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No Greater Legend than Peace

From Esterrapedia


Little more than three years old, Lerona Mere is a youngster burdened by a history earned before it even existed. After throwing off the shackles of oligarchy, the people of Legend City have taken wary steps into a new world as rebels, leaders and entrepreneurs. These steps have not always been stable but have always been taken firmly. But even as they walked together, the people of Lerona Mere held each other back with crisis after crisis. The Docklands War, the spectre of the Second Revolution and the Prosperity Curse have sown discord in hearts and stones underfoot.

But as dawn breaks in the year 224 it appears that the storm has passed. There is peace in the Docklands (of a sort), the fires of anger have snuffed out (to a point) and a curse is lifted (while some remains). Surely a year of wealth, wisdom and wholesomeness looms for the people of The Concord’s largest city!

The Worst System, excepting all the others

During the Summer Summit Lerona Mere was teetering on the edge of a second violent revolution. After eighteen months of legislative failure and attacks on the city's foundation of Democracy, the Parliament burned to the ground and hundreds perished. What followed was a few short weeks of arson and petty vandalism, but very quickly it became apparent that this was not the same righteous spirit of change that had gripped the city some years prior.

Lerona Mere political power continues to felt across The Concord

Rather, disappointment in the Parliament combined with the growing pressures of the Prosperity Curse and Docklands War had created an acute point of panic. As the embers settled and food prices rose the city, unconsciously and collectively, stepped back from the ledge of destruction. Very quickly the animosity dispersed and day-to-day life in the city returned to normal. So extensive was the continued support for the functions of democracy that a memorial began to grow near the ruins of the Old Parliament building, that unfortunately still remains a smouldering ruin. “Never again without purpose” was the common theme. The people of Lerona Mere still know what they owe to revolution but the deaths at the Old Parliament building are a reminder that such taking up of blade and flame cannot be entered into lightly.

If anything, this crisis has done much to further strengthen Lerona Mere’s system of democracy and put the legend of the Revolution into the past. Lerona Mere will always be a city of Revolution, but they have shown that they are committed to peace and political discussion as their paths to the future.

Strangely enough, the only piece of major revolutionary violence comes weeks after the moment of danger has passed.  The Queen of Liberty, the massive armoured ship that acts as floating armoury and brig for the Liberty’s Fist was at dock off the Ribs and Reach in the Docklands while the rest of the fleet was at sea taking part in a campaign in Bolstelee. Over the course of a single night the colossal ship burned from sails to the waterline, quickly slipping below the waves before dawn could break. Thankfully, none of her crew were aboard at the time and the ship appears to be the only casualty. None of the Docklands Capo’s have taken public responsibility or even rumoured enjoyment at the loss of the ship, and so the city has generally chalked up to the last gasp of revolutionary anger, as those who watch the city burn are rendered impotent by civil unity.

As summer turns to autumn the city begins to heal. Posters of new political parties begin to adorn tavern doors, merchants counters and street gutters. The flowers at the memorial in Old Parliament square wither and are slowly replaced less and less. The fleets return from war and the people look to the future.

Game Information

Overwhelmingly Lerona Mere stands with the Parliament and a second violent revolution is averted. Any Lerona Mere character can tell stories of experiencing a sense of unity and hope for the future across the city and region. The people of Lerona Mere appear to own the violent destruction of the Old Parliament building, but it is likely that in time it will become another mythologised piece of history. Lerona Mere characters are more than welcome to begin to spin larger than life tales of the burning of the Old Parliament building and their role in it.

The Liberty’s Fist fleet suffers 350 casualties as The Queen of Liberty burns at dock in Lerona Mere. As the massive ship was in Lerona Mere during the attack in Bolsterlee, the fleet functioned as if it had already taken these casualties during the recent season, reducing its damage inflicted but not changing the result overmuch.

Such is the outpouring of civic unity and dedication to the concepts of Lerona Mere that every Lerona Mere investment based in the city itself will find that they have produced as if they were one tier higher this past season. Any military or naval investments that were damaged using the Support the Fleet or Support the Army action will find that they have spontaneously repaired.

The Lerona Mere Parliament will hold its second elections at this summit. More information can be found below in the ‘Our Party, Like any Party’ entry.

My Dear Foe

The Docklands War is over.

One war down, many to go

After two years of violence, murder, extortion and arson, the most chaotic district of Legend City has uncomfortably settled into a new routine over the Summer months. Such was the nature of the agreements reached between the Capo’s of the districts gangs and coterias that the Docklands will remain a free spinning web of alliances and agreements. The powerful groups that control the districts are free to wheel and deal with each other and aside from anarchic Capo’s Councils, are largely free to do what they want, including spreading to much more of Lerona Mere.

What has followed is a relative calming. The Docklands War was a sharp spike in the more visible elements of the district's less-than-savoury cohorts and any return to normalcy (regardless of how chaotic) will subsume many of these sharp edges. No longer is the weekly gossip disturbed by heists after arson attacks after hostage crisis. No longer are bodies placed in shop fronts or hung from high towers. Surely, they are still found dismembered in the bay and crime is still rampant within the district, but in a manner more palatable to the people of Lerona Mere and hopefully The Concord as a whole.

The Docklands remains the crime capital of The Concord and its web continues to spread. Some Capos of the District have wandered far, taking up residence in Mivara, Gafroza and (if rumour is to be believed) as far afield as Wolstad and Strivington. The rest of Lerona Mere has been declared open season and the strange silken threads of allegiance that hang and bind the gangs of Lerona Mere stretch further and further afield. Will the Concord see a festering canker of criminal organisations? Or will the self-aggrandised Capo’s be thoroughly rebuffed by other realms indigenous syndicates? Only time will tell

One thing is notable, large scale trade in the Docklands has breathed a sigh of relief. Dendarri ships, traders from Jaalstead and the sparse vessels of Drummond or beyond are finding it much easier to offload cargo. Harbour inspectors are more often than not actually civil service employees rather than impersonators, cargo is loaded directly onto wagons that actually travel to their marked destinations and the harbour chain no longer returns to the hands of the fleets of Lerona Mere. A city returned to normalcy, if in its own unique manner.

The shadow that is Lerona Mere’s criminal underworld has been returned to the darkness, a place where it will be felt, but not seen or heard. A time for the ‘right people’ to get back to ‘honest work’.

Game Information

There will be decisions and information in regards to the End of the Docklands war for the Senator of Lerona Mere, The Champion of the Revolution, Admiral of the Liberty’s Fist and The Headmaster of the De Re School of Embers.

The Docklands War has ended. Bands that were previously receiving Docklands War updates and boons won’t receive them any longer as the district has returned to a sense of normalcy. While the loss of income is felt, it is better to not be associated with organised crime while acting as a hero of The Concord.

Any Lerona Mere Naval Investment that has taken the ‘Trade With Foreign Ports’ downtime this past season will find that they have produced as if they were one tier higher due to the ease of trade within the Docklands in comparison to previous months. This stacks with the bonus tier from civic unity (resulting in a cumulative +2 tiers).

The Docklands War has been a shakeup for much of the criminal underworld of Lerona Mere with many gangs getting out of the Docklands Districts, moving onto other enterprises or out of the city altogether. The concept of playing a Coteria that was once a gang and is attempting to ‘go legit’ and enter the world of Concordian heroism would be very fitting going forward.

The criminal element of Lerona Mere was not crushed, united or defeated and will continue to play a large element in the tale of Legend City and The Concord going forward.

To Struggle is Divine

The foul memory of the cursed Fools Gold fortress of winter 223 remains in many minds, but none more so than the merchants of Lerona Mere. The cursed fortress brought with it strange guardians, the damned spectre of the Dead Reckoner and a curse upon the region. Across Lerona Mere for the last year, trade and work have been under assault by constant malady, misfortune and misdirection. The crisis of the second revolution was exacerbated by this ‘Prosperity Curse’ that befell the nation and brought these annoyances to bear.

While the Fools Gold Fortress decayed, this curse did not. It became more and more entwined in the region over time causing constant damage to the economy of Lerona Mere. Some were content to rest on their laurels and hope that this was little more than a storm due to pass with time. But this is hardly the attitude of the Church of Panoply.

Through the judicious application of funds and charitable investment, businesses, farms and other enterprises across the region are improved. New buildings are raised and lives are given new purpose within the vast spinning gears of mercantile endeavour. A firm declaration to the Spheres and the World; “Lerona Mere will succeed against any barrier. To struggle is divine”.

While it is impossible to say for sure if this has a direct effect or if the storm has simply passed with time, the Prosperity Curse within Lerona Mere has lifted. Businesses no longer report strange hauntings and the people of Lerona Mere can return to their crafts, sure in the knowledge that they will not have dealings with long dead creditors. Save for one.

The Dead Reckoner remains within Lerona Mere. While its visits are few and far between, not a month goes by that some manse in the Madre Campo, some tavern in Gafroza or even the wayhouses in The Gap report its arrival. Its cloaked and golden form a haunting visage, its presence a fox among the hens as the spectre's magical powers grant it the ability to bring creditors and debtors to justice in equal measure.  It leaves blood in its wake wherever it treads and more often than not this is brought about by the hands of those who would meet it, rather than the creature itself.

Those that follow the Reckoner, that believe it to be a newly formed Herald of the Sphere of Gold dub themselves Reckonites. The flood to wherever it has been seen last and attempt to seek its judgement, not for mortal whims of commerce or obligation, but divine ones. They ask it to inform them of those they have failed, of what they owe the Spheres and what the world owes them, for greater or lesser effect.

Game Information

There will be information and decisions available for the Senator of Lerona Mere and the High Priest of Panoply in regards to the Panoply Curse and the Dead Reckoner.

The breaking of the Prosperity Curse is in itself its own reward. It is likely that Lerona Mere will see continued boons towards its tax income and some investment holders may receive opportunities to improve their investments further in strange ways.

Reckonites have formed into a cult-of-sorts within Lerona Mere and characters from the region may roleplay having had interactions with these paranoid and fervent worshipers of Panoply. They are insistent on the Dead Reckoner as an agent of the Spheres, if not a Herald of Panoply. The Reckonites believe that the Reckoner is becoming more frequent again, inclining that the creature is likely to visit other Realms or perhaps the Summit again in the coming year.

Our Party, Like any Party…

As a new election year looms, Lerona Mere rallies to the polls. A chance to make their voices heard in the new Parliament (even if they’re not sure what building that may be in). Posters festoon the city and mercenary speakers dot every street corner. Amidst the sense of civic unity that has overtaken the city, these speeches detail hope for the future and a drive for opportunity, rather than the violent tear downs of the past. Over the last few years seven parties have risen to prominence from the remains of those who came before. They are as follows:

The Villa Estate - A Growing Family

The only party to remain unchanged over the past years, the Villa Estate once represented exclusively the rural and agricultural parts of Lerona Mere. Their role in the starvation of Legend City was no minor thing and it was a strong tie to the heroes of Lerona Mere that has seen them through to this election.

It was Madre Andrea De Tippi, the ‘Madre of the Campo’ that came to the Summer Summit and over deliberations with the then-senator Jalen Van Voyant, organised five hundred Villa Estate militiamen to travel east and fight in Weiland, where they reinforced the beleaguered Greenwealders after the Battle of Gulliver's Mill. Affectionately called ‘Rum Mum’ for her caring demeanour and successful distillery,  Andrea has returned to lead the party in this election.

The Villa Estate promises to stand for growth and prosperity in Lerona Mere. Campaigning on a close relationship with the heroes of Passage, Andrea has spoken publicly about her desire for a new township in the north to help facilitate trade and ‘resettlement away from the hustle and bustle of the city.” The Villa Estate looks forward to shepherding the parliament towards reasonable policy in all fields from their position of leadership. Now is the time to grow together as a family, not to fight amongst ourselves.

The Villa Estate stands as the most well regarded and veteran party of the election. They are unchanged by the 'Second Revolution' and have recently proved themselves as war heroes. Allies of The Heroic Delegation to The Concord, many question how much this allegiance is well meaning and how much of it is the pursuit of influence.

The Shipwrights Guild - Tame the Waves

With the vacuum left by the Free Captains Council (the Council still exists, but no longer feels like domestic politics requires their steady hand on the wheel), the role of the maritime party has splintered. Arising out of the constant meddling of Docklands War was a strong collective union of carpenters, sailmakers, navigators and merchants known as the Shipwrights Guild. Since their founding a year prior, they have consolidated all shipwrights in the Docklands under their alliance.

Led by Obadiah Van Cartega, a shipwright of thirty-two years experience, staunch agitator and scarred veteran, the Shipwright’s Guild stands that Lerona Mere’s greatest opportunity and strength lies in its port and the Bay of Promised Gold.  Van Cartega has been seen on the dockside, pointing out the massive ships at the harbour and detailing how much coin and how many jobs each one brought to the city.  A man of the people and with the people, The Shipwrights are a unique union of powerful merchant interests, militarists and working artisans.

Staunchly pro-industry and anti-piracy, the Shipwrights mean to support Lerona Mere’s twin fleets, to keep them in the best condition possible and champion their roles in controlling the Bay. They want to reach out to the powerful trading nations in the circle of seas to bring more coin and goods into the city. They want to advance the industry of shipcrafting and in doing so drag Lerona Mere’s skill as carpenters, engineers, tailors and more in their wake.  A party of strength and truth, they say what they mean and mean what they say.

The Wargoats - Freedom, Fury and Fellowship

Carrying the title of a lost Bravo Company from Vidania, the Wargoats have taken steps to distance themselves from the collapsed party that spar

ked the escalation of the Second Revolution. Rather, the Wargoats are presenting themselves as the party of ‘Lerona Mere’s fighting people, be they upon the sea or soil, mercenary or martyr’.  Somewhere between faux-militarists and returned soldiers league, The Wargoats represent and celebrate all those in Lerona Mere who would make their money at war and conflict.

The ‘Goats’ are led by the well regarded ‘Quartermaster Karah Chibetti’. A supply officer with half a dozen notable Companies on her record, Chibetti has organised everything from retreats to funerals to assassinations to revels. A careful hand at logistics, Chibetti may not be a born-politician but there are few who can match her head for numbers and respect among the rank-and-file.

At Wargoat ‘Marshallings’ (their term for the great field parties where they rally their followers, complete with roasted meats, weaponsmiths and revelry), the various Wargoats Captains speak passionately of supporting the soldiers and mercenaries of the Realm. They promote land grants to retiring soldiers in the Madre Campo, war games against the other armies of The Concord, the invasion of Mancante Terra to grow the realm and the creation of ‘Lerona Mere War Chamber’ to guide Lerona Mere efforts on the field of battle.

Those heroes who see the various wars of The Concord (not just Lerona Mere) as the greatest opportunity and risk present in the world will find kindred spirits among The Wargoats, as well as those who feel the scars of these conflicts. In their left hand the Wargoats offer a cooling ale and a place to recover. In their right they offer a gauntleted fist, calling all back to the front, because there are wars out there that don't know they've already been won.

It remains to be seen if The Wargoats can escape from under the shadow of The Bravos, but if they do it will be in a fierce charge.

The Council in Coin - Take your seat at the table

It is no secret that coin, even above steel and sail, rules Lerona Mere. Keys, locks and vaults flow freely through The Concord’s largest city and nearly every party is expected to have a stance on every angle of The economy from foreign trade to internal infrastructure. But the Council in Coin promises to see beyond the simple nature of the economy and into the theoretical. They promise to wield the economic power of Lerona Mere like a dagger through the world, cutting the ties that bind trade in bureaucracy and placing it at the neck of those who would see Lerona Mere efforts stifled. You wish to oppose Lerona Mere? How easily will you find it to do so with our ports closed to you, or coin far from your hands and your goods no longer welcome?

What at first seemed to be just another ‘merchants seeking control over their coin purses' party has come out of the campaigning season as hardened, power-hungry and cutthroat. The Council In Coin doesn’t wander the streets handing out posters, they don’t hold rallies, they don’t feed the less fortunate. Instead they are in the halls of power, putting pressure on great merchant houses to support their election by leveraging the power of small houses that have already joined. They are on the edges of Lerona Mere, counting trade figures closely, looking for weakness and strength. They are penning legislation, far before they have the power to implement it. They are a bow, strung and loaded, held taught, only held back by the small barrier that is actually being elected.

Fittingly, the Council In Coin is led by The Council. A collection of twenty sponsors of the party itself, many of which are running for positions in Parliament. The Council has staunch requirements for entry and an incredibly secretive air. Their meetings are hidden, their locations changing. It appears that they are prepared to make many enemies in their actions and are ensuring they will not be personally targetable. Among their number are leaders of powerful merchant combines, ship captains, Bravo Colonels and even priests. Rumour has it that the party is shot through with Reckonites as well, although this is hard to confirm.

Publicly, the party intends to use the power of Lerona Mere to enrich the realm (and by extension The Concord) and strike at the Realm’s enemies, a set of foes that is left vague. A focus on supporting trade and foreign ties is metered by the suggestion of trade embargoes against those who would oppose the Realm.

The Ratscrews - Prosperity is on the Cards

Lerona Mere is home to numerous gambling halls of great repute. Between ‘The Cardhouse’ in the Follys, The Promenade of the Docklands and more than a hundred other games of chance and avarice. Lerona Mere is one of the greatest cities in The Concord to host a revel or celebration, with food from across the world and arts flowing like wine. It is unsurprising that a group has rallied around the hospitality and influence of Lerona Mere to take a political stance.

The Ratscrews are just this group. Named after a competitive card game, they present themselves as the Party-Party, but there is certainly a lot more happening below the surface. Their posters can be found across the Docklands and beyond, particularly in public houses and cardhalls. Their smiling and musical representatives easily floated between tables and topping up cups and bets, with the promise that ‘There’s more where that came from’.

At the head of the party is the young poet, Tarina Van Jilentari. A prodigy and socialite of all walks, Jilentari has performed everywhere from the streets of the Bailite Quarter to the ruins of the Old Parliament Building. A soft spoken intellectual, Jilentari was not the first choice for leadership but has since guided the Ratscrews with a deft hand and a surprisingly strong diplomatic platform.

To those who would listen, The Ratscrews promote the growth of Lerona Mere’s greatest strength; Legend City itself. Raising this grand city into the greatest in the circle of the world will draw more souls to her embrace. They push for more investment in the city and great festivals to celebrate its many districts. They fund card tournaments, duelist competitions and scholarly grants to bards and sages alike.  But from this they expand. With Lerona Mere as the heart of culture and trade it can spread its influence. Investment in the Foreign Service with new Embassys could see Lerona Mere become a political city to rival Artebazzan, with councils of like minded nations coming together here to truly forge legends.

To some it speaks of a new golden age. To others it is an age that will need to be paid for with gold. Something poets rarely have in abundance.

The Children of the Sea - Thunderhearted and True Seeing

To simple onlookers, it may appear that the Free Captains Councils efforts split into two rival maritime parties; the Children of the Sea and the Shipwrights Guild. This could not be further from the truth. While the Shipwrights Guild represents the economic and professional interests of Lerona Mere’s dockworkers, the Children of the Sea are a loose confederation of those who have seen something in the waves, in the light of the sun on its dappled surface. Beauty and malice both.

Mages, Priests, Stormseeker Wanderers and salt-crusted sailors, the Children of the Sea are easily the strangest party on the docket in this election. Their members carry haunted looks and eyes that speak of more than tongues can manifest. But one cannot deny they know a great many secrets and their ‘Dredgers’ wield significant political influence through the party's ability to reveal the true nature of the world and people.

Led by the ‘Lady in Waves’ Isabella De Sivasti, the Children began as a curiosity but have swept into considerable power. Equal parts cult, charitable organisation and spy network, the Children support those rendered homeless by shipwreck, flood or sickness. They count many Stormseeker Wanderers among their number and regularly conduct ‘wavespeakings’ where vast numbers of people will consume the narcotic and collectively see visions of the future, past and lost knowledge of the sea. Common workers, marked with deep blue tattoos of waves work on the docks, giving thanks to a sea that has not taken them today by pouring part of their rum ration below the waves. The Children are every piece of Lerona Mere superstition about the sea, its beauty and malice both.

Not content with just existing in the hearts and skin of their members, the group is pushing for political power. De Sivasti has stated publicly that she means to bring salvations to Lerona Mere’s downtrodden and forgotten, to support the new School of Magic in the Docklands and bring the considerable ‘powers’ of the Children to support Lerona Mere. According to De Sivasti; “Lerona Mere are all Children of the Sea, and while I wear this knowledge upon my sleeve, I will not allow any other members of my family to fall below the squall.”

The Steel Sigils - A Future Forged in Strength

After the burning of the Parliament, the Sigils were a broken party. They had done everything right, their pursuit of a truly Concordian Realm and were rewarded with a pride of place in The Parliament. But through violence and disagreement, this fell to infighting and flame. But through all of this there was strength. The Sigils refused to break and refused to let their ambitions be quashed, even as the city starved around them, perhaps because of them. They endeavoured to return, stronger and more dedicated.

They found unlikely allies in the Mivarans, the previous elections dedicated industrialists who had sought Lerona Mere primacy through metal and minds. The Mivarans had fallen to the middle of the pack in the election and failed to achieve real power, but had sadly disappeared. Both groups held strong ideas of Lerona Mere ascendancy and a powerful ambition to build. Over a three day caucus in Mivara their ambitions were bound and the Steel Sigils returned to the fray.

The Steel Sigils match the Council In Coin for intensity but exceed them in reach. The group are extreme in their support for the Realm within the space of The Concord. Those publicly campaigning for a Concordian position will often see their cause bolstered by ambitious ‘Stealers’ bearing coin and connections. The group has approached Civil Service and the township of Passage, offering continued support in matters of defence and funding, all with the prerequisite that any support be marked with the torch of Lerona Mere, knowledge to the whole Concord that Lerona Mere will carry the weight and lift this whole empire to the Spheres.

The party is led by two elected ‘Heads’. The first is the mining magnate ‘Carlo Van Eider’, once head of the Mivarans, Van Eider oversees the parties practical pursuits; managings funds, memberships and property. Van Eider is an ageing but respected man of means whose web of mining interests grants him an ironclad will and a coin purse deeper than most. Balancing Van Eider or perhaps being restrained by him is ‘Mario De Gardin’. De Gardin is the political firebrand that pushes the party's political ambition and competitive spirit. Scarred and burned by the collapse of the Old Parliament Building, De Gardin has emerged a priest of Anarch and with no concept of defeat. Any title, any opportunity and any horizon is within the grasp of Lerona Mere and he will get his realm there if he has to drag it with his own bleeding and broken hands.

The most controversial position of the Steel Sigils is their stance on the Concordian Throne. The Stealers have campaigned on and publicly stated that they will support and fund any Lerona Mere that would obtain the position of Throne. That only Lerona Mere has the introspection to have overcome its core weaknesses, twice. Every other Realm is lost and trapped in tradition and unfit to lead. Lerona Mere will march into the darkness carrying its torch, a crown on its head.

Game Information

The Lerona Mere elections are here once again! We have seven new parties that will help define the nation for the next two years! These parties will lead the nation off-screen and will provide opportunities and influence to The Concordian heroes of Lerona Mere, while at the same time shaping the overall tone and themes of the Realm.

Each Lerona Mere player is permitted to cast their vote this Summit by going to the Hub and completing a voting form. Each character will get to vote in support of TWO parties (you may not vote for one party twice) and each character will be permitted to vote once (forms will require a name and signature). Lerona Mere characters will also have the option to take the Special Downtime action ‘Campaign for Parliament’, reflecting your investment and character putting their support, time and money behind their chosen parties. Every character that takes this action will find that both their votes count double, reflecting the influence their efforts will have. However, they will also find that they will produce less than standard.

For clarity, each Party has many competing themes, goals and personalities, they can be summarised as below (although this is very much too simple of a description and likely misses important parts):

  • The Villa Estate: Growing Lerona Mere, agriculture and a moderate parliament.
  • The Shipwrights Guild: Maritime power, industry and controlling the seas.
  • The Wargoats: Lerona Mere military support, expansionism and supporting the war efforts.
  • The Council In Coin: Lerona Mere control over the economy and using that to get what Lerona Mere wants.
  • The Ratscrews: Hospitality and using the arts to spread Lerona Mere influence.
  • The Children of the Sea: WEIRD Lerona Mere vibes and underhanded tactics.
  • THe Steel Sigils: Lerona Mere power in the Concord.

You Get out of It What You Put In

Amidst the campaigning season, the Second Revolution, the Reckonites and more, it can be easy to lose sight of the little tragedies. Of quiet indignities and the plight of the poor when it does not serve a political purpose. This would have likely been the case, had it not been for the blood in the water.

For the last three months, people have been going missing in the Docklands District of Shagston. The poorest of the poor call this quiet inlet home, half sunken and unpoliced, it is port for the down-and-out, the lost and the abandoned.  ‘The Shags’ going missing is hardly a strange thing, the meagre canals here are regularly clogged with the bodies that are dumped into the bay and morseled out by the redscale sharks that feast upon them. But when the first attack was witnessed all that changed.

Blood floes from wayward hands

‘Old Tancer’ is a Wanderer whose consumption of Stormseeker has ruined his eyes and will likely see him drowning by his own hand before the Winter is out. But he knows what he heard. The sloshing disturbance of the water, the slap-patter of wet feet on the boards, the scream of agony, the inhuman sounds of feasting teeth on bone and flesh, the peeling of fingernails as they grabbed onto the boards, attempting to forestall an internment in a haunted watery grave.

In the weeks since, three more attacks have been identified, although no more have been witnessed. Something or someone is emerging from the filthy waters of Shagston and gorging itself on those unlucky enough to be forgotten by the world and consigned to this corner of The Concord.

Game Information

There will be information and decisions in regards to the Shagston Murders for the Champion of the Revolution, the Senator of Lerona Mere and the Admirals of the Liberty’s Fist and People’s Gift.

Either of the two fleets could dock in the harbour over the Winter and dedicate themselves to sweeping Shagston and the Docklands, attempting to put down whatever this menace is. Doing so would reduce the healing effect of a ‘Put to Port’ action from 12% to 6% due to the additional work. This would be ideal if the danger was caused by the predation of dangerous sea creatures or as the precursor to an Illsevir beachhead from beneath the waves. Either fleet could also take the ‘Put to Port’ action and NOT pursue this, gaining the standard recovery.

Alternatively the Senate could call for a Grand Inquest into the attacks, sending Concordian Magistrates and city watch into the district to uncover the cause. Doing so would likely cost 1 Vault in additional supplies and staff. This would be ideal if the danger was caused by a murderer, cult or similar organisation.

Winds of the World - Winter 224