Chapter Two: The Empire's Heart
Following your night in the Coaching inn, the party continued their journey to Altdorf. The journey is a (thankfully) boring one as the path through the Drakwald forest is a peaceful, iof not droll, one. Speeding southwards for hours, finally finds our intrepid heros at the cusp of a grand, white-walled city of towering buildings. Altdorf, the capital of the
Empire and its largest, richest city, laid before you in all of it's wonder.
One of the grandest sights to behold is the Imperial Palace that can be seen rising
high above the river Reik, dominating the city. Gunnar tells you how this place was chock full of nobles in the streets, supposedly here for the universities that they never really attend. he makes a good paycheck driving them places around here. You're driven into the coaching inn within the walls and let loose as the two drunkards hobble to a nearby bar.
As you walk away, you find something feels off about this place. Not just 'off', wrong. The buildings seemed to be either refurbished and freshly pained, or nearly falling in on itself. Criers were shouting news of some 'well-regarded' Altdorf philanthropist was found guilty of corruption and jailed, whilst another claims a penniless street rat was found to be heir to the Rickard-Goellner estates... There's a feeling of unease in the air here. The locals dont seem to notice it, but you find yourself getting turned around easily. Separated if you aren't careful. Places you once thought were here, were suddenly there, and a new corner popped up as if the streets themselves don’t meet up correctly. Scores upon scores of agitators were on the street corners all clamoring for a new order, desperate for the capital to be better. To be different.
Many of the city’s bustling burghers are acting oddly, too - though few notice it, simply presuming Altdorf life breeds a permanent state of hustle and fuss. Everyone in the capital is filled with an impatience permeating their very souls. Coachmen crack whips and bellow at others to get out of the way. Scholars rush about clutching books, all seemingly on omportant tasks that cannot wait. Shoppers refuse to buy from the same place twice, sure the next vendor may have a better deal. Everyone has somewhere to go, and they never get there fast enough. Altdorf is restless, irritable, and anxious. Even the stray dogs are agitated, barking at walls and each other, prone to dashing at the slightest threat, eyes wide, teeth bared, drool slopping from their quivering chops.
And then, suddenly, it was night.
Your minds seem puzzled, befuddled, overran and overworked. Did you not JUST arrive? How long have you been walking the streets? Where did the time go? If by only some miracle, you are still entirely together and unseparated outside of a tavern called the Ranauld's Blessing. I guess it's a good time to think up a gameplan for what to do with the rest of the night. Or morning. What time was it again?
All characters must roll a 1d10 EVERY day they are in Altdorf. The first day is exempt.
Being such an enormous city, all services can be found in Altdorf if you look hard enough, and nearly all goods are available — for a price. When checking for availability of goods in Altdorf, if you fail you may retry an Availability Test daily, not weekly, and Exotic goods gain an Availability rating of 10%. Further, if you are willing to pay double the price for an item, you may reroll one failed Availability Test daily.
This message was last edited by the GM at 05:57, Wed 28 July 2021.