Rolemaster - Shadow World - Grand Campaign - Book I Caps 1-16 Complete
Rolemaster - Shadow World - Grand Campaign - Book I Caps 1-16 Complete
• FOREWORD •
A
D U
IMPORTANT NOTES This book and the ones to follow are organized in ‘Parts’ not
unlike Acts of a play (beginning with Part V; Parts I-IV are general
FOR THE GM information and background material), and within each Part are
Unlike most ICE adventure scenarios, the Grand Campaign is a ‘Sections’ which correspond more or less to scenes. In addition,
directed series of events. It must be understood by both the GM and there will be ‘Encounters’: these designate specific events which will
the players that, while there can be subplots and sidetracks, the main precipitate the use of rules to arbitrate the situation. An Encounter
purpose of the group is a much larger scheme. Deliberate attempts can be anything from a run-in with a shopkeeper to a planned raid
to derail the campaign will only ruin the game for everyone. On the on a Dark Priest’s tower to coming face-to-face with an Ordainer.
other side of the coin is a reminder to the GM that he must not ‘push’ While only this book and the Shadow World Master Atlas (and of
the players along too quickly. Allow them to pursue other activities course Rolemaster or the FRP rules of your choice) are really
for an adventure or two; don’t lay a heavy hand on the plot. If the PCs required to run this Grand Campaign, it is strongly suggested that
seem confused or at a loss, subtle help might be in order. However, the GM owns the following Shadow World books: Emer, and
never resort to blatant maneuvers (e.g., do NOT do this: “A Jaiman. These are available at hobby and bookstores, or can be
Loremaster appears in the middle of your room and hands you a ordered directly from ICE.These books will not only provide valu-
map to the citadel. She says that you had better hurry or there will be able background material, but have other adventure ideas which the
‘trouble’.)
The Grand Campaign
GM will find useful to fill out the campaign. Also helpful (but not as W ‘A’
critical: Norek, Quellbourne, and Eidolon. The GM is encouraged to make weather checks daily. General
To those who might own copies of the Iron Wind or Cloudlords weather descriptions are given in Jaiman, and a chart is provided in
of Tanara: these materials may prove useful—but have a care! They the Rolemaster Character & Campaign book, page . Weather is an
are set in earlier times, and in some cases the dates (and even a few important part of the ‘feel’ of a gaming environment, and can help
facts) in these early chronicles are muddled. the GM in describing prevailing conditions. GMs are also reminded
It is important that players do not read any of the material in this to enrich their Shadow World with sights, sounds, smells and
book unless it is specifically designated for player consumption. The textures of the world. Bring it to life every day!
following material is for the GM’s information only, though he may
photocopy certain parts of the Character backgrounds and other
O E
Depending on how long the GM wishes to draw out the cam-
marked text for player use.
paign (ICE plans to release Part Two of the Grand Campaign later in
), he might wish to include several side encounters interspersed
GENERAL REMINDERS with those detailed here. Enough is provided in these pages and in
At critical points in the campaign text we remind the GM to make other published books to provide ample material for a GM to keep
certain ‘atmosphere’ rolls: weather, Essænce, ‘random’ encounters the PCs adventuring in Jaiman alone for many sessions.
on the road and in cities. These are certainly not intended to be the
only times the GM makes these rolls. K C
It is important for the GM to make and keep a careful record of
the progress of the characters along their quest. This not only helps
the GM keep organized in her own timeline, but it is critical to match
the movements of the characters with event going on in the rest of
the world. The explosive political situation in Haalkitaine alone
warrants this; many things are going on elsewhere as well.
Book One: Gathering Darkness
• PART I •
AN OVERVIEW
THE QUEST AND ITS CONTEXT IN THE WORLD
ountains of lava spewed from the tortured earth, washing over verdant
lands in a burning tidal wave. Shattered ruins lay where boulders had
been hurled like a rain of pebbles to crush glittering cities. Oceans vapor-
ized. The Sun and the Five Moons were lost behind a black cloud of soot.
At last two stood upon the planet which had become one vast battle-
field. Kadæna, Empress of the Galaxy and Queen of the K’ta’viiri race, faced her
opponent: the rebel Utha. They had the look of siblings but for the glaze of hate in
Kadæna’s violet eyes, and the haunted mask which Utha’s face had become. He held in
his bleeding hands a sword. A strange barbaric weapon for a time when ships flew
between the stars and the people of his race could slay with one thought of their tele-
pathic minds, but the Soulsword was all that could protect him from She who wore the
Shadowstone.
Pulsing with a thirsty crimson light, that gem lay upon Kadæna’s breast, held by a
heavy chain of black iron. Kadæna thrust her hands forward, palms out at waist
height, her bearing one of readiness. “Here we stand at the end of all things, my cousin.
Are you well pleased that you have brought about the downfall of your people?” Her
words were barbed with psionic knives, but Utha was beyond feeling.
“You destroyed us long ago, My Queen. Better that we die now than live on as a
mockery of what we should have been.”
“You wanted my throne!” Her hands snapped forwards and from her fingers lashed
twisting bolts of white-hot energy, arcing towards her opponent.
But they splashed aside harmlessly: the sword shielded Utha. It diverted those
deadly charges, but it took its own toll on his strength. The earth trembled. He took an
unsteady step closer to his cousin.
Again Kadæna attacked with lightning, again the Soulsword absorbed the energy.
The Grand Campaign
The Quest spans the continents of Jaiman and Emer (and beyond) in a series of
challenges physical, mental and spiritual which match the characters against the
Jerak Ahrenreth, the Secret Circle of Evil as old as this Era.
Of course it is implausible that a group of young lords could possibly defeat a
cult as powerful and devious as the Secret Circle. The goal of this great quest is
merely to strike at the weakest point in the circle and hopefully forestall their plans
for dominance. As one can tell by reading the background on this evil order (found
in the Emer supplement), it is comprised of a number of factions. It is not a
seamlessly unified whole, and there are weaknesses which can be exploited. Several
members have schemes to further their own power at the expense of others of the
cult; in the end these individual ambitions could be the undoing of the whole. The
Circle is also largely dependant on huge crystal fragments which allow the members
to focus and direct Dark Essænce. The destruction of the crystal would cripple their
power base.
On this first leg of the campaign, the characters meet and travel POINT-BY-POINT SUMMARY:
across the continent of Jaiman. As their journey progresses through • The characters meet (at tavern or library)
a series of encounters, they gain insights into themselves as well as
• Witness assassination by the Cult of Stars
the greater role they must play in the saga of the Shadow World.
Following (in a very abbreviated form) is a synopsis of the events of • Morden is given a cryptic verse in a dream
this first phase of the campaign. While many things mentioned in • The party decides to go to Nomikos
this section will be somewhat obscure at this stage, it will be a handy • Encounter with pirates en route
reference later as the details are filled in. Player-character names
appear in italics. NOMIKOS LIBRARY
Nomikos Library is guarded by Chamgramai monks (Rælen
LETHYS: beware). Reasearch done: scrolls by Zener Morndaak (rumored to
The gathering of the Company takes place in Lethys, a thriving now live in Tanara).
seaport in on the southern coast of Jaiman. They probably meet in Their information leads them to want to go to Tanara, so they set
a tavern, the Library, or some similar place. They witness an assas- sail there. However, a Flowstorm has other plans, and the next thing
sination by the Cult of Stars. Morden is given a confusing verse in a they know they plow into the desert of Zor…
dream. From there the group sets sail to the island library of
Nomikos (for several reasons), where the deeper meanings of early POINT-BY-POINT SUMMARY:
memories are revealed. En route they encounter pirates. • Nomikos is guarded by Changramai (warning to Rælen)
• Research done: scrolls by Zener Morndaak, now rumored to live in
Tanara.
Book One: Gathering Darkness
• Set sail for Tanara to visit Zener for more info. Messengers of Al-Athuul. They use the gift of the Loremaster to
• Essænce storm wrecks ship in Zor escape.
POINT-BY-POINT SUMMARY:
ZORIAN WASTES • Arrive at Morndaak’s house only to find him dead
Trekking through the Zor Wastes, the PCs encounter a ruined • Dúranaki arrive at the scene and take the PCs prisoner on suspicion
city of Zor, and many creatures and hostile beings residing within. of murder
They clash with the Priest of Dansart—one of the Priests Arnak first
mentioned in the Iron Wind. They are captured, but escape with the • The entire group is trailed by Messengers of Al-Althuul and a Priest
aid of a Loremaster They pass through a Portal, which takes them Arnak (of Lyak)
eventually to Haalkitaine. They were allowed to escape by Vaag • The PCs are imprisoned in a cave while the Dúranaki prepare to
t’Kang, who can magically track them. He hopes that they will fight their trackers
unearth useful secrets for him. •PCs escape by summoning a Navigator using the reward they
They appear in the sewers beneath Haalkitaine, and Terek’s received from Sæn in Haalkitaine (the reward is free passage to
pendant guides them out. Gryphon College)
POINT-BY-POINT SUMMARY:
• Encounter mutants and wild dogs GRYPHON COLLEGE
The group arrives at the cloistered enclave, and are tentatively
• Captured by Messengers of Ulkaya (servants of a Priest Arnak)
welcomed. There, they learn more about their quest, the Phoenix
• Imprisoned in the citadel of Dansart; meet apprentice Loremaster Pendant, and the Jerak Ahrenreth. They also meet meet Kalen and
• Audience with the cruel Priest Osaran Jad.
• Vaag t’Kaang releases the prisoners (unbeknownst to Osaran) so he POINT-BY-POINT SUMMARY:
can track them to secret information • The party is given hospitality at Gryphon College
• Escape via a portal • Meet Lord Kalen Avanir and his Squire Jad. (A very observant PC
• Emerge from portal into ancient sewers; as they near an exit, Terek’s might notice a resemblance between Jad and the evil Arnak priest
pendant indicates going another way. Osaran; this will be significant later in the campaign)
• Zaris, matriarch of the College, helps attune the Phoenix pendant
HAALKITAINE/LORDS PASSAGE and Sword
Exiting the sewer group and ship survivors split up. They are • Decide to go to the Mur Fostisyr via the lakes with a stop in Saralis
rewarded by Sæn, the Loremaster apprentice. to look for Elor Once Dark, a renowned Loremaster.
After resting in the capital of Rhakhaan (and possibly becoming
embroiled in the political situation there) they resume their journey • Leave by boat.
towards Tanara. Along the way through an underground passage,
they encounter incredible creatures—and the Phoenix Sword (which THE SARALIS FRONTIER
Ty can use). A Doombringer pursues the PCs through the sewers/ The group journeys through the central lake region and face
labrynth. They flee through a tunnel under the mountains and dangers both monstrous and arcane. Arriving in Saralis, they cross
emerge in Tanara a bizarre rural landscape and deal with otherworldly beasts, an
ancient trap, and woman with a dangerous hunger. Finally, they
POINT-BY-POINT SUMMARY:
meet a man of whom they have heard quite a bit. He might aid them
• Emerge from the sewers in Haalkitaine on their way.
• Survivors split up (crew and other passengers go their way) POINT-BY-POINT SUMMARY:
• PCs are rewarded by Sæn the Loremaster apprentice • Travel through the straits from southwestern lake intos the middle
• Return to sewers to follow the pull of the pendant lake
• Encounter with Uthgool in sewers • Attacked by a Kraken
• Find Phoenix Sword (Ty can use it) • Land on the northwestern shore and travel north
• Doombringer appears and pursues the party through a tunnel • Encounter a Soulslayer and Vancu brought by an Essænce Storm
under the mountains from Folenn to jaiman.
•Emerge in Tanara • Encounter the Spiral of Death—from which Elor may rescue them
• Guests at Elor’s house—he tells them to go around the mountains,
TANARA through Lu’nak
The group emerges from their underground odyssey only to be
captured by the xenophobic Dúranaki. They are taken before the LU’NAK
High Council of the Dúranaki, led by T’kaal Arain. This eerie forested land holds hidden dangers, but also an escape
Terek was exiled for teaching his Myri friend Kel how to read; an towards the Land of Blue Light. They arrive at the coastal town of
act considered to be treasonous. Over T’kaal’s objections, Terek is Kelfour’s landing, and manage to buy passage to the Mur Fostisyr—
sentenced to death, and the others are to be banished after he is but the price is high.
executed.
POINT-BY-POINT SUMMARY:
Meanwhile, spies for the Priest Lyak have reported the appear-
ance of the characters, and they will be trailed. Kel (with a group of • Forced into the Forest of Dír by Messengeres of Syrkakang
domestic Myri and rebel Dúranaki who are living in exile) comes to • Attacked by Shards in the Forest of Dír
the group’s rescue, and they flee, pursued by Dúranaki, and then • Find safety in a temple in the forest
The Grand Campaign
• Temple has secret passage down to a tomb where a body (Enris URULAN
Joor) and the Windblade (useable by Ræk or Vania) lies They arrive in a haunted place cloaked by mists, and only have a
• Passage from the tomb leads underground to the coast. few moments to get their bearings before they are attacked by Night
• Follow coast to town of Kelfour’s Landing Hounds. They are observed by a otherworldy watcher, and flee to
• A Ky’taari craftsman offers to take the PCs to the Mur Fostisyr in ancient ruins for safety. It is there that they meet a spirit and learn
his ice sloop —his price: the rescue of his sister who is imprisoned their location.
in the Aalk Gaath (Citadel of the Dragon) Heading south, they observe an ominous project underway, but
may not understand its significance until much later. Finally, a
MUR FOSTISYR chance encounter with a shipwrecked sailor offers a plan to escape
to civilization.
Before reaching Tælen’s goal, they must help another Ky’taari
rescue his sister—and confront a powerful being who has lived in POINT-BY-POINT SUMMARY:
this icy land for millennia. Tælen might also find a great treasure in • The party arrives a the ruins of Ar-Talisen (an ancient elven city);
an unlikely place. They flee the lord of the manor, aided by the they realize they are in Urulan
Udahir. • Having heard of settlements to th south, they head there, and have
The journey continues as the characters reach Dawnwater’s an encounter with Night Hounds and an Althoi
Edge, and Tælen receives guidance from his Mistress. But their
• They pass by mines of the Steel Rain
arrival has precipitated a crisis, and the group is forced to depart
once again. • Encounter with an Epsilon Drone (a mechanism built by the Lords
of Essænce
POINT-BY-POINT SUMMARY:
• They encounter Kesien, who disappeared with Leena’s brother
• Across the straits t the Aalk Gaath
Ærik. He urges the PCs to flee the area.
• Climb cliffs from the shore to get to it, rescue Tirilin, Luklin’s sister,
• Encounter first mate of a captured sky sloop while observing a
and steal the sword Ashaanaar (it calls to Rælen)
pirate base. They help her reclaim her ship, and they return to
• Hunted by the White Dragon as they leave Eidolon
• Rælen ‘summoned’ by his goddess to her secret temple
• They group sees a Herald of Night ON TO SEL-KAI… AND EMER
• At the temple, they see the goddess Ariana The group has a glorious arrival in the glittering city of Eidolon.
Surrounded by Elves and Shay, everything seems secure… until
• An Ordainer attacks, and the goddess opens a portal for the party someone spots sees a specter of the past. Their quest has just begun.
to escape; Ariana tells Rælen to remain with the group for now.
POINT-BY-POINT SUMMARY:
• Receive a reward from the sky sloop’s owner; see Vaag t’Kaang in
Eidolon
• R&R in Sel-kai
Book One: Gathering Darkness
• PART II •
THE PLAYER-CHARACTERS
in his own. The visitor’s flesh was cold and hard as marble.
“Let go of me! The guards will be here any minute!”
“Brave little lord,” the Elf smiled, exposing perfect white teeth. It was a leer of
total malice, somehow… inhuman.
The visitor dug his fingers into Ty’s hand, and he gasped as sudden pain lanced
up his arm. His hand felt like it was being stabbed by knives.
“Look!” The Elven man whispered, his face close, his breath cold and dead like
wet ash.
Young Ajkar Tyrus tore his blue eyes from the pale amber ones of the Elf and
looked down. Blood oozed from around his fingernails, pooled at the tips, and
began to drip onto the white bedsheet. Slowly the Elf raised Ty’s trembling hand to
his lips and licked up a few droplets of bright blood. To Ty’s horror, the Elf’s eyes
began to glow with an inner red light.
Then he vanished.
It was as if he had never been there. The boy’s bloody hand fell to the bed,
numb and tingling. A cold wind swirled through the room, causing the curtains to
furl lazily.
Ty realized with a start that a huge white owl was sitting on the broken window-
sill, amber eyes staring fixedly at him for a long moment. Then it spread its great
wings and was gone.
Tyrus cried out as he awoke from the nightmare, his shirt soaked with cold
sweat. He frantically looked about the room, but the fire was out, the window
intact. It was only a dream! Shivering, he raised his hand to wipe the perspiration
from his forehead. Dark red stains rimmed his fingernails. He looked up. A huge
white owl stared at him as it sat on the outer windowsill. It spread its great wings
and was gone.
It was just the first of many visits by the Pale Man.
P
Ty has the following special possessions when he
starts out. Note that the sword, armor and shield are
enchanted and part of a set made for him as a prince of
Rhakhaan. All are of a red-gold metal; the armor and
shield are very lightweight but strong, and bear the crest
of the Phoenix. Ty polishes his equipment religiously
every night.
Ring: A gold signet ring bearing the crest of the Phoenix.
It adds + to DB and + to RRs vs Channeling.
Sword: Harbinger, + Bastard Sword of a red-gold alloy,
glows red within ’ of Undead.
Armor: Metal breastplate and greaves (AT ). The breast-
plate is beautifully made with an enhanced form-fitting
design. Because of the special alloy, the Quickness
penalty is halved (-), and the maneuver penalty is also
halved ( max, min)
Shield: Protects as a full shield but weights only lbs.
Halves all damage (reduces criticals steps) from di-
rected fire attacks.
F GM O
Ty could rightfully wield the Phoenix Sword, the
magical weapon designated for the guardian of the Em-
peror. As such, this heirloom can be used by anyone of
the royal blood or one designated by the ruler of Rhakhaan.
The sword has been lost for centuries, but adventures in
this book may take the company very near the sword’s resting place. Tyrus Faslurin is almost inevitable; whether it is friendly or antago-
About the dreams: the GM needs to continue the theme begun nistic is up to the PCs. She is not afraid of combat, and in Ta’a’s case
with the dream told in the beginning of this section, now that Ty is she almost seeks it out too eagerly: driven by the nagging guilt of her
older, the terrors may have to become more ‘sophisticated.’ Occa- crime as a youth.
sionally (not too often!), a white owl will show up in reality, which P S
should give the youth quite a scare. In the later books, Ty will be
Race: Shay/Laan
given hints which he can use to fight the White Mage on his own
terms. Height: '
Weight:
TA’A NŒR Build: Lean/muscled
AMAZON OF SARNAK (ROGUE ) Eyes: Green
Ta’a Nœr is a female warrior: an Amazon from the coastal realm Hair: Brown
of Sarnak in western Emer. Her training includes weapon skills,
some martial arts, and a variety of abilities which make her at home Age:
scouting in the wilderness as well as skulking in urban environ- Profession: Rogue
ments. Languages: (s/w) Arlak (/); Erlin (/); Shay (/)
B Current Level:
Ta’a Nœr, daughter of a respected noblewoman, showed great Hits: (Base: )
promise as a youth, and soon made a name for herself in the sparring
court. She had few rivals, though her arrogance was also rarely Stats: Temp Pot Stat Md RceMd TTl Md
matched. But Ta’a’s rise to prominence met with tragedy. CO
Ta’a was fifteen when, while involved in a wilderness trial with a AG
fellow Warrior-initiate, her error in judgement led to an accident in SD
which her co-dependant warrior was killed. Ta’a was not directly
responsible, but her ‘sister’ would not have died had Ta’a not been ME
careless. RE
Stricken by horror and grief, she panicked. Ta’a was unable to ST
face the tribunal which would lead inevitably to discommendation
QU
(expulsion from society such that all record of your existence is
wiped from records—considered worse than death), and she couldn’t PR
bring herself to commit ritual suicide. She fled before anyone EM
discovered the death, and has lived in exile as a mercenary since then. IN
T/D AP
Ta’a is typical of her culture: beautiful in a severe way, arrogant, Spells: N/A
disdainful of all men. A competitive relationship between Ta’a and
The Grand Campaign
S S/A exiled for this strictly forbidden act. The rest of his circle (known
Sailing: picks amongst themselves as the “White Hand”) went deeper undercover
and have almost disbanded.
Swimming: picks Meanwhile, Terek crossed the Grey Mountains and took up
Stalk and Hide: picks residence in Haalkitaine. Over the last few months he has pieced
Forage: picks, useful in forest/mountainous regions together some information about the pendant. Excerpts of the most
important passage appear below:
P
Spear: A beautiful + weapon, it has an alloy tip and a shaft of rare …For many years only petty warlords ruled the lands of
black Dír wood. It is unbreakable by normal means. Jaiman, despite the efforts of the Loremasters and a succession
Shield: Very lightweight, it protects as a full shield but only encum- of powerful individuals all determined to unite at least a
bers as a target shield. It is reinforced hide (stained black) stretched significant portion of the continent. Meanwhile a dark force
over a lightweight metal frame. known only as the Lorgalis the White settled on the isle of Ulor,
and in but a few years fortified it and then seized the lands of
Leather Breastplate and greaves: A finely made set of armor, the
Xa’ar and Ly-Aran. It was feared that this Lord—suspected to
leather is dyed black and reinforced by metal
straps and rings. As a result, it is AT with an
additional + to DB.
Comp Bow: A laminated bow, it is of fine work-
manship.
F GM O
Ta’a has an innate intuitive ability to ‘Detect
Ambush’ (Spell Law, p ), and though this
ability also works indoors with a ’ range, she
is only right % of the time. That is, she never
falsely suspects ambush, but she has a %
chance of failing to detect one. It does not work
unless there is actually a thinking being (or at
least a beast) waiting.
Note: should the PC begin to abuse this
ability by asking too frequently, it might
‘burn out’ for several weeks...)
TEREK AL-ARAIN
DÚRANAKI MYSTIC
As one of this reclusive, nocturnal race, Terek
has unusual skills and attitudes. Part of the
nature of a Mystic is that they are solo operators,
and Terek’s cultural background only reinforces
this tendency. But Terek is driven by a desire to
learn about the larger world, and the mystery of
the pendant hanging around his pale neck also
drives him.
B
As the eldest son of Zerin Al’Arain (a mem-
ber of the Jyaad Council and cousin of the
famous warrior-mystic T’kaal Arain), Terek is
considered something less than nobility, but
more than a mere aristocrat. This is the nature of the class/caste be a servant of the Unlife—would soon send his armies swarm-
system of the Dúranaki: classes among their own people, the the ing over all Jaiman. He as yet did not have a foothold on the
absolute distinction between them and the Myri. main shores of the continent; any action to stop him would
Terek is a bit of a rebel in this unusual society, and his defiance have to come soon.
of cultural rules have led to his exile from the Dúranaki lands. The High Council of Loremasters met and debated the
While the Myri are just as intelligent and capable as the Dúranaki, problem, deciding at last that stronger guidance was needed.
they consider them to be mentally inferior; little more than bright Loremaster Kirin T’thaan objected, but the majority held the
pets, in fact. Romantic relationships or even close friendships be- day: Order was necessary or the Unlife would prevail. Andraax
tween between the races are forbidden. took thought and travelled to the Land of Valemarna—home
Terek is (or was) leader of a group of youths who work to break of the Lord Alchemist. The two united their skills and knowl-
down the barrier between the races. They meet in secret with Myri edge, and the Alchemist toiled for many years in the design
friends, ostensibly educating them (but in reality the greater gain is before the Six Crowns came forth. These items were of surpass-
how they learn about each other’s culture). ing power, empowering the wearer with arcane abilities and the
Terek was caught teaching his Myri friend Kel how to read—and insight of rulership. The Crowns were of the Essænce— one
Book One: Gathering Darkness
with the Flows and so able to tap the unlimited forces of the Arej Faslurin IX that there were vast lands—since left nearly
World. Within each Crown was a Pattern, and by that pattern vacant by the Zorians which were ripe for conquest. Arej was
were the very Lands organized. Borders were set and main- reluctant at first (the Crown’s power still held him somewhat
tained by the power that was within the Crowns. They could in thrall), but after a few years of careful maneuvering, the
not be violated. Only the strong could tap the full powers of the Magician had his way. The old lands of Southern Zor were
Crowns—the six Lords destined to rule as selected by the annexed—and the Phoenix Crown of Rhakhaan was entombed
Loremasters—and only the reigning Monarch’s designated in a vault. Soon other ideas came to Arej’s head: he was too
heirs would be able to wear the Crowns and claim their lands. tolerant of Elves; those immortal creatures were taking advan-
With the Crowns came Swords, powerful tools of the chosen tage of him. Only two realms remained on Jaiman anyway—
champions of the Kings; and in addition were six Pendants, and why shouldn’t Rhakhaan rule the entire continent?
amulets to be borne by appointed advisors to each monarch— All the while the Loremasters agonized over their failure
men and women of wisdom to temper the fiery spirits inherent and were in doubt over how to correct it. Andraax suggested
in the passionate rulers. The Crowns of course would also do drastic corrective measures while others counselled restraint:
this. too much damage had been done already through interference;
Varis Faslurin was first given the Phoenix Crown, and with only more pain could result.
it was granted central Jaiman: the realm of Rhakhaan… It was not long before Arej declared himself Emperor of
All seemed to go smoothly for many turns of years. For a Jaiman and attacked Urulan. The war lasted for a hundred
dozen centuries the Six Realms grew rich, powerful and secure, years and was inconclusive. Though the Unicorn Crown pro-
each country with defined borders, friendly with its neighbors tected the borders of Urulan, her people suffered from the
and presenting a united front against any military assaults by isolation. In addition, there were many Elven settlements in
forces of the Unlife. The Crowns were mighty artifacts indeed, Tanara and southern Rhakhaan, all of which were either de-
but as such they tended to weigh heavily on their owners after stroyed or their inhabitants persecuted. Finally, Arej died—
a time. The same attributes which allowed a given ruler to assassinated by an unknown murderer, his plans unfulfilled.
maintain absolute control over his or her land also tended to The realm fell into anarchy, a number of heirs vying for
restrict his thought patterns (necessary to prevent border power…
disputes and expansionism). Of course, the entire situation Rhakhaan declined into a small, threatened land for many
was somewhat subjective and artificial. Rulers began to don years, and it was only with the Ascension of Ajkara III some
their Crowns less and less frequently—realizing that while they four hundred years later that the country achieved unity again.
did not wear the Crown they felt greater freedom of thought. Hardly had she inaugurated her court, however, when the
When this occurred, the agents of the Unlife saw their oppor- Magician appeared. Whether a descendant of his questionable
tunity to sow dissent. The Swords and Pendants were not predecessor or the same man, he somehow made his way into
restrictive like the Crowns—though each held a spirit of its Ajkara’s inner circle of advisors. She, however, had somehow
own. Only the Crowns controlled the very land and held the acquired the Phoenix pendant, and the aid of one Jeril Sumnari,
borders. a Loremaster. Sumnari and the Mage were frequently at odds,
Each ruler knew intuitively that—even though he or she did and Ajkara was wise enough to play one against the other. She
not wear the Crown and so could not exert the mystical Earth- even survived an attack by a spectral creature described (ac-
Essence power over their land—while the other monarches cording to records) as the “Wraith Lord”, apparently a power-
wore their Crowns, they had no desire to assault a neighbor. It ful manifestation of the Unlife. Ajkara was only saved by the
was only when two or more leaders abandoned their Crowns Phoenix Pendant. Soon afterward Ajkara renounced her rule
that strife was possible; or when there was an outside threat. All and fled with Sumnari to an unknown destination. She left no
knew that the Crowns brought security, but stifled initiative. heir and Rhakhaan was sundered into its provincial holdings—
The more self-assured grew impatient and desired to expand which warred amongst themselves until the entire fabric of the
their lands. The Crowns would not allow it. Dissatisfaction civilization was destroyed.
arose.
This problem was exacerbated by the arrival of certain men,
seemingly with great knowledge and wisdom, from the east. Third Era of Ire
They were more free with their lore than the almost grudging, Lerianis, Scribe of Nomikos
always condescending Loremasters. These Wise Men coun- From a Scroll found in Gryphon College
seled the removal of the Crowns, saying instead, “Who rules
when you wear the Crown? Not you, my friend, but the T/D
Loremasters far away. They control you as a puppeteer ma- The Dúranaki are xenophobic, a tendency that Terek fights,
nipulates a wooden dummy! Would you have such a master?” though not always with complete success. He has a hard time
The plans of Andraax and the Alchemist began to crumble overcoming a deep suspicion of those who look different than he
before their eyes. does. Ironically, the Dúranaki—with their strange costumes and
The first to fall was Zor, the largest of the Six… spiked, colored hair—stand out in a crowd of other races.
The Tanarans were the next to succumb… Terek is usually a quiet individual. He has a soft tenor voice and
Even as the Tanarans were being seduced by the words of rarely speaks unless asked a question or he has something very
the Sorcerer Sages, Saralis and U-Lyshak were suffering similar pressing to say.
fates. Both fell to the seduction of treachery, and once-great As with most of his culture, Terek is fastidious (even compulsive)
realms descended into barbarism. and sensitive about his personal grooming. While most Dúranak
Meanwhile the King of Rhakhaan was listening to the advice men do not have facial hair (and so he has no need to shave), Terek
of a man who called himself the Magician. The Mage, a power- washes thoroughly (in private when possible), is hair must be
ful magician and clearly a knowledgeable man, counselled King perfect, and he often dons colorful face paints.
The Grand Campaign
B either to Kel, or to others of their kind. E.g., “tell all the squirrels in
Vania will not reveal her true home to any but close confidants. this wood to watch for an Elf in a black cloak.” is a request that
Outwardly she appears very like an Erlin Elf; only very knowledge- semi-intelligent animals could handle; they would watch diligently
able and perceptive might notice the telltale signs of her dryadic for as long as weeks. A regular beast might remember seeing an Elf
nature (The People of the Forest can be considered a hybrid race of pass nearby within the last day or so, but could not be expected to
Erlin and Dryads; though they are not a true cross-breed). remember his attire, or be expected to keep watch for more than a
Vania’s master Kel has a network of semi-intelligent birds and few hours before ‘forgetting.’
small beasts which report the goings-on of the outside world, but his Weakness near Iron: Vania—like the rest of her dryadic race—
animal observers can only tell so much. What he has heard concerns suffers in the close proximity of iron. Weapons of pure iron are Of
him. He has sent out several human agents to learn more. Vania can Slaying. If Vania is wearing more than a few ounces of iron, her
report at irregular intervals when one of Kel’s forest friends makes effective level for PPs and spell-casting is halved. Prolonged con-
contact. tact may even reduce her temporary Con (GM discretion).
T/D P
Sent by Kel to discover what is happening in the world, Vania is Staff: A branch of the Tree: x PPs for Channeling, allows Great
one of several of her kind now travelling about this region of the Merging Organic (Animist Base Nature’s Movements, SL pg ) x
world. She has a warm and compassionate personality, yet conveys per day.
an air of reserve.. While she does not behave in a secretive manner,
she is not forthcoming about herself, and in general is quiet and Dagger: of green laen, +.
reserved among humans. While her original charge does not include Familiar: (Optional, GM discretion) A semi-intelligent ferret named
becoming involved with outside politics, joining this group provides Swinky.
her an ideal opportunity to learn a great deal. As the adventures F GM O
progress, her desire to right wrongs will slowly draw her deeper into The GM should take care that Vania’s special ability o commu-
events. If she consults with Kel, he will be cautiously supportive. nicate with animals does not get out of hand, and that her commu-
P S nication with Kel does not become more than intermittent reports.
Race: Forest Being He will not give her any guidance; remember that Kel is intelligent
and powerful but not terribly ‘worldly’; he is naïve. Certainly, he
Height: ’ ” should not be available to rescue the PCs should they become
Weight: endangered (perhaps later, if they are very near the Forest, but he
Build: Slender would never travel to Jaiman). There is also a slight chance she will
Eyes: Green run into other agents from the Emerald Forest, but these are likely
to be random encounters.
Hair: Auburn On the other hand, Vania’s animal communication can be used
Age: (Appears ≈) to add spice to the plot. At some point, one of Kel’s birds will be
Profession: Animist found killed; other animals report seeing an evil bat-like creature…
Languages: (s/w)
JYMSAN IXATA-CENTARUS
Current Level:
CONJUROR FROM NÁMAR-TOL (LOAR MAGE)
Hits: (Base: )
A carefree young man, Jymsan has the body of an athlete. This is
Power Points: no coincidence, as he is somewhat frustrated as a Mage, having
Stats: Temp Pot Stat Md RceMd TTl Md wanted to be a warrior as a boy. He trained with the broadsword and
CO is a passable fighter. His wish now is to combine his abilities with his
desires and become a Warrior-mage.
AG
GM Note: Should the GM wish to use the Rolemaster Compan-
SD ions, he is welcome to allow Jymsan to be a Warrior Mage.
ME
B
RE Sons of Loari Nobles, Jymsan Ixata-Centarus and his older
ST brother represent the marriage of two powerful Námar-Tol families.
QU His mother, Marina Centarus, is indeed of the famous Centarus
family and as such Jymsan is related to Prince Rylec Qaterris of
PR
Eidolon—as well as the merchant Baron Kitteran Centarus. He only
EM brags about this association occasionally.
IN Jymsan shares his race’s obsession with anything smacking of
AP technology. He carries a number of semi-useless trinkets with him
(including a compass which works erratically because of the plan-
S S/A etary magnetic field fluctuations), a small clock, and an electric lamp
Foraging: Vania has the equivalent of five bonus picks in Foraging. powered by a crude chemical battery. It will operate for about
Animal Tongues: Vania can speak to any small bird, or small hours, casting the equivalent of a ‘light’ spell (an odd item for a
mammal (squirrel, rabbit), though the average bird or mammal is mage).
only intelligent enough to communicate basic images or thoughts. T/D
Vania can communicate fluently with the semi-intelligent beasts As an Elf, Jymsan is somewhat resistant to weather extremes. He
under Kel’s influence, who can carry fairly sophisticated messages wears a short tunics draped over one shoulder, sometimes with a
The Grand Campaign
choice besides begging or pleading with his father for money, he Boots: Of Water, wall and limbwalking (all times) and Dodging (x
began to take an interest in ‘creative acquisition’ (thievery). Since a day, - to one bow attack).
then he has made himself comfortable though not rich. He has his Lock Pick Kit : w/shaalk tools (+)
own moral standards of thieving, and is against physically harming
his victims (he prefers institutional targets). S S/A
Although it is not at the top of his list of desires, Keety would Basic Mathematics ( Picks)
certainly like to be the one to find the Scepter of Khôm, symbol of the Star-Gazing ( Picks)
rulership of Nuyan-Khôm, stolen some thirty years ago. By return-
ing home with such an item, he would win honor and glory, and his F GM O
father’s approval. (The scepter lies in the Ahrethrôk, so if Keety Because of the location of teh sceptre, Nukit has little hope or
survives to the culmination of the quest, he might get that wish.) resolving his personal quest until late in the large picture. You may
wish to litter the trail with clues to spur his interest.
T/D
Short, somewhat stocky, but very light-footed and agile, Nukiti bears
the distinctive appearance of the Y’nar: black , straight hair, ‘flat-
tened’ features, epicanthic folds over amber eyes.
‘Keety’ is normally a very serious young man, intent on his
job. He has a weakness for Loari wine, however, and has
gotten into trouble more than once after drinking too much.
(He and Jymsan could be a dangerous combination in a city:
they would be in the nearest well-stocked tavern before
anyone else could turn around.) Hangovers can also really
interfere with doing your best work: it’s hard to pick a lock
with your head pounding and your hands shaking.
He is loyal and friendly, and while his goal is to gain riches
(and thus respect back home) he will remain faithful to the
group against all but the most seductive temptation of wealth.
Nukiti actually left home because of a disagreement with
his father over a trivial topic. However, he is dishonored now
and feels that he cannot return without gaining wealth and
fame. When asked about his family, he is evasive.
P S
Race:Y’nar
Height: ’”
Weight: lbs.
Build: Stocky
Eyes: Amber
Hair: Black, worn in a short flat-top
Age:
MORDEN NÔK
Profession: Thief
WARLOCK OF ITANIS (MENTALIST)
Languages: (s/w)
Shunned by his people, Morden is a man with no father. He is
Current Level: trained as a Warlock (Mentalist), but until the mystery of his
Hits: (Base: ) conception is unraveled he cannot be allowed to enter the College of
Stats: Temp Pot Stat Md RceMd TTl Md Warlocks.
CO B
AG His mother was treated with fear and some disdain, as she
became pregnant without a parenthood agreement (breeding is
SD strictly controlled). Morden was almost killed at birth, but proved to
ME have such potential that the original judgement by the council was
RE set aside.
He was given training and a focus crystal, but never felt in
ST
harmony with the other warlock trainees. He also began to display
QU errant (‘wild’) powers. Rather than suffer longer, he decided to set
PR out and discover who his real father is.
EM T/D
IN Morden looks in all ways like an Itanian—except for his striking
AP violet eyes. He is quiet and reserved, almost painfully shy. This
comes in part from the ostracizing as a child.
P
The Grand Campaign
P S OB and DB (in addition to normal Stat bonuses). Will always strike
Race: Itanian (chocolate skin) first unless surprised; and have the option of using adrenal Speed
at will, % chance of success (with appropriate Adrenal Moves
Height: ’” Rules applicable).
Weight: lbs. . Due to unusual joint design, gain a + to all static maneuvers
Build: Lean involving the hands (locks, repair/construction) or feet (Balance).
Eyes: Blue/violet in certain light Also gain a + bonus to Contortions, being able to realign many
joints.
Hair: Straight black
Age: P
Profession: Mentalist Mindstone: Similar to that of all Warlocks of Itanis, Morden’s
crystal looks like a piece of quartz hung from a leather thong. It has
Languages: (s/w) a symbiotic relationship with the owner. It has the following
Current Level: powers:
Hits: (Base: ) . x PP enhancer (becomes x at th level, x at th)
Stats: Temp Pot Stat Md RceMd TTl Md . Detects Essænce: A Mindstone will respond to the presence of raw
CO Essænce by glowing and giving off a faint warmth.
AG . Keyed to owner: if any but the attuned wearer touches the stone,
SD he takes a point-blank Lightning Bolt attack (+, no DB, AT if
touched by a bare hand).
ME
. Protection: Adds + to wearer’s RRs vs all mental attacks and
RE probes. By concentrating (no PP use required) wearer has a +
ST chance of detecting magical illusion (+ to see through the
QU illusion).
PR . Ranging: Allows user to ‘focus’ mental power to extend range by
+% per extra round of concentration up to the level of the caster.
EM
(Note: change from Atlas Addendum).
IN
. Aiming: Allows user to ‘focus’ mental power to increase potency
AP by + per extra round of concentration up to a maximum of +
S S/A for non-directed spells and + for non-directed spells.
Sense Crystal: Morden—through his focus crystal—can sense the . Storing: User may store one spell up to his own level in the stone;
proximity and direction of a Secret within miles. the spell may then be cast instantly on command, or set to trigger
on its own in a specific predetermined situation (situation must be
Destroy Crystal: By using his own crystal, Morden will be able to
general and obvious).
shatter the Focus.
Sense Dreams: Occasionally, Morden will pick up Andraax’s night- F GM O
mares. These are terrifying, disjointed visions (including the Focus Morden is really the son of Andraax, who impregnated his
Crystal of the Ahrenreth, the Eye of Agoth, and Schrek himself) mother while she slept. He is, therefore, half K’ta’viiri, and possesses
which awaken Morden and leave him shaken and terrified. He will certain special powers which are latent at this time. They will
also be so emotionally distraught that he has no PPs for that manifest themselves only as the situation dictates.
following day. Morden will have a special link to the great crystal focus of the
Jerak Ahrenreth, and as such will sense the proximity of a ‘Secret’.
GM Note: The GM should roll percentile dice every night to Note the disadvantage accompanying Morden’s dream-visions:
determine whether Morden dreams. If the roll is -, Morden about % of the time Morden will have no PPs. This is an important
has a dream-vision (and no PPs the next day). balancing feature because of all of the young Warlock’s other powers
Morden will somehow begin to suspect that these are someone and should not be ignored. A creative player can use this disadvan-
else’s dreams—and that they are those of his father. He will not tage and make it into an interesting personality trait: perhaps
make the connection to Andraax for some time, though. (Remem- Morden is not only without PPs on those days, but he is emotionally
ber, Andraax is not a household name; few have even heard it). troubled, nervous, twitchy, paranoid…
K’TA’VIIR ABILITIES (see For the GM Only below)
NOTE: The following abilities are latent, and unless Morden RÆK TORREN
chooses to try appropriate activities, he will never know he has LAAN HEALER
such abilities. A male Laan hailing from the city-state of Kaitaine, Ræk Torren
. Natural night vision allows perfect sight in equivalent to a normal is a Channeling Healer with some fighting skills. He also has a
clear night, ’ even in pitch dark. troubling secret.
. Unusual voice ability provides a + when using Public Speaking, B
Acting, or utilizing the Mentalist powers of Voice. Ræk is the eldest son of the Torren family of cotton traders. His
. Acute hearing allows isolation and analysis of any sound within mother died nine years ago soon after the birth of his sister; he also
' under normal circumstances, and through up to ' of solid has two younger brothers. Ræk’s father rules the family much like
(non-dampening) material. the business: with a strong and calculating manner.
. Superb synapse development allows for blinding reactions: + to Just before she died, Ræk’s mother called him into her chamber.
Book One: Gathering Darkness
S S/A
First Aid: ( picks)
Architecture: ( picks) Ræk studied this as part of his
schooling in Kaitaine
Herb Lore: ( picks) As part of Healer training, Ræk
learned the rudiments of healing herb capabilities and
application.
P
Armor: A full suit of black leather (does not encumber
at all) with metallic fittings; it is AT and heals itself.
Bracelet: x spell enhancer; it also allows Ræk to trans-
fer one wound equivalent to th level or lower from
someone up to ’ per level away, once per day. It is of
silver with red inlays and bears runes in Old Emer, an
item of the Order of the Cloak.
F GM O
Ræk is a descendant (through his mother) of one of
the members of the lost Ahn Sye Zanar (“Order of the
Cloak”), one of the Eight Orders of the lost Emerian
Empire. While this will have little effect during this first
phase of the campaign in Jaiman, but once in Emer it
may become of value. Ræk is immune to all ill effects by
any weapons or spells of the Order of the Cloak, and
suffers on half effect from that of other Orders. All gates
and portals of the Ahn Sye Zanar will open for him. Ræk
will not initially know of these powers, though records
in Emer with this information might be available. The
GM may develop this subplot even further as the campaign progresses. Námar-Tol, but agreed to go with the brothers to see other sights.
Regarding Ræk’s orientation: for players or gaming situations Nothing has been heard from them since they departed Kaitaine
where this aspect of a character is inappropriate, the GM may change over a year and a half ago and the parents are worried.
the nature of the character, although characters should not be Over her mother’s objections and her father’s concern for her
discouraged from playing Ræk. This personality trait is included not safety, Leena departed Lys to seek her lost brother (and in search of
to promote role-playing sexual encounters (since he is even more adventure).
unlikely to have one than the average heterosexual character) but to Finding nothing at Kaitaine, Leena continued north and in-
encourage players through role-playing to gain a better understand- tended to make her way to Sel-kai. However, rough weather and
ing of discrimination and how to combat it. storm damage in the Melurian Straits forced her ship to turn north
On the other hand, if players and GM feel comfortable with this to Jaiman. They anchored in Lethys.
aspect, there is ample material for inter-character dynamic tension. T/D
For instance, Ræk might find himself drawn to the handsome, While highly intelligent and talented, Leena’s behavior might
charming (and potentially available) Jymsan. tactfully be described as ‘distracted.’ The less circumspect would
Ræk’s psychologically related spell-casting troubles can be in- mutter under their breath that she was a ‘dumb blonde Elf girl.’
cluded as an ongoing part of the character or played down, as the GM Neither is true, of course; this is a façade that Leena creates to catch
and player wish. others off-guard. Whether she does it consciously or it is purely
second nature is a matter worthy of speculation. In either case, her
LEENA ÆRIEN performance is flawless.
ELF OF LYS (LINAERI BARD) More specific examples of Leena’s behavior follow: hair-tossing,
A female Linær Elf of Lys, Leena is a talented musician and ogling attractive males while making cooing noises, singing at
scholar—but you would never guess it. She instead appears to be a inappropriate times, talking to herself about inane topics, and
somewhat dizzy young woman. constantly asking anyone nearby if her hair/tunic/jewelry/etc. looks
alright. When you are speaking to Leena, she will frequently stare off
B into space, see something that interests her, and interrupt you to
Leena Ærien hails from the Lys province of Elas (See Emer Book, draw your attention to it. She has a tendency to giggle for no
pg ), and wears the oak sprig symbol on all of her tunics. She is the apparent reason.
youngest daughter of Lord Barin Ærien, who owns a palace and
vineyards. P S
Her life has been a carefree one in Lys, never wanting for Race: Linær
anything. Unlike most of the other PCs, her home life has been Height: ’”
blissful and serene. The only troubling event in an otherwise pastoral Weight:
life was the departure of her older brother (the middle child of three)
two years ago. Ærik left Lys with two friends (brothers Kesien and Build: Slender/shapely
Orrel Ermenel) to journey around Emer. Mainly Ærik wanted to see Eyes: Blue
Book One: Gathering Darkness
Hair: Blonde, worn either halfway down her back or worn ‘up’ the Changramai, who are mercenary bodyguards. Rælen owes a
Age: ? (appears ≈) considerable sum to the Changramai in return for his training, and
he is therefore not an ‘official’ Changramai and dares not wear his
Profession: Bard white robes. He cannot remove the triangular Changramai red
Languages: (s/w) tattoo on the back of each hand, so wears gloves.The monastery does
Current Level: not wish to harm him (that is wasteful); they do want to force him
Hits: (Base: ) to adhere to his contract: five years of service to the monastery to
repay them for his elite training. (They refused his request for a
Stats: Temp Pot Stat Md RceMd TTl Md deferral, suspecting that he would not live to fulfill it).
CO Rælen wants to fight against the Syrkakar in the Mur Fostisyr,
AG and is en route to there from Emer when he encounters the other PCs
in Lethys. He will be convinced to join them to the Library to learn
SD
more of the Priests Arnak.
ME
RE
T/D
Like most of his Ky’taari kin, Rælen is naturally friendly and
ST outgoing. However, his flight from the Changramai order has made
QU him more cautious and suspicious of strangers. He is a bit naive,
PR idealistic, and selflessly loyal to his friends.
EM* P S
IN Race: Ky’taari (half-elf)
AP Height: ’”
*Note: Leena is considered an Essence-based (Amthorian)
Bard here; if the GM or player would rather use the Mental-
ism-based bard, switch her Empathy and Presence stats.
S S/A
Singing: picks
Music: picks
Play Instrument (Harp): picks
Martial Arts (Sweeps & Throws): pick; gain at /
P
Cloak Pin: a lovely oak leaf and acorn pin where the leaf is
gold and the acorn a large beryl with silver cap. At a touch
the wearer becomes Invisible. Useable x per day, lasts
only hour. Also a + PP enhancer.
Harp: Enchanted instrument, will not slip out of tune.
F GM O
Leena’s brother Ærik and his friends were captured
by agents of the Steel Rain. Orrel Ermenel has died,
killed by the cruel experiments of the Steel Rain. Most
unfortunate, however: Ærik and Kesien have been turned
into Morthrog. Parts of their bodies have been ‘enhanced’
with magical/mechanical additions, and a combination
of spells and technology have rendered them shadows of
their former selves. Any memories of his family are deeply
buried. Leena will be forced to confront her brother in the
later phases of the campaign. Weight: lbs
Build: Medium
RÆLEN THIROK Eyes: Blue
CHANGRAMAI NOVITIATE Hair: Pale Blond
(KY’TAARI WARRIOR MONK) Age:
Rælen Thirok is a Changramai who has left the monastery in Profession: Warrior Monk (or Monk)
Emer to work against the Priests Arnak of Jaiman. These priests have
nearly destroyed his Ky’taari people. Languages: (s/w)
Current Level:
B
Young Rælen left the Mur Fostisyr as a boy to become a Hits: (Base: )
Changramai, but now that he has earned his White Sash, he wishes Power Points: ???
to return to his devastated homeland. This goes against the nature of
The Grand Campaign
• PART III •
HISTORY
Voice One (A beautiful, liquid baritone): “Thank you all for attending.”
Voice Two (A lilting, High-elven tenor): “I assume this is not an official meeting of the
Circle.”
Voice One: “You are correct, Astrologer. I wish to confer regarding your predecessor
to this hallowed group, the Lord Ondoval.”
Voice Three (A female voice, but one with harsh tones): “We discussed him at the last
gathering of the Full Circle; he has retreated to his fortress at Ahrentorg and is of little
concern to us.”
Voice One: “We failed to consider fully the extent of his powers. I am afraid that a few
of our esteemed order are unable to realize the threat Ondoval may pose to our plans.”
Voice Four (Another Elven voice, slightly deeper; every sentence tinged with casual
derision): “That explains four empty chairs.”
Voice Three: “Let us discuss, then! Lay before us the evidence of threat, Elder Mind!”
Voice Four: “I am more interested in why the Elder Mind has chosen not to invite half
of our order to this meeting. That may be a threat as great as an insane Lord of the
Essænce in a distant citadel.”
Voice One: “As head of the Circle my reasons for whom I summon to council are my
own, Iæn Shiin.
“To answer you, my dear, I need only remind you of Ondoval’s origins—and that
he possesses the Book of Gates. I believe that with it he may have already recovered
an item of consummate power… the Shadowstone.”
Voice Three: (After an uncomfortable silence): “You have evidence of the existence of
this item? I was led to understand that it was lost at the end of the First Era when Utha
defeated the Empress Kadæna.”
The Grand Campaign
Voice One: “Indeed, that is the tale. However, who is better capable of recovering the
Shadowstone? Ondoval is of their kind, a Lord of the Old Race, and with the Book of
Gates he might travel to any time or place. He could literally journey to the past and
take the stone.”
Voice Three: Assuming he had the power to do so, what evidence do you have that he
has done so?”
Voice One: I need only call your attention to the upheaval of a few days ago. The
disruption of the Flows was not a natural aberration. The tremors and storms were
caused by interference with our planet’s ancient defense.”
Voice Two: (Incredulous) “You are suggesting that one of the Eyes of Utha has failed?”
Voice One: “I am suggesting that Ondoval has taken one of the Eyes—the orbs which
shield our world from the Flowstorms of Space. Their protections are beyond the
Pales; only being armored by an item from before the Interregnum such as the
Shadowstone could protect such a thief.”
Voice Two (thoughtfully): “The Flows have been seriously disrupted, and after storms
began to subside, the entire globe seems to be more thinly protected—as if one of the
Eyes is now forced to do the work of two…”
Voice Three: “That is insane! No one could want to destroy the Eyes; to do so would
leave the world open to—”
Voice One: (interrupting) “To the ravages of the Void.”
Voice Two: “Only a servant of the Unlife itself could be so crazed. He invites his own
destruction. That is madness.”
Voice One: “That is my assertion. Ondoval is indeed mad.”
Below is a timeline of events, including very recent happenings and a guide for
future events so that the GM can update the world situation as the players adven-
ture.
1•TIMELINE c. ,—Final conflict of Utha and Kadæna. Large areas are laid
waste as the Uruths utterly destroy the remaining K’ta’viiri. The
The following list combines a number of general events with flows of Essence are altered to confine the East by a last effort of
those more specific to Jaiman. Utha himself (placement of the ‘Eyes of Utha’). There are also
T F E I hints that a few of the K’ta’viir and Uruths survive, placing
c. —First arising of the Altha on the World. themselves in cryogenic freeze to awake at a later time.
c. , - ,—The Althan culture develops a technology I
which allows them to reach for the stars. The World becomes ⁽, ⁾
the center of an explosion of interstellar colonization. Many The devastation of the Conflict was such that civilization was
planets become homes for seedling cultures. wiped out across the entire planet. The most advanced, sheltered
c. ,—First discovery of the Essence by the scientists of Altha. societies were reduced to a stone age subsistence. Disease and famine
Genetic manipulation enhances latent abilities to control the swept the globe as entire species were wiped out. Lands were
force. K’ta’viir family especially shows aptitude. reformed by vulcanism (triggered by the Conflict forces). Dark races
c. ,—After a series of battles across the stars, the K’ta’viir (Trolls, Garks, Lugrôki) held sway in many areas, thwarting any
family rules the galaxy in a vast Empire, maintaining control by attempts by other peoples to organize and build.
virtue of their superior Psionic/Essence powers. Their dynasty T S E I
survives for millennia.
—Founding of the College of Loremasters by Kirin T’thaan,
c. , - ,—Rebellion against the K’ta’viir (the Imperial Ilmaris Terisonen, and Andraax. All three are supposedly Elven,
family of the Altha) begins, instigated by Utha, a cousin within though Andraax is of course a Lord of Essence. From Karilôn,
the family. Political, technological and Psionic powers are used they recruit promising members, training and educating them,
in a sweeping attempt to overthrow the current Emperor. and so begin to bring the World out of the Long Night.
Although the rebellion is successful in the end, the result also
brings about the complete downfall of the empire. Many worlds —Andraax forms the first Dancú Ahrenreth, dedicated to
are destroyed or their populations reduced to a primitive maintaining the balance.
existence.
Book One: Gathering Darkness
c. —Strange Wizards and Knights on mighty steeds are seen —Tethior creates the Great Orbs: four Master and sixteen
purging the wilds in central Emer, driving out the ubiquitous Access spheres.
Gark and Lugrôki hordes. They claim to be servants of the —Zor has become an overly proud land and seeks to
Masters of Votania. overcome Rhakhaan. In their lust for power, however, the
—A quartet calling itself the “Masters of Emer” claims all of Zorians meddle in things from the First Era. In a devastating
central and northwestern Emer. Their home is the mist- cataclysm central Zor is laid waste.
shrouded isle of Votania in central Emer. Lordly beings, the —Fall of the Tanarans (the original Cloudlords were of
Lords are not Elven, yet appear to be immortal. They rule Dúranaki stock). The Halls of the Cloudlords are closed. The
through an order of warrior-priests (the Xiosans) but appear for Steardan are lessened in succeeding ages.
festivals, riding out of the sky on enchanted chariots drawn by c. —A plague sweeps Saralis.
Pegasi.
—U-Lyshak breaks into two lands; the western region is
c. —Founding of Haalkitaine City in Jaiman (it is little more ruled by a Priest-King (Arnak) who institutes human sacrifice as
than a collection of huts and a temple to Kuor). part of a new religion.
c. —Appearance of the Unlife. Its manifestations are still —An Ordainer appears in SW U-Lyshak and leads an army
few, however, and ill-formed. of evil creatures southwards. Mortals flee before this demonic
c. —Alleged establishment of the Changramai Monastery in monster.
the Choak mountains of northern Emer… On Jaiman, the —The capital of U-Lyshak—Cynar—is sacked and burned.
Steardan (winged horses) are domesticated.
- —Wars of Dominion. Ordainers lead armies of
—Founding of Library of Nomikos. They recruit unspeakable horrors from the bowels of the earth and beyond.
Changramai Monks as guards. Shards and Kæden, Xyr, Dark Priests and demons of every type
—The first Guild of Navigators is formed. They claim Nexus destroy life with zealous efficiency and unmatched power. On
as their home. Jaiman, Lorgalis leads a massive fleet to the eastern regions
c. - —The Navigator Guilds spring up across the globe while armies swarm across the lands to the west.
(or at least the western hemisphere), unite and set up a sophisti- The Masters of Emer are revealed in their full majesty as
cated network of summoning obelisks. Titans and join the forces of Light. Even the Lords of Orhan
c. —Lorgalis arrives on Ulor and come to Kulthea to combat the legions of the Darkness. The
begins to build a following. Unlife is driven back into the void, all of its powerful servants
—Birth of Tethior the Smith, the destroyed. Lorgalis is supposedly killed, but his body is never
greatest enchanted forger to live. He found.
and his brother Krelij create a Ilmaris Terisonen and Tethior the Smith are dead, however—
number of powerful items to aid in along with many other valiant Loremasters and Sages. The
the fight against the Unlife. Masters of Emer have vanished, and the
—Lorgalis the White annexes Ly- Lords of Orhan return to their refuge.
Aran. He leads a fleet to the shores and Andraax is allegedly driven insane.
secures the land with a mighty army. T T E
The rest of Jaiman continues to be c. – —A period of relative peace for
divided into dozens of petty fiefs and the inhabitants of the World. The weak-
kingdoms. ened Loremasters try to gather the Races
—Lorgalis the White, after two years of Light once again. Slowly are realms
of sea and land battles, defeats the armies rebuilt, and trade across Jaiman and even
and fleets of Xa’ar. He controls the Bay of much of Emer is re-established. Andraax
Ulor and all sea trade in western Jaiman. remains in hiding. Votania is a haunted
The Loremasters, fearing that Lorgalis is place, shrouded by clouds of mist.
of the Unlife, seek ways to stop his c. Appearance of the Magician in
advance. Haalkitaine. Rhakhaan, spared the
- —At the request of the devastations of the Wars (because the
Loremaster Council, Tethior and Andraax Kings kept faithful to the Crowns, it is
retire to the Alchemist’s forge in Arion said), annexes much of the surrounding
and create the Six Crowns for Jaiman. The land.
Vault of the Crowns is located under the c. —The Lords of Orhan reappear,
island in central Jaiman, beneath Tethior’s having vanished after their aid in the
Forges and Fortress. Wars of Dominion. They are more aloof
—Six realms arise with the Six Crowns as their loci. Domi- from political affairs than before.
nating Jaiman, they wield their items for Light and hold back —The Magician (or his successor) returns to
the Unlife (including the assaults of Lorgalis) for a long period. Haalkitaine and is welcomed.
Even the Flows of Essænce are altered, creating sea lanes for the c. ,—Rhakhaan now controls nearly all of Jaiman. There is
trade ships to escape the pirates of Ulor. increasing prejudice against the Elven-kind, leading to internal
strife. Many Elves flee the country for Urulan… The Iron Wind
c. —The Order of the Priests Arnak is formed… Krelij and
is born as an arm of the Unlife, and its servants, the Priests and
Oran Jatar make the Dragon Helms.
Messengers Arnak, begin their dark task.
c. —The fleets of the “Lord of Encla Turic” assault the Tai-
Merian coast.
The Grand Campaign
—Kelir VI names himself Emperor of Jaiman. War is —Fiilig dies under mysterious circumstances. His younger
declared on the Elven-realm of Urulan, and the two countries brother Yurin petitions to be named heir but the King’s son
are at odds for over years and several Rhakhaan emperors. Alaek is named. Alaek’s reign begins unevenly, with the realm
c. - —While the two mighty realms fight to the south, attacked repeatedly by wild men of Zor and Lugrôki. Desper-
many lesser lords begin to quarrel amongst themselves for the ate, he dons the Crown. The invaders, mysteriously disori-
northernmost lands of Jaiman. ented, are easily driven back and the old borders are re-
—The conqueror Ugus Fost (now ruler of most of NW established. However, Alaek’s personality gradually changes
Jaiman) is murdered and his realm destroyed by a demonic and he becomes a cruel, tyrannical monarch. His reign is long
force. It is the Shards. and considered by many to be a dark period in Rhakhaan’s
c. —NW Jaiman falls under the yoke of a lord known only as history.
the ‘Syrkakang.’ Approximate time period of events and situa- —A Dragon is seen over the city of Lethys.
tions described in “The Iron Wind.” —Population of the Isle of Plasidar is wiped out to the last
—The Emperor of Rhakhaan (the first to refuse the Phoenix man. A Seer in Lethys gave a name to the massacre: Kæden.
Crown) is assassinated after only three years as monarch; the The word is ancient, the meaning unknown.
realm, without a strong heir, is politically fragmented. The —The cult of Andaras rises, this time in Lethys.
inconclusive (but mutually debilitating) war with Urulan is —A Dragon is seen again, the mighty beast terrorizing the
broken off. city of Eidolon. Yet it does no damage and vanishes into the
—The Seer of Urulan is lured into a trap by members of the clouds. Some claim that it had a human rider. Rumors abound
Jerak Ahrenreth; he is slain and replaced by Iæn Shiin of the that the Prince of Sel-kai is subsequently blackmailed into
Secret Circle. paying a ‘protection’ ransom.
c. - —The weakened Urulan falls prey to sea-raiders c. 5800—The Priests Arnak, after a long period of inactivity,
and eventually disintegrates as a nation. It is said also that begin their works in earnest again.
strange ‘tree-demons’ murdered a large percentage of that —The High Priest of Athimurl completes the destruction of
Elven population. Rhakhaan fares better, but her borders Quellbourne in northern Jaiman.
retreat to nearly where they once were when the Emperor wore —Ilred IV ascends the Rhakhaan throne and once again
the Crown. Meanwhile, the Syrkakang spreads his dominion to refuses the Crown of the Phoenix.
the northern border of Rhakhaan. —A terrible plague sweeps Rhakhaan, killing nearly % of
—Eidolon is completed and rises majestically into the sky the population (including the King’s wife and three sons). The
over Northern Emer. plague has little effect on surrounding lands, despite an
—Ajkara III ascends the throne of Rhakhaan at the age of . ineffective quarantine.
A powerful, charismatic woman, she quickly consolidates —Ilred IV dies in his sleep; is succeeded by his daughter
power, and within a few years Rhakhaan enters a new renais- Italana VI, who accepts the crown and welcomes the Magician.
sance. The coastal city of Lethys is brought under control and c. —Empress Italana VI of Rhakhaan (at the urging of the
both it and Haalkitaine are rebuilt. The Syrkakang is pushed Magician) declares herself Empress of Jaiman; she annexes
back into the desert. There are also tales that the Syrkakang is Meluria and Zor. There is some resistance from the former…
battling armies of a great Fire-drake. —Snow-demons (backed by forces of the Syrkakar) sack the
—The Magician again returns to Rhakhaan. While Ajkara is Ky’taari capital city in the Mur Fostisyr. The Ataarn is killed
deaf to his words, he finds eager listeners among the and sword Ashaanaar stolen.The A-Ryaan and surviving
Haalkitaine Court. Rhakhaan annexes most of Meluria. monks retreat to the Kaldaraak-Vaar. The Arnak Priest Gaath
- —Rhakhaan reopens the ancient road under the Grey moves his evil throne to the Ataarn’s Palace.
Mountains and eventually annexes Tanara. —The Dragonlord Sulthon Ni’shaang drives the forces of the
- —The Y’kin of southern Tanara are subdued. Syrkakang back into Lu’nak… Halek Ianis ascends to the
—Ajkara narrowly escapes an assassination attempt and is Princedom of Helyssa.
forced to flee Haalkitaine when many nobles revolt. —The Udahir of the Mur Fostisyr are under siege by the
c. (until )—Rhakhaan survives the departure of its Syrkakar. Because of the unique defensive capabilities of their
Queen, but the massive realm continues on a slow decline. A volcanic home, however, they can hold out almost indefinitely.
series of puppet monarches are placed on the throne, con- —The Navigators place the Mur Fostisyr under military
trolled by coalitions of nobles. Perimeter holdings operate quarantine: they will not transport anyone there.
more and more defiantly. Tanara and Meluria retake their —The Priest of Yarthraak arrives in Helyssa, a kingdom in
independence. the heart of old U-Lyshak.
—Ilred II takes the Throne of Rhakhaan, but refuses the -—(Ice-winter) An unusually harsh winter with deep
Phoenix Crown. He does, however, use his military clout to snows continuing into spring causes hardships throughout
break the power of the nobility. Ilred institutes reforms which eastern Jaiman. Snow-gark attacks on the Dúranaki become
strengthen the power of the monarch once again. intolerable. The warrior T’kaal Arain gathers a force and
—The Magician appears in Haalkitaine, offering his services mounts a series of counterattacks, driving the Garks north-
to Ilred. The King, wary of tales of the Mage and attentive to ward.
counsel by his friend the Loremaster Uli Tarka, turns the —T’kaal Arain succeeds his aging mother as Head-of-
Magician away. Family. He begins steering the Council of Families towards a
—King Ilred is slain while visiting a frontier province, killed greater awareness of the larger political situation in Jaiman.
by a crystalline throwing star. He is succeeded by his teen-age
son Fiilig, with Tarka acting as regent. Fiilig, counseled by Uli,
also refuses the Phoenix Crown.
Book One: Gathering Darkness
—Italana dies and her son Jerrin III takes the throne of Four of the Jerak Ahrenreth hold an informal meeting.
Rhakhaan, but refuses the Phoenix Crown. His younger Autumn —The Priest of Yaarth, claiming that Prince Kier is
cousin, Frelik, steals the crown and retreats north, claiming to dead, seizes control of Helyssa. United with the forces of
be the true King. Gark raiders attack the Myri lands in the Lorgalis, he sweeps east towards Rhakhaan.
Tanaran foothills. Fall —The Empire of Rhakhaan is under siege on three fronts,
—Dansart forces harass the northern borders of and Jerrin Faslurin finds that his defenses are strained.
Rhakhaan… Prince Halek of Helyssa sends an explorer ship to Almost nowhere on Jaiman is unaffected by war.
Ulor—supposedly a lifeless island since the Wars of Dominion. The Storm Wizard, fearing the fall of Rhakhaan and
The ship fails to return. subsequent collapse of civilization on Jaiman, gathers his
—T’kaal Arain becomes First Speaker for the Dúranaki. powers. The conflict must be slowed.
-—Frelik, aided by mercenaries from Saralis, assaults
the northern borders of Rhakhaan. He makes slow progress —
southwards. Winter —With unnatural suddenness, winter comes to nearly all
—Agents of the Steel Rain arrive on Urulan. They join forces of Jaiman in the form of a monstrous blizzard. The cold and
with the K’ta’viir woman Jenkyna. snows cut off supply lines and freeze armies in their tracks.
—Keniv Kirian—descendant of Alæc—emerges from the There are heavy casualties on all sides, but the weather works
High Vales of the Grey Mountains. He leads a new group of to the Emperor’s advantage. Nevertheless, Frelik the Usurper
Cloudlords much more benevolent than his predecessor Sten renews his call for Jerrin’s abdication… In the Mur Fostisyr,
Kirian. They send scouts to nearby realms to observe but not the Ky’taari are heartened by the heavy snows and redouble
make contact… yet. their guerilla strikes against the occupying Syrkakar.
—T’kaal Arain narrowly avoids an ambush by unknown The Loremasters suspect artificial intervention in the
assassins in the Grey Ice foothills. Saralis raiders cross the weather, but are unable to trace the source. They are under-
Pelyar mountains into Helyssa. standably nervous that a source of such power can remain
— cloaked from their detections. The Navigators, always concerned
Winter—Prince Halek of Helyssa is slain while on a hunting about strange meteorological phenomena, launch their own
trip; the realm is plunged into anarchy. Prince Halek’s son investigations.
Kier vanishes that same evening and a search is begun. Spring —The snows begin to melt, but heavy rains further slow
The Priest of Yarth accepts the Regency and maintains progress of any forces in the Rhakhaan conflict.
order. Summer —The Arnak Priest of Dansart sends his evil Messen-
Spring—Yinka armies attack the southern Myri villages, gers of Ulkya against the northern provinces of Rhakhaan.
breaking a thousand year old peace. The Bucolic people More strange warriors emerge from Zor to harass the
are unprepared and many are killed. A meeting is held Imperial forces (they are mutants bred by Dansart).
and the Myri begin to arm themselves. Autumn —The Dragonlord Sulthon Ni’shaang consolidates his
Summer—Yinka attacks intensify; a major assault on the river hold over Wuliris. He decides that Frelik has grown too
town of Ulir is turned by an appearance of a corps of powerful (he would prefer to see the Usurper and Emperor at
knights astride flying horses: the Cloudlords of Old have each other’s throats indefinitely) and considers a move south
returned, wielding magical swords and wands which into the Zorian wastes..
unleash the power of the sun. Further Yinka incursions Fall —
are deterred by a Dúranaki presence. Cloudlord sightings •—At the climax of an important battle between Helyssa
continue. loyalists and forces of the Priest Arnak, Prince Kier Ianis
Autumn—Yinka attack the Sulini village of Shenin, but are appears in his homeland amidst a tremendous surge in the
turned back. Sulini are joined by Elven reinforcements Essænce. He is wearing the Sea-drake Helm. Under Kier’s
from Urulan. leadership (and using the powers of the Helm) the armies of
Fall—Agents of the Priest of Yarth are seen as far east as the Yarthraak are driven back or destroyed.
Grey Mountains, seeking Prince Kier… The remote Yinka •—Night skies above Jaiman are illuminated by unprec-
temple of Chakor is burned. There are no survivors, but edented flowstorm activity. The most intense disruptions are
rumors spread that it was Cloudlords’ work… Randæ above the center of the continent. These storms are accom-
Terisonen sees The Nameless One in Haalkitaine. panied by minor but frequent earthquakes.
— •—The main powers of the Sea-drake Helm fail. Kier retreats
Winter—Frelik’s armies reach the border of Prevan, a province into hiding and initiates a guerilla offensive against reduced
just north of Haalkitaine. Emperor Talus Arej Malvion and disorganized armies of Yaarth.
Faslurin VII orders his Lord Captain north with legions to Winter —(The Present) The Dragonlord Sulthon Ni’shaang
finally crush the would-be usurper. Cloudlords assault the takes the initiative against depleted Zor and the Syrkakang,
Yinka city of Achren, burning the city and sending Yinka and seizes lands to the west and south. Earthquakes accom-
fleeing into the hills.… Several minor earthquakes rock pany volcanic eruptions in Ja’miil Targ.
central Jaiman. The Jerak Ahrenreth meets to discuss the deeds of Ondoval
Spring—Slowed by a long winter, the Emperor’s forces reach and how to salvage their own plans for domination. They
Prevan even as Frelik the Usurper attacks the provincial remain at odds with the Priests Arnak, the Dragonlords, and
capital. The Usurper is turned back. other shadowy factions.
Summer—Forces of Dansart from the Zor Wastes seem to aid
the Usurper’s armies. Frelik reveals the crown to the
Rhakhaan generals, casting doubt amongst them (but the
Usurper still does not dare to put the crown on).
The Grand Campaign
2•RECENT EVENTS
3•FUTURE EVENTS
Book One: Gathering Darkness
• PART IV •
THE GREATER POWERS
AND THEIR IMPACT UPON THE QUEST
“As we have seen, the Unlife acts through many minions and hides behind many
names. In the North and throughout Jaiman it is served by black cults led by priests,
servants of what there is called the Iron Wind.
“The Iron Wind is known only as a power—and only through its minions. Among
these are the Priests Arnak (of High Imla Arna—“The Evil High Priests”), and they are
the first to enter a given land that is marked for conversion. They wear the garb of the
culture they infiltrate and spread the power of their master not through violence, but by
intrigue and knowledge of the superstitions of the people…
“Few who have seen these priests will speak of them, but what reports there are
seem to indicate that they may be of Elven character. They are learned in geography,
language, mathematics, religion and the arts… Some have aspired to become advisors
of the secular leaders, but the more powerful perhaps remain—like their masters—in
the shadows.
“The Priests are of six distinct orders, and carry rings to identify themselves accord-
ingly. These rings embrace great power, but their force is channeled toward multiplying
the power of their masters. Each ring is tied to its brethren, and the presence of a bearer
is known by his comrades such that the pain of one is spread amongst all: Priests Arnak
are but tentacles of the larger body, the Order.
“Unlike the subtle Priests Arnak, the Messengers bear only death. These assassins
understand not such human things as compassion or pain, save only how to use them
on others. They appear singly, or in groups of no more than six, riding great fell crea-
tures through the night. They are known to be accompanied by familiars: intelligent
animals who serve their will.
This quest brings the PCs in conflict with the major forces of evil in the Shadow
World: the Unlife, the Dragonlords, and the Demons of the Void. All represent a
threat to Kulthea, though each has different goals and represents a different kind of
menace. It is important to understand the motivations and the ultimate powers
behind the many dark forces whom the characters will encounter.
Following is a discussion of the influential players who will be important in this
phase of the Grand Campaign; some will remain factors throughout the quest, but
their particular influences in this part of the Quest are emphasized here.
G S R power, and the main thrust of the Grand Campaign is aimed at him.
Jenkyna wishes all Kulthea controlled through implants. Anyone He appears to be one of the Lords of Essænce: a handsome man with
captured will be so altered after she has extracted any information coal-black hair, brown skin and glittering blue eyes, but this is only
she needs from them (the minds of Iron Warriors are usually half of his origin and a false shell. He is of the Agoth—the unspeak-
irreparably damaged in the cybernization process). Ulya Shek’s able creatures of the Outer Void. His mind is so utterly alien that it
goals are somewhat different, but she is confident that she can steer could not even be called evil. His goal seems to be to foment chaos,
the actions of the Steel Rain when the time comes. If necessary, she and his tool is the Secret Circle.
will bring to bear her own servants among the Watching Sisters. Schrek seeks an item of great power, the Eye of Agoth, to aid him
in opening a door to the Void.
5•ANDRAAX
Andraax wishes to counteract the evil influence of his
brethren. He is less concerned with other evil groups, ob-
sessed with allowing the Shadow World to develop on its
own—for good or ill—as long as it is not controlled by the
vestiges of the previous rulers of the planet. He still has his
hands full, however, since Ondoval, the Jerak Ahrenreth as
a group, and the Steel Rain are all influenced (or controlled
by) survivors from the K’ta’viir.
Andraax has also been busy in Folenn, working with the
Duskwalkers. Only lately has he again turned his eye to the
West.
It is important to remember that Andraax is a mentally
unbalanced individual. While lucid and focused most of the
time, he has lapses in which he is either unresponsive or
actually hostile.
frequent and his doomsayings more ominous: his fame has spread
from Kaitaine to Sel-kai, and every black-robed stranger is seen as an 8•THE LOREMASTERS
approaching harbinger of disaster: a specter to be feared. This association continues to be the leading force in the battle
The GM may wish to have the Nameless One appear, but since against the minions of the Unlife. In addition to sending out
the group is not spending much time in any metropolitan areas in hundreds of field operatives to explore the countryside and seek out
Jaiman, it is unlikely. Rumors of his visits might reach them, agents of Darkness, the Loremaster Council protects governments
however. with ideologies which flow along similar lines as their own. While
GM Note: as noted in the Master Atlas, the Nameless One is in the Loremasters avoid direct control (the spectacular failure of the
fact Tethior the Smith, who was not killed in the Wars of Domin- Crowns of Tethior being an example of the flaws in that strategy),
ion as everyone believed. He, like Andraax, is somewhat mentally they continue to counsel monarchs and ruling oligarchies, warning
disturbed, however. against the temptations of Dark Magic and its terrible price.
• Lethys
Plasidar
• Ormian
Sel-kai •
• Southern Jaiman •
Book One: Gathering Darkness
• PART V •
LETHYS
SEA-PORT IN RHAKHAAN
A hush fell over the smoke-hazed great-room at the Flask and Mug. Bette leaned
over the polished bar, allowing herself a short rest; her sons and daughters could handle
the drinks for awhile. At the far end of the room, by the hearth’s roaring fire, the bard
Randæ was strumming his harp. The singer had a beautiful voice and the ability to
hold even large halls under his spell for hours. Bette wondered not for the first time why
such a beautiful, talented Elven bard continued to play in low-class taverns like the
Flask when he could make several times the silver in the Royal Quarter.
She noticed her youngest daughter Ilene staring at Randæ with glazed eyes and
bemused smile. Bette frowned, afraid that the girl had fallen in love with the charming
bard. Then the proprietress scanned the other faces in the room and noticed something
for the first time: nearly everyone wore the same entranced look. Bette pressed her full
lips together as she thought: ‘Sorcery, from my little bard? We’ll have to have a talk
after this set. Maybe I can convince him to suggest that they buy more ale in addition to
listening—and to leave my daughter out of his enchantment.’ Then she turned back to
cleaning ale glasses, taking for granted the fact that Randæ’s spell had not enveloped
her as well…
ethys and Haalkitaine are the two largest cities in Jaiman, and while
both are within the Rhakhanian Empire, they could hardly be more
different. Where Haalkitaine is dark, brooding and claustrophobic,
Lethys is bright and energetic. Haalkitaine is often cold and buffeted
by mountain winds; rain and snow are common. Lethys is sunny and
her climate is moderated by mild coastal breezes. Haalkitaine is a fortress, her
granite walls designed to shut out the world. Lethys is a trading center, her gates
open all day and night.
Located along the eastern coast of the Nea Bay, Lethys is a sprawling city,
nominally under the control of Rhakhaan. It is considered the gateway to Emer and
other points south, and therefore a logical first destination for those seeking adven-
ture (or maybe just passage south to Kaitaine).
The Grand Campaign
formation are revealed. uncommon to inquire with a proprietress such as Bette if there are
+ Phenomenal Success. Character learns important other residents of the Inn headed for a given destination. If they
information, plus related information of great don’t look shady, she could be helpful.
import. (e.g., while searching for information Tonight the Greatroom of the Flask is graced by a talented bard.
about the Phoenix Pendant, Terek not only gets Several have good singing voices and might join in with the youthful
the basics of it’s powers, but references to ‘Gryphon singer seated by the fire. The bard seems to project an air of
College,’ where information about attunement friendship and comeraderie, and the songs he sings are all familiar
might be found. ballads and ditties known across Jaiman, Emer and beyond. His
One way that characters might meet is if their searches indicate name is Randæ, and he is always a big draw at the Flask And Mug.
a book or scroll that is already ‘checked out.’ This would lead to As the evening progresses, the group begins to gather, make
another PC’s cubicle or table, where a sharing arrangement might be introductions, and lay plans for the trip to Nomikos, on the Isle of
worked out—and from there… Ormian
Anyone investigating possible routes will have been told the
following: while the coast road through southern Rhakhaan and the
4•AT THE Melurian States followed by a ferry ride to Ormian seem to be a
direct path, the way is not safe right now. The Y’kin are moving
‘FLASK AND MUG’ southwest, and there are bandits, and tales of ghosts. Besides, once
A mid-range Tavern, the F&G is convenient to the docks without they get to the bay, they would have to travel far around it to get close
being located too near the rough area known as ‘The Planks.’ The to sea level; most of the northern area is rocky cliffs. It would be
Proprietress is an amiable woman named Bette. Her sons and almost miles, the last half all rough going.
daughters work in the inn, as cooks, servers and porters; all share a The best way to go is by ship around the peninsula. The usual
blond handsomeness, impressive stature and easy nature revealing voyage time is days. Merchant vessels leave almost daily on that
their Myr origins. route, usually heading on to Tanara or south to Sel-kai afterwards.
If the PCs make the wise decision, they will opt for the sea voyage.
ENCOUNTER: Maybe some have already booked passage (the Seasprite is the
archetypal ship provided); there will be space still available tomor-
THE CHARACTERS MEET row; the ship is scheduled to set sail in three days.
The various characters find themselves—each for his or her own
reasons—in the great room of the Flask and Mug, each drinking and ENCOUNTER:
enjoying the evening’s entertainment.. A few of the characters may
have already met that day, perhaps on the docks looking for a ship
THE BLOODY DAGGER
to Tanara, or at the Lethys Library (see above). It would not be This settled, the group can settle in to enjoy the music. However,
Kitchen Gold
Cobbles
Road
Bar
Alley
0 3 6‘
Book One: Gathering Darkness
the evening is not to conclude unmarred. There is a handsome it do before.
young man alone at the next table; perhaps one or more of the PCs When Morden is within six feet, he stops and the summoner
notices him; he looks to be part Elvish. He wears simple but fine speaks. His voice is a musical tenor, soft and enthralling:
travelling clothes, sips wine, and wears a blandly pleased expression.
A tall woman in black attempts to squeeze between the tables and “Morden, Warlock heed these words:
bumps the man. He stands, and suddenly there is an altercation Your journey long, end out of sight
between the two. One of the PCs (the GM must either set up the But be true to yourself and comrades
scene or choose) is bumped so hard he must stand up and suddenly and for awhile forestall the night.
the man spins around and falls into the PC’s arms with a short cry
of surprise and pain. About this time Randæ has noticed the com- “To the Isle of books, then a sea of sand
motion and will stop playing. People are turning. Damp corridors, a city of towers.
The woman glares at the PC and walks purposefully towards the A secret vault, and an exile’s homeland
back of the bar. Trying to help up the man, the PC feels something The gryphon’s roost has hiding powers.
wet and warm on his hands… it is blood: there is a dagger in the
man’s chest, and he dies right there. This is what most people see: the “Lakes and rivers, and fell riders stark,
dead man in the PC’s arms, with the dagger in or near the PC’s hand. A desolate land, yet full of fear
A few will have noticed the woman and cry out, but it is just about A woman’s thirst, a man once dark
too late. Beware in the trees, a whisper near.
■ Roll: Perception, Very Hard (-). Very observant PCs might
notice a flickering in the shadows: The woman is Alize of the Cult of “The Dragon holds a treasure dear
Stars, and she is using an Image to teleport out of the bar. There is no Take what is owned, beware of greed
chance of catching her. The sun will set on Mur Fostisyr
The dagger is of obsidian with a silver edge. The hilt-pommel is But hope persists; it will awake at need
a black star sapphire. This is the symbol of the Cult of Stars, but of
course they don’t know that… yet. The victim is in fact a lesser Priest “The Haunted Land holds a harbinger.
Arnak (he has a ring) of the Lyak group. The ring is a signet with a After the spirits learn all you may:
flat blue stone carved with the image of a hawk. Both items are very borne of old evil grows a new danger.
evil. Take ship by air—to Sel-kai be away.
The City Guard will be summoned, and there will be consider-
able questioning and confusion, but Randæ will step in if necessary “Then rest, and continue another day.”
to clear the PC (assuming the PC doesn’t do something rash like
run). He will state that he clearly saw the woman attack, but she
moved too fast for anyone to have intervened. The rhyme and meter of this verse is confusing to Morden,
The dagger and the body will be confiscated by the guard. A almost hypnotic nevertheless. The words burn in his memory.
skillful PC might manage to get the ring; if the GM would just as soon The figure vanishes into the mist, leaving the youth shivering in
not have to deal with players having powerful evil items at this point, the alley.
he can have Randæ pocket it, after the PCs have seen it. In any case, GM Note: The mysterious visitor is Andraax. He has seen the
Randæ will conspiratorially tell the accused character to “Watch his succession of events through his powers. Of course, this does not
step around here” but will not explain. mean that the PCs MUST follow this path; as with all future
After the body is removed, things will settle down a bit, and Bette seeings, Andraax can only foretell what is likely to occur based on
will order a free round just before the curious from neighboring the current situation. Should the characters deviate from this path,
taverns begin to pour in. the GM may wish to have Andraax appear again with warnings or
predictions which will steer them back on a preferred course.
5•LETHYS AT NIGHT Any remaining time for the PCs in Lethys should be mainly
uneventful, but if the GM wishes to run a minor bar or thieving
One of the group has a nocturnal encounter late in the misty incident, she should do so (there are few city opportunities in this
Lethys evening. first phase of the quest).
ENCOUNTER:
A VOICE IN THE SHADOWS 6•ABOARD THE
One of the group (Morden if he is a PC) wakes in the middle of
the night from a troubling dream he cannot remember. He hears his ‘SEASPRITE’
name called, the voice a breathy whisper. It seems to be coming from A carrack, lateen and square rigged and about feet long, the
outside… Seasprite is a sturdy ship. While she is an older vessel, and some of
■ Roll: Morden must make a RR using his Presence bonus vs th the decoration appears neglected, all the important parts are well
level. If he fails, he must stealthily leave the inn and go down to the maintained. With a crew of , the ship can take on up to
street. passengers in four guest cabins. Her captain is a Shay man of middle
Outside it is cool, and a dense fog has rolled in. He creeps into a years, Shan Marr, who makes his home in Lethys.
dark alleyway, where he sees a figure in a hooded black cloak, barely The trip proceeds uneventfully as the Seasprite heads out of the
visible in the mist. The figure beckons and he must obey. His crystal sheltered south inlet of the Nea Bay, then west-northwest towards
is glowing dimly with a prismatic light, something he has never seen the Forbidden Sea. To the south, she will pass the isle of Aranmor,
then Plasidar. Most sea-captains stick to the open waters, keeping
the land barely in sight yet at a respectable distance
The Grand Campaign
0 6 12‘
The ‘Seasprite’
n GM Rolls: Roll for weather (Character & Campaign Law pg ) inhabitants are bold enough to approach, as it is surrounded by
daily; weather is even more important while sailing. Moderate severe many reefs and jagged, submerged atolls. It is said that they depend
effects somewhat while the ship is in the Nea Bay. In storms, some on enchantments to avoid the dangers which guard the coast.
rolls for crew competency may be necessary or there is a slight Merchants keep to the northern coast as they pass in and out of the
chance that the ship might be lost. Nea Bay, hoping to avoid both natural dangers and the threat of
pirates.
A
An evil place shunned by travellers, Aranmor is surrounded by A B S S
churning, bubbling seas. The waters around Aranmor are literally If the Seasprite is passing Plasidar just before dawn or in the early
boiling (volcanic steam vents on the sea floor) and can be seen for hours of the morning on a day of reasonable weather, the lookout
miles. Crewmembers will be happy to tell horror stories to curious cries “Black Sail off the starboard bow!” The pirates prefer to move
passengers. None of these tales are quite as twisted and sinister as the against ships who have the sun to their back, this way the pirates
bizarre truth, however. There are wild tales of demons and ancient come out of the darkened western horizon and the sun does not
curses placed on this volcano-tortured land, yet the stories are reflect off their dark sails.
contradictory and no one has ever returned to tell the truth. ■ GM Roll: A pirate ship is seen to the south; the GM may wish to
The Seasprite sails past Aranmor without incident. have a series of rolls as Captain Marr attempts to outmaneuver the
pirate ship. The Seasprite is at an ongoing - to avoid the ’ pirate
ENCOUNTER: PIRATES! sloop.
Beyond Aranmor, to the west stretches a much larger island, If the ship bearing the characters cannot make a clean getaway,
which anyone will tell the ignorant character is Plasidar, home of the the pirates will pull alongside and order the Seasprite to surrender.
Pirate Elves. Captain Marr will do so, preferring to hand over the strongbox
P rather than risk the lives of his crew and passengers. The PCs may
While the waters around this island are not as strange as the have other ideas.
boiling seas around Aranmor, they are treacherous. Only the isle’s T P S D
Lines are thrown across and the ship are lashed together. The
Book One: Gathering Darkness
brigands number twenty, captained by a handsome Dyar Elf who ■ GM Roll: Kelson will insist on seeing all of the passengers, and
leaps upon the deck of the Seasprite and introduces himself as Kelson there is a % chance that he will take a fancy to some weapon or
of Talfang. Twelve more men come across, all Dyari Elves, heavily item of jewelry that one of the PCs is wearing. It would be an obvious
armed. The crew is ordered to lay down all weapons; they comply. item; he won’t search anyone. His main goal is the ship’s strongbox
Kelson is charming and polite, making small talk with his men, and a few cargo items it is known to be carrying. These are being
making sure that no one is harmed if they cooperate. Kelson and his removed by the pirates while Kelson and four other pirates watch
first mate wield the beautiful Elven swords called sareni (sing. saren), crew and passengers. It is up to the PCs whether they are willing to
which look much like the Terran katana, but strike as enhanced fight for their possessions. If not, the pirates leave without harming
falchions. Stats for saren can be found in the Fantasy Weapons Chart anyone.
on page ???. If Kelson is killed, or if things otherwise look very bad for the
boarding pirates, the remaining crew will cut the lines and flee. The
Seasprite will resume her course as best she can. The rest of the trip
should be uneventful until she reaches the mouth of the Ormian
Bay.
* Indicates a Shield or Greave protection is due to magical garment, shield spells, etc.
† Indicates special race powers; see Shadow World Inhabitants Guide for details.
‡ Elven sword, looks like a katana, strikes as a falchion +20 vs unarmored foes; +15 vs leather armor
The Grand Campaign
• PART VI •
NOMIKOS LIBRARY
Books, like men their authors, have no more than one way of coming into the
world, but there are ten thousand to go out of it, and return no more.
Library of
Nomikos
The Grand Campaign
separated the road from ornate gardens on either side, then we Several copies of each book are available, and books may be ‘checked
passed through an inner portico. At the far end of a carefully out’ to the reading areas for as long as a month for study and copying.
manicured green courtyard towered the greatest library in the None of the works in this collection is an original; time and the
known world. The golden dome glowed even under the over- ravages of a corrosive atmosphere would have long ago rendered
cast sky, and hundred-foot tall buttresses of grey stone marched them to dust. Instead, these manuscripts are constantly being copied
all about the perimeter of the monstrous cruciform structure. and recopied so that there are volumes available for use.
Standing amidst the wide staircase leading to the library’s Research Collection: Only scholars with approved research propos-
entrance was a mighty statue, carved of lustrous obsidian. It als are permitted in the research library (though admittance is not
depicted a man with long straight hair and wearing a flowing difficult, there is a -day waiting period). Many rare and original
robe. Under one arm he carried a book; the other hand was held manuscripts are kept within the research complex, and there is a
at chest height, with the palm facing outward but close to the copying service available should a researcher need access to passages
body. His expression and posture were difficult to decipher, of manuscripts for an extended period of time.
though they seemed less than welcoming.
Special Collection: The most closely guarded collection; only those
“Who’s the statue of?” Jad asked idly.
with permission of the Chief Scribe may have access to its books. No
For a long moment no one answered. Then, as we mounted
one but the Scribes are actually allowed into the stacks; researchers
the steps and the statue loomed above us, Randæ muttered, “It’s
consult a catalog of books, select what they desire, and scribe-
supposed to be of Andraax, who supposedly founded this place
assistants gather the materials. All Special Collection books are
many thousands of years ago.”
viewed in cubicles, under the close scrutiny of a Scribe.
“You seem a bit skeptical.” I couldn’t help pursuing Randæ’s
comment. Meanwhile, Jad seemed to involuntarily shrink away GM Note: Additional details of the Library are available in the
from the statue as we passed it. book Jaiman, and while not necessary to doing research, would
“I just have trouble believing that this Andraax character add flavor to the events.
could possibly have managed as many accomplishments as he
has been credited with—even if he is immortal.” ENCOUNTER: CHANGRAMAI
As the group approaches the imposing library walls, Rælen will
—K A naturally be getting rather tense. Will he be recognized? A disguise
would be in order if anyone thinks of it.
Rælen sees a former classmate from the Changramai Monastery.
■ GM Roll: Roll D; if -, a monk that would recognize Rælen
RULES OF THE LIBRARY is on the island while he is there and will see him. Roll D again for
GM Note: for those who may not have the Shadow World Master percentage of the way through the visit that the monk ad Rælen will
Atlas, the rules of Nomikos Library are reprinted below. intersect. When this happens, give the monk a Perception Roll at +
When one enters the complex, one must sign a contract agreeing to see and recognize the errant Changramai. (Note that if Rælen is
to abide by the rules of the Library. “Signing” Includes writing one’s disguising himself in some way, the chances of his being recognized
full name and birthplace. drop precipitously.) If he sees Rælen, he will immediately summon
The Rules are: his fellows to capture him, but discreetly, and in a way that does not
compromise their responsibilities as guardians of Nomikos.
. To pay gold piece per day in the complex plus surcharges if using
the special collections. ■ PC Roll: Assuming there is a monk here who can identify Rælen,
at the time of the meeting, give Rælen a Perception Roll with his
. To pay repair fees as set by the Library for unintentional damage
bonus. Give him an additional + if he mentions that he is keeping
to books.
a lookout just preceding the meeting (e.g., as the group enters the
. To pay fines set by the Library if caught attempting to deface, library that day, he mentions that he is looking for monks he knows).
disassemble or steal a book. If Rælen is spotted, things could get very ugly very fast. While the
. To follow without question instructions from any Library official, Nomikos Scribes have nothing against Rælen, they will not interfere
including Security personnel. in a private Changramai matter (i.e., they won’t grant any sort of
Although book access varies depending on the collection, no immunity).
book is ever allowed outside of the complex. There are reading and
copying carrels available for storage of books to those making DOING RESEARCH
extended visits—sleeping rooms are available for rent, but the rule ■ PC Roll: All PCs researching must make a research roll for each
barring removal of books is absolute. Patrons caught trying to topic they intend to pursue. They may only roll once for each topic.
smuggle books out of the library are severely fined and permanently Use the chart given under “At the Library” in the Lethys library
barred from the library. Changramai warriors—fearsome experts at Page ???), but add + to rolls (this is Nomikos after all). Depending
unarmed combat—guard the exits to the Library. It is said that they on how smart the players are, (and how well they make their research
can see things invisible and know a liar by his voice. They are not to rolls) information on the following topics might come to light:
be trifled with.
GM Notes: The following are obviously passages, taken either from
T C books, or in most cases, scrolls. The GM may wish to describe in
The library is made up of three basic parts: Public Collection, detail some of these fabulous old items, bound in leather with wood
Research Collection, and Special Collection. or even iron covers, some great books as large as three feet tall with
Public Collection: The largest of the collections in sheer number of ornate hinges and locks. Each parchment page is rendered by hand
volumes, it is designed for public consumption. This contains in lovely calligraphic styles in colored and metallic inks.
language translations, maps of various areas of the known world
(GM discretion how much of this is to be revealed), and histories.
Book One: Gathering Darkness
T P P the Loremaster Zener Morndaak, who reportedly now resides in
. From a scroll entitled On the Making of the Jaimani Royal northwest Tanara.
Artifacts, dated SE , by Fenrik Elvar, Alchemist of Arion: T P A
. A scroll: (The Elor passage, Intro Part IV, page ???).
…Tethior and Andraax took thought, and together they . Something about the Iron Wind for Rælen. He discovers this
devised the recipes which would bring forth wondrous devices account from the Chronicles of Elor, with annotations by the
of steel and laen and jewels. First came six crowns for the kings historian Salthay Ryne:
and queens, enchanted diadems which could take on the
practical form of an ornate helm of war. Next followed glorious
blades to be wielded by the Kings’ Champions. Aid for these …Astride twin peaks of sheer stone rests the tower of Oran Jatar.
was given by Tethior’s younger brother Krelij—a promising From this citadel, the White Drake commands his priests Arnak: the
swordmaker… Order of Gaath. Jatar is master of the creation of artifacts of power
Finally, with the aid of Andraax’s powerful spells, the most as well as a lord of mind and arms. Greatest among his items is
subtle items of all were made: the Six pendants to be worn by perhaps his helm: fashioned after the form of a dragon’s head, it
Royal Councillors. Lovely glitter- allows him to assume human form
ing orbs, imprisoned in each the and yet permits him to employ his
heraldic beast of the realm… deadly breath at full potential. Chill
It was not surprising that he is of lungs and mind, and his
the design if not the wondrous minions know no mercy for those
powers of the Pendants was who would stand against the
copied by many of the ap- Dragonlord. I know, for I have
prentices at Arion and else- faced Oran Jatar, and it was one
where. No doubt there are of the rare occasions of my life
many baubles now made in during which I knew true fear.
flattery of the Six, but pale and Jatar is a terror beyond even the
dim by comparison… Ordainers in some ways, for he—
as one of the Dragonlords—is
not one of the creations of the
. Regarding attunement, a scroll Unlife, but an independent be-
gives an account by Ajkara III, ing who serves the Iron Wind
Empress of Rhakhaan, who vis- willingly. Those are the most
ited a woman at a place called the dangerous of its brood, for they are the
Gryphon Tower. It was there that she most wily and clever.
learned how to attune the Phoenix Pendant. The The palace of Oran Jatar also houses the six
location of the tower is secret, though the text men- priests of Gaath, their High Priest, and the elite of the
tions that it is in western Rhakhaan order of Athimurl.. Though Jatar is not their true master, his voice
. The scroll by Zener Morndaak, which appears at the beginning of carries weight amongst their ranks as well. In the caves below the
Part X, might be revealed. tower they perform their dark rituals of sacrifice and torture by the
flickering light of smoky torches.
. Several other recent manuscripts (and perhaps a Scribe) make
More of the Aalk Gaath I will not tell, it is such an unpleasant
mention of a scholar on the Crowns (and swords and Pendants):
memory. To those foolish and brave enough to seek riches and
the Loremaster Zener Morndaak, who reportedly now resides in
adventure (and indeed is an ample supply of both), I wish good luck,
northwest Tanara.
and suggest that they set their affairs in order first.
T P S
. A copy of an accounting of the royal artifacts of Rhakhaan Comments: It is known now that the centers of Gaath and Athimurl
indicates that the Sword, Pendant and Crown are all placed in are elsewhere, though representatives of those cults might reside in
separate vaults at about TE. They remain there until Ajkara the Aalk Gaath. In addition, Jatar probably considered himself an
III’s ascension in , when she removes the pendant and wears ally of the Iron Wind rather than a servant. He essentially seized the
it as a sign of office (along with a small crown she has fashioned for order of Gaath and has placed it under his control. It is believed
herself..) The Crown and Sword remain locked far beneath that the Smith Krelij aided Oran Jatar in the fashioning of the
Haalkitaine until , when Alaek has the crown brought out. His Dragon Helms.
successors do not wear the crown until , when Queen Italana
VI dons it. She orders the Sword brought forth as well, but when
the vault door is unlocked, the sword is gone. There is a gaping hole . Elor Himself: he is reputed to be mad, residing somewhere in
in one wall leading to a rough-dug tunnel. The hole in the wall northern Saralis (see Elor, below)
seems to have been dug by some sort of clawed beast.. Soldiers are . For Rælen, he might uncover a reference to the holy sword of his
sent down the tunnel, but it leads to an endless warren of passages people, in an account by the Ky’taari Scholar Rylen Alnesh:
too small to navigate.
. The scroll by Zener Morndaak, which appears at the beginning of …Gaath holds the Sword of the Ky’taari, locked behind doors of
Part X, might be revealed. cold iron in a citadel upon foundations of ice. Beware the Unseen
. Several other recent manuscripts (and perhaps a Scribe) make Guardians.
mention of a scholar on the Crowns (and swords and Pendants):
The Grand Campaign
Gargarax… Urkanian
Reported by Loremaster Nelden Viirs
TA
E
Transcribed by . (Summary) The history of Elor is somewhat muddled, though it
Looma T’tornian appears that he is far older than even what is indicated by his
Scribe of Nomikos records from the Mur Fostisyr (which would make him at least
TA , years old). It is possible that he is a survivor of the Wars of
Dominion, and might have even fought for the Unlife, then
reformed after the conflict (thus the moniker “Once Dark”). At
any rate, Elor had the reputation of being somewhat of a loner and
rebel, and though his reports were very valuable, his activities
became increasingly erratic. He apparently retired sometime in the
mid sixth millennia, though his present location is unknown.
Book One: Gathering Darkness
. The following Scribe report dated TE: Law pg. ) daily. Weather is very changeable in these straits. In
storms, some rolls for crew competency may be necessary or there
While travelling in northern Saralis, I met a man who claimed to be is a chance that the ship might be lost.
Elor Once Dark. He resembled descriptions I had heard, but of course O P
any physical description is meaningless when dealing with Elor. This Among the other passengers are a jewel merchant from Kaitaine
man lives in a strange house of eclectic design near the mouth of a river and his son, two women and a bodyguard from Sel-kai, and a
in the southern foothills of the Saral March. The house was built upon nondescript Shay couple.
a small island in the middle of the river, reached by nearly a dozen
strange and unique bridges. When I asked the man about them, he ENCOUNTER:
laughed and replied that he was indulging a fascination with engineer-
ing. He possessed a vast library but kept diverting me from serious
WALL OF DOOM
The journey towards Tanara proceeds uneventfully for the first
research with bizarre anecdotes, most of which were completely mean-
few days, but this belies a disaster which comes upon the Fairwind
ingless. I stayed for several hours while he talked at his ease, but at the
in the mid-morning of the fourth day…
chime of midnight he leapt from his chair and ordered me to leave. ‘It
is the Iron Wind!’ he cried, and insisted that I flee the area immediately. A S A
He could not be dissuaded, and so I left, without ever opening a book. South of eastern Meluria, the Fairwind is making good time in
I have tried to return on several occasions, but cannot find that strange front of a western wind, and the weather seems fine… until the
house. lookout spots darkness on the eastern horizon.
At first it looks like a severe thunderstorm. The captain is
concerned but not overly so. He decides to swing north to take
A S Z advantage of the sheltering coastline, but the wind shifts, driving the
. (General knowledge). The Order of the Cloak is a group of ship southeast. The sea begins to take on a strange luminescence.
ostensibly religious zealots who travel the countryside converting Several things happen almost at once. All Essence-users feel a
to the religion of Zanar by the sword (or the mace in their case). tingling, and the short hairs on their necks stand up. Morden’s
They are known by their crimson cloaks.
. More might be available in Emer, perhaps in a
library in Kaitaine, or Sel-kai? However, the prevail-
ing attitude in Jaiman about Emer is that the only
remaining ‘civilizations’ are along the coasts; the
interior has been reduced to barbarism, warring
city-states, or is depopulated.
ENCOUNTER: A RE-
SEARCHER
This is just a harmless meeting between Morden
and an Elven Scribe. They pass in the great hall, and the
Elf looks at him strangely. He say “I’m sorry, and I
hope you don’t take offense at this, but you have the
most remarkable eyes. They have a very unique color,
almost like those of a K’ta’viir. May I ask your ancestry.
No matter what Morden answers, the Elf will
clearly be disappointed and murmur “I’m terribly
sorry, I won’t trouble you further…” and wander
away.
WHERE TO GO NOW?
Information gleaned from Nomikos is likely to
lead the characters to want to visit the Loremaster
Zener Morndaak in Tanara. The group should have
little trouble finding passage on a ship headed East,
and soon set sail.
3•ABOARD THE
‘FAIRWIND’
T F
Captain Virs Tenak and a crew of man the
lateen-rigged caravel from Sel-kai. It is feet long and
can carry up to passengers.
■ GM Rolls: Roll for weather (Character & Campaign
The Grand Campaign
The ‘Fairwind’
0 6 12‘
crystal and Terek’s Phoenix will glimmer with a sullen greenish light. storm, but with no rain. The waters foam and lash the ship, multi-
Jymsan will feel queasy. Then green, twisting lightning will flash out colored lighting forks across the sky, and the wind blows in furious
of the eerie grey darkness to the southeast and a moment later the sea gusts from all directions. The one constant is a churning darkness
will become smooth as glass and the sails will go limp as the air which grows to seemingly span the horizon as the ship draws nearer.
becomes perfectly still. In that silence, the first mate will cry out There is little left for the characters to do but batten down the
“Essænce Storm!” Then the shock wave from the lightning hits the hatches and get below (they will be ordered to do so by the captain
ship, followed by a huge swell of water which carries the Fairwind anyway).
several hundred feet high, then sickeningly down into a trough. No ■ Roll: Con RR - to avoid nausea. Failure by - means at -
waves break, but the wind resumes from the northwest (actually it for all actions due to queasiness; failure by - means vomiting
is being sucked in from the southeast). The sails furl and the ship and at -; failure by + means at -.
surges forward with a great creaking of timbers. Several ropes may
break; anyone on deck or in the rigging should roll to not be lost. T L
PCs may think of trying to escape by using spells or in a lifeboat. Things get progressively worse, the ship lurching in impossible
The use of any spell at this time is highly inadvisable: add + to all directions as it nears the membrane. As it enters, there is a sensation
spell failure rolls from the moment the storm is detected. Chances of of falling which lasts several (eternal) seconds. With a shriek of
escape in the lifeboat are also nil, as it has even less chance of escaping tearing metal and splintering wood, the whirling ship comes to a
the energy of the Essænce Storm. sudden halt.
I S ■ Roll: Con RR - to remain conscious. All take - hits and an
“A” Impact Critical.
The captain orders the sails stowed and turns the ship into the
As each player awakens, they realize that the ship is not moving,
storm; it’s all that can be done as the green-grey wall of churning
that the cabin is lying on its side, and sunlight is streaming through
energy rolls towards the doomed Fairwind.
a huge hole. torn in the hull. They emerge from the wrecked craft to
Between the initial storm surge and the actual penetration of the
discover that they have plowed into soft sand… in the middle of a
energy membrane is a period of about an hour. During that time the
desert.
ship moves deeper and deeper into what resembles a standard sea-
Book One: Gathering Darkness
• PART VII •
THE ZORIAN WASTES
There was a light like a thousand suns rising suddenly, but it was in the north, not
east over the mountains. I turned away from the brilliance, but a moment later I was
assaulted by the sound—and a hot wind which nearly knocked me to the ground. I did
not realize it then, of course, but I had just seen the end of Zor.
Ilmaris Terisonen
Second Era
he kingdom of Zor was the proudest of the six realms granted en-
chanted crowns, and not coincidentally the first to fall. Her popula-
tion made up almost entirely of Talath peoples, Zor was a vast land of
fertile fields and rich mountains. Now it is the most complete waste-
land on Jaiman. The heart of the realm, once a region of rivers and
rolling hills, is now a plain of dry and cracked earth. In the very center, where the
capital city of Verzor once stood, is a huge crater hundreds of feet across, sur-
rounded by an expanse of black glassy slag extending for miles. No sign of this
glorious people remains, and no one enters this waste: legends say that those who
venture too far into the waste return only to grow sick and die of an incurable
malady.
The Grand Campaign
Zor
Wastes
Haalkitaine•
■ PC Roll: Anyone who ventures outside of the distracting glare of being watched. If they remain in the wilderness outside, they will
the fire to take a look around can make an Extremely Hard (-) probably be attacked by the wolves again.
Perception roll (Elves at +); success means they see a large, wolf- ■ PC Roll: Everyone make a Perception roll again, Medium (±), the
like dog either circling the area about feet away, or just sitting out Elves adding + because of their night vision. Everyone who
in the dark, watching them. succeeds: at various times as they approach the ruin, they think they
■ GM Roll: Roll D; if over , the hounds will wait until they see movement out of the corner of their eye. Those who rolled over
think the time is ripe, then six of them will attack. Four others wait also have a feeling of being watched. This feeling increases as they
in the shadows. Roll morale rolls during the fight. At any time after get deeper into the city, until it is overwhelming.
about midnight, if someone ventures out of the circle of light offered T C D
by the fire, there is a % chance they will be attacked. If the leader These are descendants of the original Zorians, but virtually all of
and or any three dogs are killed, they will flee. them have suffered radiation poisoning and random mutations.
Morning dawns clear, and far to the southwest everyone can see (The PCs will not be in central Zor long enough for it to affect them.)
the gleam of something to the southwest. It looks like a city. Far to As a result, they are often hideously deformed creatures with mini-
the west can be glimpsed the Grey Mountains. There is no sign of mal intelligence (but all possess a certain animal cunning). They
other dogs. have fallen to this barbaric state, sometimes reduced to cannibalism
to survive. They are jealous of ‘normal’ humanoids. Almost all are
2•THE RUINED CITY blinded by even dim light, so they hide underground during the day.
Some of the least severely damaged have been recruited by the
It is thirty miles to the city, so even moving at a good pace the Dragonlord Sulthon Ni’shaang for his army, but they do not make
group will not make it before nightfall. As they approach in the dying a very effective organized force. They roam Zor in packs, each with
light, however, it becomes clear that what was once a good-sized a ruthless leader. They fear the dogs—and the Messengers of Ulkaya.
walled city is now in ruins. A dry riverbed meanders from west to east
■ PC Roll: During each watch, a PC making a successful Medium
. As the players may be debating whether its safer to enter this strange
(±) Perception roll will sense a growing ring of city dwellers lurking
place or to remain out on the plain with no shelter, they hear wolves
just beyond the firelight. Beyond the walls of the city, dogs are
howling again.
circling, and every so often an encounter between dog and ‘human’
ENCOUNTER: can be heard: a snarling and wailing, normally ending in a choked
humanoid cry.
CITY DWELLERS As with the wolves, the city dwellers might grow impatient for a
Assuming the group decides to enter the city, they have an meal. As the night wanes, they may grow bold.
experience similar to what happened at the farm ruin: a sense of
A ruined Farmhouse
Book One: Gathering Darkness
■ GM Roll: A successful Extremely Hard (-) morale roll means the
city dwellers decide to attack. Three will charge forward with buckets
of dirt and try to put the fire out. It is unlikely that they will be
completely successful, but they might put a dent in it. They are at
between - and - for activity depending on how bright the light
is.
ENCOUNTER:
THE MESSENGERS OF ULKAYA
There seem to be endless numbers of the creatures, and even as
the PCs dispatch them, more arrive. It looks hopeless. Then, there is
a loud, piercing whistle from outside of the city, and the mutants
hesitate. Then can be heard the sound of hooves, accompanied by
the howling bark of several dogs. Six riders appear astride huge
warhorses. They are holding aloft torches in hands which look like
claws, and their helms are made to look like the heads of snarling
dogs. They are the Messengers of Ulkaya.
The city dwellers flee, and some of the riders pursue them,
hacking the mutants down as they run. The dogs with the Messen-
gers are much larger and healthier looking than the wild beasts of the
plains. They are also well trained, circling the group and watching
them closely.
After the city dwellers are driven off, three of the Messengers
dismount. One—clearly the leader—says “You are prisoners of the
Lord of Dansart; throw down your weapons. Do not resist, and you
will not be harmed.”
GM Note: These riders are truly fearsome. There is little question
that they could easily best the PCs, even without the help of their
dogs. At no time does anyone see the face of any of the Messengers.
If there is any question of compliance, perhaps one of the NPCs
(one of the crewmen) attempts to fight back; he is killed in cold
blood, probably a dagger in the chest. This should squelch any ideas
about resistance.
Assuming the characters comply, one of the other Messengers
pulls out a pouch of herbs and ministers to any characters who are
seriously wounded and who cannot be helped immediately by the
other PCs. A third Messenger gathers up everyone’s weapons and
any other items which look threatening. The Phoenix pendant is
taken, but the Messenger knows better than to touch Morden’s
Focus Crystal. Instead it is placed in a small pouch (lined with a mesh
of Kregora) while still around his neck. When everyone is able to
walk, they produce manacles and ropes, and the prisoners are bound
in a line. As the sun rises, the march west to Dansart begins. All spell
users except the Healer find that their Power Points are drained (the
manacles are laced with Kregora).
3•DANSART
For three days the characters are kept to a gruelling pace, given
short rests and iron rations if their own food gives out. The women
passengers might falter at some point; either they are mercilessly
dragged along, or completely bound and thrown over a horse’s back.
At night, the dogs protect the camp perimeter, and the Messen-
gers seem to take turns on ‘watch’ while others lie immobile for -
hours. The Messengers are inhumanly efficient; they do not joke or
laugh or carry on any unnecessary conversation; it is as if they are not
really human (they are, but are under powerful enchantments).
Each has a pet owl, tan or white, which rides on his shoulder or flies
as scout. Any two or three owls are gone for hours or even days at a
time.
The ground begins to rise in a broken shelfland, the plateaus
separated by dry riverbeds. There is little or no vegetation, and the
group is not harassed by dogs or mutants again. The Citadel of Dansart Exterior
The Grand Campaign
THE LOREMASTER
APPRENTICE
The man across the hall is Sæn Alyster, a Loremaster
Apprentice (apprentices are normally sent on low-risk, te-
dious errands like research, messenger duty, etc). However,
Sæn was returning from a visit to Zener Morndaak in Tanara,
having delivered a message from his teacher Vurkanan Tyes,
when he noticed some very unusual activity about a tumble of
ancient ruins. His curiosity was his downfall, for the ruin was
an ancient place of darkness, and through it he was trapped by
the Messengers Ulkaya.
He was brought here and questioned, but revealed nothing
of importance. The High Priest has been thinking on the most
interesting torture methods, on the assumption that he will
learn nothing and so planning for maximum entertainment
value.
S A
Age: (Appears ≈) Eyes: Hazel. Hair: Black with a few grey.
Build: Slender. Height: ’". Race/Sex: Iylar(Loar)-Laan/M.
Skin: Fair. Demeanor: Friendly, though somewhat narcissistic
and moody. Dress: Brightly striped tunics, brown leather coat
and pants. True Nature: Well-intentioned. Home: Eastern
Falls region of Rhakhaan/Karilôn.
Sæn is a very intelligent young Loremaster, but unfortu-
nately his ambitious nature got him into some trouble. In his
The Grand Campaign
some additional valuables the PCs might want to take along if they What would be the fourth corridor is the Portal—which Sæn will
have time: sacks containing , in gold, a wood box holding five promptly close as soon as everyone is through. He will say that he
pouches, holding a total of , in gems. There are no magical items thinks that they can’t be followed, but they should get moving
or other equipment. anyway. Of course, they have absolutely no idea where they are.
Barely do the characters get out of the cell block, however, when (They are in fact in an ancient sewer. Sæn suspects this is the case,
the merchant insists on looking for his son. Before anyone can stop and may or may not share this suspicion.)
the merchant, he bolts down another hall. He is seen almost imme- ■ PC Roll: Terek should make a Medium (±) Perception to notice
diately and the alarm is raised. that his Phoenix Pendant is glowing dimly. It will glow slightly
They flee down corridors and fight the rather impressive guards. brighter as they continue.
But if Sæn is with them, he will have told them about the Portal. If no one immediately tries to take charge, Sæn will start march-
Hopefully they can make their way to that, because there is no other ing down the left corridor. He will mention that there seems to be a
way they can get out of the tower and escape into the desert. breeze blowing in that direction, though the water is flowing the
T P opposite way. They slosh along for nearly an hour, then come to a
Sæn can Sense Reality Warp, and when he was brought in he juncture of four of the corridors, the one to the left sloping up and
detected a latent portal. Once he is free again and can scout around, dry, while the one sto the right and flow into the one through which
he will be able to track it down. they came. Most importantly, the juncture seems to have no ceiling;
Sæn will take an herb from his pouch (Somiren), allowing him and the air is going up! A moment of looking around will reveal an
to instantly regain his PPs for the day. He must hold in reserve iron ladder extending out of the wall. An escape!
points to overcast Open Portal, though he does not know where any
other portal is (except shielded Loremaster Portals on Karilôn), so THE WAY EAST
things will be rather random. He will take the extra rounds if at all Just as the group begins to climb, the Phoenix Pendant bursts
possible to improve his chances. into bright light and actually pulls on its chain—towards the dry
They arrive at the doors, and someone must pick the lock; corridor. The group is tired, without Power Points, possibly has
meanwhile and anyone with Sense Reality Warp can see an odd wounded members, and has found what may be an escape to
wavering about the doors. They open onto a circular doorway— civilization. Then suddenly this guy’s pendant starts pulling on him.
sealed over by stone. But no one should be disappointed; the portal What to do? If they go up the corridor a bit, they come to an iron gate
is there if Sæn can open it. blocking off the tunnel. It is locked rather securely.
As the guards close in, one or more crewmen might want to do GM Note: Should the group start sounding like they might actually
something rashly brave. Then (hopefully) Sæn opens the portal and want to venture up the corridor, try to discourage them, using Sæn
they tumble through. and the other NPCs: “Let’s at least climb up the shaft and look there
There is some vertigo, a sense of falling, then splash! They tumble first!” If that doesn’t work, try suggesting a vague sense of lurking
into a foul-smelling pool, seemingly underground… evil down the corridor. The point is, they’re not ready for this quite
yet, and it’s not going anywhere anyway.
7•INTO THE UNKNOWN At last, hopefully, the group makes the climb up a thirty-foot
shaft. As they approach, the lead climber can see stars peeking
The group is standing (or sitting) in about two feet of cold, foul- through a grate. At the top is a heavy grille, but anyone with a St of
smelling water, in a T-intersection of ' diameter tubular corridors + can thrust it aside. They emerge up through a grate in the center
(everyone has to stoop). It is almost completely dark, the only light of the Avenue of Kings in Haalkitaine. It is the middle of the night,
provided by some eerie green luminous lichens growing on the top and for once it isn’t raining.
of the tubes. Rats can be seen (and heard) scuttling about the tubes,
disturbed by the sudden new arrivals.
Book One: Gathering Darkness
• PART VIII •
HAALKITAINE
aalkitaine has stood for over ten thousand years, an ancient city by
any definition. Over the centuries, it has grown to represent the
essence of stability and reason in a continent frequently sundered by
war and fragmented by anarchy. But now even Haalkitaine is
troubled. Rumors of new wars, a rebellious usurper to the north,
discontent in the provinces, and tales of the return of old evils have the city in
turmoil. The veneer of culture and sophistication remains, but underneath churn
deep-seated fears.
The group crawls out into the street, possibly given a disparaging At this point the group will probably break up; the NPCs
glance or two by the few passers-by at this hour. They might even run (whomever is left—perhaps a couple of crewmen) will try to put
into a constable, who will want to know just what they are doing in their lives back together. The PCs might want to clean up and get
the sewers of Haalkitaine in the middle of the night. A small bribe some rest and healing before their meeting the next afternoon. And
should take care of him hopefully Terek will want to head back into the sewer after a few days
Sæn announces his intention to go to the nearest inn he can off in the capital of Rhakhaan.
afford, have a bath and an ale, and go to bed. Then he’ll have an
appointment at court. He does remind the PCs that he owes them
something and asks that (should he not see them before then) to ask 1•THE HAALKITAINE
for him at the palace at the stroke of the third Quintar the next day.
GM Note: Of course, if Tyrus Faslurin is with the group, he could
COURT
just stay at the Palace, and if he makes enough of a stink, could get Chances are, aside from a possible quick visit to a healer or
rooms for everyone else. However, he might be inclined to be herbalist, the group won’t have much free time before their visit with
discreet, as that sort of behavior is frowned on. Sæn. It is hoped that they will be punctual.
Haalkitaine Palace is a cheerless, imposing structure on the
Book One: Gathering Darkness
• Haalkitaine •
The Grand Campaign
Haalkitaine•
Rhakhaan
Tanara
• Central Rhakhaan •
Book One: Gathering Darkness
outside (and much the same on the inside). Built of huge granite
blocks, it is a mazelike jumble of towers, parapets, echoing halls, 3•RETURN TO THE
drafty chambers and twisting stairways. It stands against the steep
flanks of the Grey Mountains, with the city sprawling out in the UNDEREARTH
other three directions. The main gate is feet high, and features a Re-entering the sewers is easy (though they may get a few strange
drawbridge over a deep moat, huge doors " thick, two portculli (to looks from passers-by), and the gate appears unchanged since they
enclose a ‘death cage’), and an inner door. Normally, though, all of first found it.
the doors are open and four guards in the Phoenix livery are the only Labyrinth Map--GMs you are on your own
defense. ■ PC Roll: An examination under better light—and a successful
They are greeted cooly at the gate, but their name is on the roster Hard (-) Perception—reveals that the workmanship of this
and a page is assigned to lead them to Sæn’s chambers (it would seem tunnel is slightly different from the others, and there is no evidence
that the Loremaster Apprentice has friends in high places). that it was ever a sewer drain, though it was built to look like one. In
GM Note: again, If Tyrus is there, he will be recognized, and in this addition, a successful Medium (±) Stone Lore, Stone Evaluation,
case, very likely just ask where Sæn is staying (The Cypress room, Engineering or Architecture roll will reveal that this tunnel is even
Ralgan’s Tower). He is quite capable of leading them there, older than the sewers, by several thousand years (the sewer is about
years old). The workmanship is excellent, the stones fitted
SÆN SAYS GOODBYE without mortar.
The route takes the characters through the palace, and they pass ■ PC Roll: The lock on the gate is Extremely Hard (-) to pick,
dozens of servants, bureaucrats (all of whom will sneer at the though oiling it and cleaning it first will reduce it to -. It does not
roughly-clad strangers until they see Tyrus, when they will suddenly appear to have been operated in many years, and though the metal
start fawning), and nobility, who will greet Tyrus cooly, and ignore of the gate appears to be some sort of non-corroding alloy, it has
the rest. gathered dirt. Upon close inspection, the gate is a beautiful con-
Sæn is lounging in his suite, apparently writing a letter. He offers struction, the metal wrought with care.
them drinks, then thanks them again for helping him escape. He says Through the door, the passage enlarges to about twenty feet high
that his master has given him something he wants to offer to them and wide, with a barrel-vaulted roof. It begins to descend again,
as a token of his appreciation. He produces a silvery coin, with and from what they can tell, the group is heading due east, and
arcane symbols on one side, and a Gryphon on the other. He continue to do so for about fifteen miles. They must be under the
explains that is actually a one-use portable Navigator obelisk. You very heart of the mountains. The air is not stale, and in fact there is
hold it in your hand, summon a Navigator, and he will transport the a light, cool breeze from the west.
group to a safe place free of charge. The further east they go, the brighter Terek’s pendant glows. All
GM Note: The players must be discouraged from using this item— the while the temperature remains the same (the typical under-
unless absolutely necessary—until the appropriate time (when ground ≈°F) and the corridor continues basically level. Then they
they are trapped in the ice cave in Tanara). If something goes arrive at what appear to be a set of stone doors closing off the end of
terribly wrong before then (like the Doombringer is about to slay the corridor. They swing outward, but are held shut by a rather
everyone), obviously it would be better for the PCs to escape with elaborate lock which sends iron bars sliding in and out of sockets in
some story disruption than to have the entire campaign collapse. If the floor and ceiling; the bares are spring-loaded. The doors can be
the coin is used prematurely, (see page ??? for the appearance of the easily opened from this side. These doors are also very old.
Navigator, etc.) then the GM will have to make contingency plans. ■ PC Roll: This set of doors will swing shut a minute or so after they
He won’t be able to answer most questions the PCs ask, either are opened, and the bars will lock. It is a Light (+) maneuver for
because he isn’t permitted to tell, or just doesn’t know. He seems a anyone who examines the door closely to notice this; Very Hard (-
bit torn, though, if the characters start asking him difficult ques- ) for anyone who just passes through. The doors can be propped
tions, and might provide a few kernals of useful data. He will tell open. The doors have a lock on the other side, but it would be Sheer
them where the Loremaster Zener Morndaak lives, even drawing a Folly (-) to pick.
simple map of Tanara Beyond the temperature is noticeably warmer. And the PCs may
With that he says farewell, as he has to pack up soon. notice a slight sulfur smell. The corridor continues for about
feet, then ends in an octagonal room about feet across. Directly
ahead is another set of stone doors, the Sheer Folly lock facing the
2•TIME IN THE CITY PCs this time. To the right is another corridor, but the ceiling has
After leaving the Palace, the group might want to take a few days collapsed about twenty feet down the passage, sealing it off. and a
to rest up, buy and sell, etc. Haalkitaine, while not quite as cosmo- tunnel of a very different nature takes over. Another passage goes to
politan as Lethys, does have a lot to offer. Soon, however, the group the left but stops about fifty feet down in a dead end. However, in the
will again want to resume their journey to Tanara. But first, a short wall ahead and to the right (between the locked doors and the
side-trip back into the Sewer. collapsed passage) a new tunnel seems to have been ‘dug.’ It is more
GM Note: be sure to keep up with the future events timeline (see like a rough-hewn tube, with a flattened floor of dirt. This rough-cut
page ???) while the PCs are here. tunnel appears to have been made in the last few hundred years.
Tyrus might visit his family, and his father urges him to leave Soon after it leaves the octagonal chamber, it curves so that it is
soon. There is only gossip and trouble here and he would be safer on headed due east (parallel to the corridor with the doors, presum-
the road for a few months. ably).
The Grand Campaign
GM Note: This is in fact the original holding vault of the artifacts, ENCOUNTER:
constructed under Tethior’s direction. There are five others, all
deep beneath the original capitals. All of these vaults survive, even
TERROR IN THE DARK
If the group heads back west through the tunnels, they will run
the one under Verzor, and some hold artifacts thought to be missing
into the Doombringer about miles from the sewers. If they head
or destroyed Tethior (who now appears as The Nameless One)
east, it will catch up with them less than a mile from the eastern door.
actually has been retrieving them and returning them to their
In this way, they could conceivably flee and get outside.
original resting places. The Sword had been stolen by creatures of
The group enters the rough tunnel, which winds vaguely east-
the Underearth, but he recovered it. Andraax also knows the sword
ward for about a mile before opening into a cavern. Several tunnels
is here, and will be aware that it has been removed. Even Andraax
open off of this one, but it is fairly clear that a large tube in the
is not certain that the Nameless One is Tethior, but he is fairly sure.
opposite side of the cave is the correct one (the Phoenix will point the
In that, he is ahead of just about everyone else. At some point he
way if there is any doubt). The PCs hear eerie sounds during this
may move to stop Tethior’s panic-causing predictions, but not yet.
journey, but encounter no one. Constantly they feel the dreaded
There is nothing else to be gained here, so the PCs must return presence, seemingly coming closer and closer…
to the main corridor. They may go back the way they came, but if
they start back down the corridor to Haalkitaine, they will feel a chill GM Note: The GM may wish to have additional encounters with
wind in their faces. Torches (and even the light of the Phoenix Sword underearth beings and creatures. We leave this up to you.
if it is aflame) grow dim and flicker. T D
■ PC Roll: Everyone roll D; all getting a number beneath their See page in the Master Atlas (nd Edition) for a detailed
Temp Empathy get a feeling of dread, and begin to shudder with description of a Doombringer. It is essentially a spectral demon
strange chills. cloaked in lightning and shadow; its main weapon is terror. This
If the PCs insist on going this way, they will meet the Doombringer Demon is similar to the one in the Atlas, except instead of the Open
with possibly catastrophic results. If they flee onwards through the Mentalist and Essence lists, it has two Evil Mentalist Base Lists: Mind
tunnels, they might forestall an encounter until they are near the Death and Mind Disease. It is also only th level. As noted in the
exit. The Phoenix Pendant will glow more brightly if Terek holds it Atlas, all who see it must make an RR vs th level or flee in terror;
towards the east. however, anyone who fails by more than merely loses conscious-
ness.
The Grand Campaign
• PART IX •
TANARA
The sun had barely disappeared behind the Grey Mountains when Terek Al-
Arain was out of the caves, flying across the hills astride his palomino. His Myri
guards Kel and Renar were hard pressed to keep up, but the Dúranak slowed once
he reached the Calgen river. Together this trio formed a Thavan, an elite fighting
unit of the Dúranaki. While they were young (all merely eighteen), they were
deadly accurate with the throwing kynac, and trained to kill in defense of their land.
Kel and Renar, both strapping blond youths half a foot taller than Terek, were
completely loyal servants to their Dúranak master, though to call them slaves was to
oversimplify the relationship.
Over the centuries the Myri and Dúranaki evolved a race/caste system in which
the smaller Dúranaki were the intellectuals, the artisans (and the masters), while the
Myri did the manual labor. This has helped the Dúranaki to create a society of
leisure and comfort, but the Myri have not shared in the full benefits of this ar-
rangement. At one time, the Myri were actually ‘programmed’ into subservience
through magic, but the Dúranaki learned that a Myr’s loyalty could be earned
through kind treatment. Inequality continued however, and the Myri came to
assume that this was their place in the world as intellectual inferiors to the cave-
dwellers. In fact, however, they are just as bright as the Dúranaki, a fact that Terek
Al-Arain has proved by teaching Kel and Renar to read. What Terek has done is
forbidden, however, and soon the secret will be out, with serious repercussions for
all three. But for now, something else was distracting the young Dúranak…
“What’s the matter, Terek? Kel reined in next to his master, who was still astride
his horse. The beast stood patiently in a few inches of water at the river’s edge.
Terek did not answer. He was staring down into the crystal clear water as it
splashed over stones smoothed by eons of wear. Renar stopped his mount a few
paces back, glanced at Kel, then began scanning the horizon. “Terek?” Kel asked
again, tentatively this time.
The Grand Campaign
“Don’t you see it? Terek glanced up at his friend, then quickly looked back
down to the water.
Kel’s brow furrowed, and he peered into the shallows. “See what?” he asked
finally.
“That glow!” The Dúranak slipped off his horse and landed in the icy water
with a splash, seeming not to care that it would soak into his boots. He reached into
the flow and pulled up a bauble on a chain. It glistened in the dying light, and for a
moment Kel thought he saw a red sparkle… but he was amazed that Terek could
have seen it even with his night vision.
The Dúranak was holding it close to his face for a closer look. “There’s some-
thing imbedded inside this little crystal globe… it’s really beautiful workmanship…
I believe that it’s a Pheonix!” He smiled and hung it around his neck. “My lucky
Talisman!”
Kel shook his head. “I don’t know, Terek. The Pheonix is not supposed to bring
good luck.”
Kel was to be proven right.
The characters emerge from the underground passage at the west ■ PC Roll: At about ’ away down the road, roll a Hard (-)
end of a steep valley. The serene valley is covered with about a foot Perception roll. Those successful get the feeling that something is
of snow, untouched until the PCs blunder out onto it. There is a wrong. No smoke comes from the chimney, and there are no lights
winding path leading down from this gateway, visible because of a within (even if it is day, the sky is probably overcast, and in any case
row of stone posts along it (typical of Myri road markers, placed so some lights would be visible as they draw near). Caution would be
the roads can be seen under snow). advisable.
GM Note: they are about thirty miles north of the Vale of Merisia. Fears are realized as the PCs reach the structure: the door stands
If you have the color map from Cloudlords of Tanara, see the ruin ajar, and it is cold and dark within. Papers are strewn everywhere.
symbol; on the B&W key it is keyed #, near the Vault of the Two Myri servants, a middle aged man and woman, are in the
Firesword. kitchen, their throats cut.
Coincidentally, they are very near the house of Zener Morndaak ■ PC Roll: Those with any medical knowledge (Ræk or anyone with
(assuming they can get their bearings). If they miss the house, they First Aid, etc.) may make a roll using appropriate skills to try to
will run into a Myri village called Talisen, and the friendly residents determine time of death. They have been dead less than a day;
will send them back up the hill to the lakeside cottage. There is no Inn hours in fact.
at Talisen, but the characters are told they are welcome to stay at any In the Library, Zener is found tied to a chair with leather thongs.
warm stable. He has no jewelry, weapons or other items on his person, and it looks
like he was tortured to death. The room is in a shambles: books and
papers everywhere.
1•THE LOREMASTER’S They have only a few minutes to search the room, and in fact they
find nothing of interest, until a voice from outside calls in Rhaya (the
HOUSE common tongue of Jaiman) “You are surrounded! Come out of the
Morndaak’s house is a low, rustic structure, with overhanging house with empty hands raised!” The tenor voice repeats the call in
roofs and a large stone chimney. It sits near a lake about five miles Erlin. Terek will know the accent to be Dúranak, and warn that the
wide,—still frozen over—and there are many tall pines about the people outside are probably several Thavan, elite fighting groups not
house. But as the group approaches, there is a sense that there is to be trifled with. He also knows in his heart that he is in deep trouble,
something not quite right. but there is no escape from the Thavan.
Book One: Gathering Darkness
Tanara
• Tanara •
The Grand Campaign
3•OUT OF THE
FRYING PAN…
The group begins a long hike to the Dúranak cave
city of Jaarn. It is miles, a trip which will take
days through the snow. (Ranzi and his men reside at
a border keep about miles east of the Loremaster’s
house. T’kaal Arain, being a Mentalist of some
powers, can communicate telepathically with at-
tuned men on the perimeter. Thus Ranzi and his
Thavani made it to the house in a day.)
The journey proceeds uneventfully for the first
four days, the group making good time despite the
snow (which will probably be added to some-
what). The prisoners are treated civilly but not
with any courtesy. Ranzi shows no curiosity about
the other members of the group, and if Ty men-
Book One: Gathering Darkness
Jerel to continue to lead and vanishes (literally). Ranzi does not honorable and merciful thing and take your own lives before they reach
reappear until they have settled for the day in a small cave. At the you. We will buy you a few seconds more—” the voice is cut off.
mouth of the cave he has a whispered conversation with Jerel, Beren,
and the other two Dúranaki, which Terek gets bits of: THE NAVIGATOR
Ranzi: “…Messengers, two squads, perhaps three…” The situation here is plainly desperate; the players had better use
Other Dúranak: “Burdened by the Prisoners, we could not elude their coin to summon the Navigator. All that is required is that the
them.” coin be held and the holder say: “I require a Navigator!”
Ranzi: “…slain if we free them now…” Almost instantaneously, Sulfean Kuldir materializes with a pris-
Beren: “Could we ask for aid?” matic flash. The Navigator glows with a golden aura, clearly visible
Ranzi: “No time… …attack us at dusk.” especially in the darkened cave.
A few moments later a course of action seems to have been S K
decided on. Ranzi comes forward and addresses them. “We are This youthful Navigator is a member of the Guides of Vurn-kye.
being pursued by minions of the Iron Wind; perhaps you have heard He is a cool operator who will not be flustered no matter what is
of them: Messengers of Al-Athuul. I believe they had something to happening around him. As he well knows, he will not be touched by
do with the death of the Loremaster. They may be seeking you, anyone. Even the Messengers of Al-athuul will not attack him.
though for what reason I cannot imagine. At any rate, I suspect they
will attack us tonight, and rather than face them unprepared on the ✮ote: A summary of Sulfean’s appearance and demeanor appears
road, we will make a stand here. You will remain in the cave; I will below; since this should be a routine Jump, it is unlikely that his full
free you when the Messengers have been dispatched.” system data is needed. However, if more on Sulfean is required, his
The rest of the day passes uneventfully, but in late afternoon, stats appear in the Master Atlas ( ) pg .
there is a sense of tension as everyone packs up. While the group is Age: (Appears ≈). Eyes: Deep Blue. Hair: Pale Blond (shoulder
untied to eat, Zak has a pleading discussion with Ranzi, who seems length). Build: Slender but Muscular. Height: ’". Race/Sex: Iylar-
to relent after some arguing. He speaks to the prisoners again: “Zak Laan/M. Skin: Fair. Demeanor: Coldly Aloof. Dress: Black uniform
has convinced me to leave you untied while you are held in the cave. with gold trim. True Attitude: Controlled, determined to behave
Your weapons will also be left with you, so that you may defend professionally. Home: Nexus.
yourselves with honor in the unlikely event that we fail to defeat A beautiful youth, Sulfean is nevertheless a master of the remote
these vermin.” If the PCS volunteer to help fight the Messengers, demeanor required of the Guides of Vurn-Kye. His black tunic,
Ranzi will barely conceal a look of surprise, then derision. “The breeches and boots are skillfully tailored to his athletic frame,
Messengers would cut you to ribbons, and besides I cannot be shoulders crowned by the usual gilded epaulettes and braid, etc. Not
certain of your loyalties.” once (in front of a client) have his perfect lips curved into a smile.
The others file out of the cave, and Zak says goodbye, leaving the
weapons in a sack just inside the entrance. Ranzi stands outside and
T J
Sulfean will glance at the ice wall (which will begin to crack under
warns: “Try no tricks when I release you; I will detect any subterfuge
repeated heavy blows seconds after Ranzi’s call), turn to the coin
in your minds.” He steps back, and makes a small gesture with his
holder and ask “Your fellow travellers?” The holder need only think
right hand as his fingers glimmer with a blue-violet light. With a rush
of whom he whishes to bring (hopefully the entire PC group; a
and roar, the cave entrance is sealed by a churning wall of water. A
generous and quick-witted holder might also ask for any surviving
moment later, the water itself glimmers violet and, accompanied by
Myri and Dúranaki to be included), and Sulfean will whisk all away
a dry crackling sound, the water freezes solid. The characters are
without delay.
trapped inside. (They will not suffocate; there appears to be a small
fissure towards the back of this ’ diameter chamber, allowing GM Note: you must decide about any survivors among the Thavani
some fresh air in.) if the coin holder asks them to brought. They would be cared for at
Gryphon, but the PCs would be given asylum—i.e., the Thavani
ENCOUNTER: cannot continue to hold them prsoner. They are outnumbered by
MESSENGERS OF AL-ATHUUL the Gryphon guards and not stupid. Perhaps the NPCs would still
be too injured to put up a fight before the PCs leave. In any case, this
The ice is virtually opaque and soundproof, so the characters are
good deed would serve them later in Tanara.
forced to sit in the cold and darkness (a fire would consume too
much oxygen, but magical light might do) awaiting their fate, unless If there appear to be a few seconds of spare time, Sulfean will ask
they decide to summon the Navigator and flee then and there. If not, for the coin, examine it, cock an eyebrow and ask: “This is passage
they wait about three hours before they hear an unnerving cry which to Gryphon College; are you invited guests?” When the answer is no,
penetrates even the ice wall. he will say “I will have to deposit you outside of the gates, then.”
✮ote that Sulfean will defend himself, but will not protect the
■ PC Roll: Anyone who can Detect Presences (Morden for instance) PCs no matter what. If the holder of the coin is incapacitated, he will
could follow the battle to some extent within his range. A Successful ask someone else for a decision. If that is not practical, he will just
spell roll means that he can track the Tanarans already there, and take everyone who appears to be in the ‘group’ (this is an unusual
distinguish them from newcomers. The description following as- display of initiative from him). Also note that Sulfean will be aware
sumes such ability. of the presence of an evil priest just outside the door and will have
Two of the Thavani die within seconds (they are hit by poisoned taken steps to protect himself. The GM may wish to have the Priest
darts), then the earth is rocked by an explosion. A moment later Lyak—who will be about th level—cast a few spells from the Evil
twelve presences (assumed to be Messengers) close around the Channeling or Sorcery lists (Cracks Call or Corridor come immedi-
surviving seven Tanarans. A thirteenth presence seems to lurk on the ately to mind…) on the ice wall. Should that happen, Sulfean will
perimeter of range. Over the next minute, three more Thavani die, Jump everyone in the cave immediately—even as splinters of ice
as do five Messengers; two other Messengers stop moving. Then explode into the cave.
every PC hears a mental voice—it is Ranzi’s Mind Speech: “They
have a Priest Lyak with them! Since you have no escape, do the
The Grand Campaign
• PART X •
THE GRYPHON
Where are the Fabled artifacts of the Six Realms of Jaiman? Indeed, the tales
swirling about the Crowns, the Pendants and the Swords are many and contradic-
tory. Recent events have forced discussion of these items and their locations into
the limelight, and as a result, I have been asked to prepare a preliminary report on
my findings. Herewith are the results of my search to date.
T G: Both the crown and pendant were taken south by the Loremaster
Temeris just days before the orb of the Lords of Essænce was brought to Verzor. I
believe that they are held in an enclave somewhere in eastern Jaiman. While one
might draw the obvious conclusion that these items are in the monastic com-
pound known as Gryphon College, I have been to this location and find no
evidence of items of power. Instead, it is a rustic enclosure devoted to the study of
medicinal herbs and other flora. I saw no evidence of animate gryphons, guardian
creatures rumored by locals. As for the Gryphon Sword, tales that it was de-
stroyed with Verzor appear also to be erroneous. The last known bearer of the
blade was Fen Uthgal, who happened to be on a diplomatic mission to Tanara
when disaster struck. Without a home realm (and possibly mentally damaged by
the death of his liege), he wandered the countryside for years. Local legend among
the Myri tells of his decision to ask the King of Tanara to take his life and entomb
the sword in the Catacombs of Ûr.
T P: The Crown—according to the Dúranak Araini of Tanara, heirs to
the ancient kings—is in the Catacombs of Ûr, protected by many unsleeping
guards. The pendant is worn by the First Speaker of the Jyaad, T’kaal Arain. Of
the Sword, no one will speak, and I have found no trace of it since the fall. The
Cloudlords may have knowledge it, however.
Book One: Gathering Darkness
T U: I have spent some time in Urulan seeking knowledge of the arti-
facts, to no avail. While the widely rumored sense of a hostile ‘presence’ was
definitely in evidence, I was unable to verify any link to the Crown. Likewise the
Sword and Pendant. I have not returned to Urulan since the apparent breaking of
the Crown-spell to verify whether the ‘presence’ remains, but intend to do so.
T P: As we all know, The Phoenix Crown has been held in a vault under
Haalkitaine for many years, gathering dust. That is, until the ascension of Jerrin
Arej Malvion Faslurin III in . He refused the Crown as did his predecessors,
but his cousin Frelik managed to take the crown and flee north to plot a revolt.
To my knowledge he has not donned the crown. The pendant was taken by the
Empress Ajkara III in when she escaped a revolt of the nobles. It was subse-
quently lost. The sword was believed to be held in a vault beneath Haalkitaine,
but when it was to be brought forth in , the chamber was empty, the sword
apparently stolen by subterranean creatures. The fact of the missing Sword is not
common knowledge. I should note here that the chambers beneath Haalkitaine
Palace are quite labyrinthine in nature, and I suspect they might connect to much
older passages. I recommend further exploration.
T W: The Crown of Saralis, along with the Pendant and Sword, vanished
when that land was sundered late in the Second Era. There are scrolls which tell
that, after the plague of SE , survivors in the royal family fled to an isolated
isle in Karísh Lake, but I have found no official record of a royal retreat there. We
must assume that the items were destroyed when the palace was razed during the
Wars of Dominion.
T S D: Perhaps most interesting is the current location of the Sea Drake
Crown. We are well aware of the turmoil in U-Lyshaak: the mysterious death of
Prince Halek (of Helyssa, a province of old U-Lyshaak) in , and the disap-
pearance of his son Kier. Then, only days ago, Kier appeared in U-Lyshaak wear-
ing the crown and employing powers of mythical scope. Entire armies ran in
panic, according to eyewitnesses of our own order. The following night the skies
of Jaiman were lit by coruscating displays of raw Essænce, and the next day, Kier’s
power seemed to have failed. Fortunately, even the short time at full power seems
to have been enough to turn the tide in U-Lyshaak. The Sword is now held by a
young champion of Kier’s, and is being used to effect against the forces of the
Priest Arnak. As for the Pendant, I fear that it is currently held by the Priest
Yarthraak in his tower on the U-Lyshak coast.
While it is apparent that the Great Crowns have lost some powers, this event
somehow linked to the Essænce display of ••, Kier Ianis seems to continue to
wield considerable magical power. I would venture to suggest that the Essænce
display was a byproduct of the destruction of the legendary Forge of Arion, a
central controlling-point for the Crowns. However, the Artifacts of Tethior and
Andraax retain some of their powers. Whether these are purely residual and will fail
with time, or if they are inherent characteristics which will endure, only time will
tell.
Zener Morndaak
A report to the Loremaster Council
TE ••
(A copy of this report was acquired by Nomikos Scribes less than a month ago)
The Grand Campaign
4•SHADOWS OF THE
PAST
The characters are welcome to use the Gryphon College
facilities while they are staying there, including the library
and maps. Here they might run into Kalen and Jad, who
seem intent on travel plans of their own (which they are not
interested in sharing, incidentally). The group would be well
advised to chart out their next course of action. As noted
earlier in Nomikos, Elor Once Dark is believed to live in the
northwest, and would be a treasure trove of information.
And of course Rælen is itching to go to the Mur Fostisyr to help fight Obviously this is a warning. How much information about
against the Iron Wind. Hopefully his friends will go along to help. Shards the GM wishes to give to the players is up to her, but they
should remain quite mysterious and frightful. Almost no one has
O S lived who has actually seen a Shard.
There is little definitive literature available about Saralis after the The characters might also find this short verse-fragment:
fall of the realm around Second Era. In fact, it would appear
that the government never recovered from a plague which killed Beware of wooden pedestals,
over half the population around —including the entire royal thrones hewn of ancient woods unbright
family except one daughter, still a child. The land remained in
fragmented city-states until the Wars of Dominion, which spelled (five lines missing)
the end of what little organization was left.
Through the Third Era, Saralis could not even manage the fitful And if there should be a stone,
attempts at cohesion which marked the histories of U’Lyshak and run and seek safety in open light
Tanara. Instead, the cold, desolate landscape has remained practi- for with a glow and a mist of rouge
cally uninhabited. It is dominated by rolling hills and fog-shrouded there will be no right.
moors. A rather depressing place. First Six, then One, then all will war,
O L’… D the land torn by blight.
On the journey to the Mur Fostisyr, the group will have to pass
through Lu’nak and the vast forest of Dír. —Journals of Ugus Fost
A passage about the Forest of Dír is discovered, quoted at the Last lord of the Blue Forest
beginning of Part ???, pg ??? devoted to Lu’nak. The entire passage (final entry)
appears in the Master Atlas (nd ed pg ); the GM may wish to give
the entire passage to the players, as it refers to two other groups of
shards (Viour and Thanor) in Emer who might be encountered
later.
The Grand Campaign
And so, the group will bid farewell to Gryphon College. If they
5•THE RIVER HIGHWAY leave in the early morning or evening, the river will be cloaked in
After everyone is healed and feeling up to it, the group is offered mist which also clings to the College buildings. Just before they
a small boat (no crew) to continue their journey; Zaris suggests this depart, Zaris will appear with a pouch of herbs (GM’s discretion, but
as a safer route than across Saralis. Gryphon College also supplies don’t be too generous; she will include four doses of a Circulatory poison
them with warm over garments for the trip north. antidote).
Even going by the lake route, however, they may have to put The river current gently takes the Maid of the Mist, and less than
ashore even before they reach the northern shores of Karísh (the a mile from the College the mists will clear somewhat.
middle lake) because of ice which lingers into summer.
Book One: Gathering Darkness
• PART XI •
THE SARALIS FRONTIER
K I
P H
P K U-L
■ce a prosperous kingdom, Saralis has fallen like many of its brethren
into a state of almost total desolation. There are isolated farms and
villages, inhabited by backward, superstitious people who look upon
strangers warily—if not with open hostility. The landscape is dotted
with ancient crumbling ruins, including cities, villages, farms, and
sometime rows of outposts and signal towers. These tumbled stones
are all that remains of a proud kingdom.
The Grand Campaign
• Northwest Jaiman •
Book One: Gathering Darkness
unstunned and struggles, it will make another grapple with that
1•NORTHWARD tentacle at +, and gains a crush critical on top of any grapple.
GM Note: as the PCs travel northward, they will notice that the If the body of the kraken goes over max, it slithers away. If
days are growing shorter and the sun is lower and lower in the sky five or more tentacles are over max or severed, it also leaves.
at zenith. By the time they reach the latitude of the Mur Fostisyr,
(assuming it is still late winter or spring) the sun will barely clear Shaken, cold and probably soaked, the PCs will probably have
the horizon. In the deep winter it does not rise at all for several had enough of this lake and soon set ashore. In any case, the
weeks. treacherous ice sheet will loom even closer, a warning that the lake
The gentle river current should carry the Maid of the Mist gently will soon become impassable.
along at a steady pace, arriving at the shores of Lakyran in about
three days. Zaris also strongly urged the PCs not to stop to camp, but
to continue without putting ashore.
2•LANDING
According to the maps at Gryphon College, there is a pass
■ PC Rolls: Minimal boating skill—a Routine (+) roll every five
through the Dragonsfang mountains along the northern border of
hours—is required during this part of the journey. But once the lake
Saralis. If the group could cut through this pass they would come
is entered, someone with a little sailing skill will have to take over. A
down just above the port of Kelfour’s landing, and from there take
Light (+) roll is required every two hours. Catastrophe is unlikely,
ship to the Mur Fostisyr. To that end they would strike northwest
as the lake is relatively calm, but in order to make decent time, some
across Saralis.
knowledge of tacking will be needed.
The land here is mostly rolling plains of short, springy grass
Aside from weather problems, and spotting a few unusual birds interspersed with a rare isolated farm or small forest. It is usually
high in the dry, clear skies, the PCs proceed to the straits dividing windy and cold. It rains often, and snow is also very possible. Some
Lakyran and Karísh without incident. regions are actually moor: fairly solid, yet poorly drained flat land.
The moors can be dangerous for the unwary, for they are dotted with
ENCOUNTER: treacherous swampy areas almost like quicksand.
THE LAKYRAN-KARÍSH STRAITS
Water flows south through these straits, so the PCs will find a ENCOUNTER:
fairly strong current going against them. It will require some sailing FOLENN REFUGEES
and boating skill to navigate this region successfully. A few days of hiking through this dismal, if unthreatening
■ PC Roll: Two people on sails and one at the rudder. Use the landscape may allow the group to settle into a routine. Things are
Maneuver/Movement table on page of Arms Law & Claw Law, the disrupted, however, by the unexpected appearance of a group from
Hard column. Getting through the straits will require a total of the other side of the world.
‘group’ rolls. Each person rolls individually, and the result is in- It should be a rainy night or day (it rains or snows almost
dexed. The total must be or over, or a supplemental roll by any constantly this time of year in Saralis), the sky heavy with clouds, the
who rolled under is needed. If any of the three rolls over , their group soaked by the damp chill that seeps to the skin no matter how
extra points may be added to the others to bring the total over . many layers of clothing you wear. They are trudging along a muddy
If anyone fails to act or falls, the roll must be made again; if a fall is track which may once have been a road, when a sudden tingling
rolled, there is a % chance he fell into the freezing water and a comes over everyone.
rescue will have to be made. If, on any roll, the cumulative total is ■ PC Roll: Medium Perception (±); successful rollers recognize this
more than - the ship has hit a rock and sustained damage. It sensation as similar to the feeling before they entered the Flow-
should be able to take - such impacts before taking on water… storm, but not as intense..
Then the sky strobes blue-white all around and a wind comes out
ENCOUNTER: of nowhere. There is a final lash of light, and a crack like lightning,
ATTACK FROM BELOW and not a hundred feet away, in the center of a blackened circle of
As soon as they enter Karish, the group feels a different ‘character’ turf, stand five figures. Four appear to be humanoid, while the other
about this lake, almost as if it does not welcome intruders. Huge chunks is nearly eight feet tall, and possesses hideous clawlike appendages.
of ice can be seen drifting through it, and far to the north, a great They are a Soulslayer of Murlis and four Vancu, its humanoid
expanse of white might be glimpsed: the Ice Sheet Zaris warned of. servants. The Soulslayer is a Thematic Demon; those versed in
■ PC Roll: The feeling of hostility continues as the group sails north, demonlore will recognize it and be aware of its terrifying powers.
until, completely without warning (unless the GM wishes to allow a S M
split second of Morden sensing a great presence rush up from below) Assuming hideous, vaguely humanoid forms, the Soulslayers
the Maid of the Mist. have a thick pinkish hide with visible veins and a wet, oily
T K appearance. Long sinuous arms mounted on disturbingly placed
A large squid with a deadly beak, this lake denizen is very shoulders end in trinary pincer-like claws than can rotate freely
hungry and determined. It is not large enough to capsize the to either slash in an even row or grasp with frightful power.
Maid, but if lucky it could yank a tasty morsel or two off the Sinewy bowed legs end in large, three-toed feet built for run-
boat. It has ten tentacles, four of which can attack at a time— ning.
the body is hidden under the boat. When a tentacle reaches max The Soulslayers frequent the Bladelands of Folenn. Their
hits it vanishes under the water to be replaced by another (if a loyal servants are the humanoid Vancu. Their rivals are the
critical hasn’t severed it). If a PC is grappled and stunned, it will Watching Sisters of the Steel Rain, an elusive cult following the
begin to drag her over the side, and the body will appear next Dragon Ulya Shek.
to the boat, beak snapping. It takes rounds to get a stunned Soulslayers can fire three Nether Bolts per day, each at x
body to the mouth for a Beak attack. If the victim becomes hits. They need one round of inactivity to prepare each bolt
The Grand Campaign
In melee Soulslayers strike with their claws, slashing or If the group is camping, the man on watch is attacked first,
pinching, able to make one attack with each per round. Their followed by anyone else who is awake, then the sleepers. Should the
surprising reach gives them a + first-strike advantage in first attack fail, the Spiral continues until that target is subdued. The
melee to all but wielders of pole arms. Should a victim be Mind Enslaved will them begin a trek across the
stunned, they can close and grapple, reducing their DB by N’ G (S D)
but enabling them to use their cruel soul-draining power. Situated in a shallow, flat depression on a rolling plain in
Soulslayers of Murlis consume the very souls of their vic- Saralis, the N’gurath Gar is a place of absolute evil. When, why
tims, drawing on the life-force for energy. This has the effect of and who built this coiling march of stones is a mystery which
a Dark Absolution, with the bonus of touching (the Soulslayer may never be solved. At the heart of the Spiral is a malevolent
must be in physical contact with the victim). They can perform entity which feeds on the spirit and has powerful mental
this operation an unlimited number of times, and in fact can abilities to draw prey inside its lethal snare. Around it stand a
heal up to the number of the victim’s hit point total and/or any series of red-grey stones, each ten feet tall and tapered towards
one critical inflicted on it per soul. The victim’s soul can often the top. All are carved with ancient, indecipherable runes and
be seem as a faint bluish aura being drawn out of it and into the symbols. Set vertically, they march in a curling row which
Soulslayer’s sucking maw. slowly turns in upon itself until it reaches the center of the
T V depression: a shadowy hole eight feet across and fifty deep. This
An evil race of men, the Vancu are servants of the Soulslayers pit is lined with writhing roots which draw the prey inside for
residing in Folenn. The captains of their armies wear Dragonskin a final embrace. This is not actually a pit, but a hideous sort of
Armor and carry a three-headed mace they call a war claw. A mouth, the sides lined with a mucous membrane (very slip-
large enchanted gem is set into the head of this weapon, said to pery) and the tentacles like many prehensile tongues.
take the soul of each target it kills. The spiral is about feet across at its widest point ('
Vancu cut the tongues out of their victims and tie them to radius), but the power extends more than five miles from the
their belts. center.
Powers:
The Soulslayer will immediately turn towards the PCs, and its At five miles it can detect presences and cast one th level
Vancu will begin to spread out. A repulsive hissing, slathering sound Mind Slave (Evil Mentalist Base Mind Domination) per round.
will emanate from the Soulslayer, and the group will hear it speak If the target fails, he must slowly walk towards the Spiral. The
“Where are the Watching Sisters!? Are you their servants?” Not Spiral can control up to targets simultaneously. Each target
waiting for a reply, its minions will rush the group. It may wait a gets an RR every six rounds after failing the initial RR, though
round and fire a Netherbolt. subsequent tries are at -. Once within the actual spiral, no
GM Note: These evil servants of the Unlife were unwittingly more RRs. When a target gets within ' of the pit, the strong
transported here from Folenn, blasted through an Essænce Portal roots snake out. The target suffers - + Large Grapple
just before a Bladestorm struck. They are enemies of the Steel Rain. Attacks. Each root is AT (-) and takes hits. The creature
While they have no idea what happened to them, they do not know takes half damage from all spell attacks and is th level vs
fear, and will simply attack whatever is nearby. In addition to mental attacks. It is virtually impossible to kill with regular
being cruel and evil, the Soulslayer hungers for victims… attacks.
After these first tentacle strikes (whether or not it succeeds
This should prove an excellent test for the PCs, especially Tyrus and
in grappling), the Mind Slave spell is cancelled (a slim chance
Terek with their new weapons. They might get to use their magical
to escape—though the Spiral will try to enslave the target again,
fires twice before their monstrous foes can close. They will need
at ±). If successful in their grapple, the roots will pull the
these powers to defeat these foes.
screaming and fighting target into the hole, where it feeds.
When killed, the body of the Soulslayer will vanish. The disgust- Tentacles wrap around the head and the victim suffers an effect
ing, stinking corpses of the Vancu will not. Assuming the characters similar to Mind Erosion I (Evil Mentalist Mind Erosion) on
survive this challenge, they will meet something which will be quite every mental stat simultaneously until the first reaches zero
unimpressed by their fiery weapons. (the victim dies). This affects Temporary stats, lowering all at
the rate of one point per round. (Should the PC be rescued
3•AN ANCIENT TRAP before any reach zero, they can fully recover at the usual
Temporary Stat increase method.) This process is excruciat-
Continuing across this bleak landscape, the PCs will inevitably ingly painful, yet causes no actual physical damage. The Spiral
run into a trap of very unusual—and unexplainable purpose. Who can hold several victims in it’s ‘maw’ simultaneously.
built these stones and why? Did humans worship the creature When the victim is dead, the body is lowered into the
within? Was some sort of unholy pact made between them? Even bottom of the ‘mouth’ where a pool of digestive juices goes to
Loremasters do not know. work. The victim is consumed in a few hours.
ENCOUNTER: ✮ote: there is quite a treasure trove of items at the bottom of this
mouth: gold and jewels cannot be digested, and so remain un-
THE SPIRAL OF DEATH touched. However, Elor will have no interest in such things. In fact,
How this structure is encountered depends on whether the he might seem reluctant to destroy the Spiral.
group is travelling during the day or night. If they are sleeping during
Things might appear hopeless for the stalwart adventurers, but
daylight, they will come upon the Spiral; if they are sleeping at night,
of all unlikely sources, aid may come walking over the hill.
they will unwittingly set up camp within a couple of miles of the
Spiral.
Book One: Gathering Darkness
The Grand Campaign
Elor will put up the guests in various bizarre rooms in his home
for a couple of days, no more. If asked about the pass through the
mountains, he will laugh and say, “Well, you can forget that idea
unless you want to wait till autumn. You’ll have to go around
through Lu’nak, though that will be rather dangerous as well.”
Beyond that advice, he will offer little of any immediate use,
though the GM may wish to add a few additional hints. He will
demur about the Mur Fostisyr, saying “Oh, I haven’t been there in
centuries; it’s completely different now, I’m sure.”
Elor will send them on their way with dry clothes and provi-
sions, and one final warning. As the group departs, Elor will say…
“Well, watch out for those Shards! They’re not too good at hitting
you if you’re invisible!” Without explanation, he’ll turn and shut his
door.
The Grand Campaign
• Southern Jaiman •
Book One: Gathering Darkness
• PART XII •
A CHILL WIND IN LU’NAK
There is a great forest in northwest Jaiman, and it is called Dír. Of all the non-
desolate northern realms, it is the closest to the pole, and thus laid open to the Umli.
Yet, Kadæna was of mind and allowed only a few—survivors of the war on the forest
men. Four hundred came, forever to reside down under the wicked cloak of six and
sixty shards. And then there was Shar-Ti.
Excerpt from
Of the Six I-Lats:
A Treatise on the Constructs
Andraax
The Blue Forest is one of the most majestic (and eerie) places in all of the
Shadow World. Made up primarily of huge blue spruces, it is like a vast cathedral
stretching across much of northern L’unak. As one heads west towards the coast,
the forest thins out to rolling hills. It is only as one gets to within thirty or so miles
from the water that the Forest of Dír is seen, like a black shadow on the land. It
covers the land north of the Colewater river, extending nearly to the edge of the
plateau—stopping only at the ruined wall of the city of Quellburn. A sheer cliff falls
approximately two hundred feet to the sea below. The few who travel through this
land cling to the Dragonsfang Mountains along the south and avoid the eaves of the
Black Wood of Dír.
The Grand Campaign
somewhat south again will they avoid the wood. Assuming the
1•THROUGH THE group does so (they have heard so many bad things about the Forest
of Dír), they will soon meet a tangible threat.
BLUE FOREST ■ Roll: Medium (±) Perception: Characters notice a black eagle
Days of uneventful travel along the feet of the Dragonsfang flying high overhead. There will be repeated sightings over the next
Mountains follow, until the snow-covered peaks give way to lower several hours, until they are due south of the Forest of Dír.
hills that could be scaled. Over these the characters go, and down Just as the group comes over arise in an area where the terrain is
into the Blue Forest. Form above it is indeed an undulating roof of particularly rocky to the south, forcing the group to less than a mile
soft blue-green, a seemingly endless wood. Underneath, it is an from the eaves of the Black Wood of Dír, someone will see a rider
eerily quiet twilight world ruled by giant evergreens. ahead of them, poised on his black steed. The black bird they have
Despite a constant feeling of being watched, there are no en- been spotting circles down and lands on the rider’s arm. Then five
counters in the Blue Forest. few birds and small mammals seem to more riders come up over the horizon, blocking their passage ahead.
make their home here, but they are very shy and do not come near As the group looks behind them they will see six more riders have
the travellers. ridden up from the east. They are trapped. Then one who appears to
GM Note: Even though there are no encounters, use this passage to be the leader from the west group rises up in his saddle and lets out
build tension. Every little breeze through the whispering pine an eerie, unsettling cry And the riders begin to close.
branches, every crunch of needles… Try to turn the characters (and
players) into nervous wrecks. ENCOUNTER:
T O H MESSENGERS OF SYRKAKANG
After journeying at least fifty miles through almost unbroken The only hope to avoid the riders is to flee north into the Forest
forest, the group emerges onto the Lu’nak highlands. They are still of Dír. If they do not, they face almost certain death at the hands of
fifty miles or so from the coast, and on a clear day they could already the Messengers of Syrkakang. While the forest is terrifying, it is
see the dark form ahead which is the Forest of Dír. Only by turning better than certain death… isn’t it?
Should the characters decide to fight, stats for the
messengers are found in the back of the book.
2•THE FOREST OF
DÍR
As soon as the characters enter the forest, there is
a sense of entering a very old, very evil place. The trees
are all very tall (though nothing to compare to the
Blue Forest), with smooth black trunks, and branches
that seem to grow out almost horizontally for several
feet before turning upwards. The leaves are very dark
green and shiny, almost oily-looking. There are no leaves
on the ground, which is covered by a springy dark moss. No
birds sing, nor is there any sign of any animal life. The
Messengers do not enter the forest, but seem to spread out
along the perimeter. It is hard to see anything outside the
wood once you are more than a few feet inside it.
ENCOUNTER:
A WHISPER IN THE TREES
There are Shards in the forest, and all the Dír trees are
under their ‘Will.’ The trees sense intruders (invisible or
not) and will inform their demonic masters. Shards are
nocturnal and normally sleep during the day. However,
they will be roused by intruders. A lat of six shards will
run to the scene.
■ GM Roll: Every hour after the PCs enter the forest,
roll D. If it is night add . If the result is above ,
shards have been awakened (it takes some time for a
message to reach them). minus the modified roll
is the number of minutes before the Shards appear.
They will not attack immediately, preferring to ob-
serve the intruders first by making high-speed passes
through the upper branches.
■ PC Rolls: The GM should have every PC make percep-
tion rolls every few minutes, telling them each time that
the forest is completely silent. Mentalists attempting to
Book One: Gathering Darkness
detect presences will get nothing specific, but a disquieting sensation inside if they think they can get a target. Once the group is within the
of a decentralized presence (the semi-aware forest itself). Then, actual temple, any attacks are at - because of the columns. A
when the shards make their first pass, everyone making a successful couple of rounds of this and the Shards will leave, frustrated. But
Easy (+) Perception will hear a rustling across the treetops. It is they will watch. If the characters waste too much time, Shar-Ti will
very quick and localized, like a small whirlwind will sometimes appear, and he can enter the ring of trees (though even he cannot
move from tree to tree in the quiet before a thunderstorm. Then it come within the temple).
will happen again. About now, anyone with Detect Ambush should T S
roll. The Shards will attack any second. If the group is invisible, they The structure is rather simple, and in the center stands a statue
will delay their attack up to another hour, to analyze the situation of Jaysek (his name is carved in the base). He appears to be looking
further. down, perhaps at where a supplicant might stand.
■ PC Roll: Everyone gets a Medium (±) Perception to see what
appears to be a clearing and a dim bluish light about yards away. Layout, temple above-ground / page
There is virtually nothing to do to defend oneself against a Shard
in an open space like the forest. The best chance of the PCs is to run At first it would appear that the PCs have only gained a brief
and live long enough to get to the temple of Jaysek. The shards will reprieve from the Shards, but this temple is more than it seems.
drop out of the trees and run in front of the group in pairs, stop, and ■ PC Roll: A succesful Hard (-) search for secret panel on the floor
fire their disks. They must stand immobile for the entire round (they reveals that one of the ’ x ’ square tiles is set differently than the
throw in missile phase), but plan their stop so the PC cannot reach others. However, it cannot be simply pried up. This is an unusual
them before they run away again. In this fashion they may attack on mental door, which can only be opened by praying to Jaysek. One
alternate rounds. Shards are intellligent but not terribly clever; over does not have to be a follower; simply not evil and wishing to escape.
all they are cruel. They want the brains of the characters (which they If one does this whil sanding on the tile, it lowers smoothly nto the
consider a delicacy), but believe the group has no chance of escape floor, going down about fifty feet before coming to a halt in a niche
so will ‘toy’ with them first. set into a circular chamber. Once the rider steps off, the tile returns
All the shards’ disks are coated with a Con-based Circulatory to the top and another may follow. At the other end of the room a
poison (See Master Atlas nd Ed p -). If a critical result is corridor stretches off to the west. It would appear to be an escape
achieved, the target must make a RR. route.
✮ote: If the PCs are invisible, the attack OB is reduced to /
normal (they attack using smell). Targets remain invisible unless T C E J
they attack. Shards will ‘spray the area’ with disks. About feet down the corridor on the right is a side passage
about twenty feet long. The door and passage beyond are of different
GM Note: Depending on whether the group can all be made construction, much more recent —perhaps - years old,
invisible, the Shrine might have to be rather close before the Shards whereas the rest of the temple is very old, perhaps from the Second
attack (those Shards are deadly, but not very bright). A group of Era. There is an unusual hexagon-shaped door of stone at the end of
this level might not be able to survive more than one round of the passage is locked and Very Hard (-) to open but untrapped.
attacks by these beasts. Shard disks are usually poisoned, but the There is a rune carved into the door which the PCs cannot read, and
GM may wish to reduce or eliminate the ffect depending on how above it a tree emblem. When unlocked, it slides up into the ceiling
strong the group is. Remember, the shards will want to take their via a counterbalance. beyond lies the Crypt. As soon as the door
prey and eat their brains. Sadly, should the entire group fall here, opens, the Phoenix Pendant and Sword begin to glimmer (they are
they will meet with a rather permanent demise. awakened by the Windblade in the sarcophagus).
But don’t worry, they’ll meet Shards again later… in Emer. The room is hexagonal, and bare except for an elongated hexago-
nal stone box on a pedestal in the center, and a pedestal standing
Hopefully the PCs make it into the ring of trees, beyond which before the sarcophagus. It is fairly obvious that the box is a sarcopha-
the Shards will not follow. gus, even before anyone notices the inscription on the top of the
pedestal:
THE SHRINE OF JAYSEK
In a clearing surrounded by a double ring of blue firs even taller HERE LIES ENRIS JOOR
than the Dír-trees of the surrounding forest, there stands a circular — THIRD ERA OF IRE
temple. During the day, the small building appears to be constructed THE HEIR TO THE LANDS OF THE BLUE FOREST
of a lovely (but unremarkable) white marble. At night, however, the FOUGHT VALIANTLY IN THE VALE ABOVE
dome and columns of the structure glimmer with a pale blue gleam. AND DEFEATED THE S ORCERER OF AR-SYMANG.
They are fashioned of Orhan Marble, an enchanted material which—
in sufficient quantities—can deter evil souls from passing. As the characters approach, they realize that the lid of the
The Shards will not enter the clearing, but they will throw discs sarcophagus is made out of glass or some other ransparent material,
Shards
Base Max Pace/ Speed Size/ AT # Outlook
Type LVL Rate MM Bonus MS/AQ Crit Hits (DB) Attacks Enc. (IQ)
Lesser 15H 1000‡ Dash/50 BF‡/BF‡ M/II 175G 12(50)‡ 120lcb(2x)(Slash)/poison§ 1-5 Cruel(AV)
Greater 25H 1000‡ Dash/50 BF‡/BF‡ M/LA 225H 12(50)‡ 150lcb(2x)(Slash)/poisn§/100Bolt‡ 1 Cruel(VH)
Shar-Ti 45 1000† Dash/50 BF†/BF† M/II 300 12 (90)* 230lcb(2x)(slash)/Poison3 /Bolt 160† 1 Cruel (HI)
‡ Special
The Grand Campaign
and lying in a specially formed niche in the lid is a very unusual- . When laid across a bleeding wound (up to hits/rnd), it will
looking sword (see the description below). Inside can be seen the close and completely heal the wound in round.
body. . Creates a ' radius Protections True. (+ to all RRs of friends
Enris Joor is wearing a suit of silver armor, and surrounded by of the wielder within the radius). This power is continuous
glittering black slivers, like shards of obsidian. The sword could be and automatic while the sword is drawn and in the presence
removed without opening the lid, of course. However, if anyone of an Implementor.
does open the lid, the body will turn to dust. . If there are clouds in the sky (and if not, the wielder can call
Anyone touching one of the black shards with bare hands must a storm) the sword may cast a Lightning Call, in which a very
make a Ag RR vs th level or take - hits (a cut from the broken powerful lightning bolt arcs down from the sky and is chan-
laen of the Implementor; these shards are also intensely evil). There neled through the sword towards the designated target. Roll
is nothing of value in the box. on the Lightning Bolt table (+, x hits, ' range). Note that
T W this is natural, not enchanted lightning. The power may be
The Windblade is one of the three Narsælkin, enchanted used only x per round and only in the presence of an
blades made by the Swordmaker Krelij. They were intended to Implementor. The wielder of the sword takes - hits every
act as focus points in the fight against the Unlife which culmi- time he uses this power, due to electrical backlash. Wielder
nated in the Wars of Dominion. Specifically, they were to stand may acquire Directed Spell skill with this attack.
against the evil swords known as Implementors. All three
Narsælkin vanished after the Wars along with their wielders. GM Note: The sword could be used by either Ræk or Vania. The
Tales of the Narsælkin reappearing persisted through the Third Windblade was cursed by a Priest Arnak. All powers but # are
Era, and one or two instances have been verified. The Windblade inoperative and it cannot speak except to say “I am the Windblade.”
had not been seen for several hundred years, however, and was It will require a successful casting of a Remove Curse type spell vs
rumored to have been lost in Tanara with the fall of the th level to remove it.
Cloudlords.
Perhaps most strange of the three Narsælkin in its powers,
The passage continues, a cool, slightly salty breeze blowing int
the Windblade is also considered by scholars to be the most
the PCs’ faces. This tunnel does not waver from a due western course
powerful. With an edge of the shiny black material known as
for ten miles. Then (if it is day) a light can be seen at the end.
Keron and a core of what would appear to be polished purple
marble with white stria-
tions, the sword is also a
very beautiful item. Its hilts
are wound with silver and
gold wire, and the ornate
wrist guard is also of keron
with gold inlay. None of the
powers of this sword can be
used (save #) by anyone
except a non-evil user of
Channeling.
Powers:
. + enchanted broad-
sword. When swung, all
within ' feel a cool
breeze.
. Summons a thunder-
storm (“I call thunder!”)
of severity to be deter-
mined by the wielder, up
to what is within reason
for the climate; generally
as high as gale-force (
mph) winds and a steady
downpour, all in up to a
mile radius. Once
summoned, the storm
will form in about one
minute and run its natu-
ral course. This power
can be called upon but
once per ten days; it will
only work outdoors, of
course.
. Of Slaying Undead. Shrine of Jaysek
Book One: Gathering Darkness
• PART XIII •
THE MUR FOSTISYR
all but the most fierce attack. On the first day of spring of each year the A-Ryaan
travels here, and Ariaana returns for a day to give her blessings and advise the Priestess.
Year round, thirty-three monks are in residence: the elite of the monasteries of the
nation, guarding this most sacred of places and creating great works of text and gold.
Here also is kept the master orb of the seeing stones of the Ryaani, able to view any site
within the realm at the command of the A-Ryaan, or the Lord Monk, who rules here in
her stead.
Monks indeed there were: several in the sheltered courtyard, and I could sense
others patrolling within the roofed parapets. At first I searched in vain for an open
window, and despaired of an easy entrance. At last, however, a monk threw open the
wide sashes along the eastern face. Alighting on a sill, I peered within, and the moment
he left the room I glided inside and to a shadowy corner. I stood, Elor again, and with a
shrug of my cloak I vanished from sight. Within the actual fortress the residents would
not be as wary, and (hopefully) none would be casting spells which allow them to detect
those unseen. Silent and invisible as a wraith, I investigated the hallowed chambers of
this most holy of places. Undetected, I left as I had come, with no trace behind to betray
my intrusion.
OPTIONAL ENCOUNTERS
Should the GM have a copy of Iron Wind at his
disposal, there is the potential for several encounters
with the savage Syrkakar or other denizens of this harsh
land.
■ PC Rolls: The entire climb will require Light and Hard . Stables. The eighteen steeds (black war horses) of these Messen-
climbing rolls by each character (more if they fail to make “%” on gers are kept here.
any given one). If a “fall” result is indicated, the PC may make a D Mezzanine (Two)
recovery roll using Quickness stat as a bonus. A roll under
. Stairway down to Entrance Level.
indicates that the character has really fallen, -% of the way down
the slope. For each ’ fallen, make a roll on the Fall Crush table. It . Balcony. Overlooking the Staging Area.
is recommended that the PCs tie themselves together into ’s so that . Mechanical Lift. Leading up to the Throne Room Level
if anyone falls, they will be caught and a messy death avoided. As . Cells. All are empty except…
implied by the rolls, the final ’ is more difficult.
a. Luklyn’s sister Tirilin
When they scramble to the top, the group finds itself on a small
plateau. In the center is a frozen lake, and rising out of the lake if the b
Citadel of the Dragon. . Guard Quarters. Basic accomodations for Syrkakar warriors.
T A G P . Kitchen/Dining Area.
GM Note: those whohave the Iron Wind book will find that the Throne Room Level (Three)
Aalk Gaath has changed somewhat. In the several centuries since . Stairs.
Elor’s visit, a few things have indeed changed. . Guardroom.
Entry Level . Waiting Area.
. Ceremonial Entrance. . Throne Room.
. Staging Area. . Dais. Throne, two sculptures
. Secret Door, down to Oran Jatar’s Forges . Quarters. For six priests of Athimurl. It is likely that only one or
. Secret Stairway. Very Hard (-) to detect, each of these is two of the priests will be in at the time.
intended for guard access and goes all the way up to Level Four . Kitchens.
(about ’).
. Dining Hall.
. Living Quarters, Messengers of Athumurl. Three squads of six
Messengers are quartered here. One, two, or even all three squads . Quarters. For six priests of Gaath. It is likely that only one or two
may be out on patrol. of the priests will be in at the time.
. Lairs: Eighteen pens hold eighteen huge white cats. Their saddles Level Four
and gear are stored in niches carved in the walls. . Access Corridor. This links the two wings on this level
. Sally Port. An inner portcullis is operated by a winch in a niche (a) . Seeing Chamber. Oran Jataer has acquired one of the Lesser
and the steel outer door is raised and lowered on its track by the same Ilarsíri of Tethior and keeps it in this room. The doors are steel,
method. locked and Very Hard (-) to open.
. Living Quarters, Messengers of Syrkakang. Three squads of six . Hall of Arms and Treasures. Here is kept the sword Ashaanaar,
Messengers are quartered here. One, two, or even all three squads like a trophy in a glass case. It is not even locked.
may be out on patrol. .
The Grand Campaign
. without being harassed. If, however, anyone raised the alarm, they
. will be pursued to the edge of the cliff but no further. They PCs may
wonder what the Citadel of the Dragon is up to, until they hear an
. unarthly cry from above. The White Dragon is hunting them.
Level Five
ENCOUNTER:
Level Six. Observatory of Oran Jatar. The roof of this onion-dome THE WHITE DRAGON
shaped chamber is actually in six layered sections, (rather like just The dragon will strafe them, delivering a Cold Ball attack (only
the skins of six orange sections) which can pivot along a track at the x hits because of the situation). he will get one or two of these off,
base and a hub at the pinnacle. This allows /th of the roof to open and things will look very bad for the group, when the cavalry arrives:
to the sky. This is handy not only for stargazing, but as a launching a squadron of six Thyfuriak. (Udahir riders of giant birds) will arrive
point for Oran Jatar as a winged White Drake.. and distract the Dragon long enough for the group to slip away. A
couple of these brave warriors are killed in the effort, but they lure
the Dragon to the other side of the peninsula.
A careful reconnoiter will reveal that in addition to the ceremo-
nial entrance in the front, there are two sally ports on the back sides.
They would appear to lead in to stables. If they pick the Athimurl
entry, the cats will pick up their secent and grow restless; the horses
2•YALF HURM: “LAND OF
on the Gaath side, however, they might get by unnoticed. If the
group is very lucky, all of the Messengers are out on patrol, in which
GLASS SPIRES”
case the sally ports are only guarded by one gateman at each. Rælen has a general idea of where he needs to go; he feels
As noted above, only a few priests will be in residence, the others ‘summoned’ by Ariaana. They sail west northwest to the great isle of
afield on errands. Oran Jatar himself will either be in his laboratory glass spires. Once they set ashore they have another climb up a
or in the Seeing room, and it is unlikely he will encounter the PCs in snowfield to the vale of the temple.
the tower (fortunately for them). The GM may wish to have the group encounter snow wolves or
other natural denizens as they travel miles inland and ,’ up
T S A to the hidden vale.
The sword will sense that one it’s own is nearby and it will call to
Rælen. It is cursed and locked into the form of a dagger, but still ENCOUNTER:
magical. It is intelligent and can convey basic thoughts. HERALD OF NIGHT
A review of the plans will show that Luklyn’s sister Tirilin is in At some point, perhaps during a quiet night after a heavy snow,
???a, and the sword of the Ky’taari is in ???. It may be just too much the group will have a sinister visitor.
to try to get the sword this time. The characters might come back for
it later in the quest when they are more powerful. ■ PC Roll: Medium (±) Perception: it seems that this black rider
Assuming the characters make their escape from the tower almost wants to be seen. Far out across a snowfield they stand as if
proper, they must get back down the mountain (repelling down the they have been waiting. See Master Atlas (nd ed pg ) for a
first ’ might be a good idea) and get away in their boat. If they complete description of the Herald. Everyone who sees the Herald
attracted no attention and sounded no alarms, they will get away
Book One: Gathering Darkness
is momentarily overcome by a feeling of utter despair, even though a huge golden disk representing the sun, ten feet in diameter and set
they may not have ever heard the term “Herald of Darkness.” on the back wall.
He sits astride his horse, rider and mount both glittering and
immobile as if they were carved from obsidian. His head swivels to ARIAANA, LADY OF THE SUN
face the group, and all get the very uncomfortable feeling that he sees Just as the first ray of sunlight enters the room, the golden sun
them. He remains immobile for several seconds, then reins his horse glows blindingly bright, and from out of the light steps a tall,
around towards Dawnwater’s Edge and unceremoniously vanishes. beautiful woman clad in gold and white (see the description of
Oriana in the Master Atlas, pp -). She smiles and seems to speak
telepathically to the A-Ryaan, then turns to the group. To each she
3•KALDARAAK-VAAR: will mind-speak, and perhaps offer some small bit of information or
advice. Then she says to them all: “A time of crisis has come not only
“DAWNWATER’S EDGE” for the Ky’taari but all of the world they call Kulthea. All peoples
The group now begins its ascent to the holiest of Ky’taari refuges, must work together to combat the Unlife, for it will grow darker
the hidden temple of Dawnwater’s Edge. Rælen has an unnerving before the dawn…” Even as she speaks, a cloud seems to pass before
sense of where it is now, drawn there by a summons. At the edge of the sun, and her image flickers. The gold sun behind her dims and
the lake, a barge manned by four monks in white awaits the group. the room grows eerily dark.
They say nothing, but gesture for them to get aboard. They are As Ariaana shimmers and fades, there is a cry that the Holiest of
conveyed across the still lake. temples is under attack. Bells ring out across courtyard.
When they arrive at the temple, they are greeted by the A-Ryaan The ground trembles from a terrible blast, and through the slit
(K. (“High Priestess”) who welcomes them, and orders that the windows the group can see a huge fiery form cloaked in darkness: an
group be given rooms and fed. They shall gather in the Sanctuary just Ordainer. The A-Ryaan rushes to the door.
before dawn the following day. (Luklyn and Tirilin will not be Where Ariaana stood, the throne has vanished and the golden
included in this audience). sun begins to glow, then in place of the sun a swirling light dilates to
Dawnwater’s Edge illo form a Portal. Arianna’s voice whispers: “Go, my children; there is
The group is provided with spartan but clean quarters (Rooms nothing you can do here!” And to Rælen alone she speaks: “Return
# for those with the Iron Wind book) and fed simple but satisfying when the great task has been completed, child of the Sun. Only then
meals until the time arrives. They are asked to stay in their quarters can you help the Ky’taari people.”
until summoned. The PCs leap through the enchanted portalway.
While all around this vale seems serene, there is a sense of tension
and expectancy, though whether good or bad it is difficult to say.
Rælen is practically delirious. They are awakened an hour before
dawn and told to dress and pack, and be prepared to depart imme-
diately. The A-Ryaan leads them into the Holy Throne Room (#).
A dim grey light filters in through the east-facing windows. They
wait facing the far end of the room where an empty throne sits before
The Grand Campaign
• Urulan •
Book One: Gathering Darkness
• PART XIV •
URULAN
Echoes of whispers in
hallowed halls of stone
escorts to the unwary
Now the spirits walk alone.
Thoughts unspoken
a mild deception
so it began:
the way of good intention.
A
D U,
P L S E
Except for a few small Elven villages along the western coast, this large island is
nearly deserted.
Those who ventured into the vast eastern lands reported a sense of unease; a
feeling that the land itself did not welcome them. This led some Loremasters to
hypothesize that the Unicorn Crown still existed and is being worn in a secret
enclave by an heir of the King. When the powers of the known Crowns failed on the
rd of Fall in , this should have also dispersed the menacing power of the land.
However, if anything the sense of forboding has increased. Those gifted with the
The Grand Campaign
Essænce have said that it ebbs and swells, and seems MINES
stronger in some areas than others, there it is obvious
The group has been journeying south, knowing that eventually
now that the feeling of being observed by a malevolent the mountains will be climbable or they will come far enough so that
presence remains. they will find civilized community. But before that happens, they are
to encounter an installation of the Steel Rain. (See Part ???).
The intention of this encounter is not for the players to confront
1•THE RUINS OF the Steel Rain in force, but to have a minor brush with them. The
biomechanical Iron Warriors are controlled by a telepathic com-
AR-TALISEN puter brain, under the direction of the three Priestesses of the Steel
The group steps through the portal in a sunlit room to a shadowy Rain. As a result, they do not respond as individuals, and lack the
chamber in a land clothed in mist. This room appears to have been ability to react to unexpected input. When the group first encoun-
a temple of some sort, but two of the walls have collapsed, along with ters any Iron Warriors, they might just be ignored, Only when they
most of the stone roof. There is no sign of the portal, and it is begin to interfere with operations will they get into trouble.
suddenly, ominously quiet. They emerge from this room to find that
it is set on a low hill in what appears to be the center of a vast ruined
T M
city.
Tumbled remains of beautiful Elven villas and palaces. Many ■ PC Roll: .
structures include glimmering Orhan Marble. The might serve as The works of the Steel Rain might first be heard, as the machines
sanctuary against some evils, but with walls tumbled, archways engaged in strip-mining are extremely loud. They also are belching
broken and columns fallen, there is little structure to hold back an noxious smoke which could be seen for miles, though on most days
attack. these fumes mingle with the ever-present mists.
■ PC Roll: A successful Hard (-) Architecture roll will The outer mines are huge craters, roughly circular, where ma-
identify this as a city in Urulan. chines spiral down into the earth,
There are no other immediate clues as to the
whereabouts of the group: the sun is hidden behind
thick clouds and mists, and the temperature is an
indeterminate cold. However, as the group picks through
the rubble, they will find engraved plaques and proken
pediments with Iylar runes etched on them. Eventually,
they will realize where they are. Towards noon, the sun
will burn partway through the mists, revealing the central
mountain range running north-south through the center
of the land.
The logical thing to do would be to head south; that
is where the remaining settlements are said to be, or at
least they could hook west towards Tanara.
ENCOUNTER:
NIGHT HOUNDS
Packs of these eerie creatures maraud through the
wilds of Urulan at night. See Master Atlas pg for details.
They are ravenously hungry and will attack even well-
armed parties. They dislike fire, but can overcome their
fear.
ENCOUNTER:
AN ALTHOI
One of the Agothu, the demons from the Outer Void
(see Master Atlas pg ) has noted the appearance of the
characters through a magical portal and will apear to
observe them for a while.
■ PC Roll: A Successful Extremely Hard (-) Perception
or Light (+) Sense Reality Warp means that a character
will see the hideous creature floating just at the edge of
vision ( feet away or so) in the mists. It will retreat when
seen. The Althoi will visit two or three times a day for a
couple of days, then lose interest. It will not attack. If
attacked, it will probably just leave.
Denizens of Urulan
Base Max Pace/ Speed Size/ # Outlook
Type Lvl Rate MM Bonus MS/AQ Crit Hits AT(DB) Attacks (Prim/Sec/Tert) Enc (IQ)
Night Hnd 5 140 Dash/20 VF/FA M/— 80G 4(30) 60MBi/GBreath 2-10 Bellig.(NO)
Epsilon D (20) 30 FSpt/120 F/VF M/I 120 20(80) None 1 Inquis. (HI)
Althoi 30 60 20 MD/FA L/LA 200 11 (40) +60 MGrapple/+40 SStinger/Spells 1 Aloof (VH)
Mind-eatrs 5 80 60 FA/VF S/— 70 3(30) 50SCl/Special 2-20 Hostile (LI)
• PART XV •
SEL-KAI
1•ARRIVAL 2•INTERLUDE
Eidolon is pretty… expaensive. Characters can take a ferry down
to Sel-kai City where they can find comfortable lodgings at a
ENCOUNTER: reasonable price. If they ask just about anyone, they’ll hear that The
THE Cold Barley Soup Kitchen is a tavern where they can get good food
Vaag t’Kang) amulet worn by a shadowy Elf (He will appear later and good gossip. The city offers many diversions, and the characters
as an important Diplomat in Sel-kai). could use a rest. But it will not be long before the spectre of their
destiny rises again to demand their attention…
(suggest going to Eidolon for some side-adventures and the
interlude) To be continued in
P T: T F N
And concluded in
P T: T H D
Book One: Gathering Darkness
• PART XVI •
CHARTS
FANTASY WEAPONS CHART
RANGE MOD (in feet) ARMOR MODIFICATIONS
Weapon Type Wt. Len. F 10 25 50 100 150 Tbl Used 20-17 16-13 12-9 8-5 4-1
Special
Baw 1HS 4-5 2-3 5 — — — — — Handaxe +15 +15 +10 +10 +10
Can be used as an ice axe.
Chegain TH 1.5 2 4 0 0 0 -5 -10 Scimitar -10 0 0 0 +5
Returns to trained user (need glove)
Cabis 1HS 2-3 1.5-2.5 4 0 0 –10 –25 — Handaxe –10 –10 –10 –10 –10
Basically a throwing weapon.
Dag 1HS 5-6 3-4 6 — — — — — Falchion +10 +10 +10 +10 +10
A very large bladed weapon.
Gé TH 4-6 4-5 8 as Bola Bola (2x Dam) +10 +10 +10 +10 +10
Treat any criticals as both K and G.
(a super bola)
If fumbled, roll a “DG” on thrower.
Irgaak 2H 5-6 5-6 3 — — — — — 2-H Sword +15 +15 +15 +15 +15
Roll criticals twice applg all results.
Kalta 1H 1.5 .5 4 — — -15 -40 -80 Light Crossbow -20 -15 -10 0 +5
Loari Dart Pistol. Fire 2x/rnd (missile &
melee). Can be poisoned. 10 dart clip.
Kynac 1HS 1-2 1-2 2 0 0 0 –25 –40 Rapier –5 –5 0 0 0
A great throwing dagger.
Long Kynac 1HS 2-3 2-3 3 –20 –20 –20 –50 — Rapier +15 +15 +15 +15 +15
A great long dagger.
Saren 1/2HS Falchion +5 +5 +15 +15 +20
Loari sword; resembles Terran katana
Shangkana 1HC 2-3 2.5-3 7 — — — — — Morning Star –5 –5 –5 –5 –5
Okinawan cereal beater.
2H 2-3 2.5-3 7 — — — — — Flail –5 –5 –5 –5 –5
Typh 1HC 4-5 3-4 6 0 0 –10 — — Flail –10 –10 –10 –10 –10
If fumbled, roll a “DK” on thrower.
Yarkbalka 1HS 4-5 3-4 6 — — — — — 2-H Sword –10 –10 –10 –10 –10
I fumbled, roll a “CS” on thrower.
Type: 2H = Two-Handed Weapon; 1HS = One-Handed Slashing Weapon; 1HC = One-Handed concussion Weapon:; MIS = Missile Weapon (not
usable in melee); PA = Pole Arm; TH = Thrown Weapon (not usable in melee).
Wt: Weight of weapon in pounds.
Len.: Length of weapon in feet.
F: Fumble Range (a fumble occurs if unmodified attack roll is less than or equal ro this number).
RANGE MOD: Modifications apply to use as missile at ranges less than or equal to the given distance (only one modifier applies). (— means not
allowed.)
Table Used: The AL&CL attack table used to resolve attack.
ARMOR MOD: Modifications to the attack roll based upon the armor of the defender.
Special: Varies for each weapon.
The Grand Campaign
TRILOGY PLOTLINE
Well, boys and girls, here is my plot outline for the second and third books. Sorry about things petering out
at the end of book one, but It was hard to get inspired considering the unpleasant events surrounding publica-
tion of the story. For that and books 2 and 3, you are on your own. You can also refer to my web page where I
am running a campaign and will be uploading random goodies.
LIBRARY OF ARULIS
The storehouse of knowledge of the Ahn Sye Woloka (“Order of
the Eye”), this secret library has considerable information of value.
Unfortunately, it is staffed by evil members of the Order of the
Eye, Mentalists or Seers or Mystics or Astrologers.
Book One: Gathering Darkness
They are probably going to have to teleport out of this bind.
ENTRANCE TO THE
AHRENTHROK
They are not ready, but now they know the way in.
RETURN TO EIDOLON
Rest and recover
BOOK THREE
Leave Sel-kai by land this time, head south through Silaar
THANOR
Visit the Stone Circle (E p 32), the T’loc-loc, and enter the
Vœrken Mire (what — or who — is inside?)
ASH FOREST
The dead place with the wrecked starship. Cryogenic tubes (most
destroyed)
LANKAN EMPIRE
Slaves, etc. They are at war with the Elves of Námar-Tol.
AHRENRAAX
Volcanic island fortress run by Morloch (Ordainer) and the
Adherent Vomuk. Vaag t’Kang and Shar-Bu will be visiting!
STEEL RAIN
Confrontation with the Iron Warriors. In this, Leena will know
the fate of her brother. They cannot hope to defeat the Iron War-
riors; instead they must flee .
AHRENTÔRG
Finally, at the Ahrentôrg, the group must strike the disguised
Schrek, forcing him to his real form. This will cause complete
confusion, in which the PCs can hopefully escape after destroying
the crystal.
People of Dor-en-Ernil
1696
Eran Kanzilê
Lord Minstrel Farandir (25) Sep ´33 3/96-5/97 Bruchtal, Halbelb - Bruder des verstorbenen Master Forester Ceren - liebt
Frauen und teure Kleider - kennt Geschichte von ME
Lord Wizard Merioth (30) Mai ´81 Führer der Gilde von Umbar
Lord Seer Eriel Talassil (15) März ´96 Seer, Schülerin von Merien
Lord Healer Amlaith (12) Nov ´94 2/88-10/94 Akademie, Lay Healer, aus den Häusern der Heilung
Lord High Justice Edhelmir (23) Okt ´67 Meriens Onkel, besitzt die einzige Bank in Dor-en-Ernil
Lord Chamberlain Hadíel (13) Feb ´95 seit jeher hat Sie die rauschenden Feste des Prinzen organisiert
Lord Forester Akallazôr (14) Apr ´86 Verwalter des Waldbauprojektes seit 1667, Esquire von Arankzhôr, hart gegen sich
querstellende Dunländer
Lord Herald Narlim (13) März ´95 2/84-2/95 in Ausbildung von Farandir
Diplomaten
Haleth (14) März ´95 Minas Tirith 2/81-2/95 Lord Herald, 5/91-11/92 DG Bur Esmer, Archams School, Akademie, Sohn
von Ingold - in Geschichte, Ländern und Kulturen interessiert - Charme und
Feingefühl
Dirhavel (15) März ´71 Fornost/Lindon exzellenter Diplomat und Menschenkenner, Verachtung seines Vaters lastet auf ihm
Glorinadan (9) April ´92 Amrûn Undercover-Diplomat als Barde in Amrûn, später auch am Hof - 4/91-12/91 DG
Taskral
Cordagar
Anarond (27) Mai ´72 3/88-2/89 TF Tarlang, Haus Astirian aus MT, war Führer der 1.Garde von MT
Nardain (18) März ´69 Verbindungsmann SET Dor Rhûnen, 2/86-6/87 Stab SET Dor Rhûnen, hält über
Bronwen Kontakt nach Mirkwood, Sohn eines Nordmann-Lords - hervorragender
Reiter und Bogenschütze
Indakhôr (15) Aug ´89 3/95- TF Dušalan, 5/91-11/92 DG Bur Esmer, 4/86-6/89 DG Malkier, 5/85-2/86
Archams School
Herudur (19) Okt ´90 8/87-6/90 Targen von Barad Harn in Diensten Umbars, Schwarzer Numenorer aus
Caras Hyarn
Cordelin (13) März ´96 vorher Captain des 82.Rosuldrie, hat sich 1695 in Caras Mirilond bewährt,
Draufgänger
Dagarim Ernil
Argon Cordagar Deril (21) Sep ´90 6/72-8/90 Banneret Tarthonion, 9/67-5/72 Cordagar, war lange in Dor Rhûnen, kennt
ganz Gondor, gutmütige Kante
Dagarnil Telemnar (15) Mai ´95 Dol Amroth 3/81-5/95 Roquen Hail, 11/87-10/88 Schiffe für Malkier, alter Metrast-Adel -
Militärkarriere - Ausbildung in MT, Orthanc, Archams School - Stabsoffizier bei
Telumethar - Führer und Diplomat
Dagarnil Berathil (19) Okt ´91 Linhir 12/91- Geheimdienst, 3/69-9/91 Cordagar, 3/91-4/91 TF Tolfalas, 4/86-10/88 DG
Malkier, 7/85-1/86 Cordagar SET Dor Rhûnen, 5/77-6/77 TF Linhir, war Captain,,
Belagerung, stammt aus DA
Dagarim Gaer
Argon Gaer Eandur (22) Mai ´69 Sohn von Nerumir, Seeranger und bester Kapitän nach Arkamcris, mit einer
bürgerlichen verheiratet, geb. 1627
Dagarnil Gear Galahir (14) März ´95 Dol Amroth fähiger Stratege, ehemals Handelskapitän, seit Jahren Kapitän eines Weißen Schiffes
Dagarnil Gear Magor (13) Jun ´81 Linhir 7/88-2/95 beteiligt am Aufbau der Seeakademie, ehemals in der Flotte, zum Roquen
aufgestiegen, politisch neutral, Multitalent, Heimatstab Freitruppe
Dagarnil Gaer Sarlond
Dagarim Tirrim
Argon Tirrim Tireador (17) Nov ´94 10/87-10/94 Dagarnil Tirrim, 12/87-2/89 TF Tarlang, 10/85-9/87 Akademie, 3/84-
9/85 TF Dor Rhûnen, 5/79-4/83 TF Girithlin, 5/77-4/78 Archams Schools - aus
Esgaroth, bester AS 1678 - ungestümer, vertäumter Abenteurer - magiebegabt
Dagarnil Tirrim Siriondil (10) Mai ´95 6/91-4/95 Cordagar Dor Rhûnen, 3/88-5/91 Dagarnil Suduri, Bester Archams School
1686, Sohn von Lord Damrod von Endil, alter Belfalas-Adel, abenteuerlustig, will zu
den Roquen des Prinzen, 1677 mit 16 schon gegen Umbar dabei
Dagarnil Tirrim Estelmer (14) Jan ´93 Ausbilder 4/97- TF Rophirë, 11/89-1/93 Archams School, 5/84-10/89 Tirrim Arran, bester AS
1684
Roquen in Dol Amroth
Roquen Hail Eromian (15) Nov ´87 Mentor Edrahil 8/87-10/87 TF Mordor, 4/86-5/87 Akademie, 7/83-3/86 Diplomat MT, 7/79-4/83 FT,
7/78-6/79 Archams School, Neffe von Falmathil, Roquen par Excellance, passabler
Essencebenutzer, Silbernes Schiff 11/87
Amrohir (12) Juli ´90 4/97- TF Rophirë, 3/95 TF Moonstone, 2/91-3/91 Benish Armon, -5/90 Esquire
Herluins, 3/90-6/90 Barad Harn, 2/89-2/90 Archams Schools
Doltwin (12) Mai ´97 Belagerung 5/63-5/97 Roquen Tirrim, unauffälliger Krieger, guter Stratege, geb. 1628
Aldurin (11) Mai ´96 6/90-5/96 Roquen Rivilyr, bester Archams School 90, 85 dritter und 95 fünfter Platz
beim Rennen um den Königsbecher von Gondor, Roquen aus Calenardhon
Valandor (12) Mai ´97 3/93-5/97 Tirrim Aran, bester Archams School 1691, Rosuldrië-Clan, MT & MI-
Ausbildung, klassischer Roquen
Roquen Rhivilyr Herluin (18) Mai ´84 5/77-5/84 Targen SET, 5/75-5/77 2.Targen SET, >5/75 Roquen Rhivilyr, Suduri ´70
herausragend, unnatürliche Gelassenheit
Nimbor (12) Mai ´66 1/73-9/76 Trainer Schwarze Rose DA, charismatischer Mann des Volkes, Mann von
Asduriel, geb. 1643
Tirluin (15) Mai ´54 4/86-4/87 DG Malkier, dritter Sohn eines Adeligen, guter Reiter
Hamerath (12) Mai ´72 1/84- Trainer Roquenbanner, ältester Sohn junger Roquen-Familie von 1551, Bruder
ist Kapitän eines weißes Schiffes, will sich einen Namen machen, Pferdenarr
Darion (10) Mai ´96 bester Archams School 96, Sohn einer Elbin und eines Roquen aus Rohallor
Roquen Tirrim Maldred (17) Mai ´60 Festung DA alter Freund Arankzhôrs
Belzathor (13) Mai ´72 deckte die Verschwörung um Arléod vor Prinz Celdrahil auf, treuer Gefolgsmann,
guter Krieger, schwache Führung
Beregond (12) Nov ´77 SET Sergant, bewährt im Umbar-Krieg 1677
Braegil (8) Mai ´97 5/95-5/97 Cordagar Dor Rhunen, 6/93-4/95 Cordagar Belachel, bester Archams
School 1693, alter Methrast-Adel, abenteuerlustig, Eredrim-Kontakte
Lords von Dor-en-Ernil
High Warden Arankzhôr (24) Mai ´74 Amrûnaur erzkonservativ, war Lord Forester und Banneret Rosuldrië
Warden Camlin (20) Okt ´36 Dol Amroth Sprecher der Gilden, Leiter der Münzpräge
Falmathil (23) Mai ´68 Linhir war früher zusätzlich Verwalter Aug Lamedon
Arcambion (19) ??? Sarlond -??? Leiter der Münzpräge von Linhir, Alchemist
Vëantur (18) Mai ´91 Spathlin Nebenlinie des Prinzen, Vertreter einer konsevativen Linie
Verwalterin Celdwen (13) Mai ´74 Aug Lamedon Tante von Merien, ihre Interessen liegen in Repräsentativen Bereich
Banneret Halmir (16) Mai ´74 Barad Rosûldrie Verwalter Aug Lamedon; extrem ambitioniert, war auf der Dagorlad und in Ithilien,
Unteranführer in Darad Wath und Durthang, fähig, Frau ist Nichte von Sernesta
Haldir (21) Mai ´72 Barad Requain Prinz in Cardolan
Imlach (19) Mai ´96 Minas Tarthonion 5/72-5/96 Roquen Hail, 3/88-11/88 Delegation Healer, 3/77-4/83 TF Girithlin, 5/52-
3/72 Cannotar
Halwin (18) Mai ´84 Barad Rohallor Führer Roquen Rhivilyr, bester Reiteranfüher, rettete einst Lady Meriel das Leben
Celdrion (14) Mai ´92 Barad Methrast 6/84-11/90 Diplomat Umbar, Bruder von Merien
Ingold (17) Mai ´72 Barad Nargond 8/75-3/86 Lord Forester, 5/72-5/84 Banneret Rohallor, Targen Rhivilyr Angrenost,
Cardolan und Dunland, Berater von Vinyaran, sagt “wurde von Bäumen gerettet”
Bürgermeisterin DA Fanariel (14) Mai ´91 Magican, übergab die Geschäfte ihres Handelshauses an ihre Enkelin
Feryth Ernil
Dagarnil Feryth Nimring (17) Okt ´67 Eriador 8/88-10/88 TF Erech, führt die Verderer von DA, war mit Arléod an der Angmar-
Grenze in Arthedain
Morwen (17) Nov ´90 Eriador/Anduintal 4/97- TF Rophirë, 6/92-9/95 TF Gobel Ancalimon und rettet Thorondur aus der
Gefangenschaft, 4/91- 12/91 DG Taskral
Vinryon (15) Jun ´27 Cardolan/Mirkwood Girithlin 3/77-4/83, bleibt nach Verletztung im Land; von Celdrahil zum Roquen
gemacht; Einzelgänger, guter Scout, hat bei Waldmenschen im Düsterwald gelebt
Narissa (11) Feb ´79 Dor Rhûnen Dor Rhûnen 3/84-9/85, Gondor-Krieg 11/81-7/82, Rangerin aus dem
nördl.Düsterwald, Wälder sind ihr zu Hause, etwas reifer als ihr Freund Tireador -
Schwester von Narulf
Aerinel (7) Mai ´81 Anfalas 5/86-4/87 Anfalas bei Harrondil, Tochter von Celdwen - Geliebte von Haleth - beste
Fährtensucherin, von Nimring ausgebildet - gute Speerkämpferin - Archams School
Telcontar (14) Mai ´79 Cardolan/Dor Rhûnen 3/95 TF Moonstone, 3/91-4/91 TF Tolfalas, 3/88-11/88 DG Healer, 12/87- 3/88 TF
Tarlang, TF Dor Rhûnen 3/84-9/85, TF Girithlin 5/79-4/83, Scout in der Armee
Gondors - Weisenjunge aus Osgiliath - Einzelgänger - war in Mordor, MI, Warfinger
und Ostirias stationiert, dannach in Dunland und Calenardhon
Tiranir (14) März ´87 Harondor 12/87-2/89 TF Tarlang, 7/76-2/87 SET,war der beste Schüler Nimrings, berüchtigt für
seine Alleingänge, berichtet von der vergessenen gondorianischen Festung Minas
Airenaréva am Cirith Nûrn und dem Truppenaufbau Sangahyandos
Opperith (12) März ´95 Harondor 3/95- Tiras Amrûn, 10/89-2/95 SET Harondor, Verderer
Maegwen (7) Juni ´95 Ered Nimrais 6/93-5/95 Archams School, Derils Tochter, interessiert an der Daen-Kultur
Seefahrtsakademie Linhir
Leiter Cambragion (14) Jun´89 5/75-5/89 Akademie Crafts, ehem. Navigator von Arkamkris
Daramin (18) März ´95 5/70-2/95 Dagarnil Gaer DA, Freibeuter-Legende, war schon in Pel und Ostelor
Ausbildung
Archams School
Leiter Curudur (17) Jun ´33 Ranger, Roquen, brillianter stratege und Lehrer, ehemals Abenteurer und Freibeuter
im Dienste der Prinzen, sehr loyal
Hirgon (15) Sep ´97 5/77-9/97 Cannotar von Tharbad, Roquen Tirrim; nach Jagdunfall einsteifes Bein,
gefürchtet wegen seiner eisernen Disziplin und Härte, vor allem gegen sich selbst,
passabler Reiter
Sorondil (14) März ´82 ehemals Ausbilder der Rosuldrië-Familie, betrachtet Schwertkampf als Kunst und
Krieg als Brettspiel
Leofa (9) Okt ´89 Eothraim-Kriegerin, unterrichtet hauptsächlich Kavallerie, Bewegung im Gelände
Militär Außerhalb von Dor-en-Ernil
Argon Beltan Spa (24) März´95 Tolfalas 9/90-3/95 Argon SET Harondor, 5/72-8/90 Argon Cordagar, kühner Stratege,
charismatischr Anführer, geb. 1599
Dagarnil Giladan (14) März´95 Tolfalas 5/77-3/95 Dagarnil SET Harondor, Sergant SET - war Schmied in der Harondor-
Armee - führte im Umbar-Krieg 1677 Flüchtlingstrack bis Eithel Turin, kämpfte
mit Huiten bei Nen Falastir und Has Adri
Dagarnil Gaer Telkûrhad (12) Mai ´95 Tolfalas 3/95 Angriff Ethir Harnen, Freibeuter von Belezathor, Draufgänger, von Beltan
angeworben, mag keine Corsaren
Dagarnil Marines Turanir (13) März ´95 Tolfalas 5/86-3/95 Captain SET, 5/83-4/86 Tharbad, Rozilaan schwor auf ihn, holte ihn aus
Tharbad zurück, Sergant 82.Rosuldrië unter Rozilaan
Cardolan
Argon Cardolan Ringmir (14) März ´81 Suduri 3/81-2/86 2.Targen Suduri, bester in Archams School 1680 - Roquen aus Nan
Requain - bei Rückeroberung Linhirs 1677 dabei - haßt Umbar - fähiger Krieger,
passabler Stratege und Anführer
Dagarnil Emeldir (10) Jun ´91 Suduri 3/90-6/90 Barad Harn, Esquire von Halmir, Sohn von Haldir
Dagarnil Athanaher (9) Mai ´96 Suduri 3/95-5/96 TF Dušalan, 6/93-4/95 Cordagar Belachael, 6/92-5/93
Seefahrtsakademie, bester Archams School 1692, Sohn von Falmathil
Arthedain
Aroquen Hail Derufin (20) Mai ´84 Tirrim Aran 5/84- Anführer Gondor Tulkrim, 5/81-3/84 Cordagar, davor Targen Leibwache MI;
Enkel von Dairos [Cpt.Gen. 1632-63], kennt Gondor und Rhovanion
Pelendor (10) Mai ´97 bester Archams School 97, Mann von Arcondur, viel Ahnung über Malréd und
mußte 1695 untertauchen
Argon Arthedain Armarthil (17) Mai ´96 9/90-5/96 Banneret Tarthonion, 3/86-8/90 Cordagar, 3/71-2/86 Targen Suduri,
5/66-2/71 Roquen Tirrim; alter Adel, besessen loyal, hat sich in Suduri profiliert,
geb. 1646
Dagarnil Syron Inghar (9) Mai ´96 7/94-5/96 Ausbildung in Arthedain, 3/93-6/94 DG Arthedain, 5/91-11/92 DG Bur
Esmer, Archams School 1691, begabter Essence-Benutzer, Überlebenskünstler
Dagarnil Silrien (17) Mai ´96 Rhivilyr 3/95-5/96 Cordagar, 7/90-3/95 Dagarnil SET Harondor, 10/75-6/90 Roquen
Rhivilyr, Ost-in-Edil ´74, Suduri ´71; Vater Roquen mit 6 Kindern, Star of
Gondor, 4 Jahre Fernpartollie in Eithel Turin geführt
Tanrazôn Kanzilê
(adun. Skillkepers Cicle)
Akademie
Dekan Verylen (26) Apr ´71 Sage ehemals Bibliothekar in MT, 3/88-11/88 Delegation Healer
Master of Essence Findamir (19) Okt ´82 Alchemist 3/95-6/97 TF Schmuggel, aus Pelargir, blieb nach dem Krieg ab 11/81
Borandil (15) Juli ´97 Magician Eismagier, besitzt einen frostigen Laenstab
Tensidir (9) Sep ´87 Magician / Runemaster 3/95 Angriff Caras Mirilond, Magier aus Linhir
Wisglin (7) Apr ´94 Magician 9/87-3/94 Schüler Akademie, Sohn von Herion
Narulf (12) Apr ´91 Magician 3/94- Studium in Arthedain, Bruder von Narissa, 5/86-3/91 nach MT zur
Ausbildung,-3/91 Schüler Akademie
Fordelin (14) Lay Healer war Arankzhôrs Berater, in MT zum Heiler ausgebildet, 1551 in Harondor dabei
Inziladûn (15) Seer 4/97- TF Rophirë, 3/95-6/97 TF Schmuggel, 3/95 Angriff Caras Mirilond, 2/91-
3/91 Benish Armon, Seher und Gelehrter - schwarzer Numenorer aus Umbar
Gilweth (6) April ´95 Seer 8/86-3/95 Schülerin Akademie, Tochter von Arankzhôr
Master of Channeling Camlan (23) Nov ´88 Healer von der Dagorlad, einst aus MT verbannt, weil der den König vor der Pest heilen
wollte
Nimring (17) Ranger & Feryth Ernil
Master of Lore Duranil (15) März ´83 Sage Geograph / Geologe, Freund von Verylen, Mitglied Sage Fellowship (Col Bitaran),
gute Kontakte in Rhovanion
Farandir (21) Barde & Lord Minstrel
Ostiel (10) Astrologer Camlins Frau, lehrt vereinzelt an der Akademie, ansonsten gesellschaftlich sehr
aktiv, eine Gönnerin der Künstler von DA
Esgaliel (6) Seer Nerumirs Frau, ähnlich wie er gesellschaftlich sehr aktiv, eine der großen alten
Damen der Stadt, alte Rivalin von Fanariel
Crisduriel (14) Bard leitet seit undenklichen Zeiten das freizügigste Etablissement der Stadt, angeblich
Halbelbin und mit der prinzlichen Linie verwandt, definitiv eine der am Besten
informiertesten Personen der Stadt
Onodrahil (12) Fighter Prinz des Hauses Calantir aus Cardolan, früher oft wegen seiner Brückenköpfe
belächelt hat er mit der Heirat seiner Cousine Finduilas an Macht und Einfluß
gewonnen und steht im Ansehen seiner Landsleute nur knapp hinter Haldir
Finduilas (17) Magician Onodrahils Frau, ihrem Einfluß und Ruf ist es zu verdanken, dass der ansonsten
eher lächerliche Cardolaner inzwischen eine einflußreiche Fraktion vertritt, über ihr
Magietalent ist wenig bekannt
Edheldur (7) Fighter Wirt des Inn of the Grey Moon, des besten Gasthauses im Hafen von DA,
Arkamcris besitzt dort seit Ewigkeiten eine Suite, ebenso treffen sich hier alle
anderen wichtigen Kapitäne der Stadt
Cambragiel (12) Rogue Ehemalige Navigatorin, Spionin und Geliebte von Arkamcris besitzt sie Heute die
berühmteste Taverne von DA, den Turtle Fish, exzellente Unterhaltung, beste
Küche und ein Publikum wie das Who is Who von DA
Asdur (15) Fighter Wirt des Lost Elf, eines kleinen Gasthauses, welches vor allem den Schiffsbauern
als regelmäßiger Treffpunkt gilt, die Getränkeauswahl ist hervorragend, Asdur
selbst ist der beste Bogenschütze der Stadt und ehem. Yeomen-Captain, seine
Tochter Asduriel ist mit dem Roquen Nimbor verheiratet
Eldahil (10) Rogue Brauereibesitzer und ehem. Umbarianischer Spion, übergelaufen versorgt er nun
Berathil mit wertvollen Infos über die Corsaren
Númedur (6) Bard Wirt vom Kraken`s Wake, einem eher schlechten Gasthaus im New Port, bekannt
höchstens für seine Fischgerichte (es gibt NUR Fisch)
Arthoniel (9) Thief Wirt einer nach ihm benannten Taverne im Gate Town, einer Spielhölle mit
angeschlossenem Drogen- und Prostituiertentreff, er selbst ist ein geschickter
Jongleur und Feuerschlucker, zudem ein erstklassiger Kneipenschläger
Hevellon (13) Illusionist Besitzer des House of Tables, des besten Kasinos diesseits des Anduin, ein enger
Freund des verstorbenen Amondil, bekannt mit jeder einflußreichen Person von DA
Gollodur (8) Fighter Cousin Camlins und Besitzer des Broken Prow, des zweifellos edelsten Gasthauses
der Stadt, nächtlicher Treff der Adeligen und Reichen
Fanariel (16) Magician Bürgermeisterin von DA, außerdem eine der reichsten Frauen Gondors, schnell
erkannte sie das ungeheuere Potential des Südhandels und unterstützte die Aktionen
von Anfang an, ihre Weberei und Färberei wahr ihr dabei ebenso behilflich wie ihre
äußerst kompetente Enkelin Nimrillien, welche seit einigen Jahren die Geschäfte
mit ihrem Mann Berendur übernommen hat
Nimrillien (14) Thief eine der schönsten, reichsten, nettesten aber vor allem gefährlichsten Frauen der
Stadt, kaum einer widersteht ihrem Charme, zu ihren Liebhabern zählten Leute wie
Edhelmir, Arankzhôr und Quendil, seit einigen Jahren ist sie mit dem Corsaren
Berendur verheiratet, einem nicht minder ambitioniertem Abenteurer, Nimrillien
selbst führt immer noch einen Zirkel von Meisterdieben, welche vor allem aus Spaß
die gewagtesten und spektakulärsten Einbrüche wagen, obwohl niemand von Ihnen
das Geld nötig hätte
Berendur (17) Fighter Anführer der Sea-Traders Alliance, der Seefahrer-Gilde der Stadt, obwohl ehem.
Corsar und rechte Hand Mireadurs, beteiligt bei der Erstürmung Linhirs 1677, sind
seine Kenntnisse von so unschätzbarem Wert, das Beltan Spa nach dem Tod seines
Vaters beschloß, die Geschäfte diesem Mann anzuvertrauen, geschickt sammelte er
daraufhin mit Hilfe seiner Gattin fast alle anderen am Südhandel beteiligten in
dieser neuen Vereinigung und setzte sich an ihre Spitze, seitdem floriert das bereits
gute Geschäft nochmal so gut
Argirion (21) Fighter Lord von Linhir, im Sommer 1667 von Corsaren verwundet, seitdem an den
Rollstuhl gefesselt, nichts desto trotz einer der besten See Strategen des Landes,
viele der heutigen Lords und Bannerets haben bei ihm gelernt, Eandur, Deril und
Halmir waren einst seine Adjutanten, er lebt im Stadthaus der Rosuldriës in DA
Famous People of Linhir
Pherion (7) Fighter Ehem. Sergeant in der Dagarim Ernil, heute eine wichtige Wirtschaftsgröße, er
beherrscht die Gilde der Müller seit fast 30 Jahren, alle seine drei Söhne dienen in
der Armee, einer davon ist Cordelin
Arthelion (12) Alchemist Besitzer des größten Steinbruchs zwischen Pelargir und DA, seine Meisterwerke
sind die Akademie DA und die Nen Dagor Arenen
Argemir (10) Fighter Arthelions Bruder, der Finanzmakler der Familie, versteht weniger vom Stein,
dafür verkauft er ihn gut und bringt ihn sicher ans Ziel, gut bekannt mit den meisten
Kapitänen der Stadt
Celebriel (16) Healer Arthelions Frau, einst eine herausragende Heilerin in MT, auch heute noch bei
besonders schwierigen Fällen gern um Rat gefragt
Camargil (5) Fighter Besitzt die einzige Sägemühle der Stadt, kann sich deswegen und wegen seiner
zwei fleißigen Söhne seinen Hang zum Alkohol zumindest geschäftlich leisten
Borohir (7) Fighter Leitet die Webmühle Gondors, die hier maschinell gefertigten Leinen dienen vor
allem der Gewinnung von Segeln, sein Vater Borgil besichtigt noch im Alter von
über 140 Jahren täglich seinen Betreib
Uinarion (13) Fighter Fast 10 Jahre lang SET Captain, nun der Besitzer des Ryepool Inn, eines
wunderschönen Gasthauses im ältesten Gebäude der Stadt, dem ehemaligen Stall
des Herrensitzes, ein zuverlässiger und diskreter Informant Berathils
Moruthiel (6) Seer Uinarions Mutter, der Grund für den Enthusiasmus mit dem die Küche des Ryepool
Inn weit über Linhir hinaus gepriesen wird
Belebragol (9) Bard Ein alter Freund Quendils aus Harondor Zeiten, Wirt des Broken Lute Inn, einer der
wildesten Abstiegen der Stadt, berühmt-berüchtigt, ein weiterer Informant
Berathils, steckt selber tief in den Schmuggel und Hehlerei-Geschäften drin
Elefandil (11) Rogue Tischler, einer der Meister seines Fachs in Dor-en-Ernil, seine Schnitzereien zieren
so manches stolze Schiff und Bauwerk, seine Fässer sind revolutionär dicht
Eldanon Sarn (10) Bard Bruder von Uldros und mit ihm zusammen der Führer der Diebesgilde von Linhir,
Wirt des Burning Stone Inn, eines edlen Etablissements, der Informations- und
Geldbeschaffer der Diebe, sehr geschickt
Uldros (17) Thief Der Führer der Diebesgilde, ein gerissener und gefährlicher Mann, dessen liebste
Beschäftigung es ist Berathil zu verwirren, zwischen den beiden herrscht ein
gewisser Respekt, Uldros half 1677 bei der Rückeroberung Linhirs, er genießt
deswegen einige Freiheiten, welche er auch nicht überstrapaziert
Bewährt und ungebunden
Privateers of Dor-en-Ernil
Freibeuter Arkamcris (25) Aug ´39 Dol Amroth Nordmann, bester Freibeuter
Saebrol (16) Juni ´43 Linhir kennt den Westen, im Frieden Händler in Elbenwaren, geb. 1610, Schiff von
Tarminion
Valturiel (14) März ´64 Dol Amroth Halb-Haradrim, verwegen, oft im Süden, Schiff von Tarminion
Gaerdraug (15) März ´64 Linhir 3/95 TF Moonstone, brutaler Freibeuter, Lieblingskonkurent ist Arkancris, geb.
1631, Schiff von Tarminion
Cerendil (11) März ´67 Dol Amroth Idealistischer Kämpfer gegen Umbar, Seeräuberromantiker, entfernt mit Fanariel
und Nimrillien verwandt, geb. 1643
Cirator (12) Feb ´79 Tolfalas 3/91-4/91 TF Tolfalas, gute Kontakte nach Kas Shadoul, guter Bekannter von
Arkamcris
Ragnor (12) März ´84 Linhir 6/92-10/94 TF Ethir Harnen, 3/91-4/91 TF Tolfalas, 9/81-12/81 TF Babes - reicher,
junger Abenteuer von Adel - schattenhafte Vergangenheit (Pirat, Schmuggler,
Söldner in Cardolan), große finanzielle Ressourcen sind in Bau- und
Handelsprojekte investiert, guter Untergrund-Kontakt Marahils
Zokhad-ir-Zorik Aug ´87 Linhir Umbar-Corsar, für Belezathor tätig, exzellenter Seemann, arbeitet für Tarminion
(12)
Aegnor (9) Aug´91 Linhir 3/95-6/97 TF Schmuggel, 6/92-10/94 TF Ethir Harnen, junger Freibeuter - Frühjahr
´91 mit zwei Schiffen in Has Adri gerade noch Umbar entwischt
Echordil (12) Juni ´94 Dol Amroth bester Archams School ´94, aus Fanariels Clan, fährt für die Seatraders Alliance
Gelandeor (25) <1667 Edhellond Elb, einer der Lords von Edhellond
Abenteurer von Dor-en-Ernil
Elendil (26) Argon 9/67-4/72 Argon Cordagar, erster Sohn des Königs von Arthedain, seine Frau Laurësûlmaya starb 1690, Arléod hat die beiden
im Osten kennengelernt, Nahe der Nûmenorer-Kolonie an Talaranth
Terilaan (28) Argon Tirrim 10/56-10/94 Argon Tirrim, Warrior Mage aus Womaw, offizell aus Cardolan stammend
Daeron (20) TF 2/91-3/91 TF Benish Armon, bekommt 2/91 von Arléod sein Abenteuer-Schwert
Narloth (17) TF
Ragnor (16) TF 8/87-10/87 TF Mordor, 1687 Silbernes Schiff, Uinendili aus Malkier
Celeborn (12) Cordagar 4/84-3/91 Cordagar, davon 2/86-6/87 SET Dor Rhûnen, Sohn Valandil, Neffe des Königs von Arthedain
Aduntarik (10) TF 6/96-4/97 TF Umbar, 6/92-11/95 TF Khand, Sölnermagier aus Umbar, kommt aus verarmten Geschlecht schwarzer
Numenorer
Rincar (9) TF 3/96- TF Dušalan, 6/92-11/95 TF Khand, Archams School 1692
Thorondur (21) TF 4/97- TF Rophirë, 5/96-4/97 bei Merioth auf Tolfalas, wird Mitte 95 von Morwen auf dem Sklavenmarkt in Gobel Ancalimon
freigekauft, 3/95 TF Moonstone, 6/92-10/94 TF Ethir Harnen, 3/91-4/91 TF Tolfalas, 2/91-3/91 TF Benish Armon, Abenteurer
mit Sorcery-Wissen, Lord von Rhudaur, Ausbildung in Litash, 1674 Silbernes Schiff für die Entdeckung der Stahlbalisten von
Lond Daer, ab da auf der Insel primär für Miruimor tätig, viel unterwegs
Calmeran (9) TF 4/96-6/97 TF Schmuggel, 5/94-4/96 Seefahrtsakademie, unehelicher Sohn von Eandur
Kalazhan (8) TF 4/96- TF Malred, Abenteurer, war mit Herudur in Barad Harn, stammt aus Gobel Ancalimon
Die Gefallenen
Geldaran (13) Cordagar Mär 1669 bis Apr 1671 Reise nach Gondmaeglom
Haldarion (20) High Warden < 1667 bis Jan 1674 vom Mor Sereg ermordet
Arothel (12) Freitruppe bis Jan 1675 Schlacht um Tul Poak
Gavon (13) Targen der SET bis Sep 1675 Krieg mit Umbar
Eogadil (11) Roquen Hail Mär 1669 bis Jun 1677 Leben von Prinzessin Arvaliné verteidigt
Huiten (14) Targen der SET bis Jun 1677 Krieg mit Umbar
Myall (19) Lord Wizard Sep 1667 bis März 1681 Ruthions Angriff mit Spiegelbildern
Mortirion (11) Roquen Tirrim <1667 bis Mai 1682 Pelenor im Gonder-Krieg
Amrodan (18) Roquen Hail Freitruppe bis März 1688 Schlacht um die Dominions, vernichtet Tama und Kalivatra
Melrandir (14) Cordagar Okt 1681 bis Juni 1690 Angriff auf Barad Harn (3/88-11/88 Delegation Healer,
Großneffe Haldarions, Offizier Tir Limleith, Thargen Tir Ingon,
Roquen in Amrûmaur, Archams Schools, Spezialeinheit auf der
Dagorlad)
Rozilaan (17) Argon SET Mai 1684 bis Juli 1690 Angriff auf Barad Harn (5/84-6/90 Argon SET, Cordagar 5/83-
5/84, FT 7/79-4/83, Cpt 82. Rohallor SET)
Orbalaer (11) Scout Amrûn Okt ´89 bis August 1690 Opfer von Telvidu, Sohn von Marahil
Amondil (18) Master of Channeling, BM DA April 1671 bis August 1690 Telvidu - Cleric, Familie ist traditionell in diesem Metier
Suralim (14) Master of Lore August 1690 Telvidu - Barde, Freund von Cimrion Agarina
Seregon (13) Akademie August 1686 bis August 1690 Telvidu - Magican aus Lebennin, geb. 1655
Radhruin (10) TF Tolfalas März 1691 bis April 1691 Rückeroberung von Tolfalas
Marahil (24) Vamag Mai 1621 bis Juli 1691 Barad Methrast Geheimdienst, Umbar-Kenner, loyal, wirft sich
Mai ´74 in Dolch der Arléod gilt
Ranktion (13) Tirrim Aran Mai 1689 bis Juni 1692 5/89-6/92 Tirrim Aran, 5/66-4/89 Roquen Tirrim, in Nothva
Rhaglav bei der Verteidigung von Prinzessin Arvaliné
Deruwen (7) TF März 1695 3/95 TF Moonstone, 6/93-2/95 Seefahrtsakademie, 6/91-5/93
Archams School
Argûlar (12) Akademie Oktober 1688 bis März 1695 3/95 TF Moonstone, kommt aus Rhovanion, Magician
Dundil (14) Nardú Phazán September 1694 bis März 1695 von Amrohir aus dem Sumpf geholter Corsar, genannt Crocodile
Dundil, bei TF Benish Armon 1691 aufgefallen, gut mit Amrohir
befreundet, begnadeter Seeräuber, Harnen & Umbar-Experte
Yaventur (17) Dagarnil Dol Amroth Mai 1991 bis Mai 1695 5/78-7/90 Targen in Ithilien, verärgert über Haltung des Königs
Verräter
Cirdur Leiter des Theaters < 1667 bis Dez 1672 als Umbar-Spion hingerichtet
Falterad Roquen Tirrim < 1667 bis Dez 1672 Umbar-Spion, Barde
Meldin (17) Warden Sarlond Aug ´70 bis Jun ´97 Barde, Verwalter Sarlond / Eredost
Ruhestand
Narwain (13) Verwalter Barad Nargond Mai 1627 bis Mai 1684 der “Rote Ritter”, lebt jetzt dort in Ruhe weiter
Terieth (20) Lord Healer Nov 1609 bis Oktober 1694
Edheturiel (14) Botschafterin MT Oktober 1667 bis März 1695 Meriens Tante - guten Draht zur Königin
Eglor (15) Roquen Hail Mai 1642 bis Mai 1697 8/94-5/97 Aufbau Caras Tolfalas, 3/90-6/91 TF Cardolan, bei
Elben und Zwergen Steinbearbeitung und Festungsbau gelernt,
Spezialist für Improvisation, 20 Jahre Begleiter des Gesandten
in Lindon; Umbar ´70, Suduri ´71
Verstorben
Marhdain (20) Juli 1694 9/67-4/72 Banneret, Eothraim-Anführer, siedelt sich mit seinen
Leuten 1678 in Anfalas an
Baramir (13) Lord Chamberlain März 1594 bis Januar 1695