Showing posts with label Bissel. Show all posts
Showing posts with label Bissel. Show all posts

Monday, February 28, 2011

Re: Greytalk Cooperative Project

[greytalk] Re: Greytalk Cooperative Project
Monday, December 4, 2006 12:15 PM
From: "Scott"
To: greytalk@canonfire.com

Hi all,

Marc-Tizoc wrote:
>Finally, let's focus on my "Adventure 1" idea, and incorporate my and Scott's suggestions. Let's have the adventure being with the PCs traveling from Bissel into Veluna, escorting (informally as fellow travelers or formally as caravan guards) a group of pilgrims on their way to a unique temple that features Delleb as a saint of Raqo in the city of Devarnish. On their way and well within the Archclericy,<[snipped]

I'm happy to concede location back to Bissel, as long as it is a "civilized" area in Bissel. My thinking is that too near the Bramblewood or Dim Forests, men would be too fearful of monstrous incursions to leave their forts abandoned, and we are talking about the antagonists in the first scenario holing up in ruins. Along the Veluna, or even the Gran March, border, security would be much more lax and forts left forgotten.

> the pilgrims are raided by the worg-riding goblins I suggested (adapting Scott's suggestion of kobold antagonists). Do you then prefer the goblins to take the noble captive (and others) into the Kron Hills or the Gnarley Forest?<

It needn't be so far, even if we did place the scenario in Veluna. I was thinking in the foothills of the Lorridges.

I had moved my suggestions away from worg-riding goblins because they're so Tolkein, and moved away from the lamia boss idea because I've previously written a scenario where a lamia was the boss villain(ness). Revisiting both hold less appeal for me, as does trying to do Tucker's kobolds again (I already own Dragon Mountain if I wanted that).
~Scott "-enkainen" Casper

Why does no one ever suggest Tucker's Yak-Men?

Friday, February 25, 2011

Re: Greytalk Cooperative Project

[greytalk] Re: Greytalk Cooperative Project
Thursday, November 30, 2006 10:23 AM
From: "Scott"
To: greytalk@canonfire.com

Hi all,

Marc-Tizoc wrote:
>1. Whether to use GreyTalk for our development, or instead to request a dedicated message board folder on Canonfire!, such as the one used for the Gran March Project;<

I would not participate on Canonfire! directly. The whole point of this was to re-energize the Greytalk list! But if people wanted to work on it on Canonfire!, I would post my feedback here and anyone could make use of it as they saw fit.

>and 2. Whether to discuss the project more via the GreyChat, either at its regularly scheduled Thursday evening meeting, or at another time.<

I couldn't make that, especially not at the regular time, and I fear anyone left out of the chats would feel cut out of the brainstorming loop (remember Zavoda's anti-chat rants?).

>I'd like some more public discussion and in particular, specific comments on ideas I suggested.
>For example, Scott suggested that we shift the first adventure's start site from Bissel to Veluna. I'm fine with that change although I proposed Bissel to account for a poster's (Basiliv?) preference to include ancient Baklunish culture and also because placement in Bissel lends itself better to shifting toward the Quag Lake region that at least two posters indicated interest in.<

A worthwhile reason to keep the first adventure focused in Bissel. I suppose I am biased by preferring Veluna as a setting.

>However, I have some old material on Devarnish, a walled town that the FtA era Flanaess map introduced. Devarnish is relatively near the Kron Hills and has been mentioned as part of the area the Keoland occupied in several old documents. I forget if this was in Joe Katzman's old histories or one of its permutations, e.g., Kirt Wackman's OJ article (and its earlier versions), or Samwise's histories, or Gary Holian's writings.<

I don't recognize the name, but hopefully someone will and come forward.

>Regarding Scott's other ideas about stopping an ancient goblin / kuo-toa alliance, I'm intrigued but have little to comment, except that it comes across as featuring higher level magics, e.g., a gate.<

The gate would not be accessible, and only backstory info until, perhaps, the third adventure.

>Thinking about it more, I think it unlikely that goblins and kuo-toa would ally, especially with their respective devotion to Gruumsh and Blibdoolpoolp, two gods not known for their alliance (although I like the idea that another Power might be at work).<

That's how desperate things got in the final days of the Hateful Wars (though, if you believe Living Greyhawk tournaments, the Lorridges are still full of giants!). I like Jim's suggestion, from another post, about the Elder Elemental God having a hand in this.

>Regarding the Horned Society connection, I'd suggest that this agent knew of the historical alliance and then visited the Lorridges to seek its remnants after receiving such orders from the coalescing Hierarchs in Greyhawk City.<

Much better than what I suggested.

>Overall, however, I suggest that Scott proposed a new adventure idea. I think the real trick of starting a collaborative project will be to agree to a basic outline for the adventure. Right now, we're probably still in the brain-storming phase.<

Perhaps I did, but I don't mind anything I threw out there being vetoed or overwritten. The important thing is to keep sharing more stuff, even if it is tangental to what is currently being discussed. Any ideas that can't be used "now" might be shifted into the next adventure or the one after that.

~Scott "-enkainen" Casper

Yak-Men have a 2nd-level spell called brain storm that makes it rain brains on the enemy...

Re: Re: Greytalk Cooperative Project

Re: [greytalk] Re: Greytalk Cooperative Project
Wednesday, November 29, 2006 9:38 PM
From: "Marc-Tizoc González"
To: greytalk@canonfire.com

Hey folks,

Thanks to Scott's public response and two other posters' private responses. With four interested people, we can form a good working group and should make some decisions, such as:

1. Whether to use GreyTalk for our development, or instead to request a dedicated message board folder on Canonfire!, such as the one used for the Gran March Project; and

2. Whether to discuss the project more via the GreyChat, either at its regularly scheduled Thursday evening meeting, or at another time.

I'd like some more public discussion and in particular, specific comments on ideas I suggested.

For example, Scott suggested that we shift the first adventure's start site from Bissel to Veluna. I'm fine with that change although I proposed Bissel to account for a poster's (Basiliv?) preference to include ancient Baklunish culture and also because placement in Bissel lends itself better to shifting toward the Quag Lake region that at least two posters indicated interest in.

However, I have some old material on Devarnish, a walled town that the FtA era Flanaess map introduced. Devarnish is relatively near the Kron Hills and has been mentioned as part of the area the Keoland occupied in several old documents. I forget if this was in Joe Katzman's old histories or one of its permutations, e.g., Kirt Wackman's OJ article (and its earlier versions), or Samwise's histories, or Gary Holian's writings.

Regarding Scott's other ideas about stopping an ancient goblin / kuo-toa alliance, I'm intrigued but have little to comment, except that it comes across as featuring higher level magics, e.g., a gate.

Thinking about it more, I think it unlikely that goblins and kuo-toa would ally, especially with their respective devotion to Gruumsh and Blibdoolpoolp, two gods not known for their alliance (although I like the idea that another Power might be at work).

Regarding the Horned Society connection, I'd suggest that this agent knew of the historical alliance and then visited the Lorridges to seek its remnants after receiving such orders from the coalescing Hierarchs in Greyhawk City.

Overall, however, I suggest that Scott proposed a new adventure idea. I think the real trick of starting a collaborative project will be to agree to a basic outline for the adventure. Right now, we're probably still in the brain-storming phase.

MTG
PS - Please comment publicly so as to encourage further participation. If you really prefer private emails, please explicitly instruct me to respond privately.

Scott wrote:

Hi all,

Marc-Tizoc wrote:
>As I count ‘em, six ideas have been contributed:[snipped]

Can this guy organize or what?

I agree we should keep to, at most, three linked adventures. If we can actually pull that off as a group, THEN we could get more ambitious. I also think we will have more participation if, instead of splitting writing chores up evenly, we simply repost what we have so far with something(s) new added each time, so that everyone has the chance to flesh out any part of the adventure, and more and more levels of detail are slowly added.

>Adventure 1: The PCs are raided by worg-riding goblins while traveling on a road in Bissel. The PCs best the goblins, but some NPC traveling companions are taken captive as the goblins flee. Following their trail, the PCs enter the nearby hills and find the goblins’ lair, which is based in old (Oeridian or Flan) ruins. The dungeon beneath the ruins is controlled by lamia(s) (noble?), which dominate the goblins.

>If successful, the PCs recover their traveling companions, learn that one of them is a nobles’ scion, and return her/him to her/his ancestral keep, thus gaining a noble patron. The PCs may also find signs that indicate the involvement of the Horned Society <

My thoughts: Can we jog this adventure across the Lorridges to Veluna? My thinking is that Bissel is more of a frontier area than Veluna and old forts are less likely to be left abandoned on the frontier. Now, in nice, safe Veluna, I could see a lot of old forts from the Hateful Wars being left abandoned. Who needs them now?

In the final days of the Hateful Wars, a tribe of goblins found unexpected allies in a hidden enclave of kuo-toa. Still not expecting their coalition to turn the tide of war, they instead pooled their shamans and priests and prayed for help to Gruumsh and Blibdoolpoolp. They, or something else, answered those prayers and whisked a large group of goblins and some kuo-toa through a temporary gate to somewhere else.
Now the goblins and kuo-toa that disappeared all those years ago have come back, and returned changed. The goblins are shorter, more gargoyle-like in appearance, and have innate cantrips/glamours. The kuo-toa have become fire-based creatures, capable of generating fireballs between two or more of them. They only lacked a leader, having known whisked away with them. That was before a will-o-the-wisp found them, and remembered them. A hundred years ago, this will-o-the-wisp had been a young boggart aiding the goblins and witnessed the departure. It cannot communicate with them, but it can literally lead them as a guide. It led them to an old fort, abandoned some 60 years now, near the Lorridges and they began using it as their base. Now they are abducting people to sacrifice, hoping it will open the gate to somewhere else so more of their kind can come back.

The transmorgrified goblins and kuo-toa are becoming so successful that an agent of the Horned Society has already sought them out and found them. And the goblins could have worgs too. Thoughts?

Friday, November 21, 2008

Thornward....Very Very Long

Date: Tue, 21 Mar 2000 09:50:28 -0000
From: "Dawson Ricky (RD)"
Subject: Thornward....Very Very Long.

In reply to Jeff's email and for any others that are interested here is my take on the Capital City of Bissel, Thornward as at 582 CY (acknowledgements go out to the LG Site for help in parts of the city description).

Thornward:

Brief Overview:
Thornward is the Capital of Bissel. It has a population of approximately 3,500 souls, the majority of which are a mixture of Flan/Oeridian and Baklunish stock, with a few demi humans scattered around. This is a stone walled city, with a prominent castle in the southeast quarter. Bissel is ruled by Walgar, his full title is 'His Lofty Grace, Walgar, the Margrave of Bissel'. In the pre-war years this is a very industrious/commercial city. As it lies on the border between the eastern realms and those of the Baklunish nations it is the gateway for trade between the 2 'realms'.
The northwest quarter is home to a large number of ketttites and other Baklunish folk who make up the majority of the tradesmen, merchants and residents in these parts. The majority of caravans from Ket (and lands further to the west) come through this quarter. A large 'tented' bazaar is in place in the centre of this quarter, it is open on most days, where exotic spices and strong intoxicating aromas float around the market from the many eating areas/spice merchants/perfumery's. The city also lies on the Fals River, which runs past the northeast section of the city. This area comprises of warehouses, cheap inns/taverns, a small market (selling goods brought in from the river traffic), eating houses, ship repairers and a small jetty/wharf. This area is quite run down and has a reputation of being fairly rough for any strangers. It is also home to a number of small street gangs, the local thieves guild, the river-man's union, a cheap market and the cities ship repairers guild. The south eastern part of the city is home to the cities castle, the cities administration buildings (including treasury, tax offices and numerous bureaucratic buildings), library, college, the majority of the Flan/Oeridian merchants (including their warehouses), a small theatre, the city park and homes for the more affluent folk. The barracks for the city watch and the local militia are also located here. The majority of the trade from the eastern realms comes through the east gate, located near to a number of merchant warehouses/business. Situated in front of the cities keep are the administration, library and college buildings. While on the western side of the keep are the homes to the richer members of society and a large park (used as a barrier between the eastern and western quarters), containing a
number of small lakes, wildlife, small copses etc. The south western part of the city is mainly a residential area, with a number of small traders and taverns/inns bordering along its edges.

Shops/Businesses & Prices:
These are some of the more well known/reputable businesses within the city.

Advocet's Outfitters:
A cheerful old fellow runs this shop that sells anything from a small leather pouch, up to a tack and harness for a horse. Advocet buys and sells any gear/equipment that he can get his hands on. Being an ex-adventurer, who once roamed the mountains and forests here about, he is use to the needs of said travellers. The prices are fair, around the same as standard, although some of the more rare items will cost a few silver more. His shop is located on the main street running across from the south
western to eastern quarters of town.

The Keen Edge:
A weapons shop selling any bladed weapon a man or woman could want. The shop is run by a short, balding, thin man called Walda. Swords, axes and spears all hang from the walls of the shop. Prices are fair and the quality is average to good, although Walda will tell any prospective buyer that they won't find better in al the city (which is a pretty fair assumption has he has very little competition). The shop is located on the edge of the merchant's district, bordering the residential area.

Olinda's fine herbs:
For those looking for cures against the common cold or maybe thinking of looking for any of those old wives tales cures then Olinda's is the place for you. She is an elderly woman, somewhere in her early 60's. She owns a small shop situated near to the market in the riverman's quarter. Various bottles and packages, containing herbs, line the walls and window of her shop. The shop has a heady aroma of lavender/rose. A small black cat is Olinda's only company. If the PC's ask any of the locals, concerning Olinda's reputation, then they will get different answers, depending on what part of town their in at the time. The people living/working around the river quarter will say she's a blessing in disguise as she's always got the right cure for any ailment. While those in the rest of the city, if they've heard of her at all, treat her either very sceptically (affluent people) or that she may be some kind of witch. Olinda's will have available any of the herb's characters want, she does have some of the more poisonous varieties (i.e. mandrake, deadly nightshade etc.) but she won't sell these to just anybody.

The Gryphon's Feather:
A tavern of fair quality located in the river quarter. This tavern is owned and run by Jereth, a strict man in his mid thirties, who will not take kindly to troublemakers. He allows anybody to drink/eat in his establishment and it has a good reputation for being a place to while away a few hours, away from any talk of politics or business. He has a large spacious common room that on most evenings is full to the brim with drinkers and gamblers. Most establishments in the city have gambling tables etc. due to their being no strict laws regarding it.

ProtectR'Us:
A fair quality store selling a number of varieties of armour, from leather trews to chain mail hauberks. The shop is run by a man called Vishanta, a foreigner in these parts, who came down from Perrenland around 4 years ago and set up in business with a local blacksmith, called Mantock. The blacksmith's shop & stable are situated across the street from Vishanta's store and both have profited well out of this partnership. The store holds a number of standard sized hauberks, vests, vambraces and
greaves, for anything more exceptional Vishanta's is more than willing to take the vendor's measurements and let him know how long & how much it will cost. Vishanta is a handsome, dark featured man in his mid forties, with short cropped black hair and a small goatie beard. The store is located around 2 streets away from the cities eastern gate. It is often quite common for travellers to be referred to Mantock's blacksmith's/stables and then, on arriving, sighting the armourer's across the road.

Straight as an Arrow:
Agran's small shop is located on the 'border' between the Baklunish and south western areas of the city. He sells a variety of bows, including longbows, shortbows & crossbows. Agran is a tall, thin man with a wiry build. He is bald, with clear blue eyes and a well trimmed brown beard. He has a pleasant character yet is very serious when it comes down to the business of bows. He also sells strength adjusted bows, but these will take time to prepare/make and are expensive. His normal prices are at around 15% above the standard.

Stitches:
A small clothiers located on the 'border' between the south western and baklunish quarters. It is owned by a middle aged married couple, called Jaren & Sal Devaran. The shop sells a variety of cloths for all classes of people, ranging from homespun woollens to fine quality cotton shirts. They also stock a wide variety of hats, boots, shoes, capes and cloaks. For those new in town and want maybe something a bit more upmarket, say in silk, then they would be advised to go into the Baklunish sector.

The Inner Sea Coffee House:
A strong mixture of aromas (ranging from the bitter taste of coffee to the sweeter essence of herbal teas and pastries) will assail the senses of any of the patrons who decide on entering this large 2 storey building in the north western part of Thornward. This is a very upper class establishment, and it is very 'seen' to be having coffee or some other refreshment. This establishment is owned by Jaffir Ahmed. Jaffir is a businessman from Tusmit, who came to Bissel around a year ago. The decor is very modern, with fine panelled/polished wooden floors, large comfortable padded seats and a number of intimately close booths. The ground floor is a foyer and seating area for more 'common' coffee and tea drinkers, also the
kitchens and small staff room are located here (the latter two very much out of the way from the public eye). The upstairs floor is for private parties and businessmen. It is here that a number of the more important business deals are made, over a fine mug of coffee and a dainty pastry. Seating is by appointment/booking only and the general waiting time could be anywhere from 2 hours to a day. There is a strict code of dress, patrons must dress smartly as do all of the serving lads/ladies. The coffee house is regularly packed with merchants, lecturers from the college and the higher socially standing characters within the city. The prices are extortionate, but the quality of service of beverage is excellent.

The Glittering Stone:
A small shop situated in between the library and the college in the southern part of town. It is a small jewellers/gem cutters and is owned by Tinglebrur Hairfoot, a Halfling of considerable knowledge in the appraising of fine stones/jewels. The shop has a sturdy front and looks quite formidable for any theif attempting to break in. There are iron bars on each of the windows, the door is made from thick oak wood and has 3 sets of double locks on it (each would require a pick locks at -25% due to their quality), this is not to say that Tinglebrur is paranoid. This is what becomes from being an ex-adventurer (thief). Tinglebrur made his fortune when his party came across an old dragon's hoard in the Yatils around 2 years ago. On his return, he gave up adventuring and started his own business, mainly with the gem stones he managed to 'obtain' from his share of the hoard. He is the atypical halfling, extremely pleasant to talk to, in fact he will generally attempt to keep any patron, who has a story to tell, busy, by offering tea and biscuits/cake as they discuss business. He loves to gossip and swap tales, yet when it comes down to money he is extremely switched on. He drives a hard bargain and his prices, some say, are a trifle too much.

Have Mace will Bludgeon:
This catchy named shop is owned by Sam Trinkster (name shortened to Trinks by ther friends). She is an imposing woman, in her mid thirties, with the build of a blacksmith. She has deep dark eyes, raven black hair, a fair complexion and husky voiced. Trinks is an expert in her field, theirs nothing that she does not know about, or how to use, when it comes to a good mace or flail. She has all manner of bludgeoning weapons stored away around the single room store. She even has, out back a small yard, where she allows potential buyers to try out their preferred choice of weapon. Prices are varied, depending on what type of weapon (and knowledge) the customer wants. Generally they are around 10% above the standard rate.

The Essence of Life:
As soon as any patron enters past the front door to this small store their senses are smothered by the smells of Jasmine, Cinnamon, Nutmeg, Paprika etc. Numerous shelves and glass cabinets hold a variety of jars, bottles and packages containing a mixture of herbs and spices, there are even a number of plants growing along the back wall, growing parsley, thyme etc. This store is owned by Fazzirak Al-Hamed Ahmed. He has a variety of spices and herbs for sale at reasonable prices, including; Paprika, Cumin, Coriander, Jasmine, Cinnamon, Nutmeg, Lemon Grass, Parsley, Thyme, Garlic, Peppers, Curry leaves, Fennel, Lavender etc. He also sells numerous Oils
and elixirs for cooking/dressing. He also sells a wide range of perfumes including, Coconut, Lemon, Orange, Apple, Musk, Berry etc. What people don't know about Fazzirak is that he is a Ket spy, he transports his information through a network of spies/merchants that work on the caravans passing between Lopolla and Bissel (and beyond).

Entertainment in the city is varied. A number of the inns/taverns provide in house-entertainment , ranging from minor magical cantrip displays, Bards reciting tales of daring deeds, gambling, bands playing and even some whoring. There is also the theatre and the various eateries/restaurants and coffee-houses scattered around the city. Most places are open till very late, there is a curfew, but rarely is it enforced. If people are generally having a good time then the inns/taverns etc. will stay open.

There are regular patrols throughout the day and night by the city watch. The river quarter is patrolled the heaviest, both in day and at night. While the Merchants quarter is patrolled the least. The city also has barracked within its walls some 200-400 soldiers, who patrol the castle grounds, city walls and the outlying environs.

Laws are generally the same here as in most cities around the Flanaess. There is a curfew but generally not enforced. Taxes are to be paid on entering the city (per rider/horse/wagon etc). Travellers have to inform the city clerks, upon their arrival (usually these are stationed at each of the city gates), stating their business and length of stay in the city. Only weapons of short sword length or smaller can be carried and must always be sheathed. No long bladed, bludgeoning or missile weapons can be carried around the city. It is forbidden to wear any armour heavier than studded leather. Any one seen breaking these laws will be summarily arrested and either fined or jailed for a certain number of days/nights.

There are a number chapels/shrines within the city walls, yet most have no resident priests, but are just cared for by the local parishioners. They include:
Within the merchants guildhall there is a shrine to their patron power, Zilchus. A small shrine to Istus is located in one of the mystic/soothsayers buildings in the north west quarter. Rao, a small chapel is located near to the civil administration buildings. Zodal, a chapel situated on the edge of the Riverman's quarter. St. Cuthbert, a shrine dedicated to this patron is located within the river quarter. Heironeous, this temple is between the barracks and the city castle. Celestian, a small chapel is located at the top of one of the towers within the Baklunish area.
Farlanghan, there are no resident priests I the city, instead there is a wayside shrine next to each of the city gates. There is reputedly a shrine to Xan Yae, hidden somewhere. Lastly there is a small temple to the Laughing Rogue (Olidammara), placed within one of the gambling dens ('The golden Jug' tavern) in the river quarter.

Hope this is of some help to you.

Cheers

Ricky

Wednesday, November 19, 2008

Thornward (Long)

Date: Tue, 11 Jan 2000 14:54:21 EST
From: "Wayne S. Rossi"
Subject: Thornward (Long)

Thornward, Occupied Neutral City of
Ruler: Various diplomats and appointees
Population: 5,370

The Lirtlemark of Bissel was long the border state of the Flanaess, at the edge of the Baklunish West. During the Greyhawk Wars, when it fell to its Baklunish compliment Ket, there was a change in the face of the rulers, a bit more proselytization than usual, and a good deal more taxes. Life went on. When Veluna and Gran March negotiated a withdrawal of the Ketite forces, Beygraf Nadaid was most resistant about giving up Thornward, a major source of income for his coffers. The ultimate settlement was that Bissel would be returned to autonomous rule, and Thornward would be ruled by delegated officials from each of the four nations. The citizens of Thornward breathed a sigh of relief. That would not last long. It turned out that Bissel, Gran March, Ket, and Veluna had all had the same idea: use Thornward as a place to rid themselves of corrupt officials. Over the course of a rocky first year (which included more than one open clash of drunken Bisselite and Ketite soldiers), a vague pattern developed. If a map of the city were held so that the Fals River were at top (meaning a Northeast-Southwest orientation instead of a North-South one), the division would look like a large "X." The Northeast quarter is mostly patrolled by Velunese, who are notorious for fleecing the merchants who enter and leave the city by river. Ket has taken up the Northwest quarter, thus giving it control over the major trade gate coming from the Baklunish West. As a protective measure, so the Ketites and Bisselites have no common border within the city, Gran March occupied the Southwest quarter, and Bissel has control over the Southeast. Each of these quarters is now referred to by the nation that holds it at present.
Thornward is a trade city, and now intrigue and bribery are all but a way of life. Each quarter is rife with spies from the other governments, and tavern brawls over political issues are now common (and a well-known quick and easy form of assassination).

Velunese (Northeast) Quarter
A red sash with the seal of Veluna as a pin marks the bureaucracy that rules the Velunese quarter. A demanding, inefficient machine, the docks are run with a clockwork slowness that involves countless cargo searches, endless paperwork, and exorbitant tariffs. Naturally, the more the palms of the bureaucrats are greased, the faster their work will go. The Velunese quarter sees a lot of the trade from the Fals River, and consequently there is a decent-sized market here (though not as great as the large market currently in the Ketite quarter). The law is fairly in tact, and certainly the guards come at a higher price than in the rest of the city (though in Thornward, everyone has a price). Still, it is fairly well-kept, although there is still the stink of corruption and the political brawls that so often erupt in Thornward.

Ketite (Northwest) Quarter
In the Ketite quarter, a degree of racism uncommon in the Flanaess at large takes place: the more Baklunish one looks, the better treatment he will receive. Caravans to and from Ket come through here, and Baklunish merchants are treated significantly better than those who are not. This is where the large open-air marketplace of Thornward is located, and it has taken on a particularly Baklunish air with the years of Ketite rule. The faint smell of spice can be smelled, and there are vendors of all kinds here. Taxes extracted are quite severe, though the exact degree depends upon the race of the merchant in question. As always in Thornward, a little bribe goes a long way. Ketite officials are probably more for sale than most others in the city.
They are easy to bribe, and after a disturbance, there is a relatively small fee in exchange for the guards to ignore the obvious guilty parties and round up the usual suspects. Everything runs fairly smoothly in the Ketite quarter, regardless of the corruption beneath.

Gran March (Southwest) Quarter
If not Veluna, one would have hoped that the traditionally militaristic Gran March would furnish a government free of corruption for Thornward. Unfortunately, it is exactly the opposite; instead of sending its cream off to rule a city that is being occupied to keep away from all-out war, the nobility of Gran March instead used it as a post for the more cowardly and craven. It is run laxly, kept full of arrests and tariffs and the like to ensure that, when anyone of real standing from the Gran March comes, their section of Thornward will seem orderly.

Bissel (Southeast) Quarter
All of the other quarters are utterly corrupt, and unfortunately, the Margrave of Bissel decided that he needed his best and brightest working in Pellak, and sent his worst to Thornward. More than any of the other sections, this one is a mess; uncaring bureaucrats are notorious for tying up caravans and merchants having anything to do with Ket for days for no reason, and they do little better for the rest of the would-be traders. Indeed, the Bisselites are unfriendly to any who were not from Thornward before Bissel fell, which is problematic, since the population beforehand was considerably smaller than it is now. Their price is much higher for non-Bisselites.

The Rulers of Thornward
Reldath of Bissel: Reldath was a minor official in Thornward before the wars, and kept his position through the Ketite occupation. He hates the Ketites, and works to keep the Bisselite quarter relatively free of the Baklunish influence that has prevailed in the rest of the city. His efforts are rather futile, though, and the others would like to see him outed.
Orwen of Veluna: A weaselly bureaucrat who had, through intrigue, worked his way up the Velunese chain of command, Orwen was a man that the Velunese government was glad to see out of Mitrik. He has wormed himself into most of Thornward's better places, and holds the most influence of the four rulers of Thornward. He is a fairly impartial man, and will take a bribe from anyone, provided it is large enough.
Verin of Ket: The most charming of the four leaders in Thornward, Verin is a snake of a man with good grooming, as a noteworthy Velunese priest said upon meeting him. Verin is ambitious, and was probably given the position in Thornward to prevent him from upsetting things in Ket during Nadaid's crucial early years as the Beygraf. Verin is very accomodating to anyone who has the money to pad his purse, but he has a vengeful streak.
Arlas of Gran March: Before Thornward, this portly, snivelling man was just an irritating toady who was capable enough that the military of the Gran March got him out of its hair. There is little that Arlas will not do to make sure that his superiors feel he is doing a good job (regardless of how he is really doing).
Some Personalities of Note in Thornward
Jereth: The proprietor of the Gryphon's Feather, a tavern of considerable note just in the Velunese quarter, is among the most able men in Thornward.
He has a strict policy: no one gets into a political fight while in the Feather. Those who do are quickly escorted to the street, and asked not to come back. However, if someone needs a favor, he can make sure that it's done. It should go without saying that there are great amounts of gambling in every tavern and inn in Thornward.
Erenal: This beautiful courtesan is a master of intrigue, and knows more about Thornward than most criminal masterminds and officials combined. She is the single best source of information on anything that has been talked about in Thornward for three days or more, and is perfectly willing to sell knowledge, if the right price is found.
Tagrent: A noteworthy member of organized crime, Tagrent is probably the most accessible figure in Thornward's underworld (which is not always so "under"). He has an ear for the winds of the less reputable nature, and prospects for the up-and-coming.
Drenil: A Ketite captain of the guard, Drenil is among the best known officers of the law in terms of getting things accomplished in Thornward, be it a false arrest or an unexpected loophole, a prison break, or whatever the imagination can conceive. Additionally, his price is fairly reasonable.

Notes on using this material
The first thing I'd have to say is, watch Casablanca. This was my primary inspiration in my view of Thornward, and the Gryphon's Feather is pretty much like Rick's CafE Americain, down to Jereth, who is a lot like Rick. You'll find tons of inspiration, in setting, theme, and perhaps even plot, in Casablanca. Because this is an overview, I didn't insert any direct intrigues in there; if one is worth mentioning, then a hundred other ones are. The wind blows and there's a new intrigue in Thornward. Things get settled brutally here. Make sure that people remember bribery when they're thinking of Thornward. It's more or less a way of life.

Other than that, have fun.

Wayne