Showing posts with label factions. Show all posts
Showing posts with label factions. Show all posts

Friday, January 24, 2025

Friday Encounter: Double Agents

This encounter assumes a conflict that the PCs are outsiders to, so it's best used as something the party comes upon while traveling on the road. Ideally, at least one PC should have ties to nobility. As always, feel free to modify this encounter to suit your campaign.

Background

Like many small feudal subjects, the village of Rielenberg answers directly to its lord. Also like many small feudal subjects, the results of this arrangement depend heavily on how reasonable this particular lord is. Rielenberg, as it so happens, is under the thumb of Baroness Gloria von Habischem, a woman who believes it is the right of all nobility to do as they will, unfettered by the voices of the peasantry. After all, they should be grateful the nobles even allow them to stay on their land - who are they to complain?

Recently, Baroness Gloria's forces repelled a bandit raid elsewhere in her territory, but the cost of maintaining and raising a sufficient army put strain on her coffers. In response, she subjected the people of Rielenberg to crippling taxes in order to make up the cost. For the people of Rielenberg, who have long felt that the nobles were uncaring and indifferent to their concerns, this was the last straw. The people are planning a revolt in secret, uniting around the leadership of the blacksmith Lorenz Bahr, a charismatic visionary who feels the time is right for the peasants to fight for their freedom. Though they are sure they don't stand a chance in a head-on assault of the Baroness's castle (not knowing how meager the garrison is), they have begun stockpiling weapons and plotting movements to disrupt her patrols in what they hope will be the first step in a long guerilla war.

However, the forces of the Baroness have picked up rumors of these plans. And when the PCs arrive on the scene, it'll soon be realized that their status as outsiders could be valuable to either side...

The Encounter

While traveling, the PCs should come upon either the village of Rielenberg or Baroness Gloria's castle, which is located about a mile to the northeast. Decide which location you would prefer to use. The players may be swayed by whichever side they hear from first, so keep that in mind.

If they go through the village first, they will find the people are struggling to sustain themselves under the burden of taxation - their fields are poor, they don't have much to sell at the market, and they can barely scrounge together enough food to offer a meal at the local tavern. If the PCs enquire about this, the people will explain that they are suffering under the Baroness's taxes. They will direct them to Lorenz, who they explain is forging weapons on the side and hiding them at caches around the village (in barrels, under hay bales, and the like). Lorenz sees an opportunity in the party - as experienced fighters, they might stand more of a chance in taking on the Baroness's forces than any of them could alone. If they seem trustworthy, he will let the party know of the location of his weapon caches and inform them that he is planning on ambushing a patrol of the Baroness's guards under the cover of night in three days' time, where he plans to hold the guards for ransom. He invites them to participate if they wish.

If the party visits the castle first, they will similarly discover that it is facing hard times. The castle's halls are empty and the guards are few in number, making it clear that it was built to hold a larger garrison than it currently does, and everything is covered in dust, as there are not enough servants to attend to its upkeep. If the party seeks an audience with the Baroness, it will be granted; alternatively, if there are any nobles in the party, one of the Baroness's knights will invite them to the castle, hoping that they might be sympathetic to her cause. There, the Baroness will explain her situation, noting that she suspects that the peasants are planning an uprising under her nose - they have, after all, been speaking in whispers whenever the guards are around, and moving around barrels and hay bales for seemingly no reason. The castle surely will not be able to defend itself against a revolt unless it is crushed soon - and she hopes the PCs might be able to turn the tide. She requests that the PCs gather information on any potential revolts, reporting back to her on their movements or leaders. She emphasizes that under no circumstances can the peasants learn that the castle is undermanned, or they would surely be emboldened to attack.

For this encounter to work properly, the PCs should have the opportunity to visit both parties and hear both sides of the story. Both factions feel the party would be able to help them - as outsiders, they would hold no preconceived loyalties. Naturally, this makes for the perfect opportunity for the PCs to act as double agents - they have information on each side that the other side would want. It's only a matter of choosing which side to aid.

Further Developments

If you want, you could easily extend this encounter with the PCs performing missions for whichever side they choose. The peasants, for instance, might request the party's aid with transporting weapons to potential allies, while the nobles might need them to set a trap for the peasants during one of their mobilizations. To make things really interesting, both sides can give the PCs missions as long as they believe they're on their side, and the PCs can aid or sabotage them accordingly. You can keep this going as long as you, and your players, find it entertaining.

The end goal for the peasants will be storming the Baroness's castle and deposing her from the throne, while the end goal for the nobles will be stamping out the leaders of the rebellion. Ultimately, the conflict should culminate in one of these things, and the PCs may well be involved on the front lines.

If the PCs sided with the peasants, the people of Rielenberg will have little to offer them, but they will be hailed as heroes every time they return to town, and the people will be happy to provide them aid. Any of the townsfolk will give them a bed for free if they need to stay the night, and they will lend their services if called upon to the best of their ability. Lorenz will also offer to forge each of the PCs an enchanted weapon of their choosing - it has +1 to all to-hit and damage rolls, or +2 if the attacks are made against a noble or similar authority figure.

If the PCs sided with the nobles, Baroness Gloria will be thankful for their aid and grant them all knighthood, with all the privileges that entails. They will be able to stay at the castle as welcome guests whenever they wish, and she will provide them land on which to establish a manor of their own. This could be a good introduction to domain-level play, if one so desires.

Regardless of the outcome, the status quo will surely be shaken up, and this can be used to fuel further adventures. If the Baroness is deposed, it will leave a power vacuum that must be filled at some point - and her feudal masters might step in, not wanting to leave such a powerful peasant levy unchecked. If the rebellion is crushed, it might well inspire another such group to take up arms some time down the line, seeing the attacks on the people of Rielenberg as a gross abuse of power they are motivated to fight against. And the bandits that plagued the Baroness's forces might well return, too...

Tuesday, December 31, 2024

Tennurhaf Hex Map

What better way to end the Year of the Gazetteer than with one last hex map? This one covers the Tennurhaf. As there's a lot of empty space, each hex equals twelve miles.

Click here to enlarge

Saturday, November 30, 2024

Green Downs Hex Map

Another month of the Year of the Gazetteer is behind us, and you know what that means. This is a smaller map than the last few; I missed being able to key one of these in a single afternoon. But there's still plenty of adventure to be found in the Green Downs - or if you'd rather use this for an unusually Amish-flavored session of Under Hill, By Water, be my guest.

Note that, due to halfling settlement patterns, the population of the Green Downs is sparse and decentralized. Every farmland hex (light green) can thus be assumed to contain multiple homesteads even if not detailed in the key.

Click here to enlarge

Each hex equals three miles.

Friday, November 8, 2024

Friday Encounter: Gold Rush

This encounter is probably best suited to a town, either one the PCs are currently staying at or one they encounter on the road.

While the PCs are at some public space (such as a town square, inn, or tavern), they hear a great commotion all around them as one of the villagers runs in, waving around a map. They explain the news - apparently, a group of treasure hunters were recently passing through this area, and they pinpointed the location of the burial mound of an ancient king somewhere nearby. As was typical in the area, the king is surely buried with a great treasure hoard.

Now, the whole town knows there's a untold riches buried nearby, just waiting to be discovered. This certainly isn't something the people are willing to keep to themselves. Now, it's a race to find the burial mound, and the treasure, before anyone else does - and the PCs are tied up in the middle of it all!

This encounter could easily kick off several sessions in the campaign. The idea is to throw the party into conflict with a number of different factions with a common interest. The town agrees that whoever can discover the treasure first rightfully gets to keep it, but everyone would like to get a hold of it for different reasons. If the PCs decide they want to get in on the hunt as well, they may end up butting heads against the other factions, or they might decide to ally with one or multiple parties - or even play them against each other!

A few rival parties are listed below, but feel free to add your own if you run this encounter. To give the PCs more of a hook to get involved, it's a good opportunity to bring in existing NPCs the party has met before - possibly enemies, but possibly even allies to stir up conflict.

  • The Treasure Hunters: A band of itinerant adventurers looking to get rich quick by whatever means necessary. They aren't from around the town, and many of the townspeople distrust them, citing their nature as outsiders as a reason to cast doubt on what they say. Nevertheless, they boast of many accomplishments and heroic deeds, and have won some villagers to their side. Consists of Edmund von Schlosser, a stoic and dutiful but not very bright fighter; Trude Dreschner, a nervous mage; Ingiz Kibiteb, a canny, scheming, smooth-talking dwarf; and Hermann, a local with romantic ideals and delusions of grandeur swayed by the adventurers' tales and motivated to join their cause.
  • The Nobles: Led by Dame Berit Hoekstra, a knight in service to the local lord; she feels that the wealth would strengthen her family's treasury, and has pressed her retinue into service in seeking out the hoard. She comes from a proud lineage of knights and looks down on the common people, but believes strongly in the ideals of chivalry and will not willingly lie or misrepresent her cause. In addition to Dame Berit, the party also includes her squire Erik, a mild-mannered boy who wishes to impress her but is afraid to speak up; and two men-at-arms named Sigmund Grosse and Natascha Sonnen.
  • The Destitute: A band of beggars, farmers, and other poor sorts who have banded together under the leadership of Brenno Edernsert, a local who has appointed himself as a self-proclaimed champion of the people who wishes to stand up for the common folk against the oppression of the elite. They openly spurn the nobility, but insist that the treasure must go to those who could use it most and do not believe in hoarding wealth for personal gain. They insist on dividing the treasure up among each other, so if the PCs join in they may end up with a smaller piece of the pie. In addition to Brenno, the party also includes Hilda Dreier, the daughter of an ailing farmer who wishes to support her family through uncertain times; Arne Olson, a monk seeking alms to distribute to the poor, and Matthias, a runaway slave looking to buy back his freedom.
  • The Outlaws: A gang of brigands hiding in the woods on the outskirts of town who have also gotten wind of the treasure, and would be happy to have it to line their purses. They have no interests in benefitting anyone other than themselves, and have no loyalties to the town or anyone in it, existing outside of society. They are not afraid to use lethal force against anyone who gets in their way. Consists of Hector the Red, a calm and cold-blooded swordsman; Leberecht von Baren, a boisterous, hot-tempered brawler with a taste for ale; Gustav Durr, a clever cutpurse who would rather hide in the shadows than engage threats directly; and Tanja Strobel, an expert markswoman who is keen on making ambushes.
  • The Lone Wolf: Franz Sauter, a gruff old mostly-retired mercenary whose years of experience have made him grow cynical and weary of the world. Still, he thinks that he has one more brush with his glory days in him, and sees the treasure hunt as an opportunity to rekindle that spirit. He insists on working alone, arguing that he knows how to handle himself, and isn't interested in sharing - or in admitting that he would need to rely on help from anyone.
To give the PCs time to interact with the different parties, make alliances, or scout out the area, it's best to run this encounter over a period of several in-game days - perhaps a week, but you can adjust this period to be longer or shorter depending on what you're looking for in terms of pacing.

There are six possible locations for the treasure, shown on the diagram here. This information represents the treasure map shown to the party, so it's helpful to provide your players with a copy; their characters know where the treasure could be, but not where it actually is.

Each hex equals three miles, requiring an hour to traverse. Roll a d6 to determine which location the treasure is at. Once a creature is in a hex containing a possible treasure location, they must make a DC 20 Investigation check to search the hex. On a success, they know whether or not the hex contains treasure; on a failure, they waste one hour looking, but can reattempt the roll at a DC of 5 less (this can stack multiple times).

The first night, none of the competing parties will attempt to search out the treasure, but the second night, one party will make a move; the third night, two parties will make a move, and so on. Determine which party will make a move randomly, then roll 1d6 to determine which location that party will attempt to search. The rules for searching a hex are the same for the competing parties as they are for the PCs.

The party can spend one hour meeting with any of the competing parties, though they may or may not share information with them depending on their relationship with the PCs. Keep track of which hexes each party has searched to determine what information they might be able to share with the PCs - though they may also try to mislead them, if they see them as opponents!

If the PCs manage to find the treasure before any of their rivals do, it contains 1000 GP's worth of gold and jewels per party member, plus one magic item that would be useful for each member of the party (DM's choice). Even if an NPC party gets to the treasure first, though, that doesn't preclude the PCs from trying to take it from them...

There are a number of ways to customize this encounter. In addition to adding more rivals, you can add monsters, hazards, or additional threats as you wish to add to the challenge - and interesting interactions could occur if the other parties run into them too. You could even run the burial mound as a dungeon with its own traps, puzzles, and guardians if you want to give the PCs an extra challenge in retrieving the treasure. An alternative way to trigger this encounter would be for the PCs themselves to find the treasure map, and for them to be a little too loose in talking about it while in public - if the locals learn of treasure nearby, it's only a matter of time before word spreads...

Monday, November 4, 2024

Crownlands Hex Map, Part 2

Once again, another two-part hex map. Fortunately, the remaining two regions should be more sparsely populated, so this is likely going to be the last of this size.

Click here to enlarge

Each hex equals six miles. See here for part 1.

Sunday, November 3, 2024

Crownlands Hex Map, Part 1

Another month down, another hex map for the Year of the Gazetteer. Once again, this is going to be a two-parter; see here for the other half.

Click here to enlarge
Each hex equals six miles.

Tuesday, October 29, 2024

The King in the Mountain

Gustav I, the Great, the Unifier, the first Emperor of a unified Vardessy, is still alive today.

Though it has been nearly 800 years since his conquests, the first Emperor never died. As a young man, when campaigning through the various kingdoms of the Vardessian Plain, he was wounded in battle, where he encountered Liamere, a princess of a fey realm located nearby. Though he was mortal, Liamere took pity on Gustav and took him into her castle to nurse him back to health. During this time, they came to know one another - and, though Gustav had married Iosa of Helmn, the two fell in love.

Both knew this was a fraught situation. It would surely shame the legitimacy of the Vardessian throne if its Emperor was unfaithful, and for a fey maiden to love a mortal was unheard of. So too, Gustav would eventually grow old and die. Liamere could not bear the thought of losing her beloved to the ravages of time, and she shared with him an elixir that would grant him eternal life.

But Gustav's mission was not done. He still had men waiting on him, and he still had many battles to fight before he had united Vardessy under his crown. He soon departed Liamere's castle to return to the mortal realm, where he rejoined his armies and cemented the power of his new empire.

In time, Gustav began to regret his tryst with the fey maiden, knowing that he had failed his loyalty to his wife. He returned to Falkenau to rule the empire, and never spoke of his deeds. But while the people around him - including his wife - grew old and died, Gustav remained young, for Liamere's blessing had made him immortal. He had ruled for seventy years, yet still appeared for all the world like a young man of twenty-five. He knew there would be questions - and so too, he was aware of the squabbles of his courtiers, many of whom would surely make plots against the throne if they suspected he was using unnatural means to prolong his lifespan and prevent anyone else from taking power.

At last, Gustav made a speech before his court where he admitted to his unfaithfulness. Knowing that there would be resistance to an eternal rule, and feeling it best to pass on his title, he abdicated the throne, dividing the Empire between his three sons, which began the first Vardessian Civil War as each of the heirs struggled for control over the empire. But Gustav would not be present to witness it.

He fled to Mount Euring, one of the highest peaks in the low Vardessian Plain, and a place he had become familiar with in his travels. Beneath the mountain there existed a great dwarven vault, one that he had been gifted with treasures from within. There, Gustav sealed himself, where he slumbered through the centuries so that when Vardessy needed him most, he would be ready to return. Until then, he would leave the Empire to other hands.


Today, the mountain is the site of the Abbey of the Eternal King, a Voltanite monastery that reveres Gustav as a living saint. Though their practices are not recognized as orthodoxy by the Cult, they remain a position of power in Vardessy as the guardians of the Emperor, safeguarding his vault so that he may be ready to protect his land in a time of great need, and they have been granted a fief to honor their service. The Emperor's vault is located deep within the bowels of Mount Euring, guarded by an ancient dwarf named Withun who Gustav personally entrusted with the duty of watching over his chambers.

The monks know the languages of the birds, and every year, Gustav wakes from his slumber for one day to ask of what has happened to Vardessy since he last awoke. One monk, always an elder entrusted with such a great honor, consults with the birds to hear everything they have witnessed that year, and relays the news to Gustav. Every year for the nearly 800 years, he has gone back to sleep, entrusting his successors with handling the situation. But it is said that should his aid be needed, he will take up the sword once again in the defense of the Empire.

Thursday, October 24, 2024

Heralds and Hounds

The Vardessian Crownlands are a wealthy, well-settled, and castellated land, one with a long history of noble traditions, where feudal authority is close at hand from both the Emperor and several powerful counts that serve him. It is only fitting that there would be a number of knightly orders headquartered there, many of which derive great prestige from their proximity to the Emperor. In fact, two of the most prominent play an important role in the Emperor's court.

The Imperial Heralds are the more famous of the two. This is by design. They make up the elite ranks of the Emperor's personal army, and are tasked with serving as his bodyguard. All of them bear gleaming armor and ride white horses meticulously bred for their strength, speed, and grace, and when they flank the Emperor's entourage, it is a sight that commands respect for his authority over the realm. Even in times of peace, the Heralds serve their use as a tool of propaganda, projecting the Emperor's wealth and power through his ability to maintain and equip such fine warriors.

Art by dashinvayne
The Heralds are not merely for show, though. They are a capable fighting force all their own, and the Emperor trusts only the finest knights of Vardessy and beyond to serve in his personal guard. They are expert swordsmen, chosen for their bravery and skill, and some even know magic. In addition to guarding the Emperor, Heralds are tasked with missions to deal with threats to the Empire itself and serve in leadership positions on the battlefield.

To be chosen for the ranks of the Imperial Heralds, a knight must have proven themselves with great and valiant deeds. As such, every member already has a respectable career behind them by the time they are granted admission to one of the order's castles; they serve a term of two years, during which they accept orders from the court and display the arms of the Heralds in place of their own heraldry. Every Herald is hand-picked by their Grandmaster, Heimnet von Krause, an ancient man who makes his selection based on the visions granted to him by Voltan. Occasionally, his visions lead him to choose warriors who are not yet knights, and though these choices have been controversial, he insists that Voltan's will cannot be contested. The current Knight-Commander, Matilda of Apelhof, was one such selection - she was a low-born mercenary regarded as crude of character and devoid of manners, though a respected warrior on the battlefield. Although many knights and courtiers alike doubted her capabilities when her station was announced, she dedicated herself to the cause that Voltan willed for her, and demonstrated herself to be well worthy of the honors, leading to Harald IV choosing her for a permanent position in the leadership of the Heralds' fighting force.

Art by Insist

However, the Empire has other machinations where the Heralds would be too formal, or their presence too conspicuous for the task at hand. For this, there exist the Hounds of the Emperor - the secret police of the Vardessian crown. They are tasked with any purposes it would be unseemly for the Empire to directly get involved in - clandestine dealings, espionage, intimidating political rivals, and, if necessary, making them disappear.

Officially, the Hounds are not spoken of. Their entire existence is somewhat of an open secret. Their exact number or membership is unknown; many of them adopt cover identities as monks, or dignitaries in foreign courts, but work to further the Emperor's goals behind the scenes. There even exist entire monasteries that are fronts for the Hounds, keeping suspicion away while their members train.

Their typical operations involve keeping a close eye on anyone who may become a threat - or an asset - to Imperial authority, and steering things in the right direction to ensure the Emperor's aims are furthered. Harald IV has made use of the Hounds in his pursuit of cementing his waning authority, but they are a powerful faction in their own right, and their loyalties are not guaranteed. There have been rumors that more than one Emperor who died in a hunting accident was in fact assassinated by his own Hounds because they favored the heir to the throne.


However, there are also times where a more direct approach is favored. The Emperors of Vardessy have not been above using the threat of the Hounds to frighten the nobility into compliance. When the orders are given, they don menacing black armor and ride massive destriers, setting fire to entire villages and laying waste to anything in their wake. Those who witness their devastation liken the Hounds to the knights of Hell itself - and that is an image that the Emperor is happy to cultivate.

Monday, October 21, 2024

Thayngen

Many of Vardessy's poets and chroniclers have enumerated the Three Great Cities of the Crownlands as Falkenau, Helmn, and Thayngen - in that order. The pedant will argue that Thayngen is not actually part of the Crownlands, however. It holds the status of a free imperial city - that is, the city is a self-governing entity, subject only to the Emperor, and free of feudal oversight from its immediate neighbors. As such, the city is treated as a distinct province in and of itself, even if it sits entirely within the borders of the Crownlands.

Thayngen's status as a free city is one that goes back centuries, and it has always held onto a strong local character because of this. The city is governed by a burgomaster elected from a council of guildmasters and local authorities; most of these officials do not hold noble rank, and in fact, Thayngen prides itself as a city of, by, and for the common people, staunchly resisting any overreach by the nobility that threatens to encroach on their autonomy. The current burgomaster is Alte Bosch, formerly the master of the Guild of Silversmiths. Although a fiery demagogue who has the support of the people due to his impassioned speeches, Alte is a short-sighted fool who often makes bold promises he has no intent (or even ability) to deliver on, and often the other council members have needed to pull him into line if his bluster gets out of hand. In fact, there are a number of guilds competing with one another behind closed doors, trying to manipulate the Burgomaster one way or another to favor their agendas.

Some sights in Thayngen include:
  • With the guilds of Thayngen being as powerful as they are, it is no surprise that the city's central square boasts many guild halls, large and lavish and brightly painted; the guilds are in fierce competition with one another to try and claim the attention and favor of the people, and they spare no expense on flaunting their power. The most powerful guilds, and the ones with seats on the town council, are the Guilds of Silversmiths, Bakers, Weavers, Fishermen, Traders, Potters, Coopers, and Butchers.
  • Separated from Thayngen geographically, but still falling under the jurisdiction of the Burgomaster, is the Thayngen Citadel, a fortress that exists to house the city's population in times of siege; it is also where the city guard train and keep their barracks. The Captain of the Guard, Lucia von Achlen, also sits on the town council. She is a stern woman who is reluctant to take orders from anyone, and has often impeded dialogues when they haven't gone her way. Many council members find her a frustrating impediment, but she is far too well-armed to do anything about.
  • Thayngen's philosophy of self-governance resonated with the traditions of the Swordbrothers of the Freikantons. When these warriors were hired by Thayngen to fight off an orc raid, many of them were drawn in by the city, and established a company there. Today, the Boar Spear Guild is the largest Swordbrother company in the Crownlands, and its members have served in many battles. Their tradition holds that their members must prove themselves by taking on odd jobs and performing individual quests before they are sent off to larger-scale battles, so there are always desperate souls seeking work.
  • The Tournament of Saint Withun, honoring a saint in the Cult of Kerne, is a jousting tournament held in Thayngen for the guilds every year. A tilting field is set aside outside the walls, and often this becomes the site of a great festival, as merchants flock to the site to sell their wares to the retinues of visiting knights and to the people attending to watch the hastiltudes.
  • In addition to the Tournament, one of Thayngen's most celebrated pastimes is calcio - a game that traces its history back to the City-States, in which two teams of players compete to force a ball into a goal on the opposite side of a square, with all manner of physical violence short of weapons or magic being permitted to get there. The Square of the Lions is unofficially the city's calcio field, and every year, the different guilds face off in a tournament, with the winner getting to fly a banner from their hall until the next tourney.
  • Although Thayngen has not held the residence of the Emperor in many years, in no small part due to resistance from the fiercely independent townsfolk, it has been a destination on the Imperial Itinerary before, and an Imperial palace stands there. The palace has long since been abandoned, its doors shuttered and its furniture covered in dust, but Imperial law forbids it to be demolished without permission of the Emperor, and in his aims of tightening control on his domain, Harald IV has no intentions of doing so - even if he hasn't used it, to let go of it would mean conceding his grip on Thayngen. Rumors speak of plenty of riches contained within if one can manage to break in. Other rumors speak of ghosts.
  • There are many temples in Thayngen - so much so that the Quarter of Spires is set aside for them. The most powerful are the Temple of Torvald, the Temple of Kerne, and the Convent of the Holy Wheel, devoted to Nehalennia. But there are many temples, monasteries, and priesthoods that congregate there, and often one may hear fierce theological debates between rival sects at the taverns and squares.
  • Other holy men and women of Thayngen prefer to live their own lives, uninterested in the politics of the cults. Wilhelmina Abeln, a recluse schooled in the mystic arts by the Cult of Seidra, runs a small library tucked into the back of an alley somewhere, where a respectable archive of grimoires and arcane texts is kept for those who know where to look. It is frequently visited by scholars and magicians who discuss their findings and revelations with one another, becoming somewhat of a community gathering place.
  • One of Thayngen's proudest landmarks is its clock tower, which sits on a hill so that its bells may be heard from any quarter of the city. It is operated by Ruprecht Elbram, an eccentric and reclusive wizard who lives in its loft; the city granted him the job in the hopes of keeping him busy so that he wouldn't cause too much chaos with his experiments.
  • Thayngen's town square contains a chopping block in which those condemned to death are executed by beheading. The executioner's axe has been passed down from generation to generation - and now, it has tasted blood so many times that it has developed a taste for it. The axe functions as a berserker battleaxe, and the executioner, Gislin, has of late been demanding more executions, even for seemingly minor crimes, to sate the axe's hunger, so much so that the city's magistrates are becoming worried. If they don't supply him with bodies, he may need to find other victims...
  • Like any city, Thayngen has plenty of rumors. One holds that the sewers of the city are full of rat men, a rumor that is backed up by a spate of disappearances of beggars that have gone missing from the streets without a trace. The truth is stranger yet - an oytugh lives beneath the city, and occasionally devours anyone who gets too close to the openings to the sewers when food grows scarce.
  • Another rumor claims that, long ago, an accomplished thief named Theodemir von Aschen committed many a grand heist from the guilds of Thayngen using a pair of enchanted boots that allowed him to jump higher than any wall. Supposedly, he hid the boots in a tunnel somewhere in the city, but no one has been able to find it. Clues in the notes he left behind, scrawled in the pages of several old books kept in various archives, point to a well by the tanner's quarter. But what else might be down there?

Friday, October 18, 2024

Friday Encounter: It's Just a Prank, Bro

This encounter is meant to subvert your players' expectations and present them with a situation with some wider consequences that might not be so easy to solve as it might appear on the surface, as well as giving them a mystery to solve. It is best suited to a town - perhaps one the PCs are staying in, or one encountered on the road.

The Encounter

The PCs should come upon the townsfolk dealing with a spate of strange activity. Farmers on the outskirts of town have been complaining about chickens going missing, pumpkins and hay bales being overturned, and fences being knocked over, and the incidents have gotten more and more frequent as of late. The PCs might hear this news as rumors being passed among the people, or they may hear it from farmers coming into town to hit the taverns.

At some point, they should also meet the town's resident delinquents, Wilhelm and Klaus. Two boys of about 14, their parents are often at work and pay them little heed, leaving them to their own devices - and they have nothing better to do than to cause trouble, finding enjoyment in antagonizing others. They aren't particularly bright, but enjoy mayhem as its own reward. They find anything particularly novel amusing, and will surely have many questions for the PCs on their adventures. Wilhelm is distinguished by his red hair and freckles, while Klaus wears a pair of hobnailed boots a bit too big for his thin frame.

If the PCs go to investigate the farms, they will find a number that show signs of these attacks. One woman, Else Kaufer, even reports hearing rustling noises in the bushes coming from outside her bedroom last night, but she didn't investigate out of fear for her safety. Another farmer, Soren Hirschilgard, feels this promises ill tidings. The farmers know of a cave in the woods not too far from town where a tribe of goblins dwell, and suspect that they must be raiding the farms at night. Surely it's only a matter of time before the goblins attack the town!

If the PCs follow Soren's directions, they'll be able to reach the goblin cave in about two hours. The goblins have not had much trouble lately and have grown lazy; there is a 75% chance that when the PCs arrive, the entrance will be unguarded. If the PCs are detected inside, however, the goblins will scramble to arm themselves with whatever weapons they can to defend themselves; for many, this means grabbing whatever crafting tools happen to be lying around, since they aren't used to having to fight. Furthermore, the majority of the goblins are visibly well-fed. The goblins do not have any chickens; there are some bird bones scattered around their dining hall, but a DC 20 Nature check will determine these are from pheasants, not chickens.

If the PCs confront the goblin chieftess, Rothmuk the Stout, she will claim no knowledge of any raids on the town, insisting that the tribe has had no need to do such things - they hunt in the woods and have plenty of food; in fact, they recently brought back a wild boar, which is being housed in a storeroom to be roasted the next night.

She is telling the truth. The commotion was actually caused by Wilhelm and Klaus, who grew bored of messing with the townspeople (who had become quite familiar with their antics at this point) and decided to go harass the farmers instead, not realizing that goblins lived nearby. When the farmers saw the damage they caused, they assumed the goblins were behind it. The boys have since heard the farmers demand the goblins be dealt with, but haven't come clean about their deeds - that would mean they would have to face punishment, and besides, they think it's pretty cool that they could be mistaken for goblins.

There are only a few clues that point to the true culprits. Wilhelm is hiding a chicken he stole from one of the farms in his room - he keeps the door shut during the day and refuses to let anyone inside, but the hen may be heard crowing if one listens closely at the door without being detected. Meanwhile, searching in the bushes around the farms may eventually turn up footprints that were clearly made by Klaus's hobnailed boots. To search the area takes an hour and requires a DC 30 Investigation check to successfully find the tracks. If the check is failed, it can be repeated any number of additional times, with the DC decreasing by 5 each time, but this of course will waste time.

Further Developments

Though Wilhelm and Klaus might think they were just playing jokes, the consequences may prove more dire than they bargained for. If three days go by without the culprits being identified, the townspeople will form an angry mob and attack the goblin caves. If this happens, the goblins will declare war, and at nightfall on the following day they will launch a raid of their own (for real, this time), killing many villagers and setting fire to the town. It's best to kill off some NPCs the party has already met here, so they are personally impacted by the consequences; this might also disrupt the structure of the village and it may not be a safe base of operations.

The goblins' attack will also happen if the PCs kill any goblins, again at nightfall the next day after a body is discovered. If the PCs kill any goblins but prove the tribe's innocence before they launch the raid, Rothmuk will be willing to call off the raid if they pay weregild of 20 GP's worth of treasure per goblin slain. The party might have to go into this carefully to avoid starting an all-out war.

Wednesday, October 16, 2024

Helmn

Falkenau - the de facto imperial capital of Vardessy - is rightly held as the first among the great cities of the Crownlands. But if that is the case, then the second is the city of Helmn. While Falkenau was the capital of Talhoff, Helmn was the capital of Mittengen, and these two lands, joined by personal union, formed the nucleus from which the Vardessian Empire grew.

While Falkenau sits on the banks of the Vardess River, amidst its floodplains, Helmn is further inland, resting in the hillier uplands. It is the second largest city in the Crownlands, and a powerhouse in its own right, boasting several influential guilds and establishing itself as a wealthy trade center.

Some sights in Helmn include:

  • The Helmn Basilica serves as the city's town hall and center of community. Facing a busy market square, it is where representatives of the guilds and other officials meet to conduct business regarding governance of the city, as well as where the people gather for official ceremonies on holidays. A large balcony faces the square, reserved for the Emperor to make announcements to the gathered crowd on his visits.
  • Just across the square from the Basilica is the Great Market Hall. Originally, it served as Helmn's town hall, but as the city grew more populous and influential, it became clear that a larger structure was needed for assemblies, and the Basilica was constructed in its stead. Now the original building serves as an indoor marketplace, and on market days it is packed wall to wall with stalls and merchants hawking their wares.
  • One notable guild in Helmn is the local chapter of the League of Three Crowns. While Helmn is not a port city and does not have access to the Sea of Bartel, the League's influence is still far-reaching enough to establish a branch here, managing shipping and trade along the roads. Other trading companies in Helmn regard the League as an unpredictable foreign presence, but they still bring in respectable wealth - much to the envy of some other guilds.
  • Helmn sits over a natural hot spring, and the Grand Baths of Helmn are considered one of the city's wonders. This sprawling complex of bathhouses is used by all walks of life, from everyday people to the noble elite, and even the Emperor has a private bathhouse set aside as part of his estate in the city. Plenty of clandestine deals go on here, with corrupt nobles taking full advantage of the privacy the Baths provide them with - to say nothing of the security of knowing they can conduct such business while their partners are unarmed.
  • The College of Fencing and Swordplay is one of Vardessy's most renowned academies of the fighting arts. The Helmn fencing style is practiced throughout the Empire, and many treatises on fencing technique come from here. Anyone looking to train in combat would find a worthy teacher here - assuming they can win their favor, of course.
  • The center of religious life in Helmn is the Abbey of the Veil, a monastery devoted to Marseah. The monks enjoy a high position of power in the city's affairs, and the Abbot, Gunther Kolbe, is a member of the town council. When the Emperor is not around, he is in effect the most powerful person in Helmn, and has multiple influential guilds and officials at his back, though he knows better than to get in the Emperor's way. The Abbey is named for its possession of one of the holiest relics in Marseah's cult - a veil said to have been wrought from a sunbeam, which can render its wearer invisible.
  • Helmn is built over a total of six hills, each of which is considered a separate district. Some of them are quite steep, with stairs and ramps cut into the earth to help the people navigate. There are some quarters of the city that horses cannot move between, necessitating the Guild of Porters to carry loads up the hills from the roads below. At night, the cramped streets, sharp turns, and high vantage points amidst the valleys can prove dangerous, as muggers can exploit the terrain to set up ambushes.
  • The Maiden's Fountain, located on the Wilkenstorf Hill, is one of Helmn's most iconic landmarks. Depicting a young woman decanting water from a golden jug, it commemorates a legend that, long ago, a knight from Helmn encountered a naiad in the woods and won her favor by slaying a dragon. In return, he was given her golden jug, which he returned to the city and installed at a place of honor. According to local lore, one who drinks from the fountain will be gifted with supernatural luck.
  • One of the more notorious denizens of Helmn is Nicodemus von Eyers, a wizard regarded as somewhat of a local celebrity, and also a local nuisance. He lives in a tower on the edge of Essert Hill to conduct his experiments - and he has been driven further and further away from the center of town, by order of the city council over the years, because his experiments kept going haywire and causing a commotion. He is always looking for those who are willing to help with his research and provide him with knowledge and ingredients for his spells, but his magic has a habit of going wrong.
  • The Boar and Barrel is a tavern in Helmn located in a poorer part of the city. While not the most famous establishment in town, it is a favorite recommendation of locals who know where to look. Not only does its clientele form a tight-knit community, with several patrons knowing each other well, it boasts a ring where wrestling contests are held every week for the amusement of guests.
  • Helmn's Elven Quarter is located on Griesau Hill, the least densely settled of the Six Hills of Helmn; for this reason, it still possesses a substantial amount of green space, and the elves tend to the trees to maintain communication with the natural world. There was once a great forest outside of Helmn where many elves lived; it has since dwindled as the city expanded, forcing the elves to assimilate, but the memories of the elders trace back generations, and they know much ancient lore (the fact that they are in communion with the spirits of their ancestors doesn't hurt, of course). The Elven Quarter is a tightly-knit, self-sufficient community in its own right; although within the walls of Helmn, they are largely left to govern themselves.
  • An open secret in Helmn is the existence of the Catacombs. The city was built on porous rock, and a vast system of tunnels and chambers exists beneath the surface, some of them predating even the founding of the city itself. In ancient times, the Catacombs protected the people in times of siege, but they have grown with the construction and demolition of new buildings, and many smuggling rings and thieves' guilds make their homes here. Some rumors even speak of tunnels that extend as far as Falkenau and Thayngen, and some of stranger denizens yet...

Wednesday, October 9, 2024

Falkenau

Formally, Vardessy has no permanent capital - the capital is wherever the Emperor is, according to the tradition of the Imperial Itinerary. Still, only a fool would deny that Falkenau is the first and foremost of the Empire's great cities. Not only is it the largest in Vardessy - and indeed, on the western coast of the continent - it is where the Emperor holds court for half of the year, and a city renowned for its wealth, culture, and power.

Falkenau sits on the banks of the great Vardess River, which stretches as far as Lescatie and empties into the Gulf of Three Fingers. Along the way, it waters the Vardessian Plain. Both the plain and the Empire are named for this river, which forms a major artery of trade. It is perhaps unsurprising - some would even say fated - that the kingdom that would rise to unite Vardessy would control the Vardess. The Kingdom of Talhoff had access to great wealth thanks to the trade brought in by traffic on the Vardess, and its central location on the Vardessian Plain was a strategic asset. But the symbolic value of Falkenau's control of the Vardess's estuary could not be denied, and in the eyes of many justified Gustav the Unifier as the rightful ruler over all of Vardessy.

Some sights in Falkenau include:
  • The Imperial Palace, of course, can hardly be overlooked. As the foremost residence of the Emperor, it is a place of great luxury and many wonders. As Emperors through the ages have built upon and expanded their holdings, the Palace has become what is practically a district in and of itself, with a number of halls, chapels, and outbuildings with accommodations for servants and visiting dignitaries. When the Emperor is not around, the Palace is overlooked by his most trusted advisor, Chancellor Karl von Hafnerstein. The Chancellor is fiercely loyal to the Crown, and watches goings-on in Falkenau closely to keep an eye on any plots against his master; in fact, he has a tendency to be overzealous and paranoid in his judgments, and some of his investigations have been false alarms. He maintains that this is only a sign that he is alert in his duties.
  • The Imperial Citadel, on the other hand, is an imposing castle that sits on a hill overlooking Falkenau to the north. With its thick walls and heavy garrison, it is designed to be a redoubt that the Emperor can retreat to if Falkenau is attacked. Of course, it has been centuries since such a thing has been necessary, and the Emperors have come to treat the Citadel as a second palace. The Emperor Wilhelm III famously circumvented the Imperial Itinerary while suffering from gout by moving from the Imperial Palace to the Imperial Citadel, thus technically relocating while remaining in the same city.
  • Among the most famous parts of the Imperial Palace is the Grand Menagerie, a collection of exotic beasts from across the land, many given to the Emperor as gifts from foreign powers. These range from bears to lions to stranger beasts yet, and the Emperor's most prized possession is a pair of hippogriffs given to him by the Patriarch of the Cult of Torvald. To present the Emperor with a new addition to his Menagerie would certainly win anyone his favor.
  • Though Falkenau sits inland from the Gulf of Three Fingers, it is still close enough that ships may travel down the river to dock at the Lion's Port, situated on a bend in the Vardess. Trade and commerce from all across the western coast - and sometimes even beyond - passes through here, and all manner of merchandise can be found for sale. As can the sorts of establishments that attract mercenaries, privateers, thieves, and other less scrupulous sorts who know they won't be in town long enough to attract suspicion.
  • When Falkenau was built, it originally only occupied the northern bank of the Vardess. As time passed and the city grew, however, it expanded across both banks, necessitating a number of bridges be built across the river to connect the two. The most famous of these is the Bridge of Saint Leomund, which is so wide it boasts several homes and shops along its length, forming a tightly-packed street of its own. At night, some have even seen a ghostly figure staring off the edge of the bridge, as though looking for something in the water.
  • The two largest temples in Falkenau are the Imperial Temple of Voltan and the Imperial Temple of Mimir. While the city holds temples of all sorts, in all shapes and sizes and housing all kinds of sects, these two stand as grand marvels of architecture, and the Emperor trusts the monks here with performing state rituals and serving as his advisors. The two temples have a long history of competing for both worshipers and Imperial favor, sometimes even seeking to sabotage one another.
  • There are also a great many guilds seeking endorsements when the Emperor is so close at hand. The most powerful guilds in Falkenau are those of the Weavers, Wainwrights, Cobblers, Smiths, Traders, and Bankers, but there are a multitude of other guilds as well - some more official than others. It is an open secret that the deeper warrens, sewers, and warehouses throughout Falkenau have become meeting places for a guild of thieves. Even the beggars of Falkenau function as a guild, with beggars designating certain streets and squares as their own and pledging to mutual protection of one another in exchange for sharing their wealth.
  • Through its long history of many Emperors, with many storied exploits and conquests, Falkenau possesses a great many monuments, statues, and triumphal arches, forming a living history of the city and the Empire. One can walk down Falkenau's greatest streets and see works commemorating all sorts of esteemed figures and events. Perhaps the most impressive is the Mausoleum of the Emperors, which is built on an island in the Vardess joined to the mainland by the Bridge of the Eagles. It holds a tomb complex tended to by a convent sworn to Morthanos, which houses the bones of nearly every Emperor who has ruled Vardessy. And, some rumors state, stranger things too...
  • Though the Great Theater of Falkenau is located in a district with a reputation for being lower-class, it still holds productions by some of Vardessy's most famed theatrical companies, and the Emperor maintains a private box in the stands to attend plays on festival days. To perform for the Emperor himself is a great honor, and no actor would wish to let him down.
  • Falkenau is far from the most celebrated center of learning in Vardessy, but nevertheless it is home to the Falkenau University, a college of scholars that has claimed the scions of many noble families among its alumni. It is staffed by monks from the Imperial Temple of Mimir - and many of them are tasked with the unspoken duty of keeping eyes on the children of noble houses that may pose a threat to the Emperor.
  • Not everything in Falkenau is pomp and circumstance. It is still a city that ordinary people - and many of them - call their home, and there are plenty of establishments they frequent. One of Falkenau's greatest and most storied inns is the Hound's Head, which has been in operation for hundreds of years, owned by a family of dwarves who have passed the establishment down through the ages. The current proprietor, Udush Thobomarul, has heard many rumors from his clientele, and his impeccable memory means he can recall those from even years ago.
  • Last but certainly not least is the Shrine of the Key - which houses a large brass key set to fit the lock on the city's north gate. Local legend states that whoever controls the key will control all of Falkenau, and that should it fall into the wrong hands, the city will come to ruin. The Emperor keeps the shrine under a close guard, just in case there is some truth to this story. Certainly, any claimants to the throne would be eager to legitimize themselves through claiming the key...

Thursday, October 3, 2024

Wednesday, October 2, 2024

Golnir Hex Map, Part 1

It's time for another hex map, this one covering the western part of Golnir. This one is looking to be another two-parter; go here for Part 2.

Each hex equals six miles.

Click here to enlarge

Friday, September 20, 2024

Friday Encounter: Traveling Court

This encounter can be used on the road or in a town or city. The main purpose is to provide the party with some leads, rumors, and adventure hooks - as well as to potentially throw a couple of NPCs with competing interests into the plot, which could complicate matters.

If the PCs come upon this encounter on a road, they will notice a camp set up by the side of the road, with a number of large tents pitched. If it is taking place in a settlement, there should be crowds gathered around some sort of public space for assemblies, such as a basilica or a town square. Either way, the banners of the nearest royal authority (or the closest equivalent) should be flying outside, and there should be guards standing nearby who can explain what is going on: a meeting of the traveling circuit courts is in session.

The crown has appointed a court official to travel between stops along this route, where the people can bring disputes and criminals before them so they may pass judgment. In fact, the party has come upon this magistrate during a hearing.

The magistrate is Kyriakos Aristaios. He is a stern man who is strictly devoted to the law, and is ruthless in his judgments. He believes that those who commit crimes deserve no mercy, and they must be punished harshly in order to set an example for law-abiding citizens. However, he is quick to pass judgment on others, and is far from impartial, often being swayed by his personal feelings. He tends to make his mind up before he is presented with the full story, often basing his verdict on his assessment of the accused's character.

The courts allow the public to spectate, and they are not discouraged from voicing their opinions. However, the magistrate has the final say in all matters, and Kyriakos is not shy about throwing this fact around, staunchly holding that he will not allow himself to be swayed - as he puts it, the court entrusted him with this position, not anyone else. The PCs can certainly try to make him change his mind, though, and with good roleplaying and logical arguments they should be allowed to attempt it. If matters get out of hand, Kyriakos will not hesitate to deploy his twelve guards to enforce order - beating any hecklers into silence, or even dragging them before his podium for "contempt of the court."

Needless to say, the PCs may take issue with Kyriakos's approach to judgment. It is also possible they will take his side, and perhaps make enemies among the accused. Depending on how things play out, it is possible this will embroil the party into further drama with NPCs - and perhaps even court authorities.

A list of NPCs that Kyriakos may try is listed below. You can roll 1d10 to determine who is being tried when the party arrives, or choose one that looks interesting to you. More than one NPC may be tried at a given session - feel free to use more than one if the PCs decide to stick around.

1. Zosimos Antipatros, a baker who was discovered digging around a cemetery. He claims that he was told there was buried treasure present, but now insists that he was set up by his friend considering he did not find anything. In reality, there is a hoard of 272 GP in coins and jewels and a Fear spell scroll buried in the cemetery; Zosimos just wasn't looking in the right place. Unless otherwise swayed, Kyriakos will sentence him to public humiliation; he will be forced to ride a donkey backward through the street crying out "I am a fool." Kyriakos also warns him the punishment will be more severe next time.

2. Timaios, a slave who ran away from his master after he was whipped harshly for letting his sheep escape; he was caught by some guards a few days later. Kyriakos will insist that he be returned to his master, citing that to lose a slave on top of the sheep would be an undue burden for the man.

3. Eunomia Argyris, a bandit chief who preyed on caravans in the area for many years, slaying many men and waylaying treasure. Kyriakos will sentence her to hanging, though she remains stoic, vowing that her men will avenge her.

4. Soterios Metaxas, a cobbler accused of stealing a horse. He insists that he didn't steal it; the horse ran away from its stable, he came across it in the wilderness, and he was keeping it in his shed until the owner could be found. He is telling the truth, but Kyriakos does not believe him and will sentence him to hanging.

5. Aristarchos, a beggar who was caught pickpocketing traders in the market. Though he has barely anything to his name, Kyriakos insists that adherence to the law is absolute, and will sentence him to have his hand cut off.

6. Melainia, a wise woman living as a hermit not far from town. People always suspected her of being a witch, but never felt threatened by her presence until a plague swept through the town, and the villagers blamed her for putting a curse on them. In reality, this was merely an incident of bad timing. Kyriakos will sentence her to hanging, even though she insists that she was innocent, as "a witch can surely not be trusted."

7. Cassiopeia Aristantos, a political rival of the local lord caught conspiring against him. The problem is, she is loyal to the same royal authority Kyriakos is employed by. Kyriakos will, in fact, pardon her and cast suspicion on the lord instead, believing that he is guilty of treason against the crown if he would accuse a loyalist this way.

8. Sielenos, a blacksmith who confessed to murdering his brother Leto over a love affair. Kyriakos intends to have him hanged, but in truth, Sielenos was geased into committing the murder by Semele, an enchantress who he and his brother both loved. Finding both men to be intolerable in their pettiness toward each other, she forced Sielenos to kill his brother and then confess to the crime to get rid of them both.

9. An unfriendly NPC previously encountered by the party, now having got themselves into some other scheme that didn't go well for them.

10. A friendly NPC previously encountered by the party, now accused of a crime they didn't commit. Can the PCs clear their name? 

Monday, September 9, 2024

Barbarians in Golnir

The term barbarian, in much of the settled world, is understood to refer to any number of pastoral peoples living outside of feudal society who are perceived to be rough and brutish in character - Northmen, Ukians, Levics, orcs, hillfolk, and Sonderlunding Highlanders, to name a few. In Golnir, however, the term refers more generally to foreigners of any sort, or more specifically, anyone who does not speak Golniri - early traders noted that foreign languages sounded like "bar-bar-bar" noises. The Golniri elite hold that their kingdom is the epicenter of splendor, culture, and sophistication in all the known world, and have come to look down on outsiders as backwards and crude - it is this attitude that gave rise to the negative connotations of the term.

Despite this, barbarians have their place in Golnir. The kingdom has not needed to fight a large-scale foreign war in many years (civil wars are another story, of course), and the nobility has grown lax in enforcing their borders, believing that they have attained such a glorious peace through their wealth and unity as to make further military action unnecessary. As such, standing armies are rare and small in size, paling in comparison to those of their neighbors. But the strife between Golnir's feuding nobles is well-attested, and no Golniri of any notable power would be so foolish as to leave their holdings unguarded. Many have thus turned to the barbarians to supplement their ranks. Foreign mercenaries may come from far afield to enjoy respected careers in Golnir, and many bands have found steady employment under Golniri masters. For some nobles, barbarians form an important component of their forces. Some have entire companies from foreign crowns in their service, and more than one noble has found that it was more efficient to pay the neighboring clan of orcs to raid their rivals on their behalf than to deal with them themselves.

In Golnir, it is understood that there are some tasks too unsightly for the nobility to sully their hands with. They may be too dangerous, like clearing bandits from a pass, and threaten the safety of important officials should they get involved. They may be considered too lowly and dishonorable for the upper classes, like thievery, blackmail, and assassination, and it would surely be a scandal if word of such deeds got out, no matter how well they may advance one's standing (in Golnir, it is considered acceptable to go the low road to get ahead, but it is shameful if you are found out). They may be both, such as recovering loot from the catacombs of the Fedrelines. In any case, it is preferable to turn to foreigners to handle the dirty work. There is no risk to the noble Golniri sorts that way, and who cares if a couple of barbarians die in the process?

In effect, the customs of Golnir have given rise to a strange sort of economy, where barbarians are sought out to do the kind of work that the elite cannot or will not engage in openly, and this has led to many wandering mercenaries and landless knights-errant in seek of work and a roof over their heads flocking to Golnir to find a patron. Many large Golniri cities have sizeable communities of barbarians, descendants of those who came to the kingdom under such pretenses.

Another benefit of hiring barbarians is that foreigners have no stake in the cutthroat politics of Golniri nobility. Golniri citizens may be loyal to a particular count or prince, and this may prove troublesome if the nobles they are in service to develop competing interests with those whom they support. But barbarians only need to care about who is paying them, which is usually a matter where allegiances are far less fluid and there is less worry about people climbing over each other. The personal bodyguard of the queen of Golnir is made up of Northman mercenaries, chosen not only for their ferocity in battle but because there is little worry of putting people with axes so close to the head of state if they can't possibly come from families with royal ambitions.