Version : 0.96b
Last Change: February 3rd 1995
Thanks to all those who worked together as a team of authors !
* Oliver Rosenkranz * Thomas Oesterle
* Carlos Jensen * Roberto di Meglio
* Alfred Nunez * Morten Krog
* Neil C. Taylor * Fabio Zanicotti
Notes: Up to now I got several notes and remarks of how great and nice =-=-= people find the idea of developing a supplement for WFRP. This is the place to give my thanks to all of you who inspired me in writing letters and giving comments about this or that detail. Let me also thank each of the authors (please notice the list above). Everyone of you did (and may still do) a great job which will help WFRP players as well as GMs to revive their (favourite) game world. If you did not contribute up to now, this is the time to think about an engagement. I bet, you already have had some ideas of something needs to be realised in such a place of interest. Think of all the adventure ideas you already have had as a GM. Some of these will fit to this place, I guess. Even if you didn't have any ideas yet, read the following text and your fantasy will do the rest. So I'm asking you to begin working on this project. It only lives because people who are in no way different than you are were interested in giving something back to the game of what it gave to them during the years of playing WFRP. Imperial calendar taken as standard throughout. Contents =-=-=-=- MIRAGLIANO - a Tilean City State Contents 0 Introduction 1 History 2 Geography 3 The Social Structure 4 Politics 5 Trade in Miragliano 6 Guilds, Circles & Secret Societies 7 Cults, Worship & Magick 8 Taxes & Tributes 9 Law & Criminals 10 Festive days 11 Relationships to other City States 12 Inner & Outer Enemies 13 Careers, Skills & Creatures in Miragliano and the Marshes 14 Other Miragliano Secrets and Mysteries 15 Some interesting places 16 NPCs in Miragliano 16 Other Material About Miragliano/Tilea 17 Maps & Pictures 0 MIRAGLIANO - a Tilean City State =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Miragliano is one of the four largest human settlements in Tilea. Tilea surrounds the Tilean Sea and is itself surrounded by several mountain ranges. The Appuccini Mountains lie to the east, the Vaults north-east, the Irrana Mountains north and the Abasko Mountains to the west. Miragliano lies on the north-eastern shore of the Tilean Sea. It stands upon hundreds of small islands, inter-connected by stone-banked canals. Despite being one of the more prosperous Tilean cities, this ever- growing settlement lies only some 30 miles east of the terrifying and frightening Blighted Marshes - a very dangerous and deadly area that hides the ruined city of Kavzar which is also called Maldiskaven in the Tilean tongue and Skavenblight by others. The landward side of Miragliano is barren, marshy and unpleasant, and is perhaps deliberately kept that way in order to impede an attacking army. Of course, there are routes through the marshland that join this prosperous city with its neighbourly city states, but it would be an overstatement to call any of these bog-ridden tracks a road. Foul gases bubble to the surface all the time and make a cross-country trip to Miragliano a rather unpleasant one that will be remembered for a long time. Despite this, the city itself is airy and clean because of the Petrancialo, a warm and steady wind blowing from Araby over the Tilean Sea. But the Petrancialo is only strong enough to disperse the fetid gases near the coast - the deep marsh is a choking, poisonous place. 1 History =-=-=-=-=-=-=-= Miragliano was founded by the Kasemattes, an ancient tribe hostile to the Unberogens of the Empire. After a great battle with the Unberogens, the Kasemattes were driven south across the Vaults. Of the hundreds that had survived the fighting, still more were killed by marauding goblins and the freezing temperatures. They then had to cross the Blighted Marshes and by the time they reached the edge of the Tilean Sea there were only 50 people left - the Kasemattes were all but destroyed. In the year 60 IC the ragged remnants of the Kasemattes emerged from the marshes to discover the ruins of an ancient city. It had been built across several small islands in a huge bay. The Kasemattes had been fishermen before this and these islands in the calm, clear waters of the bay with the teeming shoals of silver-finned fish were all that they could have hoped for. They settled down and built primitive houses to live in and boats to fish from. A year or two later the first diseases spread around. The Kasemattes had lost the will to flee and they placed their lives into the hands of the gods. They sacrificed their animals and prayed for help. After an entire week of fasting and praying another small, wandering tribe - the Ligures - arrived and saw the same wonderful place. Though the Ligures were over a hundred strong they weren't agressive. The Kasemattes and Ligures were able to live together in harmony and their leaders signed a pact in blood. When the diseases disappeared there were about 120 people left. The few remaining Kasemattes quickly learned the dialect and metallurgy from the Ligures and gave them their knowledge of fishing and boat-building. The bay was peaceful. The fish plentiful. Life was good. It seemed to both tribes a miracle that they had survived the marshes and the pestilence to discover this tiny paradise. It seemed so much a miracle that the village's first leader called the place Mieracliano - a few hundred years later that name would be corrupted to Miragliano. Not long after the founding of the city rumors reached Remas and they sent a delegation which pressed the city into the Tilean League. Knowing that they could not stand against Remas the city's leaders decided to join the league but to be as passive and uncooparative as possible. In 664 IC a meteor splashed into the Tilean Sea only a few miles away from Miragliano. A huge tidal wave rolled over the city; many buildings were destroyed and many people perished. The 'Legend of the Comet' suspects that the meteor consisted of pure Warpstone. Those who survived did not give up. Rumors of the 'falling star' and the destruction of Miragliano spread. Those bent on plunder and easy looting descended upon the city, searching through the ruins for hidden caches of gold and treasure. The new arrivals more than made up for the dead as most of them stayed on becoming Mirgalianese themselves. Remas' troops occupied the city at this time to punish the looters (at least the ones who were not Remas' soldiers, of course). But the troops also helped to rebuild the houses and bridges which had been destroyed during the catastrophy. Two years later a series of strange incidents happened. Some of the leaders of the occupying forces were killed by a mysterious disease. Only the upper echelons were effected and not long afterwards all troops were withdrawn from Miragliano. 1.1 Time line (expandable) ------------------------------ -500 IC Founding of a city called Giamirado -210 IC Rise of the Remean Republic; Remas has lot of influence in Giamirado -190 IC Giamirado refuses to supply troops for the Tilean League in its struggle against the invading Hellenic Empire -188 IC Remas sends two legions to Giamirado to raze the town to the ground. Giamiradese people scattered. 0 IC First period of tolerance of sorcery commences 60 IC (Re-)Founding of another city called Mieracliano not far away from where Giamirado had been; Unification of the two tribes the Kasemattes and the Ligures 100 IC Mieracliano is compelled to submit to the authority of the Remean Emperor 202 IC First period of tolerance of sorcery ends; The secret Society of the Orb is founded in Mieracliano by Tilean Wizards escaping the oppression and persecution of the various Cult hierarchies and the Remean Emperor 664 IC A meteoric celestial body goes down near the coast of the city and causes a huge tidal wave which destroys most parts of Mieracliano and drowns the majority of its people; Mutants are seen in the ruins 665 IC Rebuilding of Mieracliano with help from Remas; Last of the mutants exterminated 760 IC Civil War erupts in Tilea and last for 30 years 792 IC Leaders of Mieracliano are cited as instigators of Civil War and executed; Remean military governorship is established in Mieracliano 982 IC Remas establishes Mieracliano as a base camp for their Bretonnian recovery campaign 1001 IC Second Civil War erupts with Mieracliano leading the alliance against Remas 1014 IC Official renaming of Mieracliano to Miragliano when de- claring the city as free and independant 1015 IC Treaty of Luccini ends Remean domination in Tilea; Rise of the Tilean City-States. 1019 IC The three outposts of Castebore, Casteori and Casteocci are built to warn the city of invasion. 1030 IC Arismio del Padloa writes "Civic Liberta" 1104 IC Second period of tolerance of sorcery commences. This brings the Society of the Orb into the open 1112 IC Black Plague reaches Miragliano and devastates population 1142 IC Second period of tolerance of sorcery comes to an end; Society of the Orb driven underground as suppression of sorcery by the Cult hierarchies led to the imprisonment of the Orb's leaders 1230 IC Miragliano merchant fleet becomes dominant on the Tilean and Southern Seas as Magritta suffers Arabian conquest of Estalia 1262 IC Miragliano merchants respond to the fall of Constantium by establishing trading contacts with the Arabians 1326 IC To facilitate (control) trade, Miragliano establishes trade associations in other towns in Tilea and the Border Princes 1450 IC Start of the Crusadings against the Arabians; Trade with the Arabians becomes precarious due to the influence of the warring parties on both sides of the conflict; Soldiers are recruited in Miragliano for the struggle in Estalia 1510 IC Norse raiders reach the Southern and Tilean Seas and create havoc for the Miragliano merchant fleet and coastal towns 1551 IC Trade associations in other towns (Tilea and Border Princes come under complete control of Miragliano merchant houses during the next 20 years 1565 IC The Tilean hero Meldo Marcello musters a huge mercenary army starting in Miragliano; Marcello recaptures Tobaro from the Skaven 1632 IC Several coastal towns in Tilea and the Border Princes vote to join the city-state of Miragliano (some say Miragliano bought votes to accomplish this deed); Miragliano Empire is established 1634 IC Miragliano battles Remas over the former's takeover of several coastal towns 1638 IC Miragliano defeats Remas 1681 IC Night of the Restless Dead; Many people die as the dead inexplicably rise from their graves and attacked the living 1715 IC With Arabian forces advancing in the Border Princes, a large contingent of Miragliano mercenaries are recruited and march off to war; Several towns in the Miragliano Empire fall to the Arabians 1724 IC Miragliano crossbowmen win renown for their pivotal role in the Battle of Matorca where the Arabian advance in the Border Princes is halted; Miragliano faces increasing competition from Magritta 1756 IC Foundation of The Miragliano Academy of Finer Arts 1812 IC The Red Pox hits the city and decimates its inhabitants; Many Miragliano family dynasties reach an end (coup d'etat). 1867 IC Saratosan pirates begin raiding Miragliano shipping 1870 IC Third period of tolerance for sorcery commences; Laws passed over opposition of the Cults legalizing sorcery; No secret societies of wizards become public 1936 IC Trade with water was reformed and the Water Tax was introduced; Arabian piracy is on the rise in the Southern Sea 1993 IC Religious pressure brings third period of tolerance of sorcery to an bloody end; Many wizards are forced to renounce their unholy practices. Those who don't are burned at the stake. Others are driven underground and join secret societies to continue their studies 2174 IC Last Miragliano town is freed as Arabians are forced out of the Border Princes 2192 IC Duke Alfonzo de Miragliano mounted a huge expedition into the swamps with mercenary aid from all corners of the world. In the decisive Battle of the Blight the Skaven were driven back to the Blighted Marshes. 2235 IC The explorer Guido Pasolini mounted an expedition to the source of the river Cristallo, following a Dwarven legend about a route through the mountains. Foundation of Alimento in the Vaults 2236 IC Pasolini discovered that the tunnel through the Vaults connects the river Soell and the river Cristallo. He named the entire subterranean stretch the River of Echoes. 2241 IC Remean and Miragliano fleets meet in battle near Tobaro. Neither side carries the day. 2253 IC The Declaration of Traditional Authority ensures the Fulvini family the title of Duce de Miragliano (see 'The Old Dynasties'). 2254 IC Estalian kingdom of Astarios (Magritta) conquers southern Tilea and threatens Miragliano shipping and livelihood. Miragliano leads fight against Estalian occupation. 2255 IC Miragliano signs a treaty with Sartosa. Both begin raids on Estalian shipping. 2321 IC The whole northern coast suffers from Skaven raiding. 2354 IC Miragliano reaches an agreement with Arabians to target Estalian shipping. 2388 IC The Week of Affliction; In only seven days almost one half of Miragliano's citizens died of a strange desease called The Spotted Pestilence. This highly infectious plague was brought to Miragliano with its water supply. After that event the Law of Water Supply was enacted and the Plague Camp is built next to the outpost of Casteocci. 2400 IC Southern Tilea overthrows Estalian yoke. 2429 IC Following the lead of the Empire, sorcerous studies are legalized. 2475 IC The ruling family of the Fulvinis was replaced by the Cornutis. Rumors spread that all of the Fulvinis have been assassinated. 2491 IC A huge expedition led by Marco Polioni to Cathay left Miragliano. It never returned and there were rumors that no one survived. 2506 IC Miragliano's lost son Marco Polioni returned to his home city as a famous explorer and discoverer. In his company some noblemen from Cathay found their way to Tilea. 2507 IC The notorious revolutionist Prince Kloszowski finds himself imprisoned after unsuccessfully trying to bring the seed of revolutionary and anarchic political theories to the citizens of Miragliano. 2515 IC The Cornuti family finds out that one member of the Fulvinis, their predecessors in power, has survived the assumption of power. They hired the Feccia family to abduct him from Kreutzhofen. 2 Geography =-=-=-=-=-=-=-=-= Miragliano is one of the largest seaports of the Tilean Sea; it is built upon hundreds of small islands (see Map 01 - Miragliano's basement islands). Buildings and streets are built upon stilts - most islands become flooded during high tide, but building things upon slightly raised platforms protects the stone and woodwork from the salty sea-water. Islands are joined to their neighbours by bridges and all have stopping points for ferry gondolas. The foundations of the upper-class buildings are, in most cases, solid stone. The other buidlings are built upon wooden logs. In the western part of the city one can see the ruins of a city wall which looks like it might have been torn down during some ancient siege but was in fact undermined by the salty sea-water and corrosive run-off from the marshes. Nowadays relentless erosion by the elements is (for most people) the one and only enemy to fight against: stilts are always needing to be replaced and the walls of buildings shored up. Some miles offshore lie the so-called "Shoals of Madness" and an ancient legends tell the story of a little star falling down into the sea at this point causing a catastrophy. Only the most courageous of the city's sea captains dare to navigate their ships through 'the shoals', although there are a few captains who maintain that they have passed without any trouble. But there are so many stories of crew members being driven mad or whole ships being lost that most crews will refuse to sail through the rapids even though some superstitions predict great luck and prosperity for the ship and crew that does. 2.1 The City's Structure ---------------------------- As mentioned above Miragliano is built upon hundreds of small islands. Almost all buildings are lacustrines. There are many areas built over open water where no island has ever been. Over the years the network of wooden supports has become a web connecting all the islands together - with few exceptions. In some places canals have been blocked to create a new street or buildings. The preferred material for the piles would be stone but wood is cheaper and more readily available: unfortunately wood rots very fast in the waters of Miragliano. This weakens the structure of the city and licensed crews of craftsmen are doing their best to repair and re-repair the worst places all the year round. Because this tends to be an expensive but very necessary job, the citizens of Miragliano are taxed to pay for it - the rulers are not going to foot the bill themselves if they can possibly help it. (See the Restoration Tribute in "Taxes & Tribute"). Because ground has always been a scarce property in Miragliano only the Eldest and the richest families can afford to own their own islands. If you own an island you have the right to connect it or disconnect it from any nearby public ground and bridges whenever you want. The only concession you must make is to build a landing place for gondolas and to follow the laws of Miragliano. Only a few islands have a sewer system and even those tunnels lead quickly into the public and open channels between the islands. Traditionally houses, bridges and streets, even whole districts are named after the people who live or work there or after certain events which took place there. An example of this tradition is the "Osteria dei Contrabbandieri" (The Smugglers' Inn). Of course, nowadays no gang of smugglers would be stupid enough to choose this inn as regular place to meet, but sometimes strange foreigners still come inside and ask for someone who may handle some discrete job. There are some areas of the city (see Map 01 - Miragliano's basement islands) where no islands break the water's surface. To stabilize the city's pile structure at these points a large number of buildings and streets have been constructed on two levels with ramps and stairs. This means that many buildings and streets exist from where you cannot see direct daylight. In these areas the use of open fire and burning oil is forbidden to prevent a flame inferno. <14> The lower-level buildings are often used as warehouses or storerooms. There is a small community of dwarfs living 'down-under', but only the poorest of the humans live in those dark and dangerous 'cellar'-level -- and of course those who want to hide themselves from the daylight and/or from the city watch. Few people know that there are two different catacomb systems beneath the city. The first one is an ancient underground tunnel network on one of the larger islands in the palace district. It was used as a place to bury people in but the tunnels have been sealed up long ago and the entrances are marked on only a few VERY old maps. The other catacomb system is a well-kept secret known only to the city's leaders and some priests of Verena. These tunnels are what is left of an ancient underground city (see also 14 - Miragliano Secrets). 3 The Social Structure =-=-=-=-=-=-=-=-=-=-=-=-=-=- As Miragliano developed as a city, it's original social structure changed. It went from being organised in the feudal manner with nobility and loyal subjects, to a city free of noble intervention. As the city gained more and more independence from the nobility of the area, new social structures erupted. A handful of families united and seized power fairly quickly, but the fight for domination between these ruling families turned out to be long and bitter. It was not until 1812 and the outbreak of Red Pox that would decimated the city's population (including many members of the leading families) that the modern social structure was finally determined. By then four distinct classes had emerged: 1 ) The Grassi 2 ) The Guilds 3 ) The Workers 4 ) The Pitiful <17> The Grassi gained control of the city's government, but within the Grassi, the Great Families vie for ascendency. The Dynasties and the rest of the Grassi are of one mind when it comes to excluding the two lower classes from power. 3.1 The Grassi ------------------ This is the socially and economically dominant group in the city. It is made up of men - whatever their origins - who pursue aims different to those of the Miragliano's nobility. What makes the Grassi different from other citizens of Miragliano, is that they are accustomed to greater wealth than the others. They are motivated by the prospect of profit and political power within the city. The Grassi's source of power is derived from three sources: a) long distance trade b) property within the city c) control of the city's government The Grassi is also in possession of rural property. Rural property is the only really secure investment in the Old World; but there are other reasons too, for the Grassi's possession of rural property. One is to secure and control the regular supply of provisions to the city. In this way the Grassi make Miragliano dependent upon them for food - yet another factor that helps keep them in power. Most of the Grassi belong to one or the other of the old Miragliano families, but there are quite a few self-made-men in this social group. No considerations are made to anybody's background or heritage; anybody that makes it in the world of business and gains a license to do trade in Miragliano, gains the status of Grassi. Even some merchants from Araby have gained Grassi status. 3.2 The Old Dynasties ------------------------- The Old Families are the most powerful families of the Grassi. After centuries of careful political manoeuvring, these families emerged as the most powerful. When the Red Pox hit the city in 1812, the political struggle that had lasted for several hundred years was abruptly brought to an end. The political tension in the city was at the breaking-point. The number of political assassinations was steadily growing as the battle for the seats in the Dieci toughened. There were over thirty Grassi families fighting for the ten elected seats of the Dieci (see section 4.2, "The political Bodies"), but then the Red Pox decimated the strongest Grassi families, and by the end of 1812, ten of the Grassi families had emerged as the winners of the struggle. They made a united front against the seriously reduced Consiglio Maggiore (see section 4.2, "The political Bodies"), and passed the bill of 1812 which gave these families all ten places in the Dieci as hereditary seats. The Old Dynasties had emerged. Through intermarriage with each other and some of the other Grassi families, the ten Great Families secured their power-monopoly. These dynasties are, the dominant political force in the city. Each one is anxious to manipulate the city's government and, above all, to use the power of taxation, in their own interest. The primary motivation of the Old Dynasties, is to secure their power- monopoly. They are extremely protective of their privileges and any new- comers must play one Dynasty against the other to stand any chance of surviving for long. It was only through cunning manoeuvring that the Cornuti family managed to replace the Fulvinis in 2475. This incident is explained below, but first we must explore its background. Originally the title of Duce had no prestige. It was merely the title used for the chairman of the Dieci ('Duce' being the Tilean equivalent of 'the first among equals'). The Duce was elected for life, but had no privileges compared to the other members of the Dieci. Over the years each successive Duce managed to win greater and greater power for himself. Each new Duce added some extra privileges or powers to the the Ducal title, and by the end of the 20th century, the position of Duce was more or less that of a despot. After years of Skaven harassment from the Blighted Marshes, Duce Alfonzo Fulvini of Miragliano began a crusade against the Skaven. A great campaign was mounted in 2192, and hired mercenaries from all corners of the Old World and from as far afield as Araby. They marched into the swamps: "Thousands were slain, but the Skaven were driven back to the Blighted Marshes and slaughtered without mercy." ('Death's Dark Shadow', pp. 9) Along with the external campaign, Alfonzo began the uprooting of Chaos-cults within the city boundaries. The corruption he unearthed sparked off several bloody years of intrigues and feuding, from which the Fulvini family emerged victorious as the holders of a hereditary Ducal title. They achieved this political triumph through shrewd decisions, intelligent alliances, cunning intrigues and some (quite a lot, actually) political assassinations. The Fulvini supremacy was confirmed in 2253 with the Declaration of Traditional Authority which secured the Fulvini family the Ducal seat as a hereditary title. If, by any chance, the Fulvini should run out of heirs, then the title was to pass to the second greatest of the Old Dynasties, the Cornuti. If any of the Cornutis was unable to produce a heir to the title, it should pass to the Cielvinis... etc. With this in mind, the Cornuti family began the systematic murder of the Fulvinis in 2473. The Cornuti were able to kill all of the Fulvini family (or so they thought; see 'Deaths Dark Shadow', pp53). The official story of the Fulvini is that they all died of a strange disease. So today (2515) the Cornuti family are in power of Miragliano. Their partners in crime during the coup d'etat was the Feccia family - originally nobles from the town of Portomaggiore. They took the seat of the Fulvini in the Dieci. The intro- duction of the Feccia to the Dieci was not without protests from the other Old Dynasties, but through political manoeuvring, the Cornuti were able to install their allies in the Dieci. In recent years the discontent amongst the eight other families of the Dieci has led to uprisings against the Cornuti. The discontent is over the Cornuti's constant erosion of the other families' power. Step by step the Duce has deprived the Dieci of it's powers. The Duce's closest political advisor, Micco di Bartolomeo Vachiamelli, has warned him of the dangers of the Dieci's/the other Dynasties' bad will, but the power mad Duce seems to ignore Vachiamelli's warnings. [To be developed further: the connection between Grassi and nobles] 3.2.1 Other Important Persons/Clans ----- * The Cielvini family Giacomo Cielvini is the current head of this family, and has single- handedly taken them from the verge of bankrupcy to a life of luxury and power. In the early 1000's, a small merchant family from the Estalian city of Magritta settled in the young and rapidly growing city of Miragliano. Despairing of the cut-throat competition in Magritta they had come hoping to find a place for themselves in the expanding markets of this city. Thanks to their contacts in Magritta they soon made a small fortune for themselves by virtually cornering all trade with Estalia. Claiming to be the only reliable businessmen in the region, they became one of the richest families in Miragliano. Though they were now wealthier than they had ever imagined, they had also grown fond of the gold. They crafted an agreement with Magritta's officials, informing the Estalian sea forces of the comings and goings of other craft, and then splitting the profits from these bordings. Though they staged attacks on their own ships from time to time to divert attention, their gains were still astronomical. A few years later, the Cielvini family found their place amongst the older and more influencial families in the area, using their money to support this candidate or that, bribing etc. After the plague of 1812, they were established as one of the most powerful of the Old-Dynasties. As they began to rest on their laurels, many of their trade routes were leased out to other merchants, and by avoiding all the tedious trade work, they began to concentrate on the more comfortable things in life such as art, theatre and politics. Many of their trade connections faded, so did their influence on Magritta's sea forces. From now on the Cielvini would steadily lose more and more power. In many of the greater families throughout the Old World heavy inbreading leads them to the verge of extinction. The Cielvini faced that problem a few decades ago. The head of the family, Paolo Cielvini, was little more than a walking vegetable, a puppet in the hands of his cousins and other influencial businessmen. As long as he was kept warm, well fed and had plenty of new toys to play with, they could do whatever they wanted in his name. Planning intrigues and neglecting official political business they left him alone with his seat in the Dieci, using his position from time to time. So they were surprised and helpless, when Paolo refused to attend the Dieci anymore, claiming that it was all too boring, and that he actually fell asleep during his last visit. The other families in the Dieci didn't take offence at this, realizing that they would all have more power without the Cielvini present. Paolo financially supported anything that caught his fancy or that was told him by his advisors. He himself came up with such notable ideas as the Cielvini hat, a three feet tall, 20lb weighing monstrous hat, the two- storied gondola, which invariably tipped over as soon as someone set foot on the top floor and didn't bother with the fact that this gondola would be too tall to pass under most of Miragliano's inner city's bridges. Incredibly enough, he was never discouraged by his failures, and he kept on inventing till the day he died. The result of his "investments" for his family was a financial catastrophy unlike anything seen since in the history of Miragliano. Paolo was married to Lucilia, a young woman from one of Magritta's noble houses - a fact that was kept secret because of the strained relationship between Miragliano and Magritta. The pair produced two male offspring despite the fact that Lucilia hated him passionately until her dying day. The first-born son was named Luigi, and inherited many of his father's features, including his intelligence. The second one was called Giacomo; he proved to be the man his father never was. The two were so different that rumours sprung up that Paolo cannot be Giacomo's real father, but that the boy was a result of an affair between Lady Lucilia and the merchant Firenco Golini. During his twelve years as the head of the Cielvini family, Paolo managed to destroy what had taken them centuries to be gathered. He was finally killed by his son Giacomo. Giacomo soon discovered that he was more cold- blooded, intelligent, sharp-witted and tougher than both his father and his elder brother, though he decided not to show how superior he really was. Giacomo's early years were not happy ones. His father neglected the rest of the family and his mother was too busy pursuing her amorous interests elsewhere. The two children were left to be cared for by Pepina Diacomo a strict, merciless and alcoholic governess, who often beat the children for the fun of it, knowing that nobody would notice. Giacomo began to hate his lot in life. He not only hated his governess, but he learned to hate everybody around him. He hated and loathed his father for being the fool and the puppet that he was, his mother for tolerating his father and his brother for his stupidity. He also hated the domestics for their subserv- ience to such a rabble of a family. At an early age he learned the value of information, and the power it could give him if he used it at the right moment. He learned that having information that others wanted kept secret was important. He could blackmail and threaten people into acting as he wanted them to. So he spied out everything and everone in his surroundings, and always kept alert for new information. He soon began to blackmail his governess and some of his father's advisors, his elder brother and Lucilia followed soon after. After meeting Firenco Golini at a ball, he began to like the man. Firenco, knowing there was a good chance the boy was his son, took pity on him. They started meeting secretly and Firenco became Giacomo's teacher and his only friend. It was Firenco who taught him how to run a business and how to negotiate. In effect, Firenco laid the foundation for the resurection of the Cielvini dynasty in more than one way. The boy was not only Firenco's son, it was from Firenco that Giacomo learned to raise the fortune he one day would. But, alas, one of Paolo Cielvini's advisors noticed that Giacomo met Golini and gave orders to arrest the merchant. He was caught while sneaking out of Lady Lucilia's bedroom, and executed the very next day. The news of his death struck both mother and son very hard. Lucilia went into a self-imposed seclusion, refusing to eat and drink until she died of hunger and thirst ten days later. Giacomo, on the other hand, swore revenge upon his family and advisors. But he did't show any of his emotion, he waited for a time when he would be old enough to take revenge. So he waited, plotting and studying, biding his time. Several advisors were found dead without explanation, other businesses crumbled as rumors spread slandering an advisor's integrety or saying that they were spies from Remas or similar. In this way, Giacomo realised his revenge; never missing his mark, always watching and waiting for the perfect opportunity to use certain inform- ation, never forgiving or showing the slightest bit of mercy or hesitation in his revenge. The first one to fall was his older brother. A golden opportunity arose that was too good for Giacomo to miss. The governess and Luigi were out on a picknick when Giacomo forced her - by threatening to reveal her sexual perversions - to help him drown the first-born son in a canal. Claiming that they had fallen prey to bandits, they convinced the others that Luigi had been kidnapped by his father's enemies. Nobody suspected him when the body of Luigi was found by the river patrol guard, floating in the canal, making Giacomo the new heir. But he had to tie a few loose ends before he could proceed with his revenge - a lesson taught to him by the death of Firenco. He sneaked into the room of the governess, carefully taking care not to wake her, and strangled her in her sleep. Giacomo was by no means a muscular man and he had some trouble in putting a rope around her neck and hoisting her up into the air to make it look as if she had hung herself. The next morning, a suicide note telling of her feelings of guilt for Luigi's death was conveniently found on her bed. Giacomo could now be sure he was safe, nobody could possibly know the truth about his brother's murder. All the witnesses were gone, leaving him free to concentrate on the only family member left - his father. Adventure Note: There is one loose end left that Giacomo failed to take care of. The governess used to write down important events in a diary. Giacomo knew that - the governess' diary was the source of his knowledge about her sexual preferences. She used to hide it in her desk but Giacomo took it and burned it because he knew that there were several hints in it that he had blackmailed her. But he didn't take a look before he burnt it and so failed to notice that the last entry was over two weeks ago ! The governess had begun a new diary because the old one was full. This new diary contains the last part of the story and contains several hints of Giacomo's role in the tragedy. The second diary is hidden under a (not too) loose floor plank. It has not been found by anyone since then and nobody knows about it, except the soul of the governess. Revenge had to be sweet for the death of his true father, so he planned and plotted for a long time, letting everyone else fall back into a normal everyday life. But Giacomo never forgot and he never forgave. He played the role of the good son until he had gained the confidence of even the most sceptical of his father's advisors. [more on the Cielvini family in progress] [The greatest families of Miragliano will be developed further] 3.3 The Guilds ------------------ The Guildsmen are all full members of the craft guilds, whose masters represent the middle class. They are a respectable group, even though they are politically underprivileged. The Guildsmen are largely concerned with local produce and local services. Their power derives from control of production and trade of craft products and the control of raw materials brought in from the countryside around Miragliano. 3.4 The Workers ------------------- These are the ill-organised masses of the Miragliano citizenry. They are the city's lower class. The workers work on contracts, or are employed on a daily/weekly/monthly basis. They are totally deprived of political power, and are at the mercy of the two other social classes. 3.5 The Pitiful ------------------- Miragliano has been regularly hit by diseases and plagues. To prevent the spread of disease every person inside the city borders (which legally begin in the marshes some 25 miles outside the island area) who shows signs of being infected will be arrested and examined by a doctor or a healer. If the diagnosis is verified then this person will be put into a special coach and transported to a camp in the marshes some 20 miles away. This large camp is well away from any main roads or other settlements. It is a plague camp and is called the Aeger Asylum. The camp is surrounded by a huge palisade and it is forbidden to pass in any direction without permission from the city-state government. The penalty for counteracting is death by burial while being alive. There is a small garrison called Casteocci nearby and there are regular patrols to ensure that nobody climbs the palisade. Everyday carts with supplies come to the garrison outpost. From here food and water is let down over the palisade and into the camp area. Once a week a group of three physicians are allowed to visit the camp and help where they can to soothe the pain or heal disease. No visits are be permitted but the physicians might agree to deliver something - unofficially - to someone inside the camp or to gain information. Sometimes, but not on a regular base they are accompanied by a few priestesses of Shallya. At the moment only 40 people live here and some of them have survived for more than ten years in the camp. Nevertheless, coming to this area is a one-way ticket. There is no way to return other than to escape. Knowing this, Miragliano's leaders ordered that anyone sent going to this isolation gets a solid metal ring forged around his neck tight enough to prevent its removal by simply drawing it off. Engraved on this ring is the following sentence (in Tilean) : "This person is a bearer of diseases. He has been imprisoned and is sentenced to death when seen outside his camp!" To finance the support of the camp and the garrison the government has decided that each family has to financially support their own relatives. If this isn't possible, the personal property of the infected will be confis- cated and the support will be limited to the lowest amount. A map of this camp exists - refer to Map 02 (See 16.2 for further details). 3.6 Population in the Marshlands ------------------------------------ In the marshlands to the north and west there are very few people. There is the old outpost of Casteocci - which guards the Plague Camp - and there are the Mulatores, the hunters of the marshes who work alone or in pairs who have secret, well-hidden huts and places they have marked as safe to sleep in. But quite apart from these two groups there are the Maldisi - people who have ... 3.6.1 The Maldisi ----- The Maldisi used to trade their marsh-paper with the merchants of Miragliano and profited handsomely by it. Now, though, Dwarven advances in technology have seen the rise of paper made from wood-pulp and the bottom has fallen out of the paper/vellum market. Where there were perhaps 20 companies all vying for Maldisi marsh-paper, there is now only one and the effects on the Maldisi have been catastrophic. Unable to earn enough money to buy goods and even basic foodstuffs for their marsh-villages, their expanded popul- ation has incresingly turned to banitry and pilaging. They have even way- laid the good doctors and physicians of Miragliano on route to the plague camp. As a result the Miragliano Grassi have petitioned the Dieci to outlaw the Maldisi. Unfortunately the Dieci can't do this without the Duce's authority and he is still perversely ignoring their wishes in all matters. Even so, the Maldisi are unofficially persona non grata in the city and the last one to be found within its walls was lynched over a month ago. The only merchant still trading with the Maldisi (and he is increasingly being looked upon as a traitor to Miragliano because of this) is the Brolleus the Elder. He still sends a buyer every month to the marshes to trade for marsh-paper - at rock-bottom prices! [more on the Maldisi in preparation] 3.6.2 Mulatores - The Hunters ----- The land around Miragliano is pretty desolate. If it is not marsh then it is ragged moorland. Most trade comes to the city by sea but, despite this, there are several overland routes that cut through the wilderness surround- ing the city. These routes are not easy. The moorlands and the marshes are home to bandits and the sullen Maldisi. The Marsh Wolf has defied many attempts to exterminate it, and stranger creatures like the Slagworm or Weregoats still plague the trade-routes from time to time. In order to make the roads safe for travellers, the City-State actively employs people to track down and destroy the more dangerous creatures. These hunters are called Mulatores and are adept at surviving in the marshes or out on the moors. The Mulatores are paid a fixed monthly rate - which is not enough to live off, but is considered more of a retainer for their services than an actual wage. They may make whatever profit they can off of their kills - this basically means Marsh Wolf pelts, which are poor at best. And they also accompany merchant caravans from the outposts of Casterori or Castebore to the city gates. Those that undertake to roam the Marshes to the north and west of the city, get a slightly higher wage, as the Marsh is a more dangerous area - not least because of the Maldisi! The people of Miragliano are respectful towards Mulatores as they are viewed as skilled and cunning fighters. But despite this respect, the common people cannot be said to like the hunters. They are rumoured to be in league with the Maldisi. And their "protection" has had certain suspicious lapses over the last few years with important caravans or visitors failing to arrive or vanishing on the way back. Both points are valid. The Mulatores are known to the Maldisi and though only a few would claim to be friends with them they realise what has driven them to attack and plunder the caravans. To oppose the Maldisi would only turn them against the Mulatores - and there are many, many more Maldisi who know the marshes far better than the Mulatores. See section 13 for the changes to the Hunter career if being a Mulatore. 4 Politics =-=-=-=-=-=-=-=- The leading merchants of Miragliano have from the city's earliest days as a small trading-town, made demands on the local lords for privileges and independence. As the city grew, it considered itself an independent administrative body, apart from the local lords. 4.1 The legacy of Arismio del Padloa ---------------------------------------- In 1030 the famous philosopher Arismio del Padloa wrote "Civic Liberta". The main theme of the Civic was the city's 'sibi princeps' - the city as it's own master, and a corporation with omnipotent jurisdiction. There only exists one law -- a positive and coercive law -- and this is applied in any community by one ruling instrument, the 'pars principans'. The 'pars principans' of the city is chosen by the citizens as a whole, 'having regard to their quality', i.e. that not everybody has the power to elect the 'pars principans'. The ruling instrument of the city, the city's government, is responsible for the control of all other groups in the community, including the clergy. Arsimio's thoughts and ideas were controversial in his age, but since the publication of the Civic, the city's rulers have used it to legitimise their independence; and it is still extremely relevant in the struggle for power in Miragliano. As the city demanded more and more independence from the surrounding lords, the city's ruling class, the Grassi, had to organise the city into it's new role: as a corporate body responsible for it's own defence against foes within and without; as a collector of taxes to build and maintain those defences; as the formulator of policy to encourage trade and to protect those trade routes and to ensure a steady supply of food and raw materials to the city. 4.2 The political bodies ---------------------------- But there is plenty of room for re-interpreting the Civic - in this way the political bodies of Miragliano have emerged. Much of the political tension in Miragliano derives from the conflict between the Old Dynasties and the Duce about which governing body is now the 'pars principans'; the Dieci where the Old Dynasties have some power, or the Duce. The three political bodies of Miragliano are as follows: 4.2.1 The Consiglio Maggiore (Grand Council) ----- The first political body to proclaim itself as del Padloa's 'pars principans', was a council of merchants which was called the Grand Council, or in Tilean: il Consiglio Maggiore. This council worked hard to gain new privileges and a certain independence from the local overlords. The Consiglio Maggiore only met once a year. It's primary functions was to elect ten representatives which would form the city's government - called the Dieci, for the coming year. The Dieci was led by a chairman called the Duce. The Duce was elected for life by the Consiglio Maggiore. This was done by a complicated alternation of vote and lot. The procedure was as follows: 1) the entire body choses thirty of it's members by lot 2) the thirty are reduced to nine, by lot 3) the nine elect a body of forty 4) the body of forty is reduced to twelve by lot 5) the twelve elect a group of twenty-five 6) the twenty-five are brought down to nine by lot 7) the nine elect forty-five 8) the forty-five are reduced by lot to eleven 9) the eleven elect a committee of forty-one 10) these forty-one elect the Duce This complicated system was designed to prevent strong merchant families from growing even stronger by holding onto Ducal title for several gener- ations. Even so, the system was far from perfect. Each stage took at least a day to organise. Voting in the Consiglio Maggiore was done secretly, a legislation pushed through by some Consiglio Maggiore representatives (led by Archibald "Bribe" - who got his nickname after saying: "Everybody has his price, some are only a bit more expensive than others") in 1646. As might be expected, the two elections were plagued by corruption. The most powerful representatives of the Consiglio Maggiore used to bribe, blackmail, intimidate, etc. their way into the titles they wanted. Thus the system, designed to prevent the strong from growing stronger, actually worked in the favour of the strongest; those with enough money and hired thugs bribed and cajoled their way to the top. When the Red Pox hit in 1812, the number of representatives for the Consiglio Maggiore dropped sharply as large numbers of the city's population succumbed to the plague. With the Council in a weakened state, the ten strongest families (i.e. the families that were powerful before the plague, and had managed to survive the plague's worst ravages) brought about a coup d'etat, and passed a bill that secured their positions in the Dieci. From that date on there has never been an election, neither for representatives to the Dieci, nor for a new Duce. From 1812, the Consiglio Maggiore had, in reality, no powers. In order to placate the Consiglio Maggiore and it's still powerful Grassi representatives, the Dieci claim to use the council as an advisory body to propose new bills, so that the Dieci may know what the needs and wishes of the 'people of Miragliano' are. After the overthrow of the Fulvini, the Cornuti Duce has restricted the power of the Consiglio Maggiore, and over six years have passed since any of the council's bills has been passed by the Duce. The discontent is growing with each year that passes, and some of the representatives of the Consiglio Maggiore have, in secret, been speaking about an armed uprising in order to 'show the Cornuti bastard who's got the real power of Miragliano'. 4.2.2 The Dieci ----- As long as it has existed, the Dieci has been the real government of Miragliano. To begin with it consisted of ten representatives elected on yearly terms by the Consiglio Maggiore (as explained above), and led by it's chairman, the Duce, who was elected for life. After the coup d'etat of 1812 the elected representatives of the Consiglio Maggiore were exchange with one representative for each of the ten most powerful families of Miragliano, also called the Old Dynasties. These ten families intended to hold onto their seats in the Dieci for 'all time to come'. The Dieci had become a permanent government in Miragliano, drawn from the ten most powerful families of the city. As the years passed, the Duces gained more and more power; power which they took from the Dieci, and by the end of the 20th century, the powers of the Dieci had diminished. It was no longer the government of Miragliano, it had been turned into an advisory body for the Duce. But the Dieci was not the Duce's only advisors. As the representatives of the Dieci were out to make the best for themselves, the Duces had to depend upon advisors which they could trust. A new class came into existence: a class whose wealth was dependent upon the Duce; in this way the Duce could guarantee their loyalty. The power of the Duce's new advisors was their knowledge, not their wealth. The more successful the Duce was, the more they earned. Still, the new advisors knew how to make the best out of their situations, and it was not unknown for advisors to abuse their employer's trust... 4.2.3 The Duce ----- As time passed, the Duces became despots. The responsibilities of the Duce were diverse. He is responsible for the running of the city as a smooth profit-making machine. He is in control of legislation - but passes nearly none of the bills proposed by the Consiglio Maggiore; tax collecting; chartering licences for merchants trading in the Miragliano area; the city's foreign policy; and protection of the trade routes within the boundaries of the City-State. To lighten the burden of the Duce, several offices are organised to take care of the paper work. Most of these offices are ad hoc arrangements, but there are two permanent offices: + the Chancery: a small writing office staffed by clerks and lawyers + the legal administration<29> [In development the Duce's advisors; their motivations and political aims] 5 Trade in Miragliano =-=-=-=-=-=-=-=-=-=-=-=-=-= 5.1 Currency ---------------- Because Miragliano is a great trading city you are able to pay most bills (at least those from tradesmen) with the Empire's currency. Nevertheless Miragliano has its own currency : 1 Doblono (Db) = 60 Ducati 1 Ducato (Dc) = 600 Kreutzer (Kr) One Gold Crown (1 GC) is worth 12 Ducati. The following is a list of coins available in Miragliano : Miragliano Coins Empire Value ---------------- ------------ 1Db 5GC 1Dc 20d 300Kr 10d 180Kr 6d 60Kr 2d 50Kr no exchange 30Kr 1d 10Kr no exchange 5.2 Trade & Transport ------------------------- One can enter Miragliano by boat, by travelling from one of the other City States (maybe Campogrotta in the north-east or Udolpho in the north). If you arrive at one of the port islands and want to leave the boat you are assumed to be a trader and therefore ordered to pay Trade Tax. This is obligatory if you want to leave the ship. If coming from the landward side you're asked if you're a trader or not. Traders pay the tax (guess its name) or may return to whence they came. Other persons are declared un- welcome unless they pay for their right to stay in Miragliano. For other taxes and tributes see the section "Taxes & Tributes". It is very expensive to bring animals into the city (See Law to Prevent the Risk of Catching Diseases). Aside from this fact, you're not allowed to ride over most of the city's bridges because of their instability. A lot of traffic takes place in the hundreds of narrow water canals. It means as much to a wealthy family to possess their own gondolas with Gondolieres as staff as it would do for such a family in the Empire to have their own coaches. Each island (or almost each island) has its own name, so do some bridges and the majority of the "canal"s. There are a lot of hauliers to hire for passenger transport waiting for clients at one of the gondola parks and normally a passenger shouldn't have any problem at daylight to catch one of them at a canal not too narrow or secluded from the the better-class city districts. But most Gondolieri don't like to go to the more dangerous districts at night. At this time you can bet on someone looking out for a profitable victim to rob, murder or to do nastier things with. From time to time a Gondoliere who has been to bold just vanishes together with his clients and rumours circulate amongst the Gondolieri that they end up as sacrifice in evil rituals or weird experiments. Miragliano is a great trading city which known throughout the Old World for their small, light ships that often sail as far afield as the South Lands. There are well established trade routes with Araby to the south and Marien- burg and Erengrad to the north. Among the famous captains that have successfully completed the dangerous voyage to the New World are several sons of Miragliano. Obviously the best and most important is Giuseppe de'Pompadoro who has made it eight times to Apachia-Bora, a settlement of primitive humans which was called "New Heaven" by the Miragliano discoverers. The city's leaders plan to declare this part of the New World Miragliano territory and intend to equip a huge expedition to Apachia-Bora to subdue the natives as soon as they have the financial funds to do so. Miragliano is also well-known for its money-lenders. Some of the wealthiest people of the City-Upon-The-Sea have made their fortunes in this business. Nearly anyone who can afford it can borrow any amount of money. But Shallya's Mercy to those who cannot pay the bills... A couple of large banking-houses have settled in Miragliano making this city Tilea's most important financial centre. One of them is the Mandragorra Bank which has a large amount of influence among the Grassi families. Another one is the Piedruccini Bank which has also agencies in Altdorf, Marienburg and Gisoreux. 5.2.1 Water Trade ----- Miragliano is a city with almost no natural water reservoir. Nevertheless the city needs a lot of fresh water in order to survive. A lot of marsh- traders deal with rainwater or water from one of the rivers coming down from the mountains. Over the years a number of water traders have established themselves in Miragliano and tried to build up a monopoly. But most of Miragliano's important families were interested in fair and/or cheap prices for water, so a monopoly of few traders was to be avoided by being not too reserved in giving out licenses for importing fresh water. So many traders competed against each other and the prices were only raised in small ammounts. Of course, even under these circumstances some of the more important water traders gathered a fortune. About 60 percent of the imported water is sold to the city itself via one of the water prospectors, who have a fine job, until they purchase poisoned or diseased water, of course. Part of these water reservoirs are distributed among the people for a small fee, other parts are held back or used for the city's military. The other 40 % of the imported water are sold on a free market. 6 Guilds, Circles & Secret Societies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- The city of Miragliano has quite a lot of public and private guilds and societies. Almost all important decisions are arranged amongst the membership of one or more of the most powerful of those circles. Membership is also a kind of rating system. The more societies a person has influence in, the more powerful he is and the more respect is shown to him. * The Preservers' Lodge At the moment there are only 9 members in this top secret society. Their aim is to keep the power at the hands of Miragliano's present rulers. To achieve this they have a very simple and strict order. Any potential threat to the status quo may be spied out and eliminated if shown to be worthy of atatention. Actually only the members themselves know about the lodge and their aims. GM Note: One member is Salvadore Cornuti - a brother of the Duce di Miragliano - who is also a member of the Consiglio Maggiore. Another member is very high up in the local assassins' guild - he or she is the person who allocates the task of elimination to his subordinates. It is NOT known publicly who this person is ! * Sindica Mutuale di Nauti Fluviali A powerful guild which has a strong membership amongst the river boatmen of northern Tilea. They influence is strongest on the River of Echoes, in Campogrotta and Alimento. In Miragliano they are only a second- rate guild. * The Patriots This secret debating club would be proud to be called an organization. What makes this loose collection of traders, former servants and never- satisfied naggers worthy of mention is the subject of all their debates. They don't want the Fulvini to have have the office of the Duce de Miragliano. Despite the fact its members don't take any action except to "debate" how nice and lovely the good old times were, the Duce, his friends and allies are always interested in laying hands on traitors to home and country. * Cacciabores dell' Ombra This is the Assassins' Guild of Miragliano. This guild is not under the control of the government as are those of other countries (or city- states). Instead, the Cacciabores dell' Ombra operate as an independent business entity, albeit a secret one. All of their customers are treated equally in terms of having the opportunity to reach a business agreement. Obviously, the one offering the best terms for the Cacciabores will find their contracts honored above any other. The Cacciabores dell' Ombra were founded in the late 1700s when the power struggle between the Old Families was reaching fevered pitch. Business was brisk, but came crashing down when the Red Pox of 1812 decimated the Old Families. It was through the efforts of Guildmaster Alberto Luciano that the Cacciabores survived the ensuing lean period and retained their political clout. As an organization, the Cacciabores dell' Ombra have no political affiliation and hire their services to the highest bidder. They influence the political structure in a very direct way. Any threat to the their business is violently met. The most recent example was the Fulvinis' attempt to expose the Cacciabores dell' Ombra in 2472. For a lower than normal fee from the Cornuti and Feccia families, the Cacciabores began a systematic elimination of the Fulvinis. This was completed in 2475 when the Cornuti family usurped control of Miragliano. Currently, there is a branch of the Cacciabores directing an attempt to eradicate the secret Khainite cult of L'Artiglio delle Tenebre. These uncontrollable murderers have caused the Cacciabores some grief as their random killings have brought forth a public outcry against assassinations. Some of the Khainite victims included valuable members of the Cacciabores. Where this "secret war" leads, none can tell. In addition, the consolidation of power by the Cornuti's is causing some concern with the Cacciabores dell' Ombra. The current Guildmaster is keeping an eye on all activities of the Cornuti family to ensure that the Cacciabores' business dealings remain unhindered. Naturally, the identity of the Guildmaster is only known to his direct lieutenants. Even the identities of those lieutenants are unknown to most of the members of the guild as the contacts between the upper echelon and the rest of the Guild are though "blinds". "Blinds" are contacts that do not visually make direct contact, but communicate with closed doors, high walls, or with some other obstruction between them. Moreover, there is (at least) one person in each household of the Grassi who gathers information for the Cacciabores. See 15-NPCs to read more about some of the guild's members. In almost all revenge killings performed by the Cacciabores dell' Ombra it is usual to send an anonymous wreath with the simple message "WITH REGRETS" upon it, unless the client states otherwise (and pays for the special treatment). This is perfectly okay as the Cacciabores only take up contracts upon specifically named people. They would never betray a client. Orders like "Kill the guy who paid you to kill my father" are rejected in order to establish some kind of professional honour. 7 Cults, Worship & Magick =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 7.1 Worshipping in Miragliano --------------------------------- Miragliano's citizens follow most of the same deities as the Empire with a few exceptions. Although the priorities are different this similarity owes its existence to the historical roots that both nations share. So let's take a quick look at the differences. First of all, Sigmar Heldenhammer is not worshipped as a god in Miragliano. He is known as the man who unified The Empire and became the first Emperor but no Tilean would ever give him the title of 'god'. There have been several attempts by immigrants who came originally from somewhere in the Empire to establish various temples to Sigmar in the Tilean city, but all those buildings have other functions today. There could very well be small semi-private shrines maitained by a few of the city's newer citizens but Sigmar, generally, is not viewed in any special way by the public. The second large difference is that some of the gods worshipped in the Empire have different names here: e.g. Madonna or Pater Grande (great father or holy father). Taal's wife Rhya is known only as Madonna of the Marshes to the Miragliano people. In this town, with its dependance upon the surrounding marshes she is of far greater importance than in the Empire. Meanwhile Ulric the God of battle, wolves and winter is hardly worshipped at all, although he has a medium-sized temple on an island near the palace area. This is not so much because of the mild winters and the lack of wolves (there are wolves in the Marshes, see bestiary in this article), but because most of Miragliano's people think that followers of Ulric are cruel, simple-minded and hard to understand. Most citizens who do cleave to Ulric are too proud and vain to expose themselves to ridicule. Miragliano's people are a sea-following race and this is why Manann has so much influence in this town. He is known as Pater Grande di Mare. Also Handrich, God of Trade, is well known in Miragliano and a large temple to Mercopio (Handrich's Tilean name) has been build upon the largest island at the port side. It contains a huge chapel for the whole of the local Merchants' Guild and thirteen smaller private chapels for each of Miragliano's major merchant families. To learn more about this deity and its followers, check out the Marienburg article in the roleplaying magazine White Dwarf (WD) #121 where Handrich is described in the same way as the other Gods are in WFRP rulebook. But by far the largest temple of all Gods is an ancient temple of Taal a few miles outside the island area in the marshes. - Madonna del Porto di Miragliano - Madonna di Miragliano - A secret Khaine cult named L'Artiglio delle Tenebre (Dunkelklaue in Reikspiel) - Description of several temples (Taal/Manaan/Handrich [under Handrich's Tilean name Mercopio]) 7.2 Magick in Miragliano (and elsewhere) -------------------------------------------- 7.2.1 New Magickal Sources and Spells ----- * "Leonardo's Compendium of Rare and Wonderous Magicks" Leonardo was a keen researcher where magick was involved. He was always on the lookout for spells that would e.g. ease the artists work. Not the creative process itself, by no means, then it would no longer be art, but the tedious preparations. This would leave more time in which to be creative. Upon leaving for Altdorf, Leonardo left many of his notes and sketches in the library. Some of these have been found, tested and sorted. A small excerpt from "Leonardos Compendium of Rare and Wonderous Magicks" follows : (The original names from the book are retained) + Canvas Covering Discipline/Level:BM 2 Spell Preparation: None Magick Points: 1 per object Range: BMP yards Duration: BMP rounds Area of Effect: 12 yds square Reagents: Small piece of string, Air Sublimates* Resistance: This was used by Leonardo to cover the frames with canvas. The spell can be used to manipulate objects, unlike Leonardos harmless application. Ropes, sticks, small stones etc can be moved around. The caster can hold about 4 objects in motion per level. The objects must be small or medium sized; ie. not larger than, say a bowl. + Invisible Stenographer Discipline/Level:BM 1 Spell Preparation: None Magick Points: 2 + 2 for extension Range: BMP yards Duration: BMP rounds +5 rnds per extension Area of Effect: One Designated Target Reagents: A sheet of paper, Durable Air* Resistance:This is a variation of Canvas Covering, but Leonardo still noted it down as a seperate spell. It can take oral orders from whomever is designated as target. It will write down any and all things the target says, on a piece of paper (the ingredient). + Library Filer Discipline/Level: BM 1 Spell Preparation: None Magick Points: 6 Range: Within 7' of caster Duration: Until Sorted Area of Effect: Max 10'x10'x10' Reagents: Air Sublimates* Resistance: This spell will sort anything it finds within a designated area according to it's casters wish; eg alphabetically, by colour, by author, by size etc... + Paint Mixing Discipline/Level: Petty Spell Preparation: None Magick Points: 3 Range: 3 Feet Duration: Until Mixed Area of Effect: See Below Reagents: Common Resistance: This will put the content of two containers of liquid into a third container, mixing them perfectly in the process. Great for doing things from a distance (If no third container is close, it will end up on the floor.) + Priming Discipline/Level: Petty Spell Preparation: None Magick Points: 3 Range: 6 Feet. Duration: Until Container is Empty. Area of Effect: One Designated Target. Reagents: Common Resistance: This will cover an object(/subject? :) with the contents of nearby container, instantly. + Restoration Discipline/Level:BM 2 Spell Preparation: None Magick Points: 7 Range: 12 yards Duration: 1 round Area of Effect: One Target Reagents: Aethyr Salts* Resistance: This spell will undo the effect of one of the above. + Winding Discipline/Level: Petty Spell Preparation: None Magick Points: 3 Range: 4 yards Duration: 5 rounds Area of Effect: One Application Reagents: Common Resistance: This spell was used by Leonardo to wind up his many gadgets and inventions, before discovering this he spent a lot of his time pulling levers. It can be used to push a button, pull a lever, wind up a spring etc... 8 Taxes & Tributes =-=-=-=-=-=-=-=-=-=-=-=- * Water Tax Miragliano's water supply is regulated by private water traders. Even the city's Watch Stations and offices have to buy water from those traders. As you can imagine, this is a very profitable business. To let Miragliano benefit from this and to control water trade a bit more, in 1936 IC, a Water Tax was introduced. At the moment the tax rate is at 10 percent for selling water to the city itself and 17.5 percent for private water business. Therefore most water is offered to one of the seven city water prospectors. * Restoration Tribute As you know, Miragliano is based upon hundreds of small island with hundreds of small channels between them. There is even a large number of buildings that don't rest upon solid ground but are built upon wooden piles in the Miragliano bay. Over the years wind, rain, salt, effluent and garbage has been at work constantly eroding numerous constructions. After several tragic accidents the Dieci decided in 1731 to create a special engineer and repair force. To finance such teams (popularly called 'Pillar Monkeys') a Restoration Tribute was introduced. Any living inhabitant of Miragliano must pay 5 Ducati per annum or loose his citizen's rights. You may pay this tribute for several years in advance if you want and there is not really a firm date to pay it except that you have to pay it every year once. - Bridge Taxes - Trade Taxes (although trade is evident for Miragliano, the city doesn't tax everything in this case. This attracts lots of merchants) * Channel Patrol Tax Where other cities lie upon firm ground and are undermined by sewer systems, Miragliano is built upon islands with hundreds of small channels running through the city. Where other cities maintain a sewer watch, Miragliano has Channel Patrolmen with gondolas and rowing-boats. The Channel Watch was established in 1623, when a secret plot against the Duce was detected accidently by some loyal gondolieres. At first this small watch was privately financed by the Duce himself but over the centuries this 'tradition' became more and more unusual. Nowadays the watch is partly financed by the city's tradesmen who - unofficially - pay one third of the watch's bills. Another third is financed from the tax and the Duce pays the rest. The tax itself has to be paid by the gondolieres who add it to their prices for their clients. * Marsh Tribute This is just one of those sources of income that the city fathers established to finance their unbelievably high costs. It is perhaps the oldest of Miragliano's taxes and it is an old tradition to celebrate the yearly fixing of its rate as "the Tribute to Mother Earth". 9 Law & Criminals =-=-=-=-=-=-=-=-=-=-=-= 9.1 Law in Miragliano ------------------------- Apart from the city's normal laws there are some peculiarities to the local jurisprudence which can only be explained by Miragliano's special historical or geographical background. Most of the laws have their roots in the needs and moods of this Tilean city state : * land owning law Ground is a very rare commodity in Miragliano. To restrict the access to Miragliano's islands (mainly to avoid foreign merchants purchasing land) and to protect its own interests (ie. those of Miragliano's eldest and richest families) the Dieci passed a law in 1812 claiming each island and every scrap of ground within a radius of 25 miles as Miragliano property and denying any civil or personal right to own land. Of course they were afraid of the citizen's response to this new law and so they decided to allow each current landowner to keep his plot of ground until he died, but the deceased's family would no longer inherit it. Each year more and more land fell back to the city but the risk of extreme public outcry (i.e. rioting) was eleminated. In 1826 a new land owning law came into being. In this law, the right to own land was reinstated but with several restrictions : 1. A person who wants to own land is only allowed to do so, if he can prove that his family had lived in Miragliano continuously for at least 99 years. 2. Only the city itself (via its administration) can sell any land or ground. 3. If a land owner commits a crime for which he would be imprisoned for at least 6 months (but no longer than 12) he may decide to make a conveyance of his land and leave the town for at least 5 years instead of being imprisoned. If the penalty is more than one year the ground auto- matically falls back to Miragliano. 4. The Dieci have to agree each ground sale by a simple majority. 5. When a land-owning person dies, the land cannot be given to his descendants. But they have the option to buy it again from the city before any others can get a chance to do so. Of course, practice shows that if a family is as wealty enough to own some ground then they usually know some way to commit a crime and get away with it without losing land. * water law Water is another very important commodity in Miragliano. Drinking the water from the Tilean Sea or the surrounding marshes runs the risk of catching some lethal disease and spoiled water has more than once caused an outbreak of plague. This is the reason why Water traders deliver drinkable water with boats from the mountain rivers in the far north of Tilea. It is not surprising that several laws deal with this problem. + It is prohibited to sell water without having a license to do so. + Poisoning or tainting drinkable water will be punished with death by drowning. + In case of need, water may be rationed as it seems fit. Hoarding water during a time of rationing will be punished with death by starvation. + Each inhabitant of Miragliano has to collect rain water in barrels whenever possible. Families are allowed to do so as one party. + People who steal water from others will be sentenced to prison (a minimum of 5 years) or death by strangulation in severe cases. + Usury (while selling water) noticed by the city's water prospectors causes the trader to loose his license and, depending on the merits of the case, either whipped publicly or sent to jail for six month. There are several other regulations but these are the most important ones. * criminal rehabilitation efficiency law The official purpose of this law was to help and support the local trade and industry. It allows free citizens of Miragliano to "borrow" an already covicted criminal as and unskilled labourer. The criminal's punishment must not be death or deportment and he has to be still in jail. It is not allowed to choose the criminal you want to "borrow" but this really depends on your relationship to the rehabilitation administrator. If one wishes to "borrow" a criminal, he has to pay a small fee of 12 ducats and has to return him after a week. To encounter the risk of a criminal's death the renter has to pay a fine of 500 ducats in the case of a "rehabilitated" criminal becoming dead during the time of lending. Lately it more often happens that local businessmen pay the Death Fine at the same time they fetch the criminal. * law to prevent the risk of catching diseases In a city like Miragliano with its hostile surroundings the occurance of diseases is something not too unusual. Historically, waves of plagues have swept over the city and severely cut back the populace. Having learned from this, the government has built a plague camp outside the city and established this law. You can read more details on this under 3.5 - The Pitiful. 9.2 Criminals in Miragliano -------------------------------- - the Fetocchini, a family working as spies for Remas - some strong Mafia families or clans - the canal predators led by Enzo Spumante [still to develop] 10 Festive days =-=-=-=-=-=-=-=-=-=- -carnival -Holy day of the Madonna de Miragliano * Week of the Marshes 'it is better to pay tribute to the marshes than to become part of them'. (Miragliano saying) During one week of the year Miragliano's citizens celebrate the "Tribute to Mother Earth". Actually the week begins with the official fixing of the Marsh tribute rate for the following year. It is an unwritten law that for the week after the procalamation, eating or drinking anything which did not coming initially from or out of the earth is forbidden, for example meat, fish or any alcohol except wine is forbidden. There are a few merciful exceptions from that rule - the sick and the condemed are exempt. Persons who break this rule normally have to pay a donation to the local shrine of Rhya who is worshipped as the Madonna of the Marshes. But those who blatantly transgress may be force-fed with (usually foul) vegetables from one of Miragliano's few market places. Despite the restrictions, the Week of the Marshes is an incident for the Tileans to celebrate. Mainly in the evening hours large and frolicsome feasts abound and because most alcoholic drinks are proscribed other pleasures and amusements are found. 11 Relationships with other City States =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- - Miragliano was for a long time and still is a rival of Remas. (from rivalry in their trade relations with Araby to open hostility and war between them often soliciting the aid of various other small Tilean City States) - kind of semi-private arrangement of the Cornuti clan with Sartosa's leading pirate groups - lots of (semi-)private relationships between influential families in several northern City States. 12 Inner & Outer Enemies =-=-=-=-=-=-=-=-=-=-=-=-=-=-= - Estalia - some Arabian tribes are hostile but others are friendly and trade goods with Tilea - Skaven The existance of a Skaven captiol is not widespread knowledge among Miragliano's inhabitants. Naturally they well realise that some sort of large Skaven nest exists within the marsh or that the Skaven generally make their home there - in fact they may well believe that the Skaven are marsh-dwelling creatures instead of the civilised, tunnel-dwelling race that they actually are. [a lot of work still to do] 13 Careers, Skills & Creatures in Miragliano and the Marshes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 13.1 Generating Characters born in Miragliano ------------------------------------------------ Miragliano is a place unusually plagued with disease - the proximity of the marshes, poor water supply, and a warpstone meteor festering in the bay. Therefore each (N)PC born and raised in Miragliano has a 10% chance of getting the Immunity To Disease skill as initial skill - additionally to those listed in the WFRP rulebook. But while the chances to resist the effects of disease are higher in this city, the chances to get in touch with warpstone-contaminated water are higher, too. Give every NPC (optionally, you may want to use this rule for player characters, too) born and raised in Miragliano a 5% chance of being contaminated. Contaminated characters are born having slight mutations or develop one of these mutations when being a child. Use your imagination to invent some mutations. For example, a character is born as a normal child with the skin of the left flat of the hand being ash-grey. Or a character can develop a second thoothless mouth on his lower back (no tongue in it). 13.2 New Careers and Changes to existing ones in Miragliano -------------------------------------------------------------- 13.2.1 Basic Careers ------ * Gondoliere (Rogue) M WS BS S T W I A Dex Ld Int Cl WP Fel +10 +2 +10 +10 +10 Explanation: ------------ You have to be a member in one of Miragliano's boatmen guilds to become a gondoliere. Therefore you have to pay a monthly 'donation'. Skills: Trappings: ------- ---------- Orientation Gondola River Lore Rod - 5 or 6 yards long Row Leather Jack Secret Signs - River boatmen 2d4 Gold Crowns Guild Dagger 75% chance of Sing 10% chance of Streetfighter Career Entries: Career Exits: --------------- ------------- Boatman Boatman Servant Smuggler Seaman Seaman Outlaw Merchant * Mulatore (Ranger) Mulatores are hunters in the marshlands. Use advanced scheme, trappings and skills of the Hunter career from the WFRP rulebook, but exchange the skill "Secret Signs - Woodman's" with "Secret Signs - Marshland". Refer to paragraph 6.2 of section 3 (3.6.2) to read more about the tasks of Mulatori. [others ?] 13.2.2 Advanced Careers ------ * Artisan - Artist M WS BS S T W I A Dex Ld Int Cl WP Fel +1 +1 +2 +20 +20 +10 +10 +10 +10 Explanation: ------------- One who specialises in practising the finer arts, not exactly your common street entertainer. Often connected to the upper echelons of society, but the majority strive to make ends meet, renting a small studio, bohemian life style is common. Many failed artists revert to street entertainment. Skills: Trappings: ------- ---------- Magickal Sense same as Artisan Scroll Lore Secret Language - Guilder Secret Signs - Artisan one of the Art skills Career Entries: Career Exits: --------------- ------------- Artisan's Apprentice Entertainer - Street Painter - Artist Inventor [any proposals ?] 13.3 Creatures in Miragliano & the Marshes --------------------------------------------- * Slagworm This creature is a seven to nine yards long worm which lives in tunnels down under the surface of the marshes. It feeds itself by eating earth and small animals and produces a large amount of excrement. Slagworms live in tunnels up to six feet under the marsh surface, but come out to wiggle upon the surface on particularly dark and cold nights. They don't have eyes or ears but they can smell their prey and also feel the vibrations of the earth when their prey moves. They excrete a non-smelling brown slime when eating or moving which contains enough acid to destroy even normal metal, but not gold or Gromril. On the surface they are incredibly fast and agile. Their underground movement depends on where their self-eaten tunnels are going to. If they have to 'eat' new tunnels they will be possibly well fed before reaching their target. Alignment : Neutral Psychological Traits: Slagworms are subject to fear of great heat like large fires. They cause fear in living creatures unter 6 feet tall, and phobia against all kind of worms is a common disorder among those suffering from Insanity. Any character with this disorder who encounters a slagworm will be subject to terror. Special Rules: Slagworms attack via Bite attacks. Because it has a mouth full of barbed teeth each successful attack causes 1d6+1 wounds. It always tries to devour its prey so its body full of acid only counts if it is attacked from any side other than frontal. If the slagworm has been successfully attacked or touched, the acid causes d6 wound regardless of any armour except Gromril or golden armour if the character has been hit by the acid (33% chance of being hit). Normal metal will be fully destroyed in d3 rounds if a Risk test has been failed. Basic Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 7/3 41 -- 4 5 17 28 2 36 19 16 39 27 -- Movement : 3 when 'eating' tunnels and 7 on surface ------------------------------------- * Marsh Wolf The winters are mild in the Miragliano area and a steady wind from the Tilean Sea brings salty but fresh air to the marshes. The whole area has only small places of woodlands in it. Although this is not a perfect environment for wolves, a few packs of these animals do live here - the Marsh Wolves. Probably originally from the moutains to the north, they found a place to live in the marsh. Why they choose to live in this barren area is a mystery but they are a dangerous enemy to the lone individual or a small groups of travellers. Those uncautious enough to travel without guards through the Marshes are almost inviting an attack. Living in this area the marsh wolves have adapted to their new environ- ment. Their short and dark brown fur is full of dirt as constant grooming is pointless in a place where you can't help but get dirty. They are thought to feed off the corpses of all those who have found eternal rest in the Marshes. It is only because those that die are escaped criminals, slaves or the poorest of the poor that no expedition funded by the clerics of Morr has been mounted to catch, drive away or kill these animals. Alignment : Evil Psychological Traits : Marsh Wolves are subject to fear of Magick. Special Rules : Marsh Wolves do have a well developed sense for Magick. This is a natural ability and they don't count as magickal themselves. The roaring of a Marsh Wolf may induce fear within 20 yards in all those with Cl 33 or less. Basic Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 6 40 0 3 4 8 24 1 -- 20 14 20 14 -- Movement : Because the Marshes are their natural environment they learned how to move in it. Mud and hills don't count as difficult ground for them. ------------------------------------- * Sea Hydra The Sea Hydra is a creature of Chaos. Like the normal Hydra it has multiple heads, typically three or four. Sea Hydrae are rare 'guests' in the northern Tilean Sea, but occasionally they wander up from the coasts of Araby. Smaller ones may have also the ability to fly short distances and are lethal encounters for a human or elf. Larger ones cannot fly anymore (thank Mannan!) but when they attack small ships the worst nightmares become true. Overall, Sea Hydrae look like huge snakes with multiple upper bodies and two large wings which shrink as the beast gets older. In combat, each head has one bite attack per round but the hydra doesn't have feet or claws, and so it is not able to move on land. Physique : The body of Sea Hydrae is a mixture of a reptilian body and a serpent-like one. They are usually between 15 and 60 feet in length. Alignment : Chaotic. Psychological Traits : Sea Hydrae cause fear in living creatures which are 5 feet smaller than theyself. Special Rules : All Sea Hydrae have Night Vision to a range of 50 yards. Basic Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 6 33 0 5 5 46 40 3-4 -- 29 21 36 19 -- Notes : The youger the Sea Hydra the smaller it is. The smaller it is the higher is the possibility that it can fly. No one has ever seen a Sea Hydra flying which has been longer than 25 yards. But it isn't really clear if these beasts are flightless. It may just be that no one has survived a meeting with a 75 foot long flying hydra! * Cabuti-Fly The Cabuit-fly is a finger-nail sized flying insect that lives in the marsh lands around Miragliano and probably elsewhere as well. It emits a low, buzzing sound when flying that is accompanied by a loud clicking when angry. The clicking sound is used to attract other nearby Cabuti-flys to come to its aid. It has a long sting that it uses defensively - Cabuti-flys fly off after stinging a victim. They are known to spread disease. If attacked or annoyed the Cabuti-fly will begin to click and will attract D6 other flys which arrive together after D3-1 rounds - a zero roll means they turn up at the start of the next round. A successful listen test (Soft noise) is required to detect the direction one new fly will appear from - otherwise the victim can't anticipate their first attack. Only one person may attack a Cabuti-fly at any one time and swords and other hand weapons are NOT the best way to deal with them - use a cloak and swat those buggers. Missile weapons, unless you have Marksmanship and a GM who appreciates style over realism, are out of the question. The Cabuti-fly may Dodge Blow every attack - even missiles. If the attacker is using something to swat the fly then apply a modifier depending on what is being used. Attacks ignore armour as the fly is so close to the target that it can and will choose a warm, moist area of exposed flesh to sting. Attacks never cause a wound - a successful sting from a Cabuti-fly injects a strong irritant into the victim who must make a Cl check every round from now on to ignore the pain. Once the victim is stung, the Cabuti-fly flys off. Irritation wears off after D20 minutes but the area around the puncture- wound swells up and is sore to the touch for D4 days. Cabuti-flys carry disease. A disease test is necessary if stung. This is just to avert a mild fever but it may be a more virulent type - GMs choice. [Author's Note: Please remember Miragliano's Law to Prevent the Risk of Catching Disease. Any person with a large and obviously sore insect bite on their person will be arrested and forcibly given a medical examination to make sure it is just an insect bite.] Basic Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 4 33 0 1 1 1 50 1 - 89 5 89 89 - * Tilean Manhounds Tilean Manhounds are a breed of War Dog much prized for their looks. They are waist high on a man and have sleek grey coats. Bred for obedience and speed - they may be considered able to catch up with any other creature that has a move of 6 or less. Their obedience is backed up with fantastic loyalty; when an owner dies quite often the dogs have to be destroyed as well since they steadfastly refuse to obey anyone else. All Manhounds are grey. Other colours do appear in litters from time to time but these are routinely destroyed to keep the pedigree pure. They will obey their master unquestionably most of the time but if the situation warrants it, then test against the owner's or the dog's Leadership - whichever is highest. Of course, these qualities have not been enhanced without cost - Tilean Hounds have a lower Wounds value than the normal, but less controllable War Dogs. Basic Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 6 41 0 3 3 6 30 1 - 63 14 43 43 - [If you want to let a PC own a Manhound then I suggest you give the dog D6 commands that it will always obey (ask the PC to write them down). If the PC wants the dog to do something not covered by the commands then make the dog take an Int check.] [where are your proposals ?] 14 Other Miragliano Secrets and Mysteries =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- * The lion mask of integrity The temple of Solkan, a small building on an island near the palace island. It isn't very well attended in Miragliano and followers of Solkan are not anybody's darling. Apart from this the temple plays an important role when answers to difficult public questions have to be found. In times of never-ending debates with no solutions in sight, it is usual to let Solkan himself decide who's right and who's not. Each party with a different opinion in the controversy chooses one person who has to lay his right hand into the mouth of a huge stone mask of a lion's head hanging on the inner side of the eastern wall of the temple. Leaving his hand where it is the person has to state his grievance and wait for a decision. The legend tells that Solkan himself decides whether this person is right or wrong. If someone is lying or unworthy of trust or has broken the law, Solkan will let the lion bite off the person's hand, thus making his decision clear. There are reported cases when Solkan has removed the hands of each repre- sentative. In such cases it is said that Solkan was unwilling to be disturbed by mortals. To avoid the annoying the god it was decided to only use this method of making decisions as a last recourse and only upon issues of the utmost importance. The Duce is the only one who is can allow the high priest of Solkan to execute such a ceremony. If the high priest - Fredo Pommorigione at the moment - decides to disturb his god, the ceremony begins with a three day long sacrificing of flowers and meal. The climax is the execution of two convicted criminals. Afterwards the ceremony continues as described above. GM Note: Please do not read this paragraph if you don't want to use the lion mask as GM. Otherwise, you will now be introduced to one of the most dangerous secrets in Miragliano. The mask itself does not have any supernatural capabilities. It is just a mask made of stone. During the ceremony it is always kind of semi-dark in the temple and the air is smoky to produce a atmosphere which impresses people. Behind the mask is a small chamber. Anybody who puts his hand into the lion's mouth normally would notice that it is blocked by a stone. During the ceremony placing a hand into the mouth will lead to sticking his hand into a pot of warm gelatine which has some kind of anaesthetic effect. He will feel that its warm, soft and glibbering. After a short while, the person cannot feel his hand anymore. This effect will last for at least d6 turns after the hand (or the arm stub) has been withdrawn from the lion mouth. The chamber itself is absolutely dark and in it one of the higher priests will sit holding an incredibly sharp blade. If he wants to expose the person as a liar he cuts the hand off and quickly replaces the pot with the gelatine. There are only three persons who know the secret of this mask, the Miragliano high priest of Solkan and two Level 3 Clerics of Solkan of this temple. How do you become member of this club? That's easy: Become a cleric of Solkan, stay all your life in Miragliano and its temple and advance to Level 3 (at least). Then wait (actively or passively) for the death of one of the three persons knowing about it. Of course, you have to be a real and exemplary follower of Solkan. Another note: Not even the Duce knows of this secret. * The forgotten catacombs When the first settlers built a city calles Giamirado in -500 IC they were scared of being hunted down by other tribes. So they decided to build a part of the city under the surface to hide themselves when neccessary. Most of this ancient underground city has been forgotten about over the centuries and has become blocked by flood or subsidence. All original entry-points have been walled over. [more to come] - A secret entry to the Skaven underworld tunnel system - A legend of an ancient curse laying upon one of the smaller islands - A rumour maybe coming from Remas that an undead ex-Duce waiting for revenge in the cellar system of the palace island [would you like to add others, work it out a little bit or make an adventure from some of them ?] 15 Some interesting places =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= 15.1 The Miragliano Academy of Finer Arts -------------------------------------------- This, the most renowned of all art academies, was founded in the year 1756. It's founder was The Royal Portrait Painter of Miragliano (the city was then a duchy) Alfonse della Couture. The Academy was originally intended as a museum where the people would be able to view the portraits of the royal family. However after the revolution in 1812 IC, the role of the Academy was redefined. It was now to be both a museum as well as an institution of learning. The academy attracted many of the great scholars of its time and has remained the leader in devising new techniques of painting. There is even a branch within the academy researching the possibilities of combining magick with painting. The most successful application so far has been with illusion- ists, but more of that later. The Academy has become, over the years, a very patriarchial institution. In the beginning it had one prefect and several teachers, the prefect was in charge of running both the museum and the art school. Being appointed as a professor of the Academy in those days was considered a great honour, nowadays several other schools of painting have sprung up to rival the academy, so the title of professor is not as respected as it used to be. None of the new schools yet surpass the old Academy, either in size or skill. The Academy teaches several branches of what is considered to be the Finer Arts; Art and Rhetoric are among these, there is also a small department for Magickal appliances that has been recently established. 15.1.1 Description Of The Academy ------ The academy is housed in a very old building. The buillding dates back to 1685 IC when the Duke decided he needed a building for representational purposes (in fact, he needed an institution to exercise an influence on the arts and the artists). The building is huge, and very elaborate, with gargoyles and columns on the magnificent facade that fronts the entrance. The walls are painted a dark yellow with white window frames and columns. It is 3 stories high. Most of the rooms and lecture halls of the academy have very high ceilings and large windows that makes for excellently well-lit workshops. The entry hall has marble floors, as does the staircase and at first glance the academy looks in admirably good shape, but on the inside it is quite different. The back rooms and the courtyard around which the academy is built no longer looks so good. They have been stripped of valubles to keep the academy going. The funding from the Dieci has grown smaller every year, and the academy is now struggling to keep things going. Both Claudia and Hugo suspect Erich of siphoning off money to keep his old life style (moved the description of these NPCs to section 16). This is not the case however. The building houses the museum, (Musee della Pittura Royale?), on the ground floor, and the Academy on the first and second floors. 15.1.2 The Staff At The Academy ------ The Academy houses Teachers, Professors and Researchers. Most Professors double up as reserchers, they are obliged to. The Academy currently has 15 seats on the Board. The Board consists of all teaching staff, those employed at the museum, and the prefect. The Board decides and amends the curriculum of the different classes. Also the finances of the Museum and the Academy resides with the Board. Voting on the Board is done by simple majority rules. See section 16-NPCs for the description of the Academies' prefect and three of its professors. 15.1.3 The Pupils At The Academy ------ The pupils that attend the academy often come from the higher classes, those with nothing to do. However, there are scholarships provided both by the Academy and local patrons of the arts. The students from the Academy are generally considered superior in their artistic developments than other art students in the city. The Academy has a total of 60 students from all over the Old World, there's two from Norsca, five from Albion and even from Araby there are two students. 15.1.4 The Miragliano Museum Of Royal Art ------ Despite its new role the museum has retained its name. After the revolution the first Dieci could not decide on a new name and so the old one was kept. The joke was that from now on the art work would be royal in quality, but not in motif. The most visited exhibition of all time was when Leonardo displayed his painting "The Last Breakfast", and other works. Other noted exhibitors have included; Rostini (sculptures), Pelangano (paintings), and Andreanos (pottery) from Hellene. These four artists are considered to be the most influential of all artists in Old World. The museum has two people employed full time, one to collect entry fees, and the other a guard to ensure that visitors behave. Occasionally the professors at the Academy will lead a guided tour of the museum. 15.1.5 Skills taught at the academy ------ The Finer Arts : o Calligraphy o Carving o Engraving o Painting o Pottery o Sculpting (We divided the art skill into sub skills, as we think the Art skill to be too comprehensive to be taught as one single skill.) If a charakter knows one Art skill, and want to learn another one, the skill cost is reduced to 75 experience points for further purchases of those skills. In addition the academy has its own 'Department of Languages' teaching the following dialects: Breton, Reikspiel, Tilean, Kislev and Albion. Also, rhetoric is taught here, as well as many obscure languages: o Classical - Tilean o Classical - Hellenic o Fan-Eltharin (Wood Elves) o Keltic (only a few phrases, no alphabet) o Khazalid (Dwarfish only) o Midean (ancient, border Princes) 15.1.6 Plots and Intrigues at the Academy ------ Summary : Ever since Erich was chosen as Prefect instead of Hugo, Hugo has been nursing thoughts of revenge. Hugo has, in the past months, been slipping arsenic into drinks which he gives to Erich, and the accumulation of poison is beginning to show. Erich is having difficulty concentrating, and has to rest frequently. Claudia believes that Erich has his hand deep in the till, siphoning of Academy funds for his own purposes. She believes that she could do a much better job. Giulio loves everybody and would never dream of hurting anyone as long as they visit his paint-shop. Adventure Hooks : ----------------- - Erich has somehow found out what Hugo is doing and want the PCs to help him; - Hugo wants the PCs to help him get rid of Erich (He will of course not tell them that he is the one who is poisonong Erich); - Giulio hires the PCs to pose for his students; - Claudia hires the students to help her prove that Erich is taking Academy money (if necessary she will forge evidence to get the office of Prefect). 15.2 The Feranti Kennels --------------------------- Amongst the nobility of Tilea it is considered proper to own a few hunting dogs. The favoured breeds are Tilean Manhounds or Lacoste Spaniels, and in Miragliano there is one main breeder - Dom Padotte Feranti. A Feranti or a Feranti Lacoste is the sign of some wealth as the pedigree is recognised throughout Tilea and Estalia, and is not unknown even in the Border Princes. The Feranti Kennels lie just upon a small island at the northeastern outskirts and on a of the city and on a quiet day you can hear the dogs barking from the city gates. The current Dom Feranti is the fourth to run the Kennels. Padotte's Great- Grandfather founded them in 2447 and bred War Dogs for various mercenary and state companies. Since then, the Tilean Manhound has become well estab- lished across Tilea and the rest of the Southern Old World. The Ferantii have gained a certain reputation for producing particularly obedient dogs. In 2497, Padotte's father (under the watchful eye of his own father) intro- duced the Lacoste Spaniel - a more frivolous, domestic type of dog that has a smooth, silky coat and is popular as a household pet (again, only amongst the upper-classes). Feranti fortunes have increased steadily over the years and the Feranti's are minor, but well known, members of the Grassi - they also own several Insulae throughout the city. Costs to purchase a hound: Tilean Manhound (pure bred, documented pedigree) : 10-60 Db Lacoste Spaniel (pure bred, documented pedigree) : 6-25 Db See also Padotte Feranti's brief history and description in the NPC section of this book. Other places: ------------- - University of Miragliano (mentioned in PBtT) 16 NPCs in Miragliano =-=-=-=-=-=-=-=-=-=-=-=-=- ERICH VON SCHNOEDE Prefect of the Academy of Finer Arts Artisan-Artist, ex-Artisan Apprentice-Artist, ex-Student Appearance : Immaculate, well dressed, elderly man. Personality : Educated, professional, corteous. Insanity : Slightly Paranoid. Motivations : Running the Academy without trouble. Catchphrases : "No running in the corridors!" Possessions : Fine clothes, small stiletto hidden in left sleeve. Background : Erich was born in Nuln, to a wealthy family. He is used to being surrounded by wealth, so when his father's merchant empire disinte- grated, he actually had to work to stay alive! Through his fathers former contacts he managed to sneak into the postion of Prefect at the academy, in front of Hugo von Brochman, the aspiring prefect, who was degraded to professor. Von Brochman never got over this and has sworn to be avenged. Social Standing: Wealthy people are sorry for him when talking to him, but won't offer him help. People of low standing don't like him for the way he muscled-in to the top position at the Academy. Those of Miragliano consider the Academy a symbol of the revolution. Never has a non-citizen been a prefect. The idea of von Brochman was bad enough, but to have von Schnoede is worse... Attitudes : When young he despised people who had to work for a living, now he has to work himself. He is an angry old man, attempting to offload as much work onto his secretary as possible. Representing the Academy to during feasts, exhibitions and other social events is fine, but it reminds him too much of the old days. He has retained most of his attitude towards the lower castes, and envies the higher ones from whence he came. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 5 30 37 3 5 7 47 1 50 41 49 39 30 49 Skills : Ambidextrous, Arcane Language-Magick, Art-Painting, Dance, Drive Cart, History, Read/Write, Secret language-Classical ---------------------------------------------------- GIULIO ANDREOTTI professor at the Academy of Finer Arts Artisan-Artist, ex-Artisan Apprentice-Artist, ex-Scribe Appearance : Middle aged, slim, full black beard. Personality : Cheerful, bustling, always busy. Motivations : Educate the students, and to introduce painting to as many people as possible (he does own a paintshop). Catchphrases : "Have you been to the 'Brush and Quill'? A marvellous place if I may say so!", "Not enough RED, you twit, more red!" Possessions : Ordinary clothes, expensive clock. Background : Giulio comes from a poor family, he was born in Miragliano, and so is the locals favourite to the office of prefect, but since the prefect has become an office appointed by the Dieci, they have little hope. Giulio started out as a scribe at 16. He had been taught to write by his old neighbour, and had aspirations to become a book binder just like him. He discovered and developed his artistic abilities through illumination of his written work, and became quite popular among the lower castes. He would often write documents for would-be merchants, who then went broke, unable to pay him. After a particularly devastating bankruptcy, Giulio was unable to pay his own bills, and had to sell his writing equipment to be able to pay. This left him without much, so he decided to embark upon a new career that of the artist. He applied to the Academy and was accepted. He has since spent most of his time here learning and laterly also teaching. He was able to open his own paint shop, and hire a part time clerk with extra money from a very satisfied customer who was high up in the merchant class. Social Standing: Giulio is liked by almost everybody (Erich is the exception, but then, he doesn't like anybody). Aspiring students look up to him, the locals know him and he is well liked. He is getting more jobs from the established merchants in the city, and he is carving out a well-deserved reputation for excellent work. Attitudes : He is not too friendly towards merchants due to his many unfortunate encounters in his youth, but he has become adept at hiding his discontent when in their presence, especially since they have begun offering him lucrative jobs. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 4 24 34 4 5 8 50 1 51 32 45 40 50 35 Skills : Arcane Language-Magick, Art-Sculpting, Drive Cart, Read/Write, Secret Language-Classical, Silent Move Urban, Very Strong, Speak Languages-Tilean,Breton,Reikspiel ---------------------------------------------------- CLAUDIA STENKE professor at The Academy of Finer Arts Artisan-Artist, ex-Artisan Apprentice-Artist, ex-Student Appearance : Middle aged, well dressed, Dark brown hair. Personality : Slight Bretonnian accent, gentle, witty. Motivations : Being as close to a faultless professor as possible. Catchphrases :"'Ave you seen the latest exhibition at ze Academy museum?" Possessions : Fine clothes, usally found carrying a book on the old masters. Background : Born in Altdorf, to a middle class family, she begun to study at the University of Altdorf. She excelled in languages, so no one can under stand why she decided to begin as an artist. Rumours have it that she had an illicit affair with one of the professors at the University, and she left to save them both from the shame of being discovered. She is not particularly good at painting, and is only just good enough to be accepted at the Academy. Despite her talents in languages, she insists on speaking Tilean with a horrible Bretonnian accent (she speaks both fluently). Perhaps she wants to hide her past, or could there be something else...? One secret she does hide is that she knows Leonardo is back in town. She recieves private painting lessons, in return for which she does his shopping and errands (He dare not go out lest he be recognized). Social Standing: The male student populace are very attentive when she lectures on the "Qualities of correct mixing in the colour spectrum" (see FEL). Her classes also are very popular. Claudia enjoys this popularity, it is something she didn't have in Altdorf, she would go to lenghts to keep it... Attitudes : Not very friendly towards Erich, VERY friendly with Giulio, Generally pleasant to everybody else, slightly arrogant toward the poor. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 3 31 39 4 5 8 55 1 46 36 42 46 41 56 Skills : Arcane Language-Magick, Art-Painting, Astronomy, Cartography, Drive Cart, Excellent Vision, Lightning Reflexes, Read/Write, Secret Language-Classical, Speak Languages-Breton,Tilean,Reikspiel ---------------------------------------------------- HUGO VON BROCHMANN professor at The Academy of Finer Arts Artisan-Artist, ex-Artisan Apprentice-Artist, ex-Physicians Apprentice Appearance : Athletic, piercing blue eyes, fair hair. Personality : Humorous, observant, charming, practical. Insanity : Megalomania. Motivations : Get rid of Erich, and take his place. Catchphrases : "How are you today?" "You certainly look much better than yesterday." Possessions : Ordinary clothes, glasses. Background : Hugo comes from a wealthy background in Talabec. He begun to study medecine, under a Physician. The apprenticeship did not work out well though. Hugo despised being forced to do menial tasks for his mentor, 'I'm better than this, I don't deserve this!'. Hugo ended his apprentice-ship with a farewell dinner, which his mentor did not survive. Hugo disappeared the same evening and fled to Miragliano, where he began to study the arts instead. Social Standing: Hugo is regarded as a friendly person, but not an essential friend for those who wish to climb. Rather his behaviour is assessed as slightly eccentric at times, when he is overly friendly, trying to please everybody. Hugo has a very complicated personality, he distrusts most people, but has discovered that he can't get where he wants without them. Therfore the need for his act. Attitudes : Almost overly friendly towards everybody, including Erich. He inwardly despises Erich for taking his place, and has been routinely poisoning his morning coffee (yes it has been discovered), with arsenic. As a consequence Erich is getting sicker by the day. Hugo believes it is only a matter of weeks before the office of prefect will be his. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 5 26 31 5 4 7 52 1 52 43 46 39 35 43 Skills : Arcane Language-Magick, Art-Engraving, Drive Cart, Luck, Manufacture Drugs, Prepare Poison, Read/Write, Secret Language-Classical, Scale Sheer Surface, Scroll Lore ---------------------------------------------------- LEONARDO de MIRAGLIANO famous artist and inventor Scholar, ex-Inventor, ex-Inventors' Apprentice, ex-Student, ex-Artisan-Painter, ex-Artisans Apprentice-Painter Psychology : He is noted for his lack of conscience when it comes to finishing his works. Posessions : He owns a town house in Miragliano. His Story : Leonardo was born in Miragliano in 2487. His father was a prospering merchant and his mother one of the serving maids of the house. Apparently the wife of Leonardo's father was barren, the result of this was that Leonardo was taken in and raised as a true son of the family. As an only child Leonardo was left much to his own devices. Reading took a pre- dominant amount of his time, and entering his teens Leonardo discovered painting, and his seemingly unnatural talent for it. On reaching sixteen Leonardo was admitted to the famous Art Academy in Miragliano. His mentor was clearly surprised at young Leonardo's skill with the brush. At eighteen Leonardo had learned all the master knew, and as a graduation present the master let him contribute to a wall painting in the Dieci chambers. Leonardo painted with such skill that his contribution outshone that of his master, who swore never to paint again. While Leonardo went to the academy, his father went bankrupt. He had been accused of using clipped weights on his scales. He was later aquitted of this charge, but the damage had been done. Rumour has it that his master still teaches at the academy but refuses even to touch a paint brush. Throughout his two years of training at the academy Leonardo never gave up his interest in reading. He believed himself to be a fully trained painter, and that there was nothing more for him to learn in that field of knowledge, but his intellect was still unsated so he travelled to Altdorf, to become a student at the University of Aldorf, where the largest of all libraries in the old world was to be found. At least this is the reason he gave to his friends. There is, however, another reason. During the last years at the academy, Leonardo discoverd a book in the library basement. Leonardo spent so much time in the library that in the end he was given a "scholarship" in the form of a job in the library, since his father was no longer able to pay for his tuition. This book was well hidden, and it was only by accident that he found it. The book,"Phaeries and Othere Unworldlye Creaturaes", gave details about some of the more dangerous creatures of magick and of the magick that creates them. Leonardo read the book and became interested in magick, if only to counter that which the book described. Unfortunately, and unknown to Leonardo, the book had an owner, the person who hid the book in the library. Leonardo recieved several anonymous letters, each delivering dire threats if he did not return the book to where he found it. However nothing happened, so Leonardo did not return the book. As the end of Leonardo's education came nearer, several strange things happened. First, items went missing and appeared in Leonardo's room. Fortunately he managed to hide them before his room was "inspected" on the basis of an anonymous tip. Then the Professor of Acrylics tripped, and fell down the stairs. Leonardo, who was close behind, was blamed for pushing him, by evil and envious tongues. Several other minor incidents occured for which Leonardo got the blame. Upon graduation he thought he would be rid of these incidents as he firmly believed his fellow students were responsible. But the incidents continued, they also increased in magnitude. Leonardo was soon tired of trying to explain the inexplicable and decided it was time for a change of scenery. This was when he heard of the University of Altdorf, and decided to study there. On his way to Altdorf Leonardo was ambushed by a band of goblins. The attack left him unconscious and seriously wounded, only through the aid of kind travellers did he recover enough to reach his destination. He later developed an 'irrational' fear of goblins because of this incident, this fear is one of the reasons for his unceasing reaserch into warmachines and methods of killing - his wish to get even with the goblins. Through his studies he became aquainted with Professor Gotthard Screiber, notorious at the university for his unstoppable tinkering. He was always trying to improve things, usually without bothering to try and understand the principles behind the machine he was working on, but this did not seem to deter him. Leonardo, however, was more thorough in his studies, always wanting to understand everything, and only then trying to improve things. After finishing his studies, Leonardo set up his own laoratory with the aid of a local noble, Adolphus Eberhardt van der Veer, who took a liking to the young man with a brilliant mind. Over the next years Leonardo invented and improved many of the machines in use today at the Imperial Engineering School. The strain on the not-so- resourceful noble was considerable. In the end, after a lot of strings had been pulled, the "Imperial School of Engineering" was established with Leonardo as its chief engineer. Adolphus E. van der Veer became the administrator, due to his "discovery" of Leonardo's talent. Leonardo of Miragliano has invented many things, some are machines of destruction used by the Imperial army others are less known items of culture (often within the finer arts). His most reknowned inventions in the Empire are the Steamtank and the Warwagon, others are the glider used for air reconnaisance before battles, a mortar launching bombs, and the dreaded whirlwind. The Whirlwind is a small cart pulled by a horse with a rider. Two long poles extend from the cart along the sides of the horse and out in front of it. On the tip of these poles is a wheel mounted horizontally on a gear driven by turning of the wheels of the cart. On the edges of the wheel are mounted several scythes so that the cart can be driven into battle with the spinning scythe wheel in front of it, clearing a path through the enemy ranks. The glider looks like a pair of wings. Percieving the idea of aerodynamics Leonardo has managed to construct something similar in function to the wings of a bird. The glider has no means of power, all it can do is glide down from a height. He has created new designes for castles that are more resistant to the new gunpowder weapons - thicker walls built at an angle. Leonardo is also noted for his artistic abilities, he has decorated many palaces, with his portraits and paintings of their owners. He has even designed the palace of the Duce Carbone (the tyrannical leader of Miragliano's neighbouring city state). Carbone wanted a statue made of him- self, the grandest in all Tilea, 12 meters high; Leonardo designed the statue to be made of bronze and cast in one piece, an unheard of method when first concieved. It proved possible , but alas, the project was terminated when Carbone needed the bronze to make cannons for his war fleet. Leonardo's plans were never fulfilled. The years flew past for Leonardo, the schools sponsors were interested in warmachines to keep the enemies of the Empire at bay, and Leonardo happily obliged them, inventing such wonders as the famous Steam Tank, and producing the primary sketches for the War wagon. As time passed Leonardo began to feel the strain, and the ever increasing pressure from the admin- istration. He became tired of being pushed around and decided to stage his own death during the inaugural test flight of a heavier than air flying machine. The machine apparently crashed on top of Leonardo, whereupon its alcohol powered engine exploded, demolishing part of the Engineering school. No trace was ever found of Leonardo, so everybody assumed he had been burned to death in the explosion following the crash. However, having prepared himself in advance, Leonardo fled Altdorf immediately after the incident, taking only his most treasured posessions with him. Through his post of Chief Engineer, Leonardo had saved enough money to set up a small laboratory in his home town of Miragliano, to continue his experiments in his own time. Only his closest friends and associates know of his return and that he continues to follow his favourite pastime - the pursuit of knowledge. Leonardo is becoming an old man, and with age comes the knowledge that no man can know everyting. This has put him down, but still he continues his search for knowledge, as well as his painting and designing. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 4 41 38 4 4 10 47 1 51 30 69 41 50 46 Skills: Arcane Language-Magick, Art-Painting, Astronomy, Blueprinting, Cartography, Chemistry, Complex Machines, Consume Alcohol,Drive Cart, Engineer, Evaluate, Flee!, History, Identify Plant, Linguistics, Magickal Sense, Metallurgy, Numismatics, Read/Write, Speak Languages-Tilean/Reikspiel /Khazalid, Rune Lore, Scroll Lore, Secret Language-Classical/Guilder, Secret Signs-Artisan, Super Numerate, Very Strong Leonardo's most famous works : Among his most famous work as a painter, is "The Last Breakfast" showing Sigmar with his generals, before Sigmar leaves for the Worlds Edge Mountains in 50IC. He wrote the "Trattato della Pittura" describing the techniques of the master painters, also an introductory chapter in painting and magicks. Not only a painter, he designed both the War Wagons and the Steam Tanks of the Imperial Army. Also many ballistic weapons and some other self pro- pelled vehicles, cranes, fortifications, etc... His knowledge of magick helped him in many areas. Leonardo's inventions : -For Leonardo's magicks see 7-Cults,Worship & Magick ---------------------------------------------------- LUIGI CAMPANELLI Guildmaster of the Cacciabores dell' Ombra Assassin, ex-Pharmacist, ex-Charlatan, ex- Spy Campanelli struggled long and hard to become the Guildmaster back in 2504. Since then, he has expanded the web of his network to ensure that the Cacciabores' business continues to thrive. Campanelli, himself, is a member of a couple of other secret societies. Obviously, his role in the Caccia- bores is unknown to the other members who only know Campanelli as a success- ful importer of rare and exotic spices. Campanelli is a rather non-descript, average looking 48 year old. He stands at 5ft 8in, weighs 160 lbs., with greasy black hair and penetrating dark brown eyes. As expected for someone in his true occupation, Luigi is very cool in most stressful situations. Only very severe circumstances may cause Luigi to lose his normally tight rein on his explosive temper. Those who cause such an outburst will usually meet a most violent death. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 4 64 62 4 4 11 60 4 65 55 54 73 49 58 Alignment: Neutral (Mercipio) Skills: Act, Blather, Bribery, Charm, Chemistry, Concealment-Rural, Concealment-Urban, Cryptography, Cure Disease, Disguise, Evaluate, Flee!, Heal Wounds, Herb Lore, Identify Plant, Immunity to Poison, Linguistics, Manufacture Drugs, Marksmanship, Mimic, Palm Object, Pick Lock, Prepare Poison, Public Speaking, Read/Write (Estalian and Tilean), Scale Sheer Surface, Secret Language-Guilder, Seduction, Shadowing, Silent Move-Rural, Silent Move-Urban, Sixth Sense, Speak Additional Languages (Arabian, Bretonnian, Estalian, and Reikspiel), Specialist Weapon-Blowpipe, Specialist Weapon-Fist, Specialist Weapon-Flail, Specialist Weapon-Lasso, Specialist Weapon-Parrying, Specialist Weapon-Throwing Knife, Specialist Weapon-Two-Handed, Wit ---------------------------------------------------- ANGELO TORRELINI First Lieutenant in Assassin Guild (alias Antonio Santini) Assassin, ex-Mercenary, ex-Mercenary Sergeant, ex-Bounty Hunter Santini was once a member and leader of the infamous Tilean Condottieri unit called the Black Company (Compagnia Nera). Unlike other Condottieri units who postured more than they fought battles, the Black Company preferred to engage in battle and would do so even if it ran counter to the orders of their overall Commander. The Black Company would even commit atrocities against villagers who supplied and aided their enemies (at least, far more terrible atrocities than was the norm). The gruesome sack (more like slaughter) of the village of Piccolo Asilo in 2499 by the Black Company was the last straw. Several Tilean city-states (including Miragliano) sent companies of Condottieri out to defeat the Black Company and execute its leaders. Santini realized that the Black Company would be overwhelmed if engaged in battle. He and other leaders ordered their men to disperse and went into hiding. Most of the Black Company were found and executed in the following weeks, but Santini escaped to the Empire. There he stayed for four years, assumed the name Angelo Torrelini (so his many enemies could not find him) and worked as a Bounty Hunter. Needing some muscle to unseat the current Guildmaster, Campanelli (who knew the Bounty Hunter's past) invited Torrelini to join him in Miragliano to discuss business. Both reached a mutual agreement and succeeded in removing the incumbent Guildmaster. Campanelli then made Torrelini his first lieu- tenant, chief enforcer, and designated successor. Since that time, Torre- lini has become an Assassin in his own right. Angelo Torrelini is as emotionless an individual as one could find in Tilea. His coldly intense blue eyes are said to be able to stop a charging dog in its tracks. With his black hair, sculptured face and imposing size (6ft 3in, 210 lbs), Torrelini is a frightening man. In his 38 years, Torrelini has seen many things that would give others pause. He is so mechanically efficient that he can "off" a business rival as soon as look at him. To the outside world, Torrelini is a minor partner to the Campanelli family business, as well as other businesses (especially the Roselli Funeral Home and Burial Services). Even more surprising, Torrelini is an unlikely patron of the arts and operas. Moreover, Torrelini is a member of the Preservers Lodge and their contact to the Cacciabores. Not only do the fools have no clue of Torrelini's true association with the Cacciabores, but they don't realize that he maintains complete dossiers on each one of them. Profile : M WS BS S T W I A Dex Ld Int Cl WP Fel 4 69 64 5 4 12 59 4 61 53 49 54 51 46 Alignment: Neutral (Morr- Not Devout) Skills: Animal Care, Concealment-Rural, Concealment-Urban, Consume Alcohol, Disarm, Disguise, Dodge Blow, Drive Cart, Follow Trail, Gamble, Marksmanship, Prepare Poisons, Read/Write (Tilean and Reikspiel), Ride, Scale Sheer Surface, Secret Language-Battle Tongue, Shadowing, Silent Move-Rural, Silent Move-Urban, Speak Additional Languages (Estalian and Reikspiel), Specialist Weapon-Blowpipe, Specialist Weapon-Fist, Specialist Weapon-Flail, Specialist Weapon-Lasso, Specialist Weapon-Net, Specialist Weapon-Parrying, Specialist Weapon-Throwing Knife, Specialist Weapon-Two-Handed, Street Fighting, Strike Mighty Blow, Strike to Stun. ---------------------------------------------------- MARCO VIDELLI Targeteer, ex-Mulatore (Hunter), ex-Herdsman Appearance : Fit and supple, round face with quizzical smile, black hair. Personality : Quietly amused at the world. Loyal. Motivations : Petition the Duce on behalf of the Maldisi. Catchphrases : (with a chuckle) "Indeed!" Possessions : Hunter's clothing, long bow, Manhound puppy - Bacchus. Marco was a simple goat-herd as a boy, but a rogue Marsh Wolf attacked his goats and Marco nearly lost his life defending them with only a small knife. No doubt, Marco would have been killed had a Mulatore not been tracking the beast for the past four days. The hunter let fly his arrow just as the wolf leapt for the boy. Shaking with fear, Marco collapsed under the dead weight that fell on top of him. The Mulatore praised his bravery and the deed won Marco some fame in his village. Marco began to idolise his rescuer - it was Mulatores do this and Mulatores do that, and eventually his father arranged for a hunting trip with one of them in the hope that the reality of a Mulatore's life might take the wind out of his sails. It didn't and years later Marco joined them. He had perfected his wil- derness survival skills; he had always been an expert with the sling and could now handle a bow. He knew the ways of many animals and could immitate the call of the Marsh Wolf. He was full of tall stories about how he had tracked this beast or that beast to its lair, and he even claimed to have seen a Slagworm crawl out of the marsh in the moonlight. No one was surprised when he went to Miragliano and took fee from the city-officials. Marco prospered and grew in stature amongst the Mulatores. To start with, he kept to the moorlands of his birth but, eventually, he accepted the higher fee and entered the Marshes as well. There he became known to the Maldisi and is one of the few outsiders to have undergone the painful Ceremony of the Madonna. They also taught him to use their long marsh-bows and to recognise their marsh-signs. Marco has taken to the long-bow in a big way and is set to become one of the City-States best archers. Marco, of all the Mulatores, knows best the reasons behind the Maldisi's recent attacks on caravans and it is because of this that he has been chosen to petition the Duce himself to force the merchants to pay more for the marsh- paper. Marco received the request from the Maldisi leader while he was at home in his village. He had been there for some weeks, recovering from an arrow wound that had threatened to go bad. While he was home, one of the other villagers brought in a Manhound puppy that had been found on the moors. Occasionally the Feranti Kennels, take weak or sick puppies out to the wilds and abandon them. Some of them, though, are left out because they aren't "pedigree material" - in the case of a Tilean Manhound this means a non- grey. Marco made an offer for the dog - he wasn't sure why he did that, but he did it - and Marco gave the beast a name; Bacchus. The puppy has grown a fair bit in the 3 weeks since then and Marco is very fond of the dog. Marco is now in Miragliano with Bacchus by his side (it cost him a full Doblone to be allowed to bring the dog inside the city) and he is looking for a way to contact the Duce. Age : 25. Profile: M WS BS S T W I A Dex Ld Int Cl WP Fel 5 37 65 4 5 9 47 1 35 50 32 38 32 35 Alignment: Neutral Skills: Animal Care, Animal Training - Tilean hound, Ambidextrous, Ride - Horse, Charm Animal, Concealment Rural, Follow Trail, Game Hunting, Herb Lore, Immitate Animal Calls*, Immunity to Poison, Silent Move Rural, Sixth Sense, SL -Ranger, SS - Marshland, SW - Longbow, SW - Sling, Very Resilient * Immitate Animal Calls - Marco is able to immitate a wide number of animals found in the marsh. From the buzzing/clicking of the Cabuti-fly to the terrifying howl of the Marsh Wolf, Marco can do them all. Plotlines: The main plotline for Marco is his mission to see the Duce - he cannot do this openly as there are many members of the Grassi who would violently oppose him in this. They would see the petition as thinly disguised black- mail, and they have so many grievances against the Maldisi anyway that the only thing they want is for the Duce to outlaw the Maldisi and send an army against them. If Marco succeeds in meeting the Duce amicably - the Duce will listen to the Maldisi grievance and promise to pass a law that ALL Miragliano written state business has to be upon Marsh-Paper: the entire Maldisi output will be bought at the current rate (which is way below what it used to be) from now on. In return for this the Maldisi will immediately stop attacking traffic on the roads and work with the Mulatores in keeping the marshes free of other bandits and monsters. The Duce will add that if the Maldisi fail to accept these terms he will raise an army and eradicate every last one of them. Any PC-party that helps Marco achieve this aim should recieve a suitable EP award. The wound that forced Marco to return home for a while was from an arrow. About a month ago Marco was homing in on a nest ofwhen he unexpectedly came upon some men disposing of a body in the marshes. Some sixth sense warned them and they looked round almost as soon as Marco appeared. There were three of them, but only one was of note. He dropped his end of the body and unslung his bow in one movement. The arrow knocked and he let it fly. It struk Marco in the left side and he staggered back into the marsh-reeds. Though it pained him, Marco moved quickly away but there were no sounds of pursuit and he lived. The unknown archer in the marshes was Angelo Torrelini a member of the Cacciabores della' Ombra. The two could cross paths in Miragliano and Marco has that Tilean sense of honour that demands revenge. As it stands, Marco would get minced if he went up against Angelo in a straight fight - and Angelo is not a man to offer quarter. Any PC who attempts to disuade Marco from challenging Angelo to a duel should get 5EPs but when Marco goes ahead then the PC who first offers to act as his second should get a bonus 5EPs and if the party stops Angelo from killing Marco (they'd better!) then 20EPs all round. Angelo and his second (plus a few hidden crossbowmen if the party turns out in force) will allow Marco to be rescued - amid a volley of insults for stopping the duel from reaching its proper conclusion (Marco will be upset about this later - he had been beaten and was prepared to die but he will snap out of it in a day or two. But if the party launches an all out assault with the obvious intent to kill Angelo rather than to rescue Marco, then you should launch a vicious counter-attack - don't allow Angelo to be killed off this easily! The House of Feranti will not be pleased to learn that an "un-pedigreed brown" is out walking around and might well "question" Marco as to where he got Bacchus or even try to kill the beast. ---------------------------------------------------- BACCHUS (Tilean Manhound) M WS BS S T W I A Dex Ld Int Cl WP Fel 6 21 0 1 1 3 30 1 - 13 14 43 43 - (*) +20 +2 +2 +3 +50 (at 9 months) Bacchus is two months old now and is still very much the puppy. Far too playful and energetic by far, Marco has yet to instill the obedience that is a Manhound's finest quality. Apart from his coat - a smooth brown instead of the silver-grey - he is a perfect specimen. * These values are unusually low as Bacchus is still a puppy. The Leadership value will stay at 23 until Marcus trains him properly, then it will rise to the full 63 of an adult Manhound. ---------------------------------------------------- PADOTTE FERANTI Merchant, ex-Student Appearance : Short. Narrow blue eyes. Dark brown hair. Personality : Controlled. Always looking for alterior motives in others. Insanity : Blinded by revenge. Motivations : Find who killed his father, find out why, then kill them. Catchphrases : "In your opinion.", "This, I don't need." Possessions : Expensive but plain clothes. Dom Feranti owns the Feranti Kennels outside Miragliano and several Insulae within the city. He is a young man having only recently been taken under his father's wing and groomed to take over the family business. Unfortun- ately his father was killed a few days ago. Padotte studied Commerce and Politics at the University of Miragliano but it was always intended that he should take over the running of the family business at some point - although under happier circumstances. As a student he failed to shine, finding it far more enlightening to drink away his study time, and he could often be found at the "Alla Rosa Insanguinata" ("The Bloody Rose", it is). He was shaken by the sudden death of his father who was somewhat clinically assassinated - Pater Feranti was found sitting in his favourite chair in the family library, his neatly severed head was not. Obvious signs of entry were found and no supernatural agency was suspected, yet despite this, the ritualised forms of assassination were not obeyed and no formal message of regret was received. M WS BS S T W I A Dex Ld Int Cl WP Fel 4 27 37 3 4 7 47 1 25 30 61 42 35 56 Skills: Arcane Language - Magic, Consume Alcohol, Evaluate, Haggle, Luck, Numismatics, Read/Write, Ride - Horse, Super Numerate, Secret Signs - Classical *---------------------------------------------------------------------* |His father's body lay in the coffin. There would be no viewing. The| |messages of sympathy had been arriving all morning - a pile of use- | |less flowers and wreaths on display to one side. A priest of Morr | |moved in silence lighting candles as more people arrived to pay their| |respects. His mother was weeping loudly behind him. His sisters | |were at her side but their tears, like his own, would come only | |during the ceremony. A second cleric touched his shoulder, it was | |almost time. One last time, he glanced over at the wreaths - what he| |searched for was not there. With a deep breath he turned and moved | |to the door, pausing only to squeeze Eleanor's shoulder as he passed.| |At the door, Pieter, the loyal family retainer, stood respectfully, | |his head bowed as Dom Feranti approached. The group of men beside | |him - one an elf, he noticed - did not show such respect. Their eyes| |were curious, intruding upon his grief. He pulled out a pouch of | |gold from within his robes, weighing it in his hands. How their eyes| |followed it! Such vermin - that they should have need of these | |freebooters! He held out the purse for the Elf to take. Their eyes | |locked and suddenly he realised that this one didn't care about the | |gold. Elves! Who could understand them? | | | |"You have explained things, Pieter?" | | | |"They have agreed to our terms.", the small Pieter still could | |not raise his head to acknowledge the new Dom - Julio Feranti's death| |had hit everyone hard. | | | |Padotte released his hold on the purse and the Elf passed it to | |the one on his right - a bearded man with the look of The Empire | |about him. "Who did this is not as important as the one who ordered | |it done. Remember that." He motioned that they should leave but it | |took all his strength not to strike out at the Elf. Surely that | |could not have been a smile? | | | |The new Dom Feranti turned and went back inside the chapel. | *---------------------------------------------------------------------* [more on the Feranti to be developed] ---------------------------------------------------- 16 Other Material About Miragliano/Tilea =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= * The WFRP rulebook, map of the old World, page 272-273 * The WFRP rulebook, description of The Tilean City-States page 279-280 * White Dwarf #121, Marienburg: The sea-front, page 60-70 - description of a new deity, Handrich, God of Trade or in his Tilean name Mercopio, page 70 (nothing especially from Tilea but there is a reference in this article) * White Dwarf #151, Article ???, pages ??? - mentioned Leonardo of Miragliano * White Dwarf #168, The Origins of the Skaven, page 18-34 - an ancient tilean folk tale called the Doom of Kavzar of the origination of Skavenblight and the Blighten Marshes, page 18-19 - a map showing the skaven tunnel entries in or near Miragliano, page 20-21 - a history line of the skaven, mentioning a battle between humans and skaven at the Blighten Marshes * Death's Dark Shadows, describing the Kreutzhofen area - a description of the Tilean connection, the River of Echoes through the Vaults and its discovery by Tileans - an adventure (An affair of honour) possibly leading the adventurers to Miragliano, including a description of politcal affairs in this city * Warhammer novel Genevieve Undead, page 119-189 - the short story Cold Stark House leads the revolutionist Klozowski and Genevieve to Tilea and its intrigues If you know of other sources (for WFRP) for information about Miragliano and its environment, don't hesitate to add them as a contribution to this project. [Are there any White Dwarf/Casus Belli articles which take place in Miragliano or even in Tilea at all ???] 16 Maps & Pictures =-=-=-=-=-=-=-=-=-=-=-= 16.1 Maps ------------ 16.1.1 Map 01 - Miragliano's basement islands (Filename : mislands.gif) ------ It shows the islands Miragliano was/is build upon. It doesn't show the city Miragliano itself !!!! So don't be confused about that... It comes zipped in GIF format. Attention : I added an arrow to the north and a measure. 16.1.2 Map 02 - Map of the plague camp (Filename : plagcamp.gif) ------ It shows the plague camp and its garrison outside Miragliano, to which all those pitiful come, who show signs of a plague or disease. It comes zipped in GIF format. Some explanations : The smaller of both forts is the garrison, the larger one is the plague camp. What looks like dirt should represent the trails of coaches and persons in the marsh ground. The small circles inside the camp represent tents in which the camp inhabitants mostly live. 16.1.3 Map 03 - Miragliano's islands & bridges (Filename : misland2.gif) ------ It shows Miragliano's islands and the bridges between them. Also it shows the palace district, where the Duce lives. At this stage, it doesn't show the area where bridges and platforms are built into the water (no islands) and where the poorest of the poor live. It comes zipped in GIF format. 16.1.4 Map 04 - Miragliano's Palace district (Filename : misland3.gif) ------ It shows the Palace district of Miragliano with its main buildings and bridges. It comes zipped in GIF format. 16.2 Pictures ---------------- 16.2.1 Pic 01 - The Flying man (Filename : leoninv1.gif) ------ This picture shows a man using one of Leonardo de Miragliano's inventions. He created artificial wings with which mankind should be able to fly (theoretically)... It comes zipped in GIF format. 16.2.2 Pic 02 - The Miragliano Academy of Finer Arts (Filename : artacad1.gif) ------ This picture shows the Miragliano Academy of Finer Arts (frontview). It comes zipped in GIF format.