- Use native chargen scheme, plus "aptitude" or "inclination" to resolve Prisoner Management. - City outline (Leipzig): Main street - 1) the Markt, political center of Leipzig (3rd stage) 2) the Pleissenburg, the great fortress overlooking the city (3rd stage) 3) the Kaufhaus, the central market of Leipzig (1st stage) 4) the tall spires of the great churches (1st) 5) the craft guilds and other, darker, side alleys (1st) 6) the Bodega, a well-known inn with stables (1st) 7) the wharves and docks (2nd) 8) a side street where you're less visible (1st, also use Tab) 9) a scenic grove where you can wait and relax (2nd) 10) one of the main gates leading out of the city (omit/use Tab) Central market - 1) merchants selling everyday items 2) the pavilions of the foreign traders (3rd?) 3) the pharmacists' stalls (2nd, placeholder dialogue pending alchemy system) 4) the Fugger banking offices (3rd, dupe of Medici) 5) the office of the Medici representative (1st) 6) the Hanseatic League hall (3rd) 7) the Leihhaus, a Fugger pawnshop (2nd) 8) an exit to the main street (1st) 9) an exit to the side streets (1st) Side streets - 1) the main street (1st, also use Tab) 2) the Markt, political center of Leipzig (3rd) 3) the Pleissenbureg, a great fortress etc. (3rd) 4) the Kaufhaus, commercial hub of the city (1st) 5) the great churches and religious centres of Leipzig (1st) 6) the side streets leading to the crafts district, inns and other areas (1st) 7) the docks and wharves (2nd) 8) a scenic grove (2nd; translate to person here?) 9) other locations you remember (omit) Crafts district - 1) the guilds and craftsmen specializing in arms and armour (1st) 2) the guilds and crafts who specialize in less violent pursuits (1st) 3) the Bodega, a well-known inn (1st) 4) a small grove of trees, where you can wait discreetly (2nd) 5) the Rossplatz, a dangerous slum (3rd) 6) the main street (1st) 7) side streets (1st) 8) alley leading to a small piece of city wall (omit) 9) a narrow way leading to one of the city gates (?) Martial crafts street - 1) Swordsmith's Lane (1st) 2) Armourer's Way (1st) 3) the Square of Bowyers and Gunsmiths (1st) 4) ... a street to other crafts and guilds (1st) etc. Nonmartial crafts street - 1) the townhouse of a respected physician and healer (2nd) 2) Astrologists' Lane, where the signs have alchemical symbols (2nd, placeholder) 3) Tinkers' Square, where the shops of fine artisans are half-concealed by tinker stalls and wagons. (3rd) 4) the Clothmakers' Street, an important guild in any city. (3rd) 5) an alley to the arms-making guilds (1st) etc. The churches - 1) the Dom, great cathedral of Leipzig (3rd) 2) the St. Paulinerkirche, a well-known church (1st) 3) the Kloster, where monks study church law and administration (1st, combine with the church) 4) the Augusteum, the famous university of Leipzig (3rd) 5) take a stroll over to the Markt, the main city square (1st) 6) take a connecting street to Pleissenburg, the fortress of the city (3rd) 7) leave by the main street (1st) 8) leave by a side street (1st) --------------------------- Random encounters: Looking into the next valley, you see a fierce battle raging. A group of well-armed robbers is assaulting a merchant caravan. The caravan guards, although outnumbered and losing, still defend their charges valiantly. You decide to... ... charge into the fray and rescue the merchants. ... pray for a saint to sto the battle and save the merchants. ... bypass this sad scene and continue your travels. Suddenly, a band of ragged but determined bandits leaps from ambush, yelling, "Drop your weapons or die!" Quickly, you... ... try to talk your way out of this fight. ... pray that a saint can stop their assault and let you pass peacefully. ... throw down your weapons and cry out that you surrender to their mercy. ... draw your weapons and fight! A richly caparisoned knight, with a colorful entourage, boldly rides toward your party. From the bearing of his retainers, you realize he is going to a tournament. You... ... have X, your best with polearms and riding, challenge him to a joust. ... have Y ride up and challenge him to a contest of strength. ... move aside and politely bow as he passes. Fresh paw-prints cross your tracks. X kneels to inspect them, then looks up with a worried expression. "Wolf spoor!" he murmurs. "And only a few minutes old!" Suddenly you hear low growls coming from the undergrowth. Quickly, you... ... have X use his knowledge of woods lore to frighten off the wolves. ... call on a saint to calm the animals. (St. Aidan) ... drive off the wolves with a well-aimed potion. ... draw weapons and meet the wolves in battle. Suddenly, X holds up his hand. "I think someone, or something, is hidden up ahead," he whispers. You respect his perceptions and decide to... ... press onward, weapons ready. ... use charisma and speaking skill to bluff your way past whatever may be out there. ... try to flush the ambushers with a potion. ... pray that a saint can help you pass peacefully. ... cry out that you surrender yourselves to their mercy. ... quietly sneak around them and avoid any fighting. ... sneak up and see who they are. A large tent flutters in the breeze ahead - the pavilion of a traveling alchemist. His wagon is attached to the pavilion by a flap of cloth, while his oxen graze in a meadow. The alchemist greets you in a friendly manner. "I am trying to obtain certain potions. I would be delighted to offer you my if you have something that interests me. What say you?" You... ... agree to take his Black Cloud while giving him your... <> ... politely refuse and go your way in peace. Ahead you see a few heavy wagons moving slowly along the road, guarded by a small party of soldiers. As you get closer, it appears to be a small merchant caravan. You decide to... ... talk to them about buying and selling various items. ... inquire about travelling with them, for mutual safety. ... pray for insight and guidance. ... avoid them entirely. ------------------------------- Place encounters: (Castle) Looking across a dark, cultivated vallet, you see a vast castle keep standing on an open knoll. You decide to... ... bravely approach the gate, where you politely ask admittance to see the castle lord. ... pause and talk to the peasant farmers. ... pray to a saint for guidance. ... remain out of sight until after midnight, then select the best way to force an entrance. ... leave.