Zaurial's Townhouse

Location: Golotha, Kingdom of Rethem
Holder: Sir Zaurial Bisidril
Size: 16 (Master and retinue)
Others: 15-21 (Servants and slaves)

Introduction

This article contains floor plans and a description for a large, luxurious nobleman's townhouse in the city of Golotha, Rethem. It also contains a separate detailed description of the house's master, Sir Zaurial Bisidril, nephew of the Agrikan Primate of Hârn, his retinue and household. This allows the GM to re-use the townhouse in any city and with the occupants of his or her own choosing. Sir Zaurial and his retinue can also be used separate from this location as NPC opponents or allies for any campaign in western Hârn. Sir Zaurial acts muscle for the Agrikan church and his clan and therefore travels widely, making him an excellent reoccurring villain.

General Description

Zaurial's townhouse is located in the Nemiran District, the fashionable nobles' enclave of Golotha. Just a short walk from Nemiran Square, the house has easy access to Dedergon Gate. From there, it is just three-quarters of a league to his family estates, across the bridge in Anerath Hundred. There he maintains his primary residence at the family estate, Vinarsa Manor. Zaurial spends about a quarter of his time at his townhouse. He uses it to escape his elder sister's ever-watchful gaze; He parties with his cronies and remains close in the event his uncle requires his services.

This large residence is composed of a pair of stone two storey buildings joined by a small courtyard. The building facing the street is built on an undercroft. Windows are small and heavily barred, as per Golothan custom. The main entrance is off a small side street through a passageway to a tiny courtyard. The entrance is protected by a substantial iron gate. The roof is covered with red clay tiles to guard against fire.

The townhouse was built for Tiemay of Kaludis, a wealthy and successful clothier. Tiemay imported finished cloth from across Hârn and Lythia and resold it to other clothiers and chandlers from across Rethem and upriver in Tharda. A savvy merchant and astute businessman, he made large profits for many years. When his previous residence on this lot was destroyed by fire, Tiemay decided to build a larger and more ostentatious home. This display of wealth was to be his undoing.

Soon, caravans carrying his goods were raided; cargos were stolen off the docks in bold daylight raids. Desperate, he invited a powerful Agrikan lord, Sir Zaurial Bisidril, for dinner in hopes of arranging "protection" for his cargo. Impressed with the residence, Zaurial agreed to extend his protection to Tiemay's cargo, provided he pay him 25% of his profits and sell him his house for less than half it cost him to build it. Outraged, Tiemay refused.

A week later, while escorting a cargo of cloth to Coranan, Tiemay was attacked by bandits. He, his son, journeymen and apprentice were skinned alive and nailed to trees and their cargo stolen. Wisely, his widow agreed to sell the house to the kind Lord Zaurial, for a quarter its value, when he came to "pay his respects."

Since then, the residence has been the home and general flophouse to Sir Zaurial and his retinue when they are in Golotha. His retinue includes his cousin, five knights, three squires and six men-at-arms sworn to his service. The household consists of an ostler/overseer and his apprentice, cook and numerous short-lived slaves. Several large and ferocious mastiffs and the retinue's horses round out the company.

The house is notorious for riotous parties lasting until the early hours of the morning and piercing screams from its private torture chamber. Since Zaurial is the nephew of the Agrikan Primate/Chancellor of the Heptarchial Council, a lay brother of the Warriors of Mamaka (who provide the city guard), accompanied by a large and vicious retinue of hardened killers and one of the most skilled and deadly fighters on Hârn, no one has found it prudent to complain.

Somewhat surprisingly, the townhouse is spotless. Despite the frequent parties and number of people, horses and dogs coming and going, the master does not tolerate filth. The ostler/overseer drives the slaves hard to keep up with the work. They are up before dawn and work late into the night until he is satisfied the house meets the master's demanding standards.

First Floor

1. Servant's Quarters - This room has been converted into a guardroom and barracks. It has a raised wooden floor. Because of this, the room is warm and dry, making it very popular with the men-at-arms.

2. Kitchen - The kitchen has a spacious work area, though it can become crowded with the massive quantity of food and wine demanded by his lordship's large retinue. The fireplace is large enough to roast a whole pig or sheep and often does. Unfortunately, the room has no windows and can become unbearably hot and humid when meals are being cooked. The door is rarely closed, except in the evening. The cook sleeps in a dirty, flea infested cot in the corner of the room.

3. Stables and Ostler's Quarters - The passage from the street leads directly to the stable doors. The building is barely large enough for seven warhorses. The stall nearest the quarters is used to store tack and feed, leaving little room to work. Most of the cleaning of tack and grooming is done in the courtyard. Due to the warhorses' voracious appetites, the stable can only hold one day's store of hay and feed. Fresh provisions are delivered daily. Each morning the ostler's apprentice takes the horses across the Dedergon Bridge to the ostler's common to graze and exercise. A local teamster has a standing contract to bring his small cart to townhouse each morning. The ostler supervises while the slaves muck out the stables and load the dung into the cart. He enjoys using his horsewhip to encourage the slaves.

The ostler and his apprentice occupy the small room with a bunk bed just off the stables. The men have little in the way of possessions other than their clothes and a few tools of the trade. The room has no window and so is quite dark and dingy. Special care has been taken to blend the new stonework, which conceals the backdoor, with the existing walls. Since the ostler and his apprentice arrived after the work was done, they are completely unaware of the secret exit.

4. Back Door - Accessible only by a ladder from the master's bedchamber, this secret door leads out into the back alley. Built after the new master took possession of the house, it is intended as a means of escape in an emergency. The door is carefully concealed from the outside and strongly secured from the inside with two heavy iron drawbars.

5. Courtyard and Passageway - A strong iron gate, barred by a large lock and a heavily barred inner door secure the only access from the street. The wide, arched passage has a hard packed gravel floor and is watched by three arrow slits. A guard is present about half the time.

Crammed between the two buildings, the courtyard is tiny. Neatly gravelled, the slaves sweep it daily and keep it meticulously clean. The large household shares a single privy below the stairs. The pot is taken down to the river and dumped daily. Despite this, the privy is a foul place.

Second Floor

1. Main Hall - The centre of activity in the house is the hall. The large fireplaces and vaulted ceiling are designed to impress visitors with the owner's wealth. Five windows, three overlooking the street and two overlooking the courtyard add considerable light during the daytime. A raised dais, with a head table, dominates the room. The second door leads out the back of the room to the master's private solar.

2. Private Hall - This large, comfortable room was originally used as an office and private meeting room for the master and his family. It has been converted into sleeping quarters with five single beds. It now serves as a barracks and private club for the nobles. The knights can often be found here playing dice.

3. Small Bedroom - Intended as the children's nursery, the smaller of the private bedrooms is now home to the master's cousin. Although not terribly large, the room has fine oak panelling and a door that locks.

4. Great Chamber - This room has always been the domain of the master of the house. Fine wood panelling, a fireplace, a window and a large four-poster bed are bold symbols of its owner's wealth and power. The window looks out over the courtyard, allowing a clear view of the entrance passageway. The peephole is directly above the secret back door, to ensure the coast is clear before using the exit. A hatch in the floor opens to reveal a ladder descending from the corner of the room to the secret back door. It was obviously added recently, as the floor planks do not match the rest of the room.

5. Solar and chapel - This private room allows the master to retire from the noise and chaos of the hall for private discussions. This room also acts as his private chapel with an altar and rail for prayer. Large, comfortable chairs and a brazier allow quiet discussions to take place in considerable comfort. A side door leads across an enclosed bridge to the master's private chamber, allowing him to come and go without going through the hall.


The coat of arms of the Bisidril Clan

Undercroft

1. Storage, slave quarters and dungeon - Due to the high water table, the storage area is cold and dank. The cook buys food at the local market on a regular basis and stores most of the food in the kitchen itself. The storage area contains several barrels of wine (some truly excellent vintages), beer and ale. On order of the master, a dozen barrels of salt fish and crates of preserved food are kept in event of siege or famine. The last time one was opened, most of the food was rancid. The rations are now rotated regularly and the old food is fed to the slaves. The last batch was so foul that several of the slaves died.

When the new master took over the house, he replaced the servants with slaves and assigned their quarters to the men-at-arms. The slaves were moved into the undercroft. The slaves are shackled to their beds with little clothing and no blankets. They must huddle together for warmth. Few slaves live more than six months.

The far end of the cellar has been converted into a torture chamber and cell. The lord is a master torturer and loves his "art." He can draw a session out for days. The screams of the victims ensure none of the slaves dares try and escape. The cell usually contains one or two guests of the master, future projects for his art.

2. Treasury - This room is obviously of recent construction. Dug at the same time as the secret exit was built, the excavated material was snuck out under loads of dung from the stables. Located below the ostler's quarters, it is the natural low spot beneath the stables. Horse urine soaking through the stable floors finds its way into the room causing it to reek badly. The entrance hatch is beneath the floor of the secret room. It is covered by several inches of hard packed dirt. Only the master and his cousin know its location. The large chest contains a substantial portion of the master's personal wealth. He keeps his ill-gotten gains and spoils of victory here, out of sight of his elder sister. The smaller chest contains several high quality weapons wrapped in oilcloth.

Adventure Hooks

Hey, that's my sister! Zaurial and his cronies have snatched a girl off the street and taken her back to the townhouse. There is a large party planned for tonight and she is the "main attraction." The PCs are enlisted (hired/begged/cajoled etc) into mounting a very fast, very deadly rescue.

Clan War. The Bisidril Clan has more enemies than friends. Someone is very annoyed at them and wants this cesspit cleaned out. Make it fast though; the Warriors of Mamaka are just a call away. This is only suitable for a very strong party or one with plenty of assistance. Adjust the number of Zaurial's retinue accordingly.

Anyone seen [insert PC name here]? Sometime during the night, one of the male PCs has gone missing. He has been taken by slavers and sold. Pelly has bought him to work at the townhouse. He is scheduled for "gelding" in days/hours.

I want my house back. The widow of Tiemay of Kaludis hires the PCs. She wants revenge for the death of her husband and son and she wants her house back. She is willing to pay in gold. Successful PCs will earn the ever-lasting enmity of the Agrikan Primate of Hârn. Is this a good idea? This is ideal for PCs desperate for lots of cash and planning to leave the country anyway.

Message for Sir Zaurial. Strangers to town, the PCs are hired to deliver a message to the townhouse. The master takes offence to the content of the message and throws them in his dungeon. Now how do you get out?

Ahem, that is my sword! A wealthy family from Coranan, Tharda, hire the PCs to "retrieve" the heirloom sword carried by Sir Buell. Strangely, he doesn't want to give it up. Stealth and surprise are advised.

Come to the party. The PCs meet a friendly young squire at a local inn and are invited back to the townhouse to carry on the party. Once there, numerous drunken (and very dangerous) Agrikans surrounded them. They don't take kindly to someone wanting to go home early. The PCs are expected to participate in all sorts of morally offensive behaviour, at sword point if necessary.

Maps anyone? One of Zaurial's many enemies wants information about his townhouse for future reference. They are especially interested in the private quarters and undercroft. The PCs are hired to infiltrate one of the many parties and make a map of the house.

Observe and report. There have been many strange activities at the townhouse of late. An unnamed patron wants the house watched and detailed records kept of who comes and goes on what business. The patron is Zaurial's sister, Lady Miriam. Unless they are extra careful, Zaurial's men will spot them and give chase.

The Sworn Band

Charismatic, strong, wealthy and powerful, Zaurial attracts followers with ease. He choses his men carefully and accepts only the best. Powerful blood oaths, shared danger and much spilt blood have bonded these men together in life and death. Their loyalty to their master and each other is absolute. In return he treats them as blood brothers. His men love him and will follow his lead no matter where it takes them.

Zaurial's Retinue

Zaurial's Sworn Band has a strength of fourteen. It varies by two or three, depending on losses and recent recruitment. Occasionally he will detach some men for other tasks. There is no regular pay, but Zaurial covers all expenses, is generous with gifts of money and weapons and divides all booty (according to rank).

Servants

A long time servant of Clan Bysidril, Pelly was sent to take care of the house and tend his master's horses. An ostler by trade, he also serves as the caretaker when Zaurial is not present. A cruel sadist, he also acts as overseer of the house slaves, a role he relishes. He is responsible for purchasing replacement slaves, a frequent event. He is missing his left eye, the result of a vicious kick from a warhorse.

Seven feet tall, Kerik is Pelly's apprentice. Dull and slow-witted, he is immensely strong, equally able to deal with struggling horses or slaves with deceptive ease. He has a disturbing cackling laugh. He is the victim of many cruel torments and practical jokes by Zaurial's men.

The threat of poison is a constant hazard in a place like Golotha, so Zaurial chose Bogen with great care and pays him very well. The chief cook and food taster, his entire family lives in Vinarsa and would be killed immediately if anything happened to his master. He is an excellent cook with a taste for animal blood in his dishes.

Animals

Zaurial's retinue includes a dozen war-trained male Mastiffs. The dogs regard the company as their pack and Zaurial as the alpha male. They roam freely and are extremely territorial and protective of the house. They are fed better than most noble's servants.

Zaurial's entire company is mounted. Seven of the warhorses, including his favourite, Razor, and those of the knights and Jonzter, are kept at the house. The nine mounts for the squires and men-at-arms are left with the ostler at the Bridgetower Inn. Great care and attention is lavished on the horses.

Slaves

The household requires numerous slaves. Eight to twelve female slaves do the domestic work, including laundry, kitchen work and cleaning the house. They also provide sexual entertainment for the master and his guests. Four to six male slaves do the heavy work of hauling water and provisions and cleaning out the stables and courtyard. Pelly gelds the males to make them more biddable, a popular form of entertainment for the master and his guests. All of the slaves are branded and collared when they arrive at the house. They are kept naked to make it harder to escape and more accessible to any whom chose to use them. Anything less than complete and utter submission will earn the slaves a trip to the rack. Those that survive the master's artistic talents never resist again. It is rare that a slave survives more than a few months given the long hours, hard labour, harsh living conditions and rancid food.