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Great CityGC Castle Ward
Great CityGC Castle Ward
Great CityGC Castle Ward
Lou Agresta, Rone Barton, Tim Hitchcock, John E. Ling, Greg Oppedisano, Brendan Victorson
Proofreaders
Lou Agresta, Rone Barton, Tim Hitchcock, Nicolas Logue
Editor
Mario Barbati
Art Director
O’Bully
Cartographers
3d modeling: Guido Barbati,
Texture map artist: Mario Barbati
Layouts
O’Bully
Cover Artist
Eric Lofgren
Interior Artist
Hugh Vogt
Special Thanks
Martha Agresta, Mario Barbati, Carlos Brown, Liz Courts, Anna Fava, Carli Hitchcock, Søren Kierkegaard, Susan Ling,
Megan Ling, Daniel Ling, Nicolas Logue, Elizabeth Newgarden, The Craig Shackleton and his damn utilikilt, the rest of
the Werecabbages.
www.0onegames.com
Foreword
Foreword
Castle Ward
The Castles, Emperor’s Hand, Goatland
All citizens are free to enter Castle Ward, though In order for citizens to enter government
The law permits noble residents to act against off street hoodlums, and their lavish spending when
trespassers with lethal force, a legal loophole they take to the town flush with recovered treasures.
that immoral aristocrats sometimes manipulate,
‘accidentally’ killing staff, beggars, or any other Within the past few years, a heinous and disturbing
opposition as convenient. The authorities rarely activity, known as devil coupling, has cropped up
investigate such crimes, thus the locals give among a select group of radical Triperium loyalists
notoriously cruel lords wide berth. As would be who call themselves Ghurophites. Originally,
expected, Castle Atregan, The Court Under the devil coupling was one of the many elicit services
Mountain and several other areas restrict public Jadru Neeler provided for the pleasure of his
access entirely and visitors must be escorted by the jaded clientele; however these individuals take the
Lord’s Guard at all times. coupling one step farther, and have begun breeding
with powerful outsiders in order to create a race of
Special Interests superhumans. Their progeny now run with fiendish
blood and mature at a heightened rate. Many reach
Castle Ward is largely a haven for both Kortezian
adulthood in a matter of months, and soon these
nobility and aristocracy who support the Triperium
revolutionaries will spawn an entire army with which
occupation. As many judiciary and legal forums take
to rest control of the Triperium from the Atregans.
place in the Court Under the Mountain, the ward also
draws would-be politicians, consultants, and anyone
else desiring to try their hand manipulating the Power Groups
political structure. Constant power struggles create a
demand for spies, and espionage is pervasive. The Atregan Family
The Atregans are a powerful family of Kortezian
Castle Ward once possessed a dominant royalty hailing from The Empirical Province of
mercenary district for a reason. It lies in close Terrolaz. The Atregan’s have lorded over the Great
proximity to both the extensive dungeons beneath City at various periods across the past thousands
the mountains and to the surrounding highlands of years, first colonizing it during the Empirical Age,
filled with giants, trolls, and other monstrous abandoning it during their own civil war, and then
dangers. Adventurers come by the dozens, book attempting to re-conquer it in recent times. Currently,
long-term rooms at various inns, even rent the Atregans control great power in the western world
apartments in East Hill, and use the Ward as a base due to the head of the family, Lord Othorion Atregan
camp. While some locals frown upon the moral XIII, emperor of the Blood Triperium, who the people
ambiguity and often crude and vulgar behavior of have nicknamed Ironsoul for his merciless, heavy-
adventurers, most appreciate their talent for driving handed leadership and absolute tyranny.
29
CASTLE WARD (The Castles, Emperor’s Hand, Goatland) 0 120 240
Feet
3
2 2
1 10
2 2
2
BOLD WAY
CLER
1
7
E
IL
L
M
RO
YA 6
COURT 12
UNDER THE 5 2
MOUNTAIN
GRAND SQUARE
OF HEROES 11 8
WAY OF THE CITY LORDS
SER
tradesfolk. Not of the noble caste, they seek entry
CASTLE Ward Map Key into elitism by blackmail, bullying, and other
despicable means. Even they realize that they’ve
1 The Castle become sellouts to the common citizenry from
League of Magistrates
While most citizens of the Great City stand against
the Atregan occupation, many of the new bourgeois
seek to win Atregan favor and perhaps gain nobility.
These scheming brown-nose magistrates seek
to progress up the length of Erasmus’s anus and
into his good graces by buying properties, driving
out opposition with high rents, and by creating
monopolies ruinous to smaller independent
31
Prejudice In Castle Ward
Chapter 4: Castle Ward
Underlying prejudice plays a prominent role when determining NPC attitudes in Castle Ward. The table
below demonstrates typical NPC reactions as per race. There are plenty of exceptions and the GM is
encouraged to use these relations to create general mood, rather than punitive effects towards players.
NPC Attitude Based on Race
Non-Atregan Pro-Triperium
Atregens Kortezians Azindraleans Azindraleans Azzywogs Gurs
Atregens Friendly Indifferent Indifferent Indifferent Unfriendly Unfriendly
Non-Atregan
Kortezians Helpful Helpful Friendly Indifferent Unfriendly Unfriendly
Pro-Triperium
Azindraleans Helpful Helpful Helpful Unfriendly Unfriendly Unfriendly
Azindraleans Unfriendly Unfriendly Hostile Helpful Indifferent Indifferent
Azzywogs Indifferent Indifferent Indifferent Indifferent Helpful Indifferent
Gurs Indifferent Indifferent Indifferent Indifferent Indifferent Friendly
The members keep their identities secret, even The majority of Castle Ward’s wealthy elite
from their colleagues, and wear elaborate disguises maintain ties to the most powerful Clans of
and masks. Ironically, the leader of the Dandymen the Blood Triperium, the families that own vast
is Emilette Renfoult, the daughter of prominent properties in their homelands. They immigrated to
nobleman, Casmir Renfoult*. She uses the alias Emil the colonies as part of Othorian’s New Resourcing
the Laughing Thorn. Plan, through which their families offered to fund
*for more information on Casmir, see Notable the reconstruction of colonies overseas in exchange
NPCs below. for large tracts of farm land and forests, shipping
rights, and the Blood Triperium’s military and naval
Ghurophites protection.
This small group of Kortezian nobles seeks to
create a master race of humans by breeding with A few of the non-nobility, including successful
powerful fiendish outsiders. They keep on good adventures and other less savory characters such as
terms with Jadru Needler and often reserve the crime bosses, evangelical priests, or the occasional
House of Penance for private parties. well-cultured assassin, also own or rent in Castle
Ward. Still, regardless of their wealth, the bourgeois
nobility tends to write such folk off as second-class
Citizens & Activities
citizenry, whose fast-money fails to amend their lack
The Castle Ward is largely comprised of Kortezian of class and culture.
nobility, mostly of mixed-clan descent. Less than a
third of the population are new immigrants, though The remaining citizens either work as live-in
the majority are only first or second-generation servants or provide high-end services to the nobility.
colonists. As would be expected, there’s a slightly During the day, the ward fills with an array of
higher percentage of Terrolazians, particularly from peddlers, tailors, wheelwrights, and others of simple
clan Atregan. The remaining human population professions, though they vacate at dusk as few of
consists of native Azindraleans and those of mixed them can afford to live in the Ward.
Azindralean and Kortezian heritage (sometimes
called Azzywogs, though the term is considered
somewhat derogatory).
Notable Npcs
Other humanoids are less frequent and include Tax Warden Poulias Atregan
long-term transients, such as adventures and An azzywog from the Trades Ward, Poulias lucked
foreign dignitaries from humanoid kingdoms. out when his mother remarried a distant cousin of
Finally, one might occasionally encounter one who Erasmus, on his mother’s side. Once gifted with the
is of “suspicious” blood; however, such individuals clan name, Poulias quickly left home and rented a
usually live in the outer wards and only appear in the flat in East Hill before his new father-in-law changed
passing. One exception is the family of dwarves that his mind about the relationship. Though weak-
runs the Crier’s Belfry, though they dislike light and chinned and somewhat weaselish, this young man
therefore, rarely leave their spire. was always good with numbers; so he took a job at
32
personal attendants and hidden snipers, lurking in
Determining Who’s Who nearby alleys and on rooftops.
The Great City is the sum of its residents, Tharix enjoys a certain amount of respect from
Blood Senator Tharix Magorthus It was explained then that his half-brother
The Blood Senator of Castle Ward is a striking Erasmus was weak-mind, spoiled, self absorbed
young noble form the Magorthus Clan, named and incompetent. Othorion would orchestrate the
Tharix. Standing just shy of six feet, he possesses upcoming public forums so that Tharix received a
a warrior’s build and stance, uncommon among nomination and appointment to the role of Blood
politicians. Still, he carries himself in a reserved Senator for Castle Ward. There, with both an ear and
and cautious manner, diligently listens to the cases a tongue in reach of Erasmus, he could manipulate
and complaints of various constituents, and spends him as a puppet.
a lot of his time at the public forums held at the
Court Under the Mountain. While he keeps himself At present, its impossible for anyone to tell just
approachable, he rarely travels unguarded by both how much control Tharix has over his half-brother.
He meets with him infrequently and then only
33
formally as the designated ward representative. never sleeps. Unfortunately, their accounts seem
Conversely, his ruse seems to be working perfectly, as unreliable as those few who have dared to receive his
other factions bear him no suspicion and keep their consultations seem stricken with madness.
Chapter 4: Castle Ward
Umi
Umi, the aged, blind stable keep is rumored to be
the oldest man in Castle Ward. Each day at dawn,
wrapped in a thick wool blanket, he walks alone up
the Kings Causeway to the stables. There he tends
the horses, leading them into the paddocks where
they run and graze. During the day, he retrieves
them one by one for grooming. Then at sunset, he
stables them, wraps himself back in his blanket,
and heads back down to town. He’s a quiet man
mostly, speaking only to the small pink-cheeked
children eager to know about the horses. Still, those
in shadowed places claim that Umi knows things
others have forgotten and believe his pale cataracts
perceive an ancient ghost from before the coming
of the Kortezians. Those who know of his powers
claim to consult with him after dark, for the old man
34
image to disguise his true nature. He does in fact a second thought, she knelt down and cut the
possess fiendish blood and uses his depraved, but noble’s purse from his belt, then happily sauntered
seemingly harmless club to manipulate the ruling home. Emillette it seemed, discovered a cure for her
class to his needs. boredom. She had found her niche.
7. Armorsmith Shop
blind stable keeper, rents a basement room from Another of the Marwuckle shops, this one deals
the owner. Umi is rumored to have lived there exclusively in the manufacture and repair of high-end
so long that the sale of the property carries the metal armors; specifically, complex suits of mail.
contingency of his continual lease. They also do custom finish work both on armor
and shields; including embossing, engraving, color
5. The Yawning Well Inn lacquering, and emblazoning. They have a variety
Known for fine food and finer women, the of crests on file, both new and ancient, and for a
Yawning Well Inn draws late night crowds of the modest fee, can easily confirm the age, manufacturer
Castle District’s wealthiest and most eloquent and in some cases, the owner of recovered armors.
young bachelors. Crashers come from all parts of Still, they remain honest enough to report stolen
the city, attempting entrance by pretending they goods, and it would take an incredible offer to
too possess the wealth and status to mingle in sway them into reworking stolen items or creating
the elite crowds. But woe befalls those revealed as forgeries, especially since it would jeopardize the
charlatans, and more than a handful of inn-crashers reputation of their family business.
have seen their last party end with a bejeweled knife
across the throat. 8. Exotic Weapons Shop
The Marwuckle’s third and final shop deals only in
The Yawning Well Inn was recently purchased by the trade and sale of rare and exotic weapons. These
an unknown buyer and surreptitiously serves as the the family imports from about the world, seeking
headquarters of the Dandymen, both authentic and historic pieces. As expected,
37
their stock varies, often rapidly and radically, as they
do not manufacture exotic pieces. Neither do they Sarhaed
perform restorations or repairs on exotic weapons,
Chapter 4: Castle Ward
here, and redirect customers seeking such work to Aside from the crime of high treason, which
the Weaponsmith Shop. carries the death penalty, the punishment
for many crimes can be resolved by paying a
9. Martial Law Festhall penalty fine called a sarhaed.
Anyone convicted of a crime can request to
In the northern section of East Ward stands The
pay a sarhaed to avoid criminal sentencing.
Martial Law Fest Hall, a massive, timber-roofed
The plaintiff first reserves the right to
pavilion once used by the mercenaries guild to host
accept or deny sarhaed, however judiciary
great feasts celebrating the victories of major wars
officials presiding over a case can over turn
and battles. Recently restored, it appears much as it
the decision, as can any member of the royal
did hundreds of years ago. Locals currently use it to
court.
throw large galas for holidays and other important
Sarhaed is paid to the plaintiff as well as
events. Most of the rooms in the two-level Festhall
covering any barrister fees. In cases where the
are open or three-quarter walled, along with a few
individual has violated City law, the plaintiff is
private fully enclosed chambers.
Lord Atregan.
Once sarhaed is enacted, the plaintiff sets
10. Mercenary’s Guild
the cost of the sarhaed. The cost for damaged
Once the formal meetinghouse of the Old or stolen items is usually the cost of the item
Azindralean mercenary district, this two-story manse plus 10%, while injury or death is the cost of
now serves the few remaining mercenaries as the healing plus 10%. Other more personal
boarding house and tavern. For a fee, one can join crimes such as rape, incest, slander and
the local mercenary guild for up to a year, though adultery can carry even greater penalties.
the public is free to rent rooms by the night (when As such, cost can vary greatly and it is not
available) or carouse downstairs at the tavern. unheard of for particularly vengeful plaintiffs
The guild is a popular hangout for adventurers, to set the sarhaed well above the standard
bounty hunters, and other soldiers of fortune, and plus 10% rate. Payments are usually made in
an excellent place to find hirelings or purchase gold, goods, or livestock, however some offer
information. to pay with indentured servitude.
11. Grand Square of Heroes Once per year, Kortesian city officials holds
More so than those squares whose lawns fed a Criminal’s Lottery as an act of good will to
goats or provided forums for public oratory, the their oppressed citizens. On this day, assorted
Grand Square of Heroes possesses perhaps one of criminals are brought before the crowd who
the richest histories of any square in the city. In the vote by applause to approve or disprove their
old days, it served as a primitive and violent court. sarhaeds. Any criminal whose sarhaed is
Plaintiff and accused would stand within the circle approved must pay it in full by sunset, or his
and argue their cases before large crowds who would right to pay sarhaed is revoked.
then determine the guilt and responsibility of the
guilty. Some paid in sarhaed (the honor value of a
crime). Everything, including death had a commonly it became impossible to hold a fair trail that didn’t
agreed upon value, however when the crowd or result in bloodshed. To remedy this, the people
plaintiff felt that the sarhaed was not enough, they elected a small panel of judiciaries that became
could command a violent trial-by-combat or “blood- known as the Court Under the Mountain.
trial”. Winners were vindicated of all wrong doing,
while the losers lay dead in the dust waiting for the Combat trials still took place, however individuals
dung collectors to hang their bodies in the square for choosing such a resolution were forced to first draw
the crows to feast. up contracts for the fight with elaborate guidelines,
on which barristers and court judiciaries often
Initially, only individuals directly involved could deliberated for days in the nearby courtyard. The
fight in bloodtrials, and their sheer dramatic brutality ancient tradition is now illegal, at least in principle.
made them a strong deterrent to most crimes. In Still, loopholes in the law allow those born of noble
later years, mercenary gladiators often accepted large blood to invoke a blood trial to resolve serious
sums to stand in petitioners steads. This worked matters, provided both parties consent to the duel.
well for the rich and powerful, who would often make By writ, serious matters are those where following a
legal accusations simply to have fights and place bets fair and just court resolution, the loser may still be
on the winner. As trial-by-combat grew in popularity, inclined to take vengeful actions. These include rape,
38
murder, spousal betrayal, and similar acts which tend narrow streets, chewing porch banisters and shitting
to provoke long-term feuds. everywhere. While he feigns distress, Agrus hates the
pompous Kortezians and knows exactly what he’s
Following the Backwater Rebellion, many of ruling doing. If need be, he rounds up his herd in seconds
40
A hideous dwarf named Thrumble Atterstone runs and emergency escape passages for the royal family.
Crier’s Belfry and lives there with his equally hideous Strangely, the catacombs and structures beneath
wife and brood of children. His family has owned and vary drastically in age, especially once the Dungeon
operated the tower for centuries, and, aside from his begins to spread. New passages tap into the upper
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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, based on original material by E. Gary Gygax and Dave Arneson.
The Great City Campaign Setting © by Øone Roleplaying Games
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3.5 Rules