Friday, April 21, 2023

Dungeon23 (Hometown23): Week 15

Citadel Quarter

 

The Citadel watches over Alkastra (AI art image courtesy of NightCafe)

15. Citadel

The Citadel of Alkastra began its history as a wooden fort built to secure the ancient Empire’s push north.  It was fortified with stone as the town grew in to a city, and then fell to disrepair when the Empire left Alkastra to its own devices.  It was the abode of various warlords until the reign of King Cyneric turned it into a center of power in the region once again.  The current citadel is an architectural hodgepodge of these differing eras, but boasts a force of 110 soldiers patrolling its walls.  Well-maintained ballistae grace each tower, and a drawbridge separates the hill the Citadel stands on from the town below.

The current court of the Citadel consists of the Regent Thraxus, his ward, Prince Cayl, and his consort Lythia, along with a plethora of servants, courtiers, and visiting dignitaries from the surrounding lands.

 

The ruling "family" of Akastra: Regent Thraxus, Lythia the Consort, and Prince Cayl (AI images courtesy of NightCafe.)

Thraxus (Fighter 7, AL L): The Regent of Alkastra was once a powerful soldier and hero in his own right, who rooted out and defeated the Dread Pirate Khalkis and his network of buccaneers that had held Alkastra hostage in tribute for many years.  After this heroic action, the town’s Council of Lords assigned him the quest of finding a rumored heir to Cyneric’s line.  He was ultimately successful, and returned with the child just as the town was on the verge of erupting into a bloody civil war between the families. 

In tense negotiations, the town’s families begrudgingly agreed upon the seemingly incorruptible Thraxus as the best, neutral choice for Regent until the Prince comes of age.

Thraxus has shown particular effectiveness as Regent, rebuilding much of the town and citadel, returning trade to Alkastra, and refilling the town’s empty coffers by strong, but fair taxation. The Regent caused some controversy when he married the eldest daughter of one of the town’s influential families, the Redbrands, but her mysterious death (and coincidentally, her unborn child) abated that political crisis.  The message was clear: don’t upset the balance, but this tragedy changed Thraxus forever.

Today, the Regent is past middle age.  He is a cold, distant ruler who has left the Prince to be indulged and spoiled.   The source of the Regent’s power is his control over the purse strings of the city via his loyal exchequer, Strabo, but war in the North may affect the flow of coin and with it his power.  Furthermore, something significant has changed matters recently - Lithya is now with child.  She whispers in his ear, enticing him to take the throne of Alkastra for himself and secure his legacy.  After all, didn’t King Cyneric himself do the same in ages past?  In any case, he’ll die before he lets anything happen to Lithya and his child.

Lithya (Thief 6, AL N): The Regent’s Consort holds a special (if highly controversial) place in court as the Regent’s adviser and companion.  Lithya originated from a well-to-do family in town who fell into debt and ended in the Crumbles, with a young Lithya being sold off into disrepute.  The consort has relentlessly clawed her way up from the Crumbles into the halls of power: first, as a highly desirable courtesan, then as a canny dealer in secrets.  It is not known how Lithya has lived this long holding influence over many of the aristocratic families in town, but it is whispered that she has made a pact with the Crone of the Swamp in exchange for temporal power.  Those who have spoken out against her or her hold over the Regent have met mysterious accidents or have been otherwise silenced.  The key to her power may actually be more mundane – contacts among the Kingdom of the Downs.  Her goal is to put herself and family line in the position of power she feels was denied them.

Prince Cayl (Normal human): The young Prince is a powerful symbol of the time of King Cyneric that currently holds Alkastra’s divided society together.  Cayl’s lineage is dubious, and some whisper the he is merely Thraxus’ bastard, but the possession of Cyneric’s clan medallion shut down all open argument as to his legitimacy.  Regardless, the prince (a boy now nearing young adulthood) is fast becoming a spoiled wastrel only interested in the joys and comforts of wealth while eschewing the responsibilities of rulership.  Despite this, he is beloved by the Citadel’s servants as well as the common folk.  The time is fast approaching when the spoiled Prince must choose a bride from the parade of daughters offered by the town’s aristocracy; a fact that the Regent’s consort is keenly aware of.

 

16. Temple of Law

Opposite of the Citadel is a temple complex dedicated to the Lords of Law.  It has existed in one form or another since it was the ancient fort’s chapel to the Imperial deities.  It has been destroyed, desecrated and rebuilt/consecrated several times over the town’s history, but it currently stands as the main stronghold of Law in the surrounding area.

The Temple complex and cathedral is overseen by Bishop Phelios (Cleric 7, AL L) a retired adventurer.  He is a beloved hero and an old companion of the Regent, who elevated him to this position.  This was in direct conflict with the desires of the greater Church of Law, and believed to be a move by the Regent to consolidate power among close associates.

Next to the Cathedral is the Hospital of the Sisters of Mercy, where nuns dedicated to the Merciful Mother see to the curative needs of the faithful.  The Abbess of the Hospital, Aelfgifu (Cleric 4, AL L) was the eldest daughter of one of the town’s aristocratic families.  She followed the calling of a nun against the wishes of the family, which cost them substantial power and influence from being unable to marry her off.  For a long time now, her family has taken advantage of her position within the Temple, for they know a terrible secret – Aelgifu had an illicit relationship with one of the monks of the Temple when they were young, which was her true impetus for joining the convent.  Although they have kept their relationship currently chaste (and secret,) they have an illegitimate child in town that Alegifu supports from afar (with Temple funds.)

The Hospital provides the following magical services for a cost due to the limited nature of the Dragon Father’s miracles:

Curing wounds:

Lightly wounded (1-2HD of damage) – 20 gold

Seriously wounded (3HD of damage or more) – 240 gold

Curing disease: 180 gold

Neutralizing poisons: 230 gold

Removing curses: 180 gold (the Temple will take careful possession of any cursed items)

Raising the dead: 1,350 gold plus special dispensation from the Bishop (since he performs the ritual.)  The recipient of this miracle must be non-Chaotic (preferably Lawful) and a well-known benefit to the community or a hero/champion to the cause of Law.  Even so, a quest or service on behalf of the Church of Law may be required in addition to gold.

When it comes to the Temple’s miraculous services, priority goes to the ruling family first, the aristocracy second, and then the common citizenry, many of which must stand in line (often all day) for the charity of the Temple, since none can afford the cost.  Fortunately, the Sisters also provide mundane medical care for a donation of five (5) silver per day spent in the Hospital.

On the other end of the complex is the Library, where the priests and monks of Law work on religious texts as well as codify the town’s laws and records.  The monks offer services as scribes and sages to the general populace in exchange for a donation to the Temple: three (3) silver per day of work, including research time on a question.  Sometimes, Temple tasks take precedence over private business, and some less-than-scrupulous monks charge the client for that time as well, pocketing the extra coin.

A small order of Templars also resides on Temple grounds.  This order is tasked with the protection of the Temple.  The head of this order, Elder Geoffrey (Cleric 6, AL L) follows a more stringent sect of the Church of Law.  He is discontent with the Bishop’s lax way of doing things and has turned to evangelizing the populace to his sect via subversive pamphlets and secret meetings run by acolytes loyal to him and his sect.  However, the Bishop has become wise to his actions and is seeking a discreet way to deal with the dissenting Templar.

The religion of the Church of Law dates back to before the Empire and recorded history.  The story of the Lords of Law (as taught by the greater Church and Temple) is as follows:

Pater Draconis (Bhaal’mut, the Dragon Father): It is taught that the Dragon Father was one of the Dragon Titans of prehistory that created the World at dawn of Time.  The Dragon Titans themselves were the rebellious get of the Old Ones who slumbered in the formless Void.  While the Old Ones slept, the Dragon Titans created the World from the stuff of their dreams (Chaos) and the raw elements of the universe.   As they cavorted in their new creation, Bhaal’mut and his sister-wife Tiama’at the Many-Faced begat several children – the first dragons.  They then created plants, beasts, and animals to feed them, and the Fey Folk to serve them and make beautiful things for their hoards.  The Fey Folk however, stole the secret of shaping Chaos (magic) from the Dragon Titans and rebelled, slaying many of their children in the process, and then scattering to hide in the forests, hills, and under the mountains in order to survive the wrath of the Dragon Titans.  They became the Elves, Dwarves, Gnomes, Halflings, and others.  This betrayal and tragedy drove the Dragon Titans apart as they each left to mourn their children alone.

The Dragon Titans later attempted their own creations, but these were imperfect without the others’ input.  Tiama’at created the serpent-men, who were sterile, but gifted with the knowledge of flesh-shaping to pass on their inert seed.  However, the majority of the serpent-men’s creations were naught but horrid monsters – things that can only destroy; never create.  Tiama’at tasked her remaining children (the chromatic dragons) and the serpent-men to hunt down the treacherous Fey Folk.  Tiama’at was then known as the Mother of Monsters.

Bhaal’mut created the Humans, who like the Fey Folk were creative and ambitious, but short-lived, fickle, and prone to passionate fancy.  The Dragon Father created Laws, mores, and commandments to guide and keep humankind from straying from their tasks, but they always fell short of His stringent expectations.  In His rage, he would destroy their cities and their works, but the humans were resilient and rebuilt.  They loved their Creator and only sought to please Him.

Mater Misericordis (The Merciful Mother, the Dragon Priestess): Among Humanity was born a young woman with a uniquely beautiful and powerful voice.  The Dragon Priests, who kept the Dragon Father’s Laws and sought to placate Him, decided she was special and would make a great sacrifice, so that they would be spared from His periodic rampages.  The Dragon Father did not care for this gift, for he held the life of His creations sacred.  His anger caused the Dragon Priests to cower in fear, for surely this blasphemous act would mean their ruin.  Then, something unexpected occurred.  The woman began to sing to the Dragon Father.  Her voice was of such soothing quality, that the Dragon Father’s anger dissipated, and He slept. 

An illuminated, holy text depicts the Merciful Mother singing to the Dragon Father.  His smaller size symbolizes the appeasement of His wrath.  The Mother is often depicted with a lyre or musical conducting rod, said to lead the worshipers of the world in song to the Dragon Father's glory (AI art image courtesy of NightCafe.)

 From that day forward, she would be His High Priestess and would sing to Him every day about the lives of His creations.  This affected His dreams and in turn these dreams became a benevolent reality.  Humanity thrived and built a proud City that sought to reach the Heavens.

Meanwhile, Tiama’at learned about the thriving creations of Bhaal’mut, and His High Priestess with the beautiful voice.  In the throes of jealousy, she burrowed under the City of Humankind, letting in the stuff of Chaos through the cracks and fissures.  From this foul essence was born the Laughing Man: a creature of Chaos that taught humans the ways of greed, gluttony, sloth, and lust.  Humanity was quickly enticed by vice, forbidden pleasures, and taking without toil.  Worse, he taught humanity how to flaunt the Dragon Father’s Laws or twist them to their advantage right under His watch.  In ruining Bhaal’mut’s creation, Tiama’at was pleased.

A painting of unknown origin depicts the Laughing Man and his followers.  The distorted facial and bodily features symbolize his duplicitous nature (AI art image courtesy of NightCafe.)
 

When The Dragon Father realized what had happened, it was too late.  The City of Humankind had been corrupted.  The humans reveled in Chaos while the Laughing Man fiddled.  They cavorted with the serpent-men, fouled their bodies and their crafts, and worshipped Tiama’at’s monsters. This was so loathsome to the Dragon Father that it engendered in Him an ultimate rage.  His wrath caused the Earth to shake and crack, mountains to explode, and the seas to boil and churn.  Tiama’at was expelled from the Earth in the tumult and launched into the stars.  The Dragon Priestess, who at this point had become too old to sing with any power, could not calm the Dragon Father with her voice and avert the catastrophe.

When the Dragon Father’s rage was finally spent, the world was forever changed.  The City of Humankind was destroyed, the continent split by the shaking earth and the cracks filled with the churning seas.  Its people were scattered in all directions by the winds, and the Dragon Priestess, His favorite, was slain.  Meanwhile, the many great Kingdoms of the Fey Folk that had risen to glory before the City of Humankind, were also torn asunder.

The Dragon Father was greatly ashamed of the destruction He had wrought.  He cradled the soul of his beloved Priestess and left for the stars, where she could sing him to untroubled sleep for all time.  As a final act, he breathed light into the Mother’s remains, creating from her a child that could one day guide humanity back to the Dragon Father’s Law.

Filius Fidelis (Mythras, the Faithful Son): The child who would be known as Mythras, born of Dragon and Man, was raised by a devout, but childless couple who had fled and survived the destruction of the City of Humankind.  They discovered the child while sifting through the ruins and decided to raise him as their own.  The man taught his adopted son the crafts of his people, and his wife taught him the songs of the Merciful Mother and the Dragon Father’s Laws.  When he came of age, Mythras traveled the breadth of the World, using his strength and heroic heart to save the scattered tribes of humankind from the likes of the Bull-Gorgon, The Sea-Wyrm, and the cyclopean Spawn of Gigas.  He taught them the forgotten crafts and the Dragon Father’s Laws and thus the people began to follow him.  To his closest followers, he taught how to call upon the Mother for aid, who would then sing to the Dragon Father and intercede on behalf of humankind to protect and heal.  These were the first clerics.

However, the remnants of the Dragon Priests had also survived the cataclysm.  Bereft of power, they had long since turned away from the Dragon Father’s Law to the forbidden ways of Chaos.  While this power could only transmute and destroy, it could also cloud and influence fragile, mortal minds.

The Dragon Priests moved subtly among Mythras’ followers and caused disease, famine, and discord among the tribes.  The tribes became suspicious of each other.  Their envy, anger, and hatred of each other mixed with the influence of Chaos and coalesced into a terrible being that became Martuk the Many-Armed.  Martuk stoked and fed off the people’s conflict, which then grew into wanton slaughter, and thus humanity came to know the horror of war.  Mythras tried to stop this terrible conflict between the tribes but was slain when a stray arrow pierced his side.

His remaining followers, now leaderless, beseeched the Mother and Dragon Father for aid.  This collective call was so powerful that it briefly awoke the Dragon Father.  His sudden, wakeful exhale of light brought Mythras back to life, but His subsequent inhale began to consume the souls of humanity starting with the treacherous Dragon Priests and continuing with the warring tribes.  These soulless wretches became the first undead, forever hungering for the life energy they no longer possess, and holding an instinctual hatred of the living.  Only the swift action of Mythras, who used the Sun as a great shield, saved the souls of the remaining humans from oblivion.  The Mother was then able to sing the Dragon Father back to sleep.  Thus, humanity was saved.

To continue to protect humanity, Mythras ascended to the Sun and built a fortress there where he could watch over his charges for eternity.  He deemed henceforth that only the wisest among the followers the Dragon Father’s Law would be granted the power to call upon the Mother for His aid, for to do more would risk the ruin of all humankind.

Left: a bas relief depicting the story of the Lords of Law shows the hero-god Mythras traveling the world.  Right: ascended Mythras as the Protector of Humankind in a stained-glass window in the Temple of Law (AI art image courtesy of NightCafe.)
 

Thus it was that the tribes of humanity were forced to rely on themselves to rebuild, with the followers of the Lords of Law watching like shepherds over a flock, interceding only when necessary.  However, the division that the Dragon Priests had fomented caused some of the tribes of humanity to be lost to the Wilds, where they turned to lesser spirits of the Earth and Elements, demons of Chaos, (like the Laughing Man and Martuk the Many-Armed,) and even the inscrutable Old Ones, whose slumbering susurrations reveal the secrets of the Creation of Stars but inevitably drive the listener to madness.

In addition to the three Lords of Law, the Church also recognizes myriad legendary and historical Saints and martyrs, some of which are the canonized kings and beloved emperors of old.  Many clerical orders adopt one of these Saints as their patron, whose example they strive to follow.

 

17. Street of Shrines

This street connecting the Citadel and Gate Quarters is stuffed with the stalls of astrologers, fortune tellers and shrines to pagan and foreign gods.  These are tolerated in town (much to the chagrin of the Temple of Law) in order to keep the peace with the surrounding populace and provide welcome places for foreign traders. The only hard law regarding these, handed down from the reign of Cyneric, is that no shrines aligned with Chaos shall be erected nor their worship tolerated within city walls.  The Regent depends on the Templars from the Temple of Law in the occasional task of rooting out followers of Chaos.  Sometimes, they go too far in their zeal, but the Street of Shrines persists regardless.

The predictions of the astrologers and fortune tellers (about three silver a session) are sometimes worth a rumor or two from the Rumor Table.

The most well-known shrines in the Street are one that honors Woaden One-Eye and the harsh, Giant Lords of the North, a pagan shrine that venerates the twin deities of Haerne the Hunter and Daenica the Forest Maiden, whose sap-weeping face can be seen carved on many a tree in the countryside, and a shrine to the Elemental Dukes of the Far West that holds regular calls to prayer for visitors from those distant lands.

Adventure Idea: The Alignment of Terror.  Zirhan, an astrologer who has secretly come to serve the Old Ones (Cleric 8, AL C,) will attempt to hire any capable adventurers patronizing his stall to steal an artifact known as the Lens of Egizax from a pagan temple hidden in a forest far to the south (Hex 0642.)  He claims it is a magical lens that will improve his ability to predict the future written in the stars.  The lens is a convex, green crystal about the size of a small shield or buckler, with a bronze and gold rim etched with arcane and astrological symbols.  If the player characters (PCs) refuse, Zirhan may cast a spell of questing to force their service (GM’s discretion.)

The Sybil of the Temple and her amazon sisters (see hex entry) hold the sacred task of keeping the Lens sealed away from those who would misuse it.  The sisters take vows of poverty and have little to no treasure of significance save for their holy adornment and temple accouterments.

On a specific night when the stars are correctly aligned (a fast-approaching date that Zirhan is fully aware of,) the light of the full Moon can shine through the Lens and activate it to project a beam deep into the earth.  This will cause a horrendous earthquake and possibly a dormant volcano (Hex 1216) in the Crown Mountains to erupt (GM’s discretion as to how much destruction and carnage is desired.)  This is exactly what the star-maddened Zirhan wants, in the belief that the senseless destruction will please the Old Ones.  This surge in power will crack the Lens and render it useless forever, but the damage will be done.

Remorseful PCs who are aware of Zirhan’s plans (perhaps by the Sybil’s warning prophecy) will have a few days to stop Zirhan before the prophetic date and Alkastra’s doom.  Even then, they have to contend with the maddened astrologer himself and his followers, whom he has gathered over time from among his customers.

 

 18. The Divine Spark and Silver Saucer

The Divine Spark has some of the best lodgings in the city, providing comfortable accommodations and safe, private rooms to those able to pay the exorbitant fee of two (2) gold (or more, depending on the season) per day.  The majority of guests here are wealthy merchants, gentry, and high-ranking clergy visiting the city.  The adjoining baths, which date back to Imperial times, provide a relaxing way to soothe the weariness of the road for one (1) silver.

Below the Spark is the Silver Saucer, a tavern that has the best fare in town for five (5) silver a meal.  These sumptuous meals can be washed down with some of the finest wines of the countryside (starting at 10 gold per bottle.)

A nondescript house between the Spark and the baths is the home of the most exquisite courtesans in the city.  Those in the know can tell interested parties the secret knock required to enter and enjoy their pampering attentions (for an expensive cost.)

Adventure Idea: Journey to the Wastes.  The concerned family of a minor noble wants to hire the player characters (PCs) to find their father, Ranulf Toustain.  Ranulf has become more devout as he’s aged and decided to go on a divine pilgrimage to Sargos (Hex 3135,) learning that it was a place where Mythras once preached the Dragon Father’s Law.  He should have already returned, but the family has not heard from him.  They fear the worst, but want to bring back their father alive, or at least find out what became of him.

The elder Toustain ran afoul of the current regime in Sargos when he spoke out against their heresy.  He is now a slave working the fields under the relentless sun during the day and imprisoned in the cold dungeons under the Ziggurat at night.  PCs that find out what happened and infiltrate the dungeons may also discover Sargos' deposed ruler, who is now a blind slave, imprisoned there as well.  Is this going to be a simple rescue mission, or a revolution to take down a tyrannical regime?  Regardless, a grateful Ranulf will shower the PCs with gold, jewels, and perhaps a magical family heirloom.

 

19. The Villa of Publius Septorin

This walled villa is the home of one of the wealthiest merchants in the city, Publius Septorin.  Septorin has essentially bought himself a position in the town’s Council of Lords, as a representative for merchants in the city.  The position was created with the Regent’s blessing as he sought to encourage the flow of trade into the city. The old families in the council resent Septorin as an outsider and interloper.

Septorin seemingly keeps no guards at his home, but thieves who have attempted to burgle his fabulous wealth have never returned.  Curiously, every time one of these thieves disappears, Septorin acquires a new statue for his gardens.  This is because the exotic “peacocks” that live in the gardens are actually brightly-plumed cockatrices he imported at great expense.

It is likely that Septorin employs other exotic creatures as protectors for his wealth, but no thief has made it past the gardens to find out.

Adventure Idea: Cock Chase.  Nar Petrovin, a black market trader in exotic animals and other creatures (often supplying the Fighting Pit in the Outskirts) has heard about Septorin’s peacocks.  He is offering 700 gold for one of these creatures to anyone foolhardy enough to attempt the theft.  He suspects the “peacocks” true nature, but does not divulge this information.  Petrovin can be found at the Sirine’s Pearl (see entry 12 in the River Quarter.)

 

20. Townhouse of the Redbrand Family

The Redbrand family was once the most powerful family in Alkastra, claiming an august lineage dating back to Imperial times and boasting several productive lands outside the city.  The family has vied for influence at court with its rival, the Verisey family, for many years but currently holds second place due to several setbacks and tragedies in recent years, including: their eldest son dying in a jousting accident, the sudden death of the family’s head due to illness, and the passing of their pregnant daughter, who they had cunningly managed to marry to the Regent.  These tragic events have driven the once feared and powerful matron of the family to withdraw into herself, becoming senile.

Gytha Redbrand: the youngest daughter of Eadild and Aelstan Redbrand was always the “black sheep” of the family.  She was disowned by her father after she ran away and eloped with a young minstrel who seduced her at court, much to the shame of the family.  She returned many years later, escaping her abusive husband with her son, Alric, to find that her father, brother, and eldest sister had died and her mother in the grip of senility.  Gytha now finds herself in a position of power within the family, with her son as potential heir to the family fortune.  However, Alric, who inherited his father’s looks and roguishness, is a wastrel who prefers spending his time in taverns and dueling in the streets.  Recently, the eldest daughter of the rival Veriseys, Iseult has caught his eye and the two have been meeting in secret.

Eadild Redbrand: The matron of the Redbrand family was an imposing woman and a skilled intriguer at court, called the Lady of Stone behind her back, due not only to her cold, imperturbable demeanor but also her seemingly unassailable position.  Age and family tragedy have finally brought her low, and she now spends her time under the care of her servants and living in a hazy, imaginary past while her prodigal younger sister has taken the reins of the family. However, Eadild still holds considerable authority over the extended family and a mere word from her will make them (and their formidable military assets) obey with alacrity.  Is her current state yet another of her intrigues?

 

21. The Verisey Estate

The Veriseys are the foremost of the noble families in Alkastra, owning rich mines in the northern hills that are their ancestral lands.  It is said that the serfs working the mines live in a state of effective slavery, and the Veriseys also have a deal with the Regent to acquire criminals sentenced to hard labor.  This is of no consequence to the Veriseys, who live in opulence far removed from their old castle and lands in the hills.

The eldest of the Veriseys, Helene and Gilbert, have settled on a passive role in the family as they have grown older.  Helene is resting on her laurels as her bitter rival, Eadild Redbrand, is now in a sorry state.  Despite their rivalry, she respects Eadild and genuinely pities her.  Gilbert has allowed his adopted nephew, Milo, to take over more of the family business since his son Remi has turned out to be a disappointment.  Other important members of the Verisey family include:

Iseult Verisey (Normal human, AL L): The eldest daughter of the Veriseys is young and idealistic, with a soft spot for the poor and downtrodden.  Because of this, she has grown to resent her family and the treatment of their serfs, and is quite vocal about it.  Iseult enjoys sneaking out in disguise to give charity to the poor.  At first she would only go to the Temple of Law, but as she became emboldened, she started going into the River Quarter and the Crumbles, where she inevitably ran afoul of ruffians.  Fortunately, she was saved by Alric of the Redbrands, and the two have fallen madly in love with each other.

Milo Verisey (Fighter 6, AL L):  Milo is the adopted nephew of the elder Veriseys.  He is slightly older than their natural son Remi, and a more serious person overall.  Milo has taken well to the reins of the family and is already at work on maintaining the family’s influence at court.  “Uncle Milo” has endeared himself to Prince Cayl, showering him with many gifts, and has placed his cousin Iseult in the primary running for betrothal to the young prince.

Remi Verisey (Fighter 5, AL N): Remi is the eldest son of the family, but is not in line to inherit.  This is because he has grown to become a drunkard and louts-smoker, preferring to waste his time in vice among the seedier elements in town.  He is resentful of his cousin Milo, but too mired in his vices to currently do anything about it.  Remi has recently discovered the regular trysts between Alric Redbrand and his sister Iseult.  The two young men have nearly come to blows and the flash of steel over this.  Remi accidentally killed a street prophet with a drunken, sloppy thrust of his sword when the unfortunate man tried to stop the fight  (see entry 5 in the Gate Quarter.)

Adventure Idea: Crossed Stars.  Realizing that it is the only way that they can be together, (or the fact he may be wanted for a murder,) Alric has convinced Iseult that they need to run away together (after first stealing some gold and jewels to establish them in their new place.)  The Redbrands and Veriseys have reluctantly made a truce and are sparing no expense in hiring top sellswords to recover their wayward children alive.

A smuggler betrayed Alric and Iseult to a band of 25 slavers (treat as brigands,) and will soon be on their way to the markets of Sargos (Hex 3135.)  For now, they are being held in the slaver’s camp within a ruined castle (GM’s choice as to location.)

These “slavers” are actually soldiers in service to Eadild Redbrand’s extended family.   Eadild blames the Veriseys for her misfortune (whether they are actually responsible or not.)  She wants to destroy their chances of ascending one of their own to the throne of Alkastra, while at the same time ridding the family of her sister’s bastard.

Alternatively, Alric and Iseult may seek out the player characters (PCs) if they are familiar (and friendly) with them to help in their escape plan.  In this case, the group will still have to contend with Eadild Redbrand’s people, and risk making an enemy of the two most powerful families in Alkastra.

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