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Lost City of Barakus: Campaign Discussion and Advice
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<blockquote data-quote="Neil the Knight" data-source="post: 7072627" data-attributes="member: 6801269"><p>I know, I know I'm sorry. It was just a week and a bit ago I said I would post stuff once a week on Sundays but i got totally distracted last week with reading the desert of desolation series (totally unrelated to this project) that I fell behind. But hey in the mean time we broke 2000 hits Hazzah!!!!!!!!! Any how without further adieu.</p><p></p><p>Endhome being a port city it is pretty much inevitable that the party will find them selves down at the docks at some point, and when they do The Admiralty will be the one stop shop for any official business there.</p><p></p><p>Like most other offices in Endhome, until the party has gained any substantial notoriety, they will not be given any special privilege to meet any one of high standing. The best they will do is a clerk or a scribe at first, but as they gain fame and fortune they may be afforded a meeting with one of the commodores, or they may even brush shoulders with the admiral at a fancy party hosted by one of the nobles.</p><p></p><p>The two main quests the party may inquire with the Admiralty are the Slaving Priestess and the Hunt for the Cofre Del Mar. The Slaving Priestess, Elan Kanto, has just recently set up shop and is maintaining a fairly low profile by only kidnapping beggars. She has not caught the suspicion of the Admiralty yet but If the party does discover her ploy and decide to bring this information to the authorities, the Admiralty would be happy to assist them in apprehending Elan and her accomplices.</p><p></p><p>After the Priestess is dealt with and Gravewind and his crew turn to kidnapping fishermen and merchants to acquire slaves, they immediately draw the attention of the Admiralty. Though the Cofre Del Mar will be able to elude the fleets patrols, an operative from the Offices of Dredging has been placed upon a fishing vessel called the Mermaids Kiss. This fishing vessel is of course the first clue the party finds when they are searching for the Cofre Del Mar. Depending on the parties standing with the Admiralty, especially with consideration to how the Slaving Priestess was handled, the Office of Dredging may share the information about their operative abord the Mermaids Kiss but admittedly have lost contact with him. They will however be able to point the party to his last known location. If the Cofre Del Mar is found and defeated, the operative will be amungst the prisoners aboard and is able to give the party much insight into the workings of The Cult of the Blood Everflowing.</p><p></p><p>The final thing the party will come to the Admiralty for is inquiring about the deed to the Swordfish. A clerk is happy to tell the PCs that the old ship was in bad repair and was docked here for many years, with mounting mooring charges. It was seized by the Admiralty and commissioned to be picked apart for scrap, but earlier this year thieves stole it, leaving several dead dockhands in their wake. An investigation and search for the Swordfish turned up nothing. Considering the money owed on the ship and it's general disrepair, the investigation was abandoned.</p><p></p><p></p><p>The Admiralty</p><p>Source: HfCDM, City of Freeport</p><p></p><p></p><p>Game Purpose: Patron / Resource Faction</p><p></p><p></p><p>Faction Type: Company</p><p></p><p></p><p>Goal: The protection and smooth operation of the harbor.</p><p></p><p></p><p>Background:</p><p>Endhomes port is the gateway through which people and goods from far off exotic lands come and go from the region. Through these docks flow the vital life blood of the city, trade and commerce. Some, end their journey here but most continue on, either on barge or river boat along the river, or they disembark and continue on cart along one of the major trade roads which intersect in the city. No matter their course, all must stop and pay their tax's and duties here before continuing on. The Admiralty is charged with the protection and smooth operation of this investment, and has pursued a three part strategy to carry out its duty.</p><p></p><p>First it the fleet proper. Though Endhome has not been at formal war for centuries, it maintains a small fleet of two dozen or so ships of various sizes. It's main job is to patrol the tidal water ways, in and around the city, to keep the sea lanes safe for merchants. Along side the ships and sailors of the fleet are the marines. As a highly specialised and adaptable light infantry force, the marines are trained in ship-to-ship and amphibious warfare.</p><p></p><p>If the unthinkable were to occur and the city was attacked, the fleet and the marines would be charged with the protection of the docks and to ensure no invaders would try to break through along the Gaelon River. To this end the two towers at the mouth of the river on the north and south banks are connected by a massive submerged chain which can be raised in times of war to prevent ships from entering the city.</p><p></p><p>Second is the Offices of the Harbor Master who's duty it is to collect tax's, oversee the enforcement of maritime law and generally ensure the smooth operation and administration of the port. They keep a close record of the comings and goings of all the vessels and their manifests which pass through the city.</p><p></p><p>The docks are empty in the morning as crews depart, but soon fill up again in the afternoon with another round of vessels. This is where the two dozen or so of the Harbour Masters tax collectors may be found. Each are accompanied by a pair of well armed marines. After sun down, ships are not permitted to come to port and must wait till the following afternoon to dock.</p><p></p><p>Finally is the Office of Dredging. This small unassuming branch of the Admiralty purports to busy itself with the improvement of Endhomes harbor and the clearing of underwater hazards, but it's real function is as the city's spy agency. Through their contacts, the Office of Dredging maintains a network of operatives all across the lost lands and beyond. These men and women collect and pass on all sorts of information, about nearly anyone of significants, although technically they are supposed to concentrate on threats to Endhome's security.</p><p></p><p>The Naval base sits at the northern bank at the mouth of the Gaelon. The large multi story building which sits just behind the chain tower are the Offices of the Harbor Master and the general administrative hub for the Admiralty. The smaller buildings surrounding it are separate barracks' for the sailers, marines, and officers. Near the end of one of the ports many wooden plank roads, stands a in conspicuous two story wooden building extending out over the water much like every other in the district. This is the head quarters of the Offices of Dredging.</p><p></p><p>The Admiralty operates independently but still in conjunction with their brothers at the city guard. Though the two factions have a healthy rivalry, at the end of the day they are both most concerned with protecting Endhome's sovereignty. To aid in this, the Admiralty receives a portion of conscripts from the city, but most of its members are full time professionals.</p><p></p><p></p><p>Members:</p><p>Admiral of the Fleet Xandar Williams</p><p>The man in charge of the Admiralty for the past 25 years has been Xander Williams. He is a professional's, professional, and always carries out his orders to the letter. In his eyes, senators may come and go, they may be nobles or common men, it does not matter. His duty is to the city and he will do his utmost to ensure it continues to prosper. His stance has kept the Admiralty a largely apolitical place.</p><p></p><p>Admiral Williams is a stickler for protocol and drills his men to be battle ready at a moment's notice. Yet do not mistake his scene of duty for coarseness. He is quite an empathetic man and would rather reward his men than punish them. He earned his position through merit, working his way up from a lowly conscript. His men respect his judgement and trust his every order.</p><p></p><p>Xander is quite a tall powerful figure, who is most comfortable in his uniform. Despite his station he dresses without ostentation, but with practicality in mind. He wears a solid black bicorne hat side to side, a navy blue jacket with gold buttons, his rank embroidered onto the cuff, white trousers and black shiny boots. To cut out the cold sea wind he wears a knee length black trench coat. His bushy salt and pepper eye brows and side burns frame his intense, stormy blue eyes.</p><p></p><p>Commodore Thurlow Rankin</p><p>Head of Fleet operations, Thurlow descends from one of Endhome's minor noble families. As the sixth of eleven children, there was no room for him in the family merchant business, so he took up with the Admiralty. He has lived a life at sea and is renowned for his brash tactics. His good looks and unimpecable manners make him a popular figure with most of Endhome's upper crust. He is often seen at the heavens gate or other upscale establishments regaling fellow guests with his fabulous stories of daring battles against the scum of the seas. Though a natural hit with the ladies Thurlow secretly prefers the company of men.</p><p></p><p>Thurlow Is a dashing man in his mid thirties. He wears his dicorne hat athwart with a white feather, suiting of his station. His jacket is standard Admiralty issue, navy with gold buttons, his rank embroidered onto the cuff. To complete his uniform he wears white trousers and black boots. When off duty Thurlow is elegantly dressed in the latest fashion.</p><p></p><p>Commodore Dingle Rasputen</p><p>As Captain of the Port Dingle oversees the Offices of the Harbor Master. A retired merchant sailor in his mid 50's, he is a diligent man and does his job to the best of his abilities. He has teams of scribes and clerks working for him, keeping track of the comings and goings of the port. He is aware, there are those in his office who are corrupt and through them contraband is smuggled into the city. He does not know specifically who they are and as long as they are discreet and do not interrupt the very complicated yet smooth operation of the ports he does not bother to dig too deep.</p><p></p><p>Not coming from a military background Dingle despises uniform. Unless for ceremony he wears common sailors clothes. He has short gray hair, gold hoop ear rings, and a tattoo of a mermaid on his right arm.</p><p></p><p>Commodore Horacio Twizzlebag</p><p>Horacio, a Gnome from the mountains far west of Endhome, he found his way to the city abord a river barge of traveling gypsies. From the moment he stepped foot in the city, he was infatuated with everything about it. The noises, the smells, the buildings, the people.....all of it. Being a demi-human he had a tough go finding work at first so he took the only job available which was clearing tables at the Winking Mermaid, a faverate watering hole amungst Admiralty. He soon befriended many of the sailors and officers. The former commodore of the Offices of Dredging took notice of Haratios knack for getting people to open up, dispute the prejudice against his kind and offered him a job.</p><p></p><p>Now decades later Haratio heads the secretive Office of Dredging. His cunning and wit help him process the massive amounts of information he receives from a network extending right across the lost lands and beyond. He is the keeper of countless files on any one or anything which may be considered a threat to Endhome.</p><p></p><p>Haratio is a charismatic fellow who is always quick with a joke or limerick to break the ice. He wears a white tunic, navy breaches, a wool vest and a red sailors touque.</p><p></p><p>Ornulf</p><p>A clerk at the Offices of the Harbour Master, Ornulf has a bit of a gambling problem which put him in the pocket of the Black Water Company a few years ago. He is paid to look the other way or "lose" certain manifests from time to time. He also keeps Black Water informed of any interesting news he hears working at the Harbour Master. Ornulf is a gangly man with thinning black hair and specials perched at the end of his nose.</p><p></p><p></p><p>Face: Ornulf</p><p></p><p></p><p>Relationships:</p><p>Takes Orders from Senate</p><p></p><p>At odds with criminal groups of End home, especially Black Water Company</p><p></p><p>Healthy rivalry with City Guard.</p><p></p><p></p><p>Notes:</p><p>The Admiralties coat of arms is blazon thus: Argent, a ship of three masts of in full sail on the waves of the sea; mainsail charged with two keys saltire or</p><p></p><p>Quest Notes:</p><p>Inquiries about slaving within the city cause are shrugged off. (Slaving Priestess)</p><p></p><p>If PC's come inquiring about either the Swordfish or the slaving Priestess they have a chance to catch Ornulf looking suspicious and sneaking out the back of the office's to go inform Gratchet the fence. (HftCDM, Slaving Priestess)</p><p></p><p>Office of Dredging has an operative who was aboard a fishing vessel investigating the CDM. He was due in a couple days ago but he nor the vessel came in. (HfCDM)</p></blockquote><p></p>
[QUOTE="Neil the Knight, post: 7072627, member: 6801269"] I know, I know I'm sorry. It was just a week and a bit ago I said I would post stuff once a week on Sundays but i got totally distracted last week with reading the desert of desolation series (totally unrelated to this project) that I fell behind. But hey in the mean time we broke 2000 hits Hazzah!!!!!!!!! Any how without further adieu. Endhome being a port city it is pretty much inevitable that the party will find them selves down at the docks at some point, and when they do The Admiralty will be the one stop shop for any official business there. Like most other offices in Endhome, until the party has gained any substantial notoriety, they will not be given any special privilege to meet any one of high standing. The best they will do is a clerk or a scribe at first, but as they gain fame and fortune they may be afforded a meeting with one of the commodores, or they may even brush shoulders with the admiral at a fancy party hosted by one of the nobles. The two main quests the party may inquire with the Admiralty are the Slaving Priestess and the Hunt for the Cofre Del Mar. The Slaving Priestess, Elan Kanto, has just recently set up shop and is maintaining a fairly low profile by only kidnapping beggars. She has not caught the suspicion of the Admiralty yet but If the party does discover her ploy and decide to bring this information to the authorities, the Admiralty would be happy to assist them in apprehending Elan and her accomplices. After the Priestess is dealt with and Gravewind and his crew turn to kidnapping fishermen and merchants to acquire slaves, they immediately draw the attention of the Admiralty. Though the Cofre Del Mar will be able to elude the fleets patrols, an operative from the Offices of Dredging has been placed upon a fishing vessel called the Mermaids Kiss. This fishing vessel is of course the first clue the party finds when they are searching for the Cofre Del Mar. Depending on the parties standing with the Admiralty, especially with consideration to how the Slaving Priestess was handled, the Office of Dredging may share the information about their operative abord the Mermaids Kiss but admittedly have lost contact with him. They will however be able to point the party to his last known location. If the Cofre Del Mar is found and defeated, the operative will be amungst the prisoners aboard and is able to give the party much insight into the workings of The Cult of the Blood Everflowing. The final thing the party will come to the Admiralty for is inquiring about the deed to the Swordfish. A clerk is happy to tell the PCs that the old ship was in bad repair and was docked here for many years, with mounting mooring charges. It was seized by the Admiralty and commissioned to be picked apart for scrap, but earlier this year thieves stole it, leaving several dead dockhands in their wake. An investigation and search for the Swordfish turned up nothing. Considering the money owed on the ship and it's general disrepair, the investigation was abandoned. The Admiralty Source: HfCDM, City of Freeport Game Purpose: Patron / Resource Faction Faction Type: Company Goal: The protection and smooth operation of the harbor. Background: Endhomes port is the gateway through which people and goods from far off exotic lands come and go from the region. Through these docks flow the vital life blood of the city, trade and commerce. Some, end their journey here but most continue on, either on barge or river boat along the river, or they disembark and continue on cart along one of the major trade roads which intersect in the city. No matter their course, all must stop and pay their tax's and duties here before continuing on. The Admiralty is charged with the protection and smooth operation of this investment, and has pursued a three part strategy to carry out its duty. First it the fleet proper. Though Endhome has not been at formal war for centuries, it maintains a small fleet of two dozen or so ships of various sizes. It's main job is to patrol the tidal water ways, in and around the city, to keep the sea lanes safe for merchants. Along side the ships and sailors of the fleet are the marines. As a highly specialised and adaptable light infantry force, the marines are trained in ship-to-ship and amphibious warfare. If the unthinkable were to occur and the city was attacked, the fleet and the marines would be charged with the protection of the docks and to ensure no invaders would try to break through along the Gaelon River. To this end the two towers at the mouth of the river on the north and south banks are connected by a massive submerged chain which can be raised in times of war to prevent ships from entering the city. Second is the Offices of the Harbor Master who's duty it is to collect tax's, oversee the enforcement of maritime law and generally ensure the smooth operation and administration of the port. They keep a close record of the comings and goings of all the vessels and their manifests which pass through the city. The docks are empty in the morning as crews depart, but soon fill up again in the afternoon with another round of vessels. This is where the two dozen or so of the Harbour Masters tax collectors may be found. Each are accompanied by a pair of well armed marines. After sun down, ships are not permitted to come to port and must wait till the following afternoon to dock. Finally is the Office of Dredging. This small unassuming branch of the Admiralty purports to busy itself with the improvement of Endhomes harbor and the clearing of underwater hazards, but it's real function is as the city's spy agency. Through their contacts, the Office of Dredging maintains a network of operatives all across the lost lands and beyond. These men and women collect and pass on all sorts of information, about nearly anyone of significants, although technically they are supposed to concentrate on threats to Endhome's security. The Naval base sits at the northern bank at the mouth of the Gaelon. The large multi story building which sits just behind the chain tower are the Offices of the Harbor Master and the general administrative hub for the Admiralty. The smaller buildings surrounding it are separate barracks' for the sailers, marines, and officers. Near the end of one of the ports many wooden plank roads, stands a in conspicuous two story wooden building extending out over the water much like every other in the district. This is the head quarters of the Offices of Dredging. The Admiralty operates independently but still in conjunction with their brothers at the city guard. Though the two factions have a healthy rivalry, at the end of the day they are both most concerned with protecting Endhome's sovereignty. To aid in this, the Admiralty receives a portion of conscripts from the city, but most of its members are full time professionals. Members: Admiral of the Fleet Xandar Williams The man in charge of the Admiralty for the past 25 years has been Xander Williams. He is a professional's, professional, and always carries out his orders to the letter. In his eyes, senators may come and go, they may be nobles or common men, it does not matter. His duty is to the city and he will do his utmost to ensure it continues to prosper. His stance has kept the Admiralty a largely apolitical place. Admiral Williams is a stickler for protocol and drills his men to be battle ready at a moment's notice. Yet do not mistake his scene of duty for coarseness. He is quite an empathetic man and would rather reward his men than punish them. He earned his position through merit, working his way up from a lowly conscript. His men respect his judgement and trust his every order. Xander is quite a tall powerful figure, who is most comfortable in his uniform. Despite his station he dresses without ostentation, but with practicality in mind. He wears a solid black bicorne hat side to side, a navy blue jacket with gold buttons, his rank embroidered onto the cuff, white trousers and black shiny boots. To cut out the cold sea wind he wears a knee length black trench coat. His bushy salt and pepper eye brows and side burns frame his intense, stormy blue eyes. Commodore Thurlow Rankin Head of Fleet operations, Thurlow descends from one of Endhome's minor noble families. As the sixth of eleven children, there was no room for him in the family merchant business, so he took up with the Admiralty. He has lived a life at sea and is renowned for his brash tactics. His good looks and unimpecable manners make him a popular figure with most of Endhome's upper crust. He is often seen at the heavens gate or other upscale establishments regaling fellow guests with his fabulous stories of daring battles against the scum of the seas. Though a natural hit with the ladies Thurlow secretly prefers the company of men. Thurlow Is a dashing man in his mid thirties. He wears his dicorne hat athwart with a white feather, suiting of his station. His jacket is standard Admiralty issue, navy with gold buttons, his rank embroidered onto the cuff. To complete his uniform he wears white trousers and black boots. When off duty Thurlow is elegantly dressed in the latest fashion. Commodore Dingle Rasputen As Captain of the Port Dingle oversees the Offices of the Harbor Master. A retired merchant sailor in his mid 50's, he is a diligent man and does his job to the best of his abilities. He has teams of scribes and clerks working for him, keeping track of the comings and goings of the port. He is aware, there are those in his office who are corrupt and through them contraband is smuggled into the city. He does not know specifically who they are and as long as they are discreet and do not interrupt the very complicated yet smooth operation of the ports he does not bother to dig too deep. Not coming from a military background Dingle despises uniform. Unless for ceremony he wears common sailors clothes. He has short gray hair, gold hoop ear rings, and a tattoo of a mermaid on his right arm. Commodore Horacio Twizzlebag Horacio, a Gnome from the mountains far west of Endhome, he found his way to the city abord a river barge of traveling gypsies. From the moment he stepped foot in the city, he was infatuated with everything about it. The noises, the smells, the buildings, the people.....all of it. Being a demi-human he had a tough go finding work at first so he took the only job available which was clearing tables at the Winking Mermaid, a faverate watering hole amungst Admiralty. He soon befriended many of the sailors and officers. The former commodore of the Offices of Dredging took notice of Haratios knack for getting people to open up, dispute the prejudice against his kind and offered him a job. Now decades later Haratio heads the secretive Office of Dredging. His cunning and wit help him process the massive amounts of information he receives from a network extending right across the lost lands and beyond. He is the keeper of countless files on any one or anything which may be considered a threat to Endhome. Haratio is a charismatic fellow who is always quick with a joke or limerick to break the ice. He wears a white tunic, navy breaches, a wool vest and a red sailors touque. Ornulf A clerk at the Offices of the Harbour Master, Ornulf has a bit of a gambling problem which put him in the pocket of the Black Water Company a few years ago. He is paid to look the other way or "lose" certain manifests from time to time. He also keeps Black Water informed of any interesting news he hears working at the Harbour Master. Ornulf is a gangly man with thinning black hair and specials perched at the end of his nose. Face: Ornulf Relationships: Takes Orders from Senate At odds with criminal groups of End home, especially Black Water Company Healthy rivalry with City Guard. Notes: The Admiralties coat of arms is blazon thus: Argent, a ship of three masts of in full sail on the waves of the sea; mainsail charged with two keys saltire or Quest Notes: Inquiries about slaving within the city cause are shrugged off. (Slaving Priestess) If PC's come inquiring about either the Swordfish or the slaving Priestess they have a chance to catch Ornulf looking suspicious and sneaking out the back of the office's to go inform Gratchet the fence. (HftCDM, Slaving Priestess) Office of Dredging has an operative who was aboard a fishing vessel investigating the CDM. He was due in a couple days ago but he nor the vessel came in. (HfCDM) [/QUOTE]
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