Difference between revisions of "Shadows Over Averheim"

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=Dramatis Personae=
 
=Dramatis Personae=
 
[[Manfred Mederow]]<br>
 
[[Manfred Mederow]]<br>
[[Swordmaster]]<br>
+
[[Linforic]]<br>
[[Wizards Apprentice]]<br>
+
[[K'sahn]]<br>
  
 
=NPCs=
 
=NPCs=
Line 12: Line 12:
 
[[Olga Klinkski]]<br>
 
[[Olga Klinkski]]<br>
 
[[Friedrich von Kaufman]]<br>
 
[[Friedrich von Kaufman]]<br>
[[Frederick Grosz]]
+
[[Frederick Grosz]]<br>
 +
[[The Man in the Black Hood]]<br>
  
 
=Averheim=
 
=Averheim=
Averheim is the capital city of Averland.
+
Averheim is the capital city of Averland. Averheim has been the chief city of the land between the river Aver and the river Reik since before the legendary Emperor Sigmar was born. It sits on a bluff above the river Aver, and so is immune from its occasional high floods. At the highest point of the city, at the end of the road leading from the towns of Pfungzig and Heideck, the fortress of the Elector Count sits behind powerful walls from which its towers command a view for miles around.
 +
 
 +
Chieftain Siggurd of the ancient Brigundian tribe reputedly began the fortress called the Averburg after Sigmar made him a Count of his new Empire. He wanted a symbol so powerful and intimidating that no one, neither rebel nor invader, would ever challenge his rule, and through him, Sigmar. Naturally, the castle has been rebuilt, added to, and repaired several times, so the truth is hard to tell. Scholars believe it certainly dates to the early first millennium, but cannot be sure until they examine the foundation, which would mean entering the crypts of the Elector Counts. Their requests have been regularly denied without explanation. Some wonder if, rather then out of a sense of propriety and privacy, it is perhaps because the rumors of Siggurd's shield, spear, and chariot, purported to be magical artefacts of great power, are buried in the crypt with him. If so, the Elector Counts would not be anxious to let others know they possess such powerful weapons.
 +
 
 +
Averheim is also famous for its stockyards, where the great cattle drives end in the heat and stink of an Averlander summer. For several days, the streets are filled with cattle being brought to market and retainers of the cattle lords eager to spend their pay. The Averheim watch often hires more help during this time to keep at least some control over the "celebration." The stockyards are near the docks where the slaughterhouses are located, so the cut meat can be salted, cured and loaded onto barges for easy transportation. Recently, a cabal of merchants has begun experimenting with ice brought from the mountains and kept magically cool, to keep the meat fresh during transportation. The Salter's Guild of Averheim has threatened violence if the experiment continues. A famous monument in the city is the Pillar of Skulls, marking the high point of Gorbad Ironclaw's invasion of Averland in the 18th Century.
 +
 
 +
Although the Averburg itself has never fallen, the city was penetrated and Gorbad's forces made it as far as the Plenzerplatz, the city's main square. There, the Grand Count and his personal bodyguards along with the remaining soldiers of Averland set upon them. Slaughtered by the hundreds, Gorbad's army was forced to move on, and the Elector Count ordered a monument built from the skulls of the dead Orcs. To this day, it is said that blood drips from the eye socket of some of the skulls on the Night of Mystery.
 +
 
 +
In present times, control of Averheim has not been a clean-cut affair. While the family of Marius Leitdorf nominally owns and administers the land and legalities of Averheim, their constant infighting since his death has allowed several rival factions to gain power within the city. Many noble families, most notably the Alptraums, have garnered influence with local guilds and merchants. Gossips in the street whisper of criminal connection, and of bribery and coercion. Certainly, the local temple of Sigmar has received some hefty donations recently, judging from the latest round of building and decoration. Thieves have become more brazen of late. Whilst the city watch continues to keep the peace "in the name of the Count," they lack leadership and funds to deal with large gangs that have started to rear their heads. No one can say for sure if these groups are the result of political maneuvering on the part of the nobility, or just speak of a lack of orders. Most believe that rulership of Averheim is the key to the title of Elector Count. With such a prize to offer, it can only be a matter of time before simmering undercurrents of violence boil over, bringing blood on the streets.
  
 
[[File:Map-City-Averheim-1.jpg]]
 
[[File:Map-City-Averheim-1.jpg]]
 +
 +
Averheim, the capital of the Grand County of Averland, is one of
 +
the largest and wealthiest cities in the Empire. It is also amongst the
 +
oldest. Averheim was an important settlement for the Brigundians,
 +
with a founding that dates back to the time before Sigmar. The city
 +
center is positioned on a rocky bluff that overlooks the River Aver.
 +
This elevated seat gives the Averburg Palace a commanding view,
 +
and protects most of the city from floods when the Aver bursts its
 +
banks (as it regularly does after protracted rain). The outskirts of
 +
the city have spread beyond the bluff in recent times, and there is
 +
even a small outlying district of Averheim on the north bank of the
 +
river.
 +
 +
Next to the palace is the Plenzerplatz, a large market square that often
 +
hosts fetes and festivals. Most of these are small affairs, markets
 +
and exhibitions catering to the locals, though Averheim’s annual
 +
wine festival attracts connoisseurs and vintners from all over the
 +
Empire.
 +
 +
Averheim’s economy hinges on the cattle trade. It has an extensive
 +
dockland area from which leather goods, hides, and preserved
 +
meats are distributed throughout the Empire and the lands beyond.
 +
The town is infamous for its noisy slaughterhouses and stinking
 +
tanneries, and its many butchers’ stalls are usually well stocked
 +
with cheap fresh meat. In addition to cattle, Averheim does brisk
 +
trade in horses, and controls the lucrative trade route through Black
 +
Fire Pass. These elements have conspired to make Averland in
 +
general, and Averheim in particular, extremely rich.
 +
 +
While not as large and cosmopolitan as Altdorf or Nuln, Averheim
 +
remains the largest and most sophisticated city in Averland.
 +
While describing every district and facet of Averheim is outside
 +
the scope of The Enemy Within, there are some general statements
 +
that can be made about the city.
 +
 +
The heart of the city lies on a rocky bluff overlooking the River
 +
Aver. The Averburg palace and the Plenzerplatz are both located
 +
on this bluff, as well as the bulk of the more affluent residences,
 +
businesses, and establishments. The bluff is divided roughly evenly
 +
between areas of the silver and gold economic tiers, with some mixing
 +
at places (such as the Plenzerplatz). There are many merchants
 +
and artisans located on the bluff, and most buildings are multiple
 +
stories and fashioned of brick. To outsiders, the “silver” tier of
 +
Averheim seems surprisingly well-off and affluent. Gold ornaments
 +
are common, luxuries are readily available, and even the watchmen
 +
have gold trim on their shining breastplates or helms. The gold tier
 +
is even more ostentatious with its wealth, although not, perhaps
 +
predictably, with its generosity.
 +
 +
The affluence does not appear to extend to the brass tier districts of
 +
Averheim; indeed, the gulf between the very rich and very poor in
 +
Averheim may seem even wider than in other great cities – the rich
 +
seem even richer, but the poor – many of them desperate Stirland
 +
immigrants – are no less poor. Below the bluff, on the shores of the
 +
river, is primarily brass tier. The docks district around the Griffon
 +
Bridge described above is a good model of most of brass tier
 +
Averheim. Further from the river are some modest homes and businesses
 +
attempting to transition from the brass to silver tiers, but
 +
those who are truly successful simply migrate out of the shadow of
 +
the bluff and move up to the bluff itself. On the edges of the city are
 +
stockyards, enormous pastures and paddocks for the management
 +
of cattle. It’s said that during the high season, there are thirteen
 +
cows for every human being in Averheim. This may be exaggeration,
 +
but all year round Averheim sings with the lowing of cattle.
 +
Across the river on the north bank are additional docks and
 +
warehouses, mostly for goods that are shipped up or down the
 +
river. Local law does not consider goods on the north bank to have
 +
entered the city for tax purposes, so merchants that don’t intend to sell their goods in Averheim itself favour the north bank for
 +
loading, unloading, and processing their shipments. In the absence
 +
of an Elector to properly govern the city, a thriving grey market
 +
has sprung up on the north bank dealing in these untaxed goods.
 +
The situation cannot be expected to last, but in the meantime the
 +
trade continues. Characters wishing to shop in the grey market may
 +
make the trip across the Griffon Bridge and try their luck; treat all
 +
goods as one step more rare, but 10% cheaper.
 +
 +
Further up and down the bank, and removed from the bank in the
 +
surrounding grasslands, are a series of regal estates maintained by
 +
Averland gentry. These quickly give way to farmland, pasturage,
 +
and wilderness, often with little distinction between the three.
 +
The Old Dwarf Road runs through the city north to south. It
 +
crosses the River Aver at the Griffon Bridge and then continues
 +
down Bruckburg Strasse to the bluff before continuing down the
 +
other side and south towards Black Fire Pass.
 +
 +
==Politics==
 +
The Electorship of the Grand County of Averland remains in
 +
dispute following the death of the previous Elector, Grand Count
 +
Marius Leitdorf, who was killed whilst campaigning in Black
 +
Fire Pass in 2520. Most Averheimers still regard the Leitdorfs as
 +
the most important noble family in Averland, and expect them
 +
to decide on the next Elector. Unfortunately, the Leitdorfs are a
 +
deeply eccentric and fractious dynasty, even by the generally dubious
 +
standards of Imperial nobility. Marius himself was famed for
 +
his frenzied black rages, and was widely known as the ‘Mad Count
 +
of Averland.’ The Leitdorfs have made little progress in reaching a
 +
consensus as to which of them would make a good claimant. Political
 +
pundits suggest that Baron Kastor Leitdorf is the man to watch,
 +
though most people are hedging their bets.
 +
 +
Part of the reason for such caution is down to the fact that the von
 +
Alptraum family, who ruled Averland prior to the rise of Marius,
 +
are still very much a force to be reckoned with. The von Alptraums
 +
own large estates in the country surrounding Averheim, and have
 +
heavily invested in the city’s cattle trade. The current head of the
 +
family is Marlene von Alptraum. Her habit of accompanying her
 +
cattle drovers, and even assisting them in repelling greenskin raiders
 +
on one occasion, has won her great regard amongst the common
 +
folk, and she is proud to have earned the affectionate nickname of
 +
‘Iron Countess.’
 +
 +
For the time being the situation seems to be one of interminable
 +
political deadlock. The Leitdorfs remain the most powerful faction,
 +
but are divided as to which of their number would be best to put
 +
forward as a new ruler. The von Alptraums are not powerful
 +
enough to mount an effective coup, either politically or militarily,
 +
but Marlene’s growing popularity marks her as a contender to
 +
watch. In the meantime other nobles throughout Averland scheme
 +
to take advantage of the situation and play the various actors off
 +
against one another. Averheim has also become a hotbed of political
 +
radicals who want to see new forms of government arise from
 +
the ashes of the old regime.
 +
 +
==The Docks==
 +
[[image:Thedocks.JPG]]<br>
 +
 +
The Empire’s mighty river system provides arterial routes for
 +
travelling people and traders, and so, like most cities in the Empire,
 +
Averheim boasts a lively and thriving dockside community. Whilst the Aver might seem narrow in the eyes of those who are
 +
used to the broad and majestic River Reik, it is still a significant
 +
waterway. The River Aver regularly bursts its banks near Averheim,
 +
and so a wall has been built to protect the dockside from flooding
 +
when the river is swollen.
 +
 +
===The Mudflats===
 +
Between the dockside wall and the natural banks of the Aver is a
 +
narrow strip of mudflats. Most days this area is a stinking morass
 +
of sticky mud. Sewage outlets and sluice pipes empty their loads of
 +
waste onto the area. During the day, mudlarks comb the flats, looking
 +
for salvageable items that may have been dropped by boatmen
 +
or dockworkers. After heavy rains the Aver rises and covers the flats
 +
with a new layer of sediment.
 +
 +
===Handel Weg===
 +
The waterfront to the west of the Griffon Bridge is well known as
 +
the commercial hub of Averheim, populated by merchants, dockers,
 +
and criminals.
 +
 +
===Warehouses and Pontoons===
 +
Most of the buildings on the west side of the waterfront are
 +
warehouses belonging to the merchant families and guilds that do
 +
business in Averheim. The warehouses are largely given over to
 +
stocking the end products of cattle farming, mostly leathers, hides,
 +
and preserved meat. The barges that are moored on the nearby
 +
pontoons then distribute these goods throughout the Empire, and
 +
at all times of the day a veritable army of dockers shifts boxes and
 +
barrels from the barges to the warehouses and back again.
 +
 +
===The Upright Pig Tavern===
 +
The Upright Pig is built to fairly typical Empire standards, though
 +
it has an unusually large and soundproof cellar often used to host
 +
meetings between crime lords and racketeers. Until recently,
 +
this inn was used as a meeting place for members of Averheim’s
 +
criminal underworld. In recent weeks, the Black Cowl has been
 +
flexing his own hired muscle in the area and established members
 +
of Averheim’s underworld have found themselves joining the new
 +
order or being forced to move on. Regulars of the Upright Pig are
 +
only too aware of how nasty life can be for squealers – so they are
 +
tight-lipped and cautious when talking to strangers. The Upright
 +
Pig serves food and drink aimed at the brass and silver economic
 +
tiers. Whilst the inn has a number of bedrooms, they are rarely
 +
available for guests to hire. Most of them are kept by important local
 +
criminals to use as meeting rooms or bolt-holes.
 +
 +
===The Griffon Bridge===
 +
The oldest crossing over the River Aver is the Griffon Bridge.
 +
Some Averheimers say it was originally built in the time of Sigmar,
 +
though it has certainly been refurbished since then. It is now a large
 +
stone structure reinforced by a number of tall towers that rise from
 +
the Aver’s muddy bed.
 +
 +
===Bruckberg Strasse===
 +
A broad avenue leads from the docks to the Plenzerplatz and the
 +
Averburg Palace in the center of the city. The Red Arrow coaches
 +
that cross the Griffon Bridge always pass quickly through the dirty,
 +
crime-ridden docks and do not stop here for anyone.
 +
 +
===Geruch Weg===
 +
The waterfront to the east of the Griffon Bridge is given over to ‘odiferous
 +
businesses.’ These are usually associated with Averheim’s
 +
thriving cattle trade and tanning industry. There are other smelly
 +
businesses on the Geruch Weg: lime kilns, dyers, dung collectors
 +
and so on. The area is generally avoided and reviled. Indeed, many
 +
of Averheim’s elite feel that the whole district should be levelled
 +
and rebuilt on the north bank of the Aver.
 +
 +
===Lime Kiln===
 +
The lime kiln caters to the local tanneries by producing quicklime.
 +
Throughout the day, kiln workers heat limestone at tremendous
 +
temperature until it crumbles down into quicklime powder. Tanners
 +
buy sacks of the powder in order to make caustic solutions
 +
used in the tanning process, and laborers also purchase great
 +
quantities to use in building projects.
 +
 +
===Knacker’s Yard===
 +
It can be a difficult and dangerous task to kill large animals like
 +
horses and cattle. It takes a skilled professional to slaughter such
 +
beasts whilst minimizing the risk of accident or injury. Although
 +
most of the local stockyards kill their own livestock, there is still
 +
enough demand for cheap and efficient slaughter to keep Hans
 +
Muller, the local knacker, in brisk business. Hans can be found here
 +
throughout the day, killing and butchering horses. The yard is covered
 +
in sawdust and many sturdy hitching posts are erected there.
 +
Hans lives in a small shack stood to one side of the yard.
 +
 +
===The White Horse Inn===
 +
Another dockside tavern is the White Horse, which isn’t as well appointed
 +
as the Upright Pig. The White Horse caters to the dockside
 +
poor, and food, drink, and board here can be bought for a few brass
 +
pennies. The bar is run on a tight budget, though the landlord,
 +
Bernhardt Kurtz, tries his hardest to keep things respectable. The
 +
floors are regularly swept and the beds, whilst threadbare, are kept
 +
free of vermin. Pomanders in the bar are kept charged with fresh
 +
lavender, which doesn’t quite manage to disguise the stench of
 +
horse manure and lime from the nearby stockyards and tanneries.
 +
Despite the efforts to keep it clean the building is somewhat dilapidated,
 +
leading locals to refer to the inn as “The Knackered Horse.”
 +
 +
===Gong Yard===
 +
Gong farming is a euphemism for the collection of urine, manure
 +
and human ordure. This waste is kept in covered pits at the rear of
 +
the property. The gong farmers cater to much the same customers
 +
as the quicklime sellers, as the muck is used by both tanners and
 +
builders.
 +
 +
===Tanneries and Stockyards Area===
 +
To the east of the waterfront is a stretch of dockside property given
 +
over to businesses involved in the cattle trade. Many of these are
 +
tanneries, though there are also some large fenced-off enclosures
 +
used for the confinement and slaughter of livestock. These businesses
 +
are placed near the waterfront due to the copious amounts of
 +
chemical and animal waste they produce. Their dockside location
 +
means they are far from the more respectable parts of town and
 +
there is a convenient source of water nearby to sluice the accumulated
 +
filth produced by the keeping of animals or the tanning of
 +
their hides.
 +
 +
The whole area reeks of blood, offal, manure, and quicklime.
 +
The wooden buildings show signs of water
 +
damage and rot, and have been closed this past fortnight whilst
 +
refurbishments take place. The other tanneries are busy places
 +
where tanners haul cow hides from vats of noxious stew and
 +
perform the hard task of scraping the loosened hair and fat from
 +
the hides.
  
 
=The Intro=
 
=The Intro=

Latest revision as of 10:27, 19 May 2021

Shadows Over Averheim is the first arc in The Enemy Within. It takes place in the southern Empire city of Averheim.

Dramatis Personae

Manfred Mederow
Linforic
K'sahn

NPCs

Marcus Baerfaust
Konrad Mauer
Clothilde von Alptraum
Olga Klinkski
Friedrich von Kaufman
Frederick Grosz
The Man in the Black Hood

Averheim

Averheim is the capital city of Averland. Averheim has been the chief city of the land between the river Aver and the river Reik since before the legendary Emperor Sigmar was born. It sits on a bluff above the river Aver, and so is immune from its occasional high floods. At the highest point of the city, at the end of the road leading from the towns of Pfungzig and Heideck, the fortress of the Elector Count sits behind powerful walls from which its towers command a view for miles around.

Chieftain Siggurd of the ancient Brigundian tribe reputedly began the fortress called the Averburg after Sigmar made him a Count of his new Empire. He wanted a symbol so powerful and intimidating that no one, neither rebel nor invader, would ever challenge his rule, and through him, Sigmar. Naturally, the castle has been rebuilt, added to, and repaired several times, so the truth is hard to tell. Scholars believe it certainly dates to the early first millennium, but cannot be sure until they examine the foundation, which would mean entering the crypts of the Elector Counts. Their requests have been regularly denied without explanation. Some wonder if, rather then out of a sense of propriety and privacy, it is perhaps because the rumors of Siggurd's shield, spear, and chariot, purported to be magical artefacts of great power, are buried in the crypt with him. If so, the Elector Counts would not be anxious to let others know they possess such powerful weapons.

Averheim is also famous for its stockyards, where the great cattle drives end in the heat and stink of an Averlander summer. For several days, the streets are filled with cattle being brought to market and retainers of the cattle lords eager to spend their pay. The Averheim watch often hires more help during this time to keep at least some control over the "celebration." The stockyards are near the docks where the slaughterhouses are located, so the cut meat can be salted, cured and loaded onto barges for easy transportation. Recently, a cabal of merchants has begun experimenting with ice brought from the mountains and kept magically cool, to keep the meat fresh during transportation. The Salter's Guild of Averheim has threatened violence if the experiment continues. A famous monument in the city is the Pillar of Skulls, marking the high point of Gorbad Ironclaw's invasion of Averland in the 18th Century.

Although the Averburg itself has never fallen, the city was penetrated and Gorbad's forces made it as far as the Plenzerplatz, the city's main square. There, the Grand Count and his personal bodyguards along with the remaining soldiers of Averland set upon them. Slaughtered by the hundreds, Gorbad's army was forced to move on, and the Elector Count ordered a monument built from the skulls of the dead Orcs. To this day, it is said that blood drips from the eye socket of some of the skulls on the Night of Mystery.

In present times, control of Averheim has not been a clean-cut affair. While the family of Marius Leitdorf nominally owns and administers the land and legalities of Averheim, their constant infighting since his death has allowed several rival factions to gain power within the city. Many noble families, most notably the Alptraums, have garnered influence with local guilds and merchants. Gossips in the street whisper of criminal connection, and of bribery and coercion. Certainly, the local temple of Sigmar has received some hefty donations recently, judging from the latest round of building and decoration. Thieves have become more brazen of late. Whilst the city watch continues to keep the peace "in the name of the Count," they lack leadership and funds to deal with large gangs that have started to rear their heads. No one can say for sure if these groups are the result of political maneuvering on the part of the nobility, or just speak of a lack of orders. Most believe that rulership of Averheim is the key to the title of Elector Count. With such a prize to offer, it can only be a matter of time before simmering undercurrents of violence boil over, bringing blood on the streets.

Map-City-Averheim-1.jpg

Averheim, the capital of the Grand County of Averland, is one of the largest and wealthiest cities in the Empire. It is also amongst the oldest. Averheim was an important settlement for the Brigundians, with a founding that dates back to the time before Sigmar. The city center is positioned on a rocky bluff that overlooks the River Aver. This elevated seat gives the Averburg Palace a commanding view, and protects most of the city from floods when the Aver bursts its banks (as it regularly does after protracted rain). The outskirts of the city have spread beyond the bluff in recent times, and there is even a small outlying district of Averheim on the north bank of the river.

Next to the palace is the Plenzerplatz, a large market square that often hosts fetes and festivals. Most of these are small affairs, markets and exhibitions catering to the locals, though Averheim’s annual wine festival attracts connoisseurs and vintners from all over the Empire.

Averheim’s economy hinges on the cattle trade. It has an extensive dockland area from which leather goods, hides, and preserved meats are distributed throughout the Empire and the lands beyond. The town is infamous for its noisy slaughterhouses and stinking tanneries, and its many butchers’ stalls are usually well stocked with cheap fresh meat. In addition to cattle, Averheim does brisk trade in horses, and controls the lucrative trade route through Black Fire Pass. These elements have conspired to make Averland in general, and Averheim in particular, extremely rich.

While not as large and cosmopolitan as Altdorf or Nuln, Averheim remains the largest and most sophisticated city in Averland. While describing every district and facet of Averheim is outside the scope of The Enemy Within, there are some general statements that can be made about the city.

The heart of the city lies on a rocky bluff overlooking the River Aver. The Averburg palace and the Plenzerplatz are both located on this bluff, as well as the bulk of the more affluent residences, businesses, and establishments. The bluff is divided roughly evenly between areas of the silver and gold economic tiers, with some mixing at places (such as the Plenzerplatz). There are many merchants and artisans located on the bluff, and most buildings are multiple stories and fashioned of brick. To outsiders, the “silver” tier of Averheim seems surprisingly well-off and affluent. Gold ornaments are common, luxuries are readily available, and even the watchmen have gold trim on their shining breastplates or helms. The gold tier is even more ostentatious with its wealth, although not, perhaps predictably, with its generosity.

The affluence does not appear to extend to the brass tier districts of Averheim; indeed, the gulf between the very rich and very poor in Averheim may seem even wider than in other great cities – the rich seem even richer, but the poor – many of them desperate Stirland immigrants – are no less poor. Below the bluff, on the shores of the river, is primarily brass tier. The docks district around the Griffon Bridge described above is a good model of most of brass tier Averheim. Further from the river are some modest homes and businesses attempting to transition from the brass to silver tiers, but those who are truly successful simply migrate out of the shadow of the bluff and move up to the bluff itself. On the edges of the city are stockyards, enormous pastures and paddocks for the management of cattle. It’s said that during the high season, there are thirteen cows for every human being in Averheim. This may be exaggeration, but all year round Averheim sings with the lowing of cattle. Across the river on the north bank are additional docks and warehouses, mostly for goods that are shipped up or down the river. Local law does not consider goods on the north bank to have entered the city for tax purposes, so merchants that don’t intend to sell their goods in Averheim itself favour the north bank for loading, unloading, and processing their shipments. In the absence of an Elector to properly govern the city, a thriving grey market has sprung up on the north bank dealing in these untaxed goods. The situation cannot be expected to last, but in the meantime the trade continues. Characters wishing to shop in the grey market may make the trip across the Griffon Bridge and try their luck; treat all goods as one step more rare, but 10% cheaper.

Further up and down the bank, and removed from the bank in the surrounding grasslands, are a series of regal estates maintained by Averland gentry. These quickly give way to farmland, pasturage, and wilderness, often with little distinction between the three. The Old Dwarf Road runs through the city north to south. It crosses the River Aver at the Griffon Bridge and then continues down Bruckburg Strasse to the bluff before continuing down the other side and south towards Black Fire Pass.

Politics

The Electorship of the Grand County of Averland remains in dispute following the death of the previous Elector, Grand Count Marius Leitdorf, who was killed whilst campaigning in Black Fire Pass in 2520. Most Averheimers still regard the Leitdorfs as the most important noble family in Averland, and expect them to decide on the next Elector. Unfortunately, the Leitdorfs are a deeply eccentric and fractious dynasty, even by the generally dubious standards of Imperial nobility. Marius himself was famed for his frenzied black rages, and was widely known as the ‘Mad Count of Averland.’ The Leitdorfs have made little progress in reaching a consensus as to which of them would make a good claimant. Political pundits suggest that Baron Kastor Leitdorf is the man to watch, though most people are hedging their bets.

Part of the reason for such caution is down to the fact that the von Alptraum family, who ruled Averland prior to the rise of Marius, are still very much a force to be reckoned with. The von Alptraums own large estates in the country surrounding Averheim, and have heavily invested in the city’s cattle trade. The current head of the family is Marlene von Alptraum. Her habit of accompanying her cattle drovers, and even assisting them in repelling greenskin raiders on one occasion, has won her great regard amongst the common folk, and she is proud to have earned the affectionate nickname of ‘Iron Countess.’

For the time being the situation seems to be one of interminable political deadlock. The Leitdorfs remain the most powerful faction, but are divided as to which of their number would be best to put forward as a new ruler. The von Alptraums are not powerful enough to mount an effective coup, either politically or militarily, but Marlene’s growing popularity marks her as a contender to watch. In the meantime other nobles throughout Averland scheme to take advantage of the situation and play the various actors off against one another. Averheim has also become a hotbed of political radicals who want to see new forms of government arise from the ashes of the old regime.

The Docks

Thedocks.JPG

The Empire’s mighty river system provides arterial routes for travelling people and traders, and so, like most cities in the Empire, Averheim boasts a lively and thriving dockside community. Whilst the Aver might seem narrow in the eyes of those who are used to the broad and majestic River Reik, it is still a significant waterway. The River Aver regularly bursts its banks near Averheim, and so a wall has been built to protect the dockside from flooding when the river is swollen.

The Mudflats

Between the dockside wall and the natural banks of the Aver is a narrow strip of mudflats. Most days this area is a stinking morass of sticky mud. Sewage outlets and sluice pipes empty their loads of waste onto the area. During the day, mudlarks comb the flats, looking for salvageable items that may have been dropped by boatmen or dockworkers. After heavy rains the Aver rises and covers the flats with a new layer of sediment.

Handel Weg

The waterfront to the west of the Griffon Bridge is well known as the commercial hub of Averheim, populated by merchants, dockers, and criminals.

Warehouses and Pontoons

Most of the buildings on the west side of the waterfront are warehouses belonging to the merchant families and guilds that do business in Averheim. The warehouses are largely given over to stocking the end products of cattle farming, mostly leathers, hides, and preserved meat. The barges that are moored on the nearby pontoons then distribute these goods throughout the Empire, and at all times of the day a veritable army of dockers shifts boxes and barrels from the barges to the warehouses and back again.

The Upright Pig Tavern

The Upright Pig is built to fairly typical Empire standards, though it has an unusually large and soundproof cellar often used to host meetings between crime lords and racketeers. Until recently, this inn was used as a meeting place for members of Averheim’s criminal underworld. In recent weeks, the Black Cowl has been flexing his own hired muscle in the area and established members of Averheim’s underworld have found themselves joining the new order or being forced to move on. Regulars of the Upright Pig are only too aware of how nasty life can be for squealers – so they are tight-lipped and cautious when talking to strangers. The Upright Pig serves food and drink aimed at the brass and silver economic tiers. Whilst the inn has a number of bedrooms, they are rarely available for guests to hire. Most of them are kept by important local criminals to use as meeting rooms or bolt-holes.

The Griffon Bridge

The oldest crossing over the River Aver is the Griffon Bridge. Some Averheimers say it was originally built in the time of Sigmar, though it has certainly been refurbished since then. It is now a large stone structure reinforced by a number of tall towers that rise from the Aver’s muddy bed.

Bruckberg Strasse

A broad avenue leads from the docks to the Plenzerplatz and the Averburg Palace in the center of the city. The Red Arrow coaches that cross the Griffon Bridge always pass quickly through the dirty, crime-ridden docks and do not stop here for anyone.

Geruch Weg

The waterfront to the east of the Griffon Bridge is given over to ‘odiferous businesses.’ These are usually associated with Averheim’s thriving cattle trade and tanning industry. There are other smelly businesses on the Geruch Weg: lime kilns, dyers, dung collectors and so on. The area is generally avoided and reviled. Indeed, many of Averheim’s elite feel that the whole district should be levelled and rebuilt on the north bank of the Aver.

Lime Kiln

The lime kiln caters to the local tanneries by producing quicklime. Throughout the day, kiln workers heat limestone at tremendous temperature until it crumbles down into quicklime powder. Tanners buy sacks of the powder in order to make caustic solutions used in the tanning process, and laborers also purchase great quantities to use in building projects.

Knacker’s Yard

It can be a difficult and dangerous task to kill large animals like horses and cattle. It takes a skilled professional to slaughter such beasts whilst minimizing the risk of accident or injury. Although most of the local stockyards kill their own livestock, there is still enough demand for cheap and efficient slaughter to keep Hans Muller, the local knacker, in brisk business. Hans can be found here throughout the day, killing and butchering horses. The yard is covered in sawdust and many sturdy hitching posts are erected there. Hans lives in a small shack stood to one side of the yard.

The White Horse Inn

Another dockside tavern is the White Horse, which isn’t as well appointed as the Upright Pig. The White Horse caters to the dockside poor, and food, drink, and board here can be bought for a few brass pennies. The bar is run on a tight budget, though the landlord, Bernhardt Kurtz, tries his hardest to keep things respectable. The floors are regularly swept and the beds, whilst threadbare, are kept free of vermin. Pomanders in the bar are kept charged with fresh lavender, which doesn’t quite manage to disguise the stench of horse manure and lime from the nearby stockyards and tanneries. Despite the efforts to keep it clean the building is somewhat dilapidated, leading locals to refer to the inn as “The Knackered Horse.”

Gong Yard

Gong farming is a euphemism for the collection of urine, manure and human ordure. This waste is kept in covered pits at the rear of the property. The gong farmers cater to much the same customers as the quicklime sellers, as the muck is used by both tanners and builders.

Tanneries and Stockyards Area

To the east of the waterfront is a stretch of dockside property given over to businesses involved in the cattle trade. Many of these are tanneries, though there are also some large fenced-off enclosures used for the confinement and slaughter of livestock. These businesses are placed near the waterfront due to the copious amounts of chemical and animal waste they produce. Their dockside location means they are far from the more respectable parts of town and there is a convenient source of water nearby to sluice the accumulated filth produced by the keeping of animals or the tanning of their hides.

The whole area reeks of blood, offal, manure, and quicklime. The wooden buildings show signs of water damage and rot, and have been closed this past fortnight whilst refurbishments take place. The other tanneries are busy places where tanners haul cow hides from vats of noxious stew and perform the hard task of scraping the loosened hair and fat from the hides.

The Intro