Long ago, two adventurers tracked down and killed a fallen star. The wealth they gained from such a grand haul was the stuff of legends, the treasure of Popes and Emperors. The corpse of a star, besides being a source of reagents and ingredients for powerful spells, elixirs, and other arcane purposes, is composed of valuable metals and gems. Its skin is gold and silver, its bones adamant, its ichor liquid platinum... or so the legends go. All stories agree that such wealth would be more than one hundred men could spend in their lifetimes, so what would two men do with such treasure...
Zirkusburg
If you are to take the road north of Mittenburg, past the walled town of Beörnburg, up towards the desolate shore of Trollesund, you will come to a strange town in the midst of the woods. Approaching through the dark forest, along a bare yet well trodden earthen road, you will at first see the wild coloured lights shining through the gaps in the trees. Hints of will-o-the-wisp, elflights, or some surreal dream eventually resolve to find a brightly lit and coloured town unlike any settlement to be found elsewhere in the world.
Wandering the streets can often be a sudden shock after the long journey through wilderness that it takes to get here, being suddenly immersed in a riot of colour, noise, movement, and action. At every street corner is advertised a new distraction, a non stop parade of stilt walkers, fire breathers, and other street performers flows through the streets. The lights, sounds, and motion of the place often leaves the unwary completely discombobulated and liable to wander into any open and enticing door.
Zirkusburg is a city of entertainers. A city of fools, clowns, singers, jugglers, tumblers, troubadours, and any other whimsical delight one might afford. It is said that every travelling minstrel, puppet show, or commedia troupe will eventually call Zirkusburg home. Theatres and musical halls abut taverns and inns, each overflowing with a plethora of performers. It is a town of endless distraction, drawing the curious and the hedonistic to sample all the excesses of such a zenith of entertainment.
The town fluctuates in its population, the troupes of performers and entertainers ranging far and wide during the summer months, and returning for regular lodging, viands, and support in the cold winter. The town of performers is on a permanent stipend from its ruler, a notoriously wealthy eccentric whose boundless coffers allow an entire economy of performers and entertainers to be sustained year round.
For this town and the surrounding country is ruled over by the lord of the land, the Carnival Prince.
Forbidden Delights of Zirkusburg
It is known that the Carnival Prince has a taste for exotic and mind altering substances, and thus it may be why Zirkusburg is one of the only urban centres in which Halflings can be found in abundance, mostly in a warren of earthen tunnels and basements running underneath the town.
The Halfling mushroom farms, breweries, distilleries, and apothecariums are supported by Zirkusburg to produce ever more potent psychoactives. Mostly specializing in sedatives and hallucinogens, they are coupled with smoky dens in which the induced trance state is interwoven with performances of music and poetry to create a completely new immersive artistic experience.
Also, pretty much anything you want that will get you high, you will find it here. If using carousing rules Zirkusburg always counts as a Capital Grade City on the weekend (10% bonus to XP), but when rolling for carousing complications you must roll twice and combine (it's a weird place full of trouble after all).
Priam the Carnival Prince
All know that Prince Priam caught a falling star, and such is the source of his wealth. The ichors and organs of the great star he sold off to the universities, and the metals and gems he converted into great balances at the banking houses of the southern cities. It is rumored that he sits yet upon a great pile of gold and wealth from this first adventure, but much of his wealth was spent on buying the title he now holds. Buying up otherwise barren forest land in Trollesund along with the Princely title to rule the domain from the dissipated line of Bärenjäger Princes (whose speculation on trading voyages had brought down the fortunes of that once mighty house). The old established noble houses of the Empire look down on this arriviste, and occasionally send half hearted petitions to the Imperial Diet, the Emperor's Chancellor, and even the College of Heralds entreating his removal from Princely rank all to no avail.
Despite this the Carnival Prince insists that he is noble by blood as well as by wealth, claiming descent from the noble line of Priamus, a family whose genealogy dates back to King Priam of Troy. The Priams were indeed a noble line of palace functionaries in the city of St Basil's Folly (although dogged with rumors of unsavory practices) however the family is thought to have died out when the last of the blood ventured into the mountains in search of a mythical ruin, and that this Priam may be a pretender to the name. However, in real and practical terms, no-one is likely to challenge his assertions in any real fashion beyond scurrilous rumours in fashionable salons and noble dining halls.
For those fortunate enough to secure an audience with the Carnival Prince, or rather Priam the Wildman as he insists still on styling himself, he is indeed a wild looking individual. He sits in his darkened tent, the entrance of which is guarded by a motley assortment of fire-breathers, knife throwers, and strongmen. The air is oppressive, being filled with the smoke of opium and hashish, the wildman crouches hulking in his furs, wild red eyes stare out from under beetling brows filled with paranoia and suspicion. Savage sharp teeth more akin to a tiger's than a man's gleam like polished steel in his large grinning mouth, and long leonine claws protrude from his fingertips and at the end of bare toes.
Priam's audiences are always disconcerting affairs. In addition to, and perhaps to accentuate, his outlandish appearance he is often attended even in the most politically sensitive of meetings by one of his many consorts. These women are always of as unusual appearance as their paramour being bearded, or covered every inch in a exotic illustrations tattooed on their skin, or displaying some great physical abnormality that would draw rustics by the score to gape at them in a sideshow.
He seems to know more than he should about those who wish to meet with him. He always implies that he knows exactly the information that people need, and always seems to glean more than he gives. There is a palpable air of menace from the Carnival Prince, and not simply from his animalistic appearance. He will never give anything away for free, but is willing to barter in gold, information, and favours (invariably getting the better deal of the exchange).
Secrets of Zirkusburg
Many come to Zirkusburg, and to the court of the Carnival Prince, not for pleasure and distraction but for far more sinister means. Agents of far distant cities and foreign powers converge clandestinely on the town in order to purchase that most valuable of all commodities: information. It is rumoured in shadowy halls and circles that the Carnival Prince has some sort of magic gleaned from the occult remnants of the slain star that grants him insights and secrets from far flung corners of the globe. This is the true secret of the wealth of Zirkusburg, and how the town of entertainers can stay fed.
Nearly every entertainer, travelling bard, circus troupe, or band of mummers is indeed a sometime citizen of Zirkusburg. They listen, and they watch. It is assumed by outsiders that all the citizens of the town return when winter comes, but in truth all those who swear loyalty to Zirkusburg and its eccentric Prince would not fit were they all to return at once. Every fairground troupe, every singer wintering in a Lord's hall, every tavern side tale teller, is in truth a secret citizen of Zirkusburg.
This is the true secret wealth of Zirkusburg, and a source of political power for its Prince. Had he merely relied on the wealth of the slaughtered star he would have spent his coffers dry years ago (for all that it was such a great sum keeping so many fed on imported grain is not cheap) The flow of information, and clandestine operations allows the entertainers city to flourish, and woe betide any non-citizen who attempts to profit in one of these trades independently. Zirkusburg guards its monopoly closely.
Priam desires even greater political control and even greater wealth. Ideally, Priam would have informants and agents in every single court, ruling house, and Imperial palace on the face of the planet, and sit at the centre of a great web of intrigue pulling the strings of the world. Many of his people are already well ensconced within the halls of the mighty, however for Priam there can always be more. To that end is why he consumed the heart of the star that was his treasure, he can already feel the power working through him, transforming him, extending his senses beyond the supernatural and into the godlike.
Above all else, Priam wishes for the second half of the heart of the star, and will pay any price to those who might steal it from the shadowy figure of Doctor Plagueis. He has never managed to find where his erstwhile companion disappeared to after they parted ways having split the carcass of the celestial being down the centre. For all his network of intelligence he has precious little to go on, as the Doctor has not (to his knowledge) resurfaced in the civilized world. He knows that Plagueis returned with the Kobolds to their dingy cave, but so far all the agents he has sent to spy them out have either never found them, or never returned at all. Priam is very rich, and very powerful, and willing to pay a great price to obtain what he desires, especially if he can employ disposable nobodies rather than risk more of his loyal agents.
Denizens of Zirkusburg
Wandering around Zirkusburg (1d12)
- A group of 1d4 Halfling pushers eager to get you to try their latest concoction of psychadelics and sedatives. They are willing to spike drinks for science (1d10 roll twice and combine 1) Sedative, 2) Euphoric, 3) Stimulant, 4) Hallucinogen, 5) Purgative, 6) Opioid, 7) Depressant, 8) Healing draught 9) Truth serum 10) No effect )
- A Carnival Barker eagerly touting a diversion (1d6: 1) Freak Show, 2) Theatrical Production, 3) Beer Hall with Live Music, 4) Gambling Den, 5) Acrobatics Performance, 6) Striptease Parlour) roughly 30% chance that it is a con to rob you.
- A group of 1d3 Puppeteers performing a show in the street, usually a comedy or a fairy tale of knights and dragons. They are very good, but anyone observing the show for more than a minute must save against magic or become controlled by one of the puppeteers. They will usually only compel their victim to drop some gold in their hat. Usually. Effect lasts until the puppeteers are out of sight.
- A group of 1d6 Fire Breathers performing with torches and lit staves. Currently performing an impressive routine. They are also some of the enforcers of Priam's will. If the characters are doing anything that may be seen as retrograde to the desires of the Carnival Prince they will spoil for a fight. Fight with staves as first level fighters, if they roll max damage with their staff the target will be set aflame. They can also choose to breathe fire at a target, save to dodge or be set aflame.
- A group of 1d8 Jugglers on parade, and also members of Priam's secret police in Zirkusburg. 1 in 6 chance that they will deliver a clandestine threat or message to one of the PCs when others are distracted by their performance. Can throw their knives for 1d4 damage and stat as second level thieves.
- A troupe of 1d10 Mummers playing out a public performance (1d4 1) Bawdy Mime, 2) Commedia dell'arte, 3) Religious Mystery Play, 4) Satyr Play) all of which involve audience participation whether you want it or not. Urchin pickpockets work the crowds cutting purses.
- A Troubadour singing tales of courtly love and adventure. They desire attention to their song, and will gladly spread important news and rumours to a willing audience through the medium of verse.
- A much out of place looking fellow dressing in drab colours. They are an agent of a Foreign Power (1d6: 1) Neighbouring Principality, 2) Rich Merchant City of the Middle Sea, 3) Petty Kingdom 4) The Imperial Court, 5) A Distant and Foreign Power, 6) Another Planet). Will react with hostility and suspicion if they think their purpose in town has been deduced, or if they suspect the PCs of being rival agents. May attempt to hire the adventurers as catspaws against rivals in Zirkusburg or further afield.
- A tour group of 1d12 tourists, monied travellers here to sample the legendary sights and sounds of Zirkusburg. Alternately charmingly naive and enchanted by the sights, and brayingly annoying and patronising. Each of them carries d1000 coins they need help in spending/losing in the city.
- A group of 1d6 burlesque performers in gaudy outfits bedecked with fluttering silks and feathers. They will entice any observers to interact with them with erotic and seductive hints and implications, only to turn the tables with a prank or comic turn. Burlesque sure is a confusing art-form sometimes.
- A single Classical Actor declaiming a dramatic speech from one of the great tragedies. Hopes to be employed in one of the larger theatrical troupes. Will be immediately impressed and fawning on anyone claiming to be a theatrical producer or agent of a company. Very good actor, can flawlessly imitate anyone they have observed.
- A Dancing Bear leashed by a chain to its handler. The bear can perform several tricks, such as a shuffling dance, a courtly bow, balancing things upon its head, and playing the piano but not very well. In the case of combat the bear is (1d10) 1-3 A well treated but captive animal, well trained but will escape if possible (will attack if instucted, will flee if handler dies), 4-6 A beaten and broken animal unwilling to do aught but cower if provoked (will attack if directed, but immediately shy away from any character that strikes back and will not attack again), 7-9 Mad as hell and not going to take it anymore (will attack all that threaten it, but will maul the handler to the delight of all if given the chance), 10 A beloved pet as devoted to its handler and its handler is to it (will defend handler with its life, handler will sacrifice themselves to save the bear).
HD: 4
- You're walking in the woods, there's no one around and your palantír is dead. Out of the corner of your eye you spot him...
Shia LaBeoufthe lights of Zirkusburg. - On the trail of a great artefact, you are directed by a contact that all information can be found in Zirkusburg, for a price.
- Chasing down a troubadour who stole the heart of an Imperial Prince's daughter you hear of the city of troubadours to which all will eventually return
- You need to find entertainers for the Duke's big gala! Fortunately, you have heard rumours of a town dedicated to the crafts
- A new potent narcotic is flodding the port towns, you are on the trail to track down the source and stop it/get a piece of the action/secure a supply chain for the next time you need a fix
- The Carnival Prince has a task for you, to find half the heart of a star. He has heard of your reputation for problem-solving and summons you to his town to discuss terms
- It's medieval vegas, people will just want to go there if they hear about it...
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