Ludoc
Official Name: Hierarchy of Ludoc
Ruler: Lord Tristan
Government: Noble Protectorate
Capital: Ludoc
Major Towns: Auchon & Stentel (in name only)
Resources: Agriculture, Fishing & Trade
Population: 85,450 (91% Human, 9% Mixed)
Languages: Common
Common Alignments: Any
Major Religions: Zilchus (LN), Kurell (CN), Old Faith
Allies: None

The Hierarchy of Ludoc is one of the younger states of the Successor Lands, its capital having been founded in the years following Kaegor's liberation of the region. From the beginning, Ludoc was intended to demonstrate what human architects, craftsmen and visionaries could create in an age of renewed prosperity. Broad avenues, tree-lined streets, fountains and carefully tended gardens gave the city a distinctly green and pleasant character, while flowers and climbing plants adorned everything from wealthy townhouses to the humblest neighbourhoods.
At the heart of the city stood the magnificent Count's Palace, surrounded by the greatest of Ludoc's gardens. For centuries the palace and its grounds were regarded amongst the finest sights of the eastern lands, and travellers frequently remarked that Ludoc seemed less a city built upon the countryside than one into which the countryside itself had been invited. Though never one of the great cities of the east, Ludoc prospered through agriculture, fishing and trade. Its growing wealth inevitably brought it into rivalry with Zargoza, the ambitious mercantile city to the south. Competition over trade, influence and territory gradually hardened into hostility, with the prosperous town of Primell becoming the principal object of dispute between them. While the Kaegorian Empire remained strong, neither side could risk open warfare. With the fragmentation of Imperial authority, however, the old rivalry was finally allowed to become something considerably bloodier.
The War with Zargoza
For generations the rivalry between Ludoc and Zargoza remained largely a contest of merchants, tariffs and political influence. At its heart lay the wealthy town of Primell, whose markets and surrounding lands were coveted by both states. Neither side was prepared to surrender its claims, yet while the authority of the Kaegorian Empire endured, open warfare remained too dangerous. The weakening of Imperial power changed everything. Border disputes became increasingly violent, merchants began travelling under armed guard and soldiers appeared with growing frequency along the contested frontier. Eventually the old rivalry erupted into open war. The conflict proved disastrous for Ludoc. Its armies were repeatedly defeated and much of the countryside between the two states was ravaged. Primell was ultimately lost to Zargoza, depriving Ludoc not only of valuable territory but of considerable income and prestige. What had begun as a struggle between two ambitious neighbours ended with Ludoc weakened, humiliated and increasingly isolated.
The consequences were felt most severely within the ruling house. Count Mateo Loric, already struggling to maintain his authority after the military defeats, died leaving a state exhausted by war and uncertain of its future. Into the resulting confusion stepped a man who would dominate Ludoc for the next generation: Maeglin Berathan. At first, Maeglin appeared to offer precisely what Ludoc required. A powerful magician, skilful politician and determined administrator, he promised to restore order, rebuild the state's strength and prevent its enemies from taking advantage of its weakness. For a frightened and humiliated Ludoc, Maeglin Berathan seemed less a tyrant than a saviour. Unfortunately, Ludoc was to discover that he had no intention of surrendering the power placed in his hands.
The Rule of Maeglin Berathan
What began as emergency rule gradually hardened into something far more permanent. Maeglin Berathan gathered authority into his own hands, sidelining the remaining institutions of the old Hierarchy and surrounding himself with officials whose positions depended upon his favour. Opposition was discouraged, then suppressed, and finally became dangerous. For almost thirty years, Maeglin ruled Ludoc as a magical tyrant. Yet his was not initially a reign of open terror. He preferred obedience to slaughter and understood that prosperous subjects were more useful than impoverished ones. Trade continued, taxes were collected and the ordinary machinery of government survived. Those who kept away from politics could live reasonably normal lives.
As the years passed, however, Maeglin became increasingly withdrawn. He was rarely seen outside the Count's Palace, whose once magnificent gardens were allowed to grow wild behind closed gates. Rumours spread concerning strange experiments, forbidden magic and increasingly secretive visitors to the palace. Few could say with certainty what occurred within its walls, and fewer still were willing to investigate. The day-to-day government of Ludoc increasingly fell to Maeglin's servants and officials. Foremost amongst them was Hugourt Bonelli, Captain of the Guard, a practical and decidedly unromantic soldier who became one of the principal pillars of the regime. Under Bonelli the streets remained orderly, taxes continued to arrive and disturbances were dealt with quickly. Ludoc consequently settled into a peculiar stagnation. It was neither collapsing nor flourishing. Its people learned to avoid attracting the attention of their rulers, its merchants continued their business and its neighbours largely left it alone. For many years it seemed that Maeglin's rule might simply continue until his death. It did not.

The Fall of Maeglin
The end of Maeglin Berathan's rule came not through invasion or popular uprising, but through the actions of a small and unlikely company whose adventures within the Count's Palace set in motion events that none of them fully understood. Foremost amongst them was Lord Tristan, a nobleman with an ancestral claim to Ludoc and sufficient courage—or recklessness—to challenge the established order. At his side stood his godfather and magical adviser, Gandor the Great, an experienced wizard whose knowledge of the arcane proved invaluable, and Steiner Truckelfoot, a Halfling herbalist whose apparently modest profession concealed a considerable talent for surviving situations into which sensible herbalists seldom ventured. What began as opposition to Maeglin soon carried the three companions deep into the secrets accumulated during the magician's long rule.
Within the palace they discovered that Maeglin's experiments had extended far beyond ordinary sorcery. Hidden behind wards and magical prote
ctions were remnants of older powers, including a supernatural prison whose origins were already ancient when Maeglin first discovered it. In breaking Maeglin's power, Tristan, Gandor and Steiner also inadvertently broke the seals upon that prison. What they released called herself Skelhorn.
Precisely what Skelhorn (pictured) was, or why someone had gone to such extraordinary lengths to imprison her, remained uncertain. She appeared to be a Goblin woman and openly styled herself a queen, yet there was plainly something more to her. Gandor the Great, whose magical knowledge made him considerably less inclined than his companions to accept appearances at face value, became convinced that Skelhorn possessed an infernal nature. His suspicions ranged from Devil to Succubus, although even Gandor could not satisfactorily explain exactly what she was. Skelhorn, for her part, seemed thoroughly amused by his investigations. Whatever the truth, she did not turn upon those who had freed her. Instead, Skelhorn regarded her liberation as creating an obligation between herself and the three companions. Whether through gratitude, some peculiar code of honour, or motives known only to herself, she chose to assist them. Maeglin's long rule subsequently collapsed with remarkable speed. Lord Tristan emerged as the public face of the new order, supported by Gandor as his magical adviser and the increasingly indispensable Steiner Truckelfoot. The machinery that had sustained the old Magical Tyranny either disappeared or quietly transferred its allegiance. For the people of Ludoc, after nearly thirty years of Maeglin Berathan, the Magical Tyranny was over. What very few of them knew was that something considerably older had been released along with them.
The New Order
The change of regime proved considerably less violent than many in Ludoc had feared. Lord Tristan had little desire to dismantle the state simply for the sake of rebuilding it, and much of the existing administration was retained. Officials willing to serve the new government were generally permitted to remain, while those too closely associated with Maeglin's excesses were dismissed, retired or, in a handful of cases, quietly disappeared from public life. Gandor the Great assumed the role of Tristan's magical adviser and became one of the most recognisable figures of the new regime. His presence also provided some reassurance that the dangerous magical practices associated with Maeglin's later years would not simply be allowed to continue. Steiner Truckelfoot, meanwhile, proved remarkably adept at dealing with the more practical problems of government and soon became a familiar figure amongst merchants, craftsmen and those concerned with the everyday business of the city.
The transformation was gradual rather than dramatic. Streets and public buildings neglected during Maeglin's final years began to receive attention. The great gardens for which Ludoc had once been famous were cleared and replanted, trade was encouraged and merchants who had increasingly looked elsewhere began returning to the city. The gates of the Count's Palace, closed to most citizens for years, once again opened for official business. Perhaps most importantly, the oppressive uncertainty of Maeglin's final years began to lift. People discovered that criticising the government no longer automatically attracted the attention of the Guard. Petitioners could once again expect to receive answers, disputes were settled with greater regularity and the ordinary machinery of government became considerably more predictable. Not everyone welcomed the changes. Some of the old families regarded Tristan as an opportunist who had seized power during a moment of weakness, while others questioned the legitimacy of his claim. There were also those who had prospered under Maeglin and found the new order considerably less accommodating. Curiously, however, serious opposition to Tristan has repeatedly failed to organise itself.
Potential rivals have reconciled themselves with the new regime. Awkward disputes have been unexpectedly settled. Money has appeared when it was required, troublesome individuals have reconsidered their positions and useful people have demonstrated a remarkable tendency to find themselves in exactly the positions where their talents are most valuable. To most citizens, this merely suggests that Lord Tristan is proving unexpectedly capable at politics. Those closest to him know that the truth is rather more complicated.
Skelhorn holds no office in Ludoc. Her name appears on no proclamation, she attends no meeting of the city's government and no law is issued under her authority. Indeed, the overwhelming majority of Ludoc's population have never heard of her. This is precisely how she prefers matters. Within the privacy of her own court, Skelhorn makes little pretence concerning her position. There she is the Goblin Queen, surrounded by those who know enough to understand that her influence extends considerably further than appearances suggest. Beyond those walls, however, she operates almost entirely through intermediaries. Some of these proxies know whom they serve. Others believe themselves to be working for Tristan, one of his advisers, a wealthy patron or simply their own interests. Favours are exchanged, debts acquired, appointments suggested and information quietly passed from one pair of hands to another. Rarely can any individual decision be traced directly back to Skelhorn. Even Tristan's government is not merely a puppet administration. Tristan rules, Gandor advises and Steiner attends to his own affairs. They can disagree with Skelhorn and frequently do. What makes the arrangement so effective is that, for the moment at least, their interests usually coincide.
Skelhorn wants Ludoc peaceful. She wants it prosperous. She wants Tristan secure upon his throne. And she is entirely unconcerned about the methods required to achieve any of those things. Gandor the Great remains deeply suspicious of her. Skelhorn appears to regard this as one of his more endearing qualities.
The Harmonias Expedition
Having secured his position in Ludoc, Lord Tristan faced a problem familiar to many new rulers: possessing power was considerably easier than possessing legitimacy. Maeglin had been overthrown, but there remained a considerable difference between being the man who happened to occupy the Count's Palace and being accepted as Ludoc's rightful lord. It was Skelhorn who proposed an unusually direct solution. Tristan and his companions should leave.
There were, she observed, few things more useful to a new ruler than a suitably heroic reputation, and opportunities for acquiring one were plentiful. Across the Indertsa Sea, the province of Harmonias was struggling to recover from years of warfare and occupation. In the newly established Barony of Redwardine, Lady Agnes Renfrew was attempting to pacify the recently liberated lands and had considerable need of experienced adventurers. For Tristan, Gandor the Great and Steiner Truckelfoot, it offered the opportunity to do some genuine good. For Skelhorn, it offered something equally valuable: the chance to transform three successful conspirators into celebrated heroes.
The departure was therefore anything but discreet. The official proclamations spoke of Lord Tristan answering the call of the beleaguered people of Harmonias, crossing the sea with his trusted companions to lend their strength to the restoration of peace. The circumstances became slightly more impressive with each retelling, assisted by supporters of the new regime who demonstrated a remarkable enthusiasm for ensuring that Tristan's selflessness was widely appreciated. The three companions subsequently took ship west across the Indertsa Sea, eventually entering the service of Lady Agnes and joining the struggle to secure the lands surrounding Astonwick and Redwardine.
More surprising has been what happened after they left. Very little. The administration continues to function. Taxes are collected. The Guard patrols the streets. Ships enter the harbour, merchants conduct their business and work continues upon the restoration of the city's neglected gardens and public spaces. Decisions supposedly requiring Tristan's authority somehow receive attention, while problems that might have threatened the stability of a newly established regime have displayed a curious tendency to resolve themselves. Officially, Ludoc is governed in Tristan's absence by the officers and councillors empowered to act on his behalf. There is no regent. There is certainly no Goblin Queen.
Nevertheless, behind the respectable offices of government, Skelhorn's network has continued to grow. Messages pass through intermediaries, favours are granted, useful individuals receive unexpected opportunities and those who threaten the stability of the new order sometimes discover compelling reasons to reconsider their behaviour. Skelhorn herself remains almost entirely invisible. She does not appear before the population, does not issue commands in her own name and seems to have no desire whatsoever to receive public recognition for what she does. Indeed, should Tristan return from Harmonias to discover a peaceful and prosperous Ludoc whose inhabitants credit him with everything accomplished during his absence, Skelhorn would regard matters as having proceeded perfectly.

Temples & Shrines
There is a large market temple dedicated to the god Zilchus, dating from the very founding of the city. Although no longer as magnificent as it was during Ludoc's wealthiest years, it remains one of the city's most important institutions and retains a large and loyal congregation. The temple encourages honest, if decidedly shrewd, dealing, and its great market is one of the safest places in Ludoc to buy or sell valuable goods. The temple also operates as a bank and serves as the official mint of Ludoc, making it both wealthy and extremely well guarded. Its priests have cautiously welcomed the greater stability brought by the new regime, particularly as trade has begun to recover. Vaecent Emberlore remains the aged and titular High Priest. He has been on the cusp of retirement for years but has yet to discover, in his opinion, anyone remotely competent enough to replace him.
A small and considerably more modest temple to Pelor stands in the north of the city. Once home to a larger priesthood, it now has only a single resident cleric, Sister Imelda. Age is beginning to take its toll upon her and her powers are slowly fading. Several devoted lay members assist with the temple and its charitable work, but there remains no obvious successor to the elderly priestess.
Beyond the city walls, and scattered throughout the surrounding countryside, are numerous shrines, standing stones and simple altars dedicated to the Old Faith. A small number of its followers reside permanently within Ludoc, while others come and go with the seasons. The restoration of some of the city's neglected gardens has been particularly welcomed by followers of the Old Faith, although few would describe Ludoc itself as a centre of their worship.
There are also several smaller shrines and a single temple dedicated to Kurell. His priests and congregations traditionally meet masked, partly through custom and partly in response to the overwhelming influence of Zilchus upon the commercial life of Ludoc. This rivalry has produced considerable resentment over the years, although Kurell nevertheless commands a surprisingly large following amongst traders, travellers and those whose livelihoods depend upon a certain amount of good fortune.
More recently, a new religious voice has appeared amongst Ludoc's poorer districts. Pinuza Trimboli, a Cleric of the goddess Atroa, has begun preaching a simple message of compassion, generosity and care for those overlooked by the city's wealthier institutions. Her work amongst the poor has already attracted attention and a small but steadily growing congregation.
Merchants & Traders
Commerce has always been at the heart of Ludoc, and the greater stability of recent months has begun to breathe new life into markets that had grown increasingly cautious during the final years of Maeglin's rule.
The largest trading venue remains the Grand Temple Market of Zilchus the Great Guildmaster, home to scores of merchants dealing in an enormous variety of goods. The Temple Market enjoys a well-earned reputation for honest trade and is vigorously policed by the Temple Guards against thieves, fraudsters and other undesirables. Cadric Tinkershade oversees the mundane day-to-day administration of the market and has welcomed the recent increase in visiting merchants.
Theron Brightbeard owns Bright Armoury, the largest smithy in the city and the first destination for those seeking fine weapons, armour or unusual ores. Theron handles the commercial side of the business, but its reputation rests largely upon the remarkable talents of Varkoth Grimshout, a gifted Half-Orc smith whose workmanship is known well beyond Ludoc.
The city's largest supplier of magical accoutrements is the Manche de Sorcier, where the Half-Elven Sorceress Seraphine Duskweaver trades in potions, magical ingredients, minor enchantments and favours. Seraphine purchased the establishment from its previous owner, Balasar the Brilliant, after his gambling debts at the Pascha Inn became considerably less brilliant than his name suggested. She is generally willing to provide minor magical services and difficult-to-obtain ingredients, provided the customer can meet her price.
Glittlan Silverspeel is a Gnomish jeweller and gem merchant whose immaculate premises cater to wealthy citizens and visiting adventurers alike. Bright, orderly and impressively stocked, the shop is also exceptionally well protected, not least by Glittlan's somewhat dubiously acquired golem. His vault enjoys a reputation for security surpassed only by that of the Temple of Zilchus.
Tucked away upon a narrow side street is the Blue Flame, an alchemist's shop run by the Half-Elven Sorceress Estelle Thornheart. Estelle is highly selective about her customers and possesses a well-established reputation for holding grudges. The shop itself is crowded almost beyond navigation with bottles, vials, jars, powders and mysterious apparatus, all half-obscured beneath the lingering haze of Estelle's bitter tobacco smoke.
Apart from the Grand Temple Market, the largest centre of commerce is the Free Merchant Guild House, overseen by the charismatic Mirabel Hopeweaver. Merchants, brokers, factors and traders of almost every description conduct business beneath its great vaulted roof. Above the entrance are carved the fine Elven words “Caveat Emptor”—a phrase whose meaning is perhaps more important than its supposedly impressive provenance. A sufficiently shrewd customer can find almost anything within the Guild House. Whether they will like the price is another matter.
Inns & Taverns
Ludoc possesses a surprisingly varied collection of inns, taverns and boarding houses, ranging from respectable establishments surrounding the markets to decidedly less reputable venues along the docks. With trade beginning to recover under the new regime, many are busier than they have been for years, and travellers are once again becoming a common sight upon the city's streets. The Pascha Inn is the oldest surviving inn in Ludoc, its history stretching back almost to the city's foundation. For generations it was amongst the finest establishments in the city, offering gambling, music, excellent food and wine, and various more earthly pleasures to a wealthy clientele. Its fortunes declined dramatically during Maeglin's rule as many of Ludoc's old noble families departed, disappeared or prudently learned to avoid conspicuous displays of wealth. For a time the Pascha became a rather faded shadow of its former glory, where gaudily dressed clerics of Kurell argued over gambling debts while soiled doves sought customers beneath once-magnificent chandeliers. Recently, however, its fortunes have begun to improve. Merchants are spending money again, foreign visitors are returning and members of Tristan's emerging court have discovered that the old establishment remains an excellent place to conduct business away from official chambers. Madame Gaspara has consequently begun restoring parts of the inn, although she appears determined that increased respectability will not interfere excessively with its pleasures.
The proprietor is Madame Gaspara (pictured), a local woman who rose from extremely humble origins to become one of Ludoc's wealthier and better-connected citizens. She is considerably older than she appears, thanks to a famously rigorous beauty regime supplemented, it is whispered, by occasional potions of longevity. Gaspara frequently sponsors adventurers for expeditions and other tasks and maintains a decidedly casual relationship with Rolcum Fernhorn, the retired adventurer who supplies many of the bands she employs. A Cleric of Lastai, Gaspara maintains a small shrine at the rear of the Pascha Inn where she leads services attended by many of her staff and a selection of regular customers. She is also one of the finest sources of gossip and information in Ludoc. Many respectable citizens would indignantly deny knowing Madame Gaspara. Madame Gaspara generally knows considerably more about them.
The Marigny Tavern is the largest drinking establishment in Ludoc's dockside district and provides a broad range of food, drink and other services. Cheap and cheerful, the Marigny makes few promises beyond giving its customers approximately what they have paid for. Its notorious fish surprise remains available to anyone possessing a limited purse, forgiving palate and steady stomach. The tavern is run by retired sea captain Hovolm Blacksoar, a confirmed bachelor with little interest in what he dismisses as the “fripperies of the fairer sex”, preferring the masculine company of men. Every midweek the Marigny hosts its celebrated wrestling night, when anyone sufficiently brave, drunk or foolish may enter the ring in pursuit of glory and free ale.
The Venturous Folx, standing close to the western wall, remains Ludoc's principal adventurers' inn and one of the liveliest establishments in the city. Its common room attracts mercenaries, treasure hunters, caravan guards and assorted individuals whose occupations become increasingly difficult to explain when the Guard asks questions. It is owned by Rolcum Fernhorn, a retired savage warrior long since converted to the civilised pleasures of fine wine and feisty women. Guests are treated generously, but thieves are subject to Rolcum's traditional “thumb tax”, the proceeds of which are reputedly preserved in a pickle jar behind the bar. Whether the jar actually contains thumbs is a question most sensible customers decline to investigate. Rolcum remains thoroughly besotted with Madame Gaspara and becomes almost embarrassingly attentive whenever she visits. He also arranges work for adventurers, although his commissions generally pay less than Gaspara's and have the considerable advantage of being rather less likely to result in death.
The Salted Goblin offers altogether quieter accommodation. Its ale is drinkable, its wine passable and its prices low, but its real reputation rests upon being clean, safe and honest. Nobody seems certain where its peculiar name originated; the inn has carried it for as long as anyone remembers. Its clientele consists largely of travellers and less affluent visitors seeking nothing more exciting than a hot meal and a flea-free bed. The proprietor, Bowden Darke, is an unimaginative man largely untroubled by a roaming intellect. He expects payment in advance, dislikes noise and will promptly evict anyone caught engaging in what he broadly defines as “funny business.” Since the emergence of Ludoc's mysterious Goblin Queen rumours, the Salted Goblin has acquired a degree of notoriety that poor Bowden neither understands nor appreciates. He insists repeatedly that the name has nothing whatsoever to do with current politics.
Mistress Schisano's Boarding House provides respectable accommodation for families and young women seeking honest lodgings within Ludoc. The original Mistress Schisano, a kindly follower of Pelor, died last year and the establishment is now managed by her niece, Felicia, who has continued her aunt's traditions. Single men—and indeed any man travelling without his family—are firmly refused accommodation. The food was traditionally inexpensive, wholesome and spectacularly bland, although Felicia has recently introduced considerably greater variety. She also possesses some knowledge of herbs and simple remedies and will assist guests suffering from minor ailments.
The Dragon's Rest, just off the main market square near the Grand Temple Market, is the largest inn in Ludoc and remains one of its most fashionable. It offers an extensive selection of food and drink, although nobody has ever accused it of being inexpensive. Live music is performed every evening, attracting travelling musicians, troubadours and bards alongside merchants and wealthier visitors. Private dining rooms are available for discreet meetings, while comfortable chambers upstairs cater to those with suitably deep purses. Carlo Maltoni is the landlord and maintains a staff notable for being both discreet and extremely effective. Amongst them is the Dwarven guard Girhaed Deepbraid, who deals with undesirable customers and ensures that disagreements rarely develop beyond the stage at which furniture becomes involved. Lavinia Gilgwyn, a talented Half-Elven songstress, has been resident bard at the Dragon's Rest for more than a year and remains extremely popular with its clientele.
Finally, beyond the southern walls stands the Moon Tavern, favoured by anyone placing a greater value upon privacy than price. Forbidden lovers, smugglers, discreet merchants and others reluctant to explain their business are common customers. The food and drink are respectable, the prices somewhat above average and the staff have perfected the valuable art of not remembering their customers. The Moon is small, comfortable and surprisingly cosy, run by the charismatic Gigi Benajolo, a spirited woman who escaped the city's slums through a combination of determination, charm and considerable business sense. Gigi asks few questions. Her customers are expected to extend her the same courtesy.
Commerce Under the New Regime
The merchants of Ludoc have been amongst the most enthusiastic beneficiaries of the change in government. Lord Tristan's administration has deliberately encouraged trade, maintaining the coinage, honouring legitimate contracts made under the previous regime and resisting the temptation to impose punitive taxes upon those who prospered during Maeglin's rule. More remarkably, many of the smaller irritations that once plagued commerce have begun to diminish. Roads around the city are safer, protection rackets have become noticeably less common and officials demanding unofficial payments have discovered that the new administration takes a surprisingly personal interest in such behaviour. Even disputes between rival merchants have shown an unusual tendency to reach settlement before becoming violent. There are, inevitably, rumours.
Some merchants claim that the city's criminal fraternity has not disappeared at all but has instead become far better organised. Smuggling continues, illicit goods can certainly still be obtained and moneylenders remain willing to extend credit upon decidedly questionable terms. Yet there appears to be an increasing understanding amongst Ludoc's less respectable inhabitants that certain activities are simply not permitted. Nobody has published these rules. Nobody admits to enforcing them. Nevertheless, most thieves now know which warehouses are best left alone, fences have become remarkably careful about stolen goods belonging to particular merchants, and several notoriously violent criminals have either departed Ludoc or abruptly discovered an enthusiasm for more respectable employment.
The Free Merchant Guild naturally attributes these improvements to its own efforts. The Temple of Zilchus considers them evidence of the benefits of honest commerce. The Guard points towards improved policing, while supporters of Lord Tristan regard them as further proof of their lord's enlightened rule. All of them are, to some extent, correct. There are simply other interested parties who prefer not to advertise their contribution.
