Revision as of 18:44, 11 June 2024 by Rafferty (talk | contribs) (Created page with "Category:Winds of FortuneCategory:386YE SpringCategory:Recent History <ic>Jimmy peered into the gloom, eager to see where the noise was coming from. The wan light from the lantern he carried flickered as it struggled to overcome the shadows and push them back. The noise came again, louder this time, and closer. Nearer. Somewhere just beyond the light's reach, something was moving. With his left hand raised high, he dropped his other hand to his belt. Not dar...")
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Jimmy peered into the gloom, eager to see where the noise was coming from. The wan light from the lantern he carried flickered as it struggled to overcome the shadows and push them back. The noise came again, louder this time, and closer. Nearer. Somewhere just beyond the light's reach, something was moving.

With his left hand raised high, he dropped his other hand to his belt. Not daring to cast his eyes down, he fumbled blindly for the handle of the dagger. After a moment his fingers closed around the smooth leather of the hilt. He gripped it firmly and slowly slid the rondel from the scabbard. It hissed as it came free, announcing its presence in the world with a mettalic rasp. Warily, he extended his arm, pushing the long knife out to touch the darkness.

Then came the the noise again. A chittering sound, filled the passage, deforming as it echoed off the walls til it sounded almost like laughter. He stepped back to put some distance between them, shaking the lantern as he did so, wielding the light as a talisman to ward off the dark. He steped back again, leaving the shadows to wrestle with each other as they fought to catch him up.

But the noise, the awful sound only crept closer. Then for an awful second a furred snout emerged from the madcap shadows, jaws agape, revealing a circle of needles. Jimmy lashed out with his knife and the creature ducked back, before it lunged again. It was smaller than he feared but faster than he could imagine and its teeth scraped his hand as he snatched it back.

"Over here" a voice called in the gloom. It was Marko and the other toshers! He glanced back for a moment to make sure his shout carried, trying to keep his voice from sounding desperate, calling them for help. As soon as he looked again the creature was gone. He was alone, with no sign of this thing, and nothing to show for it except one nasty cut across three fingers of his right hand.

NBLeague.jpg
There are mysteries afoot in the City of Torches; plagues of rats who have no fear of humans or orcs. Something must be done!

Overview

Temeschwar is a very old city. There has been a settlement on the site for a very long time. It was one of the first places to fall under the dominion of the Vard when they came east out of what is now Wintermark. They infused it with their ruthless spirit, and even after it became part of the League that spirit lingered. It may not be the only relic of old Varushka thing that has lingered, either. The city is suffering a plague of vermin that might not be entirely natural, and something that may or may not be related appears to be happening at Lorenzo's Deep Pockets. Whatever is going on, it's clearly not natural.

Rats in the Walls

  • Temeschwar is being plagued by rats

Since shortly after the Winter Solstice, there has been what amounts to a tiny plague of rats in Temeschwar. There are reports of sewer-fat rodents attacking cats and even dogs, needing to be driven away from cradles, biting drunks trying to sleep rough, infesting larders and carrying away cheese and slices of meat. It's reached the point where anyone going into a cellar, or the small number of abandoned buildings in the city, would do well to take a few stout friends and some stouter sticks. And maybe a small pack of fine ratters, perhaps imported all the way from the Kennels of Holfried. Or one of the rangy, a-little-more-wolf-than-dog hounds that the Temeschwari favour. Mostly the rats are a nuisance, but there are a couple of high profile incidents that suggest something else.

The first involved a small party of Imperial Orcs and Winterfolk visiting Virtue's Respite - the tomb of Empress Giselle, far from her home in Sarvos. The rats came from nowhere, a swarm of maybe a hundred, and according to eyewitnesses intentionally assaulted the tourists. They were forced to defend themselves, and several incurred unpleasant bite wounds in the process, that needed to be treated by physicians lest they become infected.

The second was about a month ago, and significantly more serious. A horde of rats boiled out of sewer grates around Lorenzo's Great Game, sending gamblers shrieking and leaping onto tables. Again, several punters received nasty bites and required medical treatment. The entire place was shut down so that a guild of Temeschwari vermin exterminators could clean it out. These professionals spoke in hushed terms of rats that seemed to have no fear at all of humans, or fire, or dogs, or the usual things rats are meant to be scared of. That they were as likely to attack as to run, even when they weren't cornered.

The third was smaller in scale but no less horrible. Ernesto di Temeschwar was a skilled apothecary born, raised, and educated in Holberg who came to the northern city eight years ago. They were found - or rather their remains were found - in their bedchamber by their live-in valet. The terrified servant called for help, but swore that they had heard nothing during the night to indicate their patron might be in danger. The unspeakable scene caused hardened veterans to blanche. According to reports, Ernesto had been killed in bed and partially devoured - in some cases down to the bone - by large rodents. The bedchamber had been befouled and defiled, and both the valet and several of the folk who attended the scene complained later of persistent nausea and of mild hallucinations involving being watched by rats that needed to be treated by a physick. The strangest element of an already quite macabre scene was that someone - or something - had scrawled on the wall the message "SHADOWSMITH IS DEAD YOU FOOL" in what would later prove to be Ernesto di Temeschwar's own blood.

Speculation Builds

  • Something dark may be afoot in Temeschwar

There has been rumours of something dark in the tunnels and sewers under Temeschwar for years. There are confused stories of a creature of some kind, apparently killed by warriors hired by the vyig with the aid of a weapon provided by, the volodny known as Shadowsmith. The volodny itself has apparently not been sighted in some years now, although there is nothing to suggest it has been destroyed - beyond this unsettling message.

The sewers, tunnels, cellars, and basements beneath Temeschwar - and in a few cases, entire streets roofed over and repurposed as roads as the city grew - are a tumultuous maze. Nobody has anything more than the most cursory map, and anyone who has any reason to go down there - dunikindivers, toshers, ratcatchers, criminals - keeps to the tunnels they know or risks getting lost down there forever. They are, by all accounts, quite unspeakably foul.

If there is something down there - perhaps even the kind of thing a Varushkan might call a Sovereign - it currently exists only in ghost stories and perhaps ancient archives from the early days of the city. It might be possible to commission the Department of Historical Research to investigate these old stories and records of bogeys and boojums in the great city of Temeschwar, but there's no telling what (if anything) they might find.

Mind you, there is a much more likely explanation. When the Hag Queen cursed Holberg, one consequence was a tide of rats that bedeviled the city parks. It is not impossible that this is exactly what is happening here - that someone or something has circumvented the enmity Skathe has been placed under, to unleash a plague of devilish vermin on the city. There's no sign of an actual curse as such - not in the city, nor in the territory as a whole - but that doesn't mean something of that nature might not be taking place.

Participation

  • Characters from Temeschwar may have had run-ins with rats

Any character whose personal resource is based in Temeschwar may have had a run-in with the rats, or even been attacked by them. They might have been present at Lorenzo's Deep Pockets when the casinos were assaulted, or ended up having an unpleasant encounter with rats in their own home, on the street, or in their place of business. It's fine to phys-rep some injuries - bits or claw marks - but at the moment we're not providing any traumatic wounds for players.

The rats are evidencing some degree of cunning, and acting unnaturally - usually rats flee from people rather than attack them unless they are cornered or defending their nest. They're still just rats though - individually they are easy to kill or drive off. It's only when they are present in large numbers that they become a serious threat to life.

Temeschwari Chamber of Commerce
Angelo Von Temeschwar
Artem of Temeschwar
Benedict Urban Di Tassato
Bertholt Straza Von Temeschwar
Cassian Von Temeschwar
Emmeline of Temeschwar
Giuseppe Sanguineo von Temeschwar
Grigoriy Krovokav von Temeschwar
Gustav Stahl
Ippolitta Zanetti di Temeschwar
Jan Tallows
Katarina van Palantíri
Kylara of Wintermark
Laszlo Gulyas von Temeschwar, of the Guild of Drovers
Laughlan Vi Temeschwar
Lyron Lyn
Marcus Von Temeschwar
Nea Maraccino de Temeschwar
Nico von Temeschwar
Patrizia
Piera di Sarvos
Sebastian Adolphus von Temeschwar
Tituba Solanaceae
Tormecci Von Lace
Valentina von Temeshwar
Valentino Fontana di Sarvos
Vitore Van Temeschwar
Zikmund von Temeschwar

At the Chamber of Commerce

  • The Temeschwari Chamber of Commerce is invited to consider two (three really) proposals for dealing with the problem
  • A vote will take place at three in the afternoon on Saturday in the League Plaza
  • Only Imperial citizens with businesses in Temeschwar are eligible to vote but this does include one Wintermark citizen

Two groups of Temeschwari have presented audacious plans to combat the rat menace. The Wardog Kennels of Temeschwar and the Guild of the Green Flower suggest using traditional methods to deal with the vermin currently daring to attack the citizenry of Holberg. After a lot of discussion, the egregore has proposed that the Temeschwari Chamber of Commerce - as the people most directly impacted by the current situation - make that decision. It's not feasible to take up both proposals - large amounts of poison do not mix well with large numbers of dogs for a start.

Every business owner in Temeschwar is in theory part of the cities' Chamber of Commerce - which incidentally includes the steinr grimnir Kylara of Wintermark. The egregore has worked with the civil service to secure a list of everyone eligible to vote. Discussion and vote will take place at three in the afternoon on Saturday; decision will be by show of hands among all those eligible. The three opportunities on the table will be "Accept the offer of the Wardog Kennels", "Accept the offer of the Guild of the Green Flower", or "Ride it out."

Temeschwari Wardogs
While Holberg is known for it's dog breeding, the Temeschwari Wardog is an entirely different breed. The wardog possesses an amalgamation of traits moulded over time, as Temeschwari breeders selected for vigour, loyalty, and viciousness. Related to the wolfhounds that accompany the Iron Helms, a well trained Temewschwari wardog can take down an armed opponent with a speed that to onlookers may seem supernatural. During the days of Boyar Ratibor, they were often paired with guards and schlacta and used to patrol the streets keeping the peace. Emperor Giovanni was gifted with one during his coronation, and was fascinated by how loyal and clever the animal proved to be. At one time it was standard practice for Temeschwari generals of the Wolves of War to fight with a pair of battle-ready wardogs. These days, they are significantly rarer than they used to be due to the need for large areas of space in which to breed and train them. A disciplined wardog is something of a prize, and breeders sell them for an eye-watering sum of money. An undisciplined wardog is a risk to everyone nearby.

Temeschwari Wardogs

  • The Wardog Kennels of Temeschwar have suggested that the city could be protected by Temeschwari Wardogs in the city

With rats rampant in the streets, threatening pestilence and perhaps even famine, it might be time to look to the creatures best suited to deal with them. A loose affiliation of guilds that breed and train Temeschwari wardogs, the Wardog Kennels of Temeschwar have approached the Watcher of Ratibor's Torch and offered to bring their dogs - with handlers - into the city to hunt out the rats nests and protect businesses from the vermin. But they expect to be well-paid, especially given the risk of the animals being injured or infected with disease.

If the Chamber of Commerce accepts their offer, the Temeschwari Wardog breeders will combat the rat plague directly, killing the animals wherever they poke their twitchy noses above ground. With the help of the assorted guilds familiar with the labyrinthine sewers they'll be able to track the vermin to where they nest. While there's no way that all the rats that teem in the shadows of Temeschwar will be killed, the attacks on public spaces should be under control by the Summer Solstice. Wardog handlers will be much in demand, and they and their companions will become a regular sight wherever the people of Temeschwar gather, alert for the threat of rat packs. There will be a little disruption - every business in Temeschwar will produce 18 fewer rings over the coming season - but the immediate threat of rat attack will be brought under control.

The alliance of wardog trainers requires payment however; if the Chamber of Commerce selects this option it will cost a total of 10 Thrones to secure their services. They have asked that the Watcher of Ratibor's Torch - currently Vitore Van Temeschwar - be responsible for providing the money. Many of the breeders are inspired by the example of Ratibor, and share a little of his love for the city, so if the Watcher asks they will offer their aid at a bargain price. (OOC Note: If the Chamber of Commerce selects this option, the Watcher of Ratibor's Torch will need to ensure the 10 Thrones required are in their inventory at the end of the event. We'll take the money automatically).

Apothecary Tales

  • The Guild of the Green Flower proposes an equally traditional response to the threat; large amounts of poison

Alternatively, there is a much more thorough albeit potentially more dangerous approach proposed by the Guild of the Green Flower, a confraternity of Temeschwari apothecaries. They propose using the age-old counter to verminous infestations: poison. Large amounts of poison will kill almost anything, including preternatural rat swarms. They propose brewing up industrial quantities of rat poison, combining it with a lot of raw meat and a fair amount of cheese, and letting the rats kill themselves. At the same time, they'd pump quantities of the stuff into the sewers, killing the rats nests. Problem solved!

Obviously there is some danger here. Poison doesn't care who eats it, after all. On the other hand, it's pretty much guaranteed to wipe out the rats. If the Chamber of Commerce endorsesthis approach, it will still result in significant disruption, such that every business in the city will receive 18 fewer rings in income. It will be very good for herb gardens however, with every such resource in Temeschwar receiving an additional 36 rings as the Green Flower as their peers buy up large amounts of poisonous herbs.

Riding it Out

  • The Chamber of Commerce may determine that this is not their problem, and everyone should see to their own protection

Finally, there's the "do nothing" option. This might seem harsh, but sometimes people need to deal with their own problems. It would also ensure that the response wasn't precipitous, giving more time to try and find out what exactly is going on. People would invest in their own protection, or leave the city until the attacks ended.

People will leave the city or avoid large gatherings for at least the coming season. Businesses will not be directly effects, but they will lose the benefits provided by Lorenzo's Great Game. Likewise the Bloody Great Theatre will provide no benefits to congregations until at least the start of the Summer Solstice. At the same time, though, it will mean a bonus 18 rings to every farm in Temeschwar that hosts refugees from the city, and to every military unit based in the city that takes the paid work action. It would also increase the profits of places of refuge such as Reaper's Repose, increasing their income by an additional Throne each season while the crisis continued.

So in some ways... the rats are helping move money around and supporting the economy?

Further Investigation

  • There are a number of avenues to investigate what may be going on

At the moment, all that anyone knows is that there are rats acting strangely and attacking people, and that someone wrote a threatening message on the wall of a dead man's bedroom. Wisdom knows all knowledge is incomplete, but the Vigilant prepare for malice and strike against it before it strikes against them. The possibility of historical research into the legends of Temeschwar has already been mentioned. The Synod might choose to ask the Silent Bell to investigate this threat.

Some of the magicians in the city have also reached out to the Imperial Conclave. In their opinion there is obviously something magical at work here, and it will take magic to uncover the truth. A number of divinations or contact with eternals might provide clues, and if nothing else the Archmage of Winter might be able to determine whether The Thrice-cursed Court are involved or not.

It might also be worth asking a Conclave order to investigate further; the Shuttered Lantern might be able to discover what secrets are at work behind the scenes, or the Unfettered Mind might consider possibilities and opportunities that others may not consider. Intervention here may well prove dangerous however; the Rod and Shield might be called on to protect their fellow magicians, ensuring that whatever else happens the risks of someone being eaten alive while investigating are minimized. Any of the three orders could use one of their declarations to guide their order to investigate or intervene.

If the Silent Bell or one of the Conclave Orders does get involved here, there's no way to predict the outcome. Everything will depend on who goes and what other factors are in play in the coming season. If the Chamber of Commerce has chosen either of the two responses that involve disruption in the city - the wardogs or the poison - then it'll likely be harder for the magicians to find anything conclusive.

Rat Hunt

  • Military units from the League could take advantage of the situation to undertake a temporary adventure for which they will be well paid
  • This adventure brings with it increased risk of sustaining a lasting injury or infected wound

In the meantime there is an increasing demand for guards - both bodyguards and custodians of all kinds - and people prepared to wade through shit and hunt rats in the sewers. Following the Spring Equinox, any League military unit can choose to take the Hunting Rats in Temeschwar adventure. A standard military unit taking this action will receive a guaranteed 180 rings, with upgraded or enchanted warbands receiving proportionately more. The adventure is only guaranteed to be available after the Spring Equinox; its impossible to predict how the situation in Temeschwar might develop so there's no telling if it will continue to be available.

This mission might not be entirely straightforward however; anyone undertaking it risks exposure to infected bites and perhaps even pestilence. In particular, the sickness mentioned in relation to the rats involved in the grisly slaughter of Ernesto di Temeschwar does not seem to be wholly mundane in origin causing as it does odd hallucinations and peculiar behaviour.

Dweller in the Depths

  • Something has taken up residence in Lorenzo's Deep Pockets
  • The Delver of the Depths and anyone who sent their military unit to Explore the Depths will receive a traumatic wound in their pack
  • The Fox and Fowl company has asked the Conclave to offer their assistance

It's not just Temeschwar that is having some off problems possibly related to its Varushkan past. There's something going on at Lorenzo's Deep Pockets as well. It's too soon to say if it is being caused by the same thing that's making the rats go wild in the city but there's at least some similarities.

Just two weeks before the Spring Equinox, several workers at Lorenzo's Deep Pockets reported a fell wind that came from the north-west, from the Vardstein Vale of Temeschwar. Several workers fall sick a few days later, and according to people involved in exploring the sinkhole their condition has not improved. It is uncertain exactly what is causing this sickness - certainly nobody has died from it - but it doesn't seem to be getting better. There is absolutely nothing to suggest that it is in any way contagious: only the people who have interacted with the wealth drawn from the sinkhole have gotten sick.

One band of mercenaries ventured further into the sinkhole after finding out about the sickness. The Fox and Fowl Company believe that this has something to do with whatever happened to the Company of the Torch and ask that one of the Orders of Conclave come and help uncover what is behind this new danger. Any order can use one of their two declarations to guide their order; the potential outcome will depend on which order (if any) responds to their call for assistance.

There is currently no reduction in output for the Delver of the Depths. Likewise, any military unit that takes part in the Explore the Depths adventure will still receive the expected output - but unless the problem is addressed then even if the sickness is cured this season it will happen again.