RolePlay onLine RPoL Logo

, welcome to Rolemaster: Tales of the Ravens Mark

15:39, 25th April 2024 (GMT+0)

Rules and Setting.

Posted by NarratorFor group 0
Narrator
GM, 1 post
Thu 17 Sep 2020
at 18:48
  • msg #1

Rules and Setting

Centre-point of the Dukedom of Deledh and ancestral home to House Raenir, Deledh is an important city. Despite the unyielding traditionalism of the current ruler, Duke Seres Raenir, it continues to grow in size and importance being the closest major city to the Free States trading Port of Bysdek and midway between the cities of Jhar, Kheryn, Eld and Raen. Caravans to and from Jhar and Tharedh wind their way into the city through the West Gate, whilst the more common shipments to Ranek and Shepherd's Veil come in through the South Gate. Most of the goods for the city, however, come by ship.

The city is home to approximately sixty thousand people and is divided into four districts, with the ducal seat of Deledh Keep in a separate walled-off section in the southernmost part of the city. The Poor Quarter, which comprises the northernmost docks and the ramshackle houses along the north wall, is filled with fishermen and immigrants - from Bysdek and the surrounding countryside. The Trader's Quarter sits beneath that, spreading from the docks and consists mainly of Free States trading concerns or representatives from the local Smith's Guild. The Smith's Quarter, often referred to as the Forger's Quarter, occupies the main part of the city, centred around the main square that houses the local temples. This part of the city is filled with ringing and hammering during the waking hours. Southernmost in the city is the Lord's Quarter, home to the richest merchants and various scions of Minor Houses that live in the city. Much to the chagrin of such exalted personages, the Great South Road that cuts through the Lord's quarter is the major route for caravans from the south.

Produce: - the main product of the city is quality ironwork and silver filigree, which is surprising given the lack of nearby ore deposits. Instead, the city uses its' position as a major trading port to ensure high-grade ores are shipped into the city to be worked. Deledh weapons and armour are reliable but only of average quality when compared to items produced in Mores or Forlak. Where the smiths here excel is in the creation of intricate mechanical devices like clocks and alchemical laboratory items. The intricacy of their filigree also make it highly sought after, even in the Royal Cities. Fishing constitutes a major industry, but most of the produce goes to local citizens or nearby towns and villages.

Trade: - Aside from the obvious conversion of raw ores to finished ironwork, the city does a healthy trade in grains and livestock with other parts of the Kingdom and buys clothing and decorative goods for subsequent shipment from the Free States.

Seeking 2-4 players for a character-driven city intrigue campaign in the homebrew setting of Deledh, a city of the Kingdom of Karadh; we will be using the Rolemaster Standard System (RMSS) though skewed to humans and low magic
This message was last edited by the GM at 23:39, Sun 20 Sept 2020.
Narrator
GM, 2 posts
Sun 20 Sep 2020
at 23:43
  • msg #2

Places of Interest

Deledh is a bustling city, though without the wildness in Bysdek, or Kheryn, or even Raen. For the most, people get on with their lives with unhurried calm and expect other to do the same. Below are some of the more interesting places within the city walls:

The Courts: - comprising the main courtroom as well as the offices and living quarters for the resident Justicar, the city's Courts are a gloomy and hate-filled place avoided by most if they can help it. It is said a single blow from the Justiciar's gavel is more powerful than one from the greatest hammer in the rest of the quarter. The Courts occupy the eastern side of Temple Square.

The Crow's Feet: - a ramshackle tavern that sits among the fishermen's boats and sheds in the Poor Quarter, the Crow's Feet serves surprisingly good quality ale for the price you pay. Run by an ex-mercenary from Andur it has few problems with local toughs and is pleasant and airy. Most of the patrons are fishermen and there is always a slight hint of fish in the air, even with the clouds of smoke from their pipes.

Dalin's Folly: - a rather bizarre structure, made completely from interlocking stone blocks in the old fashion by the previous mage the Council of Mages sent to Deledh. Dalin's Folly is basically a tower, though nearly five storeys high - nearly as the fifth storey was never finished when Mage Dalin was struck by lightning whilst working a ritual at the top. The current occupant is Mage Nedin, a much less eccentric figure.

The Duke's Blade: - one of the places visited by the current duke while he was a sombre youth, the Duke's Blade serves some of the best meads and ales in the city. Above the hearth hangs a bejewelled sword that was a gift to the owner when he saved the Duke from assassins some years ago. The tavern lies in the Smith's Quarter near the harbour, only a short distance outside the walls of Deledh Keep.

The Ethereal Light: - sitting on the Great South Road opposite Dalin's Folly this tavern is named for the disturbing manner in which the lamps glow. Ever since Mage Dalin's death, they have stayed lit and glow with a slightly bluish light. This often disturbs visitors, though locals have taken it in their stride and the tavern is popular among young noblemen.

The Foundry: - a wholesome inn that lies just inside the West Gate on the Ducal Way, the Foundry is a home away from home for many smiths and artisans from the city, but serves primarily as a resting places to travellers new to the city. Run by an ex-smith and his four strapping daughters, it has few problems with drunks or thieves.

The House of the Smith: - the guild house for the Smith's Guild. Only a single storey high and filled with as many anvils as any workshop in the city, it is a surprisingly light and almost delicate place, filled with some exquisite pieces of metalwork.

Jarek's Coffee House: - this unlikely establishment serves as the impromptu guild house for the Trader's Guild, with the upper floor reserved solely for members. In addition to the wheeling and dealing that goes on, Jarek serves the best coffee in the city, imported at great cost from the Trey'na. The building itself is only two storeys high but is one of the most beautiful in the city.

The King's Arms: - perhaps one of the most run-down inns in the city the King's Arms stands on the brink of the Poor Quarter, figuratively and literally. It is frequented by footpads, ruffians and mercenaries mainly, though those wishing to do discrete business can often also be found here. Drinks are cheap and generally abysmal, and most patrons have their hand on their knives constantly.

Sailor's Rest: - the guild house for the Seaman's guild sits overlooking the harbour in the middle of the Trader's District. A large building, three storeys high, it also serves as the Harbourmaster's office and the large courtyard is often filled with traders or nobles looking for space aboard a ship for them or their goods. Above the entranceway is the wheel from The Cutter - the last ship wrecked in the rocks lying outside the seawall.

The Shipwrecked Sailor: - lying at the foot of one of the docking piers and in the centre of the city docks, this inn is the first port of call for many sailors. The drinks are cheap, the customers generally obnoxious or unsavoury, and the inn one of the most popular in the city. Despite being burned down on thirteen occasions, it is always rebuilt.

The Statue of the Toiling Smith: - a gift from the Patrician of Forlak some years past, the statue is the bone of contention for many native to the city. It is done in the Free States style, one quite different from Karadhian art, and many grumble that it is a subtle jibe from the leader of a city renowned for the quality of its' metalwork against their own similar efforts. The statue is bronze and depicts a smith working on a sword at his anvil.

Temple of Myr: - placed on the northernmost side of Temple Square the Temple of Myr is small and unimposing, more haphazard than anything else. Few worship regularly here and thus the Priest's Tower on the temple's east face is seldom empty.

Temple of Thy: - the largest and more frequented temple in the city, the Temple of Thy is on the south side of Temple Square. The temple is a large building, coming close to the High Temple of Jhar in size. Donations received here are said to go towards the needy in the Poor Quarter, though they seem to have little impact on the poverty there.

Temple of Wedn: - unremarkable apart from the deep black stones that comprise the temple buildings, the Temple of Wedn sits on the western side of Temple Square. The compound consists of a number of low-slung courtyards looking over a large courtyard and surrounded by a high wall that is also constructed from this black stone. As is common in this part of the Kingdom, there is a chapel to each aspect of Wedn rather than a single temple. There is also a small graveyard for those members of the ducal House that wish for their ashes to be buried in the city - normally all burials are at sea or in secluded graveyard about a mile to the south.

Temple Square: - one of the quietest parts of the city Temple Square sits in plain sight of the barbican that leads to Deledh Keep, though there is some distance to be covered along the Ducal Way before you reach the barbican. In the centre of the square is a hangman's gibbet, though the noose only hangs if there is to be a hanging the next day. On the eastern side of the square are the Courts, dark and imposing; opposite those is the Temple of Wedn, even more so. The north side holds the Temple of Myr and the south the Temple of Thy.

The Watch House: - this is the main watch-house in the city, located almost centrally at the edge of the Trader's Quarter. It is a squat three-storey building, looking in on a small courtyard when members of the Royal Constabulary often train. As well as the armoury and offices for the Royal Constabulary of Deledh, it has cells that can hold up to forty men if needed and stabling for ten mounts.
Narrator
GM, 3 posts
Sun 20 Sep 2020
at 23:45
  • msg #3

Organisations and Guilds

Aside from House Raenir and the Duke himself, there are a number of other groups that hold some position of distinction in the city. The presence of guilds is especially strong within the city and they wield not inconsiderable power between them, much to the Duke's distaste.

The Royal Army: - only a single company of artillery crew is nominally stationed in Deledh, fifty men in total under the command of Captain Myran. The 2nd Jhar Artillery spend little time inside the city walls, however, instead constantly drilling in ranges to the north of the city where they have erected some temporary barracks. Most of the other units attached to the Dukedom of Deledh are stationed in towns like Guard's Isle or engaged in constant exercises on the Deledh Plains.

The Royal Constabulary: - one hundred men serve under Captain Arden to keep the peace in Deledh, operating from sixteen watch-houses scattered about the city. Generally, the Royal Constabulary has few problems except around the harbour and docks.

The Seaman's Guild: - is probably the smallest guild in Deledh, consisting of sailors, fishermen and pilots. It does however wield a disparate proportion of power controlling both the local fishing rights and licensing for local pilots. The latter is especially important as ducal law states no ship may enter or leave the harbour without a licensed pilot on board.

The Smith's Guild: - is, by contrast, the largest guild and is constantly clamoring for better ores, as if Duke Seres Raenir had a great deal of control over what traders choose to bring into the city. The Guild has a stratified structure and sells its' goods according to the rank of the artisan responsible for each item. There is a rumour that the silversmiths of the city may be considering breaking away from the main Guild, though this is unlikely.

The Trader's Guild: - actually consists of an amalgam of trading houses and includes interests from House Raenir, House Tanir, House Thal, Bysdek and even from Andur - as well as many independent traders.

Obviously no mention has been made of thieves or other, darker, elements of society
Narrator
GM, 4 posts
Sun 20 Sep 2020
at 23:48
  • msg #4

People of Note

For all the splendour or squalor found within a city's walls the thing that defines it is the people. Those detailed below are the policy-makers, those who hold public office, those who are by definition important.

Duke Seres Raenir: - the duke of Deledh, leader of House Raenir and representative for the Minor Houses on the Ruling Council, Duke Seres Raenir is a busy and powerful man. Much of the day to day running of the dukedom falls on other shoulders as he plays the Royal Game almost daily - meeting members of other Houses who want to curry his favour, overseeing his own House's efforts and ensuring that proper tradition is maintained in everything he does. His is rarely seen outside the Keep, but is described as a hawkish looking, broad-shouldered man with raven black shoulder-length hair, tied in a warrior's knot. He always carries a sword and wear's his ducal torc.

Lady Marelle Raenir: - wife to Duke Seres Raenir and cousin to Prince Ashen Annel, Lady Marelle Raenir is described as a knife in a silken scabbard by street rumourmongers. She has the pale, slightly fey, look common to members of House Annel and is quite beautiful but she is also quite ruthless and waspish towards those who oppose her husband. She is devoted to her son, Lord Kaval Raenir.

Lord Kaval Raenir: - the current ducal heir is a young man, only twenty-five years old, but already his head is bowed by the responsibilities of his station. He enjoys venturing out into the city as his father did, but rarely has the time or opportunity to do so. Lord Kaval Raenir is a sombre lad, his hair raven black as his father's though he lacks his father's stature.

Captain Loran Raenir: - the captain of the five hundred strong ducal warband and brother of Duke Seres Raenir, Loran Raenir is if anything slightly broader than his brother. He runs the warband with a firm hand, overseeing training for all of the raw recruits until he has assessed their strengths and weaknesses.

Seneschal Jemal: - responsible for running the city in the Duke's behalf, Jemal is a calm and composed man. Having served House Raenir since childhood there is a rumour currently doing the rounds that he is the bastard child of Loran Raenir. It is vehemently denied by both parties, though they look very alike.

Justicar Hadin: - subject of some of the nastiest and wildest street rumour, Hadin is known to have studied in the University of Jhar before coming to Deledh. Little else about him is known, save that he might have served in a Lord's warband and he might bear the brand of a thief. His accent marks him as native to the border, but his olive skin and pale green eyes suggest he is from the Far Isles. He always dresses in black and moves with a fighter's grace, though the only weapon he carries is a knife.

Captain Arden: - commander of the Royal Constabulary and commonly referred to as "Arden the Ardent", Captain Arden is a man who means well. He is zealous in his fight against crime, sometimes too much so, and often continues his official duties in his own times - more vigilante than constable. This is only a rumour however and one no one has yet repeated to his face. The bodies of known criminals do keep appearing in the bay however.

Mage Nedin: - the current representative supplied by the Council of Mages, Mage Jhaelan is responsible for ensuring the laws regarding mage-craft are upheld and no wild mage who is a danger to the city should be able to find haven here. He also assists Duke Seres Raenir on a number of matters. Mage Jhaelan is a short unassuming figure, slightly stocky and with light brown hair. He can be found throughout the city, though he lives in the tower called Dalin's Folly.

His Holiness Father Kaval, Priest of Myr: - originally from Dalidor, Father Kaval moved to Karadh some twenty years ago to enter the priesthood. Soon after becoming a priest he was sent to Deledh, where he has remained unchanged since. He spends most of his waking hours in the Priest's Tower, watching the harbour. Some say he is watching for a sign.

His Holiness Father Seres, Priest of Thy: - whining and pompous, Father Seres could be described as a typically ambitious priest. He is rarely seen except in his vestments and does not like to mix with the disreputable element of society. Surprisingly the Temple of Thy is the most widely attended in the city.

His Holiness Father Varel, Priest of Wedn: - fiercely tattooed with the wolf's head common to priests of Wedn, Father Varel is an imposing figure. Nearly seven foot tall, wiry and dressed in the traditional vestments of his order he is even more so. However "Uncle Wolf" as he is known to the beggar children of the city is not as he appears. Priest to the ducal family Father Varel spends the rest of his time in the Poor Quarter, teaching the street children about life. Previously a member of the Order of the Bitter Rose, he carries a war axe rather than the broadsword traditional to his position.

Master Ashen: - an ancient mariner who has sailed to every port known to man, Ashen is the current head of the Seaman's Guild. Though over one-hundred-and-sixty years old he is still full of fire and rules the guild with spirit. His knowledge of the waters around the city is awe-inspiring and his long drooping white moustache impossible to miss.

Master Jarek: - arguably one of the finest smith's in northern Karadh, Jarek has been unfortunate enough to become head of the city's Smith's Guild. Unfortunate because it draws him away from his beloved forge. He is a powerfully built man, with long delicate fingers.

Mistress Varelle Tanir: - a distant member of House Tanir, Varelle Tanir has risen quickly to prominence through her lucrative deals with Hage and Andur. Now the head of the Trader's Guild she is in a position to take advantage of such deals more fully. She is an almost painfully thin woman with a sharp face and unremarkable brown hair who can be found most days on the upper floors of Jarek's Coffee House.

Most people have little contact with the men and women detailed above - they are the people with the greatest official decision making power in the city however, so everyone needs to be aware of them.
Sign In