Words: KEVIN JONES The City of Causoban was a thriving civilization eight hundred years ago. Then came the time of the Horrors, and the people had to leave their beloved city behind to find shelter from the centuries of devastation that was to follow. Now those eight hundred years are over, Causoban is once more a thriving civilization,but it is not the city it once was. Before, the city was ruled by a benificent king; now it is ruled by five Lords who wage guerrilla war over the city's streets. Welcome to Causoban, the City That Laughs At Death. INTRODUCTION The City of Causoban is a starting setting for your Earthdawn players. If you've never played Earthdawn before, this article is for you. It is a complete city (as complete as we can do in eight pages, anyway), filled with intrigue, mystery, romance and adventure. If you don't play EarthDawn, you should try it out! But if you're happy with your current campaign, you can still use Causoban. The city has been specifically designed to be used with the Earthdawn setting, but with a little tinkering here and there, you can make it fit just about any FRPG. Causoban will be covered in two parts. In Part One, we will cover the geography of the city, its history and politics and the main players in its daily drama. Part Two will include ozens of short adventures that link together to form one grand Arabian Nights kind of thing. You can use either part individually or as a complete campaign, it's up to you. THE MYSTERY CITY Causoban (pronounced cowsohbahn) dates back thousands of years. No one is really sure who built the city, although dwarven engineers can easily show where much dwarven technique was used. Elven scholars can also show where Elven magic was clearly a key to its structure. Of course, there are also homes with runes the Orks use to keep evil spirits away, and the list goes on. There is no written documentation of Causoban and there is no mention of it in the histories that were kept during the Scourge. It is a city of complete mystery. One thing is certain, however; whoever once ruled Causoban rules it no longer. Since the Scourge, new masters have come to the city. They vary in strength and cunning, but everyone acknowledges that they are the Masters of Causoban. There is another thing the people of Barsaive know about Causoban: its engineers never planned it being built on a lake. During the eight hundred years of the Scourge, much of the geography of the land was changed dramatically. The engineers that built it carved the city from the very rock of the mountain, and now, fifty feet of that city is under water. The lake comes from a fresh water source somewhere in the mountain. The water flows down from a spot high atop the mountain and falls in waterfalls down into the city. The excess spills over the sides and creates the fifty feet of water that now cover the lower sections of the city. That is only the first of many surprises for those who returned to Causoban. The second is in the face of the mountain, embedded in the rock. It is a crystal of impossible proportions, as large as the city itself, and trapped within it is a Horror. It would seem the Horror cannot free itself from the crystal, but the crystal has a hairline fracture down its center, and many magicians have said that it is only a matter of time before the crystal shatters. When they saw the Horror trapped in the crystal and the remains of their sunken city, the races that founded Causoban turned away. Who would want to live in such a city? The answer is simple: Desperate men. Pirates came to the city for refuge, knowing that no authority would chase them into the city for fear of freeing the sleeping horror. Eventually, the city became a haven for criminals everywhere, and as soon as you have a haven, you have to have a boss THE FIVE MASTERS There are five men who rule Causoban, and they do so through treachery, villainy and pure brute force. Each of the five bosses are detailed below along with the territory they control. Thoren Tugel, the Slave Master The attitude toward press gangs in Causoban is simple: if you can't protect your freedom, you never had a right to it. That serves the slave market quite well in Causoban, and the one man who would know best is Thoren Tilgel. Devoted to Dis, the Passion of Slavery, Thoren Tugel has been dealing in the human trade ever since the end of the Scourge. When Dis visited him in a vision and told him to bring his slave trade to Causoban, Tugel listened. He has prospered since he followed the Mad Passion's orders, and intends to go on prospering. He is a little man who has found pleasure in binding big men to his service and binding beautiful women to his bedposts. Without his guards, he is nothing more than a whimpering, snivelling little man, but his wealth has allowed him to purchase some of the best bodyguards in Barsaive. He single-handedly controls slavery in Causoban. No other slaver would dare interfere in his trade. Slavers come from all over the countryside to Barsaive to purchase slaves from Tugel, who always offers the best meat at the best price. Uthar Duldred, the Guildboss He is a fat man who seldom rises from his cushions and pillows. He is the picture of pure decadence, a man who enjoys excess and isn't ashamed to show it. His name is Uthar Duldred and his control of Causoban's imports and exports is the key to his power. He was once a pirate, a captain of a very successful ship. Now he owns a fleet of ships that bring food, slaves and supplies into the city. If anyone ever questions his authority in the city, all he need do is stop his ships from bringing in fresh food to the city. He is also the Master of All Guilds, meaning that 10% of all transactions go into his pocket. Trogu Gursha, the Mad Wizard Trogu Gursha was a wizard who came to Causoban to study the Horror. He spent many days sending searching spells into the crystal without success. However, one night, he awoke from a dream and followed the voices in his head to the crystal. He pressed his hands deep in the fissure and was possessed by the mind of the Horror. Now Gursha rules his section of the city through sheer terror. He has notified the other bosses that he knows how to free the Horror and will do so if anyone inteferes with his actions. He has gathered quite a following of retainers, and while the other bosses cannot figure out his motivations for changing the angles in certain buildings or pouring gallons of pig blood into the river at midnight, they allow him to do so out of fear of the Horror being freed. Gurtog Greytooth, the Mob Boss Gurtog Greytooth is a big, bad Ork. He brought a bunch of his friends with him to Causoban because he knew a city that bad would offer plenty of opportunity for a thug of his caliber. Gurtog doesn't care about "right" or "wrong." He doesn't care about justice or fair play. All he cares about is getting paid to do what he does best: beat people up. Gurtog doesn't really control any sections of the city, but he is one of the most influential men (don't let him hear you call him that) in Causoban. The King of the Beggars No one is really sure about his name. No one is really sure about his race. But one thing is for sure, nobody kicks a beggar in Causoban, not if they want to live through the night, that is. Beggars are everywhere in Causoban, and they even have their own King. The King of the Beggars is a broken little man whose fingers and teeth collectively add to up to seven. There was a time when it was dangerous to be a beggar in Causoban, but when the King arrived, all of that changed. Now, everyone in Causoban knows that picking on beggars is bad news, so much so that the phrase "kicking a beggar" has become synonymous with stupidity. The real secret of the King of the Beggars is that he was once a mighty sorcerer, but somehow got locked out during the Scourge. Somehow, he survived the experience, but it marked him forever. He is a master of many magics and is not one to trifle with. COMMERCE Causoban cannot supply itself. It needs shipments and supplies from other cities to survive. There is not much the city has to offer in exchange for its needs; however, it survives despite this fact through many avenues of commerce. Slavery. If you want a slave there is no market in Barsaive that can compete with Causoban. The most prominent building in the city is the Temple of Dis (the Passion of Slavery), erected by Thoren Tugel. Of course, along with the slave market, there is an underground smuggling runaway slaves out of Causoban. For more information on the underground, see The Deep City, below. Safe Haven. Pirates seeking refitge from the authorities often find safe haven in Causoban. Of course, this costs them a pretty penny. DEFENDING A CITY OF VILLAINS At first, it may seem rather fantastical for a city such as Causoban, filled with slavery and vileness, to exist. After all, there are plenty of good men to band together to take care of a city of bad men. Such a thing is not always practical. Causoban has also taken measures to make certain that a nautical attack against the city will never occur. The approaches to the city have been mined with iron spikes that will drive up into the hulls of warships as they approach, causing them to sink like rocks. Only a pilot who has knowledge of the bay will be able to direct ships through. In order to attain a pilot, an approaching ship must send in a small boat to fetch a pilot and bring him back to direct the ship. THE STREETS Causoban was once a mighty city carved from the stone of the mountain. Now, the first fifty feet of it are under water. Needless to say this changes things a bit. The city no longer has streets, but floodways with quick currents. Bridges had to be built in order for people to make their way from one side of the city to the other. Complicated pulley driven gondolas can be seen floating over the rooftops and pull barges fight against the strong currents of the waterways. The streets are too narrow to allow boats larger than canoes and the current is too strong for such small craft. THE DEEP CITY Those that have found pockets of livability under the dark water have dubbed the section "The Deep City." Runaway slaves often find refuge in The Deep City, and no one would like to see it crumble more than Thoren Tugel. What the Five Masters do not know is that Greytooth's most trusted sergeant Thuthel is the Deep City's most valuable spy. THE CITY Temple of Dis, Passion of Slavery The Temple is one of the most prominent in the city. It is also the residence of Thoren Tugel. It is a five story building with dozens of guards. More information on the Temple of Dis can be found in Part Two of this article, next month. Temple of Vestrial, Passion of Deceit The Temple of Vestrial is the second tallest building in the city. It is a tower made from black stones. The glass is stained red and seems as if the bricks were mortared with blood. But of course, this is the temple of the master of deception, so it should be obvious that this is not the true temple. The true temple can be found across town in the ruins of the old Causoban theatre. See that location for details. The Broken Compass Inn The sign above this tavern house shows a compass with directions reading from top to right "N, S, E, W." This is the Broken Compass Inn, a favorite hangout for pirates. The tavern is owned by a lovely elf named Corlyn who can outdrink just about any sailor that's walked through the tavern's door. There are three serving girls and a serving boy. The cook, Ysiah, is a large man who sings as he cooks. More can be found on the Broken Compass Inn in the second part of this article next month. Magical College Ruined beyond repair, the College of Magic was once a beautiful building, but Trogu Gursha destroyed the place after he plundered it clean of everything he needed. It went up in a blast of black and green fire and destroyed an entire city block. No one comes close to the block any more because they say it is haunted. They are right, it is haunted, but not by ghosts. In the ruins of the college is the doorway to the Deep City. K'sven the Barterer He promotes himself as "The only honest man in Causoban," and he may just well be that. K'sven isn't interested in money, he's interested in something much more valuable: favors. He can get you anything you want in Causoban, but K'sven's price is non-negotiable. If the adventurers ever need something, they can go to K'sven. He will listen patiently, twist his fingers in a knot and roll his eyes up into his head and think. Sometimes, he even mutters or whistles a tune. Then, very suddenly, he slams his hands on the table and shouts, "DONE!" as he produces a "simple agreement" for the adventurer to sign. All the agreement asks is that the adventurer return the favor when K'sven needs it, no questions asked. No one has ever welched on K'sven, but then, no one has ever had need to. K'sven has hundreds of agreements, each one ready to be fulfilled at any time. Some of them (and he will show them to the adventurers, make certain of that) are signed by the most notable killers in Causoban. As I said, no one has ever welched on K'sven. The Forgotten Temples Located in Causoban are many temples that are not looked on as favorable. The Temple of Astendar lies vacant. Flotanuus' temple also sees very little occupancy. The Temple of Garlan and Jaspree have all but fallen into shabby disrepair. However, the Temples of Lochost and Mynbruje have been burned to the ground. Many would consider this dangerous, but the Five Masters simply consider it another sign that the Passions they pay homage to are much more powerful than the ones they disdain. The ruined Temples would make obvious safe houses for the Deep City, and that is the main reason they do not use them as safe houses. The Cat and Mouse In the midst of The Ruins is the most popular house of ill repute in Causoban, the Cat and Mouse. Of course, the big Obsidiman standing at the door just doesn't fit too well amongst the plush pillows, soft skin and silks, but there he stands, the doorman who doesn't take no for an answer. His name is Strun, and the girls of the Cat and Mouse love to flirt with him; they all have a running bet on who can make him blush first. Of course, none of them are sure whether or not an obsidiman can blush. The owner of the house is Davmn Threishen, a dwarf. While there are many houses in Causoban, Threishen is proud to be running the only "slave-free" house in the city. All of his girls are professionals and they are all making him a great deal of money. Of course, he shares his fortune with his "employees", a very certain way to keep them operating at peak performance. Shivnae Dyth The Tailor's Guild is run by Shivnae Dyth, a very old elfin maiden who never married. Every day she appears in the shop with her hair perfumed and her cheeks delicately highlighted, wearing the most beautiful dresses that anyone in Causoban has ever seen. She is a seamstress without peer, using special magics to make her works shine. "I took the breath of a moonbeam and the sigh of a star to make that cloak for you, sir," she may say, and there is not a soul in Causoban that would doubt her. Despite her age, she is a cunning flirt, and knows how to make young men blush. Weaponsmith The ogre that runs the Smithy is Gruungach. He is a no-nonsense fellow who "inherited" the store from "his cousin." People may wonder how he became related to a dwarf, but no one ever voices their curiosiq. Besides, Gruungach is a fine blacksmith and weaponsmith. Surprisingly, no one ever complains about his work. No other smith has ever had the courage to open a shop in Causoban. There used to be three, but each of them went out of business, right after Gruungach inherited his own shop. But there is another reason no one ever complains about Gruungach's work: it's darn good, and pretty darn cheap. Just don't try to barter the price. Gruungach's got a big hammer behind the desk with the words "NO DEAL" branded into the handle. Theatre (ruins) The ruined theatre of Causoban stands as a reminder of the the city that once was. The ruins suggest that the original building may have been even as great as the current Temple of Dis, but now its blackened walls are crumbling. No longer the source of culture in Gusoban, it is now the home of the Temple of Vestrial. The temple that is located on the other side of town is a false Temple. The real Temple lies below the city streets, far from the peering eyes of the city's masters. More information about the Temple and the worshipers of Vestrial will be found in the adventure The Lesser of Two Evils, next issue. "Punishment Square" This is where criminals are "hanged until they are dead." Hanging is the common form of capital punishment in Causoban, mainly because it's cleaner than decapitation. But it's also a great show, and that's what the Masters want when the people of Causoban see criminals: they want them kicking on the end of a rope with their faces turning blue. (A "criminal" in Causoban, of course, is anybody who has annoyed one of the Powers That Be: usually this means Duldred, as Tugel will enslave you, Gursha will experiment on you, Greytooth will turn you into a small greasy spot on the floor, and the Beggar King... well, a formal hanging isn't his style.) For more information on punishment in the city, see The House of Forgiveness, below. "The Inn of the Broken Sign" The ruins of an Inn stands in this place, and this is where the beggars meet. For no reason at all, at random intervals during the day, the beggars gather at the Inn and whisper to each other in quiet tones and exchange the goods they've received. Occasionally, the King of the Beggars can be found at the site, and if anyone wishes to meet with His Majesty, waiting at the "Inn of the Broken Sign" (as the Causobanians call it) will eventually bring them face to face with His Ragged Sire. The House of Forgiveness No one is quite sure what the building was before the Scourge, but the sign above its door read "Forgiveness." Now, it is used by the city executioner to hold prisoners before they marry the ropemaker's daughter. The city executioner is D'thm Slorn (a tall, lithe elf), and while it is his duty to hang criminals, it is also his duty to catch them. He has been employed by Tulga to make certain the city is safe, and so the Master of Espionage makes certain that no spies that enter the city ever leave. Pilots' Guild The men and women who pilot the small barges along the city streets are represented by Sk'kren, the T'skrang "Master of the Waterways." He proudly represents his fellow pilots at the meetings and is a master storyteller. He is also the most reliable source for gossip on the waterways, and his gossip is always at "no additional charge." Sk'kren just loves telling a good story. Only those that belong to the Pilot's Guild have riverway barges. Those that "scab" the riverways end up being "grapmeat." The Embalmer The dwarf who lives in the ruddy old building that reads "Embalming" is nearly two hundred years old and very, very grumpy. His name is Dundren Dunjun and he hates you. In fact, he hates everyone. But that doesn't matter. Sooner or later, you'll end up just like all the others. Dundren hates his job, but it's the only thing he's ever been good at, and he is very good at it. He is familiar with the religious burial rights for every race and knows all the proper etiquette when dealing with "the departed." He is a short man with a short temper. Just don't use the "s" word in his presence, or your dear departed grandma may end up with something...unnatural stitched into her innards. Grave Digger (& Cemetary) Not many people come out to the Causoban cemetary. Not because it's a particularly spooky place-which it is-but because the grave digger gives anyone who talks to him the willies. Jarnan Mah is a big bad mean ogre, but that's not even what's spooky about him. The fact of the matter is, Jarnan Mah can look at anyone and know their deepest, darkest secret. He doesn't know how he got this talent, and he's not one to ask. When he uses his talent, the target can feel it. That's why Jarnan Mah is-perhaps-the loneliest man in Causoban. (Also, there's a quarter of a million gold pieces buried in a nameless grave. Good hunting!) Physician's Guild The Physician's Guild is located in the richer section of Causoban and is run by Ulban Ruthwel. Ruthwel is feared for his knowledge of the human anatomy and his skill with magical skills and a suiture. Of course, the way he got his knowledge was not through practice alone. Ulban Ruthwel has been collecting corpses from the streets of Causoban for years, performing magical experiments that would shock the populace of any other city, but would probably only make a Causobanian chuckle. He acquires the corpses from two ogres who bring him the cadavers when he needs them. He does not question how or where they get them and he doesn't care. He goes through about one corpse a month, although his appetite for new cadavers has grown recently. This is because a Horror has set seed in his brain. The Horror's name is Thorthalin, and it is growing in the stem of Ruthwel's brain. Even now, he's beginning to feel the compulsion to eat the fingers of the corpses he's dissecting. Ruthwel's natural reflex to this sensation is disgust and fear, and it is the fear that is causing the Horror in his brain to grow. Give Thorthalin a few weeks, and it'll burst Ruthwel's head like a ripe melon. Rat Catcher The city's only Ratter is Jaq, a scrawny fellow who is, perhaps, one of the best dressed men in Causoban. You would never know he was the city Ratter by looking at him; the only tool of his profession that he carries with himt is his tiny hammer he calls "Bad Boy." The hammer looks as if it's never been used. Since Jaq is the only Ratter in town, he has made quite a bit of money from the profession. His secret? Very simple. A very long time ago, Jaq found that he could speak to rats, and rats could speak to him. When he arrives in the house, Jaq asks the owners to leave. Once they're gone, Jaq calls all the rats to him, tells them he has a much nicer place for them and they all climb into his bag and he takes them back to his home where he keeps all the rats in Causoban. Because Jaq has spent the majority of his time speaking to rats, he doesn't always make sense when he's talking to anyone else. Sometimes, random sentences come out of his mouth, and he giggles to himself and wanders away. Some of the Causobans think Jaq may be a bit unhinged, but as long as he keeps rats out of the streets, they don't mind so much. So much for the first part of Causoban. The second part (presented next month) will include more details about the Temple of Dis and the Temple of Vestrial, a whole series of interlinked adventures for your players, and give further details on the city inhabitants. Until then, don't go kicking any beggars! CorrectionOne of our readers, a dedicated fan of Earthdawn, called up the other day and very generously gave us a couple of corrections for "Causoban," the Earthdawn city-cum-scenarios we ran in SHADIS #24 and #25. Consequently, we'd like to correct the following errors: Back to Shadis #24 Table of Contents Back to Shadis List of Issues Back to MagWeb Master List of Magazines © Copyright 1996 by Alderac Entertainment Group This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. |