Showing posts with label Crime. Show all posts
Showing posts with label Crime. Show all posts

Saturday, 7 October 2017

Condensation in Action, part 4: Council of Thieves

I've been planning to do another condensed Pathfinder AP for a while, now, and Svebor Midzic put in a request for Council of Thieves. So here it is. Anyone who wants to see one of my previous condensed APs - Rise of the Runelords, Curse of the Crimson Throne, or Kingmaker - can find them here, here, and here, respectively.

Council of Thieves is a fucking mess, and I don't think anyone involved with writing it really had any idea what they were doing. The six adventures which constitute it are barely connected to one another, major plot threads appear and disappear at random, and the finale comes completely out of left field, so what follows is less of a 'condensation' than a rescue mission. Rise, Curse, and Kingmaker are all very highly regarded by the PF community - Rise and Curse got deluxe expanded editions, and Kingmaker is getting adapted into a goddamn video game - but Council is often voted as one of the worst, if not the worst, adventure path which Paizo has ever put out.  Despite this, however, Svebor thinks it has potential, and I agree with him. The fact that it basically consists of a heap of random stuff linked together by almost nothing except their shared location makes it a rubbish Pathfinder railroad, but means it has the potential to be a pretty decent urban sandbox!

So with no further ado...

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Background: This AP takes place in a decadent and decaying port city called Westcrown, which has recently been mauled by a civil war in which its rulers backed the losing side. Half the city lies in ruins, and the rest is under military occupation by the Hellknights. It has also been afflicted by a strange enchantment, the Shadow Curse, which summons dangerous shadow-creatures to roam its streets after dark.

Back in its glory days, Westcrown was home to a powerful mafia, the Council of Thieves, who grew so rich and influential that their crimelords married into the nobility. As the city waned, the Council became a shadow of its former self, but notional leadership of the Council continued to be passed down the male line of the once-famous Drovenge family. Its current head, the formidable Vassindio Drovenge, is growing old; and when his only son, Sidonai Drovenge, reached middle age with only a daughter to his name, he couldn't bear the thought of the line dying with him. Sidonai sought out a witch, The Mother of Flies, who gave him an enchanted coin, and told him to swallow it next time he lay with his wife. He obeyed, and sure enough his wife conceived and gave birth to a son, Eccardian: but the child's horns and silver eyes betrayed his otherworldly heritage, and Vassindio soon found out about the whole affair. Sidonai was immediately banished from the city, and hasn't been heard from since; his wife died soon after, apparently of fever, but actually of poison administered on the orders of her furious father-in-law.

All through the civil war, and the occupation that followed it, Eccardian and his half-sister Chammady were raised in the home of their distant, domineering grandfather, who detested them as embodying the ruin of his house. They longed for his death, but the old man seemed determined to live forever; so a few years back, they began gathering allies in preparation for a coup. Now that Eccardian has finally reached adulthood, they have decided to take matters into their own hands, and to attempt to seize House Drovenge, the Council of Thieves, and perhaps even Westcrown itself for their own...

Westcrown: This city has seen much better days. Once one of the world's great trading ports, it has been left behind by more recent political and economic developments, and now most of its wharves and canals lie empty. Its people, and especially its aristocracy, still entertain an over-inflated estimate of their place in the world, and have not yet come to terms with the fact that most people now view the city as a backwater whose time has passed. Its rulers live in decaying mansions, mere wrecks of their former grandeur, and lose themselves in dissipation to distract themselves from their city's decline.

Due to an extensive history of diabolism among the city's aristocracy, Westcrown has a significant tiefling population, who are the victims of widespread prejudice. Those born with demonic traits small enough to conceal live in fear of exposure, while those unfortunates whose demonic features cannot be hidden are driven into lives of crime and poverty in the city's slums. Tiefling thugs and street gangs are a persistent menace in the rougher parts of the city.

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The Hellknights: These are the army occupying Westcrown. They wear distinctive spiky black platemail armour, partly to make themselves look intimidating, and partly to protect them against missile fire from any opportunistic would-be patriots (such as the Children of Westcrown) who might be lurking in upstairs windows as they march through the streets. The locals hate them and fear them, and whisper that under their armour they are all monsters and demons rather than men.

The Hellknights loathe Westcrown. The city is so rundown and war-ravaged that the taxes raised from it don't even cover the costs of maintaining their occupation, but it's a matter of national and regimental pride, now: their prestige is on the line, and they can't be seen to back down in the face of some ragtag urban insurgency. If someone could credibly promise to ensure order and loyalty in the city, they'd happily leave the place forever: they'd even be willing to offer the city a measure of self-government, if they could be persuaded that it would mean an increase in the tax revenue. If, on the other hand, the situation in Westcrown appears to be spiralling out of control, they will call in more and more reinforcements until all disorder has been crushed by overwhelming force. They are completely willing to destroy the city in order to 'save' it.

The leader of the Hellknight force in Westcrown is Paralictor Chard. He is unaware that one of his lieutenants, Signifer Verennie, is secretly in the pay of Chammady and Eccardian Drovenge, who have promised to aid her advancement if she assists them in their coup. Verennie has tired of the severe restrictions of life under Paralictor Chard's austere interpretation of the Hellknight code, and longs for an easier and more enjoyable life in which she calls the shots, instead. Verennie will thus do her best to ensure that the Hellknights look the other way while the Drovenge siblings make their moves.

The Council of Thieves: Back in Westcrown's glory days, the Council of Thieves were a force to be reckoned with. These days they're a shadow of their former selves, so weakened that most people in the city are unaware that they still exist. The head of the Drovenge family still serves as their hereditary leader, and several other members of Westcrown's aristocracy hold (largely ceremonial) roles within its leadership structure. Even in its current diminished state, however, there are still a fair number of criminals in Westcrown to whom loyalty to the Council still means something, and its leaders can call up a small army of thugs and cutthroats if they need to.

The current head of the Council is Vassindio Drovenge, who is well into his eighties, but has no intention of dying any time soonIt is largely due to Vassindio's efforts that the Council still retains any kind of power or operational capability, and most of its members are fiercely loyal to him. If he dies then this role will be inherited by his 'grandson', Eccardian - but the Council's loyalty to him is purely a matter of tradition, and if evidence emerged that he isn't really Vassindio's grandson, or that he was responsible for Vassindio's death, it would turn against him at once. If the Drovenge family dies out, then the Council will probably die with it.

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Eccardian Drovenge: As a horned, silver-eyed, golden-skinned tiefling, Eccardian has been forced to spend most of his life in hiding, barely ever permitted to leave his grandfather's mansion. The official story is that Eccardian suffers from terrible eye and skin diseases, which keep him confined to his room most of the time, and require him to completely cover his skin and wear tinted glasses on the rare occasions when he's permitted out. Lonely and resentful, he has grown to hate his grandfather, his city, and pretty much everyone and everything else except his beloved sister, Chammady. His planned coup is the culmination of a lifetime of fantasies about forcing the world to give him the respect and status he feels to be his due.

Eccardian's plan has four stages: first use LiebdagaIlnerik, Irimeian, the Bastards of Erebus, and his demons to create chaos in the city, then use that chaos as cover for his murder of his grandfather and several of the city's other leaders (including Vuiper Ghivel, Paralictor Chard, and Mayor Arvanxi), then take control of House Drovenge and the Council of Thieves (both of which he should inherit after his grandfather's death)and finally stage a 'glorious rescue' in which he and his men appear to save the city from all its troubles, culminating in a faked battle between himself and an army of his own summoned demons (hopefully led by Liebdaga). After 'saving' the now-leaderless city (from himself), he will then offer his services to the occupying powers as its new Lord Mayor, as he will have proven himself the only person capable of keeping order in its streets, with Signifer Verennie aiding him as the new commander of the Hellknights. Then he'll have shown them. He'll have shown them all!

Unlike Chammady, Eccardian is basically driven by resentment rather than ambition, and he'd rather see Westcrown destroyed than let things continue as they are. If his plans seem to be falling apart, he'll simply unleash all his minions - demonic, undead, and human - upon the city in the hope of doing as much damage as possible, a nihilistic act of pointless destruction which will horrify his more pragmatic sister.

Despite being barely 20 years of age, Eccardian's infernal heritage has made him a natural demonologist, and has secretly summoned a small army of demons to assist him. The most dangerous of these are his Hellish Cavalry: six demonic warriors riding on blazing infernal saber-toothed tigers, whom he has stashed within a summoning circle in a secret room beneath Drovenge Manor, waiting for the time to be right to unleash them.

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Chammady Drovenge: A scarily intense woman in her mid 20s, Chammady is a skilled swordswoman and a dangerous opponent, even when she doesn't have Kruthe the Hammer looming behind her like a big, ugly shadow. She's devoted to her brother, Eccardian: in fact you might as well go ahead and make them incestuous lovers, which is hinted at but not outright stated in the original. She's ambitious and ruthless, but the real drive behind their planned coup comes from Eccardian, and she lacks his deep-rooted anger at the world. She doesn't think Westcrown is worth dying for, and will cut her losses if everything seems to be falling apart. If her brother seems determined to drag the whole city down with him, the PCs might even be able to turn her against him.

Chammady is currently conducting a secret affair with one of the city's most senior clerics, Vuiper Ghivel, who is also the head of one of its oldest aristocratic familiesVuiper is vain enough to believe that she really loves him, and is doing everything he can to assist her plans, in the deluded belief that she will marry him as soon as she manages to pull of her coup; but in fact she's just using him for his wealth and connections, and plans to feed him to her brother's demons as soon as he's outlived his usefulness.

Kruthe the Hammer: A half-ogre warrior of prodigious size and strength, Kruthe was raised from early childhood within the Drovenge family to serve as an enforcer for the Council of Thieves. Growing up in the same household as Chammady Drovenge, he has nursed a helpless crush on her ever since he reached puberty, and would do anything to win her approval. If Chammady ever needs someone or something utterly wrecked, then Kruthe and his henchmen are the ones she'll send to do it.

The Bastards of Erebus: This gang of thuggish tieflings do Chammady and Eccardian's dirty work. Right now they've been told to cause as much trouble down in the slums as possible, in order to distract the city's authorities from the coming coup. They are currently hiding out in an old abandoned temple, guarded by animated dog skeletons, where their most freakishly deformed member - Dravano the Digger, who has huge mole-like claws - is busy excavating a new base for them in what was once the crypt.

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Dravano.

Irimeian: This cannibalistic undead sorceress lurks in Sunset Gate, a gatehouse which once watched over the road into Westcrown's ruined districts. As the road now leads to nothing, she's mostly left undisturbed, preying upon the vulnerable and building undead minions from their remains. Chammady and Eccardian have struck a deal with her, keeping her supplied with corpses and body parts in exchange for her promise to unleash her minions upon the city to cause havoc when they most need her to do so.

The Slave Barge: Rumours are circulating in Westcrown of a mysterious pleasure barge which sails the city's canals at twilight. Four beautiful women entice people aboard, promising a night of pleasure, but those who board it are never seen again. In fact these women are demons summoned by Eccardian, and their victims are taken back to a makeshift prison in the ruined districts, where they are either pressed into service or sold into slavery. (If the PCs are captured by the Council at any point, this prison is probably where they'll end up.) The prison is run by a tiefling named Skarx, who dreams of winning Eccardian's love and ruling the city as his queen. She views Chammady as her rival, and would happily betray her to the PCs if she thought she could do so without harming Eccardian. She is one of the few people who knows about Chammady's relationship with Vuiper Ghivel.

The Shadowcurse: Each night, as darkness falls over Westcrown, its streets fill with supernatural shadows. The baying of unearthly hounds can be heard, and the people hurry to lock themselves indoors. Those who roam the streets after dark will often find themselves pursued by packs of hounds seemingly composed entirely of solid shadow, who will drive them back indoors. Anyone who fails to take the hint will be attacked by shadow hounds, and probably torn apart.

The people of Westcrown blame the curse on their occupiers, and they're not wrong - the Hellknights introduced it as a cost-cutting measure, as it saves them the trouble of patrolling the city's labyrinthine alleyways after dark. It's maintained by a magician named Ilnerik, whom the Hellknights believe to be a simple sorcerer for hire. They are unaware of his true nature and origins, but might not care very much if they found out.

Ilnerik: Ilnerik was once a famous explorer, who operated out of his sprawling home in Westcrown, Delvehaven. His decline began when, in a far-off land, he discovered an ancient relic, the Aohl, sacred to a long-forgotten dualistic religion. Not understanding its nature, he separated its two halves - holy to the lords of day and night, respectively - and left the former in Delvehaven, while carrying the latter half, the Totemrix, with him. Unbalanced, its shadow powers soon consumed him, turning him into a weird creature of living darkness with the ability to summon beasts of shadow from the void. He is totally dependent upon the power of the Totemrix, and if it is taken from him - or if its power is neutralised by combining it with the other half of the Aohl, the Morrowfall - then he will rapidly wither and die.

Ilnerik volunteered his services as a shadow-summoner to the Hellknights, but his true loyalties are to Chammady and Eccardian Drovenge, who have promised him great wealth and power if he assists them with their planned coup. His shadow-beasts will never impede them or their minions (including the Bastards of Erebus) unless this would make his disloyalty obvious to the Hellknights, and when the coup comes he will merrily unleash them upon the general population. He is currently living in a fortified house in Westcrown along with his lover, Silana, who is forbidden to leave the house, and is consequently so bored and frustrated that she'd happily betray him if she thought she could get away with it. Long-term exposure to Ilnerik's shadow-energies mean that Silana is no longer quite human, her skin and hair permanently infused with living shadow, but she's OK with that. The Goth look suits her.

Delvehaven: This was the headquarters from which, in life, Ilnerik planned and organised his various journeys of discovery. His transformation into his current quasi-living state released shadow energies which turned Delvehaven into a magical disaster zone, and it was magically sealed by the city authorities shortly afterwards. The Children of Westcrown strongly suspect that Delvehaven contains clues which might help to end the Shadowcurse, but it's widely known that only Mayor Arvanaxi has the authority (or the means) to open its magical wards. Anyone trying to get in without the key (which is hidden within Abirian's Folly) will have to deal with any number of magical traps along the way.

Inside, shadow-beasts - like those called by the Shadowcurse, but much more powerful - roam the corridors, and the main hall has become the lair of an animated triceratops skeleton, which Ilnerik brought back from one of his voyages and was animated by the shadow-powers he accidentally unleashed. The vaults beneath it contain all manner of trophies and treasures, including the Morrowfall - the other half of the relic which Ilnerik so catastrophically divided. Wielded, it can be used to conjure blazing light to burn undead, destroy shadow-creatures, and blind the living; and if combined with the Totemrix, the powers of both halves are neutralised, ending the Shadowcurse. Anyone who carries the Morrowfall around for more than a year without also carrying the Totemrix will be consumed by its energies and transformed into a being of living radiance, just as Ilnerik became a creature of living shadow.

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The Morrowfall.

Mayor Arvanxi: The current Mayor of Westcrown, Arvanxi is a local aristocrat installed by the occupying forces. The Hellknights approve of him because of his willingness to enforce their edicts; the aristocracy tolerates him because at least one of their own is still notionally in charge of Westcrown; and the common people hate him, but no-one cares what they think. He's a fan of the so-called 'Theatre Mortrescci', or 'murderplays', in which actors suffer real pain and violence onstage - his favourite examples are little more than thin excuses for extended scenes of sadism, interspersed with real life-and-death battles with skeleton warriors raised for him by his 'chaplain', Vestus Svaska. (Exactly which god Vestus is a cleric of is a question best not delved into too closely.) Murderplay actors and directors are regular guests at his official residence, Aberian's Folly, where he hosts frequent banquets for the local aristocracy.

Robahl Nonon: Westcrown's leading murderplay director. He owns a theatre which also stages more conventional dramas, but he's always on the lookout for people hardy or desperate enough to agree to various on-stage tortures in exchange for a pile of gold; once he's rounded up enough of these unfortunates to put on a play, he gets in touch with Mayor Arvanxi and organises a performance as soon as possible, with the surviving actors always generously feasted and rewarded by the mayor afterwards. Very few people are willing (or physically capable) of performing more than one murderplay, so PCs looking for an opportunity to meet the mayor, or to infiltrate Aberian's Folly, only need to sign up as 'actors' in Robahl's latest spectacular. You don't mind acid burns, do you? There might be quite a lot of acid burns...

Aberian's Folly: This sprawling mansion is the official residence of the Mayors of Westcrown. It is one of the city's most famous landmarks, renowned for its magical conveniences: ever-burning torches, temperature-controlled rose gardens, hot and cold running water, and so on. What very few people know is that these are powered by a demon, Liebdaga, who has been bound beneath the mansion and used as a power-source. The day-to-day running of the manor is handled by the mayor's majordomo, Crosael. She is secretly a tiefling, but has so far managed to keep this hidden from everyone - until recently.

One regular visitor to Aberian's Folly is Chammady Drovenge; and when she brought Eccardian as well, for once, his unearthly senses soon allowed him to detect both Crosael's true nature, and the presence of the demon bound beneath the house. Chammady subsequently blackmailed Crosael into letting her brother into the mansion's basements, where he communed with Liebdaga, offering to free him in exchange for his assistance in their coup. They then forced Crosael to 'hire' an agent of theirs, a tiefling named Sian, as a maidservant. Sian has been surreptitiously weakening the bindings restraining Liebdaga ever since, causing erratic failures in the house's magical systems which annoy Mayor Arvanxi hugely. (He finds it especially embarrassing when they fail in front of guests.) He's tasked Crosael with finding the source of the problem, but even though she strongly suspects Sian is behind it, she can't move against her without risking exposure. Crosael deeply resents being blackmailed by a fellow tiefling, and would double-cross them in an instant if she thought that she could get away with it.

The key to opening Delvehaven is in a chest hidden in the mansion's attic, guarded by demons who step out of enchanted mirrors hung on the wall to slay anyone who attempts to take it. (These mirrors, like everything else in the house, are powered by Liebdaga, and will become increasingly unreliable as his bindings weaken.) The chest also contains a stack of corpse candles (which, if placed on a corpse and lit, allows communication with the spirit whose corpse it is, whose face appears in the flame), and the severed head of a demon, which mostly just screams and swears at people.

Liebdaga: This powerful demon is trapped under Aberian's Folly, where its supernatural energies are tapped to power the mansion's various amenities. If Sian is allowed to continue her sabotages for long enough, then the binding will start to malfunction in increasingly spectacular ways: less minor glitches in the temperature control systems, and more obliterating blasts of random hellfire. At this point Mayor Arvanxi will abandon his home and beg for help from anyone he can find, even if it means confessing to random adventurers that he's had a demon locked away under his house all along.

Liebdaga is imprisoned within a network of magical machines, collectively called the Nessian Spiral. These machines are tended to by a work gang of Tiefling slaves, the Tunnel Rats, who are never permitted to leave. If the bindings start to break down, the Tunnel Rats will make a desperate attempt to escape before they all get incinerated with hellfire. Repairing the machines without their assistance - willing or otherwise - will be extremely difficult. If the machines break down entirely and Liebdaga escapes, he'll initially be very weak and vulnerable after being subjected to so many years of energy siphoning, and PCs who track him down quickly enough should be able to defeat him. If he survives long enough to regain his strength, however, he'll return to Westcrown, ready to fulfill his side of the bargain by obliterating anyone standing in the way of Eccardian's rise to power.

The Children of Westcrown: This rather amateurish resistance movement is trying to fight back against the occupation of Westcrown. They're mostly composed of young idealists who dream of restoring their city to its former glory. In a straight fight the Hellknights would crush them like insects, but the Children specialise in hit-and-run ambushes in the mazelike alleyways of the old city. Their leaders, Janiven and Arael, are strong on good looks and charisma but weak on practical long-term strategy. They've had a run of good luck recently, but their organisation is rudimentary, and if one of their leaders were to be captured then the Hellknights could probably roll the whole conspiracy up within a week.

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Janiven, trying to look cool. Again.

The Devildrome: This ruinous amphitheatre in the ruined districts of Westcrown has now been taken over by Rance Lucca, a member of a minor and impoverished noble house. He uses it to run exotic bloodsports, in which demons summoned by his hired conjurer, Mantrithor Thrax, fight either against human gladiators or each other, while the audience pays for admission and bets on the outcomes. There aren't a lot of people willing to fight demons for money, so he'll be eager to hear from any PCs who want to take part. PCs who manage to win big will earn the attention of Chammady Drovenge, who is a regular visitor to the Devildrome. Robahl Nonon also frequents the place, as the kind of people who are willing to fight demons for money are often also the kind of people who can be persuaded to consider trying their hands as 'actors' in a murderplay...

The Sisterhood of Eiseth: This all-female order of devil-worshippers have existed covertly in the city for years, although their numbers have declined along with its waning fortunes, and they are now little more than a street gang with a fancy gimmick. They fight with bladed scarves, and operate out of a crematorium in the poorer part of town, which they use to dispose of the bodies of their victims. The ossuary under the crematorium contains hundreds of urns in which are deposited the ashes of all those they've killed over the years, meticulously labelled and dated in Infernal script. Before their decline, the Sisters were Westcrown's premier assassins, and their ash-library contains the remains of many notable figures from the city's past, including individuals involved with the foundation of the Council of Thieves, the binding of Liebdaga under Aberian's Folly, and even the expeditions of Ilnerik and the sealing of Delvehaven. PCs who obtain the corpse candles from Aberian's Folly can use these to commune with their ghosts, gaining information about any or all of these events

The Hagwood: This forest stands a short way outside Westcrown, and is the home of the Mother of Flies, the witch responsible for Eccardian's conception. She lives in the Maggot Tree at its very heart, served by murderous redcaps and giant insects and vermin of many different kinds. Because she is the only person other than Vassindio Drovenge who knows about Eccardian's true parentage (and thus that he has no real right to either the Drovenge name or the hereditary leadership of the Council of Thieves), Eccardian has dispatched a force of cutthroats into the Hagwood to find and kill her - but they're city boys, and the forest is huge and hard to navigate. If and when they locate the Maggot Tree, they'll lay siege to it as best they can.

PCs could potentially learn from any number of sources that a whole bunch of Westcrown ruffians have been coming and going from the Hagwood recently, even though everyone knows there's nothing of value out there. If the PCs assist the Mother of Flies in getting rid of them, she'll happily tell them the truth about Eccardian's birth, and even suggest (correctly) that the original demonic contract she made his father sign is probably still stashed away somewhere in Drovenge Manor. Publicising this document would be enough to get Eccardian disowned by his family (although not by Chammady), and possibly murdered by the Council of Thieves.

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Probable Course of Events:

  • As soon as the PCs arrive in Westcrown, they will hear about the Hellknight occupation and the Shadowcurse.
  • Investigating the city will soon alert them to rumours about the Devildrome, the Slave Barge, tiefling thugs raising hell in the slums (i.e. the Bastards of Erebus), resistance fighters struggling against the Hellknights (i.e. the Children of Westcrown), and undead monsters stalking the ruins (i.e. Irimeian). 
  • PCs who dig deeper may also hear about bands of cutthroats roaming the Hagwood, the mysterious sealed building in town (Delvehaven), the recent malfunctions in the mayor's magical mansion (Aberian's Folly), and an all-female gang out in the slums who used to be hardcore assassins back in the day (the Sisterhood of Eiseth).
  • PCs who start to make a name for themselves are likely to be approached by Janiven and Arael (who will try to recruit them for the Children of Westcrown), Paralictor Chard (who offers to hire them to assist the Hellknights in dealing with the city's many problems), Rance Lucca (who will want them for the Devildrome), and/or Robahl Nonon (who will want them to 'act' in one of his stupid murderplays). 
  • After a few weeks, if Sian hasn't been stopped, the malfunctions at Aberian's Folly will become so dangerous that Mayor Arvanxi will flee his home and beg for help from anyone, including the PCs. If the infernal machines beneath the mansion aren't promptly repaired, then the Tunnel Rats will mine their way out and flee for their lives, and shortly afterwards Liebdaga will burst from the flaming ruins and flee into the wilderness.
  • If Liebdaga is still alive a week after his escape, he returns to Westcrown at the head of an army of Eccardian's demons and starts wrecking everything, aided by Ilnerik's shadow-beasts, Irimeian's undead, and the Bastards of Erebus (assuming they're all still active). Eccardian will seize the opportunity to have his various minions murder Vassindio Drovenge, Vuiper Ghivel, Paralictor Chard, and Mayor Arvanxi, seize control of the Council of Thieves, and attempt to stage his 'rescue' of the city.
  • If Liebdaga doesn't escape, or escapes but is killed before regaining his strength, Eccardian will try the same plan with whatever assets he still has.
  • If Eccardian's position is so weakened that his plan is obviously doomed to failure, he'll just unleash everything he has on Westcrown in the hope of doing as much damage as possible, probably alienating Chammady in the process.
  • After all the craziness dies down, a massive force of Hellknights marches into Westcrown. If anyone - even some random outsider like one of the PCs - seems to be in control and doing a decent job of maintaining order, then they'll appoint them Lord Mayor on the spot and then leave. If all they find is chaos, then they'll simply start smashing things until either the problem is solved or the city no longer exists. Either one works for them.
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Wednesday, 26 April 2017

Dandy Highwaymen: street gangs and street fashions of the Wicked City

When every law is unjust, and every official is corrupt, then what place remains for the criminal?

Given that the Wicked City is already effectively a gangster state, it might be thought that few roles remained for organised crime. The city's government is little more than a gigantic protection racket, and all kinds of enterprises that are forbidden in most other places - gladiatorial death matches, the sale of noxious narcotics, and so on - are legal in the Wicked City, as long as you have the right licenses and permits. And yet criminal groups proliferate, ranging from gangs of pickpockets and petty thieves, to formidably organised mafias which virtually function as semi-official government departments, to neighbourhood defence associations that exist to protect and avenge the people of a specific community in the face of the cruel indifference of the official authorities. For better and for worse, they step into the gaps created by the chronic malfunctioning of the city's government; and in many places, the rough-and-ready justice meted out by the local mob is a much more important and reliable source of social order than the arbitrary laws enforced by the King's Men.

It is true, however, that the city's government soaks up many of the kinds of people who become criminals in other nations. Anyone with a taste for thuggery and extortion can easily fulfill it by joining the King's Men, rather than risking any kind of criminal endeavour; and as a result, the city's gangs tend to be made up of the kind of misfits and individualists who struggle to fit into even the most corrupt of official authority structures. Incorrigible rule-breakers and iconoclasts, quixotic vigilantes and hair-trigger psychopaths; these are the kinds of people who fill the ranks of the city's multitude of criminal gangs. It is perhaps because individual self-expression is so important to so many of them that the city's gangsters tend to be a dandaical bunch, who advertise their status by cultivating foppish and exaggerated fashions which are pointedly at odds with the violence by which their positions are maintained. They wear their wealth on their sleeves, sometimes literally: the more successful the criminal, the more extravagant their clothes. Huge hats and turbans, brightly coloured fabrics, ornate watch-chains, and pointed shoes are as much a part of the city's gangster aesthetic as the knives and pistols thrust into their elegantly-tailored belts. Among the city's high society, it's the Cobweb families who are the trend-setters; but out in the streets, everyone wants to dress like a gangster.

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Basically these guys, but in Early Modern Central Asia.

To generate a random street gang (and their amazing clothes), use the following table:

Size (roll 1d6):
  1. Very small. 2d4 toughs in fancy hats. May all be members of a single family.
  2. Small. 1d8+4 people leagued together in some shared criminal enterprise. 
  3. Average. 1d12+6 active members, who may lay claim to a small area of the city.
  4. Large. 1d20+10 active members. Probably act as the de facto authority in one or more communities out in the Streets.
  5. Very large. 2d20+20 active members. Most gangs at this level of strength have come to an arrangement with the King's Men, who subcontract 'tax collection' (i.e. extortion) duties for one area of the city out to them in exchange for a cut of the profits.
  6. Huge. 4d20+30 active members. Probably run a whole range of criminal enterprises simultaneously. May lay claim to an entire district of the Streets.
Egypt in Ottoman Time Osmanlı zamanında Mısır:
The local mob.

Signature Fashion (roll 1d10 and 1d12)
  1. Huge...
  2. Brightly-coloured...
  3. Striped...
  4. Extra-wide...
  5. Fur-lined...
  6. Spectacularly embroidered...
  7. Subtly understated...
  8. Sharply-tailored...
  9. Ribboned and tasselled... 
  10. Exquisitely pointed...
  1. ...turbans.
  2. ...hats.
  3. ...capes.
  4. ...shoes.
  5. ...coats.
  6. ...scarves.
  7. ...gloves.
  8. ...sashes.
  9. ...masks.
  10. ...waistcoats.
  11. ...trousers.
  12. ...robes.

A ‘başıbozuk’ (irregular soldier of the Ottoman army). From the Balkans (Epirus or Albania). Late-ottoman, 2nd half of the 19th century.:
I'm the dandy highwayman whom you're too scared to mention,
I spend my cash on looking flash and grabbing your attention...

Signature Accessory (roll 1d20)
  1. Knives with fancy handles.
  2. Ultra-long tobacco pipes.
  3. Beautiful painted fans.
  4. Stylised make-up.
  5. Complex full-body tattoos.
  6. Jewelled snuff-boxes.
  7. Waxed moustaches.
  8. Hair worn long and loose.
  9. Hair worn in elaborate braids.
  10. Long, pointy beards.
  11. Ostentatious pocket-watches on chunky gilded chains.
  12. Rings on every finger.
  13. Jewelled earrings.
  14. Duelling scars. (Gang members without them pick fights with each other all the time until they get suitably scarred-up.)
  15. Beautiful lacquer boxes containing drug paraphernalia. 
  16. Gold teeth.
  17. Enormous gold belt buckles.
  18. Painted and beautifully-manicured fingernails.
  19. Eccentrically-scented colognes.
  20. Collections of holy charms, semi-ironically worn around the neck.
Charles Lenox Cumming-Bruce in Turkish Dress, 1817 by Andrew Geddes (Scottish 1783-1844):
Gang lookout relaxing in the ruined districts. Painting by Andrew Geddes.

Primary activity (roll 1d20, or 2d20 for very large or huge gangs)
  1. Pickpocketing and petty theft. 
  2. Burglary.
  3. Banditry and highway robbery.
  4. Fencing stolen goods.
  5. Coining.
  6. Forging - run a workshop crafting fake art objects, antiques, documents, etc.
  7. Running unlicensed gambling dens.
  8. Running unlicensed brothels.
  9. Running unlicensed pit fights.
  10. Information-gathering and blackmail. 
  11. Cooking and dealing drugs. (Invariably impure: people who can afford the good stuff just go to the Serpent Folk.)
  12. Hired muscle, no questions asked.
  13. Black magic - put curses on people who don't pay them off, will curse your enemies for a fee.
  14. Cogslicing - the forcible reprogramming of kidnapped or captured automata, most of whom are then sold on as labourers. Detested by the Brass Folk, who regard it as a crime worse than murder.
  15. Protection racket.
  16. Smuggling.
  17. Contract killers.
  18. Kidnapping - rich victims are ransomed, poorer ones are sold into slavery.
  19. Protecting the interests of a single neighbourhood or ethnic group, usually at the expense of their neighbours.
  20. Vigilantes, who mete out rough-and-ready street justice in the name of their community. Regarded as local heroes.
JEAN-LÉON GÉRÔME FRENCH 1824 - 1904 BASHI-BAZOUK:
Painting by Jean-Léon Gérôme.
Special Asset (roll 1d20)
  1. Mostly-sane Shining One who acts as the gang's scout and lookout.
  2. Crate of stolen clockwork monkeys, which the gang uses as covert messengers.
  3. Connections to Red Brotherhood, to whom they secretly feed information in exchange for occasional assistance in emergencies.
  4. Connections to the People of the Rubble, who offer them escort and shelter in the Rubble in exchange for gifts and goods.
  5. Have a stolen printing press in a basement, and know how to use it. Have a sideline in printing seditious literature for pay.
  6. 1d3 gang members belong to the Unkindness, and their ravens act as spies for the gang.
  7. Have taken over and partially repaired a large ruined building out in the Streets, which they use as a fortified base of operations.
  8. Have mapped out a network of tunnels in the upper levels of the Maze, and use them as hideouts and a means of covert movement through the city.
  9. The gang's members are devout (if not exactly righteous) believers in one of the religions of the Great Road, and the other members of their religious community are willing to offer them support and shelter in exchange for protection and a tithe of their profits.
  10. The gang has stolen some clockwork hardware from the city's military - for small gangs this probably just means things like chatterswords or clockwork wings, but larger gangs might have a suit of steam knight armour, or even a stolen gyrocopter or mech.
  11. 10% of the gang's members are Maimed, whom they use as spies and enforcers.
  12. Nest of semi-tame brass-snout rats in a basement, whom the gang uses as guards and attack dogs.
  13. The brother of one of the gangsters is a Golden One, who patches up wounded gang members in emergencies.
  14. One of the gangsters is a renegade Steel Aspirant, who grafts crude clockwork prostheses onto the gang's crazier members.
  15. The gang has some compromising blackmail material on one of the Cobweb families, and is able to extort occasional favours out of them in exchange for keeping quiet.
  16. The gang has connections to one of the villages in the countryside outside the Wicked City, and the people there are willing to hide them from the authorities when they need to lie low.
  17. The gang has a contact in one of the city's merchant houses, who feeds them information about poorly-guarded warehouses and juicy incoming shipments.
  18. The gang has a contact in the Ministry of Civil Order, who warns them of upcoming busts and raids.
  19. The spirits of the Streets seem to have adopted the gang as part of their weird nocturnal ecosystem, and by night the streets and houses will rearrange themselves to help them rather than to hinder them.
  20. One member of the gang is an intelligent clockwork octopus. (And, yes, he takes fashion just as seriously as the rest of them!)
Nubian Guard by Rudolf Weisse:
Every girl's crazy 'bout a sharp-dressed man... (Painting by Rudolf Weisse.)

Current Leader (roll 1d12)
  1. A Blood Man, thrown out of his regiment for insubordination, who brawled his way up the gang's heirarchy and now dreams of accumulating enough wealth to enchant his own cauldron and start brewing up a regiment of his own. 
  2. A renegade Serpent Folk poisoner who has burned her bridges with her community through the rather reckless application of her skills. Her alchemical abilities are mediocre, but she's a very good shot with a poisoned blowpipe. 
  3. An amateur clockworker, self-educated but possessing considerable talent, who has rigged up a variety of crude clockwork traps and automata to assist the gang in its endeavours. His followers all carry cogworms, which they use to steal power from untended machines at every chance they get.
  4. A fearsomely driven woman who secretly belongs to one of the cults of the Blue Necropolis, and hopes to use her gang to procure enough victims to empower the being that she believes to be a great and benevolent queen from the city's past, but is actually just a ravenous Hortlak horror waiting for a chance to gorge itself on human flesh.
  5. A deserter from the city's armies, who found that criminal life suited him much better than a military career. His military experience is a real asset to the gang in turf wars, and he still has a lot of friends in the King's Men who are willing to help him stay out of trouble with the authorities.
  6. The latest scion of a well-established crime dynasty, whose family has been running this gang for generations. Its members don't always agree with her decisions, but find the idea of anyone else being in charge more-or-less unthinkable. 
  7. An escaped slave from the city's foundries, horribly scarred by the burns of hot iron that he endured during his years of hellish forced labour. Enormously tough and more-or-less immune to pain. He has nothing but hatred and contempt for the city's authorities, and longs to see the King's Tower levelled with the dust.
  8. A renegade from the distant and half-legendary Sunset City, who fled her home years ago under circumstances she doesn't like to talk about, and didn't stop running until she reached the Wicked City. She has an excellent head for business, and the glass daggers and bladed chopines she brought with her from her homeland ensure that she can hold her own in a knifefight. 
  9. A steppe nomad who originally came to the Wicked City as a horse merchant, and drifted into criminality after he failed to bribe the right officials and had his business confiscated by the city's government. The city's not much of a place for a horseman, but he's an excellent archer and a brutally effective wrestler. Under his leadership, the gang has adopted a rough-and-ready version of the warrior code of his far-off homeland, and consider themselves honourary steppe warriors - a claim that any true nomad would find ridiculous. 
  10. A huge and heavily scarred woman, the veteran of a hundred pit-fights. Born into wretched poverty, she turned her strength to account in the most straightforward way she could find, by fighting for money; ultimately, she earned enough gold and reputation to set up a criminal enterprise of her own. Her renown as a near-invincible fighter is a major asset to her gang, helping her to intimidate their rivals into submission; but she's not as young as she once was, and she fears that one day someone younger and faster is going to call her bluff. 
  11. A Brass Man, who has never been quite the same since he took a heavy blow to his brain-case. Abandoned his community for a life of crime and eccentricity. Builds abstract and weirdly beautiful clockwork machines in his spare time. 
  12. A spiteful young woman who was born into one of the Cobweb families, but managed to alienate all her relatives and was ultimately disowned. Puts on a good show of imperious authority. Fantasises about the day she will return to her birthplace at the head of an army of cutthroats and reclaim her birthright at knifepoint.
An arab and his dogs, 1875, Jean-Leon Gerome (1824 - 1904), a French painter and sculptor in the style now known as Academicism, his range included historical painting, Greek mythology, Orientalism, portraits and other subjects. He was one of the most important painters from this academic period, he was also a teacher with many students. In 1856, he visited Egypt which was the start of many orientalist paintings depicting Arab religion, genre scenes and North African landscapes.:
Painting by Jean-Léon Gérôme.

Friday, 16 September 2016

Criminal Man

This is Cesare Lombroso.

Lombroso.JPG
He has analysed your facial measurements, and he finds you degenerate and wanting. Try not to take it personally.

Lombroso was a nineteenth-century Italian criminologist who asserted that a great deal of crime was carried out by a class of 'born criminals', which wasn't a very controversial idea at the time. But whereas most criminologists argued that these 'born criminals' were the result of illness or insanity or dyfunctional childhoods or 'degeneration' or other environmental factors, Lombroso claimed that the real truth was much more sinister. The true 'criminal man' was an evolutionary throwback, an atavistic ape-man creature out of the past: you could spot them from their long arms, dark skin, huge jaws, and low, sloping foreheads. They were tall, strong, and usually left-handed, and they had a 'passion for orgies and vendettas'. Evolved to inhabit a primitive world of violence and savagery, they could never live peacefully within the confines of modern civilisation.

If all this sounds creepily proto-Fascist, that's because it totally was. Lombroso even argued that the death penalty was necessary when dealing with such criminals, because they 'are atavistic reproductions not only of savage men but also the most ferocious carnivores and rodents', and that we shouldn't feel pity for them, because 'these beings are members of not our species but the species of bloodthirsty beasts'. It's them or us: 'progress in the animal world... involves hideous massacres', and anyway, they're 'programmed to do harm'. As a result, 'there is no choice but to resort to that extreme form of natural selection, death.'

Is any of this starting to sound familiar yet? Thuggish, primitive, violent, always Chaotic Evil... beast-like, brutal, savage... Lombroso's homo criminalis is basically an orc. He even had his own version of half-orcs: 'criminaloids', who have the same traits in a reduced form, and will thus only commit crimes if a favourable opportunity presents itself. (The true 'born criminal', of course, loves committing crimes so much that he'll commit them under any circumstances whatsoever: 'an opportunity is just a pretext, and they will commit crimes of savage brutality even without it.') What I find interesting, though, is the fact that Lombroso's criminal man doesn't just live 'out there', somewhere, in some God-forsaken wilderness beyond the borders: he is in us. Lombroso's vision of humanity is one where anyone, anywhere, might find themselves unexpectedly giving birth to something that isn't even properly human: the monster is always already inside you, buried at the root of your family tree, waiting to jump back out. Lombroso viewed this as a bad thing. But what if we look at it from the perspective of Criminal Man, instead?

Image result for criminal types lombroso
Gaze upon the face of Criminal Man!

Imagine, for a moment, a scene from a Lombrosan nightmare: the realm of the Crime Kings, tens or hundreds of thousands of years in the past. Here, Criminal Man rules supreme: huge, savage, passionate, immune to pain. Brutal carnivore-men; ferocious rodent-men; weird salamander-men with regenerating limbs. ('Salamanders can reproduce entire limbs... moral madmen possess the ability to heal quickly.') But something has happened: a mutation has occurred. Compared to Criminal Man, the mutants are weak and feeble, and the Crime Kings view them with contempt; but they possess a capacity for self-control and long-term planning which is utterly alien to their bloodthirsty cousins. The mutants are patient: they plot, they scheme, they bide their time. When their plan finally comes to fruition, none of the Crime Kings see it coming.

See them inherit the earth, these soft-skinned mutants. See them hunt the last of the Criminal Men to extinction; see the vanquished homo criminalis dwindle into legends, trolls, hags, ogres, giants, tales with which the victorious mutants might scare their little mutant children at night. Patient, fearful, lacking the grand and honest passion of the Criminal Men, they condemn as wickedness the magnificent feuds and orgies of the past. See the last of the Crime Queens, embittered and alone, knowing the end is at hand. Calling for the last time on the primordial blood-magic of the Crime Kings, she curses the mutants, hiding herself inside their genome. In every generation, they shall bear her children and rear them as their own.

Most die, of course. Born into a world unsuited to them, dragging their huge bodies around like bulls in china shops, hated and hunted and condemned. Their blood calls them to deeds of violence, and they follow its call as faithfully as dogs and are almost always punished for it. They fill the prisons and the asylums. They row in slave galleys. They dangle from gibbets. But they are tough, these children of the Crime Kings. In them is the blood of the rodent-men and the carnivore-men and the salamander-men, the blood the ancient world. Most die. But some of them always survive.

They recognise each other. By their huge jaws and their left-handedness; by their swift healing and their immunity to pain. By their big ears and their huge eye-sockets and their natural aptitudes for stealth and crime. By their 'passion for orgies and vendettas'. By the purity of one another's rages. They gather in gangs, in mafias, in bandit armies. It is always a comfort to them to find one another.

There is a hope inside them, a hope which they do not have the words to articulate.

Sooner or later, a true Crime King will be born to them. And they shall reclaim the earth.

  • Criminaloid: AC by armour, 1 HD, +1 to-hit, damage by weapon, saves 14, morale 6. Heal injuries at double normal speed. Criminal skills as per 1st level Thief / Specialist. If confronted with a good opportunity to commit CRIME, must pass a save to resist.
  • Homo Criminalis: AC by armour +1, 2 HD, +2 to-hit, damage by weapon +1, saves 13, morale 8. Heal injuries at triple normal speed. Criminal skills as per 3rd level Thief / Specialist. Constantly and compulsively commit CRIME wherever they go.
  • Crime King / Crime Queen: AC by armour +2, 6 HD, +6 to-hit, damage by weapon +2, saves 8, morale 10. Regenerate 1 HP per round. Criminal skills as per 9th level Thief / Specialist. Any Criminaloid or Homo Criminalis who is anointed with blood by a Crime King or Crime Queen enters an ecstatic rage for 1d6 hours, during which they gain a +2 bonus to hit, damage, and morale. May possess other forms of ancient crime magic or blood sorcery at GM's option. 
Image result for criminal types galton

Monday, 15 June 2015

Denizens of the Wicked City 2: Fan Dancers and Murder Harlots

Flickr
Kind of like this but with more knives. Photo by Elizabeth Ann Duffy.
The rise of the nouveau riche merchant classes was deeply dismaying to the old aristocracy. Seeing the wealth of their ancestral estates completely eclipsed by the new fortunes built on trade, they did what aristocracies always do when threatened with marginalisation: they fell back on snobbery. They became sticklers for etiquette and devotees of the most sophisticated art forms, insisting that true nobility was something that could not be bought for any price; and it was in this context that the Jewelled Fan Fellowship first arose. The aristocratic taste of the day called for immensely complex balletic operas, written in punishingly difficult verse, because such works allowed them to pride themselves on their immense sophistication. But finding people capable of actually performing such works proved a real challenge; and it was thus necessary to found academies in which the necessary skills of acting, singing, dancing, verse recital, and musical performance could be taught. Those who completed their gruelling course of instruction were given jewelled fans as marks of their excellence, and thus they became known as the Jewelled Fan Fellowship.

The Jewelled Fan Schools were founded with aristocratic patronage; but ironically, although probably predictably, it was actually the merchant houses which turned out to be their best customers. Everyone knew that hiring Jewelled Fan performers was fantastically expensive - so what better way to show off your wealth than by having a hundred of them perform at your wedding? They cultivated an aura of unattainable glamour, far removed from that of common actors or musicians - so what a coup to be able to show off a famous Jewelled Fan dancer as your mistress! Whether or not one actually understood all that complicated fan-dancing was entirely beside the point - although some merchant-princes in fact became discerning patrons of the art, even going to far as to compose new ballet-operas for their favourite dancers to perform. Wherever trade and industry flourished, there the Jewelled Fan Fellowships flourished also.

More recent history has not been kind to the Fellowship. The wars that ended the Age of Splendours destroyed their schools and left most of their patrons penniless; amidst the chaos, many of them sank to being little more than glorified prostitutes, or else adapted their fan-dancing into acrobatic martial arts styles as a form of self-defence. The vengeful and nihilistic students of one destroyed academy even deliberately embraced these debased applications of their art: renaming themselves the Ruby Fan Murder Harlots, they set out into the world as hired prostitutes and killers, sometimes combining both sides of their trade at the same time. They still exist today, and the ongoing antics of the Murder Harlot gang has done a great deal to bring the Jewelled Fan Fellowship as a whole into disrepute; but a few teachers still try to keep the old traditions alive, and to be able to hire a fully-trained Jewelled Fan performer is still a marker of great prestige.

The Language of Fans: To play a Jewelled Fan dancer (or a Murder Harlot), you must have Dexterity and Charisma 14 or higher. Treat them as tricksters, except that they do not gain a to- hit bonus equal to their level with ranged attacks and daggers; instead, they gain this bonus only when fighting with a bladed fan (1d6 damage for Jewelled Fan dancers, 1d3 for anyone else, cannot be thrown). When fighting with bladed fans (and only with fans), they may choose to modify their to-hit and damage rolls with Strength or Dexterity, whichever is higher. All Jewelled Fan dancers know the Language of the Fans, which allows them to communicate rapidly and silently with one another through gestures made with their fans. Scholars who see such communications may understand the general gist of it with a successful Intelligence roll; no-one else will realise that anything has been communicated at all.

Starting equipment: Travelling coat (treat as buff jacket, +2 AC), 2 bladed fans (1d6 damage), pistol (1d8 damage, 3 rounds to reload), 2 jewelled fans worth 50sp each (for dancing), musical instrument, colourful performance costume, 3d6x10 sp.

Concealed weaponry carried by apparently unarmed Murder Harlots (roll 1d10)

  1. Bamboo parasol turns out to have a metal core, and has a hidden catch which causes a narrow blade to spring out of the top and lock in place, turning it into a spear (1d6 damage).
  2. Ornate gown has steel rods sewn into each forearm, allowing the wearer to parry blows with their arms and granting +1 AC in melee only. If torn out of the lining, they can also be used as tonfas (1d4 damage).
  3. Elaborate hairpin is sturdier and sharper than it looks, and is perfectly usable as a stiletto (1d4 damage) in a pinch.
  4. Large round buttons on gown actually have razor-sharp edges beneath felt covering; if the felt is ripped off, they can be thrown like shuriken for 1d3 damage.
  5. Gown contains 1d6 hidden knives (1d4 damage) sewn into the lining, each concealed by a panel of fabric which can be torn away to enable easy access.
  6. Elaborate gloves contain spring-loaded spikes built into the fingertips, forming makeshift claws (1d3 damage), great for poisoning.
  7. Soles of slippers contain spring-loaded blades, activated by tapping heels together three times. Blades lock into place in front of toes, allowing people to be kicked to death. (1d3 damage)
  8. Spiky decorations on necklace can be snapped off and used as darts (1d2 damage). With all its stops closed, bamboo flute doubles as a perfectly serviceable blowgun.
  9. Concealed gun barrel and trigger built into neck of sitar. Can be used as a rather clumsy pistol (1d8 damage, 3 rounds to reload, -1 to hit).
  10. All the above. All at once.