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Little Kislev

Little Kislev

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100% found this document useful (3 votes)
248 views36 pages

Little Kislev

Little Kislev

Uploaded by

Welp
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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Little Kislev

A guide to the island of Duin,


part of the great city of Marienburg

Created by Dave Graam and Wim van Gruisen


Published for WimCon 2014
Duin

Obligatory boring text


Warhammer Fantasy Roleplay, the Warhammer Fantasy Roleplay logo, WFRP, Chaos, the Chaos device,
the Chaos logo, Citadel, Citadel Device, Darkblade, 'Eavy Metal, Forge World, Games Workshop, Games
Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer of Sigmar logo, Horned Rat logo,
Keeper of Secrets, Khemri, Khorne, the Khorne logo, Lord of Change, Nurgle, the Nurgle logo, Skaven,
the Skaven symbol device, Slaanesh, the Slaanesh logo, Tomb Kings, Tzeentch, the Tzeentch logo,
Warhammer, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks,
names, races, race insignia, characters, vehicles, locations, units, artifacts, illustrations and images from
the Warhammer world are either , and/or Copyright Games Workshop Ltd 2000-2009, variably
registered in the UK and other countries around the world. Used without permission. No challenge to their
status intended. All Rights Reserved to their respective owners.

No halflings or little children were harmed in the creation of this document. The amount of warpstone used
in the ink is almost imperceptible. Games Workshop Limited declines any responsibility for sanity loss,
bodily changes or other mutations caused by using this document.

This document is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy
Flight Games.
Contents

Foreword 2

Klein Kislev 3

Red Square, Gold Square 4


Sergei Kirmasov 5

The Temple of Ursun 6


Father Konstatin 7
Gospodin Povodny 8
Irina Khodorova 9

The Dancing Bear 10


Pjotr Kupchenko 11
Natascha Dyakova 12
Selba Bork 12
Ricardo Burtoni and Enrico Chlimane 14
Other regulars 15

The Velvet Lodge 16


Kara Daragoia 17
Helene Duchamp 18
Rudolf Lichthuis 19

The White Spirit Distillery 20


Aleksei and Leonid Korsakov 21

The Star of the North 22


Leonid Barzhoi 22
Janus Langstaart 23

The Registry 24
Lotte 24
Hendrik Waterstand 25

The Warrens 26
The Trident Alehouse 27
Shipskin 27

Vassilys Emporium 28
Vassily Ignatieff 29

Baba Dasha 30

Arkady Gogol 32
Foreword
Marienburg is one of the best The city of Marienburg has always fascinated me. The focus on trade
documented cities for WFRP. It rather than dungeon delving, the harbour setting with its
has its own, hard to find, cosmopolitan population, its islands and canals, always seemd a
sourcebook and next to that the
perfect setting for adventures to me. But most of all, the city really
internet holds some impressive
resources on the city. The main comes alive because of the extensive source material (see the sidebar).
one is the unofficial Marienburg
sourcebook, a more than 200 This booklet contributes to the setting by developing the Kislev
page PFD document detailing lots enclave in Marienburg. You will cind interesting locations and NPCs,
of locations and NPCs in the and a few good hooks for your scenarios. It was written for WimCon
watery city. Most of the locations 2014.
previously published, officially or
by fans, have been gathered here,
and more have been specifically Klein Kislev is decinitely set in the city of Marienburg. So you should
written for this netbook. If youre see this book as an appendix to other source material of that city.
serious about playing in Characters listed here have links to the rest of the city and the text
Marienburg, download this book. mentions characters and locations in Marienburg that are detailed in
other source material
Klein Kislev is very much a part of
Next to that, Klein Kislev clearly has roots to its larger brother. I tried
Marienburg. It does not stand on
its own. Several entries mention to emulate that as well, using the sourcebooks for WFRP1, Something
locations in other parts of the city, Rotten in Kislev, and for WFRP2, Realm of the Ice Queen. It allowed me
which are detailed in the netbook. to add some quite foreign characters and stuff to the city.
Where this happens, a short
explanation is given in a text boxId like to thank Rob Harper, Jay Hafner (who made the conversion to
with dotted lines, as below. WFRP3) and Lauri Maijala, who read the initial document and gave
important feedback. And many thanks to Dave Graffam, who read the
text and then rewrote it completely, breathing life in what up to then
was a quite utilitarian text. While doing so, he added a few characters
The Marienburg sourcebook on of his own as well. And on top of that, he produced a great map of Duin.
the net mentions a few Kislevites If you like this book, its as much thanks to Dave as to me. If you cind
who may well have connections to any faults with it, Im the one to blame.
Klein Kislev. These are:
All in all, writing this booklet was lots of fun (and cost lots of time). I
Boris Rodzin, coffin maker at hope that you have as much fun reading it and using it in your
Droevvigers Funeral Emporium campaigns.
Dmitri Hrodovski, apothecary Oh, and if you like WFRP, make sure to visit the next WimCon. It is the
best, most interesting and most inspiring (next to being the only)
Huis Van den Nijmenk, one of WFRP-only convention on this planet.
the Upper Ten, the ten merchant
houses that control the city. This
house has based its fortune on
trade with Kislev. Wim van Gruisen
Den Bosch, May 2014
You might also search for The Ice
King of Kislev, a document by
Sami Uusitalo. It details a Kislev
merchant in the Empire; it is very
much possible that he visits
Marienburg as well.

- 2 -
Klein Kislev
Duin is one of the seven small islands that together form the ward of Luccinis Night
Rijkspoort. It is popularly called 'Klein Kislev' Little Kislev because In the late hours of 16 Jahrdrung
2209 a fire started in the hold of
of the concentration of Kislevites residing here. The cirst impression the Tilean schooner Sword of
is of a place that yearns to have an identity of its own but is forever Luccini, moored at the piers of
caught between worlds. While the buildings here are primarily Duin. The blaze spread to the
constructed in the half-timbered style so prevalent in Marienburg, docks while the town slept, and
soon engulfed other ships and the
they occasionally feature mosaicked turrets, cupolas and domes warehouses on the shore. By
reminiscent of Kislevite architecture. In the streets one might dawn, half of the island was on
overhear snippets of Kislevarian intermingle with Reikspiel and fire.
Norse in a single conversation.
At the time, Duin was on the losing
side of a competition with
Much like their dour and taciturn countrymen at home, the Suiddock harbour for the lions
inhabitants of Little Kislev are an insular lot that can make strangers share of Marienburgs port activity.
feel distinctly unwelcome. The Duin community is led by two people: With more traffic passing through
Father Konstatin, the eminent priest at the Temple of Ursun, and Baba Suiddock every year and its
services improving to meet the
Dasha, one of the few hag witches known outside of the Old Country. demand, profits drained out of
Perhaps more than anything else exported from Kislev, these spiritual Duin and the entire island suffered.
leaders connect the people of Little Kislev with their origins and The fire hastened the process
considerably, but perhaps it would
provide them with a sense of belonging. not have been so disastrous if
there had been enough money to
The southern part of the island is known as the Warrens and is pay the watchmen that night.
covered with old warehouses, most of which have been turned into
Steady rains finally quenched the
residences. It is here that the brutal and bleak truth of living abroad fire. The warehouses of the
as a Kislevite is most evident. northern quarter of the island had
been gutted and the docks had
The northern part, which borders the Rijksweg, is more open. While collapsed into the shallows making
them worse than useless. Duins
this area used to be crowded with warehouses as well, a ship cire in role as a trading hub dwindled and
2209 expanded to the docks and beyond, making a ruin of anything has all but disappeared.
not built of stone. The cire was so intense that the gilded dome of the
Temple of Sigmar melted. The gold ran down onto the streets, But as it seems Marienburg abhors
a vacuum, the fire-ravaged areas,
inspiring legends of greed and desperation that ensured the the abandoned warehouses and
anniversary of the catastrophe would become a local holiday. even the blackened timbers of the
old docks found new uses over the
Most of the old warehouses were not rebuilt after the blaze. centuries. Not long after the fire,
poor refugees from Kislev, driven
Commercial storage was concentrated in Suiddock, and even before from their homes by invasions of
the cire there had been decreasing demand for it in Duin. Nowadays, Chaos, moved to the island to
the northern part of Duin is built around two squares: the Gold occupy its empty warehouses, and
Square and the Red Square. Many important locations can be found over time have rebuilt damaged
quarter and provided its distinct
near them, and virtually all business and culture in Little Kislev cultural flavour.
revolve around them.
The inhabitants of Duin still
celebrate Luccinis Night on the
anniversary of the fire. At sunset of
that evening a bonfire is built in the
middle of Gold Square and
residents throw small model ships
made of paper and wood into the
flames while sharing their hopes
and great quantities of vodka.

- 3 -
Red Square
Trade Goods
Merchants and others of an The Red Square is a paved open space near the western shore of Little
enterprising bent will find Kislev. Here visitors will cind cheap local crafts and expensive imports
barrels of whale oil to be very sold in soggy stalls and tents. Toothless expatriates offer palm readings,
cheap most seasons. This is a Kislev-style steamed breads and grey stews. Much less savoury things
quality fuel and lubricant that
can be sold for a profit nearly can be had as well.
anywhere inland, and
particularly in middle-sized Few remember that this communal space was originally named the
towns of the Empire where it Basilius Square. Today only its grisly nickname is used, drawn from the
commands a high price, being
an important component in days when the square served as a cattle market. On Marktags freshly
some religious rites and bought sheep and pigs would be slaughtered in the north end of the
industries. square until streams of blood wove through the roads. The cattle market
moved elsewhere some 30 years ago but the Red Squares name stuck,
Genuine goods from Kislev
are greedily bought up by the as did a superstition that the area is haunted by the lowing spirits of the
locals, even at inflated prices. countless animals that lost their lives.
Items of a particularly
nostalgic or sentimental
nature are especially desired,
including toys, books,
Gold Square
furniture, musical instruments,
paintings, tapestries and other The Gold Square is the larger of the towns two great hearts and was
works of art.
once called simply the Kislev Square. This tree-lined plaza takes its
Spirits modern name from the molten gold that ran from the old Temple of
Nature spirits roam free in the Sigmar on the night of the great cire, gold that solidicied in puddles
wilderness and rural areas of between the cobblestones. Eventually the temple reclaimed much of the
Kislev, and sometimes even in precious stuff, but scavengers made off with a fair bit of it.
the cities. They are a part of
life in the icy country. Most
Kislevites respect these spirits While many locals know the Gold Square for the Temple of Ursun that
or at least realise the looms over one side of it, much of what goes on here is related to
consequences of crossing maritime affairs. The Gold Square empties onto a waterfront consisting
them.
of great stone steps leading into the brackish Marienburg delta and
These spirits are also present strung with a network of piers and bridges. This would create a grand
in Marienburg, although few entrance for any visiting dignitary, should one deign to visit the island.
natives know that. They were Instead, river travellers drag themselves up into the square to conduct
brought along by Kislev
refugees when they fled their
business or venture elsewhere in the ward, occasionally colliding with
country, and found a way to fit local zealots and choirs of the faithful. Pickpockets are a special problem
in. Domovoy help in the here, and the wiser natives take extreme measures to secure their
house, Vazila live in stables belongings when passing through.
where they tend the horses
and kikimora look after the
poultry. All in all, these spirits Boathouses, bait shops, rope-makers, sail-makers and other maritime
make life in Little Kislev a bit industries are clustered around the Gold Square. Most of the eating
more bearable. establishments near the square compete for the reputation of serving
The people of Dune realise
the best seafood, a delight for those with a daring palate.
that most non-Kislevites would
not recognise spirits for what
they are, considering them
demons instead - and by
extension, regard Kislevites
as demon-worshippers.
Rather than trying to convince
them, Kislevites prefer to keep
the spirits a secret among
themselves.
- 4 -
Sergei Kirmasov
Greedy dockmaster

Ive had better-maintained boats impounded for less. Tell me why I should Sergei Kirmasov
let you keep this rotting heap. Toll keeper (ex-rogue)

At the waters edge is the Dockmasters Tower. The building is topped WS BS S T


with a signal cire and a bell to assist vessels navigating through the night
40 38 38 34
and the fog. Dockmaster Sergei Kirmasov takes a piece of everything
that arrives on Little Kislevs wharves and readily accepts bribes to Ag Int WP Fel
overlook major and minor shipping crimes. He is a lanky and energetic
man fond of wearing furs; he thinks his silver badge of ofcice looks best 42 37 33 54
against rich dark sable.
A W Mag IP

When a boat ties up to the docks, Kirmasov, from the high vantage point 1 13 - -
of his tower ofcice, is often the cirst to notice. He will personally march
down to greet the newcomers, bringing along two or three watchmen Skills
Blather
stationed at the wharf. After a cursory greeting and examination of the Charm
craft, its cargo and passengers, hell conjure up a few convenient reasons Common Knowl. (Mburg)
for them to put silver in his hand, openly asking for a bribe. The Dodge Blow
watchmen standing witness will get their share, and that makes them Evaluate +10
Haggle +10
ready to cight for it if necessary. Gossip +20
Perception +10
Performer (Actor)
Read/Write
Search
Speak Kislevarian +10
Speak Reikspiel

Talents
Excellent Vision
Public Speaking
Sixth Sense
Streetwise
Strong-Minded
Suave*

Trappings
Sword
Leather jerkin
Mail shirt
Book of regulations
Fur coat
Fur hat
Impressive moustache
Strongbox
2d3 Town guards under his
command

- 5 -
The Temple of Ursun
On the southern edge of the Kislev enclave, bordering the water and the Gold Square, stands the Temple of
Ursun. A square stone building two stories high and topped with a golden dome, the design is in stark
contrast to the Ursun temples in Kislev. That is because this building was once dedicated to the worship of
Sigmar. As the Sigmarite congregation dwindled, services ended and the temple was eventually abandoned.
The new inhabitants of Duin then raised enough money to purchase it from the Church of Sigmar. There
were many protests from all sides against the take-over. Purists from Kislev did not approve using a second-
hand temple for the worship of their beloved Ursun, while Marienburgers resented the influx of foreigners
and most especially their foreign gods, Sigmar included, and Sigmarites protested against what they saw as
the defilement of their temple. But the sale went through nevertheless and the rededicated temple became
central to life in Little Kislev. Worship and prayer services are held regularly, although the sermons take
forms that are no more orthodox than the building itself. But the small space and spartan decorations give
the sanctuary a sense of deep peace.

Master of the temple and head of the congregation is Father Konstatin, a jingoist Kislevite who was the
driving force behind the campaign to buy the temple and convert it to Ursun. In his youth he used to give
fiery sermons from the pulpit, but lately he has withdrawn within the temple, given over to studying and
contemplating the holy texts.

Pious locals may stop into the temple at some point every day, so that the pews are never empty. On very
cold nights beggars and vagrants take refuge here. Kislevite sailors stop in to pay tithes and pray before
returning to their ships, but will come away seeing how the compromises necessary to adapt to Little Kislev
only underline its distance from the homeland.

A great secret lurks in the temples cellar, unknown to all but the senior temple staff. Behind locked doors
and secret passages a voydanoi makes its home. This Kislevite water spirit is a curious evil, its interests tied
to the health of the temple, its congregation, pious Kislevites of Duin and beyond. The voydanoi fattens the
catches in the fishermens nets and sends drowning men a bit of flotsam to clutch onto until rescued. As
nearly everything in Marienburg has some relationship to water, the spirit in the temple cellar finds many
ways to aid the faithful.

Father Konstatin
Priest of Ursun, torn by grief

As an idealistic priest fresh from the sea, Konstatin's sole purpose in life was to improve the fates of his
countrymen, who he considers favoured by the gods. Today, as the leader of a temple and the single most
influential man in Little Kislev, Father Konstatin exists in a complex world of politics, finance and faith. But
he has help from an unexpected corner, one that binds him in a private despair.

The priest spent years travelling the world as a missionary. After settling in Marienburg he witnessed his
countrymen treated as second-class citizens by more wealthy Wastelanders and resolved to act against it. He
filled his street-corner sermons with nationalist pride, touching a nerve with the displaced labourers and
sailors of Kislev. A natural talker, Konstatin tirelessly organised prayer meetings and revivals until his
passion attracted funding from the Church of Ursun in the homeland.

- 6 -
As his congregation grew and his responsibilities became those of a temple Father Konstatin
leader, Konstatin made connections with Kislevite ship captains and traders, Demagogue (ex-lay priest, ex-
friar)
adding further to his wealth. In time he offered the Church of Sigmar enough
to purchase their derelict temple in Duin and transform it into a temple WS BS S T
devoted to Ursun and the other gods of Kislev. As it often goes, blackmail
48 38 34 39
and bribery were required to complete the purchase of the temple. Unknown
to the priest the Rainbow Flames, a Tzeentchian cult, discreetly pulled Ag Int WP Fel
strings in his favour, expecting that this new church would shake the
44 47 55 66
foundations of Marienburg society.
A W Mag IP
For the last few years Konstatin has been in the throes of a crisis of faith.
Guilt wrestles with the zeal he has for his church and country, opening the 2 17 - 5
door for doubt not in his gods, but in his own worth to represent and
communicate with them. Several years ago, he brought back a vodyanoi Skills
Ac. Knowl. (Theology) +30
from the Kislev Oblast and made a deal with him. But the conditions of that Ac. Knowl. (History) +10
deal - and especially the sacrifices that are part of it - are haunting him. Animal Care
Supplicating the water spirit with young woman has not proven difficult in Charm +20
Comm. Knowl. (Kislev) +20
any real sense, as lonely girls are easily found in the vast city and their Comm. Knowl. (Mburg) +10
disappearances go unnoticed. Nobody takes notice of the odd corpse floating Gossip +10
in the water, weeks after someone has disappeared, either. For the most part Haggle
Heal +10
Father Konstatin has no active part in the sacrifices. He leaves the Intimidate +10
abductions to be carried out by sell-swords and the rest to be handled by his Magical Sense
assistant Irina. Still, the guilt tears at his soul. Outdoor Survival
Perception +20
Read/Write +10
Some of his followers have noted his gradual withdrawal from public life. Speak Kislevarian +10
He gives sermons and makes appearances only during the most important Speak Classical +10
Speak Reikspiel
events and holidays. Lesser clergy handle the functions he once considered Swim
too important to delegate. It is thought he spends much of his time reading
and writing in solitude, but no one is close enough to him to learn what he is Talents
Coolheaded
studying or recording. Even in seclusion his presence is felt throughout Little Etiquette
Kislev, as he guides the temple and its followers as surely as ever, although Hardy
more often through written notes and occasional brief statements to his Mater Orator
Public Speaking
priests where once he spoke directly to the assemblage with fire in his lungs Resistance to Magic
and holy tome in hand. Seasoned Traveller
Special Weapon Group - Flail
Streetwise

Trappings
Prayer book
Priests robe
Silver amulet of Ursun

Insanity
Depression

- 7 -
Gospodin Podvodny
Malevolent Water Spirit

Gospodin Podvodny "How dare you enter here and disturb me? You must be reckless to
(Lord Deepwater) challenge me in my domain."
Vodyanoi
In the cellar of the temple, behind locked doors and secret passages, a
WS BS S T
vodyanoi makes its home. This Kislevite water spirit is a curious evil, its
66 28 62 58 interests tied to the health of the temple and its congregation. In its
62 domain, which includes the waters all in and around Marienburg, the
Ag Int WP Fel
voydanoi fattens the catches in the cishermens nets and sends drowning
62 72 57 45 men a bit of clotsam to clutch onto until rescued. As nearly everything in
Marienburg has some relationship to water, the spirit in the temple
A W Mag IP cellar cinds many ways to aid the faithful.

1 21 2 - Several years ago Konstatin made a voyage home to Kislev, where, deep
in the Oblast, he made a deal with a vodyanoi who called itself Gospodin
Podvodny Lord Deepwater. Through some threat or promise
Skills
Concealment Konstatin and Podvodny are the only ones who know the exact terms of
Intimidate their arrangement the spirit agreed to come to Marienburg and spread
Magical Sense good fortune to the Kislevites there. And every three months, Konstatin
Silent Move (+20 in water) would offer a young woman to the water spirit.
Speak Kislevarian
Swim +20
This vodyanoi, who looks like a cross between a toad and the bloated
Talents corpse of a drowned man, is capricious, arrogant and cruel, a
Menacing supernatural being made of water and capable of moulding its
Natural Weapons
Orientation properties on a whim. But it is also generous and even merciful to those
Schemer who worship at the Temple of Ursun. Its presence spreads good fortune
Unsettling to those whose tithes help maintain its watery home underneath. Such is
the disposition of one with immense power and few reasons to worry.
Trappings
none Podvodny is completely assured that it can master any human, or any
group of humans, and has no fear of any who might come to test it. It
takes pleasure in playing tricks on its visitors, a sadistic child and its
toys, giving no care if its playthings break or bleed.
Podvodny dwells in one of the large stone-lined rooms in the cellar beneath the temple. The room has
a single door and it is locked and barred from the outside. A few torches light the damp room, its slimy
walls growing clusters of molluscs, a scum of seaweed cloating in a broad pool of briny water in the
centre. The place is decorated with a strange assortment of items found under the water parts of
sunken ships, discarded furniture, lost cargoes, rusting anchors, tools dropped overboard. There is a
rough iron cage in the corner holding the latest sacricice. Podvodny never locks this cage, however, as
his prisoners cannot escape the cellar in any case. These sacricices satisfy his darker impulses,
without which this immortal spirit might become an uncontrollable monster.

The pool is connected by plumbing to the Marienburg delta. The cellars being several yards below
water level, Gospodin Podvodny uses magical means to lower the level of the pool. It travels from the
pool to the greater waters with ease, but should it ever be destroyed or forced to abandon Little Kislev
the entire room would cill the spirits lair and clood the rest of the cellar as high as the staircase up to
the ground cloor. And if Podvodny were ever forced to leave the protection of the cellar, it would cease
to be a boon to the temple congregation and would clee into Marienburgs canals where it might
become a great danger as a free spirit, its lethal desires unchecked.

- 8 -
Irina Khodorova
Ambitious acolyte

Irina has been serving Father Konstatin as an acolyte since she was a twelve Irina Khodorova
years old orphan living in the ruins of collapsed warehouses in the Warrens. Zealot (ex-initiate)
Now she is nearing thirty, a bear of a woman with short brown hair, a large
WS BS S T
mouth and narrow eyes, and still serving Father Konstatin. When he became
more withdrawn, by and by she has taken over ever more tasks of running 55 27 46 41
the temple and holding sermons. When Father Konstatin writes down
Ag Int WP Fel
missives to members of his congregation, Irina delivers them, reading them
to the receivers if they cannot read themselves, embelleshing the message 28 35 49 44
when she feels like it.
A W Mag IP
The task of dealing with Gospodin Podvodny, and of delivering the
1 13 - 3
sacrifices to the water spirit, have fallen to Irina as well. But unlike Father
Konstatin she feels no qualm about delivering the kidnapped girls to a final Skills
month of misery and then a grisly death. Its a dog-eat-dog world, she Ac. Knowl. (History)
Ac. Knowl. (Theology) +10
learned that in her childhood, and the little compassion that she has to spare, Charm +10
is reserved for her own people. Besides, she enjoys the talks she has with the Comm. Knowl. (Kislev)
vodyanoi. She has been visiting the creature more often lately, not only when Comm. Knowl. (Wasteland)
Gossip
she had to deliver sacrifices or on other business. Heal
Intimidate
With more and more tasks falling to her, Irinas status and power have Perception
Read/Write
grown. And she is comfortable with that. In fact, she is quite certain that she Speak Classical
could lead the temple and the congregation on her own. She often muses that Speak Kislevarian
she is doing that already in practice - Father Konstatin only leads the Speak Reikspiel
congregation in name. And he has gotten so withdrawn from, and out of Talents
contact with, the community, and he has become so old and frail more Coolheaded*
and more often Irina catches herself thinking that he should step aside, or Hardy*
Public Speaking
pushed aside if he doesnt go on his own. Resistance to Poison
Very Strong*
Irina is as ambitious as she is naive. The acolyte would be surprised to find Warrior Born*
out that these seditious thoughts are not her own, but ideas that the vodyanoi Trappings
has been feeding her, drop by poisonous drop. That, with Father Konstatin Prayer book
out of the way, he will not be bound by his vows to the old man anymore and Priests garb
Key to the cellar
free to do as he likes, and that Irina will likely be left head of a temple
without followers.

- 9 -
The Dancing Bear
Kislevian food "Feeling homesick, comrade? Come with me to the Dancing Bear. You'll feel
The Dancing Bear serves like you're back in the Old Country. Yes, the inn takes its name from the
proper Kislev fare. Some items
on the menu: drinking song. Do you know it? Then sing with me!"

Okroshka, a cold soup based In the center of Duin, between the Gold Square and the Red Square, one can
on sour milk. The main
ingredients are two types of find the Dancing Bear. The size of this inn is legendary. Over the centuries
vegetables that can be mixed its owners have expanded the original Dancing Bear by buying up
with cold boiled meat or fish in neighbouring houses and constructing bridges and extensions between them,
a 1:1 proportion. Thus
vegetable, meat, poultry, and breaking down inner walls until the establishment occupied an entire block.
fish varieties of okroshka are The complex has grown to be a labyrinth of pubs, restaurants, a brothel
common. named the Velvet Lodge, kitchens, guest rooms, storage closets and parlours
Shchi (cabbage soup): the connected by narrow passages, twisted stairs and low-ceilinged corridors
predominant first course in leading to lofts, cellars, attics, inner gardens and stranger places. The
Kislevian cuisine for over a Dancing Bear proper is the largest inn in the block.
thousand years. The unique
taste of this cabbage soup is
from the fact that after cooking The Dancing Bear (the inn proper) serves food and drink familiar to any
it is left to draw (stew) in a Kislevite and is decorated in a homely style. The atmosphere is often
stove. The spirit of shchi is
inseparable from the Kislevite melancholic, fuelled by copious amounts of vodka and bleak spurious poetry.
soul. The Bears owner One-Eye Pjotr Kupchenko sometimes personally
lightens the mood with his balalaika playing, crude as it is. And it is hard not
Kholodets: Jellied chopped
pieces of pork or veal with to smile in the company of Natascha Dyakova, the waitress who cheerfully
added spices (pepper, parsley, ensures that no customer goes hungry or thirsty.
garlic, bay leaf) and minor
amounts of vegetables
(carrots, onions). The meat is Not surprisingly, nearly all of the patrons are expatriates and most of the
boiled in large pieces for long Dancing Bears rooms are booked by travellers from the Old Country. But
periods of time, then chopped, the inn is so vast that there is always a vacancy. Non-Kislevites will be made
boiled a few times again and
finally chilled for 34 hours, to feel unwanted, however. Upon entering a room, strangers will be greeted
forming a jelly mass. Gelatine coldly. Service will be sloppy and unfriendly, and locals will have nothing
is not needed because calves' kind to say. Musicians will stop playing, conversations will grind to a halt,
feet, pigs' heads and other
such offal is gelatinous enough and there may be harsh words and worse (outsiders suffer -20% to any
on its own. It is served with Fellowship-related activities). Once a foreigner manages to break the ice,
horseradish, mustard, or however, Kislevite friendships can become close indeed.
ground garlic with smetana.

Pelmeni:a traditional Kislevite The Dancing Bear (the whole jumbled complex) is full of tales. There are
dish of minced meat filling, endless stories of guests getting lost in the building and only a few of the
wrapped in thin dough.
staff know all of its rooms, or think they do. The odd creak or knock will be
Pirozhki: small stuffed buns blamed on the ghosts of people who have never found their ways out of the
made of yeast dough or short maze. And it is rumoured that the treasure of a former owner is hidden in the
pastry. They are filled with one
of many different fillings and walls, perhaps in some bricked-up basement; One-Eye Pjotrs uncle Stefan
are either baked or shallow- Kupchenko was a retired ships captain who ran the Dancing Bear for more
fried . One feature of pirozhki than a decade, but some who remember him say he had been a pirate and
that sets them apart from, for
example, English pies is that amassed a fortune enough to buy all of Little Kislev and more.
the fillings used are almost
invariably fully cooked.

- 10 -
Pjotr Kupchenko
Owner of the Dancing Bear

Pjotr was born into a family of entertainers, and in his youth he tamed bears Pjotr Kupchenko
and performed tricks with them as part of a travelling troupe. After losing an Fence (ex-bear tamer, ex-
burgher)
eye, he moved out of the bear ring and became a barker and ticket-seller for
much of his time with the company. That is where Pjotr might have stayed WS BS S T
for the rest of his days but last year he was surprised to learn that he was the
48 34 45 39
sole inheritor of his uncle Stefan Kupchenkos property in Little Kislev the
sprawling inn called the Dancing Bear. Ag Int WP Fel

41 43 39 42
Pjotr was by then a burly man in his fifties, balding with a long ash-blond
ponytail and a patch over one eye. A boisterous and confident speaker, he
A W Mag IP
could get a crowds attention with his voice and assumed that he could apply
this to running a tavern. And if the Dancing Bear were any ordinary 2 15 - -
establishment, perhaps he would have been right.
Skills
Animal Care
After moving to Marienburg and finding that he now possessed not just a Animal Training
pub or a cosy hotel but an entire city block of fused buildings of several Charm Animal
types, Pjotr was overwhelmed. Though he would never admit it, he would Consume Alcohol +10
Drive
have run the business right into the ground without the serving staff that had Evaluate +10
once worked for his uncle Stefan. After all, they had managed the inn during Gamble
the transition between owners without disruption, and not for the first time. Gossip +20
Haggle +10
Pjotr has learned much about inn keeping from them in his first year as the Intimidate
Dancing Bears owner, but he is quite content to leave the management of Perception +20
the inn to those who know it best. Performer (singer)
Sleight of Hand
Speak Reikspiel
Ever in pursuit of wealth, Pjotr applied his talents for drawing in new Speak Kislevarian +10
clientele. In his life as a circus barker in Kislev he had met people of all
Talents
stripes, not all of them interested in the rule of law. When sailors from Kislev Dealmaker
heard of Pjotrs new pub, some of them began to make a habit of visiting the Public Speaking
Dancing Bear whenever they docked in Marienburg. With them came a new Streetwise
Suave
kind of business, as some smugglers and ship captains were eager to offload Supernumerate
their cargoes before reaching the citys customs inspections. The Dancing Very Strong*
Bear, being such a huge structure with so many hidden chambers, proved Wrestling
excellent for hiding contraband.

Pjotr has swiftly become rich beyond his dreams and knows which palms to
grease to continue on that course, most notably Dockmaster Kirmasov.
While the inn runs smoothly without his constant attention, Pjotr busies
himself with fencing stolen goods and expanding his network of connections
in Little Kislev. As such he is rarely found at the Dancing Bear or even in his
new house on the northern shore of Duin. Instead he spends much of his time
travelling between meetings near and abroad.

- 11 -
Natascha Dyakova
Innkeeper (ex-servant) Natascha Dyakova
Perky waitress
WS BS S T
Only cive feet tall, black-haired and bright-eyed Natascha is the life and
40 34 31 42 soul of the Dancing Bear. As one of the inns waitresses she serves
Ag Int WP Fel
customers with friendly efciciency and attention that seems genuine
enough, and has a smile that can defuse a brawl. She has an uncanny gift
60 41 49 55 for remembering names and even sometimes guessing them, and is a
trustworthy accountant who can run nearly every aspect of the Dancing
A W Mag IP Bears legitimate operations.

1 17 - - Natascha began working at the Dancing Bear when she was thirteen
years old and has outlasted cive owners; she sees Pjotr as just the most
recent in the long list. Even though she doesnt hold a title, in most
Skills
Ac. Knowl. (Spirits) respects the inn belongs to her and it runs according to her direction.
Blather +10 She likes the new Kupchenko since he does not interfere and never pries
Comm. Knowl. (Mburg) +10 into her books, although he would cind nothing out of the ordinary if he
Dodge blow did. It is much preferable to the way his uncle Stefan ran things, as
Drive
Evaluate Natascha felt that he meddled too often and she resented that he
Gossip +20 gambled away the inns then-meagre procits.
Haggle +10
Lip reading Natascha hardly has a life outside of the inn and she knows the place as
Perception +10
Search well as anyone, from the ancient forgotten tower room to the secret
Sleight of hand +10 doors that connect the basements to the underground canals. She is not
Speak Reikspiel above using that knowledge to pocket a few coins for the inn. Travellers
Speak Kislevarian can be convinced that a storage closet is just a very small room for rent,
Speak Breton
Trade (Cook) +10 and smugglers and fugitives will sometimes pay for a temporary hiding
place.
Talents
Acute hearing She has a girlish infatuation with the dark and handsome Enrico
Dealmaker
Hardy* Chlimane, one of the inns regular guests. Unusual for the lively and self-
Lightning reflexes* assured person she presents in her inn, when Natascha sees Chlimane
Night vision all she can do is stammer and cidget. But he never seems to notice her.
Streetwise

Helping hands
Like so many other places on Selba Bork
Dune, the inn holds a number Retired Spy
of household spirits. While
staying out of sight of the
customers, they help with the Few would guess that this old woman, who spends most evenings sipping
daily chores. Domovoy clean spiced wine by a window in a corner of the Dancing Bears drinking hall,
the place, a bannik in the bath
house gives the staff hints was at one time among Kislevs most effective torturers and spies. Before
about the future. Natascha coming to Marienburg she had long been in the service of Tzar Radii Bokha.
Dyakova takes care to treat When his daughter Katarin took his position, Bork began to think the politics
the little helpers like she treats
her guests. She knows how of the nation were changing too quickly. She relocated to Little Kislev after
much harder her job would be declaring to the new Tzar that she had outlived her use and would
without their help. respectfully retire.
Astute observers may notice
small offerings to the fair folk:
bowls with milk or tasty treats She does nothing to draw attention to herself. Tall and wiry, with long white
in corners or under tables, hair tied in a bun, her gaze seems to drift uninterestedly. Her many years of
fresh flowers in the windows.
- 12 -
espionage have made her an expert in disguising her striking appearance and Selba Bork
occasionally she still has a need to blend in, as even her retirement is meant Spy (ex-interrogator, ex-
checkist)
to deceive others.
WS BS S T
Bork has numerous contacts in the spy community of Marienburg as well as
the embassies of Bretonnia, the Estalian Kingdoms, Tilea, the Empire and 46 39 26 29

naturally Kislev. She also regularly visits the Fog Walkers. While her age is Ag Int WP Fel
showing and her wits are not as sharp as they were in her youth, she is still
32 71 55 54
more than capable of keeping tabs on what she considers to be her
Kislevite community. She even reports to the Kislev secret service from time
A W Mag IP
to time. Bork has warned them about the possibility of sinister acts at the
Temple of Ursun, believing that whatever is happening there might have a 2 15 - -
devastating effect on Kislev-Marienburg relations, though an investigation
has yet to be conducted. Skills
Academic Knowl. (Law)
Charm +10
Bork is full of secrets about the great movers of society and has made Command
enemies of individuals and organisations in several nations. But she is a Comm. Knowl. (Empire)
Comm. Knowl. (Kislev) +10
methodical and careful spy. She has made it plain to those who might try to Comm. Knowl. (Wasteland)
harm her that such an act would only bring them misery, for she has arranged Concealment
to have damning documents released in the event of her untimely demise or Disguise
Dodge Blow
disappearance. Should anyone attempt to sabotage her, religious Follow Trail
headquarters and governments throughout the Old World would receive Gossip +20
specific and detailed evidence about the crimes of important people and Heal
Intimidate
institutions, crimes so heinous that they could incite wars and worse if they Lip Reading
were to become widely known. Perception
Perform (Actor)
Search
Of course this just brings her unwanted attention and she is surrounded by Secr. Lang. (Thieves Tongue)
spies from the various cults, powerful merchants, great houses, governments Shadowing
and others touched by her former profession. The spies are watching Bork Silent Move
Sleight of Hand
in case her actions betray the arrangements she has made for the delivery of Speak Kislevarian
the damning letters, but they are also watching over her, ready to protect her Speak Reikspiel
from anyone foolish enough to attempt to silence her. The spies know that Speak Tilean
Torture
she is dangerous as long as the letters remain hidden, but cannot afford to let
them fall into other hands. They want the letters so they can protect their Talents
employers, and because they are sure to contain dirt on other organisations. Acute hearing
Disarm
In fact Bork has prepared eight dossiers and stored them separately in Flee!
libraries and with trusted agents all over Marienburg. Each dossier is Linguistics
incomplete but every piece of information is duplicated in at least three of Menacing
Resistance to Magic
the files. In that way, if one dossier were to be destroyed or become lost the Schemer
complete file would still be available by compiling the remaining dossiers, Strike to Stun
and if one dossier were to be revealed before the proper time the damage Suave
would be relatively minor as much information would be missing.

An extremely diligent and lucky agent might be able to learn the locations of The Fog Walkers form the
secret service of Marienburg.
each dossier: one each in a secret closet in the library of Baron Henryks
College, the Cathedral of Verena, with Anders Vesalion, the Shallyan asylum
The locations where the
at Heiligdom, with a civil servant in the New Palace who owes his career to dossiers are hidden are
her, at Tilmans, in the basement of Harupzs Tobacco Shop, and with the detailed in the unofficial
captain of the Rose of Erengrad sailing the Sea of Claws. Marienburg sourcebook.
- 13 -
Ricardo Burtoni and Enrico Chlimane
Furtive treasure hunters

Burtoni and Chlimane have been partners in burglary for several years, claiming to specialise in the
acquisition of rare and fabled treasures from under the noses of people who would rather not part with them.
To date they have only managed to plunder a few widows houses, though, as they travelled around the great
beak of the Old World from Tilea to Marienburg and they only stopped here because they heard a rumour
about an actual hidden treasure.

This pair of Tilean fortune seekers has been renting one of the upstairs rooms in the Dancing Bear complex
for the past four months. Keeping to themselves and ignoring the occasional hostile word and stare, they
stand out like sore thumbs among the Kislevites. They rarely leave the hotel, which has only contributed to
the suspicions about them. Natascha Dyakova learned from Enrico that they are preparing for an expedition
in the East and that those preparations would take some more time. She has not inquired further.

The two are convinced that Stefan Kupchenko hid a pirates treasure somewhere in the Dancing Bear before
he died. Every night for the past four months theyve come into action, sneaking down cobwebbed halls in
the lesser-known parts of the building. Bit by bit they carefully searched the inn for Stefans gold, drawing
maps the whole way, trying to maintain silence and secrecy. The noises from these on-going nightly
activities have renewed the belief in ghosts haunting the Dancing Bear. If they ever get discovered, theyve
prepared an excuse; they will claim to have gotten lost on the way back to their room after drinking late.

The treasure hunters have been secretly searching quite a bit of the inn by now, but the building is bigger
and more complex than they thought, and opportunities for undisturbed treasure-hunting fewer than they
counted on. They didnt think that theyd have to stay this long in the inn; their funds are getting low by
now, and the pressure makes the duo prepared to take more drastic measures.

Ricardo Burtoni Enrico Chlimane


Tomb robber (ex-rogue, Performer (Storyteller) Tomb robber (ex- Perception +10
ex-grave robber) Pick Lock dillettante) Pick Lock
Read/Write Read/Write +10
WS BS S T Scale Sheer Surface +10 WS BS S T Scale Sheer Surface
Search +20 Search
45 41 39 40 Secret Signs - Thief 44 33 34 33 Silent Move
Silent move Speak Breton
Ag Int WP Fel Speak Reikspiel Ag Int WP Fel Speak Classical +10
Speak Tilean Speak Reikspiel +10
40 44 51 41 37 46 39 34 Speak Tilean
Talents Trade (Cartographer)
Flee!
A W Mag IP A W Mag IP
Luck Talents
Resistance to Disease Coolheaded*
1 14 - - 1 14 - -
Savvy* Etiquette
Strongminded* Sixth Sense
Streetwise Supernumerate
Skills Trapfinder Skills Tunnel Rat
Blather Ac. Knowl. (History)
Charm Blather Trappings
Comm. Knowl. (Tilea) +10 Trappings Comm. Knowl. (Tilea) Woolen mantle
Concealment Leather Jerkin Comm. Knowl. (Emp.) +10 Two classical books
Drive Lockpick tools Comm. Knowl. (Bretonnia) A purported diary of
Evaluate +10 Sword Concealment Stefan Kupchenko (false,
Gamble Dagger Evaluate but Chlimane hasnt found
Gossip +20 Lucky rabbits foot Gossip that out yet)
Perception +20 Navigation Dagger
- 14 -
Other regulars
Vladimir Mozarov (ragman - see bone picker)
A small, rodent-like man with large ears and a long nose, Vladi lives in the Warrens. In the course of
the day he travels large areas of the city, hoping to cind the odd trinket in rich peoples trash heaps that
he could sell to poorer folk or to second-hand shops. It doesnt happen often, though, but if he makes
some money, he will spend it in the Dancing Bear.
He usually drinks alone, though. Rummaging through trash has its rewards, but also brings a peculiar,
quite distinctive smell that does not wash away easily - even if Vladimir would be a regular user of
water and soap, which he isnt. People who brave the smell will cind that Vladimir knows a lot of what
is going on in the northern quarters of the city - all except Elftown.

Aleksei Ekk (Marine sergeant)


Aleksei is usually at sea. Ship captains hire him and his mercenary crew to keep their ships safe from
pirates and sea monsters. Or else they join a pirate crew to rob a ship that has declined protection.
When not at sea, though, he lives in Marienburg - in the district of Winkelmarkt, for Ekk has married a
Wastelander woman who doesnt feel welcome in Duin. When he gets homesick, though, he crosses
the river and goes to the Dancing Bear. The food, the music and the company make him feel like he is
back in Kislev again.

Fanya Daletsky (Gambler and pickpocket)


A tall, slender redhead with eyes as green as the sea on a stormy day, Fanya decinitely draws attention
wherever she goes. And she knows it. She uses her good looks to draw sailors and other travellers,
inviting them to a game of cards or dice - just for the fun of it, nothing serious. Many a sailor has left
the Dancing Bear with good, alcohol-clouded memories of a great night at the bar, and only realises
when he wakes up with a hell of a hangover how that pretty girl that laughed at his jokes and joined
him in his drinks, has all but cleeced him while doing so.

Kira Pasunin (Scribe)


A large woman with white-blond hair, Kira has her usual table in the back of the Dancing Bear. And
everyone in Little Kislev knows it. Anyone who needs to have a letter or newspaper read, or wants to
have a letter written, comes to Kira. As a result, she knows a lot of what goes on in Duin. People know,
however that the scribe can be trusted not to gossip about it. They would be surprised to hear that,
during her regular visits to the temple, she briefs Father Konstatin about all that she hears.
Kira and Natascha Dyakova are good friends. The waitress lets her use her table at the inn as her
ofcice and often gives her something to drink or eat on the house. In return Kira helps Natascha with
the bookkeeping of the inn.

Viktor and Georgy Zamyatov (Fishermen)


During the week Viktor and Georgy work hard on their boat, catching cish in the Manaanspoort sea to
sell it on the markets in Marienburg. At Marktag and Angestag they sell their cish in the Red Square,
and after the market closes they go to the Dancing Bear to have a bite to eat. On Angestag they stay a
while longer, since they dont work on Festag and so wont have to get up early. Uncharacteristic for
Kislevites, the two brothers are open and friendly to foreigners. They have become acquainted with
the Burtoni and Chlimane, but the Tileans have since kept to themselves.
Viktor occasionally plays a few games with Fanya Daletsky if she doesnt have customers and
surprisingly, can hold his own against her. While Fanya usually wins, it isnt by much. Viktor is quite
proud about it, but Georgy suspects that Fanya makes deliberate mistakes when playing with his
brother.

- 15 -
The Velvet Lodge
Were going to the Bumps, lads! They wont treat us like weve got fleas there just because were not
Kislevites. Theyll make us so welcome well never want to leave. Frankly its the only reason to visit
Kislevierswijk.

This cheap brothel is a three-story wooden section of the Dancing Bear complex, drawing in locals and
foreign soldiers in about equal amounts. Its faded wooden sign hangs crookedly from its post, and no one
calls the place by its traditional name anyway; the Bumps is how it is known. It is operated by Kara
Dorogoia, who also rents a neighbouring tavern and a number of rooms from Pjotr Kupchenko. A two-story
tower rising above the Velvet Lodge is inhabited by the wizard Rudolf Lichthuis.

Many of Dorogoias working girls hail from various corners of the Empire and Bretonnia, while only a few
are natives or Kislevites. Most are young women who fled the droll prospect of spending their lives in a
staid village for the excitement of Marienburg, but the future they found here is dimmer than they imagined.
Dorogoia provides them with means and for making a little money in an uncaring city, but there is no
escaping the unpleasant realities of brothel life: unwanted children, disease, jealousies, scandals. The Velvet
Lodge has its fair share of them all.

The atmosphere is neither lusty nor glamorous as the brothels one might find in a Bretonnian port, but is
instead rather business-like and straightforward. There is no music or perfume in smoky parlours, no lace
and sheer underthings, and indeed no velvet to be found. Patrons are treated like cattle moved through a
slaughterhouse, with nothing superfluous to distract them from what they have come to do and no invitation
to linger.

- 16 -
Kara Dorogoia
Madam of the Velvet Lodge

A former prostitute of the Velvet Lodge, Kara Dorogoia became hardened by Kara Dorogoia
the life, losing all empathy and respect for others. She saw her way up as her Innkeeper (ex-servant, ex-
camp follower)
way out. In her own ambitious way she rose through the ranks of the
brothels operations and eventually murdered the madam. No one challenged WS BS S T
her when she took the job for her own and no one has dared to question her
47 29 33 45
since.
Ag Int WP Fel
Today Dorogoia is the powdered tyrant of the Velvet Lodge, a dark-haired
52 38 48 46
beauty ready to offer a smile to customers just as easily as threaten her girls
with some wretched punishment, and those threats are not idle. Dorogoia has
A W Mag IP
a pact with Father Konstatin so that any girl who disobeys or rebels against
her, or tries to escape the brothel, will be turned over to the temple. Not for 1 15 - -
an ascetic life of piety, though, but as an offering to Gospodin Podvodny.
She knows nothing of the vodyanoi, only that troublemakers never return Skills
Blather +10
from the temple. Charm
Comm. Knowl. (Marienburg)
Dorogoia met Father Konstatin years ago when he visited the brothel in an Comm. Knowl. (Kislev)
Consume Alcohol
attempt to convert the girls. She would have none of it and sent him straight Dodge Blow
back out at knifepoint. After his voyage to Kislev, Konstatin returned with a Drive
different offer, one that would handily solve any of Dorogoias discipline Evaluate +20
Gossip
issues. Naturally, the conspirators cannot be seen together and so Haggle +20
communicate through intermediaries. Some are beginning to suspect a love Intimidate +10
affair between them, which would explain Konstatins withdrawal from Perception +10
Search
public life, but no one has guessed that they are involved in anything as Speak Kislevarian
sinister as conspiracy to kidnap, torture and murder. Speak Reikspiel
Sleight of Hand +20
Trade (Merchant)

Talents
Dealmaker
Flee!
Fleet Footed
Hardy*
Resistance to Disease
Sixth Sense
Streetwise
Very Resilient*

- 17 -
Helene Duchamp
Desperate Prostitute

Helene Duchamp At the insistence of her boyfriend Pierre, sixteen year-old Helene ran away
Camp follower (ex-peasant) from her family farm in Bretonnia to start a new life with him in
Marienburg. Their arrival in the big city was a disappointment as they came
WS BS S T to understand that the streets are not paved with mithril and that finding
35 31 31 46 decent work is next to impossible without guild membership. Having a poor
grasp of Reikspiel and no money of their own, Helene and Pierre learned
Ag Int WP Fel
that they counted for nothing in Marienburg. They survived on the streets for
43 43 40 53 about a year when Pierre fell severely ill. Seeing no other solution, Helene
joined the corps of prostitutes at the Velvet Lodge in order to help her
A W Mag IP beloved.
1 14 - 2
But there were meagre profits for Helene after madam Dorogoia took her
cut. She left barely enough for food let alone Pierres treatments. By that
Skills time he seemed near death, having trusted in some charlatans powder that
Animal Care +10 only made him sicker. Desperately, Helene smuggled him into the brothel
Charm
Charm Animal and hid him in a dusty room that had been forgotten in the labyrinth of the
Comm. Knowl. (Bretonnia) Dancing Bear complex.
Concealment
Drive
Gossip +10 It was meant to be a temporary arrangement, as every waking moment she
Haggle lived in fear that his coughing or moaning would be overheard. Half a year
Outdoor Survival later, Pierres health has only declined. He is often delirious and sometimes
Perception
Performer (Dancer) cannot recognize Helene when she administers new medicines for his
Row mysterious disease. To their horror his hands have curled into claws, the
Search nails thick and long. His skin flakes off in large sections and underneath are
Silent Move
Sleight of Hand strange scales like those on a birds legs.
Speak Breton
Speak Reikspiel Helene accepts that Pierre is no longer the boy he was, but she does not
Swim
Trade (Herbalist) understand what he is turning into and continues to test new treatments on
him. At the worst of times he emits a piercing whistle or whine like no
human should be capable of. It is some miracle that this has not drawn more
Talents
Dealmaker attention. Pierre vomits black fluid when the pain is at its worst, and his eyes
Flee! Helene cannot bear to look into those reptilian eyes. She dare not risk
Resistance to Disease taking him out of the Velvet Lodge, nor can she face the wrath of Dorogoia
Resistance to Magic
Rover by telling her the truth or asking for help. So another desperate plan is
Sixth Sense beginning to form in her mind. She is preparing to rob a stranger, perhaps a
Streetwise patron of the brothel, or perhaps that wizard that always looks at her in his
Suave*
funny way, and use his coin to escape the city with Pierre. It has never
Trappings occurred to her that a kind soul might be willing to do so without pay.
Sharp knife

- 18 -
Rudolf Lichthuis
Lecturer at Baron Henryks College

Rudolf Lichthuis works as a lecturer at Baron Henryks College of Rudolf Lichthuis


Navigation and Sea Magicks in Tempelwijk, on the other side of the city. As Journeyman wizard (ex-
apprentice wizard)
a wizard, he could easily manage to live nearly anywhere in Marienburg, but
he chose Duin because of the Night of Luccini, the great fire that reshaped WS BS S T
the island. Lichthuis sees the new Duin as a monument to the transformative
34 35 26 43
qualities of fire and is convinced that the place still draws the red winds of
magic for that reason. The wizard has found that the region near the brothel Ag Int WP Fel
is particularly good for magical study. The winds of Aqshy are concentrated
38 61 63 36
around it, presumably because of the passions generated there. In the winds
he has seen traces of an alluring strange-coloured wind of magic, a breeze of A W Mag IP
magical energy he has yet to identify. What he does not know is that this
magical wind emanates from the vodyanoi living under the Temple of Ursun. 1 15 2 -

While he has no strong interest in the services offered, Lichthuis is friendly Skills
Ac. Knowl. (Magic)
with some of the Velvet Lodges girls and they sometimes tease him as he Channeling +10
uses their stairways to reach his flat. He chooses to ignore their misery and Comm. Knowl. (Empire)
tries to stay well clear of Dorogoia, who charges him a guilder each month Comm. Knowl. (Marienburg)
Gossip
for the privilege of passing through her brothel. Despite himself, lately Intimidate
Lichthuis has become fond of one of Dorogoias girls: fair-haired slender Magical Sense +10
Helene Duchamp. He suspects there may be Elven blood in her veins. The Perception
Read/Write
wizard is thinking about ways to help her escape the desolate conditions of Search
the brothel but has not yet figured a way to do so without risking his own Speak Classical
reputation and career. He doesnt know about Helenes boyfriend either, a Speak Reikspiel
Swim
situation that will certainly complicate his efforts in this direction.
Talents
Elves are a topic of special interest to Lichthuis, to the point that he grooms Aethyric Attunement
Arcane Lore (Fire)
and dresses himself in the fashions of Marienburg Elves and speaks phrases Meditation
in Elthrin. His lectures, no matter the subject, always meander toward Mimic
Elven history or culture in some way and his home is full of artefacts and Petty Magic (Arcane)
Savvy*
artworks associated with that fair race. Very Resilient*

He visits Vassilys Emporium at least once a week, ever in the hunt for Trappings
Elven Ring of Navigation
enchanted objects and Elven goods. So far his most interesting find has been Grimoire
a ring of white metal, which be believes to be of Elven design, that gives the Writing Kit
wearer a slight shock when he points north. Lichthaus is sure the ring houses
Spells
even more powers but his research and experiments have been fruitless. Glowing Light (petty magic)
Sleep (petty magic)
Lichthuis commutes to Baron Henryks College of Navigation and Sea The Lore of Aqshy - the
elemental spell list (those in
Magicks with the Star of the North. the rulebook)

- 19 -
The White Spirit Distillery
Aleksei Korsakov Wonderful taste, that. I daresay this may be better than what they make
Merchant (ex-rogue, ex-
tradesman)
back home. Can you believe it was produced here in our very own Klein
Kislev?
WS BS S T
What theyre doing in there is dangerous. One of these days theyre going
40 33 33 39
to blow up half the island with their alchemy.
Ag Int WP Fel
Saw the label and couldnt help myself, milord. I know you got to lock me
38 60 51 61
up in the stocks now for what I done, but I still say it was worth it. Best and
A W Mag IP
drunkest week of my life.

1 15 - - The brothers Aleksei and Leonid Korsakov established the only vodka
distillery in Marienburg, and the only one on this side of the Empire, just
Skills
Blather
about twenty years ago. Not only is their vodka good, it is among the best
Charm +10 and the reason is not just the brothers attention to craftsmanship. Behind the
Comm. Knowl. (The Empire) barred gates of the distillery serving sprites poleviki, domovoy and others
Comm. Knowl. (Mburg) +10
Evaluate +10
toiling away at the furnaces and copper boilers to produce a libation some
Gamble consider perfect. White Spirit vodka is one of the jewels in Marienburgs
Gossip +20 crown, a drink of choice among its high society and an export in high
Haggle +20
Perception +10
demand. It is joked that noblemen in Altdorf and Talabheim will sell their
Performer (Storyteller) cousins for a barrel of White Spirit.
Read/Write
Ride
Search
The distillery occupies a point of land on Duins northwest corner, the site of
Secr. Lang. (Guild Tongue) +10 the former slaughterhouse overlooking the Red Square. The old cattle yard is
Speak Kislevarian +10 now a garden that yields rare Lustrian potatoes and other ingredients
Speak Reikspiel +10
Trade (Distiller)
specially selected by the Korsakovs and their spirit workers. Not
Trade (Merchant) +10 surprisingly, only the brothers and a handful of trusted employees are ever
seen on the property and visitors are invariably turned away. The secret of
Talents
Ambidextrous
White Spirits success remains hidden for now.
Dealmaker
Luck
Public Speaking
Streetwise
Suave*
Super Numerate

- 20 -
Aleksei Korsakov
Vodka Salesman

Portly Aleksei is the natural salesman of the family. All of the innkeepers, Leonid Korsakov
tavern- and alehouse owners of Marienburg know him well. His round Artisan (ex-tradesman, ex-
burgher)
sweating face is always smiling, his fat fingers are quick to hand over
gratuities and pick up cakes, and his belly often shakes with laughter at some WS BS S T
lewd story he is telling. His overflowing charm has paved the way for
30 27 48 46
lucrative arrangements where others have failed to even get in the door. It
certainly helps that the product he represents is of unrivalled quality, but Ag Int WP Fel
Aleksei so relishes the art of the deal that he typically waits until the end of a
57 51 49 36
long spiel before revealing that White Star is his brand.
A W Mag IP
What happens after the handshake is of no concern to him, as he is only
interested in celebrating to excess. He gets up to all the usual trouble rich 1 13 - -
foods, intoxicants of all kinds, foreign women never mind their marriage
status. This leaves brother Leonid to attend to the dull details and paperwork, Skills
Animal Care
and he does not approve of Alekseis irresponsible whoring at all. It is a Comm. Knowl. (Mburg) +10
constant source of nagging and arguments between the two but neither of Drive
them expects a change in habit any time soon. Evaluate +10
Gossip
Haggle
Perception +20
Read/Write +10
Search
Leonid Long Len Korsakov Secr. Lang. (Guild Tongue) +10
Speak Kislevarian +20
Vodka Distiller Speak Reikspiel +10
Trade (Distiller) +20

Long Len stands fully seven feet tall and has lean features, in sharp contrast Talents
to his rotund brother Aleksei. He hides behind an unruly mop of hair and Artistic
Dealmaker
wears spectacles, and has a gentle and soft-spoken manner, also quite unlike Savvy*
his brother. Kind-hearted and generous, he relies on Alekseis forceful Strongminded*
personality to score new contracts while he gladly sees to the bookkeeping Very Strong*
and meeting the needs of the magical beings in the distillery. As a buyer,
however, he is less than shrewd. Even Aleksei has berated him for buying
wheat and pure water for far too high a price.

The rituals he performs and the offerings he makes to the vodka-loving


spirits were taught to him by Baba Dasha to whom he pays a handsome fee
and visits regularly for advice. She warns Leonid that his brothers
recklessness clashes with the Ancient Way. It has the potential to disrupt the
nature spirits, compromising the quality of the vodka and their entire
enterprise.

- 21 -
The Star of the North
Leonid Barzhoi Steady as the North Star Marienburg idiom for something tardy and
Ferryman (ex-seaman)
unreliable
WS BS S T
The Star of the North is a flat-bottomed barge that keeps an irregular ferry
42 40 43 42 service along the Rijksweg, the main stream of the Reik that divides the city
into two parts. The ten-meter boat can hold a dozen passengers comfortably,
Ag Int WP Fel
but is more likely to be crammed with twice that number on deck, not
46 32 32 26 including the two-man crew.

A W Mag IP The captain and oarsman is One-Leg Len Leonid Barzhoi, a grizzled
1 13 - - boatman with a reputation for being late. Janus Langstaart sees to the
passengers and other chores on board and handles the sails when necessary.
Skills
Comm. Knowl. (Mburg) +10
Comm. Knowl. (Sea of Claws)
One-Leg Len usually follows a route from Rijkspoort heading north via the
Consume Alcohol Mariusplein in Paleisbuurt to Frederick's Square in Guilderveld. There the
Dodge Blow barge crosses the Reik to Tempelwijk and returns back to Little Kislev
Gossip +10
Haggle
making stops in the Suiddock, Winkelmarkt and Tarnopol's Clock Tower in
Perception Kruiersmuur. The schedule changes with the tides and weather, or when
Row passengers pay Len extra to deliver them to locations off the normal course.
Sail
Scale Sheer Surface
Bidding wars sometimes break out on the deck of the ship if different
Secr. Lang. (Sailors Cant) passengers are in a hurry to go to widely separated destinations. This all
Speak Kislevarian makes for an unreliable and sometimes expensive service.
Speak Norse
Speak Reikspiel
Swim Passengers would have abandoned the Star of the North for better-run ferries
if there were any real competitors. However, accidents always seem to befall
Talents
Hardy*
other ferrymen and their boats. One-Leg Len shrugs off accusations of foul
Marksman* play, blaming their poor steering for everything from irreparable leaks to
Resistance to Poison food poisoning to surprise inspections by Dockmaster Kirmasov during peak
Seasoned Traveller
Strike Mighty Blow
traffic hours.
Street Fighting
Very Resilient*

Trappings
The Star of the North
Leonid One-Leg Len Barzhoi
Wooden amulet to ward off Captain of the Star of the North
bad luck
Peg leg
Next stop: Fredericks Square. That is, unless anyone is in a hurry to get
somewhere else.
Information on the stops of the
Star of the North can be found
Doodkanaal is a ward full of mutants, every last one of them. They should
in both the official and the
burn the whole place down and anyone who tries to escape should be thrown
unofficial Marienburg
sourcebooks. back into the fire. The only reason Doodkanaal still exists is because the
Upper Ten get rich from it. Did you know they sacrifice little mutant children
Doodkanaal is a run-down to their god Handrich on an altar in a secret cellar under the temple?
quarter of Marienburg.

- 22 -
Maimed in battle against pirates, Barzhoi settled in Little Kislev and sank his Janus Langstaart
injury compensation payment into one failing business after another. Long Boatman
years on the sea had not prepared him for the complexities of commerce, try WS BS S T
as he might. He was convinced that Marienburgers, unable to tolerate a
Kislevite enjoying success of any kind, conspired against them. Desperate 38 31 34 41
and down to his last handful of pennies, Barzhoi found himself praying Ag Int WP Fel
tearfully at the Temple of Ursun. Others were to blame for his misfortune, he
was sure, and he merely needed to tell the True Gods those of Kislev of 51 43 33 30
course why he deserved better. Father Konstatin took notice of him, as did
A W Mag IP
Gospodin Podvodny, and the sailors luck seemed to change almost at once.
1 13 - -
Money that he had invested in White Spirit vodka was suddenly paying huge
dividends, more than enough to purchase the barge Star of the North and set Skills
him back on his one remaining foot, so to speak. But his newfound fortune Comm. Knowl. (Mburg) +10
Gossip
has not put an end to his boorish seafarers manner and constant paranoid Navigation
soliloquys on all facets of life. Customers are treated rudely and made Perception
uncomfortable by his rants, and he pretends not to hear their complaints Row
Sail
about rough boat handling, delays and detours. All of this should have put Scale Sheer Surface
him out of business again by this time, but the gods have blessed him with Secret Lang. (Sailors Cant)
success by way of a dearth of competition, all victims of accidents he has no Speak Reikspiel
Swim +10
part in but is happy to reap the benefits from.
Talents
Excellent Vision
Lightning Reflexes*
Janus Langstaart Orientation
Water Rat (as tunnel rat or
Deckhand on the Star of the North alley cat, but in/on the water)

Young Janus Langstaart was raised in the Orphanage of St. Ruthas, a fact he
has never revealed to his employer One-Leg Len. Indeed, it would not be
easy to convey this information, as Langstaart is both illiterate and mute. He
communicates with whistles and gestures well enough to perform his duties
aboard the Star of the North, and anyway Len talks enough for the both of
them and then some. As the barges sail-handler, Langstaart is obedient and
knowledgeable, but Len most appreciates the fact that he never complains
about the low wages. The passengers consider him a sweet boy and pity him,
but above all he seeks to fit in, something he knows he can never do.

Langstaart is very sensitive to the behaviour of the boat and has a good sense The Orphanage of St. Ruthas
of the wind and currents, being born to the sea as some might say. Only is located on the island of
Hendrik Waterstand, the clerk at the Registry, knows that this trait is more Luydenhoek, in Suiddock. It is
than simply natural talent secretly Langstaart is a mutant with flipper-like led by Sister Marianne, a
feet and an extraordinary swimmer. He has perfected the tricky act of Shallyan priestess who
climbing the barges mast while wearing shoes and goes to other lengths to secretly hides mutant children
hide his deformity. in the basement of the
building.

- 23 -
The Registry
Lotte Van den Nijmenk's Ships Register Office, better known as The Registry, is a
Cat burglar (ex-thief, ex-
scribe)
large stone building a short distance from the Gold Square. Here the captains
of the fleet of House Van den Nijmenk, and all ships chartered by the house,
WS BS S T must report when arriving or departing from Marienburg. The clerks record
the important details of the ships, their schedules and cargo manifests, and
41 40 34 39 keep careful accounts of where cargoes are warehoused and for how long.
Ag Int WP Fel
The ground floor of the Registry is the counter office where captains must
60 49 43 43 make their reports in large ledgers. A blackboard against one wall displays a
list of all of the vessels of the fleet and their status. A small office at the back
A W Mag IP
is reserved for the Registrys three clerks and the current books, which are
1 16 - - brought out only for a short time to make changes and then put back for
safekeeping.
Skills
Ac. Knowl. (Maritime) Upstairs is the office of Hendrik Waterstand who manages the Registry and
Charm oversees its three full-time clerks. There are also two locked rooms: the large
Comm. Knowl. (Mburg) +10
Concealment +10
library where the ledgers from years past are archived, and the small treasury
Evaluate +10 room. Waterstand is the only person on site who holds keys and he has
Gossip special permission to carry a loaded pistol to better protect them.
Haggle
Perception +20
Pick Lock +10
Read/Write +10
Search +10 Lotte
Scale Sheer Surface +10
Secr. Lang. (Guild Tongue) Clerk by day, Cat Burglar by night
Secret Signs (Thief)
Silent Move +10 Lotte is a tall and spindly eighteen year old with an almost unnatural
Sleight of Hand
Speak Breton numeracy and a vast and agile memory. The latter traits serve her well in her
Speak Kislevarian position as junior clerk at the Registry; the former play a large part in her
Speak Reikspiel success as a thief in the night.
Trade (Calligrapher)

Talents It was Hendrik Waterstand who recognized her gifts when she was still one
Acute Hearing of the orphans living at Saint Ruthas. He found her a room to rent at a
Alley Cat
Night Vision sailors hostel in Duin and secured her a job at his office, where she has
Linguistics excelled with his guidance. She has become an invaluable member of his
Super Numerate staff, often able to recall the exact page and line of any given ships record
Trapfinder
from the past few years.

But Lotte leads a double life, one that Waterstrand would be shocked to
discover. He knows that she is a mutant possessing a second pair of clawed
limber arms that she hides under her clothes and has canine teeth that grow
into fangs if she does not file them regularly. At night she throws off her
disguise and travels by rooftop and balcony through the city, picking out
easy targets for burglarising. Though still a novice at the criminals trade, she
has become a successful cat burglar, frequently supplying Pjotr Kupchenko
of the Dancing Bear Inn with stolen goods to fence.

- 24 -
Hendrik Waterstand
Senior Clerk at the Registry

Captain, you say that you sailed directly from Erengrad a month ago with a Hendrik Waterstand
shipment of snowhides and amber. But the records show that your ship can Scribe (ex-burgher)
hold twice the cargo that you claim to have unloaded here, and the route to WS BS S T
Erengrad takes no more than three weeks in poor weather. So, would you
35 28 31 33
care to tell me what really happened?
Ag Int WP Fel
Small, plump, balding and well into his fifties, Hendrik Waterstand is the
43 51 42 37
model of a desk-bound bureaucrat. He is an efficient bookkeeper, literate and
numerate, gifted at organization and possessing a phenomenal memory. He
A W Mag IP
devised and implemented the system used by House Van den Nijmenk that
ensures the Registry has all of the pertinent information about ships and 1 12 - -
shipments close at hand. Perhaps that is the reason Waterstand does not feel Skills
any particular guilt about the small percentage that skims from the trade. Ac. Knowl. (Maritime)
Comm. Knowl. (Mburg) +20
Evaluate
He is in the ideal position for a little embezzling, but he is not motivated by Gossip
greed. Instead, he donates the ill-gotten profits to the Orphanage of Saint Haggle
Ruthas. Waterstand is one of the few individuals who know that Sister Perception
Read/Write +10
Marijke hides and protects mutant children in the orphanage. He learned this Search
when his six-year old niece Klaasje lost her parents in a violent mugging. Secret Lang. (Guild tongue)
The family had taken great pains to conceal the third eye peeking from the Speak Classical
Speak Kislevarian +10
back of Klaasjes head, and while Waterstand did not have the time or Speak Reikspiel +20
patience to care for her himself, good friends steered him toward Saint
Ruthas. He visits Klaasje at least once a week and he always has a gift for Talents
Dealmaker
her and sweets to share with the other children. Linguistics
Savvy*
Money that he had been pocketing from the Registry no longer seemed Super Numerate
important to him after the tragedy. He now helps the orphanage in whatever
way he can, usually by donating cash but his position also helps him find
work for orphans with minor and easy-to-hide mutations when they grow old
enough to look after themselves. Lotte, one of the clerks at the Registry, is
one such person, and Janus Langstaart of the Star of the North is another.

Trouble has found Waterstand, however. Spies and insiders from the Guild
Weve Never Heard Of have uncovered the senior clerks embezzling and
have resorted to blackmailing him, threatening to expose his fraud to Van
den Nijmenk unless he pays the Guild a share. He has made a couple of
payments to them but their agents are now demanding more. Waterstand has
been using all of his bookkeeping ingenuity and improvisation to hide his
fraud, but he knows it cannot go on much longer before his superiors
become suspicious. The looming risk of discovery has made him anxious of
late as he is quickly running out of ideas.

- 25 -
The Warrens
The eastern stretch of Little Kislev is dominated by buildings three or four stories tall, their overhanging
upper stories casting a permanent gloom onto the broad avenues and web of narrow roads. Huts, market
stalls and ramshackle dwellings spill out into the streets; many are too cluttered for carts and wagons to slip
through.

The Warrens were once a maze of warehouses, but most have been converted and subdivided into homes for
the downtrodden. A couple of the old storehouses have gained new lives as sailors hostels. Many are
disused and in danger of collapsing, some leaning perilously on their neighbours. A handful of muddy open
lots in the Warrens are all that remain of some ruined buildings, their wood and stone reclaimed for fresh
purposes elsewhere, although in some cases the foundations and cellars remain.

Visitors may notice that vermin are rare in the Warrens, contrary to its general appearance. The place teems
with stray cats, which are their own sort of nuisance, but they keep the mice and rats out of sight. One is
wise to ask no questions about the skewered roasted meats or goulash that can be bought on the street.

- 26 -
The Trident Alehouse
Of course its still moving. Thats how you know its fresh! Shipskin
Tradesman (ex-seaman)

Get out. Dont ask why. If you knew why, you wouldnt be getting thrown WS BS S T
out.
47 32 49 41

On any given night the Trident will be the most crowded drinking hall in the Ag Int WP Fel
Warrens, full of the vulgar jokes and laughter of boatmen and sailors. The
45 46 39 26
walls display dozens of detailed scale model ships, and the beverage
selection is second to none. Every day of the week there is a different
A W Mag IP
forbidden act and no posting or announcement is made about it, but
breaking the daily rule usually results in severe abuse, if not a long-term 2 15 - 4
banishment from the premises. Locals quickly learn the routine: no gambling
today, no wine the next, no dancing, no cursing except in Kislevian, red hats Skills
Ac. Knowl. (Geography)
or no hats, and so on. Ac. Knowl. (Ship
Identification)
The Trident is also one of the islands best eateries. Shipskin is fanatical Animal Care
Comm. Knowl. (Bretonnia)
about food ingredients and enjoys spending his mornings at market. Baked Comm. Knowl. (The Empire)
fish, smoked oysters and onion soup are always on the menu, but Skipskin Comm. Knowl. (Kislev)
delights in creating meals to test the most iron of stomachs such as his Comm. Knowl. (Norsca)
Comm. Knowl. (Tilea)
infamous weekly special of thrice-peppered lambs brains in cold honey Comm. Knowl. (Wasteland)
jelly. Consume Alcohol
Dodge Blow
Drive
Shipskin Evaluate
Haggle
Owner of the Trident Alehouse Perception
Read/Write
Row
Oh, you want to substitute toast in place of the soup? Get out. Sail
Scale Sheer Surface
The Tridents owner, known only as Shipskin, is a beastly large man with a Speak Breton
Speak Kislevarian
distinctly Kislevite manner and speech patterns. Many would be surprised to Speak Norse
learn that he was born in the Warrens. He took to the sea at a very young age, Speak Reikspiel
travelled the Old World as a ships cook and enjoyed every moment of it. He Speak Tilean
Swim
sought land only when his knees could no longer handle the constant rocking Trade (innkeeper)
of the waves, but he yearns to be back on the water. Shipskin speaks five Trade (Cook)
languages fluently and seems to know the name of every alcoholic beverage
Talents
no matter how obscure. He is an encyclopaedia of ship and boat types as Savvy*
well and can recite the names of the capitals of every province he has visited. Seasoned Traveller
Street Fighting
Strike Mighty Blow
Without any hired help at the Trident, he is hands-on in all aspects of the
taverns operations whether it is cooking, taking orders, cleaning the privy or
pigpen, breaking up fights or removing unwanted customers. This leaves a
lot of blind spots for dangerous and unlawful acts under his roof, which is
one of the reasons he has instituted the forbidden acts policy he believes
the alehouse patrons watch each other more closely that way.

- 27 -
Vassilys Emporium
Exclusive, exquisite rarities from overseas. Satisfaction guaranteed. Well, not literally.

Dont throw that junk away. Sell it to Vassily. Tell him you got it from an Arabyan trader years ago. The
more details you give him, the better the price. Make up something good.

This curiosity-and-pawn shop in the Warrens was once a warehouse, and aside from a simple wooden sign
its drab exterior still gives no hint at the treasures inside. But Vassilys Emporium is famous (and infamous)
throughout Marienburg, one of the premier dealers of rare and exotic goods from abroad, as well as
worthless junk deposited by locals. Lovers browsing for memorable gifts, wealthy burghers with esoteric
tastes and wizards hunting for bizarre spell ingredients all gravitate toward Vassilys.

Vassily Ignatieff, the shops owner, is a legend in the maritime community along the Old Worlds northern
coasts. Sailors and captains know that he pays well for unusual objects from distant harbours and
occasionally he offers them commissions to locate specific items that customers have requested specially.
Much of his income comes from his role as pawnbroker for the ward. He also offers loans, though no one
would call his interest rates reasonable.

Like any busy curio shop the selection changes daily. Provenance is impossible establish for most of the
oddities and Ignatieff makes no special effort to learn their histories or establish authenticity. This he leaves
to the customer to determine, although he has a gift for pointing out and heightening aspects of his wares
that make them seem more valuable than they probably are. Whether it is a silver-plated dagger from the
Estalian Kingdoms, a warding amulet from Tilea, a headdress wrought by Lizardmen in faraway Lustria, a
jar of spice from Ind or just an heirloom ring of no worldly significance, Vassily will talk about it as though
it were the greatest find in history.

- 28 -
Vassily Ignatieff
Owner of Vassily's Emporium

While the origins of his wares may be questionable, Ignatieff is a Kislevite Vassily Ignatieff
Tradesman (ex-marine, ex-
through and through. He is tall and broad-shouldered, with a great red beard smuggler)
and long hair kept in a braid. He has a rolling Kislev accent and slips back
into his native tongue when excited but he is such a masterful storyteller WS BS S T
that listeners hang on his every word anyway. Visitors to Vassilys Emporium 45 41 42 41
can get Ignatieff to retell his adventures as a young mariner on the Sea of
Ag Int WP Fel
Claws, where he served aboard merchant barks, a pirate ship and an arctic
explorer. He can name the brothels of every port on that coast and enrapt 39 45 41 50
listeners when describing some of the monsters that lurk in the sea.
A W Mag IP
There is one story he has never told, however the story of his last voyage. 2 14 - 4
He is still troubled by the series of events that led to him being chained to the
mast, watching helplessly as the captain and first mate ritually sacrificed the Skills
Comm. Knowl. (Kislev)
crew. They were chanting as they slaughtered the deckhands one by one, an Comm. Knowl. (Mburg)
act designed to awaken some nameless horror from the depths of the ocean. Comm. Knowl. (Sea of Claws)
Ignatieff could only scream and struggle against his bindings as a crustacean Consume Alcohol
Dodge Blow
monstrosity arose from the water, surprising even the two men who had Evaluate +10
summoned it. Its great claws smashed the ship to pieces. The mast was Gossip +20
shattered and Ignatieff was knocked into the swell. He can remember nothing Haggle +10
Intimidate
else until days later after he was discovered floating alive and brought aboard Perception +10
an Elven trader en route to Marienburg. He stepped off in that port and vowed Read/Write
to never return to the sea. Row +20
Search
Secr. Lang. (Thieves Tongue)
Starting a new life in the city was easier than Ignatieff expected. Properties in Secr. Lang. (Sailors Cant)
Little Kislev were cheap at the time and he used his maritime contacts to start Speak Kislevarian
Speak Reikspiel
a collection of odds and ends. Through strength of personality he secured a Swim
steady clientele and gradually offered a wider selection of goods and services. Trade (shopkeeper)
It has made him among the most successful businesses on the island.
Talents
Dealmaker
He may never forget his brush with destiny on the Sea of Claws, nor the faces Disarm
and markings on the warlocks who brought the daemon up from the brine. Savvy*
The markings were especially distinctive, a scrolling pattern that he has seen Streetwise
Strike Mighty Blow
tattooed on the arms of many other sailors over the years. It chills him to think Strike to Stun
that there is an entire cult of seafaring daemon-worshippers. It is a secret he Suave
keeps with them, as he never wants to give them a reason to use their powers Insanity
in his presence again. One cultist who attempted to recruit him met with a Paranoia
quick end and now rests in a watery grave, but Ignatieff worries that this may
not be the last time he deals with such evil.

He no longer pays his respects to the sea-gods, for how could they be of any
use against monsters like those he has seen. As long as he is on land, however,
he will pray to Ursun and attend the local temple regularly. He has a sense
that the powers vested in Konstatins temple are actively protecting him from
his enemies and the horrors that haunt him, but could not possibly know that
this is more than just faith.
- 29 -
Baba Dasha
Dislocated Hag Witch

Baba Dasha "I have made a potion from your urine together with a drop of nightshade,
Hag witch (ex-wise woman) goat's blood and fermented juniper berries. Drink this every night before
bed and I assure you that you won't be troubled by your dreams again."
WS BS S T
"After my communing with the poltergeists, youll be glad to know they
30 31 30 41 have consented to leave your house but only if you stop beating that poor
Ag Int WP Fel
grandchild of yours. And let me add that if you lay another Jinger on her,
not only will the noisy spirits come back but I will personally see to it that
32 54 56 41 they are joined by nastier brethren of many kinds. Understand?

A W Mag IP Frail and elderly Baba Dasha is a rare cigure, a hag witch that lives
outside the icy wastes of Kislev. She is fully dedicated to the community
1 15 2 4
of Little Kislev and feels that they are as much her clock as any priest
would feel toward their congregation. In return, she expects moral
Skills
Ac. Knowl. (Spirits) +10 behaviour and a faithful attempt to adhere to the Ancient Ways. To this
Charm end she and Father Konstatin meet occasionally and discuss the best
Comm. Knowl. (Kislev) +10 path forward for the inhabitants of Duin. Together they translate the old
Comm. Knowl. (Troll Country) laws of the steppes as they apply to everyday life in the modern
Command +10
Consume Alcohol metropolis and mutually agree to punishments for infractions.
Gossip +10
Heal +10 Her powers as a witch have been put to good use in Little Kislev. The
Intimidate +10 nature spirits of Duin have been tamed and bound to the island through
Magical Sense +10
Perception her magic. It was she who placed the domovoy in the White Spirit
Performer (Storyteller) Distillery, and there are others around Duin that she keeps in check.
Prepare Poison +10
Speak Arc. Lang. (Magick) Like any witch with real authority she can be overbearing and tends to
Speak Kislevarian
Speak Ungol assert her wisdom without listening to the concerns of detractors. She
Trade (Herbalist) +10 believes that her point of view is always correct and will repeat her
arguments ever more shrilly until the opposition backs down. Konstatin
Talents has learned to nod silently and accept her judgments in most cases.
Coolheaded*
Fast Hands
Meditation But Dasha does not know about the wicked spirit Gospodin Podvodny or
Strongminded the sacricices being made to it, and if she did she would likely take sides
against it and anyone aiding it. Such a rift between Konstatin and Baba
Trappings
A curved dagger Dasha and their followers could potentially bring ruin to the island
Bone amulets to placate spirits again should the temple ever lose its moral high ground. She has
Assorted herbs guessed that the priest is hiding something but assumes it is a mundane
failing such as a romantic affair, and does plan to address it at some
Magic
Petty Magic (hag lore) point and set things right.
Lesser magic spells:
* Move Dasha makes her home in a converted warehouse in the Warrens and
* Magic Lock uses it as a refuge and treatment centre for those who seek her help and
* Silence
guidance. The house contains a motley assortment of knickknacks, the
furniture covered by patchwork spreads in clashing colours. A cauldron
full of some malodourous brew hangs over an undying cire that cills the
house with a haze of blue smoke. One wall is crowded with baskets of
fragrant herbs and spices, and next to these is a cupboard overloaded
with jars of various powders, poultices and stranger things such as
- 30 -
chicken legs and eyes pickled in vinegar Dasha insists that they are merely goat eyes, but anyone
who examines them closely will conclude that they are most likely human.

Dasha longs to return to Kislev but cannot, so she remains in Little Kislev because it reminds her of
home. Her path to becoming a witch began when she lost her daughter Catharina at age twelve, taken
by a lingering sickness for which there was no known cure. Dasha had learned just enough of the
witching ways to attempt to revive Catharina from the brink of death, with only partial success. What
she raised from that deathbed was a body with none of the life and personality of her daughter. It was
a husk, a ghoulish thing, a walking corpse. It took all of Dashas strength to contain the abomination.
Unsummoning was impossible, and killing the thing outright was unthinkable it still looked so much
like Catharina. The corpse-girl followed Dashas movements, mimicked her and copied her gestures,
and had a semblance of life but was nothing more than a puppet made animate by dark forces. It was
as torturous time and Dasha eventually cled from one village to the next, only to be followed by what
was once her daughter.

In desperation, Dasha cled Kislev by ship and made her way to Marienburg. The relocation seems to
have done the trick, as the shell that was once her daughter has not pursued her. At least, she has not
yet found Dasha. In her bones, the witch feels that the walking-dead is still roaming the earth, perhaps
crossing the mainland to be reunited with her, as if their connection cannot be severed by any
distance.

- 31 -
Arkady Gogol
Ghost Hunter

Arkady Gogol One would never suppose by looking at Arkady Gogol that he was raised on
Exorcist (ex-priest, ex-
flagellant, ex-zealot)
the Ungol steppes and developed a knack for hunting ghosts there. He is a
scrawny man with a crooked face and unkempt silver hair, with yellow eyes
WS BS S T that peek out under bushy eyebrows and a wispy excuse for a beard dangling
from his chin. But there is a twinkle in those eyes, and his mouth seems
39 39 48 45
caught in a perpetual snarl. A ragged black surcoat is thrown over his
Ag Int WP Fel hunched back and he leans on an ebony walking stick covered in filigreed
44 57 72 44
arcane symbols all clues to his true profession as a ghost hunter.

A W Mag IP Though many Marienburgers think themselves too rational to believe in


spirits and poltergeists, they might reconsider when they experience a string
2 17 2 8 of bad luck or inexplicable knocks under the floorboards. When they want to
change their luck or shoo away the evil spirits, inevitably they will be
Skills
Ac. Knowl. (Ghosts) +20
directed to Gogol. Some hold that he is a worthless charlatan and they would
Channelling +10 not be entirely wrong.
Charm
Command (Ghosts)
Comm. Knowl. (Wasteland)
But Gogol really does know a great deal about the supernatural and has on
Gossip +10 occasion broken magical curses, banished real ghosts and once exorcised an
Heal actual daemon. How he does this is a mystery even to him, and some
Intimidate +20
Magical Sense +10
whisper behind his back that it is his legendary ugliness that chases away
Perception +10 eldritch trouble. With guttural noises, ridiculous gestures and silly props,
Read/Write +10 Gogol can neutralise a malicious ghost and trap it within a physical vessel.
Speak Arc. Lang. (Magick) +10
Speak Kislevarian
Speak Reikspiel But most the time, what his clients describe as curses or ghosts have entirely
Swim ordinary causes, though he would be bankrupt if he left it at that. To ensure
Talents
that clients are satisfied, he carries out the charade of creating ethereal
Coolheaded* barriers by placing candles or amulets around the haunted location or
Fearless person and leaving instructions to sprinkle water at certain times of night, to
Hardy
Menacing
avoid eating white breads for a month, and so on.
Night Vision
Stout-Hearted Gogol lives in a damp cellar apartment in an alley in the Warrens, a room
Spells
where the sun never shines. Thick black curtains block what feeble light
Exorcism (T.N. 11) might slip through the narrow windows set at street level, high on the rotting
Dispel (T.N. 13) plastered walls. The home is illuminated only by rows of glass jars and
Trappings
bottles crowding the cabinets and shelves; they glow in sinister greens,
Empty bottle for trapping yellows and violets. These are the ghosts Gogol has trapped throughout his
ghosts career. He taunts and mocks them, for he knows that they cannot escape their
Amulet (+2 to Exorcism spell)
tiny prisons, and he delights as the angered ghosts flare more brightly.
Insanity
Hatred of ghosts One of Gogols recent clients is Rudolf Aasenberg of the Princes Rest.
Aasenberg is noticeably displeased with the ghost hunters services,
Rudolf Aasenberg is the owner however. Gogol always seems in need of a bath and his stink and generally
of The Princes Rest in odd appearance offended guests almost as much as the strange events that
Goudberg, Marienburgs most have plagued that place. The costly ritual and spiel left Aasenberg fuming,
luxurious, most expensive inn. and after all of that the hauntings have not gone away.
- 32 -
Conversion table to WFRP3
ST TO AG Int WP Fel Da Soa Def A/C/E Wnd Stan Thr Career
m k Trsh ce

Sergei 3 3w 3 3w 4w 3 3 1 0 3/3/1 12 C2 1 Boatman,


Kirmasov Burgher

Father 3 3 3 3 4w 4w 3 1 0 3/3/1 12 C1 1 Initiate,


Konstatin Demagogue

Gospodin 4w 3 4 1 3 1 7 3 2 5/0/2 13 R1 4
Podvodny

Irina 3 3 3 3 4w 4w 3 1 0 3/3/1 12 C1 1 Initiate,


Khodorova Zealot

Pjotr 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Performer,


Kupchenko Burgher

Natascha 3 3w 3 3 3w 3 3 4w 0 4/3/0 10 R1 1 Servant


Dyakova

Selba Bork 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Agent,


Bailiff

Ricardo 3w 3 3w 2 3 2 3 1 0 3/3/1 14 R2 2 Grave Robber


Burtoni

Enrico 4 1 3w 2 3 2 3 1 0 3/3/1 14 R2 2 Grave Robber


Chlimane

Kara 2 3 3 3w 3w 4w 3 1 0 0/5/3 11 C2 1 Servant,


Dorogoia Merchant

Helene 3 3 3 3 3w 3w 3 1 0 4/3/0 10 R1 1 Servant


Duchamp

Rudolf 3 3 3 3 3w 3w 3 1 0 3/3/2 12 R1 2 Wizard,


Lichthuis Acolyte

Pierre 3w 4 4 4 2 3 2 1 0 4/2/1 14 R1 2 Commoner


(mutant)

Aleksei 2 3 3 3w 3w 4w 3 1 0 0/5/3 11 C2 1 Burgher,


Korsakov Pedlar

Leonid 3 3w 3 3 3w 3 3 1 0 4/3/0 10 R1 1 Burgher


Korsakov

Leonid 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Boatman


Barzhoi

Janus 3w 3 3w 2 3 2 3 1 0 3/3/1 14 R2 2 Boatman


Langstaart

Lotte 3 3w 4w 3w 3 3 3 1 0 3/3/2 12 C2 1 Scribe, Thief,


Master Thief

Hendrik 3 3 3 3w 3w 3 3 1 0 4/3/0 10 R1 1 Scribe


Waterstand Burgher

Shipskin 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Boatman


Burgher

Vassily 3w 3w 3 3 3 3 4 2 1 5/2/1 15 C1 2 Boatman,


Ignatieff Thief, Burgher

Baba 3 3 3 4w 4w 3 3 1 0 3/3/2 12 C1 2 Mystic, Seer,


Dasha Witch

Arkady 3 3w 3 3w 4w 3 3 1 0 3/3/2 12 C2 1 Grave


Gogol Warden

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