Savage Worlds - Beasts & Barbarians - Jalizar - City of Thieves
Savage Worlds - Beasts & Barbarians - Jalizar - City of Thieves
City of Thieves
By Umberto Pignatelli
Jalizar
City of Thieves
By Umberto Pignatelli
A Sword and Sorcery Savage Worlds sourcebook for Beasts and Barbarians
Jalizar, City of Thieves, the Rotten Flower of the North, is revealed to your eyes in this book!
In its pages, you’ll learn the seedy ways of the Thieves’ Guild. You’ll smuggle goods into the
city, fooling the Copper Helms, the corrupt city watch of Jalizar, vie for power with the
Merchant Houses or, if you are really bold, venture into the dark Sewers of Jalizar where an
age-old evil lurks undisturbed.
Twenty new Edges, new trappings and tweaks for the arcane backgrounds,
an additional list of gear, and much more await you in this book!
By Umberto Pignatelli
Credits
Author: Umberto Pignatelli
Editing: Andy Slack, Gilbert Gallo
Special Contributors: Jeff Scifert, Shane L. Hensley,
Jordan Trais, José Luis Nunes Porfírio
Thanks to: Marta Castellano (my wife) queen of all the Amazons, Massimo
Campolucci (my uncle), for being the first, real Dhaar, Simone Ronco and
Polliotti Yoshi (my friends) for fighting alone against the Valk demons.
This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.
peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment
Group. Used with permission. Pinnacle makes no representation or warranty as to the quality, viability, or
suitability for purpose of this product.
©2012 Gramel Justyna Koryś, Beasts and Barbarians, Dread Star Dominions and all related marks and logos are
trademarks of Gramel Justyna Koryś. All Rights Reserved.
Produced under license by Studio 2 Publishing, Inc. The Studio 2 logo is a trademark of Studio 2 Publishing, Inc.
All rights reserved.
Printed in USA
Contents
Player’s Guide Game Master’s Guide
The Book of Lore ���������������������������� 10 Game Mastering Jalizar �������������� 102
History����������������������������������������� 10 The Role of the City������������������ 102
Dwellers in Jalizar����������������������� 29 Campaign Types������������������������ 103
Living in Jalizar��������������������������� 32 Campaign Themes��������������������� 105
Gazeteer: A Traveler’s Guide Guild Missions ������������������������� 110
to the City of Thieves������������������ 40 Tweaking the Setting ���������������� 111
Making Jalizarians ��������������������������� 64 Secrets of Jalizar���������������������������� 114
Skills�������������������������������������������� 68 The Secret History of Jalizar������ 114
New Hindrances�������������������������� 68 Factions of Jalizar���������������������� 124
New Edges����������������������������������� 70
The Streets of Jalizar������������������� 132
Magic���������������������������������������������������� 78 Making Locations Memorable 132
Sorcery����������������������������������������� 78 Citizens of Jalizar���������������������� 137
Lotusmastery ������������������������������ 81 Environmental Features ������������ 139
Enlightenment����������������������������� 82 Traps������������������������������������������ 145
New Power����������������������������������� 85 Relics of Jalizar ������������������������� 149
Gear ������������������������������������������������������ 86 Sewers of Jalizar ���������������������������� 152
Weapon Descriptions������������������ 88 The Sewers in the Campaign ���� 152
Armor Descriptions �������������������� 90 Sewers Levels���������������������������� 154
Mundane Items Descriptions ����� 91 Exploring the Sewers ���������������� 158
Animals and Tack Descriptions �� 93
Creatures of Jalizar ���������������������� 168
Vehicle Descriptions�������������������� 93
Monsters of Jalizar��������������������� 168
Setting Rules ������������������������������������ 94 Denizens of Jalizar��������������������� 181
Contacts�������������������������������������� 94
Index���������������������������������������������������� 198
Looking Miserable����������������������� 94
Life as a Thief������������������������������ 94
T
h e muscular figure emerged from the shadows of the dark alley, as elegant
and dangerous as a panther. He heard a scuttling sound and suddenly an
axe flashed in his hands.
A rat. A big, fat rat of the streets of Jalizar gazed with curiosity at the
bare-chested barbarian, dressed in nothing more than a loincloth.
“By the Lord of Thunder!” Shangor cursed silently. “I hate civilization, and I hate
this rotten city even more!”
“Barbarian, I am here.” A rasping voice called from behind.
Crabface, the newcomer, was a small man with a limp, his face marked by scars. A
face Shangor wouldn’t normally trust. But this was his partner in tonight’s busi-
ness.
“Everything is ready. The merchant’s guards will be sleeping by now. The drugged
wine I delivered this afternoon has surely worked.” The small man said.
“I hope so. Otherwise I’ll have to carve a way out of the palace with my axe.”
Shangor grunted.
“Don’t worry, you won’t have to. Are you sure you’ll be able to climb this wall? It’s
smoother than a courtesan’s belly.”
The barbarian shrugged. “In Northeim, babies climb ice-covered mountains far
steeper than this wall.”
“Good to hear. Remember: the strongbox and all the valuables you find in Master
Taaso’s house are yours. But the golden sigil he wears on his right hand is mine.”
“ You’ll have it,” Shangor nodded and then, without further delay, he started climb-
ing the wall, his big hands finding seemingly undetectable gaps between the stones.
Crabface waited for his figure to disappear in the darkness, then he whispered:
“Have you had a good look at him? This is the man you must kill, but only after
he brings back the ring. Nobody must know that I have Taaso’s sigil and remain
alive.”
“I have seen him.” A soft voice purred in reply, and a third hooded figure appeared,
careful not to show her face. “ You paid the price set by the Assassins’ Guild. The
barbarian will die.”
No other word was necessary and Crabface hobbled away, ignoring the eyes of the
rat spying on him.
“Just another night in Jalizar, City of Thieves,” the beast thought and it resumed its
search for food among the garbage.
So, put on your black cloak, check the blade of your favorite dag-
ger, and go out into the reeking Jalizar night; but remember, al-
ways watch your back, because the City of Thieves is never to be
trusted…
7
Player’s
Guide
The Book of Lore
I hope this letter finds you well. Three years have passed since I left the Great
Library of Syranthia, and every single day I greatly miss your presence and your
wise words. But, as you taught me, the life of a Sage is in the wide world, to learn
about the people, the cities and the marvels of nature, to track down and record the
memories of the past, and to testify to the deeds of the present, so that they will be
set down and archived in the Library for future generations.
It was exactly a year ago when I arrived in foggy Jalizar of the gray towers,
rotten Flower of the North. I have studied the scrolls I found in the Ragamuffin
King’s library, spoken with the people, and generally immersed myself in their
culture. I fear it is too much for me. I must leave this place now, before the subtle
corruption of its ancient walls seeps into my soul and taints it forever.
I am sending you all my reports, so that they can be archived in the Library, before
I set off for a new destination.
10
History
rounded by a huge forest to the south and quickly multiplied and became the first
a group of rolling hills to the north, stood Jalizarans.
an ancient, crumbling city, far older than
any Cairn he had ever seen. The very city So, this is how Jalizar was founded, at least
he had dreamed about. according to the story the Jalizarans most
love to tell.
The young man explored the ruins, find-
ing the old inscriptions and pictures on But you’d never trust any story a Jalizaran
the walls strangely familiar. tells, right?
11
The Book of Lore
Emella, Princess
Hero’s Journal: of Jalizar
Jalizar, City of Poets Jalizar was in a very good location, along
Despite being a ruthless, corrupt place, a natural route that went from present-day
for some reason Jalizar has always been Valkheim (which was then still populated
a source of inspiration for poets, who
by a peaceful, industrious race called the
are charmed by the decadent allure of
the City of Thieves. Here are some of Zharims, the forefathers of today’s Cows,
the names these elevated souls have as the Valk call them) to Ekram, crossing
devised for Jalizar: Zandor. Gis was easily accessible by water,
and sailing down the Elephants’ River pro-
Jalizar, City of Thieves. Thieves, vided access to the rest of the western lands.
burglars and other lowlife are found
throughout the Dominions, but only in
Jalizar are they organized in a guild, so In those days, the pass through the Iron
strong and deep-rooted that it is widely Mountains had not yet been discovered.
renowned and feared. Hence the name.
This is why Jalizar prospered, becoming
Jalizar of the Gray Towers. Jalizaran a wealthy trading city. The old palaces
nobles and Merchant Houses have
weren’t big enough to house all its inhab-
always competed to build palaces whose
towers stand taller than any other in itants, but this wasn’t a problem. A large
the city. This has heavily influenced forest, the Charred Oaks Wood, stood
Jalizar’s architecture, which is charac- immediately south of the city, supply-
terized by extremely tall and slender ing wood to build houses, walls, and even
towers. However, to heat their houses, great palaces.
the Jalizarans mainly use peat coming
from the Charred Bogs. The chimneys The old stone buildings quickly became the
of the common people’s houses are lower foundations of the new, expanded Jalizar.
than the nobles’ spires and their smoke
stains the lofty towers above them. Building upon the old layers of the city is
Jalizar, the Flower of the North. a habit that has long characterized Jalizar’s
Princess Emella, who had twelve hus- history, as will be shown later.
bands, was often compared to a flower
with twelve petals (her husbands) and So, Jalizar became a large wooden town,
this definition came to be applied to always full of Zharim shepherds from
her kingdom. The City of Thieves being the north and Zandorian farmers, ea-
a corrupt place, this name was soon
ger to sell their wares, have a good time
changed to “the Rotten Flower of the
North”. with the local courtesans, and be cheated
in the countless gambling dens. Many of
Jalizar, Last Lady of the Valk. It them were also robbed by the local lowlife.
is well-known that the greatest Valk The criminals were very well organized
horde, led by Dhaar, never managed and, after a while, they set up the Thieves’
to take Jalizar, due to the sudden death
Guild of Jalizar, one of the oldest organi-
of its leader just in front of the City
of Thieves. For this reason, Jalizaran zations in the city.
poets and troubadours call the city the
Last Lady of the Valk. But only a fool But a settlement made of wood, constantly
would say this aloud in a Valk camp. full of carousing drunkards, was a ticking
12
History
The task of dealing with such dangerous of Sharna her left leg, and so on. It was
and unwanted guests fell completely on a political stratagem and, each believing
young Emella, Graybear’s only daughter, they had the upper hand over the other
who was then sixteen. Her father had been factions, the suitors accepted this strange
hit by a stroke immediately after the fire agreement. As husbands, they became
and remained maimed and unable to rule malleable pawns in Emella’s hands.
for the rest of his long, worthless life.
At the peak of her power, Emella had
Emella surprised both the invaders and twelve husbands, but the real power rested
the Jalizarans. She was beautiful, cun- with her.
ning and absolutely unconventional. Be-
cause no force among the Archontate, the These foreign husbands, with their reti-
Zharims and the many other claimants nues, built or occupied several palaces in
was able to take full control of the city, the city and used them as bases for trade
she offered herself in marriage to them, with their home countries. The palaces
mainly to avoid bloodshed. would later become the Merchant Houses
of Jalizar.
Following an old Zandorian tradition dat-
ing back to times when men were far more Besides being busy in her bedchamber,
numerous than women, she made a “part- Emella had the city rebuilt. The trees of
marriage”. So, for example, the Archon of the Charred Oaks Wood were felled to
Talum married her left arm, the Archon provide huge amounts of building ma-
13
The Book of Lore
terials and the beautiful forest disap- on small islands not far from Jalizar.
peared forever, slowly turning into today’s Chiban was ugly, cross-eyed and, if what
Charred Bogs, an unsavory swamp and the chronicles say is true, smelled quite
the main source of peat for Jalizar. bad. But he was the finest shipbuilder in
the region. He taught the Jalizarans how
Emella introduced a system of taxation on to build small, maneuverable ships, which
goods coming in and out of Jalizar and set are called Chibbars or Jalizaran Smug-
up a city watch, which later came to be gler Ships. Emella ordered a whole fleet
known as the Copper Helms. She is also of these vessels to be built and had them
remembered for having introduced a tax moored near Shallows Village, far from
on brothels, called Emella’s Pillow. The the eyes of her foreign husbands. The
Jalizarans grumbled, but Emella answered ships’ crewmen were thugs, smugglers and
that she had won the city’s independence assorted lowlife coming from the Shal-
in her bed, so the Jalizarans could certainly lows and the darkest alleys of Jalizar. With
pay a coin for using their own. this fleet, Emella took control of the en-
tire Drowned King Sea, conquering the
Not all of Emella’s husbands were princes smaller villages along its coasts, inhabited
and nobles. The most famous was Chiban, by Cairnlanders and Zharims; plundering
a humble man from Shallows Village, a those too big to be captured, and trading
village of fishermen and smugglers built with the biggest ones.
14
History
People said that the spirits of the old bribed, and made threats in an attempt
dwellers of Jalizar were jealous of Emel- to gain exclusive control over the city, but
la’s power and this is the reason why they they were too divided and no one could
killed her. get the upper hand. Their numbers dwin-
dled due to murder and treason and, after
Emella was 38 years old on the day of her four years, only six of them remained.
death.
To pay for their bloody war, the Widowers
imposed heavy taxes on the Jalizarans and
The Widowers’ War the population soon came to hate them
deeply.
and the Rise of
the Smuggler King In the meantime, thanks to their fleet of
Chibbars, Zoran and his father main-
Even before Emella’s corpse had turned tained control over the Drowned King
cold, the struggle for succession broke Sea, virtually blocking any sea trade with
out. Eleven of the Princess’ husbands, all the west. In addition, their men smuggled
foreigners backed by their soldiers and goods into the city, avoiding the taxes im-
mercenaries, fought openly in the roads to posed by the Widowers and becoming
achieve power. richer and richer.
It took a while for them to realize that
there was someone with more right to In the end, the Widowers reached an
the throne than them. During her life, the agreement during a meeting at the Tavern
Princess had given birth to a single son: of the Conspirers (which still exists to-
a pale, cross-eyed boy called Zoran. Since day). They decided to hire Shade, the most
her marriage had been such a peculiar one, skilled member of the Assassins’ Guild, to
nobody knew who the boy’s father was, dispatch the Smuggler King, as Zoran was
but Zoran bore a definite resemblance called, and his father.
to Chiban, which indicated he was most
likely the son of the ugly shipbuilder. But their decision came too late. That very
night, taking advantage of the unusually
When the husbands realized this, they thick fog, Zoran’s fleet silently entered the
sent guards to imprison Zoran, but found Old Port of Jalizar. His men disembarked
the young prince’s quarters empty. and sneaked down the dark alleys of the
city, led by guides from the Thieves’ Guild.
The boy had in fact left Jalizar on a smug- They surrounded the palaces of the Wid-
gler ship, manned by Chiban himself, and owers and suddenly launched their attack,
taken refuge in Shallows Village, protect- taking advantage of the element of sur-
ed by his father’s people. prise.
At the time of his mother’s death, Zoran It was a harsh battle that lasted two whole
was twelve years old. days. Another large blaze developed and
burned down most of the wooden city
The next few years were troubled ones Emella had rebuilt in the previous de-
for Jalizar. The eleven widowers fought, cades.
15
The Book of Lore
But at the end of the second day, all the brought great misery upon its homeless
Widowers had been captured or killed citizens, struggling to rebuild their houses,
and the Jalizarans cheered the return of lost in the fire.
their rightful lord, the Smuggler King,
who had managed to triumph thanks to In this period, many were forced to turn to
the help of his far from noble supporters: begging (and occasionally stealing) from the
thieves, smugglers, and assassins. richer ones. From then on, beggars became
a major presence in Jalizar and organized
It was 1025 AF. themselves, creating the Beggars’ Guild.
16
History
From morning till night, the Jalizarans coming from the manholes in the streets
used all their remaining strength to ac- and occasionally people disappeared near
complish a great task: take the old Cairns one of the entrances to the Sewers.
apart and use the stone to build a new city
on the ashes of the old one. The Kings of Jalizar found no better so-
lution to the problem than having heavy
The Cairn Lords of the north complained bronze grates placed to cover the man-
vehemently about this sacrilegious behav- holes, and people generally ignored the
ior. But they were on the other side of the disappearances.
Drowned King Sea and their words had
little weight — or, as Head Counselor Things seemed to get better, as fewer and
Chiban put it, they had: “the same impor- fewer people went missing, but the evil
tance as a drunkard pissing in the sea.” lurking under the city continued to pros-
per unseen.
This sentence soon became a favorite say-
ing among the Jalizarans.
The Emellan Dynasty
Other complaints went unheard, and far
wiser ones. Gis, the City of Alchemists, Zoran ruled for forty years and, when his
sent envoys to persuade the Jalizarans to successor Emel I came to power, Jalizar
drop their project, because the stones of was almost totally rebuilt, had a strong
the Cairns were tainted by ancient sorcery navy and a small but professional army,
and raging spirits. and, more importantly, it was bustling
with commerce again.
“I’ll gladly leave the stones where they are,”
the Smuggler King answered, “if the good Zoran adopted a very interesting approach
Alchemists can conjure up for me stones to dealing with the Widowers, his step-
from thin air. And for free, of course.” fathers. These men had set up various en-
claves in Jalizar, the so-called Merchant
So, the construction work went on, follow- Houses, each with strong trading relations
ing the traditional Jalizaran style of piling with their hometowns. They were simply
layer upon layer. The new Jalizar of Stone too important for the city’s economy to be
stood several yards above the ancient ruins dismantled, so they were allowed to contin-
the first colonists had found. ue their trade as long as they paid taxes to
the King. In the end, their importance grew
These ruins, and what was left of the to such an extent that their representatives
wooden buildings destroyed by the fires, even gained seats in the City Council.
turned into the present-day Sewers of Jal-
izar, a world of filth, garbage and all things Emel I and his descendants — Emel II,
unwanted. No one suspected what impact Emel III, and Emel IV — continued the
this decision would have on the future of work of their ancestor, but the last heir of
the City of Thieves. this great line of rulers managed to destroy
most of what they had created.
After few years, it became clear that the Al-
chemists had been right all along. Strange Zobar the Puny, also called Zobar the
sounds, voices and smells were often heard Convict or Zobar Brickhead, was a vain
17
The Book of Lore
man who loved ships and pretty courte- The Reign of Shade
sans. He used to take long voyages on his
luxury vessel, full of good wine and concu- When the King was killed, Jalizar went
bines, going far from Jalizar. During one through yet another period of turmoil. The
of these pleasure trips, his ship, moored lords of the Merchant Houses, some nobles,
along the shores of the Cairnlands, was and even influential commoners laid claim
taken by Cairnlander marauders. The to the throne, and civil disorder erupted.
tomb dwellers couldn’t believe their luck Only the Copper Helms, the city watch set
when they realized they had captured the up by Emella, were neutral and continued to
King of the Jalizarans, and demanded take care of the port and the gates.
such a high ransom that some members
of the City Council actually fainted upon Then, one evening, six strangers arrived at
hearing the figure. the southern gate of Jalizar, shortly before
it was closed for the night. They looked
But Zobar was the King, after all, and very much alike — they were probably
couldn’t be left in their hands. After nine brothers — wore rough furs from the Iron
years of negotiating and bargaining, Zo- Mountains, and wielded strange staffs of
bar’s ransom was paid. Yet, when he got polished black wood.
back to Jalizar, he found the city deeply
transformed. The Merchant Houses no Something in their eyes convinced the
longer feared royal power and were now guards to let them through without ques-
the true rulers of the city. In addition, the tions. The strangers seemed to know the
royal coffers had been emptied to pay for City of Thieves very well and immediately
the ransom. made for Jurgo’s Tannery, where the feared
members of the Assassins’ Guild were
But these were the least of King Zobar’s known to gather.
problems. Nine years of imprisonment
had turned him into a terrified man, ob- For several hours the six strangers talked
sessed with personal security. He locked to the Assassins. Then, in the dead of
himself in his palace, and ordered the night, an unusual party comprising six
defenses of the city to be improved. He hooded assassins and the six strangers
wanted the biggest, tallest and sturdiest pried open one of the Sewers manholes
walls built around Jalizar so that he could and disappeared into the bowels of the
feel protected, and the only way to achieve Rotten Flower of the North.
that was to ruthlessly increase taxes, de-
spite the Council’s heated opposition. Three days later, only two people emerged
from the Sewers, battered and wounded
Zobar’s Walls were titanic, and future gen- but guided by extraordinary, non-human
erations of Jalizarans would thank him for determination.
them, because they saved Jalizar from the
Iron Empire and Valk attacks. But in 1380 They were one of the Assassins and one
AF the citizens had had enough. They of the strangers, the only survivors of the
stormed the royal palace, captured Zobar, underground expedition.
and threw him off the walls he loved so
much, putting a bloody end to the Emel- That very night, the main pretenders to
lan Dynasty. the throne died in unpredictable, grue-
18
History
With the support of the Assassins’ Guild, Besides paying heavy taxes, each year the
Shade and Rakon ruled over the Flower subjugated states were forced to send doz-
of the North with an iron fist. Jalizar was ens of young men and women to Jalizar,
no longer the dangerous yet vital city it where they were dragged by Rakon into
had always been. Instead, an atmosphere the darkness of the Sewers, never to be
of suspicion and fear shrouded everything, seen again.
making the roads as quiet as graveyards
and the markets as gloomy as the temples “Sewer Sorcerer” the Jalizarans called him,
of forgotten gods. and it was the first time this expression
was used.
Once the City of Thieves was secured,
Shade started extending his dark influence In the following decades, it became clear
over northern Zandor. Talum, Sharna and to everyone that something very creepy
Tulezzar were subjugated by Jalizar, just and unnatural had happened to Shade and
19
The Book of Lore
Rakon in the Sewers. Both the King and mage as they were dragged by some super-
the wizard seemed to be immune to the natural being into the cellars of the palace.
passing of time, and, if the records are true,
Shade’s reign lasted for more than a cen- Some daring souls went down to the cellars,
tury, turning Jalizar into a darker place ev- but they were empty and no secret door or
ery day. Strange things cautiously sneaked passages could be found. Neither King
to the upper levels of the Sewers, and then Shade nor Rakon were ever seen again.
became bold enough to venture into the
dark alleys of the city, looking for human
flesh to satisfy their strange appetites. Jalizar Under
Then, the nightmare finally ended. the Council
So, in 1501 Jalizar was once again without
Jalizar usually enjoys fairly good climate, a ruler. Sick of bloodshed and death, the
with the exception of fog, and heavy rains population decided to adopt a more peace-
are rare. But in the spring of 1501 AF, tor- ful approach to the issue of succession.
rential rains swept the City of Thieves for
ten days, as if the gods themselves were A single exception was made: the mem-
weeping for the tragic doom of the Flower bers of the Assassins’ Guild, who had
of the North. served King Shade as spies, secret police
and ruthless soldiers, were hunted down
The roads were soon filled with filth, rot- one by one and beheaded. Their heads
ten corpses, and even worse things emerg- were left to rot on the city walls. Many
ing from the deep caverns under Jalizar. years went by before the Assassins’ Guild
of Jalizar came back to life.
Meanwhile, King Shade and his dark-
hearted counselor remained locked inside It was paramount to find a new king as
the banquet hall of the royal palace, gorg- quickly as possible, to restore order both
ing themselves on food and planning ne- in Jalizar and in the subjugated city states
farious acts. scattered across most of northern Zandor.
The situation in the city was so desperate The Jalizarans hastily reformed the City
that many were forced to find shelter on Council and, after screening the many
the rooftops and to move around by barge. pretenders without finding a suitable can-
didate, opted for a solution that the rest of
Suddenly, a wave of putrid water flooded Zandor found, to say the least, hilarious:
the royal palace too. The King’s guards, who an election.
were all highly trained Assassins, rushed
into the banquet hall to defend their lord. Yet, the Jalizarans were no fools and had
But the room was soon filled with their, good reasons to act in such a way. They
and their masters’, shouts of terror. declared that everyone, noble or not, Jal-
izaran or foreign, could lay claim to the
By dawn, only one servant, who had been throne after having paid a fee of fifty
smart enough to hide in an empty barrel in thousand Moons in gold. In this way, the
the kitchens, was still alive. He said he had royal coffers were partially refilled. Also,
heard the screams of King Shade and his evil only the representatives of the various
20
History
quarters of Jalizar, of the major Merchant Under Aareso and his successors, Jalizar
Houses, and of the subject city states were had peace for almost three hundred years,
allowed to vote. and the Council Kings, as these petty
monarchs were called, focused mostly on
The votes were cast three times, the first restoring trade and maintaining control
two made invalid by open bribery, but the over the satellite city states.
outcome of the third vote was utterly un-
expected: Ronazar, Archon of Talum, the But from 1660 onwards, they had to face
city states’ candidate, and Master Mer- another threat, the biggest Jalizar had seen
chant Aareso, Jalizar’s front runner, re- in its troubled history: the Iron Empire.
ceived exactly the same number of votes.
21
The Book of Lore
So, to avoid bloodshed, he made an offer planted his curved sword in the great
to the Masterarkos. Instead of wasting gladiator’s belly.
the lives of the Hoplites and those of the
citizens of Jalizar, why not hold a single Against all odds, Jalizar had lost and was
challenge, a duel between two champions? forced to surrender.
If Jalizar’s champion won, the Phalanxes But the real winner was King Emellon.
would have to retreat and not come back In fact, as it was discovered later, the King
for twenty years. In case the Empire’s had bet against his own champion and
champion was victorious, the city would won a huge sum of money, for the most
surrender without any bloodshed. part belonging to the Phalanxes. The
Masterarkos even had to sell some of his
Furialkos wasn’t a fool. He was sure the spoils to pay his men’s debts.
Jalizarans were plotting something de-
vious, but he needed time to deploy his To avoid ridicule, the Imperials paid their
troops, build siege engines and establish debts without flinching, and this story,
supply lines, so he agreed to the duel. He called the Great Bet, became one of the
immediately dispatched his fastest courier most popular tales sung in Jalizar.
to Faberterra, summoning the best gladia-
tor of the Imperial Arena to Jalizar. Sadly, Emellon never managed to enjoy
his gold. A week after the Great Bet, the
When the courier arrived in Faberterra, he deposed King, Russ, and Juura Lionhead
found out that Juura Lionhead, an Ivory (surprisingly still alive) were killed on-
Savannah slave known as the best pit board a ship, ready to carry them to their
fighter of the Empire, had been sold two golden exile.
months earlier to a Jalizaran merchant.
Strangely, none of Emellon’s gold was
So, the choice fell on Russ Blackmane, a found on the ship.
Northlander warrior known to be the sec-
ond best. Thus started the Imperial Era of Jalizar.
22
History
the Jalizarans, immediately saw the great coming from below, then people started
potential of the City of Thieves. Until disappearing.
then, Jalizar had prospered thanks only
to its trade, but had lacked craftsmen. The These events attracted the attention of
Imperials set up great workshops, where two groups among the newcomers: the
Zharim wool was made into cloth and raw Tricarnian sorcerers who had come with
gold and silver turned into fine jewellery the Phalanxes, and an elusive sect of war-
ready to be sold to the Cairnlanders. riors who claimed to be worshippers of an
ancient god of the West, Hulian, Smith of
The Imperials also realized that, besides Words.
providing peat, the Charred Bogs
were rich in good clay, excellent for
making vases, tiles and mosaics, a
Faberterran tradition that quickly
took root in Jalizar.
23
The Book of Lore
The two groups had very different purpos- the few, occasional merchants and wan-
es. The Tricarnians wanted to explore the derers that had passed through the City
Sewers to find out more about the powers of Thieves before, but whole families that
lurking under the City of Thieves, while wanted to move in, looking for work. The
the Iron Priests of Hulian wanted only to cause, they said, was a terrible pestilence
battle and destroy that evil. in their land, which had killed most of the
yaks, their main livelihood.
Soon, the two factions were fighting bit-
terly instead of pursuing their agendas. In In truth, they came for entirely different
particular, in 2212 AF, the conflict esca- reasons, as explained on page 83.
lated and a massive fire destroyed half of
Market Square. These people proved to be the fastest weav-
ers Jalizar had ever seen, hence their nick-
Now, if there is something that all Jal- name. Nobody can make better cloth than
izarans fear, it is fire. The Merchant Hous- a Jademan, and they asked for only a frac-
es, the Thieves’ Guild and even the Assas- tion of the Weavers’ Guild’s standard pay.
sins’ Guild used all their influence to expel
from their city both the Tricarnian sorcer- Naturally this wasn’t good news for the
ers and the Smith Priests, threatening to Weavers’ Guildmaster, who hired thugs
trigger a global insurrection. from the Thieves’ Guild to teach the new-
comers the proper way to do business in
The Tricarnians were sent back to Faber- Jalizar.
terra using subtle diplomacy. As for the
Priests, the cult of Hulian was forbidden But the Jademen were more than able to
throughout the Empire, so they were mer- defend themselves. Among these humble
cilessly tracked down and killed by the people, in fact, there were warriors trained
Assassins. in the fighting styles of the far East. These
fighters were collectively called Jan Tong,
This ended the Silent War and, from that after their main weapon, a sort of hooked
moment on, access to Jalizar was forbid- staff used to lift wool from boiling caul-
den to both the Smith Priests and the sor- drons. The Jan Tong repelled the Thieves
cerers of Tricarnia. and made it clear that the New Docks of
Jalizar, from then on called the Quarter of
Nevertheless, the Smith Priests had the Brass Lanterns, were now their terri-
somehow found a way to reach their goal, tory. As time went by, the Jan Tong proved
at least partially, because the Sewers re- to be almost as ruthless as the Thieves’
mained empty and quiet for many decades. Guild, becoming one of the most feared
criminal organizations in Jalizar.
Nothing noteworthy happened until the
Fastfingers’ Exodus. Around the time when the Fastfingers
arrived, the evil coming from the Sewers
In 2222 AF, a strange date in itself, an stirred again for a brief but very intense
even stranger fact happened. After ex- period. Even today, the Jalizarans believe
hausting journeys on foot or voyages on that the Fastfingers are somehow con-
crammed, reeking ships, Jademen from nected with the wicked powers hiding un-
Lhoban started arriving in Jalizar. Not derneath the Flower of the North.
24
History
The Valk Wars king managed to keep the Valk away from
Jalizar for twelve years, until the might
and the Reign of of the horsemen’s horde crashed against
Twelve Winters the imposing walls of the Flower of the
Life in Jalizar went on without any great North.
changes for quite some time. The title of
Governor became hereditary and the Jal- Again, the Jalizarans blessed the name of
izarans started to see him as their rightful old King Zobar Brickhead, who had given
King. The Governors, in turn, understood the city such a great gift: its mighty walls.
that, without support from the Council,
the City of Thieves was almost ungovern- On the first day of the siege Ornestan
able, so the old institution gradually re- died, his heart shattered by the hardship
gained most of its influence. of the war. He had no heir.
The peak of this crisis came in 2451 when The next day, the Valkyrie tied the twelve
Emperor Domestan XII the Cautious re- girls behind their horses and dragged
fused to send help to his cousin Ornestan, them around in front of the city walls, un-
who was Jalizar’s Governor. Domestan til their tender bodies were reduced to a
also ordered the Phalanxes stationed in bloody pulp.
Jalizar to return to Faberterra, to protect
the heart of the Empire from the raging The ambassadors were killed and sent
Northlanders. With one noteworthy ex- back to Jalizar — their mouths and stom-
ception (see sidebar), all the Phalanxes achs full of the gold sent by Ornestan.
abandoned Jalizar, leaving it to face the
Valk horde almost defenseless. Then the long siege started. At first, the
Valk didn’t manage to breach Jalizar’s
Ornestan, nicknamed by the Jalizarans walls but, using captives from the nearby
the Haughty, declared Jalizar capital of cities, after a few months they built cata-
the new kingdom of Zandor. Using mer- pults capable of throwing huge stones
cenaries, the militia of the city, and all the and dead bodies over the city’s imposing
soldiers he could find, the self-crowned walls.
25
The Book of Lore
Inside the city, the situation was desper- ies hurled over the walls caused a major
ate. The Jalizarans could not even count pestilence, the Red Plague, which claimed
on their fleet for supplies, because the many more victims than the fearsome
Valkyrie summoned storms that sank the Valk.
ships and dark creatures to patrol the wa-
ters. The lack of food and the rotting bod- However, the evil priestesses’ magic never
managed to penetrate the walls of Jalizar.
The Copper Helms, the city guards, later
Hero’s Journal: said that, in the darkest nights of the siege,
they weren’t alone on the battlements.
The Gray Phalanx Old, rugged Fastfingers stayed with them,
The Iron Phalanxes won many wars — sitting cross-legged in silence and staring
and lost some battles too. Yet, their most toward the Valk camp. When questioned
shameful defeat wasn’t on the battle- about what they were doing, the strange
field, but on their way home. When men said that they were “protecting the
ordered by Emperor Domestan XII to
world”. These words seemed weird, but
abandon Jalizar, they obeyed and, as
they moved from their barracks to the the soldiers were somewhat heartened by
city gates, the Jalizarans insulted them their presence.
and pelted them with filth.
In the meantime, Ornestan II didn’t re-
The soldiers, ashamed, didn’t react and
their departure turned into a rout, main idle. He hired killers, the best the
known as the Shameful Retreat. Assassins’ Guild could offer, to sneak into
Dhaar’s tent and dispatch him, but none
However, not all the Phalanxes left. of them came back. Some say that even
The Thirteenth Phalanx, made of Shade tried to assassinate the Valk war-
specialized sappers and called the Gray
lord but failed.
Phalanx due to the fact that the soldiers’
armor was always dirty, disobeyed the
Emperor’s orders and stayed in Jalizar Then, one morning, while breaking his fast
to defend their adoptive city. in his private garden, Ornestan II heard a
voice calling his name. It was coming from
There were 457 of them at the start of
the Siege of Jalizar, but only twelve were a forgotten Sewers manhole. Trembling
still alive when Dhaar died. Without with fear, he approached and listened at-
their incomparable support and sacrifice, tentively.
Jalizar would certainly have fallen.
Today this Phalanx no longer exists, but Nobody knows what the voice from the
its insignia, a falcon made of the purest Sewers revealed, but Ornestan II ordered
steel, is displayed in a small shrine in the his treasurer to load all the gold remaining
center of Victory Square, where every- in the city’s coffers onto the fastest ship
body can see and touch it, a gesture that still afloat in the port. That same night, the
brings courage and good luck. ship set sail to Gis, manned by a crew of
No one, even the worst cutthroat of pardoned smugglers freed from the city’s
Jalizar, would ever dare steal it. prison.
“Thieves have no honor” the saying
goes, but some debts are too great to be A week later, Dhaar died, and the smug-
forgotten, even in Jalizar. glers’ ship came back empty.
26
History
27
The Book of Lore
Timeline
All dates refer to the period After the Fall of the Dread Star (AF).
700-800 Jall the Cattle Stealer’s life (estimated date).
900 Zandorian tribesmen found Jalizar on the ruins of an old
city.
First Fire of Jalizar.
1000-1021 Rule of Princess Emella, Flower of the North.
Rise of the Smuggler King. Second Fire of Jalizar.
1030-1380 Reconstruction of Jalizar under the Emellan Dynasty.
1501 Reign of Shade.
1502-1811 The Council Kings
Iron Empire conquest. The Great Bet.
1850-2212 Silent War. Foundation of the New Guilds.
2212 The Fire in Market Square ends the Silent War. Hulianites
and Tricarnian Sorcerers banned from the City of Thieves.
2222 Fastfingers’ Exodus.
2450 The greatest Valk horde seen in history, led by Dhaar, crosses
the River of Tears, attacking Collana. The invasion of Zan-
dor begins.
2451 Ornestan, Governor of Zandor, asks the Iron Empire for
support. Domestan XII the Cautious refuses it. Zandor
faces the invasion alone.
2452 Ornestan declares the independence of Zandor from the
Empire. The Reign of Twelve Winters starts.
2464 Zandor fights the Valk on its own soil, but the Zandorian
armies are divided and slowly driven back year after year.
2464-2467 Siege of Jalizar. Ornestan II is King of Zandor.
2465 The Red Plague breaks out in Jalizar.
2467 Death of Dhaar. The Valk horde shatters.
2482 King Ornestan II is cooked alive by the Beggars.
2492 Timorias, the Ragamuffin King, is made ruler of Jalizar.
2494 Winter Feast Earthquake.
2505 Beggars Revolt.
2510 Today.
28
Dwellers in Jalizar
Some evil tongues say the Ragamuffin The whole city was ungovernable and
King isn’t actually that poor, but simply a blood ran copiously in the streets. So,
miser. Indeed, given Juros and Monya’s ex- Armangas, the eldest son of the King and
travagant lifestyle, their father very proba- a valiant man, decided to go into the Rats’
bly has a large treasure hidden somewhere. Nest, the Poor Beggars’ base, to offer a
truce, despite his father’s opposition.
Jalizar, it is said, is a haughty, pretty wom-
an: she needs a strong-willed husband to Nobody really knows what happened to
keep her under control, and the Ragamuf- Armangas: he never came back from the
fin King doesn’t seem fit to play this part. Nest. But a few weeks later, a new leader
But, despite his faults, he has been on the emerged from the Rats’ Nest. His face is
throne for 18 years and has had to solve covered by a metal mask and he calls him-
many problems: fights among the Guilds, self the Prophet. He is the sole leader of
an earthquake, and the terrible Beggars’ the Poor Beggars, now called the Children
Revolt. of Hunger, and has made a treaty with the
Beggars’ Guild, by which the Children of
In 2494, during the night of the Winter Hunger have become independent and
Feast, the ground trembled, the towers have claimed the Rats’ Nest as their home.
of the city shook like the hands of an old
man and, with the sound of a thousand The Fat Beggars have been persuaded by
hammers beating on the Anvil of Hulian, the Guildmaster of the Thieves’ Guild
the southern docks of Jalizar sank into the and the Merchant Houses to accept the
water and the quarters nearby were heavily Prophet’s terms, and an unstable peace
damaged. Thousands of people died that has returned to the city. The only one who
night, and today on Winter Feast night, hasn’t gained anything and is still mourn-
the cries of widows and orphans still fill ing is the Ragamuffin King: in fact, the
the air. body of his son has not been found any-
where.
In 2505, instead, the Beggars’ Guild,
which had long been subject to the This is Jalizar today: a rotten place, full of
Thieves’ Guild, suffered a major upheaval. dangers and opportunities.
The Beggars were divided in two groups:
the so-called Fat Beggars, the higher ech- Will the would-be heroes of this age man-
elons of the Guild who never begged and age to get a lucky kiss from the lips of the
never missed a meal, and the Poor Beg- Flower of the North or will they end their
gars, homeless people who spent their en- lives in some forgotten back alley?
tire life in the streets. The Poor Beggars
outnumbered the Fat beggars twenty to
one, but almost all the earnings of the Poor
ones went into the purses of the Fat ones.
In the end, the Poor Beggars rebelled and
Dwellers in
the city was shaken by a civil war: in the
alleys, squares, and temples, the Fat Beg-
Jalizar
gars, backed by Thieves’ Guild enforcers, The City of Thieves is a multicultural
fought the angry mob of the Poor Beggars place, where men of very different races
savagely. trade, cheat, bargain, and generally live
29
The Book of Lore
side by side. This chapter will describe now been fully accepted as part of society.
who the typical Jalizarans are, and how Even after the separation from the Em-
members of other major populations are pire, the trading bonds between the two
seen in the city. races were so strong that they weren’t sev-
ered. Political relations with the Empire
have slightly improved and there is now a
True Jalizarans resident Imperial Ambassador in the City
of Thieves.
Let’s be honest: there is probably no
such thing as a true Jalizaran. The City of
Thieves is a melting pot of so many differ- Jademen
ent races and cultures mixed and mingled
together that a “true Jalizaran” is very dif- The Jademen arrived en masse in Jalizar
ficult to identify. in 2222 AF, almost three centuries ago.
Many of them are humble, industrious
The original Jalizarans are an archaic people who work very hard to earn a liv-
mix of Zandorians and Cairnlanders. Of ing in the production of textiles. Yet, along
average height, they tend to have black with the workers came a whole bunch of
or brown hair, hazel eyes and very fair troublemakers, members of the famous
complexion, which reddens very quickly criminal organization from Lhoban, the
when they quarrel or are out in the cold. Jan Tong. With the excuse of protect-
Although oral hygiene is unknown in the ing their people from the Thieves’ Guild,
Dread Sea Dominions, the true Jalizarans the Jan Tong created a rival organization.
tend to have very white teeth (having a The Jan Tong are the absolute rulers in
perfect set of teeth is a sign of great luck the Quarter of the Brass Lanterns, where
among them). Many have a tendency to most of the Jademen live, with their own
put on weight as they grow older, but this laws and separated from the rest of Jalizar.
is probably the effect of their diet rather
than a general physical feature. What about the monks? Surprisingly,
there are very few of them. One of the
Typical Jalizaran names are a mix of Im- stories circulating in the city is that they
perial and Zandorian ones. They tend to are in disguise. According to a not-so-far-
be euphonic and with a distinctive sound fetched theory, the Fastfingers arrived in
( as in Sebajos, Jall, Emella, Torran, Van- Jalizar only to cover up the activities of
daios, Renya, Furius) or to have a double the monks. The theory also states that the
vocal (as in Vaaro, Taaso, Meena). monks were summoned here by some un-
known power to replace the Iron Priests
in the fight against the evil lurking in the
Imperials Sewers of Jalizar.
30
Dwellers in Jalizar
the North, sailing in their Chibbars, were against the Priest Princes, so that in the
the first ones brave enough to trade with end, for peace’s sake, both factions were
and, frequently, to swindle the barbarians banned from Jalizar.
living in the Cairns.
In the following centuries, the Tricarnians
This and the fact that the Jalizarans de- had too many problems – the Caled wars
stroyed the revered Hollow Hills Cairns being the biggest – to concentrate on Jali-
makes the Cairnlanders hate and mistrust zar. But now, at a time of relative peace,
the dwellers of the City of Thieves. If a clan many of them are returning, like curious
of Cairnlanders surprises an uninvited Jal- and very dangerous cats, to discover the
izaran in its territory, that man will probably dark secrets concealed deep below the
never see the walls of his beloved city again. Flower of the North.
Tricarnians
The Tricarnians took an inter-
est in Jalizar immediately after
it was conquered by the Empire.
Sorcerers and many other shady
figures ransacked its ancient li-
braries, studied the paintings in
its oldest buildings and, in gen-
eral, were attracted to the Sew-
ers, as if some power was calling
them with seductive words.
31
The Book of Lore
ing barbarians shattered Zandor, violated courage. Yet, some fear that having so many
cities and fields, and reduced most of the of them within the city’s walls is a decision
land to a nightmare-infested waste. In that will be regretted in the future.
addition, some of them are continuing
their plundering undisturbed. This doesn’t
mean that they cannot enter the City of Ivory Savannah
Thieves: after all, they have ill-gained
riches to spend, and the local merchants Tribesmen
and brothel owners aren’t too picky about Men and women from the Ivory Savan-
who fattens their purses. But any Valk nah are very rare in Jalizar. No stable com-
who decides to wander alone in the dark munity of this race exists within the City
alleys of the city should be careful, because of Thieves, and even traders are fairly rare.
he might disappear forever. The few Tribesmen coming to Jalizar are
either slaves sold in the flesh markets of
The situation is a little different for the the north, or mercenaries and adventurers
Valk of Valkheim. Usually noble Valk, looking for fame and luck.
escorted by bodyguards, arrive in Jalizar
with trading delegations of Cows, trad-
ers who have been subjugated by the Valk.
The Cows sell their wool in the great
markets of the City of Thieves, although
Living in Jalizar
most of the profit ends up in the pock-
ets of their new rulers. The Jalizarans have Technology
quickly learned that a drunken Valk isn’t
very good at bargaining, and his Cow Describing a whole culture in a few pages
slaves never dare tell him he is doing bad is impossible, but this section presents Jal-
business. izar’s most characteristic features.
32
Living in Jalizar
water running down the middle and dis- es, so that the older buildings give the im-
appearing into manholes. Passersby must pression of collapsing on top of each other.
also keep an eye on the windows of the
palaces, because the habit of emptying Currency: It is widely known that the Sy-
chamber pots out the window without ranthians invented the use of coins. But,
warning is all too common in the Rotten the legend says that when the first Syran-
Flower of the North. thian coin maker made his tenth coin, the
first Jalizaran thief had already stolen the
Sometimes the manholes get clogged up, other nine. The Jalizarans are fascinated by
and the streets start filling up with garbage coins and know much about them. Even
and slime. The Jalizaran nobles hate walk- before the Empire, they had their own
ing through this filth, so walkways are built coin, the Lak, an octagonal piece of silver,
between the higher floors of the palaces to but they were happy to adopt the Syran-
allow them to move around. Certain areas, thian coins. This was for two reasons. First,
such as Graytowers and Tallbridges, have Moons are easier to counterfeit than Laks;
so many walkways that they are used as a second, they are easier to scrape in order to
secondary street network. Thieves and bur- make new coins, a very widespread crimi-
glars, instead, are at ease on the rooftops. nal practice in the Flower of the North,
so much so that a common saying goes:
The layout of the city has some remarkable “Thinner than a Jalizaran coin”.
features. In Imperial cities, the roads are
mostly built with geometrical perfection, Entertainment: Jalizar is a place of en-
while the Tricarnian Priest Princes prefer tertainment. Brothels, houses of courte-
to follow routes inspired by secret caba- sans, and Khav-smoking dens are very
listic rituals. Nevertheless, in both cases common. The Jalizarans also imported
some sort of order in town planning does the gladiators’ games from the Empire
exist. In Jalizar, instead, as the saying goes, and, although the city doesn’t have a main
the roads were built over the tracks of a arena, small, private ones are abundant. In
drunkard chasing a pig in the mud. They particular, the Jalizarans have invented a
are twisted, winding, and lack any appar- type of gladiatorial combat called Blind
ent logic, so that finding one’s bearings is Fighting, in which blindfolded fighters
extremely difficult for a foreigner. duel with the aid of an animal companion,
usually a fighting bird or a dog. But the
Notoriously, the most difficult area to nav- favorite pastime of the true Jalizarans is
igate is the Quarter of the Brass Lanterns, gambling. At least fourteen types of dice
which is completely under the Jademen’s games exist in the City of Thieves and the
control. First, most of the Quarter is built locals will place a bet on anything, from
on water, with canals instead of roads, and gladiatorial fights to the color of the dress
people move around on small barges or princess Monya will wear tomorrow.
along its many bridges. Second, to ensure
security, the Jan Tong frequently close Funerary Customs: The City of Thieves
some of the channels, by simply placing a is a crowded place. For this reason, the Jal-
ship or large raft at a critical point. izarans don’t have much time for the dead
(once their teeth have been removed, see
Note that, before being conquered by the page 36). There are basically three ways to
Empire, the Jalizarans did not build arch- deal with the dead. The most traditional
33
The Book of Lore
one is to take them to the Charred Bogs Lastly, Jalizar has a very complex system
and burn their bodies. If the gods are mer- of fees on goods and people entering and
ciful, the wind will carry the smoke from leaving the city. It is the Copper Helms’
the pyre over the Flower of the North, duty to collect such fees, but they are eas-
reuniting the deceased with their city. ily bribed, a fact which contributes to the
Sadly, the most common method, used royal coffers always being empty.
by the homeless and the poor, is to throw
the dead bodies directly into the Sewers. Literacy: As for literacy, Jalizar is no
Finally, the rich and nobles build lavish different from the rest of the Dread Sea
crypts under their palaces, where their rel- Dominions. Only nobles, priests, power-
atives’ bodies are mummified and buried ful Guildmasters, and merchants can read
with their treasures. and write (Thieves’ Signs, detailed later,
aren’t considered real writing).
Government: Jalizar has experienced
several forms of government. At pres- Medicine: Sadly, the healing arts aren’t
ent, it is a sort of monarchy, but the real as advanced in Jalizar as in Syranthia or
power is in the hands of the Council and Tricarnia. The local medics are barely bet-
the Guilds. The Guilds themselves have ter than the shamans of barbarian tribes,
a fairly complex structure, with a Guild- healing poultices and leeching are still
master chosen from among the highest- widespread, and dying of an infection is
ranking Guild members, called Masters quite common. But the Jalizarans do ex-
or Elders. Then come the lower ranks, cel in one field, that of mutilations or, as
which have the power to rule over hire- they are commonly called, Beggars’ Gifts.
lings, while the lowest levels include af- As said before, the city is full of beggars
filiates and apprentices. The lower ranks and the most piteous looking ones are
must obey the higher ones and give them also the most successful. So, in many poor
a share of their earnings, all the way up to families, the children destined to begging
the Guildmaster. Naturally, many lower- are mutilated by their own fathers so they
ranking individuals try to hide their earn- will have an easier life on the streets. This
ings from those above them, but this is a might seem abominable to foreigners, but
serious crime, punished in different ways it is widely accepted in Jalizar. In the past,
ranging from simple fines (for instance, certain Guildmasters require some form
in the Weavers’ Guild) to mutilation or of mutilation to be allowed to join the
throat slashing (in the Thieves’ Guild). Beggars’ Guild.
The Merchant Houses, instead, are orga- Warfare: Jalizar no longer has an army,
nized like noble houses, with hereditary and this is one of the Ragamuffin King’s
titles, and so on. It should be remembered biggest concerns. The Copper Helms,
that no true noble class existed in Jalizar the city watch, guard the gates and walls
before the arrival of Emella’s foreign hus- and patrol the streets, but they are widely
bands. They retained the titles they had known to be corrupt.
had in their homeland, thus giving rise
to a noble class in the City of Thieves. So, In the case of an attack, the city would
for example, the Master Merchant of the have to rely on the various mercenary
House of Talum is commonly called Lord forces paid by the Merchant Houses, but
Talum. their loyalty is uncertain and their ex-
34
Living in Jalizar
act number unknown. However, Jalizar love and loyalty, are always for sale in the
isn’t easy to conquer: its walls are titanic City of Thieves.
and, once inside, the thieves and beggars
would challenge the invaders street after This doesn’t mean the Jalizarans don’t respect
street. the gods – they simply bargain with them.
Water Supplies: For such a big city, a reli- A powerful god has always been seen as
able and abundant source of fresh water is an important commodity. This is why, af-
fundamental. The various districts of Jalizar ter winning a war or subduing a satellite
have several public wells and fountains, fed city, the Jalizarans take the statues of the
by reservoirs under the city. The wells are losers’ gods and add the new divinities to
incredibly deep, deeper than the Sewers, Jalizar’s crowded pantheon. This has led to
and were built in the forgotten past when the creation of Temples’ Road, where the
the city was founded. Sometimes they go houses of gods from all over the Domin-
dry or, even worse, the water gets polluted. ions stand side by side, competing with
In these cases, heroic squads of Cleaners each other to attract followers, and their
(see page 57) are sent down to investigate. donations of course. Even today, new cults
Some of them never come back. appear on a monthly basis, with priests
hawking their religious wares to passersby
In the last few centuries, the Jalizarans and faking the most incredible miracles to
have started building great tanks on the attract the masses.
rooftops of the palaces to collect rainwa-
ter. Given the general pollution of the wa- Many foreign gods are worshipped in the
ter and the unhealthy presence of disease- Flower of the North, along with some
ridden pigeons, this water is often toxic original ones. The three most renowned
and causes sickness and infections. are Yalg, Chamuga, and Ranikos Blind-
folded.
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The Book of Lore
Dice Effect
Angry Relative. Bad luck! For the remainder of the session, the
2
hero cannot spend Bennies when he rolls a critical failure.
Insufficient Prayers. The character forgot to make the proper
offerings for his relative’s soul. He must discard any Joker and can-
3-4
not use Wild Card Edges unless he visits a temple and spends 10
Moons/rank on candles, prayers, and so on.
Better to Stay in Bed Today. This is not the right time to play with
Lady Luck. The character receives -2 to Gambling rolls or a mem-
5-6
ber of the opposite sex will act as the hero’s Enemy (GM’s choice).
These effects last for the remainder of the session.
Busy Relative. The dead relative is carousing with other dead ones,
7 or doing other things dead people do, so he has no time for the
hero.
Lucky Day. For the remainder of the session the hero receives +2
to Gambling rolls or he gains a free use of the Connections edge
8-9
with a member of the opposite sex who has a crush on him (GM’s
choice).
Ancestors’ Blessing! The ancestor is watching over the hero, pro-
10-11 tecting him. The character receives a free use of the Danger Sense
Edge or a free Soak roll (GM’s choice).
You Are My Son! The ancestor is very fond of the hero today. One
12 of the hero’s skills is raised by one die step (player’s choice) for the
rest of the session, as per the boost trait Power.
36
Living in Jalizar
the god’s lame foot, thus giving Yalg’s re- offers help, but it might not be wise to
sponse. accept, since a price must always be paid.
He is also said to be the best dice player
The Jalizarans love Yalg, because he once in the world and the only creature to have
gave them a true Jalizaran king, avoiding ever broken out of the dreaded Prison of
the risk of a foreign monarch (see page Jalizar (see page 46).
21).
During the Silent War, the Iron Priests
Chamuga is probably a Zharim deity. In- studied the myth of Ranikos and his ap-
deed, she is also called the Cow Mother. paritions and concluded that he is a pow-
She is represented as a woman with four erful demon, somehow linked to Jalizar,
breasts, short horns, and a nose ring (like who must be found and rooted out. The
those used for bulls) on which all the suf- Jalizarans didn’t believe these falsehoods
ferings of mortals are engraved. Chamuga and, although some tried to find him, the
is the Goddess of Mercy. Those repent- Blind Trickster managed to fool them.
ing an evil deed, such as a murder, pray
to Chamuga for pardon, while Merchants
toast her after a day’s swindling, just to be
Superstition
on the safe side. Another key element of the Jalizaran way
of thinking is superstition. The Jalizarans
She is also the goddess of rain and life, place great faith in oracles, divination, and
the great cleaner of the streets of Jalizar, omens and have a sort of obsessive venera-
and she is often depicted weeping milk, tion for luck. All Jalizarans, even the rich-
because the tears of the goddess cleanse est Merchant Princes, dream of having a
both men and beasts from the evil within stroke of luck so big (gambling, finding
them and bring new life. Some say that the right husband, closing a particularly
Chamuga’s and Etu’s cults are in competi- good trading deal) that they can stop
tion with each other, as both deities have working and retire to a life of leisure.
maternal aspects.
Naturally, most of them chase this dream
Ranikos Blindfolded is the third deity to no avail, but this inclination makes
that originated in Jalizar, and is mostly them ready to give up their security and
worshipped by beggars. Ranikos is rather wealth to undertake hazardous ventures
more like a demigod, represented as a and to spend a lot of money on petty ma-
blind beggar and a trickster with a sharp gicians, would-be prophets, and similar
tongue. All the tales about Ranikos are shady individuals.
based on the fact that he is blind and that
people try to cheat him, but they always
end up being cheated. This is because, be- Customs
sides his two blind eyes, Ranikos has a
third eye on his forehead, concealed by Domestan I, the first Emperor of Faber-
his long hair, with which he can see. The terra and a great statesman, had a favorite
Jalizarans believe Ranikos to be a sort phrase: “To understand a man, observe
of spirit which freely roams through the what he eats and how he dresses”. And
City of Thieves and occasionally appears that is exactly what we are going to do in
to beggars and people in need. Ranikos this section.
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The Book of Lore
38
Living in Jalizar
given the climate, meat and fat are eaten archs and, in some cases, ruthless tyrants.
in large quantities. High-class people eat Jalizar, instead, has always had a fairly
good beef and goat’s meat (a Cairnlander weak government, which has led to the
tradition) plus fish from the Drowned creation of a complex set of laws to settle
King Sea. The eels caught in the Charred disputes.
Bogs, stewed with onions and honey, are
a delicacy for the finest palates. Turnips
are the most common vegetable grown in
the fields around the city and they are very Hero’s Journal:
common in Jalizar’s cooking. Redshoulders’
Sadly, the masses of Jalizar are always Justice
starving and mainly live on Chimney Given the harshness of Jalizaran law,
Pheasants and Roof Hares, two colorful people settle their disputes privately.
names to describe much more mundane In particular, duels are common, and
many problems are settled in this way.
and disgusting food: pigeon and rat meat.
This has led to the creation of a particu-
The pigeons of Jalizar are dirty, disease- lar caste of individuals, professional
ridden beasts that soil the roofs of the duelists for hire, commonly known as
Flower of the North with their droppings. Redshoulders.
It is said that they were brought to Jalizar The name derives from the fact that
by Queen Fracassia the Birdlover, one of many of them used to be longshore-
Emel II’s wives, and they have plagued the men, and one of the effects of unload-
city ever since. However, the cooks work- ing heavy crates and sacks all day long
ing in the taverns of the lower quarters of is the formation of semi-permanent
Jalizar claim to know a secret ingredient wounds on the shoulders.
to make their meat absolutely safe. The in- However, nowadays no Redshoulder
gredient is unknown and people still fall worthy of his name has ever unloaded a
sick after eating pigeon meat, though not single crate. Instead, they wear a short
on a regular basis. red cape on their right shoulder, and
fight with long, hooked knives, which
Rats are also very common. They come resemble grappling hooks. They can be
from the Sewers and prosper among the hired to fight on behalf of someone else
to settle a dispute.
abundant filth in the roads and alleys of
Jalizar. A Beggar’s meal usually consists of The duels are usually held in dark al-
a handful of rice stewed with a fat rat – the leys or, if the parties want publicity,
best dish ever, they swear. in broad daylight, but always after a
formal challenge. They tend to be bloody
Yet, the Jalizarans should be thankful for affairs but are rarely mortal, since
crippling is one of the most common
pigeons and rats, which helped them sur-
outcomes.
vive the Valk siege.
Though it might seem incredible, even
close Redshoulder friends will fight
Law each other to settle a dispute between
Many of the civilizations of the Dread Sea their patrons. They often belong to the
Thieves’ Guild or the Assassins’ Guild.
Dominions are ruled by absolute mon-
39
The Book of Lore
Yet, this doesn’t mean that Jalizaran laws many people die, mostly beggars without
are fair. The rich and powerful are often heavy clothes or access to a good fire. It
favored over the lower classes. In theory, is a sad occurrence but it helps keep the
the King passes judgment on all legal cas- number of poor citizens down.
es, but in truth he only concerns himself
with cases regarding nobles, guilds, and Jalizar is also constantly enveloped in
important personalities. All other lawsuits smog, produced by thousands of chimneys
are examined by the Magistrate, the ruler burning peat.
of the Tower of Justice. To keep the num-
ber of cases down, the Magistrate typi-
cally hands down very harsh punishments,
from life-long convictions to mutilations
and executions. Hence, the Jalizarans tend
Gazeteer:
to solve disputes privately, by their own
means or through the Redshoulders (see
A Traveler’s
sidebar). Guide to the
Climate
City of Thieves
This chapter describes the main features of
Despite being quite far north, Jalizar en- the various areas of Jalizar and its immedi-
joys a mild climate, with moderate rainfall ate surroundings. Note that the layout of
and rare snow. Yet, the city is cursed by the the streets is so complex and labyrinthine
constant presence of fog and the Jalizarans that a detailed map cannot be provided.
have different names for its different types. Even true Jalizarans don’t know every al-
ley of the city, except in their own area.
There is the odorous, almost pleasant The map on page 42 displays the various
fog coming from the sea. It is called the neighborhoods, traditionally separated by
Smuggler’s Lady, because it is under its the major roads of the city.
protection that goods are smuggled on
black Chibbars from Shallows Village
into the City of Thieves. Outside Jalizar
Then, there is the so-called Bogs’ Fart, Hollow Hills
coming from the swamps. It is smelly and
yellowish and it is said to bring fevers and As everyone knows, the Hollow Hills lie
infections. north east of Jalizar, and they are empty of
anything interesting, at least at first glance.
The dreaded Sewer Fog is black and thick The Hills, in fact, are one of the biggest
as darkness. Some say that inhaling it for- mysteries of the Dominions. They are a
ever corrupts the soul and turns common series of Cairns, so old that they are now
people into remorseless killers. Luckily, covered with grass and no longer recog-
this type of fog is very rare. nizable as tombs. What’s even stranger is
that no Cairnlanders have lived in them
An unusual but dreaded problem is frost. for at least two thousand years and no An-
It is subtle and biting and, when it comes, cestors are buried within. When the stone
40
Gazeteer: A Traveler’s Guide to the City of Thieves
miners of Jalizar opened the first tomb, who haunt the surroundings of the City
they were ready to face hellish creatures of Thieves. She has sworn to destroy the
or, at least, to find something valuable in- Flower of the North to avenge her father,
side, but it looked as if someone had re- but so far her band has only committed acts
moved the dead and all their belongings. of banditry against caravans and nearby vil-
Yet, a more disturbing theory says that the lages. The few survivors who saw her say she
Ancestors simply migrated. But where can is blonde and tall but no Valkyria. She is just
they have gone? a warrior woman, a very uncommon role in
Valk culture; moreover, she looks younger
Today the Hollow Hills are a desolate than her supposed forty-three years.
place, inhabited only by wild dogs living
among the shattered Cairns, which also Ruins of Talum. One of Jalizar’s greatest
double as hideouts for bandits. enemies in the past, the city state of Talum
didn’t survive the Valk invasion and was
Dharima of the Blood. It is widely known destroyed by Dhaar during the Reign of
that Dhaar had three legitimate sons. Two Twelve Winters.
of them died, while the third one is the
ninety-year-old king of Ekul. Yet, a Valk Its haughty palaces aren’t far from the
woman called Dharima claims to be the Hollow Hills. The city is deserted but its
daughter of the King of the World, con- water wells are still full, so many travel-
ceived with a bed slave a few days before ers rest here. However, caravans now avoid
his death. the ruins because in the last years there
have been cases of people stopping at the
Nobody knows if this is true, but she wells to drink and disappearing, never to
has gathered a big band of Valk warriors be found again.
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Gazeteer: A Traveler’s Guide to the City of Thieves
43
The Book of Lore
Despite this poetic image, they can be Somewhere in the Bogs there is a filthy
dangerous and bleak. If you leave the rela- pond of bubbling black water which pol-
tive safety of the Elevated Road, which lutes the environment. Over time, this
crosses the Bogs, you can find yourself caused the death of the Charred Oaks
in quicksand or be attacked by a swamp Wood and its transformation into today’s
dragon, a cross between an alligator and a Charred Bogs. The pond is fed by an un-
giant lizard, which can eat a man and his derground river connected with the Sew-
horse in a few bites. ers of Jalizar. So, according to this theory,
the filth from the City of Thieves is re-
The local dwellers, derogatively called sponsible for creating the Bogs. Yet, even
“Bogmen” by the haughty Jalizarans, live though this story is quite common among
in pile dwellings, either along the Elevated the Bogmen, nobody knows the exact lo-
Road or deep in the Bogs where nobody, cation of the Black Pond.
except a true Bogman, can find them.
The Hooded Boatman. On foggy, starless
They move on flat barges, but every village nights, unwary travelers may see a strange
of some importance has at least two oxen barge in the Bogs, which seems to move
and a cart, because, although the Bogmen without any crew. The only creature on the
are almost self-sufficient, if they want barge is a tall, cloaked figure. He is the
something besides fish and swamp roots, Hooded Boatman, known as the greatest
they have to trade with Jalizar, selling a sorcerer who has ever lived in Jalizar and
fundamental commodity: peat. The whole rumored to have come out of the Black
City of Thieves, in fact, relies on this reek- Pond ages ago. The Boatman is willing to
ing source of fuel for cooking and heating. trade, especially secrets and knowledge,
The Bogmen dig for it in selected spots, but always beware when dealing with him:
cutting rough blocks which correspond his services inevitably have a hidden cost.
to the amount used by a typical Jalizaran
family in a day. The peat is then dried and
taken to the city via the famous Peat Road, In Jalizar
along which the poorest citizens collect
even the tiniest piece of peat falling from Brass Lanterns
the carts.
The area of Brass Lanterns is by far the
The Bogmen are reclusive and suspi- most exotic part of Jalizar and, walking
cious. Most of them are descendants of down its street, you might easily believe
the criminals escaped or banned from the you are in Lhobanport or some other
City of Thieves, and they mistrust the Jal- Jademen city. In time, the Jademen have
izarans, who, in turn, try to cheat the Bogs’ bought or occupied all the buildings, cre-
people whenever they can. ating a separate enclave, ruled by its own
laws, where even the Copper Helms dare
The Black Pond. The Charred Bogs were not enter.
created by deforestation when large quan-
tities of timber were needed to rebuild Jal- This doesn’t mean that strangers aren’t
izar during the Emellan Dynasty. At least, welcome. Mariners, traders, and people
according to the official history treatises; of all types can come here, as long as they
but the Bogmen have another theory. have money to spend in the Lotus smok-
44
Gazeteer: A Traveler’s Guide to the City of Thieves
ing dens, brothels, tattoo parlors, and sev- difficult for a non-Jademan to understand
eral other businesses crammed into the who the truly prominent figures are. One of
area. However, once they have concluded them is certainly Jan Pon, an old man who
their affairs, they must leave. runs a humble rope making workshop. For
some reason, the Jademen hold him in high
The architecture of Brass Lanterns is very esteem, and young boys are sent to him as
peculiar, as most of the neighborhood is apprentices, although many wonder who
built on water. Given the limited space would actually buy his ropes, so tattered
available, some Jademen used wooden and full of knots. Well, the locals seem
pillars to create suspended platforms and to like them very much and almost every
built their dwellings on them. The idea house has a piece of one of Jan Pon’s ropes
was soon copied and a new quarter of pile over its door, kept as decoration as well as
dwellings appeared in no time. protection against evil spirits.
In addition, many big barges are perma- Secret Waterways. Below Brass Lan-
nently moored in the area, which makes terns, a whole aquatic world swirls among
it very simple for the Jan Tong to change the pillars. Here, the Jan Tong do as they
the topography of the channels by simply please and move unnoticed. In addition,
moving a barge from one place to another. when the fog rises, smugglers and pirates
from Shallows Village find shelter from
Access to the quarter is possible on barges the Seagulls in these dark waters. Some
or via one of the three bridges over the also say that somewhere below Brass Lan-
Channel which separates Brass Lanterns terns there is a secret entrance to the Sew-
from the rest of the city. Dragon Bridge ers, leading to the forgotten lower levels of
(north), Whispers Bridge (middle) and old Jalizar.
Loom Bridge (south) are always stealthily
watched by members of the Jan Tong.
City Walls
The Jan Tong, which rules in Brass Lan- The city walls of Jalizar are the most im-
terns, was a trade union established to posing in all the North, sturdier even
defend the Jademen workers from the than those of Gis. Built by King Zobar in
Weavers and Thieves’ Guild, but it quickly 1380, they were made stronger by genera-
became a fearsome criminal organization, tions of rulers in later times. Ninety feet
second only to the Thieves’ Guild itself. tall and forty feet wide, their battlements
The Jan Tong is led by the Three Elders, are as broad as a road. So far, they have
allegedly powerful monks coming from never been breached, and the reason, the
Lhoban. Yet, very few people know their Jalizarans say, is that they were built with
real identities and nobody can explain the stones of the Hollow Hills, so a whole
how and why they got involved in crimi- legion of ancient ghosts protects them.
nal activities. This theory is supported by stories about
the Ghost Sentinels (see below).
The Rope Maker. One of the biggest prob-
lems posed by the Jademen living in Jalizar But the true wonder of the walls is with-
is the peculiarity of their social structure. in them. Indeed, each section contains
Although there are many “uncles” (impor- rooms, barracks, corridors and gaps for
tant people) and “venerables”, it is quite weapons to fire on any assailant. It is a sort
45
The Book of Lore
46
Gazeteer: A Traveler’s Guide to the City of Thieves
Cattle Stealer fathered many of the future strongest force of the Copper Helms. The
Jalizarans. Today the fortress is the per- Seagulls, as guards housed in this Tower
sonal residence of Juros, the eldest living are called, have two tasks: watching the
son of the Ragamuffin King and heir to the docks and collecting fees, and patrol-
throne, who lives in extravagant luxury, ling the Drowned King Sea to prevent
his expenses paid by the Lord of House smuggling and piracy. This is why they
Talum in return for being well represented have a remarkable fleet: twenty Chibbar,
in front of the King. At present, no Copper a dozen dromons and three war galleys,
Helm is allowed into this tower. manned by slaves. Despite this impressive
force, the Seagulls are often fooled by the
Port Tower. The Port Tower is a real
Shallows Smugglers (see above), which
fortress and its garrison is probably the
infuriates their leader, Othel the Walrus.
Thieves’ Tower. The fees collected by the
Helms used to be stored here before being
ster, called the Silent Hunter, which lurks
sent to the King. But many saw the fees
in the dark passages within the walls… as extortion and the guards were ironi-
cally nicknamed thieves, hence the tower’s
The Ghost Sentinels. On foggy nights, name. Being assigned to the Thieves’
the Copper Helms on guard duty on the Tower is still a prestigious position, sought
battlements pray to Chamuga and stay after by any Copper Helm, as it involves
very close to their fires. The reason is handling money and receiving generous
simple: they fear they might be attacked bribes (see Chimney Sweepers below).
by strange creatures haunting the battle- Shade’s Tower. This tower, also called
ments and wearing ancient clothes and the Tower of the Assassins, holds very sad
armor. According to one legend, they are memories for the Jalizarans. After Shade’s
the souls of all the defenders killed by the demise, the Assassins locked themselves
black sorcery of the Valk while manning within to get away from the angry mob.
the walls. Another theory says they are They fought bravely but in the end the
citizens of Jalizar swarmed in and killed
the spirits of the dwellers of the Hollow
them without mercy. Then the Copper
Hills, ancient warriors forever bound to Helms occupied it, but abandoned it soon
the stones used to build Jalizar’s walls. A afterwards, because frightening events
third explanation states they are the souls and fatal accidents happened far too often.
of the victims of King Shade, who were Today the tower is empty, and nobody, not
trapped in Shade’s Tower to be tortured even the beggars, dares enter it, because
forever (see sidebar) and could get away bloodcurdling laughter can be heard at
from their cruel master only at night. Fi- night. The laughter, the locals say, comes
nally, the most rational citizens believe from the spirits of King Shade and of his
murderous minions who, even in death,
the Thieves’ Guild is behind the sightings
torture the poor souls of their former
and uses the fear caused by the legend of victims.
the Ghost Sentinels to temporarily take
control of the city gates and carry out The Tooth. When in 2495 AF an earth-
its smuggling activities undisturbed. This quake severely damaged the Longarm
neighborhood of Jalizar and created the
seems the most logical interpretation, but
Drowned City (see page 48), the tower of
how then to explain the Copper Helms Longarm was also flooded but, as it was
found dead at the base of the battlements the tallest building, its top is still visible
after a foggy night with a look of terrible above the waters. Officially, the tower is
fear on their faces? abandoned.
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The Book of Lore
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Gazeteer: A Traveler’s Guide to the City of Thieves
49
The Book of Lore
The Royal Baths. When the Imperials the noblest one is certainly Priest Prince
conquered Jalizar, they brought some of Talbarioc. He fled Tricarnia for political
their Faberterran habits with them. One reasons and came to the City of Thieves
was the construction of baths, a com- years ago, with an entire galley full of
mon feature in the palaces of Faberterran slaves, furniture, and strange contraptions.
nobles. As often happens in Jalizar, the He must certainly have planned his es-
idea spiraled out of control in no time: cape very well. He took possession of an
huge baths were built in the eastern wing old mansion, which was completely reno-
of the palace and deep wells were dug to vated overnight by cloaked servants who
reach clean water. The Baths were a sight weren’t part of his entourage and were
to behold, full of precious mosaics and never seen again after that night. Prince
statues, but they worked well for less than Talbarioc loves his privacy, and this is why
two years. Then the water turned foul and all the window panes of his mansion were
dirty and the royal engineers and archi- replaced with tinted glass, jet-black and as
tects were unable to solve the problem. In cold as ice. Naturally this stirred the curi-
the end, the Royal Baths were abandoned, osity of the local thieves and three foolish
and the whole wing of the palace fell into burglars tried to sneak in a few weeks after
disuse. Even the rugged members of the Talbarioc’s arrival. Apparently, the follow-
Serpent Guard prefer to give this eerie ing day, the Master of the Thieves’ Guild,
place a wide berth, since something evil probably the most powerful person in Jali-
and hungry lurks in the slimy waters of zar, received a basket containing the heads
its pools and those foolish enough to ap- of his three guild members. Despite being
proach it rarely come back. dead, the heads spoke and delivered a very
personal message to the Guild Master.
From then on, no thief in Jalizar has dared
Exiles Quarter approach the Black Windowed Mansion.
The Flower of the North has always been Talbarioc rarely comes out, but his ser-
a very tolerant place. Foreigners and refu- vants are often seen in the dark alleys by
gees of all types find shelter within its sol- the Docks and in the Imperial City, run-
id walls, as long as they have some money ning secret errands for their master.
to spend, of course. Foreigners tend to
stick together and their favorite area is the The Escaping God. During the reign
Exiles Quarter, also called the Foreigners of the Smuggler King, the Jalizarans de-
Quarter, where you can meet Syranthian stroyed a city in the Iron Mountains, in-
merchants, mercenaries from the Inde- habited by barbarians so fierce that they
pendent Cities, ex-slaves from the Ivory preferred death to surrender. As always,
Savannah, and many other people. The the conquerors brought the bronze stat-
architecture of this part of the city is very ue of the local god back to Jalizar. It was
peculiar: palaces with elegant Syranthian twelve feet tall and portrayed a muscular
lines stand next to sturdy houses built in humanoid wearing a helm with a fissure
the Borderlands style, and even the Au- for a single eye. The Cyclops god was
tarch of Kyros took residence here after called Thokh. The statue of Thokh was
being defeated by the Empire. placed in Temples Road, but, having no
followers, it was soon forgotten. Then, one
The Black Windowed Mansion. Among night, the statue mysteriously disappeared,
the many dwellers of the Exiles Quarter only to reappear in a small square in the
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Gazeteer: A Traveler’s Guide to the City of Thieves
Exiles Quarter. The authorities thought Quarter. Most of the area is now deserted,
it the work of some prankster and had it but some daring souls pay brief visits to
brought back to its proper place. Yet, a few plunder the mansions. They do so heedless
months later, the statue moved again, and of rumors about the Red Plague still lurk-
then again. The Jalizarans started calling ing in the tainted air and about any object
him the Escaping God, and in the end the from the area being cursed and leading to
authorities left the statue where it wanted a horrible death if touched.
to be. Few individuals dare come to the
square of the Escaping God at night be- The Followers of the Dog. Being almost
cause, when the bright star known as the deserted, the city quarter of Graytowers is
Eye of Thokh shines over Jalizar, people the favorite gathering place of the Cult of
disappear from it. Their lifeless bodies are the Dog. This religion has no altar in Tem-
found the morning after piled at the foot ples Road, being too wicked, but has quite
of the statue, their right eye gouged out, a number of followers, many of which be-
while the hands of the god’s statue are yond suspicion. They see themselves not as
smeared with blood. truly human but as belonging to another
race, the Dogs, who turn into bloodthirsty
beasts when the moon is full, and hunt
Graytowers their favorite quarry, men. So, they kidnap
Graytowers is one of the oldest neigh- some unfortunate soul and, after smear-
borhoods in the City of Thieves. Until ing him with goat’s blood, they give him a
twenty years ago it was inhabited by rich few minutes’ head start, just enough time
merchants, Guild members, and arti- to say a prayer to the Dog. Then, the hunt
sans, who competed with each other to starts. If the chosen victim manages to
build the tallest tower, so that year af- leave the quarter before being captured, he
ter year their houses became ever loftier. is safe; otherwise, he is killed and eaten be
Yet, taller doesn’t mean cleaner, since the the Dog who caught him. Very few peo-
winds blowing northward from Thousand ple have managed to survive this bloody
Chimneys smear the towers with grayish ritual and their accounts are inconsistent.
smoke, making them look like the skeletal Some say the Dogs are just madmen with
fingers of dead people. masks and sharp daggers, others say they
were chased by big bloodhounds or even
This area is famous for another gruesome by a monstrous creature with the body of a
event. While besieging the city, the Valk man and the head of a dog.
threw carrion and dead bodies over the
walls into Graytowers, and this caused a Kilprayos’ Secret. Before the Valk siege,
massive pestilence. Rich men and servants no merchant in Jalizar sold finer silk than
alike dropped dead one after the other and Kilprayos, a weaver and former slave from
the only thing the authorities could do Tricarnia. His business flourished so
was to place the Mark of the Red Plague much that he built the tallest tower in the
on their doors, so that nobody would ap- block, stirring great envy in his neighbors.
proach them. A very solitary man, he lived alone in his
mansion.
Thus began the decadence of Graytow-
ers and the rich moved en masse to new When the siege started, things got worse every
residences in Tall Bridges or the Imperial day and the common people, driven by desper-
51
The Book of Lore
ate hunger, stormed the house of the rich look- which is run by an all-female staff. Even
ing for a piece of bread or a scrap of meat. the bouncers are rough-looking, scarred
women. The owners of this strange busi-
Kilprayos’ mansion was one of them. But ness are Erianna, a slender beauty said to
when the hungry mob got in and went up have been the concubine of a Kyrosian
the tower looking for the merchant and noble, and Kiria, a tough Amazon from
his pantry, they made a terrible discov- Ascaia. All the courtesans working in
ery. The walls and ceiling of the top room the House of Free Women, as the name
were covered in thick spider webs and at suggests, do it of their own free will. No
the center, cocooned and ready to be eat- slaves are permitted and, if a slave woman
en, was poor Kilprayos. It wasn’t the dead manages to enter the brothel, she is im-
body that frightened the mob but the mediately taken under the protection of
enormous gray spiders that scuttled hun- the House. It can be the start of a new life
grily toward the newcomers! So the secret for the fugitive, because the House is an
of Kilprayos’ silk was finally discovered! Ascaian recruitment center, and a small
group of Amazon veterans is permanently
Torches were brought and the tower was stationed here to provide security. No one
burned to the ground. Yet, a few spiders man- knows if the House pays protection mon-
aged to flee and, in the deserted quarter, they ey to the Jan Tong or the Thieves’ Guild.
multiplied undisturbed. No one knows if their
offspring still lurk in one of the tall towers… Spitting on the Triumph. The Jalizarans
are very superstitious and are willing to
do anything to get lucky, especially at
Imperial Quarter the gambling table. In particular, there is
During the Imperial age, many new work- a sort of ritual known to every mariner
shops were opened in Jalizar. Craftsmen of who has visited the City of Thieves. First,
all types, from potters to goldsmiths and tan- he must buy a large mug of beer in one
ners, set up their businesses in the Imperial of the waterfront inns of New Docks and
Quarter, showing such industriousness as to drink it in a single gulp. Then, he must
rival Faberterra. The only exceptions were the walk to the main square of the Impe-
weavers, who preferred Loom Houses. rial Quarter, where there is an ancient
engraved column called the Triumph,
Today, things are no longer so hectic, depicting Masterarkos Furialkos, the
but the Imperial Quarter is still bustling Conqueror of Zandor. The luck seeker
with activity. This also means that a lot must spit on the statue’s face. Then, if he
of money is involved and, where money is not too drunk, he must go down Luck
abounds, so do shifty characters ready to Lane, walk along Blindfold Dock with
swoop down on their prey. This is why the his eyes closed and, if he hasn’t fallen off
Thieves’ Guild and the Jan Tong vie for yet, he must empty his bladder in the sea.
control over the Imperial Quarter. The Following the ritual ensures that one of
clash mainly concerns protection money; these three things will happen before the
many businesses are forced to pay both night is over: great luck at the gambling
factions and open fights aren’t uncommon. table, conceiving a child, or finding a new
faith. All of them are great blessings, but
The House of Free Women. There is a nobody can know in advance which of
famous brothel in the Imperial Quarter the gifts he will receive.
52
Gazeteer: A Traveler’s Guide to the City of Thieves
53
The Book of Lore
fees are officially paid to the Copper was desecrated in a wild Bacchanalian
Helms, but everyone knows that a trip to feast which lasted for three days. The stat-
the Thieves’ Guild can ensure a good spot ues of Hulian and Hordan were moved
and keep away the fee officers. Another into a lewd sexual position and the Cour-
great danger of the Market, especially for tesans’ Guild took control of the temple,
foreigners, are pickpockets. The ones in turning it into its headquarters and the
Jalizar are no doubt the best and can steal biggest brothel in Jalizar. Yakzama, the
your tongue from your mouth, as the say- Pale Lady, ruler of the Courtesans’ Guild,
ing goes. The beggars are also numerous. If still resides in the Temple of the Divine
they are paying members of the Beggars’ Lust, as the place is now mockingly called.
Guild, they are allowed to stay, but if they
are independent or, even worse, Children
of Hunger (see Rats’ Nest), they are very
New Docks
quickly dealt with by the Thieves’ Guild. This narrow strip along the shore is prob-
ably the busiest and most vital in the city.
Temples’ Road. Temples’ Road lies to the On its countless piers, all sorts of wares,
east of Market Square. It is famous be- from Cairnlands gold to Tricarnian rice,
cause all the temples, altars, and cult sites are loaded and unloaded by muscular dock
in Jalizar lie along it. Priests of all creeds workers of every possible race. Most of
and races advertise their gods, preach, cel- them are affiliated to the Dockers’ Guild
ebrate rites, and, most importantly, col- and can be recognized by the bronze
lect money from their followers. Once bracelet they wear. There are very few in-
there were only the temples of the gods dependent laborers and finding work is
captured by the Jalizarans, but today it is much harder for them.
common for priests of any religion (either
true or invented) to seek fortune and fame From here, the goods are taken to nearby
in Temples’ Road. Competition is fierce warehouses or sent to Market Square to be
because the number of potential followers sold. It often happens that, during the short
is limited and only a few cults can survive. trip, some valuable items casually disappear.
The Temple of Yalg is still the biggest but Bands of young beggars target the carts and,
it often lends its halls to other cults. if not promptly chased away, they can steal
half the goods in a matter of moments.
Temple of the Divine Lust. When the
Emperor conquered Jalizar, he built a The whole area is patrolled by the Cop-
great temple of the Divine Couple in the per Helms. They aren’t very interested in
center of Market Square, to set his creed maintaining order but inspect every ship
apart from the idols and exotic religions of to collect customs fees and arrest smug-
Temples Road. The Jalizarans have never glers – except those who greet them with
loved the priests of the Divine Couple, a purse full of coins.
deeming them too haughty. After the
Shameful Retreat, when the Imperial pha- Port Tower, a massive fortress on the wa-
lanxes left Jalizar to fight the Valk alone, a ter, is the local headquarters of the Copper
surge of anti-Imperial feeling erupted and Helms (see sidebar on page 47).
the Temple of the Divine Couple was one
of the targets. The priests were dragged off Blood Sports. Jalizar doesn’t have a
and kicked out of the city. Their temple proper arena, but gladiators’ combats are
54
Gazeteer: A Traveler’s Guide to the City of Thieves
55
The Book of Lore
the Jan Tong has become much more ag- the Manticore is only a legend. Yet they
gressive (see Attrition Wars sidebar), going cannot find a rational explanation for the
so far as to attack the dens of the Thieves’ strange death of Babarion the Smooth,
Guild. The Thieves have responded with former Guild Master of the Fat Beggars.
bloody retaliations and, if the situation isn’t The man was found dead, locked in his
settled soon, a full-blown war might erupt closet, with hundreds of tiny punctures
in this neighborhood. on his skin caused by poisoned needles.
And everybody has heard of the venom-
ous needles on the tail of the Manticore…
Rats’ Nest
Rats’ Nest, located in the southern part Explosions! Rats’ Nest is usually as quiet
of the city, not far from the Shambles, as an ancient corpse. But lately, loud ex-
is by far the most neglected and one of plosions and sudden fires have disrupted
the dirtiest districts in Jalizar. Its history the silent nights with unsettling regularity,
is marred by many tragic events. During about twice a month. According to some,
the Valk siege, its walls were attacked on they are caused by a madman who claims
a daily basis, and the Winter Feast earth- he is carrying out experiments to build a
quake caused great devastation. flying machine!
The Curse of the Manticore. Some say The last and deepest level includes the
that the Children of Hunger have discov- dungeons of the ancient city and is called
ered one of the oldest secrets of Jalizar: the the Manticore’s Nest, because, as the leg-
Manticore. This ancestral creature was de- end goes, the Manticore took refuge here
feated by Jall the Cattle Stealer and is now after being defeated by Jall.
forced to obey the Prophet.
For today’s Jalizarans, the Sewers are the
Learned men and sages don’t believe these Sewers, no matter how deep. Nobody
wild rumors because, as everyone knows, knows exactly what lurks down there but,
56
Gazeteer: A Traveler’s Guide to the City of Thieves
whatever it is, it is most definitely danger- marks on the walls can work well, but it is
ous. So, the manholes at ground level are easy to miss them in the dark and blunder
protected by bronze grates and only the into a deadly trap.
Cleaners (see below) have keys to open
them. However, a good lockpick or a The Cleaners. Nobody knows the Sewers
crowbar and a good deal of determination of Jalizar better than the Cleaners. This
are enough to gain access. small but fundamental Guild has a cru-
cial task: they inspect the Sewers, at least
Why would anyone want to do that? The the upper levels, clean the passages, and
answer is simple: the hundreds of man- do what they can to prevent clogging and
holes allow anyone smart and bold enough the subsequent flooding of the city roads.
to reach very interesting places, like the la- As one can imagine, this is extremely dirty
trines of a Merchant House, avoiding all work and most of the Cleaners are for-
security. eigners, usually Cairnlanders who seem to
be very much at ease in the dark, reeking
But entering the Sewers is only the first caverns under the City of Thieves. Even
step. Once inside, the greatest danger is the Cleaners don’t venture below the sec-
getting lost. Very few maps of this under- ond level and always move in groups, al-
ground labyrinth exist. A complete one is though the disappearance of entire parties
rumored to be in the hands of the Assas- of Cleaners is not uncommon.
sins’ Guild, while a partial one is said to
be part of Marzul’s treasure (see below). Sewer Writings. Strange writings in an
Without a map, the old method of leaving obscure language are sometimes found
57
The Book of Lore
Tallbridges
For centuries the area of Tallbridges has
been the district of the nobles and Mer-
chant Houses, two classes which often
overlap. The name derives from the fact
that the nobles don’t like walking in the
filthy streets of Jalizar, so several bridges
have been built over time to connect their
palaces to one another and keep them sep-
House Talum. House Talum is one of arated from the commoners below. Today
the oldest Merchant Houses in Jalizar, there are so many elevated walkways that
dating back to the time of the Widow- a man can move from one end of Tall-
ers. It was founded by Antollos, the bridges to the other without setting foot
Archon of Talum, who, as the story on the ground.
goes, gave up his title to marry Princess
Emella. Today Talum is a powerful Naturally, the guards and mercenary forces
Merchant House, with a large armed
of every Merchant House carefully watch
force, the Talum Falcons. It is ruled by
the oldest male member of the family, their parts of the walkways, so that no
the Lord, and its riches come from the scoundrel or other unwanted person can
trade between Ekul and Jalizar. The gain access to them. However, the patrols
current Lord Talum, Perikles, is a so- can be easily avoided with a grappling
phisticated, pleasant man in his forties. hook, strong muscles, and a good dose of
House Talum pays the bills of Juros, the stealth.
son of the Ragamuffin King, and in
return its customs fees are often greatly Although the Merchant Houses are con-
reduced, a fact which enrages the other stantly at odds with one another, open
Merchant Houses. fights in Tallbridges are rare and the
Colors: Blue and Gray. guards and soldiers of the Houses usu-
Emblem: Falcon. ally fight in the Imperial Quarter or at the
Main Enemies: House Jarikos Docks. But when tension escalates, major
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Gazeteer: A Traveler’s Guide to the City of Thieves
59
The Book of Lore
60
Gazeteer: A Traveler’s Guide to the City of Thieves
61
The Book of Lore
In the past, cheap braziers were used, but peared, and despite a rich reward offered
this often caused massive fires – and the for any information on his whereabouts,
Jalizarans are mortally afraid of fires! So, he was never caught. He is believed to be
the braziers were replaced by chimneys, hiding in the lower districts, terrified at
which now spout their smoke all over the the idea that someone might recognize
area. him as the sole living man knowing where
Marzul’s Labyrinth is.
Thousand Chimneys also hosts the head-
quarters of the Thieves’ Guild, located in The Chimney Sweepers. The Copper
the Hospice of the Poor, a very old pal- Helms assigned to patrol this district are
ace originally built for the homeless. It is mockingly called the Chimney Sweepers.
a real fortress and access is granted only to They are known to be the most corrupt
those who are invited. Naturally the Guild guards in the city, and on the payroll of
has other bases in Jalizar, since most inns, the Thieves’ Guild. In certain cases, they
brothels, shops – and even individual peo- themselves collect the protection fees due
ple – pay protection money, or belong, to to the Guild and keep their share. The
the Guild. captain of the Tower of Thieves, the Cop-
per Helms’ base in this quarter, is the in-
Labyrinth of Lies. Marzul was the Mas- famous Rogarius the Fat, a man of great
ter of the Thieves’ Guild thirty years ago. appetites, in all senses, and a good friend
He was well-known for his dishonesty, as of the Thieves’ Guild. A couple of months
well as for his suspiciousness, a fundamen- ago a new lieutenant, Melikan Than, son
tal trait if you rule over a group of cut- of a nobleman from Tallbridges, was as-
throats. signed to his garrison. Melikan doesn’t
seem to understand how things are run
By stealing from the Guild’s coffers, Mar- around here: he has put an end to the col-
zul gathered an enormous treasure. He or- lection of protection money and has even
dered Torkimas, the most brilliant archi- arrested some honest thieves doing their
tect in Jalizar, to build a secret place where job. The man seems determined to start a
to hide his riches. Torkimas did his best pointless fight against crime, embarrass-
and created a maze full of traps so devious ing his commander. Rogarius hasn’t yet
that it is called the Labyrinth of Lies. decided how to deal with this problem
but, before acting, he needs to find out if
Yet, sometime later the dishonesty of Melikan is working alone or if he has the
the Guild Master was discovered by the support of powerful friends.
Guild’s Elders and he was deprived of his
title at once. He was imprisoned and tor-
tured, but died during the process with-
out revealing the location of his labyrinth.
Witnesses say he died with a smile on his
face, happy to have fooled his peers.
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Gazeteer: A Traveler’s Guide to the City of Thieves
63
Making Jalizarians
Making Jalizarians
Jalizar offers a great array of possible char- and deadliest Guilds of the Dominions.
acters. To help the players create a hero But even the Assassins must be cautious
from the City of Thieves, several ideas are after the events dating back to the time of
listed below. In addition, certain concepts King Shade, which almost caused the total
already present in the Golden Edition are annihilation of the Guild. Very few inde-
explored again to better fit the setting. pendent Assassins exist, given the harsh
punishments the Guild deals to competi-
As usual, tweaking and mixing them is tors, but they are the cream of the crop.
highly recommended.
Barbarian. This hero was born in the wild
Assassin. Being a professional murderer lands, in cold Northeim, in the dangerous
is dangerous as well as a potential source Savannah, or any other uncivilized place.
of great wealth in Jalizar. The City of Why would such a man come to the City
Thieves sports one of the best organized of Thieves? Soft skinned girls, decent food,
and riches in the hands of weak merchants
who have never wielded a sword are cer-
tainly the main reasons.
64
Gazeteer: A Traveler’s Guide to the City of Thieves
City Watch. Jalizar teems with thieves, more entertainers. Some of them are little
scoundrels, and other criminals. The Cop- more than beggars, singing rowdy ballads
per Helms, the city watch, solve crimes in the brothels of Thousand Chimneys,
and protect the citizens – in theory at while others are pampered poets compos-
least. Most of them are practical men who ing delicate rhymes for the daughters of
know that getting home safe and sound in Merchant Lords. Many of them have a
the evening requires being reasonable and soft spot for adventure, too.
often turning a blind eye.
Jan Tong. The people of Brass Lanterns
Courtesan. The courtesans of Jalizar are are the family of the Jan Tong. Appar-
the prettiest and most ill-reputed in the ently, these tattooed thugs act exactly
Dominions. Dancers, poetesses, or mis- like the other criminals of this rotten city,
tresses of the erotic arts, they can but they consider themselves superior
make you spend all your money, if to them. Many are skilled martial art-
you are lucky. Yet, many are also ists and follow the mysterious Way of
thieves and assassins, in which Enlightenment. Family and clan are
case you could be found dead their strength, and the Elders their
and naked in a dirty alley. masters. They keep the district safe
and make businesses prosper,
Duelist. The law isn’t fair in though not even they know
the Dread Sea Domin- why the Jademen have come
ions. And it is even more here, so far from the moun-
unjust in the City of tains of Lhoban. Anyway,
Thieves, unless you they greatly enjoy the plea-
are a rich mer- sures, the riches, and the
chant or an in- girls of Jalizar.
fluential Guild
member. But any Lotusmaster. Those who
man drawing a have mastered the secrets
weapon in answer of the Lotus are always wel-
to some provoca- come in Jalizar. Rich mer-
tion does so at his chants employ them to be
own risk, and the only protected from poisoning
verdict that matters attempts, while thieves
is given by the iron of and other criminals al-
his – or his opponent’s ways need special concoc-
– blade. Fighters for tions to help them in their
hire, such as the famous work. In addition, the area
Redshoulders, offer their around Jalizar is full of strange
services in perfectly legal du- varieties of Lotus, provided that
els. you are bold – or mad – enough
to go to the Charred Bogs or
Entertainer. Poets, mimes, actors, infiltrate the Sewers.
and beast trainers are widely pres-
ent in Jalizar. Indeed, the City Mercenary. A blade for hire can
of Thieves always needs a few always find work in Jalizar. Mer-
65
Making Jalizarians
chant Houses, Guilds, and private citizens with the Thieves’ Guild (unless he is a
alike often seek a strong man to deal with Whitemouse, see below), but his skills and
the dangers of the City of Thieves. Not all field of expertise vary a lot. Burglars and
mercenaries are equally skilled but they al- pickpockets are the most common types,
ways know when to desert their old mas- but some of these individuals specialize in
ter for a new one. other areas such as kidnappings and Khav
dealing.
Priest. The Flower of the North is full of
possibilities for a man of the cloth, if he Thug. A thug is above all a survivor, a
accepts the fact that here religion is no rough fellow who lives in the City of
different from any other business. Good Thieves respecting its laws. No task is
acting and marketing skills are the fore- too lowly for him and the only thing that
most requirements for a priest in the City counts is loyalty towards his gang, the only
of Thieves. It doesn’t matter if his god is family he has ever known.
just or treacherous, good or evil, true or
false, as long as he is colorful enough to at- Sewer Sorcerer. Some warlocks and
tract crowds of people – and their money. witches are so power-hungry that they
dare venture into the Sewers of Jalizar.
Rat Catcher. Rats, The few who come back
pigeons and even are forever tainted by
nastier critters live the Powers Below. They
in the gaps in the can be charming maid-
walls, and lurk ens, but the whiff of
in the manholes the Sewers never leaves
of the sewers. them and no perfume or
Haughty lords Lotus can hide it. Sewer
and ladies call rat sorcerers are power-
catchers “mous- ful and feared, but their
ers” or use other skills always come at a
derogatory terms, price: they will eventu-
but when vermin ally be dragged into the
infest their manors darkness below.
and towers, you are
the person they call. Smuggler. This shady
And yes, you have seen individual has learned a
white alligators in the hundred ways to smuggle
Sewers. something, or someone,
into or out of the City of
Thief. Thief is too ge- Thieves. He knows every
neric a term in Jalizar, bribable Copper Helm in
given the number of the area by name, as well
crooks dwelling in as his weaknesses. Some
the Rotten Flower are excellent sailors too,
of the North. and can sail blind on a
He is probably moonless night if the
connected recompense is worth it.
66
Gazeteer: A Traveler’s Guide to the City of Thieves
Swindler. A charming voice and proper you do your business but, if you decide not
manners are the trademarks of the swin- to accept it, you become a Whitemouse,
dler. He is just another criminal in the a freelance thief, with no other boss but
City of Thieves, but he prefers shrewdness yourself. Be careful! The Guild is watch-
and treachery to sword and dagger. Have ing you, and will do anything to force you
you bought a gem from him? You’d better back into its ranks.Character Creation
check at once it isn’t a fake!
Creation of a Jalizaran character follows
Whitemouse. “In a world of gray and the rules of Beasts and Barbarians Golden
black rats, the white mouse has a hard Edition. In addition, this chapter intro-
life” the saying goes. Gray and black rats duces some new Edges and Hindrances
are thieves and bandits affiliated to the which, despite being typical of people
Thieves’ Guild or the Jan Tong. The Guild from Jalizar, can also be taken by charac-
asks for a good share of your earnings to let ters not born in the Flower of the North.
67
Making Jalizarians
68
New Hindrances
Hero’s Journal:
Guild Structure
All the Guilds in Jalizar have roughly the same structure, outlined below. Each rank
pays fees to the higher ranks, making the Guild Master and the Guild Elders richer
and richer, while the lower ranks constantly struggle to climb the organization’s ladder.
Characters belonging to a profession supported by a Guild (thieves, beggars, weav-
ers, and so on) are considered Guild Members by default (see below).
Guild Master. The Guild Master is the ruler of the Guild. In certain Guilds, like
the Weavers’ Guild, he is elected; in the shadier Thieves’ Guild, instead, the creation
of a new Master usually involves a sharp knife in the old Master’s back. Being a
Guild Master keeps a hero away from adventures, so it is usually an NPC-only
position. In terms of rules, it is the same as having the Noble Edge.
Guild Elders. The Elders are the higher echelons of the Guild and go by names like
Master Thieves, Loom Lords, and so on. A character wishing to be a Guild Elder
should take the Connections or Rich Edge (or both), as they both suit his position.
Guild Members. These individuals belong to the lower ranks of a Guild. A Guild
member must pay the Guild’s Pinkie (a tenth of his income, Savings included) to
an Elder in exchange for formal protection. If he does, everything runs as normal,
otherwise he becomes an Outlaw (see below).
Guild Affiliates. These are the apprentices and lowest ranks of the Guild. They
have all the duties of Guild Members but no rights. You can be an Affiliate if you
take the Poor Edge. It can be removed, once you achieve Seasoned rank, by spending
an advance, or through promotion in the field by an Elder (GM’s decision).
Guild Outlaws. You aren’t paying the Guild fee and you are playing in its play-
ground. You should take the Enemy Hindrance.
69
Making Jalizarians
Examples of Guilds
Here follows a brief list of the major Guilds of Jalizar, but many others can be
devised (GM’s discretion), especially if the characters belong to a specific profes-
sions (such as leatherworkers or cobblers). Minor Guilds are often controlled by (or
subject to) a Major one.
Guild Notes
Thieves’ Guild Controls Beggars and Courtesans Guilds.
Beggars’ Guild The “Fat Beggars”. Subordinate to the Thieves’ Guild.
Courtesans’ Guild Subordinate to the Thieves’ Guild.
Assassins’ Guild Very secretive.
Dissident beggars. More like a sect than to a real
Children of Hunger
Guild.
New Guild. Infamous for their slave-based work-
Weavers’ Guild
shops.
Potters Guild New Guild. Also manufacturers of mosaics.
Goldsmiths Guild New Guild. They are also moneylenders (and usurers).
This character has great comic value but suffers Removing this Hindrance is possible through
-2 to resisting Smarts-based Tricks, opposed a personal quest to find Enlightenment again.
Persuasion rolls, and in Social Conflicts. In this case, the Hindrance should be replaced
with another suitable one.
Lost on the Way
(Minor or Major)
You must have the Enlightenment Arcane
New Edges
Background to take this Hindrance. Your
deeds or your lifestyle have made you stray
from the Path of Enlightenment to be- Background Edges
come, for instance, a Jan Tong thug.
Beggar’s Gift
In the minor version of the Hindrance, your
Enlightenment skill cannot start above d8 and Requirements: Novice, Spirit d6+, must
you cannot raise it further, even with advances. have a Mutilation (see below).
The major version is even harsher: it works It is sadly common among the Jalizaran fa-
exactly like the minor one, but you can’t take thers of the poorest classes to inflict a muti-
any New Power or Power Points Edges. lation of some sort on their children, because
70
New Edges
this will stir pity and make their lives easier You have lived most of your life in the
when they start begging in the streets. lower parts of the city, fighting over scraps
of food with rats and even more disgust-
Your character is one of these unfortunate ing creatures. Once or twice, you have also
souls, so he must have one or more Muti- had to drink Sewers water. Your guts hurt
lation Hindrances. They can all be consid- a bit and you vomited green stuff, but you
ered Minor Hindrances for character cre- are still alive and kicking.
ation purposes, even when they are Major.
You receive +1 to Toughness and +2 to
A maimed body sharpens one’s wits, so both Vigor rolls to resist illnesses and
the character receives an additional Ben- Survival rolls in the urban environment.
nie for each Mutilation he has, even when Your body is strong but has suffered too
he is an Extra. much deprivation, so you cannot take the
Brawny Edge.
In addition, having lived with these limi-
tations all his life, he is used to them, so
at any time the hero can spend a Bennie
to ignore the penalties caused by all his
Combat Edges
Mutilation Hindrances during the current
round. Beat Back
Requirements: Novice, Strength d6+,
As he is often underestimated by others,
Fighting d8+
a hero with the Beggar’s Gift also receives
+1 to Tricks and to Agility rolls to inter-
rupt opponents. Ask old swordsmen: fighting is half deal-
ing precise blows and half forcing your
opponents to retreat where you want, to
Night Eyes hinder their movements and then quickly
Requirements: Novice, Notice d8+ dispatch them.
Legends say that, by wetting one’s eye- A character with this Edge, who hits an
lids with Sewers water and whispering enemy in melee with a raise can choose
an incantation as old as the City itself, to renounce the additional damage to
the thieves of Jalizar can see in darkness push the enemy 1” away in direction of
like cats. This is clearly a legend, but it is his choice. The attacker, if he wants, can
true that through long training this char- “follow up” occupying his enemy’s previ-
acter has learned how to use smell, hear- ous position. The attacker must push the
ing, touch, and even taste to cope with opponent into an empty space; if this isn’t
darkness. The character reduces by 1 any possible, the defender is automatically
modifier for poor lighting, including those Shaken. If the defender is moved into
caused by blindness, as long as he can free- Difficult Terrain he must make an Agility
ly hear, touch, and smell the environment. roll to avoid falling down and going Prone
(see Savage Worlds core rules).
71
Making Jalizarians
defender to retreat or if he is pushed into In addition, the cloak works as special Light
Difficult Terrain. Armor (+1), which doesn’t prevent the use of
the Loincloth Hero/Bikini Heroine Edge.
A defender who is beaten back doesn’t
trigger a free attack from the attacker
when he is moved away, but all the other
Harass
rules for leaving a melee apply (i.e. other Requirements: Seasoned, Fighting d6+,
fighters participating in the fight can Intimidate d6+, Smarts d6+, Taunt d6+
make a free attack on him).
This character is very good at threatening and
distracting opponents, so his friends can dis-
Cloak Hero/Heroine patch them with greater ease. His support in
Requirements: Novice, Agility d8+, a fight grants a +2 Gang Up bonus instead
Fighting d6+, Stealth d6+ of +1. This requires excellent coordination,
which has an additional benefit: if the hero
What is a cloak-and-dagger scoundrel with- starts the round within 1” of an ally, he can
out her cape? This Edge allows the heroine decide to discard his own Action Card and
to use any cape, mantle, or cloak in combat to act on the Action Card of the ally,
to deflect blows and hinder enemies. but this can be done only if the ally
draws a 7 or a lower. The choice
As long as the heroine is unencumbered, must be made when the ally shows
she can use a cloak as a small shield his card. The hero always acts
(gaining +1 Parry). In addition, after the ally.
whenever she does a Trick us-
ing a cloak, the player can place
a Small Burst Template on the
Nimble Strike
battlefield with one edge in Requirements:
contact with the heroine. The Seasoned, Agil-
Trick affects any character ity d8+, Fighting
caught by the Template. d8+, Vigor d6+
72
New Edges
73
Making Jalizarians
particular rituals. The smoke inside the orbs pocket and is ready for a dangerous expe-
is magical and can be released at will by the dition to the Thieves’ Guild palace…
wielder on his chosen target.
If the roll is successful, the Orb will have He receives an additional Sewers Bennie
the chosen number of charges of the se- (see page 78) at the start of each session.
lected Power. If he scores a raise, two ad- Moreover, when he receives a Bennie, in-
ditional free charges are put into the Orb. cluding the new ones at the start of each
With a failure, the process fails but the session, he can decide to pick a Sewers
Orb can be reused; with a critical failure, Bennie instead of a normal one.
the Orb is destroyed.
Sewers Bennies also grant him an ad-
Any character touching the Orb can un- ditional power: each can be traded for 5
leash the Power stored inside it (using Power Points. Note that the Power Points
the maker’s Lotusmastery skill), spending received in this way must be used in the
a charge. All the Powers have a range of same round or they are lost.
6/12/24 and basic duration.
Note: This Edge is useless outside Jalizar,
The Lotusmaster doesn’t recover any of so if the hero leaves the City of Thieves for
the Power Points spent on the Orb until good, he should be allowed to use the Ad-
all the charges are used or the Orb is bro- vancement Substitution rule (see page 102).
ken. A Lotusmaster can carry a single ac-
tive Orb at any time.
Professional Edges
Example: Kurasta, a wicked Lotusmaster,
decides to imbue an Orb with the poison Cat Burglar
power. It costs him 4 Power Points plus
6 for the six charges he wants in it, for a Requirements: Novice, Agility d8+, Spir-
total of 10 Power Points. He rolls 11-2=9 it d6+, Pace 6”+, cannot be Yellow
on the Lotusmastery roll, scoring a raise
and adding two free charges to the item! This hero is not afraid of heights. He
After a day’s work, his Orb, full of green- jumps over chasms with reckless abandon
ish fumes, is ready. By touching it, Kurasta and climbs walls like a cat. In addition, he
can invoke a tendril of smoke delivering is perfectly at ease when walking the Road
the poison power at range 6/12/24 eight Above, as thieves call the dangerous path
times! He slips the precious object into his made of towers, chimneys, and rooftops.
74
New Edges
A Cat Burglar adds +2 to any Climbing The Jan Tong members tattoo their bod-
and Strength roll to determine jumping ies with images of exotic beasts from their
distance, and generally to any roll made far land. These marks are far more than
walking or running along the Road Above. simple physical embellishments; they de-
note great skill. When taking this Edge,
Also, whenever he might fall, the player the character must describe his tattoo and
can invent a providential prop (like a flag then specify a focus on one of these Traits:
pole, a rock or anything similar) and make Agility, Fighting (limited to unarmed at-
an Agility roll to avoid all damage. In nar- tacks and Monk weapons), Intimidation,
rative terms, he clings to the prop and will or Stealth. If the character is an Extra, he
regain solid ground at the beginning of gains a Wild Die on the selected skill. If
the next round. Even when failing the roll he is a Wild Card, his Wild Die is raised
he ignores Bump and Bruises and suffers by one step (usually from d6 to d8).
only half the damage from falls.
Every two Ranks above Novice the char-
acter selects an additional Trait to focus
Falconer on. So, a Veteran character has two Trait
Requirements: Seasoned, Beast Master, focus and a Legendary hero three.
Smarts d8, Survival d6+
75
Making Jalizarians
A Shadow Monk receives the detect/con- City Watch. The hero knows a fairly prom-
ceal arcana Power for free and can use it at inent Copper Helm, which grants him
will, without spending any Power Points some protection from the law and ensures
but with the following limitations: detect
(by successfully contacting the Connec-
works only on detecting demonic pres-
tion) that his minor crimes (thefts and
ence and magic. Conceal is considered al-
similar) are ignored by the city watch. In
ways active (but doesn’t cause any penalty)
addition, the Copper Helm is well in-
even when the character is sleeping or
formed about the criminal underworld
unconscious and protects the monk from
any attempt at detecting his Enlightened (Streetwise d8, Wild Die). However, he
powers. will never provide manpower of any kind,
since that would expose him too much!
Also, a Shadow Monk excels at mov-
ing undetected, focusing his inner power Sewer Fiend. For some reason, the hero
to misdirect the attention of others. By has attracted the attention of a terrible
spending 1 Power Point he can decide to monster, the Sewer Fiend (see Creatures
roll on his Enlightenment skill any time of Jalizar). The creature is somehow at-
he would normally roll on Stealth. tracted to the hero and won’t do anything
to harm him, unless provoked. A Sewer
Fiend can be found by calling it with a
Social Edges Spirit or Sorcery roll (player’s choice), in-
stead of a Streetwise roll, when within one
Connections (Jalizar) mile of the Sewers. The Sewer Fiend is a
Wild Card and will do anything the hero
Requirements: Novice wants (no Persuasion roll required), but
always asks for something in exchange.
Connections are crucial for campaign tak- It doesn’t want trinkets or money, but ex-
ing place in Jalizar, so the Connections pects the hero to perform some evil deed
Edge is slightly tweaked with typical Jal- as dangerous as the one asked of it. If a
izaran contacts. The players and the GM Sewer Fiend isn’t paid, it will stop answer-
are encouraged to add other personalized ing the hero’s calls or might even become
Connections to the following ones. an Enemy (GM’s choice).
76
New Edges
Smuggler. The hero knows a smuggler, a given his experience, he can improvise one
shady man involved in some highly lucra- by using very basic tools and altering his
tive import-export business. A hero can facial expressions. He can ignore the no
turn to his smuggler friend to locate a equipment penalty while working on a
Rare Item, a suitable means of transporta- disguise, as long as he isn’t trying to imi-
tion (horses, carts, and boats are the most tate a specific individual.
common), or an expert in some field (a pi-
lot, a forger, a safecracker, and so on). The
smuggler does not provide mercenaries or
killers for hire. Experts and vehicles can
Weird Edges
be borrowed for free, if they are sent back
intact, while an item must be bought as Still Got One
normal.
Requirements: Seasoned, Smarts d6+,
Stealth d6+, Repair d6+
Everyone’s Friend. The character has a vast
network of connections of various dif-
ferent types. They aren’t very close Con- The heroine has done her best to conceal
nections and he doesn’t need to choose a on her body a number of home-made
specific connection group (like criminals, throwing blades, disguised in clever ways.
soldiers, merchants, and so on) when tak- They might look like hairpins, parts of her
ing this Edge but, every time he uses it, he armor, or whatever she wants. These blades
can call a different person. However, the have the stats of a Manticore’s Sting (see
connection is quite loose, so the Persua- page 87) and their number isn’t fixed: un-
sion roll to call for help suffers -2. less the character rolls 1 on the Throwing
die, regardless of the Wild Die, she still
This Edge is useless outside Jalizar. So, has another blade concealed somewhere.
if the hero leaves the City of Thieves for When a 1 is rolled, the character has run
good, he should be allowed to use the out of blades and cannot use this Edge
Advancement Substitution rule (see page again till the end of the combat, provided
102). that she can then retrieve her weapons.
Otherwise, she cannot use the Edge be-
fore she has a chance to restock.
Master of Disguise
Requirements: Novice, Notice d6+, This Edge has another use. Once per ses-
Smarts d6+, Persuasion d6+ sion, the character can state she has a nor-
mal dagger or a lock pick concealed on her
“Life is like a stage” is the motto of this body even though she was captured and
hero. A professional actor and imper- searched before. This declaration cancels
sonator, he learned his tricks pretending any other use of this Edge for the remain-
to be a mutilated beggar in the streets, der of the session.
or actually performing in front of kings
and queens. Whatever his origin, even This Edge also works on bare-chested he-
his mother cannot recognize him when roes and bikini heroines, even though it is
he is properly disguised. He receives +2 not quite clear where they can conceal a
to Smarts and Persuasion rolls in prepar- weapon while wearing such a scanty out-
ing and using a disguise (see page 95) and, fit…
77
Magic
Magic
As in the rest of the Dread Sea Dominions, Accepting means making a deal with the
magic is common in Jalizar (including sor- evil forces, which is called the Sewers Pact.
cery, Lotusmastery, Enlightenment, and so If the sorcerer agrees to it, he immediately
on). Yet, various forms of customization are gains a special Bennie, called the Sewers
possible, as explained in this chapter. Bennie (use a different type of gaming
stone to distinguish it from the others).
The Sewers Bennie can be used to reroll
critical failures, or stored for future use. It
Sorcery works normally but can be used only on
magic related rolls (Sorcery rolls, damage
rolls for Powers, and so on).
Sewers Pact
The Sewers Bennie is a permanent addi-
Every sorcerer worthy of his name not tion, and the sorcerer receives a new one
only knows but actually feels that the heart at the beginning of every session, like the
of a great power is beating deep within the Luck Edge.
Flower of the North. And this unknown
entity is always trying to seduce sorcerers. But power always comes at a price. The
warlock will no longer use the normal
The first time a sorcerer rolls a critical failure Sorcery Critical Failures Table but the
on a Sorcery roll while in Sewers Critical Failures Table (see below),
Jalizar, ignore the nor- which is much more dangerous.
mal rules. Instead
he is contacted The unknown entities lurking in the Sew-
by the Sew- ers are very patient. If a sorcerer doesn’t
er Powers, accept the deal the first time, they will
which offer try again the next time he rolls a critical
him help. failure. They know that men are weak and
sooner or later they’ll accept…
79
Magic
80
Lotusmastery
81
Magic
Enlightenment
The Great Secret
The presence of the Enlightened Ones in the
City of Thieves is by no means accidental.
82
Enlightenment
But the few surviving Smith Priests people, and criminals. The Jan Tong wasn’t,
couldn’t abandon Jalizar to its doom. They as many believed, a criminal organization
had fought the ancient evils hidden in the but simply the armed wing of the monks
Sewers for centuries, and knew that the in Jalizar, ruled by the three Elders.
threat had to be removed once and for all
or, at least, be controlled. Yet, nobody can spend many years in Jali-
zar without being tainted by its corrup-
So, they decided to seek the help of the tion. Many monks and demon hunters are
monks of Lhoban, the only other force op- forced to pose as criminals to avoid suspi-
posing demonic power in the Dominions. cion. But dealing drugs, running prostitu-
tion rings, robbing and killing eventually
Smith Priest Terianus and five of his mar the purity of their spirit and they of-
brothers started the long journey from ten stray from the Path of Enlightenment.
the Flower of the North to Lhoban in
the south. After three years, only Terianus The same has happened to the Jan Tong,
reached the gates of the City of Clouds. which resembles ever more closely the
He was battered and wounded but asked Thieves’ Guild, a criminal organization
to be taken at once to the Enlightened driven by its thirst for power.
One, the greatest and wisest monk. They
talked for three days and, when their se- But the Enlightened One overlooked an
cret meeting was over, Terianus closed his even greater danger: the ability the Sewer
eyes and joined his god. Powers have to lure and seduce. Despite
their cautiousness, the real nature of the
Nobody really knows what the Smith Jademen was soon revealed to the evil
Priest said to the leader of the monks but, entities living under Jalizar and, unfortu-
after meditating for a month, the holy man nately, not all monks are strong enough to
revealed to his people that they had a new resist temptation forever.
mission. Some of them would go north, to
a foreign city full of corruption, and con-
tinue the work of the Smith Priests, fight- Temptation and
ing the evil lurking underneath it.
Corruption
But they would have to be subtle and cun- The dark powers of the Sewers try to se-
ning to avoid being detected by the agents duce the monks with all sorts of tempta-
and followers of the so-called Sewer Pow- tions. In game terms, when an Enlight-
ers. So, the monks would have to be hidden ened One suffers a critical failure and has
among groups of ordinary immigrants. no Bennies, the Sewer Powers help him
by granting a free d4 Obscurement skill
This is the real story behind the migration of (which works exactly like Enlightenment).
the Fastfingers – the Great Secret explaining The new skill can be used immediately to
the Jademen’s presence in the north. reroll the critical failure, as if the character
had used a Bennie, Wild Die included.
The plan of the Enlightened One was
a success. The Jademen integrated into The acquisition of this skill is permanent
Jalizar’s society very well and the monks and the monk can use this taint on his soul
blended in with the craftsmen, common as he wants.
83
Magic
Obscurement can be raised by spending Vessel. By practicing for a long time with
a leveling option as normal or in another a single item, the monk has become ca-
way: whenever the character rolls another pable of achieving perfect concentration.
critical failure and has no Bennie, the dark Unfortunately, without the item the monk
forces offer to raise his Obscurement by can no longer use his Power. The Power is
one step and grant a free reroll. But this closely linked to a specific item (a weapon,
time there is a price: the hero’s Enlighten- a book, a tool, or something similar). So,
ment skill drops by one step. when casting the power while using the
item, the character can decide to roll on
When a character’s Enlightenment drops the most logical skill the item is linked to
below d4, the skill is lost and the hero (i.e. Fighting for a weapon, Knowledge
turns toward the path of evil, becoming an (Religion) for a holy book, Stealth for a
NPC in the hands of the GM, unless the cloak, and so on) rather than on Enlight-
GM decides differently (see sidebar). enment. Yet, the character cannot use this
power without the vessel. If the original
vessel is lost, a new one can be created or
Jalizaran found in 1 week/rank of the Power, spend-
ing 100 Moons/rank and/or completing a
Enlightenment specific quest.
Trappings
This paragraph suggests some new trappings
Enlightenment Trappings in Use
for the powers of the Enlightened Ones. In this section you can find some examples
of the new Enlightenment Trappings.
Breathing. Meditation and self-aware-
ness are crucial in the training of the En- Banish (Staff of the Seven Whispers). By
lightened Ones. Both can be achieved by wielding the whispering staff carved by his
breathing rhythmically, which allows the old master, a monk can make it whistle in
monk to become calm and focused and to such a high-pitched tone that it breaks the
fully express his potential. A Power with link a demon has with the physical world.
this trapping has its maintenance cost In game terms, the monk can use the ban-
halved (so a power with a maintenance ish power rolling against Fighting rather
cost of 1/round become 1/two rounds). than Enlightenment. However, if, for
However, as it is difficult to maintain, any whatever reason, he loses the ancient relic,
check to avoid disruption is done at -2. he cannot use this power until he builds or
finds a suitable replacement.
Inconspicuous. For Jalizaran monks it
is very important to be unnoticed. This Boost/Lower Trait (Breath of the Deep
is why many of them strive to make their Mountain). By breathing slowly and
powers as inconspicuous as they can, as- rhythmically, a monk can tap into the in-
cribing incredible feats to sheer luck, co- credible resources of his body and soul,
incidence, or nothing at all. A Power with greatly enhancing his skills. In this way,
an inconspicuous trapping is detected as he can maintain his focus longer (halves
a supernatural event only if the witnesses the maintenance cost), but the process
win an opposed roll between the monk’s requires continuous attention (-2 to any
Enlightenment and their Notice. check to avoid disruption).
84
New Power
Deflection (Minimal Dodge). The monk a Wound, caused by the vicious creature
using this power is capable of avoiding sucking life away from his lungs. During
incoming blows. His movements are fast any round in which the Living Smoke
and brief, almost invisible, but always pre- manages to inflict at least one Wound,
cise enough to get out of harm’s way. The place a counter upon it. Each counter ex-
opponent needs a Notice roll opposed to tends its duration by a round. When the
the monk’s Enlightenment to detect the basic length of the Power plus the bonus
actual use of a supernatural power. rounds expire, the creature dies.
85
Gear
Gear
This chapter describes additional equip- able in other lands of the Dominions too,
ment typical of the City of Thieves. At the but their price is increased by 50% else-
GM’s discretion, these items can be avail- where.
86
Ranged Weapons Table
Type Rng Dmg Cost Wt Str Notes
Manticore Sting 4/8/1 6 Str+d4 100/3 - d4 Rare, see notes
+1 Throwing, -2
Throwing Dagger 3/6/12 Str+d4 200 1 d4
Fighting Rolls
Armor Table
Type Armor Weight Cost Notes
Cloak 0 - 50 See notes
Fine Cloak 0 - 500 +1 Charisma, Rare
Thief ’s Cloak 0 2 200 See notes, Rare
Hidden Pouches - - +25% See notes
Weighted Cloak - 4 +100% See notes, Rare
Vehicles Table
87
Gear
88
Weapon Descriptions
89
Gear
90
Mundane Items Descriptions
Assassin’s Scabbard. This dagger scab- Disguise Kit. The basic clothes, wigs, and
bard is worn on the forearm, usually con- makeup to improvise a disguise without
cealed under one’s cloak or a sturdy bracer. any penalty to the roll to prepare it.
With a simple movement, the user can
swiftly unsheathe the dagger (as per the Advanced Disguise Kit. An advanced
Quick Draw Edge). Notice rolls to find a disguise kit includes clothes, assorted
dagger in an Assassin’s Scabbard suffer -2. prosthetics, Lotus-based make up, and
similar equipment. Gathering a wide col-
Beggar’s Trick. Do you really think that lection of such disparate tools and props is
all the cripples you see in the streets are usually a lifelong task but grants +2 to any
the real thing? Absolutely not! Many of roll to prepare a disguise.
them simply hide a portion of their arm or
leg under their clothes and keep it in place Incense Orb. An empty crystal or glass
with a piece of rope or similar contraption. orb. Through complex alchemical rites,
These crude devices are collectively called Lotusmasters can trap Lotus powers
Beggar’s Tricks. Each costs 5 Moons (but within an orb for later use (see the Incense
can be found for free among the garbage Tradition Edge on page 73). The Orb is
in half an hour and by making a Street- totally sealed and the smoke filters in and
91
Gear
Card Effect
Disaster! If the card drawn is black, the goods have been irremediably dam-
aged during transportation (eaten by insects, broken, etc.). If it is red, the goods
2
have been stolen (which can lead to an interesting side adventure). The Capital
invested is lost.
Bad Business. The goods have lost some of their value. It might be because the
heroes have imported wool in the hot season or wine in a period when alcohol
3-4 is banned. Whatever the situation, if the card is black, the heroes can sell their
wares and recover 50% of their Capital; if it is red, they can recover up to 75%
but only after one month.
Break Even. The heroes recover their Capital but don’t make any profit. If the
card is red, their presence at the market allows them to buy a Rare item at half
5-7 price; if it is black, someone (the Thieves’ Guild, the Copper Helms or another
group) asks for a share of their profits (15%). Refusing can have dire conse-
quences…
Profitable Transaction. The goods are sold at a good price. The heroes recover
their Capital and make a 50% profit. If the card is red, the party members will
8-10 be able to find an additional Rare item the next time they are looking for one. If
it is black, their presence at the market isn’t well received and they cannot find
any Rare items the next time they are looking for one.
Good Transaction. The goods sell well. The heroes recover their capital plus
J-Q
75%.
Excellent Deal! The sale is incredibly successful and the heroes end up with
all their capital plus 150% profit! If the card is red, they also make a name for
K-A themselves as good merchants, which grants them one use of the Connections
(merchants) Edge. If the card is black, their presence angers the competition,
causing -2 Charisma for a month when dealing with any Jalizaran merchant.
Deal of a Lifetime! For some reason, the heroes’ business is so good that they re-
cover all their Capital and, on top, they gain the Rich Edge (multiply Savings ac-
Joker cordingly) for 2d6 months. If the card is red, they also receive +2 Charisma when
dealing with merchants; if it is black, however, they have stepped on someone’s toes
and made themselves an Enemy (Major) for the next adventure.
92
Animals and Tack Descriptions
Animals
and Tack
Descriptions
Gemthief. These very intelligent crows
are quite small but gifted with great, al-
most humanlike cunning. Gemthieves
have a fascination for gems and shiny
baubles. This is why thieves and burglars
patiently train them, so that they can fly
into well-protected places and fetch valu-
able objects.
93
Setting Rules
Setting Rules
This chapter lists the Setting Rules recom- underestimate you, which results in greater
mended for Jalizar. The GM is free to ap- chances of catching opponents off guard.
ply them also outside the City of Thieves. This means that surprise rolls are made
with a -2 penalty when the opponent has
a Mutilation (real or fake) of some sort, be-
cause nobody expects such a wreck to react.
Contacts
No man is an island. Especially in an ur-
ban environment like Jalizar, heroes tend
to develop a network of friends, patrons,
Life as a Thief
helpers, loyal customers, and so on. In Since Jalizar is the City of Thieves, the he-
game terms, any hero who was born or has roes will often find themselves involved in
spent enough time in the City of Thieves some criminal business. This chapter pro-
(i.e. who has gained at least a whole Rank vides situational rules to handle some of
in Jalizar) can count on one Contact. This the most common stealthy activities, with
works exactly like the Connections Edge, minor tweaks to the main rules. You can
but the character must spend a Bennie to also use these rules as inspiration for other
resort to his contact and can do so only similar actions.
once per session.
94
Life as a Thief
approach and a suitable skill and the GM can As a rule of thumb, any item bigger than
approve or refuse it. a dagger will automatically be spotted un-
less it is cleverly disguised (for example, a
Once the approach and the skill have been long sword disguised as a walking stick).
decided, the beggar rolls once for each pe- Finding a concealed item requires an op-
riod of time (usually 4 hours) spent asking posed roll between the searcher’s Notice
for money, adding the modifiers listed below. and the hero’s Stealth. If the searcher wins
the roll, the item is found.
If she scores a success, after the period of
time she gains a number of Moons equiv- Certain items like Hidden Pouches or As-
alent to the number scored. If she scores sassin’s Scabbards grant a +2 bonus to the
a raise, she collects the same amount plus hero’s roll (see Gear chapter).
either an item worth 1d6x5 Moons or a
useful piece of gossip (player’s decision). Clever players can increase their chances
With two raises, she gets the basic money, with good roleplaying. After all, many
plus the item and piece of gossip. guards might get distracted when looking
for weapons on a smiling, curvy woman,
If the beggar rolls a 1 on the Skill die, she and surely nobody wants to put their
is disturbed in some way, for instance by hands all over a dirty beggar. In these cas-
the Beggars’ Guild’s collectors or by a ri- es, good roleplaying grants a bonus rang-
val beggar. She gains no money and must ing from +1 to +4.
deal with the nuisanceWith a critical fail-
ure the situation is even worse: the beggar
enrages someone who reacts badly. The
Disguise
beggar suffers 2d6 damage and (GM’s de- The heroes often have to disguise them-
cision) must face combat or flee. selves. This means something more elabo-
rate than simply putting on a black cloak
Begging Modifiers Table and joining the evil cultists’ procession.
Many beggars also use basic disguise tech-
niques to fake horrible mutilations and
Mod. Condition scars, in order to look more pitiable and
Poor Hindrance (or look- collect more alms.
+1
ing poor).
For each visible Mutila- Disguising is handled in two steps. Prepa-
+1 ration involves putting on the right clothes
tion, real or fake
+1 Young Hindrance and make-up and studying the appropri-
ate mannerisms, while Interpretation re-
Brawny Edge or Obese fers to when the disguise is actually used
-2
Hindrance
to interact with other people.
Well-dressed and/or
-1 to -4
armed/armored Preparation. Putting on the disguise and
practicing the mannerisms is handled
with a Smarts roll and requires some basic
Concealing Items equipment (suitable clothes and makeup).
Heroes wanting to enter guarded places If the roll is successful, the hero has +1 in
while carrying weapons will be searched. the subsequent Interpretation rolls (see
95
Setting Rules
96
Life as a Thief
Having one or more partners in a pick- Shadowing sequences have a fixed dura-
pocketing attempt is very useful. Any tion decided by the GM, just like Chas-
partner actively distracting the target (for es: Standard (5 rounds) or Extended (10
example a pretty girl flirting with the vic- rounds). These rounds can last any amount
tim) is entitled to a Persuasion roll. For of time, depending on the situation, and
each success and raise, the thief receives each represents a potential occasion for
+1 to his Stealth roll. the shadower to be discovered.
Many pickpockets pretend to be muti- Give the shadower three Shadowing To-
lated (a missing arm is the most common kens, while the victim starts with no To-
trick) to look inconspicuous, so a Beggar’s ken. Then, each shadowing round an op-
Trick (see Gear) grants +1 to Stealth rolls posed roll is made between the shadower’s
to pick someone’s pockets. Stealth and the victim’s Notice. The win-
ner of the roll takes a Shadowing Token
from his opponent for each success and
Shadowing any raise.
Finding out what some evil cultists are
planning or where a kidnapped girl is held If the shadower is left with no tokens, he
prisoner requires stealthily following vil- is discovered. Depending on the situation,
lains to their hideouts. This is called Shad- the victim can flee (turning the scene into a
owing and is handled with the following Chase), set an ambush, or behave in the way
rules. the GM considers the most appropriate.
97
Setting Rules
If, at the end of the last Shadowing round, gain any Tokens during the current round
the shadower still has Tokens, he has (but can lose them).
managed to stealthily follow the victim to
his destination. Group Shadowing. Groups of people can
shadow individuals or other groups. This is
Adding Complications. Optionally, each
handled exactly as above, with cooperative
character involved in the Shadowing can
be handed an Action Card. If it is Club, a rolls: both the shadowers and the victims
Complication occurs. Use the Complica- choose a leading character and the others
tions Table from Savage Worlds core rules help him with their rolls. Yet, any helper
replacing “chase” with “shadowing”. In failing the roll causes the leader’s Stealth
case of Distraction, the character cannot roll to be made at -1.
98
Life as a Thief
Hands-On Approach. A safer approach Whenever a Repair roll is failed while dis-
to crossing a chasm using a rope is to arming a trap, the trap is triggered.
hang from it and move using your arms. It
works exactly as above, but the hero rolls The Treasure Hunter or Thief Edges grant
on Strength and moves at a quarter of his +2 to Repair rolls to disarming traps.
99
Game
Master’s
Guide
Game Mastering Jalizar
The first thing the Game Master must de- Whatever you choose, be sure to clearly
cide when running a campaign in Jalizar is state your intentions to the players before
what importance the City of Thieves has the campaign starts, as this information
in the story. will influence the types of heroes the play-
ers will want to play. An attractive, cun-
The Flower of the North is big and de- ning she-thief can be a very good charac-
tailed enough to be a self-sufficient set- ter in a Jalizar-based campaign, but would
ting, and you can easily plan an entire set be rather useless in a wilderness-based
of stories in its dark alleys, without both- series of stories.
ering with the rest of the Dominions. It
is a perfectly good choice, if you want an You should also consider allowing Ad-
urban sword and sorcery game. vancement Substitutions (see below).
102
Campaign Types
103
Game Mastering Jalizar
104
Campaign Themes
105
Game Mastering Jalizar
106
Campaign Themes
107
Game Mastering Jalizar
108
Campaign Themes
109
Game Mastering Jalizar
110
Tweaking the Setting
111
Game Mastering Jalizar
112
Tweaking the Setting
113
Secrets of Jalizar
Secrets of Jalizar
The Secret
History of
The design philosophy behind Beasts and
Barbarians is that the setting presents the
Jalizar
GM with mysteries and questions but no The following section is a faithful account
definite answers. Some of the answers can of the history of Jalizar, which uncovers
be guessed by reading between the lines, many of its mysteries.
the others are left entirely up to you.
The information below represents the “de- Then, with the fall of the Dread Star, ev-
fault answers” to questions about Jalizar, to erything changed. The great earthquakes
be used when the GM cannot find a more that shook the land were nothing in com-
creative and personal solution to one of parison to the cataclysms that occurred
the mysteries of the city. along the sea floor.
114
The Secret History of Jalizar
And this stirred the Jamhans. In the end, they found an abandoned hu-
man city, Anenda, on the shores of the sea.
An ancient race from the cold waters of It had a sewer network connected to the
the Drowned King Sea, these strange sea, and this proved to be a perfect new
part human/part fish creatures lived in home – warm, reeking, and damp.
the great underwater city of Jamhra.
They worshipped their immortal ances- Once in the sewers, the exhausted survi-
tors, creatures of titanic size and strength, vors fell into a lethargic state, a feature of
called Father and Mother. Occasionally, their race, and slept unseen under the de-
the Jamhans attacked the primitive ships serted city for dozens of years.
and barges of the humans. With their
hypnotic voices, they lured mariners, cap-
tured them, and used them as sacrifices A Haunted City
in unholy rituals. Men feared the waters
where the Jamhans were said to live and When the Jamhans awoke, they were in-
avoided them. credibly hungry. The sea was still in tur-
moil, so an alternative to their traditional
Jamhra was almost destroyed by the source of food, fish, had to be found. De-
quakes and most of its dwellers died. The spite being a sea race, they were partially
few who escaped moved south looking for amphibians. Yet, they could not remain
food and shelter. outside the water for long to hunt game
115
Secrets of Jalizar
116
The Secret History of Jalizar
The Larder of
the Jamhans The Manticore
The legends about Jall the Cattle Steal-
When Jall and his men arrived in Anenda, er fighting the dreadful Manticore are
they settled down, completely unaware of true. This hideous monster was created
the hungry eyes spying on them. Despite by the Jamhans as their pet and blood-
their appetite, the Jamhans didn’t attack hound. When Jall and his band finally
them immediately (with a noticeable ex- reached Anenda, the Jamhans kept the
ception, see the Manticore sidebar). They creature in the Sewers so as not to scare
the newcomers. Yet, the Manticore’s
had used so much of their energy to sum-
strength was so great that it escaped
mon the humans, and thought it a waste and reached the surface, where Jall and
to eat them all at once. Instead, they al- his men fought it and defeated it. The
lowed the new colonists to prosper; only monstrosity then fled back to the Sew-
when they could not bear their hunger any ers to nurse its wounds and wallow in
longer would they lure someone into the rage. The Jamhans tried to recapture it
Sewers to be devoured. but failed... The Manticore can be a free
agent of great power in your games.
With the passing of time, they discovered
that what they really needed wasn’t human
flesh but rather the souls of their victims. problem. With their new powers they
With each soul they consumed their pow- were able to create legions of non-human
ers grew strong, while their bodies became minions, which they used as agents in
bloated and shapeless. Yet, this wasn’t a the upper city and as slaves to protect the
117
Secrets of Jalizar
118
The Secret History of Jalizar
stones could be used to rebuild the Flower Guided by the smell of evil, like hounds
of the North. by the scent of blood, they arrived in the
City of Thieves with a precise plan: enter-
The stones of the now empty Cairns were ing the Sewers and making a pact with the
homes to the orphan spirits of the past Jamhans. But they could not do it alone,
Cairnlords, which cried in loneliness and because the Sewers were too dangerous
howled with their empty voices, inaudible even for them. So, they contacted the As-
to any man. sassins’ Guild, whose leaders showed great
interest in their plan, and a chosen group
But the Jamhans could hear them from the of hired killers was sent with them to the
dark Sewers, and were delighted. When Sewers.
the stones were brought to the city, they
devoured the spirits trapped within them. Their journey through the dark tunnels
With each soul devoured their power be- was terrible but, in the end, they found
came greater and their bodies weaker. the Jamhans and offered to serve them.
The reaction of the evil beings was one of
Their final act was the murder of Zobar curiosity and amazement. Ever since their
Brickhead, the king who had made the arrival in Jalizar, no member of what they
city walls even stronger. His blood and considered their herd had ever had the
brains, smeared on the stone paving of idea, or the courage, to come looking for
Jalizar, made the Jamhans lurking in the them and even to offer them a deal!
Sewers drunk with power.
The Jamhans have a playful disposition,
From then on, their need for human flesh so they decided to put the humans to the
subsided, but their appetite for souls knew test. They said they would make a deal only
no bounds. with the ones capable of bringing them
the greatest sacrifice. The Assassins and
the sorcerers were surprised, but two of
Shade them – Shade of the Assassins and Rakon,
the eldest of the sorcerers – had no hesita-
In the following years, the Jamhans be- tion. They butchered their companions on
came bolder. Murders, mysterious disap- the spot, thus earning the Jamhans’ trust.
pearances, and other strange occurrences
became fairly common, but the Jalizarans So, the pact was sealed. Shade and Rakon
learned to ignore them and to pretend ev- received the blessing of the Sewers Lords,
erything was going well. gaining incredible powers and a prolonged
lifespan.
The evil from the Sewers reverberated in
the air like heat and news of it spread like Shade came to power and, during his
wildfire. All over the Dominions, enslaved reign, the Jamhans extended their influ-
demons whispered in their human mas- ence over most of Jalizar and received
ters’ ears of the great power rising in the yearly sacrifices of young men and women.
North.
The nightmare ended with a natural disas-
The first to come were six brothers, wick- ter, the great flood of 1501 AF. For some
ed sorcerers from the Iron Mountains. unknown reason, the Jamhans now want-
119
Secrets of Jalizar
Rakon still haunts the bogs south of Jali- In the meantime, the priests of the Smith
zar as the Hooded Boatman, always look- God were not idle. They searched the city,
ing for a way to retrieve his soul from the asked questions, found ancient books, and
Sewers. The spell he used to escape now soon realized that the evil must come from
prevents him from entering Jalizar again, the Sewers. In the end, they managed to
so he hopes to meet someone ready to discover the enormity of what lurked un-
perform this daring task. However, so far der the city and found a way, if not to de-
he has found no volunteers willing to risk stroy it, at least to severely limit its power
their lives. (see the Sigils Sidebar).
120
The Secret History of Jalizar
121
Secrets of Jalizar
122
The Secret History of Jalizar
was a security measure to avoid defeat, hidden among the humble workers, soon
should one of the Elders be captured and located the Sigils, restored the ones that
forced to speak. had been defiled by the Servants of the
Sewers, and generally started a contain-
He also warned the Elders not to tell the other ment plan to curb the Jamhans’ influence.
monks about the true purpose of their mission:
you cannot speak of what you don’t know.
The Valk Wars
The Elders deemed the words of their master
wise, bowed, and left the City of Clouds forever. The Valk invasion of Zandor was launched
in 2450 AF. In 2452 AF, Ornestan I, gover-
Then, the Jademen moved north and nor of Zandor, declared the independence of
settled in the City of Thieves. The monks, Zandor (and Jalizar) from the Iron Empire,
123
Secrets of Jalizar
124
Factions of Jalizar
Nobody knows the real intentions of the her thirties, the princess is known for her
Legatus and of the Alchemists, but for now scandalous behavior and in particular for
they seem to support the Ragamuffin King. her familiarity with the Courtesans’ Guild.
With the same expensive tastes as her
Armangas. The oldest son of the Raga- brother Juros, Monya likes being indepen-
muffin King, he was a true prince: proud, dent and can count on several very gener-
strong, and valiant. If he had become king, ous lovers. It is also widely known that she
Jalizar would have experienced a new sells herself in the Temple of the Divine
golden age. He disappeared during the Couple and that she is a personal friend of
Beggars Revolt and was believed to be Yakzama, the Pale Lady (see below). Some
dead, but he is actually still alive (see the say she is actually a follower of the strange
Children of Hunger below). southern goddess Etu, but most people
think she is just a lustful woman.
Juros. The second son of Timorias, he is
handsome but full of pride and vanity. He Ranikos. Timorias’s youngest son, Ra-
will come to the throne when Timorias nikos was a free spirit who didn’t accept
dies, so he is spoilt and pampered by the the social conventions of life at court, so
powerful House Talum, which pays his he ran away from the City of Thieves ten
bills and looks after his court in the Kings’ years ago. He forsook his privileges and
Tower. In exchange, he backs House Ta- even his name. Nobody knows where Ra-
lum’s interests in the King’s Council. nikos is today, but some say he eventually
became the captain of a powerful merce-
Monya. Many good and bad things can nary company that fights in the southern
be said about Monya. A pretty woman in dominions.
125
Secrets of Jalizar
The Old Guilds with the Thieves’ Guild after the Beg-
Thieves’ Guild. The Thieves’ Guild is an old, gars Revolt. The current Guild Master is
powerful guild which also rules over two mi- Bokhan the Wise. An old, sheepish man
nor guilds, the Beggars’ Guild and the Cour- with a penchant for young boys, Bokhan
tesans’ Guild. The current Thieves’ Guild lives in fear of being killed by some evil
Master is Jutarkos Six Fingers, former chief magic evoked by the Children of Hunger.
of a small criminal band, who came to power To feel protected, he has hired a myste-
a couple of years ago thanks to a short but rious character, Jizro, who is said to be a
very intense bloodbath. Jutarkos is forty, has Sewer Warlock. Jizro is becoming richer
a plain face, and is known for his calm man- and richer, and is gradually taking control
ners, which are somewhat frightening, as he of the Guild, a fact that Jutarkos Six Fin-
can order an assassination without showing gers really doesn’t like.
any emotion. He owes his nickname to the
sixth finger on his right hand. Jutarkos is ob- Courtesans’ Guild. The Courtesans’
sessed with Marzul’s treasure (see page 62) Guild is one of the oldest organizations in
and would do anything to retrieve it. Jalizar. It controls almost all the brothels,
bawdy houses, and other similar places
Beggars’ Guild. This name refers to the in the City of Thieves. The Courtesans
Fat Beggars, the faction which remained are mostly women and often collaborate
126
Factions of Jalizar
with the Thieves’ Guild, which provides however seems immune to her charm, but
protection, bouncers, and ruffians to the the same cannot be said about his coun-
brothels, in exchange for a major share selor, Jizro the Warlock.
of their earnings. It seems unfair but this
agreement has worked well for centuries. Assassins’ Guild. After witnessing the
However, all things might change soon, death of King Shade and the cruel re-
because the Courtesans are now led by pression against them, the Assassins have
Yakzama the Pale Lady. learned their lesson well and have rebuilt
their Guild afresh on the ashes of the first
A woman of great charm, Yakzama is a cu- one. Today, the Guild is extremely secre-
rious mix of Valk and Jalizaran blood, and tive and contacting an assassin, a true
she is said to be the daughter of a Valk war member of the guild, isn’t easy. The current
chief and a princess of southern Zandor. Guild Master, Norkot, is so paranoid that
Yakzama is a cunning politician and wants no one has actually seen his face. On of-
the courtesans to be free of the Thieves’ ficial occasions, like the Guild assembly or
Guild’s control, so she has contacted the occasional meetings with the Thieves and
Thieves’ chief enemies: the Jan Tong and Beggars’ Guild Masters, he wears a hood
the Children of Hunger. She has also tried and speaks in a muffled voice. Many won-
to seduce the Beggars’ Guild Master, who der if he is a man or a woman and some
127
Secrets of Jalizar
Heroic NPC:
Mardoan Fallioch, “The Impossible Man”
Appearance: Mardoan is an average-looking man in his early forties, with brown hair and a
sardonic, devious smile.
Roleplaying: Mardoan is a master of infiltrating his targets’ strongholds and relieving them
of whatever wealth or worthwhile items they possess. A confident master of disguise, Mardoan
moves among the wealthy merchants as easily as the masses of Jalizar. He only robs from the
wealthy merchants of the city, redistributing the wealth as he sees fit. He has never backed down
from a challenging theft and is the one of the most successful thieves in Jalizar, never having
been caught. His true identity remains a closely guarded secret; as “the Impossible Man” – a nom
de guerre he created to facilitate his status as a folk hero - he is one of the most hunted thieves
in the city, both by the merchants from whom he steals and from the Thieves’ Guild to whom he
neither belongs nor pays tribute, enjoying his Whitemouse status! He is not afraid to run from a
fight in order to live to steal and fight another day, and he is fast enough to get away!
Personality: A master at hiding his thoughts and emotions, Mardoan is always on his guard
and looking for his next mark. He uses his skills to make many friends in the community under
his various guises, all in the service of increasing his reputation. He has an almost supernatural
sense of awareness that has often saved him from capture or death on his missions.
Motivation: His goal is to gain the backing of the masses so that when he reveals himself he may
secure his rightful place as a ruling noble in Jalizar and bring the city back to its rightful power
and status.
Background: Mardoan is the son of Keown Fallioch, formerly one of the richest nobles in
Jalizar, prior to the siege of Jalizar in 2464. His father was killed in the siege and his mother
had her infant son smuggled from their estate during the final days of the siege, along with the
House Fallioch signet ring. All assumed that there were no survivors of the family after the siege.
Mardoan grew up on the streets, knowing his heritage and raised by a loyal House Fallioch re-
tainer and beggar monk, Jaevin, from whom he learned much about the art of deception. Today,
he works in secret, furthering his reputation as a thief and increasing his mystique as a hero of
the people. He typically fights with his tiger claws and whatever weapons he has at hand. Soon
he will have sufficient backing and contacts to make his move. He uses his signet ring to disarm
magical traps and to avoid detection by scrying.
Attributes: Agility d12, Strength d6, Smarts d10, Spirit d8, Vigor d6
Skills: Climbing d8+2, Fighting d8, Intimidation d6, Knowledge
( Jalizar) d8, Lockpicking d12+2, Notice d12+2, Persuasion d6, Stealth
d12+2, Streetwise d8, Taunt d6, Throwing d6
Charisma: +1; Pace: 8; Parry: 8; Toughness: 6 (1)
Hindrances: Code of Honor, Wanted (Minor - Powerful City Merchants),
Wanted (Minor - Thieves’ Guilds)
Edges: Acrobat, Alertness, Connections (various merchant/criminal/fences), Danger Sense,
Distract, Fallen Noble (heirloom - House Fallioch signet ring), Fleet-Footed, Harder to Kill,
Improved Dodge, Improved Level Headed, Improvisational Fighter, Lowlife, Martial Artist,
Master (Notice), Strong Willed, Thief, Treasure Hunter, Watch Your Back!
Gear: Light Armor Shirt and Bracers (+1), 6Throwing Daggers (Range: 3/6/12; Damage:
Str+d4), House Fallioch signet ring (detect/conceal arcana, dispel – Arcane Skill d6, 5 Power
Points), ghost paint (see Body Paint Beasts and Barbarians freebie ) , lockpicks, silk rope, tiger’s
claws (+1 to unarmed damage, +2 Climbing)
Special Abilities:
*Dark Alley Lord: When in Jalizar, Mardoan Fallioch has his Wild Die increased by one step
on Streetwise (to d8) and Notice (to d12) rolls.
128
Factions of Jalizar
The Three Elders are: Pao Lhin. The oldest of the Three Elders,
this woman, who runs a candle making
Dai Lomen. The pleasant owner of a shop with her daughters and granddaugh-
Lotus smoking den. Under layers of fat ters, was surely the most Enlightened indi-
and a raucous voice, Dai Lomen hides a vidual in the Jademen community. This was
deep knowledge of the ancient secrets of before she was seduced by the Jamhans.
the Lhoban monks and has not forgotten It took the Sewer Masters thirty years to
why the Jademen are in Jalizar: to fight the seduce her, but in the end they managed
Jamhans. He and his men try to act as me- to lead her along the path of Obscure-
diators between Mang Do and Pao Lhin. ment, and now Pao Lhin is one of their
129
Secrets of Jalizar
most faithful servants. Unfortunately, no simply guard the gates and walls, maintain
one, not even her lieutenants and the oth- order in the streets, and collect fees.
er two Elders, knows of her betrayal, and
she pretends still to be protecting the Si- Of course, this doesn’t mean they are hon-
gils entrusted to her, although they were est. The Copper Helms make their living
destroyed years ago. Pao Lhin has secretly by collecting bribes from merchants, smug-
created the Black Tong (see sidebar) with glers, and criminals, and they are more than
a precise goal: she wants to persuade the ready to turn a blind eye when necessary.
other Elders to reveal the location of the
Sigils they protect, with the excuse of orga- The Commander of the Copper Helms is
nizing a common defense. As soon as she Lord Hugo Stone Head, a heavy man in
finds out, she will destroy the remaining his late fifties, who has earned his nickname
Sigils and finally release her new masters. (never to be used in his presence) because of
his perfectly round, bald head. Lord Hugo
used to be the commander of the Seagulls
The Copper Helms (the division of the Copper Helms assigned
to fighting pirates and sea smugglers) and
The City Watch of Jalizar has always been came to his current position through an
neutral in political matters, even during awesome military victory over the pirates
the Widowers’ War and the dark years of Shallows Village ten years ago. He loves
under King Shade. The Copper Helms his city and would like the King to be stron-
130
Factions of Jalizar
ger and the Guilds and Merchant Houses convinced him that her people were the
weaker. But he is a realistic man and has King’s most faithful subjects and desper-
adapted to his neutral role, pretending not to ately needed his help. Armangas knew that,
see the robberies of his men. should he ever inherit his father’s throne,
he would be a mere pawn in the hands of
Under him there are the various command- the Guilds and the Merchant Houses.
ers of Jalizar’s Towers: Othel the Walrus,
commander of the Seagulls (a grumpy and So he decided to make everyone believe he
impatient man), Rogarius the Fat, who is was dead and reappeared a few days later as
supposed to maintain order in Thousand the Prophet, the new leader of the Chil-
Chimneys but is actually in league with the dren of Hunger – his identity protected by
Thieves, and Xaber Tiomar, commander of a silver mask. In the following months he
the Falchion Tower, a very honest man but managed to send a message to his father,
too intransigent to be loved and respected who now knows that the Children of Hun-
by either his men or Jalizar’s commoners. ger are loyal servants of the crown and will
support him against the Guilds.
Lord Hugo knows that the City Watch is
now weak. So he is discretely looking for Nobody, except Mayma and the King,
independent agents, or even mercenaries, to knows the Prophet’s real identity, although
work on cases that the regular guardsmen, for some of the higher ranking Children, the
political or other reasons, cannot deal with… Questors, have suspicions.
131
The Streets of Jalizar
naming imagination. With this method, cation Description, and then another one
location names are created as follows: Lo- for the Location Type.
cation Description + Location Type, as in
Cursed Dice Alley, Lepers Square, Mad Naturally, the suggestions contained in
Poets’ Palace, and so on. Of course, you are this table are very generic, but they’ll give
you a good starting point. When you cre-
free to modify the names generated in this
ate a name, you should also consider the
way and add more variety to them.
district of Jalizar in which you will place it.
For instance, Butchers’ Alley is an appro-
Draw a card from the Action Deck to de- priate name for a street in the Shambles
termine the first part of the name, the Lo- but less so for one in posh Tallbridges.
Notes
Channel. Very common in Brass Lan-
Catwalk. They are common in Tallbridg- terns and Loom Houses. Replace with
es, less common in other areas. In these Square or Tower in other areas.
cases, use Alley or Crossroads.
Park. Common in rich districts. In other
Docks. In districts by the water only. Re- cases, use Fountain or Monument.
place with Alley or Square in other areas.
133
The Streets of Jalizar
This feature must fit in with the spirit of the Three – City of Darkness. The Jalizarans
story, enhancing and enriching it or provid- are used to living in constant semi-darkness.
ing the lead for an interesting diversion. The causes can be many: in certain alleys the
roofs are so close to each other that no light
Of course, we can’t describe all the pos- shines through, while other areas are regularly
sible features, but the list below provides shrouded in the smoke rising from the many
several ideas. chimneys of the City of Thieves. Whatever
the reason, visibility is affected. If the card
If you are in a hurry, you can also draw drawn is red, the location is in poor light con-
a card from the Action Deck and apply ditions or in permanent Dim or Dark Light
the feature described directly. Some fea- conditions (optionally, the GM can decide it
tures are quite rule-intensive. So, to make is Pitch Black). If the card is black, the loca-
consultation easier, they are detailed in the tion instead is affected by one of the obnox-
Environmental Features chapter. ious fogs of Jalizar (see page 140).
134
Making Locations Memorable
135
The Streets of Jalizar
be involved (or must try to avoid getting tentionally (e.g. a tavern whose sign is so
involved) in the quarrel. faded it cannot be read).
Nine – Religious or Commercial Rele- Queen – The Road Above. This location
vance. The location is linked to one of the can be accessed only from high above the
two main businesses of the City of Thieves: streets or has something to do with Jali-
religion (if the card drawn is red) or com- zar’s roofs and chimneys, in the thieves’
merce (if it is black). In the first case, there lingo collectively called the Road Above.
can be a temple nearby, or the hideout of a Complete rules for walking the Road
secret sect, or simply the statue of an old, Above are found on page 142.
forgotten god. In the second case, there
can be a warehouse, a factory, or a meeting
King – Personality. An important per-
hall for merchants to discuss business.
sonality of Jalizar is linked to this place.
This feature could just add a touch of color
Ten – Historical Relevance. Jalizar has
or introduce a major twist in the scenario.
a rich history and this location features a
For example: Lord Talum’s favorite cour-
monument, a temple, or some other con-
tesan works in the brothel the party is vis-
struction of historical significance. It can
iting; Princess Monya is in a theatre where
be the statue of an ancient king, a cross-
a secret cult performs its unholy rites; or
roads famous for having been the scene of
the carriage of the Royal Food Taster is
a spectacular theft, and so on. The histori-
going down the very street where the he-
cal feature can simply provide some back-
roes are lying in ambush.
ground or it can hide something peculiar,
like a curse, a ghost haunting it, or a secret
treasure. Alternatively, the location can be Ace – Secret Passage. In Jalizar the
used by the Game Master to tell the players thieves are particularly stealthy and the
about a new aspect of the history of Jalizar. local history is full of murdering and
backstabbing. This is why sensible people
Jack – Labyrinth or Hidden Place. As a have built hidden passages in their houses,
peculiar local saying goes, the layout of Jali- so that they can come and go safely and
zar was devised by a drunkard, high on Lo- without being noticed. This location fea-
tus, while he was singing a lascivious song tures a secret passage of some type. It can
and kissing a courtesan. Many districts be related to the main plot or be just an
are intricate mazes and finding a specific incidental feature leading to an interesting
place can be difficult. In addition, in areas side story. For example, the heroes might
like Brass Lanterns, where channels can be find a hidden door leading to a hideout of
quickly opened or closed by moving barges, the Assassins’ Guild while they are shad-
it is easy to get lost. If the card drawn is owing a rich lady whose husband suspects
red, finding the location is problematic. In she wants to kill him. Would this lead to
gaming terms, the party must ask for direc- some major misunderstanding?
tions or make Streetwise rolls to get to their
destination. If they are involved in a Chase, Joker – Weird. This location has some-
either as pursuers or as pursued, they suffer thing very weird, such as a curse or hidden
-2 to Chase rolls. If the card is black, the monster or other creepy feature devised by
place is hidden, either intentionally (e.g. a the GM. Alternatively, two cards can be
shrine protected by a secret door) or unin- drawn and their results combined.
136
Citizens of Jalizar
137
The Streets of Jalizar
Table of SWD) and the third, optional one, personalities. Finally, decide who they are
will indicate the character’s allegiance. loyal to or roll a die for the entire group
(or several times if you want one or more
As for allegiance, some characters are traitors or rotten apples in the group).
naturally associated with a faction, so the
roll can be skipped. For instance, a thief Concepts by Districts. It is quite difficult
will be faithful to the Thieves’ Guild, while to meet a beggar in Tallbridges and almost
a Copper Helm has sworn to protect the impossible to find a noble in Rats Nest. So,
city and the King. But in a place as corrupt the table below assigns the lower numbers
as Jalizar, traitors are common and many to poorer characters and the higher numbers
characters have secret allegiances. to the more prominent members of society.
When you want a type of person that suits
Groups of Characters. The same system the district you are in, change the die you use
can be used to quickly generate groups for the first roll. Use d8 for very poor quar-
of similar characters. Simply roll once for ters, d12 for average ones, and roll a d10+10
the character concept, and once for each for the very exclusive areas. You can alter the
member of the group to determine their dice a bit to reflect slight differences.
138
Environmental Features
139
The Streets of Jalizar
the bogs or by being wounded by a weapon Rat Curse. It is a Long Term Chronic, Mi-
smeared with the Bogs’ mud. The Bogmen nor Debilitating disease, which causes the
believe that those affected are actually body to shake and the jaw to lock progres-
possessed by the spirits of people burned sively tighter. In terminal cases, the pressure
by the Jalizarans in the Bogs in the distant is so strong that the victim’s teeth shatter.
past. When a character catches this dis- This disease can be cured in three ways: by
ease, he is allowed a Spirit (-4) roll. In case scoring a raise on the Vigor roll made at the
of success, he gains the strange ability to start of the session, with the healing power,
cast the Summon Ally (Ancestor’s Ghost) or by finding the King of Rats and begging
Power, using Spirit as arcane skill and for mercy (see page 176).
with 5 Power Points. Oddly, only the sick
individual can see the ghost. The power Whiteplume Cough. This disease is carried
disappears when the disease is cured. by Jalizar’s pigeons, in particular by a vicious
airborne parasite which multiplies in the nests
Damsel’s Skin. This dangerous fungal par- of these birds. It is an Airborne, Short Term
asite exists only in the Sewers of Jalizar. It Debilitating disease, with persistent cough-
is an Induction illness (transmission occurs ing, which in extreme cases causes bleeding
when touching a person already affected by in the lungs. The roll to check for contagion is
it), and manifests itself as a thin layer of pink made only in indoor locations inhabited by a
fungus growing on the skin. It is considered great number of pigeons.
a Long Term, Debilitating disease but, in-
stead of being Fatigued, the victim loses a
die step both in Spirit and Smarts and gains Fogs
the Berserk Edge. If a 1 is rolled on the Vig-
or die, instead of being Incapacitated, the Jalizar is famous for its fogs and this location
victim also suffers the effects of the Delu- is a perfect example. Standard fog counts as
sion (paranoid visions - Major) Hindrance. Dim Light or Dark Light, depending on
how thick it is, but there are other, much
Greenbug. It is a Long Term Chronic, nastier types of fog, described below.
Major Debilitating disease, with green-
ish pustules, which are actually caused by Smuggler’s Lady. This foul-smelling fog
a fungus. It is particularly dangerous, be- coming from the sea is the smugglers and
cause it is undetectable. It devastates the thieves’ favorite. It muffles sounds causing an
body of the victim, but causes absolutely additional -2 to any sound based Notice rolls.
no pain. The disease works as usual, but no
penalty for Fatigued is applied, until the Bogs’ Fart. This putrid fog comes from the
victim is Incapacitated and then dies. Charred Bogs and is said to bring diseases.
Any hero standing in it for more than an
Mummy Rot. It is a Long Term Chronic, hour must make a Vigor (+2) roll or suffer a
Major Debilitating disease, akin to a very level of Fatigue for the remainder of the day.
aggressive form of leprosy. If the victim
rolls less than 1 on the Vigor roll, instead Sewer Fog. This very dangerous, and
of passing out, she must roll on the Inca- luckily rare, fog rises from the Sewers
pacitation Table to determine which body and can turn anyone inhaling it into a re-
part is affected. There is no chance of re- morseless killer. Any character standing
covering naturally from Mummy Rot. in it is considered as having the Berserker
140
Environmental Features
Edge. Under its effect, the most trivial Cushioning. Trash is usually squashy and
tavern brawl can degenerate into a bloody any character falling from a rooftop will
slaughter. Any character killing someone be happy to land on something soft. This
under the effect of the Sewers Fog must reduces the height of the fall by 2”/4”/6”
make a Spirit roll or permanently acquire respectively (see falling rules in SWD, page
the Bloodthirsty Hindrance. 88 and the Fast Falling sidebar on page
144). It also causes Diving (see below).
The piles can be used for one of the fol- Props. Garbage piles are perfect for find-
lowing purposes. ing useful objects. During combat, any
character standing within 1” of a pile can
Cover. Small piles of trash count as Light declare she has picked up a useful prop
cover, Medium piles as Medium cover, (such as rotten food, dirty rags, or some-
and Large ones as Heavy cover. thing equally disgusting) and she intends
141
The Streets of Jalizar
142
Environmental Features
The rolls can be cooperative (GM’s deci- Disaster: Fall! The character is going to
sion) if the players find a way to help each fall (but you can use the Cliffhanger rule,
other (for instance, using ropes, marking see sidebar)!
passages, encouraging comrades who are
scared of heights, and so on). Major Obstacle: A large flock of pigeons
or Ironbeak Crows
Now, check the result of the roll.
Minor Obstacle: A slippery edge or a
Critical Failure. The character falls. The gust of wind.
height of the fall is decided by the Game
Master, but we suggest using the Fast Distraction: A small chimney must be
Falling sidebar on page 144. avoided or a tile suddenly breaks under
the hero’s weight.
Failure. The hero is stuck in the current Step.
143
The Streets of Jalizar
Fast Falling
When you are in the heat of the game and the heroes are going to fall off a roof, wast-
ing time on calculating falls can spoil the gaming experience. To speed things up,
choose the height of the building the heroes are standing on as follows:
Cliffhanger! A classic scene in pulp stories sees the heroes desperately clinging to the
edge of a building or rock. Let’s be honest: killing heroes with a fall is no fun at all,
either for the players or for the Game Master. So, the Game Master can decide that
every time a Wild Card, Henchman, or Right Hand (both PC and NPC) is going
to fall, they are allowed an Agility roll to cling to the edge of a roof or crevasse. Then,
with a Strength (-4) roll, which can be cooperative, they can regain solid ground. Yes,
this rule isn’t realistic (Extras fall normally, after all), but it is much more fun.
a cloud of smoke: place a Medium Burst Steep Roofs. They are considered Diffi-
Template centered on the Chimney to rep- cult Ground. In addition, any time a char-
resent the cloud (consider it as Dim Light). acter rolls 1 on the skill die (regardless
of the Wild Die) while using an Agility-
Pigeon Spikes. It is common in Jalizar based skill, he slides 1d4” toward the edge
to put spikes along the edges of roofs to of the roof (which can cause him to fall).
prevent pigeons from alighting on them.
Pigeon Spikes are considered difficult Very Steep Roofs. Same as above, but the
ground and any character walking on them surface is so steep that moving requires a
must make an Agility roll or be Shaken. Climbing roll. In addition, any 1 rolled on
the skill die when using an Agility-based
Jumping over the Streets. Jalizar’s streets skill causes a fall!
tend to be narrow, and with some courage
a character can jump over them! As a gen-
eral rule, a narrow street is 1” wide, a me- Sewer Manholes
dium one is 2” wide, a rather broad street
is 3” wide, and one of the main avenues or Manholes are made of bronze and they are
a square is 4” wide or more. To keep things locked (as per an edict issued by one of the
fast, roll a d4 and use the number to de- past kings of Jalizar). A Lockpicking roll
termine the width of the street in combat or brute force are necessary to pry them
inches. The roll can ace (usually meaning open (Toughness 7). In addition, man-
the building overlooks a square). holes are places of great importance for
144
Traps
the worshippers of the Lords Below. Any isn’t always viable. Traps have different
character with the Sewer Sorcerer Edge purposes and this is exactly what you have
can try to draw energy from a manhole to determine when devising a trap to be
within 6” of him by making a Spirit (-2) included in a scene. Even when you are
roll. For each success and raise, he recovers looking for a random trap, its purpose
a Power Point. Each manhole can grant must be decided to fit your scenario.
up to 5 Power Points but, when they are
all drained, a month must pass before the Traps can be very different: lethal, inca-
manhole can be tapped into again. pacitate/block, alarm/spook and mark.
The Game Master can also decide that a Lethal. The most obvious type of trap is
manhole fills up with filth and floods the made to severely wound or dispatch en-
nearby area. Any character on the scene emies. If you find a lethal trap in the lo-
must make a Swimming or Strength (-2) cation you are exploring, you can be sure
roll every round for three rounds or suffer that the owner of the building isn’t going
3d6 damage per round. After this, the wa- to be of a friendly disposition.
ter subsides, but the area is reduced to Dif-
ficult Ground for at least an hour. Damage
to the environment and the buildings is Incapacitate/Block. Traps made to in-
determined by the Game Master. capacitate or block aren’t lethal, their goal
is to capture trespassers alive. A trap of
Manholes usually lead to the Sewers (see this type doesn’t automatically mean the
the Sewers of Jalizar chapter). owner of the device is an evil person. He
might just want to question the thieves
about their motivations or the identity of
the person who ordered the break in.
Traps Alarm/Spook. These aren’t traps in the
Jalizar is the City of Thieves and people do true sense of the word. The purpose of
their best to protect their homes from the an alarm is to alert the people living in
rapacious hands of burglars. Guards can the building. Note that not all alarms are
be bought or killed, magic is rare and dan- evident to everybody. The most dangerous
gerous, so what can a fat merchant do to ones are those which alert only the guards,
protect his ill-gotten money? The answer without alarming the thieves. Spooks are
is simple: he can set up traps. different: they are made to scare and to
convince the thieves to run away.
The following section will provide some
hints about how to design traps through Mark. Quite a rare type of trap, a mark
a three-step system. If you are in hurry, a doesn’t stop or prevent thieves from
simple trap generator is included. breaking an entry or committing a crime,
but it leaves something on them, so that
identification and tracking down are easi-
First Step: Purpose er. For example, a strongbox smeared with
Despite what you might think, not all a Lotus concoction which permanently
traps are lethal. Getting rid of dead bod- dyes the hands of whoever touches it is an
ies is no easy task, so killing all intruders excellent way to track down the culprit.
145
The Streets of Jalizar
146
Traps
147
The Streets of Jalizar
148
Relics of Jalizar
149
The Streets of Jalizar
5. Sewer Map. In the distant past, 7. Tattered Cloak. Very few people
someone drew maps of different parts would still wear this cloak, because
of the Sewers. Basically two types of it is dirty and foul-smelling and has
maps exist: targeted maps and sector been patched so many times that its
maps. A targeted map simply shows original color and shape are indistin-
the route to a specific location in the guishable. Indeed, anyone wearing
Sewers (usually marking the position it suffers -1 to Charisma. However,
of a treasure), while a sector map de- somehow its owner always manages
tails a portion of the Sewers, making to survive deadly attacks and it grants
it impossible for the heroes to get lost +1 to Soak rolls. Any successful Soak
in that particular area. The type of roll creates a new hole or stain on the
map is decided by the Game Master tattered cloak.
but, any time this treasure is found,
8. Iron Key. This rusty key bears the
secretly draw a card from the Action
engraving of a human face disfigured
Deck. If a club is dealt, the map is
by pustules. A Knowledge (Religion)
fake and it will lead the heroes to
or Common Knowledge (-4) roll
a dangerous place or give them
identifies the face as the symbol
completely wrong directions (-4
of Javalasta, a terrible foreign god-
to any orientation roll, see page
dess of pestilence. In Temples’ Road
159).
there is a small shrine dedicated to
6. Night Jewel. Princes and lords Javalasta. It has been locked for a
have spent fortunes to lay their decade or so and the rusty key opens
hands on this round dia- its door. The room within is so
mond, as black as the small it can barely contain
night and casting mes- the statue of the goddess.
merizing reflections. The statue hides a secret
But its magic is actually passage, with can be dis-
of another, much darker, type. If covered with a Notice (-2) roll. A
it is exposed to the direct light of flight of stairs leads to a few un-
the full moon, the Night Jewel derground rooms, which used to be
shows its real nature. It shatters the hideout of Faceless, a famous
and, in few seconds, an enormous Whitemouse thief known to be a
spider made of black crystal great master of disguises. The rooms
hatches from it! The creature and contain his enormous collection of
the owner of the gem make an costumes and props, which grant +4
opposed Spirit roll. If the spider to any roll to create disguises, and an
wins, it attacks the owner of the alchemic laboratory. At the Game
gem; if the owner wins, the crea- Master’s discretion, the place might
ture is under his control for the be protected by one or more deadly
entire night. The spider has the traps and has at least one other exit.
same stats as a Wild Card Giant
9. Shade’s Blade. Quite a number
Spider (see SWD, page 140), plus
of these weapons exist, including
the Construct Special Ability. It
curved bronze knives, short swords
can also become totally transpar-
and a single Manticore Blade. The
ent, which counts as the invisibil-
legend about them is always the
ity Power, cast with Sorcery d10
same: these weapons were used by
and 10 Power Points. At the end
the infamous King Shade in his As-
of the night, the creature returns
sassin days. Whatever the truth, the
to its owner and turns back into
reddish stains on the blades prove
the wonderful gem.
that these weapons have spilled a lot
150
Relics of Jalizar
of blood and still want more. They are still lies hidden somewhere, with all
as sharp as razors, dealing +2 damage, its treasures ready to be plundered…
but also vicious and untrustworthy.
12. Cat’s Paw. The Jalizarans are very
Every time the user rolls a 1 on the
fond of charms and, at first glance,
Fighting die, regardless of the Wild
this embalmed cat’s paw doesn’t look
Die, she cuts herself, suffering normal
any different from all the other amu-
weapon damage.
lets you can find for a few Moons in
10. Jangrila’s Ashes. Jangrila was one of Market Square. Yet, this item is truly
the first three Elders who led the Ja- magical, since the King of Rats bit
demen to Jalizar. When he died, his it off its greatest enemy, Zhubal, the
body was burned and his ashes care- King of Cats. The owner gains the
fully stored in an urn, to be sent back Harder to Kill Edge for a limited
to the City of Clouds, in Lhoban. number of times. When a charac-
However, they never left Jalizar, be- ter finds this relic, the Game Master
cause they were stolen, causing great secretly rolls a d10: the result is the
rage throughout the Jademen com- numbers of “lives” the Paw still con-
munity. The urn is sealed and whoever tains, with 10 to be read as zero. Each
opens it frees the spirit held within, use of the Edge consumes a life. In
which emerges in the shape of a cloud addition, the owner will never be at-
of smoke. Jangrila is a benevolent tacked by felines, unless he attacks
soul, but he will try to possess the them first. Alternatively, the Paw can
body of the nearest individual, win- be used to summon (no roll required)
ning an opposed roll between his own Zhubal, the King of Cats. Zhubal ap-
Spirit (d10) and the victim’s. The pos- pears after 1d6 rounds and will per-
sessed individual still has control over form a single task for the owner of the
his body and actions, but Jangrila can amulet, then the feline will take its
speak through his lips and can freely paw back. Determining the true na-
use his powers (just like an Ances- ture of the item requires a Knowledge
tor Ghost, with 30 Power Points). (Arcana or Religion or Legends and
The spirit disappears when his Power Lore) roll (-2). The use of the detect/
Points drop to zero. Returning the conceal arcana Power, instead, allows
urn intact to the Jademen ensures the character to automatically recog-
their gratitude. nize the magical nature of the item.
11. Moss-Covered Skull. This ancient
skull is covered with a thin layer of
some unknown type of Lotus moss. It
is a powerful item and a Lotusmaster
with the Incense Tradition Edge can
use the skull in place of a glass orb,
with 10 extra Power Points, which can
be used only with this Edge. But the
moss on the skull is dangerous and
anyone touching it for long periods
(more than one day) catches a moss
infection which lowers his Charisma
by 1 and causes the Anemic Hin-
drance. The infection goes away after
a month of not touching the skull. A
legend says that the skull was taken
from a lost underground city, which
151
Sewers of Jalizar
Sewers of Jalizar
Sooner or later, the heroes will head down The presence of water dramatically influ-
below the city, to explore and discover the ences the Sewers. The rain often floods
dark secrets buried under Jalizar. When the channels closer to the surface, creating
this happens, you, the Game Master, must blockages that that must be cleared quick-
be ready! ly, otherwise the streets will be invaded
by filth. In particular, the Cleaners fear
the Bottleneck Effect. This happens when
trash builds up, stopping the regular flow
The Sewers in of the water. When the buildup is cleared,
the mass of water is released, creating a
the Campaign wave which can be very dangerous for any
creature stuck in the Sewers.
Jalizar is mainly an urban setting. The
characters will fight, steal, and get drunk The tides instead affect the lower levels.
in the city in the purest Swords and Sor- The Sewers are directly connected with
cery spirit. But such a setting lacks the the sea, and certain channels are com-
thrill of exploration and of not knowing pletely submerged at high tide. Also, when
what is waiting for you a few yards away in the moon is in a specific position, known
the darkness. The Sewers are made exactly as the Moon of the Drowned Rat, sea-
for this purpose, to allow you to include water fills most of the lower levels of the
exploration and, why not, a little dungeon Sewers, turning them into a deadly trap
crawling in your stories. The Sewers are for any living being. Luckily these occur-
also home to the Jamhans, the cruel Lords rences can be predicted with accuracy.
Below.
Plants
Ecology Despite being underground, the Sewers
are full of vegetable life. Unusual mosses
Climate and fungi grow on the filthy walls, giving
a spooky luminescence to the dark tunnels.
The Sewers are an underground environ- Many of these fungi can cause diseases too.
ment with certain features that make for If a person or animal spends a long time
very peculiar climate conditions. First, the in the Sewers, greenish fungi will start
Sewers are noticeably warm. Water doesn’t growing on any portion of bare skin. The
freeze even in the coldest winters, and the Greenbug, as this condition is called, is not
constant rotting of organic matter con- painful but the fungi have pesky roots that
tributes to increasing the temperature. spread throughout the body and, in the
152
The Sewers in the Campaign
end, they are always deadly to their host. roots growing in their intestines and of
Another dangerous disease is caused by a two-legged fungal creatures lurking in
minuscule type of pink moss, called Dam- dark vaults, ready to attack and devour any
sel’s Skin. It is as infectious as the Green- trespassers.
bug but much more dangerous, causing
visions and mad incontrollable rage which
lead the victim to a violent death. For the Animals
effects of both, see page 140.
Many animals live in the tunnels under
Several types of Lotus can be found in Jalizar, and most of them are dangerous.
the Sewers, especially in the Rotguts (see Rodents, of any type and size, are abun-
sidebar on page 156). dant. The Cleaners have five different
names for the various mice and rats found
The abovementioned forms of vegetable in the Sewers, from the tiny, almost ami-
life are the most common in the Sewers. cable Honeymice to the larger rats like the
However, there are countless weird stories vicious Blackfurs and the disgusting Fur-
told by the Cleaners and by the few other less Rats, which spread horrible diseases.
individuals who have wandered below the There are also wild stories about giant rats
City of Thieves. They speak of corpses that can grow bigger than a man thanks to
brought back to un-life thanks to strange the disgusting food they eat.
153
Sewers of Jalizar
154
Sewers Levels
Here follows a description of the general The Emellan Sewers are far from deserted.
features of the various Sewers levels. Some Besides the Cleaners, they are the under-
locations of interest and/or scenario ideas ground den of thieves and host the secret
are also provided for each level. warehouses of many smugglers.
155
Sewers of Jalizar
156
Sewers Levels
157
Sewers of Jalizar
Tombs of the Kings. In Old Jalizar hans. The Fishmen’s shamans have pol-
there is a palace, recognizable by its ished it by constantly touching it with
doors made of polished alabaster, where their webbed hands. It is an artifact of
the Kings of Anenda lived and were tremendous power and allows anyone
buried when they died. Within its walls touching it to hear the voices of Mother
lies a treasure so large and magnificent and Father, the ancient gods of the Jam-
that it would make a man rich forever. hans now sleeping in sunken Jamhra.
The doors aren’t locked but so far no- Even the Lords Below fear this artifact,
body has managed to plunder it. The few but have never dared destroy it.
who tried never came out. The legends
say that only the true Child of the Man- Black Spring. The Sewer Sorcerers
ticore can claim this huge fortune for use the tainted water from the Sew-
himself. Treasure hunters and Syranthi- ers in their dark rituals. Sewer water is
an Sages have gone through every single powerful but its taint is due to natural
book contained in the libraries of Jalizar, causes, i.e. the garbage and rotten things
but none of them has been able to de- coming from Jalizar. Instead, the liquid
termine who the Child of the Manticore gushing out of this stone is as thick and
might be. black as old blood and a thousand times
more corrupt. Nobody knows what it
really is, or whether it comes from the
The Manticore’s Nest earth or is yet another evil weapon of
the Lords Below. The legends say that, if
The Manticore’s Nest is the deepest, oldest drunk regularly, the liquid of the Black
part of Jalizar. Directly connected with the Spring will keep a person young forever,
sea via underground channels, it used to but their soul will become ever more
be Anenda’s sewer network. It is made corrupted. This is probably the secret of
of solid stone and has a clear, functional King Shade’s and Rakon’s longevity.
design. It is called the Manticore’s Nest
because the legends say that, when it
was wounded by Jall the Cattle Stealer,
the Manticore took refuge in this part of
the Sewers. The Manticore doesn’t live
Exploring the
here anymore, but its Nest is inhabited
by even worse creatures: the Jamhans.
Sewers
Very few men have visited the Manti- Exploring the Sewers is probably one of
core’s Nest, except a few Servants of the the most interesting and dangerous parts
Sewers who proved their great faith and of your adventures, but it must be an ex-
were rewarded with a chance to see the ceptional activity, not just a quick fix for
real faces of their masters. None of them a gaming session you have had no time to
came out sane. prepare for. Try to emphasize this partic-
ular point: the Jalizarans fear the Sewers
Fishmen’s Altar. There is an altar in because they are largely unexplored and
a large, half-flooded room deep in the very few people would visit them unless
Manticore’s Nest. It was built from forced to do so. Try to convey this feel-
a piece of black coral and came from ing to your players by introducing NPCs
Jamhra, the ancestral city of the Jam- who tell the party about the rumors, sto-
158
Exploring the Sewers
ries and legends concerning what lies un- When you run an adventure in the Sew-
der the City of Thieves. The descriptions ers, we strongly suggest using one of the
and hooks of the Sewer Levels above can mapless approaches described in Beasts
give you some ideas to invent stories and and Barbarians Golden Edition. Some lo-
urban legends that will scare your players cations, connected via an indefinite num-
and, remember, not all of them necessar- ber of dark tunnels and passages (especial-
ily have to be false… ly if you use the Getting Lost rule), allow
you to create very compelling encounters
without having to waste time drawing
Mapless Approach complex maps.
159
Sewers of Jalizar
der forever in darkness, till you go mad or can Ace and, if this happens a couple of
starve to death. times, the heroes might well start think-
ing they are doomed to die in this filthy
Obviously, the following rules must be place…
used only when appropriate for your nar-
ration. If the players lose their way EV- Getting lost can also lead to interesting
ERY time they descend into the Sewers, locations and/or situations. For each time
they are likely to become frustrated. interval, draw a card from the Action
Deck. If you are using an abstract system,
If you are using the Abstract Navigation you can apply the location/encounter you
System detailed in the Golden Edition, have already devised (or you can design
simply add this rule: whenever the lead- a second list of events exclusively for he-
ing hero rolls 1 on the Advancement skill roes that get lost). Otherwise, you can
die, regardless of the Wild Die, the party improvise an encounter using the table
is lost, gaining 3 Lost Tokens. below.
If you aren’t using the system above, make Lost Events Table
the party check to orient themselves
whenever appropriate (usually for each 4 Card Event
hours of exploration or when a particular
2-10
event happens, e.g. after a Chase). It is a Nothing happens.
(any seed)
cooperative Smarts (-4) or Survival roll.
In case of success, the heroes are still on Natural Threat. The group
J-A
the right path, otherwise they receive 3 finds some kind of natural
(clubs)
threat (see page 162).
Lost Tokens, as above.
J-A Trap. The group comes
(spades) upon a trap!
Lost Tokens Lucky Find! The group
If the adventurers receive Lost Tokens, finds something useful,
J-A
it means they are in trouble. They can- such as a safe area to rest,
(dia-
not gain Advancement Tokens or find a a patch of Lotus fungi,
monds)
familiar area unless they get rid of the an interesting location, or
something similar.
Lost Tokens. Finding the right path is
achieved through orientation checks NPC/Critter. The group
(Smarts (-4) or Survival rolls as above). J-A finds a monster or NPC.
(hearts) Its attitude is decided by
For each success and raise, the heroes
the Game Master.
discard one Lost Token. If a 1 is rolled,
it is bad news: they gain another 2 Lost Back on Track! Miracu-
Tokens. lously, the heroes are back
Joker
on the right track. They
(red)
immediately lose all their
An orientation roll is made for each time Lost Tokens!
interval spent in the Sewers. The Game
Master can decide how long said inter- Hopelessly Lost! The
heroes wander even further
val is, depending on plot requirements or Joker
from the right path, gain-
rolling a d4 to determine the number of (black)
ing another 1d8 Lost To-
hours elapsing between checks. This roll kens (this die cannot Ace).
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Exploring the Sewers
Being Prepared
Knowing that they risk getting lost, the Sewer Map. A Sewer Map (see page
characters will try to be prepared. Sev- 150) is a precious item and can give the
eral good ideas to make their journey into heroes substantial bonuses.
the Sewers safer are listed below.
Guide. Finding a reliable guide to take
Marking Junctions. The easiest trick you into the Sewers isn’t easy. Locating
to avoid getting lost in the Sewers is to a guide is basically a Streetwise (-2)
mark the routes taken at junctions, so you roll. The results listed below describe the
can find your way back. If done properly, type of guide found and the cost of hir-
this gives +4 to orientation checks. But ing one for a single mission.
the Sewers of Jalizar are a haunted place
and there is a small chance the malevo- Guide Locating Table
lent Jamhans will erase the marks or
tamper with them. If at any time during Result Skills Cost
the adventure a character is dealt a Black The guide leads
Joker, count the number of bennies he Critical
the party into a 100
has. If it is even, one of the marks has Failure
trap!
been cancelled (bonus lost); if it is odd,
Failure No guide found. -
the mark has been tampered with, caus-
ing -4 to the next orientation check! Success Survival d6 100
Survival d8,
Drawing Maps. Another good idea is to Raise 300
Cleaner Edge
take a piece of canvas to draw an accurate
map of the party’s moves. It is an excellent Survival d10,
method, because in this way the characters Two Raises Cleaner Edge, 500
can skip all orientation rolls, but their Wild Card
progress will be very slow. Drawing a Other Ideas. In general, if the players
map requires writing implements (which find a creative (and reasonable) way
can be very crude), and a great amount to avoid getting lost, let them use it,
of time (decided by the Game Master). granting a substantial bonus. The risk of
Last but not least, although maps can be getting lost represents a challenge for the
drawn without writing any words, the players but must not be allowed to cause
level of abstraction needed to read one frustration.
requires the hero to be Literate or to have
at least Smarts d8.
Flooded Areas
Natural Obstacles The Sewers are a damp environment.
and Threats Filthy water is common throughout the
levels and can pose a real threat.
Exploring the Sewers doesn’t necessarily mean
fighting abominations all day long. The Game Low Water. If the characters can walk
Master should never underestimate the im- in the water, the whole area is consid-
portance of the environment, which can be ered Difficult Ground. In addition, long
used in creative ways to harass the party. walks in low water can be tiring. For each
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Sewers of Jalizar
hour spent walking in low water, the he- means almost certain death for anyone
roes must make a Vigor roll or suffer a caught in its path.
level of Fatigue. Remember that Aquatic
monsters can move without any limitation A bottleneck can be used to enhance
in low water. In addition, by swimming drama, to save the party from impending
underwater, they can easily go unnoticed doom, or to make a villain escape.
(Stealth roll) and surprise the heroes.
When the flood approaches, the heroes
Deep Water. In deep water the heroes have no choice but to run. A bottleneck
will be forced to swim. Use the standard scene can be handled with a slight modi-
Savage Worlds swimming rules. fication of the Chase rules, by simply con-
sidering the Wall of Water a “character”
pursuing the party.
Bottlenecks
A bottleneck is an event feared by all the Decide the size of the Wall of Water in or-
denizens of the Sewers. It happens when der to determine its speed (Agility), the du-
filth accumulates and clogs a channel. The ration of the Chase in rounds, the intensity
water level starts to rise and puts increas- of the water hitting the heroes (Fighting),
ing pressure on the obstruction. When and finally the damage dealt. Attacks per-
the pressure is strong enough (for in- formed by a Wall of Water are considered
stance, in case of heavy rain), the blockage Pushes (see SWD page 75, use the Fighting
is dislodged and a Wall of Water rushes roll as the Strength result of the push). The
through the tunnels. The sudden flood Wall of Water is considered a Wild Card.
Wall of Water Table
162
Exploring the Sewers
gree of protection (from +1 to +2 to the linked to a specific card value, so you can
Vigor roll or the Fear Check) against toxic integrate them into your plot either when
and hallucinogenic gases. using the Abstract Navigation System or
as Lost Encounters.
Here are some of the most common types
of gases found in the Sewers. Deuce – Great Black River. The heroes
hear the sound of running water nearby.
Toxic Gas. Toxic gas, the most common As they go on, the tunnel they are ex-
in the Sewers, is often produced by rotting ploring is abruptly interrupted by a large
Lotus. If the heroes fail a Vigor roll, they mass of water, a true underground river
suffer a level of Fatigue. A new roll must flowing tumultuously. The river is quite
be made every three rounds. This fatigue large, a dozen yards, but can be crossed
can lead to Exhaustion and, eventually, with some difficulty. A successful Swim-
death. ming or Strength (+2) roll is required;
otherwise, the characters suffer a level of
Flammable Gas. Flammable gas isn’t Fatigue. A closer inspection of the river-
dangerous unless a flame is present. In this bank and a Notice roll reveal a small barge
case, it explodes, dealing 3d6 damage in (Toughness 6), smartly concealed under
a Large Burst Template. Since the Sew- some loose rocks. The barge can be used
ers are a dark place, adventurers usually to cross the river or to navigate it. Mov-
take with them torches and lanterns, so an ing against the current is potentially tir-
area of Flammable Gas can potentially be ing (Vigor roll required to avoid suffering
deadly. a level of Fatigue), but it eventually leads
the party to another location (chosen by
Hallucinogenic Gas. Hallucinogenic gas, the Game Master). Going downstream
usually generated by the decomposition of is much easier but, after a while, a nasty
strange Lotus plants, is extremely danger- surprise awaits the party: they see a water-
ous. Basically, two types of this gas exist. fall just ahead! The characters must make
The first has the same effects as the fear a cooperative Boating (-2) roll; in case of
Power, causing the victims to have horri- failure, the barge and all the crew suffer
ble visions. The second one is much more 2d6 damage. The waterfall takes the party
insidious: if the heroes fail a Vigor roll, the to a lower level of the Sewers.
Game Master can create an entire scene,
realistic or otherwise, which is caused by Three – Round the U-Bend. Select a
a vision. Hallucinogenic gas can be a great random hero (or pick a character with
way to justify the presence of ghosts or the Bad Luck Hindrance). Suddenly, the
other supernatural events in your stories. disgusting contents of a chamber pot fall
right on top of him! The character suffers
-2 Charisma until he can wash. By look-
Pregenerated Sewers ing up, the heroes see that the filth was
Encounters thrown down a vertical shaft. Light can
be seen and amplified voices coming from
Sewers locations should be designed to above can be clearly heard! If the heroes
suit the current adventure but, if you are aren’t too squeamish, they can climb up
short of ideas, here are some pregener- the shaft and reach the house above! Go-
ated encounters set in the Sewers. Each is ing up requires a Climbing (-2) roll. If the
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Sewers of Jalizar
card drawn is a Club, the shaft leads to an sequences too. If the card drawn is red,
artisan’s house; if it is a Spade, it leads to the ride ends in a pool of water (no dam-
a public office. In the case of a Diamond, age suffered). If it is black, the heroes hit
it leads to a noble mansion; finally, if a something hard (garbage or solid ground).
Heart is dealt, the building is a temple. In this case, they suffer 1d6 damage for
The Game Master is free to change the every 6 points of their current Pace.
location depending on the city district the
party is in. Six – Filth Quicksand. The floor of this
huge hall is covered in semi-decomposed
Four – Corpse in the Way. While explor- garbage which comes down through an
ing a channel, the party stumbles upon the opening in the ceiling. The ground seems
dead body of a man trapped under a grate. quite solid, unless the heroes make a No-
The grate must have closed just as the un- tice (-4) roll or probe the floor with a staff
fortunate victim was passing under it. The or similar tool. In truth, the floor is much
victim is a nondescript beggar or a suitable further down and the room is literally a
NPC (Game Master’s choice). To get past stretch of treacherous quicksand made
the grate, the party must lift it (Strength of garbage and filthy mud. Any charac-
(-4) roll required) or break it (Tough- ter caught in the quicksand automatically
ness 10). Otherwise, any hero without the sinks by a third of his height each round.
Obese Hindrance or the Brawny Edge When he is completely submerged, the
can squeeze under it with an Agility roll. normal Drowning rules apply (see Savage
When the grate is lifted or destroyed, the Worlds core rules). With a Strength (-4)
corpse is set free. If the card drawn is red, roll, the hero can avoid sinking further
nothing bad happens; in addition, some- in the current round; if he scores a raise,
thing precious/useful can be found on the he also manages to lift himself by a third
dead body. If the card is black, the corpse of his height. Once he is completely out,
comes back to life and attacks the party! he is free. It is very difficult to get out of
He is considered a Henchman Zombie. this situation without external help. The
If the heroes lift the grate, take notice of Strength roll can be cooperative and, if the
which character is doing it. If he loses his leading character is not in the quicksand,
grip, the grate moves all the way down, the roll is made with +4.
and this can separate the party in case
someone has already gone to the other Seven – The Floating Treasure. The he-
side. roes come to a large room, which is in
Deep Water (see page 162). Among the
Five – Slippery Slope. The party finds garbage floating on the surface, they spot
a sloping tunnel made slippery by filth. a strongbox bearing the emblazoned mark
Going up requires a Climbing roll each of a Merchant House! The treasure box
round. Going down is much easier. The is roughly in the middle of the room, so
heroes cannot run, but must move at their getting to it isn’t easy. Unless the charac-
full Pace each round, gaining additional ters find a creative way to grab it with-
momentum (+1d4 cumulative Pace each out getting their feet wet, they will have
round), up to Pace 18. Slippery slopes can to swim. Unfortunately, something nasty
be a fun experience (many are at least 50” lives in the water! If the card drawn is red,
long on the gaming table and with one or it is a dangerous Sewer Eel; if it is black,
more turns), but can have dangerous con- the threat is a whole colony of water rats
164
Exploring the Sewers
(use the Swarm Stats adding the Aquatic performed by a Sewer Sorcerer. A Knowl-
Special ability). Both the eel and the rats edge (Arcana (-2) roll unravels the mean-
are just looking for food. Once the party ing of the signs, i.e. an evil invocation to
manages to defeat them and/or to grab the the dark beings lurking under Jalizar. Any
strongbox and drag it onto solid ground, character with the Sorcery Arcane Back-
it can be opened with a Lockpicking (-2) ground reading the first third of the signs
roll. If a Club card is drawn, the box con- immediately recovers a Power Point, as
tains nothing but old rags. If a Spade is he feels their evil power flowing through
drawn, the heroes make a gruesome dis- him. Reading the second third has the
covery: a dead body, whose arms and legs same effect. The last third lets him recover
were severed so that it could fit into the a third Power Point, but this comes at a
casket. The identity of the victim and the price: the Sorcerer must immediately roll
cause of his death are left to the Game on the Sewer Sorcery Critical Failures Ta-
Master and can lead to an interesting ad- ble. Even when the character doesn’t read
venture. If the card is a Diamond, the box the signs, casting a spell in this place is
contains several bottles of very precious dangerous: the warlock receives +1 to any
wine (value: 1d8x50 Moons). If the card is Sorcery roll, but the spell backfires on 1-2
a Heart, the heroes find some very pretty on the Sorcery die.
gowns (worth 300 Moons, +1 Charisma
to any woman wearing them) and some Ten – Curiosity Killed the Cat. The he-
love letters, evidence of a scandalous affair roes find a small alcove along the right
between a married noblewoman and the wall of the tunnel they are currently in-
ruler of a rival Merchant House. specting. A single object stands in its cen-
ter, a sturdy metal lever protruding from
Eight – Echoes. While the heroes are the floor. The lever is stuck and moving it
advancing in a narrow tunnel, they hear requires a Strength roll. In case of success,
a hideous sound coming from some- the party accidentally opens a sluice gate,
where further down, like the mad howl unleashing a flood down the tunnel! After
of a terrible creature. They must make a a few seconds they hear the unmistakable
Fear Check; in case of failure, in addition sound of water rushing in! The lever is
to any other effect, they run away, terri- now permanently stuck, so the only thing
fied. If they are successful, they can decide they can do is run as fast as they can! The
to investigate. They move closer and dis- water is a Medium Wall of Water (see
cover that the cause of their terror is just page 162). Run the scene using the stan-
wind blowing through a narrow passage dard Chase rules.
which produces the howling sound. The
first player who declares that her charac- Jack – A Strange Meeting. While the
ter is going to investigate the source of the heroes are advancing down a dark cor-
sound immediately gains a Bennie. ridor, they spot a feeble light some yards
ahead and hear whispering voices. If they
Nine – Signs in Blood. The party finds move carelessly or fail a Stealth roll, the
a small, dry room. On its walls and floor light disappears in no time. If they are
they see strange cabalistic signs painted stealthy, they can spy on two cloaked fig-
using the blood of some animal. They also ures, who are speaking in low voices in
find a few black candles nearby. This place a nearby room. The two individuals are
must have recently hosted a dark ritual Zakk, a member of the Thieves’ Guild (use
165
Sewers of Jalizar
the Thief profile of Beasts and Barbarians 10 Power Points to the standard profile).
Golden Edition) and Shi Ma Po, a mem- If possible, she wants to knock them out
ber of the Jan Tong. One of the two is a and tie them to the altar. Given that ev-
betrayer: if the card drawn is black, Zakk erything is ready for a sacrifice to the dark
is selling precious information about the lords, wasting fresh victims would truly be
Thieves’ Guild to Shi Ma Po; if the card is a pity…
red, the opposite is true. The exact nature
of the information sold is left to the Game King – Drunken Hermit. The party sud-
Master. If they are approached or realize denly hears a voice coming from a pile of
that they are being spied on, they run garbage nearby. When they inspect it, they
away, each down a different tunnel. If the find a man singing lewd songs. The man
heroes run after them, this starts a Chase. introduces himself as Ham, the Hermit of
Capturing and questioning one or both of the Sewers. He is blind drunk and totally
them can uncover a dangerous plot and harmless. Ham came down into the Sew-
lead to an interesting side adventure. ers many years ago and knows a lot about
this place. He is a Wild Card Beggar
Queen – A Strange Sacrifice. The party with Area Knowledge (Sewers) and d10
hears a chant coming from a corridor near- Survival, plus the Cleaner Edge. Ham is
by. Investigating the source of the sound, interested in only one thing: drinking. In
they find a room, lit by the faint glow of exchange for some booze, he will happily
some braziers. There, tied and gagged on lead the party to the nearest exit or back to
a rough block of stone, lies a naked girl, their path if they have gone astray. With-
her eyes rolling in fear. A group of indi- out alcohol, Ham is unable to perform any
viduals wearing black robes has gathered task. He loses the Wild Die and suffers -4
around her, holding serrated knives ready to any skill roll. Ham also knows a lot of
to strike! They are Cultists (see Beasts and additional stories regarding the Sewers,
Barbarians Golden Edition) and their num- and some of them are actually true.
bers are equal to the characters plus two.
If the heroes don’t do something quickly, Ace – The Room of the Skeletal Hand.
they’ll butcher their victim. Once the bad The heroes walk into a hall. The room
guys are dispatched, the damsel in distress is dark, but the party’s torches shine on
can finally be freed. The girl has very little something shimmering at the far end of
to cover her modesty and there are strange the room. A skeletal hand lies on a small
serpentine tattoos on her forearms. With pedestal. It is hideous to look upon but it
Knowledge (Arcana) or Knowledge (Re- bears magnificent rings. The room is lit-
ligion) (-2), these signs can be recognized tered with human bones, a thick carpet of
as the marks of a witch. The girl, Jazarah, them covering the entire floor. This place
is a Wild Card Sorcerer, and the cultists obviously hides a trap and, through detect
wanted to sacrifice her to please the Lords arcana, the heroes can understand that an
Below. If the card drawn is red, Jazarah is evil spell was cast on both the hand and
grateful to the heroes, at least until they the bones scattered around. Picking up
bring her back to safety. If the card is the hand while walking on the bones trig-
black, the witch turns out to be more evil gers the trap: six skeletons rise to un-life
than her captors. She casts stun and then and attack anyone in the room. But kill-
zombie to bring back to life the cultists to ing them doesn’t end the threat. The round
attack the heroes (add these Powers and after the last skeleton is destroyed, the
166
Exploring the Sewers
167
Creatures of Jalizar
Creatures of Jalizar
This chapter introduces several new crea-
Hey, what about tures and denizens typical of the City of
the Jamhans? Thieves.
In this book you won’t find any stats
to represent the Lords Below. This is
intentional: an old rule of roleplaying
games says that, if a creature doesn’t Monsters of
have stats, it cannot be killed – which
is exactly the case with the Sewer
Masters. They are wicked and older
Jalizar
than Jalizar itself, so they can’t (and Several hideous monsters lurk in the City
shouldn’t) disappear forever. The heroes of Thieves, and are described below.
can send them deeper into the Sew-
ers or make them fall asleep for a long
time, but sooner or later they’ll return,
hungrier and nastier than before. Black Tong Puppet
Nobody knows how many Jamhans One of the greatest secrets the Jamhans
live under the Flower of the North. have used to seduce Pao Lhin of the Ja-
There might be a dozen, hundreds, or demen is their ability to create wax pup-
maybe few lone individuals. pets completely identical to real people
As for their appearance, after countless and imbue them with life. These strange
years of practice, they have mastered constructs cannot speak and don’t eat, but
the secrets of shapeshifting, and can other than that they are almost indistin-
take on any form the GM chooses: guishable from living people. They are to-
hulking brutish creatures reigning tally faithful to Pao Lhin and to the other
over legions of Fishmen, frail bodies Black Tong members, who use them in
gifted with incredible magical powers, suicide missions and similar situations.
or anything else the GM prefers.
They always fight to the death and, when
However, they should never be shown to captured, they cannot reveal a single word.
the party. They lurk in shadows, acting A killed puppet dissolves in 2d6 minutes.
through their minions, lesser and greater.
When the heroes dispatch their servants, Attributes: Agility d8, Smarts d6, Spirit
they might believe for a moment they d6, Strength d6, Vigor d6
have finally defeated the evil hiding
Skills: Fighting d8, Notice d6, Stealth d8,
underneath Jalizar, while it is still very
much alive, going deeper and deeper Shooting d8, Throwing d8.
into the darkness to lick its wounds and Pace: 6; Parry: 7; Toughness: 5
prepare for the next strike…
168
Monsters of Jalizar
Improved Puppets
A limited number of Black Tong
Puppets are more realistic than the
standard ones, can actually speak, and
resemble living people in every way.
The method used to shape these crea-
tures is wicked and requires consuming
a human soul.
In gaming terms, the stats of an
Improved Puppet are made by adding
Construct and Weakness (Fire) to any
Denizen’s template.
Some say that one of Pao Lhin’s grand-
daughters, Yamao, is actually a Black
Tong Puppet.
169
Creatures of Jalizar
Attributes: Agility d6, Smarts d4, Spirit Attributes: Agility d10, Smarts d8(A),
d6, Strength d6, Vigor d6 Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Notice d6, Survival Skills: Fighting d6, Notice d8, Stealth
d4, Tracking d6. d10.
Pace: 5; Parry: 5; Toughness: 6 Pace: -; Parry: 5; Toughness: 3
Special Abilities Special Abilities
• Acid Blood: Bog Imps ooze green, cor- • Flight: Gemthieves fly at Pace 10 and
rosive acid. Anytime a Bog Imp is Shaken have Climb 2.
in close combat by a damaging effect or • Pickpocket: Gemthieves are quite small.
wounded, the attacker must make an imme- • Size -2: Gemthieves are very light-
diate Agility (+2) roll. In case of failure, he is fingered and can steal small items (such
sprayed with acid and suffers 2d4 damage. as rings, keys, gems, and money) directly
• Claws: Str+d6. from the pouches of their victims. They
• Low Light Vision: Bog Imps have mul- follow the normal pickpocketing rules us-
tifaceted insect-like eyes which see very ing their Stealth die.
well in the dark. They ignore Dim and • Small: Attack rolls against these crea-
Dark light. tures suffer –2 due to their small size.
• Obese: Bog Imps are short and fat. They • Steal: Gemthieves can be taught to fetch
receive +1 to Toughness but suffer -1 to specific objects from distant locations.
Pace. This requires their master to speak to
them in a soothing voice for five minutes
and then both must make a Smarts roll. If
Crow both the beast and the master succeed, the
Crows are very common in the City of command is understood correctly. If the
Thieves, where many different species are master has the Beastmaster Edge, he can
found. The Jalizarans are particularly fond add +2 to the roll.
of them (except for the Ironbeaks) because • Talons or Beak: Str.
they are clever birds and can be taught a
number of tricks. Ironbeak Crow
These big, black birds were brought to
Jalizar by Jarmikos of Askeros, to reduce
Gemthief the pigeons’ population (and the many
Gemthieves are small, slender crows, with epidemics caused by these dirty beasts).
a nice white feather on their head. Like As often happens, the cure turned out to
magpies, they are attracted by shiny bau- be worse than the disease. The Ironbeak
bles, but are far more intelligent. Jalizaran Crows are fierce and very territorial, and
thieves train them to steal gems and small they are not afraid of attacking humans.
jewels from places where a man cannot They owe their name to their sharp iron-
go but that are easily accessible to a small, gray beak, which is strong enough to
winged creature. They are also excellent pierce a man’s skull.
imitators and can mimic the human voice.
Attributes: Agility d8, Smarts d4(A),
A typical Gemthief has Stealth d10, but Spirit d6, Strength d6, Vigor d6
highly trained ones also exist, with up to Skills: Fighting d6, Notice d8.
d12+1 (double the price for every Stealth Pace: -; Parry: 5; Toughness: 4
die step above d10). Special Abilities
170
Monsters of Jalizar
Fishman
A typical dweller of the Sewers.
171
Creatures of Jalizar
172
Monsters of Jalizar
• Fists: Str+d4.
• Engulfing: If a Garbage Monster hits an Enslaving a
enemy with a raise, the victim is wrapped
in a filthy embrace of trash that tries to
Gargoyle
infiltrate his body. A character in this situ- When they find a sleeping Gargoyle,
the heroes may try to bring it back to
ation is considered grappled and suffers
life and place it under their control.
Str+d4 damage every round until he man- Discovering how to perform this task
ages to break free, winning an opposed requires a Knowledge (Arcana) (-4)
Strength roll against the Monster (which or Investigation (-2) roll, given that
rolls with +2). a suitable library is available (GM’s
• Pile of Garbage: When lying flat on the decision).
ground, Garbage Monsters are almost in- In case of critical failure, the hero discov-
distinguishable from normal piles of trash, ers that the simplest way consists in spill-
but can be detected with a Notice (-4) roll. ing some blood on the statue. Even the
• Garbage Absorption: A Garbage Mon- smallest drop awakes it, but it will attack
ster standing on a pile of normal trash the nearest individual, as normal.
for an entire round automatically recov- With a success, the character discovers a
ers a Wound (or recovers from Shaken). secret incantation which can awake the
Alternatively, an unwounded, unshaken Gargoyle. Pronouncing it in the right
Garbage Monster on a pile of rubbish way is considered a Dramatic Task
permanently gains +1 Size, by consuming based on Smarts (-4) or Sorcery, with
the entire pile. the results listed below.
• Size +1: Garbage Monsters are bigger
than humans. Successes Effect
• Weakness (Fire): Garbage Monsters
contain a lot of inflammable gases, so fire The creature awakes
and obeys the
deals +4 damage to them. In addition, any 4+
caster’s orders (see
Garbage Monster Incapacitated by a fire below).
based attack explodes, dealing 2d6 dam-
The ritual fails
age in a Medium Burst Template.
and the Gargoyle
continues to sleep,
2-3 a new ritual can
Jalizaran Gargoyle be tried after a full
These strange, winged statues of dwarfed moon cycle (28
humanoids are usually found on the roof- days).
tops of the oldest palaces in Jalizar. A The ritual fails, but
second type, wingless and a little bigger, 0-1 the Gargoyle awakes
instead lurks deep in the Sewers. Despite and is free!
some slight differences, the two races be-
Issuing Orders. A Gargoyle is a
have in the same way. They sleep for cen-
bound servant, so it continually tries to
turies, even millennia, as stone statues. But break free from its master. Anytime an
if blood is spilled nearby (within 6”) or if order is issued, the master must make a
a sorcerer awakes them, they come back to Spirit roll. If a 1 is rolled on the Spirit
life and attack the nearest creature to sati- die, regardless of the Wild Die, the
ate their craving for human flesh. monster is free!
173
Creatures of Jalizar
Attributes: Agility d6, Smarts d4, Spirit tom is probably ascribable to the ancestral
d4, Strength d8, Vigor d8 Cairnlander roots of the Jalizarans. Some-
Skills: Fighting d8, Notice d6, Stealth times the mummified corpses come back
d10. from dead, especially to protect their rest-
Pace: 5; Parry: 6; Toughness: 9(4) ing place from looters.
Special Abilities
• Armor +4: Stone hide. Attributes: Agility d6, Smarts d4, Spirit
• Bite: Str+d6. d8, Strength d10, Vigor d10
• Claws: Str+d4. Skills: Fighting d6, Notice d6, Stealth d8.
• Demon: Winged Gargoyles are immune Pace: 5; Parry: 6; Toughness: 9
to poison and disease. They have a +2 bo- Gear: rich robes, ornate staff (Str+d4, 2
nus to recover from being Shaken. hands, +1 Parry), assorted jewelry (value:
• Flight: A Winged Gargoyle flies at Pace 1d12x100 Moons).
6 with Climb Rate -3. Special Abilities
• Size -1: A Winged Gargoyle is smaller • Invulnerability: Attacks not linked to
than a man. A Wingless Gargoyle instead their weakness can Shake but not Wound
is as big as a man (ignore this Special abil- Jalizaran Mummies.
ity and add +1 to Toughness). • Fear: The mere sight of a Jalizaran
• Weakness (Daylight): An ancient curse Mummy freezes the blood. Anyone pres-
prevents Gargoyles from standing in full ent must make a Fear Check.
sunlight. If this happens, the creature • Rotting Touch: Jalizaran Mummies
immediately turns back to being a deliver a vicious Touch Attack (+2)
stone statue (Toughness 10) till to their victims. They can also use
something awakes it again. weapons, which are considered
• Weakness (Eyes): The eyes of a infected too. If the target is
Gargoyle shimmer with hellish hit, he must immediately
red or green light and are their make a Vigor roll or catch
weak spot. A called shot to the Mummy Rot, a terrible
eyes (-4) bypasses the creature’s disease (see page 140).
armor. • Undead: +2 Tough-
ness; +2 to recover from
being Shaken; immune
Jalizaran to poison, disease and
Mummy called shots.
• Weakness (Canopic
In the City of Thieves, no- Jars): The internal or-
bles and rich people follow gans of a Jalizaran
the tradition of mummify- Mummy are removed
ing their relatives, remov- during the mummifi-
ing their internal organs, cation process and care-
wrapping the bodies fully stored in so-called
in rich bandages, and canopic jars. Normally,
burying them in deep there are three jars for
crypts. According to each mummy (one
the Syranthian for the heart, one for
sages, this cus- the liver, and one
174
Monsters of Jalizar
175
Creatures of Jalizar
176
Monsters of Jalizar
say that Zhubal, the King of Cats, can kill souls to the evil lurking under Jalizar.
it permanently. Other stories claim they are the Ancestors
of the Cairnlanders. Whatever the truth,
the few people who have seen a Sewer
Sewer Eel Fiend in its real form and lived to tell the
The Jalizarans are very fond of eels, the fat, tale say they are thin, dried-up corpses
tasty ones swimming in the bogs or in the with strange sutures on their parchment-
shallow waters around the City of Thieves. like skin, each depicting a cabalistic sign.
Nevertheless, very few people would be
willing to taste their meat again after see- Sewer Fiends are usually employed by the Jam-
ing a Sewer Eel. Sewer Eels are vicious hans as spies, seducers, corruptors, or killers. Some
creatures which live in the dark, reeking of them might even agree to be summoned by
channels below the Rotten Flower of the sorcerers (they count as Heroic creatures).
North. They are omnivores and eat every-
thing, from garbage to rats, and the occa- Attributes: Agility d10, Smarts d10, Spir-
sional curious beggar looking for some- it d10, Strength d10, Vigor d10
where warm in the tunnels of the Sewers. Skills: Climbing d10, Fighting d10,
Some wild stories also say that these pred- Knowledge (Arcana) d10, Notice d8, Per-
ators can climb up the Sewers shafts and suasion d10, Stealth d10, Streetwise d8.
reach the toilets of noble houses to taste Pace: 8; Parry: 7; Toughness: 7
the soft, plump bottoms of the rich…
Special Abilities
Attributes: Agility d8, Smarts d4(A), • Backstabber: A Sewer Fiend is a master
Spirit d8, Strength d12+1, Vigor d8 at catching its opponents flatfooted. It can
Skills: Fighting d8, Notice d8, Stealth d8, spend a Bennie to gain the Drop.
Swimming d12. • Claws: Str+d6.
Pace: 3; Parry: 6; Toughness: 9(1) • Creature From Below: These creatures
Special Abilities are intimately linked to the Sewers. For
• Aquatic: They move in the water at Pace any day in which they cannot spend at
10 but can also crawl outside the water. least one hour in the Sewers of Jalizar, they
• Armor +1: Scaly, slimy skin. must make a Vigor roll or suffer a Wound.
• Bite: Str+d4. When they become Incapacitated, they
• Quick: Sewer Eels are incredibly fast are “killed”. However, bringing their bod-
and, if dealt an Action Card that is 5 or ies back to the Sewers is enough to trigger
lower, they can discard it and draw anoth- their Sewer Regeneration Special ability.
er. They must keep the replacement card, • Demon: Sewer Fiends are immune to
however. poison and disease. They have a +2 bonus
• Size +2: Sewer Eels can reach 12 yards to recover from being Shaken.
in length. • Illusionary Aspect: A Sewer Fiend can
take on any shape it wants, as long as it re-
mains roughly of human size. Its true form
Sewer Fiend is revealed only through dispel or detect ar-
Sewer Fiends are among the most power- cana (and mirrors, see below). Changing
ful and dangerous servants of the Sewers. aspect requires a full round. When imper-
Some stories say that the Sewer Fiends sonating someone, a Sewer Fiend receives
were once men who willingly sold their +4 to Persuasion rolls.
177
Creatures of Jalizar
178
Monsters of Jalizar
Toothless One
In Jalizar, especially among the poorest
classes, it is quite common to throw dead
bodies into the Sewers, after removing
their teeth for ritual purposes (see page
36). Most of them simply become food for
rats and other critters but, in some cases,
they are found by the Jamhans, which put
will-of-the-wisps into their open mouths
and bring them back to un-life. A Tooth-
less One is almost mindless, but guided by
an insatiable hunger for mortal souls.
179
Creatures of Jalizar
Will-of-the-Wisps are considered Sea- the Wisp wins with a raise, the victim does
soned creatures for the purposes of the the same but running. Shaken results for
summon ally Power. Sorcerers summon the Test of Will apply as normal, but they
them to use their powers (see below) or to don’t hinder the victim’s ability to move.
create the Toothless Ones. • Ghostly Light: A Will-of-the-Wisp
emits a faint, constant light, identical to
Tactics: Will-of-the-Wisps have no di- that produced by the light Power.
rect means of inflicting damage, but they • Life Sucking: If someone dies within 3”
are very dangerous. They use their Follow of a Will-of-the-Wisp, the creature feeds
the Light and Disorienting Special Abili- on the victim’s life force, permanently
ties to lure enemies into traps (such as gaining a die step in an Attribute chosen
quicksand) or to make them lose their way by the GM.
till they die of thirst and hunger. They are • Small: Due to their diminutive size, at-
also an excellent way for the GM to take tacks against Will-of-the-Wisps suffer -2
the heroes to specific locations. to hit.
180
Denizens of Jalizar
Attributes: Agility d12, Smarts d8, Spirit As always, generic templates are presented
d8, Strength d4, Vigor d8 along with suggestions about how to cus-
Skills: Climbing d10, Fighting d10, No- tomize them.
tice d10, Intimidation d10, Stealth d12+1,
Tracking d12.
Pace: 7; Parry: 7; Toughness: 4 Beggar
Special Abilities Beggars are one of the most common
• Bite or Paws: Str+d4. groups of people in Jalizar. Poor and
• Ninety Nine Lives: The King of Cats homeless, these men, women and children
has many more lives than normal cats. It live off alms from the higher classes and
can make a free Soak roll against any at- what the other citizens discard. Many of
tack, as per the Loincloth Hero Edge, and, them also have terrible scars and mutila-
as you might expect, it has the Harder to tions, some true and some faked in order
Kill Edge. to inspire greater pity. Beggars are usually
just a nuisance but, when they gather in
• Quick: The King of Cats discards any large groups, they can become truly dan-
Action Card of 5 or lower, but must keep gerous.
the replacement card.
• Shrink/Growth: The King of Cats can, The following profiles can be used for the
at will, increase its size to that of a large Fat Beggars, the Children of Hunger, and
tiger (Size +4). This ability works exactly the few independent ones.
like the shrink/growth Power, but doesn’t
require any roll and doesn’t use any Power Beggar Agitator
Points. The King can gain or lose 2 Size
points as a free action. Agitators are the chiefs and leaders of the
beggars. They can be physically frail, but
• Size -2: In normal situations, Zhubal is
their mere presence is enough to drive
the size of an average cat.
other beggars to revolt.
• Terror of Rodents: Zhubal causes a Fear
check (-2) in any rodent that sees it. The Customization: Hysterical Leader (drop
legend about it being able to kill the King Vigor to d4 add the Hold The Line! and
of Rats isn’t completely true, but Zhubal Command Presence Edges), Occult Agi-
can indeed banish the lord of rodents from tator (raise Stealth to d10, drop the Char-
Jalizar for one hundred years. ismatic and Inspire Edges. Recognizing
181
Creatures of Jalizar
Beggar Thug
These burly men can belong to the Fat
Beggars or the Children of Hunger, but
you can bet they have never missed a
meal in their life. They protect their lead-
ers, collect alms from beggars reluctant
to pay, and fight to defend their territory
when necessary. Many of them are former
Thieves’ Guild members.
182
Denizens of Jalizar
183
Creatures of Jalizar
184
Denizens of Jalizar
185
Creatures of Jalizar
Guardian (add the Improved Frenzy and Customization: Tracker (raise Notice,
Improved Sweep Edges). Tracking, and Survival to d8), Wise Man
of the Bogs (Strength and Fighting drop
Attributes: Agility d8, Smarts d8, Spirit to d4, Lotusmastery d8, add the Lotus-
d10, Strength d10, Vigor d10 mastery Arcane Background and the
Skills: Fighting d10, Notice d6, Obscure- following powers: healing (Lotus of the
ment d10, Stealth d8, Streetwise d6. Bogs), living smoke (entraps a will-of-the-
Charisma: 0; Pace: 6; Parry: 9; Tough- wisp), poison (weird herbs of the Bogs)),
ness: 7 Clan Chief (Fighting, Strength and Vigor
Edges: Arcane Background (Obscure- d8, Command Edge, add bronze battle
ment), Block, Improved Martial Artist, axe and medium bronze armor to Gear, he
Monk. is usually a Wild Card).
Hindrances: Loyal, Vow (fanatical ser-
vant of Pao Lhin and the Jamhans). Attributes: Agility d6, Smarts d6, Spirit
Powers [15 PP]: Boost/lower trait (prayers d6, Strength d6, Vigor d6
of evil power), fly (incredible jump), smite
(fists of evil). Skills: Boating d6, Fighting d6, Healing
Gear: Black outfit, spiked gauntlets d6, Notice d6, Shooting d6, Survival d6,
(count as iron fists). Swimming d8, Throwing d6, Tracking d6.
Special Abilities Charisma: 0; Pace: 6; Parry: 5; Tough-
• Puppet Master: Black Tong Puppets ness: 5
revere the Overlords. For this reason an Edges: Woodsman.
Overlord has the Command and Hold the
Line! Edges, but only for the Black Tong Hindrances: Poor.
Puppets. Gear: Bronze hand axe (Str+d6), jav-
• Low Light Vision: As a reward for their elins smeared with mud (Str+d4, Range:
new depraved condition, Overlords see 6/12/24, see below), small shield (+1 Par-
very well in the dark. They ignore Dim ry), sling (Str+d4, Range: 4/8/16) or bow
and Dark lighting. (Damage: 2d6, Range: 12/24/48).
• Son of Darkness: Black Tong Overlords Special Abilities
are somewhat stronger when in dark-
ness. They receive +1 Toughness and +1 • Bog Poisons: Bogmen are believed to
to Spirit and Obscurement rolls when in smear their weapons with nasty poisons,
Low Light or worse lighting conditions. which kill after causing excruciating pain,
but this isn’t actually true. The weapons
are covered with mud, which transmits
Bogman the nasty Bog Fever (see page 139). Any
The people living in the Charred Bogs character Shaken or Wounded by a weap-
south of Jalizar are derogatorily called on smeared with mud must make a Vigor
“Bogmen” and are considered barbar- (+1) roll or suffer the effects of the illness.
ians by the much more civilized and so- • Bad Blood: The Jalizarans treat the Bog-
phisticated inhabitants of the Flower of men with contempt, and often try to cheat
the North. What the latter forget is that them. This is why any contact between the
most Bogmen are actually descendants two groups is always very tense, causing
of Jalizarans accused of some offense and -2 Charisma to both the Bogmen and the
forced to leave the city. Jalizarans when they have to interact.
186
Denizens of Jalizar
187
Creatures of Jalizar
Attributes: Agility d6, Smarts d6, Spirit Charisma: 0; Pace: 5; Parry: 7; Tough-
d6, Strength d8, Vigor d8 ness: 7(2)
Skills: Fighting d8, Intimidation d8, No- Edges: Command.
tice d6, Shooting d6, Stealth d6, Street- Hindrances: none.
wise d6, Throwing d6. Gear: Bronze long sword (Str+d8), me-
Charisma: 0; Pace: 6; Parry: 7; Tough- dium bronze armor (+2), bronze crested
ness: 8(2) helm (+3, only head), small shield (+1
Edges: Combat Reflexes. Parry), dagger.
Hindrances: None. Special Abilities
Gear: Bronze tipped mace (Str+d6, AP • Uncertain Loyalty: The Copper Helms
1 vs. rigid armor), medium bronze armor are notoriously corrupt. When a group of
(+2), bronze crested helm (+3, only head), them is encountered, the Game Master
small shield (+1 Parry). must draw a card from the Action Deck.
Special Abilities Unless it is a Heart, the guards are on
• Uncertain Loyalty: The Copper Helms are someone else’s payroll (roll on the Dwell-
notoriously corrupt. When a group of them ers in Jalizar Table, Allegiance column on
is encountered, the Game Master must draw page 138). This also means they have the
a card from the Action Deck. Unless it is a Connections Edge with their employers.
Heart, the guards are on someone else’s pay- The Game Master is free to ignore this if
roll (roll on the Dwellers in Jalizar Table, it does not suit the plot.
Allegiance column on page 138). This also
means they have the Connections Edge
with their employers. The Game Master is Jan Tong
free to ignore this if it does not suit the plot. Believed to be the criminal organiza-
tion of the Jademen controlling the Brass
Lanterns quarter, the Jan Tong is actually
Copper Helm Officer much more. Concealed among its thugs,
One of the appointed officers of the City the Enlightened Ones fight covertly to
Watch. Some of them have reached this protect Jalizar from the evil lurking in the
rank through hard work and devotion to Sewers.
justice, but many have bought their posi-
tion or have come this far thanks to some
important sponsor.
Jan Tong
A standard member of the Jan Tong.
Customization: Investigator (drop
Strength to d6, raise Notice, Smarts Customization: Tong Family (see page
and Spirit to d8, Persuasion d8, add the 190).
Alertness and Investigator Edges), Tower
Commander (add Connections, Noble Attributes: Agility d8, Smarts d6, Spirit
and any two Leadership Edges). d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, No-
Attributes: Agility d8, Smarts d6, Spirit tice d4, Streetwise d4, Throwing d4.
d6, Strength d8, Vigor d6 Charisma: 0; Pace: 6; Parry: 7; Tough-
Skills: Fighting d8, Intimidation d8, No- ness: 5
tice d6, Persuasion Riding d6, Shooting Edges: Connections ( Jan Tong), Jan Tong
d6, Stealth d6, Streetwise d6, Throwing d6. Tattoo (Intimidation), Martial Artist.
188
Denizens of Jalizar
189
Creatures of Jalizar
Tong Families
The Jan Tong is organized in bands called Families. A Tong Family is based on blood
relationships and affiliations and is linked to the others through a very complex net-
work. Each family is subject to one of the Three Elders and has its own distinctive
fighting style as well as specific customs and symbols. The examples below describe
some of the main Tong Families of Jalizar. As usual, the Game Master is free to
invent more.
Family Tattoos. Tong Families usually have characteristic tattoos, different from
the standard Jan Tong Tattoo Edge. Each tattoo focuses on a specific Trait. With the
Game Master’s permission, player characters belonging to a specific Tong Family can
choose one Trait for their Jan Tong Tattoo Edge.
Cauldron Masters. This Family has traditionally worked in the wool processing
trade. Their fathers were the first to use the real Jan Tong, the spear-like tool to lift
wool from cauldrons, which gave the organization its name. Today it is the larg-
est family in Jalizar and its members have a distinctive mark on the palm of their
hands. When they join the Family, they are asked to lift a red-hot cauldron, which
burns the skin and permanently leaves a distinctive mark. They are very good at
fighting in groups and, whenever they get a Gang Up bonus, they receive an addi-
tional +1 (the maximum is still +4). This ability counts as their Jan Tong Tattoo focus.
NPC Customization: None.
Blue Flowers. This Family is almost entirely composed of women. Dancers and cour-
tesans, they are skilled in the arts of both love and fighting. The Blue Flowers manage
their brothels and pleasure houses without the interference of their men, who usually
work as ruffians and moneylenders. They have a stunning tattoo depicting blue flowers
on their back (this counts as their Jan Tong Tattoo, with Persuasion as the Trait focus).
NPC Customization: Drop Strength by one die step, add the Attractive and Two
Fisted Edges. Replace weapons with Combat Fan.
Great Mountains. In this Family what really matters is having an imposing
frame. From early youth, the children of the Great Mountains, especially the boys,
follow a fattening diet. The fatter they become, the more important they are. They
are excellent bodyguards and usually protect the Elders and the workshops of Brass
Lanterns. They have tattoos on their chest and lower abdomen depicting abstract
looking stones (this counts as their Jan Tong Tattoo, with Vigor as Attribute focus).
NPC Customization: Raise Vigor by two steps and Strength by one step. Add the
Obese Hindrance.
Velvet Blades. Thus named by the Jalizarans, the Velvet Blades are master swords-
men, fighting with a subtle technique unknown to the barbaric westerners. They are
also learned in poetry and fine arts. The Velvet Blades are usually employed as litiga-
tors and duelists, when the need for such figures arises, or as diplomats and envoys.
They have snakelike tattoos on their arms. Each scale bears a symbol in the Jademen’s
Secret Language, so that each snake tells a complete story. This counts as the Jan
Tong Tattoo, with Knowledge (Legends and Lore) as the Trait focus.
NPC Customization: They have Fighting raised by one die step, Knowledge (Leg-
ends and Lore) d8, and the Counterattack and Poet Edges. The highest-ranking ones
are armed with Lhoban Swords.
190
Denizens of Jalizar
191
Creatures of Jalizar
192
Denizens of Jalizar
Shooting to d8, replace Combat Reflexes (Smarts d8, Knowledge (Battle) d8, Per-
with Trained Thrower (bow), replace long suasion d8, any two Leadership Edges).
sword and small shield with short sword
and bow). Attributes: Agility d8, Smarts d8, Spirit
d6, Strength d8, Vigor d8
Attributes: Agility d6, Smarts d6, Spirit Skills: Fighting d8, Intimidation d6,
d6, Strength d8, Vigor d6 Knowledge (Battle) d4, Notice d6, Per-
Skills: Fighting d8, Intimidation d4, No- suasion d6, Riding d6, Shooting d6,
tice d4, Riding d4, Shooting d6, Throwing Throwing d6.
d6. Charisma: 0; Pace: 6; Parry: 7; Tough-
Charisma: 0; Pace: 6; Parry: 7; Tough- ness: 7(2)
ness: 7(2) Edges: Block, Combat Reflexes, Com-
Edges: Combat Reflexes. mand, Connections (nobles), Level Head-
Hindrances: Loyal (Noble House). ed.
Gear: Iron long sword (Str+d8), dagger Hindrances: Loyal (Noble House).
(Str+d4, Range: 3/6/12), medium bronze Gear: Iron long sword (Str+d8), dagger
armor (+2), small shield (+1 Parry), tabard (Str+d4, Range: 3/6/12), medium bronze
with House emblem, cloak with House armor (+2), small shield (+1 Parry), tabard
colors. with House emblem, cloak with House
Special Abilities colors.
• House Ability: Soldiers of Noble Hous- Special Abilities
es usually are trained and kept in good • House Ability: Officers of Noble Hous-
shape by the House master–at-arms, so es usually are trained and kept in good
in the end their skills resemble each other. shape by the House master–at-arms, so
Each House has a special ability. Some ex- in the end their skills resemble each other.
amples are given in the sidebar. Each House has a special ability. Some ex-
amples are given in the sidebar.
Noble House Officer
A top-notch officer of guards, the best that
money can buy in Jalizar. Certain Houses Redshoulder
have the tradition that only members of The professional duelists of Jalizar are
the family can achieve officer rank. In this recognizable by their red cape and brash
case add the Noble Edge. attitude. Also called litigators or justice-
settlers, the Redshoulders have a very
Customization: Archery Commander specific role. When a citizen can’t solve
(Shooting d8, Spirit d8, add the Fervor a legal matter through civilized means
Edge with a different modifier: it gives +1 (i.e. coming to an agreement or taking
to Shooting, not Fighting), Grumpy Vet- the cause to the Magistrate), he contacts
eran Officer (Vigor d8, Persuasion d4, add one these professionals. The Redshoulder
Command Presence and Nerves of Steel tracks down the opponent and insults him
Edges, add the Mean Hindrance), Mas- in a public place, forcing a reaction. This
ter–at-Arms (Improved Block, Counter- usually leads to a duel, so that the issue is
attack, Weapon Master Edge, replace gear quickly settled.
with Manticore sword and light armor),
Guards Officer (Notice d8, add the Hold Customization: Cloak Master (replace
the Line! Edge), House Commander Manticore sword with short sword, add
193
Creatures of Jalizar
the Cloak Hero Edge), Poet-Swordsman Gear: Iron Manticore sword (Str+d4, +1
(add Knowledge (Legends and Lore) d8 Parry, d8 damage on raise), weighted red
and the Poet Edge), Two-Fisted Blade cloak (Str+d4), light armor (+1).
Master (replace the Iron Will and Block Special Abilities
Edges with the Two Fisted and Ambi- • Provocation: If a Redshoulder wins a
dexterity Edges, replace Manticore sword Taunt Test of Will with a raise, he can
with two daggers). immediately perform a free Fighting at-
tack, without suffering any multi-action
Attributes: Agility d8, Smarts d6, Spirit penalty.
d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d8, No-
tice d6, Streetwise d6, Taunt d8, Tracking Sewer Sorcerer
d6. Some warlocks are so power-hungry that
Charisma: 0; Pace: 6; Parry: 8; Tough- they look for dark magic in the foul-
ness: 6(1) est place: the Sewers. The wicked Sewer
Edges: Block, Counterattack, Iron Will, Lords are more than happy to give these
Quick Draw. individuals what they want, because they
Hindrances: Greedy, Mean. know that, in the end, their servants will
be dragged, screaming, to the darkest tun-
nels under the City of Thieves to endure a
fate worse than death.
194
Denizens of Jalizar
Charisma: 0; Pace: 6; Parry: 5; Tough- impossible for them to get lost in the
ness: 7 Sewers.
Edges: Alley Survivor, Arcane Back- • Worshipper of the Seducers: A Sewer
ground (Sorcery), Lowlife, New Power, Sorcerer standing in the Sewers of Jalizar
Power Points, Sewer Sorcerer. benefits from the Rapid Recharge Edge.
Hindrances: Cautious, Greedy, Outlaw.
Powers [25 PP]: bolt (dark tentacle), fear
(glimpse of the Jamhans), invisibility (dis- Servant of the Sewers
appears in a puff of obnoxious vapors), Any character can secretly be a Servant of
smite (claws), summon ally (garbage mon- the Sewers. So, to create a Servant, sim-
ster, swarm of rats, sewer fiend, toothless ply pick an existing profile and add one
one), zombie (sigil of false life). or more of the following Special Abilities.
Gear: Black robes and cloak, curved
bronze dagger (Str+d4), flask of sewer wa- Special Abilities
ter (see below, usually 2 doses). • Gift of the Sewer Lords: The Jamhans
Special Abilities can give their followers almost anything
• Flask of Sewer Water: Sewers Sorcerers they might desire: riches, beauty, strength,
know about specific places below the love. Add an Edge or raise one Attri-
city where they can collect the foul- bute by one die step to represent the
est water, a concentrate of evil and gift the Servant has received.
filth. They can drink this water • Mark: The Jamhans put a
to achieve one of the following Mark on the body of their
effects: recover a Wound as per slaves, such as a pustule or a
the healing Power, or imme- festering wound. It is small
diately gain 5 Power Points. and easily concealed, but it
The same water, if drunk by always reminds the Ser-
someone who isn’t a Sewer vant that he is a slave. The
Sorcerer, acts as the poison Mark makes him some-
Power, cast with Lotus- what stronger
mastery d10. and more
• Low Light determined,
Vision: Sew- g r a n t -
er Sorcerers ing him +1
have unnatu- Toughness and
rally keen sens- +1 to Spirit rolls.
es. They ignore Dim • Powers: Rarely, the Jamhans
and Dark lighting. bestow a fraction of their su-
• Retractable Claws: pernatural abilities on a Ser-
Str+d4. An action is neces- vant. The Servant gains Sor-
sary to unsheathe them. cery d6, 10 Power Points, and
• Sewer Sense: Sewer Sor- one Power from the Sorcery
cerers know the Sewers so Arcane Background list.
well that they instinctively
perceive (with a Spirit roll)
where the nearest manhole
to the Sewers is. It is also
195
Creatures of Jalizar
196
Denizens of Jalizar
197
Index
Cleaners��������������� 31, 35, 57-58, Hooded Boatman ���������44, 120 Magistrate ������� 40, 46, 49, 193
152-156, 162, 183 Hugo Stone Head�����������������130 Mang Do�����������������������������������129
198
Index
Manticore ����������10-11, 56, 73, R at Curse ���������������������� 140, 176 Silent War���� 23-24, 28, 37, 82,
77, 86-87, 89, 117, 149-150, R ats’ Nest, Quarter ������������29, 120-121
158, 175, 193-194 54-56, 131 Smuggler King���14-17, 28, 43,
Manticore’s Nest����������56, 158 50, 118, 124
Red Plague �����������������26, 28, 51
Manticore Spawn�����������������175 Smuggler’s Lady�������������40, 140
Redshoulder����������39, 193-194
Market Square, Quarter 24, Tallbridges, Quarter��33, 55,
Redshoulders����������39-40, 65,
28, 53-55, 60, 89, 121, 139, 58-59, 61-62, 133, 138
89-90, 193
151, 156 Talum������� 13, 19, 21, 34, 41, 47,
Relatives’ Dice ����������������������� 36
Masterarkos Furialkos21, 52 58-60, 125, 136, 192
Ronazar�������������������������������������� 21 Tankara�������������������61, 124, 192
Mayma���������������������������������������131
Ronikos���������������������������������������� 27 Temples Road �����21, 50-51, 54
Merchant Houses��3, 7, 12-13,
17-18, 21, 24-25, 27, 29, 34, Rotguts �������������������56, 153, 156 Thieves’ Guild Justice��������196
46, 55, 58, 61, 65, 105, 110, Russ Blackmane���������������������� 22 Thieves’ Guilds ���������������������128
124, 131, 135, 191-192
Seagulls �������43, 45, 47-48, 93, Thieves, Tower Of����������������� 47
Mob Of Beggars���������� 182, 184 130-131
Thousand Chimneys������ 51, 55,
Monya���������� 27, 29, 33, 125, 136 Servant Of The Sewers ����118, 60-62, 65, 131, 156, 187
Mummy Rot������������������� 140, 174 138-139, 195
Three Elders45, 83, 121, 129,
New Docks, Quarter�����23-24, Sewer Eel ���������������������� 164, 177 151, 190
48, 52, 54-55, 135 Sewer Fiend���� 76, 79, 177-178, Timorias ����27-28, 55, 124-125
Noble House Officer ���������193 195
Toothless One��������������179, 195
Noble House Soldier ���������191 Sewer Fog �������������������������40, 140 Tooth, The�������������������������������� 47
Norkot ��������������������������������������127 Sewer Sorcerer ��������������������� 19, Tulezzar������������������������������ 13, 19
66, 74, 78, 81, 102, 134, 145,
Old Jalizar �������������45, 56, 154, Veteran Guardsman�����������187
165, 194-195
157-158
Sewers, Quarter�������������������3, 5, Weavers’ Guild ������� 24, 34, 53,
Old Port������������������������������������� 15 69-70, 135
14, 17-20, 23-24, 26, 30-32,
Ornestan���������� 25-28, 123-124 34-35, 39, 44-45, 48-49, Whispers Bridge���������������������� 45
Othel The Walrus �������47, 131 56-58, 61, 65-66, 71, 74, 76,
Whiteplume����������������������59, 140
78-79, 81-83, 93, 109-110,
Pao Lhin ���� 123-124, 129-130, 115-124, 129, 131, 134, 138- Whiteplume Cough�������59, 140
168-169, 185-186 141, 145, 150, 152-163, 166, Widowers �����15-17, 43, 58, 130
Poor Beggars�������������������29, 131 168, 171-173, 175-180, 188,
Will-Of-The-Wisp���179-180,
194-195
Port, Tower Of ���������������� 47, 54 186
Sewer Troll ����������������� 154, 178
Prison Of Jalizar �����37, 46, 49 Winter Feast Earthquake28,
Sewer Troll Blood��������������178 48, 56
Prophet, The�� 29, 56, 131, 182
Shade ���������������������15, 18-21, 26, X aber Tiomar�������������������46, 131
Questors��������������������������131, 182
28, 47, 61, 64, 118-120, 127,
Yakzama�������������������54, 125, 127
R agamuffin King ������������������10, 130, 150, 154, 158, 194
27-29, 34, 46-47, 49, 55, 58, Yalg ����������������21, 35, 37, 54, 133
Shade, Tower Of �������������������� 47
106, 124-125, 131, 138-139, Zharim ��������������������������12, 23, 37
156 Shallows Village ����14-15, 40,
43, 45, 48, 130, 135, 138 Zhubal, King Of Cats��������180
R akon������19-20, 119-120, 154,
158, 194 Shambles, Quarter�56, 60-61, Zobar ������17-18, 21, 25, 45, 119
199
King Zobar’s reign significantly strengthened Jalizar's defenses by constructing and improving the city’s walls, which proved vital during subsequent sieges, enhancing its ability to withstand external threats . Politically, the city had a weak government and was often at the mercy of the Merchant Houses and Guilds, limiting the king's power . Financially, Jalizar struggled, with Timorias, Zobar's successor, often begging the Merchant Houses for funds, indicating prolonged financial instability . Additionally, King Zobar’s efforts inadvertently set the stage for complex social dynamics, involving various Guilds and factions competing for power within the city .
The tradition of the Redshoulders, professionals who resolve disputes through public duels, showcases Jalizar's value on personal honor and public reputation. These duelists demonstrate the city's preference for direct, confrontational solutions over lengthy legal proceedings, reflecting a culture that prioritizes swift justice and face-saving measures in social conflicts .
Zoran's approach to the Merchant Houses in Jalizar resulted in significant socio-political changes. By allowing these Houses to continue their trade under the condition of paying taxes, they became crucial to the city's economy and governance . This resulted in representatives of the Merchant Houses gaining seats in the City Council, effectively shifting power from the monarchy to these entities . Over time, this led to the Merchant Houses having substantial influence over the Council, which made the kings malleable pawns in the political arena . The Houses were organized like noble families with hereditary titles, contributing to a complex network of alliances and rivalries in Jalizar . These dynamics allowed the Merchant Houses to steer the Council's decisions and maintain control over the city's politics, significantly reducing the power of the monarchy . Consequently, conflicts between Houses could lead to violent clashes, impacting the city's stability , while their influence was decisive in the loss of authority by the ruling kings over time .
The Copper Helms play a crucial role in maintaining order at Jalizar's docks, tasked with guarding the gates and walls, collecting fees, and patrolling the waters to prevent smuggling and piracy. They operate through a division known as the Seagulls, which is specifically charged with watching the waters and patrolling for illegal activities . Despite being a strong force with an impressive fleet, including Chibbar and dromons, the Seagulls often struggle with effective enforcement due to corruption and are easily bribed, which is a common issue for the Copper Helms in general . They face significant challenges from unauthorized smugglers, particularly from Shallows Village, who exploit the Helms' corruption to avoid customs fees, leading to tension with the Helms' commander . Additionally, the mystique surrounding the Ghost Sentinels and strange happenings at the docks, such as mysterious disappearances and unsettling legends, add to the challenges the Copper Helms face in maintaining order . Overall, while they perform essential security functions, their effectiveness is hindered by internal corruption and external threats from organized smuggler groups and local myths ."}
Under Yakzama’s leadership, the Courtesans’ Guild is attempting to break free from the control of the Thieves’ Guild, which has historically provided protection in exchange for a major share of their earnings . Yakzama is a cunning politician and has sought alliances with the Thieves’ Guild’s enemies, such as the Jan Tong and the Children of Hunger, to achieve independence . However, the Thieves’ Guild, led by Jutarkos Six Fingers, remains powerful, controlling both the Beggars’ and Courtesans’ Guilds . Despite the potential shift in power dynamics due to Yakzama's initiatives, the historical arrangement between the Thieves' Guild and Courtesans' Guild remains intact for now, indicating a tense but still stable relationship .
King Shade's strategic error during the torrential rains of 1501 AF was his failure to address the dire situation in Jalizar caused by the floods, leading to his downfall. Despite the city being overwhelmed with filth and danger from emerging sewer creatures, Shade and his advisor, Rakon, chose to remain in the royal palace, neglecting the crisis outside. They continued their nefarious plotting instead of taking action, which resulted in their vulnerability to the supernatural forces they once allied with. Consequently, they were overpowered and dragged away during the chaos, marking the end of their rule .
Following the demise of King Shade and the public backlash, the Assassins’ Guild was significantly repressed as part of the population's outrage due to their role as spies and enforcers for Shade. They were hunted, and many members were beheaded by the citizens of Jalizar, forcing them into hiding . This radical action led to the temporary dissolution of the Guild. In response to these events, the Assassins’ Guild later reformed in a highly secretive manner to avoid similar persecution. The newly reformed Guild became much more cautious and paranoid, ensuring their operations remained under the radar to avoid attracting attention. The new Guild Master, Norkot, is so secretive that his identity is unknown, and he conducts official business while wearing a hood and speaking in a muffled voice, ensuring the Guild's continued existence in a hostile environment where they nearly faced annihilation ."}
After the demise of King Shade, the political structure of Jalizar experienced significant changes. Shade's oppressive reign ended in 1501 AF when he mysteriously disappeared, leading to the dissolution of his regime. Subsequently, the Jalizarans reformed the City Council and opted for a more peaceful approach to governance, ultimately deciding on a unique method to choose a new king through an election process that allowed anyone to claim the throne after paying a fee . During this period known as the reign of the Council Kings, the actual power shifted towards the Council, which was heavily influenced by the Merchant Houses and various guilds of the city . This new structure brought about a long period of peace and stability as trade was restored and the focus shifted away from tyranny . Thus, Jalizar transitioned from a dark and dictatorial rule under Shade to a more democratic and council-driven governance, reflecting a significant political evolution ."}
The discovery of the ancient Cairns led to significant mistrust and animosity between the Cairnlanders and the Jalizarans, as the latter were responsible for destroying the revered Hollow Hills Cairns . This tension impacted reconstruction efforts by potentially creating social and economic challenges, as Cairnlanders had a presence in Jalizar, working in roles others avoided, such as sewer cleaning . Such underlying hostilities likely complicated collaborative rebuilding efforts, although specific impacts on reconstruction logistics or strategies are not detailed in the sources.
Unanswerable Question