**Mild Spoilers Sunday Game**
The kingdom has no knights, only sea captains. All nobles must serve as a captain on at least one sea-voyage to keep their hereditary titles.
Within the Palace of Splinters, a looming structure built of captured enemy ships, sits the weak King Telwar Liq, a puppet to his warmongering wife, Celine Liq. The agitates for war against the Nilfenbergians. The court, thus far, have kept her in check. All assassination attempts have failed, miserably. She takes each attempt as proof of Nilfenbergian aggression.
During the day, the city is thronged with porters and traders, hawking exotic wares of all types, the ale houses filled with sailors on shore leave. At night, the sailors have had their fill of drink, and partake in brawling or prostitutes. They are famed for their skills, and a sea-captain is wise to give extended shore-leave here. The slave markets of Angmairre are huge, and it is the only place on the continent where slavery is legal.
1d8 Encounters in Angmairre
1 - 1d4 Runaway Slaves, 50% chance perused hotly. Keeping them would be theft, but grant you loyal companions. (60% level 1 fighter, else level 1 specialist with randomly distributed skills)
2 - A huge brawl between sailors, d20 a side. They're all laughing and complimenting one another on good technique. Drawing weapons is a sure way to get killed.
3 - 1d6 Sailors acting as a press gang. They'll ignore people they don't think they could bludgeon into submission.
4 - A Nilfenbergian witch-refugee, unable to join the College without a reference, but unable to ply her trade without membership papers. She seeks a group to travel with. 1d4th Level MU.
5 - 1d6 Nobles dressed up gaudily as nautical beasts, en route to a party, surrounded with 2d4 guards.
6 - 1d4 Druids, infiltrating the city to destroy it from the inside. They are usually rooted out and destroyed by the College within a week. They keep trying anyway.
7 - Nilfenbergian spies, posing as merchants. No war is planned, as they are engaged against the Demon Sultanate, but it pays to keep an eye on the last remaining free kingdom on the continent.
8 - Adventurers! Here for 1) a job 2) looking for work 3) R&R 4) you.
If an adventurer stays in one of the more lavish establishments whilst still bearing their arms and the general demeanor of a ruffian, they are inevitably approached with work.
1d8 Jobs From Nobility & Pay
1 - Slander an opposing house. Use your imagination. 500sp+
2 - Sink a ship. This could be a rival house or someone else in the family. 1000sp+
3 - Ruin a political marriage by causing one of the betrothed to fall in love and marry someone else. 1000sp+
4 - Apply pressure to a house wizard of the College to turn traitor to the family they currently serve. 750sp+
5 - Collect monster eggs to build a menagerie to rival any other. Price is per-egg, going up for more dangerous/rare creatures.
6 - Murder the current heir. 1500sp+
7 - Burn down the holdings of a rival. 300sp+
8 - Find something to greatly embarrass a rival in court without destroying their reputation. 750sp+