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A New World Each change of many-coloured life he drew, Exhausted worlds, and then imagined new: Dr Samuel Johnson We can't quite claim the intellectual credibility of Samuel Johnson in creating new worlds or exhausting old ones, but having published 16 issues of IMAGINE magazine, the time is ripe to develop — ‘with your help — the modules and what have you into something more. Welcome to Pelinore Pelinore is a new world for brave adven: turers — or craven swine if you play that ‘way —to.use as a campaign background. Htineludes mast of the AD&D® and D&D™ modules so far published in IMAGINE magazine, and it will provide forward links into some of the modules, brief encounters and other game articles that are yet to come. Month-by-month we are going to publish new material that will bulld up a picture of a complete milieu — @ famasy setting in which your characters will find princes and peasants, wizards ‘and warriors, in locations vary- ing from inhospitable desert to ‘gleaming cities. As you collect each part, your knowledge of this world will grow. This does not mean that every thing we publish from new on will only be for Pelinore — far from it. All the material that carries a Pelinore ‘tag’ will stil stand alone, or be adaptable to suit a DM's existing campaign. =[_But sufficient information will be provided to ensure that OMs ‘can fitthe new material into this, ‘new world, Most game worlds, no matter how big, seem to suffer fromone ‘major problem: they are so well defined that they leave no room for development. As a result, all those DMs who wantto use them as the basis of their campaigns are stuck with what the designers have already produced. Rather than following that course, we want to retain complete flexibility in Pelinore. Consequently, the world will be explored ascontributors write new material for the ‘magazine, but the whole will never be as ‘complete’ as Greyhawk; there will al- ways be somewhere to insert a new idea. At present, the map of Pelinore is largely uncharted. I's a whole world, to be created, defined, mapped, explored and ‘used by DMs as it stands or asa source of useful material for their own campaigns. The world of Pelinore is also infinitely ‘expandable — Pelinoreans believe the ‘world to be flat and, although there may be an edge somewhere to falloff, nobody hhas yet found it — or returned to tell ‘anybody about finding it. Pelinore is ready for what you want to ‘make of it. Mini-modules, Brief Encount- ers, single buildings within a city/town/ Village, and articles — on running a Wizard's guild, court otiquette, castle building, histories of the world, (to name but a fewl) — can all have an overall ‘context to make life much easier for the poor overworked DM, with better games for all as a result. If the particular place you need for your module or whatever doesn’t exist on the world as currently mapped, send it in anyway — the frame. ‘work of the world is going to be as flexible as possible. Pelinore is going to grow and Gevelop over the years — and achieve ‘much more ‘solidity’ as a result PELINORE The IMAGINE magazine ‘As far ag rules systems are concerned, the world of Pelinore will be based solidly fon the AD&D and D&D games. The two ‘games share many concepts and ideas — 0 Polinore is, for the most part, an AD&D/D&O game ‘generic’ world, at least when rules become involved. These two games also represent the standard system with which most players and DMs are familiar. This doesn't mean that we are ruling out anyother systems — such as RuneQuest or the DRAGONQUEST® game. To a the process of ereating a world that will fit ‘as many RPG systems as possible, IMAGINE magazine will be publishing a short series of articles on translating characters from one system to another. Look for the first part of this in issue 18. \- ‘And what of Pelinore itself, its customs, ~~ cities and peoples? Here are a few ideas 10 start things moving Around The World 2 In 80 Lines knows that — and its centre is at “[ er ane foneclien eit ae ane ee eae ea] faras the eye can seer shat ships have round! I The eivilsed tands of Palinore include the Theoeratie Principal ities, ruled with a rod of iron by the Council of Truth, the islands “Y ‘of the Splintered Lands with their myriad cultures, not all of which are ‘human’ by any means and the Tradecities of Xir, eternally squabbling with each other. Many places you will know of already; like Borth, that little port with the beacon (from IMAGINE #1), of once-proud Varit, destroyed in the war between two noble houses /#3). But these are just the begin- ning, a Reader's Guide Alllof these places — and many ‘more — will bo explored in the years to come, creating solid background campaign material for DMs to draw upon. So how will Peinore work? We feant lt fo. co at fuer two jobs, and potsiivalotmere as itdevelops, The rater nese isthe simplest —asection at the stor ef many modules wil give the Dat the location on Peliore wiere the module io act or In tho case of Brief Encounters surable range of oeations Ir cou ago include some more general mmatoral related to Pelinare ae a whole Sredually this nformation val buld up Into a work setting, Ths vl be advisory aly. BM wil sll beable to use anyof the' modules In his or Ret campaign (as happone now, but the overal reel wil Detscampatgnbackyround for OMe touse tater whe arin ee many othe Thagetite scenarios Included es outs ] tach group's needs x 3 a 1 } Pelinore — y J J ] ] J I I ] ~ Secondly, Pelinore gives us the oppor tunity to publish useful material that we haven't been able to use before, pieces at are too short, for example. We have - always maneged to avoid the trap of Publishing endless lists of new monsters, ‘magic items and spells without any form - of context, We still won't produce lists, ‘but with Pelinore to setthingsin there are all kinds of possibilities. ‘Take acity or town for instance. Sooner or later, the players want to come up out of SY the dungeon, or in from the wilderness andhhave their characters wander around a city of some sort. Yet DMs often have neither the time nor inclination to create [> acity —atter all, it's a LOT of work. Butall \ Ienettost, One ofthe first Potinorean DM aids’ is going to detail a city building or [7 two, the non-player characters who live there and occasionally a brief plot outline for an adventure that could involve 3 (CO party. DMs will get, in the space of three fr four issues, the basis of a thriving snwn/city for adventurers to explore hen they are not down a dungeon, All the buildings will relate to one overall city plan, but the city is going to be big very big, Without straining the bounds of credibility, we want there to be enough foam toaliow lots of variety in the city, its inhabitants and, above all, culture — an ‘Arab’ quarter, or a merchants’ quarter or ‘ag many others as you can think up. ‘The buildings in the first article to appear next issue) are based around a small market square just inside the city’s western gate. We have tried to provide all the facilities that a weary, battle-scarred group of hardy adventurers would need for rest and recuperation after a hard day's adventuring. Includedareaninn,an armourer’s, an apothecary, a farrier's. 3 small shrine or temple, a drinking house and a weaponsmith’s. That starts things ‘off nicely, but in time we hope to add much more: houses, villas, hovels, markets, pubs, taverns, bowyers, fletch ‘ers, theatres, slavers, boatmen, horse- traders, moneychangers, moneylenders, butchers, bakers, candlestickmakers, wheelrights, builders, sages, ship- wrights, all kinds of craftsmen, map makers, scribes, libraries, a city watch station (or two), prisons, a thieves’ guild- house, a gambling den, a wizard's (very traditional) tower or ten, halls, courts, temples, shrines, amphitheatres, race- tracks, You'll find more information about the city — in broad terms — in the section overleaf called ‘The City League’. Onthe larger scale Pelinore is ata similar stage of development. A good part of the map that exists (in very rough form) still has signs reading ‘Here Be Dragons!” all ‘over it. Beyond the edges of that map little ‘else exists in solid, mapped form. Some places, people and happenings havebeen, placed’ — the City League, the seaport of Borth and the Beacon at Enon Tor, the Order of the Black Rose (#7), Rosebury (#6), These exist on Pelinore as it now stands, but beyond them. The first major definitions of parts of Pelinore are going to appear over the next few issues of IMAGINE magazine and in an IMAGINE magazine special edition {due to be published sometime before Christmas), This will collect some of the earlier modules together, and present even more of the background of Pelinore, ineluding a map of the immediate region beyond the City League. But although large parts of the world of Pelinore are not fully defined, some guidance can already be offerad about what could be ‘beyond the horizon’, through the offices of @ Pelinorean institution whichis the source ‘of much wisdom — and occasional false: hood — about the world. This is the institution that holds the knowledge of Pelinore in its keeping: the Order of Heralds. Overleat, you will find your first a Writer’s Guide ‘One thing quickly becomes clear when You start designing a world; there's a lot ‘of work! That's where you, the IMAGINE ‘magazine reader, comesin. I you feel you ‘could add something to this project, then send it in — as you already do with ordinary submissions — and we'll }ook it over, We're sure many of you will have plenty of ideas of your own, but for now, tty thinking along the following lines: 1. Pelinore—a land of adventure. We are always on the look-out for good scenarios, and with Pelinore around we will need even more! Those adventurers ‘whe have already triumphed in Borth or Rosebury or Braeme (#71) need more adventures to go on — adventures which link together to extend the world of Pelinore. Your adventure could take place in one of the places we have already described, or just ever the horizon, extending the scope of the original module. For example, what has driven the creatures out of the wilderness to the south of Braeme in Black Roses ? 2. The City League — virtually a world within @ world, All of that, of course, means detailed descriptions for DMs to help them run the city in their campaigns. if you don’t want to write a complete module, then how about @ single build ing? The list given on this page shows you ‘some of the possibilities, but we can only seratch the surface, The more writers who contribute, the more ‘alive’ the City League will be 3. The Guilds — Pelinore’s major institutions need properly defining. All sorts of Guilds, for anybody from Wizards and Thieves to Butchers, Bakers and Candlestickmakers, could provide employ- ment for brave adventurers — or power- ful opposition to such freebooters. It's up toyou! I Is The Honourable Order of Heralds is ant organisation whose origins are obscure — and as the chief archivists of “civilised Pelinore, the Heralds have had plenty of opportunity to “lose” any documenta tvidence as to their origins and wue st One thing is clear — the Heralds are now vital @therunningof Pelinore, whether in times of peace or war “The Heralds oven histories claim that they were founded in the Halls of Worldheart and that they spread from there at the Gecree of a great ruler named Prias Originally, they dealt with such matters as the organisation of tournaments, private wars and Lineage of noble families. They Mill deal with therecord keeping aspects of ‘warfare — listing casualties and arranging the ransom for captured nobles (ome sources claim they take a 2 for this service). Over the y their the Order has. gradually ‘acquired a number of additional tasksand duties, although who — ifsanyone — ever sgave themn the authority to do so has never been determined. The Heralds themselves never allow the question to be debated. When a major trading route crosses another, merchants soon gather. When One of those routes it a river then villages and eventually towns swiftly row. Such a town grew here. From early times the merchants formed guilds and sects and Appointed a Clerk-at-Arms to organise ‘their well being and protection. The Clerk, and after him his son and then his son's son, performed his duties excellently and caused the town to prosper and grow |The city thrived in amazing fashion. Subsidiary towns were formed on the city's borders; villages. appeared near those towns. Trade and industry flourish: fed, earning what was once just one city {nto a group of cities cooperating and trading under the eye of the Clerk and his increasing bureaucracy. This vast edifice is now a full league and more across, And as the eity grew aa the post of Clerk grew: with it. The Clerk became the heriditary Tuler of this League of Cities, named after both its nature and its size. He also acquired a new name — unable to cope ‘with is (by now) lengthy ttle, the people OA The Order of Heralds. The Onder of Heralds is now the most widespread organisation on all of Pelinote There are few cities, cowns, duchies or any other governing bodies Hhat do not have a Herald somewhere in atendance. They loversce business transactions, writing the formalised contracts between merchants, andoccasionally providing letersof credit. They count heads, windows, sheep or whatever needs taxing for governments They draw up the charters for guilds — when instructed 19 do_so. They write treaties of unbreakable friendship between nations — and count the dead when war breaks out. The passionate (and illiterate) commission them to compose missives of undying love, They collect, collateand sell documents, maps, rumouts, news, wuths and hall-aruths from the far comers of Pelinore Despite — or because of — all these duties the Heralds ave always maintained a cearelul neutrality in They are universally expected asabsolutely neutral arbiters, and protected by the force ff Law in all civilised areas — where, after all. they drafted the political alas ws in the First place The City League E “The cloud capped towers, the gorgoous pala ‘The zolems temples, the great globe itself, Yea, all which t inherit, shall disolve ‘And; like this insubstantial pageant faded, Leave not a rack behind: “The Tempest (Act IV, scene 1) referred to him simply as "The Katar’. The ‘Katars accumulated fantastic wealth and built themselves ‘The Punctilio’ — a stupendous palace in which courdiness and. etiquette became the norm. (Outside, the League also grew. Is byzantine bureaucracy was unable to prevent trade from flourishing in relativecalm andsccurity, so attracting merchants of all races and beliefs, Today the League of Cities isa unique potpourri of culeures and styles. Cities and Subsities jostle cheek-by-jowl with each Other; the whole being lorded over by the frandly tiled Knight Puissant, Clerk-at- ‘Arins, Fitst'Servant of the City League, his viier and his court. Order is kept by the ubiquitous Knights Ocular, who watch and ‘report and punish on behalf of the bureau racy — a bureaucracy where anything can happen, given time. Next Issue: een ete Teenie cere is ener ees rete Paine Treas jou tocut out and store ina ring nreUS ye kes aT eee rey erty eras are rarer eer ence a NL aera Ieee ee renee From Worldheart to the Sphintered Lands, the "Theocratic Principalities and the Tradecities of Xir, Heralds are about their business. and other people's business, tis the Order of Heralds that willact asthe - iglue’ that holds Pehinore together. F their extensive libraries of documents will come the maps and details fof Pelinore, the detailed background to tnany of the adventures that will appea IMAGINE. magazine over the coms ‘What of names? No single name could stand che strain of being stretched over the tnimaginable size ofthe place. Within the League lie Puncilio, the courtly centre; ‘The Hil, a community that grew around Punetilio; the Capitol, seat of the largest Library in this part of the world; the ‘Temple of Ten Thousand Ravens, where the Redemptors administer city justi ‘Docklands, a busting riverside comms. ity, The Borough, thick with streets of commerce; the New City, now centuries fold, with wide avenues choked with the ‘ervitus of periodic rot; and the streets of the Communities, the southern reaches peopled from farandwide. aa, Names? The inhabitants call it League. Felix Pursuivant, First Assistant to the Junior Herald torecover from injury and ear coors renin ea at PELINORE THE CITY LEAGUE This month, wo would like to begin introducing you tothe vast hive of humanity — 2nd more than humanity — who ive in the City League, home base for the IMAGINE magazine campaign world. Wie not every DM willwish touse The City asthe base for his campaign, we hope {that this feature will still be useful to everyone: since if you aren't iimerested in T'League’, then you can always just introduce the characters and buildings you wilind on these pages and in succeeding ‘months inte your own campaign, With yourhelp and bit-by-bit we will build up a picture ofthis teeming ‘andthe characters within. Butto start with, we had better introduce Some ef the concepts and ideas that will old i all together MAJOR NPCs Whenever NPCs are introduced, they will be dascribed in a standard {format Whileall he siatswillbe for the D&D#and ADD" games, the ‘general information about each character will allow referees of other {ystems to quickly extrapolate whatever they eed, The characters wil be presonted as follows: Wherever alternative stats for a particular category are shown with 3 slash (eg, ip 8/11), he DAD stats are shown before ADEO stats, Line 1: Identifying Number: Name: Class & Level Alignment: hp: Line 2: Weapon Line 3: Race (immediately bolow number) Lines 4-10: Apiity Stats inthe form S18, ete Lines 4-10: Indonted fram the stats — details of character appearance occupation Deharscterieations eontaets Additional information about characters will also be found in the ‘general description of their haunt MINOR NPCs Less important NPCs willbe described merely with theirnameanda few descriptive sentences, AllareNM/0 ha unless otherwise defined. i ‘of course, poseibla that an otherwise unimportant NPC gain undue Bttentionina game, inwnich ase the DM should addwhatever stots ore required ABBREVIATIONS Thefllowing abbreviations wi be usagin the NPC stam acon to For the ADSD game: Assassin; Acrobat; Barbarian; Bard: Cleric Cavalier: Druid, Fighter, Froeman; Mlusionist: Monk: Magic User Paladin, Ranger: Thiet For the DAD game (where different): Avenger, wart; El; Yiling Knight, Nermal Man. Races (where not covered by the above} EI: Gnome; Human: Ore 12 SPELLBOOKS Spallbooks show lavel, followed in brackets bythe spell as numberedin the rule book, with an asterie if tis currently memorised, eg 12.3") ‘means that the MU has the first level spells numbered 2 and 3, 19 her Spell book and that number 31s currently memorised.Fullspell memory ‘will not normally be allocated, to allow the DM flexibility The FREEMAN or FREEWOMAN A new NPC character class for use in towns and cities Cities gre not just populated by 2 mixture of exotic adventurers and thousands. of zero level fighters INM/FO). There. willbe. many representatives of the adventurous classes, and there will also be the social also-rans, the low-lifes. but a great many of the people will be Freomen and Freewomen, representing merchants, business people, functionaries, clerks, bankersand many ether mundane rads. In order te allow those poopie alittle more depth in this campaign, we suggost that Dis make use of the Freaman eharaoter clase hereafter dotted Note that this is not itenciac tobe a class available o piayer-characters, andafter aquick look, very few a your players willbe that keen anyweyl Character abilities The abilities ae as normal and are rolled as normal. There is no reason wiy these people should be any less 0” any more able than the average adventurer. In cortain circumstances, the DM should reduce some bility scores to allow for the less-tnaa-strenuous taining that non. Adventurers may have had. Bonuses due to character abilities Strength: No attack /damage bonus, ethers normal Intelligence: Normal language bonuses ‘Wisdom. Normal Saving Throw bonuses Dexterity. No missile bonuses, others normal Constitution: Ordinary (noa-fighter) hit paint Bonuses ‘Charisma: Normal Character class details Hit die type- d8 Max no hit dies: 9 (+thp for each level above 9} ‘Spel ability: rit evel fmt: none "Armour: any, but raraly worn Shield: possibie Weapons: any, but only ever proficient in one roficieney penalty) Combat table: Use magic-users combat results table Oil? yes Poison? yes: Racial restrictions: none 5 non: The level ofa Freeman or Freewoman is not determined by ox points but by 8 combination of their wealth, age and influence. At 10th level Freemen andFreawomen become members ofthe nobility. Tusa Simple bureaucratic flunkey would be Fr1, 2 wealthy trader 5, a ‘courtier FrB and so on, They may use any magical item that eanbe used bya fighter ora thief Fresmen and Freawomen save as fighters ofthe same level New Weapons for use by Freemen and Freewomen Or, who needs to carry a lump of steel around all day? Weapon Weight Damage Length Speed Adjustments Swordsick "30" ene 3 SSaegaer Stoltmese 602.728 Bae mace oot) Nota:in the D&D game the staf mace does 16 damage ‘A sword stick i a walking stick that holds @ thin, rapier-like weapon. ‘Astati-mace slike a quartorstaff with a heavy, ornate head thatisboth decorative for public appearances and dangerous. ‘A knobbed stick is hike @ short atef-mace — a walking stick whose handle is strengthened and weighted to act ike a club when required IMAGINE maps gust 1964 a Androgenes Metz; 17/17; w/cninp 22/28; 05/6 @ dagger and Sling S12 GFikny. smelly leathers. unnecessery eyepatch 1 12. B Sells matehes/hankies/gewgaws at street corners seek: Wo ing vicums D 17 aDishonesti. shity, answers to nickname ‘Phew’ © 8 CXnowsmembers ofthe localthieves” guild andprabably an Ch 6 assassin or two ila ‘lossy’ Jostle: 12/2: C/CE: hp 6/8: AC 4/4: oisoned hatpin (I point of damage plus poison) ores owe gz © Cheap siks over toathor shirt G Flooey, waits for custom in Square W 8 GPlitatious, dangerous, greedy, keen on blackmail 0 18 —GKnows Phew (1a), and six or seven minor officials 1. the Pedtars are one ofthe many itinerant groups of traders who Istyplaly nomad andathough they willow hotanicladuring he Gutrveetbaratniig they lovey areal te neutas nttestghy, these feur humans salon bother, From ier stall, adventures may boy al nore, very tern ike food lthng ene a. The Sheps around the square tust be approscned or ther apecin, Fowerer ine there Gan unrton City League law int obi sree Sellers pealingtnesame wares 28 shop withinsightot Rumour as ITthoc moot dies are controled bythe Uncle "a myeterous gure {thom everyone has heard of, but o-ane ants having mat. Such “irelwoucbewert sforuneoanynonesi.ancitisprobble hat ‘Tao cove of perio ree, sect ware 2 The APOTHECARY Ais Ep-Stine sen old gnome who'nasrunthis apothecary for longer than most locals remember In t an be Bought the Usual chemicals {including Incense) an well as most ofthe components magic users heed to cast heir pels, unfortunately Myitis does tend ta overcharge {or things, but then he has to maka wing, dovsn the? Depending on {hekindoieampalgnbeingYunhemay algo prepereand sel potions: As hesuppliesihe loca! MUschoa!(9|wth many of thelr needs they oblige him by making sure hs todyguare, Grn, i kept charmed to is ore. Myla assisted by two unexcopuonal apprentices Fr; N/M: np 8/11; AC 9/10, 2a Mulitis Ep-Stine. No weapon toodyguar S 6 GGrey and brown robes, back and silver skull cap 118 DApothecary W 12 DAvarioous. cunning. suave, old gnome D4 BXnows local traders and very inendly with inhabitants of 9 the loca! MU senea! Qh Sfimnnix:F6/#8: 0/0 40/60, acs smal shins jodyguard charmed into service of Myltis Ep-Stine (2a) Di stupia brave, sy Don't know nutlink nor nobody and nobody loves him cna 26 & 2 Lance and Beaubritehes a2 apprenticestoMyiitis pale numan youthe wha know th local serving slasses AGI maga Aa 188 ” Bs z ES YMEE T*SQUAREL Db |__Grounp SFIDOR rFicoR, & ea 13 3 The TRAVELLERS’ SHRINE The city League is nothing if not an opportunity ta make game cash and So the cleries of the town have agreed to establish this mult denominational shrine just inside the gates. Visitors may enter the Shrine, pray in one ofthe private booths and receive holy water or a eure light wounds spol rom the resident cleric, assuming he or sha isn ‘Throo fighters act as attendants, collect the money and show visitors to vacant booths [and clear up afterwards) of to the screen fram where beneficence i dispensed If any visitor behaves badly or aggressively ‘one ofthe attendants simply rings the bell, ond asthe garrison is ight nee door ‘Suggested costs are: Entry and private praying booth Sgp/turn ‘Cure Light Wounds 125 gp per spel Holy Water a0 gp per vial No other clavcal items are available, Ba Amandaia Lamancha: 5/5; WN; np 20/28: 67/7, HH S14 Ofich maroon linen robes. boots ring of protection +2 18 GRepresentative cleric at travallers shine W 14 Kindly but uncammunicative distant D8 Oknowsthe whereabouts of mast temples in Doeklends and © 14 Borough. does not know any bureaucrats or merchants nie Bb Link Pinthrip;rea/rxa; wn: no 10/12: 08/8 Short Sword HH S14 DiLeather unitorm and seal of ofice om 9 thumb ring 113. DOffciat money collector for elereal group W 9B Otticious, snide, overcharges 8 Dis familiar with focal byolaws, knows several other petty © 13 Fenetionarios cho 3C, 3d Be Be Portia, nots mary and invicia are the three acolvie-guards. EachisF2/F2 withhp 10/14. They say thoy know ‘no-one locally, keeping their own company and occasionally visting their families living somewhere in Docklands. They wear severe short, bac, tunies with smal, et adornments and thonged sandals nvidia the Scards’ daughter (500 Black Pig, 4)but she ignores them. Bold Mary is the daughter of the nearby miller (10) 4 The BLACK PIG PUBLIC HOUSE ‘An old scruffy local. The place has a well ceserved reputation for good beet and good food served at sensible prices (unlike, some say, Inn, 5) and is therefore usually packed. Run efficiently by tne despite his, now famous, imaginary tales of valour. There's very limited sleeping space on the flor after averyane nas gone home, Atthe rearis 12 general purpose building that can be used at the DM‘ discretion ‘Recommended prices: everything just below the norm. Ala Humakar Soard: 27°12: WAN: np 6/9; AC 9/8; No weapon WH S18 GGleeming breastplate over olive gresn tunie, brown 1 10 trousers tied at she knee W 11 Brewer, publican and professional coward D 11 OCoeky, plausible, charming. eravon braggort. © 18 Gknows everyans focal but no-one wal ch 16 ints Race (a) Alb Dinah Seard: £376, n/n ho 10720; 46 9/10; Long sword in kitchen we 515 Yellow dress, brown cloak with crimson embroidery 1 15 GBrewer and publican WB CQuet industrious. supportive. pines for ter daughter D8 nvidia who works at the Shrine (3/ C11 CiKnows the kitchen staff of the Ford Inn, confidante of Ch 6 Goldmeadow (5b) AC & 4d cedum ans seruth aro the Scords’ two appointing sons. They hep, istlesey. inthe pub, boing constantly urged ogo adventuring lic their father ut Both Dinah and urnakar know itwes Dineh’s adventures that earned the money to uy the pub. Beruth knows more than ho tole of Angovidirerbs Blister) 4 FUSLGGLUSUGOS GRD. FR reirLee_d IMAGINE magne Aa 984 FUPLFUG SPU Pagwnyragous 5 The FORD INN building reekng of antiquity: the present sructre stands onthe site Gf the ongnal way-saton ithe been improved and extended ver the entuies and now comprise. tin inn, fariee shop, 2 etable th forse for alo or hrl anda tackle shop wi 2 dwatt whe repaire Itatherwort Recommended prices: all SX above tw norm, Then tun by Race and he beautiful elven wite, Golcmendowr, noth retired bventurere. Tlsloving couple haveboen going through Unhappy times tver ne loa few years brought about by tne decision o that only son, Raine toundergo ne rigorous and ongty raining he Magic Users Schocl (9) where nee now a Conjurer Rae tok orders under the Master ofthe school, Forataris, despite the fondest hope of his father that he toowouldbe an adventurer. Goldmeadow, howaver understood herson'e dese, and niscousedcacordbetween her and her husband hfs br tie'yeas nce Reheat vane fos parente, mel both inizshitntetbiy. The subject isbest avoided within earshotaf Race nd Trent mogi sero who know the sor say laa o the Pon in Ba Race: 8/88, 1/16: no 0/60, AC 1/8 | Long sword in chambers, dagger on person hat S17 Waistcoat over bright shirt. breeches, long coloured P18 stockings, shoes with bright buckles, fong fay pipe W 18 Landlord and nobody's oot D 11 ODigniied respected, coretut © 14 _BOneofthemost famous people inthe League, knows many Ch 11 important people, but no particular fnonds, studiously {ignores Hurnokar Scard (aa) Bb Goldmeadow: F0/re-1aue, 1/1. np 30/38 AC 8/10: {Long bow in chambers, dagger on person ce S 18 QCheerful shrted tunic over trousers tied ot ankles, no 1 17 shoes, usualy has flowers in hate Wl Dlandtedy D 13 OGrave, lonely polite, smells wonderful © 10 Galthough very famous, her only iends Dinah (4), avoids Gh 18 Burbury Fataxe (5d) Spell Book: D&D 1/1. 3.4", 5, 8.7.9) 214", 6, 10, 1} 314, 8, 8, 12) ADAD 1(1, 312°, 15, 18, 20,22. 27% 2164, 7, 8,10, 13, 22.23, 24) 308,12.18.24) | FRONT VIEW FIRST FLOOR TAGINE mages Apt 906 BC ease axe mnie room HH S18 Black and brown shirt and trousers, brown boots. red 1 12 neckerehior W '9 G Follower of Race. now general factotum atthe Inn D9 GSilent sroubled. nobte, hairy © 9 BKnows some drunds rom the Communities, butlocoly only Gh 10 workers atthe Inn Berenordis a werebenr (see DM's Rulebook/Monster Manual). He is in fll contrel of himself and periodically has to ride into the forasts to roam in his animal for, Bi Burbury Flataxe: bw3/F 1/16: mp 18/18, Ac.4/6, Battle axe in forge Dw/Dw S16" Leather apron over chain mail shirt and grubby green 7 trousers W 12 GFarrier,fong-time associate of Raceléa) 0 13 GUnusuellytoikativeand tiendly. opinionated. pig.ignoram © 30 GMtany aequaimances. few Iriends, secretly adores Ch 13 Goldmeadow(sib, Digger (5e) his son Be oigger Fiataxe, Dw1/F1. hp 6/7 is Burbury’s son, He is the isetherrepercr ond wien hs dadie nt oroundbehaveevory mucha Win: ether overond ot te od ope. Bf Be 5g rioxen sity ana sos are the two, boring, Unintormative stable boys Bh & 5 i potvoy one and Pothoy Two (ea! names Vax and Yox Bigant are twins who serve, brew andclean. They think and talk ike. and ore. foaly indistngulshabie except that) when’ asked uestions not concarned with he business of he Inn, One always es Sind Two always tals the rath By, BK Be SI sory otister anther daughters, wilbertina and Angovidintrix do the cooking. Angovidinrix is having a sweet omance with Beruth (4a), Cue WESTMEET SQ! GROUND FLOOR, 15 6 The ARMOURERS ‘Thore sno love lostbetwoon the dwarven armaurer, Gert ander na neighbour, te elven weaponemithe (7) The resident armourer Ned hover boon over-ond of the Weaponsmith, but since Gert took up Tesidenee the acko! warmth soon became hatred: she despises them Good sense anda restraining partnermean at sne restrletsher vslont ascauts eo the veroal king, much to the amusement of the other seeupante of tho. square. Noverthalese, sha lo one of tho finest Srmaurersin Docklands, andwith Token the oveller produces articles aferviable qualty(andpricel) Whilst Gert and Thokrin lavish thei sk tnd passion on the sumptuous items, their apprentices got on with the business of providing reliable armour for aventuret. A mundane fcivty wich the tuth were Known, actully provides the real income ofthe business Ga Gert Rusty: 016/66: N/NG: np 96/40; Act Battleaxe w/w. S17) Gimmacutete, breastplate +2 over eather shirt and wrews 8 Garmouror W 12 GHor-blooded, honest, single-minded D 11 Oknowsandénown by local dwarves, loves Burbury Flataxe © 13° (Sd)-andmakesno secret ofit -andiheretore hates elves Ch 10 allthe more. Gb Thokrin Sitver-Eye; 017/47, N/NG; hp 40/40, AC 6/8: No weapon Dw/bw S14 O Shining, intricately adorned, leathers over scarlet shirt 1 18 siver ove shield hides emoty socker W 18 DJeweller D 13° O Fussy. easily upset lisps © 12 OXnowsendknown bylocal dwarves alsoknows one ortwo Gh 15” minor bureaverats GRNDFLODR. CELLARS. 5 kon undorock isthe Dw5/F5 hp 20/20 shopkeeper who doals ‘with ordinary eustomers, He also acts a8 cook and housskeoper A @ j IC torrin nos 3 apprentices — sta BiG) Be Gl iar a semis — x ost 6d, Ge, GF, 6g BGA coursssarponices—2 yt thter evidence that wo of yw, ganas ao cag Abstentangree as they are entirely unrelated. These youngters work dwarves (Telly Kobold-Kilir, Baggy Bluenose and Bitter) and 2 hard and get thar un chucking bricks through the windows a gromes (Kiril the Hungry and Patamostar Abstontangroo) ‘merchants, 7 ‘The WEAPON DESIGNERS’ WORKSHOP ‘Over the generations an for an elf, a generation Isa tong time!) this ‘roupof weapon-makers havebecame renowned for ther standardized ‘weapon design. Almost completely lacking in air, they reduce straight forward, reliabla weapons ata sensible price; just dant ask for extras, that's all. The group isenticely male, endhas been a0 since records were first kept Periodically as fanswering some unheard calla young male elfwillarriveat the shop toworkhis apprenticeship. andar older elf will ‘move on to new adventures. Currently five elves live and work in the workshop. Ti Bloncathra: £272.02: \/6: m9 8/8, AC 7/7 Longbow ce 89 OGreen robes 113 Bowyer W 8 Aloor, chats endlessly about bows if pressed D 17 Knows no-one other than his colleagues c 12 Gro Te Skiddaw: £2/F2- M2: L1G: np 99:06 8/9: © Congoow 4 3 a =. a BR e ie 3 " 5 Ss ee S14 G Yellow robes 142 BFletchor Ta Wethertam: €2/F2-mu2;1 AG; np 8/6 ac 778 W 14 Giniiallyaoos, friendly, humourous. cheeky @ Longswors D 15 Bnows no-one other than he coleagues ee e'8 S12 OGre0n robes ch 8 P33. GSworasmin WH GAloot cool uncommunicative D 16 knows no-one other than his colleagues 7d & 7 tigre and Grasmoor are the two apprentices, C1 the frst performing basis Blackemithing and the second leather work mn land carving. They, to, know no-one other han their colleagues. 16 SAGINE maging Ang 584 9 The MAGIC USERS’ SCHOOL ‘This Magic Users" schoolis the ironic result of the ambition of four men, brought to fruition by the bitter disappointment of one. Malachite Burwight (90), Florrantanis (9b), Dispor the True (9e) end Porsena Mays (94) were frends at 9 huge magical academy within the City who ‘wanted to set up on their own Tragedy struck when Malachite lost his Fight arm in an accident, ending his career. The tragedy was alleyed tahen he inherited a swampy piece af land behind his faly's Mill(10) bnwihich he built tower for striends tose, The local poonte look an the school with much awe and pride. Smee it brings much wealth into the ‘distriet, anyone harming the place would bring the whole Ieighbournood dawn around their ears. When dealing with MUS and Iusioniste who want to learn new spells, the occupants always preter to be paid in magical lems and spells they do not have rather than mney. No matter what sysiem iS used the price will be high. For texample, sells wil only be exchanged for higher lovel spells. ‘ADD game. all cantrips frst and second level spelis for MUS and Hlusionists ean be found here, Third ith level spells are restricted to those concerned with Alteration and llusion/Phantasm due to the Intarests of tie researchers. There areno spells above ith level. These Spells are not spallbooks but are kept in serolls, tomes and codices. aD game: all frst to flth level spells are available, they are keptin the many works of relerence inthe building, Qaa_ Malachite Burwright; rer W/Nc:n925/24.807/8 Stat HH S11 GHeavy leather greatcoat over long grey shirt, boots. only P18 one armies Wo 14 Stoward of the MU schoo! B11 Datpeace with himself ater a long strupole, mild but frm © 18D Brother of Jasper Burwright 10a) brother to low of Fond Gh 12 Celine (Tian Inenaly with Mylies Ep-stine (2a), well noun amongst focal wades people Qb Fiorrantanis: wuro/murs. Vn hwsors2. aca/a, s r 9 White, silk shir, crimson leggings strapped with leather 18 ring of protaction ‘3. (in ADBD game only bracers of 12 defence ACS in the form of a siver head band) 16 OWeard 8G Vain, haughty and distort, but wishes ho wasn't Ch 8 — Gknows Jasper Burwright|1 0a). Fond Celine(1 12: his twin brother, Deorrantamis/50a).is2 Redernptor atthe Court of the Ten Thousand Ravens; bis familar, Wart (1p. 1s strategically placed inthe nearby Mi (70) Spee memorised DAD 1 (2.6.7.9 AD&D 1 (6.16,20.22) 2(6,12,13) 2187.8) 3u57 319,71.13) 402) 02a 5/10) 5120) Q¢_Dispor the True; MUI0/i10.N/NG:ne27/27, 86 1/1 IS dagger WH 10 0 Dark blue robes, blue suede boots, yellow cloak /displacer 18 cloak/cloak of displacement). ring of protection +4 13 OWeard/Musionsst 37 GRational, intellectual, doesn't suffer fools at all 10 Knows Jasper Burwright (10a, Fond Celine (1 1a, many Gh 11 tocaV beggars who she seerely meets and supports Spells momonsed: DBD (MU 1 (6.6.9.2) ADBO (1 (1,2,3.11,12) pug oz 2169.10) 212.712) aiaza) 366611) 316) 406) 519) 50) AGN again Sftember I86 _PELINORE | THE WYND Yl, V//) Yj DOCK LA h S| NO 9 Qi Porsena Mays; muro/ muss, WN, n9.29/24, ac 5/3, No weapon Wwe 57 DBrownjerkinandirews. red sippers. ong ceypipe, ring of 1 18 protection +3, i A080 game only - bracers of defence W158 AGB inthe form of leathar wristlons) 0 14 Wizard © 9G Fhemage of e kindly uncle, but can be surprisingly nasty Ch 18 GXnows Jasper Burwright (10a) Fond Celine (1 Tal, warm ppaternatfvendship with Olivine (1c) popular tor histales fin afe-houses throughout Docklands, spends mast of is time growing competion vegetables (and cheating! see ‘pollens familie. BD"(1 Teh ves ar tne Black Birs( 11) Spells memorised aot ) A080 1/22) 20 2H i a0) ar) \ 41) atin 50 Br) | | Qe Safrine; muss, Le; np 16712, ac8/10 De ceager S10 Long, lowing, feminine gowns I 18 GlAseistant to Fiocrantenns (96) W 8 GFirratous, plausible, helplul Keepsher alignment secret D 14 Daughter of Jasper 109), considers her family beneath © = her secretly writes to.a member ofan assassins gurld cn 12 ‘Spells memorisea! D601 11.9) AOSD 1 (3.18.22) 21412) 2/824) }f Droge Oresdottie; m0us/18, LAN, np 8/8 AC 7/7 Dagger V1 G Delicately embroidered dresses in many lovely colours 38D Assistant to Dispor the True (9c) 12 GHeroine worships Dispor. inferiority complen, clean D1?” ness teush, brant £14 Taken in and reared by Ogratta the Mapmaker 200) as Ch 11 ner aa! parents (his neighbours) beat her, she keeps 10 hherselt spending her whole ne atthe schoo! or at her ‘ndoptod parent’shouse: she isconwinced ihetiny trace of Sreish blood her veinsmakos her foul and ugly whieh = Why sho washes continually and dresses so beauty 4nd feels interior — in fact she's 9 briliant pupil and charming companion even though she's a litle honvely e-920—9 les asad ease ‘Spells memorisod ‘D&D (MU) T (9) AD&D ty 1 (21 20) 20) Og athe: musranus: 1/16: no 19/13. 2058 Souge we 316 Longmarooncloo vercolourfubiousonandhese og P13 orpotwction 2 2Y LEVEL! W 1g aAssinanttePorsene Mays 90) = B18 Baty deernned dedated hordworting, rast, @ © Me Deel se tice sou Gotumeoasn {Sees ar ey sane e Sate inated 0's) 4080 1/22) aH ah ID. somuet evening 12/62: hp 7/10; na weapon; H/H) he Sstablshments cook. He failed to become an MU atthe schoo! but Sayedonas cook inan ADAD game Samuel wise canripsto ads ulinay sil: He met la (Oi at the schoo! and ney mavvied. Hers ‘ery trendy with Manvel and Bai (14480), Qi sent evening 'F*2/F*2; 9p 6/9; no weapon, E/E) is the stock ‘woman win looks af" al the naatock at the sel. he mot Samual {9h at the school and they mares ‘The general chores are performed by the 30 youngeters who attend the sched), under the watchful eyes of Malachite (a). Samuel (9h) and ‘Ja'nt{9i) Note that one of those 's Thadric Burwright(11b) There are ho dwarves atthe sehoo! 10 (GIN magus Sapte 188 GROUND FLOOR ar ad fi NGINE megan September 1364 10 THE MILL (Once this Mill musthave hada sylvan sexing: even today some trees are Vialble in the grounds behind it Yet now itis just another building along the main thoroughfare from Westmeet to the Docks. Apparently a mill like any other, a closer look wall reveal that this 1s @ building of some antiqutly, and though oft repaired and rebuilt the new blends nearly perfectly withthe old. As with the building so withthe family who have Swned and managed it forall thase generations: the Burwrights, The presen millers Jasper Burwright, named. lke his two brothers, afters magical gemin the hopes that he might improve himeelf and become a Iagie-user Stubbornly. he has stayedat the mill determined to pass iis {ime honoured skills and the family name onto his sons. Alas for Jasper that hehashad seven daughters. He lives there now with his daughters, his wile. his mother and fue wife’ grandmother. No-one knows Vwivether oF not i 8 for the want of sons that the miller spends mony Fours inthe local ale house. Be that agit may, the daughters care not they mil the finest Flour this side of the Broadway andare busy making thet fortunes. 10a Jasper Burwriaht: 5/716 1/16: 14/22:A69/10 iknobued Stick WH S12 Big, heavy: weorsgrey shirtand trousers. tight tittingred 113 cap W 3 GPliler (when Olivine (10e) ets him) D 10 GDisilusioned, usually drunk and smelly © |B CKaows most of the local traders. is brother of Malachite Ch 12" (9a) and brothersi-law of Celine (113), husband of ‘Millay (10b). father of Olivine (70¢) 1 Ob Millipy Burwright: F:2/#12:116: np 678: Ac 9/10 Na weapon) WH $9 CiBigheavy; wears grey shirt and trousers, tight fitting red 113 cap W 8 Seamstress B11 DPhlogmati, practical tolerant © 8 BFriendly with Coline (11) and knows local traders. wite Gh 7 ofdasper/t02) estrangedousin of Framo(14j)~athiet ine Burwright; Fr3/Fr3.L/LG hp 10/18 AC 9/10 S170 Huge(6'4") beety: wears grey smock over blue trousers, P43." clogs: towel around waist W 10 OMiler and proud of 5 12S duiet sooken, occasionally violent and woll respected © 10. GDaughtertoMiltioy(1 06/and Jasper (10a). wellknown Gh 11 figure who works hard but socialise litle. drinks at the (Black Bird(1 1, where she is genuinely iked: she knows 3 surprising amount about the next door magic-user Schoo! because of her fnwndship with Porsenna Mays (90) 1 Od-g ovine’ sisters.in descencing order or called Satine (Be, Morasp Emania oid Mory 3a) Sasmineadtaet Hope Aare Cee a6 ncep Sarin wns testing men door athe MU ‘chou! 9) Bald Mary who ons ate roel Shrane(3) Lat Hope tenet nice name ora it bt Jarperhad got espera fac she se bags fhe bunch 11. OD) Pies Burwright is Jasper's mother. shes sil nagging him to become e magic user sasper's prety fed up of 10 i. mara coostetiow is miliny’s grandmother. bright eyed sharp-vaced od woman whe hes a prety shrewd Knowledge of Most snagetnorarcneppeningacallythe cet source of gossip for mits srougaine DM mighthave her weet ary n many paca, rom the Feordina (stone Black Bia tothe Docks tothelacal sect markets Cavers town a8 Joy 1. Oj war aurwright would not normallybe consideredhnere were norfore act that heise veryconsiderebiecat Namedafir the we Spoton his noso {the rest of him beingjet block ne sa well known ora fersonaiy making fea withthe Mill and lle surrounding yrds. fares ard bulange- Although tho Burvights would never breathe © word ott he alge Prrrantans (98) ami " 11> THE BLACK BIRD aka FOND CELINE’S An unrematkabie alohouse, the Black Biedhas strong connections with both the Mill 10) and the MU schoo! (9). Peridot Burwright wae the fwner ntl he was murdered by a wandering adventurer {gome ay t ‘was a thiet others. paladin but t was hard 0 judge from the title that ‘was left by his broters — Malachite (8a) and Jasper(10a)), The ale house is now belongs to Peridat's widow — Celine Burwright. She's olten reterred to as Fond Celine as she never recovered from the shock and sometimes appoars simple. Stil, no-one in their right mind would Fisk eausing rouble inher popular ale-shop as. even it her two Nelpers didn’t see the mistreants off, the mess of her customers would. The surest way to become the most hated person in Docklands isto upset Fond Coline. Recommended prices: as normal for your campaign 11a. Celine Burwright;ra/re4:n/ncsnp 12/18.469/10 @ Noweapon HE BD Very preuy, wears colourful shirts and blouses, Inced 9 sandals. show! W 10 DOwner of the Black Bira D 12 OGay, chit ike, gullible, thon suddenly morose © 10 Knows Matachite 9a) end Jasper Burwright (1 0a)- tor Ch 14 broiners-in-sow. trendy with Milipy (FOb). wisthally trendly towards the sisters Bureright (3d, 9e, 10€-@/ 1.1 thedic Burwright is Colie's son and he studies at the MU schoo! where he is 3 Gay boy, He helps out in the lack Bird In the evenings; not the least arto that hes theft that he knows how to improve to taste ofthe beer thereby ensuring the pub's popularity in the ADAD game this wil be by means of 8 flavour Conti) 1.1 ed ayes cow and isthe familar af Porsens Mays (9d) Knoventothe regulars as'8D- ho hops ours ton room amusing the fustomers wi his squaweking and ocang his nead on one sie Customers hove been heard to remark "You know dnt Know better fa'swear he wae seualystening 11d &e sanuer ans ace F4/F4 hp 30/37 and have swords and clubs inthe k ‘were drinking inthe ale: house when Peridot —Irsend to both lite. They took an gath on the spot ie stay and protect his detencetess \iidow. Both af them are well iked locally and they are particularly {nendly with Samuel Evening (Sh) the cook at the MU schoo! 11 ora morven deGtay 1s actually NM/F0 sithough he purports tobe 16/Fr8. He isa regularat the Slack Bird andean be relied Upon fr tales from far and wade always coloured to glorty hime), He ‘actually nas sted the Court of the Ten Thousand Ravens ang entered the Punetili, though what he really id there = anyone's guess. A useful souree of information, evan i some of itis unreliable 11g stike Nobo Tehips is 8 nalling (3/73 hp 18/12) who makes he astonishing claim hat he has “been to the other side ofthe ‘world He says he got there "through some very deep caves” (wink ‘wink) Naturally, no-one believes ths ludious story as = common Knowledge that anyone didgoto other side o te world they would fll ot Stike an be relied upon for endlessrumaurs and hair rasing tales 1.1B oonneParsite san otd wornan wo canbe foundin he Black 8icd|11) most evenings. She isknown locally ae 2 fortune teller hey Call her "Mother to ner face ane “Old Mother Fear belund hor back fttnough she appears unkempt and ragged, she is Fr10/Fr10 np23/35 fnd her oal name (rhe she keeps absolutely secret, along wath her past) is Lady Mivalex Fantona Hepsiban Gaunt, Duchess of Far ‘avenger Errart of Ondine Bearer ofthe Pink Globe and Honour Por Sightot-All She has fallen far fom grace and ives impoverished and forgotten ina mean cottage of the Wynd Her fortune tlhing powersare rmosiy imagined. but she has a sharp eye which allows her ta make "stonlshingly accurate observations spout hase she poaks to. Tho OM fan use her to laghten or warn thoparty, slays aking care io enhance hee ai of mystory 1.1 Avery occasional visitor (2% ofthe time) s Feye Johannus, 2 roureying love [62/C2, hw 8°) wie spends the fest of Me tie journeying the Coun of Cereyn beyonathe gates ofthe iy He isthe Ses soure of inormation locally bout atfar's beyond the Cy Walls 12 VEN] oeity sorry ic tea nlechotee uate Hetcioane! eteeend cartes andatiways with hapoy,vacantsil. The regue's ease him Sut Coline 14a) protects him as keenly os she were ms maine Mianders and outa the ele-nouse sorties coppeuing tor dye Sind eon be found anyuere irom ire Docks o Westmeet, Repig ot winonove asked He Soops withthe pigs sndchihene a the next dor MMU school, He appenrs so 1ote and Rermeas tha he blends ompletly into the Background which su hi ater wel for Nef FiaZAr%, np 70/08 anda mombor of ho rights Gel 11K Gonsiso ‘Dragonrider Loftgringe is F2/F2 1p12/18 and {hil alt wn care to leten with is tale of how he flew onthe back of Sragon. The essence of the story's quita true, a9 Gervaise wes once aplureddy a Wizard and low away iohis lew onadrayon. Ho escaped ‘weeks later by simply walking out ofthe front door affor he had been Torgotton. Gorvaise' tales rarely tell the whoo truth, the Bragonrce Story invariably omits the bt abot the Wizard and, when he late his ‘mazing escape, he always forgets the bit about how he walked fee {through the front door GReUND FLOR | nerTH me FIRST FLOOR (@} INLAGINE mages Sueno 1961 PELINORE SSS — SS eee LAW AND ORDER The Admi Sooner or later in the life of every ‘campaign there comes a time when even the most lawful of lawful good characters has a brush with the authorities. f your characters have chosen to liva in the City League, you might as well resign yourself to the fact that i is more likely to be sooner. If you're a thief, or someone who enjoys aquiet night's mayhem in the local tavern, then itis likely to have happened already! This article is for those DMs who, when the inavitable doas finally happen, throw tip their hands in horror. It is intended to provide a reference point from which the legal system of the League canbe viewed. ‘Whether you are introducing Pelinore as, your campaign background or not, various Individual components ofthe table canbe ignored if the DM wishes to use another system; one could decide that the arrest of 8 suspect happened in an entirely different way, and then pick up the table from the trial onwards But before we get too involved in the ‘mechanics, we had best take a hard look at the peopie and institutions responsible for the law in the City League. Justlike every other government function in the sprawling mass that is the City League, the administration of justice, law and order is governed by a bureaucracy of enormous sizeandcomplexity.Itoverlaps, confuses lines of authority, and provides ‘endless anomalies and complexities to frustrate the ordinary citizen. Those who become embroiled in its mesh usually come to regret it Government in the City League is in the hands of the functionaries of the Katac, the hereditary Clerk-at-Arms, and ruler of the City, These operate from the environs. fof the Punctilio. The Kater has the constitutional power to codify commands through the process known as Enact ments, These adicts serva toillustrate the essential policies of the Punetilio with regard to all matters: economics, foreign affairs... andthe law. Onee an Enactment is passed, tradition decrees that it cannot be revoked, not even by another Enact: ‘ment from a succeeding Katar. Instead, Enactments are refined and detailed by the By-Laws passed by the various lower tiers of government. In the course of the centuries that have passed since first ne 10 by Paul Cockburn Katar's power was attained, literally hundreds of Enactments and many tens of thousands of By-laws have been passed, Each is administered by one of the Administration Departments at the Punctilio, which means that the civil service in the City League has grown to ‘enormous size, with some departments ‘operating statts of many dozens, whilst others have a single Overseer The administration of this hopelessly unwieldy system is entrusted toa number of enforcement agencies of varying com: petence and legality. These patrol the City hight and day, answering emergency calls, providing a degree of security, and causing the average citizen endless torment, since the old adage is quite true Ha day passes when you didn't break a law in the League, then you must have been buried the day before. Policing the League The various agencies can be reduced to six definable groups, with different powers and responsibilities. 1. The District Militia: Most of the policing is dane by the hard-pressed men. atarms of the District Militia. Each administrative area of the League has its own judiciary, and runs a militia under the watch of the Inspectorium. The militia are funded in each locality by the impo: sition of a sales tax: but since tax evasion at this levels rife, the pay is poor, and the militia are corrupt. The quality of each District's force varies depending on the general lawfulness of the community, and the level of wealth. Their morale is, low, and they are known tohave taken the law into their own hands on many 2. The Private Condottas: Each of these bodies was raised originally under the authority of an ancient City By-Law that allows taxbills in excess of 5000gp to be paid for by providing an additional police patrol. Now they are victually private armies, employed by the wealth- fest eighty or ninety private citizens as bodyguards and extensions of their strength, since the Punctilio’s bureau- Cratic department in charge of By-Law 1780-1783 Administration has no time to conduct inspections. The courts have little time for them, and itis well known that they have a fierce hatred for the men, of the Puneiilian, istration of the Peace in the City League 3. The Knights Ocular: This myster ious and powerful Order has existed for almost as long as the City, and is inextricably bound up inits affairs. Itis an incredible organisation — its members are made up of an exotic mixture of Classes, answerable to a Master who is, said to be of semi-divine origin, Further, despite their power and seemingly evil ‘outlook — as far as ean be gathered fram the few texts in the public domain concerning them — they are tied to Punetilioand the person of the Katar i inexplicable way. When last a coup was attempted in the City, all nine MU conspirators in the Plot of the Jade ‘Serpent — Wizards of 10th-15th level all — were dead within two hours, No-one understands the motives of the Knights Ocular, but itis widely believed that the secret of their power must be worth 2 fortune of unbelievable size. They operate in an unusual way. Most of the members patrol the City, looking for all the world like ordinary citizens, observ- ing and reporting, They never ignore any crime, preferring to report the miscreant to the Punctillan, and they have instant access to the Court of Ten Thousand Ravens. The party thatfinds itself involved with the Order of the Knights Ocular will be very sorry indeod. 4. The Punetillan: This is the direct arm of the Katar and the Purctilio, but fone kept restricted after two past atterr atseizing power. Undoubtedly, they wo. have been abolished altogether if the Katar had been able to dispense with their services. Instead they are now led by 2 high-ranking cavalier who has sworn irrevocable fealty to the Katar, and are watched over by the Committee of Admin. istration, the inner government cabinet. Such is the wealth of the City, that the Punctillan are more lavishly equipped than the armies of some Kingdoms. 5. Guild Militia: Numerous guilds within the City operate militia for entirely selfish reasons, Some, like the Mercantile Guild, have guards at major sites of commerce. Others, like the militia of the Guild of Thieves, ensure thatall activities, that fall within its ‘jurisdiction’ are con. trolled by the Guild. Some are vast — the Guild of Banks and Moneychangers Major, ‘employ over 1000 men and women — but, ‘most have smalior establishments. Every: fone knows the Guild Militia to be Bully boys, uninterested in the good of ordinary citizens. Very often, the patrol will handle ISUAGINE maging Oster 198 the situation themselves, without re- course to the niceties of trials. On other ‘occasions they will make use of ad-hoc kangeroo courts at the Guild head- quarters. Here, the verdict is always guilty, and the defendant always gives his worldly goods away to the court officials 6. Religious Orders: Five religious orders are large enough andhave enough Influence to operate independent judic- laries and police. Under the provisions of Enactment IV, these are empowered 10 prosecute cases of blasphemy. No By- Laws have ever managed to tie down exactly what constitutes. blasphemous behaviour, so the orders tend to do as they wish, arresting whomever they fancy. and charging them with blasphemy no matter what the offence actually was Religious wars and pogroms tend to be fought out in this way, with mass trials and bloody reprisals, until such time as the Katar or the Knights Ocular step in The Courts Excluding the ad-hoc courts of the various guilds, and other disciplinary bodies within organisations, there are three ‘main judiciaries within the City League 1. Mayorial District Courts: Each ‘administrative district of the City controls, several courthouses, set up in buildings known collectively as the Athya. Nomin: ally separate, the Mayorial Courts aro served by 3 judiciary appointed by the Minister of Justice on the Katar's Committee of Administration, and the sinister Redemptor Commitiee of the Court of Ten Thousand Ravens. They are grossly overworked, poorly supervised, and consequently corrupt. Judges ean be bribedtoalter the verdict or the sentence; clerks.can be bribed tobring forward — or delay! — the hearing of eases; even the Prosecutor-General's office, the court arm of the Punetilian is open to influence. In the meantime, the defendant usually languishes in a district guardnouse, The Mayorial courts have the authority to try ‘any ease, but usually hand cases of a eapital nature over to the Court of Ten ‘Thousand Ravens. The preliminary hear ing normally then only establishes guilt or Innocence, passing sentencing over to the superior court. This tends to lead 10.8 duplicate trial, as the judges there much prefer to conduct the whole case! 2. The Court of Ten Thousand Ravens: Below the Punetilio, there stands a vast marble building, three storeys high, covered in the excreta of a vast host of huge black ravens, who circle the towers and central dome. In times past, this building was the central temple of the Church of Xnath-pi-Xnatn. This barbaric feligion and its chief deity, a dark bird. ‘god, vanished over three centuries ago, at which time the Temple was taken over by the Katar. From that point on, the Temple of Ten Thousand Ravens was the seat of the supreme judiciary in the City League, and the building became known as the Court of Ten Thousand Ravens — the two ‘names are virtually interchangeable (the further away you travel from the City AGE magorne Octbe 1964 League, the more likely it is that the number of ravens will have changed as well!) The Temple is the only civil court with the power to administer death sentences, and a fair few of these have been handed out over the years. It is popularly believed that the eponymous ten thousand ravens of the Temple contain the souls of all the departed criminals. Cynics have been heard to ‘observe that the bloated birds must have about two or three hundred souls each 3. The Religious Order Judiciaries: The only other legally constituted courts in the City are the five run by the largest religious groupings within the locality. As previously observed, these are only en- titled to try cases of blasphemy. The most infamous of these, the Temple Without Doors, gets through about 200 cases a week on the strength of this, seizing those who have been caught stealing, ‘engaged in violence — anything that can be shown to be against the teaching of the relevant deity. and thereby blasph- ‘emeous. Sentences are harsh and carried out instantly. At the Temple Without Doors, victims are lead up a spiral staircase within the central erystal shalt 10 bo thrown off an open platform into a closed courtyard. The Crimes Long ago, a Katar by the name of Morgannis IV Lawgiver took it upon himself to codify the legal system of the City League. Through his famous Enact- ‘ment CCCI, Morgannis, who was by pre- ferencea fisherman, and quite @ good one at that, invented a system that was ludicrously simple. Over the intervening years, lawyers, judges, politicians and other Katars added to the system by 3 seemingly endless promulgation of By: Laws and other statutes, but the Enact: ‘ment remains intact in essence. Basically there are only ten crimes on the statute book, listed on the table on page 12 in order of seriousness. All defendants are brought to trial facing one of these charges, usually with a codicil describing which of the thiny thousand By-laws have been particularly violated. Thus, there are no crimes labelled embezzle- ment, fraud, tax evasion or blackmail, these are all covered by one of the three ‘robbery’ categories. Also, there are no ‘attempted’ crimes, of conspiracy charges: the Enactment says that in the eyesof the Law, if you weregoing todoit— you did it! Most of the crimes are self-explanatory. Historically, Treason has only ever been brought against those who have been directly sought to subvert the power of the Katar, as in the celebrated attempts by the Punctillan to replace him with a military dictatorship. The three ‘robbery’ categories are differentiated solely by the amount of money involved. Affray is a catch-all for all the minor charges — drunkenness, fighting, creating a disturb: ance, traffic offences — that go to make up 90% of all legal cases. The unique category is the quite serious crime of Failing to Observe a Festival, According to the old, and recently superceded, League Calendar, 50 of the 350 days in the Old Year were designated Festival Days, on whien it was forbidden to trade or to engage in any activity involving the passing of coin or promissary notes; or to hold assemblies of mare than 30 people. ‘The calendar may have changed, but the Festivals remain. imposed at a few days. notice by the arbitrary and hopelessly inefficient Enactment XVII Administra. tion Department. The number of cases brought against this charge has dropped considerably over the last few years, as the Court of Ten Thousand Ravens ruled that the process adopted by the Depart ‘ment is illegal under the Restriction of Trade By-lews 3779-899. The whole matter is fascinating to lawyers, but utterly frustrating to those individuals. hauled up by the Punctillan or the Religious Orders, who can find them: selves involved in legal proceedings for anything between 2 and 40 years! The Law Overleat you will find a chart that traces the legal process through fram getting caught to hearing the sentence. itis easy to follow, and allows the DM to get through eases fairly quickly where this is desired. Otherwise, the result can be ‘predicted’ using this method, andthe OM can then alter the proceedings as the characters get involved. " Getting Spotted Base Chance 20% Getting Busted ——sssemcais otsononin dees semming orats stan ates gap hap wane Z cence a = ctennbaisnensaias temettene NOR maar Fes om orm ito 4505) , PELINORE SSS re NORTH DOCKLANDS AB va = “SB THE Tae COURT Ae ye poe ye, “NORTH. Deck LANDS ec ee ee a8 L =a FRONT DIEW 15 N DOCKLANDS (No 7) COURT Ina sunny spot on @ popular promenade alongside the docks stends @ Prisoners are thrown into tneir underground cells through grilles in the typical district courthouse. This once grand building has seen better pavement. These grilles allow locals to abuse the inmates, or shower Sys for it sipping slowly into disrapair and decay and now its walls them with filth. Thoy also give rise to the possibility of hair-raising bear the gratfitof countiess generations. Onewinghas heen soldoffto escapes, private entrepreneurs and now houses a short row of shope (including Vand 17), The trade of the courthouse goes on undisturbed, its inner ‘courtyard periodically thronged with people who willingly py to wateh Wwhippings, executions, dlsmemberments and worse: ns officers and {Uarde getting rapicly fat on the regular (and expected) bribes. IMAGINE mageine Oxo 196 The Organising Magistrate(18.) selects ocal notables to sit with him in Judgement. The officers and guards of the court are normal men and women, neither mare nor less greedy than usual, although, inevitably, there is one rotten apple inthe barral — Petronna Goldenhair (18¢), 13, GupepuTuET 1 Ba Silas Widgery: m7, 1s: 1 22/28: 46 9/70, No weapon S12 Grey haired, tal, grey and black robes. red hood 1 12 Organising Magistrate W 10 GDignified. concerned, not very wise, complete snob B11 GOn nodding terms with many local dignitaries. but no © B _ frivnds: scrupulous inhis application ofthe courtrufes, but Ch 18 notaverse toamassing a hitle wealth 15 b Maia Frith-Lorendar, #9: inne 19/18, 4c7/8 Dagger of Concealment +2 S$ 12. Gélegant, woarsblue and silver suitand gold ring which isa 1 46 Daggerot Concealment +2/aring which acts as ring of W 13 protection 12 ond can be turnod into # dagger +2, used 1D 12. _‘and turned back again afl in one round see module X8) © 10 OChork Ch 12 Clever, ambitious, social climber, career civil servant 1 Of modest background, Marla scorned adventuring for 8 Ite of anticipated wealth as aciil servant. She knows you hava to start at the bottom, what she doesn't know fs that she's probably tuck here for ite: she got the Dagger of ‘Concealment from an adventurer she met one evening “Old’ Daliel; Mt, Fr3: L/LG; hp 12/14; Ac 9/10, 15¢ nosespon s $9 Ancient serully brown jrkin and thy yew hose Ps Gassiton crt Ww 1s Dimteligont hardworking Kindy, arto honestlorhis own D's "goa C8 aAloer cs Krad Earthdelver; 1,06 /F6:N/NG; hp 40/46;AC8; Battle axe, short sword oF mace ow 817 GShiny chain shirt, steel helmet, padded leggings with 18 feather eross-garters W 12 Head lor 0 11 GBtuM, grat, shrewd, businesstike © 12. GXnows Burbury Flataxe (5d) and doesn't much like him Ch 10 Petronna Goldenhi Dagger, whip, blackjack, F:5;C/CE:hp 40/52; AC 7/8: 4 S16 OBlack leather jerkin and leggings, hideous black leather 111 skull cap and mask W 13. GlAssistant jafor and torturer D 12 GColm.polte, well-spoken and very. very nasty € 17 GAnadventuress, not a League native ch 16 BF Tiblinana-Ristorin: m:rn6:w/Ne:no24/27,A09/9 Concealed dagger, staft+3 Ws S12 CURaggedgrey and brown robes, leather hoadband(in ADSD I 15 | game- bracers of dafence ACS}, ring of protection +3 W 12 O Stick salesman (sharper lcher) D 18 OFeigns stupid, benign of actualy ruthless and intelligent 2 14 GMtember of the local thiel'squild he wanders arounalinthe Ch 14 vicinity of the court selling sharp sticks to passers-by s0 they can prod the brisoners through the grilles: hus 18 3 ‘cover for his true ade pick packet and mugger 15g _ the chastiser. No details are given about this creature of amo val Shee inceates cael et Coad een Corporal punishments as ae demanded bythe Cour ‘Also working inthe Courthouse are 6 minor clerks and 12 guards. The ‘lorko will be met defing about, apparently tying to kill time. The {Guards are all F2, np 12/18 and they will be found chatting with one nother aroundthecourtyard. The guardsare well rained, despitethait Sppearance, and will act efficiently and quickly when called upon by ‘ether Krandile or Petronna. At night the guards take tuins to patrol in prirs Petronns hes the disconcarting habit of roaming abrosd stright Fooking for “un 4 THE MAGISTRATES. In order ta enliven proceedings atthe court the DM may choose tohave cone or more ofthe following worthiessitfor the rial ofthe PCs involved; won'tbe long before theirnames are feared (or loved) throughout your campaign! Estorillian; M Fr7; L/LN: hp 18/24; AC 9/10; 15h Staft-mace e S12 QTall, equine, elegant. navy blue robes wimmed with Pat howrtox W 13 OSiver-smith D8 GaArrogam, superelious, coward © 9 GWell-tnown and hoted focal-boy-made-good, now lives Gh 11" out of the area but likes to return poriodically to sneer and hhand down vicious sentences: he always allows wlves 3 +50 Minugation Modifier foves tobe lenient by ‘reducing’ sentences to dismemberment 415] Maker Redbeam: wFr3,N/NG: ne 1/18: 40 7/8: Knobbed stick é S 8 (Walks sound ooking like a court jester with multicoloured 1 15 padded jacket, hose and huge cadpiece W 14 OCooper fand focal guild-oficer) 0 9 GFire-brand. unbribabie, hates authority, inferiority com: C7 plex. swears he isn't a gnome Gn 10 GVery well known locally and largely tked despite eccentric habits: when siting at the bench he "ids town of undesirables” by banishing or solhng ite slavery “anyone ha finds quilty of anything, he completely ignores Gil level or ehariema modifiers when coming 10 his ‘decision and woo-betide any gnomes that appear before him Mareta the Wise; F: C4; L/LG: hp 14/ Huge, sitengthened, religious stall:mace 2; AC 3; 15 S 18% 0 Squat, powerful, wears breastplate overrough green habit P10 DVicar/curate of a L/LG church W 14 GHonsat,diseiplinrian, loud. kindly D'S Gfuns © ugh lttie church nearby (one ofthe few never to © 10 have been raided by the local thieves guild: applies the Ch 7 laws foily and squarely but considers those who make generous payments to her church or. even better, convert On the spot, to have redeemed themselves irau the Red; F: F6:L/NG: tw 36/ Longsword +3 and dagger 8. ACA, 15k S17 (Medium build, head held high, red hair, wears velvet dress 111 which conceals chain mail shirt W/O GRetired adventuress now living off her finds . D 15 Shrewd, vough-and-reody, but soft on plausible rogues © 12 Dkilreturned trom her adventures to this. the place of her Gh 18 bicth. some years ag0 with a strong reputation for valour. She knows practicaly everyone locally. but has opt particular acguaintance with many adventurers. s0 that hher house sees the comings and goings of strange people ‘ar all hours of the day and night. She is known a the “adventurers friend when siting injustice, as sho usually ‘gives them the benelit of the doubt 16 GEMCUTTER In part ofthe wing now let out as shops. Shoril the Gemcutter (16a) now plys his trade, He ts Owd/F4 np 20/25 and a dwart. His brother, Dalin (144) is a member of staff in the Cock o° th’ Walk tavern (14) Adventurers can nave rough goms improved in value here. Shori's payment wll be 20% of the improvement. 17 COBBLER Next to Shoni's is thie homely cobbiers run by Goldy and Haffo Brushfoot(17a & b) whoare the parents of Bando Brushiicot 14h) —a thie who works around Gibbet Lane and The Walk (14) IMAGINE maga Oar 1864 ‘2 patroller's lots not an ‘appy one: patrols to help tha OM persecute innocent” Jat ofthe misereant. Listed below are some fs the characteristics ascribed tothe leader of ‘one ofthe patrols would fit another, they can be changed round. Each patrol suitable for a campaign af madest level: as always inthe City League the DM should increase the level, hit points and numbers if required by the campaign District Militia Leader 1Baq Corporal’ Thro; m:r2:N/uN: np 14/18; Ac 6/7: A Fait 4 S18 Short and tubby, ring studded leathers, red bandana 1 8 GLeading mibtiaman, warrior W. 9 DBasically honest, fearlu of higher authority. cocky. bully D 10 Well-known focally and mostly ignored. can often be found © 12. ininns bragging loudly about hs onerous duties ch 8 The group Thiret ade is made yp of 6 first leveltighters(allhp 6/7) who jnerond ough loudlyat Thirel'scomments:as a group they can't wat for someone to ‘resist arrest and their victims seam to have the Unfortunate habit of continually falling down the cal steps, mtu vate Condotta Leader 1Bb Boratim Orceater; mt r3;N/NE; hp 18/21, ac2 Longsword and dagger 4 S18 OBig, bury, wears breastplate ove leather jerkin 11 GLeader of his condotte, swordmaster/ swordsman Ww '8 OVieious, nacty, etfective, coward 1D 18 CG Sueks up ro anyone more powerful han he is. universally C12 despised ch 9 Fis band is made up fram 3 second level fighters hp 9/11) and 4 frst level fighters hp 46) and itis their mood and courage that Bergrim ‘draws upon. They are volatile ond prone to handing out beatings ‘whenever they feel they can get away with i. Borgrimon his own isnot ‘quite s0 tough -i¥ an ore ard boo! to hin he'd probably fmt Punctillan Leader 1Be Amit Schozhuan XIV; M3: 1/1: 18/21, AC: G Spear and scimitar WH S14 Neatly attired in chain mail dark with neat beard P's Gam feader of his squad, swordmaster/ swordsman W 14 OCareer officer, fair but rough whan naeded. coo. efficient D 18 Unknown tocalty, popular with his fellow officers C12 ch 16 His squad of 6 second level fighters (hp 14/17) (8 well wained and ‘obedient athough they wil ‘discipline’ the trucalent or unruly. When ‘Sehezhuan says ‘come quietly and you won't get hurt, he means i Plotlines 1 One of tha chief weaknesses of all mighty bureaucracies is the absolutobolie that if i's in the files then Htmustbe rue!” Imagine what hhavoo, what eariages, or miscarriages, of justice could be perpetrated by someone bold enaugh to break into a fepository of such files end leave suitably forged document. There is such a repository in this Courthouse, 2 Courthouse where friends of daring adventurers might face tra 2 Thete comeoccasionsinthe lives of most mortals when acomplete answer talife's problems can be foundinthe granting of the wisi only Tout disappear. Itis not given to everyone to have the wealth to get into such trouble and then get out oft But what better way fora hunted "Young noble to eseape than to persuade a band of trusty adventurers to Trl him erganise atrial, and fake execution, The probloms would be many. who isthe executioner andhow she tobe bough, who canbe Trusted to bear the body away, how to keep Petronna Goldenhair from ‘livering a massy coup de-grace — but the rewards would be great ‘iis net always the innocent who suffer miscarriages of justice. What ita guity men is acquitted? Is st not posable that the outraged neighbours and frends of the bereaved would demand retribution, and failing to get the man retried would buy the services of outlanders to arrange false evidence ofa new crime so damning that rea justice cou Fat falta be dane inthe end. ACIS maga Ober 96 Knights Ocular ‘This group will be tall and shrouded, revealing litle of sex or race, and will speak ithe ancl act as if each knows what al ae thinking. twill be made upoffighters, cavalier, aseassins andother classes asnecessary land in apparent contradiction of what might be expected. Often the initial encounter will be with @ solitary individual, who will only be visible to the party if in an open. well-lit area, or if specifically and tarefully searched out, Nine times Gut of tn, the party will never know that they wore being cbserved by @ member of ihe Knights. But if they ee adventurers commit an offence, orf the Knights have some reason to wish ill on an Inaividual or group, they will almost always muster enough firepower (both magieal and non-magical) 19 overcome any party of mere adventurers, no matter what their level — it's as if they fave somo uncanny way of Knowing exactly what to expect in advance. ‘Their behaviour is utterly ruthless, though Figily lawful 1B__ Rontolto: moat uider mies c/n: ne 30/37: Ac 6/7 (thieves guild) M: T4; C/CN, np 16/24, AC 7/8, Long sword and dagaer 4 318 GOrdinary looking, with large scar on forehead, studded P "a Tooter or feather armour W 9 GGuild mittiaman D 10D Serious, fanatically loyal to the guild. uncompromising © 11 DSwenger from across the seas but popular with his men Ch 12 The guild miltiamen are mostly loyal mercenaries who are ready (ond often encouraged) 10 take the lew into their own hands whenever hecessory. Justis to them is maintaining the honour of the gui Loader 1Be mpi Poko; m:c3:c7en: ne 16/21; Ac 8 ES Mace H S 12 Gol skinny, elerieat robes over breast-plate 112 Pees W 16 GaArrogant, raving, despotic. fanatic D8 GWhod admit te knowing hin? c 8 cn 7 ‘is bandof first evel cleries hp 5/7] scarcely less chaotic than he is ‘nd are most enthusiastic in their daties. His only goal is religious ‘purity’ and a party's best means of escape is to grovel. ERRATUM ype ee ie i Hole la a fey ee ag it Gl Tytler mes lnc of shy Lt ‘eed Noten. print tat he rs i eeu or FREEMIN ed FREEWOMAN [IMAGINE magacine #17 page 12) soul bin the Basser lo Anak Tale Bad at yur ee Toes arg ADDENDUM Dy te pws inn eye Hoon uo lee fee wing tat (hese of jeder hal ry re whey al alge of is Our (ang tal ave tr grin tise by i nam ‘dtr furthermare rela Benet ofthe sts he gor ‘Pan Abn these commeuntearum ny oe pes inetd me by the Hoon Gulf He am ou ta gona for Fa Cone Cori pronoun ea by ar at ar 8 Tot eta ney Lan’ 1877 of nc ment COV flow pon frac elds norton om tp one furs mile ae Tomes ‘Gown a IMAGINE magesine Special Eton. uot hte ae mnt Fels Purp ‘ist Assistant oth rior Hera * 15 PELINORE THE CITY LEAGUE S "The Woman’ "The Tan’ Pablo Farquay ' The Rubberman’ ‘Barn Anincastr| 19 PABLO FANQUAY‘S FAIR blo Fanquoy’s Fair has been a weleome sight around the labyrinthine steets of the Leegue for many yoars. Although the individual performers come and go, Pablo manages to maintain high standards fnd so his Fair is halled as the best. Its not an eas common practice, and star performers mysteriously disappear, But as few questions are asked of the past in the Guild of Thospions, star performers ean mysteriously appear ac wall, The Guildaf Thespiansisa Strange body. a performer is nat expected to join immaciately but only ater proving his or her talent. i's interesting to note that there Na never been 2 popular street performer that was rot 2 member of the Guild. Pablo is a member as are all of his traupe, They live in brightly coloured wagons, maving from one site to another. never staying more than five nights in one location, and constantly harrassed by petty officiaidom over this By-law or that... But even on Festival Days, with the restriction on the gathering of erowde, the show must go on! 19a 6 12 GWermatty in brown leathers, but at showtime dons @ 17 scarlet robe with yellow trim and a tall green het with & huge bright feather 16 Showman (Thespian) 18 Qloud charming. shrewd, devious and unscrupulous 1 Claims acquaintance with practically everyone of ete, all know of him but few know him ~ an enigma Pablo Fanquay; m1: Fr10: c/cG ‘Whips AC'5/0; np 40/60. AAGINE maga Nome 1964 19b 53 Pas wiz Die ei 3 19c 4 $ 10 Py wis Dis e's Gh 18 19d # 5 10 17 wis 013 co8 che The Rubberman ( No weapon; AC: hp 2 ‘a Longelf); Mi: Fr; N/LN; 30; Dull cloth smock and trews during the day. red trunks uring pertormances 1D Tumbter and Contortonist (Thespian) 1D Selfish, inroverted. mean, trustworthy, paradonical No known friends, contident of Pablo (19a) and is his deputy The Man (aka i'Nimma); F:Fr3: L/LG, No weapon: AC 8/10; hp 9/12 ‘2 Various castumes depending on the performance, always lays aman (DiMummer Thespian} 5 Warm. generous. caring. shy. stubbora, wil of ron 10 Twin sister of The Woman 1 9d) niece of Fiorrantanis (96) ‘and Deorrantants 50a) ‘The Woman (aka i'Nemma); F:F:3 LG, No weapon: AC 8/10; hp 9/12 1 Various costumes depending on the performance, always plays a woman OMummer Thespian) Warm. generous, caring, cocky, stubborn, wil af ron D Fwin sister of The Man (19e) niece of Fovrantarvs (96) ‘and Deorrantanis 50a) 13 Borin Animalmaster; M; F2/A8; L/NG, “Trident and whip; AC 6; hp 58/60 19 S17 Huge, dark and bearded, wears chain mil over leathers 1 13 GRetired adventurer now Animal Trainer (Thespian) W 14 Dolly loud, cheerful, socrety deeply sa 0 11 GAloner~Borinhas away with animals, he considers them © 14 his frends; his curremt collection includes a boggle, @ Ch 13 dakon and io owh-bears QF Zimmerman wi m7.c/: Dagger, AC 7/8: hp 20/35 4 S 8 GHondsome fora human), tall blonde, dresses in colourful Pog sie W 7 GFulltimethiet, singer (Thespian}: Zim sings boeutitlly but 1D 18 sul makes more money as an expert pick pocket C12 GCharming, mesmeric, sneaky Gh 18 GBrother of lossy Jostle (7b) 19g accompanying he Fair are sixboys andgiris who clean and cool ofthe weupe sind tuelve mar-atarmavsho outa onporters.the ‘nen-tarms are all F2. hp 8 and are armed with spears ad Coed oworde STORYLINES 1. It has been @ worry to Pablo for some time that a crafty teem of pick-pockets seams to be dogaing the footsteps of his Fair. Although not 5 gnome to begrudge anyone a ving, Pablo doesn't want to seauire s Feputation that might prejudice his earnings. Thus he is quite likely to hire few sophisticated adventurers to find out what ie goingeon. Infact ‘tig Zim who is picking packets whilst he walks amongst the crowd Singing, His singing is 20 beautiful, his normal chance of being able to ‘secape detection #¢ doubled (to 42% in ADD games) 2, Inthe troupe are twins who are brilliant mummers. They enact the {oles of ordinary folk with great poignaney, touching the hearts ofall ‘whe wateh with their carefully drawn portraits of everyday life, The DM {can use them for several purposes: one of which is to introduce ‘adventures to the players. In these days of great superstition. @ mummer's show might atract great attention and it would notbe hard for PCs to hear oft, They could then watch the show snd recieve wnat, to them, seam like clear instructions. If questioned, the twins will Slways say that their performances appear to them in dreams and wi offer no further information. For example, it a DM wants players 0 fembark on module $1 (being a sadist) the mummers could tell of a ‘wolf-hunter and her husband out on @ hunt uring which they foundthe tntrance to the Tom® of Horrors. The mummers deseribe how to gat there and even introdues some extra clues about the dungeon WORK OR PLAY? Making a living on the Streets of the City League Not everyone in the world makes their living from seeking out nasty holes inthe ground and persuading innocent cockatrices and shaming ‘mounds to gwva up thelt hard earned cash. Some people actually work {or a living, Not least among this peerless group are those who work ‘within the brotherly embrace of she Guild of Tespians. Nowhere is the istinction between the haves and thahave-notsmore clearly defined: 3 ‘Thespian with talent can be assured of fame, food, and a fertune: one without could have fame of e kind, inedible food thrown at him or her, [andbe fortunate toescape alive, Even inthe City League there are those ‘who care genuinely about public opinion, ‘Counted among the Thespians you will find ‘sctors, either singly of in bands, who with memorisod word ang Studied movement recreate heroic deeds oF moments of love “unrequited, ‘yarnere and jokers repeating ¢agas of epic proportions and merry ests: prestidigitators astonishing the crovais wit ther sleight of hand {or, who knows, geauine magic) jugglers apparently defying gravity and appearing to have four hands (those jugglers that already have four hands would be ‘expected by the discerning erowd to appear to have atleast six erobats performing death-defying stunts and fine feats of blanc ‘ventriloquists causing consternation by easting their cries about the courtyards: ‘animal trainers and their performing xorns, hoar foxes and gelatinous cubes: dancers enchanting all with thelr grace: ‘mummers causing laughter and oars and never uttering a word to emphasise heir monopoly in that fold) all these and more you will ind — each one vying with the next for the praise and reward of the crowd. ‘What then of a PC who neods to make enough for a hot supper and a hight’s shelter? As can be seen there are many professions tolure Rim, all of which fall under the aegis ofthe Guild of Thespians. Naturally, player wll be wall advised anly to attemot those things at which the Character would have a reasonable chanca of boing competent. Remember, though, that no PC would ever be 9s good as a trained ‘Thespian ~ they simply wouldnot have the time to acquire the expertise ‘and polish. A'magic-user or illusionist should have no fears of ition oF ventiloquism, or of providing entertaining light ‘shows o enhance the ice of actors or mummers. Thiaves and thie? acrobats could reasonably expect to be succeseful as jugalers, ‘dancers or arabets —though the thief-arobats should remembor that the skills required in the class are not designed to be appreciated by a ‘rtical and ignorant publi 14 ‘The most important ability needed by the PC is charisma. How much can bbe earned will depend upon enarisma, the mood of tha crowd and the local conditions, In order t0 ealeulate how much is earned the OM should use the following procedure: 1. Establish now many people come to watch by rolling 1412 and ‘adding the reauit to the eharacter’s charisma 2. Apply the modifiers shown below to ealculate the final number of ‘poopie watching atthe end of the performance. I you arent sure which ‘option applies, roll 106 to.determine the modifier in each case. The ‘modifiers ere cumulative. A fortunate soul with a high charisma could have as many 28 240 people watching by the end ofthe performence Modification DousLe SAME HALE ‘of City League (1) Wealthy (2-4)Normal__ (5-6) Poor Local activity (1-2)Holiday’ (9-5) Normsl_ (6) Day of Gloom? Neighbours (1-3) Near Event (4-6) Noor atherst Woathor (1-4)Fair (5-6) Rain Note ‘oliday would be a day of public celedeation like a Feast day orthe day of a hanging: not to be confused with Festival Days, during which assemblies of more than 30 people are supposedly banned Peay ot gloom would be one on which new taxes had been declared 3 an event would be something like the Circus of a public flagging «ifthe performance takes place near Thespians remember they are likely to take a vary dim view of the competition and may well get 2 bit rough. 4. Each watcher will then throw 1d4 copper coins as reward for the performance. {A successful performance may bring its own problems as if more than 4160 gather to watch the District Multia will arive in 144 turns to ask themta move along, Inthe meantime, the performers may ind that they hhave upset a few travellers and traders by blocking the streets. Silay itmore than 200 copper eains are thrown then the local beggars at thieves wll -help’ the PC remove them at the rate of 1420 coins per ‘alee round until the remainder are removed. PC Breakdancing: A moreentertaining way of achieving similar Fesuits iso get the player to describe the performance the character is (going togive|make sure t's something possible) and then toactitoutin Front of you andthe other players. Vou ean then score the performance cn a scale from 1 to 20 and multiply that score by the character's ‘chariama to get the number of copper pieces thrown. [MAGINE magni November 864 ete tendo ie pron Gy Cae Tp eam “edt tad GB respuesta eves cir Pera aren per apapre hen Mp cpap ar alate at cll en esis ere asy sn tb oa i ena gh alas nfnnte tno ‘Soom e P ELINORE,| THE CITY LEAGUE of tout to sow atic ATTIC FLOOR, 8 #4 THE COCK O° TH’ WALK TAVERN by Graeme Drysdale The Rules Sap won te ai = mgm eRe te eri Son pve your nae ih dy the value of will taken out of your fide 40 fight ov be daring and may Crom spit in-your ye ‘The Cock o' Th’ Walk Tavern is an establishment jointly owned by two brothers, Arbal and Aakrin Stoutheart, The tavern has been the family business for generations, providing satisfactory meals andbevereges at reasonable prices year after year and, consequently, bringing in enough ‘wealth to Keep the occupiers comfortable, However, when the brothers took aver the management alter their father’s death, they introduced 8 how soucs of entertainment, lagal yet dangerous, winien has made the tavern unique and one of the mast enjoyable drinking houses in the League tavern has hada champion, the ‘Cooko" Th’ Walk’ each evening without fail, ihe ‘Cook o' Th’ Walk’ avert andtakes onan insulin han t0 Whilst the preliminaries are observed, hundreds of gold AAG maga November 1964 pisces change hands in bets, side- bets and side-side-bets. The victor is {warded the Golden Cockscomb as atrophy and bears te tie The Cock © Ty’ Walk, but must return the following evening to defend the tle ‘against further opposition. The victor alse gains thefight money paid by both contestant and on first Becoming the champion may drink at wil the nn. Thecurrent champion, undefeated for an unprecedented seven wooks, is Ungol the ‘Orrible (14) AD&D game: contestonts may use the pummeling. grappling or ‘overbearing tables (DMG pp72-3| the normal combat tables. counting Ohp as unconeious rather than dead; the rules from the Companion Set ‘rthe new rules in DRAGON® «83. D&D game: contestants should use the unarmed combat rules trom the Companion Set: the wrestling rules from module X2 of the normal combat rates, counting Ohp as unconcious rather than dead fists doing 1144 points of damage folus strength bonuses). unconcious contestants recovering in 106 turns. The tavern sells most types of food and drink, oven ifthe quality isnot ‘wnat might be. Although usually busy, from dusk until midnight place is totally packad out. Brawis are quite key to break out due to all, ‘the hustling ana bustling that takes place. Also, undesirables like Bando landhis friende(14g-i}and (14jrequ 2.25% chance on each visit tothe tavern that someone tries 0 ‘character's pocket. Secutl (14e-e)andthe owners 14a8b). They will deal with miscreants ‘ously and will insist that weapons (except daggers) and shields are swith the stat 18 Workers at the Inn 14a 16 2 10 16 3 cnt 14b S18 ta wa ar c 15 Ch 10 14c 2 13 8 0 15 c 14 chia oog-e g-oz 14f H0 sis wa Dota 17 cha Ch 10 Arbal Stoutheart; M: Fa; L/LN, Shortsword: AC 7/8: ho 20/28 (Red sik shirt. brown trousers, red sash round waist ‘Duoint owner of Cook 0° Th" Walk Tavern (7 4) oly, tatkauve and hard-working (DBrothor of Asarin (146) Asakrin Stoutheart; M:F2:L/LG: Dagger: AC 8/10; hp 12/17 1D White shire pale grey waistcoat. grey trousers (DJoint owner of Cock 0” Th” Walk Tavern (14) 1D Small end stocky, red faced, kindly but frm (0 Brather of Arbal 140) Isabel; F; F3; L/LN: Mace and dagger; AC 6/7: hp 12/16 1 Padded leather jerkin and leggings 1D Barwoman/bouncer Generally unhelptul and only interested in herself (and money!) Sister of Hishael(14]] whom she disikes, knows Ungo! (140, believes Surreal (140) stole back a ring she bought ‘rom him and wishes to betray iim to the District Mila Calvorn Chaospreacher; M: F4;C/CN; Mace and dagger: AC 5/8: hp 18/23 1 Leather trousers and jerkn hidden beneath a green cloak 1D Barman/bouncer Believes only in freedom and individuality, hates law and ‘makes sure everyone knows 2 Friendly with Ungol (14) Dal Mace and cagor ‘the Dour’; M; 0w5/E5: N/N, AC 8: hp 30/43 1D Grey shirt, leather waistcowt, gloves and leggings Bardwart/bouncer Dauier sombre, dismal and completely, steggeringly boring! 1D Brother of Shor Gemeutter(1 6a) has known Bando 4g) ‘since he was ile though they are hardly fiends Regular visitors to the Inn Ungol the ‘Orrible; m: Fo: c/ce, No weapon: AC 6: hp 40/56 1 Grey loin efoth (outside the arena: platemall+2 over grey Shirt and trousers - ACO, broad sword +2) 1D The Cock o” Th’ Wak (normally Myrmidon) 10 Tall ruthless, utterly depraved. capricious, fearless — all- in-alla splendid chap independent. few friends and no family: Ungol is a ‘magnilicent brawler; in the ADAD game he gains 10% on the base szoreto hitand 15% on the damage done or 2t ‘normal combat rules are used) in the D&D garme +2 ¢oit ‘ond demage Bando Bushfoot; M76; N/N: ‘Shortsword #2; AC 7: hp 14/27 2 Brown elaak and trousers, white shit 1 Sharper/Fileher Joviat bright-oyed and intelligent. but gambles without Using his brains ~ and always foses 2 San of Goldy and Hatfo Brushfoot (17@8b) the cobblers (47) member ofthe lacal thieves’ guild, knows Dali (14a) ‘and Shoril (1 6a] who is his parents’ neighbour 14h we S16 roa3 wie DB c 12 ch 15 14i 4 $7 ra we D168 c 16 cn 9 14j ‘Surreal; M:74: C/CN, Longsword, dagger: AC 8; hp 11/16 Tal, sight, handsome, wears green cloak, grey shirt with whive sash, green trousers. green cap Burglar’ Robber, afso.a Metcher DA real heart-breaker (Member ofthe focal thieves guild Eskis Coldbone; M: 13; ¢/ce: Longsword: AC 8/6: np 16/20 ZEvil-looking: wears leather trousers, grey tur jacket. fur ‘ap. brown shire 2 Robber’ Curpurse. slsoa hunter and turier. bounty hunter 1 Stupid, vulgar amd smelly independent operator, infamous amongst rangers due to this hunting activities. knows many hunters and bounty hunters Hishael; F: MUG: N/NE: Dagger 11: AC 6/2; hp 27 S 14 GStunningly good looking: wears silk laced skirt in white 117 and gold. gold headband, dagger*1. W 12 AD&D game: bracers of defence ACE, wand of fre (12 D 18 charges! scroll bearing 1 (23), 2-23). 3/18) - © 16 DAD game: wand of fire-balls. scroll bearing 1-17 Gn1B 2yt0I1) (0 Witch /Magician Craity, mallgnont and vary, very dangerous 10 Sister of Isabae! (Te) whom she disikes. knows Safrine (90) ‘Spel Book: D&D 1-41", 6.8.9, 11", 12) 21.3.8". 6.9. 124) 46% 9, 10,11) ADBD 1-12", 3 B, 9, 16%, 22. 25%, 30) 212.5, 9, 10,15, 28°) 316%, 224) Anatol: M; F6/R6; N/NG: Longsword +2. AC 3; hp 40/51 Tall and wiry: green-stained trove! cloak concealing chainmail +2, helm, scroll of protection from lycan- ‘thropes, boots of spood 2 Myrmidon Guide and bounty bunter BShrewa. worldly wise. very neutral (good) hopelessly onamoured of Hishael (240) OKnows Mishael (14), PLOTLINES 1, Why does an attractive, talented and powerful woman like Hishae! spend her time in a dive ike this, why does Anatol follow her ‘what have the mysterious Knights Ocular to do with it all? Someone, Somewhere will be looking for answers — The truth nd someone to find them ts that hishael 's luring attractive men (C15) t0 her rooms (ising spells # necessary) where she kills them, loots the bodies and tiees the remains fo concoct potions and poisons, She is being watched bby Anatol who oftens thwarts her plans (the chance of her approaching ‘an appropriate man is 75%, the chance of Anatol subsequently filing hers 50%), Anatol has been hired by the Knights Ocular through a ‘mysterious go-between; in fact he \e supposed to have eliminated Hishasl on behaif of the Knights, but Beca of his feelings for her is failing in his duty. He is very fightenee that the Knights might come looking for thom both 2. IDalin could be persuaded to talk, what sacrats could he tell of the cellars beneath his Brother's shop? Once those cellars housed prisoners: men and women with maps tohige, evidence lose, veasure tobury for later recovery. Shari isn't going to want to find hiseellars, ingers in id withthe courthouse right next deer he won't be slow to call for hel. 33. Sooner of later, Isabel is going to overcome her reserve. and challenge Surr about that necklace, Or will she be looking for anally edo the dirty work for her? And ust what willthe other occupants ofthe Tavern do when a loud brawl breaks out {MAGINE mage Nove 1584 mc ain. (UINSs-2h 8 FReNT DIEW ONTO BRADWAY MAGI mage, December 1964 THE CITY LEAGUE 21 THE ARENA =) H seumelns “TI i = PLAN SHOWING CUT~AWAY IEUELS @) Situated at the north-western end of the Broadway eo that ite great pillar face the Capitol down the Broadway's length, the Arena is tho ‘contro of ho city's sporting life. tis one of the few the League ‘where the law against gatherings on festival days does not apply, andits Games are consequently heavily attended. Attendances have dropped, hhowaver, since the calendar change reduced the number of festivals, land because smaller arenas have appeated alsewnere in the City League (and in some towns in Cerwyn). Each district has its own arena, ‘known by its district name (Borough Arena, New City Arana, ete), but ‘throughout Pelinore this placeisknown asthe Arena, Since running tis ‘an expensivebusiness, itis quietly subsidised by the Katar—a populace ‘sated on vicarious thrils in the Games is less likely to be roublesomel Games include man-to-man and man-to-monster combet; chariot, hhorse, monster and foot races; and execution by monster. Only Religious Orders now condemn blasphemers to death this way ag the Secular Courts prefer quieter and quicker mothods. The convicted iris thrown naked into the Pit with a hungry beast. Traditionally, joner single:handedly defeats the three toughest monsters then he or she is set free (the chief prosecutor in tho tral ie then thrown to the bessts in exchango). Thaso combats ara called the ‘Three Trials. Currently the Third Trials an eight-headed hydra and as a consequence no-one has survived the Trials for some time, Within the Arena's confines are several enterprises that provide for the needs of the crowds, including two taverns, Zalu’s (22) and Quarl's(23). (On big days the place swarms with amateur and professional bookmakers (punters must seek their own redress against cheats a, technically. gambling isnt allowed). Beneath the building are housed the gladiators and’ monsters. The tors are @ mixture of professionals and unwilling conser ving regal treatment ‘an armoury and a forge. -Bonoath the Underworks isthe home of a Chapter of a Secret Cut (24), ‘and beneath thatare further chambers, long forgotten. The map drawn by Ograffa the Mapmaker) shows oniy those areas that are known, although itis rumoured that other, more extensive, maps do exist. Entrance othe Aranaiisbya series of doors that canbe shut iemly when the Arona is closed or full. Atone end isa special area raserved for the ator, and beside it are prestige booths let out at Marriks dieeration. In {theory it costs 2609p a day but in practice this sum can be multiplied as rivals vie to hire thom. Other seats vary in price from Tsp to 1009p {depending on how near tothe action and the Kater thay are. Thereisno better way of impressing business partners or country cousins than {treating them to good seats at the games, (Of the folowing characters 211 & 21b live with their servants on the ‘unmapped on floor ofthe Arana, the others unless otherwise speciied live in varying degrees of luxury and squalor in the Underworks. 21a ‘ Marrik Calazar; mt C5; N/LE: ‘Staff; AC 9/10; hp 20/26 S11 O Middle-aged, dark haired, blue tunic, white trousers 1 15 GArena manager and secret curate W 13 DObsequious perfectionist. always seems worried by D9 sametning C11 GHeemerthe Kater sndie.on terms with much ofthe nobility Gh 13. due to favours he ean grant with seats: knows the Secret 21d x Erriados the Cha Whip; AC 9/9; hp 49/63, yteer; M: FT; N/CN; S 16 Ci Young, clean-cut, handsome: affects athligh lthp which 1 13. with his sity clothes makes him appear a fap: caries 2 W 13 jewelled riding erop when not using his whip 0 16 aCherioteer C 15 Gard. ambitious. cunning. ruthless Ch 13 Knows wilder sons of many nobles and Aethelron (21 bj his history is shrouded in mystery and although he has noble bearing he never speaks of his past: the Best ‘charioteer known Ell Mestikor; M: F5: N: Dagger (Arona: net & trident) AC 8/9; hp 35/40 H S17 Aging and much-searred: bright. cheap clothing 1 10 aGradiator W 12 GConvivial and happy except when viewing his future D 18 GXnownby gladiators andin most of the nearby ale-houses: © 15 having spont his purses and with his strength waning he Ch 10 will now do almost anything for enough money to afow him an honourable retirement, even facing the hydra ‘Agop; F: F12/89: N/CN: Battleaxe (‘The Divider’; AC 5/6; hp 78/102 4 S18" —GArchetypat barbarian, huge and bronzed: wears furs, 1 "9 leathers and feathers to enhance her savage appearnnce W 7 QGradiator B16 © QWild, tun-toving. practical joker. heavy drinker ery C18” superstitious ch 8 Very famous, some acquaintances but no friends as she trusts only The Divider; once 2 slave, Agop liked the Gladiatoria! lite s0 much she has stayed on and is now a prime atraction Sir Follor of the Ridge; F, F7;N/LN; Longswora: AC 8/9 (Arena: 4}; hp 45/55 4 S17 OTell elegant. sumptuously dressed | 8 GGladiator W_ 8 OB Formal. serious, modest, preoccupied D 15 CO Manyfighting aequaintances but will not admit to knowing © 15 anyone! Sir Follor considers himself 2 cowardly failure Ch 14 following an error of judgement during battle ~ now he fights to rid himselt of this self-inflicted fgnominy ‘There are many other gladiators that fightin the arena, the ones listed above are simply the most able and famous. Most are captives of low Tevel who fight tof fortunes in this desperate game. There is litle petty jeale—-y ‘amongst these sta ' but some are professionals who seek th arts; their Business is grim and they she 3 fatalietic camaraderie, 21b ‘Chapter (24) of which he Is @ senior member; keeps his religious background cancesled and consequently would ‘only learn spells in extremis or specifically for a function Aethelron Verthill; M:F15; N/LN; No weapon: AC 9/10; hp 15/21 $ 10 Young. blond muscular: were tight trousers end sl 1 14 shits open tthe weit WS arene managers sate 8 10 avon setinpertne bering © 10 Gknownoymuchethe nobly very endl with rides Ga Were member ofthe Secret Captor ‘Tarraneg; M; Fr7; N/LN; 216 Uiinet Ke e/10 np 17/28 ‘ 5 18 cMmessiotbuit eunuch usual decked oui bright ike Py and beer duty boots Ww 12 a fenager fe Undorworks Dt aMmorttor cold cet bveskitons © 10. Gneverademorg genes ane iekedtonobles'partes he E18 Yaetr goes knows of bu shun the Secret Chapt 12 To assist Tarranag (21) there are neariy a dozen animal handlers who 2 specially trained to got tho boasts safely into the arena and to patch up the woundad ones afterwards. They areallighters.of levels 3-8 with Tow intelligence and average hit points. Acound the arena are 60 men-at-arms divided into 10 squads. Each ‘squad is led bya "Captain" (Fé, hp 30/35). The men are levels 1-3 with average hit points All are armed with longswords, nets and spears. They are ruthless and are quick to call on outside assistance f they get Into trouble. Due to the special esteem with which the Arona is hel, Serious troublemakers will be dealt with by the Knights Ocular (IMAGINE magazine #19 pp10-15) To.complete the staf of the Arena, over a hundred assorted slaves and servants are contrellad by Cossa Orkil under Tarraneg's watchful eye ‘They do most of the everyday work, and when the Arena is open, serve food to nobler viewers (2 particular favourite being boat's tripe fried in ‘urooh’s dripping) When the Arena is open, the opportunities for entorprising player- characters are virtually endless. The public areas will be fled to overflowing with people of all races and professions. in particular, ‘thieves will find the environment perfect for earning alittle dishonest ‘money, while eleries trom all the major religions will be found trying {2 persuade honest gamblers, hoydens and eutpurses to mend thelr ways. IMAGINE maging December 1284 pein prt fo gs fre win te Clg es ta anand fen eo 0 Ses or ‘tome hs proven a anpig fe te (DM wi oll ee re ad aly al ters ap ins tet compen emi ing xa Copy seer ten ot de he i ‘ig fe — dy ane ero an so THE CITY LEAGUE 00 180 200 ° 0 a by Brian Garrod Ginbet Strestis Jone ofthe eldest and most squalid areas ofthe city Inabitants are very poor and most of them suffer from illness OF ity, The most common means of turning @ penny are peddling, Legging, trickery and straightforward theft. The main feature of the Streets the gibbet — sill used for unofficial hangings. This ibbet. its frequent occupants and the standards of behaviour of the residents ‘mean that this an area usualy avoided, It was not always 50, 2s the Steet has seen bettorsimes, hough tvey were long ago. Now the paving ‘cracked ond mud andair lig everywhere, Boggars Alloy leads off from Gibbet Street and curves round to meet the Walk (14). Onco it morely provided arear entranee to some.of the houses on Gibbet Street now itis fone of the mest dangerous thoroughfares in the League. If the boggars, ‘runks, pimps, thieves and aseassina don tet you then youl probably Contract a deadly disease from the ples of unclearedsewage. Thereare {wo rules andtworules only observed by athe inhabitants ofthis area, ‘The fests that no-one shall touch a vietim af the glbbet and the second {s that no-one shall tuch ar dasecrate the death. masks hung on poles by the gibbet, Woe betde any stranger who breaks these rules as the only punishment in these parts is death by hanging! 25. The Gibbet and the Mask-Poles Autheendof the street stands gibbet.Starkandbars. ts vory shape isa brooding menace, Because of it the whole street seems to be in permanent shadow. tis dominant far beyond its size. Alongs five mask-polas upon which hang the death-masks of recent These are horrible enough in principle, but thelr manufacturer ‘onan unwnolesome menace oftheir own. of gloom on an already unhappy scene, 26. Mask Workshop ‘A great tradition of the City League is the death-mask. Even convicted teriminals are accorded the honour and this mask shop prepares masks forthose hung onthe giobet. Making a mask isa highly skilled job and — carefully applied with make-up — iti almestineistinguishable fom ite. ‘The process involves pouring hot wax over the face tobe copied, so only dead aces can be done. Copies of masks can be bought fer 20gp but the ‘knowledge of how to apply the mako up correctly can only be Bought for ‘minimum of 2509p —- assuming Daxol Nabrish likes you 26a Daxol Nabrish; M17, W: Dagger, AC 7; hp 21/32 S12 QWillowy, ol, brown clothing with short leather apron 113. GMaskmoker and Pillerer/Sharpor W 3 DTight-pped,tighttsted, suspicious D 17 knows the local militia and court they don't know he's © 15 thietismomber of the local thieves guild no friends: father Ch 8 of Arandut/26B) wham he watches through the window 22Gb Arandul Nabrish; 14. nen Shertsword: AC 7: hp 16/20 4 Ss 8 jance: green clothes, redcap with feather roa nd parttime minstrel W 8 GArrogant, proud and quick-witted D 17 GMembor of the local thieves" gui: Arandul sits singing by C16 thegibbetpicking the pockets of passers-by. f detected he Ch 16 flees to Beggors Alley: son of Daxol (266) 7 27. Mandren the Lunatic Mandren’s hovel would appear unoccupied were it not forthe foulsmell land unholy noises that come from within. Mandren spends most of her lite eking outa pathetic existence selling water. Periodically shehas its that cause her to rant and scream and assaull enyone within reach, During these fits the locals often call in guards from the nearby ‘madhouse to restrain her. This isnot a popular job as Manton trained a @ magic user and on a serap of paper hidden in hor hovel she has the pall stinking cloud and periodically her lunacy takes the form of lerning this spell and casting it up and down the alley. Those who save againstthe spell and stagger out ofthe cloud (taking a round recover) wll get mugged as they emerge! Basic ~ Stinking Cloud - New Spell (second level) casting the spell causes a cloud offoultumes to appear of rea 20'x20'x20' that lasts six raunds per level of MU. Anyone in the cloud must save vs Poieom or lie holbless, retching for 1d*7 rounds Those who save run out of the ‘loud but must spend one round helpless recovering from the fumes. Range: 30" ‘Duration: 6 rounds/tevel 27a Mandron the Lunatio; F: Mus:c/cn; @ bite 1-43, Ac 8/10; mp 12 4 8 9 GDressed in foose, filthy, torn rags: wild eyes and hair: 14116) would be beautiful if cleaned up and tamed W3 [3G Water Seller, Conjurer, Lunatic 2-11 DStunnedand sullen but coherent and reasonable between C 16 attacks Ch 14 No-one admits to knowing her but rumours abound that ‘she is the sister of ahigh-born lady ZT DBC i the asyium has sent any guards to look after Mandren Dey will be Gragen Aabow [F4 hpT8/26 ACS Broadsvord) 16718 ACS Longeword. These are basicaly types who are wall known locally and somewhat respected a8 {hey donot interfere unnecessary in lol activites Visitors ooking to them for aid are likly fo se them whisting casually and examining Carefully he saves of nearby building, Bothlove money, however, and {rage Gragen loves Meneron. 28. Weaponsmiths (Once a thriving business, this weaponsmith’s shop is now boarded up with ‘For Sale’ signs on i. The two weaponsimiths (Dokas and Milly) ‘wore murdered by their scheming daughtor (Negalmis) who lat isappeared in mysterious circumstances. No-one locally dares ent the premises as they are rumoured to be haunted. As 2 consequence ‘most of the stock remains, stacked neatly in the store, including 2 longswords ‘1, 4 daggers <1. 1 scimitar +2 and 4 darts +2 Unfortunately the building really is haunted as Dokas and Milly have become wraiths and Negelmis has become a spectre. Forthose who are Interested the title deeds can be bought from Daxel Nabrish (28a) for "7809p. I players reopen the shop they will discover that Negalmis was rot much of a B woman as she died owing over 2003p in Various debts to local traders. 29. The Friendly Neighbours Wacken isa teenager whose: house they lived in but litle else. He is struggling to make a living breeding pigs — not without success. His. next-door neighbour, Holman, covets these pigs and Wadren’s house. Holman sometimes resorts to stoaling Wadren’s piglets, ling thom andselling hom. Often ‘Wadren manages to rescue them. itis quite likely a party walking along Gibbet Street will observe this ritual being acted out. Holman chasing Wadren (whois clutching a piglet under his arm down the stroot and shouting, “Stop, pig-napper! Stop that boy!” Wadren will swear his innocence and ts bright enough to call on the Butchers Guild Militia {Whe know Rim) to come to his aid fa party should side against him 29a Holman; Mt: £3: ¢/cE: Longsword; AC 7/8; hp 14/17 Wy S16 2 Portly, ugi: mauve smock and brown breeches | 10 BLayabout and slob, Swordmaster/Swordsman W 11 GConvineing tir. ingratiating. smarmy. covetous, quick D8 tempered and rude © 9 GNot the sort to have many hiends chs Wadren; 1; F:1; L/NG; No weapon: AC 9/10: hp 3/4 u 5 12 Slight serutty: yellow smock i 14 DPigrbreeder W 11 DPleasant. wary. determined, ambitious D 13° DWellknown locally co8 chi 30. Citizens of Beggars Alley Up and down the alley many unsavoury (and some dangerous) people ply helt trade, Most of hem are NM/FO, AC 9/10, 2hp, while the rest fare a misture of low-level thieves and first level freemen. They will be foundleaning up against doorposts, squabbling over heaps ofrubbish or lurking in shadows waiting for unwary travellers 30a Budlock: m, £1; N: Dagger: AC 8/10; hp 7/10 S11 GDishevelled brown rags, ruteh;lilthy hair tied in pony tal 114 wih string W 9 aBeggar D 11 BConvincing actor. graedy. amoral © 15 GWell known character down the alley: feigns pathetic Ch 7 lameness tobeg alms andruns olf cackling any are given Ishbone; M £3/F-MU3; N/NE, Longsword: AC 6/7; hp 10/12 30b S17 GToll lean: wears green leathers 1 16 Grol!” keeper, Swordmaster Conjurer/Swordsmen: W 6 Conjurer D 18 Ci Cocky, short-tempored, brave and aggressive © 11 GSethappointed leader of the local ruttians Fit/204) allows Ch 12 him this deceit: husband of Rarad (30e) ruthlessly exacts {alls from any who wander down the alley -the amount of toll varies according 10 the amount Ishbone thinks he ean ‘Spel Book DRO 1(1*,2,4,5,6,9,12%) ADKD 1(3*,6, 12, 15, 16,22, 29%) 2(3,4.6.75) 205,6, 10.124) BOc Parad: fee mus. nine 1 Longsword: AC 8/10: hp 10/12 € S12 Drab grey dress brightened by many coloured scarves 1 12 DSwordmaster Conjurer’ Swordswoman-Conjurer W 13 GFiche, wayward, opportunist D 13. Very well known locally: admired by all wite of ishbone © 8 (0a naz ‘Spell Book DBD 1(5",7,9, 10, 11%, 12) ADAD 1(15*, 20, 22, 23, 25*, 29) 2(2.3.4".8, 10) 24, 6,6", 13, 22), BOd Fit. meas cue Poisoned dagger; AC -1/-2: np 42/34 4 8 12. GShortandskinny:chain mailunder grubby rags: eye-patch P13 andwhite stick W 10 OMyrmiden/Kilor D 18 GShrewd, cunning, sophisticated, oticient © 16 Gown as a not-very-successtul beggar: has connections Ch B with the Knights Ocular, in AD&D: leader of local assassins coll Lara; F;74;c/ce; Longsword and garrot; AC 8/10; hp 11/13 30e é S 14 Squat. ugly ond unpleasant ity rags: always woars dull 1 7 rad-scartto cover angry scar around neck trom attempted W 6 tynching D 12 cBurglar/Robber © 13 Olean uncompromising. vindictive Ch 7 Gidolised locally as @ vicious back-stebber: leads @ small ‘gang of gnomich thieves in emash and grab raids against ‘shops in neighbouring distriets AGI mage Jay 1965 ver the millennia the City League, lke al societies, has developed a system whereby tradesmen and women have formed groups 1o protect their own interests. These groups are Known as Guilds. A Guild is formed to perform three important functions. Firstly, and most widely advertised, to maintain standards of production and quality — this is not ‘spurious reason as the reputation ofa guild ie vary valuable. Secondly faprovide an environment in which young paopla can bo trainad in the arts and sciences of the trade. And thirdly to Keep secret some of the ‘more important skills 0 that the sanctity of the Guilds prosorved. Most {tages and professions are represented by @ guild anditis a mark of tho ity ofa society haw axtonetve and ffective te system ly needs caying that tying to find a non-guilded {ragesman in the League slike looking for hairs on a beholder — there rent any! ‘The guilds are of various shapes and sizes. Some, such as the Seamen, have thousands of mambers and lax discipline and short apprentice. ships, Others, such as the Perfumers, have few members with tightly ‘Quarded trade secrets and apprenticeships of such langth only gnomes ‘or dwarves can spare the time. Likewise, the political influence of the Guid varies; in the past the Courtesens, Cartographers and Thespians, have been 20 powerful as to attract the hostility of the Katar. listing and recording the huge aumber of guilds, much tess wogorising them, isavast task FolixPursuivantof the Guildof Heralds {id at feast attempt it. The following are some extracts from that list. Guilds Of The City League ‘Amalgamated Guild of Apothecaries and Alchemists ‘Their tte isthe guild members’ idea ofa joke. Even sothisis.large and very important guild, So Important that it has spit into many factions ‘and is sponsored by many nobles and merchants. Once every five year local guild fathers ond mothers meet to discuss developments in their field, These meetings are simply an excuse fora grand slanging match the real spread of information is by the regular movement of apprentices from master to mistress and back again through bribery and seals, Any magic user worth his or her salt hes 2 hold over some member of tis guild As un on classic lines this guilds in truth a series of cells inked in some: mysterious, unknown way. The Assassins are much weaker in the City League than in other comparable urban locations, however. since 30 many professional illers endup as members or hrelings ofthe Knights cular brewers Although mostly concerned with normal brewing, the Guild also gets ‘nvolved in the concoction of various areane aleoholie potions used for ‘verse means by, for example, the Courtesans (av Cartographers ‘A vety small, discrete group who prepare maps and charts. Maps are Usually available only on commission. The Cartographers have dozens, ‘of sacra drawings and tomes that they use for their researches hidden ‘way ina site known only toa few, very senior, members ofthe guilé, ‘They have close ties with tha Courtesans (avi and the Heralds (a) Bectuse of the powerful information they conceal the Cartographers. ‘are closely guarded and monitored by the Knights Ocula Courtesans ‘This large and powerful guid is steeped in antiquity and fore and is governed by rigid rules of conductandiscrotion. tic aid that no secret IS unknown to the guild leaders, Because of this they work with two ‘other guilds that central information — the Cartograpners (qv) and the Heralds (qu), These three guilds are Known within the League as the “Triple Alliance and they wield huge amounts of power. The Courtesans also control several other, lesser, guilds such as the streetwalkors and the courtiers. They are extremely wealthy, and, atthe top, benefit from the patronage of the Katar's court IMAGINE mage Jay 1985 Heralds Heralds are, technically, a subsidiary guild within the huge continent spanning Guild of Messongors and Couriers. The Heralds maintain this fHetion at uits thelr purposes hough they are actually an Honourable 1d Secret Order that pre-dates the City League and most recorded Fistory. This is mostly due tothe foct that the Heralds are responsible for Fevording history. They have vast stares in which ean be found maps. chars, Iinealogies. dynasties and many, many forgotten contracts. They work closely with the Cartographers (av) and the Courtesans (av. See IMAGINE #16 for more details Linkboys 1d women who hire themselves out at night to rs and revellers home after dark. Although in appearance they are lowly and in behaviour humble in actuality they are sn Important linkin the information gathering processes that permeate the League, Consequently they have connections with Assassins (aM), Thieves (av), Courtesans (qv) and Heralds (qv) — though not the Carto- ‘raphers au), who find them a lite rough. Lockemiths Having spit away from the ranks of the Farriers and Armourers, na Struggle that was something cloge to civil war, the Locksmiths have become the League's tightest-knit and most ruthless guild. By bitter experience, thoy have discovered that no-one will buy locks or other ‘devices if there ie any suspicion that anothor party knows the secret of that lock, oF owns a duplicate key. As @ consequence, the Guild exercises two policies. Firs, itruns a savage campaign of brutality and political corruption aimed at the Thieves” Guild. Second, there Is an Unbreakable Guild law that nothing ie ever commited to paper, and many locksmiths have even learned the discipline of forgetting the otails ofa lock es s00n asitismade. The Guild Militia of the Locksmiths Ie abarbaric organisation, noto sane flout this rule. Even So, ther ‘wn wil sll the right Kind of information forthe right price — if you know where to look, Lorists and Sages ‘This is probably tha most loosely organised of all the guilds as its members tend fo be very independently minded people. Lorists and Sages tond to deal with non-political information (unlike the Heralds. Courtesans and Cortographers who doal with litle else). Scribes and Lexicographers ‘This guild controls all translations and writings. Their power hi ‘been changad by the invention of maniacal contraptions that transf ‘writing mechanically as they have taken care to include the building and ‘operation ofall such machines within the contro Thos jans (including Harpers, Minstrels and Jesters) ‘Thisis another huge guild with ranches sprawling hither and thither. It is nat wall organise of rigidly controlled and yet its leaders (and the leaders of the subsidiary Guilds) Keep a close watch on how it behaves through a complex and efficient spy network Much useful political Information can be gathered by the Guild and so the Katar and The Knights Ocular (as well as the Thieves’ and Assassins’ Guilds) have their own spies planted within it ‘A tradition of the City is that any adventurer who wants to ensure temporary notoriety should pay a Harper to writeandperform songs that ‘extol the buyer's bravery andvirtue (irrespective ofthe fects). For as litle ‘3s. afew gold pioces, an off-the-peg' ity canbe amendedto include the ‘haracter'sniame ina tavern for an evening, butfor a mere 1OO0gp, that ‘same adventurer couldhave a'made-to-measure' story sung throughout theinns and taverns ofa whole district I's a great wayto advortis' th your services are for hite, and is in many ways the only way to get @ ‘Commission from the Punctlio. Equaly, fora similar sum, a rather less ‘complimentary song couldbe sung aboutarwvalinallthe same places. It ‘should be borne in mind that such songs could inadvertently draw the attention of undesirable elements to adventurers at awkward moments. [Never have your story told when you need a few weeks of rest! 9 PES Thieves The City is full of Thieves’ Guilds, separated by area and alignment, divided by pony jealousies ana bitter enmity, and hunted by the militias of rival guilds and the forces of the Katar. No two guilds have quite the Same organisation, though most seem to be dominated by 2 single owertul character One thing they doall havein common isa system of Safe houses unique tothat guild A safe house is any place that wil hide 2 fugitive thiet who can provide the right password. They may be any normal trader's shop, ora private dwelling, and are normaly wentifid bby 2 symbol or mark visibio from the stroet that can be recognised by 3 ‘member of the guild, These praperties wil often have ‘priest-holes” oF eeret tunnels. During periods of cooperation guilds may temporarily ‘exchange information about marks or passwords — each changing the! codes ence the cooperation is ended — but woe betide thieves who try to take refuge in @ house that does net recognise them! Other guilds within the City League include: ‘Bakers, Butchers, Candlemakers, Chandlers, Charcoslers. Clogmakers, Clothiers (a direct subsiciary of the Cerwyn Clothiers Guild, Cobblers, Coopers, Embalmers {cremation is widely practised in most parts of the City these days, and this Guild is declining rapidly), Gladiators (not technically @ Guild, but a Brothernood of participating. fighters) Glassworkers, Hideworkors, Innkeepers, Jewellere (he League's reputation for Jewellery is legend), Limners, Litgants and Lawyers (a vast guild serving the hideously complicated legal eystom — see #18) Longshoreman, Masons, Mercantylors, Metalsmiths, Millers, Money: lenders (dominated by a dwarven hierarchy), Ostlers, Perfumers, Physicians, Pilots, Potters, Saddlers, Salters, Smokers and Pickers, ‘Seamen (a powerful Guild, utterly loyal tothe Katar, Shipwrights and Ropemakers, Spinners, Tentmakers, Thatchers, Timberwrights, ‘Turners, Weaponsimiths, Weavers, Wheslwrights, MONSTER MONEY A new adventure format for the Pelinore campaign In the last iesue of IMAGINE magazine, dotalls of the Arena wore published, explaining how this, and smaller stadiums around the City League, were used fer execution and gladiatorsal contests, A particular favourite of the massive population of the City fe to see lightly armed gladiators in combat with various nasty beasties, Several player {haracters might find the life ofthe Arena something they cant resist, ‘and wil plunge into a career which wil either vault them into fame and ‘wealth as 2 favourite of the erowd, of will see them crippled or Killed {Upon the sand It'sa dangerous business. Sooner or later. the most successful gladiator |sgaing to find the crowd beginning 1otire ofcanstant victories: tougher And tougher monsters will have a be fought, at ever increasing odds. [And eventually there will come a time when a fighter's wealthy patron willfocupa match thet sa litle too much, and willbet on the opposition: And wnat price your fame and glory then? No. (or the smart adventurer, tera is really only one choice. you can't ‘make money out of the Arena by fighting in i, perhaps you can find yourselt filing another of its pressing needs, Running an Arena isn't easy. Apart trom controlling the statt and maintaining the buildings, there isthe perennial problem of acquiring enough interesting monsters to please the masses — and eat the ladiators. Not only does this pose a problem tothe Arena management, also gives the DM 9 wonderful new opportunity: let the player ‘characters try to capture the monsters they meet instead af killing hem, 50 that they can sell them to the Arena. Using this format, these boring hack-and:-sloy sessions will be gone forever, as the players will be struggling to keep the monster not only alive, bu in good working order so as o gor the best possible price frit Capturing really tough, combet-warthy monster could be worth mors to the party than the treasure i was guarding. You could even get the chatacters going on monster hunts, at they develop clever techniques: for capturing particular beasts. As with all nice things, however, beware of feting things get out of hand — adopt these restrictions: ‘The Arena doesn't want boring monsters — vihois going to pay towatch a bucket of grean slime? The Arena doesn't want super powerful monsters — who is {going to pay to get turned to stone by a basilisk? ‘The Arena doesn't want unfettered aerial monsters — who is going to pay to watch a harpie fly away? ‘The Arena doesn't want damaged monsters — who is going to pay to 00 the coup de grace given toa land shark on Thp. “The Arena’srateof payment was strictly lal down by Enactment XXXIV, {and is monitored by the court officials, The same rate covers all the ‘Arenas in the City Leaguo, although it is common practice for the ‘smaller district aranas to oheat on the rat, offering as Iittleas one third ofthe rate below. The DM should calculate payment with regard to the xp values of the monsters captured and the frequency with which the monster can be expected to be found in the locality. In the Advancod (game, this can refer 19 whether the monster Is common, uncommon, Tare or very rare (unique monsters should never be captured, and DMs Who allow it tohappen should end up in the Arena having to face them). Inthe Basic game, the DM will have to judge how rare 2 monster is betore applying the modifiers. 10 ‘The payment received is: ‘Common monsters Yoxxp value ‘Uncomman monsters Txxp valu Rare monsters Sxap value Very rare monstors 10 x»p value ‘Those payments should be modified by the amount af damage der —~* the time itis presented at the Arena. Calculate the percentage dan. done to tne monster and pay only trai percentage! the maximum pric. Example: A neo-otyugh (are) 1500+18 hp. Sip value '1500%15x54) = 2310xp rary value = 23105 = 11,5509p 36= (actual damage totalhps)x 100=(32/54)x100=59,26% 1,850x59% = 681 499 This would probably be rounded off t9 6800gp. The calculation process Js exactly the same for the Basic game, except that the DM must timate tho rarity of the monster. Donrtmake them all Very Rare just to ‘void cisplaasing the players! ‘The xp values for monsters can be found with the other stats in the FIEND FOLIO“ Tome and Monster Manual lon pages 196-215 a!the Dungeon Masters Guide or calcviated using tho table on page 85 ofthe DMG. Basic game xp values are normally given with the manster stats, forean be worked out from therelevant table in the rulebook None ofthe ‘money received in this way counts towards xps (unless you are using a “Buying” system similar to the one outlined in What To Do With A, Dragon's Troasure — IMAGINE magazine £17). The party should, however, get the same experience for capturing the monster as they would have had they killed One last point. There isnt an unlimited demand for monsters in *ha, ‘Arenas. At each ono thatthe party visits, the DM should make are ‘decide whether the manager is intorestedin the offer porhaps allowing 8.25% chanco of the monster(s) being rejected. The adventurer will ‘then haveto sal elsewhere (and he smaller District Arenas will always ‘cheat on the price), or make a seneibie effort of disposing of the beast. ‘And should they start making too much money rom the enterprise, then the following gentleman and his numerous hirelings will doubtieesly take a very close interest, 31a Gross an Creer; M. F8:W: Battloaxe +3:AC-2/-1: hp 64/72 S17 GMassive Brute, weers blue tunic and breeches, furs and 118 "chain mails3. caries shield +2 W 8 GAnimal Procurer D8 GSeltish thug-thke, loathsome, but very shrewd © 18 BKnows the buyers at all the Arenas and has the ear of Ch 5 several guild ehiots. Nearly everyone in the City will at least know his name 31 D&C cross tworeurenants will probably be te rst 0 cal Drying avy tricks on the edventurers — loosing their captured treatures, wrecking their tome while they are out. Nathes and Ryar ot Koare are Ta, AC 6 hp 10/1, and use posoned daggers f cornered Tom Kirby IMAGINE magesine Jamar 085 PELI INTRODUCTION “Thus far, IMAGINE magazine has mapped but a small part ofthat vast ‘entity known as Pelinore. f you bought IMAGINE Magazine Special Ezition 1, you will have two mape that show the County of Cerwyn, an ‘area immediately beyond the City League; and the additional states ‘thin 100 miles of 20 of the City. Some details of these areas’ social ‘eogrephic and politioal natures have been sketched out already, and {Your characters may already be out there, marching beyond Beredulth or {he Cammarus See. Even if they haven't, sooner or later someone will ‘ask a question about the nature of Pelinore that is so general that it ‘defies our plan to grow out from the City League. This article, then, (end the one to follow, en the Deities of Pelinore) wil ry to give you, he OM, Bnewers tothe very Basic questions about the world of Pelinore & RUNNING A CAMPAIGN There are two important points tobe recognised here. First these notes contain information which ordinary characters would nat normally get toknow. Il youee| itis necessary topass some ofthis information onto Your players do so slowly and carefully. Second, where we give You Information about the world which ean be given to your players, you should remember that this is knowledge free of local perspective. Remember that truth is relativel I the characters ask questions you should make the answers consistent with their background and the place where they are curently staying. The world as seen from High {yoo is avery diferent place from thet seen fram the high steppes. ‘The way thata DM presents information about campaign worldis one ofthamost important elements in the success of that campaign: itis one ‘ofthekey skills n being a good DM. Polinore isbeing presentedinsuch ‘way thet could almost mirror the development of a character's own Thowledge, moving out from the original base of operations. The OM Should consider all hie knowledge about the campaign world tofall into fone of three categories. Te first ie that of common knowledge — for fxample, 8 character in the City League is going to know about the “Tunty of Cerwyn, and the way the law is administered inthe League, td what languages are spoken commonly around him, oven if this information hasn't been revealed to that player yet. Therefore, ta player Fequests information that his or her character can reasonably be fexpectod {0 know already, tell thet player there and then. This wil Include a wide spread of formation of abasic kind —prices of common items, locations of important Buildings inthe City where the characters live, where things can be found and 80 on, Bear in rind what you, the 'DM. and the player have agreed ebout the character ifthe characteris the aon of a merchant, hei very likely know something about foreign lands, while the daughter ota lawyer will know how te goabout hiring a lawyer for 3 tial ‘The second category is that of unobtainable information. Here you must be guided by the likely top-limitof the characters’ experience levels. I your players are running 37th level mega-MUs, traipsing about the ‘multiverse, then this category isn't going fo include very much what on Earth are’ you doing mincing around the City League anyway?) However, at 'saner levels, the DM can consider all sorts of knowledge beyond the realms of any character in Pelinore. Thus, you can safely ignore al knowledge of celestial mechanics, nuclear fusion theory and the Creation, Beeause of the unique character of Pelinore, we are going {abe ignoring the so-called laws of physies, and what have you. This is {fantasy — forget what you know about the ways planets and stars move, ‘So. for example, you ean present the information that Plinoreis a flat ‘world merely by stating that that is somebody's opinion, or is a ‘commonly held ‘uth’, Whether itis. of not doesn't matter — as far as, the playing of the game is concerned, the world is (currently) fat, BUAGINE magi Ferry 1885 ea YY THE BIG WIDE WORLD ‘That last statement contains information belonging to the third Category that isto say information which isnoteemmen knowledge, but is ebiaineble somehow A low-level character might raver have heard that the world Is flat, But itis possible that such information will be ‘geinedone day. Likewise, characters learn about greater magic, foreign fands, new inns oF new ereatures. This information will come from ‘ersonal experience, or from interaction with NPCs, The more obscureit fe. the harder it should be for player-characters to discover it f @ Character ina new town asks whore the nearest tavern is, thet needn't {ake long to discover, unless there are strange circumstances. If that Seme character wants to know where Worldheart is. the DM should Srarta lengthy chain of enquiry, with scraps of information fram dezens of sources, at horrendous cast and lots of false trails — assuming the DM wants the players to go looking for Worldheart in the frst place. In dealing with information ofthis kind, dont be frightoned to change the trutty gecording tothe source of the information. If @ character asks 2 L/LG priast what the meaning of lifeis, the answer willbe verycifferent from that given by 3 C/CE thief! ‘There is ene adaitional complication to allthis, Because we hope that you will use Pelinore as a base for your own ideas, as well as forall the naterial we publish, we have a policy of leaving certain areas ‘blank’ that is open for you to map and populate 2s you wil. Thus far. we have designated three ‘safe’ areas, at throo different levels of play, where we {Querantee never to publich detal. There's nothing to stop you ignoring Shything that we publish, of course, icontradiets something that you have personally designed: but you want to play safe. then drop your ioe into one ofthe following: a) Inthe City League, all that area known fs The Communities: b) In Cerwyn, tha small towns of Amfleat and ‘Arncastle and the surrounding areas: ¢} Beyond Cerwyn, the area SE of ‘the Sarpath mountains Tothose three we are now adding a fourth — the continentof Aurianne, ‘This continent is marked on the aketon-map of Pelinors: tis yours to do with as you will — we will never produce material for that area. “Think herd about what you tell players when youDM, Alltheinformation You possess is like @ gigantic tbrary, and enyane ought tobe able to get Brit f they know where to look. This is one of the main pleasures and Chief penalties of running @ campaign — deciding what categories of Information there are and how to leak it in a manner likely to pique the Curiosity of your players: you do a good job the players will think that they are detarmining the course oftheir adventures and you will have a first class campaign Ifyou are using the City League you de have a large évantage. 2s there are many libraries that, a8 DM, you could have the players vist there ts something in particular you think they need to Know. Their existence means that information about the world, its history, geography, politics, and population can be presented to the player characters at 8 reasonably early stage if you want. & THE NATURE OF THE WORLD Unlike any other gaming environment, Peinore is much, much more than just a world, Iie a symbol of the central struggle of Opposites. Lew land chaos, Good and Evil, Beauty and Ugliness, Happiness and Misery fore than just @ battleground, it is often the very bottle sel. Throughout Pelinare, struggles for supremacy between these Opposites are taking place, Sometimes the struggles are major events sweeping across continents, sometimes they ate private battles in mountain fastnesses. Characters couldliveout their lives unaware of any of his or be involved as prime movers. Philosophers and Sages who have studied these matters know th Harmony is the route to peace. In order to achieve Harmony the " TG ‘Opposites must rosie side by side intlerant mutual acceptance. Thisis ‘ot the way of many, not least the gods! Each group of gods has a vital Interest in the maintonanco of ther own extreme —-be it law. chacs. 4004, evil or whatever — andonly those whoare truly neutral recognise the need for Harmony ‘As canbe sean trom the map Pelinoreis abig place. As OM you will need to be aware not only ofthe relative positions of named sites but also of how te discuss them with your players. It spoils the fun i you simply present them witha map; the best way to do tis, after you have placed your own designs where you want them, to ‘leak’ geographical ‘Information tthe players based on what they can actually $00 or gath {com local NPCs. The map on the oppasite page is far too big ever to be used as a playing map, can only serve ae reference, and we will be tiliag in the ‘blank areas. concentrating on those parts of the world within easy traveling distance ofthe City League a frst Keep it clearly Inmind when thinking about the World of Palinore. Anddont forget that the continent of Aurianne, just a hop, skip anda teleport away from the League, is yours to develoo, WORLDHEART ‘Over the years tales ofa plac called Worldhoart have reached the ears of the wise. Rumoured to be precisely at the centre of Pelinor Worldheart is said to be Harmony itsell. These rumours are given credence because they seem tobe Borne out bythe facts As the centre of Pelinoreisreachediife bacomos more Harmonious (and less exciting for edventurers). As the rim is approached so Harmony disappears, giving way to outbreaks of absolutes — areas of total chaos or order, ‘goodor evil or strange mixtures of exiremes. This ie adventureland, and the parts of Plinare we will be exploring ara tobe found heve ‘Some insist that Worldheart actualy oxists whilst thers maintain itis ‘merely a metaphysical place — to be dreamed of but never reached Inevitably many have set offi search of thi fabled spat, ut any found itis net Known: none ave returnad to tall thei tal, indeed, tis not ‘certain that a normal adventurer would recognise it. For such a normal {adventurer would find this place completely incomprehensible having been brought up ina world where there ss litle Harmony inanything tis possible that only adventurers approaching rue personal Harmony (some ascetic Druids, perhaps) would recognise, and. thus see Worldheart. One can even imagine a robust mixed group of players ‘walking straight through the place and never knowing! As some kind of abstract goal Worldheart is meaningful, but no ‘adventurer could seriously expecttofind i: 60 we, as designers, have no intention of defining itis there to provide background and reason to the svange alignments and ambitions of the inhabitante of Pelinore. By all meanslet your playors and NPCs discuss it and geek t: but remember that those that approach the kind of mental attitude nesded to see it ‘would gradually stop wanting to forall the usualreasons of greed and mayer, anyway. ‘Around Worldheart grew up the Perfect Kingdoms, reaims where its ‘aid only the exalted may walk, though they walk with tha Seven Great Kings. Further rom the centre are other lands, fom massive empires 10 smal ?rincipalities, and beyond them still more lands, and seas, and yet ‘more lands. And at each ramave from the centre, from where armory 's,othor forces gain temporary dominance, and life f= mors precarious. ne such place ts the area of those states known es the Theocratic Principaitios, where everyone follows a Lawful Lawful Good align nt. Eventually, its 5aid, there is the Rim, where absolutes reign, allowing new forms to venture into existence, itis adventure incana 2 frontier beyond which oven the gods cannot remain unaltered. ® | GEOGRAPHY of PELINORE Pelinore is designed to accept the ideas of thousands of gomers, therefore it has to be large. Just how large though... well, what mere ‘mortal is evor going to be able to map tall? The commonly accepted ‘wisdom of the greatest (and most expensivel) sages in the City League is 2 that the worlds ike aplate with aragged edge. From Worldheartto the closest point on the Rim is impossible to measure — is it constant ‘anyway? — but, atthe very least, the distance must be many thousand ‘of leagues. Likewise, no-one has ever managedto find aut how deep the world’s. but there must bea reasonable amount of substance under th Surface, oa few more miners would have disappeared... (incident ‘many Dwarves believe in 3 God of Miners who waits on the otter sid with a net Quickly through afew basics. Yes thereis gravity but notalways — and ‘ot always tothe sameextent or inthe samedirection|:yes, there isan atmosphere, several miles high: yos, there are volcanoes, tapping = huge well of magma beneath the surface of Worldheartitsell, and {chanelled through ducts to the outer lands; yes, there are stars, andone ‘of them acte as a Pole Star for the measurement of direction (although ‘Soma churches prefer fo use maps thataccopt only Worldheart 253 fixed point, no matter how distant). Climate works very differentiy. with ‘centres of energy around which pressure contres are formed. Weather Conditions tend to be very lecalised, particularly clase to the Rim. The Climate is stable andboring at Workshear, growing pr and more interesting further out. The area around the City League ie fairly temperate, with a high pressure contre to the south-east in the ‘Steppe country. and low pressure canice of tothe west aver the sea. Because these centres pulse’, there are ‘seasonal variations of sort In ‘winter’ the wind is westeriy, wet and very eal, while the ‘summer sees week after week of @ monotonous hat wind known asthe Sarpathic, after the range of mountains it passes over The Gity League lies between Woridheart and the Rim though as no-one ‘your players 1 likly to moot wil know exactly where, i will bs easy for yu tobe indefinite. The geography ofthe area immediately around the City League and te County of Carwyn is shown on the map in the IMAGINE Magazine Special Edition #1. itis reasonable to assume t ‘ost ofthis area will bo vaguely known by most playet-characters, Aine that their birthplace is ikaly to fall withie ts bounds TIME Time runs naturally throughout Pelinore — even clase tthe Rim. clocks run quite smootniy. The unite of tima are very similar to those we are Used, although the rationales very different. The year is measured oy watching the Pole Star, which appears to be higher in the sky in the ‘summer, Careful measurement ofthis change nas ledacholarato work fou their ‘year’ as 360 days. These are quite aroitrarly divided into ton equal ‘months, which most people near the League name after the Usual events of that time of year (sae the table below). The “wock’ is another arbitrary division, which varies in many countries. In the City League and neighbouring states there are five "wasks’ of seven days in ‘each month, wth the thirty-sixth day being designated the Mont-day,@ holiday, Scholars differ as to how day and night occur. Some maintain fxistence of a War of Light being waged by the gods though they are hhard prossod to explain the regularity ofthe alternate periods. Others say that the Celestial Dragon is eternally circling Pelinore breathing Great flame to provide light (and incidentally causing clouds and ‘meteorological anomalies on the way). Yat others say the light comes through a tiny hole in the sky which at night is closed. Whatever the ‘uth Pelinore is subjected tonights and days and sunsets and sunrises inthe ‘normal way the best course is notto worry too much about but to keep reading IMAGINE in case a major discovery is made!) ‘Months of the Year Days of the Week ay equ ‘Cerwyn Xie Srevan Sheveide ‘Gan an Dibble Date Sencaim van Aterdible eseoiae Eaiyerop Movenisrat ‘ermenine Termen ighoine “heros demande ‘tor Narvest Press. anon Harvest Honest Anemarvest ‘beers vst Beaton astra Een evanmas Store Tarmenine. Tarmen, Pharstine and Pharat are nowed ater loca deities (coming S20n!” the Gad of Pelinare) and armatie s nad afer the Kater Master at ‘Aimsh. The Xi ealendar i widely ced by journeying classes Normal notation f= ‘orindidualdayatobe named then the number ofthe week. the month then the Year thus Kerdroth 1 Festivals New Year's Day, and Pharact Month Day tthe ast doy of to Cerny yeer MAGEE maging Fry 088 QE x 7 ee S aS SFOE LO OMNOSS| npc prt feu lig for within te Cg Aes thats on fen oe or es or eres Ts pve on a conga Be rt DAC wh ancl he aren lly then pi he ma compen pig ting vale Copy th oF as tad rte in 8 "ig file — and you na never B a fo he for 32. BASILISKS “°"""*~ by Venetia Lee ‘The Basilisk, so-called because ‘They move so fast everyone else is turned to stone’, ae a street gang of tne City League, They come in & variety of sizes aged between 6 and'14 apart irom their leaders, who are slightly older) and work the streate as thieves andfighters. Thereare ‘wo main types of Basilisk — the fresh faced.ang innocent, wno can ery their way out of trouble falelse fails, andthe precociously shrewd, who {ty not to get into trouble. One thing is true of all — they are born, survivors. The harsh initiation tests inflicted on naw members make sure they don'tearty any passengers. These might, for example, consist ‘of attaching flag the topmost tower ofthe Magic Users’ School(9) oF ‘obtaining one of Petronna Goldenhait’s whips (15s) For most ofthe time, they are indistinguishable from any other band of scruffy kids. Their ciothing is made up of a cunning mixture of rags and concealed leathers which are equivalent ioAC7/8. However. agroup of Basilisks in full regalia would be an intimidating sight for the average ‘izen should they ever see thom. This regaliais dork redleather armour

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