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Accessory - Dragon Magazine #111.pdf - Index of

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advertisers, poets, storytellers, historians,<br />

newsmen, and singers. There are bards who<br />

own agencies which charge specific amounts<br />

for specific services and bards who work<br />

strictly for donations. Very rich and socially<br />

conscious citizens act as patrons <strong>of</strong> the arts,<br />

and are rewarded for their generosity with<br />

epic, heroic songs or poems concerning<br />

noble lineages and wondrous exploits. If the<br />

DM has any secret poetic talent, these<br />

expensive tributes to a player character’s<br />

courage are another great way to take back<br />

gold pieces. Bards who prefer an easy living<br />

<strong>of</strong>ten work for the wealthy caring for children<br />

or animals. Bars <strong>of</strong>fer another easy<br />

living for the musically inclined, and their<br />

abilities are uniquely suited to calming a<br />

rowdy clientele.<br />

The rare psionically endowed individual<br />

has special problems in Malachi. Those who<br />

register with the city as sensitives are monitored,<br />

but allowed to charge for legitimate<br />

uses <strong>of</strong> their abilities. A few are in the employ<br />

<strong>of</strong> the government and military, used<br />

primarily to detect unregistered psychics.<br />

One gambling casino is rumored to keep<br />

several psychics on the payroll, although<br />

<strong>of</strong>ficials have yet to catch one tampering<br />

with the games. The penalties for unlicensed<br />

or unethical use <strong>of</strong> psionic powers<br />

are stiff, generally including a fine and<br />

imprisonment, and on rare occasion calling<br />

for the death penalty. Most <strong>of</strong> the citizens<br />

don’t trust mental powers and prefer to use<br />

the services <strong>of</strong> more reputable spell-casters,<br />

so the few who do have psionics generally<br />

limit their use while in the city.<br />

Curious businesses<br />

Aside from these examples <strong>of</strong> business in<br />

a fantasy city, there are operations where<br />

the use <strong>of</strong> magic is suspected but not yet<br />

proven. Bealse, the statue seller, is a case in<br />

point. Some <strong>of</strong> his creations are so lifelike<br />

they seem to have been breathing a short<br />

time before. Rumor has it that some <strong>of</strong> the<br />

stone lions adorning mansion steps were<br />

once living beasts, caught by a flesh to stone<br />

spell. One adventurer reported selling the<br />

gleanings from a gorgon’s lair to Bealse for<br />

a fair price, but one hears many tales over a<br />

cup <strong>of</strong> ale.<br />

“The Frog and Mermaid” is another<br />

source <strong>of</strong> speculation. A special menu is<br />

<strong>of</strong>fered for overweight patrons, <strong>of</strong>fering all<br />

the delectable selections from the regular<br />

menu — with a claim that no weight will be<br />

gained from eating the food. Satisfied diners<br />

report leaving full and contented, but skeptics<br />

complain they were charged for an<br />

empty plate and a realistic illusion.<br />

Many other businesses thrive not because<br />

they are magical in nature but simply because<br />

magic exists. Component dealers<br />

needn’t have the talent themselves to roll<br />

bat guano and sulfur balls. Exotica emporiums<br />

buy and sell everything from monster<br />

eggs to baby dragons to landshark-foot<br />

sword stands. It’s not difficult to convince<br />

characters that their lives aren’t complete<br />

without a winter-wolf bedspread. What’s<br />

money for but to spend, anyway? That<br />

16 JULY 1986<br />

vodyanoi-skin sword sheath may not work<br />

any better than a leather one, but there’s so<br />

much more prestige to its appearance.<br />

Enterprising characters may even take to<br />

butchering their more exotic kills for their<br />

sale value. The scenario possibilities here<br />

are unlimited. “Wanted: one mimic brain.<br />

Inquire within.”<br />

Malachi has a linguists’ guild, where for<br />

a modest fee characters can gain those<br />

additional languages. Sages and alchemists<br />

are for hire, and membership in the common<br />

library is inexpensive considering the<br />

wealth <strong>of</strong> literature available. The city’s<br />

booksellers are another place scholars haunt<br />

to find that bit <strong>of</strong> arcane knowledge needed<br />

to complete a private library. Moneychangers<br />

have a guild and <strong>of</strong>fices where<br />

coins are converted (for a percentage, naturally)<br />

to smaller and larger denominations,<br />

or to the coin <strong>of</strong> the realm.<br />

Other scenarios suggest themselves from<br />

the basic city setup. Why has Ichabod the<br />

Iceman suddenly closed his business? What<br />

are the restaurateurs and food brokers who<br />

have grown dependent on his services going<br />

to do now? Clerics and other adventurers<br />

needed to exorcise a haunted house. Wizard<br />

needs live tunnel worm for experimentation;<br />

top price paid. Wealthy merchant<br />

seeks to hire housemage — must know<br />

charm person. “Did you hear about the<br />

poor Stormsinger family? The third member<br />

<strong>of</strong> the family just died <strong>of</strong> a mysterious<br />

disease. And they have that nice Brother<br />

Bilius living with them, too. It must be a<br />

terrible sickness to be not curable by him.<br />

Poor man. But I heard that they’ve included<br />

him in their wills out <strong>of</strong> gratitude for<br />

his services. Lady Stormsinger said he was<br />

so loyal he said he’d never be able to live<br />

with another family if anything happened to<br />

them.”<br />

Malachi: background and growth<br />

Malachi was initially designed to serve<br />

several functions. After three years <strong>of</strong> play,<br />

my world needed a place where adventurers<br />

could sell the valuable pelts and owlbear<br />

eggs collected on their travels. A system for<br />

removing excess treasure was becoming<br />

increasingly necessary, and the players<br />

wanted a change <strong>of</strong> pace from dungeons<br />

and wilderness. Lastly, it was designed to be<br />

a reward for player characters. How many<br />

hapless characters spend their entire lives<br />

sleeping on one cold cave floor after another?<br />

After all, isn’t the main reason for<br />

risking your neck to enjoy the fruits <strong>of</strong> your<br />

labor? Nubile slaves peeling grapes for the<br />

weary warrior are a common component <strong>of</strong><br />

fantasy. Constant adventuring makes even<br />

the stoutest character tired after a while,<br />

and it’s nice to have a fun place to relax for<br />

a time. So what if sometimes that place gets<br />

as exciting as the rockiest mountain range<br />

— it’s so much more pleasant to fall asleep<br />

in a featherbed in the city’s finest hotel.<br />

Malachi started as a wizard’s castle on<br />

the mouth <strong>of</strong> a river. Within a decade, it<br />

had grown into a walled keep. Over the<br />

years, the city kept expanding, and existing<br />

walls were torn down and rebuilt to accomodate<br />

the growing citizenry. The original<br />

keep walls are still in existence within the<br />

city walls, and this area is the most prestigious<br />

and expensive in the city. Old Town,<br />

site <strong>of</strong> the first expansion, is a mixed area<br />

containing both stately mansions and hovels<br />

where the peasants who serve the wealthy<br />

live. Religion Row was an addition to house<br />

the expanding clerical population, and holds<br />

nine temples representing each <strong>of</strong> the alignments<br />

(the evil ones are closely watched).<br />

This section <strong>of</strong> town is luxurious, expensive,<br />

and well maintained. Druids’ Park is<br />

in this section, as are the guild houses.<br />

Newport and Riverside are the results <strong>of</strong><br />

Malachi’s latest growing pains and are the<br />

least expensive and most dangerous parts <strong>of</strong><br />

town. There are four major marketplaces:<br />

one each in God’s Row and Newport, and<br />

two in Old Town. Numerous wells, fed by<br />

the river, provide water and fields surrounding<br />

the city provide both food and work for<br />

the peasants.<br />

The population consists <strong>of</strong> nobility, rich<br />

merchants, and wealthy adventurers forming<br />

the upper class; moderate merchants,<br />

service people, and farmland owners constituting<br />

the middle class; and, peasants,<br />

laborers, and servants making up the lower<br />

class. Slavery is legal in Malachi, and many<br />

<strong>of</strong> the rich have large stables <strong>of</strong> slaves. One<br />

can be forced into slavery as punishment for<br />

certain crimes, and traveling slavers consistently<br />

increase Malachi’s population.<br />

Even after a year <strong>of</strong> play, Malachi is far<br />

from finished. Approximately three-fourths<br />

<strong>of</strong> the city is detailed, some parts as sketchily<br />

as “Newport 138-147 — modest private<br />

homes” to fully detailed floor plans with<br />

every NPC rolled, named, and described.<br />

Several edifices are empty, under construction,<br />

or otherwise unremarkable. These are<br />

“Outs,” in case it becomes apparent at some<br />

point that an important and necessary<br />

business has been entirely omitted or forgotten.<br />

Established businesses range from<br />

traditional armorers, fletchers, and blacksmiths<br />

to wand and scroll case shops, potion<br />

dealers, and insurance agencies. “Homer’s<br />

Hospitality House” has a sign on the door<br />

proclaiming “Humans Only," while any<br />

creatures not possessing orc or ogre blood<br />

feel decidedly uncomfortable at “Filthy<br />

Flydung’s Tavern.”<br />

Marketplaces have a periphery <strong>of</strong> stationary<br />

buildings surrounding a square filled<br />

with transient tents and stalls. Random<br />

charts govern which merchants have a tent<br />

or stall on any given day, and let the buyer<br />

beware when purchasing an expensive item<br />

from a roving merchant. Temporary stalls<br />

include everything from mundane supplies<br />

to fortune tellers (some legitimate, but the<br />

charlatans are hard to find again) to food<br />

vendors. The port assures a constant variety<br />

<strong>of</strong> people and merchandise, giving the city a<br />

sense <strong>of</strong> reality and a dynamic feeling.<br />

Transportation can be by foot, horseback,<br />

camelback, and elephantback (and once in<br />

awhile something even more unusual), and<br />

by carriage, sedan chair, broom, and magic

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