A is for Almshoven
In the 200 years since the Great Chaos Incursion that left the village of Almshoven mostly in ruins, save its well known lighthouse looking over the Manaanspoort Sea, Almshoven is again inhabited.
It is also known for its massive Garden to Morr, still in use, but largely overgrown and permanently shrouded in a mist or fog the clutches at the weeds and headstones, defying even the hottest day.
The centuries old ruins invited treasure hunters, or grave robbers, depending on which side of the calculus one viewed the participants. The character of these opportunists naturally invited others and Almshoven is almost a proper village again with a functioning port.
It's having your bare feet on the ground in Almshoven that one finds the details disquieting. Almshoven is run by a brute of a man known as “The Gut." His laws are simple:
- Permitted to duel; if challenged, you get to choose the weapon. Until death or submission. No interference. Or you’re dead.
- No magic. Or you’re dead.
- No shoes. Or you’re dead.
- Don’t disturb the dead or Morr's Garden. Or you’re dead.
- Don’t speak ill of Stromfels. Or you’re dead.
- No thieving in port. Or you’re dead.
- Pay the toll to get off the dock: 1 shilling
Morr's Garden, or the Garden of Morr, is the common cemetery or graveyard named for Morr, the god of Death and Dreams,
These entries will introduce our company of heroes in time, one may already be well known to readers: Niklos Kaunitz, a thug, a racketeer, an aspiring gang boss, and possibly murderer. You may get glimpses of the company character, bearing, goals, or ambitions. Though the company has been together for many years in Real Time, they are generally still recent acquaintances in Game Time, with growing bonds of trust and tensions.
The game is Warhammer Fantasy Roleplay, fourth edition. Warhammer Fantasy is set in a fictional universe loosely aligned to geographical demographics of 15th-16th century Europe and the remnants of the Holy Roman Empire in the 30 Years War: add magic, indifferent and cruel gods, bodily, moral, and political corruption, Dwarves, Elves, Orcs, Goblins, Undead, Necromancers, Vampires, and a lot of dark and grim fantasy.
Our game and campaign is often politically incorrect, offensive, disturbing, uncomfortable, or worse. There are no X cards in our game. There are “thin lines and equally thin veils," but on balance every session is 18+.
Tread carefully.

Well, at least the rules clearly define the consequences, so there is that. The barefoot rule could be tough going for some.
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