physician, ex-Scholar)“The unfortunate was a stevedore of the Doodkanaal whocontracted Scurvy Madness after being bitten by an unknowncreature while unloading a cargo from the New Coast. Thepurpose of today’s surgery is to investigate the vital organs toascertain the effect that the curse has had on them and tomeasure which and how much of the cardinal fluids have beenconsumed.”

The aged master of the collage, Professor Karl Gruybaar is aslightly decrepit but well respected physician. A ‘mechanical’,Gruybaar is a follower of the Tilean and Dwarvern doctrine ofhealing, which treats the body as a machine that can berepaired, rather than blindly following the teachings of Gaelen. Itwas under Gruybaar’s influence as a young man that thefrequent classes between the guild’s physicians and barber-surgeons where resolved, although many barber-surgeons stillresent their better educated and far more expensive physicianbrethren.Gruybaar has written a number of influential works that arecirculated throughout the Old World and is the first physician ofchoice for many of the richest Marienburgers. As with mostphysicians, he seldom gets his hands bloody by the practice ofsurgery himself, instead acting as an overseer on surgicalprocedures.Gruybaar is often quite vague in his mannerisms, and portrayshimself as a kindly old academic who has little interest inworldly matters. Most members of the Physiker’s and Barber’sCollege would be shocked to discover that several members ofthe “Guild We Have Never Heard Of” know Gruybaar very wellindeed and favours between Gruybaar and the League arefrequently exchanged.

Skills: Academic Knowledge (History, Law, Necromancy,Philosophy, Science +10%), Charm +10%, Command,Common Knowledge (Dwarfs, the Empire, Tilea, theWasteland), Evaluate, Gossip, Haggle, Heal +10%,Perception, Prepare Poison, Read/Write +10%, Search,Secret Language (Guild Tongue), Speak Language

Main ProfileWS BS S T Ag Int WP Fel39% 37% 40% 42% 41% 72% 44% 71%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 4 4 0 5 0

Public Autopsies“The Chartered Physiker’s and Barber’s College ofMarienburg do stage this day for the elucidation andeducation of the finest and most eminent minds of thisbrave and honest city, a through and assiduous autopsy,in two parts, of an unfortunate citizen (as yet to bedetermined). With refreshments and intermissionalentertainment.”

Autopsies are popular among all sections of Marienburgsociety and as with surgery in general, the collage has noqualms about letting anyone who can pay in to watch. Aswell as students and gawkers from Marienburg, Physicianstravel to watch such autopsies from all over the Empire andBretonnia, where such practices are highly illegal.Such events are rare however. The Guild is only allowed toperform autopsies on those that the Directorate havedeemed “beyond Mórr’s grace”, namely Mutants,Heathens and those who have been cursed by the gods.Elves and Dwarfs may never be autopsied, although otherraces may. The only time this has occurred is when aautopsy was performed on the corpse of a Beastmanprovided by Edvard van der Kraal.These restrictions have done little to placate the Cult ofMórr, which considers these autopsies an abomination andheavily petitions the Directorate to reinstate the ban on allsuch activities.

Page 262: 102678424 the Marienburg Project

T12: Physiker’s and Barber’s College

Marienburg: The Greatest Port in the Old World

(Classical, Estalian, Khazalid, Reikspiel, Strigany, Tilean),Trade (Apothecary, Calligrapher)

Talents: Dealmaker, Etiquette, Linguistics, Resistance toDisease, Savvy, Strike to Stun, Suave, Super Numerate,Surgery, Very Resilient, Very Strong

Combat:Armour (none): Best Quality ClothingAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Dagger (1d10+1)Trappings: Trade Tools (Physicians), Writing Kit, Textbook on

Medicine (written by himself), Purse (with 5d10 Gu and5d10 shillings)

Members of the CollagePhysiciansAnders Vesalion – Guilderveld PhysicianBarber-SurgeonsGertrude van Sants – Kruiersmuur SurgeonMarkus Puttlangs – Suiddock SurgeonHerbalistsJan Van Arzneier – Suiddock Herbalist

The Board of Public HealthThe Board of Public Health in the Tempelwijk District is atypical recent creation, a pet project of Sister Anneloes vande Maarel, High Priestess of Shallya. Under the direction ofits head, Dr Anders Vesalion, it pushes the strange ideathat disease may be caused by dirty canal water andinsects, and spends much money hiring poor people toscoop filth out of the canals. Its small successes inimproving the health of poor Suiddockers by teaching themto boil water has earned it the derisive name of“muckrakers” from the Physiker’s and Barber’s College,which considers it a threat to business. It also frequentlyfiles complaints against the Elf Quarter for its practice ofusing magic to sweep trash out of their canals and into therest of the city. Though ignored by the Directorate, its lackof tact has earned it some powerful enemies, who areseeking to have its budget cut at the next session of theBurgerhof.

Page 263: 102678424 the Marienburg Project

T21: Cathedral of Shallya, The

Marienburg: The Greatest Port in the Old World

The Cathedral of Shallya and Great Hospital“Filthy wretches! This is a church where good folk come toworship! How can they let these cripples just mill about,begging for money and defiling Shallya’s Temple with theirdirty ways? It’s disgusting.”

“Why, just last year I saw a crippled beggar - on crutches witha gammy leg and running sores all over him - walk out of hereas healthy as a new-born babe! It were a miracle, it were.Don’t believe me? Well, them are his crutches hanging rightover there.”

“Old Brother Bert may be a Shallyan, but he ain’t no pushover.Some dumb Tilean thug tried to mug him one night over by theNiederbrug, figgering he had an easy mark. Well, quicker thanyou can say ‘cock-a-doodle-loo’, Albert’s taken his blade andtossed him in the canal. Didn’t hurt him, just embarrassed him.He’s teachin’ the street brats how to take care of themselves,too, though I heard his higher-ups don’t like it.”

The Cathedral of Shallya and its attached Great Hospital sitapart from the other churches in Tempelwijk, between theGroeneketter (‘Green Heretic’) and Doolweg (‘Wrong Way’)bridges across from Oudgeldwijk. Unlike Shallyan churches inmore hospitable climes, the temple and hospital buildings areclosed to the elements.The temple itself, also known as the ‘White Chapel’ is a simplestructure of whitewashed brick, the symbol of a red heartengraved and painted over the main doors. It is connected tothe hospital by an enclosed courtyard where the sick can getout for a bit of sun and fresh air when the weather allows.The hospital is also whitewashed, its interior having rooms for asurgery, apothecary and dormitory for the ill. The second floorcontains the simple quarters of the priests and priestesses. Thedoors of both are unlocked at all hours of the day and night,giving welcome relief for those in need of aid or sanctuary,which makes the area a haven for down-and-outs and beggars,much to the consternation and complaints of the residents andother temples of Tempelwijk.The White Chapel is famous in the Old World as a place ofhealing, but not just for the skills of its priests. At the foot of theLady’s statue is a large pool of pure water, constantlyreplenished from some unknown source, which is said to havebeen called forth by the first High Priestess many centuries ago.The crippled and the infirm come from all over the Old World tobathe in the pool’s waters, desperately seeking a miracle torelieve their misery. The crutches that hang from the raftersattest to the healings that have occurred here. In fact, very fewmiracle cures happen - perhaps one or two a month - comparedto the number of pilgrims the pool receives - but it’s enough tokeep the shrine’s reputation intact.The White Chapel is the seat of Sister Anneloes van de Maarel,High Priestess of Shallya for the Wasteland and a member ofthe Directorate, well known for defending the rights of the poor.It also houses the offices of the Board of Public Health, set upby Sister van de Maarel and headed by Dr Anders Vesalion.Currently the centre of controversy, the Board is petitioning theStadsraad to grant it oversight over the practice of medicine inMarienburg, effectively replacing the Physiker’s and Barber’sCollege - which, of course, is angrily defending its ancientrights.The temple is no stranger to rancour: it was here that theheretic priestess Astrid Von Nimlsheim publicly preached a

doctrine of healing and mercy for all, including mutants. Theoutrage was so great that even the rights of sanctuary couldn’tprotect her, and she only just escaped ahead of the WitchHunters of the Star Chamber. The temple still hasn’t recoveredfrom the damage done to its political influence, and recentlygraffiti praising the Knights of Purity has been found scrawledon its walls.

Brother Albertus Cobbius

Initiate (ex-Bounty Hunter, ex-Pit Fighter)A tall, powerful man in his late fifties, blackhair thoroughly salted with grey. He hassad, compassionate brown eyes and aready smile.Brother Bert is a straightforward, no-nonsense man who gains many of hisdonations through sheer persistence. Likehis estranged elder brother, Lea-JanCobbius, he loves the Suiddock and itspeople, but is appalled at the corruptionthat eats at its soul. While he grew up afighter to survive the streets, a change ofheart late in life led him first to medicine, and then to thepriesthood. He is dedicated to protecting the working man ofMarienburg from the evil’s that infest the docklands. BrotherBert can sometimes be found in the Pelican's Perch, sharing anale with Ishmael Boorsevelt, the owner.Brother Bert still believes everyone should “know how to takecare of oneself, when reason fails,” and teaches Suiddockersstreet-fighting tricks to disable an attacker without serious injury.Only his insistence that violence is a last resort, and then to beused only to facilitate an escape, keeps him from beingdisciplined by the cult hierarchy.In his former life as a pit-fighter and bounty hunter, Albertusbecame mixed up in underworld dealings and feuds, and madesome enemies outside of Marienburg. While it’s likely that afterall this time, his involvement has been forgotten, it’s possiblethat one day his past might come back to maim him.

Priests of ShallyaUnlike the priests of other religions, the most importantPriests of Shallya can often be found stationed in the mostrun down areas of the city.Anointed Priests

Sister Marie Serenite – Head of the Doodkanaal MissionBrother Marijkus - Head of the Edelmoed Temple

(Suiddock)PriestsBrother Martinus – Prison Chaplain at Rijker’s Isle

Page 264: 102678424 the Marienburg Project

T21: Cathedral of Shallya, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Theology), Common Knowledge(The Wasteland), Dodge Blow, Follow Trail, Gossip, Heal+10%, Intimidate +10%, Outdoor Survival, Perception+10%, Read/Write, Search, Shadowing, Silent Move, SpeakLanguage (Classical, Reikspiel)

Talents: Disarm, Quick Draw, Rover, Sixth Sense, SpecialistWeapon (Entangling, Flail, Parrying, Two Handed), StrikeMighty Blow, Strike to Injure, Strike to Stun, Very Resilient,Very Strong, Wrestling.

Combat:Armour (none): Homespun robe and hoodAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: none (Unarmed, 1d10+0, Special)Trappings: Silver dove brooch (holy symbol of Shallya), Staff,

Prayer Book, Pencil

Brother Dominic, Herbalist and ImperialSpy

Spy (ex-Charlatan, ex-Rogue, ex-Apothecary, ex-Initiate)

“You’d better let me lance those boils -you’ve been so close to the Chaos Wastes,they might start talking.”

“We have to know what the Bretties areup to. Blackmail is fine, but no violence,you understand?”

A bit under 5’6”, in his mid-50’s, his bodyis finally turning to fat. Grey, tonsured hairrests above sympathetic blue eyes. Hisbeardless face shows keen intelligenceand is well furrowed by lines of concern. He affects a slightstutter.Brother Dominic came to the cathedral six years ago withpapers showing he had been sent there by a minor temple inSudenland. It was a lie. He was actually an experiencedImperial spy who had been placed there to rebuild the networkof Empire agents that had been broken by the Fog Walkers. Hehad been a Shallyan initiate, long ago, but had fallen from thefaith. Working in the infirmary has seen his faith reborn and nowhe serves two masters: Shallya and the Emperor.He reconciles the apparent conflict through the nature of hismission: not to subvert Marienburg, but to thwart Bretonnianactions and prevent their gaining influence over the Directorate.Although a pacifist (he will defend himself if attacked, however),he and his organisation have been instrumental in thwarting theplots of the Chambre Noire, employing increasingly creative

Main ProfileWS BS S T Ag Int WP Fel50% 45% 50% 53% 42% 35% 40% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 14 5 5 4 0 0 0

means to avoid violence. At the same time, he is serious abouthis work in the infirmary, and is well liked both by the staff andthe resident patients, none of whom know his secret.Brother Dominic has extensive contacts among the poor ofMarienburg, especially in the south of the city - many havecome to him seeking treatment. He also knows many influentialstudents from Baron Henryk’s, who visit in the morning for hissecret hangover cure. His immediate ring of lieutenants,including respected members of the Marienburg establishment,know of his covert identity. He has no direct dealings with lower-ranking members of the organisation to protect his secret. Histrue role is known to Trancas Quendalmanliyë, with whom heoccasionally trades information.

Skills: Academic Knowledge (Cryptography, History, Science,Theology), Blather +10%, Charm +10%, CommonKnowledge (Bretonnia, the Empire, the Wasteland),Concealment, Disguise, Evaluate +10%, Gamble +10%,Gossip +10%, Haggle +20%, Heal +10%, Lip Reading,Perception +20%, Performer (Actor), Pick Lock, Read/Write,Search, Secret Language (Guild Tongue, Thieves Tongue),Shadowing, Silent Move, Sleight of Hand +10%, SpeakLanguage (Breton, Classical, Reikspiel +10%), Trade(Apothecary)

Note, characters in the Spy career may choose to buyAcademic Knowledge (Cryptography) as an additional skill.

Talents: Acute Hearing, Etiquette, Flee!, Lightening Reflexes,Linguistics, Luck, Marksman, Mimic, Public Speaking,Resistance to Poison, Schemer, Seasoned Traveller, SixthSense, Streetwise, Suave, Very Resilient

Combat:Armour (none): Homespun robe and hoodAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: none (Unarmed, 1d10+0, Special)Trappings: Sling bag of herbs, bandages and medicines,

Amber Shallyan Prayer Beads worth 15 Guilders, ImperialCodebook (wrapped in cloth and hidden under floorboards)

Main ProfileWS BS S T Ag Int WP Fel49% 58% 41% 50% 57% 55% 51% 54%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 5 4 0 0 0

Page 265: 102678424 the Marienburg Project

T22: Baron Henryk’s College of Navigation and Sea Magicks

Marienburg: The Greatest Port in the Old World

Baron Henryk’s College of Navigation and Sea Magicks“There’ s quite a bit here to attract the man of learning.Scholars would sell their souls to have access to our libraries.In fact one did, but he was discovered and burned just in time.Need I mention the generous tuition fees? The Universities ofAltdorf and Nuln are kindergartens by comparison. TheCollegium Theologica in Middenheim? Don’t make me laugh!”

“The finest university in the known world, although there arehidebound scholars in Altdorf and Nuln who would disputethat claim. They also train and licence mages, in the same wayas the colleges of Altdorf.”

“They provide tuition and issue licenses to practice magicwhich are recognised throughout the known world. Just likethe Imperial colleges really, only a bit less hidebound bytradition.”

On the seaward end of Tempelwijk, by the entrance toManaanshaven, Baron Henryk’s College of Navigation and SeaMagicks is one of the Old World’s premier centres of learning.Since 1947 it has occupied the buildings and grounds of theformer palace of Baron Henryk’s mother, the ContessaEsmeralda Cioppino of Miragliano, remembered to this day as“La Donna Grossa” for her generosity and her girth. After herdeath, the Baron endowed the University and donated thepalace to it, with the charge that it become a “centre for thestudy of the Sea and sea travel, for it is through Manann’srealm that Marienburg’s true future lies”.

The traditional three-year curriculum is much like otheruniversities on the continent: students finish with a MPN degree(“Magister Philosophiae Naturalis”), having studied the coresubjects of Rhetoric, Logic, Grammar, Music, History, ClassicalOld Worlder, and Astronomy.But it is in the realm of advanced studies that Baron Henryk’sleads the Old World. In co-operation with the guilds and templesof Marienburg, the University has pioneered research work.Doctors use the facilities of the Great Hospital of Shallya toteach medicine and surgery, the Inns of Court train newlawyers, and priests of Haendryk lecture on the new science ofEconomicks. Foremost among these, though, is the study ofNavigation and Cartography, the late Baron’s two greatpassions. Navigators licensed by the Marienburg Brotherhoodof Seamen and Pilots must have passed the exams at BaronHenryk’s. Because of the high standards of the Brotherhoodand the University, Marienburg registered navigators are indemand across the Old World. Even Sea Elves from SithRionnasc have lectured here.A faculty of Herbalism and Alchemy is also on site.Baron Henryk’s also supports research into applied sorcery,under skilled wizards such as Professor Aaldbrugh. There is anemphasis on magic useful to mariners and the merchant trade.Not only does this include Celestial, Jade, and Shadow magic,but the dangers inherent in travelling about the world makebattle wizards a desired commodity, too. The Directorate,through grants made via the ‘Change, ensures that there isplenty of funding for training wizards loyal to Marienburg, not tomention the individual Houses of the Ten. Demonology andNecromancy are of course forbidden, and the temples keep aneye peeled for the first signs of forbidden research.Student life at Baron Henryk’s revolves around studies andstatus - life is a constant struggle to keep up grades andappearances. All this involves money. Not only must studentspay their instructors, who share a portion with the University, but

Registered Marienburg WizardsAstrid Sterstaren (Bright Collage, Journeyman)Floris Rijgpen (Gold Collage, Journeyman)Oliver Oopjooper (Grey Collage, Journeyman)Sybo Haan (Gold Collage, Journeyman)Wilhelm Rotkopf (Gold Collage, Master)

they group themselves into various clubs and fraternities basedon interests, social class and - most importantly - the cash theyhave to spend. Money is thus a frequent problem for students,especially for those who come on a scholarship from middle orlower class families. After all, how can one be expected to showup to the Academy of Drinkers & Duellists, perhaps the mostfoppish of the University’s societies, wearing last year’s lacecollar? Sadly, it’s not uncommon for desperate young scholarsto engage in questionable or downright illegal schemes to get afew more guilders.Baron Henryk’s College of Navigation and Sea Magicks oftensends journeys of exploration to the corners of the world.Through the Wasteland Geographical Society - a Universitysponsored fellowship of explorers, sea captains, scholars andanyone who has an interest in foreign places and the money fora membership fee - the College’s knowledge of the wider worldgrows each year. Individuals needing to avoid Imperialentanglements for a while might well consider signing on forthat expedition to find Prester Johann’s lost Sigmarite kingdomin the Southlands.Visitors to the College are usually welcome, but they are onlyallowed to bring one servant at a time in with them.

Impressions of Baron Henryk’s“It was almost as large as the cathedral had been, butconstructed of brick and timber rather than stone. Statuesand gargoyles encrusted every surface, for the most partspattered with the droppings of gulls which roosted there,their raucous squawks all but drowned out by the bustlingof the humans below. Sunlight shone golden fromhundreds of windows and Rudi gasped at the realisationthat they were all glazed, a display of wealth moredazzling in its own way than the light they were reflecting.‘Here we are.’ Kris led them to a small gate set in the walland Rudi caught a glimpse of a courtyard beyond. Clearlythe college rambled for some distance behind thismonumental façade, newer, more utilitarian buildingshaving been added to the original palace, donated to thecity by Baron Henryk when he endowed the institution inthe first place.”

Page 266: 102678424 the Marienburg Project

T22: Baron Henryk’s College of Navigation and Sea Magicks

Marienburg: The Greatest Port in the Old World

Theodorus Fransen, Night Porter

Servant (ex-Apprentice Wizard, ex-Student)“That’s all right, Master Walijs, oldFransen will see you to your rooms safeindeed, and the proctors needn’t know athing. Careful! Oh, and on your nice newboots, too.”

“Oh, aye. I’ve seen plenty of comings andgoings, I have. Could tell you stories aboutthe great and the good. But m’throat’s toodry for that, so it is.”

A rotund man in his late sixties, with a smallhead ringed by a fringe of grey hair, a potbelly and rheumy eyes behind wire-rim spectacles that sit on abulbous, veined nose. Always friendly, with an understandingsmile on his face.“Old Fransen”, as he is known around Tempelwijk, has been afixture at Baron Henryk’s for over forty years. Once he was apromising student of the wizard Nicolaas van Mil who, a secretdabbler in Demonology, was caught by Witch Hunters as hewas summoning a demon in his University chambers.Theodorus was an unwilling participant in the rites and onlynarrowly avoided execution. As it was, the horrors of that nightshattered his mind and left him a broken, haunted man.When he recovered, the kindly rector of the University foundhim a position as night porter, keeping the keys to the dormitoryquad and the rooms of the students. He’s served in thatcapacity ever since, making himself invaluable to generations ofstudents, for whom he’s come to feel protective. He arrangesroom assignments for incoming students, sees to their cleaningby the domestic staff, and functions as a general trouble-shooter. In the latter capacity, he is not above accepting theoccasional gratuity from a student who is in no shape to seehimself home and wishes to avoid the University’s proctors, oreven the Black Caps.Theodorus has seen much in his years at Baron Henryk’s andhas heard even more - many of the student’s regard him as adoting uncle and tell him things they would not reveal to anyoneelse. Consequently he is an excellent source of gossip forgenerous individuals interested in the extra-curricular activitiesof faculty and students.However, Fransen isn’t the feeble old rummy he pretends to be- he is a rummy, but he’s also a recruiter for the RainbowFlames, the Tzeentchian cult that seeks to corrupt the Vrijbond.The demon that killed his master spared Fransen’s life on thecondition that he would serve the Lord of Changes, andFransen does so willingly. Given the propensity of youngscholars to embarrass themselves, and their families’ desires tokeep things quiet, Fransen gladly takes their proffered tips tokeep him quiet. Students with truly promising character flaws,however, are invited to the meeting of a “secret fraternity ofMarienburg’s best”. By the time they understand what they’vedone, it’s too late to get out.

Skills: Academic Knowledge (Astronomy, Magic +10%),Blather, Channelling, Charm, Common Knowledge (TheWasteland), Consume Alcohol, Dodge Blow, Drive,Evaluate, Gossip +20%, Magical Sense, Perception +20%,Read/Write, Search +10%, Sleight of Hand, Speak ArcaneLanguage (Magick), Speak Language (Classical,Reikspiel+10%)

Talents: Acute Hearing, Aethyric Attunement, Etiquette, Flee,Linguistics, Petty Magic (Arcane), Savvy, Sixth Sense,Super numerate, Very Strong.

Combat:Magic: 1; Petty Magic (Arcane)Armour (none): Porter’s UniformAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Cudgel (Hand Weapons, 1d10+4)Trappings: Ring of keys to the Dormitories, Silver Chain of

Office, Flask of Brandy (a bribe from a student)

HaamMarkvalt, Student RadicalAgitator, ex-Student“Fool! You question me? You are nothing but a bourgeoislackey of the decaying plutocratic order!Who else but I, HaamMarkvalt, is fit tolead Marienburg to her inevitabledemocratic glory, to finish the Revolution,to bring change?”

Haam Markvalt is the son of Imperialimmigrants and spent his formative yearsamong the poor working folk of Suiddock.His father died when he was four and hismother, left destitute, was reduced to totalpoverty. When she was murdered a fewyears later, he was placed in St Rutha’sOrphanage. His quick wit and sharp mind were noticed by thevisiting Brother Cobbius, who arranged tutoring for him at aVerenan shrine.The priest there was so impressed that he arranged throughcontacts at the Cathedral for young Haam to receive ascholarship to Baron Henryk’s College, where he hasdistinguished himself in all his studies and has shown particularbrilliance in History. Young Markvalt has made it clear thatintends to become a lawyer. Many expect him to be one of thebest seen in the courts in many years. But many also fear him.He never got over the bitterness he felt over his parents’ fates,and the wretched condition of the working poor and thecallousness of the ruling classes lit a fire of rage in him.

Main ProfileWS BS S T Ag Int WP Fel34% 35% 42% 36% 41% 46% 42% 47%

Secondary ProfileA W SB TB M Mag IP FP

1 12 4 3 4 1 1 0

Page 267: 102678424 the Marienburg Project

T22: Baron Henryk’s College of Navigation and Sea Magicks

Marienburg: The Greatest Port in the Old World

Soon after enrolling at Baron Henryk’s, he joined a debatingsociety that was more of a drinking club, the Vrijbond. Hequickly became its leader and transformed it into an engine ofradical social change. Through club meetings, pamphlets andspeaking in taverns in Tempelwijk, Suiddock and other workingclass districts, Markvalt and his followers spread the word aboutthe need for change, about how Marienburg’s “democraticrevolution”, stolen by the Ten, remains to be finished - byviolence, if necessary.Usually laughed at, Haam Markvalt gains a few converts eachnight, until there are now Vrijbond chapters in several parts ofthe city. Though Marienburg has a tradition of tolerance forradicals that’s unusual in the Old World, the Fog Walkers havenoted Markvalt’s success and have begun discussions about“corrective measures”.But the greatest threat to Markvalt and his dream of democracycomes not from the Establishment. Others have noticed histalents and passions, and have begun to subvert him to theirends: the Rainbow Flames, a Tzeentchian cult based in theUniversity, has infiltrated the Vrijbond and its agents are gainingmore and more influence with Markvalt, though he has no ideaof their true allegiance. The medallion he received from one asa gift is actually enchanted with a tiny piece of Warpstone: iteats at his mind, feeding his resentments and ego, and slowlywarps him to the will of the Changer of Ways.Haam Markvalt is tall, over six feet, and thin as a reed. His mopof curly blond hair is always unkempt, and his green eyesreveal a passionate fire when he speaks of the crimes of theruling class. His beard lines his chin in the fashion popularamong radicals, and when he speaks his hands are continuallymoving in emphasis. The force of his personality is obvious, andpeople either hate him or admire him after only a few minutes.

Haam Markvalt lives in Koester’s Boarding House inKruiersmuur, where Mother Koester dotes over him like a son.He and his fellow radicals normally drink at the New Inn onLuydenhoek. He is still on good terms with both Sister Marianneand Brother Cobbius, though they both disagree strongly on hispolitics. He knows and has a grudging respect for CaptainGraveland of the Suiddock Black Caps – both seek to protectthe common man, both have contempt for the lazy rich, butGraveland’s dedication to law and order keep them from beingfriends. Markvalt has connections with two or three printers whosecretly produce the Vrijbond’s more radical pamphlets.

Skills: Academic Knowledge (Astronomy, History +10%),Charm, Common Knowledge (The Empire, The Wasteland),Concealment, Consume Alcohol, Gossip, Heal, Perception,Read/Write, Speak Language (Classical, Kislevarin,Reikspiel)

Note that agitators belonging to the Vrijbond or similar groupsmay buy the Speak Language (Kislevarin) skill instead ofBreton or Tilean.

Talents: Ambidextrous, Coolheaded, Etiquette, ExcellentVision, Flee!, Public Speaking, Savvy, Super Numerate

Insanities: Delirious Saviour

Combat:Armour (none): nondescript labourer’s clothes

AP: Head 0 (2), Arms 0 (2), Body 0 (2), Legs 0 (2)

Weapons: Dagger (1d10+0)

Trappings: Innumerable revolutionary pamphlets, Medallionof membership in the Vrijbond, Worn Book (‘The ClassStructure: dupe of Chaos’, by Max Gorkius, in Kislevarin)

Main ProfileWS BS S T Ag Int WP Fel40% 37% 31% 29% 35% 53% 40% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 2 4 0 3 0

Page 268: 102678424 the Marienburg Project

T24: Marienburg Institute for Botanical Research, The

The Marienburg Institute for Botanical ResearchMarienburg: The Greatest Port in the Old World

“Botanical Institute ... hmmm ... you’re sure its part of theuniversity, I mean I haven’t heard of it before, but I can checkif you like ... ah yes! ... here we go, there is some place ... seemsto be on some island out in the Reik... unusual place for auniversity building. Oh well, this place seems to grow biggerevery day!”

“Run by some mad academic who never comes out apparently.See, he has his food and everything dropped off once a weeklike - I take a small boat out to the place - doesn’t seem to havea housekeeper or anything, ‘cos its always him who answersthe door. Its like he’s staring into space all the time, hardlysays a word, I mean he’s crazy!”

“There’s something odd about that place. You go up to somedon from the University - they’ve never heard of him, theflower shops don’t ever get anything from him, he never comesout, he’s not got any servants - but you still see several boatsgoing back and forth a couple of nights a week – always lateevening or night - you start to wonder. I mean I know he’s gotthat glass house thing on the roof, but I reckon its just a coverfor something else ...”

Most of the small, private islands at the north of Tempelwijk areowned by wealthy merchants, but this one was given to theBaron Henryk’s twenty years ago after the previous owner diedand left no heirs. The island is tiny, barely housing thesomewhat dilapidated residence which leans perilously over theReik, and although the University had been constantlydemanding increased territory for months, it was at a loss tofind a use for this oddity. It was eventually decided that the topfloor of the building would be dismantled, and a glassconservatory built in its place in which botanical rarities couldbe cultivated. Due to the built up nature of Marienburg blockingthe sun from all other possible places, no such thing had beenconstructed before, and at the time it provoked much interest.However, after a couple of years and the lack of any startlingresults, the place was forgotten and ignored by the academiccommunity, who left its upkeep and development to the whimsof its somewhat eccentric occupant. It has become one ofMarienburg’s landmarks, and visitors are told stories about thecrazy professor and his caged jungle. On summer nights whenthe fog doesn’t obscure the sunset, the roof of the Institutereflects a dazzling display of light to viewers on the HoogbrugBridge.Getting to the Institute will require the characters to find a boatto take them there - the small island is completely divorced fromany of the major islands. There are no guards or servants livingon the island, only Professor Benedictus, who spends most ofhis time in the conservatory. He will be very cross with thecharacters for disturbing his peace, but any mention of ainvolvement in Botany will pacify him instantly, and they arelikely to be invited inside to see the collection.The ground floor is mainly used as storage by Benedictus, andhe rarely visits it except to answer the door or make himselffood. There is a rather dank lumber room containing severalmouldering packing crates (personal clothes and knick-knacks,plus his old diaries); a small kitchen and pantry, sparselyfurnished, and makeshift wooden stairs leading up to the nextfloor. Here is an open plan living area – an unmade bed cowersin the corner, old books and diaries overload the walls, and in

the centre of the room there is a large table, covered. Halffinished meals, messy rags and dead plants, beautiful scaledscientific diagrams of floral anatomy that have miraculouslyremained pristine in all the mess, and an expensive drawing kitextend over the edge of the battered table top. Clothes litter thefloor, along with open books and stacks of small vials.Benedictus will mumble something about the mess beforeleading the characters into the conservatory on the next floor.The conservatory is the antithesis of the rooms below - wherethey were gloomy and cluttered, the conservatory is bright andneatly precise. Flowers of the kind never seen before in the OldWorld stand to attention with perfect waxed petals; droopingfronds of a Lustrian Willow are tied back to keep the pathsbetween the trellises clear; Cathayan Bonsai Trees rest in smallpots by the windows and the smell, the smell is overpowering.To those not used to it, the combined perfume is dizzying.Walking around the conservatory, the buzz of insects attackingthe plants can be heard, and the breeze from the skylightrustles the leaves, complimenting the hiss of the sea outside.Benedictus won’t invite anyone up to the smaller glass houseon the next level, for this is where the bulk of hisexperimentation occurs. The spectacular view of Marienburgthrough the glass walls is easily ignored by the distraction of theplants at the centre of the room: strange, twisted creations thathave more than a hint of the unreal about them...

Page 269: 102678424 the Marienburg Project

T24: Marienburg Institute for Botanical Research, The

Marienburg: The Greatest Port in the Old World

Benedictus Voogt, Professor of Botany

Scholar (ex-Student, ex-Apothecary)“WHY CAN’T PEOPLE JUST LEAVE ME TO STUDY INPEACE! EVERY OTH ... Rare Estalian Wallflower seeds yousay ... you must excuse me, but I get bothered by visitors forhours.”

Benedictus is a small man with a slightly crouched figure, onlyever to be seen wearing his gardening smock. He has delicatehands as befits one who dissects flowers, and a pallidcomplexion despite being in the sun for most of the day. He hasa receding hairline, and a face that forever appears in deepcontemplation.Although not immoral, Benedictus is certainly amoral. He findshumans tedious, bickering creatures, and far prefers thecompany of his plants, which he finds infinitely morefascinating. He is prone to have a short temper with anyone notconnected with his subject in some way. He has a sense ofabsent mindedness, but this is only because he doesn’tconcern himself with the niceties of daily living. On the subjectof Botany he has an almost encyclopaedic knowledge, and anexcellent awareness.Benedictus is an obsessive collector, and there are all mannerof unusual and fascinating plants in the Institute. He has anintense drive and curiosity to observe rarity, and this hasresulted in Benedictus owning several specimens unique to theOld World. He is among the foremost scholars in his field,surpassing even his mentors at Altdorf Imperial University.Benedictus is a loner, and knows few people in Marienburg. Heis distantly aware of all the senior scholars at Baron Henryk’s,but only as “those that bother me once a year or so.” He entersinto heavy correspondence with fellow scholars in the Empireand Estalia, as well as several botanists who haveaccompanied Explorers on their voyages of discovery. He hasin the past dealt with Marcel Mousillade, from whom he hasprocured several rare (and proscribed!) texts on botany, butknows little of him other than that first meeting. Benedictus alsoknows the assassin Tobias van Neef.

Skills: Academic Knowledge (Astronomy, Magic, Philosophy,Science +10%, Common Knowledge (Estalia, Lustria, theEmpire, the Southlands, the Wasteland), Consume Alcohol,Evaluate, Gossip, Haggle, Perception, Prepare Poison,Read/Write, Search, Secret Language (Guild Tongue),Speak Language (Classical, Dark Tongue, Estalian,Reikspiel), Trade (Apothecary)

Talents: Linguistics, Resistance to Poison, Savvy, SuperNumerate, Very Resilient

Main ProfileWS BS S T Ag Int WP Fel34% 30% 32% 40% 38% 69% 48% 40%

Secondary ProfileA W SB TB M Mag IP FP

1 16 3 4 4 0 2 0

Combat:Armour (Light): Leather JerkinAP: Head 0 (4), Arms 0 (4), Body 1 (5), Legs 0 (4)Weapons: Dagger (1d10+2)Trappings: Several papers on botany (with own notes

scribbled in margins), Dose of Black Lotus Poison,University Signet Ring, Pencil, Purse (with 1d10 gu)

Forbidden ResearchWhen word of the obsessive Benedictus reached the ears ofthe assassin Tobias van Neef, he saw it as a goldenopportunity. Tobias posed as a fellow scholar with some rareseeds that he wanted to share. Although Benedictus wasinitially suspicious of the stranger’s vague background,Benedictus had all but run out of inspirational finds, and hisinsatiable curiosity got the better of him. He agreed to plant andnurture the strange seeds for Tobias. In return, Tobias merelywanted the sap from one plant. This unusual businessrelationship continued for several years, with Tobias bringingsome snippet of information or new seedlings, and Benedictusproviding ingredients for Tobias’ poisons. This has continued tosuch an extent that many of the plants in the conservatory arethere because of Tobias.As the months wore on, Benedictus became increasinglyfascinated with Tobias’ art. Although initially he had consciencepangs at aiding murder, these were soon quashed by beguilingpower of the plants he created. Without being morbid, he wasintrigued by the way his plants attacked the animal body; naturefighting back against an antagonising humanity. Whatever initialreservations he may have had, Benedictus came to fullycooperates with Tobias, the knowledge gains far outweighingthe moral considerations.However, Tobias’ latest suggestion has reinstated the fears. Amonth ago, Tobias suggested that he had some strange newseed he wanted to grow, and that it must be grown inWarpstone contaminated soil. Benedictus started to refuse – ifhe had been developing poisons before, at least they had beennatural – but Tobias made it quite clear through veiled threats ofblackmail that he had little choice in the matter. With trepidation,Benedictus cleared out the top area of the conservatory, andinstalled the plants as requested. His unease only grew whenthe sculpted bush that acted as a small shrine to Taal died twodays later with no apparent illness. He has found sleeping moredifficult, and is continually drawn up to the roof to watch thealmost hypnotic swaying of the otherworldly plants.

WarpflowersThe Warpflowers on the top flower have a corrupting influenceon the surrounding world - as a twisted conjugation of thenatural order and the outer void, they are chaotic monstrositiesthat are as beguiling as they are insidious. The base of theflower is a mass of organic matter, that seems to beimperceptibly creeping outwards, and is repulsive to look upon.A weak mind could easily see writhing souls in the entwinedfronds and stalks. Rising from this material is a single, thick,scabrous stalk, on the end of which is a multitude of beautiful,many coloured, bell shaped flowers. There is a central flower

Page 270: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

T24: Marienburg Institute for Botanical Research, The

that has remained in bud form,larger than the other flowers, butwith a similar shape.This large central bud acts as awomb for a small daemon. Theflowers, providing they are suppliedwith enough Warpstone, takearound two months to nurture, afterwhich the central bud with springopen, and the daemon will springout.The daemons are small, stubby,creatures with no legs, only twoarms, yet they move incrediblyquickly. They have flat, teeth filledfaces, and a short tail with aviscous spike. Their only objective is to impregnate any otherliving thing with spores, by stinging it with the spike in ascorpion like motion. Impregnated flowers will start to mutatealmost immediately into a Warpflowers. Impregnated animalson the hand will start gaining general mutation, the flower onlybursting out of the body once dead.

Page 271: 102678424 the Marienburg Project

T29: Tempelwijk Watch Barracks, The

The Tempelwijk Watch BarracksMarienburg: The Greatest Port in the Old World

Larger than even the Watch Headquarters in Paleisbuurt, theTempelwijk Barracks is located in an old keep that is part ofTempelwijk’s prestigious sea defences. Located upon thenorthern end of Heiligeiland, this impressive fortification has anoble history, being at the fore of fighting in several majorincidents.The Barracks practically stands with the campus of the BaronHenryk’s College of Navigation and Sea Magicks, which hasslowly expanded to cover much of the northern half ofHeiligeiland. This has led to the area having something of a splitpersonality, between the wealthy students and Tempelwijknatives who make a living providing various services to thecolleges, their students and the tutors.The main entrance to the barracks is a double door of solid oakthat leads into a courtyard overlooked by a small balcony fromwhich the Tempelwijk Watch Captain, Zachirias Wout, likes tomake speeches. A small oak door in the north of this courtyardleads to the watch lobby, where two of Wout’s Black Caps arealways posted to deal with the public. At the south a seconddoor leads to a deep well and the large storerooms that allowthe Barracks to sustain itself for several months. Many cells arelocated in the keep’s cellars, although most have not been usedin decades.Compared to the other Watch Barracks south of the Rijksweg,the Tempelwijk Black Caps have better tailored uniforms, aremore orderly and are not as heavily armed. Furthermore, theTempelwijk Watch are more attentive to the concerns of theupper class and their households rather than the less influential– reflecting the political ambitions of their Captain. Unless theyare of a high social class, petitioners to the watch station willnot even get their questions considered without fast talking or asizable bribe.

Impressions of the Tempelwijk WatchBarracks

“The station was built into Tempelwijk’s powerful seadefences, where the stone was so thick it had withstoodwars and every kind of weather imaginable. Nothing wasbringing that wall down anytime before eternity. The restof the building was made from similar material, strongand resolute, designed to withstand any attack. None ofthe other stations could match the defences at Tempelwijk,not even Goudberg or Paleisbuurt.”

Page 272: 102678424 the Marienburg Project

T31: Mad Monkey Inn, The

The Mad Monkey InnMarienburg: The Greatest Port in the Old World

That place is amazing if you’re an student, and you look justthat. Take a look, you might find something of use – oremployment.”

“It’s a typical student place, full of stuck up brats who shouldbe studying. It gets it name from some ship’s figure head thestudents stole in some drunken prank.”

“It’s a smuggler’s cove that is. Don’t listen to them fools whosays it’s students – IT’S SMUGGLERS! It’s obvious ain’t it whatwif them steps down to the canal out back, a smugglersparadise.”

The Mad Monkey Inn is situated at the east of the Tempelwijk, asquare building that hangs out over a canal that leads to theRiver Reik. There are steps cut into the cliff face, and it ispossible to reach a small vessel from the back door of the Inn.Despite the obvious benefits this would have for smugglers,Klaus Kaagger refuses to have anything to do with such acrowd, insisting that his Inn is “a respectable establishment.”The Mad Monkey Inn is named for its sign, a leering monkeyhead that once served as a Ship’s figurehead. Despite thepersistent rumours, Kaagger insists the figurehead wasobtained legitimately, payment from a visiting sea captainunable to pay his bar tab. The figurehead is extensivelyweathered and has become quite unstable, but Klaus refuses topart with it, regarding it as art of the tavern’s “Luck.”A popular taproom with students and travellers, the decor of thebuilding reflects this – charts are stuck on the walls from allcorners of the world, and there is a library full of journals anddiaries of many famous explorers, including a copy of thefamous Maxinique Journal. Various explorers, cartographersand navigators stay at the Inn, or simply frequent the taproom,and it plays host to the Wasteland Geographical Society.

Klaus Kaagger, Inn OwnerInnkeeper (Ex-Dilettante, ex-Servant, ex-Boatman)“Hello there, and what far flung port have you washed infrom?”

“You’re going by THAT route! Are you crazy? Three groupshave tried that before, all far more experienced than you louts,and they were lucky to return alive!”

“Look, I know that many people around here aren’t afraid ofturning a blind eye for a few Guilders, but I’m not one of them,do you understand. I’ve got some idea of what’s right andwhat’s wrong, unlike some I could mention.”

Klaus is a fairly short man with neatly cropped grey hair andbeard. His brown eyes always have a twinkle in them. He wearsfairly neat but weathered clothes, which usually look the samefrom day to day. He moves quite slowly, and with deliberation,but is still very fit, despite his age.Klaus is a fairly quiet, intelligent, peaceful man. He finds thatthe explorers that come to his inn are most interesting, and heoften joins groups that are talking about possible journeys. Hehas heard stories and accounts from a lot of people, andalthough he has never participated in an expedition himself, hisadvice and knowledge is accorded great respect by those whoknow him. Klaus would dearly love to join an expedition to somefar off land, and see what his customers see, but his age and

responsibilities have tied him to the city. He is an honest man –rare in Marienburg perhaps, and honour has prevented himfrom accepting a deal with the smugglers – indeed, he gets veryangry if the topic is mentioned.Klaus knows all his regular patrons well, including many of thestudents from Baron Hændryk’s Collage of Navigation and SeaMagicks. He intensely dislikes Thijs Modegekker, the ringleaderof a group of smugglers who propositioned Klaus about usingthe Mad Monkey as a base in the past. He supports the Knightsof Purity when he can, seeing it as merely a charitableorganisation, and also occasionally gives donations to othercharities such as Sister Marianne’s Orphanage.

Skills: Academic Knowledge (Astronomy), Blather, Charm,Common Knowledge (Boarder Princes, the Seas, theWasteland), Consume Alcohol, Dodge Blow, Evaluate,Gossip, Haggle, Navigation, Outdoor Survival, Perception,Read/Write, Row, Sail, Search, Secret Signs (Scouts),Speak Language (Arabyan, Estalian, Kislevarin, Reikspiel,Tilean), Swim, Trade (Cartographer, Cook)

Talents: Acute Hearing, Etiquette, Hardy, Orientation, Savvy,Seasoned Traveller, Street Fighting, Streetwise, Strike toStun, Sturdy, Very Resilient

Combat:Armour (none): Worn Good Quality ClothingAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Dagger (1d10+0)Trappings: Charts, Rowing Boat, Fishing Equipment, Purse

(with 2d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel41% 32% 33% 43% 44% 48% 41% 51%

Secondary ProfileA W SB TB M Mag IP FP

1 13 3 2 4 0 3 0

Page 273: 102678424 the Marienburg Project

T32: Wasteland Geographical Society, The

The Wasteland Geographical SocietyMarienburg: The Greatest Port in the Old World

The Wasteland Geographical Society was founded 15 yearsago by a collection of adventurers who wanted to be able toshare information about places they had discovered. Sponsoredby a small endowment from Baron Henryk’s Collage ofNavigation and Sea Magic, Klaus Kaagger of the MadMonkeyagreed to host this club and one of the private roomsupstairs has been turned over to its use.The club is an informal affair, with about six or so ‘core’members. Other members and visiting explorers attend clubfunctions, bit rarely attend the committee meetings thatorganise the events. The club has a charge of 30 Guilders amonth, which is put towards the club finances. These are usedto support expeditions, fund events and pay the rent for theroom. The members can generally be found at The MadMonkey when not on an expedition. Wasteland GeographicalSociety is useful for many, as it makes finding people to financeexpeditions easier. Investors are more likely to consider anundertaking that has the backing of the society because of thesecurity it offers.The society is constantly recruiting mercenaries and specialistto join expeditions, often recruiting from those who find cityliving has grown a little stale. It also occasionally has need ofhelp with dealing with some of the “discoveries” brought backby its members – be it finding a market for a brand new spice orsanctifying a sentient artefact ‘recovered’ from the crypts of thedark Lands!

Count Cardio di’Sollinza, Explorer

Explorer (ex-Noble ex-Vagabond ex-Scout)“I know you think I’m being cruel. But I’m telling you the truth.It was probably tactless of me.”

“No thank you, I don’t need or want anything.”

Cardio is an enigmatic character. He has a very commandingpresence, and stands tall, tanned and handsome. His darkbrown hair has been sun bleached, he rarely shaves leaving apermanent mask of stubble around his chin and his clothes areplain, dust stained and simple. He is gritty and rugged, butmany women find him irresistibly attractive. Despite theattraction, he shows little interest in the formalities of courtship,or in fact, any social formalities, and can come across astactless, abrupt and rude. He is not brash or vulgar, but merelyfinds social graces superficial and pointless. As a result, healienates many people with ease. To his closest friends,however, he is a truthful, dedicated and talented companion.His self-sufficiency, sense of honesty and an iron will, conspireto make him a brilliant explorer.Cardio was born in the Border Princes, the son of one of theminor lords that rule over that land. When most of his familywere killed in an Orc Border raid, Cardio took to travelling,accompanied by his mentor. The one piece of advise given tohim by the mentor before he died, was ‘never let go of yourpurpose’ and Cardio has held this to his heart ever since.Cardio is a founder member of the Wasteland GeographicalSociety, and it was his funding that got it off the ground. He iscurrently planning a journey to Lustria, and is the leader of theteam, which is comprised of the other main members of theGuild. When not in the Mad Monkey, he can be found studyingat Baron Henryk’s College of Navigation and Sea Magicks or

elsewhere in the Suiddock buying provisions or negotiatingcontracts. In addition to lodgings in Marienburg, he owns asmall building in Copher, the Spice Port of Araby.

Skills: Academic Knowledge (History), Animal Care, Charm,Charm Animal, Command +10%, Common Knowledge(Araby, Border Princes, Bretonnia, Estalia, the Southlands,the Wasteland), Tilea, Concealment, Consume Alcohol,Dodge Blow, Drive, Evaluate, Follow Trail, Gamble, Gossip,Navigation +10%, Outdoor Survival +10%, Perception,Read/Write, Ride +10%, Scale Sheer Surface, SecretLanguage (Ranger Tongue), Secret Signs (Ranger, Scout),Silent Move, Speak Language (Arabyan, Classical, Estalian,Reikspiel, Strigany, Tilean), Swim, Trade (Cartographer)

Talents: Etiquette, Linguistics, Luck, Orientation, RapidReload, Rover, Seasoned Traveller, Specialist Weapon(Crossbow, Fencing, Parrying), Suave, Sure Shot

Combat:Armour (Medium): Leather Jack and Noble’s GarbAP: Head 0 (5), Arms 0 (5), Body 1 (6), Legs 0 (5)Weapons: Rapier (1d10+2, Fast), Dagger (1d10+1),

Crossbow (1d10+4, Range 30/60, Reload Half, 10 Bolts)Trappings: Various maps, logs and charts, and Purse (with

6d10 Gu), Riding Horse with Saddle and Harness

Main ProfileWS BS S T Ag Int WP Fel51% 52% 39% 52% 41% 54% 46% 38%

Secondary ProfileA W SB TB M Mag IP FP

1 16 3 5 4 0 3 0

Page 274: 102678424 the Marienburg Project

TT41: Temple of Myrmidia di Mari, The

The Temple of Myrmidia di MariMarienburg: The Greatest Port in the Old World

“One of their priests taught a class here on the History of theGreat Incursion and used little lead statues to illustrate thebattles - moved em about on a sand-table with tiny trees andbuildings and what-not, and the students would take sides.There were statues of Imperial and Kislevite cavalry, andBeastman, and even one of Magnus himself! All beautifullyworked and painted. It’s caught on, too. There’s even acraftshouse on the Priesterlijk canal that specialises in makingthe little statues – they’re making money hand over fist!Oddest way to win converts I’ve ever seen.”

The temple of Myrmidia is a recent addition to the religious lifeof Marienburg. Built in the 24th century by the Tileanmercenaries who guard Rijker’s Isle, the temple is a rectangularbasilica surmounted at the far end by a pentangular bell lower.Each corner of the tower bears a gilded eagle, while a statue ofMyrmidia in Tilean armour stands upon the pinnacle. Unlike theother temples of the ward, Myrmidia’s temple is guarded by twomembers of the Rijker’s garrison who are replaced weekly.At the side are barracks with quarters for the priests on theupper floor, while the lower holds kitchens and a classroom forthe teaching of strategy and tactics. The interior of the temple isdecorated with friezes of weapons, eagles and warships. Likethe cult of Sigmar, there are no benches for the worshippers:they either stand at attention or kneel, facing the altar where thepriest officiates. Above the altar is a beautiful triptych depictingMyrmidia in her three aspects as the Goddess of War: the IdealCaptain, the Mistress of the Battlefield and the ResoluteWarrior.Though well endowed and generously supported byworshippers and gifts from the Directorate, the cult of Myrmidiais not large in Marienburg. Besides mercenary Tileans andEstalians, most of the cult’s members are soldiers, marines andwatchmen, particularly their officers. This gives the cult and itsleaders potentially substantial influence among those whoguard the city’s rulers – a potentially powerful fact that has notbeen lost on the Captain General of the Great Temple inMagritta.Individuals come to the temple looking for the goddess’sblessing, training in various martial skills, or to seek contactsamong Marienburg’s military elite. The cult also maintainsextensive records of the military history of the northern OldWorld – where clues may be found here to hidden history, lostbattlefields, and legendary weapons.

Sister Maria von Konczyk, Officer of theTemple Guard

Initiate (ex-Sergeant, ex-Mercenary, ex-Noble)“We must resign ourselves to be foreveroutnumbered by the hordes of Chaos. Onlythrough discipline, leadership andintelligence do we stand a chance.”

Small and thin at 5’4”, Sister Maria isnonetheless a powerful woman who carriesherself with the bearing of her class. Herbrown hair is drawn tightly into a bun underher cowl, and her brown eyes have asteady gaze. She bears several smallscars from her military life, and on her rightforearm is a tattoo of a boot crushing a

snake, the legend reading “Mistfall”. She refuses to explain itssignificance. The third daughter of a minor noble family ofOstland, Maria refused to accept an arranged marriage orrelegation to the dull life of a Shallyan nun. Craving action, sheran away to join a band of mercenaries. By the time her unitfound itself in Marienburg, she had discovered a natural talentfor command and a dedication to the tenets of Myrmidia. She isserving her novitiate as officer of the temple guard, and willsoon be posted as chaplain to the Red Talons on Rijker’s Isle tocomplete her training for the priesthood. She is a dynamicleader, able to inspire her troops to great effort and admired forher calm under fire. She longs to be posted to Kislev, where shehopes to take the war to the Enemy.However, her devotion to the temple and her flair for militarymatters has thrown her weakness into sharp relief: she is not adiplomat. She seems to have a talent for making her views toostridently known, or simply saying the wrong thing in front of thewrong people. This has led to several clashes with hersuperiors, and seems destined to hold back her career withinthe temple. On the other hand, it makes her a potentially usefulsource of news, gossip, information and honest opinions.Maria is well liked by the Tileans she commands and the staff ofthe temple. She has made several visits to Rijker’s and is ongood terms with Governor de Beq and the Red Talons CaptainJacopo d’Arezzo. She has only contempt for Arhennius Vogt,High Warden of Van Zandt’s Wall, and the feeling is mutual.

Skills: Academic Knowledge (History, Strategy/Tactics,Theology), Charm, Command +10%, Common Knowledge(The Empire +10%, Kislev, the Wasteland), ConsumeAlcohol, Dodge Blow +10%, Gamble +10%, Gossip, Haggle,Intimidate, Perception +10%, Performer (Musician),Read/Write, Ride +10%, Search, Secret Language (BattleTongue), Speak Language (Classical, (Reikspiel, Tilean),Swim

Talents: Ambidextrous, Disarm, Etiquette, LighteningReflexes, Luck, Menacing, Public Speaking, Quick Draw,Specialist Weapon Group (Fencing, Parrying), StreetFighting, Strike Mighty Blow, Strike to Injure, Strike to Stun,Very Strong, Wrestling

Combat:Armour (none): Blue cowl over white robes with red trimAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Rapier (1d10+2, Fast), Knuckle-dusters (1d10+0,

Pummelling)Trappings: Antique Prayer Book (‘Aphorisms on Tactics by St

Gonzalo of Magritta’), Purse (with 2d10 Shillings)

Main ProfileWS BS S T Ag Int WP Fel31% 28% 37% 33% 45% 44% 40% 43%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 3 4 0 0 0

Page 275: 102678424 the Marienburg Project

T51: Cathedral of Verena and the Great Library, The

The Cathedral of Verena and the Great LibraryMarienburg: The Greatest Port in the Old World

“You can find the answer to any question in there – any! Justbe wary of the questions you ask.”

“Of course we supervise the lawyers! You don’t honestly thinkwe’d let them operate unmonitored do you! Lady Verena is theGoddess of Justice, after all.”

At the east end of Tempelwijk, along the shore of Sackbut Bay,sits one of Marienburg’s jewels, the Cathedral and Great Libraryof Verena, one of the intellectual treasures of the Old World.Built in the Classical style with a colonnaded facadesurmounted by a frieze of owls and the scales of justice abovethe entrance, the whole building resembles one of the lawcourts of the city-states of Tilea. The interior is a model ofsimple dignity, unlike the heavy power of the Cathedral ofManann or the gaudy display of the Temple of Haendryk. Anondescript doorway off the nave leads to the Great Library,while other passages lead to the quarters and offices of thedozen clerics resident here, and to meeting rooms that areavailable to the public for a small fee.At the head of the temple is the altar and statue of Verena,seated on her throne with a spear in one hand and an owlresting on her shoulder. Carved from imported Estalian marbleand painted in stunningly lifelike tones by the finest artisans inMarienburg, it is a magnificent piece of art. Visitors have oftencommented that they felt that the goddess was watching themthrough the statue’s eyes, reading their thoughts and intentions.The temple and its staff play an important role in education andthe administration of justice in Marienburg. The eldest priesttraditionally sits as Chief Judge of the High Court and makesassignments of judges to cases. Currently, the post is held byBrother Kenrol Stonius, 87, who has served in the post for thelast 25 years. Widely regarded as a scholar and respected forhis pursuit of Justice over the letter of the law, he also is knownfor falling asleep in court sessions.The Temple also supervises the Inns of Court, the associationsof lawyers licensed to practise in Marienburg. The cultmaintains a Board of Examiners to ensure the professionalcompetence and ethical probity of lawyers. Other thanadministering the qualifying examination for new lawyers,however, the board only gets involved when complaints havepiled up about a particular attorney, or if one commits anespecially egregious act in public.Members of The Black Caps, particularly newly indenturedones, often come to the Temple to be blessed.The Cathedral is closely involved with the Baron Henryk’sCollege of Navigation and Sea Magicks. Verenan priests ordevoted laymen are members of the faculty of each departmentwhere, in addition to their teaching duties, they keep an eye outfor signs of heresy among the faculty and students. It issuspected but has never been proven that the Verenans’ keepextensive records on the activities and attitudes of everyone atBaron Henryk’s – even each other. It is true that damningstatements that could be learned no other way have beenintroduced in Star Chamber proceedings.The Cathedral is also famous for the Great Library, a wing ofthe cathedral almost as large as the church itself, the greatlibrary is said to be the greatest repository of wisdom in the OldWorld. This is not like the libraries of Baron Henryk’s; the temple

library is a far older institution of which only a small section,mostly innocuous public records and legal texts, is open to thepublic. The main portion is only accessible to resident priests ofthe Temple, and to outsiders, who complete a long applicationexplaining in detail the reasons for their research, followed byan extensive oral interview with the Chief Librarian, SisterMirjam Uilzicht.This practice was recently the centre of controversy, when amember of the Bretonnian court was denied entrance for “lackof scholarly purpose”. It took several months of often-heatedexchanges between the Directorate and the Oisillon Palacebefore ruffled feathers were smoothed.Why the secrecy? Officially the cult defends this unusualbehaviour by stating that they have a small staff, and that theymust restrict access to ensure that true scholars receiveadequate help and to preserve the delicate materials in thecollection. Rumour has it, though, that the Great Library alsohouses works that contain terrible secrets, things that woulddrive most men insaneThere are even rumours of a special library, dubbed “van Eyck’sFiles”, that supposedly only the members of a clandestine innercult are permitted to see. This library is rumoured to sit on anisland in the Rijksweg, which many take as proof of theimplausibility of its existence, but the rumours about it persist.The Cathedral pays well for rare and obscure tomes andartefacts brought into the city, and it has been known to hiretrusty laymen to travel to distant places to locate and bring backitems it wants. They have also hired people to track downscholars suspected of stealing books and papers – in one caseas far as Ind.

Sister Mirjam Uilzicht, Chief LibrarianAnointed Priest (ex-Student, ex-Initiate, ex-Priest)Mirjam is an attractive women in her late thirties with ash blondhair and piercing hazel eyes. An inquisitive and pragmaticindividual by nature, Mirjam hails from the Ostmuur district. Herparents enrolled her in a Verenan school where Mirjam excelledas a student. In fact, her thirst for knowledge and truth were themain factors in Mirjam joining the cult as an initiate.Through years of hard work and study, Mirjam became wellverse in the laws, customs and folklore of Marienburg. She hasalso learned the location of nearly every literary work, archivalrecords and academic studies within the confines of theTemple’s Great Library. In time, Mirjam became the chieflibrarian (a post she has held for over six years).

Impressions of the Cathedral of Verena“It was the largest building Rudi had seen since arriving inMarienburg, reducing the endless stream of peoplehurrying in and out of the titanic doors to the scale ofmice. A frieze of owls and the kind of balancing scales Rudihad seen merchants use to weigh out their wares wascarved into the marble portico, and the same imagesseemed to be repeated everywhere he looked.”

Page 276: 102678424 the Marienburg Project

T51: Cathedral of Verena and the Great Library, The

Marienburg: The Greatest Port in the Old World

Skills: Academic Knowledge (Astronomy, Genealogy/Heraldry,History +10%, Law +10%, Philosophy, Runes, Science,Theology +20%), Arcane Language (Magick +10%),Channelling, Charm, Common Knowledge (Estalia, theEmpire, the Wasteland), Gossip, Heal, Hypnotism, MagicalSense, Perception +20%, Read/Write +20%, Ride, Search,Secret Language (Guild Tongue), Speak Language (Breton,Classical +10%, Estalian, Reikspiel, Tilean), Swim

Talents: Ambidextrous, Armoured Casting, Divine Lore(Verena), Etiquette, Lesser Magic (Lock, Magic Alarm),Lightning Reflexes, Linguistics, Meditation, Petty Magic(Divine), Public Speaking, Savvy, Strike Mighty Blow, Striketo Stun, Suave, Super Numerate, Very Resilient

Combat:Magic: 2; Divine Lore (Verena), Lock, Magic Alarm Petty

Magic (Divine)Armour (none): Best Craftsmanship White Clerical RobesAP: Head 0 (5), Arms 0 (5), Body 0 (5), Legs 0 (5)Weapons: Sword (1d10+5)Trappings: Medallion of an Owl’s Head, Purse (with 1d10 gu

and 1d10 shillings)

Sister Rutha van bad Erginzberg, JudgeAnointed Priest (ex-Priest, ex-Initiate, ex-Litigant,ex-Student)

“Eh?”

“Shouting accomplishes nothing,gentlemen. I’m sure if we think reasonablywe can reach an agreement.”

Tall and statuesque, with black hair turningto grey with middle age. A calm, interestedand sincere look perpetually emanates fromher face. Her brown eyes maintain a steady,direct gaze. Truly interested in the pursuit ofJustice, Sister Rutha became disgustedwith the advantage the wealthy have in thecourts. Following her principles, she abandoned her career as ajudge in the Suiddock ward assizes and entered the cult ofVerena, intent on helping people sort out their differences andavoiding trial.While partially deaf, her skill as a lip-reader helps her stay ontop of all developments in a negotiation. Her goal is to succeedBrother Stonius on the High Court, where she can activelypursue legal reform.Sister Rutha is well known in the Marienburg legal communityand at Baron Henryk’s, where she lectures on legal ethics. She

Main ProfileWS BS S T Ag Int WP Fel41% 44% 41% 52% 44% 56% 53% 53%

Secondary ProfileA W SB TB M Mag IP FP

2 15 4 5 4 2 0 0

is not popular with many of the Directors, especially Jaan vande Kuypers, whom she defeated when she acted as unpaidcounsel for impoverished Suiddockers whom he wanted to evictto build a warehouse. Perhaps as a consequence, she hasbecome a close friend of Director den Euwe.

Skills: Academic Knowledge (Astronomy, History +20%, Law+20%, Theology +20%), Blather, Charm +20%, Channelling+10%, Common Knowledge (The Empire, the Wasteland),Gossip +10%, Haggle, Heal +10%, Lip Reading, MagicalSense, Perception +20%, Read/Write, Search, SecretLanguage (Guild Tongue +10%), Speak Arcane Language(Magick), Speak Language (Classical, Norscan, Reikspiel+10%), Swim

Talents: Coolheaded, Etiquette, Divine Lore (Verena),Dealmaker, Lesser Magic (Vow, Exorcise), LighteningReflexes, Linguistics, Petty Magic (Divine), Public Speaking,Master Orator, Meditation, Savvy, Strike to Stun, StrongMinded, Suave, Super Numerate

Special Rules:Partially Deaf: Sister Rutha suffers a -20% penalty to all

perception checks based on hearing.Combat:Magic: 2; Divine Lore (Verena), Exorcism, Vow, Petty Magic

(Divine)Armour (none): White robes and cowl embroidered with an

owl symbol

AP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Walking Staff (Quarterstaff, 1d10+1, Defensive,

Pummelling)Trappings: Silver Pendant of the Scales of Justice, Ear

Trumpet, Book (‘Legal Proverbs of R van Bork’), Purse (with2d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel43% 39% 38% 48% 52% 58% 67% 59%

Secondary ProfileA W SB TB M Mag IP FP

1 15 3 4 4 2 0 0

Page 277: 102678424 the Marienburg Project

T61: Temple of Haendryk, The

The Temple of HaendrykMarienburg: The Greatest Port in the Old World

“This is efficiency! Where else can you pray and take out a loanat the same time?”

The Temple of Haendryk is far grander than one would expectfor such a small cult, until one realizes its importance here –along with the cult of Manann, the cult of Haendryk representsone of the two reasons for the city’s prosperity: the sea andcommerce. Worshipped elsewhere only by merchants andpeddlers, the people of Marienburg have taken the cult’smessage to heart: “Make money fast!” The temple has beenadorned by generations of people grateful for striking it rich orhoping to gain Haendryk’s favour, till it rivals the Cathedral ofManann in splendour.The temple is the centre of the cult of Haendryk in the OldWorld — indeed, it is by far the largest temple to Haendryk inthe Old World and is one of the few holy sites to the godpermanently staffed by priests. Cult shrines in most towns andcities are tended by lay brothers, though priests are sent out ona regular circuit to tend to the faithful and collect tithes.The interior of the temple is unusual: it’s a bank as well as ashrine. Amidst the decorations of gold and silver and beneaththe golden light from the expensive stained glass, priests sit attables at which petitioners can seek financial advice or take outa loan. It’s considered especially propitious to do this whileservices are in progress. For a fee, wealthy seekers can becounselled by higher-ranking priests of the cult, including Arch-Priest Simon Goudenkruin himself. The cult has a deservedreputation for discretion, so many come for advice on delicatematters of business.The temple has often led the way in advancing business: notonly do its priests lecture on the new science of Economicks atBaron Henryk’s, but it has recently pioneered the use of lettersof credit by private citizens in their daily lives. Within the lastyear it has introduced the “Marienburg Carte d’Or”, a smallgold tablet which certifies that the bearer has a line of credit upto a certain pre-arranged amount. The tablet is a thin plaqueintricately engraved with the necessary information – name,credit limit and so forth – which is pressed into hot sealing waxwhen a deal is made. The cult then pays the merchant, whilethe bearer is obligated to repay the cult. As a convenience, thebearer need not pay this debt all at once. The cartes arebecoming quite popular, and the Merchant Houses areconsidering introducing their own cards.Of course, the Gentlemen Entrepreneurs have seen the vastpotential for profit in this and have set their forgers to work atreproducing the delicate designs and code numbers found oneach carte. In spite of their limited success so far, theStadsraad recently passed at the temple’s request a law thatmakes forging a carte or possession of a forged cartepunishable by life imprisonment on Rijker’s Isle.

Norbert van Strijen, Bitter Spiritual andFinancial Counsellor

Initiate (ex-Tradesman)“We all have need of additional resourcesnow and then. How may I help you?”

“Inept, am I? I’ll show them!”

Youthful, short and pudgy, with soft handsthat have never known a day’s hard work.Brown tonsured hair. Green eyes and aready smile that can charm the purse from aDwarf, framed by a thin beard.Wanting to strike it big like any goodMarienburger, Brother Norbert bought his entrance to the clergywith the proceeds from the sale of his late father’s chandlery inNoordmuur. Unfortunately, since then he hasn’t brought in asmuch income as the cult would like, so he has been passedover for promotion to the full priesthood twice. Convinced thathe has been cheated by his superiors, he has put his talents toill use. Brother Norbert believes he has broken the secret of thecodes for the Cartes d’Or. He is making weekly forays intoSuiddock, looking for contacts with the League of GentlemenEntrepreneurs, and is slowly screwing up his courage to betraythe cult.Brother Norbert might be found at the Pelican’s Perch as heclumsily seeks contacts with “the Guild We’ve Never Heard Of”.He also knows Haam Markvalt, and is considering joining hisgroup of radicals.

Skills: Academic Knowledge (History, Theology), Charm,Common Knowledge (The Wasteland), Drive, Evaluate+10%, Gossip +10%, Haggle, Perception +10%,Read/Write, Secret Language (Guild Tongue), SpeakLanguage (Classical, Reikspiel), Trade (Calligraphy,(Merchant)

Talents: Dealmaker, Lightening Reflexes, Luck, PublicSpeaking, Suave, Super Numerate

Combat:Armour (none): Yellow linen robes and SkullcapAP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: Sword (Hand Weapon, 1d10+3)

Trappings: Abacus, Purse (with 2d10 Gu)

Main ProfileWS BS S T Ag Int WP Fel31% 28% 37% 33% 45% 44% 40% 43%

Secondary ProfileA W SB TB M Mag IP FP

1 12 3 3 4 0 3 0

Cult of HandrichChurch Skills and TalentsInitiates of Handrich start with the Evaluate skill in additionto their normal career skills. Priests of Handrich can at theiroption learn the following skills and talents as part of theircareers: Dealmaker, Haggle and Savvy.

Page 278: 102678424 the Marienburg Project

T71: Cathedral of Manann, The

Marienburg: The Greatest Port in the Old World

The Cathedral of Manann“Here we stand in the centre of the cult that made Marienburgwhat it is - all that we are, we owe to the lord of the Waves andStorms! And yet, we are ruled by coin counters who see theGreat Sea as but one of their possessions? Blasphemy! We arein an age of decadence, headed for the Maelstrom, and evenour Arch-Priest is too blind to realise that now is the time formutiny. “

The “Crown Jewel” of Marienburg, the magnificent Cathedral ofManann is the undisputed centre of the Sea God’s cult in theOld World - even the Grand Chapel in Miragliano defers to itssupremacy. Over two thousand years old, its cornerstone is saidto have been laid by Marius himself in a pious act after his greatvictory over the creatures which dwelt in the swamplands. Itrises at the south end of Heiligeiland (“Holy Isle”) whereDoodkanaal flows out into the main channel and thence into thebay. The modern structure was built of granite after the originaltemple was burned to the ground by mercenaries during theBretonnian evacuation in 1602. Faced in bright white limestone,three tall bell towers sheathed in gold stretch heavenward fromthe comb of the roof in imitation of Manann’s great trident,Zeeoogster (“Sea Reaper”). The great doors are open day andnight, and are closed only in the worst weather. They areguarded by two templar-marines, members of the Knight’sMariner, part of a squad that patrols the temple grounds, eachsquad doing an eight-hour watch. A set of deep stairs lead up tothese doors from a courtyard which is set below the level of thesurrounding streets, allowing for water to flood the space athigh tide – many rites are performed outside the Cathedral inthis sacred space, full of sea water.The interior of the cathedral comprises two vast chambers. Firstis the nave wherein the faithful gather on holy days andindividual worshippers may pray at any time. On either side of itare shrines to saints and divine servants, private chapels inwhich petitioners can pray alone or hold a special ceremonywith a priest. Given the importance and prestige associated withthe Great Cathedral, only the very wealthy or those honouredby the cult are granted such a privilege.Beyond the nave, nine steps climb to the apse, where sits thegreat altar, carved from a single stone that, according to legend,Marius stood atop of when he proclaimed the foundation of thecity and its loyalty to Manann. On either side of it stand goldand silver reliquaries, ornate masterpieces that hold importantrelics like the finger-bones or teeth of saints, which becomefocuses for worship on particular saints-days.But behind the altar is what the Cathedral is most famed for.Rather than a statue of Manann (the original was destroyed inthe fire of 1602), the curving wall of the apse holds a large,crystal-clear plate of glass that gives a view into a vastaquarium, a tank behind the temple that holds hundreds ofthousands of gallons of saltwater and a dazzling variety of seaanimals, a living symbol of Manann s kingdom. The aquariumwas a gift from the Phoenix King of Ulthuan, in gratitude for thecult’s support of the Treaty of Amity and Commerce - and OldWorld wizards to this day wonder at the great magics that madeand preserve the glass, the tank and the purity of the wateritself. Clearly an example of Elven High Magic, its beyondanything even the heads of the great Colleges of Magic inAltdorf are capable of creating.The Matriarch of Manann, Camille Dauphina, is theacknowledged spokesman for the interests of the cults in

Marienburg. Though the cults of Haendryk, Verena and Shallyahave seats on the Directorate, when the temples must speakwith one voice, they know better than to disagree publicly withDauphina. The other directors are wary of crossing Manann’schosen, too: not only is her religious authority immense, but shehas at her command a force of a dozen warships and severalcompanies of fanatically loyal templar-marines. Even Jaan vande Kuypers is careful to stay on the cult’s good side.

Sister Maartje Pellikaan, Mistress ofRitual

Catechist (ex-Initiate, ex-Priest)Sister Pellikaan is a stern, dour women in her mid forties. Shewears her salt-and-pepper hair coiled in a tight bun and wearsno make-up or jewellery, which she dismisses and “feminineaffectations”. She rarely smiles, but when she does, the scarshe received from an Elven Corsair makes her grin lookgrotesque. She has memorized the holy scriptures of Manannan liberally sprinkles quotations from them into herconversation.Sister Pellikaan is responsible for the spiritual probity of theInitiates and Templars of Manann in Marienburg. She is thecult’s confessor and a stern taskmistress. She regularly grillsjunior members of the cult on matters of theology, probing themfor any hint of error or heresy. Those that do not meet her highstandards are required to attend “remedial catechism” lessonsthat can last for weeks. As Maartje Pellikaan also regularlyrepresents the Cult of Manann on the tribunals of the StarChamber, failure to learn one’s lessons can have very seriousconsequences.

Skills: Academic Knowledge (Astronomy, Law +10%, Theology+20%), Arcane Language (Magick), Channelling, Charm,Common Knowledge (Kislev, Norsca, The Wasteland),Gossip, Heal, Magical Sense, Perception, Read/Write, Row,Sail, Speak Language (Classical +10%, Kislevian, Norse,Reikspiel), Swim +10%

Talents: Armoured Casting, Petty Magic (Divine), PublicSpeaking, Savvy, Strike to Injure, Strike to Stun, Strong-minded, Very Strong, Warrior Born

Combat:Magic: 1; Petty Magic (Divine)Armour (none): Grey-Blue RobesAP: Head 0 (4), Arms 0 (4), Body 0 (4), Legs 0 (4)Weapons: Sword (Hand Weapon, 1d10+4, CV+1), Dagger

(1d10+1, CV+1)Trappings: Holy Symbol of Manann, Prayer Book, Writing Kit,

Purse (with 4d10 Gu and 4d10 shillings)

Main ProfileWS BS S T Ag Int WP Fel46% 35% 44% 41% 38% 60% 53% 45%

Secondary ProfileA W SB TB M Mag IP FP

1 15 4 4 4 1 0 0

Page 279: 102678424 the Marienburg Project

T71: Cathedral of Manann, The

Marienburg: The Greatest Port in the Old World

Brother Egbert Huibers, Master ofNovices

Warrior Priest (ex-Priest, ex-Initiate, ex-Sergeant,ex-Marine, ex-Seaman)

“I love the marines. I thank Manann forevery day I spend in the marines! Andwhen I’m done with you, you will too.”

“Oh, is the young master tired?’ Maybesome exercise would perk you up. ONEHUNDRD PRESS-UPS, INITIATE, NOW!DROP!”

Of average height but a powerful build;there isn’t an ounce of excess fat onBrother Egbert’s body. His thickly muscledarms and chest sport many tattoos ofships, sea serpents and religious symbols.In his late 40s, his intense grey eyes stare out from under salt-and-pepper eyebrows and a shaved head. A single gold loophangs from his left ear. His weathered skin testifies to yearsspent at sea under a hot sun.Brother Egbert is devoted to Manann and the sea. He bragsthat he knew how to swim before he could walk and, before hisappointment as Master of Novices, he came home toMarienburg for only as long as it would take to refit and head tosea again. He’s dedicated to defending Manann’s kingdom andMarienburg (in that order) from the Chaos Reavers that plaguethe Sea of Claws. To make his templar-marines as tough aspossible, he’s developed a unique regimen of fortifyingexercises. His favourite is the pre-dawn swim in the canals.Brother Egbert knows most of the officers of the private troopsin the households of the Ten - indeed, he trained many of them.While the two are fast friends, he has turned down repeatedoffers to lead the personal marines of Director van denNijmenks. He knows Sister Hilli of Suiddock but dismisses heras a “dry-lander”. Characters seeking to become Templars ofManann will come under Brother Egbert’s authority, since theMaster of Novices trains the Templars in the Marienburg temple,while the Master of Acolytes trains the aspiring priests.

Skills: Academic Knowledge (Astronomy, Strategy/Tactics+10%, Theology), Channelling +10%, Charm, Command+10%*, Common Knowledge (Norsca, the Wasteland+10%), Consume Alcohol, Dodge Blow +20%, Gamble,Gossip, Heal, Intimidate +10%, Magical Sense, Perception+20%, Read/Write, Row +20%, Sail +10, Scale SheerSurfaces, Secret Language (Battle Tongue), Speak ArcaneLanguage (Magick), Speak Language (Classical, Norscan,Reikspiel, Tilean), Swim +20%

*Includes Bonus from ‘Trident of Leadership’.

Main ProfileWS BS S T Ag Int WP Fel57% 52% 43% 53% 54% 37% 47% 46%

Secondary ProfileA W SB TB M Mag IP FP

2 16 4 5 4 2 0 0

Talents: Armoured Caster, Disarm, Divine Lore (Manann),Excellent Vision, Lightening Reflexes, Master Orator,Menacing, Petty Magic (Divine), Public Speaking, QuickDraw, Seasoned Traveller, Specialist Weapon Group (TwoHanded), Street Fighting, Strike Mighty Blow, Strike toInjure, Strike to Stun, Swashbuckler, Very Resilient, WarriorBorn, Wrestling

Combat:Magic: 2; Divine Lore (Manann), Petty Magic (Divine)Armour (medium): Sea blue robes and cowl over Helmet,

Mail shirt and coif, Leather Jack, Cap and LeggingsAP: Head 5 (10), Arms 1 (6), Body 3 (8), Legs 1 (6)Weapons: Shortsword (Hand Weapon, 1d10+5, CV+1),

Trident of Leadership (Halberd, 1d10+5, CV+1, Special),Shield

Trappings: Prayer Book, String of worry beads carved fromcoral, Ball of Twine

Trident of LeadershipAcademic Knowledge: TheologyPowers: Counts as a Halberd: In addition, the wearer

gains a +10% bonus to their Command Skill and allindividuals friendly to the wielder within 16 yards of thetrident, who are capable of seeing it, may re-roll onefailed Fear or Terror test each round.

History: This silver trident is a relic of the Great Cathedralof Marienburg, handed down amongst those holding therank of Master of Novices. This symbol of officereinforces their authority, and bolsters the resolve ofthose under the wielders command.

Page 280: 102678424 the Marienburg Project

T72: Manann’s Market

Marienburg: The Greatest Port in the Old World

Manann’s MarketAt the quayside of the Cathedral of Manann, several great hulksare permanently moored. The faithful have lashed thesevessels, both ancient and new, into a vast floating woodenisland dedicated to the god of the sea. It is here that themerchants and captains of visiting ships come to buy thecharms, relics and the services of Manann’s Priests.While it is known colloquially as ‘Manann’s Market’, in truth thisartificial-island has no official designation. Indeed, no oneknows why or how many of these vessels even came to behere. While the ships vary in age and condition, the oldest areancient indeed, with warped timbers and waterlogged hulls.Several of the ships are partially submerged, with decks andcabins only accessible at low tide.Several times various committees have sought to remove thisharbour, citing it to be a navigation hazard, a haven for sharksand a site of general drunken and disorderly conduct notbefitting the surrounds of a temple. Such protects fall on deafears however, as the directorate refuses to act – a stance mostbelieve is due to the influence the High Priest of Manannexercises over them.

Edvard van der Kraal, Captain of theBlades of Manann

Captain (ex-Smuggler, ex-Marine, ex-Mate, ex-Sergeant)

Pirate, mercenary, smuggler, gallows thief, Captain – Edvardvan der Kraal has been many things in his life, almost all ofthem disreputable. Despite his ruthlessness, he is a man of hisword which makes him rare indeed and much sought after as amercenary. For van der Kraal, a contract signed is an oath ofblood never to be broken by either party, and he will wagebloody vengeance upon any who cross him.Some say he’s a Witch’s get with a devil’s luck, some thatManann himself won’t let van der Kraal die until the Lord of TheDeeps himself takes van der Kraal to a watery and well-deserved grave, while others say he is just to mean to die.While much of this is tall tales and tavern gossip, van der Kraalis a hard man to cross and a born survivor, if somewhatgrizzled, scared and maimed.

Van der Kraal is the field commander of the dreaded Blades ofManann, a powerful mercenary company backed by theshadowy Order of Honourable Freetraders. These swordsmen,marines and brigands are recruited from the very dregs ofMarienburg and kept in line only by their fear of van der Kraal.

Skills: Academic Knowledge (Strategy/Tactics +10%), AnimalCare, Command +10%, Common Knowledge (BorderPrinces, Kislev, Lustria, Norsca, the Empire, Tilea, theWasteland +10%), Consume Alcohol +10%, Dodge Blow*,Drive, Evaluate, Gamble +10%, Gossip, Haggle, Intimidate+20%, Perception, Read/Write, Row +10%, Sail, Search,Secret Language (Battle Tongue, Thieves Tongue), SilentMove, Speak Language (Kislevarin, Norse, Reikspiel,Tilean), Swim +10%, Trade (Shipwright)

Talents: Dealmaker, Lightning Parry, Luck, Menacing, QuickDraw, Resistance to Disease, Seasoned Traveller, SixthSense, Specialist Weapon (Parrying, Two-handed), StreetFighting, Streetwise, Strike Mighty Blow, Strike to Stun

Special:Lost Leg: -1 M (included in profile), -20% to mobility tests.

May not use the Dodge Blow Skill.Combat:Armour (Heavy): Helmet, Breastplate and Arm greaves over

a Sleeved Mail Coat and Coif with Full Leather ArmourAP: Head 5 (9), Arms 5 (9), Body 5 (8), Legs 1 (5)Weapons: Sword (Hand Weapon, 1d10+5), Buckler (1d10+1,

Balanced, Defensive, Pummelling) , Dagger (1d10+2),Shield

Trappings: Holy Symbol of Manann, Carved Wooden Leg

Main ProfileWS BS S T Ag Int WP Fel61% 49% 47% 49% 52% 47% 50% 61%

Secondary ProfileA W SB TB M Mag IP FP

3 17 4 4 3 0 5 1

Sea Bride StandardAcademic Knowledge: TheologyPowers: When the wielder of the standard causes at least

one wound, all members of Manann’s Blades within 12yards of him gain the Frightening trait and gain a +1bonus to Movement when charging or chasing afterfleeing foes.

History: Known by some less favourable names in theranks, the Sea Bride standard contains an effigy of oneof Manann’s mer-brides fearsome she-beasts thatimperil the unwary and drag them into the sea to drownthem in its depths. When the smell of blood reaches thebanner, it screams and wails in an unholy andthoroughly disconcerting fashion, exhorting those thatfight beneath it to cruelty and bloodlust.

Page 281: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

Vlakland

The salt marshes surrounding Marienburg are often flooded out,but poor fishermen still try to eke out an existence on the flats.

V

Impressions of Vlakland“Desolate salt marsh spread out on either side of thecobbled road, thin tidal pools and patches of slick mudinterspersed with tenacious grasses and other plantswhich clung grimly to life on the margins of the sea. Greatmasses of seabirds wheeled and screeched overhead, likemalevolent clouds, and flocks of them darted about on themud flats, scrabbling Taal knew what from thetreacherous surface with eager stabs of their beaks. Andthey weren’t the only ones; to his astonishment he couldmake out the unmistakable shapes of crude hovels dottedabout the desolate landscape and a few flat-bottomedboats grounded on the mud from which the smoking ofcooking fires rose lazily against the sky.”

Vlakland LocationsV01: The Vloedmuur - City WallsV02: The Oostenpoort GateV03: The Westenpoort GateV04: The Strompoort GateV05: The Lighthouse of ManannKaterwauldorpVK02: The Hog and Gull

Page 282: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

“A miracle of engineering, sufficient to keep even the mightyocean at bay in times of need. Great pumping engines, thefinest ever created by dwarven artisans, are kept ready tobegin their work at a moment’s notice.”

Surrounding Marienburg like a mother sheltering her children inher arms is the great wall of the Vloedmuur. This is the city’smain protection against the dangers of flooding from the sea,and against the possibility of attack from any side. It runs formiles around the perimeter of Marienburg, built on thefoundations of the walls of the old Elven fortress, but theDirectors have lavished the most money and attention at eitherend of the Reik and at the important Oostenpoort andWestenpoort gates.Here, ramparts of stone and great round towers face theentrance of the Reik, known as the Strompoort Gate. In times ofemergency, officers in charge of the Strompoort towers canorder the raising of huge chains that have been laid across thebottom of the channel. Within a half-hour, a metal fence canblock entrance to all ships coming down the Reik; and cannonon all the towers ensure the vessels trapped by the chains willbe in for a very rough time.At the opposite end, where the Manaanspoort Zee begins, theentrance to Marienburg’s harbour is primarily guarded by thefortress-prison of Rijker’s Isle and its cannon and fire-hurlingcatapults. Here the towers of the Vloedmuur are smaller andthe walls are meant more to shelter the harbours ofManaanshaven and Elftown, whose ships and marines are vitalto the city’s defence.In between Strompoort and Rijker’s Isle, broken only by theimposing gatehouses of Oostenpoort and Westenpoort, theVloedmuur is more of a large dike, built of packed earth, stoneand wood pilings, constantly reinforced and rebuilt. Brick-linedtunnels pierce it at several points, each built within the base of astone watchtower. During times of dangerously high tides,residents near the walls can hear the rhythmic thrumming of the

Dwarf-built pumps forcing water out into the swamp. Each endis guarded by twin metal portcullises to prevent entrance fromthe swamp, while the city’s lamplighters keep a regular patrol onthe wooden palisade that tops the Vloedmuur.

V01: Vloedmuur, The

The Vloedmuur - City Walls

Page 283: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

V03: Westenpoort Gate, The

Impressions of the Westenpoort Gate“They entered the city by the Westenpoort gate, the wallsrising above them to a height Rudi had never beforeconceived that stone could reach. The long grey bulk, like atowering thunderhead, had loomed steadily larger as theyapproached it along a causeway constructed across adreary expanse of marsh, which seemed to recede to thehorizon on both sides of the raised road, as if the boundarybetween land and sea was blurring into a viscid soup ofalmost liquid mud.”

“A gateway higher and more impressive than Rudi hadever seen, fully five times the height of a man and wideenough for four wagons to pass one another withouthindrance. Even so it was choked with traffic and armedmen were bustling about trying to keep order. Theirweapons and clothing varied, but all wore distinctive hats,black and volumous.”

The Westenpoort Gate

The road from the gate leads to Gisoreux and Bretonnia alongone route, and south-west towards Altdorf on the other.

Page 284: 102678424 the Marienburg Project

V05: Lighthouse of Manann, The

Marienburg: The Greatest Port in the Old World

The Lighthouse of ManannOne of Marienburg’s most notable pieces of architecture is noteven within the bounds of the Vloedmuur, but instead standsupon a large outcrop of rock at the very southern end of theManaanspoort Zee. Arising from this isle is the Lighthouse ofManann, which guides ships to port in the frequent fogs whichroll in off the estuary.Members of the Brotherhood of Seamen and Pilots canfrequently be found upon the isle as all ship’s arriving by toMarienburg by sea must make port at the lighthouse’s docksand accept a pilot to guide them into the city’s harbours. Anyship refusing to stop, even those of the Sea Elves, is deemed tobe hostile and fired upon by the battery of cannon housed in thelighthouse’s tower.While this is unlikely to seriously damage a large ship, suchassault will notify the gunners upon the walls of Rijker’s Isle thatthe ship is hostile, resulting in it being bombarded by cannonfire as it enters Marienburg’s harbour. Cannonballs are oftenheated to the point of being red-hot before being fired, settingships they hit alight.Aside from the Lighthouse itself, the isle is also home to a smallinn and an oddly organic-looking temple of Shallya. The innprovides lodging for those Pilots who stay upon the isleovernight. While at the temple, the island’s priest attends to asacred flame which is believed to ward off any plagues thatmight be brought to Marienburg by visiting sailors.

Page 285: 102678424 the Marienburg Project

VK02: Hog and Gull,The

The Hog and GullMarienburg: The Greatest Port in the Old World

Undoubtedly the oldest and largest building in theKaterwauldorp, the Hog and Gull in managed under the iron fistof its owner Thirkin. The tavern is always busy, and mostpatrons are sailors or those boatmen who work the salt flats orsurrounding marshes.Inside the taproom is gloomy, with most of the windows eitherbordered up or blackened with years of dirt. On the shelvebehind the bar stands a collection of empty liquor bottles fromaround the world, each one caked with filth and dust.A massive blacked heart takes up the whole of the west wall,where fifteen spits of Rubbugrummin – a local delicacy ofmysterious meats and fish innards – sits slowly roasting eachentire day. A large number of tables are scattered haphazardlyaround the taproom, at which can be found the tavern’s variouslocals in mismatched chairs.Thirkin employs two bouncers, named Gordo and Weiss whokeep out undesirables – in particular anyone looking sickly whomight be suspected of carrying one of the Doodkanaal’s manyplagues. Often Thirkin’s nephew “Bandy” can be founddrunkenly playing a hurdy-gurdy in the corner and singingbawdy tunes to anyone who will listen. The barmaid is the‘lovely’ Rita, who at 6’6” is often said to be half-ogre by sailorswho are out of her earshot.The Hog and Gull also has eight private rooms on the first floor,although Thirkin spends no effort maintaining them. While therooms have lice-ridden bedding and minimal furnishings, thebolts are solid and the building offers a good view of theManaanshaven. Rooms cost 5 shillings per night, or Thirkin willallow patrons to sleep in the Taproom for free – as long as theyhave bought a few drinks and some food.Many clients are arrivals in Marienburg who have come throughthe Old Coast Road gate and are astonished to find that theroad simply stops once within the Vloedmuur, with no bridgeacross the Doodkanaal and into the Tempelwijk. The inn’scourtyard is often home to the Horses and Wagons of suchunfortunates, while they wait for the twice-daily barge that runsacross the Doodkanaal to Marienburg proper.

Thirkin, Innkeeper

Innkeeper (ex-Swamp Skimmer, ex-Servant)Thirkin is a scruffy, overweight man with greased black hair andhuge sideburns. His sharp brown eyes are quick to spot a fakecrown or copper, and he is merciless to those caught leavingwithout paying their tab. He smokes thick cheap cigars he buysfrom Dwergsbezit, that contribute to the Hog and Gull’s heavyatmosphere.Born to a family of mud larks who made their money digging upwinkles and other molluscs of the Vlakland salt flats, Thirkin’sparents died of an outbreak of Ochre Pox and Thirkin isparticularly concerned about plague. Anyone looking ill isrefused entry to his inn, and persistent offenders are apt to findthemselves thrown in the Doodkanaal (often resulting in themcatching a disease if they did not have one to start with).Thirkin is well respected in the Katerwauldorp, and is effectivelythe communities spokesman with the outside world as he is theonly resident to own what the city would recognise as property.Several Roadwardens working the Old Coast Road call in at theHog and Gull as their official last stop to keep Thirkin informedof events, although none would dream of staying thereovernight.

Skills: Animal Care, Blather, Charm, Common Knowledge(The Wasteland), Concealment, Consume Alcohol, DodgeBlow, Drive, Evaluate, Follow Trail, Gossip, Haggle, OutdoorSurvival, Navigation, Perception, Search, Silent Move,Sleight of Hand, Speak Language (Breton, Reikspiel), Swim,Trade (Cook)

Talents: Dealmaker, Flee!, Hardy, Resistance to Disease,Sixth Sense, Street Fighting, Streetwise, Strike to Stun, VeryResilient, Warrior Born

Combat:Armour (Light): Studded Leather JackAP: Head 0 (4), Arms 2 (6), Body 2 (6), Legs 0 (4)Weapons: Cudgel (Hand Weapon, 1d10+3), Dagger (1d10+0)

Trappings: Purse (with 4d10 shillings and 4d10 pence)

Main ProfileWS BS S T Ag Int WP Fel45% 30% 36% 47% 43% 37% 38% 48%

Secondary ProfileA W SB TB M Mag IP FP

1 17 3 4 4 0 0 0

Page 286: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

“The Winkelmarkt sausages are widely renowned as the finestin Marienburg, which makes them the finest in the world, andthere’s nothing like eating one in a bun with a smear ofBretonnian mustard.”

The Winkelmarkt is one of the larger wards in Marienburg and ishome to the city’s lower middle class. Much of its commerceinvolves the boat-building trade, but there’s also a thrivingfoodstuff trade - Winkelmarkt is known for its delicioussausages. Caught between the appalling wretchedness of theDoodkanaal to the south, and the declining ports of theSuiddock, Winkelmarkt slides inexorably towards poverty as theward decays and the more successful types flee to the northernreaches of the city. Locals do their best to maintain their homes,but the signs of decay are everywhere, from the rotting wood,missing shingles, and the growing mounds of rubbish filling thealleys.As a ward, Winkelmarkt is more crowded than anywhere else.Outside of the main thoroughfares, the streets are so crampedthat not even wagons can navigate these corridors. Buildingsoften share sidewalls, and many are built on top of olderbuildings, such that most structures have an almost ramshackleappearance, sagging into one another and leaning atuncomfortable angles.

Winkelmarkt

W

Impressions of Winkelmarkt“A jumble of buildings higher and narrower than anyRudi’d ever seen, jostling for space like the peopleswarming around them, without a single patch of openland to be seen. Some seemed to be tottering on the brinkof the waterway and a few were even built out over it onpilings, as though their owners had roofed over a wharf.”

“We’re entering Winkelmarkt, it’s one of the moresalubrious wards on the southern side, though not what itwas.”

“He paused in the middle of the bridge, in a narrow spacebetween two tiny houses which had been built partly onthe roadway and partly over the edge. There were severalsimilar structures choking the thoroughfare, a mixture ofshops, homes and some makeshift wooden stalls betweenthem.”

Winkelmarkt LocationsW08: Winkelmarkt Watch HouseW19: Winkelmarkt Watch BarracksW20: The Blind EyeW39: The Dancing PirateW40: Tilman’s CobblersDwergsbezitKleinmoot

Page 287: 102678424 the Marienburg Project

W08: Winkelmarkt Watch House

Winkelmarkt Watch HouseMarienburg: The Greatest Port in the Old World

“The money is lousy and the hours are worse, but at least youget a new hat.”

The Black Caps from the Winkelmarkt Watch House report toCaptain Gil Markus Roland at the Winkelmarkt Barracks. He isa middle-aged man with a well-trimmed beard in which traces ofgrey begin to show. He has the beginnings of a stomach butlooks well able to defend himself nevertheless. Captain Rolanddrinks at the Blind Eye and is an acquaintance of Sam Warble.Sergeant Jaak Rijgen is Roland’s second in command.Watchmen can board at the barracks for a shilling a week andmany of the newer recruits prefer to do this rather than pay foraccommodation at one of the nearby inns or boarding houses.The Winkelmarkt Black Caps have the unenviable task ofpatrolling the neighbouring Doodkanaal and Kleinmoot districts.

Impressions of the WinkelmarktWatch House

“The watch house turned out to be surprisinglycomfortable, though solidly built with an obvious eye todefence, backing directly onto one of the larger canals. Thefront faced the street and narrow alleyways ran downeither side to meet the small landing stage built out overthe waterway to the rear. The main door led directly intoa large common room, where several watchmen sataround a fireplace, drinking ale and playing cards, theirweapons lying easily to hand.”

“He realised early on that most of his colleagues wouldtake a shilling here or there to look the other way whensome act of petty theft forced itself on their attention, orlevied more fines than they declared back at the watchhouse. He had decided from the outset that such a coursewas not for him. That was something else he had incommon with Gerrit, and he suspected it was one of thereasons Rijgen paired them off so often, although whetherthat was to keep them both from picking up bad habitsfrom older, more cynical watchmen or to prevent themfrom rocking the boat he still hadn’t made up his mind.”

Page 288: 102678424 the Marienburg Project

W20: The Blind Eye

The Blind EyeMarienburg: The Greatest Port in the Old World

“Safest place in the ward to discuss business, half thecustomers are Black Caps and most of the others are smalltime crooks. That way they can keep an eye on each otherwithout getting their feet wet.”

AWinkelmarkt tavern located opposite the Watch Barracks,popular with off-duty Black Caps. Customers here can purchasea highly recommended eel pie served by Millie, the Blind Eye’spopular barmaid. Sam Warble is a regular here and often visitsin order to engage in conversation with his contacts in theWinkelmarkt Watch.

Page 289: 102678424 the Marienburg Project

W39: Dancing Pirate, The

Marienburg: The Greatest Port in the Old World

Impressions of the Dancing Pirate“A jumble of buildings higher and narrower than anyRudi’d ever seen, jostling for space like the peopleswarming around them, without a single patch of openland to be seen. Some seemed to be tottering on the brinkof the waterway and a few were even built out over it onpilings, as though their owners had roofed over a wharf.”

“We’re entering Winkelmarkt, it’s one of the moresalubrious wards on the southern side, though not what itwas.”

“He paused in the middle of the bridge, in a narrow spacebetween two tiny houses which had been built partly onthe roadway and partly over the edge. There were severalsimilar structures choking the thoroughfare, a mixture ofshops, homes and some makeshift wooden stalls betweenthem.”

The Dancing Pirate“See those skiffs? They’re for hire. If anyone gets lost, head forthe water and hail one. Tell the boatman you want to get to theDancing Pirate tavern in Winkelmarkt and they’ll take you tothe nearest wharf. Up the steps, turn left, third alley on theright, about halfway down.”

The Dancing Pirate is a long but narrow inn half-hidden in thealleyways of Winkelmarkt. Whilst the exterior of the building israther unprepossessing, once inside customers can enjoy avery decent level of service in a cosy atmosphere. Good beer isserved in tankards from a polished wooden counter and mealsof eel stew, fish pie and Bretonnian garlic bread are available.Travellers can lodge at the dancing Pirate - small butcomfortably appointed rooms are available for 2 guilders aweek and people staying at the inn can enjoy a breakfast ofnewly baked bread, boiled eggs and hot smoked meats orsteaming bowls of porridge.The Inn is a family business; and whilst Nikolaas the Innkeeper,a short, stout man with a shining pate surrounded by thinningbrown hair, is ostensibly in charge the real manager of theDancing Pirate is his wife Marta. She is a formidable womanpossessed of a strong sense of righteousness and a culinaryskill that has earned the inn a good reputation for fine cooking.Their young son Koos is employed as a potboy, though hewishes he were somewhere else most of the time and is lax inhis duties. Nikolaas can recommend people to the gamblingden at Tilman’s, though not in front of a disapproving Marta.A number of Halfling customers from the nearby Kleinmootcome to the Dancing Pirate, drawn by Nikolaas' friendly mannerand the good reputation of Marta's cooking. Sam Warble iseven known to drop in on occasion; he finds the relativeseclusion of the inn makes it a good place to meet contacts.

Page 290: 102678424 the Marienburg Project

W40: Tilman’s Cobblers

Tilman’s CobblersMarienburg: The Greatest Port in the Old World

“It’s in the back room of the cobbler’s shop on the corner. Tellthem I sent you and you shouldn’t have any trouble. And if youever mention this conversation to my wife you can findyourself somewhere else to sleep, all right?”

Tilman’s Cobblers is situated on the corner of one ofWinkelmarkt’s winding alleyways, a little way up the street fromThe Dancing Pirate. Inside the small shop hang rows and rowsof shoes, suspended in pairs from the rafters above. Tilman thecobbler, a slight and unassuming figure, is almost always inresidence, making and fixing shoes and boots and quietlymanaging his own affairs. Many of Tilman’s customers are nothere for shoes, however, and those who are able to give himthe name of someone he trusts will be allowed to enter the backroom of his shop.The games played here are exclusively card and dice games.Tilman spares no expense on the gambling den, he has a bar inthe corner and pays dealers and enforcers to make sure thattrouble is kept to a minimum and that the games played are fair.Tilman’s accepts cash only, no proxies or markers. Thegambling den has a very good reputation for honesty, and it’ssecretive location is due to Tilman’s desire for an air ofexclusivity rather than a fear of the law. Floris Rijgpensometimes visits Tilman’s when he has the money; and SamWarble can sometimes be found at the bar, but never gambles.Having said that, Tilman makes sure he remains on good termswith ‘the Guild we do not talk about’, and should anyone cheatat the gambling den they may find themselves approached by aguild enforcer who will issue them with a warning and deliverterms for restitution.“You see, that’s the problem, all my games are honest. Myreputation’s my fortune, you might say, and you and yourfriends have damaged it. Nothing personal, but I need to beseen to do something about an accusation like that, or peoplemight start believing it.”

Impressions of Tilman’s Cobblers“A sign caught his eye over the heads of the endless crowd,a boot large enough for an ogre hanging from the front ofa building.”

“The back room was far larger than the shop, and for amoment Rudi thought they’d stumbled through the rearentrance of a tavern by mistake. There were the sametables and chairs scattered about the place and the samereek of bodies and sour ale, but the atmosphere was subtlydifferent. Instead of the babble of raised voices,punctuated by loud laughter that he’d grown used to inplaces like that, the hum of conversation was subdued.Men and a few women were clustered around tables,cards in their hands or rolling dice and exchanging coinswith a rapidity and intensity that bordered on grimness.Even the ones who appeared to be winning didn’t look toohappy about it, continuing to concentrate on their gameswith a single-mindedness which seemed to be squeezingany vestige of joy from what ought to have been apleasant recreation.”

“The shop was small and cramped, but laid out with agood eye to maximise the use of space. A counter at oneend projected almost the width of the room, blocking off adoor leading to the rear of the building, and a workbenchwith a cobbler’s last was ranged along one side. A manwas working there, hammering nails into the sole of ahalf-completed boot.”

“There must be a wizard or two in here, not thatsurprising I suppose. They enjoy a game of chance asmuch as the next man, although they inevitably getaccused of cheating by thaumaturgical means if they hit awinning streak.”

Page 291: 102678424 the Marienburg Project

WK00: Kleinmoot

KleinmootMarienburg: The Greatest Port in the Old World

Marienburg’s Halfling district contains the headquarters of theBakers’ Guild and is located on the island at the easternmostend of Winkelmarkt.

Impressions of Kleinmoot“The Halfling quarter. Most of them live down that way,on the eastern fringe of the ward. Next to the Doodkanaal,but it doesn’t seem to bother them too much. I supposecompared to the neighbours they’ve got at home, eventhat’s an improvement.”

“The first time he’d been there he’d been vaguely surprisedto find that most of the buildings were normal sized ones,left over from earlier occupants, although the newerstructures which crowded every vacant or semi-vacantspace in true Marienburg fashion had waist-highdoorways perfectly sized for the Halfling physique.Having less need for space than their human neighboursmany of the local residents had erected homes orbusinesses in the middle of the wider thoroughfares,narrowing them to choke points barely wide enough forthe party of watchmen to slip through in single file. By thetime they neared their objective Rudi was getting heartilysick of small, curly-haired heads barging past at a paceand height which made him even more grateful than usualfor the armoured codpiece which had accounted for mostof his first week’s wages.”

Page 292: 102678424 the Marienburg Project

Taverns of MarienburgMarienburg: The Greatest Port in the Old World

Appendix I: Taverns of Marienburg

Here is an index of inns and taverns in Marienburg, thoughthere are a great many more watering holes in the city and thisis by no means a complete list.

The Blind Eye: A Winkelmarkt tavern located opposite theWatch Barracks, popular with off-duty Black Caps.

The Dancing Pirate: A long but narrow inn half-hidden in thealleyways of Winkelmarkt. Whilst the exterior of the buildingis rather unprepossessing, once inside customers can enjoya very decent level of service in a cosy atmosphere.

Esmeralda’s Apron: A small Halfling establishment situatedon a waterway near the Elven quarter. The tables and theroof are low here, and hence uncomfortable for Humans.The inn is a favourite haunt of Sam Warble.

The Gull and Trident: A double-wing, two-storey structurebuilt along the bank of the Rijksweg in Paleisbuurt, it boastsvery comfy rooms, excellent food, and a magnificent viewfrom its terrace. The inn is also a front for the biggestfencing operation between Erengrad, L’Anguille and Altdorf.

The Jolly Boatman: A dingy two-story building in theDoodkanaal district of Marienburg. It has one window, but ithas been boarded up. ~ A sign hangs above the door,showing a disreputable fellow making water.

The Long Dragon: In the south-eastern corner of PotionSquare you can find the Long Dragon, a tavern knownthroughout the Suiddock and beyond for two things: itsprime beer, as well as the need to keep a low profile whileyou enjoy it.

The Marienburg Gentleman’s Club: A tavern on theisland Riddra in the Suiddock District. The MarienburgGentlemen’s Club is the nerve centre of the criminalorganisations in the city.

The Pelican’s Perch: At the end of a narrow alley in theSuiddock is a large but unobtrusive hostelry called ThePelican’ s Perch, a favourite watering-hole for thestevedores and rivermen.

The Prince’s Rest: An ancient three-storey inn in theGoudberg district. The Prince’s Rest is among the smartestestablishments in Marienburg, and cultivates an elite,exclusive atmosphere that is reflected in its clientele.

The Quill and Ink: A student-friendly tavern on Scholar’sRow in the Tempelwijk.

The Red Cock: For over thirty years the Red Cock has beenknown for good food, good beer and a respectableatmosphere. And, for the same time, it has been thepreferred safe house for smugglers in the north of the citylooking for a place to store contraband.

The Seagull and Spittoon: A tavern in Goudberg’s eastend. Jacques Pottage, an impish Bretonnian, is theinnkeeper. He has an overbearing fondness for garlic, garlicand more garlic, but this hasn’t stopped him building alucrative trade. The previous owners are doing time inRijker’s Isle for murder, it is rumoured they used meat fromtheir victims for dishes served at the tavern.

Page 293: 102678424 the Marienburg Project

Appendix II: Inhabitants of Marienburg

Marienburg: The Greatest Port in the Old World

Inhabitants of MarienburgHere is an index of the people (including Halflings, dwarves andpelicans) found in Marienburg.

Adalbert ‘Casanova’ Henschmann – Master CriminalAdolph Winsen – Doodkanaal Clothes SellerAlbert Loodemans – Guildmaster of the Brotherhood of Seamen

and PilotsAlbert Waarmans – Caretaker of Dagblad’s Wholesale LeathersAlbertus Cobbius – Initiate at the Cathedral of ShallyaAnatol – Apprentice AlchemistAndas Vellekoop – Barman at the New InnAnders Muurbloem – Retired Coachman and Ward Guardian of

the Knights of PurityAnders Vesalion – Physician, University Lecturer and Grave

RobberAndreas Pakuister – Stevedore at Haagen’s WharfAndries ‘The Fish’ – SmugglerAnne Droevigger – Assistant as the Funeral EmporiumAnna Springer – Servant at the Doodkanaal MissionAnton Loewijer – Taciturn tannerArhennius Vogt – High Warden of Riker’s Isle PrisonArkat Fooger – Director and Master BankerArngrim Zloothsson – Engineer at the Aardbol TheatreAstrid Sterstaren – Bright Wizard and member of the Suiddock

WatchAugust Bardolino – Miraglianese Master Chef at the Prince’s

RestAxel Huurder – Guildmaster of the Riverman’s AssociationBarthelm “Old Man” Houder – Landlord and Lookout for the

League of Gentlemen EntrepreneursBartolomeüs Hoofftman – Actor and BawdBeaky the Pelican – Mascot of the Pelican’s PerchBeatrice – a Suiddock MadamBlackie – Old Mother Crumhorn’s FamiliarBeatrijs Koester – Proprietress of boarding houseBelijda Scheffers – Popular Actress at the Aardbol TheatreBen Odijk – Bodyguard and Foreman of the Aardbol TheatreBenedictus Voogt – Professor at the Institute for Botanical

ResearchBijl Rensenbrink – Expert on Lustrian Studies and DregBonifatius Groenewoud – Cannibal ButcherBoris Rodzin – CoffinmakerCardio di’Sollinza – Founder of the Wasteland Geographic

Society and ExplorerCarl Kronstadt – Litigant and InformerCarlosa di’Salsa – Successful Tilean Merchant and

MoneylenderClaudia Kilsch – Street ThiefCrispijn van de Oosserijker – Gemcutter and FenceDirk Oester – Scribe and SmugglerDirck Nederbaar – Watchman, Suiddock District

Dmitri Hrodovsky – Pharmacist and Drug BaronDominic – Herbalist and Imperial SpyDonat Tursveld – InnkeeperDurak Chubloc II – Dwarf Expert SafecrackerEdvard Stoemm – Apprentice at the Funeral EmporiumEdvard van der Kraal – Mercenary Captain of the Blades of

ManannEdwin Kaardscherp – Assistant the Lord HarbourmasterEgbert Huibers – Master of Novices at the Cathedral of ManannEgbert Kanaalgids – PilotErasmus 'The Giant Crab' Ode – Doodkanaal Mutant and

Slaanesh WorshiperErasmus Aaftink – Halfling Broker at the ’Change

Eric Roergang – Caretaker at The Brotherhood of Seamen andPilots

Ernst Erzahler – Raconteur at “Old Man” Houder’sEustachius Aasenberg – Fashionable PlaywrightFaraq – Arabyan Mercenary at the Golden LotusFloris Rijgpen – Journeyman AlchemistFredje Gustaaf - RacketeerGarik Svitzher – Watch SergeantGerardus Hondschoen – Priest of RanaldGertrude van Sants – Surgeon and Ward Guardian of the

Knights of PurityGideon Scheepscheers – PawnbrokerGijsbert Delftgruber – SmugglerGodymas – Priest of Manann at the Whaler’s ShrineGranny Hetta – Boatwoman and information brokerGrossbart – Crime Lord and Nurgle CultistGrunni ‘Hot Irons’ Snagglebeard - Dwarf TorturerGunther and Anders Grimm – Servants at the Orphanage of St

RuthaHaam Markvalt – Radical Student AgitatorHans Dokhand – Guard at the Brotherhood of Seamen and

PilotsHans Kluger – FenceHassan bin Naroun al-Asred – Spice MerchantHéloise – Magus of SlaaneshHenri Armitage – Bookshop Owner and Radical PrinterHerman Klopnite – Handyman at the Doodkanaal MissionHieronymous Deecksburg – Cursed Master ArtistHilaria om Klimt – Priestess of ManannHoneytongue Suckleclaws – Bound DaemonetteHong Fu Chu – Chaos RecruiterHugo Buisman – Petty Crook and regular at the Jolly BoatmanHugo Delftgruber – TraderInez van Oerleaven – ‘Duchess’ of the Marienburg trading

CompanyIngrid Botenverhuurder – Barmaid at the Pelican’s Perch

Page 294: 102678424 the Marienburg Project

Appendix II: Inhabitants of Marienburg

Marienburg: The Greatest Port in the Old World

Ingrid Houder – Spinster and Daughter of “Old Man” HouderIshmael Boorsevelt – Innkeeper at the Pelican’s PerchJacob Boerenstand – Glassblower at Wilhelm Rotkopf’sJacobus Droevigger – Initiate of Mórr at the Funeral EmporiumJacopo D'Arezzo - Captain of the Red Talons Mercenary

company at Rijker’s IsleJan van Arzneier – HerbalistJan Waat – Watchman, Suiddock DistrictJanna Mossfoot – Wilhelm Rotkopf’s CookJascha – Hans Kluger’s CatJean-Paul Mainsoyeux – Painter of Forbidden ArtJerimias Qualk – Grave RobberJochen ‘Breukrots’ Kaaimans – Foreman at Haagen’s WharfJohan Harupz – Deaf Tobacco-Seller and Spy for the Order of

Illuminated ReadersJohannes Rechtbinder – Lord Protector of the Knights of PurityJohannes Zeewanden – Assistant to the Lord HarbourmasterJona van Helijden – Vampire and Disciple of NagashJozef – Mysterious guest at the Rat and Pipe InnKai der Kwick – Scheming MagistrateKarel Broegman – Brewer, Barman and Co-Owner of the Long

DragonKarl Avermans – GhoulKarl Gruybaar – Professor and Master of the Physiker’s and

Barber’s CollageKaspar Golflied – Priest of Manann at the River WatchKatarine Winsen – Captive BrideKlaus Kaagger – InnkeeperLea-Jan Cobbius – Guildmaster of the Stevedore’s and

Teamster’s GuildLeo Haan – VivisectionistLisette Leerer – Saleswoman and enforcer for the League of

Gentlemen EntrepreneursLodewijck Raffleugel – Priest and Chief Librarian at the Temple

of Morr

Loretta Wakker – Hostess of the Marienburg Gentlemen’s ClubLotte Wald – Barmaid and Co-Owner of the Long DragonLudwig de Beq – Governor of Rijker's Isle and Political ExileLudwig Nauzicht – Chief Magistrate of the Port JudiciaryMaarcus Meergaang – Water-coach Captain and confused

GossipMaartje Pellikaan – Mistress of Ritual at the Cathedral of

ManannManuel “El Cochino” Hernandez y Martinez Durango de

Magritta – Barkeep at the Shipwrecked TavernMargarette – Girl of the StreetsMambrino Toltaca – Estalian Barkeep at the Moneda di’PlataMaria van Reeveldt – Master Boat BuilderMaria von Konczyk – Initiate of MyrmidiaMarianne Liefeder – Initiate of Shallya at the Orphanage of St

RuthaMariannette Diaggio – Headmistress at the Red Maids of

VerenaMarie Serenite – Priest of Shallya at the Doodkanaal MissionMarie-Anne de la Drolles – Chocolatier and Political ExileMarie-Louise la Fendage – Bretonnian StreetwalkerMarijkus – Priest of Shallya at the Edelmoed TempleMarkus Puttlangs – Surgeon and AddictMartinus – Prison Chaplain at Rijker’s IsleMartinus Brobbel – Broker at the ‘ChangeMats Vaadsig – Tanner’s ApprenticeMaurice Aalonze – Servant and Bodyguard of Marie-Anne de la

DrollesMaxentius ‘Maxie’ Appledown – Halfling Tanner’s ApprenticeMaximillian ‘Max’ Verbelt – Gambler and Fog WalkerMidas Quirien – Doodkanaal marine at the Rat and Pipe InnMirjam Uilzicht – Chief Librarian at the Cathedral of VerenaMother Geertruida – Street Preacher of the Cult of UlricNadia van Onderzoeker – Merchant and Warden of the Knights

of Purity TreasuryNieut Gyngrijk – Speaker of the BurgerhofNorbert van Strijen – Bitter Financial CouncillorOlaf Blodhaand – Owner and Bouncer of the Shipwrecked

TavernOlaf Thurgansson – Barkeep of the Marienburg Gentleman’s

ClubOld Mother Crumhorn – WitchOliver Bonner – Perfumer and Chaos Sorcerer of SlaaneshOliver Oopjooper – Magical Mask MakerOdvaal van den Huister – Lord Harbourmaster and

Commandant of the Harbour WatchPal Koster – Gravedigger and AlcoholicPieter de Groot – Bodyguard to Lea-Jan CobbiusPim de Groot – Leader of the Hounds of Crab LanePepijn Barendregt – Asylum InmateReiner Kuyper – Watch Sergeant, Suiddock DistrictRemial Lietz – Sea Elf Body-snatcherRolf Schrijven – Record Keeper at the Brotherhood of Seamen

and PilotsRoosjik Ottervanger – Thug and Leg BreakerRosal Krantz – Former Court Astrologer to Karl FranzRutha van bad Erginzberg – JudgeSam Warble – Halfling Private InvestigatorSander Dubbelman – Innkeeper at the HelmsmanSergei Stoilensky – Barkeep and Bouncer at the Shipwrecked

TavernSiemon van der Struts – Merchant’s Clerk at the ‘ChangeSjef Gerritse – Chamberlain of the BallroomSkwiknibble Mouldeye – Snotling ExtraordinaireSolomon Ritske – Independent Torturer‘Sweaty’ Olaf – InnkeeperSybo Haan – Consulting WizardThadrin Thadrinson – Scholar and Houseguest at Wilhelm

Page 295: 102678424 the Marienburg Project

Appendix II: Inhabitants of Marienburg

Marienburg: The Greatest Port in the Old World

Rotkopf’sThat Thijsson – Prize Pit Fighter and Acolyte of KhorneTheodorus Fransen – Night Porter at Baron Henryk’sTheophilus Graveland – Watch Commander, Suiddock DistrictThomas – Mutant OrphanThijs Modegekker – Smuggler and IdealistThirkin – Innkeeper of the Hog and GullTobias Marquandt – Protection SpecialistVenk Kataswaran – Owner of the Golden Lotus Dreaming

HouseVerlk – Guard Captain at House van OnderzoekerWaldemar Duisterjager – Witch Hunter and Knight Vigilant of

SolkanWatze Schiptoren – Lord Harbourmaster’s SecretaryWilbert Ree – Master Artisan and drug SmugglerWilhelm Hoogtoran – Watch Sergeant and League SpyWilhelm Grausbert – Interpreter at the Helmsman InnWilhelm Rotkopf – AlchemistWilhelmina Thistledown – Innkeeper and FenceWilhelmina Pleegester – Initiate of Shallya at the Edelmoed

TempleWillem Vrekmans – Wight and MiserWillibrord ‘Weird Willi’ Molendijk – Boatman and Serial KillerWim Masaryk – GhostWouter Berkhout – Prelate of Manann and Confessor of the

Stadsraad

Page 296: 102678424 the Marienburg Project

Appendix III: Expanded Alcohol Rules

Expanded Alcohol RulesMarienburg: The Greatest Port in the Old World

These optional rules regarding the effect of consuming alcoholare a slightly more complicated alternative to the ones in thecore rulebook (p. 115): When a character drinks the player mustkeep a running total of the alcohol points consumed. When thetotal of the alcohol points is divisible by the character’sToughness Bonus, a Consume Alcohol Test must be made; theTest Difficulty begins at Routine and increases by one level foreach failed test, as per the regular rules, yet there is anadditional penalty equal to the running total of alcohol points.For example, a character with Toughness 32 must make aRoutine Consume Alcohol Test at -3 when 3 alcohol points havebeen consumed, producing a base chance of 39% (32 +10 forRoutine difficulty -3 alcohol points) of the test succeeding;another Toughness Test when 6 alcohol points have beenconsumed (now with a 36% chance of success - unless the firsttest failed, in which case the test is now Average, and thechance of success is reduced to 26%); and further tests at 9, 12and 15 alcohol points - and possibly at larger totals!The effect of each failed test remains exactly the same asstated in the main rulebook.

Alcohol Points

Ale and Beers (per Pint)A half pint has half the number of Alcohol Points

Small Beer: 1 APLocal Ale: 2 APStrong Ale: 3 APBraakbroew (Pelican’s Perch): 2 APBlozenbroew (Long Dragon): 2 APDoodehonnd Stout (Rusty Barnacle): 2APBoekbier (Long Dragon): 4 AP

Cider (per Pint)A half pint has half the number of Alcohol Points

Neerval Cider (Rusty Barnacle): 4AP

Wine (per Goblet)A bottle contains 4 Goblets worth of wine

Reik White: 1 APMousillon White: 1 APBretonnian Red: 1.5 APTilean Red: 1 AP

Spirits (per Goblet/Dram)A bottle contains 4 Goblets worth of Spirits

Imperial Brandy: 4 APBögenhafen Brandy: 4APBretonnian Brandy: 3.5 AP‘Gut rot’ Brandy (poor craftsmanship): 4APWastelander Rum: 4 APAlte Geheerentode Rum: 4 APKislevite Vodka: 4.5 APNorse Aquavit: 4.5 APLustrian Mezcal: 4 APAlbion Uisce: 5 AP

Page 297: 102678424 the Marienburg Project

Appendix IV: Contraband

ContrabandMarienburg: The Greatest Port in the Old World

An enormous range of goods moves in and out of Marienburgall the year round, and although only some of it is sufficientlyvaluable or sufficiently highly taxed to make it worthwhile tosmugglers, even so there is a wide range of contrabandavailable.If they find contraband hidden in the any of the smugglersbases, such as the Smuggler’s Caves or Haagen’s Wharf, thereis a good chance that the adventurers will try to move it out andsell it for their own profit. The prices given in the tables areguidelines only – use them as a base point for characters tryingto estimate the value of the goods, and start potentialpurchasers bargaining at around three-quarters of that level.Most merchants can only be haggled up to 100% of the valuegiven here, although it may be possible to make more by sellingthe goods in smaller lots to individual traders. Traders will startbargaining at 90% of the value given here, and will stop at 90%of the cost given the rulebook, or twice the price given here –whichever is lower.Smuggled Goods Table

Wines and Spirits

Luxury GoodsD100 Goods Cases Enc/

CaseValue/Case

01-05 Lustrian Wood Carvings D10+2 100 D10+2 Gu06-35 Tilean Leatherwork D10+10 150 20 Gu36-60 Norse Furs D10+10 120 22 Gu61-70 Kislevite Silver D10 80 75 Gu71 Sea Elf Art D10/2 100 100 Gu72-76 Cathayan Porcelain D10+8 120 20 Gu77-80 Cathayan Silk D10 100 50 Gu81-85 Arabyan Silk D10 100 35 Gu86-90 Cathayan Incense D10/2 60 25 Gu91-97 Arabyan Incense D10 60 20 Gu98-00 Nipponese Incense D10+2 60 30 Gu

D100 Goods Cases Enc/Case

Value/Case

01-20 Bretonnian Brandy D10+14 70 5 Gu21-35 Estalian Brandy D10+8 70 5 Gu 10/-36-42 Norse Aquavit D10+8 70 6 Gu43-50 Kislevite Vodka D10+2 70 6 Gu51-55 Lustrian Mezcal D10+2 70 8 Gu56-60 Albion Uisce D10+2 70 7 Gu 10/-61-65 Nipponese Saka D10 70 9 Gu66-75 Mousillon White Wine D10+20 70 4 Gu76-85 Bretonnian Red Wine D10+25 70 4 Gu 10/-86-97 Tilean Fizzy Red Wine D10+22 70 4 Gu 5/-98-00 Sea Elven White Wine D10+2 70 7 Gu

D100: Goods01-50: Wines and Spirits (roll once)51-90: Luxury Goods (roll once)91-00: Luxury Foods (roll once)

Luxury Foods

Unpleasant SubstancesReally dodgy smugglers have a 50% chance of havingUnpleasant substances from the following table rather thanfrom above.No value is given for the goods on this table, because they areillegal and hard to come by, they are worth whatever theadventurers can get for them. They are also very dangerousgoods to trade in. Quite apart from the interesting situationswhich can arise if a frozen Troll thaws out while the adventurersare trying to find a buyer, it is never a good idea to cross thesort of people who deal in this kind of thing. The adventurerswill have to be very tough or clever if they want to enjoy theprofits of their actions.

D100Goods Cases Enc/Case

Value/Case

01-60 Arabyan Spices D10 40 20 Gu61-80 Lustrian Spices D10/2 40 40 Gu81-85 Cathayan Spices D10/2 40 35 Gu86-90 Lustrian Palm-nuts D10/2 100 10 Gu91-00 Arabyan Dates D10+2 100 5 Gu

D100: Goods Enc/Case

01-10: Mummy Dust (1/4 Pint) 211-60: Illegal Drugs 3D1061-65 Goblin corpse on ice 60066-72 Orc / Beastman / Skaven corpse on ice 70073-74 Troll / Ogre corpse on ice 90075-81 Mutant corpse on ice 60082-86 Chaotic Artifact (symbol, weapon, idol, etc) Varies87-88 Body part of Chaos Champion on ice (limb,

heart, brain, etc)5

89-95 Daemon Blood (1/4 Pint) 296-98 Daemon Heart on ice 2099-00: Warpstone (1/2 Pound) 20

Page 298: 102678424 the Marienburg Project

Appendix V: Herbs

Marienburg: The Greatest Port in the Old World

HerbsMarienburg’s herbalists (such as Van Arzneier) stock variousherbs, some of which are described here:

AgurkPreparation (Prepare Poison): Challenging (-10%)If properly dried, the leaves of this plant can be used to makean infusion, that if inhaled causes shaking. The Norscans callthis herb Gysenblat and sometimes use it in their sweat houses.Effects: After Inhaling an infusion of Agurk, a character must

make an Average Toughness Test or suffer a -20% to Agilitytests for the next 1d5 Hours.

Cococo TonicPreparation (Apothecary): Challenging (-10%)This medicine originated from the exotic lands of Lustriaalthough is now also cultivated in southern Estalia. An effectivecurse for almost any disease, many herbariums and quackhouses of the have (or claim to) have the concoction for sale. Ifdrunk within an hour of being prepared, a dose of this brown,sweet liquid can be enough to suppress the effects an illness offor an entire day.Effects: Drinking a bottle of Cococo Tonic renders a character

immune to the effects of one Disease you are suffering fromfor the whole day.

Side Effect (Withdrawal): The first day after a characterstops taking Cococo Tonic, they must make a Routine(+10%) Toughness test or suffer a -10% penalty to allStrength and Agility tests.

Graveroot SoupPreparation (Herbalist): Hard (-20%)Graveroot is an uncommon herb foundgrowing in graveyards and other areassuffused with the Amethyst Wind of Magic.Among its many mystical properties, it isthe only effective cure for the disease‘Tomb Rot’.Effects: Drinking a fresh bowl of

Graveroot Soup requires a character tomake a Routine (+120%) Toughnesstest to keep the noxious substancedown. If successful, the charactergains a +20% bonus to all Toughness tests versus ‘TombRot’ and any similar diseases for the rest of the day.

JuckPreparation (Prepare Poison): Challenging (-10%)The sap of this virulent weed can be rendered down to a thickpaste, that causes itching on skin contact. As well as beingused by small boys to cause mischief, some burgher’s havebeen known to smear it on door handles or locks to discouragethieves.

Effects: Contact with this paste causes a characters skin toitch intensely for 2d10+40 minuets, which imposes a -20%penalty to all tests. While there is no Toughness test toavoid this, a successful Will Power test will halve the penaltyto -10%.

Mage LeafPreparation (none): -An important plant in the Rituals of the Jade Order of Wizards,this rare plant only grows around the great Henges that dot theremotest hills of the Empire.

Effects: Chewing on a sprig of Mage Leaf while casting a spellallows a Spell Caster to add +1 to their Casting Roll. Roll1d5 each time a Leaf is used in this way, if the result is morethan the number of Leafs already consumed, the Leaf hasno effect.

OxleafPreparation (Prepare Poison): Average (+10%)The sap of this herb can be rendered down to a fine powder,which can be dissolved in a glass of any alcoholic drink, suchas beer or wine. Anyone with an Oxleaf laced beverage maymake an Average (+0%) Perception Test to notice that theirdrink has been spiked.

Effects: After drinking a beverage laced with Oxleaf, acharacter must make an Average Toughness Test or after1d10 rounds have lapsed, they will pass out for 1d10 hoursexactly as if they had become stinking drunk.

Roasted TrinkwortPreparation (Herbalist): Very Easy

(+30%)Also known as Sober-root, or Corrylliamidamong the Elves, Trinkwort is a bitter-tasting onion like plant that grows amongthe roots of trees deep within the forestsof the Old World. Although not pleasant toeat, the bulb of this plant may be ovenroasted for several hours until it becomessoft. If consumed in this form it goessomeway to neutralising the effects of anyalcohol in the eater’s system, allowingthem to sober up.

Herb PricesHerb Price AvailabilityAgurk 1 Gu Rare (-20%)Cococo Tonic 25 Gu Rare (-20%)Graveroot Soup 20/- Scarce (-10%)Juck 1 Gu Scarce (-10%)Mage Leaf 60 Gu Very Rare (-30%)Oxleaf 5 Gu Rare (-20%)Schlafenkraut 10/- Rare (-20%)Slowmind 10 Gu Very Rare (-30%)Speckled Rustwort 8 Gu Rare (-20%)Spellwort 10 Gu Very Rare (-30%)Trinkwort Bulb 1 Gu Very Rare (-30%)Valerian 1/- Rare (-20%)Vanera 2 Gu Scarce (-10%)Vigwort 1 Gu Scarce (-10%)

Page 299: 102678424 the Marienburg Project

Appendix V: Herbs

Marienburg: The Greatest Port in the Old World

Effects: When consumed, a Roasted Trinkwort has the effectof neutralising half the number of drinks the Character hasconsumed up to that point. It has no effect on any furtherdrinks consumed.

SchlafenkrautPreparation (Prepare Poison): Easy (+20%)This herb is a popular sedative among the Cult of Morr, whoknow it as Dormifolio or ‘Dream Leaf’. Schlafenkraut Tea orMulled Wine is often taken by those who suffer from insomniaor noisy neighbours. Anyone with a Schlafenkraut lacedbeverage may make an Easy (+20%) Perception Test to noticethat their drink has been spiked.Effects: After drinking a beverage laced with Schlafenkraut, a

character must make an Average Toughness Test or after2d10+10 minutes have lapsed, they will pass out for 1d10hours exactly as if they had become stinking drunk. Notethat people using this herb in an attempt to get to sleep mayforgo the Toughness test if they wish.

SlowmindPreparation (Prepare Poison):

Challenging (-10%)This flowing plant is often found growingnear water-lilies, in and around ponds,swamps and other pools of still water. Forthose that can afford it, Doktor’s useSlowmind as a mild anaesthetic, as it dullsthe sense of those who drink it in Tea orMulled Wine. Anyone with a Slowmindlaced beverage may make an Average(+0%) Perception Test to notice that theirdrink has been spiked.Effects: After drinking a beverage laced with Slowmind, a

character must make an Average Toughness Test or suffer a-10% to both Intelligence and Will Power tests for the next2d10+4 Hours.

Speckled RustwortPreparation (Apothecary): Challenging (-10%)A rare herb found in remote mountain crannies. When dried andeaten, this flower can act as an effective cure for the Red Pox.Effects: When eaten, a victim of the red Pox (see Barony of

the Damned) reduces the day’s Toughness loss by 5%.

SpellwortPreparation (Herbalist): Challenging (-10%)Beloved of Witch Hunters, this strange plant can be made into atea that is said to be a potent ward versus the spells of Witches,second only to Raw Onion in its protection.Effects: Drinking a fresh cup of Spellwort tea grants a

character Magic Resistance (10) for 1d5 Hours. This givesthem a +10% bonus to any Will Power Test to resist theeffects of Magic and Magical Effects. This stacks with theResistance to Magic Talent (and similar racial abilities), butnot with Magic Resistance provided by other potions oritems.

Side Effect (Duration): Spell Casters who drink Tea madefrom this herb also suffer a 1d5 penalty to all their CastingRolls for the duration.

Valerian TeaPreparation (Herbalist): Routine (+10%)This dark green herb grows deep in the forests of the Old Worldand can be dried and brewed into a pungent tea with manymedicinal properties.Effects: Drinking a fresh cup of Valerian tea restores a single

Wound and grants a character a +10% Bonus to the firstTest to resist a Disease or Poison they must make thefollowing day.

VaneraPreparation (Herbalist): Routine (+10%)This thick leafy plant is naturally quite inedible, unless softenedby being soaked in brine for at least a fortnight. In the Empireand Tilea it is believed to be blessed by Verena, to ward of theintrusions of her husband Morr in his guise as the god ofdreams.Effects: Consuming a pottage of Vanera allows them to treat

the next 1d10 hours as if they were resting, regardless ofwhat activity they are actually undertaking. If the characterspends this time resting, the benefits of the rest aredoubled.

Side Effect (Aftermath): Once the primary effects ofVanera end, the character develops a splitting headacheand suffers a -10% penalty to all Intelligence and Fellowshiptests for 1d5 Hours.

VigwortPreparation (Herbalist): Average(+0%)

A flowering herb often found growing infallow fields, a glass of wine fortified withgrated Vigwort acts as a stimulant,granting a brief burst of energy followedby a prolonged period of drowsiness.Effects: Consuming a dose of Vigwort

grants a character a +10% Bonus toall Agility and Perception tests ford10+4 Minutes.

Side Effect (Aftermath): One the primary effects of Vigwortend, the Character must make a Toughness test or becomedrowsy for 1d10 Hours.

Herb Climate OutdoorSurvival

Agurk Grassland Hard (-20%)Cococo Tonic Tropical Jungle Challenging (-10%)Graveroot Graveyards Challenging (-10%)Juck Forest Challenging (-10%)Mage-Leaf Druid Henges Very Hard (-30%)Oxleaf Grassland

(Old World)Routine (+10%)

Schlafenkraut Grassland(Empire)

Hard (-20%)

Slowmind Swamp Hard (-20%)Spellwort Forest Very Hard (-30%)

Speckled Rustwort Hills Hard (-20%)Trinkwort Bulb Forest (Old World) Very Hard (-30%)Valerian Forest (Old World) Hard (-20%)Vanera Hills Challenging (-10%)Vigwort Grassland Challenging (-10%)

Page 300: 102678424 the Marienburg Project

Appendix VI: New Marienburg Careers

Marienburg: The Greatest Port in the Old World

New Marienburg Careers

Brokers are the people who do the real business of the ‘Change.Some are employed by the great merchant houses of Marienburg,while others belong to small independent forms and hire their talentsout to non-Guild traders. Brokers do everything very rapidly and veryloudly; they seem to live at twice the pace and twice the volume ofother people.

Note: If you are rolling randomly for your Starting Career, you cansubstitute Broker for Scribe with your GM’s permission.

Skills: Academic Knowledge (Law) or Lip Reading, Blather,Common Knowledge (The Wasteland), Evaluate, Haggle,Read/Write, Secret Language (Guild Tongue), Speak Language(Classical), Speak Language (any One)

Talents: Dealmaker or Lightning Reflexes, Public Speaking, Savvyor Super Numerate

Trappings: Good Craftsmanship Clothing, Dagger, Writing KitCareer Entries: Exciseman, Initiate (of Handrich), Litigant, Scribe,

StudentCareer Exits: Exciseman, Gambler, Initiate (of Handrich),

Merchant, Pamphleteer

- Broker Advance Scheme -

Main ProfileWS BS S T Ag Int WP Fel

- - - - +5% +10% +10% +10%

Secondary ProfileA W SB TB M Mag IP FP

- +2 – – – – – –

- BROKER (BASIC CAREER) -

Page 301: 102678424 the Marienburg Project

Appendix VII: Monsters of Marienburg

Marienburg: The Greatest Port in the Old World

Monsters of MarienburgWhile the following new creatures are presented in theirrelevant location entries, they have been gathered here for yourconvenience.

Enchanted RopeRoughly six feet long, and appearing as a standard thick hemprope, these items are crafted using ancient Arabyan Magic, andare rarely found in the Old World. Used for performing amusingtricks to part travellers from their gold, they also make foreffective sentries.

Skills: Concealment +10%, Dodge Blow +10%, Silent Move+20%

Talents: Night Vision, WrestlingTraits: UndeadSpecial Rules:Animated Construct: Any creature may master a rope by

making a Will Power test. Once this is successful the Ropewill serve that creature faithfully. Once a rope is mastered inthis may it may never be mastered by another, although itwill obey a second character if its master commands.

Flammable: The rituals uses to create animated ropes renderthem quite flammable. When an Enchanted Rope is with aflaming attack, any Wounds suffered are doubled. This iscalculated after any deductions for TB or Armour.

Mindless: Animated Ropes have no Will Power, Intelligence orFellowship and can never take or fail tests based on thesecharacteristics.

Not All There: Animated Ropes have an unusual anatomy.Use the Sudden death Critical Hit Rules.

Combat:Armour (none): -AP: Rope 0 (6)Weapons: none (Unarmed, 1d10+2, Special)Slaughter Margin: Routine

ShinerShiners are a type of giant amoeba (some four feet in diameter)that has evolved to live beyond the water, creeping in to dampswamp castles and half-flooded crypts. Once inside they coatsurfaces with their think oil flesh, giving them a shinyappearance (hence the name). This makes paintings, furnitureand jewellery seem more preserved and thus more valuable,drawing the curious and greedy toward them, whereupon theshiner shoots out burning acid. Humans are usually strongenough to survive the attack, but many a tomb robber with aruined face will tell you that all that glitters is not to be trusted.

Main ProfileWS BS S T Ag Int WP Fel42% 0% 50% 60% 66% - - -

Secondary ProfileA W SB TB M Mag IP FP

1 15 5 6 3 0 0 0

Skills: Concealment +20%.Special Rules:Acid Attack: As a full action, the Shiner can expel a viscous,

corrosive acid. The acid automatically hits any one targetwithin 1 yard (in the same square), dealing a damage 5 hit.If this attack hits the targets head, the target must make aChallenging (-10%) Agility Test or be blinded for 1d10rounds. Blinded Characters can only take a Half Action eachround, take a -20% penalty to all combat related (and mostother) tests and automatically fail tests relying upon sight.

Engulfing Attack: If a Shiner attacks with an appendage andinflicts 2 or more Wounds on a target, that target’s HitLocation becomes Engulfed. Engulfed characters take anautomatic Damage 4 hit each round to the affected location.If a limb is Engulfed, the character may not use it until it isfree. If the location is the head, apply the rules forSuffocation (WFRP core, p. 136.) The Shiner will onlyrelease the Engulfed body part if reduced to fewer than 4Wounds. Attacks to the Engulfed location inflict equaldamage to both the Shiner and its victim.

Mindless: Shiners have no Will Power, Intelligence orFellowship and can never take or fail tests based on thesecharacteristics.

Ooze: Shiners are amorphous blobs that are resistant tonormal attacks. Attacks upon the Shiner with normalweapons do a maximum of 1 Wound per hit. Fire, magicalweapons and spells do normal damage. All hits to a Shinerare assumed to be on the body, and Sudden Death CriticalHit rules apply. During combat, an Ooze may only takeStandard Attack, and Move actions or use their Acid Attack.Shiners are immune to Fear, Terror, poison, disease, and allspells, skills, and effects that involve manipulation ofemotions and the mind.

Combat:Armour (none): -AP: Amoeba 0 (1), and reduce normal Damage to 1.Weapons: Acid Attack (1d10+5, Special), Amorphous

Appendages (Unarmed, 1d10+2, Engulfing Attack)Slaughter Margin: Routine

Main ProfileWS BS S T Ag Int WP Fel35% 0% 22% 14% 25% - - -

Secondary ProfileA W SB TB M Mag IP FP

1 16 2 1 1 0 0 0

Page 302: 102678424 the Marienburg Project

Appendix VII: Monsters of Marienburg

Marienburg: The Greatest Port in the Old World

Undead WreckerLesser Ethereal UndeadThese foul servants of the Shark God Stromfels have risen fromthe grave to lure ships to their doom. They appear as vaguelyhumanoid shapes of blue-green light.

Skills: Charm, Common Knowledge (The Wasteland),Concealment +20%, Perception +20%, Speak Language(Reikspiel)

Talents: Night VisionTraits: Frightening, Hoverer, UndeadSpecial Rules:Bound Spell: (Bewilder, CN 8, CT Half); With a successful

Will Power test, the Undead Wrecker may attempt to castthe Bewilder spell from the Lore of Shadows as if they had aMagic Characteristic of 2. It will use this spell to try and leadits opponent’s over the edge of a cliff or into other dangers.

Ethereal: An Undead Wrecker is insubstantial and weightless.It can pass through solid objects, including walls and doors.Note that this does not give any ability to see through solidobjects, only pass through them. An Undead Wreckerpartially hidden inside an object gains a +30% bonus onConcealment Tests. An Undead Wrecker that wishes to be iscompletely silent, with no need to make Silent Move Tests.An Undead Wrecker is also immune to normal weapons,which simply pass through its body as if it wasn’t there.Daemons, spells, other ethereal creatures, and opponentsarmed with magic weapons may all injure an UndeadWrecker normally. An Undead Wrecker cannot normallyaffect the mortal world, and thus cannot damage non-ethereal opponents.

Glowing Light. The Undead Wrecker produces light as alantern.

Combat:Armour (none): -AP: Head 0 (3), Arms 0 (3), Body 0 (3), Legs 0 (3)Weapons: NoneTrappings: NoneSlaughter Margin: Easy (Imposable without a Magic

Weapon or Spells)

Main ProfileWS BS S T Ag Int WP Fel22% 0% 30% 30% 45% 31% 18% 30%

Secondary ProfileA W SB TB M Mag IP FP

1 14 3 3 6 (6) 0 0 0

Page 303: 102678424 the Marienburg Project

Appendix VIII: Magic Items

Marienburg: The Greatest Port in the Old World

Magic Items of MarienburgWhile the following Magic Items are presented in their relevantlocation entries, they have been gathered here for yourconvenience along with who current owns them.

Amulet of the Tide LordCurrent Owner: Kasper GolfliedAcademic Knowledge: TheologyPowers: Any fire based attack made upon the wearer of this

Amulet or any target within 12 yards of the wielder (friend orfoe) reduce their damage by 1d10. This automaticallyincludes all spells from the Lore of Fire and Metal, as well asmany others. If the Wearer is aboard a ship or inside abuilding, this protection covers the whole structure andeveryone within.

History: This heavy amulet was cast from bronze reclaimedfrom a sunken cannon and is set with an Aquamarine thesize of a man’s fist. It carries the fickle blessing of Manann,which ebbs and swells like the tide.

Amulet of Wild MagicCurrent Owner: Skwiknibble MouldeyeAcademic Knowledge: MagicPowers: The Wearer of the Amulet may cast any Arcane Spell

of Casting Number 5 or lower, as if they had a MagicCharacteristic of 2. The bearer must pass an IntelligenceTest upon casting a spell from the Amulet. If failed, thespells effect is reversed, usually in an embarrassing,dangerous, or comedic fashion (for example, `Calm the WildBeast' would cause Frenzy in its target, `Deathsight’ wouldrender the living invisible to the caster, `Ferment’ would turna liquid into sewerage, and `Cleansing Glow’ would causemushrooms to grow on the target). - Each time a reversedeffect occurs, the wielder must pass a second IntelligenceTest, or suffers a Minor Chaos Manifestation.

History: A gift given to the famous Elven Loremaster Yrtle, byhis Master, when he first apprenticed to learn Magic, thispowerful item is considered a toy to the great Elven Mages.Designed to test the apprentices' control over the Winds ofMagic, this Amulet can perform a great many minor magicaleffects, providing the apprentice can maintain concentrationwhen using it. Upon successfully mastering this device, theapprentice is judged worthy to be taught the most basicPetty Magicks.

Yrtle kept this device as a memento of his apprenticeship,and it was lost upon his death in the Great War AgainstChaos. During its time lost in the hands of the ChaosArmies, the effects were subtly and dangerously twisted. Tothe Humans who have wielded it since, it has seemed anerratic and dangerous device, which has ultimately causedtheir ruin.

Belt of the Blood-ReaverCurrent Owner: Adalbert HenschmannAcademic Knowledge: MagicPowers: When worn, attacks made against the wearer of this

belt have their damage reduced by 3. This reduction appliesagainst effects that normally ignore armour. However, a sideeffect of this magic prevents the wearer casting any spells(including Bound Spells), even if he has the ‘ArmouredCasting’ Talent.

History: Looted from a Norscan Marauder, this belt has alarge ornate brass buckle-plate, onto which has beenstamped the design of a skull.

Boots of FlightCurrent Owner:Durak Chubloc IIAcademic Knowledge: MagicPowers: Bound Spell (Skywalk, CN 15, CT Full); With a

successful Will Power test, the wearer may attempt to castthe Skywalk Lesser Magic spell as if they had a MagicCharacteristic of 2. Note that Skywalk is special in that itlasts for the length of time it takes to complete the FullAction Cast Action.Thus, you move as part of the castingaction, much like the way you get a touch attack as part ofcasting a touch spell. Once your Full Action is over the spellis no longer in effect, and if you are still in mid-air you will fallto the ground (you can't chain castings to skywalk longerdistances without touching the ground in between).

History: These elegant boots look to be of eastern make,possibly from Cathay or Ind. When in use they shimmer withmagical energy. Durak obtained them from the safe of aNoble residing in Middenheim.

Chaos IconCurrent Owner: The Siblinghood of Eternal LoveAcademic Knowledge: DaemonologyPowers: Each Chaos Icon has a specific Daemon bound

within it, which can only be released through a specific ritualactivity connected to it. Typical rituals often involve elementssuch as the sacrifice of innocents, self harm and hours ofceremony.

History: Among the most prestigious rewards that can begranted to a follower, and conversely the most severepunishment granted to a Daemon, these Icons are oftenfound among the forces of Chaos, particularly amongfollowers of Khorne - who lack any sorcerers to performDaemonic Summonsing. Chaos Icons are focus points fortheir god’s favour, and can be any size, shape and madeform any material. Some are incorporated into weapons orarmour, or even manifest as tattoos while others exist asaltars, standards or even columns of living flames.

Bound SpellsTo ease play, a lot of similar items have been standardisedinto ‘Bound Spells’. When using an Item to cast a BoundSpell, all the normal rules apply. Thus, if the charactermakes the Will Power check, they may then roll a numberof Casting Dice up to the amount provided by the Item tosee if the spell is cast. Spells are subject to Tzeentch’sCurse, even if they are of Divine or Witch Lore origin.Wearing Armour does not penalise casting a Bound Spell.Spell Ingredients, the Channelling Skill, the Dark MagicTalent or any other ability that would modify the casting rollor increase the amount of Casting Dice that can be rolledmay not be used on a Bound Spell.

Page 304: 102678424 the Marienburg Project

Appendix VIII: Magic Items

Marienburg: The Greatest Port in the Old World

Henschmann’s RingCurrent Owner: Adalbert HenschmannAcademic Knowledge: MagicPowers: When worn, this ring faintly glows when within six

inches of any source of Poison. Observer’s can detect thison a successful Perception Test, which is automaticallysuccessful if they are deliberately observing the ring for thispurpose.

History: This fat gold ring, set with a large green stone, hassaved its wearers from many simple but otherwise effectiveassassination attempts.

Iron AmuletCurrent Owner: Lisette LeererAcademic Knowledge: TheologyPowers: The wearer of this amulet gains Magic Resistance

(10), giving them a +10% bonus to any Will Power Test toresist the effects of Magic and Magical Effects. This stackswith the Resistance to Magic Talent (and similar racialabilities), but not with Magic Resistance provided by otherItems.

History: Crafted using one of the most secret rituals of thePriesthood of Sigmar to protect Sigmar’s Witch Hunters intheir sacred duty, this amulet uses the natural properties ofmetal to resist the effects of Magic. It is rumoured someother organisations, such as the Gold College, can craftsimilar devices.

Jade AmuletCurrent Owner: Sybo HaanAcademic Knowledge: MagickPowers: Whenever the wearer of the Amulet would restore a

Wound due to Natural Healing, they restore 1d10 woundsinstead. The Amulet must have been worn for the whole ofthe recovery period for this effect to take place. In addition,whenever this Amulet is taken off, its wearer must make anaverage Toughness Test or suffer the loss of 1d10 woundsdue to system shock.

History: This amulet was made by a former grand master ofthe Jade Order of Wizards and is fashioned of that stone. Ithas a marvellous ability to channelling healing energy intoits wearer. Sybo received this amulet from Leo, whodiscarded it after it failed to heal his affliction.

Medallion of OfficeCurrent Owner: Nieut GyngrijkAcademic Knowledge: HistoryPowers: When worn, attacks made against the wearer of this

medallion have their damage reduced by 1. This reductionapplies against effects that normally ignore armour.Additionally, the wearer of the medallion gains PoisonResistance (10), giving them a +10% bonus to anyToughness Test to resist the effects of Poison. This stackswith the Resistance to Poison Talent (and similar racialabilities), but not with Poison Resistance provided by otherItems. Finally, when worn, this medallion glows faintly greenwhen within six inches of any source of Poison. Observer’scan detect this on a successful Perception Test, which isautomatically successful if they are deliberately observingthe medallion for this purpose.

History: A wide, copper medallion, emblazoned on the frontwith the symbol of the Burgerhof, and hall-marked on theback by its Cathayan maker. The amulet is designed toprotect the wearer against the simple modes ofassassination, which political enemies might employ.

Mother’s CaneCurrent Owner: Old Mother CrumhornAcademic Knowledge: MagicPowers: Counts as a Hand Weapon with the Defensive and

Pummelling Qualities; In addition, if the Cane’s wielder is aSpell Caster, as a Half Action, they can cause any spellwithin 12 yards (6 squares) to end prematurely. Thisrequires a successful Will Power test, with a -10% penaltyper point of the original caster’s Magic Characteristic. Thishas no effect on summoned Demons, reanimated Undeador Ritual Magic of any kind. If successful, the spells casteralso suffers 1d10 damage from the magical feedback.

History: The walking stick of Old Mother Crumhorn has beenbound with several enchantments, turning it into a versatileand effective weapon.

The Po-FansCurrent Owner: Inez van OerleavenAcademic Knowledge: MagicPowers: Counts as a pair of Daggers; In addition, if wielded as

a Pair, the Daggers benefit from the Balanced, Defensive,Fast and Precise qualities and all attacks with them count asbeing poisoned with Dark Venom. However, on any roundwhere the fan’s wielder is injured in melee combat but failsto inflict any Wounds in return, the wielder must succeed ona Will Power test or the fans become inert (and function asnormal daggers) until Morrslieb next rises.

History: The Duchess acquired this pair of war-fans from asojourn in Cathay. Within them is contained a powerful andbloodthirsty spirit of war, said have been bound into the fansby the sorcerer-eunuchs of the Monkey King.

Ring of Cripple PeakCurrent Owner: Jona van HelijdenAcademic Knowledge: NecromancyPowers: Bound Spell (Hand of Dust, CN 13, CT Half); With a

successful Will Power test, the wearer may attempt to castthe Hand of Dust spell from the Lore of Necromancy as ifthey had a Magic Characteristic of 2.

History: This band of simple iron was made in the Forges ofthe Cursed Pit of Nagashizzar and contains a single deepred garnet. This ring is blessed by the diabolical will ofNagash, and its wearer can channel his ability to decay life.

Ring of Foul WardingCurrent Owner: Old Mother CrumhornAcademic Knowledge: DaemonologyPowers: Cursed Item; Anyone who tries to attack the wearer

of this ring must make an Average Will Power Test. Thosethat fail must pick another target or take a different action.However, the first time any creature puts on this ring, theyare cursed with a permanent -15% reduction to theirFellowship Characteristic (this has already been applied toOld Mother Crumhorn’s profile).

Page 305: 102678424 the Marienburg Project

Appendix VIII: Magic Items

Marienburg: The Greatest Port in the Old World

History: Fashioned to protect against those who would seekMother Crumhorn harm, this tarnished silver ring calls uponthe foul gods to protect the witch from persecution.

Ring of ShieldingCurrent Owner: Tobias MarquandtAcademic Knowledge: MagicPowers: When worn this ring summons an invisible shield of

force. The wearer of this ring in all ways counts as beingequipped with a Shield on the arm on which they arewearing the ring. Outside of combat, creatures must make aVery Hard (-30%) Perception skill test to notice thisprotection.

History: A slender ring of Elven design, this item grants thewearer protection, even though they appear un-armoured.

Robes of N’KharisCurrent Owner: Leo HaanAcademic Knowledge: NecromancyPowers: Once per day, the wearer of these robes can

transform into a vapour as a Full Action. In this form, thewearer gains the Ethereal (the wearer can only be effectedby Magic attacks but cannot attack either; see OWB or NDMfor more details) and Hoverer Traits with a Fly Speed equalto its Movement characteristic. The wearer can remain inmist form as long as he likes and change back as a FullAction. However, transforming into Mist in this way is deeplyunsettling, and each time this item is used, the wearer mustmake a Will Power test or gain an Insanity point.

History: These long ornate black robes where once the courtvestments of a long dead vizier of Nehekhara. Thecreature’s centuries of Unlife imbued a part of its essenceupon the robes upon its destruction.

Sea Bride StandardCurrent Owner: The Blades of Manann

Academic Knowledge: TheologyPowers: When the wielder of the standard causes at least one

wound, all members of Manann’s Blades within 12 yards ofhim gain the Frightening trait and gain a +1 bonus toMovement when charging or chasing after fleeing foes.

History: Known by some less favourable names in the ranks,the Sea Bride standard contains an effigy of one ofManann’s mer-brides fearsome she-beasts that imperil theunwary and drag them into the sea to drown them in itsdepths. When the smell of blood reaches the banner, itscreams and wails in an unholy and thoroughlydisconcerting fashion, exhorting those that fight beneath it tocruelty and bloodlust.

Sea Elf RingCurrent Owner: Leo HaanAcademic Knowledge: MagickPowers: When worn, attacks made against the wearer of this

ring have their damage reduced by 1. This reduction appliesagainst effects that normally ignore armour. Additionally, aspell caster using this ring as a Channelling Focus adds anextra +1 to their Casting Roll in addition to their MagicCharacteristic. A character may only use one ChannellingFocus.

History: This intricate band of woven silver and Ithilmar waslooted from the finger of a deceased Sea Elf Captain whowashed up on the Wasteland’s shores. It is engraved withintricate Elven script that glows faintly in light of Morrslieb.Should the Marienburg’s Elves become aware of this item,they will go to great lengths to return it to its rightful (Elven)owners.

Sea-Wolf’s BandCurrent Owner: Donat TuersveldAcademic Knowledge: HistoryPowers: Anyone wearing this ring is filled with stubborn

resolve. They gain a +10% Bonus to resist the effects ofFear, Terror and the Intimidation skill. However, they mustalso first pass a Will Power test before they can retreat fromcombat (this includes using the Disengage action).

History: This simple iron band never rusts and has an imageof a Wolf’s head as its signet. Tuersveld looted it from anUlric worshipping mercenary captain in the Black Gulf, whenhe went by the name Karl the Wolf.

The Shark's ToothCurrent Owner: Wouter BerkhoutAcademic Knowledge: Genealogy/HeraldryPowers: When worn by a follower of Manann, attacks made

against the wearer of the Shark's Tooth have their damagereduced by 3. This reduction applies against effects thatnormally ignore armour. Additionally, when dealing withpeople who venerate Manann, the wearer gains a +10%Bonus to Charm and Command tests. Note that most OldWorlders venerate all the gods to some degree, evenacolytes of other faiths.

History: This enormous tooth, carved with Manann's five-pointed crown and hung from a golden chain, is said to havecome from a gigantic shark sent by the evil god Stromfels toterrorise the people of Marienburg. The shark was reputedlyslain by collision with a merchant vessel, and ever since oneof its teeth has been worn as a symbol of the city's devotionto the sea god.

Sigmar’s MercyCurrent Owner: Karl AvermansAcademic Knowledge: Theology or Genealogy/ HeraldryPowers: Counts as a Best Craftsmanship Hand Weapon with

the Defensive Quality; In addition, if the wielder says a shortprayer to Sigmar (as a Half Action), the sword gains theImpact Quality for the rest of the combat. Any Demons,Mutants (Including Skaven and Beastmen) and the Undeadthat wield this sword automatically lose 1 Wound eachround, regardless of Toughness Bonus or Armour Points.

History: This sword was blessed by the Arch lector of Nulnduring the Incursion of Chaos to deliver the only mercy thatcan be given to mutants – death.

Sybo’s Ensorcelled DaggerCurrent Owner: Sybo HaanAcademic Knowledge: MagickPowers: Counts as a Best Craftsmanship Dagger with the

Defensive Quality. In addition, this dagger does anadditional Point of Damage.

History: Sybo has ensorcelled this elaborate dagger withpotent ritual magic.

Page 306: 102678424 the Marienburg Project

Appendix VIII: Magic Items

Marienburg: The Greatest Port in the Old World

Talisman of ShadowsCurrent Owner: Tobias MarquandtAcademic Knowledge: MagicPowers: Bound Spell (Shadow of Death, CN 15, CT Full); With

a successful Will Power test, the wearer may attempt to castthe Shadow of Death spell from the Lore of Shadows as ifthey had a Magic Characteristic of 2. See the ‘Realms ofSorcery’ for details of this spell.

History: A gift from a grateful Grey Magister who Marquandtkept alive, it permits the use of a minor spell of the ShadowCollege.

Trident of LeadershipCurrent Owner: Egbert HuibersAcademic Knowledge: TheologyPowers: Counts as a Halberd: In addition, the wearer gains a

+10% bonus to their Command Skill and all individualsfriendly to the wielder within 16 yards of the trident, who arecapable of seeing it, may re-roll one failed Fear or Terrortest each round.

History: This silver trident is a relic of the Great Cathedral ofMarienburg, handed down amongst those holding the rankof Master of Novices. This symbol of office reinforces theirauthority, and bolsters the resolve of those under thewielders command.

Watchful GuardCurrent Owner: Adalbert HenschmannAcademic Knowledge: MagicPowers: Counts as a Silvered Main-gauche: In addition, the

wearer may attempt to parry one attack each round, even ifnot in a parrying stance or otherwise entitled to a parry. Thisstacks with the parry provided by other means (allowing theuser to attempt to parry a maximum of two attacks eachround).

History: This enchanted off-hand dagger was looted from thebody of an Estalian duellist who had not considered its lackof use against multiple firearms.

Page 307: 102678424 the Marienburg Project

Appendix IX: Expanded Credits

Marienburg: The Greatest Port in the Old World

Expanded CreditsThe following list is in progress, and is not definitive. Nochallenge to copyright intended.

Primary Sources‘The Black Industries Website’

‘The Marienburg Project Website’

‘Warhammer Fantasy Roleplay Errata: Version 12’

‘Death's Messenger’ by Sandy Mitchell‘A Murder in Marienburg’ by David Bishop‘A Massacre in Marienburg’ by David Bishop‘Red Thirst: The Song’ by Stephen Baxter‘Tales of the Old World: The Man who Stabbed Luther van

Groot’ by Sandy Mitchell‘Wolf Riders: The Tilean Rat’ by Sandy Mitchell‘White Dwarf 118: Marienburg’ by Anthony Regan and Graham

Davis‘White Dwarf 119: Marienburg’ by Anthony Regan and Graham

Davis‘White Dwarf 120: Marienburg’ by Anthony Regan and

Graham Davis‘White Dwarf 120: Wolf Riders’ by William King and Andy

Warwick‘White Dwarf 121: Marienburg’ by Graham Davis and Anthony

Regan‘White Dwarf 126: Marienburg’ by Ken Walton, Claus Ekstrom,

Graham Davis and Anthony Ragan‘White Dwarf 128: Marienburg’ by Graeme Davis and Richard

Laing‘White Dwarf 133: Marienburg’ by Graeme Davis‘White Dwarf 135: Marienburg’ by Graeme Davis‘Marienburg: Sold down the River’ by Anthony Ragan‘The Dying of the Light: Error of the Moon’ by Andrew Rilstone

and James Wallis‘The Dying of the Light: When Darkness Falls’ by Andrew

Rilstone‘Hogwash 4: Bad Tidings’ by James Wallis‘The Thousand Thrones: The Call of Chaos’ by Simon Crowe,

Adam Flynn and Robert J Schwalb‘Lure of Power/ Liber Ecstatica’ by Owen Barnes, Daniel Lovat

Clark, Chris Gerber, Andrew Hoare and Ian Robinson‘Omens of War/Liber Carnagia’ by Dave Allen, Daniel Lovat

Clark, Graham Davey, Chris Gerber, Clive Oldfield and IanRobinson

‘Signs of Faith/Liber Infectus’ by Dave Allen, Daniel LovatClark, Jay Little, Clive Oldfield and Dylan Owen

‘Warpstone 9: Once upon a time in Marienburg’ by John Foody‘Warpstone 9: The Templars of Manann’ by Anthony Ragan‘Warpstone 9: Whaling in Marienburg’ by John Foody‘Warpstone 14: Marienburg Revisited’ by Alfred Nuñez with

additional Material by Anthony Ragan and John Foody‘Warpstone 20: Manniocs-Quinsh’ By Thomas Larue‘Warpstone 22: Don’t look Now’ by Clive Oldfield‘Warpstone 23: Conspiracy’ by Alfred Nuñez‘Warpstone 24: Conspiracy’ by Alfred Nuñez

‘Warpstone 26: Conspiracy’ by Alfred Nuñez‘Warpstone: Conspiracy – Additional Material’ by Alfred

Nuñez‘Australian Realms 7: Sea Elf Characters’ by Colin Taber‘Tamurkhan: Throne of Chaos’ by Adam Bligh‘Warhammer: Vampire Counts (2008)‘, by Gav Thorpe‘Warhammer: Return to the Vampire Coast’ by Stuart

Mackaness

Credits by LocationD11: The Rat and Pipe InnAuthor UnknownPublished in ‘The Black Industries Website’

D21: The Jolly BoatmanBy Simon Crowe, Adam Flynn and Robert J SchwalbPublished in ‘The Black Industries Website’ and ‘The Thousand

Thrones: The Call of Chaos’

D22: Adolph’s Fine Clothing EmporiumBy Simon Crowe, Adam Flynn and Robert J SchwalbPublished in ‘The Black Industries Website’ and ‘The Thousand

Thrones: The Call of Chaos’

D29: The Chapel of ShallyaBy Alfred NuñezPublished in ‘Warpstone 24: Conspiracy’ and ‘Warpstone:

Conspiracy – Additional Material’

D31: The Hound’s DenBy Simon Crowe, Adam Flynn and Robert J SchwalbPublished in ‘The Black Industries Website’ and ‘The Thousand

Thrones: The Call of Chaos’

D34: The Crab Union BuildingAuthor UnknownPublished in ‘The Black Industries Website’

D44: The Sign of the Sad FaceAuthor UnknownPublished in ‘The Black Industries Website’

EC02: The Eire’Naro MansionBy Thomas LaruePublished in ‘Warpstone 20: Manniocs-Quinsh’

EC03: Westerleer Manniocs-Quinsh BarracksBy Thomas LaruePublished in ‘Warpstone 20: Manniocs-Quinsh’

ET07: Oranjekoft Manniocs-Quinsh BarracksBy Thomas LaruePublished in ‘Warpstone 20: Manniocs-Quinsh’

ET18: Geldren Manniocs-Quinsh BarracksBy Thomas LaruePublished in ‘Warpstone 20: Manniocs-Quinsh’

GB08: Marquandt’s EscortsBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

Page 308: 102678424 the Marienburg Project

Appendix IX: Expanded Credits

Marienburg: The Greatest Port in the Old World

GB09: The Prince’s RestBy Anthony Ragan with additional material by Jack

WisehammerPublished in ‘The Black Industries Website’ , ‘Marienburg: Sold

Down the River’ and ‘The Marienburg Project Website’

GB21: House van de KuypersBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

GB30: Oliver Bonner, Scents and BalmsBy Jack WisehammerPublished in ‘The Marienburg Project Website’

GB31: The Bosphorus ClubBy Jack WisehammerPublished in ‘The Marienburg Project Website’

GB33: House van HaagenBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GB38: The Brotherhood and the Knights of PurityBy Alfred Nuñez, updated by Stuart KerriganPublished in ‘The Black Industries Website’ and ‘Warpstone 14:

Marienburg Revisited’

GB44: Ree’s Wax Museum and StudioBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GB47: The Aardbol TheatreBy Jack WisehammerPublished in ‘The Marienburg Project Website’

GB48: Sign of the Brush and GullBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GB49: The Goat and StoatBy Alexander J Bateman and Jack WisehammerPublished in ‘The Marienburg Project Website’

GB60: Van Reeveldt’s BoatbuildersBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GB72: The der Kwick ResidenceBy John Foody, updated by Stuart KerriganPublished in ‘Warpstone 9: Once Upon a Time in Marienburg’

GV02: Arkat Fooger’s Counting HouseBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GV08: Rosal Krantz, Astrological Readings andPredictions

By Alexander J Bateman, Andrew Rilstone and James WallisPublished in ‘The Dying of the Light: Error of the Moon’

GV11: The Red Cock InnBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GV12: Delftgruber and Son, Ship’s ChandlersBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GV13: Sybo’s Mystic EmporiumBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GV31: House van OnderzoekerBy Anthony Ragan with additional material by John Foody and

Alfred Nunez, updated by Stuart KerriganPublished in ‘Marienburg: Sold Down the River’ and

‘Warpstone 9: Once Upon a Time in Marienburg’

GV42: Doktor Anders Vesalion, PhysicianBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

GV44: Groenewoud’s Fine MeatsBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

GV52: Esmeralda’s ApronBy Alexander J Bateman (based upon material by Stephen

Baxter and Sandy Mitchell) with additional material by AndyWarwick

Published in ‘The Black Industries Website’ and ‘White Dwarf

120: Wolf Riders’

HM03: The Moneda di’PlataBy Jack WisehammerPublished in ‘The Marienburg Project Website’

K08: Dmitri’s ApothecaryBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

K10: Three Guilders EmporiumBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

K12: Cattail KanalBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

K14: Gertrude van Sants, SurgeonBy Stuart KerriganK22: Koester’s Boarding HouseBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

Page 309: 102678424 the Marienburg Project

Appendix IX: Expanded Credits

Marienburg: The Greatest Port in the Old World

K24: Tarnopol’s Clock TowerBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

K63: The Rusty BarnacleBy Steve MossPublished in ‘Timcon Fanzine #3’K91: Heiligdom, The Shallyan Asylum of BlessedRest

By Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

KD01: Deedesveld GraveyardBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

KD02: Sexton’s CottageBy Anthony Ragan and Author UnknownPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

KD03: Chapel to MorrAuthor UnknownPublished in ‘The Black Industries Website’

KD04: Sailor’s MemorialAuthor UnknownPublished in ‘The Black Industries Website’

KD05: Van der Voers VaultAuthor UnknownPublished in ‘The Black Industries Website’

KD06: Tomb of Karl AvermansAuthor UnknownPublished in ‘The Black Industries Website’

KD07: The Paupers’ VaultAuthor UnknownPublished in ‘The Black Industries Website’

KD08: The Miser’s GraveAuthor UnknownPublished in ‘The Black Industries Website’

KD12: Smuggler’s CavesAuthor UnknownPublished in ‘The Black Industries Website’

KM12: The Red Maids of VerenaBy Clive OldfieldPublished in ‘Warpstone 22: Don’t look Now’

KR05: The DaankkanaalBy Clive OldfieldPublished in ‘Warpstone 22: Don’t look Now’

N32: The Marienburg Trading CompanyBy Stuart MackanessPublished in ‘Warhammer: Return to the Vampire Coast’

OM02: The Temple of MorrBy Alfred NuñezPublished in ‘The Black Industries Website’ and ‘Warpstone 23:

Conspiracy’

P01: The MariuspleinBy Andrew Rilstone and James WallisPublished in ‘The Black Industries Website’, ‘The Dying of the

Light: Error of the Moon’ and ‘Hogwash 4: Bad Tidings’P02: The New PalaceBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

P04: The StadsraadBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

P09: The Honourable Company of Lamplighters andWatchmen

By Anthony Ragan with additional material by Simon Crowe,Adam Flynn and Robert J Schwalb, updated by StuartKerrigan

Published in ‘The Black Industries Website’, ‘Marienburg: SoldDown the River’ and ‘The Thousand Thrones: The Call ofChaos’

P10: The Fog WalkersBy Anthony Ragan with additional material by John Foody,

updated by Stuart KerriganPublished in ‘Marienburg: Sold Down the River’ and

‘Warpstone 9: Once Upon a Time in Marienburg’

P11: The Temple of ManannBy Alexander J Bateman (based on material in ‘Marienburg:

Sold down the River’ and ‘The Dying of the Light: Error ofthe Moon’)

P34: The Gull and TridentBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

P66: Embassy RowBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

R01: Rijker’s Isle FortressBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

R02: De KasteelBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

R03: The Hopeful TowerBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

Page 310: 102678424 the Marienburg Project

Appendix IX: Expanded Credits

Marienburg: The Greatest Port in the Old World

R04: The Cell BlocksBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

SB07: The Suiddock TempleBy Anthony Regan and Graham DavisPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White Dwarf 120: Marienburg’

SB12: The Pelican’s PerchBy Anthony Regan and Graham Davis, with additional material

by John FoodyPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White Dwarf 118: Marienburg’

SB25: Suiddock Watch Station, Number OneBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

SB26: The Channel RatsBy Anthony Regan and Graham DavisPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White Dwarf 120: Marienburg’

SB27: The Rivermen’s AssociationBy Graham Davis and Anthony ReganPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White Dwarf 121: Marienburg’

SB35: The HelmsmanBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SB36: The Whaler’s ShrineBy John FoodyPublished in ‘Warpstone 9: Whaling in Marienburg’

SH01: The Hoogbrug BridgeAuthor Unknown, additional material by Sandy MitchellPublished in ‘Black Industries Website’ and ‘Death’s City’SH03: The Marienburg Secretariat for Trade EquityBy Alfred NuñezPublished in ‘The Black Industries Website’, ‘Warpstone:

Marienburg Revisited’ and ‘Warpstone: Conspiracy –Additional Material’

SH04: The Wasteland Import-Export ExchangeBy Graham Davis and Anthony ReganPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White Dwarf 121: Marienburg’

SH09: Harupz’s Tobacco ShopBy Andrew RilstonePublished in ‘The Dying of the Light: When Darkness Falls’

SH17: Carlosa di’Salsa, Wine & Olive Oil ImporterBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SH18: Jools Tweed’s Bun ShopBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SH26: Marie-Anne, Bretonnian ChocolatierBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SL06: Potion SquareBy Ken Walton, Claus Ekstrom, Graham Davis and Anthony

Ragan, with additional material by Alfred NuñezPublished in ‘The Black Industries Website’ and ‘White Dwarf

126: Marienburg’

SL07: Suiddock Watch Station, Number FourBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

133: Marienburg’

SL08: Doktor Markus PuttlangsBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

133: Marienburg’

SL09: Van Arzneier’s FloracopoeiaBy Claus Ekstrom and Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

126: Marienburg’

SL10: The Edelmoed TempleBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘White Dwarf

126: Marienburg’

SL11: Kluger’s EmporiumBy Graeme Davis and Richard LaingPublished in ‘The Black Industries Website’ and ‘White Dwarf

128: Marienburg’

SL12: Wilhelm Rotkopf, AlchemistBy Graeme Davis and Richard LaingPublished in ‘The Black Industries Website’ and ‘White Dwarf

128: Marienburg’

SL13: Lisette’s Leather GoodsBy Graeme Davis and Richard Laing (based upon material in

‘Wolf Riders: The Tilean Rat’)Published in ‘The Black Industries Website’ and ‘White Dwarf

128: Marienburg’

SL14: The Orphanage of Saint RuthaBy Ken Walton and Anthony RaganPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White White Dwarf 126: Marienburg’

SL15: Jerimias QualkBy Michael Congreve and Graeme DavisPublished in ‘The Black Industries Website’

SL16: Old Mother Crumhorn’s ApothecaryBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

133: Marienburg’

SL17: Hassan’sBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

135: Marienburg’

Page 311: 102678424 the Marienburg Project

Appendix IX: Expanded Credits

Marienburg: The Greatest Port in the Old World

SL18: The Long DragonBy Michael Congreve, Paul Adler and Graeme DavisPublished in ‘The Black Industries Website’

SL19: Dagblad’s Wholesale LeathersBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

135: Marienburg’

SL20: Sign of the QuillBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

135: Marienburg’

SL21: Droevigger’s Funeral ServicesBy Graeme DavisPublished in ‘The Black Industries Website’ and ‘Apocrypha

Now 2: Droevigger’s Funeral Emporium’

SL23: Loewijer’s TanneryBy Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

135: Marienburg’

SL25: The Suiddock Watch BarracksBy Anthony Ragan and Alfred NuñezPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘Warpstone: Marienburg Revisited’

SL43: The House of MasksBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SL44: The New InnBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SL45: Armitage BooksBy Alfred NuñezPublished in ‘Warpstone 24: Conspiracy’ and ‘Warpstone:

Conspiracy – Additional Material’

SL75: The Draaienbrug Swing BridgeAdditional material by Sandy MitchellPublished in ‘Black Industries Website’ and ‘Death’s City’SL77: The Shipwrecked TavernBy Alfred NuñezPublished in ‘Warpstone 23: Conspiracy’ and ‘Warpstone:

Conspiracy – Additional Material’

SL78: Old Man Houder’s Boarding HouseBy Alfred NuñezPublished in ‘Warpstone 23: Conspiracy’ and ‘Warpstone:

Conspiracy – Additional Material’

SN07: The Golden HarpoonBy John FoodyPublished in ‘Warpstone 9: Whaling in Marienburg’

SR05: The Honourable Guild of Stevedores andTeamsters

By Anthony Regan and Graham DavisPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘White Dwarf 120: Marienburg’

SR10: Haagen’s WharfBy Anthony Regan and Graham DavisPublished in ‘The Black Industries Website’ and ‘White Dwarf

120: Marienburg’

SR19: Three Penny BridgeBy Alexander J Bateman, with additional material by David

BishopPublished in ‘A Murder in Marienburg’

SR20: Red Lantern CanalBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SR21: The Golden Lotus Dreaming HouseBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

SR30: Monnik’s Pit Fighter SchoolBy Alexander J Bateman (based upon material by Graham

Davies and content in ‘Liber Carnagia’)

SR33: The Marienburg Gentleman’s ClubBy Anthony Ragan and Alfred Nuñez with additional material by

John Foody, updated by Stuart KerriganPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’, ‘Warpstone 9: Once Upon a Time inMarienburg’ and ‘Warpstone: Marienburg Revisited’

SR34: The League of Gentlemen EntrepreneursBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

SR42: The Forgotten WellBy Anthony RaganPublished in ‘Marienburg: Sold Down the River’

SS16: The Moonbeam InnBy Steven Kerrigan, with additional material by Alfred NuñezSS19: The Brotherhood of Seamen and PilotsBy Graham Davis and Anthony Regan with additional material

by Alfred NuñezPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’, ‘White Dwarf 121: Marienburg’ and‘Warpstone: Conspiracy – Additional Material’

SS27: Crispijn’s JewellersBy Jack WisehammerPublished in ‘The Marienburg Project Website’

SS28: The Guilder’s ArmsBy Jack Wisehammer with additional material by Gav ThorpePublished in ‘The Marienburg Project Website’ and

‘Warhammer: Vampire Counts (2008)’

SB31: Beatrice’s FlophouseBy John FoodyPublished in ‘Warpstone 9: Once upon a time in Marienburg’

T12: Physiker’s and Barber’s CollegeBy Clive Oldfield, with additional material by Steve Darlington

and Anthony RaganPublished in ‘Warpstone 22: Don’t look Now’

Page 312: 102678424 the Marienburg Project

Appendix IX: Expanded Credits

T21: The Cathedral of Shallya and Great HospitalBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

T22: Baron Henryk’s College of Navigation and SeaMagicks

By Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

T24: The Institute for Botanical ResearchBy Jack WisehammerPublished in ‘The Marienburg Project Website’

T29: The Tempelwijk Watch BarracksBy Alexander J Bateman and Alfred Nuñez, with additional

material by David BishopPublished in ‘Warpstone 23: Conspiracy’ and ‘A Massacre in

Marienburg’

T31: The Mad Monkey InnBy Jack WisehammerPublished in ‘The Marienburg Project Website’

T32: The Wasteland Geographical SocietyBy Jack WisehammerPublished in ‘The Marienburg Project Website’

T41: The Temple of Myrmidia di MariBy Anthony RaganPublished in ‘The Black Industries Website’ and ‘Marienburg:

Sold Down the River’

T51: The Cathedral of Verena and the Great LibraryBy Anthony Ragan with additional material by Alfred Nunez and

Sandy MitchellPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’, ‘Warpstone: Conspiracy – AdditionalMaterial’ and ‘Death's Messenger’

T61: The Temple of HaendrykBy Anthony Ragan with additional material by Sandy MitchellPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘Death's Messenger’

T71: The Cathedral of ManannBy Anthony RaganPublished in ‘The Black Industries Website’, ‘Marienburg: Sold

Down the River’ and ‘Warpstone 9: The Templars of

Manann’

T72: Manann’s MarketBy Alexander J Bateman (based upon material in ‘Signs of

Faith’) with additional material by Adam Bligh

Published in ‘Tamurkhan: Throne of Chaos’V01: The Vloedmuur - City WallsAuthor UnknownPublished in ‘The Black Industries Website’

V03: The Westenpoort GateAuthor UnknownPublished in ‘The Black Industries Website’

V05: The Lighthouse of ManannBy Alexander J Bateman (based upon material in ‘White Dwarf

118: Marienburg’)VK02: The Hog and Gull

Author Unknown

W08: Winkelmarkt Watch HouseAuthor Unknown, with additional material by Sandy MitchellPublished in ‘The Black Industries Website’ and ‘Death's

Messenger’

W20: The Blind EyeAuthor Unknown, with additional material by Sandy MitchellPublished in ‘The Black Industries Website’ and ‘Death's

Messenger’

W39: The Dancing PirateAuthor Unknown, with additional material by Sandy MitchellPublished in ‘The Black Industries Website’ and ‘Death's

Messenger’

W40: Tilman’s CobblersAuthor Unknown, with additional material by Sandy MitchellPublished in ‘The Black Industries Website’ and ‘Death's

Messenger’

Marienburg: The Greatest Port in the Old World

Page 313: 102678424 the Marienburg Project

Disclaimer and Information.

This is basically a document for the 2nd Edition Warhammer Fantasy Roleplay game I am currently running, compiling all theavailable Marienburg material into one document.This is mainly based upon the Marienburg information placed on the now defunct Black Industries site, with other Fan material fromthe old Marienburg Project site, plus my own jottings.This document is not particularly pretty, its formatted so I can update it with more material and is not any where close to ‘finished’.This is also why there are no page numbers.Note changes have been made to the material to make it fit my interpretation of the background and also to try and removecontradictions, inconsistencies and various other issues. These are probably minor.

Version 1.2.7 - Revision Date: 20/09/12

This document Contains around 139 detailed locations and 189 detailed NPCs (although to be fair, 1 is a pelican)

Page 314: 102678424 the Marienburg Project

Marienburg: The Greatest Port in the Old World

This is a list of anchor’s for articals that are yet to be written,but have already been assigned an ‘offical’ raference code.Basically, if you have ended up on these pages via hyperlink,you’re out of luck. Items in bold and marked with a * indicate Ihave information to add to the pdf, I just haven’t done it yet.

D11a: Aalbert BrechtD21a: Hans KleinhopperD23: Reinier’s RopeD23a: Reinier FokkesD23b: Titus FokkesEB01: The Three of a Kind Casino*EB01a: Trancas Quendalmanliyë*EB03: Gift of Tongues Translations*EB03a: Ralmoris Galielholendil*EC01: Hall of Trade*EC01a: Fidelias Cloverhill*EC02a: Tarmonagh din-Ciobahn, the Exarch of Sith

Rionnasc’namishathirEC03a: Tinuviel HopebringerEC04: The Hall of the Four WindsEC12: Priceless Friends*EC12a: Sumieren Imlordil*ET05: Race the Winds Shipyard*ET05a: Urdithriel Imraholen*ET05b: MordaggET07a: Urdianel KallarialET18a: Eairmen FoamstriderET18b: Kaillista Soltarhen’Radil*GB07: The Jeweller’s AssociationGB07b: Paulus EdelsteenGB08b: Velma RuttenGB09a: Rudolph AasenbergGB21: House van de Kuypers*GB21a: Jaan van de Kuypers, DirectorGB33a: Crispijn van HaagenGB46b: Willibrord MengelbergGB57: The Seagull and SpittoonGB57a: Jacques PottageGV31a: Thijs “the Lesser”*GV43: Luitpold Rheden’s Custom FirearmsH12a: Artur DagbladK13: The Zanderveldt MarketK91a: Sister Monica AardenK91b: Sister Katja FaasenK91c: Sister LiseOM21: The Temple of Sigmar (Reformed)OM21a: Arch-Lector Andries van Aperen of Marienburg, Cult of

Sigmar (Reformed)OM24: The Emperor’s RestP02a: Staadtholder van RaemerswijkP03: Tivolo GardensP05: Office of Clerks

References that go no-where

P06: Civic OfficesP07: City Records OfficeP07a: Gustav Anderson*P08: High CourtP09a: General Escottus van Haaring, Watch CommandantP10: State DocksP23: The Alderman's AlehouseP23e: Sander van Okker*SB14: The Whaler’s ReturnSB17b: Borgoth the OgreSH03f: Jan OmkoopSH03h: Konraad van Goot, Magistrate of the ExciseSL25d: Brokk Strongfist*SL28a: Edvard van GeneeserSL29: Makreel the MoneylenderSL29a: Frans MackreelSL33a: Edvard StrattnerSL42: Leatherworker’s GuildSL42a: Stefan RuwhandSR09: The Lighthouse InnSR27a: Ruud VilagerSR30a: Sander MonnikSR32a: Mats GeneezerSS14: Bruno Snijerman’s CarpentrySS14a: Bruno SnijermansSS16a: Odo ReierSS22a: Matteus PijkT21a: Sister Anneloes van de Maarel, High Priestess of ShallyaT51a: Leontine Tolenaar, Chief Priest of VerenaT61a: Simon Goudenkruin, Arch-Priest of HaendrykT71a: Camille Dauphina, Matriarch of Manann

StubsThe following items are ‘Stubs’ and could use filling out.

D21: The Jolly BoatmanET07: Oranjekoft Manniocs-Quinsh BarracksGB33: House van HaagenKD03: Chapel to MorrKD05: Van der Voers VaultP01: The MariuspleinP08: Watch HeadquartersSH01: The Hoogbrug BridgeSL75: The Draaienbrug Swing BridgeT72: Manann’s MarketV01: The Vloedmuur - City WallsV03: The Westenpoort GateW08: Winkelmarkt Watch HouseW20: The Blind EyeW39: The Dancing PirateW40: Tilman’s Cobblers

Page 315: 102678424 the Marienburg Project

VK03: The van de Ploeg Boarding HouseW19: Winklemarkt Watch Barracks

Required Place ReferencesCurrenty Mentioned but awaiting an Anchor.

Academy of Drinkers & DuellistsChristiaan van Marrewijk, Artefacts and AntiquesHalfling RowHigh CouncilHouse van den NijmenkMarcellus van Walsum’s Private BankMarienburg Merchant FleetMerchants’ AssociationNeiderbrug bridge*The Board of Public HealthThe DirectorateThe ExciseThe Flying SwanThe Gull and the MermaidThe Marienburg Fine Art GalleryThe Merchant’s GuildThe Peddler’s GuildThe VrijbondD##: the Berkenhare HostelGB##: Four Seasons ChangeGB##: House RothmuurGB##: House van den MijmenkGB##: House von RaemerswijkGV##: The Cult of LamehkGV##: Doktor Gunther Flemisch, PhysicianGV##: Hændryk’s BeautiesGV##: Three Wave TavernH##: House den EuweKR##: Benito’s Butchery*KW##: Emmanelle Dalle’sOW##: House de Roelef*P##: The Drowning BargeP##: The Goffman ResidenceN##: Net and AnchorN##: The Grounded ClipperSB##: Universell Exportieren*SB##: Vladivar Vodka DistillerySH##: Brobbel and SonSH##: Southlands ExplorationSH##: White Shoal CaféSN##: Hakkeling’s Shield-menSN##: Ho Kong’s*SR##: Fisherman’s StepsSR##: Harald’s Curios*SR##: The Twin NymphsT##: The AesthetesT##: The Old Temple of SigmarT##: The Pen and Sword TavernT##: The Quill and InkT##: The Rainbow FlamesT##: Star Chamber

V##: Oostenpoort GateV##: Strompoort Gate

Required Individual ReferencesCurrenty Mentioned but awaiting an Anchor.

Abram CobbiusAdmiral Klaus van der DonkerwasserAlbertusAlicia LouterAnetta van KlausnerArtur DagbladAstrid von NimlsheimBaron von Heinsoo, Imperial AmbassadorBeateBenito Arlisconi GattiBertholdtBrother Kenrol Stonius, Chief Judge of the High CourtCrispijn BezemerDirector den EuweDreeg and FeeDumo PasternakEgbert the blacksmith/bodyguardGaaff Tapijtschap, BakerGuan Lo FatHelgaJaan van de KuypersJan, Former Major-DomoJolle Rietdijk, DoktorKlaus RatholdLeo van HaagenLodewijck BreedveldMarcel MousilladeMartinus BrobbelMaster of AcolytesMiguelito NuñezPierre ChriacPieter MalenpadProfessor AaldbrughRoel SuijkerRoenekaat FoogerSalaman SinghSilvia Modegekker (Heiligdom Inmate)Sister Anneloes van de MaarelSjef Huisman“Slick” WilliThe Vile PrinceTimotheus KogeveenTobias BaasTobias van Neefvan den Nijmenks, DirectorVincent van Prim, LieutenantWaltonius Joken “Goldbeard” FoogerWillem Eendenmossel, the Marienburg Giant*

Marienburg: The Greatest Port in the Old World

Page 316: 102678424 the Marienburg Project
Page 317: 102678424 the Marienburg Project
Page 318: 102678424 the Marienburg Project