Warhammer FRP 1ed - Marienburg - Sold Down The River.pdf

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A city-sourcebook for
Written by Anthony Ragan
This book is not a complete game in its own right, it is a supplement for
the Warbammer Fantasy Roleplay game system. To use this book property,
you will need a copy of the Warbammer Fantasy Roleplay rulebook
(ISBN 1 899 749 01 2), which is also available from Hogshead Publishing.
PUBLISHING
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HOGSHEAD T M
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By Anthony Ragan
Editing, extra text, layout:
James Wallis
Cover artwork: Danny Willis
Interior artwork: Oliver Bancroft,
Ralph Horsley, Pete Knifton,
Russ Nicholson, Tony Ackland
Maps: Ralph Horsley
This book has been a long time coming, and I'd like to thank a
few people who have been a big help along the way: Ken Rolston,
GraemeDavis, AlfredNunez, Jr., Patrick van den Berg, James Wallis,
Wendy, the Hot Frogs on the Loose, Craig Horning, Mom & Dad
Ragan, and Harry T. Cat. To all of you, a thousand-million thanks.
Anthony Ragan is a Northern Californian freelance
writer living in exile in Los Angeles, California. He
began gaming in 1975, when three booklets appeared
in his home town of Sacramento. Since then he has
built a collection of games far larger than he can ever
hope to play. Favourites include Warhammer FRP ,
Call of Cthulhu , Star Wars , Elric! and Lost Souls .
Anthony was co-author of the original Marienburg ar-
ticles which appeared in White Dwarf in 1989-91,
and wrote 'The Colony' for Hogshead's Dying of the
Light adventure. He also has written a bestiary for
Chaosium's Elric! . Anthony's other interests include
speculative fiction, international politics, computers,
gourmet cooking and the search for the perfect cabernet.
Marienburg: Sold Down the River
A supplement for Warhammer Fantasy Roleplay
Produced by Hogshead Publishing Ltd under licence from
Games Workshop Ltd. All contents are copyright ©1999 by
Games Workshop Ltd. All rights reserved. Warhammer, Games
Workshop, and the Games Workshop logo are registered
trademarks, and Warhammer Fantasy Roleplay, the Warhammer
Fantasy Roleplay logo, Marienburg, Sold Down the River, The
Enemy Within, Dying of the Light, Apocrypha Now and Death
on the Reik and other distinctive names and terms are trade-
marks of Games Workshop Ltd. All are used with permission.
Product code HP208
ISBN 1-899749-14-4
Published in the UK
Printed in the USA
For all enquiries, contact:
Hogshead Publishing Ltd
18-20 Bromell's Road
London SW4 0BG
United Kingdom
All artwork in all Warhammer Fantasy Roleplay products and all
images contained therein have been produced either in-house
or as work for hire. The exclusive copyright in the artwork and
the images it depicts is the property of Games Workshop Ltd.
email wfrp@hogshead.demon.co.uk
http://www.hogshead.demon.co.uk
No part of this publication may be reproduced, stored in a
retrieval system or transmitted, in any form or by any means,
without the prior permission of Games Workshop Ltd or
Hogshead Publishing Ltd
987654321
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WELCOME TO MARIENBURG!
Hogshead Publishing is proud to present this sourcebook for the
greatest trading city in the Old World. Please feel free to explore
the place: hunt for mutants, make a deal or two, peek in the cor-
ners, break some of the crockery - whatever makes you comfort-
able. This city is your playground. Have at it!
Marienburg has three advantages that set it apart from the other
Old World powers: its position, its great wealth and its people.
These make it an unequalled staging point for Warhammer Fan-
tasy Roleplay adventures, whether they are set in Marienburg
itself, or whether the city-state is used as a convenient starting
place. Marienburg can support all types of stories, from hunts for
treasure, monsters and secrets, through intrigue and exploration
to power-struggles and international incidents.
The city's position at the mouth of the Reik makes it a natural
centre of trade. In fact, it has a potential stranglehold over almost
all significant travel into and out of the interior of the Old World.
It is the last great natural port east of the Grey Mountains till one
reaches distant Erengrad, and the closest one to the luxury-hun-
gry cities of the Empire. Almost all of the Empire's exports and
imports flow through Marienburg - there are no ports of any sig-
nificance on its northern coast that could handle the traffic, and
the mountain passes are bedevilled by bad weather, outlaws and
worse. At the same time, the rulers of Bretonnia and the other
Old World kingdoms see an independent Marienburg as their
guarantee of access to the interior for their own goods. None
want the wealth of the city enriching the Emperor's coffers.
The Directors of Marienburg know this, and they use their
position to guarantee their freedom from Imperial control. Even
so, the Empire and Bretonnia each scheme to gain control of the
Reik's mouth, or at least to deny it to the other. And so the city-
state is a hotbed of intrigue and espionage.
With a position that makes it a focal point of trade, Marienburg
has also become a centre of almost unbelievable wealth. Whether
from taxes and tariffs or the middleman's cut, the profits from
trade have made the merchants of Marienburg influential in places
far-distant from the cold and windy Wasteland. With surplus gold
overflowing their counting houses, the heads of the Merchant
Houses serve as bankers and creditors for noble families all over
the Old World. When kings and electors need to raise mercenary
armies, they often turn to the bankers of Marienburg for ready
cash. These debts in turn give the Directors influence over the
policies of lands far-removed from their own. And, in an emer-
gency, they can afford to pay for anything they need, even some-
one else's army.
But gold and trade goods make desirable targets, and the ships
that visit Marienburg by sea and river are tempting prizes for pi-
rates, privateers and wreckers. Adventurers in Marienburg may
often find themselves taking ship against these dangers, or en-
gaging in it themselves.
Position is good and gold is wonderful, but Marienburg would
just be ruins in a swamp were it not for the acumen and tenacity
of its people. The population of Marienburg - not just Wastelanders
but people from all over the Old World and beyond - are re-
nowned as the sharpest traders and hardest dealers one could
ever meet, a fact they'll gladly tell you themselves, at length. Tough-
minded, practical and with one eye always open for a quick profit,
the people of Marienburg are constantly scrabbling to better their
lot in life. Whether working for themselves or serving the inter-
ests of another, player characters in Marienburg will find plenty
of opportunities - sometimes profitable, always dangerous.
USING MARIENBURG
This book is your tool kit. Use it to construct a stage on which the
players can create memorable stories. Dig through the history of
Marienburg and the Wasteland to find hooks for your adventures,
things from the past that lead to danger in the present. What hap-
pened to Jaan Maarten's sword after the battle of Reavers' Point?
Did it sink in the Sea of Claws with his ship, or has it found its
way into some trove? And did it give him the power to command
the seas, as legends tell?
The city itself provides all the elements you need to build ad-
ventures. Dozens of ships arrive and leave every day: who knows
what they're carrying? Spies? Smuggled Bretonnian brandy bound
for the Empire? Rare artefacts of tainted magic from ancient Araby?
Prisoners of the body-trade bound for sacrifice by some dark cult?
From schemes hatched in the posh salons of the Export-Import
exchange to lives bought and sold along the dank canals of Suiddock,
the daily life of the great port will provide you with innumerable
adventures. Just use your imagination.
To help stoke the fires of your fevered mind, this book is di-
vided into several major sections. First is a general description of
Marienburg and the Wasteland, giving you the physical layout of
the place. Then comes the tale of the city-state's politics and his-
tory, how it came to be what it is today. Next is an overview of
major locations and personalities in Marienburg itself, from the
palaces to the slums, and from those born with a silver spoon in
their mouth to people barely able to put clothes on their backs.
And, to get your games off and running, we provide both a full
adventure and several short adventure hooks. Finally, there are
rules for creating native Marienburger characters and two new
cults important to the city.
We've deliberately not described everything in the city, giving
you room to shape entire districts for whatever purpose suits your
game. We've also taken care to detail the places and people that
are going to be the most interest or use to games-masters and
player characters. Take it for granted that the more mundane parts
of life are there as well. They just don't make interesting reading.
Marienburg belongs to you and your players now. Do with it
what you will. And enjoy it!
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THE WASTELAND
Prologue
Geography
The Sea
North
South
The Coast Road
The Grootscher Marsh
Fen Loonies
Koos the Mutant King
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6
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10
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Private Militias
Elftown Law
Witch Hunters, Bounty Hunters and Others
The Court System
Criminal and Civil Courts
Guild Courts
Handelsrechtbank
Admiralty Court
Temple Court
Holding a Trial
General Procedures
Reaching a Verdict
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THE CITY OF MARIENBURG
The Lie of the City
Marienburg's People and their Money
History
Competition
Timeline
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13
15
16
20
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RELIGION AND THE RELIGIOUS LIFE
Major Cults
Manaan
Haendryk
Verena
Shallya
Ranald
Minor Cults
Sigmar
Solkan
Morr
Olovald
Ulric
Myrmidia
Guild Cults
Forbidden Cults
Chaos
Khaine
Stromfels
DISTRICTS
Wards and Boroughs
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DIPLOMACY
Foreign relations & trade
Bretonnia
The Empire
Ulthuan
Other countries
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22
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25
POLITICS
Government
The Stadsraad
The Directorate
The Staadtholder
Minor boards and commissions
Ward committees
Great Families
House van der Kuyper
House van Onderzoeker
House de Roelef
House van Haagen
House van Scheldt
House van Raemerswijk
House Fooger
House van den Nijmenk
House Den Euwe
House Rothemuur
Guilds
CRIME AND LAW
The League of Gentlemen Entrepreneurs
Significant Members
Contacting and Joining the League
Training and Services
Brother Gerardus Hondschoen
Law Enforcement
The Black Caps
Marienburg Secretariat for Trade Equity
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SUIDDOCK
Stevedores' and Teamsters' Guild
Lea-Jan Cobbius
Riverman's Association
Axel Huurder
Willibrod ' Weird Willi' Molendijk
Brotherhood of Seaman and Pilots
Albert Loodemans
Orphanage of St Rutha
Brother Albertus Cobbius
Pelican's Perch
Ishmael Boorsevelt
Wasteland Import-Export Exchange
Denizens of the 'Change
Making Deals
Market Prices
Golden Lotus Dreaming House
Venk Kataswaran
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56
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62
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63
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