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Borchardbriar: Clowdertown Blues

DISTRICTS OF CLOWDERTOWN
Proud Oaks
Where the wealthy play
Upper Garden
The richest part of the city
Braebuck's Ferry
Thieves and markets
Ninian East
The Cathedral
Corim Keep
The old keep, now a neighborhood
Verdauga
Government and the old cat city
Oldsong
Cemeteries and Graymalkin's tower
Heather Reach
Apothecaries and the gentle sort of danger
The Green
Boulevards & mercantile interests
Spillover
The Fishery & warehouses
Deyna Square
Teashops and merchants
Rillflagg's Terrace
Vice and workhouses
The Litterbox
A shanty town 
The Docks
Gateway to the Burning South
Waterside
Watched over by the Abbess
Shrimptail
The old otter village, now a know of piers and houseboats.
The modern city of Clowdertown was established as two separate holdfasts grew together over time, an otter fishing village on the southern coast and a cat trading settlement in the upper delta. Since then it's endured a searat invasion, hurricanes, the Blight, and Greeneyes' reign of terror. Through it all the city, and its people, have held together. But that was back in the Bad Old Days when events felt fleeting before returning to an illusion of stability. Before the constant pressures of the Tithe and starvation.

These days, Reynard's eternal autumnal boughs frame a city known for two things: its prosperity and carefully balanced "neutrality" regarding the Foxlord. While the rustic villages and riverside towns throughout the land simmer with resentment against the Tithe, the other cities have proven silent, if not eager, collaborators. Clowdertown sends the fewest kits possible and selects them by lottery to maintain a pretense of impartiality. These practices make the city a destination for families at risk and a fertile recruiting ground for any sort of rebellion.

Clowdertown's Oddities
The Abbess - A killer prowling Waterside almost exclusively, their victims are found in a penitent's pose. Though the bounty keeps escalating with each victim, Waterside residents won't help the Meow Street Runners track the Abbess down.

"Feathers" - Notable for the dietary demands of its citizenry, cats and otters' demand for meat supports a thriving fish market and an illegal trade in poached songbirds aka "feathers". Rumors occasionally surface of more exclusive clubs hidden in the richest corners.

Gutter Regattas - Illegal boat races between otter crews to ultimately compete in the Great Row, an annual festival and competition in honor of the Birthing Waters. The winners' families are immune to the Tithe until the next festival.

Poison Gardens - Greeneyes strictly prohibited carrying weapons larger than a knife so the aristocracy found other ways to dispose of rivals. The cultivation and use of toxic, intoxicating, and narcotic plants was one of them. Most common in Verdauga and Heather Reach, you can find small bunches of dubious potency elsewhere.

Reticules -  Small drawstring pouches traditionally containing toxic paste should a beast need to dip a blade or claw for self defense, or assassination.  Now a fashion item embroidered or beaded sometimes signalling political affiliations or more clandestine desires.

CLOWDERTOWN CAPER GENERATOR
What's the deed? (On a Clubs, draw an additional card for "What's Gone Wrong?")
2-5 - Surveillance.
6-8 - Delivery.
9-10 - Sowing unrest
Jack - Infiltration.
Queen - Black-bag job.
King-Ace - Assassination.
Joker - Clash in the open. Re-draw if Resistance is < 4

Where's the spot? (Hearts & Diamonds / Clubs & Spades)
2 - Abbey of the Alley / Fleeting Fetches
3 - Bread & Butter Bakery / Readnola Viaduct
4 - Serenity Bridge / Stormy Crossing
5 - Summermuse Avenue / Owl Track
6 - Ms. Kitty's / The Fishery
7 - Marley's / The Ashamed Rat
8 - Moon Market / Boiling Cauldron
9 - The Bitter Tortoise Theater / Goldguard Trading Company
10 - Goodberry Manse / Humbleblossom Estate
Jack - Tallstone Gatehouse / Duskdirge Garrison
Queen - Hammer & Tongs / Rodrig's Box & Tackle
King - Greeneyes Palace / Crescent Plaza
Ace - The Queen's Island / The Strongford
Joker - The Little Twin / Graymalkin's Tower

Who's the target?
2-5 - Civilian authorities collaborating with Reynard's regime. Who are they? Can they be turned?
6-8 - A small team of Meow Street Runners. Who do they work for? What are they investigating?
9-10 - A fat cat with a monstrous appetite. Which is it - Feathers? The 'nip? Taxidermy? Addermilk?
Jack - A coterie of Reynard's tithe takers. Draw an additional location card for their fall back plan.
Queen -A sorcerer, bard, or chimera who's been untrustworthy. What was their betrayal?
King-Ace - An infamous Wyldbreaker who's in town. What are they known for?
Joker - One of Reynard's winnowers is in town (black = the Bellringer / red = the Penitent)

What's gone wrong?
2-5 - They've been double-crossed by someone. Who was it?
6-8 - The target didn't show. Were they warned?
9-10 - The cell has a parallel opportunity. Draw a new set of cards to generate a parallel caper. Do they split the party?
Jack - Someone's raised the alarm! Bells! Flares! Watchmen on every street corner!
Queen - They've has been ambushed by (Red- Meow Street Runners / Black- Wyldbreaker and retinue). Do they fight or flee?
King-Ace - There's an additional target of opportunity. Do you take it? Draw again for the target.
Joker - Depends. Red Joker = Everything goes smooth, for once. Black Joker = Someone has sold them out, there's a bounty on the cell's heads and the Hunt may begin soon. Increase the Cell's Rep by 2.

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