MARIENBURG

The purpose of this short article is to supplement the background information for Marienburg that was published in White Dwarf 118. Marienburg and all White Dwarf articles pertaining to that city are copyrighted by Games Workshop. The additional information contains some material from the unpublished Elftown and Rijker's Isle articles written and copyrighted by Anthony Ragan, Snotling-in-Chief. The rest of the new material is copyrighted by both Alfred Nunez and Anthony Ragan. It is being released for use in home campaigns.

BRIEF HISTORY

-4550 High Elves establish fortress of Sith Rionnasc'namishathir (Star-Gem of the Sea) at the mouth of the Reik.

-4500 Coming of Chaos.

-4119 Elves and Dwarves combine armies and drive the last remnants of Chaos from the Old World.

-2839 Pledge of friendship between Dwarves and Elves. The sea wall, Vloedmuur, is built by the Dwarves during this time.

-1997 The 400 year War of Vengeance begins between Elves and Dwarves.

-1502 Sith Rionnasc'namishathir falls to the Dwarves after a long siege. Fortress is razed to the ground.

-1501 Elves withdraw from Old World, leaving isolated colonies in the deep woodlands (the largest in the Loren and Laurelorn Forests).

85 After his defeat by the still tribal Teutognens, Marius received a vision to lead his people from Nordland westward. There Marius the Fen Wolf, the first Baron of Westerland, begins 10 year campaign to rid the Reik marshes of marauding bands of Fimir.

90 Marius comes upon the ruins of Sith Rionnasc'namishathir and founds Marienburg at that site. Begins construction of Rijker's Isle fortress.

501 Independent Westerland absorbed by Empire during reign of Emperor Sigismund II, the Conqueror.

765 Barony of Westerland and Norse conclude treaty ending the latter's raiding at the Althing of Traktatsey.

830 Norse raids begin anew. Marienburg is burned down several times over the next 20 years by the Norse.

1087 Marienburg concludes treaty with the eastern kingdoms of Albion.

1102 Period of tolerance of sorcery begins and lasts for 40 years.

1110 Devastating outback of Black Plague begins in the Empire and spreads throughout the Old World over the next 5 years.

1152 Inconclusive Electoral Council starts the 200 year Age of Wars. Westerland ignored by the rest of the Imperial Provinces.

1360 Start of the Imperial Civil Wars.

1547 Age of the Three Emperors begins.

1550 Steady disintegration of Empire over next 430 years sees increase in the number of Daemonologists and Necromancers, as well as proliferation of secret Chaos worship.

1597 Marienburg seized by Bretonnian army under Count of L'Anguille. Five year occupation ends when Army under Graf of Middenheim approaches City. Occupation army severely harassed over five years by Marienburgers.

1850 Norse raids along the coast of the Sea of Claws resume one more time.

1875 Another period of tolerance of Sorcery begins in Marienburg.

1980 "Wizard's War" reaches Marienburg from Middenheim. Dark Ages spread as central authority collapses in the Empire for the next 230 years.

1991 "Wizard's War" ends in the banishment and execution of a number of Daemonologists and Necromancers.

1993 Religious pressures bring a bloody end to the period of tolerance of sorcery in the Old World. Marienburg Wizards are given protection by the Fraternal Order of Burgomeisters (precursors to the Commission of Overseers of Trade).

2150 Sea Elves return to Old World. Marienburg signs treaty granting them exclusive trading rights with Sea Elves. Re-establishment of Sea Elves in ancient, ruined Sith Rionnasc fortress.

2301 Incursion of Chaos.

2302 Magnus the Pious appears in Nuln and unites the Empire. Graf Paulus van der Maacht, last Baron of Wesrterland, dies in battle against Chaos.

2303 Minor plague hits Marienburg.

2305 Emperor Magnus the Pious decrees the cessation of the Barony and establishes the Province of Westerland. An appointed Council drawn from the burghers of Marienburg is installed to govern the Imperial province.

2378 Merchant fleets and militia from Marienburg conduct a highly successful campaign against pirates.

2391 Two days of riots result from Elves arresting a Human in the Suiddock and dragging him off to Elftown. Many Elves are lynched before tempers are calmed.

2429 Marienburg Provincial Council declare the Wasteland's independence and secede from the Empire. Battle of Grootscher Marsh deals decisive blow to Imperial designs forcing Emperor Wilhelm III to recognize Wasteland independence. Sorcerous studies enjoy a renaissance across the Old World.

2449 Rioting spreads from the Suiddock throughout the city in response to anti-Labor Guild laws passed by the City Council at the behest of the Merchants' Guild. Scores perished before the two sides agreed to rescind the offending laws.

 

GOVERNMENT

City Council

The City Council is the highest governing body (on paper, at any rate) over the city of Marienburg and the surrounding Wasteland countryside. Invested in this body is the authority to pass all laws in the state, appoint the commands of all armed forces (except the private militias of the Council's most powerful families), control of the Treasury, and other such functions. Other, subordinate levels of government derive their authority from the Council and can be abolished by a simple majority (which has never happened).

The Council membership is extended to all landowners in Marienburg, as well as the Guildmaster of the Wizards' and Alchemists' Guild and the High Priest of Manann. The Chair of the Council is the titular head of Marienburg's government, the Staadtholder.

It is the Chair who controls the agenda of the Council's business and nominates candidates to sit on the various boards, commissions, councils, and directorates. While it takes a simple majority to approve the candidates, the Directorate retains veto power. This ensures that the City Council cannot benefit from the authority of their position to increase their power base.

Unsurprisingly, Council members may also serve as members of the lesser governing bodies. The lesser governing bodies advise the City Council of matters that are important to that body. Moreover, these governing bodies can draft laws and regulations for their respective jurisdictions and submit to the City Council for approval. These drafts are usually approved unless they are directly contradictory to those issued by the City Council.

The Directorate

The Directorate (sometimes referred to as the "Privy Council") is composed of the heads of the 15 largest Merchant families (based upon gross revenues of their various businesses and accumulated wealth), as well as the Guildmaster of the Wizards' and Alchemists' Guild and the High Priest of Manann. Should any of these families fall below the fifteenth highest in a given year, then they immediately forfeit their seat to the family who exceeded their income. It is extremely rare for any of the top ten families to lose their seat.

The Chair of the Directorate is the (current) Staadtholder, Josef-Paulus van der Zacht. A member of one of Marienburg's largest merchant families, Staadtholder van der Zacht was elected by the Directorate for his rather easy-going flexibility (spinelessness, if you prefer). Like the City Council, the Staadtholder controls the agenda of the Directorate's business. The Staadtholder also oversees the activity of the Effenmunten, a group of spies employed to further Marienburg's interests.

In times when the Staadtholder is strong of the Commission of Overseers of Trade (the true power in Marienburg) weak, the Directorate has an active role in the city. Otherwise, the Directorate only meets when decisions need formal ratification. Further, the Governor of Rijker's Isle reports directly to the Directorate.

The lesser governing bodies are:

Board of Guild Regulation:

Established in 2449 I.C., the seven seat board oversees the general activities and by-laws of all Craft (e.g., Leatherworkers' and Stonemasons') and Labor Guilds (such as the Brotherhood of Seamen and Pilots, Stevedores' and Teamsters', and the Rivermen's Association) in Marienburg. The seven members of the board rotate once every three years among the leaders (or their hand-picked appointee) of various Craft and Labor Guilds. The current chair is Stefan Ruwhand of the Leatherworkers' Guild.

In accordance with their charter, this Board must review any law proposed by Commission of Overseers of Trade (see below) before it can be enacted into law by the City Council. This does not give the Board of Guild Regulation any veto rights to the legislation. Rather, it enables them to express their views on the proposed law to the City Council for consideration. In addition, this Board is empowered to propose laws impacting the Craft and Labor Guilds. This is seldom done as the effected Guilds have clearly expressed (by veiled threats) their desire to maintain their independence.

 

Board of Trade Equity:

This infamous board of nine individuals has the authorization to propose laws amending the tax laws, elects the three man tribunal who presides (judges) in the Tax Courts, and oversees the tax collectors and law enforcement arm of the hated Marienburg Excise. The current Chair is Odvaal van Huister, a former Magistrate who sat on the bench in the Tax Court.

Board of University Regents:

A small board of seven individuals, the Regents are some of the more notable Scholars of the University. Three seats are set aside. One for an appointee from the Wizards' and Alchemists' Guild (usually the ranking Wizard currently teaching at Count Hendryk's College of Navigation and Sea Magicks). The second for a member of the Guild of Physicks. The third seat is reserved for a regernt representing the community at large (usually drawn from one of the merchant families). Their primary functions are establishing University policies and fund raising. This latter activity, naturally, puts the Regents at the mercy (to some degree) of the more powerful Marienburg families. The venerable Helmut van de Bril, former president of the University, is the current Chair.

Commission of Defense:

In addition to the Staadholder, this five member commission comprises some of the more experienced military minds (so one would assume from the way the five talk about themselves) in Marienburg. The primary task of the Commission is to develop strategies for the overall commander (the Staadtholder) to carry out in times of war. Since there hasn't been a war since 2429 I.C., this Commission has found few reasons to meet.

A secondary task of this Commission is to oversee the various law enforcement and city defense groups that operate in Marienburg. Directly reporting to the Commission are the Lord Harbormaster (River Watch), the Watch Commandant, and the Garrison Commander (who also commands the City Militia). The much decorated (and tradition bound) Admiral Klaus van der Donkerwater is the current Protector of the Wasteland (a title van der Donkerwater has chosen for himself as it sounds more impressive than "Chair." It also happens to be one of the Staadtholder's titles, but since neither can command a toy boat in a canal...)

Commission of Magistrates:

The eleven member Commission of Magistrates is currently chaired by Magistrate Heinrich Stevigrijpen. It is primarily responsible for reviewing all proposed legislation (no matter the originating body) to ensure that all legal requirements have been met. The commission may amend any proposal falling short of the requirements, or return it for further changes. Any governing body disagreeing with this Commission may file an appeal with the City Council, but these appeals are usually turned down.

Other responsibilities of this Commission include the overview of all Marienburg Courts (except Tax and Temple) and the Guild of Legalists (lawyers). Within this area of authority, the Commission reviews and appoints Magistrates to the various Courts. Moreover, the Commission of Magistrates has the final say so on the selection of the Lord Harbormaster (who is responsible for the Port Courts, as well as the River Watch and Port Excise). Both the Board of Trade Equity and the Commission of Defense have the right to input into (and even challenge) that position's selection.

Commission of Overseers of Trade:

Also known as the "Board of Governors" or "Executive Board", this commission is almost a virtual replica of the Directorate (minus a few members) and is the real power in Marienburg. As the Overseers controls all aspects of trade (including the Wasteland Export-Import Exchange on Hightower Island), it is hardly surprising that it is composed of the heads of the twelve richest and most powerful merchant families in Marienburg. Its current Chair is the rich and powerful Jaan van der Kuypers, reputed to be one of the richest men in the world.

Invested in this body is the authority to pass laws pertaining to trade and business practices, as well as regulate the Merchants' and associated Guilds (e.g., the Bakers', Jewelers', and Tailors' Guilds). Many see this as self serving since several members of the Overseers are also high ranking officials of the Merchants' Guild. Hardly surprising given that Marienburg's lifeblood is business and trade.

Commission of Public Works:

Responsible for the maintenance of all public works (e.g., sewers, city walls, canal dredging), the Commission for Public works consist of five members appointed by the City Council. As all are political appointees, graft is not an uncommon practice. Most of the approved Commission projects (few as they be) are completed late and well over budget. In a number of cases the workmanship is also shoddy. The current Chair is Humfried Glibberig whose patron, Barthelm Haagen, is also benefiting from Humfried's less-than-ethical business practices.

In the case of the high priority projects (such as the sea wall maintenance) which are vital to Marienburg, the City Council handles the entire process instead of the Commission. The usual benefactor of these lucrative contracts is the Guild of Dwarven Engineers (who must, by law, employ one third of its workers from the various Human guilds such as the Stonemasons' and Carpenters').

Commission of Sorcerous Affairs:

A four member commission consisting of the two highest ranking members of the Wizards' and Alchemists' Guild and two individuals selected by the City Council. The commission is primarily responsible for overseeing and regulating Guild activities, as well as providing the means (financial) for exposing rogue (non-Guild members) Wizards and Alchemists. The current Chair of this Commission is Guildmaster Brigitte Tederaanraken.

Council of Temples:

Traditionally chaired by the High Priest of Manann (currently Lukas Rustigolf), this Templar Council oversees all matters concerning the officially sanctioned cults of Marienburg. This body also has the authority to pass any laws involving general Ecclesiastic matters (which are applicable to all approved cults) such as general behavior of the clergy towards their followers.

In addition, the Council of Temples appoints a five member tribunal who preside over the Temple Courts. This is called the "Star Chamber" for the starry pattern of the ceiling of the courtroom. The Star Chamber holds its proceedings wholly in secret and a senior priest of Manann always presides. It's only used in the most heinous cases of heresy. Lesser offenses against canon law are handled by public tribunal or within the individual cult. (Though perhaps a cult would hold its own secret proceedings if there was something it didn't want the others to know of...)

Exposed Clerics of the proscribed cults (Khaine or any Chaos deity) are handed over to the Civil Courts for justice (retribution). Of course, there has been occasion where these individuals do not survive long enough to reach trial (Solkan elements in town are suspected, but no evidence has ever come to light).

Directorate of Public Health:

The Directorate is made up of four individuals: two are political appointees of the City Council; the third is the current Headmaster of the Guild of Physicks, Dokter Quintus Goedhand; and the fourth is High Priestess Karelia Wit of the Shallya cult. In theory, the Directorate is responsible for ensuring the health of the population, the condition of the various hospitals and hospices throughout the city, and the quality of its phyiscians. In actuality, most of the laws proposed by the Directorate (and any request for funds) fall on deaf ears in the City Council.

Ward Councils:

To confuse the bureaucracy of Marienburg further, the City Council established local councils for each district (ward) in the city several centuries ago. The members of these Ward Councils are selected by the City Council from the Ward's leading citizens (usually merchants). The local Watch Captain is also a member of these Ward Councils to ensure that any proposed new laws from these Councils are enforceable (at least from the Captain's perspective).

Many of the laws on the books for the wards are centuries old and bound up in tradition. In fact, the usefulness of most Ward Laws are highly questionable and sometimes contradict one another (which makes life fun for outsiders).

Ward Council meetings are mostly semi-private. Usually, the only public participation come from those whose petitions the Ward Council is considering and those whom the Council invites. Only in rare circumstances will any Ward Council consider the prospect of an open public session (explosive mob behavior is not a pretty sight in Marienburg, after all).

 

Law and order.

(Adapted from Middenheim: City of the White Wolf, pages 22-24.) There are six types of law in Marienburg: civil, port, guild, temple, military, and criminal. These laws pertain only to Marienburg proper. Elftown is governed by its own set of laws as described in the article copyrighted by Anthony Ragan.

Civil law.

Except in the case of tax evasion (which is tried in the Excise Courts), civil misdemeanors usually come before the Laagrecht Court in the ward where the alleged offense is committed. More serious crimes (e.g., murder, rape, kidnapping) are sent to the ward's District Courts.

In the Laagrecht Court, cases are tried by three magistrates. Only a majority verdict is required to convict or acquit the accused. Either side (or both) may elect to hire a lawyer to represent them (see WFRP, pg 297 for costs). Appeals on any judgement may be submitted to the Marienburg High Court for review. It is unusual for any judgement to be overturned. In cases of contractual disputes, historical precedences, and so on, both sides may agree to binding arbitration with the High Priest of Verena rather than deal with the ordeal of trial.

Crimes and Penalties

Tax Evasion: Offenders are fined twice the amount owed plus 10 lashes for the first offense. Subsequent convictions result in a fine of four times the amount owed and 25 lashes. If the offender is unable to pay, they are imprisoned in that ward s Debtor Prison until money is available.*

Debt: As above with the exception of no flogging. Fine is set at no more than twice the amount owed.*

Giving Short Measure: Merchants and traders caught and convicted of this crime will be fined twice the value of the goods and/or put in the stocks for 2d6 hours.

Note:

* It is not unusual for the plaintiff in such cases to bail the debtor out of prison and then secretly sell him or her into indentured servitude (slavery, if you prefer). In this manner, the plaintiff can get some immediate return on the money owed to him (remember, Marienburg is a town that thrives on trade no matter what the merchandise is). Where the State is concerned, the convict may be conscripted into military (or some other) service for two or more years.

Port law.

Violations of Port Law, whether civil or criminal, fall under the authority of the courts of the Lord Harbormaster. Cases are tried by one magistrate although either side may be represented by Lawyers (see WFRP, pg 297 for costs). Unlike the Laagrecht Courts, appeals on judgements do not go to the High Court. Instead a petition must be filed to have the Lord Harbormaster himself consider the appeal. Only in extremely rare circumstances will the Lord Harbormaster even consider overturning one of his magistrate's judgements.

Crimes and Penalties

In the area of civil misdemeanors, the punishment matches that outlined under "Civil Law" (except convicts would serve time in the brig rather than one of the Debtor Prisons), with the following

additions:

Traveling through Marienburg waters without a Pilot: Fine of 2 Gu per foot of ship s length and 10 lashes on that vessel's Captain.

Running aground in Port Waters: Fine of 10 Gu per length of ship and 20 lashes on the Pilot on that vessel (if the Captain did not use a Marienburg Pilot, then he will receive 40 lashes).

Specific penalties are not ascribed to the more serious offenses listed below since any punishment will depend upon many factors other than the actual crime. With rare exception, Port Magistrates also consider: (1) the relative social status of the victim and offender; (2) the offender's previous record, if any; and, depending upon the magistrate, (3) the size of the bribe offered. In determining the punishment, each crime has been assigned a Sentence Modifier (SM) which is used to determine whether one is found guilty, the severity of the sentence, etc. Most of the crimes are listed under Criminal Law with the following additions:

Damaging another vessel: SM +70

Damaging Port facilities: SM +80

Piracy: SM +100

Shipwrecking: SM +115

Guild law.

The authority of the Board of Guild Regulation is limited solely to violations of Guild charters and City Regulations where it involves the Craft and Labor Guilds. A subcommittee appointed by the Board Chair reviews the allegations, takes testimony from those involved, and issues a Judgement Notice. The Judgement Notice is submitted to the Commission of Magistrates to ensure that it does not conflict with other existing laws. Once approved by the Magistrates, the Judgement Notice has the full power of law and any involved Guild or member must submit to the conditions in that Notice.

Crimes and Penalties

Operating a business or working as a laborer without Guild membership: confiscation of the offender's tools and/or stock and (at the Subcommittee's discretion), a fine of 4d10 Gu and/or 1d3 days in the stocks. In addition, the concerned Guild may send certain members to check on the transgressor to ensure that the offense is not repeated.

Undercutting the wages/prices of fellow Guild members: 20 lashes, a fine of 10+ Gu (as determined by the Subcommitee), and/or 1d3 days in the stocks. Repeat offenders are (minimally) stripped of Guild membership and run out of town (if they survive the beatings they are sure to receive from fellow Guild members).

Temple law

Crimes against the gods, their temples, and clergy (as well as those committed by clerics) are handled by the five member tribunal appointed by the Council of Temples. Those found guilty are turned over to their respective cult for punishment. Anyone not belonging to a cult will be handed over to the cult of Manann for punishment.

Crimes and Penalties

Usually they are as follows (some cults, especially that of Shallya, may alter the punishment in accordance to their strictures):

Disecration of temple or other holy site:

loss of eyes and/or hands. Heresy (e.g., worship of Chaos gods): death by burning.

Bearing the Mark of Chaos

death by burning.

Blasphemy (minor):

1d6 days in the stocks by the temple doors and/or up to 100 lashes (depending upon the nature of the offense and the offender's previous record).

Blasphemy (major):

from loss of tongue and/or other mutilations to death as ddescribed by the cult.

Betrayal of fellow cultists to cult enemies

execution by means consistent with cult strictures.

Military law

The officers of the Garrison, River Watch, and City Watch deal with all offenses committed by members of their organizations. The Commission of Defense handles any crime committed by the officers of the above organizations, while the Commission of Magistrates has authority in the cases involving officers and their men assigned to Rijker's Isle (including its Governor). Templars are answerable to the High Priest of their respective cults. Trials are held either in the barracks of the accused or, in case of more serious crimes, the chambers of the responsible Commission. Officers have the right of Trial by Combat with the Champions of the responsible Commission.

Crimes and Penalties

Negligence:

20 lashes and a fine of 10 Gu.

Disobeying a Superior Officer

From 50 lashes and a fine of 20 Gu to either hard labor or execution at Rijker's Isle.

Desertion

either hard labor or execution at Rijker's Isle.

Mutiny:

either hard labor or execution at Rijker's Isle.

Spying for a foreign power:

either hard labor or execution at Rijker's Isle.

Criminal law.

On land, the responsibility for the arrest and prosecution of anyone suspected of committing against people and/or property falls solely under the jurisdiction of the City Watch. In most cases, trials are held at the District Courts in the ward where the crime is committed. The most severe offenses will usually be tried at the Marienburg High Court in the Centraalwijk. There are no formal procedures for appealing a verdict, but those with connections (or lots of money) may secure a hearing with the Commission of Magistrates.

Crimes

As with Port Criminal Law, specific penalties are not ascribed to the offenses listed below since any punishment will depend upon many factors other than the actual crime. With rare exception, Magistrates also consider: (1) the relative social status of the victim and offender; (2) the offender's previous record, if any; and, depending upon the magistrate, (3) the size of the bribe offered. In determining the punishment, each crime has been assigned a Sentence Modifier (SM) which is used to determine whether one is found guilty, the severity of the sentence, etc.

Inciting or participating in a riot (including street brawling):

SM +20

Theft.

Depending upon the value of stolen goods, the suspect (whether they actually stole the goods or fenced them) will be charged as follows:

Pilfering (50 Gu or less) - SM +30

Robbery (51 - 500 Gu) - SM +60

Grand Larceny (500+ Gu) - SM +90

Grave Robbing: SM +20

Assault: SM +30

Rape: SM +50

Arson (and other forms of property damage): SM +70

Murder: SM +80

Membership in a proscribed cult (e.g., Khaine, the Chaos gods): SM +90

Practicing Daemonolgy or Necromancy: SM +100

Harboring Mutants: SM +125 (+175 if Magistrate is a follower of Solkan).

ROLEPLAYING CRIMINAL ACTIVITY AND THE SUBSEQUENT TRIAL

For some odd reason, a number of PCs enjoy nothing more than to break a few laws in the course of an adventure. The following process can be used to make life a little more interesting for these errant PCs.

1. Witnesses

Nothing can be more damaging to a PC breaking the law than being spotted by someone (you certainly wouldn't want to let the PC get away without a little scare). Use a base chance of 20% that some witness noticed the offense and apply the following modifiers:

Time of Day

Morning: +15

Afternoon: +15

Evening (after dusk): -5

Middle of the Night: -15

District Where Crime Committed

Buitenwijken:

+5 (if offender is of the same nationality/race of witness)

+35 (if offender is of a different nationality/race).

Centraalwijk: +40

Elftown:

+20 (if offender is Elf)

+45 (if offender is not an Elf)

Norddock: -5

Oostenpoort: +5

Strompoort: +10

Suiddock: -15

Unless the area where the crime is committed is in Buitenwijken or Suiddock, there is a 15% chance that the crime is noticed by a Watch Patrol and an 85% chance that the witness is a citizen from that district. Witnesses in both the Buitenwijken and Suiddock districts have a 95% chance of being a citizen (5% chance of it being the Watch Patrol).

If the crime is committed on the River or canals of Marienburg, use the modifier appropriate to the closest district. There is a 15% chance that the witness to the crime is the River Watch and an 85% chance that an inhabitant living on the River or canals.

2. Criminal Getaway

When the crime is witnessed by an inhabitant of the district, there is a chance that a hue-and-cry will be raised (01-30 on d100), the Watch will be summoned (31-75), or both (76-00). In the latter two situations, the length of time it'll take for the Watch to arrive is dependent on the time of day and district (see Table 1 below). Note that any witness may be called upon to give evidence at the trial.

A hue-and-cry has a chance equal to the crime's Sentence Modifier (SM) of catching the criminal (modified by whatever other modifiers that the GM deems appropriate). Watch (or River) Patrols who see a crime have an additional 15% chance of catching the offender.

If the criminals have disappeared by the time that the Watch (or River) Patrol has arrived, then the chances of a serious investigation being started are equal to the crime's SM (see above). The GM must decide how long it takes for the Watch to track the criminals down (if at all). Keep in mind that witnesses may just be able to give an accurate enough description (unless they wish to incriminate someone with whom they have a grudge) for it to be useful to the Watch. Should the crime be really serious (SM = 50+), wanted posters will most likely be circulated.

Table 1

Time for Watch to Arrive in minutes (Day/Night)

Buitenwijken: 2d4/2d4+6

Centraalwijk: 1d4/ 1d6

Elftown*: 1d4/ 1d6

Norddock: 2d10/ 2d10+10

Oostenpoort: 2d4/ 2d4+4

Strompoort: 1d6/ 1d6+2

Suiddock: 2d10+10/2d10+30

*only Elven militia patrol this quarter

3. The Arrest

When the Watch (City or River) or pursuing citizens finally catch the criminals, there are a number they might do depending upon the crime and the size of any bribe offered. Roll d100, add the SM of the crime and deduct 5 for every Guilder offered as a bribe (assuming a successful Bribe test. If the bribe test is failed, then add 1 for every Guilder offered). Further, add +25 if the arresting body is a hue-and-cry:

d100 Actions of arresting body

30 or less Let off with warning.

31- 60 On-the-spot judgements*

61-150 Arrest and Charge**

151+ Take law into own hands***

Notes

* - on-the-spot judgements include on-the-spot beatings, dunkings in the nearest canal, tar and feathering, fines, and incarceration in the nearest stocks.

** - arrested criminals are kept in jail (at the nearest Watch barracks in that district or at the Koopvaardijulout Hoom if arrested by the River Watch) until their trial comes up (see below).

*** - if the arresting body is a Watch or River Patrol, the Sergeant must successfully pass a Ld test to prevent this (if he so chooses). Otherwise, thieves will be beaten to within an inch of their lives and tossed into a canal; murderers, rapists, and pirates will be lynched or keel-hauled; arsonists and muggers will be severely maimed; and mutant lovers and chaos cultists burned at the stake.

4. The Trial

In Marienburg, alleged criminals (including characters) may find themselves facing the prospect of a lengthy stay in jail awaiting trial. This wait will usually equate to d100+100 days minus a number of days equal to the SM (see above). In the event that the victim is a member of one of the powerful merchant families, the wait will be a relatively short one (4d10+40 days minus a number of days equal to 1/2 the SM). Any delay can be shortened by successfully bribing the court (1 Guilder per day for the District Courts, and 2 Guilders per day for the High Court).

5. The Verdict

To determine whether a character is found guilty or innocent use the following steps:

  1. Total the following Guilt and Innocence Modifiers.

2) Subtract the Innocence Modifier from the Guilt Modifier to get the percentage chance of being convicted. The percentage chance ofconviction can be further reduced by bribery. If a lawyer is retained, he may tell the alleged criminal what the approximate changes of being found guilty are. This information can be used to determine if bribery is necessary. In the District Courts, every 10 Guilders spent will reduce the chance by 5 percent. In the High Courts, the percentage wil drop by 5 for every 20 Guilders spent. If the briber fails the Bribe test, the chances of being convicted will increased by twice the amount it would have otherwise been reduced. Any monies used to bribe must be spent before the dice are rolled. Note that a roll of 01-05 is always guilty while a 96-00 is always innocent.

Guilt Modifiers:

Victim is

wealthy merchant/artisan: +75

aristocrat: +50

minor noble: +30

middle class: +20

lower class: -10

Court is

District: +25

Port: +30

High Court +50

Magistrate is

follower of Solkan: +15

follower of Sigmar: +5

Arresting body is

Hue-and-cry: +15

Watch (City or River): +50

Evidence is

confession: +75

caught red-handed: +50

eye-witness: +20

circumstantial: +10

Accursed record

+10 for each previous conviction

(+15 for each if Magistrate is Solkan cultist).

 

Innocence Modifiers:

Defendant is

wealthy merchant or artisan: +65

aristocrat: +40

minor noble: +20

middle class: +10

lower class: -15

Lawyer/Defendant has

Public Speaking: +20

Law (Marienburg trained): +15

Law (Empire trained): +5

Law (trained elsewhere): -5

Charm: +10

Etiquette: +5

Fel score:

add Defendant's Fel minus 40

Defendant's record:

+25 if no previous conviction

6.The Sentence

To determine the type of punishment total the Mitigation and Severity Modifiers listed below. Subtract the former from the latter to determine the Punishment Rating (Table 2). This number can be further modified by bribery. For every 50 Guilders spent the Punishment Rating is reduced by 5. Should the bribery fail, the Punishment Rating increases by the number it would have otherwise been reduced. GMs should compile a list of possible sentences and either pick one or chose it randomly.

Mitigation Modifier:

Convict is

wealthy merchant/artisan: +60

aristocrat: +40

minor noble: +20

middle class: +10

lower class: +5

Lawyer/Convict has

Public Speaking: +25

Acting: +10

Fel Score:

add Convict's Fel score minus 40

Convict's Record

+40 if no previous convicts

Severity Modifiers

Sentence Modifier (see above)

Victim is

wealthy merchant/artisan: +75

aristocrat: +50

minor noble: +30

middle class: +15

Court is

District: +25

Port: +30

High Court: +50

Magistrate is

follower of Solkan: +15

follower of Sigmar: +5

Convict's record

+20 for each previous conviction

 

Table 2

Punishment Rating Sentence Passed

less than 10 Warning*

less than 0 to 40 1d4 days in stocks

less than 0 to 20 Fine (1 x mitigation modifier** of convict)

10 to 30 Fine (10 x mitigation modifier of convict)

30 to 60 Fine (25 x mitigation modifier of convict)

60 to 100 Fine (50 x mitigation modifier of convict)

100 or more Fine (100 x mitigation modifier of convict)

0 to 50 Dismemberment (loss of hand, eye, etc) as appropriate to the crime

40 to 200 Banishment from Marienburg***

50 or more Execution at Rijkers Isle (as appropriate to crime)

-10 to 25 1d6 months hard labor at Rijkers Isle****

20 to 60 3d6 months hard labor at Rijkers Isle.

35 to 80 1d6 years hard labor at Rijkers Isle.

50 to 150 Assigned to slave gang for 2d10 years*****

80 to 200 Assigned to slave gang for life.

* Character is free to go, but conviction is kept on record.

** Convict's mitigation modifier varies as the first 5 scores listed under mitigation modifiers. If the convict is unable to pay on the spot (payment schedules are not acceptable), add 10 to the Punishment Rating and compile a new list (ignoring all "fine" results).

*** If the convict is ever again arrested in Marienburg, the case will be re-tried. The verdict counts as the previous conviction and adds an extra 40 to the severity modifiers (and don't forget the additional +10 if the Magistrate is a follower of Solkan).

**** Hard labor may involve working in a chain gang in the desolate marshes of the Wasteland.

***** Assignment to a slave gang is similar to hard labor, except that the convict also forfeits all property and wealth to the Directorate. Moreover, the convict may be bought and sold at the whim of the Governor of Rijker's Isle, the Directorate, or any of their agents.

The GM should not regard any results described here as hard and fast. In this whole process, the GM may add further modifiers where it is deemed appropriate to ensure a smooth running campaign.

 

CITY DISTRICTS

Buitenwijken

There is no single Buitenwijken district in Marienburg. Rather, this name is used to encompass the various enclaves of foreigners and non-Humans (outside of Elftown) scattered through the city. With few exceptions (such as the Dwarven, Halfling, and Nipponese quarters), these enclaves are some of the more squalid areas of Marienburg. Rundown tenements and small flats atop business establishments are typical of the housing. Crime rates are also high with gangs made up of the various factions resident in the enclave (some controlled at the high levels by Marienburg crime lords). These enclaves usually fall under the jurisdiction of the local Watch barracks. Thus, the Bretonnian, Estalian, and Tilean Quarters fall under the administration of the Suiddock Watch as each of these separate enclaves are located on the southern and western side of that district.

Centraalwijk

The richest district in Marienburg, the Centraalwijk encompasses the islands of Noordbrug, Mananhaven, Tempelruimen, Bovenstlandgoed, and a number of smaller islands (each of which serve as the estate for one of the wealthier merchant families). At the northern terminus of the Hoogbrug Bridge, Noordbrug Isle is the center of Marienburg's (Wasteland's) governmental institutions. The large Mansion of the Staadtholder (once the Palace of the Baron of Westerland) dominates the island. Here also one can find the High Courts, City Council, High Council, and other governing bodies -- except those found on Hightower Isle in the Suiddock. The Great Temple of Manann and the University of Marienburg (including Count Hendryk's College of Navigation and Sea Magicks) are located on Mananhaven Isle. According to legend, it was also this island where Marius found a finely crafted trident cast upon the shore -- a definite sign that Manann favored this place for his city. All other temples of the approved cults are built upon Tempelruimen Isle. The great cemetary of Marienburg is located near the Temple of Morr. Wealthy merchant families not rich enough (to own their own island) and the old noble families of Marienburg live in large mansions located on Bovenstlandgoed Isle.

Elf Town

Established by the Treaty of Amity and Commerce in 2150 I.C., Elftown is located on the eastern bank of the mouth of the Bruenwasser Kanal. It is comprised of the islands of Geldren, Zeeburg, Oranjekoft, Rijksgebouw, and Westerleer. Elftown is known to the Elves as Sith Rionnasc'namishathir (Star-Gem of the Sea), or Sith Rionnasc for short. It is virtually a piece of the High Elven kingdom of Ulthuan and, thus, exempt from the laws and Council that govern the city of Marienburg. Elf Bridge is the main entry to the Elven Quarter for those who have business there. It is also a fact that Elftown is cleaner than even the well-to-do portion of Marienburg.

Norddock

Across the River Reik from the western half of the Suiddock, the Norddock district is where Marienburg's famous shipyards are located. The main islands are Noordpunt, Schipthuis, Eikbijknipper, Bosworm, and Linksboven. Except for the latter island, each of the others are controlled by one of the largest shipyards. Adjacent to each shipyard is the "company town" where the laborers for that shipyard and their families live, shop, and attend school. The control of the shipyards are so extensive that intermarriage between families of different company towns are prohibited unless permission is obtained from both affected Companies.

Oostenpoort

Located near the gates leading to the Middenheim Road, the district of Oostenpoort is home to the working class who are employed in the Centraalwijk district to the southwest. Most of these live on the large island of Oosteinde while others call the smaller islands of Stilwater and Muurzijde home. Students attending the University of Marienburg reside on Boekversleten Isle (just across Eikop Kanal). Coaches arriving from Middenheim pass through the Oostenpoort and Centraalwijk to reach the Hoogburg Bridge and Suiddock. For travelers arriving on their own, there are small inns and boarding houses where rooms are available. The island of Opstanzon has been leased to the Nipponese for their enclave. Its landmark is the beautiful tea gardens which the Nipponese maintain as a remainder of home. The Cathanese and Kislevite Quarters are also located on Oosteinde Isle, adding to its exotic flavors.

Rijker's Isle

The rocky island known as Rijker's sits in the middle of the cold River Reik, one-half mile from any inhabited portion of Marienburg (although some small sandy islets are within three quarters of a mile). The island rises sharply to a plateau about 50 feet above the waters of the the Reik. Built upon the foundations of a ruined Elven structure, the ancient home of the Counts of Westerland was located on here. Since the 15th century I.C., the most infamous prison in the Old World has occupied Rijker's. A large dungeon complex is hewn from the rock with the deepest portion located well below the level of the river. It is said that no one is certain how many prisoners are interred there nor are all the names known. Escape attempts are virtually guaranteed to fail, the last successful one occurred in 2250 I.C. (or so legend has it since nobody was ever found, but the makeshift raft was found near one of the islets). While the guards live on houses outside the prison, most other workers (such as turnkeys) live elsewhere in Marienburg. Rijker's Isle is ruled as a fiefdom by its Governor, the only position in Middenheim that is inherited as opposed to elected (though he answers to the Directorate). The current Governor is the Honorable Ludwig de Beq, Count of Mont Villaunes (in exile). Ludwig's Bretonnian ancestor the exiled Count Louis de Beq was named Governor of Rijker's Isle in 2342 I.C. as a compromise. Seems that none of the City's Directors could agree on anyone but an outsider to succeed the corrupt (and late) Bruno van Duistergeest (they didn't trust one another's nominee).

Strompoort

The district straddles the River Reik, upriver from both the Suiddock and Centraalwijk. Both the Marienburg Garrison and River Watch have an obvious presence here since brigands, pirates, and their ilk roam the Wasteland outside Marienburg's protective Battlements. Outside these law enforcement groups, the Strompoort district is largely middle class residential. Many people living on the islands of Rijkgadeslaan, Zanduin, and Brieskant work as brokers on Hightower Isle and administrators in Centraalwijk. Others include small merchants in the Suiddock and Centraalwijk who prefer (and can afford to keep) their families to stay in safer surroundings. Located near Suiddock is Hardsteen Isle, otherwise known as "the Rock." Here, one can find the Dwarven, Halfling, and Arabian Quarters of Marienburg.

Suiddock

The Suiddock district is the port and heart of Marienburg. It consists of the islands of Hightower, Riddra, Stoessel, Luydenhoek, and Bruenzijde ("South Bank"). Except for Elven ships, all ships arrive to and depart from Suiddock's wharves and all merchandise (whether legal or illegal) pass through its warehouses. The financial center of Marienburg is located on Hightower Isle, as are the Export-Import Exchange, Lord Harbormaster, the Suiddock District Courts, and Excise Courts. With such institutions, Hightower Isle has more Watch patrols than any other area of the Suiddock. The rest of the district is a dangerous warren of narrow streets, dark alleys, rat-infested slums, small shops, warehouses, flophouses, taverns, and brothels. Any and every kind of merchandise or service can be had in the Suiddock for a price. Clearly, this district is not meant for the faint of heart.