Iron Heroes - Dark Harbor

Lessee, I've finally gotten around to getting the landmarks done too. Well, half of 'em since I went to bed by that point as of this writing. They do include some information on religion. The number and letter match those in the landmark map (as fuzzy as it is) and the letter comes from one of Commercial, Entertainment, Government, Judicial, Lodging, Manufacturing, Religious, or Sights.
Unless otherwise specified, the first piece of information (non-sblocked) is general knowledge to those who have been in Malador for even a little while. Recent arrivals can make a Knowledge (Local) DC 5 check to know those.

1S. Deluge Memorial
The Deluge Memorial was professionally sculpted from stone, and seems almost to celebrate the coming of the deluge. It depicts a huge wave as it engulfs a small village; yet, emerging from the other side of the wave is a great city, resplendent with towers and banners. The memorial is 12 feet high from its base to the crest of the wave, and nearly 20 feet across. The tallest buildings in the memorial stand some 3 feet high, while the cottages of the swamped village are no more than 6 inches to a side.
[sblock=Knowledge (Local) or (History) DC 15]This is actually the second such memorial. In the immediate aftermath of the deluge, the people of Malador constructed a memorial for those who had died: a cairn built of stones from the victims’ destroyed homes. The cairn stood for over eighty years until the Council determined to tear it down and replace it with a new memorial. The Council felt that the original memorial lacked grandeur, and had no connection with the majority of Malador’s citizens. (After all, the city had been only a small farming village in those days.) The decision caused a small amount of controversy at the time, but has been forgotten by all but a handful of locals today.[/sblock]

2G. Excise House
This two-story stone building overlooks the wharves and boatyards of Malador’s Harborside. Broad, flat steps lead up to the front of the building, where double doors open into a large hall. Above the doors is a great bronze shield embossed with the city’s crest: a ship and a tower.
Within the hall is a roped-off queue that wends its way to a series of desks on the far side. Any ship’s master entering the harbor must report here with a stamped cargo manifest from the Wharves Office (Location 5C). He must then pay any duties listed on the manifest, after which he is issued a moorage token. This token must then be returned to the Wharves Office as proof that all excise has been paid and that the vessel has official permission to remain in the harbor. The Excise House is open throughout the day and night to process traffic (and to collect taxes).
Characters returning from expeditions to the Drowning Towers must also come to the Excise House in order to get their haul to assessed and be paid for what they’ve recovered. This is the most likely reason for PCs to come here, and they will find the excise officials brisk and efficient. The officials are well paid and closely monitored to ensure their honesty and integrity—and they know it.
[sblock=Gather Information DC 10]A large flight of stairs (marked “Officials Only” in both
Common and Sea Speech) leads up from the hall to offices
on the second story. Officials in these offices collate the
paperwork received in the hall and store the collected excise
revenue in a series of metal chests. These chests are constantly
rotated, with town guards arriving to collect a loaded
chest and replace it with an empty one every 2 hours.[/sblock]
Every Excise official has a brass handbell concealed under his or her desk. These bells are sufficiently loud to be heard anywhere within the building and up to 50 feet away outside
the building.

3C. Exotic Treasures
Those items recovered from the Drowning Towers need to be sold in order for the Council to profit from the expeditions, and Exotic Treasures is where those sales take place. A four-story wooden building on the outskirts of the Harborside, the shop is unusual for taking up all four floors of the building and for its brilliant, cobalt blue paintjob and bright yellow signs.
Most of the stock in the store consists of jewelry and works of art recovered from the Masters’ towers. These include statues, statuettes, bracelets, necklaces, rings, torcs, circlets, and many other decorative items fashioned from precious materials such as jade, coral, onyx, gold, silver, and other precious stones and metals of all kinds. The store’s stock is organized according to its value.
The most common and least expensive items are on the first floor; this the only floor that can be accessed without an appointment. In specific terms, the first floor offers goods valued up to 15 gold pieces; entrance to all other floors is permitted only to those who have made prior arrangements and have convinced the proprietor they have the means to purchase his more valuable goods.
The second-floor items are valued from 15 to 250 gold pieces, and the third-floor items from 250 to 1,000 gold. Items in excess of these amounts, including those rare artifacts that appear to have some kind of enchantment upon them, are stored on the fourth floor. Gaining entrance to the upper floors requires at least 48 hours notice and a demonstration that the applicant has at least as much disposable cash as the minimum cost of an item on that floor.
The proprietor of the store is Halgyn Polle, a retired fortune-hunter who in his adventuring days undertook several expeditions to the Drowning Towers. A skilled warrior and also a learned man, Polle enjoys whiling away the hours by relating tales of his adventures to his customers, telling them how the items in his store were recovered.
He is always ready to chat to others who have been to the Towers, and to hear their stories in exchange for his own. Despite his glib and hearty nature, however, Polle is sharpeyed and careful. He keeps a keen eye on anyone in his store.

4M. Malador Boatyards
The boatyards occupy the northern part of the waterfront. There are four dry-docks here where ships can be built, repaired, or overhauled. The dry-docks are almost always occupied, and there are often a number of other vessels waiting to be called in for work.
Owned by Council member Lox Virrenet, the boatyards
employ some twenty carpenters, metalworkers, and sailmakers on a more-or-less permanent basis. The exact number and composition of the staff varies according to the work being done. The boatyards are designed to handle the construction, repair, or maintenance of two classes of vessel, with two dry-docks designed for use with each class of vessel.
The boatyard is busy and noisy throughout the daylight hours, with a constant sound of hammering and sawing, as well as frequent shouts and arguments between the crews working on the boats. The workers are kept very busy, and rarely have time to stop and talk.

5C. Malador Wharves & Fish Market
The wharves occupy the southern half of the waterfront. They consist of six long wooden piers, overlooked by an equal number of warehouses. Vessels dock here to unload their cargo and then moor out in the harbor for the remainder of their stay. The wharves are busiest at sundown and sunrise: Depending on whether a boat’s occupants are daytime or night fisherfolk, this is when most fishing vessels are either leaving the harbor or arriving at the docks.
Ships’ masters must come to the small office in between the warehouses in order to show their moorage tokens after they have paid their excise. If a ship’s master fails to produce a moorage token within 24 hours of arriving in the harbor, his or her vessel is subject to being seized. This is a crime of property with a fine equal to three times the amount of excise due on the ship’s cargo (to a minimum of 10 gold pieces).
Once a ship is ready to depart the harbor, its master must pay the moorage fees before being issued a pilot’s token. Without one of these tokens, no harbor pilot will agree to guide the vessel back out to sea. The warehouses overlooking the wharves are the site of the daily Malador Fish Market. This market is thronged with people throughout the day, either buying fresh fish or else busily salting, pickling, or drying yesterday’s catch in preparation for the winter. The sheer number of people makes this a good place to hear rumors and to catch up on news.

6L. Mast & Mainsail
This three-story wooden building is the only inn on Harborside. There are many taverns in the district, serving various kinds of food and drink, but the Mast & Mainsail is the only one offering nightly accommodation. Run by retired fisherman Delohan Jex, the inn caters mainly to the occasional passengers who take berths on the trading vessels that travel up and down the Malador River. Delohan doesn’t think much of the “inland sailors” who ply the river, if truth be told, but he’s more than happy to take their money for food and drink and to provide their passengers with accommodation.
The Mast & Mainsail has four private rooms for hire at 1 gp a night. The rooms are suitable for two guests each, and are plainly furnished but comfortable. The inn also has a common room on the second floor with eight beds. Each of these can be rented for 3 sp a night, and are as good as those in the 2-person rooms—they just don’t offer the same privacy.

7M. Municipal Construction
Municipal Construction has a monopoly on major engineering and architectural projects in the city. If bridge needs to be built or repaired, a new road installed, or a major new city building constructed, Municipal Construction is all but sure to get the work. It is owned by Councilor Atrem Neele, one of the very people who make the decisions as to who will get the city’s contracts.
Municipal Construction’s facilities on the Harborside are basically just a front office for handling the administrative needs of the company. Apart from two clerks who make appointments and handle the company’s billing and payroll requirements, the opulently appointed two-story building is usually empty. A large “office of the president” is located on the second floor, but goes almost entirely unused: the Councilor visits the building for no more than an hour a week.

8J. Guard Barracks
There are actually four of these buildings in the city: one at the Harborside, right next to the Excise House, and three in the Foot. Each is a single-story stone building with a metal door. A shield hangs from a post at the front of each building, emblazoned with the city’s symbol. Bright red banners, matching the color of the guards’ tabards, also hang from the post.
Five guardsmen are always on duty at each barracks room, and there are facilities for five more. There are also three cells in each building, with each cell capable of holding up to 8 prisoners comfortably, and twice that if the guards simply shove in as many as will fit.

9J. The Stocks
Criminals who cannot pay their fines are brought here for flogging and placement in the stocks. There are two whipping posts where prisoners are manacled for their floggings, and six sets of stocks. Floggings take place only once a week, immediately after sentencing, but there are usually some people in the stocks at any given time.
There are usually two or more baskets near the stocks containing stones or rotten vegetables. People passing by can stop to throw these at the prisoners if they wish.

10R. Temple of the Mariner
Prior to the deluge, the people of Malador were not a particularly religious folk, more interested in the here-and-now than the hereafter. Having seen their world completely altered in the blink of an eye, however, some people began taking a lot more interest in questions of religion.
Given the destructive power the sea had demonstrated during the Master’s War, and their newfound reliance on it for a large part of their diet, it is no surprise that one of the dominant theologies to emerge in the last hundred years was centered around a nautical deity known as the Ancient Mariner.
[sblock=Knowledge (Religion) or Gather Information DC 15]Those who follow the Rite of the Ancient Mariner believe that the world was originally entirely ocean, under the lordship of a powerful deity they call the Mariner. However, the Masters raised land out of the waters and sought dominion over it. For thousands of years they succeeded, until the Mariner finally tired of their arrogance and their warring and cast them down into the oceans once more. Followers of the faith believe that only by offering the Mariner their propitiation and reverence prevents him from destroying the land that remains.[/sblock]
The temple itself is a large wooden building with a ramshackle appearance. It is built entirely from the “Providence of the Mariner”: driftwood and other materials washed up on shore. The building could plausibly hold a hundred people or more, but there are rarely more than forty at any one service. These services are held every day at high tide, but only priests of the Rite are expected to attend them all. Laity may attend whenever they are able. At each service, the priests implore the Mariner not to engulf the world, and offer him gifts for his forbearance.
Despite the somewhat apocalyptic nature of their religion, the followers of the Rite are generally quite friendly and open with strangers, provided these outsiders are not openly
opposed to their beliefs.

11J. The Yardarm
Located at the mouth of the Malador River, at the end of Harborside Road, the yardarm is a ship’s mast that has been converted into the city’s gallows. Next to the gallows are eight metal gibbets on poles, into which the corpses of executed criminals are placed after being hanged.
Executions are actually fairly rare in Malador (mainly due to the culprits of serious crimes not being captured), but all eight of the gibbets are almost always occupied, even if by wholly skeletal remains. The authorities leave the corpses of executed criminals in place until they have a new candidate to replace the older ones.

[sblock=Knowledge (Local) or Gather Information DC 20, or Beggar's Flow resident[/sblock]12E. Bloody Banner Arena
Within the Flow, the arena is well known as a site of deadly gladiatorial fights, but rumors are only just beginning to trickle out to the other districts about what goes on here.
This large, ramshackle building lies in the heart of Beggars’ Flow, dominating the area around it. It stands half again as high as the common shanties of the Flow and is unusual because much of it is constructed from earthen bricks and stone. Only the doors and roof are built of the traditional Beggars’ Flow materials: cast-off planks from lumber yards on the outskirts of the city and discarded sails from the harbor.
In addition to its unusual height and construction materials, the arena is distinctive for two other reasons. The first is its girth: roughly circular in shape, it is close to 100 feet in diameter. The second is the series of red banners that hang from the outer walls. There are twenty of these in all, ranging in color from a bright crimson to a dark purplish-red stain.

14L. The Rat’s Burrow
[sblock=Knowledge (Local) DC 10]The Rat’s Burrow is unique not just as the only inn within
the Beggars’ Flow, but as the only inn in Malador whose rooms are underground. This latter feature is a matter of necessity rather than choice; the typical building materials used in the Flow are not suitable for structures as large as an inn needs to be, nor are they safe enough that many would pay for the privilege of staying there.
The Burrow squats on the edge of the Flow. Above ground, the only things that distinguish it from the other shanties in the area are a rudimentary copper still that sits beneath a canvas awning, and a series of strangled rats that hang from the lip of that awning.
[sblock=DC 15]Run by a foul-mouthed ex-bravo everyone calls “Adder”, the Burrow offers two products: First, it has a series of six tiny (10-foot-by-5-foot) subterranean rooms, each with a simple straw bed. These rooms can be hired for 5 sp per night—an expensive rate for the amenities, but not for the security that Adder and his two bouncers Talsin and Nurdo offer their guests.
Secondly, it offers a brutally raw alcoholic spirit Adder calls “rat’s blood.” Though he promises that the titular substance is not an ingredient, he does so with a sly smirk that makes many of his customers nervous. Amug of rat’s blood costs 2 cp.[/sblock]

[sblock=Gather Information DC 20. Beggar's Flow Residents can also use Knowledge (Local)]15C. Ulric’s Herbarium
The Herbarium is one of only a handful of buildings in Beggars’ Flow to possess a second story, though those seeing it for the first time often wonder how it is that the structure remains standing. Its cantilevered walls and crooked design seem like they would blow over in a strong wind, even if they were built from proper materials. Ulric’s store is built
from the usual cast-offs common to Beggars’ Flow, making it even more remarkable.
The Herbarium is also unusual in its simple function. Stores of any kind are rare in the Flow, due to the risk of theft or burglary. Ulric has had few such problems, however—not after the first four people who tried to rob him ended up dead in a rather spectacular fashion. It’s rumored in the Flow that worse things happened to those men after they died, a rumor Ulric does nothing to deny.
[sblock=DC 25]Ulric only opens his business after dark and closes at first light. Although the Herbarium does sell medicinal herbs of all kinds, Ulric also sells poisons he has created, and many of his customers prefer the cover of darkness.[/sblock][/sblock]

16E. Bath House
Overlooking the Malador River as well as the main caravan road from Borat, the Bath House is an impressive stone edifice, bounded on all sides by a deep verandah with a sculpted fence and colonnade. Within, the building features an airy atrium surrounded by ten private rooms, each containing an in-ground bath. Tunnels have been cut into the riverbank to allow water to flow into large copper tanks under the building, where the water is trapped and heated, then passed through to the bathing rooms.
Each private room costs 1 gold piece per hour to rent. This price includes as much hot water and soap as is wanted. Up to four people can share a booking. The bath house is a popular meeting place for lovers and business associates alike, as the staff are circumspect and the noise of the plumbing tends to drown out the sounds of low conversation.
The Bath House is open every day from dawn until midnight.

17L. Bell & Whistle
This two-story wooden building is the largest inn in Malador, capable of hosting no less than 110 guests: 90 in the fifteen large private rooms and the remainder in a single large dormitory.
The Bell & Whistle is clean and comfortable, with an efficient, helpful staff. It also has a popular tap room, with several varieties of ale and wine and hot food available in generous portions. The innkeep, Joshana Friel, has been running the business for nearly half of her sixty years. Almost all of the staff are her adult children and their families, and most of them grew up in the building.
Sleeping arrangements in the private (maximum six-person) rooms cost 5 sp per night per bed. Joshana reserves the right to fill empty beds in these rooms with strangers. Groups who want privacy therefore have to pay for any beds they aren’t going to use. Beds in the 20-person dormitory cost 2 sp per night.
 

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18R. Covenant of the Return
[sblock=Knowledge (Religion) or Gather Information DC 15]In the immediate aftermath of the Masters’ War, the Covenant of the Return was a popular theology, but it has diminished as years have gone by without the promised return.The temple's location a symbol of the respect it once held, while its condition is a symbol of its declining fortunes.[/sblock]
According to the precepts of the Covenant of the Return, if the Masters’ War demonstrated anything, it was the immense power of that ancient race: these were clearly beings with powers beyond any mortal’s attainment. Those who follow the Covenant believe that the Masters were deities, or at the very least the personal servants of deities, and they have disappeared from the world not because they were destroyed but because they now battle in the heavens themselves. One day, the Covenant asserts, the Masters will return to judge those mortals they left behind.
The Covenant’s temple is located not far from the boundaries of Clifftop. The building is aging and in poor repair, with paint peeling off the wooden window shutters and poorly-patched holes in the roofing.
Only two priests remain of the Covenant’s clergy, and the congregation has only a few dozen people at each weekly service.

19S. Golden Towers
This grandiose (some would say monstrous) piece of statuary overlooks the main caravan road from Borat, located not far from one of the Clifftop gates. A 20-foot-high sculpture of bronzed (supposedly gilded) towers jutting out of a graven sea, the piece was commissioned by the council 30 years ago. This work of art is seen by some as a monument to Malador’s wealth, and by others as a hideous eyesore.

20E. Lost Angel Theater
The Lost Angel Theater is the “Best Show in Town” according to the signs on its front wall. It’s also the only show in town. The various inns and taverns might hire a dancer or a minstrel for a few evenings at a time, but none of them offer the varied array of performers that the Lost Angel puts on week after week.
The theater is housed in a large brick and wood building on the outskirts of the city. This was the only location where Alban Relt, the theater’s owner, could afford a building large enough to house both the stage and seating for an audience of up to 100 persons. Despite its location, Relt still had to purchase land in a somewhat run-down location, which gives the Lost Angel an ambience of being slightly seedy.
[sblock=Knowledge (Local) DC 15]Of course, seediness is a characteristic the Lost Angel would possess even if it were in the most opulent and well-maintained building in Clifftop. It’s not just that Alban Relt looks like an oily shyster shyster—which he regrettably does, despite being a fundamentally honest man— but also the theater’s line-up of acts. As much as Relt would like to host quality theatrical productions at the Lost Angel, the fact of it is that his attempts to do so have met with total disinterest from the people of Malador. In order to keep the theater financially viable, he’s had to hire sub-par acts that draw ticket sales.[/sblock]
[sblock=Knowledge (Local) or Perform (any) DC 10]The line-up of acts at the Lost Angel is as follows:
• Serpentia, Queen of Snakes: A buxom young woman who dances on stage while draped in two constrictor snakes... and very little else;
•Mad Jordi Konton: A young man with a seemingly endless repertoire of bawdy songs;
• The Malador Players: A distinctively second-rate group of actors who perform short theatrical skits that are either mildly suggestive or outrageously slapstick;
• The Brothers Maletti: Two theatrical swordsmen who choreograph mock duels for the stage;
• The Veil Dancers: A group of 8 attractive young men and women who dance while wearing only fractionally more clothing than does Serpentia.
[sblock=DC 15]This line-up of sex and violence seems quite popular with the folk of the city, including such notables as Councilor Varas Rohdell. If Relt stuck to it and nothing else, he would probably make a tidy sum. However, he regularly sinks his profits into futile attempts to host “real” theatre.[/sblock][/sblock]

21L. Malador Arms
The Malador Arms is the most expensive inn in the city. All the rooms here are opulently, if somewhat tastelessly furnished. Equipped with four-poster beds and thick carpets, the rooms are designed for two people to share. Rooms cost 5 gp a night, which includes hot water for the tin bath located in each room.
[sblock=Knowledge (Local) DC 15]Unlike the other inns in the city, the Malador Arms is not privately owned, but operated by the city itself. The staff at the inn can be more than a little impersonal, and sometimes even rude toward guests. Slipping them a few silver pieces each night does wonders for their attitude, however.[/sblock]
The Malador Arms is a two-story stone building with a massive crest of the city on each of its walls. It has eighteen rooms available for rent.

22J. Courthouse
This impressive stone building has the crest of Malador emblazoned on its wall, but with the familiar ship and tower overlaid by a pair of giant iron manacles. Most of the time the building goes unused, but once a week Judge Mawen holds court, administering sentences to the criminals brought before her. Sentencing usually takes a matter of only a few hours, making the judge’s job one of the easiest and most profitable in the city. It’s probably not a surprise that Judge Mawen is related (by marriage) to Councilor Chyra Delorri.
The building is not especially large, despite its fortress-like walls. It contains a single courtroom (designed to hold a maximum of 20 persons), a chamber for the judge, and four holding cells for the criminals who are due to be tried. The judge’s chamber and the courtroom are opulently appointed to convey a sense of power and authority (and corruption, according to the more cynical—or astute—of Malador’s inhabitants).

23C. Stockyards
While many people who live in the Foot maintain a few chickens for their eggs and an occasional meal, there is little room within the city itself for larger animals. Instead, creatures such as sheep and cattle are raised in villages outside boundaries of Malador and then shipped to this Stockyard when they are ready for slaughter.
The stockyard contains twenty pens, each 40 feet to a side. Roughly three-quarters of these are given over to sheep, from which mutton is sold to the inhabitants of the Harborside and the Foot; the remainder of the pens contain cattle, whose more tender (and expensive) meat goes mainly to the people of Clifftop.
The stockyard is located on the edge of the city furthest from the ocean, downwind of the city proper.

24L. The Old Pirate
Proudly proclaiming itself the loudest, crudest, and most boisterous inn in Malador, the Old Pirate is owned by Pesk Dannitch, a retired guard. Whereas most of the guards viewed the adventurers who entered the towers as nothing more than hired mercenaries, Pesk always admired their courage, and when she retired she decided to establish an inn where these often larger-than-life folk would feel at home.
Pesk, a gray-haired but still spry woman in her mid-fifties, adopts a motherly attitude to any adventurers who cross her doorstep. She feeds them hearty meals, warns them about the dangers of the towers, and then sees them off on their dangerous task with a cheery wave. More than one adventurer has wondered if she’s entirely sane—before reflecting that he probably isn’t the best person to judge…
Pesk has a variety of rooms available, nine in total: three capable of holding one person, three that hold two, and three for four persons. A single-person room costs 4 sp per night, the two-person is 7 sp, and the four-person 12 sp. She also offers a ferry service to the Harborside from a short jetty below her inn. She can ferry two people across at a time, in a round trip taking about 10 minutes. The trip costs 2 cp per person per trip.

25L. Sardoc’s Tavern
Sardoc’s is really just a drinking hole, and a fairly rough and ready one at that. However, while it has no rooms for hire, Sardoc is willing to rent out his tap room floor to those who are desperate. This isn’t the most restful of options; many people end up fatigued the following day due to insufficient rest. However, at 4 cp a night, it is cheap.
Sardoc’s serves ale and wine at the usual prices, and sometimes offers cheap and greasy food to go along with it. Sardoc himself is a retired dock-hand who chose the location of his bar because it was as far from the Harborside as he could get: after 40 years working on the waterfront, he has no desire to go anywhere near it ever again.

27G. Council Hall
Located at the highest point of the Clifftop region (“So they can look down on everyone,” according to popular wisdom…), the Council Hall is as much a monument as a government building. Standing a square 60 feet to a side, it towers an impressive four stories into the air with a capacious attic above that. The walls are basalt, purchased at great expense, while the roof is constructed of slate tiles. A gigantic depiction of the city’s emblem, over 20 feet across, is set into the front wall over a pair of bronze double doors.
Anyone entering the hall finds herself in a marble-tiled lobby with a ceiling two stories high. Elegant, sweeping staircases lead up to a series of offices on the second floor, as well as the grand staircase to the meeting hall on the third story. There are also numerous offices surrounding the lobby on the first floor.
Visitors are immediately interrogated by a group of guards as to their purpose at the building, and directed either to their appointment (if they have one) or to the exit (if they do not). Those who ask how they can make an appointment are grudgingly directed to a desk on the far side of the lobby. There, two officials take requests for appointments. Depending on whom they want to see, visitors can expect to wait a couple of hours (for a public servant) or a few days (for a Councilor, assuming one agrees to meet the visitor at all).
[sblock=Knowledge (Local) or Gather Information DC 15]The Council’s meeting chamber dominates the third floor of the building. It has mahogany-paneled walls, thick carpets, and a massive oak table surrounded by large leather-upholstered chairs. Oil paintings of previous Councilors look down from the walls, while a huge window in one wall provides a view of the ocean. A drink cabinet, filled with expensive spirits in crystal decanters, sits against one wall. The Council meets here three times a week to discuss city affairs.
[sblock=DC 20]The fourth floor of the building contains a private office for each of the seven Councilors. Only the Councilors themselves have keys to these rooms, each of which has a quality lock and a sturdy door.[/sblock][/sblock]
[sblock=Knowledge (Local) or Gather Information DC 15]The attic space of the building is used for filing the copious paperwork generated by Malador’s government. Some of the books and scrolls stored here have not been opened since they were first penned fifty years ago.[/sblock]

28G. Councilor Rohdell’s Home
Councilor Rohdell’s home is an object lesson in excess. It has floors of marble and rare hardwood, vaulted ceilings adorned with murals and supported by pillars of engraved stone, works of art on all the walls, and substantial gardens carefully tended by servants. Even the carriage house, located in the north-west corner of the grounds, is larger and more luxurious than most homes in the Foot. Everything about the estate, which is bounded by a 10-foot-high stone wall set with two wrought iron gates, is designed to show the wealth and power of its owner.

29G. General Juthe’s Mansion
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 15, or Borat or Clifftop resident]As the King of Borat has announced his intention to send an official envoy to Malador, there is considerable controversy as to where the Borati representative should be housed. The people of Clifftop are far from happy about having the envoy —whom they see as a representative of a hostile foreign power— living amidst them. Some on the Council argue that, since the King has chosen to send an envoy, it is the King’s responsibility to arrange housing. This stance is opposed by those who wish to avoid any potential insult to the ambassador: If Borat is hostile, they argue, it is vital not to give the King a pretext for hostilities. In the end, prudence wins out, and the Oramo House (empty since the last of that family married into the Delorris) is made available to the ambassador.
[sblock=DC 20]The Oramo House is one of the smaller homes in the district, the family having never been amongst the city’s true leading lights. More than one Clifftop local takes some small pleasure from the relative impecunity of the Borati envoy’s accommodations. Of course, what the people of Clifftop consider “impecunity” is still the lap of luxury by most other standards.[/sblock][/sblock]

30S. Malador Fountain
Constructed in the midst of Clifftop at tremendous expense, including the construction of an underground channel bringing water from the river, the Malador Fountain is notable not only for its great ugliness (constructed of pink marble, it is a truly hideous edifice), but also for the fact that it’s never actually worked. According to the design, the flow of water through the underground channel was supposed to power the mechanical pumps that would lift the water up 95 feet to the fountain above. Unfortunately, the pumps simply weren’t capable of lifting that much water that far, and in the 18 years since it was installed, not a single drop of water has sprayed from any of the fountain’s many apertures.
The only reason the Council hasn’t torn the fountain down is that then they would have to admit it was a failure. Instead, it is permanently listed as “requiring renovation.”

LEADERS OF MALADOR
Unless otherwise noted, all of the following information can be uncovered with a Knowledge (Nobility & Royalty) or Gather Information DC 10. As before, an inner sblock with just a DC connotates that the information is available according to the original roll, while an sblock with full information requires/allows a different roll, even if it is of the same type as the original.

Councilor Chyra Delorri
[sblock]The only daughter of Brotus and Nydia Oramo, Chyra was the last of the her family. An extremely attractive young woman, she caught the eye of Rellam Delorri, a man twenty years her elder and on the cusp of becoming a member of the Malador Council. The two were soon married and Chyra left her family home (which became empty when her parents died) to join her husband’s household.
For the next four years, the new Councilor and his young trophy wife were the center of the Clifftop social scene. Rellam’s political acumen combined with Chyra’s natural poise forged success for them both, and they appeared a happy, contented couple. They had a young son, named Brotus after his maternal grandfather, and were talking of further children when Rellam was murdered by one of his own guards.
[sblock=Knowledge (Local) or Gather Information DC 20, or Knowledge (History) or (Nobility & Royalty) DC 25]The assassin was a young man, apparently driven to an insane rage by his infatuation for his master’s beautiful wife. Dozens of rambling love letters to her were found in his quarters, letters he apparently never sent. There were whispers at the time that perhaps the young woman had led the guard on, but such rumors were never given serious investigation, and the killer was himself slain while trying to flee the murder scene. [/sblock]
After her husband’s untimely death, Delorri announced her intention to stand for his seat on the Council. Most assumed the young widow had no chance of success, but they had not reckoned for her judicious use of bribes and the way she played on the sympathy engendered by her recent bereavement. She won the position, and in the twenty years since then has gone on to become a leading member of the Council. Now in her mid-forties, Delorri has not re-married, nor shown any interest in so doing, even though she has not lacked for suitors. Her focus appears to be entirely upon her work in the Council, and in building both her wealth and power to the utmost extent possible.
[sblock=DC 15]Delorri is generally considered to be both one of the most hardworking Councilors, and also one of the most corrupt. Under her leadership, the Delorri family has won majority control of the Excise House, as well as four of the fortress rafts at the Drowning Towers. The income from these interests, as well as from various properties in the city which they rent out, makes the Delorris one of the wealthiest families in the city.
Currently, Delorri leads the “Sea Captain” faction within the Council. Named for the nautical interests of its three constituent members, this faction regards Borat as a hostile power seeking to take control of Malador for its own purposes and profit. The Sea Captains warn that any kind of union with Borat will result in increased taxation to pay for Borat’s army, an end to private expeditions to the Drowning Towers, and many other measures designed to increase the power and prestige of Borat, all at Malador’s expense. Of course, while they do not say so publicly, their most important objection to Borati rule is their belief that it will lead to a serious decline in their own personal power and wealth.[/sblock][/sblock]

General Maxxen Juthe, Borati Envoy
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 10, or Borat resident]General Juthe has come to the city to present King Darragan’s proposal of a union between his realm and Malador. He is a veteran of the Borati military who has participated in several of Darragan’s campaigns to expand his territory. A career soldier, he is known to have come up from the ranks and has only recently been promoted to the upper echelons of Borati society. Now in his mid-fifties, he is a balding, weathered-looking man with a gray beard. He wears a dress uniform whenever he is out in public, including a decorative but functional sword.
[sblock=DC 15]As a military commander, Juthe demonstrated subtlety and skill in his battle plans. In person, however, he is known to be direct and pragmatic, with little patience for those who dissemble or flatter to get their way. He tends to be brusquely formal in his conversation, every inch the military man. The only crack in this stern façade is Juthe’s doting affection for Borxus, his dog. This vile little animal is almost hairless, with a squashed-in face and the prima-donna temperament of a thoroughly spoilt pet.[/sblock][/sblock]
[sblock=Knowledge (History) or (Local) DC 15]Juthe’s arrival as envoy to Malador caused a considerable stir in the city. Rumor has it that all the negotiations he has ever been involved with in the past have been with defeated opponents, and his resolutely military demeanor is seen as a not-so-subtle reminder to Malador that Borat possesses a vastly larger, more experienced, and better organized military than Malador. Some have gone so far as to say that if King Darragan really meant to negotiate with Malador, he would have sent a diplomat, not a soldier.[/sblock]

Councilor Varas Rohdell
[sblock]Varas Rohdell is an obese, self-indulgent libertine of some 45 years, notorious throughout the city for his debauchery and licentiousness. In a city like Malador, such notoriety is not easily earned. Rohdell is the last member of his family, or at least the last legitimate member—there is no telling how many illegitimate children he has fathered and abandoned.
[sblock=DC 15]Some have wondered how, even in Malador, such a thoroughly reprehensible person became a Councilor. The answer is simple: extravagant bribery. Varas bought his way into office 10 years ago, using a liberal portion of the massive fortune his family had accumulated. The Rohdells own large swathes of the Harborside, and have somehow gained almost total control of the lumber industry. Given the vital importance of lumber to Malador’s building and ship construction industries, this has been very lucrative for them.
[sblock=DC 20]Rohdell is known to exert only the bare minimum of effort on his role as a Councilor. He attends the thrice-weekly meetings of the entire Council, but does not otherwise venture to the Council Hall, preferring to spend his time on his own entertainment and leisure. He is known to be a regular patron at the Lost Angel Theatre.[/sblock][/sblock]
[sblock=Knowledge (Local) or (Nobility & Royalty) DC 20]Ever since his election, Rohdell has been a thorn in the side of the other Councilors. He votes erratically, more or less according to his whim. He even has the gall to vote against a motion after accepting a perfectly good bribe to vote for it, or vice versa. Despite his unreliability, however, few feel they can afford to cross him. As the Council becomes increasingly polarized between the Unionist and Sea Captain factions, Rohdell’s influence and importance has grown. He is the deciding vote between two opposed camps, and such a powerful position would engender corruption in characters far more ethical than he. However much his fellow Councilors dislike it, they must endeavor to keep Rohdell’s favor.[/sblock][/sblock]

Councilor Toban Wellaw
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 10][sblock=DC 15]Toban Wellaw is a tall, austere man in his early 50s. Silverhaired and long-nosed, he is every inch the regal patrician, overlooking the city with a stern but fatherly eye. At least, that’s the image he wants people to have. Despite his considerable political acumen, there is an air of rigidity and condescension in his personality that often undermines his efforts. People are willing to work with him because they know he gets things done, but they rarely like and respect him the way he wants them to.[/sblock]
Wellaw is one of the most prominent Councilors, as well as the leader of the Unionist faction, a group within the Council that favors closer relations with Borat. The fact that Wellaw and the others have taken bribes from Borat is universally assumed by the people of Malador, but few can work up any great outrage over the fact. They know that the Sea Captains oppose union with Borat for reasons just as selfish and mercenary.
The Wellaw family can trace their ancestors back to the original village. They were farmers of the land then, and they remain connected to the land now. They own large portions of the Foot, Toban’s grandfather Ilthan having been the civic designer of that district and architect of many of the buildings there. The company Ilthan founded, Municipal Construction, has since been sold to the Neele family, but the Wellaws continue to receive a portion of the profits as well as substantial income from rents.
Toban attempts to live in a manner that befits his self-image as a patrician of the city. He is a faithful husband and has been a caring (if somewhat distant) father to his three children. Like his rival Delorri, he is one of the hardest-working Councilors.[/sblock]

Councilor Shelith Arco
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 15]Arco is a slender, dark-skinned woman in her early 50s, with spiky white hair and a scar on her cheek that pulls the right side of her mouth upward in a permanent sneer. She got the scar during an expedition to the Drowned Towers as a young woman. Embittered by the results of her misguided adventure, she has a hostile attitude toward those who successfully enter the Towers on the Council’s behalf.
Arco is a member of the Sea Captain faction. Together with Delorri, Arco controls the Excise House and commands the personal loyalty of the guards on two of the defense rafts at the Drowning Towers.[/sblock]

Councilor Atrem Neele
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 15]A squat, barrel-chested man in his late 40s, Neele has close-cropped gray hair and a broad, weather-seamed face. He walks with a slightly rolling gait, reminiscent of someone who has spent many years at sea. [sblock=Gather Information DC 25]Actually the gait is the result of a bad case of hemorrhoids[/sblock]
Neele has a brusque manner and a tendency to pace as he talks. He is a member of Wellaw’s Unionist faction. His Municipal Construction company employs the best architects and engineers in the city, and “wins” most of the city’s improvement contracts.

Councilor Lox Virrenet
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 15]A near-sighted septuagenarian with only wispy white tufts of hair on his head, a councilor for more than 30 years, Virrenet is a member of the Sea Captain faction. He often appears vague and confused, but this is simply because his hearing is poor and he often misses parts of the conversation. He owns the boatyards and controls the income from mooring licenses in the harbor. His loyalty to Delorri’s faction stems from an innate fear of change.[/sblock]

Councilor Reyna Yoth
[sblock=Knowledge (Nobility & Royalty) or Gather Information DC 15]At 38 years of age, Yoth is the youngest of the Unionists; in fact, of all the Councilors. She has served on the Council for only eighteen months and was the surprise winner of the last election. Although her family is one of the oldest and richest in the city, she was considered too young and green a candidate by most of her kin, and did not have their support. How she managed to buy enough votes to win the seat is
unknown. [sblock=Gather Information DC 25]Those with an ear to the ground say that all evidence points to Councilor Wellaw. Certainly, this would explain her loyalty to the Unionist faction.[/sblock]
Yoth and her family make their money as landholders: they own dozens of buildings in the Harborside, which they rent out to merchants.[/sblock]

KING DARRAGAN'S PROPOSAL
Local lore has it that King Darragan stands fully 7 feet tall and has the strength of a giant. While this is a colorful exaggeration, Darragan’s prowess as a warrior and general is quite genuine. He has forged his kingdom at the head of an army, cowing other nations and settlements into obedience or conquering them if they choose to resist.
Despite his success in achieving control, it is yet to be seen if the King can maintain it. Many inhabitants of the region feel no attachment to the nation of Borat. They are loyal to their family, their neighbors or, at most, their home settlement. Those who feel loyalty to a “country” imposed on them by outsiders are rare to the point of non-existence. It’s true that there are equally few who are willing to risk their lives to oppose Borat’s authority, but it takes more than a lack of opposition to sustain a nation: it needs officials to implement and maintain the laws, workers to build the roads and buildings, and troops to protect them all. Most of all, it needs money to pay for all these people.
King Darragan has learned this lesson, and he needs more gold for his treasury—a great deal more gold. And on the New Coast, the one name associated with gold is Malador. Unless Borat can get access to some of the wealth that flows through Malador, his nascent nation will remain financially crippled for years, with an ever-increasing risk of collapse.
At a minimum, the King needs a steady flow of gold from the city: a permanent (and extensive) trade treaty, or an “alliance” where Borat promises military protection to Malador in exchange for a regular payment of gold.


More to come tomorrow morning (my time, which is GMT +2), while I'll be starting up the game itself tomorrow evening (again, my time).
 
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I'm still working on my character, but here is a first (rough) draft for review:[sblock]Damien MonTarr

Male human arcanist 1
Medium humanoid (human)
Init +2; Senses Listen +4, Spot +4
Languages: Abyssal, Ancient Speech, Common,
Draconic, First Speech, Infernal, Kolorean, Sea Speech
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Height 6 ft. 1 in.
Weight 170 lb.
Hair light brown
Eyes sea green
Age 17 years
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AC 12 (Active +2, Passive 0)
DR 1d2/magic (leather armor)
hp 8 (1d4+2 HD)
Fort +3, Ref +3, Will +1
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Spd 30 ft.
Melee dagger +5 (1d4/19-20)
Ranged eldritch dart +5 (1d6+5/50 ft.)
Base Atk 0; Grp 0
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Spellcasting (Primary School): Evocation
Spellcasting (Secondary School): ?
Mana Pool: 12
Aspect of Power: Eldritch Dart
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Abilities Str 10, Dex 14, Con 15, Int 20, Wis 10, Chr 12
Traits Intelligent x2
Feats Simple Weapon Proficiency, Beast Lore (Lore), Tactics of the mind (Tactics)
Skills Academia 4, Mysticism 4, Social 4, Theatrics 4, Appraise +9 [4 ranks (Academia skill group), +5 Int], Bluff +5 [4 ranks (Social skill group), +1 Chr], Concentration +6 [4 ranks (Academia skill group), +2 Con], Craft (parchment trinkets/tools) +11 [4 rank, +5 Int, +2 Cir.], Decipher Script +9 [4 ranks (Academia skill group), +5 Int], Diplomacy +5 [4 ranks (Social skill group), +1 Chr], Disguise +5 [4 ranks (Theatrics skill group), +1 Chr], Forgery +9 [4 ranks, +5 Int], Gather Information +5 [4 ranks (Social skill group), +1 Chr], Heal +4 [4 ranks (Academia skill group), 0 Wis], Intimidate +5 [4 ranks (Social skill group), +1 Chr], Knowledge (All) +9 [4 ranks (Academia skill group), +5 Int] +9 extra skill points, Listen +4 [4 ranks, 0 Wis], Perform (wind instruments) +5 [4 ranks (Theatrics skill group), +1 Chr], Profession (Scribe) +4 [4 ranks, 0 Wis], Search +9 [4 ranks, +5 Int], Sleight of Hand +6 [4 ranks (Theatrics skill group), +2 Dex], Speak Language (Academia skill group) +1 extra skill point, Spellcraft +9 [4 ranks (Mysticism skill group), +5 Int], Spot +4 [4 ranks, 0 Wis], Swim +2 [2 rank, 0 Str], Use Magic Device +5 [4 ranks (Mysticism skill group), +1 Chr]
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Possessions Scholar's outfit, reinforced jerkin (leather armor), backpack, dagger (concealed), scroll case, scrivening kit (masterwork artisan's tools), inkpen, ink vial, parchment (10 sheets), sealing wax (1/2 lb.), flint and steel, metal mirror, flute (musical instrument), 1/2 full waterskin
Treasure 102.4 gp
Encumbrance 33.5 lb; Load light
----------------------------
Description Damien is a fair skinned young man in his late teens. His thin frame combined with his six foot height gives him a mildly lanky appearance. He keeps his light brown hair trimmed to a finger's length and his face clean shaven. Since Damien regularly travels on foot he prefers to dress in a pair of practical breeches and boots with a thigh-length tunic rather than wearing a traditional scholar's ankle length robe. Over the tunic he wears a stiff leather jerkin along with a sleeved burgundy cloak for added warmth. He carries his trade tools and possession, oddly perhaps, in a canvas and leather mariner's bag slung over his shoulder while walking. He appears unarmed.

Personality Quick to smile, Damien is generally cordial with those he meets. His knowledge of the city, its neighbourhoods and residents combined with his glib tongue often allow him to ingratiate himself easily into disparate social circles. He has many contacts among the city's merchants, civic functionaries, scholars and the few members of the upper class who make use of his scrivening skills. Few people however have the capacity or desire to understand the eldritch lore Damien obsessively seeks. The young arcanist fears revealing his arcane abilities for fear of being ostracized or unjustly condemned by others. So although he is often unexpectedly personable, even with strangers, Damien's single-minded curiosity and reluctance to confide in others means he usually keeps the people around him at arm's length. Consequently the young arcanist has few close friends.

Background [/sblock]

I'll try to review the character and flesh it out a bit more ASAP.
 
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Dalamar, my character concept is to have Damien be a native of the city and a scribe by trade; a profession at which he naturally excels. I was thinking that he could have (or have in the past) worked part time at the Excise House as a clerk; a job he sought so that he could be one of the first people to see the arcane trinkets and grimoires recovered from the Drowning Towers before they are sold off. Having a scribe's licence, he's also freelanced as a scribe and limner, making copies of tomes for the wealthy members of the city who maintain their own private libraries. These two pursuits would have allowed Damien to gain access to most of the mundane knowledge and eldritch lore hidden in those precious few tomes.

Let me know if this sounds good and if so I'll flesh it out further. :)
 

Dalamar, if you'd care to start a Rogue's Gallery thread we could post our completed characters there together in one place. How's about it? :)
 

wow that was a lot of information. I only just finished reading through it all. Dalamar I am really looking forward to this game as it's the first non-playtest IH game I've been in.
 

D'oh! A longtime PbP veteran and I forgot to create a Rogue's Gallery *hangs head in shame*

Sounds good, Ambrus. Actually, having worked in the Excise House ties you even better to the starting I'm using.

Just gotta hope the game keeps going. The last two games I tried running kinda twindled to death due to me not writing updates often enough, though that was half caused by the fact that I ran both games completely off the top of my head as things went on, and tried to do more than I was actually capable of.
Wisened up a bit and with the aid of having a ready adventure, I should be able to pull this one through, though.

Okay, here's the Rogue's Gallery, and I'm off to post an update on the game itself.
 

Thanks Dalamar. I hope the game lasts as well; you can count on me posting consistently. I'll try to add Damien's character history later this evening. Asside from that I think I'm almost finished hammering out the character. Never having played the system before though I'm a little nervous about picking my primary and secondary schools of magic. Each only has a few methods available and in a PBP game we'll probably level so slowly that it'll be quite awhile before I get access to a new school. My first instinct was to pick evocation as primary but it seems the lack of versitility or damage potential may make it relatively weak at low levels. Taking Conjuration as primary school is an interesting idea. It would mean that I could summon 3HD small animals. Problem is there are no 3HD small animals in the monster manual, except for an advanced monkey but I just couldn't take myself seriously if I were creating monkey swarms to attack my enemies :heh: ). Do you have any suggestions?

Erekose13, does that mean that you were one of the Iron Heroes playtesters?
 
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Yup and one of the Iron Lieges for Iron-heroes.com. My group and I playtested the whole series of books.

Note that even after trying to beef up the Evocation method it is still by far the weakest method. Conjuration is the strongest though at first level yeah monkeys are about it. My party had a necromancer which is cool at low levels but later on your undead really suck. Abjuration and Enchantment were pretty good.

Personally I'd go with Conjuration primary and one of the other three above as secondary but thats just my person
 

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