Monday, June 30, 2008

...The end of the campaign.


Several days after the rebellion against the Grand Arch Duke had been thwarted, Adriana Arabella Wormpole, apparently acting on her own volition, but with some help from within the City Militia, asked Misteline to go with Captain Silas to find the Black Rock, and if possible, render it harmless. It was understood that the Black Stone came from the isolated village of Slapershaven, high up the River Verdu on the southern bank of Lake Slapersmeer, in a desolate frontier region where winters were hard and the land harder yet. It was also hinted that the city might not be all that safe for Misteline and his friends in the light of recent events, but in any case, Misteline took on the task and set off with Drake, Rufus and Silas. The journey to Slapershaven took three weeks, and the last leg was aboard the river trade ship Stella of Albinius Moonshank and his son Lukas.

Slapershaven it transpired was the last navigable settlement on the river and a local trade centre for the frontier farmers. The headsman of Slapershaven was called Herluf Brethouwer and he was the richest man in the region. Herluf was hospitable and helpful and gave the group lodging in his home.

Misteline and his companions quickly learned that Slapershaven was cursed by a local bogeyman named Clod who apparently stalked the village at night. Already their first night in the village, the characters came into contact with this creature when they heard it splashing about in the lake. Although it was the middle of the night they rushed out to investigate and managed to scare the creature away, but after they had returned to the headman’s house, Clod returned, and under mysterious circumstances, apparently made off with the trader Albinius Moonshank. This prompted a fruitless search for the body on the morrow.
The villagers seemed strangely despondent with regards to Clod and after a half day or so; the village appeared to return to some semblance of normality. Misteline began investigating the locals and quickly identified a local lunatic Samuel Leadfern as suspicious. This man, who had once been the inn keeper of ‘Ye Merry Badger’, was locked in his room above the tap room where his hoarse screaming could clearly be heard. Despite this awful noise, the villagers seemed some what oblivious to the wretch. His daughter Juliana and her friend Molly Frith were left to run the inn and take care of him. Misteline had Drake make a healing concoction to ease the troubled mans mind and then with the daughter’s permission, interrogated Leadfern with regards to his madness. Piecing together the various rumours from the villagers with the scant information gained from this interview, Misteline was able to conclude that at some point in the past, Leadfern and his wife had been up in the mountains hunting fossils. Fossils are a source of extra income for the locals as good examples can fetch a high price amongst collectors in the outside world. During this trip, Leadfern and his wife brought back a Black Rock, roughly the size of three cabbages, whose physical description matched the Black Rock fragments. The couple owned this rock for some time before illness overtook Samuel Leadfern, and Clod then apparently abducted his wife. Leadfern it seemed then agreed to sell the Black Rock via the village shopkeeper, Bartlemy Linschoten.

Misteline knew some one in the village had sold the Black Rock to Bartholumus Pyle and wondering whether or not Linschoten was another agent of Renas Costa he decided to try and fool the shop keeper by forging a letter from Pyle asking for another such black rock and to pass this letter to Linschoten as if he were merely a messenger. Linschoten read the letter but apologised and explained that there had only ever been the one shard and that was all sold now. He appeared to be altogether ignorant of Bartholumus Pyle. He did however explain that the Black Rock had only been one shard of a much larger stone, and the rest of this curious rock was most likely still where Samuel Leadfern and his wife had found it. Misteline then arranged to travel up into the mountains and a local man named Jarolf Lowhouse agreed to guide them some of the way.

The next day under a glorious sky with a shining sun, the adventurers travelled up the road from Slapershaven, on their way to the mountains. With them went Lukas Moonshank who was intent on discovering what was going on and if possible, to avenge the assumed death of his father. By mid day the group reached the first camp site, where Silas was forced to have his feet dressed by Drake as his soft city foot wear had failed to protect his feet against the rocky land. As the group sat about a well stoked camp site, they had a splendid view of the Slapersmeer and could clearly see a twin masted caravel approaching Slapershaven. Since they knew that no traders except Albinius Moonshank ever came this far up the river, they concluded that the enemy was approaching. Leaving Drake to keep watch they pressed quickly onwards. Drake waited at the last vantage point and observed the village below with Misteline’s telescope. He saw very little, but enough to recognise several men in red bearing metal. Not long after these men left Slapershaven in the company of a man in blue and began to follow the road... Drake hurried to catch up with his friends.

The party, now minus Jarolf who had taken a different road to his brothers property, regrouped at a tenant farm belonging to Herluf Brethouwer where three farm hands were pleased to give them shelter. Misteline was worried that the people following them might be able to catch them up during the night however so he advocated sleeping in the forest. This was a prudent, but unfortunate decision for the rain began and the next morning saw a distant pillar of smoke indicating that the other party had camped at the first camp site rather than press on.

Some what gloomily Misteline and his companions made their way through the woods to the last farm before the mountains. This small homestead was owned by Verity Hacker and in the pouring rain; this good woman took the bedraggled friends in and gave them a hot meal. Misteline told Verity of their pursuers and urged caution, but Verity seemed unafraid. She sent the friends on their way and gave them wet weather clothing. She knew of the black stone, even to the point of referring to it as the ‘famous black stone’ and guessing it was a ‘stone from the sky. She was happy to give directions to the Dark Pools, where the rock rested. Misteline and his friends set off up into the mist soaked valley, but once again Drake remained to keep watch.

Finding the Dark Pools was not too difficult, though getting their in the wet, cold and miserable landscape was. The rain turned the ground into a slippery quagmire filled with boulders and as they travelled by the swollen river, the group had to negotiate numerous fallen trees, landslides and a lot of savage undergrowth. Finally they reached the tributary river along whose length they came to the Dark Pools. Here tall cliffs meant they could go no further, but this made no difference for in the dim twilight they finally found the Black Rock!


The Black Rock was lying by itself to one side of the upper pool. It was large and obviously too heavy to move. Misteline reckoned it probably weighed over a ton at least. On one side it had a flat facet where it had split at some point in the past. There was only the one rock which was pitted and pock marked, black and slightly metallic in appearance. Misteline’s knowledge was unable to guess at what kind of a rock it was, but he agreed with Verity Hacker in guessing it was a ‘stone from the sky’.

In the meantime, Drake waited in the rain for as long as he could but when the darkness gathered he decided he’d waited long enough. Just as he was beginning to leave however, he heard voices and saw several armoured soldiers bearing pikes and red cloaks escorting a man in a blue cloak to the farm of Verity Hacker. He counted six soldiers in all, then quickly made his way up the river. The going was tough, but Drake was cautious and experienced and he managed to avoid falling into the river. After an hour or so he suddenly came across two men coming in the opposite direction, and after hiding to observe them, he introduced himself to the notorious Groot Brothers.

Adolphus and Bertholdt Groot were two local outlaws who had been living off the land for years after fleeing from a murder. Drake had heard of them from the villagers and from Verity Hacker, and understood that the Brothers were heading for Verity Hackers farm where they were accustomed to a welcome it seemed. The Brothers were suspicious of Drake, but they were cold, wet and miserable and they didn’t fancy picking a fight with a stranger in the dark, especially not after they learned of the pike men who were at Verity Hackers farm. They hurried on their way and Drake pressed on.

Misteline, Silas, Lukas and Rufus had made a shelter of sorts below some pine trees, and were trying to get some sleep when Drake finally caught up with them. Learning of the six pike men the group decided to set a guard and get as much rest as possible. Misteline was all for setting a dawn ambush, but Drake and the others were too tired to care much. After two days in the rain and filth, the others were exhausted, wet and despondent. Not long after the group had fallen asleep, the Groot brothers, sent by Verity Hacker, turned up to warn that the Pikemen were after them. The brothers agreed to stay and help Misteline and his companions, if they would take the brothers away from the area. Both brothers were emaciated, had bad teeth and were sick of living by themselves.

After a tiresome night with precious little sleep Misteline was awoken to the news that the Pikemen had anticipated an ambush and had them selves set out before dawn to catch the group unawares. There were only a few minutes to take up defensive positions, but every one rallied and when the pike men arrived they found the way blocked. The man in blue stepped forth and began to talk.

His name it transpired was Archibald Pillorseed and it seemed he was indeed an agent of Renas Costa, though he never actually said this himself. He gave Misteline to understand that he was under orders not to kill Misteline, but that unless Misteline gave up the Black Rock, he would order his men to kill Misteline’s companions. Pillorseed did not seem aware of the size of the Black Rock. Misteline rejected Pillorseed’s ultimatum and so the two sides drew apart. Misteline hid amongst the pine tree’s and rocks to the north of the dark pools, but Pillorseed sent three of his men around the southern bank whilst he and the other three guarded the stream, effectively trapping the companions and preventing them from escaping to make ambushes later on. As the three pike men advanced, supported by Silas with his crossbow, Drake opened fire with his long bow and killed two of them outright. The third retreated to where Pillorseed and the remaining pike men held the stream. A stand off was in the offing, but now Rufus and Lukas attempted to taunt the enemy into a brazen attack. Approaching the pike men Rufus miscalculated their reach and was quickly stabbed multiple times and unable to resist. Misteline rushed forwards to help but it was to no avail. Rufus was helpless and a hostage.

Once more Pillorseed spoke. He offered to allow Misteline to go in peace, provided Misteline swore not to try any ambushes on the way back to the village. Knowing that the weight of the Black Rock gave him an advantage, Misteline accepted. Pillorseed silenced his grumbling men and released the sheepish Rufus. Soaked to the bone, miserable and with Rufus in the first stages of a fever, the group made their way back to Slapershaven where they found Archibald Pillorseed’s chartered ship, a Skavian vessel, moored along side Lukas’s trader. Misteline proposed a joint attack on the ship but Herluf Brethouwer refused to get involved.

Things looked dire until Silas bought off the Skavian crew who then quickly captured the two marines Pillorseed had left as a guard. Lukas set sail and Silas bought all the fishing boats in the village. Knowing that the winter would effectively block the river until February, and together with the removal of the fishing boats, Misteline proposed to trap Pillorseed in Slapershaven until such time as the authorities in Takshendal could send soldiers to arrest him.

The job done, Misteline and his companions (including the Groot brothers) returned to Takshendal where they each went their separate ways again.

The next year a small militia detachment rowed up the river to arrest Archibald Pillorseed, but they found no sign of him in Slapershaven. The villagers had not seen him return nor had Verity Hacker. The Black Rock was still lying beside the Dark Pools but it had been worked upon and parts had been broken off and carried away. The official conclusion was that either Archibald Pillorseed and his men had gotten lost or that they must have travelled back to Takshendal by the over land route. The militia guards then buried the remaining rock in an undisclosed location.

Some few weeks after he returned Silas found the promotion he had hoped for was given to another man. He hung about in Takshendal, waiting for orders and to pass the time he sometimes visited Misteline in his studio. On one such occasion he was able to tell Misteline that the man charged with keeping the Black Rocks had gone mad and the various shards had been locked away in a secret vault.

Months later Silas was finally promoted to the office of the Lord High Sheriff of the Marne Territories...



Misteline never did manage to solve the curse of Slapershaven, though he concluded from the available evidence that Clod was in fact Samuel Leadfern’s wife, driven mad by the Black Rock. When he mentioned this theory to Herluf Brethouwer, the headsman seemed strangely indifferent and Misteline concluded that every one in the village already knew who Clod really was.

Wednesday, June 25, 2008

Chapter 3.3 'The Curse of Slapershaven'




From the Journal of Misteline

17th Septemus - In the Backwoods:

We arose at dawn, with Heike Brethouwer doing most of the work whilst her young daughter in law slept on, which I can well understand.
Jarolf Lowhouse
had agreed guide us for some of the way, and we set off. For once the weather was clear and sunny. I was keen to try my new boots (which were made by the same cobbler as the very satisfactory previous pair). Much to everyone's surprise they were fine, and Silas was the one to get blisters, and had to ride the old mare that we had borrowed from Herluf.

The track lead along a ridge away from Slapershaven, and so we could see the village and the lake for much of the day. We could also see the double masted, lateen sailed ship that was approaching. This was unusual (Albinius / Lukas operated the only regular riverboat, according to Jarolf). It must have been fairly difficult to get such a large vessel so far upstream, and fairly expensive.
We watched with my telescope, then I lent it to Drake and the rest of us pressed on.
Drake saw several figures clothed in red, and one with a blue cloak. They looked like southern mercenaries of some sort, most probably from Casilicus, at least according to Rufus. In the afternoon, they left the village, on the same trail we had taken.


We had paused at a campsite; a regular shelter with firewood, left by the locals for there own use. Then, at the first junction, Jarolf turned right to his relations' farm. We continued.
Towards dusk we arrived at another farm, where 3 of Herluf's labourers were gathered around a fire. They bid us welcome, and invited us to stay for the night, but I was concerned that the mercenaries might be following us, and would arrive in the morning (the trail is sufficiently uneven, and the light sufficiently bad, that even soldiers would have been considerably slowed by a night march). Drake had caught up with us before dusk.

We decided that walking through the woods to the third farm would be too hard for us at night (as it happened, the way was short and quite easy going), but we couldn't risk the mercenaries coming upon us by night, or at dawn. We sneaked a few bowshots away from the farm (leaving the horse, as it was stabled inside), and made a fireless but dry bivouac.

18th Septemus:

Dawn was clear enough to see woodsmoke arising from the campsite; the mercenaries had stopped there at dusk. They were now fresh, whilst (with the exception of Drake, who thrives in a wild setting), we were cold and tired.
We continued to the third farm, which I approached. Drake fetched the horse. The others hung back out of sight.
This was a prosperous farm, run by Verity Hacker, and she made us welcome. She was fairly loquacious and mentioned that other natural philosophers and fossil collecters had come this way every so often, and told us how to find the 'Famous Black Stone'. I called to the others and we all ate a meal with the Hacker household. A downpour started however, and so we borrowed oilskins and continued in the rain.

We were looking for a good campsite, in a defensible position. We also wanted to locate the black stone itself, but not to approach it too closely.
I suspected that animals could be sickened by the stone, but that they would generally avoid it. Plants might be warped.
We approached a rocky valley with a waterfall at the head, a pool, a smaller waterfall, another pool and a stream flowing out (we were walking upstream on the left bank).
The left (still looking upstream) of the upper pool was readily defensible, but was a mediocre campsite. The black stone lay near the opposite bank. The best campsite lay on the left, by the lower pool, as the trees provided some shelter.
Drake wasn't with us, so we tried both sites.


Drake had gone back to observe Verity's farm, and sure enough 6 mercenaries and some sort of officer arrived at dusk.

He made his way up to us in the darkness, but met the Groot Brothers on the trail. As we had surmised, the Groots were reasonably friendly with Verity and her family, and Drake told them about the mercenaries.
Like all the other farmers, they assumed that these had been hired by Herluf, to capture the Groots. This was ridiculous as 7 professionals (and a ship) would cost vastly more than any reasonable reward for the ruffians.
Drake returned to our camp and then a few hours later the Groots came to us with word from Verity that the mercenaries were after the Black Stone and us.
I negotiated; they would help us (as guides, rather than fighters) against the soldiers, if we could arrange for their safe passage downstream.

I didn't sleep particularly well; thinking of the stone, how I could split it's reflection by sunlight, moonlight, maybe even starlight in my prisms (people wondered if it had fallen from the stars, and I would not be surprised, as there was no trace of it being vomited from the earth).
The Groots mentioned that Clod was female, and didn't seem surprised when I suggested that she was Samuel's Wife, driven mad by the stone.
We expected that the mercenaries would come soon after dawn. I wanted to talk first, to find out what they wanted, and to assess their weapons, but we all expected a fight.

19th Septemus:

A bit before dawn, whilst we were still talking about our preparations, Lukas (who had been watching the approach up the valley) heard voices. The mercenaries had braved the rough terrain and rain, and had got into position for a dawn attack.
With Rufus, I remained at the lower campsite, whilst the others climbed up to the ridge between the upper pools. As we could not get the horse up to the upper pool (at least not on this side of the stream), the Groot Brothers concealed her amongst some boulders just below the path up.
6 of the mercenaries were marines, with helmets, partial armour, pikes and slung shields. The leader (employer?) was from Takshendal, though, by his accent, not from the city (I must identify his accent). We spoke.

They had presumably asked all the locals about us, but it seemed that they had some excellent intelligence and standing orders. He addressed me by name, and demanded that I abandon my claim to the stone, in exchange for the lives of my companions. I was not to be killed. He knew about Adriana Wormpole. He didn't know that the black stone was too heavy to be moved. He claimed that he had techniques to mitigate its unpleasant side effects. His group numbered 7, all well armed. We were 5, less well prepared, but unlike them we had missile weapons and the Groots as dubious allies.
I demured, and backed towards my friends, claiming that I wanted to consult them.

The leader (he had finally given his name as Achibald Pillorseed) sent 3 men across the river, and upwards towards the second pool.
I had suggested that we have someone capable of shooting on both sides of the stream, with a wide angle between them. They didn't do this, largely because we only had Drake's excellent longbow and Silas' crossbow. As it happened, this was enough, as Drake killed 2 of them.

The other group then crossed the stream and they all withdrew behind some rocks.
Then things started to go wrong for us.
Our first problem was that Drake shot about 1/3 of his arrows, although Silas actually recovered 2 of them.
Drake had also twisted his ankle jumping across the stream between the pools. He could not harry the enemy through the forests, though they didn't know this.
I saw the disaster approaching; with the 5 mercenaries in good cover, Rufus stood before them and taunted, Lukas beside him. Silas hung back on their flank, closer to myself and the Groots. I was walking up openly, the Groots sneaking. We were still on our side of the stream; my main purpose was to force the mercenaries to detail more men towards us (not really helped by the little detail that the Groots were not signed up to fight). Rufus was standing too close.
Archibald shouted back, but before I was far enough forward, the marines rushed out; 4 in a line towards Rufus and Lukas, only 1 to Silas (Drake and Silas shot at him, and he retreated).
Rufus was overconfident and stood his ground, but was overpowered. Lukas fled.

Archibald then negotiated from strength. I never wanted to claim the stone, and it was too heavy to move, so I suggested that he send a man to confirm its weight.
Then, the best settlement that I could think of, was that he allowed Rufus to crawl over to us, we left the area, and we would not attempt to ambush them on the way back to Slapershaven.

We travelled back the way that we'd come.
Drake sneaked up to Slapershaven and saw that there was no way that we could take the ship (I'd never promised anything about Slapershaven and beyond). The locals were independent, and could not afford to be anything other than neutral. The ship's crew, on the other hand, accepted a hefty bribe to overpower the 2 additional marines on board, and accept our employment.
We bought the local fishing boats for a good price (and concealed them a little way away, telling the villagers all about it). Lukas sailed his boat, and we sailed on the ship.
I told Herluf and Brother Jeppo what we were doing, and why.
The mercenaries could, no doubt, cut other fragments from the stone. They could trek downstream, or build another boat. However, at the end of Septemus, the weather generally turns nasty, the currents become difficult, and eventually ice blocks the lake and crashes down the river.
We got to Takshendal in good time, and Adriana Wormpole sent an adequate number of well equipped troops to the area.

I wrote a full account to Lady Adriana, and I gather that Silas was rather more circumspect with the city authorities (which, I gather, rather endeared him to Lady Adriana).

In all, not a wholly satisfactory conclusion.
I feel that the opposition knew too much about us, so information is leaking from the Wormpole organisation, and more likely from the city beaurocracy. Aurore is still free (but what did she know?). The opposition also seems to know more about the stone. I'd like to study it in the spring, but suspect that it will be buried.
The larger part of the first fragment is still unaccounted for; I'm fairly sure that it left Slapershaven.
Archibald may have escaped with additional fragments, but nothing large.
The villagers may have known who the latest iteration of Clod is all along, and not tried too hard to trap her.

Saturday, June 14, 2008

Chapter 3.2 'The Curse of Slapershaven'


From the Journal of Misteline

Screams in the Night:

Some time in the small hours of the morning of the 16th Septemus, Lukas Moonshank, who was sleeping aboard the boat, awoke to the sound of a splash. In the Brethouwer house, Drake and Rufus awoke as well, and as they began to move about, other people began to stir. The night was very dark and wet; the moon hidden behind thick clouds. Lukas lit (or unveiled) a lantern, which Drake and Rufus saw, and having armed themselves they walked towards the jetty. On the way, Drake heard a pig moving about behind a house, but felt that there was something else. He searched about as best he could, and Rufus and Lukas eventually brought up the lantern.
Drake caught a momentary glimpse of a pale, slender, Human (or Human-like) figure, and also some naked Human footprints in the mud, and of a size suggesting a woman or boy before his full growth.

I had taken the time to check the palisade gate (shut, as it should be) and guard tower (no sign of a guard, but this is usual), and then I lit another lantern and took up a torch as well. Albinus Moonshank and I went out to the others, just in time to hear something fleeing to the lake behind the smithy. Drake could, perhaps, have discharged his bow into the dark, but he did not. I hurled the torch out over the lake, but it's guttering light revealed nothing, save what might have been ripples.
A moment later, we all heard a keening scream across the water; a lonely, beastial sound, full of madness and dispair, it could have come from a Human throat.
Later, Drake found a gnawed fish where the thing had climbed onto the land.

Albinus remained with Lukas, for a while, to check his boat. The rest of us went indoors again, out of the rain.
Apparently that was Clod, and it was not unusual for him to prowl around at night, stealing things, killing fowl and other livestock. Once he menaced a child (and of course it is assumed that Matron Leadfern was taken by him as well).
The villagers had set traps for him, but he avoided them all.
We returned to bed.



16th Septemus:

We awoke as the household prepared a morning meal, but no sooner than I had rubbed sleep from my eyes than I noticed that Albinus had not returned. Looking outside, I noticed the broken lantern lying on the path through the village.
It was Albinus', who had left Lukas a little after the rest of us. Lukas had heard nothing.
The lantern had been dropped and the glass broken (I looked for signs of other foul play, perhaps the mark of a thrown stone, but there was nothing I could be sure about). There were the naked footprints again, and Albinus' boot prints running afterwards. Both passed to the reeds behind the smithy, which were trampled. Albinus' cloak lay amongst them, and a thorough search revealed his golden cloak broach, it's pin bent.
If I may speculate, it looks like Albinus saw Clod again, on the way back to the Brethouwer house. For some reason he dropped his lantern, did not raise the alarm, and ran in pursuit. Possibly he ripped his cloak off, or perhaps there was a struggle. Albinus was a large man, if old, and with a serviceable dagger, but he was perhaps blinded by his own lantern, or surprised, or drowned. I do not assume that he was overpowered, killed, and dragged off, but it appears likely. It seems that Clod had claimed another victim, and fled back to his lair.

After we had eaten, Silas went in a small boat, with some village children. Apparently there are places where drifting things accumulate, though many find their way into the river at once. The children knew all of them, but there was no sign of Albinus. Silas returned in the evening, wet, and in bad humor.

My own telescope revealed nothing, due, in part to the rain and drifting mists.

I made my way to the inn, and talked with the young women; Juliana Leadfern and Molly Frith. I begged Juliana if I might talk with her father, if Drake could brew something to calm him. She agreed. Drake consulted with Grishilda, the old woman who's herbal cures had been ineffective, and in due course his philtre was added to Samuel's food. We were warned that Samuel is not a pretty sight, and the girls usually push his food into his room.

Samuel was peaceful; a man in his mid forties, somewhat wasted and in a bed, and I could get nothing out of him, neither through conversation nor suggestion. His mind appeared broken, although he didn't soil himself. His face, and what I could see of the rest of him, was a mass of scars; like the blisters that we had seen in Takshendal, but far worse, and healed as much as they would.
There were no papers, maps or diaries.
As Molly washed him, I talked with Juliana; 2 years ago he and his wife had brought a black stone (like the shards that I had seen, but the size of a couple of cabbage heads, yet needing several men to lift it). He had sold it to Bartlemy Linschoten, who had sent it downriver with Albinus, to be collected by Bartholomus Pyle.
I told Juliana a lot of what I knew of the stone, though not of the cult, nor politics of Takshendal.
Drake told Juliana how to make the mixture that calmed her father.

Not knowing if Bartlemy was part of a conspiracy, I forged a letter as if from Bartolomus (Drake had some of the apothecary's notes with him):

For the attention of Bartlemy Linschoten of Slapershaven.

2 years ago, I obtained an unusual black stone from you. I am interested in obtaining more, or news of more. If you have any, please send it down with Albinus Moonshank, as before. Otherwise, please inform me as to the availability of the stone, in a letter on the boat.

Yours sincerely
Bartholomus Pyle of Takshendal.

I then gave the letter to Lukas, whom I had taken, to an extent, into my confidence.
Drake and I arranged to be in the smithy buying camping provisions (for Drake had organised a journey out to the outlying farms), and fossils.
The deception was all a waste of effort, as the only thing that I learned was that Bartlemy did not remember the name of Bartholomus.
He knew all about the black stones, where they came from (he pointed it out), and that they cause blistering. We will go there.

My purpose is to trace the source of the stone, and any other cultists or revolutionaries (Renas Costa) using it. I would also understand it (is its influence a miasma like malaria, or a radiance like the moonlight that causes lunacy, or is its touch required?). If the stones are unmoveable, we could bury them, or ask Brother Jeppo to warn all against them. Perhaps we could lie in wait for other cultists arriving, seeking new stones.
The shards are but a fraction of Samuel's stone, which seems to have been sent downriver 2 years ago. I have to check this, and find the major part.
There are no mad, blistered wild beasts.

Speculation:

I am fairly confident that it was the stone, rather than the loss of his wife, that turned Samuel mad.
I think it likely that Clod (or a succession of Clods) is another victim of the stone; perhaps Samuel's wife.
Maybe Clod is a feral child.


Tuesday, June 3, 2008

Secrets revealed....


A conclusion of the events surrounding the murder of Marius Coppercup, based on the information available to the Player Characters, and their own perceptions.

On 10th Augusta 1622 Captain Dogmoss Ret. of the City Militia received a letter from P. Addlegate. Twenty five years previously, Captain Dogmoss had betrayed the Grand Arch Duke and collaborated with the revolutionary movement known as ’the Strugglers’. When Addlegate, under the nom de guerre ’Captain Murder’ had attacked the city with a fleet of pirates from the Salten Reach and Skavva, Dogmoss had slipped a group of assassins into the ducal palace. The plan had been thwarted and most of the Strugglers were captured and executed. Addlegate vanished and Dogmoss lived in perpetual fear of being discovered. As the years passed he murdered numerous people, most connected to the Strugglers but also some innocent people who came too close to the truth, all in order to preserve himself.

The letter from Addlegate/Captain Murder was a threat of blackmail. Addlegate had returned to Takshendal after years spent in hiding, and with nothing to show for his efforts. A veritable vagrant he sought out Dogmoss and threatened to expose him unless he was paid. Dogmoss, old and bent, seemed a simple touch, but when the two men met in the waste ground behind the ’Eel & Spindle’ inn on the night of the 11th , Dogmoss murdered Addlegate in a fit of rage. He stabbed him repeatedly and wildly and when the old pirate had died he dragged the corpse into a nearby bush. The night was dark and there was a down pour. When Dogmoss sought to return via Merrybegot Alley to his abode in the Captains tower, he failed to notice the dark form of Marius Coppercup who was passing water in the shadow of the inn until he had literally bumped into him. Having collected his wits some what he realised that Coppercup was a witness and so he quickly stabbed the unfortunate man in the heart, killing him near instantly. Dogmoss had no idea who Coppercup was. The wealthy young man was dressed in common clothing, drunk and sodden wet. To Dogmoss he appeared to be a mere commoner and not the sort of person who's death would attract too much attention.

As Dogmoss stood over the body, he could see the doorway of the Captains tower. The door was open and light shone from within. The sentry was sitting inside the doorway to shelter from the rain and Dogmoss decided that two murders was too conspicuous. He also discovered in the dim light that he was covered in blood. Rather than make his way home he entered the courtyard of the inn and then the backdoor of Griselda Honeycomb’s house where he knew Sandy was home alone. As he predicted, Sandy was in her room alone and he soon persuaded her to share her bed for the night as she had done many times before. Sandy was very sleepy and soon fell asleep again. Dogmoss took off the bloody garments and pushed them under the bed. He then went to sleep and slept badly, plagued with guilt ridden nightmares.

Early the next morning Sandy, annoyed by Dogmoss’s outbursts and restless sleeping, got up to use the chamber pot. As she did, Dogmoss woke up. The first thing he saw was Sandy sitting on the pot and staring at the bloody garments lying on her floor. Still half asleep, he acted in a panic and lept from the bed to strangle the unfortunate girl. By the time he realised what he was doing he had murdered a third person. Dogmoss spent the rest of the morning in Sandy’s room, wracked with guilt and fear.

The body of Marius Coppercup had been discovered in the mean time by the Militia night watchman. Later on the 12th Dogmoss, wearing clothes taken from Sandy’s cupboard, Dogmoss returned home to the Captains tower and locked himself into his room. For the next two days he stayed in his room, sending Thomas Fennel for food and large quantities of alcohol.

Misteline and his companions arrived on the 14th and began their investigations. Dogmoss was aware of them from the start and sought to avoid them at all costs. He feigned illness and stayed in his room.

Misteline and his companions soon realised that there was something odd going on. They’d been called in to investigate the murder of Marius Coppercup, but no one had told them about the death of tramp nearby. Misteline the Great asked to see the body and when he did, he recognised it as Captain Murder since as a young man; Misteline had seen Captain Murder at the Great Pirate Battle. Realising the importance of this discovery, Misteline immediately contacted his employer Adriana Arabella Wormpole who made the necessary arrangements to have the body removed and the 10,000 Cr bounty on Captain Murders head paid out. The arrangement was for Misteline to receive one third of this money.

The body of Marius Coppercup had already been removed by his family and was thus not available for examination. It transpired however that Doctor Cinder, physician to the Grand Arch Duke had already examined the body at the behest of Captain Leander Quartermoon, Commander of the Western Wall, and his superior, the City Marshal. Cinder concluded that Coppercup had been killed by a single upward stab to the heart with a long slender blade which had severed the main arteries to the lower body. The body had quickly drained of blood and death had been swift. Drunk and surprised, Coppercup had been too helpless to resist.

Coppercup’s body showed signs of flagellation with fresh wounds over old scars as well as several other unusual wounds. Both hands were blistered, particularly the palms. These wounds appeared to be eruptions of the skin and showed signs of extreme irritation with some pus and bruising. Cinder could not guess what caused these unusual wounds. Coppercup also had an old brand scar on his thigh, though it was hard to make out what the brand depicted. It appeared to be a highly stylised pictogram of a house containing the symbol of what Cinder took to be eye.

Subsequent investigations revealed that Coppercup had left a letter in the inn to a local merchant banker named Augustus Marrow. Misteline and his companions opened this letter which appeared to incriminate Augustus Marrow, possibly linking him to the kidnapping of young women and children. The discovery of this letter shifted the focus of the investigation away from the body of Captain Murder and Misteline and his companions began to investigate Augustus Marrow. Not long after this, a certain acquaintance of Augustus Marrow called Lord Beauforque appeared on the scene and things began to get dangerous. Captain Silas of the Militia, who was acting incognito as a private detective, discovered a suspicious character lurking in the vicinity of the lodgings of Misteline and his friend Drake. Silas challenged the man who attempted to fight and ended up killing him. Later it would transpire that this failed assassin had been sent by Lord Beauforque, but at the time it was assumed Augustus Marrow had sent him.

Though there was always an undercurrent of doubt, Misteline and his companions continued to investigate Augustus Marrow as their prime suspect. They eventually discovered that Augustus Marrow, Lord Beauforque and Bartholumus Pyle the local apothecary, were all involved in some kind of conspiracy. It was assumed that Aurore Marrow was also involved in some capacity but this was not established at the time. Silas uncovered some curious information pertaining to a nearby building. A former wainwright’s workshop, this large building stood silent and empty across a patch of open ground from the house of Augustus Marrow who it seemed had bought the building and left it as he found it. Silas conceived a suspicion and decided to investigate. He took Drake with him and broke into the building, discovering that the building was being used as some kind of secret barracks for mercenary soldiers from Mursula. Quickly the investigators assembled and attacked the building, killing all within, even after several had surrendered. They also discovered a passage way from the buildings cellar in to an old storm drain that ran parallel to Shepherd’s Way and which gave access to both the apothecary and to Augustus Marrows house. From this latter door the sound of a woman being whipped could be heard

After a short pause to gather more weapons Misteline and his companions broke into the cellar of Augustus Marrow’s house. In doing so they took the banker, the apothecary and Lord Beauforque by complete surprise. Marrow and Pyle were taken prisoner and Lord Beauforque was dispatched in a duel by Rufus. A battle then ensued as Marrows guards and Beauforque’s retaliated in vain. Once the Marrow house had been subdued, and the militia guards reassured, Misteline went through Marrows papers whilst Drake took care of the whipped woman and Rufus went to the apothecary where he slew all the remaining mercenaries except their captain whom he defeated and then took prisoner.

Misteline and his companions established that Augustus Marrow was part of a conspiracy to overthrow the Grand Arch Duke and they gave this information to Captain Quartermoon who acted accordingly. By the time the Grand Arch Duke’s birthday was underway, arrests were being made all across the city. Misteline and his companions continued to investigate the matter, interrogating those prisoners they had access to. They discovered that Marrow and his wife, Lord Beauforque and Bartholomew Pyle were all guilty of high treason. Augustus Marrow and Lord Beauforque were both ring leaders of a city wide plot to assassinate a number of prominent citizens using Mursulan mercenaries and they had been directly plotting to attack the local militia guards and take control of the western gate, and killing Captain Quartermoon in the process.

In the meanwhile however, the matter of who murdered Marius Coppercup remained unsolved, but things were coming to a head. Thomas Fennel had noticed Dogmoss’s agitated manner and grew puzzled as to what might cause it. He was himself already personally affected by the death of Sandy however, his only recourse to sexual release, and was himself too despondent to think further on the matter. As the city celebrated the Grand Arch Duke’s birthday, Dogmoss skulked in the tower, watching the goings on in street below where numerous militia were gathered outside the house of Marrow. Finally he called for Fennel who came to see what was wrong. Fennel found Dogmoss standing by the window looking jubilant. As Dogmoss ordered Fennel to bring him wine, Fennel happened to notice the tunic shirt Dogmoss was wearing and which he had taken from Sandy’s cupboard and forgotten. Fennel recognised it because it had a certain embroidered rose patter on its collar. His eyes widened with understanding and as he stared, Dogmoss understood his mistake in forgetting to change out of the tunic shirt. He had been so occupied with his thoughts, and not a tidy man at the best of times, it had totally slipped his mind. Fennel turned and fled and Dogmoss chased him. He grabbed a crossbow from a wall rack on his way and tried to kill Fennel under the pretence that he had stolen something. Dogmoss knew from long experience that his rank would protect him if only he could silence Fennel first. He failed. Misteline and his companions observed the chase and intervened, saving Fennel and taking Dogmoss into custody.

Dogmoss knew that Fennel would talk so he tried and failed to hang himself. Under the misapprehension of death he was tricked by Misteline and a local actor of unscrupulous morality, into a full confession. The murder was solved.

Interrogations and arrests continued over the course of the next few days and most all the conspirators were caught. The leader of the conspiracy was not caught, although a name was discovered. Several of the ring leaders named him under interrogation as Renas Costa, but they were not able to identify who this person was. Only that he was very powerful, very rich and always acted via intermediaries. Aurore Marrow was never caught. Living so close to the western gate, it was assumed she had managed to flee the city before the alarm had been given.

Several questions remained unanswered; Amongst Augustus Marrow’s belongings was a note book full of what appeared to be architectural designs by one Albrecht d’Spear, a shipwright artisan working for the City Militia, of some kind of domed structure. It later transpired that this was a note book pertaining to d’Spear’s interest in an old mystery of the city known as the ‘Royal Enigma’. In short, the Royal Enigma is the mystery of what became of the last King of Takshendal. D’Spear had been investigating this mystery in his spare time, making use of the Militia archive (a comprehensive library which is not open to the general public) to search avenues of inquiry that were hidden by obscurity. He told Misteline that he had lost the note book, presumably ‘at the library’. D’Spear was never questioned by any one else.

Other unanswered questions revolved around several pieces of black rock found at the houses of six of the ring leaders of the conspiracy, and at the house of Bartholumus Pyle. These rocks were all kept in locked rooms, atop what appeared to be alters and the conclusion was the conspirators were using these rocks a means of influencing people. Interrogations revealed that the rocks, supplied by Pyle came from an unknown contact in the village of Slapershaven. When applied to the skin for any length of time, these rocks caused a blistering which in turn provoked an intense euphoria and a willingness to follow suggestion. Prolonged use, gave rise to certain mental instabilities and a loss of sexual ability. It also led to massive blistering of the contact area and in some cases habitual use.

Questions in the comments will be answered....

Sunday, June 1, 2008

Chapter 3.1 'The Curse of Slapershaven'

The images in this post come from Deutschland 1929


From the Journal of Misteline

Following the Murder in the Alley, I had received another commission from my patroness Adriana Wormpole (250 crowns including expenses); to locate the source of the shards of the Black Stone, and perhaps the origin of the conspiracy and the mysterious Rena(s) Koster.

We had a faint trail indeed; Bartholomus Pyle had supplied shards of a mysterious Black Stone to members of a dark and sexually perverse cult, which was also a conspiracy to overthrow the Grand Archduke of Takshendal. He had obtained it from an unknown trader at Slapershaven. The shards were reputed to twist the minds of their worshippers, opening them to suggestion and madness. They also caused blisters on their hands and bodies.
The only boat that travels to this rather remote area is run by Albinus Moonshank, and he took Myself, the worthy Drake, Rufus, and Silas (as he is already aware of the conspiracy, and enjoys official standing) to the village.
The journey was tedious, yet uncomfortable.

15th Septemus - Arrival:

We arrived at the village of Slapershaven in the afternoon. My first impressions were of isolation, chill mists about a gloomy lake, with mean peasants grubbing a squalid living from the stony shores and dank forests. Then the screaming of the local lunatic destroyed my idyll. The wretch is Samuel Leadfern, driven mad by the death of his wife at the hands, or claws of the local horror. He lives above the taproom of the local inn, a rustic establishment relishing in the jolly name of Ye Merry Badger. They serve Scrape; a local moonshine named after a disease of sheep, and 3 types of eel (green which is foul, brown that I dared not sample, and silver which isn't too bad). I won't even mention the wine. Did I mention that guests sleep in the taproom?

Fortunately the local headman; Herluf Brethouwer, invited us to stay in his house (it being heated by the foetid exhalations of cattle on the ground floor). We accepted.
Enough of my bitter feelings; his abode is moderately comfortable, his table generous and his wine of high quality. His wife is young and attractive (as one of her sex) as well.

Another person whom I was pleased, and very surprised to meet, is Brother Jeppo, an aquaintance from Takshendal. He is here to build a church (to the Divine Grace) and to expand the village.
Our actual arrival had been somewhat chaotic, as the locals jostled to get the best bargains. Nevertheless I had noticed the unsettlingly sturdy pallisade across the neck of the isthmus, the watchtower, and the guard at the gate. It seems that the area is beset by 4 problems; the monstrous being known as Clod, a couple of local bandits who were farmhands who killed their master, wolves and bears. I'm not sure what to think of Clod, and it is far too early to speculate, but there is a little suggestion of infectious madness and physical defilement, which is what we are looking for. The Brothers Groot must know the local land like few others, and I'll wager some of the villagers know where to find them.
Another little detail is that the local Blacksmith runs a general store, and I suspect that he supplies fossils to Albinus. In my mind, someone who knows where to find fossils may know about Black Stones. Unfortunately Bartlemy Linschoten seems to have formed a low opinion of me, when he heard that I am an artist and natural philosopher.

Albinus Moonshank had also been invited into the Headman's house and here the tale is told about the curse:

Up in the mountains there is a secret place; a place of rocks and moss where water falls from above into a silent pool. This was once the home of a lonely creature, called Clod to some, Sumpter to others. The creature was as a man but it was not a man. It had a face and stood upright on wracked and bent legs and would howl at the moon of a night, chasing wild animals for to gnaw on their flesh.

When men first came to the Slapersmeer, they fought Clod several times for it ate their sheep and slaughtered their fowl. Finally, on a dark night, Clod entered a farmstead and killed all within. When the farmer came to his house and found his family dead, he swore revenge and sought out Clod in the mountains and slew it with his axe. He cut off the creatures head, but its blood spilled on his hand and in the days that followed his hand withered and fell off. The farmer was called Jorik and he died twelve days later. His kinsmen buried him in a cairn that has ever since been called the Clodsbantor.

Then, men left these lands in the great winter years of 1398 and 1411. When they returned they expected to find the cairn again, but the strange thing is, no one can find the Clodsbantor any more. The old ones say, Clod’s kin folk came down from the mountains to find him. They dug up Jorik’s bones and took his soul up into the dark lands for ever more...

...now, something roams our lands and slays our sheep once again. The old women say Clod has returned and the farmers out in the wilds lock their homesteads tight and live in fear for their daughters. Brother Jeppo here is come from Takshendal to purge the land of this menace and in return we will build a temple to the creator though it taxes our meagre wealth to do so.

...this creature, seldom seen, is a pale figure, Slender and wasted. It screams of a night and can be heard often in these days. It seems to haunt Slapershaven, but so far we’ve not been able to track it down for it slips into the Slapersmeer and escapes. Truly, we are poor hunters though for our strength is sapped by fear. The ghost of Clod walks amongst us.

Friday, May 30, 2008

Chapter 3 'The Curse of Slapershaven'


15th Septemus. 1622

After having travelled up river for many dats on the trade ship of Albinus Moonshank, Misteline and his companions arrive in the evening of the 15th. As the sky darkens, the distant village is barely visible, first it appears as mere pillars of wood smoke rising above the mist, then as a dark shadow coalescing into a clutter of buildings perched on a rocky prominence.

It takes roughly thirty minutes to pull up to the anchorage and bring the trader into its accustomed mooring and during that time the watching children pass the word to the rest of the villagers that several well dressed strangers have arrived. Half a dozen adults gather to watch including one in armour, holding a spear and shield and another, broad of body and bearded, wearing a long flowing cloak of vermillion clasped with gold. A third figure, dour and unsmiling stands alone in the long crude robes of a monk.

Albinus identifies the first two as Reynold Klompenhouwer the watchman and Herluf Brethouwer, the village headman. He is not sure about the monk, but can tell that he brought him up river some seven weeks hence.

Herluf Brethouwer invites Misteline and his companions to stay at his house. The monk, recognizes Misteline almost at once and introduces himself as Brother Jeppo from Takshendal, an old distant aquaintance of Misteline.

The rest of the village clutters about the trading ship and the group is invited into the inn for a drink of Scrape, the local drink. Samuel Vallance can clearly be heard screaming hoarsely from his room above the inn taproom.

Darkness falls over the lake early and the chill air comes up from the water. Albinus Moonshank ha also been invited into the Headman’s house and here the tale is told about the curse.

Up in the mountains there is a secret place; a place of rocks and moss where water falls from above into a silent pool. This was once the home of a lonely creature, called Clod to some, Sumpter to others. The creature was as a man but it was not a man. It had a face and stood upright on wracked and bent legs and would howl at the moon of a night, chasing wild animals for to gnaw on their flesh.

When men first came to the Slapersmeer, they fought Clod several times for it ate their sheep and slaughtered their fowl. Finally, on a dark night, Clod entered a farmstead and killed all within. When the farmer came to his house and found his family dead, he swore revenge and sought out Clod in the mountains and slew it with his axe. He cut off the creatures head, but its blood spilled on his hand and in the days that followed his hand withered and fell off. The farmer was called Jorik and he died twelve days later. His kinsmen buried him in a cairn that has ever since been called the Clodsbantor.

Then, men left these lands in the great winter years of 1398 and 1411. When they returned they expected to find the cairn again, but the strange thing is, no one can find the Clodsbantor any more. The old ones say, Clod’s kin folk came down from the mountains to find him. They dug up Jorik’s bones and took his soul up into the dark lands for ever more...

...now, something roams our lands and slays our sheep once again. The old women say Clod has returned and the farmers out in the wilds lock their homesteads tight and live in fear for their daughters. Brother Jeppo here is come from Takshendal to purge the land of this menace and in return we will build a temple to the creator though it taxes our meagre wealth to do so.

...this creature, seldom seen, is a pale figure, Slender and wasted. It screams of a night and can be heard often in these days. It seems to haunt Slapershaven, but so far we’ve not been able to track it down for it slips into the Slapersmeer and escapes. Truly, we are poor hunters though for our strength is sapped by fear. The ghost of Clod walks amongst us.

Chapter 2.6 'Murder in the Alley'


From the Journal of Misteline

Interrogations and Conclusions:

Drake was working in the Apothecary for much of the day, trying to identify the poison and find an antidote for Augustus Marrow.
Rufus was scowling around outside, fondling the grip of his blade.

We found ourselves with 4 suspects in custody, awaiting interrogation. Actually 5, as Rufus observed an old man lurking near the Apothecary, whom he captured (unlike the tramp, he was someone worth questioning).
The suspects were kept, as far as possible, so they could not communicate.

§The Southern Mercenary Captain, who had already agreed to help Captain Leander Quartermoon in exchange for his life and possibly freedom.
§ Augustus Marrow, who may well by dying.
§ Captain Dogmoss.
§ Tomas Fennel.
§ The old man, who (eventually) proved to be Bartholomus Pyle's assistant.

Silas and I agreed that he would assume the rôle of a ruthless investigator, and that I would offer a more lenient option to one who would talk.
We also agreed that we would question Tomas Fennel first, as he, a slight man, was not the murderer, and yet he knew things. Furthermore we could hone our technique on someone who doesn't really matter.
We dragged him across to the torture chamber in the basement of the Banker's house. The idea was to scare him, and it was far too successful as the wretch broke down and babbled incoherently; he had seen Captain Dogmoss wearing a shirt that had come from Sandy, and had drawn the obvious conclusions.
These were not definite, however. The Captain had one of Sandy's spare men's shirts, which suggested that he had borrowed or stolen it, and that he had seen her soon before her death. This put him under suspicion as her murderer, and since her murderer was probably trying to silence her, it put her under suspicion of being Captain Murder and Marius Coppercup's murderer as well.

I was trying to calm Tomas down, and extract more concise answers from him, when we were interrupted with the urgent news that Captain Dogmoss had hung himself in his cell, but was alive, though possibly dying.
We rushed over to see him.
As it was, although he had hurt himself and thought that he was dying, he had not broken his neck. He would not talk however (although he indicated that he would talk to a priest of the Church of the Holy Law). I asked Drake to mix a draught that would deaden his pain and loosen his tongue, and went in search of a talented actor with empty pockets and few principles.

Meanwhile Drake had established that Bartholomus' poison was a mixture of many things, that Augustus would inevitably die, and that there was no possible antidote... but that it would be possible to prepare something that would make him feel better for a short while.
Drake did so, and he and Silas questioned him.
The antidote worked, but the interrogation was only partly successful.
When Augustus Marrow felt his condition (apparently) improving, he cursed the Apothecary and his ineffective poison. He refused to talk, however, and cursed (and tried to spit upon) his questioners.
Silas produced equipment from the Banker's own dungeon, but would not use it as Drake is a fine man of high morals and great heart.
He did, as delirium overcame him, rave about the Black Rock; Beware the Black Rock, Could have done it but for the Black Rock, and what sounded like Why did she leave me? His ravings descended to inane babblings about Demons, then he died.

I had found some actors, including Julian Prodworthy, who agreed (for a fairly generous fee, I might add), to take on the character of Father Goatstussock, a (completely fictitious) priest of the Holy Law, to hear Captain Dogmoss' deathbed confession, to use his trained actor's mind to recall it to us, and to keep such matters to himself (at least for a while).
I dribbled Drake's drug into his mouth and assured the Captain that it would ease his passing, and that a priest was on his way.
Captain Dogmoss confessed, in detail and at length:
Decades ago, in the Pirate War, he had been a Struggler, in league with Captain Murder.
He had let pirates into his part of a citadel, betraying his own men.
Later, over the years, he had, in the course of his work, knowingly sent innocent people to punishment.
Then, he met Captain Murder again, and the pirate had tried to blackmail him.
He killed the pirate in a fit of rage, but noticed that he was observed (by Marius Coppercup), whom he also killed.
Seeing that he would have to pass a guard in the doorway to his tower, he fled to the arms of Sandy the prostitute (we had misread the time of his entry to the brothel).
Next morning Sandy saw that his shirt was covered with blood, and he was forced to strangle her in order to preserve himself, he then took a spare shirt (embroidered with roses) from her cubbard, returned to his room and disposed of his own shirt.

Tomas Fennel later realised Dogmoss had killed Sandy when he saw the embroided shirt and locked eyes with the Captain. At that moment he knew, and saw that Dogmoss realised that he knew.

Captain Dogmoss was quietly hung by the guards soon afterwards.
Julian Prodworthy and his troop accepted a commission (from Adriana Wormpole, at my suggestion) to tour away from the city. So far as I know they never returned.

This left us with the Apothecary's Assistant.
Bartholomus Pyle had been a pederast, whom the Assistant had supplied with boys from the street. Of late, his apetites had waned and he had sent boys away again untouched.
He had been seeking an antidote to the blistering, without success (this was probably caused by the Black Rock).
Food had been cultivated in the Apothecary's garden to feed mercenaries for a few days.

Captain Quartermoon questioned the Mercenary Captain, and compiled information from other conspirators:
There were to have been 18 assasinations, but all the targets were protected.
The conspirators were mostly a coalition of merchants, rivals to the Wormpoles, although the Coppercup family itself was not implicated.
Most were captured (eventually) or killed, but 2 escaped; the leader, known as Rena Koster or Renas Koster, and Aurore Marrow.
These were tied into a cult, which worshipped shards of a Black Rock; and became suggestible, sometimes insane or impotent, and usually blistered (I am not wholly convinced that these are effects of the shards themselves, as, in my experience, the supernatural is so often mere hearsay). The material is dense, but pocked like a cinder.
Bartholomus had supplied the shards, which he had obtained from Slapershaven.

A few days later we interviewed Albrecht di Spear. He recognised his notebook, which he claimed to have lost in a library, over a year and a half ago.
They were not architectural plans, but notes relating to The Old Royal Enigma, and a structure that had been thought to lie beneath the city, but that Albrecht was certain lay outside (though underground). It was the resting place of the old kings, and was linked to a secret society, perhaps of knights. There appeared to be complex coding of symbols within these illustrations (a fascinating subject in itself), and depictions of a mysterious plant, flower or tree (not the ones cultivated by Aurore).

So, as we had suspected, there had been 2 crimes:
Captain Dogmoss had killed Marius Coppercup, but merely because he had been there. He had also killed the pirate and the prostitute. This case was closed, and justice, of a sort had been done.
The conspiracy was another, greater matter, and although it had been thwarted, there were loose ends; Renas Koster (and Aurore) remain at large, and the Black Stone has not been located.

A few days later, I received another commision from Adriana Wormpole (250 crowns including expenses); to locate the source of the shards, and perhaps the origin of the conspiracy.
With no reluctance I gave the shards into the custody of Takshendal's shadier authorities.

Thursday, May 15, 2008

Chapter 2.5 'Murder in the Alley'

"He whom edits history controls the game"


From the Journal of Misteline

Existing Questions:

§ So which one of Captain Murder and Marius Coppercup was murdered for a reason, and which (if any) to remove a witness?
§ How did the murderer know that Sandy had seen him, or was he just extremely careful? Did she see anything, as the alley would have been extremely dark?
§ It looks extremely likely Marius Coppercup was supplying Augustus Marrow with victims for some sort of distasteful cult / sexual practice, but this is not necessarily a motive for murder.
I suspect Bartholomus Pyle as well (this last bit has been confirmed)?
§ What is the blistering? I suspect a toxin; either they spank each other with nettles (Drake says that it has to be religious or sexual), or they are exposing themselves to an unknown drug, or possibly dabbling in alchemy. Alchemy doesn't work, and Augustus appears astute enough to know this.
§ From Silas: I speculate that Marrow the banker is behind this and had Lord Beauforque do the killing but, I need to know or have to find out about the connection between the vagabond and Lord B (this last bit is a bit out of date now)?
§ Why was Marrow fobbing us off with a transparent fake? Obviously to buy time, but for what? And have we thwarted him or is some plot already underway?
§ Where else do the drains lead, and who else has used them?

The 16th Augustus and Early Morning of the 17th Augustus:

Events continued over the next few hours:

Rufus went to the Apothecary and discovered (and defeated) several more Southerners. There was also a field kitchen set up to supply a fairly substantial group.

I went through paperwork in various rooms, so long as the city guards did not interrupt me. Silas, who enjoys some fairly substantial official status, did the same.
Marius Coppercup had been supplying 'birds' to Augustus Marrow for a bit over half a year. These may have been victims, but I cannot see why these appeared on the official books.
There was also a design for a huge circular arena or church, with sunken pit in the center. Fine work which Silas recognised as the work of Albrecht di Spear. He will be sought and questioned in due course.
Silas also discovered that Augustus had prepared himself in his bedroom.

Drake took care of the woman at first, and fetched Magda, who eventually took her to the inn.

And so to bed.

"Is that even phyiscally possible"?


The 17th Augustus:

We were faced with a number of highly important developments, which changed our perspective:

Augustus Marrow and Bartholomus Pyle had sent out for medicine, and a guard had supplied it. It was poison of course, and Pyle was dead, though Marrow (probably as he was more corpulant) was still alive when we found him.
We forced him to vomit, and Drake started seeking the poison, and an antidote.

The Southern Captain accepted Captain Leander Quartermoon's word that he would be well treated, if he divulged what he knew.
There was a plot to sieze power in Takshendal, with various key people being attacked this evening. The schedule may have been abandoned or brought forward (Aurore at least had escaped and may have brought word to the other conspirators).
Captain Quartermoon immediately took the rest of the paperwork and started to disentangle the plot; identifying targets, identifying conspirators and arresting them (or at least preventing them from leaving the city).

There was then a bout of confusing mayhem.
Rufus siezed a tramp for no readily discernable reason.
Captain Dogmoss was seen communicating with Tomas Fennel, who then forced his way into the kitchen of the 'Eel and Spindle' inn. There was an altercation with (I believe) Magda. Tomas was captured by Captain Quartermoon.
Captain Dogmoss ran away (from Rufus or Silas) but was brought down by an arrow from Drake (this may have been an enormous mistake).
Surviving prisoners were separated for interrogation.

"You kneel behind him and I'll push..."


I composed a letter to Adriana, to be taken by the first messenger that I can find.

For the eyes of Adriana Arabella Wormpole only, this being an urgent message from Misteline, on the morning of 17th Augustus 1622.

We have uncovered a revolutionary conspiracy, which Captain Leander Quartermoon is investigating at this very moment.
Tonight, many leading persons of Takshendal were to be assassinated by various agents including Southern mercenaries and cultists, one of whom is connected with the Association of Boltsworth.
We have, we believe, cut off the head of the conspiracy, but many agents remain at large.
Some may continue with their plans, others may have been warned and seek to flee, or to strike while they can.

You are in danger, my Lady.

I strongly advise that your family guards take appropriate action immediately.

This matter may be closely linked to the deaths of Marius Coppercup and Captain Murder, but we do not, as I write, understand the details.

Affixed with my seal [which is bloody complicated, artistic, cunning, and with built-in puzzles that few (actually, by no one except myself) appreciate] Misteline.




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All photo's courtesy of Oleg Zacharov

Monday, May 12, 2008

Chapter 2.4 "Murder in the Alley"

Both images in this post are purely inspirational and come from the works of Maurice Leloir


From the Journal of Misteline

16th Augustus, Evening:

We got back to the bar of the Eel and Spindle, then decided to examine the Officers' Tower (mostly to see where the various windows overlooked).
As we awaited permission to enter (our pretext was to visit Captain Dogmoss, but he was officially not at home), we noticed 4 of Beauforque's men watching us. We were let in anyway. Perhaps I should not dwell on our examination of the tower, but in summary:

§ The ground floor is a stable, with Tomas Fennel smoking a pipe in the corner (and dozing when we decended).
§ The first floor is a common room and refectory.
§ The second floor (there is no access to the walkway on the wall, but there are arrowslits) is the main kitchen and pantry; the domain of Bess, the cook.
§ The third floor is the main hall, Captain Leander Quartermoon's official command post (but he doesn't use it), a meeting room, and sometimes doubles as another refectory. Tomas Fennel probably filched his beer bottle from here (I suspect that bottled beer is intended for officers).
§ The forth floor is divided into 4 rooms; the stairway with the window from which we had been watched, Captain Dogmoss' appartment (from which the grumpy old man appeared, twice, on the second time as I picked the lock to the other appartment, that of Captain Woodrow, though I concealed this. This appartment included an office with apparently untouched papers from when he ran the tower.
§ The fifth floor is an attic, with a moldering archive of official accounts.
§ The sixth floor is also an attic and general store of old (ancient) junk.
§ The seventh floor is a lookout post from which we observed the Marrow house through a telescope. It was well lit, with candles and lamps blazing (through house plants) from every window, but no sign of movement inside.

We returned to the inn.
I wanted to find out more about what was going on in the back of the Marrow house, so Silas and Drake went around, taking a long route, via the warehouse and wheelwright.

Meanwhile I returned to our suite and examined the document that Augustus Marrow had given me. I felt that something was wrong and employed all manner of subtle chemical tests, to no avail.
The document appeared to be for a loan of 20 000 crowns, secured, but not specified against what, and with some unknown witnesses. I doubt if it is in any way legal.
Then it struck me; the date is old, but the ink is new. The whole thing is a fake, and a desperate one. Marrow was merely buying time, but for what?

Silas and Drake got as far as the warehouse, pushed the chain at the back door aside and sneaked in. They discovered recent footprints on the muddy floor, an office with interesting papers on the first floor (which Silas started removing), a smell of spicey food, a concealed cellar, and... movement in the attic.

They returned and we examined the papers; dossiers on many important people, including ourselves. Marrow (he owns the warehouse) may have been looking for business opportunities, but I suspect politics, or possibly blackmail.

We decided to use Silas' authority (I had sought to hide my investigation behind his, but it seems that he is hiding his official status behind mine) and search the warehouse.
Suffice to say that there were 6 Southerners hiding in the attic. Silas challenged them. They fought. Rufus proved particularly effective and we prevailed, killing some and taking some prisoners with minimal alarums.
I suspect that the prisoners died at Silas' hand as we left the building.

The cellar had a door leading to a storm drain. Across the drain was another door to the cellar of Bartholomus Pyle. There was also a way to another door to a cellar beneath the Banker's house, from which we heard whipping, feminine screams, and other unsavourary sounds. Whilst I fetched and loaded crossbows (from the Southerners), the noises stopped.
I picked the locks, but no one remained in the room.
There was a bloodstained bed with manacles, etc.
We stormed into the next room, seeing Augustus in some sort of leather pants, his torso a mass of festering blisters, with Beauforque and Bartholomus, also with blistered palms. They resisted at once, although only Beauforque put up any sort of a fight (and unfortunately roused everyone else in the house). Rufus prevailed again (which was, I am sure, an ambition of his).
We subdued the others and locked them in a cell. We freed the unconscious woman from the other cell.
There were also a torture chamber and, beneath Consuela's house, a shrine with a strange piece of dark stone (which I took for further analysis; it is not magnetic, but I suspect it is a stone that fell from the sky, or something).

Aurore set the remaining guards on Rufus, but he (and Drake) killed or captured most of the household, whilst I started searching the house.
I found a great many plants, an alchemist's workshop (apparently never used), a library... and that Aurore, at least one guard (and from the warehouse, a Southerner) had escaped.
We summoned the guard, who were already roused, and Silas produced some sort of credentials to prevent them entering the house, and to seal it.
It is clear that the people in the house are guilty of something (if only forgery), but it is not proven that they had anything to do with any of the murders.
I suggest that someone goes back, via the drains, to the apothecary.

This image is from' The Three Musketeers' by Maurice Leloir

Monday, April 21, 2008

Reynold Klompenhouwer and son

Reynold Klompenhouwer. A former soldier from Takshendal who left the city with his son after he ran into trouble with shady underworld characters. Klompenhouwer is a tall lean man with a heavy moustache, trimmed beard and brooding eyes. He lives with his son Jaki in the guard house. He is employed by the village as a night watchman, to keep the village gate and to maintain law and order.


Jaki Klompenhouwer. At twelve years old, Jaki has taken on some of the responsibilities of helping his father. Essentially this means he guards the village gate from midday until evening, sitting in the watch tower and keeping an eye on the surrounding fields. Most of the time he is dutifully at his post, but every so often he gets side tracked by the other children of the village. He is a cheerful young soul, long limbed and bony, with a shock of blonde hair and a curious nature.

The Groot brothers

No pictures since these characters are not 'on table'

Adolphus Groot. A local outlaw. A former farm hand who slew his master several years ago and then fled into the wilds with his brother. Since then he has lived as a hunter, sporadically preying on the local farmers live stock. It is believed the Groot brothers live some where up in the mountains but their hide out has never been discovered. Armed with the sword he took from his former master, Adolphus is a some what hot headed man, quick to attack and something of a natural talent. He wears leathers and has a helmet and shield. He is tall, muscular and lithe and some what dirty and unkempt.

Berthold Groot. Like his brother, an outlaw. Berthold is a fatter, easier going man than Adolphus. Less likely to start a fight. An expert hunter and tracker. He is broad faced with pocked cheeks and a weather beaten face. He wears animal skins and leathers and has a spear and shield

Both brothers are regarded with a begrudging admiration by most the villagers. This regard is not shared by Herluf Brethouwer however who has lost cattle to the brothers in the past. He has often called for punitive expeditions, but these have seldom yielded any results and few of the villagers care to take part. The farmers who live in the region outside the village hate the brothers as they have suffered more at the hands of the theiving outlaws. They often join Herluf's expeditions.

The crew of the Stella

Albinius Moonshank: Is a famous local trader. The only ship owner who can be bothered to take his vessel (Stella) as far up river as Slapershaven, he has a practical monopoly on all trade to and from the village. Subsequently he is very popular and welcome in every house hold. He usually stays a few nights at the hall of Herluf Brethouwer whilst goods are being loaded and unloaded. Albinius makes one trip to Slapershaven six weeks or so except during winter. He is a large, heavily built man, in his mid fifties, yet still hale. He wears a lot of clothing, including a headscarf to keep the sun off his bald head. His wife died many years ago and he sometimes sleeps with various women along the river. This and his generosity to these women, has given him a reputation as a lady’s man. He has not however any such lady friend in Slapershaven, though in times past he has been known to flirt with some of the local women from outside the village during local festivities.



Lukas Moonshank: Young, compact and some what muscular, Lukas is Albinius Moonshank’s only son. He is a quiet, calm man who gives the impression of controlled strength masking possible violence. He is handsome, but not charming, and lacks his father easy going manner. He wears armour when ever strangers are on the ship, or when the ship is docked and seldom leaves the ship, acting like a guard. He is armed with multiple weapons.

The Leadfern family


Samuel Leadfern. Originally from Takshendal, he is considered something of an intellectual in the village, though of late he has been bed ridden with a horrible wasting illness of unknown origin. As owner of the only ale house in the region, Samuel is well liked, though few will actually claim to be his friend and in these days of pain and torment, most people stay away from the tavern as Samuel’s groans and occasional shrieks can easily be heard in the tap room.
His wife was the first victim of ‘the creature’.




Juliana Leadfern. The daughter of Samuel and Melody Leadfern. Juliana is considered the prettiest girl in the village and is the object of desire for several of the young men in the surrounding neighbour hood. She is eighteen years old, with long fair hair and a pale complexion, but recent events have put an uncertainty in her bearing and shadows form easily under her eyes. She wears practical clothing as the running of the tavern has become her job since her father took ill. It is widely believed her father will die soon and as she will inherit the inn. This has lead to much speculation amongst the villagers as to which lucky young fellow will win her hand in marriage.

Molly Frith


Employed by her childhood friend Juliana Leadfern to help with running the inn so that Juliana can tend her sick father. Molly is a plump beauty often considered something of a slut by the locals, though in fact she is actually chaste. Her poor reputation has come about due to the bragging untruths of certain young rival from the surrounding region that desire her hand. Molly and Juliana are the only two eligible young women currently on offer for half a dozen farmers’ sons, and Juliana is considered something of a prize. Consequently Molly now has at least four young men courting her. She is sixteen years old. She has dark curly hair, a pouting face and a wide bottom.

Brother Jeppo


Sent by the Grand Council of the Church of Divine Grace to establish a temple in Slapershaven. Brother Jeppo currently resides in the Hall of Herluf Brethouwer with whom he is engaged in the process of acquiring the ground for the proposed church. The ground in question is currently occupied by the watch tower and guard house and these and the palisade must be rebuilt to accommodate the new church.

The Brethouwer family

Herluf Brethouwer. Village headman. A heavy built, middle aged man with a broad handsome face and calm eyes. Herluf inherited the job of head man from his father with no protestations from the rest of the villagers (most of whom are very conservative). Needless to say Herluf is one of the richest men in the region, owning no less than forty head of cattle (most of which are grazing in pastures up in the hills under the watchful eyes of Herluf’s tenants).


Ursula Brethouwer. Young, pretty and some what vain, Ursula considers herself the most important woman in the entire region and loves to play at being a ruler, even though it is her mother in law who seems to run the household. She does very little actual work, wears clothes imported from Takshendal rather than clothes she has made herself and loves to spend her husband’s money. None of the village women much care for her and her lack of children is a constant source of gossip.

Heike Brethouwer. De facto ruler of the village, Heike is a strong minded woman who carries the burden for her son who is often away in the fields. She disapproves of her daughter in law, but seldom criticizes her in public. Heike is considered one of the ‘three wise women of the village’ and is usually the person to whom the villagers turn for advice. She is tall, spare of frame and pale. Her hair is white and she is given to pouting a lot when speaking with people. She is also a very religious woman and was the person who proposed building a temple. She is very pleased to give shelter to Brother Jeppo and takes steps to maintain his comfort.

The Linschoten family

Bartlemy Linschoten: A stocky, middle aged fellow with unusually wiry hair and an olive skinned complexion. There is something of the southerner about Bartlemy and if asked he will explain his grand father was a Mursulan. Bartlemy is a blacksmith and with his wife, he also runs the only store in the region. Together with Herluf Brethouwer, he buys and sells local produce to the trader Albinius Moonshank. He is an introverted fellow who gives the impression of never having time for idle talk.


Catalyn Linschoten: Is a local woman who was once considered something of a beauty but whose looks have faded fast in recent years. Now middle aged, she has two Megina and Justus. She is a reserved woman who listens to gossip from her customers, but is sparing in what she passes on. She is tall, blonde and wears long flowing dresses.

The Lowhouse family

Matteus Lowhouse: A tall slender man, Matteus is a farmer who owns several pastures and fields in the immediate area which he works along side his brother and several young men (who all live outside the village). He is quiet, middle aged and some what shabby in appearance but generally well liked both for his generous nature and ability to play the hurdy gurdy. Married to Tineke Lowhouse who is the daughter of the regions richer farmers, he is considered something of a rising star in the region and his voice, though seldom raised, carries weight. He is Pieter Garrisons Cousin.

Tineke Lowhouse: A firebrand of a woman, much given to haranguing her husband over trivial matters, Tineke is feared by most of the children, especially since she is the village school teacher. Though she has no other qualifications than that she can read, write and do basic arithmetic, she teaches the children of the village for four hours every morning in her house. Middle aged and with a ‘belligerent face’, she has never been considered a beautiful woman. She is however quite astute and can spot deceit faster than most. Middle aged, she has two sons named Arnaud and Klaas (she has also lost two children during child birth). She is unkempt and seldom bothers to keep her hair untangled, but is not a dirty person. She is also famed for her baking abilities.

Vonneke Lowhouse: Though old, Vonneke has maintained a certain smoothness of skin that makes her look twenty years younger than she really is. She wears clean, simple clothes and is always seen wearing a head scarf. She claims this is because it is ‘proper’, but the rumour is she is going bald. She is one of the ‘three wise women of the village’, mostly because she is the village midwife. She is well liked and given much respect, especially by the female villagers. Vonneke is determined to find her youngest son Jarolf a wife, but all her efforts have been in vain and Jarolf himself seems indifferent to the idea


Jarolf Lowhouse: Brother to Matteus. Jarolf is generally considered something of a good natured dim wit by the villagers. He is younger by a good ten years, but seems older, mostly due to his beard and his disinclination towards washing. Happy to just work in the fields, or with animals, he is known to have a good way with cattle. Most of the time he lives out of the village, but often he can be found sleeping at his brothers house, enjoying his mothers company. Jarolf is unmarried and is not considered the marrying type.


Sunday, April 20, 2008

Horatio Kingsneedle

Horatio is an aging fellow who largely keeps to himself. He is short, gruff and often bad tempered and can usually be found sitting by himself in the taproom of the 'Eel & Spindle'. He dresses in drab, worn clothes but keeps himself moderatly groomed and clean. His eye sight is weak and he is half deaf. He is a wheel wright and he lives above his workshop. His favourite topic is the deplorable state of things after his former boss, Old Joe Crooke the wainwright died.

Friday, April 18, 2008

Chapter 2.3 'Murder in the Alley'

So far so good. The characters have begun to get a feel for the game, have interviewed just about every one and have begun to analyze every aspect of the murders. Amongst the theories put fowards have been some very astute guesses, but as yet the truth remains obscure amongst the numerous possibilties. Suffice to say, our heroes are on the right track.

~~~~~~~


Silas confronts a ruffian on the inn balcony (see inn balconey)
Rasmus to the left, me to the right



From the Journal of Misteline

15th Augustus; back at the Inn:

Silas arrived back at the Inn, after having made various enquiries into the broader background. We retired inside for our evening meal; fresh roast beef, unusual for this time of year.
There was general discussion as to the significance of the burning lights that traversed the sky. All agree that it was an omen, but for good or ill? It is also our Grand Arch Duke's birthday celebration in a few days, and a market soon.
As Scuttlebut was absent, there was also talk of crossbows, with Lord Beauforque's guards, city militia, and Drake, all comparing the finer points.
It was, however, a quiet evening.

We retired, but were somewhat concerned that our investigation, or my message to Augustus Marrow about the letter, could upset someone enough that they would take some physical action against us (our patrons stand between us and political action). To this end, Drake prepared an ingenious device to warn us if an intruder attempted our door. Rufus and Silas remained alert.
At around midnight, Silas heard a quiet tread upon the stairs from the ground floor towards the balcony outside our suite.
According to his account, he challenged the intruder, who attacked him with a dagger. Silas, having a schiavona sword, prevailed.
I was awakened, roused Drake, and arming myself with a heavy piece of fired clay, approached the door. However it was all over when we arrived. Silas had asked the rogue who had sent him, but the man had merely gasped 'milord, milord, milord', and unfortunately breathed his last.

Soon the Inn was roused, the militia summoned, and all but the girls stood around gawking at the excitement.
Captain Quartermoon had a swift word with Silas, and it was agreed that the stranger was a riverman who had no business in the Inn, and that Silas' action had been justified.
It was unfortunate, as the man left no clue as to who had sent him, or why. He was very ordinary, small, dark; a nameless ruffian. He could have been sent to steal, to threaten, to kill, or as a messenger. Plainly, he did not expect, nor want to be challenged.

One further note; there was a light in the Marrow house, quickly extinguished. Someone was awake late.


The militia drag away the ruffian's corpse


16th Augustus:

We had a long conversation with Captain Leander Quartermoon. I suggested that he set a man to observe the Marrow house, but he indicated that the militia had too many other things to do.
I mentioned the letter from Marius Coppergate.
I also indicated to him, and to others in the course of the day, that my investigations were drawing to a conclusion. They are not, but I want to stir the pot a little.

We went to see Bartholumus Pyle (Griselda was not at home). Whilst Rufus, Drake and myself remained outside, Silas entered the house.
Silas asked for something to help him sleep; laudanum I believe.
He also asked about blistered hands (a mistake in my opinion, as I believe that Bartholomus may be closely connected with Augustus Marrow), but Bartholomus was vague.
Another man came through the door from the back room, saw that Bartholomus had a guest, and retreated at once. Bartholomus was displeased, and later, Silas overheard him remonstrating with the man 'don't do that again, you idiot'.
He was a richly dressed southern man, a soldier or officer perhaps.

Outside, some workmen were putting up some sort of canvas shelter in the square in front of Horatio Kingsneedle's workshop.
Drake had procured bottled beers, so we spent some time with the man.
My main question was if he had observed visitors to the rear entrance of the Marrow house; he had, but was unfamiliar with most of the visitors.
He did not like Augustus Marrow, who had inherited title to his workshop, and to the large empty building close by (it used to be owned by Old Joe Crooke, the now deceased wainwright).
He referred to the guards; Messrs. Murdoch and Merriweather as bastards.
He is almost deaf though, and has heard nothing.

2 more southerners talked to the workmen with the tent, asking about us, but they didn't approach us.

Back at the bar, Scuttlebut had returned (he had been playing at another inn). I suspect that Silas had entered his room; Drake has done something cunning to our door to indicate if anyone does the same to our suite.
There was also a stranger and an urchin, but they left after a while.

In the afternoon, we went to see Augustus Marrow.
Someone, possibly his wife Aurore, observed us from an upper window. Silas noticed that someone was watching us from the officer's tower as well.
Augustus was not interested in the letter, but indicated that Marius Coppercup owed him money and he had perhaps sought to besmirch his name with a spurious letter.
According to the documents that Augustus provided, Marius had borrowed 20 000 crowns. There are signatures, but no independent witnesses, but financial reputation is everything to a banker; they may be liars and cheats, but seem to honour there own code.
He acknowledged that he has other enemies, and hinted that my own patron could stoop to such levels herself.
Lord Beauforque (at least) was in the house, listening, and I suspect Aurore as well.
Augustus has heavy blistering on his palms, and beneath his collar as well.

We visited Consuela Brackenbridge, and she was in a talkative mood. She told us a lot about the local relationships, though nothing much new; merely more details.
She was wrong on one detail, I believe; the girl Meredith is a teenager (some relation of Magda, whereas Lucy appears to be an orphan), but not, as she thinks, uninterested in men.
However, she told us a lot about the Marrow household.
Augustus had long acted the part of a philanderer, with Aurore somehow sidelined.
In the last year or half year, he seemed to lose interest (either in women, or in the pretence). He dismissed his female staff (they are in other posts away from this district). No one knows what Aurore does, nor who cleans the house. He does have a great many guests, mostly anonymous, and many (one assumes) wealthy.

Further Questions:

§ So which one of Captain Murder and Marius Coppercup was murdered for a reason, and which (if any) to remove a witness?
§ How did the murderer know that Sandy had seen him, or was he just extremely careful? Did she see anything, as the alley would have been extremely dark?
§ It looks extremely likely Marius Coppercup was supplying Augustus Marrow with victims for some sort of distasteful cult / sexual practice, but this is not neccessarily a motive for murder.
I suspect Bartholomus Pyle as well.
§ What is the blistering? I suspect a toxin; either they spank each other with nettles (Drake says that it has to be religious or sexual), or they are exposing themselves to an unknown drug, or possibly dabbling in alchemy. Alchemy doesn't work, and Augustus appears astute enough to know this.


Our hero's confront Augustus Marrow

Thursday, April 17, 2008

Chapter 2.2 'Murder in the Alley'

Both images in this post are purely inspirational and come from Deutschland 1929


From the Journal of Misteline


The Evening of the 14th Augustus, in the Eel and Spindle:

Several militiamen and Bartholomus Pyle, and Horatio Kingsneedle entered the main bar.
Apparently Bartholomus had seen Marius Coppercup dancing on the evening before he died.
We ordered food (and I enjoyed Magda Featherlock's excellent pickled eel pie), and observed and talked with the other patrons, including Bess; a fat woman with some sort of function in the kitchen of the Captains tower.
Captain Woodrow partook of our drinks, and produced Doctor Cinder's report of his examination of Marius Coppercup:

Doctor Cinder’s report to the City Marshal regarding the death of Marius Coppercup

Confidential

I recognised the deceased immediately having seen him at numerous social gatherings, and having been employed by other members of his family in my medical capacity.

Coppercup was killed by a single upward stab to the heart with a long slender blade. The blade slid between the ribs easily and in my estimation, the kill was swiftly executed. The body was fairly drained of blood, indicating a serious wound to the heart, and I do not believe Coppercup could have been saved once the stabbing had taken place. Death was probably swift but shock may have rendered Coppercup too helpless to resist. There was also a strong smell of wine about Coppercup’s mouth and he had soiled his linen. According to the militia guards, Coppercup had spent several hours in the local inn, ‘The Eel and Spindle’, and was observed drinking heavily and making merry.

Coppercup’s body showed signs of flagellation with fresh wounds over old scars. As with the previous cases you have asked me to investigate, I estimate the deceased was likely indulging in unnatural acts of a sexual nature. I can make no guess as to the meaning of these scars beyond that.

Coppercup’s body also bore several other unusual wounds. Both hands were blistered, particularly the palms. These wounds appear to be eruptions of the skin and showed signs of extreme irritation with some pus and bruising. I cannot guess what caused these wounds.

Coppercup also had a brand scar on his thigh, though I cannot make out what the brand is meant to depict. It appears to be a highly stylised house containing the symbol of what I take to be an eye. I estimate this mark is several years old.

~~~~~~

I have 3 immediate observations:

§ I have no clue as to the cause of blistered palms. Marius' note was written in a shoddy manner, consistant with his hands having been painful.
§ The Eye in House symbol is the mark of some secret society, but I am not familiar with it.
§ Both Marius an Captain Murder had been killed with a similar weapon, possibly the same person, but in an utterly different way.

Mr Murdoch (a guard of Augustus Marrow) was watching us. Drake engaged him, and noticed that he also had at least one blistered palm.

Waldo Scuttlebut came in and performed for much of the rest of the evening.

Bartholomus Pyle is an ordered man who wears silk gloves, though he is not effete. Drake noticed something wrong with the skin around his mouth and eyes.

Albrecht Greengrass is the printer; a quiet, insular man, though interested in some ideas that I have for the improvement of printing of images.

Also present were Horatio Kingsneedle and Tomas Fennel (I feel sure that he knows everything, if only I can find a way of persuading him to tell me the whole truth without embellishment.


15th Augustus:

Griselda Honeycomb was in the Inn, briefly, before I arose.
Some workmen started constructing hitching rails outside the Inn for the forthcoming market.
An urchin arrived with a message for me:

My Dear Misteline

My mistress asks me to pass on her fondest regards and assure you that recognizing the body of the accursed pirate should pose no problem once the corpse has been brought to the Hall of the City Marshal.

My mistress also expresses her gratitude for the way in which you handled this discovery, and proposes you be paid one third of the reward sum; 3,333 Marks, the two thirds going to the various agents who will acquire the body today and bring it before the City Marshal and a person of excellent reputation of whom we are aware and who can be trusted to make a trustworthy identification, should the body indeed prove to be the hated buccaneer.

In the light of your investigations, it may interest you to know that ‘Captain Murder’ was in fact the infamous Struggler called Phelonius Addlegate. I’m sure you recall the dreaded Bodgersfield Gang. Addlegate was once their leader...

I am convinced that this matter, though trivial in of itself after so many years, need not concern any one besides our selves.

Yours most sincerely,
Morris
~~~~~~

This is a fairly definite hint that I should not concentrate upon the death of the pirate beggar, but I feel that it is the heart of the matter.
And a little background:

The Bodgersfield gang

A secret society of philosophers, students and political radicals formed sometime around the year 1588 (when Misteline was 16 years old and an apprentice in the workshop of his old master, Titus Sodbottom). The Bodgersfield gang were rumoured to be militant followers of the philosophy of Carl Marcus Peat [Moif couldn't resist that one] who wrote in the late 1400’s that the common labourers were the true nobility and The Creator had never intended for one man to have power over many, that it was actually a crime against nature for one man to own another. Peats work was printed in a comprehensive book titled ‘The struggle within’, which enjoyed a brief popularity amongst young radicals and students who became known as ‘Strugglers’, but which gradually fell into obscurity when Peat committed suicide whilst being detained for questioning by the City Militia.

With the rise in power of the Merchants Guild, Peats book became an inspiration for a new generation of student radicals. In 1584 the book was banned after a student demonstration set fire to the office of the City Chancellor. Arrested students and other youths admitted during interviews with the City Militia to have been inspired to illegal and immoral actions by the book. They were labelled ‘Strugglers’ and several were subsequently hanged.

After the disturbances of 1584 most people avoided the Strugglers movement and it appeared to dying out until 1590 when several businesses were set alight. Proclamations of guilt were pasted nearby each burnt down shop or business explaining that a ‘people’s court’ had found the shop keeper guilty of immoral practices. The city officials quickly retaliated by labelling this court as an illegal band of Strugglers, and set a price for any information leading to the capture of its members. By 1591, the common name for this group was the Bodgersfield Gang because rumours spoke of a secret hide away, complete with an underground court and a dungeon, hidden some where in the Bodgersfield district of the city. No one knew for certain how many people were involved in the Bodgersfield Gang. Officially it was described as ‘a group of malcontents, probably no more than ten or twelve members. Others put the number far higher, some describing the gang as a veritable army.

Most people regarded the Bodgersfield gang as mere rowdy trouble makers and initially many were secretly pleased to see rich merchants and shop keepers made to suffer. When the gang began to issue demands for a republic however, the city authorities began to arrest any one even remotely considered to be connected to the Bodgersfield gang, with some people dragged away in the night and never seen again (though totally innocent, Misteline was himself dragged in for questioning twice during 1591, the second time he had to be rescued from a particularly sadistic interrogation by Titus Sodbottom who called in several favours from highly placed officials). Theodor Malleados’s School of Excellence (a small university) was shut down, and several of its faculty arrested, and in the summer of 1591 the Bodgersfield Gang retaliated. They kidnapped, tried and executed a well known merchant banker named Laurent Grabblenook, leaving his naked body in the Grand Plaza of the city with a placard tied to his neck bearing the single word; Guilty.

Public opinion turned against the Bodgersfield Gang after Grabblenooks death and people stopped calling themselves Strugglers. Grabblenook had not been a particularly popular man, but the rude nature of his death incensed people and it was not long before the Militia were tipped off as to who the leader of the Bodgersfield Gang was. A reward was posted for one Phelonius Addlegate, a former student of Theodor Malleados’s School of Excellence and a well known orator in Struggler circles. Addlegate was never caught, having fled the city days before. Rumours circulated that he was hiding in the lawless desolation of the Salten Reach.

After 1591, the Bodgersfield Gang gradually faded from the public eye, but every so often a rumour would surface of dark plots and threats against the city.

In 1597 the notorious Captain Murder, who had been a plague on merchant shipping for several years, suddenly attacked the city with a fleet of some twenty to thirty vessels, setting fire to the docks and doing the utmost to cripple Takshendal’s fleet of warships. The attack came as a complete surprise and much devastation was wrought, but ultimately the pirates fled in disarray as the city roe up against them. A bounty of 10,000 Crowns was put on Captain Murders head but the pirate captain had disappeared after the battle and the reward was never claimed. It stands to this day.

After the pirate attack, it transpired that several turn coats within the city, even it was said members of the Militia had actually assisted the pirates, and had attempted to assassinate the Grand Duke of Takshendal. Several of the arrested were former members of Theodor Malleados’s School of Excellence and were described by the authorities as key members of the Bodgersfield gang. They were all executed and their heads placed on the city’s gates. Their leader was a man named Helios Shuttlepot and his old tarred head is still displayed as a warning on Takshendals north gate (facing the sea and the Salten Reach).

Naturally, ‘The struggle within’ remains a banned book [which I have in my private collection].

~~~~

I resolved to talk with Griselda, as her establishment overlooks the back alley in which the murders took place. On the way we could not fail to notice Lord Beauforque, a notable duelist, mounted and with 4 retainers. He is, apparently, a guest of Augustus Marrow, and a representative of the Association of Boltsworth (a rival to my own patrons). Rufus, attempted some subtle insult, but I fear that he merely insulted himself.

Griselda is a fine woman, with a keen intelligence and a body that I would love to paint. She had been looking for her housemate Sandy, who had not been seen for a few days. I insisted that we open Sandy's door, which I achieved through my arts, and discovered her dead upon the bed. She had been strangled by a large person with muddy boots, who had entered through the unlocked back door, overpowered her (she had a torn fingernail, and the chamberpot had been overturned), partly covered her with a sheet, locked the door and departed with her key. In my opinion she had been killed a day or so after the murders behind the house, and at night or early morning (as Sandy was in her night clothes).
Rufus fetched the militia.

Griselda would not break her clients' confidentiality, who are, for the most part, not locals. Sandy entertained at least 1 local [Bartholomus or Albrecht?].
She had seen the Eye in House symbol before (and hinted at clients who enjoy whipping), but did not admit to knowing its significance. She had not noticed anyone with blistered palms.

Captain Leander Quartermoon and I discussed the murders. His comment was that the tramp (Capt Murder) had been killed with great violence, but that Marius had been killed in cold blood.
I did not inform him of Marius' letter, but I probably will, in due course (I had told Drake to tell Murdoch).

In the afternoon we went to see Consuela Brackenbridge. She is a keen observer of people, and noticed my special friendship with Drake at once. She is also a gossip, but did not know of any people with blistered palms or Eye in House brands. She had observed young women being thrown out of Marrow's house after some sort of abuse, and professes to know nothing of his wife Aurore Marrow.

In the evening, there was a commotion; townsmen had seen a great flaming ball traverse the sky; a Phoenix, an omen and portent no doubt, and I failed to split its light with my prisms.



Wednesday, March 19, 2008

Chapter 2.1 'Murder in the Alley'

Tracey (Drake), Rasmus (Silas) and Myself. Photo By Oleg Zacharov

~~~~~~~~

From the journal of Misteline.

Some time on the night of the 11th Augustus, 2 men died.
It was raining, heavily, and few people were on the streets.
2 Bodies were found on the morning of the 12th, and soon afterwards rumours began to circulate that Marius Coppercup had been murdered.

13th Augustus 1622 - the Commission:

Because of the risk of civil unrest and the political repercussions of Marius Coppercup's killing, the City Council met in the afternoon.
Later in the evening I was approached by an agent of Adriana Arabella Wormpole. I have had commissions from members of the Wormpole family before. There are several objectives:

§ Find out who killed Marius Coppercup.
§ Do so discretely; report to Adriana (or her agents) first, but it is not, and cannot be a secret that I am investigating. On the other hand, I do not have an official status as such.
§ Do not publicise a result that makes the House of Wormpole look bad. I was assured that although the Wormpoles and Coppercups are bitter mercantile and political rivals, the Wormpoles were not responsible for Marius' death.

I was given a pouch of 150 crowns (a typical working wage is 4 / week) as compensation for my time and expenses, and the help of Rufus, a notable blade allocated to guard me.

As soon as I had accepted, my good friend Drake and I walked over to the area in which the corpse had been found.
As on the 11th it was a wet and stormy night. Few people were on the streets, and the shadows were deep. Actually, there were occasional islands of illumination; the doorway of the Eel and Spindle, the doors of the watchtowers (where from guards peered into the gloom) and such light as strayed from curtained windows. Few people could have seen, or heard anything.
We returned. The walk took far longer than I had anticipated, and I resolved to seek lodgings at the inn.
And so to rest.

14th Augustus - to the Inn of the Eel and Spindle:

My good friend Drake, Rufus and myself, together with a man to assist with our materials, arrived at the Inn around midday.
Drake and I shared a suite, whilst Rufus took a room on the second floor.

The Innkeeper is Trevick Featherlock, who appears to be under the thumb of his wife Magda.
The barmaids are Lucy, the prettier one who gets her bottom pinched, and Meredith, whom we didn't see until later.
Waldo Scuttlebut is our neighbour in the adjacent room over the back alley, a fine musician, though no longer a young man.

We ate at the bar, and learned that actually 2 corpses had been found; Marius in the alley against the windowless wall of the Inn (more or less beneath Waldo's room), and an unknown old beggar or drunkard in the unused ground on the other side of the alley (behind the house of Bartholumus Pyle).

Silas, is another investigator, claiming some official position. I am willing to appear to assist him, to allow myself more discretion, and indeed to share most information with him. He had already heard that an eminent man of medicine had examined Marius, but had not seen the official report.
A guard; Albert, had found him at dawn. He was the night watchman doing his rounds. Joe, the Milita guardsman who was on duty at the door of the Captains tower, had seen nothing as he had withdrawn from the heavy rain.
Marius appeared to have been stabbed, but clothes befitting his class were not in evidence.

3 other regular guests walked into the Inn:
Captain Woodrow of the Militia. Retired, and too fond of his drink, but he promissed to arrange for us to see the official / medical report.
Murdoch, one of Augustus Marrow's guards, the other being Merriweather.
Tomas Fennel.

I decided to examine the corpse of the unknown beggar, and to this end, Rufus, Drake, Silas and myself made our way through the afternoon drizzle, to the shorter of the 2 towers, where Albert, Joe and the other guards are stationed under a sergeant.
The sergeant didn't hold with our methods, but was agreeable after I compensated him for his inconvenience.
I recognised the corpse at once, as I had seen him some decades ago, it is Captain Murder the pirate. I fear that the others could not miss my reaction, but I resolved not to make this official, nor to tell Silas, until I have considered the political implications.
[This means you, Rasmus, I'm putting it in the write-up, but Silas does not even suspect this.]
There is also the matter of the 10 000 crown reward, which may never have been revoked, funds that I could well use for my philosophical endeavors.
On the other hand, it might be very difficult to prove that this was the infamous pirate. Beneath a stained cloth we saw the bloody corpse of a once powerful man, apparently well fed and healthy, but now old, and having obviously lived rough for at least several weeks before his savage death. He had been stabbed, by a dagger, some 50-60 times, during which he had attempted to fend off the assailant with his arms. The killing blow was probably one of several deep stabs to the neck or upper chest.
Many of the blows were angled downwards; this is the work of a dagger, not a rapier, and not, in the expert opinion of Rufus, in the hands of a skilled knife fighter.
Most were from the front; suggesting a single assailant.
There was no sign that Captain Murder had been armed, nor that he had attempted to arm himself with, for example, part of a fence. I wonder at this.
There was no sign of drunkeness, but I would not expect such after 3 days.
The corpse would be taken to a communal grave at the city's expense, in due course.

We also talked to Joe, one of the militiaman who had found Marius' corpse at first light.
It had been a dire night, and Joe had been stationed inside the doorway of the taller, officers', tower, peering out into heavy rain, but he had was somewhat sheepish about how many breaks he took. He could not have seen much, although he could have heard shouting, though he did not. Militia guards have been known to take bribes to turn a blind eye to minor matters.
Marius had been slumped against the side of the alley, against the Eel and Spindle, in a pool of blood.
Albert, the night watchman on patrol along the city wall road discovered the body and taking him for a drunk at first, attempted to kick him awake. He thinks that Marius may have been armed with a sword, or at least he had a scabbard (no dagger was mentioned).
Albert noticed a single wound to the chest.

On the way back to the Inn, we enquired after Captain Woodrow at the taller tower. He was not in his quarters, nor did anyone know, or even care where he was. I fear that the good Captain will forget to help us see the medical report.

Back at the bar, I partook of some of Magda's particularly fine pickled eels, but my companions did not eat.
We asked who had been in the Inn on the night of the murder. Apparently there was quite a party.
Magda Featherlock who left early.
Trevick Featherlock.
Lucy serving (not sure about the other girl Meredith).
Waldo Scuttlebut entertaining.
Tomas Fennel.
Bartholumus Pyle.
Captain Leander Quartermoon's man Marlowe.
4 other people who came in as a group.
Marius Coppercup, who seemed in good humour, scribbled a note (it is fairly common to leave such letters at an Inn) to Augustus Marrow earlier in the evening, and slipped out quietly fairly late. He was found in rough (outer) clothes, so what was he wearing in the Inn earlier, and where did he change?

Common practice at the Inn, is to piss in the back alley (pissing in the back yard is discouraged by Magda, as it is unpaved and muddy). On such a night, people would be inclined to piss just outside a doorway, under cover of the eaves.
People inside the Inn (I'll have to check where Magda sleeps, Meredith sleeps over the front corner) would not have heard shouting outside in the rain, or thought much of it.
Bartholumus was not at home for much of the evening, so I should check the other neighbours.

Meredith arrived looking upset. It was she who had found Captain Murder. I persuaded her to take us to the site.
She had been looking for a cat in the waste land between Bartholumus' house and a warehouse. The fence from the alley is broken (and there was plenty of debris, including, for some reason, numerous barrel hoops, from which a brawler could improvise a weapon).
My great friend Drake is a superb tracker, and he showed us his interpretation of events:
Captain Murder had a little bivouac under bushes towards the warehouse. The door had not been opened in years.
There was a scuffle in the open ground towards the middle of the waste land.
There were 6 sets of footprints, one of which was unaccounted for (probably the assailant), a clearer specimen was also found near Marius. It was a normal boot (not of a pauper, nor an aristocrat) of a largish man.
The Captain was dragged to the cover under some bushes.

Back in the Inn Silas asked for the letter as potential evidence.
In due course, we retired to our suite, and I opened and successfully resealed the letter.
I also examined the note for invisible ink, and with light split by a prism, though the light of the sun or moon are better for this sort of thing, but found nothing.
A transcript is below:

My Lord of the darkness within
I have your birds in my cage
Lets us not bicker over prices.
I assume you still want your prizes.
If not,then you know I have others who will offer
a fair price.
C

Several things spring to mind:
This has to have something to do with the Followers of the Dark Lord, an unsavoury cult that many thought extinct.
They were reputed to kidnap youths, and young people and children have been disappearing of late.

Marius was connected with something dubious, but just how is open to several interpretations.
We could keep the letter, or pass it on to Augustus (perhaps on the condition that he open it in our presence), and see his reaction.

I composed a letter to Adriana, to be taken by Rufus [as Palle may be late].

For the eyes of Adriana Arabella Wormpole only, this being a preliminar report into the death of Marius Coppercup, from Misteline, on the night of 14th Augustus 1622.

There have been two developments to which I must draw your attention.

Firstly Marius Coppercup had written a letter on the night of his death, of which I enclose a transcript. The seal has, by my arts, been reconstructed.
You may draw your own conclusions, but it seems clear that Marius Coppercup was connected with the Followers of the Dark Lord.

Secondly, there was another corpse found close to that of Marius Coppercup.
This was none other than that of Captain Murder, although this is unrecognised. It lies in the smaller militia tower.
I have not announced this, as the inferred connection with Marius Coppercup may have political repercussions that I am not in the position to judge at the moment.
There is also the matter of the price on his head. I will refrain from claiming it myself, but anticipate some recompense for this at a later date.
May I respectfully suggest that your ladyship send agents to take care of this matter.

Affixed with my seal [which is bloody complicated, artistic, cunning, and with built-in puzzles that few (actually, by no one except myself) appreciate]

Misteline.



Friday, February 29, 2008

Chapter 1. Attack of the Pirate Horde


Post game write up.

The game had four players, Oleg (who took all the pictures), Tracey (the only woman in the picture), Peter (grey T shit) and Rasmus (Black T shirt) and I (Red tartan shirt) was DM. The objective of the game was simple. The pirates had to ‘cut out’ the galley Vengeance, and the marines, militia and city folk had to stop them

The game began with the pirate flotilla in their starting positions and the marines on their galley Vengeance watching them approach. Various city folk had gathered to watch and some brave few had picked up weapons and were watching from the buildings along the harbour side.
The pirates began firing arrows almost at once and the city folk were as often as not cut down before they even got to fight. Alesandrox Wormpole (Oleg), a great merchant prince of the city had arrived along with six of his retainers and these were hiding in the chandlery on their horses. As the pirates approached Alesandrox and three of his men charged out and raced for the galley, making a daring attempt at the jetty, which ultimately cost one poor horse its life as it fell into the river. Alesandrox and his men made it to the galley, but the veritable storm of arrows coming from the pirates cut the retainers down before they could even fire back. Armoured and noble in his finery, Alesandrox survived however. He joined Captain Kettlefox (Rasmus) of the marines on the afterdeck of the Vengeance and watched as the pirates drew ever closer.

The river had a fairly strong current so Captain Murder (Tracey), who spent much of the battle skulking down a stairwell, brought his flagship, Esmeralda along side Vengeance as gently as possible. Captain Melodius (Peter) brought his smaller ship Belly Dancer towards the stern where the anchor was keeping the galley in place. The galley was moored up against a strong jetty and held mostly by an anchor from its stern. A further six mooring lines to the shore had to be cut before the Vengeance was freed. The two smaller pirate boats assisted with Captain Hendrix (Tracey) heading for the bow of the vengeance and Captain Jaki (Peter) heading for the stern.


The pirate’s tactic was simple and straight forward. They were attempting to envelope the Vengeance and cut her free whilst pouring arrows into her Marines (who, caught by surprise, had no missiles weapons at hand with which to shoot back). It quickly became apparent however that the marines were very tough. Heavily armoured and having the protection of their warship, they proved invulnerable to the pirates arrows and whilst they had no way of returning fire, they did have some City Militia Guards on the city walls with arbalests (heavy crossbows) who could provide some cover once the Esmeralda came into effective range. By round ten, the fighting had become intense with all the buildings issuing smoke as the pirates fired incendiaries at them, most of the city folk either dead or cowering in terror and the marines, with Alesandrox Wormpole all but surrounded. A small detachment of guards from the City Militia had also arrived and were heading for the battle.


The crew of the Esmeralda were very careful as they brought themselves alongside the galley, but the sheer weight of their ship and the strong current meant that they found themselves being pushed back against the Vengeance and scraping back along her side. Neither ship was seriously damaged but the galley suffered some cosmetic injuries. The pirates quickly threw grappling hooks and some nimble souls jumped onto the Vengeance amid deck. Some of the Marines had concealed themselves below deck but these were not fast enough to prevent one pirate from severing two of the mooring lines. The marines fought well, but they were being swamped. More pirates were sneaking aboard fore and aft and trying to cut the remaining mooring lines. Arrows and quarrels were flying about all over the place, and by round 16 the Esmeralda was grappled to the Vengeance, Alesandrox had rushed to cut the grappling ropes but even as he did, a pirate, clinging to the rear of the Galley cut the aft mooring ropes as Captain Hendrix and his boat crew cut at the forward mooring ropes. The pirates threw more grappling hooks from the Esmeralda and Captain Melodius cut the anchor line. The Vengeance lurched free and began to move downstream, still attached by various lines to the Esmeralda and still fully manned by her compliment of marines. Alesandrox Wormpole and two city militia who had just managed to climb aboard as the anchor line was severed.

A young man on a horse, one of the armed city folk, attempted to bring a rope to secure the galley but he was too late. He was left on the jetty watching as the two vessels slid downstream, Captain Murder shouting orders from the afterdeck of the Esmeralda and the pirates attempting to board the galley from all directions. The game ended with victory for the pirates, though post game dice rolling determined the galley eventually beached itself on a sand bar and the pirates then torched it. Captain Murder and his forces of evil were eventually sent into retreat and Takshendal never saw their like again.

Wednesday, January 16, 2008

Modelling update


The table top for chapter 2 is coming along slowly but surely. Things are going to have to pick up soon as I have given my self an absolute dead line; 29th February. The above image shows what is missing so far, the inn and the workshop need to have their roofs finished. Four buildings need slates on their roof's and the Captains tower structure needs finishing also. After that its all polyfilla and painting and a few remaining internal walls.

The captains tower might seem a little ostentatious for it is based on some of the rather grand towers that once stood in some of Germanys old city's. The images below for example show such towers. The lowest image is much as I imagine Takshendal, though with fewer trees.



Friday, December 14, 2007

The Garrison family

Pieter Garrison is a tall, quiet man with a distinct gleam in his eye and a calm understated manner that contradicts his good humour. Married to the jovial Hermina Garrison, and despite his relative poverty, he is widely held to be the happiest man in the village. A small holder and fisherman, he lives with his wife and two children. He is in his early thirties, has the typical blonde hair and red face of the local people and is usually to be seen wearing simple working clothes.

Hermina Garrison is probably the most well liked woman in the village due to her beauty charm and wit. She has blonde hair and clear blue eyes, is often to be found in her small garden plot surrounded by children or talking to her neighbour Isobel Bokkel. Due to her popularity, Hermina is often seen to be the voice of reason in the village, though she seldom interferes in the petty intrigue and gossip of the village elders.

The Bokkel family


Bernold Bokkel is a well built middle aged man with a red weather beaten face. A fisherman by trade he can normally be found on the lake or home mending his net or salting fish. He has the typical dirty blonde hair that is common in Slapershaven, a grizzled beard and usually wears stained dirty weather clothing. He is not well liked in the village due to his surly nature and habit of knocking his wife about when he gets drunk. He lives with his wife, his mother and four children.

Isobel Bokkel is a tired looking woman in her late twenties. She has blonde stringy hair and a long nose. Some what eclipsed by her mother-in-law she runs her house hold as a near invisible entity. She always seems to be in the company of children and it is immediately obvious that children like her. Every so often her husband hits her and whilst the other adults of the village usually turn a blind eye, this makes her stand out some what to the children who empathise with her. The rest of the village takes little notice of Isobel, refering instead to her mother-in-law as the female head of the house. Her only true friend appears to be the ever cheerful Hermina Garrison.


Grishilda Bokkel is one of the three 'old women of the village'. She is universally regarded as a foremost authority on herbal remedies in general and healing cattle in particular. Her age, experience and force of character mean she is often heard as an authority on many matters though she is often contradicted by her rival Heike Brethouwer. An old woman in her seventh decade, she is still as energetic as she was in her youth. She has dark hair and sallow skin and her joints are getting weak. Her eyes are also dimming now and this has caused her to be more belligerent in her old age.

Sunday, December 2, 2007

Game maps

Chapter One.

Chapter two.


Chapter three.

Tuesday, November 27, 2007

Chapter one intro

Rising up above the mists of the River Weyr are the ancient walls and towers of Takshendal. A city grown old and fat on the trade from distant lands, across the mountains to the south and the seas to the north. From far away Jungolan, Bazilia and the mysterious forests of Sinopia come spices and silks to be traded in the city known far and wide as the Jewel of the North. From the seas come fish, ivory, oils and from the lands, grain, meat and ale. Where all roads converge, where each rude hamlet and village sends it’s young to learn; Takshendal is the greatest city of all.

So say the seers, for Takshendal is the ancient seat of power, the house of wisdom, the very font of learning. Her towers rise higher and her lords stand taller for in the walled city resides all the wealth and knowledge of men.

So it is on a bright summers day in 1597 when without warning, the treacherous pirates and coastal marauders of the Salten Reach under the banner of the terrible ‘Captain Murder’ descend upon the unsuspecting city in a great fleet of motley craft and lay siege to the dockyards, burning and pillaging all they can before returning to their ships to muster for one final assault...

Captain Murder in his flagship Esmeralda has decided to cut out the newly launched galley Vengeance. Signalling to his ally Captain Melodius, he sets a course for the waiting warship noting as he does that it is sparsely guarded by marines in bright scarlet.

Meanwhile on the shore, the locals have rallied to the call of an armoured warrior on a great steed.

Player One.
Alesandrox Wormpole. Knight/Soldier.
6 mounted retainers. Lt Horseman/Bowmen.
7 Citizen fighters. Bowmen.
4 Citizen fighters. Warriors
+ Misteline Warrior.

Player Two
Captain Kettlefox Soldier.
10 marines. Soldiers.
4 city militia arbalestiers. Bowmen
+9 city militia soldiers. Soldiers.

Player three
Captain Murder. Warrior.
18 pirate skirmishers. Skirmishers.
10 Archers. Bowmen.
+
Captain Hendrix. Warrior.
Captain Jaki the wolf. Warrior

Player four
Captain Melodius. Warrior.
10 pirate skirmishers. Skirmishers.
4 pirate crossbowmen. Bowmen.


Ships

Esmeralda.
This is the flagship of Captain Murder. It is a large sea going ship with two masts that requires a minimum of ten able bodied men to move it on the water. The ship gives an automatic +2 protection on its castles and the waist sides give +1. There are no weapons in this game capable of damaging the ship so it cannot be sunk.

Belly dancer.
This is Captain Melodius’s ship. It is a deep sea trader that has been captured and converted for use in this attack. It sits low in the water and its sides give +1 in protection. There are no weapons in this game capable of damaging the ship so it cannot be sunk.

Serpent.
This is Captain Hendrix’s vessel. It is a standard fishing boat that has been converted to attack the city. It requires one man to operate if in movement. Due to improvised armour, the sides of the boat give +1 in protection. There are no weapons in this game capable of damaging the ship so it cannot be sunk. This vessel can be delegated to either player 3 or 4, but Captain Hendrix must remain as skipper.

Emily.
This is Captain Jaki’s vessel. It is a standard fishing boat that has been converted to attack the city. It requires one man to operate if in movement. Due to improvised armour, the sides of the boat give +1 in protection. There are no weapons in this game capable of damaging the ship so it cannot be sunk. This vessel can be delegated to either player 3 or 4, but Captain Jaki must remain as skipper.

Rowing boat
Moored to the floating jetty, this vessel gives no defence bonus’s to any one onboard. It requires at least one person to row if in movement.

Vengeance.
A newly launched medium galley of the city militia. The Vengeance is currently being fitted out and is not in any condition to move. It can however be towed away by the Esmeralda. The sides of the galley give +1 in protection and the forecastle gives +2. There are six mooring lines holding the galley to the dock, three to the fore and three aft. Each one must be cut if the galley is to be moved (roll 3 or greater on a d6 for each rope). Note! If the aft ropes are cut first, the galley will be moved by the stream into the bank.



Saturday, November 24, 2007

Slapershaven map

High on the great river Verdu is Slapershaven, a small village of some 30 souls with a further 100 or so local farmers, trappers and hunters situated on the southern bank of a lake called Slapersmeer where the slow moving Verdu meets the fast moving Ems running from the mountains to the south. Getting to Slapershaven from Takshendal is difficult as there are no direct overland roads. Travellers must follow the coast of the Starshine Sea and sail up river, a journey which usually takes two to three weeks, depending on the season.

The people of Slapershaven belong to the same ethnic group as the people of the Salten Reach and have a similar general appearance and linguistic traits. They are an independent group of people who have no need of defined borders beyond their fields and pastures, yet they accept the legal authority of Takshendal as do most other people in the region. For the most part however, they are an ignored and largely unknown community. The headman of Slapershaven is considered the guardian of the law in the region and he is often called upon to judge in any disputes. Slapershaven is fortified with a stout log wall and employs a guard to maintain a night watch. It is also the only place where supplies from the outside world can be bought and boasts the only inn on the entire river Verdu. Slapershavens only exports are agricultural goods, animal furs and fossils. The only currency accepted is the Takshendal Crown.



Farms in the surrounding area

1. Tenant farm belonging to Mattheus Lowhouse. Consists of two buildings surrounded by a palisade, and several external fields and pastures. Three farm labourers live here, tending a herd of nineteen cows and one bull.

2. Tenant farm belonging to Herluf Brethouwer. Consists of three buildings housing seven farm labourers, tending a herd of thirty two cows and two bulls and is surrounded by several fields and pastures.

3. Tenant farm belonging to Herluf Brethouwer. Consists of one building housing three farm labourers, tending a herd of seven cows and nine bullocks. Is surrounded by pastures and a forest.

4. The farm of Geert Brinkerhoff. Three buildings and a palisade housing nine human beings, four horses seventeen cows, one bull, eight goats and four swine. Surrounded by fields and pastures.

5. The farm of Verity Hacker. Two buildings housing six human beings, five goats, two horses and a swine. Surrounded by fields, pastures, the river and some forest.

6. The farm of Herluf Wetherwax. Four buildings housing fourteen human beings, five horses, twenty two cows, twelve bullocks, two bulls, four goats and four swine. Surrounded by fields and pastures.

7. The farm of Arnt Metternichen. One building housing Arnt, four goats and four cows. Surrounded by pastures and one field.

8. The farm of Samuel Hoogenboom. Three buildings housing eleven human beings, two horses sixteen cows, four bullocks and one bull. Surrounded by fields and pastures and the river.

9. The house of Mikkel Brinkerhoff (cousin to Geert). One building housing five human beings, one horse and three goats. Surrounded by pastures, two small fields and the river.

Thursday, November 22, 2007

Slapershaven

Slapershaven is the village around which Chapter 3 of the game takes place. These images are a rough guide to what the village will look like. The idea is the village is built on a small out cropping of rocky ground at the point where to small rivers meet at one end of a small lake. The model boat indicates where the two rivers meet and the idea is the waters surround the village on all sides except where the palisade completes the villages defences. There are currently six 'houses', one of which is an inn and another is a general store/smithy two barns and a headman's hall. Naturally this is just a rough idea of what the village will look like so I may change some details later on, possibly add a building or two depending on how much time I can devote to further building projects...

1. The house of Bernold Bokkel & family.
2. The house of Pieter Garrison & family.
3. A barn/stable belonging to Bartlemy Linschoten.
4. 'The Merrye Badger' inn belonging to Samuel Leadfern.
5. General store & smithy of Bartlemy Linschoten & family.
6. The hall of village headman Herluf Brethouwer & family.
7. The house of Mattheus Lowhouse & family.
8. Watch tower.
9. The guard house of Reynold Klompenhower & son.

Thursday, November 15, 2007

Marlowe


Captain Quartermoon’s man servant. Marlowe is a heavy, greying and gruff soldier from some shady part of the city who having served in the guards his whole life has now attached himself to Captain Quartermoon. He is a ponderous some what dim witted fellow, but competent at his job and as loyal as a terrier. He wears an old fashioned quilted armour which has seen many a fight.

Lucy Fairemore


Lucy is the second of the two barmaids at the Eel & Spindle inn. She is a slender fussy girl with long, knock-kneed legs, who dresses in white frilly garments that belay her social rank. She is quiet, even demure in social settings and keeps her opinions to herself. She gets on fairly well with Meredith and usually holds her own despite Merediths overly loud opinions.

Tuesday, November 6, 2007

Trevick Featherlock


Owner of the Eel & Spindle inn, Trevick is a long faced, dour man who can be found, day and night standing behind the bar in the tap room of the inn. Taciturn by the long practice of lending an ear to the drunken confessions of his patrons, he has become an almost invisible fixture of the inn leaving all the duties of running the establishment to his wife Magda.

Now well past middle age he has the dazed look of a man whom life has sped by whilst tempered by the softening effect of his years. Good natured at heart, he soldiers on, ever weary and yet ever persistent. Getting up every morning to shave and go about his duties he can sometime be heard whistling a melancholy tune from a high window. He dresses plainly in heavy dark clothing and keeps himself tidy and presentable. Almost every one local knows him by name and will greet him with a smile but few share his confidences. Of an evening he sometimes indulges in a drink or two, but is never seen drunk.

Magda Featherlock

Heavy set, gruff and ruddy faced. Magda Featherlock is the wife of Trevick Featherlock, owner of the Eel & Spindle. A dominating woman she labours ceaslessly to maintain the inn and is most usually found in the kitchen or scullery berating her staff or complaining loudly about what ever problem her eye has lit upon. Usually this is the laziness of her niece Meredith or the loose morals of the prostitutes next door. Of an evening she can often be seen in the tap room cackling over a pint of beer with her husbands patrons whilst boasting of her son's exploits. She wears sensible, plain working clothes and does not care about dressing up her square, tub like body. Her grey streaked hair is often untidily stuffed under a scarf or tied in a loose knot and her body has a strong odour of soap about it.

The City Guards

The City Guards.
These are some of the militia troops who guard the city walls under the command of Captain Quartermoon. There are 10 of them billeted in the Arsenal Tower with three on duty at any given time. More guards are stationed in towers further along the wall and sometimes these gather at the Eel & Spindle so numbers of guards in the game may vary considerably. Their shields bear the heraldry of the western wall guards with a single black stripe on a white field. As well as maintaining the city's defences, the guards are also tasked with maintaining law and order.

Arbelestiers. Bowmen (O)
Leather gambeson (+1). Crossbow. Short sword.
Stealth: +1
Perception: +1
Missiles: +3 at 24
Vs. Foot: +1
Vs. Artillery: 0
Vs. Mounted: 0
Good: 8
Rough: 6
Difficult: 4

Soldiers. Spears (O)
Leather gambeson (+1). Shield (+1). Spear. Sword.
Stealth: +1
Perception: 0
Missiles: +1 at 18
Vs. Foot: +2/+1
Vs. Artillery: 0
Vs. Mounted: +1
Good: 8
Rough: 6
Difficult: 4

Monday, September 17, 2007

The city walls

About two years ago I conceived of the idea of making some city/castle curtain walls and set about acquiring some scrap wood and cutting it down to size. I eventually settled on ten parts at 10 cm each. This is enough to span the width of our gaming table (when used in conjuncton with two towers I am also building).

Each element is coated with polyfilla which has been carved to replicate masonry. This was a difficult process to undertake at first because I didn't realise how long to allow the polyfilla to dry. Subsequently all my first attempts are rather messy and not very 'brick like'. It was only with time that I realised that allowing the polyfilla to dry for 90 minutes or so was the best option as it became easier to sculpt the bricks rather than make impressions in the wet polyfilla. At the same time, one must not let the polyfilla dry to long lest the polyfilla hardens to the point where scratching it will simply erode the surface into dust.

Once the polyfilla sculpting was finished, it was simply a matter of grounding the models with matt acrylic black and then dry brushing gradiating tones of grey to simulate a stone finish. Dry brushing is an art in itself and I find that the larger the surface area the harder dry brushing becomes. All in all I am fairly satisfied with the finish which I weathered with some guache tints before varnishing with acrylic matt varnish.

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Monday, September 10, 2007

Building Takshendal


Takshendal is a ridiculously time consuming and overly ambitious project. Its literally half a years intense model building for a game which will probably not run for more than forty hours all told... but fortunately for me, the fun is not just in playing the game, but also in building the models and creating the characters. Setting the stage one might say. Indeed, it feels sometimes as if I'm creating sets for a movie. I do research online (see below: Firenze), watch movies I know have good scenery or ambience (see above from Doctor Who). I examine the buildings and streets around me to see how they are construsted and obsess over small details which will be utterly irrelevent in the finished game. I spend a good half an hour each evening just surfing for interesting faces or image sof old city streets. Yesterday I watched 'The triumph of the will' and all I could find interesting was the old German street scenes at the beginning. Old buildings long since pulverized and gone. Nurenberg was such a beautiful city. I'd be tempted to steal one or two of those buildings if they weren't so 'teutonic'.... I may anyway.

Every night as I go to bed, I act out small drama's in my head, or play with idea's, create characters and enact imaginary conversations revolving around the plot. This is essentially how I create all my games and short stories. I generate an ambience in my head first and then try to recreate it. This works well for me, but I'm not sure how well it translates to the players. One of the things I'm always worried about is if all the detail has remained locked in my skull and I'm just taking it for granted that every one else understands what I'm talking about.

The one thing I really miss not being able to recreate is the audio environment. It would be too ridiculous to have a looped audio file running in the background with 'ambient city noise', but it would be cool to try and make one.

Monday, September 3, 2007

Griselda Honeycomb

Is a local prostitute, well known for both her beauty and fiery temper. Beloved of the guards, local men and children, she is a shunned by most of the local women. She lives in the red house next to the 'Eel & Spindle' but has little to do with the inn where Magda Featherlock forbids her to enter. Griselda lives with her business partner Sandy who is another prostitute. Unlike most prostitutes Griselda does not have a pimp and she manages to stay in business by cultivating protection of the local guards who in return for her favours keep undesirable men at bay. The arrangement, though well known amongst the locals, is fairly obscure to outsiders and there is much lewd speculation and gossip surrounding Griselda and Sandy and just what they get up to.

Griselda is approaching middle age but still retains the beauty of her youth. Her hair is blonde and usually pulled back to reveal her face which is strikingly beautiful. Her skin is the envy of all women and the object of admiration of most men. She is quite tall, almost statuesque and has a voluptuous figure. She is often referred to as the Queen of Shepherd’s Way

Sunday, September 2, 2007

Arms & Armour: customs and weapons technology in Takshendal


The game is based on a faux historical concept, so much of what is available is based on modified historical models. The level of technological competence in the game roughly mirrors the early Rennaisance period (circa 1475) but with a few notable exceptions. Despite the image, there are no gunpowder weapons available (so no guns or cannon) and organized religion plays a lesser role in society.

Takshendal itself might be likened to an Italian city state (a.la Firenze or Venice) with its central plaza, bridges spanning the river and well guarded outer walls. To the north are river yards, dry docks and galley pens and inside the city are numerous districts, each with its own distinct identity. These contain numerous factories and workshops, tanneries, mills and the like, each controlled by various guilds.

The city is guarded, and law and order maintained by the militia. These are quartered in the large towers which dot the city walls, the central Citadel and the Grand Dukes palace. Quite how many militia guards there are depends on the season, but officially there is never less than several hundred guards. The Grand Duke also maintains a small elite force of personal guards.

The city militia is armed with a variety of hand weapons, pikes, spears, halberds, axes, swords of various types and with crossbows and arbalests of differing sizes. Several of the city wall's towers are also armouries, grain stores and stables and the militia maintain these. The militia wear characteristic yellow and black heraldry and are armoured with padded gambesons or occaisionally a chainmail hauberk. There is no actual cavalry but the militia maintain a sizable herd of horses and are able to mount fast expeditions into the surrounding country side. This has not been necessary for some time however and the common perception of the militia is rather one of indulgent corruption than military efficiency.

Any one may own a weapon but weapons are only borne openly in the city by any citizen who can afford a permit issued by the militia, the city council or the teamsters guild (an old tradition stemming from the need to guard transports). Noble men all wear swords, with the side sword being the current fashion (rapiers have not yet been adopted by any one but a few noted fencing experts). Soldiers and guards tend to use bastard swords.

The nobility consider themselves to belong to a seperate military class from the common people. In times of war, noble men will take to the field of battle with their own personal retinue of armed men. Typically this will be a force of less than twelve men-at-arms, but in some few isolated cases, nobles are able to field small armies of up to several hundred warriors. These private retinues are forbidden to bear arms within the city walls.

A nobleman wishing to fight will also bear superior armour. The common chainmail hauberk is often strengthened in a variety of ways, typically with the addition of plates woven into the chain or worn, strapped above it. Full plate mail is extremely expensive and thus very rare. The concept of the noble warrior as a 'chivalrous knight' does not exist, nor do nobles joust each other.

Duels, which are not uncommon, are forbidden by law, but tradition dictates honour amongst men is a paramount consideration and the militia usually accept bribes to look the other way. Custom naturally dictates that the more important the duellists, the higher the bribe. Duels within the militia or with members of the militia are considered a more serious offence with the death sentence applying to any one who kills a city guard.

Women are not actually banned from using or carying weapons, but society generally frowns on women bearing arms. Some few fire brand women make a point of defying this custom but duels involving women are so rare as to be unheard of. A man who strikes a women is generally held to be a coward and without honour. There are no women in the militia at all.

Note. The links are added only to clarify what is meant by a specific term.

Sunday, August 26, 2007

The Politics of Takshendal

Takshendal is a city characterized by the contrast between its traditions and its hectic political landscape. Ultimate authority in the city resides in the head of the nobility, currently the Grand Duke of Takshendal; Ranulph IV in whose heraldry the city militia patrols. The Grand Duke is thus the closest thing to a 'head of state' Takshendal has, but his authority, whilst absolute in theory is in practice limited by the Grand Council of the City whose original stated purpose was to administer the Kings orders. Since there is no longer any king of Takshendal (nor has there been for over ten generations) the Grand Council has gradually become the city's real government and as head of the Grand Council, the Lord High Mayor is the real ruler of the city circumventing the Grand Duke by means of influence. Since the Grand Duke commands the militia however, he cannot simply be ignored, thus a strange balance of power exists in the politics of the city.

To further complicate matters, the Grand Council is itself dominated by several factions and city guilds vying for influence. Currently the most powerful of these by far is the Merchants Guild whose combined wealth is greater than any others and whose high standing members control the Grand Council. This set of affairs has been the status quo for several generations and subsequently, there are naturally competing factions within the Merchants Guild also.

Currently, the most influential faction in power is the House of Wormpole , the head of which is the aging matriarch Adriana Arabella Wormpole.

Friday, August 24, 2007

Religion

Most people in Takshendal accept without question the principle of The Creator. Fervour in worshipping The Creator differs widely from person to person and naturally several schools of faith have emerged over the years. These include the Church of the Almighty, the Church of Humanity, the Church of the Divine Grace and the Church of Holy Law. Each of these is established in the city with several centre's of worship, but none have a monopoly of power and each church maintains its own interests as best it can. An ecclesiastical council exists to mediate any conflicts between the various churches, but this has very little authority beyond inter religious debates.

The Church of the Almighty. This is the strictest of the four churches. Its followers shun any display of human pleasure and regard indulgence of emotion as a sin. They believe The Creator requires absolute obedience and constant prayer and the faithful must pray at last three times a day. Colourful clothing, laziness, rich food and 'frivolous arts' are all forbidden. This church has only a few followers in the city but these few have a loud voice and often stage demonstrations against anything they disaprove of. As a consequence thay are not very popular. The Church of the Almighty is run by a small group of fire brand clerics all of whom take their guidance from the Great Father who is regarded as the Voice of The Creator on Earth.

The Church of Humanity. This is a popular church but with very few followers. The faithful believe the Creator intended life to be lived in the pursuit of absolute happiness and as a result they shun labour and profit and renounce all worldly concerns. The Church of Humanity teaches free love, and its ceremonial orgies and decadent abandon attract much criticism from the other churches who view the neglect of life as distatefull. Once a church has been acquired by the Church of Humanity, it is allowed to fall into gradual ruin. The Church of Humanity is run by a nebulous group of clerics who have no over all leadership but who form councils to deal with any problem that arises. Of all the churches they are the only ones who accept women as priests.

The Church of the Divine Grace. The most popular and sedate of the four churches. The Church of Divine Grace teaches that The Creator made all things in balance, thus equlibrium is the perfect goal for the faithful. As a consequence of its teachings, the church allows two schools of thought regarding all things, the Light and the Dark. Each church has two alters, one to the good in men and one to the darkness. The faithful must choose for themselves which path to take, but always to understand that The Creator's will cannot be explained by a simple choice of personal morality and that all life is a balance between good and evil. The Church of the Divine Grace is run by an established clerical beaurocracy which takes its orders from a Grand Council of priests. In its turn the Grand Council takes its lead from the Head of the Council, known as the First Father.

The Church of Holy Law. A small order who's followers believe that sacrificing themselves to help others is a divine duty. The Church of Holy Law is close in ideology to the Church of Divine Grace, but its followers shun the notion of recognizing the darkness as worthy of consideration, arguing that The Creator gave men a choice in how to to live their lives. The Church of Holy Law operates several several monastry's within and around Takshendal and though it is run by an independent clerical beaurocracy it still recognizes the First Father as the ultimate authority on the divine will of The Creator on Earth.

There are several cults also operating within Takshendal but most are short lived. Only two have survived long enough to be universally known. The Followers of the Dark Lord and the Sunflower People.

The Followers of the Dark Lord believe that The Creator is in fact two opposing aspects of itself and the dark aspect, a power unto itself, rewards anarchy and selfish behaviour. The cult is ideologically opposed to the Church of Holy Law but due to its followers belief cannot maintain the internal structure needed to survive. As a consequence the faithful are nearly always fighting amongst themselves and the cult rises and collapses into chaos regularly. All the recognized churches shun the Followers of the Dark Lord.

The Sunflower People are a strange band who through the teachings of their founder believe The Creator is dreaming and all things are a part of this dream. They have no organized churches or clergy and never meet in large numbers. Their only common practice is in the wearing of yellow robes and in a chanting meditation through which they believe they can speak to The Dreaming Creator. They have no ideology as such but they do practice a form of self medication through spiritual cleansing. Who their founder was is a mystery for he never revealed his identity, leaving behind only a handful of lessons in the art of meditation, passed down through generations.

Player Characters

These are still in the development stage so this post will be subject to editing. Currently we have four player characters:

Misteline. The primary character. One of the city's most famous artist philosophers. A man understood to be possess a great understanding of the world and its wonders. Hired, at some considerable cost by an unnamed person high in the Merchants guild to solve the murder.


Drake. A woodsman and former soldier. A long time companion of Misteline and quite possibly his lover. Well versed in herbal medicines and folk lore.


Rufus. A bladesman, said to be the finest sword and dagger man in the city. He is a cats paw for powerful merchants, assigned to protect Misteline. A dark and tempestuous man with a single minded strength of purpose.


Silas. A shadowy fellow, thought to be a consulting detective, possibly hired by another interested party. Unaffiliated with the other characters at the beginning of the game.

Monday, August 20, 2007

Ethnic groups

There are four distinct ethnic groups living in Takshendal. The 'City born', the 'Country folk', the 'Southerners' and the 'Marshlanders'.

The 'City born' are a small insular group who make up the majority of the city's elite. They tend to be tall, muscular and long lived. They generally have grey or green eyes, pale sandy skin and dark hair. Some few have fair hair and a tendency towards freckles. They tend to identify with each other more than most other ethnic groups and regard the city as their own. It is widely understood that these were the first people to settle at Takshendal, though the name of the city does not have any bearing to City Born names. Takshendal means 'Tak's house by the bridge' and Tak is not a common name in the city at all.

The 'Country folk' is a term used in Takshendal to describe all the people who live to the north of the mountains and in the general area around the city. As such it is a very general description since these people have very little common culture and are not disimilar in appearance from the people to the south of the mountains. They are generally short and dark though there are naturally many variations between families. Many citizens of Takshendal also belong to this nebulous group though it is doubtful whether they recognize themselves as anything but citizens of Takshendal.

To be a citizen of the city is a jealously cherished identity and usually supercedes any internal or ethnic divisions when confronted with non citizens. The exception to this rule lies with the nobles who are insular in the extreme and do not consider themselves subject to any loyalties beyond the Grand Duke. All the nobility belong to the City born even those who do not live in Takshendal but in various satelite estates.

Physically, the Southerners resemble the Country folk and at first glance it is impossible to tell them apart. Only in dress and mannerisms do the differences become aparent. Southerners tend to be more tempestuous, passionate and flamboyant in their dress sense but only those who are newly arrived in the city and have yet to adopt local ways.

The Marshlanders are the only group in the city who really stand out. They have pale skin, blonde or bronze hair and many freckles. They come in a variety of sizes and shapes but have a tendency to be stocky in build, especially in their later years. They generally have broad faces and blue, green or grey eyes. Marshlanders originate from the swamp lands to the north of the city, but most of those living in Takshendal have done so for generations.

Naturally, the various groups have interbred over the years and the result is a city with no clear ethnic majority and very little inter ethnic conflicts. There are some youth gangs formed on ethnic identity who roam some of the more run down parts of the city but these are easily out numbered by the gangs formed along street boundries. The common citizenry of Takshendal is far more concerned with the divisions between poverty and wealth than with ethnic identity.

Thursday, August 16, 2007

Cthulhu House update


Its coming along nicely now, though I've run out of the nut wood I like to use for paneling and floor boarding. The next stages are to finish the windows (which are made of perspex etched in a diamond pattern) and then start on the masonry (which will be made of etched polyfilla). There after I hope to do the turret roof before finishing the internal walls.

I had thought of attaching a small green house to the back of the building, but given the leaded glass windows I've decided that the amount of glass in a green house would be a contradiction in style, so I've scapped that idea. I'd really like to do a building with a conservatory though maybe I'll just stick to the generic medieval period for now.
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Thursday, August 9, 2007

Bartholumus Pyle


Bartholumus Pyle is an apothecary. A bachelor, he lives above his store in a modest set of rooms and is seldom seen in public. He is a short, trim man, dapper and cultivated with a quiet voice and sad eyes. He wears clean, well cut clothes and has a hair dresser visit him regularly. Everything about him is ordered and he generates an aura of cleanliness that is at odds with his slovenly neighbours who, despite their wealth may often appear in stained garments or unkept hair. Consuela Brackenbridge in particular seems to hold him with some disregard or contempt, the details of which are obscure. The locals regard him as a suspicious fellow, most probably a pederast or body snatcher, but nothing out of the ordinary. He has been known to tip well on occaision and is considered wealthy. He has one servant, a stocky, taciturn elderly man who is named Jonarh.

Wednesday, August 1, 2007

The Cthulhu House

I am currently working on the model house which I plan will stand opposite the inn on the T junction (both face the city wall). This house, due to its design and shape, I have taken to calling 'the Cthulhu House' because it is inspired by the houses which were often shown on the covers of the Call of Cthulhu RPG:


So far I've made the frame for the first two floors and next up will be the frame for the roof and upper turret. I've also been applying polyfilla brickwork to my city wall elements and these are 90% rendered.





I've also been searching online for inspiration, and the other day I came across this image which I shall use as a template for Consuela Brackenbridge's shop:

Tuesday, July 31, 2007

Tomas Fennel


Is a small, wiry man with pale watery eyes, a scrawny unshaven face with a high forehead and lank greasy hair. In his mid 40's he wears unkept working clothes; dark trousers and a millers tunic stained with dust and ink.
He is a petty criminal , drunkard and all around unappealing character. Officially, he is a man servant to the Captain of the Guard, but since Captain Quartermoon has his own man servant, Fennel has been relegated to serving Captins Woodrow and Dogmoss, neither of whom place any great burden upon him except for demands for alcohol. Tomas spends most of his spare time loitering around the Eel & Spindle vainly attempting to seduce some of the girls there.

Monday, July 30, 2007

Augustus Marrow

Large, ponderous and often sweating heavily as he moves about the city, Augustus is a well connected banker who's influence and power amongst the merchants of Takshendal is well known to all his neighbours and a subject of much speculation in the tap room of the Eel & Spindle where he however is all but never seen, despite his proximity.

He has a glabrous face with heavy jowls and a blunt nose. His eyes are quick and lively, contrasting strongly with the apparent lethargy of the rest of his form. He wears the typical tailored finery of a merchant city man, but carries himself badly, ruining the effect of his well cut clothes. More over his persistent sweating often generates an aura of strong masculinity about him further defying his attempts at courting fashion.

Although he likes to think of himself as a lady's man, relying on his personal charm and wit to overcome any hostility his form might instill in his attempted conquests, he is merely a boor when drunk, much given to groping maids and serving girls when other women repulse his advances. Marrow is not known to be an evil man, it is widely understood his amorous intentions are due to his wife's neurotic nature, but neither is he particularly loved as he tends to ignore his neighbours.

Marrow employs two 'house guards'. These are well known in the community being regulars in the Eel & Spindle. They are named Mr Murdoch and Mr Merriweather. They carry short spears and wear some what old fashioned chainmail. There is usually one on duty, guarding the house at any given time during the day.

Aurore Marrow


Wife and mistress of the home to Augustus Marrow. She is a tall, spare woman with large teeth and a long nose. Perpetually neurotic she is often observed peering through the windows of her home or staring down at passers by from her balcony. Surrounded by numerous cats, she seldom leaves her house, prefering to send a servant to fetch what ever she requires. Most of her neighbours enjoy her discomfort which provides them with plenty to laugh about, but no one dares to laugh to her face, for not only is her husband a very influential man about the city, but she herself, when roused to a temper is capable of unleashing an excess of anger which would shame a Gorgon.

The extent to which she is aware of her husbands wandering hands is unknown, but her suspicious glaring and tight mouthed nature have led many to assume she is. Alas, her nature requites little sympathy in her neighbours however, most assume her waspishness justifies her husbands unfaithfulness.
She appears to have very few friends, though occaisionlly other wives from amongst the merchants guild will gather at her home for an evenings social entertainment.

Wednesday, July 25, 2007

Geography


Takshendal is an independent city state of some one hundred thousand people, straddling the River Weyr. Its authority is undisputed within the range of its riders but it lays little claim to lands beyond. Even so the people surrounding it recognize its strength and accept its laws willingly as they are the only laws known to the region. Takshendal is an ancient city, a vast walled construction whose commanding dark presence looms omnipotent in the mental landscape of the peasants and pervades all around it with a sense of tradition and civilisation.

To the north are extensive marsh regions known as the Salten Reach and beyond that is the Starshine Sea. This marsh area is sparsely populated by small communities of reed dwellers where ancient, weather burned women in blue and white sweaters swap gossip and riding in traditional punts, fishermen spear eels and smoke sea weed in clay pipes. At the mouth of the Weyr is a small decaying port called Haven where rotting boats sink into the mud and sea birds tussle over fish heads. Fishermen of the sea live here, dark faced and salt stained, their children playing with bare feet.

To the south is the ancient town of Castelopea and beyond that the Rapthia Mountains. Beyond the mountains are shadowy lands whose names invoke the aura of spices, warmer climates and exotic drinks. Travellers from these parts are dark eyed, quick featured and avaricious but bringing trade from the south they are looked upon with pleasure and benevolence.

To the west is a long open stretch of anonymous arable land laced with rivers and dotted with myriad farmsteads where people live short uncomplicated lives, tending their fields and beasts. Occaisionally a marriage betweeen old families or the harvest festival will lighten the burden of living in these quiet regions but for the most part, life in the west moves slowly.

To the east the land curves away into a wilderness of forests and marshes. For a few days ride, sporadic farms dot the horizon, but beyond these is nothing but a frightening wilderness climbing ever higher into the eastern reaches of the Rapthia Mountains. Here the villagers speak of 'child demons' and were-people. The moon is regarded as a goddess and tales tell of dryads luring men to the doom.

All around Takshendal the land is moist and verdant, the earth dark and the air wet with mist. The weather ranges from humid to cold in the winters and from bright, warm to temperate during the summers. The cycle of seasons is terrestrial and the over all culture this promotes is Euro/Siberian in nature. Takshendal differs from this by virtue of its population density and the politics this inspires. Its technology and cultural perspective are as the European Rennaisance in nature.


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Wednesday, July 18, 2007

Captain Woodrow


Is a large man, middle aged and still yet a commanding presence despite his florid features and alcoholic's nose. He has a heavy body and large arms with muscles slowly turning to shit as he drinks himself into oblivion. Woodrow has a strong, tanned face with the brooding eyes of an aging bull. He wears stained and worn garments of a martial nature and a dark travel worn cloak. He carries his helmet and sword around, and yet is seldom seen in public wearing his uniform surcoat or captains insignia. No one knows his first name, but the word has gotten around that the local prostitutes call him 'stumpy'.

Woodrow has been disgraced due to drunken behaviour and although his connections have seen to his commision not being revoked, he has been left to rot in the Captains Tower by the Marshall of the City. Consequently Woodrow spends his days drinking. In the meanwhile he lives along side Captain Dogmoss in cramped quarters, eclipsed by Captain Quartermoon.

Saturday, July 14, 2007

Captain Leander Quartermoon

The youngest of the three captains living in the Captains Tower, where he resides in the main quarters, Captain Leander commands all the guards along the western wall of the city, including the guards living in the Barracks Tower. He is a young and energetic man but has the appearance of studied indifference characteristic of the younger generation of the merchants class from which he hails. He is tall, slender and blonde. He has blue eyes and a long nose. His forehead is high and his hair combed back giving him an aura of intelligence which contrasts vaguely with his apparent ease of manner.

He is well liked my most every one. His men, considering him to be practically a noble, are devoted to him and can often be over heard in the inn comparing him most favourably to Captain's Dogwood and Woodrow. Captain Quartermoon is known to be betrothed to the maiden Gutrune, a fact which causes much comment, gossip and lament amongst the local female population, not least since the young maiden is an extremely beautiful young woman and the sight of her and the young Captain watching the sun set atop the Captains Tower (with a chaperone of course) is a common sight much remarled upon.

Captain Quartermoon is the highest authority of law in the game after the players.

Captain Dogmoss


The Elder of the three Captains currently residing in the Captains Tower. He is retired, in his late fifties and has ailing health. He is a tall, gaunt fellow with a paunch, heavy arms and a rough face. He has salt and pepper hair, cut roughly and unkempt and is usually unshaven to the point of having a beard.
He is fairly unpopular with the guards who regard him as an annoying interference and who refer to him as 'Old Bones'. He is rarely seen in public any more, but has been known to enter the Eel & Spindle to order a drink on his way to or from the city centre. Usually however he has his alcohol fetched to the tower by Thomas Fennel.

Friday, July 13, 2007

Meredith Halfpenny


Meredith is one of the two regular barmaids at the Eel & Spindle. She is a short woman in her early twenties who still has the aura of a petulant teenager about her. She has pouting features, freckles, a stubborn nose and an untidy mop of ginger hair. She is usually in a sarcastic mood and prone to making biting remarks. As a result of her manner, she is not particularly popular with most of the patrons of the inn, but she doesn have a following amongst the guards who find great pleasure in baiting her.

Scene of the crime

The Captains Tower (black) - unfinished.
The barracks tower - unfinished.
The wall - unfinished.
Town house Nr1. (red tiled roof) - finished.
Town house Nr 2. (dark red with thatched roof) - unfinshed.
The Inn - Unfinished.
The Wharehouse - finished.
The Big House - Not yet begun
Townhouse Nr 3. - Not yet begun
Smithy - Not yet begun
The green shaded area is for buildings not yet planned.




Albrecht Greengrass


Lives next door to Consuela Brackenbridge's shop. he is a stout man, tall, a bald fellow with a ruddy complexion and imposing side burns. His house is a printing workshop and he lives in the apartment above it. He lives alone and satisfies himself with grand meals, a moderate consumption of wine and the occaisional prostitute. He is not very popular due to his lack of empathy and brusque nature but he is well known. His relative wealth attracts superficial acquaintences and he has but few true friends.

Consuela Brackenbridge


Author of petty romance novels. Voluptuous of mind, broad hipped with narrow shoulders. Dark eyes and a great mass of curly dark hair, usually dyed to a chestnut tint. Full red lips. A mouth, both sensual and greedy. Has an over all wild and greedy look about her. Owns a shop selling wool, coloured fabrics and home made garments. Has become a social gravity point for several hundred sexually frustrated women who read her books and frequent her shop. Conveys an aura of mystical eroticism whilst appearing to be unaware of it. Men find her attractive but many are in awe of her predatory charisma. Woman are drawn to her due her perceived strength, though many are equally repulsed by and/or jealous of her.

She lives alone. Her husband was killed by a bolting horse when she was young. Now middle aged she has several flirtatious admirers and engages in sporadic affairs.

Thursday, July 12, 2007

Tales of Takshendal

To be updated