Every city has its slums, its dangerous neighborhoods and its red-light districts. Locastus, City of Mirrors, is no different. Its first and foremost centre of poverty, vice and criminality is known by the locals as "the Maul", and sits on a muddy island on the edge of the convergence basin of the rivers Slake and Urok.
Originally used as a ship graveyard and a waste dump, it was first settled in the year 82 by a small tribe of Old Blood refugees, fleeing the pogrom perpetrated upon them by an expansionist Northern nation. The Old Blood enclave lasted until 179, when it was consumed in the Great Fire that followed the failed military coup in that year. The majority of the Old Blood clans perished that day, although a small fraction was saved by Loyalist General Titus (Ol´Man) Hinge, who adopted many of the survivors into his counter-revolutionary militia, the so-called Maul Rats, and eventually saved the sitting government.
Over the following years, the Maul was quickly rebuilt, now as a haven for smugglers, small-time river pirates, and crime lords. Over the years, huge amounts of money have flowed into the coffers of government officials to look the other way. Now, the Maul is a fixture in the city of Locastus, and the government could not have it removed without having a civil uprising on their hands.
The Lower Maul
This is the most chaotic, lawless part of the Maul, a shanty-town occupying the area closest to the waterfront, where the ground is nothing but mud and silts sprouting a dense fur of reeds. The grey, gelatinous mud here, on the edges of the swampy, reed-covered island, is too soft to support regular foundations, so the buildings are largely built on poles sunk deep into the boggy ground.
The architecture is haphazard, chaotic and maze-like, the structures mostly constructed from driftwood, scraps of ships and other scavenged materials. A number of derelict wooden ships, beached on the island, have been integrated into the main mass, their dark bulks barely visible beneath encroaching carpentry. Wooden walkways and staircases dodge and weave among the drunkenly leaning, bizarre architecture, and rickety catwalks criss-cross overhead.
The Lower Maul is the home of the destitute, the drug-addicts, the small-time crooks and the everpresent violent street-gangs. It houses the majority of the City´s low-end brothels, spivs, fences and seedy taverns, as well as a few unpleasant alchemists, wizards and screevers of the type whose work requires privacy and discretion. The narrow, crooked streets are frequently turned into battlefields when the three biggest gangs of the Lower Maul clash in one of their endless feuds over turf and protection rights.
Not surprisingly, the Lower Maul is also the centre of the City´s extensive drug trade - the Red Honey, Talonwine resin, Dreamberry essence and other, rarer narcoticums are all readily available on the street corners and in the numerous opium dens.
An underclass of non-humans and urbanized tribesmen of the Northern plains gravitate to this place, outcast and despised by the ruling classes of Locastus, and forced to scrape a meager living from the fringes of society.
The air reeks as much of misery as of the ever-present, pungent river mud, and the denizens wear a beaten, sullen demeanor. Most are dressed in rags, and disfiguring ailments are common. Life here is cheap, hard and, more often than not, short.
The Upper Maul
North of the waterfront, higher up the hump of the island the ground becomes stable enough for regular buildings. Here, the streets are cleaner, the oppressive river smell lesser and the architecture more impressive.
The parallel, unevenly cobbled avenues named Lily and Taurus Street run the length of the Upper Maul, filled with many semi-legal businesses such as weapon-smiths, alchemists´ laboratories, pawn-brokers, skin mages and unlicensed screevers, before terminating in the Maul Square.
On Lily Street, in a shadowy nook close to the Maul Square, lies Artemius Coil´s medical practise, the only real source of medical treatment available in the Maul.
The square itself is an irregular open space lined by brothels, opium dens, bars and burlesque theatres, catering to a richer clientele. The small plaza is dominated by the temple-like Amber House, the headquarters of the Guild of Whores, so called because of the enormous amber-tinted light post that stands in the middle of the cobbled expanse.
The square is always filled with women in the Guild´s petticoats, drinking coffee and talking in small groups beneath the light post or conducting their business in the many small, dark alleys that radiates off in all directions.
While order along the Lily and the Taurus is kept by the hired muscle of the proprietors, the women of the Amber House themselves police the area around the square. Their special relationship with the Bloated Moon gives them a grudging respect among the locals, and few dare challenge them. Even so, it is a common sight to see a group of women in the severe habit of the Matrons beating up a thief or an abusive client.
The Matrons and Madams of the Guild not only keep order in their own back yard, but also extend basic healthcare and shelter for the many poor of the area. The citizens of the Maul maintain a complex, paradoxical relationship of equal amounts worship and contempt for the women of the Amber House.
Other places of note on the Maul Square is the Red Cat Theatre, a burlesque theatre of some note, and the Temple Bar, where the rich of the City go slumming.
On the prime ground at the highest point of the island stands the walled, private residence of the undisputed King of the Upper Maul, the notorious crime lord Mowar Dusk. His reign stretches the length and breadth of the Upper Maul, and he will fiercely defend against any encroachment on his turf. His residence is a large manor surrounded by a beautiful garden and ornamental ponds. The entire compound is encircled by a 10-foot brick wall.
Dusk´s private army of gang bangers clash endlessly with the various gangs of the Lower Maul across Grudge Street, which traditionally separates the Lower Maul from the Upper.
Locations in the Maul
Just_the_Maul_-_backup.jpg|left|Maul map]
Upper Maul
1. Maul Square
2. The Amber House
3. Mowar Dusk´s residence
4. Artemius Coil´s Practise
Lower Maul
5. Moak´s Distillery
6. Earlobe´s Tavern
7. The Kaonanga
8. Maul Docks
9. Old Slake Redoubt (abandoned)
Appendix I: A brief Who´s Who of the Maul
Name: Mowar Dusk, The King of the Upper Maul
Location: Dusk Compound, Upper Maul
Status: Crime lord
Description: A tall, thin man in his 60´s, with a shaved head, round glasses and a straggly goatee. His grey eyes betray his intelligence and his long-fingered hands are surprisingly delicate. He dresses in an immaculate double-breasted suit, polished shoes and a feathered hat. No matter what the circumstances, he keeps his manners mild and cultured, his voice kept low and never swears or threatens anyone outright.
Dusk is a ruthless, heartless mobster, but he is also a born diplomat and has a pretence at class. He has worked his way up to the position he holds today by his quick wits and formidable intelligence, rather than by brute force (although he will not hesitate to use brute force, if necessary). He is a connoisseur of fine wine, art and music, as well as a brawler, rapist and murderer.
The only reason for his policy to avoid confrontation, is that that would be bad for business. He sees himself as a businessman, and will negotiate or kill with equal ease. If you treat him with manners and respect, he will treat you as an equal. If you irritate him, insult him or stand in the way of what he wants, Dusk will smile gently and you will be eel-food within the hour.
Name: Darius Moak
Location: Grudge Street, On the border between the Upper and Lower Maul
Status: Unaffiliated Alchemist
Descripition: A tall, hunched man with a wild, pleated beard, and unusually large ears. He usually wears a stained leather apron, long, heavy gloves and protective goggles. Moak is usually smelt long before he is seen - he stinks of weird alchemy, booze, sour sweat and aromatic hydrocarbons.
Darius Moak, once a mediocre military alchemist, now scrapes a meagre living by providing the criminals of the Maul with lock-eating acids, key-copying putty, explosives, poisons and other necessities of the underworld. He doesnt seem to agonize overmuch about the use his customers put his products to, but if he does, he certainly drinks enough to drown it.
The various gangs leave Moak alone, and try to keep their fights away from his house - he is too valuable to be accidentally killed in a crossfire.
Name: Ikana Teel
Location: Aspic Street, Lower Maul
Status: Gang leader, Mother of 26
Descripition: A huge, grossly overweight woman, her non-human blood betrayed by her unusual copper skin tone, overlarge coal-black eyes and small horns. She dresses in multi-coloured frilly dresses, usually showing a generous amount of her gigantic bosom.
No one knows where Ikana comes from, or what race she belongs to. but everybody knows that she is one of the oldest inhabitants of the Maul. She settled here just months after the Great Fire, after coming into the city by riverboat, from somewhere in the North.
Ikana is a mother of 26 children, all boys, and most of them by different fathers. She seems to be able to carry a pregnancy to term within 3 or 4 months - the baby, while appearing mostly human, then walks and talks within 4 to 6 months. None of her sons are above age 21, but all look older.
Her enormous brood rules the area around their home, the rotting bulk of an old Nascogiban trader ship, the Kaonanga. "Mama" Teel never leaves her dwelling any more, her bulk is too great to move around. She spends most of her time in the cargo hold of the beached ship, ruling her little empire by proxy of her sons.
Her sons, while all large, strapping lads, are nowhere near the bulk of their mother. Beside her, they look like drones around a queen bee. They also lack most of her inhuman features, except for the skin colour.
While Mama Teel´s gang do dabble a bit in the drug trade to keep their coffers topped up, they have never showed any inclination to expand their turf. The Teel Boys seems more interested in protecting their hive-mother and the immediate neigborhood around her. Any threat to her or their chosen territory will be met by an incredible level of violence.
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Artemius Coil, Physician
By: Ouroboros
( NPCs ) Minor -
Knowledge/Lore An unsavoury character, yet immensely useful to know if you are in need of urgent medical attention, but want to avoid the eyes of the authorities….
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The Practice
Artemius Coil´s practice is situated on Lily Street in the Upper Maul, in a small, shabby and nondescript two-story building squeezed in between a pawnbroker´s shop and a cheap hotel. The entrance is set back a distance from the street and cloaked in shadows, making it easy to miss for anybody that does not know it´s there.
Likewise, there´s no sign or indication as to what goes on behind the low, deep-set door covered in flaking red paint, but to the citizens of the Maul, Artemius Coil is a godsend, their only real source of affordable medical care and more importantly: one who knows to keep his mouth shut when treating the gunshots and knife wounds of the local gang bangers, the overdoses of the street junkies or the bruises and bite marks of a prostitute hurt by an abusive customer.
Coil usually keeps his practice open during the dark hours, although he probably won´t turn a day-time caller down, if he or she is in desperate need of attention. However, in the daytime, he can be hard to wake (and probably less reliable) as he usually spends these hours in a drug-induced torpor, rendered insensate through his use of the Red Honey.
The medical practice itself consists of two cramped, filthy rooms on the ground floor, fitfully illuminated by flickering carbide lamps. The walls of the front room are lined by row upon row of narrow shelves filled with hundreds of brown-glass bottles, jars, flasks and tubes, in which Coil keeps a comprehensive stock of medicinal powders, ointments, tinctures, salves and pills, a selection rivaling even those of the major up-town pharmacies.
The back room, separated from the front by a grubby, suspiciously stained curtain, holds a make-shift operating theatre a sturdy, restraint-fitted wooden operating table and wall-mounted racks of sinister-looking bone-saws, scalpels, syringes and other, more intricate, worrying tools of the surgeon´s trade.
From somewhere, Coil has procured a modern, high-powered limelight - a ceiling-mounted, brass-and-glass monstrosity of the type used in up-town hospitals and theatres - to illuminate his work. In one corner a squat, carbide-fuelled stove provides the only source of heating in the establishment, doing double duty as Coil´s sterilization unit.
The second floor consists of a low crawling space under the eaves, filled with an untidy, stinking mess of sweat-stained blankets and clothes in which Coil sleeps or spends his days dreaming Honey dreams.
If one were to look closely at the piles of books and pamphlets that litter the floor, one would see that they are, in fact, very sophisticated medical literature, perhaps one of the foremost collections in the city.
Artemius Coil, Physician
Artemius Coil is a short, pudgy, olive-skinned man with excessive body hair and unpleasant body odor, his receding hair plastered to his scalp by sweat and grease, and with the unhealthy complexion of someone who seldom see the light of day. He is in his late 30´s, but look at least twenty years older.
Coil dresses in an outdated, white physician´s coat, covered in the stains of every disgusting bodily fluid imaginable, and wears thick, round glasses that magnify his sad, bloodshot eyes. His drooping eyelids and slurred speech betray his long-time addiction to the Red Honey, without which he breaks down in violent delirium. He appears mildly disoriented and never speaks above a mumble.
Once a promising young surgeon, a top-notch graduate of one of the finest medical colleges in Locastus and a man of great intelligence, Coil was brought low by his love for the Red Honey. After losing his license to practice medicine, Coil set up shop in the Maul, where niceties such as university diplomas and official license count for very little compared to actual results.
Despite his odious habits and unpleasant demeanor, Coil is not an evil man. He has an encyclopedic knowledge of medicine, and provides cheap and surprisingly sophisticated medical care for the population of the Maul, no matter what the patient´s affiliations.
Although it got him expelled from the University, his addiction has done nothing to limit his abilities as a brilliant surgeon. His connections with the alchemists and apothecaries of the Maul allow him to find medicine for even the rarest diseases.
Artemius Coil is currently kept on the payroll of Mowar Dusk, crime lord of the Upper Maul, to provide medical care for him and his henchmenw. Part of his compensation comes in the form of a steady supply of his favorite poison, the Honey.
Author´s Notes
Er, I´m not sure what to make of this one, except that it is a flavour piece. It´s one of these characters that I´ve always been able to visualize clearly and that won´t let me rest until I´ve made a formal write-up of him.
Although I can´t really see him being the driving force of a campaign, he could probably be dropped into a campaign if the need for medical attention arises (as it is wont to do) or as a pure flavour piece. Seeing your wounded PC´s panic as Coil absently pulls out a bone saw can be hilarious…..
Enjoy! /David
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Earlobe´s Tavern
By: Ouroboros
( Locations ) Establishment -
Any A quintessential seedy dive, catering to the lowest of the low, but harbouring a few nasty secrets
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The Surroundings
Earlobe´s Tavern is a low, sagging building, located at the intersection of Low Street and Rose Alley, near the heart of the Lower Maul. The intersection, an irregularly shaped expanse of mud and weeds, surrounds the burned-out, stump-like ruins of the tower of a warlock of the Old Blood that was killed and burned in the Great Fire of the Maul. Here and there across the square the mortared remains of other buildings poke through the treacherous slurry of ash-mixed mud that coats the ground.
The earthen plaza (if such a grand name is applicable) is surrounded by high, haphazard buildings, constructed from driftwood and scavenged materials, and criss-crossed by wooden walkways and pier-like structures that serve to keep pedestrians out of the worst mud. The architecture is twisted and crooked, the houses lean drunkenly on each other, and a myriad small alleys and stairs radiate off in every direction. At night, it is lighted by hundreds of smoky torches and dented, rusted carbide lamps, mounted on the buildings, the ruins and stand-alone poles. Underlying the prevalent odors of rotting garbage and unwashed bodies is the more subtle, acrid stink of old, wet ashes.
In the lawlessness of the Lower Maul, this nameless square is an oasis of (relative) peace. The shop owners, whose small businesses fill the ground floors of the surrounding buildings, communally employ a huge Moloch half-blood to keep the peace around the square. The junkies, crazies and even the many street-gangs keep their distance from this bestial, club-wielding sentinel, who has shown his worth more than once. However, for as long as Earlobe´s Tavern has been here, even wild riots and gang wars seems, inexplicably, to take a detour around the square.
The Tavern
At the eastern end of the square, sits Earlobe´s Tavern, a squat, two-story barrack-like building, its corrugated sheet-metal roof sagging and rusted, and its half-brick, half-planking walls bulging and uneven. Its windows have long been boarded over, and the whole structure has, in some distant past, been slathered in slate-grey ship-tar, the bitumen giving it a half-melted, disturbingly organic look.
The Tavern now looks scabbed, salt-encrusted and mummified, the settling of its insecure foundation giving it a hunched-over look, like a massive, brooding beast, half-hidden in the shadow. Even the ever-present ivy that clings to the building like heaps of rusted barb-wire seems diseased and straggly.
The structure sits in a small pool of shadow, away from the street lights and on windy nights, the draft whistles eerily through the many gaps in the walls. The Tavern, built separate from the compacted mess of buildings around it, stands in the middle of a small, weedy yard, dotted with small, stagnant, reed-choked ponds, and riddled with half-buried blocks of masonry and sunken flagstones, relics of the Old Maul. The house stands in the middle of a large rectangle of old, mortared stone that appears to map out the plan of a much larger building that once stood here. A fine mist seems to cling to the yard, especially at night, making the building appear ghostly and insubstantial, and an uneven, flagstoned path leads up to its low entrance.
No one can remember the origin of the name; Earlobe´s, but the establishment has been a fixture of the Lower Maul for close to twenty-five years, and one of the first to be built after the Great Fire of 179. The ground on which the Tavern is built, is, as far as anyone can determine, the same location as where the Old Maul´s Hall of Warlocks, the centre of the magic of the Old Blood, once stood. Here, the fires that consumed the Old Maul and its inhabitants burned the hottest, and very little was ever found in the ash-choked mud afterwards.
Inside the Tavern
The interior of the tavern is low, cramped and dimly lit by a few scattered carbide lamps and candles. The floor sags in the middle, forming a central pit in which the refuse of ages has collected, and the air stinks of stale beer, vomit, soot, tar and unwashed bodies. Here and there across the floor rise odd lumps and plinths of the same ancient masonry that litters the yard outside, and in the middle of the room a massive, crumbling pillar of the same origin rises from the floor to penetrate the low roof overhead.
The wall to the left is taken up by a long bar, amateurishly built from long, unevenly trimmed planks. Several benches and tables, all with the look of pews, perhaps looted from some unknown chapel, is scattered haphazardly around the area. The serving room takes up the entire ground floor, with an oddly narrow back door opposite the front entrance, and a staircase leading to the second floor rising behind the bar. In the middle of the room, next to the mysterious pillar of ancient brick, an old pot-belly peat-stove burns, vainly trying to drive the damp chill away.
The second floor is a maze of small, cramped rooms that Torodak, the proprietor, rents out at a penny a night to the various crooks, vagrants, junkies and cheap prostitutes that frequent his establishment.
Below the Tavern, accessible through a trapdoor behind the bar, is a damp, rat-infested cellar that Torodak use as a storage area, and a brewery in which he produce the horrible, sour beer that is the only item on his bar menu. Oddly enough, the cellar seems to be constructed in finely dressed, tightly fitted stone, indicating that it is a part of a much older structure.
The People
Torodak Deal, the unsavory-looking proprietor, spends most of his time behind the bar, cleaning mugs and entertaining his clientele with his impressive collection of tics and involuntary twitches. He constantly mutters to himself and his odd, wall-eyed stare twitch incessantly from one spot to another. He never, ever looks anyone in the eye, and hunches over as if dodging a blow whenever he´s spoken to. He built this tavern with his own hands back in the old days, and the common consensus of his customers is that he is quite, quite mad. They are right, of course, but there is more to Torodak Deal than what meets the eye.
The clientele is the regular, rag-clad, rough and hard-drinking types one would expect from the environment, with one or two oddities. In one corner, their great, matted manes brushing the low ceiling, sits Tawl and Moke, two Molochii brothers. While they currently work as bouncers or bodyguards on a day-to-day basis, they are in the Maul to find their sister, Ama, who came to Locastus a year ago. They are using the Tavern as their base of operations, renting one of the small, cramped rooms on the second floor. Tawl, an apprentice spirit-talker shaman of the Fire and Salt Sept, is using his scrying arts to find her, but has so far had little success. Both brothers are in a constantly foul mood, and the other customers avoid them carefully.
Standing out among the human clientele is a small group of people that, while also renting rooms above, meet in the common room every evening, conversing in low voices in a dimly lit corner. While they certainly are dressed as the locals and use the same Maul slang, something in their bearing and manners suggest that everything is not as it seems. They have the hard-eyed stare and nonchalantly intimidating presence of something far deadlier than a common Maul thug.
All is not what it seems..
Torodak Deal, Warlock of the Old Blood
Beneath the Tavern, their bones and ashes buried in strata´s of gelatinous mud, the spirits of the Old Blood Warlocks live on. They are angry, pain-filled entities, fuelled by the need for revenge and destruction, and would, if freed, rise in the forms of great clouds of cinders, ashes and bone fragments to lay waste to the Maul, and possibly all of Locastus.
Torodak, one of the few surviving people of the Old Blood, and - at the time of the Great Fire - an apprentice Warlock, has for the last 25 years been using his shamanic Arts to appease the Warlock spirits, and kept them from rising. He was quite young, then, when he came upon the spirits trapped beneath the grounds of the razed Hall of Warlocks, and, initially, began his life of servitude out of a true sense of duty and altruism. It is a sacrifice that has cost him his sanity, his health and his decency, but there have also been certain rewards.
Tutored by the whisperings of the malign spirits, Torodak has been able to complete his training as an Old Blood Warlock, and is now possibly one of the most powerful in the history of his race. Torodak, however, for all his power, can no longer comprehend a life without the perverse, ever-present rage of the spirits and the humiliating, painful rituals he must go through to ease their pain. Should he perish, the warlock spirits would rise within a matter of weeks or months and begin to extract their revenge on the living.
Torodak regularly performs human sacrifices in the chamber beneath the Tavern, temporarily slaking the blood-thirst of the spirits. He chooses his victims from the ones among his clientele he knows will not be missed, and there are many of those. Should he be found out, or attacked, Torodak will respond with an extensive repertoire of Old Blood magicks. He will let nothing get in his way in his duty to the spirits, even though it is no longer the altruistic, honorable act it once was.
Name: Torodak Deal
Location: Earlobe´s Tavern, Lower Maul
Status: Propreitor
Descripition: Torodak is a small, scrawny fellow with sallow skin and huge, blackened horse teeth. His dark, blood-shot eyes look off in opposite directions, and his beard is sparse and straggly. His many tics, twitches and obsessive-compulsive habits make him seem on the edge of a nervous breakdown. He mumbles incessantly under his breath, and constantly wrings his hands. He is never seen without his small, silly fur hat, and spends most of his time behind the bar, nervously cleaning mugs with a greasy rag. Beneath his threadbare, high-necked coat, his body is horribly scarred and riven by the many perverse self-mutilations he has inflicted upon himself to appease the angry Warlock spirits.
Deal is, in reality, one of the few fully trained Old Blood Warlocks left alive. Should he or his Tavern come under threat, he has an impressive arsenal of spells and cantrips at his disposal. His animistic magic can play havoc with people´s minds, turn their own muscles against their bones or make them spontaneously burst into flame. In a truly desperate situation, he can also raise the spirits of the dead Warlocks that rest in the ground beneath the Tavern, and set them loose on his enemies. This is something he has never had to do, and even Torodak himself is not sure he could control one of the vengeful spirits, once its freed.
Torodak usually plays the part of mad, inoffensive barkeep well, but can, in his frequent bouts of absentmindedness, let slip a hint or two about his true nature. Customers has sometimes seen him light the lamps in the common room with a nonchalant wave of his hand, or stop an aggressive customer dead in his tracks with a bare glance. So far, Torodak has been able to convince these eyewitnesses that they are hallucinating, or that they need their eyes examined.
The few in the city that knows his secret considers him too powerful (and at the same time too worthless) to act upon. Besides, he performs a valuable service keeping those angry spirits from rampaging through the Maul if they were all to be raised at once, even the Bloated Moon herself would have her hands full.
The Rats in the System
Using Earlobe´s Tavern as their base of operations is a squad of the infamous Maul Rats, working undercover to further the agenda of their commander, Cyrus Brennan, who has, after a political defeat, been banished along with their Regiment to a humiliating, politically removed post in the Nascogiban colonies. The squad, following Brennan´s orders, has spent six months preparing the removal of his political enemies, foremost among them the sorceress and Duchess Isardi Kain and her sycophant Lord Finiteus, current Head of Cabinet.
During his years of exile, Brennan, following the agenda of his mentor General Titus Hinge, has devised a strategy to come back to Locastus in force and overthrow the sitting government. To achieve this he plans to reinforce his troops with Nascogiban natives (not an easy feat considering their hostility to the invaders of their homeland), but also by effecting the pre-emptive removal of his political (and personal) adversaries.
The Rat squad in the Tavern, hand-picked by Brennan himself, is commanded by the infamous lieutenant Squeak, accompanied by a group of six veteran Rats, namely: Daunt, Cord, Knot, Wisp, Pearl and Heach; all of which grew up in the Lower Maul, and has no problem blending in with the rough, desperate population.
The squad has chosen their hideout carefully. They are aware of Torodak´s clandestine activities, and know that the Tavern is one of the few places in Locastus they will be free of government spies and agents. Torodak, in an uneasy truce with the Rats, has agreed to use his Warlock powers to shield them from scrying and arcane interference. Only time will tell how long this unholy alliance will hold up.
The timing is not yet right for Brennan´s return, but until that time comes, the Rats will bide their time.
Name: Squeak
Status: Squad Leader, Maul Rat
Description: A fiery, freckled redhead, Squeak, at first glance, looks too pretty to be a soldier. She has a hard, set glint in her eyes and a temper to match her complexion. She has, over the years, earned a reputation of mixed respect and pants-wetting terror within the ranks of the Maul Rats. While short-tempered, Squeak is a very competent officer, hand-picked by Brennan himself to lead this crucial mission, and she rules this little squad with an iron fist.
Name: Cord
Status: Maul Rat
Description: Cord is a tall, lean man with wiry, curly hair, a walrus moustache and a pronounced lantern jaw. Next to Switch, he is the best sniper in the Maul Rats, and has brought with him his immensely complex (and ridiculously oversized) long-distance breech-loader, hidden together with all their weapons and martial gear in a cache buried in the back yard of the Tavern.
Name: Knot
Status: Maul Rat
Description: A short man of medium build, but with a head oversized for his frame. His receding hair is a nondescript mousy brown, matching his mud-colored eyes. An indifferent shot and melee combatant, Knot is a master at throwing things like coins, nails, pebbles and blades with great accuracy, an ability that is a minor Talent in its own right.
Name: Daunt
Status: Maul Rat
Description: A large, burly man with the tell-tale signs of Molochii blood, Daunt is the muscles of the Rats of the Tavern. He looks out at the world with small, amber piggy eyes from under a great overhanging brow, features that make him look significantly more stupid than he really is, a notion accentuated by his burlap vest and stained leather pants.
Daunt, one of nature´s brawlers, carry numerous blades, clubs, jacks, whips, chains and knuckledusters on his person at any given time. Anyone who´s seen him fight cannot believe that such a large, ungainly man can move so fast.
Name: Pearl
Status: Witch, Maul Rat
Description: Pearl is a short, dark-skinned woman with long, raven hair and stunning, epicantal eyes. Her heritage is unknown, but possibly includes blood from the Autumn Kingdoms, way to the west of Locastus. Her Talents, while mostly minor, include a peculiar form of scrying called cartomancy, which means that she, in effect, can locate a person or an object by use of a map of the area where the target is thought to be. Her role in the current mission is to chart the movements of Brennan´s adversaries in the City, in preparation for the upcoming strike.
Name: Wisp
Status: Maul Rat
Description: A tall, slightly fox-faced woman with spiky, short blonde hair and currently dressed in the revealing outfit of an upper-end prostitute, Wisp is charged with managing connections between the Tavern Rats and Brennan´s various supporters around the City. Her disguise allows her to move unchallenged in most parts of Locastus, from the residences of the rich to the squalor of the slums. In addition, she also possesses good lock-picking and cat-burglar capabilities, skills earned during a hard childhood on the streets of the Lower Maul.
Name: Heach
Status: Maul Rat
Description: A short, stocky man, youngish-looking despite his 40-something years, with sandy blonde hair, dark eyes and a golden, tanned complexion, Heach is a pure-blooded ancestor of the Old Blood. He claims to be the first son of the last Chief of the Old Blood tribes, although evidence suggests that this might be confabulation.
Heach´s field of expertise lies in the use of poisons and other intricate methods of assassination. He carries with him an extensive supply of various alchemical concoctions, for use later on.
Author´s Notes
This is one of my favourite locations in my Locastus setting, a place I keep coming back to over and over again. While all the stuff in here makes perfect sense to ME, I realize that it might not be all that clear to someone who doesn´t share my chaotic brain. As I add more posts, some of the loose yarns in this one will be gathered up, but at this point, I just needed to get it out of my system so I can move on to other things. It helps if you´ve read my other Locastus posts, primarily the Maul and the Maul Rats submissions. It is my hope that I now may move on to other parts of Locastus, but you never know, the Maul might demand more write-ups. I swear, this setting has a mind of its own….
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The Amber House
By: Ouroboros
( Locations ) City -
Any The headquarters of the Whores´ Guild
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The Amber House
The Amber House, the headquarters of the Whores´ Guild - so called because of the large amber-tinted light post that stands before it - is a large, temple-like building, located at the northern edge of the Maul Square. The building itself is simple and rectangular, built in a stark, ungainly style, heavily overgrown with ivy and with high, narrow window slits and squat pillars. Two blocky, crenellated towers protrude from each end of the central building, giving it a subtly regal appearance. The massive, stark bulk of the Amber House looms over the haphazard, stunted architecture and labyrinthine vista of rooftops that crowds it on three sides.
The House is set back from the Maul Square by a large, cobbled forecourt and colonnaded walkways; all built in the same alien style as the House itself, and covered in the ever-present ivy. A large, sculpted fountain stands in the middle of the court, a mass of cherubic beings carved lovingly from cold marble. If one was to look at the cherubs more closely, however, one would notice that some of the activities that the sculpted angelicals engage in are extremely un-cherubic-like.
The forecourt and the square beyond it are always full of women in the petticoats of the Guild, and their customers. A garden band on a small stage plays discreet music, and sometimes a party of gaily dressed jugglers, sword-swallowers and fire-eaters entertain the crowd. The area is always brightly lit, even in the small hours, and has more a feel of a perpetual garden party (or a fashionable open-air café) than a brothel.
The women conduct their business in the many darkened alleys around the Maul Square, or in one of the cheap hostels that line the Taurus and Lily Streets. The bargaining and its conclusion are often conducted in semi-publicity. To see a woman of the Amber House and her customer doing their business up against a crumbling brick wall, half-obscured by the shadows of a gate or in a rubbish-filled alley, is a regular sight at all hours, and draw little attention. There is no false modesty here, only business as usual.
In the daytime, when regular business is slow, the poor comes to the Amber House for food and basic medical care. The Guild operates a soup kitchen, shelter and small hospital for the homeless, old and sick of the Maul.
History
The Amber House was once the main temple of the Old Blood spirit-faith, and is one of very few buildings of the Old Maul to survive the Great Fire twenty years ago. It stood unoccupied for several years, reputed to be haunted by the smoldering spirits of the Old Blood people who died by sword and fire during that unfortunate episode.
Over time, as the Maul was slowly rebuilt, it became the home of a vast, feral tribe of drug addicts, homeless and deranged. These were, in turn, rousted by the ancient Whores´ Guild, who, under the protection of General Titus Hinge and his Maul Rats, moved in and set up shop in the Maul.
The Guild has operated out of the Amber House for close to 25 years, keeping its doors open for custom through several wars, civic unrest and a thousand riots. During the siege of Locastus a decade ago, the House stayed open, even though invaders were rampaging through the streets of the Maul.
Through cunning, political machination and brute force, the Amber House has evaded going on the protection payroll of any of the criminal organizations of the Maul. The last attempt to take over the House was made twelve years ago by the infamous King of the Upper Maul, Mowar Dusk; an attempt that ended with most of his army of thugs bleeding out in the gutters after an encounter with a Moon Maiden, and with Dusk himself seriously weakened and vulnerable against the other gangs.
The Whores´ Guild
The Women of the Amber House are no common prostitutes, but see their business more as a means to an end. They are privy to many state-secrets (mostly acquired through their customers´ pillow-talk), and have also hoarded a great amount of arcane knowledge. The Guild take great care to keep a record of secrets gleaned from their customers, which makes them untouchable, both in the eyes of the government (who is quite aware of the secrets the Guild could make public, should it be given reason to do so) and the public, who treat them with a complex, paradoxical mixture of respect, fear, adoration and contempt.
The prostitution business is also extremely lucrative, making the Amber House one of the richest institutions in the City, as well as one with good political connections. The Guild plays a delicate game of balance and sleight-of-hand with the Locastrian government in order to stay untouchable and in business.
The Guild is structured in a fashion reminiscent of both a laborer´s union and a monastic order, and is ruled by a circle of experienced, older women, called the "Matrons". The function of the Circle of Matrons is to elect a president, called the "Reverend Mother", and to handle day-to-day business within the Guild. Below the Circle of Matrons, there is a large staff of functionaries, enforcers and administrators called the "Madams". These are the link between the common streetwalkers at the bottom, and the upper eschelons of the Guild.
The Reverend Mother, besides being the setter of policy and conduct, is also the conduit between the Guild and it´s patron, the Bloated Moon. In times of great need the Reverend Mother can contact the Moon and ask for her assistance, usually by sending her Dreamkin creatures, but occasionally, if the need is urgent enough, by a visitation by the great sorceress herself.
The Moon has also been known to pass on information gleaned by her Orbats to the Guild, either to warn them of developments, or to allow them to profit off of them. No one knows why the Moon has a special tenderness in her icy heart for the Whores´ Guild, but it certainly adds to their street credibility.
Secrets of the Amber House
Besides their political connections and their relationship with the Bloated Moon, the Whores´ Guild are in possession of another wellspring of power, the spirits of the Old Blood spirit-priests and priestesses that died in the Great Fire. The Inner Sanctum of the former temple has been converted into a repository for the remains of these powerful individuals; their ashes stored in small silvered-glass phials, standing on shelves around the cubic, windowless chamber.
Unlike the modern human races, the souls of the Old Blood dont fully leave the Materium (the material world) upon death, but instead remain, on its borderlands, in spirit form. Here, with the proximity to the Well of Dreams, they are able to commune with the living, if the proper rituals are performed.
The Women of the Amber House, many of which are Adepts of the Secret Arts, can commune with the spirits of the Old Blood through the conduit of their mortal remains, and are able to glean many secrets of an arcane nature from them.
Name: Angina Ustos
Location: The Amber House, Maul Square, Upper Maul
Status: Reverend Mother of the Guild of Whores
Descripition: A spare, severe-looking woman in her late 40´s, with a long horse´s face, a hooked nose and her curly, iron-grey hair cropped close to the scalp. She customarily dresses in simple, high-necked dresses of coarse, slate-grey wool, almost like a nun´s habit.
Despite her ascetic demeanour, Mother Ustos is a shrewd, competent administrator. In her youth, she was a famous courtesan at the court of General Titus Hinge, who, when he died, left a significant percentage of his wealth to her. She is the repository for the power the Bloated Moon once gifted the Guild with, and she rules the Council of Matrons with an iron fist.
If she or the Guild of Whores is threatened beyond the capabilities of her tough, jaded Matrons, she can call forth the Moon´s power to summon Dreamkin (such as the Moon Maidens) to protect her and her flock.
Campaign Use
The women of the Amber House are quite knowledgeable, not only in current politics and the street cant, but also in various arcane arts. They can be persuaded to part with occasional gems of information, or hire their services (arcane or otherwise) out to the PC´s but always at a price. These toughened ladies dont do anything for free. However, the Guild is quite honorable in its dealings, and if the PC´s help or assist one of their members, they will repay that debt in some way.
Then we have the possibility of the PC´s visiting the Guild for quite an obvious purpose, but I´ll leave that up to the imagination of the GM..
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November 6, 2007, 16:28
November 6, 2007, 16:41
Maul-Rats :)
November 6, 2007, 16:46
November 6, 2007, 17:17
November 7, 2007, 2:58
November 7, 2007, 6:44
Edit: After a bit of research it turns out Jordan named a part of Tear...wait for it..."The Maule". Whoa, off the copyright hook... Still not happy with the similarity, though. Will think on it and see if I have a good alternative. /D
November 7, 2007, 9:13
November 6, 2007, 17:21
November 6, 2007, 17:23
Seems you have a competitor for best start at strolens -this is excellent!
November 6, 2007, 17:23
November 6, 2007, 17:30
November 6, 2007, 18:11
November 7, 2007, 9:15
November 7, 2007, 13:51
Great place to send the PCs to!
November 13, 2007, 13:09
November 7, 2007, 15:04
November 7, 2007, 18:57
November 7, 2007, 19:06
I´m glad you all seemed to like it. There´s still some work to be done on this sub, but I hope to have everything done by tomorrow. /david
November 7, 2007, 19:07
November 8, 2007, 12:09
November 8, 2007, 13:16
November 13, 2007, 13:25
Still a lovely bit of work with some nice details. I would make the locations of The Maul a scroll instead of trapping them in that block text box, or make the sub a codex with those slots. :)
I linked you to our collection of scum and villany.
November 13, 2007, 13:59
November 16, 2007, 10:25
December 17, 2007, 16:55
December 18, 2007, 5:53
December 17, 2007, 17:03
December 18, 2007, 14:18
Great addition, Ouroboros!
December 18, 2007, 15:04
December 17, 2007, 19:05
May 19, 2008, 8:18
August 16, 2008, 18:45
October 2, 2010, 18:41
January 21, 2011, 5:11
Sadly the map is still missing, other then that however it's an excellent sub, very easy to drop into any city with a little modding and add a bit of grit.
March 25, 2011, 0:40
Very extensive, and I wish I could give it a 5, but it's just well short of usable businesses (or even short precis) for a perfect score.
July 27, 2012, 6:47
5/5
September 28, 2012, 22:15