We—can—stick—out—’unger, thirst, an’ weariness,
But—not—not—not—not the chronic sight of ’em —
Boot—boots—boots—boots—movin’ up an’ down again,
An’ there’s no discharge in the war!
– Rudyard Kipling, Boots
On the Road, 8-11 Abril 540

Hayastan as Alaric knows it. His travels in this post take him through hexes 0607, 0608, 0708, 0709, 0710, 0711, 0712, 0812, and 0813.
“Follow the river south,” the peddler had said, “And you’ll be in Yerevan in two days. There are plenty of villages along the way where you can spend the night. You’ll see Tapa Hill on the other side of the river when you’re halfway there.”
Limping and carrying Erich, the two days’ journey to Yerevan takes the party four days.
Encounter cards: 10H, 6C, D5, C9. No encounters – just as well really.
Beatrice has been quiet for a while when she suddenly pipes up.
“Alaric,” she says, quietly enough for the others not to hear, “What’s the punishment for owning a book of spells?”
“The book is burned,” Alaric says, “And the wizard too. Unless he’s rich or powerful enough to get the sentence commuted to exile.”
“Do you think the peddler knew what he was selling you?”
“Unlikely,” Alaric says, confidently. “Most of ’em can’t read.”
Yerevan, 12-18 Abril 540
Encounter cards: 7D, 9C, AH, 2C, 4S, JD, 10S. Neutral or friendly strangers on the third day, and treasure on the sixth. Hmmm… Let’s merge those on day six, it makes more sense to me if they are different sides of the same coin.
A week in Yerevan costs everyone 84 ducats; the Lads spend their time carousing and healing (another 50 ducats each), while Alaric and Beatrice conduct research (free), he into the location of Yerevan’s dungeon and she into the local underworld and how to join it.
On the sixth day, guardsmen in the livery of the Lord of Yerevan come knocking and invite the party to follow them to meet the Lord’s Privy Counsellor. Beatrice thinks they have come for her at first, but recovers her confidence when she notices they are more interested in Alaric.
“Privy Counsellor? Does that mean he gives the Lord advice on privies?” Beatrice asks saucily. One of the guardsmen suppresses a smile.
What’s the Lord of Yerevan like? Mythic 2E says Independent, Determined. The Counsellor is a character from an earlier campaign, so I know him already. How do the Lord and the Counsellor get on? Reaction test: 7, neutral.
The guardsmen are being polite, but that could change at any moment; no sense in provoking them, and Alaric is confident he can talk his way out of this.
“Lead on,” he says, and the guardsmen escort Alaric, Beatrice and Caspar to the Privy Counsellor’s chambers.
The Privy Counsellor is a bearded man in black robes and a silver skullcap; on either side of him stand a female warrior in chainmail and – the peddler who sold them the spellbook in Nurnuz, now dressed in a scarlet and gold version of the Counsellor’s robes, albeit one somewhat less splendid.
“Thank you, Captain, that will be all,” the Counsellor says, and the guardsmen withdraw.
“So,” he goes on, when he and Alaric are alone with their companions. “Alaric and company. What brings you to Yerevan?” His tone is that of a superior to someone decidedly inferior. “And do not dissemble, I know you are a sorcerer.”
“We seek treasures, great and small, Counsellor,” Alaric responds. “And knowledge. Since the Lord’s men are not already piling faggots around a stake, I suspect we are in the desirable position of being able to do something for you. May I ask what you require?”
“Clever, aren’t you? I like that. I have come to an arrangement with the Lord of Yerevan; he overlooks certain characteristics in exchange for a steady flow of gold and information. Of late, his needs for both have grown steadily larger, and my existing companions are insufficient for the work at hand. So, I offer you a choice; join my service, and prosper, or refuse, and burn at the stake.”
Beatrice can’t help laughing. “Same deal you offered me, Alaric!” she chortles.
“And you taught me the correct answer,” he agrees. “Very well, Counsellor, if those are my choices, I shall enter your service.”
“I thought you’d see the benefits. Ispitan, please assist these fellows in relocating into my wing of the palace. Once they’re settled in, we can discuss their first quest.”
“Yes, Privy Counsellor.”
Party Status
Episode: 11. Bennies: Alaric 0, Beatrice 0. Advances: 1. Rations: 2 each. Torches: 2 left. Wounds: Dieter permanently injured, Vigour d4.
Party wealth and gear: Alaric 1,136 gp, mage’s pack; Beatrice 1,266 gp, thief’s pack; the Lads 1,047 gp each, mercenary’s pack, full leather armour, medium shield, short spear, short sword. Party fund: 1,155 gp.
GM Notes
I think I’ve had my fill of dungeoneering for the moment, so I’ve interpreted events as giving the party a long-term patron as a source of quests and a place to stay – the latter gives me an excuse to experiment with the Fantasy Companion‘s Stronghold rules, while the former shifts the thrust of the campaign to the urban intrigue which I feel most comfortable running.
Let’s define the stronghold:
- Advantage. I roll a 4, Mentor. The law of conservation of NPCs dictates this is the Privy Counsellor.
- Complication. I roll a 1, Contested. A powerful rival wants the stronghold; oh, so that’s why the Lord suddenly needs more money and information. Looking at the map and the rules for Demons, I decide that’s either the Emir of Dvin or the King of Hayastan at Garni.
- Acquistion, or what the stronghold is and how the PCs get it. That’s in the post above.
- Upgrades. I want to keep the stronghold in step with the PCs, so it has one upgrade. I choose Guards to represent those of the Lord’s guards under the Privy Counsellor’s sway. By my usual rulings, the Lord has 6,000 subjects and 60 soldiers; that means 50 of the 60 have already been suborned by the Privy Counsellor. Oh, this is getting interesting.
- Encounter. Each time the stronghold is upgraded, one rolls for an encounter; 18, diplomatic mission. So now we know what the Privy Counsellor wants Alaric to do; whichever of the King or the Emir covets the stronghold, they must persuade the other one to help Yerevan.
I may have to abandon my rules of thumb for number of inhabitants and soldiers controlled by each warlord as I suspect they will become too restrictive soon. According to the SWADE Fantasy Companion, I should handwave the operating costs of the stronghold, but it says nothing about the PCs’ personal upkeep; it suits me that they should continue to pay that, so the need for gold drives them back into dungeons.
This feels like a chapter end, though, doesn’t it? So let’s park Alaric here and do something else for a while.





