Friday, 16 March 2018

Chapter 2: Getting your feet wet!



The next few days Jormund, Goran and Ras were getting acquainted with the district of Kruiersmuur. Some time was spent near the Temple of Shallya, Heiligdom, observing the cave that they had discovered a few days earlier. It seemed that the entrance was reasonable camouflaged by a few small boats that were blocking line of sight to the entrance at low tide.
Sweaty Olaf

They also had a look around the ruin of Jormund former pub. A few attempts were made to figure out if anyone knew who could have been responsible for this, with mixed results. a lot of the locals seemed reluctant or afraid to talk, others more or less indicated that it was Jormund's fault. If he had paid for the 'insurance', his inn would have been fine.

After the purchase of a fine wooden lantern (...), they made their way back to the Rusty Barnacle. After discussing what they had done with him, they inquired if Sweaty Olaf knew a certain "Willem", a name they picked up in one of the stores near the burnt down inn. Olaf claimed he didn't know him, but also pointed out that that area was the territory of a different crew.

He informed them that Rikkert had a job for them, and that they should be present in the inn that night, with their gear.
Later that evening he met them there, explaining he needed to hire a few men to take out a few guards of a Bretonnian ship. Their job was to clear the decks, after part of the guards had left the ship. They agreed and made their way to the dock where they had met Olaf a few days earlier. 
Rikkert Bot
This time, a rowboat was waiting for them, and Rikkert indicated to make their way to the west, keeping close to the Southbank. Once opposite Stoessel, to tols Rad, who was doing the rowing, to pull aside. He pointed to a ship, the 'Demoiselle Verte' on the other side of the river.

They laid low for a while, until they saw a large rowboat leave with 6 or so guards. Rikkert gave the all clear for them to move towards the ship. At that stage, they had noticed a large canvas bag underneath Rikkert's bench. He hadn't mentioned it, and they didn't ask any questions. 

Once they had pulled along the ship, they waited for a moment until none of the remaining guards were close, and climbed up, leaving Rikkert and the bag behind. It didn't take long before a fight broke out, and within minutes the three guards on the upper decks were killed, one by a dead-eye shot from Jormund, seconds after the guard had put bolt into Ras' neck, almost killing him. They moved into the captain's quarters where a firefight between Ras with his blunderbus and the leader of the guards wielding his pistol resulted in destruction of most of the crockery on the Captains table. Before the gunsmoke cleared, Goran and Jormund stormed in to finish the brawl with a bit of old fashioned chopping.

The Demoiselle Vert
Then, it went silent. They made their way through the other cabins, not finding anything interesting. Eventually the made their way down to the lower deck, where they found two more guards hiding. After a bit of yelling back and forth, the guards saw it was useless to resist and surrendered.

Ras notified Rikkert that the job was done and was instructed to help pull the bag up onto the deck, after which Rikkert instructed them to take it into the main hold and empty the bag there. He also pointed out that he had no intention to leave two living guards below, so if they could kindly take care of that as well, they would be on their way shortly. After this he made his way into the captain's quarters.

In the hold, they found the body of a man, killed in a fight, stab wounds in his back and chest. They created a bit of a set-up that made it look like the two guards below deck had killed the man. At that stage they heard a thumping sound further in the hole. 

Inspection of the cargo revealed a wooden partition behind some crates, with a metal reinforced door. Opening it, they found four women and a group of children hogtied and gagged. Rikkert wasn't keen on getting involved, pointing out that things like this happened on a daily base, and that it was wiser to get moving, but the other were less inclined to do so. Rikkert made clear that if they wanted to be the heroes and free these slaves, they would have to wait for the other guards to come back, as there was no way to get everyone in their smaller rowboat in one single trip.

An ambush was set up and in a very short time the group was able to kill the other guards, without damaging the cargo they were returning to the Bretonnian ship: a boat full of tied up children. All of these slaves-to-be were distributed over the two rowboats, and a discussion took place about what to do with them. The women were 2 merchants wives from Nuln, who's coach had been held up, after which they were taken prisoner, as well as 2 local prostitutes. The children found in the ship were all Wastelanders, their parent's killed on the road or they themselves kidnapped from their houses. The newly arrived kids were locals, but our group didn't seem too interested in them. A few ideas were swapped, like keeping the Nuln woman as hostages and release them for a ransom, or to use the children to set up their own group of pickpockets, but in the end Goran settled to let the women go back to Nuln; the prostitutes owing them a favour, and would take care of the Wasteland children; and the local children were left at the nearest watch post, tied to the front door.

Rikkert left all of them with a relatively filled purse, and a slightly bitter taste in their mouths. apart from Ras, who spent quite some time inspecting his newly acquired cutlass and pistol, while haggling with Sweaty Olaf over docking fees for his new rowboat. 




Tuesday, 6 March 2018

Chapter 1: Humble beginnings

* 7th Pflugzeit, after dark *

Black Cap
The streets were dark, shadows from the dim lanterns casting vague and menacing shadows as they dances across the towering buildings that seemed to block out the sky as they overhung the cobblestone ground. The six travelers who traversed the winding paths and walkways keeping to the darkest shadows, attempted to avoid unwanted attention from the numerous eyes and ears that suffocated Marienburg. To their left they walked past the long. unadorned wall that separated Deedesveld Cemetary from the rest of the district.

The canals that flowed like a strange form of separate set of roadways caused the group to cross narrow bridges and ankle-deep water from time to time. The neighborhood was in decline, a once thriving city hub, now little more than a dwelling for the working class as most of the former glory of markets had been moving north, across the River Rijk. This area was now littered with the constant activities factions within the Tilian immigrants, all the isles of Kruiersmuur seemed to house a separate minority. To the south, a community of Brettonian decent, to the west, halflings thrived, bordering the province of Doodkanaal, where the real slums began.

As the travelers moved silently northward, towards the famous clocktower of Tarnopol, through a small alleyway. Two large and hulking shadows blocked the way. Undeterred, one of the group took charge and moved towards the shadowy figures, muttering words of authority and recognition. Within moments, the shadows had returned to the small alcoves from which they had appeared, allowing the
group to continue on their way.

Armand Santa'Ana
Passing the courtyard in front of the clock tower, another group emerged, walking two by two, the black hats, guards of the city watch, all dressed in random garb, their large, floppy black hats the only identifying feature. Attention the group had been trying to avoid, the six men disappeared into the darkest of shadows as the Black Hats continued their patrol, all silent but for the occasional murmur of discomfort from the bitter chill in the air.

As the patrol past, the six re-emerged, disappearing down another alley before arriving at the docks on the Southbank of Suiddock. The travelers came to a standstill in the shadow of a small sail barge. A hooded figure emerged from the dark, his hood clouding his face, all but a long silver beard and the faint glint of the lantern light shining in his squinted eyes. The six quickly boarded the boat. Armand looked back at Jormund, who, with a slight hesitation, took a large step to get onto the it. When he woke up yesterday morning, Armand could not have foreseen he'd be here tonight...

* 6th Pflugzeit, close to noon *

Jormund was running late. After the unfortunate loss of his family Inn, another opportunity had chosen to present itself on the northern coast of Suiddock. The short legs of the dwarf, coupled with his, at times, poor sense of direction seeing the minutes pass, his appointment disappearing further and further into the distance. A shortcut, down a back alley to save some time being his only option.
Jormund Thorekdan
As he turned a dark corner, five figures appeared in his view, four men surrounding a firth, Jormund knew what this was, a shakedown.

The four men, dressed poorly in dark clothing, surrounded a smaller man, an Estalian, his garb and accent giving him away.
“That’s a pretty sword,” one of the thugs bellowed. “Let us take care of it for you.”
“Would you like me to show you how to use it?” replied the Estalian, unafraid of the number of men around him.
“You don’t want to get hurt, kid,” spat another of the thugs, clubs and chains becoming visible in their hands.
The Estalian, Armand, wasting no time, drawing his rapier before the thugs could react and slashing at the closest man with a wild and uncontrolled lunge. Expecting the blow, the thug shifted his weight and avoided the strike that was sure to take an eye had he not moved.

Swinging back with his club, the thug struck Armand in the left arm, nearly breaking the bone. Falling to a knee under the force of the strike, Armand lunged again, still unable to make contact.
Jormund began his slow approach, keeping out of sight as the altercation in front of his was within arm’s reach. Another of the thugs swung a club at the downed Estalian, this time however missing his face by mere centimetres as the Estalian predicted the oncoming blow.

A momentary howl of agony filled the air, as one of the thugs to the rear of the Estalian had frozen, a look of terror on his face. As the three others looked at him intently, his body became limp, falling to the rocky ground, revealing the shadowed outline of a Dwarf, bloodied axe in hand.

One of the thugs lunged at the new arrival, striking down at the bald, tattooed head of the stout figure, only to have his strike blocked and the strong fist of the axe-wielder collect his chin and send him back with a violent thud.

The Estalian used the distraction as best he could, slashing at one of his attackers and made contact. However the leather vambraces of the thug proving too strong for the glancing edge of the rapier.
As Jormund approached the remaining thugs, his bloody axe leaving a trail of glistening red on the stony street, two of the thugs turned on their heels and ran. 

“Your friends have left you,” Jormand smiled at the remaining thug who had thrown his arm back as Armand had tried to remove it. “Go now or suffer as this man did, only slower.” 

Jormund’s thick accent echoed in the ears of the thug who in turn dropped his club and backed away before turning and running into the night.
Armand rose to his feet as Jormund wiped the blood from his axe, “Thank you,” Armand spoke softly, embarrassed at his inability to hold his own, “I should have had them all.”
“You’re welcome lad,” Jormand’s reply was rough, his voice showing his amusement at the Estalian’s beating,” What are you then?”

Armand, still troubled by his terrible performance, “I have been studying swordplay from two of the best in the city, I should have had them all.”
“Swordplay!” Exclaimed Jormund, “Clearly you need to keep practicing son.”

The two continued along the alley together, Jormund jabbing fun at Armand as they exchanged stories of how they came to be in the alley at the same time. Jormund, heading for the Pelican Perch Inn, Armand, with no real destination.
The two arrived at the Pelican Perch, Jormund demanding a large beer for his effort in the rescue of Armand. Taking a seat at a small table currently occupied by a dour figure, Jormand bowed his head in acknowledgement of his tardiness. Armand taking a seat at the bar, ordering for himself and Jormund bottles of ale.


Rikkert Bot
Rikkert was not a man of patience, “Don’t be late again.” The annoyance in his eyes easily spotted by not only Jormund, but anyone who cared to look. “The job is simple, easy cargo transport, sail out, take the contents of the hold, sail back, simple.”

Pointing to the Estalian at the bar, “There was an unexpected delay, he was in my way, well him and his four friends.” Jormund’s lips cracking a slight smile.
“What’s his story?” Rikkert enquired.
“Some form of Estalian Sword, not too impressive though from what I have seen.” Jormund chuckling as he spoke.
Glancing at the table, Armand could see Jormund usher him to the table, beer in hand, he obliged, placing the large stein of beer in front of Jormund.

“You need work?”, spat Rikkert to Armand. The reply coming in the motion of a small nod, 
“Be here at seven tomorrow night.

* 7th Pflugzeit, after dark *

River Sail Barge
As the six travellers boarded the barge, Jormund and Armand keeping somewhat close together at the bow of the ship, watching as the currents took hold of the ship as it made its way along the Bruenwasser canal, one of the few canals large enough to accommodate oceanfaring ships. For almost a mile, both sides of the Bruenwasser are lined with docks, warehouses, counting houses, mercantile offices, shipyards, taverns and brothels. This waterfront is Suiddock – the heart of Marienburg, and the crossroads of the world. It is said that everyone and everything that moves into and out of the Old World passes through Suiddock at some point. The hooded figure brandishing the silver beard, Olaf, was piloting the ship, his knowledge of the waterways proving vital to the navigation of the small canals and waterways. As they made their way west, the saw the shape of Vloedmuur.

* 6th Pflugzeit, around noon *
Erasmus 'Ras' Snoeck

Erasmus Snoek, known to most as Ras was a tall man, his broad chest built solely from years of pulling his ferry across the marshes. His way into Marienberg was from the south. His eyes could not draw their gaze from the Vloedmuur wall that surrounded the city, its 10-meter high barrier seemed like a mountain to Ras, having spent most of his life in the barren and flat marsh lands.
“Easy boy, we are nearly at the gate.” Thiel, the uncle of Ras placed his hand on his shoulder, “We will be inside the wall before you know it.”
“Yes uncle.” Ras replied, his eyes finally shifting to focus on the gate that lay ahead. As the small boat approached the gate, men were busy at work, men in large and floppy black hats, opening the gate for Ras and Thiel to pass through. Their destination, Kruiersmuur, the tavern known as the Rusty Barnacle.

As soon as Ras and Thiel strode inside, the portly man, Sweaty Olaf, stepped from behind the bar to welcome them. Looking around, the windows of the tavern were all boarded up, not a shred of glass to be seen. Ras and Thiel made their way to the bar, people scattered throughout the tavern keeping mostly to themselves as the two men marched through them. Sitting on a stool, a large and powerfully build man, dark hair, beard and sunken eyes that seemed to watch everyone. 
Sweaty Olaf

The large bartender usher Thiel to join him at a booth at the far end of the tavern, signalling Ras to stay at the bar as he joined the bartender, Ras stood, uncomfortable and adrift. Glancing to his left, the bearded man was staring at Ras, locking eyes for a few moments, Ras could not hold the gaze, turning away in submission. The bearded man following the direction of Ras, both looking into the booth beyond, seeing both Thiel and the barkeep pointing back at them, both of them.

The bearded man smiled and passed a beer to Ras, “I am Goran, Black Goran, if they are going to talk about us, we might as well talk about them.”
'Black' Goran
Ras let out a smile of relief, “Ras, nice to meet you Goran,” Ras taking the beer from Goran and gulping it down uncomfortably fast. “What are you doing here?”
“Just doing a few jobs for a friend,” replied Goran, “And you?”
“Same sort of thing, only for my uncle.” Ras motioned towards Thiel. “So what do you do for a living?”

Looking slightly puzzled Goran’s reply was cautious, “I am a retired Marine, but the pension doesn’t pay the bills. How about you?”
“I work the ferry, across the marshes, that’s what I do.”

Thiel called to the two men, Ras and Goran, motioning them over towards the booth. Both springing to life, joining the two occupants of the booth. “Be here at eight tomorrow night."

* 7th Pflugzeit, after dark *

Thiel Valk
As the barge made it’s way past Rijker’s Isle, the great prison island of Marienburg, Ras and Goran could not help staring at its mighty walls, housing all manner of madness within. Jormund was also curious, yet not curious enough to walk across the deck, his sea legs being new to him, he was not sure if he would walk or fall.

Armand kept his vision fixed forward, the first to spy the large cargo ship off in the distance, joined quickly by Ras who seemed more intrigued by the marsh lands between the two vessels.
Rikkert came to the side of Goran who still kept watch of the mighty walls of the prison, “Sweaty Olaf told me you have been an impressive addition over the last few jobs you did for him,  Goran. We may have more for you if everything here goes well.”

Still watching the walls of the prison as they passed by, Goran nodded briefly in response. His eyes finally shifting the large ship that was rapidly getting closer.

* 7th Pflugzeit, just before 8 at night *

The march from the Pelican Perch to the Rusty Barnacle had been easy, the sunset easing their passing as Rikkert, Armand and Jormund made good time. Pushing the door open, Rikkert immediately made his way to the round barkeep. Rikkert turned to Jormund and Armand, pointing to a large booth at the back of the room with three occupants already residing within.

Jormund wasted no time, marching off the join the booth, followed cautiously by Armand. The introductions were brief, Ras, Thiel, Goran, Armand and Jormund all explained their methods of coming to sit at the table. Ras, Goran and Thiel all giggling at the explanation of
Armand’s embarrassment. This obviously annoyed Armand, who was ready to unsheathe his blade in protest, but Rikkert silenced the table by placing large bottles of ale in front of everyone present.
“We are moving shortly, we make for the clocktower, then the boat, any questions?”


* 7th Pflugzeit, after dark *

Light flashes from a lantern aboard the aft of the large Tilian ship came into view as the barge drew closer, signalling the all clear to approach for the transition of Cargo. Within minutes, all seven of the barge’s passengers were standing along the starboard side, ready to begin unloading.

Thiel took the lead, barking orders in what seemed to be some strange negotiation before access was allowed onto the deck of the ship.
Thiel and Ras made their way across first, Goran leaving his crossbow on the barge to free both his hands. Jormund remained on the barge with Olaf and Armand to begin reloading the numerous barrels and boxes into the hold. Not deep enough for a man, however as the crates started moving onto the barge, Jormund would be the final set of hands, loading deep under the deck where standing room only applied to dwarves.

It was no small job, two hours or loading, unloading, re-positioning and dropped containers making the separation of the two vessels more than welcome. Sweat pouring from all who had done the handling of the barrels and crates, alcohol the main quantity, as for the crates, only few knew their contents.
Olaf began the journey back far more cautiously than previously. Choosing narrow and winding canals rather than open water, keeping special care not to come in close view of the scattered Black Caps patrolling shorelines and bridges.
River Sail Barge

As the barge left the Bruynwasser and entered the winding waterways of Stoessel, a strange sight came into view. The waterway was only wide enough for the barge and possible a sloop, however ahead of the barge, a sloop adrift in the current blocked the way. All seven looked at each other
cautiously, something was wrong.

Ras was the first to speak as the narrow docks along both shore lines became more prominent, “Movement on the right.”
All eyes scanned the shore, Goran, Thiel and Rikkert all moving towards the right hand side of the barge. Armand called out next, “Movement on the left.”

Jormund, and Olaf joined Armand along the left flank, waiting and watching. All members of the crew hunkered down under the railings of the barge, waiting for the ‘would-be’ ambushers to spring their trap.
The familiar sound of bow and string whispered through the air, the bolt of a crossbow slamming into the thick leather of Jormund’s left arm. With a grunt he recoiled and broke the arrow shaft clean off with the blade of his axe. A second whistle, this time Rikkert took a knee as the bolt sliced open his leg. Goran responded in kind, his crossbow returning fire to the right, the shrill scream of the target echoing along the dock.

No one wasted any time, the arrows had flown, no time to reload, enough time to disembark and launch an assault on the archers who had so brashly revealed their intentions. Thiel and Ras left across the railing, Goran in tow as he had dropped his crossbow and drawn his brutish broadsword, Rikkert following slowly, his leg causing him to limp. On the other side, Armand was first across the railing, Olaf, mighty axe in hand followed with Jormund bringing up the rear, his attempts to vault the railing comparing closely to a child trying to climb a tree with branches just out of reach.

As Ras, Goran, Thiel and Rikkert stormed the dock, one assailant lay clutching his chest, a crossbow bold protruding at a dangerous angle, four more men waited in the shadows, all sporting blades of various design. Halted briefly by the numbers in front of them, Ras, Goran, Thiel and Rikkert all launched themselves at their opposition, taking them by surprise almost as much as they had been surprised themselves by the hidden number of men on the dock.

Armand wasted no time diving at the closest attacked on the dock, another five ambushers stood waiting for their prize. Olaf also leaping at his opponent, his mighty axe cleaving the skull of the man in two. Jormund, finally over the railing also launched himself into the fray, his axe and fists swinging wildly and dangerously.

On the right bank, Ras and Goran were holding their own, the rusty marsh blade of Ras leaving him in a limp wristed attack, however his fists more than compensating, knocking a man out cold. Goran on the other hand, experienced with his blade, took the arm of his foe, the blood-soaked limb bouncing across the wooden planking. Thiel and Rikkert also fought with success driving their foes away. Those without injury fled as the tables turned, the final man swinging wildly at Ras only to be struck over the back of the head by the hilt of Goran’s sword.

The left was getting messy, Jormund was not quite as effective as he had shown to be, yet his powerful strikes still driving those before him, making them think twice before attempting to go toe-to-toe with the Dwarf. Armand also struggling, his skills with blade in hand were solid, however having only sparred with other trained swordsman, he could not help the feeling that in the real world, against mixed opponents with varied degrees of civility, his rapier would need more training than he thought. Striking one man in the biceps, thrusting clean through the muscle, he sent his opponent to the ground, screaming as the blood began to flow. Olaf continued his wild swipes with his axe, not caring who stood in his way, his ferocity proving more intimidating than any other attribute.

Witnessing their compatriots on the right bank flee, the men on the left bank also turned to run, one however was entangled, Jormund’s iron grip rapped around the man’s neck, “Where do you think you’re going.” Jormund taking pleasure in the struggling of the physical superiority he had over his victim. Armand soon joined him, the bloodied tip of the rapier he wielded was more than enough to stop the man from struggling.

The interrogation was terrifying, Ras taking the lead, playing the friend, information for leniency. Goran on the other hand played the iron fist, willing to cleave flesh from bone unless questions were answered. Armand sat in the distance, picking at his nails with his dagger, still frustrated at his performance with his blade. Jormund was the surprise in the eyes of the struggling prisoner. The answers came thick and fast after the threat of testicle removal by the hands of a dwarf. Even though the questions were answered, Jormand took the testicle anyway, leaving the man broken and howling through the gag placed in his mouth.

Two prisoners lay side by side on the ship, one missing a testicle, the other still not conscious from the blow of Goran’s strike. The enemy had launched their operation from near the base of Heiligdom, the Temple of Shallya, Goddess of Mercy and Healing, according to the information given to them. Thiel, Rikkert and Olaf all agreed that they needed to investigate.

As the tide lowered, the water revealed a cave entrance known only to few,
only visible at low tide. Possessing the knowledge of where their competition had originated, the decision was made to hunt for them another day, the cargo needed to be unloaded back in Kruiersmuur, the sooner the better.

The conversation turned to what was to happen to the two prisoners, Goran and Ras were less inclined to dispose of them, having bested them, they were no longer a threat. Thiel, Olaf and Rikkert, shrugged, looking at the newcomers to see how they would handle this situation. Jormund seemed unphased, he had broken one of them, a chance to break the second seemed more interesting than the outcome. As the group discussed at length, Armand had already begun taking his frustration and petty vengeance out on the prisoners, placing them on the railing of the barge.

The sound of the splashes causing all involved in the discussion to halt, staring at Armand who looked more angry than ashamed, “What? Were we not going to do that?” His voice plain, betraying no emotion.

* Later *

Once arrived at the dock they originally had made their way to,  the crates and barrels were unloaded smoothly, the staff of the Rusty Barnacle aiding in the distribution of all contents of the barge. Olaff insisted on finishing up by himself, sending the others back to the Rusty Barnacle.

Ras, Goran, Armand and Jormund were all ushered inside for food and drink, joined soon after by Thiel, and Rikkert.
The large bartender also approached, distributing the spoils of their actions, five gold for the job and another five for hazard pay.
Completed by a fine bottle of Estalian Brandy each, Armand’s eyes lit up at the bottle more so than the gold.
Not wanting to mince words, the bottles were opened and within an hour, the world was spinning in the heads of most occupants. The only member who seemed immune was Armand, his previous years of alcohol consumption to excessive amounts allowing him to bear witness to Ras falling off his chair and spending 20 minutes trying to walk while lying on the ground.

Also witnessing Jormund become increasingly fascinated by his own beard, inspecting it as if it were made of pure gold. Goran on the other hand had a look on his face that is usually reserved for when in the company of a paid lady. Sitting in an arm chair, Goran’s hand moved along the arm rests as though caressing the skin of a woman, his legs squirming as his face twisted and his vocal emissions sounded more attune to that of wild horses.
Whatever was happening in that chair, Armand could see that Goran was thoroughly enjoying it.

The sun was high in the morning sky when consciousness returned. Met soon after by a breakfast of meat and eggs, the four present members of the crew, Ras, Jormund, Armand and Goran all ate in silence, three of them bracing their heads in one hand.

When agreeable, Ras enquired as to Rikkert and Thiel only to find that Thiel had vanished, leaving his share of the spoils to Ras. Stunned by the news, Goran offered few words of comfort, seeing it plainly in Ras’s eyes, he had never been on his own before, this was his trial.
Goran also continued his muttering regarding going into business for himself, possibly with a crew such as the four of them, breaking free of the labour force and taking up a planning role. He had been party this work for some time, looking for his opportunity to climb the ladder of society, now he had men, three men who seemed to be good at what they do. Ras was in agreement, Armand simply shrugged, not dismissing the idea, and Jormund looked troubled, as all dwarves tend to do when faced with a decision.

In the end, they were all new to working like this together, to Ras this was a strange new world, to Goran, this was now life. Armand was simply looking for something to be a part of that aided his plight, Jormund, he needed the money.
The four shaking hands after breakfast and heading to the local armourer, the spoils of their victory needing to be fenced. The deliberation was not long, Goran leaving the armourer with leather garb covering all but his head, Ras sporting new leather pants and jacket. Jormund also trading his leather Jerkin for Jack, his arm bearing the scar of its lack of protection. Armand also look up leather as is new form of attire, his left elbow still stiff from the knock it took in the alley previously.
Returning to the Rusty Barnacle, each man had a weeks lodgings to pass, Ras on the other hand, having two weeks thanks to his uncles share. Food, drink and money in the purse, all a man could want.

For now.


Rijker's Isle

(needs map)
Known locations and landmarks:

  • none

“She's got a split personality, does Rijker's. The southern half's like any military camp, full of bustle and life. But the north court, beyond the Wall, is as barren as the Waste and nearly as quiet. Nary a sound, 'cept for the creaking of the gallows after the trapdoor has dropped out.”

Occupying most of the island on which it sits, the fortress is built on a hexagonal plan with a keep at the east point and towers at each of the other corners. With battlements facing both in and out, the walls are 50 feet tall and 30 feet thick. The towers rise another 20 feet, and atop each is a brace of cannon meant to repel ships invading Marienburg harbour.

Van Zandt's Wall, an internal barrier fifty feet high and fifteen feet thick divides the fortress into northern and southern halves. The southern half houses the quarters of Rijker's garrison, a battalion of 120 men that comprises gunners, mercenaries and men-at-arms. Here also are the homes of most of  the prison's guards and jailers, though those few with families often prefer to reside in Marienburg itself and take the daily supply boat to and from the island.

Visitors to Rijker's will find what seems to be a small, bustling village. The southern half contains the fortress' armoury, food stores, smithy and a workshop where trustee prisoners make reed baskets for sale in Marienburg. There is a chapel dedicated to Myrmidia, who is honoured by the mostly Tilean mercenary garrison, and Verena, patroness of Rijker's in its role as an instrument of justice.

The northern half is almost the exact opposite, barren and paved in grey slate flagstones. Unoccupied most of the time, its monotony is broken by just a few features: the chapel to Morr where the condemned spend their last night in prayer, the great black iron doors in each of the three outer walls  that lead to the cell blocks themselves, and the gallows in the courtyard's centre.



Erasmus 'Ras' Snoek


BACKGROUND

Erasmus Snoek was born on the first day of Autumn in the year 2490, in Lehmburg, a village in the Wastelands that surround the city of Marienburg. From a young age 'Ras' was treated differently from his brother and sisters by his father, Werbout the innkeeper, who seemed to detest the child, beating him relentlessly and using him as a whipping boy to punish the others. He was taller and leaner than his siblings as well, with a long, scruffy, mane of dark hair. Only his mother showed him any real affection and she would tell the boy that it was his lot to suffer now, for he was destined for greater things.
The Snoeks of Lehmburg had kept 'Den Opgeblazen Hond' (The Bloated Dog) Inn for as long as any in the village could remember, along with the accompanying ferry service across the Bogglehm Fen, a broad and impassable waterway that swallowed the main northeast road to Marienburg. His father ran the taproom, his mother cooked, while his sisters waited on the patrons. It was whispered in certain circles that innkeeper Werbout kept less than savory company, cavorting with marsh bandits and common thieves. Ras and his older brother Brouwer, operated the ferry service, though it was Ras who labored at the ropes, hauling them day in and day out, whilst his brother picked at his teeth and whistled marsh-bird songs. The continual hard labor knotted the young man's muscles and broadened his back and in time Ras grew strong, punting the ferry effortlessly across the fen without complaint.

The Bloated Dog Inn
The 'Cursed Marsh' was dangerous, full of outlaws, beasts and worse things, and as a result savvy folk rarely ventured into its depths. There was a constant need although to guard against the dangers of the marsh and on more than one occasion degenerate mutants had launched raids upon the inn and village. As a result Ras often practiced with the archaic blunderbuss "Ezel" that the Snoeks kept aboard the barge. The piece required little skill to fire, although Ras proved a capable enough marksman. Outside the scattered mutant raids, he rarely had need to fire the gun, as its sight alone and that of the tall, stern young man who held it, was often cause enough for weaker men to seek easier targets. And besides, Ras possessed an uncanny intuition for sensing danger, which often kept him and his brother out of any serious trouble before it ever eventuated.

The Cursed Marsh
Lehmburg attracted its fair share of visitors; Marienburg or Imperial travelers heading west, Bretonnian merchants or the odd Estalian or Tilean trudging their ways east to the city. No matter who, they all passed over the Bogglehm Fen in Ras' barge and he quickly learned the arts of negotiation and haggling. Ras' favorite visitor to the Inn was his mother's brother, his uncle Thiel 'the Eel' Valk, a man of some notoriety and skill from Marienburg, whom Ras sometimes felt more affinity with than his own kin. His uncle would meet often with nefarious sorts, in the Hond's taproom, talking furtively long into the night, but Ras was wise enough to know that their business was best left a mystery.
It was on one of his uncle's visits that Ras' life took a turn. Uncle Thiel bore no love for his brother-by-law and after a particularly intense argument with innkeeper Werbout, it was announced that from that day forward Ras would be assisting his uncle in his endeavors beyond Lehmburg.

APPEARANCE
Ras is tall, lean, well muscled and broad chested. His arms are long and powerful, his hands large and calloused from years working the marsh barges. He has long, unkempt, black hair and keeps a trimmed mustache and goatee. Tanned from working outdoors, his features are stern, but not unattractive - his steely green eyes reveal little of his nature. A small tarnished silver ring adorns his left nostril.
Ras wears a dark leather doublet over his threadbare clothes and is often clad in a long, grey, hooded cloak, salt-stained, by the marsh. His worn, knee high boots are tattered and caked with mud. A rust pitted sword and long dagger hang comfortably from his belt, though he bares little real skill with either blade. Ras often smokes a noxious local marshweed, that non Wastlanders find offensive, from a long stemmed pipe; a vice he fails to cede.


GM add-on:
  • After the big showdown between Grossbart and Titus, Ras was appointed as Titus' right-Hand Man, a position previously held by Rolf under Grossbart's Captaincy.

RAS' CHARACTER SHEET
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Armand Santa’ana


BACKGROUND
Heading north towards the ocean, Domingo booked passage for himself, his wife Elena, his daughter Esperansa and two sons Estevan and Armand to Bretonnia by selling most of his family’s land and titles.  His destination, the Bretonnian city of Moussillon.  Although perilous, they voyage saw Domingo fall in with several adventure hunters from his homeland, all seeing the Rapier that hung from his belt and paying him the same respect as one of their own seasoned fighters.  It was on this voyage that Domingo met a peculiar band of men all under the tutelage of renown sword master Manuel Casanova.  These men were on their way to Marienburg to seek fortune and riches through their swordsmanship and cunning.

The voyage across the sea was unhindered, many telling tales of the great beasts of the sea, however Domingo was grateful that the smooth seas allowed him much time to speak with these men in search of a place among them for his son Estevan, his first born.  The band of men were impressed by Domingo’s willingness to see his son flourish with steel in a foreign land and permitted the tuition.  As the city of Mousillon appeared in the distance, the mentality of all those on board changed.  Knowing that on arrival, it would be difficult to go unnoticed, all on board broke out their most dishevelled clothes, electing to move unseen rather than cause conflict, Domingo electing to keep company with the band of swordsman, his family in tow, the honour of the men permitting such an attaché rather than seeing these good people into the lands of Bretonnia unescorted.

The road to Marienburg was not purely by sea, the plan was to stay aboard a vessel, traversing the river Grismerie to Guisoreax, then the river Ois to Antorpe before disembarking for a march across the mountains to the border city of the Empire.  As Guisoneax came and went, the river Ois proved a formidable opponent as far as travel was concerned.  Ever ready for battle Domingo explained that between Guisoneax and Antorpe, bands of green skins were known to roam.  Estevan, aged 12 had already begun his tutelage, regularly engaging in conversation and in unarmed foot movements with the band of swashbucklers.  Convincing himself that he was a match for any green skin he would face.

The journey over land was a gruelling one for many travellers, none more so than Armand and Esperansa, left to tend the animals in the Caravan.  The passage through the mountains proved to perilous for some, disappearing in the night without a sound, never to be seen again.  Arriving in Marienburg, only three of the seven men remained with Domingo and his family, the others, vanished.

Establishing themselves as a respectable family within the Estalian community proved difficult.  In Marienburg, there is no memory of the life you once had, no care given to past exploits, only what you are capable of and honour bound to do in the present.  Domingo expected this, his blades serving him on more than one occasion on the streets of the city.  Many who looked upon him saw an old man, not the seasoned soldier he once was.  Within a year, Domingo was a respected member of the Estalian community, employed as a bodyguard in service to the Ataman.
For many years, Domingo’s family prospered within the confines of Marienburg, not willing to return to Estalia as the skills and opportunities far outweighed the return journey.  Estevan proved himself a worthy fighter to his father, his lack of grace more than compensated for by his precise strikes and intimidating appearance.  Still in service to his tutors, the time had come for Estevan to progress inland, into the heart of the Empire, something his family did not agree with, however were powerless to stop.

Armand was fascinated with the art of sword play, from an early age, escaping the chores of his daily life to roam and watch his eldest brother practice his form under the tutelage of the travellers who themselves studied under Manuel Casanova.  Armand however would never take part, being the second born son, his elder brother destined to uphold the honour of his house.

During his adolescent years, Armand grew weary of his day to day life, having watched his elder brother leave home in search of fortune and riches.  Armand was left with his Father, Mother and sister to await the return of his brother, no matter how long it took, applying himself as best he could to his studies, in which he excelled. His father kept reminding him: “Estevan is one with the sword skills, not you. You need to use what the Gods have given you: your sharp mind!”

The winter months brought with them much peril, the ice and snow thicker than the previous several falls, Armand’s father, the respected member of the Estalian community, took ill, passing away during the final snow fall.  This news travelled quickly, Armand’s mother, a beautiful woman was met with offers for her hand and that of her daughter.  Not willing to remarry in such a short time, the spring sun brought with it only misfortune.

After completing his ever-growing roles to provide for his family until his brother returned, Armand arrived home one evening to a blood-stained house.  His sister raped and murdered, his mother’s throat slit, the dagger of her would-be suiter, stabbed into the frame of the door, a note reading foul and horrid curses on this house. The note wasn’t signed, but Armand knew all too well who was responsible for this. For the last two months, the suiters had stayed away, scared off by the men of Miguelito Nunez, also called “Little Round Head” behind his back. This man, who was feared throughout Messteeg because of his many henchmen who would beat up (or, as the rumours had it, even kill) anyone who opposed him, had visited the house a few times and charmed his mother with promises of protection. The only reason he had chased the suitors off was so he could set himself up when he would ask for her hand. His mother, however, saw through his ploy and asked him to be left alone. The lowlife clearly had taken it the wrong way and needed to set an example, lest he’d lose face on the street.

Consumed by vengeance, Armand took up his father’s Rapier, even though unschooled, Armand’s past visits in secret to his brother’s lessons always stuck in his mind.  Also sheathing the dagger stabbed in the door frame, Armand dressed in a long, dark coat and wide hat, an image he had seen before of dangerous men lurking in the back alleys of Marienburg.

Poised for revenge, Armand sold everything he now possessed, home and belongings, his studies aiding him in the arts of language, philosophy, the ability to read and write along with a grounded knowledge in mathematics.  Leaving Messteeg, knowing to stay was to be killed sooner than later, he made his way south through Marienburg. His vengeance would take its time, knowing that in exacting revenge, he would most likely die, something he wished to avoid. Armand came across two men on the streets of Suiddock, both retired former employees of Tobias Marquandt, the well-know owner of Marquandt’s Escorts.  These two men, Dieter and Karel, listened to Armand’s story and offered him their expertise: they would, for a fee, take Armand under their wing, and train him, to be the best, like they had been trained by Tobias himself! This would be at considerable expense, of course, but Armand didn’t care. His finances dwindling steadily, wasted through gambling and drink with the two mentors, as well as on his tuition of the sword.

The training was gruelling, 12 months of intense sparring, leaving marks across him, Armand soon became bored, his money almost gone, his tolerance for alcohol and pain increased, his skills with a blade extensive, according to the brothers. They were amazed by his skill, but warned him to stay out of trouble, lest his name and reputation would reach Nunez’s ears!

Out of money, the time had come for vengeance to reign, bidding his masters farewell, Armand once again set out into the street of Marienburg, preparing to search for the man who had taken everything from him.


GM add-on:

  • After the big showdown between Grossbart and Titus, Armand was appointed as Titus' Champion, in recognition of his part in the action. Bernhardt Von Schwerdblitz has been paid by Titus to cover Armand's training.

ARMAND'S CHARACTER SHEET
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Jormund Thorekdan



BACKGROUND
Jormund's grandfather was a good natured dwarf who believed in the unity of man and dwarf and sought to build bridges of understanding through his tradecraft of brewing. 

He started the beer hall “The Flyin’ Axe” in Dwergbezit, part of the Winkelmarkt district in Marienburg and did very well catering to man, dwarf and most other good folk. When he grew old and felt the time was right he handed the beer hall down to his son, Beregond and returned to the mountain halls for the rest of his days. Beregond ran The Flyin’ Axe successfully until he passed it down to his son Jormund and retired to the mountain like his father. 

Jormund ran the hall successfully for a decade, however, he has not been so fortunate as his father in that the rise of the criminal element in the city brought thugs demanding protection money to keep the doors open and safe. Dwarven stubbornness and strength of honour meant that Jormund had no choice but to run them out of his hall. 
Inevitably one night he woke to the smell of smoke and crackle of burning wood. He gathered what personal effects he could and stood on the cobblestone watching his life and purpose burn. The heat radiating over his face and chest from the fire met the chill rising from his feet and hands from cold stone and night air. 
Inside him, in his gut, these elements met with a quiet rage that was violent and chaotic. His outside appearance was still but internally he wrestled with anger and acceptance until this new part of himself was formed. He let out a long deep breath and began to set up a place to get more rest across the street in the nook of a buildings foundation as the city fire fighters arrived to deal with the inferno. 

Tomorrow Jormund would salvage what he could and start over. As he closed his eyes he thought “It’s just wood and iron, I won’t let you down father,....and so much for building bridges, grandfather.”

GM add-on:

  • After the big showdown between Grossbart and Titus, Jormund was given the Long Dragon Inn, in recognition of his part in the action (as well as to make up for the fact that his previous Inn was burnt down by the Guild...)

JORMUND'S CHARACTER SHEET
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Black Goran


BACKGROUND

"Home in time for Erntezeit", the recruiter had said.

“They never said THIS Erntezeit”
Wasn’t funny the first time. Sure as shit ain’t funny the third.

"Girls love a lad in uniform."
Girls round here love a man who’ll pay and even then only for an hour.

"Cover yourself in glory." 
If glory is dead friends then I’m covered.

"See the world." 
To be fair they never said it wouldn’t be the arse end.



Three years and eleven months of the rush of battle and the crush of the quiet after.
Stuck in a hammock below deck or freezing in shitty barracks in a even shittier port.

So many good men dead. 
All to protect the Van Haagen family's profits. 
Goran the Sly dead for a load of grain. 
Kask for a noble’s horses. 
All of them for nothing. 

I thought they’d never let me come home but 4 years and they owe you a pension.
So home I am... a month short of four years.
"We are re-assessing the structure of our employees at the moment, in particular the crews assigned to ensure the safety of our cargoships. Rest assured, we will contact you as soon as an opportunity presents itself to re-enlist. Leave your details here..."

But a pension I’ll have even if I have to cut it from this city with my knife.

GM add-on:

  • Goran took an oath before Morr to help Siemon with an issue, in exchange for the name of the man who set them up (Chapter 3: Way over their heads...)
  • After the big showdown between Grossbart and Titus, Goran was appointed Luitenant of Luydenhoeck, in recognition of his part in the action.



GORAN'S CHARACTER SHEET
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Sunday, 4 March 2018

Loewijer's Tannery

Loewijer's Tannery
Loewijer’s is one of the many small tanneries in the leatherworking district of Luydenhoek. It is set a little way behind Tanner’s Alley, in the maze of side-streets and alleyways. One end of the building stands on Canal Street, but it is without doors or windows - instead, it has a colourful mural of a stack of leather hides and a sign reading "LOEWIJER’S TANNERY - Entrance at Side". The sign doesn’t say which side the entrance is on, but it doesn’t matter since there are doors on both sides of the building.

Beside each door is a pit, 5ff square and 5ft deep and covered over with planks. The pits are used for storing the tanning mixture, an evil-smelling concoction made from the bark of certain trees, sour wine and other, less pleasant substances.

Anton Loewijer
The building itself consists of two large rooms connected by a narrow passage. The front room on the ground floor is used for scraping, trimming and cleaning hides, and the back room - which has a deliver door facing towards Tanners’ Alley - contains three tanning pits like those outside, except that they now contain hides in various stages of tanning. A ladder leads up the upper floor from here, as does a ramp from the front room. There is no passage on the upper level - the space is occupied by a rope drying rack for hanging hides when they c
ome out of the pits.

The Rusty Barnacle Inn

The Rusty Barnacle Inn
One of the Kruiersmuur’s “rougher” establishments, the Rusty Barnacle is at the very east end of the Kruiersmuur, so close to the Vloedmuur that it is practically in the Vlakland. With little passing trade, its main “guests” are mostly native Marienburgers, looking for a cheap flophouse while they are
down on their luck.

Inside the inn is dark and dingy, with most of the windows boarded up after being frequently smashed.

Sweaty Olaf
A small fireplace fills the taproom with black, oily smoke due to a blocked chimney, filling the room with a foul odour of burning peat. The floorboards are badly warped from the frequent flooding of the
Doodkanaal, making the floor uneven and treacherous. A number of private booths line the north wall, used by conmen, fortune-tellers and harlots to ply their trades.

Despite these conditions, the Inn is frequently busy, with locals drawn in due to Olaf’s policy of providing ‘decent drinks’ – typically provided cheaply by his contacts among the local smugglers.

This in is run by Sweaty Olaf, assisted by his two helpers, Dreeg and Free

Deedesveld Cemetary

Deedesveld Cemetary
Situated on the southernmost point of Zanderveldt Island in Kruiersmuur looking southward across the Doodkanaal to Heiligdom and the Vloedmuur and eastward towards the keep of Rompvanger Redoute and the Reik Towers, Deedesveld is a small burial ground dating back about seven centuries or so.

The site was originally occupied by a small fishing hamlet connected by cliff-steps to the Doodkanaal below, which was then a main avenue for ships. As Marienburg grew over the
centuries the area turned into the notorious Breedmoers slums, which became such a stronghold of lawlessness that the area was eventually cleared by the military in 1796 and demolished.

The site was acquired by the Cult of Morr and dedicated burial ground in 1798. From its earliest days as a graveyard, Deedesveld became the preferred place of final rest for the seamen of Suiddock, which has no graveyard of its own.

In a city like Marienburg where land is at a premium, few can afford the cost of a burial plot. The middle classes often pay for the “basic” interment, which involves placing the corpse in a sack or cheap coffin, filling it with quicklime, and then placing more quicklime atop the sack once it is placed in the grave. This way, the grave is soon ready for a new occupant. Markers tend to be temporary, replaced when someone else needs the space.

Wealthier Marienburgers or those who have performed some great service for the city can get a permanent plot with a formal headstone. Deedesveld has accumulated many of these over the centuries, and such burials have become very rare in recent times.

Tarnopol's Clock Tower

Tarnopol's Clock tower

Tarnopol's Clock Tower is a weird folly on the water's edge within sight of both Suiddock and Remasweg. It stands 50 feet tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls.

The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive.

The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order.