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Krmmerhuset (Engelsk)

Krämarhuset is a hidden bookstore and occult shop in Uppsala, run by the elderly couple Gösta and Karin Klum, offering a variety of old books, trinkets, and oddities. The shop serves as a supplemental facility in a game context, providing players with opportunities to acquire resources, information, and new missions. Additionally, it can be adapted for use in other countries and includes various supporting characters and facilities that enhance gameplay.

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Lambert Nambert
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0% found this document useful (0 votes)
69 views7 pages

Krmmerhuset (Engelsk)

Krämarhuset is a hidden bookstore and occult shop in Uppsala, run by the elderly couple Gösta and Karin Klum, offering a variety of old books, trinkets, and oddities. The shop serves as a supplemental facility in a game context, providing players with opportunities to acquire resources, information, and new missions. Additionally, it can be adapted for use in other countries and includes various supporting characters and facilities that enhance gameplay.

Uploaded by

Lambert Nambert
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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PLACE IMAGE HERE

Krämarhuset
A supplement about the bookstore and occult shop Krämarhuset
located in Uppsala just near the castle Gyllencreutz

Krämarhuset is a small shop wedged between old buildings. It's easy to miss
in the hustle and bustle of everyday life, hidden behind dusty windows and
a worn facade. It looks like an abandoned furniture store selling second-
hand furniture from estates of the deceased, but to the keen eye there is so
much more to find.

BY MORTEN GREIS
- Krämarhuset -

On dusty shelves are rows of old, leather-bound Scents of spices from dried bundles under the ceiling
books, stacked on shelves are trinkets and strange mingle with the hanging smell of stuffed animals, and
figurines brought back by sailors who have sailed the from the bookshelves rises the scent of thick, leather-
seven seas. Under the ceiling hang bundles of dried bound books with faded titles.
plants, some to protect the shop from unwanted Visitors are greeted by Gösta, who emerges from the
visitors, others to enhance the atmosphere. In locked back room hunched over, shortly after the doorbell ding.
display cases, coins inscribed with strange symbols Karin remains often in the back, and to most visitors she
and amulets discovered hidden in walls. is just a voice shouting comments to her husband and
Shortly after entering, a hunched old man steps out suggestions on where in the store to look for items.
of the back room. It is Gösta Klum, and from the back
room you hear his wife's hoarse voice, wanting to
know who it is who has entered the little shop,
Krämarhuset as supplemental
headquarters
Krämarhuset This supplement introduces a shop as a
Krämarhuset or The Peddler’s Shop is one of Uppsala's complementary facility to Gyllecreutz Castle. Just as
oldest shops. It has been run by Gösta and Karin Klum for players can purchase upgrades for the castle and uncover
a lifetime. Both are well over 70 years old - and likely even or install facilities at the castle, players can also spend
older, for they seem to remember the time before the points to add facilities to the Krämar House.
Society got into trouble, and they clearly remember Krämarhuset is intended as an alternative to the
Linnea Elfenklint from her younger days. Their advanced Castle, set up according to the same rules, but instead of
age reveals itself in allusions. being a base at which the Society stays, it is a shop which
The low-ceilinged shop space is cluttered. It's filled they visit. The shop complements the Castle as a place to
with old furniture piled high, and between them are gather information, seek restoration and acquire
shelves of odd knick-knacks. Small paths of possessions equipment to solve the mysteries.
from estates of the deceased - farms, manors, parsonages The shop can also be a source of new missions, as well
– lead visitors through the dim room. Clouds of dust rise as a way to bring information and resources into play
wherever you go, small jars clink as you pass rickety through conversations and role-playing with the
cupboards, and wares reveal themselves around every supporting characters who either own the shop or visit
corner. No one knows what Krämarhuset holds, but Gösta the shop - and eventually the characters may even take
and Karin can lead customers to oddities and rare finds. over the shop and run it themselves.

Krämarhuset as a reward
The Krämarhuset can be introduced into the game as
a reward for completing a mystery. This can be done by
the Society finding the place as part of an investigation.
After the case is completed, the first facility is acquired for
free, and players can use their points to expand the castle
or shop. Alternatively, the Society must make such a good
impression on Gösta and Karin over one or more
mysteries that they are invited back to the shop as regular
customers - and thereby get the first facility for free.
By giving players the first facility for free, you also give
them a greater incentive to use the location and expand it
as part of the game.

-2-
- Krämarhuset -

The People of Krämarhus


Krämarhuset is run by the elderly couple Gösta and
Karin Klum. They live on the first floor of a small
apartment above the shop, but they are too old to run the
house and shop themselves, and they have two servants to
help them. Behind the shop are several smaller back
rooms, including a room where the servants Alva Hjorth
and Niklas Johansson live. Niklas does the physically
demanding and heavy work of moving furniture and such,
while Alva does the housework.
Krämarhuset has regular customers who visit the
small shop to see what strange goods have arrived since
the last time. Some of the associated people are the people
who deliver goods to Krämarhuset, such as the
gravedigger Klas Eriksson, the forger Lotte Sjökvist, and
the travelling pedlar Knut Almgren.

Krämarhus staff are not contacts or personnel. They


are supporting NPCs that the game master can use, or that
the player can activate by spending availability (in the
same way as with Services and Establishments,
sourcebook p. 76).

Krämarhuset elsewhere
You can place Krämarhuset in other cities and
countries:
Norway, Oslo: Kræmmerhuset
Denmark, Copenhagen: Kræmmerhuset
Germany, Stralsund: Das Kremerhaus
England, London: The Peddler House

The owners' names can be adapted to the different


countries:
Norway: Jörgen Klum & Karina Klum
Denmark: Jørgen Klum & Karen Klum
Germany: Georg Klum & Katharina Klum
England: George Klum & Karen Klum

-3-
- Krämarhuset -

New Contacts
Through Krämarhuset, the Society can get in touch with
some specialists that they might not have met otherwise.
Here are three contacts that the Society can acquire
through meetings with Gösta and Karin Klum.
Gravedigger Klas Eriksson
The digger has dirt on his trousers, dirt on his hands, and
is dragging a trail of dirt behind him. His pockets bulge with
small items, and he has a sack slung over his shoulder.
REQUIREMENTS: Krämarhuset
PRICE: 3
FUNCTION: The gravedigger can grant access to
cemeteries and chapels in secret. The Gravedigger can
deliver bones and body parts from graves.

The Counterfeiter Lotte Sjökvist


The forger has an insight into documents of all kinds.
With ink, varnish, and printing, she can make copies or even
forgeries.
REQUIREMENTS: the grocery store
PRICE: 4
FUNCTION: The forger can provide a copy or forgery
of a work of art or document.

The travelling pedlar Knut Almgren


The itinerant peddler buys up estates and empty homes.
Most is sold at local markets, but selected finds are taken back
to Uppsala.
REQUIREMENTS: the grocery store
PRICE: 4
FUNCTION: Buys goods from all parts of the country
... and is often in possession of strange and rare things,
which he sells for availability 1-3 according to its occult
function, rarity and value.

-4-
- Krämarhuset -

Facilities Glass Cabinet


Krämarhuset always begins with the facility
Behind the dusty glass surface are rings, necklaces,
'Krämarhuset', which is acquired either as a reward, or by
amulets, pocket watches, coins, icons, beads, and polished
the Society discovering the small shop on a hike through
stones. Some are neatly arranged, while others have been
Uppsala - and paying the price for the facility. Other
swept to one side and are lying in a mess.
facilities are added as the Society explores the shop and
REQUIREMENT: Krämarhuset
discovers its many nooks and crannies or is introduced by
DISCOVERY: From a distance, it looks like a grey box
the owners to back rooms.
hidden under stacks of tin plates, but the grey is a thick layer
Krämarhuset of dust, and when it's first swept away, finger rings, necklaces,
A narrow storefront almost hidden behind the neighbors' charms and more glisten.
displays with dusty windows and an old door that binds hides PRICE: 3
a strange little shop. Outside, the green paint is peeling and FUNCTION: One of the characters can get Advantage:
inside, dust hangs heavy over the shelves. From a dark back Lucky Charm for the upcoming mission for 1 availability
door, a hunched man enters. point.
REQUIREMENT: -
DISCOVERY: Sundays are made for walking. During a
Grandfather clock
sudden downpour, refuge is sought in a small obscure shop. It
The grandfather clock or ‘Bornholmerur’ is worn. It has
is only when the eyes get used to the darkness that the many
been knocked around a lot and the paint has peeled off in
strange finds around the shelves are discovered: thick books,
several places, but the dial and winding mechanism look
strange statuettes, amulets and more.
intact - and the clock is still ticking ...
PRIZE: 2 or 0 as reward
REQUIREMENT: Krämarhuset
FUNCTION: A character who spends a scene in the
DISCOVERY: In a dark corner half out of sight behind a
shop heals a mental condition.
plaster statue of Venus, missing both arms, stands a large old
Bornholm clock.
PRICE: 5
FUNCTION: The clock gives an omen coming death (or
terrible accident). On a mission, a character may visit the
clock for an Omen instead of gaining an Advantage. The
omen will play a role in the mystery, and the character
gains a +2 bonus to a TEST related to the omen.

The Grand Chest


The chest is 1½ meter long and almost a meter high. It is
The Bookcase painted green with red edges and decorated with flowers. A
In neat letters, "Bookcase" is painted above the top of the black wrought iron key is in the lock. At the bottom of the chest
three doors of the blue wooden cabinet. Behind each door is are piles of discarded clothes and costumes.
an eclectic collection of books and booklets arranged closely REQUIREMENT: Krämarhuset
in several layers. DISCOVERY: Hidden under piles of old tablecloths and
REQUIREMENT: Krämarhuset moth-eaten bedding is a big, beautiful chest. As the bedding
DISCOVERY: You can just squeeze in between the two is moved, a cloud of moths rises.
shelves with brass pots. Behind them is a small, blue-painted PRICE: 3
wooden cabinet. The top door is ajar and behind it you can FUNCTION: The chest contains clothing, and a
see a collection of leather-bound books. character may gain Advantage: Disguise, Advantage:
PRICE: 4 Protective Clothing (e.g., rain gear or winter clothing), or
FUNCTION: By spending 1 availability point and half a Advantage: Supernatural Protection (e.g., clothing turned
day, a character can once per mystery find a book that will inside out, equipped with silver wire, iron wire, or
provide a clue to the backstory, creature, mystery, or similar).
ritual.

-5-
- Krämarhuset -

The Bin Backroom


Hidden beneath a layer of leftovers and worthless tools A narrow corridor leading behind the shop leads to
and threadbare shoes are forgotten valuables. There's a several smaller doors, including to an ajar door, which leads
pocket watch, an old knife with a handle, a bunch of keys, a to a cozy little living room with lace on the tables and shelves,
brass bell, a silver arrowhead, a leather bag with black and a pair of well-cushioned if worn armchairs.
powder and more. REQUIREMENT: Krämarhuset
REQUIREMENT: Krämarhuset PRICE: 2
DISCOVERY: Hidden in a dark corner behind two red- FUNCTION: The back room serves as a short-term
painted figures depicting goats is a large wooden box that hiding place. If a character uses his preparation hidden in
appears filled with worn-out wooden shoes, but there's the back room, the effect of a threat can be avoided or
something underneath ... postponed until after the mission.
PRICE: 4
FUNCTION: A character is given an object that allows Basement
a character to make a push on a test to resist magic. From the back of the shop, a narrow corridor leads to a
Subsequently, the object is lost. creaking wooden door. Behind it is a staircase cut into the
rocky ground. The air is cool and there is a damp smell. A
The Tea Set cave-like cellar appears in the lantern light.
The tea set is from a sailor who bought it on a voyage to REQUIREMENTS: Krämarhuset
China. It's safely mounted in a leather suitcase, so you can PRICE: 4
travel with the whole set of teacups, saucers, teaspoons, milk FUNCTION: A character may acquire contraband,
and cream jugs, sugar bowl, biscuit platter, teapot and more stolen goods, or illegal substances as availability 2,
- and Karin pops up to explain "I always use this set when I'm The basement can store up to 3 Common Items or
having guests over for tea, and I just happen have a guest. Weapons from previous mysteries.
Would you like to meet him?"
REQUIREMENT: Krämarhuset
DISCOVERY: The leather case is lifted out, the dust
wiped, and the lid lifted. At the bottom of the case is a
beautiful Chinese tea set. Plates, cups, teaspoons and so on
are securely anchored in pockets, with straps and in holders.
PRICE: 3
FUNCTION: Provides an opportunity to meet shop
guests and make use of their knowledge. By using
availability from the list of staff and guests, the Society can
meet with a person and get inquiries.

The Tarot Parlour


The narrow corridor behind the shop leads to a red Change of ownership
painted wooden door. Behind it is a smoke-filled salon filled With deed in hand and the heavy front door key in pocket,
with sweet smells. Soft rugs cover the walls and floors, and Krämarhuset is facing new times. In the sky, the heavy cloud
heavy furniture lines the walls. In the middle is a round table, cover is broken, and the sun's warm rays bathe the facade in
and under a suspended brass lamp in the middle of the table a life-giving light. The small shop welcomes its new owners.
is a glittering crystal ball. Next to it is a stack of cards. REQUIREMENT: at least 4 facilities
REQUIREMENT: Krämarhuset PRICE: 4
PRICE: 5 FUNCTION: The Society takes over Krämarhuset. It
FUNCTION: Characters can perform a reading of the now becomes the Society's new base. The Society can
tarot cards or crystal ball to get a clue or premonition extend the base with facilities that have the same function
from the upcoming mission. For 1 availability point, a as at the Castle.
fortune teller can perform the reading. The fortune teller ACTIVE: The Society suffers from one less threat
delivers a clue and a warning. following the takeover.

-6-
- Krämarhuset -

Kræmmerhus staff and guests


MEMBER ACCESSIBILITY EFFECT

Gösta is always ready for a chat about the mysterious things happening around
Gösta Klum 1 Uppsala. He knows the rumours, he remembers the old customs, and he
remembers old cases with creatures.
Karin knows the city's many wives. She has an extensive network of wives,
Karin Klum 1 servants and travellers, and she often hears the latest rumours from both
Uppsala and the nearby towns.
Alva, the maid, associates with many of the town's church people and
temperance societies. She has gossip from every parish, she knows when the
Alva Hjorth 1
preachers are in town, and she has friends who are servants to priests, deacons
and bishops.
Workman Niklas has connections to the working class, and he knows what is
Niklas
1 going on among the workers, trade unionists and craftsmen. He knows who to
Johansson
visit to get things carved, forged, cut, or moulded.
Bernhard Orre is a wealthy writer who dreams of making it as a poet, and he is
Bernhard happy to give away copies of his latest collection of poems. Bernhard is a book
2
Orre collector, and his home contains numerous obscure works. He buys second-
hand books at the second-hand bookshop often preempting the Society.
Monica Boye is the daughter of a wealthy merchant family, and she is enrolled at
Monica Boye 2 university as one of the first female students. Her specialty is cultural history and
folklore, and she knows which visiting scholars are at the university.
Hans Wall collects art, and he visits Krämarhuset to acquire art treasures, though
he rarely finds anything useful. Hans is drawn to paintings, sculptures and the
Hans Wall 3
like that depict the supernatural, and his private collection contains several
magical works - though he doesn't know it.
Ida Almgren is a wealthy widow who holds salons for spiritists. She has a network
among the city's distinguished ladies, and she is visited by tarot readers and
Ida Almgren 3
mediums from all over the Nordic countries, Germany, France, Russia, and Italy.
She visits the Krämarhuset with her maid in search of things that are ensouled.

This product was created under license. Vaesen - Nordic


Horror Roleplaying and its logo, are trademarks of Fria
Ligan AB.

This work contains material that is copyright Fria Ligan


AB and/or other authors. Such material is used with
permission under the Community Content Agreement
for Free League Workshop.

All other original material in this work is copyright


2023 by Morten Greis and published under the
Community Content Agreement for Free League
Workshop.

-7-

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