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T H IST L E HOL D

Wrath of the Warden


T H E F IR ST EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS
”Dreaming I was carried to the hall,
fell with the leaves to mossy floors beneath eerie vaults.
I settled afore a regal seat; of human design,
from oaktree and pine, a terrible thorn-covered throne.
And carried by the seat a being,
the father of ruin and mother of hope, in flesh, in blood.”
T H IST L E HOL D

Wrath of the Warden


T H E F IR ST EPISODE IN T H E CH RON ICL E OF T H E T H RON E OF T HOR NS

Järnringen:
Martin Bergström, Mattias Johnsson,
Mattias Lilja, Johan Nohr

Writer/Translation: Illustrations:
Mattias Johnsson Martin Bergström

Editor: Maps:
Mattias Lilja Johan Nohr
Tobias Tranell
Graphic Design:
Johan Nohr Proofreading:
Christian Granath Paul Baldowski
Brandon Bowling
John Marron

A very special thanks to:


Stuart Bailey, Paul Baldowski, Jocke Bergström, Brandon Bowling, Lars G
Bäckström, Claus Bo Christensen, Martin Englund , Evan, Mattiaz Fredriksson,
Aline Gladh, Ulrika Haake, Scott Kehl, Ragnar Lodbrok, Christer Malmberg,
Andreas Marklund, John Marron, Andrzej Miszkurka, Sofie Nohr, Johan
Normark, Kina Nyman, Krister Persson, Brett Rosenberg, Cato Vandrare, Eric
Wellens, and our friends over at Rollspel.nu

Version: ISBN: Copyright:


1.0.0 978-91-87915-23-9 Nya Järnringen AB 2016
The Flagship
is Launched!
Fifteen years ago when we started writing
our first major adventure campaign for the Swedish
roleplaying game Mutant: Heirs of Doom, we esta-
blished one primary guideline: we were to design
it so that we would love to both read and play it
ourselves. Thistle Hold – Wrath of the Warden has
been created in that same spirit and we couldn’t
be happier with the result. Our hope is that this THE HUNTER’S
book will be as warmly received internationally
as it was upon reaching our Swedish gamers, and HARBOR
that you will yearn for the sequel as intensely as
we are yearning to start translating it.
Now, go ahead and enjoy the town of Thistle 1 the Border toWn 10
Hold! And for the sake of Prios, be sure to deal with First impressions ..................................................... 11
the circumstances explaining why the warden is Memorable Events ...................................................12
so wrathful. If you manage to pull through, new
and more demanding challenges will be waiting 2 estaBlishMents & authorities 16
for you on the cliff of the High Chieftain and the Taverns ....................................................................16
Huldra, Karvosti. Entertainment .........................................................19
Inns ..........................................................................21
Happy gaming! Trade ....................................................................... 24
Team Järnringen Knowledge & Information .......................................25
Authorities .............................................................. 28

3 BlackMoor 31

6
GA ME MASTER’S W R AT H O F T H E
S E C T IO N WA R D E N
4 in the shadoW of the Beacon 36 8 Introduction 80
Blood of the Past...................................................... 38 Background............................................................. 81
Colliding Interests .................................................. 42 The Structure of the Adventure ............................. 83
The Secrets.............................................................. 47 The Player Characters ............................................ 85

52 9 act one: the Bell tolls 88


Establishing an Outpost ......................................... 52 Game Opening ........................................................88
Staging an Expedition .............................................55 Whispers for Breakfast...........................................89
To the Rescue ..........................................................90
6 ruins in davokar 58 The Well Speaks ...................................................... 92
Green as Copper ...................................................... 58 Time for Reflections ...............................................98
A Blooming Vale ......................................................64
100
7 neW Mechanics 71 Structure .............................................................. 100
Additional Rules ......................................................71 The Midnight Cult ................................................. 101
Artifacts .................................................................. 73 Ordo Magica ...........................................................105
Other ........................................................................75 The Sun Temple ..................................................... 114
The Queen’s Legation .............................................130
Other Factions ....................................................... 139

11 act three: Midnight in thistle hold 145


The Road to the Elves ............................................ 146
Journey Through the Woods..................................147
The Halls of a Thousand Tears............................... 151
Confirmation ......................................................... 157
Final Encounter .....................................................162

12 afterMath 168
Healing a God .........................................................168
Developments ........................................................169
What Comes Next? .................................................170
The Battle for...
… the Throne of Thorns begins in Thistle Hold!
It has been said that the town in the shadow of the great forest is like a shielded
island located where a foaming ocean breaks against jagged rocks. Ambria,
unruly and beset by growing pains, would be the ocean; the unforgiving horrors
of Davokar the rocks and the waves would be the flood of humans fleeing north
from despair and misery.

6
Player Preparation
At various download stores, gamers can pur-
chase a standalone eBook containing the first
section of this book, The Hunter’s Harbor. The
GM can use this instead of needing to circula-
te the entire book among the players for them
to have a chance to get to know Thistle Hold
as well as their characters probably do.

their characters had lived there for more than a few


nights. The idea is that this will make the players
(and thereby the player characters) able to navigate
the streets and establishments of the town without
the gm leading them by the hand. It should be noted
that the text assumes the reader is familiar with
the Core Book’s descriptions of Thistle Hold, even
if it repeats or references some details in passing.
The second part of the book is aptly called The
Game Master’s Section and describes the truth
behind Thistle Hold’s façade. It explains events
unknown to the public, regarding Thistle Hold’s
history and the powerful factions operating in the
town. It also lists a great many secrets the gm may
use to create homebrew adventures or fuel even
longer campaigns.
Additionally, Section 2 includes three chapters
not directly tied to the town itself. The first one
offers some hints and suggestions on how to use
The analogy has its merits, but also reflects a the book’s setting for so called Goal Oriented
romantic idea that a wooden palisade and strict Roleplaying, where the ambitions of the characters
regulations can function as an effective shield THUS SPOKE AROALETA decide what happens – in this case, based on the
against the forces of nature. Sure, Thistle Hold is goals to a) establish an outpost, and b) stage an
in many ways both safer and less chaotic compared
”… and the malaise expedition. The chapter that follows presents two
to the nearby Blackmoor, and it offers comforts lingers, in earth and ruins waiting to be explored; the Game Master can
which one can only dream of in other parts of the rock, in water and determine the exact location of the ruins and has
Ambrian realm. But one should absolutely not be air; besets all which great freedom to develop what will happen if the
duped into believing that the safety and comforts breathes, which player characters find their way there. Finally,
benefit everyone living in the Hold. And, above swallows, which the Game Master’s Section closes with a chapter
all, one should never feel confident that serenity detailing new rules relevant for different parts
wanders and crawls
is unthreatened. of the book.
and flies. The gift of
The book in your hand expands on the descrip- The remainder of the book is dedicated to the
tion of Thistle Hold included in the Core Rulebook and Eneáno must not be adventure Wrath of the Warden. Its composition is
features the first part of Symbaroum’s adventure shunned, nor be seen more closely described on page 80, but for starters:
chronicle, The Throne of Thorns. It is composed of as the salvation.” it is mainly set in Thistle Hold and the design is
three sections: the first written to be read by both primarily meant to introduce the players (and
players and gms, the second designed for gms alone, player characters) to the chronicle’s frame story
and the final part consisting of the adventure Wrath and most prominent factions. Aside from that, our
of the Warden. hope is, of course, that the adventure will provide
The initial section is meant to give the players you and your friends with many thrilling, intense
(and gm) a basic understanding of the Hold, as if and entertaining hours around the gaming table!

7
very day for eight long years,

E
Merdalo has risen from his straw
bed, combed his shaggy beard and
walked to the Antique Plaza. Every
day for eight long years, he has
entered his wooden box to sing the
praises of Thistle Hold, and he has
smiled in thanks for every shilling
making the bronze cup at his feet
sing along. His songs are about
successful expeditions to the forest ruins, about the town as a
peaceful orchard in a violent world, about women and men who
have risen from the deepest misery – all thanks to Thistle Hold.
Merdalo was once involved in the construction work; ever
since he has watched the town grow and evolve from his lowly
stage. The songs have always appeared dishonest but that never
used to bother him, not as long as the audience rewarded his
well sounding lies with equally well sounding coins. But a
gnawing feeling has grown in his chest, stronger and stronger
with each passing day. Deep down Merdalo knows that he
is a murderer, just as Mayor Nightpitch and all others who
participate in upholding the illusion. For what else should
you call someone who convinces people that they can fly, only
to silently watch as they dive headlong into the Abyss with a
hopeful smile on their lips?

8
SECTION 1:

THE HUNTER'S
HARBOR

9
The Border
Town
Almost all Ambrians share the same dream. Of course, you
can craft a tolerable existence by farming the Ambrian soil,
alternately by partaking in the construction of Yndaros or some
other rapidly growing town. But also those who succeed in those
respects can hardly avoid fantasizing about the simultaneously
safe and exciting life rumored to be lived behind Thistle Hold’s
towering palisade.

Then there are all those who never consider far- Regardless of all cautionary tales, the dream of The statue on the Toad’s
ming or construction work, those whose adamant Thistle Hold is firmly rooted in the Ambrian soul. Square inspires both
intent is in contributing to the aim set forth by No one believes they would make the same mistakes dreams and nightmares
the Queen – to make the treasures of Davokar the as the unlucky fools who went before them. No, they – dreams of grandiose
property of the Ambrian realm. This despite the would succeed if given half a chance. Because no finds, nightmares of en-
fact that a majority of those trying to realize the matter how many fall victim to the dream, the few counters with the toad’s
dream quickly find it transformed into a nightmare. success stories will always lure young and old, poor descendants.
A considerable portion of the town’s treasure and wealthy, learned and ignorant to the fortune
hunters never find anything besides their own hunters’ harbor.
deaths in some predators jaws or at the pointy end of This chapter is based on the sort of information
some competitors spear. Others return emptyhan- about Thistle Hold that one can gain by spending
ded from a couple of expeditions and cannot afford more than a few days in town. If combined with
to launch a third. And some never get started; they the description in the Core Rulebook, the text should
remain seated in some tavern, listening to stories offer enough of an idea of how the town works for
about hundreds of dig sites with a terrible anxiety you (and, more importantly, your player character)
sloshing around amongst black brew and pieces of to feel somewhat at home there, in the bittersweet
kidney pie in their bellies. Thistle Hold.

10
THE BORDER TOWN 1

First impressions
Most of those who enter one of Thistle Hold’s gates inhabitants, apathetic or furious, to the South Gate.
for the first time do so with clear expectations. It is Everyone knows that if the person happened to
supposed to be new, calm, organized and clean – at have some belongings the guards will confiscate
least compared to cities like Yndaros or the equally these on behalf of the Mayor, as compensation for
fast-growing Ravenia. warranted payments or as punishment for crimes
Initially it may seem as if the expectations committed. And as soon as the villain emerges onto
correspond with reality. No building is more than the Southern Highroad, he or she is forever banned
eight years old, the atmosphere is void of shouting from even visiting the Hold.
peddlers and noise from building sites, and the Other spots of soot and mildew soon appear on
main streets are so free from debris that one might the façade. While public displays of drunkenness
suspect someone wipes them clean every morning and aggression figure frequently upon the street
(which they actually do). However, it does not take called Haloban’s Ring, other parts of town treat
more than a couple of days and nights before it beco- such behavior with a stretch on the cold stone floor
mes obvious this apparent idyll comes at a price. of the Penitentiary. And even the most compliant
Each and every day you can witness grim visitor can become the target of imprisonment or a
guards of the Town Watch escorting one or more flogging, if he displeases the Town Watch or some

11
”The age-old cauld- prominent resident. Protesting hardly helps in a who, convincingly, claim that both members of
ron hanging over the town where repeated defiance is enough to become the Iron Pact and blight-marked cultists live inside
fireplace at the Ruin banished. the palisade.
Inn is actually a helmet On the other hand … if one refuses to give in to Indeed, Thistle Hold is the safest harbor in a
belonging to the arch the strong arm of the law and stays a while in the storm ridden Ambria and it is indeed a town where
troll Oxvog. The troll town, it will soon become apparent that there are representatives of different cultures and factions
still lives and would no ways to avoid detection. As long as you steer clear coexist in relative harmony. But the residents know
doubt reward whoever of talkative witnesses, place a bribe in the right the truth. The fortune hunter’s harbor is a place
returned the powerful hand, and carefully consider whom your actions where dreams are dashed more often than they are
artifact to him." might anger you can often get the job done. realized, a place where death sometimes appears
When you hear someone say that “Thistle Hold as a more alluring exit than the town gates, a place
lives in the shadows” this is what they mean – in cover where your life is never worth more than the sum
of darkness, in alleys and nooks, behind closed of your belongings.
doors and shutters thrives that which would never Maybe there is some truth to what the subse-
be allowed under a clear blue sky. Contraband is quently death-sentenced rioter Volfald purpor-
trafficked in and out of town, artifacts are bought tedly shouted during his last night at the Salons
and sold without the Mayor getting his cut, people of Symbaroum: “Thistle Hold is a crab, a rock-hard
are murdered or severely beaten, and both stores shell over flabby insides; I’ll mess around in here till
and residences are burgled. There are even those naught but the shell remains!”

Memorable Events
All who live in Thistle Hold and who are not weig- the heroic actions of a group of Queen’s Rangers.
hed down by grim reality are happy to share stories And regarding the clan’s destruction, several
about the town’s eventful past. Single story-tellers’ diverse stories are told. Some say that also women
vivid statements should of course be taken with and children died fighting, others that most Jezites
a pinch of salt. But when one has heard the same went up in flames with the hall where they were
event being described over and over, maybe one hiding, and there are even those who maintain that
dares to assume that there actually is some truth the clan members died in a mass suicide.
to the story. No matter what one believes, the annihilation of
The incidents described in this section speak the Jezites meant the end of the barbarian presence
both of the history of the Hold and about what it on the southern plains. Haloban’s fortress was
is like to live there. Even if many occurred at a demolished so that no one would try to recapture
time when Thistle Hold was smaller and less well it, and after that the area surrounding the anci-
protected, all of them could be repeated one way ent bronze well lay desolate for over two years,
or another, something which the residents tend to until Lasifor Nightpitch initiated his grandiose
underline. Because although the palisade stands construction project.
strong it can be breached, and once the hull has
been punctured an intruder can quickly cause The Attack of Eloan-Eo (year 13)
catastrophic damage. During the late fall of year 13, while Thistle Hold
was still under construction, an attack was laun-
The Jezites’ Downfall (year 10) ched from the forest. A force made up of at least a
Everyone knows that Ambrian forces utterly hundred elves (some say five hundred) struck just
defeated the barbarian warlord Haloban and his before dawn. Four rounds of fire arrows painted red
clan after a short siege in year 10. It is also com- stripes across the night sky and were followed by
monly known that the Ambrian force captured a fearless melee assault on the war veterans hired
Haloban alive and brought him back to Yndaros to defend the construction site.
where he hung by the neck until dead; and that the The leader of the elves, later identified as the
Ambrian assault totally annihilated clan Jezora. autumn elf Eloan-Eo, fell to the sword wielded by
Aside from that, there are some discrepancies Serex Attio – several witnesses claim that the elf
in the stories. was beheaded from behind as he was running for
Most people believe that Queen Korinthia had the newly built toad statue. The bloodbath ended
managed to persuade some members of the clan to in Ambrian victory, but many humans were killed
betray their master by sabotaging the gates of the and large parts of the town’s northern districts went
fortress, but other stories attribute the sabotage to up in flames.

12
THE BORDER TOWN 1
In the following years the elves made numerous
attempts to demolish the Hold, through outright
attacks or by sneaky acts of sabotage, most recently
during the winter of year 20 when two murderous
D av o k a r
elves were caught in an attic near Nighthome. But
none of the later incidents have caused such great
Thistle Hold
losses in lives and property as the attack of Eloan-Eo.

The Birth of the Beacon (year 15) Karabbadokk

The story of the construction of Thistle Hold’s One hour’s ride


Beacon is a bloody tale that all newcomers soon Glimmer,
4 hour’s ride
will hear. It started when Nightpitch asked three Glimmervann,
contractors for suggestions on how the tower should one day’s ride
N
be built – one of these got his throat slit in a bar
Blackmoor
brawl, another backed out after having survived

Nv

No
a serious blood infection. The one remaining was
Balon Daar, and since he could not be accused of

O
taking part in any wrongdoings the contract was

sv

So
awarded to him. S
Then the construction claimed numerous lives.
The first design was nearly a hundred feet high when Kurun, 3 day’s ride Templewall, 2.5 day’s ride

it suddenly collapsed – sabotage said the contractor;


faulty calculations claimed others. Irrespective of
which, two ogres and five goblins died in the col- been, she watched the slaughter with a warm smile,
lapse, along with four young treasure hunters who until the last of her fellow combatants fell dead at
were crushed where they were sitting in a tavern, her feet. Then she shook her head, smacked her
drinking and boasting about their exploits. tongue in disapproval, and went to work.
Before the work was done, another ogre and four The dry dirt of the arena whirled up in a dan-
more goblins had died, and as everyone knows, the cing, local sand storm covering the scene. Shortly
tower continues to claim lives (since despondent thereafter, the horrified spectators heard the death
residents tend to use it as a gateway to the after- roars rise from the throats of their celebrated war
life). Yes, even if almost all explorers and treasure heroes. And as the storm died out all of them were
hunters in town have had reason to thank Mayor dead, most of them impaled on their own weapons.
Nightpitch for the guiding flame of the Beacon, there The creature dusted off her hands and wiped her
are many who claim that the structure is cursed. bloody face clean with the hem of her skirt. No one
And if one is to believe the really dark-minded tried to stop her as she calmly left the Abomitorium,
storytellers, the Beacon is an actual living being, passed through the Western Gate and disappeared
brought to life by the blood soaking the ground on into the woods.
which it stands, and forever thirsting for more. To this day, the reason why this apparently
powerful creature let herself be caught along with
The Tiny Gladiatress (year 15) the goblins is a topic for heated discussions among
Those who were present at the inauguration of the the Davokar experts of Thistle Hold.
gladiator arena The Abomitorium, a spring day in
year 15, will never forget what they saw. After a The Blood Spray Disease (year 16) ”Queen Korinthia was
few exciting fights between the town heroes and The fall of year 16 is remembered as one of the killed by the Dark Lords.
beasts of the forest it was time for the Grand Finale most gruesome in the short but lively history of In fact, the Dark Lord
– twenty hardened war veterans against as many the Hold. That the town is plagued by epidemics is himself has taken her
goblins who had been captured during a raid on a not uncommon and most often they can be blamed place. Hence the mask
robber tribe close to Karvosti. on sniffling goblin trash or explorers returning on her face, the comple-
With wooden spears and shields, the nine- infected from forest expeditions. But thanks to tely covering garments
teen goblins did their best to defend against the the novices of Ordo Magica and the priests of Prios and the disguised voice.
Ambrians. The twentieth creature stood still. Those the infections are often discovered and isolated I’ve heard she speaks in
present swear that this individual could not have before they spread beyond an unfortunate few. the voice of a child!”
been a goblin, even if she had their size, posture This was not the case with the abominable Blood
and disfigurements. Whatever the case may have Spray Disease.

13
Fight Day in Thistle It started with a few cases – people heard com- The Triumph of Iasogoi (year 16)
Hold. The local favorites plaining about chest pains and who later started The most successful expedition ever to return to
Bruiser and Tulga take coughing up blood. As the number of infected Thistle Hold was the one led by Iasogoi Brigo, then
on a pack of mare cats. rapidly rose, the condition of the initial victims an adept of Ordo Magica. On a summer’s day, year
grew dramatically worse. The cough became so 16, the rumor spread like wild fire through town;
violent that victim’s ribs cracked from within and people flocked to the square by the East Gate and
the bleeding spread to all other mucosal membra- when the sun was at its highest it appeared like a
nes. Before they died, especially powerful coughing mirage on the road from Kastor – a caravan of no
attacks even made blood squirt out of their pores. less than twenty nine horses and mules, burdened
It is said that between five hundred and a thou- by gold, relics and artifacts salvaged from the depth
sand persons lost their lives before the outbreak was of Davokar. At the front rode young Iasogoi himself,
under control, all of them humans of Ambrian or with a triumphant smile that must have burnt holes
barbarian heritage. The origin of the disease was in the souls of everyone who had called him a fool
never uncovered, but rumor has it that at least four and his plans ridiculous.
of the initial victims had been seen purchasing The trade in antiquities f lourished for six
medicures from the notorious Miracle Master some months thanks to Iasogoi’s bounty. And that is
days before getting ill. This is obviously one of the unique. Sure, Lysindra Goldengrasp has contri-
reasons why said drug peddler nowadays keeps his buted to filling the stocks of the antique dealers
transactions to the shady parts of Ambria’s towns. and Gorakai the Younger returned from the

14
THE BORDER TOWN 1
aqueducts of Clearwater laden with treasure.
But never again has the market been flooded with
items like it was when Iasogoi Brigo returned from Rumors
Akkona’s Catacombs, located under the ruined
city of Odaban. In the margins of this book you will find a
collection of rumors, mirroring what can be
The Merchants’ War (Year 17) heard on the town’s streets and squares, of-
When the Hold was young, the trade in artifacts and ten spoken in a whispering voice. Most likely
antique items was handled differently compared more than half of them are pure fabrications
to today. In the early days, it was common for the and the rest infected by mix-ups or exagge-
treasure hunters themselves to place a table on rations. But who knows, maybe even those
the Antique Plaza to peddle their finds, without rumors contain some grains of truth...
bothering with registrations and authenticity
certificates. This caused problems. For one thing,
deceitful merchants have tricked many buyers.
Other customers found themselves being the outgrowths on shoulders and back, but whatever
owners of items oozing with corruption (there is, the case it must have had long and sharp claws.
for instance, a tale about a figurine that caused The abomination slew a dozen persons before
a whole family – consisting of mother, father, it almost flew up the palisade and vanished into
grandparents and seven children – to develop Davokar. The speculations regarding the event
blight-marks before the source of the “sickness” were and remain many. However, the most popular
was established). But worst of all for the earnest theory has to do with an explorer named Tarleo
treasure hunters of the Hold was that their hard who had been executed for murdering a greedy
earned valuables and their whole occupation was antique dealer that same day. Maybe the blight
dragged in the dirt by charlatans. beast was one of the assistants Tarelo lost during
The popular notion is that a smaller group of his disastrous expedition to the sunken castle
successful explorers initiated the purge; some even Manon Melas?
say it was performed with the silent approval of
Mayor Nightpitch. In any case, within a month The Death Night (Year 18)
more than twenty individuals disappeared, out The hardened residents of Thistle Hold are not
of which a handful were found murdered and the easily spooked. But after the mid-winter night of
rest seemed to have been swallowed by the earth. year 18, it is no understatement to claim that the
It was in the wake of these killings that Faraldo whole town was paralyzed with fear.
and Sefira established their businesses and started From midnight up until the following afternoon,
issuing certificates of authenticity. There is probably no less than ninety nine humans were found dead
not a single soul who believes that the former Ordo with self-inflicted wounds. Some were hung by
”Beneath Ordo Magica’s Magica magisters are totally without guilt in the the neck, some had drained themselves of blood
tower are dungeons purge that paved their way. with between one and two dozen cuts, some had
where the wizards keep swallowed toxins or thrown themselves on their
all sorts of horrors – an An Abomination Amongst us (year 17) own weapons.
enslaved goblin tribe, On a bleak winter’s night year 17, the residents of After a first inspection it was revealed that the
a nest of etterherds the town’s western districts were awakened by a dead only shared one characteristic. Not race or sex,
and a blight born Aboar heartbreaking cry. The Town Watch was quick to not social standing or age. No, their only common
that has almost broken the scene and formed a circle around the podium denominator was that they were all explorers, of
free on a number of of the hangman’s pole, but they could not stop Davokar and the ruins of Symbaroum.
occasions. And treasure. hundreds of curious bystanders getting a glimpse It took a long while before the next expedition
Untold treasure!” of the source of the scream. left Thistle Hold, partly because of the cold winter
Below the podium sat an abomination, on that and partly because of the lingering fear. And there
everyone agreed. But past that the depictions dif- are many questions still unanswered. What caused
fer. Most witnesses described it as a black furred, the wave of suicides? Was it only a coincidence that
human sized beast, but many emphatically clai- all victims had traveled through Davokar? And
med that the body of a human woman was hidden even more vexing: why ninety nine? Why not an
under the fur. Some even stress that the creature even hundred? Or are the lost remains of the Death
cried. Then there were those who spoke of beastly Night’s hundredths victim out there somewhere
fangs, gold shimmering eyeballs and horn-like to be found?

15
Establishments
& Authorities
Over the years, Thistle Hold has become more and more densely built and
with the increasing population the need for taverns, amusements and shops has
increased. This chapter presents a collection of popular or for some other reason
notable establishments, together with a number of authoritative institutions
which are important for running the town.

Taverns Afadir’s Triumph Tavern


There surely are lots of butcheries, bakeries ”The Dump Tavern He who has plenty of thaler in the purse and who
and market stands for fresh vegetables in the Hold, teaches its patrons a longs for a culinary journey back to old Alberetor
but a majority of the residents tend to eat their special phrase and if should make a reservation at Afadir’s Triumph
meals outside of their homes. Every tavern, bar you whisper it in the bar Tavern. Neither the ingredients nor the spices
and shabby shack serve food of varying quality, keep’s ear he cuts all match the original recipes, but the owner and his
at least as snacks to accompany the beer, wine prices in half. Just say: staff do their best to find worthy, local replace-
or spirits. ‘Your mother a troll, ments. The salmons of Berendoria’s bay can be
In Thistle Hold the Ambrian food tradition father an elf, poor little swapped for the rainbow trout of Ambria’s rivers;
– mostly consisting of refined, spicy dishes in trelf’’.” the southern Pepper Fruit has its equivalent in
the form of sausages, jellies, pates and pies – has Davokar’s Roka Berries; and honey may be used as
strong competition from the more rustic barbarian a substitute for the sugar of Alberetor.
cookery. Even if the most exotic specialties, like However, sometimes things go wrong. During
roasted sawflies and slow-boiled etterherd, cannot the summer of year 18, more than twenty people
be found on any standard menus, all respectable got sick and four died because an ambitious kitchen
tavern owners can offer their guests roasted wild hand thought that he had found the perfect sur-
boar as well as butter seared back steaks and rogate for the herb chervil – often used to flavor
vegetarian stews. buttered turnips. Unfortunately, the substitute

16
ESTABLISHMENTS & AUTHORITIES 2

35

7 42
5
17

4
38
3
20 19

37
12 13 21

11
36 44 29
23
41
24
16 26
10 22
2
27
40 8
43
15 25
33
31
1
18 9

32
30

14
The Treasury
N 39
28
34
Nv

No
V

O
sv

So

S 0 150 m
Scale 1:6 000

TAVERNS ENTERTAINMENT 29. The Sun Temple Facts on Thistle Hold


1. Afadir’s Triumph Tavern 16. Spectacle 30. The Queen’s Legation Founded: Year 13 after the Victory
2. Brew 17. Benego’s 31. Ordo Magica Mayor: Lasifor Nightpitch
3. The Dump 18. Legends 32. The Mission House Law & Order: Town Watch (150 watchmen)
4. Odovakar 19. The Hangman’s Pole 33. Mother Mehira’s Primary income source: Tolls and taxes
5. Blackbrew 20. The Abomitorium 34. The Town Watch Building technique: Wooden houses, 2–4
6. The Salons of 35. The Beacon stories
Symbaroum TRADE 36. The Merchants’ House Number of residents: about 6 000
7. The Slaughterhouse 21. Marvalom’s 37. Monastery Daily visitors: about 4 000
22. The Rope and Axe 38. The High Chieftain’s Neighbors: Blackmoor, the goblin tribe
INNS 23. Big-Basher’s Smithy Envoy Karabbadokk and the villages Glimmer and
8. The Court and Harp 24. The Thaler’s Drugstore 39. The Penitentiary Glimmervann.
9. The Winged Ladle 25. The Treasury Notable residents: Mayor Nightpitch, the
10. The Witch and Familiar 26. Faraldo’s Novelty SQUARES & PARKS treasure hunter Iasogoi Brigo, the Queen’s
11. Arkerio’s Guest House Store 40. The Antique Plaza legate Suria Argona, the heretic Sarvola, the
12. The Rose Garden 41. The Queen’s Square theurg Father Elfeno and the trouble maker
13. The Ruin OTHER
 42. The Toad’s Square Serex Attio.
14. The Barracks 27. The Town Seat 43. The Eastern Square
15. The Seamstress’ Rest 28. Nighthome 44. Park of the Elders

17
proved to be toxic and the young boy himself fine meats to order, slow cooked or sautéed in
immune to its effects. Instead of a promotion, sun-yellow butter.
he suffered ten days in the block before he was Were it not for the vile rumors circulating, the
executed by hanging. Afadir paid the large fines owner of the Slaughterhouse, Master Morlam,
and swore in the name of Prios never to let anyone would have even more guests at his tables. He
repeat such a mistake. mutters that it is his competitors who claim that
some of the meat he is serving is waste from the
Trout pudding with buttered turnips 15 shillings Abomitorium – not only mare cats, jakaars and
Roka Sausage with mashed beats 12 shillings wild boars but also goblins, ogres and a few bar-
Tankard of Argona (fine stut) 2 shillings barians. But as long as the proud Master Butcher
Tankard of Kurun’s Honor (triple fermented ale) 5 shillings refuses to comment on such claims the rumor
Honey roasted sorrel 3 shillings mill will likely continue to grind, not least since
Salty-sweet needles 5 ortegs they are based on a fair question: what happens to
the remains of the creatures killed during fights
in the arena?
Brew
The beer salon Brew is run by an elderly couple, Mixed Stew 5 ortegs
Kaglio and Sunna, who claim to have been success- Hash Patties with turnips 2 shillings
ful as brewers already before the move north of the Stuffed Lung with Black Mash 4 shillings
Titans. Their assortment spans from fermented Slow-cooked Prime Rib with stewed carrot 5 shillings
malt beverages, like the commonly available Stut, King’s Steak in gravy 8 shillings
to triple fermented and very strong specialties with Tankard of stut (unspecified) 3 ortegs
names like Urtal and Adersel. Since three years past Glass of Blackbrew (unspecified) 1 orteg
they also serve the beverage Veloum, stemming
from clan Vajvod’s proud brewing tradition. It is
not as strong as blackbrew but just as full-bodied Odovakar
and much more palatable. If you want to eat like a true barbarian you should
Even though Brew is located outside Haloban’s head to Odovakar, at least according to the loyal
Ring, it can become rough in there at times. The guests at the tavern and the owners themselves,
clientele primarily consists of successful fortune the barbarian siblings Verama and Melkor. Here
hunters resting in-between expeditions, and their you order tender slices of barbecued meat, steaming
boasting has an unfortunate tendency to translate bowls of stewed root vegetables or other dishes fla-
into brawls. That is when Brute is needed – the huge vored with forest spices and truffles. A specialty is
and fearless ogre is hired to break brawlers apart the puff pastry covered, sweet-spicy mushroom
and to hurl them out on the Eastern Square, if needs pies originating from the owners’ clan Odaiova.
be. No one picks a fight with Brute, especially when These pies are preferably eaten according to the
it is said that the old crone he calls Mi-Mum is an clan custom: eat first, drink later – a challenge for
aged and incredibly powerful barbarian witch. anyone who is not used to the burning hot dishes
of the Odavs.
Hack Tray (cheese and meats) 3 shillings Just like all other barbarian-owned establish-
Tankard of The Duke’s Relief (simple stut) 1 shilling ments, Odovakar is the target of everything from
Tankard of Urtal (triple fermented red ale) 5 shillings scorn and derision to pure vandalism. The guilty
Tankard of Adersel (triple fermented ale) 8 shillings parties often belong to one of two groups: they are
Tankard of Veloum 2 shillings either treasure hunters with scars after encounters
with barbarians, or the type of fanatical Prios-
followers who regard anything barbarian as an
The Slaughterhouse aspect of Davokar’s wildness and evil. Mayor
In two neighboring houses on a back street close to Nightpitch has made it clear: all who have been
the Toad’s Square lays The Slaughterhouse. One is allowed to live inside the palisade are first and
the actual slaughterhouse, the other a tavern that foremost to be regarded as residents of the Hold,
can take about a hundred guests at the long tables. wherever they come from. On the other hand, such
The menu mainly consists of offal – heart, liver, statements are hardly any comfort to the relatives
stuffed lung and various pasty stews. and friends of all those who have been banned or
It is cheap but not the least distasteful, and if you even incarcerated because of their, according to
are prepared to pay more there is newly butchered the relatives, reasonable actions.

18
ESTABLISHMENTS & AUTHORITIES 2
Sweet-Spicy Mushroom pie 4 shillings Even though many claim to know “what actually
Barbecued young-boar with beats 6 shillings happened”, the reason behind the ban remains a
Fiery Root Stew 4 shillings much debated mystery. If Alevia really brutalized a
Tankard of Zarekean Blackbrew 1 shilling kitchen boy, if she embezzled valuable ingredients
Can of Spring Water 3 ortegs or actually conspired to kill Mayor Nightpitch by
Truffle buttered Biscuit 5 ortegs poisoning him nobody will ever truly know. But
what is evident to anyone visiting the Grubbery is
that if you with one hand place a shilling on her palm
The Grubbery you will get a bowl of excellent soup and a piece of
Among the tents and wagons of Blackmoor there newly baked bread in the other. Any troublemaker
is nothing that deserves being called a tavern; the or freeloader will instead get a bash from Alevia’s
closest you get is the handful of tents referred to big wooden ladle, if not from her frying pan.
as the Grubbery. The cook Alevia was once the first
head chef at the Salons of Symbaroum, and a very Bread 1–5 ortegs
appreciated one at that – until she was thrown out Soup 1–5 ortegs
through the Southern Gate, banned from reentering Cup of water 1 orteg
Thistle Hold ever again.

Entertainment
The craze for barbarian tales and songs which Visitors from Yndaros are amazed, as they have
typifies many establishments in Yndaros can hardly learned to associate the dwarven race with pride,
be recognized in Thistle Hold. This can probably be restraint and pure brutality. You never see a glimpse
explained as an effect of such legends being part of such traits among Spectacle’s acrobats, whose far
of the residents work, and of most people in the from accomplished tricks and stunts make them
Hold wanting to keep anything related to Davokar appear more like jesters. Especially loved is the one
outside the palisade. called Dopey, who spends his evenings falling on
In the town of Mayor Nightpitch entertainment his bum, being slapped in the face and having his
is seldom anything else than a distraction and clothes covered in everything from putrid fish to
escape from an all too thrilling everyday existence. tar and feathers – always with the same strained
Other than that, the heritage of the Ambrian people look in his face and tears of anger trickling down
seems to be appealing, expressed in dances, songs his cheeks.
and tales from times prior to The Great War.
Finally one should not forget the gladiator area, Tankard of Stut (unspecified) 5 ortegs
the Abomitorium, which can be seen as an excep- Glass of Blackbrew (unspecified) 4 ortegs
tion from what is stated above. But it is likely no Roasted almonds 1 orteg
coincidence that most residents visit the bloody
battleground regularly. To people living with abo-
minations and beasts just around the corner it must Benego’s
feel reassuring to be reminded that the horrors of Do you lack the funds needed to finance your next
Davokar can be fought and killed. expedition? Or are you interested in expanding the ”The fortune hunter
meager travelling fund? Among the fortune hunters Mireda died some days
Spectacle in town it is said that the chance to become rich is ago. She owned a house
He who wants to test the postulate that wild party- bigger at Benego´s than in Davokar, and that is pro- at the intersection
ing makes it possible to raise the roof should dance bably true even if your success in that case depends Thistle Street and Pitch
his way to Spectacle. In the great, open salon the on luck instead of on skill and good planning. Street which is full of
carousing goes on from nightfall until long after At the tables on the ground floor the stakes are hidden valuables. If
daybreak. Aside from barrels filled with cheap stut quite modest, playing dice or Prios’ Sun – a strategy you are quick, you can
and even cheaper blackbrew, Spectacle’s foremost game based on an ancient mechanic with bricks of get there and loot the
attraction is the entertainers. They perform in the different values, which was developed and grew building before Mayor
midst of the guests – the barbarian fire artists, the popular during the war against the Dark Lords. Nightpitch has signed
Ambrian jesters, the stilt dancers from Ravenia, the On the upper floor, and especially in the private the order to confiscate
snake-eater Kumuma and many others. chambers, there is no limit to the bets placed. A tall the lot!”
Most popular is the group of dwarven acrobats tale tells of a game that really went out of control,
that the owner, Golonas, has taken under his wing. which ended with the opponents betting their body

19
parts during the final rounds. One of them cut off an Nightpitch was the first intended victim and the
ear and added it to the already huge fortune laying war hero Herakleo Attio the second, and on both
on the table; the other one called him on the ear and occasions the perpetrators were drunk, displeased
raised him three fingers from the left hand. And and misguided residents – in Herakleo’s case, his
so it continued, with toes, eyes, tongues and lips own unruly brother, Serex.
until one of them decided to live large and literally
placed his heart on the table. The loser left with his Cheese tray (simple/aged cheese) 2/8 shillings
life and the winner’s family could live like nobles Carafe of Vearra Red (simple wine) 2 thaler
for the following six months, until the winnings Carafe of Southern Slopes (from Alberetor) 15 thaler
were spent.
However, what angers bystanders most is what
goes on in the basement below the gambling house. The Abomitorium
There anyone can bet their hard-earned thaler The term Fight Day is for most of the Hold’s residents
on death fights taking place in an iron cage. The associated with rising tensions, heated debates and
combatants are roosters of the species Orv, accor- an almost consuming longing for the sun to set. Of
ding to the owner captured in the deeply corrupted course, the excitement is especially intense to the
parts of Davokar – they are small but very real and three hundred souls who have been able to afford a
rampaging abominations! Ordo Magica as well as presale ticket (3–10 thaler depending on the seat).
the priests of Prios regard the activity with disgust But others besides the lucky ones place bets on their
and have demanded to know exactly from where favorites and many more than the two hundred
the roosters are fetched. But Thistle Hold abides allowed in are queuing on the Queen’s Square long
to the laws of Mayor Nightpitch, and so far he has before the gates are opened. Those who are forced
done nothing to stop the popular prize fights run to remain outside usually stay to listen to the roars
by his former traveling companion, Benego. and commotion from the arena, and most of them
use what money they have left to place a final bet.
Legends Inside the Abomitorium the show usually starts
As the name suggests, the tavern Legends is a off with fights between human adversaries, one on
watering hole for all who are fascinated by the one or in groups – fights which are stopped once
past. Here come the most popular storytellers in one side admits defeat. Traveling gladiators and
the realm, to mesmerize the audience with stories those with their main base in other towns, battle
of the feats of House Kohinoor, the suppression of against Thistle Hold’s own favorites, as for instance
unrighteous rebellions and remarkable individu- the Sun Maiden with her golden locks or the aged
als who rose from poverty to elevated positions but still powerful war veteran Madrago. The fight
during the olden days of Alberetor. Other stories when the Sun Maiden took on the master gladiator
are about The Great War, its victories but also about Hadaro “Scalp Crusher” from Yndaros and where
the little man’s valiant struggle against both fear both of them almost bled to death before the local
and dreadful enemies. hero managed to land a decisive blow is legendary.
Most of what is heard at Legends has been modi- The Fight Day always ends with something extra
fied and dramatized, just like the many returning spectacular, preferably related to Davokar. Fights
”Did you hear that the patrons want it. But now and again, sessions are against, or sometimes between, wild beasts are
Beast Clan has attacked arranged with some of Ambria’s most prominent common occurrences but if the audience gets to
a woodcutting camp historians; events that may be less exciting for those decide they would prefer other kinds of combatants.
north of Karabbadokk? listening but which provide something to enchant Three shows that are still talked about at the taverns
They say it’s Karits the real enthusiasts. Seldonio, the Grand Master in town are the ones that were announced as The
in disguise but that’s of Ordo Magica, has been one such guest, so also Goblin Rebellion, The Barbarian Uprising and Attack
goblin dung! My cousin Queen Mother Abesina’s personal biographer and from the Abyss. In the first case Ambrian gladiators
has met a survivor of one of High Chieftain Tharaban’s chroniclers. The fought a ferocious goblin tribe, in the second they
an alleged beast clan latter treated the audience to a real horror story pounded the members of a rebellious group from
attack and he swears about the elves of Davokar and something he called clan Karohar who had been caught after a failed
that the attackers were “The Halls of a Thousand Blood-Red Tears”. assault on Kastor. And during the Attack from the
elves – thoroughly During sessions like these the security is Abyss the audience got to see (likely for the last time)
corrupt, blight-marked heightened, not least because of the closeness to fifteen gladiators take on a captured and gravely
elves …” Davokar and the fear that the Iron Pact or hostile blight-marked Aboar. Only four of them survived
barbarians will move in on the dignitaries. But so and nearly twenty reckless spectators were added
far only two attacks have been repelled. Lasifor to the list of dead and maimed.

20
ESTABLISHMENTS & AUTHORITIES 2

Inns
”The top tower room at
Arkerio’s Guest House
is haunted by a wraith. In a town where a quarter of everyone staying has given up on getting the Town Watch to help her
Since the opening, only inside the palisade are more or less temporary with difficult guests; it is commonly known that
one single person has guests, the inns have a vital role to play. The large she resorts to other methods for getting rid of them.
been able to stay there number of visitors also explains why the guesthou- She orders members of staff not to clean the guest’s
for a whole night. Can’t ses in town are so many and so varied. There are rooms, to bang at the door with irrelevant questions
remember his name, beds for rent in almost all of the town’s districts, in the middle of the night and to “happen” to serve
but now he is tremen- some of them expensive and extravagant, others moldy bread and watered beverages at supper. In
dously wealthy, because so shoddy that you should be careful not to let your recent days, there have also been rumors saying
he swallowed his fear body make contact with linens and chamber pots. that some of the more unkempt guests at the Court
and was awarded with Up until a couple of years ago it could be hard to and Harp have been brutally beaten and robbed.
the ghost’s secrets.” get a room at the popular inns, but that is not the Can it be that the widow has taken to paying less
case anymore. With the growth of Blackmoor, the scrupulous individuals to teach the louts a lesson
demand for rooms in town has declined, meaning in manners?
that one would be unlucky not to find an unoccupied
room at a price one can afford. And should you be The Winged Ladle
that unlucky, it is far from unheard of that someone While the Hold was being built, it was not a pleasant
already staying at one of the inns can agree to hand place to live. The ground was trampled and muddy,
over the key, in exchange for a handful of thaler goblins and Ambrian construction workers were
or as a result of resolute arm-twisting maneuvers. making noise day and night, and without the pali-
sade in place, the beasts of the forest could attack at
The Court and Harp a whim. For these reasons, and to be able to oversee
Do you want to know how Queen Korinthia has the site, Lasifor Nightpitch had his house built in the
decorated her bedchamber? Or would you rather crown of a towering tree – in fact, the only tree not
sleep like Grand Master Seldonio? Maybe you are chopped down in order to make room for buildings
keener on feeling like Grand Duchess Esmerelda? and streets.
Irrespective of which, the Court and Harp is the inn When Nighthome was finished Lasifor left his
for you – the inn that claims to have designed its eagle’s nest, but the tree was left standing and
rooms based on credible reports from the bedrooms since then a second f loor and two annexes has
of various celebrities. been added to the crown house. Today the inn has
Of course, this requires that you can afford it, sixteen rooms, which often are booked in advance
and also that you are able to dress and behave like a by nobles and dignitaries planning to visit the
fairly decent person. The innkeeper Aragina, who town. However, if you are lucky, a cancellation
has taken over the business from her dead husband, has been made and left a few beds available for hire.
will never accept dirt or bad manners, and she has And surely it can be worth both the high cost and
no problem expressing her opinions publicly. She the climb up the stair winding along the trunk,

Table 1: The Cost for Lodging in Thistle Hold

Quality Example 1 night 1 week 1 month Ownership


Exclusive The Court and Harp, The Winged Ladle 1 thaler — — —
Fine The Seamstress’ Rest, The Ruin 2 shillings 1 thaler 4 thaler —
Ordinary The Witch and Familiar, Arkerio’s 1 shilling 5 shillings 2 thaler —
Simple The Rose Garden, The Barrack 5 orteg 2 shillings 1 thaler —
Rent nice Three rooms at the Antique Plaza — 2 thaler 10 thaler —
Rent ordinary Three rooms at the West Gate — 1 thaler 4 thaler —
Rent simple One room east of the Toad’s Square — 5 shillings 2 thaler —
Buy nice Three rooms at the Antique Plaza — — — 500 thaler
Buy ordinary Three rooms at the West Gate — — — 300 thaler
Buy simple One room east of the Toad’s Square — — — 100 thaler

21
22
ESTABLISHMENTS & AUTHORITIES 2
because even if the final statement is a poetic lie were escorted to the closest town’s gate and thrown
there is some truth to the text painted on the sign outside. But the problem escalated and it was finally
at the bottom of the stair: “Warmly welcome to the decided that the poverty instead should be hidden
Winged Ladle – the inn that offers heavenly dining, away behind walls, in the hope that at least some
divine drinks and beds as soft as clouds at down to of the fortune hunters would recover and become
earth prices”. productive again.
The Rosegarden is commonly called ”The Last
The Witch and Familiar Chance” and is run by the hard-edged Delera on
In a town with so many guesthouses you have to behalf of the Mayor. The four dormitories have room
stand out, especially if you are of an origin that for about sixty guests, which, at the reasonable price
otherwise would make potential customers go of 5 ortegs a night, offer access to a sleeping coffin, a
elsewhere. The huge, but also hugely kindhearted, blanket and two servings of porridge or soup.
Alomar stems from clan Zarek and was aware The turnover of guests is considerable. Many
of this when he came to Thistle Hold to make a die from infections, others are victimized by more
new life for himself and his mother, the witch or less justified violence, and some choose to kill
Agdala. With the reluctant help of his mother, themselves as the last flicker of hope has faded.
the Witch and Familiar has been turned into a Others find themselves banned from town, while
barbarian camp site in three stories, framed by a few are lucky enough to become invited to join
dark timber walls. some expedition or treasure hunt. In any case, the
The rooms at the ground level as well as the sleeping coffins of those who leave are never empty
whole of the second floor is dressed in lush emerald for long.
green vegetation, with moss covering the floors
and climbing the walls. There is no furniture; the Rent a Tent
closest you get to any kind of furnishings are the In the southeastern corner of Blackmoor is a collec-
beddings made up of pelts placed directly on the tion of tents with room for about fifty guests. The
floor and stuffed hunting trophies of both well- drunken owner Gormdan, who spends his days
known and rare forest beasts. The food served is dreaming about his joyous childhood in Alberetor,
obviously inspired by the barbarian traditions – you is usually described as being as stupid as he is
often get porridge with fresh or dried berries for generous. He is not very concerned about being
breakfast and slow-cooked or slow-roasted meat paid, so long as one treats him to a drink and appear
for the other meals. to be happy listening to his dreamy blather. On the
The Witch and Familiar is especially popular other hand, nor is he very concerned with hygiene
among new arrivals to the borderland, who long and bookings – the plaids are literally stiff from dirt
for a first contact with the people and beasts of and if unlucky you will end up in a pavilion where
the forest. Alomar and his family have to endure fifteen people are supposed to cram together in a
hundreds of questions each day and it is common space barely big enough for eight.
for the inn’s residents to be disturbed by newco- Blackmoor is a dangerous place and Rent a Tent is
mers who force themselves into their rooms for a no exception from that rule. If you spend the night
chance to see the skin of a mare cat or the head of there you must first and foremost be prepared to
a hunger wolf. Even more problematic is that the contract one nasty infection or another. Adding to
inn is known for housing barbarians visiting the that, there are threats in the form of unscrupulous
Hold for various reasons. Those of Thistle Hold’s guests and boozed neighbors regarding all around
inhabitants who claim to have reasons to really hate them as potential robber victims. And as if that
the forest people and who have fueled their anger were not enough, it is far from uncommon that
with liquor often appear at Alomar’s threshold, the people of southeastern Blackmoor carry things
ranting and looking for a target for their fury. with them from Davokar; nasty luggage which can
be revealed when one least expects it.
The Rosegarden Most recently, during a terrible night in year
Many celebrities No other guesthouse in the realm has such a mis- 21, something abominable clawed itself out of
have spent their representative name as the Rosegarden. The name a female explorer’s skin – a towering creature
night in town at comes from the blooming park that was on the site with bare muscles, with fingers transformed into
the Winged Ladle up until the fall of year 16, but which was rebuilt into knives of bone, and with outgrowths from the
– Queen Korinthia housing for a large number of impoverished resi- cranium, as if it wore a pointy bone crown. The
among others, if the dents after a series of failed expeditions. Initially abomination tore over a dozen people apart before
rumors are true. the unfortunates were dealt with harshly – they it was cut down.

23
Trade
Ambria has a proud tradition of skilled artisans specific items and sometimes spontaneous auc-
and, in most cases, they peddle their wares them- tions are held when more than one customer want
selves, like their parents before them. But after the to get a hold of the same item. At the northeastern
move across the Titans a new kind of establishment corner of the square the drug and herb peddlers
has seen the light of day, and it first appeared in sell their dried and fresh components, along with
Thistle Hold. ready-brewed elixirs. Some produce elixirs on
When the town was young, only a few artisans demand, at times covering the whole square in
had established their business in the area and most spicy mists.
of them were occupied producing material for new The downside with shopping at the market is
constructions. Hence, the commoner who wanted to primarily that pick-pockets revel in the crowds.
purchase explorer’s equipment, household utensils Most feared is the gang called the Free League.
or weapons could have to wait for months. But then Not that anyone can claim to know that the League
a witty man named Marvalom got an idea on how to truly exists; it could just as well be several diffe-
make some serious thaler from the situation. He sent rent gangs or some single, very capable individual.
his oldest daughter to Yndaros, tasked to purchase But what is certain is that Thistle Hold in general
viable appliances in the capital and send them to be and the Queen’s Square in particular is plagued
marketed in the Hold. And so the Store was born, by mugging sprees at irregular intervals, where
a business form which thereafter has been seen to hundreds of persons are robbed during the course
take root all across the Ambrian realm. of a day. The victims never notice anything of the
theft itself, but afterwards they all find a small
The Rope and Axe red stone medallion in the shape of a deformed,
The Rope and Axe is the result of a grim family feud. screaming face in the pocket or the bag from which
The owner Melena is the daughter of the compe- the items have been taken. It is said that one of
titor Marvalom and helped her father starting up the captains of the Town Watch, Tallios, has been
his business. It is rumored that she spent many tasked to handle the situation, but that he himself
years in the capital living at the edge of starvation, has been robbed of two purses while searching for
convinced that the store had a hard time making a the elusive Free League.
profit. And all the while Marvalom bought himself
a spacious house and hired a cook and a handful of Big-Basher’s Smithy
goblin servants. When Melena discovered what was The ogre Big-Basher came walking out of Davokar
going on, she moved back to Thistle Hold intent on before the palisade of Thistle Hold was finished.
ruining her father. Famished and unable to make himself understood,
The business idea is a simple one: everything he was perceived as an onrushing threat and had
needed for travels in Davokar can be found under it not been for the barbarian blacksmith Hurela he
the same roof. Craftsmen can offer her low prices would most likely have been killed that day. Instead
thanks to the steady inflow of new orders and she he was taken in by Hurela who immediately put
buys from all over the realm to get the best prices him to work, first for working the bellows, later as
available. It is also said that Melena buys equipment an assistant at the anvil and finally as the maker of
from the families of deceased explorers and that weapons and armor parts. When the Master died
she is not afraid to fence stolen items, but this she from acute respiratory failure a few years ago,
categorically denies as vile rumors spread by her Basher inherited the smithy and no one doubts
father. According to her, The Rope and Axe only that he also has succeeded his “mother” as the finest
offers customers first-rate and pristine objects blacksmith in the Hold.
crafted by Ambria’s best artisans! Aside from the owner himself, two novices,
one adept and three goblins work in the shop –
The Queen’s Square the latter ones claimed to be the most privileged
He who does not mind purchasing used equipment Karabbadokks in town. The goblins handle the
or spending a while searching for the right items bellows, shuffle coal and greet customers, always
does best to shop at the market on the Queen’s with a welcoming, pointy-toothed grin. The adept
Square. Every morning there is an awful racket as Vania crafts appliances of standard quality and
the vendors start building their stands and stalls, sometimes even the novices perform well enough
but before long the commerce can commence. It for their creations to be sold. But if you want wea-
is filled with quarreling over prices, fights over pons or armor of really high standard you have to

24
ESTABLISHMENTS & AUTHORITIES 2
order them directly from the master smith himself Since what is stated above also applies to ”I have a friend who’s an
(see the rule Mastercraft, page 76). The items take Faraldo’s Novelty Store it is not uncommon that explorer and his friend,
longer to make and cost more, but on the other hand you can make astonishing discoveries in the market who also is an explorer,
they can mean the difference between life and death places; peerless finds whose owners have yet to was part of an expedi-
when facing the horrors of Davokar. realize the upside of engaging one of the auction tion that captured an
houses. The former fortune hunter Nilos has capi- elf, alive and kicking.
The Thaler’s Drugstore talized on this and established a growing business They tortured the elf to
The Thaler’s Drugstore is the alchemists’ equivalent – his knowledgeable agents buy underpriced items gain information about
to Marvalom’s, a store where you can find most on the market or directly from newly returned the hideouts of its pe-
anything. The store is run by the sisters Ofera and expeditions, for resale at a more reasonable but ople but were answered:
Moria, but the elixirs are still crafted by their half- still relatively low rate. The question is how long ‘the road to the halls
blind and lame father – the very private and equally it will take before a new Merchants’ War flares up of a thousand tears is
renowned miracle-worker Skanander, previously in Thistle Hold, and what part the likes of Faraldo closed to all but the
employed as medicus at the court of Queen Mother and Sefira will play when that happens. invited’. Then the beast
Abesina. bled out.”
The siblings offer fair prices for herbs and Kodomar’s Huckery
extracts which then are resold or converted into At the center of Blackmoor you can hear, day after
potent elixirs. For a short period during the autumn day, the barbarian Kodomar roar about diverse
of year 19 they were forbidden to sell harmful brews, objects that he has for sale, for prices that are asto-
since a handful of murders had been committed undingly low. The thundering giant of a man was
with toxins bought at the Thaler’s. But after mas- one of the first to establish a more or less permanent
sive protests from the owners and their customers shop in the tent camp, since he for unknown reasons
the ban was lifted – a poison-coated axe or arrow was stopped from entering the Hold.
head can be exactly what is needed to lay down an The humble tent he started in has been repla-
onrushing forest beast or a furiously fighting clan ced, first by a huge pavilion, then by a rickety shed
warrior! Furthermore, the vile rumors claiming and finally by a well-built and sturdy wooden
that Skanander does not hesitate to strengthen his house. The owner boasts about being able to sell
decoctions by using blight-marked herbs and ber- just about anything, but admits that he may need
ries cannot be anything other than pure nonsense. some time if he is to accommodate to more exotic
requests. It is also claimed that Kodomar gladly
The Treasury purchases gravely corrupt items, which can be
A former Master of Ordo Magica named Sefira runs difficult to market in the neighboring town but
the auction house The Treasury with her family. for which he has a large and moneyed group of
Thanks to their good reputation they can charge potential buyers.
more than others for certificates of authenticity The reason why the lone barbarian was not gran-
– about 25 thaler for artifacts and 5 thaler for curio- ted access to Thistle Hold is rumored to be linked to
sities and art objects – and also claim a provision as why he was expelled from clan Baiaga. It has been
high as 25% on all sales. Despite the costs, people are said that his former chieftain sent a rider with a
queuing to have their finds examined and valued. message to Mayor Nighpitch, warning him that
Because even if a huge chunk of the profit goes to Kodomar was on his way south – all this to prevent a
the aptly named Treasury, the actual revenue is in diplomatic crisis arising between the Ambrians and
the end larger than if the item had been sold in some the clans of Davokar. There are numerous theories
booth at the Antique Plaza. Many nobles gladly pay regarding why this was deemed necessary, even if
extra just to be able to say that they own an object many see the peddlers alleged tolerance for corrupt
with a certificate signed by Sefira. items as a clear indication.

Knowledge & Information


For the fortune hunter who wishes to be suc- living in the forest, even figurative mosaics and
cessful, decisiveness and first grade equipment carvings – all of them can hold secrets about new
is never enough. Equally important is access treasure hunting grounds and prove to be worth
to true and fair information about the site you a fortune if you would rather sell the information
are headed for. Such knowledge may actually be to someone else.
found in the woods. Cuneiform writings on ancient Also, there are lots of ways to gain crucial infor-
ruins, legends told by barbarians and goblin tribes mation in Thistle Hold. It seldom comes for free and

25
”Cultists – you know you have to be careful not to trust just anyone with learn as much as possible about the new homeland
people who ally with your secrets; treasure hunters are often utterly of the Ambrians. However, this overall aim does
the Evils of Davokar deceived, prior to or after having returned from an not stop there from being individual members of
in exchange for dark expedition into the depths of Davokar. Charlatans Ordo Magica who do not hesitate to mislead know-
gifts – are everywhere. claiming to know everything there is to know about ledge seeking visitors in order to serve their own
I’ve been told, by those I the targeted site may very well be full of lies, leading purposes and personal gain.
trust, that many nobles to deficient preparations and thereby to a disastrous For a price varying from five shillings to five
are involved in secret outcome. And the explorer who reveals his valu- thaler (depending on the time spent), the adepts
societies that worship able knowledge to some lore master may be told and magisters of the order chapter can help with
the darkness. You must that it is useless, only to later learn that the same translations of cuneiform writings, analysis of arti-
agree that Duke Gadra- information has been used to guide an expedition facts and the casting of rituals needed to shed light
mei in Kastor seems like that returned laden with treasure. Caution is a on the obscure. Additionally, the archive on the
a shady figure …” virtue to the residents of the Promised Land, in tower’s third floor is open to all paying customers
all conceivable ways. who wish to study the travel records and witness
Rules on how to search for information in statements it contains (at the fair price of one thaler
archives, libraries and the like are found on page per session).
75 of this book. Should that not suffice, it is also possible to
gain an audience with one of the Masters in town
Ordo Magica – Cornelio, Eufrynda or Goncai. This may cost
One of the more reliable but also most expensive as much as ten thaler for those who do not have
paths to knowledge is to visit the town chapter of good contacts or who cannot offer very important
Ordo Magica. According to what is said, Grand information in exchange.
Master Seldonio has stated that the order shall
strive to be honest and trustworthy, for several The Legation
reasons. For one thing, he means that it is good The Queen’s Legation must also be mentioned
for business if people feel safe to trust the wizards among the credible sources of information in
with their questions and finds. And if that is accom- town, at least in some areas. Suria Argona has
plished, it also benefits the order in its ambition to two notaries employed, with the express task of

26
ESTABLISHMENTS & AUTHORITIES 2

recording everything that has to do with Queen feelings towards humans – they live off jobs in and A view of the Hold’s
Korinthia’s grandiose endeavor. Hence, the shelves around Thistle Hold, but are also bitter or even southern gate, from way
of the cellar vault are jam-packed with books and hateful since they justly perceive themselves to be back when the Beacon
scrolls, describing huge as well as small events in the badly treated by their employers. But if you offer was newly built.
history and development of the region. Searching them reasonable pay or can hire them to do some
the archives for information costs one thaler per kind of less degrading work, there is a chance that
hour, but an alternative is to trade for the time – that the Karabbadokks will swallow their anger.
is, you agree to tell the notaries of some more or A majority of the tribe members can communi-
less significant event that they are interested in cate in Ambrian, but if you want to hold a proper
preserving for posterity. conversation you should head towards the village
The latter can also be a way to add to the travel center. There you will find the only real houses in
funds or save up for a couple of extra nights at Karabbadokk, three longhouses made from rough
one of Thistle Hold’s guesthouses. Provided you timber logs surrounding a courtyard open to the
are deemed credible, a witness statement from west. In the middlemost house live the tribe’s three
an expedition into Davokar or from some notable leaders – the chief Idelfons, the shaman Njekka and
incident inside the palisade can pay between one the eccentric Garm Wormwriggler.
and five thaler. But liars and showoffs should not Questions about Davokar and its beasts are
bother to try, since the notaries Karasto and Perela usually answered by the former hunter/gatherer
are said to possess mystical means of revealing Idelfons, while Njekka has vast knowledge about
untruths – something which may result in a ban the barbarian clans and the mystic aspects of the
from the building. forest – abominations and the sources and effects
of corruption. Garm was raised in Yndaros at the
The Karabbadokks Convent School of the Last Light but chose to go
If you are after information on Davokar in general back to his roots at the age of ten. He has been a
and about its southern regions in particular, you wilderness guide for many years and knows most
may very well find what you need in Karabbadokk, there is to know about the ruins of Symbaroum
the goblin village east of the Hold. It is far from safe, and the treasure hunters who roam the region,
since most members of the tribe have double-edged especially those who have been at it for a while.

27
Agdala Dodramos
The witch Agdala is not the most amenable person He calls himself Dodramos, the soothsayer who for
in town. She appears to loathe Thistle Hold and if the last four years has lived in a tent in the wes-
one was to judge from how it occasionally sounds in tern part of Blackmoor. Judging by his sweeping
her presence she hates her son Alomar even more mannerisms, toothless doomsday predictions and
– for being good for nothing, for forcing her to live love for sweets he is nothing more than a swindler.
among the Ambrians, for not having given her any Nevertheless, presently there have been sightings
grandchildren. The one thing that seems to put her suggesting the opposite: Dodramos has been visi-
in a good mood is when she has the opportunity ted or picked up by particularly well built, if not
to gossip about the members and doings of other extravagant, wagons. It is rumored that several
clans – which she claims to know everything about. noble houses have started seeking his advice, also
And, if in good spirits, she can be helpful in that celebrities like Chapter Master Cornelio and
other ways too. First of all, she is still a powerful Mayor Nightpitch have paid for his services.
witch and can be persuaded to help as long as she Other rumors say that Dodramos was a prac-
perceives the end as justified and good – rumor has ticing theurg at the monastery of the Twilight
it that she, given appropriate payment, has spoken Friars before he turned up in Blackmoor (after
to the dead and delivered predictions with great having lost or recovered his senses, depending
precision. Adding to that, there is probably no one on the story). This is strongly denied by the Sun
in the Hold who is so versed in barbarian legends Church, and, since Drodramos himself seems to
as Agdala, both when it comes to telling them and enjoy the mystery surrounding his person, the
interpreting their true meanings. commoners are left to speculate.
People who have sought out the old witch tend The residents of Blackmoor say that Dodramos
to describe the meeting with a trembling voice and is an oracle for hire, but that he would just as soon
eyes flickering from anxiety. Apparently, she pre- be paid in food or hugs as in shillings. Most of them
fers favors to thaler as payment, and she threatens do not put much faith in the predictions, which
everyone that curses will plague he who passes remarkably often foretell a bright and prosperous
on the information she has provided. With that in future for any and all. Sure, such prophesies can
mind, it is not so strange that the people of Thistle be enough to provide the poor and broken inhabi-
Hold would rather frighten their children with tants of the tent camp with a glimmer of hope, but
the hag Agdala than with the Huldra of Karvosti. it hardly affects his credibility in a positive way.

Authorities
Already when Thistle Hold was being built, are fighting with each other, only that they, chiefly
several of Ambria’s most powerful factions were and thus far, do so behind the scenes. And surely
there, as avid supporters or actual contributing there may be some truth to such claims, because
parties. Today all major factions are represented no matter how powerful Mayor Nightpitch may be
in town, officially or working from the shadows. he would hardly stand a chance if the likes of First
Far from all are happy that Nightpitch has such Father Jeseebegai or Grand Master Seldonio were
vast influence in the region, but not much can be provoked into action.
”You haven’t heard done about that. The Sun Church has initiated
it from me, but the a partnership with Duke Gadramei in Seragon, The Sun Temple
theurgs of the temple hoping to transform Kastor to a stepping stone into By the Park of the Elders lays the town’s sun temple
are insane. They plan to Davokar, but that will take many years and until with its shining copper dome on the roof. Its First
murder the Queen and then theurgs and Black Cloaks are forced to use the Theurg is named Elfeno, a priest mage who despite
all her vassals, and turn Hold as their most advanced base of operations. his relative youth is said to be one of the Sun God’s
Ambria into the realm It is said that there are very few conflicts between most powerful servants. At times when the leader
of Prios. Father Elfeno organizations like Ordo Magica, the Sun Church of the temple steps in instead of the liturgs who
is one of the conspi- and the noble houses in Thistle Hold, much fewer normally handles the Sun Set Mass, the audience
racy’s leaders and I’ll than in the other cities of the realm. Of course, the gets to experience something unforgettable. Those
bet there’s proof of his reason for this is that Lasifor Nightpitch has little equipped to make the comparison claim that not
involvement at the Sun to no patience with cock fights and that Korinthia even the First Father speaks with such passion,
Temple!” allows him to decide who gets to live and function of his love for Prios and humankind’s appointed
within the palisade. But then there are some know- task – to tirelessly and humbly cultivate nature,
it-alls who claim that the factions in town indeed thereby cleansing it from the rampant forces of evil.

28
ESTABLISHMENTS & AUTHORITIES 2
To the temple anyone can go for spiritual gui- long been strong, but lately also other subgroups ”They say that the
dance, treatment for diseases and ailments, and not have taken steps towards becoming more organized. Blood-Daughter is
least to have the priests scatter the darkness of a Many of the artisans’ guilds that were established in reborn, the beastly God-
clouded mind. There are also those who turn to the Yndaros a few years back, have founded branches in dess of Saar-Kahn. This
temple after having been exposed to the corruption places like Kurun, Ravenia, Kastor and Mergile – now is of course ludicrous
of Davokar, but for those the priests cannot do much also in the town of Mayor Nightpitch. but if the Saars them-
more than pray for the mercy of Prios. What more At the Merchants’ House the members meet to selves are convinced,
is, according to gossip, the blight-stricken should speak of common interests and to devise plans on it may mean they are
really keep away from the temple. If things go how to influence the Mayor in important decisions. about to become even
badly they can find themselves imprisoned in the It is said that the merchants wish for a more open more aggressive – bad
catacombs, said to be located beneath the temple, town, where more entrepreneurs are allowed to news for us and the
containing people and creatures suffering from establish stores and workshops inside the palisade other clans …”
corruption sickness. The representatives of the and where the fees for passing through the gate
temple have not publicly admitted that this is true, houses are abolished. That way, the dawning trade
but the black carriages are proof enough for most – in Blackmoor would be truncated and eventually
carriages manned by grim Black Cloaks that, now the revenues for the town would increase.
and again, stop in front of the temple to be loaded Other rumors describe the Merchants’ House
with stone coffins big enough to hold fully grown as a place for forming conspiracies and cartels. Far
humans and which always leave town through the from all artisans and craftsmen in town are invited
South Gate. It is not farfetched to guess that they to become members and those on the outside are
are heading for the monastery of the Twilight Friars much more often hit by sabotage, robberies and other
in the Titans. disasters. Maybe this is because they cannot afford to
pay as much for security, but among the dives inside
The Fortune Hunters’ District Haloban’s Ring you can sometimes hear fortune
A long list of famous and successful fortune hunters hunters boast about having performed tasks for the
live in the district east of Thistle Street, south of Merchants’ House – missions whose character they
Lasifor’s Road, in peace and quiet between expe- gladly hint at but never talk openly about.
ditions. Many have also retired and devote them-
selves to helping younger talents, for a substantial The Monastery
provision of course. He who is offered a place under The Twilight Friars have a substantial posting in the
Iasogoi Brigo’s or Lysindra Goldengrasp’s wings also Hold, even if not as large-scale as the convent school
gets access to all their contacts and, in some cases, in Yndaros or the monastery in the Titans. In the
part of their fortunes. And even if all help comes at windowless stone building Prior Emundi and seven
the expense of required return in the form of future Black Cloaks live their ascetic lives. They are active
shares, this can be exactly what a group of newly from sunup to sundown and are said to spend most of
baked explorers need to fulfill their dreams. On the the time meditating and praying, and a smaller part
other hand, the district also inspires nightmares. of each day engaged in activities meant to ennoble
Some of its residents – among others Elmea the physical shape that the Sun God has endowed
Rabbit’s Foot and the terrifying elder who was them with. On the few occasions when the monks are
called Erok the Dark at his prime – never leave their seen leaving the monastery they are always going to
estates. It is talked about blight-marks and even or from the sun temple, presumably tasked to care
worse; that many of the district’s success stories for its blight-stricken prisoners.
have a soot black and corruption corroded flipside. Aside from the permanent residents, the second
If so, that could possibly explain the cries of torment floor of the building sometimes houses pilgrims
that sometimes echo through the southeastern headed for the sun temple on Karvosti. Then there
parts of town, maybe also the beastly howls that is the third floor, accessible only to The Whip of
the residents of the district usually blame on their Prios – the section within the order dedicated to
tame jakaars. tracking down and handling heretics. Other than
that, Prior Emundi does not receive any visitors,
The Merchants’ House except under extraordinary circumstances. He
In the building called The Merchants’ House, the who knocks on the door is greeted by the young
artisans and store owners of Thistle Hold convene postulant Adso, who is yet to be consecrated and
periodically. Together they make up a growing crowd who has to put up with running errands and being
and maybe also a growing faction of power and the order’s public face. He can talk to the Prior and,
influence in town. Indeed, the antique dealers have if the situation appears serious enough, arrange

29
an audience inside the monastery. However, he to contacts with suitable trade partners in the
who has reason to suspect himself to be even the Ambrian realm. It has also been known to hap-
slightest bit blight-touched is advised to avoid such pen, that barbarians who commit crimes in the
a meeting. Hold are handed over to Vicona, for immediate
punishment or for being deported back to their
The Town Seat clan territory.
By the Antique Plaza stands the building where Suspicious Ambrians tend to claim that the
the staff of Lasifor Nightpitch holds court. The one envoy engages in espionage on account of the High
who handles the daily business is Ader Gorinder, Chieftain, or that she pays Ambrians in the Town’s
the last survivor of a small noble house that other- Seat, the Merchants’ House and Ordo Magica for
wise perished during The Great War. There are information and to spread false rumors about the
also the relentless Tax Commissioner Dario, the dealings of the clans. Even more serious allega-
Law Commissioner Asmerda and the Construction tions identify her as the extended arm of the High
Commissioner Kalio Galeia – all of them recruited Chieftain when it comes to hunting down exiled
by the Mayor when the town was being built, and clan members who are trying to hide in Thistle
faithful to him ever since. Hold after having violated taboos or committed
The most popular character in the staff is serious acts of violence. But the few who actually
Sanitary Commissioner Agramai Kalfas, not have talked to the mild and kind-hearted envoy
because he keeps the streets tidy but primarily assure that the woman behind the mask never
because he often can be seen partying, dancing would be capable of such heinous acts.
and carousing with the populace at the establish- However, not many would put it past the
ments by the Toad’s Square. If master Agramai is dark-gazed Yoramon to lead those kinds of ope-
among the guests you can be pretty sure that the rations. In any case, the whole town knows about
evening and night will be a success – at least if you the bodies that now and again are found in the
are interested in an all-nighter! northern district of town – the remains of nameless
The administration building also houses the barbarians that no one seems to recognize.
Hall of Knights, a meeting and resting place for
nobles visiting the Hold. Officially Suria Argona, The Penitentiary
the Queen’s Legate, is in charge of the activities in There is no great need for prison cells in Thistle ”I swear, the Iron Pact
the Knight’s Hall, but it is commonly known that Hold, since most criminals are either condemned has lots of agents in the
her father has taken over that role. Count Alkantor into exile or directly to death. But none the less, Hold! There are even
is a close friend of Lasifor Nightpitch and when there is a small and closely guarded building humans in the service
parties are held in the Hall you can often see the at the Garrison which is commonly called the of the elves, genuine
roofed carriage of the Mayor parked outside the Penitentiary. There the most serious offenders traitors! It wouldn’t
Town’s Seat. in town are held captive pending Law Enforcer surprise me if Faraldo,
There are, however, persistent rumors saying Asmerda’s verdict, and it is there troublemakers the antique dealer, is
that some specific nobles rarely accompany Lasifor and drunkards from the dives around the Toad’s one of them – his store
to such events. If it is because they do not feel wel- Square are dragged to sleep it off. is always full of Symba-
come or if it has to do with them wanting to distance Visiting the Penitentiary is far from pleasant, rian artifacts!”
themselves from the smaller houses is debated, but especially during the winter when the icy cold
the representatives of House Kohinoor are said to creeps along the floors of the unheated building.
never make more than occasional courtesy visits to There are no bunks, the food consists of water and
the Hall. One should not make too much of such a bark bread, and you are seldom told for how long
trifle, but of course it contributes to the speculations you will have to stay. However, the biggest fear
regarding schisms among the nobles of Ambria. comes from somewhere else. The warden is the
weasel-like Pergalo, the son of the master torturer
The High Chieftain’s Envoy Katia who managed to make a captured Dark Lord
Vicona of clan Godinja is High Chieftain Tharaban’s reveal where Queen Korinthia was held prisoner,
official envoy in Ambria and she is seated in the near the end of The Great War.
Hold. With her is the witch Yoramon, who was part The stories told of what Pergalo does to knock-
of the former Huldra Oryela’s inner circle, and six ed-out drunkards during the nights are enough to
guardian warriors led by Yoramon’s son. deter most people from drinking too much. And woe
All of barbarian heritage are welcome to the to the suspected conspirator, spy or dark-minded
modest residence of the envoy, where they can cultist who ends up in the murky cellar vaults of
get help with anything from a monetary handout the Penitentiary!

30
BLACKMOOR 3

Blackmoor
It started off as a small camp for impoverished Ambrians, arrived to the region
hoping to earn their livelihood in Thistle Hold. Soon they were accompanied by
fortune hunters who could not or would not pay for the shelter of the palisade,
and later by barbarians that did not want to pay tolls for wares they intended to
peddle in the region. And before anyone really had time to react, the population of
Blackmoor was the size of the Hold’s, only more diverse and with an even higher
turnover of individuals.

31
2

11
9
1 10

14
4
13

7
6

5
3
12

BLACKMOOR The ones who describe the tent camp as Thistle The Black Square
1. Anselg Holds darker twin definitely have a point. To the At the center of the tent camp is an irregular,
2. The Blood Robes’ HQ walled town only a select few are welcomed, to open area called The Black Square, surrounded
3. Dodramos live their lives in relative peace and harmony; by a small newly built stone keep and a number
4. The Keep Blackmoor has no walls and the atmosphere is of wooden houses. In the keep resides the bailiff
5. Rent a Tent characterized by an almost complete lack of laws of Blackmoor, Keroldo Erebus, Baron Grafoldo’s
6. Herdol Partly and regulations – they are like light and darkness, eldest son. He is said to be a true lounger who spends
7. Kodomar’s Huckery day and night. Most who have lived in Blackmoor his days counting coin, gulping intoxicants and
8. The Grubbery would also claim that the arrival of the mercenary rubbing both shoulders and other parts with the
9. The Lindworm’s Nest outfit called the Blood Robes only made matters court of young ladies he has “rescued” from life
10. The Missionaries worse. Sure, they protect the establishments located in the camp. His only real task is to collects taxes
11. Nodla at the center of the camp, but all other residents from the businesses run in the buildings around
12. Redeye’s tent have only gotten one more oppressor to fear. the square, and it seems like he is able to do that
13. The Haymow One can indeed wonder why anyone wil- without any major mishaps.
14. The Black Square lingly would live or even spend a single night in The wooden buildings accommodate, for
Blackmoor, but that question is misguided. First, instance, Kodomar’s Huckery which stands wall
there is still some safety in the crowd, not least to wall with the newly opened guesthouse The
N
when the beasts of the forest come creeping out of Haymow. The leather worker Anselg has his shop
the woods in search of easy prey. Secondly, there a stone toss away, next to the smithy of the war
Nw

Ne

are lots of people who for one reason or another crippled blacksmith Herdol Partly, so called because
w

are not allowed to enter Thistle Hold. And thirdly, he has lost one leg, an eye and most of his left ear.
e
sw

the Blood Robes and the patrols of Baron Erebus Adding to these are an assembly of smaller sheds –
Se

S make sure to evict anyone who tries to set up camp for example one where used exploration equipment
somewhere on the surrounding farmlands. No, for is traded, one where the farmers in the area sell
0 15 m those who wish to dwell in the vicinity of the Hold wares which are not good enough for the Hold’s
Scale 1:600 there is but one viable choice. residents and one where the crone Nodla peddles

32
BLACKMOOR 3
her pies; pies that are difficult to chew since the Thistle Scold ”They say there are no
dough is mixed with bark, and that seldom taste The northeastern part of Blackmoor is usually templars in Thistle Hold
of what you have ordered. called Thistle Scold and is the most orderly area but that’s a lie, I have
Finally, it should be mentioned that the Blood in the camp. Here lives a large part of the humans seen them! During the
Robes always have six men posted by the Black who work in Thistle Hold during the days or nights days they walk around
Square and that these often are seen throwing both but whose employers are not willing to pay for in normal clothing, but
taunts and spoiled foodstuffs at the missionary sun having them live in town. The district’s residents sometimes at night they
priests who move among the houses – the latter are left in peace by both Blood Robes and the camps dress in their armors
of course being disciples of Sarvola, branded as criminal elements, primarily in fear of reprisals and march the streets,
heretics by the First Father and all true believers from the employers. They do not have permission ready to slay some su-
in Prios. to build wooden houses, but thanks to hard work spected cultist or some
and what little remains of their salary, many have poor blight-marked
The Western Moor managed to create reasonably tolerable homes fortune hunter.”
The ground west of the Southern Highroad is full for themselves.
of tents belonging to more or less desperate fortune Some brewing discontent, like the one found
hunters. Most of them are looking for a larger group among the Karabbadokks, cannot be seen. Sure,
to join up with and many of them are yet to set it happens that someone is fetched by the Hold’s
foot under the crowns of Davokar. Others have Town Watch, accused of having sold information
made one or more expeditions, but without finding about his benefactor to competitors or criminal
anything to hoist them out of the mud. Common to elements. But most seem content with their lot in
all of them is that they seldom stay for long. They life – a lot that in all respects is more generously
are all going somewhere else, either to a place full of sized than that of the goblins or the Ambrian
delights and contentment, or to a pit in the ground refugees in Yndaros.
where they can enjoy the thoughtless tranquility
of the afterlife. The Garbage Heap
Most notable in the area are the headquarters of Life in the southeastern part of Blackmoor matches
the Blood Robes, made up of three roofed and red-pa- the image of the worst misery imaginable. In the
inted wagons, and the soup kitchen near the Keep area referred to as the Garbage Heap dwell all who
called the Grubbery. And, of course, the collection of have lost their faith, who never had any faith and a
colorful pavilions run by Mistress Belina that goes by diverse crowd of sickly people waiting to be released
the name The Lindworm’s Nest – an establishment from mortal life. They may be of Ambrian heritage,
where wretched women and men of Ambrian heritage originate from some barbarian clan or have been
capitalize on the only asset they possess: namely their exiled from their goblin tribe – they all have in
youthful physique. Of course, aside from Blood Robes common that they are viewed as garbage, in most
and people passing through there are few customers cases by themselves as well as by others.
among Blackmoor’s tents. But since the services of the Father Sarvola’s missionary station and the soup
Lindworm’s Nest are not offered in any organized form kitchen run by his disciples is one of few lights in
behind the palisade, the establishment also attracts the dark. Another is the strong sense of solidarity
customers from the Hold. found among the wretched. With time something
The town’s people speak about the Lindworm’s like a spiritual movement has emerged in the
Nest in euphemisms, as a “house of joy” or a “pleasure district, organized around the cripple Galamar –
nest”, but everyone knows what kind of services commonly known as Red Eye due to a congenital
it provides. In fact, most people do not mind the disorder. All who take part in the community have
establishment; even the priests of Prios can respect sworn not to let their misfortune affect others,
people for choosing to do the most with what the so even if the Sun Church regards the group as
Sun God has bestowed upon them. But since the a heretical cult, the authorities in the region are
place is associated with the spreading of diseases yet to intervene.
and since the preaching’s of Father Sarvola has Regarding the job situation, it has been said that
made some people question the morality in paying the number of residents who are offered a day’s work
for carnal relations, all respectable residents are each day are as many as those who die – that is, one
careful to keep their dealings with Mistress Belina a to three persons. The not so lucky ones have to turn
secret – whether by arriving to the Lindworm’s Nest to the soup kitchen or starve. It is an unfathomable
disguised and in covered carriages, or by sending a mystery that the more than a thousand residents
wagon to fetch Belina’s employees to the privacy of of the Garbage Heap do not resort to violence and
their own homes. attack their more prosperous neighbors.

33
he daytalers of the Sanitary

t
Commissioner are keeping the
town clean from filth, washing
the grime from streets and
squares. Merchants polish their
goods till they shine, bards tune
the disharmonious from their
instruments and the floor of the
Abomitorium is raked smooth as the
bottom of a pond. But in spite of the efforts, the truth lingers.
In dark corners gathers filth that has been overlooked; the
grime merges diluted with the dirt and stones of the streets; the
polishing cloths never reach the corruption inside the artifacts;
the finely tuned instruments cannot hide the lies in the lyrics;
and a rake can never clean the blood out of stamped earth.
All who live in Thistle Hold know that its Ambrian facade
hides an inside more influenced by Davokar than anyone
wants to admit. Still, maybe one does right in polishing and
cleaning and lying? As King Ynedar said when trying to
instill courage into an Alberetor beset by the Dark Lords: “A
single fearful human can raze the strongest keep, while a
human free from fears can live happily in the monster’s den”.
But then again, the Hero King should have added that the
life of the latter probably will be nipped in its jolly bud …

34
SECTION 2:

GAME MASTER'S
SECTION

35
In the Shadow
of the Beacon
He or she who acts as Game Master and portrayer of Symbaroum’s game
world is assumed to know more about its persons and locations than the players
and their characters. The Game Master should make it possible to “discover”
the world, not only that which can be perceived at first glance but also what is
kept secret and hidden away from the common man. That way, the game world
becomes more intriguing, more alive, maybe also more lifelike.

All you Game Masters out there are of course follows a presentation of the town’s factions and
welcome to decide what is hidden below the surface, leading figures, also describing their relations to
also to alter or develop the actual surface to your each other. The third and final section includes a
liking. What is written in this section is nothing collection of specific cases where one can say that
more than suggestions to use as a point of departure appearances are at odds with reality – cases which
and as inspiration. Sure, it is also the foundation the Game Master can use as a basis for creating
on which we will build future adventures and his or her own scenarios and adventures, or even
supplements but, again, this does not mean that lengthy campaigns.
everything is written in stone; it only means that, The other chapters of this section are of a
when Game Masters rework and remodel the ori- diverse nature. The first offers guide-lines on
ginal text they also have to be prepared to adapt how to use the town of Thistle Hold as a base for
upcoming scripts to the unique world created by so called Goal Oriented Roleplaying; the second
and for their gaming groups. presents two unexplored ruins which may be
This chapter, In the Shadow of the Beacon, developed into challenging destinations for
opens with a segment that accounts for a number treasure hunting player characters. Finally, this
of misconceptions regarding the officially accep- section ends with a chapter introducing a long list
ted version of the town’s history, supplemented of additional rules, in the form of new abilities,
with some hitherto unspoken truths. After that traits, artifacts and so on.

36
IN THE SHADOW OF THE BEACON 4

37
Blood of the Past
There is probably no one living in Thistle he lived with clan Zarek. The Karabbadokks had
Hold who has not heard the story of how Lasifor developed close and friendly ties to the Zareks, and
Nightpitch delivered an armful of Twilight Thistles that alliance made them strong enough to subdue
to the court in Yndaros, how he instructed the two other tribes who were trespassing on their hun-
medicus of the gravely ill Queen Mother in how to ting grounds. When Nightpitch and Ederlug shook
prepare and use it, and later paid for the construc- hands and spat upon each others cheeks, thereby
tion of Thistle Hold with the reward gained from sealing the agreement that made the Karabbadokks
his heroic act. This story is not purely fictional leave the woods, the fate of the tribes Buhulgus and
but it leaves out a very important detail: Abesina, Skakkragas were simultaneously sealed.
Queen Korinthia’s seriously victimized mother, is Under the supervision of the witch Yagaba,
not sick. She is undead. large quantities of the drug called Wild Chew (see
When it was announced that an immense reward page 76) were prepared. The chew was given to
would befall the person who could cure the Queen the Buhulgs and Skakks, making them docile and
Mother of her ”severe inflammation”, the war vete- also capable of toiling until they literally worked
ran Lasifor realized the truth behind the vague themselves to death. Several thousands of goblins
diagnosis. If theurgs and wizards had done all they died, whipped by the Karabbadokks, who in turn
could without succeeding, the ailment had to be of obeyed the instructions of their human construc-
a very particular nature. To a veteran with fresh tion masters.
memories from The Great War the explanation Idelfons and many other aged Karabbadokks
was evident – Abesina had fallen victim to the vile, still remember the atrocities they were driven to
reanimating magic of the Dark Lords. by the encouraging cheers of Mayor Nightpitch.
The fact that what has died can be awoken to a Every time the chief reminds Lasifor of the
kind of halflife is something well known among the promises made, he also takes the opportunity
barbarian clans. According to the witches there is to remind him of the dreadful price paid by the
no real cure, but the symptoms can be mitigated Buhulgs and Skakks. Thus far, youngsters like the
with an elixir made from the rare Twilight Thistle. hot-head Ugtuls know nothing of the misdeeds of
Lasifor took the opportunity, both to enrich himself the past. But if the truth became known, most of
and gain a hold on House Kohinoor – today he is the Karabbadokks would probably rally behind the
the only Ambrian who knows where the Twilight insurgents – a fact that both Idelfons and Mayor
Thistle grows, and one of very few who knows a Nightpitch are painfully aware of.
family secret that the Queen is prepared to safegu-
ard at almost any price. Thus, when Laisfor with an Almost Doomed
insinuating look “wished” to exchange part of the Nowadays, Nightpitch is on good terms with High
promised reward into a title as Prince of the Realm Chieftain Tharaban and most chieftains of the
and the ownership over an area close to Davokar, southern region, but that has not always been the
it is hardly surprising that Korinthia reluctantly case. During the autumn of year 14, as the town was
went along with the agreement. preparing to celebrate its one year anniversary, the
Aside from this unofficial condition for the foun- Hold was all but doomed.
ding of the town, Thistle Hold has over the years Thanks to Thistle Hold, the Ambrians had star-
suffered several crises which have been handled ted to journey further and further into Davokar.
without public knowledge. Below you will find an Battles had been fought with the clans Karohar
account of the most serious ones, with a special and Odaiova, and it was clear that the people of
focus on how the events are affecting the current the Queen would not abide by the witches’ taboos.
relationships between those involved. When they also awoke the horned toad beast of Clear
Water, the High Chieftain decided to act – an army
By Sweat and Blood of Wrath Guards, bear warriors from Odaiova, claw
It is totally true that the palisade and the major part fighting Karits and five witches riding on colossi
of town were constructed in less than six months was put together and marched on the northernmost
and that the goblin tribe Karabbadokk was involved outpost of the Ambrians.
in the project. What is not known is that two other Had it not been for the ambitious and treache-
tribes were nearly annihilated in the process. rous Chieftain Embersind of Odaiova, the two thou-
Lasifor Nightpitch became friends with the cur- sand barbarians would likely have burnt Thistle
rent chief Idelfons’ father, Ederlug, at the time when Hold to cinders. But luckily Lasifor was warned

38
IN THE SHADOW OF THE BEACON 4

Table 2: Factions and Leaders in Thistle Hold

Faction Leader Notes


Lasifor Nightpitch The uncrowned ruler of the Hold
Yagaba Witch and the Mayor’s loyal friend
Ader Gorinder The Mayor’s right-hand-man, runs the Town Seat
The Mayor Dario Tax Commissioner
Asmerda Law Commissioner
Kalio Galeia Building Commissioner
Agramai Kalfas Sanitary Commissioner, secretly a cultist
Suria Argona The Queen’s zealous legate
House Kohinoor Asmerda Secret Agent and informer
Dekamedo Akman Kohinoor, son of the Queen’s cousin
Alkantor Argona Power-hungry and increasingly desperate
Lesena Vearra Acts adventurous but seeks alliances
Ana Herengol Alesaro Kohinoor’s agent in town
The Noble Houses
Keroldo Erebus A true lounger, Bailiff of Blackmoor
Iasogoi Brigo Former treasure hunter with ambitions
Davidos Berakka Duke Junio’s envoy in the Hold
Father Elfeno Leader of the temple and a powerful theurg
Deseba the Old Living Lightbringer and secretly a reformist
The Sun Church
Prior Emundi Leader of the town’s monastery
Father Sarvola Heretic and openly a reformist
Lysindra Goldengrasp Former fortune hunter, merciless fighter
The Iron Pact
Mearoel Autumn elf who hates humans
Cornelio Chapter Master, loyal to the Grand Master
Eufrynda Ambitious Master, dislikes Cornelio
Ordo Magica
Goncai Tipsy Master, likes Eufrynda
Kullinan Furia Powerful wizard with his own agenda

of the incoming threat and travelled to meet the the incursions into the forest; a proposal which one
enemy in the woods. And the mayor stood strong year later, after many twists and turns, led to the
in the face of danger. During the tense meeting imposition of the Explorer’s License.
he made the assembled chieftains understand The number of people who know just how close
the futility of attacking the Hold – it would in no the town was to its doom is very limited. The only
way deter the Queen in her ambitions, but on the outsiders to bear witness were two Ambrian hunters,
contrary lead to immediate retributions and that who watched the meeting while hiding in the under-
the colonization of Davokar would pick up speed. growth. Their tale was recorded and stored away in
Additionally, he explained that the Queen would the archives of the Legation, but it was never taken
rather see the High Chieftain as an ally than an seriously, not by the notaries, nor by the patrons of
enemy, and that he and the witch Yagaba would the dives where the hunters used to drink.
gladly function as intermediaries in the negotia-
tions between the peoples. Nighthome’s Bloodbath
The chieftains were not convinced, but the witch Year 17 the brother of Mayor Nightpitch, Herado,
Eferneya came with a proposal that finally made became the commandant of the Town Watch. He
them bury their war axes. The suggestion was assumed the name Duskwatcher and has ever
that the Ambrians would contribute to limiting since handled his duties relatively well, despite

39
the popular opinion that it was not merit but family The move and establishment of the heretical
relations which led to the appointment. In reality, Mission House sparked a diplomatic crisis that
the story is even more complicated than that. Sarvola himself was unaware of. Within the Sun
The fifty year old Herado carries both visible and Church there were (and are) two distinct factions
invisible scars from The Great War. For a long time – one dogmatic, hardened and strengthened by the
he was a wreck, surviving on handouts from his war against the Dark Lords; one more tempered and
brother and an unhealthy mixture of intoxicants. forgiving rooted in the old faith. Representatives
His misfortune seamed to end when he met the of the latter alignment were to a large part in
A passage from the Ga- barbarian beauty Klarana – he cleaned up, reduced agreement with the accused heretic and they also
rak Scripture, claimed the consumption of drugs and was even employed as had the trust of the Queen, not least since she was
to account for a brutal a notary at the Town Seat. But it all came to naught uncomfortable with the sulfurous rhetoric of the
battle where countless during a bloody evening at Nighthome. theurgs and liturgs.
elves were massacred Lasifor was throwing a party in celebration of Mayor Nightpitch was close to handing Sarvola
by abominations and the Queen’s birthday. Herado and Klarana were over to the wolves when Deseba the Old – the
blight born humans. there, as were Commandant Perla with her hus- informal leader of the gentler faction – arrived at
band, and Tax Commissioner Dario with his old Thistle Hold with a message from Korinthia. The
mother. During dessert Herado burst into tears and Queen promised that she and her confidants within
when Klarana leaned in to console him he went into the Sun Church would persuade the First Father
a full-blown frenzy – the scarred veteran lunged to leave Sarvola alone, provided that the apostate
and punched as if in a trance. As Perla lunged for- remained in the Hold. And since Nightpitch actually
ward to stop the madness, the Mayor screamed at appreciated the Mission House’s calming effect on
the top of his lungs, something Yagaba perceived certain segments of the populace, he gladly accepted
as a signal and struck the Commandant with four the proposal.
storm arrows. The husband of the fallen barely First Father Jeseebegai was in turn allowed to
had time to draw his sword before Lasifor slit his send a troop of templars to the free settlement
throat, to protect both his brother and his friend. Earthmoor, in the eastern hills of New Beretor.
In order to save themselves, the Mayor and his The story of the massacre in that den of heretics
witch came up with a plan. The dead were moved never became publicly known.
to their home, which then was staged to make it
look like it had been subjected to an attack from The Truth about Haloban
rebellious barbarians. Herado was appointed to It was the barbarians who first started telling
succeed Perla as Commandant and given charge of stories about the Beast Clan – blight marked,
the investigation, in exchange for him promising raving warriors that attacked humans and goblins
never to touch any intoxicants again. Regarding in southern Davokar and that did not carry any
the Tax Commissioner and his mother, the latter defining characteristics of the established clans.
luckily slept all through the commotion. Dario And soon the first Ambrian witnesses emerged.
was kindly threatened into silence and has so far Ten dead in a logging camp were blamed on the
refrained from speaking about what happened. But Beast Clan; then a butchered farmer’s family and
he knows what he knows, and the day may yet come a burnt down croft. The speculations ran wild.
when he decides to make use of his knowledge for Could it be disguised Ambrian patriots out to
personal gain … defame barbarians in general? Or was it Karits
who masked themselves hoping to scare the
The Sarvola Crisis Ambrians away?
Sarvola of House Bargomol is the lone survivor of In fact, the Sun Priests of Thistle Hold have
a noble family whose other members refused to heard the truth about the Beast Clan, spoken by
leave their residence in eastern Alberetor and in one of their prisoners – the gravely stigmatized
time met a particularly cruel fate. Sarvola followed hunter Malrek who remains in a cell deep bene-
his tutor Peonio to the Promised Land where he ath the temple: when the Ambrians attacked the
soon became known as Sarvola the Disbeliever. Jezites in year 10, a large part of the clan members
The quarrels between him and the soon-to-be First fled down into the natural caves below the fort-
Theurg at the Cathedral of Martyrs in Yndaros ress, and the camouflaged passage down was never
escalated until Sarvola renounced the church to found by Korinthia’s troops. The remaining Jezites
seek shelter behind Thistle Hold’s palisade. Along have lived down there ever since, continuously
on the journey he brought a small fortune, salvaged affected by the nurturing but also corrupting
from the family residence in Alberetor. power of the black bedrock. Natural cavities in

40
IN THE SHADOW OF THE BEACON 4
the Underworld have also given them access to Master of Manipulations
the surface, by way of gorges and small sinkholes Agramai Kalfas, Thistle Hold’s immensely popular
inside Davokar. Sanitary Commissioner and cousin to the comman-
Malrek was captured and told his tale year 18. der of the Queen’s Rangers, is actually a prominent
The hunter’s testimony was regarded as improbable member of The Sacred of the Old Blood – a cult of
but so worrying that it must be examined. A group Ambrian nobles claiming that the dark power of
of Black Cloaks followed Malrek’s directions, but Davokar can be harnessed and used to ennoble both
even if they found several passages down into the body and spirit. The cult’s existence is so far known
Abyss they located no tunnels leading beneath by none but the initiated, although fanciful rumors
the town. During the winter of year 19, Lasifor have started spreading through the halls of power.
Nightpitch and the Queen’s Legation was informed In any case, that such a cult truly exists and that it
and it was decided that the search must continue, might have an agent in Thistle Hold is nothing that
now supported by the Queen’s Rangers and scouts Lasifor Nightpitch has even considered.
from clan Odaiova. But six months ago the hunt Agramai has orchestrated numerous incidents
was called off since natural caves below Thistle over the years, to advance the cause of the cult and
Hold had been found, though without any traces of invite Davokar’s powers to town. He calls him-
living beings. The caves were never fully mapped; self the Prince, acts through manipulation and
sensitive senses warned about the thoroughly cor- intricate lies, and is always careful to cover his
rupt and corrupting nature of the deep. tracks. Most often he uses drugged agents, or ones
ensnared by sorcery, and kills them as soon as they
The Aspiring Executioner have performed their tasks; preferably persons
That the Iron Pact has agents in Thistle Hold is of already involved in some lesser cult. That way, the
course very true, even if they are guilty of far fewer Town Watch will not have to search for long before
acts of sabotage than believed. The main focus of believing that they have found the root of evil.
the elves is to stop humans from stomping about in Most of the missions are about removing
the most corrupted parts of Davokar, not to strike persons who directly or indirectly are trying to
against targets outside the forest. But this does not hinder Ambrians from approaching Davokar.
stop individual Iron Pact members from taking He has uncovered and had no less than four Iron
initiatives that divert from that stance. Pact allies killed, including an elf who came over
Two years ago, the vicious summer elf Dorael-Ri the palisade on an espionage mission. Adding to
used the name of the Iron Pact to gain entrance that, he has appropriated numerous powerful and
to the Hold. One of the pact’s allies back then was dark artifacts from the town’s auction houses and
the town executioner, a barbarian woman who kidnapped untainted humans to use their blood in
called herself Tyrana. The executioner slew two his sorcery rituals. Thus far he has refrained from
guards in one of the towers between the North and trying to manipulate the Mayor and his colleagues
West Gates, and threw down a rope to the waiting at the Town Seat. But he is a frequent and welcomed
warband. The attack was aimed at Nighthome, and guest at the Hall of Knights, where he, as gently as
at killing the Mayor and his treacherous witch. possible, is trying to find out if anyone else among
Luckily, the elves were seen coming over the the region’s nobles has come to realize the truth
palisade by a reasonably sober treasure hunter about the power of the dark.
named Sarfas. And luckily, he snuck off to the The only real indication of the existence of The
nearby monastery instead of making himself Prince are a few similar witness statements. In a
known to the intruders. The Black Cloaks were few cases they come from some of his agents who
quick to act – to avoid panic they sent a runner to have been captured alive, in other cases from per-
the Mayor’s residence while shadowing the elves sons who have seen him meeting the agents prior to
from afar. Only once Dorael-Ri and his warriors some attack. But since he never shows his face when
had entered Nighthome did they make their move, dealing with the henchmen, the statements come off
supported by Lasifor’s bodyguards and the witch as ghost stories more than anything else – stories
Yagaba. The eight elves were killed and buried in about a huge man with his face shaded by a deep
the dirt of the plant beds on the residence's roof. hood, dressed in flowing black garments. The Town
In exchange for his silence, Sarfas was given Watch assigns no credibility to the information
information about a virgin forest ruin. And just as and every time it recurs the guards jest between
Nightpitch had counted on he met his death right themselves, complaining that yet another witness
there, in the claws of a newly awakened cryptwal- has heard too many tall tales about the elusive, but
ker with a horrible morning temper. oh-so-fictional, Shadow.

41
Colliding Interests
Lasifor Nightpitch is the unthreatened ruler
of Thistle Hold. As Prince of the Realm he has the
authority of a duke over all who live and work in
his walled domain, meaning that he literally has
power over life, death and all things in-between.
The only external power he formally has to take
into account is Queen Korinthia, who can decide
to revoke all his authority whenever she likes. But
as long as he does not give her any reason to do so,
and as long as he is protected by the secrets he holds
over the House of Kohinoor, Mayor Nightpitch is
the town’s undisputed ruler.
That is the formal side of things. On the other
hand, if you take the kingdom’s complicated power
relations into account it may not appear so simple.
The realm of Ambria is made up of many strong
factions, that to some degree want very diffe-
rent things and that all are plagued by internal
struggles. This means that the Queen has got more
than her own mind and desires to consider and,
furthermore, that persons like Lasifor Nightpitch
must be careful not to provoke other factions to the
point where Korinthia needs to take sides. In the
end, it all falls back on a fragile balance between
different interests, and he who does not mind
his manners may very well lose the protection
of House Kohinoor or even become the target of
its direct reprisals.
This part of the book presents six powerful
factions working in Thistle Hold. The focus is on of the Queen and the High Chieftain thanks to the The buildings in town
the factions’ leading representatives, goals, internal location of his town. In the end, it is all about getting are often placed so
struggles and relation to each other. Aside from the Ambrians to respect the taboos of the clan folk. close that you can jump
being a foundation on which to build homebrew Lasifor has lived in Davokar long enough to see between rooftops –
adventures, the text is important for understanding the correlation between human interference and which is perfect for re-
the background of some of the challenges encoun- growing corruption. And he cannot believe that connaissance, escapes
tered during Wrath of the Warden. Queen Korinthia will not also be able to grasp the and ranged attacks.
truth of the matter.
Nightpitch Both Yagaba and Ader Gorinder, Lasifor’s right-
Lasifor Nightpitch is not after power, nor does he hand-man at the Town Seat, know the Mayor’s
crave more wealth than he already has. All that the mind. There are no real tensions between the
war-weary veteran really longs for is safety and three, even if they do not always see eye to eye.
comfort, not only for himself but for all people in The witch wants to do more to get the Ambrians to
the region. On the other hand, he is a realist who understand, but Lasifor says that his compatriots
understands that such a dream can never come cannot be persuaded; that they must reach the
true. All he can ever hope for is to ease the effects right conclusions by themselves. Ader wants to
of the clash between Ambria and Davokar, and pos- stop the trade in Symbarian artifacts and intro-
sibly to have some kind of influence on the strategies duce a prohibition against visiting ruins in the

42
IN THE SHADOW OF THE BEACON 4

Explorer’s License, hoping to reduce the harm Suria is far from being so weak and incapable of
Ambrians do to Davokar. Lasifor basically agrees, acting as people believe – she lets her father rant
but maintains that it is better that expeditions are and misbehave while she devotes all her energy
planned and artifacts sold in the Hold under their to carry out the Queen’s commands. Asmerda was
supervision, than having such business relocated recruited already in year 13 to be the eyes and ears of
to Kastor or Blackmoor. the Crown in the Mayor’s administration, although
Nightpitch is careful not to antagonize the other she is not always aware of Korinthia’s true ambi-
factions – he wants to come off as allied to all and no tions. One who knows everything is Dekamedo, in
one. The only things he cannot accept are sorcerers truth Akman Kohinoor who became orphaned as
and others who welcome corruption and use it to his father, Korinthia’s cousin, and the rest of the
gain advantages for themselves. To such individuals family were attacked by robbers when crossing the
he shows no mercy! Titans. He and a group of well-paid companions in
the Town Watch act as the faction’s extended arm
Huset Kohinoor when something needs to be dealt with.
The Queen’s most important confidants in Thistle The long term goal of House Kohinoor is to use
Hold are her legate, Suria Argona, the Law the abundance of Davokar to make Ambria so grand
Commissioner Asmerda and one of the captains that it will make all legends of Symbaroum pale
of the Town Watch, called Dekamedo. Obviously, in comparison. But regarding Thistle Hold there

43
are two primary aims: first, Korinthia needs to
figure out where in Davokar the Twilight Thistle
grows; once that is done Lasifor Nightpitch must
die – partly because he knows what plagues her
mother Abesina, and partly because Korinthia
wants to gain direct control over his town.
Asmerda is deeply involved in the search for the
Thistle’s growing place but knows nothing of the
second part of the plan. She reveres Nightpitch and
is already plagued by doubts making her put less
effort than she could into the espionage mission.
But if she learned that the very life of the Mayor is
at risk things would go from bad to worse. The risk
is that she would consider warning the intended
victim and even side with him against the Queen.
Regarding the relations to other factions,
Korinthia and her subordinates try to appear as
friends and allies to everyone but the Iron Pact. Keroldo Erebus, not charming or nice but efficient as
However, in reality Korinthia regards all influential bailiff of Blackmoor and according to rumors a very
groups in the region as tools to employ in the ende- skilled dancer.
avor to build a powerful and prosperous Ambria. If
any faction starts to grow worryingly strong, she
tries to weaken it by cooperating with the internal When it comes to long-term goals, the nobles of
opposition to the leaders – as for instance in the the Hold are not nearly in agreement. Most, espe-
case of the Sun Church. But when it comes to the cially the ones with power, want to see Korinthia
specific situation in Thistle Hold, House Kohinoor dethroned but have different ideas on who should
strives to keep a low profile, and will do so all the succeed her – which is the main reason why they
way until the town’s mayor has passed on to the have not acted. On the other hand, several repre-
life hereafter. sentatives of the smaller houses, not least Keroldo
Erebus, love their Queen and ascribe to her almost
The Nobles godlike characteristics. In the end, there is only one
Traditionally, the houses Argona, Vearra and Brigo thing they all can agree on: that Nightpitch has to
are the ones closest in rank behind Kohinoor. attribute greater value to noble blood and make sure
House Brigo has always had good relations with that Narugor’s duke, the pretender Junio Berakka,
the Queen’s family, while Argona and Vearra have keeps focusing on the threat from Davokar instead
tried to seize the crown on numerous occasions of meddling in the affairs of the true nobles.
throughout history. The biggest internal conflict is about who is
With age, Alkantor Argona grows more and going to sit on the throne once its current owner
more desperate, but he is a skilled diplomat that has been pushed aside – will it be an Argona or a
seldom lets his feelings show. Lesena Vearra is more Vearra? Or will it be another Kohinoor; one who
or less the same. Officially she is in town trying really knows the value of noble blood? To make
to satisfy her unquenchable thirst for adventure; things even more complicated, Count Edogai Brigo
in reality she has traveled to the border region in is trying to get his son Iasogoi to enter into play. So
the hope of building new, and strengthening old, far the treasure hunter legend steers clear of the
alliances and eventually putting a Vearra on the Hall of Knights, but he is not a youngster anym-
throne. Ana Herengol, the ruthless daughter of ore and maybe he will soon be mature enough to
Field Marshal Beremo’s sister, is secretly Alesaro abandon the path of the explorer and dive headlong
Kohinoor’s agent in the Hold. Her task is of course into the intrigues.
to promote the hero king Ynedar’s brother as a On other conf licts, there are the tensions
more worthy monarch than Korinthia. Finally, between House Erebus and the families who have
Keroldo Erebus usually makes a huge impression their estates close to Thistle Hold. According to the
when the nobles convene, though not in a very latter it is a shame that Korinthia allows Blackmoor
positive way. He is really not much more than a to exist, and that view grows clearer and clearer
pleasure-seeking and lazy drunkard, scorned by for every time its bailiff behaves like a scoundrel
the more prominent nobles. in the Hall of Knights.

44
IN THE SHADOW OF THE BEACON 4
Religion permeates the assemblies in the Hall of The current reading, which grew dominant during
Knights and all nobles are keen to show themselves The Great War, describes Prios as strict, merciless
being true to Prios’ commandments. They are also and bellicose. According to older interpretations, THUS SPOKE AROALETA
cautious not to offend House Kohinoor; they pro- from whence Prios was but one of many Gods,
fess their allegiance to the Crown on a daily basis he is loving, compassionate and peaceful. Those
”… and the soul of
and all discussions suggesting anything else are who speak for the latter reading are growing in the seed was already
held behind closed doors with trustworthy com- numbers, but aside from the impatient Sarvola lost; paternal sins,
panions – excluding the likes of Keroldo Erebus they bide their time until the Queen can give them maternal atrocities
and Duke Junio’s representative in the Hold, his her full support. In Thistle hold, Elfeno suspects tainted the blood of
son Davidos Berakka. that Deseba is not completely loyal to the First the offspring. To be
According to the official stands of the nobles, Father. The Theurg wants to be freed from the
affected by darkness
only the Iron Pact is to be seen as an unambiguous influence of the Old but will not take part in any
while wandering
enemy. Off the record, all other factions, including conspiracies, especially since Jeseebegai trusts
the elves, are nothing more than potential pawns the Lightbringer completely. life is nothing like
in the play for power and wealth. In that spirit, About relations to other factions, there is no carrying it in the
the House Vearra has for instance initiated a close doubt that the priests of the Sun Church owe their flesh; that is evil.”
collaboration with the First Father, promising that allegiance to Prios. The other factions’ quarrels
the Sun God’s influence would increase if anyone and intrigues belong to the mundane; the duty of
of their House sat on the throne. the priests is to make everyone accept the com-
mands of the Lawgiver. But then again, it is far
The Priesthood from unlikely that when two mundane factions
Despite the troublesome Sarvola, the Sun Church clash, the priests are going to support the party
has got a firm hold on the town residents. Father whose ambitions best serve the aims of Prios. It
Elfeno is rightly both admired and feared, not least should also be said, that for the majority repre-
for his wholehearted love for Prios and the force he sented by the First Father, the Iron Pact embody
puts behind his words. Prior Emundi is also liked, the power of evil. The elves and their conspirators
even if he is seldom seen on the streets of town. must be captured and set on fire!
When he entered through the South Gate for the
very first time, he exclaimed that he had come to the The Iron Pact
place that best exemplifies Prios’ determination to The Iron Pact is run from a secret location in the
subdue and cultivate the wilds – words still proudly Underworld called the Halls of a Thousand Tears,
remembered by the populace. However, it should the only permanent Elven settlement in Davokar.
be clarified that none of the aforementioned is the For centuries they only had the clans and some
strongest representative of the church in town. In single, spontaneously awakened abominations to
the copper dome of the Sun Temple lives Deseba worry about. But with the arrival of the Ambrians
the Old – the only person ever to be appointed they are up against a superior power that does not
Lightbringer before death, after having miracu- realize the gravity of the problems it causes, for
lously healed both Korinthia and Jeseebegai right themselves and others. Faced with this threat,
after the Queen was rescued from the fortress of the leaders of the pact have reacted in different
the Dark Lords. ways. The most peaceable ones claim that their
The Sun Church’s representatives in Thistle only chance is to help the Ambrians understand;
Hold have no political goals in common. They others stress that the battle is already lost and
work hard to spread the word of Prios, to help the aim to cause the enemy as much harm as possible
people in their ambition to explore Davokar, and before the end.
to keep the town free from corruption. Regarding The experiences of the former treasure hunter
Sarvola, Deseba has ordered her subordinates Lysindra Goldengrasp have led her to the conclusion
to ignore him, under the pretext of wanting that the elves and the witches are correct – the
to avoid conflicts with Mayor Nightpitch – an woods must be left in peace or else Ambria will
edict that both Elfeno and Emundi have accepted end up as the realm of the Dark Lords. She does not
reluctantly. Hence, the misdeeds that now and trust Korinthia or anyone else to be able to accept
then affect the apostate are not orchestrated by the truth, and she is prepared to do anything in
the temple or the monastery, but by radicals her power to sabotage the projects of both trea-
among the commoners. sure hunters and explorers. To aid her she has the
The most serious conflict within the church has autumn elf Mearoel and a group carefully chosen,
to do with the interpretation of Prios’ commands. previous explorer colleagues that have reached the

45
The fortune hunter’s same conclusion. The elf and the human agents are alone. But as soon as Thistle Hold is on fire, neither
dream: good friends hidden in a warehouse close to the palisade where Nightpitch, nor Suria Argona or the venerable Prior
around a crackling fire she used to store her exploration gear. Emundi goes safe!
on a beautiful spot in Aside from the continuous interference with
the wilderness. Such a the Hold’s trade in Symbarian artifacts, Lysindra Ordo Magica
dream seldom comes and Mearoel have two main goals. First, they aim Even though its magisters and masters do not like to
true... to burn the town to the ground, something they admit it, Ordo Magica is a powerful faction. Grand
have already started to prepare by hiding barrels Master Seldonio is loyal to the Queen and demands
of flammable liquids in the district surrounding of his subordinates that they work for the glory and
the Queen’s Square. When that has been accom- enrichment of the realm – a stance fully adopted
plished, they need the Iron Pact to agree on a by Chapter Master Cornelio. However, among the
more aggressive strategy – together with human members of the order there are also many who
collaborators in the border region, the elves and put their own betterment and development above
their allies could gain information about and stop all else. Among these are, for instance, the order
all expeditions journeying out into the woods. masters Eufrynda and the newly arrived Kullinan
And if that would make the Queen send her army Furia. The latter is at least as old and powerful as
into Davokar, then maybe also the clans could be the Grand Master himself, and he belongs to a group
persuaded to rally behind the High Chieftain and of wizards who survived the War and who want
engage in the battle. to return to an arrangement where Ordo Magica
Up until the first part of the plan has been is more independent of the Crown. Kullinan has
implemented they leave the authorities in town come to Thistle Hold to study the corruption and

46
IN THE SHADOW OF THE BEACON 4
its effects, and also to examine its potential as a
source of power.
The aim of the order is to generate knowledge,
and to do so focusing on that which benefits the
grand civilization project of Korinthia. In the new
and promised land there is still much to learn –
knowledge which is of the utmost importance if the
Ambrians are to gain mastery over Davokar. The
Symbarian ruins are secondary, at least according
to the strategy established by Chapter Master
Cornelio; the primary aim must be to make sense
of the vegetation and inhabitants of the forest!
Eufrynda fumes and calls this the strategy of a
coward. And she has both Master Goncai and the
newcomer Kullinan on her side – the former because
he is seriously infatuated with her, the latter since he
wants to seek out any and all sources of corruption.
But when the strategy of the Chapter Master is based Eufrynda is said to have the sharpest mind in town,
on the commands of Seldonio, Eufrynda must go but whomever meets her at the Salons of Symbaroum
behind Cornelio’s back when diverting from the after dark has reasons to doubt it.
plan. Not that she minds, but it certainly makes
everything much more strenuous. Her only comfort is that the Game Master can use the material to
is that the arrival of Kullinan has made it easier for create intrigues and adventures, but sometimes
her to handle Cornelio when he finds her out – as the secrets can be revealed without the player
for instance in the case of the recent and anything characters’ involvement – simply to make Thistle
but successful expedition to the Tomb of Dreams Hold appear as a living setting where the characters
(see the adventure Tomb of Dying Dreams). never can be really sure about what they will find
As a faction and organization, Ordo Magica can behind the facades of the buildings.
collaborate with anyone, provided that it renders
knowledge which is beneficial to the kingdom. They Stewed Goblin
obviously cannot enter into public ventures with the Whereever the waste of the Abomitorium goes,
Iron Pact, but agreements can actually be reached master Morlam at the Slaughterhouse does not
if they promote the interests of both parties – like know. But that does not mean that the rumors
when the order temporarily teamed up with an regarding his establishment are unfounded.
Elven warband to battle the Abomination at Clear Morlam asserts that no meat should go to waste
Water. And when it comes to the so far secretive and has kept to a belief that was far from uncom-
cult The Sacred of the Old Blood, three Masters and mon when the Ambrians arrived north of the
a handful of novices are already initiated, but none Titans: namely that goblin meat will do just fine
of those can be found in Thistle Hold. However, for making beef sauces and stews. Furthermore,
Kullinan Furia’s curiosity on the dark powers of the meat of fairies is a real delicacy, especially if
Davokar may very well mean that he will eventually the specimens are properly fed prior to slaughter.
be met with an offer … As for meat from humans, he would never accept
having such ingredients under the knife – that
would of course be barbaric!
The Secrets Everyone knows that Morlam gladly pays for
The sense of security provided by the palisade is deceased goblins and spring elves, but it is a well-
nothing to count on; all who has lived in town for kept secret that he is after more than their glands for
more than a few days know as much. Sure, the Hold peddling them to the alchemists in town. Another
is calmer than Yndaros, Agrella and the depraved secret is the elf cage in the basement below his home
Kastor, but if you think you can wander the streets and the two unscrupulous hunters he sometimes
at night without troubles you will soon find that hires to hunt goblins when the stock is about to run
you are mistaken. out. Then again, worst of all is probably that he, out
The secrets covered here describe what is hidden of greed, tends to ignore blight-marks found on some
below the surface of ten establishments introduced of the forest beasts he butchers. To eat such meats
in the first section of the book. Of course, the idea is unwholesome, to say the least …

47
Redeye’s Mistress clans inside the palisade. The long-term goal of the
The lame, hunch-backed and red-eyed Galamar has Sovereign’s Oath is to unite all clans under the Blood
many reasons for being generous and loving. Not Daughter’s banner, and achieving this will be much
that his current life in Blackmoor is so fantastic, easier if the people of Davokar have a common and
but because things would become even worse if mighty enemy in sight!
he did not make an effort to make friends. Why?
Well, simply because it is up to Redeye to care for Seeds of Evil
his blight born mother, Ragama. The Orv roosters fighting bloody battles in Benego’s
The swelling abomination lies in a pit below cellar vaults are not captured in the depths of
Galamar’s tent, imbued with an insatiable appetite Davokar. Instead, they arrive at the dive as nor-
for lukewarm, human flesh. The cavity is hidden mal birds and are then brought up on a diet of
by a wooden hatch, which in turn is covered by a thoroughly corrupt damdra-seeds, harvested from
sloppily crafted floor of planks, and every night the brink of a pitch black pond at the center of the
Galamar has to convince some unfortunate inha- Marshes. Aside from the fact that the birds become
bitant of the tent camp to embrace death by falling blight born they also grow stronger, faster and less
into the dark. If unsuccessful, some intoxicants sensitive to pain – something the rooster keeper
and a discreet nudge usually do the trick. Rend has noticed with delight.
The real problem is that Ragama is no longer con- Rend has started to pilfer seeds from his
tent to just survive – she desires to be worshipped. employer and share the miraculous grains with
With the help of Galamar a new cult is growing, his friends. The three youngsters believe they
made up of blight marked humans and goblins that can avoid being corrupted by the seeds if they are
would do anything for the abomination. More and careful not to eat too many, but this is of course not
more of the camp’s outcasts are joining, searching even close to the reality of things. First, they have
for a mission in life and a reassurance that their to consume more and more of the seeds for them to
blighted souls still have some kind of value. If no have any effect; secondly, they are all experiencing
one puts a stop to it all, it will not take long before an ever greater longing for the sense of power that
the cult is strong enough to make a grab for power comes from eating them. Lately, they have also
in Blackmoor. suffered memory lapses and to their horror disco-
vered that these remarkably often coincide with
The Blood Daughter terrible acts of senseless violence in the northern
The embodied deity of Saar-Kahn, the Blood district of town.
Daughter, was reborn thirteen years ago. Chief The question is how long it will take before
Razameaman’s fourth child with the witch Saadar, someone finds them out and tries to stop them,
was born feet first and arrived to the world dren- because they are not able to resist the allure of the
ched in the blood of her dying mother. The birth seeds on their own …
marked the start of a new era in the life of the clan,
an era that, according to them, is predestined to end The Calamity of Klavman
with the resurrection of the Symbarian Empire. If you seem to notice that the widow Aragina at the
They have already founded a pact with clan Gaoia, Court and Harp has had the hint of a smile on her
called the Sovereign’s Oath, and initiated a war lips lately, you may very well be right. The thing
campaign against Clan Enoai aiming to overthrow is that she has met a new man – Klamandro Barke:
its leadership. handsome, mysterious and much younger than her.
Razameaman and Rábaiamon, chieftain of What she does not know, is that Klamondro’s real
Gaoia, are far from crude ruffians. They realize name is Klavman and that he is a really bad apple
that Ambria, sooner or later, will become involved, tangled up in the web of Sanitary Commissioner
and also that a town like Thistle Hold is of strategic Agramai. He does not know who is giving him
significance for the internal affairs of the forest orders, since Agramai never shows himself, but
clans. Since two years back, a handful of agents he is convinced that his very survival hinges on
working for the Sovereign’s Oath have been hiding his obedience.
among the staff of the tavern Odovakar – an arrang- Klavman’s task is to spy on the noble guests
ement made possible through the kidnapping of at the inn. The upper floor is constructed so that
Verama and Malkor’s baby sister, now held hostage one can move around inside the walls between
in the fortress of the Saars. The agents are gathering the rooms, and both hear and see what the guests
information about various Ambrian factions and are up to – Aragina’s late husband had plans on
carry out raids against the representatives of hostile earning a little extra through blackmailing but

48
IN THE SHADOW OF THE BEACON 4
never had the courage to follow through. Klavman realm in time. Unable to do anything constructive,
is only supposed to observe and report, but lately they kept hidden in the wilderness until Yndaros
he has had a hard time resisting the temptation was ready to take them in. From year 13 on, the
to use what he learns in order to enrich himself. families have one by one established themselves
Together with his young accomplice Sera, he has in the capital and (under threat) procured a long
coerced the Yndaros based merchant Lasunder list of workshops and taverns that they now are
out of more than a hundred thaler, after having in charge of.
witnessed him utilizing the services provided by The dwarven acrobats making the visitors at
The Lindworm’s Nest at the inn. Now they have Spectacle laugh like crazy are in fact the family Text found on a stone
contacted him again with demands for additional Merotzak, running and trying to hide from Artek tablet buried near
payments and Lasunder is starting to search for Valotzar – the leader of the most powerful dwarven the Black Pitch Mire,
someone who can help him track down and silence family in Yndaros. Mayor Nightpitch has allowed containing a passage
the extortionist. them to stay, as long as they do not meddle with interpreted as ”Erosa-
the businesses in town and manage to support gal, master builder …
Enthralled Potions themselves. The latter is easier said than done, Citadell Ciratsea.”
The Thaler’s Drugstore hides a secret that if revealed as the family members have no practical skills to
would have disastrous consequences for the siblings speak of. Performing like clowns at Spectacle is of
Ofera and Moira: all of their most potent elixirs course far beneath their dignity and something
are crafted by a shackled and chained Liege Troll. that most of them have a hard time living with.
The troll, called Onrax, was found by their father But as the saying goes: necessity knows no law.
in an icy cave in the Titans. It was chained to the The reason why they are hunted has to do
wall with sturdy iron links and wore a blackened with the order of succession. Traditionally, the
silver band around its ankle – a band that the troll Merotzak family has been closer to the High Seat
could not remove by himself and that made it weak than the Valotzars, but they were severely weake-
and drowsy. Skanander and Onrax brokered a deal: ned by the revolt. Prince Artek and his allies still
The alchemist promised to free the troll and also have not given up on trying to hunt down the nine
cut the silver chain before his death, provided that surviving members of the Merotzak bloodline.
Onrax agreed to teach him everything he knew. His brother Kertel is on his way to Thistle Hold,
Skanander died without making good on his where he will try to sneak into town and hire a
promise and the sisters have no intention of cut- group of henchmen to remove the competitors,
ting the band. Onrax sits in his chamber, behind one after the other.
a hidden door in the drugstore’s basement, again
fettered by heavy chains and forced to produce mas- False Feathers
ter level elixirs on command. He obeys to survive, An auction house in Thistle Hold lives or dies
and he survives while waiting for a chance to seek depending on its credibility. Hence, Sefira, owner
vengeance. So far his existence is known to none but of the Treasury, plays at very high stakes when
the sisters, but that may soon change. His hatred she both produces and sells falsified “artifacts” at
and bitterness sometimes grow so intense that he her establishment. The production is run by three
literally corrupts everything he touches. Every time young but gifted and creative artisans who live in
someone consumes a master elixir purchased at the village Glimmervann less than a day’s ride from
the Thaler’s Drugstore, there is a 20% risk that he the Hold, in a house paid for by Sefira. They are
or she suffers 1d4 of temporary corruption (player tasked with manufacturing non-magical curiosities
rolls the dice). One can only wonder how long it will that can be passed off as Symbarian art objects, and
take before someone starts asking questions about which may be used to increase the selection at the
the quality of the Thaler’s stock … auction house when necessary.
Should this secret be revealed, Sefira’s career is
Victims of Necessity over. Thus far, she has never come close to being
The dwarves living outside Küam Zamok are not just exposed, but this has made her both greedy and
anyone, but stem from the dozen families that after sloppy. Normally, she always studies the objects
the fall of Symbaroum developed into the tyranni- arriving from Glimmervann with great care, before
cal aristocracy of the race. About five years after signing certificates of authenticity and putting
the Ambrians arrived at Lindaros, the dwarven them up for auction. But lately she has not been
populace had had enough and rose up in a bloody as meticulous with the control, and a couple of
revolt. Most of the rulers were massacred but many customers have actually returned to question the
saw what was coming and left the underground genuineness of the objects they have bought.

49
However, worst of all is that Count Alkantor Contrary to the orders of chieftain Monovar,
Argona recently spent a small fortune on an antique the witch herded a flock of goats to the monster’s
locket to give to his spouse, and that a friend of the turf where she received a dream sight – a vision
Revealing Forgery
spouse reacted with suspicion when she saw the of the creature being chased ashore by an even
Forgeries of Ambrian perfect surface of the item. The Count has asked larger beast. Monovar’s warriors attacked soon
artifacts and curio- Sefira for a comment on the matter and is not fully thereafter, and even though Agdala did her best to
sities can be found satisfied with her response; it is far from unlikely help them her fears came true. Close to fifty women
all over Ambria, not that he will fund a private investigation into the and men died that day and when the battle was
least in Yndaros where affairs of the Treasury. over the witch was sentenced. That she had aided
anything having to do the clan members did not help her – the violation
with Davokar is in high Signs to Decipher of the chieftain’s command made her an outcast.
demand. To reveal that The soothsayer Dodramos is indeed a Black Cloak, All Zareks arriving to the Hold are a potential
an artifact is a fake, but the story about him fleeing from the monastery threat, since they, according to the law of the clan,
you perform a normal of the Twilight Friars is but part of his cover. In not only have the right but the obligation to kill
analysis as described reality, he is still an active agent, tasked with the her. However, her son Alomar has trustworthy
on page 186 in the Core mission of gathering information from the slud- connections in the Town Watch and is usually
Rulebook. For objects ge-covered bottom layers of the realm. That he lately informed when some former clan brother or sister
that are not mystical has been asked to “foresee the future” also for nobles enters through the gates. Merchants and envoys
in nature, a fake may and prosperous merchants is a welcomed bonus. are ignored, but all who can pose a threat are kept
be exposed with the In their company Dodramos presents himself in a under close surveillance. At times, Agdala has to
ability Loremaster and a more sober light, without offering them any detailed hide in her Witch Circle until the danger has passed,
Cunning test. predictions but giving them just enough for them to but just as often they decide it is better to be safe
open up to him, talk about their dreams, ambitions than sorry: now and then the goblins keeping the
and problems – a tactic which so far has led to two streets of Thistle Hold clean have to wash Zarekian
reports on nobles with “suspiciously unwholesome blood off the ground several mornings in a row.
inclinations of a grisly kind”.
The time spent in Blackmoor and the stories The Monster Makers
heard about Ambrian encounters with Davokar So, what happens with the leftovers from the
have made Dodramos deeply worried. As a devotee Abomitorium? Well, most of it is burnt in the
of Prios he has a hard time shaking off the con- massive furnace of the arena, but a substantial
viction that humans must strive to cultivate and part of the waste disappears elsewhere – namely
tame the wilds. But at the same time, a thought has to a warehouse at the intersection The Long Way
been growing in his mind – what if the witches are Round/Haloban’s Ring.
right, what if the Iron Pact is right, what if human There a group of wizards led by Magister
progress is breeding evil? This is of course nothing Feona conducts its more shady research activities;
he would ever verbalize, but he is more or less cons- activities kept secret from the leadership and all
ciously searching for information pointing in that other members of the local chapter. They purchase
direction. And when he finds someone he can trust corpses from the Abomitorium, of different races
wholeheartedly – preferably someone who is not and species and provided they are not too battered
part of the Sun Church’s organization – there are or broken. Aside from being used to study the fun-
lots of questions that he would pay many thaler to damental building blocks of life, these carcasses are
have answered. subjected to experiments that most people would
regard as loathsome and absolutely terrifying.
The Renegade’s Sanctuary The isolated building has been equipped with a
The reason why Agdala lives in Thistle Hold is that sound-proofed chamber, and in there the magis-
she has got a death sentence hanging over her head. ters are trying to repeat rituals believed to have
Eight years ago, hunters of clan Zarek encountered been developed by the legendary Morphantics of
an unwelcome intruder on their territory – a giant Symbaroum. The rituals are described in cuneiform
salamander-like creature, thoroughly corrupt, that writings brought back from Odaban by Iasogoi
came crawling out of Lake Volgoma. The clan pre- Brigo – rituals for reawakening the dead and by
pared for combat but Agdala, then the clan’s keeper, extension also reconstructing living organisms.
had other plans. She stressed that an attack would So far, they have only succeeded with the
cost too many lives; that they instead should try first step, to breathe life into dead creatures like
to appease the creature and hope it would quickly sorcerers do. But Magister Feona’s dream may
return into the waters. soon come true, with the strange creature coming

50
IN THE SHADOW OF THE BEACON 4
together in the laboratory – a human head on the
body of a huge ogre, with Elven blood in its veins
and the regeneration gland of a rage troll. What The Dark Lords
they have not considered, is how to keep the cre-
ature in check if they are able to make the ancient According to public knowledge, Prios’ templars captured all members of
rituals work … the master cult that the Ambrians call the Dark Lords. Only a few know the
truth, the Queen, the Field Marshal and the members of the Curia among
The Guests of the Pen them. But not even they have any precise idea as to how many enemies sur-
The Captain of the penitentiary is indeed the son vived, and they can only guess how powerful the remaining ones might be.
of the illustrious Katia, and she has taught him Identifying Dark Lords who have infiltrated Ambria is of the highest
all there is to know about torture. That he should priority. Responsible for the operation is Brother Eumenos, and the hunt is
degrade himself by making use of his skills on the carried out by a competent group of Black Cloaks: The Dusk Hunters.
drunkards of the Hold is of course pure nonsense,
but his more permanent inmates are another matter
entirely. Two persons have been held in captivity for
a very long time, both of them suspected of keeping The Apostate’s Best Friend
secrets, which the Queen wants revealed. The assertion that the peddler Kodomar is willing
The more remarkable of the two is Kheltran, the to make money on just about anything is totally
Dark Lord. That all Dark Lords died in the war is not true. As an example he has a deal with Belina at
true, even if the few remaining are scattered and the Lindworm’s Nest, by which he is allowed to buy
have lost much of their former power. Kheltran was unwanted children produced at her establishment
in Ambria searching for the lost leader of his order, and pass them on to childless Ambrian couples, for
but he became overconfident and was captured after a profit of course. In fact, most of them are sold to
a hard battle in the tower of Ordo Magica in Thistle cultists and sorcerers to be used in their heretical
Hold. He will never divulge who he is or whom he rituals. Another example is all the artifacts taken
is searching for – the masterly performed torture from Davokar which are too thoroughly corrupt
of Pergalo grants him more pleasure than pain and to be marketed by serious antique dealers. And
is actually the only reason why he so far has not he is absolutely no stranger to peddling herbs and
taken his own life. So even if his jailors suspect berries that can be used to prepare the most horrible
that he might be a remnant from the realm of the poisons known to man.
defeated enemy, they will never be able to know However, there are other reasons besides greed
this for a fact. making Kodomar act the way he does, something
The other inmate held in the basement is the that should be evident to anyone familiar with the
aged thief-queen Voldara. She is the only one who laws of the clans. If indeed an outcast, he would
has broken into Nighthome and made it back out never have survived this long out in the open, not
alive and with the loot in her possession. What she in a place where so many barbarians pass through.
stole was a bronze necklace, with heavy links and No, Kodomar left his clan quite willingly and he did
a medallion made from blackened silver and green so intent on waging a long-term war with Ambria.
sapphires. The pendant is a protective amulet, given His goal is to destabilize and weaken the Ambrian
to a surprised Nightpitch by the eternity elf Aloéna intruders by nurturing the dark and questionable
on Karvosti and which he very much would like to elements of the realm, thereby instigating internal
see returned (see Aloéna’s Amulet, page 73). The quarrels and hostilities. And he is not alone.
problem is that when Voldara was captured, she Spread throughout the population of Blackmoor
had already hidden it away. It is up to Pergalo to he has a dozen collaborators who take turns wat-
find out where. ching the Huckery, who act as go-betweens in
Only a handful of people know the story of sensitive deals and who at times perform carefully
Voldara and the amulet, but among these is the planned strikes in order to expedite the collapse of
former companion of the thief-queen, the barba- the Ambrian realm. Paradoxically one can argue
rian warrior Kuranred. He is prepared to pay a that Kodomar and his gang are functioning as the
large sum to anyone who can free his beloved from guardian spirits of the heretical cults of Narugor,
the dark, maybe even reveal in which ruin he has and that many of the cults would have been expo-
hidden the artifact – namely in a lone, majestic sed were it not for their efforts – for example the
bridge fundament that can be found about two killing of Black Cloaks on the hunt and diversions
days walk from Thistle Hold, on the south side of making it possible for heretics to flee or prepare
the River Eanor. to defend themselves.

51
Goal Oriented
Roleplaying
this chapter offers the Game Master guidelines on how to use Thistle Hold as
a basis for goal oriented play – that is, the type of roleplaying where the story is
exclusively governed by the player characters striving to achieve their personal
and common goals.

The guidelines are based on two possible goals Also, do not forget that when running a goal
– to establish an outpost and to stage an expedi- oriented game, the players should be well acquainted
tion – and try to describe what types of challenges with the setting. Obviously they should have read The
may appear on the long and perilous road towards Hunter’s Harbor and pages 38–51 in the Core Rulebook,
reaching those goals. Additionally, there are some but maybe the experience will be even more intense
suggestions as to what the characters may do to if they also are allowed to read the first two chapters
solve the problems standing in their way, but in in this section? How to handle this must be agreed
the end this should be up to the players to decide. upon by players and Game Master together.

Establishing an Outpost
In the southern part of Davokar, called properties; and ponds or streams whose waters
Odovakar by the clans, there are plenty of natural have mystical qualities.
resources to harvest. Most obvious are of course Whoever gets wind of a sought-after resource
different kinds of trees – some for construction and who wants to establish an outpost nearby has
works, others for making furniture and bows, a long walk ahead, but may eventually be richly
still others to use for making cheap variants rewarded in both thaler and fame. Simply put,
of blackbrew. Other resources can be valuable the wannabe entrepreneur has five challenges
herbs, mushrooms and berries; caves close to the to handle, every one of which may be turned into
surface filled with lichen or bugs with special several gaming sessions. Also, nothing says that

52
GOAL ORIENTED ROLEPLAYING 5

The ruins at the Columns of Haganor


have been thoroughly searched, yet
new discoveries are made by expedi-
tions daring to face the spiders in the
area.

53
the phases align like knots on a string – on the
contrary, it is likely that they will intermingle
and that challenges you thought were dealt with
reemerge, when you least expect it.

Phase 1: The Claim


All who wish to establish an outpost in Davokar
must have the Queen’s permission to do so.
Practically this is done by buying an Explorer’s
License covering the number of people needed to
run the outpost and all the amendments you will
qualify for (see page 34 in the Core Rulebook). Now,
this is the easy part.
A bigger problem stems from the fact that all
interesting sites between the forest edge and
River Eanor are much coveted. If competing for
a rich spot, you will either have to convince Suria
Argona at the Queen’s Legation that you are the
best candidate; alternately find a way to persuade
other stakeholders to revoke their bids. Trying
to bribe the widowed Mrs. Argona will get you
nowhere. However, she is often in need of some-
one to perform services for her, which in turn can
affect her decision-making. Competitors can be
threatened, bribed or maybe scared away. But it
may also be required for the characters to find a
partner (an influential nobleman, fortune hunter
or merchant) who can provide them with support
and thaler – naturally in exchange for a share in
future earnings.

Phase 2: Construction
Many outposts are built in or close to different kinds
of ruins, simply because this shortens the construc-
tion time significantly. No matter if you choose to
go that way or start building from the ground up,
you first have to secure the area – drive local beasts
away, identify and clear away dangerous plant
life, cut down all trees near the headquarters and
mark out the territory, for instance by coloring or
scent-marking tree trunks along the circumference
of the site.
When this has been done, building materials
and provisions must be transported to the site. The
journey itself may be a challenge, but even more so
because robbers and barbarians are happy to raid
caravans on the move. Additionally, the caravan
guards you hired after having asked around inside
Haloban’s Ring may decide that they would rather
lay claim to your goods than work and wait for a
niggardly wage.
Then there is the construction itself. The usual
is to employ goblins from Karabbadokk or daytalers
from Blackmoor – both groups having a tendency
to make trouble if they consider themselves to be

54
GOAL ORIENTED ROLEPLAYING 5
treated unfairly. A strike can be handled in various Phase 4: Vending
ways, with carrots or the stick. The former can No matter what the player characters are harves-
lead to continued refusal to work, in the hope to ting there are plenty of potential buyers in and
raise the pay even more, while the latter can result around Thistle Hold. That said, there are also
in a bad reputation or even in the making of real competitors in the region, competitors who shun
enemies among the goblins and/or the people of no means when it comes to win over the customers
Blackmoor. Oh, and as if that were not enough, the to their side.
risk of being attacked by robbers, barbarians or You may come up against rivals who lower
elves is of course much greater until the palisade their prices to the extent that they sell at a loss.
is in place. Others dilute the resource with similar substan-
ces and materials, and are thereby able to set the
Phase 3: Harvesting prices low. And then there are of course those who
A lot of things can happen to an outpost in Davokar. do not hesitate to use violent methods to sabotage
Normally, the resource is spread out across a vast others, for example by attacking warehouses
area, meaning that those who harvest it must and transports.
leave the safety of the headquarters for most of At other times, you may get involved in feuds
the day – making them attractive prey for beasts between two or more customers who are prepared
and human antagonists. Additionally, there are to do whatever it takes to gain hold of your product.
forces in the woods that do not hesitate to attack It has actually been known to happen, that the
a fortified outpost, may it be elves, rage trolls or peddler of an especially coveted ware has been
barbarian raiders. accused of being an accomplice to everything from
There are also threats from other sources. Maybe murder to public endangerment, only because an
you won the site in some kind of bidding contest, avid bidder has gotten rid of its rivals.
and maybe the loser decides to do all in its might
to make you suffer. Or a new interested party may Phase 5: Growth
hear about your “gold mine” and become intent on Last but not least, if the characters have the
acquiring it for themselves – first by offering reaso- ambition to see their enterprise grow – maybe to
nable pay but if that does not suffice by employing acquire more outposts and strive to reach markets
intrigues, lies and manipulation in order to get the in other parts of the realm – all challenges described
Queen’s Legation to revoke the license and pass it above will multiply and grow harder to handle. To
on to them instead. compete with some other group of entrepreneurs
Finally, it should be mentioned that the is something entirely different from being the
harvest itself is risky. Maybe it is revealed rival of businesses financed by counts, dukes or
that the resource you are after is more or less senior commanders in Queen Korinthia’s army.
contaminated by the powers of corruption? Or With enemies like that you would likely do best
you can happen upon something, or someone, sleeping with one eye open and always making
else plagued by corruption. And even if it is not sure to watch what happens behind your back.
something related to the blight of Davokar, the If you are to keep your enterprise running for
outpost can be afflicted by other kinds of conta- years and years, you must have hard hands and a
minants, which require you to get medical aid thick skin; probably also access to protectors in
for yourselves and your workers. Davokar is an the form of leading representatives of Ambria’s
insidious forest that has a troubling tendency to power factions. If you are not prepared to take risks
transform the most beautiful pipe dream into the and work very hard, you should probably sell your
worst of nightmares. business to the first, best bidder!

Staging an Expedition
Many are those who have arrived at Thistle Hold actually make it all the way in and out often do so
hoping to win wealth, glory and fame by plundering lugging a veritable fortune.
the ruins of the long lost empire of Symbaroum. For the group of player characters dreaming
Most will never leave town or are so ill prepared about staging an expedition into Davokar, a long
that they quickly have to turn back; most of the and perilous journey awaits, starting long before
rest will reach their targeted site but never return. they even set foot under the trees. And for the Game
Despite this, the stream of fortune hunters never Master it should not be a problem to provide the
seems to dry up, probably because the few who players with exciting and testing challenges – on

55
the contrary: adventures and campaigns dealing revenues (see page 185 in the Core Rulebook). The
with treasure hunts is precisely what Symbaroum nobles of the region, the retired fortune hunters
is built for! in town and its prominent antique dealers are
all conceivable options. In the end, maybe you
Phase 1: Selecting the Site would do best talking to several candidates and
First of all, the player characters have to pinpoint then pit them against each other to reach the best
the target of their endeavor. In the Core Rulebook possible agreement.
several persons with knowledge about ruins in the When it comes to negotiating the cost of the
Writings on a copper forest are described, and adding to that there are Explorer’s License, that can be an adventure in
tablet that either refers plenty of both false and true rumors circling the itself. There are thaler to earn by convincing
to a historical event or taverns in town. There is also the option to get in Suria Argona and her staff that you possess the
is part of an epos. The touch with Mayor Nightpitch or factions like Ordo competence needed for the expedition and that your
torture it describes is Magica and the Merchants’ House, in the hope that activities will not disturb the forest very much.
brutal beyond belief. one of these knows of a promising site and are in And if you do not work hard to come off as plea-
need of assistance exploring it. sant and forthcoming (for instance by performing
No matter how you find your target, you can be some small personal errands for the licensors) the
sure that other groups of explorers also have the arbitrary post “Other” will most likely dig a hole in
same target in sight. It may come to bidding wars your travel funds. Great recommendations from
or even physical fights over the right to a credible other treasure hunters or prominent residents in
treasure map, so that you will have to resort to town – honest ones or skillfully fabricated – can
lies and manipulation or maybe even use force to prove to be very valuable in this context.
lay claim to the piece of cloth, leather or paper. Or Gaining hold of trustworthy companions can
the seller may decide to take money from several also lead to some interesting challenges. What
different groups, which then are left to compete in do you do if all of Mother Mehira’s most skilled
a race for the treasure. guides are already on missions? Well, either you ask
If you reach out to one of the major factions, it is around inside Haloban’s Ring or you dare turn to
likely that they already have one or more groups of Karabbadokk in search of both a guide and workers.
freelancing explorers just waiting for the next expe- What sellswords can you trust, after having heard
dition to start. In that case, the player characters stories about mercenaries ganging up on and killing
need to find a way to come off as more competent their employers in their sleep?
than the rivals, while those rivals probably will
come after them in force. Maybe two or more fre- Phase 3: The Journey
elance groups even join up to sweep the newcomer Lots of expeditions must abort their mission
off the field. before even reaching the destination, others
disappear without trace. In a forest like Davokar,
Phase 2: Financing the reasons behind such tragedies can be many.
Of course, anyone can put their boots on and wan- Packs of predators, Elven warbands, roving bar-
der off into the forest, but to gain a reasonable barians, rampaging rage trolls, hidden sinkholes,
chance to succeed the player characters must be corrupted nature surrounding the carcass of a
prepared to spend a considerable sum of thaler. dead abomination – the list of dangers in the forest
The cost of the Explorer’s License for a month goes on and on.
alone, covering five persons aiming to mine the And if the woods and its inhabitants are not
soil of Davokar, can be as high as between seventy enough to cause trouble, there are plenty of other
and a hundred thaler. Adding to that are the cost possible threats. The directions you follow may
of equipment and the salaries for any fellow prove to be misguiding or vague. Treasure hun-
companions, for example a guide and some extra ting colleagues from Thistle Hold may very well
sellswords. trail the expedition, hoping to steal away with
For a group that does not already have the travel your loot. Or it can be that there are two, three
funds secured there are numerous ways to earn or even more groups that already from the get
thaler in the Hold. The paragraph on page 51 in go race to arrive first and that are not afraid to
the Core Rulebook and the first chapter of this book sabotage each other.
list a lot of people and organizations in need of Also, problems may arise within the expedi-
contractors, or they can be blackmailed. Another tion. Infectious outbreaks, lack of discipline and
option is to find a wealthy partner who can fund outright mutinies have caused as many failures as
the project in exchange for a share in future threats from outside the group. If you, for instance,

56
GOAL ORIENTED ROLEPLAYING 5
get lost or if it is revealed that what you are sear-
ching for cannot be found where you thought it to
be, the risk for internal conflicts increase drama- Adventure Pack 1
tically. All of a sudden you are short on supplies, The guidelines on how to stage and carry out an expedition can be used with
which can be disastrous if you are in a region with the tips and tables included in the eBook Adventure Pack 1, specifically the
great risks for corrupting contaminations in water, text Treasure Hunts in Davokar. Together they provide a great foundation
grounds and prey animals. Quarrels may arise for numerous treasure hunt adventures. The eBook can be found at various
about whether the party should return to the Hold download stores.
or keep going, and in the latter case regarding
what area to head for next.
Finally: Even if we would suggest that the player
characters who manage to reach the target and dragouls or while some external threat closes
harvest its treasure get a chance to breathe easy, in on the site (rival treasure hunters, attracted
everything written above is just as true when it abominations or vindictive relatives of the group
comes to the journey back home. which was pacified when the player characters
arrived to the area).
Phase 4: The Treasure Hunt A totally different kind of challenge may arise for
Once arrived to the alluring destination of the those who have scored the mother lode – deciding
expedition, the next series of challenges start. what to bring along and what to leave behind. No
The ruins may be difficult to survey or be totally matter how many are involved in the expedition
overgrown. The area can be the habitat of a flock of there is a limit to how much they can carry and
predators, a goblin tribe or a group of rage trolls led still survive the journey home!
by an unwelcoming liege troll. Or you may discover
that one or more other expeditions have already Phase 5: Returning Home
found their way to the site – extremely reluctant If the player characters manage to get back to the
to accommodate any competition. Irrespective of Hold with their loot, they must find a way to turn
which, you first need to gain an easily defended foot the valuables into the biggest earnings possible.
hold and then use force or negotiations in order to First, the finds must be registered at the Queen’s
take control of the area. Legation, and when that is done the problems usu-
Once this is done, it is time to take on the ruin ally appear. Whichever precautions are taken, there
or ruins. There awaits treasure in the form of is a risk that rumors start spreading about their
art objects, artifacts and arcane knowledge catch, and suddenly the characters are transformed
that the right buyer will gladly purchase for a from treasure hunters to prey.
handsome sum. But there are also fiendish traps, All who are occupied in trading with anti-
risk of collapsing floors and ceilings, labyrint- quities and treasures of knowledge will try to
hine tunnels and well-hidden pathways. And get their attention. Other fortune hunters will
to add to the troubles, there is always the risk grow jealous and decide to pick a fight, or even
that the ruin’s former inhabitants linger – in the worse: they will band together hoping to steal both
form of a famished pack of dragouls, as blight treasures and lives from the player characters.
born abominations or as a long dead family of A financial partner may suddenly put forth a
cryptwalkers that are opposed to any intrusion falsified contract by which he or she is entitled
into their private sphere. to an even greater cut of the loot than what was
In the end, it is all about surviving and leaving decided before departure. In such a situation, the
the place with as many of its valuables as possible. group who early on managed to engage a loyal and
Maybe the showpiece of the ruin is extra hard to influential partner will have all the reasons for
reach – hidden beyond a cruel trap, surrounded thanking their lucky star!
by a hoard of undead or standing on a rock in However, there are alternatives to the legal way.
an underground, corruption diseased lake. If The character may for instance hide their loot in
so, the players must decide if they are to settle or somewhere close to Thistle Hold and sell the
for more accessible loot or risk their lives trying objects one at a time, inside the palisade or among
to reach the showpiece. Or maybe they are not the tents of Blackmoor. That way they can avoid
happy with their initial finds and agree to stay most of the hysteria, but will on the other hand
at the ruin, hoping to unearth richer loot behind have to worry about the secret leaking out and that
rubble or some yet uncovered passage – all the someone will try to locate and attack the hiding
while being attacked by a never ending flood of place of the valuables.

57
Ruins in Davokar
this chapter introduces two examples on how ruins from the time of
Symbaroum may be designed and what they may contain. In this case, both are
smaller, still unexcavated ruins and the description is kept short because of the
book’s space restrictions.
These texts focus on the ruins’ history, main challenges and the loot that the
player characters can bring back from a visit. You Game Masters are encouraged
to work out a more detailed description of the sites and to adjust them to the
preferences of your gaming groups.

Green as Copper GREEN AS COPPER


The sorceress Menandra Na-Yah lived about residence, complete with all the facilities needed 1. Entry Hall
a millennium ago, before the great empire of in order to create the lifeform she had promised 2. Salon
Symbaroum had started to crumble. She was one her monarch in return for the favor. 3. Servants’ Quarter
of the most accomplished Morphantics at the time, The player characters can learn about 4. Kitchen
mystics that not only had deep insights into life and Menandra’s residence in different ways. For 5. Rubble
death but who also had the skills and understanding instance, they can purchase the information 6. Stairwell
to manipulate them both. Like her colleagues, she from a treasure hunter who has been there but
saw herself as a creator of life; in reality she was who did not believe it would be worth the trouble 7. Upper Floor
a mutilator of the flesh, blood, glands and shapes to dig down into the cellar. Another option 8. Bed Chamber
that life itself had created. may be that they or Ordo Magica happen upon 9. Razed Nursery Chamber
Her success was not only due to hard work, cuneiform writings somewhere else, describing
tenacious studies and an unnaturally long life. Menandra Na-Yah, the Copper Cypress and 10. Storage
No, much of her strength she gathered from the where she once ruled. 11. Furnace
Copper Cypress. The crooked evergreen, full of The building itself is the only relatively intact 12. Office
berries colored like tarnished copper, was found structure in a field of ruins. No trees are growing 13. Library
at the bottom of a sinkhole by two lowly hunters. in the area, only single bushes and pale green grass, 14. Archive
As soon as the sorceress had examined the find she as if most of Davokar's greenery avoided or had 15. Laboratory
convinced her monarch to make her the steward of a hard time taking root on the field. Judging by 16a–e. Cells
the surrounding region. The tree was enclosed by a the layout of the moss-covered, crumbled ruins a 17. Hidden Chamber
roundel of stone and its cave was given a roof so that great city must have stood on the location a very 18. Spirit Portal
the sinkhole could be filled in. Finally she built her long time ago. 19. Storerooms

58
R U I N S I N DAVO K A R 6

Upper Floor

7
8

4
2

5
Ground Floor

1
6

1 m²
N

12
13

11
14
19
Cellar
18 15

16a
10

17 16b 16c 16d 16e 6

59
B
C

1 m²
N
A

Overview floors look very much like those on the upper level. THE CAVES
In its day, the residence was three stories high and The one exception is the stairwell to the cellar (#6) A. Ladder up to #17
had a tower to the west reaching three more stories – when the player characters arrive it has already B. The Copper Cypress
toward the heavens. Now only the cellar, ground been cleared of debris so they can see parts of the C. Remains of an
floor and parts of the second floor remain, along metal door downstairs. Abomination
with the caves far beneath, containing the Copper The cellar is divided into two sections. To the D. Hidden Passage
Cypress and in which the sorceress has settled in east was storage for food and household goods E. Krazaragas, the Watcher
to spend eternity along with the sad remains of along with a laundry room (#19). Nothing of value F. Treasure Chamber
her family. remains on this side and all inventories have long
Aside from one room (#9) the middle and eastern since decomposed or turned to dust. In the western
parts of the upper level still have floors and walls. part, Menandra had her laboratory.
The razed room has neither, which is also the case The test objects were kept in the cells (#16a–e),
for the western parts of the level. What remains of before and after they had been injected with various
the floor is covered in rubble that has been over- drugs or been subjected to experiments. The bones
grown with moss and plant life; walking around up of what appears to be a three-headed feline are in
there is almost like hiking through rugged forest one of the cells; something looking like a winged
terrain, were it not for the spots where it is evident human of ogre-size is in another. The chamber
that some treasure hunter or explorer has been in the southwestern corner (#11) is dominated
digging or poking around in the ruin. by a huge oven, presumably the place where the
The bottom floor is easier to move around in. sorceress got rid of the laboratory waste.
What is left of the upper story’s floors function as the Finally, there is a natural cave far beneath the
ground level’s roof; earth and debris have drifted residence. In the large chamber one first enters
in through the gaping windows and through the (#B) stands the Copper Cypress, surrounded
stairwell upstairs (#1), but in some places you can by a low stone wall. The ceiling is chiefly made
actually get a glimpse of the old stone floors. The from massive blocks of stone, used to cover the
western parts that are without roofs are another bottom of the sinkhole when the rest of the hole
story. The walls to the rooms are intact but the was filled in.

60
R U I N S I N DAVO K A R 6
In the southeastern chamber (#C), Menandra It is not easy to figure out that the magically
kept one of her most successful experiments locked sealed door opens to the name of the husband. The
in, but the creature is long since dead – judging by only clue is a symbol carved into the black metal
the remains a small humanoid with abnormally long – a horizontal sandglass within a circle, within a
limbs, fingers like sharp bone claws, intergrown horizontal ellipse – and the partially destroyed
ribs and a skull crowned by a high cockscomb of cuneiform writings on the upper frame of the
bone. The sturdy stone door is ajar. doorway which roughly translates to “Lover’s Gate”.
Lastly, the hidden passage (#D) leading to the A character with the ability Loremaster who
treasure chamber (#F). Finding the way there succeeds with a Cunning test remembers a long
requires that the characters expressly search along list of stories about ruins with doors that open up
the walls and succeed with a test against Vigilant. to the utterance of a particular word or a phrase.
The learned one also automatically knows that the
The Rivals symbol on the door is an ancient symbol for love or
As the player characters arrive at the ruin they will infatuation, with the approximate meaning “when I
soon discover that they are not the first ones there. look at you, time stands still”. The cuneiform writings
Another group of treasure hunters has already set can only be understood by someone with Loremaster
up camp in the residence, where they have been for at the Master level.
ten days trying to clear all the debris and rubble The name of Menandra’s husband can be read in
from the spiral stair to the cellar. They are very one single place. In the Bed Chamber (#8) are the
close to finishing and will not leave without a fight. broken remains of a red-stone tablet. The pieces are
Should the player characters approach the ruin found with a Vigilant test, then pieced together with
without taking precautions, the lookout of the rivals a Cunning test, and the text can be read by a Master
will see them coming and gather his group for an Loremaster: “Here dream Domo and Menandra common
ambush in the Entry Hall (#1). If they instead try dreams.” If standing at the gate saying “Domo” you
to sneak up on the ruin, the one with the lowest hear squeaks and rattles from a locking mechanism,
value in Discreet must roll against [Discreet –3] to after which the door can be opened.
avoid detection. If passing that, they also have to Another option is to force the door open using
make a successful test against [Vigilant +1] to spot raw strength. In the narrow space, only two people
the lookout and approach the ruin undetected. can work together, using sturdy bending tools try-
The leader of the rival gang is the former hig- ing to pry the door from its hinges. To get the door
hway robber Lamando who has decided to try his open both players must succeed with a [Strong –3]
luck as a treasure hunter. If the player characters test the same turn. They get three shots at it before
decide to approach under a white flag, he will wel- they are forced to call it quits.
come them in to discuss the situation. Should the
characters offer him valuables or coin to a value of
500 thaler he will claim to be willing to leave the
ruin; the outcome is the same if he deems that the The Copper Cypress
newcomers are evenly matched to or stronger than
the members of his own gang. In reality, he only The Copper Cypress is the last remaining specimen of an extinct species
believes that he has found a great way for he and that grew in the Davokar region before the forest started spreading. This
his friends to avoid the dangers of the ruin. They particular seed was carried by the winds to land and take root at the bottom
grab their equipment and say adieu, then search of a sinkhole. Under normal circumstances, it would not have been able to
out a place nearby to lay in wait, hoping to be able grow in the dark, but the place was blessed by mystical powers from which
to rob the player characters of any treasure once the seed could draw the energies it needed.
they return to the surface. Aside from being nourishing enough to replace a day’s ration of food, the
For the stats of Lamando and his henchmen, fruits of the tree have a protective effect against corruption. If consuming a
see page 215 in the Core Rulebook and modify the fresh berry (free action), you will only suffer one temporary corruption from
resistance to suit the player characters. using mystical powers or artifacts during the rest of the scene. For dried
berries or those harvested more than 24 hours ago the effect is weaker –
The Bronze Gate temporary corruption is cut in half, rounded up.
When the stairwell has been cleared all the way to The tree carries fruit all year long but only produces one new berry per
the bottom, a door of blackened metal is uncovered. month. And all attempts to move the tree lead to its death, which can be reali-
The only ways to open it is to utter the name of zed by someone with the ability Alchemy who succeeds with a Cunning test.
Menandra’s husband or to perform a very deman-
ding feat of strength.

61
The Spirit Portal The Necromage
There is a second and for some individuals easier Down in the cave (#B) dwells Menandra Na-Yah,
A Third Way Inside path into Menandra’s laboratory. It was construc- now a powerful necromage. With her are her
If the characters fail ted as a quick escape route, to use if some of the family, husband Domo and their triplet daughters,
to get either of the sorceress’ creations could not be controlled. At reanimated as dragouls (for stats, see page 230 in
two paths open, the first glance, the portal separating the basement’s the Core Rulebook). They are spending eternity
Game Master may store-rooms from the laboratory (#18) appears to sitting on the stone wall surrounding the Copper
offer them a third be open, but in reality passage is hindered by an Cypress, but arise in unison when the characters
alternative. The sto- invisible mountain spirit – which will show as soon come close.
ne wall between the as someone tries to walk through the vault, instead The necromage will not initiate combat. To
stairwell and one of coming to a halt as if hitting a glass wall. talk to her (in the Symbarian tongue) you need
the cells (#16e) can To be able to pass through the portal you either the ability Loremaster at the Master level. She is not
be breached, if you have to carry one of the medallions that the spirit interested in any long conversations but says that
but take the time. has learned to recognize, or drive the spirit away. the characters may do anything they wish so long
For two persons with There are two copies of the inconspicuous medallion as they refrain from approaching her precious tree
pickaxes it will take still around – one carried by Menandra where she or trying to harm her family. And should talking be
three days to open sits by the Copper Cypress; one that can be found out of the question, she is content with just staring
up a hole big enough by digging in the dirt in one of the slave chambers at them with her big, shiny black eyes.
to pass through. (#3), where it sits around the skeletal neck of its
It is recom- wearer (requires a Vigilant test).
mended that the To banish the spirit you first have to realize that
characters are not it is there, which is done with a successful Vigilant
left to work in peace. test by someone having the ability Witchsight. After
If they somehow that, there are two ways to handle the challenge.
made Lamando and You can either perform the ritual Exorcism and
his gang retreat, succeed with a roll against Resolute, modification
the rivals may lose ±0; or you can pass a [Vigilant –5] roll to notice a thin
their patience and silver wire running along the frame and threshold
attack. Otherwise, it of the portal. The spirit is bound to the silver and if
is highly likely that you destroy the wire – for example using the sharp
those who stay in tip of a sword – the spirit is set free.
the same spot for
several days, and The Hidden Door
who also make a lot Gaining entrance to the caves below the basement
of noise, will attract and the treasure waiting there is far from impos-
the attention of sible, provided that the characters are observant.
predatory beasts, After having looked inside cell 16a and 16b they Menandra Na-Yah, necromage
hungry rage trolls probably realize that there should be another room ”Life lasts a moment, eternity can no one steal
or even an elven in the corner – if not, let the players roll against from us.”
warband. Cunning to reach this conclusion.
In cell 16b there is a hidden door, difficult to In life Menandra was both feared and celebrated,
discover and also armed with a still functioning with access to the halls of power and surrounded by
trap. If you put pressure on the right brick you a court of servile subjects. Also in death she expects
can open the door without problems; put pressure to be treated with respect, but she has long since
anywhere else and the trap is sprung – four spears accepted the fate of her and her family and feels
being launched out of the floor, aimed at where the no need to defend anything but her husband and
one trying to open the door is standing. daughters and her fruit tree – all else is irreverent
He who springs the trap must roll Defense (±0) and easily forsaken in the aim to protect her family.
against four separate attacks; if they are two they
make two tests each. The spears deal 6 in damage. Manner Proud, protective
Finding the door requires a test against Vigilant. Race Spirit
He who then expressly wants to examine the door Resistance Challenging
more closely and who succeeds with a roll against
Traits Alternative Damage (III), Spirit
[Vigilant –5] discovers the trap and which brick to
Form (II), Terrify (II)
put pressure on.

62
R U I N S I N DAVO K A R 6

Accurate 13 (−3), Cunning 9 (+1), Discreet 11 (−1), Weapons Tusks (long), two attacks at the
Persuasive 10 (0), Quick 10 (0), Resolute 15 (−5), same target 15/11; Fire Breath 6
Strong 7 (+3), Vigilant 5 (+5) (chain)

Abilities Alchemy (master), Bend Will Armor Tough skin 9


(adept), Natural Warrior (novice) Defense +9
Weapons Ghost Claws 6 (damages Resolu- Toughness 18 Pain Threshold 9
te, ignores Armor)
Equipment None
Armor None, takes half damage from
mystical powers and magical Shadow Black with a barely visible under-
weapons tone of flaming red (thoroughly
corrupt)
Defense 0
Tactics: As someone shows himself at the entran-
Toughness 10 Pain Threshold – ce Krazaragas breathes a cone of fire, after which
Equipment None she puts her trust in her tusks and her rage.

Shadow Streaks of black and purple, like


a lilac rain on a starless night Loot
(thoroughly corrupt) The upper level is wrecked and searched by other
Tactics: If the player characters threaten explorers, so there is nothing to be found. But if
Menandra and her family, she starts by trying you dig in the dirt covering the floors at the ground
to terrify them after which she tries to bend the level, you can find a six-branched golden cand-
strongest one to her will.
lestick (value: 17 thaler), a fist-sized toad figurine
in green-speckled onyx (value: 13 thaler) and an
The Watcher abacus with pearls of gold, silver, copper, brimstone
Between the player characters and Menandra’s and rubies (value: 52 thaler).
treasures (#E) stands the primal blight beast she has The laboratory section also contains some
named Krazaragas, luckily weakened after having respectable finds. In the chamber of the furnace
spent a millennium surviving on water and berries (#11) is a simple bowl holding twelve golden teeth,
from the cypress. The shape-shifting creature feels two of which are long and pointy like fangs (value:
most at home in the form of a monstrous, horned 14 thaler). In the laboratory itself (#15) stands two
wild boar, and it is like that she will greet the player urns that once contained the elixirs Shadow Tint
characters once they enter her cave. and Spirit Friend. All liquid has evaporated but
There are no alternatives to battle in this case – if if water is added a person who has the Alchemy
the characters want to go further into the tunnels ability at Master level can learn how to make the
the creature must be bested. The abomination is drugs (value: 55 thaler for a Master alchemist,
restrained by a mystically strengthened chain, 35 thaler for other buyers). An important find
long enough for it to attack persons standing at can also be made in the library (#13). Most of
the entrance of the cave (#E). the books that stood on the shelves have been
destroyed by mildew, but a successful test against
"Krazaragas", primal blight beast [Vigilant –5] lets you find a hidden compartment
A grim growl that sends smoke coiling from its in the north wall. In there is a volume containing
nostrils. Menandra’s private contemplations on her work
as a morphantic – something which, for instance,
Manner Raging Ordo Magica would love to read (value: 45 thaler,
Race Abomination or twice as much for wizards or sorcerers able to
Resistance Strong read Symbarian writings).
Finally, the treasure chamber (#F). Two bronze
Traits Metamorphosis (III, Fire Breath
II, Armored II), Natural Weapon
chests stand on the ground, one filled with
(III), Regeneration (I), Robust (III) nothing but unreadable remains of books and
scrolls. In the other one are the artifacts Yarego’s
Accurate 13 (−3), Cunning 9 (+1), Discreet 5 (+5),
Iron Fist and Peatro’s Flask along with the family
Persuasive 7 (+3), Quick 11 (–1), Resolute 10 (0),
Strong 18 (−8), Vigilant 10 (0) savings: a jar of Symbarian gold coins (value: 150
thaler), another jar containing mixed gemstones
Abilities Berserker (adept), Exceptionally
(value: 220 thaler) and finally Adaman-Saar, in the
Strong (master), Iron Fist (mas-
ter), Natural Warrior (adept)
legends spoken of as the blood-stained diamond
(value: 300 thaler).

63
A Blooming Vale
In a vale deep inside Davokar is the ruin of a
Symbarian castle – a handful of well-preserved
stone structures, framed by a towering wall, which
long ago was the high seat of the family Ambreagos.
The vale is still blooming but more wild than beau-
tiful and also so densely vegetated that its floor can
hardly be glimpsed during the summers. This is
the reason why so few Ambrians have found the
place – most expeditions, especially the larger ones,
depart during summer when the sea of leaves makes
it impossible to see even the high central tower of
the main building from a distance.
However, one early summer’s day fourteen years
ago, a trio of amateur explorers were travelling
the region before the greenery had awoken. They
spotted the tower, repelled down the steep wall of
the cliff and marched through the thicket all the
way to the gates of the castle. One of them died
in combat with the pack of mare cats living in
the overgrown courtyard, but the two survivors
could then start exploring the ancient structure.
Other fortune hunters had told them that the most
remarkable finds were always made in tombs and
mausoleums, so they decided to start at that end.
This proved to be a bad idea. The intrusion woke
the embalmed remains of Na-Ethikel Ambreagos
to life and to a thirst for blood even grimmer than
what he experienced before dying. come to the vale intent on cataloging its plant life.
Filled with warm juices of life, the undead Trobela was versed in Symbarian writings and with
left the crypt and settled down in his old castle. her enforced help Na-Ethikel started to rediscover
He reanimated the two explorers and had them the world. And when the wizard wrote to him about
clean out the building – tow away dirt and debris, Thistle Hold he had an idea.
scrub and sweep and polish up the metal objects He selected one of Trobela’s novices who seemed
still remaining. As more and more expeditions to love his Master the most, and sent him to the
departed from Thistle Hold, more humans found Hold with a mind full of horrible visions of what
their way to the bottom of the ravine. Blood flowed would happen to his beloved if he did not obey. Since
and Na-Ethikel's hoard of undead grew larger and then, the novice Ranfalt has sold information about
larger. Still, the Lord of the castle was not satisfied. “The Blooming Vale” to parties of wannabe treasure
Little more than four years ago, he decided to hunters, actually also to a group of templars out
capture, rather than kill, the next group of humans to search for ancient sun temple ruins. This way
to arrive at his doorstep. This proved to be Trobela, the loyal subjects of Na-Ethikel Ambreagos have
a Master of Ordo Magica, and her three novices; continued to grow in numbers.

64
R U I N S I N DAVO K A R 6

Overview verdant than the surrounding forest. The trees The colonnade up to
The vale where the castle is situated appeared are high and lush, the undergrowth is rich even Ambreago’s high seat is
thousands of years ago after a subsidence in the though the foliage steals most of the sunlight, and magnificent in its over-
ground. Elliptical in shape, it is at its widest a couple among the many species of the vale there are some grown splendor.
of thousand paces from long side to long side, but that are literally unique. At its northwestern end
grows narrower in the northwest and southeast lives the cannibalistic goblin tribe Arekkegald as
as a squinting cat eye. The cliffs for the most part obedient followers of the Liege Troll Galde, and in
plunge steeply and are between fifty and a hundred the southeast a family of aboars have their hunting
paces high, but the narrower the vale is the lower grounds. However, close to the castle, there is no
and less steep are the walls. To get down at those wildlife except for birds and insects.
places is easy, but then you must be ready to fight The castle is covered in vines, moss and
your way through the dense and beast plagued lichens. The blue-glazed stone wall is at least
forest for at least a whole day’s walk. the height of three men but is no obstacle – both
Thanks to warm and nutritious water bubbling because the gates (#1) are wide open, and because
up from the Underworld, the vale is even more virtually all trees near the wall are even higher

65
Should they instead keep searching for an even
simpler path, one can be found if someone succeeds
The Buildings in the Courtyard with a [Vigilant –5] test. In that case the descent is
One of the buildings on the south side (#4) is full of explorer’s equipment in handled as above, with the exception that the five
varying degrees of decay, while the other (#3) functions as provisions stora- rolls are made against [Quick +5] and that the fall
ge, containing about two dozen carcasses of goblins and smaller beasts, is never more than 1d6 meters.
and a stupidly staring aboar whose skull is untouched but who is otherwise
eaten to the bone. In the northern building (#2) lives Na-Ethikels hoard of The Templars
undead – roughly two hundred women and men, so jam-packed that they Just like the gates in the wall, the twin-doors of the
can hardly sit on the dirt floor. Player characters who lean their head against main building (#6) stand wide open. The great entry
the door can easily determine that a huge crowd of people is inside the buil- hall is totally bare and clean, and the walls are free
ding. They may also remove the bolt from one of the doors and have a quick from greenery. Should the player characters arrive
peak without the undead having time to react. Oh, and should they be stupid at night, they will find the hall illuminated by oil
enough to leave the door open they have themselves to blame … burning along the rim of a great iron chandelier.
Four living persons are awaiting the characters
in the hall – two templars in shining plate mails and
their two squires. One of the sun knights introduces
and have branches reaching out over the cour- himself as Eran Kalfas and orders the characters
tyard. Trees also cover everything inside the to lay down their arms. They are now the guests of
wall, except for where it has been cut down on Na-Ethikel Ambreagos and if they appear capable
the order of the undead Lord, leaving nothing and compliant, he suggests that they will obtain
but stubs, moss and wild berry bushes on the prominent positions in the army of their Lord.
ground. Trodden paths lead to the four central Should they for some reason decline the offer, they
buildings and the mausoleum. will die and be forced to join the army's vanguard.
Described below are a number of challenges A successful use of the ability Witchsight reveals
that the player characters must face to make it that all four of them are under the influence of slave
in and out of the castle alive. The Game Master runes – they will die fighting if their master orders
is of course welcome to add to or modify these them to do so.
challenges. But more importantly, he or she should A character passing a Vigilant test notices some
take the time to figure out what hides inside the strange distortions in the stone floor, suggesting
buildings that are not described below and add that it hides a pitfall. If this is not discovered and
some more details to the setting. As a point of the characters charge at the templars, everyone
departure it can be said that the Symbarian family moving forward must pass a Quick test or trample
Ambreagos worshiped the Bull God Eox and that through the floor. The fall is five meters and once
they were fierce warriors, rather than a family down there is no way of getting back up without
consisting of bookworms and mystics. help from others.
Removing the influence of the slave runes requi-
The Descent res the use of the rituals Break Link or Exorcism,
Even if it is fully possible that the player characters alternately that someone cuts the actual rune
happen upon the vale by chance, it is more likely from the skin of the victim (see page 142 in the Core
that they purchase the information from Ranfalt. Rulebook). Hence, combat against the templars is
If so, he will warn them of the northwestern and more or less unavoidable. But if any of them are
southeastern ends and suggest that they climb captured alive and freed from the spell they will
down the cliff somewhere along the sides. undoubtedly become valuable companions during
Centuries of erosion have made the rock eas- what remains of the scenario.
ier to climb than it once was, but it is still a very
difficult climb (provided that they do not bring Templars
along lots and lots of rope on the journey). The one ”Apologies, but you have to die …”
who makes a successful Vigilant test can after a
bit of searching find a place that looks passable. Two once upon a time proud sun knights who have
If choosing that way, all player characters that do been caught by Na-Ethikel’s enslaving runes. They
not have Acrobatics must make five rolls against perform their duties fanatically but are tormented
Quick during the descent. A failure means a fall of by every move, so much in fact that they are longing
1d10 meter down the cliff-side and a risk of being for death. Every wound they receive is greeted with
damaged (see page 177 in the Core Rulebook). a smile, the more severe the better.

66
R U I N S I N DAVO K A R 6
Manner Sad eyes
Race Human (Ambrian)
Resistance Challenging
Traits Contacts (the Sun Church)

Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),


Persuasive 10 (0), Quick 13 (−3), Resolute 11
(−1), Strong 15 (−5), Vigilant 7 (+3)

Abilities Iron Fist (adept), Beast Lore


(novice), Man-at-arms (adept),
Steadfast (master), Witch Ham-
mer (adept)
Weapons Bastard Sword 7 (precise) +2
(Witch Hammer
Armor Full Plate 5 (Flexible) 7
Defense –3 5
Toughness 15 Pain Threshold 8
Equipment None
Shadow Drably yellow, like unpolished
gold (corruption: 4) 2

Tactics: The templars fight side-by-side or back-


to-back to avoid being flanked, always with their
bastard swords enveloped in holy fires.

Squires 1 6
”Resistance is futile …”

A boy and girl of noble blood that both hoped to grow


into fully-fledged knights of Prios. Now, they are
marked with slave runes and are fighting sword and 3 4
shield for their undead master, instead of spreading
the light of the Lawgiver.
Manner Staring, grim
Race Human (Ambrian) 8

Resistance Weak
Traits Contacts (the Sun Church)

Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),


Persuasive 10 (0), Quick 13 (−3), Resolute 11
(−1), Strong 15 (−5), Vigilant 7 (+3)

Abilities Beast Lore (novice), Man-at-


arms (novice)
Weapons Sword 4 A BLOOMING VALE N
Armor Chain Mail 4 1. Gates
Defense –1 (shield) 2. Servants Housings
3. Residential building
Toughness 15 Pain Threshold 8
4. Residential building
Equipment None 0 25 m
5. The Mausoleum
Shadow Gold in lighter and darker 6. Keep
nuances, like a crude nugget 7. Undomesticated Garden
(corruption: 0)
8. Storage/Warehouse
Tactics: The Squires have no tactical schooling
and only obey the commands of the templars.

67
The Court The Stair Trap
The court of Ambreagos is assembled on the third The throne room of Na-Ethikel Ambreagos is on
floor of the central tower (#6) – undead women the fifth floor. Long ago it was furnished as the
and men dressed up in whatever they could find. bedchamber of the gentry, and the ancient traps
Their faces are painted white with chalk, their that once were designed to stop wrongdoers from
lips red with rust-colored oil; they wear mismat- reaching the chamber have been restored.
ching, dirty and often ill-fitting clothes selected There are three traps in the stair leading up
from what the “guests” of the castle had in their to level five, which are sprung if you put your
backpacks upon arrival; the hair of the women weight on the wrong step. The first two fire four
is set in sloppy styles, decorated with drooping poison-tipped arrows each; four separate Defense
flowers or withered leaf laurels. rolls must be made. A failure means that the arrow
The robust door between the stairwell and the deals 3 in damage, and if any tip penetrates the
floor is closed. A successful Vigilant test reveals armor value, the victim also suffers 3 damage for
that a large crowd of people shuffles about on the 3 turns from poison.
other side. Discovering the first poison trap requires some-
By smearing oil on the hinges and passing a test one successfully rolling against [Vigilant –3]. When
against [Discreet +3], the door can be pushed ajar that one has been exposed, a [Vigilant +5] test is all it
without attracting attention. Then, if someone takes to find the one ten steps further up the stair.
succeeds with a [Vigilant –1] test, he or she disco- Finally, close to the top there is a pitfall – if
vers a winch contraption right outside the door; someone takes a wrong step, a 1x1 meter hole opens
releasing the sprint will make a massive chandelier in the stair, to a fall of four meters towards the iron
fall to the floor. spikes waiting at the bottom. A normal test against
Fifteen undead members of the court are in the Vigilant is enough to notice the suspicious notches
room, but if the characters start their attack by in the design of the steps and realize exactly which
releasing the chandelier 2d4 of these will a) have step will spring the trap.
their Toughness halved, and b) become caught under If the trap is sprung, the one stepping on it may
the heavy iron piece. Starting on the second turn, make a Quick test, trying to catch hold of the edge
the ones caught may try to break free by passing a and stop the fall. If that fails, the character suffers
Strong test (let the players roll the die/dice). damage from a four meter fall and also hits 1d4
spearheads dealing 4 points in damage each. Any
Lady/Lord in Waiting armor worn protects as usual.
Hisses hospitably with dry throats.
Na-Ethikel Ambreagos
When the characters finally enter the throne room
Manner Overly genteel
of the Crypt Lord, they find him standing on the
Race Undead balcony with two servants. He taps them on the
Resistance Ordinary shoulder, after which they let themselves fall over
Traits Natural Weapon (II), Undead (I)
the rail. Then he walks to the throne with a sly
smile on his chapped lips.
Accurate 9 (+1), Cunning 5 (+5), Discreet 10 (0), Na-Ethikel has forced his subjects to teach
Persuasive 15 (−5), Quick 10 (0), Resolute 13
him the Ambrian tongue. With a harsh voice he
(−3), Strong 7 (+3), Vigilant 11 (−1)
asks the characters to put their weapons away.
Abilities None Should they refuse, he says that he only wants
Weapons Bone nails 4 to talk and that they should take a look from the
Armor None balcony. If they do, the sky-diving servants are
either seen running towards or arriving at the
Defense 0
building where Na-Ethikel’s horde is impriso-
Toughness 10 Pain Threshold – ned. Before long, the courtyard will swarm with
Equipment None thirsty troopers and should anything happen to
Shadow Bluish black like boils of the their lord and commander they will storm the
plague (thoroughly corrupt) central tower.
Tactics: The court aborts its stumbling parody of If the characters let the undead lord continue
dancing when the characters make themselves to speak, he will offer them the chance to join his
known and attack at random with long claw-like army and help him rise as the sovereign ruler of
nails. Symbaroum reborn. They will not even have to

68
R U I N S I N DAVO K A R 6
become his slaves, nor undead. Instead they are Abilities Alchemy (master), Dominate
welcome to join of their own free will – all they (master), Exceptionally Resolute
need to do is bend their heads and to fall to their (novice), Exceptionally Strong
knees at his feet. (novice), Iron Fist (master), Ri-
If, and in that case when, it becomes appa- tualist (adept: Enslave, Possess,
Raise Undead), Recovery (mas-
rent that the characters cannot be convinced,
ter), Unholy Aura (adept)
Na-Ethikel engineers his escape. High up under
the dark ceiling hang three small urns containing Weapons The War Club Soul’s Bane 10 (+3
temporary corruption)
a soporific powder (see Drone Spores on page 75).
A thread runs down the wall, over the floor and Armor Mummified Skin 5, half damage
from anything but magical wea-
to the throne of the Lord – a slight tug is all it
pons and holy powers
takes for the content of the urns to fall on those
standing beneath. Defense +1
Noticing the contraption without any indication Toughness 16 Pain Threshold –
of its existence is hard; it requires a test against Equipment The War Club Soul’s Bane (heavy
[Vigilant –5]. However, anyone passing an unmo- weapon, Deep Impact, Corrup-
dified Vigilant test detects when Na-Ethikel grabs ting Attack II), various jewelry
the end of the thread, making it much easier to (value: 300 thaler)
avoid the dizzying effect of the poisonous cloud. Shadow Grainy black, like sand made
Whatever else happens, Lord Ambreagos will from crushed onyx (thoroughly
try to flee once the poison falls through the air corrupt)
– he activates the artifact Orkan’s Ring (see loot Tactics: Na-Ethikel first tries to flee. If that is
below) and uses his movement action to run past not possible he veils himself in a black aura,
continues by trying to dominate/subjugate the
the characters towards the stairs.
worst enemy, then starts drumming away with
Player characters who are not prepared must Soul’s Bane.
pass a roll against [Quick –5] in order to avoid
the soporific cloud; for those who noticed when Surrounded by Death
Na-Ethikel grabbed the thread, a roll against Quick Whether or not the characters manage to slay
without modifications will suffice. The ones who are Na-Ethikel, they are at risk of becoming stuck in
affected by the cloud become dazed and lose one of a tower invaded by hundreds of dragouls execu-
their upcoming actions. And should they also fail ting the (possibly last) command of their Lord.
a test against Strong, they will immediately fall They have no other option besides trying to punch
into a deep sleep, lasting to the end of the scene or through and escape.
until they are hurt. Running down the stairs is possible but hardly
recommended. About 100 undead warriors will
Na-Ethikel Ambreagos try to stop them – fifty while descending the
”Fall to your knees, insect!” stairwell and fifty awaiting them in the entry
hall at the ground level. If the player characters
Na-Ethikel has decided to rebuild Symbaroum and choose that strategy, the Game Master should
refuses to accept that it cannot be done. But then reward all good ideas but also punish them
again, he has all the time in the world to gather harshly for bad ones. Sure, they can throw or
his forces, and truth be told: the dream is more roll heavy objects ahead of them down the stairs
important than making an actual attempt. The and maybe make it to the ground floor. But there
Crypt Lord is basically happy just to rule once more, they will be greeted by five rows of ten enemy
even if over a very tiny realm. warriors, weapons drawn.
A more reasonable strategy is to use the vines on
Manner Arrogant, hostile the façade and climb down to the roof of the main
Race Crypt Lord building, about fifteen meters down. The climb will
Resistance Strong take five turns to complete and to get down safely
each player must make two tests per turn. The first
Traits Armored (III), Gravely Cold (I),
Undead (III)
test is made against [Vigilant +3] and determines if
the character grips the right vines – a failure means
Accurate 7 (+3), Cunning 5 (+5), Discreet 10 (0), that the character falls onto the stone roof below
Persuasive 10 (0), Quick 9 (+1), Resolute 14 (−4),
(the height is reduced by 3 meters per turn). The
Strong 16 (−6), Vigilant 11 (−1)
other test is a roll against Discreet.

69
Loot
The characters have most likely been lured to the
The Lord’s Prisoners site, which is far from unheard of when following
Should all player characters fall asleep in the directions purchased in Thistle Hold. It is also
throne room, Na-Ethikel will of course stop his something that should be taken into account when
escape. When they awake, they will find them- deciding how much loot they will find.
selves locked inside one underground prison If they in some mysterious way manage to slay
cell each, with the corroded iron bars replaced the entire hoard, they will of course be able to make
by sturdy wooden doors. And in the corridor some serious money off the weapons and armor of
outside are ten armed dragouls. the dragouls, but that outcome is not very likely.
The lord of the manor will try to mark them Instead, the main question is what they can grab
all with the ritual Enslave. But if the players before they reach the throne room and if they have
are smart, it should not have to come to that. time to find the treasures resting in the chamber
Let the players be creative and be sure to at the top of the tower.
reward any good ideas. Maybe the not very Among the explorer’s equipment collected in a
cunning and oh so narcissistic ruler can be building on the courtyard (#4) there are several
convinced to actually set them free, if they copies of all items that usually accompany expedi-
promise to spread word about his greatness tions into the woods. Only two of these are of special
to Ambrians and barbarians in Thistle Hold? interest. If the player characters take some time to
Maybe they can find parts of the old iron bars search the storage, he or she who succeeds with a
trampled into the dirt floor of the cells and use Vigilant test finds a small shoulder bag, containing
them to remove the cross-beams or get the 1d6 Herbal Cures and 2 doses Elixir of Life. The one
doors open some other way? Or maybe, one who in addition passes a test against [Vigilant –5]
of the cells has a hidden door, making it pos- manages to find something of even greater value – a
sible for one of the characters to save himself mystical and clearly useful artifact, in the shape of
and then try to get the others out? a tiny brass bell (for information on the artifact, see
Eamon’s Bell on page 73).
At the northern corner of the courtyard was
once an herbal garden (#7). The plants cultivated
Should any character fail, he or she makes a there have over the centuries run wild and spread
sound or causes a small rock slide which is noted across the area. Unfortunately, this means that the
by the enemies roaming around in the courtyard. If garden is full of soporific bombs that erupt if you
so, the dragouls will start making their way to the step on them, releasing the same type of particles
roof in order to greet them – 1d4 undead reach the found in the throne room (see Drone Spores on
roof each turn, starting the turn after the player page 75). He who enters the garden looking for
characters were exposed. You can also expect that usable herbs must make three Vigilant tests; a
the fifty dragouls standing in the entry hall will failure means that a cloud of Drone Spores is
understand what is happening and that they soon released; a success gives the character a chance to
will start pouring out into the courtyard. harvest the spore capsule – a procedure requiring
Making it down from the roof is not very hard, a test against Cunning, or else the capsule will
since the height is not more than five meters. erupt in a cloud of spores. Moreover, a character
But they have to make a choice: either they run who succeeds with a roll against [Vigilant –5]
for the back wall, or they try to push their way will be able to collect a small bouquet of the so
to the gates. Should they go for the first option, far undiscovered herb Malvom. To an alchemist
they must strike down two enemies in their path or botanically versed wizard the bouquet is worth
and then start climbing with the horde closing about 20 thaler.
in from behind. Na-Ethikel keeps his treasure at the back of the
They have five turns to work with before the throne room. There are two urns full of gold objects
enemies arrive, numbering 1d8 per turn. This time collected from the mausoleum (value: 84 thaler) and
it is enough to roll against [Vigilant +5] in order to a stone coffin filled with coin assembled from the
avoid treacherous branches, and two successful members of his hoard (156 ortegs, 201 shillings and
tests take them to the top. An alternative for some 400+2d12 thaler). Finally, the crypt lord himself is
characters may be to wait on the ground and then wearing Orkan’s Ring, taken from one of the wil-
be hoisted to the battlements, but that requires derness guides now fighting in his army (see page
that two friends have made it up there. 73 for information).

70
NEW MECHANICS 7

New Mechanics
in this chapter you will find information on new rules, traits, creatures,
artifacts and more, related to the campaign material and to the adventure Wrath
of the Warden. Some of these have featured in earlier publications but are repeated
here for the sake of the gaming groups that have not acquired Adventure Pack 1,
The Mark of the Beast or Tomb of Dying Dreams.

Additional Rules
The first rules section introduces a number of chain continues even if the creature fails the test
abilities, rituals and traits. All of them are put to use once; it is broken at the second failed test against
somewhere in this book but they can also be used [Accurate← Quick].
in other situations, for example in the development
of player characters or as a basis when creating Metamorphosis, monstrous trait
homebrew adventures and campaigns. The creature has no fixed shape but may adapt its
form to the surroundings and the challenges it
Fire Breath, monstrous trait faces. Through the process of metamorphosis, the
These letters are part The creature has the ability to breathe fire, so hot creature can take on a form giving it characteristics
of a text found close to that it can burn the enemy to cinders or at least that correspond to one or more monstrous traits:
Karvosti. The text as give them serious burn wounds. Acidic Attack, Armored, Fire Breath (see above), Natural
a whole tells the tale Weapon, Poisonous, Robust, Swarm, Web, Wings.
of the witch Arbusal’s I Active. The creature aims its fire breath at a single
attempt to murder High target. If successfully passing a [Accurate← Quick] Active. The creature can simulate one of the listed
I 
Chieftain Maiesticar. test, the puff deals 6 in damage. If failed, the da- traits, corresponding to level I.
mage is 3. Active. The creature can simulate two of the listed
II 
II Active. The creature keeps the fire breath ongoing. traits, corresponding to level I.
If successful with a [Accurate← Quick] test, the III Active. The creature can simulate two of the listed
puff deals 6 in damage; if failed, the damage is 3. If traits, corresponding to level II.
the target takes full damage, the creature may try
to direct the flaming fire towards another target, Flesh Craft, ritual
and so on until the creature fails its [Accurate← Tradition: Sorcery
Quick] test. The mystic temporarily transforms its hands to
III Active. The creature exhales a storm of fire. If flesh crafting and bone sculpting claw-like instru-
successful with a [Accurate← Quick] test, the puff ments, put to work on a more or less willing victim.
deals 6 in damage; if failed, the damage is 3. The The work transforms the victim into a grotesque

71
image of itself, possessing one or more monstrous Fleet-footed, trait
traits at level I from the following list: Acidic Blood, The creature moves at an unusually high speed. In
Acidic Attack, Armored, Corrupting Attack, Natural situations where precision counts, the movement
Weapon, Poisonous, Poison Spit, Regeneration, Robust, is 13 meters per turn. And in connection to the rule
Wings. Later, the victim may develop the traits on Flight & Hunt, the trait gives a +3 Quick bonus.
granted by the ritual with Experience, as if they
were normal abilities. Black Breath, mystical power
A voluntary victim gains 1d4 in permanent Tradition: Sorcery
corruption per trait, but is only affected by the part The mystic can spew out its inner darkness and
that transcends its current value in permanent infect others with corruption, or heal already cor-
corruption. An involuntary victim gains 1d4 in rupt creatures. The mystic must have permanent
permanent corruption, which are added to the corruption in order to learn this mystical power.
corruption it already has.
Since the risk of the victim becoming blight born Active. One (1) creature is hit by the gust;
Novice 
is high, the careful sorcerer always starts off by roll 1D4 against its total corruption. If the
binding the victim with the ritual Enslave. With roll is equal to or lower than the corruption
that precaution taken, the newborn abomination value, the creature is healed with the outco-
will obey its creator after its fall into darkness. me of the roll; if higher, the creature suffers
the outcome in temporary corruption.
Example: The sorceress Agathara uses Flesh Craft Adept Active. Same as Novice level, but the test is
on one of her servants, who voluntarily accepts to be made with 1D6.
“exalted”. She does not know the ritual Enslave, but Active. Same as Adept level, but the attack
Master 
chains her victim to the wall, just to be on the safe side. is made in a chain, where another target is
The underling has Resolute 12 and permanent corrup- hit if the previous one suffered corruption.
tion 4 when the ritual begins. Agathara opts to give When someone is healed, the chain is lost.
him three monstrous traits, at a total of [3D4–4] in
permanent corruption. Agathara rolls 7 on 3D4, giving Slow, trait
him 3 more points in permanent corruption, 7 in total. The creature moves at an unusually slow speed. In
This exceeds his corruption threshold, immediately situations where precision counts, the movement
resulting in an additional 1D4 in permanent corruption. is 7 meters per turn. And in connection to the rule
The roll is 3, hence the victim’s permanent corruption on Flight & Hunt, the trait gives a –3 Quick penalty.
is 10. Agathara’s loyal follower is transformed into an
exalted version of himself with three monstrous traits Raise Undead, ritual
at novice level, without becoming thoroughly corrupt. Tradition: Sorcery
If Agathara had tried to do the same thing to an The mystic has the ability to grant permanent (un)
involuntary victim, the mathematics of corruption life to a newly dead creature, perished not more
would have been grimmer: first, the victim would than seven days earlier. For the undead to surely
have suffered 7 in permanent corruption, in addition be under the mystics control after the ritual’s
to the 4 it had, 11 in total – and then suffered 3 more completion, the mystic must successfully roll a
when exceeding the corruption threshold, for a total test against [Resolute←Resolute]. Should the test
of 14. Sure, the victim would have received three fail, the undead awakens with its own will intact
monstrous traits, but would also have turned into a and is then free to decide for itself whether or not
howling blight beast, out of control. Were it not for the to follow the mystic. If the test is successful, the
chains, Agathara would most likely have become the creature must obey the mystic as if it was bound
newborn’s first meal. by a slave rune, and can only be freed by the death
of its master.
The creature keeps all values and abilities it
Night Perception, monstrous trait had in life and is also gifted with the monstrous
The creature has been gifted with abilities making trait Undead at level I. It does not age but will not
it able to perceive its surroundings using sound go on forever, since its body is in a constant state
waves – it emits sound pulses that bounce off nearby of slow decomposition. The creature must make a
objects and return to the creature that then can test against Strong each year – if the test fails the
form an image of what the surroundings look like. creature’s value in Strong is reduced by one point.
Because of this, the creature can act normally even When the Strong value reaches 0, the body finally
in complete darkness. falls apart and the creature meets its final death.

72
NEW MECHANICS 7

Artifacts
With few exceptions, the artifacts covered by Action: Reactive
this section appear in the adventure Wrath of the Corruption: 1D4
Warden. Should some of them not come into play, Paralyse: Like Exhaust, but the victim beco-
the Game Master is of course welcome to use them mes totally paralyzed during the current and the
in any other context, save the artifacts owned by following turn.
some non-player character since they are likely to Action: Reactive
reappear in future adventure modules. Corruption: 1D6

Aloénas amulet Eamon’s Bell


A spirit with strong protective instincts is bound The comical stories about the master thief Eamon
to the silver amulet that Mayor Nightpitch got from who always went after Symbaroum’s rich and
the eternity elf Aloéna. The fact that he was offered powerful have survived in a series of barbarian
it makes Lasifor both honored and terrified – the tall tales. Especially popular is the tale of when he
latter since he cannot help but wonder what the stole the festive attire of the matriarch Clorandia,
elf has seen that makes her feel that he has to be complete with gemstone adorned petticoats and
protected. gaudy jewelry – accomplished by using his legen-
Spirit Shield: Once per turn, the master of the dary bell to keep her immobilized, while using
amulet can ask the spirit to enclose him in an extra his free hand to remove her clothes down to her
layer of protection. This must be done before rolling bare skin.
the Defense test and if the attack hits, the wearer Bewilder: The master of the bell can use it to put
may ignore 2 points in damage. his victim in a state of utter bewilderment, making
Action: Reactive it unable to act until passing a test against Resolute
Corruption: 1D4 (the owner of the bell makes the test, one roll per
Spirit Dance: Once per scene, the master of the turn) or until suffering any damage.
amulet can ask of the spirit to dance around him like Action: Active
a whirling wind, lasting a full turn and averting any Corruption: 1D4
incoming attacks made with ranged weapons. Note Annoy: When in close combat, the master can
that the wearer cannot fire or throw any ranged choose to fight with the bell in one hand (makes it
weapons while the power is active. Melee weapons impossible to use a shield, heavy weapons and two
are not affected by the dance. weapons). As long as the bell tingles, its carrier
Action: Free gets a second chance to succeed with Defense tests.
Corruption: 1D4 The effect lasts the whole scene or till the bell goes
Sacrifice: The one who is bound to the amulet silent.
can demand the ultimate sacrifice of the spirit. It Handling: Passive
completely protects the wearer against all forms Corruption: 1D4
of attacks during one turn, while the wearer can
act normally. When the turn is over, the amulet Okran’s Ring
shatters and cannot be used again. It is not often that elves are portrayed as anything
Action: Free other than frightening and hostile in barbarian
Corruption: 1D8 tales. One of few exceptions is the abomination
hunter called Okran, who according to the legends
The Dagger Black Edge saved the lives of innumerable clan folks over
The curved dagger Black Edge appears in legends the years.
as belonging to the traitor Arbusal, a witch who He was finally slain by a woman whose husband
was corrupted and crafted the weapon with the professed his love for the elf again and again while
aim to slay his lord – High Chieftain Maiesticar. dreaming. What happened to his legendary ring,
The assassination attempt failed and Arbusal was no stories can tell.
buried with the dagger driven through his heart. Guided by Light: The master of the ring can let
Exhaust: The master of the dagger can use it to the light of the artifact reveal the weak spots of any
weaken his or her opponents. When the weapon abomination. All attacks on that creature deal +1
deals damage, its wielder can activate an effect in damage thereafter.
making the victim incapable of making use of its Action: Active
abilities during the current and the following turn. Corruption: 1

73
Rays of Light: On the master’s command, the hit 1d4 is rolled. The wielder suffers the outcome of
ring can emit a ray of holy light that damages a the roll in temporary corruption, the victim suffers
single abomination. The damage is 1d8 and armor the outcome in both corruption and extra damage.
provides no protection. Action: Free
Action: Active Corruption: 1
Corruption: 1D4
Yarego’s Iron Fist
Peatro’s Flask The object called Yarego’s Iron Fist is mentioned in
This small and engraved tin flask may very well dozens of legends from the early days of Symbaroum
be the one that according to legends was carried and its battles, as belonging to different owners in
by the priestess Peatro. She is mentioned in some different locations. The artifact is truly a marvel
songs, claimed to originate from the final days of of mystical crafting skills but also demands much
Symbaroum, as a cautionary example that acts of from he or she who wants to be its master – his or
kindness can have dire consequences if performed her arm must be cut off right below the elbow so
with the help of mystical powers. that the item can merge with the stump. When
The flask can contain two doses and has the in place, the awkward thing is just about flexible
ability to endow any liquid with healing properties. enough to perform daily activities like gripping a
But at a cost: first, the mystic suffers corruption dining knife, but its grip will not allow the effective
when the liquid is transformed, then the elixir has use of any kind of weapon.
a corrupting effect on anyone drinking it. As the name suggests, the foot-long Iron Fist
Dark Cure: The master of the flask can make is made from iron that in time has been marked
the liquid inside it gain healing properties. The with spots of rust and innumerous cuts from
elixir is active for 1d4 turns, and each turn he who parried blades. In combat, long spikes extend
has consumed a dose of the concoction regains from the knuckles and an iron collar unfolds to
1d4 of Toughness, but also suffers half of the out- encircle the arm near the elbow, to be used as a
come of the healing roll in temporary corruption quillion. In combination with its weight, this gives
(rounded up). the Iron Fist a permanent +1 bonus on Defense and
Action: Active in damage. Adding to that, the artifact has the
Corruption: 1 (when transformed) following powers:
Anti-Darkness: The master of the flask can Stun: With a hit that deals damage after Armor
make the liquid inside it counteract damage from has been subtracted, the Iron Fist can stun the
poisons. The elixir halves the outcome on the enemy. The power may be used once per scene and
damage die for all kinds of poison (rounded up), requires the master to make a [Strong←Resolute]
but the damage so avoided will instead affect the test. If successful, the victim loses both his upco-
drinker in the form of temporary corruption. ming actions.
Action: Active Action: Reactive
Corruption: 1 (when transformed) Corruption: 1D4
Push: Once per scene and with a hit that deals
The Battle Axe Hunger damage after Armor has been subtracted, the fist
There are tales of a barbarian ruler named Yakobor can give the target an added push. With a successful
who was tricked into entering into an alliance [Strong←Strong] the thrust makes the target fall
with the Spider King. In exchange for his loyalty, to the ground.
Yakobor got a battle axe and a chest full of red gold Action: Reactive
coins. According to the legend, everything bought Corruption: 1D4
with the coins was soon destroyed – meat rotted, Break: Once each turn, the master of the Iron
butter went rancid, iron rusted and slaves withered Fist may attack the enemy’s weapon instead of the
into crippled elders in a day. And the axe that was enemy itself. First, a successful attack test must be
to make Yakobor into the greatest of all, instead made to get a grip on the weapon; then the wielder
darkened his soul. Hunger is a battle axe with Deep of the fist must succeed with a test against Strong
Impact (+1 in damage), made to corrupt both wielder to break the weapon asunder. A weapon which is
and enemy. considered magical (i.e. is an artifact which can be
Night Bite: The master of the axe can have it bound to a master) cannot be destroyed like this – if
radiate corruption when it hits the enemy in com- so, the target is disarmed.
bat. Activating the power (which lasts to the end of Action: Active
the scene) only costs 1 corruption, but with every Corruption: 1D4

74
NEW MECHANICS 7

Other
Additional rules that do not fit the categories the town archives of Thistle Hold is hopeless). The
Abilities/Traits or Artifacts are assembled under Game Master must decide what is possible to find,
the header Other. In this case, we are talking about and also how detailed the information is.
everything from new elixirs to new creatures and In practice, the search is based on the player
rules for special actions. characters directing a question to the collection
of documents. If the Game Master deems that the
Spirit Friend, Elixir documents may contain some relevant information,
The miraculous drug called Spirit Friend can only a character with the ability Loremaster rolls against
be crafted by someone having the ability Alchemy at Cunning while the others roll a test against [Cunning
master level. The concoction is cooked in a cauldron, –5]. If everyone fails the test, they find nothing and
but it is not the liquid that is bottled up, but the have to move on to somewhere else. But if some-
vapors. The gray-white smoke is captured in small one passes the test, the Game Master delivers a
ceramic jars and inhaled when needed. response to the question and the characters may
Spirit Friend gives the user level I in the trait continue searching the archive for answers to any
Spirit Form. The effect lasts for 1d4 turns, to the supplementary questions. This goes on until all
price of as many points in temporary corruption. characters fail or the Game Master decided that
no additional information can be found.
Drone Dew, Elixir
Drone Dew is an elixir made from drone spores (see Flight & Hunt
below) also containing accelerants, meaning that When the characters are trying to escape anyone
the maker of the concoction must have the ability or anything hunting them, it is suggested that the
Alchemy at Adept level. Game Master handles it based on the attribute
A person who ingests a dose of the elixir imme- Quick. If the characters decide to stick together,
diately falls asleep if he or she does not pass a Strong he or she with the lowest value in Quick must make
test, and stays asleep for an hour or until suffering a test, modified by the Quick of the fastest hunter.
any damage. If the test is passed, the person is Should they split up, all of them need to make a
instead dazed, with the effect that he or she only test, again modified by the Quick of the fastest
has one action per turn and cannot use any active hunter. And if it is the other way around, if the
abilities for an hour. characters are on the hunt, the same formula is
used but instead with a modification based on the
Drone Spores, Elixir slowest prey.
Drone spores are naturally occurring, encased During the hunt, one test is made each turn – if
in a puffball mushroom called Kabamon by the the prey succeeds it pulls away one step, if the prey
barbarians. The mushroom is edible for most of fails the hunter comes one step closer. To finally get
its life cycle, but near the end it transforms into a away, the hunted must reach an advantage of 3, in
veritable spore bomb. other words, he or she must succeed at three rolls
The spores can be harvested (requires a suc- more than he or she fails. And the prey who fails
cessful Cunning test per dose), and may then be at three rolls more than he or she succeeds will of
used just like the Choking Spores (see the ability course get caught.
Strangler on page 123 in the Core Rulebook).
The victim of the cloud becomes dazed and Example: The barbarian thief Hoska almost got away
immediately loses one of its upcoming actions. scot-free after a burglary in Thistle Hold when a lone
Should the victim also fail a test against Strong, watchman saw him exiting the building – the hunt is
he or she will fall into a deep sleep lasting for the afoot! Hoska has Quick 13 and the guard Quick 9 (+1),
remainder of the scene, or until suffering any meaning that Hoska’s player must roll against 13+1=14
damage. in the attempt to escape the hunter.
In the first turn, the player rolls a 7 – Hoska pulls
Research away and has advantage 1. The luck holds and the
All player characters can search for information second dice roll lands on 13: advantage 2. One more
in archives and libraries, but to find anything at successful roll and Hoska is free. But unfortunately,
all they obviously need to search in a place where the third roll is 17; the guard comes closer and the
the desired information can actually be found (in advantage is 1. Hoska’s player sighs nervously. The
other words, searching for directions to Symbar at hunt goes on!

75
Crypt Lord, new monster The master smith has the ability to add one or
They are called Crypt Lords, the mighty, mummi- more qualities to the object in question, or alterna-
COST OF ELIXIRS fied creatures that Ambrian explorers sometimes tively remove negative qualities. For every added
come across on their expeditions. Survivors from or removed quality, the cost/value of the item is
Spirit Friend 12 thaler such encounters describe them as dehydrated, cumulatively increased by x5. If a sword costs five
Drone Dew 4 thaler embalmed corpses dressed in rags or armor whose thaler, a master craft version with the quality Deep
Drone Spores 5 thaler dilapidated splendor suggests that the owner once Impact would be worth 25 thaler. And if you also
Shadow Tint 3 thaler was very wealthy. want that sword to be Precise, the value is ramped
Wild Chew 1 thaler According to the speculations of Ordo Magica, up to 125 thaler. Costly for sure but maybe worth it,
Crypt Lords were persons of stature whose remains since this fine master craft gives +1 on both damage
were prepared with ointments and oils that have and chance to hit.
reacted to the dark energies of the forest, thereby
waking them up as undead. But no matter how and Shadow Tint, Elixir
why the Crypt Lords have reawakened they provide The horribly sickening and oozing elixir Shadow
a dreadful and lethal surprise for many parties of Tint requires the Adept level in Alchemy to be made.
treasure hunters, not least in the cases when they Long ago, it was used by mystics wanting to hide
also surround themselves with a guard consisting just how close they were to becoming thoroughly
of hungering dragouls. corrupt and it would surely be a welcomed addition
to all sorcerers’ collections of mystical decoctions.
Crypt Lord Whomever forces down the sludge, distorts his
or her shadow for a whole scene, making it appear as
Race Undead
if the value in total corruption is 1d6 points lower.
Resistance Strong
Traits Armored (III), Gravely Cold (I), Wild Chew, Elixir
Undead (III) The red chewing resin called Wild Chew is a strong
Accurate 7 (+3), Cunning 5 (+5), Discreet 10 (0), stimulant making the chewer more alert, less
Persuasive 15 (−5), Quick 9 (+1), Resolute 10 (0), cautious and much more aggressive. One dose of
Strong 13 (−3), Vigilant 11 (−1) Wild Chew moves 2 points in Discreet, Cunning and
Abilities Dominate (master), Iron Fist
Resolute to Quick, Strong and Accurate for the rest
(master), Man-at-arms (novice), of the scene. During the upcoming scene, the user
Recovery (master), Two-handed feels weak and has –2 on all attributes.
Force (master). With time, Wild Chew is highly addictive and
Weapons Bastard Sword 10 (precise) severe withdrawal symptoms will occur unless the
Armor Mummified Skin 5, half damage
user consumes one dose each week, with the risk
from anything but magical wea- of permanent madness or death. No known drugs
pons and holy powers can counteract this.
Defense +1
Toughness 13 Pain Threshold –
Equipment Valuables (1D100 thaler) The Throne of Thorns
Shadow Flaking black, like layer upon
layer of burnt paper (thoroughly
– Campaign Overview
corrupt) The barbarian legend to the right gives voice
Tactics: The Crypt Lord starts by trying to to an allegory describing the basic design of
dominate/subjugate the most dangerous looking the world. The verse is included in a document
enemy that has not been affected by the Gravely entitled The Throne of Thorns – Campaign
Cold. Then it attacks its enemies in the order of
Overview, which can be found at various
descending size.
download sites.
In the fourteen page document you will
Master Crafts, equipment find information about the Chronicle of the
During their adventures, the player characters may Throne of Thorns, focusing on its main theme,
happen upon master crafted weapons and armor, agents and episodes. Please note that the text
and should they instead find valuables or coin they is only meant to be read by Game Masters.
have the opportunity to buy master crafts from
especially skilled blacksmiths.

76
NEW MECHANICS 7

THUS SPOKE AROALETA

”… and at the dawn of days was Wyrhta, the power that creates.
Where Nothing had reigned supreme, Wyrhta gave life to All;
shaped here and there, spawned now and then,
formed the one and in chorus the other.
And where attraction arose,
the wild thrived and multiplied …

… but out of the untamed Wielda appeared, the power that rules:
the power of willful violence, that bends here and there,
that curves now and then according to ideals and cravings;
that harvests the one and rejects the other.
With time, Wielda’s appetite grew,
and the birth was inevitable …

… because violence begets hate begets Wratha, the power that reacts.
Born of Wielda’s hunger for Wyrhta’s design, Wratha is everywhere and nowhere,
always close where mother meets mother,
always mounting in strength with the force of the violence.
The arrival of the black fruit is fated,
as inescapable as terrible …

… and it happens, has happened, will happen again,


that Wratha grows boundless, furious, blind in her hunger.
It happens that the blackness grows flesh and spirit and the sharpest of claws,
that the fruit sheds seeds that poison the first,
in the aim to suppress the second.
Then dies All…”

77
he rain beats down on the Toad’s

t
Square and dawn comes creeping like
a barely noticeable shift behind heavy
skies. Autumn has arrived in Narugor
and in Thistle Hold. It is a time for
the successful to sit back and wait for
more favorable traveling weather, a
time for the families of the diseased to
fear the hardships to come, a time for
the desperate to make a final attempt – in other words, a typical
autumn among those living in the shadow of Davokar.
But despite everything being as usual, the past few days
have been characterized by a strangely subdued, almost sinister
atmosphere. Everyone feels it, even the successful ones who
should have nothing to worry about – a lump in the throat, a fiery
ache in the belly. Most keep the feeling to themselves, thinking
it is caused by the shifting weather. The rest says a few words to
their neighbor, friend or lover but let it rest once they have been
assured that everything is as it should be.
The only person who seems to take the sensation seriously
is crazy Toruld, standing drenched outside the Salons of
Symbaroum, raving about her nightly dream visions, about a
recurring bellowing which is drowned out by the roar of the wind
and the hammering rains. But just as the town starts to wake, she
also is silenced, by four guards of the Town Watch dragging her
away to the Penitentiary, accused of public disturbance.
All goes silent. All is still. Everyone awakes to a new day, with
a lump in the throat and a fiery ache in the belly …

78
SECTION 3:

WR AT H OF T HE
WA R DEN

79
Introduction
With these words it begins – The Chronicle of the Throne of Thorns. Our hope is
that it will offer a thrilling and engaging experience, but one which may differ a
lot between different gaming groups in both structure and content. Sure, there
is an overall intrigue and a theme that will be commonly experienced, also a
number of scenes and sequences which most player characters will encounter.
But large parts of the adventure are so open in structure and design that the
players and their characters have the freedom to handle them in very different
ways, depending on their individual goals and alliances.

This first episode, Wrath of the Warden, describes player characters are occupied dealing with a
events which will have long term effects on the series of very specific challenges in and outside
town of Thistle Hold. However, the idea behind the of town – challenges related to the mutilation of a
design and content is mainly to introduce the play- now dying forest god …
ers and their characters to the chronicle’s themes, The adventure is made up of five chapters. The
areas of conflict and prominent agents. Aside from first accounts for the intrigue and its history, and
partaking in and contributing to a dramatic, action offers a general idea of how the adventure may play
packed story, the players will get to learn about out and suggestions on how the characters may
many power factions and begin to understand what become involved in the story. After that are three
they are striving for – for instance House Kohinoor’s chapters describing the acts of the adventure: a first
ambition to fulfill Sarkomal’s prophecy, the Sun act with scenes following more or less in sequence; a
Church’s aim to turn Ambria into a theocracy of the second act with a very open structure; and the third
Sun, and the Templars’ furious struggle to avenge act including the culmination of the story.
their dead deity. The final chapter of this book deals with what
And if you for a second lower your eyes from the happens in the wake of the adventure and offers
grander scale of events, you will see that Wrath of ideas on various interludes – that is, adventu-
the Warden is a fairly straight forward adventure, res and other activities which may occupy the
primarily dealing with the hunt for the identity of characters while waiting for the next episode.
a diseased quest giver and the subsequent show- An appendix with new rules and the like is not
down with a group of local cultists in Thistle Hold. included in the adventure section of the book, since
Hence, the idea is that the insights mentioned in all such content can be found in the Game Master’s
the previous paragraph will be made while the section on page 71 to 76.

80
INTRODUCTION 8

Background
In Thistle Hold there are a handful of groups six-year old Erlaber had already been forced to leave
that deserve to be called cults. The members of the residence, by his older brother Herek. They
these may be more or less fanatical but are all of barely survived the war as nameless vagabonds;
the conviction that corruption is not all bad. On Erlaber’s hate for his brother and admiration for
the contrary, they regard it as something to make his father growing with each passing day.
use of instead of something to fear. Up until the death of his brother five years ago,
Wrath of the Warden is about what happens when Erlaber made an effort to hide his blackened soul.
one such cult is lured (or tricked) into contribu- Together they built a successful business trading
ting to exploring the darkness of the world. They in items salvaged from old Alberetor and both of
call themselves the Midnight Cult, led by the them had families. But when Herek drank him-
antique dealer Erlaber and include the ogre witch self to death, the darkness of the younger brother
Manaloum, the wizard Desidera, the changelings bloomed. He sold the business for a good profit
Klagander and Sibela, and the youngling Gardai, and moved his chastened family to Thistle Hold,
Erlaber’s servant, as members. Aside from Erlaber, to get closer to Davokar. He was bent on succeeding
the cult members are described in the scenes in where his father had failed – to ally with the dark
act 3 where the player characters are likely to face and gain strength enough to establish a brand new
them (pages 163–164). house of power, named after an ancient Symbarian
The aim of the cult is naturally to grow in bloodline: Ambreagos. The Midnight Cult and its
strength and gain greater inf luence thanks to members, as well as the partnership with the
their powerful benefactor. But things will not turn mysterious Prince, serves the same purpose as
out as they hoped, no matter whether the player the blood he harvested from his wife and children:
characters thwart their plans or if they are forced they are means to employ in the hunt for power!
to realize that what was presented to them as a gift
Manner Big gestures, burning gaze
instead was predestined to become their doom.
Race Human (Ambrian)
Resistance Challenging
Traits Privileged

Accurate 10 (0), Cunning 14 (–4), Discreet 5 (+5),


Persuasive 17 (–7), Quick 10 (0), Resolute 11 (–1),
Strong 7 (+3), Vigilant 9 (+1)

Abilities Bend Will (adept), Exceptionally


Cunning (novice), Exceptionally
Persuasive (adept), Larvae Boil
(adept), Leader (master), Lore-
master (master), Ritualist (adept,
Desecrating Rite, Possess, The
Exaltation Ritual), Sorcery (adept)
Weapons Black Edge 3 (Short)
Armor Witch Gown 2 (Flexible)
Defense 0
Toughness 10 Pain Threshold 4

Erlaber Ambreagos Equipment Ritual Codex for The Exaltation


”The future is dark, and it is mine.” Ritual (value: 500 thaler), the
dagger Black Edge (page 73)

Erlaber is the sole survivor of a lesser but still noble Shadow Black flakes on smoldering
white, like liquid iron starting to
house who ruled a barony bordering the realm of
cool (corruption: 5)
the Dark Lords. His father, Baron Oramei Haaras,
saw the enemy mount in strength and eventually Tactics: Erlaber’s sadistic tendencies make him
prefer to use Larvae Boil in combat and interroga-
began to study the practices which gave them such
tions. He stays away from melee as long as possible,
power. When the attack came, Oramei immediately prefering to use a group of loyal minions like a
surrendered and was welcomed into the dark fel- protective wall. Surrendering is never an option – he
lowship of the Lords. But when that happened, the would rather end his own life before that happens.

81
and Erlaber Ambreagos is studying the codex he
received from the Prince to learn the ritual. What
The Exaltation Ritual neither he, nor his shady ally realizes, is that the
exaltation which comes from performing the ritual
The ritual being studied by Erlaber Ambreagos was developed during the is of a very particular character. If performed accor-
days of Symbaroum, at a time when primal blight beasts were revered as ding to the instructions, Erlaber will be reborn – as
gods. By accelerating and strengthening the effect corruption has on human a very powerful, ravenously famished and not least
flesh and spirit, the ritual works as a “portal to elevation and god-like poten- furiously raging abomination.
cy”. The original text is safely stored away in the monastery of the Twilight
Friars and the existence of the ritual is not known outside the monastic order. The Iron Pact Reacts
The autumn elf Teara-Téana counts among the more
tempered members of the Iron Pact. She has reached
the conclusion that the only chance there is to live
Harvesting a Skull up to the aim of the pact, “Nevermore!”, is to convince
A little less than a month ago, the sorcerer and the Ambrians of the dangers in violating the world
cult leader Erlaber Ambreagos was contacted by at large, and Davokar in particular. She is also one
a masked man who called himself the Prince. The of the elves who have assumed the responsibility
man said he was impressed by Erlaber’s work of caring for the spirits roaming the region, among
and persona, claiming to be well connected and them the mighty Eox.
to have vast resources at his disposal. The Prince As Eox was beheaded she was involved in an
was pondering the possibility of a deeper coopera- argument with the increasingly erratic elf prince
tion with the Midnight Cult, but wanted to test its Eneáno. And when she later that day went to seek
leader first – with a test that, if successful, would comfort and rest in Eox’s presence, she found him
make Erlaber into an even more valuable and more butchered. With tears running in a vain attempt
capable companion. to cool her flaming hot cheeks, she spoke to the
Initially, Erlaber agreed to the offer mainly to ashes in the coal bed of the dying creature. The
learn what the shady figure had in mind. But the impressions told her where the skull had been taken
more questions were answered, the more doubts and the sound of Eox’s heart said that it must be
were put to rest. And in the end, there were no recovered before long, if the proud ox was to have
reasons to hesitate. any chance to survive.
The Prince informed him of where he could find Her previous contact in the Hold, the tutor
one of Davokar’s mighty forest gods; a powerful Master Vernam, was dead and her new agent was
spirit who had guarded its territory for centu- untested in critical situations. But as time was short
ries. Then Erlaber was presented with an ancient she had no alternatives, especially since the news
codex, containing a ritual that according to the of Eox's mutilation could make the more aggres-
Prince could elevate him into a “co-existence with sive members of the Iron Pact do something really
the powers of the Eternal Night”. The skull of the foolish and dangerous – as for instance staging an
forest god was needed as a source of power during attack on the walled town of Mayor Nightpitch.
the ritual. She activated the agent Anadea and tasked her
As if this was not enough, Erlaber was given with assembling a group of trustworthy and capable
resources to stage an expedition to the territory individuals. The idea was that she and these people
of the forest spirit. Beheading the peaceful ox-god would track down and somehow manage to return
proved to be easy, but killing is was an entirely with the skull of Eox. The overzealous human did
different matter. The cultists and the contracted what she was told, but in her eagerness to prove
mercenaries tried piercing it with their spears but herself qualified she made a grave and fatal error:
the heart kept on beating; they hauled the headless she took the initiative and went alone to have a
carcass onto a flaming bonfire but it would not burn. look at some of the places where she knew cultists
Finally they gave up and returned home with might be hiding.
the sometimes ruminating, sometimes mooing Unfortunately, the followers of Erlaber disco-
skull in an iron chest. Thanks to a number of vered the curious scout, so when Anadea meets
well-placed bribes they were able to enter Thistle with her potential assistants at the start of the
Hold, where the chest was hidden from the world adventure, she and the characters are watched
with the ritual Sanctum. by the cultists – something which will adversely
When the adventure starts, two days have pas- affect their chances of safely moving around in
sed since the skull reached its new resting place Thistle Hold.

82
INTRODUCTION 8

The Structure of the Adventure


Wrath of the Warden is divided into three clear Act 2: Law of Necessity
and structurally different acts. The first act may Given the situation, the player characters will
very well be described as a lengthy and action likely try to establish the identity of the anonymous
packed prologue, while the rest of the adventure woman and learn who she worked for, if only in the
mainly unfolds in accordance with the choices made hope of getting a chance to earn the objects, thaler
by the player characters. or services they were promised. Should they need
other incentives, maybe the woman’s speech about
Act 1: The Bell Tolls a threat to Thistle Hold can make them take action.
The opening of the game is meant to appear classic: In any case, it is now up to the players and their
the characters receive a message from a person characters to assume control and decide how the
who claims to be in need of help, asking them second act progresses. They have the whole town
to hurriedly head for The Fern, a tavern at the at their disposal. The chapter describing Act 2 is
center of town. Upon arriving they meet a woman divided into sections that account for the other
who wants to be anonymous but who claims that agents moving in and around the Hold – how they
she can fulfil their wildest dreams if they assist react to what has happened, what help they may
her in a highly dangerous but also of critically be able to give the player characters and what they
important errand. want in return for the information or services. Most
They are interrupted by the palisade’s alarm space is devoted to Ordo Magica, the Sun Church
bell, chiming for the first time in four years. The and the Queen’s Legation.
woman will not visit a place full of soldiers and
town guards, but she asks the characters to find out
what is going on. Loud creaks and crashes can be
heard from outside the wall, as two witches riding
on colossi approaches. The witch Gadramon asks
The Part of The Prince
guard captain Marvello if “the well has spoken”. Agramai Kalfas (see page 41) plays a very obscure role in this adventure,
When he does not receive a meaningful answer even if it was he who set the chain of events in motion. The player characters
both witches retreat to the forest edge. The player may come across the name The Prince on one single occasion, and then in
characters start their walk back to the Fern – then a context where it is not clear that such a figure even exists. The fight of the
the well speaks! characters is solely against Erlaber and his Midnight Cult – an encounter
A tremendous reverberating clang hits the town and a possible clash with Agramai will have to wait until future episodes of
and the ground trembles. Screams of panic and pain the adventure chronicle.
are heard from where the characters are headed. A The codex given to Erlaber by The Prince contains the transcript of an
sinkhole has swallowed a whole block, and along ancient tome, found in the depths of Davokar and transported to the mo-
with the buildings their mission giver has vanished, nastery of the Black Cloaks for study and safe storage. The same member
down into the Abyss. of the Sacred of the Old Blood who copied the text and gave it to the leaders
On their way towards the sinkhole the cha- of the cult has also gained information on the whereabouts of the spirit Eox,
racters confront several waves of monstrous, in conversations with a blight-marked explorer in the monastery dungeons.
blight-marked humans who have emerged from The task of verifying the information and testing the effects of the ritual
the Underworld. They get to fight side-by-side with were awarded to Agramai Kalfas, who in turn passed it on to Erlaber. And he
town guards and other capable residents who try did so for a number of reasons:
their best to drive the blight beasts back. Among First and foremost, he is glad to see someone other than himself as the
these individuals, several representatives of the first one to perform the ritual in practice, since its actual effects are shrou-
power factions in town will present themselves. ded in mystery. Secondly, he truly hopes that Erlaber will prove to be up to
Once the beastly barbarians have finally been the task and that he will turn into a useful tool after having performed the
forced back down the hole, barricades must be ritual. And if anything should go horribly wrong, if Erlaber cannot control the
built around its edge and captain Marvello takes power he is about to awaken, much will still be accomplished. Like most hu-
command – no one does anything until Nightpitch mans seduced by the corrupt powers of the world, Agramai is of the opinion
has been consulted. Any and all who try to force that everything which causes chaos and destruction in the Ambrian realm
their way past the blockade will forever be banned is welcomed; he would argue that such events are helping people reach the
from town! conclusion that the powers of corruption cannot be destroyed – they have
And there the characters stand, not knowing to become something the Ambrians command rather than combats!
anything about the woman who promised to make
their dreams come true …

83
If the characters want to head down into the Act 3: Midnight in Thistle Hold
sinkhole, they will soon learn that Ordo Magica has The final act of the adventure is of a more linear
been asked to examine the deep. Should they play structure. The first challenge is about finding some-
their cards right it is possible for them to become one in town who can help the player characters
the order’s vanguard, maybe together with the reach the halls of the elves, and to convince one of
willful Kullinan Furia. During a dramatic and these (Mayor Nightpitch or the autumn elf Mearoel)
perilous journey down into the dark, they will come to give them the information they need. After that,
across the blight-marked witch Bayela, but most they must get a hold of a tame beast, because they
importantly: they will find the remains of their require one as a guide on the journey.
anonymous quest giver and gain clues regarding Once they reach their destination, after a
her identity, maybe even learn her name – Anadea. dramatic trek through Davokar, they will get
Up until a few months ago, Anadea was study- a glimpse of the elven world, or more correctly
ing to become a priest of Prios, but she was kicked of the only permanent elven settlement in the
out after having had the audacity to question the region. They arrive at a forechamber where they
validity in appointing the elves as the main enemy are greeted by the very old gatekeeper and two
of the Sun God. She left the temple in a rage and her weepers. The rest of the halls are closed to them,
austere bedchamber has not been touched since but if they ask for Teara-Téana she appears after
then. In the trunk by the foot of her bed there are a lengthy wait.
a couple of clues indicating who Anadea worked Teara-Téana explains Anadea’s mission and
for. Deseba the Old can give the characters access offers the player characters the chance to undertake
to the chamber, provided that they perform a favor it in her stead, although the reward cannot be as
for her – they must eliminate the threat against opulent as the human agent may have promised.
Father Sarvola and his Mission House. Should the characters respond in the negative the
Also, in the archives of the Queen’s Legation adventure comes to its end and someone else will
there is information to collect, so long as the cha- have to deal with Erlaber and his cultists. But if
racters are prepared to make an effort. The copper they accept the offer, they are told that Anadea
tablet on which Sarkomal’s prophecy is inscribed believed that she knew the skull’s hiding place – it
is in town, carried by a trio of templars. Queen is high time to return to Thistle Hold and deal with
Korinthia regards herself as the rightful owner of the threat!
the tablet but does not want to risk an open conflict Back in town they first have to make sure that
with the Sun Church over it. For the characters the information they have is correct and gain an
to gain the information at hand, the agents of the idea of what they are up against. After having done
Queen demand that they must lay claim to the that, the player characters are likely to conclude
copper tablet on Korinthia’s behalf. that they will have a hard time handling the enemy
Aside from these three, five more factions that by themselves. Presumably, they will contemplate
the characters can interact with are described – the the possibility of joining up with one or more of
witches outside the palisade, Mayor Nightpitch the town’s powerful factions. But which ones? Do
and his administration, three sun knights that they really dare take the risk of inviting one ally
were seen fighting at the edge of the sinkhole, the or another who very well may decide to claim they
nobles in the Hall of Knights and the Iron Pact cell skull for themselves?
led by Lysindra Goldengrasp. Also, even if they do After a thunderous final battle down in the
not realize it themselves, the characters will soon sinkhole, where the cult leader has fled to make
become aware that their investigations make them use of the dark powers of the bedrock, the first
into hunted quarries – the Midnight Cult will send part of the Chronicle of the Throne of Thorns is all but
everything from brutish thugs to skilled assassins over. Still undecided is what to do with the skull
in the hope of punishing their curiosity. of Eox. If the players choose to reunite it with the
The act ends once the characters have enough rest of Eox’s body the epilogue entails a journey out
information to be able to move on and contact into Davokar, possibly together with the witches
Anadea’s superior, Teara-Téana. They will have Gadramon and Eferneya, to a meeting with the
learnt that this person can be found at a place called autumn elf Teara-Téana. Should they instead want
The Halls of a Thousand Tears, and most likely that to slay the forest god it can be done; perhaps that is
the one they seek is an autumn elf of the Iron Pact. the only valid choice for characters who are loyal to
Hence, the opening questions for the upcoming act the Queen and her endeavor – the creature obvio-
are: where are these Halls of a Thousand Tears and usly represent a force which opposes the Ambrian
how do we get there? realm’s intrusions into Davokar.

84
INTRODUCTION 8

The Player Characters


In principle, Wrath of the Warden can be played some other faction and so forth. In this way, the
with any kind of characters. The only actual requi- players themselves will manufacture the incentives
rements are as follows: for wanting to establish the identity of Anadea and
learn who she worked for.
◆◆ They have adventured enough to have earned
about 50 Experience each and spent it on A Serious Threat
abilities making them more skilled in combat. Even if Anadea never has time to explain the details
◆◆ They are (right or wrong) moderately known of her mission, there will hardly be any question
for being capable and daring. regarding the seriousness of the task. Thistle Hold
◆◆ They are (right or wrong) moderately known is threatened, that much is clear. It will also be
for having confronted and battled the corrupt obvious that time is short and that Anadea is the
powers of Davokar. only one in town who knows about the threat. For
players/characters with the ambition to win fame
If the players start with completely new charac- and glory, that type of motivation can be just as
ters, it is suggested that they start with 50 extra important as ready rewards!
Experience and are equipped with a background
similar to the list above. However, the smoothest Friends and Family
startup can be achieved by using characters who If the Game Master thinks that the goals and dreams
have played The Mark of the Beast and been involved of the characters are not incentives enough, help
in finding Master Vernam’s killer. Wrath of the from outside can be employed. The player charac-
Warden kicks off with the player characters being ters and their relations live in a rough world, and
approached by Vernam’s successor as the contact it is likely that they sometimes find themselves in a
person of the Iron Pact member Teara-Téana; hence, tight spot. Someone may have amassed a huge gam-
if the player characters were engaged in the hunt bling debt and now live under threat; someone has
for the tutor’s murderer, it is quite natural that his been accused of a crime and is on the run; someone
successor reaches out to them when she needs help. may be afflicted by a serious disease or suffer from
Since Wrath of the Warden is the first episode of blight-marks; someone may have gone missing after
the chronicle and it is too early for the players to a failed expedition into Davokar.
really know what conflicts and possible rewards are Whatever the characters need Anadea promises
in play, you have to carefully consider the incentives that her organization can help them deal with the
of the player characters – that is, the motives they situation. It may not be the absolute truth, even
have for wanting to engage in the adventure and if she fully believes that the elves in the Halls of
take on its challenges. a Thousand Tears are capable and willing to do
With the items listed below we hope that all whatever it takes.
characters will find the incentives they need. But
since all gaming groups have different preferences, Moving up the Ladder
the Game Master must be prepared to modify the Superiors within Ordo Magica, the Sun Church, the
opening of the adventure. There is nothing more Army and other organizations may be in a position
harmful to the gaming experience than players to give orders to characters involved in, or wanting
finding it incomprehensible that their player cha- to be involved in, their faction. There are many
racters are forced to engage in situations that they people in Thistle Hold who want the situation to
really do not care about. be dealt with, one way or another. In other words,
for characters wanting to move up the ladder
The Promises of Anadea this is a great opportunity to prove themselves,
When the characters speak to Anadea she claims or conversely – a bad time to put other interests
to represent a very resourceful organization and ahead of the faction’s.
encourages them to ”name their price”. It is important Note that the relationship between the charac-
that the players really take the chance to spell out ters and any superiors offer a perfect opening for
what their respective characters need to come clo- highlighting conflicts in town and in the world at
ser to their ultimate goals. Anadea is desperate and large. The commands made will likely force the
will agree to almost anything – a large sum of thaler, characters to partake in a dirty game of intrigues,
a powerful artifact, arcane knowledge, access to a even when it obviously is played at the expense of
specific resource, leverage over or information on the common good.

85
Table 3: Adventure Time-Line 12 20
Should the players in your group have a hard time taking Inquiries about Ana- Examination of the
the initiative, there are lots of people who may act as quest dea’s sun medallion upper floor of the
givers. One example is the witches outside the palisade, but with Elfeno at the Sun headquarters, where
if the characters have already made contact with agents in Temple they find clues pointing
town, there is nothing stopping them from finding some other towards a group of war
guide. Lasifor Nightpitch is one suitable candidate, Chapter veterans led by Kargoi
Master Cornelio another, not least since both of these are
13 Salamos
relatively neutral when it comes to the dealings of other
They are called to Dese-
factions. Characters with a background as Pansars, wizards,
ba the Old in the copper
theurgs and so on have other obvious entrances into the
dome of the temple, 21–22
adventure, through their contacts within the factions.
where the characters A group of cultists
What follows is an example of the order the different
are asked to elimina- attack the characters
scenes of the adventure may be played in, provided that the
te the threat against just when they leave
characters choose to adhere to the commands of an outside
Sarvola in exchange for the headquarters. An
quest giver. The Game Master is prompted to return to this
information on Anadea interrogation with a
flow chart after having read through the adventure text.
cultist leads to a tense
meeting with Red Eye in
14 Blackmoor
Questions about
1–2 6 corruption in town
The player characters The characters are lured inspires Deseba to take 23
are contacted by and into the trap set by the them along to meet the Back to Deseba the Old
meet the anonymous Midnight Cult, inside blight-marked Orai who says that they now
quest giver Haloban’s Ring have to deal with Kargoi
Salamos and get him to
15 back off from harassing
A walk to Sarvola’s Sarvola
3 7 Mission House for an
The witches arrive; the Meeting at Ordo Magica audience, but the priest
characters accompany where it is decided that is occupied with towns- 24
the delegation greeting the characters shall folk seeking comfort The characters receive
them make an initial investi- an anonymous letter
gation of the sinkhole (from Elfeno), explaining
16–17 how they can get the
Reconnaissance in and information on Anadea
4 8 around the Mission without expelling the
The well ”speaks”; the Down they go. In the House. The characters threat against Sarvola.
sinkhole appears; the hill of rubble they find discover two suspects They are advised not
characters fight in the Anadeas corpse and the but have no time to act to make an enemy of
defense clues in her belt purse before the Sellswords Deseba the Old
of the Sun attack with
taunts and firebombs
25
5 9–11 Break-in to the house
Intermission where Investigation. Combat 18–19 of Kargoi Salamos, find
the characters meet with the vearons, a Pursues or interrogates his undead family in the
NPCs and tend to their search of the beast the sellswords; finds cellar
wounds clan’s lair and finally an their headquarters
encounter with Bayela where the Black Cloak
and the Beast Wraiths Dolani awaits (combat)

86
26 32–33 39–40 49
Writes an anonymous Journey to Glimmer- The tablet is handed A thundering battle
message to Kargoi, vann, meeting with over and the characters against a huge number
where the noble is Arkel’s family and inter- are pointed towards of cultists, succeeded
forced to leave Sarvola view with the boy Anadea’s storage. Exa- by the insight that the
alone in exchange for mining the site leads to skull of the bull and
the characters’ silence the conclusion that her Erlaber Ambreagos are
regarding the content of employer is in The Halls somewhere else
his cellar 34 of a Thousand Tears
A large group of cultists
led by the Night Cape 50
27 strikes 41–42 Clues suggest that the
Are given access to the On suggestion by the cult leader has reloca-
clues found in Anadeas quest giver, the charac- ted to the caverns bene-
bedchamber in the ters get an audience ath the sinkhole; signs
temple annex with Nightpitch who are indicating that the
35
allegedly knows how to ritual has commenced
Back in Thistle Hold and
reach the elven halls.
an audience with the
28 Legate. Are promised in-
They learn what it takes
The characters are re- to find the way to the
formation about the key
place, among other
51
commended to visit the if they break into The The characters take ac-
Queen’s Legation to find things a live mare cat,
Winged Ladle Inn and tion and head down into
information on Anadea jakaar or some similar
rob a trio of Sun Knights the Underworld alone,
in its archive and to try small predatory beast
off a wooden crate where they first have to
to figure out in what lock
deal with the members
the key they found in
of the Midnight Cult
Anadea’s belt purse fits 43–45
Journey through Da-
36–37
vokar to the Halls of a
Reconnaissance, bre-
Thousand Tears
29 ak-in and meeting with 52
Searching the archi- the wounded templar The final battle against
ves and speaking to Leohan (combat or the main villain, in a
talk). It is revealed that 46 form decided by how
notaries. Finds the
the loot is somewhere Meeting with Teara-Téa-
fortune hunter Geleto’s quickly the characters
else, with the pensioned na in the Halls, where
statement (pointing to have acted on their way
sun knight Alamei Sevio they learn what has
the sun priest Arkel), to where he is
happened and that the
and asking for an audi-
main suspect is named
ence with the Legate
Erlaber Ambreagos
regarding the key 38
The player characters 53–?
wait until Alamei Sevio Epilogue, including the
is alone before moving 47–48 return of the skull to
30–31 in; they best the knight Back in town to gain the forest and conclu-
Finds Geleto at the Rose additional information ding meetings with
and find the crate under
Garden, and asks about on the enemy. Also, the Teara-Téana and other
the floorboards – the
Arkel at the Sun Temple characters will most allies
copper tablet inscri-
where they learn that likely reach agreements
bed with Sarkomal’s
the priest has moved with one or more allies
Prophecy
back to his parent’s before the attack
house outside the village
Glimmervann

87
ACT ONE:

The Bell Tolls


The opening act of the adventure can rightly be described as ”railroaded”. The
term means that the developing events are directed by a number of predetermined
scenes, trailing each other like stations along a railroad track. Exactly what happens
between the stations is not decided beforehand, nor is the time it will take to
travel from station to station. But basically, everyone playing the adventure will
experience roughly the same situations in roughly the same sequence, provided
that you as a Game Master do not decide to alter or add to what is written below
in some way.

Game Opening
It is advised that the player characters are in It is early morning when there is a knock on
Thistle Hold when the game begins. Blackmoor is the door, or doors if the player characters are
also an alternative, as are other villages and sites scattered. When opening they see a tiny goblin
close to the Hold, provided that they have been girl outside, literally with her hat in hand – a filthy,
stationary for a while and that they are not trying red and grey cap. She makes an awkward attempt
to hide or make themselves unapproachable. at being courteous, then hands over a leather-dres-
sed, tube-shaped capsule and extends her palm
with a grin. She knows nothing of the one who
offered her the delivery job, aside from it being
a human woman with her face obscured by the
Characters who have faced the Beast deep hood of a cape.
If some of the player characters have played The Mark of the Beast, There is a letter in the tube:
Anadea has heard about them and assumes, based on earlier events,
that they are no worshipers of darkness. But that does not mean that she Dear soon to be friend,
dares trust them wholeheartedly, at least not immediately. Meet me with haste at the Fern Tavern in the
For one thing, she knows nothing about what the characters have district northwest of the intersection Ynedar’s
experienced after The Mark of the Beast – the power of corruption Road/The Promenade. My errand is urgent and
must not be underestimated and also very strong individuals may fall of a nature best discussed eye to eye. Of you and
victim to the alluring power of the dark. Hence, Anadea will not divulge your friends I ask only that you take a leap of faith
who she is and what she knows about the characters until she absolu- and that you listen to my proposal. In return,
tely has to. I promise to not disappoint. I and the people I
represent have vast resources and are prepared
to offer a royal compensation for your services.

88
THE BELL TOLLS 9

Whispers for Breakfast


The Fern Tavern lays at the center of the block Optional intro
north of Ynedar’s Road, west of the Promenade. It is The seemingly classical
located in the bottom floor of a three story building intro (the mysterious
and is just about big enough to house six round letter) may not suit all
tables with four chairs each. The interior decoration gaming groups, even
is plain – the only items standing out are the bronze if it is followed by a
candlesticks on the tables, shaped like meandering twist (the quest-givers
snakes with candles in their maws. death). If this is the
As the characters arrive the door is ajar. Through cases, you can start the
the crack they can see a lone figure, sitting by a table adventure with the ring-
at the back of the tavern, illuminated by a flickering ing of the alarm bell and
candle flame. It is a woman in her thirties, dressed then have the leader of
in a simple bone-white wool tunic and a dark brown some faction (Mayor
cloak. She spends the wait picking her fingernails Nightpitch, Master
with a sturdy knife. Cornelio or Father
When the characters make themselves know she With anxious eyes but a steady voice she awaits at the Elfeno for example)
stands up, with a wordless gesture asking them to Fern Tavern. ask the characters
come closer. She smiles but a successful test against to find Anadea down
Vigilant says that she seems to be very nervous – In reality, the invitation is an attempt to learn in the sinkhole. The
drops of sweat gleam on her forehead despite the what kind of persons she is dealing with, but as mission-giver knows
tavern being just as chilly as the street outside. long as no one in the party wishes for something nothing about her,
How the conversation proceeds mainly depends implying that he or she is attracted by sorcery except that they were
on the characters demeanor. If they act hostile or sus- or nourishes a burning hatred for elves she will supposed to meet to
picious Anadea starts doubting that they are suited respond with phrases like “that should be possible to talk about an alarming
to be her assistants, but she will not leave the place arrange” or “no problem, we have that covered”. Should threat to the town..
until she really feels threatened. She is not willing any character ask her for an item or a service which
to answer any questions about herself or the nature makes Anadea suspicious, she wrinkles her fore-
of the mission until she is more or less convinced head and says “yes, maybe …”, intent on returning
that it will be possible to reach an agreement. Before to that person with follow-up questions later. But
then she says nothing more than the following: she will never have time to do that.
Once the final character is stating his or her
◆◆ The reason why she contacted them is that demands, a lone bell is heard chiming. Anadea
credible sources have assured her that they raises her head and if none of the characters have
are skilled and hold no love for the dark lived in Thistle Hold for long she can inform them
aspects of Davokar. She would like them to that it is the alarm bell by the North Gate that tolls –
both confirm and exemplify this assumption. for the first time in more than four years! Shouting
◆◆ What she needs assistance with is highly voices are heard from outside. People are moving
dangerous and related to Davokar’s darkness. towards the Promenade. The woman at the table
◆◆ The situation is dire and requires haste. She goes pale and whispers to herself: “the elves …”
estimates that she has got less than five days Of course, Anadea believes that the news of Eox’s
to sort out the mess. Failure will result in death has reached one or more bellicose sections
hundreds of dead in and around Thistle Hold, within the Iron Pact and that they have come to
and quite probably doom the entire town. make war. If the characters do not take the initia-
◆◆ So far, she is the only one in town who knows tive, she will ask them to head for the palisade and
about the threat, and so it must remain see what is going on – she will speak nothing more
because of the particular nature of the crisis. of the task until the situation becomes clearer, but
she promises to wait for them by the table. For her
In order to assure herself that she has got the right part, she says she would do best to avoid places
persons in front of her, she poses a question to the swarming with guards and soldiers …
player characters, disguised as an offer. Before Once out on the street, the characters hear the Anadea’s letter to the
saying anything else about the task she asks them hurried clanking of armored boots. The Town characters can be found
to “name their price”, in other words to tell her what Watch and a part of the garrison in the Hold are as a handout at the back
they want in exchange for their help. heading for the North Gate. of the book

89
To the Rescue The witches Gadramon
The residents in a town like Thistle Hold are a reach the battlements; characters with the ability and Eferneya arrive
hardy bunch, which now becomes apparent. Instead Acrobatics can climb to a roof and throw down a riding on their colossi
of being intimidated by the alarm bell, they are rope for the others to use. However they do it, the – a sight that both frigh-
drawn north like a f lock of violings towards a Game Master should allow them to get a clear view tens and upsets the
carcass. of the area north of the town. residents of town.
By the northern gate house stands Captain Shortly after the characters have found their
Marvello, ordering a growing number of town spot, loud creaking and crashing is heard from the
guards to push people away from the closed gates. forest edge, about two hundred paces away. The
The only ones to be let through are the few Queen’s silence that settles among the assembled quickly
Rangers who currently have Thistle Hold as their turns into a collective inhalation when the cause of
base of operations. The bystanders reluctantly the alarm emerges – two colossi, at least the height
back away, and many among them are not content of three men, like enormous oxen but with bodies
standing down on the Toad’s Square but try to reach made from plant fibers instead of from flesh and
the battlement of the palisade or the roof of one of muscles. Standing on their backs are two barbarian
the buildings that are high enough to compete with witches, dressed in multicolored felt dresses and
the thirty-foot-high wall. with primitive masks covering their faces.
Depending on the attribute values of the charac- The colossal mounts come to a halt about fifty
ters there are different ways to get a good view of paces from the palisade. Down in the square, the
what is happening. If any of them has 13+ in Strong, captain has watched the whole thing through a
he or she can make way for them all so they can window and reached the conclusion that this is

90
THE BELL TOLLS 9

The Law of Compliance


When playing railroaded sections there is a risk that the Game Master feels a need to force the players’
movements. This is not the case. It is the scenes and the overall events of the adventure that are rail-
roaded, not the actions of the characters. If the players, for instance, want to visit the witches before
returning to the Fern, let them do so – the sounding of the well (see below) will in that case occur once
they have arrived at the forest edge and greeted Gadramon. And should the characters at an earlier stage
decide to remain at the tavern when the alarm bell chimes, that should also be allowed and turned into a
challenge. Maybe you will make them roll a test against Vigilant to realize that a sinkhole is about to ap-
pear where they are standing? Maybe they will have time to run far enough to be able to save themselves
with a successful test against Quick, or at least so far that a similar test will let them grab onto the sloping
side of the hole? The players should never feel that their characters are unable to follow their own minds,
so long as you make sure that the major events take place and that the characters do not miss out on any
essential information!

not an assault. Instead he starts putting together a Marvello starts walking. The witches remain
delegation to walk out and meet with the witches. still, waiting on the backs of their colossi. The
The player characters have a chance to get onboard. procession stops a few paces away and Marvello
Marvello roars that aside from an escort of turns to his interpreter. If this is one of the player
ten town guards he needs companions with the characters, he or she is left to handle the con-
following characteristics or traits: versation with the witches – Marvello seems to
understand what is said but is unable to converse
◆◆ A scholar or local who knows the barbarian in the barbarian tongue.
tongue The interpreter is ordered to welcome them
◆◆ A prominent representative of Ordo Magica to the Ambrian realm, whereby one of the
◆◆ A prominent representative of the Sun witches nods in response and presents himself as
Church Gadramon, sent by Yeleta, the Huldra of Karvosti
◆◆ A prominent representative of the town or the (a character with the ability Loremaster knows
Ambrian realm that one of the Huldra’s closest helpers bears that
same name). After that, the interpreter is asked
Since the situation has evolved so suddenly and to learn why they have come. Gadramon responds
because far from everyone present in or by the with a counter-question: “Has the well spoken?”
Toad’s Square feels tempted to participate in the When no one seems to comprehend what the
delegation, there are not many volunteering for witch refers to, he sternly comments: “No answer
the task. But should one or more of the player is answer enough.”
characters step forward and offer their services The witch then asks for passage into the town
they still have to convince Marvello that they are and when asked why he says that they are here to
learned and/or prominent enough to represent the help and that ”the Huldra fears that a very potent
people of the Hold. To succeed, all characters must source of corruption dwells at the heart of Thistle
make a test against Persuasive, modified by +5 if Hold”. More he cannot say. Gadramon claims that
they have the ability Loremaster at adept level or time is short and when Marvello states that he is
the trait Contacts linked to the faction they claim not able to give them passage without the express
to represent. permission of Mayor Nightpitch, the witch stresses
It is enough for one person to succeed for the that such permission must be granted right now.
whole group to be invited to tag along, if that is what In the meantime, he and Eferneya will return to
they truly want. Should all of them fail the test or the forest edge and wait.
if they refrain from trying, they are simply left to The meeting is over and Marvello orders the
observe the meeting between the witches and the procession back to the palisade. When inside, the
delegation from afar. gates slam shut and the captain leaves a sergeant
As soon as the welcoming committee is in command as he bolts off towards Nighthome and
assembled, the North Gate opens and Captain an audience with the Mayor.

91
The Well Speaks
Accepting the Shortly after the delegation’s meeting with terrified. Many are crying, most are covered in
the witches, that which Gadramon asked about dust; some are limping or applying pressure to open
offer happens. The bronze well of Thistle Hold is actu- wounds, others are bleeding from nose and eyes.
During the events ally a mystical warning devise from the days of The destruction is monumental. Deeper into the
at the sinkhole, the Symbaroum. When a powerful source of corruption dust they can even notice fights between survivors,
player characters is in the vicinity, the inflow of the well is cut off desperate people climbing over each other to get
may happen to save and the water level starts to descend. When the away. A successful Vigilant test reveals that the
the life of Erlaber level is low enough, two metal spheres attached to fights are something other than desperate residents
Ambreagos (see the outside of the well-pipe are released, and falls struggling to survive. The survivors are under
item 3 under The like two giant clappers towards the metal pipe. The attack, from something unnatural!
First Wave). At this reason why it has taken a couple of days for the bell If the characters do not state that they will try
stage, Erlaber has to chime is two-fold – first, the ancient device is to avoid all places where fights are being fought,
no idea who the not totally watertight which means that the water they will be introduced in two waves to the horror
characters are and level descends slower than intended; secondly, that unleashed by the sinkhole:
is in the area only the mystical powers once instilled in the well have The First Wave: On their way through the
in the hope to get become unpredictable with time. dust-filled air, the characters will witness how
a glimpse of the When the spheres hit the bronze pipe of the well the residents of the Hold are attacked by beastly
sinkhole. Should the it generates a sound which makes the ground shake abominations. At each encounter they get a turn
characters accept and the world resound with a clangor so powerful to prepare for combat – or, if they prefer another
his offer and ask for that many who are on or close to the Antique Plaza strategy, to turn onto a side-street and avoid the
him at the Antique are hurt by the blast. Even those standing further fight while continuing forth.
Plaza sometime away are at risk of suffering damage. If the player
during the adven- characters are within the Hold’s palisade, they all ◆◆ From a distance, the characters see two
ture, the one they have to make a test against Strong. A failure means youngsters surrounded by monsters. One of
are talking to (for that they suffer 1d4 damage (armor does not provide them is caught and dragged away. The other is
example the barba- protection), from burst eardrums, gushing nose tackled to the ground and a Clan Beast jumps
rian Elda, page 47 in bleeds and bloodshot eyes. The worst cases start onto his chest, stabbing him again and again.
the Core Rulebook) coughing up blood due to internal bleedings. The characters cannot reach the fight in time
can tell them where And just when the residents start coming to to save his life.
he lives. If they ask their senses, the next sinister sound is heard: First ◆◆ Two Clan Beasts are approaching an Ambrian
for more information a mighty crack, as if the ground was twisting in woman wielding nothing but a broomstick,
he will be described pains, and shortly thereafter a cacophony of bangs, standing legs apart over what could be her
as “an ambitious and rumbles and panicked screams. Wherever the cha- mother. The old one has fallen to the ground;
educated loremaster racters may be, they will soon see a dust cloud rise a man tries to get her up but is effectively
with an interest in the from the center of Thistle Hold – more precisely hindered by four terrified children clinging
grotesque”. At his from the district housing the Fern Tavern. on to his arms and legs. The woman with the
house they find that It is assumed that the characters will start broomstick seems intent on fighting, for the
no one is home and a running towards the area and meet the series of life of herself, her family and her town. But
neighbor can inform challenges described below. Should they instead there is no doubt that these people will suffer
them that Erlaber do something else (for instance make a run for it a horrible death if the player characters do
has not been seen or stay hidden) they are of course allowed to do not hurry to the rescue.
since the sinkhole so – nothing of what happens on the way to the ◆◆ A man comes staggering out of an alley and
appeared. Maybe sinkhole must be experiences directly; it can be seeks shelter behind the characters. After
the poor antique de- retold by others at a later time. However, this would him comes two Clan Beasts, hopefully
aler happened upon mean that the characters miss the opportunity quickly dealt with by the player characters.
more predatory Clan to meet and acquaint themselves with some key When the fight is over, the man thanks
Beasts after he said figures of the adventure, which may make things them with a wheezing voice and asks: “You
thanks and goodbye more difficult later on. are fortune hunters?” Whatever they answer
to the characters … he continues: “If you ever have artifacts for
Children of the Abyss sale, ask for Master Erlaber at the Antique
When the characters close in on the place where Plaza and I will give you a nice price.” After a
the Fern used to be, they meet hundreds of people short nod he limps away and vanishes into
running in the opposite direction, all of them the dust.

92
THE BELL TOLLS 9
After these skirmishes, the characters encounter Manner Raging and roaring
the biggest challenge of the first wave. The onrus-
hing enemies are monstrous Clan Beasts that show
Dawdling energies Race Human (barbarian)

no mercy, and Beast Clan Warriors who primarily The mystical power Resistance Ordinary
are trying to provide the clan with able-bodied infused in the alarm Traits Natural Weapon (I), Robust (I)
slaves. The group is made up of [pc –2] Clan Beasts contraption has not Accurate 15 (−5), Cunning 5 (+5), Discreet 7
and two Beast Clan Warriors. lost any of its potency. (+3), Persuasive 9 (+1), Quick 10 (0), Resolute
However, it is afflicted 10 (0), Strong 13 (−3), Vigilant 11 (−1)
Clan Beasts by a phenomenon
Abilities Natural Warrior (novice), Poiso-
Sniffs the air, gurgling greedily also observed at other ner (adept)
locations in the Davokar
Weapons Bone Crafts 6 (+ poison, 2 in
The raging creatures called Clan Beasts are all region – it seems as if
damage for 2 turns
human beings corrupted and twisted by the use the power has become
Armor Leather 2 (+2 Robust)
of the ritual Flesh Craft. All of them are wearing unpredictable, some
iron slave collars and are more or less physically might even say indolent Defense +3
deformed. Some have their forearms transformed or lazy. In short: if a Toughness 13 Pain Threshold 7
into bone blades or spiked bone clubs, some have powerful source of Equipment 2 doses poison (weak
one or more horn-like outgrowths on the cranium corruption would have
Shadow Dark purple streaked by black,
and all display damning blight-marks of a beastly appeared shortly after
pulsating veins (corruption: 7)
kind – fur-like hair growth, predatory jaws, yellow the contraption was
Tactics: The warriors let the Clan Beasts move in
cat or snake eyes. Also, they suffer from a hunger created, it would have
first. After having applied poison to their natural
for lukewarm flesh. reacted immediately. weapons (requires passing a Cunning test, the
Manner Growling, sniffing, clawing Now, over a thousand players roll) they join the fight in places where
years later, it is not as they have the possibility to flank the enemy.
Race Abomination
quick to respond.
Resistance Weak The Second Wave: During the final turn of the
Traits Natural Weapon (I) fight described above, a larger gathering of enemies
Accurate 11 (−1), Cunning 9 (+1), Discreet 13 arrives. Fortunately, reinforcements appear when
(−3), Persuasive 5 (+5), Quick 10 (0), Resolute 7 the situation is about to overwhelm the characters
(+3), Strong 10 (0), Vigilant 15 (−5) – in the form of the brothers Leohan, Hen-Loan and
Abilities Berserker (novice)
Venhal Mekele (see page 134). The three templars
enter combat, their weapons burning with holy
Weapons Bone Crafts 6
rage and voices echoing with the power of Prios.
Armor None The second wave consists of Clan Beasts (as
Defense +5 many as pc) and (pc –1) Beast Clan Warriors. The
Toughness 10 Pain Threshold 5 characters must handle half of them, rounded up;
the rest are dealt with by the templars.
Equipment Slave collar (causes intense pain
if the wearer attacks members
After the battle, the brothers accompany the
of the Beast Clan. characters to the sinkhole. However, should the
characters stay to examine the fallen enemies,
Shadow Black as night (corruption:
thoroughly corrupt) the knights will move on not bothering with the
details: “abominations are abominations, and there
Tactics: attacks the closest target they see and
are more to kill.”
takes no prisoners.
Someone mastering the ability Beast Lore and
Beast Clan Warrior succeeding with a Cunning test can reach a ter-
”For Haloban, for Helionor, revenge tastes of rifying conclusion from studying the fallen Clan
human flesh!” Beasts: There seems to be a purpose behind the
monstrous deformations of these human bodies,
The warriors of the Beast Clan are fleshcrafted as if they have been blight-born in a conscious and
humans who have undergone the ritual without controlled manner.
becoming thoroughly corrupt. They look very much A passed Cunning test with the ability Ritualist
like their beastly companions, but carry armor, provides further insight. There exist obscure
stand more erect and are more tactical in their references to rituals said to channel corruption
actions. Unlike the Clan Beasts they also have the and its effects into living bodies. Such fleshcraft
ability to speak. belongs to the worst kind of sorcery.

93
At the Rim of the Sinkhole
A terrifying sight awaits the characters. A sinkhole,
just about eighty paces across, has opened up and
swallowed almost the whole block. Aside from
a growing number of town guards, the wizards
Kullinan Furia and Eufrynda are there (see page
106 and 47). A dozen town guards lay on the ground
along with a couple of Beast Clan Warriors.
It is worryingly quiet and calm around the gaping
hole. An energetic guard sergeant has ordered his
troops to start building a barricade along the rim.
The work entails blocking off all streets, alleys,
windows and doors facing the sinkhole, but it is far
from completed. The characters can hear guards
murmuring to each other:

“Honestly, do you think this will help? If they return,


those … well, whatever they are, those creatures …”
“Never mind what they are! I say, keep building and
kill all that show up!”
“Did you see? What they did!? They … dragged people
down; didn’t even kill them, they just took them!”

The wizards are standing at one side, next to a fallen


Beast Clan Warrior, conversing in whispers. If the
characters come closer the pair looks up. Eufrynda
speaks for the two but has not much more to add to
what the characters can figure out by themselves.
The wizards have had about the same experiences
that the characters had while moving through the
dust, except that they reached the site in time to see
how the beastly enemy hauled kidnapped residents
down into the Abyss.
The conversation does not last long before
Kullinan Furia silences anyone present with a
solemn “shush!”. First nothing but small slides The enemies the characters must deal with
are heard from the deep, accompanied by creaks Serex Attio launches during the fight at the sinkhole consist of Clan
from the bedrock. However, anyone standing at the enemies with his Beasts (pc +1 in total), Beast Clan Warriors (pc –1
by the rim and who succeeds with a test against head booming from a in total) along with a leader in the form of a Beast
[Vigilant –3] will soon hear the sound of clicking and terrible hangover. Poor, Clan Guardian. First up the wall are the Beast Clan
scraping, as if something is clawing up the walls poor Clan Beast! Guardian, two Beast Clan Warriors and two Clan
of the hole. One turn later, a test against [Vigilant Beasts. The following turn they are joined by two
+3] is enough to register the oncoming danger – a Beasts and one Warrior. Any remaining Warriors
hoard of humanoid but horribly twisted creatures arrive in the third turn and remaining Beasts at
that rush towards the surface with the aid of their the start of the fourth.
long bone-claws. Note that the members of the Beast Clan never
The next turn they reach the top. A careless stop to deal any killing blows, so even if the player
town guard standing at the shadow side of the hole characters should fall they have a chance to crawl
becomes the first victim, as she is pulled by the leg to safety. Provided that they pass their Death
and falls into the dark screaming. Tests, two panicked priest initiates comes run-
The enemy appears all along the rim. The combat ning to stabilize their wounds with herbal cures;
of the player characters is handled separately, in this happens two turns after the final character
concert with all other fights around them. The battle reaches 0 in Toughness. For what happens next,
scene is over once the characters either win or make this outcome counts as if the characters escaped
a run for it. or lost.

94
THE BELL TOLLS 9

Beast Clan Guardian Accurate 15 (−5), Cunning 10 (0), Discreet 5


”Spare their lives! They will slave for Helionor (+5), Persuasive 9 (+1), Quick 10 (0), Resolute
or be eaten!” 13 (−3), Strong 11 (−1), Vigilant 7 (+3)

Abilities Man-at-arms (novice), Two-han-


The most prominent fleshcrafts of the clan are ded Force (master)
given the title Guardian and act as chieftain Weapons Heavy Weapon 6 (ignores Ar-
Helionor’s officers in combat. They have all proven mor) + Acidic Blood that deals 3
to withstand the corruption of the sculpting and in damage for 3 turns
are therefore blessed with multiple traits, which Armor Rough hide 4 (+ heals 2/turn)
they have developed and refined. Unlike Beasts and
Defense 0
Warriors they have weapons: great swords, axes
or clubs. They wear no armor, instead trusting in Toughness 11 Pain Threshold 6
their speed and their fleshcrafted, hardened skin. Equipment None
Manner Proud, indifferent, superior Shadow Scaly and greasy like a blackish
green snakeskin (corruption: 9)
Race Human (barbarian)
Tactics: Willingly seeks out the strongest oppo-
Resistance Challenging
nent, intent on taking it on singlehandedly. The
Traits Acidic Blood (I), Armored (II), beast or warrior who tries to grab a piece of the
Regeneration (I) honor will not live much longer than the enemy.

95
Depending on how the characters handle their Beast Clan Mystic
opponents, the battle at the sinkhole will end in ”The dusk of the soul is the dawn of the spirit.”
The Goal of the different ways.
Should the characters be victorious in their The Jezites have a strong tradition of Witchcraft,
Beast Clan part of the battle, it means that the whole enemy but nowadays the witches have the company of dar-
When the sinkhole force is beaten and driven back into the hole. mans – mystics influenced by the raw power of the
appeared, a path In other words, the attack is repelled – for the Crystal Isle (see page 108 for further information).
was opened between moment. The work with building the barricade Among the darmans are both the fleshcrafters and
the surface and the can resume and before long all major openings the combat-oriented mystics of the clan, functio-
underground halls are blocked by barrels, confiscated wagons and ning as support for Warriors and Guardians on the
where the Beast furniture from surrounding houses. In this case, battlefield. Their philosophy is all about gaining
Clan has been hiding the next scene will be The Beast Clan Behind power through suffering, which is why they are
for over a decade. the Barricade. often malnourished and covered in self-inflicted
The clan’s leader, Should the characters instead lose their fight wounds. The amount of scar tissue on visible parts
Helionor, immedi- (that is, if they are beaten down or make a run for of the body often coincides with the age and strength
ately realized that it) events develop in another direction. The defense of the darman.
she and her people collapses and the monsters from below push the
Manner Crooked and intense
had to flee, which champions of the city back to the main streets that
is why she chose surround the block. Race Human (barbarian)
to thwart an (in her There the major part of the enemy force Resistance Ordinary
mind inevitable) makes a halt, even if smaller bands of Warriors Traits Corrupting Attack (I), Natural
attack from above penetrate the defense line through houses and Weapon (I)
by sending her hoard cellars to hit targets in the city. Almost everyone
Accurate 10 (0), Cunning 13 (−3), Discreet 7
to push the enemy remaining in the block is killed or disappears (+3), Persuasive 9 (+1), Quick 10 (0), Resolute
back from the rim down the sinkhole. Valuables and useful items 15 (−5), Strong 5 (+5), Vigilant 11 (−1)
of the sinkhole. In also disappear – the Beast Clan is salvaging
Abilities Bend Will (adept), Black Breath
that way she hopes everything they can get their hands on for the
(adept), Sorcery (adept)
to gain time enough journey into Davokar. In this case, the next scene
Weapons Claws 3 (+1D4 corruption
for the clan to pack is Reclaiming the Barricade.
their belongings and Armor Black Gown 2 (Flexible)
begin the long walk Beasts Behind the Barricade Defense 0
towards a safer loca- Suddenly panicked screams are heard from a street Toughness 10 Pain Threshold 3
tion inside Davokar. on the defenders side of the barricade, and soon
Equipment None
If/when the attack residents are seen running in all directions, hunted
on the surface turns by Clan Beasts: the enemy has broken through a Shadow Gleaming and shimmering
black, as a moonlit waterfall
in their favor, she cellar wall and reached the surface!
(corruption: 8)
orders her troops to The characters are close to the break and are
plunder the area and free to choose their actions. Should they for some Tactics: The Darmans keep to the background,
protected by their guardians. They support the
to take slaves and reason decide not to engage, others will; but with
clan beast with their Black Breath (healing) and
provisions from the lower odds of success. If so, the outcome will auto- the guardians by making it so that they get to fight
hated town of the matically be the same as if the characters loose one enemy at a time (Bend Will) – though without
hated Ambrians. the fight. pacifying the main opponent of the guardian.
Whatever happens, the player characters are
not first to arrive. The very hungover war veteran If the characters win their part of the fight, they,
Serex Attio (see page 128) is already standing in Serex Attio and a group of town guards manage to
the middle of the street, hacking away at enemies push the surviving enemies back into the house,
– it is unclear if he is fighting for the good cause, where they with joint force can shut the cellar door
for enjoyment or because the enemy’s clamor is and bolt it with what is at hand. Then the house is
worsening his headache. set on fire by the Town Guard, abolishing the threat
The foes welling up from the basement are many from that passage. In this case the next scene will
and the characters must face them in two waves: be Anticlimax at the Sinkhole.
the first consisting of nothing but Clan Beasts Should the characters flee or lose the fight, the
[pc×2]; the second arriving five turns later and enemies will breach the line of defense and the
made up of [pc –2] Beast Clan Warriors and a Beast champions of Thistle Hold must leave the barricade
Clan Mystic, led by a Beast Clan Guardian. for postings further away from the hole, behind

96
THE BELL TOLLS 9
the main streets surrounding the block. The Beast Whatever the characters decide, the barricade
Clan heads out on raids in all directions, robbing will be reclaimed in a bloody battle. The enemy
Number of arriving
and kidnapping. Next scene will be Reclaiming withdraws down into the sinkhole and a tense
the Barricade. enemies per group clam settles among the defenders. Next scene is
and turn Anticlimax at the Sinkhole.
Reclaiming the Barricade Attack in the front line: Side by side with the
If the defense by the sinkhole breaks down, the Turn 1 leaders of other factions (for example the Mekele
enemy will take control of the entire district. The Beasts, as many as PCs brothers, Kullinan Furia, Father Elfeno, Serex Attio
leading figures of the town do not know that the One Warrior and the Guard Captain Marvello) the player charac-
attack primarily is aimed at gaining time for the ters storm the enemy line. The Game Master should
clan to head out into Davokar, and consequently Turn 6 describe at least two fights close to the characters,
fear that the beastly warriors are rallying and Beasts, PC –2 involving named heroes – this is an epic moment
organizing for a massive attack on the Hold. Warriors, PC –2 that will be remembered forever, and the characters
Any person who knows anything about stra- will be part of the legend.
tegy understands that such an attack could have a Turn 11 In order to break through the line, the characters
devastating outcome: while the defenders must be Warriors, as many as PCs have to best the enemy groups described to the left.
posted in all directions, the enemy may opt to send One Guardian They have five turns to deal with each group; after
their full force against a certain posting, which then that the next group of enemies will approach them
will have a very hard time holding the line. In such Turn 16 and will add to the still living and fighting members
a scenario there is an imminent risk that the whole Beasts, PC –2 of the previous group (or groups).
town will be opened up for the attacker. In short: Warriors, PC –2 Provide support: Lysindra Goldengrasp (an
this is a decisive moment for the town of Thistle Guardians, PC –3 agent for the Iron Pact, see page 143) and other
Hold, likely worse than anything its residents ever One Mystic ”concerned citizens” are in trouble and the player
have been forced to endure. characters are in the best position to offer them
Lasifor Nightpitch has joined the defenders, aid. Goldengrasp has assembled a rapidly declining
along with the First Theurg of the Sun Temple, number of residents, fighting desperately against
Father Elfeno. Both of them have climbed a cart an enemy that surrounds them. The characters
close to where the characters are, and the Mayor have the Advantage against the enemies, composed
is giving a fiery speech about why the barricade of nothing but Clan Beasts (pc×2 in total). When
by the sinkhole must be reclaimed. As soon as he Goldengrasp and her companions are rescued the
goes silent, the leaders of the assembled factions battle is over and the barricade reclaimed.
give the order to attack and the champions of town Save their Strength: The characters lick their
start to move. wounds or hunkers down like cowardly wimps,
The characters can choose to join the counte- while the champions of town push the enemy back
rattack (in the first line or as support) or they may into the Abyss.
decide to sit this one out and save their strength.
The Game Master should ask the players to select Anticlimax at the Sinkhole
one of the strategies detailed below and tell them When the characters return to the barricade, eve-
what the options entail. ryone is preparing for another attack. Prayers are
whispered, weapons cleaned and the moderately
◆◆ Attack in the Front Line: To join the first wounded are patched up while the seriously dama-
line of the attack means that the characters ged are carried away.
will take the same risk as other named Reinforcements arrive at a steady pace: town
heroes, and be recognized for it! However, guards, temple guards, private bodyguards and
this is of course much more dangerous than single residents with weapons drawn (there are
other options. many of the latter in a town like Thistle Hold). Then
◆◆ Provide Support: If the characters choose to … nothing happens …
move with the second line, they will be able Aside from a few rock slides, there is absolute
to support other heroes in the front – which is silence from the sinkhole. However, when the anx-
less honorable but also less dangerous. iety has started to fade and tired smiles can be seen
◆◆ Save their Strength: To not partake in on the defenders’ lips, a sudden and worrying sound
the attack will be regarded as cowardly is heard from the sinkhole – a rustling, shuffling
by most other factions, making future sound, as if a giant serpent was moving about down
dealings with them a bit more difficult, but in the dark. The sound grows stronger; everyone
not impossible. grows tense. Then the sound diminishes again, as

97
if its source has moved on, away from the sinkhole, Captain Marvello immediately orders his troops
deeper down into the Abyss. Suddenly, a warrior to spread out in a ring along the rim of the hole
Helionor steps out into the dim light that reaches the top of and shouts with a booming voice that everyone
The woman who led the the rubble hill at the bottom of the hole. must leave the site. Carpenters and other artisans
Beast Clan’s blitz on the Her visage is dominated by predatory jaws are called upon to build a sturdy palisade around
surface is named Helio- and the skin on her naked forearms seems gray, the sinkhole and to close off all cellars opening
nor, and she will appear crackled and leathery, as if it is unnaturally thick towards the hole.
in future episodes of and rough. She stares with black eyes towards the All who approach the sinkhole without having
the chronicle. She has defenders on the surface before letting out a hateful a proper permit (that is, a signed document where
no further role to play falsetto howl and diving down into the dark on the town authorities state that the person may do
in Wrath of the Warden, widespread bat wings. so) will be forever banned from the town of Thistle
but for the future it does Then all goes silent, and this time the silence Hold. This is the case until Mayor Nightpitch deci-
not hurt if the players continues … des differently, whenever that may be.
remember her wings

Time for Reflections


and jaws.

When the dust settles and the ones still present he cannot be of much help – he knows nothing of
by the sinkhole start to relax a bit, the characters the hole or of the thundering clang that caused it,
have the opportunity to gain an overview of what and he is not one to speculate.
has happened.
They can listen to eye-witness statements regar- The Templars
ding what happened on the Antique Plaza when ”the Faction: Knights of the Dying Sun
well spoke” – people fell to the ground, screaming The Mekele brothers are not in a very sunny mood
in panic or mute from the terror, and some never since Leohan has suffered a deep cut across the
stood up again. Others can tell of what happened side of his abdomen. They know nothing about
when the sinkhole appeared, how already shocked what is behind the recent events, but mumble that
residents disappeared into the deep along with nothing less can be expected in a town so full of
buildings, wagons and draft animals. blind sinners. Regarding themselves and their
It is likely that the player characters will try mission in town they answer ambiguously – they
to have a chat with some of the prominent indi- claim to be passing through, on their way from
viduals who fought in defense of the town. None Karvosti to Templewall.
of these are very talkative right now, but can
spare a moment or two for the player characters, Father Elfeno
especially if they are previously acquainted or if Faction: The Sun Church
they at some point fought side by side against the Father Elfeno has few words to offer at the moment.
horrors of the Beast Clan. One of the priests was wounded in a leg fighting
a Clan Guardian, and was later hauled down the
Captain Marvello sinkhole. When the characters approach, Elfeno
Faction: The Town Watch is explaining to his followers the folly in defying
The Guard Captain is totally focused on getting the the Captains orders. Such reckless behavior would
palisade in place. Getting him to spare a moment damage the relationship between the temple and
will require a passed test against Persuasive by the Guard, and by extension with the Queen herself!
someone connected to the Ambrian army or
Thistle Hold’s Town Watch (the trait Contacts with The Wizards
the right profile), or that they have had dealings Faction: Ordo Magica
with him before (for instance when the witches Out of the two wizards, Master Eufrynda is the most
came or during the adventure The Mark of the talkative. Not that she knows much about what
Beast). If the test fails they get to talk to one of has happened, but she claims to be confident that
his sergeants, who takes notes for a report on the Lasifor Nightpitch will turn to the order’s tower
events. But that report will not be read by anyone for help in figuring out the truth behind the events
until much later. and maybe also in arranging a descent down the
The orders of Captain Marvello are clear and sinkhole. She cannot promise the characters that
he aims to carry them out to the letter: no one they can come along, but if they did well in the fight
approaches the sinkhole without the express against the Beast Clan she recommends that they
permission of Mayor Nightpitch. Aside from that should contact Chapter Master Cornelio.

98
THE BELL TOLLS 9

35

6
B
7 42
5
17
I

K 4
38
A 3
19 C
20
37
12 12 20

11
36 44 29
23
41 G
24
15 26
10 J 22
2
27
40 8
43
15 25
33
31
1
D 17 9
E
32
F 30
H
14

N 39
28
34
Nv

No
V

O
sv

So

S 0 150 m
Scale 1:6 000

TAVERNS
 ENTERTAINMENT
 31. Ordo Magica Adventure Locations
1. Afadir’s Triumph 16. Spectacle 32. The Mission House A. The Fern/Sinkhole
Tavern 17. Benego’s 33. Mother Mehira’s B. Kalegra’s Alley
2. Brew 18. Legends 34. The Town Watch C. Sellswords of the Sun
3. The Dump 19. The Hangman’s Pole 35. The Beacon D. Kargoi Salamos
4. Odovakar 20. The Abomitorium 36. The Merchants’ House E. Serex Attio
5. Blackbrew 37. Monastery F. Roia Garlaka
6. The Salons of TRADE
 38. The High Chieftain’s G. The Sun Temple’s annex
Symbaroum 21. Marvalom’s Envoy H. Belora
7. The Slaughterhouse 22. The Rope and Axe 39. The Penitentiary I. Anadea’s Storage
23. Big-Basher’s Smithy J. Erlaber’s Home
INNS
 24. The Thaler’s Drugstore SQUARES & PARKS
 K. The Tannery
8. The Court and Harp 25. The Treasury 40. The Antique Plaza
9. The Winged Ladle 26. Faraldo’s Novelty Store 41. The Queen’s Square
10. The Witch and Familiar 42. The Toad’s Square
11. Arkerio’s Guest House OTHER
 43. The Eastern Square
12. The Rose Garden 27. The Town Seat 44. Park of the Elders
13. The Ruin 28 Nighthome
14. The Barracks 29. The Sun Temple
15. The Seamstress’ Rest 30. The Queen’s Legation

99
ACT TWO:

Law of Necessity
Somewhere far below lays the remains of a woman who not more than a couple
of hours ago promised the characters grand and much coveted rewards; a woman
who also, according to her own statements, was the only one in town to know
about a threat to the very existence of Thistle Hold. So, what now?

During the second act of the adventure the really worth making an enemy out of one faction
player characters are free to use their contacts in the aim to gain information from another? Who
and abilities in order to reach their goal: to esta- must be handled with care and who can they afford
blish the identity of the mysterious woman, and by to antagonize?
extension get in touch with her superiors and/or As previously stated, if the players in your
identify that which threatens the town of Mayor group for some reason have a hard time taking
Nightpitch. Further incentives appear when the initiative some outside mission giver may guide
characters themselves are threatened, pursued their steps. But the experience will most likely be
and later also attacked. both more intense and more engaging if they are
At their disposal the characters have the repre- forced to make their own choices and also suffer
sentatives of a number of factions, some of which the consequences of the foolish ones. Should they
have access to valuable information – information at some point get stuck, there are lots of chances
that they are not willing to share other than in for the Game Master to give them a nudge in the
return for a considerable favor. It is up to the players right direction – namely every time the player
to decide if the need for knowledge is great enough characters speak to their friends and contacts
to balance the risks posed by the demands. Is it in Thistle Hold.

Structure
This second act goes on until the characters have folded letter, written in Ambrian but
found enough information to understand that the with letters similar to cuneiform writing.
answers to their questions can be found in a place Entangled in the hair of her corpse is a
called The Halls of a Thousand Tears. The most broken necklace.
important clues are summarized below and how ◆◆ In Anadea’s abandoned bed chamber at the
to analyze them is further detailed on page 145, Sun Temple are both a hidden book and a
under the header The Clues: wooden briefcase containing paper, crayons
◆◆ Down in the sinkhole is the battered body and some drawings.
of Anadea, possible to dig out from the ◆◆ Anadea’s name is mentioned in a report
rubble. In her belt purse is a pearl of gold, kept at the archive of the Legation. It des-
a crude key, a sun symbol and a carefully cribes a brawl at the Salons of Symbaroum,

100
L AW O F N E C E S S I T Y 10
which according to the statements the cramped space are for instance a very
started with an argument between two sickly mare cat in an iron cage and a strange
initiates, Anadea and Arkel, one of which truffle-like substance which a master alche-
claimed that the church is wrong about mist can identify as related to Davokar’s
Davokar. Arkel can be found in the village elves. Adding to that, there is a map sketch
Glimmervann. and a newly commenced journal to be
◆◆ The secret storage of Anadea is tricky to found. The journal indicates that Lasifor
locate, but if the characters succeed they Nightpitch and Lysindra Goldengrasp may
will find a number of informative items. In have further information.

The Midnight Cult


Everything would have run smoother for the The note is written by Erlaber Ambreagos, handed
characters if Anadea had not been so zealous and to the changeling Sibela (see page 164), who in turn
careless. She was seen by the changeling Klagander paid and instructed an old drunkard to give the
when she made a quick survey of the Midnight task to the goblin boy. The idea behind the note
Cult’s temporary headquarters in a closed-down is of course to lure the player characters into an
tannery, prior to meeting the characters. Of course, ambush, thereby quickly disposing of a probable
Erlaber ordered that the woman should be kept threat or scaring the characters into abandoning
under surveillance. And when he later learned of their quest.
the meeting at the Fern Tavern – where the now Instead of risking the lives and limbs of the
dead woman was seen talking to a group of indivi- cult members, Sibela gathers a group of rough and
duals known as enemies to the Dark of Davokar – his desperate fortune hunters at the Rose Garden, and
concerns were multiplied. He has no idea of how pays them to arrange the ambush in one of the alleys
much or how little the characters know, but he will inside Haloban’s Ring.
not take any chances. If the characters go to the meeting, they will
During the second act of the adventure, the hear a woman’s muffled voice from the narrow
Midnight Cult will pose a hidden threat. The aban- alley: “Psst, in here, hurry!” If they hesitate the
doned tannery where Erlaber stores the skull of Eox woman continues: “You have to leave the street. They
and where the ritual will take place are described are after me. Hurry!”
in Act 3, while the texts in this section focus on A woman dressed in a worn leather armor can be
the challenges that the cult members will throw seen waving at them, from a nook about ten paces in.
at the characters if they persist in trying to dig If the characters approach her the trap slams shut.
deeper in the story. The woman’s companions appear, in total twice as
many as the characters; some emerge behind her,
An Offer others behind the characters and two lurk in the Erlaber’s note to the
Not more than a couple of hours after the fight at windows on the second floor of the house facing characters can be found
the sinkhole, the characters are approached by a the alley. at the back of this book
courier, no matter if they are at home or at some
public place like a tavern or inn. This time it is a
tiny goblin boy who comes up to them with his dark
brown crochet hat in hand.
The delivery consists of a simple envelop,
A First Sign
sealed with red lacquer but without any stamp. If the characters (or some of them) have a residence in Thistle Hold, they
Should the characters force the goblin to describe will quickly learn that someone is after them. As they return to the resi-
the one who gave him the letter, they will likely dence after the battle by the sinkhole, a neighbor or a landlord or someone
be disappointed: a staggering, slurring human else living nearby can tell them that a woman of middle age has been there
who stank of brutebrew and wore a beard – a asking for them. She never disclosed her errand but she did not seem to
description fitting lots and lots of people in the know their names, so the one they are talking to had to enlighten her on
town of Thistle Hold. that point. If asked what the woman looked like the answer is: “ordinary,
The note is written in the ornate style of a noble fair-haired and dressed in a brown tunic and dark brown trousers” – features
and reads: that are of little use since Erlaber’s agent is the changeling Sibela who used
the trait Shapeshifter.
What you know can kill you. Meet me in Kalegra’s
Alley now. Maybe we can help each other.

101
If the characters are triumphant and manage One of the cults is active inside the palisade,
to take one of the assailants alive, he or she may the other in Blackmoor, and both are large
of course be interrogated. However, the captive enough to pose a serious threat. The first one
cannot say much more than that a woman paid is led by the reclusive, former treasure hunter
him/her two thaler to partake in the ambush, Erok the Dark. The elderly, blight-marked man
with the promise of eight more afterwards. The surrounds himself with about twenty young
description (of the changeling Sibela) can be fortune hunters and has convinced them that
recognized from earlier: “ordinary, fair-haired, the true treasure of Davokar is that which the
dressed in a brown tunic and dark brown trousers, Queen and the priests of Prios have chosen to
perhaps in her thirties”. condemn: the powers of corruption.
In Blackmoor the information goes to Galamar,
Ruffians, pc×2 in total who reacts in force – the thought of what such
”Come on then! Taste this, and thi…” a group would do to his mother (see page 48)
fills him with both fear and flaming hatred. The
A group of less fortunate women and men who cultists of Red Eye are of course mainly active
believe they have made a great deal, especially in the tent camp, but he will also try to smuggle
since their intended victims are much fewer than some of his wretched followers into town, in order
them. They regard themselves as fairly seasoned to search out the characters and keep track of
and capable, after having been on a couple of trips their movements.
in Bright Davokar, but they are probably no match Both these groups of cultists will trail the
for the characters. characters as they are moving in and outside of
the town. Most often they stay at a distance and
Manner Appears cocky, scared underneath
cannot be noticed unless one of the characters
Race Human (ambrian) expressly says that he or she stops to look for
Resistance Weak anyone following them – if so, let the character
Traits Contacts (treasure hunters) roll a Vigilant test modified by the Discreet of the
trailing party. However, at some points during the
Accurate 13 (−3), Cunning 5 (+5), Discreet 10
adventure, the pursuers willfully come closer or
(0), Persuasive 9 (+1), Quick 10 (0), Resolute 7
(+3), Strong 11 (−1), Vigilant 15 (−5) are forced to do so in order to keep up with the
characters’ tempo. When that happens, the Game
Abilities None
Master may encourage all players to make a test
Weapons Spear 4 (long) or Bow 4 against [Vigilant←Discreet].
Armor Leather 2 Given that the characters have been described
Defense +2 as a group of skilled witch hunters, the members of
both cults act with great care. They will wait for a
Toughness 11 Pain Threshold 6
situation when the characters are unprepared (for
Equipment 1D6 ortegs, 2 thaler example when they are sleeping) or when they are
Shadow Shiny copper, like a newly made scattered. The group attacking is always as large
cauldron (corruption: 0) as the total number of characters +1.
Tactics: The ruffians have no special tactics, Should the characters manage to capture a
besides the division between spear bearers and cultist, it is far from impossible to force him or
bowmen. When half of them have fallen, the rest her to disclose information about the cult he or
turn to run.
she is part of. All it takes are credible threats and a
successful roll against [Persuasive←Resolute]. If such
Wanted Dead or Deader an interrogation succeeds they will also learn that
If the characters survive the ambush, Erlaber’s next they are believed to be witch hunters hired by the
step is to distribute their descriptions to two other Mayor, which probably means that someone has
cults in town. Aside from the characters numbers, tricked the cult into attacking them.
looks and names, he claims that they are a group of How to handle the information is then up to the
witch hunters from Yndaros, employed by Mayor players. Attacking one of the cultist headquarters
Nightpitch to clean up among the cultists of the should come off as a demanding challenge, since
Hold. To add further force behind his words, he both of the leaders surround themselves with at
signs the message with the signature “The Prince” least a dozen followers. An option may be to inform
and claims to be “very keen on seeing the witch hunters the captains or the Commandant of the Town
caught and killed before long”. Watch, present persuasive evidence (for instance

102
L AW O F N E C E S S I T Y 10
the captured cultist) and then join the guards in
an attack on the headquarters.
Whatever happens, the characters will not The Mentioning of The Prince
learn very much. Even if they get hold of Erok
the Dark or Red Eye, these cannot say more than Note that this is the only time during the adventure that The Prince is
that they received a letter in which the charac- mentioned, and then in a context where the informant is not even sure that
ters were described as “capable witch hunters any “Prince” actually exists. Should the player characters ask other people
from Yndaros” and which was signed with the in town (town guards, wizards, priests of the Sun Temple and so on) if they
name The Prince. The cult leaders have heard have heard about a “powerful and secretive sorcerer” by this name, they will
that name being whispered before, linked to a all shake their heads.
powerful and mysterious sorcerer. But none of
them have met or had any dealings with The
Prince, and both are pretty sure that such a run away and live out the remainder of his life in
character actually does not exist – though not solitude, but as long as Ragama needs him that is
sure enough to risk anything, since the tall tales out of the question. Without the aid and strength of
describes The Prince as immensely generous to his mother he would never have survived his youth;
his friends, but quick to anger. In any case, the now he must return the favor, no matter what!
unstamped letter has already been burnt on the
Manner Violent mood swings
express order of the writer.
Race Human (barbarian)
Resistance Ordinary
Traits Bushcraft

Accurate 9 (+1), Cunning 10 (0), Discreet 11 (−1),


Persuasive 15 (−5), Quick 7 (+3), Resolute 10
(0), Strong 5 (+5), Vigilant 13 (−3)

Abilities Leader (adept), Marksman


(adept), Quick Draw (novice)
Weapons Crossbow 5
Armor None
Defense +3
Toughness 10 Pain Threshold 3
Equipment 1D6 shillings
Shadow Segmented brown and gray, like
the bark on a dying pine tree
(corruption: 0)

Red Eye Tactics: Galamar hides behind his cultists and


”Bugger off! Leave us alone and you’ll be safe!” only fires his crossbow if an enemy breaks
through to him. As soon as he faces a capable
adversary in close combat, he lifts his arms as a
When Galamar’s mother Ragama was stung by a sign of surrender, with a mixture of relief and the
swarm of deeply corrupted hornets she was faced deepest sorrow painted over his misshapen face.
with the choice of banishment or death, according
to the traditions of Karohar. She welcomed death Red Eye’s Cultists
but her son wanted differently; he brought her to ”Ragama! Ragama! Ragama!”
Ambria in the hope that the renowned Sun Priests
would be able to help. But when they reached The wretched creatures who have gathered
Blackmoor, Ragama was so ill that he dared not around Red Eye come from all over the region.
present her to the missionaries of Father Sarvola. But whether they are goblins, Ambrians or
Instead he desperately dug his cavern and there the from some barbarian clan, they have much in
swelling abomination has been trapped ever since. common: they are malnourished, own absolutely
Galamar was born hunch-backed, lump-footed nothing and have no reason to continue brea-
and with red pupils – characteristics that likely thing except to serve the cult. The latter makes
have helped him establish himself as the leader them prepared to do just about anything for the
of the growing cult. He would actually like to just sake of their leader.

103
Manner Staring, shaky, fanatical Armor Woven Silk 2 (flexible)
Race Human (or goblin) Defense +5
Resistance Weak Toughness 10 Pain Threshold 4
Traits Contacts (outcasts) Equipment Multicolored robes, face mask of
rough bark, 2D10 thaler
Accurate 10 (0), Cunning 7 (+3), Discreet 5 (+5),
Persuasive 10 (0), Quick 11 (−1), Resolute 15 Shadow Pulsating deep red with black
(−5), Strong 9 (+1), Vigilant 13 (−3) veins, like a dying heart (corrup-
tion: 7)
Abilities None
Tactics: Erok directs his followers at Theurgs
Weapons Unarmed 2 firstly, secondly towards other kinds of mystics,
Armor None then at warrior types. He does not mind sacrifi-
cing his cultists for the greater cause, but if he
Defense +1 finds himself in a tight spot he will likely surren-
Toughness 10 Pain Threshold 5 der. If he has no choice but to fight he will start by
cursing the enemy.
Equipment None
Shadow Bronze and/or brownish yellow
Erok’s Disciples
(corruption: 0–3)
”Come with us; see the truth in the blackest eye.”
Tactics: The cultists of Redeye are not afraid to
die; on the contrary, many of them are longing for
Calling the disciples of Erok stupid would be wrong,
the great rest and are glad to face it in defense
of Redeye and Ragama. They will fight to the but they are definitely gullible. All who come to
bittersweet end and die with a sigh of relief. the Hold hoping to secure their future are looking
for shortcuts and that something extra which will
Erok the Dark, cult leader let them succeed where others have not. The idea
”You are misguided, not me. I see the truth!” that corruption is something that can be tamed
and used has convinced about twenty young men
The former treasure hunter Erok is part of an and women of Ambrian heritage to put their trust
exclusive crowd who has survived more than a in the famous and obviously successful Erok the
dozen expeditions in Davokar. He has amassed Dark – if anyone knows how to make it in Davokar
a considerable fortune but also darkened his it must be him!
soul and hence developed a taste for the power of Manner Cocky and self-assured
corruption – something which in the end made
Race Human (mixed)
him give up large parts of his wealth in payment
for becoming the apprentice of a witch banned Resistance Weak
from clan Enoai. Traits Contacts (treasure hunters)
When the witch finally became a blight born, Accurate 10 (0), Cunning 7 (+3), Discreet 15
Erok was forced to kill her. He then returned to (−5), Persuasive 5 (+5), Quick 11 (−1), Resolute
Thistle Hold with the ambition of making as many 10 (0), Strong 9 (+1), Vigilant 13 (−3)
of its explorers as possible see the truth: the true
Abilities Mystical power (novice, either
treasure of Davokar is not loot, but the pure and Bend Will, Curse or Larvae Boil)
untamed power of corruption!
Weapons Onehanded weapon 4 and
crossbow 5
Manner Gestures wildly
Armor Leather 2
Race Human (Ambrian)
Defense +1
Resistance Challenging
Toughness 10 Pain Threshold 5
Traits Contacts (explorers)
Equipment 1D10 shilling
Accurate 9 (+1), Cunning 11 (−1), Discreet 10 (0),
Persuasive 15 (−5), Quick 5 (+5), Resolute 13 Shadow Partially blackened silver (cor-
(−3), Strong 7 (+3), Vigilant 10 (0) ruption: 1)

Abilities Curse (adept), Larvae Boil (no- Tactics: Erok’s cultists stand together against
vice), Leader (adept), Loremas- an uncomprehending and misguided world. They
ter (adept), Sorcery (novice), have a mission: to show Ambria that corruption is
Recovery (novice) not necessarily bad. They are prepared to defend
each other and their leader to the death, or at
Weapons Wooden staff 3 (Long) least until Erok is slain or admits defeat.

104
L AW O F N E C E S S I T Y 10
The Night Cape pick-pocket to assassin went like a charm, until
When the characters have managed to defend the aged Meranda became jealous of her protégé
themselves against the cultists for a day or two, and drove her out of the capital. After a couple of
Erlaber contacts an agent who is renowned in the minor jobs in Agrella and Kurun, Karenia settled
underworld of Thistle Hold, famous for performing down in the vicinity of Thistle Hold, where jobs
all kinds of dirty deeds for the right price. She is are easy to come by.
called The Night Cape and lives in the northeastern Manner Taciturn, watchful
district of Blackmoor.
Race Human (Ambrian)
The assassin has several strings on her deadly
lyre. She is accomplished in the use of poisons and Resistance Challenging
does not hesitate to sneak into public kitchens to Traits Contacts (Yndaros’ criminals)
spike their boiling stews, even if many more than Accurate 7 (+3), Cunning 15 (−5), Discreet 11
the characters would be made to suffer. Ranged (−1), Persuasive 5 (+5), Quick 10 (0), Resolute
attacks with poisoned crossbow bolts is another 10 (0), Strong 9 (+1), Vigilant 13 (−3)
option, a third to attack lone victims with the Abilities Alchemy (adept), Marksman
garrote or with poison dipped daggers. (master), Poisoner (novice),
The Night Cape will not let herself be caught Sixth Sense (novice), Strangler
alive. If such a risk is immanent she will bite down (adept)
on the suicide capsule hidden under her tongue Weapons Crossbow 6
and die instantly. If the player characters use
Armor Leather armor 2 (flexible)
rituals in trying to extract information from the
Defense 0
deceased assassin, they will likely end up sighing
in frustration – the one who gave her the mission Toughness 10 Pain Threshold 5
was “an ordinary, fair-haired woman, dressed in a Equipment Garrotes, 1D6 doses poison
brown tunic and dark brown trousers, perhaps in her (moderate), 1D4 Choking Spo-
thirties” (that is, Sibela). res, Suicide ampoule (strong
poison with accelerant, 2D8 in
damage for 1D4 turns), master
The Night Cape craft leather armor.
”You die, or I die, that’s all.”
Shadow Flame-colored as polished cop-
per (corruption: 0)
At the end of The Great War, the soon to be thirty-
year-old Karenia watched her parents die, rise Tactics: The Night Cape almost exclusively
attacks lone victims from a distance. If bogged
as undead and try to slay her. That experience
down in melee she tries to run, and if she has
haunted her as she alone made it over the snow- allies for support she tries to stay in the back-
clad Titans and finally ended up in Yndaros’ refu- ground. She is patient and if she has agreed to
gee camp, where she was taken in by the bandit a mission she will see it through or take her own
queen Meranda. The career from maid, through life trying.

Ordo Magica

Ordo Magica’s role in the adventure is decided by at the sinkhole. Present at the reception are also
who the characters are. If none of them is a wizard Eufrynda and the guest of the tower, the wizard
or if they have not made themselves known as capa- Kullinan Furia. Master Eufrynda takes an active
ble among the members of the local chapter, an part in the talk, while Kullinan sits in the shadows,
alliance with the wizards of the tower is unlikely. ogling the characters with his piercing gaze.
In that case, the role of the faction is limited to At an earlier meeting between the Chapter
what is described in the chapter Establishments Master, Mayor Nightpitch and Prior Emundi of
& Authorities (page 26). the Black Cloaks, it has been decided that Ordo
However, it is expected that some of the charac- Magica hurriedly will try to reach the bottom
ters live up to the criteria mentioned above – for of the sinkhole, to evaluate the threat level and
example if they have played the adventure Tomb of make a quick survey of what is down there. If the
Dying Dreams and thereby saved what was left of characters successfully argue that they have the
Magister Senia’s expedition. If so, they can easily skills and experience needed to accomplish the
gain an audience with the Chapter Master, though task, Cornelio and Eufrynda can assign the initial
not before five hours have passed after the battle examination of the sinkhole to them.

105
A successful roll against Persuasive is needed to
pull this off, modified by +5 if the characters were
active in the battle by the sinkhole. Even if they
pass this test, the wizards will require them to sign
a contract stating that everything they find down
there (be it information and/or items) belongs to
the tower, and also that an adept of the order will
join their expedition. Other than that, they seem
happy to have someone else risk life and limb on
their behalf.
Should the characters ask for additional sup-
port they first get the cold shoulder from the order
masters. But if they stand their ground, and if the
Game Master believes that they could use an extra
hand, Kullinan Furia rises from his armchair. He
says that he is willing to accompany them, but
points out that he will not subject himself to their
commands – he follows them only so long as their Kullinan Furia, Order Master
decisions are to his liking. ”I speak, you listen. Always.”

Ganderald Kullinan may be the most single-minded of all mas-


”You go first …” ters of Ordo Magica. He is hundreds of years old and
did not take part in the war against the Dark Lords,
Adept Ganderald is thoroughly described in the Core with the argument that he had more important
Rulebook on page 46. In this case he will act as the things to do – namely, to study the war prisoners
eyes and ears of the masters. If it comes to combat captured and try to learn what kind of mystical
he counts on the player characters to handle the powers controlled their will. Understanding the
fighting, while he stands back scribbling down what world is all that counts; affecting the world or its
is happening in the notebook he carries. creatures are not his interests – “insight before
intervention, knowledge before knowhow,” is a motto
Manner Calm and quiet
his adepts hear again and again.
Race Changeling However, sometimes it takes actions to provoke
Resistance Challenging or gain access to knowledge. If he is around when
Traits Long-lived the player characters meet the witch Bayela he will
attack her, whatever the characters say or do, to
Accurate 7 (+3), Cunning 13 (−3), Discreet 9 (+1),
test her capability and strength and also to gain
Persuasive 5 (+5), Quick 11 (−1), Resolute 10 (0),
Strong 10 (0), Vigilant 15 (−5) mastery over the Crystal Isle.

Abilities Loremaster (adept), Ritualist Manner Nonchalant, avoids eye contact


(novice: Tale of Ashes), Tactician Race Human (Ambrian)
(master), Twin Attack (novice),
Resistance Mighty
Unnoticeable (novice), Wizardry
(adept) Traits Contacts (Ordo Magica)
Weapons War axe 4 and Battle Claw 4 Accurate 10 (0), Cunning 15 (−5), Discreet 10 (0),
(short) Persuasive 11 (−1), Quick 5 (+5), Resolute 18 (−8),
Armor Order Cloak 2 (flexible) Strong 7 (+3), Vigilant 9 (+1)

Defense −4 Abilities Anathema (master), Brimstone


Cascade (master), Exceptionally
Toughness 10 Pain Threshold 5 Cunning (adept), Exceptionally
Equipment Notebook, 1D6 thaler Resolute (master), Flame Wall
(master), Loremaster (master),
Shadow Deep green with thin silvery
Recovery (adept), Ritualist
lines (corruption: 0)
(master, Break Link, Clairvoy-
Tactics: Ganderald will not enter into combat ance, Magic Circle, Seven-le-
unless forced to, in which case he will focus on ague Stride, Soul Stone, Tale
defending himself with his war axe and his Kariti- of Ashes), Steadfast (adept),
an claw weapon. Wizardry (master)

106
L AW O F N E C E S S I T Y 10
Weapons None that the name is elvish, with the approximate
Armor Order Cloak 2 (flexible) + 3
meaning “rays of the sun".
(protective amulet) ◆◆ The Archives: That name is not mentioned
anywhere.
Defense +5
Toughness 10 Pain Threshold 4
What are ”The Halls of Tears”?
Equipment A Soul Stone, a protective ◆◆ Direct question: The adept of Master Goncai,
amulet (Armor +3, costs 1D6 Ganderald (see page 46 in the Core Rulebook)
corruption to activate, active
is specialized in the lore of Davokar’s elves.
for 1D6 turns), The Eye (a
signet ring shaped like the eye According to him there is a legend attributed
of a cat, costs 1 corruption to to the witch Aroaleta that mentions a place
activate, provides a photograp- called The Halls of a Thousand Tears, and
hic memory from the specific which according to the barbarians is or was a
situation). place where the elves of the forest convened
Shadow Shimmering silver with a few (see page 222 in the Core Rulebook).
dark spots, like the skin of a ◆◆ The Archives: In the archive there is no
trout (corruption: 2) information of a place with that name – the
Tactics: Kullinan has not reached his vene- closest one gets is a war epic entitled The
rable age by needlessly placing himself in Well of Tears, written by the dead court poet
harm’s way. If violence can be avoided it is for
Eraklon about thirty years ago.
the best, but if he has to fight he often starts
by shrouding himself in a flaming firewall
and then blasts any oncoming enemies with Where does the gold pearl come from?
brimstone cascades. ◆◆ Direct question: If the characters show
the ordained gold pearl found in Anadea’s
belt purse (see page 110) to anyone know-
Information ledgeable about elves, that person will
No matter if the characters become close allies with recognize the patterns meandering style as
Ordo Magica or not, it is of course possible to turn typically elvish. If the characters have not
to the tower for information, in accordance with analyzed the artifact, they can learn about
what is stated in the section The Hunter’s Harbor its characteristics and powers, and also that
on page 26. Note that the only one of the chapter’s it would earn about 120 thaler if sold at the
masters who is available for questioning is Goncai, Antique Plaza.
always wine-sipping and dressed in his smoking ◆◆ The Archives: So called Mind Stones are
jacket. The other two are occupied with errands mentioned in numerous documents, though
related to the sinkhole. not in a form matching the characters’ find.
The following list details what answers the tower However, there is a legend speaking about
can provide on some of the questions which may two lovers from different barbarian clans,
appear during the second act. who used smooth river rocks to communi-
cate with each other, but one of them was
Who is Anadea? corrupted since “he did not know the secrets
◆◆ Direct question: Asking the masters is of the stone” – something implying that there
fruitless, they have never heard of anyone by might be a way to limit the corruptive powers
that name. of the artifact.
◆◆ The Archives: In the archives there are
two scriptures that mention a woman Corruption in Thistle Hold?
called Anadea. She seems to have been the ◆◆ Direct question: Whoever gets the question
officer in a group of mounted scouts, active confirms that there are both corrupted items
during The Great War and among other and people in Thistle Hold. If the characters
things involved in the defense of the town have not visited or heard about the dungeons
Berendoria. (Note that this is about a totally beneath the Sun Temple they are told about
different Anadea.) these (see page 118), also about the Town
Watch regularly turning to the tower of the
Who is Teara-Téana? order to gain information in connection with
◆◆ Direct question: If you ask a wizard about crimes somehow related to the “dark powers
this, he or she will only be able to confirm of the world”. Finally, they can learn about

107
the extent to which it is possible to conceal are climbing they move past lots of smaller cracks
corruption – with rituals like Sanctum or which branch off in different directions.
Exchange Shadow. The climb itself would not have been very diffi-
◆◆ The Archives: A search in the tower cult if not for the darkness. Even if the characters get
archives lets the characters find multiple to borrow special helmets with a small oil lantern in
texts describing incidents during the eight the front, it is a challenge to see where they put their
year long history of town, for instance those feet. They all have to make a test against [Vigilant +3]
included in the section Memorable Events during the descent. A failure means that they put
(page 12) and the events taking place during their weight on a lose stone and are at risk of falling.
the adventure The Mark of the Beast (the It takes a passed test against Quick to avoid the fall,
Flayer and his victims). Then again, any and if that also fails the character will tumble 1d12
information relevant for this particular meters. The damage taken from the fall is modified
adventure cannot be found. by –3, because of the sloping sides and since they
also land on a slanted surface. Adding to this, if any
History of the Crystal Isle character is below the one who falls, he or she must
The natural caves beneath Thistle Hold came to be pass a Quick test to avoid being knocked off the rock
as a result of the underground lake found down wall. Armor protects as usual.
there, and the waterways running into it. The Where the hole ends awaits a hill of rubble and
water has receded since many centuries past and debris, whose peak is crowned by humans and Beast
left a system of tunnels and caves, created when Clan members who have fallen to their death, or
more porous rocks eroded or washed away with been killed by cuts or projectiles prior to the fall.
the streams. Far to the west the lake still remains, Closest beneath the corpses, the hill consists of
and in it is an island consisting of something which debris and furnishings from what once was a central
looks much like black, volcanic glass. block of Thistle Hold. You cannot see the floor and
Long ago, the location Thistle Hold occupies walls of the cave from the top of the hill, but judging
today was one of the most coveted in the region. by the soundscape it must be huge.
Before the Symbarian Empire was born, the area A successful test against Vigilant with the ability
was dominated by a number of clan societies, Witchsight reveals that the air in the cave is soa-
whose greedy kings fought each other in endless ked in corruption, though not strong enough that
wars. Many of them wanted to conquer the land it would be risky to move around down there for
above the legendary underground lake, because short periods.
in its depths was a rare power, a power making it
possible to manipulate the mystical forces of the The Caves
world without suffering the repercussions of cor- When the characters’ expedition reaches the
ruption – something which was in high demand at a caves, the Beast Clan have already left through
time before the traditions of today had evolved and the tunnels leading north, up and out into Davokar.
when every use of mystical powers meant taking What remains of the Jezites may be blighted but
a considerable risk. they are not stupid – they realized that their only
The renowned Crystal Isle had many masters chance to survive was to run and find themselves
over the years, among them King Hurian Lo-Apak some other shelter, further into the woods. The
who can be encountered in the adventure Tomb only ones left are the clan’s “pets”, the witch Bayela
of Dying Dreams. And all of them performed their who refused to leave her black crystal island, and
darkest and most potent rituals on the island. all the dead Jezites who never found peace because
The transformation occurred gradually; the rock of the corrupting effect of the crystal.
darkened and finally it was turned into something The natural caves have a height of between
else (see textbox on page 109)... thirty and fifty paces. The f loors are mostly
smooth, from erosion and the water that still runs
Down the Sinkhole in shallow trenches through several of the halls
The climb down the steeply sloping sides of the and tunnels. The water is perfectly drinkable, if
sinkhole is done with two long, sturdy ropes, with a taint of minerals. Both of the caves furthest
anchored in the buildings by the upper rim. The to the east are heated and humid because of a hot
characters decide in which order they climb. It spring – their rocky walls glitter softly from flu-
is about forty paces down to the opening in the orescent algae and the floors are covered by a thin
ceiling of the cave underneath, an opening that layer of moss-clad dirt that sprouts a profusion of
has a diameter of about sixty paces, and while they edible mushrooms.

108
L AW O F N E C E S S I T Y 10
In the porous rock north of the sinkhole’s cave, found, hidden in the lining of the belt purse. It is
the Beast Clan have carved out a corridor, running written on very thin paper, in Ambrian but with
to the Pool’s Cave (#7). Between these halls they letters looking like cuneiform symbols. It reads
have made their home – eight large chambers where (see also the handout on page 175):
they have spent the last eleven years, brooding
and longing for revenge that together with the Friend in strife and sorrow
corruptive atmosphere has driven them away from This offer is the only one you will receive.
humanity, more and more towards the beastly. Decline and mourn alone.
Not much of value was left behind when the clan Accept and follow my confidant.
escaped. The eastern chamber (#6) was the place We will meet where no tear falls in vain. The note hidden in the
where the hunters stored their game, in the form of I am waiting. belt purse can be found
prey animals and loot from wanderers, barbarian You are needed. at the back of this book
camp sites and raided colonies of free settlers. By Teara-Téana
searching what is left, the characters can gather
up 1d20 ortegs, 1d20+10 shillings and 2d10 thaler.
Swords, axes, spears and various kinds of light
armors are plentiful, though they are all in such
a poor condition that they cannot be sold for more
The Crystal Isle
than half their usual value. If someone succeeds The nowadays matte black crystal was once blue-white like ice, but that was
with a test against [Vigilant –3], he or she finds the before it was discovered by the mystics of old who started using it as a site
only item of real value – a gemstone adorned brooch, for performing mystical rituals and powers. It attracted all the corruption
sewn into the lining of a fur coated mantle (value: which otherwise would have affected the mystics, at the cost of accumula-
120 thaler). ting the darkness inside. Finally it transformed and was brought to life.
Now, the Crystal Isle in part functions as an extra power source when
The Buried Woman performing all kinds of mystical powers and rituals, in part like it did before
Finding Anadeas body at the top of the hill requires (the temporary corruption that comes with such activities is absorbed by
first a [Cunning –3] test to figure out approximately the crystal). In order to make use of the extra powers, the mystic has to bind
where in the rubble to search. A failure means with the isle, which is done in exactly the same way as when one binds to
that the characters start searching in the wrong a mystical artifact except that an unlimited number of individuals may be
place; a success lets them quickly manage to dig bound to the isle simultaneously. Every point in temporary corruption hence
up the crumpled copper sign of the Fern (can be drawn from the crystal has one of the effects detailed below.
sold as copper scrap for 25 thaler, or even better Using the isle as a source of power counts as a Free Action and only one
as a memento of “the Tragedy of Thistle Hold” to effect may be used each turn, though at an optional level. Consequently, a
someone fascinated by the catastrophe, then for mystic cannot both improve his chances to succeed and the tier of the effect
60+1d20 thaler). If is matters – for example if the die during the same turn, but he can choose one of these and decide how
characters are hunted by a hoard of wraiths (see much the roll shall be affected.
below) – each attempt to find the remains of the ◆◆ +1 modifier for one success roll
tavern takes one turn. ◆◆ +1 dice tier for one effect roll (+1 on the effect after D12)
Once they have found the sign, next up is finding ◆◆ +1D4 in Toughness (up to maximum Toughness)
the body. All characters present may make a test ◆◆ +1 in mystical armor (lasts for 1D4 turns)
against Vigilant each turn, starting with the one
who has the highest value in the attribute. A passed Example: A sorcerer with 2 in permanent corruption stands on the isle
test leads to the discovery of the battered corpse intent on defending it from a group of onrushing enemies. In the first turn,
and Anadea’s belt purse. the mystic opts to increase its Armor – she accepts 3 points of temporary
If someone inspects the body, he or she will see corruption and gains a +3 bonus on her Armor for the next 1D4 turns. During
that a broken necklace is tangled up in the woman’s the second turn she accepts 2 points in temporary corruption (7 in total) to
hair; a subsequent Cunning test leads to the con- gain a +2 bonus to succeed with the mystical power Maltransformation. She
clusion that a medallion fell off when it snapped. tries to trigger a chain of maltransformations but has only +2 on the first
To find the medallion, someone who expressly is success test. After having been wounded she chooses to accept an additio-
looking for it must pass a [Vigilant –5] test. nal 2 points in corruption the third turn, and is then healed by 2D4 Tough-
The belt purse contains a coin bag (6 thaler, 13 ness. With 9 in Total Corruption she surpasses her Corruption Threshold and
shilling), a crude key with an intricate bit, a coin immediately gains 1D4 in permanent corruption and a temporary stigma.
shaped sun symbol of blacked silver, and a patter- This can end badly …
ned gold pearl, about the size of an eye bulb. With
a successful roll against Vigilant, a letter is also

109
8

5 6

10

The other items in the belt purse may be des- it is of a popular design, originally fashioned by
cribed as follows: the master smith Gunfas, and probably used in
The Medallion: A pendant depicting the hundreds of doors in town.
sinking sun of Prios in gold on a thin silver The Gold Pearl: The strangely patterned pearl
plate (value: 20 thaler). Most interesting are the can be analyzed with a test against Vigilant with
words engraved on the back piece: “To Anadea, the ability Witchsight, or with a Cunning test (the
my beloved daughter.” ability Loremaster). If passing the test, the character
The Key: The key itself provides no clues as to understands that it is a Mind Stone: someone bound
the whereabouts of Anadeas storage, aside from the to the artifact will likely be able to communicate
fact that she seems to own a home or estate. If taken telepathically with the carrier or carriers of other
to a lock smith, for example Lyrena who has her stones linked to this one. He who makes the test
business close to the Eastern Gate, they can learn also senses that this particular stone is heavily
that it most likely is a key to a lock casing mounted permeated by corruption, likely to affect anyone
in a door. Unfortunately for the player characters trying to use it without knowing exactly how.

110
L AW O F N E C E S S I T Y 10
As the members of the Beast Clan chose to leave
CAVES BENEATH the caves, the vearons first followed in their track.
THISTLE HOLD However, as the characters arrive they are on their Activate the
1. Hall of the Rubble Hill way back, since they cannot live on the surface. The Mind Stone
2. Western Hall of Mosses lizards immediately sense that there are intruders
3. Eastern Hall of Mosses roaming about, and that is something they will If the characters get
4. The Hot Spring not accept! the idea to activate
5. Beast Clan Qarters The Game Master is encouraged to use the the Mind Stone
6. Storage predators in two steps. At first they keep to the during the second
7. The Pool’s Cave shadows, watching and trailing the characters from act, the one bound to
8. Passage to Davokar afar. A character who succeeds with a test against it will experience the
9. Guard Post [Vigilant←Discreet] can hear something moving in following:
10. The Crystal Isle the dark and maybe also notice the shine as some Contact is
light source reflects off the glossy scales of a lizard. established with
N If the characters approach them, they retreat into another Mind Stone.
the shadows. No one responds to
0 250 m Finally the lizards [as many as the pcs] attack, the greeting but a
Scale 1:10 000 preferably when in an open space where they can feeling washes over
surround the prey. Tentatively, the attack takes the character, a cool
place in the Pool’s Cave (#7), the Western Hall of skepticism bordering
Mosses (#2) or close to the hot spring (#3–4). The on hostility. Depen-
character who fails a [Vigilant←Discreet] counts as ding what the charac-
being Surprised (see page 158 in the Core Rulebook). ter says, the feeling
2 grows in strength and
Vearon finally the contact is
Hisses hungrily, tongue flicking in and out aborted. Repeated at-
tempts to activate the
3 Vearons are cave-living lizards that can be found stone are fruitless.
all over the Underworld. They have no eyes, are The explanation
dressed in milky white scales and can become up for this is that Tea-
to five paces long from nose to tail-tip. ra-Téana suspects
that Anadea has been
Manner Jerky movements killed and that the
4 Race Beast stone may have en-
Resistance Ordinary ded up in the hands
of an antagonistic
Traits Armored (II), Night Perception,
person or organiza-
Robust (II)
tion. She has no rea-
Accurate 10 (0), Cunning 10 (0), Discreet 15 (−5), son to take a chance
Persuasive 5 (+5), Quick 11 (−1), Resolute 7 (+3),
on the opposite and
Strong 13 (−3), Vigilant 9 (+1)
hence regards the
The Vearons Abilities None stone as lost.
Some ten years ago when the Beat Clan found shelter Weapons Claws 5 (short) Note that the
in the caves, they were already inhabited by a pack of Armor Lizard scales 3 +3 (Robust) particular Mind Stone
huge lizards, named Vearons by the clan. The Vearons carried by the charac-
Defense +2
kept to the Pool’s Cave and the barbarians settled in the ters is only linked to
Toughness 13 Pain Threshold 7
hall now covered in debris. Initially hostile encoun- Teara-Téana’s, and that
ters led to several deaths on both sides. But since the Equipment None activating it without
barbarians had to move through the lizards’ turf to Shadow Gray-striped, like bedrock knowing the correct
reach the surface, the animosity could not be allowed crossed by black veins (corrup- procedure immedi-
to persist. The skilled stockmen of the Jezites used part tion: 3) ately inflicts 1D8 in
of the supplies to tame the beasts. Since then the two Tactics: The vearons sneak up on their prey, temporary corruption.
groups have lived side by side, the lizards functioning preferably in a group to be able to gain flanking
as the guard dogs of the humans on the path between advantage. If any opponent carries a light source
which emits heat, he will be their primary target.
their chambers and the surface.

111
The Crystal Isle at novice level or are of barbarian heritage. The
Bayela’s verses Out on the Crystal Isle sits the blight-marked witch following is a summary of what she has to tell and
Bayela, singing a sad song in sorrow over having what demands she will be making:
Fathers, mothers, been left behind by the rest of the clan, even if by
young and old choice. As soon as the characters enter the cave of ◆◆ She and her people are all that is left of the
left us here in the dark, the underground lake, the song can be heard by clan Jezora. They survived the Ambrian
in the cold someone passing a Vigilant test. attack as Cheftain Haloban’s daughter,
If you walk onto the peninsula reaching towards Helionor, led them to safety through tunnels
Running, fighting, the isle the humming is heard automatically and which then were razed after their escape.
all life ahead a roll against Cunning with the ability Loremaster Helionor has been their chieftain ever since.
I’d rather remain, (or barbarian heritage) will let you discern a few ◆◆ When the sinkhole appeared the clan was
here with the dead phrases in the otherwise word-less melody, see about five hundred souls strong, half of which
to the left. were toddlers and elders. All but her fled
Silent, frozen, Standing at the tip of the peninsula with a light north through the Underworld to find a new
never dry source in hand will make it possible to glimpse the home. Where she does not know...
I am alone to sing outline and the matte gleam of the Crystal Isle, but ◆◆ Questions about the Crystal Isle she answers
and to cry the singer remains in darkness. However, with a in short and hissing terms, mostly in the
successful Vigilant test when looking at the water hope to quickly get rid of them. She calls it
it is possible to see something large passing by – a “blackened power node” and mutters that it
something frighteningly similar to a naked human long ago was linked to “the pure magic” but
swimming beneath the surface. that it nowadays works as a “pathway to the
A character who has the ability Witchsight and Eternal Night”.
who passes a test against [Vigilant +5] is convinced ◆◆ The characters must immediately return
that the island in the lake is the source of the to the surface, but to gain her consent they
corruption permeating the cave system, and must swear on their blood that no others will
that it probably is hazardous just walking on it. bother her in the future. She suggests that
Wading out to the isle is possible; the water is they claim that the caverns are soaked in
cold but never more than a meter deep. In the corruption and otherwise totally empty.
lake swim about thirty Beast Clan Wraiths,
physically manifest in order to enjoy the lightly If the player characters talking to the witch show
corrupted waters surrounding the Crystal Isle. the slightest sign of doubt regarding her demands,
The phantoms will stay away from waders until her eyes flare up and she shouts into the darkness:
the witch Bayela orders them differently or until “Come my friends, come my dead!”. And instantly they
they are attacked. emerge all around the Crystal Isle – naked, pale
Characters who venture out onto the island Beast Clan Wraiths with hollow eyes. Some of them
will immediately discover that it truly radiates or take a few steps forward, whereby the manifest-
emits corruption. As soon as they set foot on the ation ceases and they adopt the semi-transparent
isle, they can feel goose bumps appear on their appearance of the spirit form.
arms and neck, and if they continue forward they The smartest thing for the characters to do
will have to make a Resolute test – a failure means is of course to agree to Bayela’s demands and
that they gain 1d4 temporary corruption. And swear that they will stop others from climbing
should they stay on the isle, they must pass a test down. If they persist in claiming that they cannot
against Resolute each hour or gain 1d4 temporary accomplish this, for example with reference to
corruption. The only way to escape this effect is their lack of authority and influence in the matter,
to bind to the crystal. she quickly grows tired and decides to feed their
The witch Bayela goes silent if they approach blood to the crystal.
her. She emerges in the glow from their light There are two ways to avoid combat with the
source as a crooked, hooded crone who ogles them thirty Beast Clan Wraiths. If Bayela is killed they
with distain written in her eyes. All she wants is return to the water – they have no reason to attack
to be left alone. the characters if not to defend the witch or fulfill
How the characters handle the meeting with her wishes.
Bayela will determine how and in what way they Another option is to run. The slow phantoms
return to the surface. The blight-marked witch can can move seven paces per movement action at the
be conversed with if they but behave in a reasonably most, in contrast to the ten paces of the characters,
courteous manner and have the ability Loremaster so if they can make it to one of the tunnel openings

112
L AW O F N E C E S S I T Y 10
they have a good chance to escape (see the rule for Abilities Curse (master), Dominate
Flight & Hunt, page 75). (adept), Entangling Wines
The number of Beast Clan Wraiths standing (master), Exceptionally Resolute
in the characters’ way when they try to flee the (adept), Inherit Wound (adept),
island is decided by the roll of 1d6. Should any Ritualist (adept, Oracle, Quick
Growth, Turn Weather), Sixth Sen-
characters have stayed at the tip of the peninsula,
se (master), Witchcraft (master)
another 1d4 wraiths will be in their immediate
Weapons Dagger 2 (short
vicinity. Note that the characters can always try
to run past the enemies, but not without suffering Armor None
free attacks from all they pass within range of Defense −1
melee weapons. Toughness 10 Pain Threshold 5
Equipment None
Shadow Deep Green like a blueberry
bush filled with ripe berries
(corruption: 9)
Tactics: If Bayela is attacked she will try to Dominate
the enemy. If the remaining enemies are more than one
she adds Entangling Vines; if not, she uses Curse. After
that she will leave it to the wraiths to finish up. She acts
unhindered in complete darkness (Sixth Sense) and is
prepared to die to defend her right to the isle.

Beast Clan Wraiths


Moans, groans and whimpers of hunger

The naked, bone-pale creatures swimming around


in the lake have neither will nor goals, but they let
themselves be commanded by Bayela for as long
as she lives.

Bayela Manner Swaying bodies, staring eyes


”You leave, you’re not welcome, not by living, Race Spirit
nor by dead.”
Resistance Ordinary
Traits Alternative Damage (I, Strong),
Ever since her beloved Haloban forced her to leave
Manifistation (II), Slow, Spirit
his side and instead accompany his daughter down Form (II)
into the Abyss, Bayela has had a hard time getting
along with Helionor. She has kept to herself, mostly Accurate 10 (0), Cunning 7 (+3), Discreet 11 (−1),
Persuasive 5 (+5), Quick 13 (−3), Resolute 15 (−5),
seated on the Crystal Isle, and silently watched
Strong 9 (+1), Vigilant 10 (0)
her people being twisted by the dark power of the
bedrock. Abilities None
When Helionor ordered that the clan should flee Weapons Dead Touch 3 (ignores Armor,
for Davokar, Bayela refused to follow. The Crystal damages Strong
Isle is hers and she will not leave it under any con- Armor None (half damage as for Spirit
dition, despite the fact that its corruptive energies Form II
have tainted her body and soul. Defense −3
Toughness 10 Pain Threshold 5
Manner Peering, intense gaze
Equipment None
Race Human (barbarian)
Shadow Glossy black, like oil (corruption:
Resistance Challenging
thoroughly corrupt)
Traits Bushcraft
Tactics: The wraiths take aim at whoever compri-
Accurate 5 (+5), Cunning 10 (0), Discreet 9 (+1), ses the greatest threat against Bayela. They will
Persuasive 13 (−3), Quick 7 (+3), Resolute 17 (−7), also pursue enemies on her command, but never
Strong 10 (0), Vigilant 11 (−1) beyond the Hall of the Rubble Hill.

113
The Sun Temple
The Sun Temple is under high pressure during the The chamber they are let into is small, win-
second act of the adventure. Many seek comfort, dow-less and without furnishings. Father Elfeno
having lost relatives and friends to the sinkhole. is kneeling with his back to the characters, but
Even more are afraid and demand reassurance slowly rises and turns towards them. If this is the
from the priests that what has happened should first time they have met he spends a long while
not be understood as a punishment from Prios. The assessing them with a haughty, concerned look
grand hall of the temple, called the Light Yard, is on his face.
full around the clock and those who do not fit in Elfeno assumes a cautious attitude and tries to
there seek solace in The Park of the Elders or place get the characters to speak about themselves, their
autumn flowers at the feet of the statues by the relation to Anadea and what has happened to her.
temple’s main gate – the statues of the lightbringers If they are forthcoming and appear to be honest
Eberon Ambra and Illoena Karras who both died he can offer the following information in return:
a hero’s death in the war against the Dark Lords.
The characters can visit the Sun Temple for ◆◆ The woman they describe was an initiate at
various reasons. For one thing, some or all of them the Sun Temple up until a month ago. If the
may be allied to the representatives of Prios. Then characters still do not know her name, Elfeno
there are the possibilities of going there for help can fill in that blank.
with injuries or to gain knowledge about the dark ◆◆ Neither he, nor anyone else in the Church of
powers of the Beast Clan. However, the most likely Prios had any contact with Anadea, on that
scenario is that they approach the temple after he can swear. Hence, if the characters are
having found the sun symbol in Anadea’s belt looking for her superiors or mission givers
purse, hoping to identify and learn more about they have to look elsewhere.
her. Answers can be found, but only at the cost of ◆◆ He does not want to comment on why the
a service in return. woman left the temple other than in a few
carefully select words: “Anadea lost her
Father Elfeno conviction.”
About ten priests are moving about in the temple ◆◆ Should any of the characters be a member of
and in The Park of the Elders, offering blessings or closely allied to the Sun Church (the trait
and words of comfort to all visitors. Gaining their Contacts with appropriate orientation) they
attention is no problem, as long as the characters also have a chance to learn more about the
are patient and do not disturb them while they are sinkhole. However, this requires that they
tending to others. If asked about a meeting with expressly ask for the theurgs view on the
Father Elfeno, the priests say that the First Theurg hole and the abominations that ascended
is praying and must not be bothered. However, if from the deep, and that the person who has
they are shown Anadea’s sun symbol and informed contacts among the followers of Prios passes
that its owner was found dead in the sinkhole the a [Persuasive +5] test. If these criteria are met,
reaction is another: the priest excuses himself, a dark-eyed Elfeno will retell that which is
walks away and returns after a while, instructed written in the last paragraph under the header
to guide the player characters to Father Elfeno. The Truth about Haloban (page 40). He points
The crowding in the temple only affects the out that it is far from concluded that the Beast
public areas. The priest leads the characters Clan is the remains of clan Jezora, but that he
through a draped opening in the west wall of the regards it as likely.
antechamber, and onwards through a room domi-
nated by a large table and with the whole longside Before the characters have time to ask something
covered by a tapestry – the silver and gold threads else, there is a knock at the door. In comes the
depicting a young and mounted Queen Korinthia, priest who guided them to Elfeno. He glides up
sun-lit, in the midst of a sea of murderous undead. to the theurg to whisper something in his ear. A
To the left after that room is a massive stone gate, character passing a Vigilant test notices a look of
bolted with four sturdy locks and three faders of intense disapproval which quickly passes over the
steel, but the guide keeps moving along a curved otherwise expressionless face of Father Elfeno.
corridor with several doors on the left hand side. After a while he turns away from the sun
At the third door he stops to knock and waits for priest, gives the characters a nod and says: “Here,
an answer. follow me!”

114
L AW O F N E C E S S I T Y 10
THE SUN TEMPLE 10. Study Room
1. Antechamber 11. Common Room
N 2 m²
2. Meeting Room 12. Stair to the Dome
3. To the Dungeons 13. Storage
12 13 4. Light Yard 14. Dorms
8 5. Alcoves 15. Kitchen
6. Dorms 16. To Ground level
7. To Upstairs 17. Cells
8. Hall 18. To Lower Catacombs
9. Library
9 14

10 18

15
11

17

5 6

2
1

16

115
Armor Blessed Robe 2 (flexible) +4
(Blessed Shield)
Defense +1
Toughness 10 Pain Threshold 5
Equipment Flask with 1D4 drops Water of
the Dusk, Sun symbol, the book
The Lightbringer
Shadow Fiery yellow like sun soaked gold
(corruption: 0)
Tactics: Father Elfeno is first and foremost a
warrior in Prios’ army, even if he at the moment
has opted to serve the sun god by tending to the
herd of wicked fools in the Hold. But when given
a chance to test his powers in dire situations he
holds nothing back – he surrounds himself with a
Blessed Shield and then attacks the enemy with
rays of holy light.

Father Elfeno
”Prios is Light; without the One, the night is eternal.” Deseba the Old
Elfeno leads them further along the corridor
Father Elfeno was but a boy when The Great War towards the back of the temple (#7), up a stair
reached his homelands. Both his parents were leading to the chambers and corridors on the
mystics in service of the Sun God and discovered second floor. However, they are apparently not
his potential early on, so when the hordes of the headed there, but further up. Behind a door by the
Dark Lords came the whole family worked together stair (#12) is a spiral staircase leading upwards.
to safeguard the villagers seeking refuge in their As they reach the top, the player characters
temple. That was how he got to witness the power realize that they are inside the copper dome of
of Prios first hand – the undead slaughtered and the temple building.
razed everything but avoided the holy temple as The floor is about ten paces across and is mostly
if it was a rock of light in a stream of darkness. empty. The exception is found in the western part,
But he was also convinced that the aid of the where screen walls of sun yellow fabric delimit a
Sun God comes at a cost, to be paid in obedience part of the space. Someone is moving on the other
and self-sacrifice. He will never doubt that the side and before they can see who it is, they hear
price is worth paying, no more than his mother the harsh voice of an old woman wishing them
showed doubt as she left the safety of the temple welcome to her humble abode. The woman who
and sacrificed her life in order to help the villagers comes to greet them is short, wrinkled and scarred
who had put their faith in other, false and evidently as if by fire, but with a straight posture and lively,
powerless idols. light brown eyes. She waves them towards her and
asks that Elfeno leave, which he does, hesitantly.
Manner Cold, judgmental, dogmatic
A successful Vigilant test reveals a grumpy, stern
Race Human (Ambrian) frown on the lips of the First Theurg.
Resistance Strong The woman shows them into one of the ”rooms”
Traits Contacts (the Sun Church) created by the screen walls, where she invites
them to sit at a round table with a cracked stone
Accurate 7 (+3), Cunning 11 (−1), Discreet 5 (+5),
Persuasive 17 (−7), Quick 9 (+1), Resolute 15 (−5),
slab. She introduces herself as “Deseba, theurg
Strong 10 (0), Vigilant 10 (0) and faithful servant of Prios” and begs that they
tell her about themselves and their errand to the
Abilities Blessed Shield (master), Ex-
temple (something she already knows, thanks to
ceptionally Persuasive (adept),
Exceptionally Resolute (adept), the priest they initially talked to). He or she who
Leader (master), Loremaster has the ability Loremaster or the trait Contacts (the
(novice), Prios’ Burning Glass Sun Church or similar) and passes a test against
(adept), Ritualist (adept, Com- Cunning remembers that Deseba the Old is the only
mand Confession, Exorcism, San- individual ever to be appointed Lightbringer before
ctifying Rite), Theurgy (master)
her death, after having saved the life of the Queen
Weapons None and the First Father during the war.

116
L AW O F N E C E S S I T Y 10

Deseba’s Patron Saint


Accurate 5 (+5), Cunning 15 (−5), Discreet 10 (0),
Persuasive 7 (+3), Quick 9 (+1), Resolute 11 (−1),
Strong 13 (−3), Vigilant 10 (0)

Abilities Beast Lore (adept, Undead), Bo-


dyguard (master), Shield Fighter
(novice), Tactician (master)
Weapons Flail of Light 4
Armor Aura 2 (flexible)
Defense −7 (shield
Toughness 11 Pain Threshold 6

When the characters have told their story, she


lets them know that Anadea lived in the temple
annex, that she left some things behind and that
the characters can gain access to the items. But Deseba the Old
also that they first have to help her help another ”The sun shines on all, also on those with
of the Sun God’s servants. This is what she has to darkness inside.”
say and ask of them:
Deseba has been the servant of Prios since long
◆◆ During his whole time in Thistle Hold, Father before the Dark Lords attacked and transformed
Sarvola has been harassed by some who have her benevolent God into a cold, judging and ruthless
a hard time accepting the appointed heretic giver of laws. She managed to convince herself that
(see page 44 in the Core Rulebook). He has been the transformation was necessary during the war,
subjected to disturbances and disgraceful but is just as firm in her belief that it is high time
rumors, thrown objects during mass and even for the Sun Church to remember its roots. Prios
a couple of assassination attempts. must be allowed to be who He is, a warm and
◆◆ According to credible sources, there are many compassionate God who cares even for the darkest
who claim that the sinkhole is Prios’ way of of souls. Otherwise the Ambrians are at risk of
punishing the residents for harboring Sarvola. awakening His wrath – bringing about an even
An attack is guaranteed to happen, probably greater catastrophe than The Great War.
more violent than anything up to date. However, the awakening must be allowed to
◆◆ Since the First Father has proclaimed Sarvola happen slowly and it must be anchored in the halls
a heretic, the Sun Temple cannot be seen of power, both within the Church and among other
helping him. But the characters can. factions in the Ambrian realm. The people are still
◆◆ Those who harass the Mission House and threatened by darkness and if she does not tread
its representatives seem to be ordinary carefully the risk is great that all who agree with
residents and vagrants, but since they at her will suffer the same fate as Sarvola. That she
times appear to be well-organized there is herself is still alive, is likely due to the First Father
probably someone who guides or commands being grateful she saved his life, but also to him
their actions. not knowing what Deseba and the Queen are plan-
◆◆ The characters have to find this “someone” ning – an order where the Sun Church reverts to
and avert the threat against Sarvola. How to serving the people, in sharp contrast to Jeseebegai’s
accomplish this is up to them, provided that ambition to turn Ambria into a “theocracy of the sun”.
they can prove it has been done.
Manner Rubs her aching fingers
If the characters question why she, a member of the Race Human (Ambrian)
Sun Church, wants to help Sarvola, she responds Resistance Challenging
that the agreement concerns answers to questions
Traits Contacts (the Sun Church)
about Anadea, not about her and her motives. He
also asks that the agreement remains a secret, for Accurate 5 (+5), Cunning 18 (−8), Discreet 10 (0),
their sake as much as for hers: “No one must know Persuasive 11 (−1), Quick 9 (+1), Resolute 15 (−5),
Strong 7 (+3), Vigilant 10 (0)
about our terms, absolutely no one!”

117
Abilities Alchemy (master), Exceptionally it shows other Ambrians what happens
Cunning (master), Exceptionally when the laws of Prios are abandoned. The
Resolute (master), Inherit Wound ambition of the Church cannot be to eliminate
(master), Loremaster (adept), all heretical behavior, but must be to guide
Medicus (master), Ritualist (mas- sceptics to the way of light and to help those
ter, Command Confession, He-
who have been led astray.
retic’s Trail, Holy Smoke, Patron
Saint, Purging Fire, Sanctifying ◆◆ Sure, the priests also work to quickly purge
Rite), Steadfast (master), Tactici- all heretical elements that grow strong
an (adept), Theurgy (novice) enough to threaten pious people. In that
Weapons Staff 3 (long) context, the Knights of the Dying Sun have an
important role to play, along with the section
Armor Blessed Robe 2 (flexible)
in the order of the Twilight Friars called The
Defense −8
Whip of Prios, whose main task is to identify
Toughness 10 Pain Threshold 4 and take care of sacrilegious individuals.
Equipment 1D6 Herbal Cures, 2 doses ◆◆ In the catacombs beneath the Temple, where
Elixir of Life, 2 doses antidote they are going, are captives in varying states
(strong), sun symbol. of corruption. Some are beyond salvation
Shadow Shimmering gold and gray, like a and will be transported to the monastery in
cloth weaved from gold and black- the Titans, but most of them are involuntary
ening silver threads (corruption: 2) victims that Father Elfeno and his priests are
Tactics: Deseba avoids combat, but if she cannot trying to save. And she adds: “He who we will
get away she trusts in the defensive and calls on visit is staying at the top of the three levels of the
her patron saint – a very powerful spirit who has catacombs. Further down are persons suffering
been faithful to her for several decades.
from advanced symptoms of stigmatization, but
don’t worry – they are caught behind bars blessed
The Dark Side of Town by Prios and the levels are separated by heavy iron
If the characters ask Deseba about cultists and gates. The risk that someone from below manages
corruption in town she immediately turns very to get out is … small …”
serious and responds with a counter-question: “Why ◆◆ The one they are about to meet is named Orai
do you want to know?” Should the characters try to and he was nearly dead when he was captured
evade the question she only comments that there close to the goblin village Karabbadokk, the
is much within the palisade of Thistle Hold that day before the sinkhole appeared. He is yet to
one should not speak about and that the characters provide them with any useful information, but
would do best to leave the fight against Davokar’s maybe he knows something about the situa-
darkness to those equipped to handle it. tion – it is evident that he has been subjected to
If they instead tell her what Anadea (and the strong corruption.
witches) told them and stress that there very well
may be a very strong source of corruption in town, Inside the door on the ground floor, a spiral stair
she reacts differently. After some thought she winds down into the dark (#3). Deseba lights two
stands up and asks the characters to accompany lanterns and keeps one for herself. About five
her to a meeting with a person who may be able to meters down into the ground, the stair ends and
provide them with information. an arched tunnel with paved floors begins. After
As they are walking down through the temple about ten paces the tunnel opens into a dimly lit
towards the sturdy iron door, she tells them the hall. From some cell hysterical giggling is heard,
following in a whispering voice: from another false tuned singing and from a third
something similar to the sound of someone moving
◆◆ In a town like Thistle Hold the dark is never about in full plate armor. Deseba walks straight to
far away. Its representatives are, for better the door directly to the left and raises her lantern.
or worse, careful not to get noticed – which A middle-aged man is sitting cross-legged on the
means that they seldom consciously cause any floor of the cell, squinting towards the light and
atrocities but also that they are hard to detect hissing between clenched teeth. He wears a white
and terminate. chemise covered in yellow stains – probably because
◆◆ That humans who ally themselves with of the pus leaking from wounds underneath. Deseba
the powers of The Eternal Night exist is greets the prisoner: “Good evening, master Orai, how
unavoidable and maybe also necessary, since are we doing today?”

118
L AW O F N E C E S S I T Y 10
Without warning, Orai throws himself at the As you probably can tell, Orai was one of the sellswords
bars, furiously reaching for the theurg: “I am well who accompanied the Midnight Cult to the lair of Eox, The Mission House
now, healthy as a bell, let me out!” When Deseba does and who was stabbed in the back once the mission
not answer he roars, saliva spraying: “Let me out, or was accomplished. The information he imparts cannot The Mission House of
I will rip your heart out, crone!” Deseba turns to the help the characters move forward, but it is a way of Sarvola has but three
player characters, gives them a sign to step back giving them an idea of the adventure’s backdrop and rooms. The Assembly
and says that they probably will have to wait a bit some insights which will prove valuable when they Hall takes up the major
for Orai to tire himself out. meet with Teara-Téana in the third act. part of the one story
When the hysteria finally dies down it is fully building and is the place
possible to talk to Orai, but to get him to answer any The Mission House where the congregation
questions the characters have to make him believe What the characters do after visiting at the temple gathers to talk about
that they have come to help him be released – which is up to them. Should they ask for advice Deseba Prios and listen to
requires a passed test against [Persuasive +1]. He is or someone else will suggest that they start at the Sarvola’s informal ser-
incoherent and he slurs, but the following pieces of Mission House. Maybe Father Sarvola actually mons. A simple tapestry
information leave his lips in a sequence determined knows who is tormenting him? He may at least have covers one of the walls,
by the Game Master, colored by horrific images some clue or an idea on where to start. Another depicting the sinking
from fever dreams in the dungeon: option may be to keep the building under obser- sun of Prios in yellow on
vation and try to identify the wrongdoers, if and blue. Aside from the As-
◆◆ Orai recently arrived at Thistle Hold, after when they strike. sembly Hall there is only
having escaped the black-eyed bloodthirst of Unlike the leader of the Sun Temple, the figure- the private chamber of
his calf-love. head of the Mission House is very much active in Sarvola and a kitchen.
◆◆ Some time ago (he alters between saying a meeting the people who have come to seek comfort. The boy Aluin sleeps on
day, ten days and a moon) he was hired as a He sits in a simple armchair in a corner, and in the kitchen sofa.
sellsword. front of him is a long line of people who want to talk
◆◆ An expedition left for the depths of Davokar, to him or just be assured that everything will be
led by a person he sometimes calls “the alright. Pushing past the line is not advisable – that
woman”, at other times “the changeling” or “the only results in a stern look and a hand gesture,
butcher with the axe”. clearly indicating that the characters have to wait
◆◆ Along on the journey came (according to Orai) their turn. And should the characters claim that
between ten and a hundred people – sorce- his life is in danger, Sarvola somberly replies that
rers, killers, beast-jawed barbarians, human he is as condemned as all others beneath the sun
blight-beasts, minstrels, drummers and four and that his life is in the hands of Prios. That is all
small faceless girls. the apostate has to say.
◆◆ At the end of the road was a God, a forest If the characters decide to join the line or to wait
spirit, an ”ancient being with hoofs of gold and somewhere inside the Mission House they will
antlers of diamond”. The goal was to dismem- soon get company. On a stool next to Sarvola sits a
ber the God and make it dead, dead, dead! black-haired boy, about six years old, legs dangling
◆◆ (This is told in a calm voice, astutely and with and dressed in the same kind of dark blue robe as
clear eyes) The members of the expeditions the priest. The lad looks radiantly happy, as if he
attacked, the God did nothing to defend did not pick up on the sorrow and fear permeating
himself, the meat-axe struck at its neck until the atmosphere.
the head fell off. It kept on mooing. The sound When he sees the characters he stands up and
cut Orai’s soul to pieces. comes walking towards them, holding up a twig
◆◆ A sword through his back, the world went whose leaves still have a healthy green color. “Look
black, the steel was like ice. The steel was his what I have done!” he says with a brilliant smile. If
payment; he never received any silver coins. the characters ask what it is he replies casually: “A
◆◆ But the Bull God did not die, and neither did twig, silly; can’t you see?” And should they instead get
Orai. Black mists covered the world and filled the idea to try and guess what his creation is meant
him with power, with the sweetest darkness … to picture, he corrects them factually: “No-but-no,
◆◆ What happened to the other members of the what’s wrong with your eyes? It is a twig, silly.” After
expedition he first claims not to know, but the chat he skips back to his chair and resumes
then it seems to dawn on him: “They cut off the dangling his legs, while at the same time trying to
antlers and hoofs and followed the whispering mimic the posture and gestures of Father Sarvola.
skull to Rada Valadla – to the black heart of For more information about this boy, see the box
Davokar where Symbaroum is about to awaken". Aluin on page 121.

119
Father Sarvola Aluin, the bastard son of Sarvola.
”Always doubt, with love, in benevolence.”
The Attack
Sarvola of the house Bargomol is more closely The characters will never get a chance to speak to
described under the header The Sarvola Crisis on the priest before his detractors strike. Whether
page 40 of this book, and in the Core Book on page they are inside the house or are observing it from
44. He claims that the only way to combat darkness somewhere outside, they have a chance to notice
is to literally be the light. two persons acting strangely in the crowd. A suc-
That said, he does not always find it easy to cessful test against [Vigilant +1] and [Vigilant –3]
regard the First Father, the Templars or the mur- make them see a man (Efram) and a woman (Lida)
derous members of the Iron Pact with love and who look more nervous than grieving or in need
compassion. It is a daily struggle, but a struggle of comfort; both of them young and dressed like
that he is determined to win, at any and all costs! ordinary commoners in tunic, cape and trousers.
The characters can act directly or wait, a choice
Manner Concerned, laidback affecting their chances of finding the attackers
Race Human (Ambrian)
meeting place (see below).
If they decide to wait, they will first notice how
Resistance Challenging
the four-man patrol of the Town Watch that has
Traits Privileged been keeping an eye on the crowd walks away. And
Accurate 7 (+3), Cunning 10 (0), Discreet 10 (0), as soon as they have passed out of sight, each of the
Persuasive 17 (−7), Quick 9 (+1), Resolute 13 (−3), nervous youngsters brings forth something from
Strong 11 (−1), Vigilant 5 (+5) inside their capes – a red scarf, that they quickly
Abilities Dominate (master), Exceptio- wave in the air, first one of them, then the other.
nally Persuasive (adept), Leader Shortly thereafter, a dozen people come stor-
(adept), Loremaster (adept), ming out of the alleys on the opposite side of the
Steadfast (master) Promenade. They wear dirty, white robes with deep
Weapons Staff 3 (long) hoods and all of them carry blood-red scarfs wrap-
Armor None ped around their heads so that only their eyes show.
They have daubed the symbol of the Sun Church, the
Defense +1
sinking sun, on their robes and they carry flaming
Toughness 11 Pain Threshold 6 oil lanterns with the intent of throwing them at
Equipment Sun symbol the walls and roof of the Mission House. As they
Shadow Radiantly dark yellow, like liquid approach they shout in hatred: “Heretics will burn!”;
gold (corruption: 0) “Death to the Dark Lord Sarvola!”; “Prios loves you,
Tactics: Sarvola never resorts to violence, not heretic, he truly loves you!”
even in self-defense. If the enemies are too many Panic erupts. Most people yell out loud and
for him to Dominate them all, he puts down his do their best to vacate the yard and the building.
staff or flees if possible. A few energetic and brave types move out in a

120
L AW O F N E C E S S I T Y 10
counterattack but are incapable of doing much to abandon the town and hence leave it vulnerable
before the rioters have delivered their burning to attacks from the shadows. They are all convinced The Patrol
cargo. Also the characters can try to stop the attack, that Prios, the Law Giver, is the only one who can
but depending on where they are the crowd may save them, like he saved the Ambrians from the The woman leading the
hinder them from achieving a positive outcome. Dark Lords. Town Watch patrol at the
Tentatively, the challenge is handled like this: Mission House is called
Manner Taunting Samela and owes a great
◆◆ Mystical powers involving Resolute can be Race Human (Ambrian)
debt at Benego’s. When
used without modification, provided that the an unknown figure offered
Resistance Weak
target is in sight. her fifty thaler to leave
◆◆ The use of ranged weapons and other mystical Traits None her posting, she gladly
powers requires a clear path through the Accurate 10 (0), Cunning 5 (+5), Discreet 7 (+3), accepted. She knows
crowd and demands that the character uses Persuasive 11 (−1), Quick 9 (+1), Resolute 15 (−5), nothing about who was
a movement action to get to higher ground, Strong 13 (−3), Vigilant 10 (0) behind the attack on Sar-
for example onto a roof or the rear of a wagon. Abilities None vola’s building, but cha-
Reaching such an elevated position in the racters who find her can
Weapons Single-handed weapon 4
chaos takes the ability Acrobatics or a passed force her to confess to
Armor None
Quick test; if failed the character must use what she has done by way
both his actions to get to where he is going. Defense +1 of credible threats and a
◆◆ The adversaries who have thrown their Toughness 13 Pain Threshold 7 passed [Persuasive←Re-
lanterns will try to flee the scene, something Equipment 1D10 shilling
solute] test. If passed,
which will happen during the next turn on an they also get a descrip-
Shadow Copper with brighter and duller
initiative corresponding to 9 in Quick. tion of the one who bribed
spots, like a buckled sheet (cor-
◆◆ There are three ways to stop a lantern from ruption: 0) her – a description fitting
being thrown. one of the two youngs-
Tactics: The Sellswords of the Sun are no warriors
1 If a carrier suffers damage which ters who waved their red
even if they would like to be. If outnumbered or out-
transcends its pain threshold, he or she matched they will try to run away to regroup, hoping scarves right before the
will drop the lantern and flee. to improve their chances; letting go of the weapons sellswords attacked.
2 If a character reaches a carrier and and shouting accusations at the enemy in the
passes a [Strong←Strong] test, he or she moment of defeat is another acceptable strategy.
snatches the lantern and the enemy If they are assembled it will take a lot before they
admit defeat, especially if they regard the enemy as
tries to escape.
allied to the darkness of the world.
3 Mystical powers like Bend Will,
Confusion, Mind-Throw and so on have
their usual effects, of course.
◆ Depending on the number of thrown
lanterns the effect reads as follows. The
Aluin
characters stop … Before Sarvola settled down in Thistle Hold he walked through Davokar for
… 4 or more lanterns from hitting the a whole year. That he survived cannot be seen as anything but a miracle;
target: The followers of Sarvola stop the wizards who have heard of the feat claim that the sun priest either is lying or
building from being engulfed in flames; that he must have been under the protection of some powerful forest spirit
everyone inside, including Sarvola, makes it for most of the journey. What speaks for the latter is the boy Aluin.
out unharmed. During his time in the woods, Sarvola had a recurring and to him very
… 0–3 lanterns from hitting the target: unpleasant dream in which he engaged in carnal relations with a beautiful
The house is engulfed in flames but Sarvola but beastly creature who called herself Ala. If indeed it was a dream? On a
and most others make it out alive. However, summer’s day year 21 a small boy arrived at the Mission House to tug at the
Sarvola inhales a lot of smoke and will be rim of Sarvola’s robe. “I am Aluin”, he introduced himself. “Mother Ala says
unavailable for the rest of the adventure. that I am yours and that I will live with you."
The strange boy moved in to sleep on Sarvola’s kitchen sofa, and he co-
Sellsword of the Sun mes and goes as he pleases. The priest does as always: he doubts, out of love
”For Prios, the One!” and in benevolence. On the one hand he is afraid of the boy, not least since
he from friends has learned that the little one has no spiritual shadow. On the
The Sellswords of the Sun are twelve concerned other hand, Aluin is the only one who can make Sarvola smilewholeheartedly.
and worried residents who are terrified that all the
heretical activities in Thistle Hold will cause Prios

121
Question or Pursue ◆◆ Since six months back, the Sellswords of the
There are two main ways of finding the way to Sun have had a powerful protector. He/she
the house in the northeastern district where the has no idea who this is, but the protector has
sellswords convene after their work has been done given them access to a headquarters, in the
– to trail them or to force a captive to reveal the basement under a building in the northeas-
location. tern district of the Hold.
After the attack, all surviving members of ◆◆ The building has three entrances. The head-
the group run together to a narrow alley close to quarters can be entered through a cellar door
Lazifor’s Road. There they remove their white robes, at the back of the house. They never visit the
then split up and take different routes back to the upper floors. They seem to be empty – rough
headquarters. planks cover the main gate, heavy drapes
Pursue: Pursuing them is not very difficult; hang in all windows and the kitchen entrance
the challenge is to do it without the sellswords is locked with an iron bar.
finding out. The character (or characters) who
handles the shadowing must make two tests aga- The Headquarters
inst [Discreet←Vigilant] to not be reveal. If taking The Sellswords of the Sun make use of a tall and
special precautions (for example moving along the narrow building in the neighborhood closest to the
roof tops or in parallel alleys where possible) he stockade, south of Haloban’s Ring. The main gate
or she gets a +5 modification on the roll against of the three story house is nailed shut by sturdy
[Discreet←Vigilant], but also have to make a Quick planks and behind the windows are thick, black
test not to lose sight of the sellswords. Should the curtains making it impossible to see inside. The
character be discovered, the prey will of course small back yard, shared with several other buil-
try to shake him or her off, according to the rule dings, can be entered by way of a narrow alley. In
on Flight & Hunt on page 75. there can be found a steep stair down to a cellar
Question: The player characters will get door and a kitchen entrance whose door is locked
their questions answered if they succeed with a and also equipped with an iron bar, secured by a
[Persuasive←Resolute] test. The mere threat of ritu- big, heavy padlock.
als makes the sellswords give up and spill their guts. If the characters have trailed one of the
The two youths that the rioters had paid to bribe sellswords there, the whole group is in the cellar
the Town Watch patrol and be their eyes and ears (twelve persons minus the ones who were lost
in the crowd are called Efram and Lida. They linger during the attack). Should they instead have
at the Mission House after the attack and also take taken the time to interrogate a captive, only the
part in trying to quench the fire, with the purpose group’s leader, the Black Cloak Dolani, remains at
of keeping an eye on what is happening and in the the headquarters.
hope of avoiding suspicion. Should the characters What the characters do with the Sellswords of
capture one of them, he or she will after a moment the Sun is of course up to them. If they attack, the
of hesitation confess to everything, which admit- members will regard them as champions of the
tedly is not very much. They are trying to earn Eternal Night and fight to the bitter end. Dolani
money for a forest expedition and never knew would rather die than to reveal the benefactor
what their employers had planned. Luckily, they of his little order. Getting him to say anything
know about the deserted house where they were other than phrases like “The judgment of Prios
supposed to be two hours after the attack, to report will crush you, heretic!” requires very brutal
and get paid. methods and also a successful test against
If the characters capture one of the sellswords [Persuasive←Resolute].
instead, the furious devotee of Prios can tell them Fortunately, there are both simpler and less
more (after having been duly pressured): bloody ways to find out who the secret protector
of the sellswords is. Simplest of all is of course to
◆◆ He or she is a member of a group called The ask the neighbors. The oldster Eufrynd sits all day
Sellswords of the Sun, sworn to fight the at his kitchen window and watches the empty back
Darkness however it may appear. yard, and he is not the least happy with the owner
◆◆ The group consists of twelve members, led of the house next door and the shady business he
by the former Black Cloak Dolani who grew is convinced takes place in the building. A passed
tired of his order’s political considerations Vigilant test by someone standing in the yard makes
and wanted to set up a more actionable group a character notice the drunken chimneysweep, and
of agents. then they just have to knock on his door.

122
L AW O F N E C E S S I T Y 10
Another option is to gain entrance to the house
through the kitchen door. If Dolani is killed he has
the key to the padlock hanging from his belt, but
Complications
it is also possible to break the door open – an iron The characters’ clashes with the Sellswords of the Sun can lead to certain
rod and a passed Strong test is all it takes. However, complications. If the sellswords discover that they are being followed or if
note that if the characters do not notice Eufrynd and the characters attack the headquarters but let one or more of the enemies
somehow divert his attention during the break-in, escape, there is a definite risk that Kargoi Salamos learns about what has
he will see what is going on and alert the closest happened. This, in turn, means that he and his friends are prepared when
Town Watch patrol. Sure, he hates his neighbor, but the characters arrive to break into his house: Kargoi has two guards patrol-
it does not detract from the joy of telling on thieves ling the yard with tamed jakaars and another two posted by the entrances
and having them caught in the act! (stats as Queen’s Ranger, page 121 in the Core Rulebook).
The building has three stories and is without Furthermore, Roia and Serex will respond much quicker if Kargoi wakes
furnishings, with the exception of the salon on the up and calls for them with his dog whistle. In this scenario it is suggested
second floor, where the owner of the house and his that the characters never get more than five turns to explore the building –
friends convene each month. The salon is dominated they may move five meters per movement action if they are sneaking, ten if
by a huge wooden table with a coat of arms depicting they indicate that they take no precautions.
a jumping salmon painted in red, blue and silver
under glossy lacquer. Aside from the table and its
six armchairs, there is a man-high dresser against
a wall. It looks old and worn, maybe salvaged from ◆◆ In the bottom drawer are five army coats.
some estate in Alberetor. Once upon a time they were white with
The following information and items can be yellow and red linings, but time and heavy
found in the salon: use have made them discolored and patched
over and over. On the front two symbols are
◆◆ A character with the Loremaster ability sewn – the sinking sun of Prios in yellow and
who passes a test against Cunning realizes House Kohinoor’s Flaming Pine in red. The
that the crest on the table belongs to House characters who have memories from the war
Salamos, whose most famous member is or who have the ability Loremaster can come
the Lightbringer Leandro – the priest who to the conclusion that the coats must have
supposedly convinced King Ynedar of the been worn by an outfit fighting for the honor
supremacy of Prios and later died in acid of both Alberetor and the Sun God.
storms conjured by the enemy.
◆◆ On five of the padded backs on the armchairs That Kargoi Salamos lives in Thistle Holds is easily
are embroidered monograms. The one at the found out by asking just about anyone in town,
short end carries the initials K.S. (Kargoi together with his address. Should they also ask about
Salamos), the others S.A. (Serex Attio), R.G. Serex Attio, whomever they talk to will disclose that
(Roia Garlaka), E.D. (Efryn Dresel) and I.B. he lives next door to Kargoi in the southwestern part
(Isedra Berakka). of town. Although, if they want to find Serex, they
◆◆ A successful [Vigilant –5] test reveals a lose would probably do better scouring the taverns at the
plate in the floor. Under it is a small glass Toad’s Square than looking for him at home.
bottle containing 1d4+3 drops of Water of the
Dusk (see page 186 in the Core Rulebook). Dolani
◆◆ In the upper drawer of the dresser are a ”Expect no mercy, heretic!”
collection of books, containing stories from
The Great War. Common for them all is that Dolani arrived in Ambria at the age of nine and then
they tell about a squad of petty nobles who, spent close to two decades in Yndaros, the final ten
without being priests themselves, worked years as a tutor at the Convent School of the Last
together with the armored section of the Sun Light. He asked again and again to be reassigned to
Church near the end of the war. The leader The Whip of Prios or some other section that battles
of the squad was Kargoi Salamos and after the darkness more directly, but was always denied
having browsed the book for a while, two – mainly because of the blight which had latched on
other names stand out – the brothers Serex to his soul after an encounter with an abomination
and Herakleo Attio, the latter now being the during the journey across the Titans. Finally he
Key Master of Yndaros. The books make up a grew tired and travelled to the place where the
chronicle of the feats of the squad. threat from the dark is the greatest: Thistle Hold.

123
Manner Piercing gaze people and there try to sneak the letter into the
Race Human (Ambrian) pocket of whoever he suspects to be the least Vigilant
(the Game Master decides). The chosen character
Resistance Challenging
may roll against Vigilant, modified by Discreet (–5).
Traits Contacts (the Twilight Friars) If the character passes the test he or she notices that
Accurate 10 (0), Cunning 10 (0), Discreet 15 (−5), someone touches a pocket or a knapsack – namely a
Persuasive 11 (−1), Quick 13 (−3), Resolute 9 (+1), young woman who looks like a market vendor. Should
Strong 7 (+3), Vigilant 5 (+5) the character call out, the woman turns around, says
Abilities Acrobatics (master), Feint “sorry” and hurries away through the crowd. The
(master), Loremaster (novice), player character gets one chance to see through the
Witchsight (adept) illusion, by making a test against [Vigilant –5]. If that
Weapons Fencing Sword 5 (deep impact, test is passed the character will, for a fleeting moment,
precise notice that the woman adopts the appearance of a
Armor Leather armor 2 middle-aged man with elvish features.
Defense −4
The characters may of course try to hunt down
Goriol, but this is easier said than done. As soon as
Toughness 10 Pain Threshold 4
he gets a chance, he will dive into an alley or into a
Equipment Master craft fencing sword tavern and try to change his appearance (Resolute 15,
(deep impact, precise), 1D4
players roll the die). If the changeling succeeds, they
Herbal Cures.
must again roll [Vigilant –5] to find him. In the unlikely
Shadow Dull silver with blackened case that they manage to catch up to him, he will act
scratches (corruption: 3)
as if they have captured the wrong person.
Tactics: Dolani has evolved into a veritable fen- The letter from Elfeno is meant to offer the cha-
cing master and uses the sword his father left him racters a simpler solution to the situation than the
with great precision, preferably in combat with
one purposed by Deseba. It reads:
more than one person at a time – he tries to stab
one enemy twice each turn and simultaneously
use a second adversary as a human shield. What you seek is in the annex of the Sun Temple.
Two times a day, at the mass held each morning
Debriefing and evening, the building is empty except for House
It is not unlikely that the characters return to the Father Idaros. When you see him leave you have a
Sun Temple after having met the sellswords. Deseba short timeframe to get inside. Go through the gate
will receive them up in the dome and patiently facing Ofelya’s Road, take the stairs to the second
listen to their story, but then she voices her verdict: floor, turn right and head for the third door on the
“You are far from done yet!” right hand side. Act with haste!
The agreement was that the characters would
avert the threat against Sarvola and this is still to be In reality the characters can take their time, since
accomplished. They have to put pressure on Kargoi Elfeno has one of his liturgs handle the mass while
Salamos and make sure he protects the apostate, he keeps the House Father occupied with talks on
so that both he and all he holds by the leash will fabricated accusations regarding irregularities
leave the Mission House be. among the initiates.
If the characters ask how to make this happen, Following the offer from Elfeno is a shortcut to
she calmly says that it is up to them. But she points the information which can be found in Anadea’s
out that an individual like Kargoi may be more chamber. It comes with the cost that the charac-
valuable alive than dead, particularly if they have ters never get a hold on Kargoi Salamos and that
some kind of hold over him … Deseba the Old gains a negative image of them, but
maybe it is worth it –since Father Elfeno will come
An Alternate Path to remember them in a positive way.
Father Elfeno is not as fond of Sarvola as Deseba is.
He would rather see that those who are harassing The War Veterans
the old heretic were allowed to continue, but is Kargoi Salamos lives in a house along Summer
not prepared to argue his case. Instead he writes Street, close to the palisade. His next door neig-
The letter from Elfeno a letter to the characters and asks one of his most hbors are his two companions: Serex Attio and
can be found in the form loyal agents to deliver it to them. Roia Garlaka. If the player characters somehow
of a handout at the back The agent, a changeling named Goriol, will wait happened to reveal themselves during the hunt
of the book until the characters are in a location with lots of for the Sellswords of the Sun, there is a risk that

124
L AW O F N E C E S S I T Y 10
Kargois has learned about it. In that case, he as well
as his neighbors are on their guard, which will have
an impact on the characters chance to get to him.
(see the box Complications, page 123).
In order to gain a proper hold over Kargoi, the
characters have to reach the skeletons he hides in
1 2
his closet, or rather down in his basement. After
the war ended, Kargoi returned home from his
long service and found the area around his estate Second Floor
ravaged by death magic. Even worse: everyone
working in his service had been corrupted; they 3 4
had died and risen again as undead. He cut them
all down in anger, but as he entered his own bed
chamber he stopped. There waited his wife and
seven year old daughter – undead and thirsting
for his blood. Since that day he has kept his family
alive, feeding blood and lukewarm flesh to the loves
of his life, held captive in one cell each.
It is fully possible to get in and search the
building. On a normal night, the elderly noble is
alone in the house, except for the two battle trained
6
jakaars guarding his backyard. A character with 7
the ability Poisoner can with a successful test against
Cunning prepare two pieces of meat with sedatives
Ground Floor
(for example Drone Spores, page 75) and overcome
the guardians without blood being shed. Otherwise 8 10
9
the jakaars must be fought.

Jakaar, battle trained


In the northern regions of Ambria it is not unusual 11
for those who can afford it and who have something
worth protecting to buy themselves a battle trained
jakaar. The barbarians have tamed these large cani-
nes for centuries, and for members of clan Odaiova
it is more or less a rule that every family keeps at
least one jakaar, safeguarding them at night and 12

keeping them company during the waking hours. 15


Cellar
Resistance Ordinary 14
16
Traits Armored (I), Natural Weapon (II)
13
Accurate 11 (−1), Cunning 7 (+3), Discreet 10 (0),
Persuasive 5 (+5), Quick 13 (−3), Resolute 9 (+1),
Strong 15 (−5), Vigilant 10 (0)

Abilities Bodyguard (novice), Iron Fist


(novice), Natural Warrior (adept) KARGOI’S RESIDENCE N
1. Dressing room etc. 9. Kitchen
Weapons Bite 5
2. Heirlooms 10. Cellar Stair
Armor Wolf skin 2 3. Study 11. Garden
Defense −3 4. Bedroom 12. Food Cellar
Toughness 15 Pain Threshold 8 5. Balcony 13. Storage 2 m²
6. Library 14. Cellar Salon
Equipment None
7. Salon 15. Daughter’s Cell
Shadow Lavish green (corruption: 0)
8. Dining room 16. Wife’s Cell
Tactics: The jakaars are ordered to attack all
strangers entering the yard.

125
Tactics: After having called on his neighbors,
Kargoi tries to keep the opponents busy until
they arrive. He starts off by holding a fiery speech
to his friends about the importance of facing up
to dark minded villains, then he lets his sword do
the talking. Note that Kargoi hardly has time to
put on his full plate armor when the characters
break in to his house; he has to settle for sword
and shield.

Both entrances to the house are locked; the same


goes for the cellar door. Picking them is not difficult
but requires lock-picks and a test against [Discreet
+5], or else the sleeping Kargoi will wake up and
sound the alarm (see below). Kicking in or breaking
the doors is easy, but such an approach is sure to
wake Kargoi up.
Kargoi Salamos Anyone passing by or examining the cellar
”If you only knew what I’ve done for you to door (#10) may roll against Vigilant. If the test is
have a life …” successful, he or she will smell a faint but distinct
sweet-sour scent, reminiscent of the smell from a
During The Great War, Kargoi was the leader of a rotting carcass.
squad including Serex and Roia among others. He Down in the cellar, the characters meet Kargoi’s
is still an imposing strong-man, despite his poise family. The husband has recently gone through
being somewhat muddled by worry and shame over the painful procedure of changing the clothes
his wife and daughter. of his daughter and wife, which is why they are
The family members are his everything – they wearing beautiful dresses of the latest model – the
are his strength but also his greatest weakness. woman a velvet blue with elements of silver and
To him, protecting them is more important than ice blue, the girl a burgundy red with white laces.
anything and so far he has been able to keep their They are locked into one cell each, furnished like
condition secret, even from the servants who are bedchambers in a noble residence. The eye-catching
forbidden to walk downstairs. The curious and not exception is the blood covering the linens, chairs
so bright kitchen boy who once defied the ban is no and walls; also the half-eaten animal cadavers
longer alive to gossip … scattered over the floors. That the captives are Lord
Salamos wife and daughter is evident when looking
Manner Grim, monotone voice at the oil painting hanging on a wall outside the
Race Human (Ambrian) cells, depicting the whole family at the time when
Resistance Challenging they were all alive.
If the characters happen to wake the sleeping
Traits Contacts (Ambrian war vete-
rans), Privileged lord, he will immediately sound his dog-whistle.
The whistle makes the watchdogs of the neigh-
Accurate 7 (+3), Cunning 13 (−3), Discreet 5 (+5), bors react, but the characters cannot perceive it
Persuasive 16 (−6), Quick 10 (0), Resolute 11 (−1),
other than as a faint chill running down the back
Strong 10 (0), Vigilant 9 (+1)
(requires a passed test against [Vigilant –5]). Kargoi
Abilities Dominate (adept), Exceptionally will then wait for Serex and Roia to appear before
Persuasive (novice), Leader
making himself known – giving the characters time
(master), Shield Fighter (adept)
to discover the cellar but not enough to make their
Weapons Bastard sword 5 (onehanded) way out again; the Game Master decides depending
Armor Full plate (flexible) on how long they stay down there.
Defense 0 (shield) It is not easy to predict how the meeting between
Toughness 10 Pain Threshold 5
the characters and the war veterans will pan out.
Serex and Roia will want to silence the intruders
Equipment None
for good, but Kargoi is more hesitant – he does not
Shadow Shiny steel, like a polished blade want his family to be the cause of unnecessary
(corruption: 0) bloodshed, particularly if his friends are also at

126
L AW O F N E C E S S I T Y 10

Mirela died an agonizing death after ha-


ving swallowed night-tainted water; she
rose as undead and has ever since been
her father’s bittersweet torment...

127
risk of being hurt. Hence, the characters have the Roia Garlaka
opportunity to offer him a way out: the promise ”Sure, I am kind of tired of killing, but I'm
to never speak of his family, provided that Kargoi deadly good at it!”
and his companions promise that they and their
followers shall refrain from harassing Father Roia was once the scout of the squad and has innu-
Sarvola in the future. merous scars on body and face from being the first
to discover (and at times, being discovered by) the
Serex Attio enemy. Other than that, she is primarily known for
”Stand still! Or face the fury!” her dark sense of humor.
When Serex has his famous outbursts it is not
Serex Attio may have a strong body, but his psyche uncommon to hear the hoarse, croaking laughter of
was clearly not strong enough to handle what he a woman over the sound of the turmoil; later the two
experienced during the war. While his brother friends often leave the scene together – the utterly
Herakleo has risen through the ranks thanks drunk Serex leaning on Roia, who has been thrown
to his feats of war, Serex has fallen further and out for making other guests uncomfortable with
further down into the bottle and also lost much of her gallows humor. The idiot who dares suggest that
his self-control. Both brothers are well-known in they are headed for a shared bed has only himself
the realm, but for very different reasons... to blame for the pain.
Serex is often seen in the taverns by the Toad’s
Square and many barkeeps would rather have a Manner Sways from foot to foot
rage troll than him as a guest. Surprisingly, he can Race Human (Ambrian)
pull himself together when he wants and needs – all Resistance Challenging
who for some reason have awoken that side of him
Traits Contacts (Ambrian war vete-
can bear witness to this.
rans)
Manner Twitches around the eyes
Accurate 10 (0), Cunning 13 (−3), Discreet 15
Race Human (Ambrian) (−5), Persuasive 5 (+5), Quick 7 (+3), Resolute 10
(0), Strong 9 (+1), Vigilant 11 (−1)
Resistance Strong
Traits Contacts (Ambrian war vete- Abilities Acrobatics (adept), Equestrian
rans), Privileged) (adept), Feint (master), Polearm
Mastery (master), Ritualist
Accurate 9 (+1), Cunning 10 (0), Discreet 5 (+5), (adept, Clairvoyance, Illusion,
Persuasive 10 (0), Quick 13 (−3), Resolute 7 (+3), Tale of Ashes)
Strong 17 (−7), Vigilant 11 (−1)
Weapons Spear 5 (long) or Fencing sword
Abilities Beast Lore (adept, Cultural 4 (precise
Beings), Exceptionally Strong
Armor Leather armor 2 (flexible)
(adept), Iron Fist (master), Man-
at-arms (adept), Two-handed Defense −5
Force (master) Toughness 10 Pain Threshold 5
Weapons Bastard sword 11 (deep impact, Equipment Master craft leather armor (flex-
precise) +2 on cultural beings ible), 1D4 Herbal Cures
Armor Full plate 5 (flexible) or Leather Shadow Shiny steel with star shaped rust
3 roses (corruption: 3)
Defense −3 Tactics: In combat with multiple enemies Roia
Toughness 17 Pain Threshold 9 uses the spear and her acrobatic ability in order
to perform as many attacks as possible. If facing
Equipment Master craft bastard sword
a single opponent she always opts for the fencing
(deep impact)
sword, giving her a much greater chance to hit.
Shadow Whirling iron gray, like a misty
storm (corruption: 0)
Applying Pressure
Tactics: Serex is far from graceful. He launches Should the characters make it in and out of
into battle and then it is usually over for the Salamos’ residence without being seen and having
opponent. Note that he most likely will not have
found what is hidden in the cellar, they have all
time to equip his full plate before rushing over to
help his friend in need. However, if he has reasons they need to stop the attacks against Sarovla insti-
to suspect that something will happen, he sleeps gated or sanctioned by Kargoi. For a moment he
seated in his leather armor. considers moving his beloved somewhere else;

128
L AW O F N E C E S S I T Y 10
for another moment he contemplates ending their a simple commode and a trunk for storing private
unnatural lives. But when it comes down to it, he belongings is all the cramped space has room for.
wants to have them in his life, and he wants to There are three items of interest in there:
keep them close.
The characters can present their demands ◆◆ Aside from civilian clothes, a pouch contai-
during an audience in his house, or they can write ning 13 shillings and 8 ortegs and two pairs of
an anonymous letter with the required details. sturdy boots, a briefcase-like box can found
The only difference is, that in the former case the in the trunk. The box contains paper and coal
nobleman gets to see their faces and maybe even crayons of different sizes, and one who suc-
learn the names of one or more persons bearing ceeds with a Vigilant test or who browses the
knowledge that could wound him deeply. In that bundle of paper finds two unfinished sketches
case, it will probably not take long before he uses at the bottom – one depicting a stone-framed
his contacts, or maybe even his growing friendship well by which a dozen cape-clad figures are
circle of Prios loving veterans from The Great War, sitting, bent over the rippled surface; the
in order to remove the threat permanently … other a half done portrait of someone with
Deseba will accept both approaches, provided obvious elven features.
that she is informed of what the characters have ◆◆ A character who passes a Vigilant test finds
found and what they have said or written to a notebook hidden in the space under the
Kargoi. The old theurg seems to be very impressed enameled sink of the commode. The book
by the result, while the younger First Theurg of contains transcripts of something which
Thistle Hold’s Sun Temple only rewards them must be barbarian legends, with some
with a sullen nod. sentences and paragraphs underlined. He
who browses the book and makes a successful
The Chamber of Anadea roll against Cunning reaches the conclusion
No matter if the characters arrive at the annex of the that all marked sections are about situations
Sun Temple alone or Deseba has ordered one of the when crimes against taboos have resulted in
younger priests to take them there, the content of corruption sickness.
Anadea’s small alcove is the same. Elfeno and House ◆◆ From the rod in the closet hangs a necklace
Father Idaros agreed to let it remain undisturbed, in silver with a medallion in the shape of a
in the hope that she would return, and when they coat of arms, more precisely a diving bird
learned of her death Deseba the Old decided that of prey. A passed test against Cunning with
they should wait a while longer before disturbing the ability Loremaster reveals that this is
the chamber. the crest of House Erebus. Another way
The alcove is not more than two paced deep to identify the crest is to ask in the Hall of
and less than that in width. A bunk bed, a closet, Knights.

Incriminating Evidence
Up in Kargoi Salamos’ bedchamber is The challenge is to find the rolled up –5] for anyone to find the well-hidden
something which would have a great letter. First and foremost, it is far from compartment.
impact on the power games within likely that the characters dare enter the For the Game Master it can be said
Ambrian nobility if it landed in the wrong chamber where the owner of the house that the letter is composed by First Father
hands (for example Deseba’s). It is a is sleeping. Secondly, the letter is hidden Jeseebegai, whose birth name was De-
letter signed by someone calling himself under a hatch in the bed frame – a hatch meon Soleij. However, the truth about this
“Your Friend D”, in which the writer asks which in turn is covered by the thick cannot be figured out by the characters or
Kargoi to “make life hard on the heretic matrass of the bed. If the characters anyone else, and above all, they will not be
of the Hold”. A character with the ability get the opportunity to search there (for able to prove it. In the end, all they can do
Loremaster may come to the conclusion example if Kargoi is woken up and some- is to smirk at the insight that the conspi-
that the writing is similar to the style how incapacitated during the break-in) it racy against Sarvola probably is instigated
taught by the Twilight Friars. still takes a passed test against [Vigilant by someone higher up than Lord Salamos.

129
The Legation
The Queen’s Legation
The archive at the Queen’s Legation is open to all the nature of the woods. The witness is (due to his own
The Queen’s Legation who want to search for information about small and inebriation) unsure about who of the two championed
is housed in a grand large events in the region. For the reasonable price which viewpoint, but swears that one of them, at one
two story building right of one thaler an hour, anyone can browse the files point, clearly yelled “Death to First Father Jeseebegai!”.
outside the gates of and notebooks, supervised by the notaries Karasto The priests never brawled, but their argument
Nighthome. The western and Perela. If one wants the help of the employees it became so heated that the woman, flailing her arms,
wing includes lodgings costs an additional thaler per notary and hour, but happened to hit a drinking jar that stood on their table.
and on the second floor this may prove to be money well spent since they The jar hit a large barbarian woman in the neck, which
is a majestic hall where know the archive very well (+1 in modification for is why she spun around and face-slapped a totally inno-
the father of the Legate everyone searching for information). cent youngster, whose friends were quick to accept the
tends to hold court, Aside from searching for information in gene- invitation to dance. The woman Anadea and the man
surrounded by town ral, the characters may have another reason for Arkel sneaked out of their booth as the brawl attracted
dignitaries or visiting visiting. The key that was found in Anadea’s belt more and more to clench their fists.
nobles. The building’s purse suggests that she owned some kind of pro- So it was that the Forest of Davokar, on the evening
core and southern wing perty or estate, and where is the record for such of the twenty fourth, caused Queen Korinthia’s subjects
hold its public spaces ownerships kept if not at the legation? Under the unnecessary pain and honest businessmen economical
with reception, offices, header Audience with the Legate on page 132, is a loss, like so many times before.
meeting rooms and an description of how the characters may gain access
archive. The latter is to the record, something which requires that they If the characters ask around at the dives inside
placed furthest south, manage to get an audience with Suria Argona. Haloban’s Ring, they will be able to track down
on the ground floor and the destitute Geleto at the Rose Garden. He has
down in the basement. Browsing for Information nothing to add to the story but promises that all
The archive can be used to search for information he told the notaries is true, cross his heart and
about all kinds of happenings in the eleven year reeeally hope to die. And should the characters
history of the Hold (see page 26). Exactly when and want to look for Arkel he is possible to find. They
why the characters go there is of course up to them, can ask just about anyone at the Sun Temple and
but provided that they have figured out Anadeas they will be told that the young initiate has left the
name (through the medallion or the Sun Temple) Hold and moved back to his parent’s home outside
an important document can be found. the village of Glimmervann. The journey there and
All characters who take part in the search may the talk to Arkel are described in the next section.
make one test each hour. A passed Cunning test
with the ability Loremaster, alternately [Cunning Visiting Glimmervann
–5], makes the character find a witness statement The village Glimmervann lays less than a day’s
from a brutal quarrel at the Salons of Symbaroum ride west of Thistle Hold. Its walled center houses
eight days ago. The name of the fortune hunter a roadside tavern, a trading post and a couple of
who gave the statement is Geleto and his story is handicraft stores. If the characters go to one of these
transcribed in the following words: and ask nicely, while at the same time passing a
Persuasive test, they will learn how to reach the site
On the evening of the twenty fourth day of the second where Arkel’s parents have their small farmstead,
month, 21 years after the Victory, a brawl erupted at a bit south.
the Salons of Symbaroum. When the brave guards of the The farm is in mourning, since one of the stable
Town Watch arrived to avert the quarrel, it had spread hands was killed and three wounded by a predator
to three floors and involved about one hundred souls. attack the day before. Two jakaar skulls are pinned
When asked why they were fighting, the combatants to the gate poles and only a few people are working
gave diverse answers, but most named intoxication or the fields.
“the heart’s delight” as the foremost reasons. At the Game Master's discretion, the journey to
However, a witness named Geleto (fortune hun- Glimmervann could be the right time for a cultist
ter) knows what actually caused the turmoil. With attack (see page 102). Depending on how far the
his own eyes he saw two young priests involved in a characters have come in their investigation it may
Geleto’s transcribed violent altercation. They called each other Anadea and even be the Night Cape who is behind the ambush.
statement can be found Arkel, and the dispute seemed to be about the Forest of Tentatively, it plays out as follows:
as a handout at the back Davokar, more exactly about whether or not the Church The characters have been asked to sit down to a
of this book of Prios has adopted a correct standpoint regarding simple meal. The grownups are all seated around

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L AW O F N E C E S S I T Y 10
the table while Arkel’s five siblings huddle in a Depending on how the characters handle them-
corner, the youngest girl babbling in the cradle. Let selves during the attack, it is more or less difficult
all characters roll against [Vigilant –5]; if someone to get Arkel to talk. Should his mother and two
passes the test he or she hears a muffled cry. It comes siblings have died in the flames, indirectly caused
from the yard outside. by the characters, he refuses to talk to them unless
A group of Redeye’s cultists [pc×2 in total, maybe they pass a test against [Persuasive←Resolute]
accompanied by the Night Cape] have beaten down with an additional modification of –5. On the
the stable boy who was tasked with keeping an other hand, even if they saved all three of them
eye out for jakaars. They come running towards Arkel is still grumpy that they put his family in
the house; two of them pushing a wheel barrel danger, but he will come around if they pass a
for blocking the door, the rest carrying flaming [Persuasive←Resolute] test.
flagons of oil. A conversation with the farmer’s son provides
Characters who fail the test mentioned above the following:
will first hear a thud against the door, then the
flagons crashing against the windowless timber ◆◆ Arkel has left the Sun Church, not because
walls. There are two ways to get out. They can he has lost his love for Prios, but since he has
bash the front door – a maximum of two persons come to the insight that he is needed on the
may deal damage each turn and have to reach an family farm.
accumulated value of 20 for the door to break. ◆◆ Anadea was his best friend in the world,
Another way is to climb the beams of the roof trus- but she always had so many ideas. He often
ses and punch a hole in the softer roof, requiring heard her defend the heretical teachings of
an accumulated damage value of 10. Getting up Father Sarvola and she questioned everything
on the beams requires a passed test against Quick spoken by the priests – not openly, but when
and is normally an Active Action, but it counts as they were alone.
a Movement Action for someone having Acrobatics ◆ The argument at the Salons of Symbaroum
(=two attempts per turn). was indeed about Davokar. Anadea claimed
If the characters instead pass the initial Vigilant that the priests were wrong; that nature
test, they have time to open the front door before can never be evil in itself. Instead she
it is barricaded. The cultists carrying flagons will stressed that the barbarian witches may be
in this case throw them at walls and roof before right in claiming that humans make nature
entering melee. evil and vindictive.
Irrespective of which, the fire spreads quickly ◆◆ He has never heard Anadea yell or whisper
in the bone dry and draughty timber house. After “Death to the First Father."
two turns all who remain in the building are at
risk of taking 1d4 damage from the hot vapors of
smoke. To avoid this they have to hold their breath
– characters who succeed with a Strong test each
turn avoid being damage up until they fail the test, Measuring Time
at which point they inhale the smoke.
Arkel and his parents try to rescue the younger Since centuries past, the Ambrians have had a calendar with twelve months,
children and will not fight. Even worse: the seven each with thirty days, with the addition of a holiday period of five or six
years old Merel is panicking and her mother is days to celebrate the new year. That principle lives on but has transformed
unable to get her to let go of the leg of the kitchen somewhat. The New Year’s holiday now coincides with the Queen’s birthday
sofa, made extra difficult since she is carrying an and has been moved from mid-winter to mid-summer. Secondly, all months
infant! The characters who pass a Vigilant test have new names. Before they were named after twelve of the folk gods – for
realize that the mother and two of the children example the months of the Earthmother and the Executioner – but since Pri-
have not come out, or a bellowing Arkel will make os has been named the One, these names have lost relevance. Now they are
them aware of this. named after twelve Lightbringers, heroes who sacrificed themselves during
Saving the trio from certain death takes two The Great War. However, the new convention is yet to take root among the
turns – one turn to locate them in the smoke filled populace. Ynedar’s Month is still called the Earthmother’s Month by some,
building, and one for dragging them all outside. by others the High Summer Month and by most simply the First Month in
However, this is only the case if the character suc- order to avoid confusion. In the same way, Ofelya’s Month can be called the
ceeds with a [Strong +5] test to get Merel away from Executioner’s Month, the Mid-Winter Month or the Seventh Month.
the sofa; if that fails, yet another turn is required
to get them to safety.

131
Suria Argona, the loyal Legate of the Queen and one of Akman Kohinoor, alias Dekamedo, son of Korinthia’s
the most learned people in town. cousin and her most actionable agent in the Hold.

◆◆ Anadea Anadea left the temple about a month has an earlier order to execute: the copper tablet
ago after a violent quarrel with Father Elfeno. containing Sarkomal’s Prophecy is in town, and
Exactly what it was about, he does not know, the Queen wants it!
but she ran off and swore never to set foot on If asked, the notaries Karasto and Perela can tell
“the holy ground of the Church” again. the characters about the existence of the registry,
◆◆ The last time they saw each other was the day that Mayor Nightpitch has one copy and the Queen’s
he left for Glimmervann. She searched him out Legate a second. Perela can also help the charac-
to tell him that she had found a new tutor to ters gain an audience with the Legate. For this to
follow. Arkel called her crazy; if he had not, she happen, they have to pass a Persuasive test, with
would probably have told him more. As it was, a +1 modification if they managed to find Geleto’s
the only thing she had time to say was that “the witness report without help from the notaries and
new tutor is not in any way involved with the Sun an additional +1 if it is known that they participated
Church or the Ambrian realm at large”. in the defense at the sinkhole. If the persuasion
attempt is successful, Perela asks them to return
Audience with the Legate later for confirmation or to specify where they are
The registry containing information about the staying and pay a shilling for someone to bring the
property owners in town exists in two copies, but Legate’s answer to them.
gaining access to either of them is all but impos- Suria will in turn ask Perela about the characters,
sible for the common man. Learning who owns and if she learns that they appeared to be a capable
what in Thistle Hold is usually only possible when group she will be glad to greet them in her study.
someone is selling an estate, or by asking directly She calls on Guard Captain Dekamedo, alias Akman
at the door. However, the latter is hardly a passable Kohinoor, to sit in on the meeting. If the characters
route for those who are searching for the estate of do not make a really bad impression they will get an
a particular owner … offer: Suria promises to tell them which property is
The characters need to arrange a meeting with owned by Anadea, provided that the characters help
Suria Argona, something which can be difficult Dekamedo gain possession of an object on behalf
since she basically loathes humankind. At the time of the queen – and that they are willing to do this
of this adventure it is even harder than usual. For without asking any kinds of questions regarding
one thing, as the Queen’s confidant she has a lot on the nature of the object or the task.
her plate because of the sinkhole and the potenti-
ally difficult diplomatic situation brought about Sarkomal’s Prophecy
by the arrival of the witches and their demands Queen Korinthia has decided that she will be the
on getting access to the town – Korinthia expects one to fulfil Sarkomal’s Prophecy, discovered in the
to receive birds with regular reports updating her temple ruin now being restored by the Knights of
on the situation. But as if that were not enough, she the Dying Sun about five day’s walk east of Karvosti

132
L AW O F N E C E S S I T Y 10
them at a booth at the Salons of Symbaroum, on the
second floor. He will then be able to provide them
with the address they are interested in. If they are
found out or get caught the deal is off. And should
they say something about the involvement of the
Legation, they have not only made a deadly enemy
of Dekamedo, but also of the Queen.

Contact with Nightpitch


The knowledge that a second register is managed
by the Town Seat and Mayor Nightpitch, may make
characters who are already acquainted with Lasifor
to try to avoid getting involved with the legation.
The Mayor is extremely busy and it is not easy to
arrange a meeting with him – not only has a whole
block been swallowed by a hole that spewed out ha
hoard of abominations at the town center; he also
The Zarekian witch Yagaba is the constant shadow of suffers from a terrible cold and has ha politically
the Mayor, as well as his body guard and friend. sensitive situation to handle, with the witches and
their collosi outside the palisade (see page 140 for
(see the Core Rulebook, page 22). Whether she puts more information on the Mayor).
any faith in prophesies in general or in Sarkomal’s Nightpitch is at home and if the characters
in particular is not important. The main thing is want to meet him they first have to speak to the
that this prediction has two great benefits – first, captain of his personal guard, the war veteran
it can be interpreted as an answer to the Queen’s Garasto. The captain has been ordered not to let
ambition to become the sovereign ruler of the region anyone except leading representatives of the realm’s
north of the Titans; second, it can work as a unifying power factions disturb the Mayor, no matter what.
symbol for the endeavor of the Ambrian people. And to persuade him is hardly possible, since the
And for both of these reasons it is important that characters have nothing more than suspicions to
she – not the Sun Church, Ordo Magica or some back their case up. If they claim that the city is
other faction of power – is in possession of, and has threatened, he replies that Thistle Hold is always
the right to interpret, the ancient phrases. under threat. Should they tell him about Anadea,
Korinthia’s problem is that the copper tablet he questions her credibility and stresses that her
was found by representatives of the Sun Church warning may very well have been in regards to
and that the First Father has ordered it brought to the abominations below town. At best, they can be
Templewall. The same morning that the sinkhole allowed to write a message to Nightpitch (requires
appeared, three templar brothers came to Thistle a passed Persuasive test, with a +1 modification if
Hold. They had the relic with them, tasked to hand they were involved in the defense by the sinkhole),
it over to a delegation from the Church’s High Seat. that he will read if and when he can.
As it happened, the brothers arrived three days Whatever they may write in the message, the
early and when they encountered the agents of Mayor will leave it to rest – he has more acute pro-
The Eternal Night by the sinkhole, they decided blems to handle! The only thing that can convince
to wait in town. the old treasure hunter to divert his attention is
The conflicts within the Church mean that the if the characters say that the copper tablet with
brothers have no contact with the town’s temple Sarkomal’s Prophecy is in town. In that case he
or monastery. Instead they have a room at The agrees to a meeting, in the dining room on the
Winged Ladle, and one of Dekamedo’s informants ground floor of Nighthome, while he is eating. He
has reported seeing a wooden crate placed under listens to their tale, sometimes exchanging a glance
one of the beds – one pace long, half a pace wide, with Yagaba who is standing by the door, motionless
and one foot deep. like a statue and scrutinizing the characters with
The task of the characters is worded as follows: In her steel-colored eyes. When he finally speaks he
room #3 at The Winged Ladle Inn is a wooden crate, offers them a deal: “Let me see and touch the tablet
which they will steal and hand over to Dekamedo and I will give you what you need”. With that, the
within ten hours (the Game Master may of course conversation is over and Garasto escorts the cha-
adjust the time-frame up or down). He will wait for racters back out.

133
The Break-In
Characters who decide to try to steal the copper
tablet will probably start by visiting the inn to check
it out. They can talk to the staff, keep an eye on the
door to room #3 and map the various routes in and
out of the building.
The brothers carry no symbols or other markers
which reveal them to be templars. However, cha-
racters who recognize them from the battle at the
sinkhole know what they are, since they made no
efforts to hide their holy powers in the fight against
the beasts of the Abyss. Should they also succeed
with a Cunning test while watching the brothers,
they will come to the conclusion that they most
likely are nobles – for instance by their posture
and way of speaking, not to mention that they can
afford living at such an exclusive inn.
Talking to the patrons and staff of the inn will The Mekele Brothers
not help very much. A passed test against Persuasive ”The law of the Lawgiver is life.”
will provide information on when the brothers arri-
ved, that one of them suffers from a grave wound Leohan, Hen-Loan and Venhal Mekele lost their
in the abdomen and that the two others often leave mother and two sisters to an elven warband while
the inn for long periods at a time. crossing the Titans. That experience made them
Regarding ways in and out, there is of course the chose to walk the path of Prios, rather than the
spiral stair along the trunk. Another option is to Queen’s. They are extreme even compared to other
get up to the lowest branches of the tree, either by templars but can compromise when it comes to
using a grappling hook (requires a grappling hook issues not related to their faith.
and a successful [Accurate +3]) test or by jumping
from some of the surrounding rooftops (requires Manner Smiles aggressively, teeth bared
a passed [Quick –1] test, a failure resulting in a five Race Human (Ambrian)
meter fall). Resistance Ordinary
Room #3 can be entered through the door
Traits Contacts (the Sun Church)
(by way of the corridor) or through the shut and
sealed window facing the back of the house. Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),
Persuasive 10 (0), Quick 13 (−3), Resolute 11 (−1),
Both of these are easy to pick but a test against
Strong 15 (−5), Vigilant 7 (+3)
[Discreet←Vigilant] is required for the inhabitants
of the room not to notice the break-in and avoid Abilities Beast Lore (novice), Iron Fist
(novice), Man-at-arms (novice),
being surprised.
Steadfast (novice), Witch Ham-
The Game Master is encouraged to let the
mer (novice)
players be creative. During the night, the inn
Weapons Master craft bastard swords
has two guards (stats as Ranger Captain, page
6 (deep impact, precise) +2/3
212 in the Core Rulebook); these can be avoided (Witch Hammer)
with a test against [Discreet←Vigilant], with a +3
Armor In town Chain Mail 4 (flexible), in
modification since the guards are playing dice
the field Full Plate 5 (flexible)
most of the time. Provided that they wait until
Defense −2 in town, −1 in the field
Hen-Loan and Venhal have left the premises,
they will encounter no opposition in the room. Toughness 15 Pain Threshold 8
Sure, Leohan stands up and draws his sword, but Equipment 2D6 thaler, templar symbol, the
immediately falls to his knees. He can do nothing book The Lightbringer.
but glare at them with hatred and call for the Shadow Gold-shimmering and radient
guards who arrive after 1d4 turns (if they have with black stains like from acid
not been dealt with earlier). (corruption: 3)
As soon as the characters grab the wooden Tactics: The Mekele brothers fight back-to-back
crate hidden under Leohan’s bed they realize that if possible but in the end they have no concern
something is amiss. It is empty! other than destroying the dark.

134
L AW O F N E C E S S I T Y 10

8 7 4

5 1

THE WINGED LADLE


1. Kitchen
2. Dining Room
3. Leohan’s Room
4. Stair to second floor 2 m²
5. Larder
6. Western Annex
7. Eastern Annex
N
8. The Queen’s Suite
9. Stair to Cellar

135
1

3 2

2 m²

The Tablet’s Resting Place rituals like Bend Will, Tale of Ashes (the brothers ALAMEI’S CROFT
After having brought the invaluable copper tablet talked about Alamei’s croft by the room’s heater), 1. Barn
into Thistle Hold, the brothers had a change of heart Telepathic Interrogation or Command Confession. 2. Main Building
and took it to one of their previous brothers-in- A very brutal solution to locating the priceless 3. Shed
arms, wrapped in a blanket. The former templar relic is to kill Leohan. When his brothers return to 4. Farmhand House
Alamei Sevio sustained gave damage to the soul find out what has happened, they will immediately
during the cleansing of the ruin where the prophecy head for the croft in order to assure themselves
was found. Since then he has retired to a small croft that the tablet is safe. In that case, trailing them is
on the estate of House Derego, just east of the Hold. a possibility. As usual, this requires that the player
The question is how the characters will learn this. character with the lowest value in Discreet passes
The most obvious way is of course to force the a test against [Discreet←Vigilant].
truth out of Leohan Mekele. Threatening him does The only real clue to the whereabouts of the
not do much good – he will never willingly admit to tablet is an elderly medicus named Belora. A
knowing where the content of the crate is hidden. passed test against Vigilant or Cunning with the
However, he can be reasoned with, if the characters ability Medicus, makes it possible to draw some
are willing to tell him about the potential threat conclusions based on the dressing around Leohan’s
to the town. If the characters have figured out abdomen – the poultice contains the herb Baseliom
what they are looking for, one option is to arrange which has a hard time growing north of the Titans
a meeting between the brothers and the Mayor. but is still used by some old-school healers who
Another alternative is to use mystical powers and were active during The Great War. By asking the

136
L AW O F N E C E S S I T Y 10
staff at the inn they can learn that a woman named and promised he could see and touch Sarkomal’s
Belora usually is sent for when some guest is in Prophecy. By explaining the threat to the town
need of healing. and convincing the brothers that such a meeting
Belora has her small and mangy reception in may be the only chance to get away from Thistle
a nearby house along Pitch Street. She has gotten Hold alive and with the tablet (requires a passed
a bit senile and is easily convinced that the whole [Persuasive←Resolute] test) they can consider an
town is at risk if she will not help the characters agreement. In all other instances, combat is the
with information on the patient in room #3 at the only way.
Winged Ladle. After a thorough account of Leohan’s
injury she gets lost in a lengthy monologue about Alamei Sevio
old Alberetor’s superiority when it comes to herbs, ”Still, my soul glows with the light of the Lawgiver!”
food, sceneries and so on. After many ifs and buts
she recalls that the friends of the wounded boy Deep below the temple ruins where the templars
talked about something very important while she found Sarkomal’s Prophecy, Alamei encountered
tended to the cut – something about a painting being a living darkness. It killed four of his companions
in danger, about a croft beyond the East Gate and before Alamei, empowered by the force of Prios,
someone called “Almo or Alimon, no: Alamei!”. managed to scatter the dark, though at a high cost
There is no shortage of people who know that in corruption. The graying hair has fallen off and
an old hero of the Knights of the Dying Sun named been replaced by nasty, pus-leaking wounds. And
Alamei Sevio has settled down close to the Hold. The he has nightmares, terrible nightmares indica-
character can ask just about any of their contacts, ting that the darkness never vanished but only
be it within the Town Guard, the Sun Church, Ordo moved into his body, biding its time. At times he
Magica or some of the nobles. can almost swear that the dark is creeping up
his throat...
The Croft and the Knights
Were it not for the two farmhands, Alamei would Manner Composed, hostile
live alone at his croft. Hen-Loan and Venhal visit Race Human (Ambrian)
a couple of times a day, to talk about old memories
Resistance Challenging
and to assure themselves that the copper tablet is
safely stowed away under the floorboards of the Traits Contacts (the Sun Church)
main building. Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),
If the characters have broken into their room at Persuasive 15 (−5), Quick 11 (−1), Resolute 13 (−3),
the inn, the two uninjured brothers will make their Strong 12 (−2), Vigilant 7 (+3)
way to Alamei’s, whether Leohan is dead or alive. Abilities Beast Lore (adept, Abomi-
They will retrieve the treasure and immediately set nations), Dominate (novice),
off for Templewall in full gallop. There is, however, Exceptionally Strong (adept),
a window for the characters to act, before Hen-Loan Iron Fist (adept), Man-at-arms
(adept), Steadfast (adept),
and Venhal discover what has happened. Let the
Witch Hammer (master)
players roll 1d6 as the characters approach the croft.
The outcome 1–2 means that the two brothers are Weapons Sun axe 8 (deep impact) +2/4
(Witch Hammer)
visiting; 3–6 means that Alamei is alone with his
farmhands. Should they be unlucky with the roll, Armor Chain Mail 4
they may of course wait for Hen-Loan and Venhal Defense −1
to leave (about two hours). Toughness 12 Pain Threshold 6
If Alamei is alone, he will never give up the tablet
Equipment 1D8 thaler, templar symbol, the
without a fight, and he will not stop fighting before book The Lightbringer, Sun Axe
his final breath. He is a tough nut to crack and his (double axe with deep impact,
farmhands will do their best to help. The youngsters shaped to resemble the symbol
come running from their cabin when the fighting of Prios, the dying sun.
starts and are ready to assist their master with Shadow A black void with bright, golden
their bows starting on the third turn of combat. If stars (corruption: 8)
Alamei falls they will run until they drop. Tactics: Alamei fights in a holy rage, convinced
If the Mekele brothers are in the building, that his soul is already lost and that his only
combat can be avoided. But that requires that chance of regaining the favor of Prios is to die in
the characters have talked to Mayor Nightpitch combat with the Lawgiver’s enemies.

137
Farmhand – a vigorous, prickling odor that makes their eyes
”Don’t hurt my master!” water. A test against Cunning with the ability Beast
Lore reveals that the source of the stench must be
The youngsters would rather make a run for it but animal urine.
will fight as long as their master lives, more scared The space feels cramped though there is not much
of losing their livelihood than their lives. However, in there – a simple matrass on the floor to the right
if the provider falls they have no reason to continue and a rickety shelf containing two books, some old
fighting. clothes and used field gear, and a couple of dry rye
bread loaves opposite the door. Also, along one wall
Manner Eyes wide open in terror is what first appears to be the owner’s provisional
Race Human (Ambrian) writing desk – a crate with an oil lantern, writing
Resistance Weak utensils, some sheets of paper and something look-
ing like the notebook of a clerk. However, as soon
Traits None
as the door swings open, he or she who passes a test
Accurate 10 (0), Cunning 9 (+1), Discreet 11 (−1), against Vigilant can hear sounds from inside the
Persuasive 7 (+3), Quick 13 (−3), Resolute 5 (+5), crate: a scraping or scratching sound, and something
Strong 15 (−5), Vigilant 10 (0)
resembling a child's whimper.
Abilities None It is true that the crate serves as a writing desk,
Weapons Bow 4 but thanks to three layers of thick plaids inside it is
also a sound absorbing casing around an iron cage.
Armor None
In the cage sits a half-grown mare cat that Anadea
Defense −3
bought from the Abomitorium a few days ago, with
Toughness 15 Pain Threshold 8 the purpose of using it to quickly gain entrance to
Equipment 1D6 ortegs, chewable resin the Halls of a Thousand tears if she was called for
Shadow Pale green like dry meadow (see The Twin Keys, page 146). But the ignorant
grass (corruption: 0) initiate had not thought it through.
The wild cat is already in very bad shape, with
Tactics: They fires their arrows from a distance
and drop their bows as soon as an opponent its fur clumpy from feces, urine and foodstuff. A
comes close. They only fight for as long as their test against Cunning with the ability Medicus reveals
master lives. that it is severely malnourished, dehydrated and
seems to have bit and scratched itself, probably
Anadea’s Storage as a result of stress. Anadea quickly realized her
The small storage space that Anadea owned lies mistake, but the Abomitorium did not want to
at the center of the block between Ynedar’s Road take the weak beast back and she could not make
and Abesina’s Alley. She bought it a little less than herself end its suffering. If the characters commit
a month ago, before she stormed out of the Sun themselves to helping the poor creature they may
Temple, as a retreat where she could read, write soon thank Anadea for having a soft heart.
and collect things that she had to keep secret Aside from that, a number of discoveries can
from the priests. When she left the Church with be made.
nowhere to go and no one to turn to, the storage
became her home. ◆◆ A ceramic flask standing on the shelf contains
The storage space is found in a larger warehouse a transparent fluid. A Cunning test with the
which is divided into multiple sections. Most of the ability Alchemy says that it is 1d6 doses of the
building is occupied by crafting material and finis- sedative drug Drone Dew (see page 75), which
hed but not yet sold products of various artisans, most likely has been used to keep the young
stored behind robust, iron-framed wooden doors. mare cat calm.
The locked door that the characters are after is num- ◆◆ In the outer pocket of the knapsack found
ber four and can be kicked in or broken through if amongst the field gear, there is a small box
the ones doing the kicking or breaking have a total made from bark (requires a passed Vigilant
Anadea’s journal notes value of 25 in Strong. However, one would presume test to find). It contains a small lump of
and her map of the that no such methods are needed, since the key found something which feels and smells like a
Halls of a Thousand on Anadeas corpse fits in the lock. truffle but which is rust red in color. The
Tears can be found as Inside the door there is a windowless chamber, pearl shaped paste is made of the mushroom
handouts at the back of about two paces deep and three paces wide. The Touber that only grows in the Halls of a
the book. first thing the characters notice is the stench Thousand Tears. It takes the ability Alchemy

138
L AW O F N E C E S S I T Y 10
at master level and a Cunning test for I will save the world. From Prios, from the Queen, from all.
someone (character or other) to recognize Violence begets violence till none are left to fight! That’s Under Attack!
the substance and know that it is “a fungus it! Nevermore!
that is said to be used by elves but whose growing I am alone here, about knowing. Not everything. The storage space can
place is unknown”. The Mayor has also been there, in the Halls. And the be a perfect place for
◆◆ Anadea has drawn on one of the paper sheets friend of Goldengrasp. Mearoel. But they don’t know me. the cultists of Erok the
(see handout on page 173). It is a sketchy map, Cannot know! Dark or Redeye to strike
depicting what she remembers from her only I am needed. But I’d rather be needed there. Contribute at the characters, es-
visit to the Halls of a Thousand Tears, with to the well with my tears and s pecially if it is nighttime
a few cryptic notes to describe its different STOP! The choice has been made. You’ll learn. She and the streets outside
sections. trusts you. are relatively deserted.
◆◆ The notebook seems to be a kind of journal, Remember what you serve. Anadea is nothing, her
if a very fragmentary one. Anadea started actions everything. EVERYTHING!
writing it only a couple of days before she Now sleep. Drone dew sleep.
died, in an attempt to process her conflicting
emotions and confused thoughts. The first If the characters have made it so far as to the hideout
page contains a self-portrait of Anadea with of Anadea, they should be ready to draw the conclu-
sad, tear-filled eyes and smiling lips. The text sions which lead to Act 3, alone or with the help of
on the second page reads as follows (see also some ally. What happens then is described starting
the handout on page 174): on page 145.

Other Factions
While Ordo Magica, the Queen’s Legation and the ◆◆ Three days prior to their arrival at Thistle
Sun Church play the main parts in the second act, Hold, the Huldra had a dreamsight. She woke
other factions may play a supporting role. up raving: “… a dying god will bring forth the
All groups and agents mentioned below can black …”; “… the night drowns the plunderers’
be encountered in or close to town. Some are also town”; “… not exaltation, a fall, deep down into
affected by previously described challenges, but the Abyss …”
their importance is primarily decided by the actions ◆◆ “The plunderers’ town” is what many barba-
of the player characters. rians call the Hold, and the word “god” has
a different meaning among barbarians than
The Witches among Ambrians – a better translation might
Gadramon and Eferneya arrive at the town in a be “spirit” or “forest warden”.
spectacular way, riding one mighty colossi each. ◆◆ The Bronze Well on the Antique Plaza is an
Their errand is first and foremost to report on ancient device, activated when powerful
what is happening to the Huldra and the High sources of corruption come close. That (or
Chieftain on Karvosti. However, they have also if, depending on when the characters meet
offered to help the townspeople. That the “well has with the witches) it sounded is evidence
spoken” means that Yeleta’s dreamsight (see below) supporting Yeleta’s dreamsight.
holds larger or smaller grains of truth – a powerful ◆◆ This source of corruption must be found and
source of corruption is to be found somewhere neutralized – it is deadly in itself and can in
inside the palisade! the wrong hands be used for horrible deeds.
The characters can head for the edge of the forest If everything in the Huldra’s dream corre-
north of town to meet the witches. They do not sponds to the factual situation, the power
have to be witches or barbarians themselves for may be used to give birth to a very potent
Gadramon to greet them – all who know anything abomination.
about what happens in town are welcome to sit by
the fire. As a suggestion, the Game Master should The witches will try to persuade Mayor Nightpitch
handle the talk between the characters and the to let them into town, but until they succeed
witch as an exchange. they are in need of help. Should the characters
For every piece of information regarding imply that they want to do something about the
the situation in town offered by the characters, situation (in order to identify Anadea and her
Gadramon agrees to answer a question. This is what superiors, for instance), Gadramon emphasizes
he has to tell: that he and Eferneya want to contribute as best

139
they can – if the characters continuously keep
them informed of what is happening, they can
assist with interpreting the information and
suggest reasonable strategies.
If the characters are or become acquainted
with Mayor Nightpitch, they may have a chance
to persuade him to allow the witches to enter town,
for example right before they go up against Erlaber
Ambreagos and his cultists.

Lasifor Nightpitch
During the adventure Wrath of the Warden, Mayor
Nightpitch has busy days. Not only have the
sinkhole and the arrival of the witches made the
worried residents of town along with representa-
tives of the realms powerful factions turn their
demanding and expectant glances toward him; he
also suffers from an absolutely terrible cold, that Lasifor Nightpitch, the uncrowned regent of the Hold,
causes him to speak hoarsely as he coughs, snorts is one of the most influential people in the realm – a
and burns with fever. sign that the Promised Land lets commoners rise
The Mayor will remain at Nighthome during through the ranks.
the main part of Act 2. A steady stream of envoys
and messengers passes through the residence’s the adventure, when the characters have enough
gate with reports and questions, then out again information to convince one of their contacts to
carrying commands and in some cases answers. He write such a letter.
fully trusts that others will sort out the practical Of course, the reactions of the feverish Mayor
handling of the challenges brought about by the during such a meeting depend on what the charac-
situation, even if he deep down has a hard time ters have found out and how much they are willing
accepting that he cannot be in total control. to tell. The Game Master must make this decision,
Arranging a meeting with Lasifor is not easy in based on the premise that Nightpitch will do almost
the current situation. Even if the player characters anything to protect his town. If they meet him early
knew him before, they will be hard pressed to or if they withhold some essential information, they
pull that off, and they will also need the support will suffer a scolding for wasting his valuable time;
of some other influential figure. For example a should the meeting be held in Act 3, after the charac-
letter of introduction penned by Father Elfeno, ters have visited the Halls of a Thousand Tears, he
Chapter Master Cornelio or Suria Argona could will instead offer them all he has to give – provided
help persuade Nightpitch to receive them. Even that the matter is handled discreetly and without
so, this will likely happen during the latter part of upsetting the residents more than necessary!
Lasifor Nightpitch can offer the characters the
following, depending on when they seek him out:

The Prince at Nighthome ◆◆ A permit to climb down the sinkhole. Only


possible if the Mayor is a close acquaintance /
For the upcoming episodes of the chronicle it may be interesting if the friend of the characters.
characters have encountered the sanitary commissioner Agramai Kalfas, ◆◆ Information on the search for the Beast Clan,
alias The Prince. He might be talking to Nightpitch as the characters arrive as described under the header The Truth
for their audience, or he can knock at the door when the meeting is afoot, About Haloban on page 40. This requires that
demanding to exchange a few words with the Mayor – having to report on he has good reason to trust and confide in the
something to do with the sinkhole and its effect on the town’s fresh water player characters. Note also that he is not
wells. However, it is imperative that the sanitary commissioner does not fully convinced that Malrek is right about the
come off as mysterious or suspicious. His presence/entrance may only Beast Clan being the remains of clan Jezora
appear as a way of illustrating how busy Lasifor is during the days following – that remains to be proven!
the Beast Clan attack! ◆◆ The address to Anadeas storage, given the con-
ditions presented in the section Contact with
Nightpitch, page 133.

140
L AW O F N E C E S S I T Y 10
◆◆ A letter encouraging all residents of the Hold
to be as helpful as possible to its carrier. This
letter must be returned at the end of the Nightpitch and the Witches
adventure.
◆◆ Permission to smuggle Gadramon and The reason why Lasifor is hesitant to let the witches through the palisade
Eferneya into town, provided that it is kept is political in nature – in part because the residents in town are afraid of
secret from all commoners in town. For this witches, in part because the powerful factions of Ambria want them to be.
to happen, the characters must have met with The fear of the people is important to both Korinthia and Jeseebegai, since
Teara-Téana and repeated her words to depicting the barbarians as a potential enemy furthers their aims. The First
Nightpitch. Father even wants the witches of Davokar to appear as allied to evil, and that
◆◆ Help to convince hesitant agents to join up image would surely be severely damaged if Gadramon and Eferneya were
with the characters in the fight against the allowed to freely fight abominations on the streets of the Hold. For that very
cultists, which may be extra welcome if they same reason, Nightpitch’s dear friend Yagaba cannot take part in any public
are trying to form an alliance between, for battles against “the Powers of the Eternal Night”.
instance, the Iron Pact (Lysindra
Goldengrasp) and the Sun Church, or between
witches and templars.
◆◆ Inform them of what it takes to get to the
Halls of a Thousand Tears and offer sugges- over the Queen’s and the First Father’s
tions on how to secure what is needed to find passive attitude towards barbarians and
the Halls (see the header The Twin Keys on elves. The brothers agree that all hope is
page 146 for more information). lost: Prios is dead and the obvious duty of
the Ambrians is to avenge Him and restore
The Templars His honor!
If none of the player characters has a history as ◆◆ It was Prios who saved the people from the
a templar, it is highly unlikely that the brothers Dark Lords. The brothers and many of their
Leohan, Hel-Loan and Venhal Mekele will come into companions believe it to be an insult to the
play as anything but antagonists, but the opposite Lawgiver that Ambria is still governed by a
is possible. human monarch. Prios should rule, through
That the brothers are Knights of the Dying Sun a more actionable and righteous First Father
can come to light during the fight by the sinkhole, than the current one.
and the characters may get the idea to seek them ◆◆ The famous strophe from Sarkomal’s
out when it becomes apparent that they are dealing Prophecy that talks about “a mistress” is false
with a threat related to the dark of Davokar. There (see page 22 in the Core Rulebook). According
is also the possibility that the characters will reach to both the Church and the scholars of Ordo
out to the trio, instead of robbing them of the copper Magica, the text never specifies a gender – the
tablet, hoping to reach some kind of agreement. Symbarian word used translates as both
Of course, the brothers cannot be convinced to master and mistress. Moreover, the text says
hand over the relic, but there is a chance that the nothing about the master being human. It
characters decide to ignore the mission offered by could just as well be a god. A male god. It could
the Legate and try to find Anadea’s storage with the refer to Prios!
help of the Mayor instead.
The Mekele brothers know nothing about what The Hall of Knights
happens in Thistle Hold. Regarding the situation in During this adventure, the Hall of Knights is all
the realm at large, they have the following suspici- but empty. Most of the nobles have left town for
ons and pieces of information to share. However, their country estates, or try to stay out of the way
this requires that the characters can convince until Mayor Nightpitch has cleaned up the mess in
them that they are worth talking to (the stats of his town. Alkantor Argona has flown the coop, the
the brothers are on page 134). To do this they need same goes for Lesena Vearra.
to make a successful test against Persuasive, with In truth, there are only two interesting people
a +1 modification if the brothers saw them fight by left to encounter for characters who decide to stop
the sinkhole. by at the hall of the nobles: Ana Herengol, who does
not have a place nearby to seek shelter, and Keroldo
◆◆ The commander of the Templars, Iakobo Erebus who is nothing but happy, now that he has
Vearra, expresses an increasing frustration the hall's store of fine spirits to himself.

141
If the characters arrive at the Hall of Knights, who are fighting an idiotic contest in the hope
they likely do so trying to find Keroldo, to ask him of winning a throne that will never be theirs.
about the medallion found in Anadea’s bedcham- ◆◆ Should the characters ask Keroldo about
ber closet. Another reason may be that one of the corruption and evil he continues to play the
characters is of noble birth and wants to use his or jester. He claims that there are a fair number
her contacts during the course of the adventure. of genuinely rotten individuals among the
Irrespective of which, they will find Ana Herengol nobles, but that most of them are too lazy or
sitting in an armchair with a book in her hands, cowardly to meddle with the forces of dark-
and a visibly drunk Keroldo rummaging through ness. He will never believe the whispers about
the wine storage in the kitchen. Ana does not cultists and occult nightmare rituals among
talk to just anyone (requires a passed test against the nobles of Ambria. On the other hand, he
Persuasive by a Privileged character or one having adds seriously, a majority of the members of
the trait Contacts with a suitable orientation) and Ambrian nobility seem convinced that their
should the guests be badly dressed and unknown noble blood cannot be corrupted, and with
to her she will demand that they leave at once – a such a belief they need not be afraid to “cuddle
refusal leads to her rising to her feet and placing her with the Dark” …
right hand on the hilt of her fencing sword. If they
manage to handle Ana (with or without resorting The Iron Pact
to violence), the next challenge is to make Keroldo The aggressive branch of the Iron Pact which
sober enough to talk. is led by the former treasure hunter Lysindra
A large cup of steaming herb water or a couple Goldengrasp has no idea about what has happened
hours of sleep are required to get the nobleman to Eox or that the skull is hidden inside the palisade.
back into shape. Despite the throbbing headache However, the autumn elf Mearoel knows the truth
he is glad to have someone to talk to – hungover about the “well”, so right from the start the group
or not: the not so venerable Baliff of Blackmoor will be on the hunt for the source of corruption that
is totally unconcerned about appearing smart, the device warned of – though without any success,
diplomatic or tactful. since the skull is concealed with mystical veils.
The Game Master can introduce the group in diffe-
◆◆ If shown Anadea’s necklace Keroldo will first rent ways, though most likely through Lysindra since
look surprised, but if he is told where it was she is a person of note. As a suggestion, the characters
found he will soon remember and retell a can notice her presence in the following ways:
story that he seems to be immensely proud
of. He met a farmer’s daughter when he was ◆◆ When the characters return to the surface
fourteen years old. With flattery, gifts and after having been down the sinkhole,
sweet promises he finally got her into bed, characters who pass a test against Vigilant can
convinced that he was to hoist her out of see a woman watching them from a distance.
the dung and make her his spouse. Now he She leans against a razed wall close to the
cannot even remember her name, but he hole, her facial expression indicating intense
seems to recall giving her that exact piece of disapproval and deep concern. A roll against
jewelry. That she has saved it all these years [Cunning +5] is needed to identify the woman.
is something he finds laughable, considering ◆◆ When/if the characters approach the camp
how thoroughly he crushed her dreams. of Gadramon and Eferneya, they may make a
◆◆ If he is asked about other nobles in town (for roll against [Vigilant←Discreet]. The one who
example about their current whereabouts) passes gets a glimpse of Lysindra, glancing
it will be hard to shut him up. He starts by at them over her shoulder before hurrying
mocking the Queen for her “headless idea” to into the woods. A roll against [Cunning +5] is
fulfil Sarkomal’s Prophecy and restore the needed to identify the woman. The witches
Symbarian Empire – that will only lead to refuse to comment and advise them not to
ruin, according to him. follow.
◆◆ He is also happy to gossip about what is going ◆◆ One of the group’s most important tasks is to
on in the Hall of Knights and makes it sound eliminate cultists in town. Hence, they will
like all nobles hate each other. Superficially, of course react when the henchmen of Redeye
they appear courteous and polite, but and Erok the Dark start terrorizing the player
underneath an intense power game is afoot, characters. If the characters at some point
primarily between houses Argona and Vearra discover that they are being trailed and get

142
L AW O F N E C E S S I T Y 10
the idea to hunt down the persecutor they are come along on her well-guarded and well-planned
in for a shocking surprise – they arrive at a expeditions. What finally made her acknowledge
backyard where their prey lays executed on humankind’s harmful effect on the world was that
the ground, throat cut wide open. she on numerous occasions revisited areas that she
had explored before.
Aside from Lysindra and Mearoel, the group When she for the seventh time could observe
consists of a dozen hopeful initiates still to be how the lovely, lush and rich nature of such an
accepted among the so called Iron Sworn, the fully area had turned into a blight-stricken wasteland, it
fledged members of the Iron Pact. All of them are was impossible to ignore the truth – humanity, not
very eager to demonstrate their worth. nature, is the mother of evil. Now she is prepared
Should the characters find their way to Anadea’s to atone for her many atrocities, whatever the cost
storage, they can discover a direct lead to Lysindra may be!
and her group. No matter if they seek her out for
that reason or only because they have seen her at Manner Loud voice, intense gestures
the sinkhole and with the witches, she welcomes Race Human (Ambrian)
them into her home near the East Gate. She will not Resistance Challenging
answer any questions they may pose, admitting
Traits Contacts (Explorers)
to nothing more than being a normal concerned
resident who just happens to be braver than most. Accurate 7 (+3), Cunning 17 (−7), Discreet 10 (0),
However, she is happy to listen to the characters Persuasive 10 (0), Quick 9 (+1), Resolute 11 (−1),
Strong 5 (+5), Vigilant 14 (−4)
speak about themselves and the situation they
are in. The lead in Anadea’s storage indicates that Abilities Alchemy (master), Exceptionally
Lysindra is friends with someone who knows the Cunning (adept), Exceptionally
Vigilant (novice), Loremaster
way to the Halls of a Thousand Tears. To get her
(master), Marksman (novice),
help, the characters must be totally open with
Sixth Sense (adept)
what they know, and they also have to let Lysindra
Weapons Long Bow 5 (precise)
accompany them on the journey. If the Huldra is
correct in assuming that a powerful abomination Armor Woven Silk 2 (flexible)
is about to be born in the Hold, all forces of good Defense −4
must stand together in the fight! Toughness 10 Pain Threshold 3
Equipment 1D4 doses Wraith Dust, 1D4
Ghost Candles, 1D6 Herbal
Cures, 2 doses Elixir of Life, 2D8
thaler.
Shadow Red and green, like a gleaming
copper roof covered in wines
(corruption: 0)
Tactics: Lysindra is no warrior but she can
handle a bow. She keeps her distance if at
all possible, assisting her companions with
well-aimed arrows.

Mearoel
”You are the sickness of this world.”

Mearoel is one of the many Iron Pact members who


has given up hope on the Ambrians. The barbarians
managed to uphold some kind of balance, but the
Lysindra Gyllengripe hunger of the newcomers threatens to drag all
”I was an idiot, now I am … enlightened.” of them into perdition. All that Mearoel and his
allies can hope for is to hamper the wrongdoers
Lysindra is one of the most successful explorers and postpone the inevitable as far into the future
ever to map and salvage the treasures waiting in as possible. Not in the hope of triumphing or to
Davokar. Her fortune comes from her own finds, enact revenge, but out of the aspiration to honor
and also from fees paid by the nobles who wanted to the power that breeds life.

143
Manner Calm but hateful stare All of them aspire to become accepted as ful-
Race Elf (Autumn Elf)
ly-fledged members in the Iron Pact, so called Iron
Sworn. To succeed in this they have to impress both
Resistance Strong
Lysindra and the autumn elf Mearoel, and finally
Traits Long-lived Prince Eneáno’s second in command, the feared
Accurate 15 (−5), Cunning 10 (0), Discreet 10 (0), warrior Adreanea.
Persuasive 5 (+5), Quick 15 (−5), Resolute 11 (−1), The following stats apply to the human and
Strong 7 (+3), Vigilant 9 (+1) goblin agents of Lysindra’s cell:
Abilities Beast Lore (master, Cultu-
ral Beings), Exceptionally Manner Quiet, waiting for orders
Accurate (adept), Loremas- Race Goblins and humans
ter (master), Man-at-arms
Resistance Ordinary
(adept), Natural Warrior
(adept), Recovery (master), Traits Goblins have Pariah and Short-li-
Steal Throw (master) ved, humans Contacts (treasure
hunters)
Weapons Elven throwing axe 5 (deep im-
pact, precise, 3 attacks/turn) or Accurate 11 (−1), Cunning 10 (0), Discreet 15
Unarmed 3 (two attacks at the (−5), Persuasive 7 (+3), Quick 10 (0), Resolute 5
same target, in both cases +3 on (+5), Strong 9 (+1), Vigilant 13 (−3)
Cultural Beings)
Abilities Feint (adept), Loremaster (novi-
Armor Silk Cuirass 4 (flexible) ce), Twin Attack (adept)
Defense −5 Weapons 2 fencing swords 4
Toughness 10 Pain Threshold 4 Armor Leather armor 2
Equipment 6 master craft throwing axes Defense −4
(deep impact, precise)
Toughness 10 Pain Threshold 5
Shadow Red, yellow and green like an
autumn forest (corruption: 0) Equipment 1D10 shilling

Tactics: Mearoel first and foremost uses his Shadow Brownish red, like a copper
throwing axes but when they are spent he is treasure hidden in the dirt (cor-
by no means afraid to leap unarmed into the ruption: 0)
melee. Tactics: The agents obey Lysindra’s orders, eager
to atone for their sins and convinced that their
self-worth depends on their willingness to serve.
Prospective Iron Sworn
”You heard them say it: NEVERMORE!”
The following stats apply to the ogre agents of
All of the humans, goblins and ogres who have Lysindra’s cell:
abandoned their previous lives in hope of beco-
ming permanent members of Lysindra’s aggressive Race Ogre
Iron Pact cell, have previously participated in one Resistance Ordinary
or more expeditions led by the former treasure Traits Long-lived, Pariah, Robust (I)
hunter. They are blindly loyal and fully convinced
Accurate 5 (+5), Cunning 10 (0), Discreet 9 (+1),
that humankind’s intrusions into Davokar must be
Persuasive 10 (0), Quick 13 (−3), Resolute 11 (−1),
stopped and penalized. Strong 15 (−5), Vigilant 7 (+3)

Abilities Iron Fist (novice), Two-handed


Force (adept)

Approaching the Iron Pact Weapons Two-handed hammer 8

The Queen as well as the Sun Church regard the Iron Pact as a hostile orga- Armor Ogre skin (robust) and leather 4
nization, and for its agents there is no other future than the gallows. With Defense +1
that in mind, one can understand that the members of the pact are safe Toughness 15 Pain Threshold 8
rather than sorry – should the characters be clumsy or behave aggressively
Equipment 1D10 shilling
when they approach Lysindra the have most likely made themselves an
enemy for life... Shadow Crimson red (corruption: 0)
Tactics: See goblins/humans above.

144
MIDNIGHT IN THISTLE HOLD 11

ACT THREE:

Midnight in Thistle Hold


For the third act of the adventure to start the players and their characters must
reach the right conclusions from the leads in the second act. They must realize
that Anadea was a member of the Iron Pact, and that her “superior” is in the Halls
of a Thousand Tears.

As always, it is best if the players can put the Arkel’s testimony: In combination with the
pieces together and reach the right conclusions report of Geleto, the story of Arkel implies that
on their own, which is made possible by the elven Anadea was a heretic, both in the sense that she
Halls being mentioned two times in the section defended Father Sarvola and in that she had an
The Hunter’s Harbor (page 20 and 25) and in the Core idea of “Davokar’s nature” which deviated from that
Rulebook on page 222. If this is not enough, there of the Church. It is also clear that she had a “new
are many who are willing to help. tutor”, one who was not part of the Sun Church
The witches, Ordo Magica’s masters, Father or the Ambrian realm in general. If needed, the
Elfeno, Lysindra Goldengrasp and others are all Game Master can let the players roll a Cunning test
capable of reaching the conclusions mentioned for the characters to realize that this only leaves
below, and also to link the leads to the legends about the barbarians or the elves as likely alternatives.
the Halls of a Thousand Tears. If the Game Master Anadea’s storage: In the storage there are several
wishes to make it more exciting, the players may items pointing to the elves – the ball of Touber, the
roll the tests mentioned below for the one they are sketchy map and the entry in the journal. For one
talking to, but that is not a requirement. However, thing, the journal entry contains the exclamation
it should be noted that only three persons in Thistle “Nevermore!”, which can be identified as the motto of
Hold know how to get to the Halls: the autumn elf the Iron Pact by someone with the Loremaster ability.
Mearoel, and Lasifor Nightpitch and his witch. The note also mentions “the halls” and a “well”, which
More on that in the upcoming section, after a closer corresponds to the scribblings on the map.
look at the leads. The box in the alcove: The portrait of a person
with elven features speaks for itself. When seeing
The Leads the sketch of the stone-paved pond, someone who
The letter in Anadea’s belt purse: Aside from has the ability Loremaster at the adept level and
the text being written with symbols resembling who succeeds with a Cunning test (character or
cuneiform writings and speaking of sorrow and other) remembers a barbarian legend about “the
tears, it is signed by Teara-Teána. Anyone with Well of Tears”. It is supposedly a pond or well into
the ability Loremaster immediately recognizes the which the elves shed tears of bottomless grief, but
name as elvish. If also passing a Cunning test he or exactly what they are grieving for is disputed – the
she will recall that elves seldom communicate in unwavering brutality of humankind, the evil of
writing, but that they often use script that looks corruption, their dying prince or maybe that the
like Symbarian symbols when they do. elven race is about to become extinct.

145
The Road to the Elves
When the characters realize that the person If not, the Mayor or the autumn elf can provide
who can help them reach their goals – whether that them with the mushroom, in exchange for the
goal is to reap the extravagant rewards promised by promise that the characters will try to gain some
Anadea or to learn more about the alleged source of more when they visit the Halls. However, the wild
corruption – probably is in the Halls of a Thousand beast is something they must acquire themselves.
Tears they have to find a way to get there. If they At the stables of the Abomitorium there are both
have been to the storage and found the journal, they mare cats and jakaars but their keeper, Miesma,
already know that Lasifor Nightpitch and someone claims that all are needed for the upcoming Fight
called Mearoel should be able to help them; if not, Day. The two remaining alternatives are to stage a
they have to ask around, but with some caution. break-in or to overpower the night guard and take
one of the beasts by force.
Help on the Way A more diplomatic solution is to ask for the
Ambrian factions like the Sun Church and House name of the trapper who provides the beasts for
Kohinoor would be delighted to receive confirmation the Abomitorium. That way they will get to meet
of the existence of the Halls of a Thousand Tears, but the game hunter Malmedo who lives in a small
hardly in order to get themselves invited to a cup apartment inside Haloban’s Ring and who welcomes
of elven herbal water. On the contrary, they would them to join his next hunt. Malmedo has located a
regard the Halls as a strategic, military target and do pack of mare cats – a male, three females and a litter
ALL in their power to a) help the player characters of six half-year-old kittens – but has not dared go
get there, and b) afterwards force them to disclose after them on his own. Should the characters help
where this elven settlement can be found. If the him, he will let them keep one kitten and half of the
players do not realize this, the Game Master should meat from the ones that are killed. The details of
explain the situation, provided that some of the such a hunt are left to the Game Master to decide.
characters have the ability Loremaster or the trait
Contacts including the Sun Church, the Ambrian Young Mare Cat
Army or Ambrian Nobles. If the group does not Hisses angrily
include such a character, it is recommended that
they all get to roll against Cunning to reach the same The young mare cats are yet to develop their poison
insight. What they then do with this insight is up to glands but can nonetheless be a challenge for an
the players and their characters … outnumbered opponent. Like their elders they are
Whomever they characters confide in will death defiantly fearless.
initially adopt a skeptical stance and express
doubts that the Halls are real. If they keep trying,
Manner Bares its fangs
everyone they might talk to will finally refer them
to the same person: “If anyone knows anything about Race Beast
these Halls or has an idea on who else to contact, it is Resistance Weak
Mayor Nightpitch.” The exceptions to this are the Traits Natural Weapon (I)
witches who say that also the Huldra may know
Accurate 11 (−1), Cunning 9 (+1), Discreet 15 (−5),
and Lysindra who never mentions Nightpitch, but
Persuasive 5 (+5), Quick 13 (−3), Resolute 10 (0),
instead brings them along to meet with Mearoel. Strong 7 (+3), Vigilant 10 (0)

The Twin Keys Abilities Acrobatics (novice)

Getting to the Halls of a Thousand Tears is not very Weapons Bite 3


difficult, provided that the characters know what Armor None
needs to be done and can acquire two vital compo- Defense −3
nents: a piece of Touber mushroom and a mare cat
Toughness 10 Pain Threshold 4
or jakaar, alive and kicking. Both Nightpitch and
Mearoel can tell the characters this – the former if Equipment None
the characters can convince him that it is necessary Shadow Green as grass after a heavy rain
to prevent his town from being attacked, the latter (corruption: 0)
if Lysindra Goldengrasp asks it of him. Tactics: The mare cats sneak up on their victims
There is a chance that the characters already to achieve Surprise, then moves around to the
have both components (found in Anadea’s storage). flanks to keep the advantage throughout the fight.

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MIDNIGHT IN THISTLE HOLD 11

Journey Through the Woods


Once the characters have acquired a piece of 1. The Brigands: A group of greedy brigands has
Touber and a live forest beast, the instructions heard the characters come stomping through the Challenges (d10)
say to take them out into the forest. When they forest and arranged an ambush amongst thorny 1: The Brigands
have made their way past the tree-line, the shrubbery. The would-be thieves are human if they 2: Fairy Dance
beast must be leashed and fed the mushroom, are encountered close to the forest edge, goblins if 3: The Pupae
wrapped in some minced meat. According to the met further in, but whatever the case they are as 4: Free Settlers
information the characters have, they are then many as the pcs +1 and have stats as Robber/Robber 5: The Ranger Patrol
to follow the animal, since it will head straight Chief on page 211 in the Core Rulebook. The character 6: Sea of Light
for the gate to the Halls. However, a few things who passes a roll against [Vigilant←Discreet] avoids 7: At the Brink
should be noted. being Surprised when the brigands make their move. 8: Aluin
9: Mother Marsh
Guide the Beast 2. Fairy Dance: A group of persistent fairies has 10: Beast Clan Raiders
First, the Touber mushroom does not affect the discovered the characters, curious to know why
temper of the beast, so if it is anything else than a they have a beast on a leash. They decide that the
kitten or a weakened specimen (for example the one animal must be set loose, and may very well succeed
in Anadea’s storage) the characters have to mind at this since the oldest among them has learned the
their own safety. Someone who is used to dealing power Unnoticeable at adept level from an Arch Troll.
with animals and/or has the ability Beast Lore can Their first attempt is made when all but the night
suggest that instead of a leash they use two tools cal- watch is asleep. For the fairy to make it, the night
led Shaft Snares – sticks that are two paces long and watch must first fail a roll against [Resolute←Resolute]
equipped with a noose at one end, making it possible (see Unnoticeable, Core Rulebook, page 139), and after
for two moderately strong people to keep the beast that fail a test against [Vigilant←Discreet] when the
at bay. Each time the animal becomes aggressive spring elf starts fiddling with the knot, lock or other
they may add their Strong values together and make arrangement hindering the beast from running away.
a test modified by the beast’s Strong (+3 for an adult If the fairy is discovered it sets off into the night while
mare cat, ±0 for a jakaar). Remember that if one of his four friends fire arrows from up in the trees.
them lets go of the shaft snares (for instance if they If the first attempt fails they will try again
are attacked) the animal gets trickier to manage – in during the following night, with a new strategy.
that case the test is [Strong←Strong]. And should The four companions storm the campsite and
both handlers lose their grip, the beast will take off fire one arrow at one character each, after which
into the forest, provided that they have not made they retreat back into the dark, hoping that the
other arrangements. characters will hunt after them. Again, the oldest
one uses Unnoticeable, to try to get close to the beast
The Long Road and set it free. The test against [Resolute←Resolute]
Secondly, their instructor says that there are seve- is made as usual, but this time the characters who
ral gates to the Halls of a Thousand Tears, but that remain by the fire (if any) actively have to state
these either appear at different places in the woods that they are watching for anything other than
or are not active all at once. Irrespective of which, the evasive fairies if they are to be allowed to roll
it is impossible to be sure where the beast will go the [Vigilant←Discreet] test.
or how long the journey will be. Consequently, they So, what happens if the fairies succeed? Well,
should be prepared for more than a short trip. the suggestion is that the characters get a chance
As a suggestion, the Game Master can have to catch the beast before it escapes – tentatively
one of the players roll 1d4, without saying why. with a roll against Quick, followed by a period of
The outcome is then used to decide how many intense wrestling [Strong←Strong] (both tests with
challenges they will encounter on the road, and the modification +5 if the beast is young or inju-
also how many days it will take for them to reach red). Should that fail they may be able to track the
the halls – two days per challenge. Regarding the runaway; the characters must roll three successful
challenges, you can either have the players use tests against Vigilant before finding the animal
1d10 and the table to the right to decide these, or asleep from exhaustion. The hunt is made easier
the Game Master can chose depending on what if the beast has a rope or a chain dangling behind
encounters suit the group best. A third option is (+3). Should the tracking fail, the player characters
(as always) that the Game Master develops his or have no option but to return to Thistle Hold and
her own challenges. hope they can acquire more of the mushroom …

147
3. The Pupae: The characters’ guide leads them for by the settlers, who in turn can count on the
straight through a dense and vast area of thorns, serpent to protect them. Naturally, the village
about fifty paces wide. In its midst they encounter Elder Hugor intends for the characters to become
something peculiar – a shapeless, black lump, Gulgafal’s next meal.
large as a curled up ogre; like a vile, stinking giant The adult villagers (half male, half female) have
boil. And something is moving under the oily, stats as Cult Follower (page 211 in the Core Rulebook)
leathery surface! and will try to sneak up on the characters in the
If the characters let events take their course, a middle of the night. If any character is keeping
fully grown, humanoid creature soon claws itself watch, a test against [Vigilant←Discreet] is all it takes
out of the boil. And it indeed proves to be an ogre – a to discover the threat before they attack. Should
very confused, starving, scared and hence rather the characters quickly gain the upper hand, the
aggressive ogre. It is totally void of memories and settlers decide to make a run for it and Hugor sounds
has no language, but if the characters refrain from his horn.
attacking, it will only growl and wave its arms at A moment later, an abysmal roar is heard from
them to try to scare them away. It has the statistics above. Gulgafal comes slithering down the trunk,
of a Famished Rage Troll, but with the trait Natural determined to shelter his herd and fill his belly. For
Weapon swapped for Pariah. the lindworm’s stats, see page 223 in the Core Rulebook.
If the characters manage to best the serpent, they
4. Free Settlers: The characters encounter a small can climb up to its nest and make some interesting
community of free settlers in their path. It consists finds. The Game Master is free to decide the details
of two families, numbering sixteen individuals in or to use the tables featured in the eBook Adventure
total – six children, eight adults in two generations Pack 1 which can be downloaded from various online
and two elderly men who once where priests in ser- stores. If going with the latter option, it is sugge-
vice of the Executioner and who refused to accept the sted that the characters roll four times on the table
supremacy of Prios. The characters are welcomed Curiosities, and once each on Mystical Treasures
with smiles and are offered to spend the night in and Artifacts.
one of the three huts the settlers live in.
What the characters are unaware of, is that 5. The Ranger Patrol: A patrol from the Queen’s
the inhabitants live in a symbiosis with a vicious Rangers attracts the attention of the characters
lindworm called Gulgafal, nesting at the top of from a distance. The group includes Captain Serela
the giant village tree. Gulgafal is fed and cared and her five rangers (page 212 in the Core Rulebook)
and they are in the area to investigate the rumors of
a raging arch troll. They are, of course, also obliged
to check that all Ambrians they encounter in the
woods are carrying a License for travels in and
The Trolls of Davokar explorations of the Forest of Davokar.
The trolls live, like the elves, in phases. But where the life-phases of the elves Serela may very well be one of Queen Korinthia’s
are separated by a longer or shorter dormancy, the trolls evolve through a most tenacious subjects. If the characters do not
kind of pupation. The reason why this is not known among Ambrians and have their license in order, she demands that they
barbarians is that the trolls always go underground when the time comes. immediately turn on their heels and also spares one
Existing witness statements, from the Underworld and from the rare cases of her rangers to escort them back to the tree-line.
when a troll has pupated on the surface, are all perceived as erroneous or If they do have the license they need, she may still
as tall tales – especially since they often include the conclusion that female raise bothersome questions. Are they really allowed
trolls lay eggs. to keep wild beasts in chains or on a leash when
Of course, the trolls’ equivalent to spring elves/fairies is goblins. When the explorer’s license says nothing about it? Do they
they sense that it is time to die, they leave the community to seek their really have the skills warranted to be wandering
death, meaning that not even the goblins know that about a tenth of those about or should they be forced to pay a small fee
who disappear subsequently return, either as rage trolls or (in a few cases) for their incompetence?
as more even-tempered and, in the eyes of real trolls, disfigured ogres. The How the encounter ends depends on how well
latter live out their lives deprived of the chance to undergo further stages equipped the characters are in terms of a valid
of pupation, while a small portion of the rage trolls evolve into liege trolls. license and how convincing they are: even if the
According to this logic it is probably evident that the arch trolls are the troll papers are in order, a passed Persuasive test is requi-
race’s equivalent to winter elves … red to satisfy the zealous captain. It may actually
come to combat, since the irreproachable Serela
takes her orders very seriously!

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MIDNIGHT IN THISTLE HOLD 11

Beneath the treetops of Davokar


you often feel like you are being
watched. Most of those times
you really are...

149
6. Sea of Light: As the time comes to seek shelter for Combat is unavoidable and will hopefully teach
the night, the characters arrive at a vast field of ruins the characters to be careful with people they
Tomb of Dying Dreams whose ancient remains barely can be seen through encounter in Davokar, even if they appear to be in
Those who have played the undergrowth. In a couple of places, walls still distress. For the stats of the ex-woman, see page
the adventure Tomb stand tall enough to protect from the wind – great 226 in the Core Rulebook.
of Dying Dreams can places for the characters to roll out their blankets.
take the opportunity He or she who passes a Vigilant test discover 8. Aluin: A character who passes a Vigilant test can
to re-visit the region that what was first assumed to be a twig poking suddenly notice a strange sound intermingled with
surrounding the crypt up from the ground actually is the bone from some the rustling of the leaves. It sounds like someone
of Hurian-Lo Apak while long dead creature. A Cunning test with the ability is humming a cheerful melody; a child or maybe a
travelling towards the Medicus further reveals that it is a human femur woman, or a man with a high pitched voice. Shortly
Halls of a Thousand and that the death must have occurred less than thereafter all Ambrians among them recognize the
Tears. It may even come two years ago. If they dig on the spot, they will find song as an old Ambrian lullaby.
to pass that their guide more bones beneath the moss, also items in the form Aliun comes strolling through the forest – the
insists on traveling of weapons and Ambrian coins (1d10 thaler). It is very strange, six year old boy who has appointed
through that area; an impossible to tell how these people died, at least Sarvola to be his father. He greets the characters
area which may be from studying and analyzing the remains. with a smile: “Hey, hellohey, you’re also on a stroll in
more or less lethal to The answer to that question comes as night the woods? You walking the dog/cat?” He sits down
enter, depending on falls over the field. It is then that they rise from on a stump and asks if the characters wish to
the outcome of the the Underworld: hundreds of Frost Lights that join him for a while. If asked what he is doing all
adventure … have ruled the area for centuries. Initially they alone in the depth of Davokar he just shrugs his
are scattered and the sight of them is more beautiful shoulders and points out that he likes playing in
than frightening. But if the characters are to make the forest since it is “full of fine plats and things
it out alive they better get a move on. you can toy with”.
If they depart immediately, they will only att- See the textbox Aluin on page 121 for more
ract the interest of 1d4 Frost Lights (see page 230 inspiration on how the conversation may run. If
in the Core Rulebook); if they linger for one turn, the characters allow it, he is glad to walk with them
2d4 spirits will come at them; and so on, up to 5d4 for a while, until he leaves them as abruptly as he
warmth-seeking souls. It takes five turns of full appeared, with the excuse that he must return
movement to reach the edge of the field. before “dad gets worried”.
Should they stay by the wall segment, the Frost
Lights will eventually take notice of them and close 9. Mother Marsh: The characters are forced to
in on the campsite together. If so, the characters’ come to a halt when their path takes them to the
only chance is to form up back to back and keep rim of a bog. The beast that leads them wants to
the spirits at bay during the five turns it takes to continue straight ahead, but it looks as though it
reach safety. Once they have left the field they will should be possible to walk around it without losing
not be followed since the Frost Lights are bound much time. Whether the characters put up a fight
to its ruins. with the willful, hissing and stubborn beast or
decide to try to navigate the swamp, they are soon
7. At the Brink: A barbarian woman comes joined by a peculiar creature.
staggering through the woods. When she sees the It is a short female figure – bony and bent, with
characters she stops to stare at them with terror in moss-green skin which looks hard and wrinkled
her eyes. Her clothes are shredded, she has bite and like the bark on a pine. She seems ancient but has
claw marks on her arms and face, and she screams a posture suggesting that she is alert and hearty
at them in the barbarian tongue: “Stay away! Don’t like a youngster. The wide smile is toothless and
come any closer! Fly, you fools, fly!” A test against she watches the characters with big eyes, just as
[Vigilant +3] with the ability Witchsight can reveal dark blue as ripe blueberries.
that the woman positively oozes corruption! The creature welcomes them to the wetland of
If the characters do not obey she bursts into a full- Mother Marsh, and continues to speak of herself in
blown frenzy. And when she activates her mystical the third person. She offers to guide them through
artifact, the war axe Hunger (see page 74), her total the swamp; all she asks in return is that one of
corruption value surpasses her value in Resolute. the characters will owe her a favor which she
The woman’s skin immediately adopts a blood red can collect when she has the need for it. Should
nuance, her eyes turn black and she drops the axe as the characters agree, they will have no problem
long claws sprout from her swollen, gnarled hands. trailing her to the other side of the marshland,

150
MIDNIGHT IN THISTLE HOLD 11
where she waves them off with a sly smile. If they two groups have been sent out to strike at free sett-
instead turn down her offer, she will mutter a curse lements and barbarian camps; each group consisting
over the character who has been most talkative. of 1 Beast Clan Guardian, 3 Beast Clan Warriors and
At first, all he or she feels is a tiny sting at the base 5 Clan Beasts (see page 93–96 for stats). One of these
of the nose. But about one week later a small wart groups has gotten wind of the characters.
appears on the right nostril. The wart will grow Should the characters take precautions before
by one millimeter in diameter per month, and no setting up camp – for example if they end the day’s
one but Mother Marsh is able to break the spell, walk by tracking some hundred paces back, in
at the cost of a favor of course … parallel to their own trail – he or she who has the
The character who agrees to the initial offer will watch can quite easily discover the threat. If so, a
most likely come to regret the decision. For one test against [Vigilant +5] is enough to discover the
thing, his or her shadow or aura will become tainted pursuers, allowing time to wake the others and
– anyone looking at the shadow of that character either run or prepare for combat. Without such
will notice a dark, uneven stain at the center of precautions the test for discovering the barbarians
his or her forehead. Additionally, the character is [Vigilant←Discreet] as usual. And should the test
will wake up one morning with an inexplicable fail, the characters are taken by Surprise.
understanding of what needs to be done in order for The nine Beast Clan members are probably a really
the contract to be fulfilled: Mother Marsh wishes tough challenge for most groups, but when venturing
for: “The depraved heart of a greedy human”. Should into Davokar one should not expect anything less.
the character refuse or take too much time it leads A kind Game Master lets the characters discover
to a wart curse like the one described above. the threat at a distance even if no precautions have
been taken, so they can find somewhere to hide or
10. Beast Clan Raiders: The Beast Clan has been somewhere to make their stand. Should they opt for
forced to abandon their previous home and is looking combat under those circumstances they will only
to start over somewhere else. To gather resources, have themselves to blame!

The Halls of a Thousand Tears


The characters visit to the Halls of a Thousand After a while it sits down, closes its eyes and lets
Tears will be short and they will not have the time out a continuous howling/meowing. A strong gust
or opportunity to see very much of the elven realm. of air hits the grove and quickly transforms into a
Wrath of the Warden is the opening episode of the whirlwind that lifts leaves, dirt and debris from the
chronicle, so for now the players will have to make ground – debris that, before the characters’ eyes,
do with a glimpse of the grandeur, as a prelude of merges into something that more and more looks
things to come. like an archway. At the moment when the wind
The main reason for the visit is to gain a clear dies, the portal is activated and they can see that it
lead in the hunt for the powerful source of cor- leads to a short corridor with floors of vulcanized
ruption located somewhere in Thistle Hold, based glass, with the walls clad in shimmering algae and
on Anadea’s last conversation with her contact in with the far opening covered by a drape made from
the Iron Pact. Adding to that, the talk to Teara- vines of green and brown.
Téana will provide the characters with important A character who has the ability Witchsight and
insight into how the Iron Pact works and also about who passes a test against Vigilant realizes that the
the dynamic which is fundamental to the main portal immediately starts to lose power and that it
conflict in the game world: the one between the will soon collapse; a passed test against [Vigilant –5]
principles called Wyrhta, Wielda and Wratha by provides the same insight but more in the form of a
the barbarians. feeling than a sense of knowing. In any case, they
only have about a minute to act before the archway
Arrival collapses into a pile of leaves, twigs and dirt.
The first sign that they are closing in on the Halls
is that their guide starts tugging at the restraints, The Entrance
eagerly yelping or whining. The beast stops in a The corridor is not more than ten paces deep and
grove with the ground covered by fallen, fiery ends at a curtain of bushy vines. The draping is
yellow or deeply red leaves. It sniffs the air and under the influence of a mystical rune that reacts to
scratches the ground, with its ears twitching back corruption; its stalks are normally a brownish green
and forth. but if blight stricken creatures approach they shift

151
For centuries Ka’eroan has watched the
gates to the Halls of a Thousand Tears.
So far, no one has entered without his
blessing.

152
MIDNIGHT IN THISTLE HOLD 11
into ever-darkening shades, based on the level of Summer Elf, page 205 in the Core Rulebook) join in.
corruption. At 1–2 in total corruption the drape gets a In short: if the characters are stupid enough to pick
red nuance, at 3–5 it shifts towards purple that then a fight with the elves of Davokar, in their halls, they
grows darker and becomes pitch black if a thoroughly will soon come to regret it!
corrupt being comes close – as a warning to the elves Most likely, the meeting with Ka’eroan is
posted as guards in the Entrance Chamber. without incident. If the characters answer that they
The hall behind the curtain is about twenty seek Teara-Téana, “Anadea’s master” or something
paces wide, fifteen paces deep and the height of similar, the male weeper soon nods and walks off
three men, rising to a natural cave ceiling. The latter to fetch the sought-after person. He leaves the twin
is overgrown with moss that emits a soft, pale-blue gates of the doorway aja …
shine, and long threads of shimmering algae hang
all the way down to the cave floor, each a few paces Ka’eroan
apart. Along the side where the characters enter, An extended, hateful rustling
there are five other openings, covered in similar
vine draperies. On the opposite wall are two arched Ka’eroan is one of very few elves to survive his fourth
doorways whose massive gates are closed. The walls slumber, and he made it through for one purpose
at the short ends of the hall display something look- alone: to keep guarding the gates to the Halls of a
ing like large mosaics – actually plant and flower Thousand Tears. The stats below are only relevant
arrangements whose color and life force have been if the player characters give the eternity elf any
preserved by mystical means. reason to grow angry. Defeating him and the late
Three beings are in the hall, on a moss-clad summer elves arriving to his aid is most likely out
podium between the doorways on the far side. One of the question.
sits cross-legged at the front edge and two stand
Manner Adamant
behind him holding shallow, wooden bowls up to
their chests. In the gloomy light, it first appears as Race Elf (Eternity Elf)
if the ones standing are children. But as the charac- Resistance Mighty
ters come closer they find that they are mistaken: Traits Manifestation (III), Regeneration
the closest person is huge, tall as a fully grown man (III), Robust (III), Spirit Form (III)
when seated. Anyone having the ability Loremaster
Accurate 19 (−9), Cunning 7 (+3), Discreet 5 (+5),
who succeeds with a test against Cunning recalls Persuasive 9 (+1), Quick 10 (0), Resolute 17 (−7),
that elves are said to continue growing as long as Strong 11 (−1), Vigilant 10 (0)
they are alive, probably meaning that the individual
Abilities Acrobatics (master), Ber-
sitting on the podium is very old. The wrinkled face, serker (master), Entangling
misty eyes and hunched posture that are revealed Wines (master), Exceptionally
as they approach, all seem to indicate that the initial Accurate (grandmaster),
guess was correct. Exceptionally Resolute (grand-
The man and the woman behind him give the master), Polearm Mastery
(master), Steadfast (master),
characters a welcoming nod, after which the female
Witchsight (master)
speaks up in the harsh elven language: “Tell me
what you seek”. A character with the Loremaster Weapons The Keepers Staff 11, and
[Resolute←Strong] to paralyze
ability at adept level can both understand what is
the victim for 1D4 turns after
said and deliver a crude answer (for more elaborate damaging hit
conversations a Cunning test is needed). Should
Armor 6 (Robust+Berserker), can only
the characters fail to understand, the eternity elf
be damaged by mystical powers
Ka’eroan echoes the question telepathically. and magical weapons, with
It is not very likely that the characters get it into damage cut in half
their heads to behave threateningly, but if that is Defense +4
the case the three and a half meter tall Ka’eroan
Toughness 11 Pain Threshold 6
will rise to his feet and start by trying to ensnare
them with his Entangling Vines. If this does not Equipment Soul Stone
change their minds, he will start swinging away Shadow Brown and rogh, like the bark on
with his seemingly ordinary wooden staff (actually an ancient tree (corruption: 0)
a powerful artifact). And if it comes to combat, if Tactics: Ka’eroan starts off with a chain of biting
will not take more than two turns before a group vines after which he bashes away at the intruders
consisting of twenty five elven warriors (see Late with his staff.

153
The Wait A character with the ability Loremaster who passes
The wait for Teara-Téana to join them in the entry a test against Cunning can initiate a dialogue with the
Blight-Marked
hall is long. Meanwhile, the player characters female elf standing behind Ka’eroan on the podium.
Characters can get a glimpse of what is beyond the half-open Her answers are short and in regards to anything
If the curtain at the gateway, study the vegetal mosaics at the short besides the topics listed below she asks them to be
entry indicates that a ends of the hall and even exchange a few words patient and await the arrival of Teara-Téana:
blight-marked creature with the female weeper.
approaches the entry If the characters approach the twin-doors they ◆◆ Her name is Áleia, her male friend Dareol.
hall, the elves take no will receive a firm but gentle reprimand from The shallow bowl is used to collect their tears
risks. Just when the Ka’eroan – a telepathic ”No!” echoing between and it is emptied three times a day, into the
characters emerge their ears. But no one will stop them from glancing Well of Tears which can be found deep within
from the corridor, through the opening. The hall beyond is lit by algae the Halls.
twenty five late summer like the entry hall, and it looks huge. Here and there ◆◆ Mannen The elf before her is named Ka’eroan
elves pour through the crudely cut, or possibly natural, pillars rise from the and he guards the gate. He is very old and it is
gateways in the far wall, floor, covered by algae that in places is concentrated he who controls where on the surface the six
all of them with arrows into tiny clusters, like bright stars on a pale summer portals will materialize.
ready to fire. However, night sky. A couple of groups of slowly wandering ◆◆ According to Áleia, the mosaic to the right
provided that the player people, probably elves, walk past at a distance and a symbolizes “the battle and victory over Symbar”,
characters behave wild boar piglet comes right up to the door, sniffing which was won without weapons in hand.
calmly the meeting with the air and giving the player characters a short, ◆◆ The left mosaic portrays the council where
the eternity elf can play black-eyed look. the elf prince Eneáno and ten human chief-
out much as it is The mosaic on the wall to the right of the podium tains agreed on and signed the Iron Pact.
detailed above. depicts a scene in which about twenty people wea- (The character with the ability Loremaster
ring iron-gray clothing walk across a landscape who passes a Cunning test recalls that one of
that is burnt to ashes in front of them, and more the humans in that picture is said to be the
and more lush the further the perspective extends forefather of Queen Korinthia, Argalo.)
behind. The mosaic to the left portrays a grove in ◆◆ If the characters are hungry, Áleia can fetch a
a dense forest. A massive stone table stands at the pitcher of water and a trey filled with berries,
center of the grove and around it thirteen people nuts and marinated mushrooms. They must
are assembled. The details are not fine enough to promise not to disturb Ka’eroan while she is away.
make out individual features, but it is clear that
three of them are much taller than the rest and The characters have waited for several hours when
that these are wearing different clothes – tunics Dareol returns. He exchanges a few, concerned
and mantles of ankle-length, instead of half- or words with Áleia and the character who passes a
quarter-length jackets. test against Vigilant can clearly hear Dareol menti-
oning Eneáno. If any if the characters understand
elvish he and/or she hears:

Áleia: ”Problems?”
Lysindra in Tow Dareol: ”We met Prince Eneáno. He wanted to
When Teara-Téana hears the name Lysindra Goldengrasp she involuntarily talk.”
flinches and her face darkens. Her gaze wanders between the characters for Áleia: ”Oh. How is he?”
a while, after which she states that the conversation is over and that they Dareol: ”It is a bad day …”
have to leave the halls forthwith, willingly or with an escort. The characters
have one chance to explain that they are not in league with Lysindra but that Shortly thereafter, they can hear the powerful
she forced them to take her along. For her part, Lysindra demands that she roar of a man from somewhere outside the gate. It
must be allowed to stay since she is a full member of the Iron Pact, but that goes silent for a while until the same voice begins
is not reason enough for Teara-Téana. It ends with a very grumpy Golden- to laugh, first in a restrained way, then wilder and
grasp being shoved through one of the corridors by ten spear-carrying wilder and finally it turns into violent crying and
summer elves. Of course, the reason for this is that Teara-Téana distrust angry whimpers. A woman raises her voice (“Find
Mearoel and other aggressive members of the pact, worried that their ac- your calm, Prince!”), and the male voice goes silent.
tions will provoke the humans into intensifying the effort to cultivate/exploit Should the characters ask the elves on the
the Forest of Davokar. podium about the incident they will be told to direct
the question to Teara-Téana. And before long, she
comes through the door, closing it behind her.

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MIDNIGHT IN THISTLE HOLD 11
Teara-Téana
The awe-inspiring shape that enters the entry hall
is tall, dressed in a dark brown coat with the hood
folded down, and carrying two slender swords
hanging from a wide belt with floral embroideries.
The feline features with marked cheekbones, big
eyes and a small nose are accentuated, so that
her face almost resembles that of a beast more
than a human.
Teara-Téana nods towards Ka’eroan before tur-
ning her full attention to the player characters. She
watches them suspiciously, if not threateningly, and
asks them in broken Ambrian to take a seat on the
floor. She remains standing, her arms crossed and
with a look in her eyes that demands an answer:
“Who are you and who has taught you my name?”
If the characters give her any reason to doubt
their answers, she excuses herself, walks up Teara-Téana has fought for the world and the Iron
to the podium and kneels before Ka’eroan. He Pact for centuries.
removes a necklace from his neck and offers it to
her, after which she returns to show its pendant
to the characters – a pearl large as a clenched fist character is bound to the artifact she can break
that seems to be filled by gray-white smoke. She that link. Should one of the characters later on
places the necklace between herself and them, be considered for membership in the Iron Pact,
while explaining that the spirit inside the pearl she will return the Mind Stone to him or her, and
will darken if someone nearby utters a “conscious reveal how to use it with a reduced risk of attracting
untruth”. That being done, she gestures for them corruption – 1d4 per usage instead of 1d8.
to continue telling their tale.
If a character wants to challenge the pearl with The aim of the Iron Pact?
a lie, he or she must pass a test against Discreet The basic force of the world is creation. Every time
or Persuasive with a –3 modification. A failed test someone violates this force by taming, manipu-
means that the pearl darkens and the characters lating or cultivating it, the force will react in its
are warned: “Lie again and you will be escorted out of defense, giving rise to the phenomenon known
the halls!”, a threat which will be carried out without as corruption amongst humans. And the reaction
pardon. Hopefully the player characters will realize grows stronger with the force of the violation –
that the situation they are in provides no room for sometimes so strong that it destroys itself in the
anything besides humble obedience – after all, they process. This has happened before, many times
are all alone in an underground realm full of mighty before, and the goal of the Iron Pact is to prevent
elves without even knowing how, or if, it is possible this from happening again – hence the pact’s
for them to escape. watchword: “Nevermore!”.
In the end, once Teara-Téana has received the
answers she is looking for she proves to be very How is the Iron Pact organized?
reasonable. She joins them on the floor, wanting to The Iron Pact consists of about ten cells, which in
know how she may help them. The following lines different ways try to ease the effects of civilization’s
may be used directly or work as inspiration if the quest to subjugate the pure power of creation. There
characters ask other kinds of questions: are no rulers or chieftains giving orders to the
individual members – some of which have lost all
With whom did you argue outside the gate? Why? hope, claiming that the world can only be saved by
She will not respond to this question, other than the destruction of humankind; others (like her) still
with a disapproving glance. harbor some hope that humans can be convinced
of the truth.
The Gold Pearl?
The Mind Stone was a gift from Teara-Téana to What happened to Symbaroum?
Anadea, for them to be able to keep in touch. She That is not important. All that humans need to know
would very much like to have it back and if a is that if they continue to violate the world, what

155
happened in Symbaroum will happen again, sooner old alarm contraption had tolled, she gave up – it
or later. Moreover, it is totally true that a number would take too long to recruit a new agent and it
of dark creatures are slumbering in Davokar, and would be too dangerous to send any of her agents
that careless behavior may awaken them. Should into town because of the heightened security. To
such beings be unleashed, they will cause massive ask the only remaining Iron Pact cell in the Hold
damage and expedite an already disastrous deve- for help was unthinkable – Mearoel champions a
lopment towards darker days. more aggressive interpretation of the pact’s duty
and if he were to learn of Eox’s fate he would most
What threatens Thistle Hold? likely make matters even worse.
A group of humans embracing the powers of cor- She finishes by asking the characters if they are
ruption has managed to find a powerful god of the willing to resume where Anadea left off.
forest, cut its head off and take the skull to the town.
The spirit, called Eox, still lives and may possibly What about the reward?
be rescued if the head is reunited with the body, Depending on what the characters initially asked
but it cannot wait much longer. for, Teara-Téana’s answer will vary. The Game
Master is left to decide, but basically she is willing
The collaboration with Anadea? to make good on Anadea’s promises, if not to any and
After her previous contact in Thistle Hold, the tutor all extremes. Sure, the Iron Pact has great riches,
Vernam, was killed, she sent one of her agents into deep-reaching knowledge and is in possession of
town to identify a worthy replacement. It was a numerous artifacts of both elven and Symbarian
time-consuming and difficult task, not least since origin. However, in the end it is important that the
the agent needed to keep to the shadows and only reward a) helps the characters one or two steps
act during the night. But finally he managed to along the road to their respective goals, and b) is not
enlist Anadea, who then was invited to the Halls so grand that the goals immediately can be fulfilled.
of a Thousand Tears where she swore the oath of As a suggestion, Teara-Téana has each character
the Iron Pact and inherited Vernam’s position as choose from among:
Teara-Téana’s eyes and ears in the Hold.
When Teara-Téana learned about what had ◆◆ An artifact corresponding to the abilities and
happened to Eox, she contacted Anadea through goals of the character
the Mind Stone and asked her to recruit a group of ◆◆ Training in an ability or mystical power,
trustworthy companions, and to first identify the that with the help of the elves costs 50% of
wrongdoers, then reclaim the skull of the god. She the original cost to acquire or rise in level (5
was supposed to report back about her accomplish- experience for novice, 10 for adept and 15 for
ments each day at dawn, but she only had time to do master).
that once before she disappeared – probably because ◆◆ Taking part in a cleansing ritual that lowers
she happened to reveal herself. Her short report the value in permanent corruption by 1d4, at
stated: “Believe I have found the cultists. The leader is the cost of as many points in Experience.
named Erlaber, an antique dealer. They keep to the old ◆◆ Gemstones or precious metals to a value of
tannery. I’ll strike later today.” 400+1d100 thaler.
When Anadea did not get back to her the next
morning and Teara-Téana heard the rumor that the Where to take the skull?
Teara-Téana’s agent has told her about the witches out-
side Thistle Hold. Hence her answer is that once they
have reclaimed the skull from the “corruption eaters”,
the characters should contact the witch Gadramon
Questions about Elves and ask him to guide them to Eox’s territory.
It is not unlikely that the players and their characters take the opportunity
to raise other kinds of questions during their talk to Teara-Téana. Maybe Can I/we become members of the Pact?
they what to know about the purpose of the changelings or about elves in That is not impossible. The elves are very restricted
the Davokar region – how many they are, how they live, from whence they when it comes to moving about in human settle-
come and so on. In response to such questions they will get nothing but ments, which is why the Iron Pact is always in need
silence. The autumn elf has neither the right nor the need to enlighten the of agents from other races and breeds. She will not
characters on elven mysteries. make any promises, but provided that they succeed
in reclaiming and returning the skull they can talk
more on the matter at a later stage.

156
MIDNIGHT IN THISTLE HOLD 11

Confirmation
The journey back to Thistle Hold is not affected by surface through the tunnels previously used as the
the manner in which they leave. Teara-Téana asks Beast Blan’s escape route.
Ka’eroan to open a portal close to Thistle Hold and Back in Thistle Hold Desidera, Manaloum,
the characters are instructed to walk to the south Erlaber and the leader’s two bodyguards could
from the place where they emerge. move down into the Abyss by way of the ritual
Now all that remains is the showdown with Seven-league Stride. Of course, they took the skull
Erlaber Ambreagos and his followers. The Game of Eox along – something the characters will not
Master should try to keep the pace and the tension discover until they have fought a tough battle inside
high, not least by reminding the players that time the old tannery building.
is short. If they are not quick enough, the forest
warden will die and, maybe even worse, a mighty Information
abomination will be born in Thistle Hold, ready to Meticulous characters do nothing drastic until
tear the town apart. they know who or what they are up against. The
information presented below can be found in dif-
What Has Transpired ferent ways, depending on who the characters are
Much has occurred since the appearance of the and what alliances they have fostered. Knowledge
sinkhole, not only for the player characters but for about Erlaber may for instance be gained through
Erlaber Ambreagos as well. First, the cult leader the Town Watch or the merchants in town (see the
has studied and learned the ritual that, according points below).
to The Prince, will imbue him with the strength of As for the closed down tannery, a search in the
the Eternal Night. He has also been busy relocating archive at the Queen’s Legation or a talk to the Building
his ritual chamber, from the closed down tannery Commissioner’s assistants at the Town Seat reveals
to a location which in itself will lend the event of that it was closed about a year ago. The tannery was
his rebirth even more power – namely down into relocated to the village of Glimmer, a short way west of
the Underworld and to the smooth surface of the the Hold, since the vile stench surrounding it caused
Crystal Isle, also this on the Prince’s initiative. problems in the densely populated town.
No matter if the characters or someone else The building is in the northwestern part of town
inspected the sinkhole on behalf of Ordo Magica, and is still without an owner, in large part due to the
the information from the descent has spread to the lingering tannery smell inside. There are plans to
leading figures in town, largely due to the fact that tear it down and raise a new structure in its stead,
Master Goncai has a hard time keeping his mouth but the decision is yet to be finalized. Instead the
shut. Since the Hold’s Sanitary Commissioner house is rented to a merchant from Yndaros, named
Agramai Kalfas knows as much as anyone else, Beniam Golak according to the contract – in reality a
especially about the cracks close to the surface decoy for Erlaber Ambreagos with a made up name.
which are at risk of affecting cellars and wells in A floorplan of the building can be acquired,
town. He also knows that Nightpitch has decided either by persuading the staff at the Town Seat
that no one is to climb down into the Abyss before (requires a passed Persuasive test) or by talking
the arrival of the delegation he is waiting for – a to a former tannery worker who can be found at
group of fifteen Black Cloaks led by the much feared one of the dives inside Haloban’s Ring – a sickly
theurg Losadra, belonging to The Whip of Prios, woman named Irona, afflicted by severe shakes
the section within the Sun Church specializing in and twitches due to the chemicals she was exposed
problems linked to corruption and blight sickness. to in the tannery.
Hence, the puppet of Agramai should have all the
time he needs to perform the ritual down there. ◆◆ If asking about Erlaber among merchants and
Getting down was not much of a problem, thanks auction houses by the Antique Plaza, they
to the guidance of The Prince. One of Erlaber’s get the perplexing answer that he usually
followers is the witch Manaloum and he used introduces himself as an antique dealer but
Maltransformation to transform another cultist, also that no one can remember having seen him
an adept of Ordo Magica, into a snake. The latter, actually peddle any kind of antiquities in
Desidera, made her way from a cellar (pointed out the Hold. Most guess that he is a buyer, hired
by The Prince), through a crack, up to and then by some wealthy but secretive individual
down into the caves. She established a Mystic Circle from Yndaros, or that he himself is a well-off
in the Eastern Hall of Mosses, then made it to the collector of Davokar’s curiosities.

157
◆◆ Many antique dealers can testify that Erlaber
Erlaber seems attracted to the macabre and Antique Dealer
grotesque. For instance, the barbarian mer- Lowborn Noble?
chant Elda sold him a Symbarian figurine Settled year 17 (from Yndaros)
not more than a month ago – a figurine Probable cultist
depicting a man with his abdomen split open Possible killer
and torn apart, and with his head replaced Possible cult leader
by a gaping snake skull.
◆◆ If the characters break into Erlaber’s home Year 18. Alone to survive when the rest of his family
they will be disappointed. Sure, the three (wife and four children, age 0 to 9) were strangled
rooms are luxuriously furnished and smell of to death, exsanguinated, and left to hang by the feet
pungent incense, but aside from a chandelier from a beam in the ceiling. Claimed to have been at a
made from linked, blackened skulls and a business meeting with wizard (Desidera) who backs
bowl of dried berries they find nothing of the statement and implies a love affair. Door broken
interest – he obviously stores any artifacts he and valuables missing.
owns someplace else. The berries can be iden- Year 18. Highly corrupt statuette stolen from
tified by someone having the ability Alchemy warehouse in the northwestern district, two guards
that passes a Cunning test (see the textbox on brutally murdered. Using mystical means, the owner
Krusean Berries for a description). traced the item to Erlaber’s home. Claims to have
◆◆ At the headquarters of the Town Watch bought the statuette in good faith from fortune hun-
they can meet Herado Duskwatcher. If ter Gendla. Investigation terminated when Gendla is
they succeed with a Persuasive test (with found dead wearing necklace from the warehouse.
a +1 modification if they fought at the Year 19. Beastly cult exposed in the village
sinkhole), they can convince him to share Glimmer. The cult leaders last, wheezing words were
some information. Apparently, Erlaber ”Ambreagos, Erlaber, Ambreag…”. According to OM,
has a tendency to figure in lots of criminal Ambreagos was a tyrannical Symbarian noble house
investigations, never as the prime suspect – possibly worshipped by the cult. Erlaber is questio-
but often enough for him to be included in ned, (acts?) bemused, has never been to Glimmer.
the informal record that Captain Dekamedo Year 20. Was seen with the changelings Klagander
has established to keep track of suspicious and Sibela, wanted in relation to a series of robberies
people in town. and murders with dark overtones in Yndaros. Claims
◆◆ To gain access to Dekamedo’s record on they contacted him, offered to sell him artifacts
Erlaber the characters must be acquainted which proved to be trash.
with the Captain since earlier, or manage to Year 20. The antique dealer Jorlio found poiso-
convince Herado to let them see it. This time ned, with intestines spilled out and self-inflicted
a test against [Persuasive –3] is required, but wounds all over the body. Three witnesses speak of a
with a +1 modification if they fought in the black-dressed visitor three days earlier, one identifies
defense by the sinkhole. The record has the Erlaber. Unconfirmed, especially since the key
following to say: witness suffers from dementia.

Alliances
Aside from searching for information, the cha-
racters would do well to gain allies for the fight
Krusean Berries against the cultists. Below is a list of potential allies
The berries from the Krusean bush can be eaten both fresh and dried, and specifying what it takes to come to an agreement,
give rise to a long-lasting buzz which may be compared to that of alcohol including notes regarding who or what the different
consumption. The one eating the berries also suffers 1D4 in temporary groups refuse to work with.
corruption, which tends to linger in the body (if relevant, the corruption No matter who they talk to, the leader of the
fades with one point every two hours). For this reason, the berries have faction will stress the importance of everything
become popular among people who are charmed by Davokar’s darkness being handled with discretion – if the people in
and the powers of the Eternal Night. According to rumor, they are also used town learn that an “evil cult” has been allowed to
during torture – the buzz combined with the amassing blackness can get exist at the heart of the Hold, it will have long-term
just about anyone to talk … consequences for their faith in Ambrian authorities
in general and Mayor Nightpitch in particular. The
only exception to this is Lysindra Goldengrasp, who

158
MIDNIGHT IN THISTLE HOLD 11
on the contrary emphasizes that the residents have
a right to know.
The Town Watch/Town Seat: Capta in
Dekamedo, alias Akman Kohinoor, can enlist a
Stormy Night
handful of watchmen from other posts (primarily As a suggestion, a thundering storm is raging over Thistle Hold as the cha-
from the barricade surrounding the sinkhole) and racters return from the Halls of a Thousand Tears. The rain is hammering
join up with the player characters. against roofs and pavements, and thunder is rolling across the lead gray
The Sun Temple: Provided that the characters skies. Provided that the attack takes place during the wee hours, people in
did not help to stop the harassments against Sarvola, the area will not easily notice what is going on in the abandoned tannery
Father Elfeno and two of his sun priests can parti- building – actually the sounds of battle will be drowned out by the storm so
cipate in the strike against the cultists. Otherwise that the characters and their allies will be able to vacate the premises before
they have to talk to Deseba the Old. She cannot a crowd gathers. If the Town Watch has not been informed beforehand, the
partake in any attacks but asks three sun priests to first patrol will arrive ten turns into the fighting, but they will not dare to
be at the characters disposal. Irrespective of which, enter before reinforcements come running, another ten turns later.
it takes a skilled negotiator (e.g. Nightpitch) to get
them to fight alongside the witches.
The Sun Knights: The Mekele brothers might
consider fighting on the characters’ side, provided
that they have met at some earlier point. Even if they (room #1 and #2); some are down on the floor and
have previously fought against each other, it may four cultists with crossbows are patrolling the
be possible to convince Leohan to put old grudges balustrade inside the building.
aside, for a good and noble cause. The templars will If watching from outside the characters can see
under no circumstances cooperate with the Iron two people at each entrance, dressed like hired
Pact and it will take a skilled and authoritative guardsmen. Also, should they climb some nearby
negotiator (e.g. Nightpitch) for them to consider rooftop and pass a test against Vigilant they can
working alongside witches. see through the dirty and cracked windows and
The Iron Pact: If asked, Lysindra and Mearoel notice movement inside the building. However,
do not hesitate to join up. They will even consider since most of the cultists are in hiding they will
dressing up and lying about their identities in order not be able to count more than a handful of people.
to make an alliance with the Town Watch and/or If one of the characters expressly states that they
the Sun Temple possible. If they learn that there are will watch the hideout for at least two hours, then
templars in the mix they will force the characters passes a [Vigilant –5] test, they will notice that large
to choose – the blood is all too bad between them … quantities of food are delivered to a sliding door
The witches: Gadramon and Eferneya never inside – a door which is opened by someone who
hesitate to join the fight against the cultists, pro- passes the crates on to a room further in …
vided that the characters (with or without the help To get a clear idea of what awaits them, the
of Nightpitch) can get them into town. characters must resort to more drastic methods.
Ordo Magica: The chapter in Thistle Hold is Maybe they can employ distractions or fake
accustomed to hiring sellswords to take care of the attacks to be able to kidnap one of the guards at
fighting and feels that such chores are best handled the backdoor, and then interrogate him or her,
by others. However, if the Game Master wishes, preferably aided by mystical powers or rituals?
Kullinan Furia may be present when the characters Maybe they can use traits like Shapeshifter or
are denied help from Chapter Master Cornelio and powers like Shapeshift, Unnoticeable, Possess or
offer to give them a hand. Borrow Beast to gain a better understanding of
the situation? Or the task may be achieved by
The Cult’s Hideout performing the rituals Clairvoyance and/or Oracle.
Once the characters return from their meeting Note that if Clairvoyance is used, the character will
with the elves, Erlaber and his closest companions see the stairs to the basement, but the basement
have left the tannery and taken the skull with itself is impossible to make out, as if it is protected
them. But since they know that the characters by the ritual Sanctum. Also, do not forget that if
are on their trail, they have filled the building none of the characters have the powers or abilities
with Redeye’s and Erok the Dark’s cultists hoping mentioned above, they can always ask for help Captain Dekamedo’s
to stop them permanently or at least slow them from their allies and friends. record on Erlaber can be
down (see pages 103–104 for stats). A majority of Warned about the hidden cultists or not, the found as a handout at
the force is hiding in the windowless storerooms battle in the building will be tough. How many the back of the book.

159
1 2
7 7

THE TANNERY
1. Former Office
2. Former Storageroom 4
3
3. Great Cauldron
4. Acid Baths
5. Water Baths
6. Balustrade/Drying
Racks
7. Stair to Cellar
8. Ritual Chamber 6
9. Erlaber’s Curiosa
Storage (locked)

N Ground level

2 m² Cellar

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MIDNIGHT IN THISTLE HOLD 11
cultists the characters must fight can be determined ◆◆ A character (or npc) with the ability
based on the number of allies they have in tow. In Witchsight that enters the cellar receives
The Opponents
the margin to the right is a list with suggestions a vision of a giant ox head with staring
regarding this, but the Game Master should adjust fisheyes, lying on the podium mooing softly. No allies
the numbers to suit the characters in his/her group. If also passing a Cunning test, other images PC × 5 opponents
The first row (bold) in each segment refers to flash by, as if the creature is trying to show 4 projectiles
the number of groups/factions, not to individuals. the character something: first a sinkhole 1D6+2 new per turn
The second row states the total number of cultists somewhere in Davokar; then a dark lake, also
that will attack the characters specifically in melee inside the woods; finally a huge cave with One ally
during the whole combat scene. Row three details moss-covered walls. These images should PC × 3 opponents
the number of opponents that will fire at them help the characters recall the underground 3 projectiles
from the balustrade each turn (crossbow, damage lake beneath Thistle Hold, given that they 1D6+1 new per turn
4, free line of sight for both shooters and characters have seen it before.
shooting back). Finally, the last row specifies what ◆◆ At the sides of the podium are two braziers. Two allies
die to use when determining how many close com- By using the ritual Tale of Ashes, the character PC × 2 opponents
bat opponents make contact with the characters can see and hear what happened as the 2 projectiles
each turn. It should also be mentioned that if the wizard Desidera returned from her trip down 1D4+2 new per turn
characters have not eliminated one of the cults, the hole. A shape dressed in black robes asks
the opponents come from both Redeye and Erok. if everything went according to plan, and Three or more allies
she responds: “The circle is made, at a safe PC+1 opponents
Exempel: After having talked to Lasifor Nightpitch, distance from the underground lake”. Then the 1 projectiles
the characters have managed to smuggle Gadramon mystic gets to witness the two talkers and 1D4 new per turn
and Eferneya into town and had the Mayor’s help three others (two changelings and the ogre
convincing the Mekele brothers to fight along with the witch Manaloum) gather around the podium,
witches. Hence, they attack the tannery with two allied placing their hands on the ox skull before
factions, meaning that the characters themselves will disappearing.
be up against [PCx2] cultists during the course of the ◆◆ A successful test against [Vigilant –5] reveals
battle. Each turn 1d4+2 new enemies will engage them barely noticeable scratches in the floor by the
in melee until the total number is reached; moreover, podium, hidden under the black cloth. The
two crossbow bolts will be aimed at them each turn. podium can quite easily be pushed sideways
The rest of the [PCx5] cultists in the building move in to expose a crudely cut space, intended to be
on the witches and the templars – encounters that can used for hiding the skull of Eox if something
be handled in summary by the Game Master, on the happened. Down there the characters will
basis that the characters part of the battle will deter- find one of Erlaber’s cultists, the hissing and
mine the outcome of it all. hateful youngling Gardai. He knows full
well where his master has gone, but will not
say anything unless the player characters
After the Battle pressure him hard and succeed with a test
When the cultists have been taken out, the cha- against [Persuasive –1].
racters and their allies soon discover that neither
the cult leader nor the sought-after skull is in the
building. Luckily there are several ways to figure
out where they are.
The plan was that the ritual would be performed
Combat in the Tannery
in the cellar beneath the tannery. The massive stone The more intense and eventful the battle at the tannery is, the better. Let the
podium where the skull of Eox lay up until a few players make use of the structure of the building and reward their ingenuity.
hours ago can be found down there, covered by a If they try to push a cultist down into one of the tubs that has been filled with
black blanket, embroidered with archaic symbols leftover tanning acids, let them roll a die against [Strong←Strong]; should
and soaked in rose scented secretions. The place is they be pushed and fail the defensive roll, they may be able to save themsel-
protected by a Sanctum and cannot be discovered ves with a test against [Quick –5] – if not, they suffer falling damage
by mystical means, but if the characters use the according to the rule on page 177 in the Core Rulebook. In the same way, it is
hatch or the stairs to get down the site is waiting possible to push someone down into the giant cauldron ([Quick –3] or
to be explored. What has happened and where the Acrobatics to get out), or from the balustrade (resulting in a three meter fall).
skull has been moved can be determined in the
following ways:

161
Final Encounter
It is imperative that the Game Master thinks Phase IV:
things through before the concluding battle against If the characters persist in waiting they will never
Erlaber Ambreagos. The encounter with the sorcerer be able to stop the ritual in time. Instead they will
and his followers should prove a real challenge and notice how the frantic heartbeat suddenly dies out,
the players should feel that the outcome depends on about fifteen minutes into phase III. A grave-like
how their characters preform in the fight. silence descends over Thistle Hold. If they immedi-
We suggest that the characters will have to climb ately start to run, they will make it to the sinkhole
down into the sinkhole alone, even if they have had in time to witness how the creature that once was
several allies during the clash in the tannery buil- Erlaber Ambreagos rises from the deep, on its new,
ding. That they suddenly are without companions enormous bat wings (see the header Combat on the
can be explained by injuries suffered in the fight Surface below). Should they instead hunker down
with the cultists and that the few who are unhar- and stay hidden, they will be forced to hear the
med are reluctant to leave the wounded without abomination wreak havoc among people and houses,
someone to care for them. Another explanation causing death and destruction before leaving the
may be that some of the allies (Kullinan, Eferneya town, headed for Davokar’s deeper and darker parts
or Elfeno) have pushed themselves to the brink of (see The Victorious Night, page 170).
becoming blight born. Also, it is urgent – Erlaber
has already initiated the ritual! The Way Down
For the characters to have any chance to stop
Phase I: Erlaber’s ritual they have to get a move on before
When the characters wrap up the examination of the chain of events reaches Phase IV. No matter if
the podium where the skull used to lay, people who they get going in Phase I, II or III, their way down to
have the ability Witchsight or have 5 or more in total the Beast Clan caves will look the same. Remember
corruption can sense rhythmic tremors in the air, to describe the signs of the progressing ritual as
like blast waves caused by the beating of a powerful the characters are running through Thistle Hold
heart. Should one of the characters’ allies fit the – even if they started moving as early as in Phase
required criteria, he or she will rise up and shout I the distance they have to cover is long enough for
at the top of his or her lungs: “Do you feel it? It has them to both hear the sound of the heartbeat and
begun! Run, hurry, this ritual must be stopped!” see the faint, bluish surges shoot through the air.
There is no time to form new alliances and should
Phase II: they hope for the Town Watch to back them up they
If neither the characters nor the allies perceive the will be disappointed. If Dekamedo is not already
waves, or if the characters for some reason decide allied to the characters they will find him in charge
to wait, phase two commences. The blast waves of the guard around the sinkhole. He says that the
grow in strength until they can actually be heard. guards on duty are exhausted after having been
A passed test against Vigilant means that the cha- active since the morning before. Adding to that,
racter perceives a sound reminiscent of the slow but they are needed where they are since the number
accelerating beating of a heart. It is not possible to of incidents is increasing: attacks are coming from
determine from where the sound comes – it feels like desperate fortune hunters who aim to be the first
it permeates the whole world. Incapacitated allies ones down into the caves, looking to examine the
who take note of this will try to order the player wilder and wilder rumors about the treasures down
characters to get a move on, with fear and panic there, but also from more or less corrupted figures
in their eyes. who feel drawn to the dark power of the deep.
In order for the characters to pass and gain
Phase III: access to the ropes that are in place, they have to
The third and final warning is impossible to miss. be able to show Dekamedo a letter from Nightpitch
The sound of the heartbeats grows even louder and or convincingly argue that they have been down into
is made physically manifest: the sound waves emit the sinkhole before. An alternative is to persuade
a faint, etheric, bright blue light, like waves from the Captain of the gravity of the situation, which
a stone thrown in water, but in spheres instead of is done with a successful roll against Persuasive,
rings. Moreover, everyone feels how the surges with a +5 modification if a leader from some other
bring with them an instant nausea that inspires faction (injured or not) accompanies them to the
dark thoughts and murderous impulses. rim of the hole.

162
MIDNIGHT IN THISTLE HOLD 11
The Hall of the Rubble Hill Manner Laughs death in the face
The first thing the characters notice when they Race Ogre
reach the top of the rubble hill is that someone has
Resistance Challenging
placed burning torches over the cave floor, lighting
up the area between the hill and the openings to the Traits Robust (II)

north and west. A passed Vigilant test also makes it Accurate 10 (0), Cunning 15 (−5), Discreet 5 (+5),
possible to glimpse (what remains of) the Midnight Persuasive 9 (+1), Quick 7 (+3), Resolute 13 (−3),
Cult, standing in the gloom between the openings Strong 11 (−1), Vigilant 10 (0)
leading to the lake and the Crystal Isle. Abilities Inherit Wound (master), Natural
How many individuals they glimpse depends on Warrior (novice), Maltransfor-
if the characters have been in the cave before and mation (novice), Quick Draw
(master), Storm Arrow (master),
what happened then. If they did not kill the blight
Tactician (adept), Witchcraft
marked witch Bayela, she has unknowingly helped
(adept)
them by killing the body guard Klagander and the
Weapons Unarmed 6
adept wizard Desidera.
If they instead killed the witch, they are forced Armor 3 (Robust)
to encounter all four: the ones mentioned above Defense −2
along with Sibela and the ogre witch Manaloum. Toughness 11 Pain Threshold 6
Irrespective of how many cultists are waiting, their
Equipment 16 thaler, 10 storm arrows,
orders are clear as uncorrupted crystal: to slow the
2D6 Runefala roots (works as
characters down until the master has completed Concentrated Magic but deals 1
the ritual. corruption on consumption.
Shadow Brownish red with black spots,
like opals hidden in ferrous earth
(corruption: 4)
Tactics: Manaloum first fires his storm arrows.
When they are all spent he will try to “maltransform”
especially dangerous opponents. He only enters
into close combat if it is impossible to avoid it.

Desidera
”The dark is the rule, light the exception.”

Four years have passed since the then novice wizard


Desidera met Erlaber and fell in love. The stranger gave
words to her thoughts and to the view of the world
which she until then had only suspected during her
struggles to understand the relationship between light
and dark, goodness and evil, order and wilderness.
Darkness is not the absence of light as her former
Manaloum masters taught, she knows that now. Instead, the
”Corruption breeds power, not vice versa …” dark is the natural state of existence, perverted and
weakened by light. Desidera is prepared to follow
Manaloum grew up as the adoptive son of a childless her love to the end of the world, if it is there that
witch of Clan Enoai, far to the north. He did his best their shared studies into the powers of darkness
to live up to the high demands and expectations of will take them!
his mother, but never got anything but reprimands
and deep sighs in return. Manner Happily smiling
His frustration grew into desperation and finally
Race Human (Ambrian)
he started breaking the clan’s taboos in order to grow
Resistance Challenging
stronger. And sure, the roots of the herb Runefala
have helped him. They helped him to overcome and Traits Contacts (Ordo Magica)
slay his stepmother when she discovered what he Accurate 9 (+1), Cunning 13 (−3), Discreet 11 (−1),
was up to, and they have helped him realize that Persuasive 10 (0), Quick 7 (+3), Resolute 15 (−5),
the price of success must be paid for in corruption … Strong 5 (+5), Vigilant 10 (0)

163
Abilities Confusion (master), Illusory They found each other in Old Kadizar, rejected
Correction (master), Loremaster by their families and forced to steal and some-
(adept), Ritualist (adept, Magic
times kill to survive. They hate Ambrians and
Circle, Sanctum, Seven-league
Stride), Steadfast (adept), Unholy
really do not value anything at all besides the
Aura (adept), Wizardry (adept) dark friendship they share with each other.
Erlaber helps them to grow stronger, which is
Weapons Wooden staff 3 (long)
the only reason why the changelings have joined
Armor Order Cloak 2 (flexible)
his Midnight Cult.
Defense +3
Toughness 10 Pain Threshold 3 Manner Silent, arrogant expressions

Equipment Ritual Codex (Exchange Sha- Race Changelings


dow, Desecrating Rite, Possess), Resistance Challenging
1D10 thaler.
Traits Shapeshifter
Shadow Silver with dark streaks, like
the moon’s reflection over the Accurate 7 (+3), Cunning 10 (0), Discreet 16 (−6),
rippling surface of a forest pond Persuasive 5 (+5), Quick 14 (−4), Resolute 10 (0),
(corruption: 3) Strong 9 (+1), Vigilant 11 (−1)

Tactics: When combat starts, Desidera invokes Abilities Backstab (adept), Exceptionally
her unholy aura. Then she tries to confuse her ene- Discreet (novice), Exceptionally
mies or help her allies with illusory corrections. Quick (novice), Feint (adept),
Twin Attack (novice)
Weapons Fencing sword 4 (precise) and
Parrying Dagger 3 (balanced)
Armor Woven Silk 2 (flexible)
Defense −8
Toughness 10 Pain Threshold 5
Equipment 1D6 thaler
Shadow Dark green like leathery leaves
with single blackened veins
(corruption: 2)
Tactics: The two changelings always strive to
fight two against one, that way gaining the advan-
tage needed in order to use their backstab tech-
niques. If that is not possible, they stay together
to avoid being flanked themselves.

The Showdown
Klagander and Sibela Out on the Crystal Isle, Erlaber Ambreagos has
”We are the Dark.” set the stage for his rebirth. His cultists have
built him a podium of stacked boulders from
The friends Klagander and Sibela were two of the first the rubble hill, in which six torches have been
changelings to be discovered among the Ambrians, wedged, pointing in different directions. As the
both of them in Yndaros, with Sibela amongst the characters arrive, the ritual is nearing its climax
refugees and Klagander in a merchant’s home. and the low-tuned chanting of the sorcerer is
accompanied by drawn-out mooings from the
skull on the podium.
Precisely what the characters face in the final
Table 4: Erlaber’s Rebirth showdown depends on two things: how quickly
they reacted after the fight at the tannery and how
NPC Reaction Time Delay long it takes them to pass the cultists standing on
Erlaber Ambreagos Phase I 1 turn guard. The column Reaction Time in table 4: Erlaber’s
Prince of the Abyss Phase II–III 1–5 turns
Rebirth mirrors Phase I to III on page 162, while the
column Delay answers to the number of turns the
Midnight Phase II–III 5+ turns
characters need to get past the cultists.

164
MIDNIGHT IN THISTLE HOLD 11
Hence, there is a chance for the characters to grow both taller and more massive, and covered it
stop the ritual before the rebirth process com- with a thick, leathery skin in shades of deep blue. His
mences. But that requires that they start moving head has been deformed, becoming elongated, pointy The Ritual Aborted
at Phase I and also that they manage to get past the and crowned with three short horns (at the temples If the characters are
cultists in a single turn. The latter may be achieved and the neck). The process has erased most of his fast enough to get
either by incapacitating all opposition directly knowledge and powers of the mind, but strengthened to meet Erlaber Am-
or by the characters using both their actions for his spirit with the force of rage. breagos in human
movement, making it possible to run past them. Manner Upright, calmly furious
form during the final
If they go for trying to evade them, do not forget encounter, it should
Race Abomination
that the cultists will get one free attack each and be noted that the
that they will hunt after the characters and join Resistance Strong sorcerer is standing
the final showdown. Traits Armored (II), Regeneration (II), on the Crystal Isle.
Robust (II) Since he is bound
Erlaber Ambreagos Accurate 10 (0), Cunning 14 (−4), Discreet 5 (+5), to the crystal, he
Persuasive 17 (−7), Quick 10 (0), Resolute 14 (−4), may make use of its
Manner Big gestures, burning gaze Strong 7 (+3), Vigilant 9 (+1) dark powers during
Race Human (Ambrian) combat, according
Abilities Berserker (novice), Exceptionally
Cunning (novice), Exceptionally to the rules and res-
Resistance Challenging
Persuasive (adept), Exceptio- trictions described
Traits Privileged nally Resolute (master), Leader in the textbox on
Accurate 10 (0), Cunning 14 (–4), Discreet 5 (+5), (master), Steadfast (master) page 109.
Persuasive 17 (–7), Quick 10 (0), Resolute 11 (–1), Weapons Black Edge 9
Strong 7 (+3), Vigilant 9 (+1)
Armor Witch Gown 2 (flexible) + 6
Abilities Bend Will (adept), Exceptionally (Armored and Robust)
Cunning (novice), Exceptionally Defense +8
Persuasive (adept), Larvae Boil
(adept), Leader (master), Lore- Toughness 10 Pain Threshold 4
master (master), Ritualist (adept, Equipment Ritual Codex for The Exaltation
Desecrating Rite, Possess, The Ritual (value: 500 thaler), the
Exaltation Ritual), Sorcery (adept) dagger Black Edge (page 73)
Weapons Black Edge 3 (Short) Shadow Black like the surface of cooling
Armor Witch Gown 2 (Flexible) iron ore (corruption: thoroughly
corrupt)
Defense 0
Tactics: The Prince of the Abyss attacks hungrily
Toughness 10 Pain Threshold 4 with Black Edge. Since corruption does not
Equipment Ritual Codex for The Exaltation bother the abomination he activates the paraly-
Ritual (value: 500 thaler), the zing effect of the dagger at each hit.
dagger Black Edge (page 73)
Shadow Black flakes on smoldering Midnight
white, like liquid iron starting to ”Nooow! Yeees! What!? No, what is
cool (corruption: 5) happeeeaaaRAAAaaa …”
Tactics: Erlaber’s sadistic tendencies make him
prefer to use the mystical power Larvae Boil in Should the characters be delayed on their way
combat and interrogations. He stays away from towards the Crystal Isle, Erlaber has time to
melee as long as it is possible, preferably with a complete the ritual. If so, his body is filled with
group of loyal minions in front, but surrendering the combined force of the isle and the dying god,
is never an option – he would rather end his own
resulting in the complete and utter destruction
life before that happens.
of his spirit.
In front of the characters, the creature grows an
Prince of the Abyss additional meter in height, towering and wiry and
”No, not yet, you … covered in a coat of gray, hairy scales. The head and
... Aaaaaaooo, diiiiiiiie!” face resembles that of a bat, but with the mandible
jaws of a spider and curved goat’s horn reaching
If the characters arrive before the ritual is complete, down to the shoulders. The last thing that happens
Erlaber’s transformation is stopped at the stage cal- before the creature acts is that it unfolds a set of
led Prince of the Abyss. The ritual has made his body huge, leathery wings.

165
Manner Pure rage
Race Abomination
Resistance Mighty
Traits Armored (III), Corrupting Attack
(II), Natural Weapon (II), Regene-
ration (II), Robust (III), Wings (III)

Accurate 10 (0), Cunning 9 (+1), Discreet 5 (+5),


Persuasive 7 (+3), Quick 11 (−1), Resolute 13 (−3),
Strong 18 (−8), Vigilant 10 (0)

Abilities Berserker (master), Exceptio-


nally Strong (master), Natural
Warrior (adept), Steadfast
(master)
Weapons Claws, two attacks at the same
target 14/10, +3 in temporary
corruption
Armor Leathery hide 10
Defense +3
Toughness 18 Pain Threshold 9
Equipment None
Shadow The deepest black, a
light-consuming stain on
the night sky.(corruption:
thoroughly corrupt)
Tactics: Midnight’s hatred drives it forward
without concerns; all that matters are death and
destruction.

Showdown on the Surface


If the characters are so indecisive (or frightened)
that they do not take their wounded allies’ call to
action seriously, they have placed both themselves
and the whole of Thistle Hold in a very dire situation.
The blight born Erlaber Ambreagos rises from
the Abyss in the form referred to as Midnight (even
if the creature itself neither has nor calls itself by
any name). Its body and soul are dominated by a
voracious appetite, for both warm flesh and general
destruction. The player characters have one turn
to stop it, before the creature realizes that the lunches backwards into the hole, takes flight and Ruled by an all-consu-
area around the sinkhole contains an unnecessary may only be hit with ranged attacks during the ming passion, Erlaber
amount of armed humans, and that it only has to second turn. Ambreagos welcomes
fly to the neighboring district to be able to quench After that, the characters must chase it through his death and rebirth.
its thirst without disturbance. the streets. It moves north towards the Toad’s
As Midnight touches ground, on the side of the Square and strikes at the locations mentioned
sinkhole where the characters will also arrive, the below, before it feels satisfied enough to begin
majority of the town guards on post will turn and the journey to the alluring depths of Davokar. To
run while the rest remain standing, as if paralyzed decide if, and in that case when, the characters
by fear. Moreover, the defense is spread thin along reach the locations before the creature moves on,
the rim of the hole, which is why the characters only you can use the Quick test formula at the start of
can count on the help of 1d4+1 guard (they throw the paragraphs. The test is made by the character
their spears and avoid close combat). who has the lowest Quick value, and note that it
The abomination fights for one turn. Should gets easier and easier to succeed since the creature
the characters fail to incapacitate it, Midnight remains longer at each site:

166
MIDNIGHT IN THISTLE HOLD 11

Quick −5: The creature is drawn to a pottery and attacks the monument wielding the severed
store by the cry of the owner. It rips the owner and legs of its victims.
her two novices apart and then starts to wreak Quick +3: The final stop is at the Salons of
havoc in the vicinity, leaving death and total Symbaroum. The Abomination demolishes the
destruction in its wake. entrance and moves with haste through the res-
Quick −3: The creature is attracted by a small taurant, up to the beer hall and on to the gambling
girl starring at it from a window on the second booths on level three where it throws itself out a
floor of a three story building. Midnight falls over window and flies for the forest. It kills or maims
the apartment and its residents – mother, father, everyone standing in its path.
grandfather and five children. If the characters
are too late to save the townspeople, the creature If the characters pass any of the Quick tests a violent
leaves a bloodbath behind. showdown will commence. If not, see the section
Quick: Midnight is hit by a sudden impulse to called Triumph of the Night on page 170, which
smash the lighted statue on the Toad’s Square. It also describes what happens if the characters are
lands nearby, slaughters two foolhardy town guards defeated by the creature in combat.

167
Aftermath
One can only hope that the characters stand victorious as the dust settles after
the final encounter. If not, there is always the hope that the players still had an
exciting adventure, also that they have learned a lot about the power factions of
Ambria and gained some valuable insight regarding the workings of the world
of Symbaroum. Regardless of which, this chapter contains instructions and
suggestions on what may happen in the wake of the adventure, both regarding
the characters and the people of Thistle Hold.

It should be mentioned that The Chronicle of the a must! Should all characters die in battle against
Throne of Thorns does not require the players to have the cultists of the Hold, the second section of this
the same characters in all episodes. Of course, it can chapter may provide an indication of what newly
prove to be extra interesting if at least some of the generated characters know about what people will
characters are along for the whole ride, but it is not call The Tragedy of Thistle Hold.

Healing a God
If any player characters survive the adventure Meeting Eox
it must be decided what should be done about the Nothing happens during the day and night the
skull of Eox. Even if the ritual was completed, it journey takes, partly because of the deterring
appears as if the beast god is still alive. effect of the colossi, partly since the creatures of
To carry the skull in full view through the Bright Davokar can sense the presence of Eox and
streets of Thistle Hold is hardly an option. The stay away out of respect for the dying god. At one
smartest route is probably to take it through the point they can glimpse a pack of jakaars watching
natural tunnels and cracks that lead north from them from a distance, later they are followed by a
The Pool’s Cave, and which finally will take the group of curious rabbits who finally are scared away
player characters to the surface about three hours when the severed skull gives off a sudden bellowing.
walk into Davokar. When arriving at Eox’s body they meet Teara-
From there, they can send a runner back to Téana and four other elves, two of which seem to
contact Gadramon and Eferneya, who already have weave mystical rituals to keep the creature alive,
received a dreamsight from Teara-Téana expressing and two weepers with their wooden bowls brimming
the wish that the witches will guide the characters with tears. After a wordless greeting the mystics go
to the territory of Eox. silent, receive the head of the ox and place it so that

168
AFTERMATH 11
the sectional planes touch. The flesh and skin start she has it with her (at least the parts of the reward
to simmer along the wound and the bellowing of that are of a material nature and which are possible
Eox grows deeper and stronger so that the bodies to take along into the woods), but she also returns
of everyone present ultimately tremble in response. the question: “Would you say that you have earned
The process does not take more than a few this reward?”
heartbeats, and then Eox rises, almost twice as Both these questions are part of a test to deter-
massive as a normal ox and with his neck proudly mine if all or some of the characters may be possible
and defiantly stretched. The creature gives the recruits for the Iron Pact. For that to be the case, they
characters a furtive glance, then begins to graze first have to express some kind of doubt regarding
in the dry vegetation of the autumn soil. the righteousness of their actions, since Teara-Téana
is no rabid hater of humans but respects all forms
Gratitude of life. Secondly, they must decline the reward they
Once Eox has been healed, Teara-Téana offers the previously asked for, with the argument that the sur-
characters a seat on some moss-covered stones and vival of Eox and the lives saved are reward enough.
tree stumps nearby. She says that the god is grateful The characters who answer in such a respect will
and then asks the characters, one by one, how they still be offered the agreed compensation, but will
feel about what they have done – do they feel that also hear a telepathic whisper as they depart from
they have acted righteously, that all the death and the grove: ”So long, my friend in strife and sorrow.
eventual devastation they have caused is justified, Soon we’ll meet again, if you truly want and dare. Till
given what they have achieved? If someone brings then, take care of yourself and keep these words of mine
up the promised reward, she lets them know that as your secret gift.”

Developments
Most of what happens in the wake of the adven- all the way to Yndaros’ refugee camp and has its
ture depends on how Act 2 played out in your residents moving north by the thousands. In spite
gaming group, and on how the characters conducted of several incidents (strikes, riots in Blackmoor
themselves in dealings with the other agents in and food rationings during the winter) the whole
town. The Game Master should take some time district is rebuilt during the late fall of year 22.
to contemplate the aftermath of the adventure. If Something unknown to almost everyone is that
the heroic actions of the player characters have Lasifor, pressured by the Queen and Grand Master
become known among the population in Thistle Seldonio, has allowed Ordo Magica to create a smal-
Hold they will most likely become the subjects of ler passage down to the Crystal Isle, through cracks
newly composed songs and poems. Should their in the bedrock. The purpose of this is of course
actions only be known to one or more faction leaders
a private audience may take place, at which the
characters are thanked and/or rewarded.
The paragraphs of this section offer suggestions
on more general events and developments that the
Erlaber’s Treasure Chamber
Game Master may use to his or her liking. Most As previously said, Erlaber has acquired a large number of items, curiosities
are based on the premise that the characters won and artifacts over the years. Most of these are stored in a chamber beneath
the day and that the town tries to put the tragedy the tannery (#9) but it is highly unlikely that the characters will be able to
behind it. The exception is the final header, which seize them for themselves. First, they will hardly have time to search for
describes what will happen if the characters decide treasures after the battle in the tannery; second, they are probably accom-
to make a run for it or if they lose the battle against panied by one or more allies who will lay claim to the items for their own
the cultists and their leader. sake or for the sake of the town – not least since they all are of such a nature
that they should be destroyed or shipped off to some secure location (the
The Sinkhole monastery of the Twilight Friars, the headquarters of Ordo Magica or the
As soon as possible, Building Commissioner Kalio Halls of a Thousand Tears).
Galeia will initiate the work of filling in and cove- However, if the Game Master feels that the characters have earned some
ring up the sinkhole. Queen Korinthia and Mayor additional prize, aside from what they will get from Teara-Téana, one of the
Nightpitch provide him with all the resources he faction leaders may have put one or more suitable objects aside on their
needs and for the following months none of the behalf, to be handed over at a private audience.
regions daylaboring goblins or humans will need
to go hungry. The rumor of the project spreads

169
to study the corrupted power node, and one must Midnight. The abomination will still head for the
hope that no one is ensnared by its dark charm or depths of Davokar, but in this case it will have time
Slaying a God tries to use its power for more hazardous rituals … to cause even greater death and destruction before
It is not unthinkable leaving town – buildings are razed and set on fire,
that the characters The Beast Clan hundreds of people are slaughtered and the icy
decide to slay Eox for Helionor leads her subjects deeper into Davokar, terror that fills the midnight air makes as many
good. The creature pillaging and ravaging barbarian camp sites and die from heart attacks or suicides.
obviously repre- free settlements along the way. Ultimately they The fear lingers, not just in Thistle Hold but in
sents a power that is will establish a new base in the mountains near the the whole realm as the news of what has happened
opposed to Ambrian Black Pitch Mire and keep sending their warriors starts to spread. And with the fear comes anger and
intrusion into the fo- south for loot and slaves. Of course, they will appear hate, aimed at the authorities of Ambria as much
rest of Davokar, which in future episodes of The Throne of Thorns, alone or as at the abomination. Riots and protests occur in
may be in sharp as allies to the raging representatives of Wratha. all towns south of Davokar, accusing the mayors,
contrast with the commanders, nobles and the Queen who failed to
characters’ goals and Thistle Hold protect their subjects. Despite the Sun Church trying
alliances. Eox takes The Tragedy of Thistle Hold will be kept alive in to mediate, the uprisings must be quenched by force
damage from mys- the memory of all Ambrians, but the anxiety that of arms on a couple of occasions, both in Thistle Hold
tical powers, as for initially plagues the residents will soon give way and in the capital city of Yndaros. It takes several
instance Brimstone to romanticized heroic poems and celebrations in months before the anger cools and a weary kind of
Cascade and Larvae honor of “the victory over the dark”. calm settles over Ambria.
Boil, and it is not able Up to the point when the sinkhole is covered Should it somehow become known that the
to defend itself. up, the security at the gates is heightened and the characters were involved in trying to handle the
If the characters Legation is very restrictive when it comes to gran- situation but that they opted to run from the danger,
choose to slay the ting Explorer’s Licenses – except to heroes who par- they would do best to assume both new names and
ox its carcass will ticipated in the defense of the town, of course. But new clothing styles. Initially, they will be as hated
remain in the forest, when the sun and warmth return, most reverts back as the authorities and later they will become the
leaking and radiating to how it was before the tragedy. Human memory subjects of ridiculing songs, tales and paintings,
corruption. A local is short, more so when concerning bad things … and known as “the cowardly scaredy-cats who ran off
wasteland spreads crying for their measly lives”. Their previous contacts
around it, where all Triumph of the Night will reject them or a least refuse to see them in any
vegetation dies and Should the characters choose to run away or if all public situations. In other words, the group must
which all animals, of them are slain in the showdown with Erlaber fight to restore their honor – something that the
beasts and even Ambreagos, the sorcerer will automatically suc- Game Master can turn into a whole series of inte-
insects steer clear ceed with the ritual and turn into the npc called resting and thrilling adventures!
of. However, it will

What Comes Next?


attract both abomi-
nations and blight
born humans. Within Of course, the Game Master and his or her play- Experience
a couple of months, ers know best what surviving and/or newly made As is known, the characters should be awarded 1
rumors of the site will characters should do until it is time for the next Experience for each scene which contains at least one
reach Thistle Hold – episode in the Throne of Thrones. challenge. Exactly how to define “one scene” is up to
speaking of an area There are probably lots of things left to do in the Game Master, but in general we would suggest
in the forest which Thistle Hold, and the fact that it suffers from that each header in the adventure text counts as
reeks of corruption, the aftermath of the Tragedy does not make it a scene. The exception is the headers describing
where unspeakable less interesting – in the wake of the appearance reoccurring threats, as for instance Wanted Dead
rituals are staged of the sinkhole and, possibly, the rampage of the or Deader on page 102. Naturally, in that case each
during moonless abomination there are both wounds to lick and a confrontation with the cultists of Redeye and Erok
nights … town to rebuild. In short, the events linked to the should be regarded as one scene.
adventure have opened up new possibilities and Based on the above, the adventure Wrath of the
job opportunities for the characters. Warden should provide the characters with between
After a few short words on the allocation of 40 and 50 Experience, depending on choices made,
Experience this section lists a series of plot hooks primarily during the second act. However, the
and circumstances which the Game Master is Game Master should feel free to make this decision,
welcome to develop and refine according to his or based on how quickly or slowly he or she wants the
her preferences. characters to advance.

170
AFTERMATH 11
Reconstruction Also, it is not unlikely that the agents are asked
A whole district has been devoured by a hole that to put an end to forest expeditions, to reclaim
needs to be covered up. Each character can take part dangerous artifacts from individuals or auction
in the reconstruction of the Hold, as a laborer or in houses, and to hunt down blight marked humans
the capacity of some kind of leader – a foreman, a or beasts which have left the woods and are hiding
keeper of the pay packets or as someone tending to somewhere in the Ambrian realm.
sick/wounded daythalers. Challenges may potenti-
ally appear when the workers protest against their Slaves of the Beast Clan
meager paychecks and poor working conditions, When the Beast Clan attacked Thistle Hold, many
when some mysterious disease hits the work camps Ambrians were dragged down into the hole to
or while an ancient ruin is found when digging up embark on an anything but joyous life-journey as
dirt and gravel for filling the sinkhole. the slaves of the Jezites. If the Game Master wishes,
Another option is that the characters decide the characters may be contacted by relatives of
to establish an outpost in Davokar to provide these poor souls, willing to pay handsomely for
the construction site with lumber and/or someone to track down their family members. The
planks. In that case, the Game Master can take quest givers can be commoners of limited means
a closer look at the chapter on Goal Oriented or some wealthy highborn (leaders of the town’s
Roleplaying, page 52. factions or some nobleman of the region).
Whoever hires them, it is recommended that
Hunting Cultists the characters never succeed in finding the main
The Tragedy of Thistle Hold has made people in camp of the Beast Clan, since the Jezites are meant
Ambria more paranoid than usual. A group of to figure in future adventures. But it is fully pos-
characters with witch hunting ambitions should sible that Helionor has ordered one or more groups
have lots to do. to establish smaller camps near the forest edge,
For one thing, the cults of Redeye and Erok the to make raids against border settlements easier
Dark need to be dealt with. Then there are lots of to perform. Of course, slaves are needed in those
rumors about suspected “seeds of corruption” in outposts, and maybe the characters are so lucky
Thistle Hold and in surrounding villages. Usually that the ones they are searching for are in one
the suspicions are unfounded or intentionally of them.
fabricated, but not always. Characters who have
had dealings with the robber baron Mal-Rogan or Foreshadowing
the cultist Odako (see the adventures The Promised The content of the next episode of the chronicle
Land and Tomb of Dying Dreams) may very well be is touched upon in the eBook Symbaroum – The
faced with a not so happy reunion … Throne of Thorns, but if the Game Master wants
to foreshadow the future on a more general level
Members of the Iron Pact we would suggest that the characters are given
The characters (if any) who pass Teara-Téana’s test reason to visit Karvosti (though without digging
after having revived Eox will be contacted by her too deep into its intrigues and conflicts). Another
when the Game Master finds it suitable. The elves tip is to provide hints that there are internal, so
experience time differently from more short-lived far relatively peaceful, power struggles plaguing
creatures and it may very well be that Teara-Téana the Sun Church.
waits one, two or even ten years before reconnec- Last but not least, Korinthias ambition to fulfil
ting with a potential ally. On the other hand, she Sakomal’s Prophecy will be of central importance
has lost her agent in Thistle Hold, so if the Game in the next episode. Maybe the characters will come
Master does not mind, there is a great chance that across rumors of a ruin said to contain leads on
the characters will receive an offer. where to find the throne of Symbaroum? If so, the
As agents of Teara-Téana, the characters are Queen, the Sun Church, Ordo Magica and other
expected to find out as much as possible about the power factions will undoubtedly send agents there.
happenings in town which may be of interest to the The player characters may become involved as allies
elves, but they are also pledged not to act in a way of one of these or set out to find it on their own. Of
which fuels the Ambrian peoples’ hatred for the course, any viable leads will not be found (those
Elder Folks. This may lead to espionage missions will be saved for future adventures in the series).
inside the palisade, or stealthy break-ins with the But maybe it is in this ruin that the Ambrians (and
purpose of gaining access to sensitive information players) learn that the throne of Symbaroums last
and secret documents. emperor was called … the Throne of Thorns.

171
The upper left:
Anadea’s message, page 88

The upper right:


Erlaber’s message, page 101

To the left:
Father Elfeno’s letter, page 124

To the right:
Anadea’s map of The Halls of a
Thousand Tears, page 138
Above:
Geleto’s testimony, page 130

To the left:
Anadea’s journal entry, page 138

The upper right:


Dekamedo’s notes on Erlaber,
page 159

The lower right:


Teara-Téana’s letter to Anadea,
page 109
Heartfelt Thanks to the Wardens
Claus Bo Christensen, Andrzej Miszkurka, Cato Vandrare, Mattiaz Fredriksson, Scott Kehl, Eric Wellens, Christer Malmberg, Ragnar Lodbrok, Evan

Stewards
Rod Meek, Richard Hunt, Jeffrey Scott Hessell, Craig Denham, Hardi Kõvamees, zivp, David Callahan, Josiah Barton, Parker Johnson,
Jacob Rotschield, Eran Boudjnah, Ian Stewart, Ichiro Ota, Nik Mennega, Terry L Pike, Cole Bambrick, Adam Whitcomb, Riccardo Zampieri,
Colin Matthews, Christian Boughton, Bo Hasle Buur, Jenny, Tom Norris, Chris Hefferin, Adrienne C, Michael Russell, Martin Nichol, Eleyana, Benja-
min Chee, Donnie Strickland, Undead_Ichi, Garth Westphal, Jason Rapai, Mark Greenberg, Palmi8, Colm & Eva Doyle, Jason Jordaan,
Paul ”LostLegolas” Leone, Carey Newhouse, Mad Jay, Zach Aandahl, Jason Chen, Russell, Steve Park-Smith, Luca Lettieri, Steve Benton,
Josef Zetterquist, James ’The Great Old One’ Burke, Paki, Pete Tracy, Brad D. Kane, Robert Jeanmenne, D. Cardillo, Seth Spurlock,
Barthelemy ’Skender’ Alezandaru, L Scot Gowers, Bartosz ”Stoperssonn” Stopczyk, Matthew Sutherland, Paul ”FatPob” Goldstone,
Metodi Aleksandrov Nikolaev, Victor Lopes, Brian Kearns, Ben Meiklejohn, Dan White, Nichol Murray, Piccadilly Pineapple, Mark Threlfall,
Rafa Cerrato, Lowell Parker, Jack Conroy-Murphy, Thomas-Joseph Carrieri, Serge, Andrew Sean Jones, Steve Turner, Joshua Brian Smith,
Devon E.Sanders, Chris Heath, Adam Buti, Christopher Trapp, Michael Parker, Dr. Donald A. Turner, James P Sauers III, Damien Laing,
Justin Jantzen, Nathan Litton, Kyorou, Brandon Bowling, Daniel Cavani, Mordwain, Jaime T. Matthew, Gonzalo Dafonte Garcia - Aikanar,
Andrew J Princep, Tim Hartmann, Shawn P, Trevor Lynn, Jerold H Farver Jr., Håkan Fredriksson, Jarrod Varty, Isaac Salume, C. Kettering,
Richard W. Sorden, Oakarms, Jeremy W Baker, J.Koskinen, Martin Legg, Alec Beller, Aaron J. Schrader, JDTX88, Kaleb M., Carl LeCompte, H. Moeller,
Ghostcrawler, Pangur Bán, Magamo, Phillip Stepp, Ricardo E. Urdinaran, Ette, Victor Kunkel, John A, Jonathan Sinn, Stormraider,
Andrea ”Pagonel” Capoluongo, Wayne Naylor, Jason Stoker, Randy Smith, Giuliano Matteo Carrara, Alex Gray, Conqueror, Christer Johansson,
Jacob Torgerson, Brian M. Wickman, Tuomas Lempiäinen, Terry Adams, Dirk Vanleeuw, William Dovan, Tott Komahey, Filthy Monkey,
Kandy Dolan, Nathaniel, Isaac Carr, Nightstar, Shane Walden, Thaddeus Mercer, Brian ’Gedion’ Taulbee, Grant, Amadan, Joos,
Francis Winter Paulsson, Cory Aughenbaugh, Jeffrey S. James, Christopher Brant, David Lyons-Nash, David S Robinson, James Marcucc,
Conrad Murkitt, Taet Zahhat, Simon Clancy, Letschi, Joel Dickason, Simon ’Zed’ Roe, Wesley Mann, Karl Brodd, Mike Shema, Zé Borges,
Joshua Walker, Maya Mary Kennon, Bill Treadwell, Bob Lukic, Dan Svensson

Keepers
Matthew Broome, Gunter Raffelsbauer, Michael Fiddler, Simon Ryves-Webb, Richard Pratt, Brian Lavelle, Kean P Stuart,
Julian ”The Crypt Keeper” Hayley, Jason Neff, Andy Evans, Kazuhiro Wakatsuki, Graham Spearing, Frits Kuijlman, Ingo Beyer, Richard Harrison,
Aoren, John Marron, Matthew Bottiglieri, Ryan Powell, Sylvain ’Sly’ Pronovost, John Taber, Stephanie Wagner, Udo Schwalenberg,
Jacob B Thompson, Ulrich Drees, Jamie, Joris Van der Vorst, Jeffrey Bo Doon, Rich Palij, Tommaso Gollini, Ravnos Phantom, Brazil808,
Shane Williamson, Matthias Weeks, Simon Weinert, Neil Crampin, Christopher Young, Florian Schwennsen, Joachim A. Hagen,
Pablo ”Hersho” Domínguez, Dillon Burke, Kristian Hartmann, Devilmonkey, Christopher Pearson, Adrian Grimoire, Tommaso De Benetti,
Eugenio Maria Lauro, Christian A. Nord, David Harrison, Allan Rodda, Tim Rudolph, Alex Perucchini, Martin Greening, Ara Winter, Greg Bullard,
Bomster, Bilbo Greene, Garrett Book, Stefan Berger, Pookie, Matthew Ryan Shoemaker, Ben Turner, Aaron ”Bloody Jim” Reimer, Michael Pelletier,
Michael Williams, Ben Coleman, Sven Oswald, kr615.00 SEK, Brian L. Moore, Leaping Von Pings, Philli Bailey, Birk Hauke Wildhirt,
Stuart N. Bonham, James Morton, Patrik Wenner, Richard Mundy, Stephen Bailey, Mike Schulenberg, Eric Heymann-Heidelberger, Joseph B Collins,
Andy Morton, Daniel Beathalter, Tomasz Pudło, Frédéric Verdier, Efram Valos, Stefan Matthias Aust, Matthew Paul Peacock, Marco Rafalá,
Phil McGregor, The Lovely Mate, Gabriel Garcia, Chris Wong, Martin Krohg, Heine Stick, Tim Gray, David Soderquist, Cang Ling Yee, Wefra,
Ragnar Hill, Yasujiro, Philippe Marcil, Greg Krywusha, Dominik Huber, Mark Buckley, Carlos Daniel Muñoz, Tyler Brunette, Mark Somogyi,
Willis Bacius, Chris Hartford, Wayne Potter, Pablo Saldaña, Bill Charleroy, Severin Keizer, Edouard Contesse, Chris Thomas, Jeremy Siemon,
Tom Erik Homme, Morgan Robinson, John-Michael Warkentin, DragonSnacks, Aghork, Michal Soltysiak, Marc Oliver Schneeberger,
Nicolas Sevaux, Frédérik Rating, Robert Barkhald, OsirisDawn, Nicholas Kerr, Jason Reynolds, Juhan, Edward MacGregor, Christopher Aubrecht,
Aethereal.Flux, Maurice Strubel, Erik Freund, Andy Sangar, Lukas Zarychta, Thomas LeBlanc, Nodsgrimly, Wyn Alexander, Tommi Koivula,
A Van Baird, Jan Egil ”Jedidiah Curzon” Bjune, Antonio García Ortiz, Michael Kellermann, Michael Gowdy, Jeff Robinson, Josh Rasey, Lars J Hiim,
Guido Dericks, John Bruins, LushWoods, Colin R. Valkenet, G. Keith, Aaron Funk, Tyler Mansfield, Keith Higdon, Fuzzy, Arvin Strauf,
Michael Taylor, Tompa, Frank Tonn, Matthew Clarke, Marc Young, Bodo Köhl, Rob McKavanagh, Schlöss, Witchhunter Joe Lawrence, Adam Conlan,
Isak Ström, Alan Brzozowski, Ian Jenkinson, Stephen Wilcoxon, Shaun D. Burton, Ezeqiel, Jarethellenin of Wisteria, F.C. Wesel, Henry Lopez,
Shawn Polka, Szymon ’neishin’ Szweda, Angel Garcia, Kevin Ramsell, Castor Prince, Ken Finlayso, Vixtra, Spartacusblb, Falkian, Thomas Beuleke,
Tom ”Stormageddon” Schmidt, Mathias Lechner, Karl Kreutzer, Juho Kilpeläinen

Guardians
Eric Coates, Chris Marleau, Amaoka Yuuta, Eusebi Vázquez Garcia, Simon Threasher, Bean D Cat, Kolja Dimmek, Stuart Park, Mauro L. C. Amado,
Stephan Lengl, Mark Fenlon, David Homoa, Nicholas J Halase, Chris Snyder

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